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	<title>Drool &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Thumper: Pocket Edition is Out Now for Android</title>
		<link>https://gamingbolt.com/thumper-pocket-edition-is-out-now-for-android</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 22 Feb 2019 08:31:19 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[Drool]]></category>
		<category><![CDATA[HTC Vive]]></category>
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					<description><![CDATA[The rhythmic violence title cruises onto Android devices after a months-long delay.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-286924" src="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Rhythmic racer/horror <em>Thumper</em> is <a href="https://play.google.com/store/apps/details?id=com.Drool.ThumperPocketEdition" target="_blank" rel="noopener noreferrer">now available</a> for Android devices. It first released in October 2016 for PC, PS4, and PlayStation VR, before arriving on <a href="https://gamingbolt.com/thumper-is-60-fps-on-nintendo-switchs-handheld-mode-supports-hd-rumble">Nintendo Switch</a> and <a href="https://gamingbolt.com/thumper-heading-to-xbox-one-on-august-18th">Xbox One</a> in 2017. It subsequently released for iOS in 2018. The Android version was originally <a href="https://gamingbolt.com/thumper-pocket-edition-coming-to-android-in-fall">supposed to release in Fall 2018</a>, but was seemingly delayed.</p>
<p><em>Thumper</em> is a trippy experience. You play as a single metallic beetle cruising down a neon highway. Notes will appear on the track and must be hit in sync with the music. Eventually you&#8217;ll have to hit turns, vault over obstacles, and deal with other mechanics, along with different boss battles. Be careful though &#8211; take two hits and you&#8217;re dead.</p>
<p>The Android version touts 60 FPS in portrait and landscape modes. There&#8217;s also Play + Mode, which promises “increased challenge and speed”. Those playing with wireless headphones might want to switch them out, as they add “significant audio latency”. To learn more about the game and it&#8217;s development, check out GamingBolt&#8217;s <a href="https://gamingbolt.com/thumper-interview-inside-rhythmic-violence">interview with developer Drool</a> from 2017.</p>
<blockquote class="twitter-tweet" data-width="500" data-dnt="true">
<p lang="en" dir="ltr">Thumper: Pocket Edition is live on the Google Play Store. Get it here: <a href="https://t.co/T4aHePNWoF">https://t.co/T4aHePNWoF</a> <a href="https://t.co/P2aDyTAtGd">pic.twitter.com/P2aDyTAtGd</a></p>
<p>&mdash; THUMPER (@ThumperGame) <a href="https://twitter.com/ThumperGame/status/1098581708121600000?ref_src=twsrc%5Etfw">February 21, 2019</a></p></blockquote>
<p><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></p>
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		<title>Thumper: Pocket Edition Coming to Android in Fall</title>
		<link>https://gamingbolt.com/thumper-pocket-edition-coming-to-android-in-fall</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 15 Oct 2018 09:51:23 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Drool]]></category>
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		<category><![CDATA[Thumper: Pocket Edition]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=367351</guid>

					<description><![CDATA[Drool will finally bring its brand of rhythmic violence to Android.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper.jpg"><img decoding="async" class="aligncenter wp-image-286924" src="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Brace yourself &#8211; the rhythmic game <em>Thumper</em> is coming to Android devices this Fall. The announcement came via the game&#8217;s official Twitter account. Considering that <em>Thumper: Pocket Edition</em> is <a href="https://itunes.apple.com/us/app/thumper-pocket-edition/id1287138671?mt=8" target="_blank" rel="noopener">already a thing for iOS</a>, it&#8217;s about time Android users got their fill of high-octane racing and industrial beats.</p>
<p>If you&#8217;ve never played <em>Thumper</em> before, the premise is simple. You&#8217;re a metal space beetle, racing down a sleek futuristic highway and hitting panels to the music&#8217;s beat. Over time, different turns and obstacles &#8211; like laser grids and spikes &#8211; will appear, making life all the more difficult. You&#8217;ll even face off against bosses who demand perfect timing across long stretches of obstacles to properly conquer them.</p>
<p>Despite how sleek <em>Thumper</em> looks and runs, it can be incredible hectic. Prepare yourself for its trials beforehand (and also check out <a href="https://gamingbolt.com/thumper-interview-inside-rhythmic-violence" target="_blank" rel="noopener">our interview with Drool</a> for insight into its development). Along with PC, <em>Thumper</em> is available for a wide range of platforms, including <a href="https://gamingbolt.com/thumper-heading-to-xbox-one-on-august-18th" target="_blank" rel="noopener">Xbox One</a>, PS4, and <a href="https://gamingbolt.com/thumper-is-60-fps-on-nintendo-switchs-handheld-mode-supports-hd-rumble" target="_blank" rel="noopener">Nintendo Switch</a>. It can also be played in virtual reality thanks to Oculus Rift, HTC Vive, and PlayStation VR.</p>
<blockquote class="twitter-tweet" data-width="500" data-dnt="true">
<p lang="en" dir="ltr">Thumper: Pocket Edition is coming to Android this fall. <a href="https://t.co/TX8q7J8BJZ">pic.twitter.com/TX8q7J8BJZ</a></p>
