Designing for minimum system requirements

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0 comments, last by Soulreap 22 years, 1 month ago
I''m still relatively new to game programming, but the eventual goal is to make visually pleasing programs that people would be willing to pay for. However, wanting to reach as large a target audience as possible, I certainly don''t want to release cool_puzzle_game_02 and have it require a 64mb video card and directx8.2 beta version. So, how do I ensure maximum compatibility while still ending up with a decent looking game? Is OpenGL a safer bet than directX? Should I not use anything beyond directX 5? 7? 8? Is directInput/directAudio more compatible than libraries like SDL? Obviously, these questions are all subjective with no exclusive "right" answer...I guess I''m looking for input from people who have already considered these issues in their own programs. Where do *you* draw the line on features vs compatibility? Thanks in advance, Soulreap
---------------Delphi 6 Personal Edition, free for non-commercial use.
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In terms of graphics cards, you should make your game be able to figure out at run time what power and features it has, and then enable/disable special effects based upon this. Most big games have an options screen where the player can set up their own graphics quality, so even if your default settings don''t work well on their computer, they can edit it themselves. For example, say you have made code to do real time reflections. You could detect whether the users computer supported cube textures, and if so, enable the reflections effect.

I''m not sure where exactly to draw the line, because it''s always moving, people are always upgrading etc. But when you come to make that decision, bear in mind that the average gamer is likely to have a slightly better graphics card than e.g. a business user, but maybe not so much RAM as your average programmer has bought to support all his IDEs etc.

In terms of API, I think it is fair for you to demand that the player has installed a specific API. It is benifical to the players to upgrade, because many other games may also use the same API. It takes alot more effort to support multiple APIs than it does to support multiple graphics cards. Some games support both DirectX and OpenGL, but unless your game is mega popular selling millions of copies, I wouldn''t bother going to that much trouble yet.

The minimum spec of the game I am working on now, is DirectX 8, 32MB RAM, 8MB video card, and Pentium 2 processor. But on video cards with more memory, higher detail textures are loaded. Some special effects can be enabled/disabled. There isn''t any pixel/vertex shader support planned yet for the newest graphics cards, but I will implement that if I can.

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