I tried changing the texture quality and got the same results on both a Geforce4 w/32MB and a Geforce3 w/64MB.
If it’s any consolation, I checked it on a Geforce FX 5200 w/128MB and it looks nice. The refraction of the stained glass, the reflectivity and transparancy of the water, and the waves – they all look great.
When I make a game, support to the customer becomes my responsibility. I have to determine whether a shader works or doesn’t work on a particular video card, and the customer shouldn’t need to know what a shader is. The game just needs to work. Programming shaders is new stuff for me, though, and I have an expectaction that the sample shaders provided with Unity are better than anything I can write at this time. Therefore, they become the benchmark determining what systems I can and cannot support.
The technologist in me is happy to work with the latest and greatest, but the business reality is that Apple’s strategy doesn’t work that way. Macs have a very long life, and most of the models do not allow upgrading the video card. I could turn to a Windows user and say “you need XYZ video card to run this,” and there’s an expectaction that many users will go out and upgrade their video card to play the game. That’s the norm in the Windows world. That’s not the norm in the mac world, however, especially when we look at the casual gamer market. (How many women – over 35, married, with children – are going to try and upgrade the video card in their iMac to play Mahjong?)
There are two philosphies on making games – make the most feature packed game and try to make it degrade gracefully for users of lower-end systems, or make a good core game and then layer on features that get activated on higher-end systems. I personnally prefer the latter approach, because it means core gameplay takes center stage and eye candy is just gravy. I think Darwinia is a recent example that highlights how import the core gameplay is. (It’s also a good case study in the importance of distribution channels.)
So, I’m trying to decide where to draw the line on what to support or not support. I have already made the decision to support both Mac and Windows. (And I thank you for making that possible.
) I’m not terribly concerned about minimum system requirements for Windows users because they are used to (and expect) to be pushed to upgrade by new software. However, I really don’t think the general Mac population accepts the notion that their hardware becomes obsolete every year. Ultimately, then, I need to generate a table that shows which Macs I will support. That table is derived from 1) what I can support with Unity, and 2) an analysis of the market share of those Macs within the total Mac market space.
Kind of long winded, and off the topic of shader details, but I hope this helps explain where I’m coming from.
Tom