Saturday, March 13, 2010

IT News HeadLines (Elite Bastards) 13/03/2010


Elite Bastards
Lucid Hydra technology accelerates Eyefinity with NVIDIA GPUs

While the final launch of Lucid's Hydra technology via MSI's Big Bang Fuzion motherboard proved to be anything but a big bang in terms of performance when mixing AMD and NVIDIA GPUs, the technology nonetheless remains decidedly interesting, and the company utilised the current Game Developers Conference to show off another potentially useful facet to Hydra, which allows for the use of an ATI Eyefinity configuration while rendering via a mixture of AMD and NVIDIA graphics boards.

Regardless, tonight we saw something shown at GDC 2010 that was very interesting; using an NVIDIA GPU to scale a multi-monitor AMD-based Eyefinity gaming configuration. While we have been thinking that this combination would be possible with the HYDRA technology at its theoretical levels, this is the first time we have seen it in action.

The idea is pretty straight forward: because Windows 7 sees the multi-monitor setup as a single contiguous display from the AMD graphics card, the HYDRA driver can accelerate it regardless of the complexity of the driver and hardware on the AMD side. Even though this demo was using only a two monitor configuration, that was due to cabling confusion during setup and it will apparently have no problems accelerating 3 or even 6 display options.

PC Perspective has more on Hydra and Eyefinity working in harmony.

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PowerVR targets PlayStation 3-level graphics on smartphones in three years

While it's been a long time since we've seen anything from PowerVR on the PC graphics front (and we most likely never will again), the company is still making waves in the mobile and smartphone 3D graphics market - GDC gave the company an opportunity to talk about their future goals, which brought forth some interesting thoughts and promises from the firm.

The specs and capabilities of modern smartphones/handheld devices have been increasing rapidly for several years and according to the GPU developers of Imagination Technologies, the sky's the limit. The company owns and develops the PowerVRÂ 3D architecture that dominates the mobile 3D segment; company reps at GDC this week have told journalists that it's already designing smartphone-style GPUs that will deliver PS3-quality graphics and come to market in the next three years. Games wouldn't be limited to tiny screens or lousy resolutions either, but could be delivered (or output to TV) at 720P.

This sort of capability is just one of Imagination Technologies' targets. The company has already been working with Adobe to develop PowerVR-compatible Flash acceleration functionality and already supports OpenCL. Going forward, PowerVR intends to explore using multiple GPUs in concert (think mobile SLI); a process which could theoretically boost performance considerably without drawing additional power or generating more heat than a handheld device can dissipate.

Hot Hardware has the full story.

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Khronos release OpenGL 3.3 and 4.0

We may be seeing less and less of OpenGL in the PC gaming space these days, but that doesn't mean that the Khronos Group which controls its specification are resting on their laurels, with this year's GDC seeing the unveiling of both OpenGL 3.3 and 4.0.

Khronos have finished the development process for OpenGL 3.3 and OpenGL 4.0, releasing the specification for both at GDC 2010 today. 4.0, at its simplest, is the cross platform OpenGL support for today's latest DirectX 11 hardware, including programmable tessellation.

3.3, again in a nutshell, brings what new 4.0 features can run on DX10 hardware to those devices. Khronos have worked hard to ratify the new spec and get it ready for general consumption in recent months, sticking to their new timetable as stated.

Beyond 3D has the story.

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ASUS Crosshair IV Formula motherboard sneak preview

Now that AMD's latest 890-series chipset is available "in the wild", we can expect to start seeing a few more designs based around it. Needless to say, ASUS will soon be looking to release a Republic of Gamers branded motherboard based around said chipset, and this will appear in the form of the Maximus IV Formula - Hardware Canucks have taken an early pictorial look at this part.

We’re used to seeing Republic of Gamers board strike an imposing figure and the Crosshair IV is no different with its bold black and red colour scheme. The heatsinks themselves aren’t high enough to get in the way of CPU coolers and are supposedly modeled after the shape of crystals. Will the unique design help with actual cooling? We’ll check that out in our upcoming review.

Even though the other physical features of this board are pretty self-evident, it should be mentioned that all six red SATA connectors are SATA 6Gb/s compatible by virtue of the 890-series chipset.

Check out their sneak preview in full here.

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Sony unveils PlayStation Move motion controller

Ever since Nintendo's Wii caught the competition out cold thanks to its innovative motion controller, both Sony and Microsoft have been looking for ways to get a slice of this particular market and technology for themselves. While Microsoft have chosen to go with the potentially impressive "Natal" system to differentiate their Xbox 360 console from its competitors, Sony have used this year's Game Developers Conference to unveil their "Move" motion controller.

Sony finally unveiled its motion controller in full today at its GDC 2010 press conference. Officially called the PlayStation Move, the controller actually has two separate pieces. The main Move portion is what was shown at E3 2009 and features a glowing ball on the end that the PlayStation Eye (the camera) uses to locate its location. This half features an analog trigger on the back, a big, main button on the front, and the standard PlayStation face buttons (X, Circle, Square and Triangle).

The second half of the PlayStation Move equation is called the sub-controller. This doesn't have a glowing ball on the end but instead features an analog stick, D-Pad, a couple face buttons and an analog trigger on the back. It's all wireless, so unlike the Wii Nunchuck, the sub-controller doesn't need to be plugged into the main motion controller to work.

IGN has plenty of coverage of the Move's launch, from looking at the device itself to spending some hands-on time with a few of the early game titles which make use of it.

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