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Nintendo's post-3DS next generation handheld might be codenamed the "MH", and it could co-exist alongside the Nintendo NX games console.
According to Yahoo Japan, who cited a report from Japanese financial site Traders Web, Nintendo may be planning on releasing an upgraded portable handheld to accompany the Nintendo NX console. "The driving force up until now has been new business from "health services, theme parks and mobile games etc", but will switch over to the next generation game system (NX) and next-gen handheld game device (MH (temporary name))," reads a translation provided by IGN.
This doesn't seem quite right, especially considering the NX will likely have a Wii U-like gamepad controller that sports 3DS-like portability. It's also too soon for Nintendo to release a handheld. The New 3DS was released in 2014 in Japan, and February 2015 in North America, and the N3DS has yet to adopt its own exclusive games library.
Uncharted 4 is a smashing success for Sony and Naughty Dog, selling an incredible 2.7 million global units in its first week. The game now holds the mantle as the fastest-selling first-party Sony game in North America.
Sony broke the amazing sale figures on the PlayStation Blog, and the company is understandably peacocking the feat to the rest of the gaming world. Uncharted 4's 2.7 million sales are actual "sell-through" sales, meaning 2.7 million people across the globe actually bought the game digitally or on disc. After a bit of quick math we see Uncharted 4 (just the game, mind you) generated an insane $172.8 million in its first week.
But wait, there's more: Uncharted 4's sale figures reportedly smash the first-week sales figures of Halo 5, despite Microsoft's claims that Halo 5 sold $400 million worth of global software and hardware sales during its launch week.
Homefront: The Revolution has been suffering from performance issues on both console and PC. On PC at least, it turns out a major factor in this is uneven CPU core utilization; according to DSOGaming's testing, the game puts a lot of stress on one core while others are left to lag behind, dragging framerate down considerably.
To get around it, do the following after booting the game: Alt-Tab > Task Manager > Details tab > right-click Homefront > Set affinity > disable all threads > re-enable all threads. Once complete, you should notice an approximately 25 FPS boost.
The game just keeps getting better: first there was the Japanese voices, English subtitles mod for Final Fantasy X/X-2 HD Remaster, and now there's a texture improvement mod.
Created by modder Fraggoso with the use of Kalaiden's also sweet Untitled Project X mod, this one reworks all the game's low-resolution textures to bring them up to par with the rest of a given scene. To compare the work, head here and here (likely the best example) and mouse over and under the different shots. While Square Enix's remastering is fine work, the mod shows there was still significant room for improvement.
Fallout 4's new Far Harbor DLC is causing major frame rate drops on PS4 thanks to dense environment lighting effects, and PS4 owners aren't happy.
Fallout 4's new $25 DLC Far Harbor is putting a lot of console owners through hell. The DLC's intense volumetric fog and atmospheric lighting effects are the main source of the FPS drops, and PS4 owners have taken to Reddit to share their woes. Bethesda promised that Fallout 4 would hit 30 FPS on consoles, but PS4 owners are swearing that the fog triggers massive frame rate drops that "feel like 10-15 FPS", pretty much making the game feel quite torturous.
Far Harbor's fog isn't a cakewalk for PC, either. The fog can drop my frame rates down from smooth 60 FPS to ~41 FPS at 1080p Ultra with a Radeon R9 390. At 1440p, I hit about ~30FPS while in the fog.
Fallout 4's new Far Harbor DLC pretty much requires the use of Nick Valentine, the game's synth companion. But what happens if you can't find Nick? Before you start scouring the Wasteland looking for the gumshoe schweetheart, try these easy steps. NOTE: these steps are for PC players, as console players will still have to manually look around.
I was one of the many players who lost Nick Valentine. I did all the steps I'm about to show you, but they didn't work. Then I tried something different, and lo and behold, the synth was back in my digital life. It turns out at some point I had accidentally deleted Nick using the console commands, putting me in a pretty hairy situation. Thankfully it's an easy fix!
The first thing you want to do is pop up the console by pressing tilde (~) and then enter the following commands:
- prid 00002f25
- moveto player
Homefront: The Revolution launched this week to reports of performance issues on all platforms (although PC is said to suffer the least). Developer Dambuster Studios has acknowledged as such on its forums and noted patches to address the situation are forthcoming.
"Performance - particularly frame rate - is not currently where we want it to be, and we are working on additional patches to help address these issues and more," they write. "Patch notes per platform will be available on the community forums and on Steam when they go live."
Easing the sting some is the release of some free DLC today (new outfits and boosters), with some Resistance Mode mission DLC coming down the pipe next month, and even more over the next year or so.
Support for the much-celebrated Vulkan API is on its way to DOTA 2, according to AMD software developer Fletcher Dunn. You shouldn't have to wait long either: he says it will arrive "probably sometime next week." Hopefully, Dunn doesn't mean next week in Valve Time.
Don't know about Vulkan? It's a low-level programming API that effectively replaces OpenGL and Mantle, and allows programmers to squeeze quite a lot of extra performance out of their games, resulting in smoother gameplay for you. So there's that to look forward to. Unlike Mantle and DirectX 12, Vulkan is cross-platform, so it can be used industry-wide.
We should have an article up when the update goes live, so keep an eye out.
Until the recent rise of low-level programming APIs Mantle, DirectX 12, and Vulkan, visual and performance advancements and innovations in the gaming space were slow and scarce. Now, says Crytek technical director Rok Erjavec, it's a whole new ballgame again.
"I have no doubt we will see a lot more novel approaches and deviations from established rendering pipelines [as a result of DirectX 12], something that has already been happening to an extent," he explains in an interview with DSOGaming.
"There's a wealth of academic research that was ill-suited to practical application through a combination of hardware and software abstraction limitations. With the latter getting out of the way, and hardware flexibility continually improving - more than things just getting iteratively "prettier" - we're looking at a rise in experimentation again. In a way, the industry has circled back to a place similar to where we were in the early-mid 90s, when software rasterization didn't really impose any restraints on creativity beyond the 17ms barrier."
Creative Assembly, the developers behind Total War: WARHAMMER, have released more details on the PC side of the game. The team says that WARHAMMER has been optimized to better utilize all of the CPU cores in your PC, where the game won't lose performance on single-threaded limitations or problems.
In a new post that Creative Assembly wrote, they said: "Total War has traditionally been quite CPU-bound, with the game-draw and graphics render processes both running on the same CPU thread. Over time, as the engine has evolved and become more demanding, this has become an increasingly important bottleneck for us. During the course of TWWH's development, we've spent time separating these so they now run independently on their own threads. We've also optimized our task-system to have better multi-threading performance across the board".
The team has spend time on the particle simulation pipeline, from the pixel shader to the compute shader, making better use of the GPUs time. The team added: "In fact we've done this with several parts of the rendering pipeline, further utilizing the GPU and letting the CPU focus on everything else it has to do". Thanks to these changes that CA made to Total War: WARHAMMER, the game will make great use of multi-core CPUs. CA elaborated: "Long story short: all of this means we're using the CPU and the GPU more efficiently. TW: Warhammer takes better advantage of multi-core CPUs, balancing the load across the cores so that no single core is maxed out and limiting framerates while others sit idle".