The Deep Down demo ran in real time at the PS4 presentation and displayed between 10 and 20 million polygons per frame. It had a variable frame rate above 30 frames per second and a total texture capacity of 2 GB. It ran 30 different shaders at the same time. The demo can run on a PC with an NVIDIA Geforce GTX 570, 8 GB of RAM, and an Intel Core i7 CPU. The development machines used at Capcom have Geforce GTX 680 and GTX 590 GPUs. The peak performance of the PS4 is lower than that of an high end PC theoretically, but due to the ease of development and to the streamlined architecture there are areas in which it can be superior. The same can be said about the Xbox One, which has a similar architecture and potential. The engine can use Tassellation and in certain areas Approximating Catmull-Clark Subdivision Surfaces, that is unfortunately too heavy to be used systematically for every element . The Deep Down demo used Dynamic Level of Detail (DLOD) in combination with Tassellation to avoid pop-in. Thanks to the PS4Œs high memory capacity itfs possible to achieve both stable performance and avoiding pop-in with LOD.