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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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July 21st, 2010, 02:17 Posted By: wraggster
News via http://www.psp-ita.com/?module=news&...5&view_reply=1
Update for the Nintendo 64 emulator on PSP constantly improving. Let's talk about Daedalus X64 came to revision 545 returns to the public with an optimized memory access , easier configuration preferences each game loaded and other minor corrections to help improve stability.
Following the full changelog and download link .
Changelog :
Quote:
- In Our Huge clean up prefs , now we do not need to make game specific hacks as "options "or roms.ini Rely on (We can add hacks now as easy as two clicks )
- Removed memory access optimization -still not ready for showtime : (
- Removed blender for Paper Mario's menu
- Partial TMemo emulation (this based on StrmnNrmn 's load block code known : it fixes Several glitches in the textures at the cost of speed ..)
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July 21st, 2010, 02:10 Posted By: wraggster
News via http://www.psp-ita.com/?module=news&...7&view_reply=1
It ' available for download the 1695 revision of Jpcsp , PSP emulator for PC developed by the Java developer Shadow and his team . For proper use of the program , which allows you to boot some homebrew like those included in the archive , you need to install Java on your PC. Archive there are several versions of the emulator , as the operating system you use. Following the full changelog and download link .
Changelog :
Quote:
r1693 :
Flag Code cleanup to use common objects.
r1694 :
UMD Browser : really load the UMD information asynchronously , Allowing for faster display of the UMD browser window .
r1695 :
Added small New Findings in sceMpeg .
Added ATRAC ID handling in bad sceAtrac3plus .
Small Improvements to VideoEngine Added :
- Organized command 's execution list ;
- Improved detection list DONE status ;
- Deleted "Set Viewport "option by default viewport and use to mimic the PSP ;
- Partially Implemented TBIAS_MODE_AUTO .
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July 21st, 2010, 01:55 Posted By: wraggster
News via http://www.psp-hacks.com/2010/07/20/...-demonstrated/
Hack master, mamosuke, has discovered another vulnerability in a Japan-regioned UMD title. This isn’t the same “Hello World” by J416 shown here — same concept, different game. I post this because a) mamosuke is the real deal, and b) to give hope for those less fortunate; being homebrew-less at firmware 6.30 sucks.
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July 21st, 2010, 01:52 Posted By: wraggster
News via http://www.psp-hacks.com/2010/07/20/...your-homebrew/
PartQual is back with the one & only way to be sorting your ‘brew — pspHBSortTool. It’s compatible with Bubbletune’s Game Categories too… Yeah, you remember that, still using it I bet. Same here. Just make sure the Game Categories mode isn’t set to “content browser.”
v2.2.1
Minor optimisations.
v2.2
Better handling for read-only files;
New tool to remove read-only flags;
Additional handling code for old-style xxx + xxx% HB folders;
Minor optimisations.
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July 21st, 2010, 01:08 Posted By: wraggster
New special offer from Play Asia
After your plane crashes into icy uncharted waters, you discover a rusted bathysphere and descend into Rapture, a city hidden beneath the sea.
Constructed as an idealistic society for a hand picked group of scientists, artists and industrialists, the idealism is no more. Now the city is littered with corpses, wildly powerful guardians roam the corridors as little girls loot the dead, and genetically mutated citizens ambush you at every turn.
BioShock forces you to question the lengths to which you will go and how much of your humanity you will sacrifice...to save your own life.
BioShock is loaded with some of greatest, most modifiable weapons to ever blast their way into a shooter. But guns alone won’t be enough to defeat the devious AIs of Rapture. There are literally hundreds of other strategies players can use to take out his enemies.
Chainsaws, rifles and fountains of blood uncensored. Bioshock the PlayStation3 version is available for an unbeatable bargain price of US$ 13.90 only.
http://www.play-asia.com/SOap-23-83-...-2i1-84-n.html
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July 21st, 2010, 00:09 Posted By: wraggster
Ninja Theory co-founder Tameem Antoniades has told Eurogamer that Uncharted 2: Among Thieves can already be considered the "pinnacle" of its genre.
