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April 19th, 2008, 01:04 Posted By: Shrygue
via IGN
Good news for all those who enjoy blasting aliens and interspecies romance: Bring Down the Sky will be available for Mass Effect PC for free. The content module was released recently for Xbox 360 gamers over the Xbox Live Marketplace for a price of 400 Microsoft Points, which translates to 5 dollars USD.
This announcement, while certainly appreciated, was a little confusing for us, as Diarmid Clarke, project director for Mass Effect PC at BioWare, had just last week assured us Bring Down the Sky would not be included with Mass Effect PC. Check out the exchange below:
IGN: So Bring Down the Sky isn't in the retail game then?
Diarmid Clarke: No.
Very tricky, Diarmid! It's true, the content isn't in the retail box, but it will be available for download.
Anyway, it's nice to see the PC crowd get another reason, in addition to the reworked HUD and allegedly improved technical issues, to pick up the game. It's also worth noting that, according to the press release, the content "will be free of charge to registered BioWare community members." According the press release, more downloadable content will be available for Mass Effect PC in the future, though no word on a timetable or possible pricing structure.
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April 19th, 2008, 00:14 Posted By: JKKDARK
New update of the arcade emulator for PC.
Changelog:
A new FBA. A big overhaul of sound in the Sega games means they all work well now, with the exception of System 18 which still has issues with the PCM sound. I've also corrected the CPS-1 graphics emulation with support for the mappers. Still need to fix the pallet though to support proper screen clearing. Here's the what's new;
- Ported MAME's Z80 core to FBA
- Hooked up MAME's Z80 core in the System 16 games that use MC-8123 encryption, sound now works in these games
- Hooked up MAME's Z80 core in the Sega System 1 games, encrypted games now work
- Added more games to the Sega System 1 driver
- Changed the Sega System 1 drivers to appear in the Sega games list
- Got the YM2151 sound working in Cotton
- Added support for the UPD7759 sound chip
- Hooked the UPD7759 chip up in the System 16B driver
- Hooked the UPD7759 chip up in the prehisle driver
- Hooked the UPD7759 chip up in the tmnt driver
- Rewrote the Sega PCM support - solves quite a few problems, particuarly in enduror, outrun and smgp
- Fixed an issue in the Sega System X driver which caused missing sounds in abcop and smgp
- Fixed bug in the YM2612 emulation when more than one chip is emulated
- Changed the CPS-1 rendering code to use the mapper tables from MAME
- Added smgpja to the X-Board driver
- Added shinobi4 to the System 16B driver
- Added ledstrm2 to the madgear driver
- Added command line options, -listinfowithmd and -listinfomdonly
- Fixed the version output in dat files
- Fixed bug where any rom errors weren't reported
- Matched all sets to MAME 0.124u3
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April 19th, 2008, 00:12 Posted By: JKKDARK
New versions of the Pinball Multiple Arcade Machine Emulators for PC.
Changelog:
This release sees an update to the HC55516 sound chip used for speech/FX on
all WMS games from Gorgar up to Twilight Zone. Static noise and distortion
levels are reduced, and generally sound reproduction is clearer than before.
At the same time, Bally's "Xenon" and "Flash Gordon" using the vocalizer
sound board was increased in speech volume.
A fix was added for "The Sopranos" so the game will not crash any longer
after starting the "Bing!" mode, or the Boss mode.
And finally, with the addition of "Hoops", the Gottlieb collection is finally
complete in PinMAME, with the exception of some kits (like Amazon Hunt II)!
Changes:
*** CORE/CPU ***
Changes applied to sound reproduction of HC55516 chip
Fixed memory reads for Whitestar games (eg. The Sopranos)
Added support for some Bally prototype games
*** ROM SUPPORT ***
Added Gottlieb Hoops (thanks to Ingo Kramer and Armin Bernemann)
Added Bally Eight Ball Deluxe prototypes (thanks to Kelley)
Added Williams Star Trax prototype (thanks to Kelley)
Added Shuffle Inn (minus one sound rom)
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April 19th, 2008, 00:09 Posted By: JKKDARK
New version of the Windows API emulator for Unix.
Changelog:
- Better support for Windows IMEs.
- Option for Windows-style window decorations.
- Improved system tray behavior.
- Window management fixes.
- Improved quartz audio support.
- Better support for launching apps from Unix file managers.
- Lots of bug fixes.
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April 19th, 2008, 00:04 Posted By: JKKDARK
New release of Xebra, the PlayStation emulator for Windows.
Changelog:
* CD: Attenuation volume was fixed.
* MDEC: Termination process was fixed.
