Subject: Editorial, General Tech, Graphics Cards, Systems | May 23, 2013 - 06:40 PM | Scott Michaud
Tagged: xbox one, xbox, unreal engine, ps4, playstation 4, epic games
Unreal Engine 4 was presented at the PlayStation 4 announcement conference through a new Elemental Demo. We noted how the quality seemed to have dropped in the eight months following E3 while the demo was being ported to the console hardware. The most noticeable differences were in the severely reduced particle counts and the non-existent fine lighting details; of course, Epic pumped the contrast in the PS4 version which masked the lack of complexity as if it were a stylistic choice.
Still, the demo was clearly weakened. The immediate reaction was to assume that Epic Games simply did not have enough time to optimize the demo for the hardware. That is true to some extent, but there are theoretical limits on how much performance you can push out of hardware at 100% perfect utilization.
Now that we know both the PS4 and, recently, the Xbox One: it is time to dissect more carefully.
A recent LinkedIn post from EA Executive VP and CTO, Rajat Taneja, claims that the Xbox One and PS4 are a generation ahead of highest-end PC on the market. While there are many ways to interpret that statement, in terms of raw performance that statement is not valid.
As of our current knowledge, the PlayStation 4 contains an eight core AMD "Jaguar" CPU with an AMD GPU containing 18 GCN compute units, consisting of a total of 1152 shader units. Without knowing driving frequencies, this chip should be slightly faster than the Xbox One's 768 shader units within 12 GCN compute units. The PS4 claims their system has a total theoretical 2 teraFLOPs of performance and the Xbox One would almost definitely be slightly behind that.
Back in 2011, the Samaritan Demo was created by Epic Games to persuade console manufacturers. This demo was how Epic considered the next generation of consoles to perform. They said, back in 2011, that this demo would theoretically require 2.5 teraFLOPs of performance for 30FPS at true 1080p; ultimately their demo ran on the PC with a single GTX 680, approximately 3.09 teraFLOPs.
This required performance, (again) approximately 2.5 teraFLOPs, is higher than what is theoretically possible for the consoles, which is less than 2 teraFLOPs. The PC may have more overhead than consoles, but the PS4 and Xbox One would be too slow even with zero overhead.
Now, of course, this does not account for reducing quality where it will be the least noticeable and other cheats. Developers are able to reduce particle counts and texture resolutions in barely-noticeable places; they are also able to render below 1080p or even below 720p, as was the norm for our current console generation, to save performance for more important things. Perhaps developers might even use different algorithms which achieve the same, or better, quality for less computation at the expense of more sensitivity to RAM, bandwidth, or what-have-you.
But, in the end, Epic Games did not get the ~2.5 teraFLOPs they originally hoped for when they created the Samaritan Demo. This likely explains, at least in part, why the Elemental Demo looked a little sad at Sony's press conference: it was a little FLOP.
Update, 5/24/2013: Mark Rein of Epic Games responds to the statement made by Rajat Taneja of EA. While we do not know his opinion on consoles... we know his opinion on EA's opinion:
— Mark Rein (@MarkRein) May 23, 2013
Subject: General Tech | May 23, 2013 - 01:00 PM | Ken Addison
Tagged: z87, Y500, xbox one, xbox, video, Temash, Richland, podcast, pcper, msi, Lenovo, Kaveri, Kabini, Jaguar, Intel, hgst, gtx 650m, Giagbyte, ECS, asus, APU, amd
PC Perspective Podcast #252 - 05/23/2013
Join us this week as we discuss Z87 Motherboards, Xbox One, Lenovo Y500 Gaming notebook and more!
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Hosts: Ryan Shrout, Josh Walrath, Allyn Malventano, and Morry Teitelman
Program length: 1:17:01
Week in Review:
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Subject: Editorial, General Tech, Graphics Cards, Processors, Systems | May 21, 2013 - 05:26 PM | Scott Michaud
Tagged: xbox one, xbox
Almost exactly three months have passed since Sony announced the Playstation 4 and just three weeks remain until E3. Ahead of the event, Microsoft unveiled their new Xbox console: The Xbox One. Being so close to E3, they are saving the majority of games until that time. For now, it is the box itself as well as its non-gaming functionality.
