Ok, so Minecraft for Wii U. (Which I think will never happen) Imagine this:
One day, just playing Minecraft on your Wii U, when you decide to check out some PvP servers. You join one, thinking it will be fun. You had no idea how hilarious it would look to watch out trying to imitate the body motions to PvP. You end up looking like this:
Moral of the story. Let's keep minecraft off of the Wii U.
Ok, so Minecraft for Wii U. (Which I think will never happen) Imagine this:
One day, just playing Minecraft on your Wii U, when you decide to check out some PvP servers. You join one, thinking it will be fun. You had no idea how hilarious it would look to watch out trying to imitate the body motions to PvP. You end up looking like this:
Moral of the story. Let's keep minecraft off of the Wii U.
Well:
People, myself included, look like Kon anyway when they get into playing a console game. If you don't, I'd think you to be pretty dull when you play...
Much of the Wii U motion control is used in viewing screens (by holding up the gamepad you can take a picture like with a camera) or light shakes of the gamepad (like to make a car jump in Lego City: Undercover). Minecraft doesn't need to use motion control, and indeed, many of the suggestions for the Wii U Minecraft do not include motion control.
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Well, I looked through all of the Minecraft for 3DS threads and they all implied on getting full Minecraft into the 3DS. I'm talking about a smaller edition that the 3DS can handle.
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I once heard someone say you could fight off the Ender Dragon with sticks. He was the smartest person I have ever met.
Well, I looked through all of the Minecraft for 3DS threads and they all implied on getting full Minecraft into the 3DS. I'm talking about a smaller edition that the 3DS can handle.
Cool! Still easier to simply post it here where it's more likely to get criticism at all (positive and negative) than to segregate the population.
As is, Minecraft would choke a 3DS; but this is because Minecraft is designed inside JAVA. On a PC, it requires JAVA which acts as a virtual machine that interprets code into machine language that the actual computer can understand. This means that any suspected usage of ram is LITERALLY doubled.
Here's what I mean.
Assume you're given a phrase in Japanese.
いたできます
Now, you're given a dictionary that allows you to translate that into English
"Let's Eat."
With the above, if you were given a sheet of paper, you'd likely have to make room for the Japanese characters and the translation. You wouldn't simply erase the Japanese and overwrite it. Likewise, with a computer, you wouldn't simply overwrite the input code. This means that you are obligated to double the amount of RAM that any program requires. Please keep in mind that it also requires CPU cycles to perform the interpretation from java to machine code.
This means that because of JAVA, the amount of RAM required is effectively doubled and the amount of processing time is greater than if the game had simply been compiled. But this also means that you couldn't play MC through a browser. /shrug
When you port this game to a specific IP, you must then go and obey the code that the machine uses. This is made trivial with android devices as JAVA is a native language; though the iOS is a different story. In the case of the 3DS, you'd have to make the game run on a RISC processor (namely the ARM processors). Programming on an RISC is nice because, as the name implies, the instruction set is reduced meaning that these processors generally tend to run faster and cheaper than a CISC processor (a PC, XB1, and PS4).
A few points to note: the 3DS is a dual-core system. One core is a dedicated system core and the other is a dedicated application core. This means that 268mhz are capable of being fully pushed toward a single application (which the system forces anyway, opening a new application requires the closing of the previous.
268mhz is not terribly great; this kind of power is in the same ballpark as the PSP. However, 268 may be enough to render MC decently should full optimizations be a forefront thought.
A major limitation comes with map size though. There's a bottleneck somewhere. Even though the RAM usage of a 3DS MC would be about 45% or 50% of it's PC counterpart; you'd still have to have room available to contain current map data, textures, and other update data. At 112MB of usable space, there's not much wiggle room; meaning that there'd have to be a ton of optimizations to ensure that you'd be able to run the game at a respectable frame rate. (We'll set 24frames per second as the minimum acceptable framerate, though others would cringe that the picture isn't the unnoticably fast 60fps (seriously, you're not a demigod, there's an upper limit to the amount of frames per second your eyes can process before it simply doesn't care anymore.))
Since a starting MC world is about 5MB (on fancy), we can say that MC uses up about 12KB of space per chunk. COMPLETELY IGNORING the space needed for textures (we'll just offload that to the 8MB of vram that the 3DS has), we can have nearly 9800 chunks. This is a 112MB file, by the way. If you traveled in one direction forever, this would be 156587 blocks you'd traverse. This is a 98*98 square of chunks. Not infinite, but more than you'd likely explore in a single sitting (making it perfect for handheld play).
