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<item>
 <title>Webkit&#039;s WebGL Arrives, Poised to Revolutionize Browser-based Gaming</title>
 <link>http://www.maximumpc.com/article/news/webkits_webgl_arrives_poised_revolutionize_browserbased_gaming</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;a href=&quot;http://blog.wolfire.com/2009/09/preview-of-webkits-webgl-canvas3d/&quot;&gt;A big WebGL patch has recently been released&lt;/a&gt;, bringing us a step closer to 3D gaming in the browser. WebGL is a project attempting to bring a few new features to HTML5 allowing JavaScript binding to OpenGL ES 2.0. When complete, this could mean fairly complex 3D games running in a WebKit browser with no plugins required.&lt;/p&gt;
&lt;p&gt; It may even be possible to see support for WebGL in native WebKit browsers in as little as 6 months. Safari and Chrome are probably on the forefront of this technology, as they are based on WebKit. Firefox, while based on the Gecko engine, has an extension capable of displaying a WebGL 3D canvas. As for Internet Explorer, don’t hold your breath. Microsoft still has yet to implement HTML5, let alone upcoming technologies.&lt;/p&gt;
&lt;div style=&quot;text-align: center&quot;&gt;&lt;img src=&quot;/files/u94712/wgl2.png&quot; alt=&quot;wgl&quot; width=&quot;405&quot; height=&quot;239&quot; /&gt;&lt;/div&gt;
&lt;p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
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 <comments>http://www.maximumpc.com/article/news/webkits_webgl_arrives_poised_revolutionize_browserbased_gaming#comments</comments>
 <category domain="http://www.maximumpc.com/article_type/news_amp_views">News</category>
 <category domain="http://www.maximumpc.com/geek_tested/3d_gaming">3D gaming</category>
 <category domain="http://www.maximumpc.com/geek_tested/browsers">Browsers</category>
 <category domain="http://www.maximumpc.com/geek_tested/gaming">gaming</category>
 <category domain="http://www.maximumpc.com/taxonomy/term/8744">html5</category>
 <category domain="http://www.maximumpc.com/geek_tested/internet_explorer">Internet Explorer</category>
 <category domain="http://www.maximumpc.com/geek_tested/mozilla_firefox">Mozilla Firefox</category>
 <category domain="http://www.maximumpc.com/geek_tested/opengl">OpenGL</category>
 <category domain="http://www.maximumpc.com/geek_tested/safari">Safari</category>
 <category domain="http://www.maximumpc.com/geek_tested/software">Software</category>
 <category domain="http://www.maximumpc.com/geek_tested/standards">standards</category>
 <category domain="http://www.maximumpc.com/taxonomy/term/7181">webkit</category>
 <pubDate>Mon, 14 Sep 2009 20:04:58 -0500</pubDate>
 <dc:creator>Ryan Whitwam</dc:creator>
 <guid isPermaLink="false">7849 at http://www.maximumpc.com</guid>
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<item>
 <title>Nvidia the First to Release Beta Drivers to Support OpenGL 3.0 API</title>
 <link>http://www.maximumpc.com/article/news/nvidia_first_release_beta_drivers_support_opengl_30_api</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;The ink was hardly dry on the Khronos Group&#039;s August 11th announcement that they released the OpenGL 3.0 API specification, when Nvidia releases beta drivers supporting the standard. These new drivers implement the OpenGL 3.0 API and the GLSL 1.30 shading language for both Windows XP and Vista on selected GeForce and Quadro videocards. This isn’t totally unexpected since Nvidia is a member of the Khronos Group&lt;/p&gt;
&lt;p&gt; “OpenGL 3.0 is a significant advance for graphics standard and we’re proud that NVIDIA has played a major role in developing it,” said Barthold Lichtenbelt, Manager, Core OpenGL Software at NVIDIA and chair of the OpenGL working group at Khronos. “OpenGL 3.0 will be a first-class API on both GeForce and Quadro boards. Shipping drivers two days after this new specification is released demonstrates our strong commitment to the OpenGL developer community and our partners who rely on the standard.”&lt;/p&gt;
&lt;p&gt; There has been much speculation on how the OpenGL 3.0 API will compete with DirectX 10. Some truly great games were made with previous OpenGL API specs like Far Cry, any of the Quake series, Starsiege: Tribes, and the original Half-Life. These games are pretty long in tooth, and newer games have been made with Direct X, including the engine that drives Valve&#039;s Source engine. &lt;/p&gt;
&lt;p&gt; We can look forward to developers putting out some new games in the future using this standard. With all they accomplished with OpenGL 2.1, I am pretty excited about what’s coming. &lt;/p&gt;&lt;/p&gt;
