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PSP News is a News and downloads site for the PSP, PSVita, PS4, PS3, PS2 and PSOne, We have all the latest emulators, hack and custom firmwares, homebrew and all the downloads on this site, we also cover commercial gaming and console news., the latest homebrew and releases, Part of the
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March 17th, 2013, 01:26 Posted By: wraggster
Sony today announced the release of a new update for the console that goes well in 2.06.
It is via Twitter once again that Sony announced its new updated with information can for the moment from improved stability for some options. According Wololo, OpenCma would not be affected but the fault of JavaScript if spoofing. Source: twitter.com
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March 17th, 2013, 00:26 Posted By: wraggster
In an ongoing series of articles, Digital Foundry takes an in-depth look at the most high-profile PlayStation Vita releases, talking with the developers and gaining new perspective on what it's like creating games for Sony's brilliant - but underperforming - handheld. In this second instalment, our focus is Need for Speed: Most Wanted, one of the most fascinating games available for the platform. Criterion Games' objective here was ambitious: to incorporate PlayStation Vita into the cross-platform development workflow of what turned out to be one of the most technologically advanced current-gen games on the market. As you might expect from the Guildford studio, the result isn't just a great game but a remarkable technological achievement."For the first time in the handheld's history, we can happily transpose all of our praise and criticism of a home console game to the PlayStation Vita version - which is something of an occasion in itself," wrote Martin Robinson in the Eurogamer review. "Much of the credit must go to Criterion, which handled the Vita version of Most Wanted itself. Perhaps unsurprisingly, given the studio's pedigree, it's done an impeccable job... Understandably, it's taken something of a visual hit, but it's never enough to undermine the incredible achievement or the immense novelty of having a faithful handheld port day and date with its bigger cousin."A lot of this article is going to discuss that "visual hit", so it's important to put Vita Most Wanted into context. Your PlayStation 3 or Xbox 360 - assuming they are the latest models - draw something like 70 to 80 watts of juice from the mains. In contrast, PlayStation Vita uses just five per cent of that total, burning up around 3.5 to 4W during gameplay. Even up against the highly efficient Wii U at 33W, we're talking about a tiny amount of physical power available to power a triple-A game designed for much more capable systems. While efficiency in rendering has come on by leaps and bounds over the years, that's still a huge gap to close. To tell the truth, it can't be closed, and compromises need to be made. Most Wanted is one of five renditions of the same game produced by Criterion, and the team simply didn't have the luxuries open to developers of first-party Vita titles like Uncharted: Golden Abyss and WipEout 2048, where the game design and core rendering technology could be shaped around the strengths and weaknesses of the mobile hardware."The Vita version is the same game," confirms Idries Hamadi, technical director at Criterion Games. "There's a machine in the depths of our basement somewhere that's syncing our Perforce and building all five versions of the game every three minutes. It is not a bespoke version, it's a first-class platform for all of them."
http://www.eurogamer.net/articles/di...aystation-vita
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March 17th, 2013, 00:20 Posted By: wraggster
Amanita Design founder and game designer Jakub Dvorský has confirmed a March 26 release for a Vita version of his acclaimed puzzle adventure, Machinarium. First released for PC, Mac and Linux in 2009, the highly regarded point-and-click quest game was successful enough to see later releases on PS3, iPad 2, Android and BlackBerry PlayBook.Now it's coming to Vita, as an ESRB classification had suggested, and Dvorský promises "all the enhancements from the PS3 version" along with "some new features to complement PS Vita's capabilities".He explained, "You can now control the game not only with the system's analog sticks and buttons, but also directly with your fingers on the touch screen and rear touch panel. We've improved the zoom feature too, so it's more convenient to play the game in a portable capacity."He added, "We've also integrated PSN leaderboards: see how quickly you can finish the game, and how your time stacks up against the rest of the world (compete for the best scores in Machinarium's minigames, as well)."The Vita version will cost $6.99 when it hits the PS Store for Vita. An EU date is yet to be confirmed.
http://www.computerandvideogames.com...march-release/
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March 16th, 2013, 13:06 Posted By: wraggster
via http://wololo.net/downloads/index.php/download/7672
TN-V has been ported and updated!
