PS4-Pressemitteilung (englisch)

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21. Februar 2013 - 10:09 — vor 11 Jahren zuletzt aktualisiert
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Diese News dient nur zur Wiedergabe der englischen Pressemitteilung vom 21.2.2013 zur PS4.

SONY COMPUTER ENTERTAINMENT INC. INTRODUCES PLAYSTATION®4 (PS4TM)

PS4’s Powerful System Architecture, Social Integration and Intelligent Personalization, Combined with PlayStation Network with Cloud Technology, Delivers Breakthrough Gaming Experiences and Completely New Ways to Play 

New York City, New York, February 20, 2013 –Sony Computer Entertainment Inc. (SCEI) today introduced PlayStation®4 (PS4™), its next generation computer entertainment system that redefines rich and immersive gameplay with powerful graphics and speed, intelligent personalization, deeply integrated social capabilities, and innovative second-screen features. Combined with PlayStation®Network with cloud technology, PS4 offers an expansive gaming ecosystem that is centered on gamers, enabling them to play when, where and how they want. PS4 will be available this holiday season. 

Gamer Focused, Developer Inspired
PS4 was designed from the ground up to ensure that the very best games and the most immersive experiences reach PlayStation gamers.  PS4 accomplishes this by enabling the greatest game developers in the world to unlock their creativity and push the boundaries of play through a system that is tuned specifically to their needs.  

PS4 also fluidly connects players to the larger world of experiences offered by PlayStation, across the console and mobile spaces, and PlayStation® Network (PSN). The PS4 system architecture is distinguished by its high performance and ease of development.  PS4 is centered around a powerful custom chip that contains eight x86-64 cores and a state of the art graphics processor.

The Graphics Processing Unit (GPU) has been enhanced in a number of ways, principally to allow for easier use of the GPU for general purpose computing (GPGPU) such as physics simulation.  The GPU contains a unified array of 18 compute units, which collectively generate 1.84 Teraflops of processing power that can freely be applied to graphics, simulation tasks, or some mixture of the two. 

PS4 is equipped with 8 GB of unified system memory, easing game creation and increasing the richness of content achievable on the platform.  GDDR5 is used for this memory, giving the system 176 GB/second of bandwidth and providing a further boost to graphics performance. The end result for gamers is new games with rich, high-fidelity graphics and deeply immersive experiences that shatter expectations.

Shared Game Experiences
Social interaction is central to PS4 experiences, so new features were built into the actual foundation of the system’s hardware architecture.  PS4 provides dedicated, “always on” video compression and decompression systems that enables seamless uploading of gameplay. 

For the first time ever, gamers can share their epic triumphs with the press of a button. Gamers simply hit the “SHARE button” on the controller, scan through the last few minutes of gameplay, tag it and return to the game—the video uploads as the gamer plays.  Gamers can share their images and videos to their friends on social networking services such as Facebook. 

PS4 also enhances social spectating by enabling gamers to broadcast their gameplay in real-time to friends using live internet streaming services such as Ustream. During live broadcasts, friends can make comments on the streamed gameplay and, if a gamer gets stuck on a challenging level, friends can also join the game in completely new ways.  For example, friends can offer health potions or special weapons when a player needs them most during actual gameplay. 

Furthermore, users can connect their Facebook account with Sony Entertainment Network account.  Through PS4, users are able to deepen their connections through co-op play or “cross-game chat”. 

PS4 Second Screens
PS4 integrates second screens, including PlayStation®Vita (PS Vita), smartphones and 
tablets, to wrap gamers in their favorite content wherever they are. A key feature enabled by 
second screens is “Remote Play” and PS4 fully unlocks its potential by making PS Vita the 
ultimate companion device.  With PS Vita, gamers will be able to seamlessly pull PS4 titles 
from their living room TVs and play them on PS Vita’s beautiful 5-inch display and intuitive 
dual analog sticks over Wi-Fi networks *1.  It is SCEI’s long-term vision is to make most PS4 titles playable on PS Vita *2. 

