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3DS has best ever Nintendo handheld launch

[by , CNET]

The Nintendo 3DS had the best U.S. launch of any handheld the game company has ever released, according to a statement today.

“U.S. day-one sales numbers for the Nintendo 3DS were the highest of any Nintendo handheld system in our history,” a company representative told CNET today. Though Nintendo didn’t release actual sales figures, the company said that first-week sales will be available from research firm NPD when it announces its March industry revenue findings next month.

Nintendo launched the 3DS in the U.S. on Sunday for $249. The device, which allows users to play 3D games without the need for special glasses, was readily available online and in some stores around the U.S. following the launch, prompting some to wonder whether Nintendo enjoyed the same kind of success in North America as it did in Japan. The handheld reportedly sold out in Japan during its first weekend of availability.

The achievement shouldn’t be taken lightly. The device’s launch has outpaced some of the bestselling game handhelds ever released, including the Nintendo Game Boy, the Nintendo DS, and many others. Nintendo revealed earlier this year that it sold more than 47 million DS units in the U.S. alone since that platform’s launch in 2004. The 3DS seems well on its way to matching its predecessor.

But amid all the good news coming from the 3DS, the platform has caught some flak from upset customers who say their devices were crashing while they were playing games. In those cases, players were reportedly forced to shut the device off and start over.

Though Nintendo didn’t specifically cite those issues, the company told CNET today that it hasn’t received too many complaints about its 3DS, and the rate of hardware failure was actually quite low.

“The number of calls and e-mails received by our customer support center is well below the rate experienced during past hardware launches, and there are no widespread issues,” the Nintendo representative told CNET. “As always, people who have questions or comments about Nintendo 3DS or any Nintendo products can visit our support Web site or call 800-255-3700.”
See the original story here: http://news.cnet.com/8301-13506_3-20048482-17.html?tag=mncol;title

 

Buyer Beware: Rating Nintendo 3DS Launch Games

[By Chris Kohler, Wired.com]

Having played the majority of the first wave of games for the Nintendo 3DS, we can say one thing for sure: The glasses-free 3-D handheld, which hits U.S. stores Sunday, will be stuck in the launch doldrums for a while.

Yes, many of the 16 games that will be available at launch prove entertaining enough. And there’s a lot of fun stuff to do with the hardware, even if you don’t buy a single game.

But in the rush to make it out on Day One, developers have cut corners. Some games last only a few hours, others lack the communication features that were supposed to make 3DS games special, and some are rush-job ports from other hardware. It’s not that there’s anything particularly bad about them. It’s just clear we’re going to have to wait for games that fully exploit what 3DS can do.

Like iPad early adopters, gamers who snag a 3DS this weekend will no doubt be itching for something to do with their snazzy new machines. Unlike iPad apps, 3DS games typically retail for $40 a pop. If you want to spend that money wisely, read our hands-on impressions of games that will be available for Sunday’s launch.

See the original post and read the comments on each game here: http://www.wired.com/gamelife/2011/03/3ds-games-buyers-guide/

 

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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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