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Get the latest in PC and console gaming hardware news and hands-on testing reports from GameSpot's Hardware Insider.

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  • Xbox Live gets closer to releasing Twitter, Facebook, last.fm, and more

    Xbox Live's promised land of social networking is getting closer to fruition. The company's been telling us about the upcoming Twitter, Facebook, Last.fm, and Instant On 1080p video marketplace for some time. We got to sit down with Ron Pessner, a general manager of Xbox Live Engagement, to test drive these upcoming additions.

    Microsoft knew it would be difficult to recreate the full experience of all of these website applications, especially since they're best experienced from two feet away, and with a mouse and keyboard. The new apps are very focused in their capabilities, and from what we got to experience, quite functional in their own right.

    Facebook on Xbox Live pulls in the news feed and auto scrolls it if you leave it to its own devices. Poking around the New Experience themed menu revealed that we could check up on friends, update our status, and really get down and dirty in the photos section. We had a blast flipping through both our photos and those of our friends. Navigating through the snapshots was quick and intuitive, and commenting on them, even easier.

    Out side of that you're also able to able to find friends on Facebook that have Xbox Live accounts. Quite a time saver if you don't want to bother asking all of them what their gamer tags are.

    Last.fm lets you stream music, set up faux radio stations, and even explore the musical selections of your friends. The whole experience is geared around getting to the music as quickly as possible. While the tunes plays, the app streams in pictures of the band as a backdrop. Should you want to explore a bit while listening, amble over to the more information button to learn more about the band. Microsoft and Last.fm are also rolling out a "Gamer" radio station that they think will appeal to us. We didn't get to explore that as much as we'd like to, but we're certainly curious as to what they came up with.

    Twitter is probably the least New Experience stylized app of the bunch. The service is dead simple. Post 140 characters or less on whatever you want and that's it. The Xbox Live app lets you explore your friend's feeds, follow new users, search, and post new tweets. You can also leave it on to automatically get a stream of Twitter updates from your friends as well. The backdrop shifts around with simple animations so that your screen doesn't burn-in.

    We really got a kick out of the Instant On 1080p Zune video marketplace. The service still has its quirks (we saw a beta), but it looks and feels spectacular. In a nutshell, you can buy and rent video from it in 1080p quality. As a plus, files you purchase will be usable on the Zune, Xbox 360 and your PC. We didn't get to experience downloaded video, but streams we saw looked great. Microsoft's software constantly checks your bandwidth to make sure you're getting the best image possible at any given point in time. If your brother starts downloading a large file, the video quality will get a little blockier, but it will continue without a hitch. Once he's done downloading, the video quality will automatically get much more crisp.

    Microsoft didn't indicate a specific date for all these new features, but it aims to release them sometime in November.

  • ATI launches the Radeon HD 5770 and Radeon HD 5750

    ATI's on a roll at the moment. After successfully launching the Radeon HD 5870 and 5850 a scant two weeks prior, it's following up with some more mainstream offerings - the Radeon HD 5770 and 5750. The Radeon HD 5770 will cost $159, and the Radeon HD 5750 will hit the market even lower at $109. We received the Radeon HD 5770 for testing and put it through the gauntlet.

    Specification wise, both cards are essentially cut down versions of their top-end brethren. At roughly half the price, you're also getting half the card. The numbers for both cards follow below.

    Radeon HD 5770

    • 800 Stream Processors
    • 850MHz Core Clock
    • 1GB GDDR5
    • 1.2GHz Memoy Clock

    Radeon HD 5750

    • 720 Stream Processors
    • 700 MHz Core Clock
    • 512MB or 1GB GDDR5
    • 1150MHz Memory Clock

    By comparison the flagship $379 Radeon HD 5870 has 1600 stream processors, an 850MHz core clock, and 1GB of GDDR5 memory running at 1.2GHz. The rest of the benefits of the Radeon 5000 series apply to both the 5770 and 5750 - lower power usage, DirectX 11 support, and great home theater support for Dolby True HD and DTS Master Audio.

    Eyefinity

    Both the Radeon HD 5770 and 5750 support Eyefinity, ATI's multi-monitor output solution. The two cards can run three monitors, although doing so could prove tricky. If you already own three monitors and want to plug them in, two of your monitors can run on either DVI or HDMI inputs with plug converters. To enable the third monitor you will need a Displayport monitor or an active Displayport adapter to convert an existing DVI/HDMI monitor into one. We've seen numerous posts, in forums about just this issue. ATI didn't go out of their way to hide this little fact. It's just not something most people are looking for in the manual, and to be honest we were a little blindsided by it too, despite the company's best efforts.

    At $100, an active Displayport adapter doesn't come cheap. Depending on how big of a monitor you have, you might be better off selling it and simply getting a new Displayport monitor. Displayport monitors aren't nearly as plentiful as standard DVI/HDMI monitors, but fortunately there's not much of a cost premium attached to them either. Dell has numerous models ranging from $200 on up.

    Performance

    Depending upon the game, the Radeon HD 5770 performs right underneath the Radeon HD 4870 and the GeForce GTX 260 Core 216 or fairly close to them. The GeForce GTS 260 is close in price, but the real competition comes from the Radeon HD 4870, which can be had for as little as $145. Choosing between the two is difficult, as you could opt for higher overall performance or go slightly slower and gain the benefit of lower power requirements, DirectX 11 support, and a glimpse into the future of multi-monitor gaming. With less than $20 up or down, you pretty much have to figure out what's more important to you. We'd side with the Radeon HD 5770 simply for the triple monitor desktop support.

  • ATI launches Radeon HD 5870 and Radeon HD 5850

    With the holiday's almost upon us, the GPU gnomes come out to play. ATI's little men were the first to pop out this year and they're coming with something big and small at the same time. We got a glimpse at some of the larger features a few weeks back with Eyefinity, but now we have the full scoop. ATI's launching two new video cards, the Radeon HD 5870 and the Radeon HD 5850. The big boy 5870 rolls in at $379, and the 5850 at $259.

