Subject: General Tech, Shows and Expos | March 14, 2015 - 07:30 AM | Scott Michaud
Tagged: vive vr, vive, valve, re vive, Portal 2, Portal, mwc 15, MWC, htc, gdc 15, GDC
At the recent Game Developer Conference and Mobile World Congress events, Valve had a demo for HTC's Vive VR system that was based in the Portal universe. The headset is combined with two controllers, one for each hand, which sound like a cross between Valve's Steam Controller and the Razer Hydra.
When HTC briefed journalists about the technology, they brought a few examples for use with their prototype. C|Net described three: a little demo where you could paint with the controllers in a virtual space, an aquarium where you stand on a sunken pirate ship and can look at a gigantic blue whale float overhead, and a Portal-based demo that is embedded above. I also found “The Gallery” demo online, but I am not sure where it was presented (if anywhere).
Beyond VR, the Source 2 engine, which powers the Portal experience, looks good. The devices looked very intricate and full of detail. Granted, it is a lot easier to control performance when you are dealing with tight corridors or isolated rooms. The lighting also seems spot on, although it is hard to tell whether this capability is dynamic or precomputed.
The HTC Vive developer kit is coming soon, before a consumer launch in the Autumn.
Subject: General Tech | March 12, 2015 - 02:09 PM | Ken Addison
Tagged: western digital, vulkan, video, SSD 750, Re+, raptr, r9 390x, podcast, nvidia, Mantle, Intel, imagination, gtx 960, gsync, gdc 15, freesync, Broadwell, amd
Join us this week as we wrap up news from GDC 2015, FreeSync Release Date, Vulkan and Mantle, and more!
The URL for the podcast is: http://pcper.com/podcast - Share with your friends!
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Hosts:Ryan Shrout, Jeremy Hellstrom, Josh Walrath, Allyn Malventano, and Paul Heimlich
Program length: 1:42:16
Who the hell is this guy? Paul from Paul’s Hardware
Week in Review:
0:18:45 ASUS X99-A Motherboard Review
News item of interest:
GDC 2015 Wrapup
1:09:40 More 4GB GTX 960s
Hardware/Software Picks of the Week:
Subject: Graphics Cards, Mobile, Shows and Expos | March 7, 2015 - 07:00 AM | Scott Michaud
Tagged: vulkan, PowerVR, Khronos, Imagination Technologies, gdc 15, GDC
Possibly the most important feature of upcoming graphics APIs, albeit the least interesting for enthusiasts, is how much easier driver development will become. So many decisions and tasks that once laid on the shoulders of AMD, Intel, NVIDIA, and the rest will now be given to game developers or made obsolete. Of course, you might think that game developers would oppose this burden, but (from what I understand) it is a weight they already bear, just when dealing with the symptoms instead of the root problem.
This also helps other hardware vendors become competitive. Imagination Technologies is definitely not new to the field. Their graphics powers the PlayStation Vita, many earlier Intel graphics processors, and the last couple of iPhones. Despite how abrupt the API came about, they have a proof of concept driver that was present at GDC. The unfinished driver was running an OpenGL ES 3.0 demo that was converted to the Vulkan API.
A screenshot of the CPU usage was also provided, which is admittedly heavily cropped and hard to read. The one on the left claims 1.2% CPU load, with a fairly flat curve, while the one on the right claims 5% and seems to waggle more. Granted, the wobble could be partially explained by differences in the time they chose to profile.
According to Tom's Hardware, source code will be released “in the near future”.
Subject: General Tech, Shows and Expos | March 6, 2015 - 06:08 PM | Scott Michaud
Tagged: unreal engine 4, gdc 15, GDC
I am not quite sure if the Game Developers Conference led to this video being released, or if it was just a coincidence. This is the sole work of Alexander Dracott, a visual effects, lighting, and shader artist who has been employed at Sucker Punch and Sony Online Entertainment. He works for a studio in Bellevue, Washington, USA doing VR demos, which sounds like Valve but is probably someone else entirely.
Basically, it is a forest scene that is rendered in Unreal Engine 4. It is convincing, despite a little macroblocking from Vimeo compression (or its source). Even the falling leaves cast appropriate shadows. Granted, he never mentions his computer's specifications, which could make a difference in how many features he could get away with enabling. Either way, the art would even be amazing in a non-realtime scene, let alone Unreal Engine 4.
