General Gaming Article

General Gaming Article


Nvidia Posts Financial Results for Q4, GPU Revenue up Nearly 50 Percent

Posted: 12 Feb 2014 04:48 PM PST

Nvidia LogoPC gaming drives Q4 revenue

Nvidia has posted its fourth quarter financial results of fiscal 2014. Ending on January 26, 2014, the manufacturer revealed its reported revenue was $1.14 billion, an increase of 8.6 percent compared to the fourth quarter of fiscal 2013. Also, during the fourth quarter, GeForce GTX GPU revenue saw an increase of almost 50 percent, according to Nvidia's report. 

Attributing fourth quarter growth to PC gaming, Nvidia president Jen-Hsun Huang said, "Quarterly revenue came in well above our outlook, driven by PC gaming, capping an outstanding year for our GPU business."

Yet there were other factors as well, Huang revealed, "Tesla and Quadro both achieved record annual revenue. GRID cloud technology is being evaluated at hundreds of large enterprises worldwide. And Tegra K1 is disrupting the auto industry, paving the way to self-piloted cars. The groundbreaking work we are doing in visual computing is expanding the opportunities for our GPUs."

The report also revealed that Nvidia's total revenue for fiscal 2014 was $4.13 billion. However, this number was lower compared to fiscal 2013 which saw a record $4.28 billion for the company.

For the first quarter of fiscal 2015 Nvidia is expecting its generated revenue to be around $1.05 billion.

AMD Mantle Interview with Oxide Games' Dan Baker

Posted: 12 Feb 2014 03:40 PM PST

dan bakerCould Mantle be the next successor to DirectX?

Oxide Games developer Dan Baker helped answer some questions we had about AMD's new Mantle API.  Oxide's upcoming game, Star Swarm, will support Mantle out of the gate and the company has been very vocal about Mantle which it believes can help all gamers and also start a dialogue about the future of APIs on the PC. 

Maximum PC: Most believe Mantle is a low-level API that is very close to the metal. Can you explain why this concept is wrong?

Baker: Relative to Microsoft's Direct3D (D3D), Mantle is indeed more low-level. But it's not low-level in the sense that we are exposed to individual architectural decisions. For example, Mantle still abstracts the details of the shader cores themselves, so that we don't even know if we are running on a vector machine or a scalar machine. What isn't abstracted is the basic way a GPU operates. The GPU is another processor, just like any other, that reads and writes memory. One thing that has happened is that GPUs are now pretty general in terms of functionality. They can read memory anywhere. They can write memory anywhere. A lot of the things an API has traditionally managed aren't really necessary any more. Mantle puts the responsibility onto the developer. Some feel that is too much, but this really isn't any different than managing multiple CPUs on a system, which we have gotten pretty good at. We don't program multiple CPUs with an API, we just handle it ourselves. Mantle gives us a similar capability for the GPU.

Maximum PC: You've said Mantle really addresses the inefficiencies of DirectX which was architected in the 1990s. Can you give us some examples of the inefficiencies of DX? We know you've mentioned DrawCalls as an example.

Baker: DirectX was architected in a time when two things were true. First, the hardware itself was very fixed-function. That is, there was a lot of secret sauce as to what exactly it did. As shading models became almost completely general, the need to abstract this level become less useful. The best way to think of a GPU is just a processor that runs programs. All we really want our API to do is give us a means of executing little programs on the GPU. This programs are what's in a batch, or a draw call. We don't want it to manage memory, we don't want to 'make things easier for us.' 

Oxide's Star Swarm

Oxide's Star Swarm RTS promises a huge boost in performance when running AMD's Mantle API

The second problem is that APIs are still designed in this functional threading model where you have a series of processes that pass work back and forth to each other. The idea is that you have say, one thread for rendering, one thread for audio, one thread for gameplay, etc. This is a really not a scalable way to build things. In situations where you have a shared L3 cache, you also create contention from all the different processes running, since they all access completely different memory. The industry continues to move to a job-based setup, where we have lots of tiny jobs that run asynchronously. This can now scale to a large number of CPUs, and we can fill up most of the previously unused time where one of the processors isn't doing something. 

