Steve started GamersNexus back when it was just a cool name, and now it's grown into an expansive website with an overwhelming amount of features. He recalls his first difficult decision with GN's direction: "I didn't know whether or not I wanted 'Gamers' to have a possessive apostrophe -- I mean, grammatically it should, but I didn't like it in the name. It was ugly. I also had people who were typing apostrophes into the address bar - sigh. It made sense to just leave it as 'Gamers.'"
First world problems, Steve. First world problems.
Consoles have long touted the phrase “close to the metal” as a means to explain that game developers have fewer software-side obstacles between their application and the hardware. One of the largest obstacles and enablers faced by PC gaming has been DirectX, an API that enables wide-sweeping compatibility (and better backwards compatibility), but also throttles performance with its tremendous overhead. Mantle, an effort of debatable value, first marketed itself as a replacement for Dx11, proclaiming DirectX to be dead. Its primary advantage was along the lines of console development: Removing overhead to allow greater software-hardware performance. Then DirectX 12 showed up.
DirectX is a Microsoft API that has been a dominant programming interface for games for years. Mantle 1.0 is AMD's abandoned API and is being deprecated as developers shift to adopt Dx12. The remnants of Mantle's codebase are being adapted into OpenGL, a graphics API that asserts minimal dominance in the desktop market.
Star Citizen, the highly anticipated space sim from Cloud Imperium Games, just announced its sale of the Aegis Vanguard ship to its backers. The ship has been long-awaited by fans of the yet unfinished game, serving as a United Empire of Earth deep-space fighter. CIG's sale of the ship begins effective immediately and extends through April 6.
With AMD's Mantle in dire straits and losing ongoing support, the question of timing for its inevitable death has been fresh in our minds. Microsoft's DirectX 12 promises to accomplish many of the same objectives that made Mantle appealing – namely, putting developers “closer to the metal” – while being distributed alongside the prolific Windows OS; this, we think, has already stifled Mantle's viability to developers.
About a year ago, we published a piece notifying our readers of hoax HDMI-to-VGA passive cables proclaiming that they did absolutely nothing for the buyer; we called them “fake,” indicating that a passive cable is electrically incapable of transforming a signal, and therefore could not serve as a digital-to-analog adapter without some sort of active conversion taking place. There are a few hardware-side exceptions, but they are rare.
It was in this same content that we mentioned “SATA III cables” vs. “SATA II cables,” noting that the two cables were functionally identical; the transfer rates are the same between a “SATA III” cable and a “SATA II” cable. The difference, as defined by the official SATA specification, is a lock-in clip to ensure unshaken contact. Upon being taken viral by LifeHacker, statement of this simple fact was met with a somewhat disheartening amount of resistance from an audience we don't usually cater toward. Today, we had enough spare time to reinforce our statements with objective benchmarking.
The games industry circulates triple-A titles and genres in predictable waves. Last year saw the launch of several multi-million dollar titles, to include Watch Dogs and Titanfall, followed later by Destiny’s $500mm launch, Far Cry 4 and ACU, Dragon Age: Inquisition, and more. 2014 was a competitive year for big-name studios, though the indie scene was not unremarkable: Nidhogg, Shovel Knight, and Goat Simulator all made a huge impact.