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The Xbox 360's aging and overpriced 802.11g based wireless adapter is about to be widely replaced by a new 802.11n capable model, as discovered on Costco's online store in which it is currently at a slightly discounted price of $88.
The new model has two antennas for superior signal quality and transfer speeds. Also, the wireless N speeds should give users the ability to wirelessly stream 1080p content from the upgraded Zune movies collection without a hitch.
Costco has said the adapter is scheduled for shipment as of November 10.
There's a bit of a stir happening over at the Hexus forums at the moment between NVIDIA spokesperson Lars Weinand and AMD's Richard Huddy, responsible as Worldwide Developer Relations Manager for AMD's GPU Division.
The discussion relates to Eidos' game title Batman Arkham Asylum in which AA support using ATI based graphics cards is not possible. NVIDIA's Lars Weinand says :-
"Batman AA is not our property. It is owned by Eidos. It is up to Eidos to decide the fate of a feature that AMD refused to contribute too and QA for their customers, not NVIDIA.
If it is relatively trivial, Mr. Huddy should have done it himself. The Unreal engine does not support in game AA, so we added it and QAed it for our customers. As Eidos confirmed (Not allowed to post links here, but check PCper for Eidos' statement) AMD refused the same opportunity to support gamers with AA on AMD GPUs. I'm sure Mr. Huddy knows how important QA is for game developers. I recommend AMD starts working with developers to make their HW work in a proper way. That's not our job. We added functionality for NVIDIA GPUs into the game. We did not lock anything out. AMD just did not do their work."
Richard quickly responds :-
"NVIDIA has done the right thing in bowing to public pressure to renounce anti-competitive sponsorship practices and given Eidos a clear mandate to remove the vendor ID detect code that is unfairly preventing many of Eidos' customers from using in-game AA, as per Mr. Weinand's comments. I would encourage Mr. Singleton at Eidos to move quickly and decisively to remove NVIDIA's vendor ID detection.
It's also worth noting here that AMD have made efforts both pre-release and post-release to allow Eidos to enable the in-game antialiasing code - there was no refusal on AMD's part to enable in game AA IP in a timely manner.
I trust that you will also confirm that no similar activity will take place on any other games?
The entertainment continues at the source link below :-
Futuremark is known for its benchmarking software. If you were to ask the average computer user they have heard of Futuremark and can tell you about 3Dmark and PCMark. But what many do not know is that Futuremark has entered the game arena. They did this a while ago under the name Futuremark Game Studios (FGS).
With the formation of this independent company they embarked on an abitious project. They wanted to create a game that took palce almost entirely in zero gravity. The game was to take place in a future setting where the moon has exploded and sent millions of tons of debris into earth orbit. In this zone clans fight for resources. The challenge for FGS was to implelment the complexities of Zero G compat while making sure players were not overwhelmed by the enviroment and controls.
We had the chance to play with the BETA version and can say FGS was and is more than up to the task. The Zero G combat system was very well done indeed. The amosphere is immmersive and makes for compelling and captivating gameplay. Futuremark has pushed out a few more videos of how this system will look once it is out and in the hands of consumers.
Futuremark Game Studios has finally lifted the veil of secrecy on their new game Shattered Horizons. This new game is one of the first ever to feature full Zero G combat. It is a full Multiplayer, online game that takes place in Earth Orbit. Now this would be ok but the moon exploded recently exploded and has filled the upper obits of the Earth with large chunks of rock.
All of the combat takes place in this zone. As a member of the Beta I can tell you that it is interesting to move around and to fight in this type of environment. To mark the occasion Futuremark has released a trailer showing what it will be like fighting in Zero G.
Antec plan to extend their lineup of xxx-Hundred cases soon with the arrival of the Six Hundred. The existing lineup comprises the Two Hundred, Three Hundred, None Hundred (Two) and Twelve Hundred.
We learn that Antec's Six Hundred runs dimensions of 491 (H) x 212 (W) x 492 (D) mm, coming in at a weight of 6.9Kg. Features wise, it comes with both top and side windows for easy internal viewing, three 5.25" drive bays, perforated front bezel, cable management compartment, support for up to six 3.5" HDDs via a front-loaded cage, a blue LED-equipped 120mm for exhausting at the rear and a larger 200mm TriCool blue LED fan situated on top.