The problem being that Antoniades' new game Enslaved - with its motion-captured performances and Hollywood blockbuster approach - treads on very similar boards to Naughty Dog's masterpiece.
"It's never good to be compared with something that's already the pinnacle of its genre," blurted Antoniades at Develop last week. "It makes you slightly uneasy."
"I'm okay with people comparing it to Uncharted [2] because it's in the same genre. But, bloody hell, that's a lot to live up to."
Despite his praise, Antoniades doesn't believe that cinematic games such as Uncharted and Heavy Rain have yet mastered their craft.
"I'm not going to single out Uncharted [2], but the best games out there in storytelling still fall short of the nuances of films," he declared.
"When we're doing Enslaved and the story and the character and everything we're not looking at other games, we're looking at movies and achieving that level of cinematic performance.
"We've got a good shot at delivering a strong story where the talent behind it actually matters," he added.
That talent hasn't come cheap. Ninja Theory has ensnared none other than Alex Garland (The Beach, 28 Weeks Later, Sunshine) to co-write the game, and rubber-faced actor Andy Serkis (Gollum, King Kong, Ian Dury) to star in and direct motion-capture.
Those are bigger names than Uncharted 2: Among Thieves'. Will the critics be more severe because of them?
"I've never really thought about that, to be honest," Antoniades responded, nervously.
Enslaved will be released in October on PS3 and Xbox 360.
http://www.eurogamer.net/articles/un...e-of-its-genre
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July 21st, 2010, 00:07 Posted By: wraggster
Rockstar is working on a fix patch for Red Dead Redemption that aims to put dirty multiplayer cheaters out of business, and says it will ban anyone found to be cheating.
"We'd just like to let all fans and players of Red Dead Redemption Multiplayer know that we're aware a few rotten apples persist in the online world, trying to make the experience unpleasant for everyone else," said Rockstar.
"We are actively working on new features to counter against the isolated incidents of abuse that go on," estimating that the patch for the Xbox 360 and PS3 versions of the game will be released "within the next month".
Rockstar also threatens use of the ban hammer. "Those who have been detected to be cheating beyond a shadow of doubt will be promptly banned from the Red Dead online world for a period of our discretion."
It didn't detail exactly what will be fixed in the patch, only saying that it'll "include measures to counter hacking and cheating", and "some anti-grief relief with some new features in Free Roam".
Rockstar explains that second part: "Those who are being bullied repeatedly in Free Roam will be given the option to flee by Transporting and respawning in a region of the map of their choosing. And those who are bullying repeatedly will face a new challenge: when a player gets a 6 kill streak in Free Roam, they will become "Most Wanted." This alerts other players of their status as a player-killer, and also sends NPC law response after them.
http://www.computerandvideogames.com...VG-General-RSS
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July 21st, 2010, 00:02 Posted By: wraggster
Tales of Phantasia: Narikiri Dungeon Cross is two games on one UMD disc and Namco Bandai wants you to test both of them before it arrives in stores.
The first demo let PSP owners try another version of Tales of Phantasia. This demo is far more interesting since it’s a sample of Tales of Phantasia: Narikiri Dungeon. Namco Bandai remade the Game Boy Color game, which also happens to be the first Tales spinoff, for its tenth anniversary. Similar to the more recent Tales of the World games, this is a dungeon crawler.
V-Jump has the file you need. Head here and look for the links in the picture below. Click on one or the other to get a zip file. Unzip it and copy the directory NPJH90130 to your memory stick and (presto!) Tales of Phantasia: Narikiri Dungeon.
http://www.siliconera.com/2010/07/20...oss-right-now/
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July 20th, 2010, 23:05 Posted By: wraggster
Activision Blizzard and Infinity Ward have batted away talk of plans to introduce a paid subscription model to current or upcoming Call of Duty games.
