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April 10th, 2014, 23:44 Posted By: wraggster
Before Glass becomes a publicly available product, Google's quietly embarked on a campaign to get its iconic eyewear into the hands of those who can use it to tackle complex issues. After it gifted five pairs to researchers at Newcastle University, Google's allowed its wearable to undergo its first UK medical trial, where it's being used to support people suffering from Parkinson's disease. Researchers want to help patients live more independently, and they're already seeing results.
http://www.engadget.com/2014/04/09/g...sons-uk-trial/
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April 10th, 2014, 23:38 Posted By: wraggster
Siri, Cortana and Google Now are all inspired by the computers that Dave Bowman, Captain Picard and Iron Man use on a daily basis. But what if you wanted to turn your home into a voice-activated haven without those sorts of resources? Well, thanks to a Princeton students Charles Mash and Shubhro Saha, you can. The pair developed Jasper, an open-source, always-on voice control system that works on a Raspberry Pi and can easily be customized for your needs. All you need is an internet connection, one of the tiny educational boards and a USB microphone and you can ask the system to do whatever your coding ability allows. All we need now is for someone to kidnap Stephen Fry or Paul Bettany so our computer has the right level of sniffy British snark in its voice.
http://www.engadget.com/2014/04/09/j...-raspberry-pi/
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April 10th, 2014, 23:31 Posted By: wraggster
Amazon might now be the defacto marketplace to buy and sell goods online in the UK, but eBay believes its "good surprise" might just lure customers back into the world of online auctions. In a bid to make things things a little easier for users to understand, eBay says that from May 13th it'll allow UK users to list up to 20 items every month completely free of charge. Listings can include any item, as long as it's not a car, and eBay continues to retain its 10 percent selling and postage fee. The company offers a similar system in the US, allowing sellers to make 50 free listings every month. With consumers now turning to Amazon to get their electrical goods, online media and groceries, eBay may be forced to expand its incentives if it wants more "A++++ seller, would buy again" reviews on its site.
http://portal.ebay.co.uk/good-surprise
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April 10th, 2014, 23:27 Posted By: wraggster
Until now, Google Glass has been quite the exclusive club: either you bought one at Google's 2013 I/O conference, or you called in a favor from a friend who did. Now, though, for one day only, Google is letting anyone buy in. The company just announced that on April 15th anyone with $1,500 (and a US shipping address) can purchase the headset. You might want to set an alarm, though: sales start at 6AM Pacific time that day, and we're not sure what Google means when it says "the number of spots available is limited." (Whatever it is, we hope Google can avoid a site crash this time.) It's also unclear if Google will offer such a deal again at some point in the future, or if it will extend the promotion to users outside the US. We've reached out for comment and will of course update this post if we hear more.
http://www.engadget.com/2014/04/10/g...e-on-april-15/
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April 10th, 2014, 23:21 Posted By: wraggster
After all the excitement of the past weeks it's a relatively quiet one on the Japanese sales charts today, with software and hardware sales generally seeing a dip and only one new entry in the top five.
Mario Party: Island Tour moved from two to one, while a new Wii U title entered at five.
- [3DS] Mario Party: Island Tour - 47,106 (Lifetime sales 257,873)
- [PS3] Samurai Warriors 4 - 25,572 (192,514)
- [3DS] Yokai Watch - 23,663 (686,387)
- [PS3] Metal Gear Solid V: Ground Zeroes - 20,799 (179,031)
- [Wii U] Just Dance Wii U - 18,403 (New entry)
In hardware PlayStation Vita was back at number one, despite managing only 25,017 sales. By comparison last week's top seller, the 3DS XL, had 52,124.
- PlayStation Vita - 25,017 (Last week 39,752)
- 3DS XL - 22,947 (52,124)
- PlayStation 4 - 13,401 (23,327)
- PlayStation 3 - 10,871 (17,154)
- 3DS - 9,091 (12,508)
- Wii U - 7,962 (13,026)
- PSP - 2,892 (4,206)
- PlayStation Vita TV - 1,371 (2,115)
- Xbox 360 - 276 (304)
http://www.gamesindustry.biz/article...apanese-charts
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April 10th, 2014, 14:26 Posted By: wraggster
The Virtuix Omni, a virtual reality treadmill compatible with the Oculus Rift, will begin shipping in July.
