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Futuremark Interview
Interview
ATI-News:
Please introduce yourself and what position you have at FutureMark
Corp.?
Nick: My name is Nicklas
Renqvist, and I work at Futuremark as the Customer & Media
Relations Specialist and also produce sound effects for our
products.
ATI-News: How long have
you worked for Futuremark (aka MadOnion)?
Nick: I joined the team
back in 2000, so I have been working here for over 4 years.
ATI-News: What game are
you currently playing?
Nick: I haven’t had
that much time to play games lately, but FarCry was impressive
and BattleField is still one of my all-time favourite online
games.
ATI-News: What’s your
opinion about Far Cry and DOOM 3?
Nick: Both games are extremely
cool and I think they both have raised the bar in real-time
3D graphics on the PC. I have played FarCry, but haven’t
finished it yet. I still want to complete the game, though
I have no idea when I will find some spare time to do it.
DOOM 3 is a very nice game too, but I have never really liked
games where the player is thrown in some small rooms and narrow
corridors with no lights on. Too scary stuff for me! J But
still, it is a really nice game both artistically and technically.
I bet that DOOM 3 and FarCry will be the games everyone will
compare to when other games will be released later on.

ATI-News: The use of the
3DMark03 has become a highly disputed topic of discussion
in the past. What’s your stance about it? + What are
you going to do to change this problem?
Nick: We really need to
focus on where we are at the moment. There were some discussions
around 3DMark03 last year, but at the moment everything is
back to normal. By following the benchmark guidelines and
using 3DMark03 approved drivers, 3DMark03 gives you reliable
and perfectly comparable results. We will continue to approve
drivers for both 3DMark03 and 3DMark05 in order to ensure
that there are no application specific optimizations that
could jeopardize the results’ validity.
ATI-News: What’s your
opinion on the Pixel Shader 2.0b and Pixel Shader 3.0? Where
are the differences and where do you see benefits?
Nick: I think that the new
shader models will be used in many future games. As far as
I know, no game has shipped (to this date) with support for
either of those two PS versions, but there is no reason why
games wouldn’t do so in the future. If I recall correctly,
there will be (or has been released) a patch for FarCry which
use SM3.0. Not sure about PS2.b though.
One of the benefits in those two shader models
is of course that you can do longer shaders in one pass. It
will let the developers really come up with some amazing stuff,
and still maintain acceptable frame rates.
The biggest difference between the PS2.b
and PS3.0 is of course that the PS3.0 brings a bunch of new
shader instructions, whereas the PS2.b basically just allows
longer shaders using the PS2.0 instruction set.
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