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PS3 Ειδήσεις {News Topic}


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Warhawk Interview on IGN:

 

IGN: Twisted Metal, War of the Monsters, Jet Moto... these are all games the team has become famous for. What was it about Warhawk that made you want to revisit it first for the PlayStation 3?

 

Brian Upton: Incognito has been trying to figure out a way to schedule production for a Warhawk sequel for years, but there was always some other project that wound up being a higher priority. Once we heard news of the PS3, we looked at the production calendar, we saw a window of opportunity, and we jumped on it.

 

 

IGN: Most of the areas we've seen so far have been few in number (mostly taking place over or around water). What sort of environments can we expect to see in the final version?

 

Upton: The environment we showed at E3 is an island military base off the coast of the main continent; about 5% of the total play space. In addition to the island, we'll have a variety of distinct regions and cities created to specifically provide a playground for the Warhawk. For example, our mountain area has these huge towering peaks and deep, deep valleys. We wanted to give the player lots of terrain to fly around through - it's a rush that you don't get from other aerial action games.

 

IGN: How many ships and vehicles can be displayed onscreen at once?

 

Upton: Hundreds! Actually, we've done tests where there are too many enemies on the screen! After a certain point it turns into total chaos and it's hard to fly for 5 seconds without slamming into another plane, which obviously isn't very fun. As we tune each of the missions we're trying to keep them as crowded as possible and still be fun and playable.

 

IGN: Word on the street is that you only had a week or so to prepare for the tilt function at E3. Is that true? How has the feature been improved upon since we last saw it?

 

Upton: Actually, Incognito has secretly been working with Sony on the tilt technology for a while, but it wasn't until the last few weeks before E3 that they received a working controller. As for improvements since then, right now we're integrating the aerobatics system so you can use it to perform cool stunts like loops and spins, as well as testing out other gameplay in our ground modes.

 

IGN: Are your ships the same throughout the whole game or can they be upgraded? Also, will you only be able to control one sort of tank? We did see a motorcycle in the conceptual drawings...

 

Upton: You will be able to upgrade the Warhawk as the game progresses, getting bigger and better weapons. When the player gets on the ground, aside from all the hand weapons, there will be a variety of drivable vehicles, tanks, jeeps, etc that the player will have access too. We'll have more details later. But unfortunately, the motorcycle is no more. Maybe in the sequel...

 

IGN: Can you tell us about the different kinds of weapons that players will gain access to, and what are some cool examples of what they can do.?

 

Upton: We can't reveal everything this early! Like all good shooters, we'll have a solid number of weapons in Warhawk. Between the on-foot weapons, the ground vehicle weapons and the Warhawk upgrades we'll have 15+ different weapon types.

 

In addition to straightforward toys like machineguns and homing missiles, we've also got some more exotic stuff like the lightning shell we showed at E3. Tap the fire button quickly and you can use it like a bug-zapper, popping individual fighters out of the sky. But hold the button down and charge it up and you can unleash localized lightning storm that can knock out a whole fighter wing in one shot.

 

IGN: When playing single-player, will users be the only soldier on the field for their side, or will they have wingmen, AI-assisted buddies, etc?

 

Upton: One of our biggest goals is to create a sense of ongoing "ambient warfare" around the player. There will be lots of friendly AI around helping the user but they won't be under the player's control. First and foremost Warhawk is a shooter, so we want the player to be able to focus all his attention on shooting enemies and blowing things up. We don't want him getting bogged down in trying to micro-manage the guys who are backing him up.

 

IGN: Are missions open-ended in that you can switch between airships, land vehicles, and on-foot stuff at any time? Or are stages structured to follow specific vehicle types?

 

Upton: We never lock the player into using a particular vehicle or weapon, but the missions are broken down into air and ground missions.

 

IGN: Okay, with that in mind, one of the hardest things to do when developing a game with as many pieces as Warhawk has to be the assurance that all of its elements are equally strong. How are you making certain that the on-foot and vehicle segments are just as good as the airship bits?

 

Upton: This is a hard question to answer. How do you ensure any part of any game is fun? Just play it over and over, weeding out the boring parts, and polishing the good bits - its something we do internally every day.

