The One & Only PS3 Thread
#251
Retired
The bolded part is saying the same thing, it's just worded awkwardly.
It's saying Blu-ray can hold more data and video. By Sony's "rival standard" they are refering to Blu-ray. Just not the clearests grammar in the world.
It's saying Blu-ray can hold more data and video. By Sony's "rival standard" they are refering to Blu-ray. Just not the clearests grammar in the world.
#252
Guest
Originally Posted by Josh Hinkle
The bolded part is saying the same thing, it's just worded awkwardly.
It's saying Blu-ray can hold more data and video. By Sony's "rival standard" they are refering to Blu-ray. Just not the clearests grammar in the world.
It's saying Blu-ray can hold more data and video. By Sony's "rival standard" they are refering to Blu-ray. Just not the clearests grammar in the world.


Chris
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From: Blu-Ray: We Don't Need No Stinkin' Petition
Fatal Inertia

In a press conference held today at the New Otani hotel in Makuhari Messe, KOEI revealed a brand new IP for the upcoming PlayStation 3 videogame system. Titled Fatal Inertia and developed by KOEI's new studio in Canada, the new combat racer is expected to launch with the PlayStation 3 in the spring of 2006. It's also being designed specifically to appeal to the western market.
Officially described as "a contrast of vibrant, futuristic vehicles battling and racing in a variety of beautiful, natural environments," Fatal Inertia is a 23rd century sport that mixes street racing, rally racing, and demolition derbies and is also said to have six main goals: 1.) to have a realistic world based on physics, 2.) to have a variety of physics-based weaponry, 3.) to boast completely customizable vehicles, 4.) to entertain a large variety of game modes, 5.) to show off several nature-based stages, and 6.) to thrill gamers in multiplayer battles.
Of those listed above, the area that KOEI seemed to stress most was the game's physics. When used in combat, rock walls aren't just there for pretty pictures -- they can be used for instant landslides against your opponents too. In fact, because of all the destructible objects and realistic physics reactions, KOEI claims that you'll never have the same gameplay experience twice. Furthermore, the various competitive and cooperative options mean that you'll be able to use woodlands, canyons, and glacial ranges to your advantage no matter how many friends you have (or don't).
http://ps3.ign.com/articles/651/651350p1.html

In a press conference held today at the New Otani hotel in Makuhari Messe, KOEI revealed a brand new IP for the upcoming PlayStation 3 videogame system. Titled Fatal Inertia and developed by KOEI's new studio in Canada, the new combat racer is expected to launch with the PlayStation 3 in the spring of 2006. It's also being designed specifically to appeal to the western market.
Officially described as "a contrast of vibrant, futuristic vehicles battling and racing in a variety of beautiful, natural environments," Fatal Inertia is a 23rd century sport that mixes street racing, rally racing, and demolition derbies and is also said to have six main goals: 1.) to have a realistic world based on physics, 2.) to have a variety of physics-based weaponry, 3.) to boast completely customizable vehicles, 4.) to entertain a large variety of game modes, 5.) to show off several nature-based stages, and 6.) to thrill gamers in multiplayer battles.
Of those listed above, the area that KOEI seemed to stress most was the game's physics. When used in combat, rock walls aren't just there for pretty pictures -- they can be used for instant landslides against your opponents too. In fact, because of all the destructible objects and realistic physics reactions, KOEI claims that you'll never have the same gameplay experience twice. Furthermore, the various competitive and cooperative options mean that you'll be able to use woodlands, canyons, and glacial ranges to your advantage no matter how many friends you have (or don't).
http://ps3.ign.com/articles/651/651350p1.html
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From: Blu-Ray: We Don't Need No Stinkin' Petition
Armored Core 4

The project previously code named "Project Force" has now been officially confirmed as Armored Core 4. I have provided an updated screen.

The project previously code named "Project Force" has now been officially confirmed as Armored Core 4. I have provided an updated screen.
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From: Blu-Ray: We Don't Need No Stinkin' Petition
Other TGS News
Makai Wars - previously a PSP title - has been moved to the PS3/
A new Alone in the Dark will be coming from Atari, as well as a new Stuntman.
