Basileus777
Member
Who the hell is going to watch TV with a move controller in hand?
Who the hell is going to watch TV with a move controller in hand?
Yes, HDMI pass-through if you have a DVR cable box or RVU if you have a Gateway device. It's the big thing and why AOAC and DVR will be supported by both.so who's going to use that Bear with a DS up his arse as an avatar?
edit- on a serious note however, I remember that MCDONALDS! \o/ patent from last year, does this mean Sony is holding back some info like HDMI pass through? similar to what Microsoft wants to do with their system?
New avatar, sweet!
New Sony patent that will allow television commercials to be played as online social games using the PS3 & other devices some games are shown using the PlayStation Move.
lol Sony can't win.Dem Sony stealing ideas-
Patent posting is dumb. Companies patent everything they can, most of which are never implemented.
I'm pretty sure if the title said Kinect instead of Move, things would be a lot more hostile around here. We get pissed about product placement in games, this is like taking the game out of the product placement and just leaving you playing the Ad lol
I'm pretty sure if the title said Kinect instead of Move, things would be a lot more hostile around here. We get pissed about product placement in games, this is like taking the game out of the product placement and just leaving you playing the Ad lol
Sony = All companies patent stuff, doesn't they'll implement it. Also given the benefit regardless of a history of them patching ads into a game.
MS = slimy bastards who will absolutely do everything they patent and never given the benefit of the doubt because it's MS and we all know they are bad.
That's pretty much how it goes here. You'll see anyone who brings this up is often labelled an insecure fanboy, etc by those who love to perpetuate the above narrative.
Rereading the abstract part is very telling. Also PS4 will have HDMI-in.
Do you realize that this thread is from August?
Future leaks of a new PS4 game announcement shall be met with.
"Probably another interactive ad"
Or
"Killzone 4 Move Ad Edition"
Newest update is from today.
The above three features give us an idea of the .1 difference between DX 11 and DX 11.1 and how AMD thinks they will be used. A Guess would be HTML5 games, Augmented reality and Social (Pictures, Home movies, sharing, indexing).Sony to have DirectX 11.1 support for the PS4 11.1 is also supposed to be required for Windows 8 and the Xbox 720 GPU will support this right?
AMD’s Graphics Core Next (GCN) Architecture, available in AMD Radeon™ HD 7700, HD 7800 and HD 7900 Series graphics, along with AMD FirePro™ W series cards, provide complete support for DirectX 11.1 Feature Level 11_1 in Windows 8. Examples of some of the new features it brings to the table, which are not yet available on competing products, include:
Target Independent Rasterization: accelerates rendering of 2D vector graphics (used by the Windows Modern UI, HTML5 web pages, and .SVG image files) by up to 500% or more.
UAV improvements: allow DirectCompute shaders to share data with any stage of the Direct3D rendering pipeline, enabling new hybrid graphics techniques that seamlessly combine GPU compute with traditional 3D rendering
Sum of Absolute Differences: exposes new shader instructions on the GPU that can massively accelerate a wide range of image processing tasks, including video image stabilization, photo/video search, and gesture or face recognition
"minor tweaks to the existing GPU microarchitectures" = the .1 in DX 11.1?John Carmackid Software, local hero jump to post
I wrote the following (slightly redacted) up a little while ago for another company looking at consumer level ray tracing hardware as it relates to games. I do think workstation applications are the correct entry point for ray tracing acceleration, rather than games, so the same level of pessimism might not be apropriate. I have no details on Imagination’s particular technology (feel free to send me some, guys!).
------------
The primary advantages of ray tracing over rasterization are:
Accurate shadows, without explicit sizing of shadow buffer resolutions or massive stencil volume overdraw. With reasonable area light source bundles for softening, this is the most useful and attainable near-term goal.
Accurate reflections without environment maps or subview rendering. This benefit is tempered by the fact that it is only practical at real time speeds for mirror-like surfaces. Slightly glossy surfaces require a bare minimum of 16 secondary rays to look decent, and even mirror surfaces alias badly in larger scenes with bump mapping. Rasterization approximations are inaccurate, but mip map based filtering greatly reduces aliasing, which is usually more important. I was very disappointed when this sunk in for me during my research – I had thought that there might be a place for a high end “ray traced reflections” option in upcoming games, but it requires a huge number of rays for it to actually be a positive feature.
