Yamauchi: Should I start with the first one, then? [Laughs] Back in the days of the PlayStation, the development device was about the size of a refrigerator. I created the first demo on that machine. I did the modeling by myself. I made a demo where an F1 car would drive around an oval track with flat shading no textures. But the result was really kind of stunning. I never thought that Id see the day when we could make games with 3D graphics. Of course, back then, I used to tinker with PCs and make games there as well, but I never thought there would come a day when these 3D models could run at 30 frames per second. That was a major surprise for me, when the first PlayStation came out.
When the [PlayStation 2] came out, one unique characteristic of that system was that the screen fill rate was very fast. Even looking back now, its very fast. In some cases, its faster than the PS3. There, we were able to use a lot of textures. It was able to do that read-modify-write, where it reads the screen, you take the screenshot, and you modify it and send it back. It could do that very quickly.
I dont know if anybody remembers, but when the PS2 first came out, the first thing I did on that was a demo for the announcement. I showed a demo of GT3 that showed the Seattle course at sunset with the heat rising off the ground and shimmering. You cant re-create that heat haze effect on the PS3 because the read-modify-write just isnt as fast as when we were using the PS2. There are things like that. Another reason is because of the transition to full HD.
The PS3 was a combination of a poor GPU with an SPU thats really fast if you use it right. Its not a very well-balanced machine. Its hard to use the hardware properly. Thats one reason why it took us five years to develop GT5. Using the SPU properly, though, that in itself is really interesting. On the PS3, in the demo, we showed the adaptive tessellation. Thats the kind of technology that you normally wouldnt be able to do unless you were on the PS4-generation of machines. When you optimize the use of the SPU properly, you can do that even on the PS3.