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September 30th, 2013, 21:42 Posted By: wraggster
A new survey by Gadget Show Live @ Christmas reveals that Google Glass is the most lusted after gadget for 2014.
With 3,900 UK gadget fans polled, Google Glass racked up 24 per cent of the vote. While Apple didn’t make it to the top spot, it did take the second, third, fourth and fifth places with its 5.7-inch iPhone, iWatch, iPhone Mini and Retina iPad Mini.
Apple’s array of gadgets made up over half of the overall votes.
“Google Glass is a fascinating choice,” said Gadget Show presenter Jon Bentley. “It’s a genuinely exciting development and a refreshingly new gadget. It’ll be fascinating to discover just how alluring it is to be connected in this way and whether we learn to live with the potential intrusions into privacy such devices create, but however it works out it’s sure to be thrilling finding out.”
Check out the top ten gadgets voted for below:
1. Google Glass 24%
2. 5.7” iPhone 16%
3. iWatch 15%
4. iPhone Mini 12%
5. Retina iPad Mini 8%
6. Microsoft Surface SmartWatch 7%
7. Nvidia Tablet 7%
8. Oculus Rift 5%
9. Paper Tab 3%
10. LG voice command phone 3%
http://www.pcr-online.biz/news/read/...gadgets/032037
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September 30th, 2013, 10:32 Posted By: wraggster
Get the Turtle Beach Ear Force PX22 Gaming Headset for $59.99 (Reg. $79.99) with free shipping today at BestBuy.com!Compatible with PlayStation 3, Xbox 360, PC, Mac, PS Vita, tablets and more.
This is one of their featured 'Deals of the Day'...
Check it out: BestBuy.com Deal of the Day
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September 30th, 2013, 10:28 Posted By: wraggster
FIFA 14 has entered the UK chart at number one, but launch week sales were down 24 per cent compared to FIFA 13.Chart-Track suggests this may be down to "all the money spent last week", referencing the release of Grand Theft Auto 5 the week prior. GTA5 is the biggest game of all time based on week one sales.Chart-Track also suggests FIFA 14 may have suffered as a result of releasing during a console transition, saying, "consumers may be delaying this purchase until PS4/Xbox One versions are available".FIFA 14 launches on an incredible eight formats (only two other titles have managed that: 2012's FIFA 13 and 2006's Need for Speed: Carbon). Chart-Track counted sales of FIFA 14 on PC, PlayStation 3, Xbox 360 and Wii.As for GTA5, it slipped into second place, but, even with an 82 per cent drop in sales they were the equivalent of being the 18th biggest week if ranked against week one sales of any other games ever released. Phew!Elsewhere, Minecraft: Xbox 360 Edition is in at three, PES 2014 drops two places to number four, and The Last of Us drops two places to number five. Rayman Legends re-enters the top 10 in 10th.
http://www.eurogamer.net/articles/20...-by-24-percent
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September 29th, 2013, 23:21 Posted By: wraggster
Designer Prescott Harvey has written and animated an open letter to J.J. Abrams about the plans for the next Star Warsmovie. He says, 'Like so many people, I've spent most of my recent years wondering why the original Star Wars trilogy was so awesome, and the new movies were so terrible. What are the factors that make Star Wars Star Wars? I took an empirical approach, determining what elements were in the original movies that differed from the prequels. My first major epiphany was that, in the originals, the characters are always outside somewhere very remote. The environment and the wildlife are as much a threat as the empire. All three movies had this bushwacky, exploratory feel. Contrast that with the prequels, where the characters are often in cities, or in the galactic senate. In order for Star Wars to feel like a true adventure, the setting has to be the frontier, and this became my first rule
http://entertainment.slashdot.org/st...bout-star-wars
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September 28th, 2013, 20:15 Posted By: wraggster
If you thought the Kinect was a brilliant step forward in 3D sensing and you were enthralled by the possibilities of hand gestures with the Leap Motion, then you might be interested in what the iMotion 3D motion controller has to offer. A small rounded rectangular device that fits onto your hand like a glove, the iMotion is composed of accelerometers, gyroscopes and three LED sensors that will communicate with any standard web cam to locate your body in 3D space. There's no special sauce to it either; as long as you have the iMotion software on your computer, you're able to use the controller with pretty much any application. However, iMotion does plan on releasing an SDK so that developers can fine-tune their app or game to enable additional features of the iMotion, such as better precision and haptic feedback.
