To establish your target computer platform you must ask yourself the following questions:
You will always have restrictions, even if you're developing Synthetic Environments for a super computer! Use the guidelines below to get a general idea of what limitations you should be working within if you want to meet the needs of your target audience.
General Guidelines
|
Target
Platform |
Synthetic Environment
|
|||||
|
CPU
(MHz) |
RAM
(Mb) |
Video
(Mb) |
Comms
(kbps) |
Polygons
|
Filesize
(Kb) |
||
|
LOW
|
Average home or business PC and all notebooks, with low-speed dial-up modem |
<400
|
<64
|
<16
|
<28
|
< 4000
|
<150
|
|
MID
|
Gaming machine or low-end graphics workstation with fast dial-up modem |
400-800
|
64-128
|
16-32
|
28-56
|
<15000
|
<250
|
|
HIGH
|
High-end gaming machine or graphics workstation or better with broadband Internet connection (T1, ISDN, cable, satellite, ADSL etc) |
>800
|
>128
|
>32
|
>56
|
???
|
<5000
|
The number of polygons and total filesize are not the only factors affecting the performance and efficiency of your synthetic environments - they are simply the best overall indicators. Factors such as lighting, textures, animation and multimedia also have a significant impact so it's crucial that you continually test and optimise your worlds throughout the development process.
Remember also that Moore's Law describes the trend of computing power doubling every 18 months. So these mid-2000 guidelines need to be adjusted for future projects.
Video cards (also called graphics cards and 3D accelerators) are improving almost exponentially, to the point that high-end consumer gaming PCs are often faster than graphics workstations purchased less than 6 months ago for 2-4 times the price! Games are driving the development of real-time 3D hardware.