Protect Your Things With These Discounted Belkin Surge Protectors, Today Only

Nobody ever has enough power outlets, so why not stock up before you need one with Amazon’s one-day sale on Belkin surge protectors? 6- and 12-outlet strips are perfect for behind your TV or couch, and there’s also a dual-outlet travel surge protector that doubles as a 30,000 mAh battery.

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Source: LifeHacker – Protect Your Things With These Discounted Belkin Surge Protectors, Today Only

Basemark Releases VRScore, a VR & VR Headset Benchmark Suite for Windows

Back in 2015 as the development of the first generation of modern VR headsets was coming to a close, benchmark developer Basemark announced that they would be applying their talents to the field of VR. The benchmark, now named VRScore, was to be developed in conjunction with Crytek and would serve as a multi-faceted VR test suite for VR headsets and computers, covering everything from rendering performance to display latency. At the time Basemark was expecting to launch the benchmark in mid-to-late 2016, and while development has taken a bit longer than expected, they are finally releasing version 1.0 of the benchmark this morning.


The final product – or rather the first iteration thereof – is designed to be a high-end AAA-quality benchmark, an unsurprising choice given the use of CryEngine V and the need for benchmarks to be forward-looking. CryEngine V of course introduces support for VR to CryEngine, but it also adds support for DirectX 12 as well. For VRScore, Basemark has played things a little more conservatively, designing the benchmark and its “Sky Harbor” scene around DX12, but including a DX11 mode as well for pre-Windows 10 OSes and headsets that don’t yet work with DX12 mode (which happens to be everything except the Oculus Rift at this time). VRScore has no specific minimum recommended GPU – and Basemark isn’t looking to test against Oculus/Valve’s GTX 1060/RX 480 class GPU performance recommendation – but to sustain 90fps you’ll generally need a GTX 1080 or faster.



Also notable here is that Basemark is looking to support as many PC VR headsets as possible. So this includes not only the Oculus Rift and HTC Vive SDKs, but also the OpenVR and OSVR SDKs. This is an important distinction not only because of the wider compatibility afforded by supporting more SDKs, but because it underscores just how important the SDK is in VR performance. The VR headset SDKs dictate the resolution used – following the best practices for each headset – along of course with controlling how synchronization and features like timewarp/spacewarp work. Consequently at this stage of development, benchmarking an active VR headset is as much an SDK benchmark as it is a GPU or CPU benchmark.



Overall, VRScore is broken down into 3 different types of tests. A 4K “baseline” test run without the headset that is meant to be a more typical system benchmark, a second headset-off test run at headset resolutions and configurations, and finally a headset-on test which runs as a proper VR workload. In the case of the latter two tests, this is particularly interesting as it allows Basemark to actually show the performance cost for VR – how much performance is lost from VR SDK features such as lens distortion, 3D audio, and various synchronization steps. As it turns out, the performance hit is not insignificant.












CPU: Intel Core i7-4960X @ 4.2GHz
Motherboard: ASRock Fatal1ty X79 Professional
Power Supply: Corsair AX1200i
Hard Disk: Samsung SSD 840 EVO (750GB)
Memory: G.Skill RipjawZ DDR3-1866 4 x 8GB (9-10-9-26)
Case: NZXT Phantom 630 Windowed Edition
Monitor: Asus PQ321
Video Cards: AMD Radeon RX 480

NVIDIA GeForce GTX 1080 Founders Edition

NVIDIA GeForce GTX 1060 Founders Edition
Video Drivers: NVIDIA Release 378.49

AMD Radeon Software Crimson 17.1.1
OS: Windows 10 Pro

VRScore Results



Starting things off with AMD’s Radeon RX 480 and Oculus Rift attached, the average framerate with the full test drops 14% when the Rift is enabled. Unsurprisingly, even without the headset the RX 480 was already averaging less than 90fps, but the additional load brings the average framerate down to the mid-60s. Though all-told, the RX 480 doesn’t fare too poorly here; the downscaled resolution subtest, which tests a scene at 80% of the VR SDK’s recommended resolution (~ 2131×1268 for a Rift, almost precisely its native resolution) has the card averaging 89fps with an HMD. This goes to show just how expensive supersampling is, as although these relatively low DPI pentile screens greatly benefit from it, the performance cost is significant


Meanwhile in the NVIDIA camp, the story with the GTX 1060 is pretty much the same, to the point that the RX 480 and GTX 1060 are within a couple of FPS of each other. The GTX 1060 ends up paying a 17% performance penalty here with the Rift enabled, and similarly quickly perks up once Basemark pulls back on the resolution some. As for the GTX 1080, its high performance means the card has little trouble averaging 89fps with the benchmark’s default test, hitting the 90Hz refresh rate cap much of the time. Put another way, with a 131fps frame rate with the headset turned off, the GTX 1080 has more than enough performance to pay the price of VR overhead.



Moving on, as I mentioned before the other major test in VRScore is the VRTrek Suite, Basemark’s VR headset evaluation tool. Whereas VRScore measures the headset itself, specifically the application-to-photon latency, dropped frames, and duplicated frames.


To measure this, the VRTrek Suite uses the VRTrek tool, a curious device composed of a pair of phototransistors and plugs into a microphone jack. Intended to simulate the human eye, the VRTrek device is what gives the software feedback on the VR headset’s performance. Phototransistors of course aren’t cameras, so they can’t see/report a full image, but they are sensitive enough to see the cues Basemark puts in the rendered image for headset testing.



