Subject: General Tech | October 27, 2015 - 11:22 AM | Sebastian Peak
Tagged: Strafe RGB Silent, mechanical keyboard, keyswitches, keycaps, gaming keyboard, corsair, Cherry MX Silent, Cherry MX
Corsair has introduced the Strafe RGB Silent mechanical keyboard, which is the first keyboard to use the Cherry’s new MX Silent keyswitches.
“With a sophisticated noise dampening system integrated into each key, the Strafe RGB Silent offers all the legendary precision and feel of German-engineered Cherry MX mechanical key switches, but up to 30% quieter.”
Corsair says that “you simply won’t find a Cherry MX Silent keyswitch anywhere else”, so if the noise from mechanical key-switches bothers you (or those around you) this looks like a great alternative. So how is it silent? Corsair explains:
“Rather than using rubber O-rings or other quick-fix external fittings to reduce key noise, the Cherry MX Silent uses a patented fully-integrated noise reduction system built into every key, greatly reducing key bottoming-out and spring-back noise. The result is a keyswitch that’s up to 30% quieter, making Strafe RGB Silent the ideal choice for gamers that demand the tactile feel of a mechanical key, but prefer a quieter operation to not disturb their partner, kids or co-workers.”
The keyboard also features full RGB lighting powered by Corsair’s on-board controller, and offers “individual multi-color dynamic backlighting for nearly unlimited lighting customization, effects and personalization”. Lighting profiles can also be downloaded using Corsair’s RGB Share service.
Corsair lists these other features for the new keyboard as well:
- USB pass-through port allows the easy connection of a mouse, gaming headset or phone to a PC
- Full-length soft-touch wrist rest offers comfort for even the longest gaming sessions
- Gaming grade circuitry provides 100% anti-ghosting and full 104 key rollover ensuring every critical key press registers
- Two included sets of custom textured and contoured keycaps, vital keys offer enhanced grip and feel for FPS or MOBA games
The Strafe RGB Silent carries a 2-year warranty from Corsair and is available now with an MSRP of $159.99 from Corsair’s web store, or exclusively at Best Buy (in North America).
Subject: General Tech | October 26, 2015 - 12:08 AM | Ryan Shrout
Tagged: video, valve, steam link, steam hardware, Steam Controller, steam, game streaming
Last week we posted a video that looked over the new Valve Steam Controller and I offered some feedback and input on the new hardware. It was interesting, to say the least, and took some getting used to, but in the end I was surprised by how easy some things were, and how different other things felt. It's an interesting experiment for $50 or so, but it definitely is not a product I recommend all of our readers invest in immediately.
But what about the Steam Link device? This second piece of the puzzle is a small unit that sits near your TV or entertainment system, with an HDMI output, USB inputs, integrated wireless connectivity and Ethernet support. The goal is to stream Steam games from your primary PC without the need for a second computer. Instead, much like the NVIDIA GameStream technology that we have seen for a couple years now, the Steam Link receives a video stream from the gaming PC, accepts input from a controller or keyboard/mouse, and loops it all back.
Specifications (from Valve website):
- 1080p resolution at 60 FPS
- Wired 100 Mbit/s Fast Ethernet and Wireless 802.11ac 2x2 (MIMO) networking abilities
- 3 USB 2.0 ports
- Bluetooth 4.0
- HDMI out
- Supports Steam Controller (sold separately,) Xbox One or 360 Wired Controller, Xbox 360 Wireless Controller for Windows, Logitech Wireless Gamepad F710, or keyboard and mouse
In the Box
- Steam Link
- Power cable and adapter
- HDMI 2.0 cable
- Ethernet cable
To get my full take on it, and to see me test out a handful of games using the Steam Link in our office, check out the video above. The short answer is that game streaming technology is still hit or miss: some titles work great others are an immediate turn off. Want to play a fast paced FPS game? You're going to hate it if you have any kind of PC gaming experience already. Maybe you need to catch up on those recent indie games released on the PC but want to sit on your couch? Steam Link will do the trick.
Again, the device is only $50, so it's not a significant investment for most people, and it might be worth trying if you have some time and are interested in checking out the technology out for yourself.
Subject: General Tech | October 25, 2015 - 07:28 AM | Scott Michaud
Tagged: microsoft, edge
One thing that will not be in the November update for Windows 10 is extensions for Microsoft Edge. The browser should be updated in general, that feature needs a little more time before it is ready for the public. The official statement has the feature arriving in “a future Windows 10 update in 2016”. We still don't know how frequent these updates will occur, but Mary Jo Foley has sources that say “Redstone 1” will be released in June (give or take maybe?).
To me, this means that it's either far off, or completely mundane.
Subject: General Tech | October 25, 2015 - 07:01 AM | Scott Michaud
Tagged: windows 10, microsoft
We have been expecting a relatively major update to Windows 10 in the October-ish (which at some point the rumors slipped to November-ish) time frame since the OS launched in July. We already know much of what will be in it, based on the preview builds being sent to Windows Insider participants, so the contents are not really a surprise either. It will update a few user interface elements, tweak how System manages memory, and allow clean installs using Windows 7 and 8.1 product keys that qualify for Windows 10 upgrades.