A new Gradius title will be out for the PS3, as well as a sequel to Brother in Arms.
For those of you who love that crazy Japanese stuff, Big Headed Baseball will be on the PS3 as well.
Makai Wars - previously a PSP title - has been moved to the PS3/
A new Alone in the Dark will be coming from Atari, as well as a new Stuntman.
A new Gradius title will be out for the PS3, as well as a sequel to Brother in Arms.
For those of you who love that crazy Japanese stuff, Big Headed Baseball will be on the PS3 as well.
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From: Blu-Ray: We Don't Need No Stinkin' Petition
102 Confirmed PS3 Titles
Arc System Works BB Next Generation Competitive Fighting Tool
Ertain TBA Action
Art Dink Bipedal Movement Simulation Simulation
Art Dink Aquanaught no Kyuujitsu (Aquanaught's Holidy) Inner Mind Adventure
Idea Factory Shinten Makai VI Simulation RPG
Eidos New Action Game Action
Irem Software Engineering Action Adventure Action Adventure
Acquire New Historical Action Action Adventure
Astroll Seikan Survival Game
Atari Alone in the Dark Sequel Action Adventure
Atari Stuntman Sequel Driving Action
Athena Pro Mahjong Final Four Player Mahjong
Atlus Shin Megamitensei Series RPG
Interchannel New Love Simulation Adventure
SNK Playmore King Of Fighters Maximum Impact 3 3D Fighter
MTO Active Dogs Action Sports
EA Fight Night Sports
Entertainment Software Publishing New Action Game Action
Enterbrain Derby Stalion Horse Racing Simulation
Ongakukan Train Simulator Online Train Simulation
Gust New Role Playing Game RPG
Capom Action Action
Capcom Devil May Cry 4 Stylish Action
Capcom Biohazard 5 Survivial Horror
Cavia New Action RPG Action RPG
Good Navigate Mystery Adventure Adventure
Global A Entertainment Comical Historical Action Action
Genki Race Game Series Race Game
Genki Japanese Kenjutsu Series Action
Koei Nioh Action
Koei Fatal Inertia Racing
Koei Bladestorm Action
Koei Mahjong Taikai Table
Konami Gradius Series Shooting
Konami Soccer Soccer
Konami Jikkyou Powerful Pro Baseball Series Sports
Konami New Action Game Action
Konami New Role Playing Game RPG
Konami Metal Gear Solid 4 Tactical Espionage Action
Cyberfront Simulation Game A Growth Simulation
Cyberfront Simulation Game B Management Simulation
Cyberfront Puzzle Game Puzzle Action
Success RPG RPG
Success Hitsuji Mura (Goat Village) Simulation
Sun Denshi New Simulation Simulation
Sunrise Interactive Sunrise Eiyuu Series 3D Simulation RPG
Sunrise Interactive Shinseiki GPX Cyber Formula Series 3D Racing
Square Enix Final Fantasy Series TBA
Eidos New Action
Spike Way of the Samurai 3 Action Adventure
Sega Fifth Phantom Saga Action Shooting
Sega Sonic The Hedgehog Action
Sony Computer Entertainment Angel Rings RPG
Sony Computer Entertainment Gran Turismo Series TBA
Sony Computer Entertainment Genji 2 Action
Sony Computer Entertainment Minna no Golf 5 Sports
Sony Computer Entertainment Monster Carnival Action RPG
Taito Extreme Action
Taito Project Psychic Action
Takuyo Akari Project Simulation
Takuyo Master Project Action RPG
D3 Publisher darkSector Shooting Action
D3 Publisher Fighter Fighter
Datum Polystar Original Adventure Game Adventure
Tecmo Action Action
Tecmo Action Adventure Action Adventure
Digital Gain Naguzatto Plan Action
Namco New RPG RPG
Namco New Fighter Fighter
Namco New Shooting Game Shooting
Namco New Sports Game Sports
Nippon Ichi Software Makai Wars RPG
Huckberry Pachinko Jikki Simulation Series Pachinko Simulation
Hudson Orignial RPG RPG
Hudson Management Simulation Simulation
Bandai Fifth Rengoku: At the End of the Century"
Hamster Management Simulation Simulation
Bandai Anime Media Mix Project TBA
Bandai Mobile Suit Gundam Actiion
Bandai Robot Action Action
Banpresto Super Robot Series TBA
From Software Dark RPG RPG
From Software New Action Action
Marvelous Interactive New Action Action
Michael Soft Project D RPG
Mainichi Communications Shogo World Champion Board Game
