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March 23rd, 2010, 23:50 Posted By: wraggster
Nyko Technologies today announced the shipment of its Intercooler Slim™ for PlayStation® 3 Slim (PS3 Slim) to major North American retailers. Designed for use with the PS3 Slim, the latest edition to Nyko's popular Intercooler line of game console cooling devices offers both convenience and functionality.
The Intercooler Slim boasts three powerful fans reducing the ambient air temperature by moving hot air away from the console. For customized cooling, a high/low fan switch enables you to choose how much air flow is needed. The Intercooler Slim is easily snapped onto the back of the console requiring no tools or other modifications, and with its patented power pass through connection, this cooling device requires no AC adapter. The Intercooler Slim can be used with the PS3 Slim in both vertical and horizontal positions and automatically turns on and off with the console.
“The Intercooler line has been one of the most successful accessories for this generation of consoles,” said Chris Arbogast, director of marketing at Nyko Technologies. “We couldn’t be more thrilled to continue the line on the new PS3 Slim with the features that made previous iterations so successful.”
The InterCooler Slim is available now at major North American retailers for an MSRP of $19.99. Connect with Nyko for your chance to win exciting Nyko prizes on Twitter or on Facebook.
photo via comments
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March 23rd, 2010, 23:18 Posted By: wraggster
Have you recovered from the shock announcement of Nintendo’s 3DS this morning? Good, because one analyst believes that we should be preparing for the announcement of a further two new consoles in the near future.
Lazard Capital’s Colin Sebastian predicts that Sony will this spring announce a true successor to the PSP. In addition, he foresees the announcement of a proper successor to the Wii before the year is out.
“While 3D games remain on the drawing board and not yet on store shelves, the emergence of new 3D game platforms could breathe more life into the hardware market,” he stated in a report.
“Along with the launch later this year of new motion sensing controllers for the PS3 and Xbox, there are several multiple growth drivers for the industry over the coming one-to-two years with new physical products.
“We expect Sony to announce a new PSP handheld device this spring, and Nintendo is likely to announce an updated console in the coming year, which could also help to reinvigorate the market.”
http://www.mcvuk.com/news/38158/New-...alyst-predicts
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March 23rd, 2010, 22:58 Posted By: wraggster
iPhone games may have had an even more significant impact on the handheld gaming market than previously thought, growing share at the expense of the DS and - more drastically - the PSP.
That's according to calculations made by analytics site Flurry using sales data from NPD and Apple, which note that iPhone games accounted for five per cent of the total US portable software market in 2008, while DS took a 75 per cent slice, and PSP 20 per cent.
By 2009, iPhone's share looks to have grown to 19 per cent of the total portable market, while PSP shrunk to just 11 per cent, and DS declined to 70 per cent.
That portable category was thought to be worth an estimated $2.25bn in 2008 and $2.55bn in 2009. The site estimates iPhone game revenue accounted for $115m and $500m in each year respectively.
Pitting the Apple device's standing in the overall console market, the site calculates iPhone took an estimated 1 per cent of overall share of the console market in 2008 and 5 per cent in 2009.
That revenue excluded any made through online services such as virtual goods, social network games and subscription fees.
In comparison, the portable sector took a 20 per cent share of the market in 2008 and a 24 per cent share in 2009, while the home consoles accounted for 79 per cent in 2008 and 71 per cent in 2009. Figures that indicate a loss in ground by the home consoles to the portable category.
Overall revenue made from console software in 2008 was $11bn, while in 2009 it was $9.9bn.
"Controlling 5 per cent revenue of a $10 billion industry in just a year and a half is significant," noted the site.
"Our main finding is that iPhone (and iPod touch) is a gaming platform to be reckoned with," it added.
"From a market share perspective, console games lost ground to portable platforms and iPhone. While the downturn in the economy may have dampened sales of the more expensive console games category, there is no denying that iPhone has generated substantial revenue and entered strongly into a mature industry.
