Slaiv Posted July 11, 2004 Author Share Posted July 11, 2004 PSP is estimated to be around $300 US. Anyway, like I said - start saving up. Get both of them. Then you won't have to worry about which is better. As for the DS failing because off developer's likes/dislikes, I highly doubt it. I have read many interviews with developers who stated that they are excited to work with the DS. Even a top Square-Enix developer has stated that he likes it. Also, if you watch Nintendo's E3 press conference available on the "E3 Access" DVD [don't think that I'm advertising, Peregrine - simply stating where it can be found :P ], they also have video interviews/opinions with/by developers who also say they are excited to develop for the DS. Link to comment Share on other sites More sharing options...
Alexander the Great Posted July 11, 2004 Share Posted July 11, 2004 I have to say that the PSP does look quite good and all but honestly it is similar to the ngage. It had pretty awesome graphics, cell phone, mp3, and multiple other capabilities, but it was too high priced. The games cost as much as console games. Im not sure as to the DS, but it is on an original path. It might actually put first person shooters on portable. Just a thought, due to the touch screen as a joysitck, just a hope. I am not being a fan of either because i might get both but still. Nintendo has held the portable gaming industry for a long time and they wont give it up without a fight, but Sony has been practically trying to take over the game industry. THey can try but im not so sure they will suceed. Link to comment Share on other sites More sharing options...
UberBender Posted July 11, 2004 Share Posted July 11, 2004 I think i should add my two cents or ten cents or whatever... I posted it here Link to comment Share on other sites More sharing options...
Slaiv Posted July 12, 2004 Author Share Posted July 12, 2004 Well, I might as well post the specs: Sony Playstation Portable: PSP CPU Core MIPS R4000 32-bit core 128-bit bus 1-333MHz (1.2V) 32MB main memory4MB embedded DRAM (2MB for the Media Engine, 2MB for the Graphics Core)2.6Gbps bus bandwidth FPU, VFPU (2.6 billion flops) 3D graphics extended instructions I Cache, D Cache PSP Media Engine MIPS R4000 32-bit core 128-bit bus 1-333MHz (1.2V) 2MB eDRAM submemory I-Cache, D-Cache 90nm CMOS PSP Graphics Core 1-166MHz (1.2V) 256-bit bus 2MB eDRAM (VRAM) 5.3Gbps bus bandwidth 664 million pixels per second pizel fill rate 3D curved surface and 3D polygon engine Support for compressed textures, hardware clipping, morphing, bone, tessellation, bezier, b-spline (NURBS) Maximum of 33 million polygons per second 24-bit full color (RGBA) Sound Core VME (Virtual Mobile Engine) Reconfigurable DSP 166MHz (1.2 V) 128-bit bus 5 giga operations per second CODEC capabilities 3D sound, 7.1 channels Synthesizer, effecter, and other abilities ATRAC3 plus, AAC, MP3 for audio Built in stereo speakers Media UMD (Universal Media Disc) 60mm-diameter disc 660nm laser diode 1.8GB capacity (dual-layered disc) 11Mbps transfer rate AES 128bit encryption Unique disc ID Shock proof Regional code system Parental lock system Repeat ordering system Playback only Format Available UMD Formats: PSP Game, UMD Audio, UMD VideoATRAC3plus, PCM, MPEG4 AVC audio codecsMPEG4 AVC, ATRAC3plus, Caption PNG video codecs Input Directional butons Analog padPlayStation buttons (Triangle, Circle, Cross, Square)Two triggersStart, Select, HomePower On/Hold/Off SwitchBrightness & Volume ControlWireless LAN on/offUMD Eject Size Details Weight: Approx. 260gDimensions: 170mm wide x 74mm long x 23mm deepUMD Weight: Approx. 10gUMD Dimensions: approx. 65mm x 64mm x 4.2mm Other Specifications 16:9-format widescreen TFT LCD (4.3", 480x272 pixels, 24-bit full color) MPEG4 AVC decoder Wireless LAN (802.11b) IrDA (Infrared Data Association) IR Remote (SIRCS)USB 2.0 (Target)Memory Stick PRO DuoAV in/out Stereo headphone out Microphone/Control connectorLithium ion battery Expansion port DC Out 5VTerminals for charging built-in battery Nintendo DS: CPU Core Main Processor - ARM946E-S (Running at 67 MHz)Cache: 8 KB Instruction Cache, 4KB Data CacheTCM: 8KB Instruction, 4KB Data Sub Processor - ARM7TDMI (Running at 33 MHz) Memory Main Memory - 4 MB (Debug version has 8 MB) ARM9/ARM7 Shared - 32KB (16KB x 2) ARM7 Internal RAM - 64 KB VRAM - 656 KB LCD Display Size - 256 x 192 RGB Screens x 2 Display Colors - 262,144 colors 2D Graphics Engine Background - Maximum 4 layers Objects - Maximum of 128 3D Graphics Engine Geometric Transformation - Max 4 million vertex/sec Polygon Rate - Max 120,000 polys/secPixel Fillrate - Max 30 million pixels/sec Sound 16 channel ADPCM/PCM (Max 8 channels can be set to PSG) Microphone input Wireless Communication - 802.11 Protocol Input Device Touch Panel Direction Pad, A, B, L, R buttons, Start, Select (X, Y buttons being considered) Power Save Sleep mode (WakeUp possible at set times or by wireless communication) Power save for 2D engine, rendering engine, geometry engine, LCD screen possible. Dual