Gaikai - cloud hosted games used for instant demos and potentially backwards compatibility with the entire PlayStation back catalog eventually.
Why would you keep PS1, PS2, PSP and Vita emulators in the cloud instead of on the PS4?
Gaikai - cloud hosted games used for instant demos and potentially backwards compatibility with the entire PlayStation back catalog eventually.
Anyone that is familiar with the ins and outs of manufacturing/lead times/distributions etc, do you think it is remotely possible that Sony could do a worldwide holiday release?
Was it purely stock levels that stopped the PS3 from having a simultaneous release? I saw something about difficulty with distribution in Europe.
In my view, basic peer-to-peer RemotePlay arrangement should only be used for LAN gaming.
In this case, the Vita does not need a copy of the RemotePlayed PS4 game.
To switch the game host across WAN between 2 PS4s on-the-fly, they can either:
* Mandate both parties to own the game: only need to share action and state data like co-op.
or
* Both parties Gaikai from the servers so that the host doesn't have to stream 1080p game presentation upstream (to another PS4). In this case, both parties don't need a local copy of the game technically speaking. It just happens that the host already bought a copy but he got stuck. This approach is only applicable if Gaikai's instant demo platform works as advertised.
As you can see, I don't believe in peer-to-peer RemotePlay across WAN.
Dave Perry specifically mentioned in the presentation that gaikai tech is built directly into PS4 allowing for it to act as a kind of gaikai server in its own right. And that it is how the wan based remote play is implemented. You may have missed it but i watched the presentation again last night so it is fresh in my mind, i didnt really pick up on thhis the first time. I dont think we really need to speculate with that in mind. It will be used for both Remote Play on Vita and for allowing for users to take control of your game remotely over the internet. There is no reason not to use the same method for both, you will just see reduced latency over wifi. It may not work as well for helping friends with fast reflex action sequences but for things like puzzles which was the example given in the presentation.
Dave Perry specifically mentioned in the presentation that gaikai tech is built directly into PS4 allowing for it to act as a kind of gaikai server in its own right. And that it is how the wan based remote play is implemented. You may have missed it but i watched the presentation again last night so it is fresh in my mind, i didnt really pick up on thhis the first time. I dont think we really need to speculate with that in mind. It will be used for both Remote Play on Vita and for allowing for users to take control of your game remotely over the internet. There is no reason not to use the same method for both, you will just see reduced latency over wifi. It may not work as well for helping friends with fast reflex action sequences but for things like puzzles which was the example given in the presentation.
If I remember correctly, the PS3 had to deal with blue laser diode shortages, which obviously wouldn't exist today. But the question really is, what is a "worldwide release"? Same day? Same week? Same month? Expecting Apple-style releases is impractical because the hardest part of manufacturing any modern iPhone is the exterior, not the SoC which can usually have pretty good yields because the surface area is so small.
The other issue is getting software available for launch especially in Europe, where you have to deal with multiple languages.
They could surely include most native English countries then for day 1 release (Only assuming that they could manufacture enough). So US,UK,Ireland, Australia, Canada.
Why would you keep PS1, PS2, PSP and Vita emulators in the cloud instead of on the PS4?
Dave Perry specifically mentioned in the presentation that gaikai tech is built directly into PS4 allowing for it to act as a kind of gaikai server in its own right. And that it is how the wan based remote play is implemented. You may have missed it but i watched the presentation again last night so it is fresh in my mind, i didnt really pick up on thhis the first time. I dont think we really need to speculate with that in mind. It will be used for both Remote Play on Vita and for allowing for users to take control of your game remotely over the internet. There is no reason not to use the same method for both, you will just see reduced latency over wifi. It may not work as well for helping friends with fast reflex action sequences but for things like puzzles which was the example given in the presentation.
It's interesting because in a way it is the actualisation of the grid computing idea that Sony have been playing with since the PS2. Distribute the game server infrastructure amongst all the machines that run it so that they can be local servers on a global scale.
With clever load balancing you can ensure that no one machine is overloaded and exists within the capping infrastructure exposed by the ISP. If the load is overbalanced then swap it back to the main cloud servers operated by Sony.
It may well be that they can make it happen this time around, they just need to shift a lot of boxes, the more there are then the more balanced the structure is. Though I guess they might hit the travelling salesman problem before they reach the optimum number of localised servers...
No turning back now but I kinda wish Sony went with 6 GBs gddr5 and spent the extra ($30?) on the GPU? Say an additional 6 CUs for a total of 24. That would have been a more balanced design but I'm guessing that would require too much change to the motherboard.