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Mac doom 3 demo
Mac doom 3 demo




mac doom 3 demo
  1. #Mac doom 3 demo Patch#
  2. #Mac doom 3 demo software#
  3. #Mac doom 3 demo Pc#

Especially of the original dev platform was that dramatically different (e.g. Let's just I'm underwhemled by their port-fu as it stands. MX Motocross for example, dips to ~20fps at times on my PC, whereas it largely runs at 60fps on the PS2 - I can't recall a console port performing that horribly outside of Enter the Matrix, which is really saying somethign. Yes, they're both console ports, but I have to say both were some of the lesser performing ports I've seen on my system, which usually runs ports faster than the native titles on consoles.

mac doom 3 demo

If Aspyr does indeed have a track record of releasing ports with poor performance as compared to other porting teams, then they're fair game for criticism in my book.Īs I do my gaming on the PC/console, my experience with Aspyr has been through a few demos - noeably Tony Hawk 4 and more recently, MTX Motocross. Instead, what we do is compare products by other companies and see if they measure up. It would be hellish as a consumer if criticism of a product were only allowed by those who could actually create an equivalent product themselves, don't-cha-think? I look forward to your new game porting company that will blow Aspyr out of the water.

mac doom 3 demo

#Mac doom 3 demo software#

I feel completely justified (as having purchased more of their software ports than I should have) in saying they are grossly incompetent and only succeed because no one else really persues the market. I simply asked a question about whether there was information out there about Doom3 missing features or features implemented differently (if any) as I've noticed many ports often are first released in such a state (with features later added in patches as Apple releases OpenGL updates/fixes through point releases), and such information is then very useful in evaluating the initial benchmarks. I'm actually not making a statement about anything. I'm not trying to make a statement about the current, post-patches state of Mac Halo. and there were other missing bits mentioned in the post (I think one was specular color and another was model reflections?).Īnyway, you're rebutting something I never said. right, lens flare had to be reimplemented and had the cap on instances because of the missing arb_occlusion_query.

#Mac doom 3 demo Pc#

Let's not forget that fsaa actually works in mac halo, so it supports more (useful anyway) features, not less, than the pc halo.

#Mac doom 3 demo Patch#

I think I read that with the 1.5 patch they were able to move that effect onto the gpu. Off topic: but haven't we been through this before? First off, it was a westlake employee, and secondly, it was with respect to the lens flare feature which had to be implemented in software. Does anyone know if Aspyr has said anything about what features or visual effects (if any) were lost (or needed to be implemented differently) in the porting process? Something like the posts from that MacSoft employee shortly after Halo was released.






Mac doom 3 demo