GTC 2014: NVIDIA Shows Off New Dual GK110 GPU GTX TITAN Z Graphics Card

Subject: General Tech | March 25, 2014 - 05:46 PM |
Tagged: gtx titan z, gtx titan, GTC 2014, CUDA

During the opening keynote, NVIDIA showed off several pieces of hardware that will be available soon. On the desktop and workstation side of things, researchers (and consumers chasing the ultra high end) have the new GTX Titan Z to look forward to. This new graphics card is a dual GK110 GPU monster that offers up 8 TeraFLOPS of number crunching performance for an equally impressive $2,999 price tag.

DSC01411.JPG

Specifically, the GTX TITAN Z is a triple slot graphics card that marries two full GK110 (big Kepler) GPUs for a total of 5,760 CUDA cores, 448 TMUs, and 96 ROPs with 12GB of GDDR5 memory on a 384-bit bus (6GB on a 384-bit bus per GPU). NVIDIA has yet to release clockspeeds, but the two GPUs will run at the same clocks with a dynamic power balancing feature. Four the truly adventurous, it appears possible to SLI two GTX Titan Z cards using the single SLI connector. Display outputs include two DVI, one HDMI, and one DisplayPort connector.

NVIDIA is cooling the card using a single fan and two vapor chambers. Air is drawn inwards and exhausted out of the front exhaust vents.

DSC01415.JPG

In short, the GTX Titan Z is NVIDIA's new number crunching king and should find its way into servers and workstations running big data analytics and simulations. Personally, I'm looking forward to seeing someone slap two of them into a gaming PC and watching the screen catch on fire (not really).

What do you think about the newest dual GPU flagship?

Stay tuned to PC Perspective for further GTC 2014 coverage!

NVIDIA SHIELD: New Features and Promotional Price Cut

Subject: General Tech, Graphics Cards, Mobile | March 25, 2014 - 03:01 PM |
Tagged: shield, nvidia

The SHIELD from NVIDIA is getting a software update which advances GameStream, TegraZone, and the Android OS, itself, to KitKat. Personally, the GameStream enhancements seem most notable as it now allows users to access their home PC's gaming content outside of the home, as if it were a cloud server (but some other parts were interesting, too). Also, from now until the end of April, NVIDIA has temporarily cut the price down to $199.

nvidia-shield-gamestream-01.jpg

Going into more detail: GameStream, now out of Beta, will stream games which are rendered on your gaming PC to your SHIELD. Typically, we have seen this through "cloud" services, such as OnLive and GaiKai, which allow access to a set of games that run on their servers (with varying license models). The fear with these services is the lack of ownership, but the advantage is that the slave device just needs enough power to decode an HD video stream.

nvidia-shield-gamestream-02.jpg

In NVIDIA's case, the user owns both server (their standard NVIDIA-powered gaming PC, which can now be a laptop) and target device (the SHIELD). This technology was once limited to your own network (which definitely has its uses, especially for the SHIELD as a home theater device) but now can also be exposed over the internet. For this technology, NVIDIA recommends 5 megabit upload and download speeds - which is still a lot of upload bandwidth, even for 2014. In terms of performance, NVIDIA believes that it should live up to expectations set by their GRID. I do not have any experience with this, but others on the conference call took it as good news.

As for content, NVIDIA has expanded the number of supported titles to over a hundred, including new entries: Assassin's Creed IV, Batman: Arkham Origins, Battlefield 4, Call of Duty: Ghosts, Daylight, Titanfall, and Dark Souls II. They also claim that users can add other apps which are not officially supported, Halo 2: Vista was mentioned as an example, for streaming. FPS and Bitrate can now be set by the user. A bluetooth mouse and keyboard can also be paired to SHIELD for that input type through GameStream.

nvidia-shield-checkbox.jpg

Yeah, I don't like checkbox comparisons either. It's just a summary.

A new TegraZone was also briefly mentioned. Its main upgrade was apparently its library interface. There has also been a number of PC titles ported to Android recently, such as Mount and Blade: Warband.

The update is available now and the $199 promotion will last until the end of April.

Source: NVIDIA

Valve Ports Portal To NVIDIA Shield Gaming Handheld

Subject: General Tech | March 25, 2014 - 02:33 PM |
Tagged: undefined

During the opening keynote of NVIDIA's GTC 2014 conference, company CEO Jen-Hsun Huang announced that Valve had ported the ever-popular "Portal" game to the NVIDIA SHIELD handheld gaming platform.

The game appeared to run smoothly on the portable device, and is a worthy addition to the catalog of local games that can be run on the SHIELD.

DSC01456.JPG

Additionally, while the cake may still be a lie, portable gaming systems apparently are not as Jen-Hsun Huang revealed that all GTC attendees will be getting a free SHIELD.

Stay tuned to PC Perspective for more information on all the opening keynote announcements and their implications for the future of computing!

GPU Technology Conference 2014 resources:

Keep up with GTC 2014 throughout the week by following the NVIDIA blog (blogs.nvidia.com) and the GTC tag on PC Perspective!

Corsair Announces Obsidian Series 450D Mid-tower PC Case

Subject: Cases and Cooling | March 25, 2014 - 01:53 PM |
Tagged: corsair, Obsidian Series 450D

Fremont, California — March 25, 2014 — Corsair, a designer and supplier of high-performance components to the PC hardware market, today announced the immediate availability of the Obsidian Series 450D performance mid-tower PC case. The 450D matches the iconic, brushed aluminum design of the Obsidian series with an increased focus on high-airflow, ensuring your system not only looks great, but runs cool.

Behind the 450D’s aluminum mesh intake grill are dual 140mm AF140L intake fans to direct airflow straight to a PC’s hottest component, the graphics card. The rear AF120L 120mm fan keeps the airflow moving smoothly and five other optional fan locations give you serious cooling flexibility. The 450D’s fan mounts also accommodate a wide range of water-cooling radiators, with room for up to a 360mm radiator in the roof, a 280mm radiator in the front, and a 240mm radiator in the floor.

The 450D also boasts all of the features that make the Obsidian Series a favorite among enthusiasts around the world. Easily accessible dust filters on the roof, front, and bottom ensure your system will stay looking its best, while modular tool-free 3.5”/2.5” hard disk mounts offer a wide range of storage options, or can be removed entirely to prioritize airflow.

“From day one, our Obsidian Series has made our case lineup a force to be reckoned with.” said George Makris, Product Manager at Corsair. “With Obsidian 450D we’ve now added a mid-tower case that has outstanding air cooling capabilities, but can house lots of water cooling parts, too.”

