Linked by Thom Holwerda on Thu 21st Feb 2013 18:18 UTC, submitted by twitterfire
Games Late last night, Sony unveiled the PlayStation 4 - sort of. It's got a custom 8-core AMD x86-64 processor, 8GB of GDDR5 RAM, and a custom Radeon-based graphics chip. It's also got additional chips to offload specific tasks like video (de)compression (livestreaming is built-in!), and there's a large focus on streaming games, but most of it is "an ultimate goal" instead of a definitive feature. It won't play PS3 discs (but will eventually stream many PS3 games), and, while there's some weaselwording involved, second hand games are safe. The biggest surprise? The console itself wasn't shown because it's not done yet. No joke. No price, no release date (other than somewhere before the holidays).
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RE[2]: Comment by jigzat
by jigzat on Sun 24th Feb 2013 02:12 UTC in reply to "RE: Comment by jigzat"
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I might be wrong but usually when you develop over a PC you must use an operating system loop that is controlled by the OS in order to adjust process priority acording to its own calendarizer and use the operating system own API. But when you programm over a gamming console you bring your own API that interacts with the hardware, so your code takes over the hardware and get maximum priority.

In the case of the PS3 yes there is an OS but it works over a full single core, is not interacting with the rest of the cores and the games only interact with the OS to report certain things (like trophies), but the game again takes over the whole hardware.

You might be right in the case of the PS4 considering what Sony is trying to pull off, like playing while downloading, playing PS4 games with the Vita, recording footage, and the proclaimed development easiness. Right now only PS4 developers know how it was implemented, but one way could be to use a Sony developed OS or a new Sony's game engine that implements almost everything for the developers or maybe just a really advanced development kit.

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