SCREAM25 escribió:La conferencia se puede ver en directo? A que hora es?
nakuada escribió:SCREAM25 escribió:La conferencia se puede ver en directo? A que hora es?
aqui en españa podremos segirlo a partir de las 00:00 de el 21, aunque muchas web hacen preemisiones a partir de las 23:00 de hoy para calentar motores
kolombo escribió:Natsu escribió:IridiumArkangel escribió:Me cago en todo lo que se menea! En ese aspecto, debería ser Ms la que optara por dejar jugar online GRATIS a todo el mundo y despues ofrecer un servicio como el Plus pagando NO AL REVES!!!
¿Te imaginas que se vuelven las tornas? xD
Entonces si que implosiona EOL , aunque no lo verán nuestros ojos.
Nuhar escribió:Ahora en serio, ¿la gente esta ciega? El psn + lo inventaron para ganar mas dinero, es logico que lo vayan a incentivar con cosas para que los usuaros pasen por caja, no se si el juego online pero servicios fijo que van todos para alli. Hoy en dia me parece que tiene mas aliciente el psn porque te permite DISFRUTAR de juegos gratis.
pers46 escribió:kolombo escribió:Supongo que montar y mantener en online de una consola, llámese Live o PSN conlleva unos gastos. No me extrañaría que Sony viendo el éxito del PSN+ haya decidido cobrar por jugar más otros "pluses", después de todo el tema del Gaikan ese no le habrá salido gratis. Vamos, que desde el punto de visto de nosotros los que tenemos que pagar es una putada, pero si te pones en el otro lado hay que recordar que son ONGs.
En todas las plataformas ha sido gratis hasta hoy, salvo 360. Entiendo que tendrá unos gastos, pero para algo cobran por cada juego que venden.
litos001 escribió:Hoy por fin, se abre oficialmente la veda de información real a todo el mundo.
Ganicas de que lleguen las 00:00.
superfenix2020 escribió:litos001 escribió:Hoy por fin, se abre oficialmente la veda de información real a todo el mundo.
Ganicas de que lleguen las 00:00.
yo no las tengo todas conmigo.
no me creo que Sony presente antes del E3 o del TGS la Ps4 y diga sus specs reales, su fecha de salida y precio antes que Microsoft su xbox. No es propio de ellos.
Y sobre el mando, espero que no se parezca a ese que hemos visto. Parece un mando de los chinos.
Protek escribió:Estos cabrones otra cosa no...pero son los mejores creando hype a la gente..
Nuhar escribió:kolombo escribió:
Entonces si que implosiona EOL , aunque no lo verán nuestros ojos.
Joder, pasa eso y hasta yo me pongo a tocar las pelotas jajajaja (es broma, no estoy loco)
Ahora en serio, ¿la gente esta ciega? El psn + lo inventaron para ganar mas dinero, es logico que lo vayan a incentivar con cosas para que los usuaros pasen por caja, no se si el juego online pero servicios fijo que van todos para alli. Hoy en dia me parece que tiene mas aliciente el psn porque te permite DISFRUTAR de juegos gratis.
Un servicio que se me ha ocurrido que podria ser de pago y muy util. Video por streaming entre la consola y tu pc/tv/tablet ... Yo al menos es algo que me resultaria super comodo.
superfenix2020 escribió:Protek escribió:Estos cabrones otra cosa no...pero son los mejores creando hype a la gente..
pues yo después de los palos que me he llevado con ps2, ps3 y psvita, mucho hype con la futura play no es que tenga, todo lo contrario, y más si se confirman los rumores del mando, del live de pago y del sistema anti segunda mano. Me da igual si luego es la consola más potente.
superfenix2020 escribió:litos001 escribió:Hoy por fin, se abre oficialmente la veda de información real a todo el mundo.
Ganicas de que lleguen las 00:00.
yo no las tengo todas conmigo.
no me creo que Sony presente antes del E3 o del TGS la Ps4 y diga sus specs reales, su fecha de salida y precio antes que Microsoft su xbox. No es propio de ellos.