Obsidian Series 450D Specifications

450D_three_quarter_hero_back_view.png

Expansion Room

  • Three tool-free 3.5”/2.5” combo bays in a modular hard drive cage, with two tool-free 2.5” drive bays behind the motherboard
  • Two tool-free 5.25” bays for expansion
  • Two front mounted USB 3.0 ports for easy peripheral or external storage connection
  • 7 expansion slots

Cooling Flexibility

  • Three included high-airflow fans for excellent airflow at low noise levels
    • 2 front 140mm
    • 1 rear 120mm
  • Perforated front brushed aluminum fascia for improved airflow
  • Room for up to 8 fans
  • Radiator compatibility:
    • Top – 360mm/280mm
    • Front – 280mm/240mm
    • Bottom – 240mm
    • Rear – 120mm

Builder Friendly Features

  • Thumbscrew side panel removal and expansion slots
  • Tool-free drive bays
  • Center-post standoff to hold motherboard in place during installation
  • Easily accessible and removable front, rear, and top dust filters
  • Cable routing with rubber grommets for superior airflow and neater builds

Dimensions and Weight

  • Length x Width x Height
  • 19.5” x 8.3” x 19.6” inches
  • 494 x 210 x 497mm
  • Weight 7 kg 15.4 lbs

Pricing, Availability, and Warranty
The Obsidian Series 450D has a suggested retail price of $119.99 in the US and is available in April from Corsair's worldwide network of authorized distributors and resellers. It is backed with a limited 2-year warranty and Corsair’s excellent customer service and technical support.

450D_built_side_view_opened_airflow.png

Here are a couple of reviews of the brand new case:

CASES & COOLING

Source: Corsair

Ruinous Text Format; watch those attachments!

Subject: General Tech | March 25, 2014 - 12:59 PM |
Tagged: rtf, microsoft, outlook, word, fud

Users of Microsoft Word 2003 to the current version on PC or the 2011 version for Mac, which means any version of Outlook or other Microsoft application in which Word is the default text editor may want to avoid RTF attachments for the next while.  There is an exploit in the wild which could allow a nefariously modified RTF file to give an attacker access to the machine which it was opened on at the same level as the user.  This does mean that those who follow the advice of most Windows admins and do not log in to an administrator level account for day to day work need not worry overly but those who ignore the advice may find themselves compromised.  As The Register points out, just previewing the attachment in Outlook is enough to trigger a possible infection.

computer-virus_thumb.jpg

"Microsoft has warned its Word software is vulnerable to a newly discovered dangerous bug – which is being exploited right now in "limited, targeted attacks" in the wild. There is no patch available at this time."

Here is some more Tech News from around the web:

Tech Talk

Source: The Register

The Gigabyte Z87X-UD7-TH is a fully packed ATX board

Subject: Motherboards | March 24, 2014 - 05:39 PM |
Tagged: gigabyte, Z87X-UD7-TH, lga 1150, atx, Thunderbolt 2

Gigabyte's Z87X-UD7-TH goes all out in terms of expansion slots with 5 PCIe 3.0 16x capable of running 4 cards at 8x simultaneously, along with two PCIe 2.0 1x slots in case you need even more cards to be plugged in.  The Intel DSL5520 adds support for Thunderbolt 2 and there are 10 SATA 6Gbps ports, 10 USB 3.0 ports and even 4 legacy USB ports which should be enough for just about any user.  Peripheral support is not everything though, find out about overclocking and stability under load in [H]ard|OCP's full review.

1392791284001dXx4mPv_1_9_l.jpg

"We’ve covered a lot of budget motherboards lately and shown that you can get quite a lot for your dollar. The GIGABYTE motherboard we are looking at today is not a budget motherboard. In fact it’s on the complete opposite of the spectrum, competing with ASUS’ WS offerings and MSI’s Big Bang XPower series."

Here are some more Motherboard articles from around the web:

Motherboards

Source: [H]ard|OCP

A tiny little beast; Gigabyte's Brix Pro

Subject: Systems | March 24, 2014 - 01:49 PM |
Tagged: gigabyte brix, brix pro

The Tech Report got their hands on the rather impressive Brix Pro from Gigabyte, a tiny PC that packs a fair amount of power.  Hidden in this 2.4 x 4.3 x 4.5" box is a Core i7-4770R with accompanying HD 5200 Iris Pro graphics, a 240GB 525 Series SSD and 8GB of DDR3-1600, though the last two components are optional.  The new Intel GPU was able to handle BF4 and Borderlands 2, though some strange artifacting was noticeable in the latter title.  Overall they like the new Brix Pro but thought Gigabyte shrunk the device a little too much as the fan was quite loud when under load; a larger heatsink and fan combo may have avoided that minor irritation.

front-3q.jpg

"The first, Intel-built NUC (short for Next Unit of Computing) debuted a little over a year ago, and our own Scott Wasson picked it apart at the time. Today, we're back with a mini-PC that's based on the same form factor but trades the power-sipping mobile CPU for a quad-core desktop specimen."

Here are some more Systems articles from around the web:

Systems

For when you need a keyboard that stands out

Subject: General Tech | March 24, 2014 - 01:22 PM |
Tagged: input, ducky, Cherry MX

If you are not satisfied with a plain keyboard that doesn't stand out in a crowd and also care about the quality of the board then the Ducky Shine 3 is a keyboard you should be aware of.  Your choice of Cherry MX switches to ensure a proper mechanical feel to your key presses and an array of LED lights will make this keyboard stand out from across the room.  As you can see from the picture, this isn't just backlit keys, a glowing snake on the space bar and lights on every key make this board rather unique.  If flashy keyboards are your thing, check out Benchmark Reviews article here.

unnamed.png

"The Ducky Shine Series, arguably one of the best mechanical keyboards on the market, has released the Ducky Shine 3 DK9008S3. Often referred to as the YOTS or “Year of the Snake”, the 2013 Shine 3 is the offshoot descendant of the 2012 Year of the Dragon Shine 2 DK9087 (a tenkeyless version in the shine series). This model, like it’s predecessor, comes with a wide array of switch options including Cherry MX Black, Blue, Brown, and Red, and a wide array of LED color options including: Blue, Red, Green, White, Magenta, and Orange."

Here is some more Tech News from around the web:

Tech Talk

GDC wasn't just about DirectX; OpenGL was also a hot topic

Subject: General Tech | March 24, 2014 - 12:26 PM |
Tagged: opengl, nvidia, gdc 14, GDC, amd, Intel

DX12 and its Mantle-like qualities garnered the most interest from gamers at GDC but an odd trio of companies were also pushing a different API.  OpenGL has been around for over 20 years and has waged a long war against Direct3D, a war which may be intensifying again.  Representatives from Intel, AMD and NVIDIA all took to the stage to praise the new OpenGL standard, suggesting that with a tweaked implementation of OpenGL developers could expect to see performance increases between 7 to 15 times.  The Inquirer has embedded an hour long video in their story, check it out to learn more.

slide-1-638.jpg

"CHIP DESIGNERS AMD, Intel and Nvidia teamed up to tout the advantages of the OpenGL multi-platform application programming interface (API) at this year's Game Developers Conference (GDC)."

