Saturday, May 25, 2013

Dualshock Controller PS4. - The Mundo.es

It was 2007 when Mark Cerny began thinking about the PlayStation 4. Sony asked if he could participate in its development and, to his surprise, the company agreed. Thus began a job over five years to achieve a console made for a new generation of interactive entertainment . Cerny himself explains to readers of Navigator.

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Mark Cerny

Mark Cerny.

waiting for the official launch of the PlayStation 4, scheduled for June 10 in Los Angeles on the eve of the E3-the details provided by the veteran game developer, head of the new generation of PlayStation indicate that the company has listened to the game creators.

Cerny has distrutado note with the challenge of designing the architecture of a console that has to serve for several years. The design and architecture of the PlayStation 4 is built to last . “We’ve done a great job of matching the GPU that we believe will allow the system to grow over the years,” he says.

Mark Cerny multifaceted trajectory-as a designer, programmer and producer, and now creative director, will be rewarded soon in Spain, on receiving the Legend Award 2013 GameLab in Barcelona, ??a award established two years ago and have already received Peter Molyneux and Hironobu Sakaguchi.

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In the summer of 2007, after shipment of the launch titles, began conducting a series of ‘postmortem analysis’ on PlayStation 3. By that I mean we inspected in great detail how the ‘hardware’, the ‘software’ of system and development environment meet the needs of developers. I was a participant in these conversations and I were fascinating. I started thinking about possible strategies for the next generation console, an issue even more interesting to me.

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In a recent interview, Shuhei Yoshida said that one of the main guidelines was that SCE PS4 console would facilitate the work of developers. How have you managed to achieve this?

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A strategy based on developers stems from our desire to be dedicated to the consumer, we understand that by providing developers with a set of attractive tools in order to support the creation accounts of the desired titles by players.

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The consensus among developers was the rejection of a design “blank sheet” for PlayStation 4, but rather wanted us to use some kind of conventional technology for computing and graphics. Using this technology, the developers would be able to start working directly in games, without the need for a long period of study.

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Finally, and for the above reasons, we opted for a x86 processor and PC GPU, although we ended up refining the GPU in many respects. Over time we think developers will find the time to use these advances and the result will be higher quality graphics, better physics simulation, etc …

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Another design principle is ‘social’. We have added a button to the controller named ‘SHARE’, which takes you quickly to an interface to upload screenshots and gameplay videos. Whenever we record the video of your game in the background, so it is very easy and convenient to share these videos on PlayStation 4.

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In some ways, the rapid evolution of computers plays in favor of consoles. Many of the teams takes about five years to develop a game. As a result, they need a stable specification during that period and that is what provides a console, ie about one hundred million devices that share the same basic specification.

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Regarding the performance issue in the context of Moore’s Law, our strategy has been to create a console with a number of features for the short term and others for the long term. We have a family basic feature set that allows a wide range of games at launch and have done a great job of matching the GPU that we believe will allow the system to grow over the years. To give just one example, we have adapted the ‘hardware’ to allow the ‘shaders’ computing are used in traditional graphics interface. This is the kind of technique that we believe will be used within three or four years of the life cycle of the console to increase the graphical quality of the games.

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I like to know your experience working with developers in the design of this new console. What does that have requested the creators?

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The number one request was unified memory architecture, because programmers spend much time in managing multiple memory banks. They also asked us to create a very wide unified memory to support the trend toward more detail and variety in the game world. We finally found a way to satisfy these two requests.

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The hard drive of each PlayStation 4 also is the result of contributions from developers. Much of the rationale was to support the currently popular model of launching a bigger game and then provide little additional content digitally through the online store. But there is also another justification, based on the desire of many developers to create what can be called ‘live software’, for example a game in which, each time you come back to play every day or week, the world itself evolves and new open gaming opportunities. The result is a huge amount of data that must be stored locally, making a hard drive is almost essential.

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you an expert in all fields of game development, from developer, programmer and animator at ‘artist’. Which of these roles suit you more?

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During these years I worked mainly as a designer, programmer and producer. Right now, in my title for PS4, first occupy the post of creative director and I have to say that I find it incredibly rewarding, designing the game world, writing the script for the game’s narrative and so on. I have very excited to return to the position of creative director in future projects.

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