Here’s some lovely Tales of Xillia shots to grace your screen
http://www.vg247.com/2012/07/10/heres-some-lovely-tales-of-xillia-shots-to-grace-your-screen/
- Τώρα είναι 17 Ιούλ 2025, 23:08 • Όλοι οι χρόνοι είναι UTC + 2 ώρες
News: PlayStation 3
Πρώτες εικόνες του νέου PS3
http://www.enternity.gr/Article/%CE%A0%CF%81%CF%8E%CF%84%CE%B5%CF%82-%CE%B5%CE%B9%CE%BA%CF%8C%CE%BD%CE%B5%CF%82-%CF%84%CE%BF%CF%85-%CE%BD%CE%AD%CE%BF%CF%85-PS3/10292.html

http://www.enternity.gr/Article/%CE%A0%CF%81%CF%8E%CF%84%CE%B5%CF%82-%CE%B5%CE%B9%CE%BA%CF%8C%CE%BD%CE%B5%CF%82-%CF%84%CE%BF%CF%85-%CE%BD%CE%AD%CE%BF%CF%85-PS3/10292.html


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Shepard - Moderator
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Sony's Nasne Release Delay Due To Broken Hard Drives
Retailers broke word early yesterday of a sudden halt in Sony Computer Entertainment's plans to release its new Nasne network video recording device. The device had been scheduled for release today (7/19).
SCE has since issued a statement explaining the situation. The company says that the internal 500 gigabyte hard drive in some units were damaged during shipment from the factory. The damage occurred after quality assurance tests had been conducted, so Sony has to reinspect all units.
A new release date will be announced when available, said SCE.
The device's release was scheduled to be accompanied by a firmware update to version 1.50. This has also been delayed until the product ships.
Nasne is a followup to the popular Torne PlayStation 3 DVR kit. Unlike Torne, Nasne is a general device that can interface with not just PlayStation 3, but tablets, smartphones and computers as well.

Retailers broke word early yesterday of a sudden halt in Sony Computer Entertainment's plans to release its new Nasne network video recording device. The device had been scheduled for release today (7/19).
SCE has since issued a statement explaining the situation. The company says that the internal 500 gigabyte hard drive in some units were damaged during shipment from the factory. The damage occurred after quality assurance tests had been conducted, so Sony has to reinspect all units.
A new release date will be announced when available, said SCE.
The device's release was scheduled to be accompanied by a firmware update to version 1.50. This has also been delayed until the product ships.
Nasne is a followup to the popular Torne PlayStation 3 DVR kit. Unlike Torne, Nasne is a general device that can interface with not just PlayStation 3, but tablets, smartphones and computers as well.


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game over - Δημοσιευσεις : 1789
Sony announces Gran Turismo 5 Academy Edition
Sony has announced the Gran Turismo 5 Academy Edition, due out this autumn to coincide with the fourth year of the collaboration between the GT Academy and Nissan.
It's the original game with DLC already released for the PlayStation 3 exclusive racer and a new car:
- Complete Pack (Car Pack, Course Pack, Special Paint Pack, Racing Gear Pack).
- Car Pack 2.
- Car Pack 3 and Course Pack 2.
- The Nissan GTR driven in this year's Nurburgring 24 hour race by series creator Kazunori Yamauchi. .
The GT5 Academy Edition launches on 26th September 2012 and costs £19.99 / €29.99.
"People can now see that it is possible to make the switch from being a fast gamer to become a real racing driver. We wanted to mark the tremendous success of GT Academy with the very latest version of GT5."
Sony has announced the Gran Turismo 5 Academy Edition, due out this autumn to coincide with the fourth year of the collaboration between the GT Academy and Nissan.
It's the original game with DLC already released for the PlayStation 3 exclusive racer and a new car:
- Complete Pack (Car Pack, Course Pack, Special Paint Pack, Racing Gear Pack).
- Car Pack 2.
- Car Pack 3 and Course Pack 2.
- The Nissan GTR driven in this year's Nurburgring 24 hour race by series creator Kazunori Yamauchi. .
The GT5 Academy Edition launches on 26th September 2012 and costs £19.99 / €29.99.
"People can now see that it is possible to make the switch from being a fast gamer to become a real racing driver. We wanted to mark the tremendous success of GT Academy with the very latest version of GT5."

