Tag Archives: gaming

Review: Hauppauge HD PVR 2 Gaming Edition. Capture Xbox and PS3 gaming action for YouTube.

The Hauppauge HD PVR2 is a gadget for capturing video from an HDMI or component video source, such as an XBox 360 or PlayStation 3 games console, and has replaced the popular HD PVR, which was component video only. 

image

The concept is simple: instead of connecting you console directly to your TV or A/V amplifier, connect it to the HD PVR2. Then connect the unit to a PC or Mac via USB, and to the original TV or amplifier via HDMI. Your PC can then capture the video (and audio) while you are playing the game using the big screen. Hauppauge says the delay between input and output is only 60 microseconds, which you will not notice.

The use of HDMI makes connecting the PVR2 simpler than with its predecessor. Instaead of a bunch of component audio connections, there is just power, USB, HDMI in and out, and an A/V input that connects to component video sources where needed. The A/V input has a special cable that gives floating sockets for component video and analogue audio. The unit is also supplied with a cable suitable for connecting to a PS3.

image

You might need component input in two cases:

1. Your games console lacks HDMI – for example, Nintendo Wii.

2. The HDMI output is encrypted for copyright protection. This is the case with the PS3, but not the XBox. Since component video and analogue audio cannot be encrypted, you can capture anything this way.

Getting started

Hooking up the HD PVR2 was easy, but getting started was troublesome. We tried a succession of Windows 7 laptops, including a Pentium Dual Core 2.3Ghz, a Core 2 Duo at 2.6 Ghz Pentium, and a Core i5 at 1.6 Ghz. The pattern with all these was similar: the drivers and software installed OK, HDMI pass-through worked, the capture might work once, but then there were frustrating errors. The problems:

  • Difficult or impossible to select the HD PVR2 as the input device in the capture software
  • Capture software hanging
  • USB device error reported

image

This was tedious, partly because nothing could be captured, and partly because the only way to retry was to reboot both the laptop and the HD PVR2.

Swapping to a high-spec USB cable seemed to help a little, but soon the old problems were back, even after applying the latest driver updates from Hauppauge support.

Just before giving up, we connected to another Windows 7 Core i5 laptop, speed this time 2.5Ghz. Everything worked perfectly.

It is not clear what to conclude here. Hauppauge specifies:

Laptop or desktop PC with 3.0 GHz single core or 2.0 GHz multi-core processor

and adds in the FAQ:

You can record HD PVR 2 video on pretty much any PC. Older, slow, laptop or desktop PCs can be used to record HD PVR 2 video.

But when you playback an HD PVR 2 recording on your PC screen, you need a fast CPU and at least 256MB of graphics memory.

All our machines meet the spec. Either our sample box is particularly fussy, or Hauppauge is optimistic about the minimum requirements, or there are other factors at play.

Bundled software and Mac support

Hauppauge supplies Windows drivers for the HD PVR2 along with a version of Arcsoft ShowBiz for capturing and editing video.

If you want to use a Mac, Hauppauge recommends  third-party software called HDPVRCapture which costs an additional $29.95.

ShowBiz is easy to use and provides simple editing features and output to AVCHD, AVI, MPEG1, QTMOV or WMV. You can also upload direct to YouTube with a wizard.

You don’t have to use ShowBiz if you have other capture software you prefer.

Another feature is called Personal Logo. This is a separate application which lets you specify a bitmap as a logo to appear on your captured videos, along with its position and transparency. Handy for reminding everyone who you are on YouTube, or for publications posting review footage.

Capturing video

Once your system is up and working, you can start capturing video with one of two methods. The first is to hit a large corner button on top of the HD PVR2, which automatically starts up ShowBiz in capture mode. Alternatively, you can start ShowBiz, select Capture, and click Start.

While capturing, you can see the video running on the PC. There is several seconds delay between your live gameplay and the capture stream, which is confusing to watch, so ignore it and focus on your gameplay. When you are done hit stop. Videos are saved automatically, by default to the Videos folder on your PC, named according to the date and time.

Next, you can edit the video in ShowBiz. I created the following video and uploaded it to YouTube as a demo. However, I could not get the YouTube unload in ShowBiz to work. I saved the file as an AVI and uploaded it manually.

Settings in depth

When you run the Capture module in ArcSoft ShowBiz it exposes a number of settings, which you get to by clicking Device and Format Settings.

image

Device Settings lets you set brightness, contrast, Hue, Saturation and Sharpness.

image

Format settings gets you a bunch of settings which gives extensive control subject to the limitations of the hardware. Here are the settings for the H264 encoder:

image

Here are the video settings:

image

and the audio properties:

image

All this looks impressive though many users will just want to click and go. Mostly this works OK, though check that you have 16:9 specified if you use widescreen.