The treadmill features a circular support harness at waist level, and will come with tailored shoes suitable for the surface of the device.
The Kickstarter-funded project will begin shipping in July for those who pledged support, while regular pre-order customers will receive their unit in September.
The Virtuix Omni managed to attract over a million dollars in funding when its Kickstarter campaign ended in July last year, significantly outperforming its $150,000 goal.
Creators Virtuix claim the Omni will be "ready to play, out of the box, with any game or app that uses keyboard input."
The unit costs US$499 excluding shipping.
http://www.computerandvideogames.com...pping-in-july/
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April 10th, 2014, 00:24 Posted By: wraggster
The Raspberry Pi Foundation has announced a new version of its mini programmable PC designed for enterprise use.
The Raspberry Pi Compute Module shrinks down the already compact Pi to the form of a So-Dimm memory module.
Unlike the original Pi, the Compute Module cannot operate alone, and has to be integrated into a suitable I/O board.
Set for release in June, the Compute Module will initially be available with a custom-built I/O board, which adds features such as HDMI, USB and other connectivity, before becoming available as a standalone chip for use in existing projects and industrial systems.
Alongside the Pi’s Broadcom BCM2835 system on a chip (SoC) and 512MB RAM, the Compute Module adds 4GB of integrated eMMC flash memory – as the original Pi’s SD card slot for storage is too large to fit on the newly-shrunk hardware.
"You get the full flexibility of the BCM2835 SoC (which means that many more GPIOs [general purpose I/O] and interfaces are available, as compared to the Raspberry Pi), and designing the module into a custom system should be relatively straightforward as we've put all the tricky bits onto the module itself," said James Adams, director of hardware for the Raspberry Pi Foundation, on the appeal of the new chip for enthusiasts.
“We are aware that there are a very significant number of users out there who are embedding the Raspberry Pi into systems and even commercial products.
“We think there needs to be a better way to allow people to get their hands on this great technology in a more flexible form factor, but still keep things at a sensible price.”
The Compute Module and I/O board bundle will go on sale in June as the Raspberry Pi Compute Module Development Kit.
Shortly after, the standalone Raspberry Pi Compute Module will be available to buy either individually or in batches of 100, with the price per unit in the latter case ringing up at around $30 (£18).
http://www.pcr-online.biz/news/read/...ess-use/033734
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April 7th, 2014, 21:48 Posted By: wraggster
Is virtual reality really going to be "a bigger than phenomenon than smartphones"? Not hardly, says Steve Peterson
We've seen a lot of excitement and buzz building around the Oculus Rift and VR in general over the last year, increasing as Sony introduced Project Morpheus and several other companies showed VR technology at GDC. The buzz hit a high point when Facebook shelled out $2 billion to acquire Oculus, and Epic's Tim Sweeney declared, "It's technology that I think will completely change the world. I think it's going to be a bigger phenomenon than smartphones."
Let's just pause here and stop hyperventilating, before we pass out. It's time to take a look at reality, and not the virtual kind. The game industry regularly sees new hardware introduced, often with predictions of massive impact or amazing games, and all too often the reality falls far short of the early promises. How do we sort through these predictions and promises in the excitement of the moment?
The Doorway
It's important to remember that game hardware per se is meaningless. It's a rather expensive paperweight or doorstop or objet d'art that does nothing in itself but demonstrate how much free cash you have. Game hardware only becomes meaningful when you turn it on and it delivers a game, and the quality of the game is what matters. Now, game hardware that helps games deliver better experiences is a good thing, but we can't get too excited over raw hardware speeds and feeds.
Game hardware is like a door. There are many types of doors, with different compositions, types of hinges and locks, and so forth. Generally, though, it's what the door leads to that's important, not the door itself. Sometimes many doors lead to the same place, which lessens the importance of each door. That's the non-exclusive game, where many types of game hardware deliver the same (or similar) game experiences.
"The experiences that VR can provide will have to be sufficiently amazing to not just barely clear those barriers, but leap over them, in order for VR to become a major market for games"
Therefore, look at what experiences game hardware brings you. Are they exclusive to that hardware? That's a plus. Is the experience worth enough to justify the hardware price? Sometimes it's not, and sometimes you have to look at the total value a device delivers to you (such as streaming video, or in the case of smartphones a whole array of capabilities beyond games).
