Gaming
Gaming
Bioshock 3 Red Lights A 360 PDF Print E-mail
Written by Chris Tom   
Thursday, 23 August 2007 07:26
As I walked into Gamestop Tuesday morning shortly after open to pick up Bioshock for the PC I spotted a couple of customers coming out with 360 copies of the game. As they came out I pointed at their copies and said, 3 red lights, 3 red lights. I got my non red lighting PC version, and told the Gamestop rep that I expected Bioshock to kill a number of 360s just like its engine sharing Gears of War. You see the Unreal 3 engine is pretty, and it really pushes the video card, and it is easily the biggest killer of 360s that we have come in to Tek Republik to repair. Well yesterday our first Bioshock inspired 3 red lighted 360 came in. Yes, one day is all it took.

I would suggest that Epic and Microsoft optimize the Unreal 3 engine further to keep it from 3 red lighting more 360s. Perhaps it should run at higher quality on upcoming 65nm 360s, or perhaps there should be a quality setting selection that will allow gamers to choose their own fate much like we can do in PC land.
 
TXGF CS 1.6 Tourney August 26th At Tek Republik PDF Print E-mail
Written by Chris Tom   
Friday, 10 August 2007 05:28
For the 3rd month in a row we are holding a TXGF CS 1.6 tourney at Tek Republik. It is 5v5, and will be going on in the wee hours of Sunday August 26th. Thanks to Zalman for prize sponsorship. More details on the tourney are here. Tek Republik is Austin's only gaming center specializing in PC, Xbox 360, Playstation 3, and Nintendo Wii gaming.
 
Mission Control takes over in Freestyle Tournament PDF Print E-mail
Written by Chris Tom   
Tuesday, 19 June 2007 06:21
Chess Base News reports that Mission Control won the 6th Pal/CSS freestyle chess tournament using a 32 CPU Socket F system.

In this tournament Mission Control took its opponents by surprise with a 32 processor system, which meant about 21 plys on average. Sujay Jagannathan, the man behind, was already known before to some insiders. Only later I found out that he had already played with his monster hardware in the previous Freestyle Tournament, as Hercules01, where he also qualified for the final, but came second last. I asked him, what was different this time, and this is, what he wrote in an e-mail:

?I ran on AMD dual core socket F CPUs 8216 2.6 x 32, which I have upgraded to 3 GHz x 32 now. Better preparation on book and less engine bugs compared to the last PAL final, where day one was a total disaster with two endgame bugs and opponents getting disconnected and restarting the whole game, which resulted in another loss, as the engine played a red book move. Last but not the least luck also plays its part.?

 
Unreal Tournament 3 Interview PDF Print E-mail
Written by Chris Tom   
Saturday, 02 June 2007 12:11
PC Games Hardware has posted their UT3 interview in English. They talk about multithreading on how Gears of War taught them a lot about it.

PCGH: Are there any things you learned while developing Gears of War for next gen consoles that you can now benefit from when finalizing UT 3 for the PC?

Tim Sweeney: The Gears of War experience on Xbox 360 taught us to optimize for multi-core, and to improve the low-level performance of the key engine systems. This has carried over very well to PC. The division of UE3's rendering and gameplay into separate threads, implemented originally for 360, has brought even more significant gains on PC where there is a more heavyweight hardware abstraction layer in DirectX, hence more CPU time spent in rendering relative to gameplay.

Also, the 360 work we did resulted in an engine that also runs well on low-end and mid-range PCs. This is very important for games today; the high-end PC gaming market alone is not big enough to support next-generation games with budgets in the $10-20M range. You need to run on ordinary mass-market PCs as well. In reading PC gaming websites, one might get the impression that everyone owns a dual-core PC with a pair of $600 GPUs in SLI configuration, but the reality is very different. More than 80% of PCs sold today are still single-core, and have very low-end DirectX9 graphics capabilities. Unreal Engine 3 supports those configurations well.

 
Company of Heroes DirectX 10 First Benchmarks PDF Print E-mail
Written by Chris Tom   
Thursday, 31 May 2007 19:14
I've run Company of Heroes on a Athlon 64 FX74 setup with the Foxconn 8800GTX under Windows Vista Ultimate 64 bit edition with 4GB of OCZ memory. I have numbers comparing the DX9 and DX10 scores. Version 1.7 of the game adds DX10 support, and many more options in the graphics. All graphics options were set to maximum. The dip in performance reflects those options. I'll have more details including screenshots later. All tests were run at 1280X960.
version DX9 DX10
average 89.5 48.2
maximum 172 62.1
minimum 14.9 25.6

So you can see that the average frame rate almost drops in half with DX10 features enabled. The maximum is down to almost just 1/3, but strangely we saw the minimum actually increase. Stay tuned for more numbers from us asap.
 
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