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	<title>VR World &#187; PC Games</title>
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		<title>Check out GTA V in Glorious 4K at 60 FPS</title>
		<link>http://www.vrworld.com/2015/04/03/check-out-gta-v-in-glorious-4k-at-60-fps/</link>
		<comments>http://www.vrworld.com/2015/04/03/check-out-gta-v-in-glorious-4k-at-60-fps/#comments</comments>
		<pubDate>Fri, 03 Apr 2015 06:41:27 +0000</pubDate>
		<dc:creator><![CDATA[Sam Reynolds]]></dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[GTA V]]></category>
		<category><![CDATA[GTA V PC]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[Rockstar Games]]></category>

		<guid isPermaLink="false">http://www.vrworld.com/?p=51433</guid>
		<description><![CDATA[<p>With two weeks until the game’s official release on PC, Rockstar shares the prettiest trailer yet. </p>
<p>The post <a rel="nofollow" href="http://www.vrworld.com/2015/04/03/check-out-gta-v-in-glorious-4k-at-60-fps/">Check out GTA V in Glorious 4K at 60 FPS</a> appeared first on <a rel="nofollow" href="http://www.vrworld.com">VR World</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img width="1280" height="720" src="http://cdn.vrworld.com/wp-content/uploads/2015/04/2836619-gtav-pc-4k.7.jpg" class="attachment-post-thumbnail wp-post-image" alt="2836619-gtav+pc+4k.7" /></p><p>As promised, Rockstar today released a trailer for the PC version of <a href="http://www.vrworld.com/tag/gta-v/">GTA V</a>.</p>
<p>For those eagerly awaiting the game’s release &#8212; which will be in two weeks time on April 14 &#8212; this trailer is a real treat. It shows a world that’s alive at 60 fps and at 4K resolution.</p>
<h2>GTA V PC trailer</h2>
<p><iframe style="width: 640px; height: 360px; border: none;" src="http://www.rockstargames.com/videoplayer?id=11267&amp;locale=en_us" width="300" height="150" allowfullscreen="allowfullscreen"><!-- --></iframe></p>
<p>GTA V was first released for the Playstation 3 and Xbox 360 in September 2013. In November 2014 it was released for the Playstation 4 and Xbox One. Across all systems the game has sold a total of <a href="http://gamerant.com/grand-theft-auto-game-sales-all-time/">45 million copies</a>.</p>
<p><a href="http://cdn.vrworld.com/wp-content/uploads/2015/04/2836613-gtav-pc-4k.1.jpg" rel="lightbox-0"><img class=" size-medium wp-image-51437 aligncenter" src="http://cdn.vrworld.com/wp-content/uploads/2015/04/2836613-gtav-pc-4k.1-600x338.jpg" alt="2836613-gtav+pc+4k.1" width="600" height="338" /></a></p>
<p>GTA V was originally due out for PC in the fall of 2014 but was delayed to March and then April. Rockstar said that it needed extra time to further optimize the game for the PC. Given that the average high-end gaming PC is miles ahead of the Playstation 4 or Xbox One in processing power, GTA V should be a much more immersive experience on the PC than on consoles. The added processing power allows for things such as increased draw distances and more crowded environments.</p>
<p>Rockstar recommends that you have a 3.2 GHz Intel Core i5 3470 / AMD X8 FX-8350 CPU and a Nvidia GTX 660 2GB / AMD HD7870 2GB to play the game in all its glory.</p>
<p>The post <a rel="nofollow" href="http://www.vrworld.com/2015/04/03/check-out-gta-v-in-glorious-4k-at-60-fps/">Check out GTA V in Glorious 4K at 60 FPS</a> appeared first on <a rel="nofollow" href="http://www.vrworld.com">VR World</a>.</p>
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		<title>Explore Savings With Steam&#039;s Black Friday Sale</title>
		<link>http://www.vrworld.com/2014/11/28/explore-savings-with-steams-black-friday-sale/</link>
		<comments>http://www.vrworld.com/2014/11/28/explore-savings-with-steams-black-friday-sale/#comments</comments>
		<pubDate>Fri, 28 Nov 2014 15:05:29 +0000</pubDate>
		<dc:creator><![CDATA[Derek Strickland]]></dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[Steam]]></category>

		<guid isPermaLink="false">http://www.brightsideofnews.com/?p=42340</guid>
		<description><![CDATA[<p>Just in case you don't have enough games in your back catalog.</p>
<p>The post <a rel="nofollow" href="http://www.vrworld.com/2014/11/28/explore-savings-with-steams-black-friday-sale/">Explore Savings With Steam&#039;s Black Friday Sale</a> appeared first on <a rel="nofollow" href="http://www.vrworld.com">VR World</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img width="967" height="569" src="http://cdn.vrworld.com/wp-content/uploads/2014/11/Steam-Sale.png" class="attachment-post-thumbnail wp-post-image" alt="Steam Sale" /></p><p>Steam has just kicked off its own Black Friday sale that heavily discounts a huge offering of PC games.</p>
<p>Dubbed the <a href="http://store.steampowered.com/" target="_blank">Steam Exploration Sale</a>, you can find mark-downs on yesteryear hits like the <a href="http://store.steampowered.com/sub/36223/?snr=1_4_4__852" target="_blank"><em>BioShock Triple Pack</em> for $10.19</a> or the masterful post-apocalyptic RPG&#8217;s <em>Fallout 3</em> and <em>New Vegas</em> for just $4.99. <a href="http://store.steampowered.com/app/72850/" target="_blank"><i>Skyrim </i></a>and<a href="http://store.steampowered.com/app/17450/" target="_blank"><i> Dragon Age: Origins</i></a> are both $10, and all <em>Grand Theft Auto</em> games up to <em>GTA IV</em> are -60% off.</p>