 

IGN: Will multiplayer maps give users the option to use whatever method of attack they want (be it vehicle or on-foot), or does each map follow a specific theme and selectable vehicle type?

 

Upton: Player freedom plays a big part of our online multiplayer modes. The multiplayer maps are completely multimodal and you can switch freely between air and ground vehicles during a battle.

 

IGN: Cool. Speaking of multiplayer, what kinds of modes can we expect to see? We know that up to 32 users can go at it at once...

 

Upton: Right now we're still experimenting with different multiplayer game types. We'll definitely have the classics: deathmatch, team vs. team, capture the flag, etc...

 

IGN: How about the storyline? Who is your character, what does he do, and what's happening in the world around him?

 

Upton: You play a fighter pilot named Zack Archer who winds up assigned to the Warhawk almost by accident in the middle of a surprise enemy attack on your home base at the beginning of the game. The rest of the game follows Archer and his friends as you fight against the invaders to liberate your homeland.

 

IGN: There has been some debate as to what Warhawk is compared to the original, so help us settle the argument. Is the game a remake of the PS One title, a sequel, a parallel universe tale...?

 

Upton: It's been so long since the original (more than ten years) that we didn't think a sequel made any sense. We like to say it's a "reinvention." We took the core play experience -- the hover and flight mechanics of the Warhawk itself -- and created a brand new world around it. We borrowed a number of little details from the original, though. If you played the original you'll definitely find yourself saying "I remember that!"

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PS3's First Party Soccer

SCE London to develop digital footy in 4D.

 

- Sony Computer Entertainment's official UK staffing firm, Datascope Recruitment is on a news-making roll. Just two days after revealing that Sony Liverpool was hiring for a new PS3 WipEout project, the job site has now let it slip that SCE London is also hiring for a new "football" title. In the UK, football means soccer, and given Sony London's history of developing the most recent World Tour Soccer games for PSP and PS2, it's obvious what this next project is supposed to be.

 

U.S. Sony representatives were unavailable for comment as we went to press, but with Datascope's position as SCEE's officially sanctioned recruiter, the news of a new soccer title is as close to legit as you can get without formal word.

The most recent installment of the World Tour Soccer franchise (formerly referred to as "This is Football" in Europe) hit domestic PSPs earlier this week.

http://ps3.ign.com/articles/716/716050p1.html

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SEGA Talks VF5 PS3

PlayStation 3 version already playable.

 

One of SEGA's big E3 surprises was the PlayStation 3 version of Virtua Fighter 5. In the latest issue of Japan's Ge-Maga, SEGA-AM2 president Hiroshi Kataoka shared some thoughts on the home conversion of his team's latest arcade fighter. Joining him was SEGA R&D 4 Section Chief Noriyuki Shimoda, producer of the PS3 version.

 

VF5 was shown in arcade form at E3. "We actually wanted to show off the PS3 version," said Kataoka, "but due to some schedule problems, we were unable to."

 

The game is currently running in an advanced state on PS3 hardware, he revealed. Currently, the game is at a place where it can be played, but 'home specific' features are gong to be added from here on out.

 

One area of concern for the home version is what happens when people play on a standard 4x3 television. This apparently isn't an issue at all, according to Kataoka. "The arcade version was made to be compatible both with wide and standard monitors, so with that meaning, there's nothing to worry about." VF5 is currently on test in Japanese arcades, with all machines featuring high definition widescreen displays.

The two were asked for commentary on the PS3 itself. "My feeling is that, when considering its capabilities, it's not expensive," said Kataoka. "If that hardware was released not as PlayStation, but under the Vaio brand, and you got a Blu-Ray drive, a Cell chip and the latest NVIDIA GPU for under 100,000 yen, you'd definitely call it cheap. However, there are surely many people who buy it with the image of a game machine, and that price is pretty daring.

 

In response to the question of whether it would've been better for Sony to have removed the hard disk in exchange for a lower price, Shimoda said, "No, I'm very thankful that it has a hard disk. It's not the case that Blu-ray's transfer speed is fast compared to DVD, and with the increase in the data amount, we were worried about just how long load times would take. If we cache data to the hard disk, the loading time drops dramatically."

