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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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December 12th, 2010, 21:14 Posted By: wraggster
News via http://wololo.net/wagic/2010/12/12/t...support-added/
Total_Noob is on fire and posts twice over the weekend
He posted new information, stating that his Hen will support plugins, although some of the most popular ones will not work because they are designed for 5.xx. He added he might update some of the plugins himself to be compatible with 6.20… I’m personally hoping for PSPLink support, but I think this one has been working for a while already
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December 12th, 2010, 21:13 Posted By: wraggster
News via http://wololo.net/wagic/2010/12/12/t...ate-announced/
After several weeks without official news, Total_Noob posted yesterday a new video of his Hen showing the VSH menu in action. The VSH menu is a feature that used to give access to basic functionality (choice of the ISO mode, etc…) on Custom Firmwares. In the case of unhackable motherboards, this menu is becoming a much more essential feature, as a “replacement” of the recovery menu. On TN’s video, we can see that his recovery menu has a bit more than what we were used to so far:
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December 12th, 2010, 20:50 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...43b3c17b323c8c
Stealth offers a new version of "Engine02" 2D game engine for DOS, Windows, Linux, Intel / PPC MacOS, PSP, and Wii. The games created, their maintenance and updating of the program are directly downloadable from the program.
Engine02 Is A script-driven, multiplatform 2D game engine for DOS With builds, Windows, Linux, Intel / PPC MacOS, PSP, and Wii.
Complete documentation for Creating games IS Included with PC and Mac builds, and est disponible On the website.
Created Games gold hosted by the Author and His Team are downloadable from Directly Inside the program. Updates for the program, in gold "any game installed, can aussi Be Downloaded From The Same interface When They Become available.
Currently-available games:
Megaman: Triple Threat - A Megaman 7 style fangame. Currently in-progress demo year
Sonic the Hedgehog: Project Mettrix - A Sonic 3 style fangame. Currently in-progress demo year
http://stealth.hapisan.com/E02/
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December 12th, 2010, 04:35 Posted By: LyonHrt
Shadow has posted progress on whats happening with this psp emulator
Although dev is a bit slow these days (we all wait christman's holidays to code ;D )
there are some fixes on pcsp after 0.4.0
Many users reported an issue about their Opengl missing extensions , so a software version of OcclusionQuery has been added.
Also a new way to detect Opengl extensions added so pcsp now handles more flexible the detection.
There are also some tries to make pcsp to work on Linux and macOS but still not major success.
Stay tuned for more news and who knows we might release a fix version for christmans
More info here
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December 11th, 2010, 18:57 Posted By: bandit
The PlayStation 3 was a massive investment for many gamers, especially for those that bought the console at launch. For Sony, the costs were even higher, with billions spent on development, and more spent on selling the console at a loss. So its no wonder the company wants to extend the PS3′s life-cycle, and thus make profit on the platform. Now, a Sony patent has hinted that they will release external processors to make the console even more powerful – without the need for a PS4.
The benefits of an upgrade to the PS3 are obvious – allowing for a more powerful machine, without having to pay so much for a new console. However, the “PS3 External Processor” has its drawbacks: it wouldn’t give consumers the same experience as a full new console, and would run the risk of both fragmenting and confusing the market.
The patent – from Sony Computer Entertainment Inc. Tokyo, JP – explains the reasoning behind the processing peripheral:
In recent years, there has been an insatiable desire for faster computer processing data throughputs because cutting-edge computer applications involve real-time, multimedia functionality. Graphics applications are among those that place the highest demands on a processing system because they require such vast numbers of data accesses, data computations, and data manipulations in relatively short periods of time to achieve desirable visual results. These applications require extremely fast processing speeds, such as many thousands of megabits of data per second. While some processing systems employ a single processor to achieve fast processing speeds, others are implemented utilizing multi-processor architectures. In multi-processor systems, a plurality of sub-processors can operate in parallel (or at least in concert) to achieve desired processing results.
Coming to the conclusion that:
Accordingly, there are needs in the art for new methods and apparatus for interconnecting one or more multiprocessor systems with one or more external devices to achieve higher processing capabilities.