First and foremost, the raw specifications:
- AMD APU (5 billion transistors, 8 core, on-die eSRAM)
- 8GB RAM
- 500GB Storage, Bluray reader
- USB 3.0, 802.11n, HDMI out, HDMI in
The hardware is a definite win for AMD. The Xbox One is based upon an APU which is quite comparable to what the PS4 will offer. Unlike previous generations, there will not be too much differentiation based on available performance; I would not expect to see much of a fork in terms of splitscreen and other performance-sensitive features.
A new version of the Kinect sensor will also be present with all units which developers can depend upon. Technically speaking, the camera is higher resolution and more wide-angle; up to six skeletons can be tracked with joints able to rotate rather than just hinge. Microsoft is finally also permitting developers to use the Kinect along with a standard controller to, as they imagine, allow a user to raise their controller to block with a shield. That is the hope, but near the launch of the original Kinect, Microsoft filed a patent to allow sign language recognition: has not happened yet. Who knows whether the device will be successfully integrated into gaming applications.
Of course Microsoft is known most for system software, and the Xbox runs three lightweight operating environments. In Windows 8, you have the Modern interface which runs WinRT applications and you have the desktop app which is x86 compatible.
The Xbox One borrows more than a little from this model.
The home screen, which I am tempted to call the Start Screen, for the console has a very familiar tiled interface. They are not identical to Windows but they are definitely consistent. This interface allows for access to Internet Explorer and an assortment of apps. These apps can be pinned to the side of the screen, identical to Windows 8 modern app. I am expecting there to be "a lot of crossover" (to say the least) between this and the Windows Store; I would not be surprised if it is basically the same API. This works both when viewing entertainment content as well as within a game.
These three operating systems run at the same time. The main operating system is basically a Hyper-V environment which runs the two other operating systems simultaneously in sort-of virtual machines. These operating systems can be layered with low latency, since all you are doing is compositing them in a different order.
Lastly, they made reference to Xbox Live, go figure. Microsoft is seriously increasing their server capacity and expects developers to utilize Azure infrastructure to offload "latency-insensitive" computation for games. While Microsoft promises that you can play games offline, this obviously does not apply to features (or whole games) which rely upon the back-end infrastructure.
And yes, I know you will all beat up on me if I do not mention the SimCity debacle. Maxis claimed that much of the game requires an online connection due to the complicated server requirements; after a crack allowed offline functionality, it was clear that the game mostly operates fine on a local client. How much will the Xbox Live cloud service offload? Who knows, but that is at least their official word.
Now to tie up some loose ends. The Xbox One will not be backwards compatible with Xbox 360 games although that is no surprise. Also, Microsoft says they are allowing users to resell and lend games. That said, games will be installed and not require the disc, from what I have heard. Apart from the concerns about how much you can run on a single 500GB drive, once the game is installed rumor has it that if you load it elsewhere (the rumor is even more unclear about whether "elsewhere" counts accounts or machines) you will need to pay a fee to Microsoft. In other words? Basically not a used game.
Well, that has it. You can be sure we will add more as information comes forth. Comment away!
Subject: General Tech | January 10, 2013 - 08:17 AM | Tim Verry
Tagged: xbox, volos, thermaltake, gaming mouse, gaming
Peripherals are not usually items that I pay much attention to at CES, but the Volos mouse from Thermaltake managed to pique my interest. The prototype mouse was spotted at the company’s CES booth amidst several new Level 10 GT mice in various colors.
The Tech Report spotted the prototype Volos mouse at the Thermaltake booth.
The Volos is a right-handed laser gaming mouse clad in matte gray with glossy black accents. The interesting bit though, lies on the left side the mouse: four colored blue, yellow, red, green Xbox-controller-style buttons and one A and B button. There is a seventh thumb button on the top-left edge of the mouse, two DPI selection buttons in the middle beneath the scroll wheel, and three additional buttons on the right side in reach of your little finger. LMB, RMB, and a white scroll wheel complete the package.
Reportedly, the mouse is not yet ready for retail, but it does suggest some interesting possibilities for gamers. Many modern games available on the PC are ports of console games, and that means that a number of games retain the Xbox controller tool tips and suggested controls. While it is possible to simply plug in an Xbox controller to pay such games, Thermaltake’s Volos mouse opens the door to a possible compromise. PC gamers would be able to keep the mouse look ad precision of their gaming mice while also being able to use Xbox-style button controls. At present, the buttons are likely used for macro activation, but it would be neat to see games auto-detect the other buttons and assign them the Xbox controls like the games do when an actual Xbox controller is recognized.
