Video: How to Build a Gaming PC to Beat the PlayStation 4 and Xbox One

Subject: General Tech, Systems | November 22, 2013 - 07:45 PM |
Tagged: xbox one, video, r9 270x, ps4, playstation 4, fx 6300, amd, 200r

After Josh and I discussed and debated which components would be best suited for a low cost gaming PC to compete with the Sony PS4 and Microsoft Xbox One, Ken and I set about to create a video to show those users nervous about the idea of building a PC how easy it can be. 

Though Josh and I built systems at $550 and $750 price tags that compare to the new gaming consoles in different ways, for this build I thought it was best to focus on the higher performance, though higher priced option, detailed below.

  Gaming Build PlayStation 4 Xbox One
Processor AMD FX-6300 6-core CPU - $109 8-core Jaguar APU 8-core Jaguar APU
Motherboard MSI 970A-G43 AM3+ - $59 Custom Custom
Memory Corsair Vengeance LP 8GB 1866 MHz (2 x 4GB) - $80 8GB GDDR5 8GB DDR3
Graphics Card AMD Radeon R9 270X 2GB - $209
(Alternate: ASUS GTX 760 - $259)
1152 Stream Unit APU 768 Stream Unit APU
Storage Seagate Barracuda 1TB 7200 RPM HDD - $64 500GB 5400 RPM 500GB
Case Corsair 200R ATX Mid Tower Case - $59 Custom Custom
Power Supply Corsair CX 600 watt 80+ Bronze - $69 Internal External
Optical Drive Pioneer Blu-ray Reader - $49 Blu-ray Blu-ray
OS Windows 8.1 OEM - $98 Custom, FreeBSD Custom, Windows
Peak Compute 2,690 GFLOPS 1,840 GFLOPS 1,270 GFLOPS
Total Price $790 - Amazon Full Cart $399 - Amazon $499 - Amazon

The links above will take you to the Amazon pages if you want duplicate our setup for a system of your own. 

If you have never built a PC before, gaming or otherwise, it can be a little intimidating to see the list of parts you need to order.  But don't fear!  The build process is surprisingly easy if you pick the right parts and have the right help.  The video below will detail the exact installation process for the components listed above (or close proximity thereof) to get you up and running! 

If you happen to have missed the video where Josh and I discuss the REASONS for selecting the above hardware, I have included it below as well.  Stay tuned in the next day or so for our video that shows the operating system installation process, Steam installation, gaming and Big Picture Mode.

Tokyo Tech Goes Green with KFC (NVIDIA and Efficiency)

Subject: General Tech, Graphics Cards, Systems | November 21, 2013 - 09:47 PM |
Tagged: nvidia, tesla, supercomputing

GPUs are very efficient in terms of operations per watt. Their architecture is best suited for a gigantic bundle of similar calculations (such as a set of operations for each entry of a large blob of data). These are the tasks which also take up the most computation time especially for, not surprisingly, 3D graphics (where you need to do something to every pixel, fragment, vertex, etc.). It is also very relevant for scientific calculations, financial and other "big data" services, weather prediction, and so forth.

nvidia-submerge.png

Tokyo Tech KFC achieves over 4 GigaFLOPs per watt of power draw from 160 Tesla K20X GPUs in its cluster. That is about 25% more calculations per watt than current leader of the Green500 (CINECA Eurora System in Italy, with 3.208 GFLOPs/W).

One interesting trait: this supercomputer will be cooled by oil immersion. NVIDIA offers passively cooled Tesla cards which, according to my understanding of how this works, suit very well to this fluid system. I am fairly certain that they remove all of the fans before dunking the servers (I figured they would be left on).

By the way, was it intentional to name computers dunked in giant vats of heat-conducting oil, "KFC"?

Intel has done a similar test, which we reported on last September, submerging numerous servers for over a year. Another benefit of being green is that you are not nearly as concerned about air conditioning.

NVIDIA is actually taking it to the practical market with another nice supercomputer win.

Other NVIDIA Supercomputing News:

Source: NVIDIA

Sony Playstation 4 (PS4) Teardown and Disassembly

Subject: General Tech, Systems | November 15, 2013 - 02:42 PM |
Tagged: video, teardown, ps4, playstation 4, APU, amd

Last night Ken and I headed over the local Best Buy to pick up my preorder of the new Playstation 4.  What would any hardware geek immediately do with this hardware?  Obviously we take a screwdriver to it and take it apart.

In this video, which is a recording of our live stream that started last night at 12:30am EST, you'll see us unbox the PS4, turn it on, take it apart and put it back together.  And I only had to fix one piece with gaffers tape, so there's that.

ps4teardown.jpg

(We'll have a collection of high-resolution photos later today as well.)

Though they are out of stock, Amazon.com appears to be getting more PS4s in stock pretty regularly, so keep an eye out if you are interested in picking one up still.

Happy Friday!

NVIDIA Grid GPUs Available for Amazon EC2

Subject: General Tech, Graphics Cards, Systems | November 5, 2013 - 09:33 PM |
Tagged: nvidia, grid, AWS, amazon

Amazon Web Services allows customers (individuals, organizations, or companies) to rent servers of certain qualities to match their needs. Many websites are hosted at their data centers, mostly because you can purchase different (or multiple) servers if you have big variations in traffic.

