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November 17th, 2019, 21:26 Posted By: wraggster
Apple is reportedly developing multiple new pieces of AR and VR hardware, including a combined headset created with gaming in mind.
Bloomberg reports that according to people familiar with the matter, Apple is working on a combined VR and AR headset for release in 2021 or 2022 that will focus on gaming, as well as video and attending virtual meetings. The headset has been in the works for a while and was intended for a 2019 release initially, but had to be pushed back.
https://www.gamesindustry.biz/articl...ocus-on-gaming
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November 17th, 2019, 21:24 Posted By: wraggster
Unity and Oculus have announced a partnership to release a free VR game development, design, and best practices course.
Entitled, "Design, develop and deploy for VR," the program contains a total of 11 modules focused on game development and covers topics such as prototyping, hand presence and interaction, sound, UI, optimization, testing, and marketing. Altogether, it is estimated to take over 20 hours to complete.
At the conclusion of the course, developers will be able to submit a vertical slice of the project they make during the program to Oculus in order to receive feedback focused on common mistakes typically made when submitting games to the Oculus Store.
The course is available now to developers with Unity, Oculus hardware, and the Oculus SDK and VRTK. As it's aimed at the intermediate level, developers new to either Unity or Oculus are recommended to take introductory classes before starting this course.
https://www.gamesindustry.biz/articl...lopment-course
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November 17th, 2019, 21:12 Posted By: wraggster
Representatives from Google have confirmed that Stadia will launch without a host of expected features, including achievements, family sharing, 4K streaming and the Buddy Pass.
The update was provided via a long and detailed Reddit AMA, with Google's Andrey Doronichev and Beri Lee responding to user questions.
One key feature that will not be available when the service launches on November 19 is Family Sharing, which Doronichev talked about in another AMA back in July. Adding the feature was described as "high priority" for Google, but early adopters will have to buy games separately for a child's account until some time next year.
Achievements will also not be ready next week, Google said. Players will be able to earn them immediately, but the "platform UI" that allows achievement notifications and viewing will be following "shortly after launch."
The last major feature that Google said won't be ready is 4K streaming for PC. On November 19, the only device that will support 4K streaming is Chromecast Ultra, based on feedback from buyers of the Founders edition that "4K TV must be our top priority." Support for 4K streaming on PC will follow in 2020.
https://www.gamesindustry.biz/articl...t-key-features
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November 10th, 2019, 22:31 Posted By: wraggster
"A good day to bury bad news" is an infamous phrase, but its inverse is also true. A good day on which to bury bad news is, conversely, an absolutely terrible day on which to announce good news, because nobody's going to pay much attention to that either.
That notion applies fairly neatly to the most recent iteration of Blizzard's annual jamboree, BlizzCon, which was held in Anaheim last week. The company pulled out the stops for the event, announcing not only a major new World of Warcraft expansion, a new Diablo game that looks pretty much like what series fans have been clamouring for, and a remarkable-looking follow up to Overwatch -- of which more in a moment -- but the company's awful handling of the Hong Kong situation was the story of the week once more, overshadowing all the major announcements. Blizzard continues to manage the situation poorly, but it's not really left with many better options. The company has painted itself into a corner, and it's just going to have to sit there and huff the unpleasant fumes until the paint dries."Launching a sequel to a service-based game actually creates a natural break-point for your players"
While Blizzard as a corporation deserves this opprobrium, one can't help but feel for the individual creatives caught up in the situation; some of their best work was on display last week and received far less attention than it deserved. The new Diablo game and WoW expansion both look good, for sure, but they're both a ways off and will have their moments in the sun down the line. The really interesting announcement, from a business perspective at least, was Overwatch 2. That game is also a pretty long way off release, but it's quite likely to start making waves in the industry long before it arrives -- not so much due to its content as due to the smart approach it takes to solving a very thorny problem many game companies presently face.
https://www.gamesindustry.biz/articl...ilemma-opinion
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November 10th, 2019, 22:30 Posted By: wraggster
When Blizzard president J. Allen Brack got up in front of a BlizzCon audience last week and took responsibility for a recent "tough Hearthstone esports moment," it would have been difficult for anyone not in tune with recent events to tell what he was taking responsibility for, given the lack of specifics in his statement.
