Showing posts with label nextgen. Show all posts
Showing posts with label nextgen. Show all posts

Monday, April 22, 2013

Alleged next-gen iPad rear casing suggests mini-esque design and finish

Alleged nextgen iPad rear casing suggests miniesque design and finish


We've seen a possible case, what could be the front portion of Apple's next iPad and this time around, Tactus has got its hands on the other half, the rear casing. Unfortunately, it's the not-so-interesting view, but we can still make out the space for the hole for the camera lens, sharper corners and the same dark blue finish we saw on both the fifth iteration of the iPhone and the iPad Mini. Tactus reckons it'll hold onto the original iPad's 9.7-inch display, but surround it with a thinner bezel. As for the rest of the specs that will eventually reside inside the redesigned shell, well, we'll have to wait for the official reveal from Apple for the full story.


Update: It's worth noting that 9to5Mac spied a similarly redesigned iPad shell at the start of the year. We've included their leak after the break. Thanks for everyone that sent this in!

Alleged nextgen iPad rear casing suggests miniesque design and finish


Via: Apple Insider


Source: Tactus


More Coverage: 9to5Mac

Monday, April 1, 2013

Visualized: Unreal Engine 4 'Infiltrator' demo gives an impressive peek at next-gen gaming

Visualized Unreal Engine 4 'Infiltrator' demo gives an impressive peek at nextgen gaming


Just in case you missed it last night buried in our interview with Epic Games VP Mark Rein, the company showed off a new real-time demo at GDC 2013 this week, titled "Infiltrator." The nearly four-minute clip, showcases a sci-fi shootout created with its Unreal Engine 4, and remarkably powered by a single GeForce GTX 680. Now that we've piqued your curiosity a bit, check out this gorgeous display of futuristic espionage after the break, plus a bonus clip of the "Elemental" UE4 demo running on a PlayStation 4 dev kit in real-time.




More Coverage: Joystiq

Saturday, March 30, 2013

In conversation with Epic Games' Mark Rein: Unreal Engine 4 support for Oculus Rift (and everything else), and thoughts on next-gen

In conversation with Epic Games' Mark Rein Unreal Engine 4 support for Oculus Rift and everything else, and thoughts on nextgen


Epic Games isn't just offering up its ubiquitous current-gen game creation tool Unreal Engine 3 to Oculus Rift developers, but also its next-gen tool, Unreal Engine 4. Epic Games VP Mark Rein told Engadget as much during an interview at this year's Game Developers Conference in San Francisco, repeatedly stating he's "super bullish" on the Rift, all the while rocking an Oculus pin on his exhibitor lanyard. "Oh, for sure," he said when we asked about UE4 support for the Rift. "We're working on that now." The Rift dev kit was demoed at CES 2013 running Unreal Engine 3's "Epic Citadel" demo, and Epic's offered support to the Oculus folks since early on, making the UE4 news not a huge surprise, but welcome nonetheless.


The next-gen game engine was being shown off at GDC 2013 with a flashy new demo (seen below the break), as well as a version of its "Elemental" demo running on a PlayStation 4 dev kit (shrouded behind a curtain, of course). Rein was visibly excited about that as well, unable to contain random vocal outbursts during the presentation. "It's a war out there, and we sell bullets and bandaids," he jokingly told us in an interview the following day. The quote comes from coworker and Epic VP of business development Jay Wilbur, and it's fitting -- Epic only makes a handful of games, and the company's real money comes from game engine licensees. In so many words, the more platforms that Unreal Engine variants can go, the better for Epic (as well as for engine licensees, of course). "It's a good place to be -- we try to support everything we can. We have to place some timed bets on things that we feel are gonna be the most important to licensees, and also to us where we're taking games. But because the engine is portable -- it's written in C++ -- a licensee can take and do whatever they want," he said.


