PS3: Unreal Tournament 2007


Recommended Posts

ALL CREDIT GOES TO ZBOX ON THE TEAMXBOX FORUMS

Original Thread

Cover

Only editted for grammar.

Unreal Tournament 2007

"For its 2k7 iteration (think of it like a sports game; the year's bumped ahead by one) the series is not just coming back to the console world - it's aiming to set a new benchmark for online multiplayer in the process"

Building a better battle.

"We've been working on the gameplay side of things for about a year," the game's lead designer, Steve Polge, told us as we first laid eyes on it. "We started off refining the basics, the movement and the weapons," he recounted. "We went back to the roots; played older UT games, other FPSs, so that it just feels really good." However, Polge wsa quick to add: "We're still in the early part of development." Judging by the level we saw, you wouldn't have thought it.

In a classic segue into "the really cool stuff," Polge quickly talked about the weapons being familiar, but enhanced, then got down to one of the major elements that could make UT2007 the PS3's online killer app: its vehicles. 'We're really innovating most with the vehicles," explained Polge. "We think it's something that will really translate well to the console. It's actually one case where console controller is actually better suited for gameplay." (No, Epic Games doesn't have a PS3 boomerang controller - no one does - we controlled the dev kit with a stock DualShock 2).

Big guns are good. Big vehicles with bigger guns are better. There will be 18 in all, up from the six that debuted in UT2004. Executive Producer Jeff Morris landed an Axxon Cicada in front of us, giving us our first look at the detail achievable by pairing UE 3 with great artists. With its vertical wings, belly turrent, and nose art, it looked like the offspring of an aircraft from WWII and WWXXII. It was also difficult to look at it and not think that it would look perfectly at home in a big-budget Hollywood movie without needing to be pre-rendered.

Next up, we got to see the returning, but improved, Scorpion. This all-terrain vehicle becomes a self-destructing projectile if the player uses its newly added boost to rush enemies and then ejects before impact. It's also great for showing off how the game's ground vehicles have evolved from "floating boxes" to heavy feeling, realistically handling terrors of the terrain.

In fact, the vehicles have evolved to the point that entire battles can be played out using them. It's something that Morris had no problem with. "Where is the 'Twisted Metal Championship"', he wondered aloud. "There's no real leader of the vehicular combat genre on consoles. In fact, the genre has really evaporated over the years," he observed. "We see a real oppurtunity to bring that type of gameplay back in Unreal Tournament 2007."

The men (and women) behind the machines.

We can't disagree with that, but this is a FPS, right? You're not just a car -- you're a man, woman, alien - a being packing some major firepower. Fear not, the foot soldier has not been forgotten.

At this point in development, the Onslaught mode is the major focus of the UT2007 team. The battlefields feature many elements well known to players of UTs past. Capture nodes, turrents, and the like... but there are, of course, some new twists.

"We're trying to give the level designers a lot more freedom to experiment with doing all new types of Onslaught levels," explained Polge. 'We have special objectives now that can be mixed into the mode. We have low-key objectives like blow up this bridge, but they can also be very elaborate."

Morris is especially excited about this new aspect. "Even though you're still playing Onslaught, you know that if you complete this one special objective, for example, you're going to start out the next match in a really cool vehicle." He loves his vehicles.

How does all this cause and effect gameplay fit into the whole picture? "The other big thing we're adding in Ut2007 is a campaign called Warfare," explained Polge. "The outcome of one battle will realistically affect the next one. It gives a more story-driven aspect to the game, offline or online."

The design team is also very big on giving the player the freedom to change their role on the battlefield at any point. Polge explains: "We're not going to have classes. What we're trying to do, though, is encourage people to take on roles." His example: "You can go and grab a sniper rifle and be a sniper for a while, but if you decide you're tired of doing that, you can play as an engineer by picking up some deployables, which are something els we're adding to UT 2007."

"Mines, energy barriers - we have a lot of ideas," he teased.

Blurring the off/online.

