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#976 |
God of Gamer
![]() ![]() ![]() ![]() ![]() ![]() ![]() 註冊日期: Apr 2007
文章: 8,710
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冇估錯既話,日本PS4都應該根PS3既發售日,11月11日。咁就剛好7年之養。
問題係有冇貨…
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#977 |
God of Gamer
![]() ![]() ![]() ![]() ![]() ![]() ![]() 註冊日期: Dec 2010
文章: 9,253
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[新聞] 吉田修平確認PSV可通過網絡進行PS4遙控遊戲(轉自巴士)
在PS4發佈之後,官方就表示,除非特殊操控的需求,所有的PS4遊戲都將支持PSV的遙控遊戲,玩家可以使用類似於Wii U GamePad的OffTV功能,脫離電視只用PSV進行PS4遊戲。 而近日,吉田修平通過推特再次確認,只要網絡質量允許,玩家甚至可以通過網絡在戶外進行遙控遊戲。相比PS3和Wii U,PS4將更進一步,玩家們或許會在PS4發售之後就能夠手持PSV在大街上體驗《最終幻想15》這種次世代大作了。
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PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩 \(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)❤(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( ✧_✧)┛(ʘдʘ) EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉. |
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#978 | |
Ultimate Gamer
![]() ![]() ![]() ![]() ![]() ![]() 註冊日期: Apr 2008
文章: 4,054
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引用:
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#979 |
God of Gamer
![]() ![]() ![]() ![]() ![]() ![]() ![]() 註冊日期: Dec 2010
文章: 9,253
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http://www.hkgnews.com/20174/
《The Dark Sorcerer》技術展示只用了PS4 4G Ram Posted : Jun - 24 - 2013 @ : 11:49 pm | Filled under: PS4 ![]() 還記得在PS4發佈會公佈的那個“老人頭”演示麼,當時不少人覺得很一般並且冷嘲熱諷,不過很快quantic dream就在E3 上展示了整個完整的CG級的即時演算demo,震驚了業界,也順利的打了當時冷嘲熱諷那群人的臉。 事實上之前我們對這demo背後的技術細節瞭解的不多,直到youtube用戶“TheAireaidLord”上傳的一段嘈雜的用 shakycam拍的視頻出現。視頻中Quantic Dream 的QA 主管 Gavin Niebel向大家展示了這個demo背後的一些細節。從這個視頻中我們可以知道更多讓人興奮的東西並且對PS4後面的表現更加期待。 E3上展示的demo沒有任何預渲染、後期處理和撥片,全由quantic dream為PS4開發的引擎所即時展現.它運行在原生1080P解析度和材質上,幀率在30至90幀之間(這運行效率暫時還沒有被優化過)。Quantic dream的開發人員做這個demo時還沒有從SONY那拿到PS4的全套開發工具和元件,他們不得不依照舊的PS3的《Beyond : Two Souls》的開發經驗來進行開發。 老人由大約100萬個三角形構成,”拍電影環境’和”工作室環境”的體積光是完全動態的,並且可以在單幀層面自由切換,最讓人震驚的是這個demo只用了PS4 8G GDDR5記憶體中的4GB. 那個搞笑的哥布林是由67000個多邊形,40種不同的shader和150MB的貼圖構成的,並且能作為CG級即時演算畫面的單個元件存在。它全身有388個不同的骨骼. http://www.dualshockers.com/2013/06/...t-for-the-set/ ![]()
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PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩 \(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)❤(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( ✧_✧)┛(ʘдʘ) EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉. |
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#980 |
God of Gamer
![]() ![]() ![]() ![]() ![]() ![]() ![]() 註冊日期: Dec 2010
文章: 9,253
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http://big5.xinhuanet.com/gate/big5/..._132487946.htm
中國著急了!索尼稱PS4歐洲與印度同步發售 2013年06月26日 11:00:36 來源: 中國廣播網 次世代主機PS4和Xbox One的發售日期是許多玩家期待的話題,當然其中也包括我們逆天的阿三人民。印度玩家即將迎來一個好消息,SCEI(索尼印度公司)經理Atindriya Bose近日對當地媒體表示,索尼計劃在歐洲和印度同步發售PS4新主機,但限于物流等因素,印度當地可能要稍遲一些,但最晚不會超過今年年底。 ![]() 記者提醒他PS3在印姍姍來遲的前車之鑒,Bose反駁道:“用PS3的狀況來推算PS4是不合適的,PS3在全球各主要市場首發後才想到印度,然後再來一通調研。扎下根後一切就順利了,且PS4會比照PSV的同步程度爭取盡早發售。PSV是便攜機,物流難度較低。我們獲悉PS4歐洲首發日期後就打算與其同步,具體日程取決于物流,也許會有延誤,但最多不會超過一個月,除非遇到認證上的麻煩。” ![]() ![]()