It's been discovered that the Six Hundred is being advertised in Europe already for as low as 60.80 Euro, but this is pre-order only. We're not sure when exactly it will become readily available yet.
Our Deal of the Day today is the Amazon - Nintendo Wii Game Console for $199.99 Shipped FREE + $25 Amazon Gift Card!.
Offer: Nintendo just dropped the price on the Wii to $199.99! Amazon has it for that price with FREE shipping and there's no sales tax to most states! Amazon is also throwing in a FREE $25 gift card! Sweet deal!
Codemasters is a company that has a good reputation for coding graphically impressive games. Both DiRT and Racecar Driver Grid look simply stunning. So what should we expect from DiRT2 for PC now that it has DX11 support?
PC Games Hardware sat down with Bryan Marshall, Technical Director of the Codemasters Dev Team, and asked that very question.
According to Marshall, DiRT 2 takes advantage of three of the main features to produce some stunning visual effects. These are Hardware Tesselation, Direct Compute 11 (compute shaders) and multi-threading the command pipeline. Tesselation allows Codemasters to greater detail to the objects in the game (such as water surfaces, crowds and cloth) while Compute Shaders allow for better post processing of visual effects.
Multi-threading of the command pipeline means that the game engine can be optimized to improve performance and game response. Of course the major problem is that right now getting DX11 hardware is a little rough as many do not want to pay the cost of a new high end GPU (without seeing one from the competition) as well as a few supply issues with the 58xx series that are being reported.
Still the overall impression of the interview was an optimistic one and seemed to indicate that Codemasters will continue to work on their game offering to improve it for DX11, DX10 and even DX9 users.
DX11 is supposed to be the next big thing. At least that is what AMD and Microsoft would like you to think. On the surface (and in reality) it is a good step in the right direction for gaming. The problem lies in the way that it might be implemented by developers.
When we first heard that DiRT 2 and Racecar Driver Grid 2 were going DX11 we were very excited. Now we hear that the DX11 implementation will be a partial effort. Codemasters is not going to launch the game with full DX11 support.
Our sources tell us that there will be some of the more visible DX11 eye-candy enabled, but not all. This is a little disappointing to be honest, especially given the fact that AMD is offering coupons for a free copy of the game when it launches around the 23rd of October.
Speaking with other sources we see a pattern of developers half-heartedly implementing DX11 support. This is a shame as DX11 IS a much better gaming API than DX10. It should be easier to code for as well. To me this shows a sense of laziness on the part of game developers. If they would stop reusing code and engines far past their graphical usefulness then we might see some truly great games visually.
Then again considering the terrible plots and awful gameplay in most of today's games it is not surprising to see this happening. I mean, if they cannot be bothered to write a compelling story or side plots, why bother to write complete code for DX11 support.
Of course, there are and will always be bright spots. Word has gotten to us that while Modern Warfare II will not have DX11 support it will be as immersive as the first in the series. We also hear that the next Battle Field title will have full DX11 support.
In similar fashion to ATI's deal with Valve in providing coupons for copies of Half Life 2 upon launch when purchasing select DirectX 9 based ATI graphics cards, it's been said that the imminent release of ATI's next family of desktop graphics cards, the Radeon HD 5800 series will come shipped with a coupon that allows the buyer to grab a copy of Dirt 2, the first DirectX 11 based game to hit the market.
However, no doubt due to shaking hands on optimization processes that favour ATI based graphics cards, the game's original launch date of September 10 has fallen back and at the least it won't be available until sometime in November, whilst the 5870 will inevitably be on shelves well before then, so you'll have to hold onto your coupon for a while before you can make use of it.
So you don't want to pay for a high powered computer, or you just can't afford to. Well there is no reason to worry or to sell of your younger/older brother (or the kids). All you really need to do it wait for OnLive to get going and you are good to go.
OnLive is a cloud based system that allows you to play games even on the lowest end hardware. To do this they execute all of the commands and code in a large power cloud system and send you only the parts that need to be displayed on your system. It is like a high performance version of the remote desktop protocol.
OnLive is currently in an invite only Beta they are still accepting requests for invitation so you could hear over and see if you can get in.
I will be very interested to see how this works out and what hardware these games will really run on. After all a service like this is not in the interest of the gaming or hardware industry at all.