This content piece started with Buildzoid’s suggestion for us to install a custom VBIOS on our RX 570 for timing tuning tests. Our card proved temperamental with the custom VBIOS, so we ended up instead – for now – testing AMD’s built-in timing level options in the drivers. AMD’s GPU drivers have a drop-down option featuring “automatic,” “timing level 1,” and “timing level 2” settings for Radeon cards, all of which lack any formal definition within the drivers. We ran an RX 570 and a Vega 56 card through most of our tests with these timings options, using dozens of test passes across the 3DMark suite (for each line item) to minimize the error margins and help narrow-in the range of statistically significant results. We also ran “real” gaming workloads in addition to these 3DMark passes.
Were we to step it up, the next goal would be to use third-party tools to manually tune the memory timings, whether GDDR5 or HBM2, or custom VBIOSes on cards that are more stable. For now, we’ll focus on AMD’s built-in options.
Anyone who sticks to one medium for gaming -- PC, Xbox, Playstation, destroyed Switch -- inevitably misses out on some games. For us at GamersNexus, Monster Hunter has long been one of those franchises. Luckily, Phoenix Labs felt the same way, and so created a more platform-favorable co-op, behemoth-slaying RPG called “Dauntless.” Dauntless aims to bring a refreshed, new take on the hunting experience, adding a healthy dash of Dark Souls-inspired combat for the PC platform.
The very existence of humanity is being threatened by aether-fueled behemoths, we’re told, and so you shouldn’t feel bad about eradicating entire families of beasts, Design Director Chris Cleroux informed us. Just murder all of them. They’re all bad.
Thunder Lotus has hit their stride in game making. Their first game, Jotun, made waves largely due to the beautiful hand-drawn visuals. They’ve now embarked on their second title, Sundered, and they’re hoping to do the same again. Shifting to a more “Metroidvania” style game has only benefited from the appeal of Thunder Lotus’ hand drawn aesthetic, which carries over into the new action/platformer title.
In Sundered, you control Eshe, a survivor in a post-apocalyptic world. Separated from your group by an eldritch sandstorm, Eshe is forced to investigate the powerful arcane forces that shattered the world. Throughout the game, enemies come from two fractions: the Valkyries and the Eschatons. The Valkyries were once humanity’s best soldiers, formed to try and stop the cataclysm that shattered the world. The Eschatons, on the other hand, were humans that fell under the sway of those same eldritch powers. Eshe will have to overcome both throughout the game.
The 4th installment in the Mass Effect series, Mass Effect Andromeda, will launch March 21 of 2017 in North America on PS4, Xbox One, and PC. Europe will see a release date of March 23, 2017. Andromeda’s story will take place hundreds of years after the events of the original Mass Effect Trilogy, completely separate from the original storyline. Andromeda will be set in a true open world environment instead of the “linear open world” in the first 3 Mass Effect games.
In this article, we’ll explore everything we know so far (most of the important bits, anyway) with Mass Effect: Andromeda. We’re leaving out major speculative pieces in this and instead focusing on information officially released or deduced through careful observation of trailers and screenshots. We’ve also had some interview time with the Andromeda team, and will be including that coverage in this content.
Medieval action/strategy RPG Mount & Blade II: Bannerlord moved one step closer to release when a Steam page was unveiled in October, but still has no official release date.
Confusingly, Mount & Blade II: Bannerlord is a prequel to Mount & Blade: Warband, itself a 2010 standalone expansion to the 2007 game Mount & Blade—it helps to just think of Warband as a complete overhaul of the original. Warband has maintained a loyal fanbase since release—thanks to the winter sale, steamcharts.com reported roughly 12,000 players in-game as of this writing (a bit more than Elder Scrolls Online). In 2012, developer TaleWorlds announced they would follow-up on Warband’s success with Bannerlord, and have been slowly releasing tidbits of information since. Here’s what we know so far:
As the Black Friday and Cyber Monday deals start to wind down, we will begin to take a look at some games that are among the most popular on Steam. Some of these games were greatly reduced on the Autumn Sale, and while that sale has ended, Steam usually hosts a Winter Sale -- that’ll be coming up shortly.