Also keep in mind that you'd have to offload the save game data to an SD card with it's own bottlenecks. When a game loads, it pulls 441 chunks into memory (the 10x10 radius around you), to save on loading time, we can reduce this to 121 chunks (5x5 @ 1.45MB) or 49 chunks (3x3 @588KB).
LOADING TIME?! ON MY 3DS?! Preposterous!
Even on solid state, you still have transfer times. If you're looking at 5MB of data being transferred to the 3DS for world-loading, you're looking anywhere from 625 milliseconds to 2.5 seconds depending on the speed of the SD card you use and the speed of the 3DS's SD card bus. So having a smaller viewport may be preferable. It would actually make sense to scale down the viewing range anyway, the screen is only 240x800 meaning there is a very real distance where you would be unable to distinguish distant landscapes.
In standard play, a cube has 6 16x16 textures (one per each face); close textures are often double or quadruple what you see. They take up a lot of the viewport for a 3DS. It would actually behoove you (if you'd believe it) to scale down the loading of MC to load only the 4 chunks in the radius around you simply because you wouldn't be able to see beyond that point anyway (the smallest picture element is a pixel (short for pi(x)cture element), of which the standard 3DS display has 192,000 elements. You're screen resolution is effectively the same as a widescreen SNES (ouch).
Because the 3DS is inherently limited in the first place, moving MC to this system with the limitations working as leverage and advantages is a boon.
no i don't think minecraft needs to be on wii u and 3ds just let it stay with the big 2 (sony and microsoft) the 3ds is not powerful enough and the wii u has no sales. but i do find it funny when wii u doesn't get it by vita does
Rollback Post to RevisionRollBack
"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
Actually, the 3DS is powerful enough, the problem is with storage. You could run FINITE smaller worlds just fine, the problem comes with the larger ones.
Basically, if left to prerender (which is probably the safest bet), it could generate a 100x100chunk zone which is just big enough to have a complete experience with around 30,000 total diamonds.
Wii U would be an EASY platform; especially considering it would be digital distro anyway. Its not difficult to release content on a platform when the cost per unit is near 0.
Actually, the 3DS is powerful enough, the problem is with storage. You could run FINITE smaller worlds just fine, the problem comes with the larger ones.
Basically, if left to prerender (which is probably the safest bet), it could generate a 100x100chunk zone which is just big enough to have a complete experience with around 30,000 total diamonds.
Wii U would be an EASY platform; especially considering it would be digital distro anyway. Its not difficult to release content on a platform when the cost per unit is near 0.
are you so sure that minecraft could run on 3ds the dev of terraria were talking about porting it to every thing and the 3ds could not handle terraria and terraria is alot smaller then minecraft. and your 100x100 chuck area would be a few 1000s blocks which means its bigger then mc360 mcps3 and mcvita which all 3 are more powerful and 4j said it takes a lot of memory space for worlds 852by 852. but wii u could handle the mc 360 but not the ps4 or xbone versions
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"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
Wow. Let me answer this in the same way you countered my opinion. In a complete ramble that doesn't know whats happening because you think there's a psychic link to your cerebellum and we can understand you just fine but yes I'm sure that the 3DS is capable of running Minecraft on a smaller scale as long as its optimized properly because I actually bothered to research the actual power of the system using about 15~30 minutes of browsing through Google. Trying to run PC minecraft on the poor little handheld is a no-go; but if you created a system-specific version I don't see how there'd be a problem; and again the digital distribution cost of releasing a developed game is near-o excluding paying the gatekeeper (Nintendo) for each unit sold in addition to probably paying a small license to release on their system. Also keep in mind that Terraria is a different game released by a different developer with a different focus so trying to equate the two is a no-go considering that Terraria is often much busier and the bottleneck is actually thrown more toward processing and ram; meaning that MC's overall slower pace would be a boon. But yes, world saves are large; so perhaps 100x100 chunks is a bit much, but 256x256 would work just fine. The problem here is the lack of hard drive which means that world data would have to be saved onto your SD card and it wouldn't be able to save if there wasn't enough room; the big thing is the world would have to be prerendered to a size so that the world size would remain fairly predictable or completely predictable with the padding that Nintendo likes doing.
