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Extropic Intends to Accelerate AI through Thermodynamic Computing

Extropic, a pioneer in physics-based computing, this week emerged from stealth mode and announced the release of its Litepaper, which outlines the company's revolutionary approach to AI acceleration through thermodynamic computing. Founded in 2022 by Guillaume Verdon, Extropic has been developing novel chips and algorithms that leverage the natural properties of out-of-equilibrium thermodynamic systems to perform probabilistic computations for generative AI applications in a highly efficient manner. The Litepaper delves into Extropic's groundbreaking computational paradigm, which aims to address the limitations of current digital hardware in handling the complex probability distributions required for generative AI.

Today's algorithms spend around 25% of their time moving numbers around in memory, limiting the speedup achievable by accelerating specific operations. In contrast, Extropic's chips natively accelerate a broad class of probabilistic algorithms by running them physically as a rapid and energy-efficient, physics-based process in their entirety, unlocking a new regime of AI acceleration well beyond what was previously thought achievable. In coming out of stealth, the company has announced the fabrication of a superconducting prototype processor and developments surrounding room-temperature semiconductor-based devices for the broader market, with the goal of revolutionizing the field of AI acceleration and enabling new possibilities in generative AI.

US Government to Announce Massive Grant for Intel's Arizona Facility

According to the latest report by Reuters, the US government is preparing to announce a multi-billion dollar grant for Intel's chip manufacturing operations in Arizona next week, possibly worth more than $10 billion. US President Joe Biden and Commerce Secretary Gina Raimondo will make the announcement, which is part of the 2022 CHIPS and Science Act aimed at expanding US chip production and reducing dependence on China and Taiwan manufacturing. The exact amount of the grant has yet to be confirmed, but rumors suggest it could exceed $10 billion, making it the most significant award yet under the CHIPS Act. The funding will include grants and loans to bolster Intel's competitive position and support the company's US semiconductor manufacturing expansion plans. This comes as a surprise just a day after the Pentagon reportedly refused to invest $2.5 billion in Intel as a part of a secret defense grant.

Intel has been investing significantly in its US expansion, recently opening a $3.5 billion advanced packaging facility in New Mexico, supposed to create extravagant packaging technology like Foveros and EMIB. The chipmaker is also expanding its semiconductor manufacturing capacity in Arizona, with plans to build new fabs in the state. Arizona is quickly becoming a significant hub for semiconductor manufacturing in the United States. In addition to Intel's expansion, Taiwan Semiconductor Manufacturing Company (TSMC) is also building new fabs in the state, attracting supply partners to the region. CHIPS Act has a total funding capacity of $39 billion allocated for semiconductor production and $11 billion for research and development. The Intel grant will likely cover the production part, as Team Blue has been reshaping its business units with the Intel Product and Intel Foundry segments.

The SEA Projects Prepare Europe for Exascale Supercomputing

The HPC research projects DEEP-SEA, IO-SEA and RED-SEA are wrapping up this month after a three-year project term. The three projects worked together to develop key technologies for European Exascale supercomputers, based on the Modular Supercomputing Architecture (MSA), a blueprint architecture for highly efficient and scalable heterogeneous Exascale HPC systems. To achieve this, the three projects collaborated on system software and programming environments, data management and storage, as well as interconnects adapted to this architecture. The results of their joint work will be presented at a co-design workshop and poster session at the EuroHPC Summit (Antwerp, 18-21 March, www.eurohpcsummit.eu).

Samsung Accelerates R&D of Glass Substrate Chip Packaging

The Samsung Group has formed a new cross-department alliance—according to South Korea's Sedaily—this joint operation will concentrate on the research and development of a "dream substrate." The company's Electronics, Electrical Engineering, and Display divisions are collaborating in order to accelerate commercialization of "glass substrate" chip packaging. Last September, Intel revealed its intention to become an industry leader in "glass substrate production for next-generation advanced packaging." Team Blue's shiny new Arizona fabrication site will be taking on this challenge, following ten years of internal R&D work. Industry watchdogs reckon that mass production—in North America—is not expected to kick off anytime soon. Sensible guesstimates suggest a start date somewhere in 2030.

