PS4 And Xbox One Are No Different From A PC You’d Buy On Newegg, No Issues With eSRAM

Hyper Light Drifter’s lead developer Alex Preston talks development with Game Maker and current gen consoles.

Posted By | On 02nd, Nov. 2014 Under News


Hyper Light Drifter

GamingBolt had a chance to speak to Alex Preston of Heart Machine, animator and lead developer of the upcoming crowd-funded action RPG Hyper Light Drifter which fuses elements from The Legend of Zelda and Diablo. Given the wide range of devices that Hyper Light Drifter will be releasing on, including the PC, Xbox One and PS4, we asked Preston about his thoughts on the architecture for all current gen consoles.

The main discussion has always been which platform is easier to develop for, especially since the PS4 and Xbox One are most similar to PCs. Was the Xbox One easy to develop for and were there any issues arising from its eSRAM? Did Preston and his team face any challenges from it?

“No, um, we’ve felt that the PS4 and the Xbox One are both pretty easy to develop for- I mean, consoles are practically PCs this day, architecture basically boils down to that, it’s not really different from say, a PC you’d buy on Newegg or whatever.

“They’re both powerful pieces of hardware, and we don’t even need our game to take advantage of that power, we just need room to do things because we have a lot of things going on – so that’s why we skipped 3DS, for example, because it’s very old hardware and underwhelming with its power – but Xbox One and PS4, they’re essentially good PCs, so they’re not that hard to develop for. We’re using the same tools – Game Maker – and they’re able to export the game with relative ease to each platform. It’s not even like the Xbox 360 and PS3, or the original Xbox and the PS2, where it got really complicated because the hardware was so unique. These are much, much easier to get stuff on.”

Hyper Light Drifter will be out later this year so we’ll see for ourselves just how well Heart Machine has taken advantage of each platform. What are your thoughts on Preston’s statements? Let us know in the comments.


Awesome Stuff that you might be interested in

  • chino

    Xbox one and PS4, I believe are consoles that push developers to add more “living” things in games. More AI, skyboxes that move, and cities that are bustling with movement

  • Matt

    The main thing I wish consoles had was backwards compatibility. Virtual Console and PS Now help to address that.

    • Guest

      With LAG? NO THANKS!

  • andy

    No issues with eSRAM? Tell that to the experienced devs who have put games out on Xbone on last gen game engines and are barely able to hit 900p.
    Oh sorry, that headline is in reference to this game in particular, my mistake. I thought it was about the FACTUAL way things are on Xbone in general with the eSRAM.

    • Psionicinversion

      i dont think the eSRAM is the main problem. Its the piece of crap GPU in it thats the main problem

    • Matt

      Technically both consoles have crap GPU’s but the PS4’s is a little less crappy.

      Esram is really just a crutch for the DDR3’s lower bandwidth but DDR3 was a necessity for all the multitasking XB1 does… the only other way around that would to have separate pools of DDR3 and GDDR5 which would only add to the complexity of coding for the XB1 and maybe create worse bottlenecks then just having what basically amounts to a high bandwidth 32mb buffer.

    • Guest

      Yeah, both consoles have poor hardware in them, it’s seriously pathetic. Lords of the Fallen for example is yet another game that proved to run better on an older PC than on the current consoles.

    • Guest

      And you’re right about the DDR3 BTW, but the way to fix it should have been to go with 8GB GDDR5 and upgrade the CPUs cache size to avoid CPU stalling, which apparently is a problem on the PS4 because of the higher GDDR5 latency in more complex games. 6T SRAM just takes up way too much space on the die.

    • Matt

      From what I know copying over an even larger amount from the L2/L3 cache would stall the CPU even more due to GDDR5 using a 32bit channel to communicate with the CPU.

    • Guest

      Partially true, but so does the eSRAM, it has 4 32bit busses, just like the GDDR5 has 8 of them, one for each chip. The fact of this multiplication diminishes the stalling by allowing more dataflow and the same can be applied to another CPU cache. The fact that I didn’t mention L3 is that it would need to be custom to allow for a better data pipeline.

    • Matt

      The cpu’s L1/L2 would copy directly over to DDR3 which has a 64bit channel though…

    • Ershell Franklin

      Yeah you’re forgetting the experienced developers that have said there is no problem. You’re also forgetting about the games that are hitting 1080p. And please don’t act like the Ps4 is a 1080p holy grail. It’s doesn’t always hit either…. You know what I may have just wasted my time. I should have thought about that before replying to your comment. You’re probably too shallow to see that both consoles hit 1080p. Your rebuttal will probably be “well Ps4 has more games at 1080p.” or “Ps4 has gdddrrr589963frt ram.”. It doesn’t matter kid. They both fluctuate their resolutions depending on the developer and game.

    • Guest

      Pffft, he’s only used to hear BS from indie developers and their trash games.

    • Matt

      It’s only been a year… These “experienced” devs all still have their learning hats on and that applies to both consoles.

    • Psionicinversion

      learn how to program for C++ and x86? pretty sure most would of grew up on it in the first place

    • Guest

      Indeed but to be fair, this game doesn’t need the eSRAM bandwith and can run its framebuffer solely over the DDR3. No need for SFR gimmicks either.

    • Psionicinversion

      not talking about this game im talking about all the games this gen. Theres no cell BS or emotion engine crap… its straight up x86 there isnt much of a learning

    • Guest

      Very true indeed.

    • Matt

      X86 is just the CPU architecture… most of the learning comes from optimizing the shader language and coming up with new solutions that not only look better than they previously did but also are less taxing on the hardware. The GPU’s in each console may not be the best but the complexity of them compared to what was in the Xbox 360 or PS3 is still what game Devs have to get acclimated with.

    • Matt

      Pretty sure it would take more than a couple of community college courses before you send off your resume to a AAA dev… =p.

    • Psionicinversion

      yeah but the point is you learn to code for x86 first its not exactly an alien system to you

  • Mark

    As far as the X1’s Esram utilization, there is indeed more improvements to be made with 2nd and 3rd wave games. On top of that there’s improvements on the API side also with DX12, which really is what the system shoulda been using day one anyway, but boo hoo.

    All in all, time will tell. Now can I get back to Sunset please, without being reminded of how “weak” these consoles r?! SO starts out slow with a learning curve, but once I got the traversing down, it feels like I’m in a comic. Man Insomniac nailed the gameplay. I wouldn’t score it a 10, but it’s unique and is worth a buy.

  • Charles – The Great and Powerf

    It clear the XBox One has superior hardware to PS4. Can you say dedicated graphics ram? Not if your Sony. LOL. Get an XBox One or cry in a year when they go bankrupt and you have no support.


 

Copyright © 2009-2015 GamingBolt.com. All Rights Reserved.