PlayStation 5 - all about
Moderator: Benq
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Tabakmalac
- Posts: 1087
- Joined: 26/12/2019 23:32
#876 Re: PlayStation 5 - all about
@Tomahawk11 ako nije problem, reguliši malo ovog imperatora gore.. previše se pravi pametan o Xboxu, a tema je za PS5, tako da bezveze smara i trolla sa nebulozama.
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imperator01
- Posts: 334
- Joined: 26/12/2016 09:04
#877 Re: PlayStation 5 - all about
Arnese Kralju
nije valjda da si se uvrijedio, pa nije fanboy pogrdna rijec, pogotovo ako to jesi, budi ponosan na to
Nema rasprave jer nema protuargumenata, logicno.
Toma nek me banuje ako misli da sam nisam pisao cinjenice.
Nema rasprave jer nema protuargumenata, logicno.
Toma nek me banuje ako misli da sam nisam pisao cinjenice.
- arnes_king
- Posts: 7655
- Joined: 01/03/2011 00:43
- Location: Bosna
#878 Re: PlayStation 5 - all about
Zasto bih se uvrijedio?imperator01 wrote: ↑21/08/2020 10:54 Arnese Kraljunije valjda da si se uvrijedio, pa nije fanboy pogrdna rijec, pogotovo ako to jesi, budi ponosan na to
![]()
Nema rasprave jer nema protuargumenata, logicno.
Toma nek me banuje ako misli da sam nisam pisao cinjenice.
Za sta protivargumenti kad ti nisi niti jedan argument naveo niti 1 stvar objektivno?
Kakve crne cinjenice
Ja za sve sto sam pisao sam naveo i argumente dok si ti pisao samo po svom mišljenju. Svi imamo pravo misljenja tako da je i to OK
- Tomahawk11
- Globalni moderator
- Posts: 109749
- Joined: 14/08/2009 14:51
#879 Re: PlayStation 5 - all about
@imperator01 ako misliš da ima potrebe za diskusiju konzola vs konzola, otvori fino temu i nikakav problem.
Nema smisla na temi PS5 nekog ubjeđivati da je bolji Xbox ili šta već.
Nema smisla na temi PS5 nekog ubjeđivati da je bolji Xbox ili šta već.
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imperator01
- Posts: 334
- Joined: 26/12/2016 09:04
#880 Re: PlayStation 5 - all about
Tomo vidis da sam linkao tweetove nekih devoa koji su spomenuli ps5 i uporedili sa boxom, o tud i krenu rasprava.
Moja greska je sto sam mislio da se moze logicno diskutovati sa fanboysima.
Necu vise, briga me ko ce pobjediti u next gen, meni ni u dzep ni iz dzepa.
Vozda, i no hard feelings
Moja greska je sto sam mislio da se moze logicno diskutovati sa fanboysima.
Necu vise, briga me ko ce pobjediti u next gen, meni ni u dzep ni iz dzepa.
Vozda, i no hard feelings
- arnes_king
- Posts: 7655
- Joined: 01/03/2011 00:43
- Location: Bosna
#881 Re: PlayStation 5 - all about
Postavio si link sajta koji je linkovao tweetove ne deva nego lika koji je potvrdio da je pisao gluposti jer mu je bilo tesko vidjeti kako xbox opet gubi na popularnosti.imperator01 wrote: ↑21/08/2020 11:37 Tomo vidis da sam linkao tweetove nekih devoa koji su spomenuli ps5 i uporedili sa boxom, o tud i krenu rasprava.
Moja greska je sto sam mislio da se moze logicno diskutovati sa fanboysima.
Necu vise, briga me ko ce pobjediti u next gen, meni ni u dzep ni iz dzepa.
Vozda, i no hard feelings![]()
Pored toga ti je u postu pisalo da ce ps5 biti skuplji te da nece moci gurati igre u 4K, a oboje su cista izmisljanja. I onda to nazivas cinjenicama i argumentima.
Nikome ne smeta konstruktivna rasprava ali pogledaj prvo ponovo svoje postove pa ces vidjeti zasto si ofulao na ovoj temi.
