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-   -   [PS3] PlayStation 3 Discussion Thread (http://www.gamingforce.org/forums/showthread.php?t=121)

Metal Sphere Oct 1, 2006 11:51 PM

Quote:

Originally Posted by avanent
Wow, I didnt realize sound was that big... I know graphics are huge compared to coding, btu I had no idea where sound fit into that.

Yeah, it's been mentioned often. Uncompressed sound is a capacity whore, especially with that many channels. To top it off, Insomniac's partnering the game's extensive environmental damage feature with textured sound (ie: different sounds when objects hit the ground, depending on what type of floor it is, how it hit) and then positioning this on the soundstage.

Edit: Damn, Cetra responded after I posted:

Quote:

I really don't believe this to be the case. The developers of Lair are also claiming around 25GB for their game as well as stating that each level runs at about 4GB each.
Could it be because of the water simulations the cell has to be running on some stages? 4GB a stage? SL BR are 25GB, it's a bit much for them to be topping it off so soon.

Quote:

The uncompressed argument is stupid because developers are well aware uncompressed textures will take a long time to load, plus we aren't dealing with large backbuffers or texture memory on the PS3. Simply put textures aren't compressed.
But they're not so huge as to take up that much space. The texture work on the dragons is impressive, but overall there seems to be a lack of either good ones or decent AF.

Quote:

Same deal with uncompressed sound. I'm willing to bet they don't have the optical disc bandwidth leftover to be streaming 3Mpbs for 7.1 uncompressed audio, and they sure as hell don't have the system memory to be loading that kind of audio in memory.
IIRC, both the CELL and RSX handle audio to some degree, so it wouldn't be a problem there. As for the BR streaming, I'd have to find out what the bandwidth is for a 2x BR drive.

Quote:

What is most likely is eating up the space is texture variety. Normally we are used to seeing developers re-use textures. For example the rock texture in level 1, 3 and 10 are really just the same texture being reused. With these larger games I imagine the rock textures for level 1, 3, and 10 will all be different. Another example is enemy textures. Games have a tendency to just reuse the same models for the same enemies in each level. I'm willing to bet the enemy soldiers in level 1 of Lair will be using a completely different texture set from the enemy soldiers in level 2 of lair.
I'll give you this much, considering the Menials (mutilated humanoid enemies in Resistance) have some of the best skin texture work around even in the close shots. Throw in the massive stages claimed by both the media and Insomniac themselves and you've got a lot of models to cover.

Quote:

Give them the space and developers will use it. No doubt we will see a nice variety of different looking areas in most PS3 games since developers can afford to create a completely new texture set for each area with the capacity Blu-Ray offers.
Well, I won't say it quite like that. The developers have the space, and the tools in front of them to present us with varied environments. Whether they're willing and/or talented enough is the question. It's what seperates the White Knight Stories and Ridge Racer 7 from Sega's pathetic golf game.

Slayer X Oct 1, 2006 11:53 PM

Cetra: Good point. If I can get more variety in my game that is always welcome ^^

MetalSphere: Good points, all of which seem quite plausible too.

Cetra Oct 2, 2006 12:25 AM

Quote:

Originally Posted by Metal Sphere
Could it be because of the water simulations the cell has to be running on some stages? 4GB a stage? SL BR are 25GB, it's a bit much for them to be topping it off so soon.

Na those are mostly procedural in nature so they don't take much space. I bet most textures just have a few layers of damage textures. So figure the entire map is actually textured four times.

Quote:

But they're not so huge as to take up that much space. The texture work on the dragons is impressive, but overall there seems to be a lack of either good ones or decent AF.
Again it depends on a lot of things. What if the dragons have 15 levels of damage textures? This honestly isn't an unreasonable number for a main model. So you just multiplied your required texture space of one model by 15. Apply the same idea to enemy models but say with 4-5 layers. Oh and you need your normal maps and lighting maps and such for each texture layer as well. Starting to get the picture? Now because of the nature of this type of thing you won't be loading all 15 layers at once. Rather when a texture 'gets damaged' you will swap the texture out with another texture. This is commonly what is done when developers mention the streaming abilities of the Blu-Ray drive. Your entire level can be 4Gb, but you won't be loading it all into memory at once.