Magnolia Value 2000 Igo Table
Magnolia Value 2000 Shougo Table
Magnolia Saikyou Ginsei Shougi 7 Table
Magnolia Saikyou Ginsei Igo 7 Table
Marionette War Simulation Simulation
Media Works New Type Adventure Adventure
Yamasa Entertainment Yamasa Digi World DX Pachislot Simulation
Yukes Pro Wrestling Wrestling
Ubisoft Asassin Action Adventure
Ubisoft Brothers in Arms 3 First Person hooting
Warabe Mahjong-Ou Mahjong
Arc System Works BB Next Generation Competitive Fighting Tool
Ertain TBA Action
Art Dink Bipedal Movement Simulation Simulation
Art Dink Aquanaught no Kyuujitsu (Aquanaught's Holidy) Inner Mind Adventure
Idea Factory Shinten Makai VI Simulation RPG
Eidos New Action Game Action
Irem Software Engineering Action Adventure Action Adventure
Acquire New Historical Action Action Adventure
Astroll Seikan Survival Game
Atari Alone in the Dark Sequel Action Adventure
Atari Stuntman Sequel Driving Action
Athena Pro Mahjong Final Four Player Mahjong
Atlus Shin Megamitensei Series RPG
Interchannel New Love Simulation Adventure
SNK Playmore King Of Fighters Maximum Impact 3 3D Fighter
MTO Active Dogs Action Sports
EA Fight Night Sports
Entertainment Software Publishing New Action Game Action
Enterbrain Derby Stalion Horse Racing Simulation
Ongakukan Train Simulator Online Train Simulation
Gust New Role Playing Game RPG
Capom Action Action
Capcom Devil May Cry 4 Stylish Action
Capcom Biohazard 5 Survivial Horror
Cavia New Action RPG Action RPG
Good Navigate Mystery Adventure Adventure
Global A Entertainment Comical Historical Action Action
Genki Race Game Series Race Game
Genki Japanese Kenjutsu Series Action
Koei Nioh Action
Koei Fatal Inertia Racing
Koei Bladestorm Action
Koei Mahjong Taikai Table
Konami Gradius Series Shooting
Konami Soccer Soccer
Konami Jikkyou Powerful Pro Baseball Series Sports
Konami New Action Game Action
Konami New Role Playing Game RPG
Konami Metal Gear Solid 4 Tactical Espionage Action
Cyberfront Simulation Game A Growth Simulation
Cyberfront Simulation Game B Management Simulation
Cyberfront Puzzle Game Puzzle Action
Success RPG RPG
Success Hitsuji Mura (Goat Village) Simulation
Sun Denshi New Simulation Simulation
Sunrise Interactive Sunrise Eiyuu Series 3D Simulation RPG
Sunrise Interactive Shinseiki GPX Cyber Formula Series 3D Racing
Square Enix Final Fantasy Series TBA
Eidos New Action
Spike Way of the Samurai 3 Action Adventure
Sega Fifth Phantom Saga Action Shooting
Sega Sonic The Hedgehog Action
Sony Computer Entertainment Angel Rings RPG
Sony Computer Entertainment Gran Turismo Series TBA
Sony Computer Entertainment Genji 2 Action
Sony Computer Entertainment Minna no Golf 5 Sports
Sony Computer Entertainment Monster Carnival Action RPG
Taito Extreme Action
Taito Project Psychic Action
Takuyo Akari Project Simulation
Takuyo Master Project Action RPG
D3 Publisher darkSector Shooting Action
D3 Publisher Fighter Fighter
Datum Polystar Original Adventure Game Adventure
Tecmo Action Action
Tecmo Action Adventure Action Adventure
Digital Gain Naguzatto Plan Action
Namco New RPG RPG
Namco New Fighter Fighter
Namco New Shooting Game Shooting
Namco New Sports Game Sports
Nippon Ichi Software Makai Wars RPG
Huckberry Pachinko Jikki Simulation Series Pachinko Simulation
Hudson Orignial RPG RPG
Hudson Management Simulation Simulation
Bandai Fifth Rengoku: At the End of the Century"
Hamster Management Simulation Simulation
Bandai Anime Media Mix Project TBA
Bandai Mobile Suit Gundam Actiion
Bandai Robot Action Action
Banpresto Super Robot Series TBA
From Software Dark RPG RPG
From Software New Action Action
Marvelous Interactive New Action Action
Michael Soft Project D RPG
Mainichi Communications Shogo World Champion Board Game
Magnolia Value 2000 Igo Table
Magnolia Value 2000 Shougo Table
Magnolia Saikyou Ginsei Shougi 7 Table
Magnolia Saikyou Ginsei Igo 7 Table
Marionette War Simulation Simulation
Media Works New Type Adventure Adventure
