Daredevil Δημοσ. 10 Φεβρουαρίου 2006 Δημοσ. 10 Φεβρουαρίου 2006 Και αν η sony βγάλει 2 version PS3... η ακριβή μπορεί να έχει ίσως hd, είσοδο για να γίνει dvr , παιχνίδια, ακόμα και δορυφορικό δέκτη μπορεί να το κάνουν, αλλά δεν υπ[άρχει καμία περίπτωση να μήν παίζει ταινίες και η φτηνή se briskw anhmerwto blizzard h akribh 8a exei mazi kai tous pyraylous enw h fthnh 8a einai sketh an 8es naagoraseis custom pyraylous
xrest Δημοσ. 10 Φεβρουαρίου 2006 Δημοσ. 10 Φεβρουαρίου 2006 se briskw anhmerwto blizzard h akribh 8a exei mazi kai tous pyraylous enw h fthnh 8a einai sketh an 8es naagoraseis custom pyraylous wraios re dare.. :mrgreen: :mrgreen:
ProEvoFan Δημοσ. 10 Φεβρουαρίου 2006 Δημοσ. 10 Φεβρουαρίου 2006 tha xei kai pyravlous? goustaro! ayto tha pei online gaming! tha steilo merikous!!! :mrgreen:
privateer Δημοσ. 10 Φεβρουαρίου 2006 Μέλος Δημοσ. 10 Φεβρουαρίου 2006 Could the Playstation 3 Kill Sony? http://www.ehomeupgrade.com/entry/2100/could_the_playstation
nestorn Δημοσ. 10 Φεβρουαρίου 2006 Δημοσ. 10 Φεβρουαρίου 2006 Aπο το PS3-live.... Sony has not ceased repeating for several months that they intend to launch the PS3 in spring, that is to say between March 21 and June 20, 2006. The director of the studio of development Koei , Kenji Matsubara , declared at the time of Asia Online Game Conference 2006 of Tokyo, which it is more than probable that this exit is done towards the end of June, to see the beginning of the summer... Πιστεύω πως κάτι ξέρουν στην Kοei που συνήθως κάποιο παιχνίδι της συνοδεύει τις κονσόλες της Sony όταν κυκλοφορήσουν (βλ. Dynasty Warriors, Ni-Oh)...
Slay Δημοσ. 11 Φεβρουαρίου 2006 Δημοσ. 11 Φεβρουαρίου 2006 PS3 to have a hard drive after all? Among the many mysteries swirling around the PS3, one that we thought was settled was the hard drive. Or rather, the lack thereof. After all, Ken Kutaragi himself confirmed all the way back in June of last year that the PS3 would ship without an internal hard drive, saying that "no matter how much [capacity] we put in it, it won't be enough." And since then, all credible reports pointed to the idea that a hard drive would be an option, not a bundled feature. However, we were struck by the statement in a BusinessWeek article about the PS3 that the console would boast "a huge hard disk to store photos, music, and TV shows." Given that the article appears to get just about everything else right, and was written by Japan-based reporter Kenji Hall -- who apparently had direct access to Sony brass -- it would seem odd for this to be simply a mistake. (And Hall seems to know his Sony history, pointing out elsewhere in the article that the failed PSX did have a hard drive). It looks like the case of the PS3 hard drive goes back into the unsolved mysteries file for now. http://www.engadget.com/2006/02/10/report-ps3-to-have-a-hard-drive-after-all/
Slay Δημοσ. 11 Φεβρουαρίου 2006 Δημοσ. 11 Φεβρουαρίου 2006 Medal of Honor Airborne Exclusive Q&A - Flying the Unfriendly Skies Executive-producer Patrick Gilmore fills us in on the development status of the latest entry in the long-running World War II series. Medal of Honor Airborne represents a transitional period for EA's extremely long-lived World War II shooter series. For one, the game moves the action to a place that Medal of Honor has never been before: the sky. Just as important, Airborne is the first game in the series to pop up on next-gen consoles, as it's currently in development on the PlayStation 3 and Xbox 360, in addition to current systems. Here to tell us how the game is shaping up is executive-producer Patrick Gilmore. GameSpot: How is development on the game going? Patrick Gilmore: Fantastic--weʼre very excited to be developing Medal of Honor Airborne, and itʼs especially exciting to be bringing this to the next generation. Naturally, there are always challenges working with new technologies, but we are making great headway. GS: How do the current- and next gen-games differ from each other? PG: Medal of Honor Airborne will follow the same story arc of the 82nd Airborne division on each platform. The core concept behind Medal of Honor Airborne is strong enough to support all platforms. Additionally, the next generation of consoles will allow us to simultaneously create content suitable for all platforms. More clearly, we no longer have to worry about reducing fidelity in order to fit on a console. The best way to develop the next MOH is to take advantage of what each platform offers. Given this, we will be designing the current-gen and next-gen products (including PC) with separate teams, each focusing on the strengths of each platform. We will be getting into more detail on platform differentiation closer to ship. GS: Why did you choose to go with the airborne experience for this MOH? PG: We worked hard to develop a unifying concept that could be a common theme through all the missions. The goal was to give the gameplay a more specific character to identify with. The idea of jumping out of a plane into each of the operations ignited enormous excitement among the team members