Futuremark Q&A

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The guys at Beyond3D have posted a new Q&A with Nicklas Renqvist of Futuremark. Questions are focused on the next 3DMark benchmarking tool.

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From The Chatty
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    November 9, 2005 5:44 AM

    That screenshot of the next 3D mark is pretty astonishing, a full on city by a lake. It's a shame we're still not at the point where games look at good as the last 3D mark, though Oblivion is pretty darn close.

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      November 9, 2005 5:57 AM

      There still aren't a lot of games that look even as good as 3dmark 2001, let alone 2005. I doubt we'll be seeing anything like that new shot for a long time... hmm, or maybe the studios like Square-Enix will be doing that sort of stuff for their next gazillion dollar FF game*.


      *For the shots that they release before the game ships, and then the battles will just look more or less the same and the gameplay will still be exactly the same too.

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      November 9, 2005 6:16 AM

      I dunno the end of that Unreal Engine 3 video looked pretty awesome when the camera flew over the city.

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        November 9, 2005 8:33 AM

        That's true. They're doing subsurface scattering with pixel shaders too (3D mark are) - I'm sure it's an approximation but that still sounds hella impressive to me.

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          November 9, 2005 10:40 AM

          Ok, that shot is fucking impressive. But what impress me is the polycount.
          Over the last few years I can't help but feel that it's what has been given the least attention in graphics. We've got tons of new features, shaders, post processing and whatnot, but in terms of raw polygon processing power the difference doesn't seem as much impressive to me as what was available say, 5 years ago.
          I remember when nVidia first announced the geforce and the TnL era was upon us we were promised millions of polygons/seconds, and one of the first image that came to my mind was one of a big city like this one with hundred of buildings ( sniper paradise ). And we are only seeing this now.
          I seems to me that over the last couple years in most game all the emphasis has been put on 'quality' rather than 'quantity'. Which is a good thing; but when I play Doom3 (which I love) and then Serious Sam I'm glad the Croteam guys went the low shaders high polycount way.

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