I hadn't seen that, thanks.
My God that Man must never stop working!
If he's involved I hope he is in the Direct or whatever Nintendo uses to reveal this officially.
There have been a couple, but it's been quiet for the most part.
I'm hoping if Sucker Punch are revealing their new game, they get to show it off without any leaks stealing their thunder, same goes for Japan Studio.
Evolution's CPU workloads in Driveclub weren't executed in a parallel fashion, they actually use core by core execution, which meant they had 6 cores waiting around while one finished it's work.
It wasn't until the ICE team updated the system software that true parallel work could be achieved.
Of course CPUs could always be faster, but if you're not designing your tools to use such a fundamental feature of a processor you're going to run cod...
I like the look of the art and concept being mentioned in leaks.
The off screen still shot of gameplay looks like Super Mario 3D World from an Art Style perspective, but cleaner, with more detail.
Could be a nice surprise for this to release shortly after it's reveal, may be really hype building.
Michel is pretty busy managing Wild Sheep Studios, Director WiLD for PS4 and the next Beyond Good & Evil game, I think that's a pretty heavy workload for one person.
Who may also be involved with the next Rayman game.
Obviously it's he could be on M+R:KB too, but I'm sure someone would have mentioned his name in connection to the game if he was involved by now.
It's not like Sony can't use AMD's latest SoC tech in a new portable version of PS4 (even 28nm Bristol Ridge tech can run modern games with reasonable settings at 720p on about 15 watts) or increase clock speeds of Pro's APU, add in 50% more RAM and a 4K Blu-ray drive if they feel Microsoft or Nintendo are encroaching on their market position.
Sony could react quickly if need be, but there's no evidence PS4's pace is diminishing, if anything the slew...
In response to your reply to ruefrak about Media Molecule, you have to bare in mind that the studio are smaller now than Guerrilla Cambridge were and they've had a better hit rate than Cambridge did.
Tearaway was also developed with a fraction of the Studio's resources, critically rated higher than Killzone Mercenary and Tearaway's sales weren't far off of Mercenary's.
Tearaway could have cost less than half of the dev price and marketing budget compared ...
Pro actually has 217.6GB/s, base PS4 has 176GB/s, so Pro has an extra 41.6GB/s of bandwidth, that's quite a bit more and so you know if you're using assets multiple times in a scene you don't always need to transfer that same data back and forth.
Good data flow management and optimization can allow for vast increases in FPS if you put the work in for that, not to forget planning for that target from early in the project's life.
Pro's also using newer GPU ...
I'm pretty sure Amazon UK had the Pro Controller for £59.99 recently (not sure if it's still that price or what the stock situation's like though).
Game rarely have good deals now, other than XB1-S bundles on their website, I was considering getting a 1TB with Halo Wars, Halo 5, Gears 4, Forza 5, Rare Replay and a Now TV 2 month pass for £299.99, but decided to wait and see if Microsoft has new games that may interest me more at E3.
...
Technically Cambridge were a part of Guerrilla, but how closures effect staff employment within the wider publishing company depends on the individual people getting laid off, whether they want to join another studio within that pubs family of devs or location, because maybe people can't move their lives to another part of the country or another country entirely for a new job, families may not want to move to London if they're happy in Cambridge and the dev may not want an almost 3 ho...
Assuming you're replying to CrystalFantasy, this person you're replying to isn't on to anything.
Cambridge weren't forced to develop for Vita or PSVR, they chose to make games for those platforms, plus they even made games for basically every other Sony device and technically RIGS has to run on PS4 to play, but their titles didn't sell well for the most part, yet Sony still kept them around since 1997.
Media Molecule have had great success with ...
In response to your reply to my post below, Sony's Studios are self managed for the most part, sure Shuhei Yoshida, Scott Rhode and co have to OK game concepts before they're funded, but they don't order the daily activities each member of staff gets up to or tell them what way projects will be put together.
Effectively a studio will come up with concepts, decide what direction they want to go in, if they've paid their dues, been successful and know what it ...
To be fair Switch didn't have any major releases you can't get on Wii U before June, plus the system lacks any major AAA 3rd party games.
Switch is also not that much more capable from a technical perspective than Wii U, but it's also more expensive than PS4 or XB1, with considerably weaker specs. That didn't bode well for it's value prospects.
Seems that the on point marketing of Switch, along with being able to play the best versions of Zelda ...
Actually Sony tends to let their studios manage themselves, which has been reported numerous times by their 1st Party devs, even when they're let go and ex Sony staff would be incentivised to say negative things about Sony's management they praise them for giving them a chance.
Cambridge didn't have to make the games they did, looking at their history they've had numerous projects which sold well under a million units, for a Studio with dozens of staff, work...
@yeahright2: If that was going to happen Sony would have put out trailers and marketing materials by April to confirm they were coming between June to mid September.
They have Uncharted Lost Legacy, Wipeout Omega Collection, Crash N'Sane trilogy a few other things coming in the summer.
What makes me laugh is that it's not like all of the nostalgic plays have been used up, considering Eight Days, The Getaway, Agent and Deep Down haven't been cancelled, TLG, Ni-Oh and Gravity Rush 2 are in gamer's hands and those games were all in the same boat as the current vaporware games.
Even without hanging your hopes on the vapor titles there are still plenty of studios that have been quiet for long enough to be ready to show huge new surprises, like Suck...
PS4 was revealed in Feb 2013 and it released 9 months later, PS5 would most likely launch Fall of 2019 or 2020, which will depend on when components can be fabricated at a desirable node size for Sony that gives the most attractive cost per SoC, that means getting as many useable chips per wafer as possible.
7nm seems likely and AMD only recently moved to 14nm, if they can shift to 7nm by late 2018 and their production partners can get yields up high enough for semi-custom products b...
I think it's more likely Sony would release a portable PS4, with a modified version of AMD's Bristol Ridge APU at 16 or 14 nanometers later this year or in Fall 2018, such a device could probably be released this Holiday for $299/£249, with a decent amount of internal storage.
Even an 8CU 28nm BR APU could handle games that run at 1080p on PS4, with the same graphical settings at 720p and wouldn't need more than 20 watts in a portable form factor.
A 1080p, 8...
It's probably gonna be out this Fall, along with GT Sport, Knack 2 and God of War.
Days Gone, Detroit and Dreams will most likely be the major Q1/2 2018 PS4 exclusives.
If Sony are going to release a new Handheld it'll most likely be revealed officially at it's own event and most likely it'll be a device in the PS4 family.
AMD has their Bristol Ridge APU, which could easily run 1080p PS4 games at 720p on only 15 watts, that's a 28nm chip, 14nm would massively improve power consumption.