"As prices come down for the iPod Touch, and games sold through the App Store continue to have lower price points, more of the young gaming generation may switch to Apple devices over Sony PSP and Nintendo DS for gaming."
Nintendo has previously denied that Apple's business is impacted on the DS, saying it doesn't go after the same "affluent" consumers as Apple.
"It is true that the current Nintendo DS business is not that heated up as it used to be sometime ago, when no one could tell how far ahead DS might be able to grow," Nintendo president Satoru Iwata said at the end of 2009.
"On the other hand data [has shown] that DS has not lost its footing at all. Actually it has been even increasing its footing all around the world."
"Because the original iPod business itself was big, my view is that Apple was able to leverage a very good timing to expand its business to telephones just when the original iPod business was nearing its saturation point.
"In other words, in my opinion, iPhone did not grow itself to a huge business, but something already grown up was able to prevent its growth speed from slowing down," he added.
It is estimated that over 30,000 games have been released onto the App Store since its launch in 2008.
http://www.gamesindustry.biz/article...oth-ds-and-psp
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March 23rd, 2010, 02:19 Posted By: wraggster
News via http://www.pspgen.com/forums/escape-...1-t202762.html
Escape is a game where you have to fly through several levels representing several eras / different environments. But it will rely on your reflexes and your speed to pull through your adventure of living, because many obstacles in your way, your mission: Avoid.
Gameplay:
You control a vehicle (depending on the environment / time) that you can prevent it from advancing, but you can always move horizontally and vertically. The principle of movement is based on a scrolling, and you'll have to get to the end of the level without hitting obstacles on your train journey.
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March 23rd, 2010, 02:11 Posted By: wraggster
News via http://www.psp-ita.com/?module=news&...2&view_reply=1
KiNgOfUnIvErS, released version 1.01 of its plugins PsnKiller, prx that lets you play multiplayer via the PlayStation Network without having to use an official firmware. I also remember that PsnKiller is compatible with Wi-Fi networks that use a WPA key protection Among the new features in this release is support for GTI Club: Supermini Festa and fix some bugs in previous version. Also today is a simple graphic interface for PC that will assist you in installing the program on your PSP, you will report to KiNgOfUnIvErS bugs and allow you to submit suggestions for future releases.
PsnKiller GUI v0.3:
- Install the PsnKiller
- Fixa the error that occurs when you log on PSN
- Added function to send suggestions or reporting games not working
- Review Update (This function will check if there are updates for PsnKiller and its GUI)
PsnKiller v1.1:
- Compatibility with GTI Club: Supermini Festa-EUR -
- Compatibility with GTI Club: Supermini Festa-USA -
- Fixati some minor bugs
- Now the plugin is compatible with new firmware as the 6:30
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March 23rd, 2010, 01:41 Posted By: wraggster
News via http://www.ps3vault.com/motion-contr...he-psp-2-10190
Datel, manufacturer of various peripherals for both home consoles and handhelds, will soon be releasing their Tilt FX product for the PlayStation Portable. This tiny device senses motion on a 3-axis basis and is confirmed to work with Need for Speed, Wipeout, and Loco Roco titles. Tilt FX will only be compatible with the older PSP models (sorry PSP Go owners).
Tilt FX is the first 3D motion control for the PSP:
Tilt FX sensor features a 3 axis high resolution MEMS sensor.
Free profiles for new game released available to download at www.tiltfx.com
Incredible new way to play your games with Tilt FX
Works with the original SONY PSP 1000 the PSP 2000 & 3000
Heres the video:
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March 22nd, 2010, 23:34 Posted By: wraggster
New from Divineo USA
The full code engine powered PSP Action Replay is here, giving you access to the type of codes that made Action Replay world famous on platforms like DS, GBA and PS2
Transform your PSP games with codes like Infinite Ammo, Infinite Lives, Disable All, Hypermode, Moon Gravity, Walk Thru Walls and Super Unlocks, getting you past seemingly-impossible points or breathing new life into games you’ve already completed.