Ge-Maga asked the big question. Why PS3 only? Kataoka took this one. "There is the fact that VF4 had already been released on the PS2, but another big reason is that the Lindbergh and PS3 GPUs are both from NVIDIA, so the technical barriers are low. Also, VF5 is tuned to the limits of the Lindbergh's capabilities, so multiplatform development would have been difficult."

 

These two aren't picking on the PS3's competition, though. "I believe that if development is done with multiplatform in mind, there probably won't be a difference in the abilities of the PS3 and Xbox 360," said Kataoka. Giving props to the arcades, though, he added, "Recently, there have been a lot of arcade games that use special interfaces and the network, so ports have been getting harder and harder. Especially with VF5, there are many elements that can only be enjoyed in the arcade, so we're required to offer other forms of play for the home version."

 

Just what those home specific additions are will likely be revealed close to the September Tokyo Game Show.

virtua-fighter-5-20060630030641654.jpg

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Ubisoft Boss Wants PS3 Pricecuts. Already.

July 2nd, 2006 by Armin Siljkovic

 

Yves GuillemotUbisoft boss Yves Guillemot openly speaks about Sonyʼs pricing strategy, saying (what weʼre all saying pretty much) - Itʼs too expensive and therefore wonʼt sell enough. According to Guillemot, the PS3 price must “drop rapidly” in 2007 if they want to compete with Microsoftʼs Xbox360. He dropped the words in an interview with Bloomberg, who are estimatng that Sony will sell 40 million PS3ʼs by 2008, while Sony is counting on selling 100 million in the PS3 lifespan (5-6 years).

 

http://digitalbattle.com/2006/07/02/ubisoft-boss-wants-ps3-pricecuts-already/

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PS3 Costs Too Much, Says Final Fantasy Creator

 

......

"Two to three years from now' date=' the PS3 will be the most appropriate choice," said Tetsuya Nomura of Square Enix

in an interview with Japanese gaming magazine Ge-Maga.

"We feel that when the games that we're making are released, the PS3 will be strong in the market...

right now, as a game machine, it's too expensive. "

....................[/quote']

 

http://ps3.qj.net/PS3-Costs-Too-Much-Says-Final-Fantasy-Creator/pg/49/aid/57733

 

αρα?? το επομενο FF σε 2-3 χρονια???

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PS3 Secret Hardware New Information

 

Further information regarding the PlayStation 3/Minority Report add-on has been brought to our attention, as well as some uses of the device which is expected to become available near the PS3 launch. The add-on, manufactured by Prime Sense, should be reasonably priced as, we are told, it is fairly cheap to manufacture.

 

The previously mentioned MegaGames friend has been extremely helpful and has provided some additional information on what gamers can expect from the device and how it is expected to affect gameplay.

 

According to our reliable source, the Prime Sense device was developed with the terminal Reality interface in mind and to that end, company engineers met the man behind the Minority Report concept. The idea is not new as EyeToy bears obvious conceptual similarities and the Microsoft/Gesture Tek products are expected to provide similar functionality. What is new is the freedom that the device will afford the user and the surprising accuracy with which it will interpret player movements into in-game moves.

 

The uses of the device may seem obvious but we will give you some examples which have already been demonstrated by Prime Sense. One such example of the use of the device is of a player tapping his fingers on a table and the device interpreting his movements as the keystrokes of a pianist. Another application demonstrated, perhaps more relevant for a gaming audience, is of a player performing martial arts moves while an accurate virtual representation uses the same moves to dispatch enemy ninjas. An even more impressive example shown was that of a player following on-screen dance moves, with no restrictions to movement, while his moves are accurately recognized as correct or wrong.

The final demonstration mentioned, is that of a player collapsing some pillars using his avatar. This demonstration highlighted how the virtual representation of the player will interact with the in-game physics.

 

According to our source these demonstrations are close to a year old so minor improvements should be expected while the actual uses of the device will depend on game developers as the demonstrations mentioned were created by Prime Sense staff.

