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Posts tagged ‘Sony’

7
Oct

The Engadget Podcast Ep 9: What’s he building in there


Managing editor Dana Wollman and senior editor Devindra Hardawar join host Terrence O’Brien to dig through all the big Google news from the week, including the launch of the Pixel phones. Plus they take a brief detour to talk about what makes the PlayStation VR better than its competitors.

The Flame Wars Leaderboard

Wins

Loses

Winning %

Chris Velazco
3
1
.750
Christopher Trout
2
1
.666
Devindra Hardawar
9
7
.563
Dana Wollman
5
4
.555
Cherlynn Low
6
7
.461
Nathan Ingraham
4
6
.400
Michael Gorman
1
2
.333

Relevant links:

  • With Assistant, Google is becoming a lot more like Apple
  • Google’s ‘Assistant’ is at the core of its new hardware
  • Google baked its AI ‘Assistant’ into the new Pixel phones
  • A look back at Google’s Android flagships: the Nexus family
  • Google’s play for the living room starts with Home
  • Google’s AI-powered ‘Home’ hub ships next month for $129
  • PlayStation VR review: Great games outweigh limited specs
  • With the Pixel line, Google finally takes control of its phones

You can check out every episode on The Engadget Podcast page in audio, video and text form for the hearing impaired.

Watch on YouTube

Subscribe on Google Play Music

Subscribe on iTunes

Subscribe on Stitcher

Subscribe on Pocket Casts

7
Oct

Sony’s new A6500 and RX100 V cameras are all about speed


Today at an event in New York City, Sony revealed its latest compact cameras, the A6500 and RX100 V. And they have one thing in common: They’re all about speed. With the A6500 flagship mirrorless, you get a 24.2-megapixel APS-C sensor with 11-fps continuous shooting, which you can fire for about 30 seconds at a time. If you do the math, that should give you a little over 300 frames in a single shutter press. The A6500 also comes with in-body 5-axis image stabilization — a first for an APS-C-sized shooter from Sony — as well as 100-25,600 ISO (52,000 for stills).

The RX100 V, meanwhile, captures RAW photos at a ridiculous 24 frames per second. That’s an impressive feat for most digital cameras, let alone one that fits in your jean pocket. Sony’s new high-end point-and-shoot is powered by a 20.1-megapixel 1-inch sensor and an image processor that, according to Sony, handles real-time noise reduction for every picture. Again, the theme of the day is speed, and the RX100 V’s electronic shutter is capable of hitting a max of 1/32,000th of a second. Let’s just say you shouldn’t have any trouble taking pictures of moving subjects.

As we’ve come to expect from Sony, both cameras shoot in 4K (3,840 x 2,160), although the footage from the A6500 is scaled down from 6K. In theory, that should give you sharper videos all around, plus the ability to crop frames and not worry about losing quality. The RX100 V, for its part, features a 960-fps high frame rate mode, which gives you up to 80 seconds of super slow motion recordings (40x).

Unfortunately, I didn’t have the chance to take sample images from either camera, but we hope to be able to share more on that front in the days to come. For now, I can say that if you’ve ever held an A6000, A6300 or any of the RX100 models, the new cameras won’t feel much different on your hands. They’re lightweight and made out of metal, while the button placement remains largely unchanged.

The RX100 V will hit stores this or next month, according to Sony, with pricing set at $1,000. On the other hand, the A6500 is expected to ship in November for $1,400 (body-only).

6
Oct

Sony’s RX100 V can shoot RAW photos at a crazy 24 fps


Sony only had the Alpha A99 II camera to show at the Photokina 2016 event because of problems caused by the Kumamoto earthquake. The silver lining is that it launched a pair of very interesting new cameras at an event in New York. Along with the A6500 mirrorless, Sony revealed the RX100 V, the latest in its line of high-end compact zooms. Its most impressive feature is speed — thanks to a new image processor, it can shoot an insane 24 RAW images per second for 150 shots, something that was impressive to see (and hear) during the demo.