For today, we’ve got a list of some of our top PC games for 2016 (including previous releases and sales). All the below games are available on Steam. This year's game releases felt a little lighter in the AAA category versus last year; at least, when considering last year offered GTA V and The Witcher 3 in rapid succession, but active sales have revived last year's titles alongside a couple major indie hits for 2016.
Here is the shortlist:
This is the last of our CitizenCon coverage from Sunday. Following this interview with Erin Roberts, we flew up to San Jose to tour a few of the hardware manufacturers located in the area. We'll likely have some coverage of those visits online within the next 2-3 days, for folks looking for a return to hardware industry discussion and architecture dives. A few reviews are also pending publication, likely going live next week.
We try to focus on technology at GN, as always, and so spent our previous interview talking about parallax occlusion mapping and 64-bit engine technology. We think that this is interesting and useful information to learn to better understand GPU interactions with game engines, hopefully better painting a picture of what's going on behind the GPU shroud. With Erin Roberts, Studio Head for the Foundry 42 UK branch, we discussed procedural generation edge blending for planets v2 (also defined here), development timelines to build the demo shown, and workload distribution between studios.
Immediately following our already-published interview with Star Citizen's Chris Roberts, we encountered Technical Director Sean Tracy, recently responsible for educating us on the game's 64-bit engine. The Technical Director took a few moments after CitizenCon to share details about the lower level technology driving the night's demonstration, like real-time physics, poly per pixel budgets, occlusion mapping, and more.
Tracy's role for the CitizenCon presentation primarily had him demonstrating the production tools utilized by CIG for planet development. This includes Planet Ed, already somewhat detailed here and here, which is the team's creation kit for planet customization and design. The toolkit takes the approach of getting artists “90% of the way there,” allowing them to fine-tune the final 10% for faster production pipelines and a hands-on polish. The tech demo showed a walk-through of CIG's team using large brushes to paint the surface with biomes, hand-placing bodies of water and buildings, and blending everything together.
CitizenCon 2016 included the biggest technological demonstrations that the game has publicly shown to-date, including fully functional procedural generation 2.0 for planets, real-time spring physics, and authoring tools. The technology suite was detailed in two of our recent interviews with Sean Tracy and Chris Roberts, but was overshadowed in some ways by statements given regarding a potential Squadron 42 demonstration for CitizenCon 2016.
Viewers of the stream (or our content) will know that Squadron 42 didn't make it into the live demonstration, already packed with hours of discussion on Spectrum (comms systems), procedural generation, authoring tools, and roadmaps. The demonstration was technologically and graphically impressive, but Squadron 42 was left out for polish and refinement reasons. Roberts indirectly referenced our interview on stage, stating that, “I gave an interview about 3 weeks ago and probably spoke too soon,” but continued that he hoped the planet and tools demonstrations would make up for this.
In our post-event interview, we spoke with CIG CEO Chris Roberts on his thoughts regarding the event, the roadmap for Star Citizen, and Squadron 42's absence. Learn more in the video, or find a transcript below.
Leading into Star Citizen's annual “CitizenCon” event, held today, we received preliminary details from CIG CEO Chris Roberts and Technical Director Sean Tracy, both of whom heavily focused on an unveil of new procedural planets technology. The first interview (with Roberts) covered the top-level overview of procedural planet generation technology, with the third interview (with Tracy) focusing on the driving tools behind the planets.
But CitizenCon 2016 marks the first time we've seen those tools in action, unveiled on stage in front of an audience of more than 600 people live, with more tuned-in to the stream. Our earlier interviews suggested that the first major, complete Squadron 42 mission would be unveiled at CitizenCon alongside this “Planets V2” tech and character technology updates, but the plans changed in the weeks since that discussion. Planets V2 took the spotlight with its Homestead demo, Squadron 42 has been delayed to allow for quality improvement on the single-player demo.
Note: This was written live during the event for immediate publication. We are continuing to live update.
(7:50PM PT 10/9 - We are done live updating. We've added 4K screenshots to this article, all new from tonight. We've got interviews with Chris Roberts, Sean Tracy, and Erin Roberts going live shortly.)
Before getting to further discussion, a recap of the last two weeks:
We moderate comments on a ~24~48 hour cycle. There will be some delay after submitting a comment.