PSP NEWS!

akira888 said:
But still from what I know 3D has not entered most people's computer using experience to any appreciable extent

I figure many people have it and don't know, don't notice, or don't care. After all, where are they actually going to SEE it unless they play games? (Or perhaps do 3d work.) The vast majority of people don't use they computer for 3d games, so if it's there or not there it'll be basically invisible to them anyway. And people that call themselves "gamers" or are professionals have entirely different concerns.
 
Does the Gameboy's technical inferiority really make it a POS? None of the consoles are stocked with bleeding edge technology. Has it ever mattered before?

No, it ain't a pos, but nintendo shouldn't try to get extra profit by using really cheap tech in their handhelds.

The gba would be fine if it'd had a better screen, with higher rez, and a clearer/more visible(what they fixed in sp) screen.
 
Squeak said:
notAFanB said:
to take a less extreme example BM isn;t used in PS2 titles thogh technically it could be done. the trade off are apparently unbalenced so omitted.

Can I just ask a simple question? Even on xbox that seems to be the best at bumpmapping, you still have to calculate the bend normal at each texel, right? Then wouldn’t it be possible to put one of the PS2s vector units on the task of calculating all those normals for each texel, before sending the texture to the GS buffer? According to Sonys numbers the EE should be able to 150 million 3d points a second, so calculating shading normals for a 128x128 texture shouldn't be a great deal.

can't help you here since I'm not technically minded try Faf or archie
 
zidane1strife said:
Some info on the shock protection tech that might be on the psp...

http://www.sony.com.ph/products/walkman/gprotection/gprotech.html

I don't think that technology is needed in PSP. For one a person isn't going to be jogging while playing games or movies. Playing MP3s sure but MP3s files can be loaded into buffer memory really fast since they're so small in file size and pretty much act like a solid state device. Playing Red Book audio from UMD would benefit from it though.
 
Squeak said:
Can I just ask a simple question? Even on xbox that seems to be the best at bumpmapping, you still have to calculate the bend normal at each texel, right? Then wouldn?t it be possible to put one of the PS2s vector units on the task of calculating all those normals for each texel, before sending the texture to the GS buffer? According to Sonys numbers the EE should be able to 150 million 3d points a second, so calculating shading normals for a 128x128 texture shouldn't be a great deal.
You can do that at a tiny fraction of the cost by using palletted texture and simply adjust 256 entries per texture - with results that will look pretty much the same. It will also work for more complex equations like reflective bumps etc.
However this method limits you to object space, works only with non-deformable geometry, and doesn't allow any kind of tiling of the bumpmaps. Therefore the range of uses is rather limited.
 
"Aside from games," he said, "our portable console PSP will play music and movies and carry a price more comparable to Nintendo's Game Boy Advance [around £90]."

Chris deering on PSP.
 
hey, does anyone remember Trespasser? it had bump-mapping in a real-time software renderer. crappy game though :p
 
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