Wow. Let me answer this in the same way you countered my opinion. In a complete ramble that doesn't know whats happening because you think there's a psychic link to your cerebellum and we can understand you just fine but yes I'm sure that the 3DS is capable of running Minecraft on a smaller scale as long as its optimized properly because I actually bothered to research the actual power of the system using about 15~30 minutes of browsing through Google. Trying to run PC minecraft on the poor little handheld is a no-go; but if you created a system-specific version I don't see how there'd be a problem; and again the digital distribution cost of releasing a developed game is near-o excluding paying the gatekeeper (Nintendo) for each unit sold in addition to probably paying a small license to release on their system. Also keep in mind that Terraria is a different game released by a different developer with a different focus so trying to equate the two is a no-go considering that Terraria is often much busier and the bottleneck is actually thrown more toward processing and ram; meaning that MC's overall slower pace would be a boon. But yes, world saves are large; so perhaps 100x100 chunks is a bit much, but 256x256 would work just fine. The problem here is the lack of hard drive which means that world data would have to be saved onto your SD card and it wouldn't be able to save if there wasn't enough room; the big thing is the world would have to be prerendered to a size so that the world size would remain fairly predictable or completely predictable with the padding that Nintendo likes doing.
it depends what way you look at this. minecrafts slower pace might have a few problems on 3ds. TNT on mcpe on a Galaxy s3 can cause a bit of lag. in a 256 by 256 area if you do lots of building there can be lag spikes heck on my brand new xbox ( got it about 2 months ago) has lag spikes if i build a lot in a tiny area. but could i the 3ds handle caves , the nether and end and so on. i just want to see how the vita runs minecraft because if it runs badly then 3ds is never getting minecraft but if it runs it great the 3ds my have a chance to get a very cut back version
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"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
Are we talking JIT world generation? Or are we talking pre-generated. If you're going to create a 3DS world, It would be wise to limit it to 10MB worlds (which is relatively large) with the overhead shoveled to generating the world in the beginning.
As a prototype, the world can be limited to 16chunks x 16chunks which is 16777215 total blocks which isn't ideal, but should be enough to work off of in early versions; I could probably run out of real-estate before I get finished with a wing of a castle I work on; but it's enough to allow moderate/small creations.
Also, the ENTER key is your friend, people don't like reading walls of text.
Are we talking JIT world generation? Or are we talking pre-generated. If you're going to create a 3DS world, It would be wise to limit it to 10MB worlds (which is relatively large) with the overhead shoveled to generating the world in the beginning.
As a prototype, the world can be limited to 16chunks x 16chunks which is 16777215 total blocks which isn't ideal, but should be enough to work off of in early versions; I could probably run out of real-estate before I get finished with a wing of a castle I work on; but it's enough to allow moderate/small creations.
Also, the ENTER key is your friend, people don't like reading walls of text.
sorry i dont know grammer very well
yes they could use a 16x16 chunk area but thats very limted like you said but could work. lots of people make fun of mcpe for being something so bad ( i thinks its not bad)
also with the lag if not a lot is going on they ya it could run it but if you got mobs being killed from a grinder and lots of bulids its going to start to lag. how would the game even look my guess is very bad and as the updates go on its just going to get worse like one update has farms and it starts to have the odd lag spike. next update has rails and minecrafts starts to freeze for a few seconds here and there and the next update adds redstone it starts to crash. i hope you see what a i am trying to say.
Rollback Post to RevisionRollBack
"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
Obviously updates would be focused around keeping things efficient. The good news about the 3DS or any console is that one 3DS is no different than another. There's not multiple models, processors, etc. So the development is fairly consistent. Even the XL and 2DS have the same system specs.
In terms of lag, the point of system design is to code around the concept of wiggle-room. You want to hit for median-system run. If the processor can run at 220mhz at peak, you don't want the system to run at that 220 the entire time, you want to design the system to run at like 170 or 180 so the system isn't always stressed to peak; this helps prevent lag.
The 3DS has a dual-core 220mhz processor that's been purposely underclocked from 800~1000mhz for energy efficiency and battery life (redundant, oh yes, but some people don't see this as the same thing) and overheating. 128MB of ram would be far excessive for 220 mhz otherwise.
So, the idea is to hit a happy middle which is possible. Heck, if you release MC:classic for the 3DS, people would be happy either way.
Obviously updates would be focused around keeping things efficient. The good news about the 3DS or any console is that one 3DS is no different than another. There's not multiple models, processors, etc. So the development is fairly consistent. Even the XL and 2DS have the same system specs.
