Ars Technica Hands-On With PS Now on Samsung Smart TV


Recommended Posts

I was really impressed with PS Now on my Smart TV. It took a computing platform that I thought was so slow it was useless and turned it into a fun gaming device.I was playing actual PS3 games on my TV and, to be honest, didn't really notice that it wasn't a local game.

The biggest downside to PlayStation Now is that it's just so darn expensive

Obviously, the quality of the experience will greatly depending on your internet connection. However, as the article mentioned, it's the pricing that will kill PS Now before it even begins. Right now, it's just way too expensive.

 

I'm honestly surprised that it runs well as a "built-in" add-on to a smart TV. I've never had what I would call a "good" experience with smart TV OS's.

The price is what they're using to scale the network.  They know it's too much for most people, that INTENTIONAL, if they launched and it ran on "even the most anemic hardware" as Ars stated and was priced so most people found it a great price then they'd be flooded with users, the network would crash, and the whole thing would just collapse.  Instead they launch with a high price so fewer people try it and gradually scale the price down as they build up the network.  I'm pretty sure they're getting enough users, even at the high price, to keep the project moving forward.

Nice to see Sony finally working with other companies but the prices seem high.

 

 

Isn't the memory in all PS4 manufactured by Samsung? Its APU is developed by AMD. I don't think Sony's problem is an inability to work with others. Sony has a fanatical obsession with proprietary nonsense, that is what they need to abandon.

Isn't the memory in all PS4 manufactured by Samsung? Its APU is developed by AMD. I don't think Sony's problem is an inability to work with others. Sony has a fanatical obsession with proprietary nonsense, that is what they need to abandon.

 

You are correct, the GDDR5 in the PS4 is from Samsung.  The new model PS4 in Japan is based on Samsung shifting those from a 28nm process to a 20nm process and doubling chip capacity.

 

As for their "fanatical obsession with proprietary nonsense" I'd say Sony's been the LEAST proprietary of the home (non-portable) console makers in the last two generations (PS3/PS4).

Standard USB ports, bluetooth controllers, standard headphone jack on the DualShock 4, standard replacable 2.5" HDD, standard Blu-Ray drive, etc.

This compared to MS's proprietary wired controller connection (Xbox360), proprietary headphone jack on the Xbox One controller (they just recently changed?), proprietary HDD, and heck Nintendo makes up a proprietary disc format as well.

 

The one area Sony seems obsessed with proprietary nonsense on the game side of the house is the removable storage for the mobile devices (PSP/Vita).  The whole Memory Stick and Vita Memory Card thing is annoying but at least the original PS3 included support for multiple flash card formats (SD/MultiMedia Card, CompactFlash Type I/Type II, Microdrive, etc.)

  • 2 weeks later...

I'm looking forward to this.  I plan on using this heavily once pricing comes down. It will allow me to avoid buying multiple ps4s down the line, so that is pretty cool.

 

What would be amazing is to see this service come to pc.  Win 10 support as a universal app would be great. 

You are correct, the GDDR5 in the PS4 is from Samsung.  The new model PS4 in Japan is based on Samsung shifting those from a 28nm process to a 20nm process and doubling chip capacity.

 

As for their "fanatical obsession with proprietary nonsense" I'd say Sony's been the LEAST proprietary of the home (non-portable) console makers in the last two generations (PS3/PS4).

Standard USB ports, bluetooth controllers, standard headphone jack on the DualShock 4, standard replacable 2.5" HDD, standard Blu-Ray drive, etc.

This compared to MS's proprietary wired controller connection (Xbox360), proprietary headphone jack on the Xbox One controller (they just recently changed?), proprietary HDD, and heck Nintendo makes up a proprietary disc format as well.

 

The one area Sony seems obsessed with proprietary nonsense on the game side of the house is the removable storage for the mobile devices (PSP/Vita).  The whole Memory Stick and Vita Memory Card thing is annoying but at least the original PS3 included support for multiple flash card formats (SD/MultiMedia Card, CompactFlash Type I/Type II, Microdrive, etc.)

 

 

I really meant Sony as a whole seems to adopt or create proprietary hardware. Various connectors, memory cards, UMD, mini Disc, ATRAC, etc. I still think the proprietary memory cards played a role in hurting the Vita's success.

The Vita move seemed to be to make money and curb piracy. Piracy though has nothing to do with memory cards but having a tight OS. The Vita has faired okay so far falling to exploits from the legacy PSP support. However I think it's just beginning to be opened up by native exploits now.

Still not an excuse to screw over consumers. Had the Vita used memory cards we all have it might have sold more by now.

I really meant Sony as a whole seems to adopt or create proprietary hardware. Various connectors, memory cards, UMD, mini Disc, ATRAC, etc. I still think the proprietary memory cards played a role in hurting the Vita's success.

 

I understood your point.  My point was that it's unfair to judge one division by the actions of another.  The "Games and Network Services" division (which includes consoles) specifically has been less proprietary than it's competitors (Xbox at Microsoft and Nintendo).  It isn't really relevant what Sony's "Home Entertainment and Sound" and other divisions are doing just like how open MS is with Windows doesn't really apply to Xbox.

 

I'm sure Vita would have sold a bit more if it didn't use proprietary memory but I don't think that one change would have made it jump past the 3DS or even outsell the PSP during it's lifetime.