?Even though it?s an online-oriented title, a staggering number of people play UT2004 offline,? Morris revealed to our amazement. ?We always take the single player very seriously,? he continued. ?One of the ways we?re doing that in UT2007 is by giving the characters lots of personality.? According to Morris, offline bots will interact with the player and each other much more realistically now. The game is set to incorporate Epic?s voice recognition technology for communicating with bots as well. ?My goal is to be able to use natural words to banter with the bots,? Morris explained. ?I want to say ?Go take this point!? to the bot and have him say ?Nah, I don?t? want to," taking it a step farther, Morris adds: ?Then I?ll say ?You WILL take that point!? and then he goes ahead and does it. And that?s just that one guy?s personality.?

UT2007 is also set to include a deeper create-a-character feature than the previous games, enabling you to customize nearly every aspec

Oh, the eye candy

the eye candy

[/size]

Gameplay explained, the entire team want to regale us with details about the technology and art that makes UT2007 look so damn amazing. And hey, we were just as eager to listen. As the game?s executive producer explained to us in words and on the screen, the real time level we were in originally ?looked too clean. Too sci-fi.? So the team decided to base it more in reality and give a grungier look to everything. ?The cool thing is, every little grungy bit we added caught the light and gave the game an even more amazing look,? Morris explained as he pointed out the remarkably crisp floor and wall textures on the 720p display, light glinting off the floor?s diamond plate as the camera moved.

Yes, the game is targeted to run at 1080x720, a.k.a. 720p resolution if you have a high-definition display. We asked Epic Games vice president Mark Rein, who was also present at the demo, about the target frame rate. ?It?s simply too early to say, but we?re aiming for it to be as high as possible,? he responded. For the record, the 720p, totally un-optimized build running on hardware less powerful than the final PS3 spec was clipping along at 49fps.

We asked Rein about the now famous E3 demo of UE3. How difficult was it, really, to get it up and running? ?The only trick we did to make sure that the lighting looked right and shadows looked right when we were doing our E3 demo was to change the mode in the game engine from Direct X to Open GL,? he confirmed, adding: ?There?s no difference in what you see running of this test bed PC [a high-end system with a $500+ NVIDIA 7800GTX video card] and the PS3, which is really amazing.?

?People are going to be totally blown away when the get a PS3 and play it,? Rein continued. ?PC gamers are used to having the absolute cutting edge graphics ? console players are just going to say ?Wow!?? As for how PS3 will ultimately run the game? ?When you see the [final] game running on PS3, it?s going to be smoother [than on the PC]. You?re not going to have the operating system in the way and all the other things that can make a PC game look ?poppy,?? he said. Driving home the point, he added: ?People ask me what the next generation is going to offer other than better graphics, and I say ?Stop! Go back and look at the graphics!? Don?t downplay that. People spend $600 on a video card to get this kind of performance on their PC, and this is a potZBOX decided to summarize the rest of the article.an style="font-size:14pt;line-height:100%">

ZBOX decided to summarize the rest of the article.[/size]

Josh (a programmer) on coding for PS3 "really a night and day difference" from what he was used to on PS2. Easier? "There's just a lot more preexisting knowledge you can apply from the entire game development world," he elaborated. "You don't have to learn everything all over again. So in that way, it's a huge difference"

Sweeney (lead programmer) said he was happy Sony went with NVIDIA for PS3's graphics processor. He also said that its developer friendly and "...allows us to get the best-looking games up and running much more quickly."

That's the end of the main reading part of the story. There are some screenshots and concept art with captions.

Get this, UT2007 is going to have hoverboards!! So now when you die, you don't have a long walk to get back to the action. It gets cooler... when you are riding it, can fire a "tow beam" and latch onto world objects and vehicles. So you can either hitch a ride or gather speed for clearing a large gap. And now get this, YOU CAN PULL OFF SSX-style tricks!!

Cool, some info before CES and "the Feb. Surprise."

