Subject: Editorial | April 18, 2013 - 01:55 PM | Scott Michaud
So, news which might excite our readers: we are going to try reviewing video games.
Of course, the first thing which needs to be addressed when reviewing games is our grading system. Games, in particular, are a very artful medium and as such it does not entirely make sense to quantize its qualities.
The simple answer is, we will not.
Step back and consider how we review hardware: we run some benchmarks, we discuss the features in often numbing detail, and we assign an award-badge to the product according to our opinion. A hardware could receive no merit; it could receive a bronze, silver, or gold medal; finally, the truly extraordinary products will receive an Editor's Choice Award. If you think about it, these can transfer quite easily to video game reviews.
Our expectation is to apply two ratings to every review: a badge and a number.
A badge is very good at qualifying our assessment of a product whereas numerical scores are very good at quantifying a derivable value. We, collectively as PC gamers, have certain expectations for games and they usually demand more than the impressions of a typical console gamer. Simultaneously, we tend to be an afterthought for a lot of titles; yes, I am being generous even with that statement. Many games are outright broken, crippled by DRM, or otherwise demonstrate in very obvious terms that our money is somehow inferior. On the other hand, there are games which go above and beyond reasonable expectations held by PC gamers, and even some unreasonable ones, and are rarely hailed for it.
We are not able to judge the artistic qualities of a game using a numerical score, but we can judge its technical merits using a numerical rubric.
And so exists our planned review metric. The main point is that there will not be any definite rank-order to each game, at least from an artistic standpoint. A game is allowed to really well on one category and really terribly on another. If you are concerned with the game itself, keep more of an eye toward which award we gave it. If you are concerned about how well the game exists as a PC title, take a look at the numerical score.
There are of course caveats to this method. A viewer who looks solely at the numerical score will not know much, if anything, about the game itself. The numerical score is just a gauge for the level of effort put into the PC version.
Then again, would you expect any less from a website called "PC Perspective" which reviews products with a blend of explanation of its qualitative features mixed in with strict quantitative benchmarking?
Lastly, this is not about whether a game is "better" on a PC or on a console. Developers are free to focus on whatever platform they desire. A game designed around a console and ported to the PC will still get a great score if the finished result exhibits a "great" level of care. Likewise, even if your game is PC-exclusive, do not expect us to give it a great score if it cannot alt-tab worth a damn and is wrapped in DRM which roots our system using kernel-mode drivers.
It is not particularly hard to make a great PC experience, all it takes is effort. Fortunately, that is a property that we can assign an honest grade to.
We would really like to hear your feedback on this. Drop a line in the comments below!
Taking a Fresh Look at GLOBALFOUNDRIES
It has been a while since we last talked about GLOBALFOUNDRIES, and it is high time to do so. So why the long wait between updates? Well, I think the long and short of it is a lack of execution from their stated roadmaps from around 2009 on. When GF first came on the scene they had a very aggressive roadmap about where their process technology will be and how it will be implemented. I believe that GF first mentioned a working 28 nm process in a early 2011 timeframe. There was a lot of excitement in some corners as people expected next generation GPUs to be available around then using that process node.
Fab 1 is the facility where all 32 nm SOI and most 28 nm HKMG are produced.
Obviously GF did not get that particular process up and running as expected. In fact, they had some real issues getting 32 nm SOI running in a timely manner. Llano was the first product GF produced on that particular node, as well as plenty of test wafers of Bulldozer parts. Both were delayed from when they were initially expected to hit, and both had fabrication issues. Time and money can fix most things when it comes to process technology, and eventually GF was able to solve what issues they had on their end. 32 nm SOI/HKMG is producing like gangbusters. AMD has improved their designs on their end to make things a bit easier as well at GF.
While shoring up the 32 nm process was of extreme importance to GF, it seemingly took resources away from further developing 28 nm and below processes. While work was still being done on these products, the roadmap was far too aggressive for what they were able to accomplish. The hits just kept coming though. AMD cut back on 32nm orders, which had a financial impact on both companies. It was cheaper for AMD to renegotiate the contract and take a penalty rather than order chips that it simply could not sell. GF then had lots of line space open on 32 nm SOI (Dresden) that could not be filled. AMD then voided another contract in which they suffered a larger penalty by opting to potentially utilize a second source for 28 nm HKMG production of their CPUs and APUs. AMD obviously was very uncomfortable about where GF was with their 28 nm process.
