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FPSC Classic Product Chat / Guidelines for system reqs?

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Ragle
16
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Joined: 24th Mar 2008
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Posted: 26th Mar 2008 15:00
How should I determine the system requirements for the games I create? Do they match those of the FPSC software itself or are they determined by complex my games are?
Gunn3r
18
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 26th Mar 2008 19:05 Edited at: 26th Mar 2008 19:12
It will be determined by how graphics intensive your game is. For example, if a game consisted of 4 segments, and no lights, then it will be less system requirements intensive then those same for segments and 40 lights. That's why when you add a lot of lights/dynamic entities it lowers the FPS. Because it takes more system usage to create those scenes.

Hope that clears it up for you. Just try and optimize your maps for as many people as possible, and you won't have to worry about system requirements too much.

Thanks,
Gunn3r

xplosys
18
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 26th Mar 2008 19:09
The minimum system requirements for FPSC are a good starting point. They should be the minimum for your game, and then as gunn3r said, increase the requirements according to the graphic complexity or intensity of your game.

Best.

Ragle
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Posted: 26th Mar 2008 20:34
Those are more or less what I figured the guidelines would be. I think I was looking for whether or not we could quantify it more fully. Such as X number of polygons means this much RAM is necessary and so on. It's probably a fuzzy area, but I appreciate the responses anyway.
Keo C
17
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Joined: 3rd Aug 2007
Location: Somewhere between here and there.
Posted: 27th Mar 2008 03:30
Quote: "Such as X number of polygons means this much RAM is necessary and so on."
The complex polygon rendering is done with your GPU, so it would use VRAM. Your best bet is too make a game, then do a open beta.


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