ps3 lcd screen free sample
sadly,only people with exact same model can give you accurate information on how good scaling is,but from my personal experience with random bargain bin brands it should work somewhat decently with 720p and 1080p as they are standards for today.expect somewhat softer image though,and that can be rather good for the aging ps3 games.if you like razor sharp image ps3 isn"t best at it in this day and age anyway.
try to find some customer reviews online for that TV,and sometimes that same exact model is just rebranded other model from different brand and maybe you can find review for it.also,there"s no shame of wanting to test stuff you want to buy with your equipment,so pack your ps3,go to the shop,demand that you want to test it with your ps3 and see for yourself.it"s a good idea to find out where and what exact setting for scaling is on that TV beforehand,mainly it would be labeled as "screen size" or "scaling" rather often.
again,that"s that VGA adapter"s fault.you can try with display scaling options to enforce full panel or crop but honestly it would be never good.you can try to find component to VGA adapter as then DA conversion is handled by ps3 (and ps3 is decent with it) and you should,at least in theory get proper 16:9 image.
also,i can"t even imagine 1080p CRT without composite input.that"s absolute best analogue connection for a ps3 and if you have it,i won"t even think twice about using it.
According to the stats for the AOC e2236Vw Widescreen LCD Monitor on CNET, it does have DVI-D which is a pure digital connection. That explains why it works fine with your laptop, as HDMI supplies a digital signal, electrically identical to DVI-D.
While 3D gaming might be Sony"s key focus with the PlayStation 3D Display, the other key selling point comes in the form of the company"s SimulView technology, and it has the very real potential to be a viable alternative to split-screen gaming if handled well. SimulView works on the same principles for delivering a stereoscopic image on-screen, but with one minor alteration: separate views are rendered for each eye, but they are duplicated before being sent to each player. Player one sees the "left" eye image in both eyes and player two the "right", the result being that each person has their own full-screen image in 2D.
The most significant gain when using SimulView is that compared to split-screen play the field of view is opened back up for each player, matching that of a single-screen solo experience. While various titles generally implement split-screen modes in a variety of ways - dividing the screen either horizontally or vertically, and even cropping the image in an attempt to maintain aspect ratio - they all share one thing in common: both players" field of view is massively reduced, thus impacting on the experience. The set of shots below show just how much real estate you are getting back when adopting SimulView. The difference is quite remarkable.
The benefits of using SimulView are obvious when looking at the above screenshots: both players" field of view is opened up, with the results matching that of a single-screen solo experience.
So, having your own screen in two-player games with just the one monitor is definitely something of a revolution. In the past, achieving something similar involved linking up two consoles on two different TVs - a cumbersome and time-consuming method of setting up multiplayer games, which often meant moving around the furniture to accommodate, or linking up both consoles in separate rooms. Hardly the most social experience for those in the same house.
However, the technology isn"t perfect, and there are a few caveats which stop the experience from being the truly definitive alternative to traditional split-screen play. The first is with regards to spectating on the action. While it is possible for over two people to watch what is happening on screen, they are only presented with one person"s view of the action. In order to see how well the other player is doing you have to switch viewpoints by pressing the power button on the glasses, which makes this feature far less attractive for use when a group of friends are round. We"d also love to see the technology working on much larger monitors or big-screen HDTVs. It works well on the small screen, but having two people huddled around a small area isn"t always ideal.
"SimulView incurs a similar performance hit to PS3 titles as regular stereo 3D, thanks to the rise in pixel fill-rate and that geometry needs to be processed for both player views."
We also noticed highly visible banding artifacts at the top of the screen whenever bright scenes are being displayed. As this area of the display is usually filled with high-contrast, uniform images (the daytime sky, for example), this is easily spotted during regular play, and we wouldn"t be surprised if many people think that this is a "fault" with their unit. At present we"re not exactly sure that it isn"t.
