ADecay: Originally, Unreal was a bit limited as to the number of polys that could be used to render a scene. With the new LOD added (as well as the fact that the average machine has become faster since the Unreal's release), do you find that poly budgets for scenes have increased? Or have you developed different and innovative ways to obtain the intricate details necessary in ST:DS9?
Myscha: The Unreal Engine is much faster now than it was when the game Unreal shipped. You'll notice this right away when Unreal Tournament ships Tim Sweeney and Erik have really jacked up the juice on the engine. For Deep Space 9, we'll be using the Unreal Tournament code base, but have added lots of our own in house specialization to get even more out of the engine.
We give nvidia a lot of credit for being first to market with a geometry accelerator, but we do disagree with their decision to emphasize geometry over fill-rate. The reality is that the announced fill-rate for GeForce is not going to allow it to remain competitive with our next generation products for games which run at high resolution and high color depth. While every new 3D product cycle gamers have been able to increase the resolution and pixel depth with which they enjoy their games, nvidia appears to have made no substantial improvements in being able to run games at high resolution and 32bpp color. In contrast, we have listened to our customers and have focused on delivering a compelling gaming experience at 1024x768 and beyond resolution in 32bpp color
Bernier: Why do fast Macs (B&W G3), even though they often beat Pentium machines in Photoshop head-to-head, trail behind PC machines in 3D games?
Carmack: Photoshop filters are excellent optimization testbeds, but they are rarely apples to apples comparisons because of their hand tuned nature. I'm pretty sure that if Intel put some of their top guys on the task, they could be competitive with PPC on most Photoshop filters. There are certain tasks that AltiVec can be much better at, but in general, the raw computational rates are pretty close.
AVault: Some people see a curious leap from you designing games to posing for Playboy. What can you tell us about the piece that will be run in the magazine?
Killcreek: Playboy has expressed an interest in featuring me in the minor celebrity section. The focus will be on games. The pictures are currently scheduled to be taken in early October.
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