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Wasn't there a gaming competition between Kotaku and Gizmodo a number of years ago where the Gozmodo team won? It might have been with Halo 3, though I'm not sure.

It looked like they were using a combination of Super 16 mm format lenses for most of the shots, and maybe some custom ultra wide-angle lenses for, well, the wide-angle shots.

They're not using a Smoothee, though — they have some brand (there are a bunch on the market now) of those brushless three-axis electronic gimbal stabilizers. Stabilizers like those are much more complex, and expensive, than the simple leverage-based systems like the Smoothe.

Ludocolo, definitely.

He's probably playing it at the lowest graphical settings to make sure the game is as fast as possible. Not that the game looks great even at max settings, but it does usually look a bit better than this.

This is only interesting to me because of the RGB and component outputs. If they made a lower-cost version of this without the excessive aluminum bits for about $100, it might be worth considering.

It says it's "an RGB NES", and includes an RGB port on the back. The site also says that it has component, S-Video, and composite, though I only see the RGB port and some "expander" port, to which presumably is connected an analogue AV adapter for the other connectors.

They must not be *exactly* the same car. I would find it hard to believe that the modelers responsible for making that M3 in Project Cars would leave out such a prominent hood vent and instead use a different design. Maybe they're just a different model year?

It could be partially Ubisoft's fault for how they're marketing it. I remember back when it was first announced, when they showed off a demo of that one mission in a club, and thinking about how amazing the experience of that gameplay demo was. Since then, we've only really seen other facets of gameplay — passive,

Okay.... so Kinja won't let me post a URL to an image as just text... it forces it into a preview image. But I'm sure you're smart enough to figure out how to get to the source image yourself. :-P

It actually is.

The answer is that the 16:9-based broadcast and consumer display industry appropriated the term 4K from the cinema/major motion picture industry and started slapping it on products with 3840 x 2160 pixel counts because they thought it sounded better than either UHD or 2160p.

The answer is that the 16:9-based broadcast and consumer display industry appropriated the term 4K from the cinema/major motion picture industry and started slapping it on products with 3840 x 2160 pixel counts because they thought it sounded better than either UHD or 2160p.

... while all of what you wrote is accurate, I'm not sure it actually addresses this issue. You seem to be referencing the disparity between binary- and decimal-based number systems and how they relate to advertised data values.

Yeah, I was just going to say, SDI isn't really going to be much of a consumer concern. It's getting a bit hectic on the pro side with 6G and even 12G throughputs being released into the market without settling in and being standardized, though I feel that's less of a concern than standardizing the actual UHD signal.

Speaking of cool photo modes, Gran Turismo 6 (and the past few GT games) has one of the most fully featured photo modes I've ever seen. The level of control it gives you is awesome. It even gives the player the option to render out the photos in up to 3840 x 2160 resolution, four times the game's regular upscaled

These are definitely cool — I love seeing older 3D graphics with some newer technology applied to really get a sense for how well their art styles hold up.

Yeah, I was being a bit hyperbolic. :-P