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02-24-13, 01:26 AM | #101 |
God of Gamer
深山人士
註冊日期: Sep 2009
文章: 5,518
封左塵.... 封左塵....
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係MGR 入面我見有 PS3,360,PC 所以我估.... 有PS4 版 JA,
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資深蘋果專業維修,至力為各Apple產品維修,升級,技術支援等服務。 維修員有20年以上Apple產品支援經驗,曾接受Apple專業訓練,維修過程絕對專業可靠。 可以直接與維修員對話,收費合理,而且令客人可以完全理解及查問產品上升級需求及維修問題 http:/www.machouse.hk https://www.facebook.com/machouse2004/ 另回收/維修各類特殊,開發,除錯 用途主機,可以PM 我 寵物用品 零售 http://www.applecare.com.hk |
02-24-13, 02:21 AM | #102 |
God of Gamer
《kofire》
註冊日期: Oct 2002
文章: 8,966
3093 7346 4244 kofire
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個人立場,wiiU現在連插嘅價值都沒有
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02-24-13, 02:24 AM | #103 |
The One
我係早見廚~有意見嗎
註冊日期: Sep 2004
文章: 25,367
4897 6540 2372 KYOK12JP
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無關緊要既消息一則
DigiTimesは22日、中国の経済誌Economic Daily Newsに掲載されたニュースとして、PlayStation 4の部品の製造は4~6月に行われ、その部品は7~9月に組み立てられるだろうと伝えています。 PlayStation 4の部品製造には電源部品としてDelta Electronics、コネクターとしてCheng Uei Precision Industry(Foxlink)、温度関係の部品としてFoxconn Technologyが参加し、部品の出荷はQ2(4月~6月)に行われるとのことです。 そして、本体の組立はFoxconn ElectronicsとPegatron Technologyが担当し、Q3(7月~9月)に行われるだろうとしています。
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開始係日本生活~ 請叫馬沙做梟博士 「紅蓮を纏え、エクシア!」 Fate/GO ID 335,820,884 |
02-24-13, 02:39 AM | #104 |
The One
註冊日期: Dec 2001
文章: 20,548
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>我真係未見過有人插WiiU外型同Classic controller抄襲
唔好意思 依部我覺得連插都晒氣 |
02-24-13, 11:42 AM | #105 |
Senior Gamer
註冊日期: Sep 2005
文章: 452
x360 HK360
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當年ps3己是一台半完成品 .... 但當年發佈己有實機外型 ... 今次的ps4 ... 可能是叫ps3完全體版 ...
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02-24-13, 11:56 AM | #106 |
God of Gamer
註冊日期: Aug 2005
文章: 8,539
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02-24-13, 12:01 PM | #107 |
Ultimate Gamer
註冊日期: Jan 2004
文章: 3,668
SQ-EN_HK square-enix2061
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02-24-13, 12:35 PM | #108 |
God of Gamer
Volks初音已接收
註冊日期: Dec 2010
文章: 9,253
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http://www.guardian.co.uk/technology...hida-interview
PS4: Sony's Shuhei Yoshida on why there was no box at the launch event The president of Sony's worldwide studios talks about the vision behind the PlayStation 4, and his favourite games of last year Waiting game: Sony's Shuhei Yoshida hopes the PlayStation 4 will bring greater immediacy. Photograph: Frank Franklin II/AP Sony's PlayStation 4 launch event on Wednesday has drawn excitement, criticism and curiosity from the gaming community. While some were intrigued by the company's vision of a powerful PC-like console at the centre of a broad range of connected devices, others were frustrated by the lack of a physical product reveal, and by the familiar range of games on offer. Stage-managing the development and roll-out of the console is Shuhei Yoshida, Sony's head of worldwide studios. A vital cog in the PlayStation R&D machine since the very beginning, Yoshida is a passionate gamer and habitual tweeter, providing a human face to the corporate edifice that is Sony. I got chance to talk to him on Thursday, in his last interview of the day before returning from New York to Tokyo. Here's what he had to say. During the conference on Wednesday, Andrew House [Group CEO of Sony Computer Entertainment] talked about how the PS4 was designed in conjunction with developers. This reminded me of PlayStation 1 and how Sony went around the world visiting studios and gathering opinions. Were you consciously returning to that way of doing things? It's interesting you ask that – and yes, when you look at it that way, we did a similar thing to when we made PS1. We kind of stopped doing that in later years, but this time, we made a conscious decision. Kaz Hirai instructed our development studio to be part of the hardware and platform group for PS4 and PS Vita in 2008. And also SCEI brought in Mark Cerny – who has been our longest partner, all the way back to the Crash Bandicoot days – as the system architect for PS4. He has had some part in the PS Vita development as well. The initial brief from Kaz was, take the ideas and desire from game developers both internally and externally to create the new hardware. Yes, in retrospect, that is similar to our approach with PlayStation 1. What were the fundamental things that developers were asking for? From chatting to a few studios it seems social connectivity was a key element, but then the PC-like architecture has also