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Shepard - Moderator
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Developer explains what it’s like developing for each console: PS3 being the hardest

Cory Bloyd who works at Munkeyfun studio has explained his journey in videogame development and reveals how hard/easy it was developing for different consoles from N64 to the PS3. And you guessed it right, the PS3 was the hardest.
“I’ll add that even though I give Sony a hard time, I really do enjoy pounding on their machines. Sony consoles have always been a challenge. But, if you are willing to work with them instead of against them, they love you back tenfold,” he said.
PlayStation 1: Everything is simple and straightforward. With a few years of dedication, one person could understand the entire PS1 down to the bit level. Compared to what you could do on PCs of the time, it was amazing. But, every step of the way you said “Really? I gotta do it that way? God damn. OK, I guess… Give me a couple weeks.” There was effectively no debugger. You launched your build and watched what happened.
N64: Everything just kinda works. For the most part, it was fast and flexible. You never felt like you were utilizing it well. But, it was OK because your half-assed efforts usually looked better than most PS1 games. Each megabyte on the cartridge cost serious money. There was a debugger, but the debugger would sometimes have completely random bugs such as off-by-one-errors in the type determination of the watch window (displaying your variables by reinterpreting the the bits as the type that was declared just prior to the actual type of the variable —true story).
Dreamcast: The CPU was weird (Hitatchi SH-4). The GPU was weird (a predecessor to the PowerVR chips in modern iPhones). There were a bunch of features you didn’t know how to use. Microsoft kinda, almost talked about setting it up as a PC-like DirectX box, but didn’t follow through. That’s wouldn’t have worked out anyway. It seemed like it could be really cool. But man, the PS2 is gonna be so much better!
PS2: You are handed a 10-inch thick stack of manuals written by Japanese hardware engineers. The first time you read the stack, nothing makes any sense at all. The second time your read the stack, the 3rd book makes a bit more sense because of what you learned in the 8th book. The machine has 10 different processors (IOP, SPU1&2, MDEC, R5900, VU0&1, GIF, VIF, GS) and 6 different memory spaces (IOP, SPU, CPU, GS, VU0&1) that all work in completely different ways. There are so many amazing things you can do, but everything requires backflips through invisible blades of segfault. Getting the first triangle to appear on the screen took some teams over a month because it involved routing commands through R5900->VIF->VU1->GIF->GS oddities with no feedback about what your were doing wrong until you got every step along the way to be correct. If you were willing to do twist your game to fit the machine, you could get awesome results. There was a debugger for the main CPU (R5900). It worked pretty OK. For the rest of the processors, you just had to write code without bugs.
GameCube: I didn’t work with the GC much. It seems really flexible. Like you could do anything, but nothing would be terribly bad or great. The GPU wasn’t very fast, but it’s features were tragically underutilized compared to the Xbox. The CPU had incredibly low-latency RAM. Any messy, pointer-chasing, complicated data structure you could imagine should be just fine (in theory). Just do it. But, more than half of the RAM was split off behind an amazingly high-latency barrier. So, you had to manually organize your data in to active vs bulk. It had a half-assed SIMD that would do 2 floats at a time instead of 1 or 4.
PSP: Didn’t do much here either. It was played up as a trimmed-down PS2, but from the inside it felt more like a bulked-up PS1. They tried to bolt-on some parts to make it less of a pain to work with, but those parts felt clumsy compared to the original design. Having pretty much the full-speed PS2 rasterizer for a smaller resolution display meant you didn’t worry about blending pixels.
Xbox: Smells like a PC. There were a few tricks you could dig into to push the machine. But, for the most part it was enough of a blessing to have a single, consistent PC spec to develop against. The debugger worked! It really, really worked! PIX was hand-delivered by angels.
Xbox360: Other than the big-endian thing, it really smells like a PC —until you dug into it. The GPU is great —except that the limited EDRAM means that your have to draw your scene twice to comply with the anti-aliasing requirement? WTF! Holy Crap there are a lot of SIMD registers! 4 floats x 128 registers x 6 registers banks = 12K of registers! You are handed DX9 and everything works out of the box. But, if you dig in, you find better ways to do things. Deeper and deeper. Eventually, your code looks nothing like PC-DX9 and it works soooo much better than it did before! The debugger is awesome! PIX! PIX! I Kiss You!
PS3: A 95 pound box shows up on your desk with a printout of the 24-step instructions for how to turn it on for the first time. Everyone tries, most people fail to turn it on. Eventually, one guy goes around and sets up everyone else’s machine. There’s only one CPU. It seems like it might be able to do everything, but it can’t. The SPUs seem like they should be really awesome, but not for anything you or anyone else is doing. The CPU debugger works pretty OK. There is no SPU debugger. There was nothing like PIX at first. Eventually some Sony 1st-party devs got fed up and made their own PIX-like GPU debugger. The GPU is very, very disappointing… Most people try to stick to working with the CPU, but it can’t handle the workload. A few people dig deep into the SPUs and, Dear God, they are fast! Unfortunately, they eventually figure out that the SPUs need to be devoted almost full time making up for the weaknesses of the GPU.