With a new 315-point phase-detection AF system, it also has the world’s fastest autofocus at .05 seconds, matching the new A6500 mirrorless, the company claims. Sony has refreshed the 20.1-megapixel, one-inch Exmore RS CMOS sensor, adding a built-in RAM chip and larger buffer to speed things up.

There’s also a new AF-A mode, letting the camera switch automatically between continuous and single-shot autofocus. As before, it has a Zeiss Vario-Sonnar 24-70mm equivalent F/1.8-2.8 T lens with optical image stabilization. The pop-up 2.36 million dot OLED EVF is also unchanged, as is the max 12,800 ISO.

Sony doesn’t shirk on video with its consumer cameras, and the RX100 V has 4K video with a full sensor readout, and up to 1000fps shooting, depending on the resolution. Sony says it can capture that rate, which is 40 times slower the regular speed, for twice as long as before. It’s fair to say that the new model now matches or beats Panasonic’s new LX10 in most areas, though the latter model has a slightly faster f/1.4 to 2.8 lens. Sony’s new compact arrives in October to the US for $1,000 and hits Europe in November for €1,200.

6
Oct

Sony reveals the A6500, its new E-mount mirrorless flagship


It doesn’t seem like that long ago that Sony launched the its top-of-the-line A6300 mirrorless E-mount camera, but guess what! That model, which we found mighty impressive, has now been displaced by a new flagship, the 24.2-megapixel A6500. While sharing many of the features of the last model, including 4K video and an 11fps shooting mode with continuous autofocus, it’s Sony’s first E-mount APS-C model to have 5-axis image stabilization

Now, however, the A6500 can shoot 11 fps for up to 307 frames in RAW mode, meaning you can shoot like that for around 30 seconds. For video, the A6500 can read out the entire 6K sensor and scale it down to 4K without any pixel binning. It also supports a new function called “Slow and Quick” mode, letting you shoot at frame rates from one to 100fps. As before, you can shoot 4K at up to 100 Mbps, and view 4x slow mo in real time.

The A6500 now has not only a touch screen, but a touch pad. That lets you shift the focus point just by dragging your finger across the screen. Other features include a 2.4 million dot XGA OLED electronic viewfinder, the ability to extract stills from movie footage directly (8-megapixel stills from 4K and 2-megapixel stills from HD modes), and the usual connectivity features including WiFi, QR and NFC.

The A6500 won’t come cheap — it’s coming to Europe in December for $1,400 (€1,700 in Europe) with body only, or €2,800 with SEL1670Z lens. We’ll have US pricing and more photos and hands-on impressions of the new A6500 shortly.

6
Oct

Where to buy Sony’s Xperia XZ in the UK


Sony’s smartphone launch timetable has been pretty questionable of late. After bringing the Xperia X Compact to the UK the day after Apple’s iPhone announce, the company is back with a poorly timed release of the Xperia XZ, just as the dust is settling after Google’s big Pixel event. Nevertheless, the Xperia XZ is Sony’s first smartphone of the year bearing all the hallmarks of a flagship. It may only pack slight improvements over the uninspiring Xperia X Performance, but between the handset’s industrial design, powerful innards and laser-autofocus camera, there’s still plenty to like. And as of today, it can now be yours.

Cheapest contract (with upfront) £38.49 (£50) £34 (£70) £32 (£120) £28.49 (£90) on EE £18.49 (£325) on EE £23 (£175) on O2
Cheapest contract (lowest upfront) £51 (£10) £37 (£0) £42 (£20) £36 (£0) on EE or O2 £36 (£0) on EE £42 (£0) on Vodafone
Pay-as-you-go £552 £550
Unlocked (SIM-free) £540 £519

Typically, Sony phones don’t get this amount of traction among carriers and contract resellers, but it seems they’re all ready to show the Xperia XZ some love. There aren’t any particularly cheap options, though, so you’re either looking at an upfront payment of some variety, a high contract cost or low monthly allowances, if not all three. Speaking of Three, the carrier will be offering the Xperia XZ but hasn’t nailed down its pricing structure just yet. We’ll be updating this post just as soon as Three adds the phone to its online store.

