• PlayStation 4 User Interface


    Watch Shuhei Yoshida starts GamesCom with PS4 User Interface

    PlayStation 4 User Interface

    We knew it that GamesCom would give us our first look at the PlayStation 4’s new user interface. Sony Worldwide Studios boss Shuhei Yoshida took to the stage to give us a brief run through the console’s main menus, and in realtime, he took part in a match of Killzone Shadow Fall, ending up by updating his Twitter account and sharing a screenshot of the running game.

    (more…)

  • PlayStation GamesCom Full Press Conference


    Sony at GamesCom 2013

    Sony at GamesCom 2013

    In case you have missed all the announcements and media from Sony’s press briefing

    Sony has announced the release dates for PS4 with a bunch of new game titles coming this year for PS4, PS3 and Vita. A price cut on PS3 and Vita was also unveiled. Watch the full Sony Press Release below:

    (more…)

  • Watch_Dogs Gameplay Series Part 1_Hacking is Your Weapon


    Watch_Dogs

    Get A Closer Look At Hacking In Watch Dogs’ Chicago

    Ubisoft has released a new Watch Dogs, stilized as Watch_Dogs, gameplay video series that offers an insight into the unique features of its new open-world game.

    Watch the first episode below and take a look at game protagonist Aiden armored with his hacking skills in a city entirely connected to a central system called ctOS.

    (more…)

  • PlayStation 4 8GB Memory = 4.5GB Direct + 1GB Flexible + 2.5GB System OS


    PlayStation 4 8GB Memory = 4.5GB Direct + 1GB Flexible + 2.5GB System OS

    PlayStation 4 8GB Memory = 4.5GB Direct + 1GB Flexible + 2.5GB System OS

    In the wake of recent rumors, and outrage, regarding PlayStation 4′s Direct and Flexible memory, Sony has issued an official statement about the console’s RAM debacle:

    We would like to clear up a misunderstanding regarding our “direct” and “flexible” memory systems. The article states that “flexible” memory is borrowed from the OS, and must be returned when requested – that’s not actually the case.

    The actual true distinction is that:

    • “Direct Memory” is memory allocated under the traditional video game model, so the game controls all aspects of its allocation
    • “Flexible Memory” is memory managed by the PS4 OS on the game’s behalf, and allows games to use some very nice FreeBSD virtual memory functionality. However this memory is 100 per cent the game’s memory, and is never used by the OS, and as it is the game’s memory it should be easy for every developer to use it.

    We have no comment to make on the amount of memory reserved by the system or what it is used for.

    By not commenting on the amount of RAM reserved by the system or available to developers, Sony might implicitly confirm the previous figures.

    Eurogamer, originally reporting on the PS4′s memory, now thinks that there is 4.5GB of Direct RAM available to developers, along with OS-controlled 1GB of memory, therefore the amount of memory the games will have 100% access would be 5.5GB leaving 2.5GB reserved for the OS.

    We understand that this is a 1GB virtual address space, split into two areas – 512MB of on-chip RAM is used (the physical area) and another 512MB is “paged”, perhaps like a Windows swap file. But to be clear, of the 8GB of GDDR5 on PS4, our contention is that 5GB of it is available to developers.

    The good news is that the amount is static and not dictated by OS functions as we stated in our original post, making it a lot easier for developers to work with.