Subject: General Tech | March 4, 2018 - 05:21 PM | Scott Michaud
Tagged: Nintendo, amd, ati
I came across an interesting blog post describing how Super Mario Sunshine, with its Gamecube-era hardware, rendered water. While it mostly seems like a simple multi-texture panning effect to get the waves, the crux of the post is an interesting trick that Nintendo used to get around not having programmable shaders in their hardware: how do they emulate the Brewster’s angle?
Each of the stages are given WebGL 2 canvas examples.
The answer is pretty clever: load different textures into your various mipmap levels. Along with correcting the artifacts associated with sharp textures being viewed far away, it gives Nintendo the opportunity to draw something different. In Super Mario Sunshine, this corresponded to brighter wave glare textures at the distance that would look like the angle that polarized light reflects on.
It will be an inaccurate effect, of course, but there wasn’t much that Nintendo could do without running a script at each pixel that actually knows properties of the scene. It also depends on the resolution being drawn, which is tightly controlled in a standard-definition console, but it is a source of headaches for emulator developers.
Subject: General Tech | March 22, 2017 - 01:07 PM | Jeremy Hellstrom
Tagged: Nintendo, Nintendo Switch, Joy-Con
The Nintendo Switch seems to be rather popular around these parts but it would seem that not all is wonderful in the land of Zelda. There have been a slew of reports that the Joy-Cons which Nintendo shipped initially have wireless connectivity issues which interfered with users abilities to use them. Some enterprising minds cracked the controller open and added a wire to enhance the range and reliability of the Joy-Con's connection. Ars Technica reports that Nintendo is now offering a fix to customers who are experiencing this issue, they will pay for the shipping back and forth to the repair depot and at least in one case the turnaround was five days. The fix is a piece of metal-coated conductive foam which should allow you to enjoy your new toy; Nintendo have modified the new models they are shipping to ensure new customers do not run into this problem.
"Opening up the fixed controller showed that Nintendo didn't have to do much to correct the connection issue. The only apparent difference is a small piece of black foam sitting on top of the corner of the controller board that houses the Bluetooth antenna trace."
Here is some more Tech News from around the web:
- 6 Hot Internet of Things (IoT) Security Technologies @ Linux.com
- What should password managers not do? Leak your passwords? What a great idea, LastPass @ The Register
- Microsoft cloud TITSUP: Skype, Outlook, Xbox, OneDrive, Hotmail down @ The Register
- Fix-a-Brick: Fighting the Nexus 5X Bootloop @ Hack a Day
- Why American Farmers Are Hacking Their Tractors With Ukrainian Firmware @ Slashdot
- Google's stock rating downgraded as YouTube ad boycott contagion goes global @ The Register
- Linksys WRT3200ACM AC3200 MU-MIMO Gigabit WiFi Router @ eTeknix
- Can Bixby and the Galaxy S8 Save Samsung? @ Hardware Secrets
- PC Customiser XSplit Streamer Pro X System @ Kitguru
Subject: General Tech | March 6, 2017 - 07:01 AM | Scott Michaud
Tagged: switch, Nintendo, gamepad
While mouse and keyboard is awesome for many games, a few benefit from the layout of a gamepad (or the way it’s used). There was a drought in these for a few years, particularly around the ~2007 time-frame, but this console generation provides us PC gamers with quite a few competent options. When they launched, both the PS4 and the Xbox One allowed their controllers to be used on the PC, and both eventually provided wireless adapters to make it function. Microsoft did it for Windows 10, and Sony did it for PlayStation Now. Even Valve got their Steam Controller out there, which is definitely an alternate alternative, like it or hate it. Personally, I’ve never tried.
While Nintendo hasn’t really ever supported the PC market, apart from, like, Mario is Missing, their Bluetooth-based controllers also never really tried to block PCs from using them. Apparently, the Nintendo Switch is no exception, and its Pro Controller seemingly just connects with the old gamepad API.
This isn’t supported, so it’s probably best to not go out and buy it for the PC, but feel free to try it if you already have a Switch and Pro Controller (and a Bluetooth adapter for your PC).
Subject: Systems, Mobile | March 4, 2017 - 07:01 AM | Scott Michaud
Tagged: Tegra X1, teardown, switch, nvidia, Nintendo
Here at PC Perspective, videos of Ryan and Ken dismantling consoles on their launch date were some of our most popular... ever. While we didn’t do one for the Nintendo Switch, GamersNexus did, and I’m guessing that a segment of our audience would be interested in seeing what the device looks like when dismantled.
As he encounters many chips, he mentions what, if anything, is special about them based on their part numbers. For instance, the NVIDIA SoC is listed as A2, which is apparently different from previous Maxwell-based Tegra X1 SoCs, but it’s unclear how. From my perspective, I can think of three possibilities: NVIDIA made some customizations (albeit still on the Maxwell architecture) for Nintendo, NVIDIA had two revisions for their own purposes and Nintendo bought the A2, or the A2 shipped with NVIDIA's Maxwell-based Shield and my Google-fu is terrible.
