I'm building a system that outclasses this with a Cooler Master ATCS 840 case.... for hundreds less. It's a novel design and if the customer care is good it may be worth it. But I can make mine with 23" Samsung monitor and premium mouse and keyboard for just over 3k... where as all that would run you closer to 4k with this system. It does look bad ass though :) #maingear
Judging by the logos on the inside of the 5.25" drive bays that case is designed by Silverstone. Silverstone has also introduced cases with the vertical motherboard tray to it isn't that far of a stretch. The case alone is probably worth around $200.
The watercooling isn't anything special and you can get a similar corsair watercooling system for less than $70. #maingear
Wait. Am I getting this right? A custom gaming PC maker is focusing on making actual PCs with a clean aesthetic and not clunky, garish things that look more like they belong in a ricer's garage than a workspace? This, after a Wii accessory in the likeness of a baby doll comes out?
That case is awesome, I wish more computers came with aluminium/metal cases instead of boring plastic. But if it's going to over inflates the price by $1000, then I think I'll pass...thank you #maingear
I don't get why people BUY custom PCs, the fun part is getting all those parts in the mail and putting it together yourself and paying as little as humanly possible for the absolute most performance.
If i wanted a pre-built a desktop I'd buy a mac. #maingear
@Jesustron: What you don't get is that most people aren't computer techs or know anything about the inside of a computer. And they should not have to know about what is inside the computer no more than you should know how to work on a car to drive it. Computers are used as appliances to check email, entertain people, browse the web, be productive, etc ... Period. For some of us, knowing everything about a computer is what we like to do. It doesn't make us better and it doesn't make the main stream public stupid. #maingear
@Christopher Cox: And what you don't get is that 99% of the targeted demographic wouldn't even give two hoots about buying a pre-built rig because they already know better. This rig is NOT meant for casual use. If you buy this solely to check e-mail and browse the tubes then you are a gigantic boob.
This is the modern-day equivalent of going to your parents and asking for a pony and getting a rocking horse. They'll jokingly consider it until they see how much it really costs and after picking their jaws up off the floor go get a PC-in-a-box from best buy.
Impressive? Yes. Cost effective? Not so much. #maingear
For quite a while consoles have been moving in the direction of PCs (disks, installations, browsers etc). Some kind of standards for various HW components would be fine.
Rating HW from 1-10 and having the game list the requisite rating is not very "future-compatible". For instance, when released, the Geforce 9800 GTX would have been a 9, but now it would probably rank a 7.
I don't know. I've always seen PC hardware innovation as driven by continuously-updating standards; someone makes a more detailed game, and then someone else makes a better video card to play that game at 60 fps, etc. In contrast, you have consoles, which are only updated once in several years.
Obviously, the game developers win with hardware spec-standardization. Furthermore, there is a point at which technical specifications will not improve games by that much. However, have we reached that point yet? If not, would this movement eventually result in customizable PCs being replaced with more versatile versions of video game consoles?
Can it play Crysis? You could use it as a toaster when gaming.
Although, after reading the Kotaku article, wouldn't a little disclosure on the Futuremark scores required of a game, and the scores of various hardware configurations be sufficient?
On second though, this is far less complicated than it appears.
the composite benchmarks, like futuremark, don't really reflect a good measure of how a computer will run any game in question.
This is something that sites like Anandtech and THG and others have been fighting for a LONG time. . . if there were such a thing, their jobs would become MUCH easier.
do a search at either site for developing benchmarks and you'll get a great discussion about how complex it really is to come up with something that a: works, b: works across multiple GPUs and CPUs, etc. and c: works consistently across multiple games, drivers, etc.
@CaliBoom: There is great truth in what you say. But, isn't that a reflection on the state of the development community.
Unlike the console world, which targets an exact hardware specification, the PC gaming community does not. Sounds to me like that situation is as easy to fix as developing for a predetermined system.
I don't feel sorry for game developers, who through their willingness to create utterly wanktastic visuals, render(pun intended) their games unplayable by vast portions of their target market. But, then again, I'm an Ubuntu user not a gamer.
It's really not that hard to predict gaming performance from those benchmarks. All that's needed is a common frame of reference(a baseline system), and some understanding of the points at which said game is GPU or CPU dependent. It's all about setting targets, and hitting them.