Below you can find an extended package of TN-V with ports for Urbanix Japan, the Monster Hunter Exploit and an updated version for UNO that fixes it. We are aware of some of the bugs existing, please continue to report them in the /Talk forum here. Also please read through the read me included as it covers most of your questions and issues. Also remember that with homebrew it has to be named FBOOT.PBP if its not it will show corrupt. You can use PSPFILER to rename it or use Acid_Snake’s app that will conveniently rename them all automatically for you!
Just a reminder for some of you that still are confused; you must have an exploit that has been released on 1.6x – 2.02 to be able to use TN-V. You can not update to 2.05 and above because no usermode exploits with a kernel exploit have been released and any exploits previously released are blocked.
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March 16th, 2013, 12:54 Posted By: wraggster
via http://wololo.net/2013/03/16/vita-ha...l-be-released/
VHBL Ninja releases are like the Fight Club. The first rules of the ninja releases is that you’re not supposed to talk about them. Then again, there’s always the difficulty of letting people know that they should be ready for an upcoming hack, without saying too much… TomTomDu80 confirmed to me that he will be releasing his VHBL (compatible with OFW 2.06) port sometimes soon.
The release date is of course not disclosed, as this is a key part of the success of such releases. But at this point, it is not a question of “if”, but a question of “when”.
As for all previous VHBL ports, running this exploit will require you to purchase a specific PSP game on the PSN (the exploit relies on a vulnerability in that one game). Given the history of these exploits, we know that Sony take the problem seriously enough to pull the exploited games from their stores, usually within hours of the public announcement. For this reason the announce is secretly made to members of our community before it is announced publicly.
As a reminder, VHBL is a homebrew loader for the psp and in particular will not let you run psp isos or vita isos. VHBL has an ok compatibility rate with the most popular PSP homebrews and emulators (snes, nes, gba, megadrive, …), although this highly depends on the exploited game. I haven’t tested this port myself yet. For those of you on 2.05 or 2.06, this will probably be your best bet for now to run a psp emulator hack on your Vita. For those who are running on 2.02 or lower, with CEF or ARK, the choice is more difficult, as you’ll have to choose between running a PSP Custom Firmware, and get to the latest Vita firmware but stick to a less compatible homebrew experience with VHBL. In general I would recommend to keep your eCFW over updating in order to get VHBL, but the choice is yours.
As usual, I recommend that you do not update until you actually know for sure that you want to.
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March 16th, 2013, 12:46 Posted By: wraggster
A updated PSP Homebrew application is now available to the PlayStation Homebrew community . This awesome well done homebrew application known as CustomHOME 1.3.0 fixes a issue which was found in previous version . Making this version much more stable then previous version . A bit more information about this released could be found below . Don’t forget to download CustomHOME 1.3.0 via our download section below . [Feature]
[HOME] come on, pressing the “quit game?” the more a convenient plugin.
This plugin use the cmlib.
The “lib” folder in the download prxcmlib_pack.zip from here, unzip and came out MS0: Please copy the /seplugins.
[Updates]
1.3.0(update 03 / 14 / 2013)
• Load wallpaper enabled. (place the BMP size 480 * 272 to cushome/image / folder. Random and multiple.
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March 16th, 2013, 12:44 Posted By: wraggster
Webtastic is a app, that shows the best sites, optimized for you device. Something like a bookmarker on your PC webbrowser, PSP, Android or your iPod Touch, iPhone or iPad.
Version 1.3:
This version is PSP only, so the only why you can access this is through the PSP app, or the new domain through your PSP (or PS Vita) browser. There is a new “Enter Menu” on the PSP app. Also, now you can vote through a poll!
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March 16th, 2013, 12:42 Posted By: wraggster
PPSSPP has once again improved by leaps and bounds, thanks to plenty of hard work from everyone involved! Compatibility has gone up dramatically, speed has increased drastically (especially on mobile) and everything is just better. There’s even horizontal tilt control! Some newly playable games are God of War (very slow though, but this will probably be fixed in the near future), Virtua Tennis, Megaman: Maverick Hunter X, Saint Seiya and games like Ace Combat X go in game. Enjoy!
