Subject: General Tech | May 17, 2018 - 02:48 PM | Jeremy Hellstrom
Tagged: gaming, microsoft, xbox, accesibility, Adaptive Controller
The front of the Adaptive Controller looks rather plain and hides the ability this controller has to change some peoples worlds. The back of the controller hides the magic, 19 3.5mm jacks, which can be used to accept input from a gamut of controller designed for those with limited mobility. The devices include everything from breath inputs, finger switches and foot pedals, just to name a few, allowing those aids to be used to control the XBox and allow those who have been unable to play their favourite games a chance to enjoy them once again. As Ars Technica points out, many companies have talked about making gaming more accessible but this is the first actual product to do so.
If you now anyone who would benefit from this, or someone involved in projects like our occasional guest David Hewlett's UpgradeRequired.org you should check this out.
"Rather, these ports see Microsoft connecting with, and loudly celebrating, what has long been an open secret in the world of gaming peripherals: the community of add-on devices designed for limited-mobility gamers."
Here is some more Tech News from around the web:
- Boffins build smallest drone to fly itself with AI @ The Register
- YouTube Unveils New Streaming Service 'YouTube Music,' Rebrands YouTube Red @ Slashdot
- Canonical brings Ubuntu 18.04 LTS to Microsoft's Windows Store @ The Inquirer
- Nvidia's Turing GPUs will reportedly debut in July @ The Inquirer
Subject: General Tech | March 10, 2018 - 05:11 PM | Scott Michaud
Tagged: xbox, freesync, amd
Next week, in the Xbox One alpha release ring, Microsoft will enable AMD FreeSync 2 for the Xbox One S and the Xbox One X. This allows compatible displays, ones that accept FreeSync variable refresh rate signals over HDMI, to time their refresh rate to the console’s rendering rate and removes the micro-stutter that could be seen due to this mismatch.
Because it is FreeSync 2, it will also work with HDR content.
As stated, FreeSync over HDMI will be required to use this feature, which has two caveats. The first is that DisplayPort will not work, so that’s something to be careful about if you’re planning to buy something (either a display or an Xbox itself) for this feature. The second is that, as far as I know, not a single TV currently supports FreeSync – but that could change. There is now a major console manufacturer pushing the standard, which is a stronger use case than “maybe someone with an AMD (or potentially Intel someday) GPU will plug their PC into this TV”.
The menu to enable FreeSync on the Xbox One
The Xbox Insider Program Alpha Preview ring is invite only. It will then trickle to Beta, Delta, and Omega, before being released to the general public.
Subject: General Tech | January 30, 2018 - 02:12 PM | Jeremy Hellstrom
Tagged: microsoft, ea, valve, pubg, rumour, xbox
This one needs more than a few grains of salt but it is possible the Microsoft store might be looking at a significant expansion. Phil Spencer, once head of XBone and now Executive Vice President of Gaming is taking his role seriously and may be looking to grow Microsoft's presence in gaming. The company certainly has enough money to purchase all three companies, and in the case of EA they may actually improve the usefulness of Origin. Valve on the other hand has already mastered the art of online game distribution, unless Microsoft is willing to go with something 'not invented here' that Steam library of yours may be in some peril. This is pure rumour but that doesn't mean you can't fan the flames at The Inquirer, Polygon or below.
"SOMEONE HAS GIVEN the rumour mill an almighty kick as it's been suggested that Microsoft is considering buying-up game publishing behemoths EA and Steam, along with PUBG Corp."
Here is some more Tech News from around the web:
- Cisco drops a mega-vulnerability alert for VPN devices @ Ars Technica
- You can't ignore Spectre. Look, it's pressing its nose against your screen @ The Register
- Deep sigh... Servers get teaser trailers now @ The Register
- Using Your GPUs & CPUs To Make Easy Money With NiceHash @ Techgage
- Radeon RX Vega GPUs are next to impossible to buy: Is AMD hitting pause or ...? @ TechSpot
Subject: General Tech | December 3, 2017 - 04:50 PM | Scott Michaud
Tagged: microsoft, xbox
While not directly relevant to our PC enthusiast demographic, DigitalFoundry has just published a discussion about Xbox One backwards compatibility for Xbox 360 and Original Xbox games. There will be a written post, interviewing the backwards compatibility team at Microsoft Xbox, on their website soon, but, currently, just the video (embed below) is available.