<p>The immortal FPS classic<a href="http://store.steampowered.com/app/6910/?snr=1_239_860__857" target="_blank"><em> Deus Ex</em></a> has an absurdly awesome asking price of $1.74&#8211;and that&#8217;s for the game of the year edition.</p>
<p>Newer releases can be found as well, with Shinji Mikami&#8217;s <a href="http://store.steampowered.com/app/268050/?snr=1_4_4__852" target="_blank"><em>The Evil Within</em> for $20.39</a> and Creative Assembly&#8217;s terrifying interstellar horror game <a href="http://store.steampowered.com/app/214490/?snr=1_239_860__857" target="_blank"><em>Alien: Isolation</em></a> spotted at $37.49. Bethesda&#8217;s MMORPG <a href="http://store.steampowered.com/app/306130/?snr=1_239_860__857" target="_blank"><em>The Elder Scrolls: Online</em> </a>can be snagged for $20.39 as well.</p>
<p>The Exploration Sale will continue up until December 2, so be sure to act fast and make your back catalog swell up even more.</p>
<p>Below we have a breakdown of some of our favorite deals so far:</p>
<ul>
<li><em>Alien: Isolation &#8211; $37.49 (-25% off)</em></li>
</ul>
<ul>
<li><em>The Evil Within &#8211; $20.39 (-66% off)</em></li>
</ul>
<ul>
<li><em>BioShock Infinite &#8211; $7.49 (-75% off)</em></li>
</ul>
<ul>
<li><em>Wolfenstein: The New Order &#8211; $20.39 (-66% off)</em></li>
</ul>
<ul>
<li><em>Middle Earth: Shadow of Mordor &#8211; $33.49 (-33% off)</em></li>
</ul>
<ul>
<li><em>Assassin&#8217;s Creed IV: Black Flag &#8211; $23.99 (-40% off)</em></li>
</ul>
<ul>
<li><em>Watch Dogs &#8211; $29.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>The Elder Scrolls: Online &#8211; $20.39 (66% off)</em></li>
</ul>
<ul>
<li><em>Morrowind: Game of the Year Edition &#8211; $11.99 (-40% off)</em></li>
</ul>
<ul>
<li><em>Skyrim &#8211; $9.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>Dragon Age: Origins &#8211; $9.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>Dragon Age: Origins  Ultimate Edition &#8211; $14.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>Injustice: Gods Among Us &#8211; $9.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>GTA III &#8211; $3.99 (-60% off)</em></li>
</ul>
<ul>
<li><em>GTA: Vice City &#8211; $3.99 (-60% off)</em></li>
</ul>
<ul>
<li><em>GTA: San Andreas &#8211; $5.99 (-60% off)</em></li>
</ul>
<ul>
<li><em>GTA IV &#8211; $7.99 (-60% off)</em></li>
</ul>
<ul>
<li><em>Far Cry 3 &#8211; $17.99 (-40% off)</em></li>
</ul>
<ul>
<li><em>Far Cry 3: Blood Dragon &#8211; $8.99 (-40% off)</em></li>
</ul>
<ul>
<li><em>Fallout &#8211; $4.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>Fallout 3 &#8211; $4.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>Fallout: New Vegas &#8211; $4.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>Fallout: New Vegas Ultimate Edition &#8211; $11.99 (-40% off)</em></li>
</ul>
<ul>
<li><em>Torchlight &#8211; $7.49 (-50% off)</em></li>
</ul>
<ul>
<li><em>Torchlight II &#8211; $9.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>Divinity: Original Sin &#8211; $31.99 (-20% off)</em></li>
</ul>
<ul>
<li><em>The Bureau: XCOM Declassified &#8211; $6.79 (-66% off)</em></li>
</ul>
<ul>
<li><em>Star Wars: Knights of the Old Republic II &#8211; $6.69 (-33% off)</em></li>
</ul>
<ul>
<li><em>RAGE &#8211; $9.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>The Incredible Adventures of Van Helsin &#8211; $7.49 (-50% off)</em></li>
</ul>
<ul>
<li><em>Dead Space &#8211; $4.99 (-75% off)</em></li>
</ul>
<ul>
<li><em>Dead Space 2 &#8211; $4.99 (-75% off)</em></li>
</ul>
<ul>
<li><em>Borderlands Game of the Year Edition &#8211; $14.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>Borderlands 2 &#8211; $9.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>Tales From the Borderlands &#8211; $22.49 (10% off)</em></li>
</ul>
<ul>
<li><em>Borderlands: The Pre-Sequel &#8211; $49.79 (-17% off)</em></li>
</ul>
<ul>
<li><em>Witcher 2: Assassins of Kings Enhanced Edition &#8211; $9.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>Tomb Raider (reboot) &#8211; $9.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>Crusader Kings II &#8211; $19.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>South Park: The Stick of Truth &#8211; $23.99 (-40% off)</em></li>
</ul>
<ul>
<li><em>Don&#8217;t Starve &#8211; $3.74 (-75% off)</em></li>
</ul>
<ul>
<li><em>FTL Advanced Edition &#8211; $4.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>Terraria &#8211; $2.99 (-70% off)</em></li>
</ul>
<ul>
<li><em>They Bleed Pixels &#8211; $2.49 (-75% off)</em></li>
</ul>
<ul>
<li><em>Magicite &#8211; $4.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>Bastion &#8211; $5.99 (-60% off)</em></li>
</ul>
<ul>
<li><em>The Forest &#8211; $12.74 (-15% off)</em></li>
</ul>
<ul>
<li><em>Evoland &#8211; $7.49 (-50% off)</em></li>
</ul>
<ul>
<li><em>Five Nights at Freddy&#8217;s &#8211; $2.49 (-50% off)</em></li>
</ul>
<ul>
<li><em>Five Nights at Freddy&#8217;s 2 &#8211; $6.39 (-20% off)</em></li>
</ul>
<ul>
<li><em>Slender: The Arrival &#8211; $4.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>Luftrausers &#8211; $4.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>Batteblock Theater &#8211; $3.74 (-75% off)</em></li>
</ul>
<ul>
<li><em>Castle Crashers &#8211; $3.74 (-75% off)</em></li>
</ul>
<ul>
<li><em>Wasteland 2 &#8211; $29.99 (-25% off)</em></li>
</ul>
<ul>