Cory Bloyd who works at Munkeyfun studio has explained his journey in videogame development and reveals how hard/easy it was developing for different consoles from N64 to the PS3. And you guessed it right, the PS3 was the hardest.
“I’ll add that even though I give Sony a hard time, I really do enjoy pounding on their machines. Sony consoles have always been a challenge. But, if you are willing to work with them instead of against them, they love you back tenfold,” he said.
PlayStation 1: Everything is simple and straightforward. With a few years of dedication, one person could understand the entire PS1 down to the bit level. Compared to what you could do on PCs of the time, it was amazing. But, every step of the way you said “Really? I gotta do it that way? God damn. OK, I guess… Give me a couple weeks.” There was effectively no debugger. You launched your build and watched what happened.
N64: Everything just kinda works. For the most part, it was fast and flexible. You never felt like you were utilizing it well. But, it was OK because your half-assed efforts usually looked better than most PS1 games. Each megabyte on the cartridge cost serious money. There was a debugger, but the debugger would sometimes have completely random bugs such as off-by-one-errors in the type determination of the watch window (displaying your variables by reinterpreting the the bits as the type that was declared just prior to the actual type of the variable —true story).
Dreamcast: The CPU was weird (Hitatchi SH-4). The GPU was weird (a predecessor to the PowerVR chips in modern iPhones). There were a bunch of features you didn’t know how to use. Microsoft kinda, almost talked about setting it up as a PC-like DirectX box, but didn’t follow through. That’s wouldn’t have worked out anyway. It seemed like it could be really cool. But man, the PS2 is gonna be so much better!
PS2: You are handed a 10-inch thick stack of manuals written by Japanese hardware engineers. The first time you read the stack, nothing makes any sense at all. The second time your read the stack, the 3rd book makes a bit more sense because of what you learned in the 8th book. The machine has 10 different processors (IOP, SPU1&2, MDEC, R5900, VU0&1, GIF, VIF, GS) and 6 different memory spaces (IOP, SPU, CPU, GS, VU0&1) that all work in completely different ways. There are so many amazing things you can do, but everything requires backflips through invisible blades of segfault. Getting the first triangle to appear on the screen took some teams over a month because it involved routing commands through R5900->VIF->VU1->GIF->GS oddities with no feedback about what your were doing wrong until you got every step along the way to be correct. If you were willing to do twist your game to fit the machine, you could get awesome results. There was a debugger for the main CPU (R5900). It worked pretty OK. For the rest of the processors, you just had to write code without bugs.
GameCube: I didn’t work with the GC much. It seems really flexible. Like you could do anything, but nothing would be terribly bad or great. The GPU wasn’t very fast, but it’s features were tragically underutilized compared to the Xbox. The CPU had incredibly low-latency RAM. Any messy, pointer-chasing, complicated data structure you could imagine should be just fine (in theory). Just do it. But, more than half of the RAM was split off behind an amazingly high-latency barrier. So, you had to manually organize your data in to active vs bulk. It had a half-assed SIMD that would do 2 floats at a time instead of 1 or 4.
PSP: Didn’t do much here either. It was played up as a trimmed-down PS2, but from the inside it felt more like a bulked-up PS1. They tried to bolt-on some parts to make it less of a pain to work with, but those parts felt clumsy compared to the original design. Having pretty much the full-speed PS2 rasterizer for a smaller resolution display meant you didn’t worry about blending pixels.
Xbox: Smells like a PC. There were a few tricks you could dig into to push the machine. But, for the most part it was enough of a blessing to have a single, consistent PC spec to develop against. The debugger worked! It really, really worked! PIX was hand-delivered by angels.
Xbox360: Other than the big-endian thing, it really smells like a PC —until you dug into it. The GPU is great —except that the limited EDRAM means that your have to draw your scene twice to comply with the anti-aliasing requirement? WTF! Holy Crap there are a lot of SIMD registers! 4 floats x 128 registers x 6 registers banks = 12K of registers! You are handed DX9 and everything works out of the box. But, if you dig in, you find better ways to do things. Deeper and deeper. Eventually, your code looks nothing like PC-DX9 and it works soooo much better than it did before! The debugger is awesome! PIX! PIX! I Kiss You!
PS3: A 95 pound box shows up on your desk with a printout of the 24-step instructions for how to turn it on for the first time. Everyone tries, most people fail to turn it on. Eventually, one guy goes around and sets up everyone else’s machine. There’s only one CPU. It seems like it might be able to do everything, but it can’t. The SPUs seem like they should be really awesome, but not for anything you or anyone else is doing. The CPU debugger works pretty OK. There is no SPU debugger. There was nothing like PIX at first. Eventually some Sony 1st-party devs got fed up and made their own PIX-like GPU debugger. The GPU is very, very disappointing… Most people try to stick to working with the CPU, but it can’t handle the workload. A few people dig deep into the SPUs and, Dear God, they are fast! Unfortunately, they eventually figure out that the SPUs need to be devoted almost full time making up for the weaknesses of the GPU.

