Cycrow

Cyt für Kantholz
Ich bin da nicht so drinnen in den Thema deswegen meine ganz blöde Frage kann ich dann auch Playstation 5 Titel auf der Ps4 streamen ? Wenn ja lohnt es sich für mich ja direkt sich damit einmal etwas auseinander zu setzen.

Wieso auch immer... das Cloud Streamen von Playstation 5 Titeln geht nur auf der Playstation 5 Geräten :sonic:
Die Logik dahinter verstehe ich auch nicht so ganz.
 
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Wolke

crossing
Schade so hätte ich das Demon Souls Remake auch einmal durchspielen können. Naja dann halt nicht.


Fürs Portal wäre das wahrscheinlich eh ein schwerer Titel gewesen. Also überwiegend läuft das Steamen ganz gut, aber ich merke dennoch, dass ich an der Konsole selbst viel besser spiele. Bisschen Lag gibt es eben doch und es ist - obwohl das Portal schon nahe am PS5 Controller ist - irgendwie doch nochmal ein Unterschied wie man was in der Hand hält. Aber sind nur meine fünf Cent dazu. Gibt sicher Leute, die brillieren sogar solche Titel auf dem Portal.
 

Bautinho

Endlich normale Leute
Fürs Portal wäre das wahrscheinlich eh ein schwerer Titel gewesen. Also überwiegend läuft das Steamen ganz gut, aber ich merke dennoch, dass ich an der Konsole selbst viel besser spiele. Bisschen Lag gibt es eben doch und es ist - obwohl das Portal schon nahe am PS5 Controller ist - irgendwie doch nochmal ein Unterschied wie man was in der Hand hält. Aber sind nur meine fünf Cent dazu. Gibt sicher Leute, die brillieren sogar solche Titel auf dem Portal.
Gibt auch Leute die zocken dark souls auf einer dancing matte durch 😂
 

Cannibalpinhead

RETRO CRYPTKEEPER
Hm... ich frag mich echt warum die nicht einmal ein gutes Design zusammenbringen. Radom irgendwelche Symbole draufklatschen...

Es gibt soooo coole Custom-Designs... und die offiziellen schauen dagegen immer einfach nur billig aus.

Warum nicht mal sowas in der Art?

last of us controller.jpg
 
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fsr 4.0 (zur zeit noch exklusiv für die neuen amd gpus) wird 2026 seinen weg auf die ps5 pro in form der neuen pssr version finden
Last week, AMD released its new wave of graphics hardware, developed around the new RDNA 4 architecture. Machine learning performance is dramatically increased, opening the door to FSR 4 - a brand-new ML-based upscaler that delivers excellent quality, comparable to Nvidia's DLSS. Just after launch, AMD revealed that it was co-developed in association with Sony as part of its Project Amethyst initiative and in an interview with Digital Foundry, PlayStation lead system architect Mark Cerny says that "our target is to have something very similar to FSR 4's upscaler available on PS5 Pro for 2026 titles as the next evolution of PSSR."

"The neural network (and training recipe) in FSR 4's upscaler are the first results of the Amethyst collaboration," Cerny told us. "And results are excellent, it's a more advanced approach that can exceed the crispness of PSSR. I'm very proud of the work of the joint team!"
You can assess the quality of FSR 4 yourself via the embedded video below, where Digital Foundry stacks up the new upscaler against the non-ML FSR 3.1, along with DLSS 3.7 and DLSS 4.0. While we have more in-depth coverage to come, our take on the new technology is that it represents a huge leap over FSR 3.1, delivering quality wins over DLSS 3.7. While there are elements where the new transformer-based DLSS 4 model wins out, we were delighted to see that FSR 4 is surprisingly competitive against Nvidia's latest.

However, it is going to take some time to see the new technology migrate across to PlayStation 5 Pro. "Our focus for 2025 is working with developers to integrate PSSR into their titles; in parallel, though, we have already started to implement the new neural network on PS5 Pro. Our target is to have something very similar to FSR 4's upscaler available on PS5 Pro for 2026 titles as the next evolution of PSSR; it should take the same inputs and produce essentially the same outputs. Doing that implementation is rather ambitious and time consuming, which is why you haven't already seen this new upscaler on PS5 Pro."
Cerny believes that PS5 Pro's ML hardware is up to the task of running FSR 4 without significant re-architecting.

"That is what we are targeting, and we believe we can achieve it," he says. "The peak performance number for PS5 Pro is 300 8-bit TOPS without sparsity, which compares very well to the recently released AMD GPUs. We don't believe sparsity is useful for this particular upscaling algorithm."

"RDNA 4 and the hardware in PS5 Pro are completely separate designs, which is why I speak in terms of 'reimplementation' on PS5 Pro when I talk about the new upscaling network used in FSR 4. I'm definitely looking forward to a future with co-developed hardware features for machine learning that will dramatically increase the interoperability."
 

Cycrow

Cyt für Kantholz
PSSR endlich fixen: Besser spät als nie, aber oh boy ist das spät.

