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Thread: [Console] Playstation 5 - Holidays 2020

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    Administrator Like-a-Bunny's Avatar
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    [Console] Playstation 5 - Holidays 2020

    Nieuwe PlayStation heet PlayStation 5 en komt eind volgend jaar

    De opvolger van de PlayStation 4 heet officieel de PlayStation 5, en komt rond kerst 2020 uit. Dat zegt PlayStation-ontwerper Mark Cerny tegen WIRED.

    Sony gaf het afgelopen jaar mondjesmaat details over de nieuwe spelcomputer. Zo krijgt de machine een snelle solid state drive en een sterkere Ryzen-CPU.

    Maar over de naam en de beoogde datum was nog weinig bekend. Nu bevestigt Sony dat de nieuwe PlayStation 5 op hetzelfde moment als de nieuwe Xbox zal uitkomen: "holiday 2020", dus ergens tussen oktober en december. Het is nog niet bekend hoeveel de PlayStation 5 gaat kosten.

    De nieuwe console krijgt daarbij een controller die de speler meer voelbare feedback geeft, en ook weerstand kan bieden tegen druk als dat logisch is voor de spelervaring. Zo zal bijvoorbeeld het spannen van een boog realistischer aanvoelen, en is het aan de knoppen te merken wanneer je bijvoorbeeld door zand of modder loopt, schrijft WIRED.
    bron

    Exclusive: A Deeper Look at the PlayStation 5

    Now that the name is official, we've got more details about Sony's next-gen console—from the haptics-packed controller to UI improvements.



    Sony's PlayStation 5 might just meet this generation's need for immediacy.PHOTOGRAPH: CHRIS RATCLIFFE/GETTY IMAGES

    Ever since the original PlayStation hit the market in 1994, Sony's series of videogame consoles has stuck to the numbers. No "Super," no "Max," no "Code Red Xtreme"; just PlayStations 2, 3, and 4. With such unwavering consistency, the name of the next iteration has been a question only in the most technical sense—but Sony Interactive Entertainment CEO Jim Ryan is still ready to answer it. The console, he tells me, will be called PlayStation 5. "It's nice to be able to say it," he says. "Like a giant burden has been lifted from my shoulders."

    So. There you go. PlayStation 5, holidays 2020.

    Sony hasn't said too much about the console since April, when WIRED broke the story about development efforts on what was then known only as the "next-gen console." In fact, the company hasn't said anything. Sony skipped games show E3 this year, a void during which Microsoft unveiled details about its own next-gen console, a successor to the Xbox One referred to only as Project Scarlett. Like the PS5, Scarlett will boast a CPU based on AMD’s Ryzen line and a GPU based on its Navi family; like the PS5, it will ditch the spinning hard drive for a solid-state drive. Now, though, in a conference room at Sony’s US headquarters, Ryan and system architect Mark Cerny are eager to share specifics.

    Before they do, Cerny wants to clarify something. When we last discussed the forthcoming console, he spoke about its ability to support ray-tracing, a technique that can enable complex lighting and sound effects in 3D environments. Given the many questions he’s received since, he fears he may have been ambiguous about how the PS5 would accomplish this—and confirms that it’s not a software-level fix, which some had feared. “There is ray-tracing acceleration in the GPU hardware,” he says, “which I believe is the statement that people were looking for.” (A belief born out by my own Twitter mentions, which for a couple of weeks in April made a graphics-rendering technique seem like the only thing the internet had ever cared about.)

    With that in hand, back to the PS5's solid-state drive, which Cerny first extolled for the way it can turn loading time from a hassle to a blink. It’s not just the speed that makes the SSD formidable, he says, but the efficiency it offers. Think about the hard drive in a game console, spinning like a 5,400-rpm vinyl record. For the console to read a piece of information off the drive, it first has to send out the disk head—like a turntable needle—to find it. Each “seek,” as it’s known, may entail only a scant handful of milliseconds, but seeks add up. To minimize them, developers will often duplicate certain game assets in order to form contiguous data blocks, which the drive can read faster. We’re talking common stuff here: lampposts, anonymous passersby.

    But data adds up too. "If you look at a game like Marvel's Spider-Man," Cerny says, "there are some pieces of data duplicated 400 times on the hard drive." The SSD sweeps away the need for all that duping—so not only is its raw read speed dramatically faster than a hard drive, but it saves crucial space. How developers will take advantage of that space will likely differ; some may opt to build a larger or more detailed game world, others may be content to shrink the size of the games or patches. Either way, physical games for the PS5 will use 100-GB optical disks, inserted into an optical drive that doubles as a 4K Blu-ray player.

