* En IGN han hecho una preview del juego, y han mostrado DOS nuevas imágenes.
http://pc.ign.com/articles/884/884351p1.html

"In many ways Warhead is a different game than Crysis. The easiest way to think of Warhead is that it is Crysis with the action ramped up to 11."
* Y en otro orden de cosas, el amigo Cevat, ha concedido una entrevista a PC GAmes (Alemania) y les ha contado cosas interesantes...
Have you reprogrammed or have you integrated additional technical features into your existing technology?
Overall technical optimization. Config params have been optimized and finetuned which results in a better overall performance. Optimization of particle stream (?), necessary because there would have been a general loss in performance if they hadn't done it.
There are more particle effects in Warhead, the gaming experience will be more explosive and more intense than in Crysis.
New feature: global ambient illumination/lighting: no performance loss but better overall image quality. Global ambient lighting makes the normal maps appear more intense, materials look more realistic. The overall image quality has been improved with this feature (both far and near objects). This also results in overall improved lighting/light effects. They are thinking about doing the same thing for Crysis, because it looks better and can be easily done.
Many players have complained that CryENGINE 2 is very demanding if you want to play Crysis with the highest detail possible (DirectX 10). Were you aware of this fact when programming Warhead, are you therefor constantly trying to optimize your base technology to lower the hardware requirements, especially for those who want the best visual quality?
They try to do everything they can to make Warhead playable on all computers. 600 euros is enough to be able to play Warhead on the highest possible settings. The goal was to make Warhead available to a larger group of customers (especially those with lower hardware configurations).
How do you think about the fact that fans have found ways to activate special features in the engine like very high resolution textures, ultra high mode or enabling DirectX 10 visuals on DirectX 9 cards? Do you appreciate that? Do you take this into consideration when developing Warhead? Does this even help you to constantly optimize your technology?
DX10 features haven't been disabled intentionally for DX9. If all DX10 features were included in DX9, there would have been performance issues, the features would be available but they might not work. Customers that bought DX10 graphics cards have a better CPU, and RAM too, so their PC automatically qualifies for these additional features.
We couldn't allow physics/improved visuals/destructible objects in DX9 multiplayer, because DX9 computers usually don't have the same performance as DX10 computers do. It was possible to activate DX10 features for DX9, and for some people that worked, but for others it didn't, due to them not having all the necessary hardware they made this decision because DX10 guaranteed that computers have enough performance to cope with these additional features.
The discussion about DX10 is still ongoing and Microsoft has already presented an expansion. Will Warhead support and utilize the API extensions, if yes, how can DirectX 10.1 improve or optimize the rendering process? If not, why was there no need to support DX10.1?
There's no support for DX10.1 because the improvements that have been made are minimal and wouldn't aid in increasing the performance while playing Crysis.
We can think about supporting DX10.1 for future games, but there's no need for that yet. It would confuse most customers to create a game for DX10 and the next one for DX10.1, which is unacceptable. That would introduce the same issues Crysis had (DX9 vs DX10). DirectX 10.1 just contains some minor fixes, which won't make any difference for Crysis/Crysis: Warhead.
ATI as well as NVIDIA recently presented a new generation of graphics cards featuring two GPUs on one card. Have you already tested this hardware with Warhead, will you optimize CryENGINE 2 for multi-GPU settings or does your technology already profit measurably from multi-GPU cards? Can players buying an AMD HD 3870 X2 or NVIDIA GeForce 9800GX2 expect a performance boost in Crysis: Warhead?
Warhead does support multi-GPU configurations, especially the recently released new hardware. We didn't focus on the new generation (GTX 200/ATI HD 4800) cards as our goal was to create a game that should run on PCs that cost around 400 euros. However, multi-GPU configurations will provide additional performance but it's not necessary.
Quad-core CPUs become more popular as well as affordable and the processor manufacturers have plans to increase the core number up to eight or even more. Will the build of the engine that is used in Warhead be able to scale perfectly with 8 or even more cores, do you have any plans to reorganize the thread structure of CryENGINE 2 to utilize such a high number of cores efficiently?
CryENGINE 2 does support multi-core CPUs, but the support is limited to 4-6 cores, maybe 8 (he wouldn't bet on it). MCPU will most probably provide a more stable framerate instead of an overall increase in fps.
