Saturday, January 11, 2014

Google Play Services update adds turn-based multiplayer gaming support

Google Play Services update adds turn-based multiplayer gaming support

Google Play Services update adds turn-based multiplayer gaming support

Google has updated its Play Services tool for Android developers, which allows them to build the latest available features into their applications.

The headline new toy for devs is the ability to add native, turn-based multiplayer support for 8 players. The data from each turn will now be uploaded to Google's servers and passed onto each of the players.

Also among the new features is the opportunity for app makers to improve sharing to Google+ from their applications.

"An improved Google+ sharing experience makes it even easier for users to share with the right people from your app. It includes better auto-complete and suggested recipients from Gmail contacts, device contacts and people on Google+," the company wrote on the Android developers' blog.

Drive on

Google has also added a preview of the Google Drive API for Android, which will eventually see tighter integration between Google Play apps and the cloud storage locker.

This version of Google Play Services includes a developer preview of the new Google Drive API for Android. You can use it to easily read and write files in Google Drive so they're available across devices and on the web. Users can work with files offline too â€" changes are synced with Google Drive automatically when they reconnect," Google wrote.

While all this may be for the benefit of developers right now, Android users should start to feel the benefits as 2014 progresses. The update will begin arriving for app makers from today.


    






CES 2014: First look: Razer Project Christine

CES 2014: First look: Razer Project Christine

CES 2014: First look: Razer Project Christine

Here's the deal: You might think it's a cakewalk, but building and tinkering with gaming PCs is intimidating to a lot of gamers. Razer wants to solve that problem much like Valve does with its Steam Machines, but in a different way: a 100% modular gaming PC.

Razer calls this Project Christine, and it has me pining for the future of PC gaming after seeing it in the plastic and metal â€" though just a mockup â€" during CES 2014. Christine envisions a future gaming PC in which all of its components are modular, meaning they're easily installed, moved around and removed.

Razer Project Christine

Want to upgrade your graphics card? It's now as simple as buying one, removing the old hat GPU and popping in the new one. On each component of Razer's concept gaming PC, the only part that's exposed is the connector â€" Christine runs on PCIe for easy syncing between components.

Razer Project Christine

Christine looks almost like a miniature server, with the components all attached to a central rack. It's an attractive rig, though more sleek and subdued than a full fat gaming machine complete with LEDs and liquid cooling tubes all over. (It borrows from the Razer Blade design aesthetic quite a bit.)

Razer Project Christine

Speaking of which, Razer foresees each of its components being individually liquid-cooled and sporting noise-cancelation for worry-free overclocking. I can't imagine this being very affordable, which would defeat the point of creating more PC gamers.

Razer Project Christine

Controlling Christine would be simple and more contextual than most gaming PCs today, with its touch screen interface. Based on this mockup, it seems that Razer sees a future in which switching between operating systems is handled at the hardware level. (Plus, you would enjoy simple diagnostics on each component.)

Razer Project Christine

Christine is a brilliant idea, and something I would get behind in a heartbeat, if only it were real. There would be a lot of hurdles for Razer. Namely, the success of Christine would depend on the compliance of component vendors, unless Razer suddenly wants to enter the silicon business. Hopefully, for Razer's and our own sakes, folks like Nvidia, AMD and Intel (and many, many more) are dreaming about it too.


    






CES 2014: Skipping console, Nvidia says it chose to focus on steaming and G-Sync technology

CES 2014: Skipping console, Nvidia says it chose to focus on steaming and G-Sync technology

CES 2014: Skipping console, Nvidia says it chose to focus on steaming and G-Sync technology

Nvidia and AMD turned up the APU wars at CES 2014 with their respective announcements for K1 and the new Kaveri APU.

While the two companies are busy with a mobile war Nvidia snuck in some extra punches introducing a new set of G-Sync powered monitors, further developing its ecosystem. Among the new slew of seven monitors sporting the frame rate stabilizing hardware-soft ware package, there were the Philips 272G5DYEB and a G-Sync equipped version of the ASUS PQ321QE.

To get a better sense of Nvidia's future plans for its display optimization technology we caught up with Nvidia's Director of Technical Marketing, Tom Petersen.