It appears giffgaff is the only MVNO ranging the Xperia XZ, at least on launch day. The provider’s pricing starts at £35 upfront on a £35.49 per month contract (this goes down if you pay more upfront), or you can buy the phone outright for £549 and bundle it with plans starting at £10 per month.

If unlocked is more your style, then Buymobiles.net has the best deal we can find currently at £519. Mobilephonesdirect.co.uk is pretty close with its £523 pricing, but right now there’s no point looking elsewhere, with most other retailers charging between £540 and £550 for the device.

6
Oct

‘Skyrim,’ ‘Fallout 4’ to offer user mods and PS4 Pro support


Bethesda and Sony have kissed and made up. Who benefits from that corporate make-out session? You, because mod support is en route for Fallout 4 and Skyrim Special Edition, according to a post on Bethesda.net. Skyrim mods will show up first, but there isn’t a timetable for when that will actually happen.

“We are excited to finally get modding to our PlayStation fans who have supported us for so long,” the post reads. “Modding has been an important part of our games for over 10 years, and we hope to do even more in the coming year for all our players, regardless of platform.”

However despite that ambiguity, when the remaster launches on October 28th it will run at native 4K resolution on the PlayStation 4 Pro — just a bit ahead of the console’s November 10th release date. If you’re planning to roam the irradiated Commonwealth in Fallout 4 with all the benefits PS4 Pro offers, you’re going to have to wait a bit. Bethesda teases that 4K rendering along with better lighting and graphics are planned for Fallout 4, but that those won’t arrive until work is finished on Skyrim.

If you were hoping for dragon-replacing, flying My Little Ponies, it sounds like your luck’s run out: Any mods can only use pre-existing assets from the games. Meaning, you can only make stuff with what’s already available in the base game. It effectively neuters a vast majority of either game’s more hilarious user creations like wrestler Macho Man Randy Savage replacing Fallout 4’s towering Deathclaw enemies, among others.

Source: Bethesda

6
Oct

Sony releases 80-title lineup of PSVR games and apps


When we got our hands on the PlayStation VR, we confirmed two things: One, that the headset and PS4 hardware won’t match the performance of a higher-end PC and Oculus Rift or HTC Vive; And two, that’s balanced by all the content Sony has lined up. While incomplete lists of the system’s upcoming games and apps have been compiled before, Sony has released the full lineup of nearly 80 titles available at or soon after it launches on October 13th.

The list is split almost evenly between availability on opening day and Q4 2016, with the former including big releases we knew were coming like Batman: Arkham VR, EVE: Valkyrie, RIGS, and Sony’s vignette sampler PlayStation VR Worlds. Games coming out by the holiday season include Moto Racer 4, Psychonauts in the Rhombus of Ruin, and the free Star Wars Battlefront Rogue One: X-wing VR Mission. A few have been pushed back to the first quarter of next year, like Golem and the Myst-esque XING: The Land Beyond. There’s even a few non-games, like the Ethan Hawke interactive narrative Invasion!, but those are only a handful of the entire list.

While 80-odd titles is impressive, they vary in length and depth. Some, like Rise of the Tomb Raider: Blood Ties, are short VR experiences using a known franchise as a backdrop. A few, like World War Toons and XING, can be played with but don’t require PSVR. It’s still a hefty amount of content for gamers to devour. Unsure which to buy? Many of the list’s heavy-hitters are featured in the demo disc bundled with the PSVR headset.

Source: Sony

5
Oct

PlayStation VR review: Great games outweigh limited specs


The PlayStation VR is just what the fledgling virtual reality industry needs today. While the Oculus Rift and HTC Vive made headlines for being the first truly high-end VR headsets on the market, they’re held back by their cost, complexity and lack of killer games and experiences. Sony’s solution, on the other hand, starts at $400 (assuming you already own the PlayStation Camera and Motion Controllers) and works with the $300 PS4 console that’s currently in tens of millions of homes. It’s also launching with a slew of titles from major developers, with even more on the way. While the PlayStation VR isn’t as technically capable as its competition, it’s a much more sensible option. But it’s still not quite a must-buy product just yet.

