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That's ENOUGH!(Xbox and Halo 2 Vista)
Posted: Sun Sep 30, 2007 9:37 am
by Pakundo
Edit: for people who still look at this...
well...
I got an upgrade: 8600 GT 512 MG, 2 GB RAM, and well...
On win XP, High lod, full anti-alias... 30+ fps...
First of all, this topic is in NO way to insult neither Microsoft nor Bungie.
And I'm sorry had I hurt anyone.
But I felt I had too.
Oh and I made this quoted post.
[quote]Before you go, Please take a quick look at the following technical details of the Xbox, but I'll short it here: 32-bit 733 MHz Pentium III processor, an almost 1 to 1 identical graphical card to nVida gefore 3, 64 MG of RAM, and so on.
If you'd like to get my point, you may right now skip the technical stuff...
Zitat:
--------------------------------------------------------------------------------
Technical specifications
CPU: 32-bit 733 MHz Pentium III Coppermine-based Mobile Celeron in Micro-PGA2 package. 180 nm process.
SSE floating point SIMD. 4 single-precision floating point numbers per clock cycle.
MMX integer SIMD.
133 MHz 64-bit GTL+ front side bus to GPU.
32 KB L1 cache. 128 KB on-die L2 "Advanced Transfer Cache".
Shared memory subsystem
64 MB DDR SDRAM at 200 MHz; 6.4 GB/s
Supplied by Hynix or Samsung depending on manufacture date and location.
Graphics processing unit (GPU) and system chipset: 233 MHz "NV2A" ASIC. Co-developed by Microsoft and NVIDIA.
4 pixel pipelines with 2 texture units each
932 megapixels/second (233 MHz x 4 pipelines), 1,864 megatexels/second (932 MP x 2 texture units) (peak)
115 million vertices/second, 125 million particles/second (peak)
Peak triangle performance: 29,125,000 32-pixel triangles/sec raw or w. 2 textures and lit.[citation needed]
485,416 triangles per frame at 60fps[citation needed]
970,833 triangles per frame at 30fps[citation needed]
4 textures per pass, texture compression, full scene anti-aliasing (NV Quincunx, supersampling, multisampling)
Bilinear, trilinear, and anisotropic texture filtering
Similar to the GeForce 3 and GeForce 4 PC GPUs.
Storage media
2x
Posted: Sun Sep 30, 2007 10:03 am
by XBC-Requiem
Why, you ask?
The answer to this question is simple.
When games are made for the Xbox, the programmers know EXACTLY what hardware they're working with, so they are able to exploit that hardware to its fullest capabilities. When making a PC game, the game has to run across millions of combinations of hardware, so it's not as easy to make it run efficiently.
Posted: Sun Sep 30, 2007 10:23 am
by Pakundo
That is a possibility I've though of, and yet, I've known BETTER conversions from consoles to PC.
Posted: Sun Sep 30, 2007 10:50 am
by KIWIDOGGIE
yea, h2v is the piss poor port to pc ever
Posted: Sun Sep 30, 2007 11:33 am
by AFuzySquirrel
Its actually due to the physics engine... halo 1 pc was an exact prt cuz nothing changed about halo 1... but bungie completely re-wrote H2V's physics engine... this is why you cant do super bounces.
Halo 2 used a bad Havok engine whivh was poorly made due to the lack of time bungie had... simply enough a super bounce is when your characters physics meta gets loged between 2 BSP physics metas and your are shot up in the air.
H2V's physics do not work in the same way. as the map maker kind of points it out. as the map is compiled.. the map creator makes an exact replica physics meta of your maps shape and uses it for collision.. this solved the super bounce glithches but to do this they had to redo many of the physics that characters and weapons used..
basically scince they re-made the physics engine they didnt have to get the game to work on specific hardware so they used some of the average hardware found today... so really most new computers have 1gb of ram and a nvidia 6 chipset so those people are good.
Posted: Sun Sep 30, 2007 11:40 am
by Pakundo
AFuzySquirrel wrote:most new computers have 1gb of ram and a nvidia 6 chipset so those people are good.
Guess what?
The specs you've now mentioned: I have them.
Guess another thing:
When I try to run the game on lowest settings, It STILL runs like cwap.
Posted: Sun Sep 30, 2007 1:29 pm
by KIWIDOGGIE
1. your right
2. They DO EXIST there just hard as shit to get now. (fall from a high as crap place)
Your GFX card might be s**t
Posted: Mon Oct 01, 2007 2:29 am
by AFuzySquirrel
actually the physics metas are smaller than in halo 2 so you could still prolly get it after a few high jumps...
i got a 746mb GeForce 8800... dont think thats crap

Posted: Mon Oct 01, 2007 5:14 am
by warlord
xbox dosnt have a fukin windows operating systems thats running billions of processes and direct data libraries does it?
no theres your answer inorder to run halo 2 vista as good as a xbox you must take these things into account.
i run a pc with 2ghz amd athelon and a radeon 9600 pro on medium and guess what!? i get a decent 30FPS.
quit the bitchin and gtfo.
