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【新闻部】Playstation 4)-

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发表于 2013-11-10 07:20 AM |只看该作者
forvise 发表于 2013-11-9 08:58 PM
话说ps4一定要ps plus 才能mutiplayer了?

是的 因为平井想带给我们将来更强大的娱乐


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发表于 2013-11-11 06:45 PM |只看该作者
由天才开发者打造的PS4 索尼焕然一新的开始

  回顾出井伸之时代后的索尼,这家日本电子巨头任命西方人担任公司顶级职务,其实并不少见。但是有一个美国人,他从根本上影响了PlayStation业务今后十年的取向,改变了公司内部协同合作的风格,改变了饰演硬件角色的索尼,与软件开发者的关系。而最重要的是,这么多年来他仍不是一名正式的索尼员工。他的名字在游戏界非常响亮,那就是天才游戏开发者Mark Cerny。



  SCE全球工作室总裁吉田修平回忆起一通印象深刻的电话。那是2006年的春天,吉田和团队正在为PS3作最后冲刺。

  那时主管游戏开发的他,接到一通来自硬件部门的电话,一位负责PS3手柄开发的美国人告诉吉田,PS3手柄将临时决定加入动作感应器,因此希望软件部门想想办法,配合在发布会上添加一款能展示感应器特色的游戏。

  且不说吉田当时对感应器所知甚少,而且那是距离 PS3 发布已经不到三个礼拜。他告诉连线记者,当时他唯一能吐出的话就是:“What!?”

  而那个打电话的美国人,是今天主宰PlayStation命运的关键人物——PS4与PS Vita首席硬件架构设计师,他的名字是Mark Cerny(马克·赛尔尼)。

  现代最接近da Vinci 的人

  Cerny是游戏界最传奇的人物之一:18岁加入雅达利开发了名著《疯狂弹珠》(Marble Madness);后远道重洋日本加入世嘉,与铃木裕一起开发了《索尼克 2(Sonic the Hedgehog 2)》;因为掌握流利的日语,成为少数能与日本游戏界保持紧密合作的美国游戏制作人(顺便娶了日本人为妻);回国后,帮朋友建立了晶体动力工作室(Crystal Dynamics);他是《小龙斯派罗(Skylanders)》、《蛊惑狼(Crash Bandicoot )》、《瑞奇与叮当(Rachet and Clank)》和《杰克与达斯特(Jak And Daxter)》等经典大作的制作人;而且如果没有他,很可能就没有后来的顽皮狗(Naughty Dogs)与Insomniac Games。

  他被很多人称为游戏设计天才,在入选游戏设计师最高荣耀之一的美国AIAS(互动艺术与科学学会)名人堂时,AIAS主席 Joseph Olin评价Cerny为 “当代最接近达芬奇” 的人。世界游戏开发者协会认为Cerny是 “全能型的天才游戏开发者”,因为他除了拥有超于常人的眼界,同时能将所有灵光一现的想法共融在一起。

  Cerny在业内提出游戏开发的 “赛氏方法论(Cerny Method)”,成为了游戏开发者的金科玉律。



  你好,索尼

  因为生于离硅谷不远的伯克利市 City of Berkeley ,八十年代初17岁的Cerny加入了当时如日中天的雅达利(Atari)。八十年代末,他来到世嘉,在日本工作的三年半中,Cerny掌握了流利的日文,结识了不少好友。

  1993年,Cerny回到美国,支持并加入了另一家初创游戏开发小组晶体动力(Crystal Dynamics)。不过得益于积累的人脉,他收到来自日本的小道消息,那就是当时离发售还非常遥远的索尼第一代主机:PlayStation。当时,索尼已暗中将初步的开发组件发给指定的开发者手中,但仅限于日本国内。而因为Cerny的牵线, 晶体动力成为索尼首位日本以外的合作伙伴。

  同一年,Cerny第一次来到索尼东京总部,他此行负责与索尼签署合作协议,而当时与Cerny对接的那个人,正是今天担任SCE全球工作室总裁的吉田修平。在与索尼长期的合作中,Cerny与吉田修平、时任SCE总裁平井一夫建立了深入的共事关系。直到后来,Cerny 成为极少数SCE项目开发过程中,参与其中的非本社成员。



