Subject: General Tech | August 8, 2017 - 10:16 PM | Scott Michaud
Tagged: valve, pc gaming
During their The International tournament for Dota 2, Valve announced a whole new game and a whole new reason for Blizzard to be annoyed at them: Artifact. While the teaser doesn’t really say much, they allowed Sean Plott, better known as Day, discuss his experiences playing it.
Apparently, it’s a card combat game that is based on the Dota 2 universe. Borrowing from the MOBA formula, there are actually three boards, which he called lanes at one point, that you will need to balance your efforts between. Some strategies can push a single board, while others can just safely lean on all three (although I’m not sure whether the metagame will heavily favor one or the other... in practice).
It’s unclear whether Valve will use their own engine, or license a third-party engine like Unity, which was used by Blizzard for Hearthstone and Valve, themselves, for some of their VR content.
Artifact is expected at some time in 2018.
Subject: General Tech | August 5, 2017 - 09:17 PM | Scott Michaud
Tagged: pc gaming, valve, DOTA 2
Valve’s biggest DOTA 2 tournament, The International, is set to begin on Monday. While the initial prize pool was set at $1.6 million USD, that has since increased to $23,748,880 (and still rising). The format will be double-elimination, upper and lower brackets. The top eight qualifiers are in the upper bracket, where, if they lose, they will drop to the lower bracket (except the team that makes it to the grand finals -- they don’t get two lifes against the lower bracket competitor). The bottom eight qualifiers start in the lower bracket, where, if they lose, they’re out. All pairings are best-of-three, except the grand finals, which are best-of-five.
Like last year, they are doing a “DOTA VR Theater” for those with SteamVR-compatible hardware. This can be used for both replays and live games, including the ability to see the map at human-scale. I’m not sure if it has been significantly updated since last year, but, if you found it entertaining (or you didn’t experience it last year) then it might be something to check out.
The first match, Team Liquid vs Invictus Gaming, is scheduled to begin at 10am PDT (1pm EDT) on Monday!
Subject: General Tech | July 11, 2017 - 12:38 PM | Jeremy Hellstrom
Tagged: half life 3, valve, Gabe Newell
If you haven't spotted it yet, prepare to have your hopes dashed once again for there is a new Half-Life ... patch. Yes, the original game, which is old enough to drink in all of Canada, just received some patches to fix gameplay bugs and save issues. To add salt to the wound, most who want to revist the original will do so with Black Mesa which uses the updated Source engine. Considering that the original Half-Life was done on the Goldsource engine, it is hard to lend credence to the theories that this is in preparation for a launch of the third chapter of Gordon Freeman's really long and bad day. If you wish to torment yourself you can drop by The Inquirer for a link to the comment thread under the patch notes on Steam.
"LEGENDARY GAME Half-Life has just got an update, but naturally, users are not entirely satisfied and many would have preferred Half-Life 3 apparently. Valve announced the update on the Steam Blog and it is in the comments that the calls for the third version of the game come to life. We will come back to that though"
Here is some more Tech News from around the web:
- Amazon Prime Day: A roundup of the best tech deals @ The Inquirer
- Dealmaster: All the best Amazon Prime Day deals going on right now @ Ars Technica
- Ubuntu lands in the Windows 10 Store for Insiders @ The Inquirer
- Intel Purley expected to trigger replacement demand in enterprise market @ DigiTimes
- Court docs: WD has bid to buy Toshiba's memory business six times @ The Register
- The South Korean Cyberattacks – From Military To ATM @ TechARP
- Azure stacks, Office packs – and VR flacks: Here's Microsoft's Inspire news dump @ The Register
Subject: General Tech | June 6, 2017 - 08:48 PM | Scott Michaud
Tagged: valve, steam, pc gaming
As of today, June 6th, Valve has closed their Greenlight program. New submissions will not be accepted and voting has been disabled. Next week, starting on June 13th, Valve will open Steam Direct, which allows anyone to put their game on the platform for a deposit of $100 per title, which will be refunded once the title makes $1,000 in sales. Valve performs a light amount of testing on each game it receives, so it makes sense to have something that prevents you from drowning upon the opening of the flood gates, and it’s nice that they refund it when sales are high enough that their typical fees cover their expenses, rather than double-dipping.
There is still some doubt floating around the net, though... especially regarding developers from impoverished nations. As a Canadian, it’s by no means unreasonable to spend around a hundred dollars, plus or minus the exchange rate of the year, to put a game, made up of years of work, onto a gigantic distribution platform. That doesn’t hold true everywhere. At the same time, Valve does have a measurable cost per submission, so, if they lower the barrier below that, it would be at their expense. It would also be the right thing to do in some cases. Either way, that’s just my unsolicited two cents.