The video touches on several different topics in sort-of a stream of consciousness fashion, so it’s hard to summarize but interesting to watch. For instance, with the extra GPU power, Microsoft increases resolution by a whole-number multiple, bringing 720p to 4k with a 3x3 bump, because 1080p is exactly 1.5x 720p, and 4k is exactly 2x 1080p. This leads to a problem with certain original Xbox games. More interesting, to me, is that they can directly emulate the old Xbox 360 CPU instructions. Even though AMD’s CPU is faster than a 2005 PowerPC, the clock rate is lower, and I would have expected that to cause an issue in some algorithm that is heavily frequency-dependent.
Subject: General Tech | October 25, 2017 - 08:33 PM | Tim Verry
Tagged: xbox one x, xbox one s, xbox one, xbox, upscaling, gaming, console, backwards compatible
Microsoft is adding original Xbox games to its backwards compatibility program with 13 games available now with more on the way in spring of next year. Xbox One, Xbox One S, and Xbox One X owners will soon be able to play a curated selection of original Xbox games at higher resolutions and with improved color details.
Microsoft claims that original Xbox games will run with up to four times the pixel count on Xbox One (and One S) and up to 16 times the pixels on Xbox One X. Gamers will be able to use their original Xbox game disc to play or they can purchase the older titles in digital form from the Microsoft Store. Original features like co-op and System Link will work, but there is no Xbox Live service support which means online multiplayer will not work. Further, Microsoft notes that players will not earn any achievements when playing original Xbox games.
The first batch of original Xbox games includes:
- BloodRayne 2
- Crimson Skies: High Road to Revenge
- Dead to Rights
- Fuzion Frenzy
- Grabbled by the Ghoulies
- King of Fighters Neowave
- Ninja Gaiden Black
- Prince of Persia: The Sands of Time
- Red Faction II
- Sid Meier's Pirates!
- KOTOR (Star Wars: Knights of the Old Republic)
While I have not played most of those games, I played a ton of Red Faction II with my brother, and fondly remember KOTOR on the PC. The video above shows a comparison between the original KOTOR running on Xbox and the backwards compatible enhanced version of the game running on Xbox One, and the visual difference is impressive (still not as good as it can look on the PC with mods though heh) with the game being significantly sharper with deeper colors (the original Xbox game looks extremely blurry and washed out by comparison).
It is a small list currently, but there are some gems on the launch list, and I am interested to see how the games look running on the Xbox One X. Hopefully the frame rates and loading times can also be improved ;-). As an added bonus Microsoft also pointed out that Xbox Game Pass members can grab Ninja Gaiden Black for free.
Microsoft claims that gamers have spent 700 million hours playing the 400 backwards compatible Xbox 360 games on the Xbox One. There is certainly interest and it seems Microsoft is watching the numbers carefully which will be important for gamers in getting the Redmond-based company to continue adding support for additional classics.
- Project Scorpio Unveiled as "Xbox One X," Lands November 7th for $499
- Microsoft Details Upgrade Options For Xbox One X Including Network Transfer Of Games and Settings
- Xbox One Teardown - Microsoft still hates you
Subject: General Tech | June 13, 2017 - 04:08 PM | Scott Michaud
Tagged: xbox, pc gaming, microsoft
Before we begin, the source of this post is a PC Gamer interview with Microsoft’s Phil Spencer, who leads the Xbox team. The tone seems to be relaxed and conversational, so, for now, it should be taken as something that he, personally, wants to see, not what the division is actually planning, necessarily.
Still, after it was announced that the Xbox One would get emulation for original Xbox titles at the Xbox E3 2017 Press Conference, PC Gamer asked whether that feature, like so many others lately, could make it to the PC.
His responses: “Yes.” and “I want people to be able to play games!”
He also talked about Xbox 360 emulation on PC, specifically how it would be difficult, but he wants games to run across console and PC. “I want developers to be able to build portable games, which is why we’ve been focusing on UWP for games and even apps that want to run on multiple devices.”
