Here's a summary of the interview:
- TW3 is part of nVidia's 'The Way It's Meant to be Played' program and thus uses Tessellation, an improved version of nVidia's Horizon-based Ambient Occlusion in the form of HBAO+ and other modern effects such as Soft Particles and Real-time reflections
- Not yet sure if they'll use TXAA (not using it atm). If they do end up including it, it's going to be PC exclusive.
- Currently, they have Tessellation and GPU Compute for the environments and water only. No need for tesselation on objects and the overhead it would result in is not worth it. Plus, there are too many issues with using tesselation on meshes.
- Textures are improved in comparison to TW2 but they're not going overboard with them, because they don't yield noticable results. Don't expect 4.096 x 4.096 texture sizes.
Polygon count is also increased even if the meshes they're using are already very, very detailed. At this point they're relying on the Shaders to increase the fidelity of the models.
- Fur tech uses GPU only for the simulation, currently there doesn't exist a possibility to simulate it using the CPU. Currently only used on the PC, don't know if they'll bring it to consoles
- Fur tech is currently working on AMD cards but should nVidia decide to restrict this, they don't have a lot of choice. Still, Török expects that you should be able to use an AMD card for fur tech.
- Comment on CoD: Ghosts dog using fur tech. Török says they plan on using a more improved version of fur tech and they also are going to apply it to more than just one dog. It's precisely because they'll be using the lates fur technology that they can't say for sure if you'll be able to use AMD cards for it (since nVidia could make changes)
- You'll be able to use the CPU to simulate PhysX effects, such as PEX Cloth or Destruction, you will not need a PhysX GPU.
- They're considering using APEX-Turbulence for smoke (used in AC4) but the problem is it requires an nVidia GPU. Ultimately, it's a bussiness decision, not so much one made by the programmers. It's not an effect that's vital for the immersion.
- They're using their own system for simulating water, not Nvidia-Fluid-Simulation even though they had access to it.
- Game is obviously built with multi-core CPUs in mind, not restricted by last-gen hardware. They're looking to take full advantage of the next-gen consoles. It's a bit tougher to make full use of RAM on PC since PC users tend to not have a lot of memory in their systems.
- It's easier for them as a PC dev to make games for the new consoles since they're similar to PC architecture. The disadvantage, when compared to TW2's 360 port is that the dev tools are still new and not all tricks have been discovered.
- On AMD's Mantle API, they're really happy that there's some movement on the API front, in terms of reducing he CPU overhead (DX9 had issues wth fully utilizing the CPU and not much has been done to improve that yet). They'd be even happier if it was an API that works for all manufacturers, like in the case of OpenGL and DirectX. Their hope is that Mantle will show that there's interest in a high performence API and Microsoft and Khronos-Group will finally improve their products.
- Ubersampling might make a return, they're going to try to implement it or add it later in a patch. TW3 is being built with the future in mind, so expect features aimed at graphics enthusiasts that you might not be able to use for 1 or 2 years after release, until we have better technology.