The latest version of the in-house engine used by Ready at Dawn is compatible with DirectX 11 and PS4, but it’s heavily geared towards PS4, and it includes physically based rendering from the start. it also involves fine-grained task scheduling, Low-overhead, multithreaded command buffer generation and relies on the “PS4 Secret Sauce™” (no, I’m not inventing this one).
Memory is allocated in the following way (MiB doesn’t stand for Men in Black but for Mebibyte, which is pretty much an equivalent of a Megabyte used in technical literature):
2 GB textures budget
128 MiB sound budget
700 MiB level geometry
600 MiB character textures
250 MiB global textures (FX, UI, light maps, etc..) – Even characters have lightmap data
700 MiB animation