I, personally, sometimes use it as a game server for scheduled multiplayer events. The traditional method is spending $50-80 USD per month on a... decent... server running all-day every-day and using it a couple of hours per week. With Amazon EC2, we hosted a 200 player event (100 vs 100) by purchasing a dual-Xeon (ironically the fastest single-threaded instance) server connected to Amazon's internet backbone by 10 Gigabit Ethernet. This server cost just under $5 per hour all expenses considered. It was not much of a discount but it ran like butter.

nvidia-grid-bracket.png

This leads me to today's story: NVIDIA GRID GPUs are now available at Amazon Web Services. Both companies hope their customers will use (or create services based on) these instances. Applications they expect to see are streamed games, CAD and media creation, and other server-side graphics processing. These Kepler-based instances, named "g2.2xlarge", will be available along side the older Fermi-based Cluster Compute Instances ("cg1.4xlarge").

It is also noteworthy that the older Fermi-based Tesla servers are about 4x as expensive. GRID GPUs are based on GK104 (or GK107, but those are not available on Amazon EC2) and not the more compute-intensive GK110. It would probably be a step backwards for customers intending to perform GPGPU workloads for computational science or "big data" analysis. The newer GRID systems do not have 10 Gigabit Ethernet, either.

So what does it have? Well, I created an AWS instance to find out.

aws-grid-cpu.png

Its CPU is advertised as an Intel E5-2670 with 8 threads and 26 Compute Units (CUs). This is particularly odd as that particular CPU is eight-core with 16 threads; it is also usually rated by Amazon at 22 CUs per 8 threads. This made me wonder whether the CPU is split between two clients or if Amazon disabled Hyper-Threading to push the clock rates higher (and ultimately led me to just log in to an instance and see). As it turns out, HT is still enabled and the processor registers as having 4 physical cores.

The GPU was slightly more... complicated.

aws-grid-gpu.png

NVIDIA control panel apparently does not work over remote desktop and the GPU registers as a "Standard VGA Graphics Adapter". Actually, two are available in Device Manager although one has the yellow exclamation mark of driver woe (random integrated graphics that wasn't disabled in BIOS?). GPU-Z was not able to pick much up from it but it was of some help.

Keep in mind: I did this without contacting either Amazon or NVIDIA. It is entirely possible that the OS I used (Windows Server 2008 R2) was a poor choice. OTOY, as a part of this announcement, offers Amazon Machine Image (AMI)s for Linux and Windows installations integrated with their ORBX middleware.

I spot three key pieces of information: The base clock is 797 MHz, the memory size is 2990 MB, and the default drivers are Forceware 276.52 (??). The core and default clock rate, GK104 and 797 MHz respectively, are characteristic of the GRID K520 GPU with its 2 GK104 GPUs clocked at 800 MHz. However, since the K520 gives each GPU 4GB and this instance only has 3GB of vRAM, I can tell that the product is slightly different.

I was unable to query the device's shader count. The K520 (similar to a GeForce 680) has 1536 per GPU which sounds about right (but, again, pure speculation).

I also tested the server with TCPing to measure its networking performance versus the cluster compute instances. I did not do anything like Speedtest or Netalyzr. With a normal cluster instance I achieve about 20-25ms pings; with this instance I was more in the 45-50ms range. Of course, your mileage may vary and this should not be used as any official benchmark. If you are considering using the instance for your product, launch an instance and run your own tests. It is not expensive. Still, it seems to be less responsive than Cluster Compute instances which is odd considering its intended gaming usage.

Regardless, now that Amazon picked up GRID, we might see more services (be it consumer or enterprise) which utilizes this technology. The new GPU instances start at $0.65/hr for Linux and $0.767/hr for Windows (excluding extra charges like network bandwidth) on demand. Like always with EC2, if you will use these instances a lot, you can get reduced rates if you pay a fee upfront.

Official press blast after the break.

Source: NVIDIA

(The Verge) Valve's Steam Machine and Steam Controller

Subject: General Tech, Systems, Shows and Expos | November 4, 2013 - 03:36 PM |
Tagged: valve, Steam Machine, steam os, CES 2014

I guess The Verge, with its Steam Machine photos, prove all three next-gen consoles (trollolol) are designed to look like home theater devices. Of course you will never be able to purchase a Steam Machine from Valve but, since they are releasing their CAD files, I am sure at least one Steam Machine will be exactly to reference spec.

STEAM_M_console_controller_hero_large_verge_super_wide.jpg

Image Source: The Verge

And, for the record, I think the reference enclosure is classy. Living room appliances suit a lot better than kitchen ones.

On a serious note: pictures of the internals. The beta Steam Machines will contain full desktop components aligned in such a way that each has its own sector to breathe from. The hottest parts intake and exhaust as far away from one another as possible. This makes the chassis relatively wide and short: a video card's length, in depth; about 3 expansion slots, tall; and about 3 PCIe cards height, wide. The actual measurements are 12" x 12" x 3" (W x D x H).

Steam-Machine-Open.jpg

Photo Credit: The Verge

This is mostly possible because the GeForce Titan GPU is mounted upside-down and parallel with the motherboard. I have never experienced a 90-degree PCIe extension slot but, according to Josh Walrath, this is a common accessory in servers (especially 1U and 2U racks). The Titan intakes downward into a relatively unoccupied section of the case and exhausts out the back.

The Verge also had some things to say about the Steam Controller. The design motivations are interesting but I will leave that discussion to the original article (this news post will be long enough when I'm done with it). There are two points that I would like to bring up, though:

The first is a clarification of the original Steam Controller announcement: Valve will produce and sell Steam Controller on its own. This was originally a big question mark as it could water down how "reference" Valve's controller actually is. With Valve taking all-the-reins, the hardware looks more set in stone.

Will Valve still allow OEMs to learn from their design? Who knows.

The second is also interesting.