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PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩 \(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)❤(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( ✧_✧)┛(ʘдʘ) EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉. |
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#981 |
God of Gamer
![]() ![]() ![]() ![]() ![]() ![]() ![]() 註冊日期: Dec 2010
文章: 9,253
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http://game.people.com.cn/n/2013/062...-21978113.html
《真三國無雙》將進擊PS4 擴展同屏人數極限 來源:遊俠網 2013年06月26日11:14 手機看新聞 隨著PS4和Xbox One的相繼亮相,眾多遊戲廠商也已經開始摩拳擦掌,計劃著推出面向新平台的遊戲作品。近日,以製作歷史題材遊戲見長的日本光榮遊戲公司(Koei)也向外界發表了自己對開發PS4遊戲的看法。 此次,接受媒體採訪的是光榮《真三國無雙》系列遊戲製作人Akihiro Suzuki,他表示:「已經發售的《真三國無雙7》是一部讓開發人員傾盡全力的遊戲作品,因此玩家在今後還將迎來各種各樣的DLC內容。然而,如果我們 想要體驗更好的視覺效果的話,那麼只有期待該系列遊戲在下一代遊戲機上的表現了。」 Akihiro Suzuki表示,下一代《真三國無雙》遊戲將借助PS4強大的硬件性能打破現有PS3版遊戲的同屏人數限制,同時製作人員也會考慮讓遊戲中的敵人變得更加「聰明」。 據目前的情況來看,雖然歷代《真三國無雙》在遊戲模式和內容上都無太多創新和驚喜,無盡的割草之餘,遊戲中的女性角色越來越賣肉,男性人物也變得各種 「洗剪吹」。但不可否認的是,該系列遊戲至今依舊維持著較高的玩家人氣,其中最新一代《真三國無雙7》於今年2月末正式在日本上市後,便迅速成為最暢銷遊 戲。 目前,光榮的「無雙」品牌已經脫離了日本戰國和中國三國的範圍,將觸手伸向了更多經典動漫題材當中,比如《高達無雙》、《聖鬥士無雙》、《海賊王無雙》以及《北鬥神拳無雙》。 《真三國無雙7》遊戲截圖:
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PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩 \(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)❤(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( ✧_✧)┛(ʘдʘ) EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉. |
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#982 | |
Senior Gamer
![]() ![]() 註冊日期: Apr 2008
文章: 459
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#983 |
Crazy Gamer
![]() ![]() ![]() ![]() 註冊日期: Jul 2012
文章: 1,067
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DualShock 4 Has A Deceptively Large Size, Side-By-Side Comparison
![]() ![]() ![]() http://www.gamechup.com/dualshock-4-...de-comparison/ 漲大咗 ![]() |
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#984 |
God of Gamer
![]() ![]() ![]() ![]() ![]() ![]() ![]() 註冊日期: Dec 2010
文章: 9,253
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PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩 \(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)❤(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( ✧_✧)┛(ʘдʘ) EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉. |
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#985 | |
Game Master
![]() ![]() ![]() ![]() ![]() 註冊日期: Nov 2008
文章: 2,388
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引用:
唔知重左幾多呢? |
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#986 | |
天才兒童訓練營
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引用:
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全力清GAME中...
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#987 |
Moderator
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想問下日本cero 機制是不是Z 級就不會有DL 版?