The technology was initially developed a few years ago by Intellect Motion, a company based out of Singapore, for medical purposes like sports rehabilitation. A year ago however, it started to delve into the gaming side of things and came up with the prototype device you see above. Now the company is ready to move on to the next stage, and that's to launch the device on Kickstarter and get the iMotion out to the public. Join us after the break to get our early hands-on impressions, a video of it in action and more details of the Kickstarter campaign.
http://www.engadget.com/2013/09/27/i...3d-controller/
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September 28th, 2013, 20:12 Posted By: wraggster
We've only known about the Steam Controller for 24 hours, but it turns out a variety of developers already got a chance to put the controller to use ahead of the lucky 300 beta participants later this year. The devs we spoke with didn't use the final format of the controller, but the non-touchscreen beta form seen above: four large buttons stand out in place of the clickable touchscreen panel (planned for the final version of Steam Controller). It's the version that will ship to those aforementioned 300 beta participants later this year, and it's the version that Valve is showing game developers ahead of anyone else. Follow us beyond the break and find out what they had to say.
http://www.engadget.com/2013/09/28/s...dev-reactions/
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September 27th, 2013, 23:58 Posted By: wraggster
GTA V and Monster Hunter 4 prove core games are thriving
Fans of traditional, "core" games are often extremely hostile towards the new wave of casual and mobile titles, and even towards the people who play them. They're keen to draw a line in the sand between these titles and "real" games and quick to portray players of Farmville, Candy Crush Saga or Puzzle & Dragons as mindless consumers of low-grade, repetitive entertainment that's utterly disconnected from and disrespectful of gaming culture and the medium's development as a form of art and entertainment.
There are good discussions to be had around those topics - not Internet flame-wars, but some interesting if slightly dry academic discussions defining the form and shape of "gaming" as a pastime, a medium and an artform. If we're very lucky, some of those discussions could even avoid becoming tedious tug-of-war sessions between the "narrative has no place in games!" crowd and the rest of the world. None of them, however, will gain anything from employing "casuals" as a vicious epithet, or deciding to sideline millions of game players as insignificant because they're "fake" gamers who play the wrong kinds of game.
Why does this kind of knee-jerk unpleasantness get so consistently applied to new, more casual audiences? There are uncharitable explanations which often point to uncomfortable truths - self-styled "gamers" have built something of a boys' treehouse over the years, and dislike the invasion of new demographics which can include such unwelcome treehouse guests as women, homosexuals, trans people, ethnic and religious minorities, and even - gasp! - their own mothers and relatives. Is nothing sacred?! There's also a broader sense in which this is not specific to games at all - there's a more universal knee-jerk reaction which sees adherents of any niche pastime resenting and rejecting the arrival of a mass-market audience and products tailored to them. ("Ugh, you listen to chart music? Are your ears broken?" "You actually like JJ Abrams movies? What's wrong with you?")
"Why does this kind of knee-jerk unpleasantness get so consistently applied to new, more casual audiences?"
At the root of much of the dislike of casual games and their players, however, lies a more basic concern - a fear that the rise of this kind of game is going to replace and erase the sorts of games which existing gamers actually enjoy. Watching Clash of Clans or Candy Crush Saga roll in countless millions in cash is a deeply uncomfortable feeling for the kind of gamer who trekked for tens of hours across Skyrim, who can utterly lose themselves in the flooded corridors of Rapture or the dingy streets of Dunwall, or whose adrenaline pours out when they're ambushed by the Covenant or surrounded by the Combine. If Candy Crush Saga can make so much money, is that the future? Is that all we're going to be left with - if not thematically, then as a business model or a creative approach?