Overwatch director Jeff Kaplan, however, was not at all vague in his response when The Washington Post asked him his thoughts on the six-month suspension of Chung 'Blitzchung' Ng Wai from professional Hearthstone competitions over his vocal support of Hong Kong protests in a post-match interview last month.
"I was relieved when they reduced his suspension," Kaplan said. "And I think the suspension should be reduced more or eliminated. But that's just me.
"I'm obviously a huge supporter of free speech; it's something that's very important to me. It got to me personally. I think the punishment was too harsh and I was greatly relieved when they gave his money back. I think that was extremely important."
Kaplan makes clear that this is his opinion as an individual, and that Blizzard employees across all levels and departments have their own thoughts. He added, though, that the Overwatch League's own process for determining a ban or suspension is not as hasty as what happened with Blitzchung.
https://www.gamesindustry.biz/articl...-or-eliminated
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November 8th, 2019, 20:58 Posted By: wraggster
After endless amounts of rumors, and "out of season April Fools jokes", Blizzard has finally lifted the curtain on their next Diablo title: Diablo IV. Announced during this year's Blizzcon, the reveal came with a 9-minute cinematic trailer and a gameplay trailer, showing three character classes: mage, druid, and barbarian. According to Blizzard, the game will take place years after the previous mainline entry, Diablo III, and will be a return to the franchise's "dark roots". The game has no release date, but it will launch on PC, PlayStation 4, and Xbox One.
https://gbatemp.net/threads/diablo-i...n-2019.551321/
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November 7th, 2019, 20:50 Posted By: wraggster
Blizzard president J. Allen Brack has confirmed the company will not be withdrawing its controversial punishment against Hearthstone pro player Chung 'Blitzchung' Ng Wai, who was banned for showing support to the Hong Kong protests.
Talking to PC Gamer, Brack clarified the statement he made during BlizzCon's opening ceremony on Friday. Answering a question about whether or not the company was going to repeal the sanction against Ng Wai, he simply said: "We are not."
When asked why, Brack said that, while Blizzard is a "huge believer in free speech," official broadcasts should be focusing on the games. He added that esports players are free to express their opinions on their own personal channels.
"Again, it's not about the content of Blitzchung's message," he said. "It's about the fact that it was not around the games. If we hadn't taken action, if we hadn't done something, you can imagine the trail that would be in our future around doing interviews. They would become times for people to make a statement about whatever they wanted to, on whatever issue. That's just a path that we don't want to go down. We really want the content of those official broadcasts to be focused on the games, and keep that focus."
He continued: "I think, and I don't want to speculate around if he had said this, that, or the other, and how would it have gone -- I think that's a difficult thing to think about, but it's not about the content of his message."
The company also won't repeal the sanction taken against the casters who were doing the interview with Ng Wai, who initially saw their contracts with Blizzard terminated before the company settled for a six months ban instead, to mirror Ng Wai's ban.
https://www.gamesindustry.biz/articl...blitzchung-ban
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November 7th, 2019, 20:49 Posted By: wraggster
We will do better going forward. But our actions are going to matter more than any words. As you walk around this weekend, I hope it's clear how committed we are to everyone's right to express themselves in all kinds of ways, in all kinds of places."
That was Blizzard president J. Allen Brack, opening the developer's BlizzCon fanfest on Friday with comments about last month's banning of Hearthstone pro Chung "Blitzchung" Ng Wai for supporting Hong Kong protesters in a post-match interview.
He was absolutely right in that Blizzard's actions matter more than its words, which is what made it so disappointing over the weekend when a PC Gamer interview with Brack showed that the company had no actions to go along with its words.