Quote:

IIRC, both the CELL and RSX handle audio to some degree, so it wouldn't be a problem there. As for the BR streaming, I'd have to find out what the bandwidth is for a 2x BR drive.
It isn't an issue of processing. Actually uncompressed sound has no processing requirements because...you don't need to uncompress the stream. Also 2x BR-Drive = 72Mbps. Now you might be thinking "3Mbps isn't a big deal compared to that." Well that again isn't the whole story. If you are directly streaming audio without a buffer then you can't interrupt the stream at any point to load something else or the sound will obviously skip.

Well the obvious solution is you can make a sound buffer, then if you need to interrupt your sound stream then you can start reading from the buffer. But let's consider that. I just mentioned uncompressed sound runs at about 3 Mbps. A reasonable length buffer you would need when considering the need to stream in and out textures on almost constant basis would be a 60ish MB sound buffer. You are going to use 60 MB of 256MB of main memory just to buffer your sound stream? Uh no.... And of course this is all assuming you'd even be able to do something like this. You also need to account for seek times and such when reading stuff off the disc. I just really don't see it being a reasonable option to stream uncompressed sound off the disc if you are doing any type of texture streaming which most PS3 games will be doing.


Quote:

Well, I won't say it quite like that. The developers have the space, and the tools in front of them to present us with varied environments. Whether they're willing and/or talented enough is the question. It's what separates the White Knight Stories and Ridge Racer 7 from Sega's pathetic golf game.
This is true. Developers still need to be willing to make use of such space and tools. Fortunately texturing these days don't really require a lot of manpower or time.

Metal Sphere Oct 2, 2006 12:46 AM

PS3 Startup and Motorstorm from same magazine that broke the ZOE3/SH5 confirmation.

Source

Key points:

Quote:

1) It's quiet like a sleeping baby. A barely audible hum. With the TV on you simply can't hear it at all.
2) It's heavy like a planet. No, really. It's impossible to pick up with one hand.
3) It's shiny like a mirror. In fact, it's impossible to take a photograph of it without the flash spanging every picture into a starburst mess. And therefore it's massively prone to fingerprintage too, with the tiny amount of dust in the office magically attaching itself to its surface in seconds.
4) The PS3 joypad is very light and the tilt system is very responsive. We like.
5) The start up is amazingly fast. And game load times were faster than expected. In fact, PS3 does both at about the same speed of PSP. ie, Long load times due to the massive Blu-ray disc? Nope. Simply not an issue.
6) Andy's fingers kept sliding off the shoulder buttons. But that's because his fingers are slippery.
Quote:

1) The speed the machine sucks the disc in. Wow!
2) The PS3 start up sound - it's like an orchestra tuning up. Cool.
3) The similarity between the PS3 interface and the PSP interface.
4) Watch out for the first recorded lifting of the PS3's flaps.
5) Listen out for the fact that Sony don't officially have a name for the 'PS' button in the middle yet.
6) And check out those flashing blue and green lights. Groovy.
Quote:

Originally Posted by Dan G, PSM3
Hi there. Just to clarify - we were shown a finished final PS3 in our office on Friday 29th October. And then Sony took it away again later that same day. This was a test machine that played 'gold' discs - ie, preproduction versions of Resistance and MotorStorm, which appeared complete and finished. This proves that as of the 29th October Sony have real, working, finished PS3s - although they're in short supply and they couldn't leave it with us. As for having one to keep f'rever and ever - we've been told we'll have our very own machine "in a fortnight". Hope that clears a few things up. Cheers. Dan G