    However, game installation (which is mandatory, given the speed difference between the SSD and the optical drive) will be a bit different than in the PS4. This time around, aided in part by the simplified game data possible with the SSD, Sony is changing its approach to storage, making for a more configurable installation—and removal—process. "Rather than treating games like a big block of data," Cerny says, "we're allowing finer-grained access to the data." That could mean the ability to install just a game's multiplayer campaign, leaving the single-player campaign for another time, or just installing the whole thing and then deleting the single-player campaign once you've finished it.

    Regardless of what parts of a game you choose to install and play, you'll be able to stay abreast of it via a completely revamped user interface. The PS4's bare-bones home screen at times feels frozen in amber; you can see what your friends have recently done or even what game title they might be playing at the moment, but without launching an individual title there's no way to tell what single-player missions you could do or what multiplayer matches you can join. The PS5 will change that. "Even though it will be fairly fast to boot games, we don't want the player to have to boot the game, see what's up, boot the game, see what's up," Cerny says. "Multiplayer game servers will provide the console with the set of joinable activities in real time. Single-player games will provide information like what missions you could do and what rewards you might receive for completing them—and all of those choices will be visible in the UI. As a player you just jump right into whatever you like."

    He says this like he says many other things: knowing he'll fend off any follow-up question that ventures beyond what he wants to talk about. Like, What does the UI actually look like? Or, How big will the SSD be? Or even, Is that a microphone? Which is exactly what I ask when Cerny hands me a prototype of the next-generation controller, an unlabeled matte-black doohickey that looks an awful lot like the PS4's DualShock 4. After all, there's a little hole on it, and a recently published patent points to Sony developing a voice-driven AI assistant for the PlayStation. But all I get from Cerny is, "We'll talk more about it another time." ("We file patents on a regular basis," a spokesperson tells me later, "and like many companies, some of those patents end up in our products, and some don’t.")

    The controller (which history suggests will one day be called the DualShock 5, though Cerny just says "it doesn't have a name yet") does have some features Cerny's more interested in acknowledging. One is "adaptive triggers" that can offer varying levels of resistance to make shooting a bow and arrow feel like the real thing—the tension increasing as you pull the arrow back—or make a machine gun feel far different from a shotgun. It also boasts haptic feedback far more capable than the rumble motor console gamers are used to, with highly programmable voice-coil actuators located in the left and right grips of the controller.

    Combined with an improved speaker on the controller, the haptics can enable some astonishing effects. First, I play through a series of short demos, courtesy of the same Japan Studio team that designed PlayStation VR's Astro Bot Rescue Mission. In the most impressive, I ran a character through a platform level featuring a number of different surfaces, all of which gave distinct—and surprisingly immersive—tactile experiences. Sand felt slow and sloggy; mud felt slow and soggy. On ice, a high-frequency response made the thumbsticks really feel like my character was gliding. Jumping into a pool, I got a sense of the resistance of the water; on a wooden bridge, a bouncy sensation.

    Next, a version of Gran Turismo Sport that Sony had ported over to a PS5 devkit—a devkit that on quick glance looks a lot like the one Gizmodo reported on last week. (The company refused to comment on questions about how the devkit's form factor might compare to what's being considered for the consumer product.) Driving on the border between the track and the dirt, I could feel both surfaces. Doing the same thing on the same track using a DualShock 4 on a PS4, that sensation disappeared entirely. It wasn't that the old style rumble feedback paled in comparison, it was that there was no feedback at all. User tests found that rumble feedback was too tiring to use continuously, so the released version of GT Sport simply didn't use it.


    Sony rigged Gran Turismo Sport to demonstrate the haptics in its next-gen controller. COURTESY OF SONY

    That difference has been a long time coming. Product manager Toshi Aoki says the controller team has been working on haptic feedback since the DualShock 4 was in development. They even could have included it in PS4 Pro, the mid-cycle refresh—though doing so would have created a "split experience" for gamers, so the feature suite was held for the next generation. There are some other small improvements over the DualShock 4. The next-gen controller uses a USB Type-C connector for charging (and you can play through the cable as well). Its larger-capacity battery and haptics motors make the new controller a bit heavier than the DualShock 4, but Aoki says it will still come in a bit lighter than the current Xbox controller "with batteries in it."

