Nintendo's new Switch handheld-console hybrid now officially supports Vulkan and OpenGL 4.5 APIs in its new customized OS.
The Khronos Group has certified the Nintendo Switch as conformant to the Vulkan 1.0, OpenGL 4.5 and OpenGL ES 3.2 graphics APIs for modern high-efficiency graphics. The Switch's OS is formally called the "Nintendo OS," and meets the Vulkan CTS 22.214.171.124 requirements.
As NVIDIA officially confirmed the Switch will use a highly customized Tegra processor, possibly a second-gen 20nm Maxwell iteration or a brand new 16nm FinFET Pascal variant, the inclusion of modern API support isn't exactly a surprise. The Nintendo Switch wasn't found conformant to any other Khronos Group APIs, including OpenCL.
Red Dead Redemption 2 will focus on three playable protagonists, just like GTA V, according to an insider source with a proven track record.
Past rumors predicted that Rockstar's Red Dead Redemption 2 would have a multi-perspective singleplayer campaign, and now a source corroborates this detail. According to the source, who posted up a forum post on Fireden, RDR2 will have three playable main characters that were part of John Marston's former gang, but Marston won't be one of them. Rumors also hint that famous gunslingers of the Old West will be in the game. The game's massive new online mode, which is touted to feature a "brand new kind multiplayer experience," won't be available when the game launches, and will take a few months to release just like GTA Online.
"It'll be just like Redemption. Single player story, open world, stranger events, gang hideouts and all that shit. Three playable members of John's former gang, and John isn't one.
"The online mode will release later on, just like with GTA5. If it came out day one, nobody would play the single player and you f*cks would crash the servers.
"If you don't believe me, /gtag/ will."
Latest reports indicate Nintendo's new Switch console-and-handheld hybrid will have dramatically varying performance across its two different modes: mobile handheld and docked console play. Despite this obvious GPU performance disparity, Nintendo can still deliver on its promise that the Switch can hit "console quality gaming while on-the-go."
New Switch patents revealed that the system will scale its GPU and CPU power while in handheld mode, and only hit its full clock speed perf while docked and tethered to a steady power source. Up until now we didn't know what those GPU and CPU clock speeds would be: as it turns out, the Switch halves its GPU speeds to just 302.7MHz while in portable mode, and only hits 768MHz while docked. This GPU drop is to improve battery life and thermals. We also know that the Switch's 6.2-inch tablet will be 720p instead of the full 1080p rendered when the Switch is docked. With that kind of dramatic disparity, how can Nintendo possibly create the illusion of truly seamless switching?
Interestingly enough, developers can choose to keep the same performance across both modes so users don't really notice a difference. This means docked mode won't always provide better gaming, and it's up to developers to scale/adjust performance. So in essence, this is how developers could make the games play exactly the same across both mobile and console play: the games could be locked at just 302.7MHz of GPU speeds while docked, syncing and matching the perf of the game in console mode (despite the obvious resolution bump).
We have recently reported that Nintendo's new Switch hybrid system will have variable CPU and GPU speeds in its docked and on-the-go form-factor modes, but now we may have some exact clock speeds, revealing the GPU speeds will apparently take the biggest hit in portable mobile mode.
Although the Nintendo Switch is marketed as a swappable, dual-factor system that can seamlessly transform back and forth from a console into a handheld, it appears the system will be considerably more powerful when its docked for console play versus on-the-go. We reaffirmed this in our coverage of Nintendo's latest Switch patents, which clearly state the CPU and GPU would be scaled with variable performance across the Switch's two different form factors, with more perf being relegated to the Switch while it's docked to a power source. Nintendo has said the Switch is a "home console first and foremost," and with Eurogamer's latest CPU and GPU clock speed reports, that statement rings with absolute truth.
According to Digital Foundry, the Nintendo Switch is similar to the performance of NVIDIA's Maxwell Tegra X1 chip found in Shield TV, but the performance is dramatically scaled down. The Switch's GPU performance--not the CPU--varies tremendously across docked and undocked play, whereas the CPU clock speeds stay consistent. The Switch's GPU clock speeds reportedly only hit 768MHz while docked, and is scaled down by half to 302.7MHz while undocked. This scaling is essential to provide ample battery life and reduce heat. The CPU, however, will stay at a consistent 1020MHz across both modes. The Switch's embedded memory controller can hit up to 1600MHz speeds, but the default speed is at 1331MHz.
id Software recently dropped Denuvo's anti-tamper technology from DOOM after its initial launch period, and now Crytek has removed Denuvo's technology from its VR title, The Climb.
