41w ago - Recently a Sony patent was uncovered which may be used to detect pirated software though tracking video game load times.
Below are the details, to quote: "Sony has filed a new patent which may be useful in combating piracy.
The patent was filed by them way back in August 2011, and according to it, if the load times are not within the range they have set, the software could be flagged.
For the tech to be effective, a standard average load time has to be set–specific or range–and if any software that exceeds the time set, it will be easy to block it. This way of blocking games is a little impractical because sometimes drives may not function as expected due to wear and tear.
You can check out the description of the patent below.
For example, if an authentic game title is distributed exclusively on BDs having a total benchmark load time of 45 seconds on a game console BD drive, the acceptable range of load times could be from 40 to 50 seconds. Thus, a total measured title load time of 4 seconds would be outside of the acceptable range of total load times for a legitimate media type.
Seek time: In another example, if an authentic game title is distributed exclusively on flash drives...
114w ago - Following up on the earlier releases, today PlayStation 3 developer an0nymous has updated PS3Load which allows users to run PS3 SELF programs via wireless or wired network with some make_self bug fixes as outlined below.
To quote via PS3 Dev Wiki (ps3devwiki.com/index.php?title=Dev_Tools#ps3load_3.55_make_self_fixed):
Older versions of ps3load would not work on 3.50/3.55 ("sysProcessExitSpawn2" won't work proper), and you had to use 3.41 instead. This is no longer an issue with the recent version ps3load which fixed the (make_self) issue for 3.55 standalone precompiled version to try: ps3load.gnpdrm.pkg (don't forget to delete your old version first)
1. make your app, produce at least an ELF
2. sprxlinker yourapp.elf (this should be done for you if you use any of the samples)
3. make_self yourapp.elf yourapp.self
4. load ps3load on the PS3
5. define the PS3LOAD environment variable in your favorite shell with tcp:ip_addr (where ip_addr is your the ip address of your PS3)
6. ps3load yourapp.self
193w ago - Today RockStar has released GTA IV PS3 patch version 1.06, which fixes several bugs and improves load times.
Issues fixed include the '50 friends list' bug, a number of glitches, and loading the game sequences with less lag.
To quote: The patch fixed some serious problems, read the list below:
• 50 Friends List bug fixed
• Online multiplayer game preferences (Friendly Fire, Auto Aim, Cops)
• Updated trophy list
• Apparently faster loading times everywhere, less lag
• Popular BDBII glitch fixed
• Car blip off glitch fixed
• Other random glitches fixed
195w ago - Just over a month ago the PS3 Hypervisor lv2 (GameOS) was dumped and GeoHothinted that it was accomplished by commanding an SPU to load METLDR.
Today dondolo let us know that simone has detailed how to load METLDR in SPU isolation mode on the PlayStation 3 and included some source code.
While this is definitely a step forward, he still doesn't specify what the read/write u32 functions are... or which functions to add to the recent XorHack release.
Those interested can check it out below, and to quote:
"After some experiment I succeded to load METLDR in spu isolation.
You need geohot's exploit to do this, because you need to turn spu relocation off (MFC_SR1[R]=0) and not let know the HV you are using a SPU (so no calls to lv1_construct_logical_spe or similar). For some strange conf, it doesn't work in HV way."
256w ago - Capcom Senior Community Manager Seth Killian was on the Unity Boards recently to clear up some things about the PlayStation 3 version of Street Fighter 4, and here are his comments:
What's up with the load times on PlayStation 3 version of Street Fighter IV?
Seth: The recently shown builds were final in terms of contents, but were not actual retail discs. They are development ROM discs, which play on development kits.
Dev kit units are known to be a bit trickier than retail, and things occasionally have odd glitches there, but regardless of any she-said, he-said nonsense, when everything is working right, nobody noticed any differences between PS3 and Xbox load times (this was explicitly measured by Gamespot during TGS, since they couldn't find any graphical differences to complain about, but they didn't see load time differences either).
Capcom had PS3 and Xbox SFIV running literally side by side all week at CES with no shame - if there had been some loading difference between the two the hundreds of press who came through would have been all over it, and we might have even tried to avoid putting the two machines near one another.
We didn't because the game loads perfectly fast on both systems, especially...