Yeah, plus the higher resolution. As I recall the iPad 3 has the same GPU as the Vita but without the + after the MP4, so no 128mb of VRAM. The CPU doesn't really seem all that important, though, unless you're having a lot of enemies onscreen at a time.
Voice acting and localization is done by a third party studio (very specialized in that stuff). ^^ Final localization check is done by Apple.
There's a lot of interesting stuff you can do with more cores. For example in the PS3 you can even do image effects (full screen shaders) entirely on the CPU. Well, on the Vita more CPU can also means more logical calculations. I also use the CPU to avoid heavy calculations in the GPU. Ironic but when is really balanced you can get extra performance speed from the CPU. For example, our screen-noise effect uses the CPU to pass pre-baked data into the GPU (instead of doing everything on the GPU). Something to take into account is that, when you do shaders, your GPU have to do all those calculation for every pixel on the screen (every frame) which means a lot while the CPU have only to do it once per frame. But isn't always like that, is a case by case scenario (depending on the desired effect you want to achieve, it's aproximation, etc).
Omg, i don't even want to think all the money we've spend (which is a huge amount of money for a small studio). xD All i can say is higher than half million $.
u should make a game like dead island or left 4 dead on ps vita or just port it it would be awesome too
Or if Tato joined up with Activision and made a sequel to that zombie bowling app... it would be epic!
I'm glad my post helped soothe the hurt at least a little bit. Hm... while being immortalized in a psychological horror game sounds fantastic, I'm not sure I understand how it will be used. I'm honestly fine with you reading and responding to the post. You don't have to take any more action with it, especially because I think outside of Touch Arcade, it will appear out of context and might not make all that much sense. Get what I'm saying?
We've spend a huge amount of time in our framework (F.O.G which stands for Fear Oriented Gameplay). It's primary a survival horror game engine. We plans to squeeze it for our upcoming titles and sequels. Now what will Sony say about FM or any future title is a bit soon (yeah the magic soon word ) to speculate. What I can tell you is that we will do something on the Vita. You'll have more information about this before (or when) launching FM. Warm regards,
An other Female character from our game, she's called Noah. The image was filtered with our custom sepia and noise image effects (in real-time) but there's also JPG compression artifacts, becareful. ^^ I can't say much about her at this point, all i can say is that she is a sweet sexy lady.
Yes, Shadowmap resolution, images effects, antialiasing techniques, shader quality, texture resolutions, texture filtering, etc. You'll be able to set a downscaler resolution value which is computed as device resolution * downscaller that ranges from 0.1 to 1.0. For example screen height*0.7 will give you 70% of pixels, useful to save fill rate. That result is then upscaled into the device native resolution (aka stretching pixels) so it covers the entire screen. We of course set a predefined configuration based on each device that we judge as optimum, but you can turn whatever on/off and make the game run faster or slower, prettier or uglier. Cheers,