Posted May 21, 2008 at 10:49AM by Enrico S.
Listed in:
Interviews,
News,
Games,
World In Conflict
Tags:
DirectX,
Massive Entertainment,
Swordfish Studios
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It's no secret that Massive Development and Swordfish Studios have been working on porting the PC real-time strategy game World in Conflict to both the Xbox 360 and PlayStation 3. Considering that the game made heavy use of the DirectX10 API for its graphics, many have wondered how the developers will be handling the loss of this application programing interface.Petter Sydow, the vice president of development at Massive Entertainment, has reported that they've found a couple of workarounds which allowed them to fit in some effects. Interestingly enough, he noted that most of the DirectX10 API effects can be added to the game if you give it "enough time and resources": Yeah, at this point we've managed to replicate some of the effects, but I don't know what features will make it into the final release. Nearly all of our DX10 features are possible to do on the consoles if you give it enough time and resources, so we'll keep on working on them and see what happens. Since the Xbox 360 and PlayStation 3 versions of World in Conflict should be arriving some time this year, we'll see how the game compares graphically to the PC release. Regardless, if the gameplay is just as good as the PC version, then gamers probably won't notice the missing bells and whistles. |
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Buy: [World in Conflict]
[Via VideoGamer.com]
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It's no secret that Massive Development and 