What Valve left out of the Steam Controller is almost as intriguing as what went in. Though Valve co-founder Gabe Newell told us that the company wanted to put biometric sensors into game controllers, the team discovered that hands weren't a good source of biofeedback since they were always moving around. However, the team hinted to me — strongly — that an unannounced future VR headset might measure your body's reaction to games at the earlobe. Such a device could know when you’re scared or excited, for instance, and adjust the experience to match.

Seeing Google, Valve, and possibly Apple all approach content delivery, mobile, home theater, and wearable computing... simultaneously... felt like there was a heavy link between them. This only supports that gut feeling. I believe this is the first step in a long portfolio integrating each of these seemingly unrelated technologies together. We should really watch how these companies develop these technologies: especially in relation to their other products.

Stay tuned for CES 2014 in early January. This will be the stage for Valve's hardware and software partners to unbutton their lips and spill their guts. I'm sure Josh and Ryan will have no problems cleaning it all up.

Source: The Verge

(WinSupersite) Surface 2 Reviewed

Subject: General Tech, Systems, Mobile | November 1, 2013 - 04:49 PM |
Tagged: windows rt, Surface 2

The Surface 2 is what happened to the Surface RT. Microsoft decided that "RT" has no place on this product except, of course, its software ("Windows RT") because they painted themselves into a corner on that one. The message is something like, "It's Windows RT 8.1 but not Windows 8.1; in fact, you cannot run that software on it". I expect, and you probably know I have voiced, that this all is a moot point in the semi-near future (and that sucks).

Microsoft's "Official" Surface 2 overviews.

Paul Thurrott down at his Supersite for Windows reviewed Surface 2 in terms of the original Surface RT. The inclusion of Tegra 4 was a major plus for him yielding "night and day" improvement over the previous Tegra 3. In fact, he thinks that everything is at least as good as the original. There is not a single point on his rubric where the Surface RT beats its successor.

Of course there is a single section where the Surface 2 lacks (it is shared with the Surface RT and I think you can guess what it is). The ecosystem, apps for Windows RT, is the platform's "Achilles Heel". It is better than it once was, with the inclusion of apps like Facebook, but glaring omissions will drive people away. He makes this point almost in passing but I, of course, believe this is a key issue.

It is absolutely lacking in key apps, and you will most likely never see such crucial solutions as full Photoshop, iTunes, or Google Chrome on this platform. But if we're being honest with ourselves here, as we must, these apps are, for better or worse, important. (The addition of Chrome alone would be a huge win for both Windows RT and Surface 2.)

I agree that this is the problem with the Windows RT platform and, in Google Chrome's case, the blame belongs to no-one but Microsoft. They will explicitly deny any web browser unless it is a reskin of Internet Explorer (using the "Trident" rendering system and their Javascript engine). You will not see full Firefox or full Google Chrome because Gecko, Servo, Webkit, and Blink are not allowed to be installed on end-user machines.

You are paying Microsoft to not let you install third party browsers. Literally.

Not only does this limit its usefulness but it also reduces the pressure to continue innovation. Why add developer features to Internet Explorer when you can control their use with Windows Store? Sure, Internet Explorer has been on a great trajectory since IE9. I would say that versions 10 and especially 11 could be considered "top 3" contenders as app platforms.

The other alternative is the web, and this is where Internet Explorer 11 plays such a crucial role. While many tier-one online services—Spotify, Pandora, Amazon Cloud Player and Prime Video, and so on—are lacking native Windows RT aps, the web interfaces (should) work fine, and IE 11 is evolving into a full-featured web app platform that should present a reasonable compromise for those users.

Only if Microsoft continues their effort. No-one else is allowed to.

Now that I expanded that point, be sure to check out the rest of Paul Thurrott's review. He broke his review down into sections, big and small, and stuck his opinion wherever he could. Also check out his preview of the Nokia Lumia 2520 to see whether that (if either device) is worth waiting for.

Lenovo's gaming series, meet the Erazer

Subject: Systems | October 31, 2013 - 01:45 PM |
Tagged: Lenovo, Erazer X700

Early this week a deal on the Lenovo Erazer X700 Gaming System was posted and now you can have a chance to see how it performs at Benchmark Reviews.  The bundle it arrives with is rather impressive, a backlit keyboard and a gaming mouse which you can modify the weight to your preference.  While the external aesthetics are interesting it is the internals that we want to know about, especially the watercooling which is revealed below.  It performed well but their are some caveats you should read about in the review if you imagine yourself buying this system and upgrading it in the future.

lenovo_erazer_x700_open2.jpg

"It’s been years since I’ve bought a pre-built desktop computer, so I was interested in the opportunity to check out the Erazer X700 Gaming System that Lenovo offered to us to review. The Erazer occupies a space between the sub-$500 generic boxes most people are satisfied with and the expensive boutique systems at the other end of the scale."

Here are some more Systems articles from around the web:

Systems

Seasonic PSUs Will Power HashFast Bitcoin Miners

Subject: General Tech, Cases and Cooling, Systems | October 22, 2013 - 07:10 PM |
Tagged: seasonic, Power Supplies, mining, bitcoin, asic

Seasonic (Sea Sonic Electronics) has announced a design win that will see its power supplies used in HashFast’s bitcoin mining rigs. The upcoming HashFast mining rigs feature the company’s “Golden Nonce” ASIC(s) and all-in-one water coolers. HashFast has a single ASIC Baby Jet and multi-ASIC Sierra rig. Both units will be available December 15 starting at $2,250 and $6,300 respectively.

The Seasonic power supplies are high efficiency models with Japanese capacitors and at least 80 PLUS Bronze. On the high end, Seasonic has PSUs that are up to 93% efficient. HashFast stated that it chose Seasonic for its mining rigs because of the build quality and efficiency. The Baby Jet and Sierra mining rigs allow users to overclock the ASICs, and the systems can be rather demanding on PSUs.