been mentioned… Were these the two most common requests? Yes, I can say that. Development on PS3 was very hard because of the unique architecture, so we made the decision use a more popular architectures so developers would be able to use the same tools and engines, and make a seamless move to PS4 – that was a big focus. They also wanted a larger amount of system memory as well! Connectivity was a big area, both between players and between devices. Developers are very far ahead in thinking how they can use different platforms and social network services with console games – we thought yes, that's what we want to do as well. These things can be done on the game side, but as with any other network features, gamers don't want to have to set-up lots of different accounts when they play different games. We wanted to provide these features from the system side so that people only have to download the application once, allowing them to connect their iOS and Android handsets to PS4. It's an additional option for developers to create their own dedicated applications on these devices, but I expect more developers will choose to use our app as it's so easy. It was interesting to see the indie game designer Jonathan Blow on stage at your event. How important is it to you to support smaller studios? I believe it's very important for the platform to have a wide variety of developers making things that are unique and creative. We're shifting our platform more and more to the digital side – PS4 will be similar to PS Vita in that every game will be available as a digital download, and some will also be available as a disc. The Witness will be a digital release and because of the flexibility of the digital distribution scheme, we can have more small games that might be free or available for a couple of dollars, or different services like free-to-play or subscription models. On that subject, I really expected you to announce a "Spotify for games"-type service, allowing gamers to sign up and pay a monthly fee to access as many titles as they like. Is that something we can look forward to? As more and more services and contents become available digitally, we'll have more of an option to create attractive packages. So hypothetically we can look at different models – like a cable TV company. We could have gold, silver or platinum levels of membership, something like that. We can do subscription services when we have more content – especially now that we have the Gaikai technology available. With one subscription you have access to thousands of games – that's our dream. What are you hoping to see from developers for launch? From the first-party standpoint we want to have titles that show the unique capabilities of the hardware – that's part of our remit. In terms of the number of titles, we don't control third-party publishers, but they've been working on PS4 games for a long time. I expect many games – that's what we hear from our external development teams! It's not our role to pile on lots more titles. How do you think developers will embrace your five guiding principles of PS4 gaming? These five key principles were the things that developers wanted – they're avid gamers too. They want simplicity and immediacy – it gets frustrating if you have an hour to play and have to spend half of that updating your game. We want to eliminate all of that. Our internal teams are the harshest critics of what we do – so we made immediacy the focus. Some pundits say that consoles are dead or dying, that there's no need for dedicated games machines when we have smart TVs and tablets. How do you answer that? They need headlines! And they want us to say "no, consoles are important" so they can write more stories! Seriously, unless we show something unique and amazing, consumers won't be interested in dedicated hardware because they can play on devices they already own. So if the experience on PS4 is not greater than tablet, why bother? It's our responsibility to provide that, with the hardware and system features as well as game development. The game experience is not just playing, it's talking about games, it's watching other people play - that's all part of the enjoyment and we wanted to make that easier. It's like Media Molecule said – they want to make creativity easy for everyone. well, in the same way, we want to make sharing great moments of gameplay easier. Sony has been criticised for not actually showing the PlayStation 4 at the launch event. Was this because you wanted to save something for E3 or because you still have six different prototypes on your desk and