General Gaming Article

General Gaming Article


AMD’s Radeon HD 7970: 4.3 Billion Transistors of Pure Performance

Posted: 21 Dec 2011 09:05 PM PST

AMD moves its high-end GPU family to 28nm, delivering stunning performance and impressive efficiency

We knew this was coming. We saw all the signs: The rumors. The price drops on existing videocards. The tweaked versions of old standbys masquerading as "new" GPUs. But more than anything, it's been too long since we've had something fresh to sink our teeth into. And as has been the case in each of the last several big product launches, AMD is serving the first course.

Eric Demers, CTO of AMD's Graphics Division, began talking about the company's Graphics Core Next (GCN) earlier this summer. He described a new GPU architecture that would take graphics to the next level. He promised a GPU-compute monster that would remain highly scalable, so versions could be built into future generations of AMD APUs. The first iteration of Graphics Core Next comes in the form of the Radeon HD 7970, and it marks a substantial architectural shift for Radeon graphics. We'll examine the overall architecture first, and then we'll dive into the hardware specifics of the Radeon HD 7970.

Goodbye VLIW

Previous AMD GPU generations used very long instruction words (VLIW), a way of tightly packing multiple GPU instructions in order to move them around the GPU and memory efficiently. VLIW went through a couple of tweaks, including a change to a four-word VLIW scheme from a four-word scheme . VLIW was well tuned for the modern generation of programmable graphics, but it wasn't so hot for GPU compute.

With AMD betting the farm on Fusion, which inherently takes advantage of a GPU's parallel-compute capability, the company needed a more flexible architecture. So AMD discarded VLIW in favor of something the company calls GCN Quad SIMD (single instruction, multiple data). Instead of a single VLIW instruction plus four math operations for the ALU (arithmetic logic unit), the GPU uses four SIMDs and a single ALU operation. The four SIMDs can do the same work as a single VLIW, but they can also act independently when needed.

GCN marks a major shift in how AMD GPUs operate, behaving more like a general-purpose vector processor than a pure graphics engine. What's more, each basic building block, called a GCN Compute Unit, includes a scalar coprocessor that can behave like a traditional—but non-pipelined—CPU. AMD has beefed up the caches that are distributed throughout the GPU. Each GCN core (yes, AMD is calling them cores) has its own dedicated L1 read/write cache. Each group of four cores shares a 16KB instruction cache and a 32KB scalar data cache. All the cores communicate over a shared bus to a partitioned L2 cache that can be sized differently depending on the graphics card and particular GPU die.

AMD intends for GCN to serve as the basis for several product families. The first product, code-named Tahiti, is aimed at gaming enthusiasts who want maximum frame rates while enabling maximum eye candy. The next product, code-named Pitcairn, will supersede the Radeon HD 6800 series. Pitcairn will be followed by a series code-named Cape Verde, which AMD believes will redefine the segment now held by products such as the Radeon HD 6700 series.

Code-name Tahiti

AMD took advantage of TSMC's new 28nm manufacturing process to build its new high-end GPU. The Radeon HD 7970 sports 4.3 billion transistors in a surprisingly small 365mm2 die. AMD product marketing manager Devon Nekechuk tells us AMD's 28nm yields have been both "good" and "predictable."

Tahiti is assembled from 32 GCN compute units, which translates to 2,048 stream processors, each of which is based on AMD's new SIMD-plus-scalar architecture. The existing Radeon HD 6970, by contrast, is equipped with just 1,536 stream processors and doesn't benefit from the new architecture. The 7970 includes 768KB of L2 cache and eight render back-ends capable of pushing 32 color ROPs per clock and 128 Z/stencil ROPs per clock cycle. The existing 6970 provides the same quantity of render back-ends, but the newer card boasts higher throughput and much-improved efficiency; plus, the 7970 features a 384-bit interface to 3GB GDDR5 memory and a PCIe 3.0 interface. The GPU is capable of peak throughput of 264GB/s.

Tahiti also implements a feature known as partially resident textures. Local graphics memory is used as a kind of big cache for texture data, and very large textures can be streamed in on demand. This improves performance in game engines that use features such as virtual texturing or mega-textures: Texture sizes can be as large as 32TB (yes, terabytes).

The Radeon HD 6970 is oft criticized for its weak tessellation performance, especially when compared to Nvidia's GeForce GTX 580 series. AMD has beefed up the GCN's tessellator by improving the reuse of vertices, improving its off-chip buffering performance, and providing larger parameter caches. AMD predicts overall tessellation performance will be as much as 4x better than the 6970, depending on the application.

On the compute side, Tahiti uses dual asynchronous compute engines, which can independently schedule and dispatch work to improve multitasking. The compute engines can work in parallel with the graphics command processor, and AMD reports that context switching is "fast." The GPU also features dual built-in DMA engines, and AMD suggests the chip can saturate a PCIe 3.0 x16 bus when running compute chores.

Floating-point performance is fully IEEE compliant, and the 7970 is capable of pumping out up to 947 double-precision gigaflops per second. It is the first GPU to support OpenCL 1.2, DirectCompute 1.1 and C++ AMP in hardware.

Video processing has also been improved. Given the right application, Tahiti can evaluate 7.6 terapixels per second (peak), and it has the ability to transcode 1080p video in faster than real time.


 

The Radeon HD 7970

Now that we've examined the GPU, let's take a look at a reference-design example of the first videocard that will use it. We'll start with power efficiency and noise, because AMD has made some notable advances on those fronts. The Radeon HD 6970 drew roughly 20 watts at idle, which was pretty good at the time. The Radeon HD 7970 card AMD provided for this evaluation, which is outfitted with one six-pin and one eight-pin PCIe power connector, idles at just 15 watts. AMD has also developed a new feature called ZeroPower that shuts puts the card into a deeper sleep state—including turning off its cooling fan—when Windows shuts off your display. In this state, the card draws just three watts. ZeroPower delivers benefits when you're running two or more cards in CrossFire X mode, too. When your computer is simply running normal Windows stuff, the secondary cards will turn their fans off and reduce their power consumption to three watts, since they're not driving displays. That means a multi-GPU system at idle will consume nearly the same amount of power as a single-GPU rig.

In our tests, a machine equipped with a reference-design Radeon HD 7970 card, a six-core CPU, 16GB of RAM, and two hard drives consumed just 109 watts at idle. That power consumption is incredibly modest for a machine that powerful. The 7970 draws more power under load than one equipped with AMD's older high-end GPU, but it's still more conservative than Nvidia's maximum power consumption.

AMD will continue to use PowerTune technology to manage power consumption at all performance levels. One microcontroller monitors the thermal and power states of different parts of the card, and a second adjusts voltage and frequencies in real time. This allows AMD to set higher peak clock rates while remaining within the card's 250-watt TDP rating.

AMD has also reengineered their reference-designing cooling mechanism. The fan has larger blades, and all monitor connections are on one half of the mounting bracket, leaving the entire other side free for ventilation slits. Based on our subjective evaluation, the 7970 card was substantially quieter than the 6970 card we compared it to.

Eyefinity 2.0

AMD is improving its Eyefinity technology, and some of those changes will carry over to current-generation cards. One key feature that all Eyefinity capable cards will get is better bezel compensation and new configurations, including 5 x 1 support (in either landscape or portrait configurations), which should make driving and flying games incredibly immersive. Maximum supported resolution over multiple displays will be beefed up to 16K x 16K. That, my friend, is a lot of pixels.

AMD is also improving its stereoscopic 3D support, although it will continue to rely on third-party manufacturers to produce compatible glasses and displays. The Radeon HD 7970 will drive three displays in stereoscopic 3D mode using upcoming DisplayPort 3D monitors. Reference-design 7970 cards will be outfitted with one dual-link DVI, two mini DisplayPort, and one HDMI 1.4a. They'll support up to six displays simultaneously, although you'll need the right mix of adapters to do that.

