Subject: General Tech | March 8, 2013 - 05:26 AM | Tim Verry
Tagged: valve, Steam Box, steam, pc gaming, gaming, console, big picture mode
In talking with the BBC, Valve CEO Gabe Newell revealed several details regarding the company’s upcoming Steam Box gaming PC. The console competitor will go up against Sony’s PlayStation 4 (PS4) and Microsoft’s Xbox 360 successor. So far we know that the Steam Box will utilize Valve’s Steam distribution service and its Big Picture Mode user interface. Valve will be manufacturing its own reference design, but third parties will also be allowed to construct Steam Boxes that will tap into Valve’s gaming library. Xi3 in particular looks to be at least one of the likely Steam Box partners to produce hardware.
Newell indicated that Valve would be sending prototype devices to customers within “the next three to four months.” The designs are not yet finalized, however, as evidenced by Newell’s statement that the prototypes would be used to gather feedback, and Valve is still working on balancing heat, noise, and performance.
“We're working with partners trying to nail down how fast we can make it.” - Gabe Newell in an interview with BBC before receiving an award for Portal 2.
Further, Valve has not yet determined exactly what it wants the controller to be. It will reportedly be shipping several different prototype controllers along with the Steam Box PCs. One area that Newell is particularly interesting in is in gathering bio-metric data -- such as heart rate -- and using that data to change the game experience for the gamer. This would be one area that Valve could focus on and have an advantage over other consoles. As a fully-fledged PC, the Steam Box could tap into existing bio-metrics technology and easily have the horsepower to effectively parse the bio-feedback. I can only think of a few situations in which such data would be useful (horror games, party/dancing/exercise games), but I do see it as being at least as beneficial as the Kinect was/is to the Xbox.
With that said, we still do not know much about the Steam Box. Much like the PS4, we still do not know what the actual hardware will look like (though we have at least been shown the PS4 controller). Pricing is also one of the major unknowns, and BBC reporter Leo Kelion quoted an industry analyst Lewis Ward (IDC) as noting that Valve will likely not be able to subsidize the hardware nearly as much as the other major console players (Sony, Microsoft, Nintendo) are able to. The Steam Box is inevitably going to be priced more in like with PCs than with consoles, as a result. On the other hand, gamers that buy a Steam Box can look forward to getting games that are much cheaper than the console equivalents. Give Steam Box gamers a couple of Steam holiday sales and they will easily make up the price difference!
What do you expect the Steam Box to be, and will it finally take PC gaming to the masses?
Subject: General Tech, Graphics Cards | January 16, 2013 - 01:10 PM | Ryan Shrout
Tagged: stolen, nvidia, legal, Lawsuit, console, amd
Things might get interesting for a little while between AMD and NVIDIA again as a complaint has been filed by AMD accusing recently converted NVIDIA employee's of downloading and stealing 100,000 documents on the way out AMD's door.
The company alleges that Robert Feldstein, Manoo Desai, and Nicolas Kociuk collectively downloaded over 100,000 files onto external hard drives in the six months before leaving the company. All three and another manager, Richard Hagen, were accused of recruiting AMD employees after leaving for Nvidia.
The most senior of these employees is Robert Feldstein who was acting as the VP of Strategic Development at AMD before leaving for NVIDIA and was responsible for getting AMD inside the Nintendo Wii U as well as the upcoming Xbox and Playstation consoles due out this year. To say that "stealing" Feldstein was a big win for NVIDIA would seem like a bad pun now with the accusations on the table, but there, we said it.
After looking at the former employees computers AMD found that "Desai and Kociuk conspired with each other to misappropriate AMD's confidential, proprietary, and/or trade secret information; and/or to intentionally access AMD's protected computers, without authorization and/or in a way that exceeded their authorized access." And since Feldstein and Hagan were responsible for the recruitment of those former AMD employees, they were breaking the "no-solicitation of employees" agreement made before departure.
