The Old PlayStation Thread | *NEW THREAD IS UP*

Anybody familiar with WIFI extenders/boosters?
My PS4 gets a relentlessly slow signal downstairs and its hindered my gaming the past year or so

Netgear actually makes some pretty legit extenders. They also allow you to hardwire for better speeds. The newer ones are dual band but you can switch them to a single band to boost your speeds even further,

Yeah I'm going to head out to Best Buy in the morning and try something out, just wondering if anybody had specific models that work great for them. I tried the powerline options but my house was made in the 60's so the wiring made it barely any better than WIFI
 
Does anyone actually use the playstation app?

Much easier to send messages on the phone than using the DS4 and you can do it while playing a game instead of leaving the game to send messages.
 
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Much easier to send messages on the phone than using the DS4 and you can do it while playing a game instead of leaving the game to send messages.
recently downloaded it for that very reason, but it seems laggy/slow to respond. still much easier than typing on the playstation, for sure.
 
No Man's Sky patch out.

Can they redeem themselves the way Blizzard did with Diablo 3 and Square with FFXIV?

Patch Notes

•General Gameplay ◦Fixed technology becoming instantly fully charged when repaired
◦Fixed ship appearing on incorrect pad in space station after loading
◦Added interactable objects that required certain tech to collect
◦Added shootable objects that require certain tech to mine
◦Rebalanced resource availability and technology charge requirements
◦Fixed initial game flow - where travelling to space too quickly after visiting the monolith could prevent the first atlas station notification appearing
◦Prevented player being prompted to scan for buildings before leaving the system after visiting the monolith
◦Prevented laser and melee attacks while in space from attempting to edit terrain
◦Improved calculation of resources received when mining terrain
◦Renamed Signal Scanners to Signal Boosters
◦Signal booster objects updated to search for playable bases, suit upgrade pods, and mineable resources
◦Removed signal booster from being distributed on terrain, as player can now build them
◦Improved accuracy of environment detection, fixing cases where it rained inside caves
◦Fixed galactic waypoints not loading correctly across saves
◦Removed atlas pass v1 requirement from doors in stations
◦Suit upgrade pods are no longer spawned in stations
◦Suit upgrade pods can now only be used once
◦Fixed collision in anomaly that was causing issues when exiting larger ships
◦Increased the number of different NPC character models generated per system
◦Fixed the game always remaining in day time for players who began their save prior to patch 1.03
◦Fixed a potential crash in foliage instance renderer

•Localisation ◦Fixed stats page in asian languages
◦Fixed multiple issues with asian language formatting
◦Multiple improvements and fixes to localisation text in all languages

•UI ◦Added new icons for specific types of primary resources
◦Fixed health bars not appearing on some targets
◦Added hazard and life support drain indicators
◦Fixed mission messages not appearing in a timely fashion
◦Beacons now notify the player that they will save the game
◦Fixed crash when creature IK animations were updated under certain conditions on the discovery screen
◦Improved navigation in discovery UI
◦Massive speed improvements to browsing huge discovery lists
◦Increased size of discovery storage
◦Added option to load "Earliest" previous save in Options menu
◦Fixed weapon naming
◦Added icon to remind players of the reload button when weapon is empty
◦Multiple fixes for viewing discoveries

•PS4 ◦Added photo mode
◦Large optimisations to the engine to accommodate base building

•PC ◦Added support for up to 8 mouse buttons
◦Fixed better order position history for mouse smoothing
◦Fixed bug where setting gamma to zero gave a fully bright rather than fully dark image
◦Fixed hard-limiting on save sizes, with appropriate warning about free space on boot
◦Player is now notified when shaders are being loaded
◦Fixed occasional crash on exit
◦Fixed performance of trail renderer for some AMD cards
◦Large optimisations to the engine to accommodate base building

•Generation ◦Added biome specific plants
◦Adopted new method of distributing resource plants on terrain, for more lifelike clumps of plants
◦Improved distribution of plant life across all terrain types
◦Introduced visual differentiation of red, green and blue star systems
◦Introduced new mineable terrain resources found only in red, green and blue star systems
◦Reduced average building frequency
◦Introduced planets with elevated building density
◦Introduced planets with no buildings or sentient life
◦Increased the proportion of lush and tropical planets
◦Decreased the proportion of lifeless planets
◦Fixed bug where multiple ships could appear, overlapping, at the player's start scene
◦Prevented certain building types being incorrectly placed underwater
◦Prevented multiple buildings occasionally being placed in overlapping positions
◦Prevented buildings occasionally being placed intersecting with the terrain
◦Improved and altered per-planet terrain resource generation, improving gameplay and visuals

