Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Saturday, April 13, 2013

Best-selling author Daniel H. Wilson on naming robotic villains and high-end gaming PCs

Best-selling author Daniel H. Wilson on the naming robotic villains and his soft spot for high-end gaming PCs

Every week, a new and interesting human being tackles our decidedly geeky take on the Proustian Q&A. This is the Engadget Questionnaire.

In the latest installment of our weekly smattering of queries, best-selling author and roboticist Daniel H. Wilson talks corporate Kool-Aid and the evils of stock market AI. Join us on the other side of the jump for the full gamut of responses.

Bestselling author Daniel H Wilson on the naming robotic villains and his soft spot for highend gaming PCsWhat gadget do you depend on most?
Like everybody, I'm addicted to looking at my phone every five minutes. Sometimes, I'll just sit hunched in the dark and stroke its gleaming metallic curves. It is... precious to me.

Which do you look back upon most fondly?
I'm nostalgic for that big, stupid, brown TV remote from the 1980s that my brother and I used to call "the box." It was connected to the television with a brown cord, so fighting over it was more of a "King of the Hill" multiplayer mode, rather than the "Capture the Flag" mode that came later with wireless remotes.

Which company does the most to push the industry?
I try not to drink Kool-Aid. It stains your lips and makes you look like a little kid.

What is your operating system of choice?
Once, I was a computer science undergrad and I lived in a wild land of Unix and Linux and dual boots. These days I am a humble man, content to live simply on the parcel of land granted to me by Mac OS X.

What are your favorite gadget names?
In my novel Robopocalypse, I named the villain "Archos." It came from the Greek root Arkhon, which means ruler. Later, I found out that there is an Android tablet maker with an identical, and equally awesome, name. Good for them.

What are your least favorite?
Too many to count. I feel sorry for all the startups that have to play the name game. That's why I'll dump a few here, for free: skankler, spoodly, cryognesis, canbobula, dirbler, mastivore and folliculitus. The last one is an infection you'll get from drinking champagne in hot tubs thanks to the money you made from those product names I gave you.

Which app do you depend on most?
I depend on theScore for my quietly-ignoring-all-humans-while-checking-sports-scores needs.

"I'm nostalgic for that big, stupid, brown TV remote from the 1980s that my brother and I used to call 'the box.'"

What traits do you most deplore in a smartphone?
All these new notifications and reminders and blatant attention-grabs are very annoying. Plus, it makes my phone seem desperate.

Which do you most admire?
I really like the Apple Photo Stream sharing service, because it lets me share pictures of my kids with the six or eight people in the world who actually care.

What is your idea of the perfect device?
There is no perfect device, but anything that gets iteratively better has my respect. Perfect is never good enough for long.

What is your earliest gadget memory?
It's summertime, about 6 o'clock in the morning. I'm sitting cross-legged in my underwear on the cool hardwood floor of my bedroom, playing Super Mario Bros. as birds start to sing outside
my window.

What technological advancement do you most admire?
I'm proud of the roboticists working on autonomous vehicles. Ask yourself, "What could I invent to save the most lives possible in a developed country?" Short of curing heart disease, creating a new world of safe transportation is the answer.

Which do you most despise?
If you have an advanced degree in artificial intelligence and you spend your days crafting trading bots that comb the stock exchanges for exploits, then congratulations! You're officially an evil douche bag.

What fault are you most tolerant of in a gadget?
Fragility. I always feel a sense of relief once my gadget gets its first ding, scratch or crack. I believe in using things up until they are gone, and that means beating the crap out of whatever gadget is within reach.

"I would love it if my phone did not give my butt the same dialing capacity that it gives my fingers."

Which are you most intolerant of?
Any conniving, underhanded corporate BS designed to grab more personal data from my life or money from my wallet. Apple, you can force a whole little wooden bookshelf down my throat, but there isn't crap on it but the New York Times. And there never will be.

When has your smartphone been of the most help?
Lost in a foreign country, you can surreptitiously check the map on your smartphone. Not only do you not look lost, you look like you were smart enough to have a working phone in a foreign country. Or am I fooling myself?

What device do you covet most?
High-end gaming PCs always tempt me with their neon-illuminated windows and ominous glowing logos. I look into their hearts and see gleaming processors, bubbles dancing in liquid-cooling tubes over savagely etched heatsinks, and I start grabbing for my credit card. I'm looking at you Digital Storm -- send me a coupon, why not?

If you could change one thing about your phone what would it be?
I would love it if my phone did not give my butt the same dialing capacity that it gives my fingers.

What does being connected mean to you?
As a freelance writer, I have been trained to cling to my phone in classic Pavlovian fashion -- by occasionally receiving very good news (i.e., a reward preceded by a ringing bell). Being connected means there is a tiny probability of receiving good news -- like playing the lottery on a drip feed.

When are you least likely to reply to an email?
I don't respond to emails when I am drunk or angry or any combination of the two. So if it takes two weeks for me to reply to you, well, I've probably been angry and drunk.

When did you last disconnect?
I disconnect every night between 11 PM and 6 AM. That's healthy, right?


Source

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

Tuesday, March 26, 2013

Havok announces Project Anarchy, a new development engine for mobile gaming

HAVOK™ LIBERATES MOBILE DEVELOPERS WITH PROJECT ANARCHY!

COMPLETE 3D MOBILE GAME DEVELOPMENT ENGINE AVAILABLE FOR FREE THIS SPRING

SAN FRANCISCO, CA-March 26, 2013-At the 2013 Game Developers Conference today, Havok™
unveiled Project Anarchy, a complete end-to-end mobile 3D game production engine. Havok announced
that developing and releasing a game with the technology will be free on many leading mobile
platforms, without commercial restrictions on company size or revenue.