 

This device is another example of how video game console creators are thinking of ways to increase the players involvement with the on-screen action. Microsoft's Peter Moore has already commented on the need to simplify video game controls and his expressed admiration for Nintendo's new controller is a matter of record. Sony is also exploring that avenue while Microsoft has been developing a Windows remote with many of the Wiimote features for a long time now. It may be the case that the next-gen console war will also include a battle or skirmish, of the input device.

 

Link

 

Εεε?

 

Material Defender 1032

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ερχεται το ...ιππικο!!! (spu's)

συμφωνα με αυτα που ακουγονται οτι θα παρουσιασουν στο 1ο παγκοσμιο συμποσιο για το CELL...

Το RSX με δεσμευση και χρηση 5(!!!!) SPU's για shader rendering, φερνει αποτελεσματα που συγκρινονται με ...high end gpu cards.

 

χωρις πολλα-πολλα, στις 28 Ιουλιου θα κυκλοφορησει το paper, και τοτε θα τα δουμε ολα πιο αναλυτικα.

προς το παρον, μενουμε στις ανακοινωσεις του Alan Heirich, senior Sony Software Engineer.

 

παντως αυτο το "υβριδιο", οπως αρεσκεται να το ονομαζει ο Δρ. Heirich,

δεν νομιζω να χρησιμοποιηθει ποτε σε κανενα game (με 5 απο τα 6 spu δεσμευμενα για ...shaders, τα physics/Α.Ι/particle effects/cloth-hair simulator κλπ κλπ, ποιος θα τα κανει?).

περισσοτερο μοιαζει με ενα benchmark(?). οταν ομως στο μελλον υπαρξουνε τα καταλληλα εργαλεια, τοτε ισως να μπορει να χρησιμοποιηθει ενα-δυο spu ωστε να δωσει ενα χερακι στην πανισχυρη(?) rsx.

 

οριστε το κειμενο, και περιμενουμε με ενδιαφερον το πληρες paper στο τελος του μηνα, (και βεβαια καποια στιγμη επιτελους τα αναλυτικα rsx specs !!)

ωστε να καταλαβουμε περισσοτερα και να βγαλουμε και καννα συμπερασμα:

 

Alan Heirich

Sony Computer Entertainment America

aheirich(at)Playstation.sony.com

 

Abstract

This paper studies a deferred pixel shading algorithm implemented on a Cell-based computer entertainment system. The pixel shader runs on the Synergistic Processing Units (SPUs) of the Cell and works concurrently with the GPU to render images. The system's unified memory architecture allows the Cell and GPU to exchange data through shared textures. The SPUs use the Cell DMA list capability to gather irregular fine-grained fragments of texture data generated by the GPU. They return resultant shadow textures the same way. The shading computation ran at up to 85 Hz at HDTV 720p resolution on 5 SPUs and generated 30.72 gigaops of performance. This is comparable to the performance of the algorithm running on a state of the art high end GPU. These results indicate that a hybrid solution in which the Cell and GPU work together can produce higher performance than either device working alone.

 

Speaker Bio

Alan Heirich is a senior software engineer with Sony Computer Entertainment America where he currently works on physics simulations for the PlayStation 3. He is the author of over 14 peer-reviewed publications, an editor of symposium proceedings for the IEEE, ACM and Eurographics, and currently serves as program co-chair for the ACM Sandbox Symposium on videogames. He has a PhD from the California Institute of Technology in Computer Science.

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150.000 PS3 units to be shipped in UK on launch day

 

PS3-Start: 150.000 Konsolen in Großbritannien

 

04.07.06 - Sony soll zur PlayStation3-Markteinführung am 17.11.06 150.000 Konsolen in Großbritannien ausliefern. Das schreibt das britische 'Official PlayStation Magazine'.

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δεδομενου οτι η γραμμη παραγωγης θα αρχισει να παραγει τελη αυγουστου, θα ελεγα οτι αυτο το νουμερο ειναι περισσοτερο "μαντεψια", παρα βασισμενο στην πραγματικοτητα.

αν οντως παραξει τοσα για την αγγλια, αυτο σημαινει κανα 350-450 χιλιαδες για την ευρωπη, που αυτο σημαινει οτι το σχεδιο μου για το ebay θα παει ...απατο :D

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