Aυτό έχω καταλάβει κι εγώ πάνω κάτω.. Νομίζω πως 40 ευρώ μόνο για αυτό το feature δεν είμαι διατεθειμένος να δώσω..
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Aυτό έχω καταλάβει κι εγώ πάνω κάτω.. Νομίζω πως 40 ευρώ μόνο για αυτό το feature δεν είμαι διατεθειμένος να δώσω..
Ούτε εγώ τα δίνω, ειδικά αν δεν υπάρχει server στην Ελλάδα. :)
PlayStation 4: The Coolest Stuff You Probably Didn’t Know
GDC reveals tantalizing tidbits about Sony’s next machine.
by Greg Miller
While there have been morsels of PlayStation 4 information doled out since the console’s coming out party, Sony really hasn’t had the chance to speak at length about the product since February. At least, not until today. Here in San Francisco, Sony Computer Entertainment America Senior Staff Engineer Chris Norton hosted a Game Developers Conference panel titled “Developing for the PS4.”
While a lot of the speech was heady technical stuff, there were some very interesting reveals. Here they are.
1
The PSN Friend Limit Is Increasing
Norton said at the beginning of the conference, “Core gamers are our primary audience.” PS4 is going to serve that group by increasing the number of PlayStation Network friends from the current cap of 100 to… well, Norton didn’t say. He just said it’ll be increased.
2
“A Very Large Hard Drive in Every Console.”
Again, Norton didn’t offer specifics as to what the exact size of PS4 hard drives would be, but he stated there will be “a very large hard drive in every console.” Food for thought.
3
Buttons: They Are a Changin’
Back on the PS3, the D-pad and the face buttons of the DualShock were analog – meaning that they could sense pressure and change input based on it. Norton said that developers didn’t use that option, however, and the DualShock 4 ditches analog and replaces them with digital buttons. The touchpad resolution on the controller is 1920x900, and the L2/R2 buttons are curved to help avoid accidental Netflix fast forwarding.
4
The PS4 Charges Controllers When It’s Sleeping
One of the biggest gripe about the PS3 is that when it’s in sleep mode, its USB ports are off. This means that you have to have the console on to charge controllers. With PS4, that will no longer be a problem. When it’s sleeping, the PS4 will charge DualShock 4s.
5
Headset in Every Box
The PlayStation Network is a quiet place right now. Why? Well, the PS3 didn’t bundle a mic with the console, so lots of players never grabbed one. The PS4 will put a headset in every box so that communication is easy.
6
“The PS4 Eye Will Enhance the PS4 User Experience.”
The PlayStation 4 Eye is well documented on IGN. Dual cameras, 1280x800 resolution, 12 bits/pixel, 60Hz, etc. However, it’s also going to have a dedicated port on the console with an exclusive SCE connector. This means two things: 1) The camera won’t eat up a USB port on the console. 2) The camera probably won’t work with other devices. No. 2 is what I, Greg Miller, think; Norton didn’t say that. However, Norton did list a bunch of potential uses: walkthrough videos, taunting in killcam, login, and speech recognition. Need more? Well, if you’re playing a split-screen game and switch places with your friend, the camera can read your controllers and flip the splitscreen so that you’re lined up better.
7
Your Real (PSN) Names
At the February debut, Sony showed the PlayStation 4 dialing into your social networks and then using your real name on the console. This, as predicted, is something you’ll need to enable. If enabled, when you import your friends from social networks, you’ll use your real name. You can decide which of your PlayStation only friends see your real name, too. If any.
8
Recording Is Mandatory
Norton spent a portion of his presentation making sure developers knew the PlayStation 4 does a lot of heavy lifting. Recording footage? Sharing content? That’s all on the console. The developers don’t have to put anything special in their code. It’s all built to do it on its own.
9
Remote Play Upgrades
Remote Play’s been around for a while, but it’s never been fantastic. With the PS4 and Vita, PlayStation’s looking to change that. When you connect via a local network or the Internet, the screens will be mirrored. That means unlike the PS3/Vita, one screen won’t be dead – they’ll both be showing the game. Plus, rather than have to enter into a separate mode, you can start Remote Play at any time on the PS4.
10
Colors > Numbers
The light bars on the DualShock 4 are going to identify players. We knew that. What you might not have known however, is that the color/player relationship is always the same. Player 1 will always be blue, Player 2 red, Player 3 green, and Player 4 pink. Plus, that light bar can be used to display muzzle flashes from your gun, health and so on.
http://m.uk.ign.com/articles/2013/03...bly-didnt-know
το νο 8 με καθυσηχαζει απιστευτα στην συζητηση που ειχαμε περι πορων και αναγκων του OS... ευγε!
