The PlayStation 4 could feature super-hi-res 8k output, haptic touch feedback and Kinect-like sensor functionality, according to SCE’s executive VP of technology and CTO Masaaki Tsuruta.
Speaking at the International Electron Devices Meeting in Washington DC in December, he said Sony’s focus for its next gaming projects are focused very much on advanced semiconductor research.
Though Tsuruta didn’t draw a clear distinction between technologies Sony intends to implement in its next PlayStation and those it is only experimenting with, a number of directions were hinted at that will define what PS4 has to offer.
Super HD displays seem to be one focus for the machine, with resolutions between 4k and 8k with frame rates upwards of 300k, while new silicon designs paving the way for low latency response.
One of the most interesting points regarded haptic technology. E&T reports that the new tech is able to replicate sensations, taking feedback way beyond simple vibration and resistance.
This, Tsuruta explained, automatically leads to the device increasing the amount of data it senses from players. The aim is to have the device read a user’s vital signs, body heat and facial expressions – reading emotions being the ultimate goal.
MCV revealed last week that Sony intends to reveal the first details about its next PlayStation at E3 later this year, though Sony has dismissed the rumours.
Sony could copy their competitors, and could unnecessarily add functions, and could go bankrupt.
When thoughts turn to next-gen console technology, we seek to quantify the leap forward with absolute metrics - and resolution inevitably gets prominence. Looking at the current generation of consoles, technical requirements for Xbox 360 games at launch (which were quickly overlooked) suggested that games should run at a minimum of native 720p with 2x multi-sampling anti-aliasing. A reasonable expectation for next-gen is full-on 1080p with the equivalent of 4x MSAA, but to what extent does resolution actually matter?
An interesting discussion kicked off on the blog of NVIDIA's Timothy Lottes recently, where the creator of FXAA (an anti-aliasing technique that intends to give games a more filmic look) compared in-game rendering at 1080p with the style of visuals we see from Blu-ray movies.
"The industry status quo is to push ultra-high display resolution, ultra-high texture resolution, and ultra sharpness," Lottes concluded.
"In my opinion, a more interesting next-generation metric is can an engine on an ultra high-end PC rendering at 720p look as real as a DVD quality movie? Note, high-end PC at 720p can have upwards of a few 1000s of texture fetches and upwards of 100,000 flops per pixel per frame at 720p at 30Hz."
Finally, a justification to avoid 1080p. Let's make games blurry as fuck using filters to hide pixels.
4K resolutions are the new thing coming from CES with TV's and Blu-Ray players that are able to upscale to 4K. I do not think that it's unrealistic to see coming to the next playstation however like said above they need to establish 1080p at 60fps native for next generation games.
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
Problem is if Sony decides to keep pushing 3D. Someone mentioned that elsewhere on the forum, and man... if they put 3DTVs as almost being necessary for the theoretical PS4 people are going to resent the ever-loving fuck out of the company.
They can try to push Super HD displays, but no one's buying them, much like 3D TV. They'll buy it when it's the only kind of TV you can get.
They're better off finding more post-processing effects for developers to play with, making those effects cost less in CPU/GPU terms, and making them easier to implement.
It's still MOAR POWER, just used in a different way.
They can try to push Super HD displays, but no one's buying them, much like 3D TV. They'll buy it when it's the only kind of TV you can get.
They're better off finding more post-processing effects for developers to play with, making those effects cost less in CPU/GPU terms, and making them easier to implement.
It's still MOAR POWER, just used in a different way.
It's like what John Carmack said at Quake-Con - We need more memory / faster access to that memory.
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reVerseAttack and Dethrone GodRegistered Userregular
They can try to push Super HD displays, but no one's buying them, much like 3D TV. They'll buy it when it's the only kind of TV you can get.
They're better off finding more post-processing effects for developers to play with, making those effects cost less in CPU/GPU terms, and making them easier to implement.
It's still MOAR POWER, just used in a different way.
It's like what John Carmack said at Quake-Con - We need more memory / faster access to that memory.
But the super-duper RAM that console makers use is super fast, that's why there's so little of it. How much faster could he possibly want?
