Ufficiale PlayStation 5 | 549€ - 449€ | Discussione generale su PS5 Base!

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Finito di vedere il video a modo: che figata clamorosa :predicatore: Siamo venti spanne sopra quella di PS4, non pensavo quel brevetto di qualche settimana fa potesse essere una funzione così figa lol
 
Ragazzi sto vedendo il video, questi hanno realizzato qualcosa di incredibile!

Il sistema di ACTIVITIES è una roba fuori dal mondo, hanno perfino integrato le GUIDE UFFICIALI di alcuni giochi nel sistema e puoi guardare piccoli waktrough di obbiettivi mentre giochi (esempio: fai partire un video in una finestra al lato dello schermo che ti mostra dov’è il collezionabile che ti manca, MENTRE GIOCHI)
Aspè, dice per i membri del Plus.
Doveva esserci la fregatura.. :asd:
 
Ma ragazzi così? :rickds: Mi sa che mi prendo 10 minuti di pausa dal lavoro :asd:
TOXn3la.gif
 
Rivelate le funzionalità di PS5 UX: Centro di controllo, Attività, Guida ai giochi e altro ancora.

La nuova esperienza utente (UX) è completamente incentrata sul giocatore, per offrirti una vera esperienza di nuova generazione con un coinvolgimento maggiore che ti consente di collegarti rapidamente con giochi fantastici e una community di videogiocatori appassionati.

Crediamo che il tuo tempo di gioco sia prezioso e debba essere significativo, quindi tutte le nuove funzionalità che abbiamo sviluppato si ispirano a questa idea e visione.
La nuova UX introduce diverse nuove funzionalità progettate per rendere le tue esperienze di gioco più divertenti, coinvolgenti, personalizzate e basate sulla socializzazione.
Uno dei punti di forza è il nuovo Centro di controllo, che offre accesso immediato a praticamente tutto ciò di cui hai bisogno nel sistema con una sola pressione del tasto PlayStation sul controller DualSense, il tutto senza uscire dal gioco.
Abbiamo inoltre aggiunto una nuova funzionalità, le Attività, progettate per avvicinarti agli elementi chiave dell’azione di gioco. Le Attività vengono visualizzate tramite le schede su schermo nel Centro di controllo, consentendoti di scoprire nuove opportunità di gioco, tornare su aspetti che non avevi notato, avviare direttamente i livelli o le sfide a cui desideri giocare e molto altro ancora. Alcune schede Attività sono disponibili in “modalità immagine nell’immagine”, così potrai visualizzarle senza dover uscire dal gioco.

La navigazione nell’interfaccia, il passaggio da un gioco all’altro e l’accesso alle partite online avvengono rapidamente
grazie alla riprogettazione delle componenti software della console e di rete, che garantiscono un’esperienza di nuova generazione sotto ogni aspetto. Passando meno tempo in attesa di interagire con il sistema, avrai più tempo per giocare.

 
Se integrano il picture in picture con le varie app di prime, netflix ecc è gamechanger, spesso quando devo farmare roba sento il bisogno di avere qualcosa in sottofondo ed uso il pc ma avere tutto sullo stesso apparecchio sarebbe molto più comodo.
 
Scusate cosa significa UI ?
 
Ma dai per 35/40€ l'anno giochi online, hai giochi gratis e tutto il resto... come fai a non abbonarti?
Post automatically merged:
Non mi interessa giocare online.
Non mi interessa avere giochi... "gratis.".
Tutto il resto.. non so cosa possa essere.
 
Se integrano il picture in picture con le varie app di prime, netflix ecc è gamechanger, spesso quando devo farmare roba sento il bisogno di avere qualcosa in sottofondo ed uso il pc ma avere tutto sullo stesso apparecchio sarebbe molto più comodo.
This! Io spesso quando gioco (ovviamente non quando seguo una storia) guardo una live Twitch, se mi mettono l'integrazione con twitch nel picture in picture è fantastico
 
Da DF:

When was the last time we saw a game-changing reveal in the immediate run-up to the launch of a next generation console? Sony may well have pulled this out of the bag
with today's new State of Play, concentrating on the much-anticipated PlayStation 5 user interface. Sony's menu systems have always been polished, beautiful pieces of work, but for the next generation, this is married with a truly impressive range of in-game functions. There are some impressive new improvements to existing options but also things we have never seen before in a console.

