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thespider

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well, i got my new graphics card. a geforce fx 5600 128 mb. is it any good?

 

and, guess waht? NO STAR WARS GALAXIES FOR ASIA. I am going to england in a week, if i buy there, can i play it on my computer at home? (singapore)

thanks

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Graphics card will work fine .... BUT * yep there is always a but *

 

UK release date is not for a few months yet september ish time so i read * dont hold me to that *..

Your best bet would be to order it online from any of the places that do it..

 

http://www.importmadness.com

http://www.gamestop.com

http://www.dvdboxoffice.com

http://www.ebay.com ** yes people are selling sealed copies of swg **

 

There are probably other online areas that will do it to your region but as i am UK based myself thats the ones i know off hand.

 

Good luck and enjoy the game.

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Your system specifications are fine.. they are above the minimum recommended specifications which are ...

 

100% DirectX 9.0 compatible computer

Windows 98 SE, Millennium, 2000, and XP

CPU

Minimum: Intel PIII 933 MHz or AMD Athlon 900 MHz

Minimum: 256 MB RAM

Required: 32 MB 3D Graphics card with Hardware Transform and Lighting (T&L) Capability

Sound Card: PCI, USB or Onboard Audio Device

CD-ROM: Quad Speed CD-ROM drive or better

Keyboard and mouse

56K modem or faster Internet connection

1024x768 capable monitor

Microsoft DirectX 9.0 is included on the CD. NOTE: DirectX may require the latest updates for your operating system. This may also include the latest drivers for your particular motherboard, sound and video hardware. 2.0 GB of free hard drive space. It is recommended that you have at least an additional 500 MB of free space available after installing the game for the Windows swap/page file and additional patch downloads.

 

So as you can see if you have at least the minimum you can play it ** ok so it wont look pretty lol **.. your system is fine :)

Most people seem to get some amount of lag / frame loss when in crowded cities.

 

Recommended: Intel P4 1.5+ GHz or AMD Athlon XP 1500+

Memory

Recommended: 512 MB RAM

Recommended: 64 MB 3D Graphics card with Vertex Shader and Pixel Shader (VS/PS) Capability

 

Good gaming and a safe hunt :)

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AMD XP 1800 (1.6GHz)

1 Gig PC133RAM

GeForce 4200 128 Meg DDR

Less than a year old Western Digital 60 Gig HD

 

I don't even stutter at all due to loading.

 

But I haven't gotten over 30 fps yet, so thae only stutter I get is due to low frame rates, and not loading.

 

And I think HD has alot to due with loading times.

 

I had an old Maxtor 30gig HD. Whenever I played Grand Theft Auto III, and I was driving around the city, it would stutter, alot. Same went for EQ when loading between zones.

When I bought the Western Digital, GTAIII didn't stutter anymore, and EQ load times were cut by at *least* to 1/3 of what they used to be.

 

There were no other changes, just the HD, so I'm guessing the better seek/load times and better HD hardware inside helped out alot.

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Any idea why they locked the framerate? Does it help with server bandwidth somehow?

 

I know that if you have a fast system, and your framerate is capped at 30, you will never go above 30. So if you have a fast system, your rates shouldnt dip below 30 that ofter either.

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Cool, you got an (linux-friendly) nvidia! But a 5600 is a bit more expensive than I thought you could afford? Or is there a video card factory in Singapore? :p

 

I'm a bit unclear as to continent-specific SWG though. As long as you have (a) a working computer, (b) the game and the cd key, © a method of paying for the monthly charge, and (d) a decent internet connection, then why can't you just order the game by mail, install it, and play?

 

Btw, I went to a local Wal-Mart today, picked the only remaining SWG game box (I was surprised to see one for sale) to see what the price was and the contents fell out from the bottom. Everything was still there but I suspect someone opened up the box and took the cd key :( Caveat Emptor.

 

Hope to see you in-game, thespider. Cheers!

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Originally posted by Teodore

Any idea why they locked the framerate? Does it help with server bandwidth somehow?

 

I know that if you have a fast system, and your framerate is capped at 30, you will never go above 30. So if you have a fast system, your rates shouldnt dip below 30 that ofter either.

 

Locking the framerate in an MMOG is actually a desireable thing to do. Without a framerate lock, there's no real way to control effective avatar speeds across terrain.

 

In other words, if you are getting 125fps running across Tatooine, and I am getting 12fps running across the same terrain, you are actually going to get to your destination faster than I will, because the client has to "synch" it's location with your *extrapolated* location on the server-side. This can cause real problems in groups.

