/me tips his hat. Good-bye old friend, you will be greatly missed.
A Proud Member of the TeamFortress2 WebRing




  Planet Fortress specials that we get now and then, from a variety of sources: readers, staff, developers, ect. Every one is a gem (of some kind).

S

Current Schtick
Robin Walker Interview

Archived Schtick
Gabe Newell Interview
Top 5 Reject TFC Classes
Detailed PowerPlay Info
Article: Valve is #1
Cyrus-[CE] Interview
Robin Walker Interview
Real Weapons (TF2)
PowerPlay Interview



 News
- Newswire
- Clan News - Catacombs
- Search
- Archives
- Send News!
 Community
- Submit Your Stuff
- Forums
- Chat/IRC
- Schtick
- Editorials
- Mailbag
- Polls
- TF/TFC FAQ
- Creative Writing 101
- Interviews
- Links
- Advertise!
 TeamFortress 1
- Index
- About
- TF History
- Rook's TF Guide
- TF Anticheat Project
- TF, We Salute Thee
- Files
- Links
 TeamFortress Classic
- Index
- About
- Survival Guide
- Survival Map Series
- Maps
- Bots
- Spray Logo Tutorial
- TFTech
- TFC Newbies
- TFC-Reform
- Files
- Links
 TeamFortress 2
- Preview - Info
- Files
- ScreenShots
 Quake 3 Fortress
- Q3F Information
 Unreal Fortress
- UnF Information
 Files
- Main Page
- Top TFC Files
 Email
- Free TF Email!
 Staff
- The Staff
- PF's Past
- Email Contacts
- Submit Your Stuff!
 Misc.
- One Year of PF
- TF's 3rd Birthday
- Hosting Info
- The Fort




 Official Sites
- TF1 Homepage
 Archived Sites
- Quake: Team Fortress
- Half-Life: Team Fortress
 General Information
- Desert Fortress (IE only)
- Misanthropy
- Team Play First
- TF Express
- TF File Factory
 Class / Strategy
- Bards TF Handbook
- The Clinic
- Death From Afar
- Demoman Domain
- Det 5
- Engineering 101
- Engineer Alliance
- Fragopolis
- G-Mans Script Help
- Jumpē
- Scout Guild
- The Snipers Nest
- The Spy Academy
- TFC Encyclopedia
- TF Academy
- Guild Central
 Maps
- MapComm
- Dark Betrayal
- Canalzone CC
- MapMakers
- Pixel
- Sailorfrag's TF Mapping
- TF Map Complex
- TFC Textures
- TF Map Factory
- JMC's TF Map Zone
- UncleBRUCE
- TFC Vault
- Z Factor Productions
 Models
- TF2 Models
- Cool Crap TF Products
- -PK- Pak
- Penguin's Models
- TF Stuff
 Editing / Utilities
- Hal Bot
- Medic!
- Raistlin: Scripts & Aliases
- TF Convoy
 Leagues / Tourneys
- Classic Fortress League
- New Zealand Clan Clash
- Team Pro League
 Misc/Special Interest
- Fraggin' Postal Shop
- TF2: The Truth
- TFC Bingo
- TF Funnies
- ThunderVote
- TF>Junction
- TF Shots
- TFC Webring
- The Red Flag
   Schtick

PowerPlay
- By McTurbo; edited by Slick.

PowerPlay Article: from Computer Gaming World Magazine.
March 2000 Issue 188 Page34 & 35

The End of Lag?
'Valve and Cisco Team Up to Revolutionize Internet Gaming'

If your email arrives 500 milliseconds late, do you care? No. If you lose a couple of frames playing Unreal Tournament or Team Fortress Classic online, do you care? well considering that some 12-year-old creep in Poughkeepsie called BLUD_DRINKER probably killed you as a result, not only do you care, but you're also very, very angry, The fact is, the Internet wasn't designed as a gaming platform: It was designed as a way for NASA, university researchers, and evil geniuses around the globe to exchange simple, text-based information. Framerate-dependent shooters and real-time strategy games have pretty much moved on from ASCII graphics, and your phone line is simply choking on the huge amount of information it's being asked to fire back and forth between you and that annoying pre-adolescent.

But now, God willing, that's all going to change.

What Valve's Half-Life did for the shooter, so does Valve hope that their PowerPlay project--started in conjunction with Cisco--will do for online gaming. Their goals simple: to bring LAN-quality gaming performance to the online arena, so that Internet becomes the dominant entertainment platform of the near future. That's so, in Valve co-founder Gabe Newell's words "TEAM FORTRESS 2 can compete with rerun of Friends."