Pics:

http://www.psm3mag.com/resources/psm3/psm9.JPG

http://www.psm3mag.com/resources/psm3/psm1.JPG

http://www.psm3mag.com/resources/psm3/psm2.JPG

http://www.psm3mag.com/resources/psm3/psm3.JPG

http://www.psm3mag.com/resources/psm3/psm4.JPG

http://www.psm3mag.com/resources/psm3/psm5.JPG

http://www.psm3mag.com/resources/psm3/psm6.JPG

http://www.psm3mag.com/resources/psm3/psm7.JPG

http://www.psm3mag.com/resources/psm3/psm8.JPG

Quote:

Originally Posted by Cetra
Na those are mostly procedural in nature so they don't take much space. I bet most textures just have a few layers of damage textures. So figure the entire map is actually textured four times.

Again it depends on a lot of things. What if the dragons have 15 levels of damage textures? This honestly isn't an unreasonable number for a main model. So you just multiplied your required texture space of one model by 15. Apply the same idea to enemy models but say with 4-5 layers. Oh and you need your normal maps and lighting maps and such for each texture layer as well. Starting to get the picture? Now because of the nature of this type of thing you won't be loading all 15 layers at once. Rather when a texture 'gets damaged' you will swap the texture out with another texture. This is commonly what is done when developers mention the streaming abilities of the Blu-Ray drive. Your entire level can be 4Gb, but you won't be loading it all into memory at once.

And the level itself probably has light and normal maps for the various damage textures underneath. I see where you're going. The size of the stage, the various models (cars, shelves, desks) will all have this to a lesser degree.


Quote:

It isn't an issue of processing. Actually uncompressed sound has no processing requirements because...you don't need to uncompress the stream. Also 2x BR-Drive = 72Mbps. Now you might be thinking "3Mbps isn't a big deal compared to that." Well that again isn't the whole story. If you are directly streaming audio without a buffer then you can't interrupt the stream at any point to load something else or the sound will obviously skip.

Well the obvious solution is you can make a sound buffer, then if you need to interrupt your sound stream then you can start reading from the buffer. But let's consider that. I just mentioned uncompressed sound runs at about 3 Mbps. A reasonable length buffer you would need when considering the need to stream in and out textures on almost constant basis would be a 60ish MB sound buffer. You are going to use 60 MB of 256MB of main memory just to buffer your sound stream? Uh no.... And of course this is all assuming you'd even be able to do something like this. You also need to account for seek times and such when reading stuff off the disc. I just really don't see it being a reasonable option to stream uncompressed sound off the disc if you are doing any type of texture streaming which most PS3 games will be doing.
Well, the drive alone won't be enough, it'll be caching quite a bit on the HDD itself to help it along (we'd need a 6x BR drive to equal a 12x DVD drive's streaming rate).

While what we get coming off the disc may not be uncompressed in the end, in part due to the concerns you raised, it'll likely make up a far larger part of the disc's capacity than nearly any game to date.

Quote:

This is true. Developers still need to be willing to make use of such space and tools. Fortunately texturing these days don't really require a lot of manpower or time.
Skill and art direction are, though. These two will take care of themselves though, one good group to watch is Japanese developers as they get fiddling with textures and shaders.

Forsakenzoul Oct 2, 2006 03:11 PM

Bad news for Sony.

Quote:

Originally Posted by The INQ
RETAILERS HAVE

given the thumbs down to the PS3 and are expecting the Sony console to be soundly beaten up by Nintendo's Wii.

A survey of retailers conducted by the Japanese media outfit Enterbrain shows that 88 percent think that the Wii will sell better over the Christmas break, only 11 percent believe the PS3 will be tops. Since this is a Japanese survey they didn’t even bother asking if they thought the Xbox 360 would go anywhere.

Out of all hardware sales, 60.7 percent Nintendo DS would be the best seller, followed by the the Nintendo Wii at 32.8 percent. The PS3 would be outclassed by the PS2 at 3.3 percent. The PS3 and the Xbox360 will have 1.6 percent each, which shows how bad it is going to get for Sony in Japan.