    How game studios will use all these new features—from previously known ones like the SSD and ray-tracing acceleration to newer ones like the controller and real-time UI—is still a matter of some speculation. While a number of studios already had their PS5 devkits, the controller prototypes began rolling out much more recently, and no one is ready to name specific titles they're developing for the PS5. "We're working on a big one right now," says Marco Thrush, president of Bluepoint Games, which most recently worked on last year's PS4 remake of Shadow of the Colossus. "I'll let you figure out the rest."

    That doesn't mean they're not exploring. "The SSD has me really excited," Thrush says. "You don't need to do gameplay hacks anymore to artificially slow players down—lock them behind doors, anything like that. Back in the cartridge days, games used to load instantly; we're kind of going back to what consoles used to be."

    "I could be really specific and talk about experimenting with ambient occlusion techniques, or the examination of ray-traced shadows," says Laura Miele, chief studio officer for EA. "More generally, we’re seeing the GPU be able to power machine learning for all sorts of really interesting advancements in the gameplay and other tools." Above all, Miele adds, it's the speed of everything that will define the next crop of consoles. "We're stepping into the generation of immediacy. In mobile games, we expect a game to download in moments and to be just a few taps from jumping right in. Now we’re able to tackle that in a big way."

    That sort of tackle gets a lot easier, Jim Ryan knows, when a burden has been lifted from your shoulders. So say hello to the PlayStation 5, officially. Maybe one of these days we'll all learn what the thing actually looks like.
    bron: Wired

    OP wordt uiteraard aangevuld bij nieuwe informatie.
    Last edited by Like-a-Bunny; 9th October 2019 at 09:02.
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    Interessant die controller. Meer haptische feedback dus, in de sticks. Ik moet zeggen dat ik dat in de triggers bij Xbox One ook al erg prettig vond en echt een toevoeging.
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    Member Overmind's Avatar
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    Dag één, zeker als Bluepoint een Demon’s Souls remaster als launch game brengt.

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    ill-tempered Seabass's Avatar
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    De topic die je wist dat zou komen
    Ik haal m ook. Uiteraard

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    Variation on a Dream LtPsycho's Avatar
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    Dag 1, misschien dag 2, we gaan het wel zien
    Maar alleen wanneer er interesse games bij launch zijn.

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    Administrator Like-a-Bunny's Avatar
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    Preorder waanzin incoming!
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    Subtle as flying brick Black's Avatar
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    Quote Originally Posted by Like-a-Bunny View Post
    Interessant die controller. Meer haptische feedback dus, in de sticks. Ik moet zeggen dat ik dat in de triggers bij Xbox One ook al erg prettig vond en echt een toevoeging.
    Ik houd ook wel van die 'kleine' extra's. Voegt toch wat toe dmv je zintuigen zonder gelijk een hele stoel of vr set te moeten aanschaffen. Stuk toegankelijker.

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    ill-tempered Seabass's Avatar
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    Quote Originally Posted by LtPsycho View Post
    Dag 1, misschien dag 2, we gaan het wel zien
    Maar alleen wanneer er interesse games bij launch zijn.
    Het is maar te hopen dat mijn PS4 Pro het overleefd tot die tijd. Fucking vliegtuig dat ding sinds enkele maanden.
    Blij als ik 'm kan vervangen met de opvolger

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    Administrator Like-a-Bunny's Avatar
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    Quote Originally Posted by Seabass View Post
    Het is maar te hopen dat mijn PS4 Pro het overleefd tot die tijd. Fucking vliegtuig dat ding sinds enkele maanden.
    Blij als ik 'm kan vervangen met de opvolger
    Hier ook, maar dan niet-Pro. Ik hoop van harte dat die PS5 fluisterstil is en een bloedsnelle en vooral -logische- UI gaat hebben.

    Quote Originally Posted by Black View Post
    Ik houd ook wel van die 'kleine' extra's. Voegt toch wat toe dmv je zintuigen zonder gelijk een hele stoel of vr set te moeten aanschaffen. Stuk toegankelijker.
    Ik kan daar ook enthousiast van worden. Voegt toch echt wat toe als het goed aangepakt is.

    Maar ook het design van het apparaat vind ik belangrijk. Ik hoop op iets minimalistisch.
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    Symbiotic disharmony Morrigun99's Avatar
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    Maar...ik ben nog helemaal niet klaar met mijn PS4 backlog?






    ...en mijn PS3 backlog...

    ...en mijn PC backlog...

