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Nintendo officially rubberstamps 3DS launch games

As the March 25/27 launch date of the Nintendo 3DS creeps ever closer, Japanesetechnology giant Nintendo has continued to turn the screw of consumer intrigue by confirming the console’s first wave of videogame titles.

Set for release on the same day as the eagerly anticipated dual-screen stereoscopichandheld, the opening salvo of software will include first-party offerings such as Pilotwings: Resort (which takes place above the Wii Sports Resort island), and pet simulator Nintendogs + Cats.

On the third-party side, prospective buyers can look forward to: Capcom’s Street Fighter IV: 3D Edition; EA’s The Sims and Madden NFL Football; Konami’s PES 2011 3D; Namco’s Ridge Racer 3D; KOEI’s Samurai Warriors: Chronicles and SEGA’s Super Monkey Ball 3D.

With poor third-party software support usually a common complaint where Nintendo hardware is concerned, the 3DS promises to be the exception to the rule thanks to other launch titles such as LucasArts’ LEGO Star Wars III: The Clone Wars, and a raft of Ubisoft releases such as Asphalt, Rayman, Splinter Cell 3D and Ghost Recon: Shadow Wars.

Beyond the console’s initial launch window, major first-party franchise games The Legend of Zelda: Ocarina of Time 3D, Star Fox 64 3D, and Kid Icarus are all expected shortly thereafter.

See the original story here.

Hands on: Nintendo 3DS review

It’s fairly clear that the powers that be at Nintendo HD in Japan firmly believe that 3D is the future. “The 3DS will change gaming… again,” executives said at the launch conference, citing the company’s track record with the Wii and Wii Fit.

The questions are: is their faith in the technology going to translate to a real game changer? And is tacking on the clever autosteroscopic 3D screen to ageing DS technology really the best way to take us to this utopian three-dimensional future?

From the outset, any kind of critique of the 3DS needs to be tempered with the very big disclaimer that the autosteroscopic 3D is very much a “suck it and see” technology.

For some, the addition of a genuinely well-designed top screen, the fact that it allows you to see 3D very effectively without the need for glasses, and the fact that the handheld has a slider that allows you to alter the effect to suit the way in which you hold the console to suit your vision will be groundbreaking.

But for others, the 3D will be a gimmick – not enhancing games but distracting from the playability or merely a nice trick that will quickly grow old.

The enhancements in the 3DS are not limited to the 3D screen, but it is fair to say that it is this addition that will define it, despite some nifty communications tools like StreetPass and SpotPass and, crucially, an analogue stick to join the almost bewildering array of input options already present in the DS platform

The Nintendo 3DS will live or die by the 3D – and despite a lacklustre launch line-up, the early indicators are that this will make sure the entire platform is alive and kicking for some time to come.
Original post here: http://www.techradar.com/news/gaming/handhelds/hands-on-nintendo-3ds-review-697325

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Specification for Naming VFX Image Sequences Released

ETC’s VFX Working Group has published a specification for best practices naming image sequences such as plates and comps. File naming is an essential tool for organizing the multitude of frames that are inputs and outputs from the VFX process. Prior to the publication of this specification, each organization had its own naming scheme, requiring custom processes for each partner, which often resulted in confusion and miscommunication.

The new ETC@USC specification focuses primarily on sequences of individual images. The initial use case was VFX plates, typically delivered as OpenEXR or DPX files. However, the team soon realized that the same naming conventions can apply to virtually any image sequence. Consequently, the specification was written to handle a wide array of assets and use cases.

To ensure all requirements are represented, the working group included over 2 dozen participants representing studios, VFX houses, tool creators, creatives and others.  The ETC@USC also worked closely with MovieLabs to ensure that the specification could be integrated as part of their 2030 Vision.

A key design criteria for this specification is compatibility with existing practices.  Chair of the VFX working group, Horst Sarubin of Universal Pictures, said: “Our studio is committed to being at the forefront of designing best industry practices to modernize and simplify workflows, and we believe this white paper succeeded in building a new foundation for tools to transfer files in the most efficient manner.”

This specification is compatible with other initiatives such as the Visual Effects Society (VES) Transfer Specifications. “We wanted to make it as seamless as possible for everyone to adopt this specification,” said working group co-chair and ETC@USC’s Erik Weaver. “To ensure all perspectives were represented we created a team of industry experts familiar with the handling of these materials and collaborated with a number of industry groups.”

“Collaboration between MovieLabs and important industry groups like the ETC is critical to implementing the 2030 Vision,” said Craig Seidel, SVP of MovieLabs. “This specification is a key step in defining the foundations for better software-defined workflows. We look forward to continued partnership with the ETC on implementing other critical elements of the 2030 Vision.”

The specification is available online for anyone to use.

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