Subject: General Tech, Shows and Expos | March 18, 2014 - 12:38 PM | Jeremy Hellstrom
Tagged: gdc 14, amd, ocz, Vector 150
If you make it to the Game Developers Conference this year make sure to pay a visit to the AMD booth where you can get a look at OCZ's Vector 150 drives in action. They aim to show that these drives are not only good for the gamer, they are good for the game designer as well.
OCZ Vector 150 SSDs on Display at AMD Booth #1024, March 17-21 in San Francisco, CA
SAN JOSE, CA - March 17, 2014 - OCZ Storage Solutions - a Toshiba Group Company and leading provider of high-performance solid state drives (SSDs) for computing devices and systems, today announced its partnership with AMD to showcase the power of high performance technology at the Game Developer Conference (GDC) March 17-21 at the Moscone Center in San Francisco, CA. AMD's demo systems will feature best-in-class Vector 150 Series solid state drives demonstrating how developers can enhance productivity and efficiency in their work.
"We are excited to partner with AMD for the upcoming Game Developers Conference to support the fast growing interactive game development industry," said Alex Mei, CMO for OCZ Storage Solutions. "OCZ is dedicated to delivering premium solid state storage solutions that are not only a useful tool for developers, but also meet the unique demands of enthusiasts and gamers on all levels."
"Our presence at the 2014 Game Developer Conference will feature a number of high-performance gaming systems running 24/7 in harsh conditions," said Darren McPhee, director of product marketing, Graphics Business Unit, AMD. "We knew that OCZ Vector SSDs were uniquely ready to meet the reliability requirements of our gaming installations. Between the high performance graphics of AMD Radeon™ GPUs and the fast load times of OCZ Vector SSDs, visitors to AMD's booth in the South Hall are in for a great gaming experience!"
GDC is the world's largest game industry event, attracting over 23,000 professionals including programmers, artists, producers, designers, audio professionals, business decision-makers, and other digital gaming industry authorities. OCZ's premium Vector 150 Series, designed for workstation users along with bleeding-edge enthusiasts, will be in AMD systems that promote improved CPU and GPU performance, enhanced rendering, speed, and overall system performance. Professional developer applications demand peak transfer speeds and ultra-high performance; OCZ SSDs offer 100 times faster access to data, quicker boot ups, faster file transfers, and a more responsive computing experience than hard drives.
GDC enables OCZ to team up with valued industries partners like AMD to reaffirm the Company's commitment to the gaming segment, and promote the use of flash storage for both developers and the gamers themselves.
Subject: General Tech, Graphics Cards, Mobile, Shows and Expos | March 17, 2014 - 09:01 AM | Scott Michaud
Tagged: OpenGL ES, opengl, Khronos, gdc 14, GDC
Today, day one of Game Developers Conference 2014, the Khronos Group has officially released the 3.1 specification for OpenGL ES. The main new feature, brought over from OpenGL 4, is the addition of compute shaders. This opens GPGPU functionality to mobile and embedded devices for applications developed in OpenGL ES, especially if the developer does not want to add OpenCL.
The update is backward-compatible with OpenGL ES 2.0 and 3.0 applications, allowing developers to add features, as available, for their existing apps. On the device side, most functionality is expected to be a driver update (in the majority of cases).
OpenGL ES, standing for OpenGL for Embedded Systems but is rarely branded as such, delivers what they consider the most important features from the graphics library to the majority of devices. The Khronos Group has been working toward merging ES with the "full" graphics library over time. The last release, OpenGL ES 3.0, was focused on becoming a direct subset of OpenGL 4.3. This release expands upon the feature-space it occupies.
OpenGL ES also forms the basis for WebGL. The current draft of WebGL 2.0 uses OpenGL ES 3.0 although that was not discussed today. I have heard murmurs (not from Khronos) about some parties pushing for compute shaders in that specification, which this announcement puts us closer to.
