On 10 Dec 1997 17:15:02 GMT, Shum Chun Pong Bernard
>: How come some games (e.g. GP2, POD, Manx TT) are perfectly playable in SVGA
>: on my reasonably powerful system (e.g. 166MHz MMX) without 3Dfx wheras some
>: (e.g. Sega Rally, TOCA) can barely manage to run in VGA.
>Manx TT has much simplier physics model. Most of the power was used for
>graphics. ManxTT is arcade quality smooth in 3Dfx and playable in hi-res
>non-accelerated. TOCA is very CPU intensive. Even with a 3Dfx, a fast CPU
>is required. Or the framerate will be very unstable - sometimes 30fps,
>sometimes 10fps.
I read a very interesting commentary in some flight-sim magazine a few
months ago. It was from the main programmer of A10 Cuba, the game
often claimed to have the most realistic physics model among all PC
flight-sims (possibly excluding SU27). In the commentary, he said
that his game spends 90% of CPU time on the graphics and 10% on
everything else. And what is the graphics in A10 Cuba like? It's
non-textured all simple polygon drawn graphics.
This should stop the myth: complex AI/physics means low frame rate.
If we base our argument on that programmer's opinion, it means that
TOCA programmers were simply incompetent when it came to the graphics.
Ubisoft released F1RS after they released POD and F1RS is slower.
Howerver, Ubisoft said this is because F1RS uses much more polygons,
but they didn't say it is because F1RS has more complex physics or AI.
This is not to mean that creating complex physics model or AI is easy.
But it means that complex physics model should not slow the game down.