Hardware

The PlayStation VR screams “consumer friendly.” Its plastic headset has the same basic shape as its competitors, but it sports a rounder, more toy-like aesthetic. Bright lights on the PS VR make you look like a character in Tron whenever you’re wearing it. And instead of relying on ugly and crude straps, it has a sturdy headband with ample cushioning. There’s also just one wire coming out of the headset — an improvement over the HTC Vive’s bundle of cables.

While the Rift and the Vive both feel like advanced prototypes, the PS VR shows attention to detail — exactly what you’d expect from a company that’s been making consumer gadgets for more than 30 years.

Moving inside the headset, there’s a thin rubbery material around the lenses that rests against your face and nose. That might seem like a precarious method for keeping the headset in place, but the rubbery bits actually feel soft and smooth on your skin. And best of all, it doesn’t make you sweat like the foam liners around the Vive and the Rift. Sony’s design is far more suited to sharing the headset as well; you just need to wipe down the rubber portions and the head cushion. It’s much harder to successfully clean foam liners, and eventually they start to fall apart if you sanitize them well.

The PS VR’s two lenses sit atop a 5.7-inch, 1080p display. That might sound like a lot of pixels, but it’s a bit less than the 2,160 x 1,200 resolution offered on the Oculus and HTC headsets. And when you have your face shoved right up against a screen, every single pixel matters. It also provides a smaller field of view compared with the competition: 100 degrees, instead of 110, which has an impact on the overall sense of immersion. The PS VR also includes the same Sixaxis gyroscope found in Sony’s game controllers, as well as a built-in microphone.

Those lights I mentioned before also help the PlayStation Camera track your head movements, just like how it follows your hand movements with the glowing bulbs on top of the Move controllers. Speaking of those devices, it’s important to know that they’re required for using the PS VR. You might have assumed they were optional, since they’re not included in the $400 Core bundle, but that’s really meant for people who already own two Move controllers and a PS Camera. The $500 PS VR bundle includes both (and it’s actually a decent deal compared with buying all of the gear separately).

I’m not sure if Sony had any idea it would be getting into the VR business back when it debuted the Move controllers in 2009, or even the Camera in 2013, so it’s practically a stroke of luck that it already had the hardware available. Those devices were seen as responses to the Nintendo Wii and Microsoft’s Kinect camera, and while a few games took advantage of them, developers never really jumped aboard. The PS VR could finally be a way for Sony to sell off its old inventory — if it succeeds, of course.

As for other hardware, the PS VR also comes with a Processor Unit (it honestly looks like an adorable baby PS4) that powers the “Social Screen.” That’s Sony’s fancy name for mirroring whatever you’re seeing in your headset to your TV. Some games will also use the TV for multiplayer features, allowing your friends to either join in or play against you on the same console.

Setup

Once you open the box, the first thing you’ll have to do is connect the Processor Unit to your PlayStation 4. That involves swapping the HDMI cable in your console, adding another passthrough HDMI cable (included in the package) and connecting the Processor Unit to a USB connection on the front of the PS4. (I bet Sony regrets not including rear USB ports now.)

There’s a lengthy dongle with an HDMI port and proprietary power/data connection that plugs into the front of the Processor Unit, which is where you actually plug in the VR headset. A slim controller box in the headset’s cable also lets you turn on the power, mute the microphone, plug in headphones and adjust the volume. If that sounds like a mess of wires, well, you’re not wrong. If you want to live with the PS VR, you’ll have to learn to deal with plenty of cables.

When I’m not using the headset, I disconnect it from the dongle and hide all of the wires. But when you’re using it, you’ve got no choice but to have cables running all around your living room. It’s not nearly as cumbersome as the HTC Vive’s Alien-like cable bundle, but it’s still a potential hazard for tripping or knocking things over on your coffee table.