During all of this time GF was working to get their Luther Forest FAB 8 up and running. Building a new FAB is no small task. This is a multi-billion dollar endeavor and any new FAB design will have complications. Happily for GF, the development of this FAB has gone along seemingly according to plan. The FAB has achieved every major milestone in construction and deployment. Still, the risks involved with a FAB that could reach around $8 billion+ are immense.
2012 was not exactly the year that GF expected, or hoped for. It was tough on them and their partners. They also had more expenses such as acquiring Chartered back in 2009 and then acquiring the rather significant stake that AMD had in the company in the first place. During this time ATIC has been pumping money into GF to keep it afloat as well as its aspirations at being a major player in the fabrication industry.
Subject: Editorial, General Tech, Graphics Cards | April 14, 2013 - 02:22 AM | Scott Michaud
Tagged: never settle, never settle reloaded, amd, far cry 3
So when AMD reloaded their Never Settle bundles, they left an extra round in the barrel.
Some of my favorite games were given to me in a bundle with some piece of computer hardware. You might remember from the PC Perspective game night that I am a major fan of the Unreal Tournament franchise. My first Unreal Tournament game was an unexpected surprise when I purchased my first standalone GPU. My 166MHz Pentium computer also came bundled with Mechwarrior 2 and Wipeout.
As we discussed, AMD considers bundle-offers as a way to keep the software industry rolling forward. The quantity and quality of games which participate in the recent Never Settle bundles certainly deserve credit as it is due. Bioshock: Infinite is a game that just about every PC gamer needs to experience, and there are about a half-dozen other great titles as a part of the promotion depending upon which card or cards you purchase.
As it turns out, AMD negotiated with Ubisoft and added Far Cry 3: Blood Dragon to their Never Settle bundle. The coolest part is that AMD will retroactively email codes for this new title to anyone who has redeemed a Never Settle: Reloaded code.
So if you have ever Reloaded your Never Settle in the past, check your email as apparently you can Never Settle your reloads again.
Subject: Editorial, General Tech, Graphics Cards, Systems, Mobile | April 7, 2013 - 10:21 PM | Scott Michaud
Tagged: DirectX, DirectX 12
Microsoft DirectX is a series of interfaces for programmers to utilize typically when designing gaming or entertainment applications. Over time it became synonymous with Direct3D, the portion which mostly handles graphics processing by offloading those tasks to the video card. At one point, DirectX even handled networking through DirectPlay although that has been handled by Games for Windows Live or other APIs since Vista.
AMD Corporate Vice President Roy Taylor was recently interviewed by the German press, "c't magazin". When asked about the future of "Never Settle" bundles, Taylor claimed that games such as Crysis 3 and Bioshock: Infinite keep their consumers happy and also keep the industry innovating.
Keep in mind, the article was translated from German so I might not be entirely accurate with my understanding of his argument.
In a slight tangent, he discussed how new versions of DirectX tends to spur demand for new graphics processors with more processing power and more RAM. He has not heard anything about DirectX 12 and, in fact, he does not believe there will be one. As such, he is turning to bundled games to keep the industry moving forward.
Neowin, upon seeing this interview, reached out to Microsoft who committed to future "innovation with DirectX".
This exchange has obviously sparked a lot of... polarized... online discussion. One claimed that Microsoft is abandoning the PC to gain a foothold in the mobile market which it has practically zero share of. That is why they are dropping DirectX.
Unfortunately this does not make sense: DirectX would be one of the main advantages which Microsoft has in the mobile market. Mobile devices have access to fairly decent GPUs which can use DirectX to draw web pages and applications much smoother and much more power efficiently than their CPU counterparts. If anything, DirectX would be increased in relevance if Microsoft was blindly making a play for mobile.
The major threat to DirectX is still quite off in the horizon. At some point we might begin to see C++Amp or OpenCL nibble away at what DirectX does best: offload highly-parallel tasks to specialized processing units.
Still, releases such as DirectX 11.1 are quite focused on back-end tweaks and adjustments. What do you think a DirectX 12 API would even do, that would not already be possible with DirectX 11?
Subject: Editorial | April 6, 2013 - 04:34 AM | Scott Michaud
Tagged: Windows 8.1, windows blue, internet explorer, Internet Explorer 11
Windows Blue Windows 8.1 was leaked not too long ago. We reported on the release's illegitimate availability practically as soon as it happened. We knew that Internet Explorer took it to incremented its version to 11. The recent releases of Internet Explorer each made decent strides to catch the browser up to Google's Chrome and Mozilla's Firefox. Once thrown to the sharks thoroughly investigated, this release is pining to be just as relevant despite how near its expected release has been to Internet Explorer 10.