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    dbz freak coola's Avatar
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    Quote Originally Posted by Morrigun99 View Post
    Maar...ik ben nog helemaal niet klaar met mijn PS4 backlog?






    ...en mijn PS3 backlog...

    ...en mijn PC backlog...
    Ps4 backlog kan je legen op de ps5 want BC. Je ps3 en pc backlog tja die blijft voorlopig vol
    Ashley 'Ash' J. Williams: "When Evil shows up, it blows up." Still workin' on the slogan

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    Symbiotic disharmony Morrigun99's Avatar
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    Verrek ja...helemaal vergeten.

    Ik ben echt totaaaaaal niet gevoelig voor 'nieuwe consoles'. Maar BC vind ik wel écht top.

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    King in the North Tonne's Avatar
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    Gamemania zal wel een ruil je PS4 in voor korting deal hebben.

    Hoop ik.
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    Member Overmind's Avatar
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    Quote Originally Posted by Morrigun99 View Post
    Maar...ik ben nog helemaal niet klaar met mijn PS4 backlog?






    ...en mijn PS3 backlog...

    ...en mijn PC backlog...
    Ik kwam net de backlog treiter kabouter tegen en die zei dat we dit ook nooit voor elkaar krijgen. Hakuna Matata...

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    nóg een 'Bram' One_Eight_Se7en's Avatar
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    Interessant... als dit de 'aankondiging' is van de PS5, dan is het behoorlijk minor? Bedoel, een SSD is vrij logisch, een Raytracing GPU is een mooie gimmick*, de controller die updates krijgt die nu al technisch op de plank lagen te wachten.
    Tbh ben ik niet echt onder de indruk ben van wat ze nu aankondigen, ligt allemaal in de lijn der verwachting?


    * Wel interessant dat raytracing dus nu écht voor de hele console-markt mogelijk wordt, dus zal het eindelijk in meer games verschijnen. Toch een blijvertje, ipv een hype'je van NVIDIA.

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    Indie kneus Baukereg's Avatar
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    Fuck Sony, ik koop nooit meer een Playst... oeh, is dat een rallyauto?!

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    Administrator Like-a-Bunny's Avatar
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    Quote Originally Posted by Baukereg View Post
    Fuck Sony, ik koop nooit meer een Playst... oeh, is dat een rallyauto?!
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    Member n00b_0wnage's Avatar
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    Deze generatie ga ik ook over naar de PlayStation. Volgens jaar spam ik mee in de PS5 topics

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    Member Paralize's Avatar
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    Ze hadden wel een mooier plaatje kunnen kiezen dan deze korrelige slechte gfx screen uit Gran Turismo.
    Nu is dat natuurlijk de laatste jaren nooit echt een parel geweest, maar c'mon!

    Mooi dat PS5 BC heeft. Misschien dat ik 'm dan ooit koop en nog wat oude PS4 games kan opstarten. Of die wellicht ge-remastered zijn alsnog op de PS5.
    In mijn geval zal het ongetwijfeld de PS5 pro zijn -
    'Toast'

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    Choose Wisely The_wildcard's Avatar
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    Vraag me af of PS5 dan ook een Display Port uitgang gaat krijgen?
    Getting to know a girl who can fold like Origami paper...... Look a Swan

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    King in the North Tonne's Avatar
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    Quote Originally Posted by The_wildcard View Post
    Vraag me af of PS5 dan ook een Display Port uitgang gaat krijgen?
    Denk het niet. Vooralsnog word de console aangesloten op een tv en geen monitor
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    Choose Wisely The_wildcard's Avatar
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    Tv's krijgen hier en daar ook al die Port. Dus vandaar!?
    Getting to know a girl who can fold like Origami paper...... Look a Swan

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    ill-tempered Seabass's Avatar
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    144Hz is wel zo fijn ja. Voeg maar toe.

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    King in the North Tonne's Avatar
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    Quote Originally Posted by The_wildcard View Post
    Vraag me af of PS5 dan ook een Display Port uitgang gaat krijgen?
    Ik zie momenteel op Tweakers pricewatch 1 fullhd tv van Phillips uit 2016
    Als je filtert op Display Port.

    Dus, ik gok dat je geen display port hoeft te verwachten op de PS5.
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    Administrator Liquidje's Avatar
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    Quote Originally Posted by The_wildcard View Post
    Tv's krijgen hier en daar ook al die Port. Dus vandaar!?
    Ja en je hebt ook TVs gehad met VGA, en geen consoles met built-in VGA die primair voor de TV waren.

