gaming

amd-stops-certifying-monitors,-tvs-under-144-hz-for-freesync

AMD stops certifying monitors, TVs under 144 Hz for FreeSync

60 Hz is so 2015 —

120 Hz is good enough for consoles, but not for FreeSync.

AMD's depiction of a game playing without FreeSync (left) and with FreeSync (right).

Enlarge / AMD’s depiction of a game playing without FreeSync (left) and with FreeSync (right).

AMD announced this week that it has ceased FreeSync certification for monitors or TVs whose maximum refresh rates are under 144 Hz. Previously, FreeSync monitors and TVs could have refresh rates as low as 60 Hz, allowing for screens with lower price tags and ones not targeted at serious gaming to carry the variable refresh-rate technology.

AMD also boosted the refresh-rate requirements for its higher AdaptiveSync tiers, FreeSync Premium and FreeSync Premium Pro, from 120 Hz to 200 Hz.

Here are the new minimum refresh-rate requirements for FreeSync, which haven’t changed for laptops.

Laptops Monitors and TVs
FreeSync Max refresh rate: 40-60 Hz < 3440 Horizontal resolution:

Max refresh rate: ≥ 144 Hz
FreeSync Premium Max refresh rate: ≥ 120 Hz < 3440 Horizontal resolution:

Max refresh rate: ≥ 200 Hz≥ 3440 Horizontal resolution:

Max refresh rate: ≥ 120 Hz
FreeSync Premium Pro FreeSync Premium requirements, plus FreeSync support with HDR FreeSync Premium requirements, plus FreeSync support with HDR

AMD will continue supporting already-certified FreeSync displays even if they don’t meet the above requirements.

Interestingly, AMD’s minimum refresh-rate requirements for TVs go beyond 120 Hz, which many premium TVs currently max out at, due to the current-generation Xbox and PlayStation supporting max refresh rates of 120 frames per second (FPS).

Announcing the changes this week in a blog post, Oguzhan Andic, AMD FreeSync and Radeon product marketing manager, claimed that the changes were necessary, noting that 60 Hz is no longer “considered great for gaming.” Andic wrote that the majority of gaming monitors are 144 Hz or higher, compared to in 2015, when FreeSync debuted, and even 120 Hz was “a rarity.”

Since 2015, refresh rates have climbed ever higher, with the latest sports targeting competitive players hitting 500 Hz, with display stakeholders showing no signs of ending the push for more speed. Meanwhile, FreeSync cemented itself as the more accessible flavor of Adaptive Sync than Nvidia’s G-Sync, which for a long time required specific hardware to run, elevating the costs of supporting products.

AMD’s announcement didn’t address requirements for refresh-rate ranges. Hopefully, OEMs will continue making FreeSync displays, especially monitors, that can still fight screen tears when framerates drop to the double digits.

The changes should also elevate the future price of entry for a monitor or TV with FreeSync TV. Sometimes the inclusion of FreeSync served as a differentiator for people seeking an affordable display and who occasionally do some light gaming or enjoy other media with fast-paced video playback. FreeSync committing itself to 144 Hz and faster screens could help the certification be aligned more with serious gaming.

Meanwhile, there is still hope for future, slower screens to get certification for variable refresh rates. In 2022, the Video Electronics Standards Association (VESA) released its MediaSync Display for video playback and AdaptiveSync for gaming, certifications that have minimum refresh-rate requirements of 60 Hz. VESA developed the lengthy detailed certifications with its dozens of members, including AMD (a display could be MediaSync/AdaptiveSync and/or FreeSync and/or G-Sync certified). In addition to trying to appeal to core gamers, it’s possible that AMD also sees the VESA certifications as more appropriate for slower displays.

AMD stops certifying monitors, TVs under 144 Hz for FreeSync Read More »

apple-backtracks,-reinstates-epic-games’-ios-developer-account-in-europe

Apple backtracks, reinstates Epic Games’ iOS developer account in Europe

Never mind —

After EU began investigation, Apple repaves path for Fortnite on European iOS.

Artist's conception of Epic Games celebrating their impending return to iOS in Europe.

Enlarge / Artist’s conception of Epic Games celebrating their impending return to iOS in Europe.

Epic Games

Apple has agreed to reinstate Epic Game’s Swedish iOS developer account just days after Epic publicized Apple’s decision to rescind that account. The move once again paves the way for Epic’s plans to release a sideloadable version of the Epic Games Store and Fortnite on iOS devices in Europe.

“Following conversations with Epic, they have committed to follow the rules, including our DMA policies,” Apple said in a statement provided to Ars Technica. “As a result, Epic Sweden AB has been permitted to re-sign the developer agreement and accepted into the Apple Developer Program.”

Apple’s new statement is in stark contrast to its position earlier this week when it cited “Epic’s egregious breach of its contractual obligations to Apple” as a reason why it couldn’t trust Epic’s commitments to stand by any new developer agreement. In correspondence with Epic shared by the Fortnite maker Wednesday, Apple executive Phil Schiller put an even finer point on it:

Your colorful criticism of our [Digital Markets Act] compliance plan, coupled with Epic’s past practice of intentionally violating contractual provisions with which it disagrees, strongly suggest that Epic Sweden does not intend to follow the rules… Developers who are unable or unwilling to keep their promises can’t continue to participate in the Developer Program.

A new regulatory world

Apple’s quick turnaround comes just a day after the European Commission said it was opening an investigation into Apple’s conduct under the new Digital Markets Act and other potentially applicable European regulations. That investigation could have entailed hefty fines of up to “10 percent of the company’s total worldwide turnover” if Apple was found to be in violation.

