ARM prepares for VR in 2017’s phones with new chips
Come next year, ARM has one major theme in mind for its next batch of mobile processors: virtual reality. Its new Cortex-A73 chip and Mali-G71 GPU are, naturally, faster than its current lineup. But more so than the past few years, where incremental improvements were enough, ARM sees VR as the ideal goalpost for its chips. The new Mali chip, for example, will be able to push up 4K screens with refresh rates of up to 120Hz (90Hz is the bare minimum for decent VR). And both new processors will also be easier on battery life, which means you’ll be able to stay jacked into virtual worlds for much longer.
The Cortex-A73 is both 30 percent faster and more power efficient than last year’s A72. ARM says it’s able to sustain peak performance speeds far more than its previous chips, and it has the smallest footprint yet for one of its mobile processors (under 0.65mm sq). The A73 is built on a 10nm FinFET (a type of 3D transistor) design, which is a big reason why it’s so much more compact and power efficient than ARM’s previous chips.
The Mali-G71 is an even bigger leap, with 50 percent faster graphics performance and 20 percent better energy efficiency. It’s built on ARM’s new Bifrost architecture, and it’ll also be able spit out graphics with a low latency of 4ms (also ideal for VR). The G71 also has 32 shader cores, twice as much as its predecessor, the Mali-T880.
ARM says ten companies have already licensed its new chip designs including Mediatek, Marvell and HiSilicon. But, as usual, it’ll be awhile before you’ll see the A73 and G71 in new devices. ARM’s partners have only just started testing out the hardware, so you’ll have to wait until early next year to see it in phones.
The new ‘Doom’ hides sinister images in its soundtrack
It’s no secret that the new Doom is chock-full of Easter eggs and other surprises, but the latest is one you wouldn’t find just by wandering around the game’s tortured halls. Intrepid fan TomButcher has noticed that at least one tune in the soundtrack, “Cyberdemon,” shows both pentagrams and the number 666 when you visualize the music’s frequencies through a spectrogram. Composer Mick Gordon recently teased that this hidden sinister imagery might be present in a video (below at the 3:29 mark), but there’s no doubt about it now. Clearly, he remembers the days when the original Doom’s hellish artwork had some parents in a frenzy.
Music aficionados will be quick to note that stealthy image insertion isn’t new. Aphex Twin (aka Richard James) legendarily inserted his own face into the spectrogram for a track on his Windowlicker EP, for a start. All the same, it’s good to know that the art of sneaking in subtle audio references is far from dead — even if you’re unlikely to see this feat in many other games going forward.
Via: Reddit
Source: TomButcher (Imgur)
‘Catlateral Damage’ VR is out on Steam for HTC Vive
Smashing pots and vases as a rampaging virtual kitty sounds so much more fun if you can physically act it out, doesn’t it? Good thing you can do just that if you have an HTC Vive. Catlateral Damage, that game that puts you in the body of a mischievous cat, now has a virtual reality version for the headset. Motion controllers serve as your paws and tools of destruction as you walk around houses and museums causing havoc. The VR version is available as a free DLC on Steam — even better, the game itself is 50 percent off until May 31st. Of course, if you don’t have a Vive, you can always unleash your inner feline on the PS4.
Source: Steam
ASUS’ GeForce GTX 1080 is faster and more colorful
NVIDIA’s official GeForce GTX 1080 is fast, but let’s face it: you’re really waiting for the third-party cards that push the limits of what the high-end graphics chipset can really do. And it looks like your patience just paid off. ASUS has revealed the ROG Strix GeForce GTX 1080, and it pushes well past what NVIDIA’s board can do. The regular Strix runs at a 1.76GHz base clock speed (with a boost to 1.9GHz) versus the reference model’s 1.6GHz, and an overclocked version bumps that to 1.78GHz (boosting to 1.94GHz). You’re only looking at a few more frames per second in your games, but that can make the difference between a glass-smooth 60 frames per second and the occasional hitch.
There’s more to it than just raw speed, too. You get customizable lighting that includes color-shifting and patterns — you can even have the lights pulse to your music if you want your PC to serve as a tiny disco. ASUS’ mix of heatpipes and custom-shaped fans also promises a card that’s 30 percent cooler and three times quieter than NVIDIA’s stock hardware.
The best part may be the price. While NVIDIA’s own GTX 1080 costs $699, the standard Strix will sell for $620; even the higher-clocked version costs $640. You could buy a brand new game with the price difference, folks. You’ll likely have to wait until June 4th to get ASUS’ card, but it’ll probably be worth the wait if you’re building a gaming rig that has to last for years.
Via: Polygon
Source: ASUS (1), (2)
‘No Man’s Sky’ is delayed until August 9th