Posted: Mon Oct 01, 2007 10:01 am
by kornman00
AFuzySquirrel wrote:Its actually due to the physics engine... halo 1 pc was an exact prt cuz nothing changed about halo 1... but bungie completely re-wrote H2V's physics engine... this is why you cant do super bounces.
Halo 2 used a bad Havok engine whivh was poorly made due to the lack of time bungie had... simply enough a super bounce is when your characters physics meta gets loged between 2 BSP physics metas and your are shot up in the air.
H2V's physics do not work in the same way. as the map maker kind of points it out. as the map is compiled.. the map creator makes an exact replica physics meta of your maps shape and uses it for collision.. this solved the super bounce glithches but to do this they had to redo many of the physics that characters and weapons used..
basically scince they re-made the physics engine they didnt have to get the game to work on specific hardware so they used some of the average hardware found today... so really most new computers have 1gb of ram and a nvidia 6 chipset so those people are good.
Do yourself a favor and shut up. Its not due to fucking Havok, nor any lack of talent Bugie MAY have had implementing Havok into the game engine. Also, learn to either spell\proper grammar or get firefox so it will at least help you with your spelling.
First, Halo2Vista isn't a straight fucking port. Its not going to run the same on the PC as it would the xbox. The xbox is DEDICATED to the game's process. The PC isn't dedicated to a specific application (in generic scenarios). Windows LIVE isn't the cheapest resource to run along side with your game either. Then you have custom maps which is going to take more memory since its a dynamic variable amount, where on the xbox, you would have say 20 MP maps only. Then account for the hidden protections put into the game and LIVE to make sure your not cheating or changing things that you shouldn't be.
When you compile a game for the xbox, the compiler has some VERY specific optimizations it can make it speed up the DirectX interfacing or the WinAPI calls made from the game, etc. You can't get the same optimizations when compiling for the PC, because its not a set hardware running on set software configurations.
Having 2GB of ram will actually solve a lot of your performance problems. You don't need a high end pc to run the game.
Posted: Mon Oct 01, 2007 11:39 am
by AFuzySquirrel
kornman00 wrote:AFuzySquirrel wrote:Its actually due to the physics engine... halo 1 pc was an exact prt cuz nothing changed about halo 1... but bungie completely re-wrote H2V's physics engine... this is why you cant do super bounces.
Halo 2 used a bad Havok engine whivh was poorly made due to the lack of time bungie had... simply enough a super bounce is when your characters physics meta gets loged between 2 BSP physics metas and your are shot up in the air.
H2V's physics do not work in the same way. as the map maker kind of points it out. as the map is compiled.. the map creator makes an exact replica physics meta of your maps shape and uses it for collision.. this solved the super bounce glithches but to do this they had to redo many of the physics that characters and weapons used..
basically scince they re-made the physics engine they didnt have to get the game to work on specific hardware so they used some of the average hardware found today... so really most new computers have 1gb of ram and a nvidia 6 chipset so those people are good.
Do yourself a favor and shut up. Its not due to *** Havok, nor any lack of talent Bugie MAY have had implementing Havok into the game engine. Also, learn to either spell\proper grammar or get firefox so it will at least help you with your spelling.
First, Halo2Vista isn't a straight *** port. Its not going to run the same on the PC as it would the xbox. The xbox is DEDICATED to the game's process. The PC isn't dedicated to a specific application (in generic scenarios). Windows LIVE isn't the cheapest resource to run along side with your game either. Then you have custom maps which is going to take more memory since its a dynamic variable amount, where on the xbox, you would have say 20 MP maps only. Then account for the hidden protections put into the game and LIVE to make sure your not cheating or changing things that you shouldn't be.
When you compile a game for the xbox, the compiler has some VERY specific optimizations it can make it speed up the DirectX interfacing or the WinAPI calls made from the game, etc. You can't get the same optimizations when compiling for the PC, because its not a set hardware running on set software configurations.
Having 2GB of ram will actually solve a lot of your performance problems. You don't need a high end pc to run the game.
Wow. that was a nice story but whats with the flame... and yes bungie did mess up physics in halo 2 xbox. thats why there are superbouces. bungie also did some things to the rendering engine so it looked better on high res monitors... im not saying bungies is bad. im just saying that halo 2 xbox was rushed and they fixed many things in halo 2 vista. ask freaking detox about the physics metas and he'll tell you how they cause super bounces. and your right about its not a perfect port. because bungie changed things with rendering and physics.
ram does solve many problems too. obviously. i never said you needed a high end PC either. on th econtrary i said you didnt.
