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RyanJW

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Clouds, and what they mean for the next generation

While Microsoft is currently doing a lot of talking about the gaming cloud that it’s integrating with the Xbox One, it’s largely smoke and mirrors. In reality it’s just going to be a relatively conventional cloud as used for numerous other purposes such as hosting multiplayer servers and web applications. The cloud Sony’s integrating with the PlayStation 4 is almost guaranteed to be just as capable as Microsoft’s and able to augment games in exactly the same ways.

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There’s nothing stopping PlayStation 3 and Xbox 360 games from being enhanced by cloud technologies either. Even though Microsoft and Sony are likely only making their gaming clouds available for integration with PlayStation 4 and Xbox One games, developers could easily make use of existing cloud services like Amazon and even Microsoft’s own Azure — thus bringing the same advantages to current-generation games.

It's important to remember that beneath the buzzword-filled marketing, clouds are simply servers. They're the same things that've been hosting multiplayer games and websites for many years, except now it's easier for developers to create and modify the servers quickly. But in terms of what they can do, it's not free hardware that can be used as efficiently as the components inside the console. And like with any server, there'll be latency as the data travels across the country (or world if you're unlucky).

To give some examples, clouds will be great for handling the physics of items in the game world. They should be able to help with AI too, allowing more non-player creatures to seemingly have minds of their own without crippling the console. But what clouds won't do very much for are things like increased detail, higher-resolution textures, and general graphical muscle — you're still bound by the graphics card for those.

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And all of this depends upon a constant, fast internet connection; the slightest blip will mean your game stops working entirely or is severely gimped. Depending on where you live that's potentially a significant issue; single-player games may cease to become safe bets when you know your connectivity is poor. It's also a great way of implementing always-online DRM even if the cloud isn't necessarily required, but let's not speculate.

It looks like Microsoft and Sony are keen to make their gaming clouds a big part of the marketing for their new consoles and probably don't particularly want developers using cloud technologies in current-gen games. That way, next-generation games will be even more distinguishable from current-gen games and that will help to offset the fact that the PlayStation 4 and Xbox One aren't as powerful as the cutting-edge PCs that gamers are increasingly reconsidering as an option.

Clouds are definitely a good thing, particularly for co-op and multiplayer games. But don't be taken in by the marketing too much — temper your expectations. And remember that Microsoft isn't the only cloud game in town.

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Will HD be taken seriously during the next console generation?

Just 10 years ago, high-definition gaming on consoles was nothing but a fantasy. Back then, the GameCube, PlayStation 2, and Xbox were gaining momentum. Gamers were delighted as one-polygon faces and viewing distances of a few centimetres were replaced with impossibly smooth graphics. Nobody cared about HD, in fact it's unlikely that many people even had a TV capable of displaying it. But the HD flat screen revolution soon changed things.

Suddenly, living rooms around the world were toting TVs measuring 20 inches, 30 inches, sometimes even 40 inches. Experiencing media at such a size in one's home was unheard of, and at that moment it dawned upon gamers that standard-definition games looked a bit lacking on such a monumental viewing device. As always, bigger was better and people demanded that games be capable of looking as good as their cutting-edge HD-DVD movies.

Crysis 3 running at 720p upscaled to 1080p
Crysis 3 running at 720p upscaled to 1080p

The games industry soon responded with an exciting new generation of consoles, or at least Microsoft and Sony did. Games would be rendered in high definition — you'd be able to see every crack, every pore! Suddenly those big TVs had more pixels than they knew what to do with. High-resolution gorgeousness was pouring out of them, and gamers were loving it.

TVs have continued getting bigger. Whereas 40 inches used to be considered the upper limit, now it's becoming frightfully common to see 50–70 inches worth of TV dominating someone's home. HD is more than capable of keeping things crisp at such sizes though, so games should remain nice and sharp.

The problem is, most current-gen games aren't HD. As many people were told by eager salesmen, full HD is 1080p and nothing less will do. But almost every console game you play today uses no more than 720p, which sits about halfway between standard definition and full HD. The result is that on bigger TVs, 720p looks almost as bad as standard definition did back on those first flat screen TVs. Even on not-so-big TVs, 720p is visibly inferior to 1080p.

It gets worse. Many developers don't even render their games at 720p, instead upscaling resolutions that are sometimes practically standard definition. Like blowing up a photo, it generally doesn't look good. So we have games that aren't even meeting the minimum HD specification being enlarged to fill huge HD TVs. Comparatively, viewing a game running at 1080p is like putting on a pair of glasses after years of coping with poor vision.

Crysis 3 running at 1080p
Crysis 3 running at 1080p

Why would developers do this? For performance. It's no secret to PC gamers — who were playing HD games long before console gamers — that the higher the resolution, the lower the frame rate. So in order to keep pushing graphics forward and impressing gamers, resolution has been sacrificed. People weren't bothered initially because anything was better than standard definition, but with viewing devices' fidelity only getting better it's quite appropriate for games to follow suit.

Resolution makes a dramatic difference to games' visual quality due to phenomena unique to the medium such as aliasing (ie: jagged edges). To compare to traditional PC resolutions, most current-gen console games run at close to 800x600 whereas full HD is close to 1920x1200. The difference in clarity and sharpness is considerable, as anyone who's switched between those resolutions on a computer likely knows.

So, what's going to happen during the next generation? Sony has said that it's 'pushing' developers to use 1080p; I'm not aware of any comparable statements by Microsoft. Sony has also said that it's encouraging developers to maintain a frame rate of 60 FPS, compared to the 30 FPS that's virtually standard in current-gen games. But that's a whole other topic.