Playable
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God of War
Performance problems (that are probably fixable)
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Ace Combat X
A bit glitchy.
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Legend of Heroes
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Exit
Seems to work great.
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Ghosts and Goblins
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virtua Tennis
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Asterix & Obelix: XXL 2
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Wipeout Pure
Works great! Only music and videos missing.
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Wipeout Pulse
Works great! Only music and videos missing.
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Moto GP
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Mimana – Iyar Chronicles
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Cladun
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Lumines
Works great!
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Dragon Ball: Evolution
Playable! Some fonts broken.
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Ridge Racer 2
Playable! Graphics issues.
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Hatsune Miku Project Diva 2: Extend
Playable!
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BlazBlue
Playable!
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Fate Extra
Playable, although of course audio problems and no saving, plus some graphics glitches.
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Fired Up
Playable!
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Obscure – The Aftermath
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Every Extend Extra
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Knights in the Nightmare
Playable
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Puzzle Quest
Quite playable, no audio.
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Puzzle Bobble Deluxe
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Puyo Puyo Fever
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Star Soldier
Borderline playable, runs out of memory after a while.
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Angry Birds
Works fine with analog input (XBox 360 pad, touch screen pad).
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Tales of Eternia
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AI Go
Works fine.
In-game
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Loco Roco
The Loco Rocos are invisible!
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Lemmings
The lemmings themselves are invisible!
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March 16th, 2013, 12:37 Posted By: wraggster
MiralaTijera has released the Cobra 6.0 payload, and the Sony PS2 Classic keys, heres more info:
VMC 64 E3 0D 19 A1 69 41 D6 77 E3 2E EB E0 7F 45 D2
ATA SEED D9 2D 65 DB 05 7D 49 E1 A6 6F 22 74 B8 BA C5 08 83 84 4E D7 56 CA 79 51 63 62 EA 8A DA C6 03 26
ECDSA PUBLIC 62 27 B0 0A 02 85 6F B0 41 08 87 67 19 E0 A0 18 32 91 EE B9 6E 73 6A BF 81 F7 0E E9 16 1B 0D DE B0 26 76 1A FF 7B C8 5B
DataKey 10 17 82 34 63 F4 68 C1 AA 41 D7 00 B1 40 F2 57
MetaKey 38 9D CB A5 20 3C 81 59 EC F9 4C 93 93 16 4C C9
CEX
Mira Miraaaaaa Miraaaalaaaaaaa
http://www.sendspace.com/file/bhx2jd
via http://www.elotrolado.net/hilo_infor...s3_1862516_s20
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March 16th, 2013, 12:35 Posted By: wraggster
Developer flatz has published tons of info about the 'PS2 Classics' and how they run on the PS3.
Here's his full post:
Ok, guys. Unfortunately I forced to admit that I have no more time to work on PS3 stuff because I'm very busy lately. So I decided to publish all information related to PS2 classics as @JuanNadie did with the NPDRM algorithm one year ago. Firstly I wanted to say that he was the first who started reverse-engineering on this subject and when he left the scene I decided to continue his work to keep it from going to waste. And so I would like to thank @JuanNadie for his amazing contribution to the PS3 scene. Besides that, he gave me some piece of information on the subject.
All PS2 classics runs within the ps2_netemu.self which represents a different kernel for execution these PS2 games but before it started the VSH module loads your individual data for PSN/SEN (such as act.dat and .rif file for your game). It is absolutely the same process as used for usual PSN games and the goal of it is getting the key used for decryption of PS2 content which includes an optional CONFIG file, ISO.BIN.EDAT and ISO.BIN.ENC. The latest one is the actual encrypted disc image of the game. All mentioned files are encrypted with the same key (called klicensee) which is stored in encrypted form inside .rif file for your game and it decrypted with the specified key from key table stored in act.dat. When you get this key you can decrypt ISO.BIN.EDAT and see if it contains a game title (for example, SLUS-20062 for GTA 3). This will mean that key is correct. Since almost all the information regarding EDATs is known (see there and there) I will not going to explain it again.