When PC Gamer asked Brack if the commitment to people's rights to express themselves meant the bans on that pro player and the two broadcasters who conducted the post-match interview had been lifted, Brack confirmed they had not. The support for free expression "in all kinds of places" that Brack talked about is in reality limited to some kinds of places. More specifically, places other than Blizzard's official Hearthstone competitions, which you could interpret as places where it is less likely to be heard.
"I feel like we have a far more open set of guidelines and policies than really any other traditional sport that takes a view around making sure that all of the people stay on message."
https://www.gamesindustry.biz/articl...olumes-opinion
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November 7th, 2019, 20:44 Posted By: wraggster
Hearthstone game director Ben Lee has challenged the way Blizzard handled the situation surrounding Chung 'Blitzchung' Ng Wai, who was banned for showing support to the anti-government protests in Hong Kong.
Talking to Kotaku at BlizzCon, Lee said: "The initial decision was too harsh. Absolutely."
He continued: "[We] definitely should have taken more time to consider something more reasonable, but we can't take that back."
Ng Wai was initially banned from Hearthstone competitions for 12 months, before Blizzard reconsidered the sanction and settled on a six-month ban.
However, while Lee said he "wished things had been done differently," Hearthstone creative director Ben Thompson ultimately agreed with Blizzard's justification for the sanction, being that official broadcasts should be focusing on the games.
https://www.gamesindustry.biz/articl...ith-blitzchung
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November 7th, 2019, 20:41 Posted By: wraggster
United States congressman Lou Correa has criticised Blizzard Entertainment for allowing racist groups into World of Warcraft.
Correa, representative for a district that includes Anaheim, where BlizzCon takes place each year, spoke out on Twitter about a notorious player-run guild called The Enclave.
As reported by Vice Waypoint, The Enclave is a well established group known for racism and anti-semitism, which has been present in numerous online games since 1998.
Correa was made aware of The Enclave by a member of his staff, who discovered a "racist Halloween costume contest" while playing WoW. He posted an image of an avatar dressed in white robes reminiscent of those worn by the Ku Klux Klan, flanked by two slave avatars, one of them named "Jesse Jackson" -- a clear reference to the African American civil rights activist.
The screenshot also featured a reference to Charlottesville, the site of an attack on an anti-racist demonstration by a white nationalist terrorist in 2017, which resulted in the death of a protestor.
"I was looking forward to welcoming you to Anaheim for your 13th #BlizzCon," Correa said on Twitter last week. "Instead, I find myself asking how this can exist in one of your games.
"The @FBI knows online radicalization is real. I hope you agree & will remedy this immediately. Racism isn't a game."
Speaking to Vice, Correa said that the content is "just one example of how far-right extremists are infiltrating online platforms and video games.
"By allowing white supremacists refuge, companies inadvertently create safe harbors that extremists can leverage to recruit and indoctrinate other people while also degrading the enjoyment of their own fans."
https://www.gamesindustry.biz/articl...-groups-in-wow
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October 29th, 2019, 23:01 Posted By: wraggster
A full month hasn't even passed since the last update of RetroArch, 1.7.9, which released earlier this October, and added new touchscreen gestures for those using the mobile version of the program. Now, with the newly released version 1.8.0, even more improvements have been made to the UI in general, for mobile users. Some new improvements and additions include a new method of scaling menu sizes for a variety of different resolutions and DPI, animated transitions between menus, a navigation bar which makes changing settings more effortless, and other visual optimizations.
With version 1.7.9, we already improved the mobile UX significantly by adding touchscreen gestures and better touch responsiveness.
This however pales in comparison to what has been done for version 1.8.0 in this department. We will quickly go over the major highlights, most of the text here has been written by jdgleaver (the author of these changes) with only minimal edits by myself –
New menu scaling
At present, Material UI is scaled according to screen resolution and hard-coded magic numbers. This ‘kinda-sorta’ works on some mobile devices, but in general (and specifically on desktop computers and tablets) the interface is too large, and scaling is highly inconsistent when resizing windows. To combat these inadequacies, there existed a ‘DPI override’ feature which allowed the user to set a specific scale – but this didn’t work in real-time (so adjustments were blind), and it’s not user friendly (since the average user can’t be expected to know the correct DPI setting for their screen).
