
Hands-on review: Kogan Agora 4G

Kogan's smartphones have come a long way since its first Agora prototype. While that first handset was more old-school Blackberry than shiny Nexus-rival, Kogan's latest handset, the Agora 4G, brings a level of sophistication and elegance that doesn't seem to gel with the $229 price tag.
This particular model, the third official release to come from the Australian tech company, shares its branding with BenQ, a company better known for monitors and projectors than smartphones in Australia.
The association has definitely helped Kogan here. The hardware itself is both nice to look at and comfortable to hold. If it weren't for the Kogan branding on the back of the device, anyone looking at the phone would have a hard time believing that the phone only costs $229.
The 5-inch screen means the Agora 4G is competing against the likes of the Nexus 5, Galaxy S5 and HTC One M8, yet for a far cheaper price.
From a technical standpoint, the Agora 4G is essentially the same phone as the quad core Agora Kogan released last year, with the addition of LTE connectivity. The 5-inch 1280 x 720 IPS display is reminiscent of last year's model, as is the 1.2GHz quad-core processor.
What is different is the fact Kogan has shipped the Agora 4G with Android 4.4.2 KitKat installed, which means you get the joys of Google Now, improved cloud support and the buttery smooth transition between pages and apps.
The battery has also been boosted to a 2520mAh Li-Ion model, which Kogan claims gives a full-day's usage.
We haven't had the phone long enough to test the veracity of that statement, but there's never been an occasion we've complained about bigger batteries in smartphones, so we're not going to start now.
Design
The Agora 4G feels nice and comfortable in the hand. It's certainly not a premium-styled finish, like the Xperia Z2 or the HTC One M8, but the plastic backing feels rather rubbery, giving a pretty good grip around the 5-inch screen.The front of the phone, like most Android devices, is pretty sparse. Below the screen are the three traditional Android soft button – back, home and recent apps – while the 2MP front facing camera sits above the screen.
Strangely, the phone's speaker on our review unit had a distinct coppery appearance that seemed at odds with the design of the rest of the phone. We're not sure if that's an intentional design decision or not, but it does look a little weird.
The power button rests on the top of the phone on the left hand side, with the 3.5mm headphone jack sitting just right of centre, while the bottom of the phone houses the mic and MicroUSB charging port. Naturally, you'll find the volume rocker on the phone's right hand side.
The back of the phone comes off to reveal the glorious innards, from the Micro SD card and Micro SIM to the locked in battery. The fact you can't replace the battery does surprise us a bit given Kogan founder Ruslan Kogan's love of open platforms, but it is definitely a trend we're seeing more and more of.
The 8MP rear camera does have a nice metallic red ring around it that while functionally pointless, does offer confidence in the phone's quality.
Initial testing
We were only given 48 hours with the Agora handset so we're not confident laying down a definitive opinion on the device, but we can say that from the limited time we had, we were suitably impressed.The phone feels snappy – loading a webpage via the Chrome browser or playing a game like Dino Hunter is fairly fast and responsive, even if it is a little bit slow to load.
Flipping between pages on the home screen or cycling through photos is fast and responsive, just like you'd want it to be.
The 8MP camera seems fairly serviceable, although it's not going to set the world on fire. In our early testing, it seemed to struggle with focusing, with shots coming out blurry regularly.
You can get the phone to focus, but the end result seems a little washed out compared to the quality of shots you'll get from phones like the Galaxy S5 or iPhone 5S.
The screen itself is more than serviceable, although colours don't pop like they do on an AMOLED screen. Not that you would expect them to for the price you're paying though.
But the real question is the LTE performance. We threw in a Telstra 4G SIM and ran Speed Test a few times in North Sydney, and the results were definitely respectable.
Ping times consistently hovered around the 40ms mark, with downloads consistently working around 30Mbps and upload speeds around 23Mbps.
Early Verdict
Just running through the spec sheet of the Kogan Agora 4G, there are plenty of attractive selling points on offer. From the HD screen and the quad-core processor to the 2350mAh battery and inclusion of KitKat, the phone's features list reads like it comes from a much more expensive class of phone.
But for a $229 device, what is on offer is almost unparalleled. While the previous quad-core Kogan phone was let down by a lack of 4G connectivity, this model is now throwing the gauntlet down to not only cheaper handsets, but flagship phones as well.
Until we get more time to form an official verdict, we'll hold back from officially recommending this device, but it's safe to say that if you need a cheap 4G handset in the near future, the price of this model is most definitely right.
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Facebook expects 10-year plan for Oculus Rift

Thanks to sources familiar with the matter, we anticipated that the Oculus Rift would finally reach consumer households next summer but only in beta form and in limited quantities to gauge public interest.
This seems even more likely after hearing what Facebook CEO Mark Zuckerberg discussed during the company's recent earnings call.
Apparently Zuck and co., have a long term plan set in place for the Rift headset but it will take awhile before it becomes a household name:
"It needs to reach a very large scale - 50 to 100 million units - before it will really be a very meaningful thing as a computing platform, so I do think it's going to take a bunch of years to get there. Maybe, I don't know - it's hard to predict exactly - but I don't think it's going to get to 50 or 100 million units in the next few years, right? That'll take a few cycles of the device to get there."
Patience, grasshopper
If ten years sounds a long time, just think about how long it took for Sony and Microsoft to create the PS4 and Xbox One.The development kits have also seen various iterations - from SDK 1 to Crystal Cove and so forth - and will likely continue to improve once the beta releases. But again, virtual reality is still a fresh space and you won't see the 100 million units just yet.
Zuck further elaborates his vision:
"And when you get to that scale, that's when it starts to be interesting as a business, in terms of developing out of the ecosystem. So when I'm talking about it as a 10-year thing, I'm talking about building the first set of devices, and then building the audience and the ecosystem around that, until it eventually becomes a business."
The in-house Oculus game dev team is probably helping accelerate the pace, and the funding provided by Facebook may explain the impending beta.
There are plenty of other VR fish in the sea, but right now Zuck states, "It's still early for Oculus."
- We've seen all of the Oculus Rift headsets, and so far we're pretty excited.
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Getting Ready for the Software-Defined Data Center

The Software-Defined Data Center (SDDC) is at an early stage in its development, but software and hardware vendors are already lining up to sell you SDDC products. EMC recently released its Federation Software-Defined Data Center Solution, a combined software stack that it hopes will serve as a reference architecture for all future software-defined data centers, similar to the way the Java EE reference architecture is a template solution for many Java enterprise applications.
The goal of a SDDC is to eliminate large infrastructure boxes and replace them with network services dedicated to and tuned to the needs of individual applications. This will allow applications to be decomposed into compute workloads, transport workloads, and storage workloads - and these various tasks can be executed wherever it makes the most sense.
"Hot Content" use case
An example of a SDDC-aware application is a Video on Demand application that uses both solid-state drives (SSDs) and hard-disk drives (HDDs) in a complementary fashion - where "hot content" that needs the fastest possible IOPS (streaming new releases or the most popular movies) can rely on performance-optimized SSDs, while "cold content" that needs the largest possible capacity for storing thousands of classic movies can use capacity-optimized HDDs.A virtualized and federated data center
The new SDDC is built on top of these products from the Federation, which consists of EMC and its subsidiaries, VMware, RSA Security and Pivotal Labs:- Management and Orchestration: VMware vCloud Automation Center, VMware vCenter, Operations Management, VMware IT Business Management, EMC Storage Resource Manager
- Hypervisor : VMware vSphere virtualization platform
- Networking : VMware NSX , the network virtualization and security platform
- Storage : Designed for EMC ViPR, EMC Storage Resource Manager and EMC Storage
- Data Protection : EMC Avamar, Data Domain, RecoverPoint, VPLEX
- Hybrid Cloud Deployment : VMware vCloud Air connectivity and workload migration
- Choice of Hardware: Built on converged infrastructure and can be deployed on a variety of hardware including VCE Vblock Systems and VSPEX
- PaaS: Delivering Platform-as-a-Service with Pivotal CF
Does SD(DC) = SD (Hype)?
Because the term software-defined data center was coined by VMware, it's not surprising that EMC and its partners are actively promoting the SDDC notion. SDDC is part of the latest IT industry fad to label all kinds of infrastructure "software-defined," as in Software-Defined (X), where "X" can be any number of things, including "Servers" and/or "Storage" (SDS), "Data Protection" (SDP) and "Networking" (SDN).This semantic fad has its critics, too, who are prone to dismiss SDDC as software-defined (hype) when the label is applied to data center architecture since, in their view, only companies with homogenous IT systems already in place, such as Yahoo! and Google, will be able to make the transition to software-defined data centers.
The SDDC vision
The underlying concept of a software-defined data center is one where all IT infrastructure - the network, server and storage – is virtualized and offered as a service. In this scenario, configuration and control is automated and it's possible to provision, control, and manage all SDDC components with the click of a mouse on a single computer screen - the proverbial single pane of glass. This allows applications to be managed by their service-level agreements (SLAs) where things like CPU resources and network bandwidth will be automatically reserved and allocated according to the particulars of the SLA.Developing SDDC standards
Although the Software-Defined Data Center is not currently defined by an existing standards body (e.g. IETF, ITU, NIST), the Distributed Management Task Force (DMTF) last year announced an Open Software-Defined Data Center Incubator, which it calls a "forum where the IT community can discuss and develop SDDC definitions, architectures and use cases that will be interoperable via open and standard interfaces."SDDC and Open Source
Other vendors besides EMC and VMware are currently working on SDDC development including Cisco, Citrix, Dell, Ericsson, Hewlett-Packard, IBM, Intel, Juniper Networks, Microsoft and others, who are all contributing to the collaborative open source OpenDaylight Project. Additionally, there are a bunch of open-source technologies such as OpenStack, OpenFlow and Open vSwitch that are linked to the software-defined data center concept.We ain't there yet
By some estimates, it will take roughly a decade for the software-defined data center to become a reality. Since SDDC standards are still being defined, very few companies will be willing to rip and replace what they have in support of what many see as SDDC vaporware. It's likely, too, that when they get around to it, most companies will try to deploy open, vendor-neutral SDDC solutions that can work in a widely heterogeneous environment of new and legacy applications.The fact that the new Federation SDDC reference architecture includes solution-specific workflows ought to give EMC and its partners first-mover advantage in driving the SDDC standard forward. Interestingly, just as VMware is trying to establish its proprietary vCloud Air hybrid cloud service as a standard, VMware said it's establishing a partnership with Docker, an open source container-based virtualization framework that can be used in-place of a VM hypervisor, which is VMware's cash cow.
By incorporating Docker container technology into its product mix, VMware is hedging its bets but also making it more likely that a version of the Federation's SDDC reference architecture will gain significant traction among cloud computing enthusiasts eager to avoid vendor lock-in. At that point, the idea of the software-defined data center may just start living up to its hype as the next big step in the evolution of virtualization and cloud computing.
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Versus: Fire TV Stick vs Roku Streaming Stick vs Chromecast

