Frames That Matter the Importance of Frames Per Second in Games
Total Page:16
File Type:pdf, Size:1020Kb
Load more
										Recommended publications
									
								- 
												  DRIVECLUB VR Corse in Realtà VirtualePage 1 of 2 CREA UN CLUB PER LE CORSE IN REALTÀ AFFRONTA E CREA VIRTUALE CON I TUOI AMICI ONLINE SFIDE DI GUIDA PLAYSTATION ® VR RICHIESTO DRIVECLUB ESPLORA LE NUOVE MODALITÀ E CARATTERISTICHE IN REALTÀ VIRTUALE Includedalla contenuti versione PS4™e DLC CORSE IN REALTÀ VIRTUALE Scopri l’emozione e la frenesia della corsa, seduto al volante di una delle vetture più potenti ed esclusive del mondo. ™ VR GIOCATORI IN RETE 2-8 1 GIOCATORE FUNZIONALITÀ DI RETE ISCRIZIONE A PlayStation®VR PLAYSTATION®PLUS RICHIESTA e PlayStation®Camera richiesti PlayStation®VR non deve essere utilizzato FUNZIONE DI VIBRAZIONE HDTV: VISORE PLAYSTATION®VR da bambini di età inferiore a 12 anni 20GB MINIMO + PLAYSTATION®CAMERA DUALSHOCK®4 720P • 1080i • 1080P RICHIESTI PlayStation®VR crea una sensazione di presenza ed immersione totale nell’universo virtuale. Se usate VR per la prima volta, vi raccomandiamo di accostarvi a questa esperienza in maniera graduale, facendo delle pause regolari. Alcuni utenti potrebbero sperimentare una sensazione di disagio durante la visualizzazione dei contenuti in realtà virtuale, sebbene le reazioni possano variare da caso a caso. A USO ESCLUSIVAMENTE DOMESTICO. Il presente software è concesso in licenza per l'utilizzo esclusivo con i sistemi PlayStation®4 autorizzati. Potrebbe essere necessario un aggiornamento software del sistema PlayStation®4. È proibito qualsivoglia accesso, utilizzo o trasferimento non autorizzato del prodotto, del suo copyright implicito o dei marchi registrati. I diritti di utilizzo completi sono consultabili all'indirizzo eu.playstation.com/legal. Librerie software ©2013 – 2016 Sony Interactive Entertainment Inc. concesse in licenza esclusiva a Sony Interactive Entertainment Europe (SIEE).
- 
												  Playstation®4 Launches Across the United StatesFOR IMMEDIATE RELEASE PLAYSTATION®4 LAUNCHES ACROSS THE UNITED STATES AND CANADA With the PS4™system, Sony Computer Entertainment Welcomes Gamers to a New Era of Rich, Immersive Gameplay Experiences TOKYO, November 15, 2013 – Sony Computer Entertainment Inc. (SCEI) today launched PlayStation®4 (PS4™), a system built for gamers and inspired by developers. The PS4 system is now available in the United States and Canada at a suggested retail price of USD $399 and CAD $399, arriving with a lineup of over 20 first- and third-party games, including exclusive titles like Knack™ and Killzone: Shadow Fall™. In total, the PS4 system will have a library of over 30 games by the end of the year. *1 “Today’s launch of PS4 represents a milestone for all of us at PlayStation, our partners in the industry, and, most importantly, all of the PlayStation fans who live and breathe gaming every day,” said Andrew House, President and Group CEO, Sony Computer Entertainment Inc. “With unprecedented power, deep social capabilities, and unique second screen features, PS4 demonstrates our unwavering commitment to delivering phenomenal play experiences that will shape the world of games for years to come.” The PS4 system enables game developers to realize their creative vision on a platform specifically tuned to their needs, making it easier to build huge, interactive worlds in smooth 1080p HD resolution.*2 Its supercharged PC architecture – including an enhanced Graphics Processing Unit (GPU) and 8GB of GDDR5 unified system memory – is designed to ease game creation and deliver a dramatic increase in the richness of content available on the platform.
