All | Editorial | General Tech | Graphics Cards | Networking | Motherboards | Cases and Cooling | Processors | Chipsets | Memory | Displays | Systems | Storage | Mobile | Shows and Expos
We’ve probably all lost data at some point, and many of us have tried various drive recovery solutions over the years. Of these, Disk Drill has been available for Mac OS X users for some time, but the company currently offers a Windows compatible version, released last year. The best part? It’s totally free (and not in the ad-ridden, drowning in popups kind of way). So does it work? Using some of my own data as a guinea pig, I decided to find out.
The interface is clean and simple
To begin with I’ll list the features of Disk Drill as Clever Files describes it on their product page:
- Any Drive
- Our free data recovery software for Windows PC can recover data from virtually any storage device - including internal and external hard drives, USB flash drives, iPods, memory cards, and more.
- Recovery Options
- Disk Drill has several different recovery algorithms, including Undelete, Protected Data, Quick Scan, and Deep Scan. It will run through them one at a time until your lost data is found.
- Speed & Simplicity
- It’s as easy as one click: Disk Drill scans start with just the click of a button. There’s no complicated interface with too many options, just click, sit back and wait for your files to appear.
- All File Systems
- Different types of hard drives and memory cards have different ways of storing data. Whether your media has a FAT, exFAT or NTFS file system, is HFS+ Mac drive or Linux EXT2/3/4, Disk Drill can recover deleted files.
- Partition Recovery
- Sometimes your data is still on your drive, but a partition has been lost or reformatted. Disk Drill can help you find the “map” to your old partition and rebuild it, so your files can be recovered.
- Recovery Vault
- In addition to deleted files recovery, Disk Drill also protects your PC from future data loss. Recovery Vault keeps a record of all deleted files, making it much easier to recover them.
- Disk Drill For Windows - Free download here
The Recovery Process
(No IDE hard drives were harmed in the making of this photo)
My recovery process involved an old 320GB IDE drive, which was used for backup until a power outage-related data corruption (I didn’t own a UPS at the time, and the drive was in the process of writing) which left me without a valid partition. At one point I had given up and formatted the drive; thinking all of my original backup was lost. Thankfully I didn’t use it much after this, and it’s been sitting on a shelf for years.
There are different methods that can be employed to recover lost or deleted data. One of these is to scan for the file headers (or signatures), which contain information about what type of file it is (i.e. Microsoft Word, JPEG image, etc.). There are advanced recovery methods that attempt to reconstruct an entire file system, preserving the folder structures and the original files names. Unfortunately, this is not a simple (or fast) process, and is generally left to the professionals.
Intro and Xbox One
Introduction to Remote Streaming
The ability to play console games on the PC is certainly nothing new. A wide range of emulators have long offered PC owners access to thousands of classic games. But the recent advent of personal game streaming gives users the ability to legally enjoy current generation console games on their PCs.
Both Microsoft and Sony now offer streaming from their respective current generation consoles to the PC, but via quite different approaches. For PC owners contemplating console streaming, we set out to discover how each platform works and compares, what level of quality discerning PC gamers can expect, and what limitations and caveats console streaming brings. Read on for our comparison of Xbox One Streaming in Windows 10 and PS4 Remote Play for the PC and Mac.
Xbox One Streaming in Windows 10
Xbox One Streaming was introduced alongside the launch of Windows 10 last summer, and the feature is limited to Microsoft's latest (and last?) operating system via its built-in Xbox app. To get started, you first need to enable the Game Streaming option in your Xbox One console's settings (Settings > Preferences > Game DVR & Streaming > Allow Game Streaming to Other Devices).
Once that's done, head to your Windows 10 PC, launch the Xbox app, and sign in with the same Microsoft account you use on your Xbox One. By default, the app will offer to sign you in with the same Microsoft account you're currently using for Windows 10. If your Xbox gamertag profile is associated with a different Microsoft account, just click Microsoft account instead of your current Windows 10 account name to sign in with the correct credentials.
Note, however, that as part of Microsoft's relentless efforts to get everyone in the Virgo Supercluster to join the online Microsoft family, the Xbox app will ask those using a local Windows 10 account if they want to "sign in to this device" using the account associated with their Xbox gamertag, thereby creating a new "online" account on your Windows 10 PC tied to your Xbox account.
If that's what you want, just type your current local account's password and click Next. If, like most users, you intentionally created your local Windows 10 account and have no plans to change it, click "Sign in to just this app instead," which will allow you to continue using your local account while still having access to the Xbox app via your gamertag-associated online Microsoft account.