This new version modifies the scaling of Material UI such that it uses the hardware-reported DPI value of the display, with empirical adjustments to accommodate very large and very small screen sizes (where normal DPI scaling fails). This should ensure an appropriate default interface size regardless of hardware. Moreover, it removes the ‘DPI override’ and replaces it with a generic Menu Scale Factor under User Interface > Appearance, which is a simple fractional multiplier (much easier for the user to understand!). This Menu Scale Factor is now also used by XMB (instead of the previous XMB-specific scale factor) – it is intended that Ozone and menu widgets will obey this setting in the future.
- DPI Override Removed – Menu Scale Factor comes in its place – starts out at 1.00x and can be made smaller or higher than the default value
- Material UI now correctly readjusts its layout when screen orientation changes on mobile devices
- Material UI now resizes in real-time when the user manually sets the Menu Scale Factor (this never worked properly with the old DPI override)
- Material UI no longer leaks memory on ‘context reset’
Menu animations
A new ‘Menu Transition Animation’ option has been added under User Interface > Appearance. When this is enabled, menu transition events are animated.
All sorts of animations have been added – fade-in effects, slide effects, etc. If you dislike any of these, you can always turn the setting off completely to go back to the previous behavior.
System bar
A new Android-style ‘system bar’ has been added. This shows current core name, clock and battery level.
Navigation bar
The navigation bar is now shown at all times – i.e. it is an actual navigation tool, rather than a ‘top-level-menu’ curiosity.
Two new context-sensitive buttons have been added:
On the bottom left we have a ‘back’ button. This performs the same function as tapping the menu bar, but the button is in a more ergonomic/standard position. This should address most of the complaints Android users have about RetroArch ignoring the hardware back button.
On the bottom right we have a ‘resume content’ button. This means we can easily change/test runtime settings without performing finger gymnastics. e.g. we can change a core option or apply a shader and immediately toggle the menu off without having to hit back to get to the quick menu, and scroll up to the resume content entry.
Auto-Rotation
A new ‘Auto-Rotate Navigation Bar’ option has been added under User Interface > Appearance. When enabled (this is the default setting), the navigation bar is moved to the right hand side of the screen when using landscape screen orientations. It looks something like this:
If you don’t like this and you want it to always appear at the bottom of the screen, turn this option off.
Title bar
The title bar now uses a larger font, and the sublabel font has also been enlarged a little, to more closely align with Material Design standards.
Optimize Landscape Layout
A new Optimize Landscape Layout option has been added under User Interface > Appearance. This is intended to address the rather uncomfortable appearance of Materail UI in landscape orientation on wide displays (particularly on the desktop). The option is disabled by default on mobile platforms (like iOS/Android), and enabled by default everywhere else. When enabled, it looks something like this:
Click to expand...
PC and Linux users also get some nice new features, with two bounty requests having been fulfilled. Rinnegatamante has added "graceful switching" for video drivers, meaning that RetroArch has an easier time swapping cores with different video settings, and is now much more stable. Support for a new MAME layout has also been added, and now works with OpenGL drivers.
Graceful switching between video drivers
Graceful switching between video drivers has been added for Linux and Windows PCs thanks to Rinnegatamante (Patreon here). This feature originated as a bounty request, and it’s on the verge of being completed.
RetroArch in the past behaved unpredictably and unstably when switching to cores that wanted a context other than what was currently active. This could happen because of video_driver settings being different in a core config override or because a core’s core options were telling it to use a different renderer than what was active (e.g., GL vs Vulkan)
What happens now, is that RetroArch can seamlessly switch video drivers if a core requires it.
