Recommended Posts

I do appreciate seeing it working in its early form, but unfortunately this is one feature where a demo like this offers us little to preview the quality of the service. At least it shows that it can work in the most ideal situations.

There is simply no way to demo how this will work when real users are accessing it across the internet. I hope once the beta starts, we should get more useful impressions.

It will be rent/stream, like Netflix. Very much doubt anyone will be getting an option to buy anything.

And playing TLoU on a tablet? :/

I was thinking about the possibilities here. If Sony does push this to all tablets via an app (such iOS, Android, and even Win8), then it would be easy enough to hook a tablet up to any TV via an hdmi output and then hook a controller up to the tablet as well.

In effect, a person could purchase this service and never buy a playstation console.

If this kind of service does work, it could be a preview of how the console as we know it goes away, replaced by smaller devices that just get fed games via streaming down the road. I still think that is years away, but who knows, Sony may be thinking long term. I know MS has hinted at such a future.

If it's linked to PS+, you should be able to play any PS1/2/3 game you own through this service if you have PS+. Anything less would be unacceptable.

Well I think the problem is that Sony probably can't afford to just offer this service without an extra charge. Gaikai cost them quite a chunk of change after all, not to mention the ongoing server/bandwidth costs. I kind of doubt the $50 a year from ps+ users is enough.

Also, it may be tough for Sony to convince 3rd party developers/publishers to allow their games to be offered at all.

But who knows, maybe Sony intends to surprise us all and say at E3 that ps+ subscribers get access to this service for no additional charge.

*=Games that involve jumping over pits, volcano flow, and anything else of that nature will not be available due to input lag. /s

This sounds awesome, to an extent. This eliminates a ton of people due to bandwith limits, and or data caps.

Remember, it was only 6months ago or so, that we heard the cries of the world complaining about their shoddy internet connections.

I still think some kind of native device on the client end should be available, to at least cache. It can be as small as a magic jack device that goes in the HDMI port, but also has an Ethernet jack on it as well.

*=Games that involve jumping over pits, volcano flow, and anything else of that nature will not be available due to input lag. /s

This sounds awesome, to an extent. This eliminates a ton of people due to bandwith limits, and or data caps.

Remember, it was only 6months ago or so, that we heard the cries of the world complaining about their shoddy internet connections.

I still think some kind of native device on the client end should be available, to at least cache. It can be as small as a magic jack device that goes in the HDMI port, but also has an Ethernet jack on it as well.

 

Again, you're making a bad comparison.  The cries were because the console required the internet connection and daily check-in to be able to play any game, regardless of actual internet connectivity (the next Fallout, for instance).  Without that connection, you have a nice $500 useless box.

 

This is an optional pay service much like Netflix, using existing technology that Gaikai (and OnLive) have been using for a couple of years now, and the service won't even work unless you have at least a 5Mb connection.

 

How it's implemented, however, might make or break it.  Many of us would like to see it used for backwards compatibility for games we already own, but that seems doubtful.  Microsoft, on the other hand, has something similar in the works (didn't they show Halo already via streaming) and could take it in that direction using it for backwards compatibility.

No, it was Phil Harrison who said that.

He said that OFFLINE games would be better thanks to the cloud tech?

If he said that, then he misspoke, since an offline game cannot, by definition, use internet services at all.

If he said single and multiplayer games can benefit, then that makes more sense. Forza 5 benefits even if your playing by yourself.

 

 

IF, and that's a huge IF, streaming works, why buy a console at all?

 

They should just work on cranking out emulators for old games.

You stumbled upon the big question.

What if that's the point? I mentioned above that MS has hinted at such a future, so why not Sony as well.

If a service like this can be rolled out now and the kinks worked out over the course of say 3 or 4 years. During that time, maybe more users finally get internet connections that can fully utilize such a service. This could lead to the 'next gen' not being a traditional console at all.

Both MS and Sony could be tired of playing the high cost hardware game. If they can offer say a $100 small device that can access all of the media services and game streaming for a subscription fee and not deal with big losses due to building these pc-like boxes, they may take it.

It would be ironic that as Valve tries to move in on the traditional console market, Sony (and MS) move away from that and towards a streaming future.

I still think some kind of native device on the client end should be available, to at least cache. It can be as small as a magic jack device that goes in the HDMI port, but also has an Ethernet jack on it as well.

Unfortunately that is impossible to do if they are going to actually render the game on a server. The only cache that would exist is the output coming in from the service, which wouldn't be insanely large anyway.

If you were to say download the game to your console, you still couldn't play it without hardware in the console that could play ps3/ps2/ps1 games. Sony obviously has no interest in doing that.

