Subject: General Tech | March 3, 2016 - 12:25 AM | Jeremy Hellstrom
Tagged: VLAN party, gaming, fragging frogs
That's right folks, it is time for another Fragging Frogs VLAN with fun and prizes for all. For those of you who have not participated in any of the last 11 this is a perfect time to get to know a great group of gamers over the day and maybe even tempt you to participate in the regular gaming sessions.
The rules for joining and being eligible to win prizes are as follows:
- You must be a registered member at the PCPer forums (register here)
- You must have a minimum of 5 forum posts prior to the start of VLAN
- You must post to this thread stating your intention to attend the VLAN event
- You must meet the eligibility requirements (if any) of the individual sponsors below
- Your shipping address must be in the Continental United States or Canada
- Lastly, you must participate in the VLAN event by playing games with us and having fun!!
It would be appreciated if you reply to this thread to confirm attendance, it also contains valuable information on our Teamspeak server rules and connection details as well as links to the threads that let you share your Steam, Origin and other accounts with other Fragging Frogs.
This thread here contains the information you need on patches and mods for the games we will be playing and gives you an idea of the standard assortment of games we play. Feel free to suggest others as well.
There will be prizes and giveaways but remember that the main point of VLAN #12 is to have fun and get fragging!
Here is some more Tech News from around the web:
- New Far Cry Primal Trailer @ [H]ardOCP
- XCOM 2’s Day One Mods Reviewed @ Rock, Paper, SHOTGUN
- Humble Bundle to fund 'Humble Originals' games development @ HEXUS
- X Dash COMING: Xenonauts 2 Confirmed, Going 3D @ Rock, Paper, SHOTGUN
- Doom On You: New Doom Summoned To May 13th @ Rock, Paper, SHOTGUN
- Pillars Of Eternity Big Update Due Alongside Expansion @ Rock, Paper, SHOTGUN
- Descent Veterans Kickstarting Basically Descent 4 @ Rock, Paper, SHOTGUN
Subject: General Tech | March 1, 2016 - 11:05 AM | Ryan Shrout
Tagged: xbox one, windows 10, uwp, uwa, universal windows platform, pc gaming, microsoft, consoles
If my editorial from yesterday didn't get you interested in this discussion, then perhaps a new line of talking from Microsoft's Phil Spencer will do the job. During its spring presser, the company's gaming lead talked about a plan to merge the PC and Xbox gaming experiences with cross platform gaming, universal applications and compatibility for upgraded Xbox consoles. I found a great write up over at The Guardian that I will pick some of the quotes from and then offer up my views.
Now it seems Microsoft’s plan is to shift the entire development model towards universal applications that run across PC and console – indeed any machine that’s compatible with the Universal Windows Platform. This could have radical implications for the console model, which so far has always been based on the idea that the hardware has to remain largely unchanged throughout the machine’s lifespan.
Much like I detailed in yesterday's story, the Universal Windows Platform and applications are the key here, with the goal of allowing developers to code a single game or program that will run on the entire gamut of PCs in the world including desktops and tablets, as well as on the Xbox One game console.
“In other [consumer technology] ecosystems you get more continuous innovation in hardware that you rarely see in consoles because consoles lock the hardware and software platforms together at the beginning and they ride the generation out for seven years or so,” said Spencer. “We’re allowing ourselves to decouple our software platform from the hardware platform on which it runs.”
I am actually incredibly excited for the idea of more, and more frequently, updated Xbox hardware from Microsoft. Like it or not, with UWP or without it, consoles and their hardware capability have always been a somewhat limiting factor on how much effort game devs put into creating new games for the PC. If we can depend on newer console hardware, and that games will more ably handle newer, faster components, then it raises the ceiling for image quality, new features, experiences like VR, etc.
“We can effectively feel a little bit more like what we see on PC where I can still go back and run my old Quake and Doom games, but then I can also see the best 4K games coming out. Hardware innovation continues and software takes advantage. I don’t have to jump generation and lose everything I played before.”
