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May 11th, 2020, 16:29 Posted By: wraggster
Sony has blocked access to the PlayStation Store in mainland China for the time being.
The platform holder's local team announced the shutdown via a statement posted to the official Weibo account over the weekend, Reuters reports.
The decision was attributed to the need for a "system security upgrades," although few other details were given.
There was also no word on when the store is expected to reopen.
Reuters notes the news follows reports that Chinese PlayStation users had found methods to access non-Chinese versions of the store in order to download games that have yet to be approved by the nation's regulators.
https://www.gamesindustry.biz/articl...store-in-china
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May 11th, 2020, 22:46 Posted By: wraggster
Huge thanks to everyone that helped get this release ready, over 4 years in the making.
The PCSX2 Dev Team wishes everyone happy emulation with the new release.
The below is a list of highlights, see each respective progress report.
At present we only have the new Windows Installer and Binary available however Linux users can compile from source by following this guide.
Changelog:
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Q3,Q4 2019 - Q1 2020 Changes
GSdx changelog:
GSdx-HW: Improve search/invalidate texture in render target by correctly matching vertex offsetted draws with buffer offsetted reads in the texture cache.
GSdx-HW: Implemented Software Sprite Renderer feature which allows to CPU emulate (SSE accelerated) certain sprite draws directly from the HW renderer.
GSdx-HW: Added a dedicated fix for Big Mutha Truckers which allows to render the shadows properly. This also allowed us to reduce the crc hack level so there are less effects skipped.
GSdx-HW: Sprite Hack has been completely removed as it is no longer needed and is replaced by far better alternatives.
GSdx-FX: The TFX shader on Direct3D10/11 has been rewritten to match OpenGL code and its' accuracy for certain effects.
GSdx-D3D: Blend no Barrier support has been ported from OpenGL to Direct3D 10/11.
GSdx-GUI: Hardware hacks GUI has been updated for better usability.
SPU2-X changelog:
Fixed the noise generator outputting 4.8 kHz tone instead of white noise.
CDVD changelog:
PCSX2 now ignores non-existent disc sector reads.
Core changelog:
PCSX2: Prevent the UI from hanging/locking up when a game boots.
PCSX2-tas: TAS Recording functionality has been disabled for 1.6 release as there are some issues to work out (such as hanging/locking up the emulator).
PCSX2: DI execution is delayed by one instruction.
PCSX2: Reverted back to older VRender/VBlank timings.
PCSX2: Partially fixed IPU pack command.
PCSX2: Fixed the emulator hanging when pressing F4 too fast when toggling the Frame Limiter in some occasions.
PCSX2: Fixed the emulator hanging when pressing F9 to toggle rendering between Hardware and Software in some occasions.
PCSX2: Fixed the emulator hanging when pressing F9 to toggle rendering between Hardware and Software mode too fast.
PCSX2: First Time Wizard now properly selects the correct GSdx plugin based on the highest instruction set supported by the CPU.
PCSX2: Improved pointer patch command handling.
PCSX2 GUI changelog:
PCSX2: DPI scaling has been improved.
PCSX2: Translations have been updated for the release of 1.6.
Miscellaneous changelog:
GameDB: True Crime: Streets of L.A. (patched).
GameDB: The database has been once again updated with the inclusion of many games with required gamefixes, as well as removal of gamefixes which are no longer needed.
Q2 2018-Q2 2019 Changes
GSdx changelog:
GSdx-HW: Fix half-bottom screen issues on texture/color shuffling.
GSdx-TC: Palette management rework.
Gsdx-HW: implement fixed TEX0 for all renderers.
GSdx: OSD improvements and port to Direct3D10/11.
GSdx: Accurate Date update and partial port to Direct3D10/11.
GSdx-GL: Bypass the texture cache when the framebuffer is sampled.
GSdx-GL: Experimental Sparse Texture support.
GSdx-D3D: Improved palette support has been ported from OpenGL to Direct3D10/11.