Outside of compromises being made to the graphical quality of the games when using SimulView, the PlayStation 3D Display adds more unwanted artifacts on images before they shown. Scanlines give the appearance of a lower resolution presentation in native 720p titles (left), while the banding present at the top of the screen can be rather distracting (right).
Quite why Sony insists on applying this extra layer of processing isn"t clear. At first, we thought that it might be to reduce the effects of crosstalk, thus stopping one player from cheating via looking at the other player"s ghost image on their screen. But a close look at the screen reveals that the level of double-image artifacts present is on a par with what we saw when viewing 3D content on the display. Maybe the problem lies with having to create duplicate images of both the left and right eyes before sending them to each player - effectively halving the resolution available for each eye as a result.
Either way, this certainly intrudes on the experience of having your own screen all to yourself. It isn"t, however, a complete deal-breaker when you consider the limited use local multiplayer gaming sees these days. On balance we prefer to have our own view of the action in a compromised state rather than sharing half the screen with a reduced field of view. Despite the compromises with regards to image quality we still get the feeling of being more immersed with the action on screen.
If you can"t afford Ben Heck"s PS3 laptop, then here"s a cheaper (and obviously not as efficient) solution to portable PS3 gaming. Much like the PS1 and PS2 consoles, the PS3 now has a mini-LCD display screen. The 7" LCD screen is made by a company called Clearvision. A price has not been revealed.
While this may seem like a nice add-on, let"s take into consideration what kinds of games you"ll be playing while using it. Plan on any RPGs or any game that"s heavy on text? Doubt this teeny tiny screen will be able to make words readable since most PS3 games use relatively small fonts. This thing would probably be best for action-oriented games. Still, 7" isn"t enough; 13"-14" sounds more like the sweet spot to us.
When playing PS3 games, is there any precious moment you can record and share with others? Some people like to capture the gameplay when they gain a trophy which is hard to get or record the screen to teach others the skills to complete a level. In all those situations, a powerful PS3 game recorder is indispensable.
There are multiple ways to capture the gameplay for people who use a computer screen or a laptop as the monitor for playing PS3 games. This post will tell you how to record PS3 gameplay with a laptop in 3 ways. Whether you have a capture card or not, there must be a suitable method for you. Read to know the detailed steps.
Many people believe that you must have a capture card to use a laptop as the monitor when playing PS3 games. However, as a matter of fact, the laptop with an "HDMI in" port allows you to connect the PS3 console directly with the laptop using an HDMI cable. With a compatible video port or an adapter, you can use the computer screen and television as a monitor to play PS3 games. But if you only have a DVI port instead of an HDMI port, an HDMI-to-DVI adapter is necessary.
After connecting the PS3 console with your laptop, the next is finding an excellent screen recorder compatible with your device. If you are using a laptop with Windows 11/10/8/7, EaseUS RecExperts is the optimal choice. This screen recorder is lightweight, and you never need to worry that it will slow down your computer. And the video quality of the output video is outstanding, and the resolution of the captured video can be up to 4k or 1080P.
Step 4.You will see a small bar showing the time of your record. If needed, you can take screenshots in recording, or set the specific time to stop the recording by clicking the "Clock" icon on the toolbar.
There is another famous screen recorder, which is named OBS Studio, that supports capturing PS3 gameplay on the laptop without a capture card. Compared with EaseUS RecExperts, OBS Studio is professional PS3 recording software that fits the needs of experienced users or Twitch streamers. The interface of OBS is relatively complex than its alternatives designed for beginners, and you may have to spend a lot of time learning the skills in handling this software.
OBS Studio is what you need if you require a high-quality audio track for your recordings. This software offers you an advanced audio mixer that integrates many audio filters for noise reduction or other purposes. Before recording the PS3 gameplay, don"t forget to adjust the settings and choose a suitable resolution, bitrate, etc.
Step 4.There are many options under the "Controls" tab. Select the "Start Recording" option to capture the PS3 gameplay on your laptop without a capture card.
