Subject: Systems | April 27, 2016 - 03:51 AM | Scott Michaud
Tagged: Nintendo, amd
Not a whole lot to go off for this announcement. I mean, hints have been dropped, partners have made announcements, and leaks have surfaced for over a year at this point. The only thing that today brings is a release window: March 2017. The final name, exact specifications, and even whatever the thing is that makes this console different, are all currently unknown. Given that E3 2016 will be the last E3 before release, though, I expect that we will find out all about it in June.
Speaking of announcement dates, though, today is an odd one. Midnight (PST) on a seemingly random Wednesday in April doesn't hold any significance to me. Sure, it aligns with their earnings report for investors. Maybe a release date would help raise their stock price (or buffer its potential fall) but it doesn't mean a whole lot for its fans. Does that matter, though? Maybe not.
While this site is PC-oriented, we do touch on console coverage. When the WiiU launched, Ryan disassembled the console over the course of a five-hour livestream, which was archived YouTube. (He dismantled the Xbox One and PlayStation 4 as well.) We are also interested in how AMD benefits from this whole arrangement. That company is one of the few sources for x86 processors, which gaming consoles have been flocking to, as well as high-end graphics. Combine the two, and you can get a relatively cheap system that is quite competent (for not having a discrete, add-in graphics card) at gaming workloads. According to AMD's previous earnings call, they secured multiple design wins, but we'll need to wait and see whether this is one, and whether it includes the CPU this time. As an aside, Nintendo also recently joined the Khronos Group, so that could eventually be interesting for our readers, too... or not.
Subject: General Tech | April 4, 2016 - 01:30 PM | Scott Michaud
Tagged: zelda, webgl, Nintendo
Before it invariably gets taken offline, you might want to check out a remake of the original Legend of Zelda. It's not just a straight port of the original, though. Its pixel art assets were remade in voxels, which are rendered in WebGL at an angle that's similar to what the original pixel art implies. Original NES controls are overlaid on the screen, which is useful for multi-touch, but keyboard also works.
Most of the game is plugin-free and running in the browser. The only thing that requires plug-in support is audio, and it doesn't play nice with click-to-activate. It would have been nice for them to implement it in WebAudio API, and implement Gamepad API while they're at it, but who am I to criticize a passion project that will likely be challenged by Nintendo in a handful of days?
I'm not sure how complete the game is. They seem to imply that all eight dungeons are available, but I haven't had a chance to check.
Subject: General Tech | November 29, 2015 - 07:33 AM | Scott Michaud
Tagged: snes, retro, Nintendo
So I missed this one until yesterday, when Dave Voyles of Microsoft tweeted it out. While the video was published in 2011, it doesn't have too many views and this topic only gets better with age (pretty much).
Image Credit: "Wikipedia SNES PAL" by JCD1981NL - Own work
Licensed under CC BY 3.0 via Commons
The narrator opens up a Super Nintendo, which is a PAL kit for North Americans wondering why the casing looks so different. The console has a dedicated CPU, RAM, two sound processors with RAM, and a four-package video chipset of two graphics chips and two VRAM packages. The two video chips, each paired with a package of RAM, are used in tandem but apparently cannot see into each others memory. This reminds me of the split-memory architecture on the PS3, which provides 256MB to the Cell processor and 256MB to the NVIDIA GPU.
Another interesting note is that, because the sound system has its own 8-bit Sony processor, sound effects and music will continue to play when the main system freezes. I never really thought about it until I watched this video, but I believe I've actually experienced that a few times in the early/mid 90s. I just never thought much about it because computers were still somewhat magical back then.
Subject: General Tech | November 17, 2015 - 06:40 PM | Scott Michaud
Tagged: ue4, Nintendo, maker, hobbyist
Okay this is just cool (albeit a little old news).
YouTube user CryZENx made a few tech demos that star classic video game characters, with modern, Unreal Engine 4-powered graphics. Samus has a glossy, metallic suit of armor. Goku launches bright Kamehameha blasts, as well as punches, kicks, and spins with his power pole, all while his tail wags and whips around behind him.
It is also one of the first demos that I've seen use NVIDIA FleX. One level has two spout of clear blue water. One flows over a pile of rigid bodies and splits in the corner of the world, and the other flows through two water wheels, which shape the spout before it blobs on the ground.
