Subject: General Tech, Graphics Cards, Shows and Expos | March 4, 2015 - 05:52 PM | Scott Michaud
Tagged: GDC, gdc 15, nvidia, epic games, ue4, unreal engine 4, PhysX, apex
NVIDIA and Epic Games have just announced that Unreal Engine 4 developers can view and modify the source of PhysX. This also includes the source for APEX, which is NVIDIA's cloth and destruction library. It does not include any of the other libraries that are under the GameWorks banner, but Unreal Engine 4 does not use them anyway.
This might even mean that good developers can write their own support for third-party platforms, like OpenCL. That would probably be a painful process, but it should be possible now. Of course, that support would only extend to their personal title, and anyone who they share their branch with.
If you are having trouble finding it, you will need to switch to a branch that has been updated to PhysX 3.3.3 with source, which is currently just “Master”. “Promoted” and earlier seem to be back at PhysX 3.3.2, which is still binary-only. It will probably take a few months to trickle down to an official release. If you are still unable to find it, even though you are on the “Master” branch, the path to NVIDIA's source code is: “Unreal Engine/Engine/Source/ThirdParty/PhysX/”. From there you can check out the various subdirectories for PhysX and APEX.
NVIDIA will be monitoring pull requests sent to that area of Unreal Engine. Enhancements might make it back upstream to PhysX proper, which would then be included in future versions of Unreal Engine and anywhere else that PhysX is used.
In other news, Unreal Engine 4 is now free of its subscription. The only time Epic will ask for money is when you ship a game and royalties are due. This is currently 5% of gross revenue, with the first $3000 (per product, per calendar quarter) exempt. This means that you can make legitimately free (no price, no ads, no subscription, no microtransactions, no Skylander figurines, etc.) game in UE4 for free now!
Subject: Cases and Cooling | March 4, 2015 - 11:24 PM | Tim Verry
Tagged: shuttle, SFF, fanless, core i7-5500u, Broadwell
The Shuttle DS57U is a new small form factor fanless PC packing Intel’s latest Broadwell processor. The Shuttle 1.3L chassis (7.9" x 6.5" x 1.5") is all black and sits vetically on raised feet. Vents run along the top of the case and the vertical design along with a large heatsink lets them offer a fanless design.
External I/O includes:
- 2 x USB 3.0
- 4 x USB 2.0
- 2 x RS232
- 1 x DisplayPort
- 1 x HDMI
- 2 x Analog audio
- 1 x SD card reader
- 2 x Gigabit Ethernet (Intel i211 and i218LM)
The PC can be attached to the back of a monitor stand or to the wall using its VESA mounting holes.
Internally, the Shuttle DS57U comes with up to an Intel Core i7 5500U processor which is a 15W dual core part with Hyper Threading clocked at 2.4GHz base and 3GHz max turbo, 4MB cache, and Intel 5500 graphics clocked at up to 950MHz. It is a barebones PC which means that users have to add their own storage, memory, and operating system. Users can add two laptop DDR3 SODIMMs (16GB max), a single 2.5” drive, and a two Mini PCI-e devices (an 802.11n wireless module comes pre-installed in the half-height slot).
The Shuttle DS57U would make for a silent home PC, media server, or an extremely overpowered home router (heh). Its feature set also makes the DS57U suited for commercial and industrial applications. The fanless Broadwell PC is available now in Europe for 192 euros (approximately $220 USD). There is no word on when it will hit this side of the pond, but its introduction is a promising start to other fanless Broadwell systems hitting the market.
Subject: General Tech | March 2, 2015 - 01:49 PM | Jeremy Hellstrom
Tagged: SoFIA, silvermont, modem, LTE, Intel, Cherry Trail, atom x7, atom x5, atom x3, 7260
With MWC in full swing Intel showed off their mobile silicon to Ryan and to The Tech Report who compiled complete specifications of the Cherry Trail based Atom x5-8300 and 8500 as well as the x7-8700. All three of these chips will have an Intel designed XMM 7260 LTE modem as well as WiFi and NFC connectivity with the X7 also featuring Intel WiGig. You can also expect RealSense, True Key facial recognition and Pro Wireless Display to send secure wireless video to compatible displays for meetings. Check out the full list of stats here.
"Intel says the dual-core Atom x3-C3130 is shipping now, while the quad-core Atom x3-C3230RK is coming later in the first half of the year. The LTE-infused Atom x3-C3440 will follow in the second half. In all, the chipmaker names 19 partners on board with the Atom x3 rollout, including Asus, Compal, Foxconn, Pegatron, Weibu, and Wistron."
