A couple of months ago, we had the pleasure of interviewing Cloud Imperium’s Engine Technical Director, Sean Tracy, who shared with us some interesting new information about their upcoming PC exclusive space sim, Star Citizen. We talked with Sean about a lot of topics such as the game’s PC-only nature, mod support, DX12, some of the key graphical features of Star Citizen, as well as the game’s PC requirements and its multi-core CPU support. Enjoy the interview after the jump and big shoutouts to Cloud Imperium’s David Swofford as without him, this interview wouldn’t be possible! Continue reading Cloud Imperium On Star Citizen Mods, PC Exclusivity, Graphical Features, DirectX12 & Multi-core CPUs
Category Archives: Interviews
Crytek Talks Ryse Tech: Consoles vs PC, Textures Resolution, Mantle, VRAM Specs, LOD Solution
A couple of days ago, we had the pleasure of interviewing Nicolas Schulz, principal rendering engineer at Crytek’s main studio in Frankfurt. Nicolas shared with us some new information about the PC version of Ryse and CRYENGINE itself. In addition, Nicolas shared some of his thoughts regarding current-gen consoles and PCs . Kudos also to Crytek’s Jens as without him this interview wouldn’t be possible. Enjoy! Continue reading Crytek Talks Ryse Tech: Consoles vs PC, Textures Resolution, Mantle, VRAM Specs, LOD Solution
Ubisoft Talks ACU Tech: Multi-core CPUs, Lighting System, Mouse Acceleration, Next-Gen Development
Earlier this week, we had the pleasure of interviewing James Therien, Pipeline Technical Director at Ubisoft, who has been working on ACU for almost 4 years. James shared with us some interesting information about this latest Assassin’s Creed game. At this point, we’d like to give a big shout-out to CD Media’s Christina Arapakou. Without Christie, most of our interviews wouldn’t be possible. And now, without further due, here is the interview. Continue reading Ubisoft Talks ACU Tech: Multi-core CPUs, Lighting System, Mouse Acceleration, Next-Gen Development
Rebellion Talks Sniper Elite 3 Tech – Tessellation, Mantle, DX12, Multicore CPUs, Obscurance Fields Shader
A couple of days ago, we had the pleasure of interviewing Kevin Floyer-Lea, Head of Programming at Rebellion. Kevin shared some new details with us about the tech features of the Asura Engine, its Multicore CPU capabilities, and the ‘Obscurance Fields’ setting (that most of you didn’t know for what it was responsible for). In addition, Kevin shared his thoughts on Mantle, DX12 (as well as DX11.2), a possible new Aliens vs Predator game and the advantages/disadvantages of self-publishing a PC game. Enjoy the interview after the jump! Continue reading Rebellion Talks Sniper Elite 3 Tech – Tessellation, Mantle, DX12, Multicore CPUs, Obscurance Fields Shader
Caffeine Tech Interview – FOV Slider, Global Illumination, Tessellation, Dynamic Shadows & More
This weekend, we had the pleasure of interviewing Dylan Browne of Incandescent Imaging who shared with us some interesting new tech details about his upcoming sci-fi horror title, Caffeine. We talked with Dylan about the tech features behind Caffeine, the inclusion of a FOV slider and options to toggle on/off mouse acceleration, whether the game will include a fully dynamic shadowing system and whether Global Illumination is being utilized. Enjoy the interview after the jump! Continue reading Caffeine Tech Interview – FOV Slider, Global Illumination, Tessellation, Dynamic Shadows & More
Flying Wild Hog Talks Shadow Warrior 64bit & CPU Optimizations, Mantle, Mod Tools, Future Plans
A couple of days ago, we had the pleasure of interviewing Flying Wild Hog, creator of Shadow Warrior and Hard Reset. Flying Wild Hog shared with us some details about its future plans, next-gen consoles, the CPU issues that were present in Shadow Warrior PC, its opinion about Mantle and OpenGL, as well as the release of mod tools for Shadow Warrior, its intention to move it to 64bit and some tech info about the Road Hog Engine. Enjoy! Continue reading Flying Wild Hog Talks Shadow Warrior 64bit & CPU Optimizations, Mantle, Mod Tools, Future Plans
EIDOS Montreal Talks THIEF Tech – Tessellation, FOV Slider, Multi-Core CPUs & Graphical Features
A couple of weeks ago, we had the pleasure to interview EIDOS Montreal’s Jean-Normand Bucci who shared with us some new information about the PC version (as well as the console versions) of THIEF. THIEF PC will come with a FOV slider and will be based on the ‘next-gen’ version (guess we need to mention that after what EA Sports did with Fifa 14). Enjoy the interview after the jump. Continue reading EIDOS Montreal Talks THIEF Tech – Tessellation, FOV Slider, Multi-Core CPUs & Graphical Features
Reset Interview – Multicore CPU Support, Physics Middleware, Engine Details
When Theory Interactive released the debut trailer of Reset, a lot of people began wondering who the hell was Theory Interactive, and how it has managed to achieve visuals that can rival those found in triple-A titles like Crysis 3. Well, a couple of days ago we had the pleasure to interview Mikko Kallinen, co-founder, programmer and composer at Theory, who has previously worked at Futuremark. Mikko shared with us some tech details about the engine powering Reset, its physics middleware, how big will the game’s world be, and whether the game will support Tessellation. Enjoy the interview after the jump! Continue reading Reset Interview – Multicore CPU Support, Physics Middleware, Engine Details
Xaviant Talks Lichdom Tech – Multicore CPU Support, Global Illumination, PC Options, Tessellation
A couple of days ago, we had the pleasure to interview Xaviant about its upcoming CRYENGINE-powered title, Lichdom. Xaviant discussed with us about the game’s multicore CPU support, whether or not it will sport a FOV slider, its Global Illumination solution, DX11.2, the reasons why they chose PC over next-gen consoles, and AMD’s Mantle. Enjoy the interview after the jump! Continue reading Xaviant Talks Lichdom Tech – Multicore CPU Support, Global Illumination, PC Options, Tessellation
Ubisoft Talks Watch_Dogs Disrupt Engine, Physics, Global Illumination, City Size, Modding Scene
A couple of days ago, we had the pleasure to interview Dominic Guay, Senior Producer of Watch_Dogs, Jonathan Morin, Creative Director of Watch_Dogs, and Francis Boivin, 3D Programming Team Lead, of Watch_Dogs about Ubisoft’s upcoming sandbox title. Dominic, Jonathan and Francis shared some new tech details about the Disrupt engine, its global illumination solution, its physics and the game’s city size. Enjoy the interview after the jump! Continue reading Ubisoft Talks Watch_Dogs Disrupt Engine, Physics, Global Illumination, City Size, Modding Scene