GSdx-D3D: GPU accelerate 8 bits texture conversion port from OpenGL to Direct3D10/11.
GSdx-D3D: Depth Emulation port to Direct3D10/11.
GSdx-D3D: Channel shuffle port to Direct3D10/11.
GSdx-D3D: HDR Colclip blend port to Direct3D10/11.
GSdx-D3D: Accurate Blend Fbmask port to Direct3D10/11.
GSdx-D3D: Partial SW blending port to Direct3D10/11.
GSdx-D3D: Alpha hack has been removed completely, replaced with Blending Accuracy option.
GSdx-HW: Removal of MSAA support in favor of better optimizations and accuracy.
GSdx-HW: Removal of Direct3D9 renderer in favor of better optimizations and accuracy.
GSdx-HW: Removal of many no longer needed hacks.
GSdx-HW: Add Skipdraw Offset option for Skipdraw hack.
GSdx-GUI: GUI update to improve usability.
Core changelog:
PCSX2-TAS: Input Recording/Playback Functionality (speedrunning tools).
Vector Units: Fix bug in "Branch in Delay Slot" Optimization.
Recompiler: Fix stall in branch delay slot.
PCSX2: Improved GameDB handling.
VIF: A VIF core update has been made to fix Downtown Run.
Gif Unit: Recheck VIF status after a reset is performed when waiting for PATH3 (Fixes Eragon).
PCSX2 GUI changelog:
PCSX2: "FMV Aspect Ratio Switch/Override" feature.
PCSX2: Save/Load slot improvements, allow to display slot dates.
SPU2-X changelog:
SPU2-X-GUI: The gui has been updated to improve usability.
Q1 2018 Changes
GSdx changelog:
GSdx-TC: Performance improvement by using custom container.
GSdx-TC: Load size calculation in target update.
GSdx: Texture Shuffle port to Direct3D.
GSdx: Channel Shuffle improvements on Direct3D
GSdx: Hack removal/adjustments.
Core changelog:
PCSX2-Counters: Fix Hblank calculation for DVD video modes.
PCSX2 GUI changelog:
PCSX2: Add configurable Cheats folder to Components Selectors.
PCSX2: Display the video mode on titlebar.
Miscellaneous changelog:
Plugins: XPad and USBqemu have been moved to the legacy plugins VS solution.
General: Code cleanup.
Gamedb: Game database has been updated with many new gamefixes included.
Q3-Q4 2017 Changes
GSdx changelog:
GSdx-d3d11: Extend "Preload Frame Data" support to Direct3D.
GSdx: Add Frame Buffer Conversion option.
GSdx: Automatic mipmapping option.
Core changelog:
PCSX2: PSX Memory card support.
PCSX2: Always ask when booting option.
PCSX2: Adaptive Sync support.
PCSX2: Restore "Defaults" option to GS Panel.
PCSX2: Clear ISO list option.
PCSX2 GUI changelog:
PCSX2: Many translations have been updated.
Q1-Q2 2017 Changes
GSdx changelog:
GSdx: Support for dumping GS Dumps in xz format.
GSdx-OpenGL: Reduce Geometry shader overhead.
GSdx-HW: Revamped buffer size calculation for custom resolutions.
GSdx: OSD (On Screen Display) feature.
GSdx: Texture cache speed optimization.
GSdx: Software renderer thread synchronization fix.
GSdx: Improved software renderer float handling.
GSdx: Removal of SSSE3 and AVX configurations.
GSdx: Workarounds for AMD buggy OpenGL driver.
GSdx (Windows): Fix for slow software rendering with Skylake CPUs.
Core changelog:
PCSX2: Fix command-line options.
PCSX2-Counters: Proper tracking of scalar limit.
VIF: Unpack speed optimizations.
Vector Units (VU0): Fix CFC2 transfers from TPC register.
LilyPad and OnePad changelog:
LilyPad and OnePad changelog:
LilyPad: neGcon controller support.