AMD's new Discrete Digital Multi-Point Audio (DDMA) is another interesting feature, which could be useful in online gaming, video-conferencing, and other situations. If you're engaged in a video conference with several other participants displayed on discrete monitors equipped with speakers, it will enable directional audio, so that when a participant on a monitor to your left speaks, you'll hear his or her voice on that left-hand monitor. AMD says DDMA will also be useful for multi-room audio setups, so you can play a game on the computer in one room, while music is piped into speakers in other rooms in the home.

Performance

We tested a reference-design Radeon HD 7970 card using beta drivers, so bear in mind that our benchmarks are based on a work in progress. This card did not, however, come with the telltale EMI warning labels that typically mark early engineering samples. We did encounter one glitch, although it happened only once during testing, and we were unable to replicate it: When we cold-booted the system, the GPU's clock reset to 500MHz (instead of the usual 925MHz). We used AMD's OverDrive feature, part of the Catalyst control panel, to reset the clock to the factory default.

We compared the 7970 to three other cards: an XFX Radeon HD 6970, running at 880MHz and paired with 2GB of GDDR5, an EVGA GTX 580 SC, which is slightly overclocked at the factory to 797MHz and is outfitted with 1.5GB of GDDR5 memory, and an aggressively overclocked (855MHz) EVGA GTX 580 Classified, which is equipped with 3GB of GDDR5. Unlike our standard tests, we brought the pain by benchmarking all four cards on a 30-inch display at 2560 x 1600 resolution, 4x AA, and all settings at their maximum values.

When the smoke had cleared, the two GTX 580 cards won just a single benchmark, the HAWX2 test, which tessellates just about everything in sight. There were a few effective ties between the 7970 and the EVGA Classified, including Metro 2033 and Just Cause 2; but when the 7970 won, it generally won big. It opened a substantial lead on the Unigine Heaven synthetic test, for instance, even when we cranked tessellation to "extreme."

AMD suggests that the Radeon HD 7970 has some clock-speed headroom, so we can expect to see factory-overclocked cards pushing the core clock rate up to 1GHz and possibly higher. That 3GB of frame buffer will come in handy for GPU-compute applications. AMD's expects retail cards based on the 7970 to sell for $549, which strikes us as a reasonable—but not exceptional—value. AMD will also ship a cost-reduced version of the 7970, in form of the Radeon HD 7950 in early 2012, but the company hasn't released specs or pricing on that SKU.

Specifications - Radeon HD 7970 vs. Radeon HD 6970

Radeon HD 7970 Radeon HD 6970
Manufacturing Process 28nm 40nm
Transistor Count 4.31 billion
2.64 billion
Reference Core Clock 925MHz 880MHz
Frame Buffer 3GB GDDR5 2GB GDDR5
Memory Clock 1,375MHz
1,375MHz
Memory Data Rate 5.5 gigapixels/sec 5.5 gigapixels/sec
Memory Bandwidth 264GB/sec 176GB/sec
Memory Bus 384-bit 256-bit
Stream Processors 2,048 1,536
Compute Performance 3.79 single-precision TFLOPs 2.7 single-precision TFLOPs
Texture Units 128 96
Texture Fill Rate (peak) 118.4 gigatexels/sec 84.5 gigatexels/sec
ROPs 32 32
Z/Stencil 128 128
Maximum Board Power 250W 250W
Idle Power (active) 15W 20W
Idle Power (long dark) 3W 20W
Benchmarks
AMD Radeon HD 7970 Reference XFX Radeon HD 6970 EVGA GTX 580 SC EVGA GTX 580 Classified
3DMark 2011 Perf 7,985 5,750 6,747 7,321
3D Mark Vantage Perf 31,873 24,453 26,936 28,559
Unigine Heaven 2.5 (fps) 28 17 22 23
Shogun 2 (fps) 28 19 22 24
Far Cry 2 / Long (fps) 96 75 85 92
HAWX 2 DX11 (fps) 113 73 120 128
STALKER: CoP DX11 (fps) 37 25 28 29
Just Cause 2 (fps) 48 31 41 48
Batman: Arkham City (fps) 51 36 45 47
Metro 2033 (fps) 17 14 15 17
DiRT3 (fps) 60 44 50 55
Core /Memory Clock Speeds 925 / 1375 880 / 1375 797 / 1013 855 / 1053
Power @ idle (W) 124 126 140 140
Power @ full throttle (W) 325* 296 344 385
Price $549 $350 $550 $600

* "Long dark" system power was 109W
Best scores are bolded. Our test bed is a 3.33GHz Core i7 3960X Extreme Edition in an Asus P979X Deluxe motherboard with 16GB of Corsair DDR3/1600 and an AX1200 Corsair PSU. The OS is 64-bit Windows Ultimate. All games are run at 2560 x 1600 with 4x AA, except for the 3DMark tests.

Verizon Fixing Galaxy Nexus Signal Issue by Adding More Bars

Posted: 21 Dec 2011 03:07 PM PST

gnexVerizon might have been busy dealing with a couple of LTE outages as of late, but it has also had a chance to evaluate claims of poor 4G performance on the new Google flagship Galaxy Nexus Android phone. On that front; good news! An update is coming to "fix" the signal issues. Although, it turns out the fix is really just a change to how the signal bars are displayed. 

"A future software update will adjust the signal strength indicator to more closely match other Verizon Wireless devices," the Verizon statement read. Presumably, this will mean the Android 4.0.3 build expected in the coming weeks. The update is simply going to be interpreting the actual LTE signal differently when showing the user signal bars at the top of the screen.

If this update fixes anything, it's merely the user's subconscious perception of network quality. It could be said that Verizon is running psy-ops on Galaxy Nexus users. The phone won't get better signal, but it's going to look a whole lot better. 

Windows Phone 7 App of the Week: Xbox Companion

Posted: 21 Dec 2011 03:03 PM PST

When Microsoft announced the Windows Phone platform at Mobile World Congress, Xbox lovers had to be excited about the potential for integration between phone and console. Sadly, those aspirations for a unified gaming platform haven't reached the levels that many of us dream about, but Microsoft is making an effort to provide added value to customers who embrace the Microsoft ecosystem.

   

The Xbox Companion app for Windows Phone provides a way for Xbox 360 owners to control their console and more efficiently browse music and video using their Windows Phone. After a quick pairing process Windows Phone users can search or browse for videos on Netflix, the Zune Marketplace, or other sources using their phone. This video content can then be queued to play through the Xbox to a HDTV, or you can simply get more information on the movie such as cast details or movie reviews.

   

Obviously we're still a far cry from a unified gaming platform between the console, phone, and (most importantly) the PC. But if you think about it, even the basic functionality provided in this first version of the Xbox Companion app Microsoft has accomplished some things other platforms can't compete with. We can't wait to see where they take things from here.

Xbox Companion is a free download from the Windows Phone Marketplace.

Put the Pitchfork Down, Verizon Confirms 4G Restored for All

Posted: 21 Dec 2011 02:53 PM PST

vzwEarlier today we reported that Verizon Wireless was experiencing its second data outage in as many weeks. Well, shortly ago Big Red gave the all clear saying that it fixed the issue an that all users should be back up and running. Any issues you are still having are entirely your own fault. 

The carrier disputed the earlier reports claiming that 3G data was down as well. Voice calls and SMS were never affected, either according to Verizon. Still, for all those customers paying up for tiered 4G data plans, it can be a little galling to be dropped back down to 3G for half the day. just poking one's head into the Verizon forums or checking Twitter made that much perfectly clear.