Here is some more Tech News from around the web:
- News: The TR Podcast 171: Nvidia takes heat, Carrizo runs cool, and Fractal stays quiet
- Seagate NAS owners: hide it behind a firewall. Fast. @ The Register
- The Samsung Galaxy S6 & Galaxy S6 Edge Unpacked Event @ Tech ARP
- MWC: Galaxy S6 and Galaxy S6 Edge arrive with metal redesign and QHD screens @ The Inquirer
- Acer enters Windows Phone fray with cheap Liquid M220 mobe @ The Register
- Microsoft Swarms all over Docker Machines @ The Register
Subject: General Tech | March 2, 2015 - 03:56 PM | Jeremy Hellstrom
Tagged: gigabyte, audio, Force H3X, gaming headset, analog
Gigabyte's Force H3X gaming headset sports the 50mm neodymium drivers we have become used to, with a decent frequency response range of 20Hz to 20KHz. The microphone is a bit different, using two 2mm pickup drivers on each side for a total of four but from the testing Modders Inc performed it did not help with the quality of your recorded audio. This does not matter so much on a gaming headset but this is perhaps not the best choice for a budding YouTube star. For audio in gaming Modders Inc does give the headset good marks and they also found it to be very comfortable over long periods of time, definitely worth checking out if you are in the market for a new headset to game with.
"Don't you hate that when you are camping with a sniper rifle and all of the sudden some one sneaks up behind you and puts a knife through your head? Of course! We have all been there. Don't you wish you heard that guy who was sneaking up on you? Maybe then you could have switched to a Desert Eagle …"
Here is some more Tech News from around the web:
- Turtle Beach Earforce Z60 DTS Headphone X @ eTeknix
- Turtle Beach Elite 800 PlayStation & Mobile Wireless Headset @ eTeknix
- Kingston HyperX Cloud II Gaming Headset Review @ Neoseeker
- Audio-Technica Sonic Sport ATH-Sport1 @ Kitguru
- Turtle Beach Recon 320 PC & Mobile Gaming Headset @ eTeknix
- Kingston HyperX Cloud II @ Kitguru
Subject: Graphics Cards, Mobile | March 3, 2015 - 12:00 PM | Ryan Shrout
Tagged: Unity, lighting, global illumination, geomerics, GDC, arm
Back in 2013 ARM picked up a company called Geomerics, responsible for one the industry’s most advanced dynamic lighting engines used in games ranging from mobile to console to PC. Called Enlighten, it is the lighting engine in many major games in a variety of markets. Battlefield 3 uses it, Need for Speed: The Run does as well, The Bureau: XCOM Declassified and Quantum Conundrum mark another pair of major games that depend on Geomerics technology.
Great, but what does that have to do with ARM and why would the company be interested in investing in software that works with such a wide array of markets, most of which are not dominated by ARM processors? There are two answers, the first of which is directional: ARM is using the minds and creative talent behind Geomerics to help point the Cortex and Mali teams in the correct direction for CPU and GPU architecture development. By designing hardware to better address the advanced software and lighting systems Geomerics builds then Cortex and Mali will have some semblance of an advantage in specific gaming titles as well as a potential “general purpose” advantage. NVIDIA employs hundreds of gaming and software developers for this exact reason: what better way to make sure you are always at the forefront of the gaming ecosystem than getting high-level gaming programmers to point you to that edge? Qualcomm also recently (back in 2012) started employing game and engine developers in-house with the same goals.
ARM also believes it will be beneficial to bring publishers, developers and middleware partners to the ARM ecosystem through deployment of the Enlighten engine. It would be feasible to think console vendors like Microsoft and Sony would be more willing to integrate ARM SoCs (rather than the x86 used in the PS4 and Xbox One) when shown the technical capabilities brought forward by technologies like Geomerics Enlighten.
It’s best to think of the Geomerics acquisition of a kind of insurance program for ARM, making sure both its hardware and software roadmaps are in line with industry goals and directives.
At GDC 2015 Geomerics is announcing the release of the Enlighten 3 engine, a new version that brings cinematic-quality real-time global illumination to market. Some of the biggest new features include additional accuracy on indirect lighting, color separated directional output (enables individual RGB calculations), better light map baking for higher quality output, and richer material properties to support transparency and occlusion.
All of this technology will be showcased in a new Subway demo that includes real-time global illumination simulation, dynamic transparency and destructible environments.
Geomerics Enlighten 3 Subway Demo
Enlighten 3 will also ship with Forge, a new lighting editor and pipeline tool for content creators looking to streamline the building process. Forge will allow import functionality from Autodesk 3ds Max and Maya applications making inter-operability easier. Forge uses a technology called YEBIS 3 to show estimated final quality without the time consuming final-build processing time.
