Playstation 3 - NUR Playstation 3

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Jack schrieb:
Ironman schrieb:
OK danke, jedenfalls heißt das mal wieder abwarten...

Wart ich such mal^^
Kann nicht sein, dass der Termin für die Sony Konferenz nicht irgendwo steht^^

ja such mal!! das einzige was ich weis ist das es mal das gerücht gab sie wäre abgesagt aber das lag an einer falschen übersetzung...
 
Noch zur Später Stund ene Fette NEws!!

Interview mit Guerrillia aus B3D ... quelle Empire Foren

I decided to start a thread about what the Guerrilla Games dev team is talking about on another board, since we have our own team here giving their side of programming on the PS3. The following quotes are going to be questions from posters and answers from the devs. After reading please don't start a KZ2 isn't real or PS3 vs. Xbox 360 flame war!

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Originally Posted by poster
I know you cant give any specifics on PS3 info that Sony hasnt released yet, but i was wondering: Are you creating the online for KZ3 or is this outfit, http://www.gamesindustry.biz/jobs.ph...=EUROPE&action
=view&job_id=22257 ? I was wondering because it would be cool ofr you to be able to keep your mind on the game and let them take care of that for you.

GG dev: Nope, all in-house. London offices are making their own games which will be online on PS3. I can't say much, but I will say that Online is going bleeping great.

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Also I just wanted to know if the E3 presentation of Killzone 2 was in real-time or if it was just cg. Because I know a lot of people who say that the video is fake and I really want to prove them wrong.

GG dev:
As for the E3 presentation, it was not running live on Dev Kits, as the final spec dev kits did not exist for E3. It was created to the specs of the PS3 and represents what we feel is achievable on PS3.

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Originally Posted by poster

1 more thing if i may, Will there be any KeyBoard/Mouse support for the next gen KZ???
That would be great to have the extra accuracy a KB/M allow's

GG dev: Keyboard / Mouse support is a difficult one because of the balancing issues. First, you have to tune the game separately - once for controller and once for keyboard / mouse. Then, you also have the problem of keeping online fair - i.e. not letting the players using keyboard / mouse have an advantage over those using controllers in the same game.
It's a tricky problem - We do realize it is a requested feature, however we are not committing to anything at this time.

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Question 1. Do you know how you came to "feel" that was achiveable?
Question 2. If you just looked at theoretical specs, did you take into account that you might not get all of it?
Question 3. Accept for the uber-high polygon count, you also seem to have effects that would not be achievable in realtime, like the hypervoxel smoke (atleast that's what people say you have in the trailer)
Question 4. Have you recieved the final devkits? Do you feel confident about it by now?

GG dev: Answer 1. Our experience as game developers
Answer 2. Yep!
Answer 3. I've seen some amazing effects done real time by not only Guerrilla but other PS3 dev teams. As these teams continue to push what the PS3 is capable of - then we'll see just what is achievable in real-time.
Answer 4. Not allowed to answer that one.

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Originally Posted by poster

Whats goin on Ferret. I have one for you conserning the vehicles, though I don't believe you can answer it. In the ew game, will there be vehicles in multiplayer? (kind-of like those guys at Zipper did in Socom3)

GG dev: Unfortunately, we can't confirm or deny this at this time. However, this is on the official suggestion list.


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How do you feel, personally, about next-gen development? Is it exciting for you as a developer to really unleash what you have always wanted and envisioned?

GG dev: The scale of the whole project has gotten tremendously huge and daunting. The team sizes have grown to such an extend I don't know at least 15 of the people here anymore. During Killzone 1 I knew if someone made a bug in a certain level I could go to the person directly and talk to them about it. I knew immediatly where they sat, what their MSN was and now I don't even know their first names....It is all very exciting and scary at the same time, and the risk-factor for all new games seems to have gone up quite a bit. But the chances for making things that were previously not possible due to hardware limitations is really cool


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PS2 had very little HARD-WIRED graphical effects and so they had to implemented via the software route in the Emotion Engine, has this learning curve helped you become more efficiant at coding for architectures like the EE ( i.e MULTIPLE CORE ).

GG dev: Well, for KZ1 we had to code a lot for all the cores in the system (R5900, IOP, VU0 and VU1) and we spent a lot of time making sure the communications between the cores was as fast as it could be.

Now we're working with the Cell chip, which is a whole different ballgame. It's easier in some respect (easier to program for), but it's also a lot more complex, so a lot more cores to keep busy at the same time.

But in the end, yeah, programming a PS2's EE will give you a leg up programming for multi-core architectures, especially the Cell. Hope that answers your question! If you have any more, shoot!