Project Anarchy will include Havok's Vision Engine together with access to Havok's industry-leading suite
of Physics, Animation and AI tools as used in cutting-edge franchises such as Skyrim™, Halo, Assassin's
Creed®, Uncharted and Skylanders. The free download will also include a broad range of game samples
and tutorials to help the mobile development community hit the ground running. Havok will be giving
open previews of the technology on the main show floor throughout GDC.

As part of this initiative, Havok will launch an online community to proactively promote and support
developers through all stages of production via a dedicated website www.projectanarchy.com.
Project Anarchy will also encourage free sharing and collaborative development of extensions and
customizations by the community.

"We're consistently blown away by what the AAA industry creates with our technology," said Ross
O'Dwyer, Head of Developer Relations at Havok. "We're really delighted to be able to offer these
professional grade tools to mobile developers for free and we look forward to supporting the mobile
game development community to make some stunning games with the technology over the next few
years."


Source

Monday, March 25, 2013

Insert Coin: MiiPC promises a kid-safe Android PC that allows surfing, gaming for $99 (video)

Kickstarter launched for MiiPC – the first family friendly Android Computer

eMachines Founder Aims to Disrupt PC Market through Crowd Funding

San Mateo, CA-March 25, 2013- MiiPC, a new Kickstarter project, has been launched today by Young Song, the founder of eMachines. Young is looking to upset the traditional PC market again by launching the first family computer on Android, starting from $89 on a Kickstarter early bird discount. MiiPC allows parents to give their young children access to the Internet under their supervision from a companion mobile app.

MiiPC offers parents the chance to let their children surf the web, play games, watch media and do their homework, safe in the knowledge that they can make sure their children are not exposed to disturbing videos, unsuitable apps and inappropriate websites. The device comes
with a HDMI connection, so it can be hooked up to computer monitors and most modern TVs and with two USB ports the whole experience is optimized to provide a true keyboard and mouse experience.

Parents also have access to a MiiPC companion mobile app giving them complete peace of mind knowing that they can monitor the real-time activities of their children from anywhere - work, the supermarket, a restaurant. While they're on the move, parents can instantly adjust
the settings that allow their children access to games, YouTube, Facebook and other distractions from homework and learning at home.

Young Song, co-founder of eMachines which was acquired by Gateway in 2004 for $265m, is the brains behind this new concept of PC and admits that kids should be trusted to use the internet, under supervision: "MiiPC came out of my experience with my two kids. We think the Internet has opened up all sorts of possibilities and I love my children have access to information for their classes at the tip of their fingertips. However at the same time the Internet poses significant challenges for parents.

Traditional software or hardware solutions simply block kids from going to certain websites. This is inherently limiting and it also does not address what we believe is a key challenge with kids and the Internet: its addictiveness."

"We developed MiiPC as a simple and elegant solution. It allows you to monitor your child's activity, but at the same time start an open and honest conversation with them about the content they're looking at and the time they spend on different tasks."

Time Management

MiiPC has been developed to stop family squabbles over the computer use, too. Multi-user accounts can be set-up for different family members, giving each different access to suitable apps and games. A parent can register any number of family members and can carefully
monitor use (and misuse!) in real time on the MiiPC companion mobile app. You can see if one member is hogging the computer and make sure that every child gets their time online.

Specifications

MiiPC runs on top of Android 4.2 (Jelly Bean) and is compatible with many popular Android applications. To complete the desktop computing experience MiiPC comes with pre-bundled Android apps and access to a Web Apps Center which will include productivity,
games, entertainment, multimedia and educational selections.

Full specifications include:

· Processor: Marvell® ARMADA® 1500 Series Dual Core1.2GHz SoC /
Memory: 1GB DDR System RAM
· Storage: 4GB Internal Flash (expandable via SD Slot and USB port)
· Connectivity: WiFi (802.11 b/g/n), Ethernet Port, and Bluetooth (4.0)
· Connect to TV: HDMI (1080p/720p) output
· I/O: 2 USB 2.0 Ports, Speaker & Microphone Jack
· MiiPC Companion Mobile App for iOS and Android

*Keyboard, mouse & HDMI cable are sold separately

MiiPC is hoping to raise $50,000 on Kickstarter to test the market for a PC aimed at bringing back 'power to the parents' and can only become a reality by being backed by parents from around the world. To back MiiPC please visit: www.miipc.com/kickstarter and as an early bird
backer you will receive your MiiPC before June 15th 2013.

About MiiPC

www.miipc.com

MiiPC has been created by a team of developers at ZeroDesktop, Inc, based in Silicon Valley.

ZeroDesktop, Inc. is a leading developer of next generation Cloud Operating System and Cloud Service Brokerage Solutions for Consumers, Telecoms, OEMs, ISVs and Enterprises. The ZeroDesktop Infrastructure aggregates scattered digital content from local storage, network
drives and cloud services providing unified access by PCs, tablets andmobile devices.

Combining their software expertise in Cloud technologies along with their own personal understanding and experience of family struggles with the Internet led them to conceive of MiiPC.

This is ZeroDesktop's first product that combines hardware and software aimed at the consumer marketplace. ZeroDesktop is headquartered in San Mateo, CA and has 18 employees worldwide with development centers in both Silicon Valley and Europe.

Find MiiPC on Facebook at http://www.facebook.com/pages/Miipc/164658463684389 and Twitter@MiiPC4kids


Source

Saturday, March 23, 2013

AMD Radeon HD 7790 review roundup: what to expect from a $149 gaming card


AMD Radeon HD 7790 review roundup what to expect from a $149 gaming card


Mainstream gaming is all about 1080p. Monitors may be getting cheaper, making higher resolutions and multi-display setups ever more feasible, but Full HD is still sufficient for the average buyer. AMD knows it, and that's why this morning's announcement of the Radeon HD 7790 came with a straightforward promise: the ability to play the latest games at 1080p with high detail settings for a maximum outlay of $149. Such claims can't be waved around without being tested, and indeed The Tech Report, HotHardware, Bit.tech and other sites have just returned their verdicts. Read on for our review roundup.