Barriers to customers
Another way to evaluate the market potential for game hardware is to look at the barriers to customers that are presented, and determine if the value is sufficient to get customers past those barriers. A good example is the original iPhone: It was expensive, and very different. The iPhone lacked a physical keyboard, the battery life was pathetic compared to standard cellphones, and it was pretty poor at making phone calls, with lousy voice quality and terrible signal acquisition. There was no App Store or any thought of one, and the device was expensive. Yet, with all those drawbacks, the iPhone sold well and went on to spark a revolution. Why? Because all the things it could do, like maps and calendars and email, were all pretty cool, much better than a standard cellphone and easy to access. People put up with the annoyances because of the iPhone's unique abilities and the quality of the experience.
Game hardware has several barriers in its journey to market. Pricing is an important one; game devices costing hundreds of dollars are a tougher sell than cheaper ones. Look at the PS4 and the Xbox One, which are more alike than any two new consoles have ever been, separated by $100... and so far the PS4 has been outselling the Xbox One by roughly 50 percent. No wonder Microsoft has been bundling games and encouraging sales at major retailers to eliminate that price differential.
VR hardware is going to cost hundreds of dollars, and it will require (at least for Oculus Rift and Project Morpheus) an additional external box (a PC or a console) to drive it, which is hundreds of dollars more. Another barrier is the fact that you have to put this on your head, blocking out your local environment. (A big part of the reason 3D TV fizzled is that you had to put on glasses, and even without blocking out the rest of the world people found that annoying.) Let's not forget motion sickness potential (another killer for 3D TV), and the possibility VR may never work well for half the population.
The experiences that VR can provide will have to be sufficiently amazing to not just barely clear those barriers, but leap over them, in order for VR to become a major market for games.
Clear path to delivery
Finally, let's not underestimate the value of a clear path to delivery of promised game hardware benefits. When Nvidia tells me I can buy a graphics card and get a better frame rate at max settings with my favorite game, that's easy to believe. When you tell me that the PS4 or the Xbox One will give me prettier games at higher resolution than a PS3 or an Xbox 360, that doesn't seem unlikely. The hardware is straightforward, and asking game developers to add more polygons and higher resolution textures to existing game designs may require a lot of work by artists, but it's not a technical breakthrough.
However, go back to the PlayStation 2 and the Emotion Engine promises that were made at that launch. Sony said the new chips in their console would enable game developers to really put emotions into the games, and usher in a whole new era of gaming. Sure, we all love the deep emotional interactive stories we get in games now because of that, right? Not hardly. Game designers still struggle with how to program emotion into game designs, and just because a press release said they can doesn't make it so.
The Wii U promised unique and compelling game experiences with the GamePad controller, but even Nintendo's CEO acknowledges that they have yet to really deliver on that. Nintendo is working to come up with some games that really deliver a compelling enough experience with the Gamepad to justify purchase of the Wii U in large numbers. They may yet accomplish that, but so far it hasn't happened. It's not easy, if it's at all possible.
So when VR hardware promises to deliver incredible new experiences, some skepticism is justified. They are talking about something that hasn't really been delivered before, requiring new variations of games and new game mechanics and control schemes. Certainly, this could be delivered in time, but it's not straightforward at all.
VR hardware does have great potential, particularly in specific vertical markets like imaging or military simulations or training. VR may yet become a gaming phenomenon, and may eventually reach broad acceptance and become a significant platform for games. That's still not anywhere close to fruition, and it's not at all certain it can ever be the case. Enjoy the buzz, but be careful about investing too much into VR (whether it's money, time, or your enthusiasm) at this point.
http://www.gamesindustry.biz/article...d-to-relevance
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April 7th, 2014, 20:54 Posted By: wraggster
The Raspberry Pi Foundation has developed a new product. It is basically a Raspberry Pi model A processor memory and flash memory on a DDR2 style SODIMM connector. Also available will be a development board that breaks out all the internal connections. The board design will be open sourced so you can develop your own devices using the BCM2835 processor. No network, but support for 2 HDMI displays and 2 cameras, so 3D TV is a possibility.
http://hardware.slashdot.org/story/1...module-release
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April 7th, 2014, 20:35 Posted By: wraggster
It's not a No. 1, but Bethesda may be quietly satisfied with how The Elder Scrolls Online fared in the UK. The MMO's launch on Windows PC and Mac was enough to take it up to second place, and there are still PS4 and Xbox One versions to unravel in June.
