Video: OlliOlli on PlayStation Vita: Career Mode Explained

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24w ago - Roll7 Director Tom Hegarty shared a video explaining the Career Mode in OlliOlli on PlayStation Vita below today.

To quote: Hello! It was back in June that we last posted here. At that point we were about to embark on our first E3 trip with a very early build of the game.

Needless to say a lot has changed since then! Player physics have been tweaked, we've redesigned a ton of grindable assets and we've also settled on the final modes of the game (there are four in total!).

In this post we want to concentrate on the most important game mode, Career, as it helps you unlock both Spots Mode and Rad Mode as well as preparing you for the do-or-die, risk it all, Daily Grind.

In Career you are confronted with the task of completing 50 Levels split across five stages: Urban, Junkyard, Port, Base and Neon, with 10 levels per Stage. The levels are split into 'Amateur' and 'Pro' to help the player skill-up as they progress. The Amateur levels follow a linear path - complete Urban 1 to unlock Urban 2, Complete Urban 5 to Unlock Junkyard 1.





However, merely completing a level is least of your worries! Each level has five challenges, two of which are always score challenges, one based on overall score...
 

MLB 09 The Show for PlayStation 3 - Lighting Explained

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269w ago - Senior Graphics Programmer for MLB 09 The Show Patrick Hager provided some more details on the lighting in MLB 09 The Show for Sony's PS3 console today as follows:

Lighting was a major focus for us this year, and we implemented a Global Lighting model. What does that mean? It means that objects are lit by their surroundings.

It means that when players are in shadow, they can still get light from the sunlight hitting the dirt just beyond the shadow's edge, or a bright wall behind them. It means that in stadiums, red floors cast red light on neighboring objects. It is another step towards that realism we all want in our baseball game.

How do we do all this? Well, I can't give away our secrets, but I can give you an overview of our lighting model. There are several steps we take to make each image, and we make 60 of these images every second.

Starting with the stadium:

• We begin by tracing direct sunlight into the scene, with detailed shadows.
• We render a sky (without a sun), then use this sky to add the indirect sky light to the scene.
• We then trace the sunlight's path as it bounces off the ground and stadium. When sunlight hits a surface, it takes on that surface color, bounces off, and lights objects around it. We add that indirect...
 

Video: PlayStation 3's XDR RAM Explained

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294w ago - At the heart of Sony Computer Entertainment's breakthrough PLAYSTATION 3 system is the Cell Broadband Engine (Cell BE) processor. The Cell BE is a multi-core processor employing a PowerPC processor element (PPE) and seven synergistic processor elements (SPE) to provide supercomputer capability in a home computer entertainment system. The Cell BE is capable of 218 GFlops performance.

PS3 as we all know is powered by 256mb of GDDR3 RAM and 256mb of XDR at ultrafast speed of 3.2ghz. The XDR RAM has a very low latency and is more efficient than contemporary PC RAMs.

So what exactly is XDR RAM and why is it superior to conventional PC RAM?

Click on the video link to find out!
 

PlayStation 3 Triple Betas Explained

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296w ago - If you have been playing on your PS3 non-stop for the last couple of days, chances are you have one (or more) of the following betas: Resistance 2 Closed Beta (for now,) PlayStation Home Closed/Opened Beta, or SOCOM (the game not the gun or the US Special Operations Command) Confrontation beta - which you shouldn't have because it isn't even out yet.

Although, people can pull the strangest things off their sleeves, so who knows. If you are in one of those betas, consider yourself special; lets exclude PlayStation Home since there isn't anything special about it. It still looks the same. Just more people in the same boring place. (Do your duty as a tester and find some glitches though!)

If you are not on one of the betas and you are still playing your PS3 non-stop, you most likely have trophy fever. How about putting your desires of leveling up your PSN Level down for a bit, and educate yourself in how to get on these betas before its too late.

Anyways, Sony has or will be having three very important betas at the exact same time; which causes some problems since usually we aren't accepted in all of them if we are already in one of them. (PSU rules I think - not so sure.) So, lets get on with that educational speech I promised you...

Lets start with PlayStation Home. PlayStation...
 

PlayStation 3's RAM and RSX Explained

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301w ago - There has been a lot of talk about the PlayStation 3's Random Access Memory (RAM) vs Xbox 360's RAM, saying that the 360 has more RAM to work with etc. Here is an article to explain the situation of its RAM.

Just so you know, the PS3 has 512MB of RAM (256 for video and 256 for system). The Cell chip has 256MB of completely sharable RAM, the GPU has 256MB of dedicated RAM. Now the key here is what type of RAM it is.

The PlayStation 3 has 256mb of GDDR3 at 700mhz and 256Mb of XDR at 3.2ghz. So what exactly is XDR ram? Here are some of the highlights:

- XDR makes PS3 super effiecient
- XDR aids in faster cache mapping, both direct and indirect
- XDR ram works by a pointer to pointer technology and needs very small buswidth for execution
- XDR is not just faster than GDDR3 but it is much more efficient
- XDR RAM works by breaking down data into several packets which prevents data loss and exceptions

The Rambus XDR™ memory architecture is a total memory system solution that achieves an order of magnitude higher performance than today's standard memories while utilizing the fewest ICs. Perfect for compute and consumer electronics applications.

The PS3 has two times as much cache at 2x the speed, making it way faster for direct/indirect mapping....
 







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