![]() ![]() There's a wealth of information to sink your teeth into - the performance differential between Xbox One and PlayStation 4 of course, a frank and honest assessment of the Microsoft console's ESRAM, the implications of both CPU and GPU sharing the same memory space (and bandwidth), and observations on PC hardware and DirectX 12. Oles illuminates points that were previously the subject of rumour and hearsay, painting a picture of the challenges that face Xbox One game-makers in particular, offering us a glimpse of how Microsoft is working behind the scenes to improve the development XDK. In this case, 4A is the first developer willing to talk in-depth and on the record about the process of developing for the new consoles, discussing the problems and opportunities represented by the hardware and software that powers PlayStation 4 and Xbox One. Readers of our previous Metro 2033 and Metro Last Light tech Q&As will know that 4A Games' chief technical officer Oles Shishkovstov isn't backward about coming forward on the matters that are important to him, and in the transition across to the new wave of console hardware, clearly there are plenty of important topics to discuss.Īnd it's this frankness and direct, to the point honesty that always makes Oles' interviews so refreshing. As tech interviews go, this one's a corker.
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