A big interview with Crytek regarding CryEngine 3.
Some highlights:
PC Play: A question regarding CryEngine 2. Can you tell us how well did it go with licensing, and did it satisfied your expectations at that matter?
Carl Jones:Licensing a PC-only engine was made difficult in the last few years due to the changing nature of the games market itself. Piracy hurt PC-only games in terms of sales figures, so publishers and developers moved away from making such titles. As a result, console middleware was more widespread than PC focused technology such as CryENGINE 1 and 2, but we have had some great successes and developers are working on great looking games that will launch soon, that started out on earlier versions of CryENGINE.We're happy with the quality we achieved, but circumstances limited the quantity of licensees we signed up. That won't be an issue with CryENGINE 3!
PC Play:Can you tell us something about sheer hardware power of today's consoles, specifically PlayStation 3 and Xbox 360? How much are you able to squeeze out of them with CryEngine 3?
Carl Jones:Always for Crytek, the PC will be the highest performing platform and CryENGINE 3 is no exception - simply because PC technology has upgraded several times during the life cycle of the console. Having said that, we're delighted with the performance we're achieving on PS3 and Xbox 360 - we can run massive worlds at incredibly high quality on both platforms. We're confident we're going to set a new benchmark for what is possible in the current console generation.
PC Play: In CryEngine 3 demo we've seen even more destructible environment than it was the case with CryEngine 2. What level of destructibility does it offer? Will we be, for example, able to destroy entire buildings, skyscrapers and similar stuff?
Carl Jones: In CryENGINE® 3 you can destroy anything you want to build as destructible. We have a procedural system that can be used on any material in the game, as well as more traditional asset-based destruction. Procedural destruction is more expensive in processing power, so we tend to recommend using it when you want the player to control the destruction precisely. But with the latest hardware, blowing up a skyscraper using full procedural physics would definitely be possible!
PC Play: Since multiplatform games are what many publishers want nowadays, how are they easy to make with CryEngine 3 and how compatible is CryEngine 3 between target platforms? More specifically, if PC is a lead platform of my game, but I want it to be on PlayStation 3 and Xbox 360 also (and vice versa), how easy is the process of porting with CryEngine 3?
Carl Jones: With CryENGINE® 3 – you don't really port to each supported platform – you build your game to run on CryENGINE® 3 and it will run on PS®3, Xbox 360™ and PC. Your lead platform is now simply a matter of design – not a requirement to favour one development approach over another due to technical limitations. There are differences between the platforms, but these are easy to play with in Sandbox and CryENGINE® 3, allowing you to mix and match solutions, asset quality and quantity to get the best results on each.
Whole interview - here.
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