Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/new models' or tags 'forums/new modelsq=/tags/forums/new models&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
  2. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  3. In pursuit of a long-sought secret, the key to life everlasting lies deep within the recesses of an ancient athenaeum. Dragofer, Bikerdude, and I proudly present our FM for the Christmas Connections Contest titled "Written in Stone." Notes - TDM 2.10 Beta 5 or later is REQUIRED to play this mission. However, it is recommended to play using 2.10 Beta 6. You can get the latest version here. - This FM is a sequel to The Elixir. While it is not vital to play that before playing Written in Stone, there are some story connections. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - Various areas will look better with shadow maps enabled at the possible expense of performance. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. As an entry in the 2.10 Christmas Connections Contest, the new features and assets used by this FM are: Download Version 1.1 This FM is available for download here: Google Drive Simply place the written.pk4 into your darkmod/fms folder and you're ready to go! Promotional Screenshots (via ThiefGuild) Credits A big thanks goes out to Wellingtoncrab for making a beautiful city map, Narrator for their wonderful voice work, nbohr1more for creating the original story premise as well as a few readables, Goldwell for animating the introduction to our briefing video and Duzenko for making certain glasses work as well as they do! A huge thank you also goes out to our beta testers: Goldwell, Wellingtoncrab, Kingsal, noodles, Krilmar, Garrett(Monolyth-42) ate0ate, and Mike_A. Thank you all very much for your keen eye to detail and great insights! Asset Credits Kingsal's Killer Assets Wellingtoncrab's Wonderful Furniture and Book Skins ***PLAYERS BEWARE*** SPOILERS lurk in the depths below. We strongly recommend playing this FM first so you don't spoil the fun for yourself!
  4. by the great cthulhu christians have invaded the blood of the dawnwalker forums moaning about them being put in a bad light by a game... looking back chritianity was one of the most bloody in human history and they bitch about the game allowing for people to fight back i mean wtf... yes lets have the dark ages back as if we truely need more to bog us down. i think its time we neutered they're access to the internet .
  5. edit: TL;DR: I've tweaked the .lwo exporter to preserve autosmooth angle Ahem. When I started writing this post a couple of days ago, it was supposed to be a "please help me, models won't smooth" kind of thing, but as I started taking screenshots and such for a comprehensive view of the problem, the question morphed into a "is there a hack to get .lwo's to export the way .ase's do", then to "how to get the same surface smoothing from Blender as you can get from Lightwave" and eventually to "does anyone around know python and blender enough to fix the export plugin". But then I fixed the addon myself, so it was almost as if there's no point to the thread. However, while googling around for a solution I stumbled upon a whole bunch of incomplete (1,2) or outright wrong (1,2) information, and whenever the question came up the issue was never really resolved completely. That might be because the problem isn't obvious, since a lot of exported models will actually end up correctly smoothed on export, leading one to believe wrong shading in rare cases is due to modeling mistakes / bad shadowmesh / etc. Point is, having the definitive .lwo smoothing post seems useful. Identifying the problem: Here's the mesh. I add an 'edge split' modifier (I use sharp edges while modeling the low poly, so I can uncheck the 'edge angle' option). I can now apply the modifier(s) and export to .ase (triple the mesh either in export options or in modifiers beforehand). The .ase looks alright in-game: Now I'll export it to .lwo using this script. Depending on export options, here are the results: If I also check "remove doubles", I'll lose all of the split (sharp) edges: (recalculating normals on export can be unpredictable as well, so clean up the model beforehand instead) Right about this point I start searching for a solution online, stumble upon this and try the renderbump hack. However, all it seems to do is weld all of the vertices back together at runtime and attempt to smooth the whole surface, similarly to "remove duplicates", but with no upper threshold. (to anyone possibly reading this in the future: don't forget to revert your changes to the materials!) Source of the problem: At this point I still wasn't sure if it's even possible to get .lwo's identical to .ase's, so I installed Lightwave. Naturally, it took some time to eventually stumble upon Surface Editor (F5), and the "smoothing threshold" contained therein. But then I just had to crank it up to 180 and export to "LWO2". That fixes everything in-game: So the issue is trivial, I just have to find a way to somehow pass on a smoothing angle through the exporter. However, the "auto smooth" option on the object data tab doesn't seem to affect anything regardless of angle. Long story short, after some hex-comparison magic, I home in on SMAN block in the exporter script: So what it actually does is set your smoothing angle to either 90°, 86°(??), or 0°, depending on whether you've chosen "idtech compatible", "smoothed", or neither. The solution: Now, I don't know Python and I don't know Blender scripting, so I can't say with full certainty that I didn't break anything. But I did cobble together a version of the script that seems to do the job. Here it is, mirror / do whatever you want with it. If your mesh has autosmooth enabled, and you've checked "idtech" or "smoothed" on export, your chosen autosmooth angle will now transfer to the surface in .lwo: I took the liberty of changing the default export options to what seems to suit TDM the best, you can just open the script in notepad and edit them to your taste. Wrapping up, there are still some mysteries I didn't solve, such as "idtech compatible" models taking up only half the size of models exported otherwise (including from Lightwave itself), there doesn't seem to be any visible difference in-game, at least in TDM. That "1.5 radian" in the code still makes me scratch my head. And I still don't know if the 4-8x size savings over .ase matter for in-game memory at all (but at least I know I won't have to edit the *BITMAPs manually anymore). Even after all this, the .ase still has just slightly better shading, but since the outputs of the exporter and Lightwave itself are now identical, seems safe to say it's as good as it gets.
