helltalein
snake, snake, snaaaake
- 16/1/08
- 8,308
- 151,770
sao ai cũng muốn hốt thẻ nhớ 16gb vậy ta 
tui thì muốn thẻ 32gb để đầy game với anime và nhạc

tui thì muốn thẻ 32gb để đầy game với anime và nhạc

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Sony’s next generation handheld has at least 16 middleware and tools companies supporting the system, the platform holder has said.
Kish Hirani, head of developer services at SCEE Research and Development, took stage at the Develop Conference this week to present all the companies throwing their tech behind PS Vita.
According to Hirani, the middleware firms on board include:
AiLive
Audiokinetic
Autodesk (including Scaleform)
Blitz Games Studios
CRI
Epic Games
Gamespy Technology
NVIDIA
Premium Agency
RAD Game Tools
RakNet
SpeedTree
Terminal Reality
Umbra
Vicious Cycle
Web Technology
Hirani said the list was only of middleware firms ready to publicly announce their support – a suggestion that more are optimising their tech behind the scenes.
Elsewhere in the presentation, Hirani said PSP successor boasts four times higher resolution, and 600 times increased contrast, in comparison to PSP 3000.
The platform features an 4ARM Cortex A9 processor, Hirani said.
A few weeks ago, Famitsu.com polled its readers on a variety of issues related to PlayStation Vita. The site collected responses from 2,400 people and posted the results in this week's issue of Weekly Famitsu.
Here are a few of the responses, as summed up at Sokuho@Hokanko.
About the name
31% said it's "good" while 37.5% had a normal reaction to it. One responder commented that he'd gotten used to the codename NGP. Another had been hoping they'd keep the "Portable" in the name.
About the price
54.9% said it's cheap, 23.1% said it's normal and 12.9% said it's high.
When will you buy it?
44.8% said they plan on buying on launch day. 42.8% said they plan on buying at some point.
Which model will you buy?
42% said the 3G/Wi-Fi model and 58% said the Wi-Fi model. One person responded that because he doesn't know what the carriers will charge, he's currently looking at the Wi-Fi version.
What is the best part of the system (multiple answers okay)?
OLED screen (1,570 votes)
Connectivity with PS3 (1,390)
Two screen touch (1,200)
Price (1,170)
Wireless capabilities (1,010)
Various sensors (800)
Design (790)
Of the announced games, what do you want to play (multiple answers okay)?
Uncharted (270 votes)
Gravity Daze (230)
Hot Shots Golf (190)
Dragon's Crown (100)
Dynasty Warriors (40)
LittleBigPlanet (40)
Ridge Racer (30)
What series do you want to play on Vita?
Monster Hunter (460 votes)
Final Fantasy (180)
Metal Gear Solid (120)
Kingdom Hearts (70)
Tales (70)
Dragon Quest (50)
God Eater (50)
Resident Evil (40)
Phantasy Star (40)
Super Robot Wars (40)
Which maker are you most looking forward to?
Capcom (450 votes)
Square Enix (250)
Namco Bandai (180)
Konami (140)
Sega (100)
Sony (90)
Atlus (50)
From Software (40)
Tecmo Koei (30)
Falcom (30)
Where do you think the PlayStation 3 was developed? “In a nuclear bunker in Japan,” joked Sony’s Kish Hirani at the Develop Conference this morning.
It was highly secretive, basically. It was developed in Japan and Japan alone, with even Sony’s own R&D teams in other regions not having access to the console until late on.
This is something the company decided to switch up for PS Vita, however.
Hirani explained that Sony’s new handheld has been effectively “created by developers, for developers.” Those developers – including several third-party studios and middleware companies – were in talks with Sony about Vita as early as 2008.
And they had “huge amounts of input” into the development of the console, Hirani said.
He was joined on-stage by Neil Brown, who detailed some of the console’s graphics processing. I have no idea what the hell he was talking about.
Brown most definitely assumed he was speaking to an audience of experienced programmers. As I write, there’s a slide on-screen called ‘Hiding Latencies’ and Brown is talking about swapping between vertex and fragment shaders with a “zero-cycle switch.”
“That’s really useful,” he said.
We’re sure you’re right, Neil.
Who was there: Kish Hirani, Head of Developer Services at SCEE.
What he talked about: Hirani started off by showing off the PlayStation Vita units to the audience, and explained that there were only five units in Europe at the moment. He then ran through the technical specifications compared to the PSP-3000, and explained that the way it had been designed meant that gamers would get "a whole range of games" from casual to AAA.
