It’s a far cry from our last “major” camera purchase, which consisted of about $3000 to buy a then-new Canon XA20 and shotgun mic. That was around 2013. Since that time, we’ve invested thousands in audio equipment, sliders, tripods, and lighting – but as video team’s skills and arsenal have grown, we’ve had one straggler: The camera. The XA20 was a fantastic camera to buy for our first major video equipment, replacing our previous Canon Vixia HF S20; the XA20 permitted 1080p60 uploads, put us on the map for video, and continues to be an absolute workhorse for road production. We’re planning to keep it around for multi-cam interview shooting in the future, alongside giving us an option for multiple video staff on-site at an event. Logistically, it makes good sense to keep the XA20 around – again, the thing is truly a workhorse, and I’d be lying to not acknowledge a sentimental attachment.

About three blocks from our hotel during CES was a relatively new museum called "The National Atomic Testing Museum," associated with the Smithsonian. I popped down there with Patrick Stone for a quick visit as a break from CES and the carrion mobile device salesmen on the show floor.

Upon entering the museum, the first thing you see is a movie prop from the 1956 movie "Forbidden Planet." The robot ("Robbie," naturally) may be a reproduction, as there was no clear explanation except that it belonged to the original prop master Robert Kinoshita, who died at the age of 92 quite recently. It sets the mood for the atomic age when atomic testing around Las Vegas, home to CES, was extensive. Maybe that explains some of the mutants we saw shambling around the convention center. I still think that Forbidden Planet (based on Shakespeare's "The Tempest") is a great movie and worth a watch.

Ramping up the video production for 2016 led to some obvious problems – namely, burning through tons of storage. We’ve fully consumed 4TB of video storage this year with what we’re producing, and although that might be a small amount to large video enterprises, it is not insignificant for our operation. We needed a way to handle that data without potentially losing anything that could be important later, and ultimately decided to write a custom Powershell script for automated Handbrake CLI compression routines that execute monthly.

Well, will execute monthly. For now, it’s still catching up and is crunching away on 4000+ video files for 2016.

Regular visitors to the site may have noticed that we've been experiencing intermittent downtime for about a week. Following an (unrequested) update to the software stack at our server provider, we've been dropping connection at least once every few hours for about 10-15 minutes at a time. This was out of our control, and after fighting with the host over a resolution, we've decided to build a new server ground-up.

I'll be able to share more details about this soon, but it's looking promising so far. The new server should be faster, no longer drop connection, and will improve our ability to add website functionality in the future. We've been on unmanaged hosting since 2012, which means that we've basically got a remote box that is accessed through shell/putty, then updated entirely through an equivalent to command prompt (for Linux access).

Product launches haven't slowed down this year, it seems. We are about to ramp into one of the busiest seasons of the year for the site, and that means we're in high demand to work on build guides, sales guides, and news posts throughout the fourth quarter.

GamersNexus is seeking writers to assist in meeting our content demand. This is not an employment position, but a paid contract position. Just to reiterate: This is paid writing work.

This means that GamersNexus will ask you to write a piece (or you approach us with an idea), we agree on budget for the piece, and it gets delivered within a defined timeframe. That content is then published under your name as a contract writer, and we move on to the next piece.

We are under high demand through December, but there is potential for continued editorial work into 2017.

Gears of War 4 Testing

Thursday, 06 October 2016

We have discovered a few issues with the Gears of War 4 testing that require a revisit to the game. We are working diligently to perform those tests now, and have temporarily unpublished the original content while we work to learn more about the title.

Our apologies for the inconvenience as we work through some new tests with the game. These are important to the results, and we believe them to be critical enough to put a pause on our original content delivery.

Stay tuned!

UPDATE: We have published the revamped Gears 4 benchmark.

We're starting a new series of educational videos -- they all are, but these are more targeted -- that will include custom animations to explain goings-on within components. The goal is to use animations to better visualize low-level component interactions that may not be visible to the human eye, or may be too abstract to demonstrate without an animation. We piloted this idea with our "What is NAND?" article and video, which included a custom animation and many in-house graphics to illustrate SSD design. Today, we're releasing our first official TLDR episode: "TLDR - How Heatpipes & Air Coolers Work."

In this video, we illustrate a guide that we originally wrote and published in 2012. The content explains the inner workings of CPU and GPU air coolers, including heatpipes, finned heatsinks, contact made between the IHS & coldplate, the TIM between that contact, and vapor chambers. The in-house animation was made by Andrew Coleman, who splits video production workload with Keegan Gallick. Take a look here:

This year has been the most travel-intensive year in the history of GN. We've made a few international trips for the company – Taiwan, China, Hong Kong, Macau, and London, mostly – and have had a merciless bombardment of domestic flights for coverage opportunities. One of those was PAX West, now behind us, and the next will bring us back to California for some company tours. We haven't done a full-on tour of major manufacturers on the west coast since about 2013, and the site has undergone major skill improvements (from both of our video staffers, especially) and equipment improvements.

The next steps for GN will be to push through another week of GPU and laptop coverage. That'll include the GE62VR, a final (for now) round of liquid cooled GPU reviews, and some special coverage that will soon be posted. Once that's past, we're taking a step back to cases and cooling, including coverage of Phononic's HEX 2.0 cooler, and then making plans for the next trip.

Following several YouTube commenter questions on some of our testing methodology and presentation, we decided to put together a short guide to FPS and temperature measurements. Specifically speaking to framerate and frametime testing, we've spent a few years refining our collection and presentation of “1% low” and “0.1% low” framerates, which is a converted presentation of frame output over time. These help us look into instances where a product might produce high averages, but exhibit stuttering and jarring gameplay that negatively impacts the “fluidity” of the experience.

An example, as we note in the “What are 1% & 0.1% lows?” video, would be the G3258 in GTA V versus something like the X4 760K. In this particular case, we saw the G3258 sustaining a higher average FPS than the X4 760K, but it was actually a worse product for the setup – that's because of the low values. The G3258 was getting hammered by such big, sudden dips in performance (a result of its limited thread count) that the 0.1% low output would sometimes hit 4FPS. In the real world, this means that players see stuttering and jarring gameplay.

Here's the video explaining all of this in greater depth:

GamersNexus, LLC is actively seeking a computer hardware reviewer with experience building computers, creating/reading benchmark charts to determine performance deltas, and extensive PC gaming experience. A top-level knowledge of all core components is required, with specialization in at least one component strongly desired. We are willing to train specialization given a strong foundation.

The reviewer filling this role must possess the ability to write, at length, comprehensive product reviews and analysis in the form of publishable content. The reviewer filling this role should offer writing and editorial abilities with an understanding of flow, grammar, and tone. A strong understanding of language and the ability to write quickly – under deadline – are further required traits.


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