Tony Hawk gives 15 inverts to Google for their 15th Birthday.
Music By:
Plateaus
„Hot Air Head“
Plateausband.bandcamp.com
Tony Hawk gives 15 inverts to Google for their 15th Birthday.
Music By:
Plateaus
„Hot Air Head“
Plateausband.bandcamp.com
And the rumor windmill spins again! New leaks have reported what it could be the rear shell of the new Apple iPad 5 and taking into account that the last rumors about Apple products are all eventually being a reality, this shouldn’t be different…
An array of new photos featuring alleged rear shells of the next-generation iPad in „Space Gray“ and silver have been posted by Australian writer Sonny Dickson. The photos, which also depict some of the internals of the iPad, come two weeks after Apple debuted a new space gray color to replace the slate black used on both the iPhone 5 and iPod lines.
The new photos also emerge just under a week after a purported second-generation iPad mini shell was spotted in the same space gray color. A day before that, a somewhat sketchy report from C Technology claimed that both the full-sized iPad and iPad mini would be available in the same three colors seen on the iPhone 5s. While space gray and silver have been seen, a gold rear shell has yet to appear.
Photos + Official Source: http://sonnydickson.com/2013/09/25/hands-ipad-5-space-gray-silver/
The name of the new live-action Patlabor project is finally revealed! Called „The Next Generation -Patlabor-“ is set in the year 2013 in Tokyo and it represents the 3rd generation of Patlabor.
The Tokyo Metropolitan Police has disbanded its Section 2 Division 1 of police robots, and Section 2 Division 2 barely survived the budget cuts due to the long recession.
Erina Mano (Kamen Rider Fourze) stars as pilot Akira Izumino, Seiji Fukushi as Yūma Shiobara, Rina Oota as Ekaterina Krachevna Kankaeva („Kasha“) from Russia, Shigeru Chiba reprising his anime role as maintenance squad chief Shigeo Shiba, and Toshio Kakei as Captain Keiji Gotōda (the successor to the anime’s Captain Kiichi Gotō).
The project will begin with a seven-part miniseries, which will run in special theatrical engagements in Japan, starting next April. The seven parts are composed of an episode 0 (about 10 minutes long) and 12 full episodes (about 48 minutes long) helmed by the project’s chief director Mamoru Oshii and other directors. Then, Oshii is directing and writing a feature-length film (about 100 minutes long) that will open in 2015. The title of the feature will be announced later.
The production is budgeted at 2 billion yen (US$20 million), and principal photography is running from June to the end of December. The two life-size Ingram robots were built at the cost of several tens of millions of yen (several hundred thousand US dollars).
Oshii commented that the seven-part series will have a „slapstick“ ambience, while the feature film will be serious. Oshii and Kei Yamamura are writing the scripts for the series, and Kenji Kawai is returning to the franchise to compose the music for both the series and the feature film.
Official Source: http://www.animenewsnetwork.com/news/2013-09-25/former-idol-erina-mano-stars-in-multi-part-live-action-patlabor
http://www.orendsrange.com/2013/09/erina-mano-stars-in-live-action.html
In an interview with Japanese tech site AV Watch, Sony Computer Entertainment Japan and Asia Senior Vice president and Director of Business Unit 1 Masayasu Ito shared more info about some technical aspects of the PlayStation 4, including the console’s noise level, its power consumption, etc.
While being always online is not necessary, a network connection is important to fully enjoy the features of the PS4.
• The PS4 will initially act as a stand-alone web server for the PlayStation App. In the future there’s the possibility of this to be expanded through the cloud, with the PS4 and PlayStation App interacting through the cloud, allowing cooperative play between multiple players.
• The secondary chip for ultra-low power operation will mostly activate at night from 1 to 4 AM and download any required update automatically. It will also activate when software is purchased through external means like the PlayStation App.
• Power consumption will vary greatly depending on the performance of the game played.
• The noise level of the console during operation is generally much lower than it was on the PS3.
• The PS4′s cooling fan has a low noise level and stepless speed control (meaning that it will increase its speed to match heat smoothly and not in sudden steps like the one on the PS3).
• Since the Blu-Ray player is 6x instead of 2x (like the one on the PS3 was), the spinning noise is actually louder. Ito-san feels it’s not annoyingly louder and it will be countered by caching data on the hard disk drive. It’ll be mostly audible during the initial spin-up.
