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PlayStation 4: Mark Cerny Breaks Down the Hardware

Sony’s PlayStation 4 console could re-define the gaming industry. Lead system architect Mark Cerny and Sony Computer Entertainment execs Andrew House and Shuhei Yoshida explain how—with footage (including an exclusive) from the new games designed to take advantage of the new system.

Released on 11/07/2013

Transcript

My name is Mark Cerny and I'm the lead system architect

for PlayStation 4.

You know, there's so many places you can play games today.

Historically, that wasn't true.

If you go back to the early 90s

Tetris sold 30 million copies on Game Boy.

It was the killer application.

Today games can be played on tablets, smart phoness,

portable consoles, home consoles, PCs.

And to get the attention of the

development community is very, very difficult.

My name's Andrew House and I'm the president

and group CEO of Sony Computer Entertainment,

the division that's producing the PlayStation 4.

I think, you know, the PlayStation 3

was an extremely ambitious and absolutely superb

piece of technology.

Having said that, it came with

some inherent challenges on the business front.

We looked at PlayStation 4, I think there were several

sort of key principals that influenced our design.

And some of it I regard as getting back to

the very best of the PlayStation DNA.

When PlayStation 3 wrapped, we all started

to do post-mortems.

It had been pretty brutal, frankly.

The hardware was very, very hard to use for the developers.

And I just couldn't stop thinking

maybe there was a different path

maybe there was a hardware that could be made

where it would be more natural to make the games.

Hi, I'm Shuhei Yoshida.

I'm the president of Worldwide Studioses

for Sony Computer Entertainment.

I ended up kind of throwing my hat in the ring

and just proposing to Sony Computer Entertainment

that I would lead the PlayStation 4 hardware project.

He has extremely deep technical knowledge

and therefore commands the respect of engineering teams

on the hardware and architecture front.

But he is, as everyone knows him best,

also a really talented and very successful game developer.

I mean, this was beyond unusual.

This was, in many ways, crazy.

Needless to say, I was very surprised when they said yes

that I could go ahead and take on that role for the project.

I suspect, though, what was key simply was that

we'd reached the point in games overall

that it was appropriate to bring the software creators

into the room when the hardware was being designed.

Ultimately, it's all about having the best games

on the platform.

Short-term, we can expect some very good games.

Long-term I think we can really look

forward to the growth in games.

I mean, there's a lot of untapped depth in the hardware.

But as we go forward, year three, year four,

I really believe that we're going to see

those techniques used to make the games,

of course more graphically attractive,

but also make the worlds richer and more interactive.

[Game Character] So weak!

I mean, the concept with Knack is really

about creating a mash-up between

a Pixar-style family film and a character action game

based around this very unique character called Knack.

On the hardware side, we are benefiting

from the power in the PlayStation 4.

The game runs full HD, so it's 1080p native.

We aren't scaling it up.

And we have a character that's driven by

a 5,000 part custom physic simulation.

And there's a lot of detail in those images.

We'll learn a lot more about what

can be done with PlayStation 4 once we get a look at them.

Starring: Mark Cerny

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