Sony hate thread

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a fatty ps3 shouldn't run you over $100 for just the console.

The hard drives they take are laptop drives and you can opt for small storage space because even the small drives are usually larger than what the system came with.


As far as cables and controllers go, they still make third party controllers for the system, you can also use a Dualshock 4. They connect with HDMI you shouldn't need AV cables.
 
Well what about downloading isos and making them play via ps2 classics emulation
you'd need to homebrew them for that I think, and the slims and later are a bitch to soft mod (might be outdated by now, haven't looked into it for years).
 
you'd need to homebrew them for that I think, and the slims and later are a bitch to soft mod (might be outdated by now, haven't looked into it for years).
Slims and superslims have gotten real easy to softmod, all you really need is a flash drive. The PS2 classic emulation has gotten easier for compatible games, all you need is a program to modify the .iso for you.

Here's a couple guides:
 
For PS2 backward compatibility don't fucking get any console and just emulate it. PCSX2 is fucking great and you get to add enhancements based on how good your hardware is.

Honestly backwards compatibility without resolution tweaks, texture filtering or the fast forward button in 2021 seems like a colossal waste.

Unfortunately it still has serious bugs trying to run a lot of PS2 games, e.g. the Burnout series
 
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When @Marissa Moira sees this thread
 
I’ve seen a lot of posting about whether or not code for Cell being a pain in the ass to port to another architecture and haven't seen a good technical discussion about it so maybe I can fill that void.

As I mentioned in a previous post, Cell for PS3 was a processor with a single PowerPC core (PPE) and seven SPU's (six available to programmers). Cell can do floating point calculations on both the PPE and SPUs but the processor won't choose for you you have to say what processing element you want to use in your program. This has some issues. First off, that means you have to use the right instructions for the SPEs and unless you want to being old school and write assembly code, you'll have to rely on your compiler to do it for you. That means you need to write your C/C++ code in a way that the compiler will know that it has to give the SPUs calculations to perform. The compilers themselves, both IBM XL and GCC didn't have branch prediction for the SPEs, so the pipelines would break, so that means the programmer has to be in charge of scheduling when data will go to the SPEs to not risk computational downtime. Not only do you have to worry about scheduling, you have to worry about how the data is given to the SPE. SPE's don't have direct memory management, so best practice is to feed a long sequence of data instead of loading a chunk of memory. Needless to say, this is a very unique concept to a processor and out of the common ISAs at the time, x86, AMD64, MIPS, PowerPC (IBM/Apple version), and ARM, they didn't have anything like this. So if you are programmer that is experienced with anything else, you are going to have to learn new things. You'll have to learn new things just to understand the code you're going to have to port to AMD64.

I went out trying to find the old documentation on IBM's website on how to program this thing, they removed everything from public viewing. You can't even download SDKs or the simulator anymore. There is this: PS3 dev wiki and this salty programmer. Which brings me to my next point, there isn't anyone knowledgeable now to port the rest of the PS3 library in an efficient and cost effective way. Naughty Dog got away with this because they had some of the smartest Cell programmers for the PS3 still around at the time they did the ports, they only left after Druckmann went full crunch on them. I wouldn't trust Konami to port Metal Gear Solid 4 given Kojima productions is staying clear of them. There just isn't anyone left to understand how to reverse engineer this code correctly, let alone be interested in helping out a port for a remaster.

I will say this again, Cell is an extremely interesting processor and would be really cool for scientific computing but this thing was a solution looking for a problem when it came to video games.
 
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There just isn't anyone left to understand how to reverse engineer this code correctly, let alone be interested in helping out a port for a remaster.
UC collection was done by bluepoint, they never had to suffer ND and they're still around and became a sony studio recently, so that expertise still exists (they just did demon's souls for example).
there's also PS now, which I haven't really looked into but I don't think they hooked up ps3's up to stream from (wouldn't put it past them tho), so I assume some form of virtualization already exists at least for the games on there, among them mgs4 (which even if konami stays clear of it depends how much sony would be willing to pay for it if they want it bad enough).
 
That explains why the US Air Force turned a bunch of PS3s into one supercomputer.
That was project was done to do a low cost per FLOP project because IBM’s PowerXCells were too expensive. The IBM RoadRunner at Los Alamos had the most expensive hardware and it was much better than the condor cluster. Since then academics have taken nvidia powered tablets and done low cost, energy efficient computing clusters.

The computing clusters of PS3s always had a problem of never enough RAM which is why AFRL eventually stopped using the cluster for its own use.

Of course this leads to the internal problems of the STI alliance that cooperated on Cell. Sony was banking on the chips they make would wind up in TV’s and other high powered consumer electronics but nobody bought into the technology despite Toshiba trying to release a TV with the chip onboard. IBM would only make rack server computers since that is the only hardware they know how to make. IBM made the mistake of not making cheaper Cell hardware so nobody would learn to program it unless they were academics with an interest, research laboratories, or game developers.