@sweenish: The US economy is expected to contract 3% this year, and the number of people who lost their jobs in February (Over half a million) would likely disagree with you.
Next year's economy growth is expected to be 0%. So, if by upswing you mean we won't contract any further, you'd be correct.
@Lite: Sounds like someone has got a bad case of the Mondays...
The "Market" as a generic term is typically used in reference to the DOW Jones Industrial Average, which has been on a general up-swing since January.
The DOW Jones does not specifically take into account the overall expansion or contraction of the GDP, nor does it take into account month to month joblessness numbers. The DOW Jones is none-the-less considered to be the key indicator, and it's general trend over time will typically forecast the trends subsequently observed in other indicators.
In closing I would just like to mention that I know full well that I am being a pedantic jackass, I just wanted to make sure that you knew you were too. ;)
seems worth while, but i didn't know there was a big issue with folks buying games and not reading the system requirements that are printed on the box. seems pretty standard to know if something will or not blend.
@hu_hu_cool: So that I can play a game based upon computer assisted aiming and movement because the controller's ability to be accurate and precise doesn't come close to rivaling that of the PC's?
Not to mention the quality of the graphics that the PC is capable of producing, at higher resolution, than the console?
Let's think about this for a second. Right now if you play a MP game like say, Call of Duty, there are 3 primary performance bottlenecks: the server, the pipe, and the client. Currently the server does all the math, the pipe transmits the results or those calculations along with other meta data between the client and server, and the client renders it all, as well as taking input from the gamer and sending it to the server, via the pipe. This model is typical client-server computing which has been popular for quite some time now.
Now they want to take the rendering and move it from the client to the server. Okay, that's not a bad idea, it allows for very thin clients. This is the general premise behind web-based applications such as Salesforce.com etc. However, there are two problems that need to be addressed for this to work.
1. Rendering: Currently if 20 people are playing a game that means there are 20 videos being rendered. In order for this to work a "server cloud" would have to have the power of 20 high end video cards along with the CPU and RAM to manage all the variables. Now multiply that by the number of people playing at any one time. Now clean the brain matter off your screen from your head exploding.
2. Bandwidth: Now you are not only sending a data stream back and forth, but fully rendered HD video. The amount of bandwidth used for one 20 player game that lasts 30 minutes would be tremendous on both the server and client side. And with several major ISPs (Time Warner anyone) setting bandwidth caps you could blow through that in one game.
This is an interesting idea and will make an excellent proof-of-concept, but I simply can't imagine it is ready for prime time or will be anytime soon. Not only do I think the tech is not there, but only people who buy more than say a dozen games a year will be willing to pay for it. I only play 3-4 games a year, so it would have to be less than $10/month for me to even consider it. Oh, and they would have to carry the games I want to play.
@dicknervous: I don't see rendering as a problem because that's scalable; you can always put more hardware to it to deal with the problem. Same with bandwidth.
The one problem they will have the hardest time is latency over internet. I don't think they'll ever get that same buttery-smooth movement you get playing locally on your PC.
Of course, they can always solve that problem with auto-targeting. :)
11/02/09
11/02/09
11/02/09
The watercooling isn't anything special and you can get a similar corsair watercooling system for less than $70. #maingear
11/02/09
Times are a' changin' indeed. #maingear
11/02/09
11/02/09
If i wanted a pre-built a desktop I'd buy a mac. #maingear
11/02/09
11/02/09
This is the modern-day equivalent of going to your parents and asking for a pony and getting a rocking horse. They'll jokingly consider it until they see how much it really costs and after picking their jaws up off the floor go get a PC-in-a-box from best buy.
Impressive? Yes. Cost effective? Not so much. #maingear
05/11/09
My MacBook Pro always get hot, I nearly can cook eggs and sausage on it.
05/11/09
05/11/09
05/11/09
05/11/09
04/27/09
04/27/09
04/27/09
Rating HW from 1-10 and having the game list the requisite rating is not very "future-compatible". For instance, when released, the Geforce 9800 GTX would have been a 9, but now it would probably rank a 7.