A new application from SCE called “PlayStation®App” will enable iPhone, iPad, and  AndroidTM based smartphones and tablets*3 to become second screens.  Once installed on these devices, users can, for example, see maps on their second screens when playing an 
adventure game, purchase PS4 games while away from home and download it directly to the 
console at home, or remotely watch other gamers playing on their devices.

Immediate Gameplay
PS4 radically reduces the lag time between players and their content.  PS4 features “suspend mode” which keeps the system in a low power state while preserving the game session.  The time it takes today to boot a console and load a saved game will be a thing of the past.  With PS4, gamers just hit the power button again and are promptly back playing the game at the exact point where they left off.  Additionally, users can boot a variety of applications including a web browser when playing a game on PS4.

PS4 also enables games to be downloaded or updated in the background, or even in stand-by mode.  The system takes it one step further by making digital titles playable as they are being downloaded.  When a player purchases a game, PS4 downloads just a fraction of the data so gamers can start playing immediately, and the rest is downloaded in the background during actual gameplay. 

Personalized, Curated Content
On the newly designed PS4 menu screen, players can look over game-related information shared by friends, view friends’ gameplay with ease, or obtain information of recommended content, including games, TV shows and movies.  The long-term goal of PS4 is to reduce download times of digital titles to zero: if the system knows enough about a player to predict the next game they will purchase, then that game can be loaded and ready to go before they even click the “buy” button.  PS4 will further enrich users’ entertainment experiences, by meeting their potential needs.

Gaming in the Cloud
Launched in November 2006, PlayStation Network, a network service for PlayStation users, now operates in 67 countries and regions*4 around the world with the total number of downloaded content of more than 2.8 billion*5.  In addition to a variety of games available in PlayStation®Store, PS4 users will be able to enjoy a variety of services offered by PSN, such as Sony Corporation’s Music Unlimited, a cloud-based music subscription service and Video Unlimited, a premium video service, as well as various content distribution services.

By combining PlayStation Network with Gaikai Inc’s cloud technology, it is SCE’s goal to make free exploration possible for various games. In the future, when a gamer sees a title of interest in PlayStation Store, they can immediately start playing a portion of the actual game — not a stripped down version of the game.  With Gaikai and PlayStation Store, gamers will be able to experience appealing games and only pay for the games they actually love. PlayStation Network and the cloud will offer additional value to PlayStation gamers. SCE is exploring unique opportunities enabled by cloud technology with the long-term vision of making PlayStation libraries including an incredible catalog of more than 3000 PS3 titles*6
that is unmatched in the industry, mostly ubiquitous on PS4.

SCE will announce new details of PS4 and its robust lineup of games from 3rd party developers and publishers, the independent gaming community and SCE Worldwide Studios, as well as further enhancements to the entire PlayStation ecosystem between now and the holiday 2013 launch.  

###

*1 Depending on network environment or titles, users may not be able to play games outside comfortably.
*2 Exept games that require peripherals such as PlayStation®4 Eye . 
*3 Depending on the version of OS or other conditions, users cannot use the application. 
*4 Number as of December 31st , 2012
*5 Number as of February 19st, 2013
*6 Number as of December 31st, 2012, including free trials.
< PlayStation®4 Logo>
<PlayStation®4 >

Main Processor
Single-chip custom processor
CPU :  x86-64 AMD “Jaguar”,  8 cores 
GPU : 1.84 TFLOPS,  AMD next-generation Radeon™ based 
graphics engine

Memory
GDDR5 8GB 

Hard Disk Drive
Built-in

Optical Drive
(read only)
BD 6xCAV 
DVD 8xCAV
I/O
Super-Speed USB (USB 3.0) 、AUX 

Communication
Ethernet (10BASE-T, 100BASE-TX, 1000BASE-T)
IEEE 802.11 b/g/n
Bluetooth® 2.1 (EDR)

AV output
HDMI
Analog-AV out
Digital Output (optical)
*Specifications are subject to change without notice.

