Sony Acknowledges In-Game XMB Access as 'One of the Most Requested PS3 Enhancements'

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The lack of in-game access to Sony's XMB overlay on the PlayStation 3 prevents any kind of meaningful communication with other PlayStation Network users during gameplay. But that should change in the future, as Sony told Shacknews in a ShackBlog Q&A that this feature is a high priority for future PSN functionality.

"We are looking at a number of enhancements related to accessing some of the XMB features during gameplay, including messaging your friends," PlayStation Network director of operations Eric Lempel told the ShackBlog. "While there's no timeline to announce at this point, we've heard loud and clear from consumers that in-game XMB access is one of the most requested PS3 enhancements."

Access to the in-game XMB would presumably allow inviting friends to online matches, like Microsoft has implemented in Xbox Live. Head over to the ShackBlog to read the full Q&A for info on additional PlayStation Network issues.

From The Chatty
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    December 13, 2007 2:25 PM

    If they are going to add it, it's going to have to be on a per-title basis like how Microsoft handled Live support for the original Xbox. The way that they handled their OS and system memory will make it very difficult to retrofit into older titles.

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      December 13, 2007 2:39 PM

      Doesn't the PS3 OS already reserve a fair chunk of memory and the right to two CPU cores? Surely that is enough to enable a simple menu and IM system.

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        December 13, 2007 2:44 PM

        If Sony have any sense, it only reserves what it needs.

        Which means future expansion of its capabilities will be severely limited without increasing the footprint as there isn't any spare.

        What they could do is change the spec for developers so that they can support this in the future and just have it disabled for older games, like how the 360 disables the dash in-game on BC xbox titles

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          December 13, 2007 2:48 PM

          I seem to remember it reserves quite a bit of memory. They probably left some overhead in there, and also could probably make what they have at the moment more efficient.

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        December 13, 2007 2:58 PM

        Early titles were allowed to "swap out" the OS and swap it back in when required for OS calls.

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        December 13, 2007 3:32 PM

        It isn't going to just be the memory and proc:
        - Title render redraw issues
        - Title mis-handling framerate changes generated by the overlay
        - No auto-pause for single player
        - When you select something in the overlay that will exit the game, there will not be a graceful title exit
        - Lots of various 'other issues' that crop up when you try and paste in an interrupting, rendering system onto existing titles.

        I bet it works only with some titles - and they will enable it for ONLY those titles then add TCRs to require support from future titles and patches.

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          December 13, 2007 3:36 PM

          At least some of those don't apply because there is *already* a menu of some sort overlaid when you push the PS button; it just doesn't do very much.

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        December 13, 2007 3:35 PM

        96 MB's of ram and one(NOT two) of the SPU's.

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          December 13, 2007 3:37 PM

          One SPU is reserved full time but isn't the OS able to take over a second SPU at a moment's notice, effectively meaning that no game can rely on it for anything useful?

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      December 13, 2007 3:36 PM

      [deleted]

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