DSOGaming: Lichdom will be powered by CryENGINE. Can you share more tech details about it? What features will it support (number of simultaneous light sources, Parallax Occlusion Mapping and Screen Space Reflections support, whether it will have a full dynamic shadowing system, procedural GPGPU weather, physically based shading, etc.)?
Jeremiah Cauthorn: There is no real upper bound beyond raw GPU performance to the number of simultaneous light sources. For example, we have some particle effects that use a dynamic light per particle.
We do use both Parallax Occlusion Mapping and screenspace reflections, all shadows are fully dynamic.
DSOGaming: What made you choose CryENGINE over other engines (like Unreal Engine 4 for example)?
Michael McMain: We did a lot of early prototyping in Gamebryo’s Lightspeed engine. During that time, I had the opportunity to see a keynote at the Europe GDC about Crytek’s engine and their plans to license to third parties. Having played Crysis, I was already in love with the rendering capabilities of this engine. CryENGINE allows us to make a game that looks distinctly different than many of the games out there and that played a big part in our choice. It turns out to have been a great decision as they have been wonderful partners for us.
DSOGaming: How big will the game’s maps be and what kind of interactivity and destructibility can we expect? What physics middleware are you using?
Tim Lindsey: Our maps are substantial. We are delivering a world comprised of 10 maps that range in size, with several of our largest being 2 kilometers square. We are delivering gameplay through drastically different locations to give players an idea of the contrast within our world’s landscape. We are using the CryENGINE physics system to deliver a ton of environment collateral damage to your magical encounters.