<li><em>This War of Mine &#8211; $17.99 (-10% off)</em></li>
</ul>
<ul>
<li><em>DayZ &#8211; $29.74 (-15% off)</em></li>
</ul>
<ul>
<li><em>Mass Effect &#8211; $4.99 (-75% off)</em></li>
</ul>
<ul>
<li><em>Mass Effect 2 &#8211; $7.49 (-75% off)</em></li>
</ul>
<ul>
<li><em>Batman: Arkham Origins &#8211; $9.99 (-50% off)</em></li>
</ul>
<ul>
<li><em>Deus Ex: Game of the Year Edition &#8211; $1.74 (-75% off)</em></li>
</ul>
<ul>
<li><em>Counter-Strike GO &#8211; $7.49 (-50% off)</em></li>
</ul>
<ul>
<li><em>Counter-Strike Complete &#8211; $10.19 (-66% off)</em></li>
</ul>
<ul>
<li><em>Battlefield: Bad Company &#8211; $4.99 (-75% off)</em></li>
</ul>
<ul>
<li><em>The Wolf Among Us &#8211; $16.74 (-33% off)</em></li>
</ul>
<ul>
<li><em>The Stanley Parable &#8211;  $7.49 (-50% off)</em></li>
</ul>
<ul>
<li><em>RYSE: Son of Rome &#8211; $29.99 (-25% off)</em></li>
</ul>
<ul>
<li><em>Civilization: Beyond Earth &#8211; $34.99 (-30% off)</em></li>
</ul>
<ul>
<li><em>Valve Complete Pack &#8211; $24.99 (-75% off)</em></li>
</ul>
<ul>
<li><em>Civilization V: The Complete Edition &#8211; $12.49 (-75% off)</em></li>
</ul>
<ul>
<li><em>BioShock Triple Pack &#8211; $10.19 (-83% off)</em></li>
</ul>
<ul>
<li><em>Divine Divinity &#8211; $2.03 (-66% off)</em></li>
</ul>
<ul>
<li><em>Divinity II: Developer&#8217;s Cut &#8211; $6.79 (-66% off)</em></li>
</ul>
<ul>
<li><em>Age of Empires II HD Edition &#8211; $3.99 (-80% off)</em></li>
</ul>
<ul>
<li><em>Payday 2 &#8211; $7.49 (-75% off)</em></li>
</ul>
<ul>
<li><em>Total War: Rome II Emperor Edition &#8211; $14.98 (-75% off)</em></li>
</ul>
<ul>
<li><em>Spintires &#8211; $10.19 (-66% off)</em></li>
</ul>
<ul>
<li><em>Kingdoms of Amalur: Reckoning &#8211; $4.99 (-75% off)</em></li>
</ul>
<ul>
<li><em>Shadow Warrior &#8211; $3.99 (-90% off)</em></li>
</ul>
<ul>
<li><em>Mount and Blade: Warband &#8211; $4.99 (-75% off)</em></li>
</ul>
<ul>
<li><em>Tropico 5 &#8211; $13.99 (-65%)</em></li>
</ul>
<ul>
<li><em>Might and Magic Heroes V &#8211; $2.49 (-75% off)</em></li>
</ul>
<ul>
<li><em>Might &amp; Magic Heroes VI &#8211; $7.49 (-75% off)</em></li>
</ul>
<ul>
<li><em>Dark Messiah: Might and Magic &#8211; $2.49 (-75% off)</em></li>
</ul>
<ul>
<li><em>Might and Magic Heroes V: Tribes of the East &#8211; $2.49 (-75% off)</em></li>
</ul>
<ul>
<li><em>Max Payne 3 &#8211; $4.99 (-75% off)</em></li>
</ul>
<ul>
<li><em>Castlevania: Lords of Shadow Ultimate Edition &#8211; $7.49 (-75% off)</em></li>
</ul>
<ul>
<li><em>Castlevania: Lords of Shadow 2 &#8211; $7.99 (-80% off)</em></li>
</ul>
<ul>
<li><em>Castlevania: Lords of Shadow Mirror of Fate &#8211; $3.74 (-75% off)</em></li>
</ul>
<ul>
<li><em>Need for Speed: Shift &#8211; $17.49 (-75% off)</em></li>
</ul>
<ul>
<li><em>Burnout Paradise Ultimate Box &#8211; $4.99 (-75% off)</em></li>
</ul>
<ul>
<li><em>Need for Speed: Hot Pursuit &#8211; $17.49 (-75% off)</em></li>
</ul>
<ul>
<li><em>Deadlight &#8211; $2.99 (-80% off)</em></li>
</ul>
<p>Be sure to drop by Steam and check out the full sale for yourself! There&#8217;s a ton of games discounted across all genres, from AAA to indies and everything in between, so you&#8217;re pretty much guaranteed to find something that fits your fancy.</p>
<p>The post <a rel="nofollow" href="http://www.vrworld.com/2014/11/28/explore-savings-with-steams-black-friday-sale/">Explore Savings With Steam&#039;s Black Friday Sale</a> appeared first on <a rel="nofollow" href="http://www.vrworld.com">VR World</a>.</p>
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		<title>&#039;Firewatch&#039; Might Be the New &#039;Twin Peaks&#039; of Gaming</title>
		<link>http://www.vrworld.com/2014/09/02/firewatch-might-be-the-new-twin-peaks-of-gaming/</link>
		<comments>http://www.vrworld.com/2014/09/02/firewatch-might-be-the-new-twin-peaks-of-gaming/#comments</comments>
		<pubDate>Tue, 02 Sep 2014 07:46:50 +0000</pubDate>
		<dc:creator><![CDATA[Derek Strickland]]></dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Campo Santo]]></category>
		<category><![CDATA[Firewatch]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[Indies]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[Twin Peaks]]></category>

		<guid isPermaLink="false">http://www.brightsideofnews.com/?p=38359</guid>
		<description><![CDATA[<p>I think we&#8217;ve all seen those giant fire towers while passing down a forest-side road. The towers stretch above the ceiling of trees like an ...</p>
<p>The post <a rel="nofollow" href="http://www.vrworld.com/2014/09/02/firewatch-might-be-the-new-twin-peaks-of-gaming/">&#039;Firewatch&#039; Might Be the New &#039;Twin Peaks&#039; of Gaming</a> appeared first on <a rel="nofollow" href="http://www.vrworld.com">VR World</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img width="3000" height="1688" src="http://cdn.vrworld.com/wp-content/uploads/2014/09/firewatch-41.jpg" class="attachment-post-thumbnail wp-post-image" alt="firewatch-4" /></p><p>I think we&#8217;ve all seen those giant fire towers while passing down a forest-side road. The towers stretch above the ceiling of trees like an airborne sanctuary, and there Forest Rangers sit in their endless watch.</p>
<p>We wonder who they are, how they cope with that seclusion, and what it&#8217;s like to be broken away from society to stay sentinel against a raw force of nature. What sacrifices do those brave men and women make for their vigil? What have they experienced in their toilsome journeys?</p>