Here is some more Tech News from around the web:

Tech Talk

Source: The Inquirer

GDC 14: NVIDIA, AMD, and Intel Discuss OpenGL Speed-ups

Subject: General Tech, Shows and Expos | March 22, 2014 - 01:41 AM |
Tagged: opengl, nvidia, Intel, gdc 14, GDC, amd

So, for all the discussion about DirectX 12, the three main desktop GPU vendors, NVIDIA, AMD, and Intel, want to tell OpenGL developers how to tune their applications. Using OpenGL 4.2 and a few cross-vendor extensions, because OpenGL is all about its extensions, a handful of known tricks can reduce driver overhead up to ten-fold and increase performance up to fifteen-fold. The talk is very graphics developer-centric, but it basically describes a series of tricks known to accomplish feats similar to what Mantle and DirectX 12 suggest.

opengl_logo.jpg

The 130-slide presentation is broken into a few sections, each GPU vendor getting a decent chunk of time. On occasion, they would mention which implementation fairs better with one function call. The main point that they wanted to drive home (since they clearly repeated the slide three times with three different fonts) is that none of this requires a new API. Everything exists and can be implemented right now. The real trick is to know how to not poke the graphics library in the wrong way.

The page also hosts a keynote from the recent Steam Dev Days.

That said, an advantage that I expect from DirectX 12 and Mantle is reduced driver complexity. Since the processors have settled into standards, I expect that drivers will not need to do as much unless the library demands it for legacy reasons. I am not sure how extending OpenGL will affect that benefit, as opposed to just isolating the legacy and building on a solid foundation, but I wonder if these extensions could be just as easy to maintain and optimize. Maybe it is.

Either way, the performance figures do not lie.

Source: NVIDIA

Oculus Rift Development Kit 2 (DK2) Are $350, Expected July

Subject: General Tech, Displays, Shows and Expos | March 22, 2014 - 01:04 AM |
Tagged: oculus rift, Oculus, gdc 14, GDC

Last month, we published a news piece stating that Oculus Rift production has been suspended as "certain components" were unavailable. At the time, the company said they are looking for alternate suppliers but do not know how long that will take. The speculation was that the company was simply readying a new version and did not want to cannibalize their sales.

This week, they announced a new version which is available for pre-order and expected to ship in July.

DK2, as it is called, integrates a pair of 960x1080 OLED displays (correction, March 22nd @ 3:15pm: It is technically a single 1080p display that is divided per eye) for higher resolution and lower persistence. Citing Valve's VR research, they claim that the low persistence will reduce motion blur as your eye blends neighboring frames together. In this design, it flickers the image for a short period before going black, and does this at a high enough rate keep your eye fed with light. The higher resolution also prevents the "screen door effect" complained about by the first release. Like their "Crystal Cove" prototype, it also uses an external camera to reduce latency in detecting your movement. All of these should combine to less motion sickness.

I would expect that VR has a long road ahead of it before it becomes a commercial product for the general population, though. There are many legitimate concerns about leaving your users trapped in a sensory deprivation apparatus when Kinect could not even go a couple of days without someone pretending to play volleyball and wrecking their TV with ceiling fan fragments. Still, this company seems to be doing it intelligently: keep afloat on developers and lead users as you work through your prototypes. It is cool, even if it will get significantly better, and people will support its research while getting the best at the time.

DK2 is available for pre-order for $350 and is expected to ship in July.

Source: Oculus

NVIDIA GPUs pre-Fermi Are End of Life After 340.xx Drivers

Subject: General Tech, Graphics Cards | March 22, 2014 - 12:43 AM |
Tagged: nvidia

NVIDIA's Release 340.xx GPU drivers for Windows will be the last to contain "enhancements and optimizations" for users with video cards based on architectures before Fermi. While NVIDIA will provided some extended support for 340.xx (and earlier) drivers until April 1st, 2016, they will not be able to install Release 343.xx (or later) drivers. Release 343 will only support Fermi, Kepler, and Maxwell-based GPUs.

nvidia-geforce.png

The company has a large table on their CustHelp website filled with product models that are pining for the fjords. In short, if the model is 400-series or higher (except the GeForce 405) then it is still fully supported. If you do have the GeForce 405, or anything 300-series and prior, then GeForce Release 340.xx drivers will be the end of the line for you.

As for speculation, Fermi was the first modern GPU architecture for NVIDIA. It transitioned to standards-based (IEEE 754, etc.) data structures, introduced L1 and L2 cache, and so forth. From our DirectX 12 live blog, we also noticed that the new graphics API will, likewise, begin support at Fermi. It feels to me that NVIDIA, like Microsoft, wants to shed the transition period and work on developing a platform built around that baseline.

Source: NVIDIA

ASUS custom built ROG MARS GTX 760

Subject: Graphics Cards | March 21, 2014 - 02:33 PM |
Tagged: ROG MARS 760, nvidia, gtx 760, GK104, asus

If you can afford to spend $1000 or more on a GPU the ASUS ROG MARS GTX 760 is an interesting choice.  The two GTX 760 cores on this card are not modified as we have seen on some other two GPU cards, indeed ASUS even overclocked them to a base of 1006MHz and a boost clock of 1072MHz.  Ryan reviewed this card back in December, awarding it with a Gold and [H]ard|OCP is revisiting this card with a new driver and a different lineup of games.  They also pass this unique card from ASUS a Gold after it finished stomping on AMD and the GTX 780Ti.

1395035044ISFXADrH5Z_1_6_l.jpg

"The ASUS ROG MARS 760 is one of the most unique custom built video cards out on the market today. ASUS has designed a video card sporting dual NVIDIA GTX 760 GPUs on a single video card and given gamers something that didn't exist before in the market place. We will find out how it compares with the fastest video cards out there."

Here are some more Graphics Card articles from around the web:

Graphics Cards

 

Source: [H]ard|OCP

Microsoft DirectX 12 Live Blog Recap

Subject: Graphics Cards | March 21, 2014 - 02:25 PM |
Tagged: dx12, DirectX, DirectX 12, GDC, gdc 14, nvidia, Intel, amd, qualcomm, live, live blog

We had some requests for a permanent spot for the live blog images and text from this week's GDC 14 DirectX 12 reveal.  Here it is included below!!

  Microsoft DirectX 12 Announcement Live Blog (03/20/2014) 
9:53
Ryan Shrout: 

Hi everyone!