That's the fear that drives the aggression. There's a hobby which we love, and a wealth of creative works which have given us unforgettable experiences - gamers fear that the new business reality represented by F2P and casual games is an outright threat to that experience and that hobby. In the chase after the new casual audience, game companies will be forced to abandon the pursuit of the kind of experiences which enrapture and delight the existing audience - or at the very least, to turn them all into tawdry fairground toys which demand that you pump coins into them to keep on playing, robbing them utterly of the atmosphere and immersion which is so much of their appeal.
I wonder, then, if the atmosphere of discussion and debate around games might become a little more civil (on this topic, at least) in the wake of two fairly important events in the past week. Firstly, you can't have failed to notice that GTA V came out and smashed through sales records not only for games, but for just about every entertainment media imaginable. Of course, week-one sales of games surpassed the revenue of blockbuster movies long ago, but GTA V cements games as the dominant entertainment medium of our era by finally silencing the last bastion of naysaying - not only did it make more money in a single weekend than the biggest films in the world make in their entire lifetime, it was also purchased and played by more people in one weekend than the number who bought tickets for any recent movie. Revenue or volume; count it how you like, GTA V is the biggest entertainment property on earth.
"GTA V cements games as the dominant entertainment medium of our era by finally silencing the last bastion of naysaying"
Meanwhile, in Japan, another entertainment property went on sale - Monster Hunter 4, Capcom's latest release. Its figures don't rival GTA's, but in the supposedly "declining" Japanese games market, it sold over two million units in its first week and helped to drive hundreds of thousands of sales of the 3DS - a console that's meant to be a miserable flop thanks to the unstoppable advance of smartphones and tablets. That can't rival Apple's 9 million unit sales of the iPhone 5S and 5C, of course, but then again, that's not a remotely useful comparison, no matter how often blowhard mobile evangelists trot it out - the 3DS purchasers are all confirmed gamers who will go on to spend heavily on expensive game software, while only a certain portion of mobile phone owners play games, a much smaller portion pay any money for them, and the amount of money they pay can be quite small (or quite large, of course, but certainly rarely exceeding the spend of a console owner).
GTA V and Monster Hunter 4; two games which are absolutely squarely aimed at the core gamer who is presently so terrified of being squeezed out by the flood of mobile, casual and social software. Two games which, completely uncoincidentally, have just become the biggest entertainment properties in the world and in Japan over the past few weeks.
There is no threat here. There's a small and dwindling clique of hardcore evangelists who will try to characterise GTA's success in particular as an outlier, an erratic piece of data that doesn't change the overall context of the industry, but they're absolutely wrong. GTA's enormous release is actually a perfectly logical and predictable continuation of a curve which has seen the top-rated properties in traditional gaming ranked higher and higher in sales terms over the past decade or two. GTA V is not a last gasp of sales success for a doomed industry; it was inevitable that eventually, a core videogame would achieve this level of sales success, and it is also inevitable that a future franchise will surpass this (although perhaps not for a few years, as the new console generation and the other systems which will play host to the next giant release need to establish themselves first).
Social, mobile and F2P gaming isn't going anywhere. Developers are going to get better and better at creating and honing those experiences, targeting specific audiences and even creating experiences in those categories that appeal to core gamers - no question. But this isn't the only way to make a game or to make money from games. There will still be a huge audience who want 8 to 12 hour long amazing narrative-driven interactive experiences. There will still be a core audience for combative multiplayer. Hardcore FPS, long-form RPG, exploration of vast worlds; all of these things have huge audiences which, far from being drawn away by the lure of Hay Day or Bubble Witch Saga, are continuing to grow and expand. Yes, the really impressive expansion right now is at the casual end of the market - but that doesn't stop core games from selling even more than they used to, as this month's success stories prove.