Note that 1080p at 60 fps (frames per second) is captured at a maximum of 30 fps, and 1080p at 50 fps is captured at a maximum of 25 fps.

Annoyances

Hauppauge says that your PC does not need to be on for HDMI pass-through to work. Despite this, we found that if you turn the system on from cold, pass-through does not work until the USB connection to a PC is made. Once up and running, you can disconnect and turn the PC off and pass-through still works.

ArcSoft ShowBiz is very basic. Fortunately you can import the captured videos into other editors.

Having to use component video for the PS3 is annoying but not the fault of Hauppauge. It is surprising in some ways that the XBox generally outputs an unencrypted HDMI stream.

Conclusion

When this device was not working I wanted to throw it out of the window; but once I got it running it was great. The bundled software is poor, documentation is thin, and it is just a little quirky, but the ability to capture your gaming output is worth a bit of hassle. 

 

An Apple iPad Christmas

The Apple iPad had a stunning Christmas – at least, it did in my part of the world.

A key factor was that EA Games decided to offer a range of classic board games adapted as iPad apps for 69p ($0.90)  each. So for less than the cost of a takeaway pizza I downloaded Scrabble, Monopoly, Trivial Pursuit and Risk.

imageimage

The games are not perfect – Scrabble accepts all sorts of odd words and US spellings, for example – but they are official licensed versions, nicely implemented, and a lot of nostalgic fun, which is the idea after all.

imageimage

Trivial Pursuit supports in-game purchases for extra questions, so that could work out more expensive eventually, but nobody could complain about the value.

It is not quite the full board game experience, with wine spilt on the pieces, junior tipping over the board in disgust, and game abandoned early because it is time to visit grandma, but the changes are mostly for the better.

One thought: this is another example of how well a tablet substitutes for physical things. A book, a board game, a photo album: the iPad is a better replacement than a PC or laptop, easily passed round, long battery life, no flapping screen, and a more natural user interface.

I am not sure what are the economics of selling games at 69p, but no doubt EA has drawn the graphs. Currently EA 69p games occupy four of the “Top Paid iPad Apps” category slots in the UK store.

Of course I am interested in the big picture. Looking at user reviews of Android equivalents like Monopoly I get the impression that there are more bugs, partly because EA has a dedicated iPad verson for these games whereas the Android versions are universal across multiple screen sizes, and partly because there are more OS versions and hardware differences to accommodate.

What about other tablets or new entrants to the market like Windows 8 in 2012? Prising users away from their Apple devices will not be easy, though I still think Microsoft has chances if it plays to its strengths in business applications.

3D games: gimmick or the next generation?

I’m attending NVIDIA’s GPU technology conference, and at the exhibition here I took the opportunity to view some 3D images on some Lenovo (and of course NVIDIA) kit.

image

I was impressed; yes you have to wear the special specs, but the results are superb. The images are more immersive and more realistic, and I can see the appeal.

I am still not sure though whether 3D games will take off. The screens are substantially more expensive, the specs are inconvenient, and there are not many games.

We have also seen how Nintendo’s 3D support in the DS was insufficient to generate much momentum.

The question then is whether 3D gaming will ever be mainstream. Looking at a high quality 3D display makes you think that it must catch on eventually; but it has a lot stacked against it.

Why I miss pinball machines

I’m just back from Microsoft’s BUILD conference in Anaheim, California, where I had little time to do much other than attend sessions, write, eat and sleep (a little).

I did have a quick look round the exhibition though, and was pleased to find four pinball machines. Unfortunately I never got a go, except on one that proved to be slightly broken. Another was so broken that it was switched off.

image

That’s one of the reasons you don’t see many pinball machines these days. They are high-maintenance, with many moving parts that get pounded constantly by one or more heavy silver balls, plus the occasional thump from the player as he bangs or shifts the machine just enough to affect the ball’s motion without causing, he hopes, a tilt.

Another reason for the game’s decline is that a good player can play for ages on a single quarter – or 50c, which seems to be the going rate now. It is a game of skill where accurate shooting gets you both long games and frequent extra balls and replays.

Neither of these characteristics is good for arcades, which like high income and low maintenance.

I love the game though. It offers tactile, physical pleasure that will never be captured by video simulations. The machines themselves are pure delight, every one different, often with gorgeous artwork and amazing gameplay with loops and tunnels and mini-play areas and fantastic contraptions that enable themselves if you get the right sequence of targets.

Most latter-day machines have a multi-ball mode, which is a lot of fun and surprisingly difficult. Watching several balls at once is a great deal harder than keeping your eye on just one.

