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February 24th, 2013, 01:33 Posted By: wraggster
via http://www.emucr.com/
yaPSXe Git (2013/02/23) is compiled. yaPSXe is a PlayStation 1 emulator still in its early stages. It is written in C++ and developed in VC++ 2010. Author is making it public at this stage in the hope that it might attract the attention of other emulator developers who could help get this project off the ground.
yaPSXe Git Changelog:
* deletion
* added support for keeping the aspect ratio + config option
* misc
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February 24th, 2013, 01:26 Posted By: wraggster
via http://www.emucr.com/
PPSSPP Git (2013/02/23) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.
PPSSPP Git Changelog:
* Merge pull request #766 from raven02/patch-1
glClearColor(0,0,0,1);
* Add glClearColor(0,0,0,1);
* glClearColor(0,0,0,1);
* iOS needs a back key as well due to lack of hardware buttons.
At least until a gesture can replace this function.
* Enable color and depth buffer write before clearing.
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February 24th, 2013, 01:20 Posted By: wraggster
via http://www.emucr.com/
PCSX Reloaded SVN r83100 is compiled. PCSX-Reloaded is a fork of the PCSX-df Project, a PlayStation Emulator, with support for both Windows and GNU/Linux operating systems as well as several bugfixes/improvements.
PCSX Reloaded SVN Changelog:
r83100
.
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r83096
dfcdrom CDRreadCDDA fix;
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r83091
Link cable emulation for Linux. pcsxr must be configured with --enable-sio1 option. Emulation accuracy is quite low, but all games work well. Around fifty games was tested. Port to Windows will be some later.
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r83090
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February 24th, 2013, 01:16 Posted By: wraggster
via http://www.emucr.com/
PCSX2 SVN r5569 is compiled. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.
PCSX2 SVN Changelog:
r5569
microVU: Fixed random Unknown Opcode messages. Turns out the bios blanket writes MOV VF00, VF00 and NOP (for lower, upper respectively) ops to the VU's on boot, apparently some game designers new this and just left it being ran as part of their programs. Our problem being is it was writing it to the VU MicroMem in the wrong order!
All fixed now
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February 23rd, 2013, 23:22 Posted By: wraggster
What hacks do we have for the Playstation Vita right now?? Well, I’m gonna sum it all up for you.
The Playstation Vita (Formerly known as the NGP) is a handheld game console manufactured and marketed by Sony Computer Entertainment. It is the successor to the Playstation Portable. It was released in Japan and many parts of Asia on December 17th 2011, and in the rest of the world about a year ago. The Playstation Vita includes 2 analog sticks, a beautiful 5 inch OLED touch screen, Wi-fi, Bluetooth and optional 3G.
VHBL(Usermode)
VHBL (Vita Half Byte Loader) is a homebrew Loader for the Playstation Vita running within the PSP emulator. It allows you to play fanmade games and emulators on the PS Vita. It has access to the usermode part of the PSP game and only allows to play homebrew. It does not allow you to play backups.
CEF and ARK(Kernel)
This is the second level in exploits and allows the usage of backups as well as homebrew, still in the psp emulator. It is the highest access exploit available to the public right now.There are various versions of it made by Total_Noob and the Pro team.
•CEF TN 6.60
1.TN A
2.TN B
3.TN C
4.TN V (In development)
•ARK
ARK can be found here. There are also various menus developed for TN A, B, and C. they are :-
•pyMenu
•yMenu
•vMenu
•gMenu
•XMBMenu (In development)
Vita Usermode
Here, we are out of the sandboxed PSP emulator. The people who are currently known to have this are yifan_lu and SKFU, and their work is not public yet (at least not in a shape usable by the end user). But when the time comes, there will be HUGE possibilities for the Vita’s system and we will be able to get more out of it.
Currently there is only one known kernel exploit on 2.05 and 2 usermode exploits, which haven’t been released yet. The UNO exploit on 2.02 could potentially be the last public one. Read about it here.
Well, There you have it! all that we have for the Vita right now!! Will we have full kernel access to the Vita??
