Windows

Games Run Faster On SteamOS Than Windows 11, Ars Testing Finds (arstechnica.com) 94

An anonymous reader quotes a report from Ars Technica: Nearly a decade ago, Ars testing found that Valve's "Steam Machines"-era version of SteamOS performed significantly worse than Windows when SteamOS's Linux game ports were tested on the same hardware as their Windows counterparts. Today, though, Ars testing on the Lenovo Legion Go S finds recent games generally run at higher frame rates on SteamOS 3.7 than on Windows 11. [...]

As you can see in the included charts, SteamOS showed noticeable frame rate improvements in four of the five games tested. Only Borderlands 3 showed comparable performance across both operating systems, with Windows eking out ever-so-slightly higher frame rates in that game's benchmarks. For the other four tested games, the stock Lenovo Windows drivers were sometimes significantly worse than those included with SteamOS. When playing Returnal at "High" graphics presets and 1920x1200 resolution, for instance, changing from Lenovo's Windows drivers to SteamOS meant the difference between a hard-to-take 18 FPS average and a downright decent 33 FPS average. Sideloading the updated Asus drivers showed a noticeable improvement in Windows performance across all tested games and even brought Homeworld 3's "Low" graphics benchmark test to practical parity with SteamOS. In all other cases, though, even these updated drivers resulted in benchmark frame rates anywhere from 8 percent to 36 percent lower than those same benchmarks on SteamOS.

These results might seem a bit counterintuitive, considering that games running on SteamOS must go through a Proton translation layer for every native Windows instruction in a game's code. But Valve has put in consistent work over the years to make Proton as efficient and cross-compatible as possible; not to mention its continued work on Linux's Mesa graphics drivers seems to be paying dividends for SteamOS graphics performance. Running SteamOS also means eliminating a lot of operating system overhead that the more generalist Windows uses by default. Microsoft seems aware of this issue for gamers and has recently announced that the upcoming "Xbox Experience for Handheld" will "minimize background activity and defer non-essential tasks" to allow for "more [and] higher framerates" in games.

First Person Shooters (Games)

New 'Doom: The Dark Ages' Already Adjusted to Add Even More Dangerous Demons (windowscentral.com) 23

Doom: The Dark Ages just launched on May 15. But it's already received "difficulty" balance changes "that have made the demons of Hell even more dangerous than ever," writes Windows Central: According to DOOM's official website Slayer's Club, these balance adjustments are focused on making the game harder, as players have been leaving feedback saying it felt too easy even on Nightmare Mode. As a result, enemies now hit harder, health and armor item pick-ups drop less often, and certain enemies punish you more severely for mistiming the parry mechanic.
It reached three million players in just five days, which was seven times faster than 2020's Doom: Eternal," reports Wccftech (though according to analytics firm Ampere Analysis (via The Game Business), more than two million of those three million launch players were playing on Xbox, while only 500K were playing on PS5.") "id Software proves it can still reinvent the wheel," according to one reviewer, "shaking up numerous aspects of gameplay, exchanging elaborate platforming for brutal on-the-ground action, as well as the ability to soar on a dragon's back or stomp around in a giant mech."

And the New York Times says the game "effectively reinvents the hellish shooter with a revamped movement system and deepened lore" in the medieval goth-themed game... Double jumping and dashing are ditched and replaced with an emphasis on raw power and slow, strategic melee combat. Doom Slayer's arsenal features a brand-new tool, the powerful Shield Saw, which Id Software made a point to showcase across its "Stand and Fight" trailers and advertisements. Used for absorbing damage at the expense of speed, the saw also allows players to bash enemies from afar and close the gap on chasms too wide to jump across. While previous titles allowed players to quickly worm their way through bullet hell, The Dark Ages expects you to meet foes head on. "If you were an F-22 fighter jet in Doom Eternal, this time around we wanted you to feel like an Abrams tank," Hugo Martin, the game's creative director, has told journalists.

And Doom Slayer's beefy durability and unstoppable nature does make the gameplay a refreshing experience. The badassery is somehow ratcheted to new heights with the inclusion of a fully controllable mech, which has only a handful of attacks at its disposal, and actual dragons. Flight in a Doom game is entirely surprising and fluid, and the dragons feel relatively easy to maneuver through tight spots. They can also engage in combat more deliberately with the use of dodges and mounted cannons...