I am not sure that pinball machines are made any more, though enthusiasts seem to be able to keep the old ones going. Sadly a lot of the machines you encounter in dusty corners of cafés and arcades are not in good order, the bumpers do not bump as they should, some features do not quite work, and they are disappointing.

The best one at BUILD was called Pirates of the Caribbean and seemed pretty good, though I never got a game.

Most of the time I have to make do with computer simulations. The best I have come across are the Pro Pinball series for the PC (don’t get the Xbox version which is a poor port). I was on a forum once with one of the developers, who explained how he hated scrolling on pinball simulations. I agree – how you can shoot accurately with the play area is scrolling all time? There is also an amazing open source project which lets you load actual machine ROMs for authentic simulation, though this is of uncertain legality.

I am more interested in simulations than pinball-ish games that you could never build. One of the great features of Pro Pinball is that you can go into a maintenance mode and tune it as you would a real machine.

Unfortunately none of these are anything like as much fun as the real thing, though they do save on quarters or your local equivalent.

15 minutes with the Nintendo 3DS

Today I got to try a Nintendo 3DS for the first time. A few first impressions.

It is a neat unit though it feels a little flimsy compared to the original DS or the DS Lite. I like the charging dock that comes in the box. Here it is, complete with genuine user fingerprints. The joystick (or circle pad) on the left is beautifully responsive.

image

My first question was: what is the 3D like? The answer is that it really works.

I spent some time playing with the Augmented Reality game, where you lay cards on a table, point the 3DS rear cameras at them, and see magic happen as three dimensional creatures emerge, intermingled with the real world around them.

Photographing this takes more skill than I possess, but to give you the idea, here are four Augmented Reality cards (all in the box as standard) that I have laid on the desk:

image

and here is a snap of the 3DS top screen viewing those cards in the AR game:

image

You cannot see it from this image, but the 3D effect is vivid, and the background is the desk on which the cards are placed. A gimmick, but an engaging one.

The built-in AR game is a lot of fun and makes use of the AR background in that you have to pan the camera around the targets to shoot successfully, something which cannot be reproduced in a purely screen-based game.

What about eye strain? I am not sure; but the 3D screen did seem to strain my eyes slightly. There is a slider which lets you reduce or disable the 3D effect easily, so the eye strain possibility should not deter you, except that since you are paying for a 3D device it is a shame not to use it.

There is a lot more packed into the 3Ds though. It has an accelerometer and gyroscope, one front and two rear (for 3D) cameras, and wireless LAN that supports WPA/WPA2 at last – this was an annoyance with the older WEP-only models.

The software has the usual Nintendo quality, complete with the ability to create Mii avatars similar to those on the Wii, but this time they can be based on a snapshot of someone’s face taken with the built-in camera.

The downside versus the original DS is the battery life – just 3-5 hours.

Still, DS fans will love the 3DS. But will it grow its market? I’m doubtful. A lot of the market for casual gaming has passed to smartphones now; and for someone with a modern smartphone, the 3DS duplicates a lot of functionality. Few smartphones have 3D of course, though I did see the LG Optimus 3D at Mobile World Congress last month.

But how important a feature is 3D? That is an open question, and I guess depends on how much difference it makes to gameplay. My quick impression is that while it is truly impressive when first encountered, it is something you soon feel you could manage without – but that is only a quick impression and I could be proved wrong.

Farewell to Bizarre Creations, makers of Project Gotham Racing and Geometry Wars

It is hard to understand why some of the best game studios go out of business, while lesser ones (I am not going to mention names) continue. The last time I felt like this was when Ensemble Studios, makers of Age of Empires, was closed by Microsoft. Today it is the turn of Activision’s Bizarre Creations, based in Liverpool.

There are countless racing games, but when I encountered Project Gotham Racing on the original Xbox I knew it was special. It is a hard game which rewards skill; you will not get far if you simply try to charge round the track. It is also street racing, with superb graphics capturing well-known locations like London and San Francisco. The graphics got better in the later versions of the game, but for gameplay I still have an affection for the first one.

image

The other I will mention is Geometry Wars, which started as a mini-game in Project Gotham Racing 2, but came into its own as an arcade game for the Xbox 360. This one cannot be captured in a screenshot: it is where gaming meets art, creating fantastic visions of light and colour as you charge round the screen trying desperately to stay alive.

image

Apparently the relative lack of success of the critically acclaimed but poor-selling game Blur, released in 2010, was the beginning of the end for Bizarre Creations.

Laments and memories can be found in the official forum here and also on neoGAF. Farewell video here.

Thank you to Bizarre Creations for some of the best gaming moments of my life.

Surround sound 5.1 headphones–why and why not. Roccat Kave reviewed

There is something counter-intuitive about 5.1 headphones. Headphones just look so stereo. Can you really create the surround sound illusion with the speakers so close to the ears?

