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March 12th, 2014, 22:59 Posted By: wraggster
Print magazines can still attract the millions currently getting their gaming news from YouTube.
That’s according to the team behind One Gamer Interactive, who hope to attract a digital-savvy audience with this new iPad publication.
“It’s no big secret that print magazines don’t have the strong mainstream presence that they used to, as people look more to their smartphones rather than a newsagent for their information. So the move into a more focused digital marketplace is a natural progression for us,” said editor Ian Collen.
“There’s a move towards the immediacy and creativity found in a video-dominated landscape, but I still believe that there’s a market for magazines among the YouTube generation – though clearly there’s scope for magazines to adapt to suit a more tech-savvy audience, which is where One Gamer Interactive comes in.
“There’s still a place for well-written editorial that people can sit down with and enjoy at their own pace, rather than being shouted at in two-minute chunks. Our plan is to strike a balance between the two.”
http://www.mcvuk.com/news/read/print...ration/0129459
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March 12th, 2014, 22:59 Posted By: wraggster
The EU Commission must talk to UK games firms before taking drastic action against the controversial free-to-play business model, says UKIE.
The microtransation model has come under fire in recent months, facing accusations of misleading customers, particularly children, over the real cost of ‘free’ games. It sparked an investigation by the Office of Fair Trading, which has issued a series of recommendations to App makers.
Now the EU Commission is taking a closer look at the model and could potentially prohibit the use of the phrase ‘free’ for games that require any costs.
“We will be urging the EC to adopt the consultative approach the OFT took and to understand that when done responsibly and clearly, microtransaction based business models give choice and value for both players and game makers,” said UKIE CEO Jo Twist.
“UK games businesses have an outline of how new business models work within the existing rules around consumer protection, especially when it comes to clear information, advertising and marketing – especially to children – and we believe they are already complying with these laws.”
http://www.mcvuk.com/news/read/ukie-...oversy/0129501
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March 12th, 2014, 22:54 Posted By: wraggster
When UK Prime Minister David Cameron gave a speech at CeBIT this year, what examples did he use to highlight tech innovation in Britain? Yes, ARM andImagination were on his list, but he also referred to the tiny, Linux-based computer called Raspberry Pi, which has now sold over 2.5 million units. In a timely fashion, the Pi's makers, element 14, have just announced a new $33,Wolfson-powered audio card that should give the device a broader range of functions.
http://www.engadget.com/2014/03/11/r...on-audio-card/
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March 12th, 2014, 22:53 Posted By: wraggster
As forewarned, Oculus VR is officially ending sales of its first-run development kit. "We're quickly running out of stock for the Rift development kit, so we've shut down sales in most regions," a note from Oculus says. Specifically, the issue comes from certain pieces of the headset "no longer being manufactured." That said, those headsets are more than a little long in the tooth at this point: both the HD version and the Crystal Cove prototype take giant leaps past the first dev unit, to say nothing of Valve's prototype. Oculus isn't offering anything official in terms of word on new dev kits (beyond what the company's CTO told us last year), but we expect many devs already have some form of new hardware from the fast-growing VR company.
http://www.engadget.com/2014/03/11/o...it-sales-over/
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March 12th, 2014, 22:15 Posted By: wraggster
Soul Sacrifice Delta sold 49,000 copies to top the Japanese software chart during the week ended March 9.
The release of the system exclusive helped Vita hardware sales close the gap on 3DS, according to data from retailer monitor Media Create republished on NeoGAF.
PS4 narrowly topped the hardware chart for the third consecutive week since its launch with another 35,294 sales, ahead of 3DS (35,068) and Vita (33,287).