 
 
Thursday March 20, 2014 9:53 Ryan Shrout
9:53
Ryan Shrout: 

We are just about ready to get started - people are filing in now.

 
 
Thursday March 20, 2014 9:53 Ryan Shrout
9:53
[Comment From GuestGuest: ] 

?video

 
 
Thursday March 20, 2014 9:53 Guest
9:53
Ryan Shrout: 

Sorry, no video for this. They wouldn't allow us to record or stream.

 
 
Thursday March 20, 2014 9:53 Ryan Shrout
9:55
[Comment From GuestGuest: ] 

kk, no worries

 
 
Thursday March 20, 2014 9:55 Guest
9:55
[Comment From GuestGuest: ] 

Pictures?

 
 
Thursday March 20, 2014 9:55 Guest
9:55
Ryan Shrout: 

Yup!

 
 
Thursday March 20, 2014 9:55 Ryan Shrout
9:59
Ryan Shrout: 

Just testing out photos. I promise the others will be more clear.

 
 
Thursday March 20, 2014 9:59 Ryan Shrout
9:59
Ryan Shrout
 
 
 
Thursday March 20, 2014 9:59 
10:00
[Comment From SebastianSebastian: ] 

Looks like it's a very small event

 
 
Thursday March 20, 2014 10:00 Sebastian
10:00
Ryan Shrout: 

The room is much smaller than it should be. Line was way too long for a room like this.

 
 
Thursday March 20, 2014 10:00 Ryan Shrout
10:01
Josh Walrath: 

that is a super small room for such an event. Especially considering the online demand for details!

 
 
Thursday March 20, 2014 10:01 Josh Walrath
10:02
Ryan Shrout
 
Qualcomm's Eric Demers, AMD's Raja Koduri, NVIDIA's Tony Tamasi.
 
 
Thursday March 20, 2014 10:02 
10:03
Ryan Shrout: 

And we are starting!

 
 
Thursday March 20, 2014 10:03 Ryan Shrout
10:03
Josh Walrath: 

Have those boys gotten their knives out yet. Are the press circling them and snapping their fingers?

 
 
Thursday March 20, 2014 10:03 Josh Walrath
10:03
Ryan Shrout: 

Going over a history of DX.

 
 
Thursday March 20, 2014 10:03 Ryan Shrout
10:03
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:03 
10:04
Ryan Shrout: 

Talking about the development process.

 
 
Thursday March 20, 2014 10:04 Ryan Shrout
10:04
Ryan Shrout: 

All partner base.

 
 
Thursday March 20, 2014 10:04 Ryan Shrout
10:04
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:04 
10:05
[Comment From GuestGuest: ] 

why cant I comment ?

 
 
Thursday March 20, 2014 10:05 Guest
10:05
Ryan Shrout: 

GPU performance is "embarrassing parallel" statement here.

 
 
Thursday March 20, 2014 10:05 Ryan Shrout
10:05
Scott Michaud: 

You can, we just need to publish them. And there's *a lot* of comments.

 
 
Thursday March 20, 2014 10:05 Scott Michaud
10:05
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:05 
10:05
Josh Walrath: 

We see everything, Peter.

 
 
Thursday March 20, 2014 10:05 Josh Walrath
10:05
Ryan Shrout: 

CPU performance has not improved at the same rate. This difference rate of increase is a big challenge for DX.

 
 
Thursday March 20, 2014 10:05 Ryan Shrout
10:06
Ryan Shrout: 

Third point has been a challenge, until now.

 
 
Thursday March 20, 2014 10:06 Ryan Shrout
10:07
Ryan Shrout: 

What do developers want? List similar to what AMD presented with Mantle.

 
 
Thursday March 20, 2014 10:07 Ryan Shrout
10:07
Ryan Shrout: 

DX12 "is no dot release"

 
 
Thursday March 20, 2014 10:07 Ryan Shrout
10:08
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:08 
10:08
Ryan Shrout: 

It faster, more direct. ha ha.

 
 
Thursday March 20, 2014 10:08 Ryan Shrout
10:08
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:08 
10:08
Ryan Shrout: 

Xbox One games will see improved performance. Coming to all MS platforms. PC, mobile too.

 
 
Thursday March 20, 2014 10:08 Ryan Shrout
10:08
Josh Walrath: 

Oh look, mobile!

 
 
Thursday March 20, 2014 10:08 Josh Walrath
10:09
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:09 
10:09
Ryan Shrout: 

New tools are a requirement.

 
 
Thursday March 20, 2014 10:09 Ryan Shrout
10:09
Josh Walrath: 

We finally have a MS answer to OpenGL ES.

 
 
Thursday March 20, 2014 10:09 Josh Walrath
10:09
Scott Michaud: 

Hmm, none of the four pictures in the bottom is a desktop or Laptop.

 
 
Thursday March 20, 2014 10:09 Scott Michaud
10:09
Ryan Shrout: 

D3D 12 is the first version to go much lower level.

 
 
Thursday March 20, 2014 10:09 Ryan Shrout
10:09
[Comment From GuestGuest: ] 

The last one is a desktop...

 
 
Thursday March 20, 2014 10:09 Guest
10:10
Scott Michaud: 

Huh, thought it was TV. My mistake.

 
 
Thursday March 20, 2014 10:10 Scott Michaud
10:10
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:10 
10:10
Ryan Shrout: 

Yeah, desktop PC is definitely on the list here guys.

 
 
Thursday March 20, 2014 10:10 Ryan Shrout
10:11
Ryan Shrout: 

Going to show us some prototypes.

 
 
Thursday March 20, 2014 10:11 Ryan Shrout
10:11
Ryan Shrout: 

Ported latest 3DMark.

 
 
Thursday March 20, 2014 10:11 Ryan Shrout
10:12
Ryan Shrout: 

In DX11, one core is doing most of the work.

 
 
Thursday March 20, 2014 10:12 Ryan Shrout
10:12
Ryan Shrout: 

on d3d12, overall CPU utilization is down 50%

 
 
Thursday March 20, 2014 10:12 Ryan Shrout
10:13
Ryan Shrout: 

Also, the workload is more spread out.

 
 
Thursday March 20, 2014 10:13 Ryan Shrout
10:13
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:13 
10:13
Ryan Shrout: 

Interesting data for you all!!

 
 
Thursday March 20, 2014 10:13 Ryan Shrout
10:13
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:13 
10:14
Ryan Shrout: 

Grouping entire pipeline state into state objects. These can be mapped very efficiently to GPU hardware.

 
 
Thursday March 20, 2014 10:14 Ryan Shrout
10:14
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:14 
10:15
Ryan Shrout: 

"Solved" multi-threaded scalability.

