HDR on PC continues to be a bit of a mess these days, but provided you haven’t been put off by the astronomical prices of the best gaming monitors for HDR or, indeed, the ongoing debacle surrounding Windows 10 support for it, then the next step on your path to high dynamic range glory is to get an HDR compatible graphics card.
Below, you’ll find a complete list of all the Nvidia and AMD graphics cards that have built-in support for HDR, as well as everything you need to know about getting one that also supports Nvidia and AMD’s own HDR standards, G-Sync HDR and FreeSync 2. I’ve also put together a list of all the PC games that support HDR as well. There aren’t many of them, all told, but I’ll be updating this list with more titles as and when they come out so it’s always up to date.
Last week, the first of three shiny new Nvidia Turing cards finally pitched up on shop shelves – the RTX 2080. You can head over to my Nvidia GeForce RTX 2080 review to find out more on what I thought of the card as a general pixel pusher, but the long and short of it is that you’re probably not looking at much of a raw performance increase over the current Nvidia GeForce GTX 1080Ti.
That’s probably not the most ringing endorsement you’ve ever seen – especially when the RTX 2080 is currently more expensive than the GTX 1080Ti – but the main attraction of Nvidia’s new RTX 2080 graphics card is something I haven’t actually been able to test yet. Namely, its nifty real-time ray-tracing reflection tech and its clever AI-driven bits and bobs like DLSS (deep learning super sampling), which you can also read more about by clicking that there Nvidia Turing link above. This may well turn the tables in the RTX 2080’s favour once said ray-tracing and DLSS games actually come out or are updated to support said nifty and clever features, but right now all we have is a list of confirmed games that will, at some point, receive ray-tracing and DLSS updates in the future – which thankfully has just got a bit longer and, more importantly, more specific about exactly which features they’ll be taking advantage of.
- Extinction Chronicles IV
- Added Tek Parasaur
* New breeding line
* 5% chance to spawns
* 20% higher base level
- Added new color set (green and black)
- Added 3 new Explorer Notes and matching unlock (Corrupted Chest)
- Increased maximum player level by 1
- Hole fixes on The Island, Ragnarok, Scorched Earth, The Center, Aberration
- Windmills are no longer affected by electric storms
- Decreased Cliff Platform build radius by half
Hello Survivors! Today, I'd like to talk today about what goes into designing and building new gameplay mechanics. For brevity, I'll focus on the Scout, a creature that we've revealed as part of our upcoming Extinction expansion.
When we approach designing gameplay mechanics we start by brainstorming interesting ideas that would make a compelling addition to our sandbox. The Scout started as a desire for the ability to fly around the battlefield with a drone. We have several members of the team who enjoy flying drones, so collectively we fell in love with the idea of remote piloting early. We also had another gameplay mechanic that we were interested in that finds its origins in another franchise - the ability to tag enemies to reveal them to your allies. This idea was also high on our list, and through further brainstorming, we found it was a natural fit for the Scout, so they came together in the brainstorming phase.
From there we seek to match those abilities up with concepts that fit well into the world we're building. This one was pretty easy. We knew that we were building a futuristic city for Extinction, and immediately we latched onto the idea of some kind of automated security force that patrols it. It took several more sessions to land on the idea of the interplay between Scouts and Enforcers, and the way that the Scout is deployed, but we're happy with where it landed.
Next, we'll build the mechanic and iterate numerous times, using multiple weekly gameplay review sessions to nail the fine details. The Scout was deployable from a grenade and had remote viewing baked in pretty early on. Originally it's tagging mechanism was a projectile that it fired. This was very difficult to use, so we switched to more of a raygun. The tags originally lasted a very short time, so they weren't very useful. We've since upped the time that they last - making the Scout a key target for the other team to take out. In addition, we didn't originally allow the tagging of allies, but this slotted in naturally as a way to give a more complete view of the battlefield.
Finally, we turn our experienced set of player testers loose to hammer on the mechanics until they fit well. This process is underway for the Scout and for Extinction as a whole as I write this. We've got nearly all of the mechanics playable and we're iterating on the roles that they play individually and collectively within Extinction and within the larger game. As such, the abilities described above represent a snapshot of where they are as I'm writing this. These can and likely will change before launch! This is part of the reason that often times when we talk about something early on it doesn't match up with what the final product becomes. However this iteration process is necessary to deliver the best playing experience that we can.
Thanks for reading, survivors!