Well, now there are two another formats along with EDAT. Let's call the first one as ENC (it represents the actual disc image) and the second as VME (encrypted virtual memory cards). They are encrypted using different algorithms. The ENC format is similar to EDAT and the VME format have a simple encryption layer.
As I said before, ENC file is similar to EDAT and it have the header like in EDAT (but with different magic) and composed of segments of 16384 bytes each (you can see it at the header). I just remind you that file header consists of file magic (PS2\x00), version number (major and minor: 01.01), license type (it always 0x02), application type (0x01), content id, QA digest (seems like to be a SHA-1 hash of the non-finalized file generated using the tool from SDK), CID-FN hash (an AES CMAC hash of concatenation of content id and file name using the third NPDRM OMAC key as CMAC key), header hash (an AES CMAC hash of the 0x60 bytes from the beginning of file using xored bytes of the first NPDRM OMAC key and the second NPDRM OMAC key as CMAC key), time information which includes start and end time of the validity period (they are usually zeroed, base ticks = 62135596800000000), file flags (always zeros), segment size (16384 bytes), data size of the file data, two unknown hashes of 16 bytes each, 40 bytes of unknown data (possible another unknown signature) and pair of an ECDSA signature (40 bytes using the second VSH curve and the VSH public key). I also remind you that two unknown hashes for EDAT case are known and represents meta data sections hash and extended header hash (an AES CMAC hash of 160 bytes from the beginning of file), both hashes uses the hash key as CMAC key and it depends on the file flags and keys). I don't know exactly what hashes are there for ENC format but when we zeroed them it seems like they are not checked on current firmwares. The file header ends at the offset of 256 bytes.
Segments are divided into two types: a meta data section and a file data section. Each meta data section can include 512 entries (max) of 32 bytes each (16384 / 32 = 512) and associates with a particular file data section. So if we have a meta data section which consists of 512 entries then it will mean that there are 512 file data sections after it and each file data section have size of 16384 bytes. Besides that, the first meta data segment located at the offset of 16384 bytes. I don't know what data are stored before it but we also tried to zero them (these bytes starting at the offset of 256 bytes and ending at the offset of 16384 bytes) and it works as usual. I guess that it can be the encrypted garbage because the alignment of file data should be equal to the segment size.
Now I will explain what keys are used and how they are obtained. ENC/VME files are decrypted using the ENCDEC device so the decryption process are more faster than at EDAT case. While vSH checks files for their validity period, CMAC hashes and ECDSA signature and obtains the key for decryption from .rif file and it makes a system call #475 to LV2 (on older firmwares it was #471) along with the NPDRM information, klicensee, act.dat key and encrypted rif key. LV2 gets your console ID, encrypts the NPDRM constant using it as a key, decrypts the key from act.dat using the encrypted NPDRM constant and finally decrypts klicensee from .rif using the decrypted key from act.dat. Now we have a klicensee which will be used for later decryption process. For EDAT case we can use free EDATs without .rif but for PS2 classics we should always use paid content and .rif file. So if you want to resign the game you need to generate .rif for the account on your console (I call this process as "personalization"). Don't forget that .rif file should be created for your act.dat (because it shares the account id) and console ID. Let's move on. When the PS3 gets the final decryption key it send a packet to the system manager inside LV1 which sets the inter-lpar parameter of type 3. This parameter contains a version information and the klicensee. A system manager catches this packet and sends a request to the storage manager inside SS server #1 which then configures ENCDEC keys used for later decryption. It should be kept in mind that keys for decryption differs between CEX and DEX consoles so the storage manager checks the device type and uses different key slots for ENCDEC. The configuration process started with running isolated SPU SB module which creates the final keys using klicensee as a key seed and send them back to the PPU which then send them to the device directly during the secure session. There are three types of keys: meta key, data key and vmc key and they are configured separately. The process of making keys consists of applying an AES 128 algorithm on the klicensee while using three different keys.