    GPU manufacturers are big on numbers, and they are LARGE this time.

    Radeon HD 5870

    • 1600 Stream Processors
    • 850MHz Core Clock
    • 1GB GDDR5
    • 1.2GHz Memory Clock

    Radeon HD 5850

    • 1440 Stream Processors
    • 725MHz Core Clock
    • 1GB GDDR5
    • 1GHz Memory Clock

    The new GPUs are built on a 40nm process and have a whopping 2.15 billion transistors - more than double the amount found on the previous generation Radeon HD 4870. Support for DirectX 11 comes from day one, although we're still waiting for the Windows 7 launch. ATI claims to have doubled performance per watt and reduced power consumption drastically when the the board is idle. At peak performance, the boards draw between 170W to 190W. Power consumption drops to 27W when idle. By comparison the Radeon HD 4870 consumes 160W at peak and gulps down 60W when idle.

    Rumors indicate that supply for the board will be tight around launch, and initial reports show both the Radeon HD 5870 and Radeon 5850 out of stock at many online retailers. Basic supply and demand issues will likely push prices upward. We've already seen the Radeon HD 5870 creep up to $407, and the Radeon HD 5850 to $300.

  • AMD unveils Eyefinity and next-gen Radeon GPU

    AMD's making quite a hullaballo with its next generation ATI graphics parts. The company held a press conference to unveil the new graphics processors but didn't spill all the beans just yet. Outside of some really big numbers that we can mention, the new GPUs support a brand new feature called Eyefinity, a method by which to connect up to six monitors to a single video card.

    Yes, you read that right - six monitors. No limitations either. Feel free to hookup six gigantic 30" displays if you want. Not all the new video cards will support six outputs, but three seems to be the new minimum. ATI's reasoning behind enabling support for so many monitors actually makes a lot of sense. While most of us can't afford a single 30" LCD (let alone six of them), grabbing three 20" LCDs can cost as low as $400. Six quality displays can easily be had for less than $1000 if you want to go all out.

    Outside of giving you an absurdly large desktop space, ATI states that the new GPU will actually be able to drive insane resolutions in-game. You don't have to imagine what World of Warcraft would look like at 7680x3200, because you can actually do it. Game compatibility might be an issue, but ATI assured us that more than a few games work well out of the box, and that simple patches can enable many others.

    ATI let loose two figures to allay concerns that their GPU can't possibly run games at such absurd resolutions. The new GPU will have 2.15 billion transistors, and will be capable of over 2.5 TFLOPs. To put those numbers in perspective, ATI's current generation Radeon HD 4890 has less than half as many transistors, and is capable of around 1 TFLOPs. We got to toy around on Left 4 Dead for a bit, and at the risk of sounding effusive, it rocked. Silky smooth and ridiculously large.

    We'll see how the new GPU performs soon enough, and whether it's capable of driving more graphically demanding games with high quality settings at such insane resolutions. Until then, have sweet dreams of large multi-monitor displays and stupidly high resolution gaming.

  • The shrinking game console: A history

    (This story originally appeared on CBS Interactive's Webcrawler site , and was written by associate editor Josh Lowensohn.)

    Sony's announcement of the PlayStation 3 Slim on Tuesday was no surprise for most gamers and industry experts. Parts that once cost a small fortune, such as hard drives, processors, and special disc-reading lenses, continue to fall in price and take up less space. It's only natural the machines that use them would shrink as well.

    The PlayStation 3 was physically the largest of the three current-generation home consoles, followed by Microsoft's Xbox 360 and Nintendo's Wii. With never-ending lust by consumers for smaller gadgets, the current configuration was just not cutting it.

    What's surprising about the Slim, though, is that Sony was the second-most recent of the three companies to have released its console, yet it's the first to offer a completely new form factor. Microsoft was the first out of the gate with a North America release of the Xbox 360 in late November 2005. Sony and Nintendo followed suit with the PlayStation 3 and Wii, respectively, which were released a week apart from each other in mid-November 2006.

    The closest either Nintendo or Microsoft has come to a redesign since is Microsoft, which began including an HDMI port and increasing the included storage, alongside a major revision to the system software which allowed games to be played off the hard drive.

    In the case of the PS3 Slim, it's actually the fourth generation of the device. During that three-year period, things like the included storage space jumped from 20GB to 120GB. And a recently unearthed patent at the FCC filing shows that a 250GB model is just around the corner.

    So is it normal to release a heavily revised version of a gaming system within three years of the initial release? It depends on who you are. Let's take a look at some notable shrinkage from the last three generations of consoles. I think that you'll notice a trend.

    Note: We're not including handheld consoles in this story, but parallels can be made between revisions to Nintendo's Game Boy and DS products, as well as Sony's PSP.

    Previous generations

    Last generation:

    Sony PlayStation 2 (PS2) Released: October 26, 2000 (North America)

    (Left) The original PlayStation 2 design next to (Right) the Slimline model. (Credit: Sony / CNET)

    The PS2 was the only console from the last generation to undergo a major facelift. Neither Microsoft's original Xbox nor Nintendo's GameCube underwent any physical changes.

    Sony's first major revision was actually its ninth. Sony frequently changed internal components as circuit boards were streamlined, and parts were moved around to deter people from modifying the hardware. The revision, which came less than three years after the launch, added an infrared port to the front of the device, which would allow users to control the built-in DVD player without an IR dongle. It also ran quieter than older versions, which was Sony's nod to the fact that many were using the system primarily as a DVD player.