“We have the DMA coming into compliance [Thursday], so the demand of compliance is… listen, you need to be able to carry another app store, for instance, and you cannot put in place a fee structure that sort of disables the benefits of the DMA for all the market participants,” European Commission Executive Vice President Margrethe Vestager told Bloomberg TV Tuesday.

In an update on its official blog, Epic linked Apple’s decision to “public backlash for retaliation” and said the whole affair “sends a strong signal to developers that the European Commission will act swiftly to enforce the Digital Markets Act and hold gatekeepers accountable. We are moving forward as planned to launch the Epic Games Store and bring Fortnite back to iOS in Europe. Onward!”

In a social media post celebrating Apple’s move, Epic CEO Tim Sweeney said that “the DMA just had its first major victory” and called the move “a big win for European rule of law, for the European Commission, and for the freedom of developers worldwide to speak up.”

Apple’s apparent retreat on the issue preempts what would have likely been a lengthy legal and public relations battle between the two corporate giants, much like the one resulting from Epic’s 2020 decision to violate Apple’s developer agreement by adding third-party payment options to Fortnite on iOS. But that battle, which played out primarily in a series of US courts, differed in many particulars from the new conflict that was developing under the new enforcement regime surrounding Europe’s DMA rules.

Epic said last month that it plans to launch the Epic Games Store on iOS sometime in 2024.

Apple backtracks, reinstates Epic Games’ iOS developer account in Europe Read More »

apple’s-treatment-of-epic-games-draws-the-eye-of-eu-regulators

Apple’s treatment of Epic Games draws the eye of EU regulators

We’re watching you —

Apple could face massive fines if it’s found in violation of new rules.

Artist's conception of Apple attempting to dodge the concerns of EU regulators.

Enlarge / Artist’s conception of Apple attempting to dodge the concerns of EU regulators.

Epic Games

European Union regulators are investigating whether Apple’s recent revocation of an Epic Games iOS developer account puts the iPhone-maker in violation of the Digital Markets Act and other rules in the continent. If Apple is found in violation, the European Commission could impose significant fines as part of its effort to put some force behind its sweeping tech regulations.

“We have requested further explanations on this from Apple under the DMA (Digital Markets Act),” a European Commission spokesperson told Reuters late Thursday. “We are also evaluating whether Apple’s actions [regarding Epic Games] raise doubts on their compliance with the DSA (Digital Services Act) and the P2B (Platform to Business Regulation), given the links between the developer program membership and the App store as designated VLOP (very large online platform).”

More than just the DMA

Apple’s plans for what Epic calls “malicious compliance” under the DMA, which goes into effect today, have gotten plenty of attention in recent months. But the European Commission’s statement suggests its investigation could encompass other regulations as well.

The Digital Services Act, which went into effect in Europe last year, is mainly focused on transparency in algorithmic recommendations and “systemic risks” in platforms promoting misinformation. But the act also stipulates that platform moderation, including account suspension or termination, must be enforced “in a diligent, objective, and proportionate manner (emphasis added).” Whether Epic’s apparently indefinite ban from iOS development fits that proportionality standard is something the EU is seemingly interested in investigating.

The EU’s platform-to-business trading regulations, meanwhile, require major platforms like Apple to meet certain guidelines for transparency in their communications with other businesses. That includes detailed instructions for “specific preliminary steps” that have to be taken before a large platform terminates a business account.

“Listen, you need to be able to carry another app store…”

Earlier this week, the European Commission imposed a significant $2 billion fine on Apple over the company’s treatment of competing music subscription services on its devices. That penalty, which Apple is appealing, could be seen as a sign that European regulators plan to enforce violations of their major tech regulations with more than a slap on the wrist. The available penalties for DMA violations can run up to “10 percent of the company’s total worldwide turnover” for a first offense.

“The fine is there to punish past behavior and of course to be a deterrent for it not to be repeated,” European Commission Executive Vice President Margrethe Vestager told Bloomberg TV Tuesday. “We have the DMA coming into compliance [Thursday], so the demand of compliance is… listen, you need to be able to carry another app store, for instance, and you cannot put in place a fee structure that sort of disables the benefits of the DMA for all the market participants…”

In a statement Wednesday Apple cited “Epic’s egregious breach of its contractual obligations to Apple” in its decision to rescind Epic’s Swedish iOS developer account. Apple also cited US legal cases establishing its “right to terminate ‘any or all of Epic Games’ wholly owned subsidiaries, affiliates, and/or other entities under Epic Games’ control at any time and at Apple’s sole discretion.'”

Epic says it has provided a “good faith” promise to abide by Apple’s terms for creating a competing App Store in the EU and that it is being punished for criticizing the iPhone maker publicly. “Apple is retaliating against Epic for speaking out against Apple’s unfair and illegal practices, just as they’ve done to other developers time and time again,” the company said in a statement Wednesday.

Apple’s treatment of Epic Games draws the eye of EU regulators Read More »

what-a-potential-post-xbox-future-could-mean-for-sony-and-nintendo

What a potential post-Xbox future could mean for Sony and Nintendo

shifting landscape —

“All signs point to the hardware becoming less and less important to Microsoft.”

What a potential post-Xbox future could mean for Sony and Nintendo

Aurich Lawson

Microsoft’s decision to ease off its 23-year competition with Sony and Nintendo over supremacy in games hardware has opened a path for Japan’s return as the world’s undisputed home of the console.

The prospect of a new, less internationalized era of console wars has raised hopes of happier times for the Japanese survivors but has also caused analysts and investors to revisit the question of how much longer the whole genre of dedicated games machines will continue to exist.

