Welcome to PS3Hax, your official PS3 hacks, PS3 Homebrew, and PS3 Downloads scene. Check back daily to keep up with the latest PS3 Hacks and drop by our forums for more PS3 Hacks discussions.
  • Posted by hellsing9 , on 31/03/2013 , @ 10:07am

     

    Kiefer Sutherland Voice acting.

    This is a shocker. I don’t understand why Hayter was not contacted by Kojima about MGS 5. I mean i love Kiefer sutherland voice but…it’s not the same!!.

    To quote:

    While Metal Gear fans are excited this week with Metal Gear Solid V announced, many are displeased that Naked Snake/Big Boss will not be played by the character’s longtime voice actor David Hayter, who wasn’t even contacted about the project.

    Upon watching the gameplay footage shown at the 2013 Game Developers Conference, it is clearly audible it is a different person other than Hayter voicing Snake. Hideo Kojima explained his decision to choose a new actor in an interview with GameTrailers’ Geoff Keighley. “I can say, yes, it will be a new person. I can’t say who it is yet. What we’re trying to accomplish here is recreate the Metal Gear series. It’s a new type of Metal Gear game, and we want to have this reflected in the voice actor as well.”

    That doesn’t sound promising for Hayter, as Kojima implies that this new voice actor will become the new voice of the Snake characters from here on out. A recent rumor speculates that 24′s Kiefer Sutherland may not only be voicing a new supporting character, Ishmael, but Big Boss as well.

     

    [Source] = PSU


  • Posted by hellsing9 , on 31/03/2013 , @ 09:56am

     

    To quote:

    Mark Rein, Vice President and co-founder of Epic Games, has clarified on his Twitter that the current crop of consoles won’t be getting the Unreal Engine 4.

    This isn’t to say it’s bad, since the PlayStation 4 will certainly benefit from the visual horsepower of the  Unreal Engine 4, but this is likely due to limitations within current hardware that hinder it from utilizing the new engine. The current-gen consoles still have something in the ball park, since Rein reps the Unreal Engine 3 as an “awesome engine” for them.

    Regardless, the inability to use the next Unreal engine on current hardware is a testament to what the new engine has in store, and many of the early tech demos are showing something wonderful in what the Unreal Engine 4 can do.

    Note:

    I can understand from a marketing view that UE 4 engine on future releases for *old* consoles such as PS3, Xbox360 but Wii-u?.
    So long story short they constantly debating about how much “horse power” PS4 or another console will have.
    INSTEAD of perform various tests to tweak/optimize Unreal Engine 4.
    I’m the only one that is thinking that is pretty much messed up.
    Seems they don’t learn from the past.
    You can have enough “horse power” but if the engine is not fully optimized is same as nothing. Frame rate issues, random crashes, etc.

    Remember boys. Some bad optimized engine can give US severe heaches.

    [Source] = PSU

  • Posted by PS3Hax Member News , on 22/03/2013 , @ 08:45pm

     

    Spot Mirala ;)

     

    Thanks to @kikeadsl for this one. Miralatijera is back with this new CFW. Please bare in mind that neither the OP or me or HAX will held responsable if anything happens to your system. USE IT AT YOUR OWN RISK AND READ!! BEFORE DO SOMETHING.

    CFW 4.40 MiralaTijera :

    Specs:

    sys_init_osd ( leed special )
    lv1 peek / poke
    lv2 peek / poke
    Syscon hash patched
    nas_plugin patched ( install pkg’s )
    explore_plugin patched ( install package files original )
    appldr , lv2 hash
    appldr, ecdsa
    isoldr, ecdsa
    spu_pkg_rvk_verifier , ecdsa
    spu_token_processor , ecdsa

    QA flag working :-D

    Note:

    You can reinstall this cfw over itself also you can install from 4.31 miralatijera and theoretically from any cfw ( only ones confirmed so far, mine).

    Special:

    Core 3.0.1 Integrated ( Just install flag nosearch to deal with command synchronization problem /dev_usb000/flags/nosearch)
    sys_init_osd no longer exists, replaced by CORE Led always green ( FOR NOW )

    Bugs:  BDEMU without controller do not work, OtherOS not working either.

    Payload:

    Iris Manager 2.22 with payload 4.40 included and ported to this version. I will handle sources to estwald to upload it to the same git.

    Links about all of this: (Download, Pasties)

    http://pastie.org/private/d29apzonxy5hzw2mozpg

    USE THIS IRIS VERSION, I WILL FIX SOME BUGS:

    [Download]http://www.sendspace.com/file/spo1wh

    Creation process of this cfw is the same as the one before created also by me.

    Tomorrow or later i will do core update to add BDEMU without that imperative controller to make it work also the rest to port from core.

    Proper translation made by Hellsing9. (Me)

    [Source] = EOL 

  • Posted by hellsing9 , on 20/03/2013 , @ 09:41pm

     


    Well Sony is back again with a new firmware 4.40. So far no specs posted about it, yet. Will keep you posted once i have them.
    You can update your system if you are on OFW, if you are on CFW don’t do it.

    Sony has released a new firmware update for the PlayStation 3. Applying the download will upgrade your system to version 4.40.

    Users will be prompted to update their systems upon booting up the PlayStation Store. Head on over to the Settings > System Update area for the download.

    At the moment, it’s unclear what sort of changes the update makes. If we receive any details about the new firmware, we’ll update this post.

     

    [Source] = N4G

    Update:
    [Pastie]http://pastebin.com/v5Z0Zmpe

    [Download] = Click here for US version.

