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

And for developers still on the fence, Cerny's argument for embracing the PS4 Pro seems simple: he's worked hard to minimize the extra effort required, and support for Pro likely makes your game more appealing to folks who buy the new (but not too new!) console.

"The target was to make sure that support [for the PS4 Pro] could be done for a fraction of a percent of the overall effort," Cerny said. "And I do mean a fraction of a percent. I mean, I've run the math, and it's 0.2 or 0.3 percent for these projects -- some of them. So at that point, I think it's very natural for the development community to support the platform."

Also here is a bit more on his numbers.

"Most of the work goes into implementing, in the case of these three titles, checkerboard rendering, in order to get the resolutions up to 2160p, or close to 2160p. And that hasn't been that much," said Cerny. "The initial implementation of checkerboard rendering for each of these titles was 3 weeks, for each of them, by 1 programmer. And you know, these are games where, these days, a typical game will have 100 people, 300 people, for years on end. So we're talking about 1 programmer for a couple of weeks. It's not too much."

http://www.gamasutra.com/view/news/283611/Inside_the_PlayStation_4_Pro_with_Mark_Cerny.php#tophead



 

The PS5 Exists.