| MICRO CENTER: COMPUTERS AND ELECTRONICS | ||
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| In The Lab Doom's Nuts and Bolts by chris |
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Doom 3 Minimum System Requirements:
Supported Chipsets:
Multiplayer Requirements:
Can
you cut corners on Doom 3 requirements? System 1: Sharp laptop with 256MB of RAM (shared video memory resulting in 232 available) -- DOOM 3 splash screen is displayed, then program terminates without running. System 2: P4 3GHz with 1GB of RAM and ATI All-In-Wonder Radeon 7500 -- DOOM3 runs in 640x480 low resolution with a 1-2 frames per second display rate; totally unplayable. System 3: PowerSpec 8210 (P4 1.5GHz, 384 MB of RAM and an nVidia GeForce2 MX display adapter -- DOOM 3 will run, I just have no idea what it is doing. The display is a series of pale blue boxes (text) with the occasional shading mask displayed; again totally unplayable. System 4: KDS notebook 800MHz P3 512MB RAM, DOOM 3 does not run, graphics engine dialog box is displayed showing that the video did not support the necessary DirectX functions. Rob had luck on a notebook system that apparently can barely meet the minimum requirements. When writing his review, Rob used the system built in our BYOS articles, and I borrowed a PowerSpec 9420 (Athlon64 3200+ with 1GB RAM, and an eVGA nVidia GeForce FX 5950 video card) Both of these systems worked fine playing DOOM3, although I suspect that mine must have had some sort of operator defect - I kept dying in deathmatches. Doom3
and Local Area Networks We next tried a simple 802.11b wireless connection and successfully engaged in LAN play between our two computers. Rob used a USB wireless adapter, while I configured via wired connection to the LAN switch on a Buffalo AirStationG54. To simplify our configuration for game play, the Buffalo Wireless router was returned to factory settings. WEP security was disabled, and no WAN connection was used. The WiFi channel defaulted to 11, with DHCP services enabled. Because Rob was using 802.11b, I forced the router to this mode rather than the default automatic switching between 802.11b and 802.11g. One thing we noticed using 802.11b was that there was a lag when someone picked up a new weapon or power-up. It was most noticeable when the other player caused the lag, because that was when your movement through the game would hang for a second or so. Once in a while you would end up facing a different direction once movement resumed. This lag was barely perceptible on the system running as the "pure server;" it was the client player that experienced the worst delay. If the delay occurred as you were entering a room with the other player in, well - you die. We replicated this both directions, first with the BYOS system as the server, then with the PowerSpec as the server. For our final LAN play test, we carted the computers and monitors off to a room where we could connect them through the integrated 10/100 LAN cards in the computers. We connected the two systems together with a crossover patch cable, allowing us full 100BaseT throughput. No switches or hubs are required for a two-computer LAN match. Windows TCP/IP protocol properties are configured to automatically obtain an IP address. This only works if you are connected to a network that provides DHCP (Dynamic Host Configuration Protocol.) Routers and some Wireless Access Points will provide these services, as will computers configured for Internet Connection Sharing. DHCP can be installed on NT and other servers as an optional service. However, Windows also uses what is called Automatic Private IP Addressing, where you will be assigned an IP address if one is not assigned across your network. With a direct cable connection, neither of our computers would provide an IP address for the other. Mine came up with an automatic IP address of 169.254.181.202 (Windows APIPA will always have the same first two number groups in the assignment, but the last two groups will be a number between 0 and 254.) Rob's machine had a manual IP address assigned from our earlier LAN attempt, so he changed this to "Obtain an IP address automatically" in the TCP/IP network properties. We decided it was taking too long to generate a private address, so went back and manually assigned an IP of 169.254.181.203 to his machine; at which point it finally generated one and then we had to change it to our manual address. We tested the connections by "pinging" each other's machine. Rob could ping me, but I could not ping his address. Rob had the Windows XP Firewall enabled on his network connection in the Advance properties. Once this was disabled, I could ping to his IP address, and we were ready to start some high speed network gaming. Rob entered the multiplayer settings, changed the connection to LAN, then started a DOOM3 Server on his system; on my system, I changed the setting to LAN under the Multiplayer section and refreshed the list to see his server. After connecting, and playing, I continued dying at the hands of Rob. Using 100 megabit network cables totally eliminates the lag we noticed using 802.11b WiFi. |
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