Εγώ θέλω να δω πως θα ταιριάξει η αύξηση του PSN friends limit με το PS3... δηλαδή αν υποθέσουμε ότι θα μπορείς να έχεις π.χ. 200 φίλους στο PS4, στο PS3 θα βλέπεις μόνο τους μισούς (ποιούς μισούς όμως; LOL) στο PS3; Μπέρδεμα...
Mήπως ο περιορισμός είναι από το ίδιο το playstation network και όχι από το λογισμικό της κονσόλας?
Λεπτομέρειες αλλά κι αυτά πολύ σημαντικά..Quote:
Originally Posted by Dragonpaul
Πολύ καλό να μπορείς να φορτίσεις τα controllers και όταν δεν λειτουργεί η κονσόλα..
Και το mic πολύ θετική προσθήκη.. Πιστεύω να είναι μιας αξιοπρεπής ποιότητας..!
Δεν εχω καταλαβει αυτο : ''Norden revealed that the touchpad has an exceptional 1920x900 resolution''
Τι εννοει? Το χειριστηριο εχει οθονη?
Oθόνη δεν είναι, pad είναι.
Βλέποντας το 1920x900 μάλλον θα εννοεί ότι υπάρχει αντιστοίχιση με τις HD τηλεοράσεις (1920x1080).
Οπου πατάς και όπου σέρνεις στο pad αντιστοιχεί στις ανάλογες κινήσεις στην οθόνη της τηλεόρασης
απλά αφήνει κάποιο ανεπαίσθητο κενό, χάνει κάποιες οριζόντιες γραμμές, δηλαδή δεν πιάνει ακριβώς μέχρι τέρμα πάνω και τέρμα κάτω.
See Unreal Engine 4 on PlayStation 4
Plus: Epic's spectacular vision for next-gen graphics.
http://images.eurogamer.net/2013/art.../resize/960x-1
Having powered five of the ten most highly-rated games on Xbox 360, it's no exaggeration to suggest that the Epic Unreal Engine 3 middleware played a unique role in shaping the visual make-up of 21st century video gaming. With Unreal Engine 4, the company is hoping to take point in defining next-generation rendering once again, and at GDC it revealed a brand new, breathtaking showcase that it hopes will help extend its advantage, giving us our first look at UE4 running in real-time on PlayStation 4 hardware in the process.
The new showcase is called Infiltrator, running on a PC utilising a Core i7 CPU matched with an Nvidia GeForce GTX 680 and 16GB of DDR3 RAM. It's obviously impressive stuff, but the fact is that a Core i7/GTX 680 combo has a clear horsepower advantage over the mooted specs for the next generation consoles. The question is to what extent these demos and this technology can scale across to those platforms.
Presumably with that in mind, early on in its presentation Epic sought to comprehensively address the issue by showing last year's Unreal Engine 4 debut, Elemental, this time rendered by PS4 hardware. Changes have been made in transitioning across the demo, but the overall impact remains much the same as the original prototype demo seen last year.
http://www.youtube.com/watch?feature...;v=aCbJS8tqp3I How well can UE4's cutting-edge visuals translate to next-gen console? At GDC 2013, Epic demonstrated last year's Elemental demo running in real-time from a PlayStation 4 development kit. The studio says that this video is actually captured from PS4 hardware.
The key differentiating factor between last year's demo and this newer iteration is that the Sparse Voxel Octree Global Illumination (SVOGI) lighting system hasn't made the cut. Instead, Epic is aiming for very high quality static global illumination with indirect GI sampling for all moving objects, including characters.
"[SVOGI] was our prototype GI system that we used for Elemental last year. And our targets, given that we've had announced hardware from Sony, that's where we're going to be using Lightmass as our global illumination solution instead of SVOGI," senior technical artist and level designer Alan Willard told Eurogamer, stressing that this new iteration of the technology has evolved significantly beyond the current-gen system used in titles like Mass Effect 3. Certainly, just the presence of so much more memory on next-gen platforms should improve lightmap quality on its own.
"We took advantage of the fact that we'd already written a distributed computation system for rendering it all out and we can add on features and refine it as needed. That's been a really powerful tool for us to evolve our ability to render our scenes and pre-compute or re-compute anything we want."
The implication Epic was making in revealing the Elemental demo running on PS4 development hardware was obvious - that today's cutting-edge PC tech demo is tomorrow's run-time on next-gen console hardware. Asked directly if its brand new Infiltrator demo could run on next-gen console, Epic vice president Mark Rein replied:
"Well, let's put it this way. Last year we saw the Elemental demo running on the same piece of hardware and this year we saw the Elemental running on PS4, so I'd say draw your own conclusions... The feeling around Epic on Infiltrator is that this is the pipeline, this is the way we're going to work, making games that are going to have this kind of feel to them, this much detail, this many shadows and it'll just get better and better as we optimise the engine further and further."