  改变

  故事回到索尼的硬件开发部。

  当所有与PS3有关的项目完成后,索尼为这个项目作了总结,连索尼内部的人都觉得这是一位横蛮的“三公主”,奇怪的硬件搭配,开发者为此吃尽苦头。在首发时,PS3只有12款游戏护航,而且大多数游戏都不能能驾驭新主机独特的硬件架构,索尼孤军作战的硬件团队,似乎完全不知道外界在发生什么事。

  剧情的发展多数人再熟悉不过了:从PS2时代统领全球超过70%主机市场份额的索尼,在PS3发售后的几年进入了前所未有的混沌时期,以至于索尼在后期投下了相当大的努力,最后才避免在这场主机大战中落入被抛离的局面。可以说索尼为PS3付出了前所未有的资源,但公司没有得到相等的回报。

  其实在PS2时期,索尼已被不少开发者抱怨该社的主机极其难以开发,如生化危机之父三上真司曾公开批判PS2是一部不合格的主机。但那时候市场上没有强劲的对手,索尼依旧凭借话语权把持着市场份额,导致这种高高在上、闭门造车的作风统治了这家电子企业。

  和 7 年前截然不同的是,游戏界面貌已发生翻天覆地的改变,今时今日游戏主机需要向所有平台开战:PC、手机、平板。如果一部主机空有高配置而没有让玩家着迷的游戏,那便与将钱抛进大海无异。

  而市场允许索尼失败的机会已经不多了。

  经过了残酷的PS3一役,作为资深软件开发者、SCE开发部高级顾问的Cerny深刻地意识:索尼迫切的需要求变。

  在与IGN的访问中,Cerny 回忆:当“PS4”还只是下一代主机的初步代号时,开发部成员一致认为索尼应该抛弃上一代主机的CELL架构。索尼为后者投放了数百亿美元,但是它非常难驾驭。

  于是Cerny在2007年牺牲了其整个11月假期,研究了X86近30年的发展史,最后他的结论是:Intel和AMD多年在这个架构上的突破告诉他,游戏主机是时候拥抱X86架构了,即使这在之前的游戏主机上并不常见,但拥抱X86无疑为PlayStaion提供远远大得多的发展潜力。

  Cerny意识到,他所做的事情已大大超出作为“顾问”应负责的范围,他对下一代主机的热诚让他考虑是否应该在这个项目中饰演更深入的位置。



  软件开发者率领硬件

  Cerny认为在索尼面前有另一条路。

  现在我们都知道索尼后来的作出选择,那就是不再偏执于标新立异的硬件,重新获得开发者的欢心。

  Cerny在假期结束后来到吉田修平的办公室,并说出了自己的想法:带领PS4的架构开发。

  而事情的发展却出乎意料的顺利,以至于几乎是一句 “Yes” 就让 Cerny成为了主导PS4硬件开发的核心人物。而作为一名非索尼员工,Cerny不需要向任何人或部门汇报,相反任何人也不需要向他汇报。

  Cerny需要做好的事情非常纯粹:以一名局外人的身份思考,在下一代主机发售前的这五年,索尼应该准备什么,而且如何通过结合内外部能力将这件事情做到最好。

  以上种种,对于一名日本企业员工来说,是不可能发生的事情。但正因为这种纯粹,让这名美国人在这个项目上,发挥出最关键的作用:创新与合作。

  这是一个极其不寻常,而且是非常疯狂的决定。这不仅仅是他是作为软件专家去主导一个大型硬件项目,而是远在美国洛杉矶的Cerny,却领导着远在1万多公里以外,5000多名日本索尼成员的PS4开发团队。

  因为这次索尼需要这样一号人物,能成为一把强而有力的声音,号召全球的游戏开发者。这是PS3所缺乏的,也是索尼在PS3时期所犯下的严重错误。


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343#
发表于 2013-11-11 06:45 PM |只看该作者
本帖最后由 kirassss 于 2013-11-12 07:32 AM 编辑

  16+16战略

  “PS4”进入开发阶段后, 索尼的开发团队开始广泛吸收来自世界的各地的反馈,Cerny做了一个破天荒的举动:邀请了32间最优秀的游戏工作室一起参与下一代主机开发路线的讨论,而且当中有一半是来自索尼外部的团队。

  也就是说,索尼第一次将第三方开发者放在同样重要的位置上。其实莫过于索尼,这在游戏主机开发史上也属罕见。

  根据开发者诉求而设计的PS4诞生了:这必须是一部足够便宜的主机,售价低于400美元(PS3之前的游戏主机售价很少高于300美元),另外拥有足够简单的硬件支持有效而且成本合理的开发。

