Nvidia appears to be readying new members of its professional Quadro range of graphics cards in time for the August SIGGRAPH 2015 event.
According to VideoCardz the latest Nvidia graphics driver for the Quadro range of graphics cards includes a telltale text string revealing Nvidia’s dark satanic intension.
The new driver adds support for:
NVIDIA_DEV.13F0.1152.103C = “NVIDIA Quadro M5000″
NVIDIA_DEV.13F1.1153.103C = “NVIDIA Quadro M4000″
NVIDIA_DEV.13F2= “NVIDIA Tesla M60″
At the same time last year Nvidia revealed details of the Quadro Kxx2 and since SIGGRAPH 2015 scheduled to start on 9th August (runs until 13th Aug, takes place in downtown LA) it looks like the latest Quadro graphics cards will be also launched.
Of course driver strings do not reveal much detail however the Quadro professional graphics range will be based upon the Maxwell architecture GM204GL graphics processor. We are expecting a 256-bit GPU with a a 4GB or 8GB frame buffer versions.
Then there is the Tesla M60. This GPU based general purpose computing product is expected to be based upon a fully-fledged GM204 GPU with 8GB of GDDR5 memory.
Nvidia is about to release a range of price cuts in a bid to see off AMD in the longer term.
While the price cuts have already happened in the US, in the EU Nvidia’s GTX 980, GTX 980Ti and Titan X are still kept high because people were buying them at the prices the Green Goblin was asking.
In the US where competition between AMD and Nvidia is tighter, the prices dropped by 10 per cent. Ironically since Europeans are more loyal to Nvidia in the high-end graphics cards market the outfit decided they could continue to pay.
According to Kitguru the new R9 Radeon 300 series appears to have upset the apple cart. The cards have been launched at similar prices or lower than Nvidia’s top tier products. Apparently Europeans were thinking of going cheaper since the Green Goblin did not seem to admire their loyalty.
It could force AMD to drop its prices as it can’t remain competitive selling top-end graphics at prices higher than Nvidia’s while having weak selling figures in non-US countries.
It will force AMD to sell its freshly launched Fury X at prices lower than planned, and for such a new card this move damage AMD. Nvidia was expected to drop prices of course, but only for its lower-end products like the 700 or 600 series.
Facebook Inc has begun allowing users without an account to sign up for its Messenger app with a phone number, the social media company said on Wednesday, in another move to broaden the app’s reach and make it a standalone platform.
Earlier this year, Facebook opened up Messenger to developers, and Chief Executive Officer Mark Zuckerberg said he wanted to connect users directly with retailers, restaurants and other businesses.
With the latest update, users will be prompted by an option that says “Not on Facebook?” when they open the app. They can then sign up with their name, phone number and a photo.
The mobile messaging service, which has 600 million users, has added a number of new features in recent months, including games and video calling.
Facebook’s flagship social network has 1.4 billion users.
Individuals that are interested in trying their hand at capturing 360-degree video with Jump can fill out a form Google posted on Monday that asks basic biographical questions as well as details on how they would use the system.
Google didn’t say how many “select creators” it would chose, but those who are picked will be able to start using the 16-camera rig this summer.
Google seems especially interested in people with creative backgrounds. The jobs that people can select in the form’s occupation section include filmmaker, director, artist and production staff — but there is an “other” section that allows write-ins if none of the above apply.
There’s also a section where applicants can explain why they want to test Jump — and “awesome answers might put you at the top of the list,” Google said.
Google worked with GoPro to build Jump, which has 16 of the company’s Hero4 cameras attached to a circular frame. Jump’s price and availability weren’t provided when the rig was shown at Google’s I/O developer’s conference in May. However, given that a Hero4 camera retails for approximately US$500, initial Jump buyers will likely have deep pockets.
The first videos created with Jump will appear on YouTube this summer, Google said at I/O. People will be able to experience them via the Google Cardboard viewer.