In terms of lag, the point of system design is to code around the concept of wiggle-room. You want to hit for median-system run. If the processor can run at 220mhz at peak, you don't want the system to run at that 220 the entire time, you want to design the system to run at like 170 or 180 so the system isn't always stressed to peak; this helps prevent lag.
The 3DS has a dual-core 220mhz processor that's been purposely underclocked from 800~1000mhz for energy efficiency and battery life (redundant, oh yes, but some people don't see this as the same thing) and overheating. 128MB of ram would be far excessive for 220 mhz otherwise.
So, the idea is to hit a happy middle which is possible. Heck, if you release MC:classic for the 3DS, people would be happy either way.
i agree with you here yes keep it down to a happy middle no one starts to freeze or lag up. some older 3ds may have lag issues because of there age but brand new ones should not have this problem.
with minecraft classic there was no survival mode so people may get a little upset i think survival test with that point system could work or indev with finite worlds and there wasn't very much going on back then every thing had 1 color and that was it. if minecraft did go to 3ds i would be tempted to buy one even though its on vita
about the same spec yes they all have the same specs so no system should feel left out. i cant say this with the ps-vita 2000 it has a bit better specs then vita 1000s
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
"And so I go fast. Not because I want to, because no one else will."
-Sanic Hegehog
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One day, just playing Minecraft on your Wii U, when you decide to check out some PvP servers. You join one, thinking it will be fun. You had no idea how hilarious it would look to watch out trying to imitate the body motions to PvP. You end up looking like this:
Moral of the story. Let's keep minecraft off of the Wii U.
Well:
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
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http://www.minecraftforum.net/topic/1981284-minecraft-on-3ds-mc-with-a-twist/
I once heard someone say you could fight off the Ender Dragon with sticks. He was the smartest person I have ever met.
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I once heard someone say you could fight off the Ender Dragon with sticks. He was the smartest person I have ever met.
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As is, Minecraft would choke a 3DS; but this is because Minecraft is designed inside JAVA. On a PC, it requires JAVA which acts as a virtual machine that interprets code into machine language that the actual computer can understand. This means that any suspected usage of ram is LITERALLY doubled.
Here's what I mean.
Assume you're given a phrase in Japanese.
いたできます
Now, you're given a dictionary that allows you to translate that into English
"Let's Eat."
With the above, if you were given a sheet of paper, you'd likely have to make room for the Japanese characters and the translation. You wouldn't simply erase the Japanese and overwrite it. Likewise, with a computer, you wouldn't simply overwrite the input code. This means that you are obligated to double the amount of RAM that any program requires. Please keep in mind that it also requires CPU cycles to perform the interpretation from java to machine code.
This means that because of JAVA, the amount of RAM required is effectively doubled and the amount of processing time is greater than if the game had simply been compiled. But this also means that you couldn't play MC through a browser. /shrug
When you port this game to a specific IP, you must then go and obey the code that the machine uses. This is made trivial with android devices as JAVA is a native language; though the iOS is a different story. In the case of the 3DS, you'd have to make the game run on a RISC processor (namely the ARM processors). Programming on an RISC is nice because, as the name implies, the instruction set is reduced meaning that these processors generally tend to run faster and cheaper than a CISC processor (a PC, XB1, and PS4).
A few points to note: the 3DS is a dual-core system. One core is a dedicated system core and the other is a dedicated application core. This means that 268mhz are capable of being fully pushed toward a single application (which the system forces anyway, opening a new application requires the closing of the previous.
268mhz is not terribly great; this kind of power is in the same ballpark as the PSP. However, 268 may be enough to render MC decently should full optimizations be a forefront thought.
A major limitation comes with map size though. There's a bottleneck somewhere. Even though the RAM usage of a 3DS MC would be about 45% or 50% of it's PC counterpart; you'd still have to have room available to contain current map data, textures, and other update data. At 112MB of usable space, there's not much wiggle room; meaning that there'd have to be a ton of optimizations to ensure that you'd be able to run the game at a respectable frame rate. (We'll set 24frames per second as the minimum acceptable framerate, though others would cringe that the picture isn't the unnoticably fast 60fps (seriously, you're not a demigod, there's an upper limit to the amount of frames per second your eyes can process before it simply doesn't care anymore.))
