What is the difference between ps vita and ps3




















Great news. Now announce that PS5 will be backward compatible with PS3, 2 and 1 and we will all be happy. Just sayin. And adding more Denominations in Stores.

Worth buying again now the Store is staying open! PSP Storefront was closed years ago. Thing being shut down is access through games to DLC purchases and some search workaround. Will the closure of the PSP store extend to the Vita? Thank you, Jim. I just really hope the people who pushed for this actually support those platforms going forward. Should have been set to go down to begin with.

Glad people got riled up enough for them to let Sony see they needed to reverse course. You obviously have no clue what youre talking about and if this was a joke it was pretty lame one. I was just playing on my ps3 last night. Even though i have a ps5, there are some special games that i can only play on the ps3. I am still playing on the PS3 acutally. Those are great systems with a lot of great, exclusive games. The PS3 sold 87 million units. There will be quite a lot of people still buying PS3 games in Consoles that are far older are still regularly used by some people.

One of the PS3 Call of Duty games still had around 50, players online recently, in a series that has had many more entries since then. Run along to your Call of Battlefield and leave us real gamers to enjoy all of PlayStation both past and present.

Many are getting a few hundreds to tens of thousands of views with a couple here and there getting hundreds of thousands. You see our point. There are still people who play those games. Maybe for broke people, retrospective-wise, etc. OMG congrats to the 10 people buying PS3 games! Yall enjoy your old games while I play my PS5 games.

You owe the games you play today to what came before. I looove my PS5, but it would be so much better if all the PS3 games I bought could be played on it :. PS has always been a diverse brand with different fanbases being catered to, and that decision really hurt fans of Japanese games, both fans and devs alike. ESRB, Cero, etc. But 9 NA studios. Which is probably why the PS4 generation had first party studios doing endless third person action games.

Generally with generic main characters and plots about trauma. I never thought it was such a big deal. How is it not a big deal?

This would have been a huge hit to Playstation brand reputation, not unlike what happened to Xbox at the beginning of the Xbox One cycle. Now please add backwards compatibility for PS2 games.

Would remove a great hassle of having own the actual PS2 console. I get that licensing is an issue with some games, but Microsoft managed to get several hundred Xbox games onto their newer consoles not just Specifically, the error issues popping up with error codes and ? I did talk to Support about this issue, and they knew of it… but no solution has yet been offered.

Exactly this. Now support them properly with actual sales, and clean them up already. The two store platforms are messes. You literally made the shopping experience the worst in console gaming, which is saying something. You want them to remove PS3 reserved space. But you want an update that uses the reserve. You really said remove the PS3 and Vita device limitations, which would make keeping the store open a big mistake because everyone would just share accounts lol.

Okay lol. Would be nice, but admittedly is not really worth the time and effort. Since you can still upgrade the drive you should just do that. Would be nice, unfortunately not possible without them releasing their own official SD card adapter, which is probably incredibly low on their priority list.

But number 3 should definitely happen without question. The Vita thing is asking too much though. You made the right decision! If you do this, everyone is a winner including gamers, developers, and you, Sony. Keep up the good work! PS1 and PS2 at the very least. Only 2K, which is p?

Dream bigger. We got more immediate problem worldwide. Please have systems in place to discourage scalpers and let your new console find their ways to the hands of real PlayStation fans.

Sony has a huge queue made to discourage scalpers. More immediate is a problem than some of the digital stores closing. In my case I got incredibly lucky.

Being a fan is great. Whatever happened to the Sony that changed, invented and innovated? Exactly, I say this all the time. Love this Jim. This is great news for smaller devs as well. Great call PlayStation. As an fan of PlayStation since Now just leverage your legacy consoles to make your PS5 an even more attractive offering than it already is.

You could make it a console with the BEST game library available if you put in the work. Faenix1 — Also the PSP store has already been closed since , no one was in an uproar about it since PSP games could still be purchased and downloaded to the system. You need to add backwards compatibility to the PS5.

Surely a team of talented coders could get something running on your very powerful machine. Jim Ryan should also apologize to all the hard working legacy developers he insulted when he claimed their games looked terrible. Truly a shameful statement. Yeah to absolutely kill off the PS3.

Do your own research because if you did you would know that its not possible. They said they will keep the store and you immediately ask for more…. I see no issue with asking Sony to improve their backwards compatibility to match what Microsoft are already doing.