Edited by Surrieall
Link to comment
https://www.neowin.net/forum/topic/405922-ps3-unreal-tournament-2007/
Share on other sites

Well I stopped reading after "teh gameplay". If he does not care enough to check grammar, I wouldn't bother reading the post. How can you be considered a writer, if your so concerned about how quickly an article gets out, to let the grammar slip? Take a little more time, and publish quality, readers will respect your articles more.

Now enough of my ranting. Looking forward to 2k7 :D

“There’s no difference in what you see running of this test bed PC [a high-end system with a $500+ NVIDIA 7800GTX video card] and the PS3, which is really amazing.”

“People are going to be totally blown away when the get a PS3 and play it,” Rein continued. “PC gamers are used to having the absolute cutting edge graphics – console players are just going to say ‘Wow!’”

Josh (a programmer) on coding for PS3 "really a night and day difference" from what he was used to on PS2. Easier? "There's just a lot more preexisting knowledge you can apply from the entire game development world," he elaborated. "You don't have to learn everything all over again. So in that way, it's a huge difference"

Sweeney (lead programmer) said he was happy Sony went with NVIDIA for PS3's graphics processor. He also said that its developer friendly and "...allows us to get the best-looking games up and running much more quickly."

PS3 awesome graphics, easy to code for? Nooooooo! Xbots, assemble for damage control stat!

Great article and interview btw. And yay for hoverboards!

Edited by jmole

PS3 awesome graphics, easy to code for? Nooooooo! Xbots, assemble for damage control stat!

Great article and interview btw. And yay for hoverboards!

I'm just wondering why they aren't targetting 1080p? Didn't Sony say that's what they're targetting and that the X360's 720p requirement wasn't high enough? :rolleyes:

I'm just wondering why they aren't targetting 1080p? Didn't Sony say that's what they're targetting and that the X360's 720p requirement wasn't high enough? :rolleyes:

i believe all sony said was that is it possible to do 1080p, it was NOT going to be required :)

Zzzzzzzz, nice trolling.

why bother replying...sheesh :no:

I'm just wondering why they aren't targetting 1080p? Didn't Sony say that's what they're targetting and that the X360's 720p requirement wasn't high enough? :rolleyes:

Wow, they really did assemble for damage control. Amazing.

I'm guessing it's because it's a first gen game. I've heard PGR3 doesn't run at 'real' 720p or something like that. It's upscaled? Here we go.

http://www.playfeed.com/index.php/playfeed...rules-11151243/

http://www.ferrago.com/story/6880

http://games.slashdot.org/article.pl?sid=0...2110226&tid=211

"That's right, PGR3 renders at 1024X600 rather than 1386X720. Then the 360 hardware upscales to 720p. That works out to 614,000 pixels instead of 985,000. A significant difference. And we're still only getting 30 frames per second? Bah, humbug I say."

I'm just wondering why they aren't targetting 1080p? Didn't Sony say that's what they're targetting and that the X360's 720p requirement wasn't high enough? :rolleyes:

Where did they say that?
Wow, they really did assemble for damage control. Amazing.
It happens every PS3 thread.

Wow, they really did assemble for damage control. Amazing.

I'm guessing it's because it's a first gen game. I've heard PGR3 doesn't run at 'real' 720p or something like that. It's upscaled? Here we go.

"That's right, PGR3 renders at 1024X600 rather than 1386X720. Then the 360 hardware upscales to 720p. That works out to 614,000 pixels instead of 985,000. A significant difference. And we're still only getting 30 frames per second? Bah, humbug I say."

LOL PGR3 runs at solid 60 FPS per second!

And these speculations are not proven at all. Nice trolling there.

Anyway looking forward for this game whatever computer I will play it on it's good to see for once Epic expecting a console to outperform a PC.

Wow, they really did assemble for damage control. Amazing.

It was a serious question...

All I keep hearing about the PS3 is that it will play games at 1080p at 120FPS. And everytime I say that's not possible given the PS3's architecture, someone says I'm an Xbox fanboy or some other rubbish. I'm looking forward to the PS3 and to UT 2007. But I have realistic expectations for both, unlike some people.

