Interview com Yerli (CEO da crytek) por pcgameshardware.de, o interview original está em alemão, mas o pessoal da incrysis traduziu ele:
12/12/06 11:51 AM – Interview with Cevat Yerli, CEO at Crytek. This interview is available in our magazine from 08/2006 as well.
PCGH: The decision from Microsoft to have Direct3D 10 being available exclusively for Vista has caused a lot of displeasure in the community. Aren’t you afraid of the fact that this displeasure could turn against you as well, since you are developing Crysis as one of the cart horses for this new interface?
Crytek: We will deliver all the gamers a great DX9 game. Thus we’re not expecting any problems.
PCGH: Can you already say what the difference between the D9D version for XP and the D3D10 version for Vista will be? Is it only performance optimizing, only improvements of the image quality (like more/higher res textures, more objects being rendered at the same time) or even both? Are you using Virtual Texture Management or the reduced Object Overhead for more performance?
Crytek: Many D3D10 features allow better performance and thus more details in framerate critical situations. Wide landscapes (with real time shadows) are taking a huge amount of objects. That’s where the reduced Object Overhead is a huge benefit.
PCGH: Can you name some examples where the D3D10 version has different/better effects than the D3D9 version? According to Microsoft it should be possible to have rain drops that are going to be blown over by the wind in Crysis.
Crytek: Already since Shader Model 2.0 it is possible to realize almost all effects, but with the improved performance and the more powerful features they can be used effectively. The D3D10 version will have visual benefits.
PCGH: Direct3D 10 requires a specific feature set for graphic cards. Anyways, could it happen that Crysis looks different on a next-gen ATI than on a next-gen NVidia by using the Direct3D 10 path? How do you adjust the effects to the probably available graphic hardware?
Crytek: The Direct3D 10 specification is very strict. Thus we do not expect any problems. But in the case of differences we will definitely find a workaround.
PCGH: HDR rendering was already possible in Far Cry and has been added via a patch. Have you extended the functionality to offer even better HDR effects? How do you evaluate the different decisions from ATI and NVidia to count on FP16 texture filtering and FP16-ROP’s respectively with the current hardware generation? Do you expect a standardisation of the feature sets for the first D3D10 cards?
Crytek: Unlike Far Cry the game is being developed with HDR. We improved the quality (tone mapper, eye adaption, bloom) and support a wide dynamic. FP16 texture filtering can be emulated but this takes away a lot of performance. D3D10 cards simplify the development a lot because the support of the different hardware models is an important part of our work, of course.
PCGH: How do you think about the early software developed (support via driver) Unified-Shader-Architecture? Or is everything that counts the end result?
Crytek: In detail every card from different manufacturers acts different. Unified Shader in general can simplify the development minimal, but only Unified Shader in hardware allows a better usage of the graphic card units. However, if a manufacturer can achieve better performance or less costs with a specialized architecture than it is an advantage as well.
PCGH: You say that there will be a 64-bit version of Crysis. Is the larger RAM address room helpful even for the customers at home or is it only an advantage for the development?
Crytek: In general it doesn’t make any difference for gamers. The larger register batch might have a positive influence on the performance, but bigger memory addresses can also cost performance. While developing under 32bit we’re reaching more and more limits. Virtual address room can be fragmented and thus allocations could fail even though the physical memory is available.
interview em alemão:
http://www.pcgameshardware.de/?article_id=534002&page=1
link original da tradução
http://incrysis.com/forums/viewtopic.php?pid=35215#p35215