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April 18th, 2008, 12:08 Posted By: JKKDARK
Shendo released a new version of his PSX MemoryCard editor.
Changelog:
* Memory Card open function rewritten, files should load a lot faster now.
* Fixed a small error when editing icon of the save on Memory Card 2.
* Old DexDrive cards (with missing slots) and the ones with corrupted header are now supported.
* Requirements have been dropped down to .NET Framework 2.0.
* Right click menu added per Hard core Rikki's suggestion.
* Added save cards prompt upon closing if memorycards have been edited.
* Added occupied slots indicator in save information dialog.
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April 18th, 2008, 00:52 Posted By: Shrygue
via Computer and Video Games
Our brothers in arms over at Next-Gen.biz have caught up with Flying Lab to discover the reason behind the recent closure of seven of 11 servers for its MMO Pirates of the Burning Sea and the resulting transfer of players to the remaining four.
"The server merge is a result of a combination of things. When we were looking at the number of servers to roll out, we had a lot of different criteria to look at. Some worked out just like we'd expected, and some we were just wrong", Flying Lab CEO Russell Williams explains.
He goes on to highlight the "pieces that went wrong", which include servers actually being capable of handling more players than anticipated, game systems that require a certain number of players to function correctly "such as our economy, and they break other systems if they're not working correctly", the decrease in time players spent in the game after launch, and the balance of in-game nations.
"There are other factors, of course. But getting the above criteria wrong resulted in our concurrency targets being much lower than they should have been", Williams continues.
"Given that information the discussion becomes a focus on what you plan to do about it. For many MMOs, there's a desire to maintain that feeling of positive momentum, to continue as though it is business as usual. Unfortunately, it often goes way too far. That overwhelming urge to avoid any sign of weakness creates crippling problems in these games in the long term.
"The company doesn't want to admit it screwed up, and that prevents it from making the necessary changes, lest they be perceived as a sign of weakness. Which, in MMO terms, means you never shut down a server until its last gasps.
"We could have gone that way. As multiple people have said in our forums, they felt like many of the servers we decided to merge were still perfectly viable. But as we found, the game works better with a higher concentration of players. So we decided to act."
Read the full article on Next-Gen.biz.
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April 18th, 2008, 00:50 Posted By: Shrygue
via Computer and Video Games
Four screenshots and fly-through video from Valve's new Team Fortress 2 map Gold Rush can be seen on this here page.
Gold Rush forms part of an imminent, major update for the multiplayer shooter that's introducing unlockable weapons, initially for the Medic class. Full details on the new Medic weapons emerged yesterday.
The new map features a brand new gameplay mode. In the new mode, one team must escort a small mining cart through a series of Dustbowl-like map segments. The cart moves faster the more Blue players are near it, but stops entirely if even one Red player is in range. Blue have to escort the cart all the way to Red's headquarters within a certain time limit.
Valve's update will debut on PC, with Xbox 360 and PS3 versions sure to follow.
Screenshots
Trailer
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April 18th, 2008, 00:39 Posted By: Shrygue
via Computer and Video Games
A massive question mark hangs over MMO Stargate Worlds. Is it going to be shit-hot, or die on its arse?
We can only wait and see, but in the meantime developer Cheyenne Mountain Entertainment continues to prove it's producing good-looking environments for the game - take a look at the latest screenshot.
Cheyenne believes that one area in which its pushing the MMO envelope with Stargate Worlds is AI.
"In Stargate Worlds, when you enter a room filled with enemy Jaffa, you will get a different reaction each time based on where you enter the room, how the cover is set up, are they outnumbered and what kind of enemy they are facing", studio head Dan Elggren told us earlier in the year.
"So, even though we are using the traditional MMO combat interface with hotkeys and tabbed targeting, combat is a new experience that will require tactical use of cover, suppressing fire and manoeuvre for victory. In other words, characters better fight smart, because their enemies will."
More words from Dan Elggren here.
Screenshot
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April 18th, 2008, 00:37 Posted By: Shrygue
via Eurogamer
Funcom and Eidos have announced anyone pre-ordering Age of Conan in the USA, Germany, France, Spain, UK, Oceania and the land of the Nords will get to play the game early.
From May 17th, to be precise - three days before the game launches. Which means a head-start before all the less organised players enter Hyboria.
"As we prepare the roll-out, we know our servers will be put to the test," said Funcom's Morten Larssen. "We therefore hope potential players will aid us by signalling their interest as soon as possible so we can scale our servers and services accordingly."
As aforementioned Age of Conan is coming to PC on May 20th, with an Xbox 360 version to follow in a whole year's time.