The rumors are true: No Man’s Sky isn’t coming out in June, as originally planned. Instead, the world will have to wait until August to play developer Hello Games’ ultra ambitious space-exploration game. Writing on the PlayStation Blog, lead developer Sean Murray says that the game will now launch this August 9th domestically and August 12th in the UK. The reason? He says a few bits weren’t up to snuff. “We understand that this news is disappointing,” he writes. “Making this game is the hardest thing I’ve ever done in my life, but we are so close now, and we’re prepared to make the tough choices to get it right.”
Originally announced back in 2013, No Man’s Sky only got a firm release date a couple of months ago. But the June 21st promise couldn’t be kept.
If you don’t know anything about the game, it’s a PlayStation 4 and PC title that allows players to explore a giant, procedurally generated universe. You’ll be able to fly around roughly eighteen quintillion (that’s a lot) planets, and disembark from your ship to explore each, cataloguing flora and fauna and completing challenges along the way. It’s being made by Hello Games, a small UK-based developer previously known for the Joe Danger stunt games.
Aaron Souppouris contributed to this report
Source: PlayStation Blog
HTC is working on its own VR game for Vive
HTC is cooking up a game of its own for the Vive virtual reality headset. Little is known about the title, other than its name — Front Defense — and that it’ll be shown at the Computex conference in Taiwan next week. A quick translation of HTC’s announcement describes a military shooter with “fierce fighting on the battlefield” and “classic” weaponry spanning pistols, rifles and anti-tank rockets. HTC has little experience as a game developer, so the announcement comes as a surprise. Given the Vive’s competition — which will soon include PlayStation VR and Google Daydream — a new, exclusive title could help it to sway people still sitting on the fence.
Via: The Verge
Source: HTC
Backpack PCs will help you avoid VR cable catastrophe
HP revealed an arsenal of new gaming gear yesterday, but it had one more device up it’s sleeve. Another PC that’s part of the recently announced Omen line is a backpack machine that’s VR-ready. It’s still in development, so details are a bit scarce at this point, but the mobile setup packs a Intel Core i5 or i7 processor, up to 32GB RAM and everything else you’ll need to power an HTC Vive or Oculus Rift. There’s no word on the graphics card just yet, but a belt holds two batteries — one for the CPU and one for the graphics card.
As you might expect, battery life is pretty limited. In fact, HP says those batteries will only last for about an hour. However, you’ll be able replace those packs without having to shut the system down thanks to a smaller third battery. In terms of heft, the Omen VR backpack weighs under 10 pounds and offers a wireless display, mouse and keyboard for setup and troubleshooting. Since this device is still in the works, there’s no word on pricing or availability. If we had to guess, you’ll need to tap into your savings account when the time comes.
HP isn’t the only one with a VR backback though, as MSI also announced one as part of its Computex lineup. The Backpack PC (yes, that’s the name) carries an Intel Core i7 alongside a Nvidia GTX 980 graphics card. MSI is touting the benefits of “big movements and total immersion,” but it too is light on the finer details, especially pricing and availability. Back in April, Zotac put one of its mini PCs in a backpack to offer a VR-ready setup with Nvidia GTX 970, 980 or 980i graphics. There’s no word on price here either, unfortunately, but we could hear more at the event in Taiwan this week.
The goal with all of these machines is for users to be able to use a tethered VR headset without being anchored to a desktop machine. In theory, you can plug into one of these backpacks and walk around during the game or other VR experience. Of course, you likely don’t have a lot of room to roam in your living room, but places like the VR theme park The Void could be a spot where these devices see the most use. Either way, it beats cramming a computer into a regular backpack that will quite literally get you hot under the collar.
Source: MSI, The Verge
The best PC gaming controller
By Kimber Streams
This post was done in partnership with The Wirecutter, a buyer’s guide to the best technology. Read the full article here.
After putting in 15 hours of research and testing—in addition to hundreds of hours gaming on controllers in years past—and enlisting the help of an experienced panel of gamers, we found that the Sony DualShock 4 Wireless Controller (yes, the one that comes with the PlayStation 4) is the best gaming controller to use with your computer. In fact, we concluded that all the best PC controllers are console controllers. But a gaming controller is a highly personal object, and your preferences may differ based on your hand size, gaming style, and operating system. If you already own a controller that you love, you probably don’t need to buy a new one.
Who should get this
Not every PC game is best played with a keyboard and mouse. If you’d rather sit back and play some of your games with a controller instead, you should consider one of our picks. But if you already own an Xbox 360, an Xbox One, or a PlayStation 4, and you’re happy with the controller that came with it, you probably don’t need to buy a different one.
How we picked