can't decide between them? [Laughs] We have not finalised the hardware yet and decided not to try to get it finished in time. Also, it's a long time from February to launch, we have to design our communication in phases. Our focus here was to show some games and talk about the key principles – we wanted to save the unveiling of the actual console. But is the design of the final console important to Sony? Is it a major consideration? I think if you asked different people within our company that question, you would get different answers! I was criticised when I said, why bother show the case? Who cares? Some said I was disrespecting people's curiosity – I apologise for that. But as a game developer, I'm much more into how the games work, and the controller is crucial for us developers – without the input device we can't make games of the best quality. A box is a box to us! But yes, I appreciate that it's symbolic, people want a games console to look good so they can be proud of owning it and of course our hardware design team are working hard on that. This whole idea of removing the barriers to content seems to be a vital one. People can just switch on a TV and watch a programme, but deciding to play a game can be an arduous process of finding it, downloading it, downloading updates … Do you think that can all be consigned to the past? Absolutely. Yes. I find myself spending more time playing Vita games and I think part of the reason for that is it's immediate. I can stop at any time without quitting and it's instantaneous to start again. I don't have to quit out or reboot. It's wonderful. That's one part of immediacy – the other is waiting for downloads. That's ridiculous, that's crazy! We want to get out of this madness with PlayStation 4. The games are big, they're 50GB; download isn't instantaneous. So we're making purchase available from any device, so when you're at work, you can spend a couple of moments looking at PlayStation Store and choosing a game, and straight away it starts to download at home. It may take a couple of hours but that's okay because you're still at work. Also, similarly to progressive download on some movie services, you don't have to wait for all the data to download before you start playing. Once you have the minimum amount of data downloaded you can begin the game, and while you play, the remaining data downloads. It takes some engineering input from developers so we're talking to the community. We're evangelising it. We've seen a lot of familiar brands – it seems that shoot-'em-ups and driving games are still dominating. But I love games like Journey and Tokyo Jungle – how important is it that you ensure developers can explore offbeat concepts? I love these kinds of games! My top three favourite games last year were Journey, Tokyo Jungle and Sound Shapes. They're wonderful games. I spend lots of times tweeting about these games – I wish more people knew about them! What we're doing with PS4 is we're trying to serve the right content to the right people. So Sound Shapes and Tokyo Jungle might not be for everyone, but there are certain people who love those types of games – once we know you like games like Tokyo Jungle, when a game like that comes out, we can push it onto your main screen, and suggest you try it – that's what we mean by personalisation. We want more games like this on PSN, but these games have to reach the right people in order to be successful. We want to use our network services to achieve that. If you need any ideas for Tokyo Jungle 2, I have a lot. (Laughs) Well you know, the beauty of these games is that we never make sequels – there will be no Journey 2, I don't think. These developers tend to want to do new things. In a year's time, what will the PS4 gaming experience look like? In a couple of years I'd like to be playing PS4 games on all my devices, with the main experience on the big screen, and smaller sections on mobile screens … It will all be connected.
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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. |
02-24-13, 12:47 PM | #109 | |||
Advance Moderator
(<ゝω・)綺羅星~
註冊日期: Dec 2001
文章: 58,240
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http://chinese.engadget.com/2013/02/...ecs-not-final/
http://chinese.engadget.com/2013/02/...tation-4-4ktv/ http://chinese.engadget.com/2013/02/...ansfer-to-ps4/ 引用:
引用:
引用:
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02-24-13, 12:49 PM | #110 |
God of Gamer
深山人士
註冊日期: Sep 2009
文章: 5,518
封左塵.... 封左塵....
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當年2005 公布PS3 時 有樣睇又如何?
