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Elder Scrolls 4: Oblivion Interview about the technical side of the game @Elite Bastards

(PC: Single-Player RPG) | Posted by Rendelius @ Friday - October 21, 2005 - 13:12 -
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Most of you will - like me - have had enough of the ever the same previews of Oblivion (Bethesda was tight-lipped about the game lately, so sites hadn't much of a choice, really). Now there is a very interesting interview at Elite Bastards with Gavin Carter, one of the producers, asking very intelligent questions and receiving very interesting answers therefore *g*. Here's how the interview starts:

Elite Bastards: Can you give us an overview of the main features used by the games graphics engine (i.e. Shader Models, texture sizes, HDR etc)?

Gavin Carter: Oblivion’s renderer is a mix of the Gamebryo renderer with a healthy dose of our own internally developed technology. The engine fully supports shader models up to and including 3.0. We employ a full HDR lighting solution throughout the game. Textures utilize all the latest shader technology including normal maps, specular maps, and parallax maps. We’re hammering away on our soft-shadow model. There shouldn’t be any technological buzzword out there that current games are using that we don’t have built into our renderer.


They further discuss differences between the Xbox 360 version and the PC version (shouldn't be many for high end PC's), physics, AI and the sound system, amongst others. There's really a lot to learn from this interview, and if you are interested in Oblivion, this is a must-read for sure.

In a related note: Expect a site update at the official Elder Scrolls site later today. While we don't know what will be posted there, it should be more than just the usual bunch of links to new previews...
 
 
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