Welcome!

Agile Computing Authors: Pat Romanski, Kevin Benedict, Liz McMillan, William Schmarzo, Sematext Blog

News Feed Item

Sony Computer Entertainment Inc. Introduces PlayStation®4 (PS4™)

PS4's Powerful System Architecture, Social Integration and Intelligent Personalization, Combined with PlayStation Network with Cloud Technology, Delivers Breakthrough

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.

(Logo:  http://photos.prnewswire.com/prnh/20130220/AQ63820LOGO-a)

(Photo:  http://photos.prnewswire.com/prnh/20130220/AQ63820-b)

(Photo:  http://photos.prnewswire.com/prnh/20130220/AQ63820-c)

(Photo:  http://photos.prnewswire.com/prnh/20130220/AQ63820-d)

(Photo:  http://photos.prnewswire.com/prnh/20130220/AQ63820-e)

(Photo:  http://photos.prnewswire.com/prnh/20130220/AQ63820-f)

(Logo:  http://photos.prnewswire.com/prnh/20020701/SFM066LOGO)

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.  
Ratloop Asia Pte Ltd
Red Hare Studios
XPEC Entertainment 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.

More Stories By PR Newswire

Copyright © 2007 PR Newswire. All rights reserved. Republication or redistribution of PRNewswire content is expressly prohibited without the prior written consent of PRNewswire. PRNewswire shall not be liable for any errors or delays in the content, or for any actions taken in reliance thereon.