All the gaming controllers we tested for this guide. Photo: Kimber Streams
A great controller must be comfortable to hold for long periods of time, have a good grip to prevent your hands from sliding off even if they get sweaty, and it ought to be a reasonable weight. Although people have individual preferences, a controller’s buttons and triggers all need to be responsive and accurate: They need to do what you tell them to do, when you tell them to do it. But comfort and ergonomics aren’t everything; a controller also needs to play nice with your computer.
We looked at 22 controllers from major manufacturers such as Logitech, Mad Catz, Microsoft, Nvidia, Razer, Sony, SteelSeries, and Valve, plus a few other controllers from lesser-known manufacturers that are popular on Amazon. We ruled out those with poor user reviews and others that cost way more than controllers with similar features. That left us with 11 controllers to test with the help of five people with varying hand sizes and comfort preferences.
Our pick

The Sony DualShock 4 is the most comfortable controller for most hands. Photo: Kevin Purdy
The Sony DualShock 4 Wireless Controller is the most comfortable controller for average-size hands. All of its analog sticks, buttons, and triggers are easy to reach and work well, which isn’t the case for several other models, including the Xbox One controller and Steam Controller. The DualShock 4 works over Bluetooth or with a Micro-USB cable (not included; you can get a great Micro-USB for about a dollar). Plus, its touchpad can simulate a mouse cursor, a feature no other good controller has.
Currently priced less than $50, the DualShock 4 can work both wired and wirelessly—unlike the Xbox One controller, which needs a dongle to work wirelessly on a PC, making it more expensive than the DualShock 4. But the DualShock 4 requires a bit of effort (and software like DS4Windows) to set up on Windows, it won’t work for most games on OS X, and it’s a bit small for large hands.
Runner-up with an easier setup

If you have large hands (unlike me), the Xbox One controller might be more comfortable than the DualShock 4. Photo: Kevin Purdy
If you want a controller that’s easier to set up on Windows and will also work on OS X, or if you have large hands, or if you simply prefer Xbox-style controllers, you should get the Xbox One controller bundled with a wireless adapter. The Xbox One’s greatest advantage over the DualShock 4 is ease of setup. In Windows, the drivers automatically install when you plug in the controller. On OS X, the process is about as complicated as setting up the DualShock 4 on Windows—you just need the 360Controller software.
This controller lacks a touchpad, though, and the shoulder buttons are awkwardly placed. Many people prefer the DualShock 4’s triggers and analog sticks, too. The Xbox One controller also costs more to use wirelessly. If you don’t need wireless and want to save some money, buy it bundled with a Micro-USB cable instead.
Inexpensive and well-loved

