A lot has been said about the hardware performance advantages of the PS4 over the Xbox One, however, not as much has been said on the development process and roadmap of each console, which imo will play a crucial role to how the launch titles look and perform. My guess is that launch titles will not properly show off the hardware differences between the two platforms, and may even go the opposite way, and here's why I think that.
Firstly, when did the next gen development process start? Realistically we can assume that several devs started on their PS4 games in some form, even conceptual, in 2011. Especially the first party studios.
---
Now lets look at the hardware roadmap. These were the kits developers were working with over the said time periods.
PS4 dev kit Road Map.
2011
Stage 1) R10 boards with special BIOS, running in generic PC’s.
• Requires Windows 7 64 bit edition
• Sandy Bridge (Intel) or Bulldozer (AMD)
• Minimum 8 GB RAM (system memory)
• 2 GB Vram (GDDR5)
• VS2010 SP1
July 2012 onwards
Stage 2) DVKT-KS000K initial dev kit
• Runs Orbis OS
• CPU: Bulldozer 8-core, 1.6 Ghz
• Graphics Card: R10 with special BIOS
• RAM: 8 GB (system memory)
• 2.2 GB Vram (GDDR5)
• BD Drive
• HDD: 2.5 ” 160 GB
• Network Controller
• Custom South Bridge allows access to controller prototypes
January 2013 onwards
Stage 3) SoC based dev kit
• CPU: 8-core Jaguar
• GPU: Liverpool GPU
• RAM: unified 8 GB Vram (GDDR5) for devkit (4 GB for the retail console)
• Subsystem: HDD, Network Controller, BD Drive, Bluetooth Controller, WLAN and HDMI
• Analog Outputs: Audio, Composite Video and USB 3.0
• ORBIS Dualshock
• Dual Camera
February 2013 onwards
Stage 4) Announcement that the PS4 will ship with 8GB GDDR5 to the surprise of most devs, even first party,
• New dev kit with even more ram?
Additional ram over the retail spec is required for debugging and development etc.
---
Xbox One
Now compare that to the Xbox One (Durango) development road map. From what I can gather, in early 2011 a similar PC set up was used, however, shortly after both the following subsequent dev kits sent out had similar amounts of ram, that is 8-12 GB DDR3. On the ram front, nothing has really changed.
---
To summarise, whilst the development road map for both consoles has changed considerably over the last few years, I'd argue the PS4 has seen bigger changes. Theoretically Xbox One devs have always been aiming to use 8GB of DDR3 for the final kit (minus the amount reserved for system use), whereas for 2 years PS4 devs would have been working towards the basis of having just 2GB GDDR5 for retail, and only switched to double that in January this year, and double that still (to 8GB) in February after the big reveal. I don't believe the final dev kits have even been sent out yet.
Given the above, what are your expectations for differences between launch window multiplatform titles? Do you even expect the PS4 to have the advantage from the off set, or do you think those benefits will be only seen a bit later down the line, perhaps with the second batch of releases?
Firstly, when did the next gen development process start? Realistically we can assume that several devs started on their PS4 games in some form, even conceptual, in 2011. Especially the first party studios.
Guerrilla Games (Last major game was KZ3 in early 2011)
Sucker Punch (Last major game was Infamous 2 in mid 2011)
Naughty Dog team 2 (Last major game was Uncharted 3 in late 2011)
Evolution Studios (Last major game was MS:Apocalypse in mid 2011)
---
Now lets look at the hardware roadmap. These were the kits developers were working with over the said time periods.
PS4 dev kit Road Map.
2011
Stage 1) R10 boards with special BIOS, running in generic PC’s.
• Requires Windows 7 64 bit edition
• Sandy Bridge (Intel) or Bulldozer (AMD)
• Minimum 8 GB RAM (system memory)
• 2 GB Vram (GDDR5)
• VS2010 SP1
July 2012 onwards
Stage 2) DVKT-KS000K initial dev kit
• Runs Orbis OS
• CPU: Bulldozer 8-core, 1.6 Ghz
• Graphics Card: R10 with special BIOS
• RAM: 8 GB (system memory)
• 2.2 GB Vram (GDDR5)
• BD Drive
• HDD: 2.5 ” 160 GB
• Network Controller
• Custom South Bridge allows access to controller prototypes
January 2013 onwards
Stage 3) SoC based dev kit
• CPU: 8-core Jaguar
• GPU: Liverpool GPU
• RAM: unified 8 GB Vram (GDDR5) for devkit (4 GB for the retail console)
• Subsystem: HDD, Network Controller, BD Drive, Bluetooth Controller, WLAN and HDMI
• Analog Outputs: Audio, Composite Video and USB 3.0
• ORBIS Dualshock
• Dual Camera
February 2013 onwards
Stage 4) Announcement that the PS4 will ship with 8GB GDDR5 to the surprise of most devs, even first party,
• New dev kit with even more ram?
Additional ram over the retail spec is required for debugging and development etc.
---
Xbox One
Now compare that to the Xbox One (Durango) development road map. From what I can gather, in early 2011 a similar PC set up was used, however, shortly after both the following subsequent dev kits sent out had similar amounts of ram, that is 8-12 GB DDR3. On the ram front, nothing has really changed.
---
To summarise, whilst the development road map for both consoles has changed considerably over the last few years, I'd argue the PS4 has seen bigger changes. Theoretically Xbox One devs have always been aiming to use 8GB of DDR3 for the final kit (minus the amount reserved for system use), whereas for 2 years PS4 devs would have been working towards the basis of having just 2GB GDDR5 for retail, and only switched to double that in January this year, and double that still (to 8GB) in February after the big reveal. I don't believe the final dev kits have even been sent out yet.
Given the above, what are your expectations for differences between launch window multiplatform titles? Do you even expect the PS4 to have the advantage from the off set, or do you think those benefits will be only seen a bit later down the line, perhaps with the second batch of releases?