Only time will tell…..
via http://wololo.net/2013/02/22/ps-vita...ave-right-now/
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February 23rd, 2013, 23:17 Posted By: wraggster
Good news for ya fans of Mario Kart PSP , A updated version has just been made available to the Playstation homebrew community . Mario Kart PSP 4.8 is the latest PSP homebrew game to be released to the PlayStation community . If you are a fan of Mario Kart , Then you are going to love this PSP Homebrew version . The graphics and game play are pretty awesome and the users will enjoy it . So go ahead and download this awesome homebrew app known as Mario Kart PSP 4.8 for the PSP System via our download section below . Changelog:
- Added 5 new Enemies in Retro Mode
- New theme song
- New Main & Settings menu
- Updated Credits
- 4 New multiplayer maps
- New Multiplayer Menu
- Updated EBOOT information
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February 23rd, 2013, 23:12 Posted By: wraggster
SuperDaE told me back then, during our first long-distance call from New York to wherever he was Down Under, that he got that a lot. He swore to me that he really was Australian. Over the next month he would tell me many, many things that were hard to believe. I'd eventually be able to confirm half of it. I was left to wonder about the rest.
He'd claimed to know about the next Xbox and PlayStation, claimed to really have two prototype versions of the next Xbox. He said he'd had access to next-gen games, that he had Homefront 2 and Sleeping Dogs 2, that he'd played Gears of War 3 a year before it came out and that—after he drunkenly told Epic about it—they'd sent him a poster. He could send me a photo, if I wanted to see it.
A month after we'd first talked, he'd convinced me he'd done many of the extraordinary things he'd said. I'd changed my impression of him from possibly being a disgruntled, anonymous game developer to being a hacker—a really good hacker. "I'm more than that," he told me with a laugh during one of our many calls. "I'm just an image."
Our most recent phone call happened on Saturday, February 16th. We talked for two hours, me trying to confirm things he'd said before. He told me his wildest stories yet. I asked him if he expected to wind up in jail. "Possibly," he told me.
At that moment, he sounded naive. Possibly?
"I try to be optimistic," he said. "But yes."
On Tuesday, February 19, members of the Western Australian computer crimes police force raided the home of SuperDaE, aka Dan Henry, aka Dylan. They had a warrant. Dylan—that's his real first name (he asked that his last name not be used)—said they had an FBI agent with them. They took his computers. They took piles of papers. They took a souvenir cup that was shaped like a penis. He says they took his phone, froze his assets.
"I've lost everything," he told me when I found him again on Twitter a couple of days later. He said his life was in ruins. "Was what I did wrong?" he asked me. "Did I really deserve it? As the saying goes, curiosity killed the cat."
http://kotaku.com/5986239/the-rise-a...eo-game-hacker
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February 23rd, 2013, 23:03 Posted By: wraggster
Armored Core: Verdict Day, the latest entry in From Software's military mech series, will be released in North America on Xbox 360 and PS3 this fall, Namco Bandai has announced. After some confusion with the source URL (it says "summer") we confirmed with Namco Bandai direct that fall is indeed the launch window.
Verdict Day puts humanity in a war over valuable natural resources, with a persistent multiplayer mode made up of territories where each faction battles for control. Factions are broken up into squads, in which up to 20 players can join up and play together – if you're playing alone or offline, AI will fill in the gaps.
Operator mode gets beefed up in Verdict Day – the tactical top-down game mode where you act as battle overseer now lets Operators see the cockpit views of individual pilots, mark targets and set rally points in real-time. Verdict Day also checks for an Armored Core 5 save file and lets you transfer your custom mech.
http://www.joystiq.com/2013/02/22/ar...ps3-this-fall/
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February 23rd, 2013, 23:01 Posted By: wraggster
A patent describing a "method for validating legitimate media products" attributed to Sony Computer Entertainment America surfaced earlier this week. Originally filed in August 2011, the patent elaborates on a process by a which a piece of media could be detected as legitimate (not pirated) by comparing two load times against a benchmark for the media.
As seen in the flow chart above, the patent also describes a secondary validation stage in which a serial number and "user identification information" are checked against "reliable data, such as that sourced from the manufacturer or developer of the media title." Examples of the user information could include account names, location, IP addresses, the speed of the user's connection and product license numbers.