The Xbox 360 controller’s body is narrower than the Xbox One controller’s, so it’s easier for small and medium-size hands to grip. Photo: Kevin Purdy
If you don’t want to spend more than $35 on a controller, you should get the wired Xbox 360 Controller for Windows, the go-to controller for PC gamers for many years. The Xbox 360 controller is a bit smaller and lighter than the Xbox One controller, and its more compact size makes the buttons and analog sticks a little easier to reach for people with smaller hands and shorter thumbs.
All the buttons (including the shoulder bumpers) are well-placed and easy for hands of all sizes to reach, but this controller isn’t without its flaws. It can’t work wirelessly—Microsoft sells a wireless version, but that controller plus the required adapter cost about the same as the wireless Xbox One controller and adapter. And the D-pad is horrendous.
Fancy but pricey

The Elite is about the same size as the Xbox One controller, but its soft surface and textured grip make it more comfortable to hold. Photo: Kevin Purdy
If you play a lot of games on your PC that require a controller and you don’t mind spending $150 for a fantastic one, the Xbox Elite is the best option available. The Elite is an upgrade over our other picks in just about every way, with better, customizable controls, four additional paddles on the back, and easier setup than the DualShock 4. Every single member of our testing panel loved it—and I bought one myself—but for most people it isn’t worth three times the price of the DualShock 4.
About the Steam Controller

The Steam Controller feels hollow and cheap, and it’s large and awkward to hold. Photo: Kevin Purdy
The Steam Controller is the only controller that bridges the gap between games with controller support and games better played on a mouse and keyboard. It has touchpads in place of a D-pad and right analog stick; these components offer haptic feedback that you can configure to mimic the movement and feeling of either a mouse or an analog stick. Its dual-stage triggers and back buttons are designed to give you more control and customization than traditional console controllers provide.
Despite this, the Steam Controller isn’t a great controller. Its plasticky body feels cheap and hollow; it has an awkward, large shape, with difficult-to-reach buttons and controls; and because it’s so different from standard gaming controllers, it requires a substantial learning curve. Until Valve releases better hardware, we can’t recommend it for most people.
This guide may have been updated by The Wirecutter. To see the current recommendation, please go here.
Report: A major developer is working on a VR game for Xbox One
Ars Technica reports that a “well-known European studio” is currently working on a VR game for “set in the universe of an established, long-running franchise” the Xbox One console. The unnamed game is slated for a 2017 release. Ars received the news as part of its E3 pre-briefings and was able to confirm it with the developer’s PR rep. A PC and PS4 version are both also supposedly in the works. This news lends significant credence to rumors that the upgraded Xbox One models that are expected to debut at the expo will be VR capable and compatible with the Oculus Rift headset.
Source: ArsTechnica
‘Battleborn’ turned gaming cinematics into high art
The best part of Battleborn is its prologue cinematic. That’s not to say the game itself isn’t any good — in fact, it’s a wonderful single- and multiplayer experience for the fantastical first-person-shooter crowd. However, the opening video is divine. It’s evocative, rich and effortlessly cool, built on a base of smooth hip hop and anime-inspired, neon-coated illustrations. When I think of Battleborn, my mind is immediately saturated in the cinematic’s soulful rhythm.
This is a new brand of video game artistry. As a game, Battleborn doesn’t feature cartoon characters; it’s a fully realized 3D experience from Gearbox, the creators of Borderlands. In the same vein as Borderlands, Battleborn is highly stylized, but it looks nothing like the opening cinematic.
That was on purpose.
“I wanted to come with something fresh in a sea of CG cinematics and openers,” Gearbox art director Scott Kester says. “We just figured players would appreciate something a bit different. I wanted a vibe to it that was fresh, but also kind of piggybacked off the feel of Samurai Champloo’s opening, with a healthy mix of Aeon Flux for good measure.”
Kester was inspired by cartoons from the ’80s and early ’90s, and he wanted the prologue to get players pumped for the actual game. He secured the cinematic of his dreams by working with animation studio Secret Sauce and hip hop group Deltron 3030, which includes Dan the Automator (Daniel Nakamura) and Del The Funky Homosapien (Teren Jones).
The cinematic’s energetic animations and its mellow soundtrack balance each other perfectly; they feel as if they were produced by the same mind. In reality, they were completely separate projects. Secret Sauce CEO Sanford Greene and animation director LD Walker didn’t even hear the song until their work on the animation was finished, Greene says.