Design, Remote and Apps
Proving the e-tailer still has a few surprises up its sleeve, Amazon announced the Fire TV Stick on Monday, a ridiculously affordable version of the set-top hardware that appears to have left little behind on its way to the shrink-ray.Of course, stick-sized media streamers are somewhat old hat by now, with that path already well traveled by Google's Chromecast and the Roku Streaming Stick - and given that Fire TV Stick won't arrive until just before Black Friday, we don't know for sure if it's as amazing as Amazon says it is.
In the meantime, we've got technical specifications and other product details to go by, which is enough to pore over and see how Fire TV Stick stacks up against the competition.
Design

Let's face it: There's only so much engineers can do with a device not much bigger than a stick of gum, so buyers shouldn't expect too many design miracles from Amazon, Roku or Google.
The trailblazing Chromecast is easily the most shapely of the bunch, adopting a more rounded look toward the rear of its 72 x 35 x 12 mm frame, while the Roku Streaming Stick makes up for its otherwise squarish 79 x 28 x 13 mm (3.1 x 1.1 x 0.5 inch) looks by adopting the same purple hue as the company's logo.
For being the new kid on the block, the Fire TV Stick is pretty utilitarian when it comes to design - it's simply a 84.9 x 25 x 11.5 mm (3.3 x 1.0 x 0.5 inch) black rectangle with the Amazon logo emblazoned on one side, a standard male HDMI Type A connector at one end, and a micro-USB (for power only) on the opposite side.
Looks may be one thing, but any of these devices are likely to be unplugged and tossed into a bag or purse for taking entertainment on the road; thankfully, they're all quite light and portable, with the Chromecast packing on the most weight at 34 grams (just shy of 1.2 ozs.), followed by Fire TV Stick at 25.1 grams (0.9 oz.) and the Roku Streaming Stick at 18.1 grams (0.64 oz.).
When all is said and done, we still prefer the Chromecast for a more unique design, although points could be awarded to Amazon for its ability to make the otherwise generic-looking Fire TV Stick pretty much disappear onto the back of most HDTV sets, which is more than we can say for Roku's device, which sticks out like a sore thumb.
Remote

When Chromecast was released more than a year ago, Google was quick to point out that no remote control would be required - after all, the required smartphone, tablet or Chrome browser on a desktop computer essentially already offer complete control over playback.
Roku and Amazon have other ideas about this concept, given their respective Streaming Stick and Fire TV Stick devices actually pull content from the internet only upon the command of a remote control or mobile app.
That makes the Roku Streaming Stick or Fire TV Stick a better choice for viewers who prefer to hold a traditional remote in their hands, which are powered by a pair of AA batteries.
Roku's RF-based remote resembles the one that comes bundled with its current-generation set-top boxes, complete with shortcut buttons for favored nation channels M-GO, Amazon Instant Video, Netflix and Blockbuster On Demand; unfortunately, Roku skimped on the headphone jack featured on its more expensive hardware.
Amazon likewise cheaped out on the remote for its Fire TV Stick, which offers only basic navigation and playback buttons and none of the voice search or game controller functionality full-sized Fire TV owners enjoy.
However, Amazon is separately offering both the $29.99 Fire TV Voice Remote as well as the $39.99 Fire Game Controller, each of which also happens to be fully compatible with Fire TV Stick right out of the box.
For those looking to toss hardware remotes in a desk drawer and forget about them, the news is even better: All three devices can be controlled from mobile apps on iOS or Android, although at this writing Amazon's free Fire TV Remote app is a no-show on Apple's App Store.
Apps

Although Google has made great strides over the last year or so in securing the support of content providers for Chromecast, Roku continues to dominate with more than 1,000 channels, ranging from movies to TV shows, sports, news and music.
Aside from iTunes Store content - which none of these stick-based devices are capable of playing - any of these sticks are capable of streaming the most popular services, including Netflix, Hulu Plus and YouTube, although there is one noticeable exclusion on Chromecast, which lacks Amazon Instant Video support.
While Roku may cater to more eclectic tastes thanks to a diverse channel catalog, all three devices are also capable of streaming from the likes of Plex, software frequently used by home theater junkies to view content stored on their own computer or network-attached storage (NAS).
That just leaves us with fringe services such as Walmart-owned VUDU, which is available on Roku and compatible with Chromecast, but has thus far chosen to sit on the sidelines for Amazon's Kindle Fire, Fire TV and now Fire TV Stick.
We're giving the apps nod to Roku here for sheer quantity and diversity of choices, but we wouldn't count Chromecast or Fire TV Stick out for the future, as Google and Amazon continue to line up support from other content providers.
Interface, Games and Specs
Interface

If you've already compared Fire TV and Roku 3, there's not likely to be many surprises here: Both Fire TV Stick and Roku Streaming Stick deliver the same user interfaces found on their more expensive set-top editions.
On Roku Streaming Stick, the customizable grid layout is about as good as it gets - viewers can bring their favorite channels front and center and access them without drilling down into menus or (God forbid) submenus.
Unfortunately, Amazon hasn't quite figured out how much we dislike the Fire TV user interface, which puts the needs of the e-tailer ahead of the viewer thanks to a noisy default Home menu, which mashes up everything into one unruly mess - and keeps the stuff we want buried in those aforementioned submenus.
If user interfaces aren't your thing, Google's Chromecast is likely to win over your heart. There's essentially no UI to speak of, since everything happens from a compatible smartphone or tablet app, which is used to "cast" content to an HDTV.
Although we continue to hope Amazon will see the light, for now Fire TV Stick will have to take a backseat to reigning UI champion Roku, with a second-place nod to Chromecast for choosing to just get out of the way entirely.
Games

We wouldn't necessarily recommend buying a streaming stick for even casual gaming, but Amazon handily dominates this realm at the moment, thanks to Fire TV Stick's ability to use the Fire Game Controller (available separately) originally offered with the Fire TV media streamer.
While it's not going to replace anyone's PlayStation 4 or Xbox One, Amazon has bulked up its gaming content with tons of free titles as well as paid games starting at only 99 cents, including Flappy Birds Family, The Game of Life and Sonic the Hedgehog 2.
By comparison, the Roku Streaming Stick completely abandons the Roku 3's ability to play Angry Birds and a selection of other titles, while Google's Chromecast was never intended to play games at all, so move along please ... nothing to see here.
Specs

Amazon must be on a roll here! Much like Fire TV, the Fire TV Stick is quite the potent beast when it comes to raw hardware specifications, featuring a dual-core processor (down from quad-core on the set-top version) with 1GB of RAM and 8GB of onboard flash storage.
By comparison, both Chromecast and Roku Streaming Stick remain stuck with single-core processors and a meager 512MB of RAM; the former also includes 2GB of flash storage, while the latter looks positively skimpy with a mere 256MB.
Fire TV Stick and Roku Streaming Stick also acknowledge the need for strong wireless streaming signals, since both are equipped with dual-band, dual antenna MIMO-compatible Wi-Fi, while Chromecast limps along on a single band of 2.4GHz 802.11b/g/n alone.
All three devices are capable of streaming up to 1080p HD, while Fire TV Stick and Roku Streaming Stick are noteworthy for supporting audio passthrough of up to 7.1 surround channels, while the former adds Dolby Digital Plus certification.
Oh, and in case it's not clear, all three streaming sticks require an available HDMI port for use, along with AC power supplied by the micro-USB port on the opposite end; it's kind of the Achilles' heel of these devices.
Price and Conclusion
Price

Last year, Google Chromecast looked like an unbeatable value at only $35 (UK£30, about AU$39), but then Roku came along with its own Streaming Stick for only $49 (about UK£31, AU$56), which included a dedicated hardware remote control.
Amazon has decided to stick the Fire TV Stick (pun intended) squarely in the middle of this streaming war by pricing the device at only $39 (about UK£31, AU$44) - and early adopters who also happened to have Amazon Prime accounts were able to score one for even cheaper (only $19) for the first few days.
This one is a bit of a toss-up: On paper, Fire TV Stick comes off as the best value, but for only $10 more, buyers can get way more content from Roku - so we'll call it a tie, unless you're a casual gamer, and then Fire TV Stick is likely to be a better investment in the long run.

