PlayStation 5 is in its first year and in this celebratory atmosphere a new interview came to the one who can be considered to all intents and purposes the father of PS5 , or its Lead System Architect Mark Cerny .
Cerny was the protagonist of a long interview with Wired – further down you will find the complete video -, in which many aspects of the development of the console that led his team to make it the way we know it today, starting with the adoption of its lightning-fast SSD, s up to other interesting curiosities.
Games 12 Nov
Within the video, Cerny retraced the entire creative process from the most basic elements , or a first session of brainstorming with the entire development team aiming to identify all those key features that weren’t included in the previous console due to technical limitations. A very interesting aspect of this phase of the design is that Cerny quickly opened the doors to external development teams as well , in order to have immediate feedback from those who then should have created the games for the platform.
Having been a developer himself, the Lead System Architect of PS5 highlighted how fundamental this step was, as it allowed to optimize the console around the needs of the developers, asking them what features would be necessary to allow him to realize the own creative vision of a next gen game. Obviously not all wishes have been fulfilled; for example, some teams have expressed a desire to access a CPU with ben 16 core , but not just it was explained that this would lead to a downsizing of the GPU , they are quickly retraced their steps.
Another element strongly requested by the developers was the overcoming traditional mechanical hard drives. This request had already emerged in the days of PS4 and generally it was expected to be able to count on a solid state memory with a speed of at least 1 GB / s.
This did not happen during the last generation – notably not on PS4 Pro – but with PS5 they managed to hit a performance target which runs from 5 to 10 times those required , thanks also to the use of particularly efficient proprietary compression algorithms (the famous Kraken). This compression has also led to a considerable weight reduction of some games optimized specifically for PS5 , as in the case of Subnautica passing from 14 GB on PS4 just 4 GB on PS5, or the Definitive Edition of Control which loses almost half of the 50 GB required on older generation consoles.
Overall Cerny is satisfied with how PS5 managed to provide developers with the right platform to experiment with , also thanks to the inclusion of some features that weren’t exactly on the teams’ priority list – from hardware support to ray tracing, up to the Tempest Engine dedicated to the management of 3D audio, passing through all the unique features of the DualSense -, which are being welcomed with great enthusiasm by many developers who are putting them to use in a creative way.