Y sobre el mando, espero que no se parezca a ese que hemos visto. Parece un mando de los chinos.
litos001 escribió:superfenix2020 escribió:litos001 escribió:Hoy por fin, se abre oficialmente la veda de información real a todo el mundo.
Ganicas de que lleguen las 00:00.
yo no las tengo todas conmigo.
no me creo que Sony presente antes del E3 o del TGS la Ps4 y diga sus specs reales, su fecha de salida y precio antes que Microsoft su xbox. No es propio de ellos.
Y sobre el mando, espero que no se parezca a ese que hemos visto. Parece un mando de los chinos.
Después de crear un evento especial, de repasar la evolución de las consolas con videos, y de que varios medios confirmen que hoy se presentará oficialmente, todavía no te lo crees???
Pues ya me dirás que esperas que presenten...xD
nakuada escribió:
Lo del streaming que comentas al final, ya existen rumores que se podra hacer en la nueva xbox entre pc, moviles, tablets, smart-tv, etc... y que no seria complicado que tambien lo hiciera ps4
roberto28live escribió:El director creativo de Watch Dogs está en Nueva York.
AlexTemina escribió:roberto28live escribió:http://thephantompain.com/
2:20...
PreOoZ escribió:AlexTemina escribió:roberto28live escribió:http://thephantompain.com/
2:20...
¿Qué es eso?
Durango Next-Generation Kinect Sensor
Launched in November 2010, the Xbox 360 Kinect Sensor set a world record for the fastest selling consumer electronic device, selling ten million units in its first four months alone. Natural user interface (NUI) experiences using Kinect have proved a compelling and inspiring feature of this console generation. Durango provides the opportunity to push innovative NUI further. Every Durango console will come with a next-generation Kinect sensor. Developers can integrate Kinect functionality, confident that it provides a great experience for all Durango users.
Durango Sensor
The next generation sensor improves the current sensor in many areas:
Improved field of view results in much larger play space.
RGB stream is higher quality and higher resolution.
Depth stream is much higher resolution and able to resolve much smaller objects.
Higher depth stream accuracy enables separating objects in close depth proximity.
Higher depth stream accuracy captures depth curvature around edges better.
Active infrared (IR) stream permits lighting independent processing and feature recognition.
End to end pipeline latency is improved by 33 ms.
Sensor Characteristics Summary vs Xbox 360 Kinect Sensor
Feature Xbox 360 Kinect Sensor Durango Sensor
Field of View (FOV) 57.5˚ horizontal by 43.5˚ vertical 70˚ horizontal by 60˚ vertical
Resolvable Depth 0.8 m -> 4.0 m 0.8 m -> 4.0 m
Color Stream 640 x 480 x 24 bpp 4:3 RGB @ 30fps640 x 480 x 16 bpp 4:3 YUV @ 15fps 1920 x 1080 x 16 bpp 16:9 YUY2 @ 30 fps
Depth Stream 320 x 240 16 bpp, 13-bit depth 512 x 424 x 16 bpp, 13-bit depth
Infrared (IR) Stream No IR stream 512 x 424, 11-bit dynamic range
Registration Color <-> depth Color <-> depth and active IR
Audio Capture 4-mic array returning 48 Hz audio 4-mic array returning 48K Hz audio
Data Path USB 2.0 USB 3.0
Latency ~90 ms with processing ~60 ms with processing
Tilt Motor Vertical only No tilt motor
Play Space and Field Of Viewise
With a 70-degree horizontal and 60-degree vertical FOV, and a depth range of 0.8 m to 4.0 m, the sensor captures a much expanded area compared to the Xbox 360 Kinect Sensor. At 0.8 m, this area is 1.12 m wide by 0.92 m high; at 4 m the area is 5.6 m wide by 4.6 m high. This much larger play space fits multiple players. Four players should fit comfortably, and the place can accommodate up to six.