Conclusion
Google Chromecast is looking more and more like a niche player now that the original streaming dongle is being squeezed at both ends by larger, more established players. It doesn't help that Google has a somewhat checkered history when it comes to streaming devices (Nexus Q, Google TV), although for compatible apps, it's a pretty nice choice.That said, Roku devices tend to be on the underpowered side, causing them to more easily reveal kinks in the armor when using resource-intensive channels like VUDU, and the Streaming Stick is already less powerful than Roku 3 to begin with.
Assuming Amazon can get its act together on the content and user interface side, we'd say Fire TV Stick has a pretty good shot for long-term survival when it starts arriving on November 19 - and if nothing else, the dirt-cheap price makes a great impulse buy that's likely to retain its value longer than Chromecast or Roku Streaming Stick.
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Review: Sony PlayStation TV

Introduction, design and setup
Ask anyone who's been up on stage at a big press event and they'll tell you: It's easy to over-promise and underdeliver. To promise the moon and deliver a telescope.When I use the PlayStation TV, a micro-console in the same vein as the Ouya or Mad Catz's M.O.J.O., I can't help but feel like I'm viewing the moon through my new $99 (£84, AU$105) telescope.
At best, the PlayStation TV (or PSTV for short) is a bridge between a second TV in your house and the PS4 in your living room, or, as a cheap console for the kids who aren't quite ready for a full-size system.
At its worst, it's a content-bare, set-top box prototype with a recycled interface from the PS Vita and almost no apps, that may - or may not - be cool in another few years.
Design
The PSTV is unbelievably small - it measures in at just 2.6 x 4.1 x .5 inches (L x W x H), which is about the size of a deck of cards or an average smartphone.Not only is it small, it's incredibly clean too. The front all-plastic panel is free from any button and blemish, while a simple inlaid PlayStation logo is the only marking on the top of the unit. Spin it around to the right side and you'll find a hidden PS Vita card slot. Turn it all the way around to find the clandestine ports.

From left to right, you'll see a 2mm power button, Memory Stick Micro card slot, USB, HDMI, ethernet ports and a 5V battery connector. Everything here feels vital to the operation of the console and while the overall appearance is a bit cramped, it allows the front and sides of the unit to be clutter-free.
Setup
Despite what its 16 x 24 inch quick start user manual may otherwise indicate, setting up the system takes just about five minutes or less if you have your PSN account information on hand.Syncing up a DualShock 3 or DualShock 4 controller is just as easy. Plug in one end of a mini- or micro-USB into the corresponding controller and the other into the open port on the back of the console. Unfortunately, one of the downsides of the system is that you need a controller and a memory card (that's not sold with the $99 system) for it to work. After you've got a controller connected all you'll need to do is plug in a direct connection to your router or, if a direct line isn't available, connect it to your wireless network.

During the installation you'll be asked to link into an existing PSN account or set up a new one. If you decide to link to an existing account, the PSTV won't necessarily download (or even remember) which games you've bought and installed on a different system, but having one is a necessary evil if you want to download anything on the PlayStation Store.
Interface
If the icon-heavy menu looks familiar to you, you're not going crazy or have ESP (sorry), it's an exact one-to-one translation of the PlayStation Vita's user interface.While seeing the mobile-friendly interface again makes me nostalgic for my PlayStation handheld, it's a bit of a cop-out. Without the touch controls to poke and prod your way from app to app, you'll be forced to use the control stick to move from one part of the desolate interface to the next in search of something to do.
Sometimes a little innovation goes a long way, and in an already lackluster system the recycled screen just adds insult to injury.
Media, games and verdict
There's no avoiding it. Media is not the PlayStation TV's strong suit. If you're willing to get crafty there are games to be found - and even enjoyed - on the device, but if you're comparing the available video streaming apps apples-to-apples against the Roku 3 or Chromecast, the PSTV is a few too many points short of a high score.Media
When the PlayStation TV was originally unveiled to the world it was pitched as a streaming media set-top box, presumably competitive with products such as Roku 3, Amazon Fire TV and Apple TV, and priced to match. What we got instead was wildly different.At the time of this review there are exactly two ways to stream content on your PSTV: Crunchyroll and Crackle. They are, in very different ways, intended for niche audiences and anyone outside of those spaces will be hard-pressed to find something to watch.
You can of course add media to a Memory Stick Micro or download movies from the PlayStation Store, but if you're looking to link into the services you already pay for - such as Netflix, Hulu and Amazon Instant Video - you're out of luck.
The lack of media streaming apps is one of the biggest weaknesses of the system that, even when you consider the ability to stream games from PlayStation Now and connect the system to the PlayStation 4, it just cannot recover from.
Games
Thankfully, the PlayStation TV doesn't drop the ball quite as hard when it comes to games.Between renting titles from PlayStation Now, downloading PSX Classics from the PlayStation Store, natively playing retail PlayStation Vita games and connecting to the PS4 for a remote play session, there's more than enough here to keep your thumbs busy until more content fills in the gaps.
Where, then, do you start your gaming odyssey? The first app you'll see when you boot up your system for the first time is the Store - a very intentional message from Sony to inquire within. Not every PlayStation Vita game is available for download here, but there's a good portion of the library and many of them are recent. You won't necessarily find touch-dependent games like Gravity Rush, but if you have them in hard copy the system won't stop you from firing them up.
A note of warning, though. Playing PS Vita games natively may sound like a nice feature but unless you're prepared for severe upscaling issues (960 x 544 to 1080i) and imperfect touch-control translations it's one that's best avoided.
One of the Store's best features is the curated list that displays "optimized" PSTV titles like The Lego Movie videogame and Minecraft for kids, and Killzone Mercenary and Borderlands 2 for adults that will play in native 1080i. If you're in the mood for something more nostalgic, the PSX Classics look good too. (And yes, before you ask, Final Fantasy VII is on there.)

Better than the Classics, however, is the PlayStation TV's ability to play PlayStation Now titles and stream titles from a PS4 on the same network. Because of the non-existent memory and graphical requirements of streaming, games play without nary a hiccup. It's such a well-rounded, flawless experience that it leads me to think that both PlayStation Now and PS4 remote play were deliberately designed solely for this console.
Overall, though, gaming on the console is a mixed, inconsistent bag. Some experiences like PlayStation Now, PS4 streaming and PlayStation Classics steal the show while others - like playing Vita games - are decidedly dull.
Verdict
The PlayStation TV is a half-formulated thought. A concept that looked great on paper, but in practice came off as a contrived ploy to lure consumers further into PlayStation's outstretched arms. However, that doesn't mean it's useless as a whole. As a kid-friendly system that has a fair share of E-rated games, the PlayStation TV succeeds as being a great starter console for young ones. And, at $99 (£84, AU$105) for the basic set and $140 (about £83, AU$149) for a bundle that includes a DualShock 3 controller, an 8GB memory card, and a copy of The Lego Movie Videogame, you won't be hard pressed giving it as a gift.It stumbles as a system because the vision corporate executives painted for us just four months ago was so grandiose. We were promised a set-top box that could rival market leaders like Roku and Amazon with its ability to stream media, but have the added support of Sony's outstanding game library. The final product fulfilled less than half of that promise.
PlayStation TV is a cost-effective way to extend the range of your PlayStation 4. It's the cheapest point of entry for PlayStation Now and plays older games without a hitch. Ultimately this is not the best system the console-maker has released, nor is it its worst, but a currently failing attempt to make something that seamlessly blended streaming media and games. It may not always be this way, but for now, the PlayStation TV does not get our recommendation.
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Acer and HP to preload Dropbox on all laptops, PCs

If you're a Dropbox user and you're in the market for a new laptop or PC, you'll be ecstatic about this new three-way agreement. Dropbox will now provide desktop storage for all Acer and Hewlett-Packard PCs and tablets.
Starting early next year Acer and HP will preload Dropbox on its devices. A Dropbox icon will be featured on both companies' desktop screens.
In order to entice you to purchase a subscription service with Dropbox, the storage company will offer a lower rate to you if you purchase Acer or HP hardware pre-loaded with Dropbox. It is immediately unclear what the promotion will entail.
Dropbox has similar promotions in place with Dell and Samsung, among other hardware manufacturers.
What this means
Dropbox is free for any user who requires less than 2GB of storage. However, anyone who wants more than 2GB is required to upgrade to Dropbox Pro, which currently offers users up to 1TB of storage for $9.99 per month (about £6.20, AU$11.34).To compare: iCloud users receive 1TB of space for $19.99 per month (about £12.40, AU$22.69). 100 GB of Google storage will run you $1.99 (about £1.23, AU$2.26) and 1TB of storage will cost $9.99 (about £6.20, AU$11.34).
The market for cloud storage providers has become increasingly competitive (and beneficial for consumers) as giants like Amazon, Google and Microsoft race to offer the lowest cloud storage price possible. Just yesterday, Microsoft began offering unlimited storage for OneDrive and OneDrive for Business users that subscribe to Office 365.
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Google makes a run at your health with official Google Fit release