Once you're logged in to the Xbox app, find and click on the "Connect" button in the sidebar on the left side of the window, which will let you add your Xbox One console as a device in your Windows 10 Xbox app.
A Very Familiar Look and Feel
Released alongside the launch of Windows 8 in October 2012, the original Lenovo IdeaPad Yoga 13 was a revolutionary device. While Microsoft's initial vision for a touch-enabled Windows may have not panned out exactly as they wanted it to, people still found utility in 2-in-1 devices like the Yoga. In the proceeding years, similar devices from companies like HP and Dell have arose, but consumers ultimately migrated towards Lenovo's offerings.
The Yoga line has seen several drastic changes since it's inception in 2012. Industrial design changes like the Watchband Hinge introduced in the Yoga 3 Pro, and the spinning off of Yoga out of the IdeaPad brand into it's own family this generation with the Yoga 900 point towards the longevity of this 2-in-1 design.
Today we are taking a look at the most affordable option in the Yoga family, the Lenovo Yoga 700.
Introduction and First Impressions
Edifier might not be a household name, but the maker of speakers and headphones has been around for 20 years now; formed in 1996 in Beijing, China. More recently (2011), Edifier made news by purchasing Stax, the famous Japanese electrostatic headphone maker. This move was made to 'improve Edifier's position' in the headphone market, and with the Stax name attached it could only raise awareness for the brand in the high-end audio community.
But Edifier does not play in the same market as Stax, whose least expensive current offering (the SR-003MK2) is still $350. Edifier's products range from earbuds starting at $19 (the H210) to their larger over-ear headphones (H850) at $79. In between rests the smaller over-ear H840, a closed-back monitor headphone 'tuned by Phil Jones of Pure Sound' that Edifier claims offers a 'natural' audio experience. The price? MSRP is $59.99 but Edifier sells the H840 for only $39.99 on Amazon.
"Developed with an electro-acoustic unit on the basis of the coil, these Hi-Fi headphones provide life like sound. The carefully calibrated balance between treble and bass makes Edifier H840 the perfect entry level monitor earphones."
At the price, these could be a compelling option for music, movies, and gaming - depending on how they sound. In this review I'll attempt to describe my experience with these headphones, as well as one can using text. (I will also attempt not to write a book in the process!)
Introduction and Background
VR is rapidly gaining steam lately with the recent launch of several capable platforms. I’ve briefly sampled the various iterations of development kits and pre-release units coming through our office, and understanding how they tracked the headset position was relatively easy. Then we got to play with an HTC Vive, and things got a bit more interesting. The Vive is a ‘whole room’ VR experience. You’re not sitting at a desk with a game controller. Instead, you are holding a pair of controllers that behave more like extensions of yourself (once you get used to them, that is). Making all of this work took some extra pieces included with the kit, and the electronics technician in me was dying to know just what made this thing tick. I’d imagine other readers of this site might feel the same, so I thought it appropriate to do some digging and report my findings here.
Before diving straight into the HTC Vive, a brief history lesson of game system positional tracking is in order.
I'll start with the Wii Remote controllers, which had a front mounted IR camera that ‘saw’ a pair of IR LED banks mounted in the ‘Sensor Bar’ – an ironic naming as the ‘sensor’ was actually in the Remotes. This setup lets you point a Wii Remote at the television and use it as a mouse. Due to the limited number of points in use, the system could not tell the Wii Remote location within the room. Instead, it could only get a vector relative to the Sensor Bar itself. Wii Remotes also contained accelerometers, but those were typically not used to assist in the accuracy of the pointing (but were used to determine if the remote was inverted, as the Sensor Bar had only two light sources).
The Oculus Rift was essentially a reversing of the technology used in the old Nintendo Wii Remotes. The headset position and orientation are determined by a desk-mounted IR camera which ‘looks’ at IR LEDs mounted to the headset. The system dubbed ‘Constellation’, can decode the pattern (seen faintly in the above photo) and determine the headset position and orientation in space.
Even the sides and rear of the headset have a specific LED pattern to help the camera lock on to someone looking away from it. If the IR camera sees the triangular pattern on the headset strap, it can conclude that the viewer us looking behind them.
The HTC Vive takes a different approach here. Since it was launching with a headset and two controllers that would all need to be tracked in space simultaneously. The Wii Remote style idea would only work with a much larger grid of sensor bars (or QR codes) peppered all over the room, so that idea was out. The Rift’s constellation system might have a hard time identifying unique light patterns on multiple devices that could be far away and possibly occluding each other. So if having cameras on the headset and controllers is out, and having a camera on the desk is out, what’s left?