&lt;div style=&quot;text-align: center&quot;&gt;&lt;img src=&quot;/files/u3606/opengl.jpg&quot; alt=&quot;OpenGL Logo&quot; width=&quot;399&quot; height=&quot;179&quot; /&gt;&lt;/div&gt;
</description>
 <comments>http://www.maximumpc.com/article/news/nvidia_first_release_beta_drivers_support_opengl_30_api#comments</comments>
 <category domain="http://www.maximumpc.com/article_type/news_amp_views">News</category>
 <category domain="http://www.maximumpc.com/geek_tested/direct_x_10">Direct X 10</category>
 <category domain="http://www.maximumpc.com/taxonomy/term/4515">Khronos Group</category>
 <category domain="http://www.maximumpc.com/geek_tested/news">news</category>
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 <category domain="http://www.maximumpc.com/geek_tested/opengl">OpenGL</category>
 <pubDate>Fri, 15 Aug 2008 09:27:23 -0500</pubDate>
 <dc:creator>Chris Moody</dc:creator>
 <guid isPermaLink="false">3198 at http://www.maximumpc.com</guid>
</item>
<item>
 <title>E3 2008: The John Carmack Interview. Rage, id Tech 6, Doom 4 Details, and More!</title>
 <link>http://www.maximumpc.com/article/features/e3_2008_the_john_carmack_interview_rage_id_tech_6_doom_4_details_and_more</link>
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&lt;td&gt; &lt;/p&gt;
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&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;We had an opportunity to speak with id co-founder John Carmack after the big EA press conference yesterday (where id &lt;a href=&quot;/article/features/e3_2008_ea_press_conference_sims_3_announced_id_partners_with_ea_publish_rage_and_more&quot;&gt;surprisingly announced&lt;/a&gt; a partnership with EA to publish Rage). We grilled the legendary game developer  (and part-time rocket scientist) about id&#039;s post-apocalyptic shooter, the state of gaming graphics, and what his plans are after id Tech 5. Rage looks be a drastic departure from the traditional id FPS, not only in gameplay style (open worlds with vehicles vs. claustrophobic indoor environments) but also in the way Carmack has designed the code-base. id has already announced that Doom 4 is in development (no publisher has yet been annonced), and Carmack confirmed that it&#039;ll run at 30Hz and run with several times the graphics power as Rage, a 60Hz game.  &lt;/p&gt;
&lt;div style=&quot;text-align: center&quot;&gt;&lt;img src=&quot;/files/u17625/carmack_interview_teaser.jpg&quot; width=&quot;415&quot; height=&quot;250&quot; /&gt;&lt;/div&gt;
&lt;h3&gt;MPC: Can you lead off by telling us a little bit about Rage and id Tech 5?&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;John Carmack&lt;/strong&gt;: id Tech 5 is the next major technology generation after the Doom 3 [engine]. Doom 3 was targeted at high-end PCs and the original Xbox. It’s been one of our big learning experiences working with our partner companies about just how miserable the porting process is. Doing a game, then delivering for the PC, the Xbox 360, the PS3, the Mac or whatever. It’s just something horrible that we suffered through with Enemy Territory, or rather one of our partners did.&lt;/p&gt;
&lt;p&gt;The target that we had, we knew when we were starting this generation of technology that the consoles were taking over the preeminence for the types of games we’d been making—the AAA media-rich blockbusters were on the consoles. We needed a solution that would be portable across 360, PS3, PC, and OS X, but we didn’t want to abandon our PC roots. And we have enough Apple boosters internally that the Mac remains a platform that we have some fondness for. &lt;/p&gt;
&lt;p&gt;On a technical level, we had to make design decisions that would let us target all of these platforms, very importantly, from a single source-base, and developed [that] internally. We didn’t want to have to go out to any other companies to produce these games. We wanted to say OK, here’s the build and run the same build on the PC, the 360, and the PS3. We still have to go through one extra step to build it on the Mac. But it really does work that way on the other [console] platforms. Right now, you check the stuff in, the next day you get the build reports, which says, “here it is [ready to go] on these three platforms.” So that’s one of the core technical aspects.&lt;/p&gt;
