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  Windows 10  (Read 23004 times)
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Offline Cero
« Reply #30 - Posted 2015-08-27 18:15:11 »

I never update anyway  ¯\_(ツ)_/¯

Offline Icecore
« Reply #31 - Posted 2015-08-27 19:36:03 »

Why update if you can try it on virtual machines =)
http://dev.modern.ie/tools/vms/

Last known State: Reassembled in Cyberspace
End Transmission....
..
.
Journey began Now)
Offline SirSoltex

JGO Coder


Medals: 33
Exp: 1 year


Pixel-man, Programmer. Lover of the pancreas


« Reply #32 - Posted 2015-08-31 01:06:36 »

I'm assuming you know about the privacy issues in windows 10?

Are you humans? I don't know.
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Offline kingroka123
« Reply #33 - Posted 2015-08-31 01:12:02 »

Yup it's the most troubling thing with windows 10 but i guess everything has a trade-off
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #34 - Posted 2015-08-31 06:42:18 »

isn't DX12 going to be "windows 10 only" anyway ?
Offline Neoptolemus
« Reply #35 - Posted 2015-09-01 12:08:28 »

Imho: The Trend of last years fears me:
from year to year we have more buggy and laggy software’s each year
- and now even big corporations create so low quality products.

What be next.
in 50 years we will have 100 core cpu that run new tetris with lags 10- FPS
because you don’t have top pc with 378 cores ?  persecutioncomplex  
I agree with you. That's why I expect a game that looks like Quake 2 to be able to run smoothly on a computer bought in 1997.

I guess it depends on what else is running in the background, like networking, physics, AI etc. Graphics cards back in the late nineties were pretty much just triangle rasterisers, and a lot of pre-processing had to be done on the CPU (Quake 2 actually does all of the dynamic lighting and gouraud shading on MD2 models on the CPU side, bakes it into a lightmap on the fly and then binds the texture on the GPU side as normal). Pretty much all the GPU does in Quake 2 is the texture mapping, filtering and triangle rasterization. The CPU does everything else including occlusion culling (including an absolutely awesome "zero overdraw" technique).

Nowadays we tend to push everything onto the GPU, which frees up the CPU for the increasingly demanding AI and physics, but you also lose a lot of the ability to debug and hand-craft the code since once it's with the GPU you're pretty much at the mercy of how the GPU decides to interpret your shader code, and it's hard to work out if anything has gone wrong other than visual artefacts or poor performance (which might not always be obvious!). It's very easy to make mistakes when programming against the GPU and not realise them until much later.

EDIT: Forgot to mention that the operating systems themselves are now much more demanding, with numerous services running in the background. I think the original Windows 98 required something like a 66mhz machine with 16mb of RAM. So even if your game was no more demanding than Quake 2, you would still need a modern machine to run it unless you install Windows 98.
Offline Kami

Senior Devvie


Medals: 16
Projects: 1


I am not a vampire


« Reply #36 - Posted 2015-09-14 17:19:04 »

What do you guys think of their privacy policy agreement? I myself didn't like it at all and it made me somewhat sad.
I don't know if this makes any difference but I'm a happy Linux user Tongue

"If I can't be the best I sure as hell can be the worst"
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LinkedIn: https://www.linkedin.com/pub/kami-nasri/108/227/436
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