You might know my personal opinions about UWP by now, specifically how it limits artistic freedom going forward through signed apps and developers, which is a problem for civil rights groups that either need to remain anonymous or publish expressions that governments (etc.) don’t want to see public, but cross-device is indeed one of the two reasons that it’s seductive for Microsoft. Content written for it (unless it finds an unpatched exploit, like how Apple iOS jailbreaks work) cannot do malware-like things, and they should be abstract enough to easily hop platforms.
But you won’t see me talk ill about preserving old content, especially if it could be lost to time based on a platform decision they made fifteen years ago. I hope that we do see original Xbox games on the PC. I also hope that we develop art in a medium that doesn’t need awkward methods of preservation, though.
Subject: General Tech | June 12, 2017 - 03:34 PM | Scott Michaud
Tagged: xbox, xbox one, controller, gamepad
When the original Xbox launched, back in 2001, it was bundled with a massive controller in most regions, which was eventually nicknamed “Duke”. While some users loved this form factor, Microsoft decided to make the “S” controller (the default for Japanese Xboxes) the international default about a year later. Duke ended up a cult classic.
Now, at E3 2017, Hyperkin Games Inc. is launching an Xbox One controller with a very similar design, which will also be compatible with Windows 10. A few liberties were taken to add and subtract buttons that didn’t exist on the opposing side of the Xbox 1 - Xbox One design fence. Hyperkin consulted with Seamus Blackley, one of the original developers of the Xbox console, who approved the remake.
No word on pricing, but it will be available this holiday season (2017).
Subject: General Tech | June 11, 2017 - 04:56 PM | Jim Tanous
Tagged: Xbox Scorpio, xbox, microsoft, E3
At its E3 2017 keynote Sunday, Microsoft finally unveiled the official details for its upcoming "Project Scorpio" console, now called "Xbox One X." The console, surprisingly smaller than even the Xbox One S, will launch November 7, 2017 and, as expected, will be priced at $499, the same launch price of the original Xbox One in November 2013.
With a maximum 6 teraflops of GPU horsepower and a class-leading 326GB/s memory bandwidth, Microsoft is hoping that its significant performance advantage over Sony's $399 PS4 Pro, as well as its ability to play UHD Blu-ray discs, will help justify the $100 price difference for consumers.
|Xbox One X||PS4 Pro|
|2.3GHz 8-Core||2.16 GHz 8-Core|
|GPU||6 TFLOPS||4.2 TFLOPS|
|Memory||12GB GDDR5||8GB GDDR5|
|Memory Bandwidth||326 GB/s||218 GB/s|
|Storage||1TB HDD||1TB HDD|
One of the criticisms of the PS4 Pro is that many of the games "optimized" for the system do not utilize 4K assets or run at true 4K resolution. In response, Microsoft clarified repeatedly throughout its keynote that many games designed for Xbox One X will indeed run at 4K/60fps. While Microsoft will likely ensure that its own house-published titles and those from close partners will hit this mark, it remains to be seen how well cross-platform games from third parties will fare.
As for those who don't have 4K displays, Xbox One X will use supersampling to increase perceived resolution and quality at 1080p. The popular Xbox 360 backwards compatibility feature (which will soon include original Xbox games) will also benefit from the Xbox One X's increased horsepower, with Microsoft promising faster load times and improved anti-aliasing.
As with the PS4 Pro, all games will support both console generations, with many titles going forward "enhanced for Xbox One X." One of Sony's biggest problems is the lack of games that truly take advantage of the PS4 Pro's unique features, so Microsoft's ability to bring third party developers on board will be key to the Xbox One X's success.
We'll need the console to hit the market to get a more detailed look at its technical specifications, but based on Microsoft's claimed performance numbers, the Xbox One X looks like a relatively good deal from a hardware perspective. The console's 6 TFLOPS of graphics processing power compares to an NVIDIA GTX 1070, which currently retails for just over $400. Add in the 1TB hard drive, custom 8-core CPU, and UHD Blu-ray player, and the price is suddenly not so unreasonable. Of course, newer cards like the AMD Radeon RX 580 also hit around 6 TFLOPS for ~$220, but you won't be able to find one of those these days. At a $100 premium over the PS4 Pro, however, it's unclear how the console community will value the Xbox One X's hardware advantage.