The form factor for the next generation sensor will be similar to the current sensor, which is a wired unit, separate from the console. However, this sensor will not have a tilt motor. The wider vertical FOV should permit the sensor to be placed and oriented to capture a large enough area in a typical room without adjustment to accommodate the vast majority of users that are in the height range 1 m to 1.83 m. The sensor is able to detect that range at just 1.58 m away.
User studies from the Kinect program coupled with the requirement to gather well-separated depth information suggest that the best position for the sensor will be above the display, looking downward toward the players. This position maximizes the available depth information and minimizes joint occlusion for seated ST scenarios.
The improved FOV means:
- Titles can be played in a much larger selection of homes, usually without moving furniture.
- Complexities of dynamic play space set up and tilt motor handling are removed.
- Gameplay with players of different heights is much easier
- Fitting two or more players in the play area is much more practical.
Sensor Data Streams – Color
The sensor can return a full HD resolution (that is, 1920 x 1080) color stream at 30 frames per second, returned in YUY2 format. YUY2 format packs two pixels as four 8-bit components: Y1, U, Y2, V where Y1 and Y2 are individual pixel luminance values, and U and V are shared chrominance values for the two pixels. Quality and resolution are considerably improved over the current generation sensor, especially in low-light situations.
Sensor Data Streams – Depth
The sensor returns a 512 x 424 16-bit depth stream, at 30 frames per second. The bit-depth layout is exactly as the current Kinect Sensor – 13 bits of depth information and a 3-bit segmentation mask. In addition to higher resolution, the depth sensor is more precise. For example, at 3.5 m it can resolve objects two to three times smaller than the current sensor.
Sensor Data Streams – Active IR
As part of the process of producing the depth stream, the sensor uses an active IR stream. This stream is 512 x 424 at 30 frames per second. The active IR stream is stable across variable lighting conditions. For example, shadows, pixel intensities and noise characteristics are the same for a well-lit room the same as for no light in the room. As a result, this stream could be used for feature detection in situations where a color stream would be useless.
Sensor Data Streams – Registration
The depth stream is derived from the active IR stream. That means both IR and depth streams will have precisely the same point of view (POV), pixel for pixel; there is no transformation mechanism to introduce artefacts. The color sensor, however, is not in the same position as the depth or IR sensor. That means the color stream will appear to be from a slightly different POV. A registration mechanism will be provided that transforms the color stream to the view space of the depth and IR stream, or the other way around. Registration inevitably adds some minor artefacts to the stream being transformed.
Sensor Data Streams – Audio
The audio hardware is a four-microphone array, each capturing a raw 48 KHz 24-bit stream. Multi-channel echo cancellation (MEC) is carried out on these streams by the MEC hardware, that is, not by the CPU and not at cost to a title. The title is presented with a noise-reduced 16 KHz 24-bit stream of voice data. The audio output from the console itself is part of the cancellation process.
Skeleton Tracking
The skeleton tracking system on Durango will be enhanced over the Xbox 360 system with the following new or improved features.
New features:
Tracking of players with height of one meter.
One mode for both seated and standing players.
Detection of hand states, for example, open or closed hands.
Detection of extra joints, and rotations for some joints.
Impoved features:
Tracking of six, rather than two, active players.
Tracking of occluded joints, for example, an elbow occluded by a hand.
Detection of joint positions.
Detection of sideways poses.
Identity System
The NUI Identity system on Xbox 360 uses a combination of sensor inputs to recognize players. On Durango, identity will work the same way, except that the active IR stream provides an additional visible light-independent input, which will make identity recognition much more robust.
Durango’s identity system will be continuously running – its allocation is part of the system reservation. For this reason, developers can think of identity as another input stream from the NUI Identity system. This significantly reduced API set makes integrating identity with titles smooth and easy.
System Allocations
On Durango, from the POV of allocations, the NUI architecture is split into two parts.
Core Kinect functionality that is frequently used by titles and the system itself are part of the allocation system, including color, depth, active IR, ST, identity, and speech. Using these features or not costs a game title the same memory, CPU time, and GPU time. These features also provide advantages. For example, the identity system will run across application switches because it is handled by the system, not individual applications, and avoids having to re-engage and sign-in repeatedly.