One of my first thoughts upon realizing that Internet Explorer 11 was an impending "thing": will it make it to Windows 7? Unfortunately, we still have no clue. Thankfully, unlike Windows RT which disallow rendering engines other than Internet Explorer's Trident, we are still capable of installing alternative browsers in Windows 7. If Internet Explorer 11 is unavailable, they can still install Firefox or Chrome.
For those who only use Internet Explorer and can upgrade to 11, you might be pleased to find WebGL support. Microsoft has been quite vocal against WebGL for quite some time, claiming it a security threat when facing the wild west of the internet. Then again, to some extent, the internet is a security nightmare in itself. The question is whether WebGL can be sufficiently secured for its usage:
- Animation effects (I created this specific demo... not the rest)
- Gorgeous, smooth, and battery-efficient 2d games
- Likewise beautiful 3D experiences
- And of course there's a semi-realtime raytracing demo.
This, to some extent, marks a moment where Microsoft promotes a Khronos standard. With some level of irony, Apple was one of the founding members of the WebGL group yet Microsoft might beat Safari to default WebGL support Of course it could not be that simple, however, as IE11 apparently accepts WebGL shaders (the math which computes the color and position of a pixel) in IESL rather than the standard GLSL. IESL, according to the name of its registry flag, seems to be heavily based on HLSL seen in DirectX.
I guess they just cannot let Khronos have a total victory?
SPDY also seems to be coming to IE11. SPDY, pronounced "speedy" and not an acronym, is a protocol designed to cut loading latency. Cool stuff.
Last and definitely least, IE11 is furthering its trend of pretending that it is a Mozilla Gecko-like rendering engine in its user agent string. Personally, I envision an IE logo buying a fiery-orange tail at a cosplay booth. They have been doing this for quite some time now.
Subject: Editorial, General Tech, Shows and Expos | March 27, 2013 - 03:25 AM | Scott Michaud
Tagged: battlefield, battlefield 4, GDC, GDC 13
Battlefield 4 is coming, that has been known with Medal of Honor: Warfighter's release and its promise of beta access, but the gameplay trailer is already here. Clocking in at just over 17 minutes, "Fishing in Baku" looks amazing from a technical standpoint.
The video has been embed below. A little not safe for work due to language and amputation.
Now that you finished gawking, we have gameplay to discuss. I cannot help but be disappointed with the campaign direction. Surely, the story was in planning prior to the release of Battlefield 3. Still, it seems to face the same generic-character problem which struck the last campaign.
In Battlefield 3, I really could not recognize many characters apart from the lead which made their deaths more confusing than upsetting. Normally when we claim a character is identifiable, we mean that we can relate to them. In this case, when I say the characters were not identifiable, I seriously mean that I probably could not pick them out in a police lineup.
Then again, the leaked promotional image for Battlefield 4 seems to show Blackburn at the helm. I guess there is some hope. Slim hope, which the trailer does not contribute to. I mean even the end narration capped how pointless the character interactions were. All this in spite of EA's proclaiming YouTube description of this being human, dramatic, and believable.
Oh well, it went boom good.
Subject: Editorial, General Tech, Processors, Shows and Expos | March 20, 2013 - 06:26 PM | Scott Michaud
Tagged: windows rt, nvidia, GTC 2013
NVIDIA develops processors, but without an x86 license they are only able to power ARM-based operating systems. When it comes to Windows, that means Windows Phone or Windows RT. The latter segment of the market has disappointing sales according to multiple OEMs, which Microsoft blames them for, but the jolly green GPU company is not crying doomsday.
NVIDIA just skimming the Surface RT, they hope.
As reported by The Verge, NVIDIA CEO Jen-Hsun Huang was optimistic that Microsoft would eventually let Windows RT blossom. He noted how Microsoft very often "gets it right" at some point when they push an initiative. And it is true, Microsoft has a history of turning around perceived disasters across a variety of devices.
They also have a history of, as they call it, "knifing the baby."
I think there is a very real fear for some that Microsoft could consider Intel's latest offerings as good enough to stop pursuing ARM. Of course, the more the pursue ARM, the more their business model will rely upon the-interface-formerly-known-as-Metro and likely all of its certification politics. As such, I think it is safe to say that I am watching the industry teeter on a fence with a bear on one side and a pack of rabid dogs on the other. On the one hand, Microsoft jumping back to Intel would allow them to perpetuate the desktop and all of the openness it provides. On the other hand, even if they stick with Intel they likely will just kill the desktop anyway, for the sake of user confusion and the security benefits of cert. We might just have less processor manufacturers when they do that.