“During the production of the animation we didn’t have any soundtrack to go by so LD did his best to keep the shot pacing tight in the middle and open on the ends,” he says. “Seems it just magically worked out after Del’s track was recorded and laid down.”
As he wrote the lyrics for “Countdown,” the prologue song, Del took inspiration from Battleborn’s storyline, interpreting its main points in his own way. He didn’t want the track to feel like an advertisement for the game.
“I just took the subject matter of the game and I went with that, but without directly following it note for note,” Del says. “Tried to make it more universal in feel so it could stand outside of the game as well.”
One reason these pieces came together so seamlessly was the creators’ shared love of video games. Walker in particular is a fan of action role-playing titles, platformers, fighters and shoot-em-ups. Del is a huge gaming fan and he’s been making music for the industry since 2000. His work has appeared in Mat Hoffman’s Pro BMX, a handful of Tony Hawk titles, NBA 2K5 and 2K7, Skate 3, and, more recently, Street Fighter V.
“I was a crazy player when it was the vidiot era — ’80s, you know, arcades and stuff,” Del says. “I used to be stuck at the arcade, I used to buy every mag…. I had every system, still have emulators of most of the classic systems with every game, I got every arcade emu for every game I ever played in the arcade — so, uh, yeah, I’m kinda a video game fan, a little.”

It also helped that Secret Sauce and Gearbox go way back. Sanford and Kester have known each other for a long time; they actually started out working together in the comics industry. Secret Sauce is a small and relatively new team, but Kester says he respects their work. Plus, working with Deltron 3030 was “a dream” of Kester’s, partially because he’s a fan of Dan the Automator and Del, and partially because this project gave him a chance to amplify their voices.
Sure, Del has created music for video games, but that doesn’t mean he’s a household name in the gaming universe.
“Del tells such vivid sci-fi stories in his lyrics and was just a perfect fit for us,” Kester says. “I was specifically interested in Deltron and Secret Sauce due to the fact they aren’t super widely known in the game community. I think any time you can draw more attention to different artists across different disciplines is, well, like a duty we have as creators, honestly. To expose people to new cool things.”
Secret Sauce was definitely on-board with Kester’s preferred animation style, too: a Japanese-inspired, anime look.
“They avoid correcting every single drawing to look perfectly homogeneous,” Walker says. “Instead, they let that animator cut loose and belt out the equivalent of a guitar solo.”
That’s what Kester wanted with the Battleborn introduction video; something raw yet intriguing to long-time FPS fans. Something different. The AAA industry is largely focused on creating realistic 3D animations, Kester notes, and he hopes the cinematic is part of video games’ growth as an artistic medium. He’d love to play an entire game that looks like the prologue, for instance.

“I’m interested in seeing game art styles evolve and take us to new places visually,” Kester says. “We have an obsession in the gaming world to keep trying to replicate reality, and there’s nothing wrong with that, but I’m more interested personally in making things that let me escape this world. Let’s show people styles and places I could never visit in real life.”
Video games are art and experiences like the Battleborn prologue help demonstrate this aspect to the wider world. Del, for his part, has always viewed games as artistic expressions.
“Maybe people just didn’t believe or see it, but I did,” Del says. “Matter of fact, the earlier games had to have art invested in it because the graphics weren’t that great.” Today, the potential for wild artistic experimentation exists within gaming, Del says, but large studios are mostly focused on creating lifelike worlds. “I lean toward more fanciful-type games, personally,” he says.
Now that Secret Sauce has dipped its toes into the world of gaming animation, Walker and Greene are hungry for more — and they’re not just dreaming any longer. Or, as Greene puts it:
“We have plans. Let’s just say that.”



