Dev Explains How PS4 Is Able To Get Frame Rates Closer To PC, API Had Lower Overhead From The Start

Croteam’s Dean Sekulic explains the benefits the PS4’s API over the ones used for PC gaming.

Posted By | On 09th, Aug. 2014 Under News | Follow This Author @GamingBoltTweet

ps4 amd

The Talos Principle is an upcoming puzzle game for the PlayStation 4 and PC. The game was first announced at the Sony’s press conference at E3 this year. The Talos Principle is being developed by Croteam, the team that bought us Serious Sam. GamingBolt got in touch with several members from the team and were able to ask a few questions about the game.

Given that Croteam have a great pedigree in PC games development, GamingBolt asked Dean Sekulic, the game’s programmer about how closely does the PS4 API match to gaming PCs and whether Sony helped them in understanding the PS4.

“Graphics API is very different from Direct3D 9, 11, and OpenGL. Still, I like the approach very much – API is very well made, and it looks like it has been constructed as low overhead right from the start,” Dead said to GamingBolt. “So, when talking about CPU bound scenarios, you actually can get frame rate very close to PC just because D3D and OGL have really big overhead.”

“Documentation for the API is quite good, although it lacks some stuff here and there. But tech support site and forum is very useful. We didn’t have the need for direct contact with Sony tech support, because we managed to solve all the issues just by browsing through forums or read documentation. Carefully.Again. And again!”

What are your thoughts on this? Let us know in the comments section below. We will have more coverage for The Talos Principle in the coming days. Stay tuned.

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    Messed his name up in the 2nd paragraph…..have him as “dead” instead of dean.

    This always good to hear as it will only get easier and easier to program for in the future.

  • Psionicinversion

    current gap according to him. DX 12 comes along PC wins again console advantages are disappearing big time

    • Mark

      PC Should win. U guys deserve the benefits of putting a bit of time in changing parts, and spending some cash on ur system. I remember seeing GTA4 in 2K by a modder. My mind was blown. Or was it 4k. Think it was 2k

    • Psionicinversion

      thanks just got hope the publishers dont dumb down the gfx to keep it closer to consoles

  • Mark

    Darn, that is impressive by Sony. Better than OGL and D3D? Wow.

  • jent

    Isn’t one of the main point of console development is that you can get “closer to the metal” than development for PC due to various hardware situations on PC? It shouldn’t surprise anyone that a console has a lower overhead API. Unless you are surprised by the fact that a car can travel faster than a tricycle. 🙂

    • Guest

      Yet, MS has always used DX which isnt the most “to the metal” API out there, so your theory isnt all “there”. Try again. Only this time with facts, rather than just beliefs

  • Kumomeme

    sony really did take lesson from previous gen
    ps3 did suffer from difficult development due to architecture and bad documentation


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