Home Blog Page 1270

Spheron and Heurist Take on AI Innovation

0
Spheron and Heurist Take on AI Innovation


In this exciting crossover episode of Tech Fusion, we dive deep into the world of AI, GPU, and decentralized computing. This discussion brings together minds from Spheron and Heurist to explore cutting-edge innovations, challenges, and the future of technology in this space. Let’s jump straight into the conversation where our host Prashant (Spheron’s CEO) and JW and Manish from Heurist take center stage.

If you want to watch this episode, click below or head over to our YouTube channel.

Introduction to the Tech Fusion Episode

Host: “Welcome, everyone! This is Episode 9 of Tech Fusion, and we’re in for a treat today. This is our first-ever episode featuring four guests, so it’s a big one! I’m Prashant, and Prakarsh from Spheron is with me today. We have special guests from Heurist Manish and JW. It’s going to be a deep dive into the world of AI, GPUs, decentralized computing, and everything in between. So let’s get started!”

The Evolution of AI Models and Decentralized Computing

Prashant: “JW and Manish, let’s start by talking about AI models. We’ve recently seen advancements in AI reasoning capabilities, and it’s clear that decentralized computing is catching up. How long do you think it will take for end-users to fully harness the power of decentralized AI models?”

JW (Heurist): “Great question. First off, thank you for having us here! It’s always exciting to share thoughts with other innovative teams like Spheron. Now, on AI reasoning—yes, OpenAI has been making waves with its models, and we’ve seen open-source communities attempt to catch up. Generally, I’d say the gap between open-source and closed-source AI models is about six to twelve months. The big companies move faster because they have more resources, but the open-source community has consistently managed to close the gap, especially with models like LLaMA catching up to GPT-4.”

Challenges in Training and Inference with Decentralized GPUs

Prashant: “Decentralized computing is a hot topic, especially in how it relates to the scalability of training and inference models. JW, you mentioned some experiments in this space. Could you elaborate?”

JW: “Absolutely! One exciting development comes from Google’s research into decentralized training. For the first time, we’ve seen large language models (LLMs) trained across distributed GPUs with minimal network bandwidth between nodes. What’s groundbreaking is that they’ve reduced network transmission by over a thousand times. It’s a big leap in showing that decentralized compute isn’t just theoretical—it’s real and can have practical applications.”

The Role of VRAM and GPU Pricing in AI Models

Prakarsh (Spheron): “That’s fascinating. Something that I find equally intriguing is the premium we’re paying for VRAM. For instance, an H100 GPU has 80 GB of VRAM, while a A6000 has 48 GB. We’re essentially paying a high premium for that extra VRAM. Do you think we’ll see optimizations that reduce VRAM usage in AI training and inference?”

Manish (Heurist): “You’re absolutely right about the VRAM costs. Reducing those costs is a huge challenge, and while decentralized computing might help alleviate it in some ways, there’s still a long road ahead. We’re optimistic, though. With technologies evolving, particularly in how models are optimized for different hardware, we may soon see more cost-efficient solutions.”

Decentralized Compute’s Impact on AI Training and Inference

Prashant: “So, let’s dig deeper into the training versus inference debate. What’s the biggest difference you’ve seen between these two in terms of cost and resources?”

JW: “Great question. Based on our data, about 80-90% of compute resources are spent on inference, while only 10% goes to training. That’s why we focus heavily on inference at Heurist. Inference, although less resource-intensive than training, still requires a robust infrastructure. What’s exciting is how decentralized compute could make it more affordable, especially for end-users. A cluster of 8 GPUs, for instance, can handle most open-source models. That’s where we believe the future lies.”

The Vision for Fizz Node: Decentralized Inferencing

Prashant: “At Spheron, we’re working on something called Fizz Node, which allows regular computers to participate in decentralized inferencing. Imagine users being able to contribute their GPUs at home to this decentralized network. What do you think of this approach?”

JW: “Fizz Node sounds incredible! It’s exciting to think of regular users contributing their GPU power to a decentralized network, especially for inference. The idea of offloading lower-compute tasks to smaller machines is particularly interesting. At Heurist, we’ve been considering similar ideas for some time.”

Technological Challenges of Distributed Compute

Prakarsh: “One challenge we’ve seen is the efficiency of decentralized nodes. Bandwidth is one thing, but VRAM usage is a critical bottleneck. Do you think models can be trained and deployed on smaller devices effectively?”

Manish: “It’s possible, but it comes with its own set of complexities. For smaller models or highly optimized tasks, yes, smaller devices can handle them. But for larger models, like 7B or 45B models, it’s tough without at least 24 GB of VRAM. However, we’re optimistic that with the right frameworks, it can become feasible.”

Prashant: “I noticed Heurist has built several interesting tools like Imagine, Search, and Babel. How did those come about, and what’s the community response been like?”

JW: “The main goal of our tools is to make AI accessible and easy to use. When we launched Imagine, an AI image generator, the response was overwhelmingly positive. It stood out because we fine-tuned models specifically for our community—things like anime style or 2D art. It really showcased how diverse open-source AI could be. We’ve seen huge adoption in the Web3 space because users don’t need a wallet or even an account to try them. It’s all about creating a seamless user experience.”

AI-Driven Translation: Bringing Global Communities Together

Prashant: “Speaking of seamless experiences, I’m intrigued by your Discord translation bot. It sounds like a game-changer for communities with users from all over the world.”

JW: “It really is! The bot helps our community communicate across languages with ease. We wanted to make sure that AI could bridge language barriers, so now, anyone can send messages in their native language, and they’ll automatically be translated for the rest of the group. It’s been a huge hit, especially with our international users.”

Exploring Cursor: A Developer’s Dream Tool

Prakarsh: “Recently, I’ve heard developers rave about Cursor as a coding assistant. Have you integrated Cursor with Heurist?”

Manish: “Yes, we’ve tested Cursor with our LLM API, and the results have been fantastic. It feels like having multiple interns working for you. With AI-driven development tools like Cursor, it’s becoming much easier to code, even for those who’ve been out of the loop for years.”

The Future of AI: What’s Next for Spheron and Heurist?

Prashant: “Looking ahead, what are Heurist’s plans for the next couple of months?”

JW: “We’re working on some exciting things! First, we’ll be sponsoring DEFCON, and we’re collaborating with an AI partner to promote our Heurist API services. We’re also finalizing our tokenomics for the Heurist network, which we’re really excited about. We’ve been putting a lot of effort into designing a sustainable economic model, one that avoids the pitfalls we’ve seen in other projects.”

