Category Archives: Steam Powered

Movie Night

While waiting for DLC news to be announced on Game Trailers TV at 12:30am (PST) this Friday on Spike TV, we thought we would see what the community has been working on. Checking YouTube we found a bunch of cool movies. Here are just a few. Yes, we know some of these may make it a bit cOld in here, but just in case you missed them.

One word of warning, some of these movies use naughty words, have violence in them and well… other things. You have been warned.

First up is a Left 4 Dead Short Film directed by Connor McGuire and Colin McGuire.

NSBentertainment gives us some Witch action with part 1 of their short film. Part 2 is available from here.

There is this very teasing trailer from Daniele Bellucci and Marco Tudini for a Left 4 Dead movie.

Left 4 Dead First Infection is by Jesse Gouldsbury and Matt Gelfman. When you have a Zoey look alike, you have to run with it.

Not to be bothered with human actors, Chris O’Neill animates an amazing set of Left 4 Dead 1/2 movies.

These are just a small selection of all the movies available. Check YouTube or our Facebook page for more. If you create a movie, make sure to post about it on our Facebook page. With all this talent out there, I think we are in need of a contest. Movies, Midnight Riders, YouTube? Hmmmm. Stay tuned.
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New Release – Kane & Lynch 2: Dog Days

Kand & Lynch 2 is now available on Steam!

Play as two of gaming’s most disturbing and realistic criminals; Lynch – a self medicated psychopath – and Kane – a disillusioned and desperate ex-mercenary, in a gritty and brutal crime shooter from IO Interactive. Kane and Lynch face the consequences of their actions when a simple job gone wrong finds them on a desperate and frantic struggle to escape. Experience their fight to survive through the back streets and rooftops of Shanghai’s gritty underworld. They can trust no one, not even each other as the cracks begin to appear in Lynch’s sanity and Kane’s stability.

Enjoy the pure adrenaline rush of non-stop action in Single Player, online & offline Co-op, and Multiplayer. New and unique Fragile Alliance multiplayer game modes provide an experience to suit all criminal minds.


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PORTAL 2 AND LEFT 4 DEAD ON SPIKE TV THIS FRIDAY!

This Friday night, don’t miss an all-new GameTrailers TV on Spike TV for the latest details and news on both PORTAL 2 and LEFT 4 DEAD. Host Geoff Keighley recently visited Valve to bring you the latest on both titles along with new footage you won’t want to miss. GameTrailers TV airs on Friday night at 12:30 on Spike TV.
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Game Performance Improvements in Latest Mac OS X Update

When we launched Steam on Mac OS X back in May, there was a lot of buzz about performance, particularly relative to Windows running on the same machine. While we met our goal of making sure all of our customers had an acceptable gaming experience at launch, we have spent a large chunk of effort in the intervening months working with Apple and their GPU vendors to close the performance gap with Windows. The combination of changes in our code and the latest graphics update available from Apple today removes a variety of software bottlenecks, resulting in significant graphics performance enhancements for Mac gamers.

Feature Improvements

In addition to low-level implementation changes which have improved performance across the board, Apple has also removed some implementation inefficiencies which allow us to improve visual quality, most notably in the area of GPU occlusion queries.

Occlusion Queries

When we first released our Source engine games on the Mac, we had to turn occlusion queries off but, with the latest update to 10.6.4, we can turn them back on, giving players higher visual quality. If you’re not familiar with an occlusion query, it is a mechanism for an application (running on the CPU) to notify the GPU via OpenGL that it would like to know, for some set of draw calls, how many pixels are drawn to the screen, after shading, z-buffering etc. We use GPU occlusion queries for a variety of effects in our game, but one of the easiest to explain is light glows. It’s a simple technique that just about every game uses, but it produces a surprisingly convincing effect. What we do is issue queries for light-emitting objects in our scene such as light bulbs or a disc representing the sun. A given light source may be partly or wholly occluded by other geometry in the scene and we use the occlusion query to determine how occluded it is. The percentage of a given light source’s screen area which is actually visible is used to scale the intensity of an additive glow sprite which is drawn over the frame without any z-buffering. Because its intensity is attenuated with the occlusion of the light source geometry, the glow sprite fades gently in and out as it becomes more or less occluded by the rest of the scene. It’s a simple technique but it appears to be a complex optical effect which helps to convince your brain that you’re looking at something truly bright. To illustrate the importance of using light source occlusion to drive glow sprite intensity, we’ve created a little clip from Half-Life 2: Episode One, which shows the effect with and without the query. Clearly, the left side of the movie shows a convincing glare effect due to the scaling of the glow sprite intensity while the right side of the movie gives a very crude effect, with the glow showing through parts of the scene, breaking the illusion.