  6. yeah mainstream intel seemed stuck with 4 cores max for quite some years. did not matter much for gamers before skylake because most games back then did not use multithreading. for content creators without deep pockets for a HEDT platform it became something of a hindrance though since many of the tools like blender actually thrive with multicore. so for the hobbyist AMD's zen architecture became a godsend with multicore good performance and a competitive price. in retrospect intel was a bit slow to see where this was headed for them. but i think it is safe to say that AMD better watch out with the new models intel are dishing out.
  7. one of the biggest problems with zen 2 was that it lacked a hardware scheduler so it was very reliant on ram latencies, not so much speed though that also did have an impact. the infinity fabrics sweetspot lies somewhere around 3600 mhz if you want to squeeze the most out of it, and cas latency should not be higher than CL18 (CL16 or lower preferably). zen 3 mostly ditched the infinity fabric in favor of a larger cache so it is not as reliant on memory latency or speeds though it still matters if you want the most out of them. skylakes 900x models were actually faster than zen2 but lost big time when zen3 came out. alder lake also had a few models that went toe to toe with zen3 but the problem with alderlake was that they got insanely hot if you turned off the built in limiter they had. you basically needed the biggest beefiest 360 AIO or larger to keep them in check.
  8. good idea . according to aida both run at pcie4 though one seems to run at x16 while the other is running at x8 (huh ?!?), but beyond that there was not really a lot it could tell me. my new cabby is also giving me headaches as it has cutouts for 140mm fans at top but cannot take a 280 AIO due to the fans hitting the ram sockets and vrm . so i had to get creative and mount the 280 in the front slot and move my front 140mm fans to the top slot. not the best solution but it should work. with my old 380 AIO i had to remove the harddrive cage (no room otherwise). i just hope the 280 can keep the new cpu in check when i get it.
  9. Hm I'm not sure if you're mistaken me here. To be more specific, I meant that I don't like the NPCs because they look like the old models but just more . . balloon-like. Personally I would prefer a more bold change of the models, not trying to keep the "silhouette" . But I agree on that they can only lose , staying as close as possible to the original with minor changes. The game will still look and feel old for newcomers but it won't feel like the same for the veterans anymore.
  10. aye many comapanies who are reliant on memory have taken a huge hit. but not only them it is the entire home computing scene that is getting hit, everything from coolant paste to network cards have seen a huge drop due to most buyers going for the new stuff which is now so expensive that they would rather wait it out (if it ever comes back since many of the AI investors are now trying to force a subscription model through). you be amazed at how far an old setup can go if you play your cards right . bottlenecks are not to bad with haswell if you stick to 200x series and with the skylake you can even go for the 300x models. all also depends on the resolution you play in. if you as you say go for 2K then the skylake will have no problems at all, 1080p will have some bottlenecking dependant on the card.
  11. "When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -REQUIRES TDM 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN 2.14
  12. Ok I don't have a dev environment anymore since switching to linux so will have to wait til @stgatilovto push a new dev update?
