Supporting resolutions
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If a game supports only one resolution, i'd prefer 800x600, too.
(I do still have my 2MB card )
_Andreas
I've had mine for 2 years now and i can run more than that. (same 4 meg card)
I don't see why you'd need 8 megs for 800x600x16?
If it's a 3D game then you wont be able to run the game in res of 1200*700 (or something like that)
I can run Windows in 1600*1200 but a can't dream of playing Q3A in more than 640*480 and still I'm having a 400mhz computer
[This message has been edited by GunnarSteinn (edited December 27, 1999).]
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Lack
Older Computers(>2yrs old)
233P1, 16 - 32Mb RAM, 2Mb Video
Mainstream Computers(2 - >1yr old)
400PII Celeron, 32 - 64Mb RAM, 4Mb - 8Mb Video
Newer Computers(1yr - Sold yesterday)
500PIII 64 - 96 Mb RAM, 8Mb - 16Mb AGP Video
High End Computers($2600+ machines today)
700Athlon 128+ RAM, 32Mb AGP Video
Take the four categories mentioned above and plot them on points of a normal bell curve where the height of the curve is the number of users owning the systems. As time continues update the points on the curve to reflect the current industry. Using Moore's Law you can pretty reliably predict what the power of a computer will be at the completion of your game development cycle. Use your conclusions as a guideline and program for them.
This all has a correlation to the amount of AI you can build into your game(CPU and RAM size) and the graphical detail you can put into the game(Video card). With the AI side of the house, the more RAM and CPU you have, the more variables you can add to your decision making logic. With Video you can adjust the resolution minimum, color depth and variety of sprites or textures. A good balance of all three graphics components will make your game more interesting. I hope this helps you determine what resolution you need to use. Sory for the lengthy post.
Kressilac