04/27/09
04/27/09
Obviously, the game developers win with hardware spec-standardization. Furthermore, there is a point at which technical specifications will not improve games by that much. However, have we reached that point yet? If not, would this movement eventually result in customizable PCs being replaced with more versatile versions of video game consoles?
I'm still pondering, hence the rambling.
04/27/09
Can it play Doom? It might be a toaster.
Can it play Crysis? You could use it as a toaster when gaming.
Although, after reading the Kotaku article, wouldn't a little disclosure on the Futuremark scores required of a game, and the scores of various hardware configurations be sufficient?
On second though, this is far less complicated than it appears.
04/27/09
the composite benchmarks, like futuremark, don't really reflect a good measure of how a computer will run any game in question.
This is something that sites like Anandtech and THG and others have been fighting for a LONG time. . . if there were such a thing, their jobs would become MUCH easier.
do a search at either site for developing benchmarks and you'll get a great discussion about how complex it really is to come up with something that a: works, b: works across multiple GPUs and CPUs, etc. and c: works consistently across multiple games, drivers, etc.
04/27/09
Unlike the console world, which targets an exact hardware specification, the PC gaming community does not. Sounds to me like that situation is as easy to fix as developing for a predetermined system.
I don't feel sorry for game developers, who through their willingness to create utterly wanktastic visuals, render(pun intended) their games unplayable by vast portions of their target market. But, then again, I'm an Ubuntu user not a gamer.
It's really not that hard to predict gaming performance from those benchmarks. All that's needed is a common frame of reference(a baseline system), and some understanding of the points at which said game is GPU or CPU dependent. It's all about setting targets, and hitting them.
04/27/09
04/27/09
market's been on an upswing since january.
04/27/09
Next year's economy growth is expected to be 0%. So, if by upswing you mean we won't contract any further, you'd be correct.
04/27/09
04/27/09
The "Market" as a generic term is typically used in reference to the DOW Jones Industrial Average, which has been on a general up-swing since January.
The DOW Jones does not specifically take into account the overall expansion or contraction of the GDP, nor does it take into account month to month joblessness numbers. The DOW Jones is none-the-less considered to be the key indicator, and it's general trend over time will typically forecast the trends subsequently observed in other indicators.
In closing I would just like to mention that I know full well that I am being a pedantic jackass, I just wanted to make sure that you knew you were too. ;)
04/27/09
"will it blend?"
errr. I mean:
"will it play crysis."
seems worth while, but i didn't know there was a big issue with folks buying games and not reading the system requirements that are printed on the box. seems pretty standard to know if something will or not blend.
04/27/09
So a simple game will require a machine that can run 0.5 Cryses.
But a very complex, graphics intensive game would require a machine that can run 2.75 Cryses.
04/27/09
04/27/09
Not to mention the quality of the graphics that the PC is capable of producing, at higher resolution, than the console?
No thanks.
04/27/09
03/24/09
Now they want to take the rendering and move it from the client to the server. Okay, that's not a bad idea, it allows for very thin clients. This is the general premise behind web-based applications such as Salesforce.com etc. However, there are two problems that need to be addressed for this to work.
1. Rendering: Currently if 20 people are playing a game that means there are 20 videos being rendered. In order for this to work a "server cloud" would have to have the power of 20 high end video cards along with the CPU and RAM to manage all the variables. Now multiply that by the number of people playing at any one time. Now clean the brain matter off your screen from your head exploding.
2. Bandwidth: Now you are not only sending a data stream back and forth, but fully rendered HD video. The amount of bandwidth used for one 20 player game that lasts 30 minutes would be tremendous on both the server and client side. And with several major ISPs (Time Warner anyone) setting bandwidth caps you could blow through that in one game.
This is an interesting idea and will make an excellent proof-of-concept, but I simply can't imagine it is ready for prime time or will be anytime soon. Not only do I think the tech is not there, but only people who buy more than say a dozen games a year will be willing to pay for it. I only play 3-4 games a year, so it would have to be less than $10/month for me to even consider it. Oh, and they would have to carry the games I want to play.
03/24/09
The one problem they will have the hardest time is latency over internet. I don't think they'll ever get that same buttery-smooth movement you get playing locally on your PC.
Of course, they can always solve that problem with auto-targeting. :)