It turns out you can, or at least sufficiently so to make these Kave 5.1 headphones from Roccat a satisfying product. They are intended primarily as gaming headphones, which explains the attached microphone, though it could be handy for Skype calls and other such uses as well. Another common use is for movies, where surround sound adds to the drama and sense of immersion. They are not really intended for music; but I found them pretty good for that as well.

image_thumb1

What you get is a set of closed-back headphones with a relatively fat cable and an inline control box. The cable has four two-channel mini-jacks, one each for front pair, center and subwoofer, read pair, and microphone input, as well as a USB connector which supplies power and enables communication between the control box and the PC. You can flip open a panel on the control box to reveal channel sliders and to switch between “game” and “movies”.

image_thumb2

Installation is a matter of plugging the cables into your sound card and a USB port. You need a 5.1 sound card, since there is no decoder in the Kave. Another point of interest: the volume control and mute on the control box directly control the volume and mute on the PC, but the 5.1 balance controls operate on the signal after it is received from the sound care; at least, that is what I observed on my test system.

The plugs are colour-coded; I also found the Windows 7 5.1 configuration utility handy for checking that I had the connections right.

image

There is a CD in the box but it does not contain any drivers as none is necessary. It does have a 5.1 demo video and a manual.

I tried the Kave with a variety of game, movie and music DVDs. In general I was impressed; but it is important to set expectations. I am a fan of Sennheiser headphones and use the high-end HD600 as well as a variety of cheaper sets. In comparison with the Sennheiser models the Kave is enjoyable but unrefined, and for listening in stereo a traditional set of headphones is probably what you want.

Equally, if you have a full home cinema setup and sit in the sweet spot with carefully-positioned loudspeakers and a proper sub, the Kave cannot compete favourably.

The point though is that such a setup is both expensive and often impractical; sometimes you need to listen privately or in another room.

In this context, and given a 5.1 mix, the Kave has real advantages, even for music. It is curious. I played with the sliders to compare the sound of the front and rear channels, and found that the positional difference is subtle and hard to detect. If you play a 5.1 mix with the Kave though, and then play the same downmixed to stereo, the sound is flat in comparison, in ways that even the purer hi-fi sound of something like the HD600 cannot altogether compensate for.

The benefit of true 5.1 sound is sometimes apparent in details that you can more easily hear, and sometimes a matter of a more three-dimensional sound.

The sub in the Kave is puny compared to a real one, but does add some grunt to games and movies. Confusingly, Rokkat also calls this a “Vibration unit” which lets them say that the Kave has “adjustable vibration” – all this means is that you can vary the level of the sub channel as you would expect. There is no additional vibration unit.

It is a compromise, and if possible you should try to hear the Kave in comparison with a high quality stereo set before making a decision; or ideally have both so that you can choose the best option for a particular title.

The Kave is on the heavy side but comfortable to wear. It has a blue neon light at the headphone end of the microphone stalk, and another which lights up when the microphone is muted; this is meant to look stylish and futuristic though will not appeal if your tastes are more towards the understated.

The Kave folds for convenience though it is hardly worth it as they are still somewhat bulky. The multiple connections and awkward control box make the Kave best suited for semi-permanent installation in a desktop PC, rather than something you would use on your travels.

Given its suitability for gaming, it is a shame that the Kave cannot be used easily with an Xbox 360 or PS3, though with adaptors you should be able to get it working, remote volume aside. It should work fine with a Mac though, if you have a suitable soundcard.

I do not mean to be negative. I was pleased with the Kave, which offers an excellent listening experience, recommended for games for movies and enjoyable for music as well.

Summary

Good points: Comfortable headphones that offer a taste of real 5.1 sound; well made and high quality.

Bad points: Multiple connections and floating control box can be inconvenient.

Summary: Real 5.1 sound headphones and most enjoyable, though less refined than stereo sets at a similar price level.

Xbox Kinect has sold 8 million since launch, and is driving more controller-free features

At CES in Las Vegas today, Microsoft CEO Steve Ballmer announced that Microsoft has sold 8 million Kinect sensor devices since its launch late last year.

He also announced an AvatarKinect feature for Xbox Live subscribers, which enables your avatar to mimic your movements and expressions, and controller-free selection of movies from Netflix and Hulu as well as the Zune marketplace, using gestures and voice.

I got Kinect at launch and have mixed feelings about it. It has not had much use because the games we have so far are not particularly exciting.

The device itself is exciting though; and given its rapid adoption it seems reasonable to expect that the next batch of games will be more compelling.

The evidence is that the controller-free concept has caught people’s imagination. It has also done something important for the Xbox: rescued it from the niche of hardcore first-person shooters in which it was to some extent trapped.