AMD Radeon HD 7790 review roundup what to expect from a $149 gaming card


Let's start with the upsides: pretty much all the sites listed here found that the Radeon HD 7790 met their expectations, providing a sensible compromise between the cheaper 7770 and the more expensive 7850 and generally staying toe-to-toe with NVIDIA's similarly priced GTX 650 Ti. The Tech Report found that the card coped admirably with Lara Croft's hair at 1080p with High details settings, far outpacing the 7770 with an average frame rate of 54 fps and also more consistent smoothness. Titles like Skyrim, Battlefield 3 and The Witcher 2 were hiccup-free at around 40 fps. HotHardware reported that the 7790-based cards it tested were "very quiet" and ran cool compared to other options -- in fact, it ran even cooler under load than the 7770.

More Info Radeon HD 7790 coming April 2nd for $149 Radeon HD 7850 review roundup Radeon HD 7770 review roundup

And now the bad news: some games and resolutions are simply beyond the capacity of graphics cards at this price point. According to Bit.tech, Crysis 3 runs at just 21fps at 1080p with Very High detail settings, and the only consolation is that a 1GB GTX 650 Ti can't play the game either. Don't expect to go beyond 1080p either: HotHardware found that Hitman: Absolution and Sleeping Dogs both fell far below 30fps at 1,920 x 1,200, for example. Meanwhile, all these games -- even Crysis 3 at Medium settings -- ran smoothly on the Radeon HD 7850, which leads us to think we'd probably still stretch to that GPU if it popped up at a good price.


In any case, check out the full reviews and charts before making your mind up:


Read -- HotHardware


Read -- The Tech Report


Read -- Bit.tech


Read -- Hexus


Read -- Tom's Hardware


Read -- AnandTech


Source

Friday, March 22, 2013

Corsair unveils $130 Vengeance K70 gaming keyboard with backlit keys

Corsair Announces Vengeance K70 Fully Mechanical Gaming Keyboard with Key-by-Key Backlighting

– Corsair Vengeance K70 Fully Mechanical Gaming Keyboard to Debut at PAX East on March 22 –

FREMONT, California - March 21, 2013 - Corsair®, a worldwide designer of high-performance PC gaming peripherals, today announced the Vengeance K70 fully mechanical gaming keyboard.

The new Vengeance K70 gaming keyboard is built on a rugged, brushed, aluminum chassis and features highly responsive Cherry MX Red mechanical switches under every key. The high performance switches combined with the keyboard's 100% anti-ghosted matrix, 20-key rollover and 1000Hz reporting rate provide fast, accurate input for gaming.

The Vengeance K70 gaming keyboards are available in two color schemes: silver aluminum with blue backlighting, and anodized black with deep red backlighting. Overall backlighting can be adjusted to four levels of intensity and each key is individually backlit, enabling the lighting for each key to be independently enabled or disabled. The key-by-key lighting customization allows users to highlight just the keys they need to emphasize and then save the setting directly to the K70's onboard memory. In addition, the Vengeance K70 comes with alternate colored, contoured keycaps for the WASD and 1-6 keycaps to allow additional customization.

"When we launched the Vengeance K60, customers loved the look and quality, but some wanted a backlit version," said Ruben Mookerjee, VP and General Manager of the Peripherals Business Unit at Corsair. "In typical Corsair fashion, we over-delivered and created Vengeance K70 with key-by-key backlighting, mechanical switches on every key, and two color schemes."

The Vengeance K70 also features dedicated multimedia controls to allow users to play, stop, pause, skip tracks and adjust volume. An extra USB connector is provided for attaching to USB devices such as a Vengeance gaming mouse or headset. A removeable soft-touch wrist rest provides comfort for long gaming or typing sessions.

See Vengeance K70 at PAX East from March 22-24

The Vengeance K70 keyboard will make its public debut at Corsair's booth at PAX East in Boston from March 22-24. Corsair is located in booth 1062.

Pricing and Availability

The Corsair Vengeance K70 will be available in April at suggested price of $129.99.

For more information on the Corsair Vengeance K70 gaming keyboard, please visit: http://www.corsair.com/k70


Source

AMD intros Radeon HD 7790 graphics card for $149, promises cooler and quieter 1080p gaming

AMD intros Radeon HD 7790 graphics card for $149, promises cooler and quieter 1080p gaming


We were half expecting AMD's next graphics card to be some sort of supercomputing colossus, given all the buzz around NVIDIA's GTX Titan. As it turns out, though, we're looking at something more subtle and just slightly more affordable: the new Radeon HD 7790. It slots into a cosy niche between the 7770 and the 7850, targeting gamers who want a good helping of 28nm silicon and potential for CrossFire expansion but who don't want to stretch beyond $149. Efficiency tweaks allow the 7790 to offer almost 50 percent more processing power than the 7770 while only demanding a smidgen of extra wattage (85 W instead of 80 W), which bodes well for cooling and decibels. Relative to the 7850, which can now be had for under $200, you'd be getting a card with half the power consumption, half the memory (1GB GDDR5), half the memory bandwidth (128-bit) and around 30 percent less processing power.


Compare it to the closest rival from NVIDIA, the GTX 650 Ti, which currently fetches upwards of $140, and AMD claims the Radeon HD 7790 offers an average 20 percent advantage in frame rates at 1080p -- enough that you shouldn't need to worry about games like Tomb Raider or Hitman: Absolution at that resolution. Check out the slide deck for further details and official frame-rate charts, and expect to see the card reach retailers starting April 2nd.AMD Radeon HD 7790 slide deckSee all photoswhen.eng("eng.galleries.init")


Source

Monday, March 4, 2013

MSI shows off its first gaming all-in-one, the AG2712, we go hands-on

MSI shows off its first gaming all-in-one, the AG2712, we go hands-on


MSI has been churning out all-in-one PCs for we don't even know how long, but until now it hasn't marketed any of them toward gamers. And we can see why: all-in-one PCs don't have the modular, expandable design of a tower, and also aren't mobile like a laptop (not that gaming notebooks are portable, per se, but you get what we mean). Nonetheless, MSI is taking a chance anyway, in the hopes that some gamers out there would prefer a slimmer, space-saving machine, even if it meant sacrificing the processing klout you'd get from a full-fledged rig.