• The Audio/Video performance (for movies and music) of the PS4 will target PS3 levels at launch, but will be improved through updates, for instance with the addition of 4K, as Sony is also an Audio/Video company.
• The theme of the PS4 is “Personalization”, meaning that it will offer an experience tailored to each individual.
Official Source: http://www.dualshockers.com/2013/09/24/sonys-svp-gives-new-info-on-the-ps4s-noise-level-power-consumption-media-performance-and-more/
Still wondering if the new iPhone 5S worth’s the price of upgrading? If you’re a gamer the answer is yes. The 64-bit processor has a clear advantage over the 32-bit of the iPhone 5C (and 5) when running games such as Infinity Blade 3.
In this comparison by redmondpie you can notice the higher detail on the textures and the improved visuals on the light effects. And this is just the beginning!
http://www.youtube.com/watch?v=P3FJX_OWQis&feature=player_embedded#t=0
Coming Late November/Early December.
Grand Theft Auto V for the PC could launch this Holiday season.
http://www.amazon.de/Rockstar-Games-Grand-Theft-Auto/dp/B0071L2QD0
That, according to two online retailers, who are already listing the game with a release date of late November / early December.
The first source, Gameseek (UK), says the game will be released on November 22. The second one, Zavvi, lists the game to release on 6th December.
Official Source: http://wccftech.com/gta-v-pc-release-date-leaked/
What you see above is a 4K shot of the PC version of GTA IV with some mods applied. The author of this impressive work is Raphael Smith who has explained how he did it:
“I have a Steam version of GTA IV which I modded with Better City Textures, GTA IV Road Textures by Fonias, Supreme Vehicle Conversion Pack-140 vehicles, Traffic Control System V1.0B, DKTronics70 Vegetation, and a first-person mod by C06alt. Then used IcEnhancers beta 1.25 ENB for the lighting.”
If you got Problems Installing follow this Link -> https://support.securom.com/pop_gtaiv.html
However, all this visual work has a big con, the system he used was only capable of running the game at 5 fps (3384×2160) but worked great at 30-50 fps (1920×1080).
Official Source: http://www.flickr.com/photos/15539352@N02/sets/72157632886023166/
Ubisoft® veröffentlichte einen neuen Trailer zu Rocksmith® 2014. Darin bekommen Fans einen Einblick, wie sie von Level zu Level spielerisch und auf schnellstem Wege Gitarre spielen lernen und in den Guitarcade-Minispielen richtig rocken können.
Das komplett umstrukturierte Interface und alle neuen Features der Rocksmith® 2014 Edition, bringen dem Spieler die Kernelemente des Gitarrenspielens besser bei und machen das Lernen schneller und spaßiger als jede andere Methode. Spieler können mit dem neuen individualisierbaren „Riff Repeater“ jede Stelle eines Songs auswählen, die sie spielen möchten. Der Schwierigkeitsgrad und die Geschwindigkeit kann dabei sofort angepasst werden. Ein neuer „Master Mode“ macht auswendiges Spielen zugänglicher und die neuen „Guitarcade“-Mini-Spiele wurden kreiert um spezielle Gitarrenfähigkeiten zu verbessern. Es war noch nie so einfach für Spieler ihre Lieblingslieder zu spielen wie mit diesen flexiblen und starken Übungswerkzeugen.
Rocksmith® 2014 enthält eine neue Track-Liste mit mehr als 50 Hits, inklusive „Stone“ von Alice in Chains, „Walk This Way“ von Aerosmith, „Knockin‘ On Heaven’s Door“ von Bob Dylan, „The Chimera“ von The Smashing Pumpkins, “Don’t Look Back In Anger” von Oasis, “Ultra Soul” von B’z, einer bekannten Pop-Rock-Band aus Japan. Mehr Hits werden in den kommenden Monaten bekannt gegeben.
Rocksmith® 2014 erscheint am 24. Oktober für die PS3™ und Xbox 360® sowie für Windows PC und MAC.
It looks like Microsoft has their eyes set on the growing ‚Chinese‘ market now that the ban rule has been lifted over their in regard to ‚video gaming systems‘ and their idea is to launch a new ’streaming type‘ gaming console with a partnership formed with BesTV which is one of China’s largest IPTV networks.
