Does SupCom make full use of Quad Core CPUs this time round? Do you scale even higher than four? And what exactly are you offloading? Does a Quad Core CPU have a dedicated thread for say physics, whereas a Dual Core has physics lumped in with path-finding, perhaps lowering overall performance? Chris Taylor: Our architecture is very similar, but we have made some optimizations and changes to work a little better than the original game. I think the real win on Quad Core for everyone right now is being able to run a lot of other apps at the same time, Voice Chat, Steam, etc… so my wish is that Windows 7 helps us to optimize our CPU usage! Are you optimized for 64-bit operating systems? Can SupCom 2 make use of more than 2GB of RAM (3GB if using the 3GB switch on a 32-bit OS)? Chris Taylor: This time around we really optimized the game for memory, so unlike the first title which could have used upwards into 2GB of RAM, we don’t use half that much. Everything is smoother, and the game loads faster. We’ve learned quite a lot about how to manage the game assets and use resources much more effectively. One of our goals was to make a game that more people than ever could enjoy, and this was one of the key parts of that strategy. What system specifications are players going to require to play a multiplayer match on your largest maps with every bell and whistle dialed to eleven, with the resolution cranked to 1920x1080? Chris Taylor: If you crank the resolution, then you’ll need a newer video card, but the CPU requirements won’t change. Many of the latest ATI cards will chew through almost any resolution, set to highest settings and with full screen anti-aliasing on max. We did a test the other day on a 5870, full resolution, three screens… and we were well over 60 FPS. It is totally awesome. Oh, and don’t worry, MP has no relation to the screen resolution, so don’t worry about tuning that down to get perf. To play big MP matches you need a good internet connection and more CPU.