 

Nintendo's target demographic seems to be kids who probably don't own smartphones.  Sony's is teens and older and probably do and it's hard to justify carrying around the Vita when your phone does most of the same things.  With phones (in the U.S. at least) typically being subsidized by carrier contracts and often being upgraded every 2 years or so the Vita was quickly outclassed in power by the typical cell phone.

Nintendo's target demographic seems to be kids who probably don't own smartphones.  Sony's is teens and older and probably do and it's hard to justify carrying around the Vita when your phone does most of the same things.  With phones (in the U.S. at least) typically being subsidized by carrier contracts and often being upgraded every 2 years or so the Vita was quickly outclassed in power by the typical cell phone.

 

Just curious, do you own a Vita??

As a Vita and Smartphone owner, there is not a single smartphone out there, iPhone, Galaxy, Nexus, whatever it may be, that does what a Vita does. Would you say smartphones also do what the 3DS does? I sure would not, and it is the same deal for the Vita.

 

The Vita is a dedicated gaming platform and has games that take advantage of this fact. It has a proper controller with the exception of not having two shoulder buttons. No smartphones do, and even the controller cases you can get do not offer the same advantages the Vita does, nevermind the fact that most smartphone games are not designed with a controller in mind as 95% of smartphone users are not going to carry around a controller as well, so smartphone games have way simpler controls than Vita games do. Way simpler.

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • 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.
    • Apple Watch Series 11 GPS just crashed to 30% off in this fast-moving Prime Day deal by Karthik Mudaliar The Apple Watch Series 11 is available for $279, down from its $399 list price, saving buyers $120, or 30%. Amazon labels the offer as selling fast, so the current price may not remain available for long. This GPS model features a 42mm aluminum case, an Always-On Retina LTPO3 OLED display capable of reaching up to 2,000 nits, and an Ion-X glass surface with improved scratch resistance. Apple rates Series 11 for up to 24 hours of normal use or up to 38 hours in Low Power Mode, with fast charging providing up to eight hours of use from a 15-minute charge. Health and fitness tools include sleep scoring, temperature sensing, ECG support, heart-rate alerts, workout tracking, sleep apnea notifications, and hypertension notifications, where available. The watch also carries IP6X dust resistance and 50-meter water resistance. This configuration is best suited to iPhone owners who want comprehensive health tracking, notifications, contactless payments, and workout data without stepping up to a larger or cellular-equipped model. The smaller case should also appeal to buyers who prefer a lighter watch, while the S/M band fits wrists measuring 130mm to 180mm. With the current generation now significantly below its usual retail price, this is a strong time to replace an aging Apple Watch or buy a first model without compromising on Apple’s newest health and display features. Grab the discounted Apple Watch Series 11 (sold and shipped by Amazon) Good to know This Amazon deal is U.S. specific, and not available in other regions unless specified. We only use first-party seller links (at the time of article publishing); ensure that you purchase from a first-party seller link only. Check out Today's Deals on Amazon | or our recent tech deals. Become a Prime member (for Students or SNAP) via Neowin Get Prime Access - Prime for half price (for qualifying Medicaid, EBT, SNAP) Subscribe to Prime Video, Audible Plus, Music Unlimited or Kindle Unlimited via Neowin As an Amazon Associate, we earn from qualifying purchases.
    • The laptop in the bedroom is an Acer with i7-10510U CPU. Acer's website states they will not be upgrading it so I had little choice other than disable secure boot. I know next to nothing on these matters so hopefully it will be fine.
    • GitHub removes manual model selection from Copilot free and student plans by Karthik Mudaliar GitHub is removing the ability to manually select an AI model from its Copilot Free and Student plans, making its automatic routing system the default and only way to choose a model. This means users on these tiers will no longer be able to deliberately select a particular OpenAI, Anthropic, Google, or Microsoft model for a task. In its announcement, GitHub said Copilot Auto will dynamically choose what it considers the best model for each request. Free and Student accounts will retain access to models from multiple families, although the available selection will continue to depend on the restrictions attached to each plan. GitHub did not identify a fixed pool of models that Auto will always use, and its documentation warns that model availability can change over time. GitHub describes Auto as more than a random fallback system. On supported surfaces, its task-optimization technology evaluates the complexity of a request alongside real-time information about model health and availability. Straightforward prompts can be routed to faster and less expensive models, while more demanding coding tasks may be sent to higher-cost reasoning models. The company says this approach should reduce rate limiting, latency, and failed requests. Auto generally selects one model along natural prompt-caching boundaries rather than repeatedly switching models during a session, as GitHub found that mid-session changes increased costs without producing sufficient improvements in output quality. Users can still check which model generated a response. In Copilot Chat, the information appears when hovering over an answer, while Copilot CLI and the Copilot cloud agent display the selected model alongside their output. Auto is available in Copilot Chat, Copilot CLI, and the cloud agent, with the exact implementation and release status varying between supported development environments. The latest restriction follows several months of adjustments to Copilot’s individual plans. GitHub temporarily halted new Pro, Pro+, and Student subscriptions in April as it sought to manage demand and service reliability. It later introduced token-based billing and began gradually reopening individual-plan registrations on June 17. Alongside the picker change, GitHub is retiring the “Preview” label from Microsoft-developed models. It argues that the label is no longer necessary because Auto handles model routing and models are continuously updated behind the scenes.
  • 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
      460
    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!