A mysterious player video appeared yesterday, which showed references to membership over the top of a Modern Warfare 2 multiplayer session.
While a publisher retroactively adding an additional cost to an existing game seemed highly unlikely, many saw it as the actualisation of recent comments by Activision CEO Bobby Kotick that he would like to introduce subscriptions to Call of Duty.
Additionally, Webdush analyst Michael Pachter predicted earlier this week that Call of Duty would move to a paid multiplayer model by the end of the year. However, Activision has claimed there are no such plans.
Activision's Dan Amrich dismissed the video as a "glitch", which had caused an Xbox Live subscription page to appear in Modern Warfare 2. "It's not a secret portal to some nefarious plot to charge people for COD multiplayer - and there are no plans to do that."
Infinity Ward creative strategist Robert Bowling – who has resisted joining his former comrades at Respawn – added on Twitter, "For the record, nobody has to pay to play COD or MW2 multiplayer, nor will they."
On his own blog, he elaborated that "No such plan exists for this or any other Call of Duty (including the upcoming Black Ops)." Whether this also encompasses unannounced titles is unclear.
Further corroboration of the claims came in the form of an official Activision statement to IGN. "Reports of a subscription membership in Modern Warfare 2 are not true. Activision has no plans to charge gamers to play Call of Duty multiplayer."
Whether all this entirely defuses suspicion and speculation remains to be seen. Kotick recently expressed some frustration with Xbox Live, again hinting that he was keen to move to a direct-to-Activision subscription.
http://www.gamesindustry.biz/article...d-subscription
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July 20th, 2010, 22:57 Posted By: wraggster
Microsoft product director for Xbox Aaron Greenberg has claimed that Microsoft's Kinect - which has just been given a hefty £130 pricetag - is better value for consumers than Sony's Move peripheral.
Sony announced pricing for Move earlier in the year. It will cost £34.99 for the standalone controller, whilst a PlayStation Move Pack - which includes a PlayStation Move controller, the PlayStation Eye camera and the starter disk which includes the games Beat the Sketcher, Blocks and Echochrome 2 - will set you back £49.99.
The PlayStation Eye camera on its own costs £24.99 and the PlayStation sub-controller on its own will cost £24.99.
"Relative to the competition, we feel like we're in a very envious position," Greenberg told Destructoid.
"If you think about the console bundle as a standalone, what you have to keep in mind is, when you get the console and the sensor and the game, when you add another player to that experience you don't have to buy another wand, another controller, another Nunchuk... It's all included in the experience."
http://www.computerandvideogames.com...VG-General-RSS
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July 20th, 2010, 21:22 Posted By: wraggster
Having only made the jump to 33.4GB in January, electronics manufacturer Sharp has confirmed that it intends to launch the first commercially available 100GB capacity Blu-ray disc this month.
PC World reports that the units will go on sale in Japan on July 30th and are expected to cost in the region of $55-$60 each.
The launch of both rewritable 100GB discs and write-once 128GB discs is expected in the near future.
http://www.pcr-online.biz/news/34022...due-this-month
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July 20th, 2010, 21:17 Posted By: wraggster
Sony has filed patents for a new stereoscopic system that would allow two gamers to enjoy 3D multiplayer without the need for split-screen.
The patents, which were spotted by Broke My Controller, were filed a year ago and published last week.
They describe a way of rendering separate images on one screen, and depict glasses which can then filter them. Digital Foundry's Richard Leadbetter explains: "Stereo 3D is all about generating two different images - one per eye. The glasses work by making sure that the right images are sent to the correct eyes.
"The theory here is that instead of having stereo 3D, the glasses each point to either the left or right "eye" view, which will be the view of each player in-game. So two screens are being generated, one goes to each player. Simple!"
Simple indeed? Or WITCHCRAFT?
http://www.eurogamer.net/articles/so...iplayer-system
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July 20th, 2010, 21:12 Posted By: wraggster
Square Enix boss Yoichi Wada has admitted that Final Fantasy XIII met with a mixed reaction from gamers, and that he's not sure if the long-running RPG series should look to change in the future.