Functionality used less often has its allocation managed in a pay-per-play model. For example, registering color to depth and active IR (or the other way around) as an infrequently used operation will cost the title some small amount of CPU time.
System Latency
End-to-end system latency for Kinect is measured as the time from light hitting the sensor through to the display outputting an update based on that input. Improvements across the whole system on Durango are expected to remove around 33 ms from the end-to-end time. Kinect’s CPU, GPU and memory usage on Durango are part of the system reservation.
elKUN escribió:Bueno parece que el online va a seguir siendo gratis. Normal no todos miramos para otro lado con servivios que siempre han sido gratis.
Lo que va a costar dinero es el psn+ con gaikai, que regalan juegos,descuentos y demas.
Saludos.
clio16maxi escribió:Si tal y como dicen en crytek las nuevas consolas moveran el crysis 3 a full y 60 fps me parece que van a ser un bicho de mucho cuidado, hoy por hoy salvo la nvidia 680 y la 690 y las respectivas en amd como la 7970 ,son las unicas en moverlo a 60 fps con todo al maximo, asi que .........ahi lo dejo.
clio16maxi escribió:Si tal y como dicen en crytek las nuevas consolas moveran el crysis 3 a full y 60 fps me parece que van a ser un bicho de mucho cuidado, hoy por hoy salvo la nvidia 680 y la 690 y las respectivas en amd como la 7970 ,son las unicas en moverlo a 60 fps con todo al maximo, asi que .........ahi lo dejo.
elKUN escribió:¿Por que hablais de 30 o 60fps?¿ 45 no son suficientes? Hablo por mi pero 45 fps en PC constantes no noto la diferencia en la mayoria de juegos, quitando conduccion y tal. Nose estamos pasado del puterio grafico al puterio en frames.
Saludos.
elKUN escribió:¿Por que hablais de 30 o 60fps?¿ 45 no son suficientes? Hablo por mi pero 45 fps en PC constantes no noto la diferencia en la mayoria de juegos, quitando conduccion y tal. Nose estamos pasado del puterio grafico al puterio en frames.
Saludos.
|_HeLL_| escribió:elKUN escribió:¿Por que hablais de 30 o 60fps?¿ 45 no son suficientes? Hablo por mi pero 45 fps en PC constantes no noto la diferencia en la mayoria de juegos, quitando conduccion y tal. Nose estamos pasado del puterio grafico al puterio en frames.
Saludos.
Soy de los que aprecian bastante entre 60 y 30fps, pero te digo una cosa, en el Forza Horizon metieron unas nuevas técnicas para mejorar la suavidad entre frames y tiempo de respuesta a 30fps y realmente se nota y responde muy bien, la prueba es que llegué a dudar que eso solo fueran 30fps antes de leer el artículo de digitalfoundry donde lo explican:
http://www.eurogamer.net/articles/digit ... za-horizon
Si esto se pudiera aplicar a otros juegos de verdad que estaría más que satisfecho.
Tertulio escribió:De verdad, yo aun no sé para que voy a querer kinect en la consola. ¿esperan que ponga voz profunda, alta, sin acento y vocalizando bien para enchufar el aparato? ¿creen que quiero saludar a la consola y tener los brazos en alto para moverme por el menú?
Lo de MS con Kinect es una huida hacia delante.
elKUN escribió:|_HeLL_| escribió:elKUN escribió:¿Por que hablais de 30 o 60fps?¿ 45 no son suficientes? Hablo por mi pero 45 fps en PC constantes no noto la diferencia en la mayoria de juegos, quitando conduccion y tal. Nose estamos pasado del puterio grafico al puterio en frames.
Saludos.
Soy de los que aprecian bastante entre 60 y 30fps, pero te digo una cosa, en el Forza Horizon metieron unas nuevas técnicas para mejorar la suavidad entre frames y tiempo de respuesta a 30fps y realmente se nota y responde muy bien, la prueba es que llegué a dudar que eso solo fueran 30fps antes de leer el artículo de digitalfoundry donde lo explican:
http://www.eurogamer.net/articles/digit ... za-horizon
Si esto se pudiera aplicar a otros juegos de verdad que estaría más que satisfecho.