And at the basic level, the user interface itself does not disappoint. The whole presentation renders at a native 4K and even supports native HDR out of the box. We also get our first look at the home page, where games and media apps each get their own portion of the UI. There's a focus on instant access to everything you need - delivered thanks to the new, faster Zen 2 CPU cores and the ultra-fast SSD solution, supplemented by a caching system to reduce potential network lag. On top of that, certain apps like the PlayStation Store are now fully integrated into the system, meaning no delay when you access them.

But the cool new stuff really starts to kick in when you highlight a specific game - it's at this point where we start to see the 'cards' associated with the title, and the most crucial card type are Activities
. Essentially, Activity cards take the form of curated entry points into the game, authored by the developer - 'ready to wear' challenges that get you straight into the action with specific objectives highlighted - and even an estimate on play time offered. In the State of Play video, we see how just fast activating an Activity is: we are running from a suspended version of the game (it's not a cold boot), but regardless, thanks to presentational flourishes, any hint of loading is cleverly obscured - you're straight into gameplay.

Also impressive is how the user can return to what's known as the Command Centre at any time during play, able to access any and all cards seamlessly - and that includes what's known as Official Game Help
. This takes the form of context-sensitive streaming videos that get you past the current tricky spot, without the user potentially being exposed to spoilers. These videos can be run full screen or while you are playing, via a picture-in-picture mode. You can even choose where the video sits on-screen in that latter option. This won't apply to all games, and it seems that where it is available, it's flagged as exclusive for PlayStation Plus users.

The community aspect is also integrated into the Command Centre and therefore into gameplay - voice chat is easily accessible, and it's a piece of cake for party members to share their screens too, even if it's of a different game. In the State of Play video, we take a break from playing Sackboy Adventures and watch another party member streaming Uncharted: The Lost Legacy (being a system level feature, back-compat PS4 titles should share some of the features of the new UI). Just like the game help videos, this stream can be set up in a side-by-side configuration with gameplay, or run picture-in-picture, with the user able to choose where the video sits.

So essentially, what we're looking at here is a new level of accessibility and interaction with games from the front-end, via resume from rest mode (where the system jumps straight back into the Command Centre) and from within the game itself. There is the sense that with Sackboy Adventures, we are perhaps looking at one of the most fully featured examples of the level of interaction available - certainly in the launch period. Hideaki Noshino confirms that there is a level of authorship required by the developer to get the most out of the tools Sony provides.

"So, Activities is the way the inside of the game context is exposed - we are asking developers to expose this data so it can be integrated with the system UI and that can be shown as a card, so that's one thing," he says. "The other one is Official Game Help - so we can show the Official Game Help video when you are stuck in the game, you can bring up the cards, and you can watch it... So these are all from metadata coming out from the games and linking back to the associated data. So you're right, we are asking publisher and developer to provide us the best insight information to the system. But without having the user going into the game deeply, the user can see it and the user can jump back into the game quickly."

However, Activities can take any number of forms. Remember Need for Speed: Hot Pursuit and the way that Autolog regularly tossed new challenges at the player, especially when someone on your friends list beat your score? The PlayStation 5 UX can do that too - and it'll crop up organically on the front-end without having to boot the game.

I was concerned that such a rich level of functionality may well be taking system resources away from the game developer, whether that's in terms of CPU time, GPU or memory. Sony isn't giving away any numbers on what the system allocation is, and neither is it confirming how much useable space is available on the SSD. However, the aim is to deliver the new features with the same kind of system allocation developers currently work with on current-gen platforms.