<p>With <em>Firewatch</em>, <a href="http://www.camposanto.com/" target="_blank">Campo Santo</a> is telling that story. And they&#8217;re even marrying it with what appears to be suspenseful mystery worthy of <em>Twin Peaks.</em></p>
<div id="attachment_37540" style="width: 1034px" class="wp-caption alignnone"><a href="http://cdn.vrworld.com/wp-content/uploads/2014/09/firewatch-7.jpg" rel="lightbox-0"><img class=" wp-image-37540" src="http://cdn.vrworld.com/wp-content/uploads/2014/09/firewatch-7.jpg" alt="firewatch-7" width="1024" height="576" /></a><p class="wp-caption-text">The firewatch tower stands sentinll against the uncaring forest, serving as a beacon for sanctuary and safety.</p></div>
<p><strong>All Along the Watchtower</strong></p>
<p>The winds are rising, billowing in streams and steady whispery zephyrs. The sky is clear and and bright, and overhead a bird screeches from the heavens above.</p>
<p>Here in his asylum in the sky, a lonely firewatcher sits in his tower. He&#8217;s watching and waiting, safeguarding against the cataclysm of a roaring inferno that threatens to eat away the wilderness.</p>
<p>But even in this stronghold of safety an unnerving sense of the supernatural is at work. It feels like there is more out there to worry about than wildfire; something dark, something <em>mysterious</em>.</p>
<p>A force that turns the peaceful solitude of the Great Outdoors into an impartial graveyard of sorts even in its breathtaking beauty. So he gathers his survival gear; rope to scale cliff faces, a radio to keep in contact with others, and other necessities.</p>
<p>Thus armed, our watchman enters the unknown, unsure of what&#8217;s out there within the heart of the forest.</p>
<p>This is <em>Firewatch</em>.</p>
<p><iframe width="1140" height="641" src="https://www.youtube.com/embed/d02lhvvVSy8?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p><strong>The Wilderness, a Living Graveyard</strong></p>
<p><em>Firewatch</em> is the culmination of gaming talent from renown industry greats who&#8217;ve come together to form a studio called Campo Santo (which, curiously enough, translates to &#8220;cemetery&#8221; in Italian and Spanish).</p>
<p>The studio is made up of alums like graphic designer Olly Moss, Jake Rodkin and Sean Vanaman from Telltale Games (<em>The Walking Dead</em> series) and Nels Andersen from Klei Entertainment (<em>Mark of the Ninja</em>).</p>
<p>Since being revealed at PAX 2014, the <a href="https://www.youtube.com/watch?v=d02lhvvVSy8" target="_blank" rel="lightbox-video-0"><em>Firewatch</em> reveal trailer</a> has been vastly disseminated, analyzed and acclaimed&#8211;and for good reason.</p>
<div id="attachment_37542" style="width: 1034px" class="wp-caption alignnone"><a href="http://cdn.vrworld.com/wp-content/uploads/2014/09/firewatch-6.jpg" rel="lightbox-1"><img class=" wp-image-37542" src="http://cdn.vrworld.com/wp-content/uploads/2014/09/firewatch-6.jpg" alt="firewatch-6" width="1024" height="576" /></a><p class="wp-caption-text">Despite its amazing beauty, the wilderness lacks empathy. It can be a cruel, dangerous place full of seclusion and despair.</p></div>
<p>Personally I find shades of <em>Twin Peaks</em> cleverly layered within the footage. There&#8217;s a very distinct sense of awe and mystery to the experience, which is amplified by the inclusive environments. Enshrouded in this mystery comes a feeling of otherworldly-ness that pierces the veil of wonder, letting darkness and unease bleed through.</p>
<p>If anything, this air of secrecy and peril doesn&#8217;t turn us away from the amber-crested forests of <em>Firewatch</em>; it pulls us in like a psiren&#8217;s harmonious song.</p>
<blockquote><p>&#8220;Why are we even here?&#8221;</p>
<p><strong><em>&#8220;To make sure the wilderness doesn&#8217;t burn down.&#8221;</em></strong></p>
<p>&#8220;No. Our job is to <em>be</em> here when that happens. Henry, there are some things you can&#8217;t prevent. So just stay in your tower, okay? Stay in there. And watch.&#8221;</p></blockquote>
<p>But in this beauty is a truly lonely sense of wonder that lacks humanity; the forest itself doesn&#8217;t care if you live or die, and if you should die, it would move on without a beat. The sun would still rise and fall, the rivers would flow, and nature would continue its never-ending cycle.</p>
<p>As we see in the footage, the inclusive environments seem to weigh on the psyche. What used to be a scenic vista is a vast expanse of loneliness. Players bridge this gap with radio contact with Delilah, a fellow co-worker, who tethers Henry to reality with human interaction.</p>
<div style="width: 1034px" class="wp-caption alignnone"><a href="http://cdn.vrworld.com/wp-content/uploads/2014/09/firewatch-5.jpg" rel="lightbox-2"><img src="http://cdn.vrworld.com/wp-content/uploads/2014/09/firewatch-5.jpg" alt="firewatch-5" width="1024" height="576" /></a><p class="wp-caption-text">Night time is particularly oppressive in the wild, with total darkness only being banished by the comfort of the tower&#8217;s light.</p></div>
<p>At its heart <em>Firewatch</em> looks to be a tale of human survival. Players take on the role of a firewatcher who delves into the heart of the unknown while battling the rigors of seclusion. For all of the splendor of the wilderness, there&#8217;s a true sense of detachment and danger, and one realizes soon enough that this may very well their grave.</p>