"When it comes to the customers' reaction to the quality of the game, some value it highly and some are not very happy with it," Wada told Gamasutra.
"I think this is a product that was able to meet the expectations for those who know Final Fantasy," he said. "There are all kinds of games around in the market today. Should Final Fantasy become a new type of the game or should Final Fantasy not become a new type of game?
"The customers have different opinions. It's very difficult to determine which way it should go."
Final Fantasy XIII was criticised by many for its slow pacing and linear first half, for adhering too strongly to some Japanese RPG traditions, and for diverging from others. However, Wada pointed out that despite varying review scores, the game was a commercial success.
"Looking at the numbers alone, it is pretty good, because we were able to release the latest Final Fantasy in all three markets of Japan, United States and Europe in a very short period of time, and we were able to reach 5 million units rapidly - and I think this product will grow further."
We suspect that will influence his thinking on what direction Final Fantasy will take more than the complaints of gamers on the internet. Us? We liked it.
http://www.eurogamer.net/articles/wa...antasys-future
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July 19th, 2010, 20:35 Posted By: wraggster
Guerrilla Games is promising tighter, more responsive controls for the forthcoming Killzone 3.
Writing on the official Killzone site, Guerrilla Game Director Mathijs de Jonge described the difficult decisions the team took in addressing this highly contentious issue. On the one hand, the response from the controls was the subject of much criticism from many gamers. On the other, the sensation of weight and inertia was one of the defining features of the game's primary handshake with the player.
"Our first priority when we started working on the controls for Killzone 3 was to listen closely to Killzone 2's players - what they liked, what they disliked, and how they felt things could be improved," Mathijs wrote. "Accuracy and responsiveness consistently came up as the top issues. At the same time, a lot of players were saying they loved the weighty feel."
Back in February, Digital Foundry took possession of a DualShock 3 controller adapted by legendary modsmith Benjamin Heckendorn. Connected to an LED monitor board, it allowed us to measure the latency between button press and on-screen action, the so-called input or controller lag.
Our result? The simple act of firing a pistol (something you wouldn't expect to have much heft or inertia) took 150ms from button press to muzzle-flash on-screen. In more challenging scenes, with the game dropping frames, latency was even higher. In comparison, most other first-person shooters running at 30FPS tend to weigh in around 100ms to 133ms max, while 60FPS titles like Call of Duty 4: Modern Warfare can achieve a very respectable 66ms response in optimum conditions.
The official Killzone site talks about the team "going back to the drawing board" in improving controller response.
"Right now it's still a work in progress," Mathijs explained. "But we're definitely getting there. We've recalibrated the dead zone to be more responsive and significantly reduced the input lag, resulting in far better accuracy. Best of all, we've managed to retain that sense of weight that set Killzone 2 apart from other shooters. I can't wait for people to try it out."
We played the E3 demo of Killzone 3 at the event and while clearly a proper analysis wasn't possible within the confines of SCEE's press lounge, there was definitely a sense of an additional crispness to the controls. However, in the pre-alpha demo there was still a somewhat variable frame-rate - definitely one of the significant contributory factors in adding to Killzone 2's controller lag.
Overall impressions were very positive though, and bearing in mind how little has been shown of the full game thus far, we can't wait to see more.
http://www.eurogamer.net/articles/di...lag-blog-entry
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July 19th, 2010, 20:27 Posted By: wraggster
Independent games label Codename has been drafted in by Sony to create new experiences for PlayStation Home.
Four titles are due over the next few months from Codename, which brings together a number of independent developers.
In Duelling Gentlemen, created by Odd Gentleman, players strategize the right moves on a giant stage in Home's Plaza, "to outsmart opponents and win this old-time battle for honour and prestige", says the official blurb (via Kotaku).