•Creatures ◦Fixed elevation cache mismatches, causing errors in creature knowledge and pathing
◦Fixed slow memory leak in creature role allocation
◦Improved creature animation speeds
◦Fixed issues where some creatures turns had the incorrect frame count
◦Fixed occasional crash when interacting with creatures

•Atmospherics ◦Increased proportion of vibrant blue skies
◦Corrected cloud levels for clear skies
◦Improved average cloud level settings
◦Fixed cloud rendering while flying in your ship
◦Improved atmosphere depth when transitioning to space
◦Increased fidelity of atmosphere rendering on nearest planet
◦Improved atmospheric fog as you fly to a planet
◦Improved fog method for planets seen on the horizon

•Terrain ◦Improved terrain generation algorithms
◦Improved and extended blend areas between different terrain noise types
◦Terrains now generate more open spaces
◦Smaller features now appear at nearer lods to improve visuals in the distance
◦Fixed objects being placed on incorrect terrain material types
◦Improved resolution of distant planet terrain
◦Decreased differences between planet as seen from space and actual planet terrain
◦Fixed seams on planets when seen from space
◦Improvements to terrain material selection and terrain material blending
◦Terrain generation priority and cost calculation improvements
◦Fixed terrain generation angle calculations, which would previously prevent nearest region being generated first
◦We now generate caves on lower terrain lods to decrease visual differences in lower detail terrain
◦Introduced more varied and vibrant colouring to terrain for each biome
◦Decreased frequency of brown terrain colour selections
◦Changed texture scales to improve transition between terrain lods
◦Improved terrain colour combinations to add variety and better match terrain contouring
◦Improved terrain texture blending method to better retain vibrant colours
◦Improved settings for hue, saturation and value noise variation on terrain
◦Fixed a number of issues causing holes to be seen in the planet terrain
◦Fixed occasional crash when mining terrain

•Visuals ◦Fixed colour of muzzle flashes on player weapons
◦Added muzzle flashes to ship weapons
◦Added cockpit lighting for damage and weapon firing
◦Added debris to freighter explosion effect
◦Improved freighter cargo explosions
◦Improved photon cannon hit and space explosion effects
◦Improved turret explosion effect
◦Improved grass colour selection
◦Improved grass colouring method to match underlying terrain colour
◦Improved grass placement to match gradient of terrain, and rocky terrain slope patches
◦Improved lighting on grass
◦Improved alpha cutoffs and blending for grass in the distance
◦Improved colouring method for on-planet buildings
◦Fixed "pop" in lighting when flying between planets
◦Fixed incorrect lighting seen in shadow areas
◦Improved lighting method when rendering tree leaves
◦Fixed procedural texturing on objects with multiple overlapping textures
◦Fixed size of certain texture atlas normal maps
◦Fixed texture scaling on asteroids
◦Zinc plant is now more obvious when it has been gathered
◦Fixed occasional rendering errors due to precision on cockpit during warp
◦Fixed pulse lines not appearing when pulse driving out from planet atmosphere
◦Fixed shadowing artefacts on imposters

•Space ◦Improved asteroids to allow much denser fields
◦Improved explosion effects
◦Fixed scale of moons on the space map
◦Added freighter groups to the space map
◦Changed distribution of resources in asteroids
◦AI ships will now clear asteroids in their path
◦Planets are now scannable from space to see their resources

•Space Combat ◦Fixed bounty targets warping out too soon
◦Improved HUD indicators in space combat
◦Added damaged ship effect on AI starships
◦Added formation flying
◦Improved locking on passive starships
◦Improved AI combat flight patterns
◦Added new ship weapon technology
◦Holding brake whilst turning now activates drift for fast turns
◦Improved AI ship freighter attacking
◦Improved freighter targeting code when under attack by enemy ships

