Category Archives: Interviews

Warhammer Vermintide 2 Interview – DX12, Denuvo, Multi-core CPU support, Physically-based Rendering and more

A few days ago, we had the pleasure of interviewing Fatshark’s CTO and co-founder, Rikard Blomberg. Blomberg shared more details about Warhammer Vermintide 2’s Engine and talked about DX12, the Denuvo anti-tamper tech, Physically-based Rendering and more. Enjoy! Continue reading Warhammer Vermintide 2 Interview – DX12, Denuvo, Multi-core CPU support, Physically-based Rendering and more

id Software Tech Interview: DX12, Vulkan, Mega-Textures, PBR, Global Illumination & more

A couple of weeks ago, we had the pleasure of interviewing id Software’s Tiago Sousa and Axel Gneiting. We talked with them about some of the key features of the id Tech 6, the evolution of their Mega-Textures tech, as well as all both DirectX 12 and Vulkan. Enjoy the interview after the jump! Continue reading id Software Tech Interview: DX12, Vulkan, Mega-Textures, PBR, Global Illumination & more

Unity Technologies on DX12, Vulkan, Ray-tracing, Physically-based Rendering, Dynamic LOD, E3 Demos & more

A couple of days ago, we had the pleasure of interviewing Unity Technologies’ Field Engineer, Mathieu Muller. We talked with Mathieu about a lot of interesting subjects, such as the performance issues that affected all Unity 4 games, the Global Illumination solution for Unity 5, DX12, Vulkan, ray-tracing, and the future of the Unity Engine. Enjoy the interview after the jump! Continue reading Unity Technologies on DX12, Vulkan, Ray-tracing, Physically-based Rendering, Dynamic LOD, E3 Demos & more

Crytek on DX12, Vulkan, Async Compute, Global Illumination, Ray-tracing, Physically-based Rendering & E3 Demos

A couple of days ago, we had the pleasure of interviewing Crytek’s Technical Director, Rok Erjavec. We talked with Rok about DX12, Vulkan, Async Compute, physically-based rendering, the Global Illumination solution of CRYENGINE, the possibility of a full ray-tracing lighting system, and the future of Crytek’s engine. Enjoy the interview after the jump! Continue reading Crytek on DX12, Vulkan, Async Compute, Global Illumination, Ray-tracing, Physically-based Rendering & E3 Demos

Frictional Games Tech Interview – CPU Multi-threading, Chromatic Aberration, HPL Engine Tech Details

A couple of days ago, we had the pleasure of interviewing Frictional Games’ co-founder, Thomas Grip. Thomas shared some details about the engine powering their latest horror title, SOMA, as well as the game’s inspirations, its CPU multi-threaded capabilities, and whether there will be an option to turn off Chromatic Aberration. Enjoy the interview after the jump! Continue reading Frictional Games Tech Interview – CPU Multi-threading, Chromatic Aberration, HPL Engine Tech Details

Avalanche on Avalanche Engine’s Future, Tech Features, DX12 & Dynamic Tessellation Plans

A couple of days ago, we had the pleasure of interviewing Alvar Jansson, the lead graphics programmer on Mad Max. Alvar told us Avalanche’s plans for its Avalanche Engine. In addition, Alvar revealed that the team is currently experimenting with some interesting tech that may take advantage of both DX12 and dynamic tessellation. Enjoy! Continue reading Avalanche on Avalanche Engine’s Future, Tech Features, DX12 & Dynamic Tessellation Plans

Doctoral Researcher “Karoly Zsolnai” Talks About Separable Subsurface Scattering & Its Benefits

A couple of days ago, we had the pleasure of interviewing Károly Zsolnai, one of the people responsible for an amazing new subsurface scattering technique called Separable Subsurface Scattering (SSSS). We talked with Zsolnai about a lot of interesting topics regarding this new technique, as well as Ray Tracing in video-games. Enjoy the interview after the jump! Continue reading Doctoral Researcher “Karoly Zsolnai” Talks About Separable Subsurface Scattering & Its Benefits

Cloud Imperium On Star Citizen Mods, PC Exclusivity, Graphical Features, DirectX12 & Multi-core CPUs

A couple of months ago, we had the pleasure of interviewing Cloud Imperium’s Engine Technical Director, Sean Tracy, who shared with us some interesting new information about their upcoming PC exclusive space sim, Star Citizen. We talked with Sean about a lot of topics such as the game’s PC-only nature, mod support, DX12, some of the key graphical features of Star Citizen, as well as the game’s PC requirements and its multi-core CPU support. Enjoy the interview after the jump and big shoutouts to Cloud Imperium’s David Swofford as without him, this interview wouldn’t be possible! Continue reading Cloud Imperium On Star Citizen Mods, PC Exclusivity, Graphical Features, DirectX12 & Multi-core CPUs

Crytek Talks Ryse Tech: Consoles vs PC, Textures Resolution, Mantle, VRAM Specs, LOD Solution

A couple of days ago, we had the pleasure of interviewing Nicolas Schulz, principal rendering engineer at Crytek’s main studio in Frankfurt. Nicolas shared with us some new information about the PC version of Ryse and CRYENGINE itself. In addition, Nicolas shared some of his thoughts regarding current-gen consoles and PCs . Kudos also to Crytek’s Jens as without him this interview wouldn’t be possible. Enjoy! Continue reading Crytek Talks Ryse Tech: Consoles vs PC, Textures Resolution, Mantle, VRAM Specs, LOD Solution