Nije ni duga ni kratka... mada, ok, priznajem da bi bilo bolje da je malo duža. Što se optimizacije tiče, skidam kapu čoveku sa tweakgudes-a i 110% se slažem sa njim u konstatacijama:
The Game Engine Isn't Optimized!
Many people are saying that the Call of Juarez game engine "isn't optimized". This gives me a great sense of deja vu. From Far Cry to FEAR to Battlefield 2 to Oblivion - and now to Call of Juarez: each time a strenuous game comes out a range of people proclaim that the engine is "badly coded" and it needs to be "optimized". Several people go so far as to suggest that a patch will (or must!) come out to fix this terrible coding. Well unfortunately all indications are that, just like the other games listed above, Call of Juarez is no less optimized and no more likely to improve significantly in performance over the course of its life. I'm not saying Call of Juarez is the most superbly coded game ever presented, nor that it will never improve, but the simple fact of the matter is that it is a next-generation game, whether you believe it looks like it is or not. Let's quickly examine the reasons why I believe that.
For starters the game is based on the third iteration of the well-established Chrome Engine which came out in 2003. If you look at this article from back then you will see that even 3 years ago the engine was quite advanced and capable of spectacular expansive outdoor environments, cool effects and high polygon counts. The engine has had plenty of time to mature, so it is not a new or suboptimal engine. If we look at what Call of Juarez does, the reason why it is so strenuous starts to become apparent.
The game makes extensive use of shaders to create realistic lighting and surface effects. As we've seen in the Advanced Tweaking section there is a way that these shaders can be completely disabled, and when they are there is major FPS improvement (and a major change in the atmosphere and image quality). However in some areas there are still extremely large numbers of polygons being used to render characters and environments, combined with good quality textures even for more distant terrain, and let's not forget that each map has quite large continuous indoor and outdoor areas all loaded into memory and not suddenly popping into view every 3 feet. Nor can we forget the excellent artificial intelligence used in the game, the innovative use of fire (it actually spreads to various objects realistically), and a whole bunch of other little touches which make the game highly realistic, but also highly strenuous on both your CPU and GPU.
Which brings me to another major complaint - the loading times. We've discussed this in detail in the Troubleshooting Tips section, but to reiterate, this issue is directly the result of two factors: firstly the game has over 3,000 shader files it needs to create or modify each time you change a video setting. Once you've settled on a particular configuration, your loading times will improve as most of these files don't need to be re-created or rewritten. However they do still need to be read each time you load the game, so if you're using a slower hard drive and/or your drive isn't defragmented after the shaders are optimized, your load times will remain high because the drive has to seek out 3,000+ individual files at each load. It's not the size of the files, it's the sheer number of them which makes it a longer task. Secondly, and most importantly, the game loads up the bulk of its files at the start of the level. Typically the game can load up to 600MB or more into memory at the very start of a level. This is in contrast with Oblivion (and most games) which load up a bit at the start, and then load a lot of data continuously as you wander through a level. So in return for longer loading times, Call of Juarez has little if any stuttering while wandering around, whereas Oblivion has much more of it. I think most people would agree that less in-level stuttering is a good tradeoff for longer loading times at the start of a level?
In the end I see many indications that, contrary to popular belief, Call of Juarez is actually reasonably optimized and is pushing out some amazingly complex effects and gameplay-enhancing features in a very tight package. "The engine isn't optimized" is a common catchcry these days that seems to be spreading like wildfire, usually with little actual basis in fact or reason. Make sure you don't also jump on this bandwagon, at least not without considering the actual evidence at hand.
Hoćete igre koje izgledaju bolje nego na next gen konzolama na PC-ju? Kupite hardver koji može tako nešto da tera. CoJ ima do sada najdetaljnije teksture (daleko bolje nego Oblivion), mnogo više foliage-a (rastinja), bolju i precizniju fiziku, više objekata koji joj podležu, svi objekti bacaju senke (čak i self shadow), nivoi su ogromni i sve je odmah učitano, a ne postepeno. Igra generalno ne opterećuje mnogo sam sistem, nikada ne zauzima više od 600 MB memorije i lepo se multitaskuje. Jedini problem je u šumi sa previše trave, što je užasno stresno za grafiku, tako da ni na 7950GX2 ne dolazi u obzir AA (a zbog toliko trave, dobro bi došlo da mogu da uključim TAA).