The first step for recording PS3 gameplay using a capture card is to connect the capture card as a transfer station of the PS3 console and the computer. You can follow the following steps to connect those devices to each other and use powerful PS3 recording software to capture the gameplay.
Step 1. Plug one end of the HDMI cable into the "HDMI OUT" port of the PS3 console, and connect the other end of this HDMI cable with the capture card via the "HDMI IN" port.
Step 3.Somecapture cards, such as Elgato, offer you related apps, including a webcam recorder, streaming software, and a screen recorder. You can download it from the website of the capture card you are using.
Step 4.In case that the capture card you are using doesn"t offer you a screen recorder to capture the gameplay, you have to choose a third-party PS3 recording software to capture the gameplay. And among all those optional recorders, EaseUS RecExperts is the best for beginners.
How to record PS3 gameplay with a laptop or a desktop computer? This solution is straightforward, as long as you have a screen with an HDMI port or a capture card. This post introduced the best three ways to record PS3 gameplay with or without a capture card. It is worth mentioning that EaseUS RecExperts is the best PS3 game recorder whether you have a capture card or not.
The PS3’s CPU is massively complex, but it’s also a very fascinating work of engineering that intersects complex needs and unusual solutions, prominent in an era of change and experimentation. So, before we step into the internals of the PS3’s CPU, I wrote the following paragraphs to bring some historical context into the article. That way, we’ll be able to decompose the chip from top to bottom in a way that not only you will understand how this chip works, but also get the reasoning behind major design decisions.
This is as far as it goes for main RAM, but there’s more memory elsewhere: the hard drive. The PS3 also enables games to use 2 GB from its internal hard drive as a working area (similarly to what the original Xbox provided)
The accelerators included within PS3’s Cell are the Synergistic Processor Element (SPE). Cell includes eight of them, although one is disabled while the console boots up. This is because chip fabrication requires an exceptional amount of precision (Cell initially used the 90nm fabrication process) and the machinery is not perfect. So, instead of chucking out circuitry that came out < 10% defective, Cell includes one spare SPE. Thus, if one of them comes out defective, the whole chip is not discarded. Now, that spare SPE will always be deactivated, independently whether it’s fine or not (Sony can’t have two different PS3s in the market).
What I do know is that the PS3 contains a GPU chip manufactured by Nvidia meant to offload part of the graphics pipeline. The chip is called Reality Synthesizer or ‘RSX’ and runs at 500 MHz
As you can see, while this console didn’t implement a UMA architecture, it can still distribute graphics data across different memory chips if programmers decide to do so. I mention this because I wish many ‘technical explainers’ would read more about this feature before shouting over-summarising statements like “The PS3 was limited because it didn’t have UMA”. That may be true in certain cases, but unless they mention these, that generic claim is, in my opinion, misguiding.
Throughout the PS3 lifecycle, Sony added certain HDMI features of new revisions into the PS3 through software updates 1920x1080 pixels (and even so most games rendered their frame-buffer at 1280x720 pixels).
First things first, let me introduce how backwards compatibility generally works: consoles can either play their predecessor’s games with the help of software (instructs existing hardware to behave as the old game would expect) and hardware (either the existing hardware provides total or partial backwards compatibility; and/or the company added extra chips to recreate the older system within the new motherboard). With the amount of processing power the PS3 shows, you would expect Sony to ship a PS2 emulator running within Cell and accelerated by RSX. Well, for some reason that didn’t happen and instead, Sony fitted the PS2’s chipset at one corner of the motherboard.
All in all, thanks to this setup, the PS3 runs PS2 games at an impressive compatibility rate. On top of all, you can take advantage of new features that come with the new console (wireless control, HDMI interface and virtual memory cards).