 
 
Thursday March 20, 2014 10:15 Ryan Shrout
10:15
Scott Michaud: 

Hmm, from ~8ms to ~4. That's an extra 4ms for the GPU to work. 20 GFLOPs for a GeForce Titan.

 
 
Thursday March 20, 2014 10:15 Scott Michaud
10:15
[Comment From JayJay: ] 

Multicore Scalability.... Seems like a big deal when you have 6-8 cores!

 
 
Thursday March 20, 2014 10:15 Jay
10:16
Josh Walrath: 

It is a big deal for the CPU guys.

 
 
Thursday March 20, 2014 10:16 Josh Walrath
10:16
Ryan Shrout: 

D3D12 allows apps to control graphics memory better.

 
 
Thursday March 20, 2014 10:16 Ryan Shrout
10:16
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:16 
10:17
Ryan Shrout: 

API is now much lower level. Application tracks pipeline status, not the API.

 
 
Thursday March 20, 2014 10:17 Ryan Shrout
10:17
[Comment From JimJim: ] 

20 GFlops from a Titan? Stock Titan gets around 5 ATM.

 
 
Thursday March 20, 2014 10:17 Jim
10:17
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:17 
10:18
Ryan Shrout: 

Less API and driver tracking universally. More more predictability.

 
 
Thursday March 20, 2014 10:18 Ryan Shrout
10:18
Ryan Shrout: 

This is targeted at the smartest developers, but gives you unprecedented performance.

 
 
Thursday March 20, 2014 10:18 Ryan Shrout
10:18
Ryan Shrout: 

Also planning to advance state of rendering features. Feature level 12.

 
 
Thursday March 20, 2014 10:18 Ryan Shrout
10:19
Scott Michaud: 

Titan gets around ~5 Teraflops, actually... if it is fully utilized. I'm saying that an extra 4ms is an extra 20 GFlops per frame.

 
 
Thursday March 20, 2014 10:19 Scott Michaud
10:19
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:19 
10:19
Josh Walrath: 

Titan is around 5 TFlops total, that 20 GFLOPS is potential performance in the time gained by optimizations.

 
 
Thursday March 20, 2014 10:19 Josh Walrath
10:19
Ryan Shrout: 

Better collision and culling

 
 
Thursday March 20, 2014 10:19 Ryan Shrout
10:19
Ryan Shrout: 

Constantly working with GPU vendors to find new ways to render.

 
 
Thursday March 20, 2014 10:19 Ryan Shrout
10:20
Ryan Shrout: 

Forza 5 on stage now. Strictly console developer.

 
 
Thursday March 20, 2014 10:20 Ryan Shrout
10:20
[Comment From Lewap PawelLewap Pawel: ] 

So 20GFLOPS per frame is 20x60 = 1200GFLOPS/sec? 20% improvement?

 
 
Thursday March 20, 2014 10:20 Lewap Pawel
10:21
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:21 
10:21
Scott Michaud: 

Not quite, because we don't know how many FPS we had originally.

 
 
Thursday March 20, 2014 10:21 Scott Michaud
10:21
Ryan Shrout: 

Talking about porting the game to D3D12

 
 
Thursday March 20, 2014 10:21 Ryan Shrout
10:22
Ryan Shrout: 

4 man-months effort to port core rendering engine.

 
 
Thursday March 20, 2014 10:22 Ryan Shrout
10:22
Ryan Shrout: 

Demo time!

 
 
Thursday March 20, 2014 10:22 Ryan Shrout
10:22
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:22 
10:22
Ryan Shrout: 

Rendering at static 60 FPS.

 
 
Thursday March 20, 2014 10:22 Ryan Shrout
10:23
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:23 
10:23
Ryan Shrout: 

Bundles allows for instancing but with variance.

 
 
Thursday March 20, 2014 10:23 Ryan Shrout
10:24
Ryan Shrout: 

Resource lifetime, track memory directly. No longer have D3D tracking that lifetime, much cheaper on resources.

 
 
Thursday March 20, 2014 10:24 Ryan Shrout
10:24
Ryan Shrout: 

"It's all up to us, and that's how we like it."

 
 
Thursday March 20, 2014 10:24 Ryan Shrout
10:24
Ryan Shrout: 

Does anyone else here worry that DX12 might leave out some smaller devs that can't go so low level?

 
 
Thursday March 20, 2014 10:24 Ryan Shrout
10:25
Josh Walrath: 

I would say that depends on the quality of tools that MS provides, as well as IHV support.

 
 
Thursday March 20, 2014 10:25 Josh Walrath
10:25
Scott Michaud: 

Not really, for me. The reason why they can go so much lower these days is because what is lower is more consistent.

 
 
Thursday March 20, 2014 10:25 Scott Michaud
10:26
Ryan Shrout: 

And now back to info. Will you have to buy new hardware? I would say no since they just showed Xbox One... lol

 
 
Thursday March 20, 2014 10:26 Ryan Shrout
10:26
[Comment From killeakkilleak: ] 

Small devs will use an Engine, not make their own.

 
 
Thursday March 20, 2014 10:26 killeak
10:26
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:26 
10:26
Ryan Shrout: 

On stage now is Raja Koduri from AMD.

 
 
Thursday March 20, 2014 10:26 Ryan Shrout
10:27
Scott Michaud: 

Not true at all, actually. Just look at Frictional (Amnesia). They made their own engine tailored for what their game needed.

 
 
Thursday March 20, 2014 10:27 Scott Michaud
10:27
Ryan Shrout: 

AMD has been working very closely with DX12. Heh.

 
 
Thursday March 20, 2014 10:27 Ryan Shrout
10:27
Josh Walrath: 

Shocking!

 
 
Thursday March 20, 2014 10:27 Josh Walrath
10:28
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:28 
10:28
Josh Walrath: 

Strike a pose!

 
 
Thursday March 20, 2014 10:28 Josh Walrath
10:28
Ryan Shrout: 

There is tension: AMD is trying to push hw forward, MS is trying to push their platform forward.

 
 
Thursday March 20, 2014 10:28 Ryan Shrout
10:28
Ryan Shrout: 

Very honest assessment of the current setup between AMD, NVIDIA, MS.

 
 
Thursday March 20, 2014 10:28 Ryan Shrout
10:28
[Comment From GuestGuest: ] 

Scott, with the recent changes with CryEngine, UE4 going subscription based more Indies might just go that route.

 
 
Thursday March 20, 2014 10:28 Guest
10:28
Ryan Shrout: 

DX12 is an area where they had the least tension in Raja's history in this field.

 
 
Thursday March 20, 2014 10:28 Ryan Shrout
10:29
Scott Michaud: 

Definitely. But that is not the same thing as saying that indies will not make their own engine.