If you’re among the many PlayStation owners (myself included) who don’t have the Camera or Move controllers, you’ll need to allot some setup time for those as well. They’re fairly easy to connect, though the Camera’s precarious stand always needs some fiddling. The Move Controllers also need to be plugged into your console over USB to get set up, a process that took several tries for me.

In use

With everything connected, you just need to hit the power button on the headset’s inline remote to turn on the Processor Unit (it comes alive with a satisfying “beep”). Slipping on the headset — which involves lengthening the front telescopic portion of the lens, pulling back on the rear of the headband and tightening everything with the adjustment dial — brings you to the familiar PlayStation 4 interface.

Sony didn’t make any changes to its PlayStation dashboard for VR, but then again, it didn’t really have to. The interface translates well to VR, especially since you’re still navigating it with your existing DualShock 4 controller. Eventually it’d be nice to see some virtual reality flourishes while browsing your PS4 library. At this point, you’re basically just staring at a 2D screen inside of the headset.

From afar, the PS VR’s headset looks pretty bulky. And at 1.3 pounds, it’s also significantly heavier than the one-pound Oculus Rift and slightly beefier than the 1.2-pound HTC Vive. But here’s the thing: Sony’s headset doesn’t feel heavier when you’re wearing it, thanks to the smart ergonomics of the headband.

The front of the band rests on your forehead — it’s almost like you’re wearing half of a helmet — while the rear portion sits against the back of your head. Both sides are cushioned well, and the back of the band also has weights to help balance everything. The result: I can wear the PS VR for hours on end with glasses without feeling fatigued, whereas discomfort is a big problem for me with the HTC Vive. It also doesn’t make me feel like I’m strapped into some sort of Clockwork Orange eye torture device, a sensation I inevitably feel when using the Rift or Vive for too long.

This is something worth stressing: Comfort matters if we want regular consumers to see VR as more than just a fad. Geeks and early adopters are often willing to suffer through wonky designs to experience bleeding-edge tech. But for everyone else, headsets need to be something that’s easy to wear. Mobile solutions like Samsung’s Gear VR and Google’s upcoming Daydream headset emphasize comfort, and since they’re not encumbered by wires, they’re also much lighter and easier to wear than high-end VR headsets.

So how does the PS VR handle virtual reality? Surprisingly well, it turns out. The OLED screens spit out bright, vibrant images, and the combination of the PlayStation Camera and Move controllers allow for some solid motion tracking. (It also puts the PS VR a step above the Rift, which still hasn’t launched its motion controllers yet.) There’s also some decent 3D positioning audio, even with the bundled Sony headphones.

And while most VR experiences don’t have the same graphics fidelity as you’d get from a PC — there are more jaggy edges and fewer details — they’re good enough to make for convincing virtual experiences.

I was especially surprised at how well the Move controllers adapted to VR. They’re just as comfortable as the Vive’s controllers but far less bulky, and they’re precise enough to let you maneuver small puzzle pieces or flip a virtual object around to view it from every angle. Not bad for seven-year-old technology.

The one big complaint I have is with the PS VR’s limited 100-degree field of view. It makes virtual environments feel a bit less immersive and more like you’re peering through a pair of binoculars. Most people probably won’t notice the issue, but it feels like a distinct step back if you’re used to more powerful VR platforms. Sony also purposefully designed the headset so that there’s a small gap at the bottom of the screen, allowing you to catch glimpses of the real world. I get the safety reasons for doing that, but it’s something that could have been addressed with a built-in camera, as on the Vive.

Games

So. Many. Games. That’s the PlayStation VR’s big draw over the competition. While the Rift and the Vive offered a handful of titles at launch, they didn’t have much support from major publishers, and there’s still a disappointing lack of quality titles on their platforms. The PS VR, on the other hand, is launching with more than 30 titles, with another 20 or so to come by the end of the year, according to Sony. And they’re not all just small titles from indie devs either.