So it could be that NVIDIA is confident that Microsoft will push Windows RT, or it could be that NVIDIA is pushing Microsoft to continue to develop Windows RT. Frankly, I do not know which would be better... or more accurately, worse.
Subject: Editorial | February 27, 2013 - 02:26 PM | Scott Michaud
Tagged: Podcast Bingo, Bingo
It's Bumpday! No, no I'm not reviving that, at least not yet.
But it is Wednesday and as such we will be gathering for another fine PC Perspective Podcast. As always, if you wish to join us: head down to pcper.com/live or click on the little radio tower in the upcoming events box on the right side of your screen.
Yes, I know, there are two P's. Deal with it.
Starting this week, we will have a new activity for our viewers to follow along with. Play along with the first official PC Perspective Podcast Bingo Card! Keep track of every episode we mention “Arc Welding” by putting us to task and marking off the square.
Be sure to call out the spaces you mark off and whatever Bingo patterns you manage to make out of it.
Our IRC room during the podcast (it's usually active 24/7) is: irc.mibbit.net #pcper
Of course this is just for fun – but fun is fun!
Subject: Editorial, General Tech, Systems | February 26, 2013 - 08:07 PM | Scott Michaud
Tagged: ps4, unreal engine 4
Unreal Engine 4 was present at Sony's Playstation 4 press conference, but that is no surprise. Epic Games has been present at several keynotes for new console launches. Last generation, Unreal Engine 3 kicked off both Xbox 360 and PS3 with demos of Gears of War and Unreal Tournament 2007, respectively. The PS4 received a continuation of the Elemental Demo first released at the end of E3 last June.
All I could think about when I watched the was, “This looks pretty bad. What happened?”
If you would like to follow along at home, both demos are available on Youtube:
As you can see from the animated GIF above, particle count appears to have been struck the worst. The eyes contain none of the particle effects in the PS4 version. There appears to be an order of magnitude or two more particles on the PC version than the PS4. There are no particle effects around the eyes of the statue. Whole segments of particles are not even rendered.
In this screenshot, downsampled to 660x355, the loss of physical detail is even more apparent. The big cluster of particles near the leg are not present in the PS4 version and the regular cluster is nowhere near as densely packed.
And the lighting, oh the lighting.
On the PS4 everything looks a lot higher contrast without a lot of the subtle lighting information. This loss of detail is most apparent with the volcano smoke and the glow of the hammer but are also obvious in the character model when viewed in the video.
Despite the 8GB of RAM, some of the textures also seem down-resolution. Everything appears to have much more of a plastic look to it.
Still, while computers still look better, at least high-end PC gaming will still be within the realm of scalability for quite some time. We have been hampered by being so far ahead of consoles that it was just not feasible to make full use of the extra power. At least that is looking to change.
Subject: Editorial, General Tech, Systems, Mobile, Shows and Expos | February 26, 2013 - 04:19 AM | Scott Michaud
Tagged: Firefox OS, mozilla, firefox, MWC, MWC 13
Mobile World Congress is going on at Barcelona and this year sees the official entry of a new contender: Firefox OS.
Mozilla held their keynote speech the day before the official start to the trade show. If there is anything to be learned from CES, it would be that there is an arms race to announce your product before everyone else steals media attention while still being considered a part of the trade show. By the time the trade show starts, most of the big players have already said all that they need to say.
If you have an hour to spare, you should check it out for yourself. The whole session was broadcast and recorded on Air Mozilla.
The whole concept of Firefox OS as I understand it is to open up web standards such that it is possible to create a completely functional mobile operating system from it. Specific platforms do not matter, the content will all conform to a platform of standards which anyone would be able to adopt.
I grin for a different reason: should some content exist in the future that is intrinsically valuable to society, its reliance on an open-based platform will allow future platforms to carry it.
Not a lot of people realize that iOS and Windows RT disallow alternative web browsers. Sure, Google Chrome the app exists for iOS, but it is really a re-skinned Safari. Any web browser in the Windows Store will use Trident as its rendering engine by mandate of their certification rules. This allows the platform developer to be choosey with whichever standards they wish to support. Microsoft has been very vocally against any web standard backed by Khronos. You cannot install another browser if you run across a web application requiring one of those packages.
When you have alternatives, such as Firefox OS, developers are promoted to try new things. The alternative platforms promote standards which generate these new applications and push the leaders to implement those standards too.
And so we creep ever-closer to total content separation from platform.
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