Things are about to get...complicated
Earlier this week, the team behind Ashes of the Singularity released an updated version of its early access game, which updated its features and capabilities. With support for DirectX 11 and DirectX 12, and adding in multiple graphics card support, the game featured a benchmark mode that got quite a lot of attention. We saw stories based on that software posted by Anandtech, Guru3D and ExtremeTech, all of which had varying views on the advantages of one GPU or another.
That isn’t the focus of my editorial here today, though.
Shortly after the initial release, a discussion began around results from the Guru3D story that measured frame time consistency and smoothness with FCAT, a capture based testing methodology much like the Frame Rating process we have here at PC Perspective. In that post on ExtremeTech, Joel Hruska claims that the results and conclusion from Guru3D are wrong because the FCAT capture methods make assumptions on the output matching what the user experience feels like. Maybe everyone is wrong?
First a bit of background: I have been working with Oxide and the Ashes of the Singularity benchmark for a couple of weeks, hoping to get a story that I was happy with and felt was complete, before having to head out the door to Barcelona for the Mobile World Congress. That didn’t happen – such is life with an 8-month old. But, in my time with the benchmark, I found a couple of things that were very interesting, even concerning, that I was working through with the developers.
FCAT overlay as part of the Ashes benchmark
First, the initial implementation of the FCAT overlay, which Oxide should be PRAISED for including since we don’t have and likely won’t have a DX12 universal variant of, was implemented incorrectly, with duplication of color swatches that made the results from capture-based testing inaccurate. I don’t know if Guru3D used that version to do its FCAT testing, but I was able to get some updated EXEs of the game through the developer in order to the overlay working correctly. Once that was corrected, I found yet another problem: an issue of frame presentation order on NVIDIA GPUs that likely has to do with asynchronous shaders. Whether that issue is on the NVIDIA driver side or the game engine side is still being investigated by Oxide, but it’s interesting to note that this problem couldn’t have been found without a proper FCAT implementation.
With all of that under the bridge, I set out to benchmark this latest version of Ashes and DX12 to measure performance across a range of AMD and NVIDIA hardware. The data showed some abnormalities, though. Some results just didn’t make sense in the context of what I was seeing in the game and what the overlay results were indicating. It appeared that Vsync (vertical sync) was working differently than I had seen with any other game on the PC.
For the NVIDIA platform, tested using a GTX 980 Ti, the game seemingly randomly starts up with Vsync on or off, with no clear indicator of what was causing it, despite the in-game settings being set how I wanted them. But the Frame Rating capture data was still working as I expected – just because Vsync is enabled doesn’t mean you can look at the results in capture formats. I have written stories on what Vsync enabled captured data looks like and what it means as far back as April 2013. Obviously, to get the best and most relevant data from Frame Rating, setting vertical sync off is ideal. Running into more frustration than answers, I moved over to an AMD platform.
3D printing has been an interest of the staff here at PC Perspective for a few years now. Seeing how inexpensive it has gotten to build your own or buy an entry level 3D printer we were interested in doing some sort of content around 3D printing, but we weren't quite sure what to do.
However, an idea arose after seeing Monoprice's new 3D printer offerings at this year's CES. What if we put Ryan, someone who has no idea how 3D printers actually work, in front of one of their entry level models and tell him to print something.
Late last week we received the Maker Select 3D printer from Monoprice, along with a box full of different types of filament and proceeded to live stream us attempting to make it all work.
And thus, the new series "Ryan 3D Prints" was born.
While I've had some limited 3d printing experience in the past, Ryan honestly went into this knowing virtually nothing about the process.
The Maker Select printer isn't ready to print out of the box and requires a bit of assembly, with the setup time from unboxing to first print ultimately taking about 90 minutes for us on the stream. Keep in mind that we were going pretty slow and attempting to explain as best as we could as we went, so someone working by themselves could probably get up and running a bit quicker.
I was extremely impressed with how quickly we were printing successful, and high-quality objects. Beyond having to take a second try at leveling the print bed, we ran into no issues during setup.
Monoprice includes a microSD card with 4 sample models you can print on the Maker Select, and we went ahead and printed an example of all of them. While I don't know at what resolution these models were sliced at, I am impressed with the quality considering the $350 price tag on the Maker Select.
This certainly isn't the end of our 3D printing experience. Our next steps involve taking this printer and hooking it up to a PC and attempting to print our own models with an application like Cura.
Beyond that, we plan to compare different types of filament, take a look at the Dual Extruder Monoprice printer, and maybe even future offerings like the SLA printer they showed off at CES. Stay tuned to see what we end up making!