One of my favorite additions is the skullcrusher pulverizer. Equal parts heinous nutcracker and demonic woodchipper, the gun lodges skulls into a grinder and sends shards of bones flying at enemies. The animation is both goofy and satisfying.

Another special Times article notes that Doom's fans "resurrect the original game over and over again on progressively stranger pieces of hardware: a Mazda Miata, a NordicTrack treadmill, a French pharmacy sign." But what many hard-core tech hobbyists want to know is whether you can play it on a pregnancy test. The answer: positively yes. And for the first time, even New York Times readers can play Doom within The Times's site [after creating a free account]...

None of this happened by accident, of course. Ports were not incidental to Doom's development. They were a core consideration. "Doom was developed in a really unique way that lent a high degree of portability to its code base," said John Romero, who programmed the game with John Carmack. (In our interview, he then reminisced about operating systems for the next 14 minutes.) Id had developed Wolfenstein 3D, the Nazi-killing predecessor to Doom, on PCs. To build Doom, Carmack and Romero used NeXT, the hardware and software company founded by Steve Jobs after his ouster from Apple in 1985. NeXT computers were powerful, selling for about $25,000 apiece in today's dollars. And any game designed on that system would require porting to the more humdrum PCs encountered by consumers at computer labs or office jobs.

This turned out to be advantageous because Carmack had a special aptitude for ports. All of Id's founders met as colleagues at Softdisk, which had hired Carmack because of his ability to spin off multiple versions of a single game. The group decided to strike out on its own after Carmack created a near-perfect replica of the first level of Super Mario Bros. 3 — Nintendo's best-selling platformer — on a PC. It was a wonder of software engineering that compensated for limited processing power with clever workarounds. "This is the thing that everyone has," Romero said of PCs. "The fact that we could figure out how to make it become a game console was world changing...."

Romero founded a series of game studios after leaving Id in 1996 and is working on a new first-person shooter, the genre he and Carmack practically invented. He has no illusions about how it may stack up. "I absolutely accept that Doom is the best game I'll ever make that has that kind of a reach," he said. "At some point you make the best thing." Thirty years on, people are still making it.

And in related news, PC Gamer reports... As part of a new "FPS Fridays" series on Twitch, legendary shooter designer John Romero streamed New Blood's 2018 hit, Dusk, one of the first and most influential indie "boomer shooters" in the genre's recent revitalization. The short of it? Romero seems to have had a blast.
Intel

Intel Says It's Rolling Out Laptop GPU Drivers With 10% To 25% Better Performance (arstechnica.com) 23

Ars Technica's Andrew Cunningham reports: Intel's oddball Core Ultra 200V laptop chips -- codenamed Lunar Lake -- will apparently be a one-off experiment, not to be replicated in future Intel laptop chips. They're Intel's only processors with memory integrated onto the CPU package; the only ones with a neural processing unit that meets Microsoft's Copilot+ performance requirements; and the only ones with Intel's best-performing integrated GPUs, the Intel Arc 130V and 140V.

Today, Intel announced some updates to its graphics driver that specifically benefit those integrated GPUs, welcome news for anyone who bought one and is trying to get by with it as an entry-level gaming system. Intel says that version 32.0.101.6734 of its graphics driver can speed up average frame rates in some games by around 10 percent, and can speed up "1 percent low FPS" (that is, for any given frames per second measurement, whatever your frame rate is the slowest 1 percent of the time) by as much as 25 percent. This should, in theory, make games run better in general and ease some of the stuttering you notice when your game's performance dips down to that 1 percent level.

Open Source

Developer Loads Steam On a $100 ARM Single Board Computer (interfacinglinux.com) 24

"There's no shortage of videos showing Steam running on expensive ARM single-board computers with discrete GPUs," writes Slashdot reader VennStone. "So I thought it would be worthwhile to make a guide for doing it on (relatively) inexpensive RK3588-powered single-board computers, using Box86/64 and Armbian." The guides I came across were out of date, had a bunch of extra steps thrown in, or were outright incorrect... Up first, we need to add the Box86 and Box64 ARM repositories [along with dependencies, ARMHF architecture, and the Mesa graphics driver]...
The guide closes with a multi-line script and advice to "Just close your eyes and run this. It's not pretty, but it will download the Steam Debian package, extract the needed bits, and set up a launch script." (And then the final step is sudo reboot now.)