He said that OFFLINE games would be better thanks to the cloud tech?

If he said that, then he misspoke, since an offline game cannot, by definition, use internet services at all.

If he said single and multiplayer games can benefit, then that makes more sense. Forza 5 benefits even if your playing by yourself.

 

He said that connecting to the cloud could increase the graphics.  While many of us mocked, it was explained that by offloading AI / lighting / etc., to the cloud, the console would free up compute cycles to improve graphics.

 

However, if you're taken off the cloud (internet connection, LIVE going down, etc.), does your console take a hit and graphics lose fidelity?  Does that mean a game taken offline wouldn't be as good as one connected to the cloud?

 

(Nevermind the idea of trying to match up at 60fps a game played half through the cloud and half from disc / HDD).

Unfortunately that is impossible to do if they are going to actually render the game on a server. The only cache that would exist is the output coming in from the service, which wouldn't be insanely large anyway.

If you were to say download the game to your console, you still couldn't play it without hardware in the console that could play ps3/ps2/ps1 games. Sony obviously has no interest in doing that.

I get what your saying. But this is going to cause some grumbles in areas where infrastructures aren't exactly robust for the time being.

Sony is shrinking hard while the iron is hot (in which they should do) ,but they also better be careful not to drop it on their own foot.

He said that connecting to the cloud could increase the graphics.  While many of us mocked, it was explained that by offloading AI / lighting / etc., to the cloud, the console would free up compute cycles to improve graphics.

 

However, if you're taken off the cloud (internet connection, LIVE going down, etc.), does your console take a hit and graphics lose fidelity?  Does that mean a game taken offline wouldn't be as good as one connected to the cloud?

 

(Nevermind the idea of trying to match up at 60fps a game played half through the cloud and half from disc / HDD).

Yes, I remember the part about offloading resources. The Forza team went into some detail on it because they claim that by leveraging the servers, they could do more with the AI then would be possible with just the console alone. They were able to achieve that without causing a problem if you were playing Forza offline. I believe they just cache the AI bits so you can use it offline.

It sounds like then he did not claim that using server would directly improve graphics. For some reason, some people ran with this idea that there were serious claims that games could somehow use the server for graphics processing, both those touting it as a great feature and others that used it to bash MS, thinking they had made the claim.

Basically, it all boils down to smart development. There are things you can use remote servers for and things that you cannot. Game developers and MS itself will need to be smart in how they leverage it. Of course there will be games on both consoles that will require an internet connection, but I kind of doubt any of those will lose graphical fidelity if you play them offline, if they can be played offline at all.

Although, you know, I guess it wouldn't be so strange if in the future, your game might play/look better when you are online vs offline or at least allowed to look the same unlike now. Think about it. Already today we have games that are reduced in quality when you play online. Sometimes that means reducing the resolution, effects, or framerate. Maybe at some point, a server could be leveraged to give a console that extra bit of help that allows multiplayer modes to play/look just as well as in single player. That might be impossible, but the future is full of surprises :laugh:

I get what your saying. But this is going to cause some grumbles in areas where infrastructures aren't exactly robust for the time being.

Sony is shrinking hard while the iron is hot (in which they should do) ,but they also better be careful not to drop it on their own foot.

Well Sony is doing this in a way that allows users to get use to the idea of such a service, while at the same time offering them the 'old' way of doing things. It also allows Sony time to get the service right over perhaps years of usage. MS tried to just embrace it all now, but there were too many complications. I won't be shocked at all if Sony and MS end up on the same path. Sony will probably lead the way as MS takes the time to retool and get back on track.

I get what your saying. But this is going to cause some grumbles in areas where infrastructures aren't exactly robust for the time being.

Sony is shrinking hard while the iron is hot (in which they should do) ,but they also better be careful not to drop it on their own foot.

It's going to cause "grumbles" everywhere, the internet as a whole has an issue with latency.

There's a reason OnLive demoed their service with the server in the room over.

 

Looks to be working very well, Engadget guys say zero lag. "There was zero perceptible lag"

 

Maybe we shouldn't knock it till its actually available for all PS4 players to try first, even if its not as great as expected its a step in the right direction.

A couple of questions. (I see it as relevant as pert of the Now service is to bring older titles to the ps4)

 

The PS4 is an eight core Jaguar Chip with 8 gig of ram, is this correct?

 

Assuming that is correct, how much more power would actually be needed to emulate ps3 locally on the machine? (backwards compatibility)

 

(I don't understand what the problem is, one can say, more power is needed, how much more, it's already 4 to 6 times more powerful than the ps3 was isn't it? What have I missed?)