Microsoft head of gaming Phil Spencer last month revealed plans to release what would previously have been exclusively Xbox games for use on rival platforms, as part of a new focus on cloud-based gaming.

While the US technology giant has said it is still working on a new generation of more powerful consoles, analysts think its long-term direction is clear.

“All signs point to the hardware becoming less and less important to Microsoft, so there is that possibility that we could go back to a point like we were in the 1990s where the viable choices of console were all Japanese,” said Serkan Toto, head of the games consultancy Kantan Games.

Giving up the console fight to concentrate on software could be taken as a huge victory for Japan. To many, the birthplace of Super Mario, Sonic the Hedgehog, Final Fantasy, and Pokémon is the spiritual home of the console and has featured the industry’s fiercest “golden age” 1980s and 1990s clashes of Nintendo vs Sega, and later, Nintendo vs Sony.

“It may not happen immediately because the technology of cloud gaming is clearly not ready yet, but from what Microsoft is indicating, there is a possibility that we go back to an all-Japan console industry with Sony and Nintendo each dominating their part of that market in their different, unique ways,” said David Gibson, an analyst at MST Financial.

But the return to a Japan-only industry for dedicated games hardware could more clearly define the console as a commercial cul-de-sac.

That issue, said independent games analyst Pelham Smithers, could be particularly acute for Sony, which last week announced plans to cut 900 staff from its games unit.

“It was tough enough for Sony arguing the need to investors for a PS5—and a lot of people at the time were saying that the PS5 could be the end of the line—but Microsoft’s commitment to console gaming helped,” said Smithers.

Nintendo, meanwhile, faces an issue of timing. Its Switch machine, released in 2017 and now significantly underpowered even when compared with some mobile phones, is to be replaced with a next-generation successor. But the Kyoto-based company has yet to say precisely when and what it will look like.

Analysts said Nintendo is still traumatized by the experience in 2012 when it launched a poorly conceived successor to the global blockbuster Wii console.

Sales of the existing Switch are respectable, said Toto, but more or less everyone who wanted the console has bought one by now. The market, he said, will be waiting for Nintendo’s successor and may hold back on buying games for the Switch ahead of a new machine being released.

Gibson said Sony’s problems are very different: its PS5 machine, now four years old, is popular, but its games business is now guided by “accountants,” rather than people primed to manage a creative business.

Previous generations of the PlayStation had been launched with an expectation that the machine would initially be sold at a loss, before the price of components quickly fell, allowing the company to break even and, in time, allow price cuts for customers.

By its fifth year of release the PS4 had two price cuts totaling $100. The PS5 has had none. “With the accountants in charge, Sony is not prepared to cut prices by $100 to stimulate demand because that would cost $2 billion in profits,” Gibson said.

Microsoft, which has spent huge sums on acquisitions of game studios such as the $75 billion purchase of Activision, is facing similar issues with its hardware economics. Analysts said the US company may have greater motivation than Sony to become an all-platform king.

“The state of the console market right now may not be an advertisement per se for Japan getting its mojo back. It feels more like these three very idiosyncratic businesses are doing well or not for idiosyncratic reasons,” said Robin Zhu, games analyst at Bernstein.

There is a chance that Microsoft’s new direction is a “win, win, win situation,” according to Atul Goyal at Jefferies, because of the different situation each company finds itself in.

Microsoft, he said, could pump up returns by offering its games across different platforms, while Nintendo and Sony would face “less intense competition” and benefit from having a wider choice of titles for customers.

But, as Zhu said, one factor that might keep Microsoft from killing off the Xbox entirely is the same thing that will keep Sony and Nintendo in the market—the fierce loyalty of gamers.

“The concern [Microsoft] will have is that you’ve already convinced your customers to buy the hardware; by telling them that Xbox games will be on every other platform, you risk upsetting your highest engagement and most dogmatic customers,” he said.

© 2024 The Financial Times Ltd. All rights reserved Not to be redistributed, copied, or modified in any way.

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emulation-community-expresses-defiance-in-wake-of-nintendo’s-yuzu-lawsuit

Emulation community expresses defiance in wake of Nintendo’s Yuzu lawsuit

Power (glove) to the people.

Enlarge / Power (glove) to the people.

Aurich Lawson

Nintendo’s recent lawsuit against Switch emulator-maker Yuzu seems written like it was designed to strike fear into the heart of the entire emulation community. But despite legal arguments that sometimes cut at the very idea of emulation itself, members of the emulation development community I talked to didn’t seem very worried about coming under a Yuzu-style legal threat from Nintendo or other console makers. Indeed, those developers told me they’ve long taken numerous precautions against that very outcome and said they feel they have good reasons to believe they can avoid Yuzu’s fate.

Protect yourself

“I can assure [you], experienced emulator developers are very aware of copyright issues,” said Lycoder, who has worked on emulators for consoles ranging from the NES to the Dreamcast. “I’ve personally always maintained strict rules about how I deal with copyrighted content in my projects, and most other people I know from the emulation scene do the same thing.”

“This lawsuit is not introducing any new element that people in the emulation community have not known of for a long time,” said Parsifal, a hobbyist developer who has written emulators for the Apple II, Space Invaders, and the CHIP-8 virtual machine. “Emulation is fine as long as you don’t infringe on copyright and trademarks.”

Other hobbyist emulator makers take more serious precautions to protect themselves legally. “I always had some fear of Nintendo’s lawyers coming after my work, which is part of the reason I still keep it private,” said StrikerX3 of his work on a Nintendo DS emulator. “I’ve only released the emulator’s binaries to a handful of people, and only two others have access to the source code besides me.”

Just a little light console hacking...