The AG2712, which was announced a few days ago and is on display here at CeBIT, is a 27-inch desktop that generally looks and runs like any other all-in-one -- you know, one not targeted at the gaming set. On the outside, it has a few too many glossy bits, with a see-through stand 'round back and a wide speaker grille sitting just below the bezel (it makes use of THX audio technology, but there's no subwoofer for accentuating bass tones). On the inside, it runs a mobile Core i7 processor -- Ivy Bridge for now, though a company rep staffing the event here didn't rule out a Haswell refresh later on. For graphics, you've got NVIDIA's 670MX, a laptop-grade GPU announced back in October. As it happens, it's actually standard for all-in-one PCs to pack mobile components. The difference here, though, is that this was built for gamers, and the AG2712 is also kinda thick 'round back, which defeats the purpose of building a desktop with mobile bits in the first place.


On a cheerier note, we appreciate the 27-inch, 1080p display, which will be offered with a wide-angle matte finish, as pictured above. (Okay, fine, you can get a glossy version instead, if you like.) Otherwise, the remaining specs are pretty standard: HDMI in / out, VGA, Ethernet, a multi-format memory card reader, a tray-loading optical drive, headphone / mic sockets, and six USB ports, two of them USB 3.0. If, on second thought, you don't need all that, MSI is also showing off a 22-inch model, the AG2212, which will have optional discrete graphics and starts with a Core i3, not i5, CPU. Either way, pricing hasn't yet been finalized, so although we're not keen on the idea of a gaming desktop using mobile parts, we'll withhold final judgment until we see how inexpensive it is. For now, enjoy some hands-on photos past the break.


MSI AG2712 hands-onSee all photoswhen.eng("eng.galleries.init")


Dan Cooper contributed to this report.


Source

Saturday, March 2, 2013

Astro Gaming officially unleashes A30 & A40 PC editions, drops prices to $100 & $150

ASTRO GAMING ANNOUNCES NEW AND IMPROVED

2013 PC EDITIONS OF AWARD-WINNING A30 & A40 HEADSETS

Critically Acclaimed ASTRO Gaming A30 & A40 Headsets Deliver Most Accurate Audio Ever; Feature Updated Cabling System, Re-tuned Drivers

Prices Permanently Reduced for PC Editions of ASTRO A40 Pro-Gaming Headset, Now $149.99;

ASTRO A30 Cross-Gaming Headset, Now $99.99

SAN FRANCISCO – Feb. 26, 2013 – ASTRO Gaming, a division of Skullcandy, Inc. (Nasdaq: SKUL), and creators of premium video gaming equipment for professional and hardcore gamers, today announced a major update to two more of brand's most innovative and best-selling products with the 2013 PC Editions of the ASTRO A30 Cross-Gaming Headset and the ASTRO A40 Pro-Gaming Headset. The PC Editions of the ASTRO A30 and ASTRO A40 are standalone headsets designed for use while gaming on a PC, Mac or mobile phone. ASTRO Gaming also announced significant permanent price reductions for both of the new 2013 PC Edition products: the ASTRO A30 Cross Gaming Headset will drop from $129.99 to $99.99; while the ASTRO A40 Pro-Gaming Headset will be reduced from $199.99 to $149.99.

The 2013 PC Editions of the ASTRO A30 and ASTRO A40 Headsets feature an update to the company's highly popular Quick Disconnect Cabling System as well as re-tuned drivers and enclosures that make the audiophile-grade headsets the most accurate and detailed ASTRO Gaming has ever produced, with improved low-end response and less distortion at peak volume.

2013 PC Edition ASTRO A30 and A40 Headset Features Include:

NEW FEATURES:

New Quick Disconnect Cabling System: Updated version of the ASTRO Quick Disconnect system, offering the same flexibility of using multiple cable types and lengths, but now plugging directly into the headset via a 3.5mm 4-pole jack instead of the original mid-cable release. This increases reliability and durability while also making it easier to change to preferred cable lengths and update cables as desired.


Media Controller Cable: Designed to move freely between mobile, console and PC gaming, ASTRO A30 and A40 PC Edition Headsets feature a unique Media Controller Cable providing total audio control featuring: an in-line mic; an in-line mute; a switch that toggles between in-line and boom mics; a multi-use call/pick-up/music track control button; and, a volume control wheel.


Best Sounding ASTRO Headsets Ever: The 2013 Edition ASTRO A30 and A40 have re-tuned drivers and enclosures with improved low-end response and less distortion at high volumes making them the most accurate ASTRO headsets ever

RETURNING FEATURES:

ASTRO Audio Experience - Engineered specifically for gaming, ASTRO Audio delivers audiophile-grade sound in a richly detailed positional audio experience. ASTRO A30 and A40 headsets are designed for extended game playing, movie watching and music listening sessions and feature superior fit and finish.


Removable Mic System: Both the ASTRO A30 and A40 feature a removable boom mic; the A40 mic can be removed and swapped from ear to ear while the A30 also features an in-line mic suited for conversations on the go.


Customizable Speaker Tags: ASTRO A30 and A40 headsets feature a magnetic, removable and customizable Speaker Tag system. Tags can be designed online to create a unique look for teams, clans, guilds or simply for pure personal expression.