 

Please if you feel the need to answer this personally, please, be nice about it.

Looks to be working very well, Engadget guys say zero lag. "There was zero perceptible lag"[/size]

 

Maybe we shouldn't knock it till its actually available for all PS4 players to try first, even if its not as great as expected its a step in the right direction.

The reason to be skeptical right now is because that was a controlled demo. The Engadget guys made no mention of where the server was that was supplying the game to that Bravia. It could have been in the next room for all we know. Game streaming servers announced in the past were also demoed this way.

Its not a knock against them though because I think its good to show people just how great the service can be as long as the conditions are right.

The key going forward is to see if Sony can do anything to offer ideal conditions to most, if not all of its users. Doing that over the internet is very difficult.

 

 

A couple of questions. (I see it as relevant as pert of the Now service is to bring older titles to the ps4)

 

The PS4 is an eight core Jaguar Chip with 8 gig of ram, is this correct?

 

Assuming that is correct, how much more power would actually be needed to emulate ps3 locally on the machine? (backwards compatibility)

 

(I don't understand what the problem is, one can say, more power is needed, how much more, it's already 4 to 6 times more powerful than the ps3 was isn't it? What have I missed?)

 

Please if you feel the need to answer this personally, please, be nice about it.

To give you an idea of how much power is needed, it takes a powerful pc to properly emulate ps2 games and Wii games. Your talking at least an i5 and a mid range or higher video card. That gets you most games running near full speed.

PS3 games would require much more, so you see where the problem is. The PS4 may be several time more powerful, but since the hardware on the ps3 is so different, it requires so much extra power to emulate the original console's environment.

  • Like 1

To give you an idea of how much power is needed, it takes a powerful pc to properly emulate ps2 games and Wii games. Your talking at least an i5 and a mid range or higher video card. That gets you most games running near full speed.

PS3 games would require much more, so you see where the problem is. The PS4 may be several time more powerful, but since the hardware on the ps3 is so different, it requires so much extra power to emulate the original console's environment.

Wow more than 6 times the power?

 

I genuinely didn't know it needed to be that powerful. (I just thought Sony were just being Lazy.)

Wow more than 6 times the power?

 

I genuinely didn't know it needed to be that powerful. (I just thought Sony were just being Lazy.)

Yeah it's that demanding.

It would probably be cheaper for Sony to just shove the ps3 hardware into the ps4 vs trying to emulate it in software.

They did that with the original ps3 to offer ps2 compatibility.

  • Like 2

Yeah it's that demanding.

It would probably be cheaper for Sony to just shove the ps3 hardware into the ps4 vs trying to emulate it in software.

They did that with the original ps3 to offer ps2 compatibility.

(So it wasn't an optimisation of existing hardware issue)

Well I for one, can look forward to some of my ps3 favourites on the ps4, if all goes well.

There is no difference in how games will work in both cases, you are just splitting hairs. I am referring purely to technological challenges and not referring to mandatory/option features/services.

 

Going by my memory, this service is DOA in Europe and for people with bandwidth caps in other places (based on how many people said "why digital downloads don't work" in various threads).

 

I agree with you there, here in Australia it's pretty much the same story. HOWEVER, if Sony are really serious about getting this off the ground they could negotiate with ISPs to make PlayStation Now traffic unmetred. Services like Steam* already do this, so not a big stretch for Sony to do it too. Just all depends on how much Sony is willing to invest to make it work.

 

* Although with my ISP only certain Steam servers are unmetred and 9/10 my PC always auto connects to the metred one. Not even sure they are even doing it anymore, as my download usage for Steam is always metred now :/ but my point is it can be done. I think even some ISPs even offered XBL/PSN traffic be unmetred on some plans too.

  • Like 1

Maybe that's what made Gaikai worth buying is their way of streaming was further optimised and had techniques to better compress/buffer the data?  Because yes a standard streaming service is going to prove laggy for many gamers in a few parts of the world.

 

Lag isn't because of the size of the data. The compression and data size was more than acceptable on onlive allowing for even slow lines to use it. but the lag makes it unusable. 

Looks to be working very well, Engadget guys say zero lag. "There was zero perceptible lag"

 

Maybe we shouldn't knock it till its actually available for all PS4 players to try first, even if its not as great as expected its a step in the right direction.

That's what they said about OnLive as well, of course OnLive always demoed their service with the rendering server connected via a straight switch, in that case you have <1ms of latency. In the real world where you're sending data over the internet you aren't going to have that kind of awesome latency, reducing the number of hops helps but you're still bound by the speed of light through the physical connections.