Obviously AMD hasn't come out with exactly what is in those 100,000 documents they accuse of being stolen, but the company is hoping that the US District Court in Massachusetts will help them recover the incriminating documents with a restraining order for all four current employees of NVIDIA forcing them to retain all current AMD-related documents.
The unfortunate part of this for AMD is that if the document leak is true, the damage has likely already been done and they will have to sue for damages down the road. NVIDA could be in for a world of hurt if the court finds that they were actively requesting those documents from the the four named in the complaint.
If you want to read all the legal source for this complaint, you can find it right here.
Subject: General Tech | December 7, 2012 - 04:42 AM | Tim Verry
Tagged: Wii U, Nintendo, gaming, engadget, console
Nintendo recently unveiled its next generation console with the Wii U. While Ryan managed to get his hands on a couple of consoles, I still have not been able to get a hold of the elusive 32GB black SKU because they have been sold out at the retail stores in my area since launch day. Specifically, new data uncovered by the NPD Group puts into perspective just how popular Nintendo's new hardware is by the sheer number of units purchased in the first week of sales alone!
According to a press release by the NPD Group (available here), Nintendo managed to sell 1.75 million units of hardware in the US from October 28th to November 24th. The 1.75 million total units is further broken down between mobile and console hardware. For mobile, Nintendo sold an impressive 910,000 mobile gaming handhelds. On the console side of things, the results are not record breaking but still notable. Nintendo sold 845,000 consoles during the entire month of november.
Surprisingly, the majority of those 845,000 sales are comprised of Wii U sales over a one week period. During the first week of the Wii U being launched, Nintendo sold 425,000 consoles. That is in comparison to the original Wii’s 475,000 consoles sold in its first week. Another interesting console number is that Nintendo has managed to sell 40 million total consoles since its launch, so the new Wii U still has a long way to go before it can topple the original motion-controlled console.
The NPD Group attributes the successful sale of 1.75 million units of gaming hardware to Black Friday sales and the initial launch excitement surrounding the new Wii U. It will be interesting to see if the Wii U will surpass its predecessor in popularity, and how long it will take to do so.
I'm sure he broke the warranty on this torn apart Wii U so it is a good thing he didn't brick it with a failed firmware update! (heh)
Overall, it does appear to be a decent system with DRM, a 2GB firmware update, and retail (un)availability being the only major gripes from the Internet that I’ve picked up on. I look forward to getting my hands on some games to see how well the asynchronous gameplay works with the new gamepad in particular.
Are you excited about he Wii U?
See a full tear down of the Wii U with photos, video, and leftover screws at PC Perspective.
Subject: Editorial, General Tech | August 1, 2012 - 03:30 PM | Scott Michaud
Tagged: xbox 360, consolitis, consoles, console
Polytron and Trapdoor, together responsible for the indie title “Fez”, have decided to not release an update to their software due to certification fees. Microsoft released a public statement to assert that they would be willing to work out arrangements if fees solely prevent the patch from being released. Either way it reiterates serious concerns about content dependent upon proprietary platforms and how that conflicts with art.
Long-time readers of my editorials have probably figured out that I have not been a fan of consoles, anti-piracy, and several other issues for at least quite some time. Humorously it is almost universally assumed that a PC gamer who bashes his head against his desk whenever he hears an anti-piracy organization open their mouths must be a perpetual cheapskate worried about losing his free ride.
I mean, clearly there is no reason for someone who has an education in higher-level math with a fairly strong sense in basic statistics to argue with the ESA, BSA, RIAA, or MPAA. I clearly just prefer the PC to rip off game publishers.
Measure your dependent variables, control your independent variables.
So then, why do I care?
I have been growing increasingly concerned for art over the past several years. The most effective way to help art flourish is to enable as many creators to express themselves as possible and keep those creations indefinitely for archival and study. Proprietary platforms are designed to hide their cost as effectively as possible and become instantly disposable as they cease becoming effective for future content.