Maximum PC: Does OpenGL face the same limitations? It's also a pretty old API at this point.

Baker: OpenGL has essentially all the core problems of D3D, except that one can add extensions to it. The main difference between OpenGL and D3D is that D3D made an attempt to be threaded, and failed, whereas OpenGL has not yet attempted it. One question is whether it is worth building a new API or making a bunch of extensions to an existing API. You can get some mileage out of making extensions, but extensions can't bridge things like being able to use multiple CPUs. Also, at some point it's cleaner and easier just to hit the reset button, rather than throw yet another feature in a fairly big API. Believe it or not, Mantle is actually easier to support than OpenGL. OpenGL has many unobvious pitfalls and traps, whereas Mantle really doesn't. 

Oxide Games and Mantle Presentation Demo

Maximum PC: There have been some pretty wild claims of performance increases by going to Mantle. How much have you seen in your game?

Baker: This depends on how exploitative you are, and the specifics of your engine. For us, we have been completely limited in what we could do by driver overhead problems. We were actually making decisions where we traded GPU performance for CPU–that is, we'd end up doing things that are slower on the GPU, because we could get away with less driver overhead.  When you talk about building an FPS, you probably spend much of your time optimizing for the GPU; when you try to build an RTS, you end up optimizing for the driver overhead. Nitrous is a new breed of rendering system. Oxide's specialty is high throughput. 

When you look at Star Swarm, it's really a testament to brute force. For us, we can see cases where Mantle is many times faster, with especially big differences as we add more cores and slow down their clock speeds. We wouldn't expect most games to necessarily see this, as it will happen in cases where you have a really efficient, high throughput engine, but it will certainly make an impact everywhere. We aren't set up to do very precise testing, so we'd rather others do the analysis on this. However, we'd like to point out that our Direct3D performance is absolutely outstanding, relative to what is expected. We have spent a huge amount of time optimizing around D3D, and we feel we are actually pretty biased in D3D's favor. Mantle, on the other hand, we've spent far less time with and currently have only pretty basic optimizations. But Mantle is such an elegant API that it still dwarfs our D3D performance. 

Maximum PC: It seems that the main challenge for Mantle to succeed is getting support from Nvidia and Intel. Do you see that as actually happening from a developer point of view?

Baker: Yes and no. Mantle does detract from other platforms, and we are already seeing a big dialogue in terms of what future APIs should look like. Mantle is kind of the disruptive technology that gets everyone rethinking things. Whether this means a new version of OpenGL, or a new version of D3D, we can't say. But it is clear that they will have to adapt if they want to stay relevant. Some of us have been screaming for change for years. The arguments we got in the past were: 1) it couldn't be faster 2) it would be too hard to use, and 3) we have enough performance, so more isn't useful. We wanted to show that all three of these things are provably false.

Maximum PC: Do you see a world where developers will have to write for DX and Mantle? How much of a challenge is it to write for both APIs?

Baker: APIs come and go. Once you support more than one, it's pretty easy to support a dozen–assuming there is parity in the hardware features, and assuming you don't have to rewrite your shaders in an entirely different language. If you release a title right now, you would end up with likely six paths. An Xbox360, a PS3, a PS4, a Xbox One, a DX9, and a DX11. For us, the graphics system is just a module that talks to the API. All we did for Mantle was replace the D3D module with a Mantle one. It's about 3,000 to 4,000 lines of code for the Mantle version, which took me personally about two months to write. In terms of support, at least for us, it wasn't terribly difficult.