Steam Direct opens on June 13th.
Subject: General Tech | June 5, 2017 - 04:58 PM | Scott Michaud
Tagged: mozilla, valve, steamvr, webvr, apple, macos
At WWDC, Valve and HTC announced that their SteamVR platform would be arriving for macOS. This means that the HTC Vive can now be targeted by games that ship for that operating system, which probably means that game engines, like Unreal Engine 4 and Unity, will add support soon. One of the first out of the gate, however, is Mozilla with WebVR for Firefox Nightly on macOS. Combine the two announcements, and you can use the HTC Vive to create and browse WebVR content on Apple desktops and laptops that have high-enough performance, without rebooting into a different OS.
Speaking of which, Apple also announced a Thunderbolt 3 enclosure with an AMD Radeon RX 580 and a USB-C hub. Alternatively, some of the new iMacs have Radeon graphics in them, with the new 27-inch having up to an RX 580. You can check out all of these announcements in Jim’s post.
VR Performance Evaluation
Even though virtual reality hasn’t taken off with the momentum that many in the industry had expected on the heels of the HTC Vive and Oculus Rift launches last year, it remains one of the fastest growing aspects of PC hardware. More importantly for many, VR is also one of the key inflection points for performance moving forward; it requires more hardware, scalability, and innovation than any other sub-category including 4K gaming. As such, NVIDIA, AMD, and even Intel continue to push the performance benefits of their own hardware and technology.
Measuring and validating those claims has proven to be a difficult task. Tools that we used in the era of standard PC gaming just don’t apply. Fraps is a well-known and well-understood tool for measuring frame rates and frame times utilized by countless reviewers and enthusiasts. But Fraps lacked the ability to tell the complete story of gaming performance and experience. NVIDIA introduced FCAT and we introduced Frame Rating back in 2013 to expand the capabilities that reviewers and consumers had access to. Using more sophisticated technique that includes direct capture of the graphics card output in uncompressed form, a software-based overlay applied to each frame being rendered, and post-process analyzation of that data, we were able to communicate the smoothness of a gaming experience, better articulating it to help gamers make purchasing decisions.
VR pipeline when everything is working well.
For VR though, those same tools just don’t cut it. Fraps is a non-starter as it measures frame rendering from the GPU point of view and completely misses the interaction between the graphics system and the VR runtime environment (OpenVR for Steam/Vive and OVR for Oculus). Because the rendering pipeline is drastically changed in the current VR integrations, what Fraps measures is completely different than the experience the user actually gets in the headset. Previous FCAT and Frame Rating methods were still viable but the tools and capture technology needed to be updated. The hardware capture products we used since 2013 were limited in their maximum bandwidth and the overlay software did not have the ability to “latch in” to VR-based games. Not only that but measuring frame drops, time warps, space warps and reprojections would be a significant hurdle without further development.
VR pipeline with a frame miss.
NVIDIA decided to undertake the task of rebuilding FCAT to work with VR. And while obviously the company is hoping that it will prove its claims of performance benefits for VR gaming, it should not be overlooked the investment in time and money spent on a project that is to be open sourced and free available to the media and the public.
NVIDIA FCAT VR is comprised of two different applications. The FCAT VR Capture tool runs on the PC being evaluated and has a similar appearance to other performance and timing capture utilities. It uses data from Oculus Event Tracing as a part of the Windows ETW and SteamVR’s performance API, along with NVIDIA driver stats when used on NVIDIA hardware to generate performance data. It will and does work perfectly well on any GPU vendor’s hardware though with the access to the VR vendor specific timing results.
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 | 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 | December 22, 2016 - 12:58 PM | Jeremy Hellstrom
Tagged: vive, valve, Lighthouse, alan yates
Curious about the tech behind Valve's Lighthouse room-scale VR positioning system for the HTC Vive? Learn about it from Alan Yates, one of the leads on the project at Valve over at Hack a Day in a 40 minute video. He discusses the various attempts at finding a way to make the positioning system work, from failed bearings to the eventual discovery of the optimal thickness for the mirror. If you can't wait for the second generation of Lighthouse, he also provides you with a way to get your hands on an ASIC on a breakout board which will help you build your own version.
"[Alan Yates] is a hacker’s engineer. His job at Valve has been to help them figure out the hardware that makes virtual reality (VR) a real reality. And he invented a device that’s clever enough that it really should work, but difficult enough that it wasn’t straightforward how to make it work."
