Sleipnir wrote: ↑OpenRA is built as a fun project in our free time, designed to be insanely modifiable / extendable, using a high level garbage collected language. This means that it is never going to run as fast as the original games. We may be rebuilding a 15 year old game, but we are using modern technologies which are only feasible on modern hardware. Expecting it to run on a 15 year old machine is simply unreasonable.
Just to expand on what Sleipnir has already said, we currently have 3 active developers working in their free time on OpenRA, maintaining what is effectively 2 full games when they should be out enjoying the New Zealand summer. According to the credits, Command and Conquer had 7 full time developers (RA had 10) working on it along with staff dedicated to areas that we have been having to do ourselves.
We know it's disappointing for you but we've had to take shortcuts to be able to get the engine anywhere near the state it is in now. The need for pixel shader 2.0 support is part of these shortcuts. To be completely honest with you, if one of us used a machine for development that didn't have PS2.0 support we'd probably already have this dependency worked around but our focus is on our ever growing
bug list. Once we're at the stage that things are stable enough to call it a beta release,
then we'll seek to increase our performance and hardware support.
Thank you for trying OpenRA in the first place though, it means a lot to us. Hopefully you'll be able to play the fruits of our hard work in the future.