&lt;h3&gt;MPC: So one team is developing for four platforms at the same time (PC, 360, PS3, and OS X)? That’s really cool!&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;JC&lt;/strong&gt;: This is the first time we’ve done this at id, and we think we’ve done it better than many other companies. This is one source tree and one environment, you build it and it works well on all these. Different platforms have had different amounts of elbow grease on them. Certain things are easier on the 360 than the PS3, but you put the extra effort in where it’s required. You don’t want to minimum common denominator it, and just do what’s easy on the different platforms. The intersection of that is not so great.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;div style=&quot;text-align: center&quot;&gt;&lt;img src=&quot;/files/u17625/rage_art_1.jpg&quot; width=&quot;500&quot; height=&quot;301&quot; /&gt;&lt;/div&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Tim Willits, id&#039;s Lead Designer&lt;/strong&gt;: One of the great things about the new id Tech 5 engine is that as a developer, you use the same set of assets on all of the platforms. You can immediately see what your game looks like on all the different platforms. For us, that’s a great way of looking at development of games.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;JC&lt;/strong&gt;: Our history as a PC developer lead us to a lot of development technologies that console developers generally didn’t do. Through the Doom 3 generation we had all of this live update stuff, where a modeler could save out a model or save out an image. You could just hit one key in game, and it refreshes everything in the game around you. While we went through the Doom 3 porting process to the Xbox, our designers were appalled at how painful the process was. “Ew, this takes hours to just make tiny changes there”. We’ve brought all of the goodness of PC development there to console developers.&lt;/p&gt;
&lt;p&gt;During the development process [now], you can do the exact same thing: save this thing out, hit a key, and it magically pops up in the world around you. With a stamping on the Megatexture stuff, you’ve got even cooler demos, where you can be doing graffiti on the texture on the PC, and a guy walks around the corner on the PS3, and it’s magically there.  &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;TW&lt;/strong&gt;: So Rage, the other part of your question. Rage is a new franchise built on a first-person shooter foundation. But yet, it expands on that with more exploration, more action, and more adventure with some driving and vehicle combat.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;JC&lt;/strong&gt;: It’s explicitly not the corridor shooter that people have come to expect from id. It was a very conscious decision that this won’t just be the next revision of the same game that id’s made before.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;div style=&quot;text-align: center&quot;&gt;&lt;img src=&quot;/files/u17625/carmack1.jpg&quot; width=&quot;415&quot; height=&quot;623&quot; /&gt;&lt;/div&gt;
&lt;p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;h3&gt;MPC: It seems like you’ve taken inspiration for Rage from Mad Max and everything else that’s post apocalyptic and awesome. What would you say that you’re juiced about and pulling on to make Rage?&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;TW&lt;/strong&gt;: For us, it’s all about fun and making the game experience as enjoyable as possible. During development, whenever we hit a crossroads between realism and fun, we take the fun path. We would love for game players, after they finish Rage to say, “that game was fun. I had a great time.”&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;JC&lt;/strong&gt;: And that actually, there are some technical points that we tie in there. I was very proud of the Doom 3 generation, where I unified all these things: static and dynamic lighting, static and dynamic geometry. It was technically elegant and wonderful, and was this thing that I was quite proud of as a setup. We’re making completely different decisions on Rage. I’m not trying at all to be perfectly uniform or elegant in whatever way. We’re doing a lot more of the traditional gaming hacks in the technology, because we’re a 60Hz game. We’re totally blazing fast because Rage is a 60Hz game. We want to be responsive for the driving side of things, and that carries over into a silky-smooth sense of play even with all the other first-person sides of things.&lt;/p&gt;