Expect to see some rolled eyes as you read this quote from Spencer; as PC gamers we already HAVE that capability and the move to UWP and UWAs is threatening to hinder that for us going forward. The PC has seen Steam, Origin, DRM-free gaming, an accelerated path to digital distribution, mods, overlays, benchmarking - all things that were held back or outlawed on consoles.
The Xbox chief ended his keynote by reiterating the importance of the PC as a gaming platform. He promised that UWAs will support multiple different graphics processors and that issues with V-Sync ( a setting that matches the game framerate with your monitor’s screen refresh rate) would be resolved.
Enabling support for different GPUs is a good promise, but much more important than just saying it is knowing HOW that support will be handled. As we saw based on our testing and research with Ashes of the Singularity, just supporting Radeon and GeForce cards isn't enough. What about features unique to each GPU? What about SLI and CrossFire? Variable refresh rate monitors? Enabling maximum performance with exclusive fullscreen modes? There is a lot to be answered and discussed.
Quantum Break will be on PC, exclusively as a Unified Windows App
This also marks the second time I have heard Spencer mention a "fix" for Vsync issues. I'd love to hear what they have in mind, and I have asked MS several times, but so far I haven't gotten any kind of solid answer. The real question is: does MS understand the problem and the gaming community on the PC well enough to even know what the problem is they are trying to fix?
The big question now is how onboard the development community is with the UWA concept. In theory, these apps should run seamlessly on top of PC and Xbox One architectures, with abstractions to exploit the graphics processors, system memory and other hardware features, as well as compatibility with Microsoft’s DirectX application programming interface (API) for enhanced graphics performance. But will the reality match the promise?
"In theory" and "in practice" are two wildly different things, and we've already seen one example of this not going as planned. I do believe that game developers would jump at the chance to have true cross compatibility as long as the hiccups and issues we are discussing can be dealt with in a reasonable way. It just makes sense: this eases development hurdles and expands the possible customer base.
Outside of Microsoft, it will be interesting to see how studios react. “In principle UWA sounds like a good idea,” says Byron Atkinson-Jones, a veteran games programmer, now running his own indie studio, Xiotex, and working on sci-fi puzzler, Caretaker. “It offers a more unified platform or environment rather than a fragmented operating systems running on an even more fragmented hardware base. However, this is all reliant on just how hard it is to develop for and how much of a closed shop it will become.
“The best thing about PC is that anyone can make a game for it and UWA sounds like it’s going to become a curated system that will probably require some developer registration to get on.”
Exactly this. The benefit of the PC is its openness, even when running on Windows (as opposed to SteamOS or Linux, for example.) If you take that away, will developers and gamers start to walk?
Given that Microsoft is promoting UWP as a catch-all platform for Windows 10 that encompasses Xbox one, what does this mean in terms of support for the console’s hardware specifications? “As it stands currently, if you are making an Xbox one game you can be sure on what kind of hardware it’s running,” says Atkinson-Jones. “If developers are then forced down a UWA route, is it going to be the case that this certainty is gone and we get back to the situation on PC where you have to start specifying a minimum spec – which kind of renders a unified platform redundant?”
I disagree that having a minimum spec makes a unified platform less useful, it simply sets a standard for which experience and gameplay can be measured. Even Apple iPhones and iOS implement this to some degree and they have as locked down of a software ecosystem as you can get. If it's handled correctly, Microsoft could be the arbiter of hardware classification and certification, as they kind of already are with WHQL, making sure that any PC hardware or updated Xbox hardware will pass the test for previous and upcoming gaming titles.
But that is a very difficult task and is likely why MS would like to integrate some restrictions through the API and Windows compositing engine to help them hold that promise moving into the future.
But he will have to convince not just gamers, but the development community. “Microsoft has tried this before with Games for Windows and that was a disaster,” says Atkinson-Jones. “There will be many game developers who had to go through that monstrosity shaking their heads in disbelief that history may just be about to repeat itself.”
Oh yeah, that...remember Games for Windows Live? Remember when it cratered and we had to deal with the fallout of some games not working without GWL servers running? Or just the complication of needing a unique sign-in that often tied the game down in unwieldy ways? That's the dystopian future that PC gamers want to avoid.
