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Old June 25th, 2002   #1 (permalink)
Ali
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New resident Evil....!

I love this game....well I heard that there is this one version which will come for almost all platform...including PC...where I saw it...I guess it was NOW on Gamesauce....oh welll what ever....!

What would be the required specs....! for PC ofcourse

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Old June 25th, 2002   #2 (permalink)
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Gamesauce? You sure those mangos weren't tanted?

Resident Evil is already for the PC. Is it a new version?
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Old June 26th, 2002   #3 (permalink)
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isn't resident evil unique to Nintendo now that they own the Franchise ?
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Old June 26th, 2002   #4 (permalink)
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They don't own the franchise(that would mean they're the developers ),but capcom agreed(ok,let's say that they got some advantages from Nintendo)to develop all the next RE only for NGC(except for the RE Online that will come out on PS2).
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Old June 26th, 2002   #5 (permalink)
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RE Online? Now that will suck...
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Old June 26th, 2002   #6 (permalink)
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Originally posted by Omegainf
RE Online? Now that will suck...
IMO,it will just be a zombie killing frenzy.(but it would be cool to control a zombie and attack humans(or even other zombies that think you're their friend).
Well,the fun wouldn't last long anyway.
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Old June 26th, 2002   #7 (permalink)
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a degraded version of the RE GunSurvivor arcade, for sure.
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Old June 26th, 2002   #8 (permalink)
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So Im wrong here.....!
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Old June 26th, 2002   #9 (permalink)
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I wouldn't hold your breath waiting for ports of the new GameCube Resident Evils. They are simply too advanced for PCs to deal with at this point in time.
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Old June 26th, 2002   #10 (permalink)
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Multiplatform RE? and you heard it on gamesauce? Ali r u alright?

Ususally all the gameshows on NOW give quite accurate information. But I highly doubt this one. I want it though.

You can confirm any gaming related news by visiting sites like Gamespot and IGN. I've checked the entire release date list for the PS2 uptil 2003 spring and there is no sign of RE on it, besides RE online, which won't have anything great about it.
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Old June 26th, 2002   #11 (permalink)
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Maybe I saw something else and remembered somthing else....!

Well sorry guys for such a stupid thread...

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Old June 26th, 2002   #12 (permalink)
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Quote:
Originally posted by Ali
Maybe I saw something else and remembered somthing else....!

Well sorry guys for such a stupid thread...

Ali
If it was a stupid thread I would have closed it .
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Old June 26th, 2002   #13 (permalink)
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A PC would find it real hard to run RE if it looked anything like the gamecube ones.
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Old June 26th, 2002   #14 (permalink)
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But that shouldn't be the problem. Know anything about Doom3's requirements?
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Old June 26th, 2002   #15 (permalink)
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I heard that a GeForce card with at least 64mb would be the minimal requirment(and,let's forget the GF 2,it won't be enough),so let's say that a GF3/4 or a Radeon 8500 would pretty much fit.
As for the CPU,should be a pretty high requirement too.
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Old June 26th, 2002   #16 (permalink)
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Quote:
Name: John Carmack
Email:
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Project:
-------------------------------------------------------------------------------
June 25, 2002
-------------
The Matrox Parhelia Report:


The executive summary is that the Parhelia will run Doom, but it is not performance competitive with Nvidia or ATI.


Driver issue remain, so it is not perfect yet, but I am confident that Matrox will resolve them.


The performance was really disappointing for the first 256 bit DDR card. I tried to set up a "poster child" case that would stress the memory subsystem above and beyond any driver or triangle level inefficiencies, but I was unable to get it to ever approach the performance of a GF4.


The basic hardware support is good, with fragment flexibility better than GF4 (but not as good as ATI 8500), but it just doesn't keep up in raw performance. With a die shrink, this chip could probably be a contender, but there are probably going to be other chips out by then that will completely eclipse this generation of products.


None of the special features will be really useful for Doom:


The 10 bit color framebuffer is nice, but Doom needs more than 2 bits of destination alpha when a card only has four texture units, so we can't use it.


Anti aliasing features are nice, but it isn't all that fast in minimum feature mode, so nobody is going to be turning on AA. The same goes for "surround gaming". While the framerate wouldn't be 1/3 the base, it would stillprobably be cut in half.