This isn't a zero sum game, and everyone needs to stop talking and acting as though it is. As long as there's an audience that wants and is willing to pay for core game experiences, there will be companies that provide for that need. Mums playing Candy Crush Saga outside the school gates do not in any way detract from the value of the market that wants a new GTA, a new Monster Hunter or any other core experience. This expansion is not be aimed at core gamers, and a big mistake being made by lots of companies now is trying to apply rational choice models to a fundamentally irrational consumer behaviour and deciding that core gamers actually SHOULD want this kind of business model or game experience. However, that mistake aside (and it'll stop once a few companies get badly burned for their foolishness), this expansion also does not harm core gamers. Once they realise that, perhaps we can all tone down the rhetoric and instead enjoy the hegemony of videogames as, quite remarkably, this generation's truly dominant entertainment medium.
http://www.gamesindustry.biz/article...eel-threatened
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September 27th, 2013, 22:45 Posted By: wraggster
Over the last five months, I've talked to a dozen people connected to LucasArts, including ex-employees at the company's highest levels, in an attempt to figure out just how the studio collapsed. Some spoke off the record; others spoke under condition of anonymity. They told me about the failed deals, the drastic shifts in direction, the cancelled projects with codenames like Smuggler and Outpost. They told me the stories behind the fantastic-looking Star Wars 1313 and the multi-tiered plans for a new Battlefront starting with the multiplayer game known as Star Wars: First Assault. All of these people helped paint a single picture: Even before Disney purchased LucasFilm, the parent company of LucasArts, in November of 2012, the studio faced serious issues. LucasArts was a company paralyzed by dysfunction, apathy, and indecision from executives at the highest levels
http://games.slashdot.org/story/13/0...rts-fell-apart
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September 27th, 2013, 22:39 Posted By: wraggster
New tech measures motion-to-photons latency at any point in the game pipeline
Oculus has opened latency tester pre-orders for its virtual reality headset.
The tech allows developers to measure motion-to-photons latency from any point in the game development pipeline.
The firm said it had been able to reduce latency in all demos and integrations for the Oculus Rift, as well as identify potential rendering improvements.
It can also be used to test a development setup for optimal latency testing to help minimise it.
Only a limited number of latency testers have been manufactured, but Oculus said it would make more based on demand.
More information can be found here.
http://www.develop-online.net/news/4...ter-pre-orders
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September 27th, 2013, 22:37 Posted By: wraggster
Shanghai's free trade zone will open up games market to international companies
China is set to lift its 13-year long ban on console sales in the country.
As reported by The Verge, the Chinese government has announced it will open up the games market to international companies.
This means likes of Sony, Microsoft and Nintendo will be able to sell their hardware across the country, as long as they conduct production and sales in the free trade zone to be set up around the eastern suburbs of Shanghai.
Console sales in the country have been banned since 2000, a move which the Chinese government said was to protect children’s mental and physical wellbeing.
News first emerged earlier this year the Chinese government was considering lifting the 13-year old ban, and was allegedly conducting surveys and holding discussions on opening up the console market.
If the Chinese market does indeed lift its ban, it could prove a great opportunity for Sony, Microsoft, Nintendo and other hardware manufacturers, as well as game developers, with China home to more than a billion people.
It is not clear yet though when console sales will begin.
http://www.develop-online.net/news/4...-console-sales
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September 27th, 2013, 22:16 Posted By: wraggster
FIFA 14, the follow-up to the best-selling sports game of all time, has launched in the UK today.
Last year FIFA 13 sold more than one million units in 24 hours - and some 4.5 million in its first five days on sale.
And FIFA 14 is expected to continue the series' popularity, with some UK stores including GAME and Tesco branches opening at midnight across the country to please eager fans.
Some top footballers, however, including Premier League players such as Rio Ferdinand, are worried about their in-game stats. Today is the day many discover how good their virtual selves are.
A spokesman for EA Sports said: “Players love to play as themselves, so their ratings are important. Whenever we speak to players the first thing they ask is: ‘What are my stats like?’
“We’ve even had Rio Ferdinand tweet us in the past complaining about his pace stats and that we’d made him too slow.”
Rio Ferdinand said last year: "@EASPORTSFIFA before it goes LIVE at 6pm my Pace better have been upped to the rightful 70's!!"
The title is available for games consoles including Xbox 360, PS3, 3DS, Vita, Wii as well as PC. It will also arrive on PS4 and Xbox One.
http://www.pcr-online.biz/news/read/...e-stats/032020
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September 27th, 2013, 22:11 Posted By: wraggster
A study has found that the majority of UK families allow their children to play with an adult’s smartphone or tablet device.