Every PS VR unit also comes with a demo disc that lets you test out 17 games, including EVE: Valkyrie, Job Simulator and Resident Evil 7. Most of the experiences last just 10 to 15 minutes, but they’re enough to help you decide which games you’d actually want to buy. It also gives me flashbacks to the demo disc in the original PlayStation, which I remember playing endlessly, since I didn’t actually own many games. Every PS VR owner will also be able to download The Playroom VR for free, which is basically a collection mini-games. And Sony has compiled five of its own experiences into the $40 PlayStation VR Worlds, which will let you do things like take on the role of British gangster or dive into the ocean’s depths.

Batman: Arkham VR is probably the biggest launch game, because who hasn’t secretly wanted to be the Caped Crusader? It comes from Rocksteady Studios, the folks behind the recent trilogy of well-regarded Batman games. With an iconic character and trusted developers, it was the experience I was most looking forward to trying out. And for the most part, it didn’t disappoint.

We’ve already covered the early part of Arkham VR in depth, but without revealing spoilers, I can say that it’s one of the more unique VR experiences on the market. The game leans heavily on the detective side of Batman, as you’re trying to solve a murder mystery. It takes full advantage of the character’s gadgets: If you look down, you’ll see your utility belt with an environmental scanner on the left, batarangs in the middle and a grappling gun on the right. When you’re playing the game, you just need to reach down in the general area to select those gadgets. It wasn’t long before I was flinging batarangs on command (and, yes, you’re helped out by some heavy aim assistance).

You’ll come across some familiar faces from the comics, and I was glad to see that Rocksteady brought in its usual voice actors (including Mark Hamill as the Joker) to lend some gravitas to the experience. Arkham VR doesn’t have much in the way of combat, though, which will disappoint fans of the developer’s previous games. Personally, I too wanted to bust some heads in VR. The game is also only a few hours long (hence the $20 price), so it’s more an appetizer than a truly satisfying entree.

I was also wowed by Rez Infinite, which brings the on-rails shooter mechanics from the classic Dreamcast game into a fully immersive environment. It relies on a Move controller for targeting enemies, but the real beauty of it is simply looking around and feeling enveloped by the stylized graphics and 3D audio. The magic of Rez was always about finding the flow of shooting, which directly affects the rhythm of the score. Infinite evolves that experience in just the right ways.

Until Dawn: Rush of Blood is another on-rails experience, except you’re literally on rails. The game places you inside a train cart and moves you through a variety of creepy areas, from a haunted mansion to a slaughterhouse with screaming pigs. Naturally, you’ll have to shoot some baddies, but it also uses head tracking to force you to duck or lean from deadly obstacles. It’s more of a carnival ride than the engrossing narrative experience of the original game, but boy, is it a fun way to show what VR can do.

I didn’t suffer any of the motion sickness issues that some of Engadget’s staff experienced at E3, which were at times so dispiriting that they made us fear for the future of VR. That could be due to developers having had more time to polish their experiences (especially with Resident Evil 7) as well as further refinements with the PS VR software. Either way, I’m glad to see that the PS VR isn’t a vomit machine.

There weren’t any major technical issues either. On some occasions, the PS Camera had trouble accurately positioning the Move controllers, but a reset would usually fix it. That’s the sort of bug that Sony can solve with a software update, at least.

The competition

No surprises here: The PS VR is going head to head with the Oculus Rift and the HTC Vive. But there really isn’t much of a contest, if you really think about it. If you value higher-fidelity graphics and are already a PC gamer, it makes more sense to invest in the more powerful hardware. But if you’re a console gamer who already owns a PS4, the PS VR makes more sense.

When it comes to overall cost and accessibility, the PS VR is a far more compelling option. For now, it’s the only way to get into immersive motion-tracking VR for less than $1,000 ($400 for the PS VR core bundle or $500 for the Camera and Move Controller PS VR bundle, plus $300 for the console). The more powerful $400 PlayStation 4 Pro could also solve some of the graphical issues I had with the PS VR when it debuts next month. Even with that machine, you’ll still be shelling out less than you would with a powerful gaming PC and the $600 Rift or $800 Vive.