Yamasa Entertainment Yamasa Digi World DX Pachislot Simulation
Yukes Pro Wrestling Wrestling
Ubisoft Asassin Action Adventure
Ubisoft Brothers in Arms 3 First Person hooting
Warabe Mahjong-Ou Mahjong
#260
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Originally Posted by joshd2012
102 Confirmed PS3 Titles
#261
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From: Blu-Ray: We Don't Need No Stinkin' Petition
Interview with SCE's Chief Technical Officer from Game Watch:
Q. You must have a good reason to add 2 HDMI transmitters, what usage do you expect for dual HDMI?
A. It’s purely because we wanted to add them. Since multi display expands gaming like a horizontally wide dual display or an extended game screen, we’ve wanted to add it at any cost. You don’t have to connect 2 HDTVs, a small sub-display is enough.
Q. Does HDMI contain S/PDIFx6?
A. Yes it’s totally compliant to the HDMI spec and audio output is assigned to it.
Q. This is related to the OS too, when you have a communication tool (such as IM) in the firmware and play games talking with your buddies by the same tool, can you use a sub-display even in games that don’t support dual display?
A. Yes. A communication tool is embedded in the firmware of course. You want to communicate while gaming, don’t you? You can popup a chat window in the main screen or in the sub screen.
You know PSP has much more functions in the OS than PS2 does. Likewise, the PS3 system will be extended and evolved one, in which a communication tool via internet is included.
Q. Judging from the message that you recommend PS3 as a digital media center, it’s very natural, in a sense, that it has an SD card slot. But as a default feature, in a Sony-branded product? It’s unprecedent, isn’t it?
A. To begin with we expect use with a digital camera as you can see from the fact that it has a CF slot too. Also, SD card is in many devices including mobile phones. Users will be annoyed if media have to be converted except for memsticks. Of course you want to put save data in all media types, don’t you?
Q. I can see you need those 3 slots to support digital cameras, but is it possible to put music purchased via EMD onto an SD card by this SD slot?
A. It’s dependent on DRM rather than on the slot types. If you need Magic Gate, you have to use a memstick. All media types including memstick are equivalent except for such aspects.
Q. In the spec sheet it has remote-control via IP network, what kind of usage is expected?
A. Controlling a game via IP, or controlling PS3 via an IP-based remote controller.
Q. It’s supposed to play BD-ROM video format, is it implemented on sale?
A. Yes of course. The video application format is not finalized but almost done and HD video decoding is very easy for us. Interactive functions will also be implemented in software, just after it’s finalized.
Q. The published PS3 diagram doesn’t contain a sound chip.
A. This time it has no sound chip because Cell can generate all sounds. In the leaf demo in the event we create sound data by running a code to simulate sound of a leaf in a wind then assign it to 5.1 channels to synthesize surround sound. CELL has abundant processing power and can do sound processing with ease so it doesn’t need a dedicated chip to create a sound wave in the DSP style.
Q. Gigabit Ethernet connectors are listed as In x 1 + Out x 2, what does it mean? Does it have router function and are they for WAN/LAN? Or do you use a special connection to connect multiple PS3s together?
A. It has no router function. It’s supposed to be a switching hub internally, but I don’t know about the meaning of In/Out frankly so will answer about it at the next opportunity. Of course you can connect PS3s together. After it’s on sale, some will make a supercomputer by connecting many PS3s. Apparently Sony Picture Entertainment is considering to use PS3 in a rendering farm for movies.
