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Requirements for TRIBES 2 so far.

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  • 06-03-2001 3:02pm
    #1
    Registered Users Posts: 2,020 ✭✭✭


    Requirements & Spec's


    Please note, especially for this section, that Tribes 2 is still in design. The system requirements may change (probably down, but possibly up) by the time it's released, so don't put much trust in the requirements until it's actually released. That said, I'm including this section to give a general idea of what to expect.

    Low End: P2 300 MHz, 64 Mb ram, 250 megs HD space, 4x CD ROM, OpenGL 3d card, 16 bit sound card, TCP/IP or IPX for LAN/internet play

    Recommended: P2 450 MHz with Geforce or TNT2 or equivalent OpenGL card.

    High End: 1000 MHz with Voodoo 4/5 or GeForce 2 GTS.

    Tribes 2 is expected to support Windows and Linux platforms at initial release. A Mac release is possible later, depending on demand.

    Tribes 2 will require a 3-D card (there will be no software mode) and support OpenGL only, unlike Glide-based Tribes 1, although certain 3dfx cards should still work, and the Voodoo 5 will rock. The dev team is currently developing on the following cards: Voodoo 3, Voodoo 2, GeForce, TnT2, TnT, GeForce 2. Players with Voodoo3 3000's should still be able to run Tribes (depending on their processor speed) with the details turned down a bit.

    Players will be able to scale down the graphics somewhat to support low-end systems, but water will still prove a bottleneck for them, as it requires 2 rendering passes at the same time- the reflective surface and the lake bottom. Fog shouldn't pose as much of a problem, as it is vertex based and directly supported by the hardware.

    Technologies supported:


    Intel: FPU, MMX, and SIMD

    AMD: FPU, MMX, and 3D-Now

    Mac G3 & G4: FPU, AltiVec time permitting

    PowerPlay, Higher order surfaces, True bump mapping, Full scene anti-aliasing, and Transform & Lighting.

    Tribes 2's texture compression will be based on the OpenGL ARB_texture_compression extension, thus supporting any compression format exposed by the hardware manufacturer. At present, DXTC (DirectX texture compression)(or S3TC if you prefer) has been tested, and FXT1 will soon be tested for the 3dfx cards, although no problems are expected. Further, from Dave Moore:

    The nice thing is that the ARB_tex_comp extension allows the textures to be compressed at runtime, so we only have to store straight RGBA textures on the disk; the driver handles the translation into whatever format it happens to support. (This causes a slight time hit at level load, as the driver compresses the textures, but it's only a few seconds. If necessary, we'll implement a caching scheme.)||

    There Ya Go lads care of SpiZ wink.gif


    Quothe the Raven, "JennyRooba!" ;D


Comments

  • Moderators, Social & Fun Moderators Posts: 28,633 Mod ✭✭✭✭Shiminay


    Bugger - they don't mention ATI Radeons in that little lot - I wonder why?



    All the best,

    Dav
    @B^)
    <font face="Verdana, Arial" size="2">Prepare yourself - The Beefy King stirs from his slumber...</font>


  • Registered Users Posts: 6,687 ✭✭✭tHE vAGGABOND


    Radeon is fully open gl compatitable - so no problems


  • Closed Accounts Posts: 999 ✭✭✭DrunkLeprachaun


    I HATE PCI SLOTS!!!!!!!!!!
    AAAAAAAAAAAAAAAARRRRRRRRRRGGGGGGGGGGH!


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