All of that being said, I'm still hopeful that Microsoft can turn this into a positive movement. Removing the 7 year upgrade cycle for the Xbox One means that PC gamers will benefit from moving specs on the consoles, giving game developers the ability to target higher end hardware as the platform evolves. I do believe that cross platform games will mean an increase in innovative titles with expanded audiences and more opportunity for developers to make money for their work. But all of this has to be done with more sensitivity to the PC ecosystem than it is being addressed with currently. If nothing else, PC gamers are a loud and easily started group.
Be sure you read the full story over at The Guardian!
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.
Subject: General Tech | February 26, 2016 - 07:48 PM | Scott Michaud
Tagged: windows 10, microsoft
I haven't seen these first hand, but several tech blogs are reporting that Microsoft has begun advertising on the Windows 10 lock screen. In this case, a full screen image from Rise of the Tomb Raider appears to be overlaid with a few links, like we used to see on the Bing homepage (except that this seems to launch the Windows Store app).
Image Credit: David McGavern via Twitter
One key thing to note, though, is that Microsoft allows you to disable these. If you go to Settings -> Personalization -> Lock screen, you can flip “Get fun facts, tips, tricks, and more on your lock screen” to off. It also doesn't appear to be targeted based on your personal information, although that is difficult to tell with a sample size of 1. In that case, however, where the ad is located would be fairly irrelevant.
Personally, I'm not too upset. Microsoft allows an easy, safe opt-out, although the option could be better labeled. Regardless of the number of people who block the ads, the part that matters is how intrusive they are. If the setting continuously reverts, or it moves to Group Policy, the registry, or worse, then it could be a problem. (Or, of course, if it sacrifices usability, performance, or security.)
The last part is an interesting note. I've read a few comments that are concerned about it being an attack vector for malware. They seem to assume it must be, but not necessarily (relative to other theoretical attacks, like Microsoft.com itself getting hacked). It looks like everything is served directly from Microsoft, and the functionality is severely limited. It could be done right, but yes, it's possible that they could be tricked in the future into providing a malicious link (just like they could be tricked into hosting a malicious app at the Windows Store itself). They mostly depends on the volume and type of ads they plan to integrate into the OS, and where.
Windows Store brings me to my personal concern -- antitrust.
Governments have been more permissive about this issue than they were two decades ago. Back then, the integration of web browsers and media applications were cause for litigation. Now, companies like Apple are able to ship OSes that disallow third-party browsers (beyond just reskins of Safari). (Update: Feb 26th @ 8:48pm - There was a bit of confusion. I am referring to iOS, specifically. Mac OSX allows full third-party web browsers. The example was referring to how iOS is legally treated compared to how Windows XP/Vista/7 was.) Again, Microsoft needed to put a browser ballot in Windows XP, Vista, and 7, yet, when Windows RT launched, they would completely ban any web browser unless it used Internet Explorer's Trident engine. Think about that direction shift for a moment.
I wouldn't accuse Windows Store of having a dominant stance in digital distribution market share, but it definitely has unique exposure within the OS. This could become a growing concern, especially if Microsoft progresses with their initiatives. At the same time, several other platform owners are doing the same thing (pretty much all of them). Should we place boundaries on this behavior? If so, what and how?
Podcast #388 - Samsung SSD T3, Logitech G933 and G633, Vulkan on Android, HTC Vive Pricing and more!
Subject: General Tech | February 25, 2016 - 02:14 PM | Ken Addison
Tagged: YOGA 710, YOGA 510, vulkan, VR, vive, video, T3, T1, Samsung, qualcomm, podcast, Oculus, MWC 2016, logitech, LG G5, Lenovo, htc, galaxy s7, G933, G633
PC Perspective Podcast #388 - 02/25/2016
Join us this week as we discuss the Samsung SSD T3, Logitech G933 and G633, Vulkan on Android, HTC Vive Pricing and more!
The URL for the podcast is: http://pcper.com/podcast - Share with your friends!