That's an exciting prospect, because Infiltrator - running on the same high-end PC host hardware Epic chose for the original Elemental unveiling - is spectacular, featuring levels of detail, effects work, lighting, cloth simulation and animation beyond anything we've seen running on current-gen technology.
It's a breathtaking showcase for the kinds of visual experience we should expect to see on next-gen platforms, but it's a technology also built for scalability. During its GDC presentation, Epic was keen to position UE4 as an engine that can iterate across a range of platforms while at the same time increasing productivity. Mobile was mentioned as a viable target platform, while Unreal Tournament 3 was shown running on a browser entirely through Javascript, HTML and WebGL. In short, Unreal Engine now works on the web, without even having to install a plug-in. Epic's Mark Rein pointed to UE4 running entirely on C++ as a big step forward in achieving this goal: the Unreal Script language of UE3 complicated portability, while C++ is "the de facto programming language of triple-A development".
Epic then demonstrated its Blueprint editor, allowing developers - even those who aren't primarily programmers - to build their own games quickly and easily, as well as a new animation tool dubbed Persona where skeletons, meshes and animations are all centralised. An Unreal landscaping tool was also discussed, where large open worlds can be quickly generated and foliage sprayed on, quickly and easily. Epic revealed that it is using IES profiles for ultra-realistic lighting.
PS4 Elemental was impressive, but it's in the Infiltrator demo that UE4 really flexes its muscles, with Willard on-hand to provide some behind-the-scenes detail, putting the demo into context with the tools demonstrated earlier.
"A lot of the features that I showed you - thing like the reflections and the IES profiles - they're all here," he said. "As [the protagonist] steps through the cloaking field you actually see the boot reflected in the wet panelling below. And this is all throughout the demonstration. And some of them come across as somewhat subtle, but without them your eye would notice the difference."
http://www.youtube.com/watch?feature=player_embedded&v=01FGBT5OJz0 Running in real-time on a Core i7 PC with a GeForce GTX 680 graphics card, Infiltrator is a breathtaking sampler of the kind of visuals we should expect from next generation hardware.
The quality of the dynamic lighting is one of the most impressive elements of the Infiltrator demo, but it's not as much of a performance hot-spot as you may imagine.
"The dynamic lights are not our current performance limit. Our limits come more from the amounts of massive overlapping shadow-casting lights," Willard said. "That's not been a huge challenge because typically we don't need that many to get a perfect-looking scene."
Willard confirmed that Infiltrator was running in real-time on the PC hardware by adjusting layers and lighting as the demo played out. He also cited elements of the demo that would have been far more difficult - or even impossible - without the new workflow Unreal Engine 4 offers.
"One thing to note - as the protoganist comes up to the city and we have a nice wide shot of the vista, that's actually built out geometrically all the way out to the horizon line rather than having the equivalent of a matte painting as you'd see in a movie," he explained. "We actually built that entire cityscape out, including the mountains. The only things that aren't are the clouds that are embedded into the city. Everything else is full geometry from foreground to background."
At the FOX Engine GDC presentation earlier in the week, Kojima Productions focused on a photo-realistic approach to rendering where the look of individual elements is procedurally generated rather than crafted by hand; materials are given attributes and their impact on the environment is dynamically rendered by the tech. In this respect we see a similar approach in Epic's new engine.
"As the physically-based materials inform the scene we end up with more and more things that are procedurally done... Because the end result is physically correct for the scene, we don't need as much detail built into the base textures," Willard observed. "Our materials system in conjunction with our physically correct lighting and shadowing really has a huge impact on the kind of time that we had to spend... We're much more productive. We're able to put a huge amount of detail in for a fraction of the time we would have spent to achieve the same level of detail - or not even been able to achieve in previous generations."
via Eurogamer
Seeing Elemental running on PS4 was an important moment in the next-generation coming-out party that's going to run all year long - and if Epic can repeat the trick of scaling down high-end PC rendering onto console hardware at the visual level Infiltrator represents, the next gaming age should be absolutely spectacular.
Κατι πολυ προχειρο που εκανα με αφορμη το προηγουμενο post. Προσωπικα απογοητευτηκα και με τα γραφικα και με τα frame-drops που ειδα.
Unreal Engine 4
(πατατε στις εικονες, ανοιγουν και μετα πατατε παλι πανω τους για να τις δειτε στην αρχικη τους αναλυση)
PC _______________ PS4http://img705.imageshack.us/img705/2...mentalc.th.pnghttp://img546.imageshack.us/img546/7...entalun.th.png
http://img405.imageshack.us/img405/2...mentalc.th.pnghttp://img203.imageshack.us/img203/7...entalun.th.png
http://img856.imageshack.us/img856/2...mentalc.th.pnghttp://img845.imageshack.us/img845/7...entalun.th.png
http://img228.imageshack.us/img228/2...mentalc.th.pnghttp://img22.imageshack.us/img22/704...entalun.th.png
http://img255.imageshack.us/img255/2...mentalc.th.pnghttp://img689.imageshack.us/img689/7...entalun.th.png
Παρα πολυ ασχημο tech demo.Δεν μαρεσει ουτε εμενα.Downgraded μεχρι αηδιας.Δεν θα ξενερωσω ομως για τον απλουστατο λογο οτι ειδα με τα ματια μου παιχνιδια οπως το KZ και το infamous.ΕΠισης η μηχανη της SE ειναι κατα πολυ καλυτερη της UE4 (απο αποψη αποτελεσματος) και εδειχνε να τρεχει τελεια στο ps4.
