Resolution | KitGuru https://www.kitguru.net KitGuru.net - Tech News | Hardware News | Hardware Reviews | IOS | Mobile | Gaming | Graphics Cards Wed, 23 Aug 2023 09:45:33 +0000 en-US hourly 1 https://wordpress.org/?v=6.4.3 https://www.kitguru.net/wp-content/uploads/2021/06/cropped-KITGURU-Light-Background-SQUARE2-32x32.png Resolution | KitGuru https://www.kitguru.net 32 32 Armored Core 6 console details revealed https://www.kitguru.net/gaming/mustafa-mahmoud/armored-core-6-console-details-revealed/ https://www.kitguru.net/gaming/mustafa-mahmoud/armored-core-6-console-details-revealed/#respond Tue, 22 Aug 2023 11:45:07 +0000 https://www.kitguru.net/?p=627182 Following the overwhelming success of Elden Ring, FromSoftware’s next endeavour in the form of Armored Core 6: Fires of Rubicon has been getting a lot of fans excited. Ahead of the game’s launch on the 25th of August, the studio has now released tech specs for the upcoming title – including resolution and framerate options …

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Following the overwhelming success of Elden Ring, FromSoftware’s next endeavour in the form of Armored Core 6: Fires of Rubicon has been getting a lot of fans excited. Ahead of the game’s launch on the 25th of August, the studio has now released tech specs for the upcoming title – including resolution and framerate options for all available consoles.

PlayStation 5 and Xbox Series X appear to offer the exact same visuals and performance, with both consoles running the game at a dynamic 4K (3840×2160) up to 60fps. Additionally, both systems will support ray-tracing, however only in the game’s garage – meaning actual gameplay missions will not include the feature.

Microsoft’s lower-powered Xbox Series S meanwhile shares many similarities with its higher-end sibling, but is dropping the maximum resolution to 2560×1440 instead. That said, the game will still run at “up to 60FPS” and will also support ray-tracing in the garage.

Last-gen systems on the other hand will be missing a number of features, with all 8th-gen consoles maxing out at 30fps and removing ray-tracing support. Interestingly, each of the prior-gen consoles will run at different dynamic resolutions, with the Xbox One X going for the full 2160p; PS4 Pro landing at 3200×1800; the base PS4 dropping resolution down to 1080p; and last but also least, the Xbox One drops the resolution further to 1600×900.

FromSoftware has not been the best when it comes to technical performance and so all these figures should be taken with that in mind. It will be interesting to see whether Armored Core 6 manages to run at a stable 60fps when it launches later this week.

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KitGuru says: What do you think of the tech specs? Do you think we will have an Elden Ring-type situation? Will FromSoftware offer multiple performance modes on current-gen systems? Let us know down below.

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Sonic Frontiers’ platform specs revealed https://www.kitguru.net/tech-news/mustafa-mahmoud/sonic-frontiers-platform-specs-revealed/ https://www.kitguru.net/tech-news/mustafa-mahmoud/sonic-frontiers-platform-specs-revealed/#respond Mon, 19 Sep 2022 14:00:12 +0000 https://www.kitguru.net/?p=574860 Sonic Frontiers is one of the most exciting releases by the blue blur in quite some time, with the open-zone 3D platformer being more ambitious than most previous releases. As part of Tokyo Game Show, a SEGA representative confirmed the various specs for each platform which the game will release on, revealing that you might …

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Sonic Frontiers is one of the most exciting releases by the blue blur in quite some time, with the open-zone 3D platformer being more ambitious than most previous releases. As part of Tokyo Game Show, a SEGA representative confirmed the various specs for each platform which the game will release on, revealing that you might need to sacrifice quite a bit of resolution in order to play at 60fps on console.

Tokyo Game Show attendee ‘Tadanohi’ took part in the Sonic Frontiers experience available at the convention where they asked a SEGA representative how the game is set to run across the various systems it is launching on.

According to SEGA, Sonic Frontiers will offer two modes on the PS5, with one running the game at 4K and 30fps, and another mode bringing the resolution all the way down to just 1080p, though will boost the frame rate to 60fps.

PlayStation 4 players meanwhile will only have one option: 1080p at 30fps, and the Switch will unsurprisingly drop the resolution to 720p and 30fps. Unfortunately, we do not know how Xbox systems will perform, though it is likely to be somewhat similar to PlayStation systems (with some potential small variances).

Of course, it is worth noting that in today’s day and age, a large number of games offer dynamic resolutions, with others utilising many different forms of anti-aliasing and upscaling in order to maintain a pleasing image regardless of resolution. Still, it is good to have ballpark figures for what fans can expect when Sonic Frontiers launches on the 8th of November.

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KitGuru says: What do you think of these specs? Is 60fps worth the trade off? Which system are you planning to play Sonic Frontiers on? Let us know down below.

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PSVR 2 will offer 4K/120Hz with HDR, a cinematic mode and other new features https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/psvr-2-will-offer-4k-120hz-with-hdr-a-cinematic-mode-and-other-new-features/ https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/psvr-2-will-offer-4k-120hz-with-hdr-a-cinematic-mode-and-other-new-features/#respond Tue, 26 Jul 2022 13:59:07 +0000 https://www.kitguru.net/?p=569201 Sony has been dropping PlayStation VR2 news at seemingly random times all throughout the year. Today, Sony gave us yet another update. We still don't have a release date, but we do have confirmation of some new features, as well as some new footage of the headset in use.  For starters, we have a look …

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Sony has been dropping PlayStation VR2 news at seemingly random times all throughout the year. Today, Sony gave us yet another update. We still don't have a release date, but we do have confirmation of some new features, as well as some new footage of the headset in use. 

For starters, we have a look at the PS VR2 settings menu, overlayed on top of a screenshot taken from Horizon: Call of the Mountain, a dedicated VR title set in the Horizon universe. The game is looking fantastic based on the foliage and environmental details we can see in the image. The settings menu itself offers quick access to headset vibration, screen brightness and size, play area settings and more.

With PSVR 2, users will finally be able to set up their own play area using see-through view. By looking through the front-facing cameras within the VR headset, you can draw an outline of your play area, and then you'll also get fair warning when you approach a wall, or any furniture or other objects.

The new headset features a 4000 x 2040 resolution display with up to 120Hz refresh rate. You can use the headset to play native VR games, or you can launch traditional, non-VR games in cinematic mode, allowing titles to be played on a giant virtual cinema screen. Cinematic mode can also be used for streaming content, like movies and TV shows. Content played in cinematic mode won't take full advantage of the PS VR2's display though, offering a 1920×1080 view of the action with HDR enabled.

