Alex en zijn vriendje Jon van Sharky Extreme hebben een artikel gepost waarin ze een kudde game developers naar hun mening over next generation 3D technologiŽn vroegen. De eerste ondervraagden zijn Markus Stein en Petri Jarvilehto van Remedy Entertainment, waar men op dit moment het veelbelovende Max Payne in ontwikkeling heeft:
1. Will your upcoming games support hardware transformation and lighting in D3D or other non-OpenGL API's?
MAX-FX, the game engine Max Payne is build upon, will be able to take full advantage of D3D HW T&L. That way we can be sure to perform well on future generations of hardware accelerators.
2. What advantages, disadvantages and issues are there for you as a game developer in doing so?
Most geometry and materials should work very well when rendered with HW T&L. Developers will probably end up with a fallback software pipeline in case they want to use features not supported by HW T&L, or not generally supported by all HW T&L capable hardware. But in the end, letting HW T&L handle all the geometry that it can handle is going to increase overall rendering performance.
3. Will your upcoming games support texture compression, environment bump mapping, T-Buffer, or any other current or upcoming hardware technology that is not widely developed for yet?
We will have support for texture compression. It makes game environments a lot more believable if texture resolutions are higher. And that without the need for additional memory.