咪又係假野.. 心水清就知呢D格局 根本放唔入
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資深蘋果專業維修,至力為各Apple產品維修,升級,技術支援等服務。 維修員有20年以上Apple產品支援經驗,曾接受Apple專業訓練,維修過程絕對專業可靠。 可以直接與維修員對話,收費合理,而且令客人可以完全理解及查問產品上升級需求及維修問題 http:/www.machouse.hk https://www.facebook.com/machouse2004/ 另回收/維修各類特殊,開發,除錯 用途主機,可以PM 我 寵物用品 零售 http://www.applecare.com.hk |
02-24-13, 12:58 PM | #111 |
The One
註冊日期: Dec 2001
文章: 20,548
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>咁PSV呢....
好少少 畫面強化版psp 我買佐首批水機 到依家得2隻psv game 部機入面有1x隻psp game |
02-24-13, 01:00 PM | #112 |
God of Gamer
Volks初音已接收
註冊日期: Dec 2010
文章: 9,253
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http://www.kotaku.com.au/2012/09/tos...4k-resolution/
Toshiba Runs A Game Demo At 4K Resolution Mark Serrels Share 4 Discuss 12 Bookmark The hype over at Gizmodo right now is all about 4K televisions and the incredible clarity the extra 4096×3072 resolution brings to your viewing experience. I haven’t seen a 4K TV in action yet, so I’m finding it a little difficult to visualise, but I also have another concern — most consoles games at the moment don’t run AAA titles at 1080p, what kind of horsepower will be required to make games run at 4K? This video shows a demo running from a souped up PC, running at the full res… Of course it’s pretty much impossible to see the real impact of this on your relatively low-res monitor, on YouTube, but the possibilities of a resolution massively beyond that of 1080p is simultaneously intriguing and terrifying. Will games always be playing catch-up? That would be my main issue. I simply don’t believe that even the next generation of consoles will be able to run games at that resolution. And there’s also the issue of the cost — Sony’s 4K TV will set you back $25,000. Most likely it’ll be a while before this tech is truly mainstream. It will also take time for mainstream gaming to catch up. But for now, I suppose, we can just imagine.
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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. |
02-24-13, 03:17 PM | #113 |
God of Gamer
VanHelsing
註冊日期: Jan 2005
文章: 9,134
N0W_L0ADlNG diabloex2
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好多野想知,但有排都未到機箱XD
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02-24-13, 03:46 PM | #114 | |
God of Gamer
註冊日期: Aug 2005
文章: 8,539
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引用:
你睇bayonetta 360版同PS3版.... |
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02-24-13, 04:12 PM | #115 | |
鋼の救世主ですの!
↘ルルティエ
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引用:
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iTunes 站起來 用眼神訴說著 他想加入同伴!要加入同伴嗎? iTunes 加入同伴了! QuickTime 加入同伴了! Bonjour for Windows 加入同伴了! Apple Mobile Device Support 加入同伴了! Apple Software Update 加入同伴了! MobileMe 加入同伴了! Apple Application Support 加入同伴了! Apple Software Update 召喚了 Safari! Apple Software Update 召喚了 iPhone軟體! C85 count |
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02-24-13, 05:07 PM | #116 |
Ultimate Gamer
註冊日期: Jan 2004
文章: 3,668
SQ-EN_HK square-enix2061
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02-24-13, 06:04 PM | #117 |
God of Gamer
《kofire》
註冊日期: Oct 2002
文章: 8,966
3093 7346 4244 kofire
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02-24-13, 08:53 PM | #118 |
The One
我係早見廚~有意見嗎
註冊日期: Sep 2004
文章: 25,367
4897 6540 2372 KYOK12JP
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年末に発売が決まったソニー・コンピュータエンタテインメント(SCE)の新型ゲーム機「プレイステーション(PS)4」。現行機「PS3」の登場から7年ぶりとなるが、PS3と同じブルーレイディスク(BD)ドライブを採用するなど性能の高さを強調せず、他の機器との連携などの多彩なサービスをアピールした。初代PSからの“スペック至上主義”は一段落した形で、ソニーグループの総合力が問われる形になりそうだ。
今回の発表でSCEは、PS4の“心臓”にあたるCPU(中央演算処理装置)の性能やメモリーの容量を飛躍的に高めてさらに美しい映像を生み出したものの、さほど強調していない。SCEの広報部は「(PS3とPS4の)CPUを単純に比較する数字は出していない。PS4は確かにPS3の後継機だが、PS3も並行して売っていく」と話す。 ..........吓?