Enlarge / Just a little light console hacking…

Aurich Lawson

And others feel operating internationally protects them from the worst of the DMCA and other US copyright laws. “I have written an NES emulator and I am working on a Game Boy emulator… anyway I’m not a US citizen and Nintendo can kiss my ass,” said emulator developer ZJoyKiller, who didn’t provide his specific country of residence.

Stick to the old stuff

Some of those potential legal precautions might seem a little insufficient on further inspection—a lack of copyrighted code in the emulator wasn’t enough to protect Yuzu from Nintendo’s legal sights, after all. Still, other emulator developers pointed out a number of differences in their projects that they felt set them apart.

Chief among those differences is the fact that Yuzu emulates a Switch console that is still actively selling millions of hardware and software units every year. Most current emulator development focuses on older, discontinued consoles that the developers I talked to seemed convinced were much less liable to draw legal fire.

“There is a difference between emulating a 30-year-old system vs. a current one that’s actively making money,” Parsifal said.

In a response on the Yuzu Discord, the development team wrote, “We do not know anything other than the public filing, and we are not able to discuss the matter at this time.” Multiple developers who work on Ryujinx, another prominent Switch emulator, have yet to respond to a request for comment from Ars Technica.

“The consoles I’ve worked on [such as the Nintendo 3DS] don’t really generate much revenue anymore,” one anonymous dev said. “It would be a waste of time to sue like they did Yuzu.”

“There is a difference between emulating a 30-year-old system vs. a current one that’s actively making money.”

Emulator developer Parsifal

Systems from before the turn of the millennium also often fall into something of a different legal category, developers pointed out, if their software and/or hardware was not protected by any encryption. That means emulators for those older systems don’t have to worry about falling afoul of the strict anti-circumvention portions of the Digital Millennium Copyright Act. Developers have also reverse-engineered open source BIOS and BootROM files for some classic systems, eliminating the need to distribute that copyrighted code or even ask users to provide it.

“For most [older] emulators, users don’t have to break copyright [or encryption], at all,” Lycoder pointed out. “A lot of talented people have worked on methods to dump [copyrighted] BootROMs, firmware, etc. out of original hardware, any user that owns an original system should be able to dump these files themselves.”

Legal differences aside, emulator developers also pointed out some major philosophical differences in working on consoles that are no longer being actively marketed. “In my opinion, emulating the Switch at the moment has nothing to do with preservation,” one anonymous developer told me. “The developers might be enthusiasts and passionate but they need to be very naive to think it’ll be used for lawful preservation and use.”

Emulation community expresses defiance in wake of Nintendo’s Yuzu lawsuit Read More »

dark-forces-remastered-makes-a-classic-star-wars-shooter-feel-fast-and-fluid

Dark Forces Remastered makes a classic Star Wars shooter feel fast and fluid

High-speed rebel scum —

A faithful but generous repackaging of LucasArts’ early Doom-alike.

Player holding a gun inside an Alliance base in Dark Forces.

Enlarge / Do you ever wonder why no contractor has been able to deliver to the Empire a standardized blaster rifle that shoots right where the crosshairs are aiming? Is this covered in the “Legends” extended universe?

Nightdive Studios/LucasFilm

I remember Dark Forces, or Star Wars: Doom, as a slog. Running a demo of the 1995 game on a Gateway system with an Intel 486DX at 33 MHz, I trudged through seemingly endless gray hallways. I shot at a steady trickle of Stormtroopers with one of their own (intentionally) semi-accurate blaster rifles. After a while, I would ask myself a pertinent, era-specific question: Why was I playing this low-energy nostalgia trip instead of actual Doom?

Dark Forces moved first-person shooters forward in a number of ways. It could lean on Star Wars for familiar sounds and enemies and tech, and a plot with a bit more complexity than “They’re demons, they gotta go.” It let the player look up and down, jump, and crouch, which were big steps for the time. And its level design went beyond “find the blue key for the blue door,” with some clever environmental puzzles and challenges.

Not that key cards don’t show up. This game is from 1995, so there are key cards, there are hidden wall-doors, and there are auto-spawning enemies. It’s not like the Dark Forces designers could entirely ignore Doom. Nobody could.

Having played through some enjoyable hours of Dark Forces Remastered, I’ve come around quite a bit on this Doom-era game’s worthiness. In 2024, I can joyfully rip through research facilities, foundries, sewers, and space stations at a breakneck clip, stuffing bad guys full of laser blasts from every angle and distance. The grenades (err, thermal detonators) actually feel viable and fun to use. The levels, and the game as a whole, are higher resolution and easier to appreciate at this faster, more frenetic pace.

  • Now you’re all in big, big trouble (because this gun shoots relatively straight).

    Nightdive Studios/LucasFilm

  • A close-up of a gray rock, gray walls, and a gray blaster in Dark Forces.

    Nightdive Studios/LucasFilm

  • You forget that Star Wars has an infinite number of worlds it can put its characters into, besides Tatooine.

    Nightdive Studios/LucasFilm

  • Alright, that does it—we’re heading to Florida.

    Nightdive Studios/LucasFilm

  • Okay, he doesn’t live in Florida, but it’s still pretty swampy.

    Nightdive Studios/LucasFilm

Nightdive Studios continues its streak of providing spiffed-up but eminently faithful remasters of classic titles with Dark Forces Remastered. The studio’s leaders told Ars last year that their goal was games that “play the way you remember them playing. Not the way they actually did on your 486 [computer], but in an evocative manner.” For me, Dark Forces Remastered feels far, far better than I remember, and so I’ve gotten a chance to absorb a lot more of the world it’s trying to evoke.