- arnes_king
- Posts: 7655
- Joined: 01/03/2011 00:43
- Location: Bosna
#882 Re: PlayStation 5 - all about
Da se vratimo na temu, evo sta kazu devovi igara kako su implementirali haptic vibraciju kao i adaptive triggers.
“The haptic feedback precision allows us to do all sorts of new things. In Marvel’s Spider-Man: Miles Morales, we’ll be hinting to players which direction attacks are coming from by providing haptic feedback from the appropriate direction on the DualSense wireless controller. What does it feel like to use Miles’s stealth ability? How does a Venom Blast feel? Because of the high resolution of DualSense wireless controller’s haptics system, we can really push the dimensionality of the feedback. For instance, as you hold down Square to do a Venom Punch, you feel Spider-Man’s bio-electricity crackle across from the left side of the controller, culminating in the right side on impact.” –Brian Horton // Creative Director, Marvel’s Spider-Man: Miles Morales
I’m really excited by the adaptive triggers and the haptic feedback, both features that will bring some physicality in game experiences, and give important feedback. Deathloop being a first-person shooter, we do a lot of things to make weapons feel differently from one another. One I like is blocking the triggers when your weapon jams, to give to the player an immediate feedback even before the animation plays out, which prompts the player in a physical way that they have to unjam their gun. –Dinga Bakaba // Game Director, Deathloop
Just as the name “trigger” suggests, the main use of the DualSense wireless controller’s adaptive triggers in Ghostwire: Tokyo is for “active” actions—to shoot or trigger something—and we also use them to create the sensation of recoil. We’re also looking at ways to take advantage of the adaptive triggers to express a sense of persistent energy, or a balance of forces if you will, and for perhaps actions such charging, loading, and a sense of accumulation of power or energy for things.The haptic feedback, in comparison to the vibration function of previous generations, allows us to utilize a much wider range, starting from a very strong vibration that is much more powerful than before, down to extremely light vibration. This way we can offer players very detailed, “textured” nuances. Because of this, our approach is different – it isn’t a transient or a constant vibration level anymore, it allows us to meticulously adjust the feedback throughout the game. – Kenji Kimura // Director, Ghostwire: Tokyo
Horizon Forbidden West features new weapons that are designed to feel unique and play a specific role in combat with machines and human opponents. The DualSense wireless controller adaptive triggers will help us to make the weapons feel even more unique and satisfying to use.— Mathijs de Jonge // Game Director, Guerrilla
With the DualSense wireless controller and the power of haptics, we can make the combat [in Demon’s Souls] feel grittier, darker, and deadlier. Now you feel every blow as you strike down your enemies and cast each spell. You’ll experience the force of a titanic boss’ attack as you pull off a well-timed guard. Metal strikes metal when your foes block your attacks or you block theirs. That extra sensory feedback through the controller allows you to know your attack hit home and your perfectly-timed parry was a success, so you can react faster and more decisively.
We can also turn the simple act of pulling a lever to open a gate into a sensory experience. This is something that rumble could never do. It could never replicate the feeling of metal striking metal or fire crackling in your hand as you conjure magic. Haptics [are] integral to the experience, to immersing the player in the world and adding to the gameplay. The visual, aural, and tactile working together takes this new generation of gaming into the future. — Gavin Moore // Creative Director, SIE Japan Studio
As a player, I’m excited to finally FEEL which weapon I’m holding in my hands without looking at any UI. I can also sense where an enemy is spatially, even outside of my field of view. — Keith Lee // CEO, Counterplay Games
The adaptive triggers are something we’re excited to feature [in Ratchet & Clank: Rift Apart]! For instance, the Enforcer is a dual-barreled shotgun type weapon. As you pull the trigger, you’ll fire from one barrel, and you can feel resistance around halfway down the trigger. Need a bigger blast? Pull the trigger through that resistance point and you’ll fire both barrels at the same time. — Marcus Smith // Creative Director, Insomniac Games
As a developer, we want to surprise with unexpected feelings so the haptic feedback has been our central focus [for Astro’s Playroom]. The concept of “feeling the world” is omnipresent, that’s a significant step forward in immersion. I tried turning haptic feedback off once, and could not believe how much I missed it. It is a game changer for sure!
