Interview mit Nvidia über Direct3D10
Wir haben mit Nvidia ein Interview über Direct3D10 geführt. Themen unter anderem: Direct3D10-Spiele im "The Way it's meant to be played"-Programm, Direct3D10-Effekte als Umstiegsgrund auf Vista und mögliche Patches für bereits erschienene Spiele. Das Interview wurde geführt mit Darryl Still, zuständig für die Unterstützung von Entwicklern in Europa, im Nahen Osten und Afrika.
Leider liegt das Interview bis jetzt nur auf Englisch vor, eine deutsche Übersetzung wird folgen.
PCGH: How many games are currently in the works with the TWIMTBP program that uses DX10 features?
Darryl Still: In Europe alone we are working with 155 different PC titles for release over the next 24-30 months from territories as diverse as Iceland, Slovakia, Belarus & Croatia, as well as the usual UK, Sweden, France & Germany. 38 of those are already confirmed as DX10 but over the coming months I would expect many more to move in that direction. Add to that a similar number from our US and APAC divisions and we are probably at close to 100 confirmed with double that number again a possibility.
PCGH: What do you expect: How many TWIMTBP with DX10 features will be ready for the market let's say in Q1-2007?
Darryl Still: By the end of the quarter that sees DX10 and VISTA launch I'd expect 20-25 titles. By the end of the first year over 100.
PCGH: Do you think that DX10 features will look so good that gamers will upgrade to Windows Vista very quick?
Darryl Still: I think DX10 is the most important generational leap that the PC gaming has experienced for many years. It will raise the visual bar dramatically, but just as importantly it'll raise the performance bar, so that features people have been used to causing major slowdown on their system will now have little or no negative effect. This is also true of existing DX9 titles running on DX10 hardware.
PCGH:Do you know if there are any DX10 patches for TWIMTBP games that are already released? What's the benefit of these patches?
Darryl Still: Not yet. But there are a number planned. Again they are twofold. Firstly they'll give a visual uplift to the game and secondly they'll give a performance improvement for existing features, whilst maintaining that performance despite the addition of the new visuals.
PCGH: Since when do game designer have Geforce8 cards so that they are able to implement DX10 features better then with the software rasterizer?
Darryl Still: Architectural samples start going into studios a good number of months before they hit the streets. Often these are not full specification boards and of course they don't have completed drivers, but they do allow for a lot more targetted coding than working with the rasteriser does. We worked very very closely with Microsoft on this process, when it came to selecting studios and titles. Often NVIDIA and Microsoft engineers would be in the studios simultaneously to help the games producers get up and running.