It's all in your head

Nvidia, G-Sync, K1, ASUS PQ321QE, Philips 272G5DYEB, CES 2014

For a quick brief, G-Sync technology is an extra Nvidia part display manufacturers have implemented with their technology. This additional bit of PCB talks directly with Nvidia GPUs from the GTX 600 series, or higher, to regulate the monitor's refresh rate with the GPU's frame rate.

Classically monitors come with a refresh rate of 60hz, 120hz, or 240hz, but depending on the power of a computer's GPU, it might only be able to render a game at 42fps or 30fps. While the game is limited to this lower frame rate the monitor is still refreshing at its maximum speed, which causes repeated frames and videogames to stutter.

"It turns out your brain is not very sensitive to frame rate variation but it is very sensitive animation errors," Petersen explained. "As long as the animation is correct, it's going to be fine. But, to screw up your animation and have to repeat a frame, then the timing is off and your brain perceives that as rapid acceleration or deceleration."

The G-Sync solution

Nvidia, G-Sync, K1, ASUS PQ321QE, Philips 272G5DYEB, CES 2014

G-Sync offers gam ers another solution to smoothing their gameplay experience. Thus far, V-Sync has been the only wide spread frame rate smoothing solution that forces the GPU FPS to match with a monitor's refresh rate. However, the process has always been intensive and mainly prevents tearing artifacts from popping in as the screen attempts to draw two or more images at the same time.

From our own impressions, G-Sync does a good job at stopping stuttering and Petersen promises it does not use very many GPU cycles to do it. However, it's not a catch all solution. Motion blur is still present as some users might experience from quickly panning across the map in League of Legends.

As Petersen explained it "motion blur is actually in your brain and it's caused by large gaps in animations, because the frame rate is low and the motion is fast. There's things we're definitely look at to fix that but it's primarily affected by frame rate."

A future of IPS gaming panels

Nvidia, G-Sync, K1, ASUS PQ321QE, Philips 272G5DYEB, CES 2014

Beyond improving the handshake between refresh rate and frames per second, we were curious if the G-Sync technology could be implemented to make other screen technologies more suitable for gaming.

For one thing IPS have have always been well regarded for their good great color fidelity and viewing angles, but people have always thought that it was too slow with response times often between five and seven milliseconds.

Petersen, however, believes that G-Sync technology does such a better job better than V-Sync that the IPS slowness really isn't an issue anymore.

"Effectively the frame rate at 60hz [and] as long as its G-Synced, it is plenty," he said. "What I think you're going to see is another round of IPS panels at 60hz coupled with G-Sync modules."

Ecosystem

Nvidia, G-Sync, K1, ASUS PQ321QE, Philips 272G5DYEB, CES 2014

Getting off of screens, we spoke with Petersen on his and Nvidia's thoughts about being left out in the next generation consoles as well as the introduction of Mantle.

"I think the fact that AMD is in consoles is good for AMD," Petersen quipped. "But the truth is there is opportunity costs to anything so AMD chose to do the consoles and we chose not to."

"I'm really interested in consoles in the long run because they're caught in the middle between mobile devices coming up and high-function, small form factor PCs at the high-end."

With Steam Machines adding to the already healthy supply of Gaming PCs, Petersen isn't sure where consoles will lie in the next five years as mobile devices become more ubiquitously connected.

More devices are able to stream games directly to TVs as well as connect to controllers. Petersen also alluded to how streaming in homes is becoming much more common with steaming PC games to TVs becoming a reality thanks to GameStream.

"For me, consoles are a question mark whether that model has a lot of sense going forward," Petersen said. "We've been working on other things like G-Sync and Tegra, overall I'd say we made the right choice."


    






Hands-on review: CES 2014: Neptune Pine Smartwatch

Hands-on review: CES 2014: Neptune Pine Smartwatch

Hands-on review: CES 2014: Neptune Pine Smartwatch

Just like there are big screen phablets, there are also big screen smartphones. Neptune's Pine Smartwatch is by far the largest wearable device we've ever slapped onto our wrists. Featuring a 2.4-inch screen, Pine has no reservations to replace smartphones.