The new specification also adds other features, such as the ability to issue a draw without CPU intervention. You could imagine a particle simulation, for instance, that wants to draw the result after its compute shader terminates. Shading is also less rigid, where vertex and fragment shaders do not need to be explicitly linked into a program before they are used. I inquired about the possibility that compute devices could be targetted (for devices with two GPUs) and possibly load balanced, in a similar method to WebCL but no confirmation or denial was provided (although he did mention that it would be interesting for apps that fall somewhere in the middle of OpenGL ES and OpenCL).
The OpenGL ES 3.1 spec is available at the Khronos website.
Subject: General Tech, Cases and Cooling, Shows and Expos | March 15, 2014 - 01:44 AM | Scott Michaud
Tagged: GDC, gdc 14, valve, Steam Controller
Two months ago, Valve presented a new prototype of their Steam Controller with a significantly changed button layout. While the overall shape and two thumbpads remained constant, the touchscreen disappeared and the face buttons more closely resembled something from an Xbox or PlayStation. Another prototype image has been released, ahead of GDC, without many changes.
Valve is still in the iteration process for its controller, however. Ten controllers will be available at GDC, each handmade. This version has been tested internally for some undisclosed amount of time, but this will be the first time that others will give their feedback since the design that was shown at CES. The big unknown is: to what level are they going to respond to feedback? Are we at the stage where it is about button sizing? Or, will it change radically - like to a two-slice toaster case with buttons inside the slots.
GDC is taking place March 17th through the 21st. The expo floor opens on the 19th.
Subject: General Tech, Shows and Expos | March 12, 2014 - 09:17 PM | Scott Michaud
Tagged: GDC, gdc 14, mozilla, epic games, unreal engine 4
Today, Mozilla teases Unreal Engine 4 running in Firefox, ahead of GDC.
Both Mozilla and Epic will have demos in their booths on the conference floor.
Subject: General Tech, Shows and Expos | March 11, 2014 - 05:23 PM | Scott Michaud
Tagged: gdc 14, crytek, CRYENGINE
The Game Developers Conference (GDC 2014) is getting set for next week in San Francisco and Crytek has an early announcement. Attendees of the event, at presentations and demos in their booth, will see CRYENGINE running natively on Linux. The engine has also been updated to include their enhancements first seen in Ryse, such as "Physically Based Shading".
This announcement gives promise to SteamOS as a viable gaming platform because games which license this engine would have an easier time porting over. That said, Unreal Engine has offered Linux compatibility for licensees, to very limited uptake. Sure, Steam could change that trend because a chicken or an egg could happen at some point -- it does not matter which comes first. Still, this is not the first popular engine to be available for Linux.
Their "Physically Based Shading" system is quite interesting, however. As I understand it, the idea is that developers can make (or maybe use) a library of materials and apply it across any game. This should hopefully reduce the number of artist man-hours to produce a generalized optimal shader. It is much slower to tweak specular highlights and vector math than it is to say "you... are gold... be gold".
The official GDC expo will take place March 19th - 21st but I expect news will flood out from now until then.
Subject: General Tech, Graphics Cards, Mobile, Shows and Expos | March 5, 2014 - 08:28 PM | Scott Michaud
Tagged: qualcomm, nvidia, microsoft, Intel, gdc 14, GDC, DirectX 12, amd
The announcement of DirectX 12 has been given a date and time via a blog post on the Microsoft Developer Network (MSDN) blogs. On March 20th at 10:00am (I assume PDT), a few days into the 2014 Game Developers Conference in San Francisco, California, the upcoming specification should be detailed for attendees. Apparently, four GPU manufacturers will also be involved with the announcement: AMD, Intel, NVIDIA, and Qualcomm.