@ThingsExpo Stories
We all know the latest numbers: Gartner, Inc. forecasts that 6.4 billion connected things will be in use worldwide in 2016, up 30 percent from last year, and will reach 20.8 billion by 2020. We're rapidly approaching a data production of 40 zettabytes a day – more than we can every physically store, and exabytes and yottabytes are just around the corner. For many that’s a good sign, as data has been proven to equal money – IF it’s ingested, integrated, and analyzed fast enough. Without real-ti...
I wanted to gather all of my Internet of Things (IOT) blogs into a single blog (that I could later use with my University of San Francisco (USF) Big Data “MBA” course). However as I started to pull these blogs together, I realized that my IOT discussion lacked a vision; it lacked an end point towards which an organization could drive their IOT envisioning, proof of value, app dev, data engineering and data science efforts. And I think that the IOT end point is really quite simple…
With 15% of enterprises adopting a hybrid IT strategy, you need to set a plan to integrate hybrid cloud throughout your infrastructure. In his session at 18th Cloud Expo, Steven Dreher, Director of Solutions Architecture at Green House Data, discussed how to plan for shifting resource requirements, overcome challenges, and implement hybrid IT alongside your existing data center assets. Highlights included anticipating workload, cost and resource calculations, integrating services on both sides...
"We are a well-established player in the application life cycle management market and we also have a very strong version control product," stated Flint Brenton, CEO of CollabNet,, in this SYS-CON.tv interview at 18th Cloud Expo, held June 7-9, 2016, at the Javits Center in New York City, NY.
The IoT has the potential to create a renaissance of manufacturing in the US and elsewhere. In his session at 18th Cloud Expo, Florent Solt, CTO and chief architect of Netvibes, discussed how the expected exponential increase in the amount of data that will be processed, transported, stored, and accessed means there will be a huge demand for smart technologies to deliver it. Florent Solt is the CTO and chief architect of Netvibes. Prior to joining Netvibes in 2007, he co-founded Rift Technologi...
We're entering the post-smartphone era, where wearable gadgets from watches and fitness bands to glasses and health aids will power the next technological revolution. With mass adoption of wearable devices comes a new data ecosystem that must be protected. Wearables open new pathways that facilitate the tracking, sharing and storing of consumers’ personal health, location and daily activity data. Consumers have some idea of the data these devices capture, but most don’t realize how revealing and...
Unless your company can spend a lot of money on new technology, re-engineering your environment and hiring a comprehensive cybersecurity team, you will most likely move to the cloud or seek external service partnerships. In his session at 18th Cloud Expo, Darren Guccione, CEO of Keeper Security, revealed what you need to know when it comes to encryption in the cloud.
What are the successful IoT innovations from emerging markets? What are the unique challenges and opportunities from these markets? How did the constraints in connectivity among others lead to groundbreaking insights? In her session at @ThingsExpo, Carmen Feliciano, a Principal at AMDG, will answer all these questions and share how you can apply IoT best practices and frameworks from the emerging markets to your own business.
Basho Technologies has announced the latest release of Basho Riak TS, version 1.3. Riak TS is an enterprise-grade NoSQL database optimized for Internet of Things (IoT). The open source version enables developers to download the software for free and use it in production as well as make contributions to the code and develop applications around Riak TS. Enhancements to Riak TS make it quick, easy and cost-effective to spin up an instance to test new ideas and build IoT applications. In addition to...
You think you know what’s in your data. But do you? Most organizations are now aware of the business intelligence represented by their data. Data science stands to take this to a level you never thought of – literally. The techniques of data science, when used with the capabilities of Big Data technologies, can make connections you had not yet imagined, helping you discover new insights and ask new questions of your data. In his session at @ThingsExpo, Sarbjit Sarkaria, data science team lead ...
Extracting business value from Internet of Things (IoT) data doesn’t happen overnight. There are several requirements that must be satisfied, including IoT device enablement, data analysis, real-time detection of complex events and automated orchestration of actions. Unfortunately, too many companies fall short in achieving their business goals by implementing incomplete solutions or not focusing on tangible use cases. In his general session at @ThingsExpo, Dave McCarthy, Director of Products...
Ask someone to architect an Internet of Things (IoT) solution and you are guaranteed to see a reference to the cloud. This would lead you to believe that IoT requires the cloud to exist. However, there are many IoT use cases where the cloud is not feasible or desirable. In his session at @ThingsExpo, Dave McCarthy, Director of Products at Bsquare Corporation, will discuss the strategies that exist to extend intelligence directly to IoT devices and sensors, freeing them from the constraints of ...
WebRTC is bringing significant change to the communications landscape that will bridge the worlds of web and telephony, making the Internet the new standard for communications. Cloud9 took the road less traveled and used WebRTC to create a downloadable enterprise-grade communications platform that is changing the communication dynamic in the financial sector. In his session at @ThingsExpo, Leo Papadopoulos, CTO of Cloud9, discussed the importance of WebRTC and how it enables companies to focus...
The best-practices for building IoT applications with Go Code that attendees can use to build their own IoT applications. In his session at @ThingsExpo, Indraneel Mitra, Senior Solutions Architect & Technology Evangelist at Cognizant, provided valuable information and resources for both novice and experienced developers on how to get started with IoT and Golang in a day. He also provided information on how to use Intel Arduino Kit, Go Robotics API and AWS IoT stack to build an application tha...
Is your aging software platform suffering from technical debt while the market changes and demands new solutions at a faster clip? It’s a bold move, but you might consider walking away from your core platform and starting fresh. ReadyTalk did exactly that. In his General Session at 19th Cloud Expo, Michael Chambliss, Head of Engineering at ReadyTalk, will discuss why and how ReadyTalk diverted from healthy revenue and over a decade of audio conferencing product development to start an innovati...
With an estimated 50 billion devices connected to the Internet by 2020, several industries will begin to expand their capabilities for retaining end point data at the edge to better utilize the range of data types and sheer volume of M2M data generated by the Internet of Things. In his session at @ThingsExpo, Don DeLoach, CEO and President of Infobright, discussed the infrastructures businesses will need to implement to handle this explosion of data by providing specific use cases for filterin...
Early adopters of IoT viewed it mainly as a different term for machine-to-machine connectivity or M2M. This is understandable since a prerequisite for any IoT solution is the ability to collect and aggregate device data, which is most often presented in a dashboard. The problem is that viewing data in a dashboard requires a human to interpret the results and take manual action, which doesn’t scale to the needs of IoT.
So, you bought into the current machine learning craze and went on to collect millions/billions of records from this promising new data source. Now, what do you do with them? Too often, the abundance of data quickly turns into an abundance of problems. How do you extract that "magic essence" from your data without falling into the common pitfalls? In her session at @ThingsExpo, Natalia Ponomareva, Software Engineer at Google, provided tips on how to be successful in large scale machine learning...
What does it look like when you have access to cloud infrastructure and platform under the same roof? Let’s talk about the different layers of Technology as a Service: who cares, what runs where, and how does it all fit together. In his session at 18th Cloud Expo, Phil Jackson, Lead Technology Evangelist at SoftLayer, an IBM company, spoke about the picture being painted by IBM Cloud and how the tools being crafted can help fill the gaps in your IT infrastructure.
"C2M is our digital transformation and IoT platform. We've had C2M on the market for almost three years now and it has a comprehensive set of functionalities that it brings to the market," explained Mahesh Ramu, Vice President, IoT Strategy and Operations at Plasma, in this SYS-CON.tv interview at @ThingsExpo, held June 7-9, 2016, at the Javits Center in New York City, NY.