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Submission + - The Xbox One Also Won't Support Legacy Headsets At Launch (itworld.com)

itwbennett writes: Last week we learned that, at launch, USB headsets that work with the PS3 won't work with the PS4 — and the news is worse for Bluetooth headsets, which have no planned update. Now comes word that Xbox 360 owners planning to upgrade to the Xbox One will have a similar problem. While Microsoft is planning to sell an adapter that will allow third-party headsets to work with the Xbox One, it won't be available at launch.

Comment Re: Will it work with game consoles? (Score 1) 139

Actually, Gabe Newell at last year's CES (last January) was talking about NVIDIA Maxwell architecture. He claims NVIDIA will allow GPU virtualization for gaming applications. In other words, one PC could power multiple netbooks or Roku-style Steam boxes.

That said, split-screen (even multi-monitor "split-screen") is cool and occasionally occurs in PC games.

Submission + - NVIDIA's G-Sync Is VSync Designed for LCDs (not CRTs).

Phopojijo writes: A monitor redraws itself top to bottom because of how the electron guns in CRT monitors used to operate. VSync was created to align the completed frames, computed by a videocard, to the start of each monitor draw; without it, midway through a monitor's draw process, a break (horizontal tear) would be visible on screen between the two time-slices of animation.

Pixels on LCD monitors do not need to wait for above lines of pixels to be drawn, but they do. G-Sync is a technology from NVIDIA to make monitor refresh rates variable. The monitor will time its draws to whenever the GPU is finished rendering. A scene which requires 40ms to draw will have a smooth "framerate" of 25FPS instead of trying to fit in some fraction of 60 FPS.

Submission + - NVIDIA Announces Surrund 4K, Breaks Through 10K Pixels Wide (techgage.com)

Deathspawner writes: At a press event held in Montreal, Canada, NVIDIA announced the latest update to its Surround multi-display technology. While it will require a ridiculous amount of graphics horsepower, the company has touted compatibility with 4K displays, resulting in a resolution of 11520×2160, effctively 1080p x 12. Prepare to open that wallet wide.

Comment Re:Great if you have real broadband (Score 1) 84

"Perpetual Motion Engine" can operate on the FILE protocol. You can point the web browser to a web page located on your hard drive (or a USB thumb drive) and it will work.

It can be run from a website over HTTP, but does not need to be. Heck, you could even burn it to a DVD and double-click the index.html file in it.

Comment Re:summary has weird language (Score 1) 84

Actually the demo doesn't raytrace. In this demo "scene" (one triangle) it uses barycentric coordinates to determine if a pixel is inside or outside of a triangle. If it is inside? It shades it with one of two functions. These two functions derive red, green, and blue from how far the pixel is away from a vertex compared to the distance between that vertex and the center of the opposite edge (the animated function also has a time component). If it is outside the triangle? Pixel is skipped.

The specific algorithm is somewhat irrelevant (although it is actually pretty efficient for very large triangles). The point is that the GPUs are not limited to scanline triangles passed by a graphics API anymore.

Comment Re:I/O Bandwidth (Score 2) 84

Only if you want it to! You can share resources between OpenCL and OpenGL without passing through the CPU.

Now, of course, you may wish to (example: copy to APU memory, run physics, copy to GPU memory, render)... but the programmer needs to explicitly queue a memory move command to do so. If the programmer doesn't move the content... it stays on wherever it is.

Comment Re:STAAAAAHP! (Score 2) 84

It's getting much closer. Most ASM.js demos show C++-compiled-into-Javascript is only half performance of native C++ (and getting faster). That's a difference between 30fps and 60fps if all code was Javascript. WebCL, on the other hand, is almost exactly OpenCL speeds... so for GPU-accelerated apps (depending on whether Javascript or WebCL is your primary bottleneck) you could get almost native performance.

SmallPtGPU, from the testing I did a while ago, seems to be almost the same speed whether run in WebCL via Javascript or OpenCL via C++

Comment Re:Missing the point? (Score 2) 84

Some want to use the same algorithms OpenGL and DirectX does... and those APIs are still for them.

Some do not. A good example is Epic Games who, in 2008, predicted "100% of the rendering code" for Unreal Engine 4 would be programmed directly for the GPUs. The next year they found the cost prohibitive so they kept with DirectX and OpenGL at least for a while longer. Especially for big production houses, if there is a bug or a quirk in the rendering code, it would be nice to be able to fix the problem directly rather than hack in a workaround.

Comment Re:STAAAAAHP! (Score 4, Interesting) 84

Actually, I look at web browsers as an art platform. It is programmed by a set of open standards which gives any person or organization the tools to build support for the content which is relevant to society. A video game, designed in web standards, could be preserved for centuries by whoever deems it culturally relevant.

For once, we have a gaming platform (besides Linux and BSD) which allows genuine, timeless art. If the W3C, or an industry body like them, creates an equivalent pseudo-native app platform... then great. For now, the web is the best we have.

Comment Is it supposed to? (Score 1) 1

I am not really sure Valve is intending to compete with the next generation of consoles. To me, Steam Machines seem to be filling the niche left behind by "Media Center Extenders". In other words, using the PC ecosystem to widen the market currently dominated by Rokus and invaded by consoles. It will overlap with consoles, and may even prove them redundant, but I do not see Steam Machines as aimed at consoles.

Submission + - Ask Slashdot: Can Valve's Steam Machines Compete Against New Xbox, PS4? (slashdot.org) 1

Nerval's Lobster writes: Valve has announced SteamOS, Steam Machines, and a Steam controller — the components necessary for it to create a viable living-room gaming experience. Valve’s strategy with these releases seems pretty clear: create a platform based on openness (SteamOS is a Linux-based operating system), in contrast to the closed systems pushed by console rivals such as Sony and Microsoft. If Valve chooses to release "Half-Life 3" in conjunction with its Steam Machines' rollout, it could help create further buzz for the system, given the years' worth of pent-up demand for the next chapter in the popular FPS saga. But can Valve's moves allow it to actually compete against Nintendo, Microsoft, and Sony on equal terms? What do you think?

Submission + - Software Rendering Engine GPU-Accelerated by WebCL

Phopojijo writes: OpenGL and DirectX have been the dominant real-time graphics APIs for decades. Both are catalogs of functions which convert geometry into images using predetermined mathematical algorithms (scanline rendering, triangles, etc.). Software rendering engines calculate colour values directly from the fundamental math. Reliance on OpenGL and DirectX could diminish when GPUs are utilized as general "large batches of math" solvers which software rendering engines offload to. Developers would then be able to choose their algorithms for best suits their project, even native to web browsers with the upcoming WebCL.

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