Popular video game engine Unity has had a lot of bad press over the last year, the result of things like large-scale layoffs and some really terrible comments from its CEO. Today the trend continues, as it was recently announced that the company has signed a new multi-million dollar, three-year deal with a technology company that will see it become the “preferred real-time 3D platform” provider for the US government and its various defense agencies and militaries.
Unity is a widely used video game engine that is often cited as being lightweight, easy to work with, and flexible, allowing indie devs and large studios to create games that can scale across multiple platforms, like Xbox, PC, and Switch. The engine powers numerous gameslike Among Us, V Rising, Call of Duty Mobile, and Cuphead. But this flexibility and power have also attracted the attention of folks outside of the game industry, including companies that help build simulations and other systems for the US government and military.
As announced earlier this weekUnity is parenting with CACI International on what the company calls an “exciting” three-year, multi-million dollar deal that will help it become the “preferred real-time 3D platform for future systems design and simulation programs across the US Government.”
If you, like most folks reading this, don’t know what CACI is, here’s how the company describes itself on its own website:
CACI is a $6 billion company whose mission and enterprise technology and expertise play a vital role in our national security, safeguarding our troops, and enabling our government to deliver cost-effective and high-quality support for all Americans.
This sounds a lot like Unity is once again cutting deals to help the US government and military in developing technology that could aid soldiers and the country’s ability to fight wars overseas. And while some might not mind working on such tech, as we saw last year, many staff members at Unity did indeed have an issue with how the company was handling these deals. There were reports that some employees were working on parts of the engine that would benefit Unity’s government and military contracts, yet the devs had no idea.
Kotaku has contacted Unity about this latest contract and how it plans to keep its game engine devs separate from or informed about its military and government contract work with CACI.
EVO, the year’s biggest fighting games event, went down over the weekend, and in terms of news perhaps the biggest announcement was that not one but two games will be getting Rollback Netcode improvements over the next 12 months. Don’t know what that means, or why it’s important? I got you!
So in online multiplayer games, a large part of allowing everyone to play together is the way the game registers everyone’s actions at the same time. when a person in Canada is playing someone in Germany they’ll both be pressing buttons in their own homes, and the game needs to pick up those inputs, apply them to the game and have them play out in a way that makes the whole thing look as seamless as though they they were playing with (or against) each other in the same room.
Different games (and different genres) handle this differently, depending on how important speed and accuracy is to the player’s experience, but one type of input recognition that’s especially important to anyone playing a fighting game—where every frame and millisecond can mean the difference between victory and defeat—is called Rollback Netcode.
Rollback Netcode doesn’t rely on waiting for everyone’s input before registering actions; instead it lets both players press their buttons and see the action play out instantly without lag or delay, as though they were playing offline, and in the downtime between that and the opponent’s action arriving the game basically guesses what was going to happen next. If it guessed right the game continues with nobody noticing, and if it was wrong, it checks down to play out the action that the other player actually made, which sometimes involves a little “teleporting”.
The very helpful video below, by Coby Mystics, explains how Rollback Netcode works, and how in fighting games it’s speed and accuracy make it so superior to the more traditional Input Delay:
Code Mystics Explains Netcode: Input Delay vs. roll-back
OKAY! So now that we’re all up to speed on Rollback Netcode, you can understand why such a seemingly minor announcement is actually a huge deal for fighting game fans, and why these two announcements made at EVO went down so well with fans.
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First up, producer Tomoko Hiroki took to the stage to announce that the upcoming versions of dragon ball fighter z on PS5 and Xbox Series X|S will be getting Rollback Netcode, as will the PC version, though on the latter players will get the option whether to use Rollback Netcode (which will carry a slightly steeper system requirement) or stick with Input Delay.
It doesn’t look like the upgrade will be coming to the PS4, Xbox One or Switch versions of the game, though the last-gen PlayStation and Xbox versions will have upgrade paths made available for anyone who upgrades to newer systems.
As for when this is actually coming, it doesn’t sound like it will be soon, with the announcement saying “It will take some time until the system is implemented, but we sincerely hope you will enjoy it as soon as possible. More information will be released at a later date. Please wait for further details.”
The 2019 reboot of samurai showdown got the same announcement, with SNK teaming up with Code Mystics—creators of the vid above—to implement the upgrade. It’ll be coming to the PC, PS4, Xbox One and Xbox Series X|S versions of the game (again leaving the Switch behind), and is “planned” for Spring 2023.