If you'd like to give Mantle a test drive, you can download AMD's beta drivers for it here and the Star Swarm stress test on Steam

SanDisk's Extreme Pro SD Card is UHS-II Certified for 4K Video Recording

Posted: 12 Feb 2014 12:35 PM PST

SanDisk Extreme ProA fast SD card suitable for 4K video recording

SanDisk today announced the Extreme Pro SDHC/SDXC UHS-II card, which the company is quick to point out is the fastest SD card on the planet. The new card blazes a trail with up to 250MBs/s write speeds for continuous burst mode shooting and up to 280MB/s read speeds. It also boasts a the UHS Speed 3 rating, meaning it's certified for 4K, Full HD, and 3D video recording chores.

The fast write performance allows photographers with fancy new DSLR cameras and pro video recorders to capture high resolution content, such as taking RAW snapshots in succession and sustained video capture of 30MB/s, SanDisk says.

"The new SanDisk Extreme Pro SD UHS-II card shatters the existing barrier of UHS-I limitations, delivering speeds up to three times faster than current cards," said Susan Park, director, product marketing, SanDisk. "As leaders in the flash storage industry, our goal is to deliver the fastest memory cards on the market, enabling next generation cameras to take advantage of new levels of performance. This is another example of our legacy of innovation and technology leadership in the digital imaging and video industries."

SanDisk is currently taking pre-orders for the new card. It's available in 16GB to 64GB capacities ranging in price from $120 to $300. You can also pre-order SanDisk's new Extreme Pro SDHC/SDXC UHS-II Card Reader/Writer for $50. Both the reader/writer and cards are expected to be available in April.

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Overclocker Sets Single Core Benchmark Record Using a Penryn Chip and Notebook Mobo

Posted: 12 Feb 2014 11:59 AM PST

Overclocked PenrynGoing old school to set a new record

An overclocker from China who goes by the handle "Wytiwx" just set a new record in HWBOT Prime, but what's really amazing is that he achieved the record score using an Intel Celeron 900 processor based on the Penryn microarchitecture. Record scores aren't all that easy to come by, which is why Wytiwx decided to give it a shot after noticing that overclocked Penryn chips seem to post the best scores in HWBOT Prime.

Wytiwx's score of 2,668.63 pps is a new record in the single core category, and is also tops in the Mobile Celeron 900 category. He achieved the record breaking score by plopping the Penry chip into a notebook motherboard and cranking the frontside bus to 363MHz. That resulted in a 4GHz clockspeed, nearly doubling the chip's 2.2GHz stock frequency.

As for cooling chores, you might have guessed that he used liquid nitrogen (LN2), and you'd be correct. LN2 is a popular choice among overclockers who are chasing world records, though impractical for regular setups that run for any extended period of time.

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Humble Sid Meier Bundle Now Includes Pirates, Civilization V DLC

Posted: 12 Feb 2014 10:21 AM PST

PiratesPay more than $15 to unlock a treasure trove of Sid Meier games

Looking for something to do this coming weekend? Have a look at the Humble Sid Meier Bundle. Many of you already have, as the collection of titles raked in $1.7 million during the first two days last week. What was already a good deal is even sweeter with the addition of two DLC packs for Civilization V and the 2004 reload of Sid Meier's Pirates. At present, it takes $15.01 to unlock the entire collection.

Pay $1.01 or more and you'll get Steam keys for Sid Meier's Civilization III (Complete), Civilization IV: The Complete Edition, Ace Patrol, Ace Patrol: Pacific Skies, and Railroads.

If you pay more than the average of $9.50 (at the time of this writing), you'll also unlock Sid Meier's Civilization V, Civilization V: Gods and Kings DLC, Civilization V: Scrambled Nations Map Pack, Civilization V: Scrambled Continents Map Pack, and Pirates, along with the Civilization V soundtrack and Baba Yetu (Civilization IV theme).

Finally, if you pay more than $15, you'll unlock all the above mentioned titles plus Sid Meier's Civilization V: Brave New World DLC.

Interested? Hit up the Humble Bundle website.

