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supervegeta10 escribió:Alguien tiene pensado meter un ssd a la ps4?
He added, "They don't have to wait for anything to install before playing the game. The game will launch as soon as the disc has been put in the drive."
Why Killzone Shadow Fall is almost 40GB (it used to be 290...)
Guerrilla's technical director on the next-gen fight between fidelity and file size.
By Oli Welsh Published Thursday, 24 October 2013
At an event at Guerrilla's Amsterdam offices this week, the developer confirmed that the final version of PlayStation 4 launch title Killzone Shadow Fall clocks in at 39.7GB (in Europe, anyway: some localised versions of the game, needing fewer audio tracks in different languages, are closer to 37GB). Using Sony's PlayGo system, which allows a game to be played while it's still streaming data off the servers, Shadow Fall will be playable after a 7.5GB download.
There's been some consternation about the file size of next-gen games since Sony's UK boss told Eurogamer that Killzone was "cracking on for 50GB" and Nividia suggested that the PC version of Call of Duty: Ghosts required 50GB of hard drive space. (Infinity Ward has now reduced that to 40GB.) With the new consoles moving towards digital delivery and servers struggling to distribute titles like GTA5, how would our poor internets and hard drives cope with all that data? And why is Killzone so big in the first place?
It seems that the high quality art assets used by the PS4 are the main culprit. "The bulk of it is textures," Guerrilla's technical director Michiel van der Leeuw told me. "I think we're probably a lot larger than the other cross-generation games, because we have no assets that have been made to a lower spec." He also pointed to the much larger, more open design of the game's levels compared to previous Killzone games. "The surface area, I'm just guessing here, must be five to 10 times bigger than Killzone 3 was."
But he took pains to reassure me that the studio had worked hard to optimise the file size and get players into the game as quickly as possible. The next-gen consoles present something of a push-pull challenge for developers: on the one hand, their powerful GPUs and large amounts of RAM can handle extremely high fidelity assets, but on the other, the push towards digital distribution has made consumers more sensitive to file sizes.
This conundrum is perfectly illustrated by the fact that Killzone 3 was actually bigger than Shadow Fall. (Digital Foundry clocked the Blu-ray at 41.5GB.) Unconcerned by file size, Guerrilla had duplicated textures for each level to make the game stream from disc more quickly, and included high-quality videos several times over in different languages. It soon became clear that this approach wouldn't work on PS4, and Van der Leeuw's team had to go back to the drawing board.
"I think at some point the disc image that we were generating was around 180 gigs," said van der Leeuw. "And if we would have put all the levels in, which we didn't, because then the disc image generator broke, it would have been around 290 gigs of data.
"So we had to completely re-architect how we deal with data. And we did a lot of work - this is actually something I'm extremely proud of - to optimise our disc access pattern. Sony made special libraries for us because we were the first ones hitting these sort of problems. I think it's something that a lot of people will need to be doing in future."
"I think we're probably a lot larger than the other cross-generation games, because we have no assets that have been made to a lower spec."
The new story trailer for Killzone Shadow Fall. We'll have lots more from our trip to Amsterdam soon.
For players who chose to buy Killzone Shadow Fall from the PlayStation Store, Sony's new PlayGo system alleviates the game's unwieldy size - to an extent. Van der Leeuw reckons those with decent internet connections will be able to download the first 7.5GB, start playing while the second level downloads and then play that, all in a single evening - and then have the complete game downloaded by the next morning. But he acknowledges that even this could be more streamlined.
"Realistically, I think a lot of people can do this... It's just that the initial chunk of 7.5GB is quite big. I think if we would have known exactly how everything would work... I think next time around we'll try to see if we can design something that doesn't jeopardise the game which will make it even friendlier. But I think all things considered, this being launch and we've got like 2 minutes 44 from disc to the first level and no installs, I think it's already a massive improvement over previous generations."
Whether played from hard disc or Blu-ray, van der Leeuw is particularly proud of how fast and seamlessly the game loads; it's been a pet project for the tech director, who hates how slow modern games have become to operate. Guerrilla has completely eliminated in-game load times after an initial 30 seconds, and removed all logos and splash screens from the game's start-up routine. It may take a while to download Killzone Shadow Fall, but once you have it, the game comes to you very quickly indeed.
"To me, that's still something that fills my heart with joy when I see it. You insert the disc and go straight to menu," he says. "People here worked very hard... We had to ask legal and Dolby, the epilepsy warning stuff, the logos from Havok - we had to negotiate with them that we could put it in the credits and not the title screen... All the rules are built around the previous generation. I'm really happy that we're one of the first ones in, and I hope it's an example that people are going to follow.