We use haptic feedback throughout the entire game. The most striking are the surfaces because players will notice within the first few seconds. Astro’s steps can be felt running on plastic, metal, sand, and even splashing in water. –– Nicolas Doucet // Studio Director, Japan Studio
Adaptive triggers have enabled us to provide sensations which match what Sackboy would feel in game. For example, when picking objects up, there is a tension to each press which conveys that the little guy is struggling to carry it. Similarly, when equipped with the grappling hook, R2’s ‘Weapon Mode’ makes the player feel like they’re actually firing it themselves.— Ned Waterhouse // Design Director, Sumo Digital
I think the most effective use of the adaptive trigger [in Gran Turismo 7] is for representing the operation of the antilock brake system (ABS) while braking. A typical ABS releases brake pressure intermittently while the driver applies pressure to the pedal. The adaptive trigger is suited for recreating this pedal feel, and it will allow the player to accurately feel and understand the relationship between the braking force they want and the tire’s grip.
Compared to the rumble force feedback we had in the past, the special character of the haptic feedback is that it has a bigger range of frequencies it can produce.
What this means, is that sound design and tactile design can be handled in a continuous, integrated manner. — Kazunori Yamauchi // President, Polyphony Digital
“The haptic feedback precision allows us to do all sorts of new things. In Marvel’s Spider-Man: Miles Morales, we’ll be hinting to players which direction attacks are coming from by providing haptic feedback from the appropriate direction on the DualSense wireless controller. What does it feel like to use Miles’s stealth ability? How does a Venom Blast feel? Because of the high resolution of DualSense wireless controller’s haptics system, we can really push the dimensionality of the feedback. For instance, as you hold down Square to do a Venom Punch, you feel Spider-Man’s bio-electricity crackle across from the left side of the controller, culminating in the right side on impact.” –Brian Horton // Creative Director, Marvel’s Spider-Man: Miles Morales
I’m really excited by the adaptive triggers and the haptic feedback, both features that will bring some physicality in game experiences, and give important feedback. Deathloop being a first-person shooter, we do a lot of things to make weapons feel differently from one another. One I like is blocking the triggers when your weapon jams, to give to the player an immediate feedback even before the animation plays out, which prompts the player in a physical way that they have to unjam their gun. –Dinga Bakaba // Game Director, Deathloop
Just as the name “trigger” suggests, the main use of the DualSense wireless controller’s adaptive triggers in Ghostwire: Tokyo is for “active” actions—to shoot or trigger something—and we also use them to create the sensation of recoil. We’re also looking at ways to take advantage of the adaptive triggers to express a sense of persistent energy, or a balance of forces if you will, and for perhaps actions such charging, loading, and a sense of accumulation of power or energy for things.The haptic feedback, in comparison to the vibration function of previous generations, allows us to utilize a much wider range, starting from a very strong vibration that is much more powerful than before, down to extremely light vibration. This way we can offer players very detailed, “textured” nuances. Because of this, our approach is different – it isn’t a transient or a constant vibration level anymore, it allows us to meticulously adjust the feedback throughout the game. – Kenji Kimura // Director, Ghostwire: Tokyo
Horizon Forbidden West features new weapons that are designed to feel unique and play a specific role in combat with machines and human opponents. The DualSense wireless controller adaptive triggers will help us to make the weapons feel even more unique and satisfying to use.— Mathijs de Jonge // Game Director, Guerrilla
With the DualSense wireless controller and the power of haptics, we can make the combat [in Demon’s Souls] feel grittier, darker, and deadlier. Now you feel every blow as you strike down your enemies and cast each spell. You’ll experience the force of a titanic boss’ attack as you pull off a well-timed guard. Metal strikes metal when your foes block your attacks or you block theirs. That extra sensory feedback through the controller allows you to know your attack hit home and your perfectly-timed parry was a success, so you can react faster and more decisively.
