Archive for July 16th, 2009

New technology set to saturate the TV market: Sharp estimates 40% of TVs to be LED by 2011

sharpledhdSharp previewed its new range of full LED backlight TVs in London this week – the LE600 and LE700 Aquos series – and predicted the technology would flood the market over the next two years.

Speaking to TechRadar, Sharp’s UK MD Paul Molyneux was very excited about LED technology, and wanted Sharp to be at the forefront of what is set to be an LED revolution in TV circles.

“While there is other LED TVs out there, we want the whole market to be LED,” explained Molneux. “Our products will stand side by side with anybody who launches.”

When asked where he saw the technology going, Molyneux was quick to label LED technology as the future, explaining: “We think LED as a technology will account of 30 to 40 per cent of products certainly within the next two years.”

Selling picture quality

Sharp’s decision to go full LED backlight, however, has meant its new 600 series and 700 series of TVs are a little on the chunky size, something Molyneux insists isn’t a drawback.

“Consumers buy TVs for different reasons – we are selling ours on picture quality,” he noted.

“There’s a reason why our TVs are designed in a slightly different way. You have full array LED versus edge LED. There are some trade offs if you go for edge LEDs and there’s some if you go for full array.

“If picture quality is what you really want to focus on, then as far as we are concerned you should be buying a full array LED set.”

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over 60% of HDMI Cables Don’t Comply

More than 60% of HDMI cable fail a compliance test claims Michael Schaller a former senior executive with HDMI Licensing at the 2009 CEDIA Expo.

Speaking at the 2009 CEDIA Expo in Sydney, Schaller who is now the US manager for Australian cable Company Kordz said that retailers are now selling HDMI cables that they do not realise, are not compliant.

“The biggest problem is that some cable Companies are stealing a licence, then using poor components to manufacture a cable. The retailer does not necessarily know because the packaging carries an official compliance logo”.

“The end result is poor quality performance for the end user. We have followed up several of these Companies and what we have found is that they are not only using sub standard components but when challenged often disappear making it hard to track them down”. He added.

90% of HDMI cables are assembled by hand because labour is cheap in China. There is no quality control on these cables. At Cablesson we have just released new high end HDMI cables that are machine soldered at the point where they terminate, this allows for consistent quality across the very thin strands that carry the content. Also each product is tested by Highly trained QC Staff, who insure that all Cables are tested twice. We believe this is important as one gets a consistent solder. Other 90% of HDMI cables do not have this as they are hand assembled.

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Dolby TrueHD

Dolby TrueHD is an advanced lossless multi-channel audio codec developed by Dolby Laboratories which is intended primarily for high-definition180px-Dolby_TrueHD_svg home-entertainment equipment such as Blu-ray Disc and HD DVD. It is the successor to the AC-3 Dolby Digital surround sound codec which was used as the audio standard for DVD discs. In this application, Dolby TrueHD competes with DTS-HD Master Audio, another lossless codec from Digital Theater System.

Dolby TrueHD uses Meridian Lossless Packing (MLP) as its mathematical basis for compressing audio samples. MLP was used on the earlier DVD-Audio format, but details of Dolby TrueHD and DVD-Audio differ substantially. A Dolby TrueHD bitstream can carry up to 14 discrete sound channels. Sample depths up to 24 bits/sample and audio sample rates up to 192 kHz are supported. Like the more common legacy codec Dolby Digital, Dolby TrueHD bitstreams carry program metadata. Metadata is separate from the coding format and compressed audio samples, but stores relevant information about the audio waveform. For example, dialog normalization and Dynamic range compression are controlled by metadata embedded in the TrueHD bitstream.

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Initial Metroid Prime 3 Thoughts

We picked up Metroid Prime 3 yesterday after a quick trip to town and I got to spend about 2 hours with the game running it through it’s paces. After smelling the game manual like a freak to ensure it had that Nintendo freshness to it, I popped the game into the Wii and fired it up. I’m going to try very hard to keep important spoilers to a minimum here.

You start off in Metroid Prime 3 on your ship as it’s docking with a much, much larger carrier/battleship to meet with some folks about a job they need you to do. While you are inside your cockpit, you can look around and push on various buttons that actually serve various purposes. Some open up communications, others adjust the windshield to close and open it, and some buttons give you status reports on enemies killed and more. Once you get docked with the big ship, you start getting familiar with the controls as you make your way to the captain. Everyone is expecting you so if you press A to speak with folks you’ll get their full cooperation in helping you find your way.

You’re not alone this time in the overall mission as you will have a few of the Hunters from the DS game on your side and they show up fairly early on in the game. There’s a humorous moment when you meet everyone as you see another Samus Aran standing there. I won’t say anything more about that but my initial surprise turned into laughter very quickly. The captain explains everything to you all and to give you the gist of the mission at hand without spoiling it, here’s the bottom line for the intro:

Bad guys are on the way, help us out by getting to your ship and making it down to the planet they are after.

You make your way to your ship, head on down to the first planet and assist them in other missions I don’t want to spoil but make for a GREAT opening to a game. You get a sense of the enemies and how to fight them, how to use the controls and the maps and such, and you also get a feel for how big the game is going to be as you come across doors and areas that can’t be reached until you find a few upgrades.

The graphics, while not in high definition, look fantastic; the best I’ve seen from any Wii game so far. The art direction has gone a long way in this game to make it a beautiful experience. I played the game for about 1.5 hours before realizing I didn’t have my Wii setup for 480p or Widescreen and I was still in awe at how great it looked. Of course it looked even better once I setup the Wii to match our HDTV setup.

The controls felt very natural immediately after getting started and you continually get better at controlling Samus until it feels so good you can’t imagine going back to play Metroid Prime 1 with the thumbsticks again. As great of a game as MP1 is, I just can’t bring myself to give up the superior control scheme the Wii offers in aiming. You don’t only use the Wii motion controls for aiming though as you’ll be opening doors and pressing buttons, pulling pieces of metal and other debris away, and other non-combat moves that work very well with the controllers.

You’ve perhaps heard how the game was made specifically for the Wii and wonder exactly what that means. In certain places, there are puzzles so early on and integral to the level design that require the precise and quick aiming the Wii controls offer. There are also enemies that once you fight them you’ll understand that they could have only been fought using the quick aiming of the Wii Remote. Little things like this are all over the place making sure you get the point that this is not a reworked GameCube game, nor would this game work with traditional controls. The controls never feel cumbersome, laggy, or anything but spot on for the game.

I’ve spent plenty of time scanning various things and while it’s not necessary to scan everything in the game, you get some cool bonus’ to unlock when you scan the right things. Scanning lifeforms, lore relics, and other important objects from the game will grant you achievements points that can be saved up and then used to unlock things like a Mii Bobble Head or even a Screenshot feature that allows you to take in-game screenshots and send them to friends. You also earn Friend Vouchers by accomplishing certain goals like 100 Kills that you can send to your friends. By doing this, you earn Friend Points that can also be used to open certain bonus features.

Leave a comment in this article if you add me and I will add you back promptly.

I’m about to jump back in for some more action as I’ve barely scratched the surface. I’ve made it through the initial training stuff that the Metroid Prime games have used to familiarize you with the game and world. If you have any questions about the title or anything I might have forgot to mention, ask away and I’ll try to answer it the best I can. —by AndyG

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