Intro and Xbox One
Introduction to Remote Streaming
The ability to play console games on the PC is certainly nothing new. A wide range of emulators have long offered PC owners access to thousands of classic games. But the recent advent of personal game streaming gives users the ability to legally enjoy current generation console games on their PCs.
Both Microsoft and Sony now offer streaming from their respective current generation consoles to the PC, but via quite different approaches. For PC owners contemplating console streaming, we set out to discover how each platform works and compares, what level of quality discerning PC gamers can expect, and what limitations and caveats console streaming brings. Read on for our comparison of Xbox One Streaming in Windows 10 and PS4 Remote Play for the PC and Mac.
Xbox One Streaming in Windows 10
Xbox One Streaming was introduced alongside the launch of Windows 10 last summer, and the feature is limited to Microsoft's latest (and last?) operating system via its built-in Xbox app. To get started, you first need to enable the Game Streaming option in your Xbox One console's settings (Settings > Preferences > Game DVR & Streaming > Allow Game Streaming to Other Devices).
Once that's done, head to your Windows 10 PC, launch the Xbox app, and sign in with the same Microsoft account you use on your Xbox One. By default, the app will offer to sign you in with the same Microsoft account you're currently using for Windows 10. If your Xbox gamertag profile is associated with a different Microsoft account, just click Microsoft account instead of your current Windows 10 account name to sign in with the correct credentials.
Note, however, that as part of Microsoft's relentless efforts to get everyone in the Virgo Supercluster to join the online Microsoft family, the Xbox app will ask those using a local Windows 10 account if they want to "sign in to this device" using the account associated with their Xbox gamertag, thereby creating a new "online" account on your Windows 10 PC tied to your Xbox account.
If that's what you want, just type your current local account's password and click Next. If, like most users, you intentionally created your local Windows 10 account and have no plans to change it, click "Sign in to just this app instead," which will allow you to continue using your local account while still having access to the Xbox app via your gamertag-associated online Microsoft account.
Once you're logged in to the Xbox app, find and click on the "Connect" button in the sidebar on the left side of the window, which will let you add your Xbox One console as a device in your Windows 10 Xbox app.
Subject: Graphics Cards, Processors | April 19, 2016 - 03:21 PM | Ryan Shrout
Tagged: sony, ps4, Playstation, neo, giant bomb, APU, amd
Based on a new report coming from Giant Bomb, Sony is set to release a new console this year with upgraded processing power and a focus on 4K capabilities, code named NEO. We have been hearing for several weeks that both Microsoft and Sony were planning partial generation upgrades but it appears that details for Sony's update have started leaking out in greater detail, if you believe the reports.
Giant Bomb isn't known for tossing around speculation and tends to only report details it can safely confirm. Austin Walker says "multiple sources have confirmed for us details of the project, which is internally referred to as the NEO."
The current PlayStation 4 APU
Image source: iFixIt.com
There are plenty of interesting details in the story, including Sony's determination to not split the user base with multiple consoles by forcing developers to have a mode for the "base" PS4 and one for NEO. But most interesting to us is the possible hardware upgrade.
The NEO will feature a higher clock speed than the original PS4, an improved GPU, and higher bandwidth on the memory. The documents we've received note that the HDD in the NEO is the same as that in the original PlayStation 4, but it's not clear if that means in terms of capacity or connection speed.
Games running in NEO mode will be able to use the hardware upgrades (and an additional 512 MiB in the memory budget) to offer increased and more stable frame rate and higher visual fidelity, at least when those games run at 1080p on HDTVs. The NEO will also support 4K image output, but games themselves are not required to be 4K native.
Giant Bomb even has details on the architectural changes.
|Shipping PS4||PS4 "NEO"|
|CPU||8 Jaguar Cores @ 1.6 GHz||8 Jaguar Cores @ 2.1 GHz|
|GPU||AMD GCN, 18 CUs @ 800 MHz||AMD GCN+, 36 CUs @ 911 MHz|
|Stream Processors||1152 SPs ~ HD 7870 equiv.||2304 SPs ~ R9 390 equiv.|
|Memory||8GB GDDR5 @ 176 GB/s||8GB GDDR5 @ 218 GB/s|
(We actually did a full video teardown of the PS4 on launch day!)
