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May 9th, 2015, 02:42 Posted By: wraggster
 If you just got yourself a Samsung Galaxy S6 (or its curvier sibling, the S6 Edge) and you happen to be a fan of VR, well good news: the latest Gear VR for the Galaxy S6 is now officially on sale. It's still in limited rollout but it should be in your local Best Buy starting today for around $199, with availability expanding quickly to even more places. Introduced at Mobile World Congress in Barcelona, the new headset is not only designed for Samsung's new phones, but also features a number of improvements over the original Gear VR for the Note 4. We had a chance to take a brief spin with the new hardware a few days ago, tried out a few new made-for-VR games and also talked to Max Cohen, VP of mobile at Oculus, for more on Gear VR's future.
http://www.engadget.com/2015/05/08/s...-vr-galaxy-s6/
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May 7th, 2015, 19:55 Posted By: wraggster
Could Oculus Rift be compatible with PS4 and Xbox One? Perhaps the possibility shouldn’t be ruled out, if comments from Oculus VR vice president Nate Mitchell are to be believed.
GameSpot reports that Mitchell told the TechCrunch Disruptconference that the company had spoke to both Sony and Microsoft about bringing the headset next-gen consoles, adding: "We've talked to everyone. Anything is possible.
“There's a lot of people right now interested in the VR space. And we've said many times that we're interested in bringing the Rift to as many consoles or platforms as possible. Ultimately, we haven't announced any sort of partnerships to date. But it's something we're always exploring."
The potential fly in the ointment, of course, is that both Sony and Microsoft have VR plans of their own.
Sony’s Project Morpheus VR headset is currently due out in the first half of 2016, meaning it could potentially launch around the same time as Oculus Rift in Q1 next year.
Microsoft’s HoloLens offers a different approach to VR, focusing more on augmented reality, which could in theory perhaps leave the door open to an Oculus partnership? The company has previously said that Xbox One could yet support HoloLens, however.
http://www.mcvuk.com/news/read/oculu...nsoles/0149158
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May 7th, 2015, 19:39 Posted By: wraggster
 Quarter one 2016. It's the answer to a question we've asked basically every time we'vespoken with Oculus VR since 2012: "When does the consumer version of the Rift come out?" Aside from that revelation, we're also getting our first look at the final design of the headset, but that's it! No word on price or launch games, experiences or Facebook apps, either. Come to think of it, "no" probably fits as an answer to any other question you might have at this point. Oculus teased that it'll have more to share soon, specifically hinting at June's Electronic Entertainment Expo (E3), but for now we'll just have to make do with these morsels. If Sony hoped to have early 2016 to itself in terms of VR for the masses with Project Morpheus, those dreams have effectively been dashed.
http://www.engadget.com/2015/05/06/e...rift-consumer/
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May 1st, 2015, 21:36 Posted By: wraggster
We’ve seen a lot of projects recently that take advantage of the Raspberry Pi 2’s augmented abilities. With the increased processor power and double the memory, it puts a lot more utility in the user’s hands. The latest project that takes advantage of this is the Pi-nk, which combines a Pi with a Kindle for some text-based awesomeness.
[Guillaume] has put together this detailed how-to which, unlike other builds we’ve seen in the past, uses wireless instead of USB for almost all of the connections, including the keyboard. Granted, this isn’t a new idea, but he’s presenting the way that he did it. To that end, all of the commands you’ll need to use are extremely well documented on the project page if you want to build your own. When everything is said and done, you’ll be SSHing into the Pi from the Kindle and using the popular “screen” program to get the Pi to use the Kindle as its display.