LilyPad: UI Changes/enhancements.
LilyPad: Core improvements, better controller handling.
Onepad: Update to use SDL2.
Miscellaneous changelog:
CMake: Blacklist GCC 7.0/7.1 versions.
Q3-Q4 2016 Changes
GSdx changelog:
GSdx: Hardware mipmapping support.
GSdx-TC: Proper scaling of all textures.
GSdx: Handling illegal 8 bits pixel storage format.
GSdx-PCRTC: Feedback write support.
GSdx-glsl: Optimize number of active constant buffers in the shader.
GSdx: Avoid illegal instruction crash on older CPUs.
GSdx: Alpha test improvements.
GSdx: Proper custom resolution scaling.
Core changelog:
PCSX2: PSX mode compatibility.
PCSX2: PSX mode, proper video mode initialization.
PCSX2: Improved patch handling.
PCSX2: Accurate video mode detection.
LilyPad and Onepad changelog:
LilyPad: Add separate bindings for each pad type.
LilyPad: Add PlayStation Mouse support.
LilyPad: Updated user interface.
LilyPad: Add dance pad support and revamped Lilypad dialog.
OnePad: General improvements on accuracy.
CDVD changelog:
cdvdgigaherz: Linux port.
Miscellaneous changelog:
PCSX2: FreeBSD support.
Linux: Support Vsync on Linux free driver.
Windows: Remove DirectX redistributable dependency on Windows 8.1/10.
Q1-Q2 2016 Changes
GSdx changelog:
GSdx: Fast texture invalidation option.
GSdx: Improved detection of Framebuffer size.
GSdx: Enable reading of Depth Buffer.
GSdx: Improved PCRTC merge circuit emulation.
GSdx-GL: Fast accurate blending.
GSdx-GL: Depth buffer lookup optimization.
GSdx-FX: Post-Processing updates.
GSdx: Proper handling of 576P/720P/1080I video modes.
Core changelog:
PCSX2: Automatic aspect ratio switch during FMV playback.
VIF: Timing fix for MSCALF, MSCNT instructions.
Vector Units: Scarface I bit gamefix.
CDVD changelog:
CDVDgigaherz: Fixed dual layer DVD reading.
CDVD: Improved ISO layer break detection algorithm.
Lilypad and Onepad changelog:
LilyPad: Add Pop'n Music controller support.
Onepad: GUI redesign.
Miscellaneous changelog:
PCSX2: GUI Improvements.
PCSX2: PCSX2-Auto test suite. |
https://pcsx2.net/293-pcsx-1-6-0-is-out.html
via http://www.emulation64.com/view/3064...v160-released/
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May 12th, 2020, 20:17 Posted By: wraggster
Sony has developed a new umbrella brand to unite its first-party PlayStation titles.
The PlayStation Studios brand will go live alongside PlayStation 5 later this year, and will only be featured on games developed and managed by Sony Interactive Entertainment's Worldwide Studios organization.
Alongside the logo, PlayStation has created a new opening video that will appear at the start of its games. The video features characters from Uncharted, LittleBigPlanet, God of War, Ratchet & Clank, Horizon: Zero Dawn and The Last of Us. You can check out the video below.
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May 12th, 2020, 20:31 Posted By: wraggster
The PlayStation 4 homebrew scene has some new toys to play with, thanks to the release of Mira Project, a form of homebrew enabler that works on OFW 5.05 PS4 systems, and OpenOrbis, a toolchain that gives users the power to create homebrew for the console without using an official SDK, aka legal homebrew. Mira Project offers certain capabilities such as a kernel debugger, a homebrew enabler, a dumper for your HDD keys, and other useful features as seen in the project's official readme. It should be noted that while intriguing for those involved in the PS4 homebrew scene, these tools do not allow users to run "backups" of their games, nor does it work on newer firmware units.
