london-boy said:No biggie since the days of Shenmue (or maybe even before?)...
Before... long time before. (A lot of PS1 used this kind of techniques)
london-boy said:No biggie since the days of Shenmue (or maybe even before?)...
Fleet-C said:I just remenberd one thing, The zodiac is Palm based and also needs 12MB of the main RAM, could that mean that sony has some kind of Palm/Clie "keknel" in there?
Hehe, luckily those tech demos were actually the most impressive footages anyways! )BTW, besides the few interactive displays of game engines (2D RPG, Ape Escape, MGS Acid) and the 4 tech demoes, none of the footages of games shown on PSPs were PSP generated. They are all PS2 footages. So I was mistaken yesterday when I replied to Panajev about that F1 game. Sorry.
Fafalada said:Or maybe browse the net during gaming... heck, I just thought of a reason why they absolutely Need dual screens. How am I supposed to read gamefaqs at the sametime while playing if not with another screen?
McFly said:Fafalada said:Or maybe browse the net during gaming... heck, I just thought of a reason why they absolutely Need dual screens. How am I supposed to read gamefaqs at the sametime while playing if not with another screen?
LOL, they better make games where I don't need Gamefaq.
Fredi
london-boy said:And u think u're gonna finish Ultra Final Fantasy Portable Special Platinum Edition Plus 2004 without a guide? U naive carbon-based creature.
Phil said:Depends on how the data is stored on the UMD or how the application fetches the data. I guess in a game like SSX or Jak II where the game console is constantly fetching data, that (heavily compressed) data could be very well stored temporarely on a buffer first (perhaps those 10-12 MB) to reduce constant loading.
Well, obviously they don't want the disc to spin all the time, as that would eat the battery, but with 12MB buffer, they could spin the disc, fill the buffer, then power it down for the time being. Now, I'm not sure how it works on home consoles exactly, and how big buffer they use, but streaming games, like Jak 2, are spinnging the disc and rading data *constantly*.They are discouraging Devs from spooling.
Fafalada said:I'm not angry with you, I'm practising to be prepared to get really angry with Sony if this DOES happen to be true
marconelly! said:If true, that's still way better than the old 8MB spec, as it would leave ~20MB for game code and assets now. That should still make it possible to mostly keep PS2-like assets due to texture compression and ability to use a bit lower res textures and lower detail models. Still, I find it kinda weird that they waste 12 MB on seemingly nothing that can't be stored in ROM.
Hehe, luckily those tech demos were actually the most impressive footages anyways! )BTW, besides the few interactive displays of game engines (2D RPG, Ape Escape, MGS Acid) and the 4 tech demoes, none of the footages of games shown on PSPs were PSP generated. They are all PS2 footages. So I was mistaken yesterday when I replied to Panajev about that F1 game. Sorry.
What about stuff that is obviously PSP bound like Wipeout Pure, or that Mercury game where you control the ball of mercury in the marble madness-like world?
Shogmaster said:On yeah... I forgot about those two and the two sports game stuff that isn't obviously from PS2. The things is, that all those footages shown are in video format running on the PSP, so you can't tell if the footage was generated on PSP hardware and then recorded on video or just sped up emulated stuff from the dev kits.
All I know for sure is that only PSP generated real time stuff on the floor is the 4 interactive tech demoes (Globe, city scape, running boy, and the duck in sink), and the 4 real time game engine demoes (semi-interactive), which were Ape Escape, Hot shots golf, MGS Acid, and the unknown 2D RPG. The rest are FMVs running through the UMD or the memory stick.
Ty said:Phil said:Depends on how the data is stored on the UMD or how the application fetches the data. I guess in a game like SSX or Jak II where the game console is constantly fetching data, that (heavily compressed) data could be very well stored temporarely on a buffer first (perhaps those 10-12 MB) to reduce constant loading.
They are discouraging Devs from spooling.
marconelly! said:Well, obviously they don't want the disc to spin all the time, as that would eat the battery, but with 12MB buffer, they could spin the disc, fill the buffer, then power it down for the time being.
I think games like SSX, or Wipeout will definitely have to stream the music - their atmosphere depends way too much on licensed soundtrack
Compressed audio stored in memory... An entire soundtrack at a suitable quality for a handheld need only take 1.5MB at most.
An average song is 3-4minutes long. Firing up the disc every 4 minutes for a 1-2second load will drain the fraction of power compared to spinning it constantly. And 1.5MB per song should suffice for pretty good quality.Ali G said:A soundtrack would be around 10-12 songs. So what bitrate do think is ok? 10-12 songs stored as 1.5MB is around 5kbit/s. That's not close to good enough for PSP games.
Guden Oden said:marconelly! said:Well, obviously they don't want the disc to spin all the time, as that would eat the battery, but with 12MB buffer, they could spin the disc, fill the buffer, then power it down for the time being.
And what if the player reverses direction? The disc would spin right back up again and read in the previous 10-12MBs that were previously tossed out. It's not a real gain.
I think games like SSX, or Wipeout will definitely have to stream the music - their atmosphere depends way too much on licensed soundtrack
Compressed audio stored in memory... An entire soundtrack at a suitable quality for a handheld need only take 1.5MB at most.
Panajev2001a said:If you are in huge room with two doors, each at one end of the room, if you find yourself at one end of the room where one door is then you could fill the buffer with the data of the room you would enter passing through that specific door.
Alternatively, since the room you are in is already in RAM ( you are working on it ), you could divide the buffer in all the possible new areas the player could enter from that location.