We don't have a launch date for PlayStation VR2 yet, but the headset is expected to launch in 2023.

Discuss on our Facebook page, HERE.

KitGuru Says: The PS VR2 offers great specs on paper, and we've already seen some great looking titles announced, but we still need a price and a launch date. Are you planning on picking up the PS VR2 when it launches? 

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Grand Theft Auto V comes to Xbox Series X/S and PS5 next month https://www.kitguru.net/gaming/matthew-wilson/grand-theft-auto-v-comes-to-xbox-series-x-s-and-ps5-next-month/ https://www.kitguru.net/gaming/matthew-wilson/grand-theft-auto-v-comes-to-xbox-series-x-s-and-ps5-next-month/#respond Fri, 04 Feb 2022 15:39:10 +0000 https://www.kitguru.net/?p=549127 While there have been some delays along the way, Rockstar still plans to deliver Grand Theft Auto V for the Xbox Series X/S and PS5 consoles soon. The new version now has a March release date, as well as new details on graphical and performance enhancements.  In a blog post today, Rockstar confirmed that Grand …

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While there have been some delays along the way, Rockstar still plans to deliver Grand Theft Auto V for the Xbox Series X/S and PS5 consoles soon. The new version now has a March release date, as well as new details on graphical and performance enhancements. 

In a blog post today, Rockstar confirmed that Grand Theft Auto V will come to Xbox Series X/S and PS5 consoles on the 15th of March. The game will feature multiple performance modes to select from targeting different resolutions and frame rates. Specifics have yet to be made clear, but we do know the game will support up to 4K resolution and up to 60FPS performance.

The game has also been upgraded with HDR options and ray-tracing features, as well as faster loading times thanks to the SSDs found in new-gen consoles. On PS5, users can also expect “advanced haptic feedback” thanks to the DualSense controller.

The launch of GTA V on next-gen will also bring along a new standalone version of GTA Online for the PS5 and Xbox consoles. Thanks to a deal with Sony, GTA Online will be available to PS5 owners for free from March until June.

Grand Theft Auto V and GTA Online still have years of life ahead, as the sequel, Grand Theft Auto VI, is still some ways off. It is in active development, however, which Rockstar confirmed publicly for the first time today.

Discuss on our Facebook page, HERE.

KitGuru Says: GTA V is nearly a decade old and will have soon made the transition across three console generations. Considering what Rockstar was able to build on an Xbox 360 back in 2013, we should all be very excited to see what they can do with modern hardware for the next Grand Theft Auto. 

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KitGuru Games: Resolution Doesn’t Matter (Anymore) https://www.kitguru.net/tech-news/mustafa-mahmoud/kitguru-games-resolution-doesnt-matter-anymore/ https://www.kitguru.net/tech-news/mustafa-mahmoud/kitguru-games-resolution-doesnt-matter-anymore/#respond Tue, 03 Aug 2021 07:00:18 +0000 https://www.kitguru.net/?p=525283 There once was a time when console generations were defined through the resolution by which the console could output at. One of the biggest selling points of the Xbox 360 and PS3 was the fact that these systems were capable of outputting games in HD. Yet, as consoles support higher and higher resolutions, we have seen developers focus less on offering games at such resolutions, instead using new rendering techniques to create what may be the start of the post-resolution gaming experience...

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There once was a time when console generations were defined through the resolution by which the console could output at. One of the biggest selling points of the Xbox 360 and PS3 was the fact that these systems were capable of outputting games in HD. Similarly, the PS4 Pro and the Xbox One X focused their marketing heavily on their 4K capabilities. Yet, as consoles support higher and higher resolutions, we have seen developers focus less on offering games at such resolutions, instead using new rendering techniques to create what may be the start of the post-resolution gaming experience.

Editor's Note: This article and its core opinion is focused on console gaming. Many of our readers game on PC, and while new technologies such as Nvidia DLSS and AMD FSR are changing the way we interact with resolution on PC, that is a topic for another day. Here, we are very much focused on console gaming.

On the side of the PlayStation 5 console box, Sony has made sure to plaster a golden ‘8K’ logo, showing that while the PS4 maxed out at 1080p and the PS4 Pro pushed this to 4K, the company’s latest machine could output a resolution 4 times higher than that – and 16 times higher than the original PS4. Despite all this, one of the console’s premiere titles – Returnal – renders internally at just 1080p.

I played Returnal, and as a stickler for resolution, did I notice the lower resolution? No I did not. Playing on my 4K OLED LG C9 the game looked gorgeous, with colourful, interesting environments and a cinematic sheen thanks to the game’s use of visual effects. Another 1080p 60fps game – Ridge Racer 7 for the PS3 – in comparison appears jagged and much lower resolution, despite being less visually busy. How can this be?

For one, Ridge Racer 7 offers no anti-aliasing. Anyone reading this column will undoubtedly be familiar with the technique, which helps to eliminate jaggies that appear in objects. When the technique was first used for games, it offered a rather rudimentary implementation which often left the game looking softer. This meant that developers had to trade-off either a clear but jagged image, or a cleaner, but softer image.

(Ridge Racer 7 Image Source: MobyGames)

Returnal is proof of just how far AA and image upscaling techniques have come. As reported by Digital Foundry, Returnal starts with an internal resolution of 1080p, which is then temporally injected to 1440p, “followed by a checkerboarding pass to deliver a 2160p output”. While it may start to feel like Inception with the levels of AA and reconstruction layered on top of each other, the proof is in the pudding, and Returnal’s pudding is a glorious one to look at.

(Returnal Image Source: PlayStation)

Perhaps even more impressive than Housemarque’s Treatment of Returnal is Insomniac Games and their continuous push to go beyond the boundaries of resolution. Insomniac Games have always pushed the medium forward through the use of intelligent techniques helping to create games which have looked closer and closer to their reference mediums. Be it Ratchet & Clank pushing closer to Pixar-like graphics with each new entry in the series, or Marvel’s Spider-Man – the open world gameplay of which could easily be spliced between footage of the movies with little notable differences – Insomniac Games has proven that resolution is much less important than it once was.

This is no more so evident than with the studio’s two most recent titles. Marvel’s Spider-Man: Miles Morales launched alongside the PlayStation 5, offering two separate graphics modes. The Fidelity Mode offered a Native 4K image on PS5 with ray-tracing – though this could drop as low as 1512p during the game’s heaviest scenes. The Performance Mode meanwhile lowers the target resolution, with Dynamic Scaling bringing the average picture levels to 1440p – though at double the frame rate.