2013 PC Editions of the ASTRO Gaming A30 and A40 Headsets are now available directly from www.astrogaming.com.


Source

Wednesday, February 27, 2013

EA preps 'single identity' system to bridge gaming experiences across platforms

EA preps 'single identity' system to bridge gaming experiences across platforms


Now that EA has gotten Origin for both Windows and Mac under its belt, it's clued GamesBeat into its plans for a cross-platform account system that's taken 1,500 engineers 18 months to build. With the "single identity" solution, gamers can play games tied to their accounts, find friends currently online and join up for multiplayer, message fellow users and access save states across platforms ranging from consoles and smartphones to tablets and social networks. Of course, the business side comes into play too: by keeping tabs on users, Electronic Arts could make better game recommendations and boost its marketing's effectiveness. As of now, there's no word on when the system will find its way into your gaming.


Source: GamesBeat

Thursday, February 7, 2013

Wikipad in miniature: 7-inch gaming tablet to debut in spring for $249, 10.1-inch sees further delay


Wikipad in miniature 7inch gaming tablet to debut in spring for $249, 101inch sees further delay


When a company delays a product for "minor refinement," we typically expect to see small changes that contribute to a stronger overall product. That wasn't Wikipad's approach -- when it took its namesake gaming tablet into the lab for "minor" tweaks, it took a few inches off its screen size. The Wikipad is now a 7-inch tablet, slated to launch in spring for $249. It's smaller, the company says, but no less powerful -- it's keeping the Tegra 3 GPU the original build promised, not to mention 1GB of DDR3 RAM, 16GB of Flash memory, a 2-megapixel front facing camera and a 1,280 x 800 resolution display.


Wikipad's President of sales, Fraser Townley, told us the gamepad design hasn't changed much either. "We took the pinball wizard approach," he said. "We made everybody in the room shut their eyes, and try the controllers. It's not about the look, it's about the feel. Once we got the feel right, then we could worry about the look. That's how the ten inch was born, and that's how the seven inch stayed the same." The attachment boasts new buttons (now labeled a, b, x and y) with a chrome finish, but seems otherwise unchanged. Wikipad is mum on specific availability, but we're told we can expect to hear more after Chinese New Year. As the 10.1-inch original design? It's still coming, but Townley couldn't it narrow it down further than "before Christmas." Read on for Wikipad's official press announcement, or click here to find out how the tablet was cut down to size.

Show full PR text

WIKIPAD BRINGS 7" TABLET TO MARKET


LOS ANGELES, CA – February 7, 2013 -- Wikipad Inc. today announced that its 7" Wikipad tablet will be available from leading retailers in spring 2013 at a launch price of $249. Wikipad combines the unrivaled gaming experience of a console with the functionality and portability of a premium tablet, thanks to its unique attachable game controller.


"We wanted to get Wikipad into our community's hands and what we found was that the smaller 7" form factor just seemed right,'" said Fraser Townley, President of Sales, Wikipad, Inc. "The smaller frame delivers an aggressive price while keeping the same amazing specs."


The 7" Wikipad possesses the same powerful product specs as the previously shown and forthcoming 10" version in a form factor that is even more portable and at a price point that is even more accessible to gamers everywhere. In addition to the new compact form factor, refinements have been made to the dual-analog stick controller to ensure lightning-fast response times and the best gaming experience possible.


Wikipad also announced the relaunch of its website that now includes a comprehensive support page that has dynamic links to social networks and technical forums.


Wikipad – Built for Gaming


The Wikipad is the only tablet to possess the unique combination of truly immersive video game experiences found in consoles with the functionality and portability of a tablet thanks to its award winning attachable dual-analog controller. It offers a premium 7" IPS screen, 16 GB memory with micro SD slot to support an additional 32 GB of storage, ultra-light and thin chassis, is powered by the NVIDIA® Tegra® 3 quad-core mobile processor and it is optimized for cloud gaming. With an aspect ratio of 16:10, the Wikipad tablet offers true widescreen HD display.


Consumers will have access to entertainment and videogame content from partners and services including PlayStation®Mobile, Big Fish Games®, TegraZone – NVIDIA's free app that showcases the best games optimized for the Tegra processor – Google Play™, OnLive and many others. When the gamepad controller is detached, Wikipad's sleek design and full Android 4.1 Jelly Bean functionality make it a powerfully versatile device whether you are surfing the web, reading emails or enjoying films, music and apps at home or on the go.


For a full list of product specs, video games that take full advantage of the Wikipad's dual-analog stick controller and a community support page, please visit: http://www.wikipad.com/


Source

Tuesday, February 5, 2013

New 3DMark arrives for Windows, gaming PCs brace for punishment (video)

New 3DMark arrives for Windows, gaming PCs brace for impact


There's nothing quite so crushing to the self-esteem of a gamer as a new 3DMark build: even a year-old flagship PC can feel like a clunker as it struggles to get a decent frame rate in Futuremark's visually intensive tests. It's time to get masochistic once again, as the Windows version of the 2013 3DMark release is at last available. The software's showcase benchmark is Fire Strike, for brag-worthy rigs with high-end DirectX 11 graphics; there's also a Cloud Gate test for mere mortal DX 10/11 PCs, and Ice Storm for older DX 9 hardware. 3DMark is waiting both as a stand-alone download and through Steam today, while those who take their gaming on the road will have to wait for the still-in-progress Android, iOS and Windows RT releases to make their tablets cry for mercy.



Via: Steam


Source: Futuremark


More Coverage: TweakTown, Hardware.info

Skylanders Swap Force is the next annual entry in the 'toys to life' gaming franchise, we go hands-on

Skylanders


Three years, three games. Skylanders Swap Force -- the latest crossplatform entry in the mega-successful Skylanders game franchise -- cements Activision's annual approach to its "toys to life" series. The games merge toy figurines with RFID technology to allow in-game avatar representations of the toys to move from game console to game console, all the while storing unique information about that character. It's essentially the equivalent of how fighting games work in Japanese arcades, albeit with children's toys and a relatively simple action game: you level up your character, which is tied to your toy, and it can be used to continue earning experience on a variety of game consoles.