Final Thoughts: AI, GPUs, and Beyond

Prashant: “Before we wrap up, let’s talk about the episode’s title, AI, GPUs, and Beyond. What do you think the ‘beyond’ part will look like in the next few years?”

JW: “I believe AI will become so integrated into our daily lives that we won’t even notice it. From how we browse the web to how we work, AI will power much of it without us even being aware of it.”

Manish: “I agree. AI will blend seamlessly into the background, making everything more efficient. The future is in making these technologies invisible but essential.”

Conclusion

This episode of Tech Fusion was a fascinating exploration of how AI, GPUs, and decentralized compute will shape our future. From the challenges of VRAM usage to the exciting potential of Fizz Node and Heurist’s ecosystem, it’s clear that the landscape of technology is rapidly evolving. If you haven’t already, now is the time to dive into the world of decentralized AI and GPU computing!

FAQs

1. What is Fizz Node, and how does it work?
Fizz Node allows regular users to contribute their GPU power to a decentralized network, particularly for AI inferencing tasks. It optimizes small-scale devices to handle lower-compute tasks efficiently.

2. What is the difference between AI training and inference?
Training involves teaching the AI model by feeding it data, whereas inference is the process of applying the trained model to new inputs. Inference typically requires fewer resources than training.

3. How does Heurist’s Imagine tool work?
Imagine is an AI-driven image generation tool that allows users to create art in different styles, from anime to 3D realistic models, using fine-tuned models developed by the Heurist team.

4. What makes Heurist’s translation bot unique?
Heurist’s translation bot enables seamless communication across languages in Discord communities, automatically translating messages into the preferred language of the group.

5. What’s the future of decentralized GPU computing?
The future lies in making decentralized computing more accessible, cost-effective, and scalable, potentially competing with centralized giants like AWS. The goal is to decentralize much of the current AI compute load.



Source link

How the $1.4 billion crypto prediction market industry took off in 2024 – report

0
How the .4 billion crypto prediction market industry took off in 2024 – report


Receive, Manage & Grow Your Crypto Investments With Brighty

Prediction markets are experiencing growth, with platforms like Polymarket advancing the sector. Castle Capital reported in its latest deep dive that these markets enable users to bet on future events using crypto, moving traditional gambling into a decentralized domain. This shift allows participants to trade against each other rather than a centralized house, increasing transparency and resistance to manipulation.

Castle Capital outlined how prediction markets were historically centralized, limiting user participation and flexibility. The introduction of blockchain technology has allowed these markets to become decentralized, allowing users to create their own markets and conditions. Since the launch of another prediction market, Augur, in 2015, prediction markets have been recognized as a prominent application of blockchain technology, although mainstream attention has only recently intensified.

The sector’s total value locked has reached $162 million, significantly increasing user engagement and transaction volumes. Platforms like Azuro and Polymarket have facilitated this growth by offering different approaches. Polymarket, based on Polygon, operates using an order book model, focusing on major political and news-related events. It has processed over $1.4 billion in volume, becoming a key platform for betting on events like the US presidential elections.

Prediction Markets Volume (Castle Capital)
Prediction Markets Volume (Castle Capital)

Castle Capital explained that Azuro utilizes a peer-to-pool design, allowing users to provide liquidity to pools that serve multiple markets. This model diversifies risk and improves capital efficiency, catering primarily to sports betting. Azuro has handled over $200 million in prediction volume, attracting users who engage in recurring bets across various sports events.

Both platforms aim to expand their market offerings. Polymarket seeks to reduce its reliance on political events by adding more diverse markets, while Azuro reportedly plans to include political and news markets alongside sports. The growth of these platforms highlights the increasing interest in decentralized prediction markets as tools for gauging public sentiment.

Castle Capital outlined the challenges that remain for mainstream adoption, including liquidity issues, regulatory uncertainties, and the need for improved user experiences. Ensuring reliable oracles and data accuracy is crucial, as is addressing scalability concerns on blockchain networks. Overcoming these obstacles requires innovation and engagement with regulatory bodies.

As Castle Capital noted, prediction markets have the potential to provide accurate public sentiment on various topics, moving beyond seasonal hype to become integral tools for decision-making. Integrating artificial intelligence and expanded market offerings may enhance their utility and appeal. Prediction markets could offer news outlets decentralized sentiment data and influence political discourse.

The future of prediction markets appears promising, with platforms like Azuro and Polymarket at the forefront. Their continued growth and adaptation may solidify their position in the crypto landscape, offering valuable insights and opportunities for users forecasting future events.

According to Castle Capital’s report, the evolution of prediction markets reflects a broader trend of increasing adoption of decentralized applications. However, whether these platforms can sustain their momentum and navigate the challenges ahead to achieve mainstream acceptance remains to be seen.

Castle Capital’s complete deep dive report is available as part of its Castle Chronicles series.

Mentioned in this article



Source link

‘FINAL FANTASY XVI’ Soars Into the Cloud With GeForce NOW

0
‘FINAL FANTASY XVI’ Soars Into the Cloud With GeForce NOW


GeForce NOW makes gamers’ fantasies a reality by bringing top titles to the cloud. This week, the award-winning FINAL FANTASY XVI is available for members to stream at launch.

Catch 11 bit studios’ city-survival game Frostpunk 2 before it launches with early access on GeForce NOW.

It’s part of seven new games joining the expansive GeForce NOW library.

Eikonic Adventure 

Feel like a king streaming from the cloud with ultra-low latency.

Dive into the richly crafted world of Valisthea in FINAL FANTASY XVI, the latest mainline entry in Square Enix’s renowned role-playing game series. This epic action RPG unfolds in a once-glorious land blessed by the light of the Mothercrystals that’s now slowly succumbing to the mysterious Blight.

Play as Clive Rosfield as he navigates a dark fantasy filled with political intrigue and magical battles against Eikons, powerful manifestations of elemental forces. Eikons are wielded by Dominants, individuals who possess incredible strength and abilities.

Featuring exhilarating real-time combat, the game allows players to unleash devastating moves by chaining together attack combos with seamless fluidity. With its gripping story, stunning visuals and intense gameplay, FINAL FANTASY XVI offers an unforgettable experience for new and longtime fans of the series alike.

