Sony hate thread

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but at least with that there's no one buying physical PC games at this point and pretending those discs would have anything meaningful on them(also could you imagine the installers for something even on DVD with game sizes these days? "Please Insert Disc 12").

They didn't care back then either. I remember CoD2 having a half dozen install CDs.
 
IMG_2345-2_766870f6-809e-478b-9446-36497e922b6c_1024x1024@2x-48295534.jpg

Playing this game on a 360 was a riot.
 
The scary thing is, often times the bulk of a game's massive size isn't even graphic or geometry data, but rather all the voice lines in however many fucking languages they want the game to have. If they ship a speech-heavy game in ten languages, everybody gets all the data (no localization, and I bet people would bitch anyway about "region locks" or whatever anyway), and it hogs half the total space. Because as with textures and videos, they can't compress/optimize for shit. They could store all their voice lines in monaural OGG, AAC or MP3 and mix it in-engine, but nope, they almost always do stereo FLAC and sometimes they even encode 5.1 and then downmix to stereo where needed.
 
There's always new storage mediums, we had Blu Rays with 100 gig capacity that existed they just wanted to cut costs every place they could find it

And to be honest, disc's have always been dirt cheap to produce. I cant imagine having indefinite servers bleeding data is any cheaper in the long run. Its like ok, a flop is gonna be less costly but what about thr average cost
 
The problem is people want 4k textures, everything with voiced dialogue, etc. That shit takes space. Otherwise you get the issue that I mentioned with consoles where only half the game is on the disc if that. No amount of optimization is going to get a 100+ GB game to fit on a single DVD for PC and no one bought blu-ray drives.
People would have bought blu-ray drives if there was any real use case other than "I'm a cinephile" or "I don't trust my backup hardrives." Afterall, blu-ray drives were very common for console gaming, they just never took off on PC because people were willing to accept all digital sooner (the secret reason for this is that consoles don't compete with piracy).
 
Sony is reportingly dropping the PlayStation Network name branding after twenty years of usage. I guess because Xbox renamed Xbox Live as Xbox Network, they don't want any confusion. I'm just spitballing.

Best thing about the PS3 has to be its sleek interface from its choice of font and layout.

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That is the cleanest font I've seen yet on a console.
 
Best thing about the PS3 has to be its sleek interface from its choice of font and layout.

View attachment 8731545

That is the cleanest font I've seen yet on a console.
It's called "Rodin," and the variant for PS3 specifically is called SCE-PS3 Rodin LATIN Regular. It gets used on a lot of games on Nintendo platforms too (you can spot it by the way the lowercase 'e' character's middle horizontal line is ever-so-slightly angled upward from left to right rather than being completely horizontal. You're right though, it's a gorgeous typeface.

ETA: lol I'm a dumb faggot. You already ID'd and linked to it. kek. I leave this post to remind us all of my shame (and supply a separate source for it, I suppose). :story:
 
It gets used on a lot of games on Nintendo platforms too (you can spot it by the way the lowercase 'e' character's middle horizontal line is ever-so-slightly angled upward from left to right rather than being completely horizontal. You're right though, it's a gorgeous typeface.
Come to think of it, that font on the website's preview looks like the Wii's virtual keyboard.

1774058627116.png

And it IS!

Worst thing about PSN, other than its obvious security, has to be that you cannot add a space onto your PSN ID. Why that is, I have no idea.

Okay, so ResetEra says it has something to do with how their backend database reads spaces. The name identifier in PSN uses spaces as a "syntax separator" or something. Such an odd limitation.
 
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Okay, so ResetEra says it has something to do with how their backend database reads spaces. The name identifier in PSN uses spaces as a "syntax separator" or something. Such an odd limitation.
Makes sense. It really shouldn't surprise any of us that a company with Sony's notorious security standards can't figure out how to properly quote strings in DB queries (or better, use prepared statements to avoid SQL injection vulnerabilities entirely).
 