The study, conducted by LeapFrog UK, found that six in ten families let their child play on the devices, while 13 per cent provide the children with the passwords to log in themselves.
The beneficial use of technology in children’s lives was acknowledged by almost half (43 per cent) of the parents interviewed.
The Office of Fair Trading (OFT) recently issued a report warning mobile and tablet game developers that children should not pressurised into making in-app purchases, with 80 of the top 100 top-grossing android apps in the UK free to install but featuring the purchases as a way to generate revenue.
However, despite the danger of children spending real money on the apps, over a quarter (26 per cent) of parents said that they don’t have time to supervise the child while they use the devices, sometimes even being absent from the room.
“Whilst the OFT report examines in-app purchasing in detail, in reality it also places a spotlight on the wider issue of child-safe technology as a whole,” said Chris Spalding, SVP & Managing Director EMEA/Australasia of LeapFrog UK.
“As smart phones and adult tablets become more prevalent in households with children, it is not just about incurring costs accidentally, but also about children potentially experiencing inappropriate content via the internet”.
It had recently been reported that banks would work with the government on a scheme to punish porn sites that failed to stop underage children accessing the explicit content.
Education expert, Janette Wallis commented: “Devices can be wonderfully educational and entertaining for children, but their Wi-Fi capabilities also mean that children can stray into inappropriate or adult areas online, especially if unsupervised. Parents can take simple measures to control their child’s tech experiences but don’t always know where to start – this is where brands within this sector could help”.
LeapFrog offers dedicated tablets which have been designed to only offer experiences suitable for children.
“This gives parents peace of mind as they let their children independently discover, play and explore valuable web content,” said Spalding.
http://www.pcr-online.biz/news/read/...ay-with/032035
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September 27th, 2013, 00:28 Posted By: wraggster
It's still not ready to sell Glass to non-"Explorers", but Google is now at least willing to give more folks an opportunity to try it. The company announced today that's its kicking off a road trip across the US, which will see it make stops in a number of cities where you'll be able to meet some of the team behind Glass and try on the device yourself. That begins in Durham, North Carolina on October 5th, although the company isn't confirming any additional cities just yet (for the time being, it's only saying to keep an eye on its Google+ page). If you're able to make it to Durham, though, you can RSVP for the event at the source link below.
http://www.engadget.com/2013/09/26/g...ass-road-trip/
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September 26th, 2013, 23:51 Posted By: wraggster
"If Google can block child abuse images, it can also block piracy sites, according to a report from MPs, who said they were 'unimpressed' by Google's 'derisorily ineffective' efforts to battle online piracy, according to a Commons Select Committee report looking into protecting creative industries. John Whittingdale MP, the chair of the Committee — and also a non-executive director at Audio Network, an online music catalogue — noted that Google manages to remove other illegal content. 'Google and others already work with international law enforcement to block for example child porn from search results and it has provided no coherent, responsible reason why it can't do the same for illegal, pirated content,' he said."
http://yro.slashdot.org/story/13/09/...ock-piracy-too
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September 26th, 2013, 23:46 Posted By: wraggster
Just as the Internet fundamentally altered the way games are distributed from publishers to players, crowdfunding has upended the traditional models of raising money for gaming development, and some of the most storied people in the industry are taking notice. Chris Roberts, who created the well-known Wing Commander series in 1990, managed to raise millions of dollars on Kickstarter last fall for his upcoming Star Citizen, eventually collecting so much money from individual backers that he could return the budget he'd taken from "formal" investment firms. "Even nice investors, they want a return at some point. They have a slightly diff agenda than I do," Roberts told Slashdot. "My agenda is to build the coolest game possible." He's not the only famed developer getting into the crowdfunding game: Wasteland director Brian Fargo spent years wanting to make a sequel to his popular role-playing game, eventually accomplishing that goal via Kickstarter. And for every famous game creator who uses the power of crowds to produce a new masterwork, dozens of talented amateurs are also financing their first games via Kickstarter and similar services. But that doesn't mean there are occasional high-profile implosions, like CLANG.
http://games.slashdot.org/story/13/0...-next-projects
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September 26th, 2013, 23:33 Posted By: wraggster
App games should not pressure children to pay for additional in-game content, warns the Office of Fair Trading, which has published a new report today.
