An anonymous reader writes Oculus has repeatedly tapped Epic Games to whip up demos to show off new iterations of Oculus Rift VR headset hardware. The latest demo, built in UE4, is 'Showdown', an action-packed scene of slow motion explosions, bullets, and debris. The challenge? Oculus asked Epic to make it run at 90 FPS to match the 90 Hz refresh rate of the latest Oculus Rift 'Crescent Bay' prototype. At the Oculus Connect conference, two of the developers from the team that created the demo share the tricks and tools they used to hit that target on a single GPU.
MojoKid writes Dell's Alienware division recently released a radical redesign of their Area-51 gaming desktop. With 45-degree angled front and rear face plates that are designed to direct control and IO up toward the user, in addition to better directing cool airflow in, while warm airflow is directed up and away from the rear of the chassis, this triangular-shaped machine grabs your attention right away. In testing and benchmarks, the Area-51's new design enables top-end performance with thermal and acoustic profiles that are fairly impressive versus most high-end gaming PC systems. The chassis design is also pretty clean, modular and easily servicable. Base system pricing isn't too bad, starting at $1699 with the ability to dial things way up to an 8-core Haswell-E chip and triple GPU graphics from NVIDIA and AMD. The test system reviewed at HotHardware was powered by a six-core Core i7-5930K chip and three GeForce GTX 980 cards in SLI. As expected, it ripped through the benchmarks, though the price as configured and tested is significantly higher.
SlappingOysters writes: One of the highlighted games at the PAX AUS expo starting on October 31 is Blowfish Studios' Gunscape, a game described as an FPS construction kit. As well as building and sharing FPS maps for multiplayer gaming sessions across eight different modes, the game will also be able to handle up to nine-player splitscreen on a 4K display. This includes co-op map building.
New submitter JackDW writes: Tetris is one of the best-known computer games ever made. It's easy to play but hard to master, and it's based on a NP-hard problem. But that's not all that's difficult about it. Though it's simple enough to be implemented in one line of BBC BASIC, it's complex enough to be really hard to thoroughly test.
It may seem like you can test everything in Tetris just by playing it for a few minutes, but this is very unlikely! As I explain in this article, the game is filled with special cases that rarely occur in normal play, and these can only be easily found with the help of a coverage tool.
An anonymous reader writes Google has expanded its search engine with the capability to recognize video games. If your query references a game, a new Knowledge Graph panel on the right-hand side of Google's search results page will offer more information, including the series it belongs to, initial release date, supported platforms, developers, publishers, designers, and even review scores. Google spokesperson: "With today's update, you can ask questions about video games, and (while there will be ones we don't cover) you'll get answers for console and PC games as well as the most popular mobile apps."
DemonOnIce writes with a story, as reported by Ars Technica, that a federal judge in San Francisco has dismissed a proposed securities fraud class action lawsuit connected to Battlefield 4's bungled rollout. From the report:
EA and several top executives were sued in December and were accused of duping investors with their public statements and concealing issues with the first-person shooter game. The suit claimed executives were painting too rosy of a picture surrounding what ultimately would be Battlefield 4's disastrous debut on various gaming consoles beginning last October, including the next-generation Xbox One. But US District Judge Susan Illston of San Francisco said their comments about EA and the first-person shooter game were essentially protected corporate speak. "The Court agrees with defendants that all of the purported misstatements are inactionable statements of opinion, corporate optimism, or puffery," Illston ruled Monday.
First time accepted submitter furrykef . writes Over 33 years have passed since Donkey Kong first hit arcades, but it still has new surprises. I was poking through the game in a debugger when I discovered that the game contains unused music and voice clips. One of the tunes would have been played when you rescued Pauline, and two others are suggestive of deleted cutscenes. In addition, Pauline was originally meant to speak. In one clip she says something unintelligible, but it may be "Hey!", "Nice!", or "Thanks!". The other is clearly a cry for help.
Nerval's Lobster writes With "GamerGate" and all the debates over who counts as a "gamer," it's easy to forget that games are created by people with a genuine love of the craft. Journalist Jon Brodkin sat down with Armin Ibrisagic, game designer & PR manager for Coffee Stain Studios, the Swedish studio that made Goat Simulator, to talk about why they built that game and how it turned into such a success. Brodkin also talked to Leszek Lisowski, founder of Wastelands Interactive, about the same topic. While these developers might debate with themselves (and others) over whether to develop games for hardcore gamers, or jump on the mobile "casual gaming" bandwagon, they'll ultimately in it because they love games — a small but crucial detail that seems too easy to forget these days.
An anonymous reader writes Mozilla and Humble Bundle announced a new package that features award-winning indie best-sellers for which gamers can choose how much they want to pay. Naturally called the Humble Mozilla Bundle, the package consists of eight games that have been ported to the Web. The first five games (Super Hexagon, AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome, Osmos, Zen Bound 2, and Dustforce DX) can cost you whatever you want. The next two (Voxatron and FTL: Faster Than Light) can be had if you beat the average price for the bundle. You can pay $8 or more to receive all of the above, plus the last game, Democracy 3. Previously, all of these indie games were available only on PC or mobile. Now they all work in browsers on Windows, Mac, and Linux without having to install any plugins.
blogologue writes I've been playing Battlefield for some time now, and having a good ping there is important for a good gaming experience. Now I'm in the situation where I have mobile internet access from two telecom companies, and neither of those connections are stable enough to play games on, the odd ping in hundreds of milliseconds throws everything off. How can I setup a Windows client (my PC) and a Linux server (in a datacenter, connected to the internet) so that the same TCP and UDP traffic goes over both links, and the fastest packet on either link 'wins' and the other is discarded?