•Freighters ◦Fixed pulse drive to prevent travel through freighters
◦Improved docking code
◦Added hangar to the lead freighter
◦Added docking in freighters
◦Added icon to accessible freighter hangars
◦Added colouring to cargo drops to identify what is in them
◦You can now only pick up cargo drops that will fit in your inventory
◦Added auxiliary freight ships to freighter groups
◦Added alert lights and alarm audio for when freighters are in combat
◦Improved turret lights and explosions
◦Improved muzzle flashes on freighter turrets
◦Added indicator of cargo contents
◦Freighter Commanders now give rewards for rescuing them from pirate attack
◦Fixed collision on freighter cargo containers

•Audio ◦Updated the lush ambience to make the wind sounds less noisy
◦Ambient background fauna now checks for the presence of creatures
◦Added rain on foliage
◦Added rain on ship
◦Added freighter specific footsteps
◦When on a dead planet, no music will play
◦Round table prop now plays an appropriate sound
◦Added more music to the loading sequence and game start
◦Added audio to new base building props
◦Created sounds for new base building props
◦Added audio to freighter doors and internal freighter ambiences
◦Added freighter explosions
◦Added freighter alarm
◦Added ambient radio comms when approaching a freighter
◦Fixed missing sounds when in a space station due to the mix settings
◦Multi-tool upgrades now affect audio
◦Lots of minor mix changes
◦Changed some compression settings for PS4 audio to make the sub-channel audio play more reliably
 
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No Man's Sky patch out.

Can they redeem themselves the way Blizzard did with Diablo 3 and Square with FFXIV?

Patch Notes

•General Gameplay ◦Fixed technology becoming instantly fully charged when repaired
◦Fixed ship appearing on incorrect pad in space station after loading
◦Added interactable objects that required certain tech to collect
◦Added shootable objects that require certain tech to mine
◦Rebalanced resource availability and technology charge requirements
◦Fixed initial game flow - where travelling to space too quickly after visiting the monolith could prevent the first atlas station notification appearing
◦Prevented player being prompted to scan for buildings before leaving the system after visiting the monolith
◦Prevented laser and melee attacks while in space from attempting to edit terrain
◦Improved calculation of resources received when mining terrain
◦Renamed Signal Scanners to Signal Boosters
◦Signal booster objects updated to search for playable bases, suit upgrade pods, and mineable resources
◦Removed signal booster from being distributed on terrain, as player can now build them
◦Improved accuracy of environment detection, fixing cases where it rained inside caves
◦Fixed galactic waypoints not loading correctly across saves
◦Removed atlas pass v1 requirement from doors in stations
◦Suit upgrade pods are no longer spawned in stations
◦Suit upgrade pods can now only be used once
◦Fixed collision in anomaly that was causing issues when exiting larger ships
◦Increased the number of different NPC character models generated per system
◦Fixed the game always remaining in day time for players who began their save prior to patch 1.03
◦Fixed a potential crash in foliage instance renderer

•Localisation ◦Fixed stats page in asian languages
◦Fixed multiple issues with asian language formatting
◦Multiple improvements and fixes to localisation text in all languages

•UI ◦Added new icons for specific types of primary resources
◦Fixed health bars not appearing on some targets
◦Added hazard and life support drain indicators
◦Fixed mission messages not appearing in a timely fashion
◦Beacons now notify the player that they will save the game
◦Fixed crash when creature IK animations were updated under certain conditions on the discovery screen
◦Improved navigation in discovery UI
◦Massive speed improvements to browsing huge discovery lists
◦Increased size of discovery storage
◦Added option to load "Earliest" previous save in Options menu
◦Fixed weapon naming
◦Added icon to remind players of the reload button when weapon is empty
◦Multiple fixes for viewing discoveries

•PS4 ◦Added photo mode
◦Large optimisations to the engine to accommodate base building

•PC ◦Added support for up to 8 mouse buttons
◦Fixed better order position history for mouse smoothing
◦Fixed bug where setting gamma to zero gave a fully bright rather than fully dark image
◦Fixed hard-limiting on save sizes, with appropriate warning about free space on boot
◦Player is now notified when shaders are being loaded
◦Fixed occasional crash on exit
◦Fixed performance of trail renderer for some AMD cards
◦Large optimisations to the engine to accommodate base building