Google Fit has officially arrived, and with it Google's best bet at giving Apple's HealthKit a run for its money.
Unveiled at Google IO 2014, Google Fit is an app and platform that spans Android, Android Wear and browsers to track users' health and fitness across multiple devices.
It also collects data from other fitness gadgets and apps like Strava, Withings, Runtastic, Runkeeper and Noom Coach all in one place.
And now Google Fit is available in the Google Play store for Android devices with Ice Cream Sandwich and above.
Built-in fitness
Google Fit uses the sensors in your various devices to track all your physical activity."It's a great tool to discover how active you are and check in on your progress as you work on your fitness goals," Google Director of Android Product Management Sabrina Ellis wrote on the official Android Blog.
She continued: "Just keep your Android phone with you and we'll make sure your activity counts - whether you're cycling up steep hills, going for a morning jog or walking the dog."
Google Fit is available now from Google Play for free.
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Future iPhones might never get sapphire displays after all

Leading up to Apple's reveal of the iPhone 6 and iPhone 6 Plus it seemed like a sure thing that the new iPhones would sport scratch-resistant sapphire displays.
All the rumors this year pointed to the same thing: Apple was making deals with sapphire component makers left and right, and with the benefits of the material it seemed like a given.
But the new iPhones feature sapphire only minimally - like on the rear camera's lens cover and their Touch ID sensors - and only the more expensive version of even the Apple Watch uses the material for its main display.
Now, it seems like sapphire might never make it onto iPhone screens, according to new analysis from DisplayMate.
Sapphire, so good
The narrative in the months leading up to the new iPhone announcements was that sapphire would be the perfect material for their displays, but now reports are focusing on sapphire's flaws.It's expensive, for one thing, and despite its greater scratch resistance it's actually more prone to shattering. Sapphire is also more reflective than glass, making it less ideal in bright environments.
We learned on October 23 that Apple had broken ties with its main sapphire provider, GT Advanced Technologies, and now PC World says GT has filed for bankruptcy and is selling its sapphire furnaces.
If the new anti-glare layer sitting on top of the iPad Air 2's screen makes it onto future iPhones, like the iPhone 7, using sapphire above or beneath it would be rendered pointless.
Apple may still have its eye on sapphire displays, but it's looking less and less likely these days than it was a few months ago.
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Hands-on review: Honor 6
Introduction, design and display
The Honor 6 (by, say it quietly, Huawei) has touched down in Europe and the UK, touting superfast 4G speeds and octa-core power at a rather attractive price point.While it's a new phone for Europe, the Honor 6 was actually launched in Asia back in June, but don't let that put you off.
It packs in a punchy octa-core processor, 3GB of RAM, 5-inch full HD display, 13MP rear camera, 5MP front snapper and a 3100mAh battery - plus its swansong, CAT 6 LTE.
It's that last spec - the category six 4G capability - paired with the octa-core chip which Huawei is using to dub the Honor 6 'the world's fastest smartphone'.
Category 6 LTE can theoretically gives you download speeds of up to 300Mbps per second, which all sounds very impressive until you remember none of the UK networks currently offer anywhere near that.
You'll also not be able to pick it up from any UK network, with the Honor 6 being sold SIM-free exclusively via Amazon. The price, however, may tempt you to consider it with it coming in at just £249.99 (€299.99).
While those superfast download speeds may not be achievable yet in Europe, it does mean the Honor 6 is nicely future proofed for when CAT 6 eventually washes ashore in the UK.
Huawei doesn't want its name directly associated with the handset, as it's looking to build Honor as a standalone brand - something which is a bit bolder and ultimately I guess, more marketable.
In terms of design the Honor 6 does little in the way of breaking any new ground. Front on it's simply just another black (or white) touchscreen smartphone, while round the edge a silver band hugs the plastic case.
It doesn't wrap the whole way round device, with the band ending before it reaches the bottom edge of the handset in an attempt not to like exactly like an iPhone.
The rear at least sports a pattern Honor is calling a 3D diamond effect, and when it catches the light in the right way it does look pleasing to the eye.
Overall though I found the design rather bland, the Honor 6 isn't a smartphone which is going to stand out among and while it's packed full of tech there's no getting away from the fact that it looks, and feels, a little cheap.
Consider its price tag though and the cheap, plastic body can be forgiven - after all the OnePlus One sports an all plastic body and that's still a great phone.
The Honor 6 doesn't feel quite as sleek as the OnePlus, but its smaller size means it fits better in the hand and you shouldn't have any trouble reaching all corners of the screen during one handed operation.
The power/lock and volume rocker keys are located on the right of the Honor 6, both of which are within easy reach during one handed use.
Further down this side of the handset you'll find a plastic flap covering the microSIM and microSD slot ports. The Honor 6 comes with 16GB of internal storage, so for those of you who like to carry round a lot of media the ability to expand on this will be welcome.
Up top you'll find the headphone jack, while on the base of the Honor 6 you get the microUSB port.
The 5-inch full HD display is bright, clear and welcoming - video playback will be pleasing thanks to the 445ppi, which bests the OnePlus One and its larger 5.5-inch screen.
Screen quality looks to be up there with the high-flying full HD handsets currently on the market, so even though the Honor 6 is arriving at half the price of the flagships it certainly doesn't disappoint here.
Interface, performance, camera and battery
As I've already mentioned there's plenty of power under the hood of the Honor 6, and it's in charge of running Android 4.4.2 KitKat - although that has been covered by Huawei's Emotion UI 2.3.The interface has been improved considerably since it debutted a few years ago, but it still feels like it's lacking when compared to the likes of Samsung's TouchWiz, HTC's Sense and stock Android.
Icons still look more childish than professional, and the removal of the app draw completely will put some dedicated Android fans off.
During my hands on time with the Honor 6 the phone was quick and responsive. I was able to easily sweep through home screens, apps loaded in good time and I didn't experience any obvious lag.
It will be interesting to see if it can keep up the same slick performance once stuffed full of apps, games, music and movies - but early signs are positive.
On the rear you get a 13MP camera located in the top corner of the device, alongside a dual-LED flash, and the placement is reminiscent of iPhone and Sony Xperia handsets.
It boasts a 0.6 second ultra fast snapshot function, letting you grab a snap without even unlocking the phone or opening the camera app.
A double press of the volume key in standby mode will enable the snapshot feature on the Honor 6. This is a feature I've used on previous Huawei devices and again it works well here.
While I didn't manage to get a 0.6 second reading, the Honor 6 I got hands on with consistently claimed I was snapping pictures within 0.9 seconds of double clicking the volume key.
Even in the unconventional lighting of the display area the Honor 6 was able to take sharp, in focus snaps which impressed.
Meanwhile on the front there's good news for selfie fans as a 5MP lens sits above the 5-inch display, complete with panoramic selfie which lets you get more of your mates in.
The Honor 6 makes some impressive battery claims, and it comes with SmartPower 2.0 technology which will apparently give you over two days usage on a single charge.
I'd be surprised if it was that good, but the Honor 6 does at least pack a decently sized 3100mAh power pack under the hood so initial signs are positive.
As you may have gathered when I mentioned the flap covering the SIM and SD ports, you cannot remove the battery inside the Honor 6 - so no swapping it out for a fully charged replacement once it dies.
There's also an ultra power saving mode which kicks in when the battery level of the Honor 6 reaches 10%. It automatically switches off data and switches the interface to a simplified offering with just the dialler, contacts and messaging apps available.
You'll have to wait for the in depth Honor 6 review to find out if it really can live up to the bold claim, or whether it falls short. I for one am very interested to see how it gets on.
Early verdict
The strapline for the Honor 6 is "for the brave" and you'll have to be brave to purchase a handset online from a relatively unknown brand without being able to check it out in person first.Take the leap though and there's every chance the Honor 6 can become an underground success in a similar fashion to the OnePlus One. Can lightning really strike twice? Only time will tell.
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HP is rolling out two confusing new 'Pro' Android tablets

HP is readying two new Android tablets with a focus on the business world: the HP Pro Slate 12 and HP Pro Slate 8.
The 12 has a 12.3-inch 1600 x 1200 display and 32GB of storage, while the Pro Slate 8 has a 7.7-inch 2048 x 1536 display and 16GB.
Both feature Snapdragon 801 chips, 2GB of memory, Android 4.4 KitKat, microSD and nanoSIM support, and front and rear cameras, plus Bluetooth, NFC, and a microUSB port with HDMI-out capabilities via an adapter.
The new HP tablets are also compatible with the HP Duet pen, an ultrasonic stylus that transcribes your scribblings to the tablet screen no matter what surface you're actually writing on.
That's just confusing
Note that the new HP Pro Slate 8 is apparently different from the HP Slate 8 Pro that launched earlier this year.However although the HP Pro Slate 12 has a home on HP's website, its smaller sibling is missing - even though, according to Liliputing, it was up there at one point.
We've asked HP to clarify why the Pro Slate 8's listing was taken down, as well as further details like pricing and release date. We'll update if we hear back.
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Met Office buys Cray Super computer for £97m