<p>&mdash; THUMPER (@ThumperGame) <a href="https://twitter.com/ThumperGame/status/1050900665466118148?ref_src=twsrc%5Etfw">October 13, 2018</a></p></blockquote>
<p><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></p>
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		<title>Thumper is 60 FPS on Nintendo Switch&#8217;s Handheld Mode, Supports HD Rumble</title>
		<link>https://gamingbolt.com/thumper-is-60-fps-on-nintendo-switchs-handheld-mode-supports-hd-rumble</link>
					<comments>https://gamingbolt.com/thumper-is-60-fps-on-nintendo-switchs-handheld-mode-supports-hd-rumble#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 09 May 2017 13:28:22 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Drool]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Thumper]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=295988</guid>

					<description><![CDATA[Camera and perspective also optimized for smaller screen.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_02.jpg"><img decoding="async" src="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_02.jpg" alt="" width="620" height="349" class="aligncenter size-full wp-image-286923" srcset="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_02.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_02-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_02-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_02-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Currently available for the PC, PS4 and PlayStation VR, Drool&#8217;s <em>Thumper</em> is also making its way to the Nintendo Switch. The high-difficulty rhythm game is currently scheduled to release on May 18th for the platform and on <a href="https://twitter.com/ThumperGame/status/861596807045947393">Twitter</a>, the developer has confirmed its frame rate.</p>
<p>&#8220;<em>Thumper</em> runs at 60 FPS in handheld mode on Nintendo Switch. The camera/perspective is also optimized for the smaller display. Coming May 18!&#8221;</p>
<p>Retailing for $19.99, the developer also confirmed that HD Rumble will <a href="https://twitter.com/ThumperGame/status/861766924341919744">indeed be supported</a>. &#8220;Its supports HD rumble. Lots of unique effects and real-time modulation.  Maybe we&#8217;ll do a post explaining that in more detail soon.&#8221; There <a href="https://twitter.com/ThumperGame/status/861755665395499008">won&#8217;t be a demo</a> to try out before launch though.</p>
<p><em>Thumper</em> has garnered tons of critical praise for its art-style, music and accessible but highly punishing gameplay. What are your thoughts on playing it for the Nintendo Switch with 720p resolution at 60 FPS? Let us know in the comments below.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">295988</post-id>	</item>
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		<title>Thumper Interview: Inside Rhythmic Violence</title>
		<link>https://gamingbolt.com/thumper-interview-inside-rhythmic-violence</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 05 Jan 2017 06:50:43 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Drool]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[PlayStation VR]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps4 pro]]></category>
		<category><![CDATA[Thumper]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=286917</guid>

					<description><![CDATA[Co-creator Marc Flury discusses the breakout rhythmic racer.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">O</span>f the many PlayStation VR games to release last year, one particular title stood out &#8211; Drool&#8217;s <em>Thumper</em>, a fast-paced rhythmic racer with a daunting soundtrack, sleek visuals and a sense of endless danger. It wasn&#8217;t just VR that benefitted &#8211; <em>Thumper</em> saw a strong reception on PC, winning over several critics and cementing Drool as a developer to watch out for.</p>
<p>GamingBolt spoke to co-creator Marc Flury, who also works as a programmer and designer at Drool, about the seven year development journey that was <em>Thumper</em>.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/12/thumper.jpeg"><img loading="lazy" decoding="async" class="aligncenter wp-image-286246" src="https://gamingbolt.com/wp-content/uploads/2016/12/thumper.jpeg" alt="thumper" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/12/thumper.jpeg 1920w, https://gamingbolt.com/wp-content/uploads/2016/12/thumper-300x169.jpeg 300w, https://gamingbolt.com/wp-content/uploads/2016/12/thumper-768x432.jpeg 768w, https://gamingbolt.com/wp-content/uploads/2016/12/thumper-1024x576.jpeg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The camera&#8217;s field of view also has a big influence over the sense of speed. A wider angle has the effect of making space feel deeper, so moving into that deeper space feels faster."</p>
<p><strong>With all the extremely hyped releases for PlayStation VR,</strong><strong> <em>Thumper</em> </strong><strong>suddenly came out of nowhere and bedazzled everyone. How long did it take to make</strong><strong> Thumper </strong><strong>a reality?</strong></p>
<p>It took us seven years to make <em>Thumper</em>. It was a side project at first, but we spent years just making our own engine. And actually, <em>Thumper</em> wasn’t a VR game at all at first. The opportunity to release it alongside PS VR was a happy accident.</p>
<p><strong>What inspired you to create the game? Did other titles in the genre like <em>Audiosurf</em> play a role? How did you ultimately evolve into what</strong><strong> <em>Thumper</em> </strong><strong>became?</strong></p>