"I get as annoyed by all these screens as you do. I'm 36, I don't have a lot of time to game, when I do I don't want be distracted by things that have nothing to do with playing the game... We came from a day and age with a cartridge, you stuck it in and like, 'bleep!', and you were playing the game. And slowly that has degenerated into experiences which are more beautiful and big and prestigious, but they feel... heavy. To me, it's about feeling. The feeling of something that, you say play and it starts to play - it feels qualitatively beautiful."
Van der Leeuw talks animatedly at the best of times, but it's when talking about the "immediacy" of loading Shadow Fall - not its stunning new lighting techniques or 1080p display resolution - that he is most passionate by far. If next-gen gaming means huge file sizes but never seeing an in-game loading screen again, then I'm with him - it's a price worth paying.
Bigotin escribió:caren103 escribió:no hay que esperar a instalar nada para jugar: la instalación es en segundo plano
si hay que esperar algo.. se comentó (no me preguntes quien lo dijo.. ), que la instalación debería llevar alrededor de un 40%
vamos eso, o lo he soñado que también puede ser xD
Franky_el_Punky escribió:No se si sería en un sueño o no
caren103 escribió:Bigotin, creo que tu información podría ser válida respecto a DESCARGAS (aunque veo que en Killzone sería un 20%, no un 40%), pero no respecto a la instalación en segundo plano del Blu-Ray:
http://www.computerandvideogames.com/41 ... -sony-dev/He added, "They don't have to wait for anything to install before playing the game. The game will launch as soon as the disc has been put in the drive."
http://www.eurogamer.net/articles/2013- ... -to-be-290Why Killzone Shadow Fall is almost 40GB (it used to be 290...)
Guerrilla's technical director on the next-gen fight between fidelity and file size.
By Oli Welsh Published Thursday, 24 October 2013
At an event at Guerrilla's Amsterdam offices this week, the developer confirmed that the final version of PlayStation 4 launch title Killzone Shadow Fall clocks in at 39.7GB (in Europe, anyway: some localised versions of the game, needing fewer audio tracks in different languages, are closer to 37GB). Using Sony's PlayGo system, which allows a game to be played while it's still streaming data off the servers, Shadow Fall will be playable after a 7.5GB download.
There's been some consternation about the file size of next-gen games since Sony's UK boss told Eurogamer that Killzone was "cracking on for 50GB" and Nividia suggested that the PC version of Call of Duty: Ghosts required 50GB of hard drive space. (Infinity Ward has now reduced that to 40GB.) With the new consoles moving towards digital delivery and servers struggling to distribute titles like GTA5, how would our poor internets and hard drives cope with all that data? And why is Killzone so big in the first place?
It seems that the high quality art assets used by the PS4 are the main culprit. "The bulk of it is textures," Guerrilla's technical director Michiel van der Leeuw told me. "I think we're probably a lot larger than the other cross-generation games, because we have no assets that have been made to a lower spec." He also pointed to the much larger, more open design of the game's levels compared to previous Killzone games. "The surface area, I'm just guessing here, must be five to 10 times bigger than Killzone 3 was."
But he took pains to reassure me that the studio had worked hard to optimise the file size and get players into the game as quickly as possible. The next-gen consoles present something of a push-pull challenge for developers: on the one hand, their powerful GPUs and large amounts of RAM can handle extremely high fidelity assets, but on the other, the push towards digital distribution has made consumers more sensitive to file sizes.
This conundrum is perfectly illustrated by the fact that Killzone 3 was actually bigger than Shadow Fall. (Digital Foundry clocked the Blu-ray at 41.5GB.) Unconcerned by file size, Guerrilla had duplicated textures for each level to make the game stream from disc more quickly, and included high-quality videos several times over in different languages. It soon became clear that this approach wouldn't work on PS4, and Van der Leeuw's team had to go back to the drawing board.
"I think at some point the disc image that we were generating was around 180 gigs," said van der Leeuw. "And if we would have put all the levels in, which we didn't, because then the disc image generator broke, it would have been around 290 gigs of data.
"So we had to completely re-architect how we deal with data. And we did a lot of work - this is actually something I'm extremely proud of - to optimise our disc access pattern. Sony made special libraries for us because we were the first ones hitting these sort of problems. I think it's something that a lot of people will need to be doing in future."
"I think we're probably a lot larger than the other cross-generation games, because we have no assets that have been made to a lower spec."
The new story trailer for Killzone Shadow Fall. We'll have lots more from our trip to Amsterdam soon.