You know a company has had a particularly miserable E3 when, before the show is even over, one senior executive finds himself having to officially deny that another senior executive has apologized for the state of their E3 offerings. That’s exactly the situation Reggie Fils-Aime found himself in earlier this week, as the disappointment at Nintendo’s extremely weak showing crystallized around a single tweet sent by company president Satoru Iwata. The tweet was in Japanese; various translations floated around, some more accurate than others, and the media gleefully seized on an interpretation which had Iwata promising to “do better” at E3 in future. It was the perfect stick with which to beat Nintendo for failing to live up to the standards accomplished by Microsoft and, even more spectacularly, by Sony on the previous day; look, even the company’s own president thinks it was rubbish!
As it happens, Fils-Aime is quite right; Iwata did not apologize for Nintendo’s conference. He said that the company was listening closely to feedback and would work hard, in future, to meet the expectations of even more people. This was prefaced with a comment related to the extremely late hour at which the show was broadcast in Japan (it didn’t start until 1am JST; the Sony conference the previous day was at a rather more comfortable 10am JST, and nobody in Japan really cares about the Microsoft conference). In context (and context is king in the Japanese language), Iwata’s comment is clearly a generic “thanks for your feedback, we’ll work hard in future too”, coupled with a tacit promise to try not to mess up the scheduling for Japanese viewers in future.
Iwata didn’t apologize. Of course he bloody didn’t; the Nintendo boss is often frank and refreshingly direct in his manner, but the content of his statements is always, always on-message. The idea that he was going to take to Twitter to say “sorry, that was a load of old bollocks wasn’t it?” after his company’s event is ludicrous. Yet, at the same time, the fact that it seemed plausible to so many people is a reflection of something troubling; Nintendo’s event was genuinely bad enough to make an apology from Iwata himself seem, if not realistic, then at least not ridiculous.
Nintendo, or at least a part of Nintendo – perhaps the Japanese part – didn’t want to be at E3. That’s partially related to NX; the company is the only platform holder which has acknowledged that it’s working on future hardware, but isn’t going to say anything further about it until 2016. It’s also too early to talk about its mobile titles (and E3 probably isn’t the venue for that anyway), and Iwata confirmed prior to the event that it wouldn’t talk about its health, lifestyle and education related projects at a purely gaming event like E3. Nonetheless, there’s plenty that Nintendo could have talked about but didn’t. The choice to reveal only games that are locked in for release within the next 10 months or so isn’t confirmation of a time-of-death being decided for Wii U (they did the same thing for 3DS, which has an installed base twice the size of the PS4 and isn’t going anywhere any time soon), it’s a decision which was taken, along with the decision to do an online broadcast rather than a live event – cutting out the whooping crowds and the spectacle that usually defines an E3 conference.
These are decisions which say, “we’re not playing your game” – the game in question being E3 itself. Nintendo doesn’t feel like it fits well with E3 right now. It’s not just troubled by the dismal sales of the Wii U, it’s also deeply uncomfortable with being the only major company in the industry that’s still seriously committed to family entertainment. It knows that no matter how wonderful its software and franchises are – and I maintain that Nintendo is in a genuine golden age regarding the quality of its games – they make problematic bedfellows for the mainstream of distinctly adult-focused games and the monetization of violent nostalgia for thirty-somethings. I think it’s genuinely wonderful that the games industry’s wings are spread so wide, even in the AAA space, that it can accommodate both the charming, gentle fun of Yoshi’s Wooly World and the gut-wrenching, visceral violence of the Doom reboot; at the same time, I can understand why the creators of the former don’t see much value in investing heavily in promoting it alongside the latter. Wrong place, wrong time, wrong audience. It’s no accident that one of the very few third-party games to appear in the Nintendo event was Skylanders, a hugely successful franchise that’s equally uncomfortable standing shoulder to shoulder with Call of Duty and Assassin’s Creed.