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So, what I would really like to know is, how does one go about organizing their objects in C++ to utilize the SPEs as efficiently as possible?...We've heard many times that programming for Cell requires one to "think differently" but by the sounds of some of your earlier comments it really seems that programming on the Cell is not quite as daunting as the rumors would have you believe.....Gabe Newell said in an interview on G4 that Naughty Dog was really far along with multithreaded programming. Now that you guys are a part of Sony, have you found it a good experience working with the Devs over at Naughty Dog?

GG dev: More of these low-level questions on the board. Yeesh, are you guys coders, or what?!? I think I have to err on the side of caution here, NDA's and confidentiality with regards to Cell are still quite tricky. Cell is definitively different from anything else. With parallelism people often think 'multithreading'. But how good will it be, running threads on tiny CPU's like the SPU's, really? It works, but it won't be optimal. If you think of it more as a network of small computers sending each other packets of data, it all starts to make a lot more sense.

We've had some good contact with the devs in Europe off late and we're planning gettothers(personal comment: Ninja Theory maybe? DeanoC or nAo do you know about this?). We haven't had a lot of time yet to meet up with the US devs, but that's underway too. It's all pretty new to us too, we were close to Sony before, but never really part of the group. It's definitely cool being part of the gang, Sony has some really talented people working for them.


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How do you feel about the Killzone PSP title you have been developing?

GG dev: Well, without getting in trouble - I can say that the PSP title is something I'm really excited to be working with the team on. Uh, don't know how much else I can say... Really, really excited!

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Originally Posted by poster
One aspect of the Cell (and your game put me on to this with that E3 demo) that really interests me is physics calculations. One thing I'd like work with when I get my PS3 and a GCC compiler or two is some dual precision physics formulas. I wonder if it would be possible to run or store data on another SPE and program a routine for one SPE to reference a location on another SPE? That EIB looks like it has bandwidth to spare for such an operation, but I bet it would have to be massively complex. Real early on when the PS3 was announced with the Cell BE is that SPEs could run applications independantly or in synchronization somehow.


GG dev: I can't tell you much more than you can deduce from the public specs from IBM, but I think you're on the right track. No SPE in the Cell is a slave to the system, so they can all move data around on the EIB. It would be wasteful for one SPE to use memory of another (why would you? each SPE has its own), but for physics you could have different SPEs doing different parts of the world - in parallel. Or you could have a few SPEs doing collision detection and others doing collision response.

Does that make sense?

On the massively parallel thing, there are actually developments in that direction. IBM has got something in development, called Octopiler (http://www.research.ibm.com/cellcompiler/compiler.htm), but I have not taken a look at it myself yet. But if you're on the case, you might want to check it out.

There's also loads of nice articles floating around on the net off late (on Gamasutra and other game-dev sites) about parallel programming, although most of the tend to be on threaded programming and not specifically Cell.


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Originally Posted by poster

posted on the Playstation website and some other gaming job websites leads me to believe that Sony is actually going to create a better, more cohesive online service

GG dev: I'm am so treading on the line of NDA here. Um... we as developers are very aware of the features Xbox has for it's online service, and many of these features are things we believe are neccessary for our games. We do 1st party games for Sony, but there are lots of 3rd party developers as well - and these are the folks that Sony Computer Entertainment as a whole has to work with to create any kind of platform-wide system like Xbox has.
We don't have much insight into what discussions take place with 3rd party developers and publishers - but I can at least say that the SCE World Wide Studios (of which we are a part) is very committed to providing the necessary online features in our future games. We realize the direction online gaming is going, and we very much want to provide these features in our games. How this will come about is not something we can talk about.
Unfortunately, that's as much as I can say without seriously getting in trouble.




And that's it (so far). I will keep posting what the Guerrilla devs say about Killzone for the PSP and/or PS3, PS3 game development, and the video game industry as a whole. Again I love the Ninja Theory guys and want them to keep posting here, but I just wanted to show the love to Guerrilla too, because if it was up to B3D you would think Guerrilla doesn't talk about their videogames.

So please comment on anything that sounds relevent to you about Killzone 2 or PS3 game development. Again please don't start a KZ2 isn't real or PS3 vs. Xbox 360 flame war!

Thanks for your time.

EDIT: Hier mal nen Vid zur PS3 Konsole UND zum Controller von der CES

http://www.dailymotion.com/group/385/video/24041

EDIT II:

hier Infos zum BD Player der PS3

The Blu-ray Disc Association uses CES to show off the capabilities of the new disc format, which will be at the heart of PLAYSTATION 3.

Much has been made of Blu-ray Disc, especially after the format was confirmed as the future storage medium of the forthcoming PLAYSTATION 3. The sheer amount of data that a single BD can hold - up to 54GB - makes it perfect for storing High Definition movies and games, and writeable Blu-ray Discs make it the natural choice for archiving large amounts of precious data like digital photos and video, too.

However, while the sheer amount of storage space is undoubtedly one of Blu-ray's greatest strengths, there's much more to it than that. To prove it, the Blu-ray Disc Association - which represents the format - used CES as an opportunity to demonstrate how superior it is to DVD for movies.