Here’s the kicker however: all of this matters very little during the end of the day. Thanks to Insomniac Games’ Temporal Injection techniques, both pictures look extremely similar on the resolution front with only the sharpest eyes looking up close to the screen while not moving the camera could notice such differences.

Similarly, this also applies to the PS4 Pro version of the game, which looks no less impressive when compared to the shiny PS5 version of the game – at least on the resolution front. While differences are noticeable between the two systems when it comes to textures, loading times, LODs and more, the resolution differences between these systems separated by an entire generation of hardware advancements is hardly noticeable.

(Image Source: Ultimate Gamerz / YouTube)

Insomniac Games clearly took note of this too, as in a later update to Miles Morales, the studio offered a third graphics option: Performance RT Mode. This saw the resolution of the game dropped essentially to 1080p, however was able to maintain not only the shiny new ray-tracing effects, but render it all at 60fps. As with the other two modes, Insomniac’s temporal injection is doing the heavy lifting with this mode, making all three images – from a 1080p image to a native 4K one – look surprisingly similar. Add the doubling of the frame rate on top of all this, and when combined with this doubled motion resolution, to many eyes the Performance RT mode is the best looking one.

A console has a limited amount of graphical bandwidth with which it can use every single frame. Offering higher resolutions can eat significantly into this bandwidth, meaning that sacrifices must be made on other fronts, be it frame rate; foliage density; background processes and more. Using modern software solutions to upscale images to visually appear much higher resolution than they are natively rendering at allows for more bandwidth to be freed up for these other processes. This is how Insomniac Games is able to offer a stunning open world game with great density, far rendering distances and essentially no loading times all at 60fps with ray-tracing on a £360 machine.

Insomniac Games’ latest release, Ratchet & Clank: Rift Apart, has only proven that the studio is in many ways leading the pack when it comes to going beyond the need for resolution as an appropriate metric of visual quality.

Due to the limitations of real time rendering, the push for CG-like graphics in gaming has always seemed like an impossible task. With each new advancement in real time rendering, studios such as Pixar have pushed the goalpost for what is deemed to be ‘CGI quality’ further and further away. Thanks to the hardware bump of the PS5 and the aforementioned post-processing, anti-aliasing and resolution upscaling techniques, Insomniac Games has managed to create a game which could stand side-by-side with Disney’s greatest, all the while running internally at 1080p and in real time.

All of this is to say that games are looking better than ever, even if resolutions are getting lower. Thanks to the freed up resources afforded to systems due to their running at a lower resolution, developers can focus on improving the game’s visuals in ways which previously was not possible as a result of not having the processing bandwidth available. When I say resolution doesn't matter anymore, I mean it. That being said, with so much of the industry’s forward momentum being carried by notions such as resolutions and HD and 1080p vs 900p or 1620p vs 1800p, the technical and concrete specifications of a game can be hard to ignore.

I myself have historically sacrificed frame rate for resolution, even if the results were hardly noticeable to me. This is due to my own internal knowledge – when given the option – that one mode ‘technically’ is a higher resolution. As more time goes on however, and as upscaling techniques get better and better, my own internal hard-wiring as a long-time fan of this industry has led to me having worse-off gaming experiences due to pure stubbornness and my unwillingness to accept the future – but this is getting harder to justify. Resolution truly does not matter anymore.

Discuss on our Facebook page HERE.

KitGuru says: What do you think? Does resolution matter anymore? Have we gone beyond resolution? Let us know down below.

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Netflix will lower streaming bitrates in Europe but won’t cap resolution https://www.kitguru.net/channel/generaltech/matthew-wilson/netflix-will-lower-streaming-bitrates-in-europe-but-wont-cap-resolution/ https://www.kitguru.net/channel/generaltech/matthew-wilson/netflix-will-lower-streaming-bitrates-in-europe-but-wont-cap-resolution/#respond Mon, 23 Mar 2020 15:00:51 +0000 https://www.kitguru.net/?p=458200 Due to the spread of Coronavirus, a lot of people are staying at home and self-isolating to avoid catching, or spreading the illness. As a result, there has been increased stress placed on internet infrastructure throughout Europe, so Netflix and a few other video streaming services are temporarily lowering quality to avoid internet outages. Now, …

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Due to the spread of Coronavirus, a lot of people are staying at home and self-isolating to avoid catching, or spreading the illness. As a result, there has been increased stress placed on internet infrastructure throughout Europe, so Netflix and a few other video streaming services are temporarily lowering quality to avoid internet outages. Now, Netflix has explained how it plans to tackle the issue in a bit more detail.

Due to its popularity, Netflix dropping quality can reduce internet traffic by a significant margin. In total, Netflix is aiming to reduce bandwidth consumption by 25 percent, but this won't be achieved by blocking off resolution options like Ultra-HD or HD. Instead, Netflix will be dropping the bitrate used for streams at those resolutions.

As part of a blog post, Netflix's VP of content delivery, Ken Florance, explained: “The action we’ve taken maintains the full range of video resolutions. So whether you paid for Ultra-High Definition (UHD), High Definition (HD), or Standard Definition (SD), that is what you should continue to get (depending on the device you are using)”.

“If you are particularly tuned into video quality you may notice a very slight decrease in quality within each resolution”, meaning you will be streaming content at a lower bitrate than previously allowed.

Netflix isn't alone in this temporary endeavour, which will see bitrates across the likes of YouTube, Amazon, Apple TV and Disney+ will also be lowering the default quality of streams in an effort to reduce load on internet infrastructure during the next few weeks.

Discuss on our Facebook page, HERE.

KitGuru Says: When you sign up for a Netflix account, you pay for a maximum resolution and not a maximum bitrate, so those paying for the UHD package are still technically getting what they paid for. However, lower bitrate can be just as noticeable due to compression artefacts and other forms of degradation.

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HTC VIVE Cosmos will have 88 percent higher resolution compared to VIVE and better lenses https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/htc-vive-cosmos-will-have-88-percent-higher-resolution-compared-to-vive-and-better-lenses/ https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/htc-vive-cosmos-will-have-88-percent-higher-resolution-compared-to-vive-and-better-lenses/#respond Fri, 28 Jun 2019 11:00:04 +0000 https://www.kitguru.net/?p=416732 While we have known about the VIVE Cosmos headset for quite some time now, HTC has been quiet on official details. That is now starting to change as we are approaching the Q3 release window. HTC's next Oculus Rift competitor promises to be a big upgrade over the original VIVE, and a small upgrade over …

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While we have known about the VIVE Cosmos headset for quite some time now, HTC has been quiet on official details. That is now starting to change as we are approaching the Q3 release window. HTC's next Oculus Rift competitor promises to be a big upgrade over the original VIVE, and a small upgrade over the VIVE Pro.

