Subject: General Tech | April 1, 2017 - 07:54 PM | Scott Michaud
Tagged: Unity, pc gaming, vulkan
If you are a perpetual license holder for Unity 5.x, then your last free update has just arrived. Unity 5.6 brings Vulkan for Windows, Linux, and Android. I just installed the new version and checked to see which graphics APIs it uses on Windows when you uncheck the auto box, and the list comprises of DirectX 11 and DirectX 9. It’s possible that auto could be choosing Vulkan, but I’m not going to query which process is loading which DLL under a variety of conditions. If you’re interested in Unity development, go to File -> Build Settings -> Player Settings -> Other Settings and choose the load order of your APIs, using the + button to add one that’s not there by default.
The lighting system should be more impressive, though. In Unreal Engine 4, I’m used to having dynamic lighting until I stop everything and start a lighting bake. When it’s done, I have static lighting until I invalidate it with a change (and the level is set to invalidate light maps on changes). In Unity 5.6’s case, though, it will just slowly replace the light maps as they are calculated, getting progressively higher quality. Since you can notice problems at low quality, you only need to wait as long as it’s required to see the errors, which speeds up development.
In terms of platforms, Unity 5.6 adds Daydream, Cardboard, Nintendo Switch, and WebAssembly.
Subject: General Tech | March 28, 2017 - 02:55 AM | Scott Michaud
Tagged: starcraft, pc gaming, blizzard
On the night of the GSL Season 1 finals, and the week of StarCraft’s 19th birthday, Blizzard made a couple of announcements associated with the game. First, the game will receive a patch (1.18a) with an official observer mode, improved support for Windows 7, 8.1, and 10, support for the UTF-8 character set, and a couple of bug fixes.
It will also be made free. Anyone can download and play it.
But... if you want a graphical upgrade, Blizzard also announced the (not free) StarCraft Remastered edition. This will arrive in the summer, and it will include new audio and artwork, bringing the early-Windows 9x graphics up to 4K (with 1080p cutscenes). The gameplay will be the same, to the point of even being cross-play compatible with the original game’s multiplayer. The addition of Battle.net skill-based matchmaking will apparently be exclusive to owners of the Remastered edition, though.
The 1.18a patch will arrive in a couple of days, making the original (non-Remastered) game free. The Remastered edition will arrive in the summer, but no word on price yet.
Subject: General Tech | March 2, 2017 - 02:59 AM | Scott Michaud
Tagged: Oculus, VR, pc gaming
Alongside the release of Robo Recall from Epic Games, which is free of you own an Oculus Rift and the Oculus Touch controllers, Oculus has changed up how you can purchase the Oculus Rift. As was the case since the Touch controllers shipped, the Oculus Rift is bundled with these motion controllers. The difference is that, now, the bundle will cost $598 USD. This is a $200 reduction in price compared to someone who purchased the headset and the controllers separately last week. The controllers, alone, are now $99 USD.
So this is interesting.
According to recent statements by Gabe Newell, who is obviously in the HTC Vive camp, the VR market doesn’t have “a compelling reason for people to spend 20 hours a day in VR”. This assertion was intended to dispel the opinion that a price cut would help VR along. From his perspective, VR will have a huge bump in resolution and frame rate within one or two years, and current headsets are basically the minimum of adequacy.
So, from both a software and technology standpoint, VR can benefit from more time in the oven before tossing it down the garbage disposal. I see that point and I agree with it, but only to a point. A price reduction can still help in several ways. First, the games industry has made some drastic shifts toward the individual. Free tools, from IDEs to AAA-quality game engines, seem to be picking up in adoption. A high entry fee for a segment of that mind share will push those with creative ideas elsewhere.
But, probably more importantly, even if the market is small, pulling in more users makes it grow. The more lead users that you can acquire, the more risk can be attempted, which will make an even better situation for whenever we need to start considering mass market. Imagine if a factor of two increase in user base would be enough for Microsoft (or Linux distros) to consider virtual desktops for VR. If we reach that threshold a year or two sooner, then it will have a more significant impact on the value for mainstream users whenever the technology catches up to their interest.
And yes, this is coming from the guy who is currently surrounded by four monitors...
Anyway, rant aside, Oculus has jumped in to a significant price reduction. This should get it into the hands of more people, assuming the injunction order doesn’t get accepted and drop on them like a hammer.
Subject: General Tech | March 1, 2017 - 08:12 PM | Scott Michaud
Tagged: VR, pc gaming, openxr, Khronos
While the Vulkan update headlines the Khronos Group’s presence at GDC 2017, they also re-announced their VR initiative, now called OpenXR. This specification wraps around the individual SDKs, outlining functionality that is to be exposed to the application and the devices. If a device implements the device layer, then it will immediately support everything that uses the standard, and vice-versa.
