PlayStation 4 8GB Memory = 4.5GB Direct + 1GB Flexible + 2.5GB System OS

Written by Gradly on . Posted in blog, Consoles, Games, Leaks, News, PS4, Rumors, Sony, Tech.

PlayStation 4 8GB Memory = 4.5GB Direct + 1GB Flexible + 2.5GB System OS

PlayStation 4 8GB Memory = 4.5GB Direct + 1GB Flexible + 2.5GB System OS

In the wake of recent rumors, and outrage, regarding PlayStation 4′s Direct and Flexible memory, Sony has issued an official statement about the console’s RAM debacle:

We would like to clear up a misunderstanding regarding our “direct” and “flexible” memory systems. The article states that “flexible” memory is borrowed from the OS, and must be returned when requested – that’s not actually the case.

The actual true distinction is that:

  • “Direct Memory” is memory allocated under the traditional video game model, so the game controls all aspects of its allocation
  • “Flexible Memory” is memory managed by the PS4 OS on the game’s behalf, and allows games to use some very nice FreeBSD virtual memory functionality. However this memory is 100 per cent the game’s memory, and is never used by the OS, and as it is the game’s memory it should be easy for every developer to use it.

We have no comment to make on the amount of memory reserved by the system or what it is used for.

By not commenting on the amount of RAM reserved by the system or available to developers, Sony might implicitly confirm the previous figures.

Eurogamer, originally reporting on the PS4′s memory, now thinks that there is 4.5GB of Direct RAM available to developers, along with OS-controlled 1GB of memory, therefore the amount of memory the games will have 100% access would be 5.5GB leaving 2.5GB reserved for the OS.

We understand that this is a 1GB virtual address space, split into two areas – 512MB of on-chip RAM is used (the physical area) and another 512MB is “paged”, perhaps like a Windows swap file. But to be clear, of the 8GB of GDDR5 on PS4, our contention is that 5GB of it is available to developers.

The good news is that the amount is static and not dictated by OS functions as we stated in our original post, making it a lot easier for developers to work with.

Xbox One: Connectivity, Licensing and Privacy Features Reveled

Written by Gradly on . Posted in blog, Consoles, Gadgets, Games, Microsoft, News, Xbox One

Xbox One: Connectivity, Licensing and Privacy Features Reveled

Xbox One: Connectivity, Licensing and Privacy Features Reveled

Microsoft has addressed some of the issues following Xbox One reveal 2 weeks ago. The Xbox One will indeed need to be connected to the Internet once every 24 hours to play offline games. Important points and highlights grouped below:

Connected:

Your Xbox One is always ready: Xbox One is designed to run in a low-powered, connected state. This means your system, games and apps are always current and ready to play—no more waiting for updates.

Access your entire games library from any Xbox One—no discs required: After signing in and installing, you can play any of your games from any Xbox One because a digital copy of your game is stored on your console and in the cloud.  So, for example, while you are logged in at your friend’s house, you can play your games.

Buy the way you want—disc or digital—on the same day: You’ll be able to buy disc-based games at traditional retailers or online through Xbox Live, on day of release.

While a persistent connection is not required, Xbox One is designed to verify if system, application or game updates are needed and to see if you have acquired new games, or resold, traded in, or given your game to a friend. Games that are designed to take advantage of the cloud may require a connection.

With Xbox One you can game offline for up to 24 hours on your primary console, or one hour if you are logged on to a separate console accessing your library. Offline gaming is not possible after these prescribed times until you re-establish a connection, but you can still watch live TV and enjoy Blu-ray and DVD movies.

License:

Give your family access to your entire games library anytime, anywhere: Xbox One will enable new forms of access for families. Up to ten members of your family can log in and play from your shared games library on any Xbox One. Just like today, a family member can play your copy of Forza Motorsport at a friend’s house. Only now, they will see not just Forza, but all of your shared games.  You can always play your games, and any one of your family members can be playing from your shared library at a given time.

Trade-in and resell your disc-based games: Today, some gamers choose to sell their old disc-based games back for cash and credit. We designed Xbox One so game publishers can enable you to trade in your games at participating retailers.  Microsoft does not charge a platform fee to retailers, publishers, or consumers for enabling transfer of these games.

Give your games to friends: Xbox One is designed so game publishers can enable you to give your disc-based games to your friends. There are no fees charged as part of these transfers. There are two requirements: you can only give them to people who have been on your friends list for at least 30 days and each game can only be given once.