"At this point, all you have to do is open a terminal, type 'steam', and tap Enter. You'll have about five minutes to wait... Check out the video to see how some of the tested games perform." At 720p, performance is all over the place, but the games I tested typically managed to stay above 30 FPS. This is better than I was expecting from a four-year-old SOC emulating x86 titles under ARM.

Is this a practical way to play your Steam games? Nope, not even a little bit. For now, this is merely an exercise in ludicrous neatness. Things might get a wee bit better, considering Collabora is working on upstream support for RK3588 and Valve is up to something ARM-related, but ya know, "Valve Time"...

"You might be tempted to enable Steam Play for your Windows games, but don't waste your time. I mean, you can try, but it ain't gonna work."
Games

Slashdot Asks: What's the Most Influential Video Game of All Time? 228

The folks at Bafta are running a public survey to identify the most influential video game ever made. When The Guardian asked prominent gaming figures to weigh in, they received a fascinating array of responses with zero overlap. Game designer Mike Bithell picked Metal Gear Solid 2, while Blumhouse's Louise Blain chose the short-lived horror experiment PT. The Guardian's own games editor backed Ocarina of Time for establishing 3D game world standards.

Other notable selections included Tomb Raider (pioneering female protagonists), QWOP (inspiring experimental design), Doom (revolutionizing FPS and modding), Mario Kart (competitive social play), Journey (emotional storytelling), Princess Maker (branching narrative systems), Paperboy (everyday world simulation), and Super Mario Bros (fundamental game design principles). So, Slashdotters, what's your pick for the most influential video game ever created? Which title fundamentally changed how games are designed, played, or experienced? Did it influence you personally, the industry as a whole, or both?
AI

Call of Duty Maker Activision Admits To Using AI (dexerto.com) 38

An anonymous reader shares a report: Activision has finally admitted to using AI-generated content in its games and Call of Duty players aren't the least bit surprised. [...] After years of suspicions from the CoD community, it's now been confirmed by Activision directly that AI-generated content has indeed been featured throughout the FPS franchise. Upon visiting the Black Ops 6 Steam page, fans will notice a new change. Activision has now been forced to disclose its use of Artificial Intelligence in the game's creation. "Our team uses generative AI tools to help develop some in game assets," Activision said in a statement provided to the platform.
AI

Nvidia Launches RTX 50 Blackwell GPUs: From the $2,000 RTX 5090 To the $549 RTX (techspot.com) 45

"Nvidia has officially introduced its highly anticipated GeForce 50 Series graphics cards, accompanied by the debut of DLSS 4 technology," writes Slashdot reader jjslash. "The lineup includes four premium GPUs: the RTX 5080 and RTX 5090 are slated for release on January 30, with the RTX 5070 and RTX 5070 Ti following in February. TechSpot recount of the Jensen Huang keynote tries to differentiate between dubious performance claims and actual expected raw output": The new RTX 5090 flagship comes packing significantly more hardware over its predecessor. Not only does this GPU use Nvidia's new Blackwell architecture, but it also packs significantly more CUDA cores, greater memory bandwidth, and a higher VRAM capacity. The SM count has increased from 128 with the RTX 4090 to a whopping 170 with the RTX 5090 -- a 33% increase in the core size. The memory subsystem is overhauled, now featuring GDDR7 technology on a massive 512-bit bus. With this GDDR7 memory clocked at 28 Gbps, memory bandwidth reaches 1,792 GB/s -- a near 80% increase over the RTX 4090's bandwidth. It also includes 32GB of VRAM, the most Nvidia has ever provided on a consumer GPU. [...]