Unless, of course, all that "super RAM" nonsense is just that, nonsense.
They can try to push Super HD displays, but no one's buying them, much like 3D TV. They'll buy it when it's the only kind of TV you can get.
They're better off finding more post-processing effects for developers to play with, making those effects cost less in CPU/GPU terms, and making them easier to implement.
It's still MOAR POWER, just used in a different way.
It's like what John Carmack said at Quake-Con - We need more memory / faster access to that memory.
But the super-duper RAM that console makers use is super fast, that's why there's so little of it. How much faster could he possibly want?
Unless, of course, all that "super RAM" nonsense is just that, nonsense.
My understanding is that for a tight package like a console you can either have a bit of memory arranged in such a fashion that it's easy for the GPU and CPU to access and thus is really fast, or you could have a bunch of memory situated in an inefficient and slow fashion. The bunch of slow memory can to a certain extent emulate the small amount of fast memory, but there are limits to how much you can reasonably cram into a console package regardless.
Like, you'd need a shitload of chips (off the top of my head, 32 or 64 depending on type and the condition of my own memory) to get those 8 Gigs Epic said they'd like to see.
Just, no. You're not going to fit that kind of memory into a neat and tidy package, and you're not going to be able to do it with the type of RAM commonly used for consoles. The stuff you find for sale on Newegg doesn't even begin to compare, unless you can find a single 8GB RAM stick of XDR2 or DDR5 of course.
Zephiran on
Alright and in this next scene all the animals have AIDS.
Modern Warfare 3 was the best selling video game in the UK last year, UKIE and GfK Chart-Track have revealed.
Call of Duty games have now topped the annual pile three years on the trot.
FIFA 12 finished as the second best selling UK video game of 2011, followed by publisher sibling Battlefield 3.
Surprisingly, it was Zumba Fitness that finished fourth, ahead of universally acclaimed RPG Skyrim in fifth.
Ubisoft games Just Dance 3 and Assassin's Creed: Revelations were sixth and seventh.
L.A. Noire was the eighth best selling game of the year, followed by Saints Row: The Third and Batman: Arkham City.
Digital sales are not counted, although they will be soon - UKIE plans to launch digital charts this year.
The Xbox 360 apparently the most amount of software - both in unit volume and money earned - in its history during 2011.
2011 All Formats Chart
1.Call of Duty: Modern Warfare 3
2.FIFA 12
3.Battlefield 3
4.Zumba Fitness
5.The Elder Scrolls V: Skyrim
6.Just Dance 3
7.Assassin's Creed: Revelations
8.L.A. Noire
9.Saints Row: The Third
10.Batman: Arkham City
2011 Nintendo Wii Chart
1.Zumba Fitness
2.Just Dance 3
3.Just Dance 2
4.Mario Kart Wii
5.Wii Sports Resort
2011 Sony PlayStation 3 Chart
1.Call Of Duty: Modern Warfare 3
2.FIFA 12
3.Battlefield 3
4.Uncharted 3: Drake's Deception
5.Assassins Creed: Revelations
2011 XBox 360 Chart
1.Call Of Duty: Modern Warfare 3
2.FIFA 12
3.The Elder Scrolls V: Skyrim
4.Battlefield 3
5.Gears of War 3
2011 Nintendo DS Chart
1.Professor Layton And The Spectre's Call
2.Pokemon White Version
3.Pokemon Black Version
4.Art Academy
5.Moshi Monsters: Moshling Zoo
2011 Nintendo 3DS Chart
1.Super Mario 3D Land
2.Mario Kart 7
3.The Legend of Zelda: The Ocarina of Time 3D
4.Nintendogs + Cats: Golden Retriever
5.Rayman 3D
2011 PC Games
1.Football Manager 2012
2.Football Manager 2011
3.The Elder Scrolls V: Skyrim
4.The Sims 3
5.Battlefield 3
Everybody's dancing, shooting mans and playing football!
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
They can try to push Super HD displays, but no one's buying them, much like 3D TV. They'll buy it when it's the only kind of TV you can get.
They're better off finding more post-processing effects for developers to play with, making those effects cost less in CPU/GPU terms, and making them easier to implement.