As it is, we may have to get used to the name currently on top of the UK charts.FIFA 14 is now up to 11 weeks in total (non-consecutive) as the country's No. 1, and - as if it needed the help - the English soccer season is excitingly close this year, and there's a World Cup just two months away. In related news, let's golive to the scene at EA Sports HQ...
http://www.joystiq.com/2014/04/07/el...ms-the-throne/
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April 4th, 2014, 22:44 Posted By: wraggster
What happens when you want to integrate a Raspberry Pi into some kind of project that gets turned on and off with mains voltage? Do you power the Pi separately, or make a UPS for it?
[Lutz Lisseck] decided he wanted to turn his ambient-lamp (Rundbuntplasma) on and off with only the main power switch in his Hackerpsace. He could build a traditional UPS using a battery pack (it’s only 5V after all!) but decided to take it a step further. He picked up a pair of 50F supercapacitors. This way his UPS would last longer than his Pi would! The caps store just enough power that when the main supply is cut, a GPIO notices, tells the Pi, and it begins a shutdown sequence lasting about 30 seconds.
While [Lutz] is using two 2.7V supercapacitors, he mentions it would be a lot cheaper to use a step-up converter instead of putting them in series — but he had the caps on hand so decided to use both.
If you need it to last a bit longer, you could make one with rechargeable batteries…
http://hackaday.com/2014/04/03/raspb...percapacitors/
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April 4th, 2014, 21:40 Posted By: wraggster
Western made action romp Grand Theft Auto V has achieved the rare honour of featuring in an annual Japanese games chart.
Kotaku reports that Famitsu’s Japanese Top Ten for the year between April 1st 2013 and April 3rd 2014 features the PS3 version of Rockstar’s game in seventh place.
Pokemon X/Y was the best selling game of the period with 4,328,008 units sold with fellow 3DS title Monster Hunter 4 claiming second thanks to 3,429,862 sales.
Grand Theft Auto V managed sales of 699,182, placing it above Wii Party U and New Super Mario Bros U.
Seven of the top ten games are for 3DS, with Wii U claiming two and PS3 one.
Here’s the Top Ten in full:
1. Pokemon X/Y (3DS): 4,328,008
2. Monster Hunter 4 (3DS): 3,429,862
3. Tomodachi Collection Shin Seikatsu (3DS): 1,635,099
4. Puzzle and Dragons (3DS): 1,358,548
5. Animal Crossing New Leaf (3DS): 774,152
6. Dragon Quest Monsters 2 (3DS): 710,303
7. Grand Theft Auto V (PS3): 699,182
8. Wii Party U (Wii U): 697,042
9. Yokai Watch (3DS): 652,803
10. New Super Mario Bros U (Wii U): 622,502
GTA V grabbed a rare Western 40/10 in Famitsu last year and enjoyed week one sales of 360,115on PS3 – the best ever numbers for a game developed in the West.
http://www.mcvuk.com/news/read/grand...r-list/0130750
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April 4th, 2014, 21:30 Posted By: wraggster
For over a decade, GameSpy has provided and hosted multiplayer services for a variety of video games. GameSpy was purchased in 2012, and there were some worrying shutdowns of older servers, which disabled multiplayer capabilities for a number of games. Now, the whole service is going offline on May 31. Some publishers are scrambling to move to other platforms, while others are simply giving up on those games. Nintendo's recent abandonment of Wi-Fi games was a result of their reliance on GameSpy's servers. Bohemia Interactive, developers of the Arma series, said the GameSpy closure will affectmatchmaking and CD-key authentication.
http://games.slashdot.org/story/14/0...dreds-of-games
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April 4th, 2014, 21:26 Posted By: wraggster
The latest issue also features Sucker Punch's stunning PS4 game InFamous: Second Son, a look at Finland's booming start-up scene and cloud gaming
The April issue of Develop has landed and we've got the lowdown on what Facebook's acquisition of Oculus and Sony's newly unveiled Morpheus headset means for virtual reality in games.