    In 2004, Sony released the Slimline version of the PS2, which moved the power supply outside of the machine, which shrank the size of the device down considerably. It also did away with the tray-loading disc mechanism, and had users place discs inside the device using a flip-up panel. Other changes included the addition of the once-optional (and not free) network adapter inside of the machine so that users could connect their machine to play online matches.

    Three years after that, Sony began shipping a version of the Slimline that was a third lighter, followed closely by a version that brought the power supply back into the unit, and did away with the external power brick entirely.

    Two generations ago:

    PlayStation 1 Released: September 9, 1995 (North America)

    (Left) The original PlayStation next to (Right) the PSOne. (Credit: Sony / CNET)

    The original PlayStation had the most hardware revisions of any home gaming console due mostly to the fact that it was produced for 11 years and sold more than 100 million units.

    While most of the changes were internal parts, its biggest external change was the release of the PSOne in July 2000. This was a much smaller iteration of the hardware and had all new system software and a circuit board that featured smaller chips.

    Three generations ago:

    Super Nintendo Released: August 1991 (North America)

    (Credit: Super Nintendo 1-Wikipedia, Super Nintendo Jr-Wikipedia)

    To fight some of the attention that had been taken away by Sony's PlayStation, in late 1997 Nintendo released a smaller, simpler, and less-expensive version of the Super Nintendo. It did away with the ejector button for cartridges, and simply let gamers pull them out with their hands. It also featured a slightly different version of the A/V port in the back that was unable to run S-Video or RGB signals. At $100 it also cost close to what a single game did at the height of the system's popularity.

    Sega Genesis/Sega CD Released: Genesis-August 14, 1989; Sega CD-October 15, 1992 (North America)

    (Credit: Sega Genesis 1 w/Sega CD 1-Wikipedia, Sega Genesis 2 w/Sega CD 2-Wikipedia, Sega CDX-Wikipedia, Sega Nomad-Wikipedia)

    Sega's console combination underwent several distinct revisions over the course of its existence, all of which brought smaller sizes. It's also worth nothing that Sega was not the sole creator of some of its systems, since it allowed licensing to third parties that could build its technology into other pieces of hardware. (For the sake of simplicity we're not including those.)

    As for Sega's own hardware, the first and only major change for the 16-bit Genesis was to shrink in size. In 1994, roughly five years after its launch, Sega released a square version of the console which did away with the headphone jack and volume control slider on the front of the unit.

    With a smaller version of the Genesis out, Sega had to create a smaller version of its CD-ROM peripheral, the Sega CD to match it. Thus, the Sega CD-2 was born. Instead of sitting underneath the Genesis, it plugged in to the right of it. It was also able to work with the first generation of Genesis hardware via an extender plate.

    In 1994 Sega released the CDX, which was a combination of the Genesis and the Sega CD in one piece of hardware. It fizzled with a high price tag ($400) and the impending release of Sony's PlayStation, along with the imminent release of Sega's 32-bit console--the Saturn--and incompatibilities with Sega's third system add-on, the 32X.

    Interestingly enough, the CDX was not the end of the line for the miniaturization of the Genesis. In late 1995 Sega released the Nomad, which was a handheld version of the Genesis. It played regular-sized Genesis cartridges and had a 3.25-inch color LCD and button controls that mimicked the Genesis controller. It could also be connected to a TV, so that players could play their games on a normal-sized screen.

    Lessons learned

    Out of all the console makers, Sony is the only one to completely revise its hardware every few years. What's interesting is that those revisions are coming closer together. In the case of the PlayStation (versions one through three), the time between initial launch and major revision has gone from five years down to just three. The original PlayStation launched in 1995, and was remade in 2000. Sony's PlayStation 2 launched in 2000, and was shrunk in 2004. The company's most recent console, the PlayStation 3 was launched in 2006, with the revision taking place in 2009.

    Does that mean it'll creep even lower, into two-year or even yearly cycles between major revisions? Quite possibly, yes. It's worked very well with handheld gaming devices, and even some consumer electronics devices like iPods. Apple has turned out slimmer, more powerful versions of the iPod every year since 2001, and yearly events like E3 put continued pressure on console makers to show off something big.

    In the case of the PS3 Slim though, it could just be that the PS3 had to be pushed out to meet its launch window, and that the Slim is what Sony was going for in the first place. Advances in the PlayStation 3's core technology, like the cell processor, also underwent changes since the console launched, including changes to fabrication that have taken the chip down from 90 nanometers to 65, then 45--the size that can be found inside the Slim. These changes meant less power consumption, smaller components, and easier cooling.

    The same goes for the blue-violet laser that reads game and Blu-ray movie discs. When the PS3 was first released, it was one of the few players to feature the technology. It was also the cheapest. Blu-ray players have since dropped in price dramatically, and can now be had for under $100.

    This generation of game console warfare is also much fiercer for Sony. It has had to defend its once-dominant spot against Microsoft's Xbox 360, which had a one-year lead to market, and Nintendo's family-friendly (and once $250 cheaper) Wii. The new $299 price tag for the PS3 Slim is proof enough of that.

    So will Nintendo and Microsoft follow suit with new hardware this year? Not likely.

    Just last week Microsoft released a new version of its Xbox 360 system software that added even more features. And at E3 the company announced and demonstrated Natal, a motion-capturing camera that tracks player movement and tacks it onto games. Shortly after that, Microsoft CEO Steve Ballmer supposedly told an audience that the camera would be built into a new version of the hardware shipping in 2010; a rumor which was squashed by Microsoft days later.

    As for Nintendo, new hardware is less of a reality than a good old-fashioned price cut. For $50 more, Sony is now offering a game system that out-matches it on graphical prowess, and doubles as a spiffy Blu-ray player. For new gamers that's a hard sell--especially when new games that are coming out require extra hardware. Nintendo's sales are also slumping. Recent numbers from the NPD Group show that in July the console sold less than half the units that it did the year before, and with the holiday sales season right around the corner, a price cut is very possible.