The Sedaily article states that Samsung's triple department alliance will target "commercialization faster than Intel." Company representatives—in attendance at CES 2024—set a 2026 window as their commencement goal for advanced glass substrate chip package mass production. An unnamed South Korean industry watcher has welcomed a new entrant on the field: "as each company possesses the world's best technology, synergies will be maximized in glass substrate research, which is a promising field...it is also important to watch how the glass substrate ecosystem of Samsung's joint venture will be established." Glass substrate packaging is ideal for "large-area and high-performance chip combinations" due to inherent heat-resistant properties and material strength. So far, the semiconductor industry has struggled with its development—hence the continued reliance on plastic boards and organic materials.

Bandai Namco Announces Unknown 9: Awakening's Summer Launch

It's been three-and-a-half years since Reflector Entertainment and Bandai Namco Europe unveiled Unknown 9: Awakening with a teaser trailer at Gamescom 2020. Well, we're back and ready to share the fruits of our labor with the world! We are thrilled to unveil Unknown 9: Awakening's Announcement Trailer, which reveals our tough-as-nails protagonist Haroona, a first look at the gameplay, and a Summer 2024 release. We'd love to get you up to speed on the game, share what we've been up to behind the scenes, and explain why you should join the quest to uncover humanity's best-kept secrets, so let's dive in!

Your Unknown 9: Awakening Refresher
The third-person action-adventure title centers on Haroona, a truth seeker with a troubled past whose connection to a shadowy dimension known as the Fold has blessed her with powerful abilities. The last time the world caught a glimpse of the game's heroine, she was just a child left to fend for herself on the streets of Chamiri, India, unsure of what to make of her unearthly gifts. Fast-forward to today, and Haroona is all grown up. She's embraced her unique talents and continues to learn the ways of the Fold.

Microsoft's Latest Agility SDK Released with Cutting-edge Work Graphs API

Microsoft's DirectX department is scheduled to show off several innovations at this month's Game Developers Conference (GDC), although a late February preview has already spilled their DirectSR Super Resolution API's beans. Today, retail support for Shader Model 6.8 and Work Graphs has been introduced with an updated version of the company's Agility Software Development Kit. Program manager, Joshua Tucker, stated that these technologies will be showcased on-stage at GDC 2024—Shader Model 6.8 arrives with a "host of new features for shader developers, including Start Vertex/Instance Location, Wave Size Range, and Expanded Comparison Sampling." A linked supplementary article—D3D12 Work Graphs—provides an in-depth look into the cutting-edge API's underpinnings, best consumed if you have an hour or two to spare.

Tucker summarized the Work Graphs API: "(it) utilizes the full potential of your GPU. It's not just an upgrade to the existing models, but a whole new paradigm that enables more efficient, flexible, and creative game development. With Work Graphs, you can generate and schedule GPU work on the fly, without relying on the host. This means you can achieve higher performance, lower latency, and greater scalability for your games with tasks such as culling, binning, chaining of compute work, and much more." AMD and NVIDIA are offering driver support on day one. Team Red has discussed the launch of "Microsoft DirectX 12 Work Graphs 1.0 API" in a GPUOpen blog—they confirm that "a deep dive" into the API will happen during their Advanced Graphics Summit presentation. NVIDIA's Wessam Bahnassi has also discussed the significance of Work Graphs—check out his "Advancing GPU-driven rendering" article. Graham Wihlidal—of Epic Games—is excited about the latest development: "we have been advocating for something like this for a number of years, and it is very exciting to finally see the release of Work Graphs."

Titan Quest II Devs Discuss Sparta

Ah, Sparta! Home to the finest warriors in all of ancient Greece, a marvel of a city, a true superpower on the Peloponnesian Peninsula, protected by its mighty city walls... wait a second. Wasn't Sparta famous for its walls being its army only? So why can we see Spartans riding home through a massive wall in Titan Quest II's announcement trailer? The latest dev diary for the upcoming action RPG Titan Quest II highlights Sparta and explains how Titan Quest II offers a fantastical twist on the actual ancient reality.

