That's not a bad strategy, Valve's games were never really about cutting edge graphics anyways. By the time DX11 releases, almost everyone should be on Vista and have an DX10 compatible card.
Printable View
It's certainly great from the financial perspective as well as targeting a very large audience but I just wonder what it would be like if Valve tried to combine their great gameplay with cutting edge graphics but I suppose that's asking a lot since most pretty games are rather forgettable gameplay wise nowadays.
The non-Orange Box source games aren't multi-threaded. Any core fluctuation you see is Windows trying to manage things. I hate when people refer to the uber "TASK MANAGER" for their multi-thread information.
Makes solid sense, if only 13% of their customers could make use of it, why make EVERYONE wait 6-8 months? IMO DX10 stuff hasn't looked that much better (if at all) anyways.
I'm sure Valve will use DX10, their focus seems to be on making a quality product and so far they have yet to disappoint.
don't be too hurried, DX11 and windows 7 will surely be released in 2047 :rolleyes:
remember the number of years vista was late, for a so-called "transition OS between XP and 7" so let 7 take its time to come
I wouldn't expect 7 to be released at least before 2010 or 2011
i don't know where you take all this multithreaded things from. Last time I've been playing EP2 it only utilized one core
100 % loads constantly? I can bid $100 for the fact that CS:S has NEVER loaded even one core of my CPU to 100 % ingame.
So what if the game is multi threaded when it can't take max out from the CPU?
Let's say that one core is 100 % efficient. Then 2 cores is max. 200 % eficcient. Then 4 cores is 400 % eficcient etc.
Now, if CS:S can get some 60-65 % out from a dual core CPU, it means that they can max 120-130 % from 200 %. So, 20-30 % efficiency due to this "multi threading".
...then let's consider the fact that Source engine is heavily CPU dependet, yet they still are able to get sub 30% efficiency out from their "multi threading".. I call it a joke. ;)
this is because you are correct, NO SOURCE BASED GAMES ARE MULTICORE ENABLED YET.
The newer Source engine used by EP2/TF2 does contain multicore support but its disabled, you can enable parts of it as mentioned in an earlier post, but prepare for crashing.
We'll see Valve introducing multicore support for server clients first.
Calmatory, that 120% or whatever you're seeing is something else local to your computer, some sort of program or whatever, CSS is not multicore enabled, there is no other way of saying this.
Also as a general signpost - multithreaded is not the same as multicore.
Might be true though, but what is going to eat 10% of CPU for both cores when the only program running is CS:S, and before that CPU usage is in 0-1% when idling?
it IS CS:S what takes the CPU, I am sure about it. Wheter or not it is the actual engine, i dont know, but the CS:S IS taking it. Besides, after installing AMD Dual core optimizer my VST and ingame FPS quite much doubled. From 60 to well over 120, so it is multi threaded indeed, but it doesn't really use both cores.
An interview this past October.
http://www.next-gen.biz/index.php?op...7422&Itemid=61
Quote:
GN: We’re going to start seeing it now. We’re going to be releasing multicore versions of Counter-Strike and Day of Defeat and Half-Life 2 after we ship The Orange Box. The challenge is going to be going forward. Right now we just have to deal with an order of magnitude of difference between DirectX 9 and DirectX 7 in terms of fill-rate and number of polygons. That’s a set of scaling issues that we’ve managed to adapt to. Soon we will have to answer the question of how do you design a game experience that could go from ten characters on screen to 1,000 characters on the screen. And how do you turn that into something worth purchasing? Is having 100 persons on the screen really ten times as fun as having just ten people on the screen?
In 2008 and 2009 we’re going to do stuff that’s optimised for the new high-end that doesn’t scale down, and use Steam to reach those customers, so we can start to learn what to do with 1,000 smart creatures on the screen at once. Then hopefully we can backfill and do more scaleable experiences.
Interesting, css unpatched since 2005 was using both cores to around the
same values when I first tried it on a DC system. It was also showing a great
performance improvement by going to DC from SC at compute-intensive parts
(many ai players). I think this counts as multi-core support, doesn't it?
Roger that. COD4 was great. Crysis can almost do all of it in DX9 via tweaks. I like how they want to release good games rather than wait another 6-8 months just for DX10. Right now, I'm craving really good quality games, not just some tech show-off's because there were not many A-quality titles last year.
They could just jump to DX10.1. Who wants to play Bioshock in DX10 if it refuses to let us use AA with DX10 at all???
Idling is different then what a program is running. CSS is not multi threaded, that is fact. What you are seeing is other processes behind the scenes working to keep the game running, such as sound services, graphic drivers and other things. Normally during idle, none of these things are doing anything. Open up task manager, set it to display all tasks from all users. Then set the affinity of each task to CPU1. Then start up CSS, and set the affinity to CPU0, then start playing. You will notice that CPU1 will start getting useage spikes, while you are physically limiting CSS to one core.
Exactly. Sure, it is kind of saddening that Valve will not try to be on the forefront of technology, but then again, take another look at the points that Frank M brought up.
Until I see a game where DX10 is utilized as a tool, and not imlemented as an afterthought, only then will I demand it from any developer.