Gaming PS4 vs Xbox One - The suckiest thread in the history of suckyness

Which one will you buy?


  • Total voters
    538
I think the camera thing is just a little bit pointless. They are trying to make some things more interactive, but are people really that lazy to click a button to turn on a tv? Also, I don't want gaming to stray away from controllers and go towards controller free stuff like the kinect is, or what the wii was. If they think of a great way to use the things that make them important, then fair play to them. I just can't see myself ever really preferring to use cameras on a gaming system like the eye or kinect instead of just sitting down and playing a game with no fuss.

As game worlds get more complex and realistic you're gonna need more realistic methods of input from the user. Controllers just won't cut it for much longer; if you want games to move forward into settings on increased virtual reality then technology such as Kinect is exactly how that's going to happen. You sound stuck in your ways in an industry that is anything but - the controller has had thirty years of success, but very nearly run its course now.
 
As game worlds get more complex and realistic you're gonna need more realistic methods of input from the user. Controllers just won't cut it for much longer; if you want games to move forward into settings on increased virtual reality then technology such as Kinect is exactly how that's going to happen. You sound stuck in your ways in an industry that is anything but - the controller has had thirty years of success, but very nearly run its course now.
I may be stuck in my ways, and I'd love to be proven otherwise, but for me at least, I'd much rather do the conventional way of playing games, seated and with a controller in my hands. I personally wouldn't want to be walking around my room, doing the actual movements while playing the games. Never been much of a fan of those games that you have a gun shooting at a screen, and you're physically aiming. We'll see how they progress with the gaming industry and what new technologies they'll have 5-10 years from now when they're planning the next gen systems, but I don't think they'll scrap controllers altogether and aim at a hands free virtual reality thing.
 
I reckon the the new kinect will be good for the new UI. Searching for stuff on the 360 is a pain in the arse using a controller. Using your voice for that stuff sounds cool. But I can't see any practical use for it in games, that's were it comes across as a pointless gimmick. Overall they have fecked up putting it in the box. It still should be optional, having an £80 difference in price at launch is huge.
 
My issue with this Kinnect business is that they've started really going down that route before fully exhausting all possible options in regards to working on actual gameplay. I'd gladly accept a complete halt in the progression of graphics, technology, etc for 10 years if it meant that the quality of AI, character development, voice acting, storylines, etc were improved at a good rate. Reading over the Last of Us thread hits the point home: a great game in people's eyes with good graphics and an engaging story, but with AI that doesn't notice your companion walking right before their eyes.

Definitely not opposed to change and would never want a static gaming industry, but there are so many series out at the moment that are already declining in key areas without there being further emphasis on other things.
 
Anyone know what the reason of the huge price difference between the consoles in USA/Canada and Europe/England is? The ps3 is $399 both in usa and in Canada, but in Europe its 399 euros. Always struck me as strange that, given that 1 euro is around 1.3$. Doing the math makes the ps3 in europe 525$. A bit excessive to say the least IMO. Even more so for the xbox.
 
No free movement of goods, so they can charge what they want. Supply and Demand. Everything is worth what the buying we pay for it. Etc.
 
Anyone know what the reason of the huge price difference between the consoles in USA/Canada and Europe/England is? The ps3 is $399 both in usa and in Canada, but in Europe its 399 euros. Always struck me as strange that, given that 1 euro is around 1.3$. Doing the math makes the ps3 in europe 525$. A bit excessive to say the least IMO. Even more so for the xbox.

http://www.bbc.co.uk/news/magazine-22868787
 
Just read that Micro$hit has changed their retired policies about used games, region locked and 24 hours online check. Good move by them which seemed to be inevitable.

Anyway, I think that people should stay by their principles and personally there is no chance that I will get it. They fecked big, they should suffer big. It's not a move cause they 'listened' to us, but cause we didn't bought their console. And who knows what they will plan to do in the future. It's a big No for me.
 
Oh Lord.....




That's what the family sharing on XBone was going to be.

ign-jpg.50683


Obviously, what he says stands true for his own tweet. It's easy to say now they're not planning on going through, but the article you posted from the apparent employee did look like nothing but a troll having fun.
 
