http://www.firingsquad.com/print_article.asp?current_section=Features&fs_article_id=1506
Some notable quotes. The ones I found interesting anyways.
Some notable quotes. The ones I found interesting anyways.
Cevat Yerli: Yes definitely. It’s going to be officially supported in 1.3. Which will be coming out hopefully soon. [laughs] The reason why it’s not enabled now is because there are quality issues we have to check, we have to go back and look at it because it's a content-specific application. The technology works but it requires the content to be adapted to it, otherwise you have overexposure, you have too many objects on the screen glowing and things like that. And while that looks cool on screenshots, when you’re playing that’s not as cool. So we need to tweak it and make sure it matches the content.
FiringSquad: So that’s what you guys are playing with right now, just tweaking it until it looks just right?
Cevat Yerli: Yes but we couldn’t do it in such a short amount of time, so we plan to launch it in the next patch. What will be part of patch 1.2 will be the performance gains.
FiringSquad: So basically your requirement for HDR is FP32?
Cevat Yerli: Yes FP32 blending.
FiringSquad: Are there any plans to incorporate 3Dc into Far Cry?
Cevat Yerli: In fact yes. In the next patch, 1.3.
FiringSquad: In addition to SM 3.0, Far Cry will also be patched to take advantage of AMD’s 64-bit architecture in the future – what changes are you implementing in the 64-bit version of Far Cry?
Cevat Yerli: We’ve done it mainly for content development creators and mod creators, there will be huge benefits from it. For the gameplay it will be more beneficial to the environment, you will have some specific content for 64-bit. There will be a 64-bit version of Far Cry, a separate one eventually. That will be essentially content-wise slightly improved over the 32-bit version but it’s not something which, I mean people with the 32-bit version can still compare to the 64-bit version, but it’s optimized for the 64-bit experience. And the user of course will benefit from the 64-bit CPU architecture, which is more registers, better memory controller, but also more addressable memory.
FiringSquad: Will it look any better, or are you just going to use 64-bit to enhance performance?
Cevat Yerli: Well you will have a better experience, not necessarily “the lookâ€; well you will have more environmental objects. If you consider that a better “lookâ€, then yes, but the experience will be better because more things will be happening on screen.
FiringSquad: How many 2.0 instructions are you using in Far Cry today with the 1.2 patch? How many 3.0? When do you think games will begin to hit 3.0’s current maximums?
Cevat Yerli: 2.0 maximum or 3.0 maxium?
FiringSquad: 3.0 maximum.
Cevat Yerli: I think we’re far away from that, but we’re actually hitting the 2.0 maximums now. For 3.0 we don’t really use the amount of instructions really. Our instructions are 96 instructions tops right now.
FiringSquad: Oh really, you’re at 96 instructions with 2.0 now?
Cevat Yerli: Yes, and we’re not using more because we don’t need more. If you look at the image quality you can achieve with 2.0 – with 2.0 you can achieve pretty much any quality you want for right now. And the key benefit between 3.0 and 2.0 is performance really and so we’re using 3.0 for performance gains, not an image quality gain. The image quality you can achieve with 2.0 is good for now so there won’t be any real technology differences other than the performance difference.