I'm guessing it's because it's a first gen game. I've heard PGR3 doesn't run at 'real' 720p or something like that. It's upscaled? Here we go.

http://www.playfeed.com/index.php/playfeed...rules-11151243/

http://www.ferrago.com/story/6880

http://games.slashdot.org/article.pl?sid=0...2110226&tid=211

"That's right, PGR3 renders at 1024X600 rather than 1386X720. Then the 360 hardware upscales to 720p. That works out to 614,000 pixels instead of 985,000. A significant difference. And we're still only getting 30 frames per second? Bah, humbug I say."

Huh? PGR3 renders at 1280x720 like every other Xbox 360 game... (and you can set the exact resolution, up to 1280x1024, if you have a VGA adapter).

The first interview was with Kaz Hirai (President and Chief Executive Officer, Co-COO, SCEA) and Jack Tretton (Executive Vice Preisdent, """" """").

- they see lots of life left in PS2 well after PS3 is out

- Hairai says there will be lots of original franchises on the PSP next year

also want to expand Playstation experience to the handheld envrionment with existing franchises which aren't just ports, same name, different gameplay

- Sony still doesn't know when and which country they want to launch in first.

- Hirai on the PS3 slipping into 2007, not going to happen, they are still on track for a Spring 2006 launch

- Tretton on Microsoft's impact of a head start with xbox 360 "I dont' think it's a matter of time, but rather a matter of units."

- Both Sony guys said PS3 will be able to deliver the quality of visuals seen in the E3 demos. (perhaps even better) . " I think that, in the very near future, you'll see some comparable gameplay footage that will really put those rumors [that PS3 can't be as powerful as we're claiming it is] to bed."

- When will we get to play actual PS3 games on a real PS3? "...but what I can say is as soon as we feel that the quality of the software is up to where we expect it to be, and that we're confident of us being able to present that to everybody and everybody go home with the impression that, yes, these guys are really pusing the envelope in terms of what they bring to gameplay, graphic quality, and everything else." "... we'll present those games just as we're good and ready to go"

- Sony is still looking into pricing of the system

- another question about pricing and only certain hardcore people buying it... Bacially Hirai replies "we have a pretty good history of providing value for what we bring to the consumer"

- a question was asked (to Hirai, who remeber, is the Preisdent and Chief Executive officer) about the controller...it seems only one person has held the controller, Kutaragi. lol Here is a quote from Hirai. "Kutaragi actually showed it to me, and he was kind of waving it in my face, and when I tried to reach out for it, he said 'No,no,no,no,no -not yet!'"

PS3 awesome graphics, easy to code for? Nooooooo! Xbots, assemble for damage control stat!

Great article and interview btw. And yay for hoverboards!

Easy to code for in relation to the graphics processor? I should expect it wouldn't be since isn't it just a normal PC graphics card? Its the CPU thats the problem?

LOL PGR3 runs at solid 60 FPS per second!

And these speculations are not proven at all. Nice trolling there.

I think it probably was "proven" when Microsoft didn't confirm or deny it. The game looks alright doesn't it? So I don't really see how it matters, it is 720p.. :s

u know the funny thing is, that they are saying PS3 equals a PC + Nvidia 7800 GTX Graphics which both will be obselete by Fall 2006, release of PS3

According to PSM they are expecting it to be running faster than PCs when UT2007 gets released on PC and PS3 amd that info supposedly comes from Epic. So how could that be?

According to PSM they are expecting it to be running faster than PCs when UT2007 gets released on PC and PS3 amd that info supposedly comes from Epic. So how could that be?

perhaps like COD2 runs faster than COD2 on current PCs, Epic is saying it will run faster than current PCs, by 2006 fall we will have Nvidia 8000 series and ATI X2000 series

According to PSM they are expecting it to be running faster than PCs when UT2007 gets released on PC and PS3 amd that info supposedly comes from Epic. So how could that be?

?There?s no difference in what you see running of this test bed PC [a high-end system with a $500+ NVIDIA 7800GTX video card] and the PS3, which is really amazing.?