It really shouldn't surprise any of us that a company with Sony's notorious security standards
Even better, they did not even have their own multiplayer servers from PS2/PS3. They had to use Gamespy for their exclusives or developers had to use their own backend for servers.
how to properly quote strings in DB queries (or better, use prepared statements to avoid SQL injection vulnerabilities entirely).
Something must've changed in their code when they introduced the name change feature where it could cause adverse effects on certain games
 
The scary thing is, often times the bulk of a game's massive size isn't even graphic or geometry data, but rather all the voice lines in however many fucking languages they want the game to have. If they ship a speech-heavy game in ten languages, everybody gets all the data (no localization, and I bet people would bitch anyway about "region locks" or whatever anyway), and it hogs half the total space. Because as with textures and videos, they can't compress/optimize for shit. They could store all their voice lines in monaural OGG, AAC or MP3 and mix it in-engine, but nope, they almost always do stereo FLAC and sometimes they even encode 5.1 and then downmix to stereo where needed.
It reminds me that the Halo credits is a massive 4k Video. When it could be cut down to megabytes if they just used text and images like any other game. With what your saying, Is it really that hard to just let you download the language packs you want to use? SMT V is the newest game I've played where If I wanted Jap voices I had to download them from the e-shop, as English is the only voice set on the cartridge.
 
It reminds me that the Halo credits is a massive 4k Video. When it could be cut down to megabytes if they just used text and images like any other game. With what your saying, Is it really that hard to just let you download the language packs you want to use? SMT V is the newest game I've played where If I wanted Jap voices I had to download them from the e-shop, as English is the only voice set on the cartridge.
The funniest thing about it? All the game platforms do this stupid shit, including Xbox, which literally has no excuse for it. As a Microsoft subsidiary, Xbox already has access to infrastructure to create regional and compartmentalized packages and images based on both region and language. Windows, Office and Visual Studio (along with pretty much all the under-the-hood resources and packages for the underlying libraries, SDKs, etc.) are all modular and essentially plug-and-play with countless language translations. It's the reason why you can easily download and install the Japanese locale on a PC running English Windows for North America, and why Windows ships on a DVD instead of a deck of fucking Blu-Rays.

So they already know how to do it, already have the infrastructure set up to automate and deploy it, and have been doing it on a major platform and application suite with literally hundreds of millions of installed users for over two decades. It's probably saved them countless petabytes of bandwidth at this point too, and spared customers globally the pain of downloading gigabytes of shit they'll never touch because they don't speak anything but their local language. The biggest insult is I know the OG Xbox team poached developers from the Windows team, so that knowledge presumably went along with them to the Xbox division.

They're just too lazy or stupid to bother doing it. They could literally just ship the bare-minimum data to run the game, and then a language pack that contains translation strings for the UI, dialogue/subtitles, and audio for voice-overs. But nah, they just cram it all into one big download everybody uses instead, and countless copies of useless data that's never touched by most users gets transferred over the internet for no good reason. Because they're fucking morons.
 
The scary thing is, often times the bulk of a game's massive size isn't even graphic or geometry data, but rather all the voice lines in however many fucking languages they want the game to have. If they ship a speech-heavy game in ten languages, everybody gets all the data (no localization, and I bet people would bitch anyway about "region locks" or whatever anyway), and it hogs half the total space. Because as with textures and videos, they can't compress/optimize for shit. They could store all their voice lines in monaural OGG, AAC or MP3 and mix it in-engine, but nope, they almost always do stereo FLAC and sometimes they even encode 5.1 and then downmix to stereo where needed.
It's even worse than that, not only are we dealing with uncompressed voice lines in a dozen plus languages, but also uncompressed textures and prerendered videos (though that's rarer nowadays).

Then there's the fun part where they put duplicate textures, models, sound files et al in different sectors of the disk to decrease loading speeds, further bloating the filesize.
 
It's even worse than that, not only are we dealing with uncompressed voice lines in a dozen plus languages, but also uncompressed textures and prerendered videos (though that's rarer nowadays).
Idk where this is coming from, all textures are compressed, they would not ever be shipping uncompressed textures for 99.9% of cases. Same with audio, they aren't shipping flacs, its typically wav at worse (WWise ships compressed wavs that aren't even CD quality, and then compress them again in audio banks) and its lossy. Pre-rendered videos (which are very common still, and they are in 4k) and multiple language dubs are the largest contributors then followed by textures
 
Checking this thread reminded me of something lately.


The shmucks who paid for the PS5 Pro are getting FSR4 under the guise of an upgraded PISSER pretty soon. Though any recent news was overshadowed by Nintendo's update that had the feature that officially allowed almost every game for the original switch to run in docked mode when on the Switch 2's handheld mode, and Nvidia's own "We needed two 5090s to make the game look uglier" demonstration that was the DLSS 5 demo.
 
Though any recent news was overshadowed by Nintendo's update that had the feature that officially allowed almost every game for the original switch to run in docked mode when on the Switch 2's handheld mode
Note that only applies to games for which "upgraded editions" aren't being sold. They're still double-dipping on quite a few titles.
 
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