The secondary validation cycle would account for load time errors due to hardware issues, but would also be skipped entirely if the first cycle (the load time benchmark comparisons) checks out. Whether the "load time" method for combating piracy is used in future hardware efforts by Sony is unknown.
http://www.joystiq.com/2013/02/23/so...ng-load-times/
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February 23rd, 2013, 22:59 Posted By: wraggster
At Digital Foundry, we're on record as being rather partial to the PlayStation Vita and while we've looked at major titles such as Uncharted: Golden Abyss and WipEout 2048, coverage opportunities have been limited - something we're acutely aware of and aiming to address in a series of upcoming pieces that delve deeply into the character and capabilities of the hardware.
Our first stop is Just Add Water and Oddworld Inhabitants, who've recently released a fully featured PlayStation Vita version of the Stranger's Wrath HD remake, the original PS3 release having garnered an impressive 9/10 Eurogamer review score. It's an interesting initial port of call: it's no secret that Sony's handheld device lacks some degree of horsepower compared to the current-gen consoles, and some might say it occupies something of a middle ground between the capabilities of the PS2 and the PS3. With that in mind, a visually enhanced version of a last-gen game seems like an ideal fit for PS Vita and a good place to begin our revisitation of the hardware.
In this tech-skewed developer interview, the game makers talk us through the process of developing for Vita, revealing some new insights on how the hardware is utilised and some of the tricks of the trade in squeezing more performance out of the mobile chipset. Backing up the coverage is another first - Digital Foundry articles rely heavily upon video assets for judging aspects such as graphical features and performance and, thanks to some customised hardware, we can finally acquire direct-feed Vita visuals to pore over at our leisure and share with you.
But first, it's over to Just Add Water programmer Peter Memmott and JAW CEO/Oddworld development director Stewart Gilray to get some idea of what actually happens when a new piece of gaming technology arrives on the doorstep...
Digital Foundry: New hardware arrives in the office with a bunch of tools and docs. So how do you go about assessing the capabilities of a platform as different and unique as PlayStation Vita?
Peter Memmott: A good place to start is with the docs themselves and also the many code samples that are provided. These give you a hint as to what the hardware might be capable of and whether it will meet the demands of your project. One concern that we had at the beginning was how we would fully utilise the quad-core processor. For us it turned out that this was one of the keys to unlocking the full capabilities of the Vita.
Digital Foundry: Criterion Games told us that the development tools for Vita were in a different world compared to the other consoles they had worked with - which we assume is all of them. What's your assessment of Sony's offerings in this regard?
Peter Memmott: I would agree with that in general. I think the only real similarity to the PlayStation 3 are the online libraries, otherwise everything else is quite new. This isn't necessarily a bad thing as you need to get as close as you can to the hardware and this ultimately means having to cope with significant differences developing between different platforms.
http://www.eurogamer.net/articles/di...aystation-vita
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February 23rd, 2013, 22:57 Posted By: wraggster
If there's one resounding positive to be taken from the PS4 conference that lurched into the early hours of Thursday morning it's that Sony placed an emphasis on games, and it delivered a message aimed square on at gamers. The conference may have lingered a little too long, but be grateful that in a running time that reached over the two hour mark there was barely a minute handed over to the new console's multimedia capabilities.At a time when people are feeling increasingly marginalised by machines they bought to play games with, it's a welcome ratio - and come the revelation of Microsoft's plans for its future Xbox later this year, it's a ratio I expect to be switched. Sony's listening to us, it seems, and it's done well to align itself strongly with the core gamer. Like Nintendo, it's realised that it's the core gamers that are the early adopters - and unlike Nintendo, it's got the relationships and the processing power to craft a proposition that sticks.And so the PlayStation 4 is a console that empowers the player, and although its philosophy was delivered alongside a bucket of corporate swash, I find the idea of a dedicated machine built with the modern gamer in mind quite intoxicating. Like Tom I think it misses Ken Kuturagi's buccaneering spirit, but these are more conservative times and we're more demanding players - plus the relative ease of development for the machine should ensure that the church of PlayStation is broader than ever before, which can only mean more of what we'll be investing in this machine for.
