Interviews Archives - DSOGaming https://www.dsogaming.com/category/interviews/ PC Games News, Screenshots, Trailers & More Sat, 23 Sep 2023 07:46:53 +0000 en-US hourly 1 https://wordpress.org/?v=6.4.3 https://www.dsogaming.com/wp-content/uploads/2019/01/cropped-DSOG-logo-small-32x32.jpg Interviews Archives - DSOGaming https://www.dsogaming.com/category/interviews/ 32 32 Jusant Tech Interview – Unreal Engine 5, NVIDIA DLSS 3, Shaders Precompilation & More https://www.dsogaming.com/interviews/jusant-tech-interview-unreal-engine-5-nvidia-dlss-3-shaders-precompilation-more/ https://www.dsogaming.com/interviews/jusant-tech-interview-unreal-engine-5-nvidia-dlss-3-shaders-precompilation-more/#disqus_thread Mon, 18 Sep 2023 05:57:24 +0000 https://www.dsogaming.com/?p=174521 Jusant is a new action-puzzle climbing game that uses Unreal Engine 5 and takes advantage of both Lumen and Nanite. And, a few days ago, we had the pleasure of interviewing Dontnod Entertainment. In this Q&A tech interview, we talk about Unreal Engine 5, Nanite, Lumen, whether the game will support DLSS 3 Frame Generation, … Continue reading Jusant Tech Interview – Unreal Engine 5, NVIDIA DLSS 3, Shaders Precompilation & More

The post Jusant Tech Interview – Unreal Engine 5, NVIDIA DLSS 3, Shaders Precompilation & More appeared first on DSOGaming.

]]>
https://www.dsogaming.com/interviews/jusant-tech-interview-unreal-engine-5-nvidia-dlss-3-shaders-precompilation-more/feed/ 16
Warhammer Vermintide 2 Interview – DX12, Denuvo, Multi-core CPU support, Physically-based Rendering and more https://www.dsogaming.com/interviews/warhammer-vermintide-2-interview-dx12-denuvo-multi-core-cpu-support-physically-based-rendering-and-more/ https://www.dsogaming.com/interviews/warhammer-vermintide-2-interview-dx12-denuvo-multi-core-cpu-support-physically-based-rendering-and-more/#disqus_thread Sat, 16 Dec 2017 14:13:23 +0000 http://www.dsogaming.com/?p=107010 A few days ago, we had the pleasure of interviewing Fatshark’s CTO and co-founder, Rikard Blomberg. Blomberg shared more details about Warhammer Vermintide 2’s Engine and talked about DX12, the Denuvo anti-tamper tech, Physically-based Rendering and more. Enjoy! DSOGaming: Before we begin, please introduce yourselves Rikard Blomberg: I am Rikard Blomberg, CTO and co-founder Fatshark. … Continue reading Warhammer Vermintide 2 Interview – DX12, Denuvo, Multi-core CPU support, Physically-based Rendering and more

The post Warhammer Vermintide 2 Interview – DX12, Denuvo, Multi-core CPU support, Physically-based Rendering and more appeared first on DSOGaming.

]]>
https://www.dsogaming.com/interviews/warhammer-vermintide-2-interview-dx12-denuvo-multi-core-cpu-support-physically-based-rendering-and-more/feed/ 14
id Software Tech Interview: DX12, Vulkan, Mega-Textures, PBR, Global Illumination & more https://www.dsogaming.com/interviews/id-software-tech-interview-dx12-vulkan-mega-textures-pbr-global-illumination-more/ https://www.dsogaming.com/interviews/id-software-tech-interview-dx12-vulkan-mega-textures-pbr-global-illumination-more/#disqus_thread Sat, 23 Jul 2016 13:53:44 +0000 http://www.dsogaming.com/?p=90081 A couple of weeks ago, we had the pleasure of interviewing id Software’s Tiago Sousa and Axel Gneiting. We talked with them about some of the key features of the id Tech 6, the evolution of their Mega-Textures tech, as well as all both DirectX 12 and Vulkan. Enjoy the interview after the jump! DSOGaming: Before … Continue reading id Software Tech Interview: DX12, Vulkan, Mega-Textures, PBR, Global Illumination & more

The post id Software Tech Interview: DX12, Vulkan, Mega-Textures, PBR, Global Illumination & more appeared first on DSOGaming.