For a deep dive on the music and world design of Titan Quest check out the previous dev diaries. Forged in the creative crucible of Grimlore Games in Germany, Titan Quest II is currently under development. This epic odyssey is destined for PC, PlayStation 5, and Xbox Series S/X, eagerly anticipated to launch when the time comes.

NVIDIA Calls for Global Investment into Sovereign AI

Nations have long invested in domestic infrastructure to advance their economies, control their own data and take advantage of technology opportunities in areas such as transportation, communications, commerce, entertainment and healthcare. AI, the most important technology of our time, is turbocharging innovation across every facet of society. It's expected to generate trillions of dollars in economic dividends and productivity gains. Countries are investing in sovereign AI to develop and harness such benefits on their own. Sovereign AI refers to a nation's capabilities to produce artificial intelligence using its own infrastructure, data, workforce and business networks.

Why Sovereign AI Is Important
The global imperative for nations to invest in sovereign AI capabilities has grown since the rise of generative AI, which is reshaping markets, challenging governance models, inspiring new industries and transforming others—from gaming to biopharma. It's also rewriting the nature of work, as people in many fields start using AI-powered "copilots." Sovereign AI encompasses both physical and data infrastructures. The latter includes sovereign foundation models, such as large language models, developed by local teams and trained on local datasets to promote inclusiveness with specific dialects, cultures and practices. For example, speech AI models can help preserve, promote and revitalize indigenous languages. And LLMs aren't just for teaching AIs human languages, but for writing software code, protecting consumers from financial fraud, teaching robots physical skills and much more.

Tiny Corp. CEO Expresses "70% Confidence" in AMD Open-Sourcing Certain GPU Firmware

Lately Tiny Corp. CEO—George Hotz—has used his company's social media account to publicly criticize AMD Radeon RX 7900 XTX GPU firmware. The creator of Tinybox, a pre-orderable $15,000 AI compute cluster, has not selected "traditional" hardware for his systems—it is possible that AMD's Instinct MI300X accelerator is quite difficult to acquire, especially for a young startup operation. The decision to utilize gaming-oriented XFX-branded RDNA 3.0 GPUs instead of purpose-built CDNA 3.0 platforms—for local model training and AI inference—is certainly a peculiar one. Hotz and his colleagues have encountered roadblocks in the development of their Tinybox system—recently, public attention was drawn to an "LLVM spilling bug." AMD President/CEO/Chair, Dr. Lisa Su, swiftly stepped in and promised a "good solution." Earlier in the week, Tiny Corp. reported satisfaction with a delivery of fixes—courtesy of Team Red's software engineering department. They also disclosed that they would be discussing matters with AMD directly, regarding the possibility of open-sourcing Radeon GPU MES firmware.

Subsequently, Hotz documented his interactions with Team Red representatives—he expressed 70% confidence in AMD approving open-sourcing certain bits of firmware in a week's time: "Call went pretty well. We are gating the commitment to 6x Radeon RX 7900 XTX on a public release of a roadmap to get the firmware open source. (and obviously the MLPerf training bug being fixed). We aren't open source purists, it doesn't matter to us if the HDCP stuff is open for example. But we need the scheduler and the memory hierarchy management to be open. This is what it takes to push the performance of neural networks. The Groq 500 T/s mixtral demo should be possible on a tinybox, but it requires god tier software and deep integration with the scheduler. We also advised that the build process for amdgpu-dkms should be more open. While the driver itself is open, we haven't found it easy to rebuild and install. Easy REPL cycle is a key driver for community open source. We want the firmware to be easy to rebuild and install also." Prior to this week's co-operations, Tiny Corp. hinted that it could move on from utilizing Radeon RX 7900 XTX, in favor of Intel Alchemist graphics hardware—if AMD's decision making does not favor them, Hotz & Co. could pivot to builds including Acer Predator BiFrost Arc A770 16 GB OC cards.