By going digital rather than having a staged event, by replacing its executives with loveable puppets, by giving developers lengthy, meandering videos to chat about their creative process after showing off their new trailers, by refusing to talk about anything but the immediate future of its software line-up – by all these decisions and more, Nintendo said “we’re not playing the E3 game” and attempted to dodge the inevitably negative contrasts with Sony and Microsoft.
It didn’t work. It didn’t work because it’s an intrinsically dishonest approach, one which not only failed to establish a “Nintendo difference” that denied negative contrasts, but which also robbed the company of the chance to make a decent fist out of its showing. Nintendo hobbled its own event, making it even more disappointing than it needed to be, and all it achieved was to make itself look even weaker, even more troubled, next to the might of Sony and Microsoft.
Here’s what Nintendo should have done – should have had the courage to do – nothing. They should have held no digital event. Some of Nintendo of America’s activities, like the entertaining and light-hearted Nintendo World Championships, fit nicely with the week, but the digital event shouldn’t have happened at all. The company is absolutely correct to think that its approach and its products don’t fit E3 as it stands, but absolutely wrong to think that it can avoid the resulting negativity by just down-scaling its involvement. Pick a lane and stick with it; given the choice to go big or go home, Nintendo’s decision ought to have been “go home”, not “can’t we just go a bit small and hope for the best?”
This would not be unprecedented. Faced with a similar disconnect between their games and much of the rest of the industry’s direction, Nintendo – by far the largest games company in Japan – has spurned involvement in the Tokyo Game Show for many, many years. Being at TGS makes no sense for the company. It can achieve better exposure for its games in a more positive environment by holding its own event, digital or otherwise, at a different time; a month or two before the show, or after the show. This decision has never hurt Nintendo one jot – not in the way that a rubbish, half-hearted TGS conference every year would have.
Precisely the same logic applies to E3. Imagine if Nintendo had skipped E3 entirely; sure, there would have been a bit of hand-wringing and pearl-clutching in the media over it, but it would have been over soon, and a few people writing “Nintendo were conspicuous by their absence” in their show reports is hardly the end of the world. Then this week’s digital event could have been held as an ordinary digital event a month or six weeks later; call it “Nintendo’s preview of the next six months”, or whatever. In that context, it would actually have been a pretty great show. Tack on a few seconds of new footage from the upcoming open-world Zelda game and one of Miyamoto’s work-in-progress Gamepad titles, and you’d have a digital event that everyone would consider pretty strong, instead of an E3 show that everyone considered awful and weak.
To make this work, though, Nintendo needs to commit to the strategy. This year, it tried to have its cake and eat it; to participate in E3 without committing to it, without making a big deal of it. It failed so miserably that the Internet spent a few hours genuinely believing that Iwata had apologized for the whole sorry affair. Skipping E3 entirely – or at the very least, dropping all pretense of holding a conference during E3 week – would have been preferable, and ought to be the company’s strategy for the future.
One of the emerging players in the industry is definitely Oculus Rift, a potential leader of the whole Virtual Reality niche.
The Electronic Entertainment Expo or E3 is definitely a good place to show off new tech, and visitors get to see the multi-billion dollar gaming industry jewels at their best. A veritable who is who of the gaming and publishing industry is competing for visitors’ attention and some 50,000 people get to see some of the latest and greatest gaming achievements.
Since Oculus got picked up by Facebook for $2 billion, everyone started to believe that VR is the place to be. Nvidia and AMD, the undisputed leaders of the gaming hardware industry, are investing huge amounts of money and effort to make Virtual Reality a reality, pardon the pun. Oculus needs a lot of GPU performance, the sort of performance you can get from the latest graphics hardware. It will spend every texel that your graphics engine can compute and it will need even more. Oculus needs at least a Radeon R9 290 or Geforce GTX 970 graphics card in order to get you a decent gaming expirience.
This VR need for performance, coupled with demand for 4K panels and gaming rigs, will push graphics hardware development to the next level and there is no doubt that 2016 GPUs will pass the 10 billion transistor barrier.
