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all 7 SPU's working on physics?

rofflelmao.gif

 

http://www.ga-forum.com/showpost.php?p=2991151&postcount=1120

 

O anthropos poy egrapse tis poly kakes entyposeis sto GAF arxise hdh tis apologies http://www.ga-forum.com/showthread.p...08#post2989908

I really liked Warhawk and I thought it had a nice showing with a good amount of enemies and large ships on screen with an unfortunately completely barren ocean. The overall enemy count from what I could tell didn't match the E3 video; I'll admit I could be wrong on that however the environment certainly wasn't as complex. However they had awesome dynamics on the ocean and great ray traced clouds

 

Ahhh Jim directly posted my horribly written impressions of the conference. I feel PRETTY DAMN embarrassed right about now since Iʼm so new to this journalist thing. I typed that up in my haste to get something for him ASAP. So yes I apologize to all of you who've read it, I know I suck!
gi ayto kanei apologize

 

http://www.ga-forum.com/showthread.php?t=90875&page=22&pp=50 kai synexizei to kra3imo gia to parapanw videaki

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Δημοσ.

Και θα είναι όλα απόλυτα έτοιμα αφού έχουν υπερβολικό χρόνο στην διάθεσή τους, αντί να έχουμε games πρώτης γενιάς σαν αυτά που είχαμε συνηθίσει να περιμένουμε σε κάθε japan launch.

Δημοσ.
Shin predicted for Nikkei Net that, in terms of development environment, the PS3 will have tough competition against Microsoft's Xbox 360 and Nintendo's Revolution. Publishers will be receiving the final release of the PS3's development tool in June, which gives them less than half a year to prepare for the console's worldwide launch. On the other hand, the Xbox 360 is known for its convenient development environment that inherits many aspects of the original Xbox's.

 

Shin speculates that Sony may be able to prepare a lot of Blu-ray movies for the PS3 launch, but the launch might lack on games. Furthermore, he thinks the chances are high that launch titles for the PS3 may look inferior when compared to Xbox 360 games.
do u speak english my dear?
Δημοσ.

To final devkit δίνεται απλά όταν είναι έτοιμη για παραγωγή η κονσόλα ... και στο xbox360 τέλος Αυγούστου δόθηκε .

Δεν ξεκινάνε τότε να φτιάχνουν παιχνίδια ,έχουν πολλές προγενέστερες εκδόσεις.

Μην παίρνεις ότι διαβάζεις της μετρητής .

http://ps3.ign.com/articles/696/696076p1.html

Δημοσ.
To final devkit δίνεται απλά όταν είναι έτοιμη για παραγωγή η κονσόλα ... και στο xbox360 τέλος Αυγούστου δόθηκε .
genika exw stamathsei na sou apantaw giati genika den, ala tespa koita h ms eixe ta dev tools etoima poly kairo, to dev kit aplws den eixe to final hardware edw milame oti ta dev tools einai akoma se prwimo stadio,gia akoma mia fora exeis mperdepsei thn bourtsa me thn loutsa pali.

 

EOF

Δημοσ.

Βρε μακάρι να ήταν όσα έχουν κάνει μέχρι τώρα με μηδαμινά εργαλεία ...αλλά σου βάζω paste από το link για να δεις ότι έχουν πολύ πάνω από 6 μήνες να προετοιμαστούν ... δεν μπορώ να κάνω τίποτα παραπάνω.

Τέλος Μαρτίου είναι σχεδόν όλα έτοιμα, και έχουν υπεραρκετό χρόνο να συνεχίσουν την δουλειά τους και να είναι άψογοι το Νοέμβριο.

 

"By the end of March, Sony will update current loaner development kits with the "DEH-R103X" rev, which offers final versions of the Cell and RSX along with prototypes of the controller and the Blu-ray drive

 

Sony will also be delivering tools to developers who want to make their games compatible with the PS3 network, which seems to be Sony's answer to Microsoft's Xbox Live service. The tool schedule looks like this:

 

End of March: Dev. Server / Client SDK 1st release

End of April: Dev. Server / Client SDK 2nd release

End of June: Full functions completed on dev. Server

July and on: Full function test starts for licenses..."

Δημοσ.

GDC 06: Eyes-on The (Manipulated) Getaway

Phil Harrison proves last year's demo real.

