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PlayStation at GDC 2017: Develop With Us

Blog link.

Heading to Game Developers Conference? So are we! This post serves as your guide to all of Sony Interactive Entertainment’s GDC activities. You’ll be able to find our spacious booth at location 1202 in the South Hall, directly facing the center entrance. If you would like to meet with us to talk about the world of PlayStation, come and visit!

Our booth hosts a variety of development tools available to our licensees on PlayStation platforms, as well as many new and interesting games.

In addition, Sony Interactive Entertainment developers, programmers, producers, and technology specialists as well as experts from independent development studios will be speaking on a variety of topics.

Check the link for all relevant info.
 

Shin-Ra

Junior Member
RiME showing specifically as a well Pro-optimised UE4 title.

These look like the most interesting tech kiosks to me.
PlayStation VR Aim Controller & 3D Audio
Extend the game experience with PlayStation peripherals. Experience the PS VR Aim controller with Farpoint and 3D audio in Uncharted 4. Experience what these technologies can do for your game and the integration workflow for these technologies.

PlayGo Viewer
The PlayGo Viewer application supports the development and debugging of PlayGo enabled titles. Separate Authoring and Analysis modes allow both the creation and/or modification of new or existing PlayGo chunk definition files and also testing and debugging of an emulated PlayGo session.

PlayStation 4 Subdiv
The Subdiv library is a subdivision surface library for PS4. A host tool generates the subdivision data offline and then shaders are used at runtime to render continuous smooth surfaces. Displacement mapping can be used for added detail with tessellation or discrete triangulations can be generated to render without tessellation.

PlayStation Magic Lab VR Tech Demo
This tech demo is about simple 3D procedural spatial behaviors for VR characters. These behaviors make the characters more believable and are far more important in VR because they imbue a sense of shared space with the player, thereby enhancing the players' overall sense of presence.

The virtual characters react to sound/motion of the virtual environment as well as player sound/motion, and they also interpret player head/hand pointing directions. The characters react by adjusting their eyes, head, and body in a coordinated manner, and their reactions to visual stimuli are limited to their field of view. Other continuous behaviors such as blinking and breathing are also adjusted. The demo allows toggling each behavior on/off so as to observe its importance on the overall believability of the character.
There's a bit more on Subdiv here: http://schedule.gdconf.com/session/...ted-by-sony-interactive-entertainment-america
 
Sony has got to step up VR this year, or risk PSVR being another dead, expensive peripheral.

They have 6 tech kiosks, 4 of which have direct VR development links.

PlayStation VR Aim Controller & 3D Audio
PlayStation VR Game Engine
PlayStation VR Trace Tool
PlayStation Magic Lab VR Tech Demo

They seem to be taking it seriously.
 

RoboPlato

I'd be in the dick
RiME showing specifically as a well Pro-optimised UE4 title.

These look like the most interesting tech kiosks to me.

There's a bit more on Subdiv here: http://schedule.gdconf.com/session/...ted-by-sony-interactive-entertainment-america
Very cool

Where's the bit about Rime and the Pro? Curious if they're going to talk about Pro optimization as a part of these presentations, especially with Horizon having shippedand managing a good balance of added res, AF, and higher res textures.
 
Sony featuring Rime in the booth. There doesn't seems to be bad blood.

There doesn't seem to be, I think most people were just speculating it was Sony's fault when they announced it as multi-platform. From a recent interview: "We were happy with Sony, but we needed to adapt to release the game on other platforms."

Which is a stark contrast to what they say about MS: “We started to remove the style as well so it was totally different and, then, once we had the direction, the plans for Xbox One were announced. And basically we didn’t suit that because they wanted a connected experience, they wanted games with servers – this is a classic singleplayer game, right? So we tried and I say that we tried, but we failed. It was a travesty. And Microsoft looked at it and said ‘It doesn’t fit.’”

Full interview here:
http://www.kotaku.co.uk/2017/02/21/making-of-rime
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
They have 6 tech kiosks, 4 of which have direct VR development links.

PlayStation VR Aim Controller & 3D Audio
PlayStation VR Game Engine
PlayStation VR Trace Tool
PlayStation Magic Lab VR Tech Demo

They seem to be taking it seriously.

So happy to see this.
 

Shin-Ra

Junior Member
PSVRdisco.png
PSVRmusic.png

Apparently SCEE made this unnamed demo, so the Magic Lab demo's not a direct evolution.

https://youtu.be/sK8tMwlZLEM
 
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