    Dus nee, de kans is echt extreem klein dat je een displayport aansluiting op je PS5 krijgt. Dat is gewoon hoe de wereld werkt.
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    Choose Wisely The_wildcard's Avatar
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    @Tonne , @Liquidje .

    Naja Tv's!?

    Ik zat hier aan te denken.



    https://tweakers.net/pricewatch/1302...38q-zwart.html



    https://tweakers.net/pricewatch/1458...5uq-zwart.html

    Maar Monitoren kan ik ze ook niet meer noemen.
    Gewoon benieuwd of Andere TV Fabriekanten of in dit geval Monitor Boeren er nu ook mee beginnen.
    Getting to know a girl who can fold like Origami paper...... Look a Swan

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    ヽ(。_°)ノ Faure's Avatar
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    Ik hoop vooral op, na een half jaartje/jaartje, weer refurbished modellen voor 60% vd prijs oid. Ik heb toen voor 300e ipv 500e een PS4 (fat) kunnen aanschaffen, wat een stuk behapbaarder is. Wel jammer dat de display port (sorry, hdmi poort ) een beetje wankel was en ik af en toe aan de kabels moest sjorren om beeld te krijgen en de disc er af en toe random uitgespuugd werd (design foutje waar t omhulsel tegen de voelknop aan duwt oid...), maar verder al jaren plezier van!
    With great power comes great electricity bill.

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    King in the North Tonne's Avatar
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    Quote Originally Posted by The_wildcard View Post
    @Tonne , @Liquidje .

    Naja Tv's!?

    Ik zat hier aan te denken.



    https://tweakers.net/pricewatch/1302...38q-zwart.html



    https://tweakers.net/pricewatch/1458...5uq-zwart.html

    Maar Monitoren kan ik ze ook niet meer noemen.
    Gewoon benieuwd of Andere TV Fabriekanten of in dit geval Monitor Boeren er nu ook mee beginnen.
    Dat snap ik. Maar er word uitgegaan van HDMI bij tv's en 99% van de console users gebruikt een tv. Dus het lijkt me echt heel onwaarschijnlijk dat Sony en Microsoft hier iets aan gaan doen.
    "As God as my witness I will put you through that fucking wall!"
    - Frank Murphy

  29. #29
    Sterker door strijd Doc's Avatar
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    Tja, als er een interessante inruildeal voor PS4's komt, wil ik het wel overwegen.
    Hopelijk is mijn Batman themed PS4 nog iets meer waard dan een gewone PS4.

    Deze unit

  30. #30
    King in the North Tonne's Avatar
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    Gamertag: TheGreatTS PSN ID: Tonne_Boveld
    Quote Originally Posted by Doc View Post
    Tja, als er een interessante inruildeal voor PS4's komt, wil ik het wel overwegen.
    Hopelijk is mijn Batman themed PS4 nog iets meer waard dan een gewone PS4.

    Deze unit
    Niet voor zaken als Gamemania
    "As God as my witness I will put you through that fucking wall!"
    - Frank Murphy

  31. #31
    Xenia Onatopp
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    60,- bij d'n Cex.

  32. #32
    Administrator Like-a-Bunny's Avatar
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    Sony's latest PS5 details: the Digital Foundry analysis

    Even the minor reveals count as major headline news.


    It's official. Sony's 'next generation console' is now officially named PlayStation 5, it's coming at the tail-end of 2020, it has a fascinating series of controller upgrades vs the established Dual Shock 4 - and if it wasn't already clear, the bespoke solid-state storage solution is going to be a game-changer. These are the key takeaways from the latest Wired magazine exclusive, which tells us much about the new system while at the same time keeping the vast majority of its technological secrets under wraps. Look closer though and there's plenty of 'buried treasure' - small facts and asides that put a lot of the recent leaks into context.

    In lieu of specs, we get to understand a little more of Sony's next generation vision. Immersion seems to be the key theme surrounding the new controller for PlayStation 5, which we're told looks very similar to the existing Dual Shock 4, albeit with an 'extra hole' which Wired author, Peter Rubin, believes may be a microphone for a voice activated assistant. Mark Cerny shut down that particular avenue of investigation but what was prepared to share was certainly interesting - and it's all about receiving more feedback from the game via your interaction with the controller.