- 
												  The Italian Digital Classroom: Italian Culture and Literature Through Digital Tools and Social MediaThe Italian Digital Classroom: Italian Culture and Literature through Digital Tools and Social Media 1. Using Video Games to Teach Italian Language and Culture: Useful, Effective, Feasible? Video games are a highly relevant part of life for our student population. According to the Pew Research Center (PRC, 2015), half of American adults play videogames, and 70% of college students play video games “at least once in a while” (Weaver).1 Some of the current commercial console and PC video games (some of which are also available on Mac, Android, and iOS) are digital, multi-media realia that can be used to enhance language acquisition both in and outside the classroom. The advantages of realia as a whole have already been extensively explored from a theoretical standpoint (Spurr; Dlaska). The advantages include development of specific personal interests in exploring, and therefore acquiring the foreign or second (F/L2) language and culture within a context. The ultimate goal of using realia is to turn students into life-long learners of the target language and culture. According to CALL research, digital realia, given their nature as multimedia, easily-accessible, persistent cultural artifacts, are particularly advantageous in reaching that goal (Smith). Compared to other digital realia, some specific video games add additional opportunities for language exploration. All such games, while similar in nature to movies (providing exposure to listening comprehension in the spoken dialogues and reading comprehension in the subtitles) also involve important additional features such as: writing and even speaking with other online users in the target language; direct interaction and agency, which improve learning skills (Deters et al.; Mitchell and Savill- Smith; Gee, What Video Games and “Good Video Games”); and critical thinking and problem-solving, which can be applied to physical group interaction in the classroom.
- 
												  Sony Computer Entertainment to Deliver Comprehensive Entertainment Experience Through Combination of Playstation®4 and Playstation®NetworkSONY COMPUTER ENTERTAINMENT TO DELIVER COMPREHENSIVE ENTERTAINMENT EXPERIENCE THROUGH COMBINATION OF PLAYSTATION®4 AND PLAYSTATION®NETWORK SCE Further Enhances PlayStation Plus and Delivers Evolved Social Experiences and Streaming Services for PS4™ Tokyo, June 11, 2013 – Sony Computer Entertainment Inc. (SCEI) announced today that it will deliver new powerful online gaming experiences and enhanced social connectivity that brings gamers together, through PlayStation®4 (PS4™) and various network services, including PlayStation®Network. As part of this initiative, SCE will enhance the PlayStation®Plus membership service concurrently with the 2013 holiday launch of PS4™ in each region. Furthermore, PS4™ users will have access to a wide variety of streaming and social network services. The PS Plus service first launched for the PlayStation®3 (PS3®) system in 2010 and for the PlayStation®Vita (PS Vita) system in 2012. Since then, PS Plus has gained great support from members all around the world, and the number of subscribers has continued to steadily increase since the launch of service. PS Plus offers various services such as exclusive game discounts, cloud game saves and “Instant Game Collection” by which members are able to play the full version of popular titles from third party developers and publishers as well as from SCE Worldwide Studios, with no limit of time at no extra cost. To accelerate the enhancement of PS Plus, available concurrently with the launch of PS4™, SCE will offer the #DRIVECLUB PS Plus Edition to PS Plus members which delivers all the authenticity and immersion users would expect from the full #DRIVECLUB experience. Users can drive the world's most beautifully designed cars from different classes across a range of the most richly detailed real-world locations, alongside your teammates in Clubs where experience and rewards are shared.