    Update 2:  Thanks to @corolla0305 and @bubba

    Fw4.40 adds support for RC-S380 (a sony nfc reader) and system stability stuff

    its firmware for new drive model 0xC : http://www.ps3devwiki.com/wiki/Blura…ware_Revisions
    an update for the 0xA – not for the rest xD
    no syscon updates, no key changes, nothing that prevents downgrading either…

    Credit: @euss

    =====================

    Update 3: Thanks to GregoryRasputin

    From March 21, 2013, I had to start the update function to update the body of the PS3 ®. The system software version will be 4.40, in this update, the following features will be updated.
    ■ The main features updated in version 4.40
    I corresponding to (RC-S380 Sony Corporation products) IC card reader / writer PaSoRi non-contact.
    The system software to improve the stability of the operation.

    [Source] = Click here
    Update 4
    Here is another function that was added:

    [Closed Captions] has been added as a feature under (Video Settings).

    Source

  • Posted by hellsing9 , on 15/03/2013 , @ 10:01pm

     

     

    With the recent confirmation that Battlefield 4 will be shown at the EA press event at GDC 2013, the Daily Reaction crew of Seb and Dan talk about the franchise as a whole and what EA can do to improve the series as they move forward.

    Q: When and where would you like Battlefield 4 to be set?

    Danzig: Given the countless FPS games out there that have already oversaturated the market on almost every time period and location possible, it would be difficult for me to pick a setting that I would like to see Battlefield 4 take on.

    The modern era has been pretty much overrun as of late between the Call of Duty series and the Battlefield games, and the same can be said for the WW2 era/future settings. So, realistically, I think besides them placing the game in something unexpected like a post-apocalyptic setting similar to theFallout series, I couldn’t care less for the most part as to the backdrop for the next war.

    Given the leaked images showing a similar setting to what we have seen inBattlefield 3, I doubt we will see much of a deviation from that format in its sequel. But, if they took the format we have grown accustomed to, I would at the least like to see bigger environments. Much like the PC version of BF3which had larger maps and bigger matches, I would really like to revisit that feeling on consoles by having the world feel less confined than it has as of late.

    Seben Deadly Sins: Yeah, I don’t envy the people that have to come up with a new setting for FPS games, too much has been done, and too often. The supposed leaked image, viewable below, does look like they are sticking with the current setting, perhaps with a near-future take if they want to be able to have a bit more creative freedom with weapons.

    And near-future is probably what I’d be most interested in – the problem is that a lot of people will say DICE are just copying Call of Duty: Black Ops II. However, COD’s near-future was near-sighted, just a few gadgets and some old people. It didn’t really feel like the future – ‘current’ games already have tech that’s better than real life to make the games more enjoyable/plot easier, so titles set in the near-future should take it one step further.

    I want nearish-future.


    Q: What would you like to see changed, or kept the same?

    Peter Dan: Well given that I have already said that the maps need to be significantly bigger for the game to feel like a true Battlefield title, I won’t go down that route again. But, along with the increased map size,there needs to be a level of destruction that I think we were all hoping for in BF3, given what we kept seeing out of the trailers. The expansion of interactivity in the world would require more physics based destruction where buildings would need to be able to support their own weight, and, when those support braces were taken out, the building could collapse on its own. This ability to have tactical destruction as an option in BF4 would allow a greater level of strategy, as players would be able to close off streets by dropping a whole building.

    Besides improved environments, the one thing that was a real issue for me in BF3 was the time investment needed to unlock all of the attachments and options for the vehicles. Having tried to show a number of friends the game when it came out, I was repeatedly having to state that the reason why my Jets could not shoot missiles was because I haven’t unlocked them yet, only to be met with a confused look. This dragged out need to have people invest an obscene amount of time into every asset in the game was far beyond the investment I was willing to put into a game before I could start playing how I wanted. This is something I hope they address with BF4, as I am looking forward to the game again, but will probably have to pass if I have to spend 10 hours flying planes before I am able to actually use it fully.

    Sebaceous Cyst: Agreed. Having to unlock tons of stuff before a game actually becomes fun is pointless, and means that, by the time the game’s actually at the level where you can enjoy it, you’re tired of it.

    Most of all, what I got so annoyed with was the death sequence – where you fall to the side and your arm splays out. Mix that up a bit! Have way more death animations, new ones for all the different ways you die and all the intricacies that are involved in the end of a human’s life. I got bored of death, and that’s probably not a good thing.

    Singleplayer was also a letdown in BF3, just like most shooters – a disappointing story, repetitive sequences and a generally unmemorable campaign. It didn’t even have characters as memorable as the personalities in Call of Duty – such as everyone’s favorite moustachioed killer Captain Price. Which is odd, because BF: Bad Company really pushed their characters to the fore, so you’d think that they’d be better at making a plot and people you actually care about in the core Battlefield series.

    BF3’s visuals were top class (obviously better on PC), so I hope that they keep that attention to detail, even though they are now transitioning to a faster dev cycle of every two years. It’ll also almost definitely be on PS4, so I really want to be blown away by how it looks – which won’t be easy, considering the beautiful Killzone Shadow Fall is also coming out.

    I also want them to keep up with the awesome amount of DLC support, although next time, I don’t want them lock people out of content with BFPremium and non-premium (sadly they will).

    Q: Would you like Microtransactions to be included in Battlefield 4?

    He-Dan: Nope.

    Sebuce me: Hell nope.

    [Source] = playstationlifestyle

  • Posted by hellsing9 , on 08/03/2013 , @ 05:31am

     

    I always wondered as an interested gamer when started to play Crysis (the first one) on PC and then the last two on my PS3 if Nanosuit technology was vaguely based on something real.
    Checked on the net and got various results about some author that’s very devoted to research this things since MGS. Shocking fact the ones behind Crysis games have done serious research before present to us this Nanosuit tech.
    Here is an extensive and in-depth details of each function that the suit provides to the user and if exists or not and could be applied on a human being (military grade) some near future.

