News
Crysis News
Crytek's Cevat Yerli on Crysis Tech
| Crytek's Cevat Yerli on Crysis Tech |
|
| Written by CrysisEU | |
| Thursday, 25 October 2007 | |
|
Cevat Yerli Interview at shacknews has been published today. Interview includes technology of Crysis, system requirements, scalability, DX9 vs. DX10, 64bit multi-core systems and much more . Find out if a higher-clocked dual-core will perform better than a quad-core or will quad corel get you a better frames in Crysis, this and much more available at shacknews Interviews. Shack: What kind of market do you think will be feasible for Crysis, a game that pushes a lot of graphical limits? Cevat Yerli: We are creating a high-end PC game, just as the industry has seen numerous times in the last 10 years. We assume it will be seen and accepted and hopefully embraced as such. The quality of Crysis was the number one reason we made the development choices we did. Shack: Do you worry it will be too demanding for most gamers' machines? Cevat Yerli: We are not really concerned. Its not more demanding than Far Cry was and Far Cry was a big success for us. Crysis is just more optimized and looks better at the same demands of Far Cry relative to the past. We scaled back to 3 years old gamer configurations, just as we promised. Shack: How scalable will the game be; that is, how much of the "full experience" will users be getting on a machine that is more towards the minimum requirements? Cevat Yerli: The overall answer on this is difficult, but let's think it scales you one generation back, providing you lower visual fidelity and ambiance, with the core gameplay being the same effectively. However you will perceive the core being less impressive if you experienced the high or very high setups, but not vice versa--e.g., if you didn't see Crysis on high or very high before, you will have a great experience with your machine. Shack: How significant are differences between the DX9 and DX10 versions of the game? Are there any actual gameplay distinctions? Cevat Yerli: For single-player the difference is only in visual quality, there are no gameplay differences. Visually the imagery has more depth though 3D post processing, looks more cinematic through motion blur systems interacting and surfaces are more crisper in detail and 3D. The lighting and post processing goes through an extended next-generation HDR rendering system. In multiplayer when you qualify for very-high settings, that is high-end DX10, you will experience tangible gameplay improvements that actually make tactical difference and lets you feel like you play single player in terms of cinematic experience. Full Interview available here and don't forget to leave a comment in our Forums |
|
| Last Updated ( Wednesday, 21 April 2010 ) |
| < Prev | Next > |
|---|
![]() |