<figure style='background: rgb(255, 255, 255); font: 14px/23.79px "Helvetica Neue", Helvetica, Arial, sans-serif; margin: 0px 0px 20px; padding: 0px; outline: 0px; border: 0px currentColor; width: 460px; color: rgb(38, 38, 38); text-transform: none; text-indent: 0px; letter-spacing: normal; word-spacing: 0px; vertical-align: baseline; display: block; white-space: normal; position: relative; -webkit-text-stroke-width: 0px;' class="responsive single-article__canvas single-article__canvas--full zoomhover" title="" data-media992="http://cdn.medialib.computerandvideogames.com/screens/dir_3163/image_316349_460.jpg" data-media768="http://cdn.medialib.computerandvideogames.com/screens/dir_3163/image_316349_700.jpg" data-media480="http://cdn.medialib.computerandvideogames.com/screens/dir_3163/image_316349_480.jpg" data-media="http://cdn.medialib.computerandvideogames.com/screens/dir_3163/image_316349_320.jpg"></figure>[h=3]Weekly software sales / lifetime[/h] - Soul Sacrifice Delta (Vita, Sony) - 48.786 / New
- Yo-kai Watch (3DS, Level 5) - 36.018 / 532.472
- Dragon Quest Monsters 2: Iru to Ruka no Fushigi na Fushigi na Kagi (3DS, Square Enix) - 31.157 / 718.865
- Harvest Moon: Linking The New World (3DS, Marvelous AQL) - 29.514 / 160.296
- Ar Nosurge: Umareizuru Hoshi e Inoru Uta (PS3, Gust) - 27.037 / New
- Fossil Fighters: Infinite Gear (3DS, Nintendo) - 22.210 / 80.538
- Yakuza: Ishin! (PS3, Sega) - 19.808 / 212.113
- Knack (PS4, Knack) - 17.272 / 393.348
- Kirby Triple Deluxe (3DS, Nintendo) - 14.108 / 489.610
- Pokemon X & Y (3DS, Pokemon Co.) - 10.708 / 3.984.832
[h=3]Weekly hardware sales ( previous week)[/h] - PS4 - 35.294 (65.685)
- 3DS - 35.068 (38.013)
- PSV - 33.287 (23.124)
- PS3 - 12.102 (13.155)
- Wii U - 7.773 (8.204)
- PSP - 3.425 (3.652)
- Xbox 360 - 300 (257)
- Total - 152.090 (381.347)
http://www.computerandvideogames.com...-sales-charts/
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March 12th, 2014, 00:55 Posted By: wraggster
[Wyager] was shopping around for a mechanical keyboard, and after noticing custom PCB manufacturing had come down in price so much, he decided to build his own. The end result is a keyboard that’s so elegant in its design, that it could, with a little work, become a very interesting Kickstarter project.
The design had three requirements: cheap, mechanical switches, and extremely customizable. The cheap requirement was solved by splitting the keyboard into two parts with a master/slave arrangement. The boards are connected by a 1/8″ TRRS jack conveying an I2C bus. Since both boards are identical except for the code running on the Teensy dev boards, [Wyager] saved a bit of cash by using two of the three PCBs that came with his OSHPark order.
The mechanical switches – Cherry MX Blues – are rather expensive parts for a failed project. For fear of failure, [Wyager] first ordered a PCB containing the footprint of only one key. With the footprint correct, he graduated to a 2×2 matrix. Once that was verified, the 6×5 matrix was ordered. Everything worked perfectly the first time, something we can’t say about many of our projects.
The code, board files, and schematics are available over on the github
http://hackaday.com/2014/03/11/custo...cal-keyboards/
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March 12th, 2014, 00:12 Posted By: wraggster
The release date for the Razer Nabu SmartBand has been pushed back to Q2 this year.
The wearable device - announced during CES 2014 - delivers notifications from a smartphone to the user's wrist and tracks personal information. It was previously scheduled to launch worldwide in Q1 2014.
When asked if the Nabu had been delayed, a Razer spokesperson told PCR: "I am yet to receive a definitive date, however have been told that the plan is for sometime around Q2."
Distributor VIP Computers confirmed last week that it will exclusively supply the Nabu in the UK.
It revealed that the SmartBand will arrive in 'mid-2014', and said interest generated around the product is 'frightening'.