Streaming the game with GeForce NOW, explore the captivating world of Valisthea without needing to worry about hardware specs or download space. Ultimate members can even stream at up to 4K resolution to experience the full visual splendor of the game, making every battle and cinematic moment even more engaging and memorable. Series newcomers can try the demo on GeForce NOW before purchasing the full game.

Winter Is Coming

Frostpunk 2 on GeForce NOW
Chill out in the cloud.

The sequel to the hit title Frostpunk will be available for members to stream at launch on Friday, Sept. 20. Members can dive into the frigid dystopia now with Advanced Access to Frostpunk 2 on GeForce NOW for those that preorder the Deluxe Edition on Steam and Xbox.

Frostpunk 2 builds on the critically acclaimed original, challenging newcomers and veterans of the series to lead a resource-starved civilization in a world locked in an eternal winter. The sequel brings more complex and expanded city-building mechanics and intricate political scenarios. Make tough choices to keep citizens alive — and somewhat happy — while navigating the harsh realities of this frozen world.

Experience Frostpunk 2 in all its icy glory on GeForce NOW and brave the eternal winter without breaking a sweat over hardware specs. Chill out with a Priority or Ultimate membership for longer gaming sessions over free users to develop intricate, sprawling cities.

Let’s Get Greedy

PAYDAY 3 DLC on GeForce NOW
Help the Payday Gang take the system down.

Dive into the high-stakes world of PAYDAY 3 as the latest downloadable content and final Year 1 chapter of the game, Fear and Greed, is available for members to stream now. Drop into the heart of Wall Street to pull off the ultimate insider trading scheme, uncover conspiracies and lead the Payday Gang to hit Concord’s stocks and bring it all crumbling to the ground.

Members can look for the following games available to stream in the cloud this week:

Frostpunk 2 (New release on Steam and Xbox available on PC Game Pass, Sept. 20)
FINAL FANTASY XVI (New release on Steam and Epic Games Store, Sept. 17)
The Plucky Squire (New release on Steam, Sept. 17)
Dead Rising Deluxe Remaster (New release on Steam, Sept. 18)
Romancing SaGa 2: Revenge of the Seven (Demo releases on Steam, Sept. 18)
The Legend of Heroes: Trails Through Daybreak (Steam)
REKA (Steam)

What are you planning to play this weekend? Let us know on X or in the comments below.



Source link

Revenge of the Seven Interview With Game Producer Shinichi Tatsuke and Steam Deck Hands-On Preview – TouchArcade

0
Revenge of the Seven Interview With Game Producer Shinichi Tatsuke and Steam Deck Hands-On Preview – TouchArcade


A lot of folks got into the SaGa series a long time ago through its many releases on prior console generations. For me, Romancing Saga 2 on iOS was actually my gateway into the series nearly a decade ago, and I remember struggling with it quite a bit initially because I kept playing it like a normal JRPG. Fast forward to today, I adore the SaGa series as you can see in the photograph at the bottom of this article, and I was surprised to see Romancing SaGa 2: Revenge of the Seven, a full remake of Romancing SaGa 2, announced for Switch, PC, and PlayStation a little while ago.

For today’s double feature, I’ve been playing Romancing SaGa 2: Revenge of the Seven on Steam Deck through an early demo code and I’ve also had a chance to interview Romancing SaGa 2: Revenge of the Seven Game Producer Shinichi Tatsuke who was behind Trials of Mana’s remake. We discussed Romancing SaGa 2: Revenge of the Seven, learnings from Trials of Mana, accessibility, potential ports to Xbox and mobile, coffee, and more. This interview was conducted on a video call. It was then transcribed and edited for brevity in the case of some portions.

TouchArcade (TA): How does it feel having worked on a remake of Trials of Mana, a beloved game, and now working on Romancing SaGa 2: Revenge of the Seven, a remake of another classic and beloved game?

Shinichi Tatsuke (ST): Yeah, so both trials of manna and the romancing SaGa series are entries from the pre-square enix merger. It was when Square Enix was Squaresoft. These are both considered legendary titles from square. I do feel that it’s an incredible honor for me to handle the remakes of these two incredible titles. Both romancing SaGa 2 and trials of manna, when we remade these titles, it’s been 30 or almost 30 years since the original release. There was a lot of opportunity for us to kind of improve with the remake. So it was very fun to work on.

So romancing SaGa 2, as you may know already, it’s a very unique game that has a lot of unique systems. So these systems are not only considered unique back then, we felt that these are still considered unique today too. So we felt that even remaking this title, even though it’s been more than 30 years, we felt that it would still be a great title to remake because of its uniqueness. It would still be considered unique for the modern players.

TA: Romancing SaGa 2, the original game, was very challenging. When I played it, I think I got a game over in the first 10 minutes, and that was a nice wake up call for me with it being my first SaGa game. The remake, Romancing SaGa 2: Revenge of the Seven, has multiple difficulty options. I wanted to know what were the challenges for you to stay true to the original while still making it accessible? This is likely going to be the first SaGa game for a lot of people with its modern graphics.

ST: I think you bring up a great point because as you mentioned, the difficulty of the SaGa series is very well known throughout the fanbase and again, this is something that you probably already know, but the SaGa series has a lot of hardcore fans in Japan and outside of Japan as well.

And there are a lot of people that would claim that the difficulty of SaGa is what makes the game, that’s what it’s essential for the SaGa title, for the SaGa series. But on the other hand, we have a lot of people that also feel that there’s a very, I guess, high barrier to start playing the SaGa title, because they feel that the SaGa titles are too difficult for them.

So there are a lot of people that say they know about the SaGa series, but have never tried it out before. And when you ask them why, usually the answer is, oh, because it sounds like it’s too difficult.

So because of that, we wanted to cater to both of these groups of fans. So the newcomers that haven’t yet to try the SaGa title, the SaGa series, but also for the hardcore fans. And one of our solutions that we thought was going to be a solution was to present the new newly added difficulty system.

So we have the normal mode and the casual mode. So the normal mode is more catered for the standard RPG fans, but we also have the casual mode for people who just want to experience the narrative or the story of the game.

So in the development team, we also had the core SaGa fans as well so that was our collective decision and solution to come up, solution to kind of resolve this situation where we have a lot of newcomers or people who haven’t played the SaGa title yet, trying to try, we wanted to try to hook them in by adding this difficulty, adding these new difficulty settings.

