De Voxel 3D engine van NovaLogic (Commanche) wordt ook gebruikt voor Delta Force 2. In het Interview met Wes Eckhart wordt dan ook uitgebreid gesproken over deze alternatieve manier van 3D renderen, t.o.v. Polygonen-gebaseerde 3D engines, zoals Quake en vriendjes.
Je vind het gehele interview hier.
AVault: Is 3D acceleration a possibility at any level with a voxel engine or is it entirely beyond the realms of possibility with current graphics hardware? Eckhart: It's not entirely beyond the realm of possibility, but it's not easy, and the benefits 3D acceleration can yield in a Voxel Space game are limited. Current acceleration technology is all about pumping tons of polygons, so it would only affect the polygon-based objects in a Voxel Space game, not the terrain. For example, the buildings and vehicles in Delta Force 2 would be better due to the perspective correction and bilinear filtering a 3D card can provide, and you'd get slightly better frame rates on slower machines while you were very near or inside a building, but the terrain itself would be the same. Also, because it requires a lot of memory to render voxel terrain and because the new engine uses 32-bit color, 3D support could be limited to certain 32-bit accelerators that offer good use of the AGP bus, such as the RIVA TNT2. Having said all that, the teams developing our games are all interested in incorporating 3D acceleration.