Sony's grand scheme seems to be quickly falling apart.

The source

Metal Sphere Oct 2, 2006 03:12 PM

Hint: Of course retailers are going to favor a cheap console over an expensive one, they can stock more of them and get more $$$ per batch.

Omnislash124 Oct 2, 2006 03:17 PM

Of course that's true in Japan. Considering how PS3 releases with 100,000 over there. PS3 in the US should fare much better.

Besides, Japan loves the quirky stuff.

I like the quirky stuff too, but that's beside the point.

EDIT: On a second note.....The PS3 can't be lifted with one hand? Wow...is it really that heavy? Didn't see that coming....

Metal Sphere Oct 2, 2006 03:29 PM

Quote:

Originally Posted by Omnislash124
Of course that's true in Japan. Considering how PS3 releases with 100,000 over there. PS3 in the US should fare much better.

Besides, Japan loves the quirky stuff.

I like the quirky stuff too, but that's beside the point.

EDIT: On a second note.....The PS3 can't be lifted with one hand? Wow...is it really that heavy? Didn't see that coming....

It weighs eleven pounds and is slightly wider and taller than the original Xbox, so the weight and the way it's spread make that a bad idea.

Omnislash124 Oct 2, 2006 03:49 PM

Quote:

Originally Posted by Metal Sphere
It weighs eleven pounds and is slightly wider and taller than the original Xbox, so the weight and the way it's spread make that a bad idea.

Oh wow, I really always thought it was closer to the weight of the PS2, because it never looked that big in the shots. Maybe because it was always in front of a large HDTV....

I'd be scared to move mine around if I had one....just because it looks so fragile. And if you drop it.......:aargh:

Slayer X Oct 2, 2006 04:42 PM

Meh. At least the PS3 weighs a pound lighter then my 360, so that'll be a plus for me.

Freddy Krueger Oct 2, 2006 10:19 PM

Of course Wii will sell more this winter, there will be way more available. Don't need a survey to figure that out. Next year is the big question in who will sell the most.

SouthJag Oct 2, 2006 10:32 PM

Agreed. They're taking a survey right in the middle of Nintendo country -- Japan. Obviously retailers over there will put their money on the Wii selling better than the limited-supply PS3. Not only that, but the Wii will definitely be launching with likely ten times the amount of units the PS3 will be launching with.

I wonder, though, what a similar survey would result in if done in the States.

Slayer X Oct 2, 2006 11:37 PM

I found an interesting tidbit of info on Assasin's Creed about AI. According to Ubisoft the crowd AI of the 360 version will be slightly better then the PS3 version apparently due to it's improved threading. Not that this matters, it's just the crowd, and if I push them I want them to stay out of my way and not pursue me anyway, lol.

But really though. Is this do to improved threading of the 360? Or just that because Ubidoft has been spending so much time making 360 games lately that they're knowledge of how the PS3 works is really what's limitting them? Not that they would admitt to that one if it were true.

Link here: http://www.1up.com/do/newsStory?cId=3154110

Metal Sphere Oct 2, 2006 11:42 PM

Ubisoft is very much in Microsoft's coffers after the Splinter Cell 5 exclusivity announcement. They've already got SC:DA in the pipes for the PS3, but to cut off the console even though by the time SC5 rolls around it'll be moving full tilt?

Slayer X Oct 2, 2006 11:47 PM

That's the problem with Ubisoft. The Montreal branch always wants to go Sony only, the California branch always wants to go M$, and Japan always wants to go multiplatform. The only problem with cutting this SC after all the others being on all systems is that they've slit their throat in being able to continue the series on any other system. So if the 360 tanks, Splinter Cell will go along with it. Then again after doing what they did, perhaps they deserve it.