Gaming headsets are an ever-growing segment, with seemingly every hardware company offering their own take on this popular concept these days. Logitech is far from a new player in this space, with a number of headsets on the market over the years. Their most recent lineup included the top-end G930, and this headset has been superseded by the new G933 (wireless) and G633 (wired) models. We’ll take a look - and listen - in this review.
With the new Artemis Spectrum headsets Logitech is introducing their new 40 mm Pro-G drivers, which the company says will offer high-fidelity sound:
"Patent pending advanced Pro-G audio drivers are made with hybrid mesh materials that provide the audiophile-like performance gaming fans have been demanding. From your favorite music to expansive game soundtracks, the Pro-G drivers deliver both clean and accurate highs as well as a deep rich bass that you would expect from premium headphones."
More than a pair of stereo headphones, of course, the Artemis Spectrum G933 and G633 feature (simulated) 7.1 channel surround via selectable Dolby or DTS Headphone:X technology. How convincing this effect might be is a focus of the review, and we will take a close look at audio performance.
While these two pairs of gaming headphones might look identical, the G933 differentiates itself from the G633 by offering 2.4 GHz wireless capability. Both headsets also feature two fully customizable RGB lighting zones, with 16.8 million colors controlled through the Logitech Gaming Software on your PC. But a computer isn't required to use these headsets; both the G933 and G633 are fully compatible with the XBox One and PlayStation 4, and with a 3.5 mm audio cable (included with both) they can be used as a stereo headset with just about anything including smartphones.
A mix of styles
Logitech continues its push and re-entry into the gaming peripherals market in 2016, this time adding another keyboard under the Orion brand to the mix. The Logitech G G810 Orion Spectrum is, as the name implies, an RGB mechanical keyboard using the company's proprietary Romer-G switches. But despite the similarity in model numbers to the G910 Orion Spark announced in late 2014, the G810 has some significant design and functionality changes.
This new offering is cleaner, less faceted (both in key caps and design) but comes much closer to the feel and function than the tenkeyless G410 from last year. Let's take a look at how the G810 changes things up for Logitech G.
The G810 Orion Spectrum is a full size keyboard with tenkey (also known as the numeric keypad) that has sleeker lines and more professional lines that its big brother. The black finish is matte on the keys and framing but the outside edges of the keyboard have a gloss to them. It's a very minimal part of the design though so you shouldn't have to worry about fingerprints.
At first glance, you can see that Logitech toned down some of the gamer-centric accents when compared to either the G910 or the G410. There is no wrist rest, no PCB-trace inspired lines, no curves and no sharp edges. What you get instead is a keyboard that is equally well placed in modern office or in an enthusiasts gaming den. To me, there are a lot of touches that remind me of the Das Keyboard - understated design that somehow makes it more appealing to the educated consumer.
This marks the first keyboard with the new Logitech G logo on it, though you are likely more concerned about the lack of G-Keys, the company's name for its macro-capable buttons on the G910. For users that still want that capability, Logitech G allows you to reprogram the function keys along the top for macro capability, and has a pretty simple switch in software to enable or disable those macros. This means you can maintain the F-row of keys for Windows applications but still use macros for gaming.
Dell has never exactly been a brand that gamers gravitate towards. While we have seen some very high quality products out of Dell in the past few years, including the new XPS 13, and people have loved their Ultrasharp monitor line, neither of these target gamers directly. Dell acquired Alienware in 2006 in order to enter the gaming market and continues to make some great products, but they retain the Alienware branding. It seems to me a gaming-centric notebook with just the Dell brand could be a hard sell.
However, that's exactly what we have today with the Dell Inspiron 15 7000. Equipped with an Intel Core i5-6300HQ and NVIDIA GTX 960M for $799, has Dell created a contender in the entry-level gaming notebook race?
For years, the Inspiron line has been Dell's entry level option for notebooks and subsequently has a questionable reputation as far as quality and lifespan. With the Inspiron 15 7000 being the most expensive product offering in the Inspiron line though, I was excited to see if it could sway my opinion of the brand.
My new desk mate
Earlier this month at the 2016 edition of the Consumer Electronics Show, Logitech released a new product for the gaming market that might have gone unnoticed by some. The G502 Proteus Spectrum is a new gaming mouse that takes an amazing product and makes it just a little better with the help of some RGB goodness. The G502 Proteus Core has been around for a while now and has quickly become one of the best selling gaming mice on Amazon, a testament to its quality and popularity. (It has been as high as #1 overall in recent days.)
