The WAN Show - Tech & Gaming Talk Fridays at 16:30 Pacific Time
0 up · 0 down · 0 ratings
Description
linustechtips.com Sponsors! Lynda.com Link: lynda.com: lynda.com for a 7 day free trial Phantom Glass Link: store.phantom.glass - international shipping Table of Contents (thanks gilmore_7 and c0balt3 and siknik64) 0:00:00 Introduction of Topics and Guest Ryan (Luke was fired again :D) 0:02:00 Wan Show Intro with Guest Music ft. Linus S. 0:02:30 Sponsers of the Episode Lynda.com and Phantom Glass 0:03:45 Topic: Ubisoft thinks 30fps should been the standard for games, thanks Obama 0:14:30 Luke's whereabouts and who is the guy next to Linus 0:18:30 Topic: The New 980M and 970M 0:30:00 Topic: Sub-Surface scattering in Unreal Engine 4.5 0:36:30 Clearing up some misconceptions about AMD FreeSync 0:49:30 Chimichangas. 0:54:30 Topic: Apple not using sapphire glass in iPhone 6 and 6 Plus displays 0:59:00 linus talks about battery life on "smart" watches & phones 1:03:45 Strawpoll: Will we see high battery capacity phone before Project Ara? 1:07:00 Sponsors: Get smart at Lynda.com, use Phantom Glass 'it's really is awesome' 1:12:30 Topic: Google Glass can now display closed captions in real life! 1:15:25 Topic: Customer information compromised during AT&T security breach 1:20:50 Linus' Gas Station Story (He's not Canadian??) 1:22:32 Topic: Bridgestone's 'Airfree' Tires 1:25:00 Topic: HTC announces One M8 with upgraded 'selfie' camera 1:28:25 Strawpoll: How many selfies do you take per week 1:29:38 Topic: Steam releases Canadian pricing in their store 1:34:00 Topic: ARM and TSMC are developing 10nm manufacturing process 1:39:55 1:40:40 More info about Ryan and Pc-Perspective 1:42:50 Outro with Linus Soundtrack
The WAN Show episode opens with the hosts introducing a special guest, Ryan Shrout, and joking about past dynamics on the show. They outline a plan to discuss a variety of tech and gaming topics, including Ubisoft's stance on 30fps, Nvidia’s new mobile GPUs, and Unreal Engine 4.5’s subsurface scattering. The hosts promise to engage the audience with Twitter questions and live chat, and they acknowledge Luke’s temporary absence and the guest’s arrival. They segue into sponsor messages for Lynda.com and Phantom Glass, briefly praising the products and displaying some humor about the sponsorships. The conversation then shifts to a debate over whether 30fps can be considered cinematic, with Linus and Ryan disagreeing about the merits of lower frame rates and motion blur, while also discussing the realities of console hardware limitations. Throughout this segment, they emphasize the difference between cinematic theory and practical gaming experience, and they anticipate PC overclocking and performance differences that can affect frame rates. The discussion then turns to the practicalities of testing and benchmarking, including the upcoming 980M and 970M mobile GPUs from Nvidia, and how these compare to desktop equivalents. The guys examine the architectural goals of Maxwell for power efficiency and how that translates into real-world laptop performance, including thermals, noise, and gaming capability at 1080p. They highlight that mobile GPUs cannot perfectly match desktop performance, but they are optimistic about the efficiency and practical gaming experience on laptops with these new parts. The conversation then explores the concept of display performance, including the trade-offs between 900p, 1080p, and higher resolutions on laptops, and whether upscaling or native resolution is preferable for different titles like Crisis 3 and Shadow of Mordor. The WAN Show crew discusses how much of a game’s visual fidelity is dictated by the display’s resolution and how tools like dynamic super resolution can help bridge the gap by rendering at higher internal resolutions and downscaling to 1080p. They debate whether 3K or 4K notebook displays are compelling given current GPU power and the realities of scaling and text readability in Windows, concluding that 1080p remains a sensible target for many gaming laptops with high-end GPUs. The hosts pivot to a personal update about Luke’s travels, camera gear, and the team’s on-site content plans, teasing a forthcoming deep-dive on the headset and audio equipment they toured in Germany. Ryan introduces himself to the audience, explaining his background at PC Perspective and how his hardware testing philosophy differs from Linus’s more general overview approach, while emphasizing their complementary strengths. They acknowledge the community’s engagement and the value of the live chat in correcting misstatements, and they tease further collaborations between Linus and Ryan in future WAN Shows. The episode then dives into Nvidia’s mobile GPUs in more detail, with discussion about the GTX 980M versus the GTX 970M, their clock speeds, power envelopes, and how notebook vendors tune these chips for thermal limits. They explain why mobile GPUs show a gap relative to desktop parts, noting that the 980M is efficient but not a direct replacement for the 980 desktop, and they discuss the impact of Boost clocks and non-reference configurations on apples-to-apples