The Met Office has announced that it has purchased a £97 million (about $156 million, AU$ 177 million) number cruncher from US super computer manufacturer Cray.
The XC40 is 13 times more powerful than the system it replaces, an IBM Power 6 system with a computational performance of 1PFlops. Cray's model can reach 16PFlops at full speed (about half the performance of the current super computing champ, China's Tianhe-2 and worth more than 100,000 Sony PS4 gaming consoles).
Other interesting titbits include the fact that it has 480,000 cores, with 12Tbps of available bandwidth, two ExaBytes of memory (that's two billion GBs) and 17 Exabytes worth of storage (more than four million 4TB hard disk drives).
The new super computer weighs 140 tonnes and will be able to apply very high resolution models (down to 300m) for certain scenarii. The XC40 is expected to be delivered in phases between 2015 and 2017.
Cray didn't say how much power the new Met super computer will consume. The previous IBM one sucked in 2.5MW of electricity, the equivalent of 2500 standard kettle running concurrently.
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The FTC is suing AT&T over data speed throttling

Does "unlimited" really mean unlimited when it comes to data? The Federal Trade Commission says it doesn't as far as AT&T is concerned, but that it should.
The FTC is suing the carrier for allegedly throttling data speeds of subscribers who believed they were paying for truly unlimited data.
The official charge, according to the FTC's announcement, is "deceptive and unfair data throttling."
"AT&T promised its customers 'unlimited' data, and in many instances, it has failed to deliver on that promise," FTC Chairwoman Edith Ramirez said in a press release. "The issue here is simple: 'unlimited' means unlimited."
AT&T defends itself
The FTC says AT&T throttled data transfer speeds of certain users by as much as 90%, and failed to adequately inform its customers that throttling was taking place.For its part AT&T says "the FTC's allegations are baseless and have nothing to do with the substance of our network management program."
"It's baffling as to why the FTC would choose to take this action against a company that, like all major wireless providers, manages its network resources to provide the best possible service to all customers, and does it in a way that is fully transparent and consistent with the law and our contracts," AT&T Senior Executive Vice President and General Counsel Wayne Watts said in a statement sent to TechRadar.
He continued, "We have been completely transparent with customers since the very beginning. We informed all unlimited data-plan customers via bill notices and a national press release that resulted in nearly 2,000 news stories, well before the program was implemented. In addition, this program has affected only about 3% of our customers, and before any customer is affected, they are also notified by text message."
The FTC is on the warpath; earlier this year it initiated a lawsuit against T-Mobile for allegedly fraudulently charging users hundreds of millions of dollars by putting sneaky entries on their phone bills.
It will be interesting to watch this latest battle unfold, especially if it has any ramifications for past, current or future AT&T customers - whether that means revised policies or even settlements for previous subscribers.
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Honor 6 is the world's fastest smartphone, and now it's in Europe

Huawei has launched the Honor 6 in Europe during a special event in Berlin, but the Chinese firm is keen to keep its name distant from this new brand.
The Honor 6 isn't actually a new phone, it launched in Asia back in June, but this is the first time it's landed in Europe and it's arrived claiming the 'world's fastest smartphone' title.
That claim is backed up with CAT 6 LTE connectivity which can provide theoretical download speeds of up to 300Mbps, but you'll never get that in the UK as the networks aren't set up to deliver such speeds just yet.
The CAT 6 4G is built into Huawei's own Kirin 920 octa-core processor which sits alongside 3GB of RAM, so there won't be any shortage of power.
Has it got the power?
There's a 5-inch full HD display and 5MP on the front while on the rear you'll find a 13MP camera. Inside you get a 3100mAh battery which is claimed will last over two days on a single charge thanks to Huawei's SmartPower2.0 technology. We'll have to wait until the full review to put that claim to the test.
That's not a bad lineup of specs considering the reasonably low price point. The Honor 6 will be available from October 29 for £249.99 (€299), although only via Amazon. You won't be able to walk into a phone shop and pick up this handset.
While you may not be able to access those superfast 4G speeds just yet, you can at least be safe in the knowledge that the handset is futureproofed for at least the next few years - when hopefully we'll see CAT 6 LTE support come to the UK.
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Motorola and Verizon just made the Droid Turbo an honest phone

Motorola and Verizon today made the Droid Turbo official and announced that it will be available from the carrier beginning October 30.
The companies' announcement confirms everything we've heard about the new Droid smartphone, including that it's a total monster in specs.
The Droid Turbo is Motorola's new flagship, with 48 hours of continuous battery life thanks to a massive 3900mAh battery, plus Motorola's Turbo Charger, which provides eight hours of life after just 15 minutes of charging.
That's where the name comes from, but there's much more to the Droid Turbo.
Hear it roar
The Motorola Droid Turbo also sports Qualcomm's quad-core 2.7GHz Snapdragon 805 chip, a 5.2-inch quad HD screen with 565ppi, and a 21-megapixel camera.It comes with either "ballistic nylon" or "metalized glass fiber," with Kevlar underneath for durability.
In other words, the Motorola Droid Turbo is a freaking beast.
It's available exclusively from Verizon starting October 30 with 32GB of storage for $199 or 64GB for $249 with a two-year contract.
We've asked Motorola to confirm whether the Droid Turbo will ever launch outside the US and Verizon, and we'll update here if they give us anything useful.
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Galaxy Note 10.1 2015 spotted in Samsung's own app listings
It looks like Samsung is on the verge of announcing a new Galaxy Note 10.1, judging by what's been spotted in several Samsung app listings.
The pages for the Samsung apps Galaxy 11 Cannon Shooter, Galaxy 11 Shooting Soccer, and Watch On all list compatibility for the Galaxy Note 10.1 2015, at least in the Portuguese versions.
Only one of these apps - Watch On - is available in the US, and its app listing here doesn't mention the Note 10.1 2015.
Seasons change
The Samsung Galaxy Note 10.1 2014 was launched in September of 2013, but so far September and October have come and (almost) gone this year with no official word of another new Note tablet.The 2015 version will no doubt have upgraded specs, likely similar to the Galaxy Note 4.
Considering 2014 is almost over it seems natural to think Samsung will lift the curtain on the Galaxy Note 10.1 2015 soon.
- TechRadar's Samsung Galaxy Alpha review: a metal Galaxy flagship
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Microsoft adds trackpad gesture shortcuts to Windows 10

Ever wish your Windows trackpad could perform the same shortcut gestures as the ones your colleagues perform on their Macs? Microsoft is about to level the playing field with new Windows 10 gestures that improve desktop navigation.
New gestures include three-finger swipes that control how you view content. A downward swipe will take you back to the desktop from any window you’re working within. A swipe left or right lets you scroll through apps, and an upward swipe will bring you to the Windows 10 task view.
Windows 10 users will also gain access to improved Snap controls for multi-monitor displays. The improved Snap functionality will enable you to swipe three fingers upward and to the inside edge of your multi-screen setup to resize app windows.
Windows 10 features
The new swipe features, which have yet to be rolled out, are just a few of the many upgrades Microsoft made to its Windows operating system.New features like, improved Windows Explorer, universal apps and a revamped start menu are among the improvements we noticed comparing Windows 8 to Windows 10.
- Read our Windows 10 review
- Via: PCWorld
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Walmart explains what really matters in Apple Pay battles

Apple Pay seems like a promising mobile payments method for iPhone 6 and iPhone 6 Plus users, but it's nothing if it lacks support from retailers.
Some, including Rite Aid, CVS and Walmart, have begun shunning Apple Pay, but only Walmart has provided an explanation - and it's exactly what we suspected.
The massive retailer told Business Insider that it's holding out for the solution in works at the Merchant Customer Exchange (MCX), an alliance of retailers making its own payment service, called CurrentC.
"MCX member merchants already collectively serve a majority of Americans every day," the retailer's statement reads. "MCX's members believe merchants are in the best position to provide a mobile solution because of their deep insights into their customers' shopping and buying experiences."
Cue incredulity
This quote is the real kicker, though: "Ultimately, what matters is that consumers have a payment option that is widely accepted, secure and developed with their best interests in mind," reads the retailer's stance. Because that definitely doesn't described Apple Pay?Apple, meanwhile, remains obstinately positive in the way only a company with Apple's overwhelming ubiquity can.
"The feedback we are getting from customers and retailers about Apple Pay is overwhelmingly positive and enthusiastic," the company told Business Insider. "We are working to get as many merchants as possible to support this convenient, secure and private payment option for consumers. Many retailers have already seen the benefits and are delighting their customers at over 220,000 locations."
Hopefully that number doesn't dwindle any more than it already has.
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Industry voice: What I make of Windows 10