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March 22nd, 2010, 22:04 Posted By: wraggster
EA intends to release large, paid-for demos in an effort to measure a game's popularity before release. If enough copies are sold then the publisher will confidently produce full-scale boxed products for shops.
That's what analyst-supreme Michael Pachter said he was told by Visceral boss Nick Earl last week.
"Mr. Earl revealed a strategy to release premium downloadable content (PDLC) as a product for sale prior to the release of a packaged product," Pachter, who keeps an eye on the games industry for Wedbush Morgan, wrote in a note to investors (reported by GamesIndustry.biz).
"The PDLC [premium downloadable content] would be sold for $10 or $15 through Xbox Live and PlayStation Network, and would essentially be a very long game demo, along the lines of 2009's Battlefield 1943. A full-blown packaged game would follow shortly after the release of the PDLC, bearing a full retail price.
"Mr. Earl believes that the release of the PDLC first limits the risk of completing and marketing the full packaged version, and serves as a low-cost marketing tool," he added.
Pachter then explained to GamesIndustry.biz that these large, paid-for demos would manifest as a short version of a game, although he wasn't sure how this would be included in the boxed product.
"Think about Battlefield 1943 as the prototype," he said, "so a full (but short) game experience for a reasonable price. At the same time, an expanded version of the game will be under development for release as a packaged product.
"The idea is that if the PDLC gets favourable reviews, it will build word of mouth for the boxed product. If the PDLC has issues, they can tweak the packaged product to address those issues, improving the final product before release.
"It actually sounds like a great strategy," he added. "Again, I don't know if they intend to include the PDLC in the packaged product, but my guess is that they won't. I think that the PDLC will be a 'prequel' to the full game, so that they can keep selling it after release of the full game."
http://www.eurogamer.net/articles/ea...-boxed-games_0
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March 22nd, 2010, 21:08 Posted By: wraggster
Following the successful release of the “minis” game BreakQuest, Beatshapers will now be releasing their next game on the PlayStation®Portable and PlayStation®3 platforms.
NormalTanks© is a fast-paced multi-directional top-down arcade shooter in a tanks universe featuring classic run 'n' gun gameplay with 3 difficulty settings.
There are 8 challenging, dynamic and hazardous environments to tackle. Over 30 different enemies including various tanks, helicopters, robots and biomechanical creatures await your challenge! Crash, kill and destroy them all to move forward. By using special power-ups, you can upgrade your tank abilities: cannon, machine gun and armor to help you progress.
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March 22nd, 2010, 20:36 Posted By: wraggster
Square Enix Europe, today announced that Just Cause 2 will ship to retail this week across North America, Europe, Middle East and Australasia.
“Just Cause 2 sets a new benchmark in freeroaming games with one of the most fun and entertaining sandboxes ever created,” said Lee Singleton, General Manager of Square Enix London Studios. “It’s the largest freeroaming action game yet with over 400 square miles of Panaun paradise to explore, and its ‘go anywhere, do anything’ attitude is unparalleled in the genre.”
As Rico Rodriguez, the Agency's most powerful weapon, players must take on the island of Panau and its military regime in order to track down Rico's former boss and mentor, Tom Sheldon, who has gone rogue with millions in Agency cash and intel. Using a unique grapple and parachute combination, there is no vertical limit as the air becomes your playground: grapple a passing plane in flight, hijack helicopters, BASE jump from the tallest buildings or mountains and leave a trail of chaos and destruction in your wake. Just Cause 2 offers players the freedom to tackle missions any way they choose and, with over 100 vehicles and countless upgrades and collectibles, the choices for relentless adrenaline-fuelled action are limitless.
