“I believe it is incumbent on the Cloud Service Providers (CSPs) and/or System Integrators (SIs) to understand the regulatory and compliance-related issues that their customers face,” noted Manjula Talreja, VP of Global Cloud Business Development at Cisco, in this exclusive Q&A with Cloud Expo Conference Chair Jeremy Geelan. “Of course these issues are different in each industry and in each country.”
Cloud Computing Journal: The move to cloud isn't about saving money, it is about saving time - ...| By PR Newswire | Article Rating: |
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| February 20, 2013 10:00 PM EST | Reads: |
879 |
NEW YORK, Feb. 20, 2013 /PRNewswire/ -- 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.
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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. |
|
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 consumer-based 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 high-quality 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 is a trademark of Sony Computer Entertainment, Inc. 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> | |
|
ACQUIRE Corp. |
KADOKAWA SHOTEN CO., LTD. |
|
ARC SYSTEM WORKS CO.,LTD. |
Konami Digital Entertainment Co., Ltd. |
|
ARTDINK CORPORATION |
LEVEL-5 Inc. |
|
ASCII MEDIA WORKS Inc. |
MAGES. Inc. |
|
Bethesda Softworks, LLC |
MarvelousAQL Inc. |
|
CAPCOM |
NAMCO BANDAI Games Inc. |
|
Chara-Ani Corporation |
NAMCO BANDAI Studios Inc. |
|
CRAFTS & MEISTER CO.,LTD. |
NIHON FALCOM CORPORATION |
|
CyberConnect2 Co.,Ltd. |
Nippon Ichi Software, Inc. |
|
D3 PUBLISHER Inc. |
O-TWO inc. (peakvox) |
|
Dimps Corporation |
PlatinumGames Inc. |
|
Electronic Arts Inc. |
SEGA Corporation |
|
FromSoftware, Inc. |
SPIKE CHUNSOFT Co.,Ltd. |
|
GANBARION Co., Ltd. |
SQUARE ENIX Co., Ltd. |
|
Genki Co., Ltd. |
SystemSoft Alpha Corp. |
|
Granzella Inc. |
TECMO KOEI GAMES Co.,Ltd. |
|
GRASSHOPPER MANUFACTURE INC. |
TOSE CO., LTD. |
|
GungHo Online Entertainment, Inc. |
tri-Ace Inc. |
|
GUST CO.,LTD. |
Ubisoft Entertainment |
|
IDEA FACTORY Co., Ltd. |
WILL CO., LTD |
|
IMAGEEPOCH INC. |
XING Inc. |
|
Index Corp.(ATLUS) |
YUKE'S Co.,Ltd. |
|
KADOKAWA GAMES,LTD. | |
|
45 companies in total | |
|
<ASIA> | |
|
BLUESIDE Inc. | |
|
4 companies in total |
|
<NORTH AMERICA> | |
|
17-Bit |
JETPACK Interactive Entertainment Ltd. |
|
5th Cell Media LLC |
Klei Entertainment Inc. |
|
Activision Publishing, Inc. |
Lab Zero, Inc |
|
Armature Studios |
LucasArts, a Lucasfilm Ltd. company |
|
Behaviour Interactive |
Metanet Software Inc |
|
Bethesda Softworks, LLC |
Minority Media Inc. |
|
Blind Squirrel Games® |
Nicalis, Inc |
|
Certain Affinity, Inc. |
Panic Button, LLC |
|
Darkside Game Studios, Inc. |
Psyonix Studios, Inc. |
|
Devolver Digital |
Slant Six Games |
|
©Disney |
Sony Online Entertainment LLC |
|
Double Fine Productions, Inc. |
Spark Unlimited |
|
Double Helix Games |
Spry Fox LLC |
|
DrinkBox Studios Inc. |
SuperVillain Studios |
|
Edge of Reality, Inc. |
Take-Two Interactive Software, Inc. |
|
Electronic Arts Inc. |
Telltale, Inc. |
|
FarSight Studios |
Tribute Games Inc. |
|
Gaijin Games, Inc. |
Turtle Rock Studios, Inc. |
|
Gearbox Software |
Ubisoft Entertainment |
|
HB Studios Multimedia |
vBlank Entertainment Inc. |
|
Heavy Iron Studios, Inc. |
Warner Bros. Interactive Entertainment, Inc. |
|
High Voltage Software, Inc. |
WayForward Technologies, Inc. |
|
inXile Entertainment Inc. |
Zombie Studios, LLC |
|
Iron Galaxy Studios, LLC |
|
47 companies in total | ||
|
<EUROPE / PAL> |
||
|
4A Games |
Kalyspo Media |
|
|
505 Games |
Laughing Jackal |
|
|
Abstraction |
Ludosity |
|
|
Beatshapers |
Mediatonic |
|
|
Big Ant |
Milestone |
|
|
Big Bit |
Mojang |
|
|
BitComposer |
Onmi Systems |
|
|
Bloober Team S.A. |
Prodigy Design |
|
|
Boss Alien |
Ripstone |
|
|
Bugbear |
Roll7 |
|
|
Cauldron |
Ronimo |
|
|
City Interactive |
Rovio |
|
|
Criterion Games |
Shortround |
|
|
Croteam |
Sperasoft |
|
|
Curve Studios |
Sproing |
|
|
Dakko Dakko Ltd |
Stormbasic |
|
|
Deck 13 |
Straight Right |
|
|
Double Eleven |
Targem |
|
|
Eko Software |
Tate |
|
|
FatShark |
Techland |
|
|
Flying Wildhog |
Tonika |
|
|
Four Door Lemon |
Torus Games |
|
|
Frozenbyte |
Vector Cell |
|
|
FuturLab |
Virtual Toys |
|
|
Gaijin |
Vlambeer |
|
|
GHOST GAMES - AN EA STUDIO |
Wizarbox |
|
|
Green Hill Studios |
||
|
53 companies in total |
SOURCE Sony Computer Entertainment Inc.
Published February 20, 2013 Reads 879
Copyright © 2013 SYS-CON Media, Inc. — All Rights Reserved.
Syndicated stories and blog feeds, all rights reserved by the author.
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Cloud Computing Journal: The move to cloud isn't about saving money, it is about saving time – agree or disagree?
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Many organizations want to expand upon the IaaS foundation to deliver cloud services in all forms – software, mobility, infrastructure and IT. Understanding the strategy, planning process and tools for this transformation will help catalyze changes in the way the business operates and deliver real value.
IT has more opportunities than ever before with the growth in users, devices, data and secure cloud services. This creates not only a more enriching experience for users, but more opportunities for businesses. The key to capitalizing on these opportunities is to have the right tools in place to help scale operations. In his Day 3 Keynote at 12th Cloud Expo | Cloud Expo New York [June 10-13, 2013], Intel's Rob Crooke will describe the range of products that Intel provides to support different usa...
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In the old world of IT, if you didn't have hardware capacity or the budget to buy more, your project was dead in the water. Budget constraints can leave some of the best, most creative and most ingenious innovations on the cutting room floor. It’s a true dilemma for developers and innovators – why spend the time creating, when a project could be abandoned in a blink? That was the old world. In the new world of IT, developers rule. They have access to resources they can spin up instantly.
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