Peanut Gallery, winner of the IndieCade 2010 Audience Award, brings Minor Battle, in which two teams run around a cube of four screens to beat each other in a capture-the-flag style platformer.
The wonderfully-named Super Awesome Mountain RPG, created by Codename, is described as a blend of tabletop board games and fantasy RPGs, where players ascend a fantastical mountain in Home's Central Plaza using a custom animated figurine.
And finally, Cogs in 3D multiplayer is a multiplayer version of Lazy8's Steampunk-style game. In Home it'll be a "dynamic public spectacle in the Central Plaza".
"We're thrilled to be partnering with PlayStation Home to create and develop games that step outside the parameters of traditional game development and we're really looking forward to the creative opportunities that lie ahead," said Codename founder Jesse Vigil.
"Our model of pulling together teams of developers and allowing them to make their creative dreams a reality has only one main tenet - any game created for PlayStation Home is graphically and visually entertaining to both play and watch, at the same time."
At the beginning of July Home's service director Jack Buser said PlayStation Home has been "a huge success" for Sony despite scepticism among press and consumers. "The proof is in the pudding," he said.
Home has 14 million registered users, according to Sony.
http://www.eurogamer.net/articles/in...aystation-home
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July 19th, 2010, 20:26 Posted By: wraggster
Upcoming stab-em-up Assassin's Creed: Brotherhood is not Assassin's "2.5", Ubisoft has insisted.
Brotherhood, due out on the PC, PlayStation 3 and Xbox 360 in November, comes only a year after Assassin's Creed II, which we liked very much indeed.
As a result some fans of the successful open world action series are sceptical about the game, which includes multiplayer for the first time.
Despite having only a year to create Brotherhood, developer Ubisoft Montreal has been able to make a game even bigger than its predecessor, outspoken associate producer Jean-Francois Boivin told Eurogamer.
"It's not a mission pack," he said. "It's not a 2.5. It's set in Rome, which is three times the size of Florence, which technologically is a challenge to do, just memory wise. You have this enormous playground to play with. And you have these new features, these new elements that bring a new twist and a new angle to Ezio's story.
"It's about Ezio teaching others how to become assassins. There are a lot of core features we worked on. We brought a lot of new, deep and vast features – the old Rome upgrade system, the economic system - the Brotherhood is a game in of itself.
"Plus we're bringing everything people loved about Assassin's Creed II. We took each feature and said, 'How can we make that feature better, or give it a bit of spice, a bit of Tabasco, or a bit of baby oil so it flows a bit better?' We will be extremely successful in convincing fans once they have the controller in their hands. Then the question is going to be, 'How did they do it in a year?' That's going to be the question that's fun to answer later on."
Boivin said Ubisoft Montreal was able to develop Brotherhood quicker than previous Assassin's titles because it had already established many of the base tools required to build the game.
"First of all we have extremely stable tools. We've been building Anvil [game engine] for six, seven years now. It's extremely stable. We have loads of tools that work super, super well.
"As you've probably read everywhere, Assassin's Creed 2 had hundreds and hundreds of resources all over the world. But then when you start submitting you ramp down a lot. We didn't do that. We just stayed right up there and kept our production velocity, starting right away.
"We already knew we wanted to do Rome. So the graphics team stayed the graphics team - bang, start building Rome really quickly. We know all our technical and design guidelines. How to build a city so Ezio can do some free running? The AI guys – how you can improve on NPC AI? How can we improve on the horse? How can we improve on the fights? We started working on that right away.
"Then the storyline. We already knew it was Ezio's story, and Patrice Désilets [now departed] already knew what the story was. So it was quick for us to do a story blueprint. Maybe two weeks after the release of Assassin's Creed 2 we already had the story down, and we probably started writing a few pages of script. Casting was already underway.
"The operative word here is velocity. And we still have people helping us. Our Singapore office is still working with us. The studio in Quebec City is helping us. It's a question of keeping going and making a full game in a year."