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Still Dream-broadCasting
莎木III |
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#988 | |
Game Master
![]() ![]() ![]() ![]() ![]() 註冊日期: Jan 2004
文章: 2,341
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引用:
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#989 |
Crazy Gamer
![]() ![]() ![]() ![]() 註冊日期: Jun 2005
文章: 1,263
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PS3唔清楚
不過Xbox 係有CERO Z game DL 不過唔可以用MSP買 一定要用信用卡買 |
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#990 |
Moderator
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Still Dream-broadCasting
莎木III |
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#991 |
God of Gamer
![]() ![]() ![]() ![]() ![]() ![]() ![]() 註冊日期: Dec 2010
文章: 9,253
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GDC 2013 PS4 Tech Talk 會有講及developer點可以將PS4 GPU Graphic用Shading Language推到最高 (PS3無呢樣嘢兼得幾間First Party developer可以推盡PS3 Graphic)
http://schedule2013.gdceurope.com/session-id/825424 PlayStation Shading Language for PS4 Chris Ho | Engineer, SCEA Richard Stenson | Graphics Software Engineer, SCEA R&D Location: TBD Date: TBD Time: TBD Format: Session Vault Recording: TBD Track: Programming The PS4 is powered by a shading language that is familiar, but specific and extended for PS4. PSSL enables a degree of cross-compatibility with the PC, but extends far into specific PS4 hardware extensions that truly unlock features of the PS4 GPU in ways not seen before in this class of modern graphics hardware. This talk will feature the PC compatibility features of PSSL, as well as the hardware oriented extensions that will enable PS4 developers to 'Push the Boundaries of Play' on PS4. Takeaway The PlayStation Shading Language, or PSSL, for PS4 is very approachable and features all of the modern PC shader features a developer would expect. However, PSSL also pushes well beyond convention for PS4. Come see a glimpse into the present and future of GPU Shaders for PS4. Intended Audience The target audience is any game developer interested in the Graphics Shader Pipeline for PlayStation 4.
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PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩 \(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)❤(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( ✧_✧)┛(ʘдʘ) EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉. 此篇文章於 06-26-13 03:12 PM 被 ( ゚ω゚)? 編輯。 |
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#992 | |
Ultimate Gamer
![]() ![]() ![]() ![]() ![]() ![]() 註冊日期: Sep 2002
文章: 4,106
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引用:
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http://psnine.com/psnid/benfung924 |
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#993 |
God of Gamer
![]() ![]() ![]() ![]() ![]() ![]() ![]() 註冊日期: Dec 2010
文章: 9,253
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http://www.giitu.com/dsyx/29651.html
PS4標準版諜照洩露 標配外附贈單聲道入耳耳機 發佈時間:2013-06-27 來源:網絡 作者:giitu.com 英國亞馬遜今天走漏了兩張新的索尼次世代主機PS4典型版裡容物照片,照片中顯示了PS4典型版盒裝裡所有的東西,包括一台500GB PS4主機,一收DualShock 4無線腳柄 ,一根HDMI迎線,一根USB線,一根電源線,一始引導光盤以及一個單聲敘入耳耳機。 ![]() PS4範例版諜照走漏 有原理的是,PS4的USB線望起來似乎有兩米長,而PS3的USB線僅有一米長,這應應可以為那些喜歡遠距分玩遊戲的玩家提供了方便。 ![]() PS4楷模版諜照洩露 索尼PS4將於本年聖誕假期發售,典範版售價399美元(約關2450人民幣)。 編纂:lolo
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PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩 \(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)❤(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( ✧_✧)┛(ʘдʘ) EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉. 此篇文章於 06-27-13 04:31 PM 被 ( ゚ω゚)? 編輯。 |
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#994 |
Ultimate Gamer
![]() ![]() ![]() ![]() ![]() ![]() 註冊日期: Jul 2005
文章: 3,985
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雖然 日系game 未出 但吸引程度好高 我諗一到香港炒味濃
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http://www.pixiv.net/member_illust.php http://bearinbear.blogspot.com/2011/04/blog-post.html ![]() ![]() ![]() ![]() ![]() ![]() ![]() 在打機既過程中迷走... ![]() 在電影中尋找故事... ![]() 在小說世界中尋找那個什麼~深度既內涵... ![]() |
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#995 |
Moderator
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炒就炒硬, 差在炒幾耐
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Still Dream-broadCasting
莎木III |
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#996 |
God of Gamer
![]() ![]() ![]() ![]() ![]() ![]() ![]() 註冊日期: Dec 2010
文章: 9,253
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CELL=扭計骰(Rubik's Cube),呢個形容非常貼切
http://www.videogamer.com/ps3/i8/new...ronment_2.html News ![]() PlayStation 4's lead system architect Mark Cerny has admitted that PlayStation 3 had a "weak lineup" of titles available at launch, and explained the difficulties the hardware and software teams faced in the build-up to PS3's release. Cerny made the comments during a presentation discussing the development of PlayStation 4, explaining the problems Sony experienced prior to the release of PS3, and describing CELL as a "Rubik's cube" which made it difficult for developers to perform "the most basic tasks". "This was an exciting time but it was also a scary time," he said. "It was exciting because the technology was so new and if used properly it was so powerful. It was scary because it was hard to figure out how to do the most basic tasks on the hardware." ![]() Cerny likened CELL's SPUs to "a super computer on a chip. They have high performance but to get that performance you have to master their very high complexity." He continued: "By this time it was already early 2005 and the hardware launch was set for holiday 2006 – less than two years away. Our focus changed from