As a long time Windows user, I've seen the good, the bad, and the ugly. Not the least of which was coming to the realisation that it would be quicker for me to hop in my car and drive the 12 minutes to the office than trying to boot my aging Windows 2000 machine to address a couple of "quick" work things from home.
But about a year ago I switched to a Surface, and I'm really impressed with the way Microsoft has taken the bull by the horns to address their customer needs with Windows 10.
Of course, trying something new rarely comes without a few unforeseen obstacles. But Microsoft is making some much needed progress. Their epiphany of moving towards the Universal App strategy is a long time coming and will clearly contribute to their success and adoption as new consumer touch points manifest.
While the UI for Windows 8 made leaps and bounds with regards to stability, the one thing that really has confounded me from a user standpoint has been the "Start" experience, which is a rewrite of the screen with the metro style.
There have been few times in the past year that hitting the Microsoft Windows Key has not been followed with hitting the Desktop App on metro to get back to more of the classic Windows OS view. Far from an ideal user experience.
In Windows 10, the best update is bridging that gap between the new and the old by taking the old start widget and combining it with the metro style. It is the very definition of a perfect union. I especially like how you can drag menu items directly from the start widgets and make the metro objects.
And not only that, you can resize and organise them into sections and groupings based on how often you use them or how they relate to each other. This is highly compelling for users looking for a more intuitive experience.
And this brings me to another excellent feature: Task View. Task View is based on the notion of having multiple levels defined across multiple screens. In the past few years, it is clear that we humans need 2-3 screens operating simultaneously to be content. Because if one is good, more has to be better, right?
Well, hat's off to Microsoft for taking this experience to a new level. A layer of abstraction added between the tool bar and the screens allows you to switch between an unlimited amount of multi-screen experiences.
Honestly, I'm not clear from the beta how they have one application running across multiple levels. It seems like there are still some things that need to be worked out – either that or some professional orientation is needed.
Microsoft, in spite of the press and the wild success of Apple, continues to lead the way in desktop business usage. And with Windows 10 we are headed to a far better place than we've been before.
Adam Wolf is the CTO of digital marketing agency, Possible.
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YouTube says its music service will launch 'soon'

It's no secret that YouTube is planning to take on Spotify with its own music streaming service, and the company has confirmed that it's very close indeed.
Speaking at Re/code's Code Mobile conference, YouTube CEO Susan Wojcicki said she was "optimistic" that we'll be seeing it soon.
"I think there's a lot of opportunity," she said. "It's amazing how much music we have... I remain optimistic that you can see it soon."
Word of a music subscription service from YouTube has been buzzing since last year, with a recent report claiming that the platform will be named YouTube Music Key and that Google's Play Music All Access will be retitled Google Play Music Key.
With 2014 drawing to a close, we don't expect to see it this year. But Wojcicki's comments leave us hopeful that we've not got long to go.
Wojcicki also said that YouTube was considering the benefits of a paid subscription model to the site, which would eliminate adverts.
- CD quality music streaming has arrived with Tidal Music - and we think it's pretty awesome
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Hands-on review: Updated: Project Morpheus

Update: Sony's been rather quiet recently regarding Project Morpheus, but Assistant Editor Cameron Faulkner strapped it on recently. This wasn't only his first time with Project Morpheus, but also his first time playing with VR altogether. His experience was illuminating, to say the least. Check it out here!
When the creator of Oculus Rift told us that he didn't think consoles were fit for virtual reality, I wondered if he might have a point. But as is the way with VR, seeing is believing, and having taken Morpheus for a spin there's no longer a doubt in my mind: virtual reality on the PS4 is going to be amazing.
Morpheus is in prototype right now. Sony told us that the final product will probably be quite different in both look and specs, but the current headset looks pretty damn slick nonetheless.
It certainly feels more "finished" than Oculus; not only does the main eyepiece look like a polished product, there's a dynamic plastic headstrap to boot. Getting it to fit wasn't too difficult and the headset felt secure enough for the purposes of the demo.
However it does feel like the weight balance needs addressing, and Sony will want to relocate some of those wires that I kept almost chewing on.There's also the tiniest of space near the bridge of your nose. It's not too distracting from the overall experience and, during the more intense sensations, served as an easy reminder that my feet are still planted safely in reality.

Morpheus hits the ground running with a 1080p display - some of you will never know the nausea that an SD screen with lag can induce. We asked Sony if its God of Dreams might end up in 4K however it didn't sound promising. As it is, Morpheus is satisfyingly crisp, but I did notice the occasional jaggedly-rendered object and felt the odd frame rate stutter. It's the same stuff we've seen with Oculus.
Morepheus's 90-degree field of vision does lose out to Oculus's 110 degrees but this is hardly noticeable - and likely to change come the final product.

Lost in space
The first game I tried was space simulator Eve: Valkyrie. Already a fan of Strike Suit Zero on the Oculus Rift, I was reasonably prepared for what was about to come.Hurtling through space, admiring the view of giant ships as you pass under them, dodging your way through asteroid fields - this is exactly the kind of stuff we all dreamed about when we were younger.

And even though I'd experienced space in VR before, there were a couple of barrel rolls that sent my stomach spinning.
It's clear that some people are more prone to feeling physically affected by VR than others, but the clarity and low latency of Morpheus in its current state mean the risks of nausea are low. I felt ok during my 10 minutes with Eve, but like I said, there were a couple of hairy moments.

Beyond the sea
But as great as space was, it was exploring the ocean depths that really set the pulse racing. The Deep, Sony's second demo, was a perfect tease at what's possible when you wed VR and horror.The game begins with you in a diving cage, floating near the surface of the ocean. What was different about this experience was that I was standing up so the game needed to account for this. Sure enough, when I squatted down I noticed my virtual legs bent at the same time, a feat made possible by the motion tracking.

It's these little touches that help make the experience that bit more immersive. As I sunk further down to the ocean depths, it became clear that I'd made an enemy among the aquatic wildlife as a shark began circling my cage.
The Deep wasn't a very interactive experience. I could look around me was holding a flare fun that would move with my real hands thanks to the motion-enabled Dualshock 4, however there were a couple of moments where I "broke" the connection between my real hands and my virtual ones.
As it turned out, the flare gun was about as effective as a bacon sandwich when the shark started ripping into the cage. But it was fantastic way to experience VR, especially with the lack of any form of HUD.
It was just me, under water, face to face with Jaws. And for a couple of brief moments it was absolutely terrifying.

Street Luge
Where The Deep represented pure fantasy as only a faux-holodeck experience could provide, the Street Luge stood out for its ability to make me cringe, wince, yelp and ultimately feel like I was on a roller coaster without the intense wind and bodily sensations.It started slow, allowing me to get used to the controls - lean left to drift left, lean right to go right. Then came my first car. I dodged left and, in doing so, earned a small speed boost. There was a timer ticking in the corner of my screen that I hadn't noticed before; this was one of virtual reality's first time trials.
More cars came and went as I slowly became comfortable balancing the hardware that was secured around my head and the bodily sensations I was starting to feel. I could look straight up at the clouds and left and right over the mountainside. If I hadn't been sharing the road with sedans and semi-trucks this would've been a relatively zen-like experience. Alas.

The crowning moment came when, unable to dodge left or right, I slid unscathed between an truck's wheels and looked up into its undercarriage. When I did eventually crash, however, the screen briefly flashed red before I slowed down some - there were no gruesome, Tomb-Raider-getting-impaled-on-a-tree-branch moments here.
I crossed the finish line with two minutes and thirty two seconds on the clock. Not bad for my first downhill run.
Morpheus Castle
The final demo was called Morpheus Castle, a smack-'em-up that served to demonstrate how Move can be used so brilliantly with Morpheus. You may have forgotten about Sony's Wiimote rival, but these glowy sticks may be about to have a serious comeback.By pressing the back triggers you'll curl your fingers into a fist. Extend them rapidly and you'll throw a punch. Because the PS Camera can track your position in a room, you'll be able to walk a few feet forwards and backwards - but not very far left or right.
You're asked to punch a hanging dummy. Complete the task and you're rewarded with your first weapon, a sword. I held the trigger on the back of the Move and I was able to cast the sword in huge arches, eventually lopped off the poor dummy's arms, legs and head.