So this is kind of a metaphor, but when you add, when you have spicy food, so in Japan, the curry is typically very spicy. So what you would do to kind of alleviate that ease to spice is that you would add honey sometimes. So the very spicy curry would be the original Romancing SaGa 2, where it’s just really, really difficult for a lot of players. So we kind of added the honey and the honey being the difficulty option. So like the casual mode. So to make that, to make it easier for our players.

TA: One more question about the difficulty here. How was it like trying to deliver the original experience for veteran fans, but also offering some quality of life improvements into the gameplay and just the game in general? How did you decide which features to bring in to modernize the game, but also keep it very challenging for long time fans?

ST: Our belief is that the SaGa series is not just all about the difficulty. it’s not just all about how difficult the games are. It’s more so how difficult it was to understand the game. For example, in the original release, there were a lot of elements or a lot of data that weren’t visible for the players. One of the examples being the weaknesses of enemies. The weaknesses did exist in the game, but it wasn’t really presented to the players, so players had to figure that out. This also applies to other stats like defenses. Again, it exists in the game, but it’s not displayed for the players. Players had to figure it out on their own to get an understanding of these aspects of the game.

We thought that this wasn’t necessarily really difficult, it was just really unfair to the players. That’s something that we wanted to really improve on, because this is going to be a remake for the modern audiences, so we wanted to get rid of those unfair elements and make it fair and enjoyable for the players. That’s why in this remake, the weaknesses are going to be actually displayed for the players, unlike the original.

There are, again, player areas that we’ve adjusted that just made it too difficult in the original. In order to make it fair and more enjoyable for the modern audiences, we made improvements and focused on that area.

TA: When I started playing Romancing SaGa 2: Revenge of the Seven on Steam Deck, because I’m playing it on PC right now, it is really good and it impressed me quite a bit with how well it runs. That got me thinking about Trials of Mana, because I played that on PlayStation 4 and Switch, and then I eventually played that on mobile also. I wanted to know, has the team been working to optimize the game specifically for Steam Deck?

Editor’s Note: This was asked before the game had an official Valve rating of Steam Deck Playable.

ST: Yes, so as you have already experienced the demo of the game on your Steam Deck, the full game, the full release, is going to be compatible with the Steam Deck as well, and it will be playable on the Steam Deck.

TA: Can you comment on how long the development was for Romancing SaGa 2: Revenge of the Seven?

ST: I can’t really provide the details of that, but I can say that we started the main development towards the end of 2021.

TA: What learnings from Trials of Mana remake did you take into Romancing SaGa 2: Revenge of the Seven to make sure that this is also a remake which fans love?

ST: Because of our experience working on Trials of Mana remake, we felt like we did develop a good understanding of what the players want and what players would enjoy out of remake titles. One of the examples being the soundtrack of the game. We learned that players generally prefer arrangements that are not too different from the original tracks. They would rather prefer something that’s more faithful to the original arrangement. Something not too different to the original. But that being said, back then, the original tracks were released, or the original title was released on older platforms like the Super Famicom, but then we’re releasing the remake on the modern platforms like the PlayStation 5 and whatnot. The technical limitations are very different between these two eras, so we were able to utilize that and then make the quality of the arrangements higher. The general direction of the tracks are going to stay the same, however, the overall quality has been refined for these remakes. That’s the area that we learned and we adapted into the Romancing SaGa 2: Revenge of the Seven.

Another thing that we learned was that players generally would prefer to, or there are a lot of players that also just prefer the original soundtrack and not the newly arranged tracks. We added an option in Trials of Mana remake that players can switch from two different arrangements of tracks. They can either choose the original tracks as is, or they can choose the newly composed or newly arranged tracks for the remakes. We added that system in Romancing SaGa 2: Revenge of the Seven as well because we learned that players really loved that choice. Having that choice offered to them for the music was really well regarded, so we added that in Romancing SaGa 2: Revenge of the Seven as well.

There’s also a couple of different areas that we worked on newly that’s not something that we did on Trials of Mana remake. One of the examples is the graphics. The characters are typically a bit shorter on the Mana series because the graphic style is a bit more on the adorable side. In SaGa, we can’t really keep the same aesthetics in the graphics. The characters are going to be a bit taller in this remake compared to the others. Even when you look at the backgrounds as well, for the Mana series, we added shadow effects into the textures of the backgrounds. Again, SaGa is going to have a different worldview. We wanted to keep it a bit more serious. In order to do that, in order to keep things realistic, like that’s more suitable for the SaGa franchise, we utilized the lighting effects to add these shadows and not the textures like we did for Mana. Even though there were a lot of areas that we were able to utilize and bring in as is for the SaGa remake, there were a lot of areas that we worked on newly as well.

A lot of different knowledge experiences, know-hows that we were able to use, but also new stuff that we figured out on our own with this remake.

At this point, I thanked him and the team for making the “Romancing SaGa 2 Primer” video where he introduced the game in English. I was very happy with that video and I’ve shared it with a lot of my friends who haven’t played a SaGa game before.

TA: Trials of Mana remake eventually came to mobile. I wanted to know if there are any plans to bring Romancing SaGa 2: Revenge of the Seven to mobile or Xbox in the future.

ST: We do not have any plans to release on those platforms at the moment.

TA: My final question is how do you like your coffee?

ST: I don’t drink coffee because I’m not a fan of bitter drinks. I can’t drink beer either.

I’d like to thank Shinichi Tatsuke, Jordan Aslett, Sara Green, and Rachel Mascetti for their time and help with this interview and preview access over the last few weeks.

Romancing SaGa 2: Revenge of the Seven Steam Deck Impressions

When I was offered a Steam key for Romancing SaGa 2: Revenge of the Seven to try out the demo beforehand, I was equal parts excited and worried. I was excited because the reveal trailer looked excellent, but a bit worried because I had no idea if it would be a good experience on Steam Deck pre-release. Thankfully, Romancing SaGa 2: Revenge of the Seven is not only great on Steam Deck OLED out of the box, but the few hours I spent with the demo made me not even want to bother getting the game on PS5 or Switch to play. It is that good on Valve’s handheld. But what about the remake and how it feels to play? I’m going to cover my early thoughts here.

Right off the bat, Romancing SaGa 2: Revenge of the Seven looks great and sounds fantastic on Steam Deck. This remake also properly introduces the basics of battle, stats, and more gradually. If you’ve played Romancing SaGa 2 before, there are some changes through quality of life improvements with information, how combat flows despite being turn-based, and also the new audio options. If you never played the original, Romancing SaGa 2: Revenge of the Seven is shaping up to be a lovely modern entry point into SaGa in general for newcomers. The visuals definitely make it more approachable, but this is very much Romancing SaGa 2 with a fresh coat of paint and some new features. Playing on the difficulty meant to be like the original still is challenging.