As we reported last week, DirectX 12 is expected to target increased hardware control and decreased CPU overhead for added performance in "cutting-edge 3D graphics" applications. Really, this is the best time for it. Graphics processors are mostly settled into highly-efficient co-processors of parallel data, with some specialized logic for geometry and video tasks. A new specification can relax the needs of video drivers and thus keep the GPU (or GPUs, in Mantle's case) loaded and utilized.
But, to me, the most interesting part of this announcement is the nod to Qualcomm. Microsoft values DirectX as leverage over other x86 and ARM-based operating systems. With Qualcomm, clearly Microsoft believes that either Windows RT or Windows Phone will benefit from the API's next version. While it will probably make PC gamers nervous, mobile platforms will benefit most from reducing CPU overhead, especially if it can be spread out over multiple cores.
Honestly, that is fine by me. As long as Microsoft returns to treating the PC as a first-class citizen, I do not mind them helping mobile, too. We will definitely keep you up to date as we know more.
Subject: General Tech, Mobile, Shows and Expos | February 24, 2014 - 12:01 AM | Scott Michaud
Tagged: smartphones, MWC 14, MWC, Lenovo
Also at Mobile World Congres, Lenovo expanded their smartphone portfolio with three additions. Each of these belong to the S-series, although they are only loosely related to one another. North American readers will probably not be able to purchase them, of course; Lenovo's US and Canada websites do not even have a section for smartphones (products like the Vibe Z can be searched directly - but are not available). I take that as a sign.
Anyway, the three phones belong to the S-series but each has a distinct customer in mind. The S860 seems to picture a business user who travels and wants to talk for long periods of time between charges. The similarly named S850 cuts back on RAM and charge capacity, replacing it with aesthetics (colors and an all-glass exterior) and a slightly lower price for users looking for design. Finally, the S660 is the lowest-price of the three, sacrificing things like camera, storage, and screen resolution for users who do not care about any of that.
Let us compare the three phones in a table.
|Display||5.3" 720p||5" 720p||4.7" 960x540|
|Processor (SoC)||MediaTek Quad-Core, 1.3 GHz|
|Dual SIM Card||Yes|
All three phones will be available this year, either at retail or on Lenovo's website. The Lenovo S860 is expected to retail for $349, the S850 should be $269, and the S660 comes in at $229.
Subject: General Tech, Systems, Mobile, Shows and Expos | February 23, 2014 - 01:01 PM | Scott Michaud
Tagged: tablet, MWC 14, MWC, lenovo yoga, Lenovo
At Mobile World Congress 2014, Lenovo has announced the YOGA Tablet 10 HD+. Just last month, we discussed the Yoga Tablet 8 and Yoga Tablet 10 which were presented in October. Those tablets each had a 1280x800 display (even the 10-inch model), both sizes use the same MediaTek MT8125 SoC (Wi-Fi, MT8389 for 3G), and it is 1GB of RAM all-around. Performance was expected to be in the ballpark of a Tegra 3 device.
These are all areas which are bumped for the new YOGA Tablet 10 HD+. The 10.1-inch screen is now at 1080p quality, the SoC is a Qualcomm Snapdragon Quad running at 1.8 GHz, and the RAM is doubled to 2GB. It will running Android 4.3 with an alleged over-the-air (OTA) update to 4.4 KitKat, at some point.
Make sure to bend at the knee and put your hands toge... oh right.
Comparing between the Yoga Ultrabooks, running Windows, and the YOGA Tablets, running Android, would probably not be wise. They are very different designs. The Ultrabooks hinge with an always-attached keyboard while the tablets have a keyboard-less stand. Rather than the Ultrabooks trying to make a keyboard comfortable in tablet usage, the tablets use the small metal hinge to prop up the screen. They key aspect of the cylindrical hinge is its usage as a handle and the volume it provides as battery storage. Ryan found the old versions' 18-hour rated battery life to be fairly accurate, and the new 10 HD+ is rated for the same duration (actually, with a bonus 1000 mAh over the original Tablet 10). Another benefit of its battery location is that, if you are holding the tablet by its hinge, the battery's weight will not have much torque on your fingers.