The HTC VIVE Cosmos will be the company's first headset to not use SteamVR tracking. Instead, the Cosmos will use an ‘inside out' tracking system with no base stations required, similarly to the Oculus Quest and Oculus Rift S. Compared to the original VIVE, it will also have a major increase in display resolution, jumping from 1080×1200 per eye all the way up to 1440×1700 per eye, which is roughly an 88 percent increase.

HTC hasn't said exactly what lenses it is using for the Cosmos but promises 40 percent better lens clarity. The display being used here is also an RGB panel, which is significant as these displays carry more subpixels, which will further improve visuals. Valve took a similar direction to this with the displays used on the Valve Index headset.

The VIVE Cosmos will also keep the 90Hz refresh rate, which has been the standard since the Oculus Rift and HTC VIVE first came to market. Although some headsets are starting to shoot for different targets now, with the Oculus Rift S offering a 80Hz refresh rate and the Valve Index jumping up to 120Hz (or 144Hz overclocked).

KitGuru Says: We are still waiting on final release date and pricing information for the VIVE Cosmos but so far, it is shaping up to be a very competitive headset. While the Valve Index is likely going to set the bar for overall quality, HTC's jump to inside-out tracking provides a more convenient set up process, which will be appealing to a good number of gamers looking to get into VR. 

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The Witcher 3 is coming to Nintendo Switch, will run at 720p docked and 540p handheld https://www.kitguru.net/gaming/matthew-wilson/the-witcher-3-is-coming-to-nintendo-switch/ https://www.kitguru.net/gaming/matthew-wilson/the-witcher-3-is-coming-to-nintendo-switch/#respond Thu, 13 Jun 2019 08:30:33 +0000 https://www.kitguru.net/?p=415633 This week, CD Projekt Red confirmed that The Witcher 3 will be coming to Nintendo Switch this year. There were rumours surrounding this over the course of 2019 and many doubted that the game could be adjusted to the point of running on a Switch. However, CD Projekt Red has managed to make it happen, …

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This week, CD Projekt Red confirmed that The Witcher 3 will be coming to Nintendo Switch this year. There were rumours surrounding this over the course of 2019 and many doubted that the game could be adjusted to the point of running on a Switch. However, CD Projekt Red has managed to make it happen, although there will be some obvious drawbacks to resolution.

While previous retail listings hinted at a September launch, the E3 announcement only announced a 2019 release date for the game. With that in mind, the game could be delayed past September depending on how the rest of development goes.

The Witcher 3 will run with dynamic resolution switched on while docked, with a maximum resolution of 720p. Meanwhile in handheld mode, the game will run at 540p, which is very low but won't look as bad as it sounds on the Switch's small screen. Just like the other console versions of the game, it will be running at 30 frames per second.

Switch owners will be getting the complete edition of The Witcher 3, so all of the free DLCs and two expansions are included alongside the base game. We don't have a specific release date yet but hopefully we'll hear more on that soon.

KitGuru Says: Getting The Witcher 3 running on Switch at all is a very impressive feat. I don't expect it to look very good but I am still excited to get my hands on this. Will any of you be checking out The Witcher when it comes to Switch?

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Red Dead Redemption 2 console resolutions and performance confirmed https://www.kitguru.net/gaming/matthew-wilson/red-dead-redemption-2-console-resolutions-and-performance-confirmed/ https://www.kitguru.net/gaming/matthew-wilson/red-dead-redemption-2-console-resolutions-and-performance-confirmed/#respond Fri, 26 Oct 2018 07:24:35 +0000 https://www.kitguru.net/?p=392562 It's a big day for Rockstar, the reviews are live and Red Dead Redemption 2 is out in the wild. By most accounts, the game is incredible but how does it perform on each of the different consoles? Thanks to extensive analysis from the folks at Digital Foundry, we have our answer, with the Xbox …

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It's a big day for Rockstar, the reviews are live and Red Dead Redemption 2 is out in the wild. By most accounts, the game is incredible but how does it perform on each of the different consoles? Thanks to extensive analysis from the folks at Digital Foundry, we have our answer, with the Xbox One X version unsurprisingly coming out on top.

Rockstar doesn't always have a great track record when it comes to performance on games coming out late in the generation. GTA V struggled with frame rates and resolution on the Xbox 360 and PS3. The situation appears to be much improved for Red Dead Redemption 2 for most consoles.

The Xbox One S is the weakest console and that shows, with busy areas of the game running at around 27 to 28 frames per second at 872p, or 66 percent of Full HD. Meanwhile, the PS4 manages a full 1080p, although it can struggle to maintain 30 frames per second in busy towns.

The PS4 Pro and Xbox One X are really where things start to get interesting. The PS4 Pro runs the game at 50 percent of full 4K, or 1920×2160 with checkerboard rendering in place. However, performance is more stable compared to the base Xbox One and PS4. The Xbox One X on the other hand is described as the most stable way to play the game, with just one cutscene frame drop. Microsoft's top-end console also runs the game at a native 4K resolution without dynamic scaling, making it the best looking version to boot.

The full article is worth the read, as it dives into frame pacing and graphics settings for each version of the game.

KitGuru Says: Red Dead Redemption 2 is set to be the biggest game of the year. I've only managed to clock in around 30 minutes so far, but I'm itching to jump back in. Are any of you planning to pick up Red Dead Redemption 2 over the weekend? What console will you be getting it on?

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HTC updates GPU requirements for the Vive Pro https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/htc-updates-gpu-requirements-for-the-vive-pro/ https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/htc-updates-gpu-requirements-for-the-vive-pro/#respond Tue, 27 Mar 2018 09:33:58 +0000 https://www.kitguru.net/?p=368494 Since January, a lot has happened in the VR space. HTC announced the VIVE Pro, featuring a 77% resolution bump, pricing was announced recently and pre-orders are already live, with the first headsets set to begin shipping in April. Now, HTC has published the recommended system requirements for this higher resolution headset, and unsurprisingly, they …

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Since January, a lot has happened in the VR space. HTC announced the VIVE Pro, featuring a 77% resolution bump, pricing was announced recently and pre-orders are already live, with the first headsets set to begin shipping in April. Now, HTC has published the recommended system requirements for this higher resolution headset, and unsurprisingly, they are quite high.