Some other “advantages” that are often touted for ray tracing are not really benefits:
Accurate refraction. This won’t make a difference to anyone building an application.
Global illumination. This requires BILLIONS of rays per second to approach usability. Trying to do it with a handful of tests per pixel just results in a noisy mess.
Because ray tracing involves a log2 scale of the number of primitives, while rasterization is linear, it appears that highly complex scenes will render faster with ray tracing, but it turns out that the constant factors are so different that no dataset that fits in memory actually crosses the time order threshold.
Classic Whitted ray tracing is significantly inferior to modern rasterization engines for the vast majority of scenes that people care about. Only when two orders of magnitude more rays are cast to provide soft shadows, glossy reflections, and global illumination does the quality commonly associated with “ray tracing” become apparent. For example, all surfaces that are shaded with interpolated normal will have an unnatural shadow discontinuity at the silhouette edges with single shadow ray traces. This is most noticeable on animating characters, but also visible on things like pipes. A typical solution if the shadows can’t be filtered better is to make the characters “no self shadow” with additional flags in the datasets. There are lots of things like this that require little tweaks in places that won’t be very accessible with the proposed architecture.
The huge disadvantage is the requirement to maintain acceleration structures, which are costly to create and more than double the memory footprint. The tradeoffs that get made for faster build time can have significant costs in the delivered ray tracing time versus fully optimized acceleration structures. For any game that is not grossly GPU bound, a ray tracing chip will be a decelerator, due to the additional cost of maintaining dynamic accelerator structures.
Rasterization is a tiny part of the work that a GPU does. The texture sampling, shader program invocation, blending, etc, would all have to be duplicated on a ray tracing part as well. Primary ray tracing can give an overdraw factor of 1.0, but hierarchical depth buffers in rasterization based systems already deliver very good overdraw rejection in modern game engines. Contrary to some popular beliefs, most of the rendering work is not done to be “realistic”, but to be artistic or stylish.
I am 90% sure that the eventual path to integration of ray tracing hardware into consumer devices will be as minor tweaks to the existing GPU microarchitectures.
John Carmack
1 post | registered Jan 23, 2013
During the life of both the PS4 and Xbox 720, handhelds will have support for Ray Tracing. Combining rasterization with a few select objects being ray traced might be an option for next generation consoles.http://arstechnica.com/gadgets/2013/01/shedding-some-realistic-light-on-imaginations-real-time-ray-tracing-card/ said:The Caustic technology's (Ray Tracing) path to the mass market will be similar: Imagination intends to integrate into future versions of its PowerVR GPUs. This isn't going to happen anytime soon—the Imagination representative gave us a tentative estimate of "four to five years" from now—but it may be that the phones and tablets of tomorrow will be capable of 3D rendering that is only now beginning to hit high-end workstations.
This would dovetail nicely with the way the industry is moving. Mobile devices are already getting more productive as they get more powerful, and the major hardware manufacturers seem determined to deliver devices that can be all things to all people—phones that can double as tablets, tablets that can double as laptops, and so on. By 2018, it's easy to imagine a tablet that can also do high-end CAD work, and if Imagination has its way, the Caustic ray tracing technology will be leading that charge.
http://www.youtube.com/watch?feature=player_embedded&v=gbjW57zlVfcYouTube’s member ‘aimedehaire’ (aka icelaglace or Hayssam Keilany) has uploaded an interesting DX11 Tech Demo. According to the GTA IV and Skyrim modder, this is a DX11 Raytracing Tech Demo that is running on an i7 Intel and a Radeon 5870. Keilany has not shared any additional information about it, so go ahead and enjoy it for what it truly is – a tech demo, showcasing what next-gen era could actually bring to the table. Enjoy!
http://thenextweb.com/media/2013/04/22/sony-announces-gettv-a-new-us-digital-tv-network-for-classic-hollywood-movies/ said:Sony Pictures Television Networks this fall will bow getTV, a broadcast digital subchannel stocked with 3,500-plus movies from Sonys studio archives, and announced initial pact with Univision Television Group to carry net in 24 markets.
