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IBM PC platform competitionsThe competition machine is equipped as follows:
Demo Competition
Intro 64K
Intro 4K
Notes to Win Coders: No exotic libraries will be installed. The given configuration is a fresh installed Win98SE with latest Microsoft Updates, drivers etc. If you need special libraries, provide them yourself, but keep in mind, that they will count into the file size limit. Notes to DOS Coders: All productions will be started under Windows! Please consider making a native Win32 Demo, as this is more portable today, and you benefit from enhanced graphics and sound compatibility. If your demo does not run under Win98 you're out of luck. Notes to Linux Coders: You can assume a fairly new Linux
distribution, with custom made kernel, X and important libs. XFree 4.x
with accelerated OpenGL drivers will be available. If you plan to make
a Linux demo, please contact the competition organizer For any complaints, comments or whatever contact the competition
organizer: ryg@ms.demo.org.
There have been quite some questions concerning those, so we decided
to list the reasons for our decisions as well as the opinions that
stand behind them.
First off, the size limit, which is 10MB (zipped)
this year. This is 2MB more than last year, since we understand that
with hardware that can render insane amounts of polygons per second
and MP3 soundtracks, demos will get large if you want to use
that potential. However, 10MB is really quite much, and the demoscene
has always been about achieving something within more-or-less
tight limits. If your demo is too big, you might either try something
that compresses better than ZIP (like the excellent URARFileLib
by UniquE of Vantage) or make your demo somewhat shorter, which will
both decrease the size of MP3 soundtracks and required content, AND
make the demo competition more interesting to watch -- remember, we
usually have quite some amount of releases, and it surely is in no
one's interest if the watchers fall asleep during your demo :)
Then, about the graphics card: We decided to stuff a
GeForce2GTS (or rather, a Quadro2EX, which is a slightly improved
version) into the compo machine, which is still a bit above the
average scener's graphics hardware. Some people have asked why we
don't use a GeForce3 instead - which has two primary reasons: First,
GF3 is not really widespread hardware, and we think that releasing
demos in a competition which nearly no-one can watch on his own PC is
nonsense. Second, both Vertex and Pixel Shaders (which are the primary
new features of the GeForce 3) can either be approximated or emulated
to a significant degree by current hardware. Vertex Shaders can be
software emulated, which, though not nearly as fast as Hardware TnL,
still offers quite decent performance; Pixel Shaders actually don't
really exist on GF3, instead they are mapped to register combiner
states, which you can modify using OpenGL extensions on *any* NVidia
card from TNT1 up, and with nearly all of the interesting features
offered by Pixel Shaders (like Per-Pixel Lighting) accessible from
Geforce 1 and up.
Last point, the machine will have 256 megabytes of
RAM; not much to say on this one, it should be enough for any current
demo if you take care of your memory usage.
If either of those limitations seem to harsh to you,
please consider putting your demo into the Wild competition instead,
which will have neither of those limits. You can execute the Demo on
any hardware configuration you like, which we'll try to do in realtime
for realtime productions. This year, we'll note what type of Wild
production it is (i.e. whether it's an Animation, Realtime, etc.) and
on what Hardware it's running on on the Bigscreen. Please don't
whine about your production having no chance against rendered
Animations, past years have shown that our voters do care whether
something is realtime or not and running on limited hardware or not
and take that into account (look at Hitmen's "Bitte 8 Bit", for
example).
I hope this clears up the reasons for our decisions.
- ryg/farbrausch, January 2002, for the whole MS organizing team.
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