- 
												  Magisterarbeit / Master's ThesisMAGISTERARBEIT / MASTER’S THESIS Titel der Magisterarbeit / Title of the Master‘s Thesis „Player Characters in Plattform-exklusiven Videospielen“ verfasst von / submitted by Christof Strauss Bakk.phil. BA BA MA angestrebter akademischer Grad / in partial fulfilment of the requirements for the degree of Magister der Philosophie (Mag. phil.) Wien, 2019 / Vienna 2019 Studienkennzahl lt. Studienblatt / UA 066 841 degree programme code as it appears on the student record sheet: Studienrichtung lt. Studienblatt / Magisterstudium Publizistik- und degree programme as it appears on Kommunikationswissenschaft the student record sheet: Betreut von / Supervisor: tit. Univ. Prof. Dr. Wolfgang Duchkowitsch 1. Einleitung ....................................................................................................................... 1 2. Was ist ein Videospiel .................................................................................................... 2 3. Videospiele in der Kommunikationswissenschaft............................................................ 3 4. Methodik ........................................................................................................................ 7 5. Videospiel-Genres .........................................................................................................10 6. Geschichte der Videospiele ...........................................................................................13 6.1. Die Anfänge der Videospiele ..................................................................................13
- 
												  Inside the Video Game IndustryInside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry.
- 
												  2010 Annual Report2010 Corporate Philosophy To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of our customers has his or her own definition of happiness. The Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, unforgettable experiences, thereby allowing them to discover a happiness all their own. Management Guidelines These guidelines reflect the foundation of principles upon which our corporate philosophy stands, and serve as a standard of value for the Group and its members. We shall strive to achieve our corporate goals while closely considering the following: 1. Professionalism We shall exhibit a high degree of professionalism, ensuring optimum results in the workplace. We shall display initiative, make continued efforts to further develop our expertise, and remain sincere and steadfast in the pursuit of our goals, while ultimately aspiring to forge a corporate culture disciplined by the pride we hold in our work. 2. Creativity and Innovation To attain and maintain new standards of value, there are questions we must ask ourselves: Is this creative? Is this innovative? Mediocre dedication can only result in mediocre achievements. Simply being content with the status quo can only lead to a collapse into oblivion. To prevent this from occurring and to avoid complacency, we must continue asking ourselves the aforementioned questions. 3. Harmony Everything in the world interacts to form a massive system. Nothing can stand alone. Everything functions with an inevitable accord to reason. It is vital to gain a proper understanding of the constantly changing tides, and to take advantage of these variations instead of struggling against them.
- 
												  1 ORDINATEUR Ordinateur Macintosh Apple Iie, NORDINATEUR Ordinateur Macintosh Apple IIe, N° D410TUBA2S2064 Important lot. Contenu : Unité centrale, écran (fissuré), lecteur disquette, mouse & keyboard interface boards, Grappler II printer interface en boite. Ajout d’un lot de logiciels, jeux et manuels pour ordinateur Apple II. Contient : World Juggler, Word Attack !, Poster, Math Blaster, the spy’s adventures in north america, PHM Pegasus (Lucasfilm), 1 500 / 600 Flight Simulator II, Scrabble, World Games, Summer Games II, California Games,King Quest I, II et III, Marble Madness, Treasure Hunter, Winter Games, Science Toolkit master Module complet (rare), Sargon III, Microzine, Algebra volume 3 et 4, Compubridge, Mastertype, Learn German, important lot de disquettes de jeux, Delta Drawing, Music construction set, The Print Shop. Extend-it 64K upgrade pour l’Apple Iie à installer. Etat moyen. ORDINATEUR (TOYS) FischerTechnik ComputingInterface + diskette et Teach-in-Robo. 2 Ensemble de deux boites de jeux de programmation robotique 60 / 80 pour ordinateurs APPLE II. Contient l’interface, le robot, la disquette et la documentation.Peu count ATARI ST Ensemble de jeux pour ordinateurs ATARI ST en boite : - Lethal Weapon - Super Fighter - Epic - The Chaos Engine - Special Forces - Leander 3 - Monster Pack Volume 1 (manque Psykhosis) 120 / 150 - Vroom - Ghosts'N Goblins - F29 Retaliator - Saint Dragon (manque poster, badge et guide) - Les Stars d'Hollywood - Ivanhoe (manque guide) On y joint Robocop pour Amstrad CPC DIVERS Ensemble de 37 jeux en loose sur multiples plateformes : - Atari 2600 : Pole Position, Space Invaders, Dig Dug, Kangaroo, Battlezone, Centipede (colecovision atari soft), Enduro, Star Raiders et Atlantis. - Sega Game Gear : Columns, Aladdin, Tails Adventure, Land of Illusion et Ayrton Senna's Super Monaco GP II.
