Jump to content

Sony PSP


Slaiv

Recommended Posts

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

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

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 memory

4MB 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 Video

ATRAC3plus, PCM, MPEG4 AVC audio codecs

MPEG4 AVC, ATRAC3plus, Caption PNG video codecs

 

Input

 

Directional butons

Analog pad

PlayStation buttons (Triangle, Circle, Cross, Square)

Two triggers

Start, Select, Home

Power On/Hold/Off Switch

Brightness & Volume Control

Wireless LAN on/off

UMD Eject

 

Size Details

 

Weight: Approx. 260g

Dimensions: 170mm wide x 74mm long x 23mm deep

UMD Weight: Approx. 10g

UMD 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 Duo

AV in/out

Stereo headphone out

Microphone/Control connector

Lithium ion battery

Expansion port

DC Out 5V

Terminals for charging built-in battery

 

Nintendo DS:

 

CPU Core

 

Main Processor - ARM946E-S (Running at 67 MHz)

Cache: 8 KB Instruction Cache, 4KB Data Cache

TCM: 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/sec

Pixel 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

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

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...