  13. ok got it mounted with some difficulty. AIO is in front, HD cage was able to be mounted as well (barely), the two unifans i mounted in the top slot. cools ok in anything but a stresstest where it reaches 75 " compared with the 360 which was able to keep it at 55 ". new VRM cooler on the liquid freezer is damn good 20 " down from 50 " yowsa. still waiting on the a-rgb splitter cables so not all the lighting is turned on yet (bright enough allready that i can read a book lol). note for anyone who wants to try the liquid freezer with an AM4. be very carefull not to tighten the pump screws to much or your board may stop posting. 2 turns is enough 3 turns caused boot failure on my board. now ill be off to newer newer land
  14. Author Note: Thank you for downloading and playing the sequel to The Accountant 1: Thieves and Heirs this FM picks up right from where we left off in accountant 1. This is the second part in my three part series following Corbin on his journey to discover who and what the accountant is. This mission is a little different to what you may expect from a Thief mission but still has plenty of classic Thief moments as well. This is the largest mission I have ever built with an average play through lasting between 2 - 3 hours. A few aspects in game are different to what you may expect as well and those are: - Candles are pinchable (frob to put out instead of pickup) - Food has been hot fixed so now it heals you for 10 health points when eaten - Doors that are missing handles means you cannot enter that room/building - All secrets can be found before you enter the sewers As a little piece of fun trivia there is a small cameo in my mission from a very special guest. He is a longtime voice actor in the industry and you may know him from roles such as Deckard Cain in Diablo, Captain Price in Call of Duty, Elder Lyons in Fallout 3, or just about any Nordic character in Skyrim. In addition to all of the fantastic people who have helped me along the way I have personally spent a lot of time, effort and energy devoted to bringing this out to you all so I hope you can enjoy the fruits of my labor and have fun! File size: 358 mb
  15. looks like i can get the 5900x for 200 euros in germany, the 5800x3d is around 240 euros so a bit higher. the 5700x3d goes for 210 euros hmm i have to noodle a bit on that one. the x3d models do have an advantage in some games where they get up to 40 fps more but it is inconsistent. cyberpunk for one does not seem to gain any benefit from a 5800x3d vs the 5900x which is weird. in some games the 5900x actually pulls ahead by a few fps. one thing that worries me a bit is that i loose 4 pcie lanes with the zen3 models 20 vs xen2's 24 lanes. especially because im using 2 nvme drives each pulling 4 lanes so ill end up with 12 lanes for the gfx card. my dram may also need upgrading since they only hit 3200 mhz in the xmp profile and the cas latency is quite high when run at those speeds.
  16. upside to the ram and ssd prices is that the 5800x3d has dropped sharply in used prices (noone is going to buy an overpriced used cpu with no guarantee when you can get a brand spanking new one again). small consolation but its there . ram seems to have stabilized here but is still 2x to 3x higher in price than before. ssd's are about 2x more pricey. some sellers here have started selling refurbished nas drives with guarantees for storage. downside is they are rather slow 5400 rpm drives yuck... they should rather look at refurbishing hybrid nas drives. also massively overpriced sigh, some SSHD models are even more expensive than a true SDD despite having the same capacity .
  17. im using a 4790k devils canyon haswell to drive my RX5700XT and it does ok though im only playing games without raytracing on it (does not support hardware raytracing at all so a bit moot). hzd runs flawlessly in 4k on this setup and forbidden west also runs good if you lower settings a bit. the cpu is a bit of a bottleneck at lower resolutions but not as bad as i feared. i would not call it a true retro setup since it runs win10 to me it is more of a media PC with some gaming ability . my real retro machine runs win 7 32 and 64 bit uses 2 geforce 560 ti in SLI has 16 gb ram and is driven by an old broadwell 6800k 6 core cpu. the 560 ti is from around the same time as the first core i 7 nehalem models so the broadwell means im in no way cpu bottlenecked. runs the old crysis 1 2 and 3 on max settings. my developer machine is driven by a 6950x broadwell 10 core and 32 gb ram. it has 1 nvme and one SSD as well as two large mecahnical harddrives i use for source code and my msys2 driven windows clang compilers (to big to fit on the main drive). it uses my rtx 3070 (sold the 2080 ti) and is pretty powerfull despite only having pcie 3 and no rebar (plays alan wake 2 with playable fps "45 -> 50" if you dont go nuts with the ray/path tracing effects). the cpu is only slightly slower than the fastest skylake. my main gamer recently got an RX 9070 XT as an upgrade for the 2080 ti (doubles the speed) but it is seriously hampered by my ryzen 3700x so im looking to upgrade the cpu with either a 5900x or 5700x3d (5800x3d if i can get one for a good price). my ram are also not the best for the setup as i can only get them to 3200 mhz in the xmp profile (3000 mhz standard). but with dram prices atm. that will have to wait unless i can find a used set of 3600 mhz blocks (2x16 or 4x8 for 32 mb). with that in place my gamer should be ready for many more years of service. and i still got 3 more mainboards left one micro atx with 16 gb ddr 3 and a haswell core i5 (xp compatible yes i tested it). a gigabyte board with a core2 quad 6600 and 8gb ddr2 ram. and an asrock board which is a bit of a curiosity. can be used with either or both a pcie and/or agp gfx card. cpu is a pentium but the board can take a core 2 as well (not a quad). this board can actually run win9x (depends on the gfx card if you can find a driver though). im giving these away for tinkerers, they all work .