<p>Campo Santo is playing with fire, and I think it&#8217;s fair to say we all want to see what they conjure up. So far their pyromancy is keen and brilliant, and they&#8217;ve set our hearts and minds aflame with this one.</p>
<p><em>Firewatch</em> may release sometime in 2015 and is planned for Mac, Linux and PC. For more info be sure to hop over to Campo Santo&#8217;s <a href="http://www.firewatchgame.com/" target="_blank">official website</a>.</p>
<p>The post <a rel="nofollow" href="http://www.vrworld.com/2014/09/02/firewatch-might-be-the-new-twin-peaks-of-gaming/">&#039;Firewatch&#039; Might Be the New &#039;Twin Peaks&#039; of Gaming</a> appeared first on <a rel="nofollow" href="http://www.vrworld.com">VR World</a>.</p>
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		<title>INTERVIEW: PhysX can double PC game sales</title>
		<link>http://www.vrworld.com/2008/10/28/interview-physx-can-double-pc-game-sales/</link>
		<comments>http://www.vrworld.com/2008/10/28/interview-physx-can-double-pc-game-sales/#comments</comments>
		<pubDate>Tue, 28 Oct 2008 12:00:03 +0000</pubDate>
		<dc:creator><![CDATA[Theo Valich]]></dc:creator>
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		<description><![CDATA[<p>Recently, I managed to get a sit-down with Roy Taylor, Nvidia&#8217;s &#8220;go to guy&#8221; when it comes to gaming. Roy is a well-known advocate for ...</p>
<p>The post <a rel="nofollow" href="http://www.vrworld.com/2008/10/28/interview-physx-can-double-pc-game-sales/">INTERVIEW: PhysX can double PC game sales</a> appeared first on <a rel="nofollow" href="http://www.vrworld.com">VR World</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p>Recently, I managed to get a sit-down with Roy Taylor, Nvidia&#8217;s &#8220;go to guy&#8221; when it comes to gaming. Roy is a well-known advocate for The Way It&#8217;s Meant To Be Played development program, and Roy isn&#8217;t afraid to shout out his opinion. In this unedited interview, you can see what thoughts are coming out from Nvidia and the direction TWIMTBP is taking.<strong></strong></p>
<p><strong>GPU Physics unleashed </strong><br />
<strong>Theo: The PhysX pack had an excellent response since its launch in August. Recently, 178.24 drivers were released, containing a new PhysX library (btw, installation of the driver can occasionally hang due to PhysX v8.09.04.exe not loading up). Did Nvidia positioned a limit or at least recommended what would be the minimum GPU would be for decent acceleration of physics effects?</strong></p>
<div id="attachment_217" style="width: 360px" class="wp-caption alignright"><a href="http://cdn.vrworld.com/wp-content/uploads/2008/10/roytaylor_artexibit_02.jpg" rel="lightbox-0"><img class="size-full wp-image-217" title="roytaylor_artexibit_02" src="http://cdn.vrworld.com/wp-content/uploads/2008/10/roytaylor_artexibit_02.jpg" alt="Roy's uncanny tongue recently deserved a spot in art's gallery. Guess where the piece of art is exhibited? ;-)" width="350" height="405" /></a><p class="wp-caption-text">Roy&#39;s uncanny tongue recently deserved a spot in art&#39;s gallery. Guess where the piece of art is exhibited? ;-)</p></div>
<p>Roy: The experience will vary in the same way it varies with graphics. Some users are able to put in more AntiAliasing, more filtering, enhance image quality… and others less. Same is true with PhysX. In terms of minimum spec, I don&#8217;t think we have one. I know that we didn&#8217;t plan to [impose any limits]. It is a case of try… users should try for themselves. Every system has a level of settings where users should be comfortable with, that being graphics or physics. Upcoming Big Bang II will offer even more choice in configuring what levels of PhysX can be used by physics engine.</p>
<p><strong>Theo: So, any GeForce 8 product will do?</strong><br />
Roy: Yeah.</p>
<p><strong>Theo: When it comes to developers, how do you feel about developers reacting to all of the changes that are now happening with the expansion of GeForce line, implementation of GPU-accelerated Physics… can you share what is coming from the content side?</strong><br />
Roy: You asked couple of questions. First one is &#8220;How are they reacting to [GPU-accelerated PhysX]?&#8221; The answer is simple: they love it. We are preparing a lot of big announcements right now. Over the next couple of months, you are going to see more really wonderful announcements.<br />
The reason why developers are so excited over Physics is being so successful is couple of things. First is our announcement to them that we are supporting PhysX on all platforms they&#8217;re working on. We are supporting consoles in the same way we&#8217;re supporting PC platform. Our PS3 performance on PhysX is now excellent. It&#8217;s fantastic. We optimized PhysX API for Cell processor and only recently, got an excellent jump in performance. And we are supported directly by Sony. That is a big deal for us, because if we take a look at recent market data [I advise you to check NPD Group market research, VGchartz.com is also a good source of information], Xbox 360 is starting to decline a bit, Wii is leading the pack and now PS3 woke up. PlayStation 3 is definitely picking up and we&#8217;re heading into a very interesting Christmas season. The fact that we have a physics solution for PS3, which is fast a well supported, is just by itself important. Also, you should not forget the fact that we have native PhysX implementation in Xbox 360, and with those two truly high-end consoles, we have excellent coverage of the console market.<br />
