The 200Mhz bus should be considered the bus between the CPU and the system logic (northbridge). The buses off of the chipset (AGP, memory, PCI, etc) are capable of running at speeds distinct from the 200Mhz connection between the CPU and system logic. We haven't talked about the details of the specific implementations or how these will affect overall system performance. Without going into too much detail on performance levels, I can say that the AMD Athlon processor is the industry's first seventh generation CPU and that we plan to demonstrate this level of performance through industry accepted benchmarks
Does the release of the PIII Coppermine worry you at all, regarding the speed increases that Intel will get with its move to on-die cache and Copper technology?
No. Athlon has 128k of on-die cache and as you will see from the performance metrics which we have already published on our web site, we expect to outperform coppermine when it finally comes out in November. Also coppermine will debut at 600 Mhz, we have 600 Mhz now. Again, coppermine does not use copper interconnect.
The landscapes we're working on don't really classify as a special effect, but they will be pretty impressive. The E3 demo we did really only was the beginning. Things that helped the landscapes look good were volumetric fog, the water reflection, and detail textures. The scale is also pretty staggering. We are going to great pains to not have a fog-clipping-plane thing in our terrains :)
I also like to think of myself as the Special Effects programmer for WoT. I've added a few of the cooler features (IMHO) to WoT. Such features include weather effects like the rain we showed off at E3, and a generalized particle system that we use extensively throughout WoT -- from the ter'angreal effects to campfires to healing zones. I also added the ability to leave scorchmarks and bloodsplatters on surfaces throughout the levels. This increases the player's immersion level by making them feel like they're really affecting the level around them -- many times, it's the simple things that make the biggest impact. Such effects usually stem from one of the level designers coming down to my office and saying, "you know what would be cool...", and shortly thereafter, its in the game. I provide the toys, and the level designers use them in their levels.
Kenn: Multiplayer is looking good right now and, because of games like Q3 and UT, it has to look good. I think that the vast number of multiplayer options available in the game will be a big hit. There are several game modes available, tons of skin and weapon options and some really cool levels to run around in. Single player is our main focus for SoF, but we think that the multiplayer aspect should be considered equally as important. (Does that make sense? I think I need another cup of coffee... =) )
UU: Do you think Britney Spear's 'twins' fake?
Mike: I have no idea :)
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