During the presentation the day before, another journalist asked if Unreal Engine 4 would work on Nintendo's Wii U -- a console that straddles the line between next-gen and the current one in terms of horsepower. "Hahahaha, no," he responded, which sent a wave of laughter through the room of journalists. But that's not technically true, he admitted the next day, walking back his gaffe. "You heard the stupid gaffe yesterday about the Wii U," he said. "If someone wants to take Unreal Engine 4 and ship a game on Wii U, they can! If they wanna ship an Unreal Engine 4 game on Xbox 360, they could make it happen." While that game might not look as pretty as it would on a "true" next-gen console, the new engine is scalable to a variety of platforms, including mobile.


Despite UE4's next-gen bent, the engine is built from the ground up with portability in mind. For instance, the UE3 demo running in Firefox was described as just the beginning -- Epic plans to get UE4 running in browsers in the not-too-distant future.

Tuesday, February 5, 2013

OnLive's Bruce Grove on next-gen gaming, MMOs: 'We can take the leadership here'

OnLive's Bruce Grove on next-gen gaming, MMOs: 'we can take the leadership here'


To say the last few months have been a bit of a bumpy ride for game streaming service OnLive would be a bit of an understatement. However, over that time the games continued to flow uninterrupted, and the firm seems intent on not standing still. In a recent interview GM Bruce Grove espoused his optimism for the technology beyond general hardware vendor collaborations. The key, Grove believes, being cloud-gaming's very design, which he hopes could always offer more power than current consoles thanks to the "rafts and rafts" of CPUs at the game developer's disposal -- without the wait for new hardware iterations. It wasn't just processing prowess he was keen to talk-up -- cross-platform MMOs got a mention too. Grove essentially claims that OnLive has "cracked" the problem of delivering the multiplayer format to mobile -- and other non-traditional platforms -- but implies that there are still some tangles when it comes to making the model work for his firm's particular set-up. The flexibility of cloud-based gaming has always been the central pin of its proponents' arguments, but with the boast that his firm could take the lead in this area, Grove is hinting at the direction OnLive is focusing on. Read the full interview at the source.


Source: Redbull

Wednesday, December 19, 2012

Editorial: My PC is my Next-Gen Console

There was a moment on Sunday when I thought the PC gamers had been hiding something from me.

They'd been telling me that PC gaming wasn't the complicated hobby that it used to be, that it was more streamlined and less of a pain. They'd told me that I didn't need to be an auto mechanic if I didn't want to be, that I could just drive without ever flipping up the hood.

And yet there I was trying to be a PC gamer on Sunday and having a tough time of it. I was feeling stymied yet again. I was having what I now hope are my last doubts, because today I've just about run out of excuses to fear PC gaming. And I'm beginning to wonder what the point of a gaming console is in these modern times of December 2012.

My problem on Sunday was maddeningly simple. I'd plugged my computer?a gaming laptop (yes, yes, I know)?into my surround sound system, which was plugged into my TV. And? the image of my computer's desktop on my TV was cropped. I could barely see Windows' bottom toolbar. In X-Com Enemy Unknown I couldn't read the full names of my troops. In Far Cry 3 my peripheral vision was hemmed in.

This problem shouldn't have existed, I thought.

What's on my computer screen should have been on my TV screen. My computer was plugged into my TV set-up through one simple HDMI wire. If this was a console, it would have just worked.

I started Googling to find a solution. I Tweeted about my problem. I called colleague Kirk Hamilton. And what do you know? A lot of people seemed to know about this. A lot of people seemed to have the same problem. A lot of people seemed to know that, yeah, PC gaming still has weird issues that turn things that should work into conundrums that force you to consider, oh, maybe I'll just play this game without being able to see all of it.

I felt tricked. PC gaming, I feared, was as much a hassle as ever.

My problem on Sunday was an echo of my problems with PC gaming of old. In the late 90s and early 2000s, the computers I had were almost immediately obsolete. I'd go to the store and read far too much fine print on the spines of game boxes. Sure, I had a PC, but it didn't mean I could play the PC games I wanted to play. I hated this. I was in college and then just out of college and couldn't afford to keep up with ever-changing standards for graphics cards, sound cards and whatever else. My drivers never seemed to be up to date and I hated the hassle of trying to figure out how to update them or what to do when even updating them didn't seem to enable me to run games on computers that should have been able to run them.