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Mozilla's Planning to Splash Ads in Empty Firefox Tiles

Posted: 12 Feb 2014 09:20 AM PST

Firefox LogoNotice to new Firefox users: You've been served (ads)

Mozilla has decided that the best course of action going forward is to fill all those blank squares in new tabs with sponsored content (ads, for the layman). The new initiative is called Directory Tiles and it's intended to "improve the first-time-with-Firefox experience," or at least that's the sales pitch from Darren Herman, Mozilla's Vice President of Content Services. It's his job to diversify revenue and sustain Mozilla's mission through innovation in content and personalization products, and this is one way he plans to do that.

As explained in a blog post, Directory Tiles will feature "pre-packaged content for first-time users." Some will come from Mozilla's own ecosystem, while others will be popular websites in a given geographic locations. Directory Tiles will also include "sponsored content from hand-picked partners."

A well-timed satirical article in The Onion titled "Compromising Company's Values for Advertising Revenue Referred to as 'Partnering'" is worth a read if you're need of a good laugh, though this is serious business to Mozilla. Most of Mozilla's revenue comes from its search agreement with Google that's worth around $300 million per year. Through advertising, Mozilla will gain a new revenue stream and perhaps not be so reliant on Google, which offers its own browser in Chrome.

Even so, it's a surprising move, especially considering that Mozilla championed the blocking of third-party cookies by making it a default option starting in Firefox 22. Firefox has also been a fan favorite for several years.

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HP Clarifies Stance on Firmware and Support for Server Customers

Posted: 12 Feb 2014 08:24 AM PST

HP ProLiant Micro ServerSafety and security updates will remain free to all of HP's server customers

Hewlett-Packard ruffled a few feathers on Friday when Mary McCoy, Vice President of HP Servers - Support Technology Services stated in a blog post that HP would only provide future firmware updates to customers with a valid warranty, Care Pack Service, or support agreement. The policy was to go into effect beginning February 19, 2014, but as that date draws near -- and the rumblings grow louder -- McCoy today took to the blogosphere to explain the decision and clarify HP's stance on safety and security updates.

Straight and to the point, all server customers will continue to receive security updates regardless of warranty status. What about firmware updates?

"The firmware access changes we are making on February 19, 2014 apply to HP ProLiant servers only. Specifically, within ProLiant, we are not putting entitlement requirements on iLO, I/O, or controller firmware; we are only entitling ProLiant system ROM and complex programming logic devices (CPLD) firmware," McCoy stated in a new blog post today.

Though HP is limiting the policy to ProLiant customers, it covers a wide range of products, everything from low-end servers all the way up to enterprise grade servers. HP justifies the move by saying warranty sales is part of the way it's able to invest in and create new products, though the policy could end up driving customers to competitors like Dell and IBM that don't charge for out-of-warranty firmware updates.

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Newegg Daily Deals: Pre-Order Titanfall for PC and Receive a $10 Gift Card!

Posted: 12 Feb 2014 07:53 AM PST

Titanfallnewegg logo

Top Deal:

It's everyone's dream to one day climb inside a mech and pound your opponents into a hunk of scrap metal, right? If you agree, you're going to dig today's top deal -- it's for Titanfall for PC (Pre-Order) for $60 (Free Newegg $10 Gift Card with purchase). Titanfall is scheduled to release on March 11, 2014 in the U.S., at which point you'll be able to climb inside a Titan to kick some metal butt, or run around on foot as an agile player-pilot.

Other Deals:

EVGA ACX Cooler GeForce GTX 780 3GB Video Card for $510 with free shipping (normally $555; additional $20 Mail-in rebate)

LG 29EA73-P 29-inch 5ms HDMI LED Backlight Monitor for $380 with free shipping (normally $450 - use coupon code: [PRSDNTDAY48])

CM Storm Stryker - White Full Tower Gaming Computer Case for $160 with free shipping (normally $170 - use coupon code: [EMCPHWW25]; additional $15 Mail-in rebate)

Western Digital WD VelociRaptor 500GB 10000 RPM 3.5-inch Hard Drive for $120 with free shipping (normally $130 - use coupon code: [EMCPHWW38])

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