Crytek hasn't said why it removed the anti-tamper technology, but it's the third game that has had the tech removed - the other two being DOOM and Inside. The launch window for The Climb has come and gone, so maybe Crytek thought it was a good time to remove Denuvo's anti-tamper technology, or maybe get into the headlines in a positive light after reports that the company aren't paying their staff... and haven't for months.
The hype train for Resident Evil 7 is chugging along well, but the PC version of the game hasn't been seen much - if at all, and that's about to change with Capcom releasing a demo of Resident Evil 7 tomorrow, December 19.
Resident Evil 7 is aiming to return to its roots, with a massively upgraded look and feel - with exploration, puzzles, and super-intense atmosphere. Capcom will be releasing a demo of Resident Evil 7 for the PC on December 19, and it is shaping up beautifully so far. As a massive fan of the original Resident Evil, I can't wait to try out RE7 on the PC in the coming hours.
Unity has announced that the beta version of their new Unity Engine has support for the fresh Vulkan API, something that starts with Unity 5.6 beta - allowing Personal Edition users to even jump in and use Vulkan.
Vulkan is allowing rendering performance leaps of up to 60% out of the box, without having to dive into the deep ocean that is the Vulkan API. Unity adds: "Vulkan is a new generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs on desktop and mobile platforms. It's designed to take advantage of multiple CPU cores by allowing multiple threads to run in parallel. This means increased speed with reduced driver overhead and CPU workload, leaving the CPU free to do additional computation or rendering".
Unity 5.6 beta also includes improvements to graphics, with Metal Compute, Particle System, and GPU Instancing all receiving some developer love. Unity also has future plans to add in new features into the next beta, something that will include a new Progressive Lightmapper for baked lightmaps that will provide fast iterations and predictable ETA.
The team adds: "Light modes are replacing mixed mode lighting, providing flexible and efficient ways to merge baked and realtime shadows. This come with the ability to bake shadowmasks, providing seamless "past realtime shadow distance" shadows. The result will be a high reduction in realtime shadow distance for increased performance. Realtime shadow fade out has been added for every light type and rendering path".
Cloud Imperium Games is celebrating the holidays by showing off Star Citizen Alpha 2.6, where it teased a bunch of the game - except for Squadron 42, which was recently delayed from October, to 2017.
The team didn't show anything off from Squadron 42, instead there was plenty of advertising ship sales for the days leading up to Alpha 2.6, with the "all-ships" sale from the recent Anniversary stream returning, with discounts on a bunch of star-exploring ships. The first-person shooter module Star Marine had plenty to tease, but it wasn't much different to what the developer showed off last month.
Chris Roberts said in an email to backers: "After all the effort we expended for CitizenCon, we didn't want to spend additional developer time polishing intermediate solutions if it wasn't going towards the final product. A slick demo isn't that helpful if it pushes back the finished game, so we decided that the priority should be completing full systems over getting the vertical slice into a showable state".
Terry Crews has expressed interest in voicing an Overwatch character, and now there seems to be more to the story than previously thought, as Crews visited the Blizzard offices recently.
Crews took to Reddit not too long ago, saying: "I would LOVE TO PLAY DOOMFIST". Then on December 16, Crews visited Blizzard HQ and uploaded a few pictures, leaving the internet in a frenzy. As an Overwatch addict and fan of Crews, this would be incredible to see - Blizzard, please let Terry voice DOOMFIST, please?
Overwatch fans will want to know that Major League Gaming will broadcast its upcoming MLG Vegas tournament through YouTube, as well as its own EVE player on MLG.tv, with no confirmation of a Twitch stream being made available.
In previous MLG matches, the company has broadcast matches, news, and analysis on the official MLG YouTube page. Yahoo reports: "Earlier this year parent company Activision Blizzard announced that it was expanding its MLG.tv streaming platform through a partnership with Facebook, although there has been no confirmation that MLG Vegas will be streamed to the platform".
The upcoming major Overwatch tournament is on right now, with 8 teams competing for a $100,000 prize pool in Las Vegas.