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  • PS4

    by Published on April 4th, 2013 19:52
    1. Categories:
    2. Xbox 360 News,
    3. PS4

    Social components will be the defining difference between current and next-gen consoles, says Yannis Mallat

    The next Xbox will be aligned with similar specifications and features to Sony’s PS4, Ubisoft CEO Yannis Mallat has said.
    Speaking to Eurogamer, Mallat said that the new Xbox, codenamed Durango, would be more social and connected than the Xbox 360, although did not state whether this would mean the ‘always-online’ functionality that has been heavily speculated.

    "It's going to be connected. It's going to be social. It's going to be immersive. It's going to be interactive," he said.
    In a broader statement on new consoles, Mallat said the most obvious difference between current and next-gen titles would be the graphics, but that it was the new social integration and features that would define the generation.
    "Let's state the obvious: the easy and immediate thing is going to be the graphics," he said.

    http://www.develop-online.net/news/4...igned-with-PS4
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    by Published on April 3rd, 2013 20:26
    1. Categories:
    2. PS4

    Mark Rein, vice president of Unreal Engine creator Epic Games, has hailed the PlayStation 4 for the “crazy, ridiculous stuff” developers can do with it, even going so far as to say that it was “like giving you the world’s best PC.”
    “I think it’s a very smart move on Sony’s behalf to build this sort of enhanced PC architecture and then put so much in it. Let’s not forget it has 16 times the memory we had in PlayStation 3 – that’s not insignificant. Knowing that every machine has that, we can do crazy, ridiculous stuff with that,” he said in an interview with CVG.
    “Even Windows for most people is tied to about 2 GB of addressable memory space. This really opens up beyond what most PCs can do, because most PCs are running a 32-bit version of Windows. It’s like giving you the world’s best PC,” Rein added.

    http://www.mcvuk.com/news/read/mark-...est-pc/0113494
    ...
    by Published on April 2nd, 2013 18:32
    1. Categories:
    2. PS4

    The PS4 will likely be hard to find on the High Street when it eventually arrives (hopefully) later this year.
    "Although we have been given no official numbers by Sony we do believe that demand will far outpace the supply of this product during the launch window," GameStop president Tony Bartel told investors, as reported by Cnet.
    He added that nearly 900,000 consumers have signed up to the chain’s ‘First to Know’ PS4 email list – a number he believes reflects the likely strength of pre-orders for the machine.
    GameStop’s executive vice president of strategy business and brand development Michael Hogan recently claimed that the PS4 would be launching worldwide this year in every territory – and yes, that means Europe too.
    Sony, however, has been less willing to commit to any specific timeframe, claiming in February that it was “too early to say” whether enough machines could be manufactured to meet the demand of a global launch.

    http://www.mcvuk.com/news/read/games...supply/0113439
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    by Published on April 2nd, 2013 12:50
    1. Categories:
    2. PS4

    The PlayStation 4 will be introduced globally in 2013, retailer GameStop’s executive vice president of strategy business and brand development Michael Hogan has said.
    The statement calms fears that the console will arrive in Europe in 2014.
    “We know that Sony will introduce the PlayStation 4 globally in 2013, but we are still waiting to see what Microsoft’s final plans are,” Hogan said, speaking at a conference call with financial analysts.
    Sony has a history of staggered launches for its PlayStation consoles. Historically, consoles arrived in Japan and North America first, with the European launch delayed by a few months.

    http://www.mcvuk.com/news/read/games...n-2013/0113392
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    by Published on March 27th, 2013 23:37
    1. Categories:
    2. PS4
    Article Preview