Boivin's comments mirror those of UK marketing boss Murray Pannell, who told Eurogamer he expects Brotherhood to outsell Assassin's Creed II.
http://www.eurogamer.net/articles/ub...assassin-s-2-5
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July 19th, 2010, 19:06 Posted By: wraggster
SEGA has announced that it will release exclusive add-on missions for Valkyria Chronicles II as an incentive for pre-ordering the strategy RPG.
The missions will be available as a free PSN download when the game is released for PSP on 3rd September in Europe.
There missions take the form of exercises against two rival classes, one requiring you to destroy all enemies, the other to take over an encampment. The SEGA blog has the details.
Valkyria Chronicles II is the sequel to the excellent PS3 original. It adds co-op and competitive multiplayer to the mix of turn-based strategy, teen soap opera, levelling and baroque, fantasy First World War fashions.
http://www.eurogamer.net/articles/fr...-chronicles-ii
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July 19th, 2010, 19:05 Posted By: wraggster
Codemasters has confirmed there will be no playable demo for PC, PS3 and Xbox 360 racer F1 2010.
The news comes via the Codemasters forum. Moderator SynGamer quotes community manager Ian Webster as saying, "Due to the nature of the game, and its layers of licensed content, it will not be possible to make a cut-down, limited content sample that would serve as a demo for F1 in 2010 within our production deadlines."
F1 2010 is due out on 30th September. You can find a hands-on preview plus all manner of screenshots and videos over on the gamepage.
http://www.eurogamer.net/articles/no...ys-codemasters
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July 19th, 2010, 19:01 Posted By: wraggster
Sony's official guidelines state that developers may not create 1080p versions of their 3D PlayStation 3 games, due to frame-rate limitations.
The confirmation was made by Simon Benson, senior development manager of Worldwide Studios' stereoscopic team, at the Develop conference last week.
According to Joystiq, Benson claimed the higher resolution made it harder to maintain 60 frames per second, and that any games already running at 1080p would be downscaled to 720p.
While, following a firmware update due later this year, the console will be able to play 3D Blu-Ray discs at 1080p, stereoscopic content at the higher resolution is limited to 24 frames per second, the frame-rate of film projectors.
Digital Foundry has clarified to GamesIndustry.biz that this is a necessary requirement of the HDMI connection, not of the PlayStation 3 particularly.
"It's simply the case that the new stereo 3D support built into the HDMI 1.4 spec is specifically designed for Blu-Ray movie playback at a movie standard of 24 frames per second, making the full HD mode a poor fit for gaming. In a world where games are created to run either at 30 or 60 frames per second, dropping down to 24FPS means a jerkier image and a more muted response from the controls.
"There's certainly no lack of support from the PS3 itself either, as even in the current 3.40 firmware - which doesn't support Blu-Ray 3D movies - the mode is clearly recognised and available for use by the console."
While Benson said Sony currently strictly limits all 3D game output to 720p - with previously 1080p title Super Stardust HD being downscaled for its stereoscopic remake - it was possible that a slower-paced, "more cinematic game" would allow some relaxation of the rule.
http://www.gamesindustry.biz/article...ap-on-3d-games
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July 19th, 2010, 17:29 Posted By: wraggster
The official guidelines for developers working on 3D titles for the PS3 recommend that studios avoid trying to make their 3D games support 1080p, instead suggesting that they stick to the less demanding 720p resolution.
A true 1080p image consists of approximately 2m individual pixels. This is about twice the amount displayed in a 720p image.
Speaking to Joystiq, Sony’s 3D development boss Simon Benson stated that while the PS3 is technically capable of displaying 3D in the full 1080p resolution – something it will do when 3D Blu-ray movie support arrives later in the year – doing so comes at the expense of framerate.
Movies run at 24fps whereas games run between 30-60fps. Though studios are free to aim for 1080p 3D if they wish, it’s not currently something Sony recommends.
http://www.develop-online.net/news/3...not-seek-1080p
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