Gaiff
SBI’s Resident Gaslighter
I haven't seen this posted. It likely got drowned by the flood of April's Fool bullshit on the 1st, and the Switch 2 stuff on the 2nd. Anyway, a little interview GameInformer did with Nixxes and ND regarding the PC port of TLOUII. This doesn't seem to be an April's Fool.
https://gameinformer.com/interview/...pc-port-of-the-last-of-us-part-ii-we-take-the
Some highlights:
In regards to challenges and PSOs:
And much more if you're interested in reading. It's fairly simple and succint. Sadly, they don't really go into the technical reeds. It's mostly surface level stuff. If you want a deep dive into a PC port, I highly suggest the Ghost of Tsushima presentation by Nixxes.
https://gameinformer.com/interview/...pc-port-of-the-last-of-us-part-ii-we-take-the
Some highlights:
Game Informer: Regarding PC ports in general – and I acknowledge this is a dumb question – but, presumably, The Last of Us Part II was developed on a PC. So why is it so difficult to bring a game to PC when it was built on a PC to begin with?
Frauenfelder: [Laughs] That's a very good question.
McIntosh: Okay. So let me talk about how development happens at Naughty Dog. So, everybody has a PC at their desk, but they also have a PS4, PS5 dev kit, depending on which game we're talking about, also at their desk, and the dev kits are hooked up to a TV.
So when we compile the code, when we run the code, it does not run on a PC. It runs on the PlayStation next to us, and we debug it on that and the actual hardware that all of our code here at Naughty Dog executes on is always a PlayStation console. So we don't have any code that would run on a PC, for the entirety of the development of Last of Us Part II.
When we decided to move it to PC, it required a full port. The way we write the code is very close to the hardware. It's very specific to PlayStation hardware. So the code will work on this one graphics card and this one CPU. It relies on the bus speed between the two being a certain amount and the amount of memory being fixed.
In regards to challenges and PSOs:
Game Informer: What were some of the unexpected difficulties of porting this game? What is something that is more challenging than the average player might expect in bringing a PlayStation game to PC?
McIntosh: Something I think I’ll call out because of what we did on The Last of Us Part I on PC that is much improved. On PlayStation, all your shaders are compiled ahead of time. You just load them up and they work. On PC, you have to compile shaders for each machine as you go. It’s called PSO loading. On the first game we did, we tried to do all that in the main menu. People had to wait a long time. On this game, Nixxes has done a really cool new system that allows it to compile those shaders on the fly and seamlessly play the game without having to wait very long for shaders to build up.
It's a problem we never had at all on the PlayStation. It's not even something that we had in our minds. It was a huge engineering effort on the PC version.
And much more if you're interested in reading. It's fairly simple and succint. Sadly, they don't really go into the technical reeds. It's mostly surface level stuff. If you want a deep dive into a PC port, I highly suggest the Ghost of Tsushima presentation by Nixxes.
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