  索尼的努力有了成果,硬件方面,PS4采用了X86架构,使用了游戏开发者们熟悉的CPU和GPU。但作为一部几年内都不会有硬件变动的主机来说,单纯的高配置是不够的,于是Cerny提出了 “超动力架构(supercharged PC architecture)”,为PS4的潜力提供了铺垫。

  PS4上采用了高达8GB的超高速DDR5内存,而且根据开发者的诉求,PS4的CPU和GPU拥有了统一的内存池,得益于内部256位总线支持,CPU与GPU之间能实现176GB/s的数据交换,最大程度发挥GPU在未来担任图像以外的运算时,表现出的优势潜力。

  软件方面,更友善的开发架构,更有效的交流/支援环境,特别是对独立开发者的支持,让在本月15日发售之际的PS4拥有22款首发游戏,另外还有10款将在年底前与大家见面。

  无论从软件还是硬件的开发,索尼已前所未有地迎合游戏界的需要。索尼明白到一点:与其向世界宣示你的野心,不如让需求决定这场游戏的玩法。



  赛氏方法论(Cerny Method)

  作为游戏界传奇级别开发者,Cerny提出了著名的 “赛氏方法论”(Cerny Method)。简单来说Cerny认为要高效地开发一部出色的游戏作品,需要先开发最核心的那部分。

  赛氏方法论的核心在于,在一部完整的游戏作品制作之前,游戏开发者应该优先完成他认为这部最吸引人的一个部分,并将其做成一个试玩版,然后拿给玩家测试,通过反复的反馈继续完善这部作品。

  相反地,如果连这个开发者认为“最有趣的部分”仍得不到玩家的肯定,那么这部作品就不必继续花费更多的精力开发下去了。

  这是一个开发者把握玩家需求、制作理念拿捏的最佳教程。

  Cerny的理念在于,一部优秀的作品是需要双方不断的意见反馈下打磨而成,而他的赛氏方法论也随着他在索尼角色的转变,运用到 PS4 项目当中。

  早在为索尼开发第一方游戏的时候,现任SCE总裁Andrew House就曾目睹Cerny让人大开眼界的开发情景:他在玩家身后镜子的另一边紧紧盯着玩家在游戏前的每一个细节,另一边在电话里叮嘱团队每一个需要做的改进。

  到了PS4的开发中,Cerny显然做着同样的事情。Cerny在无数的游戏开发者和东京总部之间奔跑。这部主机的开发,无论对理念到硬件架构的看法,大家无所不谈,而有趣的创意都一一被归集起来。

  Cerny在接受连线的访问时表示:“我们以前所未有的合作形态,让我们知道什么是真理,什么需要抛弃。这在2004年(久多良木健时期)是不可想象的。这一次我们一次过满足了30多家开发团队对索尼下一代主机的期望。”



  来自荷兰的诉求

  作为电子消费届中最顶尖、也最注重设计的公司之一,即使在索尼内部, PS4的外观也是绝对保密的。位于日本的设计团队直接向SCE总裁 Andrew House(安德鲁·豪斯)汇报,而Cerny和大部分人一样,直到索尼在今年6月发布才能一睹PS4的真容。

  但这毫不影响Cerny为PS4进化进化所制造的贡献,那就是重要性完全不亚于主机的游戏控制器。与PS4一起推出的次世代控制器DualShock4带来了多项创造性的设计与功能,这是索尼新思维经营的成果。

  得益于Cerny的16+16模式,索尼真正与全球能人合力讨论手柄的一切细节。例如像手柄的大小,荷兰的开发者积极参与了当中的讨论,因为荷兰人拥有比大部分日本开发者更大的手掌。要是在以往是不可想象的,在久多良木健时代,只要是他看准的东西,就是整个团队发展的方向,但现在,索尼更懂得团队合作的重要性。

  另外索尼的手柄团队曾经计划让次世代的控制方式更加天马行空,开发出一对全新设计的手柄(因为上一代主机输给了Wii的缘故?)。

  但如我们看到的一样,最后成型的DualShock 4,总的来说是上一代控制器的进化,而不是彻底的推倒重来,因为索尼充分听取了游戏开发者的意见。

  DualShock 4根据开发者的反馈,加入了几项全新的功能,例如手柄上的触摸板,以及随时能记录并分享游戏过程的Share按键。前者是赶上了当今智能设备上当道的触摸要素,后者正是将社交元素代入了最新的游戏体验当中。这些宝贵的意见,都是来自全球开发者的创意。