I punched a tree in my doctor's waiting room yesterday. I was hanging out for an appointment, and I had Ark: Survival Evolved's mobile edition running on my phone. My headphones were in, piping the sound of jungle and beach to my brain. Punching trees, picking up rocks, running from dinosaurs—the whole bit. Then I felt a nurse tap my shoulder, so I unplugged my headphones, stood up, and started to close the application.
That's when my character defecated. A wet fart played over my iPhone's speakers to the waiting room. I could have said a lot of funny things in response to the nurse's arched eyebrow—lots of things would have been clever and witty and made a great anecdote for this article. Instead, I turned bright red and said, "Ha! Heh. Um..." Thanks, Ark!
When Ark came out last year, I found it a fascinating, confusing mess of a game. It was very full of stuff to do (Build a raft! Smelt steel! Do landscape photography!) and very broken in basic ways. It was wonderful, it was frustrating; it was a bloated grind, and I had hours of memorable experiences inside its weird, stupid world.
When Ark came out on mobile devices, I confess to having a morbid curiosity about it. Before this, I'd done very little mobile gaming, and I'd never ventured beyond phone-friendly puzzle games like Threes or Holedown. I didn't think there was a chance that a game like Ark—a game we called "the new Crysis" when it comes to making PC hardware burn up and die—would translate to a pocket processor and a touch screen. No way.
Like a caveman crafting himself a laser rifle with a wooden screwdriver, Ark's developers somehow managed to do it. Ark for mobile is.... Well, it's Ark. It's a bit grindy, it's a bit stupid, your character shits themself twice a day, and you can put a saddle on a Triceratops and ride it into battle. It's Ark!
On my relatively new 2017 iPhone X, Ark mobile runs shockingly well. For all I can see on my tiny screen, the graphics are quite nice. Though the draw distance has been pulled way, way down, the sunny beaches and forbidding jungles of Ark's primary island look just like they do on PC.
That said, Ark's wizardry only extends to far. It looks good, but that power is paid for by lightning and fire: This game eats phone battery like a Stegosaurus cutting through berries. Even all that juice can't quite power my hardware to a seamless Ark show. Framerates crash for a few seconds if I suddenly turn a corner and see a magnificent vista. This ruins the view a little bit, but can also be deadly. A big dinosaur suddenly charging can also cause framerates to judder, making it hard to fight back.
Another thing that makes the framerate freak out is the third-person camera. Using the camera to pan around and check out my survivor's filthy rags works OK, but the game's performance really suffered when I tried moving around outside of the first-person perspective.
This may be specific to the iPhone X, but Ark also makes my phone run hot. Like, really hot. There's a hotspot almost exactly behind the little Apple logo that absolutely smolders after about an hour. There may be larger iPads or Android devices that can run Ark effortlessly, but here's what I can say for sure: the best iPhone on the market right now barely hangs on.
The touchscreen translation of a full keyboard's worth of inputs came out better than I expected, but still far from great. Ark replaced lots of the nuance of a mouse and keyboard with menus; instead of right-clicking to craft, for example, scroll to the Crafting menu page and tap the Craft button.
Moving around by swiping on the left side of the screen and looking up and down by swiping the right side of the screen is very smooth, but the controls lack precision. Sometimes it's hard to point at this rock instead of that tree, and Ark's jungles are very crowded. Worse, slight differences between inputs caused me a lot of pain. I touch-and-hold my tamed dinosaur to open his menu screen, but sometimes I accidentally just touch him, punching him right in his dumb scaly face. It's a good thing my Dilophosaur doesn't know how to open the kibble bin, or he would have murdered me a long time ago.
Combat can get pretty iffy, too. An auto-aim feature helps out with fast-moving targets that would be hard to hit in an emergency. It mostly works, staying locked on target while I stab-stab-stab at angry dinosaurs. Here again, though, the lack of precision once made me stop to pick up a rock instead of punching a predator, and that mistake almost killed me.
Touchscreen crafting controls fare better in the translation. Placing a wall in the right way in the right place is easy when the snap-to-fit building feature understands what I want to build. It's nearly impossible if it doesn't. Desktop Ark servers are famous for their megastructures and intricately built gothic mansions, but the prospect of trying to farm and perfectly place all those pieces sounds exhausting.
Ark mobile is also just… slower? Everything takes longer than I think it should. Between navigating menus and moving around with the touchscreen controls, every task seems to take forever. Ark has always been a horrific grind, but moving to mobile just made the controls less efficient.
No. Ark mobile has "crossplay" in that Android and iOS players can join the same servers, but the desktop version and the mobile version are separate beasts. Alas, the dream of playing a desktop MMO at home, leaving, and continuing to grind resources from a phone is still just a dream.