- "...Snake is on a mission not to go to a certain place, but a battlefield"

- In MGS4, everyone around you may not be your enemy

- "The whole environment changes in real time, so the player controling Snake has the option to make any sort of involvement they woul dlike to in order to progress the game"

- Snake will go into multiple battles (different locations)

- "...But in the near-future war, it's more like a business, so there's lots of money involved, meaning they'll hire mercenaries to fight on behalf of their country."

- Kojima gives his prediction of what war will be like in the future and it seems that's what will be portrayed in MGS4. If you have seen the trailer you have somewhat of an idea of his vision. Reading this reminds me of Mercenaries. Each country fighting each other through the use of mercenaries/bounty hunters.

- Kojima is still working out how many years after MGS2 this game will take place. He said it might be as many as 10 years.

- Snake is aging faster because he is a clone. Apparently that's because the cloning technology was new in the 70s. I guess you can say it wasn't polished.

- The whole thing with sanke injecting something into his neck in the trailer may not be in the game.

- Kojima said " I might have second thoughts about a younger Snake if everyone thinks he looks too old."

- CQC will return in MGS4 "People will have question marks if Snake can do CQC, but if you follow the story, you'll understand why he has it."

- stamina will probably make a return in MGS4; "...still undecided on the food capture system."

- The little Metal Gear with Otacon on it will replace the codec and be used for communication

- will it only be Otacon on it? "That's a secret."

ok, I will right this question out...

Will you ever control it yourself to scout ahead or take pictures?

"Yes. We're tyring to do it at this stage, but if the game comes out and those features are not in the game, please realize that it was because we couldn't do it for a good reason. We had the plan for a remote controlled robot for even MGS2, however, due to the specs of the PS2, we couldn't do it."

- Kojima has thought about having a second player or even using the PSP to control it

- Kojima on the bigger robots in the trailer; "I cannot say what that is or what it will do because of the plot. What I can say is taht the leg part of what you saw is not 100% robot. It's like biotechnology. It's kind of like a cyborg. Think of it as the ninja suit in MGS1. If you shoot the leg, blood comes out. But it's very fast because it's not a robotic thing - it's got muscles. So it can move quite fast.

The upper part is a robot and is AI controlled. It's not very smart. We're gong to let you in on a little secret regarding that machine. If you watch the trailer again, when it comes out you can hear the crying noise of the cicada bug. In Japan, when you hear the cries of cicada, to most japanese people, it automatically makes them think of summer. And then it brings you back to your childhood, because there was so much nature in the past, so many cicada.

The footsteps soudn it makes is acutally a horse. When it approaches you, you have the cicada sound and the sound of a horse approaching you. Also, the cires of the machine are from a cow. So, there's a horse, a cow, and a cicada. All that combined gives you a natural feeling. This is the mental, psychological way to kill an enemy. See, in a battlefield you have a tense feeling. But when this machine approaches you, you have the horse soud, and the cow cry, and the cicada cry, and it makes you forget where you are and think about your childhood. You feel a little peaceful."

And then they strike?

"Yes, then they attack. So it's very psychological"

Can you talk about how Raiden is involved in the story?

"Should Raiden appear? [Laugher]

- Raiden is popular in Japan; there making him a cool character this time. "There's even potential you'll like him more than Snake!"

- "...in MGS4, yes, we will try to make Snake control anything that's possible" That was reffering to vehicles.

- Kojima then gives his opinion about the next gen console war. It's pretty interesting. If you want to read it, buy the magazine!

more from PSM

Here's some info from the Ted Price (pres. and CEO, Insomniac games)

PSM: Okay, first things first: We're totally excited about "I-8." There has not be something you can tell us about it other than "it's still in development".

Ted Price: Ha-ha! Nope.

- Price said we will learn more about the game "very soon"

- Ted Price, as a developer, says memory and processing power excites him most about working with the PS3. Also, he seems to love Blu-Ray Disc format

- He says PS3 has more raw horsepower and eventually (as developers learn)the gap will widen between 360 and PS3. In favor of the PS3 of course.