  Cerny的加入,改变了索尼昔日“命令由上而下,基层彻底执行”的传统作风,而是通过群策群力,执行一切只要是好的理念——无论这来自于谁。

  在PS2时代,索尼曾创造了一句经典标语:一切的游戏,在这里结集。

  今天,若有人能做到从产品的开发之初,就做到将一切创意,在这里结集的话,那么要兑现当年对玩家的承诺,相信其实并非难事。

Kotaku:http://kotaku.com/how-mandatory- ... k-on-ps4-1462283797
Polygon:http://www.polygon.com/2013/11/1 ... s-creative-director


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344#
发表于 2013-11-11 08:45 PM |只看该作者
Various PS4 tidbits from Yoshida

Sony Worldwide Studios president Shuhei Yoshida has been sharing various tidbits about the PlayStation 4 on Twitter. You can find a roundup of his comments below.

  • The PlayStation 4 doesn’t have an IR sensor so that universal remote controls can be used.
  • Photo Apps, such as Play Memories, won’t be available at PS4 launch.
  • That blue light on the PS4 “changes colors.” We’ll have to wait and see how many colors it can change to.
  • Sony will support the PS3 with games and online server support for a “long time” after the PS4 launches.
  • When asked how long the PS4 can be on before it overheats or there’s framerate drops, Shuhei said, “No limit, unless you put it in a small shielded compartment.”
  • While you can use your voice to start up games, Shuhei said “I think so” when asked if this applies to Apps as well.
  • Shuhei is still saying “soon” when he was asked when we could expect the red and blue DualShock 4 controllers in North America.
  • You won’t void your PS4 warranty if you replace the HDD.
  • Shuhei only has 2 Platinum trophies and a trophy level of 13.

Yoshinori Ono could be appearing during the PS4 All Access event

Hideo Kojima is expected to appear with a Metal Gear Solid V premiere during Spike’s “PS4 All Access” show this coming Friday. Another prominent Japanese developer may be joining him.

Writing on Twitter, Street Fighter producer Yoshinori Ono teased a potential appearance at the upcoming event. He said:

I had a short stay in Singapore, where I was able to enjoy the Asian final qualifying round. I’m flying back to Japan tonight! I also had crab cousine specialities. In america next week… Let’s do our best! I wonder if I’ll buy a PS4 to bring home…


While Ono didn’t mention the PS4 All Access event specifically, it does sound like he’ll be heading to North America and may even “buy a PS4 to bring home”.

Twitter:https://twitter.com/Yoshi_OnoChin/status/399500183773261824


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发表于 2013-11-13 06:49 PM |只看该作者
本帖最后由 kirassss 于 2013-11-13 06:56 PM 编辑

吉田修平:PS4发售后将更新MP3及DNLA功能

  日前索尼全球工作室的总裁吉田修平证实该公司将会在PS4主机发售之后会更新针对MP3、音乐CD以及DLNA服务支持的相关功能。

  吉田修平在接受国外媒体的采访时表示,PS4发售时不支持这些典型且常规的媒体功能这一消息所引起了轩然大波,索尼对此感到有些措手不及。“对索尼内部来说最大的惊讶就是,有那么多人会对于PS4首日不支持MP3和DLNA的公告反应强烈。”

  有些人推测索尼的这种做法是为了推动他们的云音乐服务Music Unlimited,不过吉田表示事实并非如此。

  “就像我们一直所说的那样,我们所关注的总是游戏功能以及那些我们想做且可以在首日做到的功能。”

  “我们没有去思考MP3或DLNA的问题。我们总是觉得我们最终回做那部分内容,毕竟我们在所有的PS系产品中都做到了。所以这件事让我们有些猝不及防。人们并不会真的去谈论这些功能,但是当我们没有提供它们的时候有些人就会变得疯狂而且会说‘我要取消预订’。”

  吉田还表示:“所以我们可以说,日本和美国的那些系统开发小组正在讨论我们应该在什么时候以怎样的方式为PS4增加这些功能。”