We can also turn the simple act of pulling a lever to open a gate into a sensory experience. This is something that rumble could never do. It could never replicate the feeling of metal striking metal or fire crackling in your hand as you conjure magic. Haptics [are] integral to the experience, to immersing the player in the world and adding to the gameplay. The visual, aural, and tactile working together takes this new generation of gaming into the future. — Gavin Moore // Creative Director, SIE Japan Studio
As a player, I’m excited to finally FEEL which weapon I’m holding in my hands without looking at any UI. I can also sense where an enemy is spatially, even outside of my field of view. — Keith Lee // CEO, Counterplay Games
The adaptive triggers are something we’re excited to feature [in Ratchet & Clank: Rift Apart]! For instance, the Enforcer is a dual-barreled shotgun type weapon. As you pull the trigger, you’ll fire from one barrel, and you can feel resistance around halfway down the trigger. Need a bigger blast? Pull the trigger through that resistance point and you’ll fire both barrels at the same time. — Marcus Smith // Creative Director, Insomniac Games
As a developer, we want to surprise with unexpected feelings so the haptic feedback has been our central focus [for Astro’s Playroom]. The concept of “feeling the world” is omnipresent, that’s a significant step forward in immersion. I tried turning haptic feedback off once, and could not believe how much I missed it. It is a game changer for sure!
We use haptic feedback throughout the entire game. The most striking are the surfaces because players will notice within the first few seconds. Astro’s steps can be felt running on plastic, metal, sand, and even splashing in water. –– Nicolas Doucet // Studio Director, Japan Studio
Adaptive triggers have enabled us to provide sensations which match what Sackboy would feel in game. For example, when picking objects up, there is a tension to each press which conveys that the little guy is struggling to carry it. Similarly, when equipped with the grappling hook, R2’s ‘Weapon Mode’ makes the player feel like they’re actually firing it themselves.— Ned Waterhouse // Design Director, Sumo Digital
I think the most effective use of the adaptive trigger [in Gran Turismo 7] is for representing the operation of the antilock brake system (ABS) while braking. A typical ABS releases brake pressure intermittently while the driver applies pressure to the pedal. The adaptive trigger is suited for recreating this pedal feel, and it will allow the player to accurately feel and understand the relationship between the braking force they want and the tire’s grip.
Compared to the rumble force feedback we had in the past, the special character of the haptic feedback is that it has a bigger range of frequencies it can produce.
What this means, is that sound design and tactile design can be handled in a continuous, integrated manner. — Kazunori Yamauchi // President, Polyphony Digital
- mc-twin
- Posts: 4365
- Joined: 18/04/2009 23:47
#883 Re: PlayStation 5 - all about
Obje konzole u godinama unazad se nisu puno razlikovale sto se tice kvalitete igre.Tako ce vjerujem biti i sada.Cinjenica da Xbox jaci na papiru,no to me mora biti/znaciti da ce i u praksi.Jasno je da Playstaion dominira u odnosu na konkurenciju.
- arnes_king
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AmirBaa
- Posts: 3213
- Joined: 05/07/2012 15:14
#885 Re: PlayStation 5 - all about
Hoce li se smilovati pa izbaciti cijenu vise 
- dadoka84
- Posts: 3476
- Joined: 04/08/2006 00:30
#886 Re: PlayStation 5 - all about
Pa, moglo bi biti 499 za digital, 599 usd za verziju sa optikom. 
- arnes_king
- Posts: 7655
- Joined: 01/03/2011 00:43
- Location: Bosna
#887 Re: PlayStation 5 - all about
Ja se i dalje nadam i vjerujem da ce biti 499 sa BR citacem a 399 bez
Stvarno nevjerovatno, ovako smo blizu izlaska u prodaju a jos se ne zna tacan datum, cijena i nismo vidjeli UI niti theardown video koji je obecao mark cerny.
- dadoka84
- Posts: 3476
- Joined: 04/08/2006 00:30
#888 Re: PlayStation 5 - all about
Ako tako urade sa cijenama, onda će sigurno opet biti odlična prodaja. Još ako koja dobra ps5 ekskluzivna igra uleti u jednačinu, biće veselo konkurenciji.