Here is some more Tech News from around the web:
- Canada's CRTC Declares Broadband Internet Access a Basic Service @ Slashdot
- Encrypted Messaging App Signal Uses Google To Bypass Censorship @ Slashdot
- 5 Essential Linux Holiday Amusements @ Linux.com
- Apple's AirPods get a rare zero score from iFixit @ The Inquirer
- Don't pay up to decrypt – cure found for CryptXXX ransomware, again @ The Register
- Name's BOND, JBOND: Igneous's ARM strap-on is for your drives only @ The Register
Maybe Good that Valve Called their API OpenVR?
Update, December 6th, 2016 @ 2:46pm EST: Khronos has updated the images on their website, and those changes are now implemented on our post. The flow-chart image changed dramatically, but the members image has also added LunarG.
Original Post Below
The Khronos Group has just announced their VR initiative, which is in the early, call for participation stage. The goal is to produce an API that can be targeted by drivers from each vendor, so that applications can write once and target all compatible devices. The current list of participants are: Epic Games, Google, Oculus VR, Razer, Valve, AMD, ARM, Intel, NVIDIA, VeriSilicon, Sensics, and Tobii. The point of this announcement is to get even more companies involved, before it matures.
Image Credit: The Khronos Group
Valve, in particular, has donated their OpenVR API to Khronos Group. I assume that this will provide the starting point for the initiative, similar to how AMD donated Mantle to found Vulkan, which overcomes the decision paralysis of a blank canvas. Also, especially for VR, I doubt these decisions would significantly affect individual implementations. If it does, though, now would be the time for them to propose edits.
In terms of time-frame, it’s early enough that the project scope hasn’t even been defined, so schedules can vary. They do claim that, based on past experiences, about 18 months is “often typical”.
That’s about it for the announcement; on to my analysis.
Image Credit: The Khronos Group, modified
First, it’s good that The Khronos Group are the ones taking this on. Not only do they have the weight to influence the industry, especially with most of these companies having already collaborated on other projects, like OpenGL, OpenCL, and Vulkan, but their standards tend to embrace extensions. This allows Oculus, Valve, and others to add special functionality that can be picked up by applications, but still be compatible at a base level with the rest of the ecosystem. To be clear, the announcement said nothing about extensions, but it would definitely make sense for VR, which can vary with interface methods, eye-tracking, player tracking, and so forth.
If extensions end up being a thing, this controlled competition allows the standard as a whole to evolve. If an extension ends up being popular, that guides development of multi-vendor extensions, which eventually may be absorbed into the core specification. On the other hand, The Khronos Group might decide that, for VR specifically, the core functionality is small and stable enough that extensions would be unnecessary. Who knows at this point.
Second, The Khronos Group stated that Razer joined for this initiative specifically. A few days ago, we posted news and assumed that they wanted to have input into an existing initiative, like Vulkan. While they still might, their main intentions are to contribute to this VR platform.
Third, there are a few interesting omissions from the list of companies.
Microsoft, who recently announced a VR ecosystem for Windows 10 (along with the possibly-applicable HoloLens of course), and is a member of the Khronos Group, isn’t part of the initiative, at least not yet. This makes sense from a historical standpoint, as Microsoft tends to assert control over APIs from the ground up. They are, or I should say were, fairly reluctant to collaborate, unless absolutely necessary. This has changed recently, starting with their participation with the W3C, because good God I hope web browsers conform to a standard, but also their recent membership with the Khronos Group, hiring ex-Mozilla employees, and so forth. Microsoft has been lauding how they embrace openness lately, but not in this way yet.
Speaking of Mozilla, that non-profit organization has been partnered with Google on WebVR for a few years now. While Google is a member of this announcement, it seems to be mostly based around their Daydream initiative. The lack of WebVR involvement with whatever API comes out of this initiative is a bit disappointing, but, again, it’s early days. I hope to see Mozilla and the web browser side of Google jump in and participate, especially if video game engines continue to experiment with cross-compiling to Web standards.
It's also surprising to not see Qualcomm's name on this list. The dominant mobile SoC vendor is a part of many Khronos-based groups including Vulkan, OpenCL, and others, so it's odd to have this omission here. It is early, so there isn't any reason to have concern over a split, but Qualcomm's strides into VR with development kits, platform advancements and other initiatives have picked up in recent months and I imagine it will have input on what this standard becomes.
And that’s all that I can think of at the moment. If you have any interests or concerns, be sure to drop a line in the comments. Registration is not required.