Since a starting MC world is about 5MB (on fancy), we can say that MC uses up about 12KB of space per chunk. COMPLETELY IGNORING the space needed for textures (we'll just offload that to the 8MB of vram that the 3DS has), we can have nearly 9800 chunks. This is a 112MB file, by the way. If you traveled in one direction forever, this would be 156587 blocks you'd traverse. This is a 98*98 square of chunks. Not infinite, but more than you'd likely explore in a single sitting (making it perfect for handheld play).
Also keep in mind that you'd have to offload the save game data to an SD card with it's own bottlenecks. When a game loads, it pulls 441 chunks into memory (the 10x10 radius around you), to save on loading time, we can reduce this to 121 chunks (5x5 @ 1.45MB) or 49 chunks (3x3 @588KB).
LOADING TIME?! ON MY 3DS?! Preposterous!
Even on solid state, you still have transfer times. If you're looking at 5MB of data being transferred to the 3DS for world-loading, you're looking anywhere from 625 milliseconds to 2.5 seconds depending on the speed of the SD card you use and the speed of the 3DS's SD card bus. So having a smaller viewport may be preferable. It would actually make sense to scale down the viewing range anyway, the screen is only 240x800 meaning there is a very real distance where you would be unable to distinguish distant landscapes.
In standard play, a cube has 6 16x16 textures (one per each face); close textures are often double or quadruple what you see. They take up a lot of the viewport for a 3DS. It would actually behoove you (if you'd believe it) to scale down the loading of MC to load only the 4 chunks in the radius around you simply because you wouldn't be able to see beyond that point anyway (the smallest picture element is a pixel (short for pi(x)cture element), of which the standard 3DS display has 192,000 elements. You're screen resolution is effectively the same as a widescreen SNES (ouch).
Because the 3DS is inherently limited in the first place, moving MC to this system with the limitations working as leverage and advantages is a boon.
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"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
Basically, if left to prerender (which is probably the safest bet), it could generate a 100x100chunk zone which is just big enough to have a complete experience with around 30,000 total diamonds.
Wii U would be an EASY platform; especially considering it would be digital distro anyway. Its not difficult to release content on a platform when the cost per unit is near 0.
OFFICIAL POSTING/REPLYING GUIDELINES
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"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
OFFICIAL POSTING/REPLYING GUIDELINES
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"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
As a prototype, the world can be limited to 16chunks x 16chunks which is 16777215 total blocks which isn't ideal, but should be enough to work off of in early versions; I could probably run out of real-estate before I get finished with a wing of a castle I work on; but it's enough to allow moderate/small creations.
Also, the ENTER key is your friend, people don't like reading walls of text.
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yes they could use a 16x16 chunk area but thats very limted like you said but could work. lots of people make fun of mcpe for being something so bad ( i thinks its not bad)
also with the lag if not a lot is going on they ya it could run it but if you got mobs being killed from a grinder and lots of bulids its going to start to lag. how would the game even look my guess is very bad and as the updates go on its just going to get worse like one update has farms and it starts to have the odd lag spike. next update has rails and minecrafts starts to freeze for a few seconds here and there and the next update adds redstone it starts to crash. i hope you see what a i am trying to say.
"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed
In terms of lag, the point of system design is to code around the concept of wiggle-room. You want to hit for median-system run. If the processor can run at 220mhz at peak, you don't want the system to run at that 220 the entire time, you want to design the system to run at like 170 or 180 so the system isn't always stressed to peak; this helps prevent lag.
The 3DS has a dual-core 220mhz processor that's been purposely underclocked from 800~1000mhz for energy efficiency and battery life (redundant, oh yes, but some people don't see this as the same thing) and overheating. 128MB of ram would be far excessive for 220 mhz otherwise.
So, the idea is to hit a happy middle which is possible. Heck, if you release MC:classic for the 3DS, people would be happy either way.
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UNOFFICIAL POSTING GUIDE (PRT)
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with minecraft classic there was no survival mode so people may get a little upset i think survival test with that point system could work or indev with finite worlds and there wasn't very much going on back then every thing had 1 color and that was it. if minecraft did go to 3ds i would be tempted to buy one even though its on vita
about the same spec yes they all have the same specs so no system should feel left out. i cant say this with the ps-vita 2000 it has a bit better specs then vita 1000s
and i have a vita
"good night, good luck" -dying light
i think we should all use common sense and logic when we answer and ask a question but always stay open minded
just cause science fails to explain something does not mean its real (afterlife,big foot, ghosts etc..) does not mean its fake try to stay opened mined instead of closed