The second iteration brought Giants to the world of Skylanders. This year, Activision's in-house studio Vicarious Visions (known for working on powerhouses like Guitar Hero and Tony Hawk Pro Skater previously) is taking the series in another direction, keeping original Skylanders, the second game's Giants, and adding a new twist in swappable characters.


Yes, despite the image above of a half-octopus swashbuckler, this year's innovation isn't destructible characters. That sword in his right ... hand and the water pistol in his left can be replaced on another swappable character's bottom half -- its motion component -- creating an altogether new character. With 16 new characters, that means 256 combinations altogether; an enticing proposition to fans, and a potentially comforting thought to parents hounded by kids for new pieces every week. But it's not just swappable characters that are new in Swap Force. Activision's touting this entry as the first Skylanders entry to've been built from the ground up in HD. That's a notable change for the franchise, marking Activision's focus shifting from Nintendo's Wii to the Xbox 360 and PlayStation 3, as well as Nintendo's Wii U. Oh, and there's jumping. You can jump in this one.Skylanders Swap Force (Hands-on)See all photoswhen.eng("eng.galleries.init")


The new toy characters are just as durable and tough as with previous versions, and swapping is a snap. It's handled by the ever-mysterious magnets, meaning there aren't any silly attachment mechanisms for junior to break in regular play -- simply snap off one top or bottom and match it up with another. Voila ici. Should your Washbuckler figure (yes, that his real, incredibly adorable name) lose an arm ... well, that's another story. At least it won't affect his in-game avatar! Or will it?! (It won't.) There's also a new portal for the new game's characters, as the older portals aren't capable of recognizing the new characters (and no, the new characters won't work in previous Skylanders games, though the previous characters will work in the new game).Skylanders Swap Force (Screenshots / Product Shots)See all photoswhen.eng("eng.galleries.init")


It's clear that Activision isn't changing a tremendous amount about Skylanders year-to-year, but that's not necessarily a bad thing. With this franchise, Activision's built a platform for toys and unified that platform across a variety of competing gaming consoles. The franchise's fans -- kids -- are getting an annual drip feed of new digital content updates, and an even more regular rollout of additions to that franchise (characters, new levels, etc.). It might be annual, but that might not be such a bad thing in this case. Skylanders Swap Force has a "fall 2013" launch window (likely October, per the previous two), and is heading to Microsoft's Xbox 360, Sony's PlayStation 3, and Nintendo's Wii U, 3DS, and Wii consoles at an unknown price.


Joseph Volpe contributed to this report.

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SKYLANDERS SWAP FORCETM "MIXES IT UP" AT TOY FAIR 2013


From the Innovators who Brought "Toys to Life" Comes an Entirely New Innovation – Swapability

16 New Characters With Swappable Top and Bottom Halves Can Be Customized into More Than 250
Unique Combinations, Taking Skylanders and the "Toys to Life" Category to a New Level


Stellar HD Graphics Deliver Cinema-Quality Visuals and Storytelling, Immersing Players
in Gameplay Like Never Before


Santa Monica, CA – February 5, 2013 – In just over a year, the novel concept of bringing toys to life has made Skylanders one of the most beloved and successful children's video game franchises of all time1, establishing a new category in family entertainment. Today, Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard, Inc. (NASDAQ: ATVI), revealed Skylanders SWAP Force, the next installment in the popular franchise, which will be featured at Toy Fair 2013, February 10-13 at the Javits Center in New York City, in booth 3061.


SWAP Force builds upon the success of the franchise's signature gameplay with an all-new innovative play pattern -- swapability -- that gives kids more choice than ever before by letting them swap the top and bottom halves of the toys to create their own characters. The game lets Portal Masters reconfigure 16 SWAP Force characters into more than 250 unique combinations. Kids can mix and match characters' powers and moves, and then bring them to life in the game. Fans of the franchise also can play Skylanders SWAP Force with their entire collection of characters from both Skylanders Spyro's Adventure® and Skylanders GiantsTM, now with the added capability of jumping.


"With Skylanders, we didn't just create a beloved new franchise, we actually created an entirely new category that brings the world of physical toys and video games together like never before. And now with Skylanders SWAP Force, we are pushing the genre we created forward with another big innovation: customization," said Eric Hirshberg, CEO of Activision Publishing, Inc. "The idea that kids can customize their own characters in the physical world, and have their unique combinations recognized in the virtual world, is an idea as big as the concept of bringing toys to life itself."


In Skylanders SWAP Force, Portal Masters embark on an all-new adventure in the mysterious Cloudbreak Islands, home to a mystical volcano that erupts every hundred years to replenish the magic in Skylands. During an epic battle, a brave group of Skylanders were caught in the volcano's eruption, which blasted them apart and sent them to earth. But, the magic of the volcano gave these heroes a remarkable new power -- the ability to swap halves – turning them into a special team known as the SWAP Force. Meanwhile, Kaos is back with a new evil plan. And now, Portal Masters everywhere must reassemble the SWAP Force -- in their original form or in new combinations -- and send them back to Cloudbreak to save Skylands!


Skylanders SWAP Force features 16 new SWAP Force characters, along with 32 core Skylanders characters (16 completely new Skylanders and 16 new versions of fan favorite characters from previous games) and eight new LightCore™ characters. Skylanders SWAP Force also delivers high-resolution graphics that bring the game's detailed characters and rich environments to life, immersing players in the gameplay like never before.


"Skylanders Giants was named to our 2012 Holiday Hot Toy List for good reason – it extended the franchise's breakthrough gameplay and its performance at retail has been incredible. We're continually impressed by the originality that Activision delivers in bringing toys to life," said Jerry Storch, Chairman and CEO, Toys"R"Us, Inc. "The innovation of allowing kids to customize their toys in the real world and then send them into the Skylanders SWAP Force game is sure to raise the bar for the franchise."