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NecuVise
- Posts: 2885
- Joined: 10/01/2020 20:02
#889 Re: PlayStation 5 - all about
Ne vjerujem da će ijedna biti 399 dolara ili eura, jer bi to bio teški gubitak za kompaniju sa onakvim komponentama, a br drive ne košta 100 dolara, niti blizu. Mada svakako je ovo bezveze sa cijenama i vijestima na kapaljku.
- diablobih
- Posts: 8302
- Joined: 28/12/2015 02:17
#890 Re: PlayStation 5 - all about
Nema gubitka kada prodas istu konfiguraciju u milionima. Gubitak je samo na pocetku, kasnije je profit.
- dadoka84
- Posts: 3476
- Joined: 04/08/2006 00:30
#891 Re: PlayStation 5 - all about
A gdje su accesories, dijelovi, igre, ps+ i psnow. Ne sekiram se puno za Sony 
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zippoo87
- Posts: 19566
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- Location: TK
#892 Re: PlayStation 5 - all about
bude gubitaka na samom hardwareu,kada se gleda samo konzola a to je pretezno prve 2 godine i kako cijena tog hardwarea opada godinama,onda njima smanjuje troskove i povecava dobit
ali oni imaju milion nacina za zaradu,tako da je smijesno pricati o nekakvim gubicima
ali oni imaju milion nacina za zaradu,tako da je smijesno pricati o nekakvim gubicima
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NecuVise
- Posts: 2885
- Joined: 10/01/2020 20:02
#893 Re: PlayStation 5 - all about
Kad kasnije dolazi taj profit? Nije to više 65nm proizvodni proces pa da smanjivanjem dođeš do uštede. Sa 7nm ako do kraja spadnu na 5nm to će biti uspjeh a i taj 5nm neće biti jeftin jer je previše složen proces.
Iz istog razloga je zvanična cijena ps4 pro i danas 399 dolara kao i 2016 kad je izašla.
Googlaj attachment rate i koliki je na ps4 pa da vidiš kako to ide. Nije to tako jednostavna matematika kao što se čini. Da bi nadomjestili 100 dolara gubitak trebaš kupiti nekoliko igara po full cijeni i još šta sa strane a takvih nema puno, i to je da dođu na nulu, a gdje je profit da se ostvari.
Što se mene tiče volio bih da nisam u pravu i da budu što jeftinije, ali nije realno da bude 399, bilo koja verzija. Nek je stave ako hoće i 299, meni super, što manje platim to bolje, ali eto treba malo očekivanja dovesti u realnost.
Cijene igara već izgleda idu gore za deset dolara/eura, što je još veća tuga od cijene konzole.
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febo_acm
- Posts: 10317
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#894 Re: PlayStation 5 - all about
5-6 sony eksluziva, malo ps+ i eto para. to je to. pokrit ce sve gubitke.
- diablobih
- Posts: 8302
- Joined: 28/12/2015 02:17
#895 Re: PlayStation 5 - all about
Zato sto koriste jedne te iste dijelove, na vece kolicine se isplati, da se ne prodaje koliko se prodaje ne bi se isplatilo, ovako se isplati. Haman na svakoj konzoli idu gubici, pa profit kasnije.
- dadoka84
- Posts: 3476
- Joined: 04/08/2006 00:30
#896 Re: PlayStation 5 - all about
Gdje sam ja napisao da je realno da bude 399. Ja sam stavio 499 i 599 usd za digital only i bd verziju. I to radi skupljeg hardvera, džojstika i svega što prati izbacivanje nove konzole.NecuVise wrote: ↑26/08/2020 22:51Kad kasnije dolazi taj profit? Nije to više 65nm proizvodni proces pa da smanjivanjem dođeš do uštede. Sa 7nm ako do kraja spadnu na 5nm to će biti uspjeh a i taj 5nm neće biti jeftin jer je previše složen proces.
Iz istog razloga je zvanična cijena ps4 pro i danas 399 dolara kao i 2016 kad je izašla.