Finally, maybe the biggest news for ARM and Geomerics is that the Unity 5 game engine will be using Enlighten as its default lighting engine, giving ARM/Mali a potential advantage for gaming experiences in the near term. Of course Enlighten is available as an option for Unreal Engine 3 and 4 for developers using that engine in mobile, console and desktop projects as well as in an SDK form for custom integrations.
Subject: General Tech | March 3, 2015 - 03:01 PM | Jeremy Hellstrom
Tagged: Raspberry Pi 2 Model B
Linux.com have just released benchmarks of the new Raspberry Pi 2 Model B with its improved processor and RAM. Benchmarking a Pi is always interesting as you must find applications which are reasonable for this device to use, with webserver software being a decent choice to compare to ODroid-U2, Radxa and the Beaglebone Black. openSSL 1.0.1e,DES and AES cbc mode ciphering and Blowfish were all tested with the Pi performing slowly but improved from the previous generation and certainly decent for a $35 piece of hardware. In addition both a full KDE desktop and KDE/Openbox were successfully installed with Openbox the recommended choice. Get all the results right here.
"Released in February, the Raspberry Pi Model 2 B is an update to the original board that brings quad cores for six times the performance of the original, 1 gigabyte of RAM for twice the memory, and still maintains backwards compatibility. The many CPU cores are brought about by moving from the BCM2835 SoC to the BCM2836 SoC in the Raspberry Pi 2."
Here is some more Tech News from around the web:
- Google Backs Off Default Encryption on New Android Lollilop Devices @ Slashdot
- Ericsson, Telstra and Qualcomm up the ante with 600Mbps demo @ The Register
- 50 shades of grey can turn Adobe Reader into a hot mess @ The Register
- New Seagate Shingled Hard Drive Teardown @ Slashdot
- Microsoft spills some beans on the Windows 10 Universal Apps platform @ The Inquirer
- NVIDIA Fixes Old Compiz Bug @ Slashdot
- IBM and Apple cosy up further with more joint cloud apps @ The Inquirer
- MWC: Jolla pitches Sailfish Secure OS as Europe's only safe mobile option @ The Inquirer
Subject: General Tech | March 6, 2015 - 06:29 PM | Scott Michaud
Tagged: windows 10, windows, microsoft
WinBeta found a new screenshot of an internal Windows 10 build. They originated from the same group, Wzor, that leaked almost every other image from unreleased Windows 10 builds. The only real feature that is shown is a translucent start menu. To make the transition a little less jarring, you are able to partially see the content behind it.
This feature should be especially useful for the full-screen start menu, so that it looks like an overlay, rather than: “Your computer is doing something totally different now!” You can still see, if only a little bit, what you were doing. It should feel a lot more like the Steam Overlay rather than a full context switch.
The build is also not labeled Microsoft Confidential, so it might be on the branch that is designed for public release. We are due for a new build, so it should only be a matter of days before consumer previewers, and apparently enterprise ones too, get pushed forward... ... after about five-or-so reboots.
As GDC progresses here in San Francisco, AMD took the wraps off of a new SDK for game developers to use to improve experiences with virtual reality (VR) headsets. Called LiquidVR, the goal is provide a smooth and stutter free VR experience that is universal across all headset hardware and to keep the wearer, be it a gamer or professional user, immersed.
AMD's CTO of Graphics, Raja Koduri spoke with us about the three primary tenets of the LiquidVR initiative. The 'three Cs' as it is being called are Comfort, Compatibility and Compelling Content. Ignoring the fact that we have four C's in that phrase, the premise is straight forward. Comfortable use of VR means there is little to no issues with neusea and that can be fixed with ultra-low latency between motion (of your head) and photons (hitting your eyes). For compatibility, AMD would like to assure that all VR headsets are treated equally and all provide the best experience. Oculus, HTC and others should operate in a simple, plug-and-play style. Finally, the content story is easy to grasp with a focus on solid games and software to utilize VR but AMD also wants to ensure that the rendering is scalable across different hardware and multiple GPUs.
To address these tenets AMD has built four technologies into LiquidVR: late data latching, asynchronous shaders, affinity multi-GPU, and direct-to-display.
The idea behind late data latching is to get the absolute most recent raw data from the VR engine to the users eyes. This means that rather than asking for the head position of a gamer at the beginning of a render job, LiquidVR will allow the game to ask for it at the end of the rendering pipeline, which might seem counter-intuitive. Late latch means the users head movement is tracked until the end of the frame render rather until just the beginning, saving potentially 5-10ms of delay.
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