About Sony Computer Entertainment Inc.
Recognized as the global leader and company responsible for the progression of consumerbased computer entertainment, Sony Computer Entertainment Inc. (SCEI) manufactures, 
distributes, develop and markets the PlayStation®2 (PS2®) computer entertainment system, 
the PSP® (PlayStation®Portable) handheld entertainment system, the PlayStation®3 (PS3®) 
computer entertainment system and the PlayStation®Vita (PS Vita) portable entertainment 
system. SCEI has revolutionized home entertainment since they launched PlayStation in 1994. 
PS2® further enhances the PlayStation legacy as the core of home networked entertainment. 
PSP® is a handheld entertainment system that allows users to enjoy 3D games with highquality full-motion video and high-fidelity stereo audio. PS3® is an advanced computer 
system, incorporating the powerful Cell Broadband Engine and RSX processors. PS Vita is an 
ultimate portable entertainment system that offers a revolutionary combination of rich gaming 
and social connectivity within a real world context. SCEI also delivers the PlayStation®
experience to open operating systems through PlayStation®Mobile, a cross device platform. 
Headquartered in Tokyo, Japan, SCEI, along with its affiliated companies, Sony Computer
Entertainment America LLC., and Sony Computer Entertainment Europe Ltd., and its division 
companies, Sony Computer Entertainment Japan and Sony Computer Entertainment Asia 
develops, publishes, markets and distributes hardware and software, and manages the third 
party licensing programs for these platforms in the respective markets worldwide.
PlayStation and PS3 are registered trademarks and PS4 and  are a trademarks of Sony Computer Entertainment, Inc. Sony 
Entertainment Network is a trademark of Sony Corporation. Facebook is a trademark or registered trademark of Facebook, Inc.  Ustream is a 
trademark or registered trademark of Ustream, Inc.  iPhone and  iPad are trademarks of Apple Inc.  Android is a trademark or registered 
trademark of Google.Inc. All other trademarks are property of their respective owners.