ATSC 2.0 Over The Air goes on line with h.264 codec for sub channels this year. That doubles the number of sub-channels or the resolution that can be offered. The primary channel the -1 channel must be Mpeg2 but the sub channels can be h.264. By FCC mandate; Cable companies must offer the local OTA stations unscrambled so anything offered by OTA is on Cable.Originally Posted by http://thenextweb.com/media/2013/04...ital-tv-network-for-classic-hollywood-movies/
Sony Pictures Television Networks this fall will bow getTV, a broadcast digital subchannel stocked with 3,500-plus movies from Sony’s studio archives, and announced initial pact with Univision Television Group to carry net in 24 markets.
My Comcast provider has encrypted all of their signals except for the local channels that another FCC rule protects. My guess is that an accepted standard for the authentication service built into external devices will be based on or at least supported by ARM Trustzone.http://forum.solidsignal.com/content.php/2080-TiVo-Files-Suit-with-the-FCC said:CableCARD was designed to give people choices in using a cable TV receiver -- the idea was that you could pop a company-supplied card into any cable TV box and it would work well. You should have even been able to pop a card into a properly-equipped TV and it would work.
Well, cable companies dragged their feet and in the end, most people didn't even try to get their own cable boxes. A few companies, like TiVo, jumped on the trend and did so with some success. In the end, though, CableCARD didn't catch on and its "successor" Tru2way never got off the ground at all.
Seeing this, the FCC made some changes. In exchange for letting cable TV companies encrypt all of their signals (not just the higher-numbered channels) the FCC plans to implement an authentication service that could be built into any external device.
http://www.fcc.gov/document/media-bureau-grants-tivos-request-waiver-ip-output-rule said:On October 14, 2010, the Commission modified Section 76.640(b)(4)(iii) of our rules to require cable operators to “ensure that the cable-operator-provided high definition set-top boxes, except unidirectional set-top boxes without recording functionality, shall comply with an open industry standard that provides for audiovisual communications including service discovery, video transport, and remote control command pass-through standards for home networking” by December 1, 2012 This rule is designed to “enable[e] connectivity with the multitude of IP devices in consumers’ homes.”
For example, consumers would be able to use one leased set-top box as a gateway to send video to multiple devices, including IP-enabled “smart televisions” and retail set-top devices. It would also allow consumers to connect a computer to a set-top box and use the computer’s hard-drive storage to record cable content in lieu of or in addition to leasing an operator-supplied digital video recorder. Requiring the use of an open industry standard and IP-based interface was intended “to accomplish the equipment compatibility purposes of Section 624A”8 and to “fulfill our statutory mandate under Section 629.”9
In this Order, we clarify the meaning of the phrase “open industry standard” as it appears in the Commission’s regulation that requires cable set-top boxes to include a recordable, Internet Protocol (“IP”-based output.1 We also grant a limited waiver of that rule, pursuant to Section 629(c) of the Communications Act, permitting cable operators until June 2, 2014 to comply.2 Finally, we grant small cable operators, as defined below, until September 2, 2014 to comply because of the difficulty they may have obtaining compliant equipment to meet the June 2, 2014 deadline.
As discussed below, we clarify the elements of an “open industry standard” for purposes of Section 76.640(b)(4)(iii). We conclude that the processes that the Digital Living Network Alliance (“DLNA󈭫 uses to develop and adopt its home networking specifications satisfy the elements of an “open industry standard.” We thus believe that the home networking solution that DLNA is working on now — a successor to the current “DLNA Premium Video profile”24 — will meet the output requirements in Section 76.640(b)(4)(iii) as long as it supports the required features of recordable high-definition video, closed captioning data, service discovery, video transport, and remote control command pass-through.