Respawn Entertainment Reportedly Prototyping New Titanfall IP

Electronic Arts revealed a workforce reduction program last week—reportedly impacting around 670 employees—alongside announcements regarding a number of major development project cancellations and reassignments. Laura Miele, President of EA Entertainment and Technology, disclosed that Respawn Entertainment's mysterious "Star Wars FPS Action game" had been axed, with staffers moving onto "new projects based on our owned brands" instead of licensed material. Industry insider reports suggested that an internal Respawn team—not assigned to a "Star Wars: Jedi" sequel—had started work on a Mandalorian/bounty hunter-themed first-person shooter IP. The official announcement of a renewed focus on Respawn's "rich library of owned brands" has generated plenty of internet speculation—Titanfall franchise fans have long demanded a proper third entry in the series. Studio boss, Vince Zampella, has teased revisits in the past—an Axios interview revealed that veteran Titanfall game director, Steve Fukuda, was incubating "something new" with a very small skunkworks-type team.

Earlier this week, Giant Bomb's Jeff Grubb addressed rumored goings-on at Respawn. His "Game Mess Mornings 03/04/24" videocast—co-hosted by Emma Fyffe—included a segment dedicated to EA's adjusted development strategies. Grubb reiterated insider information about "Titanfall Legends" getting canned early on last year—allegedly a single-player Apex/Titanfall crossover experience. Giant Bomb's News Editor has reached out to his network of moles—he shared this inside info during Monday's broadcast: "They're not making Titanfall 3. They just straight up aren't. They do have another team that has been kicking around a project that is very early. There's been a very small team in the prototyping phase and now they're going to go to wider. This is a real project now, but still in the prototyping phase. This game, as it stands today, as far as I understand, is a Titanfall game. It's in the Titanfall universe. But everyone I talk to keeps saying, don't get in your mind that it's Titanfall 3, a game with online multiplayer and a single player campaign."

Marvell Announces Industry's First 2 nm Platform for Accelerated Infrastructure Silicon

Marvell Technology, Inc., a leader in data infrastructure semiconductor solutions, is extending its collaboration with TSMC to develop the industry's first technology platform to produce 2 nm semiconductors optimized for accelerated infrastructure.

Behind the Marvell 2 nm platform is the company's industry-leading IP portfolio that covers the full spectrum of infrastructure requirements, including high-speed long-reach SerDes at speeds beyond 200 Gbps, processor subsystems, encryption engines, system-on-chip fabrics, chip-to-chip interconnects, and a variety of high-bandwidth physical layer interfaces for compute, memory, networking and storage architectures. These technologies will serve as the foundation for producing cloud-optimized custom compute accelerators, Ethernet switches, optical and copper interconnect digital signal processors, and other devices for powering AI clusters, cloud data centers and other accelerated infrastructure.

AMD Strix Halo APU "GFX1151" iGPU Driver Support Appears Online

AMD Linux engineers have been working on "GFX1150" and "GFX1151" targets for a while—official references to "Strix 1/Strix Point" and "Strix Point Halo" have appeared several times on official development channels. Phoronix's head honcho—Michael Larabel—monitors these activities with keen interest, his latest finding indicates that Team Red is preparing open-source RadeonSI/RADV driver support for the GFX1151 IP. Their MESA 24.1 update merges in GPU enablement for possible high-end "Strix Point Halo" laptop processors—tech tipsters believe that these chiplet variants could sport up to sixteen Zen 5 CPU cores and forty RDNA 3.5 GPU cores.

AMD's enablement of the "GFX1150/Strix Point" GPU appeared online late last month—these monolithic laptop chips are alleged to sit below "Strix Point Halo" in Team Red's product hierarchy. Insiders suggest that the best configurations could house twelve Zen 5 CPU cores and sixteen RDNA 3.5 GPU cores. Phoronix posited that the "RDNA 3 refresh" graphics solution: "is just rumored for select APUs, while ultimately we'll see where this GFX 11.5.1 IP is found if for some further upgraded APU or something more special. In any event the open-source Linux driver support is coming together." According to official product roadmaps, the initial batch of "Strix Point" mobile chips are expected ship later this year—representing a proper next-gen upgrade over current "Hawk Point" offerings.