This was a smooth, seamless experience and gave me hope that the Star Wars game we've always dreamed of - the one where lightsaber duels are not only plausible, but an enjoyable part of the game - are within arm's reach. (See what I did there?)
Next I grabbed a mace that, when extended, felt the force of gravity and hung low on its chain. I swing it a few times to get some momentum going and before long was using it to dismember a newly furnished foe.
After which was a crossbow demo, the least exciting part of my experience. I didn't need to hold down a button in the back this time and was only required to press the trigger when I had lined up a shot. The arrow tended to curve down and, while realistic, it felt a little unfulfilling in a so-far, so-good demo.
But as with the flare gun in The Deep, there was occasionally a disconnect between my virtual and real hands. There are clearly some technical boundaries when it comes to body motion with VR, and making them harder to break will be key to immersion.
Like the Playstation camera and the Dualshock 4's tracking blue light, Move suddenly makes a lot more sense with Morpheus. Sony's master plan is coming together.
Early verdict
The most frustrating thing about VR right now is trying to convey it with words. You really do have to see Project Morpheus (and, indeed, Oculus Rift) to believe it.There's still work to be done - edges were rough and objects seemed a little less than their HD display - but Sony is clearly determined to iron these out before it comes to market.
When that might be is hard to say. But take Morpheus for a spin and I guarantee you'll be as excited as I am for what virtual reality will offer. This is the missing piece of the PS4 puzzle, and it's a big one.
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Review: Updated: Fujifilm X30

Introduction and features
The Fujifilm X20 is one of our favourite high-end compact cameras of recent times, so the news that it has been upgraded is pretty exciting. However, as the lens, sensor and processing engine of the new X30 are the same as the X20, the image quality is likely remain the same unless the processing has been tweaked. The main change is the swap from an optical viewfinder to an electronic one.As it replaces the X20, the X30 takes up the same position in the Fuji range. It's one step down from the X100S (recently upgraded to the X100T), in Fuji's compact camera line-up, and a step up from Fuji's smaller Fuji X-Q1 and X-F1 models. The X30 is an advanced camera aimed at enthusiast photographers who want to take control over the settings.
Like the X20, the X30 has a 12Mp 2/3-inch (8.6x6.6mm) X-Trans CMOS II sensor. This has been greeted with some disappointment as many photographers were hoping that Fuji might squeeze a larger sensor in to challenge the Sony RX100 III and Canon G7 X, which have one-inch type (13.2mm x 8.8mm) sensors, or even the Panasonic LX100 which has a Four Thirds type (17.3x13mm) sensor.
These sensors are all trumped by the APS-C format (23.6x15.8mm) sensor in Fuji's larger X100S and X100T, but these are a very different kind of camera with deliberately retro styling and a fixed focal length lens. Some Fuji admirers were hoping that the company might introduce a small compact with a zoom lens and a larger sensor. Not just yet it would seem.

As before, the X30's sensor is coupled with Fuji's EXR Processor II engine and an f/2.0-f/2.8 lens with an effective focal length of 28-114mm. This is a good range for a walk-around, general purpose camera and the large aperture affords some control over depth of field as well as the ability to use faster shutter speeds to freeze movement in low light.
The most significant change made with the X30 is the fact that the optical viewfinder has been replaced by an electronic unit, in fact it's the same EVF as is found in the popular Fuji X-T1. This means that it has 2.36 million dots and magnification of 0.62x. Unlike the X-T1, however, the X30's screen can't show a magnified view next to the full scene to allow precise manual focusing at the same time as image composition. On the plus side, the shooting data displayed in the EVF rotates when the camera is turned for upright shooting to make it easier to read.
Fuji has also increased the size of the screen on the back of the camera, it's now a three-inch, 920,000-dot device instead of the 2.8-inch 460,000-dot unit on the X20. The X30's screen is also mounted on a tilting bracket to make it easier to compose images from above or below head height.
The screen still isn't touch-sensitive, but Wi-Fi connectivity is built-in to the X30 (the X20 doesn't have it) so it is possible to control the camera remotely by the touchscreen of a smartphone or tablet. When the camera is connected to a smart device via Fuji's free Camera Remote app it's possible to set the exposure settings and exposure compensation as well as the sensitivity, self-timer, Film Simulation mode, white balance, flash mode and macro focus mode. A tap on the phone screen can also set the focus point and trip the shutter.

Changing to an electronic viewfinder (EVF) brings the ability to see images as they will actually be captured, as adjustments to features such as white balance and exposure are shown. It also avoids the parallax error that is associated with an optical viewfinder that doesn't show exactly the same image as the lens.
As before, sensitivity may be set in the range ISO 100-3200, although this can be expanded to ISO 100-12800 for JPEGS. In a change from the X20, however, exposure compensation extends to +/-3Ev instead of +/-2Ev.
Other changes from the X20 include the introduction of a new Film Simulation mode called Classic Chrome, which is said to produce warm earthy tones, and an improved battery life. The X30 uses the same battery as the X100S and this enables around 470 shots to be taken in a single charge. That's about 1.8x more than the X20. Full HD video can also be recorded at 24, 25, 30, 50 and 60fps.
One disappointment is that Fuji has not taken the opportunity to allow raw files to be recorded when using the digital filter effects (Advanced Filters). As with the X20, however, raw files can be recorded whatever Film Simulation mode is selected, so it's possible to have the full colour information as well as a monochrome JPEG, for example.
Build and handling
While the X30 will seem very familiar to X20 users, there are some significant changes – it is noticeably taller and deeper for a start. It's still a manageable size and it can just about fit into a large jacket pocket. However, at 118.7x71.6x60.3mm it's not a great deal smaller than the Panasonic LX100 (114.8 x66.2x55.0 mm), which has a considerably larger sensor. And the Sony RX100 III (101.6x58.1x38.3mm) which has a one-inch type Exmor R CMOS sensor is actually smaller.Fuji has improved the level of finish on the camera, giving it a higher quality coating that gives more grip. The finger grip is on the front slightly more pronounced and angular, while the thumb grip on the back is longer and higher, this makes both more effective. Consequently the X30 is very comfortable to carry in the hand without a strap, it also feels secure and unlikely to slip from your grasp.
The control layout of the new camera is also a little different from the X20's, as the dial around the navigation pad has gone and there's a customisable control ring around the lens. In addition, the navigation buttons are larger than on the X20 and there's more opportunity to customise the controls.

Many photographers are likely to use the new ring around the lens to adjust aperture, but it can also be used to control sensitivity, white balance, Film Simulation mode or drive mode.
Unlike the Canon G7 X, however, changing the function of the control ring requires a visit to the menu. It would be nice if there was a quicker route, perhaps via a dedicated button so that the ring could be used to control more options on a shot to shot basis like one the one on the G7 X can.
There's a nice level of friction to this lens ring, but it doesn't have click stops or an end point so you have to keep an eye on the screen or the EVF to know how far the settings have been adjusted.
There's a second ring on the lens for adjusting focal length. As with the X20, this ring is also used to power-up the camera. This ring is slightly stiffer to use than the customisable ring, and although there are no click stops, there are clear focal length markings and an end point. A quarter turn is enough to power-up the X30 and rotate to the longest focal length.

I found the start-up time of the X30 a little variable. It sometimes takes in the region of two seconds for the scene to appear on the main screen or in the EVF, but on other occasions it's ready for action in less than a second – that's with the same SD card installed. There were also a few occasions when the camera didn't seem to start-up after turning the lens ring. Sometimes it would start when the shutter release was depressed and on other occasions I had to turn the lens ring back and rotate it again.
In another change from the X20, the Q button which accesses the Quick Menu has been moved from the bottom right on the back to above the navigation controls and below the AEL/AFL button on the X30.
As we would expect, given that the viewfinder is the same as the one in the X-T1, the EVF provides a good clear view with plenty of detail. It's also nice and bright and displays the impact of changes made to the camera settings. However, the colours are rather vivid and I found it necessary to turn down the saturation via the screen options in the menu. Even the greens still look too vibrant.
The rear screen is good, but the Sunny Weather setting is required when shooting in bright light outside. It's useful to have the tilting screen (not as useful as a vari-angle screen would be), but I found that I used the electronic viewfinder for the vast majority of shots that I took with the camera, it just seems more natural and there's no issue with reflections.
Performance
Although it 'only' has a 12Mp 2/3-inch sensor, the fact that it's an X-Trans CMOS II device really seems to give the X30 an advantage and helps it punch above its weight. It is able to resolve an impressive level of detail and noise is generally controlled well.As we have found in the past, Fuji's automatic white balance system does a good job, drawing on the company's experience of film manufacture to produce images with attractive colours (though see our note above about over-vibrancy). It takes most natural lighting conditions in its stride, delivering natural looking results. The difference between the results produced using the Automatic setting and the Fine Weather setting is pretty minimal, and both are perfectly acceptable. Of course if you shoot raw files it's not really an issue as this can be adjusted very easily post-capture.
As mentioned earlier, the X30 tends towards producing slightly too vibrant greens when set to its Standard (Provia) Film Simulation mode. The new Classic Chrome mode, however, produces more muted tones. Fortunately, the Film Simulation modes can be used when shooting raw and JPEG files so if the colours are not to your liking, you can adjust the raw file.
I found the X30's 256-zone multiple metering system to perform very well in a wide range of situations. There were only a few occasions during my testing when I used the exposure compensation dial. In most cases this was to reduce the exposure a little to protect highlights. However, in several cases I found that the raw files have all the tonal detail that's required. Even bright overcast skies that look to be rendered uniformly white can be edited quickly and easily to reveal the tonal variations in the clouds and no highlights were actually burned out. The same could not be achieved with simultaneously captured JPEGs, once again proving the benefit of recording raw files.