    Just don't expect it to get any smaller...at least until next year.

  • Xbox Live Update Preview

    Microsoft gave us a sneak peak of their upcoming Live update and it's choc full of new goodies for the console. However, quite a few of the announced updates didn't quite make it or are still works in progress. The company is handing out invites for the update, which should go live in beta form on this coming Monday. Apply here to become part of the lucky few. The update will be released on August 11th, so if you can't get in on the beta, you won't have to wait all that long.

    If you want the short and skinny, the update will bring new features and revamp existing features in the following categories: Netflix, Avatar Marketplace, Games on Demand, User Ratings, Xbox Live Parties, and Video Display Options. Other minor changes include improvements to the achievement browser, achievement tracking, navigation, and friends list sorting.

    Our experiences with the preview so far have been mixed, but that's to be expected, as it is in beta after all. Netflix took considerably longer to load, and we didn't see any queue management options. Terminator 2 allowed us to create a viewing party (which was really easy to do), but failed to start playback. That might also have to do with the fact that we had friends on out list that we didn't know, and were offline. We couldn't add any in-office friends as only one machine had the update at the time. Moving along, Die Hard had the party option grayed out entirely. We're guessing there are some licensing issues that need to be hammered out.

    The Avatar Marketplace worked as advertised. There's a small selection of clothing and accessories you can root through at the moment, but that should expand considerably once the update is widely released. We outfitted our character in Halo 3 garb and steampunk goggles to round out the look. Items cost between 80 and 160 points to purchase, and an entire outfit might run you about 320 points. The Recessionista clothing pack in particular caught our attention. It wasn't so much the depression era garb, but the prices. You'd think budget clothing would actually be budget. To defray some of the cost, Microsoft will also enable Avatar awards of clothing and props within games, so you might just get some of the stuff for free.

    As Microsoft stated, Games on Demand hasn't been released yet, but will be soon. Ratings for Live Arcade have been implemented on a five star scale, and a Top Rated menu tab lets you see the best that Live Arcade has to offer.

    A full list of changes, taken from Microsoft's press release, follows:

    Netflix Updates

    -Movie Parties – Xbox LIVE Gold members can sit together in a virtual theater with up to seven friends no matter where they are while your Avatars watch a movie, flirt or even throw popcorn at each other.

    -Manage Your Queue – Browse the Netflix Instant Watch video catalogue, choose from the most popular movies and genres and add to your queue all from the comfort of your couch – no computer required.

    - Enhanced Playback Experience – Enjoy a smooth viewing experience when your internet bandwidth fluctuates.

    - Friends Info – Richer information is now displayed in the Friends channel and in the Guide showing what you and your friends are doing.

    Avatar Marketplace

    - Clothing – Download premium items, including branded apparel from your favorite fashion labels and Xbox 360 games such as "Halo."

    - Props – You can now equip your avatar with animated items they can carry around and interact with.

    -Awardables – The ability to earn Avatar clothing and props as rewards within games has been added. Please stay tuned for an update on supporting titles.

    Games on Demand

    Please note that Games on Demand will be available in the preview beginning early August.

    - Purchase Options – Browse and download a great selection of full Xbox 360 games using Microsoft Points, direct debit, or credit card.

    - Game Manuals – Game manuals for Games on Demand titles can be viewed, downloaded or printed on Xbox.com.

    - It's Yours Forever! – As with other Xbox LIVE content, Games on Demand titles are linked to your Xbox LIVE account, so you can delete and re-download anything you have already purchased to the same console or another console.

    User Ratings

    - Rate it – You can now rate every game on the Xbox LIVE Games Marketplace using a 5-star system.

    - Sort and Find it – Now you can easily find the games that everyone's been raving about by visiting the Top Rated games in the Browse All category of Xbox LIVE Games Marketplace.

    Xbox LIVE Parties

    - Party Reconnections – If you are accidently disconnected from your party, Xbox LIVE will automatically reconnect you.

    - Streamlined Party Invites – Invites are now just one click away! No need to click through multiple screens to get all your friends together.

    Video Display Options

    - Display Discovery – Make sure you can see and hear your entertainment in the highest resolution and sound quality possible with the option to override and select audio and video formats independent of the information your television sends to your Xbox 360 console.-

    Other Improvements

    - Gold Member Veterans – Xbox LIVE Gold members get to show it off with a stamp on your Gamer Card that tells people how long you've been a Gold member.

    - Indie Games – Xbox LIVE Community Games has been renamed Xbox LIVE Indie Games. We feel this new name better represents the independent spirit of these titles.

    - Achievement Browser – We've revamped the Achievements browser so it's now easier to read through all the achievements while playing a game. You can now also launch a game directly from the browser.

    - Achievements Tracking – A new view inside the profile panel which includes a summary of Achievements earned across all the games played, and shows of all your completed games.

    - Streamlined Navigation - Streamlined navigation, including new entry points in the dashboard for Active Downloads, redeeming codes, recovering Gamertags and more.

    - Voice Messages – No more blank voice messages! When recording a voice message, a warning will pop up if no audio is detected.

    - Friends List Sorting – It's now easier to find your friends! Find and sort your friends by activity, Gamertag or online status by pressing the Y button while viewing the friends list in the Guide.

    - Memory – Time stamps now appear in the memory area, which particular handy when managing saved games.

    Account Management

    - Subscription Notification – If your Xbox LIVE subscription is about to run out, you will now be notified when you sign into Xbox LIVE.

    - Updates for Invalid Windows Live IDs – If the Windows Live ID you provided has expired, you will now be prompted to update it the next time you sign into Xbox LIVE.

    - Account recovery – We've enhanced the account recovery process to make it faster and more reliable.

    What does this Xbox LIVE Update not include?