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game over - Δημοσιευσεις : 1789
EU PS Plus and Store update, August 1 – Dead Space 2 free until September 5 for Plus members
Sony has updated the contents of PS Plus for European territories, and from now until September 5, all subscribers will be able to download Dead Space 2 as part of their subscription.

PS Plus
Dead Space 2 DLC is also 50% off for the next two weeks for Plusers, and Rock of Ages from Atlus a free download until August 29 as an added extra for all subscribers
Don’t forget, Darksiders and Renegade Ops will be available until August 15; Outland and Oddworld: Stranger’s Wrath HD until September 12; Saints Row 2 and Lara Croft and the Guardian of Light until October 10.
PS Store Update
PS3 Games
Payday: The Heist Wolfpack Bundle
Resident Evil Operation Raccoon City
Ridge Racer Unbounded
Rock of Ages
PS3 demos
Rock of Ages
Transformers: Fall of Cybertron
PS Vita Games: Puddle
minis: Time Soldiers
PS3 DLC
LittleBigPlanet 2 – Disney Princesses Costume Pack 1 (£4.79/€5.99/AU$9.95)
Payday: The Heist – Wolfpack DLC
Max Payne 3 – Special Edition Pack
Rock Band 3 – various
Street Fighter X Tekken – Additional Characters Pack (12 Chars)
PS Vita DLC
Escape Plan – The Underground
Touch My Katamari – Athletic Mania
Sony has updated the contents of PS Plus for European territories, and from now until September 5, all subscribers will be able to download Dead Space 2 as part of their subscription.

PS Plus
Dead Space 2 DLC is also 50% off for the next two weeks for Plusers, and Rock of Ages from Atlus a free download until August 29 as an added extra for all subscribers
Don’t forget, Darksiders and Renegade Ops will be available until August 15; Outland and Oddworld: Stranger’s Wrath HD until September 12; Saints Row 2 and Lara Croft and the Guardian of Light until October 10.
PS Store Update
PS3 Games
Payday: The Heist Wolfpack Bundle
Resident Evil Operation Raccoon City
Ridge Racer Unbounded
Rock of Ages
PS3 demos
Rock of Ages
Transformers: Fall of Cybertron
PS Vita Games: Puddle
minis: Time Soldiers
PS3 DLC
LittleBigPlanet 2 – Disney Princesses Costume Pack 1 (£4.79/€5.99/AU$9.95)
Payday: The Heist – Wolfpack DLC
Max Payne 3 – Special Edition Pack
Rock Band 3 – various
Street Fighter X Tekken – Additional Characters Pack (12 Chars)
PS Vita DLC
Escape Plan – The Underground
Touch My Katamari – Athletic Mania