If Sony want to remain competitive and avoid losing first place this generation, like with the PS3 in the 7th generation then they need to avoid becoming complacent. Emulating the PS3 is difficult, not impossible. Fans have been making good progress emulating it on PC with only reverse engineering. Sony could make a much better emulator much faster using all the internal knowledge and documentation they must have regarding the PS3. The issue was the CPU so that solved that.

The problem would be the cost to develop it and the time. Even if it worked the drive wouldnt be able to read physical discs so then they would have to make those game available digitally. So possible…but not practical. Thank you for the reconsideration and for listening to us! I do wish you could keep this up by always listening to our feedbacks and continue to never let us down! Although it is still inevitable for the PS store to eventually shut down in the distant future, I still agree with the community that we should have all old games carried over to the newer consoles.

Games are timeless and should never dissappear! Finally this Jim does anything, he has been a zero as president, only sad news on my dear Sony :. We use cookies to personalise your experience and ads on this website and other websites. For more information, visit our Cookie information opens in a new window page. Skip to content Skip to cookie notice. Like this Share this on Facebook opens in a new window Share this on Twitter opens in a new window. Share this story Share this on Facebook opens in a new window Share this on Twitter opens in a new window.

Comments are closed. Newer comments. Thank you, Jim! I suspect this is Jim being forced to backtrack. Thank you Jim so very much. I was already buying games early January when the website store front was closing. Which I will eventually but this buys me some time to figure everything out with my budget. Thank You so very much. For what? For lying to his customers? Or for putting his mlb game on gamepass?

Or for cut funding japan studio And abandon Japanese games? Yeah, fast im going to agree with you in that, abandoning Japense games and JPN studio is awful. Oh The real ghost. Chomza85 April 19, at pm PDT.

Bye… not thank you. We won, Mr. Just make a Legend of Dragoon Remake already. Because they make great games that fit the Japanese taste and the globe. There are ways to recompile games to make them compatible without using an emulator. An emulator can also be used, there are some on PC that do work.

Look why you said the psp is closing on july 2 and we have to keep purushing. Totally agree. Cormasco April 19, at am PDT. Deferred shading is implemented in Uncharted correction: but not in Killzone , allowing for a vast array of light sources on-screen without incurring a huge performance hit.

In Killzone: Mercenary, the use of light and shadow is combined with layers of post-process effects to create a gritty visual aesthetic similar to Killzone 2.

Meanwhile, Uncharted's global illumination system fills the natural environments and ancient ruins with an impressive level of depth and ambience that rivals - and sometimes exceeds - the original Uncharted game. In some ways Killzone: Mercenary is the more impressive of the two games here, demonstrating how intimate knowledge of the hardware, along with optimised code, yields improvements as the platform slowly matures.

For example, the level of post-processing is visibly more advanced than in other Vita titles, while the slew of alpha-based effects - such as volumetric smoke and fire - appear well-animated and have a considerable amount of depth to them, despite being rendered in a distinctly lower resolution.

There's also evidence of a dynamic framebuffer at work, too, which occasionally sees the rendering resolution lowered from x when the engine is under load. While some iOS and Android games for example, Riptide GP allow the use of selectable resolutions - similar to PC games - these changes are manually selected by the user, resulting in a permanent sacrifice in terms of quality, whereas the variable resolution set-up on Vita only sees a temporary downgrade until performance stabilises.

Unless our eyes deceive us, Killzone only seems to deploy resolution reductions if the camera is in motion - if still, resolution remains native. This is a neat trick as frame-rate drops are only likely to be noticed in motion, and not in still scenes. Shooting forms a large part of Uncharted: Golden Abyss, but confrontations set in detailed areas filled with enemies have a significant effect on performance, leading to barely playable frame-rates in places.

Thankfully, this doesn't happen enough to spoil the overall experience. Uncharted: Golden Abyss remains one of the most visually impressive Vita games, with excellent use of real-time lighting also via deferred shading and environments that feature a huge sense of scale and pack in a considerable amount of detail.

This is also bolstered by the use of various effects, such as depth-of-field and surface shaders on the characters - elements that we simply don't see implemented to the same degree on the vast majority of mobile titles. The compromise is that we are looking at a sub-native x framebuffer without any anti-aliasing FXAA was trialled by the coders, but it didn't make the grade. However, the reduced level of image quality is less pronounced on the Vita screen than it is when viewed on a much larger computer monitor.