Console platforms appear to be the cheapest access to content by having a low upfront cost to the end user. To keep those numbers low they are often sold at under the cost of production with the intent of reclaiming that loss; the research, development and marketing losses; and other operating costs over the lifespan of the console. Profit is also intended at some point as well.
As Polytron and Trapdoor have experienced: one way to recover your costs is to drench your developers and publishers in fees for their loyalty to your platform – of course doing the same to your loyal customers is most of the rest. This cost progressively adds up atop the other expenses that increasingly small developers must face.
The two main developers for the PC, Blizzard and Valve, understand the main value of their platform: markedly long shelf lives for content. Consoles are designed to be disposable along with the content which is dependent on them. DRM likewise adds an expiration on otherwise good content if it becomes unsupported or the servers in charge of validating legitimate customers cease to exist in the name of preventing casual piracy.
For non-differentiable entertainment that is not a tragic loss as there will always be another first person shooter. Content with intrinsic value, on the other hand, cannot simply be exchanged for equivalent media.
For all the debate about whether videogames could be considered art – you would think it would be treated as such.
Subject: General Tech | May 8, 2012 - 02:58 AM | Tim Verry
Tagged: xbox 360, microsoft, gaming, console
The Xbox 360 has now been available in some form for almost seven years and has sold approximately 67.2 million units. Consumers are able to get the updated Xbox 360 4GB model for $199 USD at many retailers along with the Kinect add-on for $99. If that price still seems too steep, Microsoft has started to offer a subsidized Xbox 360 and Kinect bundle for those users lucky enough to live close to a physical Microsoft Store. There are currently 17 stores in a number of US states, with four more listed as "coming soon."
Microsoft is offering a two year contract of Xbox Live Gold for $14.99 a month. As a promotion for signing the contract, the company will sell a 4GB Xbox 360 S and Microsoft Kinect add-on for $99 USD. In total, the system will cost $458.76 plus applicable taxes–$359.76 for the monthly contract and $99 for the hardware. Interestingly, the subsidized cost ends up being more expensive than buying it outright. In under five minutes of searching around Amazon, I found 2 1 year subscriptions to Xbox Live Gold and an Xbox 360 S 4GB and Kinect hardware bundle for $380.20.
That isn’t surprising but is still interesting that the subsidized model with contract does end up being more expensive. If you can’t afford the upfront cost the subscription may be worth it, especially with the Xbox Next not coming this year. Buying the hardware outright is going to cost less but considering the Xbox is rather dated at this point, paying $99 for the hardware–with the Xbox Live Gold contract not being locked to that one console– may be a better deal should the next Xbox be released within that two year window then buying both consoles outright. At least then, you can apply the contract towards the new console and not be out as much money on the original hardware. In the end, it is a nice alternative method for getting the console and Kinect hardware.
Subject: General Tech | January 26, 2012 - 01:34 AM | Tim Verry
Tagged: xbox 720, xbox, rumors, radeon hd 6670, next box, microsoft, gpu, gaming, console, amd
Microsoft's Xbox 360 is coming up on seven years old, and the company has sold more than 66 million units. Naturally, as graphics techniques and software has advanced, the aging hardware is starting to hold back game developers from implementing higher detail settings and larger maps with more players. Both developers and gamers are clamoring for the next Xbox to be released so that they can advance to the next stage of gaming. PCs are way ahead in the graphics quality race as the hardware has greatly advanced in the interim, and console gamers and game developers are starting to take notice and want for the features. Bring on the Next Box (or Xbox 720 or whatever it will eventually be called). With updated hardware, it should give console gamers some new (to them) shiny graphics to look at and smoother frame rates at the same quality settings we have now.
According to IGN, sources have confirmed that the next generation gaming console will have six times the processing power of the current generation Xbox 360. This increase in processing power is due in part to the updated graphics card that is akin to the AMD Radeon HD 6670 GPU, which while only a budget/HTPC card on the PC side of things, is a nice step up from the Xbox 360's ATI Xenos graphics chip.
