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Originally Posted by Miss Eisei
I know it takes a bit of manpower and so on if they are gonna make a linux client to, BUT imo not that much that it wouldnt be worth it.
I would go as far as to say that most of the ppl that do play games on linux play some kind of rpg.
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In the big picture that's still a microscopic demographic.
Quote:
Originally Posted by Miss Eisei
NCsoft is a very big company and its not like GW has been a bad deal for them, so i cant see why it would make it a "worth while" question.
Sure it may not be the biggest company out there, but looking at the market today and looking at older games, i cant agree with it being a daunting task for either SMP or Linux client.
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Converting any complex app from a single-threaded app to multi-threaded is a daunting task. I've overseen a team that's had to do it. Trust me, it's nothing at all like programming a bit of PHP. Making such a conversion with something like a complex game app would be outrageously expensive. It's not just the programming. The QA and testing process is VERY expensive, not to mention all the new support issues and bugs that would certainly arise from such a large re-work of the code. No offense, but I don't think you understand how much money we're talking about here. ArenaNet is simply not that large or well-established a company to be throwing money around like that if it's not necessary.
Quote:
Originally Posted by Miss Eisei
A good example of games that are far older then GW and that have clients for linux/mac/smp supplied by the developer is Unreal Tournament 2004 & Quake 3.
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These games were designed from the start to use SMP, and with Quake 3 only the server components of them truly get any benefit from it. The client aspects of Quake 3 are largely single-threaded.
Quote:
Originally Posted by Miss Eisei
And just saying the game doesnt need more then 1 core isnt justified as a reason imo, and i do belive that GW2 will have alot more features supported, just like DX10
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It's perfectly justified. Why would you put a race car engine in a car that you're only going to be driving around the city? Threading can actually decrease the performance of software running on a single-CPU machine. As I said, if GW2 has things that make sense to offload onto another thread (like physics and AI), then SMP would be a welcome addition. DX10 doesn't have anything to do with it.
Quote:
Originally Posted by Miss Eisei
The whole SMP part applys to all game developers today imo, and all games that are rather high end , and GW is imo high end, even tho it doesnt require a very powerful system, if u play the game maxed out at realy high resolution it does require alot of performance and it does look realy good
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It's not that simple. SMP doesn't always net a worthwhile performance increase. Saying, "this game is pretty...it should be multi-threaded" doesn't make any sense. For GW multi-threading is overkill, plain and simple. There's no benefit at all. Seriously, you'd see
no performance increase. Why would ANet bother?
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Originally Posted by Miss Eisei
And it will always be a fact that some ppl cant afford to upgrade their system to the absolute latest, so ppl using systems like P4HT whenever GW2 arrives will most likely gain some benefit from SMP support
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Hyperthreading is a joke. There are so few situation in which it adds performance that Intel doesn't even talk about it anymore. In many cases it actually degrades performance. Turn it off.
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Originally Posted by EternalTempest
Besides if they can implement DX9, DS3D and full blown EAX after it's release I think they can add that given time.
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Yeah, but that was a matter of adding some hooks into a few APIs. Threading a large existing single-threaded application would require you to disassemble your source, plan a threading strategy, do unit testing, do performance tuning, put it back together, and re-test your entire app to start tracking down all of the things you broke in the process. It's a big deal.