Really, the major news is how the update will be delivered. I was honestly expecting to do the in-place upgrades that each new Insider build forced upon users. This made sense to me. If you have installed Windows 7 recently, you will know that it is a several-hour updating process that involves several reboots and gigabytes of patches. The build metaphor makes sense in a “Windows as a Service” universe, where all PCs are pushed from milestone to milestone with a few incremental patches in between.
Apparently, it will just be pushed down Windows Update in an item named “Windows 10 November 2015”. That's it. Pretty much the same experience as downloading service packs over Windows Update in previous versions. Oddly familiar, especially given the effort they put into the in-place upgrade interface over the last year and a bit.
Maybe we'll see that in future feature-updates?
Subject: General Tech | October 24, 2015 - 10:54 PM | Sebastian Peak
Tagged: warner bros, steam, release, re-release, pc gaming, batman arkham knight
Four months after being pulled from sale due to performance woes, Batman: Arkham Knight is being re-released for PC (along with a new patch containing all of the fixes) on October 28.
Image credit: Warner Bros.
From the official statement:
“At 10 am PDT, Oct. 28th, Batman: Arkham Knight will be re-released for the PC platform. At the same time we’ll also be releasing a patch that brings the PC version fully up-to-date with content that has been released for console (with the exception of console exclusives).
This means that next week, all PC players will have access to Photo Mode, Big Head Mode, Batman: Arkham Asylum Batman Skin, and character selection in combat AR challenges.”
After such a terrible introduction and long absence after its unprecedented removal from sale on Steam, is there any chance Warner Bros. will still attempt to charge full price for the re-released game? Such a move might be considered controversial, but we will have to wait and see as pricing was not announced.
Subject: General Tech | October 23, 2015 - 01:00 PM | Jeremy Hellstrom
Tagged: google, youtube, youtube red
Google is taking advantage of its near monopoly of online streaming once again. Earlier this year they dropped ad revenue for content creators down to 55%, significantly lower than competitors such as Spotify. Now they are essentially repeating what they did just over a year ago with independent artists, either you sign up for YouTube Red or your content will no longer be visible to anyone. This will only effect those content contributors who make a fair amount of ad revenue, the average uploader will not need to pay the $10/month to enusre their videos are not blocked. One question that doesn't seem to be answered at either The Register nor Techcrunch is the effect YouTube Red will have on ad revenue, if you sign up for the service as a viewer you will no longer see ads, so how exactly will content creators make anything from ads that no longer show up or generate revenue?
"YouTube Red is Google's ad-free subscription service, and rolls up both music and video for $9.99 a month. Google Play subscribers will be opted in, and find that Red videos will be available offline too. Amateur uploaders aren't affected: what Google wants to do is nail down producers who have drawn an audience, and who already draw a tangible quantity of shared advertising revenue."
Here is some more Tech News from around the web:
- Ubuntu 15.10 'Wily Werewolf' Released @ Slashdot
- China: OK, Seagate, you may now kiss your bride (Samsung's disk biz) @ The Register
- Microsoft will release first major Windows 10 update in early November @ The Inquirer
- Microsoft introduces Visual Studio beta bug bounty programme @ The Inquirer
- Acer establishes subsidiary to enter electric vehicle power system and battery industries @ DigiTimes
- NVIDIA GeForce Experience Quarter 4 2015 Update Analysis @ NitroWare
Subject: General Tech | October 22, 2015 - 02:38 PM | Jeremy Hellstrom
Tagged: Merlin Falcon, Excavator, carrizo, amd
On your latest flight you may have noticed some branding on the displays powering the schedules and in-flight entertainment, or perhaps if you were flying to Vegas you didn't notice it until you were playing the slots. If you were paying attention you would have noticed that the display was powered by AMD, as are many POS, medical and even military displays. A new series of Excavator based processors was announced today, the Merlin Falcon which has four Excavator cores, a Radeon third-gen GCN GPU and support for both DDR3 and DDR4 RAM.
Yes that is right, the first DDR4 chip from AMD is arriving but you won't be running it in your desktop. You should probably be jealous as this processor will have HSA 1.0, hardware based HEVC/H.265 video decode, DirectX 12 support and even the ARM co-processor that provides AMD's new Secure Processor feature. There is more at The Register if you follow the link.
"AMD will today unveil Merlin Falcon, its latest R-series processor aimed at industrial systems, medical devices, gambling machines, digital signs, military hardware, and so on."