    The following features will be coming in future Xbox LIVE updates, which we'll be sure to let you know about.

    - Facebook, Twitter, Zune video and 1080p Instant On, Last.fm

  • Logitech Harmony Adapter for PlayStation 3

    The PlayStation 3's more than just a gaming machine. It's also a Bluray player and a media server. When used as such, the DualShock is passable, but hitting pause or rewind on a remote is easier for most people than fiddling with a gamepad. Unfortunately, most remotes don't work with the PS3 natively. You've got two options though - you could go out and buy a new Bluetooth remote control for about $20-$30, or you could get the $60 Logitech Harmony Adapter for the PS3, provided you already own a Harmony remote. Ultimately it's the price of convenience. You either add that new remote to the existing stack or make the console work with a universal Harmony remote.

    Setting up the Harmony Adapter didn't take too long. A quick tap of the button on the underside of the device had it synced with our PS3 in a few seconds. The trip to the computer to setup the Harmony remote itself took a little bit longer. Logitech would do well to simply include a Harmony Adapter device setting, instead you have to add a generic game console and call it the PlayStation 3. Minor quibble, but it would make setup that much easier.

    Harmony remotes are well known for their ability to build out "activities". Activities basically give you one button macros to watch TV or play a game. In a full home theater you'd be pressing more than a few buttons on at least two or three remotes to get to where you need to be, what with all the devices and inputs. With a properly setup activity, one button press turns on the PS3, the TV and the home theater receiver, while simultaneously choosing all the appropriate inputs. If you've used universal remotes before it sounds like a tall order, but Logitech's software makes setting up activities relatively painless.

    Within 15 minutes we had the PlayStation 3 integrated into the home theater setup with hardly a hiccup. The Harmony Adapter for the PlayStation 3 delivers exactly what it offers. You can't really go wrong if you can stomach the cost.

  • BenQ Joybee GP1 Projector

    TVs are great, but they're not particularly useful if you want to game somewhere else, like say while camping or setting up a second station at a friends house. Sure, you could lug a 50 inch screen into the car, but it's far easier to move a projector. And it's even easier to move a projector like BenQ's Joybee GP1. At about $500, this tiny projector the size of an Xbox 360 controller offers a 100 lumen brightness rating, a 2000:1 contrast ratio, and it's capable of outputting at a maximum resolution of 858x600.

    The Joybee GP1 has three major inputs: VGA, composite, and USB. Composite video is about as low as you can go on the totem pole in terms of image quality, but just about everything under the sun supports it. The VGA input worked well when we tried it out with the Xbox 360, the console actually gave us the option to display at 858x600, the projector's native resolution. BenQ made the input cable on the GP1 with a male VGA connector, which works fine if you've got a laptop with a VGA or DVI port. But you're going to need a VGA female-to-female adapter if you want to hookup an Xbox 360 or a desktop computer to the GP1. You won't find component video or HDMI support on the GP1, but a few cable adapters solves that problem relatively cheaply.

    Setup is stupidly quick. Plug in the wires, hit the power button, rotate the silver switch to focus the image, and you're done. You'll likely have more trouble getting four friends to sit down quickly enough. The GP1 has an intuitive menu system, but the touch sensitive buttons are finicky. The remote is marginally better. Fortunately, once the projector is setup you won't really need to push the buttons at all unless you're using the USB input. The USB input is handy if you have video files that actually work with the projector, in all likelihood you'll have to re-encode them. Out of the box image support is nice, but it's easier to plug in your camera. The USB port seems to have been a nice thought, but the limited file playback will have you reaching for your laptop in no time.

    The projector produced a great image considering its minuscule size. In brightly lit rooms the projector is capable of throwing a vibrant 40 inch picture onto a wall. You can use built-in software to adjust the picture depending on the color of your wall as well. Our screenshots (which don't do it justice) show a 52 inch image doing quite well in a lit room, and a 122 inch image that looks decent if the room is pitch black. The built-in 2W speaker is passable but you'll likely want to route the sound to an external set of speakers.

    BenQ's Joybee GP1 works great for a portable projector, and we're more than willing to overlook minor quibbles to have it sitting in the backyard for some BBQ and game time.

  • Seagate FreeAgent Theater

    Streaming media over a network is difficult. It's that whole networking part that gets in the way, assuming you have one. Even if you do manage to get everything working, it still doesn't mean it will work smoothly all the time. We went over numerous options that are freely available for the Xbox 360 and the PlayStation 3 a while back. None of them are foolproof, and even when things do go right, you're still bound to encounter a random, utterly inexplicable, error. If you're not streaming, you're storing media on an already crammed console or constantly plugging in a new drive via the USB port. And you still have to contend with loads of codec issues.

    You could grab a computer and drag it over to your living room, but that seems excessive if you all you want to do is playback media. Cheaper standalone devices like Seagate's FreeAgent Theater and Western Digital's WD TV fill the void easily. We got our hands on the FreeAgent Theater, which by itself costs around $100, and $200 if you get the model with a 250GB hard drive.

    Setup is dead simple - plug it into the wall. The player connects to your TV via S-Video, composite and component video cables. Audio routes via RCA jacks, and a digital coaxial connector if you want surround sound. Note the lack of optical andHDMI jacks. (The WD TV, by contrast, has both optical and HDMI, but lacks component video outputs.) The lack of connectivity didn't affect overall picture quality on our 47" LCD HDTV, especially once you take into account the quality of most of the files.

    The included remote is passable, but if you have a universal remote you're much better off using that. Seagate's software package makes syncing folders easy, and as a plus - it's not required at all. If you want to drag and drop files using Windows you're more than free to do just that.

    The FreeAgent Theater's menu system works well and is easy to navigate. Although, the text can be a bit large and slow to scroll if you're trying to make your way through a large library of files. As a plus, the menu system has a relatively large preview area that lets you see the video or image file before you commit to opening it.