<p>Brian (my co-developer) and I started exploring how a music game might work if it was stripped down and simple. A game where the gameplay and actions seem like real physical sound effects in the world. Of course other rhythm games influenced us, but we wanted to avoid repeating the typical genre tropes. We wanted to make something that was an intense, overwhelming experience and not just another music game.</p>
<p><strong>On the PlayStation VR especially, how much effort was put into capturing that sense of speed? How is this enhanced on PS4 Pro?</strong></p>
<p>Creating a sense of speed involves a lot of different elements working together. First, we made the main character (a space beetle) move as fast as possible while keeping all of the gameplay information legible. Since we built a custom system for generating the path by instancing a string of contiguous slices, we could elongate each slice and tune the distance traveled over a unit of time by tweaking a single variable (without disrupting the beat grid).</p>
<p>The camera&#8217;s field of view also has a big influence over the sense of speed. A wider angle has the effect of making space feel deeper, so moving into that deeper space feels faster. Things like camera shake, radial blur, motion streaks and making the beetle itself vibrate are also crucial.</p>
<p>The higher resolution Pro enables helps the game world feel more vivid and clear. That indirectly helps the sense of speed a bit.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_03.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-286922" src="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_03.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_03.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_03-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_03-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_03-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"I don&#8217;t know if PS4 Pro will be a runaway success, but it probably doesn’t need to be since Sony is being careful to avoid fracturing their user base."</p>
<p><strong>How has the reception been to the game from the general consumer base?</strong></p>
<p>We’re happy with it. After so many years, it’s a relief to know the game found an audience. We’ll be more confident about whatever we do next.</p>
<p><em><strong>Thumper</strong></em><strong><em>&#8216;s</em> speed and addictive gameplay has been celebrated as much as the engaging soundtrack. What were the goals of the soundtrack and what went into its creation throughout production?</strong></p>
<p>Brian created the whole soundtrack. At a high level, we just wanted something that fit the gameplay and the dark vibe of the visuals. The end result was the product of trying a million different things and seeing what felt right. It was inspired by a lot of different musicians and albums, but the 2001: A Space Odyssey soundtrack was something that definitely influenced Brian.</p>
<p><strong>What other graphical features does</strong><strong> <em>Thumper</em> </strong><strong>include aside from 4K resolution on PS4 Pro?</strong></p>
<p>In traditional (2D) mode, increased resolution is the only benefit. We think the game looks great in native 4K and it’s cool that the Pro has enough muscle to pull it off.</p>
<p><strong>How does PS4 Pro enhance the VR quality of</strong><strong> <em>Thumper</em> </strong><strong>when working with PlayStation VR?</strong></p>
<p>VR rendering relies on supersampling and high-quality anti-aliasing to look good and feel immersive. With Pro, we were able to boost the quality of both, so the game looks clearer and more “present” in VR.</p>
<p>&nbsp;</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-286924" src="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>&nbsp;</p>
<p class="review-highlite" >"We’re listening to everyone that’s interested in playing the game on other platforms."</p>
<p><strong>What are your thoughts on the potential of PS4 Pro, especially in the long-term when it comes to such enhanced consoles?</strong></p>
<p>I’m not great at predicting such things. As a developer, I like more power and our game is a little cooler on Pro. As a business strategy, it’s pretty conservative and I don’t think it’s much different than how consoles have been redesigned or “slimmed down” in the past. I don&#8217;t know if Pro will be a runaway success, but it probably doesn’t need to be since Sony is being careful to avoid fracturing their user base.</p>
<p><strong>What are your thoughts on the overall direction of the franchise at this point? Do you see multiple sequels in the future or possible expansions?</strong></p>
<p>We’re happy with the game we made and we hope that if feels like a coherent and complete experience. While we are working on future updates and content, we’ll only do that as long as it’s interesting and makes sense artistically. Before too long, we’ll put <em>Thumper</em> behind us and do something new.</p>
<p><strong>Is there any possibility of focusing exclusively on the PS4 Pro in the coming years especially as the PS4 becomes older?</strong></p>
<p>We have no idea at the moment. Whether that is even possible is up to Sony. I think they it’s likely they’ll never allow it.</p>
<p><strong>Will</strong><strong> <em>Thumper</em> </strong><strong>ever release for Xbox One in the future?</strong></p>
<p>We don’t have plans at this time, but we’re listening to everyone that’s interested in playing the game on other platforms.</p>
