It would look much nicer if when playing a PlayStation Mobile game on PS Vita that it showed the game title to your online friends instead of "PSM Runtime Package 1.21". While I understand that it is because the software is ran through the runtime package it looks a little messy. PSM and PS Vita are both PlayStation brands and should be better intergrated with this sort of thing.
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
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.
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?
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.
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.
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