Algo parecido ha pasado con DmC, no?
Saludos.
Pd: Nadie ha dicho nada de que dos multis no salgan en xbox. Que manera de buscar ser martir.
|_HeLL_| escribió:Más madera! hoy se cae el foro
http://www.vgleaks.com/durango-next-gen ... ct-sensor/Durango Next-Generation Kinect Sensor
Launched in November 2010, the Xbox 360 Kinect Sensor set a world record for the fastest selling consumer electronic device, selling ten million units in its first four months alone. Natural user interface (NUI) experiences using Kinect have proved a compelling and inspiring feature of this console generation. Durango provides the opportunity to push innovative NUI further. Every Durango console will come with a next-generation Kinect sensor. Developers can integrate Kinect functionality, confident that it provides a great experience for all Durango users.
Durango Sensor
The next generation sensor improves the current sensor in many areas:
Improved field of view results in much larger play space.
RGB stream is higher quality and higher resolution.
Depth stream is much higher resolution and able to resolve much smaller objects.
Higher depth stream accuracy enables separating objects in close depth proximity.
Higher depth stream accuracy captures depth curvature around edges better.
Active infrared (IR) stream permits lighting independent processing and feature recognition.
End to end pipeline latency is improved by 33 ms.
Sensor Characteristics Summary vs Xbox 360 Kinect Sensor
Feature Xbox 360 Kinect Sensor Durango Sensor
Field of View (FOV) 57.5˚ horizontal by 43.5˚ vertical 70˚ horizontal by 60˚ vertical
Resolvable Depth 0.8 m -> 4.0 m 0.8 m -> 4.0 m
Color Stream 640 x 480 x 24 bpp 4:3 RGB @ 30fps640 x 480 x 16 bpp 4:3 YUV @ 15fps 1920 x 1080 x 16 bpp 16:9 YUY2 @ 30 fps
Depth Stream 320 x 240 16 bpp, 13-bit depth 512 x 424 x 16 bpp, 13-bit depth
Infrared (IR) Stream No IR stream 512 x 424, 11-bit dynamic range
Registration Color <-> depth Color <-> depth and active IR
Audio Capture 4-mic array returning 48 Hz audio 4-mic array returning 48K Hz audio
Data Path USB 2.0 USB 3.0
Latency ~90 ms with processing ~60 ms with processing
Tilt Motor Vertical only No tilt motor
Play Space and Field Of Viewise
With a 70-degree horizontal and 60-degree vertical FOV, and a depth range of 0.8 m to 4.0 m, the sensor captures a much expanded area compared to the Xbox 360 Kinect Sensor. At 0.8 m, this area is 1.12 m wide by 0.92 m high; at 4 m the area is 5.6 m wide by 4.6 m high. This much larger play space fits multiple players. Four players should fit comfortably, and the place can accommodate up to six.
The form factor for the next generation sensor will be similar to the current sensor, which is a wired unit, separate from the console. However, this sensor will not have a tilt motor. The wider vertical FOV should permit the sensor to be placed and oriented to capture a large enough area in a typical room without adjustment to accommodate the vast majority of users that are in the height range 1 m to 1.83 m. The sensor is able to detect that range at just 1.58 m away.
User studies from the Kinect program coupled with the requirement to gather well-separated depth information suggest that the best position for the sensor will be above the display, looking downward toward the players. This position maximizes the available depth information and minimizes joint occlusion for seated ST scenarios.
The improved FOV means:
- Titles can be played in a much larger selection of homes, usually without moving furniture.
- Complexities of dynamic play space set up and tilt motor handling are removed.
- Gameplay with players of different heights is much easier
- Fitting two or more players in the play area is much more practical.