    To quote:

    “Nanotechnology offers unprecedented possibilities for progress—defeating poverty, starvation, and disease, opening up outer space, and expanding human capacities. But it also brings unprecedented risks—the specter of devastating wars fought with far more powerful weapons of mass destruction.” – Chris Phoenix, Director of Research, Center for Responsible Nanotechnology.
    When you step into one of the games in the Crysis series, you step into something called a “Nanosuit.” It makes you a stronger, better soldier.

    The Nanosuit is supposedly made up of a material called CryFibril, also referred in the game as Nanoweave or Nanofiber. CryFibril is the single most important component of the suit, as it is the medium for the various Nanosuit functions. In Crysis 2, the CryFibril got a major overhaul, making the Nanosuit lighter, stronger and more energy efficient.

    Someone at Crytek must have been doing their homework because CryFibril looks suspiciously like a recent real-world breakthrough in nanomaterial technology.Rise of the digital battlefield—war v2.0
    Medical and military scientists alike claim that nanotechnology will transform the future as we know it. With the global proliferation of nanoscale technologies, from the research bench to the consumer market, it is both inevitable and fast-approaching. The question remains though, what will the future landscape look like? The answer really depends on who you ask.

    My previous article about nanotechnology in video games—specifically, the Metal Gear series—took a glimpse at how nanotechnology could completely revolutionize the future of warfare. Using some not-so-far-fetched science, soldiers and machines can be integrated into a massive command-and-control network with the help of computers, epidermal electronic sensors and wireless communication systems. The central combat environment would provide detailed battlefield information and control to commanders in real time, in what Colin Milburn (nano culture researcher), dubbed the “Digital Battlefield“. Or maybe more appropriately: War—the video game.

    “Taking inspiration from the Future Warrior 2020 program, we developed the Nano Fibre Suit [a.k.a Nanosuit) that can enhance strength, speed and armour levels. The player can max the speed and dash across an open field, change to the strength setting and silently punch out a sentry." - Bernd Diemer, Senior Game Designer, Crytek 2006

    Does the suit make the man, or does the man make the suit?:

    Crysis 3 is the newest installment in the Crysis series. For the unfamiliar, Crysis 3 is set in the near future (2047ish) and follows the adventures of Alcatraz Prophet, a soldier equipped with a nanotechnology-inspired battle suit, aptly named the Nanosuit. Prophet must protect the human race from complete extension from the Charybdis, a race of technologically-advanced aliens that are dead-set on our destruction. The Nanosuit comes fully-fitted with three primary combat modes: Armour, Power and Stealth. These modes allow Prophet to battle the Charybdis with superhuman abilities. Let's take a peek behind the curtain and delve into the science of the CryNet Nanosuit.

     

    Coincidence? I think not—CryFibril on the left and nanoscale carbon (graphene) on the right

    CryFibril—fabric of the future or is it already here?:

    Graphene (pictured above) is a one-atom thick sheet of carbon arranged in a repeating hexane pattern that has some really amazing mechanical properties. It might not look like much, but the discovery of graphene in 2004 was a big deal. In fact, the researchers were awarded the Nobel Prize just 6 years later, which is almost unheard of. So what's so special about this graphene stuff anyways?

    Well in short, graphene is one the strongest materials ever manufactured. It has a breaking strength 100 times greater than steel and weighs thousands of times less (10,194 times less to be exact). Graphene can be rolled up into tubes, called carbon nanotubes, which are even stronger than graphene sheets. Carbon nanotubes can then be spun together and woven into fibers which are much more flexible and useful as engineering materials, making them the ideal fabric for the Nanosuit. If you can believe it, carbon nanotubes are even harder than diamond. So it comes as no surprise that research is already underway towards developing carbon nanotube composite body armour for police and military applications as well as building an elevator to space, just to name a few ideas.

    The Real-Life Science Behind Crysis' Nanosuit

    Graphene can be rolled up into a tube just like a sheet of paper and spun into super strong carbon nanofibers, the perfect material for an armoured Nanosuit.

    "From shape-shifting armour to fabric that can turn away microbes, as well as bullets to new power sources, the defense industries are launching major initiatives and planning for Nanotechnology. The basic research in Nanotechnology conducted at these centers will provide the foundation upon which real world applications can be built." - Kevin G. Coleman, Senior Fellow, Technolytics Institute

    Maximum Armour:

    In a pinch, Prophet can divert power to the CryFibril Nano suit armour to temporarily increase protection from incoming high-speed objects, blunt trauma and energy blasts. This process, called Armour Mode, supposedly tightens up the suit's outer weave, which decreases the suit's power upon impact, rather than valuable health.

    Interestingly, there is a real world nanomaterial counterpart currently under development calledD30 gel. This protective nanogel is a dilatant non-Newtonian fluid, which is a very fancy way of saying it is flexible when moving slowly, but rigidifies upon impact, before quickly returning to its flexible state again. These types of materials behave very strangely. Check it out on YouTube,you won't regret it. Studies have down that D30 gel can absorb much of the energy from a shock or impact, greatly reducing the damage to the wearer. It is already in use in protective sports equipment and is coming soon to a battlefield near you.

    The Real-Life Science Behind Crysis' Nanosuit

    Shock-absorbing nanogel (D30), real life Maximum Armour.

    Maximum Power:

    When Prophet needs to quickly sprint across the battlefield, leap to cover on top of a Pinger or toss a wrecked car at a pesky group of Ceph, Power Mode is the way to go. Power Mode uses up Nanosuit energy for as long as it is active and grants the player superhuman strength.