Example –
one of the new cores we have added over the past few weeks, VitaQuake 2, is a core that has two renderers. It has a software renderer and an OpenGL 1.x renderer. Say that RetroArch is running with the ‘vulkan’ video driver. We want to load VitaQuake 2.
What would happen with RetroArch 1.7.9
- The renderer of VitaQuake 2 has two options – Software and OpenGL. Because there is no hardware context in the core for Vulkan, it would switch to Software.
What happens now with RetroArch 1.8.0 (with driver switching enabled)
- The renderer of VitaQuake 2 has two options – Software and OpenGL. We make the assumption that you wouldn’t want to use the software renderer if OpenGL is available, so instead, RetroArch will seamlessly switch to OpenGL. When you unload the core/game, it will switch back to ‘vulkan’, so the driver switch will not be written to the config file.
What if you still want to use the Software renderer with a core like this with Vulkan?
That is certainly possible. To do this, we need to turn off the ‘driver switching’ feature. First, you need to make sure that ‘Show Advanced Settings’ is enabled under ‘User Interface’ settings. Once you have made sure of that, go to ‘Settings -> Core’. Then turn off ‘Allow cores to switch the video driver’. It should now behave like before again.
What if a core has several hardware context renderers? (like Dolphin/PPSSPP)
Cores like Dolphin and PPSSPP have several renderers available, such as OpenGL, Direct3D11 and Vulkan. Say you have RetroArch running with the vulkan driver. It would then naturally pick the ‘Vulkan’ renderer. Ditto for OpenGL and Direct3D11. So nothing changed there in that regard.
What is this particularly useful for?
The big issue with using the Vulkan video driver in RetroArch in the past (or Direct3D 11) is that while some software rendered cores might run faster with these drivers vs. OpenGL, there are plenty of Libretro cores that require the use of OpenGL. With this new feature, it will properly fallback to OpenGL for these exclusive cores but still use Direct3D 11 or Vulkan for all other cores. You can get the best of both worlds this way.
Click to expand...
You can see detailed descriptions regarding the new updates and changes in the quoted text above, and if you're interested in grabbing this update, you can head over to the official Libretro site, in the source. A changelog has also been included, below.
Changes
1.8.0
- AI SERVICE: Added in fix for BMP returns to AI service. Added in label passing to AI service call
- BSV: Fix BSV recording/playback
- BUGFIX: Fix crash when setting Thumbnail Directory
- BUGFIX/STABILITY: Set “Automatically Add Content to Playlist” to false by default, this was unstable on PS3 and Mac and other platforms potentially as well.
- COMMON: Graceful driver switching for Windows and Linux
- COMMON: Cache frame before converting 0RGB1555
- LAKKA: Wi-Fi Access Point settings
- MENU: Menu scaling improvements
- MENU/MATERIALUI: There are no longer any animation glitches when ‘wraparound’ scrolling from the last entry in a list to the first, or when performing horizontal swipe navigation gestures on certain settings-type entries
- MENU/MATERIALUI: List entries underneath the title and navigation bars are no longer highlighted when touching the title/navigation bars (this was only a cosmetic issue, but it was annoying…)
- MENU/MATERIALUI: The current menu list is no longer reloaded when pressing the currently active tab on the navigation bar
- MENU/MATERIALUI: The ticker text spacer has been set to a ‘bullet’ character (same as Ozone)
- MENU/MATERIALUI: The default colour theme has been set to ‘Ozone Dark’
- MENU/MATERIALUI: Three new colour themes have been added.