Metal Sphere Oct 2, 2006 11:57 PM

Quote:

Originally Posted by Slayer X
That's the problem with Ubisoft. The Montreal branch always wants to go Sony only, the California branch always wants to go M$, and Japan always wants to go multiplatform. The only problem with cutting this SC after all the others being on all systems is that they've slit their throat in being able to continue the series on any other system. So if the 360 tanks, Splinter Cell will go along with it. Then again after doing what they did, perhaps they deserve it.

Well, I wouldn't word it so strongly, but what they're doing is pretty stupid on the face of things. The series has enjoyed very good sales on nearly all of the platforms it's been on so why suddenly (and willingly) restrict yourself to one platform even though the other is likely to catch bigger sales?

The simple answer to this is moneybags, paid exclusive, etc...

PS3 XMB Icons: http://www.jp.playstation.com/hardware/ps3/index.html

Edit: PS3 Game and Peripheral pricing revealed:

Source

IGN's got it up too.

Quote:

Sony's games are 5980 yen, apparently just over 50 USD.

http://translate.google.com/translat...tainment%2BJap


Sixaxis Playstation 3 Controller = 5,000 Yen including tax (US - $39.99) est

PS1/PS2 Memory Card Adaptor = 1,500 Yen including tax (US - $12.99) est

Playstation 3 Remote Control = 3,600 Yen including tax (US - $29.99) est



http://www.kotaku.com/gaming/top/her...ote-204792.php

And finally some pictures for the last link.

All stolen from Nfactor, psinext (+rep lol), kudos to him on the finds... hopefully this translates well to our NA shores... seems like the peripherals will, likely the games will too as well but it's up in the air as of now.

EDIT:

And my first link is broken... lol.

EDIT 2:

I just want to make one comment, I really like the adaptor for the memory card pricing. Very friendly and being made by Sony means that these will be easy to find along with anywhere the consoles and games are being sold. That's a bonus for me considering I totally thought I was never going to get my old saves back because I'm not a fan of third party hardware lol, and normally I don't add extra peripherals to a console, but the memory cards I will make an exception for. I want my friggin HD PS2 games.
Last edited by PotatoHead : 51 Minutes Ago at 05:15 AM.
Adapter:
http://img.photobucket.com/albums/v3...ardadapter.jpg

Remote:
http://img.photobucket.com/albums/v3.../PS3Remote.jpg


Jump for joy ladies and gentlemen, looks like getting your PS2 saves onto the PS3 will be cheap it seems. And the prices are far more reasonable than the $70 Sixaxis rumor going around. As if Sony was really going to pass up the option of providing another peripheral, one that nearly every PS2 owner will probably buy.

Kilroy Oct 3, 2006 05:17 AM

So, a PS1/PS2 Memory Card adapter, eh? Well, I guess that's one answered question. No options at all would've sucked, but now we got a choice at least.

Omnislash124 Oct 3, 2006 08:33 AM

Are those confirmed for the US? Because it seems the US doesn't quite get the same cost as Japan. It looks like the prices abvoe were all in yen. Any luck on US Prices?

You didn't catch all of IGN, BTW...

Quote:

In the next bracket are two Sony Computer Entertainment titles. Both Resistance and Genji will carry a price point o 5,980 yen. As these are full games, most were expecting a price of at least 7,140 yen, which is the standard tax-included price for current generation games.

Sega's launch title, Sega Golf Club, has been priced at 7,140 yen, as previously reported. So has Sonic the Hedgehog, which hits Japan on 12/21 at 7,140 yen.

Finally, we come to the high end of the launch lineup. Ridge Racer 7 and Gundam Target in Sight will both carry price points of 7,329 yen. This is actually the price that Konami charges for most of its PS2 games.

From Software will follow launch with the highest priced PS3 game of them all. As previously reported, Armored Core 4 will hit Japanese retail on 12/14 carrying, a price point of 8,190 yen. PS2 Armored Core games have carried this price in the past.
I have no idea how that carries, but it sounds significantly more.