•Generation ◦Added biome specific plants
◦Adopted new method of distributing resource plants on terrain, for more lifelike clumps of plants
◦Improved distribution of plant life across all terrain types
◦Introduced visual differentiation of red, green and blue star systems
◦Introduced new mineable terrain resources found only in red, green and blue star systems
◦Reduced average building frequency
◦Introduced planets with elevated building density
◦Introduced planets with no buildings or sentient life
◦Increased the proportion of lush and tropical planets
◦Decreased the proportion of lifeless planets
◦Fixed bug where multiple ships could appear, overlapping, at the player's start scene
◦Prevented certain building types being incorrectly placed underwater
◦Prevented multiple buildings occasionally being placed in overlapping positions
◦Prevented buildings occasionally being placed intersecting with the terrain
◦Improved and altered per-planet terrain resource generation, improving gameplay and visuals

•Creatures ◦Fixed elevation cache mismatches, causing errors in creature knowledge and pathing
◦Fixed slow memory leak in creature role allocation
◦Improved creature animation speeds
◦Fixed issues where some creatures turns had the incorrect frame count
◦Fixed occasional crash when interacting with creatures

•Atmospherics ◦Increased proportion of vibrant blue skies
◦Corrected cloud levels for clear skies
◦Improved average cloud level settings
◦Fixed cloud rendering while flying in your ship
◦Improved atmosphere depth when transitioning to space
◦Increased fidelity of atmosphere rendering on nearest planet
◦Improved atmospheric fog as you fly to a planet
◦Improved fog method for planets seen on the horizon

•Terrain ◦Improved terrain generation algorithms
◦Improved and extended blend areas between different terrain noise types
◦Terrains now generate more open spaces
◦Smaller features now appear at nearer lods to improve visuals in the distance
◦Fixed objects being placed on incorrect terrain material types
◦Improved resolution of distant planet terrain
◦Decreased differences between planet as seen from space and actual planet terrain
◦Fixed seams on planets when seen from space
◦Improvements to terrain material selection and terrain material blending
◦Terrain generation priority and cost calculation improvements
◦Fixed terrain generation angle calculations, which would previously prevent nearest region being generated first
◦We now generate caves on lower terrain lods to decrease visual differences in lower detail terrain
◦Introduced more varied and vibrant colouring to terrain for each biome
◦Decreased frequency of brown terrain colour selections
◦Changed texture scales to improve transition between terrain lods
◦Improved terrain colour combinations to add variety and better match terrain contouring
◦Improved terrain texture blending method to better retain vibrant colours
◦Improved settings for hue, saturation and value noise variation on terrain
◦Fixed a number of issues causing holes to be seen in the planet terrain
◦Fixed occasional crash when mining terrain

•Visuals ◦Fixed colour of muzzle flashes on player weapons
◦Added muzzle flashes to ship weapons
◦Added cockpit lighting for damage and weapon firing
◦Added debris to freighter explosion effect
◦Improved freighter cargo explosions
◦Improved photon cannon hit and space explosion effects
◦Improved turret explosion effect
◦Improved grass colour selection
◦Improved grass colouring method to match underlying terrain colour
◦Improved grass placement to match gradient of terrain, and rocky terrain slope patches
◦Improved lighting on grass
◦Improved alpha cutoffs and blending for grass in the distance
◦Improved colouring method for on-planet buildings
◦Fixed "pop" in lighting when flying between planets
◦Fixed incorrect lighting seen in shadow areas
◦Improved lighting method when rendering tree leaves
◦Fixed procedural texturing on objects with multiple overlapping textures
◦Fixed size of certain texture atlas normal maps
◦Fixed texture scaling on asteroids
◦Zinc plant is now more obvious when it has been gathered
◦Fixed occasional rendering errors due to precision on cockpit during warp
◦Fixed pulse lines not appearing when pulse driving out from planet atmosphere
◦Fixed shadowing artefacts on imposters

•Space ◦Improved asteroids to allow much denser fields
◦Improved explosion effects
◦Fixed scale of moons on the space map
◦Added freighter groups to the space map
◦Changed distribution of resources in asteroids
◦AI ships will now clear asteroids in their path
◦Planets are now scannable from space to see their resources

