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Paul Butterfield / Monolith
Page 2


(more from question 5)

   Paul:
32-bit Portals
Portals can be used to create reflective surfaces, ranging from rotating mirrors and shiny marble floors to the calm surface of a lake reflecting the sky. Portals accurately reflect world geometry and models to create all types of special effects.

Memory and Net Optimizations
Continual improvements have been made for smoother multiplayer Internet, play along with feature optimizations for low overhead.

Texture Sizes up to 512x512
Realistic and highly detailed large textures are now supported on cards that can handle it!

32-bit Translucent Interface Surfaces
In-game 2D surfaces used for dialog boxes and user interface can be made translucent for smooth edges and detailed fading. In-game triggers for increased story telling and inventory situations can also prompt these detailed 2D surfaces.

32-bit Textures
This is a feature for true color depth for vivid textures and models.

32-bit Detail Texture Blending
This feature gives textures a sharp and crisp quality at varied distances, providing richer looking environments in the game.

32-bit Multi-Texture Blending
Multiple textures can be applied to a single surface, blended together and drawn in a single pass by the engine. Without a performance increase, unique and more detailed textures can be created this way.

Saturation Light Blending
Increased color adjustment adds to color depth and gives the textures more contrast, resulting in more vibrant and convincing environments. Light saturation also allows for highlights and hotspots to simulate light-reflective surfaces, such as polished wood or stainless steel.

Enhanced Lighting
A greater sampling of light sources are being projected on every surface, giving a full spectrum of light shades.

Volumetric Fog
Characters are able to walk in low ground fog, clouds or mist, where the height, color, depth and visibility can be controlled to resemble any atmospheric effect.

File Transfer
Clients will be able to automatically receive new maps, models and effects when connecting to a game server. Users will not be required to quit the game and download new files in order to play.

Server-to-Server Connections or Messaging
This feature allow for you to automatically be transported to a new game while keeping your collected items, or allows being able to walk seamlessly back and forth between two levels. These are only a few beneficial situations from game servers being able to pass data between each other.

6) PlayDevil.com: It's quite normal that every modern 3D-engine supports today technologies but how about the upcoming new technologies? For example integration with DX7, T&L, full 32-bit rendering, bump mapping, EAX, ....
Is Monolith ready with its second 3D-engine to handle all those new technologies?

   Paul: We already have support for many of these advanced features. However we are focused on our technology working on a large number of machines rather then a single cool feature supported by one card or machine.
Supporting new features are great, but we would rather work on gameplay for a great game rather then developing one feature supported on a single card.
However technologies such as LOD and detail textures are very important to us.


7) PlayDevil.com: Monolith's upcoming game No One Lives Forever will use your future 3D-engine, LithTech 2.0 and Sanity LithTech v1.5.
But, with all those other fine engines available, like the Q3- , Unreal- and Riot engine, why do you think that third parties will license the LithTech 2 engine and not for example the Unreal engine, which has been longer in development?

   Paul: There are many different reasons for licensing a specific engine. LithTech offers the freedom and flexibility to create other games then a FPS.
Developer support, huge indoor/outdoor worlds, D3D support that works on almost every 3d card are just a few positives of that LithTech offers.


8) PlayDevil.com: One of our questions that we always shoot to our interviewer is if there is any chance that you could show our readers some new 'eye-candy' screenshots of Monolith's upcoming games?

   PlayDevil.com: Now that Paul is no long PR manager of Monolith (he's doing other things inside the firm), Dan Miller, now PR manager has send us some very good looking screenshots of some upcoming Monolith games. He also said he reserved 1 EXCLUSIVE shot for PlayDevil.com
See those screenshots and EXCLUSIVE on the NEXT PAGE!
And, Thanks to Dan for the shots!


9) PlayDevil.com: What do you think of todays 3D-accelerators like the Voodoo 3, the TNT2 (Ultra) or the G400? (Note: Nvidia's GeForce was just NOT out at that time).
Is a better visual quality more important to you than higher frame rates?

   Paul: The new cards offer many new features along with improved visual quality and faster frame rates which is always important to the gamer.
The new generation of cards allows us to do bigger and better things with our games and engine. However trying to support the new cards and their features while continuing to work with older cards is always the goal. Adding detail levels to our games allowed us to support a range of video cards and computers.


10) PlayDevil.com: Now that 3dfx's own API, Glide is almost dead, it is Direct 3D and OpenGl that will make it to the end. D3D is standard implented in your own 3D-engine, but what about OpenGL?
Does D3D have more advantages than OpenGL?
(a short but powerful answer from Paul)

   Paul: LithTech has been D3D from the start. As everything in life, each API has their strengths and weaknesses.


11) PlayDevil.com: What do you personally think of nVidia's GPU, the GeForce256?

   Paul: Incredible!


12) PlayDevil.com: Will we see any of those features in the LithTech 2 engine? If so, what kind of neat features will be included?

   Paul: Most of the features for the games are already designed and being worked on.
We will be looking into incorporating some of the new features of the card if possible.



That are the questions that we asked Paul but his colleague Dan has send us some very good looking screenshots of upcoming Monolith games, with a very EXCLUSIVE shot from 'Sanity'.
More on page 3!


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