If the Compute Unit count is right from the GB report, then the PS4 NEO system will have 2,304 stream processors running at 911 MHz, giving it performance nearing that of a consumer Radeon R9 390 graphics card. The R9 390 has 2,560 SPs running at around 1.0 GHz, so while the NEO would be slower, it would be a substantial upgrade over the current PS4 hardware and the Xbox One. Memory bandwidth on NEO is still much lower than a desktop add-in card (218 GB/s vs 384 GB/s).
Could Sony's NEO platform rival the R9 390?
If the NEO hardware is based on Grenada / Hawaii GPU design, there are some interesting questions to ask. With the push into 4K that we expect with the upgraded PlayStation, it would be painful if the GPU didn't natively support HDMI 2.0 (4K @ 60 Hz). With the modularity of current semi-custom APU designs it is likely that AMD could swap out the display controller on NEO with one that can support HDMI 2.0 even though no consumer shipping graphics cards in the 300-series does so.
It is also POSSIBLE that NEO is based on the upcoming AMD Polaris GPU architecture, which supports HDR and HDMI 2.0 natively. That would be a much more impressive feat for both Sony and AMD, as we have yet to see Polaris released in any consumer GPU. Couple that with the variables of 14/16nm FinFET process production and you have a complicated production pipe that would need significant monitoring. It would potentially lower cost on the build side and lower power consumption for the NEO device, but I would be surprised if Sony wanted to take a chance on the first generation of tech from AMD / Samsung / Global Foundries.
However, if you look at recent rumors swirling about the June announcement of the Radeon R9 480 using the Polaris architecture, it is said to have 2,304 stream processors, perfectly matching the NEO specs above.
New features of the AMD Polaris architecture due this summer
There is a lot Sony and game developers could do with roughly twice the GPU compute capability on a console like NEO. This could make the PlayStation VR a much more comparable platform to the Oculus Rift and HTC Vive though the necessity to work with the original PS4 platform might hinder the upgrade path.
The other obvious use is to upgrade the image quality and/or rendering resolution of current games and games in development or just to improve the frame rate, an area that many current generation consoles seem to have been slipping on.
In the documents we’ve received, Sony offers suggestions for reaching 4K/UltraHD resolutions for NEO mode game builds, but they're also giving developers a degree of freedom with how to approach this. 4K TV owners should expect the NEO to upscale games to fit the format, but one place Sony is unwilling to bend is on frame rate. Throughout the documents, Sony repeatedly reminds developers that the frame rate of games in NEO Mode must meet or exceed the frame rate of the game on the original PS4 system.
There is still plenty to read in the Giant Bomb report, and I suggest you head over and do so. If you thought the summer was going to be interesting solely because of new GPU releases from AMD and NVIDIA, it appears that Sony and Microsoft have their own agenda as well.
Subject: Storage | April 18, 2016 - 04:32 PM | Sebastian Peak
Tagged: storage, sony, optical disc archive, optical disc, ODA, hard drives, backup, Archival
Sony has developed a higher-capacity version of their Optical Disc Archive (ODA), which now allows up to 3.3 TB of archival storage with the promise of 100-year retention.
Sony ODS-D280U (Image credit: Sony via Computer Base)
Of course the viability of such a system in the next century is unknown, and a working cartridge (which is similar to the multi-CD systems found in cars a few years ago) would be needed to access the data. The idea is certainly interesting considering the potential for failure with traditional hard drives, though hard drives are relatively inexpensive and offer more utility, unlike the write-once Sony ODA cartridges.
Cartridge exploded view (Image credit: Sony via Computer Base)
For those seeking pure read-only archival storage, the higher capacity of the second-generation Sony ODA at least brings it closer to parity with current hard drive storage.
Subject: General Tech | April 13, 2016 - 04:54 AM | Tim Verry
Tagged: sony, remote play, PSN, ps4, playstation 4, game streaming
Sony is rolling out a new firmware update for its PlayStation 4 gaming console. The 3.50 firmware update adds social networking features to schedule events and allow users to appear offline along with a major change that opens up Remote Play to allow game streaming from the PS4 to Macs and Windows PCs.