creating shared technology to trying to develop launch and launch window titles. We had to come face-to-face with a very tough fact: it was going to be quite difficult to create those titles. "One problem that surfaced at this point was that the emphasis had been – for those first few years – 99 per cent hardware and 1 percent software. PS3 hardware was now close to reality but the game teams lacked many of the tools necessary to create their titles... The entire development environment was in a very primitive state." Cerny revealed that first-party teams "needed basically an entire year to create usable graphics engines" for PlayStation 3. "The sky-high expectations for the game titles could only be met through clever use of SPUs, but both the unique nature of CELL and the primitive state of the development environment meant that game creation on PlayStation 3 was more time-consuming than any previous platform." He also admitted that first-party studios felt they could outperform third-party developers because of their "tremendous lead" on PS3 development. "Our feeling was that Electronic Arts and Rockstar better watch out; our proprietary first-party systems were going to show them who had the right stuff. This was, of course, completely the wrong attitude... We weren't thinking about the platform at all." ![]() PlayStation 3 launched in North America in late 2006, alongside first-party titles Resistance: Fall of Man, NBA 07 and Genji: Days of the Blade. Off-road racer MotorStorm followed shortly after. Cerny continued: "Though we couldn't address all these issues in time for launch - which resulted in a weak line-up - we came out of this difficult time with some strengths. Those three years around launch – 2005, 2006, 2007 – are our unifying experience at Sony Computer Entertainment. Anyone who lived through those times understands the need for international collaboration, the value of frank and open conversation... the importance not just of hardware but also software and tools, and the vital role of third-parties in the success of the platform." Cerny will be hoping that PlayStation 4 doesn't suffer a similar fate when it launches this Christmas. First-party titles due to release at launch include DriveClub, Killzone: Shadow Fall and Knack, with inFamous: Second Son due to ship early next year. Source: Road to PlayStation 4
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PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩 \(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)❤(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( ✧_✧)┛(ʘдʘ) EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉. |
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#997 | |
Senior Gamer
![]() ![]() 註冊日期: Jan 2009
文章: 102
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引用:
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#998 |
God of Gamer
![]() ![]() ![]() ![]() ![]() ![]() ![]() 註冊日期: Dec 2010
文章: 9,253
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http://www.nowgamer.com/news/1981969...er_of_ps3.html
PS4: Third-Parties 'Wanted 1000 Times The Power Of PS3' Adam Barnes Dealing with third party developers 'was tricky', claims Sony's PS4 lead architect Mark Cerny. Published on Jun 27, 2013 Speaking at the recent Gamelab conference in Barcelona, Mark Cerny revealed some of the details surrounding the PS4's development in his presentation titled 'Road to the PS4'. Mark Cerny is the lead architect on the PS4 console, and the key instigator behind collaborating with developers on the hardware design of the PS4. "Involving the third-parties was tricky," said Cerny. "We definitely wanted their input on the design but we felt that it would be a bad idea to go to the teams who are making the top PlayStation 3 titles in 2008 and 2009 and start briefing them on a system that wouldn't be released for many years. "It just felt like a tremendous distraction," Cerny added. "So our solution was to make a questionnaire and present it to the third party teams." This questionnaire dealt with a variety of topics on a "next-gen console", including technical questions on "CPU counts, CPU types, GPU types and bandwidth" and what these third party developers wanted from the PS4. "And the answers were predictable," said Cerny. "Basically the teams said that if we can afford to give them 1,000 times the performance of the PS3 then go ahead, do it. "But, more importantly, we asked about the flavour of those systems that they would like to see in next-generation games console and the ratios that they would like to see between the various components. "Should we put more money into the CPU or the GPU, or somewhere else?" Cerny then went on to discuss how the third party developers "weren't fooled for a minute by the abstract nature of the questionnaire. Everyone we sat down with knew that we were asking for feedback on the design of the PS4." Given the opportunity to discuss these components with the third party developers was insightful for Cerny, who said "the answers we got were not what I thought they would be." Key among them was a unified memory pool, rather than the two you see on PC or PS3. Next it was the "proper" CPU count of 4 or 8 and that "if we had the money to spend we should invest it in a very powerful GPU." Lastly Cerny added that these developers "didn't want exotica", and that "if there was a GPU out there that could do real-time ray-tracing they did not want it in the PS4." Though such technology would be "fascinating", said Cerny, the development teams would need to rebuild everything they knew from scratch just to make use of this GPU. Cerny's full presentation can be rewatched over on the official PS Blog.