  同时,索尼也确认PS4用户可以使用Music Unlimited来覆盖游戏内部的音效。

  PS4将于2013年11月15日登陆北美,11月29日登陆欧洲,亚版将于12月发售,而日版则将于2014年2月22日上市。

索尼放出PS手机应用程序的安卓和iOS版的下载

  索尼公布了PlayStation 安卓和IOS的应用,两个应用已经登陆北美的google play和app store。该应用兼容平板和手机,允许用户查看PSN信息和与PlayStation的网络互动,并让玩家看到自己的朋友都在玩些什么。还能与PS4链接,获取PSN奖杯信息,与朋友聊天。并整合了twitter和facebook。该程序将在11月22日在欧洲推出。

下载:
Android:https://play.google.com/store/ap ... sxandroid&hl=en
IOS:https://itunes.apple.com/us/app/playstation-app/id410896080?mt=8



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发表于 2013-11-14 07:01 AM |只看该作者
PS4平台各大游戏价格和安装所需空间信息已放出

PS4上市时一大批游戏会伴随着可以从PlayStation商店提供下载,目前美版已经上线了,我们可以了解一下每个作品所需的安装空间和相应的价格。

  • Angry Birds Star Wars: 1.5Gb : $49.99(约RM160)
  • AC4 Black Flag Gold Edition: 21.2GB : $79.99(约RM260)
  • AC4 Black Flag: 21.2GB : $59.99(约RM190)
  • Battlefield 4: 33.9GB : $59.99(约RM190)
  • Black Light Retribution: 4.9GB : F2P
  • Call of Duty: Ghosts: 31.1GB : $59.99(约RM190)
  • Call of Duty: Ghosts Digital Hardened Edition: 31.3GB : $119.99 (season pack)(约RM390)
  • Contrast: 2.3GB : $14.99(约RM50)
  • DC Universe Online: 22.7GB : F2P
  • DC Universe Online Ultimate Edition: 22.7GB : $29.99(约RM100)
  • FIFA 14: 9GB : $59.99(约RM190)
  • Flower: 1.8GB : $6.99(约RM23)
  • Injustice: Gods Among Us: 22GB: $59.99(约RM190)
  • Just Dance: 22GB : $49.99(约RM160)
  • Killzone Shadow Fall: 38.5GB : $59.99(约RM190)
  • Knack: 35.6GB : $59.99(约RM190)
  • LEGO Marvel Super Heroes: 6.4GB : $59.99(约RM190)
  • Madden NFL 25 : 13.1GB : $59.99(约RM190)
  • NBA 2K14: 41.8GB : $59.99(约RM190)
  • NFS Rivals (TBA)
  • Resogun: 460.8MB : $14.99(约RM50)
  • Sound Shapes: 3.4GB : $14.99(约RM50)
  • Super Motherlode: 393.6MB : $13.99(约RM45)
  • Trine 2: Complete Story: 2.6GB : $19.99(约RM70)
  • Warframe: 4.2GB : F2P


可以看出这其中所需空间最大的游戏是《NBA 2K14》需要大概41.8GB的硬盘空间。而XboxOne平台的该作品则需要的空间更大,为43GB。

同时,Eurogamer网站还验证了之前的报道,也就是玩家只能使用PS4里500GB硬盘中的408GB空间。

如图中所示,408GB空间可供玩家使用,但PS4并没有显示那其中不可用的92GB空间是为什么软件预留了。当然毫无疑问是为某些预装软件所保留了空间,比如Playroom等等。



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发表于 2013-11-14 08:47 PM |只看该作者
本帖最后由 kirassss 于 2013-11-14 09:06 PM 编辑

PS4 takes about 30 seconds to boot up

How long will it take to boot up the PlayStation 4? Game Informer conducted a couple of tests, and determined the console requires about 30 seconds to fully launch. That’s not too far off from the PlayStation 3, which takes roughly 20 seconds to boot.

Gameinformer:http://www.gameinformer.com/b/ne ... end-and-resume.aspx

Sony discusses the Third Party Production Team, says Yakuza/Shenmue are often asked for, Final Fantasy Type-0 and Suikoden PSP requests noted, more

In late April, Sony announced the establishment of a new “Third Party Production Team” so that additional IPs, ports, and localized titles will make their way to PlayStation platforms. The company also asked fans to submit requests for games they’d like to see.