Users should start receiving the console update shortly. In order to stream to PCs, users will need to download the Remote Play utility for Windows or OS X. PC system requirements are modest requiring a minimum of a dual core (4 thread) Intel Core i5 560M (2.67 GHz) and 2GB of RAM when running Windows. Mac users can get by with an even lower end i5 520M (2.4 GHz). Users will need to be running the 32-bit or 64-bit versions of Windows (8.1 or 10) or Mac OS X 10.10 Yosemite or newer.
Sony recommends having a bare minimum of a 5Mbps symmetrical broadband internet connection in order to stream games to remote devices, and it recommends a connection with at least 12 Mbps download and upload speeds for the best results. Unfortunately, this rules out most DSL users, though they should still be able to play locally over their LAN. (It is not clear whether you can direct connect to the console to stream or if you have to go through a Sony server to stream, other remote play devices seem to be able to work only off of the LAN connection though so it should work.)
Sony makes it easy to play your games by supporting the DualShock 4 controller – users will simply need to plug it into the PC via USB cable and it will work as expected on PlayStation games. You will also need a Sony Entertainment Network account to pair devices and it is recommended to set the desired PS4 as your primary account. Specific setup instructions can be found here.
Streaming capabilities are currently limited as there is no support for streaming at 1080p resolution. Out of the box, Remote Play will stream at 540p and 30 FPS (frames per second). Users (preferably with wired devices including the PS4) can go into the settings and max it out at 720p and 60 FPS or dial it all the way down to 360p if you really need to play remotely over the internet with a small upload pipe.
Sony notes that not all games support Remote Play, but it seems like the majority of the console's catalog of games do.
There are several YouTube videos of users testing out Remote Play, and it does work. It seems to be a bit behind Xbox One streaming in the video quality and usability departments (e.g. no 1080p and you can't change resolution and frame rate on the fly). Hopefully Sony continues to flesh out the application and features.
Have you had a chance to try PS4 to PC game streaming? I'm now waiting for Microsoft to allow PC to Xbox One streaming hehe.
Subject: General Tech | March 19, 2016 - 08:36 PM | Tim Verry
Tagged: windows, sony, remote play, ps4, game streaming
Sony will be opening up its Remote Play feature to include Windows and Mac PCs with the next system update, version 3.5. In its current form, Remote Play allows users to stream games from their PS4 to certain Sony devices including Xperia phones, Vita handhelds, and the PlayStation TV "microconsole". The new update will let users stream games from the game console to PCs over your home network.
PS4 System Update 3.5 is set to release later this month. While a beta is available, the beta build does not include the streaming feature. It does add support for live streaming to Dailymotion, updates to the social platform (e.g. planned parties), and an incognito mode that allows user to appear offline (how has it taken Sony this long to support that??).
Sony opening up the streaming is a welcome move as it puts it more in line with Microsoft's offering by not requiring specific hardware. Actually, it may be a bit better since users might be able to get away with using older Windows operating systems (Xbox One is limited to Windows 10) as well as streaming to their Macs. Further, Ars is reporting that Sony stopped shipping its PlayStation TV hardware in the US and Europe at the end of 2015. Thus, that may be one of the reasons Sony is moving away from streaming only to Sony hardware. I'm interested in trying out the Remote Play game streaming to see how it compares to the Xbox One to Windows 10 streaming which has worked pretty well so far for me in streaming Forza to my desktop!
Game streaming is proving to be popular and it is interesting to see both popular gaming consoles will soon allow you to stream games from the living room to your computers while at the same time Valve and others are pushing for solutions (e.g. Steam In-Home Streaming) to stream games from your PCs to the living room. Exciting times, especially if you're able to used wired network connections!
What do you think about Sony's plans for expanding Remote Play? Did you use the PS TV?
Subject: Systems | November 30, 2015 - 02:12 AM | Scott Michaud
Tagged: sony, playstation 4, ps4, amd, Jaguar, APU
Of the eight Jaguar cores that Sony added to the PlayStation 4 APU, two were locked down the console's operating system and other tasks. This left the developer with six to push their workloads through. This was the same as the Xbox One until Microsoft released an update last year, which unlocked one to give seven.