CPUs do have multiple cores, but they can't be accessed fast enough yet. CryENGINE 2 won't have a new threading structure as it is too early to make a safe bet.
We're working on a technology that will allow middleware developers to easily create software for x-core systems. We do intend to sell that technology too. Also, the name for the next CryENGINE hasn't been chosen yet (2, 2.5, 3, 4, ...)"
* Y para acabar, y a modeo de resumen, la revista PC Gamer ha llegado ya a los kioskos, con un artículo en portada sobre el juego:
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Crytek is mainly focusing on dealing with a perception problem:
-Performance, what it *actually* takes to run the game
-Sales, specifically saying it's sold about 1.5 million copies
-The perception that multi-platform development will dumb down PC versions
Crysis Warhead is a PC exclusive
Warhead is a full sized game, following Psycho during the events of Crysis. Not just a standalone expansion
Psycho's known appearance allows for 3rd-person cutscenes. Don't scoff - they could be used to teach you nanosuit techniques. I'll believe it when I see it though...
Prophet's story isn't touched in this game, but his story could be in yet another "sidequel". Ugh, what about addressing the cliffhanger ending?
Game starts when Psycho leaves Nomad (main character from first game) about half-way through the first game. Ends sometime before he shows back up on the aircraft carrier
Single player campaign of about 8-10 hours, beefed up multiplayer game (I'll go over it later)
Crytek's aim with Warhead is specifically to satisfy critics of the first game
Yerli admits that designing the game with future scalability was a "mistake", and that they should have released those higher settings later with a patch
"If you were able to run Crysis, you'll be able to run Warhead better" -Cevat Yerli
In addition to better performance, Warhead includes a new "global ambient lighting" system, lighting and shadowing improvements, and new particle effects - none of which impact framerates on current-gen machines
You don't need Vista and DX10 this time around for the highest-end effects - you can max out the graphics with DX9 on XP
AI improvements - aliens have more human-like organizations, enemies have better group tactics, korean combat chatter improves
Unlike Crysis' linear focus towards the end, Warhead maintains scripted and sandbox aspects, better integrated throughout the game. Vehicles remain important throughout it
You'll never be forced into a vehicle - they always remain options in Warhead
Yerli admits that announcing Crysis too early may have hurt the game - Warhead will ship this year, and from now on, he hopes to announce games merely 3 months before their release
Psycho's suit abilities will be the same as Nomad's, but Crytek says there might be a surprise later in the game.
Multiplayer
Warhead includes everything that Crysis has, including stuff added to the game post-release
Includes a third mode to the first Instant Action and Power Struggle modes
New mode isn't named yet, will be less complex than Power Struggle, but be more involved than instant Action
New maps feature more vertical environments, wide gaps to encourage strength jumps and such
All vehicles - including the new amphibious APC - will be available in multiplayer
Interview clips
Doesn't agree with Brad Wardell on piracy, says the problem is people choosing between spending money on hardware or spending money on software. Basically hopes that now that people have the hardware, they'll spend their money on Crysis
Says that yes, Crysis sold well, Crytek/EA made a profit despite the big budget of the game, but sales could have been better. Yes, 15-20 pirated copies for 1 sold copy doesn't mean they could have sold 15-20 times as much, but he thinks selling double the amount isn't an unreasonable estimate
Crysis 2's development depends heavily on Warhead's success
Cross-platform development would involve two teams, avoiding the "distilled, easier to access experience" that console games need on the PC version
Crytek's previous GDC announcement involving PS3 development is not Crysis-related
Pushing PC hardware? "I think we wouldn't be Crytek if each platform didn't have its technology pushed."
The PC Gamer $653 Warhead Machine
Crytek built its own machine capable of running the game "silky smooth", with "all the bells and whistles turned on". Considering that it has an 8600GT, I'll take it with a grain of salt, but Dan Stapleton confirmed in a PC Gamer Podcast thread that they absolutely did play the game on this machine, and it was running on High details.
Shuttle SG31G2S Barebone Case - $239.99
Intel Pentium E2180 2.0GHz Dual-Core CPU - $82.99
Samsung SH-S203B DVD Burner - $29.99
Hitachi Deskstar 7K160 160GB hard drive - $48.99
A-Data 2GB DDR2 SDRAM - $45.99
MSI GeForce 8600GT 512MB video card - $94.99
Vista Home Premium - $109.99
Siento no traducir nada ahora, pero ando con prisa....