<p><strong>In a recent interview, Mark Cerny, the lead engineer of the PlayStation 4 Pro claimed that converting a base PS4 game to PS4 Pro version is just 0.2 Or 0.3% of the overall effort. What is your take on this? Do you think that the extra work required to develop an additional Pro version is actually bigger than the number quoted?</strong></p>
<p>It’s hard to quantify, but it’s not too much work. We were lucky because we could afford native 4K, so all I had to do was change some numbers. I didn’t spend time implementing any of the more sophisticated techniques other games use to approximate 4K resolution (e.g. 4K checkerboard).</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_02.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-286923" src="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_02.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_02.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_02-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_02-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2017/01/Thumper_02-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<em>Thumper</em> is just one SKU. Sony requires every game to support both Pro and normal PS4. It’s more work, but it’s nothing new."</p>
<p><strong>AAA game development isn’t easy. What is your take on developing for two SKUs instead of the usual one? Developing for the Pro version obviously means more testing and QA resulting into more dev costs. Do you think that an incremental console is a good move by Sony especially given that very small market of 4K TVs?</strong></p>
<p><em>Thumper</em> is just one SKU. Sony requires every game to support both Pro and normal PS4. It’s more work, but it’s nothing new. Every PC game has a much more complex set of hardware configurations to support. I’m not sure if it’s good move, but an upgraded option for “enthusiasts” makes sense to me. As I mentioned, I think it’s a pretty conservative move.</p>
<p><strong>Sony are promising an advanced work distributor in PS4 Pro along with new Polaris features that are going to debut alongside the console (like Delta colour compression). What is your take on these features and do you have plans to take advantage of them?</strong></p>
<p>We designed the visual look of <em>Thumper</em> around linear color spaces (our engine doesn’t use HDR of any kind), so we’re not up on the latest trends. But it all looks cool and it’s likely our next game will take advantage of this tech.</p>
<p><strong>The Pro still has a development challenge. Its CPU is still pretty archaic…how is the development working around this problem given that the engine is CPU bound?</strong></p>
<p>Well, <em>Thumper</em> isn’t CPU bound and most of the work happens on just one of the PS4’s six available cores. Every game is different, but it’s clear that the Pro was designed with a specific set of GPU-based enhancements in mind (4K rendering and improved VR).</p>
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		<item>
		<title>Thumper Dev: Launching PS4 Pro is &#8216;Conservative Move&#8217; , Talks Cerny&#8217;s Claim of Less Dev Effort</title>
		<link>https://gamingbolt.com/thumper-dev-launching-ps4-pro-is-conservative-move-talks-cernys-claim-of-less-dev-effort</link>
					<comments>https://gamingbolt.com/thumper-dev-launching-ps4-pro-is-conservative-move-talks-cernys-claim-of-less-dev-effort#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 09 Dec 2016 16:03:59 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Drool]]></category>
		<category><![CDATA[Mark Cerny]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps4 pro]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[Thumper]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=284979</guid>

					<description><![CDATA[Developer Drool discusses the effort needed for PS4 Pro upgrades.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2016/09/PS4-Pro-1.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-276970" src="https://gamingbolt.com/wp-content/uploads/2016/09/PS4-Pro-1.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/09/PS4-Pro-1.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/09/PS4-Pro-1-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Though the PS4 Pro doesn&#8217;t have any exclusives (yet), it&#8217;s a given that optimizing one&#8217;s games for the PS4 while also keeping the PS4 Pro in mind can be a task. How difficult is it actually though, especially with lead engineer Mark Cerny saying it takes only a bit of effort?</p>
<p>GamingBolt spoke to <em>Thumper</em> developer Marc Flury from Drool and asked about developing on two SKUs as opposed to one and whether an incremental console upgrade was a good idea given the currently small market for 4K TVs.</p>
<p>&#8220;<em>Thumper</em> is just one SKU. Sony requires every game to support both Pro and normal PS4. It’s more work, but it’s nothing new. Every PC game has a much more complex set of hardware configurations to support. I’m not sure if it’s good move, but an upgraded option for &#8216;enthusiasts&#8217; makes sense to me. As I mentioned, I think it’s a pretty conservative move.&#8221;</p>
<p>As for Cerny&#8217;s claims that only 0.2 to 0.3 percent of overall effort is required to convert a PS4 title to PS4 Pro, the developer replied, &#8220;It’s hard to quantify, but it’s not too much work. We were lucky because we could afford native 4K, so all I had to do was change some numbers. I didn’t spend time implementing any of the more sophisticated techniques other games use to approximate 4K resolution (e.g. 4K checkboard).&#8221;</p>
<p><em>Thumper</em> is currently available for PS4, PS4 Pro and PC along with support for VR.</p>
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