PSM: What's one big thing you can tell us about your next game that will get us even more excited about it?

Ted Price: While there aren't any Lambaxes in the game, you definitely get to blow lots of stuff up! Plus we'll be drawing 529,670,000,000 polygons per frame (give or take a few), the game will be run by an AI that can also do your taxes or your homework for you and we'll support full-body biofeedback suits. Probably. (Editor's note; Ted is just being silly here. We think. You never know...)

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • Onkyo Dolby Atmos AV receivers are really solid deals by Sayan Sen Recently we covered great deals on several soundbar models from the likes of Sony, JBL, Samsung and others for really good prices (the lowest in several months). Aside from that we also reported on the Edifier S3000MKII, a hi-fi two-way bookshelf monitor that's available for only $800. Today we bring a list of AV receivers from Onkyo that are available at great prices including the Onkyo NR7100, RZ30, and 8470 (purchase links under the specs table down below). The Onkyo TX-NR7100 and Onkyo TX-RZ30 are both 9.2-channel AV receivers designed for immersive home theater setups but they occupy slightly different tiers within Onkyo’s lineup with the RZ30 positioned as the more advanced model. The TX-NR7100 is a THX Certified 9.2-channel receiver offering up to 100 W per channel (8 ohms, 2 channels driven). It supports Dolby Atmos, DTS:X, and IMAX Enhanced formats, with flexible configurations such as 5.1.4 or 7.1.2 speaker layouts. A key highlight is its built-in Dirac Live Room Correction which should help optimize sound based on your room and its acoustics. In comparison, both models share several core capabilities though the RZ30 is geared toward enthusiasts seeking more precise calibration and system flexibility, while the NR7100 is positioned as a slightly more accessible, value-focused option with strong all-round performance. The technical specs of the RZ30 and NR7100 9.2 AVRs are given in the table below: Specification Onkyo TX-RZ30 Onkyo TX-NR7100 Power Output (FTC, 2ch driven) ~100 W/ch (8Ω, 20Hz–20kHz, 0.08% THD) 100 W/ch (8Ω, 20Hz–20kHz, 0.08% THD) Dynamic / Peak Power 9 × 170 W (6Ω, 1kHz, 1% THD, 1ch driven) 220 W/ch (6Ω, 1kHz, 10% THD, 1ch driven) Frequency Response 5 Hz – 100 kHz (+1/-3 dB) 10 Hz – 100 kHz (+1/-3 dB) THD 0.08% 0.08% Room Correction Dirac Live (full bandwidth) Dirac Live (with AccuReflex support) Immersive Audio Dolby Atmos, DTS:X, IMAX Enhanced Dolby Atmos, DTS:X, IMAX Enhanced Speaker Layout Support Up to 7.2.2 / 5.2.4 / 9.2 processing Up to 7.2.4 / 5.2.4 / 9.2 processing HDMI Inputs / Outputs 6 inputs / 2 outputs (eARC) 6 inputs / 2 outputs (Main + Sub/Zone 2) HDMI 2.1 Support 8K/60, 4K/120, VRR, ALLM, QFT, DSC, eARC 8K/60, 4K/120, VRR, ALLM, QFT, DSC, eARC Video Formats HDR10+, Dolby Vision, HDCP 2.3 HDR10+, Dolby Vision, HDCP 2.3 Streaming / Network Wi-Fi, AirPlay 2, Chromecast, Bluetooth, DTS Play-Fi Wi-Fi, AirPlay 2, Chromecast, Bluetooth, DTS Play-Fi Get them at the links below: Onkyo TX-RZ30 9.2-Channel AV Receiver: $797.00 (Sold and shipped by Electronic Expo) Onkyo TX-NR7100 9.2-Channel AV Receiver: $699.00 (Sold and shipped by Adorma) Onkyo TX-8470 2 Ch Stereo Receiver: $449.00 (Sold and Shipped by Adorma) Good to know This Amazon deal is U.S. specific, and not available in other regions unless specified. We only use first-party seller links or authorized dealer links (at the time of article publishing); ensure that you purchase from such links only. Check out Today's Deals on Amazon | or our recent tech deals. Become a Prime member (for Students or SNAP) via Neowin Get Prime Access - Prime for half price (for qualifying Medicaid, EBT, SNAP) Subscribe to Prime Video, Audible Plus, Music Unlimited or Kindle Unlimited via Neowin As an Amazon Associate, we earn from qualifying purchases.