Displacement mapping. Sigh. I am disappointed that the industry is still pursuing any quad based approaches. Haven't we learned from the stellar success of 3DO, Saturn, and NV1 that quads really suck? In any case, we can't use any geometry amplification scheme (including ATI's truform) in conjunction with stencil shadow volumes.
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id Software's John Carmack has made a couple of posts at Slashdot. The first post clarifies certains events associated with demonstrating Doom III at E3. In the second post, he discusses the hardware requirements for Doom III.
The entire message thread can be found at this link.

Misrepresented

This batch of comments from me have let people draw conclusions that leave me scratching me head wondering how they managed to get from what I said to what they heard.

Other people have outlined the issues in detail in comments already, but the crux is that, even with driver quality removed from the discussion (not counting conformance issues, running at fill limited resolutions), GF4 hardware is still faster than 8500 hardware on basically everything I tested. The 8500 SHOULD have been faster on paper, but isn't in real life.

The hardware we used at E3 was not an 8500, and while the drivers were still a bit raw, the performance was very good indeed.

Take with a grain of salt any comment from me that has been paraphrased, but if it is an actual in-context quote from email, I try very hard to be precise in my statements. Read carefully.


High End Hardware Reasoning

We know for sure that we will be excluding some of the game buying public with fairly stiff hardware requirements, but we still think it is the right thing to do.

The requirement for GF1/Radeon 7500 as an absolute minimum is fundamental to the way the technology works, and was non-negotiable for the advances that I wanted to make. At the very beginning of development, I worked a bit on elaborate schemes to try and get some level of compatibility with Voodoo / TNT / Rage128 class hardware, but it would have looked like crap, and I decided it wasn't worth it.

The comfortable minimum performance level on this class of hardware is determined by what the artists and level designers produce. It would be possible to carefully craft a DOOM engine game that ran at good speed on an original SDR GF1, but it would cramp the artistic freedom of the designers a lot as they worried more about performance than aesthetics and gameplay.

Our "full impact" platform from the beginning has been targeted at GF3/Xbox level hardware. Slower hardware can disable features, and faster hardware gets higher frame rates and rendering quality. Even at this target, designers need to be more cognizant of performance than they were with Q3, and we expect some licensee to take an even more aggressive performance stance for games shipping in following years.

Games using the new engine will be on shelves FIVEYEARS (or more) after the initial design decisions were made. We had a couple licensees make two generations of products with the Q3 engine, and we expect that to hold true for DOOM as well. The hardware-only decision for Q3 was controversial at the time, but I feel it clearly turned out to be correct. I am confident the target for DOOM will also be seen as correct once there is a little perspective on it.

Unrelated linux note: yes, there will almost certainly be a linux binary for the game. It will probably only work on the nvidia drivers initially, but I will assist any project attempting to get the necessary driver support on on other cards.
Hope that helps clear things up
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Old June 26th, 2002   #17 (permalink)
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RE online... that will surely sucks...
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Old June 26th, 2002   #18 (permalink)
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RE online? That might actually be cool.. Being able to play with friends blasting zombies.. I wonder if it will be first person though.. That might be cool too.. Maybe like this shot..
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Old June 26th, 2002   #19 (permalink)
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Old June 27th, 2002   #20 (permalink)
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Originally posted by Syed Fawad
But that shouldn't be the problem. Know anything about Doom3's requirements?
Let's put it this way. As it stands on the GameCube, Resident Evil takes up over 2GB of space, and that includes compressed textures, and a whole host of other compressions that are designed specifically for the GameCube. On the PC, you would have to allow for more hardware support, increasing the size of all the visuals. In the end, you would have more than 3 GB of game. This data would fit fine on 5 CDs, and such a thing isn't unthinkable.

However, Resident Evil involves a LOT of backtracking. You would be forced to switch CDs every few minutes just to move forward through the game, unless a whole lot of the game was installed to your hard drive. I suppose that an install size of about 2GB would be sufficient to run through most of the game without CD switching. However, 2GB is a pretty huge installation size.

As for the graphics, you would need the very latest in technology, such as a GeForce 4 to run it well. However, the game was designed for a GameCube, and it would be difficult to port. Considering the generally low quality of previous Capcom PC ports, and the low sales, I doubt it would be worthwhile to do so.

In the end, it would be theoretically possible, but I'm sure that the movie quality would be a lot lower, and the game just wouldn't look as good, which would really turn off most of the PC market.
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