The PlayStation 4 features two graphics APIs, a low level API named GNM and a high level API named GNMX. Most people start with the GNMX API which wraps around GNM and manages the more esoteric GPU details in a way that's a lot more familiar if users are used to platforms like Direct3D 11. The developers of The Crew put a lot of work into the move to the lower-level GNM, and in the process the tech team found out just how much work DirectX does in the background in terms of memory allocation and resource management. Another key area of the game is its programmable pixel shaders. Sony's own PlayStation Shader Language (PSSL) was introduced on the PlayStation 4. It has been suggested[by whom?] that the PlayStation Shader Language is very similar indeed to the HLSL standard in DirectX 11, with just subtle differences that were eliminated for the most part through preprocessor macros.