This topic is now closed to further replies.
  • Posts

    • Dude, im talking about simply disable it from settings app. Because of the eu regulation, you could disable it here for years.
    • One big question about Mars was answered thanks to Einstein's 100 year old theory by Sayan Sen Image via DepositPhotos Scientists at the U.S. National Institute of Standards and Technology (NIST) have calculated how time passes on Mars compared with Earth, adding detail to how timekeeping would need to work beyond Earth’s orbit. The study, published in The Astronomical Journal, found that clocks on Mars run an average of 477 microseconds, or millionths of a second, faster per day than clocks on Earth. A microsecond is one millionth of a second, a very small unit used in precise scientific timing systems such as atomic clocks, which measure time using consistent atomic behavior. This difference is not constant. Because Mars moves around the Sun in a non-circular path (an eccentric orbit, meaning its distance from the Sun changes over time instead of staying fixed) and is affected by gravity from other bodies, the daily difference can vary by as much as 226 microseconds over a Martian year. The study also identifies smaller repeating changes of about 40 microseconds per day linked to synodic cycles (repeating periods that describe how planets line up with each other as they orbit the Sun from different positions). These longer patterns affect how time differences slowly rise and fall. To make these estimates, researchers compared Mars with Earth and the Moon. The work looks at relativistic proper time (the time actually measured by a clock depending on its speed and the strength of gravity where it is located, as described in Einstein’s relativity). This shows that each world has its own slightly different “rate” of time. This becomes more important as space missions expand into cislunar space (the region between Earth and the Moon) and toward Mars. On Earth, time systems rely on atomic clocks and satellites, which stay closely synchronized for navigation and communication. The study is based on Albert Einstein’s theory of relativity, which shows that time is affected by gravity and motion. Stronger gravity makes clocks run slower, while weaker gravity makes them run faster. “The time is just right for the Moon and Mars,” said NIST physicist Bijunath Patla. “This is the closest we have been to realizing the science fiction vision of expanding across the solar system.” A day on Mars is about 40 minutes longer than on Earth, and a Martian year lasts 687 Earth days. But the main question is not just about days and years, but how fast time itself passes. An atomic clock placed on Mars would function normally, but compared with one on Earth, the two would slowly drift apart due to differences in gravity and motion. This requires careful calculation of what is similar to a time-zone difference across planets. Researchers modeled Mars using a reference surface and included gravitational effects from the Sun, Earth, the Moon, and other planets. This includes a multi-body gravitational system (often described as a three-body or four-body problem, where predicting motion becomes difficult because multiple large objects all pull on each other at the same time through gravity). Mars also follows a Keplerian orbit (an idealized elliptical orbit based on simple gravitational laws that assume smooth motion, before adding real-world disturbances from other bodies). In addition, the researchers accounted for solar tides (small changes in gravitational force caused by the Sun that slightly distort planetary motion and timing, especially in systems involving Earth and the Moon). These combined effects are described as relativistic proper-time offsets (small but measurable differences in elapsed time between locations caused by gravity and motion), which must be included when comparing clocks across planets. “But for Mars, that’s not the case. Its distance from the Sun and its eccentric orbit make the variations in time larger. A three-body problem is extremely complicated. Now we’re dealing with four: the Sun, Earth, the Moon and Mars,” Patla explained. “The heavy lifting was more challenging than I initially thought.” Although the differences are extremely small, they matter for navigation and communication systems that depend on precise timing. Even modern networks on Earth, such as mobile systems, rely on timing accuracy at very small fractions of a second. Communication between Earth and Mars currently takes about four to 24 minutes or more depending on planetary positions, meaning signals are not real-time. A shared and accurate time system could help future missions reduce confusion in navigation and data exchange. “If you get synchronization, it will be almost like real-time communication without any loss of information. You don’t have to wait to see what happens,” Patla said. Researchers note that fully developed interplanetary communication networks are still far in the future. However, understanding how time behaves across planets helps prepare for those systems. “It may be decades before the surface of Mars is covered by the tracks of wandering rovers, but it is useful now to study the issues involved in establishing navigation systems on other planets and moons,” said Neil Ashby. “Like current global navigation systems like GPS, these systems will depend on accurate clocks, and the effects on clock rates can be analyzed with the help of Einstein’s general theory of relativity.” Patla added that the results also help improve understanding of time itself under relativity. “It's good to know for the first time what is happening on Mars timewise. Nobody knew that before. It improves our knowledge of the theory itself, the theory of how clocks tick and relativity,” he said. Source: NIST, IOPscience This article was generated with some help from AI and reviewed by an editor. Under Section 107 of the Copyright Act 1976, this material is used for the purpose of news reporting. Fair use is a use permitted by copyright statute that might otherwise be infringing.