What’s next?

Looking ahead, though, I have a feeling the PS VR won’t age very gracefully. We’ll likely see some more technically impressive PC VR titles next year, and it’ll be left in the dust whenever we see follow-up headsets from Oculus and HTC. Microsoft is also opening up its Windows Holographic platform to VR headsets soon, so who knows what that will bring.

But here’s the thing: Even though the PS VR is a good value for this nascent industry, that’s still a lot of money. At this point, most consumers would be better off just waiting for prices to come down across the board in the high-end VR arena. And as great as some of the games are, none of them are true must-play experiences. I had fun with plenty of them, but nothing has pulled me back to play repeatedly as much as recent non-VR titles like Overwatch or Forza Horizon 3.

It’s also unclear how much Sony will continue to support PS VR moving forward. For now, it’s getting buzz for being a low-cost solution. But if Sony doesn’t sell enough units, or if developers start to cool on the platform, you’ll be left with an unsupported and expensive experiment. In many ways, the PS VR reminds me of the Sega CD, an expensive peripheral that gave us a glimpse at the future but was too expensive and technically limited to truly succeed.

The best thing about the PS VR: Even if it’s not for you, it could help grow the overall VR market. Since it’s not just limited to the Rift and the Vive now, more developers might actually consider making VR games.

Wrap-up

Good on Sony for actually delivering a decent VR headset that comes in much cheaper than the competition. It’s even more impressive that it managed to get a fair number of developers on board for the initial push. Nonetheless, the PS VR is hard to recommend for most people. Even if you’re intrigued by virtual reality, it’s worth waiting for prices to go down and for the overall market to settle.

5
Oct

Sony posts everything you need to know about the PS VR


Since VR headsets are a fairly new category, Sony wants to entice you to buy the PS VR by publishing a lengthy FAQ about the device. In it, the company talks about everything, from its $400 to $500 (for the core bundle) pricing to technical information you need to know to be able to use it. For instance, Sony advises you to switch off your headphones’ surround sound, because it will interfere with the headset’s 3D audio. Further, wireless earphones won’t work with the device — you’ll have to use cans that you’ll be able to plug into the headset with a 3.5mm jack.

Another interesting tidbit is that your PS4 will work with the TV just fine even when it’s hooked up to the PS VR. However, this passthrough feature doesn’t work for HDR signals. So, if you want to take advantage of your TV’s HDR capability, you’ll have to unhook your PS VR and plug your TV straight to the console.

Besides these points, Sony also talks about the first games you’ll be able to play on the platform, its cute Aim controller, multiplayer capabilities and just about anything you can think of to ask. The PS VR will be available on October 13th. You can’t pre-order one anymore, by the company says it will give partner retailers extra units to sell on launch day.

Source: Sony

4
Oct

You’ll need the disc to play ‘Modern Warfare: Remastered’


Folks are salivating at the thought of playing Call of Duty: Modern Warfare Remastered, but the new game it comes with? Not so much. But if you purchased the disc-based version of Call of Duty: Infinite Warfare in the hope of playing Remastered and slinging the newer title back to Gamestop, we’ve got some bad news. Activision has mandated that you can’t relive the adventures of Soap and Price unless the Call of Duty: Infinite Warfare disc is sat in your console and your internet connection is live. Bummer.
In the run up to the game’s November 4th launch, Activision has published an updated FAQ revealing the list of restrictions gamers will have to tolerate. For PlayStation users, Remastered will have to be downloaded in its entirety via a voucher code, while those on team Xbox will get the bulk of the game on the disc, but will still need to pull down an update. Those on Steam, meanwhile, will get a key in the Legacy Edition of the title that’ll let you play both games and, yes, you still need to have your internet connected for it to work. Thanks, Activision.

Via: Polygon

Source: Activision