 

A prime example is Everquest. There is no fps cap in EQ (or it is so high, that it's really pointless). Get 6 people together in a group, and you'll see what I mean. People with less than stellar systems wind up falling behind a group when travelling over land. It becomes REALLY apparent when you are travelling with a bard (this may not mean anything to a lot of you, I apologize). Sometimes it's hard to notice in a regular group setting, but get a bard involved and the guy with lower fps will *always* fall out of range of the bard's speed song.

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Originally posted by Mujahid

Locking the framerate in an MMOG is actually a desireable thing to do. Without a framerate lock, there's no real way to control effective avatar speeds across terrain.

 

In other words, if you are getting 125fps running across Tatooine, and I am getting 12fps running across the same terrain, you are actually going to get to your destination faster than I will, because the client has to "synch" it's location with your *extrapolated* location on the server-side. This can cause real problems in groups.

 

A prime example is Everquest. There is no fps cap in EQ (or it is so high, that it's really pointless). Get 6 people together in a group, and you'll see what I mean. People with less than stellar systems wind up falling behind a group when travelling over land. It becomes REALLY apparent when you are travelling with a bard (this may not mean anything to a lot of you, I apologize). Sometimes it's hard to notice in a regular group setting, but get a bard involved and the guy with lower fps will *always* fall out of range of the bard's speed song.

 

i do not think that this is correct. the fps has only to do with what you see. Things go on during the time you are not seeing a picture. if you are running along, and your fps is 6, you are still running at the same speed as a person who is running along with an fps of 150. you just do not see a picture of what is going on as often.

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Originally posted by billabond1

i do not think that this is correct. the fps has only to do with what you see. Things go on during the time you are not seeing a picture. if you are running along, and your fps is 6, you are still running at the same speed as a person who is running along with an fps of 150. you just do not see a picture of what is going on as often.

 

This is actually not true. I'll use Everquest as an example (since there is no effective fps cap on that one).

 

My friend and I were playing EQ on my LAN one day and had the opportunity to experiment with a few things. Since I had a couple "high end" systems as well as a couple "low end" systems, framerate was one of the things we were checking (comparing vid cards, etc). We discovered something interesting:

 

Starting from the zone line in from "North Ro", we both ran towards Freeport. When we were both operating on the "high end" systems, with relatively the same framerate (and identical connection), there was nothing noticeable going on. When I was on the "high end" system and my friend was on the "low end" system, I beat him to Freeport every time. And not by an insignificant amount. The speed with which I beat him was proportional to the difference in our framerate.

 

One time I decided to switch to an external camera view to track his progress. He would gradually fall behind me, then "snap" back forward a few paces with each server resynch. However, with every resynch, he would fall further and further behind me. (We tried the same test in reverse...my character on the low end system, etc. and found the same results).

 

The difference was *extremely* noticeable when we would group with a "bard". For those who don't know, bards have a "speed song" that effects their entire group, and GREATLY increases their running speed. The catch is that in order for the song to work on you, you need to stay within a certain range from the bard. My friend, when on the low end system, would drop out of range *all the time*, forcing the bard to have to double-back and pick him up. (Yeah, let's not discuss EQ bard tactics....I know the bard should have been autofollowing, etc.)

 

The only significant difference in the systems were the video card. Ram was identical, and processor difference was negligable (although there was a difference). We were playing on a fully-switched LAN on a fractured T3 backbone.

 

FPS effects more than just what you see, depending upon how the network code is written. What you see and how fast you see it is dependent upon your framerate. The location that your client reports to the server is dependent upon what you see and how fast you see it. Therefore, when the server resynchs, you are in a different location than the person who started at the same place at the same time, because what you see and how fast you are seeing it is different than that other person.

 

A simple demonstration can prove it. During periods of extreme lag (but not enough lag to disconnect you), you'll be running along at a certain pace. Out of nowhere, when the lag spike goes away, many different things suddenly "pop" into view on your client (even if you were running smoothly, as is the case with EQ). But the effect is noticeable on other people's clients too, because at that time YOU are one of the things that "pop into view" on their system. What happened was your client was attempting to report it's location to the server, but due to network lag, it couldn't report it as quickly as you could see the terrain changes. When the server finally "resynched" with your client, things popped into your view, and you popped into other people's view. The thing to notice, however, is that your new location that the server "accepts" as valid, is the location that your client is reporting to your monitor, NOT the last known valid location that is associated with you on the server.

 

The server doesn't directly track your location. The server extrapolates your location based upon reports from the client. It's up to your client to report your location in the game world. But your client can only do that as quickly as you can see the terrain around you.

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