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New Oblivion interview with Gavin Carter
Mon, 09 Jan 2006 16:14:55 +0000

by Khajiit
Beyond3D has conducted a brand new 3-page interview with Gavin Carter, executive producer at Bethesda Softworks. This is an interview largely focusing on hardware and the technology powering Oblivion, such as soft-shadows, HDR lightning, shader model 3.0, physics and much more!

Here's a rather large sample of it:

Beyond3D: Could you tell us what Shader Model range you're aiming for? In a recent interview you mentioned that you make use of SM 3.0; is this shader model used for a performance increase only or do you make use of SM 3.0-specific features like texture fetches in the vertex shader?

Gavin Carter: Shader model 2.0 to 3.0 is the targeted range. For shader model 3.0 effects, we do take advantage of some looping and branching, but mostly we use it for performance increases. In 3.0 we are able to do all lighting in a single pass, as well as full lighting on blended objects.

Beyond3D: Are you using any kind of pre-computed shadow technique for static shadows? If so, how well will they blend with the dynamic shadows?

Gavin Carter: We are not using any pre-computed techniques. The main reasons are that pre-computed shadow maps don’t mesh well with our dynamic time-of-day system. Also, relying on a completely dynamic solution allows much more flexibility for the artists to create whatever environment they want in an entirely WYSIWYG work environment.
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