As always, be careful running what you download from the internet. That said, it doesn't trigger a permission escalation (UAC) or anything, so chances are that it is just a typical project cooked through Unreal Engine 4. Nintendo and others might be a bit upset at their trademarks being used, but it's a non-commercial tech demo for a hobbyist game developer.
They would be better off hiring them.
Subject: Graphics Cards | September 26, 2015 - 03:46 PM | Scott Michaud
Tagged: Nintendo, Khronos
Console developers need to use the APIs that are laid out by the system's creator. Nintendo has their own graphics API for the last three generations, called GX, although it is rumored to be somewhat like OpenGL. A few days ago, Nintendo's logo appeared on the Khronos Group's website as a Contributor Member. This leads sites like The Register to speculate that Nintendo “pledges allegiance to the Vulkan (API)”.
I wouldn't be so hasty.
There are many reasons why a company would want to become a member of the Khronos Group. Microsoft, for instance, decided that the small, $15,000 USD/year membership fee was worth it to influence the future of WebGL. Nintendo, at least currently, does not make their own web browser, they license NetFront from Access Co. Ltd., but that could change (just like their original choice of Opera Mini did). Even with a licensed browser, they might want to discuss and vote on the specifics. But yes, WebGL is unlikely to be on their minds, let alone a driving reason, especially since they are not involved with the W3C. Another unlikely option is OpenCL, especially if they get into cloud services, but I can't see them caring enough about the API to do anything more than blindly use it.
Vulkan is, in fact, most likely what Nintendo is interested in, but that also doesn't mean that they will support it. The membership fee is quite low for a company like Nintendo, and, even if they don't use the API, their input could benefit them, especially since they rely upon third parties for graphics processors. Pushing for additions to Vulkan could force GPU vendors to adopt it, so it will be available for their own APIs, and so forth. There might even be some learning, up to the limits of the Khronos Group's confidentiality requirements.
Or, of course, Nintendo could adopt the Vulkan API to some extent. We'll see. Either way, the gaming company is beginning to open up with industry bodies. This could be positive.
Subject: General Tech | February 12, 2015 - 08:30 AM | Scott Michaud
Tagged: reverse-consolitis, PC, Nintendo, emulator, dolphin
Update: Fixed the title of "Pikmin". Accidentally wrote "Pikman".
Considering the recent Nintendo license requirements, I expect that their demonstrative YouTube videos will have a difficult time staying online. Regardless, if you are in a jurisdiction where this is legal, it is now possible to play some Gamecube-era games at 60 FPS (as well as 1080p) with an emulator PC.
The blog post at the Dolphin Emulator's website goes into the “hack” in detail. The main problem is that these games are tied to specific framerates, which will cause problems with sound processing and other, time-sensitive bits of code. I have actually been told that one of the most difficult aspects of bringing a console game to the PC (or restoring an old PC game) is touching the timing code. It will break things all over. For Super Mario Sunshine, this also involves patching the game such that certain parts are still ticked at 30 FPS, despite the render occurring at twice that rate.
Also interesting is that some games, like Super Smash Bros. Melee, did not require a game-side patch. Why? Because they apparently include a slow-motion setting by default, which was enabled and then promptly sped up to real time, resulting in a higher frame rate at normal speed. The PC is nothing if not interesting.
Subject: General Tech, Processors, Systems | December 23, 2014 - 04:07 AM | Scott Michaud
Tagged: x86, Nintendo, arm, amd
The tea leaves that WCCFTech have been reading are quite scattered, but they could be right. The weaker half is pulled from an interview between Shigeru Miyamoto and the Associated Press. At the very end, the creator of many Nintendo franchises states, “While we're busy working on software for the Wii U, we have production lines that are working on ideas for what the next system might be.”
Of course they do. That is not confirmation of a new console.
Original Mario Bros. Screenshot Credit: Giant Bomb (Modified)
A bit earlier, he also states, “I think that maybe when we release the next hardware system, you can look forward to seeing Mario take on a new role or in a new game.”
This, on the other hand, sounds a little bit like they are iterating on game design ideas that will shape the next console. From what I understand, this is how Nintendo tends to work – they apparently engineer hardware around concept use cases. It could also be a mistake.