If we discounted every other factor, we would be successful just from that (PS3 share). But PS3 is just one of the platforms we support.</p>
<p><strong>Theo: Care to elaborate a bit more on the developer support side?</strong><br />
Roy: Of course. Developers have always liked Nvidia&#8217;s DevRel and DevTech support. The fact that they can now get that [support] for the consoles as well is really popular. We&#8217;re investing heavily in helping developers to develop the content in best possible manner and squash bugs as they come along.<br />
If we move back from the console world back to the PC, we have GeForce GPU leading market share and that is a really big deal for developers. Let me explain why &#8211; most of the developers and publishers will sell anywhere between 2-7 million copies of a good console game. They will sell on average anywhere between 0.5-1.2 million copies of the PC version… they do that because the PC version is very profitable (its cost of development is already paid for). All they believe is that the GPU Physics gives them a second bite at the apple. It is those additional effects in the PC version, which means that the PC version might now sell in two million copies more, because if offers effects consoles just cannot process. Or even more. Those are estimates publishers are telling us about.<br />
So, the value of GPU-accelerated physics can add the differentiating factor between the console and the PC version, giving gamers reasons to opt and buy the PC version. If you have Physics levels on consoles, only thing you do is add additional graphics and physics features or scale them for the PC version. It is worth to be straight-forward. That&#8217;s the big deal for them.<br />
First of all, they have the console support. Second of all, they like the fact that because of PhysX accelerates on the GPU, they can ultra-easy and straight-forwardly add functionality and features to the PC version which will add reality and help sell additional copies.</p>
<p><strong>Theo: What is Nvidia&#8217;s target when it comes to number of titles that you guys want to push? Ageia&#8217;s PhysX was adopted by 100-150 titles, mostly on consoles. What is the &#8220;sweet spot&#8221; that you would like to capture?</strong><br />
Roy: We want every single PC title going forward, to have Physics from now on. On average, throughout The Way It&#8217;s Meant to Be Played program, we support about 150 PC titles a year. In couple of years, we expect to have 500-600 titles. So, going forward, every title we work and support on will have Physics on. We hope that in all of those cases, physics API will be our PhysX.</p>
<p><strong>Theo: How do you actually see Physics effects balancing themselves out in a mix between PC, Xbox and PlayStation 3? GPU can obviously do much more than any CPU in distant future, so how are you going to evolve the Physics-scaling? How do you rank the performance for PhysX?</strong><br />
Roy: What we have today is a rough equivalent of 3D world in 1992. Everything that we see is very rudimentary. Imagine the year 1992 and you were trying to guess where 3D is going to go from there. We cannot have any concept or idea how fast Physics is going to take off in the next 10-15 years, but it is likely to have as dramatic influence on the market as 3D graphics had and still has. All physics effects that exist today are very rudimentary and the key phrase is what we call &#8220;fixed state&#8221;. What that means is that if you can blow up an object, you can blow up a car in 10 pieces on Xbox 360. Well, you can blow up the same car into 10 pieces on PS3 and you can blow it up in 10 pieces on the PC [using a CPU]. But with the release of our driver last month, we introduced GPU-scaling physics, which means now you can blow up that car in hundreds of pieces, if you have the right GPU. So, we are seeing a transition from fixed-state physics into a fully blown scalable physics. Biggest problem today are faces, since model animation is only animated through fixed-state physics. And PhysX is very scalable physics [API].</p>
<p><strong>Theo: How do you plan to develop PhysX in the future? While AGEIA was running the show, I got the opportunity to see their future roadmap and things that they want to develop. You know, neither PhysX or Havok are complete physics engines by a mile, there is a lot of things that need to be implemented to have a very compelling and realistic physics experience. What is Nvidia doing to enhanced future implementation of PhysX? We can call if PhysX 1.5, or 2.0 or something like that…</strong><br />
Roy: Yes, there are two parts of the answer. First one is of course, the actual hardware. For obvious reasons, we cannot disclose what are we working on in the future GPU parts, nor we can comment on unannounced products, but you don&#8217;t need to own a crystal ball to see that we are going to implement even more PhysX-optimized units in the future. And yes, we are going to add more cores to our processors. What cores &#8211; that remains to be seen. From the hardware point of view, we are going to see greater levels of parallelism, and Physics is a massive parallel problem. From hardware standpoint, we&#8217;re going to add more hardware acceleration to solve complex parallel mathematical problem which is physics.<br />