We have been using the G502 Proteus Core in our gaming test beds at the office for some months and during that time I often lamented about how I wanted to upgrade the mouse on my own desk to one. While I waited for myself stop being lazy and not just switching one for the G402 currently in use at my workstation, Logitech released the new G502 Proteus Spectrum and handed me a sample at CES to bring home. Perfect!
|Logitech G502 Proteus Spectrum Specifications|
|Resolution||200 - 12,000 DPI|
|Max Speed||>300 IPS|
|USB Data||16 bits/axis|
|USB Report Rate||1000 Hz (1 ms)|
|Button rating||20 million clicks|
|Feet rating||250 kilometers|
|Price||$79 - Amazon.com|
The G502 Proteus Spectrum is very similar to the Core model, with the only difference being the addition of an RGB light under the G logo and DPI resolution indicators. This allows you to use the Logitech Gaming Software to customize its color, its pattern (breathing, still or rotating) as well as pair it up and sync with the RGB lights of other Logitech accessories you might have. If you happen to own a Logitech G910 or G410 keyboard, or one of the new headsets (G633/933) then you'll quickly find yourself in color-coordinated heaven.
In the box you'll find the mouse, attached to a lengthy cable that works great even with my standing desk, and a set of five weights that you can install on the bottom if you like a heavier feel to your mousing action. I installed as many as I could under the magnetic door on the underside of the mouse and definitely prefer it. The benefit of the weights (as opposed to just a heavier mouse out of the box) is that users can customize it as they see fit.
Laptops and Monitors
Dell kicked off their CES presence with a presentation that featured actor Josh Brener of “Silicon Valley” fame. His monologues were entertaining, but unfortunately he was performing in front of a pretty tough crowd. It was 10:30 in the morning and people were still scarfing down coffee and breakfast goods that were provided by Dell. Not exactly a group receptive of humorous monologues at that time in the morning. Oddly enough I was seated next to Josh's wife, Meghan Falcone, who helped provide the laugh track for his presentation. She was kind enough to place my dirty, germ-ridden coffee cup right next to the AV equipment table when I was finished with it. Probably a poor move on her part.
The presentation was actually about some pretty interesting products coming to Dell this year. The presentation was held in a restaurant in The Venetian and space was rather limited. Dell did what they could in the space provided, and entertained some 60+ reporters and editors with the latest and greatest technology coming from Dell.
Dell had a runaway success last year with their latest XPS laptops with the InfinityEdge Displays. The 13” model was a huge success with even Ryan buying one. These products featured quick processors and graphics, outstanding screen quality, and excellent battery life considering weight and performance. Dell decided to apply this design to their business class Latitude laptops. The big mover is expected to be the new Dell Latitude 13” 7000 series Ultrabook. This will come with a variety of configurations, but it will all be based on the same chasis that features the 13” InfinityEdge Display as well as a carbon fiber top lid. This will host all of the business class security features that those customers expect. It also features USB Type-C connectors as well as Thunderbolt 3.
The Latitude 12 7000 series is a business oriented 2-in-1 device with a 12.5” screen. This easily converts from a laptop to a tablet and is along the same design lines as the latest Surface 4. It features a 4K touch display that is covered by a large piece of Gorilla Glass. The magnesium unibody build provides a great amount of rigidity while keeping weight low. The attachable base/keyboard is a backlit unit that is extremely thin.
Finally we have the smaller Latitude 11 5000 series 2-in1 that features a 10.8 inch touch display, hardened glass, and the magnesium frame. It is only 1.56 pounds and provides all the business and security features demanded by that market.
Build Your Own Setup
Who would have thought that racing wheels would be so much fun? I have mentioned this before, but until recently my experience with these products has been pretty limited. I used a joystick for at least a decade after I started into PC racing, and then some five years ago I purchased a pretty basic FFB wheel with the Thrustmaster F430. I was not entirely sure that a more expensive wheel would give me a better experience. After having played DiRT Rally, a sim that leans heavily on wheels with a greater than 270 degrees of rotation, I knew that I was missing something.
The packaging looks nice and conveys the information needed for the purchaser.
I purchased the Thrustmaster TX F458 wheel and my eyes were opened to the light. The more expensive wheel with a 900 degree rotation made driving a much better experience for those titles that are more than arcade racers. DiRT Rally became a totally different game and my understanding of the handling and physics was enhanced dramatically with the more advanced wheel. This is not to mention how huge of a difference such a wheel is as compared to the products in the $50 to $100 range which offer no force feedback and rely on bungie cords to center the steering.