4G LTE is still a new technology, and Verizon has done the most to get it rolled out to the masses. Perhaps this is just part of the deal being on the cutting edge as the carrier dumps millions of 4G phones onto its new network. How's your 4G today?

RIAA: Our Torrenting IP Addresses Were Used By a Third-Party

Posted: 21 Dec 2011 02:41 PM PST

riaaEver since the interesting, yet disturbing site YouHaveDownloaded went live, the Internet has reveled in hunting down the IP addresses of copyright cops who have been illegally downloading content via torrents. One group found to have some internal pirates is the RIAA, which records show has 6 IP addresses downloading infringing content. Now the RIAA has responded with a defense similar to some alleged file-sharers: it wasn't us.

The RIAA is claiming that the IP addresses in question were run by a mysterious third-party which connected to one of the public torrent trackers. "Those partial IP addresses are similar to block addresses assigned to RIAA. However, those addresses are used by a third party vendor to serve up our public Web site," an RIAA spokesperson said. So it is the group's position that the IP addresses might belong to it in some tacit way, but someone else did the deed. 

If the situation were reversed, and it was the RIAA accusing someone else of file-sharing, we imagine they wouldn't much care who was actually using the IP address at the time. The RIAA was remarkably vague about just which associated third-party was using its IP address, but they're probably not going to sue.

Future Tense: Music Depreciation

Posted: 21 Dec 2011 01:58 PM PST

Recently, a correspondent with more attitude than common sense excoriated me for having no taste. He could be right, but I doubt it.

I had mentioned in passing that I have thousands of CDs in my music collection, enough to fill a 3-terabyte hard drive. This particular adversary's argument was that because taste is the product of a thousand distastes, obviously I had none because I had failed to winnow my collection. It doesn't take a lot of smarts to realize that this is an inaccurate application of Sturgeon's Law ("90% of everything is crud.") The inaccuracy arises from the assumption that little or no taste was applied in the original purchases. (The assumption that 5,000 CDs is too many, that there isn't enough quality music in the world to fill 5,000 CDs is even more horrifying.)

But in one sense, the adversary was right that I have thousands of songs that I haven't listened to in years. My Uncle Morrie was also right back in the 70s when he looked at my collection of vinyl disks and remarked that I had more music than I could listen to. Ironically, Uncle Morrie was his own kind of pack rat. Among other things, he collected jeans. After he died, we found more than 100 pairs in his closets, more jeans than any one person could wear. Right. I'd rather collect music.

Let's assume I have at least 6,000 hours of music on the shelves. If I were to listen to ten hours of music a day, it would take 500 days to play every track. But nobody listens to their music collection that way. We pick and choose based on our changing moods. We have collections because we want to have choices.

A completist has to have every item in the set, regardless of the quality (or lack of) in any individual item—but a collector gathers items of value that he selects for specific qualities. With music (as with books, comics, movies, and TV shows) the collector wants to have a purposely selected repertoire of entertainment choices.

I should be grateful to the adversary because he reminded me I wanted to write about the history of music recording. Humanity's relationship with music has fundamentally changed over the last hundred years. Music has become a much greater part of our lives—but at the same time, that convenience has reduced much of its impact and importance.

Before electricity, all music was live. We either created it ourselves or listened to someone else create it. The only distribution system was sheet music. Knowing how to play a piano, a guitar, a violin, was an important skill. A marching band was a delicious treat. A music hall was a cultural center. If you wanted to experience an epic performance of an opera, or hear a major symphony, you had to go to a concert hall. Music was an event. It was a performance. It was ephemeral, it existed only in the moment, and then it disappeared forever.

We have no recordings of any music prior to 1877, when Edison invented the phonograph. We have little idea what the music of ancient Greece or Rome actually sounded like. We have some hints of traditional Inca and African and Native American music. A great deal of the Chinese and Japanese musical traditions have survived over the centuries and we have European musical texts dating back almost a thousand years. But even the best recreations are still only recreations—filtered through contemporary experience and sensibilities. They are interpretations of what we think the original experiences might have been.

Electricity made it possible to record, store, and distribute music accurately and widely. The early days of records made it possible for a performer or an orchestra to reach people all over the world, a larger audience than a lifetime of live performances could reach. Records created a whole new kind of fame for performers.

When radio broadcasting began in the early '20s, it created a new kind of national identity. People everywhere could experience the same events in synchrony. The radio brought news and entertainment into homes everywhere, connecting even the most distant dwellers to their big-city neighbors. Music, both live and recorded, reached whole new audiences. People who might never have heard an opera or a symphony or even a simple song could now be a part of the developing urban culture.

Prior to the invention of radio, mother might read aloud to the family, usually a chapter of a book. On special occasions, someone in the family would play an instrument or sing. After the radio arrived in the parlor, the personal creation of entertainment declined. After dinner, the family would gather in the living room to listen to the evening's news and entertainment, rescheduling itself to the various weekly programs. And as the radio became the focus of the family, the family identity gradually became homogenized to that role-models portrayed in the nightly dramas.

And radios were big in those days! They were cabinet-sized behemoths that filled a corner of the room, with huge tubes that doubled as space-heaters filling the top half, and a 12-inch speaker in a large enclosure on the bottom. The sound quality could be fairly impressive.

On Sundays, the network radio stations would play serious music—symphonies or operas, noteworthy pieces of classical importance. Listeners who had never had the chance before, now became familiar with the works of Beethoven and Mozart, Tchaikovsky and others. Additionally, classical music pieces were often used as themes for movies and radio programs. Franz Lizst's Les Preludes was the theme for the Flash Gordon serials, Rossini's William Tell Overture is practically synonymous with The Lone Ranger, and who doesn't sing "kill the wabbit!" while listening to Wagner?

In the '40s, table radios (eventually clock radios) became commonplace. They could never match the big speakers for volume or impact, but they took up less room and could fit in kitchens and bedrooms for personal listening. In the '50s, television stole radio's nighttime audiences, so radio had to reinvent itself. FM and FM stereo provided significantly better sound quality than AM—true high-fidelity—so it became the new home of classical music. Car radios became a standard feature on all new cars, no longer a pricey add-on, so drivers could listen to news and ball games on their AM stations. The invention of the transistor radio made AM an even more portable medium. The baby boomers took to it like puppies to kibble.

By the end of the '50s and the beginning of the '60s, teenage boomers were listening to rock and roll everywhere. Every major city had at least one, sometimes several competing, rock and roll stations. The DJs were the helmsmen of the burgeoning rock culture—elevating Buddy Holly, Elvis Presley, Ray Charles, the Beach Boys, and eventually that band from Liverpool into icons. On weekends, teens went to a dance concert to hear a live band or to a teen club where a DJ spun records, but even on school days, teens gathered to listen to 45rpm singles in their bedrooms. The portability of music was first a delicious novelty, a luxury, and finally a convenience—but that convenience changed everyone's relationship with our music.

As the '60s turned into the '70s, car stereos and cassette players and boom boxes made music even more portable. The result was that as consumers became more and more accustomed to that convenience and portability, music stopped being an event. It became a kind of auditory wallpaper. Soon it was everywhere and often inescapable. Weird stuff dripped out of elevators and kitschy coffee shops, something called "easy listening." That meant you didn't have to pay attention to it.

The unintended consequence of all this convenience was that music began to lose much of its emotional impact. Part of it was that recording technology couldn't handle the wide dynamic range of most music, so the music had to be compressed—the high peaks of drumbeats were audibly limited. The playback technology was even worse. Music played over most radios was small and tinny. Speaker systems were cheap, often dreadful, and almost always sonically mismatched for their environment.

There were some exceptions. One was the movie theater, where images were wedded to sound. Magnetic sound tracks provided significantly better quality, and theater owners had to invest in decent loudspeakers and amplifiers anyway. Turning up the volume often hides the lack of dynamic range, but if you listen to any MGM soundtrack from that era (Dr. Zhivago, for example) you can hear how compressed the sound really was.