From a technical standpoint, the key to the occlusion query feature is that our game can be written in such a way that it can receive the result of a given query asynchronously, at some point later (usually during a subsequent frame). So, while we are using the GPU to perform this computation for us, we aren’t stopping CPU execution to wait for the result—we can pick up the result later, since it’s OK for this algorithm that the query results are a fraction of a second “stale.” So, if implemented properly by the graphics API, occlusion queries cause no synchronization between the GPU and CPU, allowing both processors to stay busy doing work. Unfortunately, prior to the latest software update, occlusion queries caused the CPU-side driver to synchronize with the GPU, perhaps multiple times per frame. This caused large amounts of time during which either the GPU or the CPU was doing no work, significantly reducing system throughput and consequently the game’s framerate. This behavior also caused the application’s CPU thread to stop processing, as it waited for the driver thread to synchronize with the GPU, resulting in significant loss of CPU throughput as shown in the Shark capture in the image below. In this image, the green horizontal bar is Portal’s thread and the pink bar is Apple’s OpenGL driver thread. At the point that we’ve selected on the timeline, you can see from the callstack that we’re querying the driver to find out if an earlier GPU occlusion query has been completed. Before the driver can even respond to the game thread, the driver flushes all of its queued work to the GPU in order to synchronize with the GPU, causing the big gap in the timeline on our thread (the big gap in the green bar), during which our game can do no further processing. The way that the occlusion query mechanism is designed, this CPU-GPU synchronization is unnecessary and, with the new software update from Apple, that big gap in the timeline is gone.


Floating Point Validation

Apple has some very nice performance analysis tools that allow us to diagnose performance issues like the occlusion query stall described above. Using these tools, another area that we’ve seen the driver spending a significant amount of time is in code which validates floating-point parameters that we hand off to OpenGL to drive the logic in our GPU-side shader code. If you’re not familiar with the way that processors encode floating point numbers, there are a few special bit patterns that are reserved to handle illegal results that can happen when code inadvertently does something nonsensical like divide by zero. Unfortunately, the way that the OpenGL specification is written, Apple must spend valuable CPU time doing floating point validation to guarantee that their OpenGL implementation behaves correctly in these exceptional cases according to OpenGL conformance tests. Of course, in a high performance application like a game, the CPU time spent in Apple’s driver validating floating point data can really add up. We have been able to measure performance improvements in this area with the latest software update, but we are anticipating even more speedups in this area if Apple implements the uniform_buffer_object extension and GLSL 1.3 in a future update. With these additional features, we will be able to sidestep this particular CPU bottleneck, allowing us to win back a bunch of CPU time and, ultimately, performance.

Setting Expectations

We are seeing dramatic performance improvements on iMac (Late 2009 and Mid 2010), Mac mini (Early 2009 and Mid 2010), Mac Pro (Early 2009), MacBook (Early 2009 and Mid 2010) and MacBook Pro (15-inch, Mid 2010) and MacBook Pro (17-inch, Mid 2010) models. Depending on the game, video settings and the hardware, we have measured frame rate improvements from 15% to 120% on these systems. On older systems, we are generally already operating at the limits of the hardware, so it is not obvious that any significant performance improvements can be achieved in the future.

Conclusion

We’re very excited about the performance improvements that Apple and the GPU vendors have been able to deliver this summer and we are working with them to further improve performance.
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DogFighter Updated + 50% Off Sale!

Since its launch in June 2010, DogFighter has seen significant updates and has delivered on the promises made to the community. To commemorate today’s update, DogFighter will be offered at half price for both single and 4-pack offers now through August 23rd, 2010.

The new update introduces:

* Joystick Support
* Updated DogFighter Demo
* Dedicated Servers
* … and more to come, including free content updates such as additional levels, airplanes, game modes, and GUNS!


DogFighter is a fast paced, arcade aerial combat game with arena style gameplay. Players can compete against up to 7 opponents in 3 multiplayer modes, or go solo in 6 single player game modes, using beefed up biplanes sporting over 20 different offensive and defensive weapons…
… and that’s just the start.

Visit the game page and learn more including the new update.


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Now Available – Madballs in Babo: Invasion DLC

New Madballs in Babo: Invasion DLC is now available on Steam. Jazz up your line-ups with cool new character skins. Clan skins allow your Steam clan logo to be displayed right on your Babos! The five new packages include:

Madballs B*D*I Clan Skins
Madballs Scorched Clan Skins
Madballs BDI Evolution Rollup
Madballs Scorched Evolution Rollup
Madballs Holiday Skins


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QuakeCon 2010 Steam Sale Concludes with… QUAKE

As QuakeCon 2010 rolls into its last day, Steam presents the final edition of the QuakeCon Steam Sale. Today, save 75% off QUAKE titles! Since the QUAKE titles are not available in Germany, German customers can pick up The Elder Scrolls III: Morrowind® Game of the Year Edition for 75% off today only.

This is also your last chance to pick up the QuakeCon 2010 Pack and save mpre than 70% off a huge bundle of games from id Software and Bethesda Softworks.

Check out the QuakeCon Sale Page for all of today’s offers.


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