Screens: Two LCD screens offer one of the most groundbreaking game-play advances ever developed: experiencing a game from two perspectives at once. Imagine the possibilities. In a racing game, drivers might see their own vehicle's perspective on one screen and an overall track view on the other. In a role-playing game, the action could take place on the first screen while the second provides a reference for a player's tools inventory. Game play also could use both screens at once, offering a giant boss for heroes to defeat. In the future, games could be created allowing users to play games on one screen while text messaging other DS users on the other. Each 3-inch screen can reproduce a true 3-D view and is backlit to assure comfortable play in any lighting condition. Touch Screen: The lower screen will offer something never before provided by any game device: PDA-like touch capabilities. Players no longer have to rely on just buttons to move characters or shift perspectives. They can navigate menus or access inventory items simply by touching the screen with stylus or fingertip. A software-based keyboard might even allow the screen to be used as an input center for games and messaging. The possibilities are limited only by developers' imaginations. The screen will have a tougher film cover for durability, and will come with a stylus. Microphone: An available microphone port means that in the future, players might need only to tell their games what to do. DS software could identify everything from voice commands to hand-clapping. Players might be able to move their characters simply by telling them which way to go. The voice capabilities also could allow gamers to chat with one another over the Internet while playing. Wireless: DS users will be able to connect with a local wireless network of up to 16 players. Nintendo's guaranteed range is 30 feet, but will extend far beyond that depending on circumstances. It assures high response rates required for real time game play, and will make use of both IEEE 802.11 and Nintendo's proprietary communication protocol, which provides low battery consumption. Players will be able to chat and play games without any connecting cords, completely untethered. The DS technology also provides for a wireless LAN connection, which could allow a theoretically infinite number of players to connect at a hot spot and compete at a central game hub on the Internet, even if they're thousands of miles apart. Wireless Game Sharing: If software developers desire, multiple players can compete in wireless games, even if only one person has a game card inserted. Players could also test-play games for themselves as long as they stayed connected. 3-D: With the newly developed graphics engine, DS can reproduce impressive 3-D renderings that can surpass images displayed on the Nintendo® 64. Games will run at 60 frames per second, and allow details like fog effects and cel shading.Sound: The 16-channel sound allows for greatly expanded use of voices and music, and a richer, more immersive game experience. A plug for headphones transmits stereo sound. Battery & Power Management: The battery is rechargeable and the unit features a low-energy-consumption design. The DS also has Power Management functions of Sleep mode and Standby mode. In Sleep mode, players can stop and resume game play whenever they like. If the user receives a message from a friend or user nearby, DS activates itself from Standby mode. Processing: The unit will run on two processors, one ARM9 one ARM7. New Media: For its compact cards, the unit uses newly developed semiconductor memory, which allows for lower cost, shorter manufacturing time and memory capacity of more than one gigabit of information. Dual Slots: Nintendo DS makes a vast library of Game Boy® Advance games readily available. Developers could find ways to make new connections between GBA games and DS games. The GBA port could be used for new hardware, enormously expanding the functional expandability of the DS. Link to comment Share on other sites More sharing options...
ImmortalSnafu Posted July 12, 2004 Share Posted July 12, 2004 If PSP will cost $300, that will be far more money than the average consumer will be willing to spend for a portable game system...It will go the same way Nokia's failed handheld went. Portable gaming. That means it's supposed to be portable. Did you ever take a glance at how thick the screens of the DS are? Even when they are folded for "scratch prevention" they'll still be huge. The DS is about the same dimensions as the GBA only a bit thicker. It's nothing too big to make it unportable... Link to comment Share on other sites More sharing options...
Slaiv Posted July 12, 2004 Author Share Posted July 12, 2004 Yeah. Think about laptops. And in every image I've seen the DS screens aren't thick at all. In Nintendo's press conference, Reggie could fit it in the pocket in the inside of his suit. Link to comment Share on other sites More sharing options...
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