By using this site, you agree to our Privacy Policy and our Terms of Use. Close

My usual resume at read everything....

  • The PS4 conversion was made in six months with only three employess... simples and easy... the most demanding task is to handle the new way of how the memory management on PC works different from PC.
  • The memory system have two main bus: Garlic (GPU direct access, 176GB/s) and Onion (CPU direct access, supporsed 20GB/s, GPU can accsess CPU cache from it too)
  • There is middleware to run directly DirectX games into PS4 but the performance is way below if you use the low-end GNM API... this API is really really powerful... you can do everything directly to GPU.
  • The middleware uses a lot of CPU processing to make the real time conversion of DirectX call to GNM calls... it is easy and simple but at the end the PS4 APIs are better choice.
  • The PS4 APIs removes a lot of the overhead that the DirectX have on PC because the background talks... so everything made using PS4 APIs is fast than DirectX one.
  • The shadder language in PS4, PSSL, is similar to DirectX (you just need to make a replace on the funcions call in the code to migrate).
  • They have performance issues in CPU part because the game is not created with high multi-threading tasks in PC (the game in PC was created to only 2 tasks)... for PS4 run fine they have to break in more tasks to run better with a lot of work in parallel.
  • Use of the CPU threads in PS4 is way easy than PS4 because all the cores are full and have access to memory.
  • GNMX have a feature to update Global Variables but it was too slow in the early SDKs that they created a way to made this job by themselves... the lastest SDKS make this features way faster than previous but they will use the one that they created now.
  • The PS4 SDK is almost done and close to the final... no big changes will be made.
  • The GPU is a monsts and not fully utilized for this game... they are using so little of GPU power... the asynchronous compute and the low-level access give you news ways to use the full potential of the GPU.
  • The asynchronous compute, run compute jobs in parallel, seems to be a feature just present in PS4 GPU (even latest AMD GPU can do that yet).
  • They can use a lot of GPU power because the main development is being done by another team... so they need to stay in line with the features created in the game using the PC version... "it's a cross-platform game so we can't do too much that's PS4-specific".
  • They said they will try to use the asynchronous compute and the low access of the GPU in the future for some nices effects in PS4 version.
  • The donwload and play features seems like the same job done to make the read fast in DVD/BD games on PS360.
  • The remote play is really like the Off TV feature of the Wii U and not like the PS3 one.

lol even the sumary gets BIG lol