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Wednesday, November 30, 2011
Galaxy Nexus Gets The iFixit Teardown Treatment
Review: The Samsung Galaxy Tab 8.9 Is Just Right
Carrier IQ Video Shows Alarming Capabilities Of Mobile Tracking Software
The Kindle Fire Bests The iPad At BestBuy.com, Becomes The Retailer’s Best Selling Tablet Online
Market For Mobile Health Apps Projected To Quadruple To $400 Million By 2016
Judge Applies SOPA-Esque Solution To Hundreds Of Counterfeit Goods Sites
Aviary’s Tools Are Powering One Million Edited Photos Per Week On Mobile Alone
Snap Interactive Says Facebook’s New Mobile Channels Are Boosting Its Traffic And Revenue
Restored Polaroid SX70s, With Designer Accents – For A Price
A New Google Bar: Black Is Out, Google Search Across Products Is In
BeachMint’s Celeb-Filled Cyber Monday Draws Over 50,000 Viewers (With Help From RtoZ)
Keen On… How Your Cell Phone Might Be Killing You (TCTV)
Zuckerberg Loves That The FTC Wants You To “Like” Them On Facebook
Atari Looks To Reinvent Itself As A Mobile Games Company; Hires Former iWON/Marvel Exec As EVP
Ultrabook Prices May Fall 5-10% In The First Part Of 2012, Says Report
How Neustar Plans To Make UltraViolet DRM Work, With or Without Apple (TCTV)
‘Olive’ Aims To Be The First Feature-Length Smartphone-Shot Film In Theaters
Path’s Second Iteration Is Less Photosharing And More Everything Sharing
Seagate's 2nd Gen Momentus XT: More NAND, Larger Capacity
It's been over a year since I reviewed Seagate's first hybrid hard drive: the 500GB Momentus XT. At the time I felt that it wasn't nearly as good as an SSD, but likely the best 2.5" hard drive money could buy. Armed with only 4GB of SLC NAND acting as a read cache, the original Momentus XT delivered VelociRaptor performance in a much more power efficient package.
Since then Seagate hasn't updated or expanded its line of hybrid HDDs at all. I kept hearing rumors of new drives coming but nothing ever surfaced. More recently Seagate announced that the next version of the Barracuda XT will be a hybrid drive as well.
Today Seagate is announcing availability of its second generation Momentus XT. Now at 750GB with 8GB of SLC NAND (once again, as a read cache), the new Momentus XT is a definite evolution over its predecessor. With a larger NAND cache Seagate can be more aggressive with its caching, not to mention the improvements to the mechanical side of the drive as well. The entire package is still not nearly as fast a value SSD, but it's doing much better than mechanical (3.5" included) hard drives in our tests.
Write caching is still not enabled on the NAND, however Seagate is planning on enabling it via a firmware update sometime in 2012. I've seen results from an early version of the write caching firmware and the improvement is tangible.
The 750GB Momentus XT will be available at a MSRP of $245.
We're still hard at work on our review of the drive, expect to see it later this week!
]]>NVIDIA Posts 290.36 GeForce Beta Drivers
NVIDIA today released beta version 290.36 of its GeForce driver package for desktops running Windows XP, Vista, and 7 and laptops running Windows Vista and 7. Like previous releases, the desktop drivers support all GeForce 6-series cards and newer, while the laptop drivers support Geforce 8-series and newer cards as well as most DirectX 10/11-capable Quadro NVS and FX-series cards.
The new drivers' primary feature is the addition of the Ambient Occlusion lighting feature for Skyrim and Modern Warfare 3 in the NVIDIA Control Panel. The drivers also add NVIDIA Surround multi-monitor support for SLI-certified motherboards using Intel's X79 chipset, and is additionally "recommended for gamers diving into Batman: Arkham City," though the release notes don't say exactly why.
Other additions and fixes include: support for 3D Vision over a DisplayPort 1.1 connection (available for BenQ XL2420T and XL2420TX monitors), updated 3D Vision profiles for a number of games including Modern Warfare 3 and Diablo 3, PhysX System Software and HD Audio driver version updates, and a smattering of bug fixes.
You can read the full release notes below, and download the beta drivers from NVIDIA's web site. Based on past releases, expect to see a final, WHQL-certified version of these drivers at some point in December or January.
