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Steam: Half-Life 2 Hardware Survey (2004)

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Re: Steam: Half-Life 2 Hardware Survey (2004)

#181
post #150

Earlier quoted context omitted.

specifically, it sounds to me like ATI/AMD's rather-notoriously-poor OpenGL performance in action... another way to rephrase OP to take the emphasis off hardware generation (which makes no sense) would be "when I switched from NVIDIA to ATI I lost 40% of my performance"... which is still an experience many people have today with OpenGL on the AMD cards.

I could be wrong (I never really got into gaming as GMA950+Linux was an exceptionally bad combo for it) but I thought source was exclusively DirectX back then.

I believe Source had both OpenGL and DirectX renderers, alongside a software renderer.

Edit: I'm thinking of the GoldSrc engine used in Half-Life

Re: Steam: Half-Life 2 Hardware Survey (2004)

#182

Earlier quoted context omitted.

On that note, I still regularly get extremely bad FPS on Quake-based games today with my RX 580. Only renaming the executable seems to solve the issue. https://techreport.com/review/3089/how-atis-drivers-optimize...

It's amazing how many workarounds never get removed from big codebases. For example, look at Chrome/Chromium's about:gpu page. Some driver workarounds are still applied for bug reports that haven't been looked at for a decade.

That sounds.. interesting? Any examples/read on that?

Re: Steam: Half-Life 2 Hardware Survey (2004)

#183
post #154

Earlier quoted context omitted.

In the modern era we still have problems of this sort - higher core counts can cause games to perform worse due to problems like a game suddenly having 96+ threadpool threads competing for small amounts of work, often belonging to the driver. It's still the case that a high core count Ryzen will have worse performance in some games (or problems like microstuttering) that you won't experience on a slower, lower core c…

In that case you might want to mask off some of the cores/hyperthreads, or even do core pinning. That's very common in applications where latency is important.

masking off threads and using pinning does help, but you still end up with 96 threadpool threads (they're just competing for fewer cores now). the real solution would be to actually tell an app or game that you have a set number of cores (like 8). sadly AFAIK neither windows or linux can do this, so the only option is a VM.

Re: Steam: Half-Life 2 Hardware Survey (2004)

#184
post #172

Earlier quoted context omitted.

Steam wouldn't have happened if Windows had a proper package manager (and if Valve hadn't been screwed over by Sierra). I'm wondering about what cleanliness you are talking about, after all Steam (thankfully) never got a 100% market share (Games For Windows Live, Stardock's Impulse, GamersGate, Matrix/Slitherine, Blizzard games, Good Old Games, Ubisoft's horrible launchers, various boxes-only games, indies...) - if a…

> it has killed indie gaming That's quite the take. I'd say Valve did more good for indie gaming than anyone else with the introduction of early access. Almost all the indie gaming being done in my social circles is through Steam's early access program. Before that people just didn't play indie games.

Indie means independant. (Activision-)Blizzard (which owns their distribution platform) is more indie than the small developers that would have gone bankrupt if Steam kicked them out (or shadowbanned them), and were forced to pay a ~30% tax.

And I'm pretty sure people did play (small developer) indie games before - just flash games alone...

Re: Steam: Half-Life 2 Hardware Survey (2004)

#185

Earlier quoted context omitted.

The Crysis 1 -> 2 experience felt so disappointing. I loved how Crysis 1 there were no limits to the weapon attachments or switching suit functions. I remember Crysis 1 with the silenced pistols with laser pointers you would 100% hit where the laser was pointing. I'd go full cheese and sneak up to the enemy, de-cloak, 1 shot dead, re-cloak. All to push a story which started with an off screen killing of Nomad.

Yeah absolutely. The dumb down of the story almost killed me back then. I had so much hope for Crysis 2 but was disappointed that it was just an ordinary shooter with meh enemies. The tech is there but the design is way worse.

Not quite following the dumbed down story part. Crysis2 had Richard Morgan responsible for the broader story beats and it explored some quite interesting topics.

Re: Steam: Half-Life 2 Hardware Survey (2004)

#186
post #47
post #22

I have nostalgia for the games of that era far more than the hardware. While the hardware has come leaps and bounds, the gameplay has gone backwards. Take battlefield as an example; back then it was a tactical team-based shooter, today it's a gallery shooter. Same thing with the Crysis series; every entry got dumbed down.