I think that I would have to actually try it out in person to determine how viable it is as a Xbox controller stand-in (ergonomically), but it at least appears to be a good idea! Tech Report has the full scoop on Thermaltake's new peripherals at CES if you are interested.
PC Perspective's CES 2013 coverage is sponsored by AMD.
Follow all of our coverage of the show at http://pcper.com/ces!
Subject: General Tech | December 21, 2012 - 12:06 PM | Tim Verry
Tagged: xbox, ps4, gaming, games, consoles, carmack
While Nintendo has continued to pump out new gaming consoles, both Microsoft and Sony have been sitting on the current Xbox and PlayStation hardware for years. For example, the Xbox 360 is seven years old, and yet the Redmond company does not appear to be in any hurry to advance to better hardware with a new console. Sony is in a similar mindset with its PlayStation road map.
There have been rumors for the past couple years on the next Xbox and PlayStation, but there is one thing that is certain. Once gamers do (eventually) get a new console though, it will have substantially better hardware than the current generation. And considering that the latest games on the Xbox 360 and PlayStation 3 have started to push the hardware to its limit, developers are clamoring for better hardware as their engines outgrow the consoles. Visuals are still increasing on iterative console games but the frame rates are starting to slip as a result. PC gamers have Eyefinity, multi-GPU, AA, AF, higher resolutions, and unrestricted frame rates. Meanwhile, developers that want games on both console and PC platforms have to contend with the fact that the Xbox 360 and PS3 are limited to a frame rate target of around 30 FPS. (And the latest games are jast barely able to achieve that target.)
Unfortunately, while many console gamers likely expect the next generation of consoles to set the frames per second bar higher, a statement by John Carmack suggests otherwise. On Twitter the id Software founder stated that “unfortunately, I can pretty much guarantee that a lot of next gen games will still target 30 fps.”
It is an interesting statement from the mind of a game developer. When next generation consoles do come out, they will likely push more than 30FPS on average as games built on (tweaked) existing engines will run faster on the updated hardware. However, it seems that developers are more concerned with pushing visual quality instead of framerates. As developers start pushing the new hardware, the framerates will fall towards the 30 FPS target, much like the current generation of consoles are experiencing. I suppose gamers that want unrestricted fram rates will have to stick to PC gaming for the forseeable future.
Carmack is much more optimistic about higher framerates on PC games.
Do you think gamers care about higher framerates on their consoles?
Subject: General Tech | January 31, 2012 - 04:42 PM | Tim Verry
Tagged: xbox next, xbox 720, xbox, gaming, 2012
The Internet has seen quite a few Xbox Next / Xbox 720 (or whatever it will end up being called) rumors over the past few months, and many gamers were likely hoping for the next generation console refresh to come in time for a holiday launch. According to Microsoft Marketing Director Cedrick Delmax; however, this is just not going to happen. Tom's Hardware quoted, from an interview with LePoint.Fr, Delmax in further stating that the "Xbox 360's cycle is not at all finished." He further tried to prove his point by saying that the Xbox 360 is not dead yet because the company did not see a need to cut the price of the current console this year. When pushed with questions about the console's competition in the Wii U (launching this Christmas season) and the eventual successor to Sony's PS3, the Microsoft spokesperson said that they would not be making any "hasty moves" and the next Xbox would come in its own time. More information including a statement from sony can be found in this separate Lepoint.fr interview.
Sticking around until at least 2013!
Well, it looks like Microsoft is really riding this horse (the Xbox 360) until it dies. Hopefully they know what they are doing and the next Xbox rises from the ashes like a Pheonix instead of crumbling because they waited too long to enter the next generation. Game developers are already starting to hit a wall in how far they can push the current consoles and will start to turn to the PC (finally) to show off their graphics prowess. What are your thoughts on this, are you satisfied with your Xbox 360, especially when compared to the graphics on current PCs (for example, Battlefield 3)?
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.
Subject: General Tech | January 12, 2012 - 11:18 AM | Tim Verry
Tagged: xbox, windows, voice, software, PC, microsoft, kinect, gestures
Microsoft CEO Steve Ballmer announced at the Consumer Electronics Show that on February 1st, the new Kinect sensor for Windows would become available for purchase. In addition to the new Kinect for Windows sensor hardware, Microsoft is releasing an official SDk or Software Development Kit. Having the SDK installed on a Windows operating system will be required in order to use Kinect software applications. Currently, there are no (Microsoft official) consumer applications using Kinect; however, official hardware and an official SDK will surely spur software development.