Additionally, [Guillaume] has posted some schematics for custom enclosures for the Pi-Kindle pair if you’re more ambitious. He points out that the e-ink display is great if the Pi is being run in text or command-line mode, and we’d have to agree. This is a very clean pairing of these devices and puts the strengths of both to great use! http://hackaday.com/2015/04/30/raspb...ogether-again/
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May 1st, 2015, 00:09 Posted By: wraggster

Eager to build a game or 3D modelling tool that takes advantage of HTC's Vive and other SteamVR-friendly virtual reality headsets? It's time to get cracking. Valve hasreleased a software development kit that lets apps use SteamVR hardware, including Valve's controller and room-scale Lighthouse tracking. On top of that, the platform now works nicely with both the Unity game engine (through a plugin) and Unreal Engine 4. It'll be a long while before you can actually run programs built on this code -- the VR devices have yet to reach many developers, let alone the public -- but this at least gets the ball rolling.
http://www.engadget.com/2015/04/30/v...es-openvr-kit/
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April 30th, 2015, 10:40 Posted By: wraggster
 Day one of Microsoft's Build 2015 conference is in the books, but that doesn't mean the news has stopped. The Windows 10 IoT Core Insider developer preview (phew!) has launched for small devices including the Raspberry Pi 2. Redmond admits that it's still pretty rough around the edges, but it's hoping that the maker community can provide feedback for how the platform's turning out along the road to a full release. What's more, the software giant is partnering with Arduino for a series of "Arduino Certified" products to bring the ubiquitous DIY boards into the Windows family and take advantage of all that the software has to offer. For example, cloud computing, a familiar user interface, image processing and a ton more. It follows the theme of bringing everything under one roof that Nadella and Co. have been so vocal about lately, and should hopefully help tinkerers develop some pretty powerful stuff in their garage.
http://www.engadget.com/2015/04/30/w...aspberry-pi-2/
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April 29th, 2015, 21:31 Posted By: wraggster
Valve's Chet Faliszek has been in the video game industry for a long time, and his writing has been instrumental for games like Half-life 2,Portal, and Left 4 Dead. Valve is now developing a virtual reality headset, and Faliszek was on hand at a VR-centric conference where he spoke about how the technology is coming along. He said, "None of us know what the hell we are doing. We're still just scratching the surface of VR. We still haven't found out what VR is, and that's fine. We've been making movies in pretty much the same way for 100 years, TV for 60 years and videogames for 40. VR has only really been [in development] for about a year, so we're at Pong level." One of the obstacles holding VR devices back right now is getting the hardware up to snuff. Faliszek says, "There's one thing you can't do and that's make people sick. It has to run at 90 frames per second. Any lower and people feel sick. Telling people they will be ok 'Once you get your VR legs' is a wholly wrong idea. If people need to get used to it then that's failure."
http://hardware.slashdot.org/story/1...ing-the-surfac
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April 29th, 2015, 21:26 Posted By: wraggster
The Strong National Museum of Play has named the 15 finalists for its inaugural World Video Game Hall of Fame.
The selection mixes classic pioneers such as Pong, Pac-Man and Space Invaders with more contemporary offerings such as Minecraft, Angry Birds and World of Warcraft.
The winner will be chosen by a committee of journalists and industry bigwigs and will be announced in June. The criteria include a title’s iconic status, its longevity, how well known it is and its overall impact on the overall entertainment industry.
In an open poll on the museum’s website The Sims is currently well in front followed by The Legend of Zelda and Super Mario Bros.
Here are the finalists in full:
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April 29th, 2015, 21:04 Posted By: wraggster

Many commercial telepresence robots are merely screens or iPads on moving platforms. DORA (Dexterous Observational Roving Automaton), however, promises to make users feel like they've been transported to another location when it does become available. The system was created by a team of University of Pennsylvania roboticists who want to provide people a more immersive telepresence experience without draining their bank accounts. Their robot is paired with an Oculus Rift headset, which can track the user's head movements and orientation, whether up/down, left/right or forward/backward. That data is wirelessly transmitted to the robot's Arduino and Intel Edison microcontrollers, prompting its camera-equipped head to follow the user's movements.
http://www.engadget.com/2015/04/29/d...-telepresence/
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April 28th, 2015, 17:42 Posted By: wraggster

Two tables down from us at SXSW Create the Raspberry Pi foundation had a steady stream of kids playing Minecraft on Raspberry Pi, and picking up paint brushes. The painting activity was driven by a board they spun for the event that used conductive paint to control the Raspberry Pi 2.