Source: NVIDIA
]]>Skyrim 1.2 Patch Due on Nov. 30
It should come as no surprise that The Elder Scrolls V: Skyrim launched with a whole host of bugs. Bethesda RPGs are renowned for their massive worlds, but with that size comes a greater propensity for stuff to just plain go wrong. Having been through this before, Bethesda started working on a major patch soon after release, and it looks like they're finally ready to deliver.
Wednesday’s patch, which has already gone live for PlayStation 3 users, is dubbed “Skyrim 1.2” and aims to fix a whole host of actual bugs. Here’s the full list of changes, straight from Bethesda:
Improved occasional performance issues resulting from long term play (PlayStation 3)Fixed issue where textures would not properly upgrade when installed to drive (Xbox 360)Fixed crash on startup when audio is set to sample rate other than 44100Hz (PC)Fixed issue where projectiles did not properly fade awayFixed occasional issue where a guest would arrive to the player’s wedding deadDragon corpses now clean up properlyFixed rare issue where dragons would not attackFixed rare NPC sleeping animation bugFixed rare issue with dead corpses being cleared up prematurelySkeleton Key will now work properly if player has no lockpicks in their inventoryFixed rare issue with renaming enchanted weapons and armorFixed rare issue with dragons not properly giving souls after deathESC button can now be used to exit menus (PC)Fixed occasional mouse sensitivity issues (PC)General functionality fixes related to remapping buttons and controls (PC)Note that this patch is separate from a minor one released last week that properly tied the game’s PC executable to Steam. This had the side effect of removing a bunch of mods upon update and subsequently limiting one’s ability to tamper with the game, such as installing a third-party large address aware patch that enabled Skyrim to draw on more than just 2 GB of system RAM. (There is now a workaround for those who’d like to take full advantage of their PC’s hardware.)
This likely won't be the last Skyrim patch, and future DLC packs will likely come with their own bugs and hiccups. But this should improve the game for scores of players (that texture bug on the 360 is a big one) just in time for the holidays.
Source: Bethesda via Giant Bomb
]]>Introducing AMD’s Memory Brand
The reason for AMD’s entry into the memory market comes from two areas. First, AMD’s APUs are now shipping in large volumes and can definitely benefit from higher bandwidth memory modules. We’ve already shown the sort of performance scaling you can get from an A8-3850 with higher clocked DRAM, but many people buy A-series APUs as part of a prebuilt system, and right now lots of OEMs are still cutting corners on the RAM and using DDR3-1333. That’s the second aspect of the move: AMD wants to enable a [buzzword alert!] “holistic customer platform experience”, and they may be able to help drive down costs for AMD platforms. A final element AMD mentions is a desire to drive and enable future memory product developments.
The other item to discuss is what AMD offers that we may not already have. Here the distinction between AMD branded memory and other options isn’t quite so clear, but AMD will be doing testing and validation in their labs using AMD platforms. AMD also notes that they will not be using any ETT (Effectively TesTed) or gray market RAM. The latter is used as a term to collectively group hardware that may be less desirable; as an example, Intel unboxed CPUs are “gray market” because they are intended for OEM use but can still end up being sold at retail. Basically, gray market parts would cut out some of the supply channel (in the example just cited, gray box processors typically cut out AMD/Intel and only have a short warranty from the seller). ETT parts on the other hand are a way of cutting costs by skipping branding; the RAM is still tested and is supposed to be high quality, but without branding it’s one small way to reduce costs. Generally speaking, ETT memory is destined for value RAM modules, so basically AMD is saying is that their AMD RAM will start out a step above value RAM. AMD also states that they will take end-to-end ownership of the AMD Memory ecosystem, working with module manufacturers, memory partners, IC partners, distributors, and VARs (value added resellers).
With that out of the way, let’s discuss the specifics of what AMD Memory will be available and the target markets. Here’s a slide from AMD’s presentation summarizing things:
As you would expect from any memory, the AMD RAM will work with both AMD and Intel platforms; the main difference between the tiers will be the speed and packaging. Entertainment Edition memory will target the mainstream/value segment, come in single 2GB and 4GB DIMM packages, and is rated for CL9 operation at DDR3-1333 and/or DDR3-1600; Entertainment Edition memory is already available, starting in October. The Performance Edition memory should start shipping this month, and it will come in 2GB, 4GB, and 8GB capacities (these are presumably two-DIMM kits with 4GB, 8GB, and 16GB total capacities; Bulldozer could potentially use four-DIMM kits). The main difference with Performance Edition memory is that it is rated for CL8 operation at DDR3-1333/1600 speeds. Last is the Radeon Edition memory, which will come in 4GB and 8GB kits and offer DDR3-1866 and up to DDR3-2133 support with CL9 operation (and presumably CL7/8 operation at lower speeds). The Radeon Edition parts will also have support for overclocking via AMD OverDrive software; availability is expected in Jan/Feb 2012.