Ειδικα η δευτερη photo ειναι σκετη απογοητευση...γενικως λειπουν τα particle effects του demo στο pc
Γενικα κραταω μικρο καλαθι πλεον μεχρι να δω κατι που να λεει "ετσι τρεχει" στο PS4. Το ειχαμε δει αυτο για το Agni's Philosophy?
Μονο τα particle effects? Λειπουν απειρες λεπτομερειες, υπαρχει black crash, το subsurface scattering του παγου ειναι καπως ανυπαρκτο και καποια textures εχουν εξαφανιστει εντελως.. Τοσο καιρο ακουμε ποσο γαματο ειναι το 4, καιρος να αρχισουν να το κανουν καπως tone down γτ θα φανε τα μουτρα τους αν οντως μιλαμε για τετοια διαφορα.
Α νομιζω ναι ρε το ειπαν οτι ηταν απο ps4.λαθος θυμαμαι? Αλλα και περα απο αυτο δεν σε καλυψε το KZ και το infamous και το watchdogs? Μια χαρα ηταν εκπληκτικα για launch.Ασε και τα vids απο το metal gear κλπ νομιζω και η full εκδοση της UE4 απο το pc υστερει με τις αλλες μηχανες γραφικω,Δειχνει λιγοτερο εντυπωσιακη ετσι κιαλλως δλδ.Θα δουμε ομως.Ο καιρος πλησιαζει που θα δειξουν κανονικοτατα τα παντα ολα.Α και κατι τελευταιο, τα dev kits δεν ηταν με τη 8 GB μνημη ετσι? παιζουν πολλα ρολο.
Εμένα μου δείχνει ότι θέλει κι άλλο optimization η μηχανή γραφικών τους. Ίδωμεν...
συγνωμη αλλα αδυνατω να πιστεψω οτι το PS4 δεν μπορει να βγαλει καλυτερα textures απο αυτην την αθλιοτητα που βλεπω στο demo της μηχανης γραφικων. Αν ειναι ετσι οντως, τοτε ναι, 3 τινα:
α) Το PS4 ειναι για τα μπαζα
β) Η unreal 4 θελει optimization για τις κονσολες
γ) Δεν τρεχει στα τελικα specs του PS4 (μιας και θυμαμαι οτι τα 8 gb Gddr5 δεν τα ηξερε κανεις και δεν υπηρχαν kit για κατι τετοιο)
Οπως και να εχει ειναι απλα αηδια αυτο το ντεμο, και μονο impressive δεν θα το ελεγα... ειδικα αυτα τα textures ειναι ασχημα ακομα και για την τωρινη γενια... λολ...
Λεωνιδα ωραια δουλεια, οντως φαινεται τραγικα downgraded στο ps4.
Yποτιθεται οτι το demo που ξαναεδειξαν στο PS meeting ετρεχε real time στο ps4, ετσι ειπαν τουλαχιστον. Θα ειχε ενδιαφερον ενα συγκριτικο να δουμε διαφορες σε σχεση με το demo της E3, παιζει να ειπε και μουφες βεβαια η SE και να ετρεχε παλι σε PC.
Θα συμφωνησω κι εγω οτι το πιο εντυπωσιακο tech demo που εχουμε δει μεχρι στιγμης ειναι με διαφορα το Agni's Philosophy, κυριως γιατι oπως ηδη ειπατε εκτος απο insane φωτισμους, σκιασεις και poly count ειχε απο πισω του φοβερη καλλιτεχνικη δουλεια, εξαιρετικα animations και προσωπα και δεν το επαιζε safe οπως το elemental demo και το Infiltrator της UE4. Γι' αυτο τον λογο με ειχε εντυπωσιασει και το Samaritan παροτι UE3, η δουλεια που ειχε γινει στα προσωπα ηταν εκπληκτικη και σε εκεινο.
Quote:
“We’re trying to replicate the SPU Runtime System (SPURS) of the PS3 by heavily customizing the cache and bus,” he said. ”SPURS is designed to virtualize and independently manage SPU resources.
http://www.gamechup.com/ps4-will-hav...-system-cerny/
http://www.techradar.com/news/gaming...uldn-t-1141607Quote:
AMD on the PS4: We gave it the hardware Nvidia couldn't