The card will support 1080p, DirectX11, multiple display outputs, and 3D. Unfortunately, pricing for the upcoming gaming system was not revealed nor were any other details about the specific underlying hardware. If you are in the mood for more speculation on what might be inside the next Xbox, Tech Radar has compiled a list of the various gossip around the net about the console.
Introduction: Griefing the grieving
PC Gaming has been on its death bed for years -- if you believe the countless debates that have occurred most commonly over the last decade. The drum beat roared from the masses: “Why game on the PC anymore when you could just buy a console?” The focus of conversation was set upon the attack and defense of the PC as a viable platform at all, let alone the platform of choice. The question that swarms naggingly through my brain is quite the opposite: “In the long run, why game on a console?” The concept that consoles are better than PCs, given a fraction of the support that consoles receive, is about to die; console supporters are in various levels of grief.
U mad Mario Bros.?
I am an avid, though this editorial may suggest livid, video game supporter. My first exposure to video gaming was mixed between the Nintendo Entertainment System and the family 80286. I have equally fond memories with the keyboard as with the gamepad. The balance between console and PC was level throughout my life until just a few years ago when I carefully thought the situation over. The PC is now my platform of choice.
Subject: General Tech, Mobile | August 3, 2011 - 01:21 PM | Tim Verry
Tagged: SoC, qualcomm, PC, mobile, gaming, console
Mobile gaming has seen a relatively sharp rise in popularity in recent years thanks to the rise of powerful smartphones and personal media players like the iPod Touch and its accompanying App Store. Mobile networks, powerful System On A Chips (SoC) that are capable of 3D graphics, lighting, and physics, and a large catalog of easy to download and play games have created an environment where people actually want to play games on their mobile devices. Many people now indulge themselves in quick Angry Birds sessions while in long lines, on work breaks, or wherever they have time when out and about.
One area where mobile devices have not caught on; however, is at home. Mobile devices face stiff competition from game consoles and the PC. That competition has not stopped numerous manufacturers from trying to implement an all-in-one mobile console that was portable and easy to plug into a larger display when at home. Everything from cheap controllers with logic inside that allows them to play old arcade games to smart phones with HDMI outputs costing hundreds of dollars have passed through the hands of consumers; however, the mobile console has yet to overcome the sheer mind share of consumers who prefer dedicated game consoles and their PCs.
According to Anandtech, Qualcomm, a popular manufacturer of ARM SoC for smart phones has announced its plans to pursue that vision of an integrated, mobile console. They claim that the increased power provided by next generation SoC technology will allow tablets and smartphones to deliver graphics that are better than those of current dedicated game consoles like the PS3 and Xbox 360. Due to Sony and Microsoft wanting to extend the lives of consoles well into the future, mobile technology may well surpass it. The company "is committed to delivering both the hardware and the software support needed to bring developers to these mobile platforms," according to Anandtech.
Qualcomm wants to bring portable consoles to the masses powered by their SoCs and backed by their software. The tablets and smartphones would be able to connect to displays using HDMI or wireless technology in addition to supporting controllers (or acting as a controller itself). Further, the games library will be the culmination of software from all platforms and will rival the graphical prowess of the current consoles. Qualcomm hopes that a large library and capable hardware will be enough to entice consumers to the idea of a portable console becoming their all-in-one gaming device.
Portable consoles are similar to tablets and 3D television in that there is a major push for it every few years, a few devices come out, and then it dies off to be reborn again a few years later. Whether Qualcomm is able to pull off the plans for a portable console remains to be seen; however, the device is bound to catch on at some point. At the very least, this is certainly not the last time we will hear about the portable console. You can see more of Qualcomms plans here.
What do you believe is holding back the portable console from catching on with consumers? Is it a good idea in the first place?