Tracer63
04-14-2007, 07:47 AM
http://uk.pc.ign.com/articles/780/780314p1.html
Keita Iida, Director of Content Management at NVIDIA sat down with IGN AU to discuss all things Direct X 10 and the evolution of their Geforce graphics cards. Iida goes into detail on the differences between developing for the PS3's RSX graphics processor, and the latest development tools to hit the scene. We also pressed him for comment on Ubisoft's jaggy-infested PC versions of Ghost Recon, Silent Hunter and others.
IGN AU: Ubisoft has been given NVIDIA tools with which to develop their games, and yet their last 3 big PC titles - Ghost Recon Advanced Warfighter, Rainbow Six and Silent Hunter - have broken key features. None support anti-aliasing. Why, if they have these tools, is this happening? Why are they breaking your drivers? And how has NVIDIA reacted internally?
Keita Iida: Certainly, at a high level, we're very disappointed. We were disappointed that we were not able to engage to a level where that was not prevented, that we couldn't have done something about that. As we said before, one of the biggest impediments of PCs is the image of less compatibility compared with consoles, and certainly we make it our mission to address [this]. We try and touch on as many companies and titles as possible. Ubisoft, as one of the larger and more well-established companies - we should be doing a better job of that.
Keita Iida, Director of Content Management at NVIDIA sat down with IGN AU to discuss all things Direct X 10 and the evolution of their Geforce graphics cards. Iida goes into detail on the differences between developing for the PS3's RSX graphics processor, and the latest development tools to hit the scene. We also pressed him for comment on Ubisoft's jaggy-infested PC versions of Ghost Recon, Silent Hunter and others.
IGN AU: Ubisoft has been given NVIDIA tools with which to develop their games, and yet their last 3 big PC titles - Ghost Recon Advanced Warfighter, Rainbow Six and Silent Hunter - have broken key features. None support anti-aliasing. Why, if they have these tools, is this happening? Why are they breaking your drivers? And how has NVIDIA reacted internally?
Keita Iida: Certainly, at a high level, we're very disappointed. We were disappointed that we were not able to engage to a level where that was not prevented, that we couldn't have done something about that. As we said before, one of the biggest impediments of PCs is the image of less compatibility compared with consoles, and certainly we make it our mission to address [this]. We try and touch on as many companies and titles as possible. Ubisoft, as one of the larger and more well-established companies - we should be doing a better job of that.