The Razer Nabu has two OLED notification screens – one is located on the top of the wrist and notifies users of incoming calls, texts, emails and app updates via icons, while the screen located on the inside of the wrist provides detailed information of texts, emails, bio data and other updates that can only be viewed by the user.
The Nabu also tracks a user's sleep data, distance walked and more to help understand and adjust their daily activity.
Over 10,000 developers have signed up to create apps for the Nabu.
http://www.pcr-online.biz/news/read/...d-to-q2/033491
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March 11th, 2014, 23:45 Posted By: wraggster
Oculus has scooped up Atman Binstock as its new Chief Architect; he's the former Valve virtual reality head and one of the leaders of the VR Room demo at Steam Dev Days. Binstock will head up a new Oculus R&D team in Seattle, Washington, which joins existing offices in Irvine, California, Dallas, Texas, and San Francisco, California. It's worth noting that Valve is based in Bellvue, Washington, roughly 15 minutes from Seattle.
Binstock says he began working on VR at Valve two years ago, after a pitch from Valve R&D leader Michael Abrash:
"Michael convinced me that this was basically the myth of technological inevitability: the idea that because technologies were possible, they would just naturally happen. Instead, the way technological revolutions actually happen involve smart people working hard on the right problems at the right time. And if I wanted a revolution, and I thought I was capable of contributing, I should be actively pushing it forward. I signed up."
Valve and Oculus are working together on the Oculus VR headset, and together they created the most recent Oculus prototype, the Crystal Cove. Valve doesn't plan on releasing an in-house VR headset, and will instead focus on helping Oculus.
In February, we learned Oculus was running out of dev kits because some components were no longer manufactured. Now, the company has closed sales in most regions and it's ramping down production. Oculus writes, "We never expected to sell so many Rift development kits and the fact that we're close to being sold out after 60,000 kits is nothing short of incredible - Thank you for your support!" There's no word on a new dev kit model.
http://www.joystiq.com/2014/03/11/va...-seattle-team/
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March 11th, 2014, 02:01 Posted By: wraggster
New Video Game Release Date List!
The new video game release date highlights for the week of March 10, 2014 on Xbox One, PS4, Xbox 360, Playstation 3, Playstation Vita, Nintendo Wii, Wii U, Sony PS Vita, Nintendo DS, 3DS, and PC/Mac include Titanfall, Dark Souls II (Black Armor Edition), Yoshi's New Island, Putty Squad and a few more gems...
Our recommended new release of the week will go to the highly anticipated release of Titanfall:Prepare for Titanfall. Crafted by one of the co-creators of Call of Duty and other key developers behind the Call of Duty franchise, Titanfall is an all-new universe juxtaposing small vs. giant, natural vs. industrial and man vs. machine. The visionaries at Respawn have drawn inspiration from their proven experiences in first-person action and with Titanfall are focused on bringing something exciting the next generation of multiplayer gaming.
Current Amazon Video Game Pre-order Deals:
Check out the full list of new video game releases (USA) for the week on Xbox One, PS4, Xbox 360, PlayStation 3, Playstation Vita (PS Vita), Nintendo Wii, Wii U, Sony PSP, Nintendo DS, 3DS, and PC! As always, release dates are subject to change, slip, slide, and be fairly unpredictable.Xbox ONE Playstation 4 Xbox 360 Playstation 3 Nintendo Wii U PS Vita Nintendo 3DS
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March 10th, 2014, 23:00 Posted By: wraggster
Okay, after a bit of a hiatus on the rpix86 front, here finally is a new version of rpix86! I have ported a few features over from my other project, and also managed to spend a couple of days fixing some minor bugs for this version. Here are the most notable changes:
1. Implemented new experimental CD-ROM support
You can now give a new -c (as in CD-ROM) command line parameter to rpix86. This parameter gives the directory on your Raspberry Pi that should be used as the root directory of D: drive. This D: drive is emulated as a CD-ROM drive (when a DOS program queries the type of the drive). For example, if your game is located in /home/pi/rpix86/Games/MYGAME and you have a subdirectory CDROOT under that directory that contains all the files from the CD of the game, you can give a parameter -c/home/pi/rpix86/Games/MYGAME/CDROOT to have rpix86 use the contents of that directory as a D: drive.