My belief is that 1080p should be a mandated requirement when developing next-gen games. It's not right to describe games as HD when they're actually running closer to standard definition than they are to full HD. And developers are throwing away a great opportunity to enhance gamers' experience more than any graphical flourish or special effect could — to continue that trend into the next generation in the name of a slightly faster frame rate would be, in my opinion, a great shame.

15 Comments

Logitech G9 (and soon, G9x)

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I was really weirded out by the look of the Logitech G9 when it first came out, but with my old G5 finally starting to creak I decided to give it a go. And I must say, I'm extremely surprised — this is the most comfortable and ergonomic mouse I've ever used, with my past mice being a Microsoft Intellimouse, a Logitech MX510, and a Logitech G5 (both the original and 2007 models).

In photos it looks very odd, but it doesn't look nearly as weird in the flesh. It's made very well, the materials feel good — it has the same anti-sweat stuff as the G5, rather than the grease-gathering MX510's smooth plastic — and in regular lighting it looks pretty slick. I think the pictures can be a bit misleading because it's actually a very small mouse that lies low to the desk, and for people who primarily move their mouse with their fingertips like me the shorter grip (it has two) is a godsend.

While being able to change the DPI is pretty much a standard gaming mouse feature nowadays, it's worth pointing out that the G9 handles it really well. You can have up to five DPI settings in total, ranging from 200 to 3200. I can't actually see why anyone would want to use anywhere near 3200 DPI, seeing as even on my chosen 800 DPI I can still annihilate the servers in Team Fortress 2 and literally can't see how any more DPI would help. In fact, it does completely the opposite because I can spin my character 360° about 20 times by moving my mouse from one end of the mat to the other. Is this just marketing nonsense or what?

Speaking of Team Fortress 2, if you like to have a lot of stuff bound to buttons on your mouse the G9 is ideal. In total it has seven bindable buttons, nine if you don't mind sacrificing the DPI-changing buttons. As such I've crammed as much stuff on as possible, such as the Spy's 'last disguise' being bound to one of the side buttons, 'reload' being bound to one of the side-scroll buttons, the 'cheer' voice bind to the other side-scroll button for maximum annoyance when meleeing, etc. :D

I like my gaming mice to be as light as possible, and the G9 is clearly manufactured to fulfil that need — by default it's even lighter than an empty G5. However, as I'm sure everyone knows you can stick extra weights into a tray at the back to make it heavier. I can't imagine many fingertip/claw people like me doing this, but I guess palm grippers might. The cord is also good: it's made of some fabric type stuff rather than the usual rubber, which means it has essentially zero friction and is very light too.

And that finally brings me to the grip. The mouse comes with two grips, but the one that isn't attached by default is by far my favourite. It's made out of the same rough texture as the sides of the 2007 G5 (not the original), which never wears down and never becomes slippy.  It's also a smaller grip, which is ideal for those who don't like to rest their palm on the mouse. However, for those that do the original grip is suitable for this as it's fatter, longer, and softer.

Overall this is a really good mouse, and considering they go for less than £40 now it's terrific value too. Those who've owned a G5 will probably find a lot of the above points describe their mouse too, and indeed as an owner of two G5s myself I can confirm that this mouse is truly the direct successor in all ways. At first I thought it was just some weird experiment and that Logitech would return to the classic old shape that's been around for like eight years, but looks can be deceiving: this is every bit as comfortable as the G5, and more so.

The next Logitech gaming mouse is due within a month or so, and is called the G9x. It's almost exactly the same as the G9, except instead of a 3200 DPI laser it has a 5000 DPI laser. Otherwise it seems to be identical, both visually and functionally — but if you can wait you probably should.
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Killzone 2 demo thoughts

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I quite enjoyed the demo. :)

I don't really empathise with the complaints about the floaty controls I've heard in various places, and I thoroughly enjoyed what little action there was. I think the demo is far too short to call any conclusions either way though, so I'm pretty much as oblivious as I was before of how good the overall game will be.

All I know now is that the combat is solid, the cover system works well, and that it looks superb. In fact, the game is a technical marvel in pretty much every way including the sound.

I never try to put too much weight on single-player demos anyway, because it can be really difficult to gauge the quality of a game based on such a short segment. I mean, pretty much all the criticisms I've heard of Killzone 2 (cliched set-ups, action in a warehouse, etc) could be levelled at games like Half-Life 2 if you were to take an equally short segment of the game out of context.

I seriously doubt the whole game will consist of the demo copy/pasted a thousand times, but I get the impression that's what people are expecting. Maybe I'm being too optimistic.

One thing I did find is that the combat is much better if you use the Call of Duty-style scheme (Alternate 2 and enable hold zoom), which puts zoom on the left shoulder button. I much prefer aiming this way, much like you do in Call of Duty 4 & 5, Metal Gear Solid 4, and Uncharted where you move your aim into position while zoomed out, then zoom in to actually fire once you're in the right region.

The aforementioned games pretty much force you into it though, whereas Killzone 2 gives you the option — I kind of think it'd have been a better design decision to softly force it in Killzone 2 too by taking away the crosshair when not zoomed out.

Annoyingly the only control scheme with this set-up has 'use cover' on L2, which is a serious pain to use at the same time as you typically don't use L1 and L2 at the same time in any game ever and it's a bit awkard on the fingers. I would very much like fully configurable controls.
3 Comments