Crysis Interview and DX10 Video - interview
(hx) 11:23 AM CET - Dec,01 2006
- Post a comment IGN
has posted a brief interview with Crytek's CEO and President Cevat Yerli as
he talks Crysis, their upcoming first person shooter: They also have
the first trailer showing how the DirectX10 version of the game looks. The
trailer is basically a flyby of the island enviroment in the game which is
scheduled for release sometime in 2007.
IGN: Are there any disadvantages or aspects more difficult to deal with
than DX9? In addition to prettier visuals, does DX10 improve performance
(framerate) as well, or have you found your game takes a hit?
Cevat Yerli: We will deliver quite a few options for the user to decide
what they will be able to achieve with DX10, but enabling all areas to be
improved is somewhat not possible currently. But we are adding future
scalability for the sake of longevity - in any case, you will get a top notch
DX10 experience.
IGN: Does DX10 actually allow for any kinds of gameplay differences (more
destructible objects on screen, something like that)?
Cevat Yerli: We are going to feature DX10 specific gameplay where
possible, but nothing that is significantly different from DX9. DX10 basically
allows developers to use lots more content (like cool particles, particle
shadows, etc) while keeping a smooth frame rate.
IGN: If I wanted to run Crysis at, say, a solid 30 frames per second, what
kind of system are people going to need?
Cevat Yerli: We learned a valuable lesson in Far Cry and that is to give
people what they want but to also give them the ability to choose how to run it.
For Far Cry, we gave the user a host of options that allowed them to cater to
the experience they wanted. Some people like to see no popping, but they could
care less for shadows, while others may not care about cool clouds but want more
detailed textures. To support this we are going to offer even more ways for
players to fine tune their experience. Personally, I would say to run Crysis
with high settings; you need a machine that has a card that was made in the last
six months. Our goal though is to make it really playable and look good on
machines two-years-old from our ship date.
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