and spawned a unique set of innovations. We specifically chose the 82nd because it has the most lasting legacy and is currently the largest parachute force in the free world. The US was the last country to field an airborne force, and enormous mistakes were made in some of the initial deployments. If not for the bravery and determination of the men involved, the whole concept of an American Airborne could have been a disaster. As it turned out, the men of the 82nd helped begin a lineage that survives and defines heroism to this day. It's the ultimate underdog story--at the end of which our heroes prevail--and that's totally the stuff of Medal of Honor. GS: How are you juggling your stated intention of creating a "cinematic story-driven game with the freedom of nonlinear missions in an FPS environment"? Doesn't storytelling require a certain level of structure and linearity? PG: We want to very clearly tell the player what he needs to do, but leave it up to the player to figure out how each task can be accomplished. We are preserving the progression-based structure of traditional linear games, but are focusing on creating encounters that are more nonlinear, with an emphasis on player choice. Each encounter in MOH Airborne has one main objective, but it will be designed to be completed in several different ways. The choices made in the air will dramatically affect what kind of gameplay occurs once you hit the ground. The player will have full control of the parachute and will be able to drop into the encounter wherever they choose--this allows missions to play out in a new way every time. As for the story told as a result--that will be completely unique to the player. GS: How much variety will there be in the missions, and how will the game break down in terms of playtime? PG: In each mission there will be encounters in the air (airdrop) and on land. Most missions cover an enormous area (measured in miles), although you will not cover every square inch of the operation area. We are still playing around with mission objectives--the current thinking is, going into a drop, the player will have intelligence and a mission, but the specifics of that mission only reveal themselves as you move about the world. For example, discovering a German communications center will fill in a subobjective in your log book and mission screen. So to that extent, missions will be dynamic--the player will have good intel going in, but will only get the full dimension of the mission as they engage and recon. The encounters will be varied to suit the Airborne subject matter. GS: What can you tell us about the "jump," and how it will affect your experience in the game? PG: We're going for as seamless an experience as possible, from the airfield briefing to the plane, to the jump itself. As a player, you control everything a soldier would control--the actual exit from the plane, and the drop from that point forward. From the air, you will likely be able to see every objective in the operation, but the extent to which you can reach them will depend upon your exit point and the altitude of the jump. Apart from that, it is entirely up to the player to read the battlefield beneath him. He can go for a tower for sniping opportunities, steer after his squad to rally quickly on the ground, land in the heart of his primary objective for a direct (and usually extremely difficult) assault, land on rooftops, crash through windows, in alleys, on top of walls, and on and on. The entire space is playable. GS: What can we expect from the weapon customization in the game? PG: We're delivering a whole feature set for weapons that lets players focus on and improve their favorite weapons in their arsenals. It actually goes beyond the weapons themselves, to your virtual body, allowing you to add additional ammo capacity, shoulder holsters, and weapon slings, which let you carry more, for better options in battle. Sticking with our commitment to historical accuracy and authenticity, all of our weapon upgrades in MOHA were thoroughly researched to provide a truly authentic experience. Allied soldiers did a lot of weapon modification. They filed down firing pins to improve firing rates, added compensators and special grips, slings, and pads that added to weapon stability and accuracy, and even duct-taped extra cartridges over or under weapons to places they could access quickly, for faster reloads and more-effective close combat. GS: When you say you're "utilizing the latest procedures and technologies to demonstrate truly believable humans within the gaming environment," what does this apply to? PG: We're raising the bar on human behaviors and character. We are focusing on a variety of revolutionary technologies to make our humans look, sound, and feel way more believable than in any game yet. Already, tests we've done on the PS3 are showing that we can do some very cool things with textures and animation that make our humans look strikingly real. Beyond these innovations, I think you can look to the multiprocessor power of next-gen hardware and expect more-robust physics and dynamics sims; light, shadow, and occlusion playing a much greater part in gameplay; and a much more-sophisticated NPC intelligence. GS: What can you tell us about the game's online modes? PG: Online will be included, and we consider it a major aspect of the game--we will be revealing more details about this feature in the coming weeks. GS: Any plans for downloadable content? PG: We are currently working on plans for this and will reveal more information closer to ship. GS: Thanks, Patrick. http://www.gamespot.com/ps3/action/medalofhonorairborne/news.html?sid=6144103