It's never going to compete with a high-end SLR for speed, but the X30's autofocus system is pretty quick in normal outdoor daytime conditions. Step inside or drop the light a little and a brief back and forwards adjustment is noticeable, but it's not serious or problematic. As with many compact cameras, the AF system slows considerably in very low light conditions and it's hard (but not impossible) to get shots of moving subjects.
There were also a couple of occasions when I focused the lens, kept my finger on the shutter release to keep the focus locked while I recomposed the shot, and the camera appeared to make a quick back and forwards adjustment, but actually didn't adjust focus. It's a little disconcerting, but it's not a major issue and it doesn't happen too frequently.
As mentioned earlier, noise is controlled well throughout the native sensitivity range (ISO 100-3200). Careful scrutiny at 100% of JPEG images taken at ISO 3200 reveals a few slightly smudgy patches and some watercolour-like stippling in darker areas, but it's nothing to get worked up about. Simultaneously captured raw files look sharper and even if all noise reduction is turned off in post-capture processing, noise is not excessive.
The top expansion setting, ISO 12,800, is best avoided unless you are content to use images at small sizes as there's noticeable softening. Fuji doesn't allow raw files to be captured at these expansion settings.
Although the X30 controls noise well, as sensitivity rises the benefit of a larger sensor becomes apparent when its shots are compared with those from the Sony RX100 III and Panasonic LX100. Even though the RX100 III has a higher pixel count it manages to control noise very well. Plus, producing a print (or viewing an image) with the same physical size as one from the X30 requires less magnification with the Sony camera, so noise and the impact of any noise reduction can be concealed more easily.
Noise and dynamic range
We shoot a specially designed chart in carefully controlled conditions and the resulting images are analysed using DXO Analyzer software to generate the data to produce the graphs below.A high signal to noise ratio (SNR) indicates a cleaner and better quality image.
For more more details on how to interpret our test data, check out our full explanation of our noise and dynamic range tests.
JPEG signal to noise ratio

At the lower sensitivity settings the X30 has a similar signal to noise ratio to the Canon G16, which has a smaller sensor. From about ISO 400 the X30 beats the G16, indicating that it produces cleaner images and draws close to the performance of the Panasonic LX100 which has a Four Thirds type sensor.
Raw (after conversion to TIFF) signal to noise ratio

Again the X30 beats the Canon G16 from about ISO 400 and above, but it lags behind the Sony RX100 III at all but the highest sensitivity setting. The LX100's larger sensor shows its benefit. The raw conversions were all made using the software that's supplied with the cameras. We have found in the past that using Adobe Camera Raw to convert Fuji raw files results in higher scores in comparison with cameras from other manufacturers.
JPEG dynamic range

The X30's dynamic range measured in the lab doesn't compare especially well with the competition here, but images generally have a good level of contrast, especially in the midtones, so they look good straight from the camera.
Raw (after conversion to TIFF) dynamic range

The X30's raw files (after conversion to TIFF) come close to those from the Canon G16 and Sony RX 100 III for most of the sensitivity range. Our real-world tests reveal that the raw files are capable of recording a good range of tones and may benefit from post-capture adjustment.
Image quality and resolution
As part of our image quality testing for the Fuji X30, we've shot our resolution chart.For a full explanation of what our resolution charts mean, and how to read them, check out our full explanation of our camera testing resolution charts.
Examining images of the chart taken at each sensitivity setting reveals the following resolution scores in line widths per picture height x100:
JPEG
Full ISO 100 image, see the cropped (100%) versions below.

ISO 100, Score: 22 Click here for full resolution image

ISO 200, Score: 22 Click here for full resolution image

ISO 400, Score: 22 Click here for full resolution image

ISO 800, Score: 20 Click here for full resolution image

ISO 1600, Score: 20 Click here for full resolution image

ISO 3200, Score: 18 Click here for full resolution image

ISO 6400, Score: 16 Click here for full resolution image

ISO 12800, Score: 14 Click here for full resolution image
Raw

ISO 100, Score: 22 Click here for full resolution image

ISO 200, Score: 22 Click here for full resolution image

ISO 400, Score: 22 Click here for full resolution image

ISO 800, Score: 20 Click here for full resolution image

ISO 1600, Score: 18 Click here for full resolution image

ISO 3200, Score: 18 Click here for full resolution image
Sensitivity and noise images
Raw

Full ISO 160 image, see the cropped (100%) versions below.

ISO 100 Click here for full resolution image

ISO 200 Click here for full resolution image

ISO 400 Click here for full resolution image

ISO 800 Click here for full resolution image

ISO 1600 Click here for full resolution image

ISO 3200 Click here for full resolution image
JPEG

ISO 100 Click here for full resolution image

ISO 200 Click here for full resolution image

ISO 400 Click here for full resolution image

ISO 800 Click here for full resolution image

ISO 1600 Click here for full resolution image

ISO 3200 Click here for full resolution image
Sample images
Click here for full resolution image
There's an impressive level of detail in this ISO160 image and the greens look natural.

Click here for full resolution image
The X30's AF system coped well with this low lights, low contrast scene and the automatic white balance system has delivered a natural looking image despite the artificial lighting.

Click here for full resolution image
Using the daylight white balance and Standard (Provia) Film Simulation mode have resulted in natural tones.

Click here for full resolution image
An example of the X30 overcooking the greens a bit with the Standard Film Simulation mode in action. Fortunately the Film Simulation modes can be used when shooting raw and JPEG files simultaneously so you can have a raw file with the full colour information for post-capture processing.

Click here for full resolution image
At its default settings the X30 overexposed this scene slightly, but dialing in 1/3EV of negative exposure compensation produced this accurate result.
Click here for full resolution image
Shooting at f/2.0 and going close the front object has restricted depth of field nicely here.

Click here for full resolution image
The X30 produces some nice black and white images in-camera.
Film simulation

Click here for full resolution image
Using the Standard (Provia) Film Simulation mode has produced quite a vibrant result here.

Click here for full resolution image
The Classic Chrome Film Simulation mode tones things down a bit, especially the green of the grass.
Verdict
Fuji is aiming the X30 at enthusiast and professional photographers looking for a high quality compact camera for second-shooting at weddings, street photography and taking or days out. By the company's own admission, it isn't meant as a radical upgrade to the X20, but a refinement that makes the camera more versatile and using it a more pleasurable experience.While some may be concerned about the loss of the optical viewfinder, I recommend trying the EVF as it's an excellent device that brings several benefits. The larger, tilting screen also helps promote creative photography, although as usual it's preferable to compose images in the viewfinder when possible.
Image quality from the X30 is on a par with that from the X20.
We liked
The X30 has a good solid build and most features are within easy reach. It's especially nice to have a zoom ring on a compact camera, along with both exposure mode and exposure compensation dials.Switching to an electronic viewfinder brings some distinct advantages including the loss of parallax error and the ability to see the impact of settings changes. However, colours, especially green, tend to look a bit too vibrant in the viewfinder.
The screen is excellent, but it would be nice of it were touch sensitive and mounted on a full articulating bracket for easier viewing when shooting upright images.
We disliked
Although the X30 feels very nicely built and comfortable in the hand, it's larger than the X20 and our expectations have changed a little bit now that Sony and Canon has started putting one-inch type sensors in compact cameras like the Sony RX100 III and Canon G7 X that are smaller. It's also not much smaller than the Panasonic LX100 which has a Four Thirds type sensor inside and more traditional controls.Also, while the camera generally performs well it has the odd 'moment' when it doesn't behave as expected, either refusing to turn on when it should or seeming to shift focus after locking onto a subject (although thankfully it doesn't).
Final verdict
Unlike some compact cameras, the X30 looks and feels like a 'proper camera' that puts the photographer in control. It also produces superb quality images that compare very well with those from cameras with larger sensors. At the higher sensitivity settings, however, its smaller sensor size starts to restrict performance in comparison with models such as the Sony RX100 III and Canon G7 X.Read More ...
Razer cuts into home theatre with Leviathan

You've heard of the BlackWidow, you've drooled over the Razer Blade. Now, in a surprise twist, California-based Razer has announced Leviathan, a soundbar for your elite listening pleasure.
Razer has been on a mission to deliver hardcore gaming products and now, they aim to please audio lovers just the same. The Razer Leviathan comes to fulfill a simple purpose, to give movie, music, and gaming lovers a piece of technology that's perfect for "recreating epic in-game battle scenes or simply enjoying favorite movie scenes".
According to Razer co-founder and CEO, Min-Liang Tan, the audio market was ripe for Razer to step in and "produce a precision-engineered surround sound solution for high-performance gaming, movie watching and music listening, and make it versatile to use in any setting…"
At $199 (£199) the Razer Leviathan soundbar comes in at 4.4 pounds, which may sound bulky, but there's little fat here. Inside are two 2.5-inch speakers and two .74-inch tweeters. Pair that with a 5.25-inch passive subwoofer at 6.6 pounds and you can power the 5.1 virtual surround sound with a feather-light system that caters well to music, movies and games.
It aims to be versatile, including Bluetooth 4.0 and "ultra-fast" NFC pairing in the mix for on-the-go adventures, and also includes analog and even optical connections to complete your home theatre setup.
The Razer Leviathan will be available worldwide in November 2014.
Read More ...
Blip: Google wants you to make fun of friends without Android Lollipop

If you're the first one in your friendship group using Android 5.0 Lollipop, then you have Google's blessing to make fun of your mates.
"We want people who have 'material [design]' devices to make fun of their friends who don't," Google's VP of Product Management for Android, Brian Rakowski told Cnet in an interview.
The comment came after Rakowski spoke about Google's new advertising that will focus on Lollipop and its Material Design UI. Traditionally, any new version of Android has seen a slower uptake than rival iOS due to the sheer amount of different devices running the open source OS. But it looks like Google's taking a grassroots approach to fixing that.
No doubt we'll soon be hearing countless stories about playground bullies making fun of the kids who are still using Android KitKat. Hahaha, those stupid kids.
More blips
Read More ...
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