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PS3 Ειδήσεις {News Topic}


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Καλά δεν το συζητώ, το VF4 και η συνέχειά του το VF5, θεωρούνται αντικειμενικά το καλύτερο fighting όλων των εποχών, ανεξαρτήτως κονσόλας. Αν δεν έβγαινε σε ΧΒΟΧ360 θα αγόραζα το PS3 μόνο και μόνο για αυτό το game.

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Formula One Infoz

 

About Online

 

Formula One Championship Edition is set for its debut on the PlayStation 3 just a couple of weeks before the launch of the real 2007 F1 season. The series is coming to American shores after a lengthy absence for F1 games, and though we've had a chance to try out the game multiple times in the past, there was one aspect that we had no experience with: online play. However, that little problem was remedied today, as Sony producers held an hour-long test-drive session for F1 CE's online play, which we got to take part in.

 

A total of 11 people can race online in F1 CE, with the remaining 11 seats on the grid filled out by artificial intelligence drivers. During our online session, we raced with as many as seven racers, and for the most part, the frame rate held together nicely. We only encountered hiccups a few times, though it was nothing that caused us to miss a corner or completely screw up a lap. Still, it's nice that the first few races we ran had collisions turned off--as it takes a few minutes to acclimate yourself to the twitchy nature of F1 cars.

 

Newsweek Interview

 

How difficult was it to get 22 cars on the track at that level of detail?

Actually, it was not as difficult as you might think--especially considering that just one of the Playstation 3 cars we have in F1 CE requires the same memory budget as all 22 cars combined on the PS2 version!

 

The rain effects are pretty spectacular. Without getting extremely technical, tell us what's going on underneath the hood to make that effect possible. How is it different from rain effects on the PlayStation 2?

The rain drops you see are image processing effects that utilize the hardware's extremely powerful SPU's for a physics simulation to calculate the movement of the rain droplets based on forces/velocities per pixel. What this basically means is that as you drive around in the rain, the game calculates the speed and forces on the car to move the rain drops accordingly on your visor, down to a per-raindrop level of detail. You also notice the splashes that the raindrops leave as they hit the tarmac and this is done using the landscape collision system - again, running on the SPUs - to calculate individual positions for each splash.

This effect was simply not possible on the PS2. On PS2, we had to use a plane with a rain texture in front of the screen. On Playstation 3 we accurately simulate heavy rain conditions which give us incredibly realistic results and this also directly feeds into the gameplay. You really have to think about where your car is on the track in the rain and where your opponents are, as the visibility is sometimes reduced to virtually nothing--just like what real F1 drivers have to contend with in those conditions.

Are these visual effects being shared with other Sony studios, or will they remain unique to F1 CE? Does F1 CE share any tech with other released or forthcoming first-party titles?

The Playstation 3 has created an unprecedented climate of studio cooperation within Sony Computer Entertainment Worldwide Studios. The F1 CE development team has shared technologies and experience with many internal and first-party development teams around the world, including full support from the Worldwide Studios Advanced Technology Group.

This is a trend we expect not only to continue, but to greatly expand as the Playstation 3 platform matures. The rain effects in particular and other aspects of the F1 CE game code are currently being prepared for other first-party development teams that have requested them.

Please detail how F1 CE is using the Cell processor's components, the PPU and the seven SPUs. (Example from an actual launch title: PPU for game logic; SPU 1 and 2 for shader effects; SPU 3, 4, 5 for PhysX physics simulation; SPU 6 for particle effects; SPU 7 for audio. Also SPUs 1-5 used during loading to reduce load times.)

We don't really use the concept of reserving certain SPUs for specific tasks. Instead we employ the concept of prioritized job lists that are executed by the SPUs whenever one is available. We use the SPUs for the following jobs: audio effects, particle system, physics (landscape collision, narrow phase and collision resolution), rain effects (rain droplets and rain splashes) and various render side jobs. The game logic is driven largely by the PPU. We use the SPUs together to collaborate on working through each frame that's displayed by the game. The SPUs are extremely versatile so they can be used to accelerate any in-game system.

 

How is F1 CE using the RSX graphics processor? Do the Cell and RSX work together on any part of the graphics pipeline, and if so, which one?