There are SHA-1 hashes of each of three keys (you should decrypt sb_iso_spu_module.self from 4.xx FW and find each of 16 bytes key by its SHA-1 hash):
For CEX mode:
Code:
1. Meta key: B9CACFF9E126F63634DC38AF61040BDF6F370A262. Data key: CB0BAECAAADF9E5C629522B11757F78C7CD5B23C3. VMC key: EB03D83F96E3394A05BCE68F8645DA134CDA5545
For DEX mode (you actually don't need it but anyways): Code:
1. Meta key: 4FCFB6683AC46E73FFFCE49895E3F303A117BE8C2. Data key: AEC7A9C13A4023FE268A163FFDC8382F454969283. VMC key: B41AEE9D3B6C54292469C9C754AE8FE75ACBE958
Now we have all keys which are required to decrypt all files. So what we should also know?
ENC encryption uses an AES algorithm in CBC mode and the initialization vector of all zeros. The actual process of decryption of CONFIG and ISO.BIN.ENC started at seeking to the offset of 16384 bytes. There is a first meta data section so we should use the meta key as key for AES and decrypt the entire segment of 16384 bytes. As I said before each meta data sections contains of some entries and each entry have a size of 32 bytes. Each entry contains a SHA-1 hash (20 bytes) of the corresponding entire encrypted file data section and all these sections are located after this meta data section. After the SHA-1 hash we can see the section index of the corresponding file data section (4 bytes). The rest is padded of zeros. After decryption of the meta data section we can decrypt all file data sections after it. Now we should use the data key! Before the actual decryption we can check the SHA-1 hash of each encrypted file data section and see if they matched to the hashes at entry table of the meta data section. If the actual file size of the disc image is not a multiple of 16834 bytes then we have less entries inside the latest meta data section. After we finished the decryption of first 512 file data sections we can started decryption of the second meta data section and set of 512 file data sections after it and so on. I recommend to write decrypted meta data entries to another file than in the same file as file data section. It will make a process more easier. After decryption you should truncate your actual file to the data size specified at the header. Now you got an UDF disc image and you can mount it on your PC, for example.
So what is the next step? The next step is the decryption of encrypted virtual memory cards. Each PS2 classics package contains two empty encrypted virtual memory cards which located at SCEVMC0.VME and SCEVMC1.VME. As far I see they are identical for all games so we can use templates for all new virtual memory cards but only encrypts them with the new klicensee. To decrypt virtual memory cards you need to read an each segment of 16384 bytes and apply an AES encryption in CBC mode too but for this case you should use the VMC key. After decryption you should see Sony PS2 Memory Card Format 1.2.0.0 at the top of file.
Well, I attached a draft script for decryption of ENC/VME files. It was written for Python 2.7 and requires CryptoPlus (can be downloaded from: http://repo.or.cz/w/python-cryptoplus.git) and "ecdsa" (use EasyInstall or another package manager) libraries. I intentionally left all keys as SHA-1 hashes because of legal issues but you can find all keys by yourself using my hints. My script uses CONFIG/ISO.BIN.ENC/SCEVM0.VME/SCEVM1.VME file and klicensee file as input parameters. I hope that someone will create tools for that.
To use the script you need to create a file with name vsh.curves and put the contents of the curve table from VSH (get it from http://ps3devwiki.com/wiki/Keys at vsh pub + curvetable) and replace all hashes of keys by their real values (see FIXME comments). Also replace three NPDRM OMAC keys and VSH public key by their values from http://ps3devwiki.com/wiki/Keys.
I think that creation of PS2 remastering tool can lead us to getting the fully working games on our consoles but it requires testing. I recommend to create a static klicensee which can be used to encrypt all images in the same manner (static klicensee can also be implemented by patching VSH/LV2 at runtime, for example). After generating a klicensee you should create all keys based on it.
To build an encrypted disc image you should dump the original disc image and then append zero bytes to the end to make it multiple of 16384 bytes. Then you need to encrypt each of 512 segments using the generated data key. Then you should calculate SHA-1 hashes of each encrypted segment and generate meta data section for each pair of segment hash and segment index. After this you need to encrypt meta data section and so on. At the end you need to write an original disc image size to the header, write a content id for it and generate hashes at the file header.
After building ISO.BIN.ENC file you should create a file with the title id and pad it with zero bytes from the right side to get 12 bytes total. Then you need to create an EDAT container for this file. Hint: you can see a correct title id when mounting a disc image on your PC and looking at SYSTEM.CNF of it.
