With the basic porting complete, the Ubisoft Reflections team is now ramping up its staff in order to complete the PS4 game ready for the Q1 2014 release, but the core engineering effort in moving The Crew across to PlayStation 4 was accomplished in six months with a team of just two to three people working on it. Overall, Reflections felt that the process of porting over the PC codebase was fairly simple and straightforward.
This bodes well for some decent PC ports and maybe some games that normally wouldn't have been ported to PC if a 3 man team can do it in 6 months they could put a few more bodies on it and do it quickly for relatively little cost.
Also something else to note:
"The PS4's GPU is very programmable. There's a lot of power in there that we're just not using yet. So what we want to do are some PS4-specific things for our rendering but within reason - it's a cross-platform game so we can't do too much that's PS4-specific," he reveals.
"There are two things we want to look into: asynchronous compute where we can actually run compute jobs in parallel... We [also] have low-level access to the fragment-processing hardware which allows us to do some quite interesting things with anti-aliasing and a few other effects."
They can't be talking about the PC so could the relatively slower X1 be holding back multiplatform graphics?
Asynchronous compute is something that the PS4 excels at, they have increased the queue depth from 2 to 64, they have designed it so that it can execute graphics and compute code in parallel rather than having one thread to wait for the other to execute and the PS4 has 18CUs that have this asynchronous compute compared to 12 on the X1 which doesn't have it.