    Seagate's FreeAgent Theater supports quite a few media formats: MPEG-1, MPEG-2(AVI, VOP, ISO), MPEG-4(AVI/Xvid), and DivX. The list is far from comprehensive which means you're going to have to re-encode some videos. Surprisingly, the FreeAgent also displays JPGs as large as 20 megapixels, and a decent variety of audio formats like MP3, AC3, WMA, and WAV(do note the lack of AAC support).

    The FreeAgent Theater's biggest appeal is its simplicity. As a dedicated media player the FreeAgent Theater works well enough if you don't want to go through the motions of setting up streaming software for your consoles or bother to troubleshoot it.

  • The iPhone gets a controller - The GameBone Pro

    The iPhone and iPod Touch made a huge splash in the gaming world, but a touch screen and tilt functionality take you only so far. An outfit from Australia called 22moo decided to remedy the matter with an external controller called the GameBone Pro. The company doesn't have a price point yet, but they aim to have the controller out by September this year.

    GameBone Pro Iphone controller

    The GameBone Pro comes with a D-pad, four buttons in a cross configuration, and two shoulder buttons. A 2000mAh battery powers the device, and Bluetooth and a 30-pin dock act to connect the controller to the iPhone. A built-in speaker plays back sounds and a mic records audio. An additional 3.5'' jack allows audio to play through headphones.

    If one company is making an iPhone controller, there are likely others in the wings. Which brings us to the issue of controller standards. The Wii has its Remote, the PS3 its DualShock. Anybody making a controller for either of those consoles has to at least incorporate the standard button scheme. The iPhone has no such template. Who knows how many different kinds of designs we'll see.

    Buttons and a D-pad would be an amazing addition to the iPhone. However, the bulk an external controller adds also poses a concern. Would you stuff a controller into your pocket alongside an iPhone or iPod Touch?

  • Transformers Nintendo DS Lite case and stylus from PDP

    Transformers: Revenge of the Fallen has yet to be released, but no one's waiting on the premier of the movie to unveil their products. Depending on who you're rooting for, PDP's come up with a Megatron and Bumblebee themed case and stylus for the Nintendo DS Lite. We got our mits on the Megatron starter kit and the Bumblee stylus.

    The $20 Megatron Starter Kit comes with a protective case and matching stylus. The case takes seconds to install, and gives the DS a more comfortable feel if you have larger hands. A sliding compartment on the back holds two games. Megatron's stylus looks fancy, but it's rather uncomfortable. The added plastic at the front end also makes it somewhat harder to see what you're doing on the screen. By constrast, the Bumblebee stylus felt much more usable. The Bumblebee Starter Kit is at stores for $20 as well, and the stylus by itself runs about $11.

  • VidZone Hands-On Impressions

    VidZone is a new online music video service for PlayStation 3, and Sony offered us the chance to check it out.

    VidZone is an interesting new development in the world of multimedia convergence, as it will allow you to stream music videos for free to your PlayStation 3. The new service is set to launch in United Kingdom, France, Ireland, Spain, Italy, Germany, and Australia soon, but we got to play with it ahead of E3, where the release date will be announced.



    The new service is a 25MB installation that sits in the 'Music' tab on the PlayStation 3 XMB. Once started, it takes about 20 seconds to load up and synchronise with the Vidzone servers. The homepage then presents a selection of playlists that includes dance music, recommended songs and a chart, which is compiled from the most popular videos currently being watched on the service.

    The main menu is where you can navigate through the actual videos. It's easy to watch videos on Vidzone--you just press the 'square' button on whatever's highlighted and the song begins to play automatically. It took about 2-3 seconds for each video to buffer on our office network, but the rest of the video streamed seamlessly from there.

    Videos play in a small window by default, allowing you to navigate the menus and queue up more videos on the playlist. You can also go fullscreen by pressing select, and the video quality holds up well. The detail levels are just below digital terrestrial TV, and they're only served in 4:3 square format at the moment. Sadly, Vidzone has also said that it has no intention of supporting HD in the forseeable future, which is a real shame.

    So how is this service supported, you may be thinking? Well, it's all ad-based at the moment, with small adverts appearing at the bottom of the screen at nine second intervals. There are also two banner adverts on the main menu screens, but the difference is these are actually click-able, taking you to the PlayStation Store to download the Mirror's Edge demo, for example. All of the adverts are placeholder at the moment, so we'll have to see what brands appear on the final store.

    The music selection on Vidzone is actually pretty good--there are some gaps in terms of the very latest releases, but the back catalogue is comprehensive. Sony Music is one of the major partners, so you're in luck if you're a fan of Beyonce, and there are plenty of other big-name artists such as Michael Jackson, Kings of Leon, Elvis and Franz Ferdinand.

    There's not a lot wrong with the Vidzone service, especially given it's free, and the ease of creating playlists and unobtrusive ads should make it a hit at parties. The service will even text you a link if you want to download the video or the ringtone to your phone, although you have to pay £1.50 for the privilege. Sony promises us that the full details for the rollout of the service will be announced at E3, and if you're a European PS3-owning music-lover, you'll definitely want to keep an eye out for it.

  • Mouse-off: Razer Mamba vs. Microsoft Sidewinder X8

    Gaming mice come in many flavors, but wireless is rarely one of them. Most wireless mice tend to have a considerable amount of lag and really aren't built to satisfy gamers in terms of buttons, shape, or performance. Enter the Sidewinder X8 from Microsoft and the Mamba from Razer, both scratch gamers needs and come equipped with super sensitive sensors, gobs of buttons, fancy drivers, unique recharge stations, and of course lights. Adding all these features doesn't come cheap. The Mamba rolls in at $130, and the Sidewinder X8 at $80.

