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


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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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