We got a chance to try the Oculus CV1 Consumer Version that is set to launch in Q1 2016 and we had a whole 7 minutes to play with it. We have to admit that Oculus has a virtually nonexistent public relations department and that we can be happy that we got these seven minutes with the Edge of Nowhere game. You get to chose from a few titles including EVE Valkyrie, Edge of Nowhere, Chronos, AirMech VR, Lucky’s Tale, Herobound: Spirit Champion, VR Sports: Challanage, Esper or Damadged Core. We did tried EVE Valkyrie on both AMD and Nvidia hardware at Crescent Bay demo.
The resolution didn’t change from Crescent Bay last beta Oculus that we got to try so many times. You can see individual pixels and despite the fact that you can look around and see 360 degrees, you would want to get somewhat better resolution.
The second problem was that the Edge of Nowhere game is really hard to play. The Xbox 360 controller is not the greatest tool that will keep you from falling trough the void. It is hard and no, we didn’t get to try the new controller.
My biggest concern is the fact that Virtual Reality glasses are making your slightly dizzy. There are more than a few people who feel really bad after minutes of using Oculus. If 3D glasses at movie theater make you dizzy and uncomfortable, Oculus VR will be your cryptonite. This is going to be a tough nut to crack. Getting into Virtual Reality world and coming out might be a troublesome expirience, too. Every single Oculus demo we got to try since the first one was a few minutes long. We want to see what happens after one or more hours of gameplay. This will be the key thing for the future of Oculus VR (and other VR solutions).
On a less critical note, the glasses get to mess up your hair as you can clearly see from the picture above.
Have in mind that virtual reality is the way to get you to Star Trek holodeck and we hope that this will happen sooner rather than later, but there is a lot of room for improvement. Mark Zuckerberg was very smart to buy Oculus, as the company wants you to move to a VR space and make time consuming stuff such as chat more personal. Millennials will be able to chat more on a much more personal level than older generations, who got used to MIRC, ICQ and Skype.
The fact that HTC and Valve are already making Oculus run for its money is great, as every industry needs competition. Some other players are trying to get to this market but we saw a few other smaller players that are trying their best, but they are still not at the level where these big boys are.
Every new technology just needs time to mature, and Virtual reality is no exception. Just give it some time and please don’t expect it to be the best thing since sliced bread.
Sony is denying that its PlayStation Vita is dead in the water, despite ignoring it during its E3 2015 presentation.
Slim PlayStation Vita went on sale in February and was greeted by a loud sounding yawn by the hand-held game community. Since then we have heard very little about it, and like most of the world, including Sony, did not really care.
PlayStation Europe boss Jim Ryan insisted to Gamespot that the system is still selling well and has “hundreds” of games in development.
“We’re still selling respectable quantities. We have a hundred games in development, and you might say, ‘Well yeah but they’re all indie games’, but many of these games review very highly. Also the PS4′s Remote Play feature is something that is valued a lot.”
Ryan also insists that the handheld market still exists, despite being gutted by tablets and smartphones.
He admitted that it was not as big as it used to be, but hell what these days is.
” A much smaller market than when the DS and PSP were in their glory days. But that market still does exist,” he added.
Despite his enthusiasm we don’t hold out much hope.
The service, to be available in the form of an app as well as a website, will focus exclusively on gamers and gaming.
More than 25,000 games will each have their own page on the site, bringing videos and live streams about various titles together in a single space, Google said.
Users will be able to add games to their collection for quick access, subscribe to channels, and receive recommendations on new games based on the games and channels they follow.
“When you want something specific, you can search with confidence, knowing that typing “call” will show you “Call of Duty” and not “Call Me Maybe,” Google said in a blog post.
Amazon bought Twitch Interactive last year for $970 million, beating a rival bid from Google.
“We welcome new entrants into the growing list of competitors since gaming video is obviously a huge market that others have their eye on,” said Matthew DiPietro, Twitch’s vice president of marketing.
