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Q: What new ideas / features did you bring
to Power Render X?
A: We have a unified rendering path where everything casts shadows
and has per pixel bump mapping, ambient reflections, and specular
highlights. The scene begins in total blackness and lights are added.
Everything uses per pixel attenuation and there are no lightmaps or
precalculated lighting like the engines of the past. Most of the ideas
aren't new. It's really more about making them accessible to level
designers. With the new engine artists have a lot more texture content
to deal with since each surface has up to 7 related textures. Building
a level editor which helps organize the content and visualize it quickly
has been a major part of the development.
Q: Which competitive engines are you keeping
an eye on and how does Power Render X compare?
A: The only engine that is in the same league as Power Render X right
now is the Doom3 engine from id software. Most new games being released
today are not using per pixel lighting and shadows even though we
have capable hardware. By creating an engine that pushes the limits
of today's hardware we are hoping to provide the best engine for more
advanced games in the years ahead.
Q: What graphic tools were used in developing
Power Render X?
A: 3DS MAX, Character Studio and Photoshop are the main tools being
used to create content.
Q: What Hardware 3D features does Power
Render X support?
A: Vertex and pixel shaders, Dot3 and cubic bump mapping, cube maps,
stencil shadows, and projected textures.
Q: Can you give us some examples of how
Power Render X takes advantage of those features?
A: Ambient reflections using cube maps give surfaces a shiny look
while making bump maps more visible. Every light uses per pixel dot3
bump mapping and stencil shadows, along with per pixel attenuation.
Lights can optionally have a projected texture for softer shadow effects.
Early development shots with programmer art are available on the PR-X
web site.
Q: What feature of the Radeon 8500 do you
like the most? And why?
A: PS 1.4 and 6 textures stages. This gives more freedom to combine
rendering passes and speed up the engine.
Q: If you could ask for only one new 3D
feature, what would that be? And how would
you use that in your engine?
A: Not so much a new feature, but more fill rate and faster pixel
shaders. This is critical to Power Render X since shadow volumes require
lots of fill rate, and each surface is drawn with several passes of
pixel shaders.
Q: If you could sum up how much the Radeon
8500 improves Power Render X in one sentence,
what would you say?
A: Radeon 8500's pixel shader support lets Power Render X draw fewer
passes and draw them faster than the competition.
Q: If you could sum up your view on ATI's
future in 3D, what would that be?
A: I see ATI and Nvidia battling for top place in the consumer 3D
market for many years in the future, with other companies not even
close. ATI has shown they know their stuff and will continue to bring
new innovations and create quality products for a long time.
About Egerter Software:
Q: Gives us a brief history of Egerter Software.
A: Egerter Software was founded 1992 by my brother and I.
We were both interested in computer programming, games, and
graphics. Over the years we have released many different
products, ranging from development libraries, paint programs,
3D engines, sound tools, and computer games. The primary
product now is Power Render, which is a general purpose 3D
engine originally designed for cross platform use. It started
out as a DOS based engine with 8 bit color in VGA/SVGA, and
has evolved with the times to use Glide, OpenGL, and finally
Direct3D. There has been a huge amount of man hours and dedication
put into this product. Power Render X is an even higher level
engine built on Power Render to provide a complete engine
and editor for future indoor games using per pixel lighting
effects.
Q: What do you think is Egerter Software's 1 key advantage
above other developers?
A: Experience. Not many other middleware companies around
today can say they had an engine before DirectX and OpenGL
were available on the PC. We've made our own transformation
and triangle rasterization pipelines from scratch (even though
they aren't used in the latest engine) and are extremely
knowledgeable in 3D graphics algorithms. We have followed
3D technology trends for years and continue to implement
them in our products.
Q: Tell us a bit about the people who developed Power
Render X?
A: Power Render has been mostly developed by myself. A few
customers have contributed plugins and new routines for the
engine as well. Most of my time is spent on research and
development for Power Render. I have also done contract/full
time work on games now and then for a change of pace, the
most recent being Adventure Pinball for Digital Extremes
using the Unreal engine. This kind of experience while working
closely with content developers helps me in creating a better
engine for programmers and artists to use.
Q: How long did the development take for Power Render
X?
A: Development started around January 2002, which makes
it about six months so far. Of course we already had our
base PR engine built over the past 8 years to work from.
Most of the time has been spent on getting the rendering
engine and shaders working, and the editor to build the content.
Q: What were the best and worst moments during that
time?
A: The best moment was just a couple of weeks ago when we
replaced our shadow maps to shadow volumes using stencil
buffers. This allowed unlimited viewing distances and multiple
dynamic shadows without any rendering artifacts. It truly
was a rewarding thing to see it running at decent speeds
and programmed so quickly (less than a day using the routines
from PR). The worst moment was probably watching the Doom3
video from E3 2002 and realizing we need to change a few
things in order to be competitive with their engine. However
I believe we are on the right track now after the recent
development efforts.
Q: How do you decide which graphic features to support
in a title given the development time of your titles?
A: Being a middleware developer it is important to expose
as many 3D hardware features to our customers as possible.
It is important to use to work closely with ATI and other
3D related companies to keep up with the latest trends.
Q: How closely have you been working with ATI and how
do you see that continuing going forward?
A: ATI has provided us with old and new video cards for
testing. This helps make the engine more stable and also
lets us work on new features before the cards are available
to consumers and other developers.
Q: What is next for Egerter Software and Power Render
X?
A: The primary goal is to get PR-X in a usable state and
in the hands of developers who will create outstanding games.
In the future we will probably be optimizing our base engine
further and perhaps do some console ports.
Q: Any exclusive parting hints / comments on upcoming
titles you wish to share?
A: Only a few teams will be allowed to use Power Render
X initially while development is still heavy. Any company
seriously interested should contact us soon if they want
a chance to use the engine.
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