Nightdive Studios/LucasFilm

An elegant shooter full of clumsy blasters

A quick primer on Dark Forces: You are mercenary Kyle Katarn, working for the Rebellion around the time of Episode IV (the first Death Star one), helping the rebels investigate and halt the development of Dark Troopers. Dark Troopers are essentially Stormtroopers with big shoulder pauldrons and the ability to deflect blaster fire. You can use all kinds of found weapons, including blasters, land mines, and rocket launchers. But you will not become a Jedi, because that happens in the next game.

Due either to thematic or technical restrictions of the time, you’re not typically fighting huge arenas of baddies. You are meant to sneak through hallways and turn corners, popping a few at a time. Unless you’re me, that is, liberated by playing at 4K at 120 frames per second (and, sometimes, cheat codes), wantonly wrecking dudes who didn’t get the memo about my arrival.

The little voice stings—”Stop!” “You’re not authorized!”—were a delight, if often cut short by the quick dispatching of their speaker. For the first few levels, I felt like the Rebellion could have destroyed five Death Stars in just two movies if they had a few more Kyles like me. But Dark Forces does ramp up as you go on.

All the same cheat codes from the original game work—Nightdive even gives you places to type them in and then activate them in menus—and I had to lean on a couple level skips and resupplies to get through the first seven levels. The objectives get far twistier and “What did flipping that switch do?” as you roll on. Some of the battery-powered devices, like infrared goggles and gas masks, are all but essential at times, and the long levels with their repeating wall textures can have you wasting them. It’s never quite unfair, but you realize how tough this must have been at a far lower frame rate and walking speed—and without such easy access to online walk-throughs, of course.

There are new lighting effects, much nicer menus and options, gamepad support (including rumble), and polished cutscenes, in addition to the gameplay that now tilts a bit more toward Motörhead than Rush in speed and feel. But, really, what sells Dark Forces Remastered is the game beneath the upgrades. If you have any interest in hopping on Jabba the Hutt’s barge again, this is the way to do it.

Listing image by Nightdive/LucasFilm

Dark Forces Remastered makes a classic Star Wars shooter feel fast and fluid Read More »

review:-amd-radeon-rx-7900-gre-gpu-doesn’t-quite-earn-its-“7900”-label

Review: AMD Radeon RX 7900 GRE GPU doesn’t quite earn its “7900” label

rabbit season —

New $549 graphics card is the more logical successor to the RX 6800 XT.

ASRock's take on AMD's Radeon RX 7900 GRE.

Enlarge / ASRock’s take on AMD’s Radeon RX 7900 GRE.

Andrew Cunningham

In July 2023, AMD released a new GPU called the “Radeon RX 7900 GRE” in China. GRE stands for “Golden Rabbit Edition,” a reference to the Chinese zodiac, and while the card was available outside of China in a handful of pre-built OEM systems, AMD didn’t make it widely available at retail.

That changes today—AMD is launching the RX 7900 GRE at US retail for a suggested starting price of $549. This throws it right into the middle of the busy upper-mid-range graphics card market, where it will compete with Nvidia’s $549 RTX 4070 and the $599 RTX 4070 Super, as well as AMD’s own $500 Radeon RX 7800 XT.

We’ve run our typical set of GPU tests on the 7900 GRE to see how it stacks up to the cards AMD and Nvidia are already offering. Is it worth buying a new card relatively late in this GPU generation, when rumors point to new next-gen GPUs from Nvidia, AMD, and Intel before the end of the year? Can the “Golden Rabbit Edition” still offer a good value, even though it’s currently the year of the dragon?

Meet the 7900 GRE

RX 7900 XT RX 7900 GRE RX 7800 XT RX 6800 XT RX 6800 RX 7700 XT RX 6700 XT RX 6750 XT
Compute units (Stream processors) 84 (5,376) 80 (5,120) 60 (3,840) 72 (4,608) 60 (3,840) 54 (3,456) 40 (2,560) 40 (2,560)
Boost Clock 2,400 MHz 2,245 MHz 2,430 MHz 2,250 MHz 2,105 MHz 2,544 MHz 2,581 MHz 2,600 MHz
Memory Bus Width 320-bit 256-bit 256-bit 256-bit 256-bit 192-bit 192-bit 192-bit
Memory Clock 2,500 MHz 2,250 MHz 2,438 MHz 2,000 MHz 2,000 MHz 2,250 MHz 2,000 MHz 2,250 MHz
Memory size 20GB GDDR6 16GB GDDR6 16GB GDDR6 16GB GDDR6 16GB GDDR6 12GB GDDR6 12GB GDDR6 12GB GDDR6
Total board power (TBP) 315 W 260 W 263 W 300 W 250 W 245 W 230 W 250 W

The 7900 GRE slots into AMD’s existing lineup above the RX 7800 XT (currently $500-ish) and below the RX 7900 (around $750). Technologically, we’re looking at the same Navi 31 GPU silicon as the 7900 XT and XTX, but with just 80 of the compute units enabled, down from 84 and 96, respectively. The normal benefits of the RDNA3 graphics architecture apply, including hardware-accelerated AV1 video encoding and DisplayPort 2.1 support.

The 7900 GRE also includes four active memory controller die (MCD) chiplets, giving it a narrower 256-bit memory bus and 16GB of memory instead of 20GB—still plenty for modern games, though possibly not quite as future-proof as the 7900 XT. The card uses significantly less power than the 7900 XT and about the same amount as the 7800 XT. That feels a bit weird, intuitively, since slower cards almost always consume less power than faster ones. But it does make some sense; pushing the 7800 XT’s smaller Navi 32 GPU to get higher clock speeds out of it is probably making it run a bit less efficiently than a larger Navi 31 GPU die that isn’t being pushed as hard.