As for the performance claims... Nvidia has - as usual - used its marketing to obscure actual gaming performance. RTX 50 GPUs support DLSS 4 multi-frame generation, which previous-generation GPUs lack. This means RTX 50 series GPUs can generate double the frames of previous-gen models in DLSS-supported games, making them appear up to twice as "fast" as RTX 40 series GPUs. But in reality, while FPS numbers will increase with DLSS 4, latency and gameplay feel may not improve as dramatically. [...] The claim that the RTX 5070 matches the RTX 4090 in performance seems dubious. Perhaps it could match in frame rate with DLSS 4, but certainly not in raw, non-DLSS performance. Based on Nvidia's charts, the RTX 5070 seems 20-30% faster than the RTX 4070 at 1440p. This would place the RTX 5070 slightly ahead of the RTX 4070 Super for about $50 less, or alternatively, 20-30% faster than the RTX 4070 for the same price.
These GeForce 50 series wasn't the only announcement Nvidia made at CES 2025. The chipmaker unveiled a $3,000 personal AI supercomputer, capable of running sophisticated AI models with up to 200 billion parameters. It also announced plans to introduce AI-powered autonomous characters in video games this year, starting with a virtual teammate in the battle royale game PUBG.
Games

Internet Archive Now Hosts Classic Unreal Games; Epic Games Gives Blessing 41

Classic first-person shooters Unreal (1998) and Unreal Tournament are now available for free on the Internet Archive, with official OK from publisher Epic Games.

An Epic spokesperson confirmed to PC Gamer that users are permitted to "independently link to and play these versions." Players can download the games directly from the Internet Archive and apply patches from Github for modern Windows compatibility, or use simplified installers through oldunreal.com. Both titles run on current hardware despite their age, though users may need to adjust dated default settings like 640x480 resolution and inverted mouse controls.
First Person Shooters (Games)

Half-Life 2 Celebrates 20th Anniversary (arstechnica.com) 48

Each day leading up through the 16th (the official day Half-Life 2 was launched), Ars Technica will be publishing a new article looking back at the game and its impact. Here's an excerpt from an article published today by Ars Technica's Kyle Orland: When millions of eager gamers first installed Half-Life 2 20 years ago, many, if not most, of them found they needed to install another piece of software alongside it. Few at the time could imagine that piece of companion software -- with the pithy name Steam -- would eventually become the key distribution point and social networking center for the entire PC gaming ecosystem, making the idea of physical PC games an anachronism in the process.

While Half-Life 2 wasn't the first Valve game released on Steam, it was the first high-profile title to require the platform, even for players installing the game from physical retail discs. That requirement gave Valve access to millions of gamers with new Steam accounts and helped the company bypass traditional retail publishers of the day by directly marketing and selling its games (and, eventually, games from other developers). But 2004-era Steam also faced a vociferous backlash from players who saw the software as a piece of nuisance DRM (digital rights management) that did little to justify its existence at the time.
In honor of the anniversary, Orbifold Studios released a new Half-Life 2 RTX trailer. "[T]his is a remastering project that leverages the technologies of NVIDIA's RTX Remix and has the blessing of the original developer, Valve," reports Wccftech. "Orbifold Studios, a team of experienced modders, was founded specifically to bring this project to fruition." It's unclear when exactly this project will be finished.

Nvidia is also giving away a custom Half-Life 2 themed RTX 480 Super Founders Edition.
Iphone

'I Don't Get Why Apple's Multitrack Voice Memos Require an iPhone 16 Pro' (engadget.com) 63

Apple unveiled a multitrack recording feature for Voice Memos at its recent iPhone event, exclusive to the iPhone 16 Pro. The feature allows users to layer vocals over guitar tracks without headphones, utilizing advanced microphone technology and machine learning algorithms to reduce ambient noise.

Engadget argues the feature's exclusivity to the new $1,000+ model is unnecessary, given modern smartphones' processing power far exceeds that of early digital audio workstations. They contend that basic multitrack recording functionality could be implemented on older iPhone models. Apple's decision to limit this feature contradicts its inclusion of GarageBand on all iPhones and the availability of Audio Mix on base iPhone 16 models, which offers similar noise reduction capabilities. The story adds: Why is this particular feature walled behind the iPhone 16 Pro? It's a simple multitrack recording function. From the ad, it looks like the app can't even layer more than two tracks at a time. This can't exactly be taxing that A18 Pro chip, especially when the phone can also handle 4K/120 FPS video recording in Dolby Vision.
Hardware

EmuDeck Enters the Mini PC Market With Linux-Powered 'EmuDeck Machines' (overkill.wtf) 11

An anonymous reader quotes a report from overkill.wtf: The team behind popular emulation tool EmuDeck is today announcing something rather special: they've spent the first half of 2024 working on their very first hardware product, called the EmuDeck Machine, and it's due to arrive before the year is out. This EmuDeck Machine is an upcoming, crowdfunded, retro emulation mini PC running Bazzite, a Linux-based system similar to SteamOS. [...] This new EmuDeck Machine comes in two variants, the EM1 running an Intel N97 APU, and the EM2 -- based on an AMD Ryzen 8600G. While both machines are meant as emulation-first devices, the AMD-based variant can easily function as a console-like PC. This is also thanks to some custom work done by the team: "We've optimized the system for maximum power. The default configuration of an 8600G gets you 32 FPS in Cyberpunk; we've managed to reach 47 FPS with a completely stable system, or 60FPS if you use FSR."

