Reply 40 of 128, by leileilol
- Rank
- l33t++
Unreal doesn't even NEED a high framerate to be enjoyable. The game leans heavy on exploration, the monsters and weapons are slow and easily dodgeable, and you can brute force the 'smart' monsters with barrages of rockets/grenades at low framerates anyway.
When Unreal came out, no one had a K6-2 400 (or any K6-2 for that matter). The 440BX was barely launched. Unreal didn't use multitexturing on Glide then and so there wasn't much performance advantage of a Voodoo2 over a Voodoo Graphics for a while. (the multitexturing updates that came after used different blending functions for the lightmaps so combine could work, and resulted in a much darker looking game and took many patch releases to tweak and compensate lightmap data). The readme has plenty of references to Pentium MMX, so they've definitely had that system in mind.
Hell, Unreal had native support for PowerVR SGL and that didn't have all the blending modes or look or run the best, but it could go through Unreal and it was still accelerated. That was also CPU/bus bottlenecked.