The TX wheel does have some limitations and a couple downsides. The first is that it is limited to 900 degrees vs. other products that feature a full 1080 degrees. It is compatible with PC and Xbox One. It does not support the PS3 or PS4. It comes with a two pedal stand as well as the Ferrari inspired wheel that is constructed entirely of plastic and a rubberized material on the wheel surface. It is not a luxury item and I would not expect as such for $294 US. It is also the least expensive “full” setup of the more professional line of dual pulley FFB servos.
This is a diagram of the dual pulley system that makes the T300 as smooth as it is.
Over the past few years Thrustmaster has expanded their lineup to include higher end accessories for the wheel setups with three pedal stands (the T3PA and T3PA-Pro), a solid shifter (TH8A), as well as a variety of interchangeable wheels that fit the Thrustmaster Quick Release system (TX, T300, and T500). These include leather wrapped wheels, a F1 inspired wheel, and finally a newly introduced Alcantara wheel that apparently feels fantastic.
It seems a waste to buy an entire set and then replace pieces with upgraded parts. Obviously Thrustmaster figured this out and decided to start offering just the servo bases as standalone products and allow the user to pick and choose what type of pedals and wheels they want to use. This also allows those who are more frugal to buy secondhand parts off eBay and other outlets. Believe me, there are more than a few F458 wheels and 2 pedal sets out there for pretty good prices. The T300 Servo Base is the second standalone offering from Thrustmaster with the Xbox One focused TX being the first.
It's that time of year again, where giving thanks has given way to the season of gift-giving. And what could be better than giving (or getting) the latest technology this year? Whatever your budget there's a good chance at least part of your holiday shopping this season will include some sort of tech hardware, and once again the staff here at PC Perspective have put together some of our recommendations. Sure, we might be biased in our belief that PC hardware and other tech gadgets make the best gifts, but we live and breathe this stuff every day (it's hard to turn it off!).
Our guide is once again broken up into categories, beginning with this page dedicated to PC components. Next up we have one for mobile devices like notebooks and tablets, and then one for PC accessories. Then our staff members have the chance to throw in some "wildcard" picks on the remaining pages.
We thank you for your support of PC Perspective through all of 2015. The links included below embed our affiliate code to Amazon.com (when applicable) and if you are doing other shopping for the holidays this year we would appreciate it if you used the button above before perusing Amazon.com. In case you want to know the affiliate code directly, it is: pcper04-20.
You can also support PC Perspective through your Amazon gift card purchases, and then purchase whatever you want!
Intel Core i7-6700K Quad-Core Unlocked Processor - $431, Amazon
Last year we picked the Intel Core i7-4790K as our high-end consumer desktop CPU, and with a current retail somewhere near $300 (Amazon) it's a fantastic option, and still the #1 selling CPU on Amazon. Going forward the Z170 platform will be the enthusiast standard as Z97 starts to be phased out, but the poor availability of the 6th-generation Intel Skylake unlocked parts (particularly this i7-6700K) has helped keep the new platform from wider adoption. The $400+ retail for this CPU is steep, but there is no faster option outside of the X99 platform processors.
Intel Core i5-6600K Quad-Core Unlocked Processor - $254.99, Amazon
For a more affordable option, particularly for gaming where the importance of Hyper-Threading is debatable, the unlocked quad-core i5-6600K is a very attractive option if you want to get into an unlocked Skylake CPU for a lot less money.
Intel Core i3-6100 - $131.49, Amazon
Having been very impressed with the performance of the 4th-gen Core i3-4130 processor, the move to 6th-gen Skylake will only provide more per-thread performance for a dual-core part that still plays the latest quad-core dependent games thanks to Hyper-Threading.
AMD Athlon X4 860K Quad-Core Processor - $69.99, Amazon
The king of the budget quad-core processors, the 860K provides very good performance that might be a little below Intel's Core i3, but for about half the price it's a sensational way to start a build that will still play all the latest games and provide a good productivity experience.
Fully Featured Wheel for $200 US
Gaming wheels are a pretty interesting subset of the hardware world. It seems the vast majority of gamers out there are keyboard and mouse players, or skew towards console controllers which are relatively inexpensive as compared to joysticks or wheels. For those that are serious about their racing games, a wheel is a must. Sure, there are plenty of people that are good with a console controller, but that does not provide the same experience. In fact, racing games do quite a bit of compensation when it comes to steering, acceleration, and braking when it detects a console controller.
Thrustmaster echoes the Playstation blue with their PS3/PS4/PC based T150 wheel.
