Mark Cerny has played a pivotal role in the development of Sony’s next-gen PlayStation 4 console, and has been responsible for many of the system’s touted features including the PS4′s flexible architecture that is optimized specifically for developers.
Now Cerny has recently commented in an interview with VG24/7 that the console’s flexibility is quite surprising, and that the PS4 will “give Sony and developers around the world more customization than they’d find on a PC”.
Sony has put emphasis on its focus to make the PS4 more accessible for developers in terms of its architecture–a sentiment that is expressed for developers of casual indies to AAA blockbusters. In 2007 Sony did a post mortem on the PS3 to figure out what went right and what didn’t fit, and they started contacting developers to see what they wanted with the PS4, and along with this feedback and the other data Sony collected, the PS4 was built with devs in mind.
“We wanted the focus to be on the games that the creative directors wanted to make,” Cerny began, “rather than the minutiae of the hardware. That’s universal. That’s true whether you’re talking Destiny with their 700-strong team or you’re talking one guy doing everything. They want to focus on the creative vision.
That Sony has reached out to developers and utilized their feedback to build the PS4′s architecture speaks volumes for the company itself, and it’s refreshing to see after the PS3′s complex infrastructure.
Although the PS4 will be markedly more uncomplicated to develop games for, Cerny assures that the system still has its fair share of robust features that developers will be able to utilize for years to come:
“At the same time we have to balance that out with a rich feature set that they can use in the later years of the hardware. The hardware has to grow over time. That’s why I refer to it as a super-charged PC architecture – there’s more in it than what you find in a PC.
“There are all these customisations, such as what we did to the GPU and other parts of the system to ensure that they would really be these systems that programmers could dig into in year three or four of the console life-cycle.”