    How can we rationalize this with some real world science? Well, we could talk about a powered exoskeleton like the Raytheon XOS. This would fit the bill in terms of Power Mode functionallybut it is hardly a nanoscale technology. No, we need to go smaller, much smaller.

    An international team of researchers lead by Ray Baughman at the University of Texas have come up with a nano-sized alternative. They have developed an artificial nano fiber muscle. These nano fibers are made up of ropes of carbon nanotubes which are twisted together into thicker yarns and set into paraffin wax.

    The bundles of nano fibers can contract rapidly when exposed to heat or electricity, up to 200 times stronger than human muscle. The manufacturing process will have to be improved to weave larger fabrics, like our trusty Nanosuit, but the basic premise checks out.

    The Real-Life Science Behind Crysis' NanosuitRopes of carbon nanotubes can be spun into thicker yarns forming high strength artificial muscles.

    "Military camouflage outfits that blend with a variety of environments without needing an outside power source—blue, say, when at sea, and then brown in a desert environment—is where this work could eventually lead." - George Bachand, Team Leader, Sandia National Laboratories

    Cloaking:

    Is there an annoying Ceph patrol up ahead guarding the objective? Need to sneak by a sentry and avoid being detected? No problem. Disappear from sight with Stealth Mode. This Nanosuit ability also drains power but makes the wearer invisible. The suit's surface can dynamically scan the surrounding area and modify its skin colour to match in real time. This is the principle behind active camouflage. Animals like the octopuschameleon and sea horse have already figured it out. Humans, on the other hand, are still working on it.

    One of the first experimental active camouflage prototypes came out of the lab of Susumu Tachifrom University of Tokyo in 2003. They developed a camouflage system in which a video camera captures the background behind an object and displays it on a cloth in front using an external projector. It didn't really work very well, but it inspired others to try and make their own cloaking machines. There are several new approaches currently under development using metamaterials which can actually bend light around an object. This technology only works for extremely small objects, so what about our Nanosuit?

     

    The secret behind Susumu Tachi's active camouflage prototype

    Researchers from Sandia National Laboratories (a subsidiary of Lockheed Martin) have been working on a dramatically different strategy since 2009. The principle is to fabricate a material with differently-coloured lights attached to motors, which are embedded at the surface. These lights can be rotated and turned on and off dynamically to match the colour of the surroundings. Sounds pretty straightforward right? Well it is, until you scale it down to the molecular level.

    Their motors are not electric; they are protein motors which run on tiny microtube rails. Their lights don't have bulbs. They are made up of quantum dot nano crystals. Quantum dots are highly fluorescent nanoscale metal semiconductors which can absorb and emit light of different wavelengths (colours). They are commonly used in nanomedicine as imaging and diagnostic tools due to their small size and favourable optical properties.

    [Source] = Kotaku

  • Posted by hellsing9 , on 08/03/2013 , @ 05:01am

     

    Playstation life style website published some “confirmed” upcoming titles for PS4 too. Check them out they will keep updating since there’s nothing 100% confirmed yet and dates are subject to change.

    To make sure you have the most up to date video game release dates at your fingertips, we’ve started a brand new page focused solely on all thePlayStation 4, PlayStation 3, and PlayStation Vita games out in 2014.

    Unlike our regular monthly pages that only allow for confirmed, down to the month titles, the 2014 page is all about the games currently scheduled to come out next year. This means that titles such as The Last Guardian andDark Souls II, both of which don’t have a release window, won’t be included, whereas something like Murdered: Soul Suspect and The Witcher 3: Wild Hunt will be.

    As 2014 grows nearer though, and the dates become narrowed down, we’ll definitely start a monthly set up, but that likely won’t be until September/October.

    Confirmed 2014 Video Game Releases:

    Game – Platform(s) – Release Date

    Destiny (PS3, PS4) – 2014

    Murdered: Soul Suspect (PS3) – Q1 2014

    Rainbow Skies (Not Specified) – 2014

    Scivelation (PS3) – 2014

    The Witcher 3: Wild Hunt (PS4) – 2014

    Thief (PS4) – 2014

    [Source] = Playstationlifestyle

  • Posted by hellsing9 , on 08/03/2013 , @ 12:26am

     

    PS4 devs have more tools and engines to make some “Magic.” Thanks to @gregoryrasputin for this one. ;)

    To quote:

    It looks as if the NDAs for several tool-makers supporting Sony’s upcoming PlayStation 4 were lifted today, as our inboxes have been flooded this morning with announcements.

    Below are the tools and engines that should be available now for those of you developing on the PlayStation 4. We’ll update this story should any other announcements come our way.

    Update: Added NVIDIA’s PhysX and APEX, and NaturalMotion’s Morpheme 4

    FaceFX

    Animation tool FaceFX is billed as “an advanced facial animation solution unique in its ability to liberate artists from the complexities of creating realistic dialogue and emotive characters.” Recent titles that used the tech include Far Cry 3Halo 4 and Dishonored. More information is available here.

    xaitControl

    Germany’s xaitment is supporting the PS4 with xaitControl, its AI software package for game logic and character behavioral modeling.
    xaitment was founded in Germany in 2004 as an offshoot of the German Research Institute for Artificial Intelligence. More on xaitControl here.

    Substance Engine

    Allegorithmic’s Substance Engine is a popular solution for textures. The PlayStation 4-specific version of its tools allows “game developers to reduce download size, boost streaming performance and decrease loading times in their games” with its runtime generation of parametric textures. More information here.