- iTunes - Subscribe to the podcast directly through the Store (audio only)
- RSS - Subscribe through your regular RSS reader (audio only)
- MP3 - Direct download link to the MP3 file
Hosts: Allyn Malventano, Josh Walrath, and Sebastian Peak
Program length: 1:42:11
Week in Review:
0:41:35 This episode of PC Perspective Podcast is brought to you by Braintree. Even the best mobile app won’t work without the right payments API. That’s where the Braintree v.0 SDK comes in. One amazingly simple integration gives you every way to pay. Try out the sandbox and see for yourself at braintreepayments.com/pcper
News items of interest:
Hardware/Software Picks of the Week
Subject: General Tech | February 24, 2016 - 04:41 PM | Scott Michaud
Tagged: microsoft, xamarin, Qt, .net, mono
Microsoft has purchased Xamarin, who currently maintain the Mono project.
This requires a little background. The .NET Framework was announced in 2000, and it quickly became one of the most popular structures to write native applications, especially simple ones. Apart from ASP.NET, which is designed for servers, support extended back to Windows 98, but it really defined applications throughout the Windows XP era. If you ever downloaded utilities that were mostly checkboxes and text elements, they were probably developed in .NET and programmed in C#.
Today, Qt and Web are very popular choice for new applications, but .NET is keeping up.
The Mono project brought the .NET framework, along with its managed languages such as C#, to Linux, Mac, and also Windows because why not. Android and iOS versions exist from Xamarin, under the name Xamarin.iOS and Xamarin.Android, but those are proprietary. Now that Microsoft has purchased Xamarin, it would seem like they now control the .NET-derived implementations on Android and iOS. The Mono project itself, as it exists for Linux, Mac, and Windows, are under open licenses, so (apart from Microsoft's patents that were around since day one) the framework could always be forked if the community dislikes the way it is developing. To visualize the scenario, think of when LibreOffice split from OpenOffice a little while after Oracle purchased Sun.
If they do split, however, it would likely be without iOS and Android components.
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!
Subject: General Tech | February 23, 2016 - 12:00 PM | Sebastian Peak
Tagged: wireless headset, VOID Wireless, VOID Surround, RGB, gaming headset, gaming headphones, Corsair VOID, corsair, 7.1 headset, 7.1 channel
Corsair has released a pair of gaming headsets in their VOID lineup, with the new VOID Surround Hybrid and a white version of the VOID Wireless RGB.
The VOID Surround Hybrid Gaming Headset
"The VOID Surround Hybrid Stereo Gaming Headset brings Corsair’s most advanced gaming headset to the widest range of devices yet. VOID Surround’s mobile-compatible 3.5mm connector offers instant connectivity to virtually any audio source, as well as full headset capability with Sony’s PlayStation 4 and Microsoft’s Xbox One (requires Xbox One Wireless Controller with a 3.5mm port or Xbox One Stereo Headset Adapter)."
With the addition of a 3.5 mm analog input the Hybrid version of the VOID Surround can be used with virtually any device, though to experience surround effects the headset still needs to be connected via USB.
"For connection to a PC, VOID Surround includes a USB 7.1 Dolby headphone adapter, unlocking genuine Dolby Surround for deadly accurate positional audio, as well as a fully customizable EQ in the Corsair CUE (Corsair Utility Engine) software."
The new white version of the VOID Wireless RGB headset
The new VOID Wireless RGB headset released is simply a new white color, so specs and features remain constant from the previous options. As to pricing, MSRPs for these headsets are $79.99 for the VOID Surround Hybrid, and $129.99 for the VOID Wireless RGB, making them more affordable than some of the competition at the high end of the market.
Here are the features and specs for both headsets from Corsair:
VOID Surround Gaming Headset Specifications
- Genuine Dolby Headphone: Treat yourself to 7.1 channels of accurate and immersive surround
- Universal Compatibility: The mobile-compatible connector works with PlayStation 4, Xbox One and mobile devices. The included USB Dolby 7.1 sound card unlocks genuine Dolby Surround for PC.
- Embark on Marathon Gaming Sessions: Microfiber-wrapped memory foam ear pads enable extended play.