The most immediately striking change is naturally the picture quality; on a HD-ready set, the level of detail and wealth of colour is amazing. But it's the added potential for mind-blowing extras that will have film buffs choking on their popcorn.

Extras! Extras! Read all about them!

Several different opportunities are now possible thanks to Blu-ray. Menus are completely seamless and can be overlaid over the top of the movie, making everything look much slicker than anything the usual combination of DVD and standard resolution is capable of. Expect lavish presentation that's simply not possible with DVD.

Extra content can be downloaded, too. The example given at CES was a BD of Pirates of the Caribbean. When played, it will alert the viewer to new content available for download - in this case a deleted scene - which can be downloaded seamlessly while you continue to gawp at Keira Knightley.

This new level of connectivity paves the way for new kinds of extra content. Imagine a special event, like a director providing a new commentary for a film at a certain time, creating a unique event for fans of his work.

And of course, the amount of space available on BD means that film companies can provide far more in the way of content to accompany the movie itself. A children's film could contain a wealth of relevant educational material that's readily accessible during the film, for example, with the movie serving as an entry point to pique the viewer's interest in a given topic.

Interactive games will also become far more involving, and less scripted than those found on movie DVDs at present, and with none of the stilted pauses they currently tend to suffer. Games can even be incorporated into the movie itself - audiences at CES were shown a game that turned Sin City into an interactive shooting gallery, complete with high scores.

With unparalleled image quality and meaningful extra content, movies on Blu-ray Disc are set to be nirvana for film fans. And since PLAYSTATION 3 uses Blu-ray, it will be able to play these movies straight out of the box, with no need for any added peripherals.

http://uk.playstation.com/news/newsStory.jhtml?storyId=107262_en_GB_NEWS&linktype=NT3
 
Meint ihr das wir im Februar auch schon einiges zur PS3 hören werden? Vielleicht von Entwicklerteams oder so!?
 
Ja, ich weiß ja das am 01 März die Devstation ist, aber es kann ja sein das ein paar entwickler statements oder sogar schon pics der PS3 Fassung im Februar zeigen werden! Es sollen ja nur ein paar Entwicklerstudios auf der PS3 Messe sein, die anderen könnten also schon eher mit material rausrücken!



Edit:

IBM verlängert Vertrag mit Sony und Toshiba

12.01.06 - IBM gibt bekannt, dass man das Forschungsabkommen mit Sony und Toshiba zur Entwicklung von neuen Halbleitern für Unterhaltungselektronik verlängert hat.

Der Vertrag soll über 5 Jahre laufen. Die drei Unternehmen begannen 2000 zusammenzuarbeiten, um den Cell-Chip für Sonys PlayStation3 herzustellen - die Konsole soll 2006 erscheinen.

Also werden sie nach dem launch der PS3 vielleicht glaich an dem Next Gen chip der PS4 arbeiten!!!!
 
Irgendwie hab ich das Gefühl da kommt was großes auf uns zu.

IBM verlängert jetzt schon verträge ?
 
Also, klingt zwar verrückt weil die PS3 noch nichtma draußen ist, aber irgendwie stell ich mir gerade vor wie brutal die PS4 sein wird!!!

Bei der PS4 kann ich mir eine Bild ausgabe in Hologrammen vorstellen!
Dann sagen wir ade HDTV!

Bin mal gespannt welche CPUs in der PS4 drinn sein werden, sie müsste aber bestimmt so stark sein wie 10 Cell Prozessoren und mindestens eine 10 mal schnellere Grafik einheit haben als der RSX es sein wird! Vielleicht ja noch schneller, obwohl ich es mir kaum vorstellen kann wie sowas gehen soll!

Ich hab auch mal von nem Partent von Sony gehört, welches einen Chip betrifft der schmerzen im hirn des menschen simulieren kann! Sowas kann ich mir auch in der PS4 vorstellen, halt eben nur nicht über das gehirn sondern eben anderst! Dual Shock 4 kann ich nur sagen!
 
sry, aber wenn ich es kaum abwarten kann auf PS3 news dann bin ich voll aufgedreht und schreib so ein müll wie oben mit der PS4!
 
ruhig bleiben, die ps3 wird zwar aller vorraussicht ein kracher - aber sony kocht auch nur mit wasser. nicht zuviel erwarten!
 
Sponkman schrieb:
ruhig bleiben, die ps3 wird zwar aller vorraussicht ein kracher - aber sony kocht auch nur mit wasser. nicht zuviel erwarten!

Dafür kocht Sony mit liebe zum detail!!

Ich denke wir werden die E3 Trailer, sumindest einige davon diesmal in echtzeit und sogar spielbar sehen!!!!

Und wenn es nur knapp under dem E3 niveau ist, es wird ziemlich nahe dran sein!
 
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