Tiny Corp. Builds AI Platform with Six AMD Radeon RX 7900 XTX GPUs

Tiny Corp., a neural network framework specialist, has revealed intimate details about the ongoing development and building of its "tinybox" system: "I don't think there's much value in secrecy. We have the parts to build 12 boxes and a case that's pretty close to final. Beating back all the PCI-E AER errors was hard, as anyone knows who has tried to build a system like this. Our BOM cost is around $10k, and we are selling them for $15k. We've put a year of engineering into this, it's a lot harder than it first seemed. You are welcome to believe me or not, but unless you are building in huge quantity, you are getting a great deal for $15k." The startup has taken the unusual step of integrating Team Red's current flagship gaming GPU into its AI-crunching platform. Tiny Corp. founder—George Hotz—has documented his past rejections of NVIDIA AI hardware on social media, but TinyBox will not be running AMD's latest Instinct MI300X accelerators. RDNA 3.0 is seemingly favored over CDNA 3.0—perhaps due to growing industry demand for enterprise-grade GPUs.

The rack-mounted 12U TinyBox build houses an AMD EPYC 7532 processor with 128 GB of system memory. Five 1 TB SN850X SSDs take care of storage duties (4 in raid, 1 for boot), and an unoccupied 16x OCP 3.0 slot is designated for networking tasks Two 1600 W PSUs provide necessary electrical juice. The Tiny Corp. social media picture feed indicates that they have acquired a pile of XFX Speedster MERC310 RX 7900 XTX graphics cards—six units are hooked up inside of each TinyBox system. Hotz's young startup has ambitious plans: "The system image shipping with the box will be Ubuntu 22.04. It will only include tinygrad out of the box, but PyTorch and JAX support on AMD have come a long way, and your hardware is your hardware. We make money either way, you are welcome to buy it for any purpose. The goal of the tiny corp is to commoditize the petaflop, and we believe tinygrad is the best way to do it. Solving problems in software is cheaper than in hardware. tinygrad will elucidate the deep structure of what neural networks are. We have 583 preorders, and next week we'll place an order for 100 sets of parts. This is $1M in outlay. We will also ship five of the 12 boxes we have to a few early people who I've communicated with. For everyone else, they start shipping in April. The production line started running yesterday."

ServiceNow, Hugging Face & NVIDIA Release StarCoder2 - a New Open-Access LLM Family

ServiceNow, Hugging Face, and NVIDIA today announced the release of StarCoder2, a family of open-access large language models for code generation that sets new standards for performance, transparency, and cost-effectiveness. StarCoder2 was developed in partnership with the BigCode Community, managed by ServiceNow, the leading digital workflow company making the world work better for everyone, and Hugging Face, the most-used open-source platform, where the machine learning community collaborates on models, datasets, and applications. Trained on 619 programming languages, StarCoder2 can be further trained and embedded in enterprise applications to perform specialized tasks such as application source code generation, workflow generation, text summarization, and more. Developers can use its code completion, advanced code summarization, code snippets retrieval, and other capabilities to accelerate innovation and improve productivity.

StarCoder2 offers three model sizes: a 3-billion-parameter model trained by ServiceNow; a 7-billion-parameter model trained by Hugging Face; and a 15-billion-parameter model built by NVIDIA with NVIDIA NeMo and trained on NVIDIA accelerated infrastructure. The smaller variants provide powerful performance while saving on compute costs, as fewer parameters require less computing during inference. In fact, the new 3-billion-parameter model matches the performance of the original StarCoder 15-billion-parameter model. "StarCoder2 stands as a testament to the combined power of open scientific collaboration and responsible AI practices with an ethical data supply chain," emphasized Harm de Vries, lead of ServiceNow's StarCoder2 development team and co-lead of BigCode. "The state-of-the-art open-access model improves on prior generative AI performance to increase developer productivity and provides developers equal access to the benefits of code generation AI, which in turn enables organizations of any size to more easily meet their full business potential."

Qualcomm AI Hub Introduced at MWC 2024

Qualcomm Technologies, Inc. unveiled its latest advancements in artificial intelligence (AI) at Mobile World Congress (MWC) Barcelona. From the new Qualcomm AI Hub, to cutting-edge research breakthroughs and a display of commercial AI-enabled devices, Qualcomm Technologies is empowering developers and revolutionizing user experiences across a wide range of devices powered by Snapdragon and Qualcomm platforms.