Kotaku recently caught up with Sony’s Adam Boyes in order to obtain a status update about Sony’s initiative. Through the discussion, Boyes acknowledged that Yakuza and Shenmue have popped up often in requests, and fans’ desire to see Final Fantasy Type-0 and the unlocalized Suikoden PSP game overseas has been noted.

You can find a full roundup of Boyes’ comments concerning the Third Party Production Team below.


On whether third-parties on Vita pertain to upcoming announcements…


Depends. Again, a couple announcements are coming from that group, so whether it is coming from a country to this one, or on a different platform, new platform, there’s multiple potential—

On whether Sony is also talking about localization…

They handle anything having to do with either new platforms or coming, localizing it for our local territory.

On Sony’s own internal localization group…

We have—we work with, we have first-party in Worldwide Studios, we have a lot of great localization talent. So we either work with them on that stuff or we work with external parties to help localize the content. But the key is I think in general is to transition our role as more of a business solutions provider for partners so when they come to us like, ‘Here’s what we really want to do, we don’t have enough time to do this part or that part,’ and that’s when our team can come forward and say ‘Hey, listen, let’s help you with this or that.’

On when fans will start seeing results of Sony’s initiative…

It’s tough because we’re doing a lot of different things that are gonna make pockets of people happy. There’s not like one thing that’s gonna make everyone’s mind explode. The key is to bring people that are fans of certain content great stuff. So if people are fans of Japanese content, you can imagine that’s a place we’re putting a lot of effort into. People who are fans of the Vita, you can imagine we’re putting lots of effort into that. Even with PS4, right, people who weren’t necessarily planning on content, or whether there’s a PC game we think should come over. There’s a lot of things that are happening in that space…

I would say in the next year’s time, if you’re a fan of Japanese games, if you’re a fan of Vita, then hopefully we’ll have a little treat for you.

On the more niche kind of Japanese PS Vita titles…

That’s the thing like, we also revamped our whole sort of financial strategy group, and so we’re doing really deep dives on the commercial viability of a lot of products. So you can imagine—and I’m trying to tread the balance of I don’t wanna make a lot of promises that people like, ‘wahh I thought you said this’—but imagine us watching TGS, and when there’s content that’s been announced at TGS on our stage, the first thing we’re doing is making a list and saying, ‘Is there opportunity for that content to come to US?’

And then also going through the most popular stuff – you know when we were building lists there was a massive amount of requests for all kinds of huge IPs that are big in Japan. And those are the ones we’re going after, based on the popularity of the requests, so you can imagine there’s lots of… whatever games I say, [people are] gonna be like ‘Ahh, it’s coming!’

On whether there are any particular titles Sony have in mind that they would really like to bring over…

I think a lot—we get a ton of requests for Yakuza, a ton of requests for Shenmue. We see the lists. Like everything that people have tweeted Gio, literally we have a person that compiles those lists and prioritizes based on how many requests we’ve gotten. And I think to date there’s well over 10,000 mentions across like forum threads and stuff like that. So those are the ones we’re focused on.

But I think the challenge is always that there’s so many different intricacies, going into is the creator there, what’s the current status, does the publisher have other things going, so it’s not as easy as like, ‘Why are you taking so long?’ There’s a lot of things you have to do. And because it is a new thing that we’re doing, it’s also difficult to sit down with a partner saying, ‘Hey, we’re gonna do this, it’ll be fine.’ You can’t imagine that the Gearbox team and Randy Pitchford would be like, ‘Oh yeah yeah yeah take our baby and just whatever.’

They want to be really involved and they want to be sure we build trust. So I think what you’ll see is the first couple will take longer, and then once we get a couple of those games, especially ones localized from Japan over here, then I think you’ll see the cadence increase.

On whether PSP/PS3 games are being looked at…

You could imagine that every piece of content that’s come to those platforms over in Japan, we’re looking at bringing over. It’s also a balance of like, is it gonna be commercially viable if there isn’t some sort of HD remix, should it come just as the native version, should we port it up? And so those are conversations, again—I worked at Capcom, now I work with Sony, so this is my second Japanese company. It’s about trust. And it takes a long time to have those conversations and make sure everyone feels comfortable, especially ’cause it’s like, we haven’t released it before in America, how’s it gonna do and stuff like that.

So it’s a long process. But I’m very hopeful. The whole reason we started the group is to bring great content that you love back over here.

