PS4 dev had to ‘play catch-up’ to PC graphics

PS4 dev had to ‘play catch-up’ to PC graphics
James Orry Updated on by

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Evolution Studios has admitted that working on PS3 for so long meant that it wasn’t exposed to the developments in graphics technology for PCs, meaning it had to play catch-up when moving onto PlayStation 4.

Asked by Edge magazine about the PS4’s specification, Evolution technical director Scott Kirkland said:

“With it being a very contemporary GPU core, [there’s] a whole bunch of new graphics features probably familiar to PC developers, but we’ve spent a lot of time in PS3 land, so we had to play catch-up on some of those great things like texture varieties, hardware instancing, volume textures, tessellation, texture compression.

“They’re all really cool features that we’re leveraging in all sorts of interesting ways.”

Kirkland is also pretty pleased with what else the PS4 has to offer.

“The CPU part of things, having that asymmetrical architecture, that made it really easy for us to gain great performance from the outset,” he explained.

“The Play-Go initiative, which Mark Cerny [PS4 lead architect] spoke about, those are discussions we’ve been heavily involved in. Combined with the Blu-ray disc for physical delivery, the hard drive is going to allow us to deliver awesome experiences to players in a fraction of the load times and download times that players experienced on PS3 and [360]. So we’re really excited about that. We think it’ll be a real differentiator.”

Evolution Studios is currently working on Driveclub, which is expected to launch alongside the PS4.

Fellow first-party studio Guerrilla Games has also claimed that there is no performance bottleneck in the PS4. Third-party devs, however, weren’t informed of the console’s much-flaunted 8GB DDR5 RAM until the PlayStation 4’s reveal.

Source: EDGE | Issue 253