The developer behind Destiny has revealed that the PlayStation 3 and Xbox 360 versions of the game actually hindered the current-generation editions of the game due to memory constraints.
Speaking in a recent video discussing the Cosmodrome, Earth setting, Bungie’s DeeJ and Rob Adams revealed the following nugget of info while exploring the hanger area:
“Another thing that this space does, is it separates the Divide from the Steppes. So the Steppes and the Divide are both really really big areas, and when we shipped on the PS3 and Xbox 360, there was no way that we could get those two areas to be adjacent to each other, because of memory constraints. So, one of the reasons we did this was to actually provide a technical memory buffer between those two spaces.”
Not only that, but Adams confirmed that the Cosmodrome area was originally conceived to be five-ten time larger than its current counterpart, had it been on PS4 and Xbox One only.
Elsewhere, the duo shared some info on how Bungie maintained a steady frame rate:
“What we’re doing is, we’re culling out and removing geometry behind that stuff, so that in any one view you never see too many things, and so the frame rate doesn’t drop.”
Read our review of Destiny here.