The Crew 2 in 4K

Subject: General Tech | July 11, 2018 - 03:54 PM |
Tagged: gaming, the crew 2, consolitis

If there is one saving grace for The Crew 2's 60fps limit, it is that even the mighty GTX 1080 Ti cannot maintain 60fps at 4k with all the bells and whistles turned on.  When [H]ard|OCP disabled the custom Contact Hardening Soft Shadows and dropped from SSAO+ to SSAO the Ti could provide good performance but the plain GTX 1080 and Vega 64 required the settings be dropped to medium.  At 1440p and below even the GTX 1070 and Vega 56 could handle Ultra settings.

That said, the word from [H] is that this game doesn't look as good as the original, even at 4k, as they expand on in their full review.

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"We take The Crew 2 and evaluate ten of today’s latest GPUs in the game. We will find what the highest playable settings are, how video cards compare, and how specific graphics features compare in performance. We will find the best value for gaming, and what graphics settings work best. Is this game worth it, or a graphical flop?"

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Source: [H]ard|OCP

2 Crew 2 console

Subject: General Tech | July 4, 2018 - 04:58 PM |
Tagged: gaming, consolitis, the crew 2

The Crew 2 allows you to drive through their open world at two speeds, 30FPS or 60FPS with no way to speed that up ... yet.  Thankfully this consolitis has not infected the resolution, with 4k playable on a GTX 1080 Ti or if you are in 1440p a Vega 56 or GTX 1070 will let you redline all the graphical bells and whistles.  The graphics settings do make this game quite pretty, with some caveats that [H]ard|OCP describes in their conclusions.   The inherited technical deficiencies aside, the ability to drive around the continental USA means there is a bit more to this game than they have been able to discover in the limited time they had. 

If this is your kind of game, grab a steering wheel and fire it up. 

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"We’ve got early access to The Crew 2 thanks to the Gold Edition, a brand new open-world racing game for the PC. Let’s find out how The Crew 2 performs on today’s GPUs in this preview. We also look at graphics settings and hit a little on Image Quality. Hopefully we will have some insight as we know a lot of readers have been waiting for this game."

Here is some more Tech News from around the web:

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Source: [H]ard|OCP

Street Fighter V Will Be RAM-Heavy, Otherwise Decent

Subject: General Tech | September 23, 2015 - 07:31 AM |
Tagged: street fighter v, pc gaming, consolitis, capcom

For the longest time, game developers have been complaining about 32-bit limits for memory usage but were timid to cut off support for 32-bit OSes. It is one thing to tell users to drop a few extra sticks into their PC, as a handful of gigabytes have been pretty cheap for a while, but this barrier also required an OS upgrade, and many gamers were clinging to XP or fearful of driver problems. The problem has mostly been resolved for PC gamers now, and current consoles have crossed the threshold themselves with 8GB of memory (for Microsoft and Sony).

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This brings us to Street Fighter V. I am not quite sure that a game like this inherently requires so much memory given the relatively few unique objects that fighting games tend to display. It apparently will be though, according to Capcom. Their official specifications claim that the game will not even launch without 6GB of memory installed, and 8GB is appreciated if it is available.

Otherwise, the game requires a dual-core (four thread) Haswell i3 at 3.6 GHz and an NVIDIA GTX 480 or higher. This is relatively high, slightly higher than Battlefield 3 in fact, but not too bad for today's situation. For the record, Capcom recommends a Devil's Canyon i5 with a GTX 960, but they naturally don't say what that corresponds to. They also don't provide AMD or Intel GPU equivalents, but I don't think even Iris Pro is equivalent so that probably just leaves Radeon users doing trial and error. Thankfully, Steam offers refunds just for that kind of thing.

They also want to say that Street Fighter V supports Steamworks. Expected, but nice.

