“For us, it hasn’t really been an issue,” says Audiokinectic executive.
Here is a bit of interesting information. Around the launch of PlayStation 4, Sony were praised for including 8GB of GDDR5 memory in their latest console. On the other hand, Microsoft went with a slower DDR3 memory for the Xbox One. However, it seems that in case of audio streaming the difference does not matter.
“For us, it hasn’t really been an issue. We’re just happy that in both cases, we’re pretty much streaming or loading everything either from memory or from the hard disc, rather than a DVD or Blu-Ray,” said Mike Drummelsmith, Senior Sales Representative of Audiokinectic, a audio middleware [Wwise] which is extensively used in games.
Mike also spoke about the challenges that developers face in transitioning from last to current gen and how they make matters easier for them.
“What we’ve seen is a great ‘easing’ on that front. The amount of currentgen remasters and cross-generation titles is pretty telling. For our products, teams have found a very easy transition from Gen7 (PS3/X360/Wii) to Gen8 (PS4/ Xbox One/WiiU). They can do more with the tools provided, since they have so much more CPU and memory room to work with. We continue to support the older platforms (we currently support around 15 platforms), so we’ve had to make sure that the transition was as seamless as possible.”
What are your thoughts on this matter? Let us know in the comments section below and stay tuned for our complete interview with Mike Drummelsmith in the coming days.