Just read that Micro$hit has changed their retired policies about used games, region locked and 24 hours online check. Good move by them which seemed to be inevitable.

Anyway, I think that people should stay by their principles and personally there is no chance that I will get it. They fecked big, they should suffer big. It's not a move cause they 'listened' to us, but cause we didn't bought their console. And who knows what they will plan to do in the future. It's a big No for me.

yes but sony is no innocent, at least Microsoft came down from the high horse, sony in PS3 days was too arrogant to do that.

That, and i'll rather trust Microsoft's Xbox Live with my security and credit card details than Sony's PSN. I'm also intrigued by Microsoft's allocation of 3 cloud servers per Xbox, to offload computing tasks over 100m/s for free, if Sony ever did this it would cost them a fortune and bring up PSN's costs.
 
yes but sony is no innocent, at least Microsoft came down from the high horse, sony in PS3 days was too arrogant to do that.

That, and i'll rather trust Microsoft's Xbox Live with my security and credit card details than Sony's PSN. I'm also intrigued by Microsoft's allocation of 3 cloud servers per Xbox, to offload computing tasks over 100m/s for free, if Sony ever did this it would cost them a fortune and bring up PSN's costs.

3 cloud servers per Xbox? So 3x as many servers as Xbox's they sell? Well that's not true. It's not exactly free as your paying for your Xbox live subscription just like you will with PSN now.

Also...

http://www.playstationlifestyle.net...-computing-to-be-more-powerful-too-says-sony/
 
3 cloud servers per Xbox? So 3x as many servers as Xbox's they sell? Well that's not true. It's not exactly free as your paying for your Xbox live subscription just like you will with PSN now.

Also...

http://www.playstationlifestyle.net...-computing-to-be-more-powerful-too-says-sony/

The cloud thing was always a piece of PR bullshit, you can't use it for anything game related. Even a 30fps game updates at 33ms, a 60fps game at 16ms.

If the cloud is so good, then why are they sticking 2 million transistors onto their APU to incorporate eSRAM? Because their main RAM solution in DDR3 is dogshit!
 
Depends what they mean Weaste. It allows local devices to render information, only a certain distance from the player. Each player can be part of an infinite world but only rendering the data of the part that surrounds them. With fast devices and fast Internet, an almost infinite world could be created. Infinite Call of Duty maps, infinite Elder Scrolls Online. Cities that feel alive. This isn't even far away, DayZ Standalone is looking to do this, as probably all modern games do to a certain extent.

Of course thats the reality of what can happen. What they babble on about with their "calculations" and god-only knows what else, I have no idea.
 
Anyone know what the reason of the huge price difference between the consoles in USA/Canada and Europe/England is? The ps3 is $399 both in usa and in Canada, but in Europe its 399 euros. Always struck me as strange that, given that 1 euro is around 1.3$. Doing the math makes the ps3 in europe 525$. A bit excessive to say the least IMO. Even more so for the xbox.


I believe that the US price does not include VAT/tax, they don't tend to price things up like we do because certain states don't pay tax on certain goods.
 
I believe that the US price does not include VAT/tax, they don't tend to price things up like we do because certain states don't pay tax on certain goods.
Canada and US don't put tax on the price until you're paying for it, but where I am in Ontario it's 13%, and in Michigan in the states it's only 5% so it's still about $100 price difference.
 
Canada and US don't put tax on the price until you're paying for it, but where I am in Ontario it's 13%, and in Michigan in the states it's only 5% so it's still about $100 price difference.


Fair enough. Should've checked your location before trying to inform you of how currency works in North America :lol:
 
its not just consoles, its pretty much all electronic goods that we pay premium for over here.

aside from completely different tax rates, in the UK at least, they tend to charge a bit extra for the warranty
 
http://www.respawn.com/news/lets-talk-about-the-xbox-live-cloud/

Titanfall developer discusses the cloud. Contents of the page go over the character limit, so will continue in the post below also.

