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Es kommt auch immer auf die Umsetzung an. Das Ring Menü bei League of Legends würde ich nicht mehr missen wollen. Es dient dazu schnell auf der Karte Infos anzuzeigen. Man hält strg. gedrückt und zieht die Maus kurz in eine der 4 Richtungen wobei jede ein anderes Kommando darstellt. Mir würde keine bessere und unkompliziertere Lösung einfallen.
 
.hack//Haseo schrieb:
Cerny Computer Entertainment
Digital Foundry face to face with PS4 chief architect Mark Cerny.


http://www.eurogamer.net/articles/digitalfoundry-face-to-face-with-mark-cerny

Sehr, sehr interessantes Interview. :dhoch:

Der Cerny ist einfach sympathisch und die Öffentlichtkeitsarbeit von Sony im Moment beispiellos. Da wird einem richtig Einblick in die Vision hinter der PS4 gegeben, die einen als Spieler eigentlich nur anfxen kann und bekommt den Eindruck, dass man bei Sony dieses Mal nichts anbrennen lassen möchte bzw. man nichts vor den Spielern zu vergeben hat. Absolute Poleposition.

Das letzte Mal, als ich mich derart auf eine Konsole gefreut habe, war zur N64/PS1 Ära, sprich dem Anbruch des 3D Zeitalters.


Dow Jones schrieb:
Die Tastatur hat genau einen Vorteil gegenüber dem Controller. Der Controller aber 2-3 gegenüber der Tastatur.

Das ist Ansichtssache und kommt auf das Spiel bzw. Genre an.
Spiele viel mit beiden und möchte weder die Tastatur und die Maus, noch das Pad missen. Beide Steuerungsvarianten haben ihre Berechtigung und Qualitäten, mit denen sie die jeweils andere in gewissen Bereich völlig ausstechen. Da gibts kein allgemeines besser oder schlechter, es kommt einfach auf den Anwendungszweck an.

@SirHorst
Jop, LoL ist ein Beispiel bei dem es verdammt gut gelöst wurde.
 
Ein paar interessante Passagen, aus dem Digital Foundry Interview mit Mark Cerny...


Zum Download & Play Feature...

Digital Foundry: I'd like to talk quickly about digital delivery. I love this concept of being able to play a game while it downloads in the background. Do you have a target in mind for the kind of bandwidth that's required to sustain a seamless experience?

Mark Cerny: Interestingly, the target bandwidth required depends on the length of the game. The longer the game is, the less bandwidth you'll need to be loading in the later stages of the game. There's another factor there as well. Are you playing continuously as a download or do you play for a few hours and then put the system on standby for the rest of the evening where it can continue to download and then resume the next day?

Zum Spec Leak damals, von PS4 und XBone...

Mark Cerny: That was really a case where our developer-driven process worked. So we received feedback, we listened to the feedback, we altered the hardware as a result. As far as how late it was in the process, actually what you're seeing there is just the developers were very, very good about keeping information confidential. As near as I can tell that all came from one rogue hacker, who wasn't even disclosed by us, how managed to hack into a developer and extract both the Microsoft and Sony documentation.


Zum GPU und GPU Computing

Digital Foundry: There's a cluster of CPU cores [in PS4]. Their purpose in the PC market - I think there are dual and quad configurations - is for tablets. There are two of those [in PS4]. Then you have what I can only describe as a massive GPU...

Mark Cerny: I call it a super-charged PC architecture. And that's because we have gone in and altered it in a number of ways to make it better for gaming. So we have unified memory which certainly makes creating a game easier - that was the number one feature requested by the games companies. Because of that you don't have to worry about splitting your programmatical assets from your graphical assets because they are never in the ratios that the hardware designers chose for the memory. And then for the GPU we went in and made sure if would work better for asynchronous fine-grain compute because I believe that in the GPU, we'll get in a couple of years into the hardware cycle and it'll be used for a lot more than graphics.