HashFast Baby Jet BTC Miner.jpg

The Golden Nonce ASIC is a 28nm chip that is rated at 400 GHash/s and 0.65 Watts per Gigahash.

Beyond that, the companies have not gone into specifics. It is good news for Seasonic, and should mean a stable system for bitcoin miners (the 93% efficiency rating is nice as well, as it means less wasted electricity and slightly more bitcoin mining profit).

The full press blast is below for reference.

Read more about Bitcoin @ PC Perspective!

Source: Seasonic

PC Shipments Fell Less Than Expected. Tablets Grew Less

Subject: General Tech, Systems, Mobile | October 14, 2013 - 09:27 PM |
Tagged: Lenovo, hp, dell, tablets

About 81 million PCs were sold in the third quarter of this year; a decline of 8 percent from the same quarter of last year. This is according to reports from Windows IT Pro who averaged figures from IDC and Gartner.

The firms, however, were expecting somewhere between a 9 and 10 percent drop.

HP-slatex2-01.jpg

A further decline (in global shipments) is still expected to occur next year. Tablet sales have slowed from projections, albeit still on a growing trend, due to emerging markets and the simplification of generic content consumption. Our viewers probably extend beyond the generic but many others do not, for whatever number of reasons, use their devices except for media and text-based web browsing; as such, customers are more hesitant to replace their PCs.

Lenovo, HP, and Dell were 1-2-3 in terms of worldwide PC sales with each experiencing slight growth. HP is very near to Lenovo in terms of unit sales, less than a quarter million units separating the two, although I would expect Lenovo would have wider margins on each unit sold. HP extends further into the low value segments. Acer and ASUS had a sharp decline in sales.

Unfortunately, the article does not give any specific details on the tablet side. They did not reach their projections.

Valve's Steam Controller Demonstration... 001... .avi?

Subject: General Tech, Systems | October 11, 2013 - 06:36 PM |
Tagged: valve, Steam Machine, Steam Controller

Jeff Bellinghausen, former Chief Technology Officer at Sixense, currently works for Valve with their hardware initiative. He will be provide the voice over for today's controller walkthrough video. Four very different games are shown with very input configurations.

As a little background, Sixense partnered with Valve and Razer to develop the Hydra motion controller. I had a strong feeling that this technology would form the basis of the Steam hardware experience when first rumors of "The Steam Box" circulated. Clearly, either I was wrong or Valve dumped the prototype for their current (slightly more standard) gamepad.

Yet at least one of the engineering minds behind it kept with Steam OS.

The first and third games shown are Portal 2 and CounterStrike: Global Offensive, respectively. Portal 2 is operating in keyboard and mouse "legacy mode" where sliding your right thumb emulates the movement of a mouse and the left thumb activates a virtual D-Pad. This input method seems to have some sort of throw velocity when you quickly swipe your thumb across the pad and release although I obviously have not directly experienced it.

On the other hand, CounterStrike does not require auto aim.

Civilization V has the left thumb pad bound to map scroll and the right thumb pad controlling mouse movement. While precise, I could see speed being a problem for a game such as Starcraft 2. It seems to be slightly slower than a mouse. I would like to see someone learn the controller and attempt to ladder for a relevant amount of time.

Speaking of speed to complement precision: Papers, Please blends both thumbs into a single mouse movement. This highlights what, at least I guess, is the entire point of the new controller: allow new schemes to be tested.

Certainly, there are a bunch of possibilities even before the design leaves Valve's hands.

Source: Valve

Valve Confirms Steam Machines are not NVIDIA Exclusive

Subject: General Tech, Graphics Cards, Systems | October 10, 2013 - 06:59 PM |
Tagged: amd, nvidia, Intel, Steam Machine

This should be little-to-no surprise for the viewers of our podcast, as this story was discussed there, but Valve has confirmed AMD and Intel graphics are compatible with Steam Machines. Doug Lombardi of Valve commented by email to, apparently, multiple sources including Forbes and Maximum PC.

steam-os-machines.png

Last week, we posted some technical specs of our first wave of Steam Machine prototypes. Although the graphics hardware that we've selected for the first wave of prototypes is a variety of NVIDIA cards, that is not an indication that Steam Machines are NVIDIA-only. In 2014, there will be Steam Machines commercially available with graphics hardware made by AMD, NVIDIA, and Intel. Valve has worked closely together with all three of these companies on optimizing their hardware for SteamOS, and will continue to do so into the foreseeable future.

Ryan and the rest of the podcast crew found the whole situation, "Odd". They could not understand why AMD referred the press to Doug Lombardi rather than circulate a canned statement from him. It was also weird why NVIDIA had an exclusive on the beta program with AMD being commercially available in 2014.

As I have said in the initial post: for what seems to be deliberate non-committal to a specific hardware spec, why limit to a single graphics provider?

Source: Maximum PC

Maingear prepares for Battlefield 4 with exclusive PCs featuring the new AMD Radeon R9 290X

Subject: General Tech, Systems | October 9, 2013 - 12:24 PM |
Tagged:

Kenilworth, New Jersey – October 9, 2013 (9:00am EST) - MAINGEAR, an award-winning PC system builder of custom gaming desktops and notebooks has been working closely with AMD and EA to build two exclusive branded flagship systems that will sport the new AMD Radeon R9 290X graphics solutions to offer the best PC gaming experience for the highly anticipated BATTLEFIELD 4 game.