He then went on to show off some of the PS Vita's early augmented reality applications. First, he loaded a tech demo from Japan Studio showing the system's facial recognition and video chat features, with the latter using virtual avatars. These avatars tracked the movements of the two people talking, attempting to match head, mouth and eye movements. It then featured one of the participants attempting to flirt, showing hearts leaping across from one screen to the other.
For AR the Vita can use any patterned surface as a "marker"-- rather than having to use a specific object, as you have to do with current AR games such as EyePet. A tech demo from London Studio then showed off a patch of office carpet being used as a play surface for two different games, one involving a flying dragon picking out targets on the floor, and another showing a brief tank battle set up on terrain mapped across the floor.
Hirani then showed off Reality Fighters, which uses these technologies to create a fighting game featuring characters built from facial capture technology, and stages grabbed from the real world. He then talked about the development challenges around augmented reality games. Accuracy of mapping and display is actually the third priority for those developing games with this technology, according to Hirani; stability and robustness are both more important.
PS Vita was not created in isolation--very different to the PlayStation 3. There was "huge amounts of input" from both first- and third-party studios. "Every single person" asked for dual analogue sticks, he said, and the whole system design was informed from a very early stage by what developers wanted. The PS Vita has been "developed from the ground up with developers in mind," Hirani said.
Quote: The PS Vita is ""designed from the ground up as a social networking device."
Takeaway: The PlayStation Vita was developed in a different way to previous Sony platforms, and that change in philosophy is being continued in Sony's developer relations. Neil Brown, Senior Engineer, SCEE Research & Development Dept., emphasised these points. "We've never had tools in such a mature state before launching a new platform," he said. "It's our most developer friendly console by quite some margin."
"I got to touch the actual system for the first time at E3, but it's really amazing," commented Tomonobu Itagaki, the former Tecmo/Team Ninja director who now works for Valhalla Games. "I think the fact they're releasing a system that comes so close to the PlayStation 3's specs when the PS3 is still a primary platform in the marketplace is especially worth noting. I've worked on a portable game only once in my career, but I think I'm going to need to change my stance toward portables, and I think the game business will need to join me on that. Either way, I need to hit the state-of-the-art with a high-end project -- if it winds up that portables are as powerful as consoles, then where does that leave consoles?"
"I'm really impressed with the Vita's specs, considering the net-based society we live in now. It's a platform with the sort of new features that get creators excited about making new kinds of games, and that alone means there's a good chance at seeing some really innovative stuff done with the system. I find its console-caliber specs to be really fascinating, and I'd love to release a product that takes advantage of those specs." -- Akihiro Hino, head of Level-5
- "Up to now, most developers thought to themselves 'Okay, this project is for consoles and this is for portables.' The PS Vita blows a hole in that entire concept; it offers a new challenge to the industry. I'm in the midst of thinking about what sort of game the Vita's suited for -- you can play smartphone games on it, but is that enough?" -- Yosuke Hayashi, head of Team Ninja
- "To me, the most impressive thing is how it brings visuals to a level previously unheard of in portables. The analog stick is easy to use, and the dual touch panels are extremely quick and responsive -- as a portable, it's the perfect package. That, plus its network capabilities, really makes it feel like the ultimate all-in-one game system. Assuming that the game media is faster than optical discs, it'll be easy to take full advantage of the Vita's memory specs. It's a system that definitely demands serious effort from developers." -- Jun Takeuchi, Capcom
- "I think this hardware will let me do what I want to try in the future on the portable front. So far with Street Fighter X Tekken we've only talked about features that we can do on consoles, but we'd also like to implement some stuff that would only be possible on portables like this one in the future. If we can do fun stuff with the 3G/Wi-Fi, GPS and PSN functionality, then that just sets my imagination on fire. I'm looking forward to working with SCE to get everything out of the system." -- Yoshinori Ono, Capcom