Twitch also tweeted a welcome message to its rival, saying, “@YouTubeGaming Welcome Player 2. Add me on Google +. #kappa”
“Kappa” is an emoticon used mostly by Twitch users to convey sarcasm.
YouTube Gaming will available on the web, mobiles and tablets on both Android and iOS operating systems, according to a tweet from its official account.
The service will launch this summer, starting in the United States and UK.
Don’t let anyone fool you, the chipmarket is still not doing that well and there are a few problems to be sorted out before real money will be made.
FC Tseng, vice chairman for foundry VIS said that handset makers have too much inventory in their warehouses and the much hyped IoT market boom has not yet arrived.
In fact it is looking like 2015 will not be as good as 2014, which was pretty good at least as far as VIS was concerned.
Semiconductor demand for IoT applications will emerge, but no one has really worked out what the key drivers of IoT market growth will be, Tseng said.
Smartphones, devices such as watches, bracelets and glasses are all being identified as the popular applications when it comes to wearables and the Internet of Things.
VIS forecast that the global 2015 semiconductor market will increase 5 per cent in production value to $358 bn, while the foundry sector will grow by a larger 10 per cent on year to about S$50 bn.
VIS chairman and president Leuh Fang warned that the company has seen a low visibility of customer orders for the third quarter of 2015.
VIS reported record revenues and profits for 2014 and has been spending on capital expenditure like a mad thing in 2015.
Fudzilla tried every single developer’s version and we tried the last beta, codenamed Crescent Bay, at more than one action. Recently Nvidia had a bunch of demos that we got to experience last week at Computex in Taiwan.
Crescent Bay is good, but we wanted a higher resolution per eye. Unfortunately, the Oculus Consumer version comes with the same OLED based 2160×1200 at 90Hz panel, split over dual displays. This means that you are getting 1080×1200 at 90 Hz per eye. These are the numbers that Atman Binstock, Chief Architect at Oculus Rift shared with the community some months ago.
Another thing that Oculus CEO Palmer Luckey didn’t mention is the retail price of the VR glasses. From what we could find out, the company plans to sell them for $499. The goal is to offer this technology together with PC for $1500 and you can get a decent PC with GTX 970 or AMD Radeon R9 290 for that money. Have in mind that the computer components will get even cheaper by Q1 2016 when Oculus plans to ship their glasses. Oculus issued a statement that $1500 will get you a PC with glasses.
The main question remains how they feel after hours or playing. Every single demo we tried was a few minutes long, but what happens after a couple of hours of playing?
And don’t worry the second generation consumer version that we expect to see in the second half of 2016 will probably have better displays and improved tracking sensors too.
Engineers at the Mozzarella Foundation have finally come up with an idea that could make Firefox relevant again.
For ages now Firefox has been losing users almost as it holds on to their memory and while it has made pushes into mobile, the outfit has not really done much cutting edge since it sank Internet Exploder in Europe.
All that is set to change as the Foundation starts putting Virtual Reality under the bonnet of the browser.
Mozilla researchers Vlad Vukicevic and Josh Carpenter have been telling Road to VR about Mozilla’s cunning plans to build building native-feeling immersive VR sites.
“Ultimately, we want users to have a seamless, friction-free experience on the Web, whether browsing existing Web content or new VR content. We also want developers to have a clear path to creating new fully-immersive VR web sites as well as adding VR elements to their current sites. Finally, we want all of this to work on the widest possible range of hardware, as one of the strengths of the Web is its ability to scale from the lowest end mobile phones to the highest end desktops,” they said.
Initially the Web VR has focused on creating content using WebGL, which is a full 3D graphics API. WebGL is powerful, but it’s an API borrowed from the 3D world purely to enable high performance 3D graphics on the Web.
WebGL is a good place to get started with VR experiments on the Web, but HTML+CSS are still the languages we use to structure and lay out websites. So for VR Web to take off, it needs to enable Web developers to create VR experiences using these languages they already know.
So there has to been a way to view and interact with HTML and CSS websites in virtual reality and this will mean VR equivalents of scrolling, clicking links, zooming in, etc.