    Sony detailed PlayStation 4’s power, pad and potential in an hour-long GDC session today.Though SCEA’s Chris Norton was speaking just as Hideo Kojima revealed Metal Gear Solid 5 elsewhere within San Francisco’s Moscone Center, the session was still hopelessly over-subscribed, with GDC staff forced into turning many people away.Those that did join the queue early enough saw SCEA’s Norton explain in greater detail how powerful PS4 is, and the creative potential of the new DualShock pad, PS Eye and the next PlayStation Network.Norton explained that PS4s memory outperforms the DDR3 you can find in many high-end PCs, and that its 8GB of GDDR5 RAM offers developers “Crazy high bandwidth”. Simplicity was also key, said Norton.“If you’re coming from the PS3 you’re probably quite used to the headache of having to split memory architecture, you can’t quite use all of it, the speeds are really wacky on some of it – we don’t have that with PS4. It’s eight gigs, it’s there, it’s easy,” he said.“You’re getting some really amazing memory with PS4 and we’re really excited about it.”PS4’s Blu-Ray drive is three times faster than the current PS3 drive, Norton confirmed, adding that the hard drive in every console will be “very large” and that real names can be used within PS4’s friend system, subject to the players’ approval. PS4’s social functionality will also allow for more than 100 friends, the current limit on PS3.Moving onto outline what’s new about DualShock 4, Norton said that the analogue sticks have been tightened up and there’s a smaller deadzone compared to its predecessor. A mono microphone and headset will come bundled with every PS4 for use with the DualShock 4, and the pads can be charged by USB even when PS4 is on standby.The new touchpad will be clickable, doubling up as an extra button, and will also support dual touch input. Perhaps most intriguing was the explanation of how PS Eye interacts with the light bar on each PS4 pad – one augmented reality tech demo superimposed a simple Pong-style field of play in front of where the players sat, which warped and twisted depending on where and how the light bar was moved around.Another internal demonstration showed an army of miniature robots ‘inside’ the pad, reacting to the movements of the DualShock before being flicked out into the real world using the touchpad. PS Eye could then track the players’ movements, Kinect-style, prompting the AR characters to react in different ways.Connect four pads to PS4 and they will each display a different colour, which can then be tracked by PS Eye and reflect where the player is in the room. Another neat idea proposed that developers could re-arrange split screen displays so that they correspond to where the player is sitting in the room, and then change if the players swap positions.Further explanation of the PS4 pad’s Share button confirmed that the last few minutes of play are captured on the separate chip inside the console, and therefore won’t impact on any game’s technical performance.One press of the new Share button opens up the share screen no matter where the player might be in-game, and a longer button press will take a screenshot, again without interfering with the game’s technical performance. Players can then add in a title for the video or image and share it on social networks, with other players’ comments added in realtime. “We hope it ushers in this new era of anyone being able to share video,” said Norton. “Now it’s easy and built into the system.”Like the Share functionality, Remote Play on Vita will not rob the hardware of any technical grunt, with Gaikai tech ensuring that there will be very low latency. Sony also encouraged developers to use the ‘play as you download’ feature which David Perry explained at PlayStation Meeting. Studios will be able to split game data into multiple chunks, so that PS4 owners can jump in and play the game as it is downloading, once the minimum amount of data has been downloaded or copied to the hard drive.The example Norton used was that any PS4 owner will be able to begin downloading a title remotely on their phone through the PlayStation app, returning home from work to be greeted by a new, playable PS4 game. “We want to minimise the amount of time we spend staring at loading screens,” said Norton.The thematic beats were consistent with those first seen at PlayStation Meeting, then – that PlayStation 4 comes with powerful but easy to use dev tools, that its games will be more connected and social, and access to its wares would be immediate and frictionless. “We want sharing to be so effortless that everybody does it without even thinking about it,” concluded Norton.

    http://www.edge-online.com/news/gdc-...ion-4-details/
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    by Published on March 27th, 2013 11:58
    1. Categories:
    2. PS4
    Article Preview

    PS4 lead architect Mark Cerny knew as far back as 2007 that "clearly we had some issues with PlayStation 3".The system was complicated compared to PC and Xbox 360, and the result was PS3 often coming off worse during multi-platform game development.2007 was when Mark Cerny began researching the X86 processor that's now inside PlayStation 4. His passion for Sony's new machine and what ought to be in it led him to pitch for control of the project. He got it."I just don't understand it, Phil!"