The Mira Project is a set of tools that grants you more power and control over your jailbroken Playstation 4. It is the result of all the hard work by the OpenOrbis team.
It works differently to the custom firmware experience on Playstation 3, where CFW would be installed on the system via modified PUP files (e.g. Rebug), however once the framework is installed and ran it gives users the same functionality they were previously used to.
New Features!
- Homebrew Enabler (HEN)
- Emulated Registry (EmuReg)
- Emulated NVS (EmuNVS)
- Kernel Debugger
- Remote GDB
- System-level FUSE implementation (Experimental, WIP)
- Load sprx modules + IAT + Function Hooking (Thanks theorywrong)
You can also:
- Mount and decrypt local gamesaves (Thanks ChendoChap) (WIP)
- Transfer files to and from the harddrive
- Implement your own kernel plugins (RPC using protobuf)
- Implement your own userland trainers (hooks included!)
- Dump your HDD encryption keys
- A bunch of other stuff
Click to expand... Another important thing to be aware of is that the public release is "unstable" and in beta, and bugs are to be expected. As for OpenOrbis, a further update is scheduled within the next few days, which will see a debugger and MiraLib added to the toolchain. To compile this homebrew, you'll need the clang toolchain along with llvm linker, which are available on the official GitHub page for both Windows and Linux users. Visual Studio 2017 is also required in order to build PS4 applications.
This repository contains the source code and documentation for the OpenOrbis PS4 toolchain, which enables developers to build homebrew without the need of Sony's official Software Development Kit (SDK). It contains the header files, library stubs, and tools to build applications and libraries for the PS4.
The header files as well as the library stubs may need updating to support yet undiscovered functions, so feel free to fork the repository and make pull requests to update support.
All Visual Studio solution files are assumed VS2017 for now. This will change when the .NET core-based projects drop, which will be VS2019 to allow usage of .NET core 3.1.
Click to expand... Mira Project GitHub
OpenOrbis GitHub
SpecterDev Twitter
https://gbatemp.net/threads/mira-pro...leased.564949/
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May 26th, 2020, 18:01 Posted By: wraggster
Under stay-at-home orders to avoid the spread of COVID-19, the ongoing trend of rising engagement with games appears to have extended to subscription services, with PlayStation Plus seeing its subscriber numbers rise by 2.7 million in the first three months of 2020.
That brings the service's total subscribers to 41.5 million, according to Sony CEO and president Kenichiro Yoshida speaking at a corporate strategy meeting earlier today.
"At a time when people are voluntarily not going outside, demand for digital entertainment such as games is increasing globally," Yoshida said.
https://www.gamesindustry.biz/articl...5m-subscribers
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May 26th, 2020, 18:02 Posted By: wraggster
PlayStation Now has more than 2.2 million subscribers, around six years after it first launched in North America.
Sony confirmed the latest figures for its subscription service in an investor presentation, which showed its audience doubling in the space of a year.
PlayStation Now had more than one million subscribers at the end of March 2019, and that rose to more than 2.2 million by the end of April 2020.
https://www.gamesindustry.biz/articl...2m-subscribers
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May 26th, 2020, 21:43 Posted By: wraggster
In an industry where public statements and events are usually carefully managed, the conference calls that follow financial results can sometimes be fascinating in their candour. It's rare to get much genuinely new information from them, of course, but every now and then you get a question that puts executives on the spot simply by asking something that many people have been thinking but the company itself has, for whatever reason, been tiptoeing around.
This week's Sony financials call yielded a good example. One questioner took it upon themselves to pretty bluntly suggest that Microsoft's PR efforts for Xbox Series X have run rings around Sony's next-gen PR, asking what grade CFO Hiroki Totoki would give the team thus far.