Unfortunately, I hadn't time to see what the CONFIG file does so I will skip this step. I only know that this file is optional or can be empty inside (after decryption).
You are not required (and you simply can't do it) to generate a valid ECDSA signature for files because all custom firmwares are patched to skip the ECDSA check.
Will be nice to be able to generate a game package for your PS2 game too if everything will works fine. Remember, that some flags at PS2 pkg format can be different.
http://pastie.org/private/ykyyrbim7rkotvcnw8m8w
Credits to:
graf_chokolo, fail0verflow, JuanNadie, ps3dev.net, glevand and all my friends (you know who you are).
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March 15th, 2013, 23:43 Posted By: wraggster
February's US retail game sales were generally bleak, but a pair of releases from Electronic Arts posted respectable numbers in their debuts. NPD data provided to GameSpot today put the month's best-selling title, Dead Space 3, at 605,000 copies sold for the month, while the third-place Crysis 3 moved 260,000 copies.
Dead Space 3 launched February 5, and also topped the UK weekly software chartsupon release. However, its UK first-week sales were down 26.6 percent from those of Dead Space 2, and it was ousted from the top spot the following week by the launch of another sci-fi shooter, Aliens: Colonial Marines. Additionally, a report surfaced this month that early Dead Space 3 sales were beneath EA's expectations, and that the publisher had shelved future work on the series as a result. EA called the report "patently false," but did not address the game's performance.
Crysis 3 posted its sales figure with only 10 days on sale, having first hit US shelves February 19. Like Dead Space 3, it was the top seller in the UK upon release, but unlike Dead Space 3, Crysis 3 held onto the position in its second week on sale.
http://www.gamesindustry.biz/article...3-tallies-260k
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March 15th, 2013, 22:03 Posted By: wraggster
The cartoon heroes are back, with even stronger superpowers. Deep Silver Volition has announced Saints Row IV for an August launch. From the press release: 'In the next open-world installment of Saints Row, Deep Silver Volition continues the story of the Third Street Saints by elevating their status to the highest level – the leaders of the free world. In Saints Row IV, the head honcho of the Saints has been elected to the Presidency of the United States. Saints Row IV lets players delve into an arsenal of alien weaponry and technology that will turn each Saint into an ultimate entity of destruction. The player utilizes out-of-this-world superpowers to fight all the way to the top. With intensified action and enhanced customization, the protagonists can use their newfound superpowers and leap over buildings, outrun the fastest sports cars, or send enemies flying with telekinesis in the most insane installment of Saints Row yet.
http://games.slashdot.org/story/13/0...w-iv-announced
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March 15th, 2013, 22:01 Posted By: wraggster
Chipmaker passed on opportunity to contribute to Sony's upcoming console
Sony offered Nvidia the chance to manufacture some of the PS4’s components, the chip manufacturer claims.
It turned down the opportunity, however, doe to the proposed costs.
"I'm sure there was a negotiation that went on," Nvidia’s senior VP of content and technology Tony Tamasi told GameSpot. "We came to the conclusion that we didn't want to do the business at the price those guys were willing to pay.
"Having been through the original Xbox and PS3, we understand the economics of [console development] and the trade offs.
"We're building a whole bunch of stuff and we had to look at console business as an opportunity cost. If we say, did a console, what other piece of our business would we put on hold to chase after that?
http://www.develop-online.net/news/4...PS4-components
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March 15th, 2013, 21:54 Posted By: wraggster
Sony Santa Monica has not been assisting Team Ico to finish The Last Guardian, a lead member of the development team has said.
Tim Moss, director of technology at Santa Monica Studio, clarified the claim, which was widely reported last year, in an interview to Eurogamer.
“I’m never really sure how that got in the press, because as far as I’m aware we’re not helping out with The Last Guardian,” he said.
“The only way you can say that is the knowledge that we contribute back to the central tech groups benefits The Last Guardian. So I’m guessing someone was slightly misquoted.”