- 
												  Official Playstation Magazine! Get Your Copy of the Game We Called A, “Return to Form for the Legendary Spookster,” in OPM #108 When You SubscribeISSUE 114 OCTOBER 2015 £5.99 gamesradar.com/opm LARA COMES HOME TOMB RAIDER It’s official! First look as Rise Of The Tomb Raider heads to PS4 ASSASSIN’SBETTER ON PS4! CREED SYNDICATE Back to its best? Victorian London explored and PS4-exclusive missions uncovered in our huge playtest EXPERT PLAYTEST STAR WARS BATTLEFRONT Fly the Millennium Falcon in the mode of your dreams COMPLETED! RECORD-BREAKING TEN-PAGE METAL GEAR SOLID REVIEW DESTINY: MAFIA III COMES BACK FROM THE TAKEN KING THE DEAD TO MAKE OUR DAY We’ve finished it! All-access CALL OF DUTY SIDES WITH PS4: pass to the best DLC ever WHAT DOES IT MEAN FOR YOU? ISSUE 114 / OCT 2015 Future Publishing Ltd, Quay House, The Ambury, Welcome Bath BA1 1UA, United Kingdom Tel +44 (0) 1225 442244 Fax: +44 (0) 1225 732275 here’s just no stopping the PS4 train. Email [email protected] Twitter @OPM_UK Web www.gamesradar.com/opm With Sony’s super-machine on track to EDITORIAL Editor Matthew Pellett @Pelloki eventually overtake PS2 as the best- Managing Art Editor Milford Coppock @milfcoppock T Production Editor Dom Reseigh-Lincoln @furianreseigh selling console ever, developers keep News Editor Dave Meikleham flocking to Team PlayStation. This month we CONTRIBUTORS Words Alice Bell, Jenny Baker, Ben Borthwick, Matthew Clapham, Ian Dransfield, Matthew Elliott, Edwin Evans-Thirlwell, go behind the scenes of five of the best Matthew Gilman, Ben Griffin, Dave Houghton, Phil Iwaniuk, Jordan Farley, Louis Pattison, Paul Randall, Jem Roberts, Sam games due out this year to show you why Roberts, Tom Sykes, Justin Towell, Ben Wilson, Iain Wilson Design Andrew Leung, Rob Speed the biggest blockbusters of the gaming ADVERTISING world are set to be better on PS4.
- 
												  Warnermedia O Home Box Office, IncWarnerMedia o Home Box Office, Inc. and family companies including: . HBO Digital Services, Inc. HBO Home Entertainment, Inc. HBO Service Corporation . HBO Retail Ventures, Inc. Europe • HBO Bulgaria EOOD • HBO Adria d.o.o. • HBO Europe s.r.o. • HBO Adria SRB Lt. Belgrade. • HBO Holding Zrt. • HBO Polska Sp. z.o.o. • HBO Romania Srl • HBO poslovne storitve d.o.o. • HBO Code Labs International GmbH. • HBO Europe Original Programming Limited • HBO Nordic Services Denmark APS • HBO Nordic Services Norway AS • HBO Nordic Services Finland Oy • Home Box Office Spain Ventures, S.L. • HBO Nordic AB . Asia • Home Box Office (Taiwan) Co. Ltd. • Home Box Office (Singapore) Pte. Ltd. • Affiliates Asia, L.L.C. • HBO Pacific Partners, V.O.F. Canada • HBO Canada Services, Inc. o Turner Broadcasting System Inc. and family companies including: . Bleacher Report, Inc. Cable News International, Inc. Cable News Network, Inc. Cartoon Interactive Group, Inc. Cartoon Network Enterprises, Inc. Catch Sports LLC . CNE Tours, Inc. (F/K/A Cartoon Network Shop, Inc.) . CNN Interactive Group, Inc. Court TV Digital LLC . Courtroom Television Network LLC . Filmstruck LLC . Great Big Story, LLC . iStreamPlanet Co., LLC . Retro, Inc. Superstation, Inc. TBS Interactive Group, Inc. TCM Interactive Group, Inc. The Cartoon Network, Inc. TNT Interactive Group, Inc. TNT Originals, Inc. Turner Broadcasting Sales, Inc. Turner Classic Movies, Inc. Turner Digital Basketball Services, Inc. Turner Data Solutions, LLC . Super Deluxe, LLC (F/K/A Turner Digital Entertainment, LLC) . Turner Entertainment Networks, Inc. Turner Festivals, Inc. (F/K/A Turner Direct Retailing, Inc.) . Turner Media Ventures, Inc. Turner Network Sales, Inc.