The patent is shown in a picture:
The dotted area 500, is the external processor, with the patent explaining that the memory it shares (514) with the internal processor could be DRAM, MRAM or SRAM, among others:
PE 500 is closely associated with a shared (main) memory 514 through a high bandwidth memory connection 516. Although the memory 514 preferably is a dynamic random access memory (DRAM), the memory 514 could be implemented using other means, e.g., as a static random access memory (SRAM), a magnetic random access memory (MRAM), an optical memory, a holographic memory, etc.
The patent expressly states that several external processors may be used:
In accordance with an alternative embodiment, two processor elements may be cascaded by each employing its respective BIC in a coherent symmetric multiprocessor (SMP) interface (or BIF) configuration. The coherent SMP interface (BIF) of each processing element is coupled to one another to set up a coherent interface there between.
The patent was filed this August and only recently published, showing that any plans are most likely in the early stages.
Last year, EA’s Chief Creative Officer, Rich Hilleman, told VentureBeat how he “expected we’ll see a PlayStation 3.5 before we see a PlayStation 4 and an Xbox 560 before we see an Xbox 720,” ”
Would you be interested in purchasing an “External Processor”?
Source: PlayStation LifeStyle
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December 11th, 2010, 01:03 Posted By: wraggster
A whopping 17 million people have walked the virtual streets of PlayStation Home, Sony has announced.
Mind you, it's free - perhaps the real story is that the remaining 22.2 million people with a PS3 haven't.
The numbers come on this, PlayStation Home's second birthday. A comparison chart between now and then, 2008 - launch of the open beta - has been posted on the US PlayStation Blog.
Then, Home had 0.2 million users; now, 17 million. Then, there were nine games to play; now, 236 games. Then, 114 virtual items; now, 7000. Then, 25 events; now, 600.
In January 2009, Sony announced that 10 million gamers inhabited PlayStation Home. How exactly this is measured - client downloads, avatars created - isn't mentioned.
Today, PlayStation Home is a fundamentally different place to the world and service Phil Harrison announced at the Game Developers Conference in early 2007. What was once to become an elaborate extrapolation of Achievements on Xbox Live has spiralled into an enormous world - a game in its own right.
Take Novus Prime as an example: it's a multiplayer space shooter where people can defend a space station, customise ships and partake in huge battles. Or there's the carnival area of Midway 2, where hundreds of games await your attention.
To that end, Sony plans much more of the same for 2011.
Conspiracy, available in January and made by Jet Set Games, will be a 3D multiplayer game that involves stealing from the enemy. And then in spring, PlayStation Home veteran Outso will deliver Sodium 2, with more customisable jet racers, faster speeds and louder songs.
Incidentally, PlayStation Home is still considered by Sony to be in beta.
http://www.eurogamer.net/articles/20...-by-17-million
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December 11th, 2010, 00:58 Posted By: wraggster
Why does Kazunori Yamauchi, creator of Gran Turismo, get special dispensation from Sony when he makes a game? Because each main Gran Turismo release has sold roughly 10 million copies - or more.
The best of the bunch is Gran Turismo 3 A-Spec, released 2001, with a gargantuan 14.80 million copies sold worldwide.
Gran Turismo 4 and the original Gran Turismo are almost neck-and-neck behind GT3, with 10.86 million and 10.81 million sales each, respectively.
Yamauchi's second game, Gran Turismo 2, didn't quite make it past 10 million sales, but finished close with 9.34 million sales.
Gran Turismo 5, the most recent instalment, has now shipped 5.5 million units.
Those are the core releases. Preceding the fifth game was Gran Turismo 5 Prologue in 2008, which shifted a significant 4.81 million copies. In contrast, Gran Turismo 4 Prologue sold 1.34 million copies.
There's an interesting geographical twist to the figures, too. Whereas record holder Gran Turismo 3 sold the most copies in America (7.14 million), every other Gran Turismo has done bigger business in Europe - barring GT2, which narrowly sold more in the US.
Typically, Yamauchi has opted for lower numbers of cars when launching on new PlayStation hardware: PSone debutant Gran Turismo 1 had 178 cars (according to Wikipedia), a figure Gran Turismo 2 took to 650; PS2 debutant Gran Turismo 3 had 180 cars, a figure Gran Turismo 4 bumped to 722.