According to Xinhua News, Microsoft and Chinese media company BesTV New Media Co., Ltd, are partnering to bring a new gaming console and streaming device to China. E-Home Entertainment Development will be 51% owned by BesTV and 49% owned by Microsoft and based on a total investment of $237 million.
A spokesperson for Microsoft told Polygon „This is the first step of many to come for Microsoft and BesTV. We look forward to exploring new opportunities for bringing entertainment offerings to China, but we have no further details to share.“
The Chinese government recently lifted a long-standing ban on the import and sale of consoles. The new joint-venture will launch in the newly established Shanghai free trade zone.
Official Source: http://www.polygon.com/2013/9/23/4763650/microsoft-forms-chinese-console-venture
http://videogamescene.com/new-game-console-coming-to-china-via-microsoft-partnership/
This is interesting, it seems that the iPhone 5 and the iPhone 4 have the fastest touch screens of any smartphone to date, according to Agawi, a new company with a lot of spare time to experiment with this kind of things.
According to MacRumors:
Using a 240fps high frame rate camera along with a custom-built device called a Touchscope, Agawi measured the App Response Time (ART) of several different smartphones. The ART is the latency experienced between the time a user touches the device display to the device’s on-screen response.
Apple’s iPhone demonstrated a minimum app response time (MART) of 55 milliseconds, a much better performance than the Galaxy S4, which had a MART of 114ms. The Lumia 928 had a similar high MART time of 117ms, and the iPhone 5’s closest competitor was the iPhone 4, with a MART of 85. The HTC One and the Moto X had the highest MART times, coming in at 121 and 123ms, respectively.
App responsiveness is judged by how quickly the app can respond to your inputs,“ said Rohan Relan, cofounder and CEO of Agawi. „Smartphones with touchscreens that have lower MART scores feel snappier. This is probably why, to many users, the iPhone keyboard feels more responsive than an Android phone keyboard.
Official Source: http://appglimpse.com/touchmarks.php
http://www.macrumors.com/2013/09/21/iphone-5-touch-screen-twice-as-fast-as-android-touch-screen/
In the article, two key technical personnel behind the Xbox One project, Andrew Goosen andNick Baker, discuss with the site different aspects of the console internals, like the ESRAMand GPU.
According to them:
„For designing a good, well-balanced console you really need to be considering all the aspects of software and hardware. It’s really about combining the two to achieve a good balance in terms of performance,“ says Microsoft technical fellow Andrew Goosen.
„We’re actually very pleased to have the opportunity to talk with you about the design. There’s a lot of misinformation out there and a lot of people who don’t get it – we’re actually extremely proud of our design. We think we have very good balance, very good performance, we have a product which can handle things other than just raw ALU [GPU compute power]. There are also quite a number of other design aspects and requirements that we put in around things like latency, steady frame-rates and that the titles aren’t interrupted by the system and other things like that. You’ll see this very much as a pervasive ongoing theme in our system design.“
„Andrew said it pretty well: we really wanted to build a high performance, power-efficient box,“ adds hardware architecture team manager Nick Baker. „We really wanted to make it relevant to the modern living room. Talking about AV, we’re the only ones to put in an AV in and out to make it media hardware that’s the centre of your entertainment.“
Here are some more interesting quotes:
Regarding ESRAM:
„If you’re only doing a read you’re capped at 109GB/s, if you’re only doing a write you’re capped at 109GB/s,“ he says. „To get over that you need to have a mix of the reads and the writes but when you are going to look at the things that are typically in the ESRAM, such as your render targets and your depth buffers, intrinsically they have a lot of read-modified writes going on in the blends and the depth buffer updates. Those are the natural things to stick in the ESRAM and the natural things to take advantage of the concurrent read/writes.“
[…]
„The same discussion with ESRAM as well – the 204GB/s number that was presented at Hot Chips is taking known limitations of the logic around the ESRAM into account. You can’t sustain writes for absolutely every single cycle. The writes is known to insert a bubble [a dead cycle] occasionally… one out of every eight cycles is a bubble so that’s how you get the combined 204GB/s as the raw peak that we can really achieve over the ESRAM. And then if you say what can you achieve out of an application – we’ve measured about 140-150GB/s for ESRAM.“
Regarding the balanced approach to the GPU:
„Every one of the Xbox One dev kits actually has 14 CUs on the silicon. Two of those CUs are reserved for redundancy in manufacturing, but we could go and do the experiment – if we were actually at 14 CUs what kind of performance benefit would we get versus 12? And if we raised the GPU clock what sort of performance advantage would we get? And we actually saw on the launch titles – we looked at a lot of titles in a lot of depth – we found that going to 14 CUs wasn’t as effective as the 6.6 per cent clock upgrade that we did.“
Regarding GPGPU and Asynchronous Compute:
„Sony was actually agreeing with us. They said that their system was balanced for 14 CUs. They used that term: balance. Balance is so important in terms of your actual efficient design. Their additional four CUs are very beneficial for their additional GPGPU work. We’ve actually taken a very different tack on that. The experiments we did showed that we had headroom on CUs as well. In terms of balance, we did index more in terms of CUs than needed so we have CU overhead. There is room for our titles to grow over time in terms of CU utilisation.“
Microsoft’s approach to asynchronous GPU compute is somewhat different to Sony’s – something we’ll track back on at a later date.
