The PlayStation 4 features two graphics
APIs, a low level API named
GNM and a high level API named
GNMX. Most developers start with GNMX, which wraps around GNM, which in turn manages the more esoteric
GPU details. This can be a familiar way to work if the developers are used to platforms like
Direct3D 11. The developers of
The Crew put a lot of work into the move to the lower-level GNM, and in the process the tech team found out just how much work
DirectX does for developers in background in terms of memory allocation and resource management.
[8]
Another key area of the game is its programmable
pixel shaders.
[8] Sony's own
PlayStation Shader Language (PSSL) was introduced on the PlayStation 4.
[9] It has been suggested[
by whom?] that the PlayStation Shader Language is very similar to the
HLSL standard in
DirectX 11, with just subtle differences that could be eliminated for the most part through
preprocessor macros.
[8]
https://en.wikipedia.org/wiki/PlayStation_4_system_software