As for the remake’s visuals and feel, it is a lot better than I expected. I loved Trials of Mana’s remake, but I think Romancing SaGa 2: Revenge of the Seven will end up the better remake overall. This may be because I love the original game a lot more than Trials of Mana, but only time will tell on that when I get access to the full release. It also helps that at least on Steam Deck, the PC port is quite a bit better than I expected. When it comes to sound and language options, you can toggle between the new remake soundtrack or the original, English or Japanese audio, and also various graphics options.

The PC port of Romancing SaGa 2: Revenge of the Seven lets you adjust screen mode (windowed, borderless, exclusive fullscreen), screen resolution (800×450 and more with 720p support on Steam Deck), frame rate (30 to unlimited), toggle v-sync, toggle on dynamic resolution, use graphics presets, toggle anti-aliasing, adjust texture filtering quality, adjust shadow quality, and adjust 3D model rendering resolution. I set most things to maximum or high with shadows on medium and still got a near-locked 90fps on my Steam Deck OLED at 720p.

On the audio side, I stuck to English for my first playthrough. The voice acting is good, but I will likely play the full game with Japanese first to see how I feel when I get it. I might even do English on console and Japanese on Steam Deck. Either way, a lot of care and effort has gone into not only making Romancing SaGa 2: Revenge of the Seven feel modern, but also retain its SaGa-ness.

I’m looking forward to digging into the full game when I can, and also seeing how the demo feels on consoles. Right now, Romancing SaGa 2: Revenge of the Seven is a game you should have on your radar if you enjoy RPGs. I hope this leads to more folks trying out other SaGa games as well, but Square Enix needs to give us SaGa Frontier 2 next.

Romancing SaGa 2: Revenge of the Seven launches on October 24th for Steam, Nintendo Switch, PS5, and PS4 worldwide. A free demo will be available on all platforms today and I recommend trying it out.

You can keep up with all our interviews here including our recent ones with Sukeban Games here, FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.



Source link

DOOM IDKFA, Blood Swamps, DUSK, Iron Lung, AMID EVIL, Music, Guitars, Cold Brew Coffee, and More – TouchArcade

0
DOOM IDKFA, Blood Swamps, DUSK, Iron Lung, AMID EVIL, Music, Guitars, Cold Brew Coffee, and More – TouchArcade


When I first wrote about boomer shooters last year on Steam Deck and also on Switch, aside from New Blood and Nightdive, the most common name was Andrew Hulshult who has done some amazing music over the years. He recently was involved with the DOOM + DOOM II re-release that included his IDKFA soundtrack with new music for DOOM II, and having wanted to interview him for a while now, I finally had a chance to chat with him on call for a few hours to discuss game soundtracks, composition, bands he likes, guitar strings, pickups, cold brew coffee, his first film soundtrack, games he’s playing, and a lot more. This interview was done on video call and then it was transcribed and edited for brevity. Just like my interview with Dave Oshry from New Blood, this one was more casual than usual, and this is likely the longest interview on TouchArcade so strap in and grab a cold brew.

TouchArcade (TA): So for those unaware, tell us a little bit about yourself and what you do.

Andrew Hulshult (AH): Yeah, my name’s Andrew Hulshult. I’m a composer and sound designer for mainly video games, but I’m starting to move over into film as well. I like to just write music by myself sometimes when it’s not for a game or film. But that’s primarily what I do. I work in the game and film industry doing sound design, soundtracks, and sometimes voice acting.

TA: How did you end up working on the canceled Duke Nukem project and also Rise of the Triad 2013?

AH: Duke Nukem 3D Reloaded was actually just kind of like, I think that was 2010. That’s, I’m reaching back here a little bit. So I think Frederik at the time, Frederik Schreiber, the guy who runs 3D Realms now, or I think he still does, basically he was remaking maps in the middle of Unreal Engine 3 of like some of the original Duke 3D maps and posting them on Gearbox forums, which I think one of them that got a lot of hits was like all of the 3D renders of like Hollywood Holocaust, which is like E1M1 for Duke 3D. That caught my attention as well. I was like, wow, that looks really neat. You know, like I reached out on the forums, I was like, hey, do you need any music? Maybe this would be fun. Like, I really liked Duke 3D back in the day. And he said, yeah, sure. You know, like if you want to remake some of the stuff and hand it off to me.

So I just did some of that. I just had gear laying around and I wanted to kind of learn how to do this anyway. So I just dove in head first and started kind of remaking some of the old Duke 3D tracks. That kind of spawned into, you know, not a lot, not a lot was done in Duke 3D Reloaded. It was just like, you know, like some odds and ends stuff. Somehow that turned into Apogee, Terry Nagy, head hunting us and saying, hey, I have an IP that I’d really like you to work on called Rise of the Triad if you guys want to give it a try. And he had an investor with him at the time who was interested named Dave Oshry And this was a very long time ago. And it’s crazy. Like all those people now are like, you know, on the, we were all on the forefront of like the retro FPS revival stuff.

But basically after Duke 3D Reloaded, yeah, Apogee came, said, hey, we’re interested. And Fred said yes on our side. And we started making Rise of the Triad 2013.

TA: It was funny you mentioned Dave Oshry because when I finally got an interview with him, I think it was easier for me to meet Iron Maiden than get that interview, but after getting that done, I had New Blood covered. I recently also interviewed Nightdive about The Thing, but I needed to complete the trifecta for boomer shooters: Andrew Hulshult. Now that’s finally happening.

We both laugh.

TA: I remember in a prior interview you did, you mentioned how when you were doing the 3D realm stuff, you weren’t aware of how much you were in demand in the industry. So when that door closed, suddenly you had like a, like thousands of opportunities and stuff like that. But, and obviously you’ve gone on to do some of like some huge titles since then. Obviously Doom Eternal DLC is the one which a lot of people think about you. For me, it’s like other titles like Nightmare Reaper and Dusk and stuff like that. I want to know how you’ve changed as a musician and as a professional from back then to now.