The rumor's stronger half is a statement from Devinder Kumar, the CFO of AMD.
“I will say that one [design win] is x86 and [another] is ARM, and at least one will [be] beyond gaming, right,” said Devinder Kumar, chief financial officer of AMD, at the Raymond James Financial technology conference. “But that is about as much as you going to get out me today. From the standpoint [of being] fair to [customers], it is their product, and they launch it. They are going to announce it and then […] you will find out that it is AMD’s APU that is being used in those products.”
So AMD has secured design wins from two companies, one gaming and the other is something else. Also, one design will be x86 and the other will be ARM-based. This could be an awkward co-incidence but, at the same time, there are not too many gaming companies around.
Also, if it is Nintendo, which architecture would they choose? x86 is the common instruction set amongst the PC and other two consoles, and it is easy to squeeze performance out of. On the other hand, Nintendo has been vocal about Apple and the mobile market, which could have them looking at ARM, especially if the system design is particularly abnormal. Beyond that, AMD could have offered Nintendo an absolute steal of a deal in an effort to get a high-profile customer associated with their ARM initiative.
Or, again, this could all be coincidence.
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.
We go inside the Wii U
Last night after the midnight release of the new Nintendo Wii U gaming console, we did what any self respecting hardware fan would do: we tore it apart. That's right, while live on our PC Perspective Live! page, we opened up a pair of Wii U consoles, played a couple of games on the Deluxe while we took a tri-wing screwdriver to the second. Inside we found some interesting hardware (and a lot more screws) and at the conclusion of the 5+ hour marathon, we had a reassembled system with only a handful of leftover screws!
If you missed the show last night we have archived the entire video on our YouTube channel (embedded below) as well as the photos we took during the event in their full resolution glory. There isn't much to discuss about the teardown other than what we said in the video but I am going to leave a few comments after each set of four images.
OH! And if you missed the live event and want to be apart of another one, we are going to be holding a Hitman: Absolution Game Stream on our Live Page sponsored by AMD with giveaways like Radeon graphics cards and LOTS of game keys! Stop by again and see us on http://pcper.com/live on Tuesday the 20th at 8pm ET.
During the stream we promised photos of everything we did while taking it apart, so here you go! Click to get the full size image!
Getting inside the Wii U was surprisingly easy as the white squares over the screws were simply stickers and we didn't have to worry about any clips breaking, etc. The inside is dominated by the optical drive provided by Panasonic.
Subject: General Tech | September 20, 2012 - 02:57 PM | Jeremy Hellstrom
Tagged: Nintendo, Wii U, amd
Nintendo and AMD today announced that the next generation Wii will use a graphics chip designed and provided by AMD. This is great news that will help AMD's bottom line for quite a while to come as the console business is very different that the PC business. Instead of having to continually invest money into research and development into new architectures in order to keep releasing brand new families of GPUs in order to keep up with the competition, once the Wii is released AMD's R&D is over and done with. Instead, the GPU in the Wii U will be a source of income with only the production costs on the expense side of the balance sheet, which is a cost per chip which will decline over time as the production facilities perfect the fabrication process. Consoles generations last a long time and for the entire existence of the Wii U, AMD will be making money from the console. You can read more about what the Wii U will be able to do on Nintendo's site though we still do not have much information on the actual GPU hardware specifications.
"As excited as Nintendo may be about this launch, AMD is equally excited to be a proud technology partner and supplier of the GPU technology for the Wii U. This partnership is another example of AMD’s graphics leadership and innovation, enabling the most dynamic, immersive gaming experiences regardless of platform."
Here is some more Tech News from around the web:
- New vicious UEFI bootkit vuln found for Windows 8 @ The Register
- Inside the guts of a fiendish Internet Explorer 0-day attack @ The Register
- Making Sense of the Intel Haswell Transactional Synchronization eXtensions @ AnandTech
- NAND flash suppliers consider hiking prices @ DigiTimes
- Globalfoundries launches 14nm process node for SoCs @ The Inquirer
- IOS 6 is already jailbroken @ The Inquirer
- The iOS 6 Review: Maps Thoroughly Investigated and More @ AnandTech
- Cyberlink Media Suite 10 Ultra Review @ Hi Tech Legion
- Win a Nokia Lumia 820 Windows 8 Phone With Scancom @ eTeknix