What is striking is just how much of the core PS3 experience is translated onto Vita without having to completely redesign how these games play. While Uncharted lacks the large scale set-pieces found in the PS3 instalments, the game still features its fair share of collapsing buildings and dramatic scripted scenes.

All of the basic elements - such as combat and traversal - are similarly polished and quite closely follow the high standards set by the PS3 originals, even if the overall scope has been dialled back in the conversion process.

Likewise, Killzone: Mercenary offers up a very convincing experience that certainly echoes that of the PS3 games in terms of attention to detail, and the shooting remains intense compared to the pedestrian action in the vast majority of mobile FPS games. The downside is that performance generally isn't as stable as the equivalent PS3 franchise entries. Frame-rate is heavily impacted for extended periods due to the level of detail and effects work during demanding scenes and the weaker Vita hardware.

This is particularly noticeable in Uncharted, where frame-rates come crashing down below 20FPS when there are several enemies on screen as well as a lot of trees and effects. It's fair to say that in these scenes the shooting is heavily compromised and the game temporarily becomes almost unplayable, with huge spikes in controller latency making aiming and moving feel very heavy.

LittleBigPlanet on PS Vita is one of the unsung heroes of the platform, redesigned with Vita in mind, with many cute hardware-specific features.

The quality of the visuals matches the splendour of the OLED display beautifully. In other areas shoot-outs have less of an impact on performance, with drops down to the mid-twenties at worst, but the effect this has on gameplay is much less severe - aiming and shooting is still responsive enough for combat to be enjoyable, although the level of controller response isn't as high as in the PS3 games.

Comparatively, the Killzone: Mercenary preview code we played appears to be better optimised, with the game more closely adhering to the desired 30fps refresh across general run-of-play, and when gunfights do break out, the drop in performance is nowhere near as problematic as in Uncharted. Elsewhere, both titles remain relatively smooth outside of combat.

While performance is sometimes an issue, the games still come across as worthy companions to the PS3 offerings. Both Killzone: Mercenary and Uncharted: Golden Abyss are games that have been built from the ground up around Vita hardware, working with the system's limitations and exploiting its advantages to get a good balance between graphical representation and performance.

But how well does the system fare across a range of multi-platform titles, where the underlying technology won't necessarily have been optimised with Sony's handheld in mind? While the results inevitably vary from game to game, it is surprising just how close most titles actually look on the small screen compared to their PS3 counterparts. The quality of the conversion work is stunning considering the game boasts a 60fps update on both consoles, with precision control to match.

Dealing with lower geometry throughput, reduced video RAM and less memory bandwidth means that most assets and effects need to be scaled back to run on Vita, although in most cases much care has been taken to ensure that core level design and gameplay remain completely unaffected.

The smaller screen also helps immensely in minimising the impact. In fact, taking a look across a small range of titles reveals some commonality between the techniques uses in replicating the full-fat console experience on the pint-sized Vita. Across the board we regularly see that the geometry counts on both characters and environments in various games are pared back, with high-quality textures often swapped out in favour of lower-resolution artwork.

In terms of Virtua Tennis 4 - one of the most triumphant conversions - we also see the removal and reduction of specular highlights, reflections and lighting.

We also see the absence of some of the more demanding effects - such as the coating of sweat on the characters in VT4, or the stylised surface shaders in Street Fighter X Tekken. In addition, the level of anisotropic filtering in many titles is commonly dialled back, resulting in blurrier textures. Again, the smaller screen mitigates the impact of this. In terms of all the multi-platform games featured on this page, Virtua Tennis 4 and PlayStation All-Stars come closest to replicating the PS3 experience on the Vita, with both games targeting the 60fps gold standard found in the home console releases.

Both titles also run natively at the Vita's x resolution, delivering a crisp presentation not always found on some of the system's flagship titles. Virtua Tennis 4 features the use of 2x multi-sampling anti-aliasing MSAA , which helps to deliver extremely clean imagery, while PlayStation All-Stars runs without any form of AA, but this has little impact of the quality of the overall image given the fine pixel density on offer with the Vita's five-inch OLED screen.

Despite featuring reduced geometry counts, pared-back effects and lower-res textures, it's hard to tell the difference when playing on the Vita's five-inch OLED screen.

