Inside No Man’s Sky: The Challenge of Supporting 20 Platforms Across Consoles, PC, and VR

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Game development is undeniably difficult, however the complexities and details of the method are sometimes not fully appreciated by the general public. Martin Griffiths, an engine programmer for No Man’s Sky, recently provided insight into the numerous technical hurdles involved in supporting multiple platforms for the sport. He shared an inventory of 20 “platform combinatorics” that Hello Games’ open-world space sandbox currently supports.

This list includes a wide selection of hardware and configurations, equivalent to multiple PlayStation models (PS5, PS4, and their variations), Xbox consoles (from Xbox One to Xbox Series X), the Nintendo Switch, PC, and even VR platforms like PSVR2. These combos reveal just how much work goes into ensuring the sport runs easily across diverse systems.

The list of supported platforms features a broad spectrum of PlayStation consoles, equivalent to the PS5 in various configurations, including base models, the PSVR2 setup, and the PS5 Pro, which supports advanced 8K and VR options. The Xbox consoles are similarly supported with quite a few variations, from the bottom Xbox One and Xbox One S to the more powerful Xbox Series X, including different quality and performance modes. On the Nintendo Switch, there are separate configurations for handheld and TV modes.

Moreover, the sport is compatible with multiple PC configurations, offering over 140 combos of graphical options, in addition to variations for Mac and Steam Deck users. This extensive list underscores the sheer scope of the platform-specific optimization that should be carried out.

Griffiths notes that the breakdown he provided is a simplified version of the complete technical effort required. In point of fact, there are various more elements to contemplate beyond just graphics and platform compatibility. For instance, the sport must also support networking, input, and audio systems, all of which add further complexity.

Inside No Man’s Sky: The Challenge of Supporting 20 Platforms Across Consoles, PC, and VR

He points out that there are additional integrated systems equivalent to High Dynamic Range (HDR) and dynamic resolution scaling on consoles, GPU-specific optimizations on PCs, and even foveated rendering for PSVR2. Each of those systems should be maintained inside a single unified code base, further complicating the event process.

Certainly one of the challenges highlighted by Griffiths is the problem of supporting newer hardware, equivalent to the PS5 Pro. This particular task took a big amount of effort and time, with Griffiths dedicating around 4-5 months of his time over the past yr to making sure compatibility and optimization for the brand new console.

This reflects the extent of attention and detail that developers must put into ensuring their games function properly on the newest hardware, a task that could be particularly difficult for smaller teams like Hello Games.

Through his posts, Griffiths steadily shares insights into the complexities of game development using No Man’s Sky for example. Whether discussing specific player issues, showcasing engine features, or addressing the difficulties of platform support, Griffiths provides a window into the less visible elements of the event process.

His transparency helps illustrate how intricate and time-consuming game development could be, with many aspects at play beyond what players might notice when simply having fun with the sport on their preferred platform.

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