Friday, May 22, 2015

CodeWeavers CrossOver 14.1.3 has been released

I am delighted to announce that CodeWeavers has just released CrossOver 14.1.3 for both Mac OS X and Linux.  CrossOver 14.1.3 has important bug fixes for both Mac and Linux users.

Mac customers with active support entitlements will be upgraded to CrossOver 14.1.3 the next time they launch CrossOver.  Linux users can download the latest version from http://www.codeweavers.com/.

Change Log For CrossOver Mac and Linux :

14.1.3 CrossOver - May 18, 2015

  • Mac OS X:
    • Fixed graphics problems with character models in the game Banished on certain Mac hardware.
  • Linux:
    • Updated the version of the gnutls library we use for compatibility with newer Debian and Ubuntu distributions. This will fix connection issues in Diablo III as well as other possible problems.
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Monday, May 18, 2015

CodeWeavers CrossOver 14.1.3 ChangeLog

CodeWeavers recently released CrossOver 14.1.3 for Linux and Mac. Gaming performance continues to advance with this release. The full change log is provided below.

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14.1.3 CrossOver - May 18, 2015

  • Mac OS X:
    • Fixed graphics problems with character models in the game Banished on certain Mac hardware.
  • Linux:
    • Updated the version of the gnutls library we use for compatibility with newer Debian and Ubuntu distributions. This will fix connection issues in Diablo III as well as other possible problems.

Saturday, May 16, 2015

Oculus Rift to drop support for Mac and Linux but their is still CodeWeavers to fill the gap

Oculus announced today that they will be dropping support for their Virtual Reality Oculus Rift platform on Mac and Linux due to the need to focus solely on the Windows platform for the foreseeable future. Here is the post from the Oculus site giving hardware specifications and the demise of Mac and Linux support.

Powering the Rift

About Atman Binstock:

Atman Binstock
Atman is Chief Architect at Oculus and technical director of the Rift. Before joining, he was one of the lead engineers and driving forces behind Valve’s VR project, creating the ‘VR Room’ demo that garnered so much excitement at Steam Dev Days. Prior to Valve, Atman led several projects at top companies in the industry including RAD, DICE, and Intel.

 Given the challenges around VR graphics performance, the Rift will have a recommended specification to ensure that developers can optimize for a known hardware configuration, which ensures a better player experience of comfortable sustained presence. The recommended PC specification is an NVIDIA GTX 970 or AMD 290, Intel i5-4590, and 8GB RAM. This configuration will be held for the lifetime of the Rift and should drop in price over time.


The Rift is specifically designed to deliver comfortable, sustained presence – a “conversion on contact” experience that can instantly transform the way people think about virtual reality. As a VR device, the Rift will be capable of delivering comfortable presence for nearly everyone. However, this requires the entire system working well.

Today, that system’s specification is largely driven by the requirements of VR graphics. To start with, VR lets you see graphics like never before. Good stereo VR with positional tracking directly drives your perceptual system in a way that a flat monitor can’t. As a consequence, rendering techniques and quality matter more than ever before, as things that are imperceivable on a traditional monitor suddenly make all the difference when experienced in VR. Therefore, VR increases the value of GPU performance.

At the same time, there are three key VR graphics challenges to note: raw rendering costs, real-time performance, and latency.

On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second. In contrast, the Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second. At the default eye-target scale, the Rift’s rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering.

Traditionally, PC 3D graphics has had soft real-time requirements, where maintaining 30-60 FPS has been adequate. VR turns graphics into more of a hard real-time problem, as each missed frame is visible. Continuously missing framerate is a jarring, uncomfortable experience. As a result, GPU headroom becomes critical in absorbing unexpected system or content performance potholes.

Finally, we know that minimizing motion-to-photon latency is key to a great VR experience. However, the last few decades of GPU advancements have been built around systems with deep pipelining to achieve maximum throughput at the cost of increased latency; not exactly what we want for VR. Today, minimizing latency comes at the cost of some GPU performance.

Taking all of this into account, our recommended hardware specification is designed to help developers tackle these challenges and ship great content to all Rift users. This is the hardware that we recommend for the full Rift experience:
  • NVIDIA GTX 970 / AMD 290 equivalent or greater
  • Intel i5-4590 equivalent or greater
  • 8GB+ RAM
The goal is for all Rift games and applications to deliver a great experience on this configuration by default. We believe this “it just works” experience will be fundamental to VR’s success, given that an underperforming system will fail to deliver comfortable presence.

The recommended spec will stay constant over the lifetime of the Rift. As the equivalent-performance hardware becomes less expensive, more users will have systems capable of the full Rift experience. Developers, in turn, can rely on Rift users having these modern machines, allowing them to optimize their game for a known target, simplifying development.