It's big. Let's just get that out of the way. To put that in perspective, the Pine's screen is about just shy of being half the size of the iPhone 5S' screen size. It's definitely a step up from other wearable devices we've seen like the 1.63-inch screened Samsung Galaxy Gear and Pebble with a 1.26-inch screen.

Neptune, Pine Smartwatch, Hands-on Review, Wearable Tech, CES 2014

The Pine smartwatch's face is about 2-inches wide on its own and the device sticks out about an inch and a half. Even the band on the back of the smartwatch gets to be about one and half inches wide.

The bulk was enough to scrunch up our sleeves and make the arm ends of our jackets look odd. But, if you're okay with all the inevitable odd looks directed to your wrist, the Pine has one of the best looking screens out of all the smartwatches.

The complete smartphone replacement

Neptune, Pine Smartwatch, Hands-on Review, Wearable Tech, CES 2014

Sporting a 320 x 240 QVGA resolution screen, the Pine runs a full build of Android 4.1 Jelly Bean with a slightly reduced six icon home screen.

Neptune, Pine Smartwatch, Hands-on Review, Wearable Tech, CES 2014

Just as we'd expect of a miniature Android device, we could use the touchscreen to tap open applications and swipe through the Jelly Bean interface. Swiping down from the top of the screen also pulls down the settings and notifications tray.

Neptune, Pine Smartwatch, H   ands-on Review, Wearable Tech, CES 2014

Aside from the familiar Android OS, we were even able to type with two thumbs despite each key being a little over three-millimeters wide.

Using the Android Pine really is like popping on a half-sized Android smartphone on your wrist.

Dick Tracy called

Neptune, Pine Smartwatch, Hands-on Review, Wearable Tech, CES 2014

During our few minutes using Pine, we weren't allowed to turn on the Wi-Fi to access the web or the 3G radio for calls. Neptune's reps told us, they need to do this to extend the battery life of their smartwatch demos whilst promising that they will be able to take a micro SIM for full call and data service around the world.

The fledgling smartwatch company also hopes to get Google's blessing to a ccess the Play Store for official apps and other services like updates. However, in the interim, the company plans to build its own app store before they begin shipping in January.

Looking at the watch, it seems like device will likely be tinkered with by rooters and it also has a mini USB that could make side loading apps even easier.

Neptune, Pine Smartwatch, Hands-on Review, Wearable Tech, CES 2014

What we were able to do was type up some quick notes and play a game of Angry Birds, with the ability to zoom out but not in.

Neptune, Pine Smartwatch, Hands-on Review, Wearable Tech, CES 2014

The smartwatch also has a front-facing VGA camera for selfies, and better yet, mobile video chats from your wrist. The front-facing camera does not offer the best quality we've ever seen with a granny image and heavy dose of color-fringing due in part to the spotlights on the CES 2014 show floor.

Neptune, Pine Smartwatch, Hands-on Review, Wearable Tech, CES 2014

Luckily, the quality of the five-megapixel camera on the back was much better. To use the back camera, the Pine can disengage from the smartwatch's band and pointed around like a point and shoot, or attached to another mount like a Go Pro action camera.

Neptune, Pine    Smartwatch, Hands-on Review, Wearable Tech, CES 2014

Neptune plans to start shipping the Pine Smartwatch to its Kickstarter backers by the end of the month. Meanwhile, new buyers will be able to preorder the Pine in 8, 16, 32, and 64GB varieties starting at $ 335.00 (about £203.23/AUS $ 372.41) for a March arrival.

Early verdict

Neptune, Pine Smartwatch, Hands-on Review, Wearable Tech, CES 2014

At first glance it's impossible not to notice just how gargantuan the Pine Smartwatch looks on your wrist. But, it comes with the trade off of freeing up a pocket and having a completely serviceable Android smartphone just an arm-lift away.

We still have a lot of untested concerns about the Pine smartwatch between not being able to make a call, surf the web, or check out an app store of any sort. Still if the, Pine works as promised it could be just the first device in a new segment of self-sufficient smartwatches and the wearable tech space.


    






//PART 2