So what does all of this really mean? That’s the difficult part. If all AMD memory supported speeds of at least DDR3-1600, that would be a clear break from the current offerings, but the press release indicates that there will be both DDR3-1333 and DDR3-1600 parts. The upgrade to DDR3-1600 provides a significant performance increase; we linked our Llano A8-3850 article above showing some of our own results, but here are some charts of our testing along with AMD’s results:
Gallery: AMD Memory
AMD shows up to a 20% performance increase in their testing by upgrading from DDR3-1333 to DDR3-1600, while our own results show an average increase in performance of around 14% across seven tested games (with a range of improvement of around 8% to 41%). Should you choose to spring for faster DDR3-1866 memory (or just overclock some decent DDR3-1600 RAM), the average performance increase is around 20% and up to 40% in some cases (or as low as 8% in Civ5). This isn’t too surprising as the AMD Fusion GPUs are significantly faster than competing solutions and the combination of shared memory bandwidth with the rest of the platform along with generally slower memory speeds (compared to dedicated GPUs) is a double-whammy. So why would AMD continue to sell anything less than DDR3-1600? Your guess is as good as mine.
Several of us have chatted about the AMD Memory announcement, and really we’re not quite sure if this is necessary or useful. If it means systems with better quality and higher performance RAM at the same price, that would be a good thing, but the persistence of DDR3-1333 for desktop parts doesn’t jive with that goal. What’s more, RAM prices are already incredibly low, so AMD entering a commodity market doesn’t appear to be a good way to improve the bottom line.
AMD’s first partners for their branded memory initiative are Patriot Memory and VisionTek, with Patriot being a familiar name to memory shoppers and VisionTek known for their graphics products. There’s nothing inherently wrong with AMD branded memory, but unless the price is lower than existing options (e.g. AMD mentions bundles as something we’re likely to see), there’s also not much that it adds to the market. For now, we’ll stick with recommending you buy RAM that will supports at least DDR3-1600 speeds if you’re buying a Llano (or future APU) system; whether that memory is AMD branded or otherwise will likely be far less important than how much the memory costs for the desired level of performance.
]]>Apple Seeds iOS 5.1 Beta to Developers
Apple seems to have had a Cyber Monday surprise of its own lined up, releasing iOS 5.1 Beta (build 9B5117b) to developers this evening. We've updated an iPhone 4S of our own to 5.1, and thus far the update looks superficially identical to iOS 5.0.1. Baseband firmware on the iPhone 4S gets a rather notable update to 1.2.01-1 from 1.0.13.
The release notes are rather spartan, and the only major new feature in iOS 5.1 are new voice dictation features in text input views:
On supported devices, iOS automatically inserts recognized phrases into the current text view when the user has chosen dictation input. The new UIDictationPhrase class (declared in UITextInput.h) provides you with a string representing a phrase that a user has dictated. In the case of ambiguous dictation results, the new class provides an array containing alternative strings. New methods in the UITextInput protocol allow your app to respond to the completion of dictation.
There's no word on whether iOS 5.1 mitigates power-related issues that iPhone 4S users are still complaining of. We'll update if we see anything major changed in 5.1.
]]>Amazon Kindle Touch 3G Review
Amazon Kindle Fire Review
The Kindle Fire serves entirely different purposes than to take marketshare away from Apple.
Why would Amazon enter the IPS LCD equipped multitouch tablet business to begin with? For users who are content reading ebooks on an e-ink screen, the vanilla Kindles are as good as they get. The problem is for users looking to consolidate devices, they may find themselves carrying a Kindle and a tablet of some sort (likely an iPad) and will ultimately ditch the Kindle in favor of the iPad. Should these users replace their Kindles with iPads, there's the argument that Apple could tempt them away from Amazon's Kindle store altogether. If they want a more affordable tablet however they are likely going to be forced into a solution that's probably not very good. Neither possibility is something Amazon likes, so the obvious answer is to offer a Kindle that delivers enough of the tablet experience that will satisfy those users looking for more than an e-ink Kindle could provide.