List of Third Party Game Developers and Publishers
As of February 20th, 2013

(in alphabetical order of developer/publisher) 
<JAPAN>
45  companies in total
<ASIA>
4  companies in total
ACQUIRE Corp.
ARC SYSTEM WORKS CO.,LTD.
ARTDINK CORPORATION
ASCII MEDIA WORKS Inc.
Bethesda Softworks, LLC
CAPCOM
Chara-Ani Corporation
CRAFTS & MEISTER CO.,LTD.
CyberConnect2 Co.,Ltd.
D3 PUBLISHER Inc.
Dimps Corporation
Electronic Arts Inc.
FromSoftware, Inc.
GANBARION Co., Ltd.
Genki Co., Ltd.
Granzella Inc.
GRASSHOPPER MANUFACTURE INC.
GungHo Online Entertainment, Inc.
GUST CO.,LTD.
IDEA FACTORY Co., Ltd.
IMAGEEPOCH INC.
Index Corp.(ATLUS)
KADOKAWA GAMES,LTD.
KADOKAWA SHOTEN CO., LTD.
Konami Digital Entertainment Co., Ltd. 
LEVEL-5 Inc.
MAGES. Inc.
MarvelousAQL Inc.
NAMCO BANDAI Games Inc.
NAMCO BANDAI Studios Inc.
NIHON FALCOM CORPORATION
Nippon Ichi Software, Inc.
O-TWO inc. (peakvox)
PlatinumGames Inc.
SEGA Corporation
SPIKE CHUNSOFT Co.,Ltd.
SQUARE ENIX Co., Ltd.
SystemSoft Alpha Corp.
TECMO KOEI GAMES Co.,Ltd.
TOSE CO., LTD.
tri-Ace Inc.
Ubisoft Entertainment
WILL CO., LTD
XING Inc.
YUKE'S Co.,Ltd.
BLUESIDE Inc.   
Ratloop Asia Pte Ltd   
Red Hare Studios   
XPEC Entertainment Inc.
(PS4™)
<NORTH AMERICA>
47  companies in total
<EUROPE / PAL>
53  companies in total
17-Bit
5th Cell Media LLC
Activision Publishing, Inc.
Armature Studios
Behaviour Interactive
Bethesda Softworks, LLC
Blind Squirrel Games®
Certain Affinity, Inc.
Darkside Game Studios, Inc.
Devolver Digital
©Disney
Double Fine Productions, Inc.
Double Helix Games
DrinkBox Studios Inc.
Edge of Reality, Inc.
Electronic Arts Inc.  
FarSight Studios
Gaijin Games, Inc.
Gearbox Software
HB Studios Multimedia
Heavy Iron Studios, Inc.
High Voltage Software, Inc.
inXile Entertainment Inc.
Iron Galaxy Studios, LLC
JETPACK Interactive Entertainment Ltd.
Klei Entertainment Inc.
Lab Zero, Inc
LucasArts, a Lucasfilm Ltd. company
Metanet Software Inc
Minority Media Iinc.
Nicalis, Inc
Panic Button, LLC
Psyonix Studios, Inc.
Slant Six Games
Sony Online Entertainment LLC
Spark Unlimited
Spry Fox LLC
SuperVillain Studios
Take-Two Interactive Software, Inc.
Telltale, Inc.
Tribute Games Inc.
Turtle Rock Studios, Inc.
Ubisoft Entertainment           
vBlank Entertainment Inc.
Warner Bros. Interactive Entertainment, Inc. 
WayForward Technologies, Inc.
Zombie Studios, LLC
4A Games 
505 Games
Abstraction 
Beatshapers 
Big Ant
Big Bit 
BitComposer
Bloober Team S.A.
Boss Alien
Bugbear
Cauldron
City Interactive
Criterion Games
Croteam 
Curve Studios
Dakko Dakko Ltd 
Deck 13 
Double Eleven 
Eko Software
FatShark
Flying Wildhog
Four Door Lemon
Frozenbyte 
FuturLab
Gaijin
GHOST GAMES  -  AN EA STUDIO  
Green Hill Studios
Kalyspo Media 
Laughing Jackal
Ludosity
Mediatonic
Milestone
Mojang 
Onmi Systems
Prodigy Design
Ripstone 
Roll7
Ronimo
Rovio 
Shortround 
Sperasoft
Sproing
Stormbasic
Straight Right
Targem
Tate
Techland
Tonika
Torus Games
Vector Cell
Virtual Toys
Vlambeer
Wizarbox

blobblond 20 Gold-Gamer - P - 24478 - 21. Februar 2013 - 10:31 #

Gebraucht Spiele werden auch nicht geblockt
http://www.eurogamer.net/articles/2013-02-21-sony-tells-eurogamer-playstation-4-will-not-block-used-games

Cohen 16 Übertalent - 5024 - 21. Februar 2013 - 10:39 #

"if the system knows enough about a player to predict the next game they will purchase, then that game can be loaded and ready to go before they even click the “buy” button."

Creepy. Und die PS4 müllt mir dann die Platte voll und lädt gigabyteweise Daten runter? Für Spiele, die ich entweder gar nicht haben möchte oder bei denen ich bereits die Retailversion bestellt habe? Ich hoffe, das lässt sich abstellen.

Gadeiros 15 Kenner - 3562 - 21. Februar 2013 - 11:03 #

das hat mich auch schon während der pressekonferenz etwas stutzen lassen. ich hoffe mal, das ist 100% abschaltbar. und ich hoffe auch, daß genug leute erkennen, daß das kein wirkliches feature ist (außer für werbepartner und investoren), sondern ein persönlicher eingriff.

pauly19 15 Kenner - 2957 - 23. Februar 2013 - 17:27 #

Ist halt nichts anderes als Apples Genius, halt nur für Demos von Ps4-Spielen.