A couple of days later, he posted pictures of the same scene in an autumn time frame (same link). I guess that I should keep coming back to this thread, just in case it gets a Winter update or something. Awesome work!
Subject: General Tech, Shows and Expos | March 6, 2015 - 03:57 PM | Scott Michaud
Tagged: xbox one, xbox, microsoft, gdc 15, GDC, controller
During his keynote speech, Phil Spencer of Microsoft announced a wireless adapter for PC. It can apparently be used to connect any wireless Xbox One peripheral on Windows 10. If you watch the presentation, the statement occurred at about 36 minutes and 30 seconds in. It was just a brief acknowledgement of its existence this year.
A similar device existed for the Xbox 360, pictured above, and I used it heavily with controller-friendly games (until the adapter died abruptly). I was not a fan of the directional pad, of course, but the rest of the controller suited the games that I play without a mouse and keyboard. I also used the adapter with the Xbox 360 wireless headset, which was surprisingly good (especially at removing speaker noise).
On the same day, Neowin acquired a leak that claims the company is looking to create a new Xbox One controller. They expect that, if the project doesn't get killed internally, we will see the new controller at E3 2015 in June. The design is supposed to focus on first person shooters and driving titles, but nothing else is known about it. We'll see.
Subject: General Tech | March 6, 2015 - 01:54 AM | Tim Verry
Tagged: valve, Steam Controller, peripheral, gdc 2015, gdc 15, gaming, controller
Valve has given the elusive (vaporous? heh, I'll leave the good puns to Scott) Steam Controller a release date and several refinements to the design. Slated for a November 2015 launch, the Steam Controller will ship with most of the Steam Machines offered by OEMs. Users will also be able to purchase controllers directly from Valve (via Steam) for $49.99.
The final controller features a curved design with lots of rounded edges (no sharp angles here), large handles and dual circular programmable trackpads. The four button d-pad has been replaced by an analog stick while the four A, B, X, and Y buttons sit where a second thumb stick traditionally resides.
A circular Steam button and two smaller buttons finish out the face controls.
The two large (and despite my impressions from photos apparently ergonomic) handles each host two dual stage (analog and/or digital) triggers on the top and a button on the underside of the controller.
The Steam Controller is powered by two replaceable AA batteries and is wireless.
Users will be able to create and save custom configurations to their Steam profiles as well as share those custom settings with other Steam users. This should make adoption a bit easier since you will be able to jump into games with a recommended configuration that other users report works well. Or at least it will be a better starting point for your own custom settings rather than being thrown to the wolves with a new and unfamiliar controller. I think it is going to take practice to get good at this even with the jumpstart on suggested configurations though.
It will be available in November (Steam Store page link) for $49.99 which is just cheap enough that I will likely pick one up just to try it out and see what the hype is about. If it is as comfortable as some writers (who have gotten hands on time with them at GDC) are claiming, I’m willing to give it a shot now that it includes a thumb stick (I think I need to be eased into this dual trackpad setup).
Engadget has several more photos from the GDC show floor that are worth checking out.
What do you think about the final Steam Controller?
Subject: General Tech | March 6, 2015 - 12:46 AM | Tim Verry
Tagged: SteamOS, Steam Machine, maingear, gdc 2015, gdc 15, gaming, drift
Maingear is joining the Steam Machine fray at the Games Developers Conference with its announcement of the upcoming Drift Steam Machine. The Drift is a configurable small form factor gaming PC that will come equipped with Valve’s SteamOS operating system in November.
Maingear’s new Steam Machine uses a small aluminum unibody chassis with optional Glasurit automotive paint to create an exceptionally attractive gaming console. It comes in two base systems – the Maingear Drift and the Maingear Drift SS – from which users can further customize based around the Intel H81 and Z97 chipsets respectively.
The Drift is the entry level system starting at $949. This system includes a MSI H81-i motherboard, Intel Pentium Anniversary Edition G3258 processor, 8GB Corsair Vengeance 1600 MHz memory, a NVIDIA GTX 750 Ti, 500GB Seagate Barracuda hard drive, 8x DVD drive, and a 450W Silverstone power supply.
Maingear’s Drift SS takes things up a notch by moving to a Gigabyte GA-Z97N-WIFI motherboard, Intel Core i5-4590 processor paired with Maingear’s Epic 120 Supercooler closed-loop water cooler, a NVIDIA GTX 970 GPU, and a 250GB Samsung 850 EVO in addition to that 500GB hard drive in the Drift PC. The higher end liquid cooled Drift SS starts at $1,949.
