The polygon counts on the PS2 models wouldn't cause any average PC strain.
Hell I have a Pentium 2 450mhz, 256mb ram and a TNT2 32mb left over in the
basement and I've been able to run games like Quake3 on high detail at
1024x768 without strain.

Whatever. Back on topic: What I was trying to say was that many people may
have distributed the models over the internet and some even have them for
download on their websites. This could be some sort of problem if it were
illegal to distribute them. Not to mention much confusion if a MOD uses the
models and the mod authors don't realize they're illegal.

-Sniper
----- Original Message -----
From: "Pat Magnan" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, January 06, 2003 10:42 AM
Subject: Re: [hlcoders] SDK Licence applies to HL PS2?


> Sniper wrote:
> > A lot of people I know have the PS2 versions of the monster models as
> > replacements for the HD Pack. Not sure why the PS2 version is more
detailed
> > than the HD Pack's. That doesn't make sense... since the PS2 doesn't
have
> > near as much power as a goliath high-end PC has. Anyhow...
> >
>
> How many people buy a 'goliath high-end PC', and a budget gfx card? Too
> many, or don't know how to use Hardware rendering? The answer is sadly
> far too many. Or, don't bother to install drivers regularly... etc.
>
> My point is that just because the specs may seem higher (I forget the
> CPU an xbox has for example, but it's not a 2.4 GHz), the thing is, you
> don't have the interoperability issues on consoles you have on PC,
> meaning you can push poly limits far harder. If it runs on PS2, it's a
> captive platform, so it runs on EVERY PS2. But if it runs on the highest
> of the highest end PC, you can't ship something necessarily, because
> you've got to ensure that it also runs on the 'average' PC.
>
> At least, that would be my guess looking at some of the new console
> games vs. new PC games.
>
> ------------------------------
>
> Pat 'sluggo' Magnan
> Tour of Duty mod
> http://www.tourofdutymod.com
>
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