 
 
Thursday March 20, 2014 10:29 Scott Michaud
10:29
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:29 
10:29
Ryan Shrout: 

Key is that current users get benefit with this API on day 1.

 
 
Thursday March 20, 2014 10:29 Ryan Shrout
10:29
Ryan Shrout: 

"Like getting 4 generations of hardware ahead."

 
 
Thursday March 20, 2014 10:29 Ryan Shrout
10:29
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:29 
10:31
Josh Walrath: 

That answers a few of the burning questions!

 
 
Thursday March 20, 2014 10:31 Josh Walrath
10:31
Ryan Shrout: 

Up now is Eric Mentzer from Intel.

 
 
Thursday March 20, 2014 10:31 Ryan Shrout
10:31
[Comment From KevKev: ] 

Thank you! Great news guys!

 
 
Thursday March 20, 2014 10:31 Kev
10:31
Scott Michaud: 

You're welcome! : D

 
 
Thursday March 20, 2014 10:31 Scott Michaud
10:32
[Comment From JimJim: ] 

OH, intel and AMD in the same room....

 
 
Thursday March 20, 2014 10:32 Jim
10:32
Scott Michaud: 

Intel, AMD, NVIDIA, and Qualcomm in the same room...

 
 
Thursday March 20, 2014 10:32 Scott Michaud
10:32
Ryan Shrout: 

Intel has made big change in graphics; put a lot more focus on it with tech and process tech.

 
 
Thursday March 20, 2014 10:32 Ryan Shrout
10:32
Josh Walrath: 

DX12 will enhance any modern graphics chip. Driver support from IHVs will be key to enable those features. This is a massive change in how DX addresses the GPU, rather than (so far) the GPU adding features.

 
 
Thursday March 20, 2014 10:32 Josh Walrath
10:32
[Comment From GuestGuest: ] 

so this means xbox one will get a performance boost?

 
 
Thursday March 20, 2014 10:32 Guest
10:32
Scott Michaud: 

Yes

 
 
Thursday March 20, 2014 10:32 Scott Michaud
10:33
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:33 
10:33
Scott Michaud: 

According to "Benefits of Direct3D 12 will extend to Xbox One", at least.

 
 
Thursday March 20, 2014 10:33 Scott Michaud
10:33
Ryan Shrout: 

Intel commits to having Haswell support DX12 at launch.

 
 
Thursday March 20, 2014 10:33 Ryan Shrout
10:34
Ryan Shrout: 

BTW - thanks to everyone for stopping by the live blog!! :)

 
 
Thursday March 20, 2014 10:34 Ryan Shrout
10:34
Josh Walrath: 

Just to reiterate... PS4 utilizes OpenGL, not DX. This change will not affect PS4. Changes to OpenGL will only improve PS4 performance.

 
 
Thursday March 20, 2014 10:34 Josh Walrath
10:34
Ryan Shrout: 

If you like this kind of stuff, check out our weekly podcast! http://pcper.com/podcast

 
 
Thursday March 20, 2014 10:34 Ryan Shrout
10:34
Ryan Shrout: 

No mention of actual DX12 launch time quite yet...

 
 
Thursday March 20, 2014 10:34 Ryan Shrout
10:34
[Comment From MagnarockMagnarock: ] 

Finish?

 
 
Thursday March 20, 2014 10:34 Magnarock
10:34
Ryan Shrout: 

And Intel is gone. Short and sweet.

 
 
Thursday March 20, 2014 10:34 Ryan Shrout
10:34
Scott Michaud: 

Still have NVIDIA and Qualcomm, at least.

 
 
Thursday March 20, 2014 10:34 Scott Michaud
10:35
Scott Michaud: 

So -- not finished.

 
 
Thursday March 20, 2014 10:35 Scott Michaud
10:35
Ryan Shrout: 

Up next is Tony Tamasi from NVIDIA.

 
 
Thursday March 20, 2014 10:35 Ryan Shrout
10:35
Ryan Shrout: 

NVIDIA has been working with MS since the inception of DX12. Still don't know when that is...

 
 
Thursday March 20, 2014 10:35 Ryan Shrout
10:35
[Comment From AlexAlex: ] 

PS4 doesn't use OpenGL, but custom APIs instead...

 
 
Thursday March 20, 2014 10:35 Alex
10:35
Scott Michaud: 

True, it's not actually OpenGL... but is heavily heavily based on OpenGL.

 
 
Thursday March 20, 2014 10:35 Scott Michaud
10:36
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:36 
10:36
Ryan Shrout: 

They think it should be done with standards so there is no fragmentation.

 
 
Thursday March 20, 2014 10:36 Ryan Shrout
10:36
Ryan Shrout: 

lulz.

 
 
Thursday March 20, 2014 10:36 Ryan Shrout
10:37
Scott Michaud: 

Because everything that ends in "x" is all about no fragmentation :p

 
 
Thursday March 20, 2014 10:37 Scott Michaud
10:37
Ryan Shrout: 

NVIDIA will support DX12 on Fermi, Kepler, Maxwell and forward!

 
 
Thursday March 20, 2014 10:37 Ryan Shrout
10:37
Ryan Shrout: 

For developers that want to get down deep and manage all of this, DX12 is going to be really exciting.

 
 
Thursday March 20, 2014 10:37 Ryan Shrout
10:38
Ryan Shrout: 

NVIDIA represents about 55% of the install base.

 
 
Thursday March 20, 2014 10:38 Ryan Shrout
10:38
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:38 
10:38
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:38 
10:39
Ryan Shrout: 

Developers already have DX12 drivers. The Forza demo was running on NVIDIA!!!

 
 
Thursday March 20, 2014 10:39 Ryan Shrout
10:39
Ryan Shrout: 

Holy crap, that wasn't on an Xbox One!!

 
 
Thursday March 20, 2014 10:39 Ryan Shrout
10:39
Scott Michaud: 

Fermi and forward... aligning well with the start of their compute-based architectures... using IEEE standards (etc). Makes perfect sense. Also might help explain why pre-Fermi is deprecated after GeForce 340 drivers...

 
 
Thursday March 20, 2014 10:39 Scott Michaud
10:40
Ryan Shrout: 

Support quote from Tim Sweeney.

 
 
Thursday March 20, 2014 10:40 Ryan Shrout
10:41
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:41 
10:41
[Comment From CrackolaCrackola: ] 

Any current NVIDIA cards DX12 ready? Titan, etc?

 
 
Thursday March 20, 2014 10:41 Crackola
10:41
Ryan Shrout: 

Up now is Eric Demers from Qualcomm.