- MENU/MATERIALUI: A new Menu Transition Animation option has been added under User Interface > Appearance. When this is enabled, menu transition events are animated
- MENU/MATERIALUI: The navigation bar is now shown at all times – i.e. it is an actual navigation tool, rather than a ‘top-level-menu’ curiosity
- MENU/MATERIALUI: Two new context-sensitive buttons have been added to the navigation bar – back button and resume button
- MENU/MATERIALUI: A new Auto-Rotate Navigation Bar option has been added under User Interface > Appearance. When enabled (this is the default setting), the navigation bar is moved to the right hand side of the screen when using landscape screen orientations
- MENU/MATERIALUI: The playlists tab is now correctly hidden when User Interface > Views > Show Playlist Tabs is disabled
- MENU/MATERIALUI: Material UI now correctly readjusts its layout when screen orientation changes on mobile devices
- MENU/MATERIALUI: Material UI now resizes in real-time when the user manually sets the Menu Scale Factor (this never worked properly with the old DPI override)
- MENU/MATERIALUI: Material UI no longer leaks memory on ‘context reset’ (fonts were previously never free()’d)
- MENU/MATERIALUI: A new Android-style ‘system bar’ has been added. This shows current core name, clock and battery level
- MENU/MATERIALUI: A new search icon is shown on the title bar when viewing playlists and file browser lists. Pressing this launches the search interface
- MENU/MATERIALUI: The title bar now uses a larger font, and the sublabel font has also been enlarged a little, to more closely align with Material UI standards
- MENU/MATERIALUI: A number (quite a large number) of layout/spacing issues have been fixed
- MENU/MATERIALUI: The existing colour theme handling code is not fit for purpose, so the whole lot got ripped out and reimplemented. In doing so, also adjusted all the theme colours to better match Material UI standards – with a few liberties taken for aesthetic purposes.
- OSD: Fix fast forward indicator when not using menu widgets
- PSP1: Remove duplicated FPS indicator on the screen
- LIBNX/SWITCH: Make audren threaded audio driver the new default
- VIDEO LAYOUT: Add video layout MAME overlay compatibility. Enabled for Windows/Linux/OSX/iOS/Android/libnx. Only works with GL driver for now, no glcore yet
Click to expand...
Source
https://gbatemp.net/threads/retroarc...-users.550938/
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October 29th, 2019, 23:00 Posted By: wraggster
If you’ve been playing on PC for the last couple of years, you might be aware of how Electronic Arts’ games are exclusive to their launcher, Origin. That will no longer be the case anymore, as EA and Valve are teaming up to see the former’s game titles return to Steam. Star Wars: Jedi Fallen Order will be the first EA game to kick off the partnership, with a scheduled Steam release of November 15th. More games are slated to follow, with The Sims 4 and Unravel 2 launching soon on the platform as well. FIFA 20, Battlefield V, and Apex Legends will also follow, in 2020. Games with online features will offer crossplay, allowing Origin and Steam users to play together.
That’s not all, though, as even EA’s subscription service, EA Access will be launching on Steam this spring, giving players access to a library of EA titles for a monthly fee. Gabe Newell stated that, “this is a good day for gamers. We’re excited to partner with EA to bring their great games and subscription service to Steam, but also open up our communities to each other in an unprecedented way that will benefit players around the world”.
https://gbatemp.net/threads/ea-and-v...-again.551128/
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October 25th, 2019, 22:18 Posted By: wraggster
Fortnite's chapter-closing "The End" event last week saw 1.7 million people watching a non-descript, swirling black hole concurrently on Twitch at one point, breaking a Twitch record for most concurrent users watching a single game category.
Speaking to The Washington Post, Twitch confirmed the record-breaking figure. It's worth pointing out that this is a record-breaking figure for a single game category, but another category not attached to an individual game may have done better. Last year's E3 2018, which also broke the record for total concurrent viewers across all of Twitch, saw nearly 1.8 million concurrent viewers in the E3 2018 category according to TwitchStats.
The numbers get even higher on YouTube. Global head of gaming and virtual reality for the company Ryan Wyatt tweeted during the event when he saw 4.3 million concurrent viewers watching Fortnite during the event. And on Twitter, the stream hit 1.4 million concurrent viewers.
