silly matty, MMORPG's don't tax hardware!
well, they mainly use up alot of ram and CPU power, GPU power only if you crank up the settings. They're made to run on alot of systems.
Ok, thanks. I am putting together a system, and wanted to make sure that a game like this could be played seamlessly on my pc while running cad(work) or something in the background. I'd like to see how the game looks with all the features turned up. I don't play alot but when I do play I like it to be smooth. Also I am upgrading from a very old system, yr 2001 is when I built it.
Depending on your game of choice, assuming you're running something like autocad, Here's where I anticipate the chokepoints to be, in order of priority:
Depends on the game. Everquest was mostly RAM and secondly video, probably the same for SWG, Everquest 2 was more video than RAM, Vanguard was everything, Guild Wars runs on pretty much anything decently.
I don't think any mass-market MMOGs really use much network bandwidth, other than for downloading updated files. Well, unless you count Second Life, which was continually downloading the world into a cache as you moved around.
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