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Shepard - Moderator
- Δημοσιευσεις : 6860
Sony sales highlight PlayStation Vita's struggle
UPDATE: We've just listened in to Sony's investor call, where shareholders have the chance to ask questions about the company's results. Sony refused to break down individual platform sales for PlayStation Vita when asked, despite having done so in the past.
The company also noted that its software sales report does not count digital downloads, which may have negatively affected overall totals.
The results are the first since ex-PlayStation boss Kaz Hirai formally took charge of the entire Sony business.
ORIGINAL STORY: Sony has checked in with its quarterly sales report, which paints a moody picture of the company's Game division and business as a whole.
Sales in the Game segment sunk 14.5 per cent year-on-year, providing a loss of 3.5 billion yen (£28.69m). This time last year, that number was a positive 4.1 billion yen.
Sony blamed this on falling PS3 and PSP sales, which were only "partially" offset by sales of PlayStation Vita. Sony, however, chose not to reveal specific Vita sales, which were instead lumped together with sales of PSP - which still outsells Vita, weekly, in Japan.
Even combined, PSP and Vita sales were less (1.4 million) than what PSP managed alone during April-June last year (1.8 million).
This report was the first in which Sony lumped PS2 and PS3 sales together, as well. Combined, those two home consoles sold 2.8 million units - down from 3.2 million the year before.
Software sales dipped, too. Combined sales of PSP and Vita games were 5.8 million - that's less than PSP's sole total of 6.6 million for the same period last year.
"Sales are expected to be essentially flat and operating income is expected to decrease significantly year-on-year."
In home console land, 20.1 million PS3 and PS2 games were sold. But again, that was down on the year before, when 27.6 million games were shifted.
As a result, Sony's lowered Game expectations for the year head (ending March 2013). The division will see "essentially flat" year-on-year figures, Sony predicted, and operating income will "decrease significantly".
PSP and Vita will also sell less than Sony had previously expected. The forecast had been 16 million combined sales, but that's been revised down to 12 million.
Nevertheless, Sony's relatively stable Game performance will be the least of its worries.
Overall, Sony Corporation recorded a total loss of £200 million for the quarter - the majority of which was lost in the business' mobile and TV divisions.
UPDATE: We've just listened in to Sony's investor call, where shareholders have the chance to ask questions about the company's results. Sony refused to break down individual platform sales for PlayStation Vita when asked, despite having done so in the past.
The company also noted that its software sales report does not count digital downloads, which may have negatively affected overall totals.
The results are the first since ex-PlayStation boss Kaz Hirai formally took charge of the entire Sony business.
ORIGINAL STORY: Sony has checked in with its quarterly sales report, which paints a moody picture of the company's Game division and business as a whole.
Sales in the Game segment sunk 14.5 per cent year-on-year, providing a loss of 3.5 billion yen (£28.69m). This time last year, that number was a positive 4.1 billion yen.
Sony blamed this on falling PS3 and PSP sales, which were only "partially" offset by sales of PlayStation Vita. Sony, however, chose not to reveal specific Vita sales, which were instead lumped together with sales of PSP - which still outsells Vita, weekly, in Japan.
Even combined, PSP and Vita sales were less (1.4 million) than what PSP managed alone during April-June last year (1.8 million).
This report was the first in which Sony lumped PS2 and PS3 sales together, as well. Combined, those two home consoles sold 2.8 million units - down from 3.2 million the year before.
Software sales dipped, too. Combined sales of PSP and Vita games were 5.8 million - that's less than PSP's sole total of 6.6 million for the same period last year.
"Sales are expected to be essentially flat and operating income is expected to decrease significantly year-on-year."
In home console land, 20.1 million PS3 and PS2 games were sold. But again, that was down on the year before, when 27.6 million games were shifted.
As a result, Sony's lowered Game expectations for the year head (ending March 2013). The division will see "essentially flat" year-on-year figures, Sony predicted, and operating income will "decrease significantly".
PSP and Vita will also sell less than Sony had previously expected. The forecast had been 16 million combined sales, but that's been revised down to 12 million.
Nevertheless, Sony's relatively stable Game performance will be the least of its worries.
Overall, Sony Corporation recorded a total loss of £200 million for the quarter - the majority of which was lost in the business' mobile and TV divisions.

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Shepard - Moderator
- Δημοσιευσεις : 6860
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