Apple silicon—including the M1 and new M2 chips—has a reputation for staying cool even under intense workloads. Intel Macs, on the other hand, run notoriously hot. They’re still capable computers, but they heat up fast, which, in turn, slows things down. If you have an Intel-based Mac, you’ve probably experienced this computational heatwave for yourself. Rather than guessing how hot your computer is getting, however, there’s a hidden monitor built into every Intel-based Mac that lets you know exactly what the internal temperature is.
Why your Mac overheats (and why it’s bad)
I talked about this subject beforewhen I mostly focused on laptops. Whether you have a MacBook or an iMac, however, the general principle is the same: You don’t want your machine to overheat.
Computers heat up because the internal components, namely the CPU and GPU, generate heat as they work. Depending on your computer, you might not notice it while performing light tasks. Once you start pushing the machine, however, you’ll feel the temperature ramping up.
It’s not that this heat will damage or break your computer. I mean, it absolutely could, but manufacturers make sure that will never happen. A little heat is okay; the parts are designed to operate normally within a wide range of temperatures. However, when the chips start to get too hot—usually around 90 degrees FAhrenheit—your computer will slow down its processing speed in order to cool things down, a process referred to as “throttling.”
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Throttling sucks, because it means you’re not getting the performance you expect from your machine. Truea slow machine is better than a burnt and broken one, but avoiding the overheating problem in the first place can help you prevent throttling before it kicks inand push your Mac to its maximum potential.
While there are many ways to combat overheating, one is to keep tabs on your Mac’s temperature. And if you have an Intel Mac, you already have a monitor built right into macOS.
macOS’ hidden temperature monitors for Intel Macs
You won’t find these temperature monitors by searching through the apps installed on your Mac. You won’t even find them in Activity Monitor, as useful a utility as it is. Rather, your Mac’s temperature monitor is found in Terminal. Using Terminal likely seems intimidating to many users, because it allows you to control your Mac using only text-based commands. But you don’t actually need to memorize any of thosee commands to use Terminal; a copied and pasted command works just as well.
There are plenty of useful Terminal commands everyone can use (we covered many of them in this piece) but we’re focusing on the temperature monitors this time. There are two commands you can use here. The first lets you see temperature stats for your Mac’s CPU. Copy and paste the following command exactly as-is into a new Terminal window (quotation marks and all):
sudo powermetrics —samplers smc |grep -i “CPU die temperature”
If done right, Terminal will ask for your password. Enter it (you won’t be able to see what you’re typing, unfortunately), then press the return key. After a moment, you’ll begin seeing temperature readings, updating roughly every five seconds. The temperatures are written in Celsius, so you’ll need to convert to Fahrenheit on your own, but, after a while, you start to pick up which temperatures are cool, warm, hot, and too hot.
Speaking of which, you will also get access to one of my favorite data points in macOS: When things start to get too hot and your Mac decides it needs to cool things down, you’ll see (fan) written next to the temperatures (if your Mac has fans, that is). That lets you know the fans are starting to work harder to move hot air out of your machine. Fans are obviously a good tool for cooling computers, but they aren’t perfect: If your CPU is still heating up to unsafe levels—usually 98 degrees Fahrenheit, going by my experience in Terminal—you’ll start to see (power) instead. When this reading appears, it means macOS is throttling your CPU to keep the temperature from going overboard.
You can also check your GPU temperatures with the following command:
sudo powermetrics –samplers smc |grep -i “GPU die temperature”
Notice that you won’t see (fan) or (power) appear on this Terminal windowonly temperature readings.
Options for Apple silicone
While Apple’s suite of silicon chips don’t face as many heat ramps as Intel-based Macs, they can still overheat and throttle like any other chip. Unfortunately this built-in Terminal command won’t work on M1 and newer, since those chips are designed differently than Intel chips in how they handle heat.
The only solid temperature monitor for Apple silicon available rright now is TG-Prowhich comes at a cost. It’s usually $20, though at the time of this writingit’s on sale for $10. If you’re looking for a temporary solution, the app offers a two-week free trial, so you can monitor your temperatures on M1, M2, or any other Apple silicon variant for 14 days free of charge.
Hopefully, as Apple silicon is adopted by more and more of the Mac user base, developers will write more temperature monitoring apps for the platform. Hey, maybe Apple will even make their own—for free.