It's still MOAR POWER, just used in a different way.
It's like what John Carmack said at Quake-Con - We need more memory / faster access to that memory.
But the super-duper RAM that console makers use is super fast, that's why there's so little of it. How much faster could he possibly want?
Unless, of course, all that "super RAM" nonsense is just that, nonsense.
The speed starts to matter less when the texture resolutions get bigger and bigger. I want to say go watch his keynote from QC2k11 but it's like an hour and a half and it's a lot of nerdy shit. But he was right.
The PS4 could feature a genuine money printer, three 50 inch LED displays and a blowjob dispensing machine.
Super HD, pffft. They can't even pull off 1080p at 60fps on their current machine.
The PS3 has had 1080p/60 games since launch. There haven't been many of them, but they're there if you look for them.
The biggest console hurdle is, and always has been, RAM. Half a gig of it was pretty decent in 2004 (even though the 360 came very close to launching with only 256MB), but now it's just pathetic, especially when it's split right down the middle for system/graphics the way the PS3 is.
You can't even browse the web these days with 512MB of RAM.
The PS4 could feature a genuine money printer, three 50 inch LED displays and a blowjob dispensing machine.
Super HD, pffft. They can't even pull off 1080p at 60fps on their current machine.
The PS3 has had 1080p/60 games since launch. There haven't been many of them, but they're there if you look for them.
The biggest console hurdle is, and always has been, RAM. Half a gig of it was pretty decent in 2004 (even though the 360 came very close to launching with only 256MB), but now it's just pathetic, especially when it's split right down the middle for system/graphics the way the PS3 is.
You can't even browse the web these days with 512MB of RAM.
Ahem, I am posting now with far less than that!
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited January 2012
Yeah. The main difference is that the ram on your computer is used to run all the processes on your computer. While consoles pretty much just run their interface and the game.
That being said 512 ram is outdated. But what do you expect...its been 6 years.
The PS4 could feature a genuine money printer, three 50 inch LED displays and a blowjob dispensing machine.
Super HD, pffft. They can't even pull off 1080p at 60fps on their current machine.
The PS3 has had 1080p/60 games since launch. There haven't been many of them, but they're there if you look for them.
The biggest console hurdle is, and always has been, RAM. Half a gig of it was pretty decent in 2004 (even though the 360 came very close to launching with only 256MB), but now it's just pathetic, especially when it's split right down the middle for system/graphics the way the PS3 is.
You can't even browse the web these days with 512MB of RAM.
For fucking serious, I get hiccups on YouTube now (have a GB of RAM only).
Did someone mention that Super Meat Boy has sold 1 million copies?
It's interesting how this is clearly the golden age of indie games and the top games are setting sales records every year but the industry is stagnating overall.
I'm curious if this has more to do with how easy it is to get indie games published on nearly any system (PC/Steam/XBLIG/etc) or with how word of mouth on the internet has gotten easier and easier for the good indie games to spread quickly and be noticed.
SMB is a fantastic game and deserves massive success, but bear in mind that those numbers will be massively inflated due to its appearance in a pay what you like indie bundle.
I fail to understand why any American tech company continues to deal with Foxconn. Surely there has to be some other manufacturer that can make your console/devices and NOT show up in the news every month for some suicide/explosion/poor conditions that makes your company look bad. I know it's Foxconn, not Microsoft or Apple directly, but they are making contracts with this company, setting the prices that force Foxconn to pay little to make a profit from it, and not asking for guarantees of certain pay/safety.
Did someone mention that Super Meat Boy has sold 1 million copies?
It's interesting how this is clearly the golden age of indie games and the top games are setting sales records every year but the industry is stagnating overall.
I'm curious if this has more to do with how easy it is to get indie games published on nearly any system (PC/Steam/XBLIG/etc) or with how word of mouth on the internet has gotten easier and easier for the good indie games to spread quickly and be noticed.
SMB is a fantastic game and deserves massive success, but bear in mind that those numbers will be massively inflated due to its appearance in a number of pay what you like indie bundles.