Also in the April issue, available now, we cover Finland's hot start-up scene, cloud gaming and how Sucker Punch achieved stunning next-gen visuals with InFamous: Second Son on PS4.
The print edition of our April issue is on its way to subscribers. Not a subscriber? No problem – you can read Develop through your browser and oniPad. The iPad or digital version of the magazine costs just £14.99 a year, or you can buy the March issue for a one-off payment of £1.99.
The latest issue features:
- Virtual reality: The time is now - We speak to Sony, Oculus and Epic on why the technology has finally got the world's attention
- Sucker Punch explains how it harnessed the PS4 to develop a large yet detailed world in InFamous: Second Son
- We investigate whether the PS4 and Xbox One have what it takes to truly achieve the potential of cloud gaming
- The cross-gen conundrum: Developers on making games for both the past and current generation of consoles
- The rise of the Finnish game industry: How the Nordic country became the games start-up capital of the world
- #DevelopJobs: We meet with Foundry 42's star citizens, look at the latest movers and shakers in the UK game industry, offer a glimpse inside Madden developer EA Tiburon and put Arkane Studios president Raphael Colantonio in the recruiter hot seat
- Alex Ward reveals the philosophy behind his new studio Three Fields Entertainment
- Nick Gibson ponders whether the microconsole market can overcome its early struggles
- The key game engines for 2014
- How Microsoft's Azure and a five-person indie are rewriting the rules of MMOs
- Key Release: Inside Crytek's new free graphics debugger RenderDoc
- How Tequila Works is harnessing Unreal Engine 4 to bring open world title Rime to PS4
- John Broomhall talks with Turn 10's Nick Wiswell about making Forza 5's fast cars roar in Heard About
- New Star Soccer creator Simon Read gets the rapid-fire question treatment in our FAQ
- Pitbull's Chris Wood discusses the perks and perils of working from home
- A look at how Marmalade's in-house studio tackled a suite of games for Hasbro
- Facepunch Studios boss Garry Newman explains why he chose Unity to power Early Access best-seller Rust
You can read the digital edition through your browser and on iPad.
http://www.develop-online.net/news/d...rpheus/0191392
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April 4th, 2014, 00:03 Posted By: wraggster
When Mark Zuckerberg bought Oculus VR last month, he was looking beyond gaming. "Imagine enjoying a courtside seat at a game," he said. "Or consulting with a doctor face to face." Oculus' developing VR headgear can do more than transport us to virtual worlds -- it can help us experience the real one, too. The trick, however, is you have to figure out how to capture the world in 360 degrees before you can share it. Turns out, there's a company working on that; it calls itselfJaunt.
http://www.engadget.com/2014/04/03/jaunt-vr/
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April 3rd, 2014, 12:05 Posted By: wraggster
TV streaming device Google Chromecast sold one unit every 4.5 seconds in Dixons Retail (Currys/PC World) stores on launch day.
Chromecast went on sale in the UK earlier this month, with Currys and PC World the first physical stores to stock the £30 gadget. It will go on sale in other physical retailers at the end of April.
"Google Chromecast continues to be a huge success for us," said Dixons Retail in a statement. "In the UK, we are the only bricks 'n mortar retailer selling it for now, and on opening day we were selling one every 4.5 seconds.
"But it is not just in the UK where the product has 'flown off the shelves'. Our colleagues in Norway had to race in an extra batch of 40,000 Chromecasts after selling out in the first week. It was also front page news in one of Norway's leading national newspapers."
Mark Hosgood, Category Manager for Tablets, Ereaders and Projectors at Currys & PC World, toldThe Daily Star: “Chromecast has been one of the most successful launch days, both online and in-store, in recent years, rivalling the likes of iPad tablets and Google's own Nexus device.
"Currys & PC World have the in-store exclusive and the unprecedented demand saw stores such as Oxford St sell out by mid-afternoon [on launch day]."
Google had sold 'millions' of Chromecast units before it launched in the UK. Tech Data is distributing the device across Europe.
Chromecast at Currys/Dixons
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April 3rd, 2014, 11:50 Posted By: wraggster
What happens when you strap 48 Raspberry Pi cameras together with nearly half a kilometer of network cables? You get your own bullet time capture rig.
