May 072013
 

durango xbox next always on internet

If you like Durango rumors, here’s a new one for you, and it could just be good news. Alleged internal email was sent out to all full time employees of Microsoft explaining the next generation Xbox’s goals including not requiring an always on connection.

You can read the Microsoft message below…

Durango [the codename for the next Xbox] is designed to deliver the future of entertainment while engineered to be tolerant of today’s Internet.” It continues, “There are a number of scenarios that our users expect to work without an Internet connection, and those should ‘just work’ regardless of their current connection status. Those include, but are not limited to: playing a Blu-ray disc, watching live TV, and yes playing a single player game.”

If this were true it could change a lot of gamer’s mind about which console to purchase. However, it doesn’t mean there won’t be necessary internet activation for games similar to Steam or the current Xbox 360. Regardless, that type of product activation is a far stretch from the next Xbox requiring an always on connection. Again, these are sourceless rumors which will hopefully be clarified later this month when Microsoft reveals their next generation Xbox console.

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Apr 252013
 

Mark Cerny PS4 System Architect

Legendary game designer and soon to be legendary system architect Mark Cerny revealed various details about Sony’s Playstation 4. Not only did he lay out some of the PS4‘s technical specs but also dug into how the various features of the system will work together. Furthermore, he explained how the hardware on the PS4 is designed to reduce bottlenecking and provide long term power for developers who use it.

We’ve broken down the key points of what he said this list…

  • 8GB of GDDR5 RAM
  • CPU and GPU are on a “very large single custom chip” created by AMD for Sony
  • PS4 processor has 8 Jaguar cores in the CPU, the GPU and a large number of other units are all on the same die
  • RAM uses a 256-bit bus which transfers data at 176 GB per second
  • Added another bus to the GPU that allows it to read directly from system memory or write directly to system memory, bypassing its own L1 and L2 caches
  • Cerny expects developers to run middleware, such as physics, on the GPU
  • The launch lineup for PlayStation 4 is going to be stronger than any prior PlayStation hardware
  • Porting a game engine from the PC to the PlayStation 4 will now only take “weeks” rather than “months”
  • The PS4 specs will serve it well at launch but Cerny expects dedicated PS4 developers to utilize the PS4′s power more impressively midway through it’s lifespan.
  • Audio is processed through a dedicated hardware unit which will handle things like audio chat, in-game MP3 streams with requiring  significant resources from the CPU.
  • Video compression and decompression is also handled via a dedicated chip on the motherboard.
  • The PS4 supports zlib decompression via a dedicated unit which will allow developers to compress game data for faster download from Blu-ray and the internet.
  • Blu-ray data can be copied to the PS4 hard drive while you play the game during times when the disk is idle

Mark Cerny has been working on the PS4 since around 2007 with his focus being easier game developement. That means less technical issues; less time wasted debugging issues that shouldn’t exist. He also recognizes that the PS4 will age; upon launch it will be very powerful but within a relatively short amount of time (1 or 2 years) the system will begin to show it’s age. With that in mind, Cerny’s goal of unified RAM, co-operative processors, and dedicated hardware for additional features is designed to give programmers options. These are things that developers who are focusing on the PS4 will really be able to dig into and find out creative ways to utilize all the PS4‘s strengths. The PS4, although very similar to PC hardware has been designed to remove a lot of the redundancy in current PC architecture Cerny emphasizes.

Read the whole Mark Cerny PS4 interview at Gamasutra.

Apr 232013
 

Enodo CryEngine 3 VR marketing

They may not make video games, but French company Enodo is utilizing high performance game graphics engines to offer engaging virtual reality experiences for your potential clients. Want to see how the car of your dreams looks from all angles? Want to know how the chrome rims will look at night? Wondering just how spacious the hotel lobby is for your next trip? Or perhaps you want to know what it’s like to walk around the park in real time next to the apartment you’ve been considering. No longer will you be restricted to a non interactive video clip. Now you can do these things, virtually. That’s Enodo’s pitch and the breath taking demoreel they’ve produced below is a compelling argument for using video game technology for VR marketing…

The demo above was created using Crytek’s CryEngine 3, the technology behind hit games like Crysis 3 and next gen games including Star Citizen. It shows once again how good next gen and PC graphics can really be.

Enodo official site

Apr 172013
 

Metro Last Light PC system requirements screenshot 12

The Metro franchise may not have the weight of other FPS darlings like Unreal and Doom but it has made itself  a part of the scene with it’s engaging story and fun gameplay. The latest game in the series, Metro: Last Light, aims to up the ante on all of the above, including PC graphics. Already hailed by critics as one of the best looking PC games, Metro: Last Light, tells the story of a post-apocalyptic Moscow where people live underground in the tunnels of the metro/subway system. Despite not even have a pot to piss in, humanity always finds a way to fight. 4A Games has released the PC system requirements for the much anticipated Metro: Last Light. Find out if your PC has the specs below.

Metro: Last Light Minimum PC System Requirements

  • Windows: XP (32-Bit), Vista, 7 or 8
  • CPU: 2.2 GHz Dual Core e.g. Intel Core 2 Duo
  • RAM: 2GB
  • Direct X: 9.0c
  • Graphics Card:
  • DirectX 9, Shader Model 3 compliant e.g. NVIDIA GTS 250 (or AMD equivalent e.g. HD Radeon 4000 series) or higher

For 3D Vision Support:

  • NVIDIA GTX 275 or higher
  • 120Hz Monitor
  • NVIDIA 3D Vision kit for Windows Vista, 7 or 8

Metro: Last Light Recommended PC System Requirements

  • Windows: Vista, 7 or 8
  • CPU: 2.6 GHz Quad Core e.g. Intel Core i5
  • RAM: 4GB
  • Direct X: 11
  • Graphics Card:
  • NVIDIA GTX 580/660 Ti (or AMD equivalent e.g. 7870) or higher

For 3D Vision Support:

  • NVIDIA GTX 580/660Ti or higher
  • 120Hz Monitor
  • NVIDIA 3D Vision kit for Windows Vista, 7 or 8

Metro: Last Light Optimum PC System Requirements

  • Windows: Vista, 7 or 8
  • CPU: 3.4 GHz Multi-Core e.g. Intel Core i7
  • RAM: 8GB
  • Direct X: 11
  • Graphics Card:
  • NVIDIA GTX 690 / NVIDIA Titan

For 3D Vision Support:

  • NVIDIA GTX 690
  • 120Hz Monitor
  • NVIDIA 3D Vision kit for Windows Vista, 7 or 8

Note: Optimum is talking about 2560x, max DirectX 11 game settings with full-res fullscreen effects, DirectX 11 object and environment tessellation, 2048×2048 textures, and hardware PhysX effects. The game is highly optimized, allowing 4A to run all that stuff simultaneously at such a high resolution on one TITAN, two 670s, two 680s, or one 690. If it weren’t optimized that would be impossible.

The requirements for Metro: Last Light become pretty monumental towards the end there, but it’s not without good reason. 4A Games emphasizes that their 4A Engine is heavily optimized, offering far better performance than previous iterations.

Metro: Last Light screenshots


Metro: Last Light gameplay video

Metro: Last Light is being developed by 4A Games and published by Deep Silver for PC, Playstation 3 and Xbox 360Metro: Last Light has a set release date of May 14, 2013.

Metro: Last Light official site

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