  • Andrew Cunningham

  • Andrew Cunningham

  • Andrew Cunningham

When we reviewed the 7800 XT last year, we noted that its hardware configuration and performance made it seem more like a successor to the (non-XT) Radeon RX 6800, while it just barely managed to match or beat the 6800 XT in our tests. Same deal with the 7900 GRE, which is a more logical successor to the 6800 XT. Bear that in mind when doing generation-over-generation comparisons.

Review: AMD Radeon RX 7900 GRE GPU doesn’t quite earn its “7900” label Read More »

how-strong-is-nintendo’s-legal-case-against-switch-emulator-yuzu?

How strong is Nintendo’s legal case against Switch-emulator Yuzu?

The eye of Nintendo's legal department turns slowly towards a new target.

Enlarge / The eye of Nintendo’s legal department turns slowly towards a new target.

Aurich Lawson

Nintendo has filed a lawsuit against Tropic Haze LLC, the makers of the popular Yuzu emulator that the Switch-maker says is “facilitating piracy at a colossal scale.”

The federal lawsuit—filed Monday in the District Court of Rhode Island and first reported by Stephen Totilo—is the company’s most expansive and significant argument yet against emulation technology that it alleges “turns general computing devices into tools for massive intellectual property infringement of Nintendo and others’ copyrighted works.” Nintendo is asking the court to prevent the developers from working on, promoting, or distributing the Yuzu emulator and requesting significant financial damages under the DMCA.

If successful, the arguments in the case could help overturn years of legal precedent that have protected emulator software itself, even as using those emulators for software piracy has remained illegal.

“Nintendo is still basically taking the position that emulation itself is unlawful,” Foundation Law attorney and digital media specialist Jon Loiterman told Ars. “Though that’s not the core legal theory in this case.”

Just follow these (complicated) instructions

The bulk of Nintendo’s legal argument rests on Yuzu’s ability to break the many layers of encryption that protect Switch software from being copied and/or played by unauthorized users. By using so-called “prod.keys” obtained from legitimate Switch hardware, Yuzu can dynamically decrypt an encrypted Switch game ROM at runtime, which Nintendo argues falls afoul of the Digital Millennium Copyright Act’s prohibition against circumvention of software protections.

Crucially, though, the open source Yuzu emulator itself does not contain a copy of those “prod.keys,” which Nintendo’s lawsuit acknowledges that users need to supply themselves. That makes Yuzu different from the Dolphin emulator, which was taken off Steam last year after Nintendo pointed out that the software itself contains a copy of the Wii Common Key used to decrypt game files.

Just a little light console hacking...

Enlarge / Just a little light console hacking…

Aurich Lawson

Absent the inherent ability to break DRM, an emulator would generally be covered by decades of legal precedent establishing the right to emulate one piece of hardware on another using reverse-engineering techniques. But Yuzu’s “bring your own decryption” design is not necessarily a foolproof defense, either.

Nintendo’s lawsuit makes extensive reference to the Quickstart Guide that Yuzu provides on its own distribution site. That guide gives detailed instructions on how to “start playing commercial games” with Yuzu by hacking your (older) Switch to dump decryption keys and/or game files. That guide also includes links to a number of external tools that directly break console and/or game encryption techniques.

“Whether Yuzu can get tagged with [circumvention] simply by providing instructions and guidance and all the rest of it is, I think, the core issue in this case.”

Attorney Jon Loiterman

Through these instructions, Nintendo argues, “the Yuzu developers brazenly acknowledge that using Yuzu necessitates hacking or breaking into a Nintendo Switch.” Nintendo also points to a Yuzu Discord server where emulator developers and users discuss how to get copyrighted games running on the emulator, as well as publicly released telemetry data that shows the developers were aware of widespread use of their emulator for piracy (as the Yuzu devs wrote in June 2023, “Tears of the Kingdom is by far the most played game on Yuzu”).

While Loiterman says that “instructions and guidance are not circumvention,” he added that “the more layers of indirection between Yuzu’s software and activity and distribution of the keys the safer they are. The detailed instructions, the Discord server, and the knowledge of what all this is used for are at least problematic.”

“Whether Yuzu can get tagged with [circumvention] simply by providing instructions and guidance and all the rest of it is, I think, the core issue in this case,” he continued.

How strong is Nintendo’s legal case against Switch-emulator Yuzu? Read More »

age-of-empires-2-gets-another-expansion-25-years-later,-and-deservedly-so

Age of Empires 2 gets another expansion 25 years later, and deservedly so

Expansing empire of Age of Empires —

The rest of 2024 promises a whole lot for Age of Empires fans across all titles.

Cover artwork for Victors and Vanquished expansion to Age of Empires II

Enlarge / A battle between Ragnar Lothbrok and Oda Nobunaga was unlikely to occur, given the roughly 700 years between their existences. But Age of Empires is a limitless canvas.

World’s Edge

Real-time strategy (RTS) games aren’t getting many new titles or mainstream attention these days, but that need not be a problem. Age of Empires 2, one of the best games in the genre—and some would say of all time, period—continues to be playable on modern systems and is even getting new expansions.

Victors and Vanquished gameplay trailer.

Victors and Vanquished, an expansion for Age of Empires 2: Definitive Edition, arrives March 14. It adds 19 scenarios to the base game, allowing you to play as, among others, Oda Nobunaga, Charlemagne, and Ragnar Lothbrok. The campaigns are inspired by the deep community around Age of Empires but spiffed up with voice acting, music, bug fixes, and “quality of life improvements.” Some new mechanics show up in the scenarios, including population migration, political decisions, assassinations, and more. It’s $13 on launch day, works with Xbox Game Pass on PC (where AoE2: DE is included), and it’s on sale for preorder at about $11 until launch.