Q. For the connectors or the design, it looks very AV-oriented. It’s based on the PS2 design and just rounded, but when put horizontally it has the atmosphere of B&O (Bang & Olufsen) in the top-loading era. Is it strongly meant as one of AV products?
A. When TVs in home get HD, we recognize PS3 as the standard in the HD era. Thus we made it to be able to play all 12cm-disc formats.
Q. Considering power of CELL and GPU, the case size, and the internal power unit, it seems tough to manage heat. How is the noise?
A. Since quietness is very important, our hardware team is trying to make it as quiet as possible. Of course it has all power-saving efforts in the chip-level. Though it’s not compared with PS2 yet, I’d like to make it more quiet in the final product.
Q. The demo in the press conference suggested the possibility that physics simulation can change games. Though it has the aspect that it’s done to utilize the idiosyncrasy of CELL, I think whether PS3 can be an attractive game console or not is dependent on how it can achieve in this area.
A. In PS3, in addition to the full HD output, the rendering quality per se is very high. But the more high-def and the more real it gets, the more wierd it’s felt when it animates with a strange manner that’s not experienced in a real life. For example it’s very uncomfortable if skin contours don’t change naturally when facial expression is changed in rendering a face through which even cutaneous sensasion is conveyed.
It’s only an example, but on all occasions we have to actualize natural animation proportionally to improvement in graphics. In games it backfires if graphics improves while AI/simulation stays the same.
Q. To which part of physics simulation does parallel processing by 7 SPEs contribute?
A. So far, a simulation code in games had handled an in-game character as one rigid body. From now on more soft things such as human, plants and fluid can be represented more naturally. When you represent one character, you can generate natural animation and natural facial expression by spliting it into multiple parts and calculating them separately.
Likewise in a car-race game each part can have a different behavior calculation. For example, how a car moves when left and right wheels are on different kinds of surface can be solved by calculating behavior of each part.
Q. Physics simulation includes games such as Gran Turismo in which simulation precision per se is connected to the value of the game and games in which it’s just an assistant. How easy will it be for developers to use physics simulation as a tool?
A. Of course there’ll be a vendor that can implement and tune simulation code. It always surprises us, entertainment software developers have very high skill. No matter how difficult some processing seems, they come up with a very fast code. One point is to supply a tuning tool to make use of their skill.
The other point is, since there are middlewares for physics simulation, it can be easily implemented with them. In the case of PS2 it had taken some time until they got usable, but this time Havok and others are already in. For example, automatic generation of natural terrain or cloth simulation code are supplied.
Q. Is the PS3 development environment different from that of PS2?
A. Basically it doesn’t change very much. The target hardware, the regular development environment, and tools. The difference is Cg compiler and tools, OpenGL/ES support by the change to nVIDIA.
Q. Is it the same kind of approach in performance tuning?
A. Since we have performance analyzer tools for cache usage and bus usage that game developers have evaluated so far, we extend them further. We concentrate on tools to extract programmers power. Also, CELL has the function to emit processor usage statistics as a log. By using this, you can know detailed usage statistics of each core in CELL.
Q. In regard to PS3, because few devkits are supplied, I hear 2 kinds of opinions. Some expect it’d be hard to extract performance and others are surprised as they can extract performance very easily in an actual development. How is it in the real development scene?
A. To be honest, since it has so much margin in performance, we’ve heard no such feedback that it’s difficult to develop on it. Naturally it’s different from single-core programming, but it doesn’t add to man hours required for game development that much. I repeat it but entertainment programmers have tremendous ability.
For example we showed the demo that renders London City, it’s not rendered in the GPU but the CELL does lighting and texture processing then outputs it to the frame buffer. Even without GPU, only CELL can create good enough 3D graphics.
Q. A few years ago it seemed you were lost for how you use CELL in augmenting entertainment factors. Have you found the answer?
A. As I told you here, physics calculation, simulation, and AI. The better graphics gets, the more often you see unnaturalness. To extract reality that matches graphics quality, programming abstract animation is not enough already. CELL exists to represent the worldview closer to nature. In future, expression in games will evolve into the different level from until now.