You not only can't tell me that my consoles are better than my PC; you can't tell me that the concept of a gaming console has much on the PC any more. Unless we're talking about price.

Other than to play the occasional indie, I bailed out of PC gaming for many years. I returned this past summer.

In September, I got myself a gaming laptop (yes, yes, I know, but it's a powerful one). I installed Steam and started downloading games through my press account. These games started updating themselves, snatching whatever files they needed, installing Direct X and god knows what else. I was trusting Steam and it was making my return to PC gaming a cinch.

Then the fall came and I reverted to playing games on consoles. I played some Xbox 360 and some PlayStation 3. I rediscovered my 3DS and spent a lot of time on the Wii U.

At an event for BioShock Infinite just two weeks ago, I was given the chance to play the first four hours of the game on PS3, Xbox 360 or PC. A PR person there was nudging me toward PC. I figured I'd play the game on something I was more familiar with, more comfortable with. I'd like to play it on console, I said. That's when I realized that the anxiety was creeping back.

So, since then, I've tried playing games on my PC. I plugged the thing into my TV to even try Steam's Big Picture mode and more or less turn my gaming laptop into a glorified console. This would be my return to PC gaming via the shallow end of the pool. I'd play it safe by playing games in a manner I've played them so often before: on my TV, controller in my hands.

I was loving it.

I was beginning to doubt that I'd care much about console gaming again, because, well, I'll get to all of my revelations and excitement about PC gaming in a moment.

Let me tell you how the Sunday problem was resolved. The folks on Twitter and Kirk Hamilton were only able to guess solutions. Check your NVidia control panel? Tried that. The "display" options aren't in there, for some reason. Maybe it's the Bose surround system? Nope. I saw the same cropped display when I plugged directly into the TV. Maybe it's your TV? Yeah, it was the TV. It was "overscanning" my PC's video signal, whatever that means. I had to tell it to stop doing that. I then shared that advice:

Problem solved. Xcom and Far Cry 3 have looked wonderfully un-cropped since then.

And that brings me to a tune that I didn't expect to be singing when 2012 began. It goes like this:

PC gaming makes my consoles look like a joke. This isn't because Far Cry 3 or some other game looks so much better on my PC, but because the interconnectedness of modern games feels so much more appropriate for a system like the PC. I didn't expect I'd ever say this, but?I'm finding that PC gaming is giving me more peace of mind as a gamer. The inevitable bugginess of modern games is patched immediately on PC, not left in some long certification queue by a console creator. By gaming on PC, I feel a step closer to the makers of the game; I don't feel the intermediating influence or obstruction of a Sony, Microsoft or Nintendo. And I feel I have access to a suite of features?mod support among them?that the developers actually considered part of the game's complete experience. I also feel like I'm no longer unable to get to some of the most interesting and unexpected games being made.I don't mind peeking under the hood a little. I'm not completely comfortable with worrying about whether I should keep my "Vegetation" on "Very High" or my "Geometry" on "Ultra," but if I have to spend a half an hour on a Sunday monkeying with my TV in order to get these games running on a TV and another 10 minutes finding the Windows setting that spits my game audio out in 5.1, it's worth it, because?PC gaming is making my life easier. Whatever streamlining of my gaming life that the Nintendo 64 or PS2 gave me back of the day is now being trumped by a single device that is holding a couple dozen games I'm excited to play (no discs!), that's updating them constantly (man, Steam's great, huh?) and that, thanks to Big Picture, lets them run just fine on my TV but can also run them on a laptop if I don't feel like using the TV or the TV is being used by someone else (shades of the Wii U!). Caveat: Uplay on PC does indeed seem kind of dumb.

Do I sound born again?

Do I have the zealotry of the prodigal son re-converted?

