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Doom 3 Requirements Etc
What do you all suppose the recommended requirements will be for this mofo? Think I can swing it on a 2.53 Ghz P4? Discuss Doom 3! Thanks.
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This would probably be better as a post in the GA thread, since it's just a question and not really a topic for discussion. 
Well... 
Unless he can get us arguing over it. :) 
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If we assume that I have been naughty, which I haven't, and that I got the leaked alpha, which I didn't, one might say that my AMD 2600 with GF4ti and 512 MB ram could run it quite nicely at medium quality. But as we all know, I'm not naughty. Also, one would assume the finished d3 would run a great deal better... 
Czg 
now you are in trouble. 
Oh, Okay... 
sorry p33pz! 
Whatsoever... 
Doom 3 hardware requirements... hmm...

The only thing I do know about that is that Doom 3 will definatly NOT run on my l33t Celeron 466 with 394 MB ram. You're free to prove me wrong on this one... 
WOW 
From http://www.gamespy.com/e32002/pc/doom3b
"(Ed. note: in a later interview with Robert Duffy, it was explained that the BSP process is still present, but the lighting and visibility calculations are no longer necessary, as they're handled by the engine in real time.)"

"One of the more interesting technical innovations we saw is a new GUI system that allows for Flash-like animation on any surface, and can be completely interactive. Unlike most current games, where a keypad or switch might be portrayed with a few simple textures, these items can now be presented with much more detail."

"A number of other significant changes have also been made for the new engine. Textures are no longer simply painted -- they're now models with complete bump-mapping. Models are so detailed that you can see pores on a character's face or even the individual hairs on their head, and a skeletal animation system allowing for blending of multiple animations should make character movements appear more natural."

"On the other side of the fence, we uncovered a major bit of info that will be of particular interest to mod developers: the development tools are built into the game's executable. So, as Stratton put it "when you're running the game, you're running the editor." What this means is that you'll be able to walk around in a level, press a key, bring up the editor, place some lights, and go back to the level. It seems the old .BSP process is gone, and will be replaced by something different, so while this may be a bit of a learning curve for mappers, they can rest easy knowing that tools will be included with the game." 
So... 
So, as Stratton put it "when you're running the game, you're running the editor." What this means is that you'll be able to walk around in a level, press a key, bring up the editor, place some lights, and go back to the level.

Just like Aardappel's Cube, then ;) 
Nt 
Seriously, though, does anyone have any idea of minimum or reccommended specs.

I'm assuming I'll be OK on a 2.0GHz P4 with GF4 Ti 4600? 
I Really... 
don't think anyone truly knows - but I thought it was worth tossing around. 
I Would Geuss At 
to run the game well I i would say at least a 2GHZ system with a GF4. Based on how tenebrae runs on my PC (1.4GHZ GF3ti500) this would seem to be the kinda minimum spec :) 
I Think... 
it's supposed to run on a 1GHz with a Geforce..... but then it'll probably look like crap and mabye not run smoothly anyway. You'll need a GF3 or later to gett "full" visual quality... altho I suspect that there will now be still improved visuals for those with newer vidcard models. 
Bah 
Tenebrea is an awefully wasteful engine. I have faith that ID will be able to make its game putter along at least something tolerable. 
Cybear 
i also read that.

I am sure carmack said in some interview that the minimum Was a Geforce 2, with 1 Ghz CPU.

maybe. :) 
Underworldfan 
that seems plausible. Absolute fucking minute minimum specs, but plausible.

how many lights per scene has he said they'd be able to handle? 
Wrath 
dont know about the lights. 
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