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April 18th, 2008, 00:20 Posted By: Shrygue
via Gizmodo
You may not remember this because the news came out during CES, but back in January there was a gigantic leak of Windows Mobile 7 details, including an Alaskan Senator's dump truck full of images. Brandon from Pocket Now recently got to SEE Windows Mobile 7 at a Microsoft MVP event, and while he thinks it's a fantastic OS, he's got a huge problem with the release date.
Based on what he heard at Microsoft, the target release date seems to be mid to late 2009. He's got no problem with the technology in WM7—he says it basically addresses everything wrong with WM6 today—but the fact that it's not going to be released until a year and a half from now is troublesome. How can Microsoft compete when the iPhone will already been out for two and a half years, and iPhone clones have been out for more than one? It's tough.
And it's not like Microsoft can do anything about it. After they finish the OS, they have to send it out to OEMs and carriers and third-party companies in order to test and embed and develop on it. That's the problem with creating only an OS, instead of making an all-in-one OS and hardware product. But that's where Brandon thinks Microsoft has bomb to drop.
There's a possibility that Microsoft will take the recently acquired Danger (the makers of the T-Mobile Sidekick) and put them to work on hardware made expressly for Windows Mobile 7. Just think about how well Apple's done by integrating software onto hardware they built themselves. The same could be true with Microsoft.
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April 17th, 2008, 16:28 Posted By: JKKDARK
New update of Firefox, the web browser for PC.
Changelog:
MFSA 2008-20: Crash in JavaScript garbage collector
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April 17th, 2008, 16:25 Posted By: JKKDARK
New version of the multiple arcade machine emulator for Windows.
Changelog:
MAMETesters Bugs Fixed
-------------------------------------
01691: [Misc.] Various Sets: when exiting a game, seems to be any game I get an eip error (Aaron Giles)
01697: [Graphics] sfa3, sfa3b, sfa3u, sfa3ur1: About the blue background in startup screen. (Nicola Salmoria)
00206: [Graphics] ninjakd2: PCB info for Nicolas state. (Nicola Salmoria)
01695: [DIP/Input] ptblank, gunbulet: Crosshair doesn't move (smf)
01694: [Graphics] punisher, punishrj, punishru: missing graphic (Nicola Salmoria)
Source Changes
---------------------------
PSX core updates: [smf]
- removed casts and removed unnecessary decoding from NCLIP.
- added signed values to PAIR & PAIR64.
- renamed PAIR64.lw to PAIR64.q
- tidied up DPCS, improved flag calculation and added support for lm/sf fields.
- added sf/lm support to INTPL, improved flag calculation & calculates correct rgb
- fixed calculation of bit 31 of GTE FLAG register, when writing to it directly.
- added lm mode to OP and fixed the calculation.
- added lm mode to SQR.
Seibu implementation cleanups: [David Haywood]
- added cop/heatbrl ram clear stuff
- tried to make cop a bit more generic, breaks a few things for now, but better than duplicated code all over the place
- added the sound cpu to raiden2, although it doesn't make any sounds
Fixed CPS1 palette control register to match tests on msword psb. [Nicola Salmoria, Corrado Tomaselli]
Changed the pic8259 implementation into a device. [Wilbert Pol]
Fixed an opcode in quizf1. Fixed encrypted disassembly for bp+ix+offset8 and bp+it+offset8. [Robiza]
Modified bionicc to compute the palette based on the schematics. [Nicola Salmoria]
Verified several CPS1 graphics ROM mappings against PAL dumps. [Nicola Salmoria]
Changed device read/write functions to take a const device_config *. Reverted recent hacks to get around this and removed unnecessary casts. [Aaron Giles]
Fixed I8039 DAA instruction when A is > 0xF9. [Wilbert Pol]
Fixed crosshair update when the game is not polling the coordinates. [smf]
Merged CPS1, CPS2 memory maps and some tweaks from schematics, though to get perfect memory maps dumps of the A-board PALs would be needed. [Nicola Salmoria]
Adjusted docastle refresh rate to match PCB measurement. [Nicola Salmoria]
Finished memory map merge for W drivers. [Andrew Gardner]
Added support for using smaller-sized memory handlers directly in memory maps. To do so, you need to use the new AM_READn/AM_WRITEn macros and specify a mask for which bits are connected. [Aaron Giles]
Removed word-sized handlers from 6821pia.c. Updated drivers that needed them to use these new interfaces instead. [Aaron Giles]
Updated gaelco3d.c and itech8.c to remove the need for memconv.h by using this new feature. [Aaron Giles]
Added machine parameter and macros for the CDP1802 callback functions. This seems to have fixed the player sprite flashing in Destroyer/Altair/Draco. [Curt Coder]