__________________
開始係日本生活~ 請叫馬沙做梟博士 「紅蓮を纏え、エクシア!」 Fate/GO ID 335,820,884 |
02-24-13, 09:04 PM | #119 | |
God of Gamer
youtube 頻道
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引用:
PS2 一直都賣緊,到近來才停止生產。 PS4 發售後,PS3 水尾可能還有新版也說不定, 就像 PS2。
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[ 歡迎讚好 八仙果遊戲頻道,只要跟 TV games 有關的,都想跟大家分享,多多指教 ] fb:https://www.facebook.com/myTVgames/ Youtube:https://www.youtube.com/channel/UCoF...bwIuJXg/videos PSN ID 收集區:[這裡] | Switch ID 收集區:[這裡] | Xbox One ID 收集區:[這裡] 此篇文章於 02-25-13 01:34 AM 被 八仙果 編輯。 |
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02-24-13, 10:35 PM | #120 |
God of Gamer
我ge代號係風
註冊日期: Dec 2001
文章: 6,588
ndswii
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唔算唔好ge
只係唔想幫佢開發game啫 所以就係奇怪個list竟然有白金在 可能真係mgrr2 mgrr都已經很好架勒喎 小島都重嫌唔夠班
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Animal Crossing FC: chunmanx Stanley Chi-pox 2878-3860-0632 網名 角色名 鎮名 fc JUS/chunmanx/0902 8082 1037 大亂鬥/STAN/4983-4349-6279 |
02-24-13, 10:48 PM | #121 |
God of Gamer
Volks初音已接收
註冊日期: Dec 2010
文章: 9,253
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唔關事,係Sega port得差啫,自此之後Platinum Games全部PS3 Game自己做返,PS4用PC 架構更加無問題啦
http://www.eurogamer.net/articles/20...iggest-failure Platinum Games calls Bayonetta on PS3 its "biggest failure" In an interview with Edge, Platinum producer Atsushi Inaba confessed that the studio denied handling the PS3 port of Bayonetta, opting to instead pass it off to an in-house team at its publisher, Sega. . . "The biggest failure for Platinum so far, the one that really sticks in my mind, is that [Bayonetta] port," lamented Inaba. "At the time we didn't really know how to develop on PS3 all that well, and whether we could have done it… is irrelevant: we made the decision that we couldn't. But looking back on the result, and especially what ended up being released to users, I regard that as our biggest failure." Platinum did learn from this and began developing its later titles like Vanquish, Anarchy Reigns and the upcoming Metal Gear Rising: Revengeance for PS3 in-house. "One thing I will say is that it wasn't a failure for nothing," Inaba explained. "We learned that we needed to take responsibility for everything. So on Vanquish we developed both versions in-house."
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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 02-24-13 10:53 PM 被 ( ゚ω゚)? 編輯。 |
02-24-13, 10:49 PM | #122 |
Ultimate Gamer
註冊日期: Jan 2004
文章: 3,668
SQ-EN_HK square-enix2061
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有佢個名意味著佢用自己公司名義作為第三廠出PS4 GAME(結果出唔出係後話)
白金可能就像當年LV5咁, 出在名有技術有IDEA之後就自己造自己發行. |
02-24-13, 11:30 PM | #123 |
Senior Gamer
註冊日期: Nov 2005
文章: 421
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02-24-13, 11:43 PM | #124 |
Senior Gamer
註冊日期: Jan 2005
文章: 415
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當日公布PS4時第一個感覺係 點解會用返PS3既字體做Logo
如果而家話PS4同PS3並行 甘PS4呢個Logo設計係可以理解 |
02-24-13, 11:45 PM | #125 |
God of Gamer
我有車車~
註冊日期: Jul 2005
文章: 19,347
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