The Fire is that Kindle. Read on for our full review!
]]>NVIDIA's GeForce GTX 560 Ti w/448 Cores: GTX 570 On A Budget
Today NVIDIA will be launching the GeForce GTX 560 Ti With 448 Cores (and yes, that’s the complete name), a limited edition product that will serve as the 3rd tier product, at least for a time. And while NVIDIA won't win any fans with the name, the performance is another matter entirely. If you've ever wanted a GTX 570 but didn't want to pay the $300+ price tag, as we'll see NVIDIA has made a very convincing argument that this is the card for you.
]]>Gigabyte X79-UD5 Giveaway
Entries will be accepted until 11AM EST on December 2nd. You can enter by leaving a comment below (please leave only one comment!) and as always, the contest is only available to legal residents of the US (excluding Puerto Rico). Read on for full entry details - good luck!
Gallery: Gigabyte X79-UD5 Giveaway
]]>Game Review: Jurassic Park: The Game
Movie tie-ins are nothing new to gaming. They crop up repeatedly throughout the industry’s history, as both successes and failures. For every good Star Wars-licensed game, there’s a bad one. For every copy of E.T. for the Atari buried in a landfill, there’s a copy of GoldenEye still being used by nostalgic Nintendo 64 fans. So it was with a potent mixture of excitement and trepidation that I approached the newest high-profile movie tie-in: Jurassic Park: The Game. What I found was something more movie than game, which falls short of truly being either.
Jurassic Park is a bit of an outlier as tie-ins go. The source material, Steven Spielberg’s film of the same name (not Michael Crichton’s twenty-one-year-old book, mind you), is sixteen years old, and Jurassic Park 4 has been "in development" since 2002. So instead of retelling of a story we already know, Telltale Games wrote their own parallel story, giving them license to nod and wink at the film without being utterly beholden to it.
As a canonical companion to the original film, Jurassic Park largely succeeds. You’ll see a few familiar locations, hear a few memorable quotes, and spend plenty of time with old friends like the velociraptor. You won’t, however, encounter any characters from the films (except some dinosaurs and the corpse of a greedy, near-sighted computer programmer).
Jurassic Park’s cast is a motley crew of park employees, mercenaries, and a teenager with a penchant for petty theft. Alliances shift constantly as everyone (save the innocent father/daughter pair) fights for possession of a notorious can of shaving cream. Their story – divided into four episodes – isn’t amazing, but it moves swiftly and nimbly. You also view it from a variety of angles, taking turns controlling each character. Shifting perspectives so often kept me guessing as to some of the character’s true motives, as well as which members of my party might not make it off the island.
Now when I say “control” each character, I’m using a rather loose definition. For a product titled Jurassic Park: The Game, gameplay occupies an oddly low position on the design totem pole. Your limited interactions with the game consist of selecting perfunctory dialogue options, clicking around icon-littered environments until you touch upon the one required to advance, and going toe-to-toe with increasingly fiendish quick-time events. Most of the time, Jurassic Park is more concerned with the delivery of its plot, and if you happen to break its flow by missing a button prompt, you’ve failed.
Failure in Jurassic Park (often accompanied by a swift, grisly death at the hands of ravenous dinos) plays a significant – and frustrating – role. I found it nigh impossible not to die at least a few times in each episode, mostly because I am not psychic. During action sequences, button prompts often appear with only a vague relation to the action taking place on screen. And if you’re caught up watching the cinematic action sequence, you’ll likely miss a few prompts.
The intention seems to be to create tension: “Where will the next prompt come from?” “Will the next one you miss be one that kills you?” This tension sucked me in during an excellent rollercoaster sequence in Episode Two but wore out its welcome in the latter half of the game.
Technically, Jurassic Park is a bit scattershot. Some of the dinosaurs, particularly the T-Rex (seen above), look wonderful. Others, like the mysterious troodon, feel out of place, too cartoony. All of the infamous dinosaur sounds are there, of course, and they’re still as unnerving as ever. The humans don’t fare as well. You’ll spend a lot of time in conversations, which you’d think would be a good thing because the voice work’s actually rather good. But the lip-synching seems to just fall apart on occasion, and bizarre sound hiccups (e.g. characters’ voices echoing in the middle of a jungle) call way too much attention to themselves.