A. It’s purely because we wanted to add them. Since multi display expands gaming like a horizontally wide dual display or an extended game screen, we’ve wanted to add it at any cost. You don’t have to connect 2 HDTVs, a small sub-display is enough.
Q. Does HDMI contain S/PDIFx6?
A. Yes it’s totally compliant to the HDMI spec and audio output is assigned to it.
Q. This is related to the OS too, when you have a communication tool (such as IM) in the firmware and play games talking with your buddies by the same tool, can you use a sub-display even in games that don’t support dual display?
A. Yes. A communication tool is embedded in the firmware of course. You want to communicate while gaming, don’t you? You can popup a chat window in the main screen or in the sub screen.
You know PSP has much more functions in the OS than PS2 does. Likewise, the PS3 system will be extended and evolved one, in which a communication tool via internet is included.
Q. Judging from the message that you recommend PS3 as a digital media center, it’s very natural, in a sense, that it has an SD card slot. But as a default feature, in a Sony-branded product? It’s unprecedent, isn’t it?
A. To begin with we expect use with a digital camera as you can see from the fact that it has a CF slot too. Also, SD card is in many devices including mobile phones. Users will be annoyed if media have to be converted except for memsticks. Of course you want to put save data in all media types, don’t you?
Q. I can see you need those 3 slots to support digital cameras, but is it possible to put music purchased via EMD onto an SD card by this SD slot?
A. It’s dependent on DRM rather than on the slot types. If you need Magic Gate, you have to use a memstick. All media types including memstick are equivalent except for such aspects.
Q. In the spec sheet it has remote-control via IP network, what kind of usage is expected?
A. Controlling a game via IP, or controlling PS3 via an IP-based remote controller.
Q. It’s supposed to play BD-ROM video format, is it implemented on sale?
A. Yes of course. The video application format is not finalized but almost done and HD video decoding is very easy for us. Interactive functions will also be implemented in software, just after it’s finalized.
Q. The published PS3 diagram doesn’t contain a sound chip.
A. This time it has no sound chip because Cell can generate all sounds. In the leaf demo in the event we create sound data by running a code to simulate sound of a leaf in a wind then assign it to 5.1 channels to synthesize surround sound. CELL has abundant processing power and can do sound processing with ease so it doesn’t need a dedicated chip to create a sound wave in the DSP style.
Q. Gigabit Ethernet connectors are listed as In x 1 + Out x 2, what does it mean? Does it have router function and are they for WAN/LAN? Or do you use a special connection to connect multiple PS3s together?
A. It has no router function. It’s supposed to be a switching hub internally, but I don’t know about the meaning of In/Out frankly so will answer about it at the next opportunity. Of course you can connect PS3s together. After it’s on sale, some will make a supercomputer by connecting many PS3s. Apparently Sony Picture Entertainment is considering to use PS3 in a rendering farm for movies.
Q. For the connectors or the design, it looks very AV-oriented. It’s based on the PS2 design and just rounded, but when put horizontally it has the atmosphere of B&O (Bang & Olufsen) in the top-loading era. Is it strongly meant as one of AV products?
A. When TVs in home get HD, we recognize PS3 as the standard in the HD era. Thus we made it to be able to play all 12cm-disc formats.
Q. Considering power of CELL and GPU, the case size, and the internal power unit, it seems tough to manage heat. How is the noise?
A. Since quietness is very important, our hardware team is trying to make it as quiet as possible. Of course it has all power-saving efforts in the chip-level. Though it’s not compared with PS2 yet, I’d like to make it more quiet in the final product.
Q. The demo in the press conference suggested the possibility that physics simulation can change games. Though it has the aspect that it’s done to utilize the idiosyncrasy of CELL, I think whether PS3 can be an attractive game console or not is dependent on how it can achieve in this area.
A. In PS3, in addition to the full HD output, the rendering quality per se is very high. But the more high-def and the more real it gets, the more wierd it’s felt when it animates with a strange manner that’s not experienced in a real life. For example it’s very uncomfortable if skin contours don’t change naturally when facial expression is changed in rendering a face through which even cutaneous sensasion is conveyed.