It has set out eight principles for game developers to follow, which state that consumers should be told upfront about possible in-game costs, advertising and information on how their personal data is used.
Smartphone, tablet and online titles have come under criticism over the past few years, with some parents receiving bills for hundreds of pounds after their kids paid for extra in-game items. The OFT says payments should only be made if parents have given consent.
The OFT announced it would be investigating the sector earlier this year.
38 games were investigated and the OFT believes that commercial practices of this nature are "likely to breach consumer protection law". It warns that companies in the games market need to implement changes to ensure full compliance with their legal obligations.
Cavendish Elithorn, OFT Executive Director, said: "This is a new and innovative industry that has grown very rapidly in recent years, but it needs to ensure it is treating consumers fairly and that children are protected.
"These principles provide a clear benchmark for how games makers should be operating. Once they are finalised, we will expect the industry to follow them, or risk enforcement action.
"In the meantime, we want to hear what parents, consumer groups, industry and anyone else with an interest thinks about our principles before we finalise them later this year."
http://www.pcr-online.biz/news/read/...ayments/032007
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September 26th, 2013, 23:28 Posted By: wraggster
Anyone who’s vaguely interested in the world of gaming will have already heard a fair amount about the Oculus Rift virtual reality headset.
Starting off life as a Kickstarter campaign in August 2012, the headset reached its target of $250,000 (£160,200) within four hours, and with support from some of the PC games industry’s leading figures, such as Doom creator John Carmack, Valve’s Gabe Newell and Epic Games’ design director Cliff Bleszinski, it’s safe to say there’s a pretty big buzz around the Oculus Rift.
Back in July 2013, Oculus Rift CEO Brendan Iribe revealed that he hopes for the headset to one day become free at point of purchase – causing many, many gamers to collectively wet their pants. But as PCR has discovered at London’s innovative photography and video studio Visualise, it may not be gaming that sees the Oculus Rift become a household name.
Perhaps best known for its ‘gigapixel’ Olympics images, Visualise is working with Oculus Rift headsets to further enhance interactive tours and live streamed content.
With a 360-degree image taken from the top of the London Eye, PCR was able use the headset to explore the city’s famous landmarks, zooming into the insides of the skyline’s most iconic buildings and taking an incredibly-close-up look at a komodo dragon at London Zoo.
The headset itself was surprisingly lightweight. For something that looks quite bulky, its cushioned insides make it easy to forget you’re wearing it at all.
The headset comes with a number of lenses, so those who wear glasses can pick long or short-sighted ones and fit them into the device. More room for glasses wearers would be nice, but this method seems to be one that helps keep the headset so lightweight, which will be beneficial during long sessions.
It’s not just virtual tours that Visualise has planned. “We’re experimenting with linking up to live feeds,” the studio’s co-founder and MD, Henry Stuart, told PCR.
The idea is that people could eventually use the headset while watching live concert streams or even sport events. Another idea is to incorporate the headset in arcade style booths at places like shopping malls. “These combine the Oculus Rift with a Kinect sensor, so movement is also detected,” explained Stuart.
With companies like Visualise exploring a number of different possibilities for the Oculus Rift, the idea of eventually seeing the headset in public places and not just gamers’ bedrooms could easily become a reality.
http://www.pcr-online.biz/news/read/...ands-on/032015
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September 25th, 2013, 23:23 Posted By: wraggster
Sure, you could try and measure the motion-to-photons latency present in variousOculus Rift virtual reality games using your naked eye, but the latency tester Oculus just put up for pre-order is much easier and far more accurate. As demonstrated by Oculus Rift inventor Palmer Luckey in the video after the break, simply pop off one of the Rift dev kit's two lens caps and pop on the latency tester. After plugging it in via mini-USB, the tester reads the latency per eye and outputs a number on the rear -- voila ici.