In our role as a game publisher, Microsoft Studios will enable you to give your games to friends or trade in your Xbox One games at participating retailers. Third party publishers may opt in or out of supporting game resale and may set up business terms or transfer fees with retailers.  Microsoft does not receive any compensation as part of this. In addition, third party publishers can enable you to give games to friends. Loaning or renting games won’t be available at launch, but we are exploring the possibilities with our partners.

Privacy:

You are in control of what Kinect can see and hear: By design, you will determine how responsive and personalized your Xbox One is to you and your family during setup. The system will navigate you through key privacy options, like automatic or manual sign in, privacy settings, and clear notifications about how data is used. When Xbox One is on and you’re simply having a conversation in your living room, your conversation is not being recorded or uploaded.

You are in control of when Kinect sensing is On, Off or Paused: If you don’t want the Kinect sensor on while playing games or enjoying your entertainment, you can pause Kinect. To turn off your Xbox One, just say “Xbox Off.” When the system is off, it’s only listening for the single voice command — “Xbox On,” and you can even turn that feature off too. Some apps and games may require Kinect functionality to operate, so you’ll need to turn it back on for these experiences.

You are in control of your personal data: You can play games or enjoy applications that use data, such as videos, photos, facial expressions, heart rate and more, but this data will not leave your Xbox One without your explicit permission.

You can use other inputs to control your games, TV and entertainment experiences: While it’s faster to find what you’re looking for using your voice and gesture commands with Kinect, you can use a controller, your remote controls or your smart devices instead. And you can use all of these devices when Kinect is paused.

Apple Q2 2013 Results: $43.6 Billion Revenue, 37.4 Million iPhones, 19.5 Million iPads Sold

Written by Gradly on . Posted in Apple, blog, iPad, iPhone, Mac, News

Apple Q2 2013 Results: $43.6 Billion Revenue, 37.4 Million iPhones, 19.5 Million iPads Sold

Apple Q2 2013 Results: $43.6 Billion Revenue, 37.4 Million iPhones, 19.5 Million iPads Sold

Apple has published their Q2 2013 financial results for the quarter that ended on March 31st, 2013. The company posted revenue of $43.6 billion. The company sold 19.5 million iPads, 37.4 million iPhones, and just under 4 million Macs, earning a quarterly net profit of $9.5 billion. Overall, international sales accounted for 66 percent of the quarter’s revenue.

We are pleased to report record March quarter revenue thanks to continued strong performance of iPhone and iPad,” said Tim Cook, Apple’s CEO. “Our teams are hard at work on some amazing new hardware, software and services, and we are very excited about the products in our pipeline.

 The Company expects to utilize a total of $100 billion of cash under the expanded program by the end of calendar 2015. This represents a $55 billion increase to the program announced last year and translates to an average rate of $30 billion per year from the time of the first dividend payment in August 2012 through December 2015.

Decline in AAPL stock price over last quarters has been very frustrating, but Apple remains very strong, and Apple will continue to do what it does best

Our teams are working on new hardware, software, and services that we can’t wait to introduce this Fall and throughout 2014

My view continues to be that iPhone 5 has the absolute best display in the industry. We always strive to create the very best display for our customers. Some customer value large screen sizes. Others value other factors such as resolution, white balance, color, portability, clarity, compatibility with apps… Our competitors have made some significant trade offs in many areas in order to ship a larger display. We will not ship a larger display iPhone while these trade offs exist.

Metal Gear Solid 5: The Phantom Pain Revealed

Written by Gradly on . Posted in blog, Games, Metal Gear, News, Trailer

Metal Gear Solid 5: The Phantom Pain Revealed

Metal Gear Solid 5: The Phantom Pain Revealed

Kojima Productions‘ Legendary studio head Hideo Kojima has announced at GDC that both Metal Gear Solid: Ground Zeroes and The Phantom Pain combined will be, as previously expectedMetal Gear Solid 5.

While showing the potential of Fox Engine, he showed a lengthy trailer for MGS5 which you can see below:

Kojima then showed the opening tutorial running on PC. While its an on rails experience, its just to get players familiar with the control system, the games itself is said to be an open world entirely.

Its seems that the iconic David Hayter voice is not going to make a return in MGS5 which kind of been confirmed by Hayter himself.

The game will be released on Xbox 360 and PS3.

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