"Hardware resource is limited and defined, and it's shared between the game and our system side," confirms Hideaki Noshino. "We define how much of the resource can be spent by the system side, but it's a similar amount [to] what we are doing with PlayStation 4. That's a philosophical thing: we are trying to give as much power and resource as possible back to the game side, because the game is the core, and then we bring Control Centre and Activity Cards while minimising the [system] resources we spend."

There are further Easter Eggs to watch out for in the State of Play video. For example, during the section on using Command Centre to access multiplayer functions, we see that there's a joinable game of Destruction All-Stars taking place - and for the user,

Ultimately, everything we've seen so far of the new user interface suggests a degree of innovation that may well border on outright revolution. In theory, the sky's the limit, but certainly in the here and now, the focus is on easily accessing more content within a particular title - and maximising the return from what may be a limited amount of gameplay time. But the good news is that it's all wrapped in a high quality, polished menu system that will be familiar to PlayStation 4 gamers, while evoking memories of the slick PS3 user interface.

One final piece of good news. We're firm advocates of game preservation at Digital Foundry. We believe that when you buy a physical game, you should be able to install and play it offline. The code on the disc matters. PlayStation 4 will always let you run that code, patches are never mandatory except for totally online titles - and Hideaki Noshino says that the same is true for PlayStation 5. Not being able to run the disc code would be "out of the question". There will be a PS5 Digital Edition, of course, but beyond the brand new bells and whistles with the new UI, it's good to see that the commitment to the physical disc is still there for those who stick to the standard console.
 
Scusate cosa significa UI ?
User Interface AKA interfaccia utente, termine tecnico per riferirsi a tutta la parte di un device o software che è dedicata a permettere all'utente di interagire con il software
Vi ricordate i tempi dell'OS di PS3?
Gesù che balzo in avanti clamoroso :rickds:
La vecchia XMB come stile asciutto la preferivo alla UI PS4 (no di certo per la velocità :asd:), ma questa UI sembra una bella bomba in ogni caso :sisi:
 
Da DF:

When was the last time we saw a game-changing reveal in the immediate run-up to the launch of a next generation console? Sony may well have pulled this out of the bag
with today's new State of Play, concentrating on the much-anticipated PlayStation 5 user interface. Sony's menu systems have always been polished, beautiful pieces of work, but for the next generation, this is married with a truly impressive range of in-game functions. There are some impressive new improvements to existing options but also things we have never seen before in a console.

And at the basic level, the user interface itself does not disappoint. The whole presentation renders at a native 4K and even supports native HDR out of the box. We also get our first look at the home page, where games and media apps each get their own portion of the UI. There's a focus on instant access to everything you need - delivered thanks to the new, faster Zen 2 CPU cores and the ultra-fast SSD solution, supplemented by a caching system to reduce potential network lag. On top of that, certain apps like the PlayStation Store are now fully integrated into the system, meaning no delay when you access them.

But the cool new stuff really starts to kick in when you highlight a specific game - it's at this point where we start to see the 'cards' associated with the title, and the most crucial card type are Activities
. Essentially, Activity cards take the form of curated entry points into the game, authored by the developer - 'ready to wear' challenges that get you straight into the action with specific objectives highlighted - and even an estimate on play time offered. In the State of Play video, we see how just fast activating an Activity is: we are running from a suspended version of the game (it's not a cold boot), but regardless, thanks to presentational flourishes, any hint of loading is cleverly obscured - you're straight into gameplay.

Also impressive is how the user can return to what's known as the Command Centre at any time during play, able to access any and all cards seamlessly - and that includes what's known as Official Game Help
. This takes the form of context-sensitive streaming videos that get you past the current tricky spot, without the user potentially being exposed to spoilers. These videos can be run full screen or while you are playing, via a picture-in-picture mode. You can even choose where the video sits on-screen in that latter option. This won't apply to all games, and it seems that where it is available, it's flagged as exclusive for PlayStation Plus users.

