• Skip to main content
  • Skip to header right navigation
  • Skip to site footer
Gameranx

Gameranx

Video Game News, Lists & Guides

  • News
  • Features
  • Platforms
    • Xbox Series X
    • PS5
    • Nintendo
  • Videos
  • Upcoming Games
  • Guides

PlayStation 4 Designer: ‘Clearly we had Issues’ With PS3

March 27, 2013 by Stephen Daly

Mark Cerny reveals he began speaking to developers about the PS4 in 2008.

The PlayStation 4's lead system architect, Mark Cerny, has told Gamasutra he became aware that "clearly we had some issues with PlayStation 3" in 2007. 

"I probably have more passion about the next generation than anybody inside the Sony Computer Entertainment world" Cerny commented, adding it was this commitment which led him to request a role in shaping the PS4 from Sony's top brass, to his surprise he was given control of the project. 

"The biggest thing was that we didn't want the hardware to be a puzzle that programmers would be needing to solve to make quality titles," Cerny said referencing the PS3's notorious Cell Processor which, in the early days of the system at least, often led to lower quality titles than on rival platforms as developers struggled to come to grips with the complicated system architecture. 

Cerny, the first non-Japanese designer of a PlayStation platform, revealed he began discreet talks with developers about the PS4 as early as 2008. 

"It's not like we could come out and say we were developing the next generation of hardware," he commented.

Asking developers and middleware manufacturers in a survey what they hoped the next console cycle would bring studios said they wanted unified memory and a maximum of eight cores. 

"We wanted our tools to be much richer and much more accessible to developers, even in the launch time," Cerny said, adding the PS Vita represented the first implementation of this developer-friendly vision.

"The insights that you get from talking to their top technology people – it's quite nice to have those insights when doing the console design," he finished. 

Yesterday Adam Boyes, SCEA's vice president of developer relations, spoke about the importance they place on regular meetings with developers and how they waive the majority of game patch fees in a bid to have a more developer-centric approach to their systems. 

Share this post:

FacebookTwitterLinkedInPinterest

Recent Videos

What The HELL Is Going On With Nvidia DLSS 5?

What The HELL Is Going On With Nvidia DLSS 5?

20 Upcoming Games That CROSS THE LINE OF INSANITY

20 Upcoming Games That CROSS THE LINE OF INSANITY

10 Video Game Graphics That STILL Hold Up

10 Video Game Graphics That STILL Hold Up

The Best cRPG Ever Made?

The Best cRPG Ever Made?

20 Things Developers Knew WE WOULD TRY

20 Things Developers Knew WE WOULD TRY

WHY CRIMSON DESERT LOOKS THIS GOOD & MORE

WHY CRIMSON DESERT LOOKS THIS GOOD & MORE

10 TERRIBLE Games That Are Absolutely Hilarious

10 TERRIBLE Games That Are Absolutely Hilarious

John Carpenter's Toxic Commando - Before You Buy

John Carpenter's Toxic Commando - Before You Buy

20 Best Games of 2015-2025 YOU NEED TO REVISIT

20 Best Games of 2015-2025 YOU NEED TO REVISIT

Category: Updates

Sidebar

Recent Posts

  • Nvidia CEO Says DLSS 5 Is “Not Generative AI, It’s Content-Control Generative AI”
  • Generative AI Already Hurt Video Games Before Supply Issues And DLSS 5 – By Way Of AI Apps
  • Subnautica 2 Enters Early Access This May, But Without The Developer’s Founders Anymore
  • Pikmin Were Just Confirmed For The Super Mario Galaxy Movie
  • Disabled ARC Raiders Player Confirms Embark Has Reversed Their Erroneous Permaban

Copyright © 2026 · Gameranx · All Rights Reserved · Powered by Mai Theme