“We will need to determine how to display desktop and mobile sites that were never designed for virtual reality,” they said.
WebVR is currently best supported on desktop browsers like Firefox Nightly, where it is experienced as a temporary mode within a traditional 2D browsing user interface. These interfaces were not designed with virtual reality in mind, and as a consequence we cannot “browse” inside VR.
“We do not believe Web VR will take off until we can truly surf the Web from inside virtual reality, with the functionality we expect from modern browsers. We have begun this work with our early ‘Hiro’ prototypes, and we have many more ideas!”
It is all looking jolly interesting and we have a soft spot for the Open Saucy Mozilla so we hope it comes off.
Asus has come up with a new fully automated graphics card production method.
According to Toms Hardware it is an industry first and it should deliver more reliable, higher quality graphics cards.
Dubbed Auto-Extreme the process is supposed to remove the chance of human error in the manufacture of graphics cards.
The new production process fully automates all the steps of PCB manufacturing, which includes rolling the spools and manufacturing the MOSFETs. These PCB components used to be soldered to the PCB by hand, but now that everything is fully automated, it can be done with much more precision than before.
Process designs, which lead to smooth PCBs and neat component layouts, are optimized further due to the higher precision possible in manufacturing. Installation of the components can be accomplished without oxidation and in environments with less dust.
It reduces Asus’ production costs due to a lower failure rate in the quality control phase, and the graphics cards will likely have a longer lifetime, reducing warranty claims.
Asus’ first products to have been built using this new production line are the 20th anniversary graphics cards.
Finland’s Rovio said on Monday it had inked a deal with Danish toymaker Lego to produce a line of Angry Birds building blocks as a bid to revive its ailing licensing business based on the popular mobile game.
Rovio, whose 2014 earnings fell 73 percent due to a drop in licensing the Angry Birds brand on toys, clothing and sweets, said the release of the Lego toys would coincide with the premiere of its full-length Angry Birds movie in spring 2016.
The Angry Birds game, in which players use a slingshot to attack pigs who steal birds’ eggs, is the No. 1 paid mobile app of all time, but the brand has been losing appeal and Rovio has struggled to produce new hit games.
The company is hoping the upcoming 3D movie will help the toy business turn back to growth.
Rovio recently cut about 110 jobs, or 14 percent of its workforce.
Amazon has looked at the gaming market and felt that it is an area it can make a pile of dosh.
So far its games have been restricted to mobile devices. But it looks like that’s about to change: Amazon Game Studios is currently hiring for what it describes as an “ambitious new PC game project using the latest technology.”
It looks like this will be Amazon’s first ever PC release. Amazon hired notable developers like Kim Swift, designer of Portal, as well as Clint Hocking, who previously worked on franchises like Far Cry and Splinter Cell.
It has spent a small fortune licensing the CryEngine, the same one used to make high-end PC games like Crysis 3 and bought the game streaming service Twitch last August for $970 million, and made gaming a big focus for its Fire TV media box.
In a statement Amazon said: “We believe that games have just scratched the surface in their power to unite players,” the job posting reads, “and will produce some of the future’s most influential voices in media and art.”
Last week it was reported how Geeknet Inc. was in the process of being bought out by retailer Hot Topic for $16 a share or $37 million in cash.
However we have just discovered that deal was squashed because Thinkgeek got a better deal from Gamestop.
GameStop offered $20 per share and Hot Topic wanted away. GameStop’s $20 per share deal also includes $37 million in cash and comes out to a total valuation of $140 million.
Geeknet must pay Hot Topic a three percent “break-up fee,” which GameStop has agreed to reimburse.
What this will mean is that ThinkGeek customers can pick up ThinkGeek merchandise in GameStop stores.
The press release also mentions the potential of offering GameStop PowerUp Rewards members “exclusive, unique and cutting edge merchandise related to their favorite entertainment.”
The deal should be concluded by the end of GameStop’s second financial quarter of 2015, which will happen in August.