id Software's Kevin Cloud & Steve Nix Interview - interview
(hx) 09:02 PM CEST - Jul,31 2007
- Post a comment ShackNews
has conducted an interview with id Software's Kevin Cloud & Steve Nix.
Topics include the recent Mac support announcement, the engine licensing and
features and the console development (Enemy Territory, downloadable content).
Here's taster:
Shack: What thinking went into the recent Mac support announcement? Do you
see the gaming market there increasing, or are you maybe hoping to help drive
such an increase?
Steve Nix: Well, Apple has obviously been doing well. iPod sales have
been strong, and that's driving a new audience of people who have never owned
Macs before. There was that existing audience of people who have always been Mac
users, but now you're getting new Mac users too. At the same time, with the new
Intel architecture, it's really easy to get that code over there. Plus, we use
OpenGL, and Macs use OpenGL, so the rendering path was already there. We've been
very pleased with the performance results on Mac.
Shack: How about less nitty-gritty developer-side things? What can people
expect out of the engine on the front end?
Steve Nix: Sure, I mean first and foremost it runs really well across the
core platforms we're addressing--Mac, PC, Xbox 360, PS3. We're already at a high
framerate on all those platforms with the exact same assets. There's no
stepchild platform, it runs equally well across all of them. We'll share
more very soon, but it's also an extension of our MegaTexture solution, to where
it's not just MegaTexture on the base terrain anymore. The MegaTexture extends
to the entire world, including objects and characters. Really, you're completely
eliminating texture constraints, and for console developers it's one of the
major constraints they deal with. Everyone makes the game look really good at
the beginning--they pile on textures, pile on textures--but then you make the
game look worse and worse as you approach ship. You absolutely don't have that
concern with id Tech 5. You can make the game look better and better--you can
lock gameplay and just have artists go to town, with six artists working a map
simultaneously with zero impact on performance or stability. That's a huge win.
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