You Down With UDP?

So what the heck is PowerPlay, and how is it going to revolutionize online gaming? It's a set of protocols and deployment standards, involving such popular cocktail-party topics as UDP header compression and basic infrastructure--including router and access concentrator issues--that should create LAN-type performance for dial-up users, as well as for those gamers languishing away on overcrowded cable modem and DSL subnets. PowerPlay is more than just some sort of elaborate TCP/IP patch; it's a suite of technological improvements that will impact he whole experience of Internet gaming.

Think of it in terms of the sound you hear in a movie theatre: The sharp Dolby audio is an encoding standard that ensures high-quality sound recording, while the THX that brings the sound to life is a deployment standard that ensures that the quality of recording is played back in the best possible way. The analogy here with PowerPlay is that it does the same sort of thing--efficiently encoding data and maximizing its performance and playback. There's also one other way to look at it: It should be unbelievably fast. And it will be demonstrably fast, shipping with a simple bench marking tool so that gamers can compare online game performance between a game's PowerPlay and non-PowerPlay enhanced versions.

A comparison to OpenGL is also appropriate since Valve, working closely with Cisco--the 800-pound gorilla of Internet router business--won't be charging any licensing fees or turning a profit on the technology. The initial PowerPLay release schedule is planned in two separate hashes for this year. Currently, Cisco and Valve are focusing on industry initiative: asking ISPs to check it and support it; putting the infrastructure in place; making it available to application developers; and reaching out to the online community and convincing them to support PowerPlay-certified networks.

To that end, PowerPlay 1.0 will make its big debut in conjunction with a major--but as yet unnamed--national ISP, offering both a free month of service and a free, non Half-Life-dependent version of TEAM FORTRESS CLASSIC. That should happen by March.

Newell expects other game companies to jump aboard later this year with 2.0 since it will be focused on even lower client latency, bandwidth reservation, and voice integration.

At that point, the modular nature of the technology will allow developers to patch existing games easily making them PowerPlay-compliant within weeks. By releasing the code specifications to all participants at the point, Valve expects to focus on developing its own games and letting a growing PowerPlay project take care of itself. Seeing Is Believing

Granted, it was just a "Before and After PowerPlay" MPEG of TFC, but the demonstration we saw was impressive. The weird skipping, dancing movement of characters in the gameworld was replaced with seamless animation, and aiming a weapon was a revelation--you could actually aim at an enemy with a sniper rifle instead of guessing where he'd be in 1.3 seconds. Every type of game would benefit, from shooters to the new breed of 3D real-time strat games to the overcrowded realms of massively-multiplayer RPG's to finally allowing sports gamers to play--and not just managing games online.

Count on CGW(computer gaming world) to keep you up to the minute on this potentially monuments technology in future issues. --Robert Coffey

POWER PLAYERS

So will your favorite game embrace PowerPlay? Probably. As of press time the following developers had already signed on to the project:

  • Epic (Unreal, Unreal Tournament)
  • BioWare (MDK 2, Baldurs Gate, Neverwinter Nights)
  • Looking Glass (System Shock 2, Thief 2, Flight Unlimited)
  • Outrage Entertainment (Descent 3)
  • Red Storm Entertainement (Rainbow Six, Rogue Spear)
  • Volition (Freespace 2)
  • Ritual (Heavy Metal, F.A.K.K.2, Sin)
  • Shiny Entertainment (messiah, Sacrifice, R/C Stund Copter)
  • Relic Entertainment (Homeworld)
  • Ensemble Stuidios (Age of Empires I & II)
  • Captivation Digital Laboratories (quake: Da Bomb mod, Lose Your Marbles)
  • Gearbox Software (Half-Life, Opposing Force)
  • (out of the march 2000 issue of Computer Gaming World)

    If you just can't get enough PowerPlay information, check out our copy of the press release and interview with Valve.
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .


    IGN.com | GameSpy | Comrade | Arena | FilePlanet | GameSpy Technology
    TeamXbox | Planets | Vaults | VE3D | CheatsCodesGuides | GameStats | GamerMetrics
    AskMen.com | Rotten Tomatoes | Direct2Drive | Green Pixels
    By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
    Copyright 1996-2009, IGN Entertainment, Inc.   About Us | Support | Advertise | Privacy Policy | User Agreement Subscribe to RSS Feeds RSS Feeds
    IGN's enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.