kallair Δημοσ. 1 Απριλίου 2006 Δημοσ. 1 Απριλίου 2006 elikrina ekliparo ton moderator pou einai ipeuthinos gia auto to topic na min anexthei alles prosopikes kontres kai vomoloxies metaksi melwn. exei katantisei aidia to olo thema pleon. den tha anagkazomaste na diavazoume 2 selides me kontres metaksi melwngia na vroume 1 eidisoula. rikste kana ban epitelous se autous pou prosvaloun tous allous.
ProEvoFan Δημοσ. 1 Απριλίου 2006 Δημοσ. 1 Απριλίου 2006 vevea gia na leme kai tou stravou to dikio otan to amaksi pernei bros kai oi zantes einai se kinisi fenontai strogiles...anyway tha doume alla mou fanikan poli oraia ta modela opos kai oi odigoi tis mixanis kyrios... perimeno na do pio polla stin e3...elpizo na exoun pio proxorimeno to game ekei!
ProEvoFan Δημοσ. 1 Απριλίου 2006 Δημοσ. 1 Απριλίου 2006 sostos o kallair... fantazese pro evo fun na ta doume kai ola ayta ta oxhmata se mia pousta[/i'] pou tha katebenoume komatia apo ena bouno??? exoskeletor prosexe ta typos!!!!! :mrgreen::mrgreen::mrgreen::mrgreen:
Daredevil Δημοσ. 1 Απριλίου 2006 Δημοσ. 1 Απριλίου 2006 antazese pro evo fun na ta doume kai ola ayta ta oxhmata se mia pousta ma8aineis italika exoskeletor? akakakakkakaka
Slay Δημοσ. 2 Απριλίου 2006 Δημοσ. 2 Απριλίου 2006 Merikes nees plhrofories kai merikes fhmes gia to online toy ps3 apo to teleytaio PSM This month's issue has a preview of the PS3 version of Brothers In Arms: Hell's Highway. Some details: - You control 3 squads, including one with heavy weaponary, bazookas, heavy machine guns etc. that can also call in air strikes - Online play with custom matchmaking that "automatically generates squads based on skill level", can create your own squad, aiming for 32-players + online - Looks really good, apparently Also, some quite interesting rumours on PS3 Online: - Your own PS3 will be able to host a blog/bulletin board of sorts, that your buddies will be able to access (remember, always-on, always-connected). You'll be able to put photos and video on this blog, as well as recordings of your best moments from games. Termed as "lifestyle servers". - PSP will be able to send snapped photos and video to your PS3. PSP can also be used to view friends' video/photos from their PS3 (perhaps via their blog?) Also previews Smackdown vs Raw 2007 and Untold Legends.
privateer Δημοσ. 2 Απριλίου 2006 Μέλος Δημοσ. 2 Απριλίου 2006 22min Q&A video with Phil Harrison http://video.google.com/videoplay?docid=3180167084886101633&q=GDC+2006&pl=true
damn3 Δημοσ. 2 Απριλίου 2006 Δημοσ. 2 Απριλίου 2006 Ελπίζω το PLAYSTATION 3 Online να "φέρνει" προς PlayOnline μεριά.
Slay Δημοσ. 2 Απριλίου 2006 Δημοσ. 2 Απριλίου 2006 PlayStation Network to support homebrew. As you probably know, the PS3 will ship with the latest linux kernel installed on the HDD. There has been a lot of debate in here to decide if linux will be open to users. But thankfully Ken has really been pushing to open up the platform. They plan on releasing this info during E3, but I knew how important it was to you guys. I can only give you the basics. You can find out the rest of the details in may. Phil released a lot of details about the Playstation Network at GDC, but left some details out. In addition to the social-networking stuff like IM, voice and video chat, Playstation Network will let users upload their own content to sell to the community. But what is really great is that the platform will be open, so that you can develop games on linux, then upload and even sell them. We're going to open up the full micopayment system to everyone. Guys like you will be able to develop mini games and sell them for 10c each. http://ps2dev.org/News/PlayStation_Network_to_support_homebrew.