The original HTC VIVE came with a 2160×1200 resolution display, or 1080×1200 per eye. The HTC VIVE Pro bumps this up to 2880×1600, or 1400×1600 per eye. This resolution bump understandably needs a faster GPU, so HTC is recommending that Pro headset users have at least a GTX 1070 or RX Vega 56 in their system to take full advantage of the headset.

Other specs currently remain the same, calling for an Intel Core i5-4590 or AMD FX 8350 processor, 4GB of RAM and Windows 8.1 or Windows 10.

The headset will still function on lower-end hardware, but you may not get the most out of the headset. Valve's auto-resolution function for SteamVR will lower your in-game resolution settings to compensate for lesser graphics cards, but if you are dropping £799 on a higher resolution VR headset, then you'll likely want to ensure your PC is up to par in the first place.

KitGuru Says: I'm looking forward to checking out the Vive Pro at some point as currently, my biggest gripe with the original is the low PPI. Are any of you thinking of picking up the Vive Pro when it launches? 

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Youtube is testing 4k videos at 60 FPS https://www.kitguru.net/channel/jon-martindale/youtube-is-testing-4k-videos-at-60-fps/ https://www.kitguru.net/channel/jon-martindale/youtube-is-testing-4k-videos-at-60-fps/#comments Fri, 27 Mar 2015 09:08:43 +0000 http://www.kitguru.net/?p=242298 If you thought your PC was impressive because it was perfectly happy displaying 4k content on Netflix or Youtube, are you willing to test it out against something running at a higher frame rate? Youtube might have supported both 4k videos and 60 frames per second videos for some time, but lately it's been testing a …

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If you thought your PC was impressive because it was perfectly happy displaying 4k content on Netflix or Youtube, are you willing to test it out against something running at a higher frame rate? Youtube might have supported both 4k videos and 60 frames per second videos for some time, but lately it's been testing a few that run at both. Can your PC handle it smoothly?

starcitizenattack
Of course the beautiful Star Citizen is featured

While there is quite a lot of content on the site at 4K resolutions, there's only a handful of clips available at that detail level that also runs at a buttery smooth 60 frames per second, but that's not too surprising considering very few people are actually shooting video at 4k at any decent frame rate right now. In a few years time it might become the norm, but for now it's much more of a novelty.

Still, if you have a 4k display, here's a few very detailed clips for you to enjoy:

[yframe url='http://www.youtube.com/watch?v=fEAyDNWaCto'] [yframe url='http://www.youtube.com/watch?v=J7MQDULNIdU']

Bizarrely, one of the most recent additions has almost nothing going on visually:

[yframe url='http://www.youtube.com/watch?v=J7MQDULNIdU']

As TechCrunch points out, these videos are party of a very select playlist called 4k60 put together by the Youtube developers. It will be interesting to see if it gets any bigger in the next few months.

Discuss on our Facebook page, HERE.

KitGuru Says: Since I'm still holding fire on buying a 4K display, enjoying these videos at full resolution and frame rate isn't a luxury I have, but I bet a few of you can do it. How do they look?

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Battlefield Hardline console resolutions confirmed https://www.kitguru.net/gaming/matthew-wilson/battlefield-hardline-console-resolutions-confirmed/ https://www.kitguru.net/gaming/matthew-wilson/battlefield-hardline-console-resolutions-confirmed/#comments Mon, 09 Mar 2015 20:06:31 +0000 http://www.kitguru.net/?p=239318 Battlefield Hardline comes out in a couple of weeks on all current generation platforms. Visceral Games is hoping to have a better launch in order to make up for the mess that was Battlefield 4 although one thing hasn't been discussed just yet, what resolution and frame rate will the game be running at one …

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Battlefield Hardline comes out in a couple of weeks on all current generation platforms. Visceral Games is hoping to have a better launch in order to make up for the mess that was Battlefield 4 although one thing hasn't been discussed just yet, what resolution and frame rate will the game be running at one the Xbox One and PlayStation 4?

Visceral Games confirmed its console settings on Twitter and they are the same as Battlefield 4 at launch. The Xbox One will be running the game in 720p while the PS4 pulls ahead a bit running at 900p,both consoles will be running the game at 60 frames per second.

battlefield-hardline-1-600x337

While the resolution on both consoles is fairly disappointing, especially considering that Battlefield is fairly easy to drive even on budget gaming PCs, Visceral has made a choice worthy of noting. Rather than pushing graphical fidelity, like many modern titles, the studio has opted for a higher frame rate.

Battlefield Hardline launches on the 19th of March on the Xbox One, PS4 and PC. There will be a premium DLC membership and Xbox One owners will get early access thanks to the EA Access subscription service.

Discuss on our Facebook page, HERE.

KitGuru Says: It has been a long time since the launch of the new consoles and most developers have managed to squeeze a bit more performance out of the hardware. It's a shame that Visceral has had to settle for the same graphical settings as Battlefield 4 at the launch of the new generation systems. 

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Naughty Dog to continue pushing for 1080p 60FPS on PS4 https://www.kitguru.net/professional/development/matthew-wilson/naughty-dog-to-continue-pushing-for-1080p-60fps-on-ps4/ https://www.kitguru.net/professional/development/matthew-wilson/naughty-dog-to-continue-pushing-for-1080p-60fps-on-ps4/#comments Wed, 22 Oct 2014 18:30:15 +0000 http://www.kitguru.net/?p=217958 Naughty Dog has confirmed that it is continuing to push for 1080p and 60 frames per second for all of its future games on the Playstation 4. The company's dedication to full HD resolution and smoother frame rates solidified after it released The Last of Us Remastered on the PS4, which garnered up plenty of …

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Naughty Dog has confirmed that it is continuing to push for 1080p and 60 frames per second for all of its future games on the Playstation 4. The company's dedication to full HD resolution and smoother frame rates solidified after it released The Last of Us Remastered on the PS4, which garnered up plenty of praise from fans and critics alike.

Naughty Dog is currently working on its Uncharted series follow up, Uncharted 4: A Theif's End, we've seen a few impressive looking images from the game so far, including an in-engine PS4 render of Nathan Drake's face. Unfortunately though, its just a picture of a picture, rather than a proper shot.

Nathan Drake

While talking about achieving 1080p and 60 frames per second, Naughty Dog Community Manager, Arne Meyer, said: “I think that's what we want to push for with anything we're doing on this generation. That's sort of the mandate from when we were building the PS4 engine. Let's see if we can do this and hit it. We hit it with The Last of Us Remastered, so why not stick with this?”

