Thief PC version detailed, will take advantage of AMD’s Mantle API

Thief

By on December 10, 2013 at 12:55 pm

Eidos Montreal have detailed the PC version of next year’s upcoming Thief reboot, saying that it will “support all the graphical features of the next-gen consoles with numerous improvements”, including “even better anti-aliasing, higher resolution shadows and support for multi-monitor”.

“Thief on PC will also be amongst the first batch of games that support AMD’s new Mantle API for high performance graphics,” said Eidos’ Jean-Normand Bucci, who conducted the interview with DSO Gaming.

“A FOV slider and mouse sensitivity options will be included in the game. We don’t apply acceleration or smoothing to our mouse based camera controls – we want you to have direct control of Garrett’s POV.”

Bucci explained that the game was being built on a modified version of the Unreal Engine 3, and that development on the engine started “long before Thief was announced”. He declined to reveal any system requirements, however.

Read the full interview here.

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11 comments (Leave your own)

“FOV slider and mouse sensitivity options will be included in the game”

Important options like those should not need to be talked about as features, they should just be there if a good PC game is created.

 

So are Eidos being sincere? Or is it just all good marketing pushing the right buttons?

 

Haha I can’t believe these “features” need to be mentioned.

 

As others imply I don’t agree that FoV is an essential feature that must be included. I only feel people think this way because of how many games have been released in the last few years with unplayably low FoV’s. A FoV slider is nice but if the default is playable and not claustrophobic then it’s not a requirement in a port imo.

 

Guess they’ve gotta say it because us cynical PC gamers almost expect to not have it these days.

 

They do. If a company like Activision/Infinity Ward with their million of dollars of resources cannot add FOV settings to their latest CoD game and threaten legal action to someone who makes a tool to provide that option… then they’re still features. Let’s face it – PC gamers are still not properly respected by a lot of companies.

 

filezilla:
They do. If a company like Activision/Infinity Ward with their million of dollars of resources cannot add FOV settings to their latest CoD game and threaten legal action to someone who makes a tool to provide that option… then they’re still features. Let’s face it – PC gamers are still not properly respected by a lot of companies.

I can’t believe that FoV is the first thing that some people actually care about… not when plenty of features that have been standard for over a decade arent included in many games.

 

nekosan: I can’t believe that FoV is the first thing that some people actually care about…

When it literally, not metaphorically, but literally makes certain games unplayable due to the constant headaches, nausea and motion sickness/dizziness, then yeah it’s the first thing I look at. (And yes people usually retort at this point that they don’t see the issue and are fine with low FOV, that would be all very well and good if Human Beings were 100% identical, fact is some people don’t have a problem with this – the rest of us very much do..)

95 is about my sweet spot, I still shudder back to when I started up the Darkness 2 for the first time :O

It is a sad day we live in when this basic feature we should expect to be properly implimented into our pc games needs to specifically be mentioned and called attention to. Noticed there wasn’t any word on manual/quick saving or the ability to jump though… still a bargain bin buy for me thus far.

 

nekosan,

Wait… you can’t put yourself in other people’s shoes and consider they might consider a particular feature has higher importance to them than you do? Shit man, empathise.

 

Interested to see how efficient mantle is

 

An example of locked FOV is when you play a driving game like NFS or Gran Turismo and are locked in the bumper view mm off the track with no other car reference to look at. That’s what locked FOV can be like.
A higher FOV brings in more peripheral vision, being able to see more screen real estate. Humans on average have 180 degrees of vision. We are not used to playing a game that looks as if we are playing through binoculars. Before the ps2/ xbox 360 all mainstrean FPS shooters on PC had a default of 90 degrees. This changed once games started getting ported to or from console.
AMD and Nvidia are trying to promote 3x-5x screens for huge resolutions. Imagine that resolution locked at FOV 60. What a waste!

 
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