For players who chose to buy Killzone Shadow Fall from the PlayStation Store, Sony's new PlayGo system alleviates the game's unwieldy size - to an extent. Van der Leeuw reckons those with decent internet connections will be able to download the first 7.5GB, start playing while the second level downloads and then play that, all in a single evening - and then have the complete game downloaded by the next morning. But he acknowledges that even this could be more streamlined.
"Realistically, I think a lot of people can do this... It's just that the initial chunk of 7.5GB is quite big. I think if we would have known exactly how everything would work... I think next time around we'll try to see if we can design something that doesn't jeopardise the game which will make it even friendlier. But I think all things considered, this being launch and we've got like 2 minutes 44 from disc to the first level and no installs, I think it's already a massive improvement over previous generations."
Whether played from hard disc or Blu-ray, van der Leeuw is particularly proud of how fast and seamlessly the game loads; it's been a pet project for the tech director, who hates how slow modern games have become to operate. Guerrilla has completely eliminated in-game load times after an initial 30 seconds, and removed all logos and splash screens from the game's start-up routine. It may take a while to download Killzone Shadow Fall, but once you have it, the game comes to you very quickly indeed.
"To me, that's still something that fills my heart with joy when I see it. You insert the disc and go straight to menu," he says. "People here worked very hard... We had to ask legal and Dolby, the epilepsy warning stuff, the logos from Havok - we had to negotiate with them that we could put it in the credits and not the title screen... All the rules are built around the previous generation. I'm really happy that we're one of the first ones in, and I hope it's an example that people are going to follow.
"I get as annoyed by all these screens as you do. I'm 36, I don't have a lot of time to game, when I do I don't want be distracted by things that have nothing to do with playing the game... We came from a day and age with a cartridge, you stuck it in and like, 'bleep!', and you were playing the game. And slowly that has degenerated into experiences which are more beautiful and big and prestigious, but they feel... heavy. To me, it's about feeling. The feeling of something that, you say play and it starts to play - it feels qualitatively beautiful."
Van der Leeuw talks animatedly at the best of times, but it's when talking about the "immediacy" of loading Shadow Fall - not its stunning new lighting techniques or 1080p display resolution - that he is most passionate by far. If next-gen gaming means huge file sizes but never seeing an in-game loading screen again, then I'm with him - it's a price worth paying.
Siendo el sistema automatizado, supongo que él se encargará de que si falta espacio, borrar de algún juego que no se use tanto, pero igual le dan al usuario el control mediante pregunta.
DangerDave's Avatar escribió:I'll compare it to a 360 controller like this:
Size/Shape: The back of the controller feels less crowded, especially when compared to a 360 wireless with battery bulge. The handle's are smaller and easier to grasp. The 360's more wide and my fingers hit some plastic and kinda get scrunched.
Joysticks: Similar to 360 in tightness and movement. Very nice grip, looks like the material will last longer/not get shiny as fast.
D-pad: Amazing, this thing is similar to older dualshocks, but with curved edges, so it doesn't slightly stab your thumb. Comparing it to the original 360 d-pad its 1000 times more comfortable/usable. Compered to a new d-pad edition 360 controller, it moves smoother and somehow just feels very natural.
Buttons: They are no longer analog sensitive and are nicely symetrically spaced. I prefer the convex smooth feel of the 360 buttons better, plus I love how the colors are kind of a throwback to the Super Famicom. The PS4 buttons are slightly more close together than the 360, so depending on your thumb size this could be a good or bad thing.
Build Quality: Equal to 360. I'm tapping on the plastic and judging weight. I'll know in 5 years how its gonna hold up compared to my old 360 controller.
Sex Appeal: I still think this is the ugliest controller ever made. When I initially saw pics of the controller I assumed it was a beta build and that the final version would look much better. Visually, the 360 controller looks much better.
Counterfeit escribió:Ya lo dije yo en su día, 500 gb es una puta miseria, haceos un favor y compraos otro hdd de 2 tb que estan a menos de 100 euros y luego me lo agradeceréis, con unas pocas intalaciones de varas decenas de GB y luego con los juegos del plus, este HDD de 500 será el equivalente a la versión de 20 gb de ps3, es decir, nada. bueno quizás me he pasado, mejor 40 de ps3
KaosHDk escribió:Apenas vi 30 minutos de la conferencia de Brasil.
¿se comentó algo importante a parte de los 1080p de COD?
handrajoso escribió:Adam Boyes acaba de confirmar en el evento Playstation en Brasil que "COD: Ghosts" va a 1080p nativos en PS4.