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The flagship MAINGEAR SHIFT and F131 desktops will be equipped with the new AMD Radeon R9 290X graphics card that harnesses the visionary GCN architecture, providing higher clockspeeds on the whim and offering better performance on high performance for PC gamers such as BF4. The SHIFT will offer two R9 290X cards in CrossFire with options to configure up to 3 cards, while the F131 will start with one R9 290X and configurable up to two cards in CrossFire. This new generation of AMD graphics provides the best gaming experience possible with maximum detail settings enabled. The AMD Radeon R9 290X architecture offers the horsepower necessary to support ultra-resolution 4K gaming with smooth and consistent frame rates. Loaded with up to 4GB of memory and with AMD TrueAudio Technology that offers more immersive audio, gamers won’t miss anything and will hear every pin drop and explosion. The exclusive MAINGEAR BF4 SHIFT and F131 with Radeon R9 GPUs combined with AMD’s FX 590 unlocked CPU processor will be the top choice for gaming.

These elegant PCs will feature exclusive Battlefield 4 aesthetics including artwork that is illustrated on the side panel of the SHIFT and laser etched on the F131. The SHIFT will include subtle touches of the iconic Battlefield 4 orange color on the exterior and interior and the MAINGEAR logo on the front panel on the F131 will have an orange glow. Both systems will have an exclusive wallpaper of Battlefield 4 artwork on the desktop and of course a game code that comes with the AMD Radeon R9 290X graphics while supplies last.

“Powered by the AMD Radeon R9 290X graphics card, the latest and greatest in graphics technology, the MAINGEAR SHIFT and F131 desktops are ready for combat in ‘Battlefield 4’,” said Matt Skynner, corporate vice president and general manager, Graphics Business Unit, AMD. “The partnership between AMD and MAINGEAR delivers high performance rigs designed to bring the finest PC gaming experience for ultra-enthusiasts.”

"We're pleased to work with AMD and EA on these exclusive Battlefield 4 systems featuring the exciting AMD Radeon R9 290X graphics card. AMD has been a great technology partner and the new Radeon R9 290X is a fantastic addition to our award winning lineup of high performance gaming PCs. Forward-looking technologies like TrueAudio and especially Project Mantle show AMD's commitment to gaming. And bundling Battlefield 4 is just icing on the cake!"

The special edition MAINGEAR Battlefield 4 SHIFT and F131 desktops are available for pre-orders today. The SHIFT starts at $3,789 with two AMD Radeon R9 290X in CrossFire while the F131 starts at $2,199 with one AMD Radeon R9 290X graphics card. All MAINGEAR system receive lifetime labor and phone support with one to three year hardware warranty For more information, go to: www.maingear.com/bf4

Source: Maingear

6 tuners, 1 card; not as dirty as it sounds

Subject: Systems | October 7, 2013 - 06:09 PM |
Tagged: htpc, ceton, tv tuner

TV addicts and members of large families rejoice as Ceton's InfiniTV6 PCIe digital cable tuner card allows you to record up to 6 separate channels concurrently.  The $300 price tag makes it a bit of an investment but for those uninterested in online TV streaming services may really like the idea of being able to record that many shows at the same time.  Activating and pairing your cable card is not too difficult and the included instructions should be able to help anyone who does encounter troubles.  Missing Remote mentions that Win7 is the way to go with this card, Win8 support is in beta and nowhere near as reliable.

15-706-005-TS.jpg

"Six is a good number – even better when it is equated to the number of tuners in your current HTPC. Obviously it is possible to get by with less, but after considering EPG overlaps, a couple children and the spouse – what was an impossible luxury not that long ago quickly becomes a celebrated necessity. With ClearQAM disappearing and ATSC difficult to master in some markets, it is hard to argue with the simplicity that a single Digital Cable Tuner (DCT) provides. Ceton InfiniTV6 PCIe Digital Cable Tuner card includes the ability to use an M-CARD CableCARD to record any channel you subscribe to from your Cable TV Provider."

Here are some more Systems articles from around the web:

HTPC

Steam Machine Specifications Revealed...?

Subject: General Tech, Graphics Cards, Cases and Cooling, Systems | October 4, 2013 - 07:19 PM |
Tagged: valve, Steam Machine

Well, that did not take long.

Valve announced the Steam Machines barely over a week ago and could not provide hardware specifications. While none of these will be available for purchase, the honor of taking money reserved for system builders and OEMs, Valve has announced hardware specifications for their beta device.

Rather, they announced a few of them?

steam-os-machines.png

The raw specifications, or range of them, are:

  • GPU: NVIDIA GeForce Titan through GeForce GTX660 (780 and 760 possible)
  • CPU: Intel i7-4770 or i5-4570, or i3-something
  • RAM: 16GB DDR3-1600 (CPU), 3GB GDDR5 (GPU)
  • Storage: 1TB/8GB Hybrid SSHD
  • Power Supply: 450W
  • Dimensions: approx. 12" x 12.4" x 2.9"

Really the only reason I could see for the spread of performance is to not pressure developers into targeting a single reference design. This is odd, since every reference design contains an NVIDIA GPU which (you would expect) a company who wants to encourage an open mind would not have such a glaring omission. I could speculate about driver compatibility with SteamOS and media streaming but even that feels far-fetched.

On the geeky side of things: the potential for a GeForce Titan is fairly awesome and, along with the minimum GeForce 660, is the first sign that I might be wrong about this whole media center extender thing. My expectation was that Valve would acknowledge some developers might want a streaming-focused device.

Above all, I somewhat hope Valve is a bit more clear to consumers with their intent... especially if their intent is to be unclear with OEMs for some reason.