Official Source: http://www.neogaf.com/forum/showthread.php?t=683665
http://www.eurogamer.net/articles/digitalfoundry-vs-the-xbox-one-architects
An Explorer Edition of Glass is already a pricey piece of tech, and smartphone tethering plans required to give it a mobile Internet connection have only made ownership that much more expensive. However, there’s good news for Google’s guinea pigs: the latest update to the headgear quietly implemented a way around the additional monthly fees.
With XE9 loaded onto headsets, the companion Android app pipes data to and from the hardware, bypassing both the smartphone’s Bluetooth tethering settings and extra plan previously needed from some carriers.
To match the change, the application’s notification icon sports two arrows to signify the flow of info.
We doubt telcos will be fazed by this development for now, but we don’t know if that’ll hold once Glass arrives on shelves and hits the streets en masse. We’ve contacted Google to find out if the feature will make it to retail units.
Official Source: http://www.engadget.com/2013/09/15/google-glass-bluetooth-tethering-without-data-plan/
Windows might be the most popular operating system for desktop computers and notebooks out there, but there are certain areas where Apple’s OS X leaves the Redmond offering biting the dust. While the list is rather large (system stability, quality of applications, notification center and the device ecosystem, just to name a few), top of the list is the aesthetics of the operating system itself. Every element of the OS, be it buttons, navigation/scroll bars or any other area, is beautifully crafted and gives a pleasing environment to work with. It may be just my personal opinion and preference, but even if you look at just how OS X takes a snapshot, you’ll see what I mean.
That being said, there is also no denying the fact that Windows has a user base far and wide as compared to OS X, and for that reason, has a wider variety of available applications and programs for all intents and purposes. Hence, the best of both worlds only comes in the form of combining OS X’s aesthetics with Windows’ larger functionality and developer support. The folks over at DeviantArt have been really active at bringing several skin packs for Windows that merge different elements from other platforms, but the downside there has always been the side effects; disruptions in several areas of the OS is nothing new to the users of such customization packs. Now, however, Peter Rollar has brought a new concept to the market, making it possible to get only the OS X Mountain Lion logon screen on Windows 7.
Learn how to remove the original language button in the left upper corner( if there is one) here[link]
Want to learn how to remove unwanted buttons from the logon?
Follow these links[link] [link]
Official Source: http://www.redmondpie.com/how-to-get-os-x-mountain-lion-login-screen-on-windows/
http://peterrollar.deviantart.com/art/Windows8-8165-logon-276064932
So here we start the tutorial:
1. We’ll need to edit „%windir%\System32\authui.dll“ file. First copy authui.dll file from „System32“ folder to some other location for example Desktop.
Note: here %windir% represents „Windows“ directory which can be found in the system drive where Windows is installed. In most of the cases its C:\Windows.
