Tim Sweeney is a computer gameprogrammer and the founder and president of Epic Games, previously known as Epic MegaGames. Epic got its start when Sweeney created ZZT, the company's first game. As Sweeney has revealed in interviews, ZZT's success fueled the side-scrollerJill of the Jungle, the success of that game led to the next, and so on.
Tim Sweeney now serves as "technical director" at Epic Games, doing research and development for the advancement of the Unreal Engine, and does some coding work on the engine itself.
Sweeney: Yeah, 1024 by 768 should be perfect for an Ultra, of course by the time Unreal Tournament 2007 ships at the middle or the end of next year, you'll have even higher-end cards than that; you'll have four times the performance, so you'll be able to run 1600 by 1200 on those.
Sweeney: Yeah, we have support for stencil shadows which are hard-edged, we support real-time soft shadows, for soft shadowing of characters and characters casting shadows in the environment, and we support pre-computed shadows.
Sweeney: Well, the big thing there is how we'll be able to put far, far more physical effects, with things like particle systems, and fluid effects, where without the Ageia system, we'll have a particle system with only a few hundred particles, and with the system, we could have tens of thousands of particles there.
Sweeney- Oh yea absolutely, we will have full support for DX10, we will use their geometry shader stuff to accelerate shadow generation and other techniques in the engine, we will be using virtual texturing.
Sweeney- Looking at the long term future, the next 10 years or so, my hope and expectation is that there will be a real convergence between the CPU, GPU and non traditional architectures like the PhysX chip from Ageia, the Cell technology from Sony.
Sweeney- Ha-ha, well at Epic we are using mainly the Geforce 7800 and 7900, we have a few ATI cards, they perform really well and we are really happy with the solutions from both companies.