It’s only an example, but on all occasions we have to actualize natural animation proportionally to improvement in graphics. In games it backfires if graphics improves while AI/simulation stays the same.
Q. To which part of physics simulation does parallel processing by 7 SPEs contribute?
A. So far, a simulation code in games had handled an in-game character as one rigid body. From now on more soft things such as human, plants and fluid can be represented more naturally. When you represent one character, you can generate natural animation and natural facial expression by spliting it into multiple parts and calculating them separately.
Likewise in a car-race game each part can have a different behavior calculation. For example, how a car moves when left and right wheels are on different kinds of surface can be solved by calculating behavior of each part.
Q. Physics simulation includes games such as Gran Turismo in which simulation precision per se is connected to the value of the game and games in which it’s just an assistant. How easy will it be for developers to use physics simulation as a tool?
A. Of course there’ll be a vendor that can implement and tune simulation code. It always surprises us, entertainment software developers have very high skill. No matter how difficult some processing seems, they come up with a very fast code. One point is to supply a tuning tool to make use of their skill.
The other point is, since there are middlewares for physics simulation, it can be easily implemented with them. In the case of PS2 it had taken some time until they got usable, but this time Havok and others are already in. For example, automatic generation of natural terrain or cloth simulation code are supplied.
Q. Is the PS3 development environment different from that of PS2?
A. Basically it doesn’t change very much. The target hardware, the regular development environment, and tools. The difference is Cg compiler and tools, OpenGL/ES support by the change to nVIDIA.
Q. Is it the same kind of approach in performance tuning?
A. Since we have performance analyzer tools for cache usage and bus usage that game developers have evaluated so far, we extend them further. We concentrate on tools to extract programmers power. Also, CELL has the function to emit processor usage statistics as a log. By using this, you can know detailed usage statistics of each core in CELL.
Q. In regard to PS3, because few devkits are supplied, I hear 2 kinds of opinions. Some expect it’d be hard to extract performance and others are surprised as they can extract performance very easily in an actual development. How is it in the real development scene?
A. To be honest, since it has so much margin in performance, we’ve heard no such feedback that it’s difficult to develop on it. Naturally it’s different from single-core programming, but it doesn’t add to man hours required for game development that much. I repeat it but entertainment programmers have tremendous ability.
For example we showed the demo that renders London City, it’s not rendered in the GPU but the CELL does lighting and texture processing then outputs it to the frame buffer. Even without GPU, only CELL can create good enough 3D graphics.
Q. A few years ago it seemed you were lost for how you use CELL in augmenting entertainment factors. Have you found the answer?
A. As I told you here, physics calculation, simulation, and AI. The better graphics gets, the more often you see unnaturalness. To extract reality that matches graphics quality, programming abstract animation is not enough already. CELL exists to represent the worldview closer to nature. In future, expression in games will evolve into the different level from until now.
#262
DVD Talk Hero
Interesting read. Thanks.
#263
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Interesting about the use of the 2nd screen for chat etc. However I reckon it would be cooler to be able to use your PSP wirelessly interacting with your PS3 for this function.
#264
Well, after reading all about the 2 versions of the 360 release and seeing the Nintendo remote/controller (ugh), I'm definitely putting PS3 as my first new system to purchase. I just hope it's not priced over $500.
#265
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Originally Posted by Mr. Cinema
Well, after reading all about the 2 versions of the 360 release and seeing the Nintendo remote/controller (ugh), I'm definitely putting PS3 as my first new system to purchase. I just hope it's not priced over $500.
#266
Retired
Originally Posted by Centurion
If this thing is priced at anything over $299.99, do you know how many people would get pissed? Just take a look at the Xbox 360 thread. You can count the number of people there who threw a fit at the $400 announcement.
Hell, I'll be pissed if nintendo is more than $200 to be honest, as I'm expecting the revolution to be cheaper like the GC.
#267
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http://www.gamesindustry.biz/content_page.php?aid=11692
Sony CEO confirms spring launch plans for PS3
Paul Loughrey 12:51 22/09/2005
Gap narrows for next generation consoles
Microsoft may not be getting the market lead it had hoped for with the launch of its new console, as reports come in of a spring launch strategy for Sony's PlayStation 3.
