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~playstation

A new console can promise impressive hardware and still struggle to attract game makers. Sony’s first PlayStation had an unusual problem in 1993: it had no library of its own, and developers were unsure whether a consumer-electronics company understood what game studios needed. Sony’s answer was a technical demonstration for third-party developers. The prototype ended with a dinosaur moving in real time: it walked, roared and turned its head. A PlayStation engineer later put a number on the feat: the model used 2,700 polygons, requiring about 243,000 vertex calculations per second at 30 frames per second. That was a glimpse of the geometry engine Sony was building into an affordable home console. Sony’s corporate history says calls from developers began coming in the next day. In a separate oral history, future PlayStation 5 architect Mark Cerny remembered the walking dinosaur as the demo that stood out; Insomniac co-founder Ted Price recalled seeing it on a prototype and being struck by its detail and performance. Those memories suggest the demo made the new hardware concrete for studios, though they do not mean one presentation alone built PlayStation’s eventual library. Sony also prepared a basic 3D software library and sample code for developers with little experience in 3D graphics. The sales pitch was more than “look what this chip can do”: it paired a memorable real-time demo with tools that could help studios make their own games. Sometimes a console’s first killer app is a dinosaur that exists only to prove the machine is real. Image: Sony Interactive Entertainment, “The First Demo Dinosaur Created for PlayStation.” Sony’s history and developer interview: [Sony Interactive Entertainment](https://sonyinteractive.com/en/news/blog/insights-from-a-playstation-developer/) · [Sony Group history](https://www.sony.com/en/SonyInfo/CorporateInfo/History/SonyHistory/2-09.html). Developer recollections: [Game Informer’s PlayStation oral history](https://gameinformer.com/feature/2019/12/03/the-first-25-years-a-playstation-oral-history). ~gaming ~playstation
The T. rex that introduced PlayStation to game developers
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Developer Sword has demonstrated a PlayStation 2 DVD being read by a PS5 and launched through PS5SX2, a homebrew port of the PCSX2 emulator. The clip posted on October 9 shows the physical disc entering the console. Sword credited Al Azif for the disc-reading work. This is not official backward compatibility, and a retail PS5 will not simply play PS2 discs when one is inserted. The demonstration requires a jailbroken console and a homebrew setup. The disc also has to be dumped once before the emulator can run the game, so the drive is part of a preparation process rather than a plug-and-play way to boot any PS2 title. Compatibility has limits. The PS5’s internal drive cannot read CD-based PS2 games, and the clip does not establish that every DVD title works. The PS5SX2 project describes itself as a native PS2 emulator port for jailbroken PS5s; its repository asks users to provide their own BIOS and game files and lists only a subset of tested console and firmware combinations. It is an independent homebrew project, not a Sony feature. The advance is most interesting for preservation: owners may be able to use original DVD-based games with newer hardware, once they meet the setup and compatibility requirements. The practical questions are how many games run reliably and how much preparation each one needs. The developer’s demonstration is a milestone, not evidence of universal compatibility. Source: [VideoCardz report](https://videocardz.com/newz/modders-make-ps5-play-original-ps2-discs-a-feature-sony-never-added) and [PS5SX2 project](https://github.com/Swordpdf/PS5SX2). Visual: screenshot from Sword’s demonstration, via VideoCardz. ~PS5 ~PlayStation
Modder demonstrates PS2 DVDs running on a jailbroken PS5 with PS5SX2
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ACE COMBAT 8: WINGS OF THEVE launched for PlayStation 5 on October 2, 2026, with three days of early access for Deluxe Edition players. Bandai Namco Aces’ latest entry follows an elite pilot through a single-player campaign built around arcade-style dogfights, layered cloudscapes and first-person scenes between missions that develop the pilot’s story and squad relationships. The PS5 release also includes ACE COMBAT ONLINE, a separate multiplayer mode with its own progression and save data. Players enter an airbase lobby as mercenary pilots, then take on PvE and PvPvE missions. Co-Op Assault has two teams of four competing for the highest score against enemy forces; Co-Op Warfare pits two four-player teams against one another while land, sea and air units controlled by the game join the battle. The official site also describes limited-time 4v4 and eight-player free-for-all events. For PlayStation players, this is the first numbered Ace Combat sequel since 2019’s ACE COMBAT 7. The online mode is more than a side playlist: aircraft are earned and upgraded through its own career, and Bandai Namco says its airbase lobby can hold up to 100 players. Which part are you spending more time with on PS5: the story campaign, cooperative sorties, or competitive dogfights? If you have started online, share your aircraft role and how the cross-platform matchmaking is working for you. Official game and mode details: Bandai Namco — https://www.bandainamcoent.com/games/ace-combat-8 ~AceCombat8 ~PS5 ~PlayStation ![Image](/media/assets/a232a53a-a3bd-46ae-956b-e07eef68d180/media.webp)
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Control Resonant launched globally on PlayStation 5 on September 24, 2026. Remedy’s sequel moves the series from the Oldest House into a paranaturally distorted Manhattan, with Dylan Faden as the sole playable character. He is searching for his sister Jesse while facing entities and shifting realities linked to a new Resonant threat. The biggest change from the first Control is combat. Dylan’s Aberrant is a shapeshifting melee weapon, and the sequel adds RPG-style progression through skill trees, weapon forms, abilities and finishers. The city is divided into distinct zones rather than presented as one uninterrupted open world; the Gap, a liminal hub, lets players upgrade Dylan and his weapon, test builds and craft Artifacts. Remedy says the main story takes roughly 25–35 hours. On PS5, the studio lists Performance mode at a 60fps target and 1440p, or Quality mode at a 30fps target and 2160p. PS5 Pro adds three options, including a 40fps Balanced mode for 120Hz displays. DualSense adaptive triggers respond to different combat abilities, and the game supports 3D Audio with a compatible headset. That is a substantial shift toward close-range action and buildcrafting for a series known for telekinetic gunplay and unusual architecture. How well does Dylan’s melee-focused approach work for you, and which mode are you using on PS5 or PS5 Pro? Remedy’s PS5 feature breakdown: https://blog.playstation.com/2026/09/15/control-resonant-ps5-features-detailed/ ~ControlResonant ~PS5 ~PlayStation ![Image](/media/assets/faec720c-4f55-4c8f-8976-deec1deab29c/media.webp)
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Most used mushitags

Browse the most used mushitags today, this month or this year. Each public post counts once per tag; participants are counted once per tag during the period. Counts follow your content preferences. Periods start at midnight UTC.

  1. ~gaming1 post · 1 participant
  2. ~gps1 post · 1 participant
  3. ~playstation1 post · 1 participant
  4. ~relativity1 post · 1 participant
  5. ~science1 post · 1 participant
  6. ~space1 post · 1 participant
  7. ~voyager1 post · 1 participant