Hi everyone! I’m Jon Shiring, and I’m an engineer working with the Cloud technology that you’ve heard about for Respawn’s game Titanfall. I have seen a lot of confusion online and I think it’s worth explaining more about what we’re doing on Titanfall and also more generally about Cloud computing and dedicated servers.

First, let’s take a step back and dive into the common multiplayer design and talk about why Dedicated Servers are better.
Player-Hosted Servers

The vast majority of games will pick a player and have them act as the server for the match. This means that all of the other players talk to them to decide what happens in a game. When you shoot your gun, the server decides if that is allowed and then tells everyone what you hit. Let’s agree to call this system “player-hosted” for simplicity.

What kinds of problems do you get with player-hosted servers?

What if one player has great bandwidth, but it’s laggy? Games are having to choose between different player hosts, and have to make hard decisions about which one should be the host, with two different measurements – bandwidth and latency. Sometimes it will pick a host who has good bandwidth, but whose latency isn’t ideal. But we don’t want the game to make compromises on lag and we really want the game to feel the same every time we play. We really don’t want to worry about this stuff – we just want to play and have the game feel good.

What about host advantage? The player-host has the game running locally on their machine, so they get super low latency access to the game world. You’ve probably seen this in action as some player seems to see you long before you get to see them or their bullets hit you before yours hit them. That sucks. Nobody should have an artificial advantage in a competitive multiplayer game.

What if the player-host is a cheater? Since the host gets to make decisions about kills, XP, and unlocks and such, it’s really bad if they abuse their power to wipe out your stats, or they cheat by flying around maps and insta-killing people. It’s infuriating, in fact.

What if the host disconnects? In the “best case” for this, you can do host migration if there’s another player who has enough bandwidth and everyone else can talk to them. If you hit that jackpot, you can migrate from the old host to the new one, which pauses the game and then unpauses when the new player-host is ready to start acting as the server. This isn’t a fun process, and it can fail.

What if the host’s bandwidth disappears? The game tested the host’s bandwidth at some point and decided that they had enough to host. But someone at their house is now torrenting files and their roommate is streaming Netflix. That “great” bandwidth the game detected earlier is now awful bandwidth, and the other players are lagging halfway through a match.

What if some players can’t talk to the host? You know all that “Open NAT” stuff? Your home internet router is generally trying really hard to keep bad people out, and games are sort of a weird case where the game is trying to get your router to cooperate and let other players create connections INTO your network. Games need to check if every player can talk to the host and if one can’t then that host won’t work. It makes matchmaking slower, and we hate that. Also, by telling you to open up your router, the game is asking you to reduce the security of your home network in order to make the game work. It would be great if you didn’t have to compromise your security in order to play games.

What if nobody has enough bandwidth? You got a great group of players together, but nobody has enough bandwidth to actually host a game. You can work around this by compromising your matchmaking a little to make sure that each lobby has a player in it that can be a host. But we don’t actually want compromised matchmaking, so this isn’t a good fix.

What about players who are paying for their bandwidth or have bandwidth caps? If you have a bandwidth cap on your home internet connection, or even worse, you’re paying for your bandwidth, what happens when you play a game and later find out that the game thought you were an awesome host? Your home internet connection is now slow or you have a huge bill waiting.
So if I’m hosting, my machine is doing all this extra work on behalf of everyone else? Yes! You are doing more work on your CPU than all of the other players are. This means the game isn’t as cool looking as it could be and everyone else has extra CPU just sitting there. Or worse, their game actually looks better than yours! We think the game should be consistent on every machine in a match. Don’t punish the host with a worse game or leave all of that extra CPU sitting empty on the other players machines.
Okay, so player-hosted servers have a lot of downsides. So why do so many games use them? They have one really big upside – it doesn’t cost money to run the servers! Running hundreds of thousands of servers can be extremely expensive. EXTREMELY expensive. Like “oh my god we can’t afford that” expensive. So your player experience gets compromised to save (large amounts of) money.
Dedicated Servers

Dedicated servers are when a computer sitting out on the internet handles all of the host duties, leaving every client free to just be a client.
You can get even more CPU on your dedicated servers to do new things like dozens of AI and giant autopilot titans!
Suddenly you have no more host advantage!
Bandwidth for the servers is guaranteed from the hosting provider!
You can use all of the available CPU and memory on the player machines for awesome visuals and audio!
Hacked-host cheating isn’t an issue!
Matchmaking can be lightning fast since it’s guaranteed that everyone can connect to your servers.
And since the servers aren’t going to go disconnect to watch Netflix, you don’t need to migrate hosts anymore!