This makes quite a bit of sense when we consider how many degrees of travel a thumbstick has as compared to a wheel. Or how much travel a button has as compared to a set of pedals. I have talked to a developer about this and they admit to giving a hand to keyboard and console controller users, otherwise cars in these games are nigh uncontrollable. A wheel and pedal set will give much more granular control over a car in a simulation, which is crazy to think about since we use a wheel and pedal set for our daily driving…
The very basic wheels are typically small units that have a bungie or spring system to center the wheel. They also feature a pretty limited rotation, going about 270 degrees at max. These products might reach to the $100 level at max, but they are pretty basic when it comes to the driving experience. There is then a huge jump to the $300 MSRP level where users can purchase the older Logitech G27 or the still current Thrustmaster TX series.
This was not always the case. Microsoft years back had offered their Sidewinder FFB Wheel around the $200 level. Thrustmaster also addressed this market with their now discontinued Ferrari F430 FFB wheel which had an initial MSRP of around $200. This particular wheel was popular with the entry level gamers, but it had a pretty big drawback; the wheel was limited to 270 degrees of rotation. This may be fine for some arcade style racers, but for those looking to expand into more sim territory had to set their sights on higher priced products.
A new controller for PC gamers
Last Friday, the early buyers of the Steam Controller and the Steam Link device, built by Valve directly, began to receive their hardware. I was one of the lucky early users to get my hands on both of the units. The Steam Controller has evolved drastically since I first got hands on with it and its implementation of unique haptic feedback and a thumb-specific touch pad on the right, rather than a second analog stick, make it quite different than the Xbox or PlayStation controllers popular today. The Steam Link is Valve's answer to GeForce GameStream and allows you to share your Steam library on your local network to another display or TV in your home.
The video below walks through a quick unboxing of the two new hardware options from Valve and demonstrates the use of the controller in a couple of games as well.
We'll definitely have more on the Steam Controller and Steam Link very soon, but I think this video should be able to help you decide if this is something you want to add to your gaming arsenal.
It's like Legos for the working man
Way back in January of 2015 at CES we were shown a new line of accessories from Lenovo called ThinkPad Stack. The company is targeting the professional user on the go with a collection of four devices that can be used together in a stackable form that offers up some impressive capability and function in a small package, though it does come with a business-user markup.
Last week Lenovo sent us a full set of the ThinkPad Stack devices including a portable router, external USB 3.0 hard drive, Bluetooth speaker and external battery. With a price tag totaling nearly $400 for the entire set, there is a pretty high expectation for functionality, build quality and usability that Lenovo needs to hit, and they do a better job than I expected (honestly) to hit it. You don't have to buy all of the available Stack accessories, and that is part of the charm of the new product line - you can customize them to your own needs.
Though it's not for everyone, I do find myself enjoying the idea of Lenovo's ThinkPad Stack products and how it enables the mobile professional. Let's take a look at what it is, how it works and if it's something you need.
Setup, Game Selection
Yesterday NVIDIA officially announced the new GeForce NOW streaming game service, the conclusion to the years-long beta and development process known as NVIDIA GRID. As I detailed on my story yesterday about the reveal, GeForce NOW is a $7.99/mo. subscription service that will offer on-demand, cloud-streamed games to NVIDIA SHIELD devices, including a library of 60 games for that $7.99/mo. fee in addition to 7 titles in the “purchase and play” category. There are several advantages that NVIDIA claims make GeForce NOW a step above any other streaming gaming service including PlayStation Now, OnLive and others. Those include load times, resolution and frame rate, combined local PC and streaming game support and more.
I have been able to use and play with the GeForce NOW service on our SHIELD Android TV device in the office for the last few days and I thought I would quickly go over my initial thoughts and impressions up to this point.
Setup and Availability
If you have an NVIDIA SHIELD Android TV (or a SHIELD Tablet) then the setup and getting started process couldn’t be any simpler for new users. An OS update is pushed that changes the GRID application on your home screen to GeForce NOW and you can sign in using your existing Google account on your Android device, making payment and subscription simple to manage. Once inside the application you can easily browse through the included streaming games or look through the smaller list of purchasable games and buy them if you so choose.
Playing a game is as simple and selecting title from the grid list and hitting play.
Let’s talk about that game selection first. For $7.99/mo. you get access to 60 titles for unlimited streaming. I have included a full list below, originally posted in our story yesterday, for reference.
Choosing the Right Platform
Despite what most people may think, our personal workstations here at the PC Perspective offices aren’t exactly comprised of cutting edge hardware. Just as in every other production environment, we place a real benefit on stability with the machines that we write, photo edit, and in this case, video edit on.