Source: Capcom

Warner Bros. Suspends Arkham Knight PC Sales

Subject: General Tech, Graphics Cards | June 24, 2015 - 10:10 PM |
Tagged: batman, wb games, consolitis, gameworks, pc gaming, nvidia, amd

Over the last few days, the PC version of Batman: Arkham Knight has been receiving a lot of flak. Sites like PC Gamer were unable to review the game because they allege that Warner Brothers would not provide pre-release copies to journalists except for the PS4 version. This is often met with cynicism that can be akin to throwing darts in an unlit room with the assumption that a dartboard is in there somewhere. Other times, it is validated.

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Whether or not the lack of PC review copies was related, the consensus is that Arkham Knight is a broken game. After posting a troubleshooting guide on the forums to help users choose the appropriate settings, WB Games has pulled the plug and suspended the game's sales on Steam until the issues are patched.

TotalBiscuit weighs in on the issues with his latest "Port Report".

No-one seems to be talking about what the issue is. Fortunately or unfortunately, I don't have the game myself so I cannot look and speculate based on debug information (which they probably disabled from the released game anyway). I could wildly speculate about DX11 limits from the number of elements on screen, but that is not based on any actual numbers. They could be really good at instancing and other tricks to keep the chunks of work being sent to the GPU as large as possible. I don't know. Whatever the issue is, it sounds pretty bad.

Source: WB Games

Grand Theft Auto V (PC) Delayed Until March 24, 2015

Subject: General Tech | January 14, 2015 - 04:20 AM |
Tagged: GTA5, GTA Online, consolitis

The fifth major release of Grand Theft Auto was launched sixteen months ago on the Xbox 360 and PlayStation 3, without the PC. Eventually, Rockstar announced next-gen versions for the Xbox One and PlayStation 4, which explained why the PC was missing before: it was considered a next-gen platform. Those platforms launched a year after the initial release, but the PC was pushed into January 2015. Now it has been pushed again, into late March (the 24th to be precise).

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It's not like we're not trying!

Again, I hope that the extra time will be worth it -- and it might be, too. The game was overwhelmingly successful from a sales standpoint, but Grand Theft Auto Online (its multiplayer component) was criticized for a wide range of issues: service connectivity, glitches including loss of characters and progression, and some even claim a lack of content. Maybe, just maybe, it will be polished by the time it gets to us. And hey, Rockstar even claims that it will launch with Heists (which could be considered a running joke in itself).

They also claim that Grand Theft Auto Online for the PC will support 30 players. Nice.

The system specifications were also released, and they're fairly modest (unlike other recent titles). At a minimum, you will need a 64-bit OS with 4GB of memory and 65GB of drive space, which might be a stumbling block for some. Besides that? Core 2 Quad Q6600 and a GeForce 9800 GT. Its recommended specs push the CPU up to an Ivy Bridge Core i5, 8GB of RAM, and a GeForce GTX 660.

It is interesting to see that only quad cores (or higher) are supported, but fairly old ones. Unless something like Far Cry 4 happens, there should be plenty enough performance in a dual-core Pentium Anniversary Edition to keep up. Hopefully Rockstar doesn't error-out machines if they do not detect at least four threads.

Source: Joystiq

EFF Wants Legal DRM Circumvention for Art Preservation

Subject: General Tech | November 11, 2014 - 03:10 PM |
Tagged: pc gaming, gaming, eff, DRM, consolitis

This is something that I have been saying for quite some time now: games are struggling as an art form. Now I don't mean that games are not art; games, like all content that expresses feelings, thoughts, and ideas, are art. No, I'm talking about their ability to be preserved for future society and scholarly review. The business models for entertainment are based in either services or consumables. In the entertainment industries, few (but some) producers are concerned about the long tail – the extreme back-catalog of titles. Success is often determined by two weeks of sales, and the focus is on maximizing those revenues before refreshing with newer, similar content that scratches the same itch.

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DRM is often justified as maximizing the initial rush by degrading your launch competitors: free versions of yourself. Now I'm not going to go into the endless reasons about where this fails to help (or actively harms) sales and your customers; that is the topic of other rants. For this news post, I will only discuss the problems that DRM (and other proprietary technologies) have on the future.