Throughout the lifecycle of the PS3, Sony slowly trimmed PS2-only chips from the PS3 motherboard to the point backwards compatibility was solely software-emulated (with greater limitations, such as only running PS2 games purchased from their online store). Because Sony never replaced the PS2 chipset (like it previously did with the PS1 hardware inside the PS2), it makes you wonder about the technical and executive rationale behind this. Well, as a case study, here’s my quick opinion about the reasons for this:Timing: Sony likely intended PS2 owners to buy their new product as a replacement of their current one, as this is more affordable for consumers (they can sell their old system). However, for some reason, Sony didn’t have a software emulator prepared before release day, so they initially resorted to adding extra chips. Later on, as the software emulation progressed satisfactorily, they slowly removed these in further motherboard revisions.To complement this, developer ‘M4j0r’ commented: “An interesting point might be that Sony developed the two hardware emulation revisions at the same time (EE/GS and GS only), I guess because some games run better depending on which you use.”
Consequently, terms like shell or BIOS are no longer used to describe this area, not because they don’t exist anymore but because they describe a small fraction of the new system. The generic term is now ‘operating system’, this comprises many areas (boot loader, kernel, user interface) analysed separately. As always, I recommend checking out the PSP’s OS first, since its modular design is a recurrent ingredient in the PS3.
Emulators: aforementioned programs that enable a PS3 to run PS1, PS2 or PSP games. The specific PS2 emulator loaded depends on the console revision (whether it has full PS2 hardware, partial hardware or uses no PS2 hardware whatsoever).
Throughout its lifetime, the joined computing power of 15 million PS3 users worldwide assisted Folding@home with their research towards curing Alzheimer’s disease
When IBM described Cell from the software level, they mentioned that Cell is capable of running multiple OS at the same time, due to Cell’s many execution cores secondary operating system OtherOS and, in a nutshell, provides a partition manager (XMB just guides the user to resize GameOS’ partition and allocate new space for the second OS) and a button to boot from the second OS (thanks to OtherOS’ boot files already setup in Flash). So, the user just need to fill the new partition with an OS. Consequently, many Linux distributions (i.e. Ubuntu and Fedora) added the PS3 as another possible target to install it on. You may consider this a spiritual successor to Linux for PS2.
On the other side, while OtherOS’ privileges may surpass GameOS’ (at the kernel level), they don’t overtake the hypervisor, which still resides in memory. So, any hardware access from OtherOS still depends on the will of Sony’s hypervisor, and it so happens that the latter blocks access to RSX’s command buffers (preventing the use of the shader units, among other components used for accelerating graphics operations). Consequently, resulting Linux distribution resort to software rendering (all graphics are drawn by Cell) and then stream the frame-buffer to the RSX for display. While it’s disappointing that OtherOS can’t make use of the full capabilities of this console, this was probably done to reduce attack surfaces. Ironically, OtherOS’ use of Cell is similar to how IBM/Toshiba/Sony may have originally envisioned the PS3!
In a nutshell, just like the PSP, Sony distributed PS3UPDAT.PUP files which packages all the new OS binaries. Due to the console’s security system, only those files which aren’t secured with unique console keys and are stored in re-writable storage (Flash, Hard drive, eMMC) are updatable, the rest must stay as it is.
To program Cell, IBM and Sony shipped separate development suites, IBM ones targeted non-restrictive environments like Linux (and OtherOS), while Sony’s tools explicitly targeted the PS3’s GameOS as the only execution environment.
With the advent of native Homebrew (running on GameOS, not OtherOS), new open-source SDKs were created to bypass the dependency of Sony’s copyrighted libraries and therefore prevent copyright litigation. One example is PSL1GHT, an SDK used in conjunction with ps3toolchain
Game engine licensing is not a new business model, but due to the challenging environment of the PS3, they eventually became another attractive option for development.
Now that we’ve finished talking about game development, it’s time for distribution. So, here I describe the official distribution mechanisms available for PS3 games.