In terms of software problems, things are going extremely well, and we&#8217;re really satisfied with the way how PhysX is expanding. What we are going to do are two things: firstly, we&#8217;re going to enhance the implementation of effects that we already do well. This will of course, be done with our APEX &#8211; Advanced Physics EXtensions. APEX is going to be a big deal. Secondly, we&#8217;ll develop tools that will enable developers to implement PhysX more easily, and put much more physics effects into the game. What we need for that is a very strong tool-chain. We now have hundreds of engineers working on PhysX. Literally, we&#8217;re not fooling around. We have hundreds of engineers that extended Manju&#8217;s (Manju Hegde, co-founder of AGEIA) original team of engineers and the APEX Tool is another reason why we are being successful with the developers. It will put the power into artists&#8217; hands, not limitations. By using APEX, you are able to apply physical attributes to a number of different elements. That can be vegetation, or destruction or vehicles, or whatever element or object in the game you want to apply PhysX attributes to.<br />
The APEX itself, APEX Tool and ApPerfMon are doing wonders for tweaking the PhysX performance and that is really important for the success of Physics. We are going to have a number of announcements about the tool chain coming up in the near future. Our roadmap is built upon APEX, ApPerfMon and some other to be announced tools that are aiding in the introduction of greater physics into the existing environments.<br />
Key to adding more physics is also further separation of Physics development are two stages: first one stage is PhysX Effects, second stage is PhysX gameplay. Let me give you couple of examples. Water in Crysis is beautiful, but you can&#8217;t splash anyone. Nor can you go to a river and scoop some water into your water-canister. You can&#8217;t pour water on anyone. In terms of weather, we have some really cool weather effects coming in STALKER: Clear Sky and Far Cry 2, but there are still some limitations. You cannot stand in the water and wash your hair, for example. You could not have the rain flood the river… you cannot have lightening strike a straw hut and catch it on fire.<br />
So, there are some limitations that game developers are facing. What we are going to do is remove those limitations. Good example is also destruction. We have destruction in games today, but it is really rudimentary. We were all impressed with the fact that you can shoot a tree in Crysis, but you cannot take a machete and start chopping down the vegetation to clear your path. These are just some examples of physics effects that developers want to see implemented in their games.<br />
Physics Gameplay is whole another ballgame. This requires a lot of work on developer side, so we expect that it will take time to implement. Physics Gameplay is introducing the in-game physics at a higher level, so that you can entirely change the game. For instance, if we take the game Hitman, you noticed that he never-ever changes his suit. Don&#8217;t you think that if someone is assassin, assassin should be able to change the clothes quickly and blend with the regular crowd? In physics gameplay effects, you&#8217;re going to able to change your clothes. Or, rip your clothes. Or even, put hat on. Have you ever noticed that you cannot put a hat on a character in a game? Or put a beard on… there are plenty of games where you can shoot off a hat from the head of a soldier…but you never see a soldier put that helmet back on. In physics gameplay, these dynamic changes will enable a change how characters interact with environment.<br />
We&#8217;ll be able to destroy clothes, burn them, rip them off&#8230; getting them soiled and dirty. Also, let&#8217;s talk about racing games. There are plenty of car games on the market, and you see cars crashing into each other. For example, you&#8217;re in a racing game, and you lose a wheel. In a game, that might be the end. But in reality, or in physics gameplay, it might be that the wheel is just damaged and you can continue to drive the car in a way… or you might be able to spin the car over and over and over and still keep driving it. Or you might have some components coming off from the car.<br />
Let&#8217;s give another example – how about, in terms of physics gameplay, that you go into the city and you can go into every building, see through every window, open every door? Imagine trying to find a sniper when the shooter can move inside the whole building… and if every single window could be opened? We might end up with a game that has no locked doors…or if the doors are locked, you have the ability to open them up, either by lock picking or just kicking them down.<br />
These [effects] are what we call physics effects, and these were just the examples coming from the games we&#8217;re working on. And they&#8217;re just limited by your imagination.</p>