On Final Fantasy Type-0…

It’s on the list. It’s building the list.

On the Suikoden PSP game (Genso Suikoden?)…

It’s on the list, yeah.

Sony’s Shuhei Yoshida says Wii U messaging was a bit confusing but has since improved, wants Nintendo to be successful

Sony Worldwide Studios president Shuhei Yoshida had a few words to share about the Wii U and Nintendo and general while speaking with IGN during a recent interview.

Regarding Wii U, Yoshida admitted that he has two consoles and actively plays the system with his daughters. He also said Nintendo’s messaging was initially “a bit confusing”, though they now seem to be heading back on track.

Yoshida later went on to discuss the importance of Nintendo doing well in the industry. He believes the Big N and Sony fall under the same group, and with tablet/mobile games on the rise, Yoshida wants “Nintendo to be very successful to help induct as many consumers who like to play games with controllers”.

You can find Yoshida’s full comments below (or in the video above at the 15-minute mark).

Well I have two Wii Us. I play Wii U games with my daughters… because they make pretty fun family friendly games.
I think success or making mistakes depends on how you set your goal. I don’t know what was Nintendo’s goal when they launched Wii U. To me, it was a bit confusing because what they do really well was create some very safe environment for anyone, especially children to enjoy games like induct those people who have never played games ever to become gamers. And they always do very well.

To me, what they have made with Wii U was continuing what they were doing well. But the messaging when they were saying ‘we are for core gamers’ was a bit confusing. But this year I think they slightly changed their messaging, and it seems to me like they are coming back to where they are focused.

When you look at the situation around Nintendo that way, do you characterize Nintendo as our competition? I think in the bigger scale of things happening in the industry or tech or people’s lives, how they play games on what device, and how they start to learn to play games, I think Nintendo and us are pretty much in the same group, and we need Nintendo to be very successful to help induct as many consumers who like to play games with controllers, right? …Sticks and buttons… because we believe they are great things.


IGN:http://www.ign.com/videos/2013/1 ... nging-your-psn-name


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发表于 2013-11-14 09:06 PM |只看该作者
DualShock 4 estimated to last 7-8 hours

How much time will you be able to get out of the DualShock 4 before it requires a charge? Polygon’s own estimates have it lasting roughly 7-8 hours.

The site writes in its PS4 hardware review:

But our biggest complaint for a controller that some at Polygon otherwise consider the best they’ve ever used: over the course of 100-hundred plus hours with the DualShock 4, the battery life appears to sit somewhere in the 7- to 8-hour neighborhood, a fraction of the 30-hour battery life on the DualShock 3. As the system only includes one micro USB cable 1.5 – 2m in length, marathon sessions might happen on your floor near the PS4. As with the DualShock 3, the DualShock 4 battery isn’t intended to be replaced, though enterprising users may be able to find replacements online in the coming years.

Polygon:http://www.polygon.com/a/ps4-review

PS4 tidbit: DualShock 4 fades to black when charged

Joystiq shared a small, yet noteworthy tidbit about the PlayStation 4 on Twitter earlier today. The site noted that the DualShock 4 fades to black when charged. You can see it in action here.

Twitter:https://twitter.com/joystiq/status/400691592434307072

Sony says PS4 won’t suffer from software drought

New console launches are notorious for being accompanied by software droughts. Sony, though, says the PlayStation 4 won’t suffer the same sort of issues.

Sony’s Adam Boyes spoke about what lies ahead for the system in terms of software while speaking with Kotaku. Indie titles and updates to free-to-play games will keep the software releases afloat, he said.

“I think we’ve got a lot of stuff that’s gonna be coming out sort of on a more regular cadence than the competition, because we’ve got a lot of great, phenomenal indie games. I think also what you’re gonna see is a lot of updates to the free-to-play games as they come online. We’ve got Warframe; we’ve got Blacklight: Retribution; we’ve got DC Universe Online. Then we’ve got Warthunder coming. And all those games I think we’ll be continually adding and evolving the content that’s available on them. And then once some of the other indie games start coming online, once they start releasing, we’ll see a nice cadence.”

“Up until about December, I think there’s a lot of visibility on what’s coming up, and I think January, February, March is when you’ll start seeing all that stuff start hitting the market at a nice, regular beat,” Boyes said. “Like every few weeks there will be new stuff to be playing on PS4.”