Many Playstation owners are looking forward to the next Uncharted game. However, rumors have been floating around about a potential PS4 remaster of the original trilogy, much like the Last of Us, Meyer has addressed those rumors, stating that “I personally think it would work well, because there's a lot of attention on the studio between the success of Uncharted 2, 3 and The Last of Us. It'd be nice to give players the opportunity to go back and play the older games, and people who are new to the PlayStation platform.”

However, Meyer also noted that the team is very busy and doesn't know if they'll have the time or man power to dedicate to it any time soon: “I think that'd be great – but I have no idea how that could fall into our timeline.”

The Last of Us Remastered took around a year to create with a full, dedicated team working on it the entire time, so it's possible that Naughty Dog just doesn't have the time right now to properly re-create the first three Uncharted games for the PS4.

Discuss on our Facebook page, HERE.

KitGuru Says: It's nice to see that Naughty Dog has the right idea, gamers generally tend prefer the smoother 60 frames per second experience over 30. More developers should follow in Naughty Dog's footsteps and learn that 30 frames per second does not offer a ‘cinematic feel'. Are you guys glad to see a console developer striving to hit 1080p and 60 frames per second? Do you think that Naughty Dog will manage to hit both targets like it did with The Last of Us Remastered? 

Source: Eurogamer

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Witcher 3 dev responds to no 1080p on Xbox One or PS4 claims https://www.kitguru.net/gaming/matthew-wilson/witcher-3-dev-responds-to-no-1080p-on-xbox-one-or-ps4-claims/ https://www.kitguru.net/gaming/matthew-wilson/witcher-3-dev-responds-to-no-1080p-on-xbox-one-or-ps4-claims/#comments Fri, 22 Aug 2014 13:00:23 +0000 http://www.kitguru.net/?p=208451 The developer behind The Witcher 3: The Wild Hunt, CD Projekt Red, has responded to reports suggesting that the game won't hit the 1080p mark on either the Xbox One or the Playstation 4. Tomasz Tinc, the company's Marketing Manager has explained that there is still a good six months to go before release and that …

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The developer behind The Witcher 3: The Wild Hunt, CD Projekt Red, has responded to reports suggesting that the game won't hit the 1080p mark on either the Xbox One or the Playstation 4. Tomasz Tinc, the company's Marketing Manager has explained that there is still a good six months to go before release and that the guys behind the game's engine are still in the process of optimising. 

Speaking with Gamespot, Tinc said: “We are working hard on optimizing the game and nothing is set in stone. Our engine team remains optimistic and we will surely squeeze the most we can out of each console. I know you might be expecting concrete info like the final frame rate and resolution, but it's simply impossible to give you that sort of thing before the optimization process is complete.”

TheWitcher3Skyrim-600x250

Optimisation is usually one of the last things developers get around to doing when creating a game, so it makes sense that the company can't reveal the title's final frame-rate or resolution just yet. However, given the PS4 and Xbox One's current track record- I would be surprised if either machine managed 1080p. Especially when you consider how demanding The Witcher 2 was on modern day PC's. 

We don't know the recommended specifications for the game on the PC either, it's possible that today's high end rigs will struggle. Only time will tell.

Discuss on our Facebook page, HERE. 

KitGuru Says: I think the best thing Sony, Microsoft and console developers can do right now is to simply stop talking about resolution. Gamers that truly care about getting a ‘superior experience' should just invest in a decent PC instead- you don't buy a console for sharper textures or higher resolutions, you buy them for the simplicity. 
What do you guys think? Should console developers stop announcing resolutions all of the time? 

Source: Gamespot

 

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Destiny will now perform the same on Xbox One and PS4 https://www.kitguru.net/gaming/matthew-wilson/destiny-will-now-perform-the-same-on-xbox-one-and-ps4/ https://www.kitguru.net/gaming/matthew-wilson/destiny-will-now-perform-the-same-on-xbox-one-and-ps4/#respond Wed, 11 Jun 2014 11:20:42 +0000 http://www.kitguru.net/?p=197659 Microsoft recently announced its intention to sell a Kinectless Xbox One bundle, which led to the introduction of its new SDK, which will allow developers to fully access the GPU without having to reserve 10 per cent for Kinect functions. Fortunately for Microsoft, this decision is already paying off as Bungie announced that it would …

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Microsoft recently announced its intention to sell a Kinectless Xbox One bundle, which led to the introduction of its new SDK, which will allow developers to fully access the GPU without having to reserve 10 per cent for Kinect functions. Fortunately for Microsoft, this decision is already paying off as Bungie announced that it would make use of the Xbox One's extra horsepower.

Previously, Destiny was going to run at a lower resolution on the Xbox One, continuing the trend of multi-platform games looking better on the PS4. However, this is no longer the case, both consoles will now run Destiny at 1080p and 30 frames per second.

Destiny-600x337

It's important to note that Destiny is just one game, we don't know if the extra GPU resources found in the Xbox One will lead to all games hitting 1080p but this is a good start. Sony has boasted since the PS4's announcement that its console would be the best place to play Destiny. However, now that the performance gap has closed, that might not be true anymore.

This was all according to Spike TV's Geoff Keighley, who tweeted after an Xbox related interview: “After @xboxp3 interview I've been asking devs about impact of new Xbox sdk on perf. Bungie says it will get Destiny to 1080p/30fps on XB1.”

Discuss on our Facebook page, HERE.

KitGuru Says: Microsoft had a really good E3 this year, Phil Spencer has done a good job of winning people back and making smart decisions for the brand. Even the games are starting to appeal to me, particularly Sunset Overdrive. It looks like the Xbox One is strengthening its position but will it catch up to the PS4 this holiday season? What do you guys think? 

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Logitech G602 Wireless Gaming Mouse Review https://www.kitguru.net/peripherals/henry-butt/logitech-g602-wireless-gaming-mouse-review/ https://www.kitguru.net/peripherals/henry-butt/logitech-g602-wireless-gaming-mouse-review/#comments Tue, 25 Mar 2014 11:40:48 +0000 http://www.kitguru.net/?p=182620 Today we are going to take a look at one of Logitech's more advanced gaming mice – the G602.  This was released last year and is designed for those gamers who are looking for a capable gaming mouse, offering lag-free wireless connectivity. Logitech are one of the longest established and most highly regarded manufacturers in …

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Today we are going to take a look at one of Logitech's more advanced gaming mice – the G602.  This was released last year and is designed for those gamers who are looking for a capable gaming mouse, offering lag-free wireless connectivity.