Both machines will ship with a Gamesir Nova Lite controller and EmuDeck preinstalled naturally. The team has also preinstalled all available Decky plugins. But that's not all: if the campaign is successful, the EmuDeck team will also work on a docking station for the EM2 that will upgrade the graphics to an AMD Radeon 7600 desktop GPU. With this, in games like Cyberpunk 2077, you'll be able to reach 160 FPS in 1080p as per EmuDeck's measurements.
You can preorder the EmuDeck Machines via Indigogo, starting at $322 and shipping in December.
First Person Shooters (Games)

DOOM and DOOM 2 Getting New Enhanced Versions (ign.com) 63

QuakeCon 2024 kicks off today with the announcement of enhanced remasters of the first two Doom games, which will feature online cross-platform deathmatch, co-op support for up to 16 players, upgraded visuals, and additional content including a new episode for Doom 2. The compilation, titled DOOM + DOOM 2, runs on the KEX Engine and will include new maps, a newly-updated soundtrack, and support for 4K resolution, with a possible free upgrade for existing console owners. IGN reports: While unconfirmed, it appears that console owners who already own DOOM or DOOM 2 will get the upgrade for free. It's currently available for purchase on Xbox Series X/S for $9.99, though it has been pulled from the Steam store. When it's released, DOOM + DOOM 2 will be perhaps the most comprehensive version of the venerable shooters to date. You can watch the trailer here.
Intel

Intel's New Thunderbolt Share Provides File and Screen Sharing Without Hurting Network Performance (tomshardware.com) 48

Intel unveiled Thunderbolt Share on Wednesday with which it promises to streamline screen and file sharing between two PCs. Tom's Hardware: Thunderbolt Share will allow PC owners to connect their two computers with a wired connection that leverages Thunderbolt's speed (40Gbps or higher), low latency, and built-in security. It allows PC-to-PC access that shares the screen, keyboard, mouse, and storage. The software also enables folder synchronization or easy drag-and-drop file transfer between the computers. [...]

Thunderbolt Share also provides uncompressed screen sharing between two PCs in the original resolution of the source computer. It also claims low latency for a smooth, responsive experience that includes the screen, keyboard, and mouse with full HD screen mirroring at up to 60 frames per second (fps). Higher resolutions could result in fewer frames per second, but Ziller said it would still be a "great experience."

First Person Shooters (Games)

Warner Bros. Issues DMCA's After 'Suicide Squad' Game Cracked to Allow Playing as Unreleased Characters (kotaku.com) 16

"It appears the live-service shooter Suicide Squad: Kill The Justice League is, once again, suffering from a hacker problem," reports Kotaku: Instead of doing absolutely absurd amounts of damage, this time hackers have figured out how to gain access to unreleased characters and skins. And publisher WB Games is reportedly issuing DMCA takedown notices against any assets that have found their way online.

As reported by IGN, one hacker discovered how to play as Deathstroke, one of the four characters developer Rocksteady Studios teased for an upcoming Suicide Squad season... There were also unreleased skins for The Joker and King Shark that folks have somehow accessed, all of which began circulating on Reddit and X/Twitter on April 4.

Not long after, the assets were removed, with folks believing WB Games was behind the strikes. YouTuber TrixRidiculous, who primarily covers DC- and Marvel-related RPGs, had their posts on X/Twitter swiftly taken down by a DMCA strike."I posted three pics to Twitter," TrixRidiculous told Kotaku over email. "Within probably 30 minutes, I received a DMCA strike from WB Games [Kotaku saw a screenshot of this notice]. Please just bring attention to the fact that the leaderboard is riddled with hackers/cheaters that have gone unbanned since launch, as that's all I was trying to do anyway."