igitize
igitize is a completely new title but will inherit the basic game systems from the original. This is apparently being done because the original has received the most praise amongst fans compared to the various Digimon World games that followed.
igitize? This little bit will be revealed in the blog's next update.
Chà . Vậy là tháng 10 có hẳn 2 Hit Bonus : Naruto Impact + Type-0 .
Không biết cái Type-0 có Only Jap h0k ta :( .
Digimon World Reigitize
[spoil]
Namco Bandai also opened an official blog for the game. The first post reveals that the concept for the game is a "return to the origins," in reference to the first 1999 Digimon World game. Reigitize is a completely new title but will inherit the basic game systems from the original. This is apparently being done because the original has received the most praise amongst fans compared to the various Digimon World games that followed.
So who's making Digimon World Reigitize? This little bit will be revealed in the blog's next update.
Screen:http://www.andriasang.com/e/blog/2011/07/21/digimon_world_first_look/
[/spoil]
New Final Fantasy Type-0 Screens
[spoil]
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[/spoil]


Stephen Totilo — This is a PSP 2000. Hiding under it is a PlayStation Vita. An actual Vita, not a fake one.
The Vita was running Hot Shots Golf, but you can't see that. You can only see two things: 1) The Vita, impressive futuristic gaming handheld that it is, isn't much bigger than a PSP 2) that there's Joel Johnson holding this PlayStation Sandwich.
Stephen Totilo — This is a PSP 2000. Hiding under it is a PlayStation Vita. An actual Vita, not a fake one.



Ều nhìn tưởng to thế mà hơn PSP 3000 có tẹo. Chắc là dày hơn nên cảm giác nó to
.
Kingdom hearts K nó còn patch được 100%
thì lo gì cái Type 0 ko có người patch cho hả bạn![]()
Link Của Karjn là đã patch chưa cậu sao mình thấy ko ghi rõ đã patch hay chưa=.=.. KDH patch mấy năm mới đc 100% ? mà chỉ có mỗi bản KDH Final Mix patch đc full thôi.
Hardcore
Digging deeper into the hardware, the Vita's System on a Chip consists of a quad-core ARM Cortex A9 CPU, of which three of the four processors are available for applications. The fourth is used for running the operating system.
The GPU is four core SGX543MP4+ from Imagination Technologies, which is designed to be highly capable at low power consumption.
Multiple threads can run in parallel on each core, and textures can be fetched before shader instructions are run to speed up rendering.
Efficient tiling
The biggest difference between PS Vita and previous Sony hardware is that the GPU uses a tile-based deferred rendering architecture (not to be confused with the deferred rendering technique).
This breaks the screen down into individual tiles, which go through a deferring rendering step in terms of each element being stored in a parameter buffer inbetween vertex and pixel shading at a per tile level.
The advantage of this is that it deals with hidden surfaces that don't need rendering because they are hidden behind other objects closer to the camera. Obviously, this is more efficient as you're rendering less pixels.
And as Brown explained, developers don't have to worry about handling tiles as the system deals with this automatically.
Another interesting feature is the PS Vita uses Shader Model 3.x+, with the '+' standing for special additions to the graphics industry standard that Sony is yet to reveal.

And as Brown explained, developers don't have to worry about handling tiles as the system deals with this automatically.
..thế này thì....=.=.. KDH patch mấy năm mới đc 100% ? mà chỉ có mỗi bản KDH Final Mix patch đc full thôi.

BRS
[video]m54FK8HYU9k&feature[/video]
ko ngờ là BRS là hàng của team lastr ranker
..thế này thì....