"With Snapdragon 8 Gen 3 for smartphones and Snapdragon X Elite for PCs, we sparked commercialization of on-device AI at scale. Now with the Qualcomm AI Hub, we will empower developers to fully harness the potential of these cutting-edge technologies and create captivating AI-enabled apps," said Durga Malladi, senior vice president and general manager, technology planning and edge solutions, Qualcomm Technologies, Inc. "The Qualcomm AI Hub provides developers with a comprehensive AI model library to quickly and easily integrate pre-optimized AI models into their applications, leading to faster, more reliable and private user experiences."

Xbox & Microsoft Schedule GDC 2024 Presentations

As GDC, the world's largest game developer conference, returns to San Francisco, Microsoft and Xbox will be there to engage and empower developers, publishers, and technology partners across the industry. We are committed to supporting game developers on any platform, anywhere in the world, at every stage of development. Our message is simple: Microsoft and Xbox are here to help power your games and empower your teams. From March 18 - 22, the Xbox Lobby Lounge in the Moscone Center South can't be missed—an easy meeting point, and a first step toward learning more about the ID@Xbox publishing program, the Developer Acceleration Program (DAP) for underrepresented creators, Azure cloud gaming services, and anything else developers might need.

GDC features dozens of speakers from across Xbox, Activision, Blizzard, King and ZeniMax who will demonstrate groundbreaking in-game innovations and share community-building strategies. Microsoft technology teams, with support from partners, will also host talks that spotlight new tools, software and services that help increase developer velocity, grow player engagement and help creators grow. See below for the Conference programming details.

Sony Announces Layoff of 900 PlayStation Employees, London Studio Shuttered

Jim Ryan—President & CEO, Sony Interactive Entertainment—revealed a sobering restructuring plan earlier today: "The PlayStation community means everything to us, so I felt it was important to update you on a difficult day at our company. We have made the extremely hard decision to announce our plan to commence a reduction of our overall headcount globally by about 8% or about 900 people, subject to local law and consultation processes. Employees across the globe, including our studios, are impacted." Ryan's full email—addressed to the entire Sony Interactive Entertainment workforce—can be found here. It reveals that company leadership has decided to close its PlayStation London Studio—the South East UK team is/was reportedly working on an announced "PS5 online game." Microsoft revealed a larger scale layoff program late last month—affecting 1900 employees—albeit without shuttering any major development studios. A number of its California-based teams are in the process of ditching "traditional" office locations (including a former aircraft hangar), and are moving to a work from home (WFH) model.

The SIE chief believes that current circumstances are not sustainable: "These are incredibly talented people who have been part of our success, and we are very grateful for their contributions. However, the industry has changed immensely, and we need to future ready ourselves to set the business up for what lies ahead. We need to deliver on expectations from developers and gamers and continue to propel future technology in gaming, so we took a step back to ensure we are set up to continue bringing the best gaming experiences to the community." His email outlines an "impact for employees across all SIE regions—Americas, EMEA, Japan, and APAC," with reductions affecting native development teams and Firesprite, a Liverpool, UK-based studio (founded by former Psygnosis veterans). Hermen Hulst, Head of PlayStation Studios, also posted a blog entry on the subject of SIE global layoffs—he confirmed a number of reductions and project cancellations.

Nightingale Devs Working on "Offline Play" Mode

Hey Realmwalkers, we've seen a lot of discussion in recent days around our decision to make Nightingale online-only at our Early Access release. We understand that this can be frustrating for a number of reasons. Our vision for the game since inception was to create an interconnected series of Realms, with the idea of allowing for co-operative exploration in mind—a universe bigger than a single Realm or server. That meant we made a choice early in development between supporting co-op from day one or focusing development on an offline mode.

Co-operative gameplay associated with having party members across multiple Realms was the more technically challenging problem and therefore the one we chose to tackle first. Looking back on that decision, we misjudged what some of you were looking for in your experience.

FurMark 2.1 Gets Public Release

FurMark's development team, Geeks3D, seems to be relieved after work was completed on version 2.1.0's public release—according to release notes: "It took me more time than expected but it's there!" The Beta version was made available back in December 2022 (through Geeks3D's Discord)—a milestone achievement for the Furmark dev team, since no major updates had been implemented since 2007. The GPU stress test and benchmarking tool was improved once again—last August, when the Beta was upgraded to v2.0.10.