The only thing that beats a NUC is an overclocked NUC

Subject: Systems | September 30, 2013 - 03:56 PM |
Tagged: overclocking, nuc, Intel, d54250wyk

Perhaps your first thought upon seeing the new Haswell based NUC was something other than how to overclock it but when Legit Reviews got their hands on the D54250WYK they went straight to the BIOS to see what they could get out of this tiny system.  Intel's Visual BIOS made it a snap with their Performance Dashboard page that allows you access to all the usual frequencies you need.  Along the way they investigated RAM compatibility, both speed and size, but in the end they succeeded in getting 1866MHz RAM running full speed.

Don't forget our review of the NUC!

LR_hyperx-nuc-645x586.jpg

"We’ve spent pretty much all our free time this week using the Intel NUC Kit D54250WYK and if you couldn’t tell from our review, we love the new design and the Intel 4th Generation Core i5-4250U Haswell processor that powers it. In our review we showed you the general performance of the system running at stock speeds. The one question that we didn’t answer at that time is how it performs when overclocked. There aren’t too many things that you can overclock on the NUC since the CPU multiplier and bus speeds are locked down, but we can overclock the DDR3 memory. In the past overclocking the memory clock frequency has yielded some pretty good results for memory bandwidth limited applications and gaming benchmarks. Read on to see how the Intel NUC Kit D54250WYK performs with 1866MHz memory!"

Here are some more Systems articles from around the web:

Systems

Valve Hardware Pt. 3: Steam Controller

Subject: General Tech, Cases and Cooling, Systems | September 27, 2013 - 02:42 PM |
Tagged: SteamOS, Steam Controller, reverse-consolitis

Steam Controller is the third, and final, announcement in the Steam Hardware event. Sure, the peripheral looks weird. It looks very weird. The first thing(s?) you will notice, and likely the driving influence for the iconography, is... or are... the touch pads which replace the expected thumbsticks. The second thing you will notice is the "high resolution" (no specific resolution or dimension was provided) touchscreen.

steam-controller.jpg

The most defining aspect of the controllers, as previously stated, is its pair of trackpads. This input method might actually stand the chance of precise controls while maintaining comfort for a couch. To start, I will quote Valve:

In addition, games like first-person shooters that are designed around precise aiming within a large visual field now benefit from the trackpads’ high resolution and absolute position control.

The emphasis was placed by me.

Last year, almost to the date, I published an editorial, "Is the Gamepad Really Designed for Gaming?" In it, I analyzed console controllers from an engineering standpoint. I blamed velocity-based joystick control for the need to enable auto-aim on console titles. Quoting myself, which feels a little weird to be entirely honest:

Analog sticks are a velocity-oriented control scheme where the mouse is a relative position-oriented control scheme. When you move a joystick around you do not move the pointer to a target rather you make it travel at some speed in the direction of the target. With a mouse you just need to move it the required distance and stop. It is easier to develop a sensitivity to how far you need to pull a mouse to travel to the target than a sensitivity to how long to hold a joystick in a given direction to reach a target. Joysticks are heavily reliant on our mental clocks and eye coordination.

Each trackpad can also be clicked, like the thumbsticks of current controllers just probably more comfortably, to provide extra functionality. From a User Experience (UX) standpoint, I can envision a first-person shooter which emulates a (velocity-based) joystick when the right trackpad is pressed (assuming it is very light to press and comfortably to rub your thumb against while pressing) but switches to position-based when touched but not pressed.

The implication is quick rotation when firing from the hip, but positionally-based targeting when precision is required. Maybe other methods will come up too? I find the technology particularly exciting because Valve, clearly, designed it with the understanding of position-based versus velocity-based control. This challenge you rarely hear discussed.

steam-controller_bindings.jpg

The touchscreen is also a large clickable surface. The controller recognizes touch input and overlays the contents of the screen atop the user's screen but it will not commit the action until the touchpad is pressed. This is designed so the gamer will not need to look at their controller to see what action they are performing.

Personally, I hope this is developer-accessible. Some games, as the WiiU suggests, can benefit from hiding information.

Haptic feedback also ties into the trackpads. Their intent is to provide sensations to the thumbs and compensate for loss of mechanical sensation with thumbsticks. Since they are in there, Valve decided to offer a large, programmable, data channel to very precisely control the effect.

They specifically mention the ability to accept audio waveforms to function as speakers "as a parlour trick".

The devices will be beta tested, via the Steam Machine quest, but without wireless or touchscreen support. Instead of a touchscreen, the controller will contain a four-quadrant grid of buttons mapped to commands.

Thus wraps up the three-pronged announcement. Valve directs interested users to their Steam Universe group for further discussion.

Source: Steam

APC Plays Rock, Paper, Firefox OS. Fix Bug? Free Device!

Subject: General Tech, Systems, Mobile | September 26, 2013 - 05:25 PM |
Tagged: Rock, Paper, Firefox OS, APC

Update: (9/28/2013) APC responded to my email and confirmed all models support up to 32GB microSD cards (so, microSD or microSDHC).

Firefox OS is an operating system which boots into a web standards rendering engine. All applications and user interface elements are essentially web sites, often hosted by the device but could obviously have online components as the creator desires, web standards making it easier to port and manage code.

Hardware designers are continuing to adopt the platform.

apc-paper-angle.jpg

APC Paper

APC, an initiative of VIA Technologies, got our attention over a year ago when they launched their smaller-than-a-banana Android desktop. It was an interesting design which came out at roughly the same time as the Raspberry Pi. I cannot tell whether that boost or harmed consumer interest.

apc-paper-io.jpg

From behind

Either way, the APC has announced two successors: The APC Paper and the APC Rock. Both devices dropped Android (side note: the $50 APC 8750 based on Android 2.3 is apparently still available) replacing it, instead, with Firefox OS. Both devices are in the Neo-ITX form factor although that should not matter too much, for Paper, as it includes a case.

apc-product-rock.jpg.png

APC Rock

Paper covers Rock, get it?

