It seems that DDR4 isn’t as far away as we thought . According to Crucial Memory’s promo page it’s going to come out late 2013. There is just one month left till the years end. So that being said, we are going to have DDR4 in our PC’s hopefully by next month.
Of course DDR4 has a different architecture, meaning we are going to need a different motherboard, we can’t just put them in our old DDR3 systems. But, is it worth upgrading to DDR4? Crucial Memory also provided a comparison chart with some specifications of what DDR4 will offer, just to show you the difference.
The DDR4 will only eat up 1.2Volts as stated by Crucial , while having twice the speed of DDR3 Memory. DDR4 will run on a base memory speed of 2133MHz while having 4GB as their minimum density. According to the chart, we can see that DDR4 is 100% faster than DDR3, requires 20% less voltage and has 300% more density than that of DDR3.
A new way to play your entire Steam library from the sofa. Join the Steam hardware beta and help us shape a new generation of gaming.
We set out with a singular goal: bring the Steam experience, in its entirety, into the living-room. We knew how to build the user interface, we knew how to build a machine, and even an operating system. But that still left input — our biggest missing link. We realized early on that our goals required a new kind of input technology — one that could bridge the gap from the desk to the living room without compromises. So we spent a year experimenting with new approaches to input and we now believe we’ve arrived at something worth sharing and testing with you.
The Steam Controller is designed to work with all the games on Steam: past, present, and future. Even the older titles in the catalog and the ones which were not built with controller support. (We’ve fooled those older games into thinking they’re being played with a keyboard and mouse, but we’ve designed a gamepad that’s nothing like either one of those devices.) We think you’ll agree that we’re onto something with the Steam Controller, and now we want your help with the design process.
Traditional gamepads force us to accept compromises. We’ve made it a goal to improve upon the resolution and fidelity of input that’s possible with those devices. The Steam controller offers a new and, we believe, vastly superior control scheme, all while enabling you to play from the comfort of your sofa. Built with high-precision input technologies and focused on low-latency performance, the Steam controller is just what the living-room ordered.
The most prominent elements of the Steam controller are its two circular trackpads. Driven by the player’s thumbs, each one has a high-resolution trackpad as its base. It is also clickable, allowing the entire surface to act as a button. The trackpads allow far higher fidelity input than has previously been possible with traditional handheld controllers. Steam gamers, who are used to the input associated with PCs, will appreciate that the Steam Controller’s resolution approaches that of a desktop mouse.
Whole genres of games that were previously only playable with a keyboard and mouse are now accessible from the sofa. RTS games. Casual, cursor-driven games. Strategy games. 4x space exploration games. A huge variety of indie games. Simulation titles. And of course, Euro Truck Simulator 2.
In addition, games like first-person shooters that are designed around precise aiming within a large visual field now benefit from the trackpads’ high resolution and absolute position control.
Trackpads, by their nature, are less physical than thumbsticks. By themselves, they are “light touch” devices and don’t offer the kind of visceral feedback that players get from pushing joysticks around. As we investigated trackpad-based input devices, it became clear through testing that we had to find ways to add more physicality to the experience. It also became clear that “rumble”, as it has been traditionally implemented (a lopsided weight spun around a single axis), was not going to be enough. Not even close.
The Steam Controller is built around a new generation of super-precise haptic feedback, employing dual linear resonant actuators. These small, strong, weighted electro-magnets are attached to each of the dual trackpads. They are capable of delivering a wide range of force and vibration, allowing precise control over frequency, amplitude, and direction of movement.
This haptic capability provides a vital channel of information to the player - delivering in-game information about speed, boundaries, thresholds, textures, action confirmations, or any other events about which game designers want players to be aware. It is a higher-bandwidth haptic information channel than exists in any other consumer product that we know of. As a parlour trick they can even play audio waveforms and function as speakers.
In the center of the controller is another touch-enabled surface, this one backed by a high-resolution screen. This surface, too, is critical to achieving the controller’s primary goal - supporting all games in the Steam catalog. The screen allows an infinite number of discrete actions to be made available to the player, without requiring an infinite number of physical buttons.
The whole screen itself is also clickable, like a large single button. So actions are not invoked by a simple touch, they instead require a click. This allows a player to touch the screen, browse available actions, and only then commit to the one they want. Players can swipe through pages of actions in games where that’s appropriate. When programmed by game developers using our API, the touch screen can work as a scrolling menu, a radial dial, provide secondary info like a map or use other custom input modes we haven’t thought of yet.
In order to avoid forcing players to divide their attention between screens, a critical feature of the Steam Controller comes from its deep integration with Steam. When a player touches the controller screen, its display is overlayed on top of the game they’re playing, allowing the player to leave their attention squarely on the action, where it belongs.