privateer Δημοσ. 11 Φεβρουαρίου 2006 Μέλος Δημοσ. 11 Φεβρουαρίου 2006 Exclusive: Hands-On with PlayStation 3 Kikizo presents a detailed, early account of its first-hand experience with a little known console called PS3. Is it looking like a new generational leap, or emotion engine tears? We have some answers. http://games.kikizo.com/news/200602/065_p1.asp Merika endiaferonta stoixeia apop to ar8ro Naturally, the hardware is not completely final (but pretty damn close) Firstly however, the box. The stylish PlayStation 3 casing design that SCEI boss Ken Kutaragi revealed last year is, and always has been, empty - and no signs of a final, tangible casing solution appear to be in sight. "I think to fit everything that Sony wants in there AND leave space for a 2.5 inch hard drive," explains one senior developer working on a final kit, who will be our guide for much of this report, "the machine would have to grow. The models they're showing off are way too small for what they want." "PS3 isn't going to have writing capabilities and for us that's of no concern right now. Our stuff runs off a Hard Disc at the moment and won't exceed DVD capabilities; we're programming the game as if it will be written for a 10-speed DVD drive. Anything less would affect load time." Now that we've played it, have they reached that goal? Really reached it? The short answer is no, of course not - but it's not an ugly picture by any means. Perhaps the biggest bombshell we've learned in the world of PS3 development right now is that many (if not most) games are simply running in 720p - not the ambitious, bleeding edge 1080p "Full HD" standard that Sony had us so excited about. And certainly, not two of them stuck together for a ludicrous 32:9 double-1080p. Our insider explains: "Sony wanted 1080p, but we're working at 720p and 1080i, same as on the Xbox 360. Even with [final hardware] in mind, reaching good frame rates at 1080p with next-gen graphics is almost impossible. Instead many developers, ourselves included, are reworking so they run at 720p. PS3's output takes care of upscaling it - so no native 1080p, but it still looks killer." Perhaps there was always a specific reason why Sony felt it should say "up to 1080p"? while it's clearly struggling to achieve Full HD without heavy compromises, something that PS3 does better than Xbox 360, most straightforwardly, is 'more stuff simultaneously'. An impressive list of simultaneous, wonderfully shaded, dynamic visual effects was evident, but PS3 was also able to throw around tonnes of geometry in terms of realtime 'explosion' calculation - and convincingly affect dozens of objects all at the same time. The development source concurs: "Unlike Xbox and PS2, where Xbox had a host of built-in effects that were a generation ahead of PS2, the Xbox 360 and PS3 are same-generation machines. One doesn't have additional effects over the other - 360 can do the same effects, just not as many of them simultaneously and with less geometry [because of the speed difference], but memory bottlenecks can kill part of the PS3 speed advantage anyway... the overall visual difference it makes will depend a lot on the developer's skill, and how much time and money the publisher spends on a game." The hands-on evidence is beginning to mount up. We're talking about a machine barely superior to Xbox 360 - not by any significant margin. It's certainly obvious this machine is not "twice" as powerful as 360, let alone a generational leap ahead. But the gap could become bigger: "Realistically, as libraries and experience with both machines grow, I think the PS3 will start showing things the 360 will choke at," offers the source. "But Sony will have to make available to us libraries and new routines for that to happen - something they've been severely lacking at so far." Cell is weird and difficult to work with... coding has progressed with high speeds and paper specs in mind, it's one of the reasons framerate specs aren't met yet. We've been anti-aliasing through software which also means a performance hit, although the 720p upscaling minimises that problem a bit." Cell is technically capable of more sophisticated volumetric physics, and while there were some decent highlights during our playtime in this regard, we haven't exactly played anything that made us gasp in the same way as Half-Life 2's physics, and we've not yet seen anything to illustrate how the increased power could potentially be used to improve a