Y ahora más de PS3-fiable, de un jefazo de Sony

para la gente que le gustan los rumores y para los techies, ahí van estos artículos...
De news.com , y de gamasutra ... esta última para leerlo hay que registrarse, pero la verdad q merece la pena, hay unos artículos muy interesantes de desarrolladores y demás... bueno, lo voy a poner aquí de todas formas:

GDC 2002 General Interest Keynote: Shin'ichi Okamoto on Sony Computer Entertainment Research and Development

Shin'ichi Okamoto, senior VP and CTO of Sony Computer Entertainment Inc. delivered the first keynote address of GDC 2002. In it he described Sony's R&D strategies, offered up the rationale behind PS2's "crazy" architecture, discussed Sony's upcoming online and broadband goals, demonstrated the PS2 Linux kit, and showcased some of the intriguing game interface research Sony is conducting.

Okamoto began his presentation with an overview of Sony R&D's goals and policies. He outlined this in the framework of three main points Sony R&D is focused on: improved real-time processing, distributed environments, and human-machine interfaces. He paid homage to the hardworking R&D team at Sony as well as his audience of game developers when he quoted Arthur C. Clarke's novel Macroshift, that "the future is not to be forecast, but created." Okamoto cited the widely understood concepts of technological advancement over time and came to the conclusion that game entertainment doesn't have time to wait for Moore's law.

Sony's answer to that is the distributed architecture of PS2, or what Okamoto jokingly referred to as its "crazy technology" -- as one can only in front of an audience of game developers who have the pleasure of programming it. "I know many of you have spent many long nights with this crazy machine," he joked.

Nonetheless, Okamoto pointed out that Sony believes this distributed architecture strategy is essential in giving developers more power sooner than if they waited for conventional technology systems to advance at the rate they are familiar with in the context of Moore's law. And while he acknowledged that architecture concurrency comes at a productivity cost, he felt that it will only a matter of time before developers are just as comfortable working in a distributed architecture as they are in architectures currently more familiar to them. As proof of that, Okamoto promised "big surprises" from the games coming out for PS2 this Christmas and next. He said the games would show clear progress in developers' understanding of how to harness the distributed power of the PS2.

Pursuant to his discussion of distributed computing, Okamoto also discussed Sony's network and broadband strategies, but was quick to point out that Sony is not yet ready to divulge too many of the specific details about their plans. He described the PS2's network capabilities as the console's fifth channel of entertainment, the other four being PSOne games, PS2 games, DVD playback, and CD music playback. Okamoto said that broadband penetration will usher in a new generation of distributed computing environments, and Sony R&D is working hard at examining how to leverage that processing capability through its partnerships with Toshiba and IBM. Some of this work involves developing processing cells over broadband networks, which will eventually encompass platforms as diverse as mobile phones, Windows PCs, Unix/NT servers, and of course, third-generation Playstations. Okamoto put a rough date of 2005 on such a system, both to develop the technology and to accommodate further broadband penetration, and suggested that Sony would have more to report on this front in 2003 or 2004.

Part of getting people used to developing in distributed architectures and environments means getting them into their hands. This is obviously a big part of Sony's Linux strategy, to get hobbyists and enthusiasts acclimated to the PS2 style of architecture, to help slow down or eliminate the high learning curve currently associated with programming for a distributed architecture. The PS2 Linux kit ships in May for $199, and Okamoto's presentation included a demo of the kit, showing a browser, an MP3 player, and a tech demo running on the PS2 at 1024x768. The kit will ship with a 40GB hard drive, a VGA adapter, a network adapter, a mouse and keyboard, and "almost complete" hardware manuals. Sony has also launched a web site for the PS2 Linux community, http://www.playstation2-linux.com.

Okamoto concluded his presentation with a peek at some of the man-machine interface research Sony has been conducting. He provided two demonstrations of how to use a webcam as a game controller on PS2. In the first demo, the player stands in front of the camera and moves a magic wand around by waving a sensor around to move around and explore the environment. The player can then affect the environment by hitting things with the wand, or cast spells by drawing shapes in the air, such as a square or triangle. In the second demo, the player again stands in front of the camera with the sensor, but this time the player himself is displayed on the TV screen. The player can cast spells in a way similar to the previous demo, by making certain shapes in the air with the sensor, which are drawn in overlay over the projected image of the player. With different spells, the player can cause a rain storm to appear over his head on the display, make himself invisible, and create a variety of visual and sound effects. It was clear the game developers in the audience were impressed with these two demos and intrigued by the work Sony is doing on the human-machine interface front.


PS: el q lo entienda bien, q lo explique a los neófitos...

Reitero lo del registro pq hay unas cosas por ahí muuuuy intresantes...
PS2: Shadow Land, ya veo dónde te documentas....;)
Ultimamente se dice mucho sobre PS3 pero hasta el 2005 aún falta mucho.

Salu2 [fumando]
Es verdad yo le hecho a la ps2 minimo 2 años como la psx [lapota]
2 respuestas