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Updated Max Payne 3 PC Specs & Release Date

Rockstar Games has word on a Max Payne 3 Interview on PCWorld discussing the PC edition of the third-person shooter sequel, which is now due internationally on June 1st (it was previously due three days earlier in North America). They also point to some new screenshots on the Max Payne 3 Website where they also provide more detailed system specifications than the PC specs released last month. Here they are:


Windows 7/Vista/XP PC (32 or 64 bit)
Intel Dual Core 2.4 GHZ or AMD Dual Core 2.6 GHZ, or better
2GB System RAM
NVIDIA® GeForce 8600 GT 512MB RAM
or AMD Radeon™ HD 3400 512MB RAM

Windows 7/Vista/XP PC (32 or 64 bit)
Intel Dual Core 3GHz or AMD equivalent
3GB System RAM
NVIDIA® GeForce 450 512MB RAM
or AMD Radeon™ HD 4870 512MB RAM

Windows 7/Vista (32 or 64 bit)
Intel i7 Quad Core 2.8Ghz or AMD equivalent
3GB System RAM
NVIDIA® GeForce 480 1GB RAM
or AMD Radeon™ HD 5870 1GB RAM

Windows 7/Vista (64 bit)
Intel i7 3930K 6 Core x 3.06 GHZ
or AMD FX8150 8 Core x 3.6 GHZ
16GB System RAM
NVIDIA® GeForce® GTX 680 2GB RAM
or AMD Radeon™ HD 7970 3GB RAM

HDD Space: 35 GB
Sound Card: 100% Direct X 9.0 compatible – Direct X 9.0 compatible supporting Dolby Digital Live

Initial activation requires internet connection and a valid Rockstar Social Club account (13+ to register); Online play requires log-in to Rockstar Social Club (13+); software installation required including GameShield® IronWrap®; DirectX and Microsoft Visual C++ 2008 SP1 Redistributable Package (x86).

Please refer to your hardware manufacturer and for current compatibility information. Some system components such as mobile chipsets, integrated, and AGP graphics cards may be incompatible. Unlisted specifications may not be supported by publisher.

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18. Re: Updated Max Payne 3 PC Specs & Release Date May 26, 2012, 00:50 Jerykk
KTR wrote on May 26, 2012, 00:35:
Jerykk wrote on May 26, 2012, 00:17:
You're mistaking render resolution with texture resolution. They are two separate things.

Why I said "Console's texture size is 1280x720 (720P)" is knowing that texture size is going to scale proportionally to rendering resolution, which is 720P, or else the game will look like crap (which it doesn't). Also due to limited console memory, streaming textures method is used so you will only see ~720P worth of textures at a time.

Texture size doesn't scale to match resolution. Pixel size scales to match resolution. Lower resolution = larger pixels = more aliasing. Lower resolutions scaled to match large displays look even worse, as the pixels are stretched even more. How people can stand to look at 720p on a 50+ inch TV has always baffled me. Don't even get me started on games that render at sub-720p resolutions (like CoD). Such a blurry mess.

Also, I'm pretty sure texture streaming has nothing to do with render resolution. It has to do with how the level is set up. The game loads the necessary textures for the current level/section into memory, then unloads them when you need to load the textures for the next level/section. You can have a render resolution of 1280x720 but still have texture resolutions of 4096x4096 and the textures will look great. The reason why console games don't use 4096x4096 textures is because they take up a lot of space and there's not enough space on X360 discs (~6.5 gigs) or in memory (512 megs of shared memory split between GPU and system) to store them. X360 is the lead SKU for most multiplatform games, so the other platforms are typically bottlenecked by the X360's limitations. That's why I'm surprised that Max Payne 3 PC uses high-res textures.

I work in VFX, and on some film stuff and I can only say we use 4k textures for movies etc.. which would make these textures epic. 4K textures just loading into memory is quite a pain, can't imagine that on everything running in a game in real time. I hope so that would be nice

Modders often create hi-res texture packs for Bethesda games. These 4096x4096 textures look about a billion times better than the 512x512 textures typically used for environments and props. However, to use these texture packs, you generally need at least 1 gig of VRAM and 4 gigs of system RAM because 4096x4096 textures take up a ton of memory, especially in an open-world game where you have to keep a lot of textures in memory at all times.

This comment was edited on May 26, 2012, 00:56.
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