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Technology Interview At Beyond3d


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There's a new interview with Gavin Carter up at Beyond3D. Topics covered include shader model support, their HDR implementation, what they're optimizing for, and support for dedicated physics hardware (there isn't any), all of which should all be of interest to you if you're in the market for new hardware.

 

Also covered are some of the changes to the editor, just how fancy their shadows are going to be, Microsoft's sloppy developer kits, how different development is this time around (for the forty-six and a halfth time), just how much hacking they did to Havok, and whether a tree falling in a forest will make any noise if the PC isn't around to hear it (answer: it will, but the audio is downsampled to 8 bits).

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LINK: http://www.beyond3d.com/interviews/oblivion/

 

And, finally, a useful preview, not just a copy/paste of the same old information we've been hearing since day one.

 

We rely heavily on LOD models to scale down lighting, geometry, and shaders once objects drop below certain thresholds of distance or visibility.

 

Excellent news, both for those of us with low-end systems and for modders. Do your LODs well and you can probably do some really nice high-poly stuff without slideshow framerates. This is a huge advantage over Morrowind.

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