&lt;p&gt;That also plays into our grand strategic plan with all this generation of technology. We’re ramping up to do another Doom game, built on id Tech 5. But it’s going to be a 30Hz game. Even though we’re not changing the engine, we get to throw three times as much horsepower at it, so it’s going to look like a totally new game engine on there, even though it’s going to be built on the four years of effort that we spent developing this generation of technology. &lt;/p&gt;
&lt;h3&gt;MPC: So, you said Rage is a 60Hz game. Is it an OpenGL or DirectX game?&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;JC&lt;/strong&gt;: It’s still OpenGL, although we obviously use a D3D-ish API [on the Xbox 360], and CG on the PS3. It’s interesting how little of the technology cares what API you’re using and what generation of the technology you’re on. You’ve got a small handful of files that care about what API they’re on, and millions of lines of code that are agnostic to the platform that they’re on. &lt;/p&gt;
&lt;hr /&gt;
&lt;div style=&quot;text-align: center&quot;&gt;&lt;img src=&quot;/files/u17625/carmack3.jpg&quot; width=&quot;415&quot; height=&quot;623&quot; /&gt;&lt;/div&gt;
&lt;p align=&quot;center&quot;&gt;&lt;em&gt; John Carmack conjures up graphics magic for Rage &lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;MPC: Are you using DirectX 9 equivalent? For Doom 4 as well?&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;JC&lt;/strong&gt;: Yes to both. It’s one of those things I get asked a lot. What’s big and exciting for DirectX 10 or DirectX 11? There’s not a whole lot of… really not a whole lot. The big touted geometry shaders were in many ways, a mistaken belief that people desperately wanted to create stencil shadow volume. &lt;/p&gt;
&lt;p&gt;There’s a tough thing with that. You get a bunch of people who make APIs, and they think “it’s my job to make APIs. I make new APIs every year.”  There’s a reality of approaching a functionality curve, and the DX9 level gives us a whole lot of stuff where it’s not like before, even at the DX7 functionality level. Graphics programmers have tried every possible configuration, and they’ve tried every state and know what happens when. But, as soon as you get programmability in there (as happened with DX9) you’re writing code now. The code is limited, but we’re so far from exhausting the possibilities.&lt;/p&gt;
&lt;p&gt;Sure, when DX10 hardware is ubiquitous and that’s our baseline platform, we’ll find something useful to do with all that extra hardware. It’s not like we’re saying “no, we won’t use this”. &lt;/p&gt;
&lt;h3&gt;MPC: Do you think we’ve reached a point of diminishing returns with regard to graphics?&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;JC&lt;/strong&gt;: There’re interesting things to talk about in that direction, [for example] with Quake Live. We’re taking this ancient graphics technology, it’s nine years old, but we’re wrapping it in this other way to innovate, with the website interface for all of that. It’s clear that there are certain types of games that we’re past the curve for the benefit. For the highly competitive games, competitors would crank the detail all the way down, sometimes going too far. It’s cool that we’re running those games now at 60Hz on 2 million-pixel monitors. &lt;/p&gt;
&lt;p&gt;There’s still value to be gained at the high end with graphics. We’ve got some wonderful looking stuff with Rage where we can do things with the environments that people have never seen before. Rage and id tech 5 will make a lot of games start to look plain. We’ve seen that phenomenon with previous games, where people don’t know exactly what they’re missing until they’re shown it, but it makes some of the other things look shabby in comparison.&lt;/p&gt;
&lt;p&gt;I still think there’s one more generation to be had where we virtualize geometry with id Tech 6 and do some things that are truly revolutionary.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;div style=&quot;text-align: center&quot;&gt;&lt;img src=&quot;/files/u17625/rage_art_2.jpg&quot; width=&quot;500&quot; height=&quot;296&quot; /&gt;&lt;/div&gt;
&lt;p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;h3&gt;MPC: How long will we see games based on id Tech 5? &lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;JC&lt;/strong&gt;: Through this console generation at least, I am beginning some of the preliminary research work on what we’re going to follow this up with on the following console generation. Lots of questions are unanswered about that, depending on how all the players choose their technology—whether it ends up being a Larrabee based, CUDA hybrid, or Fusion-based, there’re lots of unanswered questions. I know we can deliver a next-gen kick, if we can virtualize the geometry like we virtualized the textures; we can do things that no one’s ever seen in games before. It’s worth doing a new generation for.&lt;/p&gt;