- 
												  HOW to PLAY with MAPS by Ross Thorn Department of Geography, UW-Madison a Thesis Submitted in Partial Fulfillment of the RequireHOW TO PLAY WITH MAPS by Ross Thorn Department of Geography, UW-Madison A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science (Geographic Information Science and Cartography) at the UNIVERSITY OF WISCONSIN–MADISON 2018 i Acknowledgments I have so many people to thank for helping me through the process of creating this thesis and my personal development throughout my time at UW-Madison. First, I would like to thank my advisor Rob Roth for supporting this seemingly crazy project and working with me despite his limited knowledge about games released after 1998. Your words of encouragement and excitement for this project were invaluable to keep this project moving. I also want to thank my ‘second advisor’ Ian Muehlenhaus for not only offering expert guidance in cartography, but also your addictive passion for games and their connection to maps. You provided endless inspiration and this research would not have been possible without your support and enthusiasm. I would like to thank Leanne Abraham and Alicia Iverson for reveling and commiserating with me through the ups and downs of grad school. You both are incredibly inspirational to me and I look forward to seeing the amazing things that you will undoubtedly accomplish in life. I would also like to thank Meghan Kelly, Nick Lally, Daniel Huffman, and Tanya Buckingham for creating a supportive and fun atmosphere in the Cartography Lab. I could not have succeeded without your encouragement and reminder that we all deserve to be here even if we feel inadequate. You made my academic experience unforgettable and I love you all.
- 
												  Playstation 4 Vs. Xbox One the Battle for Market SuperiorityPlaystation 4 vs. Xbox One The Battle for Market Superiority Introduction skip to analysis The $27 billion console gaming category has undergone significant disruption and evolution in the last decade, particularly resulting from new entrants and an increased focus on online gaming. With the Nintendo Wii U’s abysmal sales, Microsoft and Sony now persist as the two primary competitors for the market leader position in the next generation of console gaming. Recognizing a traditional product life-cycle of five to seven years and little chance of increasing adoption rates after year one, the company that is able to establish dominance within the first six to twelve months will likely retain the position until the next generation of console hardware is released. As a result, Sony and Microsoft have boldly developed two different marketing strategies that stand in stark contrast to one another. The ‘One’ moniker attached to the Xbox is the embodiment of Microsoft’s vision of the future of the industry as not simply focused on gaming but as providing all-encompassing entertainment solutions. The Xbox One is being marketed as the one device to rule all facets of living room entertainment. Sony, on the other hand, stands in firm belief that gaming consoles should primarily focus on delivering a great gaming experiences above all else. This doesn’t mean that video playback and media applications are not available on the PS4, they are. However, Sony’s messaging is intended to define the PS4 as the quintessential gaming console rather than a holistic entertainment solution. www.infegy.com +1 816-494-1650 [email protected] 4151 N Mulberry Dr., Suite 240, Kansas City, Missouri 64116 Console Gaming Background Background skip to analysis The battle for market dominance in the console gaming category has always existed, but over time the key players have continually shifted.