NeoGAF users report that, allegedly, PlayStation 4 games can now utilize seven of the eight cores after a recent SDK update from Sony. They source a recent changelist for FMOD, a popular audio management library for PC, mobile, and console platforms, which references targeting “the newly unlocked 7th core.”
Since this is not an official Sony announcement, at least not publicly, we don't know some key details. For instance, is the core completely free, or will the OS still push tasks on it during gameplay? Will any features be disabled if the seventh core is targeted? How frequently will the seventh core be blocked, if ever? What will happen if you block it, if anything? The Xbox One is said to use about 20% of their unlocked seventh core for Microsoft-related tasks, and claiming the remaining 80% is said to disable voice recognition and Kinect features.
The Xbox One and PlayStation 4 are interesting devices to think about. They go low frequency, but wide, in performance, similar to many mobile devices. They also utilize a well-known instruction set, x86, which obviously has a huge catalog of existing libraries and features. I don't plan on every buying another console, but they move with the industry and has a fairly big effect on it (albeit much less than previous generations).
Subject: Mobile | June 12, 2015 - 07:28 PM | Jeremy Hellstrom
Tagged: smartphone, sony, xperia z3+, snapdragon 810
The new Sony Xperia Z3+ is a tiny bit thinner than the non-plus model at 146x72x6.9mm and 144g compared to 146x72x7.3mm and 152g. The display is unchanged, a 5.2" IPS screen with a 1080x1920 resolution but the processor received a significant upgrade, it is now a 64-bit octa-core Qualcomm Snapdragon 810. The phone ships with Android 5.0 and The Inquirer got a chance to try it out. The new processor handles 4K video perfectly and the phone feels snappier overall compared to the previous model, check out their full experience here.
"SONY UNVEILED its latest top-end smartphone, the Sony Xperia Z3+ this week, with an updated, slimmer design, which has a lighter and sleeker frame compared with its predecessor, the Xperia Z3."
Here are some more Mobile articles from around the web:
- SISWOO C50 Longbow Smartphone Review @ Madshrimps
- Lenovo ThinkPad Helix 2nd Gen Convertible Review @ Madshrimps
- Vodafone Smart Tab 4G Tablet @ Kitguru
Subject: General Tech | April 6, 2015 - 06:08 PM | Jeremy Hellstrom
Tagged: cloud gaming, onlive, sony, pc game streaming
Five years ago Onlive launched a beta of their online gaming system, allowing you to play games over the internet, without needing a high end PC. Ryan got his hands on the beta to try out and while it did work for him, there was high latency effecting his gameplay and when he mentioned that Onlive had a few words with him. It seems Sony dislikes the service more than anyone as they have just purchased the company and will be shutting it down in a month, without even offering to move the customers to Playstation Now. This effects not only the gamers but also the graphics manipulation service they offered to companies using the same infrastructure. It is always hard to be the first to try offering a new service and streaming has become a competitive business with a lot of companies with deep pockets offering similar services. There is one major up side for Sony, according to The Register Onlive possesses over 1000 patents for cloud gaming, which Sony can now use to further develop their services.
"Subscribers to the OnLive cloud gaming service have just 27 days of playing time left before the corporate servers that host their fragging sessions are to be shut down by Sony, which announced that it had acquired the service on Thursday."
Here is some more Tech News from around the web:
- How Open-Source Allowed Valve To Implement VULKAN Much Faster On The Source 2 Engine @ Phoronix
- Tests show HTC, Sammy phablets BEND just like iPhone 6 Plus @ The Register
- 10 Truly Amusing Easter Eggs in Linux @ Linux.com
- Popular Android Package Uses Just XOR -- and That's Not the Worst Part @ Slashdot
- AVM FRITZ!Powerline 1000E Set Review @ NikKTech
- KitGuru TV: Cooler Master chat about Silencio case updates
- Tech ARP 2015 Mega Giveaway
Subject: General Tech, Shows and Expos | December 29, 2014 - 03:06 PM | Scott Michaud
Tagged: sony, Samsung, playstation now, Playstation
I know that I have said it in the past, but I am not big on cloud streaming services. For art, the ability to genuinely own your content keeps it safe from censorship and licensing disagreements. You only need to look back a year to see Disney pulling access to legally purchased content on Amazon because they wanted their TV channel to have exclusive rights to the Christmas movies in the holiday season. This does not apply to people who actually owned the content (semi-)DRM-free. Streaming services, especially for video games, are examples of perfection for anyone willing to abuse the system.