AH: Oh, that’s a great question. Man, starting off in the industry with, you know, doing the whole stuff with Interceptor, like where we were, what we were just talking about, it was a completely fresh experience as a musician. So you don’t know what you’re getting into. And then a lot of times you’re like, I don’t even know what I should be getting paid, you know, like you have an idea, but you’re not, you don’t know. And so like wading through those waters is interesting and also dangerous territory. But the stuff that I have learned has been all from, you know, tripping on agreements as you go forward. You sign an agreement, you go for it, you make the money, and on the back end you’re either like, this didn’t really work out, or you’re like, hey, this worked out, we need to make sure that we do this again, you know.

It’s learning the entire time. Because this is the thing that I feel like musicians get hung up on a lot, which is, you know, they just, they want to make really, really awesome, beautiful art for games. And like, there’s absolutely nothing wrong with that. You should, that should be the core principle that you do. But you have to make sure that you get paid so that you can continue to do it. Because otherwise you burn yourself out and you don’t want to work in the industry anymore. And that, to go back to what you were talking about with, I didn’t know how much, like how in demand I was. I was right at that point. I was about to walk away from everything right after the whole stuff with 3D Realms. I was done with games. I was like, you know what, like there’s not a lot of avenues here and I’m just getting more bitter as time goes on. And the last handful of things I’ve worked on have just bombed so why am I putting all this effort into this?

I should try and do something else. And I didn’t realize until I stepped out from 3D Realms how many people wanted to hire me. And like, it’s one of those weird things where like, I’m sure you can probably relate. When you have a job, like a day job, if you’ve ever just held like a simple, simple day job, you can get sucked into that entire cycle of that job and nothing else matters around.

So an example of this would be, I worked for a music retailer for about 15 years, okay. I was doing well for them. They wanted to give me my own stores. I was working on management. And the cycle that comes with that where you get so wrapped up in the business of that makes you lose focus of lots of other things in life. And that’s kind of what happened to me while I was working with 3D Realms. That’s nothing bad about them. It’s just when you’re working for a company rather than working for yourself, it turns into that.

From the start to now has been like just a crazy learning process. You do have to walk on landmines. You do have to get blown up a couple of times until you figure out what works and what doesn’t. Stepping out from 3D Realms after they said, hey, we don’t have the cash to pay you. It’s like, oh, okay, I guess I’ll go figure this out now. And then all of a sudden, DUSK, you know, like that’s literally the next thing that and AMID EVIL were the very next things that I worked on. It was crazy.

TA: Obviously you get a lot of questions about game music, but what is like, since you brought up this whole thing about how you’ve changed, what is the biggest misconception that people both in the industry and like the players have about video games music right now?

AH: The biggest misconception. Oh, that anybody can do it and it’s a small part. laughs It’s like, you can’t just throw anything in there. Like, man, it’s I’d say that from a public like standpoint of I don’t play games that much and I’m casual kind of thing, some of my friends and some of my family are like, you have the easiest job. I’m like, you have no f***ing idea. You know, walk in my shoes for a day and let’s talk again. Yeah, it’s really difficult because you, you really have to trick yourself into getting into whatever atmosphere or whatever world someone else has painted already. Right. Like they’ve already built everything out. This is their vision. You have to step into it and you have to step into it with respect to their design philosophies. And you also have to have the confidence to say, well, this is what I think we should do and why we should do it. And there’s a lot of, there’s a lot of social confidence that’s needed to do a gig like this.

It’s complex in a lot of different ways. The art side of it is hard enough, like pulling shit out of thin air, is difficult already, but then, um, explaining to people why you want to go this direction and sometimes even arguing to get that direction can be a hassle in and of itself.

So yeah, I’d say the biggest misconception is that it’s easy and that it’s not easy. I swear to God, so many times my friends are like, ah, you’ve got the easiest job. I’m like, no, man, I live, I, I threw a hundred pound boxes from 6 AM to 4 PM. And sometimes I miss that.

TA: So I also want to talk a lot about your gear, but before that, I think we should discuss some of the game specific things. So let’s start with ROTT 2013. I’ve just sent you a tweet right now, which I wanted to reference. This is quite an old one (linked above). Well, I actually didn’t know much about this soundtrack until recently. I had heard about it and I had heard that a lot of my friends bought that release. They said that it wasn’t that great. I played the original on DOS but not the 2013 version, so I didn’t really hear it all in-game until the Ludicrous Edition and when folks made a big deal about it having Andrew Hulshult’s music. I decided I wanted to properly try it then. I wanted to talk about your thought process between like, you know, redoing those tracks and coming up with your own flare on them, because anyone who, at least any fan of yours, if they listen to that, they know it’s your music. It’s not like, oh, this is just like him doing a cover of someone else. It still feels like it’s you.

AH: The first and foremost thing was to make sure you respect your elders. I wanted to make sure that whatever I did obviously served the fanbase and by proxy served everything that Lee Jackson had written. Lee Jackson and Bobby Prince, as far as I’m concerned, that’s the de facto composers for FPS. The originators. You’re already stepping into something well established back in the day. People are very familiar with this. If you f*** it up, you are toast. That was my first professional gig. Stepping into that kind of pressure.

Just really what it came to, it was all really natural. I heard these songs and I saw the game and what they’re making and I’m like it is kinda jank, but it is fun. It is ridiculous. ROTT is so ridiculous. I was like man, I was talking to Dave and Fred about it. What if we did like rock and metal stuff predominantly? That’s the kind of music I listen to all the time. They said let’s try it. Even Terry was like you should do it.

Really they just kinda gave me free reign to give it a try on some of these things. The first one I did as a demo to work on it was “Goin Down the Fast Way” and I remember I handed that to Terry. Terry is awesome and he has been great to me for my entire career. Never had a bad piece of advice from him. He is the CCO for Apogee by the way. I remember handing him the very first demo of “Goin Down the Fast Way”. His comment coming back to me was “It is in the right direction but it sounds like a diarrhea of sound” Because it wasn’t mixed correctly. I was just excited to hand him something. I was like ok this is one of those moments where I’m going to have to learn how to accept feedback even if it is not from a musician and I know that they mean well. I remixed a couple of things and I think this is what he was talking about and I sent it back to him and he said it was way better and it was awesome. Ok cool, this guy doesn’t just hate me.

It kind of just came from the heart. All the soundtracks I work on, it’s me. Even if it is stepping into someone else’s shoes, I have to remember that the source material comes first, then you put your influences on. So the source material is the structure of the house but you can put up whatever walls you want and paint on it, and hang and decorate, but just make sure that the house is still the same house that people remember.