    There's a description of how the user can feel more closely connected with in-game environments via their 'feel', delivered with Sony's take on the precision HD rumble feature built into Switch's Joy-Cons. And then there's the evolution of the triggers, which can now provide varying levels of resistance, likened to the increasing tension offered by a bow as you pull the drawstring. Interesting stuff, but also welcome are a couple of quality of life improvements - a shift to USB-C for wired connectivity and charging, along with a larger capacity battery. At the same time we're told that the new pad remains lighter than an Xbox pad (with batteries inserted).

    There's welcome confirmation of hardware-accelerated ray tracing features in the PS5 graphics core, along with an example from EA chief studio officer Laura Miele of how the technique may be deployed - specifically in calculating more realistic ambient occlusion and ray-traced shadows. We've seen these features in some of the Nvidia RTX-supported titles on PC and as a first step into real-time hardware ray tracing, it may not match up to what we're seeing in PC games like Control, but as with any console, expect to see developers get more from the technology as the generation progresses. In the meantime, a look at Nixxes' RTX implementation for Shadow of the Tomb Raider may give some idea of the kind of effect Miele is referring to.



    Small details in the new Wired article help to confirm recent rumours - yes, the PlayStation 5 development kit does look like this.

    It's interesting to note that Sony still isn't talking much about the PS5's GPU or CPU (though eight cores and 16 threads are now officially confirmed), but is very keen indeed to talk more about the SSD and why it is important. Sony believes that its bespoke solution is faster than any PC equivalent, and although not confirmed, I wouldn't be surprised to see deeper integration at the hardware level, with the solid-state storage modules integrated into the mainboard itself.

    In terms of the advantages, there are speed improvements, efficiency advantages (specifically, not having to replicate data across the drive owing to the virtual elimination of seek-time in solid-state media) while Bluepoint president Marco Thrush describes how instant access to data reduces friction in-game - meaning the elimination of locked doors that exist only to slow the player down while new data streams in behind the scenes (Microsoft made the exact same point in its Scarlett teaser).

    In truth, the shift to solid-state storage is hugely important, not just in terms of access times and loading speeds but because it brings mass storage - and a colossus increase in data - much closer to the CPU and GPU than we've ever seen before. In its Scarlett trailer, Microsoft even refers to their SSD as 'virtual RAM' - and the implications here in leveraging the processor in ways we've never seen before becomes a little clearer. More detail and more variety resulting in richer and more compelling worlds. The sky's the limit.

    However, games are getting bigger and solid-state storage is a finite resource. Presumably with that in mind, Sony also reveals details of a storage management system that sounds like an evolution of the 'intelligent delivery' system used on some Xbox titles, the idea being to maximise SSD space by only installing portions of the game you'll actually use - the classic example being the removal of a single-player campaign once finished, while retaining the data required for the multiplayer mode.


    A video breakdown of our GCN 1.0 vs RDNA 1.0 testing - demonstrating that a last-gen teraflop of compute is easily beaten by a next-gen Navi equivalent.

    It's an essential feature as I strongly suspect that the kind of expanded storage options we have on current generation machines won't be available on PS5 or indeed Project Scarlett - external storage is likely not fast enough, nor is the USB standard wide enough in bandwidth terms to match the consoles' bespoke SSD solutions, relegating it to back-up status only. Sony isn't taking about how much SSD space we'll get, but 1TB seems likely - akin to today's PS4 Pro or Xbox One X - but having to accommodate games that will be delivered on 100GB Blu-ray, a doubling of the standard disc size for titles of this generation.

    Sony's take on 'intelligent delivery' does at least demonstrate that the platform holder is aware of potential limitations in the shift to solid-state storage as well as its many benefits. Hopefully there'll be further solutions - storage and IO in general is a clear weakness of the current generation machines, but at the very least, this did open the door to drive swap-outs and USB storage enhancements that could effectively eliminate the limitations of the stock drive you were supplied with. In this respect, next-gen could prove rather more challenging.

    There are some further takeaways from the Wired article that I enjoyed - specifically, the confirmation that the bizarre Brazilian patent for a new console-like (if rather extraordinarily shaped) design is indeed a PlayStation 5 development kit. Sony's designs for development hardware always make a statement, but rarely reflect the look of final consoles. However, with that said, doubling down on cooling does seem to be a key aspect of the dev kit design - more so than anything we've seen before.

    Perhaps this is wish fulfilment on my behalf, but I really hope to see a robust solution for PlayStation 5 that avoids the 'jet engine' effect that kicks in on many examples of PS4 and PS4 Pro hardware. An emphasis on innovative cooling also opens the door to higher processor frequencies - and may possibly help to put some of the leaked 'Gonzalo' AMD processor specs into context - particularly the very, very high GPU core clocks.