Another exception was the enthusiasm of hi-fi hobbyists. In their near-fanatic pursuit of great sound they turned high end stereo gear into an industry. High-fidelity stereo freaks were dedicated to restoring both the physical and emotional impact to recorded music. The stereo magazines of that era often discussed how the home experience was different than the live experience and whether or not a recording should be judged by how well it recreated the live experience or whether the home experience should be weighed on its own merits.

Sony's cassette-playing Walkman made music a personal experience. The sound quality of a properly calibrated set of earbuds or headphones could be remarkable and the sight of someone walking down a city street plugged into some unshared reverie became commonplace. In the glory days of cassettes, enthusiasts ripped their own music tapes from vinyl records. With a knapsack full of cassettes and extra batteries, you could be set for the day. But the Walkman was a mechanical device with a couple of miniature motors that had to withstand the rigors of portability. The lifespan of even the most rugged player was often less than a year.

The emergence of the MP3 player—the iPod and all the wannabes—is the current evolutionary phase of portable music. The first ones had hard drives, but now the music player is solid-state, nearly unbreakable, and with enough capacity that you can carry a whole library of listening in your pocket. (Not quite an entire collection of 5,000 CDs, but certainly your favorites.) Add video and maybe a few games and you have a complete personal entertainment device.
Where do we go from here?

We're already seeing smartphones and tablets doubling as music and video players, and Amazon now lets you stream selections from your library direct to almost any device you own. It may be that portable music will disappear as a product and become instead a fungible (look it up) service.

What all of this history proves is that human beings have an enormous hunger for music. Recording and playback technology has evolved to meet that hunger. We seek out music everywhere, we bring it home, we take it with us, we tailor it, we use it and even abuse it. (Spike Jones, P.D.Q. Bach, Weird Al Yankovich.) But the continuing evolution of technology has also produced a profound shift in our personal relationship with music.

For many (most?) consumers, music has now become a completely individual experience. You design your listening to suit your own moods and tastes, you create a unique soundtrack for your life. Your relationship with music no longer depends on availability of performers or broadcasts. You no longer have to share your music with others. Your music is a personal event that you summon at will.

Depending on what you want it to be, music can be wallpaper, soundtrack, anthem, or epiphany. Depending on how you listen to it, music can be background or immersive. Our technology not only gives us a choice in what we listen to, but also how we listen to it. Music is now a mutable resource.

On the one hand, it can be argued that having music be so casually available produces a context of disrespect for all music. Because it's so easily obtained, it's no longer a special event. We can regard it as disposable, replaceable, even irrelevant.

But on the other hand, it is just as easy to argue that having access to so much music as a regular part of life makes it possible for all of us to enrich our lives with even more musical discoveries than ever before. It's an opportunity to widen our menu of choices and expand our personal repertoires.

What do you think? What's your experience?

How to Create a Personalized QR Code

Posted: 21 Dec 2011 12:50 PM PST

If you've been in a public space in the last year or two, you've probably seen a QR code—a small, square two-dimensional barcode that looks a bit like a miniature crossword puzzle. They've been around for more than 15 years, but they've recently exploded in popularity, thanks to smartphones, which are perfect QR-scanners.

Unlike traditional supermarket-style barcodes—which codify an identification number—QR codes are binary representations of numbers or letters, and can be many different sizes. A tiny QR code can represent just 30 numbers, and a giant one can represent thousands of letters, numbers, and punctuation marks. With that much flexibility, everyone can find a use for QR codes. In this article, we'll show you how to make a distinctive, personalized QR code to put on your business card, or anything else.

Step 1: Get Your vCard

We're going to avoid the obvious joke here and let you know that vCard is a standard for digitally transmitting contact information. You might have encountered a vCard attached to an email message in the past, but they work great in QR codes, too—most QR reader apps are designed to detect vCards and automatically enter the data into the phone's contact list.

There are plenty of sites that will create a vCard QR code for you automatically (just a Google search away), but we recommend the web app here.

There, you simply click the Select a Code Action drop-down box, and select Create a vCard. Then, enter your personal information into the boxes below (image above), and hit Generate Code. Note that QR code size is dependent on the number of characters encoded, so you might find yourself dealing with a giant, unwieldy code that will be hard to fit on a business card. To get it down to size, we recommend using only vital information, like your name, phone number, and email address.

Another way to get around having a huge QR code is to have a personal website with your contact info (perhaps in a downloadable vCard) and to embed a link to that in a QR code. You can use a link shortener to make the URL and QR code as small as possible, which you will want for the next section.

Step 2: Personalize Your Code

One downside to QR codes is that by default they look a little impersonal. If you want to give your business card some visual appeal, there are a couple of simple things you can do. For one, you can give it a more interesting color scheme. The QR code generator we recommended defaults to black-on-white, but you can tell it to use any color for the foreground or the background. Make sure the background is lighter than the foreground, and that there's decent contrast between the two. Otherwise, reader apps may have a hard time with it.

An even neater-looking trick, and one that's still easy to pull off is to use a subtle color gradient. To do this, just open your image editor of choice (Photoshop and the free GIMP both work great), create a color gradient, and then use your QR code as a mask for that layer (image below).

If you want to go a step further by introducing a logo into your QR code, that's entirely possible, as well. Just make sure to use the highest error correction setting (this can be set in the web app we recommended earlier) when you generate your QR code. This will make the code larger, but will allow it to be read even if up to 30 percent of the code is erased and written over.

For best results, don't place your graphic or logo over the tracking boxes in the corners of the code. With some trial and error, you should be able to find out what scans and what doesn't (image above).

Terrible Tech Advertising: The Most Shameless Tech Product Placement in TV and Movies

Posted: 21 Dec 2011 11:37 AM PST

Unless you've been intentionally cutting yourself off from mainstream movies and TV (and we wouldn't blame you if you had), you've probably become aware of the practice known as product placement--when companies pay money to have their product or brand featured in a movie or TV show. 

Used judiciously, product placement can be a way for filmmakers to get a little extra cash and flesh out the realism of their world. It makes more sense to see characters at a bar drinking real brands of beer, after all. Unfortunately, Hollywood isn't known for its subtlety, and product placement can all too often be jarring and obvious.

And, of course, tech brands are no stranger to this kind of advertising. We've put together a gallery of 15 of the most shameless, hamfisted instances of tech product placement in movies and TV shows. Check them out, then hit the comments and let us know what we missed.

 

Microsoft Pulling Out Of CES After 2012 Show

Posted: 21 Dec 2011 11:07 AM PST

Has CES seen its heyday? The gargantuan trade show seems to get bigger and more packed every year, but some top companies – Apple and Google among them – avoid the gathering like the plague, instead focusing their attention on other events and conferences. Now, a third 10,000 lb. gorilla is pulling out. Microsoft, a longtime CES mainstay and a massive presence at the show, announced today that the 2012 conference will be the last one for the company.

"We'll continue to participate in CES as a great place to connect with partners and customers across the PC, phone and entertainment industries, but we won't have a keynote or booth after this year because our product news milestones generally don't align with the show's January timing," Microsoft VP Frank Shaw wrote in a blog post today. Instead, the company will throw more of its marketing might at direct communications with consumers via social media and retail stores.

The split isn't a complete surprise; for years, CES has been slowly drifting away from its computer-focused past and leaning more towards gadgets and home electronics. So we ask you, the Maximum PC readers: is CES becoming a thing of the past for computer lovers?