So if it's games that are truly going to define the PlayStation 4, it's odd that the one title I'm left wanting to play after the dust has settled is Bungie's Destiny - which is the one game I knew about days beforehand, and the one that I'll also be able to pick up on the PlayStation 3, the Xbox 360 and, in all likelihood, the next Xbox. For all the emphasis placed on software, and for the breadth they suggested - there's The Witness waving the indie flag, there's Knack shooting for the younger demographic and there's Watch Dogs which is the one game which actually may go on to sell in significant numbers - there was nothing that really defined the difference the next generation is going to offer us.Sony's own offerings were an oddly limp bunch, all failing to tap into where exactly the PlayStation 4's appeal lies. I'm a fan of Sucker Punch and a fan of the Infamous games, but I'd convinced myself that the series was being quietly retired while the Washington state developer was freed to move on to exciting new ideas. Likewise, Guerrilla's new Killzone could be a stretch for a series that was already over-reaching itself come the third instalment, while DriveClub, Evolution's racer with a bombastically banal title, didn't suggest it was going to offer much more to its genre other than more authentic steering wheel stitching.Switch back to the PlayStation 3's early days, and for Sony's assembled worldwide studios there was a sense of a generation change not only in terms of console power but also in terms of maturity. We went from Ratchet to Resistance, from Jak & Daxter to Uncharted, and I was hoping that some of the PlayStation 4's games would also have grown up with us rather than being suspended in adolescence.I was, in fairness, perhaps being a little naïve in thinking that the days of awkward launch titles were behind us, and that's at least one tradition that the PlayStation 4 will likely be carrying forward. We want the games that accompany the reveal of a console to define it, as Sony surely does itself - this is an opportunity to communicate what's so great about the PlayStation 4 through the glorious power of software.
http://www.eurogamer.net/articles/20...ation-4s-games
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February 23rd, 2013, 22:56 Posted By: wraggster
PlayStation 4 retail games won't leap up in price compared to the current generation's typical $60 titles, according to SCEA CEO Jack Tretton.
Speaking with CNBC, Tretton said games on the next-generation console - ranging small downloads to full-price retail titles - will cost anything between $0.99 and $60."I think people are willing to play if they see the value there," he said in response to questioning over the rise of cheap gaming via smartphones and tablets.
"I think there's more choice than ever for consumers. We're going to welcome free-to-play models," he said, adding that paid games will range "from $0.99 up to those $60 games."
Tretton called low-cost smartphone and tablet games "additive experiences", brushing off the notion that consoles are being rendered irrelevant. "If you really see where the heat is for the true gamer, it's on the console. It's still that big-form experience," he said.
Sony revealed the PlayStation 4 at a New York press conference on Wednesday.
The PS4 release date is set for "holiday 2013", likely across Japan, Europe and the US.
http://www.computerandvideogames.com...99-60-tretton/
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February 23rd, 2013, 22:34 Posted By: wraggster
Traditionally, the best-loved game consoles have almost always come from Japan. From the early days of Nintendo vs Sega to Sony entering the market in the ‘90s, Japan has coughed up the consoles the rest of the world wants to play games on. But the past eight or so years have seen the rise of the Xbox 360 and the decline in popularity of consoles made in Japan. Nintendo still dominates the handheld space but Wii U has so far failed to set the world alight. Is Japan’s hardware going the same way as its games?
Sony’s unveiling of the PS4 at Wednesday’s PlayStation Meeting 2013 would suggest it is, for now at least. Although Sony Computer Entertainment has become one of Japan’s most iconic game companies, its next console has an American passport. Apparently designed in the US, with American lead architect Mark Cerny taking the stage at a New York press conference at an awkward time for the Japanese (8am Thursday), PS4 is rich in exciting new features – and clearly many of these were born in the States.
Ken Kutaragi’s mad policy of creating exasperating bespoke processors is out the window, with a more dev-friendly “supercharged PC” chipset in its place. While Japanese media companies avoid streaming their content at all costs, for fear of damaging their highly controlled retail income, California-based Gaikai will power PS4’s exciting content delivery. And of the games shown at this week’s event, only two and a half were from Japan (Capcom’s Deep Down, Square’s vaguely promised Final Fantasy title and Cerny’s Knack, developed in collaboration with Sony’s Japan Studio).
http://www.edge-online.com/features/...oshi-talk-ps4/
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February 23rd, 2013, 22:26 Posted By: wraggster
PS3 users cannot transfer PSN games due to radically different hardware, says Yoshida
PSN users will not be able to transfer their library of digitally downloaded games to the PS4, it has been revealed.