The SPUs are heavily involved in the graphics pipeline and do an enormous amount of work to eliminate inefficiency before anything arrives at the PPU and RSX. For example, the SPUs are powerful enough to decompress and check every triangle [polygon] before passing it on to the RSX. Triangles that are facing away from the player, or that are not on the screen can be 'trimmed' away by the SPUs, which hugely reduces the amount of redundant work sent to the RSX. This in turn lets the RSX get on with what it does best--drawing stuff on screen.

The SPUs can also be used to augment the RSX vertex shaders, making far more vertex-heavy tasks possible which is very useful for character animation. Additionally, the SPUs can be used to implement behavior very similar to geometry shaders--F1 CE uses them in this way to render seamless interpolated levels of detail for some scene elements. So in answer to the question "Do the Cell and RSX work together?" the answer is a resounding "Yes," and I think this is one of the real strengths of Playstation 3 that we'll see increasingly exploited by development teams going forward.

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Shivering Isles confirmed for PS3

 

Wednesday 14 February 2007

In an interview with GamesRadar, Bethesda's Pete Hines, vice president of PR and marketing, has confirmed that Shivering Isles should reach PS3 this year, and that further downloadable content will follow on the PlayStation Network.

 

We pointed a camera at Pete Hines after our hands on with the PS3 edition of Oblivion yesterday, and quizzed him about Bethesda's exhaustive role-playing adventure. Hit the movies tab above to watch the interview, and pick up some interesting facts - including Bethesda's plans for a new Fighter's Stronghold add-on pack; the real reasons that PS3 doesn't yet boast all available Oblivion downloads; and when PC and 360 gamers can expect their own visual upgrade.

 

The interview is labelled 'The Elder Scrolls IV: Oblivion PS3 interview - 14 Feb 2007'. Enjoy!

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Star Wars : Force Unleashed Official Site Awaits you

 

Features

 

* During the period between Episodes III and IV, players hunt Jedi in the role of Darth Vader's Secret Apprentice.

 

* Unleash and upgrade the Secret Apprentice's four core Force powers - Force push, grip, repulse and lightning - throughout the course of the game, and combine them for ultra-destructive, never-before-seen combos.

 

* Examples of unleashing the Force in ways never thought possible:

o The Secret Apprentice won't just Force push enemies into walls - he'll Force push enemies through walls.

o The Secret Apprentice won't just Force grip foes to throw them aside - he'll Force grip them in midair, zap them with lightning, then drop them to the ground to explode like a bomb.

 

* In addition to new adversaries created just for the game, such as fugitive Jedi and Force-sensitive Felucians, players will also confront and associate with familiar faces from the Star Wars films, including Darth Vader.

 

* Visit locations such as Episode III's Wookiee homeworld Kashyyyk and the floral Felucia, the junk planet Raxus Prime, plus an Imperial TIE fighter construction facility.

 

* Decisions made by players throughout the game will determine the path of the story, including multiple endings that will rock Star Wars continuity as they know it.

 

* The Force Unleashed is LucasArts' first internally developed title for next-generation consoles, and it represents the first in-game collaboration of talents and technology between LucasArts and Industrial Light & Magic, two companies now finally under one roof at the new Letterman Digital Arts Center in San Francisco's Presidio district.

 

* The Force Unleashed debuts Digital Molecular Matter from Pixelux and euphoria behavioral simulation from NaturalMotion Ltd.

 

* LucasArts is preparing an unprecedented promotional effort around the launch of The Force Unleashed, encompassing a full line of toys and game-based action figures from Hasbro, as well as a full publishing program from Dark Horse, Del Rey and Palace Press.

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Sega chief dev: Sixaxis tilt technology is "rubbish"

 

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We're not quite sure if this is becoming some sort of a trend within gaming circles, but it seems that game developers have been getting increasingly vocal about their preferences lately. Just recently, Electronic Arts came under fire for Drew Garrett's public post which advised readers to "skip the PS3" and purchase an Xbox360 or Wii instead. Well, it may have generated enough of a stir that someone has followed in Garrett's footsteps.

 

Up next on the hot plate would be the head of Sega Racing Studio, Guy Wilday.

Although there's been some disappointment in the past due to the lack of the much-loved rumble feature,

Wilday expresses his disappointment, and without mincing words.

According to him, "Tilt control's not difficult to do... Fundamentally, though, the whole tilt control thing is rubbish. It's no compensation for rumble."

 

Yep, everyone apparently loves rumble THAT much.

 

http://www.qj.net/Sega-dev-Sixaxis-tilt-technology-is-rubbish-/pg/49/aid/82890

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