Within their digital store, Sony also took the opportunity to sell digitalised versions of PS1, PS2 and PSP games called PlayStation Classics. These are also downloaded and installed in the same way, but use the bundled emulators to work. In fact, PS2 classics invoke the same unaccelerated software emulator independently whether the PS3 models contain the PS2 chipset
Many parts of the console already provide security features that don’t require any manual implementation in software:SysCon, the obscure proprietary chip (briefly mentioned in the boot process), controls the power lines of Cell, RSX and Southbridge. Its EEPROM contains records read by the operating system’s modules to determine which functions are enabled and which are not Though I use the word ‘obscure’, SysCon is just a microcontroller, either an off-the-shelf ARM7TDMI-S (that’s right, the PS3 shares some of its DNA with the Game Boy Advance and even late PS2 revisions) enhanced with MagicGate support, or a custom NEC 78K0R variant
Let’s take a look at how some of its strongholds were cracked by independent hackers across the world, bear in mind the PS3 hacking community was very active, with many tools and documentation produced every year. So, I’m going to focus on a few milestones that pave the way to an influx of content and homebrew development, but you can find more info at PS3History
Behind the scenes, this dongle carries out a huge amount of work, which can be divided into two groupsThe USB exploit: Once the console is turned on, the dongle tricks the system into thinking it’s connected to a six-port USB hub, and then performs a complex sequence of USB commands until it reaches a heap overflow and escalates access to the PS3’s Kernel (level 2), it then proceeds to execute a payload.
Before I finally talk about the grand prize of the PS3 homebrew scene, let me describe to you a couple of methods that were developed around the same time:The USB Jig: another USB stick, this time programmed to trick the console into entering Factory Service Mode, which is only intended for servicing the console by authorised personnel. The program embedded in the Jig replicates what Sony provides to their engineers. The main advantage of service mode is to enable to downgrade the console to a PSJailbreak-compatible version. The payload was also available in the form of a Homebrew app for the PSP
The Optical Disc Emulator (ODE): a series of hardware products that different companies (Cobra, E3, etc) shipped. Instead of tampering with the console’s firmware, these tampered with the Blu-ray’s SATA/PATA interface. ODEs are boards that sit between the motherboard the Blu-ray drive, thereby acting as a middleman that tricks the console into thinking it contains a valid disc game, but it’s instead loading a disc image from an external USB drive. These devices were quite pricey when they came out, however. The hacking history of the PS3 contains long gaps of ‘unhackable periods’ where there was no software exploit available for new consoles, so ODEs were able to fill that gap.
From the software side, Sony shipped two system updates that enhanced the security system:With 3.56, binaries are signed with new encryption keys resilient to the previous ECSDA discovery PS3UPDAT.PUP), meaning that even if hackers manage to package a new CFW, only consoles with system version 3.55 or lower will be able to install it
From the hardware side, not only subsequent PS3 models (late CECH-25xxx, CECH-3xxx and CECH-4xxx) came pre-installed with a system version higher than 3.55, but they also contain a different variant of bootldr/lv0ldr (called lv0ldr.1) that not only decrypts and loads lv0 but it also fetches a new system file called lv0.2. The latter contains metadata about lv0 lv0 hasn’t been tampered with. lv0.2 is signed with a new key (also invulnerable to the previous ECDSA discovery), thus, preventing hackers from taking control of the boot chain.
As time went by, the number of CFW-compatible consoles only decreased, thus, PS3s that weren’t updated past 3.55 became some sort of relics. In the meantime, there was a surge in demand for alternatives, like downgraders (to revert to system version 3.55 on old models) and ODEs (to play pirated games on new models).
After a long waiting period for users that missed the window to install a CFW, in late 2017, a team of hackers released PS3Xploit, a collection of exploits and utilities
PS3Xploit’s main payload replicates the job of a hardware downgrader (patching CoreOS files) entirely by software, it works as follows:The starting point is the XMB’s internet browser, built on top of Webkit. PS3Xploit uses Javascript to gain arbitrary code execution within the system’s userspace (and outside Javascript’s environment). To kickstart this, users only have to open XMB’s native web browser, enter an URL pointing to the PS3Xploit’s host an let it do its job.