Fixed lookup table for sprites in spikes91. [Robiza]
Made some changes to the 'v25' code in toaplan2.c. Batsugun does upload what looks to be the entire program, unencrypted. If enabled it runs to the point of waiting for interrupts, however, for those it looks like it needs a real V25 core with register banks etc. [David Haywood]
Converted the IDE controller to a device. Updated all drivers accordingly. [Aaron Giles]
Added new functions for dynamically installing device memory read/write handlers. [Aaron Giles]
Updated install_memory_XXX_handler() functions to take a machine parameter. Updated all drivers accordingly. [Aaron Giles]
Merged installation of read and write handlers where appropriate. [Aaron Giles]
Simplified memory.c code for dynamic installation so that a single function handles all the work; a NULL read or write handler indicates not to install anything for reads or writes. [Aaron Giles]
Fixed sprite overdraw mode to match Mutant Night movie. [Nicola Salmoria]
Properly marked puzznici as a bootleg and disabled the MCU simulation on it, it has it's own internally. [David Haywood]
Merged memory maps for aquarium, argus, armedf, bagman, battlera drivers. [Aaron Giles]
Created new macro: AM_RAM_WRITE(handler) which specifies a memory range to be RAM-like for reads but calls the given handler for writes. [Aaron Giles]
Replaced AM_READWRITE(SMH_RAM, handler) with AM_RAM_WRITE(handler). Also replaced AM_RAM AM_WRITE(handler) with AM_RAM_WRITE(handler). [Aaron Giles]
Added correct rom dump for Shinobi4 set. [Arzeno Fabrice]
Added good denjinmk graphic rom. [Guru]
Removed ancient 720 kludge in the T-11 core. [Aaron Giles]
Added support in the T-11 core for an external vector via irq_callback. Apparently the hardware actually did support this and it is necessary for emulating the BK 0010/11 computer in MESS. [Aaron Giles]
New games added or promoted from NOT_WORKING status
---------------------------------------------------------------------------------
Show Hand [Luca Elia]
New clones added
----------------------------------
Led Storm Rally 2011 (US) [Bryan McPhail]
Shinobi (alternate set) [Brian Troha]
Aero Fighters (bootleg set 2) [Robiza]
New games marked as GAME_NOT_WORKING
-----------------------------------------------------------------------
Nandemo Seal Iinkai [Luca Elia]
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April 16th, 2008, 22:44 Posted By: wraggster
We've already gotten the disappointing word that the Eee PC 900's processor is the same 900MHz Celeron M found in the 701, but perhaps our hearts can be warmed by all the new details that came flooding out today. First, we've got word that the 900 will actually carry two different flash storage units, with 4GB soldered onto the motherboard and an 8GB SSD in the PCIe slot for XP versions and a 16GB unit for Linux models. The dual-storage system means you should be able to upgrade easily, but we're still wondering why the lighterweight OS gets more storage -- we've got a feeling that since both models will be priced at the same $500 - $650 price point depending on territory, Windows license fees have something to do with it. Speaking of territories, we've also learned some international ship dates: Hong Kong and UK customers should be seeing this pop up as of today, while France should join the fun on the 17th, Taiwan and Singapore later this month, and Australia, Germany and Italy will all have to wait until May. Sadly, we're still in the dark on Stateside release dates, but you'll know as soon as we do.
http://www.engadget.com/2008/04/16/e...trickling-out/
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April 16th, 2008, 22:30 Posted By: Shrygue
via Eurogamer
Electronic Arts has announced that The Sims has sold 100 million units worldwide.
The first game in the series appeared in 2000, and the franchise has gone on to become the best-selling PC game franchise of all time according to its publisher. It is sold in 22 languages and 60 countries around the world.
4.3 million unique visitors are attracted to The Sims 2 online community each month, and they have downloaded more than 70 million user-generated creations. In addition, more than 100,000 videos and movies of The Sims have been shared on YouTube.
"At this milestone, we want to thank players of The Sims everywhere for making The Sims such a worldwide phenomenon," said Rod Humble, head of studio for The Sims Label.
"The Sims has been an interactive experience for people around the globe to explore their passion for creativity and we're thrilled to be a part of that.
"From building houses and relationships, from the first kiss to a toddler's first step, from kitchen fires – and even visits from ghosts, players have told more than 100 million unique and fun stories!"
Visitors to TheSims2.com website on April 16 can download a complimentary exclusive outfit for their Sims in honour of the milestone.