The claims originated from a Wired interview, where SCE Worldwide Studios president Shuhei Yoshida said that Santa Monica Studio as well as tech groups and engineers in the US and UK were assisting with development.
http://www.develop-online.net/news/4...-Last-Guardian
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March 15th, 2013, 00:54 Posted By: wraggster
Sony is once again gifting $10.00 of PlayStation Store credit to an undisclosed number of PSN users. While Sony is unwilling to detail the exact criteria upon which users are selected, the firm is offering $10 amounts to multiple 'active' PlayStation Network account holders."We hope you're enjoying your experience on PlayStation Network," reads a notice sent to chosen users via the PSN messaging inbox. "As a gift, here's $10.00 to spend on PlayStation Store. Click on the link below to redeem your credit. Code expires 3/25/13." The offer is seemingly currently only being offered to US customers.A Sony rep has said in a statement to Polygon, "While we don't disclose the exact criteria used, we can say that select active PSN users were chosen to receive an XMB message that included a credit for their SEN Wallet as part of this special promotion."This is the second time this year Sony has gifted select users with free credit, following handouts of $10 and $5 amounts in February, again based on undisclosed criteria.
http://www.computerandvideogames.com...-active-users/
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March 15th, 2013, 00:40 Posted By: wraggster
Chip-maker exec says Sony wasn't offering enough money to justify the opportunity cost
NVIDIA
nvidia.co.uk
Nvidia's work won't be used in the PlayStation 4 hardware, but the graphics chip maker doesn't seem overly concerned about losing Sony as a business partner. Speaking with GameSpot, Nvidia senior VP of content and technology Tony Tamasi said the opportunity cost of signing up for the PS4 would have been too great for the money on the table.
"I'm sure there was a negotiation that went on," Tamasi said, "and we came to the conclusion that we didn't want to do the business at the price those guys were willing to pay."
Tamasi said that Nvidia's experience providing chips for the original Xbox and the PlayStation 3 have taught the company plenty about the economics of console development.
"In the end, you only have so many engineers and so much capability, and if you're going to go off and do chips for Sony or Microsoft, then that's probably a chip that you're not doing for some other portion of your business," Tamasi said. "And at least in the case of Sony and Nvidia, in terms of PS4, AMD has the business and Nvidia doesn't. We'll see how that plays out from a business perspective I guess. It's clearly not a technology thing."
Nvidia isn't abandoning console work entirely. The company is preparing its own Project Shield to launch later this year. The system combines a controller, console, and monitor into a single form factor, and will play Android games or stream PC titles from a user's computer.
http://www.gamesindustry.biz/article...nvolved-in-ps4
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March 15th, 2013, 00:29 Posted By: wraggster
Microsoft may be desperate to position the Xbox 360 as the living room’s multimedia hub, but new stats suggest it lags behind its rival in key areas.
A report from Nielsen says that just 13 per cent of the time US users spent with their Xbox 360 in 2012 was spent watching video-on-demand. And that’s down from the 14 per cent VOD claimed in 2011.
By contrast, PS3’s VOD time stood at 24 per cent (up from 15 per cent) while Wii was 32 per cent (down from 33 per cent).
PS3 was also far ahead of Xbox 360 when it came to watching disc media (18 per cent versus nine per cent), although of course PS3’s integrated Blu-ray player would have played a part in this.
Usage called as “other” such as browsing the web and listening to music saw Wii lead with a 17 per cent share compared to PS3’s eight per cent and Xbox 360’s six per cent.
Where Xbox 360 does excel, however, is online gaming, which claimed 33 per cent of users’ total usage. PS3 was 28 per cent (down from 38 per cent) and Wii 40 per cent (down from 55 per cent).