OpenVR was donated by Valve, leading to OpenXR...
... because an X is really just a reflected V, right?
Like OpenGL and Vulkan, individual vendors will still be allowed to implement their own functionality, which I’m hoping will be mostly exposed through extensions. The goal is to ensure that users can, at a minimum, enjoy the base experience of any title on any device.
They are aiming for 2018, but interested parties should contribute now to influence the initial release.
Subject: General Tech | February 26, 2017 - 12:13 AM | Scott Michaud
Tagged: valve, pc gaming
When VR started to take off, developers begun to realize that audio is worth some attention. Historically, it’s been difficult to market, but that’s par for the course when it comes to VR technology, so I guess that’s no excuse to pass it up anymore. Now Valve, the owners of the leading VR platform on the PC have just released an API for audio processing: Steam Audio SDK.
Image Credit: Valve Software
First, I should mention that the SDK is not quite open. The GitHub page (and the source code ZIP in its releases tab) just contain the license (which is an EULA) and the readme. That said, Valve is under no obligation to provide these sorts of technology to the open (even though it would be nice) and they are maintaining builds for Windows, Mac, Linux, and Android. It is currently available as a C API and a plug-in for Unity. Unreal Engine 4, FMOD, and WWISE plug-ins are “coming soon”.
As for the technology itself, it has quite a few interesting features. As you might expect, it supports HRTF out of the box, which modifies a sound call to appear like it’s coming from a defined direction. The algorithm is based on experimental data, rather than some actual, physical process.
More interesting is their sound propagation and occlusion calculations. They are claiming that this can be raycast, and static scenes can bake some of the work ahead-of-time, which will reduce runtime overhead. Unlike VRWorks Audio or TrueAudio Next, it looks like they’re doing it on the CPU, though. I’m guessing this means that it will mostly raycast to fade between versions of the audio, rather than summing up contributions from thousands of individual rays at runtime (or an equivalent algorithm, like voxel leakage).
Still, this is available now as a C API and a Unity Plug-in, because Valve really likes Unity lately.
Subject: General Tech | February 19, 2017 - 05:07 PM | Scott Michaud
Tagged: pc gaming, blizzard, windows, EoL
Most companies have already abandoned Windows XP and Vista, including Microsoft once Vista leaves extended support in April, but Blizzard is known for long-term support. This is the company that is still selling Diablo 2, even producing retail disks for it last I checked, almost seventeen years after it was released (including a patch last year).
Later this year, World of Warcraft, StarCraft II, Diablo III, Hearthstone, and Heroes of the Storm will no longer support Windows XP or Vista. This will not all happen at once, even though it would actually make less sense if they did. I mean, why would they coordinate several teams to release a patch at the same time and maximize annoyance to the affected users who cannot schedule or afford an upgrade at that specific time?
Although, if that’s you, then you should probably get around to it sooner than later.
Subject: General Tech | February 4, 2017 - 11:54 PM | Tim Verry
Tagged: windows insider, Windows Game Mode, windows 10, pc gaming, creators update, beta
Last month Microsoft confirmed that a new "Game Mode" would be part of the upcoming Windows 10 Creator's Update planned for a spring release ("early 2017"). Microsoft has recently started rolling out the Game Mode to its beta testers in the latest Windows Insider preview build (for those on the fast track anyway, I am currently on the slow ring and do not have Game Mode yet). Now that it is rolled out in preview form, gamers have naturally started benchmarking it, and PC Games News has posted an article on their testing of the new feature and their findings on two Win32 and one UWP game. Not to spoil the results, but at this point Game Mode does not appear to offer anything and can even result in less frames per second with it turned on with its only saving grace being that in some situations it does offer increased performance when the Game DVR feature is also being used to record gameplay. They tested both a NVIDIA GTX 1060 and an AMD RX 480, and Game Mode in it's current preview software on a preview OS appears to have more benefits for NVIDIA while the AMD card PC Games News tested mostly just did it's thing regardless of whether Game Mode was turned on or off (heh, not necessarily a bad thing).