Googlaj attachment rate i koliki je na ps4 pa da vidiš kako to ide. Nije to tako jednostavna matematika kao što se čini. Da bi nadomjestili 100 dolara gubitak trebaš kupiti nekoliko igara po full cijeni i još šta sa strane a takvih nema puno, i to je da dođu na nulu, a gdje je profit da se ostvari.
Što se mene tiče volio bih da nisam u pravu i da budu što jeftinije, ali nije realno da bude 399, bilo koja verzija. Nek je stave ako hoće i 299, meni super, što manje platim to bolje, ali eto treba malo očekivanja dovesti u realnost.
Cijene igara već izgleda idu gore za deset dolara/eura, što je još veća tuga od cijene konzole.
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NecuVise
- Posts: 2885
- Joined: 10/01/2020 20:02
#897 Re: PlayStation 5 - all about
@dadoka84 taj dio se nije ni odnosio na tebe nego na ljude koji misle da je to realno.
Još pored svega se zaboravlja na trošak razvoja konzole i na marketing iste. Čini mi se da vi to zamišljate mnogo jednostavnije nego što jest.
5-6 ekskluziva i eto ga? Ti stvarno misliš da je to tako jednostavno? Jedno max 10% ljudi koji posjeduju konzolu ti kupi određenu igru, a često i dosta manji procenat. Pa dok Sony izda 5 - 6 ekskluziva, i to je proces, još gdje su troškovi igara, ne rađaju one na grani.
Još pored svega se zaboravlja na trošak razvoja konzole i na marketing iste. Čini mi se da vi to zamišljate mnogo jednostavnije nego što jest.
- REDDEVILS
- Posts: 4747
- Joined: 21/02/2011 12:56
#898 Re: PlayStation 5 - all about
PlayStation®5 is coming!
Register for an opportunity to be one of the first to pre-order your PS5™ console from PlayStation.

https://www.playstation.com/en-us/campa ... -HRD-B-FLX
Register for an opportunity to be one of the first to pre-order your PS5™ console from PlayStation.

https://www.playstation.com/en-us/campa ... -HRD-B-FLX
- arnes_king
- Posts: 7655
- Joined: 01/03/2011 00:43
- Location: Bosna
#899 Re: PlayStation 5 - all about
Cijene komponenti svakako vremenom padaju, ali glavna razlika zasto mogu dati ovaj bez BR playera i 100$ jeftinije jeste ta da se sve igre moraju digitalno kupovati a na digitalnim prodajama uzimaju znatno vise zarade nego na disk verzijama.NecuVise wrote: ↑26/08/2020 22:51Kad kasnije dolazi taj profit? Nije to više 65nm proizvodni proces pa da smanjivanjem dođeš do uštede. Sa 7nm ako do kraja spadnu na 5nm to će biti uspjeh a i taj 5nm neće biti jeftin jer je previše složen proces.
Iz istog razloga je zvanična cijena ps4 pro i danas 399 dolara kao i 2016 kad je izašla.
Googlaj attachment rate i koliki je na ps4 pa da vidiš kako to ide. Nije to tako jednostavna matematika kao što se čini. Da bi nadomjestili 100 dolara gubitak trebaš kupiti nekoliko igara po full cijeni i još šta sa strane a takvih nema puno, i to je da dođu na nulu, a gdje je profit da se ostvari.
Što se mene tiče volio bih da nisam u pravu i da budu što jeftinije, ali nije realno da bude 399, bilo koja verzija. Nek je stave ako hoće i 299, meni super, što manje platim to bolje, ali eto treba malo očekivanja dovesti u realnost.
Cijene igara već izgleda idu gore za deset dolara/eura, što je još veća tuga od cijene konzole.
- mc-twin
- Posts: 4365
- Joined: 18/04/2009 23:47
#900 Re: PlayStation 5 - all about
Sigurno je da oni zaradjuju i imaju zaradu.Ne rade ovo sve iz ljubavi prema nama.
Po hardweru je realno da PS5 bude 600-700$,ako bude 499$ kako sve aludira na to dobro cemo proci.