]]>
https://www.dsogaming.com/interviews/id-software-tech-interview-dx12-vulkan-mega-textures-pbr-global-illumination-more/feed/ 71
Unity Technologies on DX12, Vulkan, Ray-tracing, Physically-based Rendering, Dynamic LOD, E3 Demos & more https://www.dsogaming.com/interviews/unity-technologies-on-dx12-vulkan-ray-tracing-physically-based-rendering-dynamic-lod-e3-demos-more/ https://www.dsogaming.com/interviews/unity-technologies-on-dx12-vulkan-ray-tracing-physically-based-rendering-dynamic-lod-e3-demos-more/#disqus_thread Sat, 28 May 2016 11:59:58 +0000 http://www.dsogaming.com/?p=88378 A couple of days ago, we had the pleasure of interviewing Unity Technologies’ Field Engineer, Mathieu Muller. We talked with Mathieu about a lot of interesting subjects, such as the performance issues that affected all Unity 4 games, the Global Illumination solution for Unity 5, DX12, Vulkan, ray-tracing, and the future of the Unity Engine. Enjoy the … Continue reading Unity Technologies on DX12, Vulkan, Ray-tracing, Physically-based Rendering, Dynamic LOD, E3 Demos & more

The post Unity Technologies on DX12, Vulkan, Ray-tracing, Physically-based Rendering, Dynamic LOD, E3 Demos & more appeared first on DSOGaming.

]]>
https://www.dsogaming.com/interviews/unity-technologies-on-dx12-vulkan-ray-tracing-physically-based-rendering-dynamic-lod-e3-demos-more/feed/ 127
Crytek on DX12, Vulkan, Async Compute, Global Illumination, Ray-tracing, Physically-based Rendering & E3 Demos https://www.dsogaming.com/interviews/crytek-dx12-vulkan-async-compute-global-illumination-ray-tracing-physically-based-rendering-e3-demos/ https://www.dsogaming.com/interviews/crytek-dx12-vulkan-async-compute-global-illumination-ray-tracing-physically-based-rendering-e3-demos/#disqus_thread Fri, 20 May 2016 12:22:56 +0000 http://www.dsogaming.com/?p=88126 A couple of days ago, we had the pleasure of interviewing Crytek’s Technical Director, Rok Erjavec. We talked with Rok about DX12, Vulkan, Async Compute, physically-based rendering, the Global Illumination solution of CRYENGINE, the possibility of a full ray-tracing lighting system, and the future of Crytek’s engine. Enjoy the interview after the jump! DSOGaming: Before we … Continue reading Crytek on DX12, Vulkan, Async Compute, Global Illumination, Ray-tracing, Physically-based Rendering & E3 Demos

The post Crytek on DX12, Vulkan, Async Compute, Global Illumination, Ray-tracing, Physically-based Rendering & E3 Demos appeared first on DSOGaming.

]]>
https://www.dsogaming.com/interviews/crytek-dx12-vulkan-async-compute-global-illumination-ray-tracing-physically-based-rendering-e3-demos/feed/ 55
Frictional Games Tech Interview – CPU Multi-threading, Chromatic Aberration, HPL Engine Tech Details https://www.dsogaming.com/interviews/frictional-games-tech-interview-cpu-multi-threading-chromatic-aberration-hpl-engine-tech-details/ https://www.dsogaming.com/interviews/frictional-games-tech-interview-cpu-multi-threading-chromatic-aberration-hpl-engine-tech-details/#disqus_thread Sat, 01 Aug 2015 11:34:23 +0000 http://www.dsogaming.com/?p=79538 A couple of days ago, we had the pleasure of interviewing Frictional Games’ co-founder, Thomas Grip. Thomas shared some details about the engine powering their latest horror title, SOMA, as well as the game’s inspirations, its CPU multi-threaded capabilities, and whether there will be an option to turn off Chromatic Aberration. Enjoy the interview after … Continue reading Frictional Games Tech Interview – CPU Multi-threading, Chromatic Aberration, HPL Engine Tech Details

The post Frictional Games Tech Interview – CPU Multi-threading, Chromatic Aberration, HPL Engine Tech Details appeared first on DSOGaming.