PS3Xploit can’t trigger those system calls directly due to the Hypervisor’s ‘no-execute’ protection, preventing the exploit from loading new code in userland. However, it can find a way to overwrite Flash memory by ‘borrowing’ Visual Shell’s routines.
Consequently, PS3Xploit proceeds to modify Webkit’s execution stack to redirect execution to Visual Shell’s routines. This type of technique (corrupting the stack to deviate execution to other code residing in memory) is called Return Oriented Programming (ROP) and it’s very popular in the InfoSec genre. One way of mitigating this is by implementing Address space layout randomisation (ASLR), which makes it difficult to guess the location of the routines (called gadgets) but, as you can guess, Sony’s hypervisor lacks of ASLR.
Finally, those system calls are triggered with PS3Xploit’s parameters and so they replace CoreOS files (the first part of the operating system, stored in Flash memory) with patched ones
As you can see, this gift from the sky brought custom firmwares back into the spotlight and rendered hardware downgraders and ODEs obsolete. On the other side, for those units which couldn’t install a CFW either way (the unhackables), the team later offered PS3Hen, a different exploit package that focused on enabling a subset of CFW functions (including the ability to execute homebrew). This one installs itself as an entry in XMB and the user must run it every time they power on their console to re-enable the execution of homebrew apps.
As luck would have it, Sony only took small steps to block PS3Xploit (maybe because this turn of events happened years after the PS3’s successor, the PlayStation 4, hit the stores). They released a few system updates that didn’t fix this chain of exploits but removed the routine used in Webkit for bootstrapping the chain. In response, hackers published slightly modified software updates that restored such entry (and somehow, they didn’t need to be re-signed) Hybrid firmware (HFW) and at the time of this writing, they are the de-facto option used to enable homebrew on unhackable systems.
If you wonder, for this writing, I’ve used three PS3 models:An unhackable CECH-3001 one from my teenage years (for some reason the box says it’s a CECH-25XX model!). It’s been recently taken out of the attic to try out PS3Hen.
When you manually change the display settings of the PS3 you can "force" a resolution. For example, in this case, your TV supports 720p.. if you set the display manually, you"ll be able to check 1080p and the PS3 will output it anyway, but technically, if you choose the automatic settings, the PS3 will find 720p as the highest.
I"m assuming since it kicks off on 1080p it"s a native upscale and isn"t relying on the ps3 or tv"s scaler. I think doing 720p would just downscale it. I could be mistaken I don"t know how they mastered it.
It’s a separate app, not a separate paid app. They didn’t do this for money or any conspirical reason. They most likely did this to streamline the second screen feature into its own thing instead of having to open the “3 in 1” app. I, for one, would rather have this separate so I don’t have to wait for the main app to load. This goes for the Messages app as well: I hated having to wait to navigate the menu just to get to messages, messages should be its own thing. The bottom line is that this does what the main app used to, but without the menu navigation. If you don’t like it don’t download it, it’s not a big enough feature to care about this much.
This is something gadget modder Ben Heck might have thought about, but if yes, Japanese game peripheral maker HORI (which also sells stuff in the US) was faster this time. The company today announced [JP] a portable LCD screen, which, once attached to the top of a PS3 Slim, makes the console (somewhat) portable.
The HP3-87 will be marketed by HORI as a PS3 Slim docking station. It allows users to play games on the go (again: kind of), with images in 720p quality on an 11.6-inch screen with 1,366×768 resolution, 200cd/m2 brightness, 500:1 contrast ratio and 7ms response time. The device is also compatibe with torne, Sony’s Japan-only DVR/TV tuner for PS3.
• If you have both PS4 Second Screen and PlayStation App installed, change the settings on your device so that PlayStation App does not automatically close in the background.