Regardless, if you’re interested, it should be an interesting twenty-or-so minutes.
Price and Other Official Information
Since our last Nintendo Switch post, the company had their full reveal event, which confirmed the two most critical values: it will launch on March 3rd for $299.99 USD ($399.99 CDN). This is basically what the rumors have pointed to for a little while, and it makes sense. That was last week, but this week gave rise to a lot more information, mostly from either an interview with Nintendo of America’s President and COO, Reggie Fils-Aimé, or from footage that was recorded and analyzed by third parties, like Digital Foundry.
From the GameSpot interview, above, Reggie was asked about the launch bundle, and why it didn’t include any game, like 1 - 2 - Switch. His response was blunt and honest: they wanted to hit $299 USD and the game found itself below the cut-off point. While I can respect that, I cannot see enough people bothering with the title at full price for it to have been green-lit in the first place. If Nintendo wasn’t interested in just eating the cost of that game’s development to affect public (and developer) perceptions, although they might end up taking the loss if the game doesn’t sell anyway, then at least it wasn’t factored into the system.
Speaking of price, we are also seeing what the accessories sell at.
From the controller side of things, the more conventional one, the Nintendo Switch Pro Controller, has an MSRP of $69.99 USD. If you look at its competitors, the DualShock 4 for the PlayStation 4 at $49 and the Xbox Wireless Controller for the Xbox One at the same price, this is notably higher. While it has a bunch of interesting features, like “HD rumble”, motion sensing, and some support for amiibos, its competitors are similar, but $20 cheaper.
The Switch-specific controllers, called “Joy-Con”, are $10 more expensive than the Pro Controller, at $79.99 USD for the pair, or just $49.99 USD for the left or right halves. (Some multiplayer titles only require a half, so Nintendo doesn’t force you to buy the whole pair at the expense of extra SKUs, which is also probably helpful if you lose one.) This seems high, and could be a significant problem going forward.
As for its availability? Nintendo has disclosed that they are pushing 2 million units into the channel, so they are not expecting shortages like the NES Classic had. They do state that demand is up-in-the-air a bit, though.
Subject: General Tech | January 18, 2017 - 08:13 PM | Scott Michaud
Tagged: pc gaming, ue4, Nintendo
Once again, one of CryZENx’s videos found its way into my YouTube recommendations list. This one outlines progress on their recreation of various Legend of Zelda: Ocarina of Time elements in Unreal Engine 4. While the graphics have been updated significantly, such as using inverse-kinematics for foot positioning, they have also remade the original pause menu, which wraps around the camera like a box (with no top or bottom).
If anyone is wondering, inverse-kinematics is an animation tool that focuses on goals, as opposed to individual rotations. Instead of bending a knee by X degrees and bending the hip by Y degrees, you say that the foot of the skeleton must be at some point, and the skeleton adjusts to make that happen. This is obviously much easier for animators to visualize in many situations, especially when trying to align to objects that you know will be in range of the skeleton, but not exactly where.
I’m not exactly sure how Nintendo hasn’t struck their Patreon and YouTube pages yet, given their reaction to other fan materials. I’m glad it’s up, though. They’re quite impressive homages to the games they love.
Subject: General Tech | January 10, 2017 - 12:34 PM | Jeremy Hellstrom
Tagged: Nintendo, NES Classic, hack
The newly released Nintendo NES Classic shipped with 30 classic old games baked into its retrotacular ROMs. It has now been hacked to be able to play any old game ROM you happen to be able to get your hands on, though of course you will have to make space as the storage capacity of this console is quite limited. There are several caveats to this of course, ROMs are called read only for a reason and rooting around in them can lead to unintended and possibly permanent consequences. There is also the source of your ROM to be considered, they tend to come from sources which could be considered slightly less than legitimate. If you are still interested take a peek over at The Inquirer.
"It was Russian retro gaming community GBX and a modder called Madmonkey that cracked the rebooted console, and it was Reddit users that seized on the opportunity, to give the hack a go."
Here is some more Tech News from around the web:
- You can still update to Windows 10 for free with Media Creation Tool @ Guru of 3D
- CES2017: Which Internet of Thing is Best Internet of Thing? @ Hack a Day
- Microsoft's latest Windows 10 Insider Build brings green BSOD, adds blue filter anyway @ The Inquirer
- Trello, hello, hello: Todo list biz gobbled by Atlassian for $425m @ The Register
- VNC server library gets security fix @ The Register
- Improved battery capacity? Sounds like my cup of tea @ Nanotechweb
- Is! Yahoo! dead?! Why! web! biz! will! rename! to! Altaba! – the! truth! @ The Register
- Scientists Predict Star Collision Visible To The Naked Eye In 2022 @ Slashdot
Subject: General Tech | December 23, 2016 - 02:12 AM | Scott Michaud
Tagged: virtual boy, Nintendo
A few weeks ago, The Ben Heck Show tore down and repaired a Virtual Boy, with plans on making it smaller and head-mounted in a future episode. While I am a couple weeks late on sharing the second video, Ben Heck and Karen Corbeill have completed their mod, and the device is now attached to a face shield mount. They call the new device “Virtual Man”, which of course they did.
