I recently presented a very early and totally untested version of the client of
Darkness Springs,
the game I am currently working on to some people and noticed that it ran very slowly. Which confused me at first, because I never had discovered slow framerates myself at all.
After shortly thinking a bit more about this, I became aware of the fact that until now, I had used only my high end PC as development machine for it, which is capable of running even
Crysis at playable rates with very high settings.
Darkness Springs will be a very CPU intensive game (unfortunately necessarily, explanation will follow soon) and because my brand new 64bit CPUs are quite fast I had never noticed that the game is already
that CPU intensive. But now that I know, it should be no problem, I think I can still optimize the bottlenecks away pretty easily.
It is always a good idea to develop games (or more general: software) on the type of hardware you expect your average customer to use. In this way you will at least discover performance and other similar nasty problems very early. That's also the reason why I wrote the first few versions of
Irrlicht on a Notebook with 266 Mhz and no real 3D hardware. Which again is also the reason why Irrlicht had a software rasterizer since its beginning. :)