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PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩 \(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)❤(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( ✧_✧)┛(ʘдʘ) EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉. |
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#999 |
God of Gamer
![]() ![]() ![]() ![]() ![]() ![]() ![]() 註冊日期: Dec 2010
文章: 9,253
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重回正軌:
PS4 遊戲開發時間已大幅縮短可和PS1看齊,製作遊戲內圖形的低階編程時間,都是1-2個月,最受惠應該係日本遊戲開發商 製作遊戲內圖形(in-game graphic)的低階編程(low level code)時間: PS1: 1-2個月 PS2: 3-6個月 PS3: 6-12個月 PS4: 1-2個月 http://www.digitalspy.co.uk/gaming/n...als-psone.html PS4 game development time rivals PSOne Published Thursday, Jun 27 2013, 16:49 BST The PlayStation 4 is as easy to develop for as the PSOne, Sony has claimed. PS4 system architect Mark Cerny made the assertion during a presentation at the GameLab expo in Barcelona, according to CVG. ![]() PS4 hardware Talking specifically about the length of time it takes developers to create usable in-game graphics, Cerny said that it takes between one and two months to make low-level code for the PS4, the same as the PSOne. By comparison, it takes six to 12 months to produce the same results with a PS3 and three to six months on the PS2. Cerny revealed that third-party studios had the toughest time producing content for the PS3 at launch, and that the direction Sony took when creating the console was "clearly a mistake". He also explained that most developers requested unified memory for the PS4, which Sony has subsequently delivered. Read more: http://www.digitalspy.co.uk/gaming/n...#ixzz2XRE3kPGo Follow us: @digitalspy on Twitter | digitalspyuk on Facebook
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PS4線上中文用戶指南 PS4系統軟件更新 遙控遊玩 \(^o^)/オワタ (;´Д`) ヽ(; ゚д゚)ノ ( ̄∀ ̄) (´・ω・`) ∠(゚Д゚)/ キタ━━(゚∀゚)━━ !!!!(´๑•ω•๑`) (๑*д*๑) (˘ω˘)zZ ( ゚ω゚ ) ∞ヾ(´д´)ノ ก็ʕ•͡ᴥ•ʔก้ (¯ 3 ¯)❤(◕‿◕✿) ('A`)(・ิω・ิ) (´д`) <( ̄ω ̄・)> 〆(・ω・`*) (´༎ຶД༎ຶ`)淚目 (๑•̀ㅂ•́)و✧掂 +×(ง⌐□ل͜□) 退休啦! (ง︡'-'︠)ง┗( ✧_✧)┛(ʘдʘ) EA-y( ̄Д ̄)。o :game怪有咁勁得咁勁,裝備有咁屎得咁屎,咪等啲友玩得咁舒服,玩完嗱嗱聲pay-to-win.抽loot box有咁難得咁難,box有咁罕有放咁罕有,啲課長咪啫聲抽完抽過第二次囉. 此篇文章於 06-28-13 01:35 AM 被 ( ゚ω゚)? 編輯。 |
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#1000 |
Ultimate Gamer
![]() ![]() ![]() ![]() ![]() ![]() 註冊日期: Apr 2008
文章: 4,054
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制作時間少咗,但D廠都係好鍾意留哂年尾先出
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