Speaking of being 4 the players: https://bethesda.net/#en/events/game/ps4-mod-update/2016/09/09/199
PS4 could play a number of sound formats. Just not proprietary mp3 and xma. You can always make a software decoder for any format. Audio middleware supports a bunch too.
- PC textures are used. Memory and performance issues may occur. We are working with Sony on optimal texture exporting support in a future update.
- Sound files are currently not supported. PS4 sound format is a proprietary format. We are working with Sony on sound file processing support in a future update.
- PS4 Mod Storage limit is approximately 900 MB at present. Please do not upload mods larger than 900 MB. We are working with Sony to increase this limit.
Bethesda problems we knew about came from their PC development background.
PS4 could play a number of sound formats. Just not proprietary mp3 and xma. You can always make a software decoder for any format. Audio middleware supports a bunch too.
PC textures is an Xbox format too I assume. You can always make texture loader yourself.
Storage limit is the only I see comes from Sony side.
Do mods can load shaders?
Xbox 360 and 3DS security was broken with a help of GPU.
Sound formats used by mod authors are standard and not proprietary.
Texture formats used by mod authors are standard and not proprietary.
.WAV is proprietary to Microsoft and CreationKit wants you to use WAV. There are ways to other other sound formats but they require a lot of work which is why almost no nods use anything other than WAV.
The PS4 requires proprietary formats so the sticking point is how mod assets got converted. If Bethesda didn't want to do the work to convert them and Sony refused to release the tools publically so modders could port their assets themselves we'd get an impasse like this.
The key for my post is: you can always make a decoder or optimal transcoder yourself. Or work with open standards.
"PC textures are used. Memory and performance issues may occur." means they probably decode texture in memory and work with uncompressed.
DXT format should be licensed. You could see why Sony would not want to do it and use other open formats. But it is popular on PC.
It's proprietary in that it's not an open body standard, nor is it natively supported on iOS or OSX although QuickTime includes a .WAV codec. So for the audio side, Sony would have to implement the different encoding formats used by WAV to every PS4. I'm disappointed, but not surprised that Sony couldn't be arsed to do this. Not4daPlayaZ(tm).I'm not sure how it's proprietary when even Apple is able to use the format.
It's proprietary in that it's not an open body standard, nor is it natively supported on iOS or OSX although QuickTime includes a .WAV codec. So for the audio side, Sony would have to implement the different encoding formats used by WAV to every PS4. I'm disappointed, but not surprised that Sony couldn't be arsed to do this. Not4daPlayaZ(tm).
But it's not as though Bethesda would not have known the PS4 did not support WAV when they doggedly decided the mod standard that must support consoles would use WAV. Well probably not, it is Bethesda.
WAV is more complicated that that, a .WAV container may include LCPM, µ-Law, A-Law, DPCL, ADCPM or even BFW1 or BFW2 streams. That's why .WAV is an actual format with a header describing the contents. To meaningly support WAV you have to support everything apart from BWF1/BWF2 which are only for broadcast.There is no encoding format for .wav. It's just a container for uncompressed PCM sound files. Because it's uncompressed it isn't a popular sound format hence why most mods use .mp3 or .ogg files.
Mods are almost certainly going to use WAV only for primitive raw audio data - all the authoring tools that save to WAV use it as a PCM format, nothing fancy. Worst case, tell your modders to only use 16 bit 44kHz audio in WAVs! But on the whole I expect compressed audio (.ogg, .mps) to be used which is what SB says above.
Mods are almost certainly going to use WAV only for primitive raw audio data - all the authoring tools that save to WAV use it as a PCM format, nothing fancy. Worst case, tell your modders to only use 16 bit 44kHz audio in WAVs! But on the whole I expect compressed audio (.ogg, .mps) to be used which is what SB says above.
Spoken like somebody who has never used CreationKit or modded a Bethesda game