Originally inspired by the unique film effect of the Matrix and an old BBC documentary called Supernatural: The Unseen Powers of Animals, the owner of PiFace decided to try re-creating the bullet time effect himself.
To create the rig they’ve taken 48 Raspberry Pis, each with a PiFace controller board and the standard camera. The controller board allows the Raspberry Pi to be used without a keyboard or mouse, so all the network cables have to do is send a simple code to each pi in order to take the pictures. A simple laser cut wood profile is used to snap them all together into a giant ring.
While 48 Raspberry Pis is a lot, they think this is a reasonable project for a classroom environment — besides, how cool would it be to go to school and film your own bullet time stunts?
http://hackaday.com/2014/03/31/froze...time-recorder/
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April 3rd, 2014, 11:49 Posted By: wraggster
For the Raspberry Pi’s second birthday, the Raspi foundation gave us all a very cool gift. Broadcom released the full documentation for the graphics on one of their cellphone chips and offered up a $10k prize to the first person to port that code over to the graphics processor on the Pi and run Quake III. The prize has been claimed, forming the foundation for anyone wanting a completely documented video core on the Pi.
The person to claim this prize is one [Simon Hall], author of the DMA module that’s in the current Raspbian release. Even though Quake III already runs on the Pi, it does so with a closed source driver. [Simon]‘s work opens up the VideoCore in the Pi to everyone, especially useful for anyone banging their heads against the limitations of the Pi platform.
You can get your hands on the new video drivers right now, simply by downloading and compiling all the sources. Be warned, though: recompiling everything takes around 12 hours. We’re expecting a Raspbian update soon.
http://hackaday.com/2014/03/31/raspb...ounty-claimed/
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April 3rd, 2014, 11:47 Posted By: wraggster
Epic Games CEO sees huge potential in new tech, worries Microsoft's pursuit of closed platforms could alienate developers
[h=3]Epic Games[/h]epicgames.com
The $2 billion Facebook acquisition of Oculus may sound expensive, but it will give the social network a foothold in a field some people think has enormous potential. As for how enormous, Epic Games CEO Tim Sweeney told Polygon the "next big thing" could be even bigger than the last big thing.
"It's technology that I think will completely change the world," Sweeney said. "I think it's going to be a bigger phenomenon than smartphones. You have to put it in perspective and realize we're in maybe the [first-generation] iPhone stage right now where you have this really cool device, but it has some real flaws that prevent it from being a pervasive device for everyone. There might be an audience for 10 million users of the current tech, but as it improves with each generation, the audience is going to keep growing until eventually you're going to reach a critical point where you can put on one of these devices and have an experience that is effectively indistinguishable from reality."
Epic is doing plenty of research into VR and has already confirmed support for the Oculus Rift will be added to Unreal Engine 4, but there are some hindrances. For example, some experiences are better suited to VR than others.
"Running at 30 miles per hour in an Unreal Tournament level," Sweeney said, "makes you barf."
The Rift isn't the only new platform Unreal Engine 4 will support. Epic is also adding support for HTML5, SteamOS, and Linux as part of a general shift away from closed platforms. Sweeney was particularly excited about Valve's Steambox plans, saying the platform is shaping up to be "the most open high-end gaming platform ever created." At the same time, Sweeney was concerned about Microsoft's attempts to make the PC platform more closed.
"I genuinely worry about the future of Microsoft," Sweeney said. "They've locked down Windows 8. They say future app developers should focus there, but you can only ship that with Microsoft's permission and Microsoft's approval through Microsoft's store. And that sucks compared to the open nature of the PC platform before... Steam has been a great democratizing factor on PC and if Microsoft forecloses on PC then all developers will shift to other alternatives, like Steambox and Android."
Despite the concerns, Sweeney has seen signs of Microsoft reversing course on those plans.
"I sense kind of a renaissance at MS in the last six months," Sweeney said. "Talking to the DirectX team for example, they're making some brilliant decisions on DirectX 12 to make it more efficient and more open than ever before. You just generally sense a momentum to be more open with the community and more broad with their Windows strategy. I'm hoping that takes root."
For more from Sweeney, including discussion of the new Unreal Engine 4 business model and what lessons were pulled from similar moves by other companies, readGamesIndustry International's own interview with the Epic co-founder.
http://www.gamesindustry.biz/article...phones-sweeney
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