Newsweek - National News, World News, Health, Technology, Entertainment and more... | Newsweek.com
  • Second Life On Your Mobile Phone? Thanks to Vollee, the Answer is an Intriguing 'Yes'

    N'Gai Croal | Apr 21, 2008 09:00 AM

    We've never quite been able to appreciate the phenomenon that is Second Life. Nevertheless, even the metaverse-averse like ourselves can appreciate the wizardry involved in our exclusive video demonstration of Second Life on a mobile phone. That wizardry is made possible by a startup called Vollee, which is capable of serving up games whose graphics and CPU requirements are more demanding than a typical phone can handle to the Vollee client which users install on their handsets. The folks at Vollee remap the menus and controls for each game to optimize them for the smaller screen and the limited controls. During a recent demonstration at Level Up HQ, we saw a PS2 board sports game running reasonably well on a phone. We'll have more coverage of Vollee in the weeks to come, as well as our thoughts on the implications of this technology, but for now, enjoy the video.

     

    More
  • Wii = Gamecube 1.5? Beyond3D Crunches the Numbers for Level Up

    N'Gai Croal | Sep 24, 2007 12:07 AM
     
    Back in May, we used an assertion by Microsoft president of Entertainment and Devices Robbie Bach--that the Wii's graphical capabilities lagged behind even that of the original Xbox--as a jumping off point for an inquiry into what exactly we should expect to see on the Wii from a visual standpoint. That post generated a good deal of discussion and debate. It also prompted Farid Bouzid, a senior editor at the must-read graphics technology website Beyond3D, to send us an email explaining that while he liked the piece, we had nevertheless gotten a couple of things wrong. Unruffled by Bouzid's implicit challenge to our generally accepted infallibility, we asked he and his writers to pen a guest essay for Level Up based upon their own investigation into the Wii's technical specifications. We were also curious about why Beyond3D persisted in trying to uncover the Wii's specs when Nintendo was both a) thoroughly unforthcoming about such information; and b) insistent that specs were irrelevant when discussing the Wii. The resulting essay, which appears below, was co-authored by Tim Murray (who covers general purpose computing on GPUs for Beyond3D) and Stefan Salzl (who covers console hardware and trends), and edited by Bouzid. An excerpt: 

    Beyond3D: Nintendo released no information about the Wii beyond codenames for the chips (Broadway for the CPU and Hollywood for the GPU) and the process node that the chips were built on (90 nanometer, the same as their contemporaries). Through some lengthy investigations, we can now say for certain that there was no major leap in either performance or functionality compared to the GameCube. Instead, Nintendo decided to define the Wii entirely by the new controller....To summarize, while the PS3 and the Xbox 360 are both at least an order of magnitude faster than their predecessors, the Wii has the processing power of one-and-a-half GameCubes with no noteworthy increases in functionality. This was done for two reasons: backwards compatibility with the GameCube and, more importantly, the very low cost. Developers have even told us that the transition guide (for GameCube developers moving to the Wii) is ten pages long and contains only very minor changes.

    To read Beyond3D's analysis in its entirety, please click on the link below.

    More
  • Advertisement
  • Geek Out: Xbox Uber-Boss Robbie Bach Takes a Shot At Nintendo's 'Underpowered' Wii. Does He Manage to Score a Bulls-Eye, or Is He Just Shooting Blanks?

    N'Gai Croal | May 8, 2007 11:37 PM

    As our most loyal readers know, the staff here at Level Up will from time to time scrutinize the statements of videogame executives to determine their veracity. So when Robbie Bach, president of Microsoft's Entertainment and Devices division, disparaged the technical capabilities of Nintendo's flying-off-store-shelves Wii, we knew that our services would be required. eWeek asked Bach "So, is Nintendo disrupting things for you, or were you surprised to see them?" to which he replied:

    I'm actually not--the product has gotten more broad-base [sic] acclaim that I would have expected. It's a very nice product, but it actually has a relatively specific audience and a fairly specific appeal, frankly, based on one feature, which is the controller itself. And the rest of the product is actually not a great product--no disrespect, but...the video graphics on it aren't very strong; the box itself is kind of underpowered; it doesn't play DVDs; there are a lot of down-line components [that] aren't actually that interesting.

    Just in case that statement wasn't enough of a hit on the Wii, Bach quickly circles back around for the fatality:

    The challenge they have is that third parties aren't going to make much money on this platform because Nintendo is going to make all that money, and their ability to compete with something like a Halo or produce an experience like Madden on their system is going to be tough. They don't have the graphics horsepower that even Xbox 1 had. So it makes sort of the comparison set a little bit difficult.

    Those are the kind of statements that reliably set fanboys' tongues a-wagging. But how accurate are they? Back in February, we observed posters on various message boards speculating about how much power the Wii had under the hood. Nintendo, for its part, has steadfastly refused to release the Wii's technical specifications. So we approached two of our most reliable technical experts at third party publishers--both of whom spoke under the condition that they not be identified for fear of angering Nintendo--for an independent evaluation of the Wii's abilities.