    The ray tracing implementation discussed in the Wired article is similar to the approach seen here in the DXR-enabled rendition of Shadow of the Tomb Raider.

    In terms of thermal management, it's also worth mentioning that high performance solid-state storage modules can see a reduction in performance if they aren't adequately cooled, so while the PS5 dev kit design may not represent final hardware, I wouldn't be surprised if the final boxes we receive are somewhat larger than PS4 and PS4 Pro - and that's fine by me if the acoustics situation can be resolved.

    Beyond that, those hoping for more on the processing power of the PlayStation 5 were left wanting. Microsoft produced teaser images for the Project Scarlett processor, which gave a vague idea of the system configuration, but Sony is keeping its powder dry for now. The confirmation of eight Zen 2 cores in the initial reveal really tells us all we need to know about the CPU side of the equation - this is a true generational leap. However, the graphics side of the equation remains unknown. The teraflop war is irrelevant now, as we saw in our apples-to-apples GCN vs RDNA compute face-off, not to mention how key Xbox One X titles have stacked up against PS4 Pro equivalents. Indeed, I wouldn't be surprised to see Mark Cerny double down on the philosophy seen in the Pro, with innovative solutions and smart design just as important as raw shader count, if not more so. As a consequence of this, a smaller processor means a more cost-efficient box - and Sony got the balance just right between performance and build cost with PS4.

    What's clear is that once the generation is truly under way, the GPU will be carrying out tasks not really touched upon by the consoles of today. Hardware-accelerated ray tracing is one example, of course, but also intriguing is the mention by EA's Laura Miele of a GPU capable of accelerating deep learning tasks - something Phil Spencer has already hinted at for next-gen Xbox silicon. And let's not discount the ingenuity of developers in using bespoke hardware in innovative, unexpected ways - after all, initial checkerboarding techniques were derived from exploiting GPU hardware support for multi-sampling anti-aliasing.

    We're still over one year away from the release of the new wave of console hardware, so we should expect a drip-feed of further information - and if the next generation follows the pattern set by the last, we may see much bigger, more traditional events showcasing the new consoles at the tail-end of Q1 2020. In the meantime, Sony is whetting the appetite with 'minor' reveals in this Wired article that would be major headline news otherwise: a PS5 port of GT Sport with enhanced controller support, for example. And then there's the revelation that Bluepoint Games is working right now on a PlayStation 5 game - presumably the ambitious remake project the team told us about way back in March 2018. If the 'background detail' from this Wired report is so exciting, the full, official reveal should be astonishing.
    bron

    Sony patent points to next-gen PlayStation VR

    Head candy.


    Sony's patent for a new PlayStation VR headset depicts several new features which may turn up in a next-gen version of the device.

    The filing (dug up by LetsGoDigital, the same site which unearthed Sony's patent for the PlayStation 5 dev kit), originates from February 2019 but has only been made public this week.

    Images show plans for a PSVR headset which includes two front and one rear cameras. A further camera is included on a PlayStation Move-style controller.

    These headset cameras are in addition to the LEDs installed around the current unit. A microphone will again be included. There's also the option for a further, separate camera to track the user's movements - like the PlayStation Camera or Kinect.



    Most excitingly, perhaps, is the mention the headset could be operated wirelessly, with data sent and received by Bluetooth. This would mean the unit also includes its own power supply.

    One final point is the ability for the headset to show a "transparent" view - made possible by those front-facing cameras - so you could see your surroundings through the screen. Images from both of these cameras can be displayed at the same time, one per eye, producing a stereoscopic 3D effect. Alternatively, they could be used to overlay AR effects on your real-world surroundings.



    Sony has pledged that all current PSVR headsets will work with PS5. But it still makes sense that PlayStation will also update its ageing virtual reality tech with a more advanced model. Whether this headset will simply offer more precise movement tracking and wire-free play, or if certain VR games will demand a newer model - well, that's for Sony to decide.

    In other news, PlayStation 5 will be called PlayStation 5 and it'll arrive in time for Christmas 2020.
    bron
    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

  33. #33
    Subtle as flying brick Black's Avatar
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    Quote Originally Posted by Tonne View Post
    Gamemania zal wel een ruil je PS4 in voor korting deal hebben.

    Hoop ik.
    Hoop ik ook!