On the DLNA website is a technical description of the discovery and protection of media.DLNA's Promoter Members include: ACCESS, AT&T, AwoX, Broadcom, CableLabs, Cisco, Comcast, DIRECTV, DTS, Dolby Laboratories, Ericsson, Google, HP, HTC, Huawei, Intel, LG, Microsoft, Nokia, Panasonic, Qualcomm , Samsung, Sony, Technicolor and Verizon.
The DLNA Premium Video profile is a set of standards that “can allow consumers to stream their favorite television programs and movies to DLNA Certified® products such as digital televisions, tablets, mobile phones, Blu-ray disc players and video game consoles.
http://www.elliptictech.com/en/products-a-solutions/applications-software/dtcp?gclid=CLrH3Y-ptrkCFejm7Aod3HQAEg said:the latest specifications (DTCP revision 1.7 and DTCP-IP revision 1.4), including DTCP+, as required by the Digital Living Network Alliance (DLNA). The solutions are highly optimized for mobile and connected devices and can be integrated seamlessly with Trusted Execution Environments (TEE) and ARM® TrustZone® frameworks or embedded in systems without TEE.
Systems without ARM TEE support require keys embedded in hardware and a secure environment to run. I don't think the current PS3 and Xbox 360 can be considered secure.The solution is chipset agnostic and available for Linux and Android OS; it is easily portable on a new platform thanks to the clearly defined APIs to middleware and application.
Size of the code and static data for complete DLNA stack including UPnP and SQLite: 1.1 MB (may slightly vary depending on target platform)
Size of the code and static data for DTCP-IP stack including OpenSSL crypto library: 1.2 MB
Dynamic allocations for DMS device and 400 shared files:
Peak of 4 MB for one active connection
Peak of 5 MB for two active connections
Hardware descrambling capabilities for DTCP-IP: AES-128
Processing power: 800 DMIPS
MONITORING ADVERTISEMENT IMPRESSIONS
Abstract
A targeted in-game advertising system is provided where advertising content may be delivered to a video game network environment. Advertisements may be delivered through the tagging of advertising assets in the video game environment according to one or more characteristics including user geographical location, personal preferences, a personal profile, video game preferences or video game genre. Methodologies for tracking advertising impressions are also provided based on monitoring the video game environment to determine the quality of impression to which the user is exposed in the video game environment.
INCREASING THE NUMBER OF ADVERTISING IMPRESSIONS IN AN INTERACTIVE ENVIRONMENT
Abstract
Increasing a number of advertising impressions in a system configured to facilitate user interaction with an interactive environment containing one or more advertising targets is described. A scene of a portion of the simulated environment is displayed from a camera point of view (camera POV) on a video display. The scene may change as the camera POV changes in response to movement of the camera POV along a camera path during the user's interaction with the simulated environment. Modifying the camera path or a camera field of view can place more of an advertising target within the scene displayed on the video display to increase a likelihood of generating an advertising impression compared to a likelihood of generating an advertising impression without the modification.
In-game advertisements?
In-game advertisements?
That doesn't sound good at all.
Thread worthy? Need to protest dis shit ASAP.
No thank you. We players already pay for games, pay more for "dlc", and are already subjected to advertisements. I don't want tracked ads and in-game ads that are designed to stay intrusively in my field of vision too.
Hmmph. It's this attitude of exploiting a player for as much financial benefit for the game publisher as possible that's really making me shift towards indie games with much more player-friendly fundamentals.
Looks like a lot of these functions require the eye thing camera and the move controllers which thankfully are not requirements for PS4 which means they wont be implemented and look more like sony getting as many patents as it can just because or rather to get ahead of anyone else wanting to do the same if you know what I mean.
Preemptive strike.
Interesting...maybe an option in game to don a pair of Google Glasses which are supposed to do the same thing.What exactly are you protesting?
you don't even know how or if this will be done, could be as simple as TV's , billboards , street displays & radios that start to play ads as you walk up to them in a game like GTA & you can simple walk on past them or stop to watch/listen to the ad or even click on it if it's something like & maybe have the movie or game waiting for you after you log out of the game that you was playing when you seen the ad for the movie/game.
or this could just be for the ads in PlayStation Home which are already there.