GPU-Z Update Adds Support for Radeon HD 7970, 7350 Graphics Cards

Posted: 21 Dec 2011 10:52 AM PST

GPU-Z is one of our favorite tell-all utilities to carry around on a USB stick. It doesn't require any installation, it has a small footprint (around 900KB), and it reveals just about everything you could want to know about your videocard, from the BIOS version to the number of ROPs. TechPowerUp is pretty good about keeping GPU-Z updated, and the latest build adds support for AMD's Radeon HD 7970 and 7350 graphics, as well as a few other enhancements.

GPU-Z v0.5.7 fleshes out support for a few other GPUs, including AMD's Radeon E6760, HD 3650, HD 5570, HD 6450A, HD 6470M, and FirePro V4800 and V3800.

In addition to better support for the above GPUs, the update fixes half a dozen issues, including one where PCi-E 3.0 might show up as PCI-E 2.0.

You can download the latest build here.

MMO News

MMO News


Holidays arrive in Mabinogi

Posted: 21 Dec 2011 03:19 PM PST

Mabinogi’s December content update is now live, bringing with it new holiday content and more.

The Arena Battle has been introduced, letting players battle against NPCs, with victors who defeat all the NPCs earning special weapons, rewards, and enchants for their efforts. The Ice Dragon, which can freeze opponents and offers a speed boost, has also been released.

For the holidays, players can help the Snowman by receiving their own and making it grow. When it grows up tall, players will earn a Snowman’s Gift Sack, which may contain a Reindeer Whistle inside.

Mabinogi is published by Nexon, which also publishes Dungeon Fighter Online and Dragon Nest.

mabinogi_reindeerwhistle

Mabinogi Gameplay Screenshot

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'Tis the Season to be Jolly in Mabinogi

Nexon announces Mabinogi's holiday events and Merchant of Venice, California contest winner

Nexon America's fantasy-themed MMORPG "Mabinogi" is ushering in the holidays with a series of special events and in-game celebrations. The December content update also brings with it a new NPC Arena Battle, and the coveted Ice Dragon.

In Mabinogi, frolicking in the snow comes with exciting rewards. Players can talk to the Snowman NPC to receive a snowman and make him grow when it snows. Players will receive a Snowman's Gift Sack when the snowman grows to a certain height. Especially lucky players will find a Reindeer Whistle inside.

Adventure seekers will now be able to face off with NPCs in the new Arena Battle. Victorious players will receive a dungeon pass in each town to continue their mission to defeat all NPCs. Players who complete the Arena Battle will earn special weapons, rewards and enchants.

The debut of the long awaited Ice Dragon may be the sweetest gift of the season for Mabinogi pet lovers. Once summoned for battle, the Ice Dragon can freeze and attack opponents with its Ice Breath and Frost Storm attacks. When in the air, players gain a speed boost to fly even faster while atop the magnificent creature.

The content update this month follows the highly popular Merchant of Venice content update which debuted at the end of October. Nexon recently selected one lucky Mabinogi player to become "The Merchant of Venice, California." The player Lyght, from Mabinogi's Mari server, after having successfully mastered the new Commerce System, was randomly chosen as the winner. Lyght and his guest will enjoy the grand prize trip to California, including roundtrip airfare to Los Angeles, a three-night hotel stay in Venice, a $500 spending allowance and an exclusive studio tour of Nexon America.

Ragnarok releases Bifrost

Posted: 21 Dec 2011 11:37 AM PST

Ragnarok Online has launched its latest expansion, 14.1 Bifrost.

The update expands the New World story with the new area of Bifrost, available for players above level 100. These new areas include several new maps, monsters, and quests, plus two new dungeons. There is also new equipment for high-level Warlocks and Arch Bichsops.

A level up event is also taking place to help players get to level 70 and first job level 50.

Ragnarok Online is published by Gravity Interactive, which also publishes ROSE Online and Requiem.

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Ragnarok Online Gameplay Screenshot

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RAGNAROK ONLINE LAUNCHES THE HIGHLY ANTICIPATED 14.1 BIFROST EXPANSION TODAY!

Now is the perfect time to return to Ragnarok Online!

MARINA DEL REY, Calif. (December 21, 2011) – It is perfect time to join Ragnarok Adventure as well as the perfect time to return for the Holidays as Ragnarok Online launches the highly anticipated massive expansion episode update 14.1 Bifrost. This expansion opens a new chapter in the New World Saga, bringing adventurers face to face with Nidhoggur and the plight of her people.  Unique daily and arc quests as well as new monsters await our higher level adventurers in the Bifrost. The 14.1 Bifrost expansion includes:
·        Expansion to the New World story.
·        2 New Instances.
·        New Equipment sets for High Level Warlock and Arch Bishops.
·        New fearsome mobs to challenge high level Players.

Detail information about the expansion can be found here.

To aid new adventurers in Ragnarok, Gravity is hosting a level up event to help players reaching to base level 70 and 1st Job 50 much faster than normal! This event is to help players to get up to speed and explore 14.1 contents and join their friends at the higher levels of play.

Priston Tale offers Christmas adventure

Posted: 21 Dec 2011 11:24 AM PST

A new update to Priston Tale introduces Christmas-themed content and more for players.

Players can help Rudolph for a chance at a special prize, by finding seven unique items that fell off the sleigh and are now in the hands of snowmen hiding on each map.

The Ice Mine map has increased the drop rates for all monsters, and the game’s daily quest experience has also been increased.

Priston Tale is published by Suba Games, which also publishes Cross Fire and ACE Online.

priston_tale_christmaspt1

Priston Tale Gameplay Screenshot

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Rudolph Comes to Priston Tale with a Job for Everyone

Classic MMORPG Celebrates Christmas the Old School Way

TORONTO, ON December 21, 2011-Priston Tale, the classic 3D fantasy MMORPG published in North America by Wicked Interactive, celebrates the holidays the Old School way, with Rudolph and Frosty and a special Christmas adventure, as well as a new map and other surprises.

THE CHALLENGE:
Rudolph has just rolled into the Priston Continent. Your job? Find him the seven unique items that fell off his sleigh. If you do, he will give you a special prize.

Watch out, though. To obtain these items players will need to defeat the snowmen hiding among regular monsters in each map. So get your friends together and earn your reward from Rudolph!

MORE SURPRISES:

Along with this patch is an enhancement to the new Ice Mine map. The 108-item drop rates have been increased for all monsters.

Finally, the daily quest experience has been increased. Hint: Talk to Hunter Owen, who can be found in Ricarten and Pillai. You’ll be rewarded even more for completing his quests!

Star Supremacy launches Christmas update

Posted: 21 Dec 2011 10:41 AM PST

Star Supremacy has reached over 50,000 players registered for open beta, and are now launching a special update, “Gemini,” that includes a Christmas event and new content.

New planets have been introduced, along with new equipment to find in this unexplored area of the galaxies. Other changes include increased energy regeneration for commanders under level 10; simpler ways to instantly complete construction; the ability to retreat when engaged in battle at a cost of energy, ships, and fighters; and a search function in the Trade Platform.

Players can also find Santa on the nine neutral planets between 13:00 and 19:00 server time daily. Finding Santa will let players accept a special mission to find his Sleigh, for an Xmas Stocking reward – filled with presents and equipment.

Star Supremacy is published by Barbily Games.

star-supremacy-new-galaxy-2

Star Supremacy Gameplay Screenshot

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Star Supremacy releases new updates to celebrate Christmas after it attracts over 50,000 users in one month of Open Beta

Suzhou, China – December 17, 2011 – It’s been one month since Barbily launched its free-to-play sci-fi MMORTS, Star Supremacy into Open Beta. Since launching, Star Supremacy has attracted over 50,000 users almost filling up Star Supremacy’s game server. A new second server is being planned the team says.

In light of Christmas, Star Supremacy will be hosting some rewarding Christmas events as well as releasing a bunch of new updates to the game.