privateer Δημοσ. 2 Απριλίου 2006 Μέλος Δημοσ. 2 Απριλίου 2006 homebrew se konsola ths sony :???: mallon gia prwtapriliatiko asteio kanei
Slay Δημοσ. 2 Απριλίου 2006 Δημοσ. 2 Απριλίου 2006 homebrew se konsola ths sony :???: mallon gia prwtapriliatiko asteio kanei poly pithano mias kai dhmosieythke xtes, apo thn allh pleyra omos einai h teleia kalypsh apo thn Sony oste na prospathsei na katasthsei pantoy ta modchips paranoma, sthn dikh poy exase sthn australia o dikasths apofanthike oti ta modchip mporoyn na xrhsimopoihthoyn gia na paixoyn imported games , etsi mathame sthn GDC oti tha einai region free to ps3 kai tora erxetai kai ayto, sigoyra den prokeitai h sony na afhsei na mpainoyn sto dyktio ths anexelekta oti programma ftiaxnei o kathenas, tha yparxei pithana mia diadikasia opoy o programmatisths tha dinei ton kodika toy pros exetash apo thn sony prin parei to ok kai diatethei gia katebasma, alla an ontos afhsei kai homebrew kai einai kai region unlocked to ps3 , praktika h nomimh xrhsh modchips paei peripato.
Slay Δημοσ. 2 Απριλίου 2006 Δημοσ. 2 Απριλίου 2006 eixe ginei kai edo prosfata mia mikrh syzhthsh gia to poso einai ikanh h RSX gia HDR + AA, sto beyond 3d yparxei ena poly kalo thread (os synithos) epi toy thematos http://www.beyond3d.com/forum/showthread.php?t=29626 kai enas programmatisths toy Heavenly Sword egrapse ta exhs: As already stated many time on these boards HDR rendering can be done in many different ways. Most games use FP16 render targets: this is the most straightforward and simple way to do it, quality is also very good, though unfortunately FP16 render targets require a lot of memory and bandwidth: every pixel needs 8 bytes in video ram to store its color data. On the other hand colors can be represented (different color spaces) and encoded (different layout in memory) in many different ways. We use a 4 bytes per pixel format that has the same luminance range of a default FP16 format, though it's completely scalable changing some costants in a fragment shader. The quality is outstanding, I was never been able to reproduce a single case where FP16 had a better quality than our funky color space. I silently ran the game over a week using FP16 on the upper half of the screen and funky colors on the lower half..and I was randomly asking question about the image quality to people in the office that were occassionaly standing close to my desk: no one has ever noticed any difference. It's also very easy to bring FP16 on its knee on night light scenes, very low luminance (close to zero!) produced noticeable banding (but this effect can also be a function of a particular tone mapping operator), the 4 bytes per pixel version was much better, banding was still present though. Also we don't use YUV or HSV color spaces, we went for a custom CIE Luv space. AFAIK KZ renderer is fairly different from HS renderer and makes perfctly sense for them to not use our color space, but it's not an issue related to lighting requirements, in fact we support a VERY broad (and accurate!) range , thousand times broader than FP10 on Xenos.
Slay Δημοσ. 2 Απριλίου 2006 Δημοσ. 2 Απριλίου 2006 Dyo akoma videos apo thn GDC Heavenly Sword + Car Demo http://s37.yousendit.com/d.aspx?id=0ER2Q60Y7MBN20VNSKRTOPILRF] Getaway http://s53.yousendit.com/d.aspx?id=3DGRSFENZFVP42KH78BV929INP
Slay Δημοσ. 2 Απριλίου 2006 Δημοσ. 2 Απριλίου 2006 Merika akoma Slides apo to iaponiko Watch. Sygkrish se particle simulation metaxy [email protected] kai [email protected] Pos egine to Chameleon Fish demo sto video poy akoloythei. http://www.watch.impress.co.jp/game/docs/20060331/ps3_2m3.zip System Utilization kata to demo Edit: ena akoma videaki gia to fish demo poio leptomeres http://cgi1.watch.impress.co.jp/cgibin/pc/redirect.plx?url=http://www.watch.impress.co.jp/game/docs/20060331/ps3_2m4.zip
ProEvoFan Δημοσ. 3 Απριλίου 2006 Δημοσ. 3 Απριλίου 2006 bravo re slay thanks... kai opoios eide to video me tis erotapantiseis tou phil etsi 2-3 pragmata pou sigratisa... proton to free multiplaying...apo ti katalava tha xreonesai mono otan katevazeis update gia games opou einai kai logiko...deyteron gia to motorstorm pou eipe oti ayta pou edeiksan sti gdc itan ena aplo kommati gia na mas deiksoun pos douleyoun kai oti exei proxorisei polu to game kai tha doume perissotera stin e3 kai triton eipe pos tha doume to control tou ps3 stin e3 gia proti fora...ante na doume pos tha einai...
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