Now when I say that many people say, "but we want the best possible graphics". It turns out that they're not incompatible. If you look at how the GPU and its various sub-components are utilised throughout the frame, there are many portions throughout the frame - for example during the rendering of opaque shadowmaps - that the bulk of the GPU is unused. And so if you're doing compute for collision detection, physics or ray-casting for audio during those times you're not really affecting the graphics. You're utilising portions of the GPU that at that instant are otherwise under-utilised. And if you look through the frame you can see that depending on what phase it is, what portion is really available to use for compute.

Digital Foundry: I think the thing that excites me most about the PS4 is that it's a fixed hardware design, developers can get the most visually from it but they don't need to just concentrate GPU power on, say, slightly higher quality shadowmaps. They've got GPU compute sitting there that can be doing new things, exciting things. Is this something we'll be seeing further on down the line? Is this something you're pathfinding with Knack?

Mark Cerny: Knack is a small title. Knack will not be leading the way in terms of utilisation. We'll be looking much more towards teams that have done that in the past like Ubisoft with Assassin's Creed and Watch_Dogs, Naughty Dog with their next titles or Sony Santa Monica with theirs. I think Killzone is going to be doing that. All we are doing ultimately is setting it up so that developers can take it any way that they want go. So if increased visual fidelity is what is most interesting to that team, that is what they can focus on. We just wanted to be sure that they could also dig in on GPGPU [general purpose computing on GPU] as well.

Digital Foundry: Going back to GPU compute for a moment, I wouldn't call it a rumour - it was more than that. There was a recommendation - a suggestion? - for 14 cores [GPU compute units] allocated to visuals and four to GPU compute...

Mark Cerny: That is bad leaks and not any sort form of formal evangelisation. The point is the hardware is intentionally not 100 per cent round. It has a little bit more ALU in it than if you were thinking strictly about graphics. As a result of that you have an opportunity, almost like an incentivisation, to use that ALU for GPGPU.

Digital Foundry: I seem to recall you might have talked about a toolchain where code could be compiled either for CPU or GPU. Is that right or have I got that completely wrong?

Mark Cerny: That's completely wrong! Such a toolchain does exist. It's AMD's HSA [Heterogeneous System Architecture]. That's very exciting but our current strategies are about exposing the low-level aspects of the GPU to a higher-level language. We think that's where the greatest benefit is in year one.
 
.hack//Haseo schrieb:
Diablo 3 erst 2014 für PS4
http://www.diablofans.com/news/1897-diablofans-interview-with-the-devs-highlights/

Toll, wieder nen potentieller Launchtitel für mich weg..
Müsst mich langsam echt fragen, ob ich die Kiste wirklich zum Launch brauch oder doch besser warten sollte.. Wenn mich die neue Hardware nur nich so anfixen würde :D
 
Meien XBox One Bestellung hab ich bereits storniert.
Da wird es wohl eh nicht zu nem großen "plus" kommen.

PS4 lass ich jetzt 3x vorbestellt und guck dann. Aber denk die anderen storniere ich auch noch weil es relativ sicher ziemlich viele Konsolen geben wird.
 
.hack//Haseo schrieb:
Meien XBox One Bestellung hab ich bereits storniert.
Da wird es wohl eh nicht zu nem großen "plus" kommen.

PS4 lass ich jetzt 3x vorbestellt und guck dann. Aber denk die anderen storniere ich auch noch weil es relativ sicher ziemlich viele Konsolen geben wird.

Kannst du mal aufhören bei jeden zweiten Post die XBox schlecht zu reden, das nervt langsam, danke.
 
Die meisten Unreal Engine 4 Spiele erscheinen Ende 2014

11.07.13 - Die meisten mit Epics Unreal Engine 4 entwickelten Spiele werden Ende 2014 auf den Markt kommen. Das sagte Tim Sweeney, Programmierer und Gründer von Epic Games, gegenüber GamesIndustry.biz.

gamefront
 
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