]]>
https://www.dsogaming.com/interviews/frictional-games-tech-interview-cpu-multi-threading-chromatic-aberration-hpl-engine-tech-details/feed/ 13
Avalanche on Avalanche Engine’s Future, Tech Features, DX12 & Dynamic Tessellation Plans https://www.dsogaming.com/interviews/avalanche-on-avalanche-engines-future-tech-features-dx12-dynamic-tessellation-plans/ https://www.dsogaming.com/interviews/avalanche-on-avalanche-engines-future-tech-features-dx12-dynamic-tessellation-plans/#disqus_thread Sun, 10 May 2015 11:55:38 +0000 http://www.dsogaming.com/?p=77020 A couple of days ago, we had the pleasure of interviewing Alvar Jansson, the lead graphics programmer on Mad Max. Alvar told us Avalanche’s plans for its Avalanche Engine. In addition, Alvar revealed that the team is currently experimenting with some interesting tech that may take advantage of both DX12 and dynamic tessellation. Enjoy! DSOGaming: Before … Continue reading Avalanche on Avalanche Engine’s Future, Tech Features, DX12 & Dynamic Tessellation Plans

The post Avalanche on Avalanche Engine’s Future, Tech Features, DX12 & Dynamic Tessellation Plans appeared first on DSOGaming.

]]>
https://www.dsogaming.com/interviews/avalanche-on-avalanche-engines-future-tech-features-dx12-dynamic-tessellation-plans/feed/ 28
Bunker Punks – Developer Interview https://www.dsogaming.com/interviews/bunker-punks-developer-interview/ https://www.dsogaming.com/interviews/bunker-punks-developer-interview/#disqus_thread Wed, 22 Apr 2015 19:57:07 +0000 http://www.dsogaming.com/?p=76457 A few days ago we had the pleasure of interviewing Bunker Punks developer Shane Neville. In our interview Shane tells us about his inspiration for Bunker Punks and why he decided to go Indie after working on several AAA titles. DSOG: Would you please introduce yourself to the our readers and tell us what your role is … Continue reading Bunker Punks – Developer Interview

The post Bunker Punks – Developer Interview appeared first on DSOGaming.

]]>
https://www.dsogaming.com/interviews/bunker-punks-developer-interview/feed/ 2
Doctoral Researcher “Karoly Zsolnai” Talks About Separable Subsurface Scattering & Its Benefits https://www.dsogaming.com/interviews/doctoral-researcher-karoly-zsolnai-talks-about-separable-subsurface-scattering-its-benefits/ https://www.dsogaming.com/interviews/doctoral-researcher-karoly-zsolnai-talks-about-separable-subsurface-scattering-its-benefits/#disqus_thread Sun, 15 Feb 2015 14:01:47 +0000 http://www.dsogaming.com/?p=74347 A couple of days ago, we had the pleasure of interviewing Károly Zsolnai, one of the people responsible for an amazing new subsurface scattering technique called Separable Subsurface Scattering (SSSS). We talked with Zsolnai about a lot of interesting topics regarding this new technique, as well as Ray Tracing in video-games. Enjoy the interview after the … Continue reading Doctoral Researcher “Karoly Zsolnai” Talks About Separable Subsurface Scattering & Its Benefits

The post Doctoral Researcher “Karoly Zsolnai” Talks About Separable Subsurface Scattering & Its Benefits appeared first on DSOGaming.

]]>
https://www.dsogaming.com/interviews/doctoral-researcher-karoly-zsolnai-talks-about-separable-subsurface-scattering-its-benefits/feed/ 10
Cloud Imperium On Star Citizen Mods, PC Exclusivity, Graphical Features, DirectX12 & Multi-core CPUs https://www.dsogaming.com/interviews/cloud-imperium-on-star-citizen-mods-pc-exclusivity-graphical-features-directx12-multi-core-cpus/ https://www.dsogaming.com/interviews/cloud-imperium-on-star-citizen-mods-pc-exclusivity-graphical-features-directx12-multi-core-cpus/#disqus_thread Sun, 16 Nov 2014 14:22:31 +0000 http://www.dsogaming.com/?p=71391 A couple of months ago, we had the pleasure of interviewing Cloud Imperium’s Engine Technical Director, Sean Tracy, who shared with us some interesting new information about their upcoming PC exclusive space sim, Star Citizen. We talked with Sean about a lot of topics such as the game’s PC-only nature, mod support, DX12, some of … Continue reading Cloud Imperium On Star Citizen Mods, PC Exclusivity, Graphical Features, DirectX12 & Multi-core CPUs

The post Cloud Imperium On Star Citizen Mods, PC Exclusivity, Graphical Features, DirectX12 & Multi-core CPUs appeared first on DSOGaming.

]]>
https://www.dsogaming.com/interviews/cloud-imperium-on-star-citizen-mods-pc-exclusivity-graphical-features-directx12-multi-core-cpus/feed/ 50