Jak81 17 Shapeshifter - 6145 - 21. Februar 2013 - 10:49 #

Interessant, kein Crytek in der Auflistung. Werden die etwa Xbox360-Nachfolger-Exklusiv? :D

Namer (unregistriert) 21. Februar 2013 - 13:25 #

Wie erwartet war das ganze 4 = Tod Gelaber einfach nur Mumpitz. Lol

Fischwaage 17 Shapeshifter - 6765 - 21. Februar 2013 - 14:08 #

Alle Spiele in FullHD ?
Wie siehts mit 4K aus?

Schweigen der Lämmer...

blobblond 20 Gold-Gamer - P - 24478 - 21. Februar 2013 - 14:33 #

Als ob jeder einen 80Zoll 4k Bildschirm hat,die meisten spielen auf einen 24zoll PC-Monitor da macht 4k weniger sinn

Bruno Lawrie 22 Motivator - - 33460 - 22. Februar 2013 - 1:22 #

Ich würde eher sagen, die meisten spielen an einem 32-46"-Fernseher.

Cohen 16 Übertalent - 5024 - 21. Februar 2013 - 14:56 #

Warum sollte man die begrenzten Hardware-Ressourcen für 4k verballern, wenn sie mit besseren Effekten, größeren Leveln, besserer Physik, besserer KI, höherer Framerate usw. viel besser genutzt werden können?

1080p + AA + 60 fps dürfte für die meisten Leute deutlich sinnvoller sein als eine hochauflösende virtuelle Welt, bei der dafür etliche Kompromisse gemacht werden müssen.

rAmbAzAmbA 17 Shapeshifter - 7391 - 21. Februar 2013 - 16:09 #

++++

Minecraft sieht auch in 4k so aus^^ Wir wollen Effekte und scharfe Texturen da reicht selbst 720p.

P.S. Hallo Nintendo ;) Hier dürft ihr euch mal melden !

"List of Third Party Game Developers and Publishers
As of February 20th, 2013"

Bruno Lawrie 22 Motivator - - 33460 - 22. Februar 2013 - 1:33 #

60 Frames wird man vielleicht am Anfang bei den eher simplen Ports haben. Aber sobald die Spiele die PS4 mal langsam ausreizen, werden die Entwickler wohl eher wieder auf 30 Frames gehen und dafür lieber bessere Grafik bieten, wie immer.

Richtiges AA ist mit FXAA und Konsorten eigentlich obsolet geworden. 4xMLAA kostet sehr viel Leistung, deckt Texturen mit Alphakanal nicht ab und sieht kaum besser aus als FXAA, was nur einen kleinen Bruchteil der Leistung kostet und auch Texturen mit Alphakanal glättet (v.a. bei Vegetation wichtig). Die aktuelle Konsolengeneration hat schon keine Probleme mit FXAA, von daher wird's in der Richtung kaum Unterschiede geben.

Interessant werden eher 1080p und vielleicht stereoskopische Darstellung in brauchbarer Qualität (auf der PS3 ist das meistens ja eher meh).

Bruno Lawrie 22 Motivator - - 33460 - 22. Februar 2013 - 1:34 #

Der angegebene Anschluss ist HDMI. Damit ist 4K bei spieleüblichen Framerates momentan nicht drin.

Bei der genannten Leistung kann man Spiele standardmäßig in 1080p annehmen. Letztendlich werden sie das aber wohl wieder den Spieleentwicklern überlassen. Aktuelle PS3-Spiele laufen ja auch nicht immer in vollen 720p, sondern auch in etwas niedrigeren Auflösungen (z.B. CoD in 1024x576).