Christmas event

As posted on their Christmas event page:

Star Supremacy update "Gemini" will open new worlds with access to rare special resources. New adventures and rewards await for both established and new players.

In the new version, the triplet stars of Shaula, Nunki and Aldebaran have returned together allowing free travel between them. Defend your treasured lands from whoever may invade!

Updates (more can be seen on the event page) include:

● We've added a new player boost where any commander under level 10 will automatically recover some energy after battle.

● Many new equipment items have been added to find in the new planets!

● To make things simpler, we have added the ability to instantly complete construction without having to use lots of separate items.

● Commanders are now able to retreat even when engaged in battle. But they will lose all energy as well as 25% of their ships and fighters. Don't forget to send leaders into battle with friends to allow easier retreat!

● Added a new "Search" button in Trade Platform to make it easier to find what you need.

Also, details on the Christmas event (more information including screenshots can be found on the event page):

Santa will appear on the 9 neutral planets at 13:00 and 19:00 server time every day. Each planet only has one Santa who will remain for half an hour. During this time, players need to find out the coordinates of Santa, accept the mission and help Santa to find his sleigh.

The Santa Sleigh is droppable in all nodes. Higher level nodes have higher drop rates. If you find more sleds than you need, auction them to other players. Players will be awarded a Xmas Stocking after they finish the mission. There are Xmas presents and unique festive equipment to be found!

Heroes in the Sky launches new winter update

Posted: 21 Dec 2011 10:21 AM PST

Players of Heroes in the Sky will be treated today to a new major update: Might of the Luftwaffe.

The update introduces two new raids – Conspiracy Within the Iceberg and Chase of the Frozen Sea. A new racing mode lets players test their plane’s speeds against others in the Canyon map, while a new free mercenary plane tree is available. The game now also supports resolutions up to 1377×768.

Heroes in the Sky is published by Games Campus, which also publishes Scarlet Legacy and Shot Online.

heroes-in-the-sky-waters

Heroes in the Sky Gameplay Screenshot

Source:

RING IN THE NEW YEAR EARLY WITH THE LAUNCH OF HEROES IN THE SKY: MIGHT OF THE LUFTWAFFE

No Need To Wait For A Present Under The Tree, GameCampus’ Popular Online WWII Flight Combat Simulator Launches First Major Update Of The Season Today

Sunnyvale, Calif. (December 21, 2011) – Leading online game publisher, GamesCampus.com (www.GamesCampus.com), today announced  that its latest update for popular MMOTPS WWII flight combat simulator, Heroes in the Sky, Might of the Luftwaffe,  is now live.  This new update brings big changes to the game including new raids, modes and resolutions (the visual kind, not the New Year’s promise kind!) and much more.  Players can take to the air starting today to check out all the new content for free at http://HIS.GamesCampus.com

This latest update delivers four big changes for the pilot in all of us:

Two New Raids - Adventure and intrigue are ready to greet players with two all-new raids: the “Conspiracy Within the Iceberg” brings players back to the ongoing story of the SILF, a shadowy organization of Super Nazi’s that threaten to conquer the world!  Or, explore the North Sea and uncover the latest diabolical plot in “Chase of the Frozen Sea” where it’s up to players to defeat the great new weapon of the SILF.

Racing Mode - Gentlemen start your engines!  Players can now race their friends and enemies through the deadly twists and turns across the Canyon Map and prove to everyone, once and for all, they are the greatest pilot to ever take flight!

New Resolutions - Players can now enjoy Heroes in the Sky like never before with resolutions up to 1377 by 768!  Pilots can see more of the field and feel more of the battle as the skies open up before them.  Never before has it been easier to spot a target and bring the pain!

Mercenary Plane Tree - Take a spin down the all new mercenary tree! All the convenience of premium planes in a friendly free package!

“This is an exciting update for us because it brings a lot of great changes that players can really utilize and enjoy in a game they already love,” said Uyen Uyen Ton Nu, head of Marketing for GamesCampus.  “So, as players get ready to settle in for some much needed gaming time this Holiday season they can take to the skies and experience some great new features as we all get ready to make the leap into 2012!”

Heroes in the Sky is an intense airborne MMOTPS that combines high impact PVE and fast paced PVP as it chronicles the events from the beginning to the end of World War II.  PVP combat is taken to a new level as players must not only worry about the basic dangers from the front, behind, and sides, but also from above and below. Heroes in the Sky is dog fighting at its finest; cannon fires, machine gun blasts, missiles, and bombs flood the skies as up to 16 players shoot it out for air superiority!   Featuring some of the most famous WWII aircraft in history, players will soar across the sky as they bomb cities, sink boats, burst blimps and more– all this and more unfolds as players compete to become the top Ace in Heroes in the Sky.  Players will choose from a variety of intense and realistic planes including both experimental and field tested all while reliving history and participating in intense aerial combat.

MMO Updates

MMO Updates


Previewing the nuts and bolts of MechWarrior Online

Posted: 21 Dec 2011 09:00 AM PST

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MechWarrior screenshot
MechWarrior Online might just be one of the most exciting titles to be announced in recent times. If you have ever played any version of the game or have ever enjoyed stomping around in the Battletech universe, you'll be happy to know that, yes, the new online game is actually being made. While the IP will soon turn 30 years old, it's still very popular. Some of us remember painting metal figures to place into our tiny lances, while others have fond memories of jumping and shooting, jumping and shooting, jumping and shooting.

Massively joined the press roundtable for the game this week and snagged some juicy information. We talked with Piranha Games' President Russ Bullock and Creative Director Bryan Ekman about how the development process is going, how their philosophies influence design, and how the game will actually play.

Click past the cut, and watch out for heat!

Continue reading Previewing the nuts and bolts of MechWarrior Online

MassivelyPreviewing the nuts and bolts of MechWarrior Online originally appeared on Massively on Wed, 21 Dec 2011 12:00:00 EST. Please see our terms for use of feeds.

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Massively's 2011 winter holiday event roundup

Posted: 21 Dec 2011 08:00 AM PST

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DC Universe Online
The winter holiday season is well underway, both in and out of game. Many schools, businesses, and communities are preparing to take a little time off to enjoy the holidays, and here at Massively, we want to make sure you don't miss a single in-game party.

We've been rounding up all the details on celebrations happening in our favorite MMOs, combining them into a handy guide. Follow along after the jump for your map to all of the can't-miss MMO winter holiday events for 2011!

Continue reading Massively's 2011 winter holiday event roundup

MassivelyMassively's 2011 winter holiday event roundup originally appeared on Massively on Wed, 21 Dec 2011 11:00:00 EST. Please see our terms for use of feeds.

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    League of Legends' Viktor wields science for evil

    Posted: 21 Dec 2011 07:00 AM PST

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    League of Legends
    Meet Viktor. He's your basic nice-guy scientist who has one teeny, tiny bad experience and decides to turn his entire life into comic book villainy. Feel sorry for him or don't, he's going to rend you limb from limb either way.

    Viktor is the latest champion on League of Legends' drawing board, and Riot Games has given us a sneak peek at the awe and terror that he will bring to the game. Viktor is written as the creator of fellow champion Blitzcrank, but is a wee bit upset that his work got stolen from under his nose. Instead of joining a therapy group, Viktor turned his body into a robotic slaughter apparatus and is out for some good ol' fashioned revenging.

    Viktor's passive ability, Evolving Technology, allows players to purchase an item from the store to modify his bonus to suit the players' needs. He can also shoot a beam that bounces back to him as a shield, set up a Graviton Field to slow and stun enemies in his immediate vicinity, and fire a massive Death Ray that cuts through multiple foes. His Chaos Storm is neat as well, allowing Viktor to send out a cloud that silences and damages enemies caught within it.

    MassivelyLeague of Legends' Viktor wields science for evil originally appeared on Massively on Wed, 21 Dec 2011 10:00:00 EST. Please see our terms for use of feeds.