The player experience is so much better. This sounds awesome!

But it costs a LOT of money.

This is something I have worked on for years now, since coming to Respawn. A developer like Respawn doesn’t have the kind of weight to get a huge price cut from places like Amazon or Rackspace. And we don’t have the manpower to manage literally hundreds-of-thousands of servers ourselves. We want to focus on making awesome games, not on becoming giant worldwide server hosting providers. The more time I can spend on making our actual game better, the more our players benefit.

I personally talked to both Microsoft and Sony and explained that we need to find a way to have potentially hundreds-of-thousands of dedicated servers at a price point that you can’t get right now. Microsoft realized that player-hosted servers are actually holding back online gaming and that this is something that they could help solve, and ran full-speed with this idea.

The Xbox group came back to us with a way for us to run all of these Titanfall dedicated servers and that lets us push games with more server CPU and higher bandwidth, which lets us have a bigger world, more physics, lots of AI, and potentially a lot more than that!
What is the Cloud?

Amazon has a cloud that powers websites. Sony has a cloud that streams game video so you can play a game that you don’t have on your machine. Now Xbox Live has a cloud that somehow powers games. Cloud doesn’t seem to actually mean anything anymore, or it has so many meanings that it’s useless as a marketing word.

Let me explain this simply: when companies talk about their cloud, all they are saying is that they have a huge amount of servers ready to run whatever you need them to run. That’s all.

continued....
 
Titanfall developer discusses cloud - continued..

So what is this Xbox Live Cloud stuff then?

Microsoft has a cloud service called Azure (it’s a real thing – you can go on their website right now and pay for servers and use them to run whatever you want). Microsoft realized that they could use that technology to solve our problem.

So they built this powerful system to let us create all sorts of tasks that they will run for us, and it can scale up and down automatically as players come and go. We can upload new programs for them to run and they handle the deployment for us. And they’ll host our game servers for other platforms, too! Titanfall uses the Xbox Live Cloud to run dedicated servers for PC, Xbox One, and Xbox 360.

But it’s not just for dedicated servers – Microsoft thought about our problem in a bigger way. Developers aren’t going to just want dedicated servers – they’ll have all kinds of features that need a server to do some kind of work to make games better. Look at Forza 5, which studies your driving style in order to create custom AI that behaves like you do. That’s totally different from what Titanfall uses it for, and it’s really cool! So it’s not accurate to say that the Xbox Live Cloud is simply a system for running dedicated servers – it can do a lot more than that.
How is this different from other dedicated servers?

With the Xbox Live Cloud, we don’t have to worry about estimating how many servers we’ll need on launch day. We don’t have to find ISPs all over the globe and rent servers from each one. We don’t have to maintain the servers or copy new builds to every server. That lets us focus on things that make our game more fun. And best yet, Microsoft has datacenters all over the world, so everyone playing our game should have a consistent, low latency connection to their local datacenter.

Most importantly to us, Microsoft priced it so that it’s far more affordable than other hosting options – their goal here is to get more awesome games, not to nickel-and-dime developers. So because of this, dedicated servers are much more of a realistic option for developers who don’t want to make compromises on their player experience, and it opens up a lot more things that we can do in an online game.
Wrapping up…

This is a really big deal, and it can make online games better. This is something that we are really excited about. The Xbox Live Cloud lets us to do things in Titanfall that no player-hosted multiplayer game can do. That has allowed us to push the boundaries in online multiplayer and that’s awesome. We want to try new ideas and let the player do things they’ve never been able to do before! Over time, I expect that we’ll be using these servers to do a lot more than just dedicated servers. This is something that’s going to let us drive all sorts of new ideas in online games for years to come.