- Unlock Legendary Audio: Oversized 50mm neodymium drivers bring the action to life with brilliant range and precision.
- Crystal Clear Voice Communication: The noise-canceling microphone on the VOID headset puts your voice in the spotlight—and nothing else
- Microfiber/Memory Foam Earpads: Play in comfort for hours… and hours
VOID Wireless Dolby 7.1 RGB Gaming Headset – (White) Specifications
- Legendary Audio, Zero Hassle: 2.4GHz wireless freedom up to 40 ft. + 16 hours of uninterrupted gaming
- Epic Immersion and True Multi-Channel Audio: Genuine Dolby Headphone surround delivers lethally accurate 7.1 positional audio
- RGB Lighting: Sync with other Corsair RGB devices—or light your own path
- CUE Control: Instantly re-spec your gaming audio—EQ, Dolby and volume—with a single digital control.
- InfoMic: Everything you need to know about your audio status—instantly.
- Unlock Legendary Audio: Oversized 50mm neodymium drivers bring the action to life with brilliant range and precision
- Microfiber/Memory Foam Earpads: Play in comfort for hours… and hours
- Take Command: The advanced unidirectional noise-cancelling microphone makes you loud and clear
Corsair is also announcing a new feature for their Corsair Utility Engine software, called "VOID Visualizer":
"Combining a digital Corsair VOID headset (VOID Wireless, USB or Surround) with any RGB-enabled keyboard (such as the K70 RGB or Strafe RGB) enables gamers to unleash a stunning multi-color graphic equalizer on their keyboard, turning it into a real-time display of the active audio or microphone signal. Compatible with VOID Surround, VOID RGB Wireless and VOID RGB USB headsets, VOID Visualizer can be enabled with just a few clicks in the Corsair Utility Engine."
Subject: General Tech | February 23, 2016 - 11:00 AM | Sebastian Peak
Tagged: survey, mechanical keyboard, Go Mechanical Keyboard, gaming keyboard, Cherry MX
Keyboard enthusiast site Go Mechanical Keyboard recently conducted a reader survey to determine what their readers preferred in a mechanical keyboard, and the results (from 950 responses) provided some interesting data.
The data (which the site has made available in its raw format here) includes results from favorite key switch to preferred form-factor, as well as brand and model preferences. The site created an impressive infographic to display the results, which is partially reproduced here. I'd recommend a visit to Go Mechanical Keyboard to see the full version, as well as links to prior year's surveys.
Getting to a few of the results, we'll start with the all-important mechanical key switches:
Cherry MX Blue was the winner for favorite typing experience, with MX Brown switches actually winning both gaming and all-purpose categories. Of course, key switches are a very personal choice and these results are limited to the readers of one particular site, though that does not invalidate the results. The position of the MX Brown surprised me, as my impression had been it was less popular than a few of the other options out there. (I'm curious to see what our readers think!)
Next we'll look at the preferred form-factor (which is accompanied by a couple of other data points):
Tenkeyless (TKL) slightly edges out the next highest result, which was the "60%" form-factor. Admittedly, I had not heard of this size prior to reading these results, and here's what I found from a quick search (I retrieved the following from the Deskthority Wiki):
"60% keyboards omit the numeric keypad of a full-size keyboard, and the navigation cluster of a tenkeyless keyboard. The function key row is also removed; the escape key is consequently moved into the number row."
I'll skip ahead to the favorite overall keyboard results, which in no way could cause any disagreement or disparagement on the internet, right?
The Vortex Poker 3 was the winner, a 60% keyboard (there's that form-factor again!) offered with a variety of MX switches. These keyboards run from about $129 - $139, depending on version. A model with Cherry MX Blue switches and white backlighting is listed on Amazon for $139.99, and versions with other key switches are also listed. The CM QuickFire Rapid, a tenkeyless design that sells for under $80 was second, followed by the Corsair K70, a standard 104-key design that sells for $129.
There was quite a bit more info on the full version of the infographic, and the source article (and site) is definately worth checking out if you're interested in mechanical keyboards. I'm curious to know what our readers prefer, too, so I'll be checking the comments!
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.