comparisons. The conversation covers how memory bandwidth and shader counts influence real-world gaming performance on notebooks, using examples from specific laptops like MSI GT72 and Asus models, and they stress that the final performance varies by vendor and cooling solution. The hosts review the challenges of comparing mobile GPU performance when each notebook can have unique clocks and power targets, and they explain that desktop-class benchmarks do not map perfectly to laptops. They reflect on 3D rendering, GPU Boost dynamics, and how software like GPU-Z can help enthusiasts understand the actual operating frequencies of mobile GPUs. The episode includes a hands-on assessment of how these GPUs perform in real games, with measured power draw, heat, and acoustics, and they conclude that the mobile GPUs offer a compelling balance for portable gaming at 1080p. They discuss the feasibility of driving higher-than-1080p displays in laptops and explain why 4K gaming remains challenging on current mobile GPUs, advocating for a balanced approach with 1080p native panels or downscaled 4K output using features like DSR. The WAN Show returns to hardware design philosophy, comparing Nvidia’s strategy with AMD’s FreSync, and they dissect the implications of adaptive sync, G-Sync, and the potential licensing aspects for FreSync implementations. They emphasize that FreSync relies on DisplayPort adaptive sync functionality, not solely on a display’s hardware, and they debate market adoption, pricing, and the possibility of universal support across vendors. The discussion also includes AMD’s willingness to address misinformation about FreSync, and they reference an official AMD FAQ to clarify how FreSync and DisplayPort adaptive sync interplay. The hosts close the hardware discussion by considering the broader ecosystem: the need for industry-wide support for new rendering technologies, the timeline for real-world game integration, and the challenges of alignments between hardware capability and developer adoption. In the final segment, they tease additional behind-the-scenes content from the German tours, confirm future WAN Show appearances with the guest, and remind viewers about the ongoing work at PC Perspective, PiP content, and the evolving landscape of GPU technology, APIs, and display tech. The episode ends with a recap of key topics, a nod to the audience for their participation, and a lighthearted outro music track, signaling the end of a dense but energetic WAN Show session.
Topics · technology · gaming · hardware · gpu · display_technology · software_engineering · industry_news
Questions answered
- What is the main topic of the discussed debate around 30fps in gaming?”,
- The panel argues that 30fps is not a sufficient standard for most modern games, emphasizing that higher frame rates provide smoother motion, better responsiveness, and a more accurate sense of speed, and they critique the notion that 30fps can be cinematic without proper motion blur.
- What are Nvidia’s new mobile GPUs and how do they compare to desktop parts?
- The new mobile GPUs are the GTX 980M and GTX 970M. They are designed for power efficiency and are closer to their desktop counterparts than previous generations, but there remains a gap in raw performance due to thermals, clocks, and memory bandwidth differences.
- What is subsurface scattering and why does Unreal Engine 4.5 discuss it?
- Subsurface scattering describes how light penetrates translucent materials like skin and scatters within them, producing a more realistic glow and shading. Unreal Engine 4.5 integrates this technique to enhance realism in real-time rendering.
- How does FreSync differ from G-Sync, and what is AMD’s position on licensing?
- FreSync is AMD's implementation of DisplayPort adaptive sync, designed to regulate refresh rates without a proprietary licensing model, while G-Sync involves Nvidia's hardware module and licensing. AMD argues FreSync will be open and cost-effective, with certification for displays and no licensing fee planned.
- What did the hosts say about the Halo 2 Anniversary edition’s resolution?
- They noted that Halo 2 Anniversary will run at 1328x1080 with 60fps, and discussed the trade-offs between horizontal resolution reduction and maintaining smooth motion.
- Why do mobile GPUs not perfectly match desktop GPUs according to the discussion?
- Desktop GPUs typically have higher clock speeds, more shaders, and greater thermal headroom, while mobile GPUs must balance performance with battery life and heat, leading to a performance gap between the two variants.
- What is the role of dynamic super resolution in laptop gaming, based on the discussion?
- Dynamic super resolution allows rendering at higher internal resolutions and then downsampling to the display’s native resolution, which can improve image quality on 1080p screens when enough GPU power is available.
- What content is featured in the sponsor segments of the WAN Show?
- The sponsors highlighted include Lynda.com for online courses and Phantom Glass for screen protection, with humorous commentary about the products and their use cases.