DEIVIDPS4 escribió:Nos vienen unas semanas moviditas:
-7-10/11 gamesweek
-15/11 salida ps4 EEUU
-22/11 salida xbox one europa
-29/11 nuestra negra en nuestros brazos
Ya queda poco chicos nos vamos a artar de ver noticias,gameplays,unboxing.... en este ultimo mes
Arlgrim escribió:Buenos dias gentecilla, perdonad que discrepe con el timer, en los mios son 34dias y 14 horas( y si soy un obseso tengo timers hasta en el movil 2 o 3 )
Ciertamente tenemos unas semanas en noviembre de come uñas que lo vamos a flipar , pero como animalines .
Un saludo ppl .
Jack Grensleaves escribió:Y tras la confirmación de Boyes en Brasil, el que destapó todo el embolao famousmortimer de GAF le ha dado la puntilla a Penello por twitter:
Ja ja ja penoso es poco el departamento de relaciones públicas de Ms.
Por lo tanto el rumor se puede confirmar como cierto de toda certeza.
COD:GHOSTS: 1080p/60fps ONLY on PS4.
Jack Grensleaves escribió:Y tras la confirmación de Boyes en Brasil, el que destapó todo el embolao famousmortimer de GAF le ha dado la puntilla a Penello por twitter:
Ja ja ja penoso es poco el departamento de relaciones públicas de Ms.
Por lo tanto el rumor se puede confirmar como cierto de toda certeza.
COD:GHOSTS: 1080p/60fps ONLY on PS4.
Jack Grensleaves escribió:Y tras la confirmación de Boyes en Brasil, el que destapó todo el embolao famousmortimer de GAF le ha dado la puntilla a Penello por twitter:
Ja ja ja penoso es poco el departamento de relaciones públicas de Ms.
Por lo tanto el rumor se puede confirmar como cierto de toda certeza.
COD:GHOSTS: 1080p/60fps ONLY on PS4.
GROCKEVOR escribió:Jack Grensleaves escribió:Y tras la confirmación de Boyes en Brasil, el que destapó todo el embolao famousmortimer de GAF le ha dado la puntilla a Penello por twitter:
Ja ja ja penoso es poco el departamento de relaciones públicas de Ms.
Por lo tanto el rumor se puede confirmar como cierto de toda certeza.
COD:GHOSTS: 1080p/60fps ONLY on PS4.
Luego nos quejamos del otro foro, y aquí pasa igual. Siempre venís algunos y metéis mierda. Veis como ambos foros son iguales?
El nuevo COD, a nadie le interesaba, la mayoría echa pestes... Y de repente... Con eso de los 1080p, ahora incluso sería capaz de compradlo hasta el más detractor de la saga. (Y yo, siendo un gran fan de la saga, no me lo voy a pillar, no me convence del todo la nueva entrega).
Por mi parte, no entiendo que la versión de la ONE pueda no ir a 1080p. No será por falta de potencia ni historias. Porque el COD debería ir en ambas consolas a 1080p/60fps sin el más mínimo esfuerzo. No sé que puñetas habrán hecho.
GROCKEVOR escribió:Luego nos quejamos del otro foro, y aquí pasa igual. Siempre venís algunos y metéis mierda. Veis como ambos foros son iguales?
Pig_Saint escribió:Los GIFs de KillZone partiendo pared y pasando por ese portal de luz roja son increíbles. Para mí está claramente por encima de Battlefield 4. Además, que es futurista y mola mucho más. Jejeje.
Wib escribió:Arlgrim escribió:Buenos dias gentecilla, perdonad que discrepe con el timer, en los mios son 34dias y 14 horas( y si soy un obseso tengo timers hasta en el movil 2 o 3 )
Ciertamente tenemos unas semanas en noviembre de come uñas que lo vamos a flipar , pero como animalines .
Un saludo ppl .
Yo lo tengo puesto para el 29 a las 10:00 Am, así que mi contador está en 35 días 13 minutos
bloodoffaith escribió:A mi me importa poco, pero se sabe oficialmente que la versión de ONE de COD va a 720p?
Y otra cosa, a ver si va a tener menos resolución y va a verse mejor.
eboke escribió:bloodoffaith escribió:A mi me importa poco, pero se sabe oficialmente que la versión de ONE de COD va a 720p?
Y otra cosa, a ver si va a tener menos resolución y va a verse mejor.
Pregúntalo en el foro correspondiente, que bastante tenemos ya.
handrajoso escribió:eboke escribió:bloodoffaith escribió:A mi me importa poco, pero se sabe oficialmente que la versión de ONE de COD va a 720p?
Y otra cosa, a ver si va a tener menos resolución y va a verse mejor.
Pregúntalo en el foro correspondiente, que bastante tenemos ya.
Segun tu norma las noticias de killzone a su hilo las de the order a su hilo driveclub a su hilo... y ya cerramos este, yo creo que hay sitio para todo.
Si no te interesa la info no la lees y listo.