4 ms·
As a side note, back in the 90s I dabbed into the hobby of FPS level design. Some tasks, for example, calculating light for Quake I maps could take a lot of com
by markus_zhang 5y ago
As a side note, back in the 90s I dabbed into the hobby of FPS level design. Some tasks, for example, calculating light for Quake I maps could take a lot of computational time to complete. I fondly remember that people back then discussed a lot about purchasing powerful gigs, or even workstations to build very large maps for games such as Quake, Unreal and such. Typical machine at the time IIRC only has around 32-128GB(sorry MB) rams which were good enough for gaming but fell short for level designing tasks. Even opening large levels for Half-Life requires a good machine.
- vidarh 5y ago32MB-128MB, not GB, presumably. Our desktop workstations in '95-'96 had 16MB. Our servers had 128MB and it was extravagant (and cost way too much - we should have made do with half that or less).
- markus_zhang 5y agoYeah you are absolutely right. I'll correct.
- sleepybrett 5y agoI want to say that iD was cooking BSPs on SPARCs or SGIs at one point.
- markus_zhang 5y agoThey did have the big bucks :D. I'm wondering what's the setup for modern game designers such as Skyrim.