I suspect I might be blind to the pitfalls ahead of me. I figure that my gaming laptop won't keep pace with seven years' worth of ever-improving games the way my Xbox 360 has. I am sure there will be a moment when I again yearn for a Microsoft or Sony to slow down the rate of patching on a new game. Right now, however, you can't convince me that a 100-friend-limited Xbox 360 that requires me to swap discs almost any time I want to play a major new game and that won't allow a single mod is giving me a better gaming set-up in my living room than my PC. You can argue that something unique might be going on in the Wii U, since it is built for two-screen gaming, but you can't tell me that the PlayStation 3 has anything on my PC other than a batch of very cool Sony-published games.

You not only can't tell me that my consoles are better than my PC; you can't tell me that the concept of a gaming console has much on the PC any more. Unless we're talking about price. I did pay $1700 for my PC. But then again, I bought a laptop. Yes, yes, I know.

Last night, I merrily played some games on my TV using a standard game controller. A console wasn't even involved. I finally have no problem with that.

As 2012 fades, my fear of PC gaming is gone. Did you hear about those next-gen consoles? I think I have one. Had it since September.


View the original article here

Tuesday, November 13, 2012

Gogo launches next-gen in-flight internet, with better speeds and more capacity

Gogo Launches Next Generation In-Air Connectivity Technology - ATG-4
New Technology Expected to Significantly Improve Capacity to the Plane

Nov 12, 2012

ITASCA, Ill., Nov. 12, 2012 /PRNewswire/ -- Gogo, a leader of in-flight connectivity and a pioneer in wireless in-flight digital entertainment solutions, announced today that it has launched its next generation connectivity technology – ATG-4 – on three airlines: Delta Air Lines, US Airways and Virgin America. The service is expected to increase capacity to the plane, which will allow more passengers to access the Internet with a more consistent browsing experience.

(Logo: http://photos.prnewswire.com/prnh/20110715/CG34837LOGO)

Currently, Gogo has installed the service on more than 25 domestic aircraft. Virgin America was the first airline to install the new technology and currently plans to roll out the service on more aircraft in the months ahead. In addition to Delta Airlines, US Airways and Virgin America, Gogo is expected to launch ATG-4 service on American Airlines and United's p.s. fleet in 2013.

Gogo's ATG-4 technology is capable of delivering a peak speed of 9.8 Mbps, triple the peak speed of 3.1 Mbps enabled by the previous air-to-ground network. The new technology includes three industry-leading innovations: the addition of directional antennas and dual modems on each aircraft and the deployment of EV-DO Rev. B technology on Gogo's airborne and ground networks.

"This significant step in Gogo's technology roadmap allows us to better address the demand for in-air connectivity services," said Michael Small, Gogo's president and chief executive officer. "We continue to find ways to implement new technologies that bring more bandwidth to the aero market."

Gogo expects to roll out ATG-4 at a rapid pace, with hundreds of aircraft installations planned before the end of 2013. Aircraft installations of the new technology will typically take place overnight and will require the installation of two antennas, one on each side of the aircraft, installation of a second modem and a software upgrade. Gogo's more than 150 land based cellular towers have already been modified for the new technology.

"We know we have a devoted core of customers who depend on our service and who choose flights based on its availability. We are dedicated to providing a consistent, high quality service they can depend on now and in the future," added Small. "ATG-4 planes will have improved that service today – especially on transcontinental routes. At Gogo, we are committed to bringing better communications technology to passengers at 30,000 feet."

About Gogo

Gogo is fast becoming everyone's favorite part of flying. By allowing travelers to get online, in air, Gogo keeps them connected to life. Using the Gogo exclusive network and services, passengers with laptops and other Wi-Fi enabled devices can get online on more than 1,600 commercial aircraft including all domestic mainline Delta Air Lines and nearly all of Delta's regional jets; all AirTran Airways and Virgin America flights; and select Air Canada, Alaska Airlines, American Airlines, Frontier Airlines, United Airlines, and US Airways flights.

Back on the ground, Gogo's 500+ employees in Itasca, IL, Broomfield, CO and London are working to continually redefine flying as a productive, socially connected, and all-around more satisfying experience. Connect with us at www.gogoair.com, on Facebook at www.facebook.com/gogo and on Twitter at www.twitter.com/gogo.


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