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.kkrieger faq

.kkrieger doesn't run on my machine!
please refer to the compatibility section. if your system meets those minimum requirements, it's a bug on our side and will (hopefully) be fixed in the final version. the final version will also have somewhat wider hardware compatibility than the beta - notably, GeForce 3 cards will be supported. we will not support graphics cards below that level (that concerns especially GeForce 4 MX owners - even though it's labeled a GeForce 4, it's technically on GeForce 2 level). .kkrieger makes excessive usage of the capabilites of GeForce 3-class (and better) hardware, and a version that doesn't rely on this features would not only be difficult, but also look a lot worse.

.kkrieger runs very slow here.
the final version will have notably better performance, and will also allow you to tune rendering quality and resolution to give optimal performance.

when will the final version be ready?
we plan to release it in late July or early August.

come on, not everything I see is in that small file, you use DirectX standard textures, right?
there's no such thing as DirectX standard textures. everything you see in .kkrieger is procedurally generated at the beginning, in the "loading" Phase. there are neither stored images nor stored geometry in the executable file, everything you see is generated procedurally (the one exception being the menu/HUD fonts, which are generated from standard Windows fonts). if you are interested in the details, refer to our technology section.

this isn't really 96k, it depends on megabytes of DirectX, drivers, Windows DLLs and the like.
so does every other Windows game, so we don't see how this is of much importance. we never claimed it was a 96k completely independent operating system with game (and having to boot .kkrieger would have limited our audience considerably :).

You need that fast graphics cards to calculate the textures, right?
no. all the textures and models are calculated entirely doing the loading phase and by the CPU. in case you wonder why, different graphics cards render things very similar, but not quite the same. even a small level of unpredictable inaccuracy is unacceptable - some of our textures and models are made in hundreds of steps, and very small errors in each of those steps can (and will) cause an entirely different result. The reason we need fast graphics cards is because we use rather expensive (but also visually exciting) techniques like per-pixel lighting and realtime shadows in rendering.

nice technology showoff, but really, what's the point of making a 96k game?
well, it is exactly that, a technology showoff for our procedural content creation system, the .werkkzeug3. if you're interested in the details, refer to our technology section. there are two primary application areas for our technology: first, in producing high-quality premade content to be distributed over relatively low-bandwidth connections like the internet. second, as part of a more conventional content creation pipeline - the system isn't suited for everything, but there are things it can do a lot better than existing solutions. and all that aside, we also thought that a 96k game was a damn cool thing to try, don't you think?




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