When you tie content to a platform, be it an operating system, API, or DRM service, you are trusting it for sustainability. This is necessary and perfectly reasonable. The problems arise with the permissions given to society from that platform owner, and how easily society can circumvent restrictions, as necessary. For instance, content written for a specific processor can be fed through an emulator, and the instruction sets can be emulated (or entirely knocked off) when allowed by patent law, if patents even interfere.

Copyright is different, though. Thanks to the DMCA, it is illegal, a federal crime at that, to circumvent copyright protection even for the betterment of society. You know, society, the actual owner of all original works, but who grants limited exclusivity to the creators for “the progress of Science and useful Arts”. Beyond the obvious and direct DRM implementations, this can also include encryption that is imposed by console manufacturers, for instance.

The DMCA is designed to have holes poked into it, however, by the Librarian of Congress. Yes, that is a job title. I did not misspell “Library of Congress”. The position was held by James H. Billington for over 25 years. Every three years, he considers petitions to limit the DMCA and adds exceptions in places that he sees fit. In 2012, he decided the jailbreaking a phone should not be illegal under the DMCA, although tablets were not covered under that exemption. This is around the time that proposals will be submitted for his next batch in late 2015.

This time, the EFF is proposing that circumventing DRM in abandoned video games should be deemed legal, for society to preserve these works of art when the copyright holders will not bother. Simply put, if society intended to grant a limited exclusive license to a content creator who has no intention of making their work available to society, then society demands the legal ability to pry off the lock to preserve the content.

Of course, even if it is deemed legal, stronger DRM implementations could make it technologically unfeasible to preserve certain works. It is still a long way's away before we encounter a lock that society cannot crack, but it is theoretically possible. This proposal does not address that root problem, but at least it could prevent society's greatest advocates from being slapped with a pointless felony for trying to do the right thing.

Source: EFF

The Evil Within System Requirements

Subject: General Tech, Graphics Cards | September 27, 2014 - 02:59 AM |
Tagged: rage, pc gaming, consolitis

Shinji Mikami has been developing a survival horror game, which makes sense given a good portion of his portfolio. He created Resident Evil and much of the following franchise. The Evil Within is about to release, having recently gone gold. At around this time, publishers begin to release system requirements and Bethesda does not disappoint in that regard.

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Are the requirements... RAGE-inducing?

A case could be made for disappointing requirements, themselves, though.

Basically, Bethesda did not release minimum requirements. Instead, they said "This is what we recommend. It will run on less. Hope it does!" This would not be so problematic if one of their requirements wasn't a "GeForce GTX 670 with 4GBs of VRAM".

They also recommend a quad-core Core i7, 4GB of system memory, 50GB of hard drive space, and a 64-bit OS (Windows 7 or Windows 8.x).

Before I go on, I would like to mention that The Evil Within is built on the RAGE engine. Our site has dealt extensively with that technology when it first came out in 2011. While I did not have many showstopping performance problems with that game, personally, it did have a history with texture streaming. Keep that in mind as you continue to read.

A typical GTX 670 does not even have 4GBs of VRAM. In fact, the GTX 780 Ti does not even have 4GB of VRAM. Thankfully, both of the newly released Maxwell GPUs, the GTX 970 and the GTX 980, have at least 4GB of RAM. Basically, Bethesda is saying, "I really hope you bought the custom model from your AIB vendor". They literally say:

Note: We do not have a list of minimum requirements for the game. If you’re trying to play with a rig with settings below these requirements (you should plan to have 4 GBs of VRAM regardless), we cannot guarantee optimal performance.

Each time I read, "You should plan to have 4 GBs of VRAM regardless", it is more difficult for me to make an opinion about it. That is a lot of memory. Personally, I would wait for reviews and benchmarks, specifically for the PC, before purchasing the title. These recommended settings could be fairly loose, to suit the vision of the game developers, or the game could be a revival of RAGE, this time without the engine's original architect on staff.