I guess some individual series have gotten worse. Debatably the monetization models have gotten worse too. But I think game design has generally improved. I loved Half life, but is the gameplay really better than games like Doom Eternal and Titanfall 2?

If we're talking Half-Life2 then one could argue, that it brings in a whole other dimension compared to the two games you mentioned: physics. Something that is almost absent in DE & T2 and has (afaik) no gameplay effect.

Re: Steam: Half-Life 2 Hardware Survey (2004)

#187

Earlier quoted context omitted.

When HL2 came out we were forced to install Steam whether we liked it or not. I hated it at the time because I bought the game on DVD (as was usual at the time) and just wanted to play it. I was on 56k dial-up and didn't want to be forced to download updates. I remember thinking they must have been completely crazy to do this. It was about a year before always-on broadband became widespread for everyone. Then it all…

Regarding the first part, I'm pretty sure that Steam had an offline mode from the start. Perhaps it required an initial connection to set up an account, though. I was lucky to be in an area that had very early access to DSL, so it wasn't a problem for me. The "always on" features was actually pretty awesome and novel if you had a permanent connection. In general I've been impressed by Steam from the start. On the oth…

It was pretty terrible. I had dial up at the time and so used offline mode a lot. It was a regular thing where the game would get to 100% ready, I'd launch it online to see that it worked, switch to offline and disconnect and it no longer worked. So you'd repeat this about 6 times and maybe it would stick. There was NO avoiding being online for the first install. I had to spend 2 nights connected to dial up to get HL2:Episode 1 playable and I bought that from a DVD. I played HL2 on Xbox just to avoid Steam.

Re: Steam: Half-Life 2 Hardware Survey (2004)

#188

Earlier quoted context omitted.

Yeah absolutely. The dumb down of the story almost killed me back then. I had so much hope for Crysis 2 but was disappointed that it was just an ordinary shooter with meh enemies. The tech is there but the design is way worse.

Not quite following the dumbed down story part. Crysis2 had Richard Morgan responsible for the broader story beats and it explored some quite interesting topics.

Maybe it's just my personal preference but I feel the aliens of 1 is a lot cooler than the one in 2. 1 also gives kind of hang at the end but I feel 2 concludes it a bit too quickly. Again just my preference. Don't know the right word for it, but I like when an idea is not presented clearly to the audience, for example in 1 the aliens are essentially lovecraftian, we have a lot of questions unanswered. I feel 2 answers these questions too clearly.

Re: Steam: Half-Life 2 Hardware Survey (2004)

#189
post #150

Earlier quoted context omitted.

specifically, it sounds to me like ATI/AMD's rather-notoriously-poor OpenGL performance in action... another way to rephrase OP to take the emphasis off hardware generation (which makes no sense) would be "when I switched from NVIDIA to ATI I lost 40% of my performance"... which is still an experience many people have today with OpenGL on the AMD cards.

I could be wrong (I never really got into gaming as GMA950+Linux was an exceptionally bad combo for it) but I thought source was exclusively DirectX back then.

HL2 had both OpenGL and DirectX on paper, but the DirectX implementation was notoriously poor such that everyone used and recommended the OpenGL renderer.

https://arstechnica.com/civis/viewtopic.php?f=22&t=1007962

https://arstechnica.com/civis/viewtopic.php?f=6&t=931690

https://arstechnica.com/civis/viewtopic.php?f=22&t=987307

Ironically now with Valve's push for Linux gaming, I'd expect that Linux is probably a great platform for HL2, probably even better than Windows. Intel GMA drivers might still be bad though, not sure if that is too far back for the open-source driver that showed up in the Core era.

Re: Steam: Half-Life 2 Hardware Survey (2004)

#190

Fun fact but for years updating GPUs led to a decrease rather than an increase in framerate. Basically with a solid GeForce 4 series card you could already cap the 100 fps framerate on Half-Life, but update to a much more powerful 9600 pro and framerate would start getting much more lower. The Quake 1 engine would be so old that getting better GPUs would make it run worse. Also, another fun fact about HL is that scal…

> players controlled the servers rather than companies There are still some games like this! Admittedly fewer and fewer, but I've been enjoying Squad for example — a tactical FPS that encourages teamwork. Lots of great public servers with good communities.

I could never really get into squad; enemy visibility is just too poor so you spend 20 minutes lugging yourself across the map only to get shot by some invisible guy, like literally there was not a single pixel on the screen representing him.
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