    • A different thing with Russia. When you say is it better, depends on things. It is better that we don't have the E.U making rules and laws that have nothing to do with them. Is the trading part better? No, that is really mucked up, but then we knew that was going to happen and we would have make agreements, like we do with other parts of the world. Freedom of movement is certainly better, but could be improved, we still need more control over our borders. do you live in the U.K?
    • So what am I quoting from them? I never listened to what Farage or his cronies said. I wanted the U.K to leave the E.u years before the referendum and it had nothing to do with Farage and his cronies. So what country do you live in? Did we work much better together? We were always at logger heads with the E.U because we disagreed with them so much. Maggie was always on at them. I would have thought the E.U was glad to get rid of us as we stopped the integration or made it a two tier. Now without us they can integrate more. I would not have voted out if it was just a trading block and we can still work together on somethings.
    • MPC-BE 1.9.0 by Razvan Serea Media Player Classic - BE is a free and open source audio and video player for Windows. Media Player Classic - BE is based on the original "Media Player Classic" project (Gabest) and "Media Player Classic Home Cinema" project (Casimir666), contains additional features and bug fixes. The BE mod (Black Edition Mod) is a skinned version of Media Player Classic Home Cinema, much better looking than the plain old MPC. MPC-BE 1.9.0 changelog: Splitters Fixed crashes in some situations. AudioSplitter Added support for the RF64 format. Fixed reading of channel layout for some WavPack files. Added support for ID3 tags for Wave64 files. Unknown Wave64 chunks are now ignored. AviSplitter Added support for 'y408' video. Improved support for 'HEVC' video. FLVSplitter Added support for VVC video. MP4Splitter Improved handling of corrupted files. MatroskaSplitter Expanded support for V_UNCOMPRESSED video codecs. Fixed support for frame rotation (ProjectionPoseRoll). Improved support for "V_MS/VFW/FOURCC / HEVC". MpcDvdVideoDecoder Fixed conversion to YUY2. Fixed display of menus for some DVD-Videos. RoQVideoDecoder Output in NV12 and YV12 formats is allowed. Full range is used. MPC Video Decoder RGB32 format will be output as a top-down bitmap by default. Added support for the "IID_MediaSideDataDOVIMetadataV2" interface. Removed support for the deprecated "IID_MediaSideDataDOVIMetadata" interface. Fixed retrieving the name of the video adapter when using NVDEC. Fixed crashes in some situations. MPC Video Converter Added support for AYUV video format. MpcAudioRenderer Improved input format validation. Optimized retrieval of supported formats for exclusive mode. Added the "Keep audio device active when paused" setting. Fixed crashes and freezes in various situations. Subtitles Added the ability to open the properties of an external subtitle renderer in the "Subtitles" settings panel. Fixed external subtitle connections for VSFilter. Fixed a crash when rendering PGS/SUP subtitles when using AVX2. YouTube Improved support for yt-dlp. The built-in YouTube parser is no longer used. Player The HTTP read strategy has been changed. If the playlist contains one entry, more key combinations can be used to control the player (jump through chapters, adjust volume). Improved support for reading ASX playlists. The translation of the MediaInfo report for Chinese, Korean and Japanese has been removed. Added blocking of 32-bit filter "PICVideo Lossless JPEG Decompressor" (pvljpg20.dll), because it crashes. Added blocking of the system filter "AVI Decompressor", which will eliminate the crash of VFW codecs. Fixed a rare crash when using the "/slave" key. Fixed a crash when getting a list of fonts for OSD. Added the ability to load an external audio file using hotkeys. Fixed opening a network path starting with \?