Remember: If you build it, the abuse will come.
With that commentary out of the way, what streaming services are good at is pure entertainment. They are just about peak convenience to deliver... some form of entertaining content... unless you have spotty internet (or some other exception). These services have definite merit, so long as they augment platforms for actual art and not attempt to replace them.
So why am I rambling? Recently, Sony has announced that PlayStation Now will arrive for Samsung Smart TVs alongside Sony devices. At first, this might sound surprising. Sony, a console manufacturer, is providing access to the PlayStation ecosystem on other platforms – and yes, that is noteworthy. It is also not without precedent. While the initiative is mostly abandoned, Sony tried opening up to third-party mobile manufacturers (HTC, Sharp, Fujitsu, Wikipad, and Alcatel) with “PlayStation Certified”.
There is also a second reason why this is not too surprising: Samsung and Sony are fairly close partners in TV technology. Until just a few years ago, Sony LCD TV panels were manufactured by S-LCD, until Samsung eventually bought out Sony's interest in the company. The two companies are not really hostile in the TV market. If we see Sony open up PlayStation Now to LG Electronics, then I will scratch my head.
While announced ahead of CES, PlayStation Now is expected to be present at the show on Samsung TVs.
Subject: General Tech, Graphics Cards | October 27, 2014 - 08:50 PM | Ryan Shrout
Tagged: xbox one, sony, ps4, playstation 4, microsoft, amd
A couple of weeks back a developer on Ubisoft's Assassin's Creed Unity was quoted that the team had decided to run both the Xbox One and the Playstation 4 variants of the game at 1600x900 resolution "to avoid all the debates and stuff." Of course, the Internet exploded in a collection of theories about why that would be the case: were they paid off by Microsoft?
For those of us that focus more on the world of PC gaming, however, the following week an email into the Giantbomb.com weekly podcast from an anonymous (but seemingly reliable) developer on the Unity team raised even more interesting material. In this email, despite addressing other issues on the value of pixel count and the stunning visuals of the game, the developer asserted that we may have already peaked on the graphical compute capability of these two new gaming consoles. Here is a portion of the information:
The PS4 couldn’t do 1080p 30fps for our game, whatever people, or Sony and Microsoft say. ...With all the concessions from Microsoft, backing out of CPU reservations not once, but twice, you’re looking at about a 1-2 FPS difference between the two consoles.
What's hard is not getting the game to render but getting everything else in the game at the same level of performance we designed from the start for the graphics. By the amount of content and NPCs in the game, from someone who witnessed a lot of optimizations for games from Ubisoft in the past, this is crazily optimized for such a young generation of consoles. This is really about to define the next-generation unlike any other game beforehand.
We are bound from the CPU because of AI. Around 50% of the CPU is used for the pre-packaged rendering parts..
So, if we take this anonymous developers information as true, and this whole story is based on that assumption, then have learned some interesting things.
- The PS4, the more graphically powerful of the two very similarly designed consoles, was not able to maintain a 30 FPS target when rendering at 1920x1080 resolution with Assassin's Creed Unity.
- The Xbox One (after giving developers access to more compute cycles previously reserved to Kinect) is within a 1-2 FPS mark of the PS4.
- The Ubisoft team see Unity as being "crazily optimized" for the architecture and consoles even as we just now approach the 1 year anniversary of their release.
- Half of the CPU compute time is being used to help the rendering engine by unpacking pre-baked lighting models for the global illumination implementation and thus the game is being limited by the 50% remaining performance power the AI, etc.
