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Home PS4 News - Latest PlayStation 4 and PS3 News

 

How to Earn a PS4 Fortune in Super Motherload on PlayStation 4

How to Earn a PS4 Fortune in Super Motherload on PlayStation 4 50°
65w ago - XGen Studios CEO and Founder Skye Boyes shared details today on how to earn a PS4 Fortune in Super Motherload on PlayStation 4.

To quote: Hello, fellow miners! In case you missed the news, PS3 owners can now get their hands on Super Motherload and dig up some Martian gems with their friends.

In the wake of the PS3 launch, and to treat our players on PS4, today's post is all about tips and tricks - helping you to maximize your mining (and edging out the "friendly" competition). Follow these tips and you'll have your gold Trophies in no time!

Faster, Stronger: Dig straight shafts down to expedite returning to the surface. It's often worth the cost of bombs to ensure a better tunnel for speedy, collision-free travel.

Efficiency = Much Better: Fuel consumption is highest when digging and flying. Refrain from revving the engine when descending and stay still while figuring out puzzles to conserve fuel.

Make a Small Fortune: Consider your actions carefully when solving puzzles. A careless blast can render the reward irretrievable and result in bomber's remorse.

Be More Cautious This Time, Comrade: C4 destroys a 5X5 area, TNT destroys 3X3, and Shaft Bombs destroy 1X9. This can can mean the difference between grabbing valuable...
 

Video: How Light Comes Alive in Dying Light on PS4 / PlayStation 4

Video: How Light Comes Alive in Dying Light on PS4 / PlayStation 4 50°
67w ago - Techland Lead Technical Artist Maciej Jamrozik shared a video today on how light comes alive in Dying Light on PS4 / PlayStation 4 below.

To quote: Hi, I'm Maciej Jamrozik, the Lead Technical Artist at Techland, developer of the upcoming first-person, action survival-horror game Dying Light.

Light and shadow play a crucial role in Dying Light. They affect not only the gameplay and its day-and-night cycle, but also the visuals.

This video illustrates how the game uses a physically-based lighting system, which means that light is generated in accordance to the actual laws of physics.

This in turn assures that lighting looks convincing and cohesive, regardless of the conditions and surroundings. It's especially important as Dying Light features a variety of locations and environments, from open spaces to claustrophobic rooms, as well as a range of weather conditions and changing time of day.

One of the most important parameters of indirect lighting is "roughness," which defines the level of smoothness and dullness of a surface.

Implementing our new physics model eliminated the limitation of using only preset groups of materials, which translates to much more varied and faithful representations of materials in the game. Our artists now have full freedom...
 

Video: PS4 AMD Jaguar CPU 1.8Ghz Rumors, Motherboard Components

Video: PS4 AMD Jaguar CPU 1.8Ghz Rumors, Motherboard Components 50°
67w ago - Below is a video derived from THIS PDF file (via PC Watch) with details from ChipWorks on the rumored PS4 AMD Jaguar CPU 1.8Ghz and two disabled GPU compute units alongside the PlayStation 4 motherboard components explained.

To quote: PlayStation 4 - AMD Jaguar CPU 1.8GHZ - PS4 Rumor and Two Disabled Compute Units

The PlayStation 4's AMD Jaguar CPU clock speed has yet to be officially confirmed by Sony, but there is recent evidence and rumors to suggest that the CPU is running at 1.8GHZ. Previously, based on comments from various developers and speculation we'd guessed the PS4′s CPU was running at 1.6GHZ. Remember that the AMD Jaguar is designed to run up to 2GHZ, so the 1.8GHZ is right in the Jaguar's range.



Microsoft had up clocked the Xbox One's CPU to 1.75GHZ, and so we assumed the X1 had the CPU advantage - but if these recent rumors prove to be correct, the PS4 will have the X1 beat. Lower clock frequencies require less power and output less heat, and due to the APU of the PS4 already being fairly large, we weren't sure if Sony...
 

Video: Hideo Kojima Talks Metal Gear Solid 5: Ground Zeroes on PS4

Video: Hideo Kojima Talks Metal Gear Solid 5: Ground Zeroes on PS4 200°
67w ago - Sony Social Media Manager Sid Shuman made available a video today while talking to Hideo Kojima about Metal Gear Solid 5: Ground Zeroes on PS4.

To quote: Set after the events of Metal Gear Solid: Peace Walker but before those of the upcoming MGS5: The Phantom Pain, MGS5: Ground Zeroes gives the player total control over how, where, and when to execute espionage-focused operations.

Playing as Snake, aka Big Boss, players will sneak into enemy encampments, stalk targets, interrogate enemy agents, and recover secret intel while piecing together the game's story mission by mission. The result is an open, fluid adventure that will play out a little differently each time.

On PS4, Kojima's proprietary FOX Engine coats the game in a convincing layer of next-gen grit. Eerily lifelike character animations bring new punch to the game's CQC, while a new global lighting system means that day and night pass realistically, complete with changes to guard behavior and visibility.

Engine brings a host of other benefits, including an upgraded weapon physics system that accounts for bullet drop. This will be a profound change for fans of the tranquilizer gun and other low-powered projectile weapons, which now require far more finesse to use at extreme distances.


 

Contrast is Out Today on PS4, Free for PlayStation Plus Members

Contrast is Out Today on PS4, Free for PlayStation Plus Members 50°
68w ago - Compulsion Games Producer Derek Elliott announced that Contrast is out today on PS4, and is free for PlayStation Plus Members.

To quote: Contrast, our PS4 launch title, is out today. If you were born in the '70s (as I was), or have watched "Arrested Development," you'll know the song "The Final Countdown." It is cornily (Is that a word?) appropriate when your game is close to launch status.

It can pump you up and can also bring you back to all the good and bad that was the '80s. Much simpler times when two programmers would make all of the design, art, animation, sound, and code for a game. And back then, game design counted for something. Be damned you kids these days and your fancy save games and discs you don't have to blow on to play.

Games like Paperboy, Dig Dug, and - one of my personal favorites - Racing Destruction Set were profoundly fun because they were simple. But simple didn't mean easy. These games somehow got made because of a genuine fire to develop something new and have fun in a brand new industry.

The early Godfathers of video games were passionate because they accomplished something special, were published, and people responded to their creations.




Just as I suspect...
 

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