The raw specifications are as follows:

  • SoC: VIA ARM Cortex-A9 @ 800 MHz
  • GPU: Built in 2D/3D up to 720p
  • Memory: 512MB DDR3
  • Storage: 4GB NAND Flash
  • Expandable Storage: microSD (maximum 32GB)
    • Update: APC confirmed all models support up to 32GB, which is microSDHC
  • I/O: HDMI, VGA (Rock-only), 2x USB 2.0, MicroUSB, 3.5mm Headphone/Mic

This build of Firefox OS contains mouse and keyboard support. If you wish to install your own operating system, while you are on your own, the kernel and bootloader are available on the APC website and the hardware is unlocked. They also provide access to the ARM debug headers for the real developer types.

If you are one of these developer types, would you consider fixing a known issue? APC will donate free devices to users who submit fixes for specially tagged bugs on their Github repo. Think of it like investing time fixing a product which, if you would have bought it, probably would have crushed the bug anyway.

apc-ffos-apps.jpg

It would have been nice to see a bump in processor performance and graphics functionality, and perhaps more than 512 MB of RAM, although it should be sufficient for light web browsing. As a developer of GPU-intensive web applications, which I expect to have an article on soon, I am not sure how much that colors my view of these devices. Then again, we are also talking about devices in the Roku price-point, so (apart from sticking with 720p... come on now) I may not have a valid complaint.

Both devices are available now, in limited quantities, through the manufacturer website. The Paper carries a price tag of $99 USD while the Rock is slightly cheaper at $79 USD.

Source: APC

Valve Hardware Pt. 2: Steam Machines Announced

Subject: General Tech, Systems | September 25, 2013 - 02:16 PM |
Tagged:

If you were hoping to purchase a Valve-stamped device then you will be disappointed.

Valve, as it becomes increasingly clear, does not want to limit SteamOS to specific hardware. With the tag line, "Finally, a multiple choice answer", Valve wants consumers to purchase from OEMs or create the devices themselves.

steam-os-machines.png

Valve will make 300 of their own boxes and deliver them to selected beta testers, for free, after an "eligibility quest" ending October 25th. No specifications have been announced for these devices except that they are high performance, upgradable, and open. Even if you do not get one of these boxes, completing the quest will earn you a Steam badge so, that is something, right?

The most important announcement, hidden in the FAQ, is that game streaming will be available during the Beta test. I could assume, from this, that it will be available at launch. This allows users to access "the 3,000 games on Steam" whether running natively or networked to your gaming computer. Also in the FAQ, SteamOS will have mouse and keyboard support although it clearly is designed for gamepad input, too.

The longer this goes, the more correct I feel about Valve picking up the slack left behind by Microsoft. These boxes look at consoles from the model of "Media Center Extenders" except with Steam and other streaming partners being the Media Center server instead of actual Windows Media Center. Sure, I expect them to be more powerful than Roku boxes and many even more powerful than the Xbox One and PS4, but they are looking to follow that market segment.

I do not see these devices even trying to compete with PC market share.

You can purchase your own Steam Machine from a number of OEMs in 2014. The beta contest closes October 25th and those devices will be shipped between now at the end of the year. For details on the "eligibility quest", check out Steam's page.

Make sure to come back on Friday for the last of three announcements. Also, if you're around in 45 minutes (after publish), check out AMD's Hawaii GPU announcement live stream.

Source: Steam

Valve Hardware Pt. 1: SteamOS Announced

Subject: General Tech, Systems | September 23, 2013 - 02:20 PM |
Tagged: valve, SteamOS, Steam Box, big picture mode

SteamOS is the first announcement, of three, in Valve's attempt to install a PC into your living room. The operating system is unsurprisingly built from Linux and optimized for the living room. Still no announcement of hardware although the second part is less than 48 hours away. The key features of SteamOS will also be ported to the Steam client on Windows, OSX, and Linux. Are you seeing... the big picture?

steam-os.png

The four main features are: in-home streaming, media services, family sharing, and family options.

In-home streaming allows users to, by leaving their Steam client running on their PC or Mac, use their network to transmit video and controller input to SteamOS. The concept is very similar to OnLive and Gaikai. Latency is barely an issue, however, as the server is located on your local network. As the user owns the server, also known as their home computer, there is less concern of the service removing the title from their library. Graphics performance would be dictated by that high-end PC, and not the gaming consoles.

As a side note: Gabe Newell, last year at CES, mentioned plans by NVIDIA to allow virtualized GPUs with Maxwell (AMD is probably working on a similar feature, too). Combined with in-home streaming, this means that two or more Steam boxes could play games from the same desktop even while someone else uses it.

SteamOS will have music, movie, and TV functionality. Very little details on this one but I would assume Netflix is a possibility. The Steam distribution platform can physically handle video and audio streaming, especially with their updates a couple of years ago, but their silence about content deals leads me to assume they are talking about third-party services... for now, at least. We do know, from LinuxCon, that Gabe Newell is a firm believer in one library of content regardless of device.

We have already discussed Steam Family Sharing, but this is obviously aimed at Steam Box. One library for all content includes games.

Lastly, Steam will be updated for family control options. Individual users can be restricted or hidden from certain titles in other users' libraries. This helps keep them at-or-above parity with the gaming consoles for concerned parents.

Valve also believes in user control.