  34. #34
    Administrator Like-a-Bunny's Avatar
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    PlayStation EU put ‘dozens’ up for redundancy on day of PS5 announcement

    EUROPE FROZEN OUT OF CONSOLE REVEAL AS US INFLUENCE GROWS


    Sony Interactive Entertainment put dozens of European staff up for redundancy on Tuesday, the same day it announced its plans for PlayStation 5.

    According to people with knowledge of the situation, American PlayStation directors visited Sony Interactive Entertainment Europe (SIEE) in London on Tuesday to announce the restructuring of several divisions, including marketing and PR.

    Affected employees were then given notice and meetings were set for those required to re-interview for their jobs.

    There were also a number of layoffs in the US-based creative services team, with one affected employee writing on Twitter: “I hate that this is going to be drowned by the PS5 announcement.”

    PlayStation’s North American arm, Sony Interactive Entertainment America (SIEA), has seen its influence grow significantly in the past year, VGC was told, as the platform holder moves further towards a centralised global structure.

    Previously PlayStation’s regional arms were able to act autonomously, signing their own games and setting their own marketing budgets.

    This allowed regional departments to specifically cater to their own audiences: PlayStation Move was marketed more heavily in Europe, for example, while Driveclub wasn’t pushed heavily in the US. This had the downside of creating a disjointed group operation, which some third-party publishers are said to have expressed frustration with.



    However, following a restructure SIEA is increasingly taking the global lead, VGC understands, with Europe frequently having to take orders from the American operation.

    SIEE (formerly SCEE) has been an integral part of PlayStation since the PSOne, having been responsible for mass-market brands such as Wipeout, LittleBigPlanet, Killzone, SingStar, EyeToy and much of PlayStation VR’s output.

    However, the feeling among many SIEE employees VGC talked to is that the arm will have a significantly reduced influence during the coming console generation.

    SIEA’s influence has become so strong that European employees were not even aware of the US’s decision to announce PlayStation 5 details on publication Wired, VGC was told, and only found out about this year’s pair of reveal articles when they were published.

    Similarly, PlayStation’s State of Play live streams, an SIEA initiative, are run out of the US and SIEE is often unaware of their content.

    The centralisation has seen a significant number of layoffs across Europe in the past 12 months, culminating in this week’s redundancies, while some dissatisfied senior staff have also left the company.

    A number of employees told VGC that they were particularly disappointed SIE had decided to tell them they were facing losing their jobs at the same time as publishing the latest PS5 details, although there was no suggestion the timing was intentional.

    SIE formally announced its intention to reorganise the structure of its regional companies on April 1, 2018.

    Starting on that date, sales and marketing divisions within SIEA, SIEE and SIEJA were told they would report directly to Jim Ryan, then deputy president and head of global sales and marketing. Ryan later became SIE president and CEO in April 2019.

    Sony Interactive Entertainment declined to comment on this article.
    bron
    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

  35. #35
    So Say We All! Knorretje's Avatar
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    Nieuw speelgoed! Ook gewoon Day 1, of zero...of eerder.

  36. #36
    +1 Perception Valerious's Avatar
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    Quote Originally Posted by Knorretje View Post
    Nieuw speelgoed! Ook gewoon Day 1, of zero...of eerder.



  37. #37
    Milieu onbewust Ries's Avatar
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    1TB is toch veel te mager als SSD? Dan ben je straks met 3-4 games alweer vol.

  38. #38
    dbz freak coola's Avatar
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    Quote Originally Posted by Ries View Post
    1TB is toch veel te mager als SSD? Dan ben je straks met 3-4 games alweer vol.
    100 gb ( max per game waarschijnlijk) is nog altijd 10 games. Voordeel met dit slimme installeren is dat je nu bij de meeste games dat verachtelijke multiplayer niet hoeft te installeren.
    Ashley 'Ash' J. Williams: "When Evil shows up, it blows up." Still workin' on the slogan

  39. #39
    Milieu onbewust Ries's Avatar
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    Ja, 100GB op een schijf en de rest als download. Met toename in textures enz. zal alles toch weer een stap groter worden dan nu? RDR op de PC vraagt ook al 150GB, dat is dan nog van deze generatie.

  40. #40
    Member martha1989's Avatar
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    Quote Originally Posted by Ries View Post
    1TB is toch veel te mager als SSD? Dan ben je straks met 3-4 games alweer vol.
    Hoopte ook op meer. Grootste minpunt PS4

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