Speaking to Engadget, Sony Worldwide Studios president Shuhei Yoshida confirmed that due to the completely different hardware underlying the PS4 compared to the PS3, PSN will not be compatible with the new platform.
The PS4 features a custom chip that contains eight AMD x86-64 cores, while the system’s GPU features 18 compute units that can generate 1.84 teraflops of processing power.
And given the dramatic changes in the underlying architecture from the PS3, current PSN games would likely need to be re-developed for the new platform to function properly.
This also follows the news that the PS4 will not be backwards-compatible with the PS3.
http://www.develop-online.net/news/4...tible-with-PS4
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February 22nd, 2013, 21:29 Posted By: wraggster
Former Epic designer offers cheers for DualShock 4, jeers for Vita integration and returning IP
Former Epic Games design director Cliff Bleszinski is taking a break from active game development, but he's clearly still keeping tabs on the industry. After Sony's PlayStation 4 press conference earlier this week, Bleszinski posted his thoughts on the show to hisTumblr blog, offering some praise, some scorn, and three keys he sees as crucial to winning the next-generation console wars.
Starting with the positive, Bleszinski lauded the decision to have Mark Cerny introduce the hardware, saying the veteran developer was "perfect" in the role and likening him to an American version of Peter Molyneux for his captivating sincerity. Bleszinski also gave high marks to the new DualShock 4 controller, saying it appeared to have more comfortable thumb sticks than its predecessors, and a more solid build all around.
It wasn't all praise from Bleszinski. For one, the developer questioned the decision to make Cerny's family friendly Knack among the first wave of PS4 games.
"I can't help but wonder why one would make a younger skewing title such as that for the early cycle of a console when the first buyers are usually the earliest adopters who are the older crowd with the most money," Bleszinski said.
He also took issue with some of the returning series Sony showcased. He was disappointed to see Guerrilla making another Killzone instead of a new intellectual property, and was similarly dismayed by Sucker Punch's reveal for Infamous: Second Son.
"There is never a better time to launch new Intellectual Property in video games than at a console transition. Gears and Halo 'got' this."
Cliff Bleszinski
"Infamous games are fantastic but never seemed to sell as well as they should have and it feels like someone in marketing got nervous launching an all new world so they had to fall back to the Infamous branding," Bleszinski said. "Watch Dogs stole E3 last year partially because it was a whole new 'thing' and not 'Assassin's Creed: 2024' edition...There is never a better time to launch new Intellectual Property in videogames than at a console transition. Gears and Halo 'got' this."
Sony's continued attempts to push PlayStation Vita integration during the event were another sore spot for Bleszinski. The second-screen experience Sony is chasing may be something consumers want, but the developer said people already have all the second screens they need with their cell phones and tablets.
Finally, Bleszinski laid out the three big keys that he thinks will determine the winners and losers in the next generation. The first key is the games, naturally. The second key is the ecosystem, as Bleszinski pointed out that getting iTunes and the App Store just right were instrumental in Apple's success.
The third key for success in the next generation will be the ability to adapt, Bleszinski said. New hardware should be able to pass "the Minecraft test," which is basically a question of whether or not the platform is open and flexible enough that it could spawn the next Minecraft-style hit.
"If the hardware is great and the system sound then the biggest deciding factor will be how much each console creator allows the community to take over in an organic fashion," Bleszinski said. "It sounds like the Sharing feature is a great step. The next one? Indie games, mods, user levels...you know, the things that the PC is so darned good at."
http://www.gamesindustry.biz/article...nning-next-gen
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February 22nd, 2013, 21:28 Posted By: wraggster
The official specs are in for the PlayStation 4 and what we have is, by and large, confirmation of existing DigitalFoundry stories - with one outstanding, exciting exception. At the PlayStation Meeting yesterday, Sony revealed that its new console ships with 8GB of GDDR5 RAM, not the 4GB we previously reported. It was a pleasant surprise not just for us, but also for many game developers out there working on PS4 titles now and completely unaware of the upgrade - a final flourish to the design seemingly added in at the last moment to make PlayStation 4 the most technologically advanced games console of the next gaming era.
"Sony has a hardware video encoder and it knows how to use it! The sharing of gameplay over IP was one of the impressive elements of the presentation."