The Evil Within launches on October 14th.

Source: Bethesda

Grand Theft Auto V PC Delayed Until January 27th, 2015

Subject: General Tech | September 12, 2014 - 03:10 PM |
Tagged: gta5 gta online, delayed, delay, consolitis

We finally got the release date for Grand Theft Auto V PC... and it's delayed. But Scott, how can it be delayed if we just now have a firm date? Well, apart from Rockstar claiming that it will be available in the Autumn of 2014, which January 27th, 2015 is not, the Xbox One and PlayStation 4 versions will be arriving on November 18th, 2014 (which is technically before December 21st). To this I say...

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... I hear it's lovely in the winter...

... meh. It's fine. Unless something comes up, or I find out that the port is awful and broken, I will still buy it. As always, delaying the release of your game risks potential customers growing disinterested in the product. Perhaps they had the plot spoiled by a friend or a Let's Play. Alternatively, perhaps they gained interest in it because of a friend or a Let's Play before it was available for their platform, and forgot about it before it could be purchased.

Hopefully the extra time is put to good use.

Source: engadget

Mojang AB Is Subject of Microsoft Purchase Rumors

Subject: General Tech | September 11, 2014 - 03:04 PM |
Tagged: mojang ab, Minecraft, microsoft, consolitis

First and foremost, I would like to remind everyone of the Twitch.tv and Google acquisition rumors. Things are not done until they are done and it could be significantly more complicated than it appears on the surface. And yes, I am speaking from the position of someone who was bitten and wrote a news post on the subject.

Regardless, discussion has been circulating that Mojang AB, creators of Minecraft, were in talks to sell their company to Microsoft for $2 billion dollars. First, this tells us that randomly generated diamond and gold is worth a fortune; second, it tells us that Mojang, like Oculus, is twice the company that Instagram was. I guess all it took was those OpenGL filter effects.

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Joking aside, two billion dollars is a significant chunk of money, about a third of Computing and Gaming Hardware's annual revenue. Minecraft is definitely a valuable asset, especially with the licensed media and merchandise, and would be a good addition to a publisher's portfolio (along with their employees if convinced to stay on). It is not entirely without basis, either. Competing publisher, Activision-Blizzard, allegedly planned to spend $500 million on Destiny, although Bungie denies that, which Activision claims is the cost of launching a new franchise nowadays.

The most interesting part of the rumor, to me, is the Bloomberg report which claims that Notch initiated the discussions. He was quite outspoken against Microsoft for a while, especially with the licensing requirements for Windows Store. Apparently, current head of Microsoft's Computing and Gaming Hardware division, Phil Spencer, is friends with Notch and has been visiting him and Mojang AB.

But until something official is announced, this is all speculation. That said, Notch has been particularly quiet about the topic on Twitter. To me, that strongly suggests that something is up.

Source: Bloomberg

ID@Xbox Has Strings... Go Figure.

Subject: General Tech | December 10, 2013 - 08:59 PM |
Tagged: microsoft, consolitis

This is why certification is bad, folks.

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How bad? In this specific case it is not too annoying but it does limit both freedom of expression as well as business opportunities. On the Xbox 360, indie developers were required to be published by Microsoft and give their console exclusivity or launch date parity. Things are a bit more relaxed on the Xbox One with ID@Xbox permitting self-publish releases. Microsoft will work "on a case-by-case" for games that have already been released on other platforms.

But Australian developer, Witch Beam, is unable to launch on the Xbox One. They had enough resources for a PC release in January followed by PlayStation 4, Vita, and WiiU. They did not have enough manpower to include Xbox One in that second window. As such, unless Microsoft gives them a waiver based on press attention, "Assault Android Cactus" will not appear on the Xbox One.

Microsoft has been improving their policies since the Xbox 360. Still, because of the precedent they set, they can always change their agreements at any time. Retail certification? Yeah, that can be useful for end users. Platform certification? Big problems.

Source: Eurogamer