Like with so many things Oculus, folks who put in their name early have first crack at the latency tester. The rest of us can put in our names now for pre-order and they'll start shipping out in early October -- Oculus tells us, "they're sitting in our warehouse now, waiting for new homes." If you're looking to get in on the action you probably shouldn't wait, as only a "limited quantity" is available for now, though more could be produced "based on demand."
http://www.engadget.com/2013/09/25/o...ter-pre-order/
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September 25th, 2013, 23:12 Posted By: wraggster
Platform also hosts 12 of this week's top 20
[h=3]Nintendo[/h]nintendo-europe.com
The 3DS has passed the Wii's lifetime sales total in Japan, hitting a career sales to date of 12,752,731 compared to the Wii's 12,698,878. With the 3DS still crushing the domestic handheld market and the Wii U struggling to make any impact, it looks like the 3DS will hold that crown for some time to come.
The figures, from Japanese sales tracking group Media Create, also show that the 3DS is utterly dominating the software chart, accounting for an incredible 60 per cent of the top twenty. Famitsu's own sales figures give 15 of the top thirty selling games to the system.
Still buoyed by the incredible sales figures of Monster Hunter 4, the 3DS sold 159,388 units this week, an incredible portion of the 187,773 units of hardware sold across all platforms. Its closest rival remains the PS3, which managed 10,749 sales.
Media Create Sales: Week 38, 2013 (Sep 16 - Sep 22)
- 01. [3DS] Monster Hunter 4
- 02. [PSV] Yahari Game Demo Ore no Seishun Love-Kome Hamachi Gatteiru
- 03. [PS3] Final Fantasy XIV Online: A Real Reborn
- 04. [3DS] Friend Collection: New Life
- 05. [3DS] Mario & Luigi: Dream Team
- 06. [3DS] Disney Magic Castle: My Happy Life
- 07. [3DS] Nobunaga's Ambition
- 08. [3DS] Animal Crossing: New Leaf
- 09. [3DS] Youkai Watch
- 10. [PSP] La Corda d'Oro 3: Full Voice Special
- 11. [PSP] Brothers Conflict: Brilliant Blue
- 12. [PS3] JoJo's Bizarre Adventure: All-Star Battle
- 13. [3DS] Luigi's Mansion: Dark Moon
- 14. [PS3] Tom Clancy's Splinter Cell: Blacklist
- 15. [3DS] Mario Kart 7
- 16. [3DS] Romance of the Three Kingdoms
- 17. [PS3] AKB1/149: Love Election
- 18. [3DS] New Super Mario Bros. 2
- 19. [PS3] Phantom Breaker: Extra
- 20. [3DS] Mushi Bugyou
http://www.gamesindustry.biz/article...sales-in-japan
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September 25th, 2013, 22:08 Posted By: wraggster
A new range of Turtle Beach products can give the PC gaming headset market a much-needed lift, says Gem.
The distributor and retail services provider has just announced a collaboration with the audio brand and will now supply Turtle Beach multi-platform headsets to the trade.
The range includes Call of Duty: Ghosts branded headsets, as well as the Ear Force Z300 and Z22 products (you can read more information on page 62).
Gem’s head of category Jonathan Sutherland told PCR: “Turtle Beach is the number one gaming audio brand in the market, and with such an impressive line-up of headsets targeting the console gamer, Gem will be looking to raise the profile of their PC headsets to the same level, as well as driving sales across the console range.
“This year, Turtle Beach announced a major commitment to the PC gaming market introducing several new PC gaming headsets including the Ear Force Z22 and the Ear Force Z300.
“Turtle Beach is a key brand for Gem to have on board, especially with the imminent launch of Xbox One. With the strength of the Turtle Beach brand, we expect these products to be well received in the market and look forward to seeing their sales grow.”
The Z22 is a wired stereo USB headset that allows users to answer voice calls while gaming, while the Z300 provides wireless Dolby 7.1 surround sound over Wi-Fi or Bluetooth, while also operating as a mic-equipped headset that also lets users answer calls.
http://www.pcr-online.biz/news/read/...-market/031969
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