•Space Combat ◦Fixed bounty targets warping out too soon
◦Improved HUD indicators in space combat
◦Added damaged ship effect on AI starships
◦Added formation flying
◦Improved locking on passive starships
◦Improved AI combat flight patterns
◦Added new ship weapon technology
◦Holding brake whilst turning now activates drift for fast turns
◦Improved AI ship freighter attacking
◦Improved freighter targeting code when under attack by enemy ships

•Freighters ◦Fixed pulse drive to prevent travel through freighters
◦Improved docking code
◦Added hangar to the lead freighter
◦Added docking in freighters
◦Added icon to accessible freighter hangars
◦Added colouring to cargo drops to identify what is in them
◦You can now only pick up cargo drops that will fit in your inventory
◦Added auxiliary freight ships to freighter groups
◦Added alert lights and alarm audio for when freighters are in combat
◦Improved turret lights and explosions
◦Improved muzzle flashes on freighter turrets
◦Added indicator of cargo contents
◦Freighter Commanders now give rewards for rescuing them from pirate attack
◦Fixed collision on freighter cargo containers

•Audio ◦Updated the lush ambience to make the wind sounds less noisy
◦Ambient background fauna now checks for the presence of creatures
◦Added rain on foliage
◦Added rain on ship
◦Added freighter specific footsteps
◦When on a dead planet, no music will play
◦Round table prop now plays an appropriate sound
◦Added more music to the loading sequence and game start
◦Added audio to new base building props
◦Created sounds for new base building props
◦Added audio to freighter doors and internal freighter ambiences
◦Added freighter explosions
◦Added freighter alarm
◦Added ambient radio comms when approaching a freighter
◦Fixed missing sounds when in a space station due to the mix settings
◦Multi-tool upgrades now affect audio
◦Lots of minor mix changes
◦Changed some compression settings for PS4 audio to make the sub-channel audio play more reliably


Doubt it.


They really pissed off alot of gamers.
 
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is StarWars:Battlefront worth $8?  is MaxMad worth $8?  They both on PSN.

Is the Witcher 3 similar to dragon age because dragon age sucks ***.
 
Amazon - PS4 PRO - $339.99

Amazon product ASIN B01LOP8EZC

[rule]


Also

BhbkzWt.jpg


Should work for Pro and other consoles.
 
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is StarWars:Battlefront worth $8?  is MaxMad worth $8?  They both on PSN.

Is the Witcher 3 similar to dragon age because dragon age sucks ***.
I copped SW and so far it's pretty fun. $8 not bad at all. Plus my son enjoys it and has been wanting it for a while now. Win win for me.
 
Anybody order the PS4 amazon bundle black friday lightning deal with fallout and skyrim? That's the bundle I ordered and still hasn't shipped yet. I am not a prime member and got the standard free shipping. Also bought Madden 17 and still hasn't shipped either. Anybody else waiting for Amazon to ship their PS4?
 
Anybody order the PS4 amazon bundle black friday lightning deal with fallout and skyrim? That's the bundle I ordered and still hasn't shipped yet. I am not a prime member and got the standard free shipping. Also bought Madden 17 and still hasn't shipped either. Anybody else waiting for Amazon to ship their PS4?

Amazon UK kept on pushing my PS4 pro delivery. I was meant to get it at launch but i cancelled them and ordered from Tescos instead.

They've been a bit spotty these past few weeks.
 
Haven't gotten around to anything I copped over the holiday weekend and now it's football sunday...
 
After I copped 5 games off PSN last night, my wife asks is there anything else I want.

Well allow me to take a gander :smokin
 
Yes to both.

TW3 is amazing. Never played DA.
Thanks fam, yeah don't ever play da **** is trash.
I copped SW and so far it's pretty fun. $8 not bad at all. Plus my son enjoys it and has been wanting it for a while now. Win win for me.
I'ma cop.. I was thinking getting TW3, SW, Madmax, and maybe dishonored, batman-arkarm, or darksidersII... they all for less than $10 on PSN... OR I could buy Battlefield 1 or COD for the same price $70.  I just bought PSN+ but I've been stuck playing Paragon these last 5 months it's a good game.
 
Final Fantasy XV download size is ~50.7 GB. That includes the day one patch which is ~7 GB.
 
Now hearing that you should watch Brotherhood before Kingsglaive so my order is now:

Brotherhood Anime
Kingsglaive
Platinum Demo
FFXV


Crown Update patch has a lot in it too so I would avoid playing the game until installing the patch.
 
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