  • Oda Nobunaga’s realm in Victors and Vanquished.

    World’s Edge

  • Otto the Great, beset on all sides, with competing vassals to consider, in Victors and Vanquished.

    World’s Edge

  • Setting for Ragnar Lothbrok’s campaign in Victors and Vanquished.

    World’s Edge

  • Gameplay from Victors and Vanquished.

    World’s Edge

Developer World’s Edge Studios has offered up five expansions for AoE2:DE since its 2019 release, including the Return of Rome DLC in 2023 that shuttled in the civilizations from the original Age of Empires. A big chunk of their inspiration comes from the community. And a huge chunk of that big chunk is Filthydelphia, who had been turning out campaigns like “Kings of West Africa” and “Francis Drake on the Spanish Main” for years. Beyond the maps and army configurations, many of the campaigns contain narrative pieces. “City of Peace” involves a young woman murdered in Madinat al-Salaam, and you, the vizier, must find her murderer. Community scenarios like these make up 14 of the expansion’s 19 scenarios.

The Age of Empires series, started by a group that included a co-creator of Civilization, sought to give players a kind of “Hollywood History,” as detailed in our definitive oral history of the series. It was brightly colored, it was accurate only to the point that it made battles fun to play, and it had Microsoft to help distribute it. It sold faster than even Microsoft expected, and the sequel brought the game forward in time into knights, castles, and the like. Age of Empires 2 arrived just as real-time strategy games were at their peak, but also starting their decline. A decade later, they were merging into their scaled-back, fighting-forward cousins, MOBAs (multiplayer online battle arena), in games like Dota 2 and League of Legends.

If you’ve got a broad love of the Age of Empires franchise, but this particular expansion doesn’t compel you, don’t worry: all of 2024 is shaping up to be a big year for Xbox Studios developer World’s Edge to tempt you with one new thing or another. Age of Mythology: Retold looks to go beyond just being a “Definitive Edition” and to majorly remake the fantasy spinoff. Age of Empires III: Definitive Edition is now free to play and getting its own DLC this year. And Age of Empires IV is in its seventh season this spring.

Age of Empires 2 gets another expansion 25 years later, and deservedly so Read More »

nvidia’s-new-app-doesn’t-require-you-to-log-in-to-update-your-gpu-driver

Nvidia’s new app doesn’t require you to log in to update your GPU driver

Some updates are good, actually —

Removing little-used features also improved responsiveness and shrank the size.

Nvidia app promo image

Nvidia

Nvidia has announced a public beta of a new app for Windows, one that does a few useful things and one big thing.

The new app combines the functions of three apps you’d previously have to hunt through—the Nvidia Control Panel, GeForce Experience, and RTX Experience—into one app. Setting display preferences on games and seeing exactly how each notch between “Performance” and “Quality” will affect its settings is far easier and more visible inside the new app. The old-fashioned control panel is still there if you right-click the Nvidia app’s notification panel icon. Installing the new beta upgrades and essentially removes the Experience and Control Panel apps, but they’re still available online.

But perhaps most importantly, Nvidia’s new app allows you to update the driver for your graphics card, the one you paid for, without having to log in to an Nvidia account. I tested it, it worked, and I don’t know why I was surprised, but I’ve been conditioned that way. Given that driver updates are something people often do with new systems and the prior tendencies of Nvidia’s apps to log you out, this is a boon that will pay small but notable cumulative dividends for some time to come.

Proof that you can, miracle of miracles, download an Nvidia driver update in Nvidia's new app without having to sign in.

Proof that you can, miracle of miracles, download an Nvidia driver update in Nvidia’s new app without having to sign in.

Game performance tools are much easier to use, or at least understand, in the new Nvidia app. It depends on the game, but you get a slider to move between “Performance” and “Quality.” Some games don’t offer more than one or two notches to use, like Monster Train or Against the Storm. Some, like Hitman 3 or Deep Rock Galactic, offer so many notches that you could make a day out of adjusting and testing. Whenever you move the slider, you can see exactly what changed in a kind of diff display.

Changing the settings in <em>Elden Ring</em> with the more granular controls available in Nvidia’s new beta app.” height=”1009″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/02/Screenshot-2024-02-22-134416.png” width=”1282″></img><figcaption>
<p>Changing the settings in <em>Elden Ring</em> with the more granular controls available in Nvidia’s new beta app.</p>
<p>Nvidia/Kevin Purdy</p>
</figcaption></figure>
<p>If you use Nvidia’s in-game overlay, triggered with Alt+Z, you can test that out, see its new look and feel, set up performance metrics, and change its settings from Nvidia’s beta app. Driver updates now come with more information about what changed, rather than sending you to a website of release notes. On cards with AI-powered offerings, you’ll also get tools for Nvidia Freestyle, RTX Dynamic Vibrance, RTX HDR, and other such nit-picky options.</p>
<p>Not everything available in the prior apps is making it into this new all-in-one app, however. Nvidia notes that GPU overclocking and driver rollback are on the way. And the company says it has decided to “discontinue a few features that were underutilized,” including the ability to broadcast to Twitch and YouTube, share video or stills to Facebook and YouTube, and make Photo 360 and Stereo captures. Noting that “good alternatives exist,” Nvidia says culling these things halves the new app’s install time, improves responsiveness by 50 percent, and takes up 17 percent less disk space.</p>
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microsoft-confirms-which-xbox-games-are-going-to-switch,-playstation

Microsoft confirms which Xbox games are going to Switch, PlayStation

four fewer reasons to buy an Xbox? —

Hi-Fi Rush, Grounded, Pentiment, and Sea of Thieves are going multiplatform.

