Does it make it harder to know when to stop, when you have this ability to cram so much into a game? When you no longer have the same level of technical restrictions, is it harder to say “Alright, this is ready to go”?
Yes, and I would say it’s even difficult to develop the content in the first place to some extent. This title is the first one where we made the content knowing it would only ever be running on the PlayStation 5. And so our artists would say “What kind of mesh density can I have?” And I’d be like “... I don’t know.” Because we didn’t have the hardware. And we didn’t know, as the engine evolved, how the trade-offs would manifest themselves. Even once you have the hardware, it still takes you months or a year for your engine to evolve into it where you know how you want to spend your frame budget, what you do on the GPU versus the CPU, all that kind of stuff. For this game in particular, I would say we kind of just let our artists go wild and make some incredibly detailed objects and models and textures, and then gave ourselves the challenge to make it all run well.