Ark mobile is free for anyone, and that means that it wants to get money in other ways. Every 90 minutes, a small icon offers a Faustian bargain: watch a commercial in exchange for a gift, like a crafting recipe or a stamina potion. There's also a menu page offering a Primal Pass subscriptions service. Subscribing for $4 a month or $35 a year removes the ads (and removes the gifts, I guess) and doubles how fast characters levels up. Primal Pass also opens up access to "preferred servers" where subscribers gather, smoke cigars, and laugh at the poors.
You do what you want, I'm not your dad—but I won't be spending a lot of time there. The deciding factor is simple: damn it, I am not going to do all that farming again. Because the desktop and mobile versions are separate, playing both just means that I'll have two Ark realities: one where my home is built and my dinosaurs are trained, and one where I have to start from scratch and grind all over again—except this time, the grind will be even worse.
I suspect that the mobile version of Ark isn't really for people who already love Ark, or actively play it on PC. Ark mobile is a free-to-play way to introduce Ark to people who aren't usually into desktop survival games. And it's true that farming and gathering in Ark is a good fit for a mobile device that is always in a pocket, always ready for five minutes of tree-punching or berry-picking. Ark mobile can't replace the full version, but it is excellent at looking pretty and broadcasting inappropriate shitting noises to doctors' waiting rooms.
Ark: Survival Evolved is available for free on iTunes and Google Play.
Good gravy, don’t Nvidia’s Turing RTX 2080 cards look nice, eh? Yes, they’re just a teensy bit hideously expensive, but make no mistake. All three cards announced this evening, from the RTX 2070 right up to the RTX 2080Ti, have all been described to me as 4K, 60fps+ pixel pushers that are almost certainly going to be massive overkill for anyone still playing games at 1920×1080 or 2560×1440.
But enough about the graphics cards – there’s a whole article for you to read about those if you haven’t already. Here, I’m talking games>. Specifically, every game confirmed so far that will be benefiting from Nvidia’s oh-so-lovely ray-tracing tech that will hopefully make your RTX 20-series card feel like a worthwhile purchase. Here we go!
Fliers are allowed on Extinction! There will be a number of existing fliers that spawn in Extinction, and we’re working on a few more to add to your collection. That said, there will be new challenges for fliers on this map that we’re excited for you to discover and contend with.
While imperfect, a lot of thought and work went into building the kibble tree as it stands now. A number of us internally would like to make major changes to this, potentially rebuilding it from the ground up. The reality is that this represents a significant undertaking, and would be very disruptive to the game. If we decide to tackle this, it will be post Extinction.
We’re still hammering out the exact summoning mechanics, but the Titan battles in Extinction will take place on the live map. There will not be separate boss fight arenas for them.
S+ is a shining example of the benefits of releasing mod tools to the community. It contains a number of improvements to the building system that we’d like to integrate. That said, it also contains a number of features and mechanics that circumvent systems in the game. Given this, we aren’t planning to integrate the mod wholesale. We are, however, examining and tracking individual improvements that would make sense to integrate. Any improvements in this area would come after Extinction launches.
When we set out to build an expansion, we seek to add gameplay that adds to the core experience. Our goal, then, is to allow those mechanics to be used in all the places that make sense. Cliff Platforms work on all maps, for example. A number of the features we’re adding in Extinction are meant to be used across all of the other maps. They’re meant to change things up on multiple levels.
Unfortunately, no. When we set out earlier this year to rebuild the event system in a way that they would persist, we decided not to ensure compatibility between them. Largely they modify many of the same bits, so making them fully compatible would take a significant amount of work and lower the likelihood that we could implement cool things like the bone pile spawning in the ARKaeology event.
A number of our previous creatures will inhabit the Extinction map. As with our other expansions, we’ll bring across the ones that make the most sense and incorporate them. In addition, we’re adding the highly aggressive corrupted versions of a number of creatures to provide new challenges.
We like creating new and interesting events for our players. Unfortunately, most of our effort at that time will be focused on ensuring a smooth and enjoyable launch for Extinction. Doing a Halloween event and wrapping the expansion at the same time would have a negative impact on both, so we’ll be skipping Halloween this year.
We’re aware that our console players would like to see more in this space. We don’t have anything specific to announce at the moment, but stay tuned.
Prodigious, challenging, fresh. The Titans bring a number of new elements to the core experience through public boss fights and taming of even larger creatures. The new in-world event system we’re building will bring new gameplay to both PVE and PVP servers. Finally, the introduction of the city brings a whole new dynamic to exploration and building. I’m really excited about these new elements.