Minimised apps can be terminated by the operating system, one of the reasons being low memory. Apps must work at a number of target resolutions. Allowing the memory allocation to be set per-resolution would potentially reduce the chance of the app being terminated.
I may want to use full screen render targets, these will use different amounts of memory at different resolutions.
I may want to load different textures. For example, at 1280x800 I may want to load high resolution textures. At 800x480 I may want to load lower resolution textures. The memory requirements are different. Loading textures in this way can potentially improve image quality and performance by avoiding the use of linear texture filtering.
So, having ranted how if we use the OSC, we can't do touchscreen, I am now going to be a complete hypocrite.
This new Vita TV device looks AWESOME! A really good way to expand the Vita's market. I can see this being chucked in the kids bedroom so they can play the odd titles, and stream the PS4 when parents are watching Eastenders.
However, I noticed a distinct lack of PSM information. This is probably because of the lack of touchscreen support. That's fine. But my game doesn't support touchscreen and makes use of the OSC. Surely, for the Vita TV, it's just a case of turning the UI bit of the OSC off, and then my game will fully work on a Vita TV? I'd love for this to happen and expand the indie market a bit more!
It is currently impossible to get hold of free codes to distribute for people to review. I think this is incredibly important - as it is a good way to get people to hear about your title, as people on the most part are not going to pay to review a game... It would be great if we could get codes to distribute in all of the stores that we provide to.
With the release of the PS4 approaching I was wondering Sony is supporting Indie developers all the way this time around is there any chance that PSM will be released as a cheaper alternative to development for the PS4 as well
I've noticed that it doesn't seem to be possible to render to RgbaH render targets or textures, is this a hardware limitation? I'd really like to be able to do HDR rendering on PSM, especially because most other formats show some sort of color banding and I hear that HDR solves that issue.
This is regarding the developers who have already paid the 100$ for a developers license. I'm personally not interested in a refund of any sort, in fact I'm very glad Sony is actively looking for ways to increase the size of the PSM development community.
I do however feel that existing developers should at least have their license expiry date extended from the period of the free PSM license which would be September 2014.
Developers could just sign up for a second account to get the benefits of an extension (2 accounts) but I would much rather have only one PSM account that's also tied to my primary PSN account.
I tried going to the psmdev site to "re-register" in hopes it would extend my expiry date but that didn't work.
Is the PSM team considering this issue? Will there be an annoucement soon in regards to how the recent free PSM release affects existing PSM developers who have paid a license fee?
Will you guys ever increase the RAM limit? Maybe increase in the next verson of PSM and include a class that detects the type of device the game is being ran on so we can use it to load different content for low end devices and high end devices? This will allow us to load content made for low end devices and load higher quality content for devices with more ram. Could you guys add seperate limits? 96MB for low end and more ram for high end devices? I know I said that a lot in many different ways lol but you know what I mean.
Since PSM titles in development have to be run through the Dev Assistant anyway, could it store logs from each launch of a game (named, dated and timestamped appropriately) and provide those logs to be retrieved from the publishing utility or something? It would very useful to help debug when you are testing on-device but not tethered to a development PC.
This means that a gamer who finally has reached a new highscore would think that his/her highscore is stored successfully on the server but may be unpleasantly surprised by the fact that his/her major effort isn't stored at all because of some error on the server without being informed about it ==>
And what is even worse ... it would seem like your game is not functioning well ... where it actually was Sony's server side service that had problems.
Suggestion is to add a method for getting status information about the service (running/down/...) and something to check for the result of a posted action (success/fail).
This way we can at least inform the user about server side problems on before hand and if a posted score has been stored successfully.
I would like to propose the idea of a general limited publisher key to be downloaded and used by all devices and by anyone.
In this way the publishing license still applicable but we can test or app on device.
Only with the solely purpose of testing.
The limited key could have the ability to check all time online connection of the vita to be sure will be not hacked or something similar.
Other could be a restriction only one app test per device at a time. Something that makes us buy a license in the end but make it general for all countries when decide how to resolve the country management.
Hello, my game currrently lags when I render to a frame buffer, but when I don't, it's smooth. I'm need to be able to render to a frame buffer with the same performance as when I'm not.. I have to render to a FrameBuffer to use my FX. Can you make rendering to a FrameBuffer faster in the next update? Thanks
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