The community aspect is also integrated into the Command Centre and therefore into gameplay - voice chat is easily accessible, and it's a piece of cake for party members to share their screens too, even if it's of a different game. In the State of Play video, we take a break from playing Sackboy Adventures and watch another party member streaming Uncharted: The Lost Legacy (being a system level feature, back-compat PS4 titles should share some of the features of the new UI). Just like the game help videos, this stream can be set up in a side-by-side configuration with gameplay, or run picture-in-picture, with the user able to choose where the video sits.

So essentially, what we're looking at here is a new level of accessibility and interaction with games from the front-end, via resume from rest mode (where the system jumps straight back into the Command Centre) and from within the game itself. There is the sense that with Sackboy Adventures, we are perhaps looking at one of the most fully featured examples of the level of interaction available - certainly in the launch period. Hideaki Noshino confirms that there is a level of authorship required by the developer to get the most out of the tools Sony provides.

"So, Activities is the way the inside of the game context is exposed - we are asking developers to expose this data so it can be integrated with the system UI and that can be shown as a card, so that's one thing," he says. "The other one is Official Game Help - so we can show the Official Game Help video when you are stuck in the game, you can bring up the cards, and you can watch it... So these are all from metadata coming out from the games and linking back to the associated data. So you're right, we are asking publisher and developer to provide us the best insight information to the system. But without having the user going into the game deeply, the user can see it and the user can jump back into the game quickly."

However, Activities can take any number of forms. Remember Need for Speed: Hot Pursuit and the way that Autolog regularly tossed new challenges at the player, especially when someone on your friends list beat your score? The PlayStation 5 UX can do that too - and it'll crop up organically on the front-end without having to boot the game.

I was concerned that such a rich level of functionality may well be taking system resources away from the game developer, whether that's in terms of CPU time, GPU or memory. Sony isn't giving away any numbers on what the system allocation is, and neither is it confirming how much useable space is available on the SSD. However, the aim is to deliver the new features with the same kind of system allocation developers currently work with on current-gen platforms.

"Hardware resource is limited and defined, and it's shared between the game and our system side," confirms Hideaki Noshino. "We define how much of the resource can be spent by the system side, but it's a similar amount [to] what we are doing with PlayStation 4. That's a philosophical thing: we are trying to give as much power and resource as possible back to the game side, because the game is the core, and then we bring Control Centre and Activity Cards while minimising the [system] resources we spend."

There are further Easter Eggs to watch out for in the State of Play video. For example, during the section on using Command Centre to access multiplayer functions, we see that there's a joinable game of Destruction All-Stars taking place - and for the user,

Ultimately, everything we've seen so far of the new user interface suggests a degree of innovation that may well border on outright revolution. In theory, the sky's the limit, but certainly in the here and now, the focus is on easily accessing more content within a particular title - and maximising the return from what may be a limited amount of gameplay time. But the good news is that it's all wrapped in a high quality, polished menu system that will be familiar to PlayStation 4 gamers, while evoking memories of the slick PS3 user interface.

One final piece of good news. We're firm advocates of game preservation at Digital Foundry. We believe that when you buy a physical game, you should be able to install and play it offline. The code on the disc matters. PlayStation 4 will always let you run that code, patches are never mandatory except for totally online titles - and Hideaki Noshino says that the same is true for PlayStation 5. Not being able to run the disc code would be "out of the question". There will be a PS5 Digital Edition, of course, but beyond the brand new bells and whistles with the new UI, it's good to see that the commitment to the physical disc is still there for those who stick to the standard console.
Davvero ottime impressioni.
 
Devo ancora vedere il video, contento di leggere commenti entusiastici
A quanto pare sony è partita forte non solo in ambito software, gg, potrei prenderla prima del previsto

Inviato dal mio SM-G920F utilizzando Tapatalk
 
Comunque c'è da dire che per i suggerimenti di gioco si tratta comunque di Guide Ufficiali fornite dagli sviluppatori, quindi non tutti i giochi le supporteranno e non tutti allo stesso modo. Chiaramente, è scontato che tutti i titoli first party Sony lo faranno
 
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