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post #31 of 32
Maximum compatibility *and* maximum graphics. That's what I'm going for. It's about designing around a card that quite a few people have in order to assure that it works vs. designing for the best and having to add workarounds for the common man. Don't get me wrong - I will do as much as I can on higher-end systems, but for quite a few reasons, I want to design the engine in such a way that I know it will work flawlessly on an 'expected system'. Best example I have is actually Halo: Runs almost perfectly on a GMA 945. Beautiful frame rates, all the effects, full resolution. Halo 2: Doesn't even start.
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post #32 of 32
Well the thing is, that you have drivers to think about. Using an Intel IGP is a very good idea in this regard, since the drivers are pure FOSS, so building around it will ensure compatibility. Linux has very loose regulations when it comes to video drivers and there is really nothing to enforce them, unlike in Windows, but most open source developers do a good job at following said regulations. The new ATI driver code base is also very open source "friendly" and the devs are making everything possible to make the driver compliant; and you also have "good" FOSS ATI drivers that, like the Intel FOSS drivers, ensure proper compliance with Linux. Nvidia is a bit of a darker subject, since they are known to code their Linux drivers independently to the general path of FOSS software; hell, their proprietary driver is able to bypass X completely.

I'm just glad that you decided to start low and just upscale for higher end. I'm sick and tired of Windows game developers whoring themselves out for sponsorship and coding their games around "non-budget" hardware and then simply downscale; sure, this ensures that you get the best effects and visuals on a game, but it also means that you need a top of the line hardware line to properly enjoy them.
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