According to German website Gamefront, chairman and CEO of Sony, Sir Howard Stringer confirmed that the company plans to launch its next generation console in the spring of 2006; much earlier than most industry observers had predicted.
Although no territory was mentioned in the statement, indications are that a Japanese launch would be first - around April or May, with European and US launches following later in the year, or early in 2007.
Microsoft had hoped to lead the next generation hardware market for a significant period of time, as it prepares to launch its Xbox 360 console at the end of the year. The system will be shipped on November 22nd in America, with Europe and Japan receiving shipments on December 2nd and December 10th respectively. The company has made much of its tri-continent 'simultaneous' hardware launch strategy, which is a first for the industry.
Anticipation for the PS3 is exceptionally high amongst consumers, particularly in Sony's native Japan. A recent survey which questioned 500 male and 500 female console owners in Japan found that an overwhelming 72.3 percent said they would be buying the PS3.
Microsoft, who has struggled to secure a foothold in the Japanese market with the Xbox, is keen to do things differently in Japan with the Xbox 360. According to the survey however, only 5.8 percent said they were interested in the new Xbox console, compared to 29.1 percent who showed interest in buying the new Nintendo Revolution.
Sony has yet to officially confirm any specific dates or launch strategies for the PS3.
Chris
Sony CEO confirms spring launch plans for PS3
Paul Loughrey 12:51 22/09/2005
Gap narrows for next generation consoles
Microsoft may not be getting the market lead it had hoped for with the launch of its new console, as reports come in of a spring launch strategy for Sony's PlayStation 3.
According to German website Gamefront, chairman and CEO of Sony, Sir Howard Stringer confirmed that the company plans to launch its next generation console in the spring of 2006; much earlier than most industry observers had predicted.
Although no territory was mentioned in the statement, indications are that a Japanese launch would be first - around April or May, with European and US launches following later in the year, or early in 2007.
Microsoft had hoped to lead the next generation hardware market for a significant period of time, as it prepares to launch its Xbox 360 console at the end of the year. The system will be shipped on November 22nd in America, with Europe and Japan receiving shipments on December 2nd and December 10th respectively. The company has made much of its tri-continent 'simultaneous' hardware launch strategy, which is a first for the industry.
Anticipation for the PS3 is exceptionally high amongst consumers, particularly in Sony's native Japan. A recent survey which questioned 500 male and 500 female console owners in Japan found that an overwhelming 72.3 percent said they would be buying the PS3.
Microsoft, who has struggled to secure a foothold in the Japanese market with the Xbox, is keen to do things differently in Japan with the Xbox 360. According to the survey however, only 5.8 percent said they were interested in the new Xbox console, compared to 29.1 percent who showed interest in buying the new Nintendo Revolution.
Sony has yet to officially confirm any specific dates or launch strategies for the PS3.
Chris
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So when do you think stores like eb games and gamestop will take pre orders for the ps3? I didn't pre order the x box 360 because I'm pretty confident with their number of units, the fact that x box isn't as popular as playstation, and many are saving for a ps3 now. I won't however do the same for the ps3. I must pre order.
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From: Chicago
Originally Posted by Josh Hinkle
Probably shortly after a US release date is officially announced.
#271
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Well, I mean a firm timeframe. Since E3 we knew the 360 was coming out this fall, and probably in November.
The above article says PS3 next spring in Japan and then Fall 2006 or early 2007 for the US and Europe. They'll probably hold off until a firmer range is annouced.
Might wait until a price is annouced too. Was the 360 up for preorder before the $300/$400 prices where confirmed?
The above article says PS3 next spring in Japan and then Fall 2006 or early 2007 for the US and Europe. They'll probably hold off until a firmer range is annouced.
Might wait until a price is annouced too. Was the 360 up for preorder before the $300/$400 prices where confirmed?
Last edited by Josh Hinkle; 09-22-05 at 02:53 PM.
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From: Osaka, Japan
The Japanese market has shrunk, and the US market is now significantly larger. The European market is also huge, its just that language and cultural barriers make it less attractive. Also it sounds like it might be 8-10 months, talk about shooting yourself in the foot.






