Resogun Dev on PS4: “Solid Hardware with Raw Power, Can Do Things Not Possible on Other Platforms”


Resogun from Housemarque was one of the biggest surprise of GamesCom 2013. The first glimpse of Resogun (that Housemarque showed at the event) featured stunning visuals and graphics, engaging gameplay mechanics and more things.


With Resogun on PS4, Housemarque wants to continue their legacy that was left behind by Stardust series of Playstation 3 and PS VITA. So far Resogun has received positive response from both critics and fans across the globe.

We all are excited about Resogun and PS4 (the game runs at 60 FPS, 1080p resolution), and so with an aim to get some more details about the game and how PS4 hardware helped development team craft out this beautiful looking game, we recently got in touch Tommaso De Benetti (Community Manager, Housemarque) for some official words.

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We first asked Tommaso De Benetti about Sony’s next-gen Playstation console, PS4: “What you’ll say about PS4 from developers point of view? is it heaven for Resogun?

To this he replied: “It’s a very solid hardware with a lot of raw power, and it allows us to do things we wouldn’t be able to do on other platforms. Think of physics for example, you’re gonna see a lot more of it in games from now on, and you can totally see it in RESOGUN when the cubes fly around.”

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Next question was related to the resolution (60 FPS, 1080p) Resogun runs at, “Resogun Runs at 60 FPS at 1080p, How helpful PS4 Hardware Power (8GB RAM, Unified Architecture and Others) Was to Achieve This Resolution for Resogun?

To this Tommaso De Benetti, “That hardware structure is necessary: with a unified architecture we can easily split up our memory usage and still have fast GPU access to the bits written by CPU. To give you an idea, we are using more memory than PS3 has in total just for blowing up cubes! The GPU and compute shaders are also being heavily utilized for a lot of things.”

“For example, all of the geometry generation (for the cubes and levels), the physics and collisions for the cubes, the particle mayhem you unleash with your Overdrive or Bomb; all of that is being done in compute shaders.”

Our full interview with Tommaso De Benetti (Community Manager, Housemarque) later tonight, wait patiently for it as it features new details about Resogun (weapons and customization, multiplayer, features returning from Stardust and more).

Resogun is one of the launch title of Playstation 4, and so it will launch alongside PS4 on November 15 in North America and on November 29 in Europe.

Are you excited about Resogun?, share your views with us in the comment section below.


Read our full interview HERE.