    In classic Razer style, the Mamba arrives mounted to a plastic display case that wouldn't be out of place in a museum. At first we thought we'd received some special packaging, but this is the actual retail box. The company's taken a page out of the Apple notebook and included little paper containers for all the other essential goodies like manuals, wires, and the battery.

    Hardware-wise, the Mamba probably represents the pinnacle of mousing technology, with its 5600 DPI sensor and 1000Hz polling rate. Movement is buttery smooth. Forget about lag or even seeing the mouse move in any sort of stuttered way.

    A separate dock lights up to recharge the Mamba and provide wireless connectivity. Should your batteries die, you can simply plug the included USB cord into the mouse to charge it up. The cord also switches the mouse into wired mode, bypassing the wireless receiver altogether. Plugging the wire into the Mamba is a bit of a chore though. Getting the right angle to connect the wire takes some effort, and unclipping it can be difficult due to the small size of the release button. Fortunately, you won't have to fiddle with the cable much, as we got nearly a week of battery life while using it for hours on end at work and with a considerable amount of gaming mixed in.

    Razer's profile editor is capable of customizing the mouse in a variety of ways: on the fly sensitivity, user profiles, lighting options, independent axis sensitivity, and macro setup. Macro setup couldn't be easier, and the built-in editor lets you easily adjust delays, and remove commands through a simple GUI. Onboard memory stores up to five separate profiles that can be launched automatically when the appropriate program launches. You can also assign a button to let you cycle through the various profiles. CPU usage likes to go haywire when saving selections, but the program behaves itself at other times. Razer also releases firmware updates from time to time to improve the Mamba.

    All of the Mamba's buttons are coated in whatever fancy rubber-like material Razer uses, and they feel fantastic. The side buttons are easy to press, and the wheel has detentes, and as a plus - the wheel doesn't make a sound when you spin it. The main buttons feel like they're on hair triggers, making them very easy to press.

    Microsoft's Sidewinder X8 doesn't arrive in a museum quality case like the Mamba, but it also costs 40% less. It also sports a slightly less sensitive sensor (4000 DPI) using Microsoft's BlueTrack Laser and 500Hz USB polling. For it's fancy sensor, the movement wasn't bad, but it did feel jittery or jumpy even at the lowest sensitivity settings. We tried various pointer speeds and sensitivities but it never got as smooth as the Mamba.

    The Sidewinder comes with a black puck that acts as a wireless receiver and doodad holder for the mouse. Inside of the puck you'll find two sets of mouse feet that you can swap out to get a different feel. We didn't notice much of a difference between them. We will note that the Sidewinder is loud when moving. It almost sounds like we're rubbing sand paper on the mousepad.

    A magnetic charging cord wraps around the puck like a yoyo. Microsoft's charging cord is a much more elegant solution than Razer's when it comes to connecting the mouse up for a little on the fly recharge. Slide the wire under the front of the mouse and you're done. No latches, no alignment, it's simple enough to connect even with your eyes closed. The Sidewinder stays in wireless mode even when hooked up though. While we didn't sit down with a stopwatch, we're fairly certain the Sidewinder outdoes the Mamba in terms of battery life. Even after a solid week of use, the mouse just kept on going. We finally plugged it in just for the heck of it.

    The Sidewinder one ups the Mamba's button assignment and macro settings by providing application specific controls. Meaning you can setup entirely different button controls for each application, and you're not limited by five profiles like the Mamba. If you're looking to map specific commands from PhotoShop, a Web browser, or a game the Sidewinder is your mouse. Unlike the Mamba, your controls and profiles won't go with you if you move the mouse to a different computer.

    Portability-wise, the Mamba wins with a caveat. Neither of the recharge bases make for great traveling companions. Both are large and add to an already filled laptop bag. The only reason the Mamba edges out the Sidewinder is because it works in wired mode without the need for the wireless receiver. Just to be extra clear - you'll have a wireless mouse that's only functional once it's wired. Silly, but at least it's an awesome mouse.

    If cost wasn't a concern, choosing between the two isn't difficult. We'd side with the Mamba any day of the week. Despite its minor failings, the Mamba's movement is really that much better than the Sidewinder. No lag, no jitteriness, nothing but net. In addition, the buttons feel better, and the mouse glides along in utter silence. The Sidewinder's far from being a bad mouse, but the Mamba is simply that much better.

  • iPhone Toys - Ten One Sound Clip and Pogo Stylus

    Even if it is awesome, the iPhone is far from perfect - especially when it comes to gaming. Quite a few games make use of the wide screen and make you flip the phone sideways in order to play. If you've ever held an iPhone sideways you've probably noticed that the sound becomes muffled from time to time. TheiPhone's lone speaker sits on the bottom left-hand side, where your finger tends to rest if you're holding it sideways. More than a few games also require precise touch screen interaction in real time. Try doing that with a pudgy finger and your hand covering up half the screen. Ten One Design popped out the Soundclip and the Pogo stylus to address these shortcomings.

    The Sound Clip attaches to the sync port and redirects sound from the speaker upward. Your fingers can sit flush with the iPhone and you'll still hear the sound coming from the speaker. Theclip's easy to remove and stays firmly attached to the phone. It's also small enough that it's not a bother to keep on when you pocket the phone. It's simple, small, and works as advertised. Whether a small piece of molded plastic is worth $8 is entirely up to you.

    Ten One's Pogo stylus works quite well. Best of all, you can actually see the screen while poking around. The soft tip of the stylus won't scratch the screen, and it actually makes games like Geo Defense much easier. Being able to quickly and accurately place a turret without guess work goes a long way towards winning. An included clip snaps around the phone to hold the stylus when not in use. We'd rather pocket the stylus and ditch the clip, as it makes the phone feel unwieldy. At $15, the Pogo seems seems steeply priced even if it is effective. Poke around on Amazon and you can find it for under $10, which is considerably more palatable.