Super Meat Boy was in the Humble Bundle 4 which sold 435,249 copies which would account for almost half of that million. Between that and various sales, it's almost definite that the game sold the majority of its copies while it was on sale.
Still, even if the average price was only a few bucks, a million times a few bucks is an awful lot of money, especially when the game's core development team was two people plus a composer.
WantChina Times and Gameplanet are reporting that some 300 Foxconn employees working on Microsoft's Xbox 360 manufacturing line threatened suicide after the corporation denied a promised compensation package.
Poor way to arrange that headline. The way it's written, you can't be sure if it's Microsoft or Foxconn who denied the compensation package.
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
For fucking serious, I get hiccups on YouTube now (have a GB of RAM only).
there's a little tab at the bottom of each video, switch it from 360p to 240, kthnks
Hi, that has shit all to do with it, kthx for not helping.
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
Okay, this is TOR stuff, but it's MMO-in-general related. It's addressing the graphics stuff; there was a "low, medium, high" thing, but it was intended to be just "low, high" and was fixed to be that way. http://www.swtor.com/community/showthread.php?p=1478869#edit1478869
First, the UI issue. The preferences menu as it is seen on the Public Test Server for version 1.1 of the game is correct - there are only supposed to be two texture choices, 'Low' and 'High'. This replaces the original three-choice preference of Low/Medium/High because in reality, there was never supposed to be a 'Medium' choice - that was a bug.
Here's where we need to explain. As many of you have noted, your character in the game world is rendered using lower resolution textures than inside of cinematic conversation scenes. This was a deliberate decision by the development team. To understand why this was done, I have to briefly talk about MMOs and their engines.
In comparison to single player games and other genres of multiplayer online games, MMOs have much higher variability in the number of characters that can be potentially rendered on-screen at the same time. In MMOs, even though most of the time you'll see a relatively small number of characters on screen, there are certain situations in which many more characters will be seen. Some examples of these situations include popular gathering places in-game (in our case, the two fleets), Operations with large teams, and Warzones. In those scenarios the client (and your PC) has to work hard to show off a lot of characters on-screen.
...
To understand that I've got to get technical for a minute. When a character in the game is 'seen' by another character - ie, gets close to your field of view - the client has to 'draw' that character for you to see. As the character is 'drawn' for you there are a number of what are known as 'draw calls' where the client pulls information from the repository it has on your hard disk, including textures, and then renders the character. Every draw call that is made is a demand on your PC, so keeping that number of draw calls low per character is important. With our 'maximum resolution' textures a large number of draw calls are made per character, but that wasn't practical for normal gameplay, especially when a large number of characters were in one place; the number of draw calls made on your client would multiply very quickly. The solution was to 'texture atlas' - essentially to put a number of smaller textures together into one larger texture. This reduces the number of draw calls dramatically and allows the client to render characters quicker, which improves performance dramatically.
...
We understand the passion and desire for people to see the same textures you see in our cinematic scenes in the main game. Because of the performance issues that would cause for the client, that's not an immediate and easy fix; we need to ensure we're making choices that the majority of our players will be able to benefit from. Having 'atlassed textures' helps performance overall, and that's a very important goal for us.
The bottom line is, idiots don't understand that maximum thrust on graphics affects the gameplay of MMOs because of the sensitive nature of processing all the data coming off the game. When your client has to render shit, it's spending time NOT processing incoming data (and depending on where you are, it gets fucking crazy). Which results in latency spikes.
It's one of the things I hate about CoX a lot; the game pushes on graphics quality (not necessarily art style, keep in mind) than other MMOs, and as a result being around a lot of people can actually dampen the gameplay control. Even in oldschool WoW I would drop my settings when in a raid despite being able to handle it perfectly fine otherwise. Why? Because rendering all those goddamn people and their movements and actions was taking away from the latency.
So if TOR had super-high graphics, people would just start flipping out about latency. EA / Bioware played it smart in deciding to not go whole-hog with that shit, and the benefit is that the game is a little more accessible too.