    Unreal Engine 4

    We’re sure Epic’s Unreal needs no introduction, and it should come as no surprise that it will be supported in Sony’s next console. Unreal Engine 4 is available now for PS4 developers, more information is available here.

    SpeedTree

    SpeedTree’s middleware “delivers amazingly natural real-time trees and plants with seamless LOD transitions, an array of lighting, physics and wind effects, as well as an SDK that can be programmed to support any level of engine integration.” More information here.

    Enlighten

    Geomerics’ lighting technology is “packed full of time-saving workflow features and a lightweight runtime,” and is “the only solution proven to deliver fully dynamic lighting on today’s PCs, game consoles and mobile platforms.” You can see it in action in Battlefield 3Medal of Honor: Warfighterand EVE Online. More here.

    PhysX

    NVIDIA’s tech is “the world’s most pervasive physics solution for designing real-time, real-world effects into interactive entertainment titles. The PhysX development environment gives developers unprecedented control over the look of their final in-game interactivity.” More here.

    APEX

    Also from NVIDIA, APEX “lets artists create intricate physics-enabled environments. They can expand the quantity and visual quality of destructible objects; make smoke and other particle-based fluids integral to game play; and create life-like clothing that interacts with the character’s body to achieve more realism in their games.” More here.

    Morpheme 4

    The newest version NaturalMotion’s popular animation tool “introduces advanced prediction modelling capabilities that enable developers to build complex integrations between animation and AI systems. The new ScatterBlend parametric blend node introduced in Morpheme 4 streamlines animator workflow, and allows character motion to be controlled with real world inputs such as movement speeds and turning angles.” More info here.

    [Source] = Gamasutra

  • Posted by hellsing9 , on 05/03/2013 , @ 10:42pm

     

    People are mad that, at least at the outset, the PlayStation 4 won’t be backwards compatible.Jim Sterling briefly mentioned it this week and MovieBob commented about it on Twitter. Hiding behind all the speculation about how the device will look and how much it will cost is a pretty reasonable question of “Why can’t the machine run old games?”

    It seems like crazy decision. Consoles gain value as their library grows. They also gain brand loyalty. If I have a bookshelf full of Xbox games at home when my Xbox dies, then it’s a safe bet I’ll just replace it with a new Xbox even if there are other, cheaper, more popular, more reliable devices out there. I’m tied to the machine by the library, and the longer I’m with the machine the bigger the library gets. It’s almost like a cell phone where the penalty for cancelling the service grows over time. A lot of other businesses would LOVE to have this kind of soft, incremental lock-in.

    But if the new generation isn’t backwards compatible then I’m cut off from that library. The incentives tying players to the platform are gone. When you break compatibility you’re setting your customers free to dabble with the competition and begin a process of gradual lock-in with them.

    (Aside: Yes, I know they suggested that they would eventually allow access to old titles with streaming. I’ll just point out that OnLive was positioned better than anyone to make streaming games work, and they are not doing well. While the service was better than people thought was technologically possible, it still wasn’t as good as playing the game on a local machine. All I’m saying is that this promise of “cloud gaming for old titles, maybe, someday” should be viewed as the pie-crust promise it is.)

    So why do it? Why break compatibility? Why piss off their fans? Why give people a reason to go to the competition? Even for people who stick with the platform, why force them to have this huge pile of teetering, tangled devices just so they can play old games? How does this help Sony? While I can understand this frustration, it’s interesting to note that this is probably an unavoidable outcome of a Very Dumb Decision that was made over a decade ago. Sony brought this on themselves.

    We’re going to have to get technical here. If you’re not a hardware or software engineer, don’t worry. I’ll keep this as simple as I can. If you ARE a hardware engineer, try not to flip out at the simplifications I’m using here.

    The PlayStation 3 uses the Cell Architecture. That’s a system for getting a bunch of different processors to work together. On most other devices you have a single powerful processor, or perhaps a powerful central processor and then another processor specifically designed for graphics. On a cell machine, you have many smaller processors (on the PS3 it’s six) that are each dedicated to specific tasks.

    In theory all those extra processors let you do more processing, but only if you can keep them all busy. It takes development time to get the most out of the machine. Worse, this work must be done on the back end. If you’re porting to a machine with less memory you can just scale all the textures down and render everything at a lower resolution. But if you’re porting to or from a cell system, the coding team has to crawl down into the guts of the game engine and make all sorts of really fundamental changes to how the system works. The point is, it’s difficult and expensive to port to and from cell-based machines.

    It’s time for a terrible car analogy:

    The Xbox parcel delivery service has a single mail truck that can carry two tons of packages. The Sony delivery service has a glorious fleet of six trucks that can carry one ton of mail each. This means Sony can carry three times as much mail, right? Except, one truck only carries small boxes. Another truck only carries boxes or letters. Another truck is for only large boxes. Another for junk mail and Christmas cards. And so on. It takes a great deal of planning to get the right mail to the right trucks at the right time to hit that ideal maximum throughput, and that’s assuming you have the right ratio of stuff to deliver. If you have only large boxes, then your system is actually half the speed of Xbox. If you have a single two-ton object to deliver, then you can’t deliver it at all. (This was the problem faced by Rage, since that game used a single massive texture for the whole world and so the texture data couldn’t fit in either half of the PS3 memory pool.)

    The cell architecture has not been good for the PlayStation 3. They released the most expensive console of the generation and gave it the most difficult hardware to develop for. Then they cut it off from the spectacular PS2 library. They were in third place, and a lot of developers thought it wasn’t worth porting to the mutant console. This probably gave the Xbox 360 more exclusives than it might otherwise have deserved, which only made the problem worse for Sony.