Logitech are one of the longest established and most highly regarded manufacturers in the peripheral market, although the focus of their product range is the mainstream market.  We have reviewed a number of their gaming products over the last few years and have been generally impressed by the quality and value for money that they offer.

It will be interesting to see how the Logitech G602 fares against other gaming mice from dedicated gaming peripheral manufacturers in our tests.  We are also interested to see whether the G602 is as ‘lag-free' as Logitech claim.
IMG_6240

Features

  • Enduring Battery Life
  • Wireless Gaming Technology
  • 11 Programmable Controls
  • Delta Zero Sensor Technology
  • In-Game Sensitivity Switching
  • Peformance/ Endurance Modes
  • Intuitive, Comfortable Design

Specification

  • Resolution: 250 – 2500 dpi
  • Max. acceleration: >20G
  • Max. speed: up to 2 meters/second (80ips)
  • USB data format: 16 bits/axis
  • USB report rate: Up to 500 reports/second
  • Dynamic coefficient of friction – Mu (k): .09
  • Static coefficient of friction – Mu (s): .14*
  • Buttons (Left / Right): 20 million clicks
  • Feet: 250 kilometers
  • Performance mode: up to 250 hours
  • Endurance mode: up to 1440 hours
  • Wireless range: 3 meters
  • Warranty: 3 years
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The Titanfall beta runs at 792p on Xbox One https://www.kitguru.net/gaming/matthew-wilson/the-titanfall-beta-runs-at-a-weird-resolution-on-xbox-one/ https://www.kitguru.net/gaming/matthew-wilson/the-titanfall-beta-runs-at-a-weird-resolution-on-xbox-one/#respond Fri, 14 Feb 2014 13:56:30 +0000 http://www.kitguru.net/?p=177535 The Titanfall beta is live for those of you who were lucky enough to get a beta key but for Xbox One users the game seems to be running at a pretty weird resolution. The Titanfall beta is currently running at 1408×792 or 792p, Respawn has confirmed. Eurogamer was the first to discover this after …

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The Titanfall beta is live for those of you who were lucky enough to get a beta key but for Xbox One users the game seems to be running at a pretty weird resolution. The Titanfall beta is currently running at 1408×792 or 792p, Respawn has confirmed. Eurogamer was the first to discover this after playing through the tutorial section of the game.

Respawn's Community Manager, Abbie Heppe, confirmed the obscure resolution on the game's official blog but noted that the resolution will increase in the final build of the game. At the moment the developer seems to be targeting a 900p resolution and will upscale to 1080p.

Titanfall_wallpaper2560x1440

Titanfall uses a modified version of the Source Engine, which debuted with the release of Half Life 2, ten years ago.  The game will release on the 11th of March on the Xbox One and PC while the Xbox 360 version has been delayed until the 25th.

KitGuru Says: It's a shame that the Xbox One can't handle 1080p gaming, if Microsoft didn't spend so much money on the Kinect, it probably could have made the console's graphic power better. 

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Sony unveils its own 82in 4k LCD TV https://www.kitguru.net/peripherals/monitors/jon-martindale/sony-unveils-its-own-82in-4k-lcd-tv/ https://www.kitguru.net/peripherals/monitors/jon-martindale/sony-unveils-its-own-82in-4k-lcd-tv/#comments Thu, 30 Aug 2012 17:00:24 +0000 http://www.kitguru.net/?p=106477 Playing catchup to LG, Sony has unveiled its own 4k LCD TV with a whopping 82 inch diagonal screen length – two inches shorter than the rival LG offering. However, while the new Bravia might come up a couple of inches short in one dimension, it maintains the same huge 4k resolution of 3,840 x …

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Playing catchup to LG, Sony has unveiled its own 4k LCD TV with a whopping 82 inch diagonal screen length – two inches shorter than the rival LG offering.

However, while the new Bravia might come up a couple of inches short in one dimension, it maintains the same huge 4k resolution of 3,840 x 2,160 pixels, offering a massive jump in detail over traditional High Definition sources like Blu-Ray.

Of course the real problem with a set like this is providing it with sources that are able to conform to its standard. High Definition channels on regular TV are becoming more common place, but the majority still operate at standard definitions and we're way off having multiple 4k resolution channels. Still, in a chicken and egg scenario, one has to come first and as these sorts of televisions come down in price and become more common place, it's likely we'll see services providing the UDTV streams that this sort of display was built for.

Sony Bravia
Combine this with Valve's Big Screen tech and you have a very pretty game

That said, it's unlikely to come from a disc or broadcast format for some time, so we'll likely see the first regularly available content for TVs like the new Bravia KD-84×9005 (a catchy name if ever we heard one) come from streaming sources like Netflix, Sky and Lovefilm. Of course it will be bandwidth dependent. Considering 1080p movies are often more than 10GB in size, to stream footage of something with four times the resolution – and therefore presumably at least four times the file size – fibre connections are going to be a must have.

Still, when you're able to shell out nearly £20,000 on a TV, having up to date broadband shouldn't be too much of a concern.

The new Bravia TV is set for release in the fourth quarter of this year.

KitGuru Says: It's going to be a while before this sort of set is embraced by the public. At least another half decade – HD sets have only recently become the norm. By then people might even be fully enamoured with 3D, though it's not 100 per cent. We've had that technology for a while now and most people just aren't' that fussed.

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Gamers trump normal folks for resolution https://www.kitguru.net/peripherals/monitors/harrison/gamers-trump-normal-folks-for-resolution/ https://www.kitguru.net/peripherals/monitors/harrison/gamers-trump-normal-folks-for-resolution/#comments Sun, 15 Apr 2012 07:10:03 +0000 http://www.kitguru.net/?p=87140 Following up on KitGuru's earlier story about the most common resolutions found in modern online society, we decided to run a separate analysis on the resolutions preferred by gamers. That gamers want (and pay for) more pixels is no surprise – but what is their favourite resolution? KitGuru gets all steamed up over the question. …

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Following up on KitGuru's earlier story about the most common resolutions found in modern online society, we decided to run a separate analysis on the resolutions preferred by gamers. That gamers want (and pay for) more pixels is no surprise – but what is their favourite resolution? KitGuru gets all steamed up over the question.

Ask people about their car/job/partner and you could get a wad of different answers. Inaccuracies, lies, memory failings and statistics can all get in the way. With computers, the ‘no lies here mate' zone belongs to things like Microsoft's Plug-n-Play.

Major game delivery expert, Steam, has an automated online survey for its customers and it makes for very interesting reading. The maximum potential sample size for this survey is in the order of 10 million gamers (based on those who have signed up for the Community), but while the actual sample size is not so easy to gather – you can be sure it's several hundred thousand.