Every button and input zone has been placed based on frequency of use, precision required and ergonomic comfort. There are a total of sixteen buttons on the Steam Controller. Half of them are accessible to the player without requiring thumbs to be lifted from the trackpads, including two on the back. All controls and buttons have been placed symmetrically, making left or right handedness switchable via a software config checkbox.
In order to support the full catalog of existing Steam games (none of which were built with the Steam Controller in mind), we have built in a legacy mode that allows the controller to present itself as a keyboard and mouse. The Steam Community can use the configuration tool to create and share bindings for their favorite games. Players can choose from a list of the most popular configurations.
The Steam Controller was designed from the ground up to be hackable. Just as the Steam Community and Workshop contributors currently deliver tremendous value via additions to software products on Steam, we believe that they will meaningfully contribute to the design of the Steam Controller. We plan to make tools available that will enable users to participate in all aspects of the experience, from industrial design to electrical engineering. We can’t wait to see what you come up with.
We look forward to working together with you to design the future of Steam in the living room.
A powerful new category of living-room hardware is on the horizon. Join the hardware beta now. Choose the model right for you in 2014. Finally, a multiple choice answer!
Entertainment is not a one-size-fits-all world. We want you to be able to choose the hardware that makes sense for you, so we are working with multiple partners to bring a variety of Steam gaming machines to market during 2014, all of them running SteamOS.
Nvidia Corp. is readying something brand-new, but this is not exactly a graphics processing unit, according to a vice president of Epic Games. In the recent years the company most known for its GeForce graphics introduced a number of products beyond simple graphics chips, but it obviously takes something to impress Mark Rein.
“Earlier this week I saw the most amazing thing made by @Nvidia – no, it is not a GPU, but gamers will love it,” said Mark Rein in a post in his Twitter.
In the recent years Nvidia introduced a number of products and technologies that did impress. Among the hardware things, the company launched Shiled video game console as well as Tegra Note media tablet this year. Previously, the company released a number of proprietary software-hardware technologies, such as 3D Vision, CUDA, PhysX and some others. All of them are aimed at gamers. For professionals, Nvidia unleashed an even higher number of other promising technologies during the same timeframe.
Seagate and LaCie have gotten friendly before -- the former company's drives are in the LaCie 2big Thunderbolt HDD, for instance -- but the storage makers are about to get even cozier. Today, Seagate announced its plans to buy a 64.5-percent share in the French company, which is currently valued at $186 million. The acquisition will combine the two outlets' product portfolios and, according to the press release, "accelerate Seagate's growth strategy in the expanding consumer storage market, particularly in Europe and Japan." The deal should go through by late 2012, and Seagate will bring over LaCie CEO Philippe Spruch to head the consumer storage products division.
Advanced Micro Devices (AMD) has launched its latest professional graphics card in retail - the FirePro V4900 - which targets the entry level of professional graphics workstations. The price is said to be around $190.00. The specs are fairly impressive as well. AMD's FirePro V4900 has 1GB of 128-bit GDDR5 RAM that drives memory bandwidth of 64 GB/s. It's not the most powerful of AMD's FirePro units, but it is priced to move, and will come as the default graphics card in certain Dell, HP, and Fujitsu workstations.
Here are the specs...
Hardware entusiasts have proposed an easy way to make your Radeon HD6950 graphics card perform like a Radeon HD6970 through a software Unlocking process, which could save you some $70. According to an article at the TechPowerUp web site, AMD's new Radeon HD 6950 can be transformed to a Radeon HD 6970, unlocking 128 unified shaders in the process.
Both the Radeon HD 6970 and Radeon HD 6950 are based on AMD's new Cayman core which is their first graphics processor to use a VLIW4 shader configuration. AMD's two Cayman variants, called Cayman Pro and Cayman XT, are based on the exact same GPU silicon. The web site reports that the two SKUs are sharing the same silicon so a software modification is enough to unlock the "locked" features of the HD 6950, essentially transforming it to a more powerful HD 6970.
The 2.5-inch MK6461GSYG drives will be available in capacities ranging from 160GB to 640GB and are not only destined for enterprise notebooks and mini-PCs, but could also end up in copiers, printers, and point-of-sale systems. The inclusion of the latest version of Wipe Technology allows users to have hardware encryption keys invalidated, or all data automatically erased when the drive's power supply is turned off or when connected to an unauthorized system.
Self-encrypting drives have done much to help lock down important files, but Toshiba has gone a step further by developing a technology that securely erases data rather than let it fall into unauthorized hands.