    So now we come to the PS4.

    According to rumor (in this case, I’m going by Wikipedia) the PS4 will move away from the six-headed beast of cell and embrace the x86-64 architecture. That’s the same architecture that runs most 64 bit PCs. Since the Xbox 360 uses PowerPC architecture instead of x86, we could end up with a situation where the PS4 has more in common with your average home desktop PC than with the other consoles.

    Under normal circumstances you could argue that emulation is the answer. If the newer machines have enough power, they can simply simulate the behavior of the old machines. The problem is that emulating the cell architecture on a non-cell machine would be a nightmare. Even if the new machine is ten times faster than the one you’re emulating, you’re talking about emulating multiple concurrent processors. While processors have been getting incrementally faster over the years, their clock speeds have only improved marginally. More of the new speed comes from muti-core processors, and mapping a (for example) single quad-core processor to simulate the behavior of a six-distinct processor cell is a murderously difficult problem. It might even be impossible to get it exactly right. The differences between multiple processors sharing a pair of memory pools and a single multi-core processor with many levels of cache and a large single pool of RAM are extreme. The real irony is: The better the old game was optimized for the PS3, the harder it would be to port or emulate on the PS4.

    Having said that, I can’t fathom why they wouldn’t emulate PlayStation 2 games. The hardware for the PS2 is peanuts now, and the library is massive. Just sticking a PS2 inside the PS4 case and having them share the optical drive would be a step in the right direction. It would only add a few dollars to the price tag and would save us from adding another device to the fire hazard most of us have lurking behind the TV.

    The point is: There are no easy answers. Sony made a mess when they embraced the cell a decade ago, and this break in compatibility had to happen sooner or later. They could either perpetuate the cell and all of its problems, or they could make a clean break and start over. Either way, they (and their fans) were going to lose out.

     

    [Source] = Escapistmagazine

  • Posted by hellsing9 , on 28/02/2013 , @ 12:55am

     

    ‘Single identity’ service..EA has completed development of a service that will allow users to have a single identity across game platforms – including Xbox 360, PlayStation 3, iPhone, Facebook, and Origin – and to play with friends across these platforms. If you are against cloud systems i doubt you will like this one but…maybe this could be a cool feature.

    Abstergo is taking over.

    To quote:

    EA has completed development of a service that will allow users to have a single identity across game platforms – including Xbox 360, PlayStation 3, iPhone, Facebook, and Origin – and to play with friends across these platforms.

    Said service will let players begin a game on one platform and continue playing on another, according to Games Beat, and will allow players on different platforms to communicate with each other as well as play games with them. Establishing the service took more than 18 months and involved 1,500 engineers, and there’s no word yet on when it will be integrated into EA’s games.

    EA will be able to use data collected across these platforms to enhance its game recommendation and promotion systems, taking a few hours to suggest a new game to individual players rather than the current layover of a few days.

    “This will have a material effect on our costs for our digital revenues and a positive effect on our revenues,” EA Chief Technology Officer Rajat Taneja tells Games Beat. “We think this will be a great differentiator for our company.”

    [Source] = Joystiq via Engadget

  • Posted by hellsing9 , on 28/02/2013 , @ 12:24am

     

    You show some crazy controller and some demos (btw this demos were executed from a high-end pc) and you think you are big enough?. Im tired of teasing us with some patented piece of gadget.
    Show REAL proof of what you are working on or just step down from console market.

    Codemaster now says that it’s easier to develop on PS4 than on PS3?? are you fu@!$ kidding me?!?.
    I can understand some developers that have they pockets filled promoting this kind of trash but again your triumph card is racing games AGAIN!??!. It’s ALL that you got?.

    ====================================

    To quote:

    PS4 is easier to work with compared to its predecessor and its extra power could mark a step change in racing game development, says Codemasters senior executive producer Clive Moody.

    We caught up with the studio veteran – whose lengthy resume includes the Toca and Colin McRae franchises – to quiz him on what the next-gen means for his next project, Grid 2, and the racing genre as a whole.

    How big a visual leap do you think PS4 will bring?

    Well I think you need to look at some of the work going on in PC at the moment. PC is always an area we’ll continue to work in. When we’re looking at 1080, 60 frames per second – that, for me, when taking advantage of PS4 and whatever Microsoft hopefully announce shortly, should be part of the picture. But for us it’s the gameplay, that’s where we’re wanting to focus and push hard, see how we can harness that extra grunt of the new hardware to spruce up the genre. It’s not exclusive to racing games – very often it takes a shift in hardware to cause new innovation to take place. You’ll see it more and more as people get at home with the new hardware across every genre.

    How does PS4 compare to PS3 as a development platform?

    The general consensus amongst our guys is the architecture is a little easier to get our heads around. It’s no secret that PS3 was tough, very, very, bespoke architecture. It was something that took us and a lot of developers a lot of time really to just understand how to squeeze the best out of it. I think from the off with PS4 architecture it’s going to be easier to get results. The last thing we want as developers is stuff in the way of producing and creating experiences so that’s a massive plus.

    How will advances in controller tech change the way you develop next-gen games?

    I’m actually a really big fan of the pad, to be honest. The whole motion thing… It’s a really hard one for racing games to make work. If you think about driving a car, you always have something physical in your hand, direct feedback. You’ve got to have some feedback, vibration in your hand, something tangible to give you feedback. It’s difficult to do that with a camera-type accessory because you don’t necessarily have that direct feedback. You have to think of other ways to incorporate it, that’s something we’re looking very hard at, at the moment, certainly in terms of any next gen plans: how do we leverage that while developing the core experience?

    Were you ever tempted to wait for the next-gen with Grid 2 as development stretched?