Main author, JEGX, provided a little bit of background information: "FurMark 2 is built with GeeXLab. The GUI is a pure GeeXLab application while the furmark command line tool is built with the GeeXLab SDK. GeeXLab being cross-platform, this first version of FurMark 2 is available for Windows and Linux (the Linux 32-bit version is also available, I will re-compile it for the next update). I plan to release FurMark 2 for Raspberry Pi (I just received my Raspberry Pi 5 board!) and maybe for macOS too." He states that feedback is welcome, and requests for OpenGL 2.1 and 3.0/3.1 support will be considered. The full timeline of changelog updates can be found here.

Nightdive Studios Discusses Remastering of "Star Wars: Dark Forces"

Last year, it was revealed that the masters of remasters at Nightdive Studios have taken on the task of bringing the beloved 90s classic Star Wars: Dark Forces to modern audiences. The remaster is set to release February 28 on PS5 and PS4, nearly 30 years after the release of the original game from LucasArts in 1995. Similar to Nightdive's previous endeavors with titles like Quake II and Turok 3: Shadow of Oblivion Remastered, Star Wars: Dark Forces Remaster honors the strong foundation of the original while updating it for modern consoles through the studio's proprietary KEX engine, allowing the game to run at up to 4K resolution at 120 FPS on PlayStation 5. With this, fans of the original as well as a whole new generation of gamers, will be able to experience Star Wars: Dark Forces and appreciate what made it such an essential title within LucasArts' (now Lucasfilm Games) impressive catalog. Further honoring the work that went into its initial development, it's been revealed that Star Wars: Dark Forces Remaster will feature a special Vault jam-packed with never-before-seen content from the making of the 1995 original!

With improved spritework and remastered cutscenes, those looking to dig deeper into a truly unique story within the Star Wars galaxy will be able to enjoy a visually pleasing narrative experience as they join protagonist Kyle Katarn, a defector turned mercenary for hire working for the Rebel Alliance, in foiling the Galactic Empire and its secret Dark Troopers Project. As much as we'd love to continue gushing over why this has been such an exciting project for Nightdive and must-play title for fans and newcomers alike, let's dive deeper into the fascinating history and behind-the-scenes work of breathing new life into Star Wars: Dark Forces with Nightdive's Project Lead and Producer, Max Waine.

Microsoft DirectX Team to Introduce "DirectSR" at GDC 2024

According to a Game Developers Conference (GDC) 2024 schedule page, Microsoft is planning to present next-gen technologies with their upcoming "DirectX State of the Union Ft. Work Graphs and Introducing DirectSR" presentation. Shawn Hargreaves, Direct3D's Development Manager and Austin Kinross (PIX Developer Lead, Microsoft) are scheduled to discuss matters with representatives from NVIDIA and AMD. Wessam Bahnassi, a "20-year veteran in 3D engine design and optimization," is Team Green's Principal Engineer of Developer Technology. Rob Martin, a Fellow Software Engineer, will be representing all things Team Red—where he leads development on implementations for GPU Work Graphs. According to GDC, the intended audience will be: "graphics developers or technical directors from game studios or engine companies."

Earlier this month, an "Automatic super resolution" feature was discovered in Windows 11 Insider Preview build (24H2)—the captioned part stated: "use AI to make supported games play more smoothly with enhanced details," although further interface options granted usage in desktop applications as well. Initial analysis and user impressions indicated that Microsoft engineers had created a proprietary model, separate from familiar technologies: NVIDIA DLSS, AMD FSR and Intel XeSS. It is interesting to note that Team Blue is not participating in the upcoming March 21 "DirectX State of the Union" panel discussion (a sponsored session). GDC's event description states (in full): "The DirectX team will showcase the latest updates, demos, and best practices for game development with key partners from AMD and NVIDIA. Work graphs are the newest way to take full advantage of GPU hardware and parallelize workloads. Microsoft will provide a preview into DirectSR, making it easier than ever for game devs to scale super resolution support across Windows devices. Finally, dive into the latest tooling updates for PIX."