2. Now open the new file in Resource Hacker.
3. Now press „Ctrl+F“ keys or select „Find Text“ option from „View“ menu.
4. To remove „Windows Branding Logo„, type following string in the Find what text box:
element id=“atom(Branding)“
Click on „Find Next“ button and it’ll go to following line as shown in the screenshot:
5. Replace the existing <element id=“atom(Branding)“/> line with following one:
<element id=“atom(Branding)“ layoutpos=“none“/>
6. Now to remove „Ease of Access“ button, search for button id=“atom(Accessibility)“ string similar to Step 3. It’ll show you following line:
<button id=“atom(Accessibility)“ tooltip=“true“ layoutpos=“left“/>
Simply change layoutpos=“left“ to layoutpos=“none“ so that it’ll look like following:
<button id=“atom(Accessibility)“ tooltip=“true“ layoutpos=“none“/>
7. That’s it, click on „Compile Script“ button and save the file.
8. Now we’ll need to replace original authui.dll file present in „C:\Windows\System32\“ folder with our new authui.dll file which we saved at Desktop or some other location.
8 a. First take ownership of „C:\Windows\System32\authui.dll“ file using following tutorial:
Add Take Ownership Option in File / Folder Context Menu in Windows Vista and 7
8 b. Now rename it to „authui_backup.dll“ or any other name.
8 c. Now copy your new modified „authui.dll“ file from Desktop to „System32“ folder.
PS: If you are using 64-bit Windows edition, you’ll also need to replace authui.dll file present in „C:\Windows\sysWOW64\“ folder.
9. Restart your system and after restart Windows will start using your new modified file and you’ll not see the „Windows branding logo“ and „Ease of Access“ button on login screen.
PS: Windows Vista „authui.dll“ file contains only a single instance of (Branding) and (Accessibility)strings, so you’ll need to replace them only once using Step 4 and 5 but Windows 7 contains 3 instances of these strings, so you’ll need to change all the 3 instances in the file.
Official Source: http://www.askvg.com/how-to-remove-branding-logo-and-ease-of-access-accessibility-button-from-windows-vista-and-7-login-screens/
This removes the (usually) EN button from the top left corner of your logon screen. It also removes the mysterious extra language from your language toolbar especially if using non en-US as your default language.
First, navigate your way to the Control Panel.
If you are using the Category view click on the link Change keyboard or other input methods under Clock, Language, and Region.
If however you are using one of the Icon views click on the Region And Language link.
On the Region and Language window, click on the Administrative tab. See image below.
Then in the Welcome screen and new users accounts box, click on the Copy settings… button (Admin privileges may be needed). See image below.
Next, in the Welcome screen and new users accounts settings window, under the heading Copy your current setting to: Check the boxes against Welcome screen and system accounts and New user accounts (This covers all options!). See image below.
Finally, OK your way out.
Re-booting may be required before you will see any changes.
Official Source: http://windowsforum.com/threads/how-to-remove-the-language-button-from-your-logon-screen.53992/
Nothing has been confirmed, but an alleged Pastebin file containing an XML of the config file for the Xbox 360 version of Grand Theft Auto V shows the following (this was spotted at Reddit):
That’s right, you can clearly see PC and „Orbis“ in there. And, if you are wondering why build code for the PC and PS4 versions would be in an Xbox 360 config file, well…
…A few other games also had similar config files in their SDK with multiple configurations for different platforms, including Borderlands, Unreal Tournament 3 and Star Wars: Battlefront 2 just to name a few. Heck, there are even PS3 and Xbox 360 configuration settings for APB: Reloaded if you bother to look through the data folders.
To better explain this for newbies: Most developers build games around a general code base and configure the game’s specifications per platform within an single config file, as opposed to building new code or separate config files for each and every platform. The only time the code will drastically changed is when a mobile or portable port is involved.
As for the 360 config file… the different pool sizes you see roughly relates to how much of ‚X‘ will be stored in memory based on platform specifications. Most of every AAA multiplatform game has a file like this to scale texture, draw distance, particle effects or actor data to each platform.
As you’ll notice, there are specifications for the Xbox 360, PC, PS3 and Orbis, or the PlayStation 4 (viz., the Orbis is the name of the PS4’s operating system when working with the dev kit).
Official Source: http://www.neogaf.com/forum/showthread.php?t=678177
http://www.cinemablend.com/games/GTA-5-Leaked-Xbox-360-Data-Reveals-PC-PS4-Build-Code-59102.html