New PS4 hardware, controller, PS Eye, UI details from Sony’s GDC presentation

Posted under News, PS4
March 27, 2013 by (@NE_Brian)

Sony is currently hosting a presentation at the Game Developers Conference to cover new aspects about the PlayStation 4. Among the topics discussed include the system’s hardware, controller, Remote Play, and UI. Speaking of UI, Sony confirmed that the PSN friend limit has been raised – something that will likely please PS3 owners.

IGN’s Greg Miller is on-hand for the event and has been live-tweeting tidbits from the presentation. We’ve gathered up what’s been shared below.

– Targeted to be the “central device in the living room”
– “Core gamers are our primary audience
– PS4 build around them, salable to the outsiders
– 5 core PS4 principles: Simple, Immediate, Social, Integrated, Personalized
– PS4 CPU: 64-bit x86 arch, low power consumption, low heat, 8 cores, 8 HW threads, 2MiB L2 cache per 4 core group, 32kib l1 I/D-cache
– PlayStation Shader Language, very similar to HLSL, allows featured BEYOND Direct X 11 and OpenGL 4.0
– “GPU – Tessellation – adding geometric detail to smooth edges or create more organic shapes”
– PS4 RAM – 8GB 256 bit GDDR5 (GDDR5 is very high end graphics memory only found on PC graphics cards)
– Will come with “very large hard drive in every console”
– PS4 Dev Environment – Windows 7-bit, tools are fully integrated into Visual Studio 2010 and 2012
– “Debug your PS4 code as you would your PC code”
– PS4 Controller: Start/Select buttons are now “Options.” New System button is “Share.”
– Speaker, headset hack and “extension port” on the PS4 controller
– PS4 controller buttons are going back to digital over analog because no one used it on PS3
– PS4 controller L2/R2 – Curved design to get rid of the accidental netflix fast forwarding
– PS4 controller: 1920×900 resolution on the analog touchpad
– PS4 controller colors are the Player Numbers: 1-Blue, 2-Red, 3-Green, 4-Pink (Like the buttons)
– PS4 will charge controllers when it’s off. Unlike the PS3.
– PS4 controller light bar can be used for muzzle flashes, health bars, etc
– “The #PS4 Eye will enhance the PS4 user experience.” High sensitivity dual color cameras – 1280×800, 12 bits/pixel, 60Hz
– Dedicated port for the #PS4 camera, exclusive SCE Connector. Means it won’t use a USB port on the console, but won’t plug into your PC.
– Cam suggested uses: walkthrough vids, taunting in killcam, login, speech recognition, etc; possible PS4 Camera Magic – Sees the controller, you guys move, splitscreen moves to be on the right side
– The above is what devs could do (not mandatory)
– Video example shown of PS4 combining the camera and the controller. “AR Menu”
– Zoom into the controller, tilt to shake little dudes inside, push into our world like EyePet
– 2004: XMB, 2011: LiveArea, 2013: New #PS4 one based on the five principles from earlier
– UI is meant to give you at a glance info without loading the game. See what new DLC is out and whatnot. What friends are saying.
– Have to enable people seeing your real name on the #PS4. Auto-enabled if you import from another social network. (Can be turned off)
– PSN friend limit raised
– PS4 Mock-up: Heavy Rain choice with the number of your friends that chose each option.
– All the PS4 streaming and sharing: that’s on the hardware. Devs don’t have to do anything special to their game.
– PS4 Remote Play: Screens are mirrored on PS4/Vita (Both on at same time). Hardware does it/not on devs. Start at any time; no special mode.
– Talking about the PlayStation App. Login, buy game, PS4 starts downloading at home, you get home and start playing the part that’s DWLD.


  • Calum Sutherland

    Everything is cool, apart from the non-analogue buttons :( GT5 used them at least…

    • Lemondish

      And used them well, if I remember correctly.

  • Mo Sen

    what the hell is:
    “- PS4 Mock-up: Heavy Rain choice with the number of your friends that chose each option.”

    • jakedizzle

      Basically the mock-up shows you what your friends voted for as an option for a choice in the game. A live voting system to have the audience interact with the stream.

  • Yousef Alyahri

    didnt get the non analog ting, can someone explain?

    • Gregory William Wampler

      Face buttons and d-pad on the Dualshock 3 were analog, meaning they weren’t just “on” or “off.” They could react to pressure, or anything inbetween “on” or “off.” Now, with digital buttons, the Dualshock 4 will simply only register pressing or not pressing, again either “on” or “off.”

  • Jacob

    Social integration and button…argh f*ck off!
    Very small touchpad (no screen)…meh
    Small touchpad above the sticks…meh
    Mono speaker in the controller…meh
    Single threading…meh
    256bit memory bus…meh (which means that the 8GB will never be filled at good speeds)
    Digital buttons…meh
    Overall opionion…I’m still out, but it definitely isn’t perfect. If the price sucks, no buy at all as all games are going to be cross-gen for quite some time.

    • SirCrush

      Are you not aware of what 256bit means? That’s ALOT of bandwidth…

      • John

        No it’s not, in this day and age, that is actually not much at all, especially for such a large RAM size and an APU controlling it. That means the CPU and GPU part of it will have to access the RAM at only that bandwith. That isn’t something to write home about. GPU’s in PC’s alone have a 512bit wide interface these days.

        • Jay

          What are you talking about? Very few GPU’s actually make use of true 512-bit interfaces. Heck the only one I can even recall is the GTX 280 which is already 3 or 4 generations old

          384-bit is becoming the norm and seems mostly reserved for only the most expensive cards

          Sure they could have added more but what would be the point? Most of it would go completely unused

  • jcnba28

    No analogue buttons?? No buy for me.

    • d901

      I’m curious as to why, considering how in the big picture very very few games actually made use of them. So I’ll assume troll.

  • Jimreader

    “GDDR5 is very high end graphics memory only found on PC graphics cards”. I hate when people write crap like this, it makes it sound as if GDDR5 is super rare and “l337″. GDDR5 is not “very high end”. It has a high frequency, but slow timings, which makes bandwidth just about equal to regular DDR3. The only aspect of significance is the 256-bit bus, but the majority of that will be eaten up by the GPU and stalled by any concurrent memory read and write operations.

  • ET3D

    “Windows 7-bit” – the new low-tech option for cheap software developers.

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