Also while talking with Kotaku, Boyes discussed Sony’s approach to securing exclusive content:

“We’re having meetings—that’s what my team does every single week. Right now we’re planning E3; we’re planning our announcements for that; we’re planning Gamescom; we’re planning TGS; all those different events and what kind of stuff we want. And listening, whether people are tweeting at [Sony top exec Shuhei Yoshida] or me or anyone on my team. We’re reading all the forums and commenters to see what people are really excited about. And that’s the stuff we usually start with—the more excitement there is around certain content, that’s sort of where we go after.”

“I think next year is gonna be a huge year though in general, with Destiny coming and a lot of stuff we saw and talked about on that partnership which is gonna be super-exciting. There’s a lot of stuff we continue to focus on trying to get.”

Kotaku:http://kotaku.com/sony-promises- ... -drought-1464035970


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发表于 2013-11-16 04:06 PM |只看该作者
X光下的PS4 详细探究PS4芯片究竟长什么样?

  在与iFixit联合完成索尼PS4拆解的同时,ChipWorks还开始了他们自己的芯片探索之旅,并且迫不及待地和大家分享了第一批成果。

  最重要的当然是索尼、AMD合作打造的这颗SoC处理器,也是一颗APU,集成了美洲虎架构的CPU、GCN架构的GPU,没有额外的内存或缓存核心,全部整合在这一颗芯片内,因此核心面积也比较大,粗略测量有20×20毫米。  



  SoC APU处理器



  取下芯片,开始处理观察  



  X光正面照片 



  X光侧面照



  金属层  



  角落里的AMD标识


  PS4可以在待机模式中下载内容,就是靠这颗网络协处理器实现的。从封装标记上看,似乎是Marvell定制的。 





  网络协处理器  



  X光正面照片  



  X光侧面照



  另外一颗打着SCEI标识的未知芯片


  迫不及待地和大家分享了第一批成果之后,ChipWorks又陆续放出了更多PS4芯片的X光、显微观察照片,主要是SoC处理器、GDDR5内存/显存、网络协处理器、无线芯片。

  SoC APU处理器内核照与布局图:可以轻松看到两组四核心的Jaguar x86 CPU,以及二十组GCN GPU,还有左侧和上下两侧的内存控制器。此前消息称,PS4配备了十八组计算单元、1152个流处理器,这里怎么有二十组?其实1280个流处理器,还是其他模块(但是看上去都一样)?有待继续研究。  

  



  三星GDDR5金属层照片



  角落里的三星标记  



  三星GDDR5 X光顶视图  



  三星GDDR5 X光侧视图



  网络协处理器果然来自Marvell 



  网络协处理器金属层照片  



  Marvell Avastar 88W8797无线芯片 



  封装X光照片



  金属层照片 



  角落标记


以上的图片与原创来源:http://www.chipworks.com/en/tech ... g=en&Itemid=815


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发表于 2013-11-16 04:14 PM |只看该作者
本帖最后由 kirassss 于 2013-11-16 04:32 PM 编辑

PS4完全拆解:做工精湛 业界良心

索尼日前自己大大方方地拆解了PS4,让世人尽情欣赏其内部涉及,但是说起拆解设备的专业和细致程度,谁能比得过iFixit?对于这么重大的产品,iFixit也是高度重视:第一时间联合芯片专家ChipWorks对其进行共同拆解研究、拆解过程全程直播、首次放出超高分辨率原图(最高超过5000×4000)。

有了ChipWorks的参与,相信芯片级的分析也会很快跟上,特别是那颗AMD APU的内部秘密很快就要大白于天下了。

原由贴:http://www.ifixit.com/Teardown/PlayStation+4+Teardown/19493









背部接口:电源输入、数字光纤音频输出、HDMI、RJ-45以太网、Aux私有接口(可连接PlayStation Camera等设备)



针对部分用户碰到的无法开机问题,已经确认源自HDMI,而惹祸的是接口内部的一小片金属向上弯曲,破坏了与数据线之间的连接,导致视频信号无法输出



外壳的这一部分按住向外推即可拿下



很简单吧



一些标准螺丝只要拧下这一颗……



硬盘就可以轻松抽出了



来自西数旗下HGST,2.5寸,500GB容量,SATA 3Gbps接口,可随意更换



只要硬盘厚度不超过9.5毫米(笔记本硬盘标准),都可以装上,那些12.5毫米的大个儿就不行了


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