    We were always going for this gen, working alongside and around the technology of this gen to deliver the best possible game. I always turn around at the end of a project and say you know what, we milked that hardware dry, there’s nothing else we could do with it. But then you bring in the tech guys, throwing ideas around for the next project, and you find there’s a whole host of things out there and coming out that we could have done or aim for. We found that in the early days of Grid – it’s a no brainer for me to conceive and design a game around the hardware of the day.

    With PS4 (hopefully) here by the end of the year, is Racenet, your Autolog-style service, future-proof?

    Absolutely. It’s something we’ll be talking about a lot further down the line. Racenet is platform-agnostic, it doesn’t care what hardware the game is running on – PC, console, mobile – it’s a service that’s future-proofed to provide that level of connectivity that means when you’re away from the console you’ll still be a part of the universe of the game. It’s still in Beta at the moment, the idea is we come out of Beta towards the launch of Grid 2.

    It sounds like it ties very much into Sony’s PS4 message with a focus on connectivity…

    I think connectivity is definitely part of the future of racing games. Social and connected is a very big push and something a lot of developers have realised over the past few years. People want to share the experiences of their games. We innovated in Dirt 3 in this area and while it’s going to continue, we still have to push to develop the core game for consumers. For a lot of people it’s still going to be about the solo experience, the singleplayer, and they’re not necessarily interested in sharing with their mates – it’s personal to them – and they want to keep it that way.

    Seeing Sony close one of its own racing studios – Studio Liverpool – recently, does that worry you for the future of the genre?

    No I don’t think so. There’s always going to be a place for racing titles. Maybe they’re not as big as first-person shooters are at the moment, but they’ve always got something to offer. There are a few around right now offering amazing experiences. I take the view that closures are a loss, obviously, but there is some benefit – there are now people out there with great experience of racing games. I’d be lying if I said we haven’t taken advantage of that and got some great people onboard here.

     

    Note from me:

    Yeah i can pretend that this next-gen PS4 will be something *Cool* but they are failing at delivering to US some real RAW facts to make us understand WTF they are doing.
    I can lie to my self like many of us probably will do.
    I’m tired of Sony’s ways, I’m tired of deliver us pure BS and showing a pity controller and some demos. Just to say *We are here, we are working on something*.
    Honestly? I hope im friggin wrong on what im saying.
    I really HOPE that they will give us something more *to the point* to talk/discuss about instead of “feeding’ us with this stupid attitude of them. Feels like some dead end for anyone interested enough in this product.

    This being said. NO, it’s not a rant. It’s being tired of seeing the same thing all over again.

    [Source] = EdgeOnline

  • Posted by hellsing9 , on 22/02/2013 , @ 07:48pm

     

    KDSbest this man has some future project and he now talked about RPCS3 emulator. For some reason the other party ignored on how to improve or make something better with this emulator for unknown reasons.
    Still KDSbest never gives up and has the upper hand (sometimes i think this guy is a robot) ;) Kudos!

    To quote:

    I took a deep look at the #RPCS3 emulator especialy the ppu emulation. It is possible to increase the performance alot. Since my time is big money I try to get some PoC stuff out. IMHO the performance can be increased by a multiple times. Starting with the decoder which is nicely writter TBH but not tweaked to the performance limit. Building a big switch case is just the wrong way.

    Don’t get me wrong they made a nice piece of software, but the lack of performance tweaking makes it a bad emulator. Instead of making things look nice they should focus more on pushing the performance to the limit. Look at Dolphine code it is plain ugly to use, but for the performance sake.

    I work on a recompiler, which TBH i never expect to be full featured on my work alone. This is way to much to handle for one person, but it should give #RPCS3 people a well knowledge what can be increased.

    First of all I try to show the improvements to the decoder, which will be sick.

    The thing is this, the decoder does alot of stuff which can be done at load time. Loading at startup is not interesting. The performance while it emulates is crucial.

    Second I always said it and I still need to say it again. Building a recompiler is not much harder than emulating the stuff like they do but the performance increase will be insane. I looked alot at recompiler codes lately to get a brief understanding how they work and it is doable for the PS3. I hope #RPCS3 guys will take my help instead of claiming false that their way is faster and reconstruct their emulator. Of course I want to get credit than, because this will be work not much people on this planet can do.

    To the decoder using binary search algorithms is way faster than doing the big switch case.

    If I manage to make this work I will try to give a presentation on CCC Congress or other congress that let me show this stuff since IMHO it is technically more interesting than what most of those congresses show.

    [Source] = KDSbest twitter

  • Posted by PS3Hax Member News , on 18/02/2013 , @ 07:59pm

     

    Thanks to gingerbread ;) (always loyal)

    @aldostools has released version 3.0.4

    Added new Major features
    - Added cheat system!
    - Added Game Genie Code Format. (No Conversion needed)

    Once the save data is decrypted, the cheat button is enabled.

    Cheats should be stored on .Cheats folder
    The files should be named TITLEID.ps3savecheat or TITLE NAME.ps3savecheat (TITLEID has priority over TITLE NAME)

    Changes:
    - The .ps3savepatch files now can be edited directly from the GUI (files up to 64KB)
    - Added native support for Game Genie codes
    0TXXXXXX 000000YY = 8Bit Write
    1TXXXXXX 0000YYYY = 16Bit Write
    2TXXXXXX YYYYYYYY = 32Bit Write
    8ZZZXXXX YYYYYYYY = Search Type

    Multi Write
    4TXXXXXX YYYYYYYY
    4NNNWWWW VVVVVVVV

    Copy Bytes
    5TXXXXXX ZZZZZZZZ
    5TYYYYYY 00000000

    It is required to add the file name/pattern (:filename). If the line is omited, the code will be applied to the first file found in the folder (excluding param.sfo, param.pfd, icon0.pfd, eboot.bin, eboot.elf)

    The :file name now supports a folder name/pattern as filter (similar to Path: <folder> filter).
    eg. :MRTC00001-FIXED-SYS-DATA

    As there are many major changes, some bugs are expected. So please, test and report them back.