    "The biggest thing was that we didn't want the hardware to be a puzzle that programmers would be needing to solve to make quality titles," Mark Cerny told Gamasutra, referencing the Cell.It wasn't until dedicated PS3 teams at Naughty Dog (Uncharted) and Sony Santa Monica (God of War) invested time and money getting to grips with PS3 - and shared their findings - that Sony's machine started to shine.As early as 2008, Mark Cerny began asking developers what they wanted in PS4. He had to be fairly innocuous about it - "it's not like we could come out and say we were developing the next generation of hardware" - so he asked in a questionnaire what developers and middleware engine makers thought the next generation might bring. Unified memory, they said, and no more than eight processing cores please.The tool chain and development environment was also a part of the solution. "We wanted our tools to be much richer and much more accessible to our developers," said Cerny, "even in the launch timeframe." PlayStation Vita was the first embodiment of that.The result of Cerny's hard work was unveiled by Sony in February. PlayStation 4 has PC-like architecture that developers understand, and a whopping amount of memory thatdevelopers are labelling "a joy".The Witcher 3 developer CD Projekt Red also highlighted another welcome effect of PlayStation 4's PC-like architecture: being able to make one change during development that will affect all versions of a game, rather than bespoke changes for each. "This time around the situation is much easier for developers," said Adam Badowski, head of CDPR. And "much easier" means much quicker which means saving time which means saving money. Less faff, more creativity, better results.

    http://www.eurogamer.net/articles/20...-playstation-3
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    by Published on March 15th, 2013 00:40
    1. Categories:
    2. PS4

    Chip-maker exec says Sony wasn't offering enough money to justify the opportunity cost

    NVIDIA

    nvidia.co.uk


    Nvidia's work won't be used in the PlayStation 4 hardware, but the graphics chip maker doesn't seem overly concerned about losing Sony as a business partner. Speaking with GameSpot, Nvidia senior VP of content and technology Tony Tamasi said the opportunity cost of signing up for the PS4 would have been too great for the money on the table.
    "I'm sure there was a negotiation that went on," Tamasi said, "and we came to the conclusion that we didn't want to do the business at the price those guys were willing to pay."
    Tamasi said that Nvidia's experience providing chips for the original Xbox and the PlayStation 3 have taught the company plenty about the economics of console development.
    "In the end, you only have so many engineers and so much capability, and if you're going to go off and do chips for Sony or Microsoft, then that's probably a chip that you're not doing for some other portion of your business," Tamasi said. "And at least in the case of Sony and Nvidia, in terms of PS4, AMD has the business and Nvidia doesn't. We'll see how that plays out from a business perspective I guess. It's clearly not a technology thing."
    Nvidia isn't abandoning console work entirely. The company is preparing its own Project Shield to launch later this year. The system combines a controller, console, and monitor into a single form factor, and will play Android games or stream PC titles from a user's computer.
    http://www.gamesindustry.biz/article...nvolved-in-ps4



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    by Published on March 15th, 2013 00:22
    1. Categories:
    2. PS4
    Article Preview