About Skylanders
In 2011, Skylanders Spyro's Adventure originated a new play pattern that seamlessly bridged physical and virtual worlds across multiple platforms and became the top-selling kids' videogame of the year2. In October of 2012, Skylanders Giants further evolved the genre and added the mega-sized Giants and LightCore™ characters to the collection of interaction figures that have helped the franchise achieve more than $500 million in U.S. retail sales, including accessories and figures, reaching the milestone faster than any other kids gaming property.3 Skylanders SWAP Force is being developed by Vicarious Visions, an Activision studio. The game has not yet been rated by the ESRB. For more information, visit www.skylanders.com.


About Activision Publishing, Inc.
Headquartered in Santa Monica, California, Activision Publishing, Inc. is a leading developer, publisher and distributor of interactive entertainment and leisure products.


Activision maintains operations in the U.S., Canada, Brazil, Mexico, the United Kingdom, France, Germany, Ireland, Italy, Sweden, Spain, Norway, Denmark, the Netherlands, Australia, mainland China and the region of Taiwan. More information about Activision and its products can be found on the company's website, www.activision.com.


1 According to NPD data tracking of videogame sales since 1996
2 According to NPD, GfK Chart-track and Internal estimates
3 According to The NPD Group Data from October 2011 through December 2012, inclusive of accessory packs and figures


Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Activision Publishing's expectations, plans, intentions or strategies regarding the future, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Activision Publishing's actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard's most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Activision Publishing and Activision Blizzard as of the date of this release, and neither Activision Publishing nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Activision Publishing or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.


Source

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

Monday, January 28, 2013

NVIDIA's GeForce Experience gaming tune-up reaches open beta

NVIDIA GeForce Experience beta


NVIDIA wants to take the mystery out of gaming performance through its GeForce Experience. It's been hard to appreciate that when the app has been in closed testing for well over a month, however -- so it's good news that the company just recently opened the beta program to everyone. Along with bringing faster and better-looking graphics to the PC gaming masses, the public version widens the optimizations to include Core 2 processors, 2,560 x 1,440 displays and games like Far Cry 3 and Mechwarrior Online. There's no word yet on when the app will reach its finished form, although we hope it's sooner rather than later when Project Shield's remote PC game streaming will depend on GeForce Experience to run. For now, players running Windows can grab the beta at the source link.

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Saturday, January 12, 2013

AblePlanet preps a gaming headset with smart haptics, we preview the tech inside (hands-on)

AblePlanet and ViviTouch releasing a haptic gaming headset, we preview the technology behind it handson


Headsets with vibrating haptics aren't exactly novel -- we've already seen such offerings from Skullcandy as well as Sony. Now AblePlanet is coming out with something similar, but the underlying technology makes it considerably smarter than anything currently on the market. The company recently announced it's pairing up with haptics firm ViviTouch to make a gaming headset that offers different-feeling vibrations depending on what kind of music you're listening to, or what's happening in the game. The as-yet-unnamed headset will go on sale within the next six to nine months, according to AblePlanet, with pricing to be announced at a later date.


Additionally, the companies plan to team up on other projects, including ear canal devices for field workers (firefighters, etc.) and even products for the hearing impaired. Before we get ahead of ourselves, though, we want to give you a quick preview of the headset, which we tested for a few minutes here at CES. Unfortunately, the set we tested today was merely a retrofitted NC1000CH plugged into a control box. Still, it gave us a good sense of what we can expect when the final product drops later this year. Meet us after the break to learn more.AblePlanet preps a gaming headset with smart hapticsSee all photoswhen.eng("eng.galleries.init")


Before we dive into the gaming demos, it might help to take a step back and explain how ViviTouch's technology works. In brief, the secret is its electroactive polymer (EAP for short) -- basically, a thin sheet comprised of two electrode layers with a dielectric elastomer film sandwiched in between. When a voltage is applied, the two attracting electrodes compress the entire sheet. This slim, low-powered actuator module can be placed underneath an inertial mass (usually a battery) on a tray, which in turns amplifies the haptic feedback produced by the host device's audio signal. (In the past, that signal has been 50Hz to 300Hz -- i.e., the easily audible bass frequencies.) In the case of these forthcoming headphones, the actuators live inside the earcups.


In our brief test, we listened to some bass-heavy hip hop ("Bass Down Low," appropriately enough) along with some milder classic rock. As you might expect, we enjoyed the technology more in that first scenario: you might appreciate some haptic accents when listening to Kanye West, but we can see where it would be a distraction if you were rocking some softer James Taylor and got a pulse to the ear every time someone hit a low note on the piano. Like we said when we got hands-on with Skullcandy's haptic headset, a whole album might be a bit much, but using this for gaming seems like a sweet proposition.


Fortunately, at least -- and this is what the headphones are all about -- the vibrations are subtler when the music isn't as thumping. Shorter and less intense, we mean. So in theory, then, the techonology won't ever drown out whatever it is your'e listening to. Additionally, you'll be able to disable the vibrations in the final product, as well as adjust the strength of the haptic feedback. Another thing: volume isn't tied to the vibration strength, so don't be shy about cranking it up.


As for gaming, we also got the chance to try out a controller with the same haptic technology inside. It's here in particular that you can really feel the range of haptic feedback. In a round of Half-Life 2, wading into water felt different from shooting a handgun, which felt different from shooting a bullet against a metal barrel. Different weapons even had a different feel: as in real life, shooting a handgun isn't the same experience as firing a machine gun. It's the difference between some low-grade, continuous vibrations and a bunch of short, isolated bursts. Here, somehow, it felt immersive, but not distracting in the way it sometimes felt when we listened to music. Then again, maybe you should let us wear one for three hours and then ask us how we like it. Something to revisit in a full review, we say.