An anonymous reader writes In a surprising appearance at E3 2014, Oculus showed a virtual reality demo version of Creative Assembly's forthcoming first-person horror game, Alien: Isolation. Despite intense reactions to the demo, the publisher stated that the full game would not feature Oculus Rift support. However, intentional or not, the developer left the code hidden in the game which can be enabled with a simple hack, leading to full support for the Oculus Rift including positional tracking.
MojoKid (1002251) writes A new interview with Assassin's Creed Unity senior producer Vincent Pontbriand has some gamers seeing red and others crying "told you so," after the developer revealed that the game's 900p framerate and 30 fps target on consoles is a result of weak CPU performance rather than GPU compute. "Technically we're CPU-bound," Pontbriand said. "The GPUs are really powerful, obviously the graphics look pretty good, but it's the CPU that has to process the AI, the number of NPCs we have on screen, all these systems running in parallel. We were quickly bottlenecked by that and it was a bit frustrating, because we thought that this was going to be a tenfold improvement over everything AI-wise..." This has been read by many as a rather damning referendum on the capabilities of AMD's APU that's under the hood of Sony's and Microsoft's new consoles. To some extent, that's justified; the Jaguar CPU inside both the Sony PS4 and Xbox One is a modest chip with a relatively low clock speed. Both consoles may offer eight CPU threads on paper, but games can't access all that headroom. One thread is reserved for the OS and a few more cores will be used for processing the 3D pipeline. Between the two, Ubisoft may have only had 4-5 cores for AI and other calculations — scarcely more than last gen, and the Xbox 360 and PS3 CPUs were clocked much faster than the 1.6 / 1.73GHz frequencies of their replacements.
An anonymous reader writes The Oculus Rift DK2 VR headset hides under its IR-transparent shell an array of IR LEDs which are picked up by the positional tracker. The data is used to understand where the user's head is in 3D space so that the game engine can update the view accordingly, a critical function for reducing sim sickness and increasing immersion. Unsurprisingly, some endeavoring folks wanted to uncover the magic behind Oculus' tech and began reverse engineering the system. Along the way, they discovered some curious info including a firmware bug which, when fixed, revealed the true view of the positional tracker.
alphadogg (971356) writes A startup called Antumbra run by 5 college students is looking to throw a little soothing light on this situation: People who hunker down in front of their computers until the wee hours, until it feels like their eyes might fall out. Antumbra's open-source-based Glow, which launches in a limited beta of 100 $35 units on Thursday, is a small (1.5" x 1.5"x 0.5") doohickey that attaches to the back of your computer monitor via USB port and is designed to enhance your work or gaming experience — and lessen eye strain — by spreading the colors from your screen onto the wall behind it in real time. The idea is to reduce the contrast in colors between the computer screen and the background area.
The the idea might not be new, and people have been home-brewing their own content-driven lighting like this for a while, but this is the first I've seen that looks like a simple add-on.
judgecorp writes: Surprisingly, critical applications still rely on old platforms, although legacy hardware is on its last legs. Swiss emulation expert Stromasys is offering emulation in the cloud for old hardware using a tool cheekily named after Charon, the ferryman to the afterlife. Systems covered include the Vax and PDP/11 platforms from Digital Equipment (which was swallowed by Compaq and then HP) as well as Digital's Alpha RISC systems, and HP's HP3000. It also offers Sparc emulation, although Oracle might dispute the need for this.
MojoKid writes: When Nvidia launched their new GeForce GTX 980 and 970 last month, it was obvious that these cards would be coming to mobile sooner rather than later. The significant increase that Maxwell offers in performance-per-watt means that these GPUs should shine in mobile contexts, maybe even more-so than in desktop. Today, Nvidia is unveiling two new mobile GPUs — the GeForce GTX 980M and 970M. Both notebook graphics engines are based on Maxwell's 28nm architecture, and both are trimmed slightly from the full desktop implementation. The GTX 980M is a 1536-core chip (just like the GTX 680 / 680M) while the GTX 970 will pack 1280 cores. Clock speeds are 1038MHz base for the GTX 980M and 924MHz for the GTX 970M, which is significantly faster than the previous gen GTX 680M's launch speeds. The 980M will carry up to 4GB of RAM, while the 970M will offer 3GB and a smaller memory bus.
From eyeballing relative performance expectations, the GTX 970M should be well-suited to 1080p or below at high detail levels, while the GTX 980M should be capable of ultra detail at 1080p or higher resolutions. Maxwell's better efficiency means that it should offer a significant performance improvement over mobile Kepler, even with the same number of cores. Also with this launch Nvidia is introducing "Battery Boost" as a solution for games with less demanding graphics, where battery life can be extended by governing clock speeds to maintain playable frames, without overpower the GPU at higher than needed frame rates.