Just Cause 2 will be available for the PlayStation®3 computer entertainment system, Xbox 360® video game and entertainment system from Microsoft and Games for Windows® and will be released under the EIDOS brand portfolio. All formats will release in-stores on March 23rd, 2010, in North America and March 26th, 2010, in Europe, Middle East and Australasia. More information is available on the official website at www.justcause.com.
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March 22nd, 2010, 20:33 Posted By: wraggster
TikGames today announced its action-packed, critter racing game Hamsterball for the PlayStation3® computer entertainment system. Offered for only $9.99, Hamsterball is coming this Thursday for download via the PlayStation®Network in North America.
In Hamsterball, players take control of a hamster-in-a-ball as they run the most frenzied race of their lives! The clock is ticking and EVERYTHING is out to stop them – with crazy obstacles around every turn, unexpected twists and dramatic drops, each level will immerse and challenge players in new and inventive ways! Gamers can race solo, play split-screen against a friend, or battle up to six buddies in Sumo Mode to determine whose hamster is “King of the Hill.” With over 50 levels and three different game modes, Hamsterball is sure to provide hours of non-stop, critter-racing action.
“Hamsterball is one of those games that everyone will have a great time playing. It’s inviting, humorous, fun and delivers edge-of-your seat action,” says Anatoly Tikhman, CEO of TikGames. “With great features like 2-player, split-screen Hustle Mode, players can compete to see whose hamster can scurry to the goal fastest. The game is packed with replay-ability as players discover a ton of unlockables and earn PlayStation® trophies along the way.”
Hamsterball has been rated “E” for Everyone by the Entertainment Software Rating Board for this platform. Visit www.tikgames.com for more information.
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March 22nd, 2010, 19:59 Posted By: Shrygue
via MCV
Is this what it’s going to be like all the way until Q4?
The latest action in the war of words between platform holders Sony, Microsoft and Nintendo comes courtesy of Sony’s American CEO Jack Tretton, who has urged gamers wanting to get their hands on Natal to instead drop $99 on a PS2.
“I think it’s a big idea, and if you really want to get involved in playing with a camera I suggest you go out and buy a $99 PS2 and play some of the great technology we invented eight years ago,” he told GameTrailers.
“We’ve kind-of been looking for the right opportunity to bring motion gaming in a PlayStation like experience. We really feel that with Move, and the combination of the PSEye and our Move controller that we’ve got the opportunity to bring realistic gaming with motion to consumers for the first time.
“I think, that ultimately this is next-generation motion gaming.”
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March 22nd, 2010, 19:54 Posted By: Shrygue
via MCV
Sony has at last nailed down a UK release date for the much-wanted God of War Collection.
The game, which includes high-definition reworkings of PS2 titles God of War and God of War II, will arrive on April 30th. Best of all, it will carry a budget RRP of just £24.99.
Australia and New Zealand will get the game a day earlier on April 29th, with a mainland Europe release scheduled for April 28th.
The God of War Collection had until previously only been available as part of the God of War Ultimate Trilogy Edition, featuring both the recently released God of War III and both of the PS2 re-works.
However, the SKU’s £110 RRP has lead to calls for the Collection to get a standalone release in the UK, much like it did in the US.
Sony has also lifted the lid on a brand new SKU - The God of War Trilogy. Included will be both the new PS3 game and The GoW Collection, but without all the extras seen in the Ultimate box. the RRP is £64.99.
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March 22nd, 2010, 19:50 Posted By: Shrygue
via Computer and Video Games
Jack Tretton, president and CEO of Sony America, has confirmed that Killzone 3 is on the way.
Quizzed by Game Trailers as part of its GDC Move coverage, Tretton confirmed that Killzone 3 was coming, but wouldn't commit to an announcement at this year's E3.
"Well, we own Guerrilla Games and they did a great job on Killzone 1 and 2," said Tretton.
"I don't know if you'll see announcements about it, but I can promise you a Killzone 3." However Tretton did say that PlayStation fans would have plenty to occupy their attention during this year's Electronic Entertainment expo.