Gran Turismo 5, however, bucks that trend like a steroid-pumped donkey, with a whopping roster of 1031 cars. I dread to think what Yamauchi will insist goes in to Gran Turismo 6.
Gran Turismo lifetime sales are below:
Gran Turismo (PSone 1998) - Europe: 4.27m, US: 3.98m, Japan: 2.55m, Asia: 0.01m
Gran Turismo 2 (PSone 2000) - US: 3.96, Europe: 3.65, Japan: 1.171, Asia: 0.02m
Gran Turismo 3 A-Spec (PS2 2001) - US: 7.14m, Europe: 5.76m, Japan: 1.89m, Asia: 0.01m
Gran Turismo Concept 2001 Tokyo (PS2 2002) - Europe: 0.94m, Japan: 0.43m, Asia: 0.13m, US: N/A
Gran Turismo 4 Prologue (PS2 2004) - Japan: 0.79m, Europe: 0.39, Asia: 0.16m, US: N/A
Gran Turismo 4 (PS2 2005) - Europe: 6.40m, US: 3.02m, Japan: 1.27m, Asia: 0.17m
Gran Turismo 5 Prologue (PS3 2008) - Europe: 3.04m, US: 1.13m, Japan: 0.53m, Asia: 0.11m
Gran Tursimo (PSP 2009) - Europe: 1.19m, US: 0.67m, Japan: 0.32m, Asia: 0.04m
Gran Turismo 5 (PS3 2010) - Europe: 3.56m, US: 1.25m, Japan: 0.55m, Asia: 0.16m
http://www.eurogamer.net/articles/20...game-sold-most
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December 11th, 2010, 00:58 Posted By: wraggster
Why does Kazunori Yamauchi, creator of Gran Turismo, get special dispensation from Sony when he makes a game? Because each main Gran Turismo release has sold roughly 10 million copies - or more.
The best of the bunch is Gran Turismo 3 A-Spec, released 2001, with a gargantuan 14.80 million copies sold worldwide.
Gran Turismo 4 and the original Gran Turismo are almost neck-and-neck behind GT3, with 10.86 million and 10.81 million sales each, respectively.
Yamauchi's second game, Gran Turismo 2, didn't quite make it past 10 million sales, but finished close with 9.34 million sales.
Gran Turismo 5, the most recent instalment, has now shipped 5.5 million units.
Those are the core releases. Preceding the fifth game was Gran Turismo 5 Prologue in 2008, which shifted a significant 4.81 million copies. In contrast, Gran Turismo 4 Prologue sold 1.34 million copies.
There's an interesting geographical twist to the figures, too. Whereas record holder Gran Turismo 3 sold the most copies in America (7.14 million), every other Gran Turismo has done bigger business in Europe - barring GT2, which narrowly sold more in the US.
Typically, Yamauchi has opted for lower numbers of cars when launching on new PlayStation hardware: PSone debutant Gran Turismo 1 had 178 cars (according to Wikipedia), a figure Gran Turismo 2 took to 650; PS2 debutant Gran Turismo 3 had 180 cars, a figure Gran Turismo 4 bumped to 722.
Gran Turismo 5, however, bucks that trend like a steroid-pumped donkey, with a whopping roster of 1031 cars. I dread to think what Yamauchi will insist goes in to Gran Turismo 6.
Gran Turismo lifetime sales are below:
Gran Turismo (PSone 1998) - Europe: 4.27m, US: 3.98m, Japan: 2.55m, Asia: 0.01m
Gran Turismo 2 (PSone 2000) - US: 3.96, Europe: 3.65, Japan: 1.171, Asia: 0.02m
Gran Turismo 3 A-Spec (PS2 2001) - US: 7.14m, Europe: 5.76m, Japan: 1.89m, Asia: 0.01m
Gran Turismo Concept 2001 Tokyo (PS2 2002) - Europe: 0.94m, Japan: 0.43m, Asia: 0.13m, US: N/A
Gran Turismo 4 Prologue (PS2 2004) - Japan: 0.79m, Europe: 0.39, Asia: 0.16m, US: N/A
Gran Turismo 4 (PS2 2005) - Europe: 6.40m, US: 3.02m, Japan: 1.27m, Asia: 0.17m
Gran Turismo 5 Prologue (PS3 2008) - Europe: 3.04m, US: 1.13m, Japan: 0.53m, Asia: 0.11m
Gran Tursimo (PSP 2009) - Europe: 1.19m, US: 0.67m, Japan: 0.32m, Asia: 0.04m
Gran Turismo 5 (PS3 2010) - Europe: 3.56m, US: 1.25m, Japan: 0.55m, Asia: 0.16m
http://www.eurogamer.net/articles/20...game-sold-most
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December 11th, 2010, 00:58 Posted By: wraggster
Why does Kazunori Yamauchi, creator of Gran Turismo, get special dispensation from Sony when he makes a game? Because each main Gran Turismo release has sold roughly 10 million copies - or more.