PlayStation 4 official specs
Here's a look at Sony's released specifications for PlayStation 4. Aside from the substantial RAM upgrade plus the removal of dedicated compute resources, it's effectively a match for the leaked specs previously circulating.
- Main Processor:Single chip custom processor. CPU is an x86-64 AMD "Jaguar", 8 cores. GPU is an AMD next-generation Radeon graphics engine rated at 1.84 teraflops with 18 unified Compute Units.
- Memory: 8GB GDDR5 with 176GB/s bandwidth.
- Hard Drive: Built-in
- Optical Drive (read only): BD 6x CAV, DVD 8x CAV
- I/O: Super-Speed USB 3.0, Aux (for PS4 Eye)
- Communication:Ethernet (10BASE-T, 100BASE-TX, 1000BASE-T), IEEE 802.11 b/g/n, Bluetooth 2.1 (EDR)
- AV Output: HDMI, Analogue AV out, optical digital audio output
From an engineering perspective, it's a remarkable achievement. Sony itself doesn't fabricate memory, it buys from major suppliers who advertise the parts available months (sometimes years) ahead of delivery, so we have a decent idea of what options the platform holders have on the table in creating their next-gen systems. The GDDR5 memory modules - the same used in PC graphics cards - are only available in certain configurations, with the densest option available offering 512MB per module. The startling reality is that unless Sony has somehow got access to a larger chip that isn't yet in mass production and that nobody knows about, it has crammed 16 memory modules onto its PS4 motherboard. To illustrate the extent of the achievement, Nvidia's $1000 graphics card - the GeForce Titan - offers "just" 6GB of onboard GDDR5.
The availability of these modules has also been something of a moving target throughout the development of PlayStation 4. In many ways, the genesis of the new console has been an exercise in Sony learning from the harsh lessons brought about by the PS3's custom architecture. The split RAM memory pool didn't work out so well and a unified RAM set-up was always considered a must for the new console. Early rumours suggested that GDDR5 availability could even limit PS4 to just 2GB of memory, with 4GB at one point looking rather optimistic. What changed at Sony and encouraged them to go all out with its final design is not clear, but the chances are it would have been well aware of the RAM advantage offered up by its upcoming Xbox competitor, which - certainly up to its beta hardware at least - features 8GB of more bandwidth-constrained DDR3. What shouldn't be understated is the amount of extra cash this is going to add to PlayStation 4's BOM (bill of materials) - this is an expensive, massive investment for the company.
So what does this mean for Sony and for next-gen gaming in general? First up, unless Microsoft has radically upgraded its graphics and memory configuration for Durango in the last nine months (an engineering nightmare unlikely to happen - it can't really add more chips as Sony has done), the PlayStation makers have less to worry about in terms of any direct hardware comparisons with their competition. GDDR5 latency is higher than DDR3 but the bandwidth advantage is substantial, while confirmation of the impressive Radeon graphics core puts to bed the era of PS3 developers struggling with sub-par GPU hardware. However, more importantly, many developers attest that it's the amount of RAM available that defines the longevity of a fixed platform. Historically, a console generation is typically defined by a 6-8x increase in technological power - both Microsoft and Sony have pushed the boat out with a 16x boost to system RAM over their current-gen predecessors - the strongest indication of any that these new machines are built to last.
http://www.gamesindustry.biz/article...laystation-4_6
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February 22nd, 2013, 21:17 Posted By: wraggster
MajorNelson, the social media face of Microsoft’s Xbox, made time for a little dig at rival Sony yesterday.
Sony’s decision to move first in the next-gen battle leaves Microsoft now pondering when it should announce its new machine, but in the interim the company clearly doesn’t want Sony stealing too much of the limelight.
“Announce a console without actually showing a console? That's one approach,” he wrote yesterday.
He’s referring, of course, to the fact that Sony didn’t actually reveal the PS4’s new look at its New York press event on Wednesday.
Of course, Microsoft knows that the move gives Sony an extra card up its sleeve that it can deploy at very short notice should Microsoft finally decide to reveal its machine.
And it also suggests that Microsoft has a fully designed console ready for demonstration, right?
http://www.mcvuk.com/news/read/micro...witter/0111326
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