The Drift SS comes at a hefty premium but it sure would look impressive in your entertainment center!
Maingear is offering up the systems for pre-order today and will start shipping the customize-able systems next month. Note that systems shipped before November will come with Windows 8.1 x64 and not SteamOS (though you can emulate the experience by booting Windows into Steam Big Picture Mode or installing the beta yourself).
Subject: General Tech, Shows and Expos | March 5, 2015 - 10:40 PM | Scott Michaud
Tagged: valve, source engine, Source 2, gdc 15, GDC
At the Game Developers Conference, Valve has formally announced the Source 2 engine and that it would be free for content developers. At the same time, they committed to releasing a version of it that is compatible with Vulkan, the graphics API from the Khronos Group that we have been talking about a lot over the last couple of days. Of course though, free can mean many things. As it turns out, there is one string attached: the game must be made available on Steam at launch. It can be available elsewhere too, but Steam must be one of the launch retailers.
I do wonder what will happen if someone makes a title that Steam refuses to publish. Of course, the natural thought is “What if Valve refuses to publish for content reasons?” That is an interesting thought, and maturity is one area that many other engines (like Unreal) do not restrict, but it is not the only concern (and Gabe Newell is quite laissez-faire with his -- albeit loosely defined -- content guidelines). What if your content simply does not make it on Steam? For instance, with is someone creates a title in Source 2 and has a failed attempt at Greenlight because it was unpopular? Are you then unable to publish your content through alternative channels, too? This seems like something that Valve will need to provide a little clarification on.
Try as I might, I could not find a release date for Source 2, however. It will arrive when it does.
Subject: Graphics Cards | March 5, 2015 - 04:46 PM | Ryan Shrout
Tagged: GDC, gdc 15, amd, radeon, R9, 390x, VR, Oculus
Don't get too excited about this news, but AMD tells me that its next flagship Radeon R9 graphics card is up and running at GDC, powering an Oculus-based Epic "Showdown" demo.
Inside the box...
During my meeting with AMD today I was told that inside that little PC sits the "upcoming flagship Radeon R9 graphics card" but, of course, no other information was given. The following is an estimated transcript of the event:
Ryan: Can I see it?
Ryan: I can't even take the side panel off it?
Ryan. How can I know you're telling the truth then? Can I open up the driver or anything?
Ryan: GPU-Z? Anything?
Well, I tried.
Is this the rumored R9 390X with the integrated water cooler? Is it something else completely? AMD wouldn't even let me behind the system to look for a radiator so I'm afraid that is where my speculation will end.
Hooked up to the system was a Crescent Bay Oculus headset running the well-received Epic "Showdown" demo. The experience was smooth though of course there were no indications of frame rate, etc. while it was going on. After our discussion with AMD earlier in the week about its LiquidVR SDK, AMD is clearly taking the VR transition seriously. NVIDIA's GPUs might be dominating the show-floor demos but AMD wanted to be sure it wasn't left out of the discussion.
Can I just get this Fiji card already??
Subject: General Tech | March 5, 2015 - 12:17 AM | Tim Verry
Tagged: syber, CyberPowerPC, steam os, gaming, gdc 15, gdc 2015
Syber, a new division of CyberPowerPC, announced plans to launch a slew of Steam OS-powered living room PCs this fall. There are six Steam Machines planned in all, with prototypes being shown off at the Games Developer Conference (GDC) this week.
So far, CyberPowerPC has revealed the Syber Steam Machine-E, Syber Steam Machine-P, and Syber Steam Machine-K. At the low end sits the Steam Machine-E with an unspecified quad core AMD processor and NVIDIA GTX graphics card starting at $449. For $100 more, you can step up to the Steam Machine-P with a dual core Intel Pentium G3258 CPU clocked at 3.2GHz and an AMD Radeon R9 270X. Finally, the Steam Machine-K sits at the high end with an Intel Core i5-4690K processor and a NVIDIA Geforce GTX 970.
Syber also hinted at an exclusive orange clad Steam Machine through CyberPowerPC for $1,399.
Of course, these are merely starting prices and users will be able to further customize them when ordering. This is CyberPowerPC’s second stab at breaking into the living room with the SteamOS partnership. Interestingly, they have managed to shave a bit off the cost of the lowest end model and added several more tiers compared to the initial series launched at last year’s CES.