Totoki's response -- that we should wait and see the sales figures -- wasn't exactly revealing or insightful, though some commentators, perhaps reaching a bit, felt that there was a flash of Sony's old PS3-era arrogance in his comments. Either way, it didn't address the real issue at the heart of the query; why is Microsoft being allowed to establish the parameters of the next-generation contest, putting its information out there so far ahead of Sony and even establishing at this early point that it's launching a more powerful -- on paper, at least -- piece of hardware? It's still very early days, but you can see where the question is coming from. As an investor, one would have to wonder if Sony isn't on the back foot here to some extent.
https://www.gamesindustry.biz/articl...ftware-opinion
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May 26th, 2020, 21:48 Posted By: wraggster
Declining sales of PlayStation hardware caused revenue to tumble for Sony Corp., but the Japanese firm said that the COVID-19 pandemic has not affected its launch plans for PlayStation 5.
In the year ended March 31, 2020, Sony's Game and Network Services division earned ¥1.98 trillion ($18.5 billion), down 14% year-on-year. The games division made an operating profit of ¥238 billion ($2.2 billion), down from ¥311 billion the year before.
Sony attributed this decline to both falling hardware sales and a lack of major first-party releases on the level of God of War and Spider-Man.
Sales of the PlayStation 4 dropped to 1.5 million units in the fourth quarter, down from 2.6 million in Q4 of 2019. Sony sold 13.6 million units of PS4 during the fiscal year overall, down from 17.8 million.
The PlayStation 4 has now sold more than 110 million units overall.
The key area of the games business that showed improvement was PlayStation Plus, which saw a boost in subscribers. The service now has 41.5 million subs, up from 36.4 million a year ago.
The decline in video games contributed to the company's
https://www.gamesindustry.biz/articl...neration-looms
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May 30th, 2020, 00:05 Posted By: wraggster
"A great deal has happened since we last spoke. Terrible things happening in the world, which puts everything that you and I do into context. You have to measure all this conversation against that."
Sony Interactive Entertainment's president and CEO Jim Ryan wants to give us an update on where things are with PlayStation. We spoke to him in November last year about the firm's ambitions for PlayStation 5. Back then, PS5's biggest threat was its competitors, now it's biggest challenge is launching during a time of immense economic turmoil caused by the COVID-19 crisis.
Is it going to be delayed? Will big games miss the launch? Is it going to just arrive in select markets?
Ryan wants to put that uncertainty to rest. PS5 will launch this year globally, and its first-party games are on schedule. But that doesn't mean it's been business as usual for the console maker.
https://www.gamesindustry.biz/articl...-playstation-5
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May 30th, 2020, 00:06 Posted By: wraggster
Sony will finally reveal PlayStation 5 games on Thursday, June 4th.
The titles will feature in a presentation of just over an hour at 1pm Pacific Time, 4pm Eastern Time and 9pm UK time.
PlayStation says that the digital event will be the first in a series of updates, and that there will be more to share beyond next week's presentation. The Future of Gaming showcase will be streamed via Twitch and YouTube.
In an interview with GamesIndustry.biz today, PlayStation CEO Jim Ryan spoke about the challenge he set his team to develop digital presentations that can generate the sort-of excitement you would expect from an E3 press conference.
"Obviously the shows, whether it's GDC, PAX, E3, Gamecom... they've all gone," he said. "We have to live in a world where that particular oxygen isn't available to the industry. It's not available to PlayStation or anybody else. We just have to come up with ways to communicate what we're doing, and try and engender the same level of adrenaline, excitement, buzz that we get with thousands of people in an auditorium in Los Angeles. And do that somehow remotely."
Research director of Ampere Analysis, Piers Harding-Rolls, says the June 4th presentation will be crucial in maintaining and building momentum for the next generation. But he isn't expecting to hear news about the console price just yet.
"I'm expecting Thursday's PlayStation 5 event to be a strong showing for Sony, and to build on the recent momentum of interest already delivered by the PS5 DualSense controller reveal, the PS5 logo reveal and the Unreal Engine 5 playable demo," he told us.
https://www.gamesindustry.biz/articl...ed-on-june-4th
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