Note:Commentary removed again...getting late so sorry for typos
Part 3 (last one)
Built-In Video Encoder for Video Sharing and Vita Remote-Play
Cerney: The PS4 has a dedicated encoder for video sharing and such. There are a few dedicated encoder and decoder functions which are available and use the APU minimally. This is also used for playback of compressed in-game audio in MP3 and audio chat.
When the system is fully on, the x86 CPU core controls the video sharing system. However the Southbridge has features to assist with network traffic control.
Cerny: While investigating the initial hardware design, we had been thinking about what aspects will become important in the future. All hardware components have been prepared with enveloping the gamer with a realizing a wonderful user experience.
Our team thought deeply of the concept of computer entertainment. People from other Sony groups participated and we investigated this from many different angles. Since we are the game people, we have UI specialists, and Richard Marcks(sp?) (father of SCEs Natural UI design)was involved as well. This multi-facetted team spent a few weeks discussing how amazing of a user-experience we could realize.
So, how does this affect games?
Ito: For example, even without a PS4, this time, we can use the PlayStation App to see game details (content?). Even without a PS4, you would be able to experience man, this game looks fun or this game might be pretty good. And with this, it is our hopes that the allure of the PS4 will be evident.
Of course, if a gamer shares images on Facebook, you can see this from Facebook without the PlayStation App.
Regarding Vita Remote-Play
Cerney: Vita Remote Play is special.
Smartphones and Tablets are used to see game information regarding the PS4 in various places, experienced in various places. In addition to this, this type of content can be seen on the PC as well using a web platform.
PS4 has video encoding hardware, and this is used with Video [Miracast?-type] feature. Vitas control inputs are sent to the PS3, and using these functionalities, with minimal overhead and no pain, it becomes possible to remotely play PS4 games. Atleast, this is what were aiming for, and compared to the PS3 era, were aiming for a significantly wider support of remote play. Of course, this function applies to games using Dualshock. Games that use the camera (such as PS Move and PS4 location recognition) cannot utilize remoteplay.
Leaving that aside, Vitas remote play was developed to provide as close to perfect PS4 gameplay within a household as possible. This requires connection to a Wifi network and should be used in a low latency environment. The thinking here is also that even if someone else is using the TV, you can continue playing PS4 games.
Use of Real Names for Gaming without Walls, Use of a BSD base for a Rich OS Layer
Cerney: Were investigating using the network to switch control between players. Just keep in mind, this doesnt mean these types of features will all be present on Day 1. Please understand that were preparing and investigating these as features supportable on the platform.
Either which way, use of social interactions to stimulate gameplay should become a huge weapon in our arsenal.
Just my image of things but
think of it like being in a living room. When youre playing a game with your friends, theres no physical wall to prevent interaction. Its kind of like having hundreds of friends gaming with you nearby, but this feeling while youre sitting at the end of a network. We want to act as the facilitators to enable this; to enable the feeling of actually meeting and enjoying gaming with your real world friends around the world. Over the course of a few years, well support all the features required to support and achieve this goal.
For this purpose, PS4s OS layer is very rich compared to PS3 or Vita
Cerney: The OS is based on BSD. I believe this is the first game console using this architecture.
From the OS side, the PS4 will allow use of many multiple features simultaneously. Our goal is something like the following:
Send a video of the game youre playing, and return to the game immediately to continue playing. Then, watch a game play video from your friend, then switch to video chat with that friend right away. If you see interesting DLC that your friend has, move to the store, then be able to ask your friend if its the right one.
In this manner, we envision it to be possible to come-and-go between and use many features. Even for multi-player games, you would be able to move the game to the background without quitting, and go through a similar routine.
The facilitation by the OS will allow for a rich set of actions.
Regarding the real name policy
Cerney: The concept of aliases for online games is the current paradigm. For example, in a multiplayer deathmatch, its better to have an alias, right? However, when coop aspects or communications leveraging social interactions are brought into the game, its better not to have an alias. For example, lets say you gift an item you earn in a game to a friend. That type of interaction should evoke a completely different feeling than when youre playing the game.
Of course, we respect the desire to use an alias for game play as well. We support that type of gaming too. Having a deathmatch using aliases is possible on the PS4 as well. But at the same time, we want to support aspects which increase the fun of gaming with real world friends. For example, wouldnt it be wonderful to meet a college friend you havent seen in ages?
Cheers