Now to address the Tweet above, Whiskey and coffee fueled half of the Rise of the Triad soundtrack. Most songs were composed between 9 p.m. and 3 a.m. That’s true. Here’s one little tidbit with it too. Terry Nagy, the guy I was talking about, the CCO from Apogee, he would regularly take me down to a bar called Hula Hands. And he would buy the drinks and then he would just take me home and be like, “Alright, now go write some more songs.” It was awesome. I miss those days.

TA: This reminds me of that one track in IDKFA where you used a tremolo to replicate a specific sound and it was the perfect way to do it.

AH: That was Dark Halls in DOOM. It has the tremolo guitar that’s supposed to be the rolling bass synth from that sound. I love that song.

TA: After ROTT 2013, another game I didn’t really play until recently was Bombshell and I literally only bought that game because of your soundtrack. I got it when I was researching boomer shooters for an article and was looking at the games I don’t own. I bought it and didn’t really care for much of it, but the music was great. I kind of think of that soundtrack with Nightmare Reaper where they feel like just metal albums from Andrew Hulshult rather than dedicated game soundtracks. Was this the point in your career where you realized you’re really good at bringing metal into these kinds of games? It felt like a turning point.

AH: That’s that’s a great question too like actually yeah like right around that time I was experimenting a lot with just you know making big atmospheric like synth stuff and like orchestral as you can hear on that soundtrack if you got far enough, laughs, but also like for the for the bigger fights and stuff, I really wanted to start dialing up you know my own sound and my own writing and you know I’d already done the cover stuff I wanted to want to show people what what I could do and so yeah that is kind of really where my introduction to like my own original pieces started coming into place, so yeah that is actually right. I never even thought about that that is where that started and also like I mean I gosh that’s if I think about it, that was 2013 is the end of 2013 is when development started on that, and it originally started as a Duke Nukem game before the lawsuit, and I had an eight string by that time. I was tuning down big time at that point, and there’s a lot of stuff that never made it maybe I’ll put that up on Twitter at some point but there’s a lot of stuff that never never showed up on it because it was a little too aggressive you know but that stuff would later show up in DOOM you know. laughs

TA: When just discovering your music many years ago, everything was really good metal, and this was probably around the time I was mainly listening to metal before I started broadening my horizons. I went through this phase when I was learning guitar and I started listening to more Dream Theater and then got a seven string guitar, and eventually got into Meshuggah. It got me thinking about how when I listen to your music now, you manage doing unique things for each game and make the songs fit the game properly. It isn’t just metal anymore so there’s no worry about being typecast. Did you have that fear that everyone is just going to expect metal from you when you’re behind a specific soundtrack?

AH: Oh man. You just saying that just out loud makes me wow. I still worry about that sometimes. There are moments where I’m like am I getting typecast at this point, and you saying, yeah I don’t have to worry about that anymore, I’m like oh thank god I heard it from someone else where they were you know like, because I don’t want to be like I don’t want to be like straight up known as metal guy you know like I love metal I love playing it I’ll make those records all day long as people as long as people will listen to it and even if they won’t I’ll probably make them, but yeah I like to paint with different brushes like especially when I get older, like I really enjoy mixing sound design with guitars.

I like mixing sound design with orchestral instruments, I like just going full hand on my Eurorack synth stuff over here and just getting lost. As a musician I’m fortunate enough at this point where I can just experiment, and I know I can find, I have the confidence now after working on all these games and having some success with it where I know if I get lost I can find a way out because I’ll find something that I like, and chances are if I like it, I can probably show it to some people who will dig it as well. I’m so glad to hear that you’re like I know that I can get some variety. laughs

TA: I mean if someone just heard DUSK and I’d say if they heard DUSK even that is pretty different. I mean if someone’s not into metal maybe they think dusk sounds the same as bombshell but you can totally tell that DUSK was trying to be like this middle ground of what you like and Nine Inch Nails’ Quake. I think it has one of my favorite guitar tones in gaming right now, and it’s still pretty timeless. I want to move to AMID EVIL. I love the soundtrack to the main game, but I want to ask about the DLC for two reasons. Now the first thing is kind of like a personal topic because I believe you were going through a family emergency during the time when you were recording the soundtrack, right? When I was playing Dragon Quest VIII on the 3DS and my grandfather was in the hospital before he passed away, whenever I think about Dragon Quest VIII now it reminds me of that. So do you go through the same thing with the AMID EVIL DLC music?

AH: I don’t think I’ve been able to sit down and digest it that way yet. But I know exactly what you’re talking about and I’m sure that is what I will absolutely go through. Yeah, to harp back to what you’re talking about, to what you’re referencing, my father had a heart attack. And it was just out of nowhere. And it was on, gosh, I think it was on New Year’s Eve. It was like 9 PM on New Year’s Eve. It was the year before it was released And I was halfway, I was like midway through working on that soundtrack. And it just scared the shit out of me. As anybody would. Your father’s dying And he ended up having like a, all four valves around his heart were like 90-95% clogged. So yeah, he had to have a quadruple bypass. And thankfully, We have a really, really good heart hospital right next to us. And they’re at an age now where they’re on Medicare. I think it’s Medicare. I can’t remember. It’s like once you’re past 64 at a certain age in this country, you can get on Medicare. And you know, like health stuff isn’t as much of a nightmare as it normally is. But they got great care, got taken care of. But it was months.

It took months for all that stuff to happen. And there’s like so many things that happened in between that. Like this was right in the middle of COVID. So like whenever he got, it was right in the middle of the big Omicron spike for the world. So as soon as he got admitted, he couldn’t get to an actual emergency room. He had to sit in another room for like two or three days and they actually had to sedate him for a few days before they could transfer him to another hospital to get looked at. Like it was just crazy. And I was out of my mind. I was crazy at that point. And so once they got to a point where they said we’re going to do surgery and he came out of surgery, I just needed something to occupy myself. Otherwise, I was going to self-destruct.

So I started writing a lot on the AMID EVIL stuff and started really finding that old like playing with a band and writing songs for you kind of vibe going in. And a lot of that stuff in a AMID EVIL, the stuff that’s like got a lot of energy behind it, that is pretty personal for me. There’s a lot of emotions on that soundtrack. There’s also something else that I haven’t talked about in public yet and I’m not going to talk about it here that I started working on that has a lot of that as well. And that’ll still be a while before that pops up. But I’d say that that was my main outlet for a while. You have something to look forward to.

