Cliff Bleszinski Talks Industry In Develop Interview

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hal

Dictator
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Develop magazine talks with Cliff Bleszinski on a number of industry-related subjects, including game-engine competition, ZeniMax's acquisition of id Software, and the thing that's on everyone's mind... space marines. (thanks, Hideinlight)

I just think that the technology of this generation just happens to be very good at rendering metals and stones and dramatic lighting, which is why you see a lot of pillars and girders and destroyed blown-out areas because that's what the bump-mapping happens to do very well.

At the same time, in this generation the translucent effects are very hard to pull off. That's why everybody sees a lot of these bald characters and wonder why games feature so many fucking space marines. Well, the tech is good at showing off amour and it's not that good at doing hair. That's why we have bald space marines. There's your answer people.

Part two of the interview continues the industry talk with topics such as controllers, innovation in gameplay, and the ever-popular Wii.

I recall my mother phoning me up one day, saying "Clifford, I want a Wii Fit for Christmas" and I thought "holy shit it's officially happened." She uses that thing every day, and you can criticise Nintendo all you want, but they've found their market and they're going with it.
 

MuLuNGuS

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[SAS]Solid Snake;2316613 said:
It'll depend a lot on what they decide to do with the renderer. If they decide to stay with the deferred rendering engine, then alpha and translucency support isn't likely to happen (unless of course the renderer does depth peeling).

the UE3 is not a deferred renderer per se like the X-Ray engine of S.t.a.l.k.e.r.

if i remember correctly, only some shadowing stuff is deferred but...that doesn't make it a deferred renderer.
 

[SAS]Solid Snake

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the UE3 is not a deferred renderer per se like the X-Ray engine of S.t.a.l.k.e.r.
It is mostly a deferred renderer, although not exactly like X-Ray in some ways. However, deffered rendering only suggests that first the geometry buffers are rendered then lighting is calculated in a seperate state. As long as those two steps are significantly seperate processes, then I would consider the renderer to be deferred.
 
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