This is sort of analogous to the situation ARM is in with developers now since you can’t buy a high powered arm computer beyond a MacBook and Linux Devs rely on embedded computers instead. This is going to hurt ARM powered servers in the long run. Best they learn from Cell’s example.
 
The gist I got from it was that the PS3 was great for other computing purposes but the Cell made it difficult for gaming purposes.
 
That “we are OFK” shit made me wanna carve my eyes out with a knife and then hang myself. Life is strange is still more bearable than that garbage.

I just wanted Final Fantasy XVI
 
That “we are OFK” shit made me wanna carve my eyes out with a knife and then hang myself. Life is strange is still more bearable than that garbage.

I just wanted Final Fantasy XVI
I assume you mean sony's absolute state of play?
 
I'm just sad that nobody cares about Star Ocean.
Like, all the 3rd party stuff that they showed was at the very least sorta interesting, I guess. Star Ocean/King of Fighters is always nice, but when the recap video Sony put out did a better job at summing up all of the games shown off than the actual livestream...and is still getting ratio'd? That's not great.

Sony really needs to make a separate indie showcase at this point, or at least better indicate to people that they need to go into these types of streams with lower expectations (which they tried a little yet it seems it still didn't take). 'Cuz this "maybe we'll kinda sorta reveal something big, maybe not. maybe it's indie or maybe it's on the level of Sqeenix" wishy-washy approach is setting people's expectations way too high for these games that would probably otherwise not get as much backlash had they been shown on, say, PlayStation's YouTube channel except We Are OFK because fuck that noise.

I've a feeling it's for marketing purposes to better help these games stand out, but it's starting to hurt their overall image more than help it by doing it this way.
Even Nintendo eventually got that with their Direct Minis/Nindie showcases, even in spite of how agonizingly long it took them to figure that out.
 
Is that the same tranny game that opened for the VGAs last year? It made me click off the video just like it did last time.

Sony has really got to get their shit together. They don't have any exclusives worth mentioning anymore and haven't since the PS3, and their brand image is basically gay, black trannies at this point. All they have left is the brand loyalty that they've been coasting on from the PS1 and PS2, and before much longer they won't even have that.
 
I've a feeling it's for marketing purposes to better help these games stand out, but it's starting to hurt their overall image more than help it by doing it this way.
Even Nintendo eventually got that with their Direct Minis/Nindie showcases, even in spite of how agonizingly long it took them to figure that out.
They might, I mean I wasn't expecting anything major for a 20 minute run time. Because even the Falcom Celebration Event was longer and most of that was a re-cap before you got to the new releases and then they spent like 15 minutes with just music.

Stuff like Final Fantasy 16 would probably get a full hour with gameplay system overviews.

I mean in an ideal world most corporate events could be whittled down to 20 minutes, but nothing like that runs at efficiency in mind, because if they have a big announcement all lesser announcements have to piggyback on the hype because that's what the marketing team says will work.
 
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Like, all the 3rd party stuff that they showed was at the very least sorta interesting, I guess. Star Ocean/King of Fighters is always nice, but when the recap video Sony put out did a better job at summing up all of the games shown off than the actual livestream...and is still getting ratio'd? That's not great.

Sony really needs to make a separate indie showcase at this point, or at least better indicate to people that they need to go into these types of streams with lower expectations (which they tried a little yet it seems it still didn't take). 'Cuz this "maybe we'll kinda sorta reveal something big, maybe not. maybe it's indie or maybe it's on the level of Sqeenix" wishy-washy approach is setting people's expectations way too high for these games that would probably otherwise not get as much backlash had they been shown on, say, PlayStation's YouTube channel except We Are OFK because fuck that noise.

I've a feeling it's for marketing purposes to better help these games stand out, but it's starting to hurt their overall image more than help it by doing it this way.
Even Nintendo eventually got that with their Direct Minis/Nindie showcases, even in spite of how agonizingly long it took them to figure that out.
worst part with the indie stuff is things like steam's next fest shit all over it, not only are there MORE games, they're also better presented etc.
which brings up another issue, who would wanna buy a scalped ps5 for fucking indie games? sure, you can use them as filler, but you have to throw in some meat every once in a while, and no matter what people think about SO, that's also a mulitplat, which again begs the question why the fuck should I buy a playstation console?

it's like they looked at microsoft's strategy from last gen and said "yep, that's how we wanna drive our brand against the wall, except even more gay". however ms has much deeper pockets for shenanigans like gamepass and coming from pc is also much closer to mustards. that's why the this new MUH BLOCKBUSTER scheme is so utterly retarded, even stuff like days gone 2 would give people a reason to buy a playstation. ffs with the drought of notable games and sony games in particular it would probably fare even better under these circumstances. not to mention the rising popularity of weeb media they could milk since that was always xbone's bigger blindspot. who needs japan studio anyway...
 
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