With Game Mode now rolling out to Windows Insiders, there is more information on how Microsoft plans to implement it. Rather than hiding it in the Xbox app, Microsoft has thankfully put it in the main settings app under the Gaming category and users access it by bringing up a Game Bar menu in-game for those games that support it (PC Games News noted Doom and GTA V did not work). Game Mode is an OS-level feature that will dedicate a certain amount of CPU threads to the game when it is turned on and leaves the remaining threads to be used by background processes (which themselves are reportedly minimized). Currently, this seems to work better with multi-threaded games and older games that were coded to only use one or two threads may not see any benefit in turning Game Mode on (and it may actually result in lower FPS). To Microsoft's credit, they are not over promising with Game Mode and note that it should be good for around 2% better performance when enabled with Game Mode having a bigger impact on UWP titles.
I encourage you to check out the PC Games News article where they have their benchmark results presented in a number of bar graphs. Most of the tests saw little to no benefit from using Game Mode, but not a negative effect. Some games like Hitman saw a 6% increase in average frames per second on the GTX 1060. On the other side of things, Forza Horizon 3 (ironically, a UWP game) performance actually drops when Game Mode is turned on to the tune of 13% to 23% less FPS with the RX 480 and 9% to 15% less with the GTX 1060. As far as Tomb Raider, things are more in the middle and things stay the same or get slightly better minimum frames per second when Game Mode and Game DVR are both turned on (though oddly there is a result in there that shows a performance drop with Game Mode on and Game DVR off).
It ia also worth noting that overall, the trend seems to be that Game Mode is going to be most beneficial at increasing the minimum frame rates on games with the Game DVR feature is being used moreso than getting overall maximum or average FPS out of a game. The biggest hurdle is going to be game compatiblity, especially for older games, and Microsoft tweaking things so that at worst Game Mode won't tank performance (like it currently does with Hitman minimum frame rates when Game Mode is on but DVR is off) and things will stay the same as if Game Mode was not on at all and at best gamers will get slightly smoother gameplay.
Right now Game Mode is not compelling, but it is still a work in progress and if Microsoft can get Game Mode right it could be a useful addition (and incentive to upgrade to Windows 10 is probably why they are interested in pursuing this feature) and could come in handy especially on gaming laptops! I am not writing off the feature yet, and neither should you, but I do hope that compatibility is improved and the performance hits are reduced or eliminated when it is enabled. My guess is that the games that will work well with Game Mode are going to be almost all newer games and especially games that are developed post Creator's Update final release with Game Mode in mind.
Hopefully we can use our frame rating on the final product to see how well it truly works as far as user experience and smooth gameplay. What are your thoughts on Windows 10's Game Mode?
Subject: General Tech | January 27, 2017 - 10:11 PM | Scott Michaud
Tagged: valve, pc gaming, steam
A little late on this one, but it’s been on my backlog for quite a while and I think it’s worthy of “public service announcement” status. Last week, Valve published a new Steam Client feature that allows users to relocate specific games to other folders. Just right-click on any installed games, click “Properties”, click the “Local Files” tab, then click “Move Install Folder...”.
So yeah, if you want to switch games to and from an SSD, the Steam Client can do it for you. You could always do it by shutting down Steam Client, moving the folder between two folders that Steam tracks, and restarting the client. I have experienced some situations where the Steam Client then looks at the files, determines that they’re invalid, and redownloads them. While I that just happened to align with a new patch or something, it’s a moot point now that Steam Client just does it for you.
So yeah, if you didn’t already find out about this: enjoy.
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 16, 2017 - 02:18 PM | Scott Michaud
Tagged: speedrun, pc gaming, gdq
About a day and a half ago, Games Done Quick finished up their AGDQ 2017 event with a pacifist run of the PC indie title, Undertale. Over the course of the previous week, the marathon brought in over 2.2 million dollars for the Prevent Cancer Foundation. (As I write this, the current amount is $2,218,130.30 USD, which might still go up a little with late donations.)
This total smashed the previous record, set two years ago at AGDQ 2015, of 1.576 million USD. Moreover, this was the first Games Done Quick event to bring in more than a million dollars on the last day. Based on last year’s totals, it looked a bit like Games Done Quick was going to plateau at about 1.2 to 1.5 million per event, which is amazing, but this new record points to potential that I’m not even sure Games Done Quick knew existed.
I’d be interested to see what the organizers attribute the increase to. The schedule was intended to be a departure from typical with a few interesting decisions, such as shelving Super Mario 64, ending with Undertale instead of a classic JRPG, and making the blocks less obvious. At the same time, the partnership with Namco Bandai, particularly the huge prize pool on the last day, drew a lot of $125-and-up donations, leading to the comment tracker crashing in the setup block. (It crashed a few times on the last day.) Whatever the cause was, something worked, and we’ll need to see how SGDQ 2017 and AGDQ 2018 live up to these new expectations.
Speaking of which, SGDQ 2017 will be in Minneapolis, Minnesota on July 2nd through July 9th.