Halo 1 = Perfect port, only needs 733mhz processor and 64mb of Vram
Halo 2 = non perfect. you can obiously tell the change in bitmap sizes and the physics are better... just try to do any superbounces that get you out of the map.
Posted: Mon Oct 01, 2007 11:59 am
by kornman00
AFuzySquirrel wrote:Wow. that was a nice story but whats with the flame... and yes bungie did mess up physics in halo 2 xbox. thats why there are superbouces. bungie also did some things to the rendering engine so it looked better on high res monitors... im not saying bungies is bad. im just saying that halo 2 xbox was rushed and they fixed many things in halo 2 vista. ask freaking detox about the physics metas and he'll tell you how they cause super bounces. and your right about its not a perfect port. because bungie changed things with rendering and physics.
ram does solve many problems too. obviously. i never said you needed a high end PC either. on th econtrary i said you didnt.
Halo 1 = Perfect port, only needs 733mhz processor and 64mb of Vram
Halo 2 = non perfect. you can obiously tell the change in bitmap sizes and the physics are better... just try to do any superbounces that get you out of the map.
Theres a different between a story and truth. You also obviously have no idea on who made H2V, so a lot of your arguments\points\anything else you say, becomes null and void off the bat.
Halo 1 PC does not JUST need 64mb of ram. That has to be the most silliest notion I have ever heard.
Posted: Mon Oct 01, 2007 12:21 pm
by AFuzySquirrel
I said VRAM.. not ram... do you know what VRAM is? and BUNGIE used HAVOK for a physics engine.. just look at the back of the box.. why do you think we havent gotten custom BSP in Halo 2 Xbox yet? because of Havok
You obviouly dont make any sense saying bungie made their own physics.. they used a modified version of Havok.
Posted: Mon Oct 01, 2007 12:43 pm
by xbox7887
1.) Bungie didn't port h2x to h2v, Hired Gun did.
2.) Kornman knows damn well what Havok is.
3.) Havok doesn't magically create super bounces, Bungie's implementation of it did.
Posted: Mon Oct 01, 2007 12:47 pm
by AFuzySquirrel
ok.
1. i didnt say bungie did the port. (even though i though they did)
2. i was talking about halo 1.. it runs on 64mb of VRAM
3. and i said whoever did the port fixed up havok, making it better than bugies implementaion.
Posted: Mon Oct 01, 2007 12:48 pm
by warlord
AFuzySquirrel wrote:.. why do you think we haven't gotten custom BSP in Halo 2 Xbox yet? because of Havok
No its because modders arnt always hired staff off the games developer company....therefore not competent enough to completely do such things.
Posted: Mon Oct 01, 2007 12:50 pm
by -DeToX-
AFuzySquirrel wrote:ask freaking detox about the physics metas and he'll tell you how they cause super bounces.
First off, I don't even know you, nor Have I ever talked to you about super bounces I beleive, and that information is incorrect.
Second, I don't know what makes superbounces happen, I thought it was because an object is trying to get in between two havok meshes and falls a bit into the map due to a glitch, then it shoots the object back out because of the force or something... But that was just a guess...
I never posted that, nor do I guarentee I am correct.
I don't know why your trying to use me against others if I don't agree with you..
I agree with Kornman and Xbox7887, they know what they're talking about...
There, thats my solution if you were to 'ask' me.
Posted: Mon Oct 01, 2007 12:56 pm
by Cryticfarm
Ok so, first of all warlord is right on this one. Does xbox have windows vista running on it with some stupid sidebar (that some people actually use)? Yes, getting 2 GB ram will fix your problems guarantee. It's either that or you have to many other things eating your 2 gb ram (windows sidebar or some other ****), or your trying to run it on a nvidia geforce 6 or below with the settings 1400x900, anti-aliasing x4, High texture quality and all that ***.
Posted: Mon Oct 01, 2007 12:57 pm
by AFuzySquirrel
actually i saw that posted by you. and thats what i believed what was true.
im not saying what they said is wrong. im telling an explanantion that could help this guy understand why h2v requires alot of power. maybe i got what he was saying wrong or he got what i said wrong. does it really matter.
all the sudden i explain that basically that they fixed physics and change bitmap sizes and that may be why the game needs power to run.
and then i get hunted down by 3 other people who i dont really want to argue with but they obviously hadnt fully gotten my point
so again here are some explanations
1. Fixed Physics
2. Bigger Bitmaps
3. Runs in Vista
Posted: Mon Oct 01, 2007 1:00 pm
by Cryticfarm
Also, Havok is an physics engine, if it's so sucky why do you see it in 3d studio max? And what does havok have to do with making custom bsp's?