&lt;h3&gt;MPC: So this isn’t your last engine?&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;JC&lt;/strong&gt;: No. It’s interesting though, that a couple of years ago, I’d thought that maybe we were approaching something that would be a regular tool, that the performance is a driving factor. You could write something really general, but the performance is hard, even for a 30Hz game. &lt;/p&gt;
&lt;p&gt;In some ways, our big advances are in tools. Our innovations are beyond the offline renderers. We’re doing stuff that even the offline renderers don’t. &lt;/p&gt;
</description>
 <comments>http://www.maximumpc.com/article/features/e3_2008_the_john_carmack_interview_rage_id_tech_6_doom_4_details_and_more#comments</comments>
 <category domain="http://www.maximumpc.com/taxonomy/term/31">Features</category>
 <category domain="http://www.maximumpc.com/taxonomy/term/3839">doom 4</category>
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 <category domain="http://www.maximumpc.com/geek_tested/opengl">OpenGL</category>
 <category domain="http://www.maximumpc.com/geek_tested/quake">quake</category>
 <category domain="http://www.maximumpc.com/taxonomy/term/3838">quake live</category>
 <category domain="http://www.maximumpc.com/geek_tested/rage">Rage</category>
 <pubDate>Tue, 15 Jul 2008 12:00:35 -0500</pubDate>
 <dc:creator>Will Smith</dc:creator>
 <guid isPermaLink="false">2753 at http://www.maximumpc.com</guid>
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<item>
 <title>Fraps - It&#039;s Not Just for Gaming Anymore</title>
 <link>http://www.maximumpc.com/article/fraps_its_not_just_for_gaming_anymore</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;
&lt;a href=&quot;http://www.google.com/search?hl=en&amp;amp;q=FRAPS+site%3Amaximumpc.com&quot; title=&quot;Google search of MaximumPC.com for FRAPS&quot;&gt;Denizens of Maximum PC&#039;s forums&lt;/a&gt; and gamers everywhere are familiar with &lt;a href=&quot;http://www.fraps.com/&quot; title=&quot;FRAPS benchmark and capture software&quot;&gt;Beepa&#039;s Fraps&lt;/a&gt;, the benchmarking, screen capture and movie-making software made especially for gaming. But even if your idea of a good game is a rousing hand of Solitaire, if you ever need to capture screens or movies in Windows, consider adding &lt;b&gt;Fraps&lt;/b&gt; to your toolkit.
&lt;/p&gt;
&lt;h4&gt;Fraps to the Rescue in Windows Media Center&lt;/h4&gt;
&lt;p&gt;
It&#039;s no exaggeration to say that Fraps had a major role in making my forthcoming book, &lt;a href=&quot;http://www.amazon.com/Maximum-Microsoft-Windows-Vista-Exposed/dp/0789735865/&quot; title=&quot;Maximum PC Microsoft Windows Vista Exposed&quot;&gt;Maximum PC Microsoft Windows Vista Exposed&lt;/a&gt;, possible. One of the most important chapters in this new book (available on August 24) is the chapter on Windows Media Center (WMC), the multimedia presentation and TV recording powerhouse updated from Windows XP Media Center Edition. WMC is one of the &amp;quot;must have&amp;quot; features of Windows Vista Home Premium and Ultimate editions.
&lt;/p&gt;
&lt;p&gt;
As I worked on the chapter, I must have tried a half-dozen or more screen capture programs, from the biggest names in the business to various freeware programs. All tried - and failed - to capture WMC&#039;s famous &amp;quot;10 foot UI&amp;quot; in full-screen mode. Time after time I got black screens instead of menus. I didn&#039;t want to take the easy way out as some books have done of running WMC in a window: although you can do it (and capture the menus with most screen-cap programs on the market), WMC just isn&#039;t as much fun in a window - and hardly anyone runs it that way.
&lt;/p&gt;
&lt;p&gt;
Fortunately, on the recommendation of my son Jeremy (the biggest gamer in the family - and a &lt;a href=&quot;http://www.flickr.com/photos/jeremysoper/&quot; title=&quot;Jeremy Soper at Flickr.com&quot;&gt;great photographer&lt;/a&gt; and &lt;a href=&quot;http://digitalartmuseum.com/2002/august/soper/&quot; title=&quot;Digital Art by Jeremy Soper&quot;&gt;digital artist&lt;/a&gt; too), I fired up Fraps and found the answer to my problem. Fraps had no problems grabbing WMC screens, enabling me to illustrate the WMC chapter properly. It&#039;s no surprise that both Jeremy and Fraps got a well-deserved &amp;quot;Thank you&amp;quot; in the book.