The multi-day event saw the entire game shut down temporarily as players saw menus, characters, and maps sucked into a black hole that persisted until the launch last week of the game's Chapter 2.
https://www.gamesindustry.biz/articl...-a-single-game
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October 22nd, 2019, 20:55 Posted By: wraggster
VirtualBox v6.0.14 is released. VirtualBox is a general-purpose full virtualizer for x86/x64 hardware. Targeted at server, desktop and embedded use, it is now the only professional-quality virtualization solution that is also Open Source Software.
VirtualBox v6.0.14 Changelog:
Virtualization core: fixed an invalid-guest state guru meditation in some rare circumstances on Intel hosts
Virtualization core: some fixes for systems with lots of processors
Audio: relaxed VRM / VRA (variable rate audio) bit checks to provide more compatibility for guests running ALSA setups with the AC'97 emulation
USB: made device capturing for passthrough more accurate and reliable on Windows host
Network: fixed potential issue with interrupt signalling for network adapters in UEFI guests
3D: fixed flicker and redraw issues when using VBoxSVGA or VMSVGA graphics adapter (bugs #18562, #18956)
3D: fixed crash with some applications when using VBoxSVGA or VMSVGA graphics adapter (bug #18638)
macOS host: fix crash of GUI VM process which showed up frequently with 10.15 Catalina (bug #18990)
Linux host: support Linux 5.3, thank you Larry Finger (see also bug #18911)
Linux host: improve python version detection during rpm package creation, can change package dependencies and fix some installation problems
Linux guests: calls to aio_read(3) and aio_write(3) may fail inside shared folders (bug #18805)
Linux guests: fix problem with shared folder unmounting in service script, thank you Denis Ryndine (bug #18853)
Linux guests: VBox 6.0.10 GAs fail to compile on Red Hat/CentOS/Oracle Linux 7.7 and Red Hat 8.1 Beta (bug #18917)
http://www.virtualbox.org/
https://www.emucr.com/2019/10/virtualbox-v6014.html
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October 22nd, 2019, 20:49 Posted By: wraggster
Wine v4.18 is released. Wine is a project to allow a PC running a Unix-like operating system and the X Window System to run x86 programs for Microsoft Windows. Alternately, those wishing to port a Windows application to a Unix-like system can compile it against the Wine libraries.
Wine v4.17 Changelog:
Many new VBScript functions.
A number of cleanups and improvements in Quartz.
Fixes for several test failures.
Various bug fixes.
http://www.winehq.org/
https://www.emucr.com/2019/10/wine-v418.html
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October 22nd, 2019, 20:29 Posted By: wraggster
WinUAE v4.3.0 Beta 1 is released. WinUAE is the commodore amiga emulator for Windows. WinUAE is a mostly complete software emulation of the hardware of the Commodore Amiga 500/1000/2000. A Commodore Amiga, for those who don’t know, is a 16/32 bit computer system based on the Motorola 680×0 CPU and a few specially designed custom chips that provide very good graphics and sound capabilities. Its first incarnation, the A1000, appeared in 1985, followed by the highly successful A500 and A2000 models. WinUAE is a port of the originally written for Unixish systems UAE; but over time, it seems the Windows port, WinUAE has become the best version available on any platform. WinUAE is free software: you are welcome to distribute copies of it and/or modify it, under certain conditions. There is no warranty of any kind for UAE. For more details concerning these issues, please read the GNU General Public License, which describes the terms under which WinUAE is distributed.
https://www.emucr.com/2019/10/winuae-v430-beta-1.html
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October 22nd, 2019, 20:25 Posted By: wraggster
WineD3D v4.18 is relesaed. WineD3D For Windows is a DirectX 1-11 to OpenGL wrapper based on WineD3D, which is an almost full implementation of DirectX used in Wine. Even if Windows supports DirectX natively, using WineD3D can enhance backwards compatiblity with older games, especially on Windows 8 and newer that don't support 16 bit screen modes. Another possible use is to emulate unsupported versions of DirectX, or porting DirectX applications to OpenGL without having to rewrite the rendering code.
https://fdossena.com/?p=wined3d/index.frag
https://www.emucr.com/2019/10/wined3d-v418.html
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