ID@Xbox Covers the Making of "Geometry Survivor"

A Survival Shooter Like No Other. Innovation often comes from blending distinct genres to create a new, engaging experience for players. Geometry Survivor is a testament to this creative process, merging the fast-paced shooting action of Geometry Wars with the addictive progression and survival elements of Vampire Survivors.

The Origin of the World of Geometry Survivor
The idea for the game originated from a desire to combine the high-adrenaline gameplay of classic arcade shooters with the strategic depth and character progression found in modern survival games. Geometry Wars provided the perfect template for the game's intense shooting mechanics, renowned for its vibrant visuals and dynamic enemy patterns. Meanwhile, Vampire Survivors offered a blueprint for incremental progression and survival against overwhelming odds, where players enhance their character's abilities over time to withstand hordes of enemies.

NVIDIA Prepared to Offer Custom Chip Designs to AI Clients

NVIDIA is reported to be setting up an AI-focused semi-custom chip design business unit, according to inside sources known to Reuters—it is believed that Team Green leadership is adapting to demands leveraged by key data-center customers. Many companies are seeking cheaper alternatives, or have devised their own designs (budget/war chest permitting)—NVIDIA's current range of AI GPUs are simply off-the-shelf solutions. OpenAI has generated the most industry noise—their alleged early 2024 fund-raising pursuits have attracted plenty of speculative/kind-of-serious interest from notable semiconductor personalities.

Team Green is seemingly reacting to emerging market trends—Jensen Huang (CEO, president and co-founder) has hinted that NVIDIA custom chip designing services are on the cusp. Stephen Nellis—a Reuters reporter specializing in tech industry developments—has highlighted select NVIDIA boss quotes from an incoming interview piece: "We're always open to do that. Usually, the customization, after some discussion, could fall into system reconfigurations or recompositions of systems." The Team Green chief teased that his engineering team is prepared to take on the challenge meeting exact requests: "But if it's not possible to do that, we're more than happy to do a custom chip. And the benefit to the customer, as you can imagine, is really quite terrific. It allows them to extend our architecture with their know-how and their proprietary information." The rumored NVIDIA semi-custom chip design business unit could be introduced in an official capacity at next month's GTC 2024 Conference.

Inkulinati 1.0 Available Now, After 700 Years in the Making

Hello Xbox community and other gaming platform populations! Today marks a monumental milestone - our medieval turn-based strategy game, Inkulinati, is leaving the Xbox Game Preview Program and you can now enjoy the full 1.0 release! To mark the occasion, we've got a brand-new shiny release trailer, voiced by famous bardcore musician Hildegard von Blingin'. Check it out below! Inkulinati 1.0 is OUT NOW on PC, Nintendo Switch, Xbox, and PlayStation!

So. what is Inkulinati, you might ask? Well, it is a turn-based strategy game, where a rabbit's bottom can be deadlier than a dog's sword (trust me, this is not a mistake!). It is inspired by real medieval art and is entirely played on the pages of medieval manuscripts. If you've ever seen old medieval books with funny drawings on the sides of the pages, or even medieval memes on the internet, these hilarious doodles (called "marginalia") were used as the basis for, well, everything in our game.

Cadence Digital and Custom/Analog Flows Certified for Latest Intel 18A Process Technology

Cadence's digital and custom/analog flows are certified on the Intel 18A process technology. Cadence design IP supports this node from Intel Foundry, and the corresponding process design kits (PDKs) are delivered to accelerate the development of a wide variety of low-power consumer, high-performance computing (HPC), AI and mobile computing designs. Customers can now begin using the production-ready Cadence design flows and design IP to achieve design goals and speed up time to market.

"Intel Foundry is very excited to expand our partnership with Cadence to enable key markets for the leading-edge Intel 18A process technology," said Rahul Goyal, Vice President and General Manager, Product and Design Ecosystem, Intel Foundry. "We will leverage Cadence's world-class portfolio of IP, AI design technologies, and advanced packaging solutions to enable high-volume, high-performance, and power-efficient SoCs in Intel Foundry's most advanced process technology. Cadence is an indispensable partner supporting our IDM2.0 strategy and the Intel Foundry ecosystem."
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