Related link: http://www.bytonic.de/html/benchmarks.html
Jake2, a Java port of Quake2 is pretty cool. More than anything, however, it provides this interesting table:
System |
Original | Jake2-0.9.1 |
Jake2-0.9.2 | Jake2-0.9.3 |
Jake2-0.9.4 |
AMD Athlon XP 2400
| 245 fps | 172 fps |
213 fps | 241 fps | 260/250 fps
|
AMD Athlon XP 2400 |
315 fps | not supported | 225 fps
| 235 fps | 250/282 fps |
AMD Athlon XP 2400 | 262 fps
| 141 fps | 212 fps |
215 fps | 228/240 fps |
|
AMD K6-2 350 | 56 fps |
21 fps | 31 fps |
|
|
This is a great show of 3D prowess. Things like this, as well as the Narya 2D open source engine from ThreeRings really are starting to at least show Java can serve as a first-class gaming platform. More than that, just having seen all the… *cough* horrible code in games before, having things like Java’s threading model, network and database support might really make it a BETTER platform for a lot of forthcoming games than C.
The other thing I find interesting, as an aside, in the games industry is the divergence of “Graphics” and “Non-graphics”. WoW is a really great game, for example, that in terms of the industry has almost primitive graphics. However, stylization and “art” factors in to make the downright 1996 polycount look absolutely great, even on older computers. It could simply be that somewhere in the neighborhood of Q2’s polycount is all a lot of games really need. Of course, adding all the great new card features — bumpmapping, lighting, etc — really drive up the visual satisfaction you get out of those lower counts. More importantly, it keeps the generation of art assets in the range that (a) the open source project can put out something that looks nice and (b) the smaller game shop doesn’t need a team of thousands doing modelling.


It's fast but is the AI as good with all that managed gunk in there?