Full On 3D heeft een interview gepost met Brian Bruning van 3dfx. Ze hebben het uiteraard (vrij diepgaand) over de Voodoo4/Napalm, hier heb je wat vraagjes:
Fullon3d: You seem to be promoting anti-aliasing more than any other T-buffer effect, is this because current technology makes AA the most achievable effect?Brian: We concentrate on anti-aliasing because it’s an obvious benefit to anyone who sees it. I mean it just looks beautiful when you do see it on screen, and it can be applied to existing games just as much as up-coming games. So it’s an automatic upgrade for everyone. If you buy a Napalm card you automatically get an improvement in everything. So it’s something that we spend more time on because it’s so important, and we also believe that anti-aliasing is a prerequisite to having lots of triangles on the screen. When you add more triangles all you’re doing is adding more edges which gives you more aliasing. So you need to have anti-aliasing if you want to put more & more triangles on screen. So that’s why we think it’s so important.
Fullon3d: You talk a lot about bringing ‘movie’ effects into computer games, but each is a different medium. In the movie industry a director may use ‘depth of field’ to control where the audience is looking, but in real life it is the gamer who chooses. How do you see effects like ‘depth of field’ being used in games?
Brian: Well these effects can obviously be used in cut-scene and scripted sequences, but I think that developers will find ways to use them in the games themselves. One example that a developer came up with was using ‘blurring’ when a player was hit by a missile to give a sense of disorientation. We talked to Mark Rein yesterday and he said that it would be cool if ‘depth of field’ could be used in ‘Unreal Tournament™’ to blur everything except the view down the sniper-scope when it was being used. Now that would be cool!
Klik hier voor de rest van het interview.