03-24-2014 06:06 AM
03-24-2014 06:42 AM
03-24-2014 07:15 AM
"raidho36" wrote:
Good quesion. Well bare minimum, aside of other components, is a GPU that supports pixel shaders and would have DVI/HDMI output capable of substantional bandwidth. Any modern GPU meets first criteria, but for the latter - the CV1 gonna push the limits there, so you really need up to date card.
Right now there's only a handful of full-scale games, those would have adequate graphics settings - in these games you can always find a setting that would fit all necessary textures in the memory available and run 100% resolution in high framerate on any modern GPU. Unity demos, however, tend to have NO settings whatsoever (the "graphics quality" option in launcher window doesn't do shit). With CV1 release amount of full games will grow vastly.
It is also a good idea to pick a processor with high per-core operating frequency, due to the fact that most of the processing tasks in games don't scale well or even don't scale at all (you can't use multiple processors (cores) to do them faster) so the more single core can do per second the better, and total amount of cores is mostly just irrelevant, anything higher than just one will do. Modern games tend to use processor a lot. And what's real bitch about it is that if the game couldn't do it's shit in time on the CPU, the framerate will drop even if GPU chews it's data like it's nothing. There's ways to avoid that, but most developers just don't care.
In terms of RAM, that really depends on the game you want to play, but it's dirt cheap so you could just stock up to the max on it for something like $50. In reality you wouldn't need more than 4 GB, and even if you do, you can literally save your lunch money to get extra, it's peanuts.
Anything else doesn't pays any role.
03-24-2014 08:07 AM
"Cyph3r" wrote:
tl;dr
03-24-2014 08:56 AM
"raidho36" wrote:
/snip
There's always a way to optimize the graphics to make it run sick scenes in very high framerate. The biggest in terms of effort/results is VBO - upload all of your geometry and render in one call, getting rendered in record time. But then there's threshold beyond which brute-force rendering becomes slow, so you have to cull out some shit, and you have to do that on CPU. You still have your geometry uploaded and it's still rendered fast, but you have to make an individual render call for every batch of objects. You can batch up large chunks of geometry which really helps increasing culling speed and decreasing number of calls, but most devs just put every single little piece of shit as a separate mesh, which results in ungodly performance *coughETS2cough*. This is where Mantle comes in handy, but it isn't there yet. And of course there's things like LODding and whatnot.
03-24-2014 09:11 AM
03-24-2014 09:16 AM
"Lane" wrote:
Something like this is the minspec.
You'll be running on low quality settings and would benefit the most from an upgraded GPU.
03-24-2014 11:18 AM
"Cyph3r" wrote:
03-24-2014 01:56 PM
03-24-2014 01:57 PM