Note that ISO images (or any other similar CD images) are not supported, you need to extract all the files from the image to a directory on your Raspberry Pi. I am looking into a possibility of adding ISO image support in the future.
2. Fixed the rpix86 screen copy feature
I had broken the screen copy feature in rpix86 several versions ago, but I had not had much need for that feature myself so I had not bothered to fix it. Now I finally decided to look into this problem. It turned out that I had accidentally moved the screen copy routine to a location in the code after the screen was cleared, which is why all the screen copies had just a black screen. In this version you can again take a screen shot by pressing the PrintScreen button on your keyboard. The screen copies are written into SCR??.BMP files, with the ?? being an incremental number.
3. Ignore the "drop-to-debugger" key press if debugger is not available
I added code to detect whether the current screen size allows running the inbuilt debugger, and if the debugger is not activated, the "drop-to-debugger" key (right Windows key) will not do anything. The built in debugger is meant for my own debugging use, so you can freely ignore this information completely. :-)
4. Improved previous fix for writing to unmapped EMS page
The fix I made in version 0.15 for the Aces Over Europe bug was not a very good one, so I made a better fix in this version. Now writing to an unmapped EMS page writes to normal low memory, just like it works on a real PC.
5. Improved mouse initialization (fixes crash in Fragile Alliance)
There was a minor problem in the mouse initialization routine which left some mouse scaling variables uninitialized. This could cause a division by zero problem in some games that tried to change the mouse scaling immediately after initializing the mouse. This problem is now fixed.
6. Added support for HLT opcode in protected mode (Fragile Allegiance)
Another minor problem was that the game "Fragile Allegiance" used the HLT (Halt) opcode from protected mode, and I had not yet implemented that yet. Implementing it was quite easy, and that fix allowed Fragile Allegiance to run.
7. Implemented a missing EGA opcode (Spacewrecked)
The game "Spacewrecked" failed to run because I had not implemented a rare EGA mode opcode it used. After implementing that the game began to run fine.
Thanks for your continued interest in rpix86, and let me know of any bugs you find in this version! My time to work on a new rpix86 version continues to be somewhat limited, but I will try to work on it at least every now and then.
http://rpix86.patrickaalto.com/rblog.html
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March 10th, 2014, 21:11 Posted By: wraggster
We saw Epson's Moverio BT-200 glasses back at CES, and while not much has changed on the hardware front since then, the company dropped by SXSW to demo a few new games. There's also a new homemade camera rig, so it's now possible to share the excitement here. Moverio supports the full version of Android 4.0, but unlike smartphones and tablets running the same OS, these glasses include a pair of embedded transparent displays, which provide a surprisingly usable view, while also preserving some of your field of vision -- we absolutely would not recommend walking, driving or interacting with humans while wearing them, though.
http://www.engadget.com/2014/03/10/e...overio-gaming/
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March 10th, 2014, 20:47 Posted By: wraggster
Iconic saved-from-the-brink UK entertainment retailer HMV is phasing out pre-owned video game sales.The shop no longer buys second-hand video games and is clearing out - discounting - the pre-owned stock it does have in order to make room for other things, a branch of HMV told me this morning.A UK industry source backed that up, telling me HMV no longer considered the games business as core - its money was in music and film.A separate source contacted Eurogamer at the weekend to alert us to the situation.Whether HMV intends to ditch pre-owned game sales for good is unclear.
http://www.eurogamer.net/articles/20...deo-game-sales
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March 10th, 2014, 20:46 Posted By: wraggster
Animated RPG South Park: The Stick of Truth has debuted at the top of the UK all-format charts in its first week of release.53 per cent of physical copies were sold on Xbox 360, 41 per cent on PlayStation 3 and 6 per cent on PC, the only format not hit by the game's European censorship.South Park is Ubisoft's first number one of 2014 and the first role-player to debut in first place since Ni No Kuni in February 2013.The only other new entry was Pac-Man and the Ghostly Adventures - that arrived in 21st place.Thief, last week's number one, fell to second place. Plants vs. Zombies: Garden Warfare was third, The Lego Movie Video Game was fourth and FIFA 14 fifth.Call of Duty: Ghosts, Minecraft: Xbox 360 Edition, Battlefield 4, Lego Marvel Superheroes and Assassin's Creed 4: Black Flag.