The findings are interesting at a time when Sony has positioned PS4 very much as a system made by gamers for gamers while Microsoft is expected to further push its living room entertainment philosophy with the new Xbox, which will be revealed next month.
http://www.mcvuk.com/news/read/xbox-...-usage/0112420
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March 15th, 2013, 00:22 Posted By: wraggster
Sony Santa Monica’s Jason McDonald and Mark Simon are, surely, exhausted. They’ve been flown into PlayStation’s London office for a day of press interviews and they’re flying back to Santa Monica later that same day to continue to refine God Of War Ascension’s new multiplayer mode. Singleplayer might be done, but online play is the kind of job that never ends, says McDonald with a weary smile. They are both cheery and enthusiastic speakers, nonetheless.We’re here to talk about God Of War, but really we want to know about PlayStation 4. We enquire whether Sony has asked them what they’d like to see from the new console as it was being built, in keeping with the rhetoric that emerged from PlayStation Meeting. Sony Santa Monica has been so hard at work getting Ascension finished – or as finished as it can be before online multiplayer feedback begins to filter though – that Jason McDonald and Mark Simon weren’t asked. But they can give us a sense of the feeling internally about the new machine.“Everyone’s excited about it for sure,” says Ascension’s lead combat designer McDonald. “The last hardware release was seven years ago so it’s not like this happens every couple of years – we’re ready.”Mark Simon is lead game designer on Ascension. “Our studio is filled with gamers too so you have that buzz – we see the new games and thinking as a developer is almost secondary,” he says. “You can see the possibilities but really you’re like ‘Man, I really wanna play this game.’“I think they’re concentrating on the social aspect which is great, because we’re kind of delving into it now with [God Of War] multiplayer. We’ve found that it’s not like you develop the game and then you ask afterwards what people liked and didn’t like. Now it’s what’s working and what’s not working and we can fix that. So that’s the thing for the next generation hardware and PS4 that I think is exciting, that we’re embracing that and saying that that’s important and games are about having fun with one another.”McDonald is most interested in the implications of that Share button. “The spectating, in particular, is very new,” he tells us. “You get a little taste of that on PC where people can just stream their games on PC – people like it so having a way to do that on a mainstream console is going to be big. With games like Ascension people are going to get competitive and want to stream and see other people play.”The raw power of the new console will open up greater opportunities for games like God of War, too. “The hardware possibilities are crazy,” adds Simon. “I’m excited that things like depth of field will look great next-generation. It’s going to mean real cinematography, and real in-game is going to look like a pre-rendered movie. That is awesome, because then our cinematic games becomes really cinematic all the way through and there’s no quality change between pre-rendered and in-game.”Though he’s had little hands-on experience with PS4, Simon can nevertheless explain why all the talk of creating games on PS4 suggests it’ll be easier to code for. “Generally you have to write a lot of low-level code in order to work with architecture from PS2 and PS3 and then you go to this standard that everybody is programming with on PS4,” he says. “So what that means is it frees a lot of people to stop thinking about low-level code. Obviously it was a strength of the PS3 because the sub-processor was a badass, but it took a lot of work to use the full architecture of the PS3. But now by using something that’s more common across all of programming land, that frees up time, and programmers with freed up time can make better tools and that’s going to make for better games.”Simon also acknowledges that Sony has learned lessons from outside the console business. “Maybe in the future you start to see some things that are happening in mobile and on the web are starting to happen on console. I think those worlds are going to blur – and I think it’s because of popularity and profit.”The move to a more social, data-driven style of game development through online play has just begun, it seems. On PS3, God Of War Ascension’s multiplayer will be tinkered with for the next few months, even years. When PS4 arrives, neverending, service-style game development might leave some at Sony Santa Monica looking back fondly upon the days when a project had a more definite beginning, middle and end.
http://www.edge-online.com/features/...e-development/
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March 14th, 2013, 23:45 Posted By: wraggster
Swedish middleware maker ready to licence its engine for Sony's next console
Bitsquid is making it self-titled game engine available to licence for PlayStation 4 development.
Bitsquid is an engine built to focus on performance, flexibility and productivity. It is capable of Lean code base (estimated 10x smaller), fast workflows and sub-second iteration on multiple devices simultaneously, according to its maker.
“We are proud to be a part of this important event and welcome this powerful new console on which we will see many amazing new games,” said Bitsquid CEO Johan Strömberg.
Previous titles the game has been used in include War of the Roses on PC (pictured) and Hamilton on PC, PS3 and Android, both created by Fatshark.
See a tech demo of the Bitsquid game engine running DirectX 11.
http://www.develop-online.net/news/4...-coming-to-PS4
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