\UNC. The "Determine duration when adding" playlist setting now works for YouTube video URLs. The "Online media services" settings panel has been redesigned. Added a "Merge files using FFmpeg" option to the file saving dialog. This option is activated when playing multiple streams obtained using yt-dlp. Added loading of local .dpl playlists ("DAUMPLAYLIST"). Fixed a hang when the user closes the player during the URL opening process. Various interface fixes. Installer Updated MPC Video Renderer 0.10.5. Updated MPC Script Source 0.2.17. Added MPC Image Source 0.3.6. Translations Updated Japanese translation (by tsubasanouta). Updated Chinese (Traditional) and Dutch translation (by beter). Updated Romanian translation (by Andrei Miloiu). Updated Hungarian translation (by mickey). Updated Turkish translation (by cmhrky). Updated German translation (by Klaus1189). Updated Chinese (Simplified) translation (by wushantao). Updated Italian translation (by mapi68). Updated Korean translation (by Hackjjang). Updated Chinese (Traditional) (by udfbe). Updated libraries dav1d 1.5.3-6-g04b69f9; ffmpeg n8.2-dev-1857-g4653e68aab; libpng git-v1.6.55-9-g7d52a8087; Little-CMS git-lcms2.18-26-gf739cda; MediaInfo git-v26.05-38-g702c9b7fd; ZenLib git-v0.4.41-91-g073f297; zlib 1.3.2. Download: MPC-BE 64-bit | Portable MPC-BE 64-bit | ~20.0 MB (Open Source) Download: MPC-BE 32-bit | Portable MPC-BE 32-bit Link: Media Player Classic - BE Home Page Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • Apple reportedly looks to blacklisted Chinese memory chips as RAM prices climb by Karthik Mudaliar Image via Apple Apple is reportedly trying to get a clearance from the Trump administration to buy memory from ChangXin Memory Technologies (CXMT) to get some relief from soaring DRAM prices. As per a report by the Financial Times, Apple approached the Commerce Department more than a month ago and also spoke to other officials and allies in Washington. For starters, CXMT is a company that's already been placed on the Pentagon's list of Chinese military companies. The Chinese company is the country's top DRAM maker. For Apple, the timing is certainly awkward but not surprising. Tim Cook had recently warned that Apple would have to raise prices because AI companies are buying up large amounts of memory for data centers, and just like that, Apple raised MacBook and iPad prices. Micron also recently revealed that customers have committed billions of dollars to secure memory supply years in advance, which shows us how aggressive securing infrastructure has become. This gives suppliers such as Samsung, SK Hynix, and Micron more leverage, while pushing hardware makers to look for alternatives. CXMT is one of those alternatives, but not the simplest one. Apple has spent many years trying to diversify parts of its supply chain away from China, especially for final assembly, while still depending heavily on Chinese manufacturing and suppliers. Even domestic brands from China are moving towards CXMT and YMTC instead of relying on Samsung, Micron, and SK Hynix. For Apple, though, it would invite more scrutiny than local Chinese companies. For now, this is more like a lobbying effort rather than a confirmed supply deal. There's no official statement from either of the parties. What is clearer, though, is the pressure behind such a request. AI demand has certainly made hardware a bottleneck, and companies are trying everything they can to bring things back to normal, even if that means making politically sensitive choices. Source: Financial Times
  • Recent Achievements

    • Week One Done
      flexorcist earned a badge
      Week One Done
    • One Month Later
      Woland13 earned a badge
      One Month Later
    • Week One Done
      Woland13 earned a badge
      Week One Done
    • One Year In
      bernmeister earned a badge
      One Year In
    • Week One Done
      Scoobystu earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      498
    2. 2
      +Edouard
      227
    3. 3
      PsYcHoKiLLa
      149
    4. 4
      Steven P.
      75
    5. 5
      FloatingFatMan
      70
  • Tell a friend

    Love Neowin? Tell a friend!