The board uses the HAT form factor which it a fancy name for a shield (also a clever one as it stands for “Hardware Attached on Top”). You can see the back side of the board in this image. It utilizes an extremely low-profile surface mount pin socket.
The front side exposes several circular pads of copper which build up a “connect-the-dots” game that is played by painting conductive ink on the surface. This results in an airplane being pained on the board, as well as displayed on the computer. There is a set of pads that allow the user to select what color is painted on the monitor.
We like this as a different approach to education. Kids are more than used to tapping on a touchscreen, clicking a mouser, or pounding a keyboard. But conductive ink provides several learning opportunities; the paint simply connects the inner circle with the outer circle; one of these circles is the same on every single dot (ground); anything that connects these two parts of the dot together will result in input for the computer. Great stuff!
The foundation is taking the boards to Maker Faire Bay Area next month so stop by to see these in action. You can read about the production process for the DOTS board on the Raspberry Pi website. They’re giving away a few boards to software developers who want contribute to the project.
http://hackaday.com/2015/04/28/dots-...apsberry-pi-2/
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April 27th, 2015, 22:56 Posted By: wraggster
Earlier this week during Facebook's 2015 Q1 earnings call, the company seemed to suggest that a 2015 Oculus Rift release date was unlikely. At least, that's what a report about the call from Gamasutra indicated, saying, "It doesn't sound like Oculus will ship the consumer version of its Oculus Rift VR headset this year, or at least not in very large quantities." However, an equity analyst has chimed in to say that the language used during the call shouldn't be interpreted colloquially, concluding that "...there is no information here that rules out Oculus shipping in 2015."
http://hardware.slashdot.org/story/1...not-impossible
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April 27th, 2015, 22:41 Posted By: wraggster
Developers can now apply for grants from the US government towards the development of any games created for educational purposes.
The Small Business Innovation Research program is open to small business firms with fewer than 500 employees for the research, development and evaluation of commercially viable educational products.
Grants range from $150,000 to $1m and can be applied for via the SBIR website.
http://www.mcvuk.com/news/read/educa...grants/0148610
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April 27th, 2015, 22:38 Posted By: wraggster

Google might have just hinted at the future of its Glass headsets. The company has sent a mystery "smart BLE" (Bluetooth Low Energy) device to the FCC for approval, the A4R-CAP1, and there are a few telltale signs that it's one of Mountain View's wearables. Most notably, the product's digital FCC label (shown below) not only looks a lot like a Glass interface card, but requires that you swipe to see it -- that suggests a touchstrip, as you'd use on Google's eyepiece. Mentions of an Android-like firmware revision and a battery help, too. There's the possibility that this is another gadget that simply happens to use Glass-style navigation, but that seems less than likely. Don't be surprised if you're eventually plunking CAP1 on your head.
http://www.engadget.com/2015/04/25/g...device-at-fcc/
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April 25th, 2015, 01:14 Posted By: wraggster
 Last year, the Tribeca Film Festival began highlighting new mediums being used in storytelling, and that trend has translated over to 2015. Virtual reality is, naturally, a big part of this movement, as filmmakers start creating more content for consumer-grade devices like the Oculus Rift, Samsung Gear VR and Google Cardboard. This is why the current edition of the event is hosting Stanford's Virtual Human Virtual Interaction Lab, a venture started in 2003 by Jeremy Bailenson, who's a professor at the university and has been working on digital human representation since 1999. It features a set of VR experiences that attendees can check out, all with the same goal of transporting you into another reality.
http://www.engadget.com/2015/04/24/a...film-festival/
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April 23rd, 2015, 21:30 Posted By: wraggster
Newzoo has released info from its upcoming Global Games Market Report, with the research firm projecting worldwide revenue to jump 9.4 per cent to $91.5bn this year.
Games Industry points to Newzoo's findings, which also projects the Chinese market surging past US this year as the single largest contributor to global revenue at $22.2bn – versus $22bn for US.