http://www.eurogamer.net/articles/20...uth-debuts-top
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March 10th, 2014, 20:42 Posted By: wraggster
EA is exploring entering the virtual reality gaming market.CEO Andrew Wilson told Polygon that his company breaks gaming into three "modalities": "lean back", "lean in" and "lean over".Oh, it's a YOLOgram.
"Lean back" is typically gaming done from a sofa; "lean in" is typically gaming done on a PC; and "lean over" gaming is typically done on mobile devices.He believes VR has added a fourth "modality" to the list: "get in" gaming."The thing I challenge my team to right now is, 'Listen, there's clearly a desire to add a modality of play to the three we're currently focused on. I don't know who the technology partner is that's going to deliver that modality for us, but let's start thinking now about the experiences [...],' so that we can deliver experiences that make sense for you; experiences that deliver on the promise and the fantasy of being inside a video game.""Get in" gaming could be delivered through a VR headset or "through some hologram that evolves out of your living room floor", he said. Out of the floor!EA's pretentious "modality" labels refer to the study of gaming styles rather than gaming platforms - "How are you trying to interact with a game?" - because hardware is too much of a floating point to base a future on.Oculus Rift rocketed from Kickstarter hopeful to multi-million dollar exciting tech business in the blink of an eye. Sony is now rumoured to be developing its own VR headset for PlayStation 4.
http://www.eurogamer.net/articles/20...reality-gaming
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March 9th, 2014, 22:35 Posted By: wraggster
Twin-stick shooters aren't exactly a new concept, but offering a view from your in-game vehicle's pilot seat as an alternative from the common top-down perspective? That's different! Crimson Dragon developer Land Ho! Co., Ltd is letting players take on contaminants from the eyes of a cell in Project Life, a title planned for PC and iOS. While players are free to use the top-down view, Destructoid reports that the PC version will also support the Oculus Rift.
Progressing through Project Life involves clearing out purple toxins from the playing field, which allows your cell to travel through new spaces once they're brought into good health. Entries to Project Life's development blog from 2012 also note that a player's health is drained as they attack enemies, so existing twin-stick shooter habits of spewing bullets at all times might not work so well here.
A release window hasn't been shared for Project Life, but with how frequently classic games are being adapted to first-person perspectives for the VR headset, it's neat to see some original projects supporting it, too.
http://www.joystiq.com/2014/03/09/pr...-rift-support/
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March 9th, 2014, 22:31 Posted By: wraggster
UK phone network O2 will let you try Oculus Rift in select high street stores from June, as part of its sponsorship of England Rugby.
Slip on the virtual reality headset and you'll be able to test out Wear the Rose, O2's 360 degree rugby training experience which was created by London-based developer Unit9.If you're an O2 customer, you can try Oculus sooner via your Priority rewards app - and book it to come to you from April.Eurogamer tried Wear the Rose last week - it feels immersive thanks to the Oculus' head-tracking technology, but sadly lacks any kind of interactivity.The experience sees you surrounded by members of the England team during a training session. Rugby balls are thrown at you to catch, charging players run at you to teach you tackles, and at one point you find yourself in the middle of a scrum.But the demo is meant as a starting point - more advanced versions are already in the works."Kinect, treadmill, VR suits... they are the next level for this experience," producer Michelle Craig told us. "We're playing with that all the time."Other entertainment possibilities for the kit include placing users on stage at a gig or concert, surrounded by musicians and in front of a crowd of thousands.
http://www.eurogamer.net/articles/20...d-to-o2-stores
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March 9th, 2014, 22:26 Posted By: wraggster
Ever wondered how classic Nintendo games would look in first-person with a VR headset? Well wonder no more as YouTuber Chadtronic has made videos detailing his experience combining the Oculus Rift with modded version of The Legend of Zelda: The Wind Waker, Metroid Prime, Ocarina of Time, and Mario Kart: Double Dash.