The current video editing workstation for PC Perspective offices is quite old when you look at the generations upon generations of hardware we have reviewed in the years since it was built. In fact, it has hardly been touched since early 2011. Built around the then $1000 Intel Core-i7 990X, 24GB of DDR3, a Fermi-based NVIDIA Quadro 5000, and a single 240gb SandForce 2 based SSD, this machine has edited a lot of 1080p video for us with little problems.
However, after starting to explore the Panasonic GH4 and 4K video a few months ago, the age of this machine became quite apparent. Real-time playback of high bit rate 4K content was choppy at best, and scrubbing through the timeline next to impossible. Transcoding to a lower resolution mezzanine file, or turning down the playback quality in Premiere Pro worked to some extent, but made the visual quality we gained more difficult to deal with. It was clear that we were going to need a new workstation sooner than later.
The main question was what platform to build upon. My initial thought was to build using the 8-core Intel Core i7-5960X and X99 platform. The main application we use, Adobe Premiere Pro (and it’s associated Media Encoder app) are very multithreaded. Going from 6-cores with the i7-990X to 8-cores with the i7-5960S with modest improvement in IPC didn’t seem like a big enough gain nor very future proof.
Luckily, we had a pair of Xeon E5-2680v2’s around from another testbed that had been replaced. These processors each provide 10 cores (Hyperthreading enabled for a resulting 20 threads each) at a base frequency of 2.8GHz, with the ability to boost up to 3.6GHz. By going with two of these processors in a dual CPU configuration, we will be significantly increasing our compute power and hopefully providing some degree of future proofing. Plus, we already use the slightly higher clocked Xeon E5-2690v2’s in our streaming server, so we have some experience with a very similar setup.
Taking Racing Games a Step Further
I remember very distinctly the first racing game I had ever played and where. It was in the basement of a hotel in Billings, MT where I first put a couple of quarters through the ATARI Night Driver arcade machine. It was a very basic simulator with white dots coming at you as if they were reflectors on poles. The game had a wheel and four gears available through a shifter. It had an accelerator and no brake. It was the simplest racing game a person could play. I was pretty young, so it was not as fun to me because I did not do well actually playing it. Like most kids that age, fun is in the anticipation of playing and putting the quarter in rather than learning the intricacies of a game.
Throughout the years there were distinct improvements. I played Pole Position and Enduro on the ATARI 2600, I had my first PC racer with Test Drive (the Ferrari Testarossa was my favorite vehicle) using only the keyboard. I took a break for a few years and did not get back into racing games until I attended the 3dfx T-buffer demo when I saw the latest NFS 4 (High Stakes) played at 1024x768 with AA enabled. Sure, it looked like the cars were covered in baby oil, but that was not a bad thing at the time.
One of the real breakthrough titles for me was NFS: Porsche Unleashed. EA worked with Porsche to create a game that was much closer to a simulation than the previous arcade racers. It was not perfect, but it was one of the first titles to support Force Feedback in racing. I purchased a Microsoft Sidewinder Force Feedback 2 joystick. The addition of FFB was a tremendous improvement in the game as I could feel the tires start to slip and experience the increased resistance to turns. This was my first real attempt at a racing game and actually completing it. I still have fond memories and it would be great to get a remastered version with better graphics and physics, while still retaining the simulation roots.
After PU I again stopped playing racers. The release of Project Gotham racing for the XBox rekindled that a bit, but I soon tired of the feel of the controller and the rumble rather than real FFB effects. Fast forward to Quakecon 2009 when I saw the first gameplay videos of the upcoming DiRT 2. This title was one of the first to adopt DX11 that would push the HD 5800 and GTX 480 video cards for all they were worth. This re-ignited my desire to race. I purchased DiRT 2 as soon as it was available for the PC and played with the aging (but still solid) Sidewinder FFB P2.
The box was a little beat up when it got to me, but everything was intact.
Something was missing though. I really wanted more out of my racing game. The last time I had used a wheel on a racing game was probably an Outrun arcade machine in the late 80s. I did some shopping around and decided on the Thrustmaster F430 Ferrari FFB wheel. It was on sale at the time for a low, low price of $76. It had a 270 degree rotation which is more apt for arcade racers than sims, but it was a solid wheel for not a whole lot of money. It was a fantastic buy for the time and helped turn me into a racing enthusiast.
During this time I purchased my kids a couple of low end wheels that use the bungee cord centering mechanism. These of course lack any FFB features, but the Genius one I acquired was supposed to have some basic feedback and rumble effects: it never worked as such. So, my experience to this point has been joysticks, bungee wheels, and a 270 degree F430 wheel. This does not make me an expert, but it does provide an interesting background for the jump to a higher level of product.