gameplay scenario in any significant way yet. As far as "emotionally believable" experiences go, this moment was more solid than we've experienced in a past generation title. It was nothing we couldn't imagine running to the same sort of effect on Xbox 360, but it was reassuring to see it in genuine realtime and with some developer perseverance, a few required improvements seem within reach. Generally speaking we're playing stuff that easily has potential to offer realism and believability, but again for the sake of detail, it was marred by early glitches and offered something of a grating experience. If we looked past this, then our PS3 virginity-busting experience pretty much had us convinced for now - and now that our early gameplay craving is satisfied, we're dying to see more complete products coming together and seeing them as they're intended. Everyone knows that the Killzone trailer was rendered to reflect what the developer thought they might be able to achieve on PS3 architecture, but some of Sony's most talented studios will be questioning the ambition they showed nine months ago. In hindsight, there was some stuff that looked decidedly more like what we've been playing now - UbiSoft's Killing Day seeming like it was a good, honest estimate. Rewatch that below, and consider this is comparable to the technical visual quality of what we've played, and you'll likely conclude that this is, for now at least, really same-generation stuff next to Xbox 360. We'd previously seen PlayStation 3 in "realtime" action in three demonstrations - the stunning Metal Gear Solid 4 trailer taken into a simulation to show off game engine and graphics, Sonic the Hedgehog's realtime demo at TGS, and also a realtime demo of Sega's Fifth Phantom Saga, also at TGS (all available to watch below). Based on what we've now played for ourselves, we can answer a question we all asked back at E3 2005. Does PS3 really look like the Killzone trailer? No way. Does it look like Metal Gear Solid 4? Sure, near enough, although now that it's on near-final hardware, things just need a little polishing to look as complete as what was shown by Kojima-san in September. The difference in physics, detail and scene complexity between the Killzone or MotorStorm trailers and MGS4's realtime demo is quite severely obvious, and it's now abundantly clear to us that everyone's early PS3 gaming experiences will be a whole lot more like the latter, but that's not exactly a bad thing. We'll have dynamic range and depth of field optics, maybe even a 'solid' sixty frames. But MGS4 stands on its own as the single most impressive thing anyone has seen on a sufficiently convincingly box to date. Based on what we've seen and played, launch software will look like nice Xbox 360 material - Dead or Alive 4, Gears of War. The main issue now is when is this "launch" actually going to happen? Based on this evidence, things aren't exactly rocketing ahead, and we wouldn't be the first to question the potential of some kind of delays. Our developer is first to chip in: "We think that in Japan it will most likely release during Summer, Q4 in the US, and Europe in Winter or Spring 2007 - these are our internal projections." And right now, it seems most observers would agree. The cost of a final PlayStation 3 is the other issue, and some are remaining hopeful, considering PSP launched well below its projected price thanks to publisher pressure on Sony. Could it be a similar story with PlayStation 3? Sony could do well to absorb some creator investment costs, but BluRay's success against HD-DVD is more vital to Sony, particularly compared to its relatively insignificant aspirations for UMD. Yet, the sheer scale and cost of PS3 is surely looking like an increasing problem for some creators, as many had predicted. Having more power is great, but the real challenge is going to be filling 25-50GB with material that's as convincing as it is compelling. Reaching anywhere near MGS4 standards - let alone impossible Killzone standards - is still going to be tough for everyone but the most elite developers, and achieving photo-realistic scenes is as much about committed creators as raw power. Sony's showings of PS3 to date have been seriously sexy. But the reality, while still impressive, is nowhere near the leap beyond Xbox 360 Sony wants you to believe, and it seems many projects are still at an early enough stage for things to start getting a little worrying
Slay Δημοσ. 11 Φεβρουαρίου 2006 Δημοσ. 11 Φεβρουαρίου 2006 Exclusive: Hands-On with PlayStation 3 Kikizo presents a detailed' date=' early account of its first-hand experience with a little known console called PS3. Is it looking like a new generational leap, or emotion engine tears? We have some answers.[/b'] H allios . pos na proselkyseis polla hits sto site soy, otan yparxei embargo plhroforion apo thn Sony. Ena Hands-on poy den epiasan to ps3, alla ena devkit, to opoio oyte ayto htan me final hardware, kai sto opoio epaixan kapoia games, ta opoia den mas lene poia einai, ego hands-off to leo to sygkekrimeno.