Apart from the recommended spec, the Rift will require:
  • Windows 7 SP1 or newer
  • 2x USB 3.0 ports
  • HDMI 1.3 video output supporting a 297MHz clock via a direct output architecture
The last bullet point is tricky: many discrete GPU laptops have their external video output connected to the integrated GPU and drive the external output via hardware and software mechanisms that can’t support the Rift. Since this isn’t something that can be determined by reading the specs of a laptop, we are working on how to identify the right systems. Note that almost no current laptops have the GPU performance for the recommended spec, though upcoming mobile GPUs may be able to support this level of performance.

Our development for OS X and Linux has been paused in order to focus on delivering a high quality consumer-level VR experience at launch across hardware, software, and content on Windows. We want to get back to development for OS X and Linux but we don’t have a timeline.

In the future, successful consumer VR will likely drive changes in GPUs, OSs, drivers, 3D engines, and apps, ultimately enabling much more efficient low-latency VR performance. It’s an exciting time for VR graphics, and I’m looking forward to seeing this evolution.

Last week I posted about CodeWeavers en-pending support for Oculus Rift on Mac and Linux see the original post here. So with this lasted announcement from Oculus it looks as tho CodeWeavers is going to be the only game in town to support Rift VR on Mac and Linux for the foreseeable future.

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Thursday, May 7, 2015

CodeWeavers to support Oculus Rift virtual reality headset in CrossOver Linux and Mac

I just seen a Tweet from CodeWeavers that they are working hard on Supporting the upcoming Oculus Rift VR headset in their flagship CrossOver offerings on Linux and Mac. Here is a post from SoftPedia about the Oculus Rift pending release.

After a long wait and plenty of speculation, Oculus has just revealed the highly anticipated consumer version of its Rift virtual reality headset, alongside a firm release period of the first quarter of 2016.
 

Oculus amazed millions of gamers with the first version of its Rift headset, which brought virtual reality in a pretty great package, and quickly racked up millions in terms of crowdfunding via Kickstarter.
After having unleashed not one but two different developer early versions of the headset, the startup was acquired by social media giant Facebook and started hiring even more experienced staff to help bring the long-awaited consumer version of the Rift to life.

The final Oculus Rift VR headset is coming in early 2016


Now, after we heard a few recent rumors, Oculus confirms on its website that the final version of the Rift has been nailed down in terms of design and will arrive in the first quarter of 2016.
The announcement also confirms that pre-orders for the highly anticipated devices are going to open up later this year so that fans can make sure they get it as soon as possible.

According to Oculus founder Palmer Luckey, the Rift encompasses not only a device but a full virtual reality ecosystem that allows for an optimum experience even for newcomers or less technically skilled users.

What's more, this final version of the device builds on the Crescent Bay prototype by improving the head tracking to allow for seated and standing users, but also comes with a better design and a more natural fit, as you can see in the new render images below.

"The Rift delivers on the dream of consumer VR with compelling content, a full ecosystem, and a fully-integrated hardware/software tech stack designed specifically for virtual reality. The Oculus Rift builds on the presence, immersion, and comfort of the Crescent Bay prototype with an improved tracking system that supports both seated and standing experiences, as well as a highly refined industrial design, and updated ergonomics for a more natural fit," he says.

More details about the hardware, software, and games that will be made for VR using the Rift are set to appear in the near future. The full tech specifications are already scheduled to surface next week.

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Monday, May 4, 2015

The Zen of Rolling Rocks Uphill

From Jon Parshall Blog :

I'm coming up on my 13-year anniversary with CodeWeavers in the next couple months. And the question of the hour is: why did I decide to come to CodeWeavers, rather than staying in my previous role as an IT consultant? And was that a good call, particularly given that my livelihood is connected to an insanely difficult open-source technology like Wine?


The parking lot at CodeWeavers. Note the shocking lack of BMWs and Porsches...
Our fabulous parking lot. Note the shocking lack of BMWs and Porsches...
Flash back to the summer of 2002. I was working as an independent business analyst, doing a gig at a large local real-estate firm. I was making very good money. I was also
absolutely bored to tears. So when Jeremy White came calling, saying he needed a right-hand man to help him run CodeWeavers, and that he couldn't really pay me hardly anything to start, and would I like an "opportunity" like that, I honestly didn't hesitate much before saying "Why, yes! I would love an opportunity to work for an obscure, struggling software company while earning a lot less money, and a lot more aggravation!"

Fast-forward to 2015, and here I am. Still. And CodeWeavers is still doing pretty much the same thing: selling CrossOver. We're making more money, but not tons more. And from a technical perspective, we're still rolling a gargantuan rock uphill. Yeah, Wine has come a long way in thirteen years. It runs a lot more stuff now. But it's still a colossal pain in the butt to improve it. And not only that, but as more people have adopted tablets and smartphones, the importance of the Windows software marketplace has slowly diminished (sort of like my hairline), meaning that the hard work we do is arguably less important now than it was when I came aboard. Isn't that just awesome?

Link

The newest #CodeWeavers coupon promo code is ( WEAVEME ) and ( CRIMBO25 ) save 25% off CrossOver #mac or #linux today!