Of course, now comes the all-important pricing and availability. The Lenovo YOGA Tablet 10 HD+ will be released in April starting at $349. This is higher than the prices of the Tablet 8 and Tablet 10, $199 and $274 respectively, but you also get more for it.
Subject: General Tech, Cases and Cooling, Shows and Expos | January 16, 2014 - 03:19 AM | Scott Michaud
Tagged: valve, Steam Dev Days, Steam Controller, CES 2014, CES
Valve has always been a company based on experimentation and it looks like the Steam Controller is not the lighthouse which guides SteamOS through the fog. Just a week after presenting the prototype at CES, a 3D mockup of a new one makes not-insignificant changes. Gone is the touchscreen and the first revealed button placement. Frankly, just about the only things untouched on the front face are the twin touchpads and the palm grips.
Image Credit: Leszek Godlewski (Twitter)
To fully understand the breadth of the changes, the announcement image is included below. There is basically no discussion about the back so that aspect might be untouched.
The changes were apparently made to assist compatibility with games ported from more traditional input schemes. Looking at the original prototype, there was no obvious mapping from a Sony or Microsoft-based controller to those buttons spread out for both the left and right thumbs to access. The new setup is the typical four face buttons on the right and four more buttons on the left as a surrogate directional pad. If they continue to iterate down this path I hope that the directional pad is more effective than most from the last two generations. It looks like the four directions are separated from one another which does not inspire confidence.
There are two stories which entangle on this one. The first is that Valve is willing to perform rapid iteration until they achieve what they consider a maximum. That is the method to quickest success especially since it allows cross-pollination between designs.
The second is that it also makes the public a little bit nervous.
Subject: General Tech, Processors, Shows and Expos | January 10, 2014 - 03:32 AM | Scott Michaud
Tagged: Transformer Book Duet, Intel, CES 2014, CES, asus
Monday, the opening day of CES, was full of keynotes and announcements from Audi to Valve (Yahoo! was the day after). Okay, so that is probably not the complete alphabetical range, but keep reading regardless. The Intel speech had a few surprises including Gabe Newell re-announcing Steam Machines just a couple of hours after his own keynote.
Possibly the most surprising to me was the "Dual OS platforms" announcement. Frankly, I am fine with using BlueStacks for whatever little Android use that my desktop experiences. I did see a demo of the ASUS Transformer Book Duet, however, which was able to switch between Android and Windows 8.1 with the touch of a button and about 3 seconds of black screen. It seems to be more than emulation and it is pretty clearly not rebooting.
To be clear, the following is speculation (and not even confident at that). I am hypothesizing... not reporting. Unfortunately, Intel (and ASUS) have been very silent on the actual implementation as far as I can tell. Since this is clearly branded as "Android and Windows can be friends", it would not surprise me if this was a baked solution for the two platforms and maybe even special hardware.
One possibility is that hardware or software loads both operating systems into memory or hibernation state. In this way, when the user signals their desire for a change, the former operating system is slept (or hibernated) and the processor is then pointed to the others memory space.
Video credit: PCMag
If the above is the case then I hope popular Linux distributions can get their hands on it. Rebooting is far too annoying for me to try out alternative operating systems and virtualization is also too problematic (at least for now). If I can just suspend and switch, especially with native performance on either end, then I will definitely be willing to play around. Honestly, how expensive are RAM and storage these days?
But, if it is user-accessible, then it would be a major consideration for a future upgrade.
The other cute little announcement is Edison, a dual core PC in an SD card form factor. The hope is that this device will power wearable computing and make other devices smarter. It is based on 22nm silicon and even includes WiFi. One use case they presented was a bottle warmer which warms the milk before you even get your child.
Despite the late coverage, it was a very interesting keynote. Ars Technica still has their live blog published if you would like to skim through a play-by-play.
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