Tech-Junkie heeft wat lopen kletsen met Nathan Harley van FutureMark. FutureMark is bekend van de 3DMark99 benchmark en heeft ook vage connecties met Future Crew (als je al wat langer meeloopt ken je ze vast wel van de Second Reality demo, terug in 1993). Hier wat info uit het interview:
Where did it all begin? How did Futuremark start? Any connection to Future Crew of the European demo scene?
Nathan: Well, naturally the spark for doing Final Reality originated (did anyone miss the resemblance to Future Crews' Second Reality or the similarities of the city scene :) from the demo scene. Final Reality showed us that there was significant need for truly independent cutting edge benchmark software and we founded Futuremark Corporation to answer to that need. As you're probably well aware our mission is to make sense out of 3D and do it with style. Even though we're now in quite a different business from making demos, the history still bears with us. Markus Maki, the project lead of 3DMark and Final Reality, was know as 'Henchman' in Future Crew and we still try to honor the 'demo spirit' in our products.
Een groot deel van de leden van Future Crew werken nu bij Remedy Entertainment, waar ze bezig zijn met Max Payne, die gebruik maakt van de Max-FX engine:
Why use Max-FX?
Nathan: MAX-FX is without question one of the strongest contenders in the engine battle of 1999. It totally rocks and has great stuff like volumetric particles and radiosity lighting. It's way beyond a lot of engines.
Tj: Any plans to depart from using the Max-FX engine?
Nathan: No, it's about as cutting edge as engines get. When Max Payne is released, I honestly think you'll agree.