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    RIFT offers cheap client, lots of bonus XP for Christmas

    Posted: 21 Dec 2011 06:30 AM PST

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    RIFT - death plane
    What does Christmas look like in Telara? There's probably snow, and elves, and according to the latest Trion news blurb, there are lots of presents too. First of all, the RIFT client is available for a paltry $4.99 starting tomorrow. And of course there's plenty of "cheer, joy, charity, and battling a never-ending stream of extra-dimensional monsters bent on undoing reality."

    To help you in your quest to save the world from demons and bad Christmas music, Trion is running a pretty spiffy promotion from December 22nd through January 2nd. RIFT subscribers will enjoy 15% bonuses on kill XP, favor, prestige, plaques of achievement, marks of ascension, and planarite throughout the holidays, and you can learn more about the game at its official website.

    [Source: Trion press release]

    MassivelyRIFT offers cheap client, lots of bonus XP for Christmas originally appeared on Massively on Wed, 21 Dec 2011 09:30:00 EST. Please see our terms for use of feeds.

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      Square-Enix says no user info stolen during security breach

      Posted: 21 Dec 2011 06:00 AM PST

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      Square-Enix Members
      A week ago we reported that Square-Enix's Members site, a loyalty program for fans of the studio's games, suffered an unwarranted intrusion and was subsequently taken offline as the company conducted an investigation. It turns out that the best possible outcome of this investigation has occurred, as no personal information was stolen. Subsequently, the company plans to bring its Japanese and North American websites back online by the end of the month.

      Square-Enix posted the following notice as an update:
      As a result of our continuing investigation, we have now confirmed that the database in which we store personal information was NOT accessed during the recent server intrusion. Therefore, your personal information was NOT compromised by an unknown third party.

      Square-Enix is planning to restart the Square Enix Members service by the end of December. Details of the schedule will be announced at a later date.

      We deeply regret any inconvenience this may have caused our customers and fans, and appreciate your patience.

      MassivelySquare-Enix says no user info stolen during security breach originally appeared on Massively on Wed, 21 Dec 2011 09:00:00 EST. Please see our terms for use of feeds.

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        The Daily Grind: Which MMOs would you marry, kiss or kill?

        Posted: 21 Dec 2011 05:00 AM PST

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        The Daily Grind
        Let's play a game today! Oh, let's! I'm sure you've heard of the classic "marry/kiss/kill" ranking game (or some not-so-PG version thereof) designed to rank your interest in a trio of human beings. So how about turning that upon MMOs today?

        Which games would you marry, would you kiss, and would you kill? By which, I mean:
        • Marry: You're in it for the long haul with this title, admiring the devs' past and present efforts, and are confident that the future will hold great things. You plus this game equals "happily ever after."
        • Kiss: You're interested -- or currently involved -- with a brief fling with this game, but you're pretty sure that it's not going to last. This is a title best left to brief flirtations versus long-term relationships.
        • Kill: You are done with this MMO -- or never wanted to get involved with it in the first place. You abhor the studio's practices and products, and wouldn't mind seeing the game thrown into the sun. Metaphorically, of course.
        So what's your list? Let us know in the comments section!

        Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

        MassivelyThe Daily Grind: Which MMOs would you marry, kiss or kill? originally appeared on Massively on Wed, 21 Dec 2011 08:00:00 EST. Please see our terms for use of feeds.

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          City of Heroes opens up friend referrals once again

          Posted: 20 Dec 2011 07:00 PM PST

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          I get by with a little help from my friends and their enormous weapons.
          Are you the sort that gets by with a little help from your friends? How about getting a free month of game time with a little help from your friends? City of Heroes has rolled out a revamped version of its referral program, giving players goodies for successfully referred players, whether the person in question has never picked up the game before or has just been a lapsed player. And if your referral target subscribes, you both get a bonus.

          Any player who does not have an active City of Heroes account or has an account that's been inactive for 90 days is eligible for the referral, which can be processed through the official site or via the in-game market. Assuming your target subscribes for at least one month, you receive an extra month for free, and the referred player receives a bonus of 500 Paragon Points in the market. Paragon Studios, meanwhile, gets another player. So really, everyone wins.

          MassivelyCity of Heroes opens up friend referrals once again originally appeared on Massively on Tue, 20 Dec 2011 22:00:00 EST. Please see our terms for use of feeds.

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          Guild Wars 2 dev blog talks achievements, Thief tweaks

          Posted: 20 Dec 2011 06:00 PM PST

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          Guild Wars - Thief
          It's been a trying year for impatient Guild Wars 2 fans, but 2011 is closing on something of a high note due to recent beta rumblings as well as an increase in the ArenaNet information trickle. The latest blurb is a year-end development update courtesy of Eric Flannum and Jon Peters, and Flannum kicks things off with a fairly detailed look at the game's achievement system.

          As it turns out, GW2's achievements come in three flavors, and they comprise long-term goals, dailies, and monthly tasks that "encourage a variety of play and reward you with gold and experience."

          Peters details recent changes to Thief class gameplay, and he pays particular attention to the steal and backstab abilities. He also spends a bit of time talking about improvements to combat timing and animations. "Making these improvements has been really interesting and fun because it has shown us how our game can feel appropriately action-oriented without taking away the familiarity of the MMO genre," Peters explains.

          MassivelyGuild Wars 2 dev blog talks achievements, Thief tweaks originally appeared on Massively on Tue, 20 Dec 2011 21:00:00 EST. Please see our terms for use of feeds.

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          Dawntide temporarily closes beta server

          Posted: 20 Dec 2011 05:00 PM PST

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          Dawntide - lonely boat
          Dawntide's beta server is officially closed for business. As we told you earlier this month, indie studio Working as Intended has decided to suspend the fantasy sandbox's open beta phase in order to focus on a large-scale gameworld revamp.

          WAI says that the servers will be offline "for a period of one to two months," and the company intends to keep players posted via weekly news updates and screenshots of the work in progress.

          Dawntide is a non-linear open-world title featuring skill-based advancement and a deep crafting system. You can check out our first impressions of the beta client via Some Assembly Required.

          MassivelyDawntide temporarily closes beta server originally appeared on Massively on Tue, 20 Dec 2011 20:00:00 EST. Please see our terms for use of feeds.

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          EverQuest II holiday producer's letter focuses on dungeon finding and making

          Posted: 20 Dec 2011 04:00 PM PST

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          Screenshot -- EverQuest II
          Before all of Sony Online Entertainment's developers fly out to see family and spend the holidays away from EverQuest II, the team decided to give players one last Frostfell present. Today's producer's letter takes a look at a number of new features coming to Norrath.

          The dungeon finder will see a couple of updates, such as the addition of contested dungeons to the dungeon finder and increased rewards for using the dungeon finder system. Dungeon-makers, meanwhile, will be granted a number of new treats. New effect objects will be available in the marketplace, and many items such as spawners, decorations, and maps will be purchasable with Station Cash as well as in-game currency. A number of general improvements have been made as well, including a revamped rating system for houses and dungeons and a couple of smaller tweaks. For the full details, click on over to the full letter below.

          MassivelyEverQuest II holiday producer's letter focuses on dungeon finding and making originally appeared on Massively on Tue, 20 Dec 2011 19:00:00 EST. Please see our terms for use of feeds.

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          RIFT wishes fans happy holidays with a new Fae Yule video

          Posted: 20 Dec 2011 03:00 PM PST

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          Screenshot -- RIFT
          Trion Worlds has released a new video in order to wish its fans happy holidays from RIFT's land of Telara. The new Fae Yule-themed video shows Telara on holiday, with people standing in line for presents, riding some rather derpy reindeer across a snowy landscape, and of course, beating the ever-loving daylights out of a gargantuan treant wrapped in lights. To get your dose of Telaran holiday cheer, just click on past the cut for the full video.