"This is just the frosting on the cake, I'm saving the batter for E3. We will absolutely bring the heat, there's a lot to talk about." Earlier this month, sources told CVG that Killzone 3 will feature stereoscopic 3D and make use of PlayStation Move.
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March 21st, 2010, 23:21 Posted By: wraggster
News via http://ps2homebrewing.wordpress.com/...doom-v1-0-5-0/
Time for a new release, featuring:
Simple but effective WAD selector: No more need to having only a WAD per ps2doom!
Controller almost fully configurable using the configuration file (ps2doom.config)
HDD support (at last). Thanks Adilson Pierog for his contribution and for figuring out which irx were needed and its correct sequence order. I Just needed to integrate it better into the source and make the hardcoded paths configurable.
Now uses freesd instead of LIBSD. Japanese users should be happy now. And PS3 compatible now?
For doom2 wads, sound is no longer half sampled. Sounds the same to me, anyway…
For me, the major update was the use of a configuration file to make the controls configurable. That also opened the door to HDD support which needed some special treatment of WAD paths. I was hoping to release also easy to use configurator for Windows PC written in C# which would set the configuraton file but I forgot the lib I’m using (libconfig) did not have a C# wrapper. With proper free time I would do it by myself, but as you all saw, I was hoping to have this ready for January…
Those who are interested at using the HDD must read the ‘Whatsthis.txt’ file released along with the distribution below. It explains exactly what settings you must change at the config file and where to put it. Please pay attention to that, before asking any questions, thanks.
For the future, well this might be the last update I do for PS2Doom due to lack of time and things doesn’t seem to get better any soon, since I need to solve some personal issues more important than homebrew development.
I still have my own wish list for PS2doom, including cheat support and MP3 decoding during playback (that way not only we’ll have Doom music but literally any music we wanted) and who knows one day I’ll accomplish this? But besides this, I don’t see much future for PS2doom… I guess the next step would be dropping this version of ps2doom and start adapting PrBoom+, maybe chopping off some more performance hungry features of it. PrBoom+ would allow PWAD support and networking with Doom running on other platforms such as the PC, for example. For those who would take the task, my improvements for the starting Lukasz version would be reusable into PrBoom+ port (mc support, audio alternative to the still broken SDLaudio).
If there is any developer who wants to continue the project of start PrBoom+ port, please go ahead. Fell free to use my code as reference. I’ll soon put the souce as a google code project but in the meanwhile, get it from the assembla repository >here<.
Have fun!
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March 21st, 2010, 03:04 Posted By: wraggster
News via http://0xff.akop.org/2010/03/18/futu...ter-emulators/
ColEm will be the next emulator to be brought up to the latest version of the PSP library. It will also include the ‘time rewind’ feature found in several other emulators.
I have not completely given up on Castaway PSP (I’m still poking it from time to time), but I am rather running out of options and patience.
For those of you wondering if/when the ‘rewind’ feature will make it to other emulators, especially computer emulators such as fMSX and Fuse, the issue is as follows.
Consoles have a fixed memory size, which means that state for every game takes up the same amount of space, and generally speaking, this space is relatively small. Conversely, computer memory can vary (for example, on MSX anywhere from 64 kB to 4 MB).
‘Time rewind’ works by saving state once every few frames to memory. The feature usually dedicates 85% of the PSP’s remaining RAM for saving state, which generally adds up to about 12 MB or less on a “fat” PSP (PSP 1000). For console emulators this doesn’t tend to be a big deal, especially since save states are small, around 32 kB. While 12 MB/32 kB may seem like a lot of space, keep in mind that an emulator displays 60 frames per second, so if you only take a snapshot once every five frames, you will still exceed a megabyte after less than three seconds. The most common memory configuration for MSX is 128 kB, which is four times that – not including VRAM (which is another 64 kB), CPU registers, etc… Basically, on a computer emulator, this feature gives a much smaller bang for the proverbial buck.