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April 16th, 2008, 22:29 Posted By: Shrygue
via Computer and Video Games
Console fans don't have to concern themselves with such things as system requirements for games, but it's bread and butter to the PC crowd.
Which is a very roundabout way of saying BioWare's revealed the minimum and recommended hardware specs for the PC version of Mass Effect, which is out in June. And that's news, or so the boss tells me.
We won't beat about the bush - here's the deal:
Minimum System Requirements for Mass Effect on the PC- Operating System: Windows XP or Vista
- Processor: 2.4+GHZ Intel or 2.0+GHZ AMD
- Memory: 1 Gigabyte Ram (XP)/ 2 Gigabyte Ram (Vista)
- Video Card: NVIDIA GeForce 6 series(6800GT or better)/ ATI 1300XT or better (X1550, X1600 Pro and HD2400 are below minimum system requirements)
- Hard Drive Space:12 Gigabytes
- Sound Card: DirectX 9.0c compatible sound card and drivers
Recommended System Requirements for Mass Effect on the PC- Operating System: Windows XP or Vista
- Processor: 2.6+GHZ Intel or 2.4+GHZ AMD
- Memory: 2 Gigabyte Ram
- Video Card: NVIDIA GeForce 7900 GTX or higher/ ATI X1800 XL series or higher
- Hard Drive Space: 12 Gigabytes
- Sound Card: DirectX 9.0c compatible sound card and drivers - 5.1 sound card recommended
So there you have it. Are you happy/sad/crying into your keyboard? Or rushing out to buy an Xbox 360? Let us know in the comments below.
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April 16th, 2008, 22:27 Posted By: Shrygue
via Eurogamer
Paradox has decided to give PC adventure game Penumbra: Black Plague an expansion.
Dubbed Requiem, it will be put together by series developer Frictional Games and be out this June on digital distribution site GamersGate.
"After the launch of Penumbra: Black Plague we realised that we still had some unfinished ideas for features and storyline that we wanted to implement. An expansion like this will be the perfect end to a series that has given both us and the players so much," said Jens Nilsson, boss at Frictional Games.
Black Plague was actually rather good. If you had read our review you would know it was "marvellously creepy" and that the good outweighed the bad in an "intriguingly dark adventure tale".
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April 16th, 2008, 22:24 Posted By: Shrygue
via Computer and Video Games
TrackMania Nations Forever is now available to download for free, and features single-player and multiplayer modes, a track editor and 65 new circuits.
For anyone not familiar with the series, TrackMania's a PC racer with a HUGE emphasis on arcade action, and has become a cult hit.
"TrackMania Nations Forever will allow the convergence of the huge TrackMania community", says publisher Ascaron.
"For the first time, players of the free versions will now be able to play online with players from the retail version of the new TrackMania United Forever. This is achieved by using servers dedicated to the Stadium environment common to both games."
TrackMania Nations Forever weighs in at 500MB and can be downloaded here.
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April 16th, 2008, 16:59 Posted By: Elven6
Those who have played KotOR 2, know its a broken game, which was rushed by LA to make the christmas rush of 04. The developer's, Obsidian Entertainment were forced to cut their development cycle back about 3-4 months. This meant ALOT of content originally planned to make the game awesome never made it in, luckily the cut content files were left in the Xbox version of the game, modders then exctracted it, examined it, and took it upon themselves to rebuild it!
This is the first mod to be released, the other which is also facing a immenent release, TSLRP mod will focus on restoring the game in general and not the Droid Planet or Peragus.
I am beta testing the TSLRP mod and all I can say is it sucks that none of the content will be Canon for the next Kotor.
The file itself is about 40MB in size and will ONLY work on the PC version of the game.
Download Link
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April 16th, 2008, 02:41 Posted By: wraggster
Oh man, the rumors were true. Asus' EeePC 900 -- the 8.9-inch model -- is still plodding along on that same 900MHz Celeron M processor as the original Eee PC 701. Good news: it does run at the full 900MHz without the 630MHz cap of its predecessor (pre-overclocking, that is). Bad News: it's not the Intel Atom proc promised at CeBIT. A potential bottleneck when loaded with the relatively CPU heavy XP instead of the Linux-based OS. Still, we're hoping this is a limitation in the early-launch, Hong Kong / Taiwan models only, and things will get corrected when Atom launches in June. The video after the break clearly demonstrates the multi-touch trackpad (3:50 in) which Engadget was first to discover in the FCC filing.
http://www.engadget.com/2008/04/15/v...h-trackpad-de/
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