 

March 22, 2006 - Following the cooling-off period from last year's Electronic Entertainment Expo, Sony Computer Entertainment President of Worldwide Studios, Phil Harrison had something to prove. "People didn't believe that The Getaway demo was real-time," he said during his keynote address today at GDC. "I'm going to bring back the same demo today to prove that it was."

And that's exactly what Harrison did. Booting up the same scene from The Getaway shown at last May's event, the president moved the camera around to show everyone that it wasn't a pre-rendered movie at all. Shifting camera perspectives, he zoomed in and out of London's Piccadilly Circus and revealed new angles to a stage that hadn't been seen before.

 

the-getaway-ps3-20060322073226449.jpg

Yes, it's impressive looking isn't it?

Sadly, there wasn't much else to the demo other than that. Cars moved realistically down the road; people walked the sidewalks; light reflected off glass and metallic surfaces. It all looked well and good, and as my colleague Chris Roper put it, "It had HDR out the ass!" (For the unfamiliar, HDR is short for 'High Dynamic Range,' which essentially means the manipulation of an image between its brightest and darkest areas beyond the current standard of modern displays.)

 

Straightforward as it may have been, the demo was used to prove a point. Harrison wanted to show the crowd why having the Blu-ray storage format was so important. This simple Getaway scene in particular, was so huge in terms of its data (hundreds of MBs), that without the Blu-ray, building the environment wouldn't be possible. It's an advantage that the 50 Gigs (on a dual-layered BD-ROM) can bring to content developers -- the opportunity to build and stream bigger, more detailed worlds.

 

What will all this mean for the final version of The Getaway when it comes out sometime before the apocalypse? Obviously we don't know yet, but if the finished game looks anything like the demo we could be in for a real treat.

 

http://ps3.ign.com/articles/697/697746p1.html

Δημοσ.

GDC 06: Eyes-On Warhawk

We get our second look at Incog's sharp as nails shooter.

 

 

March 22, 2006 - First shown at last year's E3, one of our most anticipated PlayStation 3 games is Warhawk. Promising to feature tons and tons of on-screen enemies simultaneously, Warhawk brings back the PlayStation shooter and puts players into the cockpit of a futuristic warfighter.

 

The game was demoed during Sony's press conference at this year's GDC, and it only proved to show us that the trailer from E3 2005 was indeed the real deal. The demo shown in real-time was actually being played during the presentation.

 

Taking place somewhere over an ocean, roughly a half-dozen large carrier ships unleashed squad after squad of enemy fighter planes. Each of these squads flew in formation throughout the demo, but they did so in an "organic" manner, meaning that while the ships stayed together, their flight paths were individualized and they didn't simply follow the exact same flight lines. This helped give a feeling of individualized fighters within groups, rather than each group being an single unit, if that makes sense.

warhawk-ps3-20060322071558352-000.jpg

The carrier ships themselves were massive and highly futuristic in design, with complex geometry and plenty of the random offshoot architecture that you'd see in many sci-fi designs hanging down below the mostly flat decks. The texture detail on the carrier ships was quite impressive, with layer upon layer of shaders resulting in the look of complex panels, excellent reflections and fantastic lighting.

 

Perhaps the two nicest looking elements were the natural elements, the clouds and water. The clouds were rendered via software and mixed with the hardware rendered elements from the rest of the scene, which is apparently a very new trick in videogames (movie effect houses have been doing this for years to great effect). The clouds featured volumetric shading and looked thick, not like some placed sprites that are there to fool the eye. The demo took the ship through the clouds over and over again, proving that the clouds contained depth and are rendered both inside and out. With the excellent shadow effects flowing over the sides of the clouds, they truly looked like 3D objects in the scenery, solid or not.

 

The water, too, looked rather amazing. Featuring procedurally fluctuating waves, the water was anything but flat and reflected the scene's lighting in a very realistic manner. A screenshot might make it appear pre-rendered, but it certainly isn't.

 

Being as the demonstration focused more on the scenery, effects and whatnot rather than gameplay, we didn't get to see as much shooting as we might've liked. But, this will be remedied shortly as the game promises to be on display at this year's E3. We can't wait to check it out.

 

http://ps3.ign.com/articles/697/697737p1.html

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