It would appear that just as many in the media declared when the specifications for the new consoles were announced, the hardware inside the Playstation 4 and Xbox One undershoots the needs of game developers to truly build "next-generation" games. If, as this developer states, we are less than a year into the life cycle of hardware that was planned for an 8-10 year window and we have reached performance limits, that's a bad sign for game developers that really want to create exciting gaming worlds. Keep in mind that this time around the hardware isn't custom built cores or using a Cell architecture - we are talking about very basic x86 cores and traditional GPU hardware that ALL software developers are intimately familiar with. It does not surprise me one bit that we have seen more advanced development teams hit peak performance.
If the PS4, the slightly more powerful console of the pair, is unable to render reliably at 1080p with a 30 FPS target, then unless the Ubisoft team are completely off the rocker in terms of development capability, the advancement of gaming on consoles would appear to be somewhat limited. Remember the specifications for these two consoles:
|PlayStation 4||Xbox One|
|Processor||8-core Jaguar APU||8-core Jaguar APU|
|Memory||8GB GDDR5||8GB DDR3|
|Graphics Card||1152 Stream Unit APU||768 Stream Unit APU|
|Peak Compute||1,840 GFLOPS||1,310 GFLOPS|
The custom built parts from AMD both feature an 8-core Jaguar x86 architecture and either 768 or 1152 stream processors. The Jaguar CPU cores aren't high performance parts: single-threaded performance of Jaguar is less than the Intel Silvermont/Bay Trail designs by as much as 25%. Bay Trail is powering lots of super low cost tablets today and even the $179 ECS LIVA palm-sized mini-PC we reviewed this week. And the 1152/768 stream processors in the GPU portion of the AMD APU provide some punch, but a Radeon HD 7790 (now called the R7 260X), released in March of 2013, provides more performance than the PS4 and the Radeon R7 250X is faster than what resides in the Xbox One.
If you were to ask me today what kind of performance would be required from AMD's current GPU lineup for a steady 1080p gaming experience on the PC, I would probably tell you the R9 280, a card you can buy today for around $180. From NVIDIA, I would likely pick a GTX 760 (around $200).
Also note that if the developer is using 50% of the CPU resources for rendering computation and the remaining 50% isn't able to hold up its duties on AI, etc., we likely have hit performance walls on the x86 cores as well.
Even if this developer quote is 100% correct that doesn't mean that the current generation of consoles is completely doomed. Microsoft has already stated that DirectX 12, focused on performance efficiency of current generation hardware, will be coming to the Xbox One and that could mean additional performance gains for developers. The PS4 will likely have access to OpenGL Next that is due in the future. And of course, it's also possible that this developer is just wrong and there is plenty of headroom left in the hardware for games to take advantage of.
But honestly, based on my experience with these GPU and CPU cores, I don't think that's the case. If you look at screenshots of Assassin's Creed Unity and then look at the minimum and recommended specifications for the game on the PC, there is huge, enormous discrepancy. Are the developers just writing lazy code and not truly optimizing for the hardware? It seems unlikely that a company the size of Ubisoft would choose this route on purpose, creating a console game that runs in a less-than-ideal state while also struggling on the PC version. Remember, there is almost no "porting" going on here: the Xbox One and Playstation 4 share the same architecture as the PC now.
Of course, we might just be treading through known waters. I know we are a bit biased, and so is our reader base, but I am curious: do you think MS and Sony have put themselves in a hole with their shortsighted hardware selections?
UPDATE: It would appear that a lot of readers and commentors take our editorial on the state of the PS4 and XB1 as a direct attack on AMD and its APU design. That isn't really the case - regardless of what vendors' hardware is inside the consoles, had Microsoft and Sony still targeted the same performance levels, we would be in the exact same situation. An Intel + NVIDIA hardware combination could just have easily been built to the same peak theoretical compute levels and would have hit the same performance wall just as quickly. MS and Sony could have prevented this by using higher performance hardware, selling the consoles at a loss out the gate and preparing each platform for the next 7-10 years properly. And again, the console manufacturers could have done that with higher end AMD hardware, Intel hardware or NVIDIA hardware. The state of the console performance war is truly hardware agnostic.