 
 
Thursday March 20, 2014 10:41 Ryan Shrout
10:42
Scott Michaud: 

NVIDIA said Fermi, Kepler, and Maxwell will be DX12-ready. So like... almost everything since GeForce 400... almost.

 
 
Thursday March 20, 2014 10:42 Scott Michaud
10:42
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:42 
10:42
Ryan Shrout: 

Qualcomm has been working with MS on mobile graphics since there WAS mobile graphics.

 
 
Thursday March 20, 2014 10:42 Ryan Shrout
10:42
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:42 
10:42
Ryan Shrout: 

Most windows phones are powered by Snapdragon.

 
 
Thursday March 20, 2014 10:42 Ryan Shrout
10:42
Josh Walrath: 

We currently don't know what changes in Direct3D will be brought to the table, all we are seeing here is how they are changing the software stack to more efficiently use modern GPUs. This does not mean that all current DX11 hardware will fully support the DX12 specification when it comes to D3D, Direct Compute, etc.

 
 
Thursday March 20, 2014 10:42 Josh Walrath
10:43
Ryan Shrout: 

DX12 will improve power efficiency by reducing overhead.

 
 
Thursday March 20, 2014 10:43 Ryan Shrout
10:43
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:43 
10:44
Ryan Shrout: 

Perf will improve on mobile device as well, of course. But gaming for longer periods on battery life is biggest draw.

 
 
Thursday March 20, 2014 10:44 Ryan Shrout
10:45
Ryan Shrout: 

Portability - bringing titles from the PC to Xbox to mobile platform will be much easier.

 
 
Thursday March 20, 2014 10:45 Ryan Shrout
10:45
[Comment From David UyDavid Uy: ] 

I think all Geforce 400 series is Fermi. so - Geforce 400 and above.

 
 
Thursday March 20, 2014 10:45 David Uy
10:45
Scott Michaud: 

I think the GeForce 405 is the only exception...

 
 
Thursday March 20, 2014 10:45 Scott Michaud
10:45
Ryan Shrout: 

Off goes Eric.

 
 
Thursday March 20, 2014 10:45 Ryan Shrout
10:45
Ryan Shrout: 

MS back on stage.

 
 
Thursday March 20, 2014 10:45 Ryan Shrout
10:46
Ryan Shrout: 

And now a group picture lol.

 
 
Thursday March 20, 2014 10:46 Ryan Shrout
10:46
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:46 
10:47
Ryan Shrout: 

By the time they ship, 50% of all PC gamers will be DX12 capable.

 
 
Thursday March 20, 2014 10:47 Ryan Shrout
10:47
Ryan Shrout: 

Ouch, targeting Holiday 2015 games.

 
 
Thursday March 20, 2014 10:47 Ryan Shrout
10:48
Ryan Shrout: 

Early access coming later this year.

 
 
Thursday March 20, 2014 10:48 Ryan Shrout
10:48
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:48 
10:48
Josh Walrath: 

Yeah, this is a pretty big sea change.

 
 
Thursday March 20, 2014 10:48 Josh Walrath
10:48
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:48 
10:49
Ryan Shrout
 
 
 
Thursday March 20, 2014 10:49 
10:49
Scott Michaud: 

50% of PC Gamers sounds like they're projecting NOT Windows 7.

 
 
Thursday March 20, 2014 10:49 Scott Michaud
10:49
Ryan Shrout: 

They are up for Q&A not sure how informative they will be...

 
 
Thursday March 20, 2014 10:49 Ryan Shrout
10:50
Josh Walrath: 

OS support? Extension changes to D3D/Direct Compute?

 
 
Thursday March 20, 2014 10:50 Josh Walrath
10:50
Ryan Shrout: 

Windows 7 support? Won't be announcing anything today but they understand the request.

 
 
Thursday March 20, 2014 10:50 Ryan Shrout
10:51
Ryan Shrout: 

Q: What about support for multi-GPU? They will have a way to target specific GPUs in a system.

 
 
Thursday March 20, 2014 10:51 Ryan Shrout
10:51
Ryan Shrout: 

This session is wrapping up for now!

 
 
Thursday March 20, 2014 10:51 Ryan Shrout
10:51
Ryan Shrout: 

Looks like we are light on details but we'll be catching more sessions today so check back on http://www.pcper.com/

 
 
Thursday March 20, 2014 10:51 Ryan Shrout
10:52
Scott Michaud: 

"a way to target specific GPUs in a system" this sounds like developers can program their own Crossfire/SLi methods, like OpenCL and Mantle.

 
 
Thursday March 20, 2014 10:52 Scott Michaud
10:52
Ryan Shrout: 

Also, again, if you want more commentary on DX12 and PC hardware, check out our weekly podcast! http://www.pcper.com/podcast!

 
 
Thursday March 20, 2014 10:52 Ryan Shrout
10:52
Ryan Shrout: 

Thanks everyone for joining us! We MIGHT live blog the other sessions today, so you can sign up for our mailing list to find out when we go live. http://www.pcper.com/subscribe

 
 
Thursday March 20, 2014 10:52 Ryan Shrout
10:57
Scott Michaud: 

Apparently NVIDIA's blog says DX12 discussion begun more than four years ago "with discussions about reducing resource overhead". They worked for a year to deliver "a working design and implementation of DX12 at GDC".

 
 
Thursday March 20, 2014 10:57 Scott Michaud
11:03
 

 
 
 

 

How scary is the internet of things?

Subject: General Tech | March 21, 2014 - 01:32 PM |
Tagged: internet of things

Call it ubiquitous computing, the internet of things or whichever moniker you prefer but what you are describing remains the same, the network of internet enabled sensors, identifiers and broadcasters which now surround us.  For many this is not something they think about but for the technologically inclined it is a topic of much interest with many concerns to address of which the prime suspect is privacy.  The Inquirer has been hosting discussions on this topic and the possibilities that are created by the massive growth of the internet of things.  Check out the debate on how this will impact privacy here.

Android_Wear_lead.jpg

"THE INTERNET OF THINGS is a term that has been around for about 15 years, with its origins in barcodes and radio frequency identity (RFID) tags, and evolving via near-field communications (NFC) and QR codes. But it's the rise of smart devices and wearable technology, which has only started to take off in the past few years, that will see the Internet of Things come into its own."

Here is some more Tech News from around the web:

Tech Talk

Source: The Inquirer

Podcast #292 - Haswell-E, Iris Pro in Broadwell, our 750 Ti Roundup and more!

Subject: General Tech | March 20, 2014 - 04:05 PM |
Tagged: podcast, video, gdc14, haswell, Haswell-E, Broadwell, devil's canyon, Intel, amd, Mantle, dx12, nvidia, gtx 750ti, evga, pny, galaxy

PC Perspective Podcast #292 - 03/20/2014

Join us this week as we discuss Haswell-E, Iris Pro in Broadwell, our 750 Ti Roundup and more!

