Official Thread PlayStation Hardware

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They are both doing it? Hmm, could we be seeing this Azure partnership already? Just a thought.
Azure is gonna be cool. MS wants the instant access using xcloud when buying a game. They need to update their store though.
 
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Azure is gonna be cool. MS wants the instant access using xcloud when buying a game. They need to update their store though.
After getting the JackBox Party Pack 3 for free with Gold, the wife and I went looking through both stores just to see what other board and trivia games there were, and we both thought that Microsoft store was easier to find what we were looking for, but also uglier. Honestly, BOTH need huge improvements, IMO, so both having instant play is a step in the right direction, and probably means both are changing significantly... hopefully.
 
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This is cool. The Quest has hand tracking or controller, but I think you really need both at the same time.

Looks like Valve got it right first with their Index controllers. Oculus is currently working on something currently referred to as the Jedi controller, which also sounds similar. Glad to see Sony moving forward too. Sounds like VR in general is moving toward a next gen.
 
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After getting the JackBox Party Pack 3 for free with Gold, the wife and I went looking through both stores just to see what other board and trivia games there were, and we both thought that Microsoft store was easier to find what we were looking for, but also uglier. Honestly, BOTH need huge improvements, IMO, so both having instant play is a step in the right direction, and probably means both are changing significantly... hopefully.
Try the switch store and come you'll kiss ms and sonys balls for having such eminent stores.
 
So I think we can start easily predicting PS5 game announcements. I predict that in the next year or so these games will be announced:

Wushu existing IP game(explains why Shinobi won't devulge anything on Sony), Bluepoint game/Demon Souls Remake, Ratchet and Clank, Silent Hill, Japan Studio new ambitious IP(Rumoured to be Rayspace), Housemarque new I.P and Horizon 2
 
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The difference between Sony's controller and the other guys is the versatility it has with all types of genres rather than one or two. The touchpad, for example, is one of many tools in a tool box that you'd use in a game to heighten that experience. So, just because every game doesn't use it does not make it useless. It is only useless to that individual person because they don't find the need for it, but that doesn't mean no one else does.

What i am seeing right now of this "DualSnore controller" is Sony making it incredibly difficult for ports to end up on the competition's platform without them taking a major downgrade in the way that game is played, similar to a DS vs PSP but without the barrier in horsepower.
 
The difference between Sony's controller and the other guys is the versatility it has with all types of genres rather than one or two. The touchpad, for example, is one of many tools in a tool box that you'd use in a game to heighten that experience. So, just because every game doesn't use it does not make it useless. It is only useless to that individual person because they don't find the need for it, but that doesn't mean no one else does.

What i am seeing right now of this "DualSnore controller" is Sony making it incredibly difficult for ports to end up on the competition's platform without them taking a major downgrade in the way that game is played, similar to a DS vs PSP but without the barrier in horsepower.
The sad part is that I suspect the features will be largely ignored after the first couple years. The haptics on the Xbox one controller are pretty great when used properly, but outside of Forza, no one does
 
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The sad part is that I suspect the features will be largely ignored after the first couple years. The haptics on the Xbox one controller are pretty great when used properly, but outside of Forza, no one does

Well, the problem with the competition's controller, i think, is the fact that the subtle innovations it does have lie only in its triggers and cease from there. There's only so much you can achieve with vibration in the triggers -- especially if it is centered around the typical gaming experience, which is why a handful of games can only use it. When you have an entire tool box of features at your disposal (touchpad, sixaxis, mic, speaker, adaptive triggers, haptics, lightbar) your game is no longer limited by what you can only do with one particular feature to heighten your gaming experience. The standard gaming experience with the controller is one thing, VR 2.0 is another, so where one avenue might not be as useful for one said feature, the other will. But imagine for a second if the DualShock 4 only featured a touchpad and absolutely nothing else in the body of the controller except for last gen rumble and was only centered around the typical gaming experience -- like an arcade machine where visuals only mattered. Sony is locking down all avenues with their controller, twisting the path where it won't be as linear as it was for, say, the PS2 to build the same gaming experience on another platform. This part here shows the complexity of one of those experiences:

The gamepad is tilted to control the angle of, for example, an electric circular saw relative to a target object. When not in contact with an object, the vibration and audio from the controller speaker can impart an idle state in the saw. You controller the saw motor with a trigger. When you tilt the saw into contact with the object, the vibration can indicate the contact and the start of the cut. You pull the trigger to activate the saw and start cutting into the object. A force is applied back against the motion of the trigger that depends on the material of the object - wood might impart small resistive force, stone might impart strong resistive force. As you cut through the object, the vibration in the grips also changes vs the saw idle state. When you finally cut clear through the object, the trigger resistance gives way to nothing, and the controller sound and vibration return to the saw idle state. The idea is to basically give you a different sense of resistance while cutting through different objects, and the sense of breaking through when you finish the cut.

Now, if you mean ALL of the controller's features coupled together into one game. Ok. Maybe. But we don't live in a perfect world here. Using a set of features is all that is required. Like VR, people spend too much time focused on pixels and visuals (Sony has this covered :) ) of the platform rather than the way the game is played. It didn't make one bit of difference how underpowered the DS was; the way its games were played separated it from everything else is why it performed as a better platform.
 
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Red Gaming Tech was hoping he would say that the PS5 would be using AI upscaling, but he said that the game he's developing would be using the same temporal filtering upscaling that they used for the PS4 Pro. It's a bad sign to me that AI upscaling isn't a standard.
 


Red Gaming Tech was hoping he would say that the PS5 would be using AI upscaling, but he said that the game he's developing would be using the same temporal filtering upscaling that they used for the PS4 Pro. It's a bad sign to me that AI upscaling isn't a standard.

Its early yet. I thought I read an interview where they said they didn't have a dev kit yet.
 
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