&lt;/p&gt;
&lt;p&gt;
&lt;img src=&quot;/sites/future.p2technology.com/files/imce-images/FRAPS_WMC.jpg&quot; style=&quot;width: 450px; height: 338px&quot; alt=&quot;FRAPS captures WMC screens&quot; title=&quot;FRAPS captures WMC screens&quot; align=&quot;baseline&quot; height=&quot;338&quot; width=&quot;450&quot; /&gt;
&lt;/p&gt;
&lt;hr /&gt;
&lt;h4&gt;On Beyond Gaming with Fraps 2.9.1&lt;/h4&gt;
&lt;p&gt;
The version of Fraps I used wasn&#039;t fully Windows Vista-compatible, although it worked well enough for my purposes. But now, a new version of Fraps (2.9.1) is available. &lt;a href=&quot;http://www.fraps.com/news.php&quot; title=&quot;FRAPS 2.9.1 changelog and new features&quot;&gt;Fraps 2.9.1&lt;/a&gt; is now ready for the new generation of Windows gaming, with full support for Windows Vista, support for DirectX 10, Direct Stream sound recording in movies, better resource sharing, and numerous fixes. If you haven&#039;t downloaded Fraps since version 2.9.1 came out on July 12th, it&#039;s time to &lt;a href=&quot;http://www.fraps.com/download.php&quot; title=&quot;Download FRAPS 2.9.1&quot;&gt;grab a new copy&lt;/a&gt;.
&lt;/p&gt;
&lt;h4&gt;Fraps for Non-Gamers&lt;/h4&gt;
&lt;p&gt;
If the ability to capture WMC screens isn&#039;t enough to make you non-gamers out there grab a copy of Fraps, how about this: with Fraps 2.9.1, you can use Fraps to grab screens - and movies - from the standard Windows desktop! Use Fraps for tutorials or demonstrations by day, and documenting your gaming prowess by night.
&lt;/p&gt;
&lt;p&gt;
&lt;img src=&quot;/sites/future.p2technology.com/files/imce-images/FRAPS_Desktop_0.jpg&quot; style=&quot;width: 450px; height: 253px&quot; align=&quot;baseline&quot; height=&quot;253&quot; width=&quot;450&quot; /&gt;
&lt;/p&gt;
&lt;p&gt;
Gamers will also appreciate this new capability: you don&#039;t need to load two screen capture programs into memory or juggle hot-key assignments any more. To enable this option, go to the &lt;a href=&quot;http://www.fraps.com/faq.php&quot; title=&quot;FRAPS FAQ and Help&quot;&gt;FPS tab&lt;/a&gt; and check the box &amp;quot;Monitor Desktop Windows Manager.&amp;quot;
&lt;/p&gt;
&lt;h4&gt;Fraps Isn&#039;t Perfect...Yet&lt;/h4&gt;
&lt;p&gt;
One Vista feature still has Fraps and everybody else (as far as I know) baffled: themed slide shows from Vista&#039;s Photo Gallery feature. Fraps produces black screens when trying to capture these screens (but so does everybody else). Fraps also has trouble if you do, indeed, run Windows Media Center in a window: it won&#039;t capture anything. Maximize WMC, though, and you can capture WMC screens perfectly, regardless of the Monitor Desktop Windows Manager setting.
&lt;/p&gt;
&lt;h4&gt;Who Needs Fraps? Now, Everybody Does&lt;/h4&gt;
&lt;p&gt;
Despite these modest issues, Fraps is staying in my toolbox. Get support for JPG, PNG and TGA graphics formats (the free version only works with the space-hogging BMP format), enjoy unlimited movie recording time and take the watermark off your movies by &lt;a href=&quot;http://www.fraps.com/buy.php&quot; title=&quot;Buy FRAPS&quot;&gt;registering your copy&lt;/a&gt; for $37.00.
&lt;/p&gt;
&lt;p&gt;
[&lt;b&gt;Note:&lt;/b&gt; adjusted capitalization of Fraps after initial post]
&lt;/p&gt;
&lt;p&gt;
&amp;nbsp;
&lt;/p&gt;
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 <pubDate>Fri, 10 Aug 2007 12:22:27 -0500</pubDate>
 <dc:creator>Mark Soper</dc:creator>
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