This sentiment is shared across the game's official subreddit, with folks posting about "losing interest" in Suicide Squad due to hackers flooding the leaderboards.

The Internet

Modern Web Bloat Means Some Pages Load 21MB of Data (tomshardware.com) 110

Christopher Harper reports via Tom's Hardware: Earlier this month, Danluu.com released an exhaustive 23-page analysis/op-ed/manifesto on the current status of unoptimized web pages and web app performance, finding that just loading a web page can even bog down an entry-level device that can run the popular game PUBG at 40 fps. In fact, the Wix webpage requires loading 21MB of data for one page, while the more famous websites Patreon and Threads load 13MB of data for one page. This can result in slow load times that reach up to 33 seconds or, in some cases, result in the page failing to load at all.

As the testing above shows, some of the most brutally intensive websites include the likes of... Quora, and basically every major social media platform. Newer content production platforms like Squarespace and newer Forum platforms like Discourse also have significantly worse performance than their older counterparts, often to the point of unusability on some devices. The Tecno S8C, one of the prominent entry-level phones common in emerging markets, is one particularly compelling test device that stuck. The device is actually quite impressive in some ways, including its ability to run PlayerUnknown's Battlegrounds Mobile at 40 FPS -- but the same device can't even run Quora and experiences nigh-unusable lag when scrolling on social media sites.

That example is most likely the best summation of the overall point, which is that modern web and app design is increasingly trending toward an unrealistic assumption of ever-increasing bandwidth and processing. Quora is a website where people answer questions -- there is absolutely no reason any of these websites should be harder to run than a Battle Royale game.

AMD

AMD Stops Certifying Monitors, TVs Under 144 Hz For FreeSync (arstechnica.com) 49

An anonymous reader quotes a report from Ars Technica: 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. 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 goes beyond 120 Hz, which many premium TVs max out at currently, 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."

First Person Shooters (Games)

Doom Is Now Playable On a Lawnmower (kotaku.com) 21

Landscaping tech company Husqvarna has partnered with Bethesda to bring the original 1993 Doom to its $2,000+ robotic lawnmowers. Kotaku reports: This new way to play Doom arrives in April on all Nera robotic lawnmower models. You don't have to pay for the game, either, just a $2,000+ lawnmower. Instead, just download it and play the shooter via the robo-mower's built-in screen. To rotate your view, you turn the knob and to shoot demons, you press it down. You hold the start button to move forward.

A few caveats to mention. First, this isn't available in the United States. Why? I don't know. Perhaps we can't be trusted with video games on lawnmowers? Secondly, this isn't all of Doom. Instead, it's just the first episode -- Knee Deep In The Dead -- which is arguably its most famous one, sure, but just keep in mind you won't be able to play the rest of the beloved shooter in the middle of your backyard on a tiny LCD screen. Sorry.

Sadly, this won't be a permanent feature that you can show off to family and friends for years to come. Instead, Doom and all its demons and guns will be removed from lawnmowers on September 9. So enjoy it while you can.

First Person Shooters (Games)

John Romero Releases New Doom Episode 'Sigil 2', Appears With John Carmack on Twitch 23

To celebrate the 30th anniversary of Doom, both John Romero and John Carmack are appearing now on a special 30th anniversary stream on Twitch. (Right now they're talking about people who got into professional networking careers because of what they'd learned from setting up multiplayer deathmatches...)

And earlier this morning, Romero shocked the gaming world by posting six words on X.

"Free WAD for SIGIL II is up"

The official page for the long-awaited new Doom episode promises a 2 megabyte file "packed with some hardcore classic DOOM punishment — beware of Ultra-Violence mode!" There's nine new maps with names like "Wrathful Reckoning" and "Vengeance Unleashed". And the site is also selling an upgrade with a THORR soundtrack — priced at €6.66 — along with t-shirts, boxed editions of the original game Sigil, and a "Megawad Beast Box" that's "individually numbered and signed personally by John Romero and featuring the artwork of Christopher Lovell" (including a signed art print).

Besides sundry extras including a t-shirt, stickers, and a Sigil-themed coin, it also comes with a pewter statue of John Romero's head on a spike...
First Person Shooters (Games)

'Doom' at 30: What It Means, By the People Who Made It (theguardian.com) 29

UPDATE: John Romero released a new 9-map episode of Doom.