I know this got pretty technical and long-winded, so I thank you for reading this far. Hopefully I’ve cleared some things up, and you can see why I’m so excited about what Microsoft has done here and how it is letting us do awesome new things for our game. I’ll see you online in the spring to play some Titanfall on our dedicated servers!
 
So PS Plus.....if I buy it now for a year, do we know if it'll cross over into PS4 should I buy that on release?
 
All PS Plus subscriptions will carry over to the PS4.

In the mean time Sony said they have more exclusive game announcements for gamescom.
 
Titanfall developer discusses cloud - continued..

I thought that interview was pretty underwhelming. He may as well have done a search-and-replace for "cloud" with "dedicated server", except that the server has redundancy and scalability (but we were doing redundancy and scalability anyway before "cloud" came out).

I mean, all he has said is that developers get cheaper access to Azure, which could be useful for development. Otherwise, he hasn't really explained how it directly affects the consumer - which is the really important question.
 
The new xbox controller is smaller than the PS4 one:

http://i.imgur.com/uP4KpSg.jpg

The xbox controller also seem to need less force for its thumbsticks.



I like that the have stiffened up the DS4 thumbsticks, the one issue I have with the DS3 is the light feel of them for things like driving games where precision is needed. In games like GT5 it was sometimes a skill in itself to keep a car on a consistent line with a slight bit of turn in, particularly noticeable on the oval tracks.

I'd be worried if both of them couldn't nail the controllers this time around, both look to just be natural evolutions of the older gens.
 
Looks like a slightly less nice looking 360 controller. The 360 controller is, along with the Gamecube one, by far the comfiest controller I've played with, so I'm not surprised they don't look to have changed it too much.
 
Direct X 11.2 is gonna be exclusive for Xbox One and Windows 8.

And, apparently the Xbox One is going to have almost 10% more RAM than the PS4 afterall. (or 10% more esram or something)

Bandwidth is at a premium in the Xbox One owing to the slower DDR3 memory employed in the console, which does not compare favourably to the 8GB unified pool of GDDR5 in the PlayStation 4. The 32MB of "embedded static RAM" within the Xbox One processor aims to make up the difference, and was previously thought to sustain a peak theoretical throughput of 102GB/s - useful, but still some way behind the 176GB/s found in PlayStation 4's RAM set-up. Now that close-to-final silicon is available, Microsoft has revised its own figures upwards significantly, telling developers that 192GB/s is now theoretically possible.

Pretty sure quite a number of you were talking about how the PS4 is 40% more powerful and what not in terms of RAM. Well now it looks like actually the Xbox One will have almost 10% more RAM than the PS4. Sorry if I got confused earlier in the thread, that's what I took from it though.

I'll admit that there are other posters here who have a better knowledge of this sort of thing than me, but both these are pretty big news for the whole power and performances comparisons people were making early on.

Has the Xbox One got more general RAM than the PS4 or would the RAM being refered to here only matter for certain things?

From you tech geeks, what are your thoughts?

And please, don't be fan-boys else you lose all credibility as the

Expecting the response from fan boys to be simply quoting 'theoretically'
 
Pretty sure quite a number of you were talking about how the PS4 is 40% more powerful and what not in terms of RAM.

No, its GPU is 50% more powerful. XBone has a very slow main memory bank 8GB in size, and then some 32MB embedded SRAM that is faster to help deal with that. PS4 has a main pool of 8GB of very fast unified memory, about 3 times faster than the 8GB in the XBone.
 
32MB is 10% of 8GB now is it? We've always known about the ESRAM! As for the other bollocks, it's bollocks, Microsoft just found out now that their hardware is better than its design? Ok!

192GB/s is 8.4% quicker than 176GB/s. It seems reasonable to assume that this is the '10%' figure sensationalised in the headline.
 
192GB/s is 8.4% quicker than 176GB/s. It seems reasonable to assume that this is the '10%' figure sensationalised in the headline.

Even if it's true that they have magically found something (a bug?) in their design that has upped the bandwidth from 102GB/s to 192GB/s, it's apples and oranges, as it's 192GB/s to 32MB vs 176GB/s to 8GB.