    Sony Santa Monica’s Jason McDonald and Mark Simon are, surely, exhausted. They’ve been flown into PlayStation’s London office for a day of press interviews and they’re flying back to Santa Monica later that same day to continue to refine God Of War Ascension’s new multiplayer mode. Singleplayer might be done, but online play is the kind of job that never ends, says McDonald with a weary smile. They are both cheery and enthusiastic speakers, nonetheless.We’re here to talk about God Of War, but really we want to know about PlayStation 4. We enquire whether Sony has asked them what they’d like to see from the new console as it was being built, in keeping with the rhetoric that emerged from PlayStation Meeting. Sony Santa Monica has been so hard at work getting Ascension finished – or as finished as it can be before online multiplayer feedback begins to filter though – that Jason McDonald and Mark Simon weren’t asked. But they can give us a sense of the feeling internally about the new machine.“Everyone’s excited about it for sure,” says Ascension’s lead combat designer McDonald. “The last hardware release was seven years ago so it’s not like this happens every couple of years – we’re ready.”Mark Simon is lead game designer on Ascension. “Our studio is filled with gamers too so you have that buzz – we see the new games and thinking as a developer is almost secondary,” he says. “You can see the possibilities but really you’re like ‘Man, I really wanna play this game.’“I think they’re concentrating on the social aspect which is great, because we’re kind of delving into it now with [God Of War] multiplayer. We’ve found that it’s not like you develop the game and then you ask afterwards what people liked and didn’t like. Now it’s what’s working and what’s not working and we can fix that. So that’s the thing for the next generation hardware and PS4 that I think is exciting, that we’re embracing that and saying that that’s important and games are about having fun with one another.”McDonald is most interested in the implications of that Share button. “The spectating, in particular, is very new,” he tells us. “You get a little taste of that on PC where people can just stream their games on PC – people like it so having a way to do that on a mainstream console is going to be big. With games like Ascension people are going to get competitive and want to stream and see other people play.”The raw power of the new console will open up greater opportunities for games like God of War, too. “The hardware possibilities are crazy,” adds Simon. “I’m excited that things like depth of field will look great next-generation. It’s going to mean real cinematography, and real in-game is going to look like a pre-rendered movie. That is awesome, because then our cinematic games becomes really cinematic all the way through and there’s no quality change between pre-rendered and in-game.”Though he’s had little hands-on experience with PS4, Simon can nevertheless explain why all the talk of creating games on PS4 suggests it’ll be easier to code for. “Generally you have to write a lot of low-level code in order to work with architecture from PS2 and PS3 and then you go to this standard that everybody is programming with on PS4,” he says. “So what that means is it frees a lot of people to stop thinking about low-level code. Obviously it was a strength of the PS3 because the sub-processor was a badass, but it took a lot of work to use the full architecture of the PS3. But now by using something that’s more common across all of programming land, that frees up time, and programmers with freed up time can make better tools and that’s going to make for better games.”Simon also acknowledges that Sony has learned lessons from outside the console business. “Maybe in the future you start to see some things that are happening in mobile and on the web are starting to happen on console. I think those worlds are going to blur – and I think it’s because of popularity and profit.”The move to a more social, data-driven style of game development through online play has just begun, it seems. On PS3, God Of War Ascension’s multiplayer will be tinkered with for the next few months, even years. When PS4 arrives, neverending, service-style game development might leave some at Sony Santa Monica looking back fondly upon the days when a project had a more definite beginning, middle and end.

    http://www.edge-online.com/features/...e-development/
    ...
    by Published on March 13th, 2013 23:42
    1. Categories:
    2. PS4

    US retailer's 'first to know' list for Sony's new console reaches 600,000

    Demand is "strong" for the PlayStation 4 says the president of major US retailer GameStop.
    Over 600,000 have signed up for the mailing list to be the "first to know" of any new information or preorder listings for Sony's next generation console.

    "With only a glance at the PS4, gamers are excited and eager to know more," said GameStop president Tony Bartel.
    "Within just a few weeks, more than 600,000 people have signed up, showing strong demand for this new console."
    The PS4 was officially announced last month at a media event in New York City, so Sony is understandably pleased that so many have willingly signed up for something as unappealing as a mailing list.

    http://www.develop-online.net/news/4...stop-President
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    by Published on March 13th, 2013 23:37
    1. Categories:
    2. PS4

    Rendering and level creation tech steps up for next generation game creators

    Finnish tools maker Umbra Software has released its Umbra 3 middleware for the PlayStation 4.
    Umbra 3 enhances real-time graphics performance and productivity with automatic occluder generation and software-based occlusion culling.

    Umbra aims to improve the development workflow with its middleware by enabling both rapid content iteration and the creation of more sophisticated levels and more detailed graphical content. The software automatically generates occluders from “polygon soup”, giving artists more time to work on making their gameworlds look as attractive as they can.
    Several games in production are currently using Umbra 3 in PlayStation 4 titles, including The Witcher 3: Wild Hunt by CD Projekt Red and Destiny by Bungie.
    “The PlayStation 4 is a massive leap in processing power and technology. There are several developers taking advantage of Umbra 3 on the PlayStation 4 platform so it’s exciting for us to see how they leverage our software to generate next generation experiences” said Umbra Software CTO Otso Mäkinen.

    http://www.develop-online.net/news/4...ailable-on-PS4
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