    • TeraCopy 4.0 Build 26 by Razvan Serea TeraCopy is a compact program designed to copy and move files at the maximum possible speed, also providing you with a lot of features. Copy files faster. TeraCopy uses dynamically adjusted buffers to reduce seek times. Asynchronous copy speeds up file transfer between two physical hard drives. Pause and resume transfers. Pause copy process at any time to free up system resources and continue with a single click. Error recovery. In case of copy error, TeraCopy will try several times and in the worse case just skips the file, not terminating the entire transfer. Interactive file list. TeraCopy shows failed file transfers and lets you fix the problem and recopy only problem files. Shell integration. TeraCopy can completely replace Explorer copy and move functions, allowing you work with files as usual. TeraCopy is free for non-commercial use only. For commercial use you need to buy a license. The paid version of the program includes the following features: Copy/move to your favorite folders. Save reports as HTML and CSV files. Select files with the same extension/folder. Remove the selected files from the copy queue. TeraCopy 4.0 Build 26 changelog: Added support for receiving files via the LocalSend protocol. Improved exception handling and automated bug report upload. Fixed several minor bugs and small memory leaks. Build 26 (June 24) Fixed a rare exception when a transfer completed. Features added since version 3.17: Enhanced speed graph. New multi-threaded copy engine. Support for copying to multiple targets. Queue system for managing multiple copy operations. Support for receiving files via the LocalSend protocol. TeraCopy entry in the modern Windows Explorer context menu. Integrated toolbar in the title bar. Why receive LocalSend transfers with TeraCopy? Handle file conflicts: Skip, overwrite, or rename files when a file with the same name already exists. LocalSend always creates another copy, which can waste time and disk space, especially when resuming an interrupted transfer. Filter unwanted files: Apply ignore lists or remove files manually before accepting a transfer, so unnecessary files are not downloaded. Better performance on fast networks: In tests over a 10 Gbps connection, TeraCopy received files several times faster than the standard LocalSend app on Windows. Download: TeraCopy 4.0 Build 26 | 14.5 MB (Freeware, paid upgrade available) View: TeraCopy Website | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • Briefly used Turbo Pascal (and Turbo C++) in 97 and soon after that I bought PC magazine that included a full version of Delphi 2. I still use Delphi today, some 29 years later.
    • Age of Empires Mobile comes to PC, here's how to carry over progress from your phone by Ivan Jenic Image: YouTube/Microsoft Microsoft just released Age of Empires Mobile for PC. The game, officially called Age of Empires Mobile: PC Edition, is available for free on Steam and Microsoft Store, almost two years after its initial release for handheld devices. Age of Empires is one of those franchises that entire generations grew up with. The original came out in 1997, and immediately got people hooked to building civilizations and crushing their enemies on the battlefield. However, the franchise today is a far cry from its roots, as Age of Empires Mobile is, well, a game optimized for handheld devices, and not a classic RTS title we’ve all loved for years. And, of course, it includes in-game purchases. The PC version is still a mobile game at its core, but it’s been optimized for desktop play. There’s mouse control, full keyboard compatibility, and a refined UI. Microsoft also refreshed the visuals with some 4k textures, so the game should look better on larger screens. The game supports Crossplay, so you can switch between your phone, tablet, and PC without losing anything. But linked progress doesn’t come out of the box, as you have to enable it first. Here’s how to link your progress: On your mobile device, open Age of Empires Mobile. Go to Settings (Gear icon) > Account. Select Bind Account and choose a sign-in option. Once you enable account binding, sign in on PC using the same method, and your progress will be accessible across all your devices. Xbox Game Pass subscribers also get a bonus reward pack on PC, which includes: 1 Monthly Pass Token 1 Custom Resource Chest 10 Universal 60-Minute Speed-Ups 1,000 Empire Coins Exclusive Player Portrait Frame You can find more info about Age of Empires Mobile: PC Edition, as well as download links, on the Age of Empires official website.
  • Recent Achievements

    • One Year In
      Philsl earned a badge
      One Year In
    • Dedicated
      Scoobystu earned a badge
      Dedicated
    • First Post
      Tom Schmidt earned a badge
      First Post
    • One Month Later
      D0nn13 earned a badge
      One Month Later
    • Rookie
      +ChiefOfNeo went up a rank
      Rookie
  • Popular Contributors

    1. 1
      +primortal
      459
    2. 2
      +Edouard
      177
    3. 3
      PsYcHoKiLLa
      124
    4. 4
      Michael Scrip
      79
    5. 5
      Xenon
      76
  • Tell a friend

    Love Neowin? Tell a friend!