Infernal Monkey Oct 3, 2006 09:16 AM

Nope, those Sony titles work out at roughly $50 US, and that Sega Golf game is about $60. From Software's like Square-Enix in that they can charge whatever the hell they want and know Japan will still eat it up no matter how terrible it is. =)

randomwab Oct 3, 2006 10:04 AM

I was just thinking, will there be a PS1/PS2 controller adaptor? I liked how I could use my PSX controllers with Timesplitters when I got my PS2 on release, but do I have to buy another controller for Resistance multi?

Slayer X Oct 3, 2006 11:15 AM

There will be an adapter for PS1/2 controllers which will also support the custom controllers for thoes systems too. If thoes controllers will work for PS3 games has yet to be seen. If they do though any game that uses the motion sensor won't be playable with thoes controllers obviously.

Metal Sphere Oct 3, 2006 11:41 AM

Quote:

Originally Posted by Slayer X
There will be an adapter for PS1/2 controllers which will also support the custom controllers for thoes systems too. If thoes controllers will work for PS3 games has yet to be seen. If they do though any game that uses the motion sensor won't be playable with thoes controllers obviously.

A USB adapter/multitap for PS2 controllers is probably on the way, and even games that use the tilt function will probably be playable as I doubt that'll be the only control method. As for the games, Japan has a different pricing model altogether not to mention everything over there is more expensive.

Source

Quote:

From Dual Shock to...
by Anoop Gantayat

October 3, 2006 - Six Axis. That's the official name for the PlayStation 3 controller.

Sony announced today its first accessories for the PS3, and included in the announcement was the name for the new Dual Shock. With the controller no longer featuring rumble, most expected the new name to do away with the "Shock," and sure enough, the final name of "Six Axis" reflects the motion-sensing abilities of the device.

Every PS3 will ship with one controller standard, but those who want multiplayer play will need to pick up an extra device. Sony also announced today pricing for extra controllers. In Japan, extra Six Axis controllers, model number CECHZC1J, will retail for 5,000 yen. This is a step up from current Dual Shock controllers, which tend to retail for just under the 3,000 yen mark. Converting to US dollars, the 5,000 yen price is approximately $40, although actual regional pricing tends to differ somewhat from direct currency conversion.

Sony also revealed today a few new bits about the controller. Each controller will have a Lithium Ion battery built in. You'll be able to connect to the PS3 via USB to charge the battery, with a single charge taking 30 minutes. And yes, you'll be able to play games while the controller is charging. It's unknown if Sony will be including a USB cable with the controller.


Stay tuned for further details on Sony's new PS3 peripherals.

SouthJag Oct 3, 2006 12:53 PM

They're just blowing away the 360's accesory line-up and pricing out of the water, especially if they stick with the controller price at $40 instead of the $50 wireless one MS provides. Only thing you can really compare the memory card adapter to would be the 360's memory card itself, where one is $13 and the other is $40. Hopefully Sony'll keep the prices as close to the Japanese ones as possible.

Metal Sphere Oct 3, 2006 02:34 PM

Quote:

Originally Posted by SouthJag
They're just blowing away the 360's accesory line-up and pricing out of the water, especially if they stick with the controller price at $40 instead of the $50 wireless one MS provides. Only thing you can really compare the memory card adapter to would be the 360's memory card itself, where one is $13 and the other is $40. Hopefully Sony'll keep the prices as close to the Japanese ones as possible.

Again, why would they bump them up substantially? Japan usually has higher prices, their games already cost more (and have a far greater price range then ours) as do most gaming items, period.

Maybe we'll see the memory card adapter at $15, but there really isn't much reason to bump the controller's price up when you have the pricing edge here.

Omnislash124 Oct 3, 2006 02:35 PM

Doesn't the US almost always get a better deal than most countries? At least that's what it seems like. Except possibly Japan.

I like the Li-Ion Idea though. Good stuff.


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