  18. For me it feels like the Remaster is caged in between the purists that want exactly the same game and the same maps (the "Vision of LGS" as they've played it over the past 20 years) and the appeal to new players who are looking for something that has the level of a modern game. I didn't play the Remasters of Night dive studios, so I can't tell anything about how they will do it in the end. My wish is that they fix everything that was caused by the lack of time or knowledge to build the game, its maps and assets. Not to only wrap around another engine and leave the rest as is. That would probably not appeal to the purists who will complain that textures and models don't look like thief 1 (and make base game assets stand out in FMs anyways). That would not appeal to people who played the game zero or only a few times in their childhood because they wonder why maps look partly unfinished or models and graphics overall look still dated. I don't know how to think of it. I was soo excited when the remaster was announced, but seeing the progress in the two trailers I am not that sure anymore if this will be the Remaster that makes me happy.
  19. Hi team, I've come back to the FreeBSD native port that I was working on and have some patches that I would like to upstream. What is the best way to submit patches for consideration? Is there a public tracker/email list, or is it best to post patches somewhere here on the forums? Thanks!
  20. I can't seem to wrap my head around that we, the audience, want to pay for a game that we already know since the beginning , especially when we already have so many fan missions and tfix . What is the benefit of replaying what we already did multiple times with no real addition (I don't know how huge the new campaign will be) except smoothed out fluffy models and another HD texture pack. Don't get me wrong, this is not a rage post nor defying each ones taste. Serious question though.
  21. On a lighter note (and because my holiday started today, oh yeah!), let's have a new thread for music, that you just enjoy and probably is not so well known...or somehow obscure but does not sound as strange as the songs we report in @STiFU's progessive music thread. Here is one of my new favourites, a similar recording of this track by other artists has been used in an US show broadcasted last year ( @Amadeus: What is the name of the show? )
  22. Here's some slightly better code. Rather than having to hard-code the origin and rotation of the note, you just put a readable into map at the location you want. In this example the note is named "comboNote1". setCombo now takes two args, the lock and the note. The code creates a new readable at the same location as $comboNote1, then deletes $comboNote1 void setCombo(entity safeLock, entity note) { // get a random combination string combo = getCombo(); sys.println("new combo is " + combo); // set it on the lock safeLock.setKey("combination", combo); // get the properties of the note and then delete it string inv_name = note.getKey("inv_name"); string origin = note.getKey("origin"); string rotation = note.getKey("rotation"); note.remove(); // create a new note at the same location of the old one, containing the combination sys.setSpawnArg("gui_page1", "guis/readables/sheets/sheet_paper_calig_mac_humaine.gui"); sys.setSpawnArg("page1_body", "The combination is " + combo); sys.setSpawnArg("num_pages", "1"); sys.setSpawnArg("inv_name", inv_name); sys.setSpawnArg("origin", origin); sys.setSpawnArg("rotation", rotation); entity comboNote = sys.spawn("atdm:readable_mobile_scroll01"); } void setTheCombo() { setCombo($atdm_safe_lock_2, $comboNote1); } This code could be parameterized even more, but it's a start. There are some limitations/provisos to this technique, which I will expand upon in the wiki (probably won't get to that until tomorrow).
  23. Dear TDM folk, If anyone would like a break from the lovely summer weather, I'm offering you a couple of hours sitting at your keyboard in a dimly-lit room. Thank you if you can spare some time. Cheers, Groden
  24. funny you mentioned the 3090, it is indeed the goto card for local users of LLM's due to its massive compute power (usually run in 2x nvlink setups). also one of the reasons it is now insanely expensive used. yeah the AI craze has gone completely of the rocker. altman is also between a rock and a hard place since he partnered up with microsoft to power the built in AI in windows. his company is literally several billions in debt allready so if he cant score a win for microsoft he will be toast. also two 3090 does not even get close to what a 5090 costs here 79K!!! thats the price of a small car, a new one at that sigh.
  25. with the ARC the 5800x3d or 5700x3d will be more than enough. these cpu's can drive an rtx 4090 no problem in both 2K and 4K with some minor bottlenecking in 1080p. i think most gfx card makers are postponing new model releases untill it becomes clear if things will go back to normal. and with some of the heaviest companies now pushing for a subscription model that may well put a boot into any plans they currently have.
×
×
  • Create New...