Braid Dev - PS4 Is Easier To Code Than PC
In an interview with Edge, the creator of Braid, Jonathan Blow said that development for PS4 is easier than development for PC.
"For The Witness we're mostly interested in the base machine and how fast it is – the fact it has faster RAM than a PC, which really helps in shuttling graphics resources around, and since it's not running a heavyweight operating system like Windows that gets in the way of your graphics," he told us. "Rendering stuff through Windows has an impact on performance. Since a console is just about games, that doesn't happen, and the equivalent game will run faster. And if you can target to specific hardware you can make it run faster, too."
Blow is also very fond of PS4 sharing features, offering new social experiences.
"In general, as a platform feature, it's super interesting," he said. "One thing that most game developers have become really aware of is that over the past couple of years on YouTube the whole livecast and commentary thing is really huge."
"A lot of people are paying a lot of attention to it now and it's interesting to see what happens if you base an entire console around it. That's what's crazy about PS4 – it has a chip that's always recording to a maybe two-minute buffer. After something cool happens, it's there in the buffer. That's the sort of thing that's really going to change the way something's used."
Those remarks sound interesting, but it is hard to know for sure how correct they are right now. It seems reasonable to wait till the release and see how much that ease of development affects finished games. The mention of replay video buffer would mean something in range of 500 MB RAM being reserved for 2 minutes of decent quality 30 FPS 1920x1080 h.264 video. The reserved space could be less, depending on the quality of the replay video.