<p><strong>Theo: Yes, I am aware of several titles that feature physics in a whole new light. Just like with the appearance of 3D, we would expect that there are game developers out there that will use physics effects in a ways we did not expect…</strong><br />
Roy: When people think about gameplay, what they really think about is interactivity. Gameplay means interactivity. The more I can do inside the game, more I can interact with [the virtual world]… the more fun I find it. If I can drive any vehicle, or any plane, or interact with any object, it&#8217;s fun. And that interactivity is physics. So equation to me is: Gameplay = Interactivity = Physics.</p>
<p><strong>Theo: You&#8217;ve mentioned game developers and publishers that are enabling physics in games. Can you tell my readers a bit more about those developers?</strong><br />
Roy: All of the announcements are left for partners, but we&#8217;re working closely with them and very soon, we will have some very exciting announcements. Examples I gave are just a small taste of what&#8217;s coming…<br />
<strong><br />
Roy issues an open invitation to developers</strong></p>
<div id="attachment_218" style="width: 510px" class="wp-caption alignnone"><a href="http://cdn.vrworld.com/wp-content/uploads/2008/10/roytaylor_takesabigbite.jpg" rel="lightbox-1"><img class="size-full wp-image-218" title="roytaylor_takesabigbite" src="http://cdn.vrworld.com/wp-content/uploads/2008/10/roytaylor_takesabigbite.jpg" alt="Roy thinks that PC games can take much larger chunk of overall game sales than is the case right now... current situation is demonstrated in this picture" width="500" height="375" /></a><p class="wp-caption-text">Roy thinks that PC games can take much larger chunk of overall game sales than is the case right now... current situation is demonstrated in this picture</p></div>
<p><strong>Theo: AGEIA used to support development of free games such as Warmonger, Cell Factor: Revolution. Will Nvidia support teams like these ones in the future, or just focus on bringing the PhysX to market with big guns?</strong><br />
Roy: Absolutely. We are supporting some small guys. We&#8217;re supporting developers like Ascaron in Germany (Sacred II), we&#8217;re supporting Metropolis (Day), Black Lion (Shadow harvest)… in fact, any developer which reads your article, I am happy to print an open invitation to any… you can put my e-mail address in your article, it is <strong><em>rtaylor @ nvidia.com</em></strong> (please remove two spaces between before sending). I am using this space to invite any game developer out there who is interested in using physics. Any developer can send me an e-mail and I guarantee you that I will return that e-mail to every single developer.</p>
<p><strong>Theo: Consider it done, though bear in mind that I cannot promise that this e-mail address will not be picked up by a lot of spam bots that are hovering around popular websites <img src="http://cdn.vrworld.com/wp-includes/images/smilies/icon_wink.gif" alt=";)" class="wp-smiley" /></strong><br />
Roy: I would be only too happy to anyone that wants to use physics and enhance his virtual world. We all need new level of interactivity inside games and entertaining applications.<br />
<strong><br />
Theo: At the end of the day, we&#8217;re bound by the world we live in. That world has its limitations we all have to endure. But, every time someone pushes those boundaries, regardless of that being skaters or bikers pulling incredible stunts, racing cars, pilots undergoing insane G forces for fun [Red Bull Air Race], those are experiences that matter. Seeing a game and not being able to destroy a trash can with a tank really demoralizes the player.</strong><br />
Roy: Exactly. This is why I said that we&#8217;re living in 1992 when it comes to physics in games. The new world of physics started last month, with the introduction of our beta driver that did GPU-accelerated physics scaling. Now, developers are going to have a whole new world to think about when it comes to physics development. We need new levels of interactivity, and we strongly believe that physics is the only viable way to enhance interactivity.</p>
<p><strong>Conclusion</strong><br />
In the end I wish to thank Roy for this interview; I know it&#8217;s been a while since we made it. It looks like Nvidia is betting a lot of things on the adoption of physics engine, and in all honesty, we need it. Upcoming touch-screen and 3D glasses will change the way we play and experience computing, regardless of that being Windows 7 UI, 3D game or a movie. Physics is an integral part of enhancing computing experience, removing a lot of limitations that we have in our current configuration, consisting mostly out of a keyboard and a mouse.</p>
<p><em>Disclaimer: Photos were &#8220;borrowed&#8221; from Facebook in terms with FB&#8217;s EULA ;-). Roy Taylor was not hurt during shooting of these images <img src="http://cdn.vrworld.com/wp-includes/images/smilies/icon_smile.gif" alt=":-)" class="wp-smiley" /></em></p>
<p>The post <a rel="nofollow" href="http://www.vrworld.com/2008/10/28/interview-physx-can-double-pc-game-sales/">INTERVIEW: PhysX can double PC game sales</a> appeared first on <a rel="nofollow" href="http://www.vrworld.com">VR World</a>.</p>
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