The biggest issue, however, is not the size of the state footprint – it’s the fact that one has to be very careful about changes to the emulated machine that affect the size of the state’s footprint. Not adjusting the ‘time rewind’ engine appropriately will likely result in hard crashes.
All said, however, this task is far from impossible, and you can look forward to computer emulators getting this feature at some point, starting with Fuse (to appease my buddy ewgf, who originally suggested the idea).
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March 20th, 2010, 11:04 Posted By: wraggster
If you've been following closely, there are really two sorts of input available to the PlayStation Move. The one that gets the most love and screen time is the camera-based, 3D meatspace tracking that the PlayStation Eye performs in conjunction with the fancy colored ball at the end of the PlayStation Move wand, but most of the actual gameplay we've seen is in truth much more similar to the Wii's MotionPlus than Sony might want to let on. The MotionPlus and PS Move have very similar configurations of gyroscopes and accelerometers, and actually use the same software from AiLive (co-creators of MotionPlus) for developing the gesture recognition that goes into games. We actually got to see the LiveMove 2 development environment in action, and it's pretty impressive: basically you tell a computer what gesture you want to perform (like "fist pump," for instance) and then perform a bunch of examples of that movement. LiveMove then figures out the range of allowable movement, and in playback mode shows you whether you're hitting the mark. AiLive showed us gestures as complicated as a Graffiti (of Palm OS yore) handwriting recognition in the air, built with just a few example movements from people back at their offices. So, this is great news for developers dealing with the significant complication of all these sensors, but at the same time we can't help but be a little disappointed. LiveMove 2 doesn't even use the PlayStation Eye, and as we mentioned in our hands-on impressions of PlayStation Move, we could really sense that a lot of our in-game actions were built from predefined gestures, not us interacting with the 3D environment in any "real" or physics-based way. It's great tech either way, but hopefully that's something that can be improved upon by launch or soon after.
http://www.engadget.com/2010/03/19/a...ng-motionplus/
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March 20th, 2010, 11:00 Posted By: wraggster
We've recently seen augmented reality used in some pretty clever ways in the gaming space, but Sony subsidiary ConnectedED has come up with a way to turn real-time graphical overlays into an educational tool. Using a PSP equipped with a camera, the "Second Sight" technology allows tags embedded in textbooks or magazines to cue relevant audio or video clips directly on the PSP.
The program can also create interactive 3D models which the user can examine by changing the orientation of the PSP. Check out the video after the jump to see a video demonstration of what we're talking about, and then imagine how awesome school is going to be in like, fifteen years.
http://www.joystiq.com/2010/03/20/se...eality-learni/
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March 20th, 2010, 10:50 Posted By: wraggster
The $64,000 question about Sony's upcoming motion control system, the PlayStation Move, is how responsive it will be compared to traditional console controllers and its counterparts from Nintendo and Microsoft. Eurogamer slowed down videos of Sony's tech demo software to establish a rough baseline latency that developers will have to work with. Quoting:
"While exact latency measurements aren't possible in these conditions, a ballpark idea of the level of response isn't a problem at all. The methodology is remarkably straightforward. Keep your hand as steady as possible, then make fast motions with the controller. Count the frames between your hand moving, and the motion being carried out on-screen. Equally illuminating is to stop your movement suddenly, then count the frames necessary for your on-screen counterpart to catch up. While not 100 per cent accurate, repeat the process enough times and the frame difference becomes fairly evident. Bearing all of that in mind, and recognizing that we don't know how much latency the display itself is adding, I'd say that a ballpark figure of around 133ms of controller lag (give or take a frame) seems reasonable, certainly not the ultra-fast crispness of response we see from games like Burnout Paradise or Modern Warfare, but fine for most of the applications you would want from such a controller.
http://games.slashdot.org/story/10/0...ayStation-Move
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