Here is some more Tech News from around the web:
- SanDisk, Toshiba to jointly make 3D flash memory @ DigiTimes
- Michael Dell berates Microsoft's Nadella about high price of Surface tablet @ The Inquirer
- Square Enix To Concentrate On Remaking Their Back Catalog @ Slashdot
- Marvell, Longsys partner to make SSDs @ DigiTimes
- IoT's sub-GHz 802.11ah Wi-Fi will be dead on arrival, warn analysts @ The Register
- Amazon Fire TV Review @ Hardware Secrets
Subject: General Tech | October 22, 2015 - 02:34 PM | Scott Michaud
Tagged: pc gaming, audio
Over the last couple of months, we highlighted the work of The iBook Guy because it's very interesting. He also announced a rebrand to “The 8-Bit Guy” because he hasn't published an iBook video “in quite some time”. If you have been a long time follower of PC Perspective, you'll know that we have a history of changing our name to slightly less restrictive titles. Ryan initially named this site after the K7M motherboard, then Athlon motherboards in general, then AMD motherboards, then PC Perspective. I guess we shouldn't cover mobile or console teardowns...
Anywho... back to The 8-Bit Guy. This time, his video discusses how old PCs played (or, more frequently, synthesized) audio. He discusses the early, CPU-driven audio, which were quickly replaced by dedicated sound cards in the 1980s. They could drive audio waves that were either square, triangle, noise, or PCM (microphone-sampled). These four types were combined to make all of the music and sound effects of the time.
This brings us to today. He notes that, with today's modern computers having so much storage and RAM, we end up just mixing everything as an audio file and play that. This is where we can expand a little. Until around the Vista era, sound cards have been increasing in voice count. One of the last examples was the Creative SoundBlaster X-Fi. This card implemented their EAX 5.0 standard, which allowed up to 128 voices in games like Battlefield 2, and that was about it. When Microsoft released Vista, they replaced the entire audio stack with a software-based one. They stated that sound card drivers were a giant cause of bluescreen errors, and thus almost everything was moved out of the kernel.
At around this time, voice limits were removed. They don't make sense anymore because mixing is no longer being done in hardware. Nowadays, even websites through Web Audio API can play thousands of sounds simultaneously, although that probably will sound terrible in practice.
Audio processing doesn't end here, though. Now that we can play as many sounds as we like, and can do so with complete software control over the PCM waves, the problem is shifted into an algorithmic one.
This is an area that I, personally, am interested in.
Earlier this year, I created a demo in WebCL that rendered 20,000 - 30,000 sounds on an Intel HD 4600 GPU, with stereo positioning and linear distance falloff, while the system's main NVIDIA GeForce GTX 670 was busy drawing the WebGL scene. The future goal was to ray-trace (high frequency) and voxelize (low frequency) sound calls based on the environment, to simulate environmentally-accurate reverbs and echoes. Over the summer, I worked with a graduate student from Queen's University to offload audio in the Unity engine (I preferred Unreal). We have not yet introduced geometry.
At this year's Oculus Connect, Michael Abrash also mentioned that audio is interesting for VR, but that it needs to wait for more computational horsepower. A lot more. He also discussed HRTF, which is the current way of adding surround to stereo by measuring how an individual's ears modify sound depending on location. It gets worse if sounds are closer than a meter away, or the actual user's ears differ too much from the experiment subject.
Anyway, enough about me. The 8-Bit Guy's videos are interesting. Check them out.
Subject: General Tech | October 22, 2015 - 02:12 PM | Ken Addison
Tagged: yoga 900, xr321ck, western digital, video, valve, ultrawide, steam link, Steam Controller, sandisk, podcast, Lenovo, freesync, acer, 3440x1440
PC Perspective Podcast #372 - 10/22/2015
Join us this week as we discuss the Steam Controller and Steam Link, Acer XR321CK Ultrawide Freesync Display, 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
- RSS - Subscribe through your regular RSS reader
- MP3 - Direct download link to the MP3 file
Hosts: Ryan Shrout, Jeremy Hellstrom, Allyn Malventano, and Sebastian Peak
Program length: 1:29:18
Week in Review:
0:40:00 Learn how to add narration to your Kindle ebooks. Visit amazon.com/pcper
News item of interest:
Hardware/Software Picks of the Week:
Subject: General Tech | October 21, 2015 - 09:48 PM | Scott Michaud
Tagged: webgl, tencent, atlas, artillery games
The Chinese investment and Web company, Tencent, has taken interest in many American video game companies. In a couple installments, Tencent purchased chunks of Riot Games, developer of League of Legends, which now total up to over 90% of the game studio. They later grabbed a “minority” (~48%) stake in Epic Games, which creates Unreal Engine, Unreal Tournament, Fortnite, Infinity Blade, the original three Gears of War games, and a few other franchises.
This time, they purchased an undisclosed share of Artillery Games. Artillery has not released a title yet, but they are working on a WebGL-powered engine. In other words, titles created with this technology will run directly in web browsers without plug-ins or extensions. At some point, Artillery Games decided to make a native client alongside their web engine, which was announced in September. This was apparently due to latency introduced in the Pointer Lock API and networking issues until WebRTC matures. (WebRTC brings P2P network sockets to web browsers. While people mentally equate it to video conferencing, it is also used for client-to-client multiplayer. There is even a BitTorrent client that runs in a web browser using it.)
Unfortunately, the real story would be how much of Artillery they have purchased, and we don't know that yet (if ever). They are buying up quite a lot of formerly-independent studios though, considering how many are left.