unforgiven Δημοσ. 11 Φεβρουαρίου 2006 Δημοσ. 11 Φεβρουαρίου 2006 Να δείτε που στο τέλος, ούτε πυραύλους θα έχει... Πάντως μην πολυπιστεύετε ούτε τα πολύ άσχημα, ούτε, κυρίως, τα πολύ καλά. Γιατί στο τέλος φοβάμαι ότι τα πράγματα δεν θα είναι όπως τα περιμένουμε...
ProEvoFan Δημοσ. 11 Φεβρουαρίου 2006 Δημοσ. 11 Φεβρουαρίου 2006 ego hands-off to leo to sygkekrimeno. xaxa! eipa na mi sxoliaso alla imarton...
Daredevil Δημοσ. 11 Φεβρουαρίου 2006 Δημοσ. 11 Φεβρουαρίου 2006 Gamespot have an article which begins There seems to be a bit of confusion about Blu-ray's read speeds incomparison to DVD's read speeds specially given the Xbox 360's 12x DVD rating..... The firstdifference that should be noted in a DVD vs Blu-ray discussion is that DVD's are Constant Angular Velocity (CAV) and Blu-ray is Constant Linear Velocity (CLV). CAV: The drives transfer rate is variable. Information on the inside tracks of the disc is read at approximately half the speed as the information on the outside of the disc. CLV: The drives transfer speed is linear or constant regardless of whether information is on the inside tracks of the disc or the outside. This is important to note because each of DVD's X ratings have a minimum and a maximum read speed and the advertised read speed is taken from the maximum, consequently a DVD drives maximum read speed is almost never realized. On the other hand Blu-ray's only has one constant read speed: Another important note about CAV drives (e.g. DVD) is that because information on a disc is written from the inside to the outside the X rating is never realized unless the disc is entirely full. Example: The maximum read speed of a disc that is only half full on a 12x drive is only 12MBps compared to the drives maximum of 16.5MBps. At 2x Blu-ray can read as fast as 12x DVD's minimum read speed. At just 3x Blu-ray is comparable to DVD at 12x; through the first half of the disc 3x Blu-ray is faster, through the second half of the disc 12x DVD is faster. And at only 4x Blu-ray manages to best a 12x DVD's maximum read speed by 9%. http://www.maxconsole.net/?mode=news&newsid=6060
NeTeD Δημοσ. 12 Φεβρουαρίου 2006 Δημοσ. 12 Φεβρουαρίου 2006 Λογικό, σε μια δεδομένη επιφάνεια χωράνε 5πλάσια bit στα HD-dvd, BluRay απ'ότι στα DVD και άρα μέσα σε ένα δευτερόπλεπτο διαβάζεται 5πλάσια πληροφορία Όμως ο χρόνος για να διαβαστεί ένα ολόκληρο DVD και ένα ολόκληρο HD, BluRay είναι ακριβώς ο ίδιος. Απλά στο πρώτο διαβάζονται 4,7GB ενώ στα δεύτερα 25GB.
xrest Δημοσ. 12 Φεβρουαρίου 2006 Δημοσ. 12 Φεβρουαρίου 2006 mmmm.wraio fainetai,alla thelei douleia akoma.ksereis pianeis etaireias einai?
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