Edit: Aber ja, sowas wie FSR 4.0 Level Upscaling hab ich von einem Mid-Gen Update eigentlich erwartet (halt aber ab Day One)
 
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das polnische entwickler studio people can fly (bulletstorm, gears of war: judgment, outriders) wird einen neuen titel für playstation entwickeln und dabei eine bestehende ip des plattformhalters nutzen
The Management Board of PCF Group S.A. with its registered office in Warsaw (the "Company") hereby informs that on March 13, 2025, the Company concluded a production agreement (Prototype Development Agreement) (the "Production Agreement") with Sony Interactive Entertainment LLC, with its registered office in San Mateo, California, United States of America (the "Publisher"), regarding cooperation in the production of a prototype of a new video game codenamed Project Delta (the "Product"), based on intellectual property rights belonging to Publisher.

The Production Agreement provides that work on the Product will be carried out in the so-called work-for-hire model, i.e. work performed by the Company as a developer on behalf of and for the Publisher, in return for which the Company will receive an agreed remuneration from the Publisher.

In accordance with the Production Agreement, work on the Product will be divided into stages (milestones). Detailed terms of cooperation between the parties regarding the implementation and payment for subsequent stages (milestones) have been specified in the annex to the Production Agreement (milestone schedule).

The scope and provisions of the Production Agreement do not differ substantially from the provisions of production agreements typically concluded for such projects.

The conclusion of the Production Agreement is in line with the update of the Company's Strategy and the People Can Fly capital group announced by the Company on 31 January 2023, according to which if attractive opportunities for cooperation with renowned partners in the work-for-hire model arise, the Company will take advantage of them.

please be killzone... :sonic:
oder wenn es horizon sein muss (ist eben wahrscheinlicher) dann wäre ein shooter um operation: enduring victory ehrlich gesagt gar nicht so verkehrt.

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neue bewegungen richtung jason blundell's neuem studio, welches scheinbar ein first party studio innerhalb playstation wird und an einer neuen ip arbeiten:

ehemaliger deviation games entwickler:
Anhang anzeigen 7936

und nun hat es blundell selber offiziell bestätigt:
Former Treyarch co-studio head Blundell was one of the lead creators of Call of Duty’s Zombies mode before leaving Activision in 2020 after 13 years. He would then serve as one of the co-founders of Deviation Games.

Deviation Games didn’t get a chance to release its debut project, an original IP that was set to be exclusive to PlayStation platforms.

In an interview with Jeff Gerstmann, Blundell confirmed that the new studio is “staffing up,” and that he would have more to share on the studio’s first project in the future.
“The studio is called Dark Outlaw. We’ve been working away in the shadows for a while, when we’ve got something to talk about we’ll step out into the light.”

“It’s such a privilege to be able to do it with Sony as a new first-party studio, Sony doesn’t start up first-party studios all the time, so to have that privilege is humbling.”

Blundell wouldn’t confirm where the studio is in terms of production schedule, other than that the studio has been going “for a little bit of time.”
 
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ein neues internes team innerhalb von playstation ist aktuell daran alles an möglichen daten und dokumenten zu archivieren. source codes, konzeptarbeiten, prototypen usw.
The most important moment during an unusual PlayStation presentation at last week’s Game Developers Conference was probably at the very end. The talk was winding down, the Q&A portion had begun, and an employee of one of Sony’s most revered game studios, Naughty Dog, stepped up to the microphone to make a comment.

For the preceding half hour, Garrett Fredley, a senior build engineer at PlayStation, had been addressing a room full of developers, press and other GDC show-goers about how he and a team of two others at Sony had been working for the last few years to begin preserving PlayStation’s history.
To get things sorted, Fredley and team have created what they call the PlayStation Studios Vault.

"The PlayStation Studios Vault is our solution for bringing all of PlayStation's rich 30-year history together in one place," Fredley said. "Not just backups, not just source code and source art, but everything that is ever related to a project you can possibly find: from documentation to audio assets, to prototype information, anything under the sun, even cultural artifacts, because, look, culture is part of the game development process."

The Vault consists of two main server locations in Las Vegas, Nevada and Liverpool, England, that can be accessed quickly, supplemented by so-called cold storage tape backup in remote mine-shafts.
As I briefly chatted with Fredley after his talk to clarify a few facts, a thought popped into my head. What about Concord? Last year, Sony's big-budget online-only multiplayer PS5/PC shooter was pulled offline just 11 days after its release, making it inaccessible to the public. Fredley told me he was a build engineer for Concord and had supported its team. He couldn't talk about exactly what he did with the game, but reassured me that "we know a lot about Concord." Plus, I realized as I walked away, he'd just said in his talk that they'd saved every build of every PS5 game. That offers some reassurance that, in the interest of preservation, PlayStation may save all of its most important pieces of its history, not just the ones that panned out.

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Over the months, we've received a continuous stream of reports asking us to look into VRR stuttering problems impacting PlayStation 5. We've tested 19 different games across both PS5 and PS5 Pro and we've tested across a range of displays - the problem is real, it affects both standard and enhanced consoles and we've discovered that some games are impacted while others are not. There are still plenty of questions that need answers, but this will require Sony to step in.
 

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ist ehrlich gesagt auch das erste mal, dass ich davon höre, aber scheinbar ist es genug anderen aufgefallen. vielleicht bewegt sich ja nach dem df video etwas.