Nvidia's Android-powered gaming platform Project Shield, we couldn't
wait to go hands-on with the device ourselves to put some nagging
questions to rest. Luckily we didn't have to wait long - today IGN got
to poke and prod the console-in-a-controller to our heart's content, as
well as demo a variety of gaming experiences.
High Build Quality
The device itself is a bit heavier and a bit bulkier than a standard console controller, weighing in at around one pound. An average-sized pair of male hands won't have any trouble stretching their index fingers to the trigers or their thumbs to any of the face buttons or analog sticks, but it does feel noticeably larger in-hand than an Xbox 360 controller. The four back triggers are set up exactly like the 360's, with two "bumper" triggers along the top and two analog triggers just beneath. The four convex face buttons feel satisfyingly snappy.
In fact, the entire build of the device itself feels solid and responsive. The concave dual analog inputs seem to have no noticeable "dead zone" and feel high quality. Five center buttons (including another obviously Xbox-inspired detail in the central 'Nvidia' button) are used for various key Android functions like returning home or returning to the previous menu.
The only real negative regarding Project Shield as a controller (beyond its size and heft) is the lackluster D-Pad. Classic gamers are once again out of luck - the device's digital D-Pad is wobbly and disc-shaped and seems ill-suited for fine 2D control.
PC Game Streaming
We also got a chance to see Project Shield's PC game streaming
functionality — arguably one of its most alluring features. When
combined with a gaming PC on a shared local network, Project Shield can
remotely access any game you own, allowing you to stream and play HD
games directly on the device. The company demoed Borderlands 2 running
in realtime on the Shield from alongside a PC in the same room,
demonstrating the low-latency streaming between the two devices. The
game ran as if it was being processed and rendered right on the
handheld. There was no recognizable lag between when commands were
entered on the device and when they were reflected on the screen.There are some caveats, however. In order to access the feature, users must have an Nvidia-based graphics card — 600 series or above — and have the company's GeForce Experience optimization software installed. When the Project Shield is paired, the software detects the optimal graphics settings for its 5-inch 720p display, emphasizing high-framerates to counteract the impact of wireless streaming.
Between the simple cost of ownership of an Nvidia 600-series desktop or 600M laptop and the cost of the handheld itself, there is a considerable amount of effort and funds required to harness half of the device's promise. But then again, Nvidia representatives made no effort to deny that Project Shield is a niche product. This is a product for a very specific audience of hardcore gamers. The question is: is the niche-within-a-niche the company is targeting large enough to make the Shield a growing, successful platform?
Android Muscle
Project Shield's very brief Dead Trigger 2
demo is too short to truly get a feel for what the platform's Tegra 4
chip will be able to do graphically, but given that Tegra 3-optimized
games are already approaching a level of visual fidelity akin to
current-gen launch title, it's safe to assume that high-end 3D mobile
games will look fantastic on the 5-inch 720p display.
Beyond a strange game design choice (in this
Dead Trigger 2 demo your gun fires automatically when your reticle
passes over an enemy), the entire experience controlled as one would
expect. Right and left analog sticks allowed for full freedom of
movement. Actions like prev/next weapon swapping and lobbing grenades
could be mapped to any face or shoulder button.
Project Shield seems a natural fit for
console-style mobile games with complex button inputs. But reaching
across the device to interact with the touch screen felt awkward - this
is not likely be a platform suited for touch-heavy mobile games.
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