The best of the bunch is Gran Turismo 3 A-Spec, released 2001, with a gargantuan 14.80 million copies sold worldwide.
Gran Turismo 4 and the original Gran Turismo are almost neck-and-neck behind GT3, with 10.86 million and 10.81 million sales each, respectively.
Yamauchi's second game, Gran Turismo 2, didn't quite make it past 10 million sales, but finished close with 9.34 million sales.
Gran Turismo 5, the most recent instalment, has now shipped 5.5 million units.
Those are the core releases. Preceding the fifth game was Gran Turismo 5 Prologue in 2008, which shifted a significant 4.81 million copies. In contrast, Gran Turismo 4 Prologue sold 1.34 million copies.
There's an interesting geographical twist to the figures, too. Whereas record holder Gran Turismo 3 sold the most copies in America (7.14 million), every other Gran Turismo has done bigger business in Europe - barring GT2, which narrowly sold more in the US.
Typically, Yamauchi has opted for lower numbers of cars when launching on new PlayStation hardware: PSone debutant Gran Turismo 1 had 178 cars (according to Wikipedia), a figure Gran Turismo 2 took to 650; PS2 debutant Gran Turismo 3 had 180 cars, a figure Gran Turismo 4 bumped to 722.
Gran Turismo 5, however, bucks that trend like a steroid-pumped donkey, with a whopping roster of 1031 cars. I dread to think what Yamauchi will insist goes in to Gran Turismo 6.
Gran Turismo lifetime sales are below:
Gran Turismo (PSone 1998) - Europe: 4.27m, US: 3.98m, Japan: 2.55m, Asia: 0.01m
Gran Turismo 2 (PSone 2000) - US: 3.96, Europe: 3.65, Japan: 1.171, Asia: 0.02m
Gran Turismo 3 A-Spec (PS2 2001) - US: 7.14m, Europe: 5.76m, Japan: 1.89m, Asia: 0.01m
Gran Turismo Concept 2001 Tokyo (PS2 2002) - Europe: 0.94m, Japan: 0.43m, Asia: 0.13m, US: N/A
Gran Turismo 4 Prologue (PS2 2004) - Japan: 0.79m, Europe: 0.39, Asia: 0.16m, US: N/A
Gran Turismo 4 (PS2 2005) - Europe: 6.40m, US: 3.02m, Japan: 1.27m, Asia: 0.17m
Gran Turismo 5 Prologue (PS3 2008) - Europe: 3.04m, US: 1.13m, Japan: 0.53m, Asia: 0.11m
Gran Tursimo (PSP 2009) - Europe: 1.19m, US: 0.67m, Japan: 0.32m, Asia: 0.04m
Gran Turismo 5 (PS3 2010) - Europe: 3.56m, US: 1.25m, Japan: 0.55m, Asia: 0.16m
http://www.eurogamer.net/articles/20...game-sold-most
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December 10th, 2010, 00:25 Posted By: wraggster
News via http://psx-scene.com/forums/f6/neo-race-v0-2-a-72666/
I put together an updated version of Neo Race. It doesn’t have everything I wanted to get into it but I probably wont be working on PS3 stuff much until next month so I figured I would just post what I have done now.
There is some simple lighting now. You move a little faster. Some changes to the controls (the sixaxis steering has been left unchanged) have been made and there have been some other little things changed. There was going to be some old style full screen motion blur and zoom tied to your speed but it turned out being unusable slow on PS3 (which is odd considering how well it worked on my antiquated PC).