    More
  • Geek Out: The Playstation Eye is Nearly Upon Us. Dr. Richard Marks Takes Us Behind the Scenes of its Birth.

    N'Gai Croal | Apr 30, 2007 02:15 PM

     

    Playstation Eye
    Ever since we first saw back in 1999 or 2000 what would later become the EyeToy, we were intrigued by its possibilities. That interest was further piqued during a subsequent visit to Sony Computer Entertainment America R&D a couple of years later, where Dr. Richard Marks, aka the Father of the EyeToy, demonstrated the possibilities of a future EyeToy with depth perception. Imagine being able to do everything that the Wii remote's gestural controls can do--without requiring the remote--with a healthy dash of "Minority Report" on top, and you'll have an idea of where Playstation would like to go. Nevertheless, one must first take baby steps; these are represented by the EyeToy's no longer toy-like successor: Playstation Eye, which was announced last week. To get the inside dope on the PS3's newest accessory, we conducted an interview with the always-affable Dr. Marks. Here's what he had to say.

    What was the philosophy behind the PlayStation Eye? How did you and Sony decide on its feature set?

    This is the LONG version.... :)

    The basic idea for Playstation Eye was to create a device for interactive gaming and enhanced communication. It was designed specifically to be used with PS3.

    We learned a lot of things from our experience with EyeToy. The initial design meeting for what would become Playstation Eye was called by Phil Harrison. It included myself and key designers and engineers from the EyeToy game teams of SCEE [Sony Computer Entertainment Europe.] We sought to address some of the issues of EyeToy, but also add some new capabilities as well, keeping in mind all along the PS3 as the intended platform.

    For designing the camera portion, there were many, many, agonizing trade-offs. Resolution vs. light sensitivity vs. framerate vs. dynamic range. There are also field of view and bandwidth and compression issues. To guide us through this, we created several usage scenarios and scored the importance of each design criteria for that scenario. For the final design, the interactive gameplay and communication scenarios were weighted as the most important for PS3.

    As I mentioned already, our previous experience with EyeToy was invaluable. Low-light performance was viewed as a key issue. Also, we felt a big factor of EyeToy's success was the responsiveness imparted by its 60 frames per second framerate, so we made that a minimum requirement. The compression block artifacts of EyeToy are visually unappealing, and they also limit some of our algorithms, so we pushed for uncompressed video. And finally, the many game ideas put forth by the designers suggested the need for two different fields of view.

    What about the microphone?

    For the microphone portion, we knew that to truly make a useful communication device, we needed a very good voice input solution. Also, speech recognition is a technology more and more games are incorporating, and this requires clean voice input. Following the EyeToy tradition, our primary consideration was ease of use; it should just work. My U.S. R&D colleague, Crusoe Mao, had already been working on research for voice input using microphone arrays, so his work was merged into the design. The hands-free voice input this enables may be the single most important feature of Playstation Eye.

    But throughout all this, we universally agreed on one underlying design criterion: cost. Just as with EyeToy, we wanted to create an affordable device that could be accessible to all players and gain widespread popularity. We understood this was the key to allowing people to enjoy the many new experiences we were planning to create.

    More
  • Geek Out: F1 Championship Edition Game Director Graeme Ankers Gives Us A Tech Talk On the PS3

    N'Gai Croal | Feb 12, 2007 04:54 AM
    As the second wave of Playstation 3 games begins to arrive in stores, one of the titles that Sony expects to show off the power of the PS3 is Studio Liverpool's F1 Championship Edition. Formula One racing isn't exactly our bag, but F1 CE has been looking... More
  • Geek Out: Hacking Your Nintendo Wii

    N'Gai Croal | Dec 11, 2006 05:44 PM
    Nintendo's Wii is already a hit. And like any even remotely popular new machine, it's bringing the tinkerers and hackers out of the woodwork. Here are three that we found intriguing: 1. DarwiinRemote, a program that lets you use the Wii remote as a freehand... More
  • Geek Out: PS3 Goes To the Dogs

    N'Gai Croal | Nov 27, 2006 05:46 PM
    While tooling through the Playstation 3's Xross Media Bar interface, those of you fortunate enough to score one may have noticed the "Install Other OS" option under "Settings"--->"System Settings." That's because Sony Computer Entertainment designed... More
  • Geek Out: I Wanna Feel You From the Inside

    N'Gai Croal | Nov 13, 2006 06:29 AM
    When the PlayStation 2 debuted in March of 2000, Japanese consumers snatched up close to one million units during its first 48 hours on sale. But thanks to the well-documented shortages of key components for the PlayStation 3, only 100,000 units were... More

Browse by Tags

Archives » Geek Out   (RSS)
The Peek
 
 
STRATEGIES

Harmonix, creator of Rock Band and Guitar Hero, is changing videogames.

Sponsored by
 
 
 
 
CAMPAIGN 2008
republican gop convention periscope mccain

John McCain's choice to manage the GOP convention this summer is lobbyist Doug Goodyear, whose firm once represented Burma's repressive regime.

Sponsored by
 
 
 
loadingLoading Menu