Subject: Storage | January 10, 2019 - 02:16 PM | Jeremy Hellstrom
Tagged: Mushkin, ces 2019, carbon x100, Source 2, carbon z100, helix-l, pilot-e, M.2, thunderbolt
Mushkin launched a number of new storage products at CES and they passed on a bit of information on them for you to peruse.
Pilot-E - M.2 2280 PCIe SSD
Featuring Silicon Motions SM2262EN Controller and Mushkin’s M.E.D.S. the Pilot-E brings high performance with low power consumption to Mushkin’s 2019 product line-up. Offering PCIe x4 NVMe 1.3, twice the capacity*, and 30%* more performance of its previous generation.
- Built-in LDPC ECC provides the most-powerful data correction level in use today
- End-to-end data path protection
- Data shaping means greater endurance
- StaticDataRefresh ensures data integrity
- Global wear-leveling evens program/erase counts across data blocks to extend lifespan
Helix-L - M.2 2280 PCIe SSD
Equipped with the Silicon Motion SM2263XT and cutting-edge 96-layer micron 3D TLC NAND your computer will have the power and responsiveness to help your productivity soar. Experience amazing gaming performance, seamlessly edit and share 360 video, and enjoy fantastic 4K Ultra HD entertainment– all with the lightning fast data transfers.
You will benefit from the same security and longevity as with the Pilot-E series.
Source 2 – 2.5” SATA III SSD
Designed using Silicon Motion's SM2259 controller and 96-layer 3D TLC NAND, the Source 2 holds nothing back.
Carbon X100 – External USB 3.1 Gen2 SSD
The Carbon X100 will transform the way you game and streamlines storage intensive workflows. Get stunning sequential read/write speeds of 1,000/1,000 MB/s, up to 500% faster writes than a standard USB 3.0 flash drive. Compatible with PC and Mac right out-of-the-box, also XBOX and PS4 Compatible, Type-C to Type-A cable included.
Carbon Z100 – External Thunderbolt SSD
Equipped with Thunderbolt 3 and an all-aluminum enclosure, the Carbon Z100 with Thunderbolt 3 is perfect for the vital high-performance photo and video editing applications your work requires.
New Line of AMD Ryzen compatible OC Memory Modules.
There is also a new series of Mushkin Redline DIMM kits specifically for that new Ryzen chip you are eyeing.
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: General Tech | August 12, 2014 - 09:00 PM | Scott Michaud
Tagged: valve, source engine, Source 2, DOTA 2
While it may not seem like it in North America, we are in a busy week for videogame development. GDC Europe, which stands for Game Developers Conference Europe, is just wrapping up to make room for Gamescom, which will take up the rest of the week. Valve will be there and people are reading tea leaves to find out why. SteamOS seems likely, but what about their next generation gaming engine, Source 2? Maybe it already happened?
Valve is the most secretive company with values of openness that I know. They are pretty good at preventing leaks from escaping their walls. Recently, Dota 2 was updated to receive new features and development tools for user-generated maps and gametypes. The tools currently require 64-bit Windows and a DirectX 11-compatible GPU.
Those don't sound like Source requirements...
And the editor doesn't look like Valve's old tools.
Video Credit: "Valve News Network".
Leaks also point to things like "tf_imported", "left4dead2_source2", and "left4dead2_imported". This is interesting. Valve is pushing Dota 2, their most popular, free-to-play game into Source 2. Also, because it is listed as "tf" rather than "tf2", like "dota" is not registered as "dota2" but "left4dead2" keeps its number, this might mean that the free-to-play Team Fortress 2 could be in a perpetual-development mode, like Dota 2. Eventually, it could be pushed to the new engine and given more content.
As for Left4Dead2? I am wondering if it is intended to be a product, rather than an internal (or external) Source 2 tech demo.
Was this what brought Valve to Gamescom, or will be be surprised by other announcements (or nothing at all)?
Subject: General Tech | August 7, 2013 - 02:56 AM | Scott Michaud
Tagged: valve, Source 2, L4D3
Valve is a secretive company and it is rare, but possible, to get a leak out of them.
How does Valve count to 3? On their fingers first, apparently.
Now, once they know, practice it for the next half of their life.
PC Gamer was lucky. A portion of Valve's corporate changelog was photographed and somehow made its way into their possession. Due to the condition of their picture, more commonly known as "low resolution and bad", I am guessing someone was... phoning it in... at work that day. A couple of entries are a little more serious than I am:
Pardon the ugliness and eyebleed: my attempt is to make text more visible.
Click to make larger or check out the original at PC Gamer.
Update: Or, thanks to one of our readers, a *much* better version at imgur.
- [Source2] Changed typedef for ENTITYFUNCPTR to point to a CEntityInstance member instead of a CB...
- [Source2] Changed L4D3's test_networking unit test to use the devtest level again. Ran assert-free...
- [Source2] Restored L4D3's devtest unit test. Ran locally 6 times without an assert. There may be an...
Looking into patterns, I would expect that all changes tagged with the yellow "2" refer to a Source Engine 2 change. If true, that would add the following four entries, alongside the above three, referring to Valve's next-generation of video game engines.
- Getting VScript running on the client: Created tier4 interface VSCRIPT_SERVICE_INTERFACE_CLIEN...
- Auto-submit of game binaries - built from revision 1858395... Changes included in this submit: Chang...
- Auto-submit of game binaries - built from revision 1858344... Changes included in this submit: Chang...
- Added model_editor support for creating a blank vagrp->SplitQC translator into own file in model...
I have the feeling that a few little nuggets can be extracted from these entries if left to the crowd. First and foremost, Valve is a very productive company; these entries illustrate just an hour of development time. Valve caffeine consumption aside, production of Left 4 Dead 3 seems to be ramped up to a decent level. They are at the point of testing networking code modules which, I expect, occurs after the prototyping phase.
Have any reading to add from these tea leaves?