Gaiff
SBI’s Resident Gaslighter
This is an awesome video revealing some of the steps Nixxes took to have Ghost of Tsushima running on PC. They speak of the challenges they faced porting a game with no PC code path whatsoever to PC. They also explain the significant advantages the unified memory architecture (UMA) on consoles offers and much more. I strongly recommend anyone interested to watch this. They do a great job breaking it down for the layman (even though there's still a lot of technical mumbo jumbo most of us won't understand).
I also found it interesting to learn that at the start, it was just two graphics engineer with Bruce Oberg, co-founder of Sucker Punch, helping them out for a couple of months to get everything set up so they could start working.
Key facts:
Typical multiplatform game:
PlayStation exclusive
I also found it interesting to learn that at the start, it was just two graphics engineer with Bruce Oberg, co-founder of Sucker Punch, helping them out for a couple of months to get everything set up so they could start working.
Key facts:
- PC development started in early 2022 with a team consisting of two graphics engineer supervised by Bruce Oberg, the co-founder of Sucker Punch
- There was no PC code path at all. They had to build everything from scratch
- Importing the particles system proved one of the more difficult part. Marco thought it would take a month. It took him 4 months
- Getting most render systems fully operational was accomplished by June 2023
- Full team came together in June 2023, adding teams for QA, input, multiplayer, etc
Typical multiplatform game:
![OGvWGqX.png](https://i.imgur.com/OGvWGqX.png)
PlayStation exclusive
![6MXJwf5.png](https://i.imgur.com/6MXJwf5.png)
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