While that's not much separation, the difference is in the growth. China's projected total would be a 23 per cent increase, while the US total represents a 3 per cent jump.
In terms of regional revenue, Asia-Pacific is expected to make the biggest contribution by far, accounting for $43.1bn – a 15 per cent increase. Latin America is the smallest of the major markets with projected revenue of $4bn, but the year-over-year growth of 18 per cent makes it the fastest growing region.
http://www.mcvuk.com/news/read/gamin...newzoo/0148418
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April 23rd, 2015, 21:26 Posted By: wraggster
It’s looking increasingly unlikely that the pioneering virtual reality headset Oculus Rift will launch this side of Christmas.
“We have not announced any specific plans for shipment volumes in 2015 related to Oculus," Facebook CFO David Wehner told analysts, as reported by Gamasutra.
“Oculus is very much in the development stage, so it's early to be talking about large shipment volumes, and our expense guidance reflects any volumes that we might do in 2015.”
The site also noted that Facebook boss Mark Zukerberg failed to mention Oculus Rift at all in his pre-pared investor statement – a stark contrast to previously where he has spoken at length about the company’s acquisition of the VR firm.
In November last year Oculus CEO Brendan Iribe described the Rift as being “months, not years away, but many months”.
A 2016 launch could yet place it ahead of Sony’s Project Morpheus, which is due out in the first half of next year. Steam’s HTC-made Vive, however, is due out this year, while the likes of Samsung’s Gear VR are already available.
http://www.mcvuk.com/news/read/2015-...s-rift/0148497
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April 21st, 2015, 22:17 Posted By: wraggster
Grand Theft Auto V was this week’s No.1 game in the UK if digital numbers were included, MCV understands.
This week’s GfK Chart-Track report reveals that Mortal Kombat X was the best-selling UK boxed game. But the data does not factor in sales on digital platforms such as Steam.
PC games are primarily sold digitally - analysts estimate as little as 10 per cent of PC sales take place on the High Street - so whenever a big PC game is released, it is inevitably underestimated in the boxed charts.
And there was no bigger PC release last week than Grand Theft Auto V.
In fact, sources close to the data tells MCV that GTA V would have sold almost six times more than what the Chart-Track reports says.
Mortal Kombat X was released digitally, as well. We have no insight into how that game performed via download platforms, although according to Steam’s global Top Ten, Mortal Kombat X was the third best-selling PC game of the week, while GTA V was No.1.
It is widely accepted that triple-A games on console (such as Mortal Kombat) are overwhelming bought via boxed retailers. However, what the split is between download and physical is not known, because we still do not have accurate sharing of data.
MCV is trying to pull together a chart that includes digital sales data. We already have several publishers signed up and we will be regular putting out alternative charts and stories, including this one.
This isn’t to play down the success Warner Bros has had with Mortal Kombat X. The brawler is the second-biggest launch of the year (behind Battlefield: Hardline) and is the most successful launch yet for a Mortal Kombat release.
Below is the official GfK Chart-Track boxed charts.
1. Mortal Kombat X - Warner Bros
2. Grand Theft Auto V - Rockstar
3. Battlefield: Hardline - EA
4. FIFA 15 - EA
5. Bloodborne - Sony
6. Far Cry 4 - Ubisoft
7. Call of Duty: Advanced Warfare - Activision
8. Minecraft: Xbox Edition - Microsoft
9. Dying Light - Warner Bros
10. Borderlands: The Handsome Collection - 2K Games
And here is the chart if GTA V’s digital sales had been included.
1. Grand Theft Auto V - Rockstar
2. Mortal Kombat X - Warner Bros
3. Battlefield: Hardline - EA
4. FIFA 15 - EA
5. Bloodborne - Sony
6. Far Cry 4 - Ubisoft
7. Call of Duty: Advanced Warfare - Activision
8. Minecraft: Xbox Edition - Microsoft
9. Dying Light - Warner Bros
10. Borderlands: The Handsome Collection - 2K Games
http://www.mcvuk.com/news/read/grand...s-no-1/0148241
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