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Able Planet and Bayer Materialscience to explore next greration audio, communication and hearing health devices

The companies will work to fuse Able Planet's proprietary audio and communications technologies
with Bayer's ViviTouch® electroactive polymer technology to create a new standard for sound quality, clarity and speech intelligibility


(December 27, 2012) – Able Planet Incorporated and Bayer MaterialScience today announced that they will explore the design, manufacture and distribution of next-generation audio, communication and hearing health devices that fuse Able Planet's award-winning proprietary technologies with Bayer's ViviTouch® electroactive polymer (EAP) technology. The resulting product portfolio is expected to set new standards for sound quality, clarity and speech intelligibility.
The two companies aim to develop products that recreate The Live Sound Experience™. The co-developments will focus on enhancing performance of existing consumer electronics and hearing health devices.


The ideal performance for high-end audio is the accurate reproduction of The Live Sound Experience™. Current audio technologies struggle to replicate this experience, because fuller sounds can mask high tones making speech and music sound muddled. LINX AUDIO®, winner of Best in Category at the International Consumer Electronics Show, provides full rich bass sounds, clear high tones and intelligible speech that enable you to Hear the Difference®. ViviTouch® electroactive polymer technology enhances the perception of loudness, while reinforcing clarity with a motion technology that enables conduction of sound to the auditory system through controlled contact with skin and bone. The technology comprises an extremely thin polymer film upon which electrodes are printed. This film is form-fitted onto an audio device and creates wide area surface contact with the skin, or the inside of the ear canal. A proprietary process allows the film to move
nimbly when applied with current, resulting in a highly efficient transmission of the audio signal coherent with sound generated from the device driver. Combining these methods of sound delivery is expected to result in unparalleled sound quality and speech intelligibility.


"Able Planet has a history of award winning products and technologies based on proprietary Hear the Difference® technologies," said Kevin Semcken, CEO Able Planet. "Fusing ViviTouch electroactive polymer technology with these products is expected to enable the listener to Feel the Difference™ enhancing the user experience, sound quality and clarity."
Initial product developments will commence concurrently on gaming and home theater headphones, as well as, communication and hearing health devices where the combination of proprietary technologies is anticipated to create a new standard of performance in this growing market.


"The pairing of Bayer and Able Planet technologies is expected to create the next generation of audio and communication products in some of the world's most rapidly growing consumer electronics markets." said Dirk Schapeler, CEO of Artificial Muscle, Inc. a Bayer MaterialScience Company and maker of the ViviTouch® electroactive polymer technology.

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Tuesday, January 8, 2013

CES 2013: Valve unveils first Steam Box hardware for big-screen gaming

Valve unveils first Steam Box hardware for big-screen gamingAbout the size of a grapefruit, they say

Valve's first foray into the world of hardware has been unveiled as a PC-type box appropriately codenamed Piston.

It's a development stage system, which means we shouldn't expect to see this particular model on shop floors any time soon, but the Piston project is intended to show off Steam game play on large high-definition TVs, making use of the company's "Big Picture" mode.

Built in partnership with Xi3, Piston is described by the company as a "uniquely shaped, grapefruit-size" computer chassis, with the first iteration being showcased at CES 2013. Here it is hastily mocked up next to a grapefruit for scale:

Steam Box Grapefruit[Grapefruit image courtesy of Ollie Crafoord under CC]

"This new development stage product will allow users to take full advantage of their large high-definition TV displays for an amazing computer game experience," said Jason Sullivan, founder, president and CEO of Xi3.

Looking to the future, he added that the two companies have their collective sights firmly set on traditional game consoles:

"This new system could provide access to thousands of gaming titles through an integrated system that exceeds the capabilities of leading game consoles, but can fit in the palm of your hand."

Lofty intentions indeed, although the existence of the Piston project isn't too surprising given that Valve's CEO Gabe Newell confirmed that the company was working on a Steam Box in December last year.

Sunday, January 6, 2013

Razer Sabertooth Xbox 360 controller ups the ante on tourney gaming, we go hands-on

Razer Sabertooth Xbox 360 controller ups the ante on tourney gaming, we go handson


Razer's Onza Xbox 360 controller is very, very nice. Sure, it's got an unbelievably long, non-detachable wire sticking out of it, but its build quality is top notch and its ultra-clicky face buttons are a pleasure to use. In the company's second Xbox 360 controller -- the Sabertooth -- Razer's focusing on the tournament gaming crowd rather than simply outfitting its Onza with "Tournament Edition" specs. That aside, the Sabertooth retains the quality we've come to expect from Razer products. Oh, and that crazy long wire is thankfully detachable!


It's apparent from first glance that the Sabertooth is intended as such, given the six extra (programmable) buttons found on the shoulders and back of the controller, and the tiny OLED screen found along the bottom (allowing for the programming of said buttons). Considering that a regular Xbox 360 controller comprises 12 (!!) buttons not counting the d-pad, adding another six and an OLED screen is ... intense, to say the least. While we didn't have occasion to test the programmability, we can definitively say that the Sabertooth's other functions are just as solid as with the Onza. The analog sticks are as good or better than a standard Xbox 360 controller, the d-pad is an improvement over the Onza (which was already an improvement over the dismal d-pad included on most Xbox 360 controllers), and the triggers / shoulder buttons are appropriately springy and responsive. There's even a silly backlight for several face buttons, should you be playing video games in a cave (you can opt to turn off the backlight, too -- we certainly did).Razer Sabertooth hands-onSee all photoswhen.eng("eng.galleries.init")




Jokes aside, between the extra bells / whistles and an $80 asking price, the Sabertooth is squarely aimed at the tourney crowd -- this certainly isn't meant as a replacement for little Sally's standard issue Xbox 360 controller. Whether it holds up in that community is a question for time (and, uh, that community), but the stuff that it needs to do right is all more than accounted for, and that's what we care about most.


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