Measuring input latency and dropped frames goes as far back as the original proposal for VRScore, but it’s interesting that Basemark has opted to follow-through with it. Competitor Futuremark developed a similar test during development of their VRMark benchmark, but they ultimately scaled it back to just industry use, saying that “measuring the latency of popular headsets does not provide meaningful insight into the actual VR experience” and instead focusing on subjective/experiential testing, especially as modern VR SDKs employ a number of tricks to reduce the perceived latency. As a result, the VRTrek is a fairly unique device since Basemark intends to make it accessible (though I suspect not cheap) outside of the usual industry circles.


I haven’t had the chance to use the VRTrek on headsets from multiple vendors yet, but in testing it against the Oculus Rift, it does what it sets out to do. At the moment I’m not sure how valuable that’s going to be, but as Microsoft is trying to encourage cheap(er) VR with their $300 headset initiative, this will likely prove useful in quantifying just how low the latency is of these forthcoming headsets.


Wrapping things up, while today’s announcement marks the formal launch of VRScore, in practice Basemark is dividing up the launch into two parts. Launching immediately are the full-featured corporate and media versions. Launching a bit farther down the line will be the consumer versions, both free and professional. As with some of Basemark’s other benchmarks, they are offering a free version of the benchmark with a single test/report (the system score) and the VR experience mode, meanwhile reporting of the scores for the sub-feature tests and custom configurations will require a paid version.



Source: AnandTech – Basemark Releases VRScore, a VR & VR Headset Benchmark Suite for Windows

10% Of 'Resident Evil 7' Players Are Wearing VR Headsets

Released five days ago, Resident Evil 7: Biohazard already has over 800,000 players — and 84,036 of them are using a PlayStation VR headset. An anonymous reader quotes Digital Trends:

These numbers show that VR might have some real legs if compelling software is made… The numbers are also being updated live, so expect them to go up in the coming weeks. Earlier this week, numbers were in the 60-thousand range, meaning that positive buzz is driving gamers to pick up the game along with a VR headset.
Unfortunately for many gamers, Resident Evil 7: Biohazard is a PSVR exclusive, meaning PC gamers that own an HTC Vive or Oculus Rift are unable to experience the game in VR… Luckily, patient PC gamers will be able to experience the game in VR next year, when Sony and Capcom’s PSVR exclusivity deal expires.

It’s the first Resident Evil game using the first-person point-of-view. Are there any Slashdot readers who have already tried gaming with a VR headset?

Read more of this story at Slashdot.



Source: Slashdot – 10% Of ‘Resident Evil 7’ Players Are Wearing VR Headsets

Krita Is a Fast, Flexible, and Free Photoshop Alternative Built by Artists

Windows/macOS/Linux: If you’re on the lookout for a digital painting tool and Photoshop is too expensive, Krita is a fast, free, and open source art tool that was developed by artists looking for something that met their needs without a ton of bloat or overhead. Plus, it’s completely cross-platform.

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Source: LifeHacker – Krita Is a Fast, Flexible, and Free Photoshop Alternative Built by Artists

Australian Teen Denied Visa For Space Camp in US Because His Parents Are From Iran

An Australian teen was denied a visa to attend space camp in the United States today. The 15-year-old, Pouya Ghadirian, was born in Australia but his parents are from Iran, giving him dual citizenship. The visa denial is believed to be the first for an Australian citizen under the Trump regime’s so-called Muslim ban,…

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Source: Gizmodo – Australian Teen Denied Visa For Space Camp in US Because His Parents Are From Iran

Starbucks AI Virtual Assistant Allows In-App Voice Ordering, Amazon Alexa Integration Incoming

Starbucks AI Virtual Assistant Allows In-App Voice Ordering, Amazon Alexa Integration Incoming
Starbucks has always been at the forefront of high-tech mobile integration with its ordering system and other aspects of its retail stores. The coffee chain was quick to adopt wireless payments, and has even opened its store up to newfangled mobile crazes like Pokémon Go. Now, the company is opening up its app to allow ordering your favorite

Source: Hot Hardware – Starbucks AI Virtual Assistant Allows In-App Voice Ordering, Amazon Alexa Integration Incoming

How Likely We Are to Get Hit by a Giant Asteroid, the Evolution of Recorded Music, and Logo Change Rage

This week we’re talking about logo changes—and if anyone ever actually likes them, how likely we are to get hit by a giant asteroid, the evolution of recorded music from wax cylinders to MP3s, and 25 years of PowerBooks, iBooks, and MacBooks. 

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Source: LifeHacker – How Likely We Are to Get Hit by a Giant Asteroid, the Evolution of Recorded Music, and Logo Change Rage

Apple iPhone Hits Brick Wall In China As Oppo Snatches Top Sales Slot

Apple iPhone Hits Brick Wall In China As Oppo Snatches Top Sales Slot
Apple has been criticized for not innovating as much as it could have with its iPhone 7, a handset that critics feel is an uninspired upgrade over previous iPhone models. If Apple is unwilling to listen to the critics, it may want to pay attention to the sales figures and market share reports, which seem to be saying the same thing. Over in

Source: Hot Hardware – Apple iPhone Hits Brick Wall In China As Oppo Snatches Top Sales Slot

Older Intel Graphics To Drop From OpenGL 2.1 To 1.4 On Linux

For older Intel i915~i945 graphics hardware, the Linux Mesa driver has exposed OpenGL 2.1 support while under Windows these ~12+ year old integrated graphics have only exposed OpenGL 1.4. Mesa now though might withdraw its OpenGL 2 support by default for older hardware on the i915 driver…

Source: Phoronix – Older Intel Graphics To Drop From OpenGL 2.1 To 1.4 On Linux