Also, it goes without saying here that graphics aren't fucking everything to video games. :P
i'm running on a netbook that can't even run flash games without chugging, but i can watch 240p youtubes with no trouble. you might be on a computer shittier than this but highly doubt it (i have 256 ram)
But Henroid you never see large groups of people cause the game is heavily instanced...
Ah whatever, have fun man.
Anything you have to say about the game I have to take with a grain of salt. I have to do that with EVERY fucking opinion about the game, good or bad, because there's some dumb opinion-war being fought over TOR and people are exaggerating or shouting louder to make their side more pronounced. TOR is not and never has been important enough for people to come out in droves saying, "IT IS WOW LOL FAIL," as well as "IT IS THE NEW BEST THING EVER HOW DARE YOU NOT LIKE IT." Each side has valid points, but none of the points made are zero-sum to the success or failure of a game. They merely add or detract, but do not make or break.
Now as for the heavy-instancing, I don't know how populated public hubs are. I don't know how big groups can get in the game. But even if you're charging through solo all the time, graphics aren't everything and the game looks perfectly fine. Who cares if it isn't on the level of Crysis or whatever the fuck? Idiots, that's who.
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reVerseAttack and Dethrone GodRegistered Userregular
Saying that graphics quality affects latency seems suspect to me.
0
KlykaDO you have anySPARE BATTERIES?Registered Userregular
Holy shit Henroid.
You a Biodrone bro.
Chill mang.
SC2 EU ID Klyka.110
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
I don't know if we know how much graphics might affect latency in most games. If it's a high priority process as it should be then they could maintain whatever latency you're supposed to be at and the graphics don't really matter.
In other words I would think that most games would be set up such that even if your FPS drops to 1, literally 1 frame per second, you could still press the arrow keys and move around and all the network traffic would continue to flow as normal, others would see you move even if you could not, etc.
Posts
Sony could copy their competitors, and could unnecessarily add functions, and could go bankrupt.
You think cost to the consumer is going to stop Sony at this point?
And then there's the house you have to put that TV and console in...
Make a shitload of money with that philosophy.
They're better off finding more post-processing effects for developers to play with, making those effects cost less in CPU/GPU terms, and making them easier to implement.
It's still MOAR POWER, just used in a different way.
http://www.gamesindustry.biz/
I write about video games and stuff. It is fun. Sometimes.
It's like what John Carmack said at Quake-Con - We need more memory / faster access to that memory.
But the super-duper RAM that console makers use is super fast, that's why there's so little of it. How much faster could he possibly want?
Unless, of course, all that "super RAM" nonsense is just that, nonsense.
EDIT:
My understanding is that for a tight package like a console you can either have a bit of memory arranged in such a fashion that it's easy for the GPU and CPU to access and thus is really fast, or you could have a bunch of memory situated in an inefficient and slow fashion. The bunch of slow memory can to a certain extent emulate the small amount of fast memory, but there are limits to how much you can reasonably cram into a console package regardless.
Like, you'd need a shitload of chips (off the top of my head, 32 or 64 depending on type and the condition of my own memory) to get those 8 Gigs Epic said they'd like to see.
Just, no. You're not going to fit that kind of memory into a neat and tidy package, and you're not going to be able to do it with the type of RAM commonly used for consoles. The stuff you find for sale on Newegg doesn't even begin to compare, unless you can find a single 8GB RAM stick of XDR2 or DDR5 of course.
I got a little excited when I saw your ship.
http://www.eurogamer.net/articles/2012-01-11-the-best-selling-uk-video-games-of-2011
Everybody's dancing, shooting mans and playing football!
The speed starts to matter less when the texture resolutions get bigger and bigger. I want to say go watch his keynote from QC2k11 but it's like an hour and a half and it's a lot of nerdy shit. But he was right.
The PS3 has had 1080p/60 games since launch. There haven't been many of them, but they're there if you look for them.
The biggest console hurdle is, and always has been, RAM. Half a gig of it was pretty decent in 2004 (even though the 360 came very close to launching with only 256MB), but now it's just pathetic, especially when it's split right down the middle for system/graphics the way the PS3 is.
You can't even browse the web these days with 512MB of RAM.
Ahem, I am posting now with far less than that!