One thing that is clear is that Microsoft's Xbox team wasn't too happy to be the source of mockery based on performance and sales for the past four years, and they're highly motivated to come out swinging this fall.
Preorders for Xbox One X have yet to be announced, but you'll find the Amazon pre-order page here when orders go live.
Subject: Systems | January 24, 2017 - 10:30 PM | Scott Michaud
Tagged: xbox one, xbox, Project Scorpio, microsoft
Digital Foundry received an Xbox Project Scorpio whitepaper from an anonymous source, although they were able to validate its authenticity. Basically, they sent it to their own, off-the-record sources who would have access to the same info, and those individuals confirmed it’s an official document that they’ve seen before. Of course, the trust bottlenecks through Digital Foundry, but they’re about as reputable as you can get in this industry, so that works.
Anywho, disclaimer aside, the whitepaper unveils a few interesting details about how Project Scorpio is expecting to provide higher performance. The most interesting change is what’s missing: the small, on-chip RAM (ESRAM). Microsoft claims that the higher global memory bandwidth removes the need to have it on Project Scorpio.
Digital Foundry is still a bit concerned that, while the 320 GB/s bandwidth might be enough, the latency might be a concern for compatibility. Personally, I’m not too concerned. Modern GPUs do a huge amount of latency-hiding tricks, such as parking whole shaders at global memory accesses and running other tasks while the GPU fetches the memory the original shader needs, swapping it back and finishing when it arrives. Also, the increased GPU performance will mean that the game has more room to be wasteful of GPU resources, since it only needs to perform at least as good as a regular Xbox One. I expect that there wouldn’t be enough round-trips to ESRAM for it to be a major slowdown when running on Project Scorpio (and its not-ESRAM).
Seriously, Wall-E with a Freddie Mercury 'stache.
Microsoft does suggest that developers make use of ESRAM on Xbox One and Xbox One S, though. Yes, don’t deliberately throw away performance on the slower machines just because that accelerator isn’t available on higher-end devices, like Project Scorpio or a gaming PC (heh heh heh).
Another point that Digital Foundry highlighted was that the actual number of rendered fragments (pixels that may or may not make it to screen) didn’t scale up by a factor-of-four (going from 1080p to 4K) in all cases. A first-party developer noticed a case where it was only a 3.5x scaling between the two resolutions. (This metric was actually rendered pixels, not even just GPU load, which would include resolution-independent tasks, like physics simulations.) I’m not exactly sure how the number of fragments decreased, but it could be due to some rendering tricks, like when Halo renders the background at a lower resolution. (Yes, I’m using Khronos verbiage; it’s less ambiguous.)
They also assume that Project Scorpio will use pre-Zen AMD CPU cores. I agree. It seems like Zen wouldn’t be around early enough to make production, especially when you consider the pre-release units that are circulating around Microsoft, and probably third-party developers, too.
Project Scorpio launches this holiday season (2017).
Subject: General Tech | November 3, 2016 - 09:14 PM | Scott Michaud
Tagged: xbox, steam, pc gaming, fail
In a few short hours, Call of Duty: Infinite Warfare and Call of Duty: Modern Warfare Remastered will unlock on Steam and Windows Store. If you're intending to get it for the multiplayer, though, then you need to choose your store carefully. According to Activision's support page, Steam users can only play with other Steam users, and Windows Store users can only play with other Windows Store users.
"We need to stick together! I wanted to pad my Gamerscore and you're the only one online!"
They do not elaborate on why this is the case. PC Gamer speculates that it could be an issue with Windows 7 versus Windows 10, but that makes basically no sense. The protocol between computers is just data, controlled by Activision, so the operating system that transfer it from network socket to game application is irrelevant.
I think I know what it is, though. According to the same support page, they note that a Microsoft Account is required to play online with Windows Store. I'm not sure if Activision voluntarily chose to use two different account systems, or if Microsoft pressured Activision to use Xbox accounts on Windows Store, but I'm guessing the incompatibility is due to Steamworks versus Xbox.
Again, I really don't know why Activision chose to, or was forced to, split their user base. We'll need to see if this becomes a trend going forward, though. If it is, I can see this hurting Microsoft more than Valve.