Jurassic Park is an ambitious amalgam of adventure game mechanics and cinematic aspirations, but it never quite excels in either respect. The bulk of Jurassic Park’s code is that of a blockbuster movie – action sequences, dialogue justifying the action sequences, more action sequences – but it ultimately feels incomplete and small given the setting and material it’s working with. The shallow gameplay plugs the holes but, just like frog DNA rounding out the genetic code of a dinosaur, also creates unfortunate consequences that cause the whole operation to go awry.
Franchise diehards will likely enjoy Jurassic Park: The Game (sometimes it’s enough just to hear that soaring John Williams score), but they should know they’re getting a frog in dinosaur’s clothing.
This review is based on PC retail code. Jurassic Park: The Game is available for $29.99 on PC, Mac, Xbox 360, PS3 and iPad 2. You can find the modest hardware requirements below:
PCMacOSWindows XP/Vista/7Mac OS X 10.6Processor1.8 GHz Pentium 4 or equivalent2.0 GHz Pentium or equivalentMemory2 GB2 GBVideo CardATI/NVidia card w/ 256 MB RAMATI/NVidia w/ 256 MB RAMDirectX®:DirectX 9.0c -]]>
Pre-Built Desktop Buyer's Guide: Holiday 2011 Edition
If you want to kick back for a change, send something to family or a friend, or whatever your reason for going with a pre-built system, we have a recommendation for you this holiday season.
]]>Saturday, November 26, 2011
Motorola DROID RAZR price in India,Slimmest Android Gingerbead Smart phone Review, Features and Specifications
- Network Band: 2G (GSM 850 / 900 / 1800 / 1900 + CDMA 800 / 1900), 3G (HSDPA 850 / 1900 / 2100 + CDMA2000 1xEV-DO /LTE)
- Operating System: Google Android OS, v2.3.5 (Gingerbread)
- CPU: Cortex-A9 CPU
- TI OMAP 4460 chipset
- PowerVR SGX540 GPU
- Processor Type: Dual-core
- Processor Power: 1.2 GHz
- Display Type: Capacitive touch screen
- Display Colors: 16M colors
- Display Screen Size: 4.3 inches (~256 ppi pixel density)
- Display resolution: 540 x 960 pixels
- Gorilla Glass display
- Multitouch input method
- Accelerometer sensor for UI autorotate
- Proximity sensor for auto turnoff
- Camera Size: 8.0 Mega Pixels
- Camera Resolution: 3264 x 2448 pixels
- Camera Support: Autofocus, LED flash
- Camera Features: Touch-focus, face detection, geo-tagging and image stabilization
- Video Recording: 1080p@30fps
- Secondary Camera Size: 2.0 Mega Pixels @ 720p videos
- Ring Tone type: Vibration, MP3, WAV ringtones
- Loudspeaker Phone
- 3.5mm audio Connector jack
- Internal memory: 16 GB storage
- Inbuilt RAM: 1GB RAM
- Expandable Memory: Supports up to 32GB
- microSD Card slot, 16GB card included
- Internet Connectivity: GPRS/EDGE, 3G (Rev. A, up to 3.1 Mbps, LTE, HSDPA, HSUPA), Wi-Fi 802.11 b/g/n, DLNA and Wi-Fi hotspot
- Data Transfer connectivity: Bluetooth v4.0 with LE+EDR, microUSB v2.0
- Messaging SMS (threaded view), MMS, Email, Push Email, IM
- HTML Browser
- Stereo FM radio with RDS
- Games
- GPS with A-GPS support
- Java via Java MIDP emulator
- Splash resistant
- HDMI port
- SNS integration
- Digital compass
- Google Search, Maps, Gmail
- Google Talk, Picasa and YouTube integration
- Audio Format Support: MP3/AAC+/WAV/WMA player
- Video Format Support: MP4/H.263/H.264/WMV player
- Organizer
- Document viewer/editor
- Voice memo/dial/commands
- Predictive text input
- Battery Model: Li-Ion 1780 mAh
- Stand-by: Up to 204 hours
- Talk time: Up to 12 hours 30 min
- Dimensions: 130.7 x 68.9 x 7.1 mm
- Weight: 127 grams
- Colors Choice: Black