One of the best parts about The Ben Heck Show (and other DIY video worklogs) is the tricks that you’ll see. In this case, Ben Heck explains how a typical scanner can be used to get fairly accurate 2D measurements of devices, because the image is formatted in inches. (He still verifies with a caliper, though, especially since they can have slight distortion on one axis.) This could be quite useful, especially if I end up doing more animations like my Cherry MX switches.
Vulkan 1.0, OpenGL 4.5, and OpenGL ES 3.2 on a console
A few days ago, sharp eyes across the internet noticed that Nintendo’s Switch console has been added to lists of compliant hardware at The Khronos Group. Vulkan 1.0 was the eye-catcher, although the other tabs also claims conformance with OpenGL 4.5 and OpenGL ES 3.2. The device is not listed as compatible with OpenCL, although that does not really surprise me for a single-GPU gaming system. The other three APIs have compute shaders designed around the needs of game developers. So the Nintendo Switch conforms to the latest standards of the three most important graphics APIs that a gaming device should use -- awesome.
But what about performance?
In other news, Eurogamer / Digital Foundary and VentureBeat uncovered information about the hardware. It will apparently use a Tegra X1, which is based around second-generation Maxwell, that is under-clocked from what we see on the Shield TV. When docked, the GPU will be able to reach 768 MHz on its 256 CUDA cores. When undocked, this will drop to 307.2 MHz (although the system can utilize this mode while docked, too). This puts the performance at ~315 GFLOPs when in mobile, pushing up to ~785 GFLOPs when docked.
You might compare this to the Xbox One, which runs at ~1310 GFLOPs, and the PlayStation 4, which runs at ~1840 GFLOPs. This puts the Nintendo Switch somewhat behind it, although the difference is even greater than that. The FLOP calculation of Sony and Microsoft is 2 x Shader Count x Frequency, but the calculation of Nintendo’s Switch is 4 x Shader Count x Frequency. FMA is the factor of two, but the extra factor of two in Nintendo’s case... ...
Yup, the Switch’s performance rating is calculated as FP16, not FP32.
Snippet from an alleged leak of what Nintendo is telling developers.
If true, it's very interesting that FP16 values are being discussed as canonical.
Reducing shader precision down to 16-bit is common for mobile devices. It takes less transistors to store and translate half-precision values, and accumulated error will be muted by the fact that you’re viewing it on a mobile screen. The Switch isn’t always a mobile device, though, so it will be interesting to see how this reduction of lighting and shading precision will affect games on your home TV, especially in titles that don’t follow Nintendo’s art styles. That said, shaders could use 32-bit values, but then you are cutting your performance for those instructions in half, when you are already somewhat behind your competitors.
As for the loss of performance when undocked, it shouldn’t be too much of an issue if Nintendo pressures developers to hit 1080p when docked. If that’s the case, the lower resolution, 720p mobile screen will roughly scale with the difference in clock.
Lastly, there is a bunch of questions surrounding Nintendo’s choice of operating system: basically, all the questions. It’s being developed by Nintendo, but we have no idea what they forked it from. NVIDIA supports the Tegra SoC on both Android and Linux, it would be legal for Nintendo to fork either one, and Nintendo could have just asked for drivers even if NVIDIA didn’t already support the platform in question. Basically, anything is possible from the outside, and I haven’t seen any solid leaks from the inside.
The Nintendo Switch launches in March.
Subject: Systems, Mobile | November 27, 2016 - 04:25 PM | Scott Michaud
Tagged: virtual boy, RISC, Nintendo, nec
I was one of the lucky kids who got a Virtual Boy, which was actually quite fun for nine-year-old me. It wasn’t beloved by the masses, but when you’re in a hotel, moving across the country, you best believe I’m going to punch that Teleroboxer cat in the head, over and over. It was quite an interesting piece of technology, despite its crippling flaws.
To see for yourself, Ben Heck published a full disassemble, with his best-guess explanations. He then performs a repair by 3D printing a clamp to put pressure on a loose ribbon connector.
From a performance standpoint, the Virtual Boy was launched with a 32-bit NEC RISC processor, clocked at 20 MHz. Keep in mind that, one, this is a semi-mobile, battery-powered device and, two, it launched around the same time as the original Pentium processor reached 120 MHz. The RAM setup is... unclear. I’m guessing PlanetVB accidentally wrote MB and KB to refer to “megabit” (Mb) and “kilobit” (kb) instead of “megabyte” and “kilobyte”, meaning the Wikipedia listing of 128KB VRAM, 128KB DRAM, and 64KB WRAM is accurate. The cartridge could also address up to an additional 16MB of RAM, meaning that specific titles could load as much as they need, albeit at a higher BOM cost. Shipped titles maxed out at 8KB of cartridge-expanded RAM, though.
Ben Heck’s video will be part of a series, where he will try to make it smaller and head-mounted.