Four Xbox console exclusives will soon be exclusive no more.

Enlarge / Four Xbox console exclusives will soon be exclusive no more.

Microsoft

During a “business update” video podcast last week, Microsoft addressed widespread rumors of Xbox software going multiplatform by saying that four of its legacy titles would be going “to the other consoles” in the future. But the company waited until today to confirm the names of the four soon-to-be-multiplatform titles.

The Xbox games coming to other consoles in the coming months are (multiplatform launch date in parentheses):

  • Pentiment (February 22, Switch, PS4/5): Obsidian’s historical murder mystery has a sprawling narrative that reacts strongly to player choices.
  • Hi-Fi Rush (March 9, PS5): A rhythm-action game from Bethesda Softworks where you have to match your attacks and movements to the beat to maximize your impact.
  • Grounded (April 16, Switch, PS4/5): Obsidian’s co-op survival adventure will be fully cross-play compatible across all platforms.
  • Sea of Thieves (April 30, PS5): Despite what we considered a poor first impression, Rare’s pirate-themed multiplayer simulation has attracted 35 million players, according to Microsoft. This title will also be cross-play compatible across platforms.

Microsoft’s announcement comes just after Grounded and Pentiment were announced for Switch as part of the morning’s Nintendo Direct: Partner Showcase video stream, the timing of which likely prevented Microsoft from announcing its plans for those titles last week. There wasn’t a lot of drama to today’s announcement, though; The Verge and independent journalist Stephen Totilo cited anonymous sources in accurately naming all four games just after Microsoft’s presentation last week.

Before that presentation, rumors flying around the Xbox community suggested that major Xbox exclusives like Starfield or Bethesda’s upcoming Indiana Jones and the Great Circle would be coming to other consoles or that Microsoft had plans to leave the console space entirely. And while Microsoft has effectively shot down those rumors, the company has suggested that exclusive games will be a less important part of its console strategy going into the future.

“[I have] a fundamental belief that over the next five or ten years… games that are exclusive to one piece of hardware are going to be a smaller and smaller part of the game industry,” Xbox CEO Phil Spencer said.

Microsoft confirms which Xbox games are going to Switch, PlayStation Read More »

reports:-switch-successor-is-now-set-for-early-2025

Reports: Switch successor is now set for early 2025

Waiting is the hardest part —

Nintendo’s publishing partners were reportedly told of new plans last week.

I took this photo nearly seven years ago, and I'm still waiting for a new game console from Nintendo.

Enlarge / I took this photo nearly seven years ago, and I’m still waiting for a new game console from Nintendo.

Throughout 2023, we saw multiple credible reports that Nintendo was planning to release its long-awaited Switch follow-up sometime in 2024. Now, a new flurry of new reports say third-party developers have recently been advised that Nintendo’s next console is aiming for an early 2025 release.

Brazilian journalist Pedro Henrique Lutti Lippe was among the first to report on the new planned release window on Friday, and Video Games Chronicle expanded on that report the same day. The outlet cited its own sources in reporting that “third-party game companies were recently briefed on an internal delay in Nintendo’s next-gen launch timing, from late 2024 to early the following year.”

By late Friday, those reports had been corroborated by Eurogamer, which said the launch would slip past the 2024 calendar year “but still [be] within the coming financial year” (ending in March 2025). Over the weekend, Bloomberg cited unnamed “people with knowledge of the matter” in reporting that some publishers have been told “not to expect the console until March 2025 at the earliest.”

A quiet 2024?

One unnamed publishing source told Video Games Chronicle that the push for a 2025 hardware launch was “so that Nintendo could prepare stronger first-party software for the [upcoming] console.” That could be bad news for this year’s crop of upcoming Switch software, as Nintendo and other developers might adapt current Switch projects for the upcoming hardware instead. Thus far, Nintendo has only announced three first-party Switch titles that it plans to release this year, a list that includes two HD remakes of games from earlier console generations (though additional game announcements could come at any point).

“Nintendo is likely looking at a pretty dry pipeline this year,” Japanese industry analyst Serkan Toto told Bloomberg. “The company will still try to keep the blockbusters for the next console, so 2024 might see more remakes of old Nintendo hits. In any case, 2024 will be a lot tougher for Nintendo without a new device.”

Yet Nintendo still seems bullish about the current Switch, which was approaching 140 million cumulative sales through the end of 2023 despite never dropping its initial $300 asking price. Earlier this month, Nintendo raised its official expectations for hardware sales in the current fiscal year (which ends next month) from 15 to 15.5 million units.

An early 2025 launch for Nintendo’s next console would mark roughly eight years since the Switch’s March 2017 launch. That would be a historically long gap between home consoles for Nintendo, which has launched a new TV-based console every five or six years since the NES first hit North America in the mid-’80s. The Switch hit the market just four and a half years after the ill-fated Wii U, which failed to capture even a fraction of the Wii’s success.

An eight-year gap between consoles wouldn’t be unprecedented in the history of Nintendo portable hardware, though. Nintendo waited over nine years after the Game Boy’s 1989 release before unleashing the Game Boy Color on the market.

Shares in Nintendo on the Japanese stock market dropped nearly 6 percent in Monday trading after rising to their highest price point since the summer of 2021. Nintendo has not publicly commented on any plans for new gaming hardware, though the company has offered vague hints regarding its plans for backward compatibility going forward.

Reports: Switch successor is now set for early 2025 Read More »