More importantly though I’ve added a track editor. Its far from done but it is incredibly easy to use so you can put together tracks very quickly and you can save whatever you make. You can only have one saved track at a time (there is no race track selection screen yet) but you can exit out of the editor and then play what you where working on without needing to save so you can play around with it without overwriting whatever you have saved.
If you want to get your saved track from of your PS3 (using a file manager or FTP client) and store it elsewhere or share it it’s the “track.txt” file located at “/dev_hdd0/game/NEOR66666/USRDIR/”. I would love to see anything you make.
I would really like to know what everyone would like to see done with the track editor. Are there any kinds of freely place able objects that you would like to have? Would you like to be able to control the width of the track? Do you like the way that each checkpoint in the track is automatically rotated (which makes it a lot less time consuming to lay out the track and have nice turns) or would you prefer to have control over their rotation? How do you feel about the buildings? Any input would be appreciated.
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December 10th, 2010, 00:24 Posted By: wraggster
News via http://www.psp-hacks.com/2010/12/08/...ayer-released/
Who’s still coding PSP homebrew in Lua? FlavR is … in fact FlavR recently released a whole new Lua player: XtreamLua Player, or XLP for short. Geecko actually sent word because XtreamLua Player utilizes gLib2D, which we told you about in the past.
XtreamLua Player
•The gLib2D, library developed by Geecko.
•intraFont-G, which is a model developed by the Geecko intraFont of BenHur, you can write a text with intraFont and rotation.
•aalib, a library for playing sounds in MP3, OGG, WAV and AT3.
•The management of keys
•System messages Sony OSK official and the official system backups
•Management of Timers
•File management (list, rename, delete, etc …)
•Many functions on time (date, time, etc …)
•everal function Power (battery, cpu, etc …)
•“So many other functions, such as function of intraFont JiiCeii, or a function to know the current FPS.
Pretty cool if you’re new to PSP development and looking for somewhere to start. XLP includes a few samples to get you going too
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December 9th, 2010, 23:53 Posted By: wraggster
We can't get enough of Sony Ericsson's PlayStation Phone (also known as Zeus Z1), and we're guessing neither can you. We were just sent a new video of the device in action, only now it's running Qualcomm's Neocore benchmark app. As you can see, the device managed 24.4 frames per second on average. That doesn't seem like much -- our Nexus S, for example, just pulled off 55.6fps -- but bear in mind, this isn't the final software (or hardware probably), so there's no conclusions at all to draw from this benchmark right now. Just think of it as another nice view of the phone as we inch closer to a finish line we still can't make out over the horizon. Sorry, no slide-out gamepad, but you saw that last week -- don't be greedy. Video after the break.
http://www.engadget.com/2010/12/09/e...enchmarked-on/
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December 9th, 2010, 23:48 Posted By: wraggster
Sony will next February release another gun-replicating attachment for the PS Move controller that looks better than that bulky gun it first revealed.
At $39.99, the 'sharp shooter' attachment launch coincides with the release of Killzone 3, with which Sony hopes you'll use it.
"The PlayStation Move sharp shooter provides the most intuitive and immersive control experience for shooter games," says Sony. "The streamlined design features easily accessible buttons, responsive digital trigger, realistic pump-action, firing mode selector, adjustable shoulder stock and convenient access to the navigation controller, allowing gamers to take aim and move into the firefight for hours of comfortable and engaging gameplay."
Of course the attachment will also play nice with other shooters including Time Crisis: Razing Storm, Socom 4 and Dead Space Extraction.
http://www.computerandvideogames.com...VG-General-RSS
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December 9th, 2010, 00:56 Posted By: wraggster
News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2354
The PSGrade is now available for iPhone 2G/3G - iPod Touch 1G.
Use :
Your devices must already have OpeniBoot / iDroid PSGrade to work with.
- Copy files and android.img.gz zImage in / var / idroid
- Connect your device to your PS3 as normal for use jailbreak.
- The console should go out and then go into service mode once rekindled.
To perform the downgrade itself to the console, you can follow the tutorial of Shakin .
