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  • Posted by hellsing9 , on 09/04/2013 , @ 07:31pm

     

    No bottlenecks.

     

    Interesting info about “Bottleneck” problem while developing on PS4. KZ dev Michiel Van Der Leeuw said that had no problem at all with Bottlenecks (Term used on PC gaming most of the time) due that PS4 hardware is well-balanced and with an engine well optimized, end-user will not suffer of this.
    Honestly i found it not so hard to believe because PS4 as Durango specs are from some high-end PC.
    What’s make me think about this whole situation is PS4 and Durango lifespan hence if we don’t have the chance to upgrade certain components from this consoles both could get “outdated” faster.
    But it’s cool to know that we will not experience bootlenecks on such awesome game.

     

    To quote:

    Somebody (Microsoft) has to put the brakes on Sony as they and their PS4 continue to grow stronger day by day. Upon constant detail reveals and developer praise and approval, the future is looking incredibly bright for the console.

    Killzone developer, Michiel Van Der Leeuw, has made some promising statements, saying that he could not come across any “bottlenecks” with the PS4. “The fact that the best pieces of hardware are also devised from, or optimized versions of, the stuff we find in PCs doesn’t make it any less a console. A PC is a number of parts that also [have] bridges in-between, where there are inefficiencies that may [come in if they're not] exactly the right match, “ said Leeuw. “We’ve got the right amount of memory, video card; everything’s balanced out.”

    “It was a very conscious effort to make sure that – with the speed of the memory, the amount of compute units, the speed of the hard drive – there would not be any bottlenecks,” added Leeuw. “I think it was for more than a year that we knew the main ingredients and there was just discussion after discussion trying to find a bottleneck. Take a look at this design; try to find the bottleneck.” If the term “bottleneck” is foreign to you, it simply refers to the overall performance of a system being limited by one component or resource. For a highly accredited developer to make such a bold statement gives me the chills.

    Sony’s yet to bless the fans with their actual console, but many of us are expecting it during E3. Until then, the appraisal of developers will suffice. E3’s days are numbered, so the flow of details will continue to come through. This years E3 is going to be nothing short of epic. With the PS4, and hopefully the new Xbox, it’s going to be a scorching event!

     

    [Source] = NGU


  • Posted by manster , on 15/02/2013 , @ 09:02am

     

    Almost everyday there gets new info ‘leaked’ about the next-gen consoles coming from Microsoft (Durango) and Sony (Orbis). Here are details about the controller and a photo of a early prototype development kit + controller,


    Click on the image to enlarge it!

    ORBIS Controller Features:

    - Digital Buttons:

    • Directional buttons
    • Triangle, Circle, Cross and Square
    • L1, L2 and L3
    • R1, R2 and R3
    • OPTIONS
    • SHARE (reserved for the system and cannot be accesed by the application)
    • Touchpad clicks
    • PS (reserved for the system and cannot be accesed by the application)

    - Analog Buttons:

    • L2 and R2

    - Sticks:

    • Left and Right

    - Touchpad:

    • Two-point multi-touch (with mechanical click)

    ORBIS/PS4 Controller has an electrical capacitance touchpad where the position at wich the user’s finger is touching the pad can be detected. At most, two points can be detected at the same time.

    - Motion sensors:

    • 3-axes gyro sensor and 3-axes velocity sensor

    - Vibration feature:

    • Large motor and small motor

    - Light bar:

    • RGB LED (reserved for the system and cannot be accesed by the application)

    null
    Update:
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    Source: Destructoid and VGleaks via NeoGAF