So, simply put, it's an accurate representation of the way gamers are specifying their rigs these days. Let's have a look at the most popular resolutions – alongside the amount of gamers that use them.

Add the two 1920 numbers together and it's almost a 3rd of the market

.

Right now, if we compare the average gamer resolution (1920×1080 – according to Steam) and the average resolution for a normal person (1366 x 768 – according to Stat Counter), then the gamers are using almost 100% more pixels (97.66% to be more precise).

Now that the humble iPad has (almost exactly) a million more pixels than your average HD TV, the poor old regular use is being left well behind.

iPad is ahead of gamers, who are ahead of Joe Shmoe

KitGuru says: The lack of movement in the resolution department has been killing many of the hardware companies. Gaming has become fixated on the consoles – none of which offer decent resolution. While the iPhone 5 will create a stir, no doubt, it's a next-gen console that the market is really calling out for. We needs them pixels.

Comment below or in the KitGuru forums.

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Stat Counter finds that 1366 x 768 is now the #1 choice https://www.kitguru.net/peripherals/monitors/stephen-dougherty/stat-counter-finds-that-1366-x-768-is-now-the-1-choice/ https://www.kitguru.net/peripherals/monitors/stephen-dougherty/stat-counter-finds-that-1366-x-768-is-now-the-1-choice/#comments Thu, 12 Apr 2012 15:21:08 +0000 http://www.kitguru.net/?p=87070 For many years now 1024 x 768 has remained the most popular computer screen resolution with website developers always needing to ensure that the sites they're working on will accomodate that resolution first and foremost. However, the latest statistics shared out by StatCounter show that this oldschool 4:3 aspect resolution is no longer the dominant …

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For many years now 1024 x 768 has remained the most popular computer screen resolution with website developers always needing to ensure that the sites they're working on will accomodate that resolution first and foremost.

However, the latest statistics shared out by StatCounter show that this oldschool 4:3 aspect resolution is no longer the dominant resolution in the computing realm with 1366 x 768 having now taken over.

Meanwhile, the resolutions that enthusiasts and gamers more commonly use these days still have only single digit market-share with 1920 x 1080 and 1680 x 1050 being under 5% each.

It is most probable that the reason for the 1366 x 768 resolution to have taken first place is due to highly accelerated sales growth in the notebook market over recent years as well as the resolution being a popular choice for entry-level PC monitor buyers.

There's an interactive screen resolution stats graph located here, while StatCounter's official press release that was issued out as a screen resolution alert for Web Devs can be read here.

KitGuru says: It's hard to believe after so many years that 1024 has remained the primary resolution used, but then we aren't your average Joes in this space. With that said, certainly the 1366 rise makes sense when looking at how many low budget notebooks are out there running that resolution natively these days.

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HTC Desire: Android unloads in KitGuru’s face https://www.kitguru.net/lifestyle/mobile/iphone/faith/htc-desire-android-unloads-in-kitgurus-face/ https://www.kitguru.net/lifestyle/mobile/iphone/faith/htc-desire-android-unloads-in-kitgurus-face/#comments Mon, 17 May 2010 07:11:12 +0000 http://www.kitguru.net/?p=2010 KitGuru loves HTC and has done for a long time, in spite of the absolutely rubbish ability of Windows Mobile to actually do email. With so many great multi-function phone on the market, we wanted to see which we’d buy if pushed. The box is attractive, neat and simple. One word of warning though, once …

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KitGuru loves HTC and has done for a long time, in spite of the absolutely rubbish ability of Windows Mobile to actually do email. With so many great multi-function phone on the market, we wanted to see which we’d buy if pushed.

The box is attractive, neat and simple. One word of warning though, once you slice the security plastic – the phone box will happily slide straight through (luckily we were on the sofa at the time – no harm done!).

Straight away you are hit with the feeling that this is a mature product. A pro-class piece of hardware that can hold its own in the look & feel department. This is important, because any perception that a product is a ‘toy’, can rapidly affect its desirability in the corporate space.

It boasts simple controls, quick set up and ease of use. Just like the Blackberry 9700, you are highly unlikely to ever look at a manual – it is a really usable device.

Size-wise, if you remember the old HTC with the fantastic pull-out keyboard – then the new HTC Desire is about the size of the screen section. Side by side, it's about the same as an iPhone and a little longer than the  Blackberry 9700.

In use, the HTC does exactly what you’d expect of it. It scores and misses exactly where the iPhone does against RIMs market-leading business tool. Head to head with the Blackberry 9700, it comes out on top for media, but loses out against Blackberry’s superior communications infrastructure. In the same way that MSN messenger has become the de facto software for business users on the desktop, all of the serious players we know in the IT industry use Blackberry messenger for business chat on the move.

But that’s not what the HTC Desire is about. It’s about having the coolest piece of kit on the block. Something that can kick the iPhone off the park with room to spare. It’s also the prodigal son that die-hard HTC fans have been waiting for. So the question is, does it achieve its intentions or fall short of the mark ?  In this table you can see the ‘obvious wins' in bold red and the glaring omissions in bold black.

Screen Res Battery Cam Res CPU Speed RAM Storage MP3/WMA Flash YouTube Weight
HTC Desire 800 x 480 1.5 days 5 1GHz 576MB 512MB Yes/Yes Yes Yes 135
Blackberry 9700 480 x 360 2 days 3.2 624Mhz 256MB 2.2GB Yes/Yes No Yes 122
iPhone 480 x 320 1 day 3 600MHz 256MB 16GB Yes/No No Yes 135

We love it. It’s feature set matches/exceeds Apple’s in every respect – and the battery lasts a significant amount longer. It is fast and responsive, happy to work with a broad range of media while also giving you a wonderfully sharp  9.4cm  AMOLED screen. On a 24 month contract with T-Mobile, it’s around £29 a month for 2 wonderfully media-rich years (or you can just buy one for £400 and stick it on whichever network you prefer).

That said, it doesn't have Apple's illogical appeal or iTunes or the app store. It does have a widget store, plays standard windows media files and holds its own in the looks department.

KitGuru says: If you need a hardcore business tool, then you can’t easily go outside Blackberry. For everyone else?   Gone on, buy yourself some bragging rights – just don’t forget to get a whopping great microSD at the same time.  The only thing you will miss from the old HTC phones is the integrated ear-wax removal tool (I believe the manual called it a stylus).

Discuss in our forum or just leave a quick comment below.

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