Re: Developing games for PC with FP. Is this really needed?

Mike Wuetherick <[email protected]> Wed, 29 Dec 2004 14:01:34 -0800
Newsgroups gmane.games.devel.general
Message-ID <[email protected]>
For example, we targetted our recent title to a very low machine spec 
and have found out that we have to release a patch to target it even 
lower because our market has older computers than we had originally 
anticipated.

I wouldn't target shader-cards only unless you are targetting the FPS 
hardcore gamer crowd - 99% of the customers we talk to barely have 
geforce2 cards if even that good. I'm not even kidding.

Pixel Shader cards are just NOT that popular yet.

There are a LOT of old computers out there still, and considering how 
hard it is to make a dent in the market - normal business thinking would 
be to not create any artificial limitations on your market.

Dunno, just me.

Mike W
GDGi

[email protected] wrote:
> Hi Pavel,
> 
> The question really goes the other way round. Are people with FFP cards a
> significant part of your target market? If so, you should support them. If
> not, you needn't bother. Of course, deciding your target market should be
> something you sort out with your publisher.
> 
> There is no restricted information here, you just need to decide what's
> right for you :)
> 
> Jamie
> 
> 
> 
>>Hello ppl,
>>
>>I'm just wonder if it's still needed for upcoming games to support
>>fixed pipeline for rendering? and there for set as minimum
>>requirements vs1_1 and ps_1_1.
>>Or probably still a lot of users have GPU that doesn't support
>>shaders? And how it can change in near two years?
>>
>>I'm not sure if this information is restricted (probably this info
>>could know only publishers), but probably someone can reply smth...
>>
>>Thanks in advance.
>>
>>--
>>Best regards,
>> Pavel Tumik                          mailto:[email protected]
>>
>>
>>
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> 
> 
> 
> 
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