Sensor Data Streams – Color
The sensor can return a full HD resolution (that is, 1920 x 1080) color stream at 30 frames per second, returned in YUY2 format. YUY2 format packs two pixels as four 8-bit components: Y1, U, Y2, V where Y1 and Y2 are individual pixel luminance values, and U and V are shared chrominance values for the two pixels. Quality and resolution are considerably improved over the current generation sensor, especially in low-light situations.
Sensor Data Streams – Depth
The sensor returns a 512 x 424 16-bit depth stream, at 30 frames per second. The bit-depth layout is exactly as the current Kinect Sensor – 13 bits of depth information and a 3-bit segmentation mask. In addition to higher resolution, the depth sensor is more precise. For example, at 3.5 m it can resolve objects two to three times smaller than the current sensor.
Sensor Data Streams – Active IR
As part of the process of producing the depth stream, the sensor uses an active IR stream. This stream is 512 x 424 at 30 frames per second. The active IR stream is stable across variable lighting conditions. For example, shadows, pixel intensities and noise characteristics are the same for a well-lit room the same as for no light in the room. As a result, this stream could be used for feature detection in situations where a color stream would be useless.
Sensor Data Streams – Registration
The depth stream is derived from the active IR stream. That means both IR and depth streams will have precisely the same point of view (POV), pixel for pixel; there is no transformation mechanism to introduce artefacts. The color sensor, however, is not in the same position as the depth or IR sensor. That means the color stream will appear to be from a slightly different POV. A registration mechanism will be provided that transforms the color stream to the view space of the depth and IR stream, or the other way around. Registration inevitably adds some minor artefacts to the stream being transformed.
Sensor Data Streams – Audio
The audio hardware is a four-microphone array, each capturing a raw 48 KHz 24-bit stream. Multi-channel echo cancellation (MEC) is carried out on these streams by the MEC hardware, that is, not by the CPU and not at cost to a title. The title is presented with a noise-reduced 16 KHz 24-bit stream of voice data. The audio output from the console itself is part of the cancellation process.
Skeleton Tracking
The skeleton tracking system on Durango will be enhanced over the Xbox 360 system with the following new or improved features.
New features:
Tracking of players with height of one meter.
One mode for both seated and standing players.
Detection of hand states, for example, open or closed hands.
Detection of extra joints, and rotations for some joints.
Impoved features:
Tracking of six, rather than two, active players.
Tracking of occluded joints, for example, an elbow occluded by a hand.
Detection of joint positions.
Detection of sideways poses.
Identity System
The NUI Identity system on Xbox 360 uses a combination of sensor inputs to recognize players. On Durango, identity will work the same way, except that the active IR stream provides an additional visible light-independent input, which will make identity recognition much more robust.
Durango’s identity system will be continuously running – its allocation is part of the system reservation. For this reason, developers can think of identity as another input stream from the NUI Identity system. This significantly reduced API set makes integrating identity with titles smooth and easy.
System Allocations
On Durango, from the POV of allocations, the NUI architecture is split into two parts.
Core Kinect functionality that is frequently used by titles and the system itself are part of the allocation system, including color, depth, active IR, ST, identity, and speech. Using these features or not costs a game title the same memory, CPU time, and GPU time. These features also provide advantages. For example, the identity system will run across application switches because it is handled by the system, not individual applications, and avoids having to re-engage and sign-in repeatedly.
Functionality used less often has its allocation managed in a pay-per-play model. For example, registering color to depth and active IR (or the other way around) as an infrequently used operation will cost the title some small amount of CPU time.
System Latency
End-to-end system latency for Kinect is measured as the time from light hitting the sensor through to the display outputting an update based on that input. Improvements across the whole system on Durango are expected to remove around 33 ms from the end-to-end time. Kinect’s CPU, GPU and memory usage on Durango are part of the system reservation.
daymaster escribió:Dicanio, y donde esta el link donde diga que el online de ps4 si va a ser de pago?
Porque lo unico que e leido yo es que psn plus se pasara a llamar wold, que estara reforzada por gaikai etc y que la MAYORIA de esas opciones seran de pago, aparte que decir mayoria no significa todas, en donde haa visto tu que hagam mencion del juego online?