Microsoft is confident that the launch of the SDK and specially tuned hardware will spur development of software. According to MSNBC, the company is working with over 200 companies to develop software applications for Windows using Kinect. Microsoft's partners include Toyota, Mattel, American Express, and United Health Group. These corporate partners seem to indicate that initial Kinect applications will be designed for consumers to use in a business setting, say on a sales floor of car dealerships, at hospitals, or point of sale devices (maybe American Express is planning a "card swipe" application where holding the card up to the Kinect can be used to purchase items. Software for consumers to use at home is also likely in the pipeline and users will see them in the future.
Due to the Microsoft Kinect for Windows sensor not being subsidized by Xbox 360 games and accessories, the PC version is $100 more than the Xbox 360 version, and will retail for $250 USD. Amazon currently has the device (for pre-order) here for a whole penny less at $249.99.
PC Perspective's CES 2012 coverage is sponsored by MSI Computer.
Follow all of our coverage of the show at http://pcper.com/ces!
Subject: General Tech | October 20, 2011 - 11:00 PM | Tim Verry
Tagged: xbox, PC, gaming, ea, dice, bf3, battlefield 3
Battlefield 3 is nearing its October 25th release date and information about each platform's release is starting to pour in. One notable piece of information concerns the optional hard drive install for the Xbox 360 version of Battlefield 3. We reported earlier that the FPS would come on two DVDs for the Xbox 360, and a BF3 producer had been quoted in stating that the DVDs could be installed to the system to enable "optional high resolution textures." At the time, I had assumed that the optional install would merely boost the (already) HD (high definition) image; however, according to Shack News the game will be only standard definition without the hard drive installation.
The PC will always have HD resolutions available, assuming your rig can handle it.
Executive producer Partick Bach explains that Battlefield 3 is based around a streaming texture engine where the terrain, textures, and content are all streamed in, and is a new way of doing things on the console (though not the gaming industry as a whole). Unfortunately, it looks like the concern many gamers had in regards to the Xbox 360's DVD drive not being able to stream high quality textures fast enough have been realized. Both the PC and the Playstation 3 on the other hand, are able to stream the necessary HD textures from the hard drive (PC) and Blu-Ray disc (PS3).
Mr. Bach further explains that because there are so many Xbox 360s with either no hard drives or (nearly useless) 4 GB drives, the company had to develop the Xbox version such that even a system with no hard drive could at least play the game, even at the expense of image quality. "You could call it a 'standard-def' version for the 360 if you don't have a hard-drive." What is still unclear is what exactly he means by standard definition. Whether that means the game will be limited to a 480p resolution without the optional hard drive installation or high definition (720p+) resolutions with relatively lower resolution textures is not certain (though likely the later rather than the former, if I had to guess).
What this means for Xbox 360 gamers, in the end, is that the game will be quite a bit more expensive than previously thought if they want the full experience after factoring in the cost of an (outrageously priced) Microsoft hard drive. Are you planning on buying the Xbox version?
Subject: Editorial, General Tech, Systems | July 11, 2011 - 05:57 PM | Scott Michaud
Tagged: xbox, pc gaming
Last week we reported on Microsoft rolling their Games for Windows initiative into Xbox.com and I essentially said that unless Microsoft is trying to roll their now established Xbox brand into Windows that they are missing the point of PC gaming. This week we hear rumors that, in fact, Microsoft may be trying to roll their now established Xbox brand into Windows. According to Insideris, Windows 8 will allow you to play Xbox 360 games on your PC. That said, despite speculation as a result of this news, it does not state whether it will be the complete catalog or a subset of 360 games that are compatible with the PC.
Which came first? The console or the Newegg?
What does this mean for PC gaming? I am unsure at this point. A reasonable outcome would be that Xbox becomes a user-friendly brand for Microsoft’s home theatre PC initiatives which adds a whole lot more sense to the Windows 8 interface outside of the tablet PC space. This is a very positive outcome for the videogame industry as a whole since it offers the best of Xbox for those who desire it and the choice of the PC platform.
This however opposes Microsoft’s excessively strict stance on closed and proprietary video gaming platforms. Could Microsoft have been pushing their proprietary platform to gut the industry norms knowing that at some point they would roll back into their long-standing more-open nature of Windows? Could Microsoft be attempting to lock down PCs, meeting somewhere in the middle? We will see, but my hopes are that proprietary industry will finally move away from art. After all, why have a timeless classic if your platform will end-of-life in a half-dozen years at best?