But it was 30 years ago today that Doom "invented the modern PC games industry, as a place dominated by technologically advanced action shooters," remembers the Guardian: In late August 1993, a young programmer named Dave Taylor walked into an office block... The carpets, he discovered, were stained with spilled soda, the ceiling tiles yellowed by water leaks from above. But it was here that a team of five coders, artists and designers were working on arguably the most influential action video game ever made. This was id Software. This was Doom... [W]hen Taylor met id's charismatic designer and coder John Romero, he was shown their next project... "There were no critters in it yet," recalls Taylor of that first demo. "There was no gaming stuff at all. It was really just a 3D engine. But you could move around it really fluidly and you got such a sense of immersion it was shocking. The renderer was kick ass and the textures were so gritty and cool. I thought I was looking at an in-game cinematic. And Romero is just the consummate demo man: he really feeds off of your energy. So as my jaw hit the floor, he got more and more animated. Doom was amazing, but John was at least half of that demo's impact on me." [...]

In late 1992, it had become clear that the 3D engine John Carmack was planning for Doom would speed up real-time rendering while also allowing the use of texture maps to add detail to environments. As a result, Romero's ambition was to set Doom in architecturally complex worlds with multiple storeys, curved walls, moving platforms. A hellish Escher-esque mall of death... "Doom was the first to combine huge rooms, stairways, dark areas and bright areas," says Romero, "and lava and all that stuff, creating a really elaborate abstract world. That was never possible before...."

[T]he way Doom combined fast-paced 3D action with elaborate, highly staged level design would prove hugely influential in the years to come. It's there in every first-person action game we play today... But Doom wasn't just a single-player game. Carmack consumed an entire library of books on computer networking before working on the code that would allow players to connect their PCs via modem to a local area network (LAN) and play in the game together... Doom brought fast-paced, real-time action, both competitive and cooperative, into the gaming mainstream. Seeing your friends battling imps and zombie space marines beside you in a virtual world was an exhilarating experience...

When Doom was launched on 10 December 1993, it became immediately clear that the game was all-consuming — id Software had chosen to make the abbreviated shareware version available via the FTP site of the University of Wisconsin-Madison, but that crashed almost immediately, bringing the institution's network to its knees... "We changed the rules of design," says Romero. "Getting rid of lives, which was an arcade holdover that every game had; getting rid of score because it was not the goal of the game. We wanted to make it so that, if the player died, they'd just start that level over — we were constantly pushing them forward. The game's attitude was, I want you to keep playing. We wanted to get people to the point where they always needed more."

It was a unique moment in time. In the article designer Sandy Petersen remembers that "I would sometimes get old dungeons I'd done for D&D and use them as the basis for making a map in Doom." Cheat codes had been included for debugging purposes — but were left in the game rs to discover. The article even includes a link to a half-hour video of a 1993 visit to Id software filmed by BBS owner Dan Linton.

And today on X, John Romero shared a link to the Guardian's article, along with some appreciative words for anyone who's ever played the game. "DOOM is still remembered because of the community that plays and mods it 30 years on. I'm grateful to be a part of that community and fortunate to have been there at its beginning."

The Guardian's article notes that now Romero "is currently working on Sigil 2, a spiritual successor to the original Doom series."
Intel

Intel's New 14th Gen CPUs Get a Boost To Gaming Performance With APO Feature (theverge.com) 34

Intel's latest 14th Gen chips aren't a huge improvement over the 13th Gen in gaming performance, but a new Intel Application Optimization (APO) feature might just change that. From a report: Intel's new APO app simply runs in the background, improving performance in games. It offers impressive boosts to frame rates in games that support it, like Tom Clancy's Rainbow Six Siege and Metro Exodus. Intel Application Optimization essentially directs application resources in real time through a scheduling policy that fine-tunes performance for games and potentially even other applications in the future.

It operates alongside Intel's Thread Director, a technology that's designed to improve how apps and games are assigned to performance or efficiency cores depending on the performance needs. The result is some solid gains to performance in certain games, with one Reddit poster seeing a 200fps boost in Rainbow Six Siege at 1080p. "Not all games benefit from APO," explained Intel VP Roger Chandler in a press briefing ahead of the 14th Gen launch. "As we test and verify games we will add those that benefit the most, so gamers can get the best performance from their systems."

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