  • PSP Go-Gurt

    Sony might have a new PSP in the works. Check out our Rumor Control blog for the details. That is all.

  • AMD releases new Phenom II X4 processors

    AMD started shipping the Phenom II X4 earlier this year and will now refresh the lineup with two new processors: the Phenom II X4 955 Black Edition and Phenom II X4 945. Both processors are modestly priced, with the Phenom II X4 955 Black Edition at $245, and the Phenom II X4 945 at $225.

    The 955 Black Edition and the 945 are clocked at 3.2GHz and 3.0GHz, respectively. Black Edition processors have unlocked multipliers to make overclocking easier for PC enthusiasts. The processors differ only in clock speed, and have identical specifications otherwise. The Phenom II X4 processors will come with 64K of L1 instruction and 64K of L1 data cache per core (512KB total L1 per processor), 512KB of L2 data cache per core (2MB total L2 per processor), and will also have a shared 6MB L3 cache.

    The two new processors are based on AMD's AM3 socket but will also work in most AM2+ motherboards. Because they support both sockets, the processors also support both DDR2 and DDR3 memory, respectively found in AM2+ and AM3 socket based motherboards. Using DDR2 the processors will have 17.1GB/s of memory bandwidth, and using DDR3 the bandwidth jumps up to 21.1GB/s. Older Phenom II X4 processors, like the 940 Black Edition and the 920, use AMD's AM2+ socket.

    AMD also bundles the Fusion and Overdrive utilities with the processors. Fusion helps to improve gaming performance by disabling scores of Windows services and slightly overclocking the entire system. AMD's Overdrive utility helps to automatically overclock the system and lets users apply those settings on an application-specific level.

    The initial Phenom II X4 processors launched with higher prices than these new processors and proved to be great values. Like the processors before them, the Phenom II X4 955 and 945 will likely make for cheap and easy upgrades for owners of existing AM2+ platforms, while at the same time leaving the door open for an AM3 upgrade later down the road.

  • Xbox 360 Hard Drives - Could we get a price check?

    There's pricing and then there's egregious pricing. It's plainly obvious to anyone who's ever used a computer that the Xbox 360 120GB Hard Drive upgrade kit could stand to have a better price point. Even the Xbox 360 60GB drive and the 512MB Memory Unit need price makeovers. Other blogs visited the topic almost a year ago, and since then prices have dropped -- just not nearly enough. A quick wander over to Best Buy shows the 120GB kit sitting pretty at $150, the 60GB drive lingers around $100, and the 512MB Memory Unit sits at $50.

    Browse over to NewEgg and a conventional 120GB laptop drive now sits in the $45 price range. To be fair we should compare laptop drives with external enclosures to get a closer comparison, and even then we're only up to $70 and the drives are in the 250GB to 320GB range. The 500GB external laptop drives are $110. The pricing delta is even starker when we switch over to flash memory kits. You can easily find 8GB flash drives for $15, and 2GB flash drives go for as little as $5. Assuming we could divide up the 2GB flash drive into four equal parts, we're sitting at $1.25 for 512MB. Microsoft's 512MB Memory Unit costs a meager forty times more than the going rate.

    Come on, kicking up the hard drive size to 250GB or 320GB would probably make people happier, and at the same time not add much to the cost of the product. And who knows, if the Memory Unit cost $5 instead of $50, they might actually sell a truckload of them.

  • Sony releases details for the PS3 v2.70 firmware update

    Late yesterday Sony announced what was in store for the PS3 in the upcoming version 2.70 firmware update. The new additions mainly deal with a new Text Chat feature. The new feature lets you join up to three different chat rooms at the same time. You'll be able to type to your friends using the on-screen keyboard, the Wireless Keypad, or via a compatible keyboard. Each chat room will support up to sixteen people, and you can stay in them while you play games.

    Sony revamped the friends list on the XrossMediaBar to complement the new Text Chat feature. You'll now be able to sort friends by online status and send them files up to 3MB in size.

    You'll also be able to backup videos purchased from the PlayStation Store to an external hard drive. In a bid to keep things simple for users, Sony will now allow users to transfer PSP video purchases to the PS3 for playback.

    Sony didn't announce a firm date for the update, but we don't imagine it will be too far off.

    ed - The update is available now.

  • OnLive's CEO answers a few questions

    OnLive was the hot topic for GDC. The company stirred more than a few pots with claims of HDTV quality gaming on a console that could hide under a DVD. We had the chance to sit down with OnLive's CEO Steve Perlman to get a few more answers about how the service might play out and how it behaves under different sets of conditions. His answers shed more light on how the system will work. Check out the video to see what Perlman has to say about bandwidth concerns, energy usage, the achievements system, spectating, and more.

  • Crytek demoes CryENGINE 3 for PC, XBox 360, and PS3

    Head here for the HD stream.

    Crytek came to GDC 2009 with a demo of CryENGINE 3. The new engine runs across the PC, Xbox 360 and PS3, in a bid to make development cycles cheaper, better, and faster for themselves as well as their licensees. Additionally, the engine will run on future consoles by using simple internal updates, so developers only have to worry about making the game, not porting it. An updated what you see is what you play (WYSIWYP) toolset allows developers to edit in real time across all three supported platforms. CryENGINE 3 contains numerous updates that developers can take advantage of: destructible environments, cloth simulations, hundreds of light sources, a real time soft particle system, real time dynamic global illumination, motion blur, depth of field, natural lighting, soft shadows, and a whole host of additional features.

    We came away quite surprised. The demo we saw was running on the Xbox 360, and honestly, the game looked roughly about as good as Crysis with high quality settings. The environments looked stunning with dynamic light sources coming from every single direction and advanced water effects that reacted to gun fire, explosions, and even incoming rain. We're looking forward to seeing what kinds of games developers build on the console with CryENGINE 3.

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