Steam is not a one-way content broadcast channel, it’s a collaborative many-to-many entertainment platform, in which each participant is a multiplier of the experience for everyone else. With SteamOS, “openness” means that the hardware industry can iterate in the living room at a much faster pace than they’ve been able to. Content creators can connect directly to their customers. Users can alter or replace any part of the software or hardware they want. Gamers are empowered to join in the creation of the games they love. SteamOS will continue to evolve, but will remain an environment designed to foster these kinds of innovation.

SteamOS will be free, forever, to everyone. Both users and system builders (including OEMs) can download the operating system and install it on their machines. No release date, yet, but it will be available soon... Valve Time?

The second announcement will occur at 1PM EDT this Wednesday, September 25, 2013. According to their iconography, we can now assume SteamOS will be the circle. The next announcement is circle in square brackets: SteamOS in a box? If you come on over to find out (please do! : D), stick around an extra couple of hours (minus the time it takes to write the article) for our AMD Hawaii Live Stream at 3PM EDT also on September 25th.

Source: Steam

Gabe Newell LinuxCon Keynote. Announcement Next Week.

Subject: Editorial, General Tech, Systems, Mobile, Shows and Expos | September 16, 2013 - 09:15 PM |
Tagged: Steam Box, LinuxCon, Gabe Newell

Valve Software, as demonstrated a couple of days ago, still believe in Linux as the future of gaming platforms. Gabe Newell discussed this situation at LinuxCon, this morning, which was streamed live over the internet (and I transcribed after the teaser break at the bottom of the article). Someone decided to rip the stream, not the best quality but good enough, and put it on Youtube. I found it and embed it below. Enjoy!

Gabe Newell highlights, from the seventh minute straight through to the end, why proprietary platforms look successful and how they (sooner-or-later) fail by their own design. Simply put, you can control what is on it. Software you do not like, or even their updates, can be stuck in certification or even excluded from the platform entirely. You can limit malicious software, at least to some extent, or even competing products.

Ultimately, however, you limit yourself by not feeding in to the competition of the crowd.

If you wanted to get your cartridge made you bought it, you know, FOB in Tokyo. If you had a competitive product, miraculously, your ROMs didn't show up until, you know, 3 months after the platform holder's product had entered market and stuff like that. And that was really where the dominant models for what was happening in gaming ((came from)).

But, not too surprisingly, open systems were advancing faster than the proprietary systems had. There used to be these completely de novo graphics solutions for gaming consoles and they've all been replaced by PC-derived hardware. The openness of the PC as a hardware standard meant that the rate of innovation was way faster. So even though, you would think, that the console guys would have a huge incentive to invest in it, they were unable to be competitive.

Microsoft attempts to exert control over their platform with modern Windows which is met by a year-over-year regression in PC sales; at the same time, PC gaming is the industry hotbed of innovation and it is booming as a result. In a time of declining sales in PC hardware, Steam saw a 76% growth (unclear but it sounds like revenue) from last year.

Valve really believes the industry will shift toward a model with little divide between creator and consumer. The community has been "an order of magnitude" more productive than the actual staff of Team Fortress 2.

Does Valve want to compete with that?

This will only happen with open platforms. Even the consoles, with systems sold under parts and labor costs to exert control, have learned to embrace the indie developer. The next gen consoles market indie developers, prior to launch, seemingly more than the industry behemoths and that includes their own titles. They open their platforms a little bit but it might still not be enough to hold off the slow and steady advance of PC gaming be it through Windows, Linux, or even web standards.

Speaking of which, Linux and web standards are oft criticized because they are fragmented. Gabe Newell, intentionally or unintentionally, claimed proprietary platforms are more fragmented. Open platforms have multiple bodies push and pull the blob but it all tends to flow in the same direction. Proprietary platforms have lean bodies with control over where they can go, just many of them. You have a dominant and a few competing platforms for each sector: phones and tablets, consoles, desktops, and so forth.

He noted each has a web browser and, because the web is an open standard, is the most unified experience across devices of multiple sectors. Open fragmentation is small compared to the gaps between proprietary silos across sectors. ((As a side note: Windows RT is also designed to be one platform for all platforms but, as we have been saying for a while, you would prefer an open alternative to all RT all the time... and, according to the second and third paragraphs of this editorial, it will probably suffer from all of the same problems inherent to proprietary platforms anyway.))

Everybody just sort of automatically assumes that the internet is going to work regardless of wherever they are. There may be pluses or minuses of their specific environment but nobody says, "Oh I'm in an airplane now, I'm going to use a completely different method of accessing data across a network". We think that should be more broadly true as well. That you don't think of touch input or game controllers or living rooms as being things which require a completely different way for users to interact or acquire assets or developers to program or deliver to those targets.

Obviously if that is the direction you are going in, Linux is the most obvious basis for that and none of the proprietary, closed platforms are going to be able to provide that form of grand unification between mobile, living room, and desktop.

Next week we're going to be rolling out more information about how we get there and what are the hardware opportunities that we see for bringing Linux into the living room and potentially pointing further down the road to how we can get it even more unified in mobile.

Well, we will certainly be looking forward to next week.

Personally, for almost two years I found it weird how Google, Valve, and Apple (if the longstanding rumors were true) were each pushing for wearable computing, Steam Box/Apple TV/Google TV, and content distribution at the same time. I would not be surprised, in the slightest, for Valve to add media functionality to Steam and Big Picture and secure a spot in the iTunes and Play Store market.

As for how wearables fit in? I could never quite figure that out but it always felt suspicious.

Read on for our transcript of the keynote speech. Bare with us, it is a little bit rough.

Source: LinuxCon