    The program supports 2 different formats (which can be used in the same file):

    1. GameGenie codes use the original format (the 0x prefix is not required and codes are fixed size -> 2 blocks of 8 hex digits)

    Code:
    ;comment
    
     :P LAY.DAT
    [Max SP]
    2000006C 0001869F

    2. And the BSD patch format, require the 0x at the begining of the line and the parameters are variable size.

    Code:
    ;comment
    
    :SYS-DATA
    [Unlock All Difficulties]
    0x00000028 60 ;comment

    I really hope more users/members will come on-board to find/submit more codes. 

    [Download] = Click here

  • Posted by manster , on 17/02/2013 , @ 06:59am

     

    Following their last video from 1 day ago (PlayStation Evolution: The Beginning), Sony has published the second part, for the Playstation 2.

     

    Posted by GregoryRasputin:

    Sunday night – PSP
    Monday night – PS3
    Tuesday night – PS Vita

  • Posted by GregoryRasputin , on 15/02/2013 , @ 08:17pm

     

    So many rumours lately regarding Next Gen consoles, some will turn out to be true and some will not.
    This recent rumour regarding game streaming will most likely turn out to be true, considering Sony bought Gakai last year, here is a quote from the source:

    The new technology, to be unveiled Wednesday along with the new console, will allow users to play games delivered over the Internet, these people said. The streaming service, they added, is designed to use current PlayStation 3 titles on the new console; the new device is also expected to play new games stored on optical discs.

    Source
    Via

    Thanks to @NeoSabin for the news tip.

  • Posted by hellsing9 , on 10/02/2013 , @ 11:30pm

     

     

    Square Enix has announced a new game for current gen consoles titledMurdered: Soul Suspect through a teaser website.

    The website here does little to explain what the game is, other than that it’s coming to PS3, 360 and PC. Going to /evidence and typing in Ronan gives the above image (as discovered by NeoGAF), along with this message:

    O’Connor, male, mid- 30s, 170lbs, 5’ 11”

    Detectives aren’t supposed to get bloody knuckles, but I’ve done a lot of things I wasn’t supposed to do. I lived through it all, the beat-downs, the back-stabbing, disrespect most people wouldn’t see in ten lifetimes and I never lost a fight… until now.

    According to the image metadata, it was taken Feb. 25, 2014 (possible release date?), and was taken in Southern Nevada.

    Combining other images teased on Twitter brings the bell symbol (also seen on the site) on the birch tree:

    A whois search of Murdered.com reveals the domain is registered to Naoto Sugiyama, a senior manager at Square Enix, while the Twitter account follows Square London. We then checked the site for cookies and found harvester.netops.eidosinteractive.com:

     

    Square has simply said that it’s “an exciting new game from Square Enix which challenges players to solve possibly the hardest case of all.”

    [Source] = Playstationlifestyle

  • Posted by hellsing9 , on 10/02/2013 , @ 07:13pm

     

    Well i took some time browsing thought different websites and i found 2 that already have the product to *pre-order*. Problem is that most of them they are pretty unclear when Cobra ODE will be ready, also that there’s no price tag. What’s even funnier that some sites like this one, which i found very reliable made this following statement = Set your own price! (If i have to set price = 24 dollars) ;)

    To show how retailers seems that don’t have a clue or some direct feedback with Cobra’s HQ, check this screenshot:

    ETA february 2013 and date subject to change make all of this even more confusing.

    I searched also about 3k3y but i found same *dates* problems.

    What you think?, device is ready but some feedback problems between Cobra with distributors or they are just waiting until 3k3y make their first step?.

    ==============================================

    Since confusion is getting worse i will quote what COBRA/3K3Y/E3 officially stated about their devices working on 3K and 4k models:

    1) Cobra stated in their own site (ODE) that when they release the product = Support for 3/4K

    Support for the newer consoles such as 25xx, 3xxx and 4xxx to run ISO’s will be included at release.

    2) 3K3Y stated this on their official website:

    ** Currently firmware 3.55 is required for exctracting the drive key. Once the key has been extracted the PS3 can be updated to any official or custom firmware. We are working on hardware methods for extracting keys from PS3′s already on 4.x firmware.

    3) E3 = E3 station:

    PS3 Glitcher
    This is an independent small size chip with cheaper cost. It does not need additional hardware like the E3 Station . We have succeeded in glitching the PS3 3K and 4K a few months ago,all we need is some time to improve boot rate.

  • Posted by hellsing9 , on 09/02/2013 , @ 10:50pm

     

     

    Who needs *Ganja* when you have this crazy dynamic theme?. ;)

    To quote:

    We’ve just discovered the best thing about the new PSN store. Yes, buying things through your browser is convenient, but this is better.

    Now, we can load up a video preview of new PS3 dynamic themes. That means that we can capture them as GIFs and make sure everyone sees what is going on in the lawless Wild West-style landscape of “premium” decorations for your PS3.

    And what is going on this week is this eye-searing, seeing eye, the “Santa Cruz Target” dynamic theme. Load this up, and finding your PS3 content becomes a game – a game of navigating the menu as quickly as possible before you fall into some kind of trance or get a massive headache. See it in motion – and be seen by it – after the break.

    [Source] = Joystiq