That being said 512 ram is outdated. But what do you expect...its been 6 years.
Whomever can successfully combine the three will have the best-selling videogame of all time.
Switch: 6200-8149-0919 / Wii U: maximumzero / 3DS: 0860-3352-3335 / eBay Shop
http://www.gamespot.com/news/6348437.html
Call of Zumba-Dance Football-Field: Subtitle 3 2012.
PS - Local_H_Jay
Sub me on Youtube
And Twitch
For fucking serious, I get hiccups on YouTube now (have a GB of RAM only).
SMB is a fantastic game and deserves massive success, but bear in mind that those numbers will be massively inflated due to its appearance in a pay what you like indie bundle.
I fail to understand why any American tech company continues to deal with Foxconn. Surely there has to be some other manufacturer that can make your console/devices and NOT show up in the news every month for some suicide/explosion/poor conditions that makes your company look bad. I know it's Foxconn, not Microsoft or Apple directly, but they are making contracts with this company, setting the prices that force Foxconn to pay little to make a profit from it, and not asking for guarantees of certain pay/safety.
Super Meat Boy was in the Humble Bundle 4 which sold 435,249 copies which would account for almost half of that million. Between that and various sales, it's almost definite that the game sold the majority of its copies while it was on sale.
Still, even if the average price was only a few bucks, a million times a few bucks is an awful lot of money, especially when the game's core development team was two people plus a composer.
Zeboyd Games Development Blog
Steam ID : rwb36, Twitter : Werezompire, Facebook : Zeboyd Games
there's a little tab at the bottom of each video, switch it from 360p to 240, kthnks
PS - Local_H_Jay
Sub me on Youtube
And Twitch
Hi, that has shit all to do with it, kthx for not helping.
http://www.swtor.com/community/showthread.php?p=1478869#edit1478869
The bottom line is, idiots don't understand that maximum thrust on graphics affects the gameplay of MMOs because of the sensitive nature of processing all the data coming off the game. When your client has to render shit, it's spending time NOT processing incoming data (and depending on where you are, it gets fucking crazy). Which results in latency spikes.
It's one of the things I hate about CoX a lot; the game pushes on graphics quality (not necessarily art style, keep in mind) than other MMOs, and as a result being around a lot of people can actually dampen the gameplay control. Even in oldschool WoW I would drop my settings when in a raid despite being able to handle it perfectly fine otherwise. Why? Because rendering all those goddamn people and their movements and actions was taking away from the latency.
So if TOR had super-high graphics, people would just start flipping out about latency. EA / Bioware played it smart in deciding to not go whole-hog with that shit, and the benefit is that the game is a little more accessible too.
Also, it goes without saying here that graphics aren't fucking everything to video games. :P
PS - Local_H_Jay
Sub me on Youtube
And Twitch
Ah whatever, have fun man.
Anything you have to say about the game I have to take with a grain of salt. I have to do that with EVERY fucking opinion about the game, good or bad, because there's some dumb opinion-war being fought over TOR and people are exaggerating or shouting louder to make their side more pronounced. TOR is not and never has been important enough for people to come out in droves saying, "IT IS WOW LOL FAIL," as well as "IT IS THE NEW BEST THING EVER HOW DARE YOU NOT LIKE IT." Each side has valid points, but none of the points made are zero-sum to the success or failure of a game. They merely add or detract, but do not make or break.
Now as for the heavy-instancing, I don't know how populated public hubs are. I don't know how big groups can get in the game. But even if you're charging through solo all the time, graphics aren't everything and the game looks perfectly fine. Who cares if it isn't on the level of Crysis or whatever the fuck? Idiots, that's who.
You a Biodrone bro.
Chill mang.
What the fuck. O_o
In other words I would think that most games would be set up such that even if your FPS drops to 1, literally 1 frame per second, you could still press the arrow keys and move around and all the network traffic would continue to flow as normal, others would see you move even if you could not, etc.
I am messing with you, I hope you realize that.
@reVerse Gimme a fucking brofist here!
Someone un-ironically called me a "Biodrone" a moment after you did. Nothing like the "if you don't agree with me, you're a fanboy!" attitude. :?