PSGrade 2G/3G iPhone - iPod Touch 1G
Official site: http://wiki.psfreedom.com/wiki/IPhoneLinux
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December 9th, 2010, 00:55 Posted By: wraggster
News via http://ps3.gx-mod.com/modules/news/a...p?storyid=2353
Klutsh has posted new images recovery to certain phones running Android.
These images include the feature to place your PS3 in service mode and allow the downgrade from version 3.50 to firmware 3.41 or lower.
Images are available for the following devices:
- Commtivia z71
- Desire (CDMA)
- Desire (GSM)
- Desire HD
- Nexus One
- T-Mobile G2
To perform the downgrade itself to the console, you can follow the tutorial of Shakin .
Official Website and download: http://www.klutsh.com
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December 9th, 2010, 00:38 Posted By: wraggster
The PSP Emulator for Windows thats written in java gets yet another update:
Heres whats new:
Improved compatibility of sceAtracGetStreamDataInfo and sceAtracGetNextDecodePosition based on test results with JpcspConnector.
Fixed some problems introduced in r1885, disabled second buffer handling as this is completely disabling sounds in some games.
http://buildbot.orphis.net/jpcsp/
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December 9th, 2010, 00:31 Posted By: wraggster
We've heard a lot of rumors regarding the PSP 2 but it has been limited largely to isolated reports regarding specific features; today, however, we've received a comprehensive rundown of the device's features from someone with direct hands-on experience with the forthcoming handheld.
According to our source, current iterations of the PSP 2 feature dual analog sliders that are comparable to those found on the existing PSP but are unique in that they have concave indentations rather than convex. It maintains the slider design of the PSPgo, but increases the overall size to accommodate the new features and a slightly larger touch-enabled display.
As would be expected, the PSP 2, like the PSPgo, lacks a UMD drive and will run downloadable or expandable memory-based games. The device also incorporates both front- and rear-facing cameras, presumably for pictures, video recording and communication, and augmented reality-based games.
- VG247
Notably, the frequently rumored rear-mounted touch panel is real and features a smooth glass-like surface, which our source says can be used for a variety of input functions such as analog thumbstick-type controls, taps, swipes and other gesture commands like a swipe to reload motion.
Our source also confirmed the recent batch of leaked images from VG247, which detail the state of current development units.
As far as graphics are concerned, the PSP 2 is a beast, packing enough processing hardware to produce graphics comparable to early PlayStation 3 titles. The processor, we're told, is just over half as powerful as the PS3, though the specific framework of the cores and the clock speed was not revealed.
the device isn't as powerful as the PlayStation 3, its components should allow it to sufficiently play games of comparable graphical quality due to the fact that it is rendering to a smaller, lower-resolution display than a full 1080p HDTV.
All things considered, it seems that Sony aims to allow developers to port or custom-tailor PlayStation 3 titles for use on the handheld, potentially to create a ubiquitous gameplay experience that could sync seamlessly between the console and the handheld. In other words, players could potentially start games on their PlayStation 3 and continue them on-the-go with the PSP 2.
Despite all we've learned, several key questions remain – namely how much it will cost and when we may see it publicly unveiled. Naturally, a device as powerful and full-featured as this would fetch a pretty penny, perhaps as much as the PS3 itself, and we wouldn't be surprised to see its official debut at E3 2011.
http://uk.psp.ign.com/articles/113/1138879p1.html
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December 9th, 2010, 00:29 Posted By: wraggster
News via http://wololo.net/wagic/2010/12/08/t...ps-on-the-roa/
Hey everyone, some news from Total_Noob who gave me a quick report on his ongoing work.
There’s some good news and some not-so-good news in what he told me. Basically, Lots of changes happened in the Kernel between 6.20 and 6.35 (lots of nids changed, and finding them is an extremely difficult and boring process). Because of that, porting his work from 6.20 to 6.35 will require more time than he initially expected, and that might not be ready in time for Christmas.
Nevertheless, Total_Noob will keep his deadline promise, but release the Hen for 6.20 first (using the Patapon 2 exploit and most likely HBL), then later on, the 6.35 version.
I hope this will make everyone happy, I know the last days are always the hardest, it’s like being a kid and waiting for Christmas again, but let’s all be patient
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