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PlayStation 3

Original geschrieben von Sheriff
Die Spiele der PS2, die exclusiv erscheinen, sind einfach meistens besser als die der Xbox.


IMHO

gut das du da ein ganz ganz großes IMHO hinter geklatscht hast, sonst hätts geklatsch, aber keinen beifall :D
 
Original geschrieben von Jaroslaw


Es geht um das langfristige Ziel wie auf dem OS Markt Marktführer zu werden. Das ist MS teilweise schon durch directX auf dem PC, nur ist das so eine Sache. Schnell können die Entwickler z.B. wieder auf OpenGl "umschwenken" wenn MS sie nicht gut behandelt usw. Ist eben die alte MS- Typische Verdrängungstaktik. Ich werde mir allein für Oblivion die XBX360 holen, aber freuen tu ich mich (deutsch ist super) auf die PS3

Bis auf den Teil mit dem Kaufen der Box und dem Game dito...*geradwiezufälligandasZTdenk*

;)
 
http://pc.watch.impress.co.jp/docs/2005/0520/e303.htm

Lesenswertes Interview zur PS3.
...und was für den Hype-Train... *g*

PC Watch hosts the interview with Masayuki "Masa" CHATANI, SCEI CTO, about PS3. Here's a translation.

[IMG]


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 in a Sony-branded product as a default feature? 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 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 is dependent on how it can achieve in this area.

A. In PS3, in addition to full HD output, rendering quality per se is very high. But more high-def and more real it gets, 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 where even cutaneous sensasion is conveyed.

It's only an example, but on all occasions we have to actualize natural animation proportionally to the 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 such games as Gran Turismo such as simulation precision per se is connected to the value of the game and games where it's used as 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.

Another 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 there are small number of 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. It's different from single-core programming naturally, 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. :eek:

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. Better graphics gets, 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.

[IMG]
[IMG] [IMG]

Das nur durch Cell!?!
Beeindruckend kann ich da nur sagen.
 
Nein, die Team Soho-Demo braucht schon auch die Grafikeinheit. ;)

Nur mit Cell-Performance lief die Landschaftsdemo aus der Luft (die mit Satellitenfoto-Texturen). So wurde es zumindest auf der PK gesagt.
 
Not all of that - in fact, none of it was real-time because it was all running off video

Kam auch gerade auf Giga-Games: nix Echtzeit, alles gerendert! :lol:
Ob die wirklich so aussehen werden muß man wohl abwarten....


Ausserdem was bringen jedesmal die Techdemos, wenn die Games wahrscheinlich sowieso nicht so aussehen werden, damit meine ich auch die Xbox360 Techdemos!
 
Original geschrieben von Bronson


Kam auch gerade auf Giga-Games: nix Echtzeit, alles gerendert! :lol:
Ob die wirklich so aussehen werden muß man wohl abwarten....


Ausserdem was bringen jedesmal die Techdemos, wenn die Games wahrscheinlich sowieso nicht so aussehen werden, damit meine ich auch die Xbox360 Techdemos!

Was hat jetzt Realtime vs. gerendert damit zu tun, ob man ein Video der Techdemos sieht?
 
Original geschrieben von Bronson
Kam auch gerade auf Giga-Games: nix Echtzeit, alles gerendert! :lol:

Das steht da nicht Meister. ;) Du solltest mal richtig lesen; am besten auch den ganzen Artikel, dann wird es etwas klarer. ;)


Bei Killzone2 wurde es ausdrücklich gesagt: In Realtime berechnet und aufgenommen. Die Aufnahme haben sie dann abgespielt.

Bei Unreal haben sie es doch sogar live in der PK vorgeführt, dass es Echtzeit ist.
 
Original geschrieben von Justus Jonas


Schon, aber Getaway ist spielerisch so schlecht, dass das auch die hübschen Bildchen nicht ausgleichen können. *gg*

Abgesehen davon: Es kann sich sicherlich noch jeder an die ersten PS2-Getaway-Bilder erinnern. Die einstige Bombastoptik wich dem verwaschenen Etwas, was dann später im fertigen Spiel Grafik genannt wurde...

MfG,
Crayfish
 
Original geschrieben von Justus Jonas


Das steht da nicht Meister. ;) Du solltest mal richtig lesen; am besten auch den ganzen Artikel, dann wird es etwas klarer. ;)


Bei Killzone2 wurde es ausdrücklich gesagt: In Realtime berechnet und aufgenommen. Die Aufnahme haben sie dann abgespielt.

Bei Unreal haben sie es doch sogar live in der PK vorgeführt, dass es Echtzeit ist.

Unreal meine ich nicht, ist ja auch so eine Techdemo wie die von ATI!
Kannst du mir eine gute Quelle nennen wo offiziell gesagt wird das Killzone2 eine aufgenommen Echtzeit war?
So wie ich das mitgekriegt habe waren alle Videos gerendert, die aber laut den Sony Typen so auf der PS3 aussehen sollen.
 
Die haben Unreal LIVE angehalten und sind vollständig frei in der Umgebung umhergezoomt. Guck dir das Video doch einfach an. Ist ganz einfach. ;)

Das mit Killzone2 steht in der selben Quelle afair. Edit: Die du zitiert hast. Da differenzieren sie auch.
 
Original geschrieben von Justus Jonas

Bei Killzone2 wurde es ausdrücklich gesagt: In Realtime berechnet und aufgenommen. Die Aufnahme haben sie dann abgespielt.
Blödsinn. Es wurde von Anfang bis Ende gerendered, von Echtzeitberechnung wurde nie irgendwo ein Wort verloren. Selbst Guerilla hat es zugegeben, Zitat:

"It's basically a representation of the look and feel of the game we're trying to make."

Das Geilste ist, dass den Trailer nicht mal Guerilla, sondern ein externes Studio (www.allvfx.com) gemacht hat. :D
 
Ich kenn das IV und von Render steht da aber auch nichts. Das kann sonst wie gemeint und entstanden sein (das Video).

Aber ich will nicht streiten. :D Denn es macht auch keinen Sinn. ;) Aber das hatte ich idT anders im Sinn. Scheiß Datenflut die letzten tage. :zahnlücke ;)

Ich kann mal ne allgemeine Aussagen von Phil Harrison posten:

"Not all of that - in fact, none of it was real-time because it was all running off video. If you make a presentation to two and a half thousand people, you're going to put some of it on video just to be on the safe side.

I've been asked this question a lot. The way we put those videos together, everything was done to specification. Everything was done to PS3 spec. Virtually everything used in-game assets; some things were rendered."

Jetzt kann man spekulieren, was gerendert war, und was nicht. ;)

Genaues wird man, wie immer, ohnehin erst zum Release wissen.
 
mir fehlt n plug-in aber ist des der boomerang song von blümchen? falls ja hat giga games das schon vor ein paar tagen celebriert.
 
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