          Continue reading RIFT wishes fans happy holidays with a new Fae Yule video

          MassivelyRIFT wishes fans happy holidays with a new Fae Yule video originally appeared on Massively on Tue, 20 Dec 2011 18:00:00 EST. Please see our terms for use of feeds.

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          Stephen Reid addresses SWTOR server load issues

          Posted: 20 Dec 2011 02:30 PM PST

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          Screenshot -- Star Wars: The Old Republic
          Star Wars: The Old Republic continues to prove itself overwhelmingly popular as the official launch day progresses. Perhaps a little too popular, in fact. Stephen Reid stopped by the official forums today to post a short warning on high-population servers. Many players are experiencing extended queues to log in to their servers, but Reid focuses on a few "consistently high-population servers... [which] are closing in on their absolute population cap." These servers have reached or nearly reached the maximum amount of players the server can handle and "will likely have a queue to enter even at off-peak playtimes."

          The servers in question, organized by region, are The Harbinger, The Swiftsure, and The Fatman for North America, and Bloodworthy, Frostclaw, Legions of Lettow, The Red Eclipse, Tomb of Freedon Nadd, Darth Revan's Mask, Darth Traya, Jar'Kai Sword, and Hrakert Rift for Europe. Reid adds that server transfers are a common request, but even though the ability to transfer servers is being worked on, "there is no ETA on when it will be available."

          Also of note is the announcement that SWTOR will be launching in Australia and New Zealand in the spring of 2012. Reid states that right now the team is aiming for March 1st, though that may change. And if you've already imported the game, don't worry. Reid says that "[BioWare] will be investigating solutions to allow you to continue to play on a local server once they come online in March." For the full details, click on over to the SWTOR official forums.

          MassivelyStephen Reid addresses SWTOR server load issues originally appeared on Massively on Tue, 20 Dec 2011 17:30:00 EST. Please see our terms for use of feeds.

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          Star Wars: The Old Republic's hype train barrels onward

          Posted: 20 Dec 2011 02:00 PM PST

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          Screenshot -- Star Wars: The Old Republic
          December 20th is finally here, and Star Wars: The Old Republic is as live as it's going to get. The title's official launch has sent ripples through the interwebs, and MSNBC, Gamasutra, and Kotaku all have new features highlighting various facets of the new title. Gamasutra has a few words with BioWare co-founder Greg Zeschuk and creative director James Ohlen regarding the game's post-launch strategy. Zeschuk claims that the team is "really busy working on future SWTOR content as well as continuing to improve the service. This will never end." Never is quite a long time, we think, but we'll see how that goes.

          Meanwhile, MSNBC sits down with SWTOR's Lead Writer, Daniel Erickson, about BioWare's much-touted story pillar. He claims that the game's 20 writers worked together for a total of over 60 man-years of labor on the game's story and writing. And lastly, Kotaku has another few words with Zeschuk. When asked if SWTOR could potentially make a move to F2P like, say, DC Universe Online, Zeschuk replied, "Free-to-play works best when a game is built that way from the ground up... We're not saying never ever, but we certainly have no plans like that in the foreseeable future." For the full features, click on through the links below.

          MassivelyStar Wars: The Old Republic's hype train barrels onward originally appeared on Massively on Tue, 20 Dec 2011 17:00:00 EST. Please see our terms for use of feeds.

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          On the eighth day of giveaways, Enjin gave to me...

          Posted: 20 Dec 2011 01:00 PM PST

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          Enjin
          On the eighth day of giveaways, Enjin gave to me... eight guild-wide gifts!
          On the seventh day of giveaways, NCsoft gave to me... seven years of memories!
          On the sixth day of giveaways, GamersFirst gave to me... six retail packs!
          On the fifth day of giveaways, Trion gave to me... five subscription codes!
          On the fourth day of giveaways, Nexon gave to me... four pet items!
          On the third day of giveaways, Wargaming.net gave to me... three premium years!
          On the second day of giveaways, BioWare gave to me... two warring factions!
          On the first day of giveaways, Turbine gave to me... a lifetime VIP!


          Day eight has arrived, bringing with it gifts not just for a single person but for an entire gaming guild! Enjin, the host site to the Massively forums, has added eight gifts to our virtual pile: four one-year hosting plans and four 25-slot Mumble VOIP servers! The Mumble servers can accommodate the chattiest raid group, and the Enjin hosting packages include a host of extras to make a all-in-one guild home.

          It's easy to enter: Just leave a comment letting us know which prize you'd prefer and why. (Want to add a little bit about why your guild is awesome? Feel free!) The entry deadline is tomorrow, December 21st, at 4:00 p.m. EST. When the deadline arrives, we'll choose and contact eight winners for a holiday gift for their guilds. Check our contest rules and FAQ for eligibility, and best of luck!

          CONTEST FAQ OFFICIAL RULES

          MassivelyOn the eighth day of giveaways, Enjin gave to me... originally appeared on Massively on Tue, 20 Dec 2011 16:00:00 EST. Please see our terms for use of feeds.

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            The Soapbox: Tunnel vision

            Posted: 20 Dec 2011 12:00 PM PST

            Filed under: , , , ,

            Remember how WAR was going to bury WoW?  Yeah.
            Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column.

            As everyone knows, social gaming is doomed to failure. Mindless, repetitive drivel like FarmVille is just an enormous waste of time and clicking with no actual gameplay aspects involved, and there's no real depth to keep someone hooked. It's not even remotely close to an MMO, and obviously pretty much everyone will get bored with it and stop giving Zynga money in a couple of months.

            The only thing that stands in the way of that clearly correct opinion is the piles of money it continues to make.

            Of course, the above is what several gamers have been stating ever since the first seemingly innocent Facebook game came around. I'm restating it here not because I'm talking about social games but because it's a symptom of a larger problem. As gamers, we love to predict which MMOs will work and which ones won't, but we're also suffering from a terrible sense of tunnel vision that makes us really awful at that.

            Continue reading The Soapbox: Tunnel vision

            MassivelyThe Soapbox: Tunnel vision originally appeared on Massively on Tue, 20 Dec 2011 15:00:00 EST. Please see our terms for use of feeds.

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              The Game Archaeologist crosses Meridian 59: An interview with Brian Green (part 1)

              Posted: 20 Dec 2011 11:00 AM PST

              Filed under: , , , , ,

              Meridian 59
              Last week we began to examine one of the most significant MMOs in history: Meridian 59. While it never rose to the level of fame and subscriber numbers as its successors did, Meridian 59 was a daring pioneer that paved the way for all that followed. Its story is almost like a movie, with the title born from the fruits of two amateur programmers, surviving studio shutdowns and huge competition, and persevering from 1996 through today.

              As I'll recount over the next two episodes of The Game Archaeologist, I sat down with Brian Green, a blogger and game developer who oversaw the resurrection of Meridian 59 in the early 2000s and ran it for the better part of a decade. Green graciously agreed to participate, saying that he always loves talking about games -- and this one in particular.

              The Game Archaeologist: Hi! Please introduce yourself and your current position and project.

              Brian Green: I'm Brian "Psychochild" Green, a long-time MMO designer and programmer. I'm known for my professional blog and my work on Meridian 59. I'm currently working on the Storybricks project as the MMO Wizard. We're a startup, so that means I do whatever needs to be done at the moment.

              Continue reading The Game Archaeologist crosses Meridian 59: An interview with Brian Green (part 1)

              MassivelyThe Game Archaeologist crosses Meridian 59: An interview with Brian Green (part 1) originally appeared on Massively on Tue, 20 Dec 2011 14:00:00 EST. Please see our terms for use of feeds.

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