Not all games - or their emulations - are created equal and some function as a better fit for the Oculus Rift than others. Naturally Metroid Prime makes the smoothest transition, since the game was already designed with a first-person perspective in mind, but some of these other games sync well with it too - at least in part.While playing The Wind Waker in first-person seems to defeat the point of Link's incredibly expressive, wide-eyed avatar, there are moments where it really comes into its own - particularly when gliding about with a leaf overhead. I don't think a fully first-person Zelda will ever work, but having the option to poke about the scenery from Link's point of view is nice every now and again (something you can do in the recent Wii U HD remake), and if Nintendo designed these games with VR headsets in mind from the get-go it could really be something - particularly in Mario Kart if you could drive one way while peering to the side to see your competition edge up.For more retro-fitted Oculus fun, we saw a man try this a couple of weeks ago with the original The Legend of Zelda, something Chadtronic before going one step further down Nintendo's pipeline. http://www.eurogamer.net/articles/20...he-oculus-rift
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March 9th, 2014, 21:14 Posted By: wraggster
It's not always easy to read someone's emotions -- and that's a problem for retailers, which can't easily tell if their products intrigue you or simply confuse you. They may not have to guess for much longer, though, as Emotient has launched the private beta for a Google Glass app that identifies feelings using the device's camera. The software scans faces for emotional cues that reflect an overall sentiment, even if it's subtle; the app can tell if you're mildly pleased, for instance. Privacy shouldn't be an issue, since the app is only saving anonymous data, not images.
Emotient is testing its app with just a handful of companies right now, but the finished app should help stores please customers in the future. There's also a chance you'll see the underlying technology in something you can try for yourself. The company tells The Next Web that its emotion detection will reach Intel'sRealSense platform, so don't be surprised if your next webcam can tell that you're in a good mood.
http://www.engadget.com/2014/03/06/e...gle-glass-app/
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March 9th, 2014, 21:08 Posted By: wraggster
Even though CES 2014 is long gone, some of the stuff announced there is just now starting to become available for purchase. Case in point: Sharp's Q+ lineup (originally known as Quattron+), a series of 2014 AQUOS televisions featuring the latest and greatest, including a revamped SmartCentral platform. But that's not what's interesting here. Instead, it's the Q+ technology, one that Sharp describes as being able to "accept a 4K signal and play it back at near-4K resolution, with an effective resolution of up to 3,840 x 2,160."
The company says this is possible thanks to its Revelation Upscaler, which takes HD content and "optimizes it for the higher resolution screen, so that it's sharper and more vivid." By building Q+ TVs on 1080p panels, Sharp claims it's then capable of pricing these lower than some of its would-be competitors. Now, is that enough to get you to buy into it? If so, you'll have quite a few options to choose from -- they're up for grabs now in 60-, 70- and 80-inch flavors, with prices ranging from $2,500 all the way to a cool $6,000.
http://shop.sharp.co.uk/
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March 9th, 2014, 21:01 Posted By: wraggster
"This could be a science lesson on the innards of sharks."
Chance Ivey, game design lead for Chaotic Moon's whimsical Oculus Rift demoSharkPunch, was only half-joking when he made that comment to me as I exploded a megalodon with my fist in virtual space. That's because the minigame, which incorporates a visor-mounted Leap Motion controller to let users punch sharks in 3D, actually has firm roots in an educational simulator the Austin, Texas-based company's been developing for prospective clients. Yes, that connection may be hard to swallow at first -- after all, how does a frenzied, and fun, game of shark carnage assist players with learning? The simple answer is that it doesn't, but by no means does that lessen SharkPunch's educational origins in the slightest.
http://www.engadget.com/2014/03/07/p...t-leap-motion/
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