You can subscribe to us through iTunes and you can still access it directly through the RSS page HERE.

The URL for the podcast is: http://pcper.com/podcast - Share with your friends!

  • iTunes - Subscribe to the podcast directly through the iTunes Store
  • RSS - Subscribe through your regular RSS reader
  • MP3 - Direct download link to the MP3 file

Hosts: Ryan Shrout, Jeremy Hellstrom, Josh Walrath and Allyn Malventano

 
This podcast is brought to you by Coolermaster, and the CM Storm Pulse-R Gaming Headset!
 
Program length: 1:32:09
 
  1. Week in Review:
  2. 0:34:44 This podcast is brought to you by Coolermaster, and the CM Storm Pulse-R Gaming Headset
  3. News items of interest:
    1. 0:57:00 Busy week to be a GPU-accelerated software developer
  4. Hardware/Software Picks of the Week:
  5. Closing/outro

Be sure to subscribe to the PC Perspective YouTube channel!!

 

Wonder why you can hear the sounds of pickaxes when you make breakfast?

Subject: General Tech | March 20, 2014 - 03:01 PM |
Tagged: bitcoin, dogecoin, internet of things, cryptocurrency

Not content to ruin the hopes of gamers wanting to upgrade to a Hawaii based AMD GPU now your smart devices are being press ganged into mining crypto-currency.  Everything from TVs and fridges through printers, routers and security cameras can be infected with the linux.darlloz worm and will then begin mining for the author of the worm.  The worm will even block other infections and has even been monitored patching certain holes in routers to prevent anything else from infecting the device and slowing down the mining computations.  The Inquirer does have some humourous news about this worm, there are 31,716 separate IP addresses infected but this has manged to raise a mere $196.00 so for the author.

dogecoin_dce1cafbbbc0db017f839f11970703b8.jpg

"A WORM that leverages the Internet of Things to mine cryptocurrencies has been found to have infected around 31,000 devices."

Here is some more Tech News from around the web:

Tech Talk

Source: The Register

Set your calendar! PC Perspective GDC 14 DirectX 12 Live Blog is Coming!

Subject: General Tech, Graphics Cards | March 19, 2014 - 08:26 PM |
Tagged: live blog, gdc 14, dx12, DirectX 12, DirectX

UPDATE: If you are looking for the live blog information including commentary and photos, we have placed it in archive format right over here.  Thanks!!

It is nearly time for Microsoft to reveal the secrets behind DirectX 12 and what it will offer PC gaming going forward.  I will be in San Francisco for the session and will be live blogging from it as networking allows.  We'll have a couple of other PC Perspective staffers chiming in as well, so it should be an interesting event for sure!  We don't know how much detail Microsoft is going to get into, but we will all know soon.

dx12.jpg

Microsoft DirectX 12 Session Live Blog

Thursday, March 20th, 10am PDT

http://www.pcper.com/live

You can sign up for a reminder using the CoverItLive interface below or you can sign up for the PC Perspective Live mailing list. See you Thursday!

GDC 14: Unreal Engine 4 Launches with Radical Changes

Subject: General Tech, Shows and Expos | March 19, 2014 - 08:15 PM |
Tagged: unreal engine 4, gdc 14, GDC, epic games

Game developers, from indie to the gigantic, can now access Unreal Engine 4 with a $19/month subscription (plus 5% of revenue from resulting sales). This is a much different model from UDK, which was free to develop games with their precompiled builds until commercial release, where an upfront fee and 25% royalty is then applied. For Unreal Engine 4, however, this $19 monthly fee also gives you full C++ source code access (which I have wondered about since the announcement that Unrealscript no longer exists).

Of course, the Unreal Engine 3-based UDK is still available (and just recently updated).

This is definitely interesting and, I believe, a response to publishers doubling-down on developing their own engines. EA has basically sworn off engines outside of their own Frostbite and Ingite technologies. Ubisoft has only announced or released three games based on Unreal Engine since 2011; Activision has announced or released seven in that time, three of which were in that first year. Epic Games has always been very friendly to smaller developers and, with the rise of the internet, it is becoming much easier for indie developers to release content through Steam or even their own website. These developers now have a "AAA" engine, which I think almost anyone would agree that Unreal Engine 4 is, with an affordable license (and full source access).

Speaking of full source access, licensees can access the engine at Epic's GitHub. While a top-five publisher might hesitate to share fixes and patches, the army of smaller developers might share and share-alike. This could lead to Unreal Engine 4 acquiring its own features rapidly. Epic highlights their Oculus VR, Linux and Steam OS, and native HTML5 initiatives but, given community support, there could be pushes into unofficial support for Mantle, TrueAudio, or other technologies. Who knows?

A sister announcement, albeit a much smaller one, is that Unreal Engine 4 is now part of NVIDIA's GameWorks initiative. This integrates various NVIDIA SDKs, such as PhysX, into the engine. The press release quote from Tim Sweeney is as follows:

Epic developed Unreal Engine 4 on NVIDIA hardware, and it looks and runs best on GeForce.

Another brief mention is that Unreal Engine 4 will have expanded support for Android.

So, if you are a game developer, check out the official Epic Games blog post at their website. You can also check their Youtube page for various videos, many of which were released today.

Source: Epic Games

Intel Devil's Canyon Offers Haswell with Improved TIM, 9-series Chipsets

Subject: Processors | March 19, 2014 - 08:00 PM |
Tagged: tim, Intel, hawell, gdc 14, GDC, 9-series

An update to the existing Haswell 4th Generation Core processors will be hitting retail sometime in mid-2014 according to what Intel has just told us. This new version of the existing processors will include new CPU packaging and the oft-requested improved thermal interface material (TIM).  Overclockers have frequently claimed that the changes Intel made to the TIM was limiting performance; it seems Intel has listened to the community and will be updating some parts accordingly.

haswellplus.jpg

Recent leaks have indicated we'll see modest frequency increases in some of the K-series parts; in the 100 MHz range.  All Intel is saying today though is what you see on that slide. Overclocks should improve with the new thermal interface material but by how much isn't yet known.

These new processors, under the platform code name of Devil's Canyon, will target the upcoming 9-series chipsets.  When I asked about support for 8-series chipset users, Intel would only say that those motherboards "are not targeted" for the refreshed Haswell CPUs.  I would not be surprised though to see some motherboard manufacturers attempt to find ways to integrate board support through BIOS/UEFI changes.

Though only slight refreshes, when we combine the Haswell Devil's Canyon release with the news about the X99 + Haswell-E, it appears that 2014 is shaping up to be pretty interesting for the enthusiast community!