Impressively, the level of detail in both games comes pretty close to matching the PS3 versions, with the characters in Virtua Tennis 4 being particularly noteworthy.

Objects are reduced in complexity, rather than removed, which certainly helps in creating the illusion of achieving PS3 quality on the small screen, while other elements - such as the removal of some visual effects - are barely missed when the core graphical look is so closely reconstructed in the first place. The zoomed-out action benefits PlayStation All-Stars, too, although the characters do get scaled back a little more than in Sega's game.

More importantly, though, nothing has been compromised in terms of how the games play, and this is reflected in terms of performance: both games target a silky smooth 60fps, and manage to achieve this with relative ease during gameplay. Frame-rates are more variable in PlayStation All-Stars when the action is situated in more complex stages, but Virtua Tennis 4 is the stand-out title here, never dropping a frame outside of the replays or post-match sequences where Vita does struggle in comparison to the PS3.

Surprisingly, in some scenarios the Vita even gains an advantage over its bigger brother, although this doesn't result in any benefits where gameplay is concerned: the pre-match sequences in Virtua Tennis 4 run with an uncapped frame-rate on Vita, maxing out at around 40fps, while they are capped at 30fps on the PS3. Meanwhile, PlayStation All-Stars features less pronounced drops in smoothness at various points on the handheld, which remains solidly v-synced.

In comparison, v-sync is temporarily dropped on the PS3 game, resulting in some short bursts of tearing when the engine is taxed, but not necessarily leading to higher frame-rates. The PS3 version features additional surface shaders, along with extra environment detail and higher-resolution effects. The Vita game retains all of the title's key background set-pieces though.

This fine layer of balance between graphical quality and performance isn't quite replicated to the same degree in Street Fighter X Tekken, where certain aspects of the environments are more noticeably pared back to reduce the overall rendering load. Furthermore, it looks like a sub-native framebuffer is employed too, but the usual "jaggies" are suppressed by what appears to be a strong layer of anti-aliasing to smooth over edges. The end result is a game that does well to look clean and fairly crisp on the small screen while targeting 60fps, but struggles to maintain a solid level of smoothness when the action intensifies.

Despite this, Street Fighter X Tekken on Vita still plays well enough for hardcore fans to enjoy casual matches on the move, but the PS3 and versions of the game are better suited to more serious competition. In other titles the balance between graphical quality and performance is further removed on Sony's handheld.

Sly Cooper: Thieves in Time also renders natively in p without anti-aliasing and with the bulk of the PS3 game's details intact, albeit with some elements removed, such as foliage and cel-shading on the characters. But rather than target the same fluid 60fps refresh as found in the PS3 game, performance is lowered to a more manageable 30fps on the Vita - a similar state of affairs to the Oddworld Stranger's Wrath HD Vita conversion.

In addition, the engine doesn't seem to be that well optimised, with half-second pauses and regular frame-rate drops that make the controls feel heavy and slow to respond compared to the same experience on PS3. Curiously, the in-engine pre-mission area is rendered with the same level of detail as the PS3 game in the handheld incarnation, but as a result of this the frame-rate takes an even bigger hit than usual, causing a huge amount of judder to manifest on-screen - an interesting experiment in seeing how equal rendering loads don't out particularly well for the mobile hardware.

The main differences here revolve around missing cell shading on the characters and some absent reflection specular effects. A similar set of trade-offs are also found in the Metal Gear Solid HD collection, although the quality of the conversion work isn't quite as optimised as it could have been considering that we're dealing with PS2-quality assets.

Both MGS2 and its sequel share almost completely identical artwork with their PS3 counterparts, except for some lower-resolution textures and modified visual effects. Besides these changes, the main compromises are again centred around the rendering of the framebuffer and performance. Both games render in x without any anti-aliasing, meaning that the games lack that crisp "retina-like" look found in native p titles like Virtua Tennis 4 and PlayStation All-Stars.

Yes, remarkably we have an HD collection that is in no way rendering in any form of high definition: the increased visual benefits all derive from an upgrade to progressive scan and the beautiful OLED screen. Performance-wise, frame-rate has been capped at 30fps in MGS3 due to the complexity of the environments, which feature plenty of bandwidth-sapping foliage, although MGS2 does still target 60fps.



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