But yeah, like that soundtrack let’s wrap it up. That soundtrack did have a lot of tension and a lot of emotions tied to my father almost passing away and me trying to wrap my head around that. You’re right. I hadn’t thought about that.

TA: The other thing about the AMID EVIL DLC is this specific song I want to touch on: Splitting Time. This song is interesting for a few reasons. It reminds me of some of my favorite game trailers like the song used in the Nioh 2 launch trailer, I’m not sure if you’ve seen it. But more interesting than that is I was playing Street Fighter 6 with a friend of mine and listening to this in the background and he asked me if I was listening to Killer Instinct music? I said it was the AMID EVIL DLC and he wanted to know who made it. It reminded me quite a bit of Mick Gordon’s non DOOM music. We spoke about Killer Instinct and my friend said “they should get Andrew for a new Killer Instinct album” and I wanted to ask if Killer Instinct influenced that song?

AH: No I didn’t actually. But there might be little hints of that back and forth because gosh, there are moments when I went back to that Killer Instinct reboot because I thought Mick did such a great job on it. Where I’m like, man, the production here is exactly what I have been trying to do for like a handful of years, And like that soundtrack was just really inspiring to listen to. I think he’s just, he’s a brilliant composer.

TA: That’s another game I bought because of the soundtrack because when I played DOOM 2016, I was like I need to play more games with this guy’s done the music for and everyone was like Killer Instinct. I was like I’ve never heard this. I didn’t own an N64. What the hell is this game? I bought it and liked the music a lot more than the game.

AH: That whole soundtrack slaps, man. He did a fantastic job on that.

TA: OK, so now let’s go to Nightmare Reaper a bit. I already mentioned how this could be your own metal album. I don’t even think it needs to be related to this game. And this is another game I just bought because the music was so good. And I was like there’s kind of like this disconnect between what I expected in the game and after I heard the music, because I heard the music before playing the game and I was like, OK, I need to get used to this. But so before I ask you about your thought process between doing the music, I want to just bring up this other tweet (linked above) from New Blood’s Dave Oshry, which is interesting for Nightmare Reaper. When I saw that Tweet, I knew I had to bring it up whenever I interviewed you in the future and here we are.

Laughs

AH: Whenever Bruno reached out to me, Bruno is the developer of Nightmare Reaper. Whenever he reached out to me, we just literally started talking about some of our favorite bands and we would just go off back and forth because he showed me a game that he was making. I was like, “That looks cool.” I was like, “Well, let me know if you’re ever interested.” And then we just started talking about music. He’s like, “Would you be interested in working with me on this?” And I said, “Yeah, I think that would be cool.” And he literally was like, “I just want this to be like a metal record from you.” I was like, “Really?” He was like, “Yeah.” He’s like, “You’ve got good influences.” He’s like, “I just want it to sound like you just made a straight metal record.” I was like, “Well, it can’t be just that.” I was like, “But it’ll be mostly that.” You still need to like, we need to, it needs to still be for a game. Because otherwise you’d have me, you know, screaming over top of everything as well.

But yeah, it is pretty close to something I would have written at that time. You know, as you go with a, as time moves on, tastes change. And you know, but like at that time, for sure, that’s what you would have gotten for a metal record. I think that’s pretty close, yeah.

TA: How do you manage doing that and also keeping the soundtrack dynamic for a game then?

AH: Um, play through it a lot of times where you can figure out where you can have rests and lulls. And where somebody’s gonna possibly just walk around and look for things. And then try to write something that you yourself would not get bored of. And that’s still interesting in terms of like, you know, like an ambient track or like a low energy track that still moves a little bit. Just music to explore to, right? And then try and make a piece that complements what that is, but is super high energy or, uh, just higher energy for it. So like, so that those two can work together. You really have to think of it as like, you’re gluing two or three different pieces together. Because like Prodeus has like three pieces.

It has an ambient, it has a light combat, and it has a heavy combat. And they’re structured in triggers throughout that game. So I have to think of how this ambient works with this low combat song and then work with this high combat song. Or this heavy combat song. And do they all move well between each other, um, if you were to just crossfade them at random times, you know? Because that’s what the engine is going to do. So yeah, it’s like, I don’t know, you just, you gotta take one of those pieces of music, build it out first, and then think about the other piece.

TA: Since you brought up Prodeus, that was the next game I was going to ask about. I don’t even remember what happened with Prodeus when it launched on Steam, because I remember being sent a code for it and just tried it out for review, but was blown away by the music. I remember I even joked about that when I wrote about boomer shooters. At the time, it felt like everything boomer shooters was all about New Blood, Nightdive, and Andrew Hulshult. So Prodeus feels like metal, industrial, bass heavy, and punchier in general. It works well with the aesthetic but I think Cables and Chaos is my favorite. You’ve spoken a lot about Prodeus, but I wanted to know what your favorite track is from that and whether you can give us an interesting anecdote from composing which people might not know about?

AH: Cables and Chaos is definitely my favorite one. Like, for sure. Like, that was the moment. Um, so, like, they originally only wanted me to work on, like, the music that first shipped. Not a lot of people know that I went through, like, this whole nightmare where I had to pull the entire soundtrack down across the entire, like, all this digital distribution and put it back up with all the songs because originally there was only, like, ten pieces of music with Prodeus. And then when they were getting closer to release they were like, “Hey, we want to… we want to… we want, like, ten more.” And I was like, “Oh, uh, okay. Well, I’ve already put out the soundtrack.We already agreed on this, so this is weird.” So, um, they showed me what else they were working on in terms of, like, the levels and everything that I hadn’t seen and I was like, “Good lord, these look incredible!” So I got really inspired with that and made a ton of really just more aggressive pieces of music which turned into things like Chaoscaster, Cables and Chaos, uh…I’m just trying to think of the other ones. Dystopian Dimension.

That whole soundtrack is awesome. Like, that whole soundtrack, like, it was built in an interesting time where it’s…it was… half of it was pre-pandemic and the other half was during isolation during pandemic. So, it’s got these really interesting tangents of, uh, the second half of the record’s way more aggressive than the first half. Just because, like, I don’t know, I was at home and I’m like, I can’t get anything out. Like, in terms of my outlet, I can’t go out. I can’t do this. So, like, all of my energy was focused on how aggressive can I make the rest of this, you know? Like, and then we finally get to put it out. I think that was 2022.

Here’s one thing from Prodeus that I thought was super neat. So, Spent Fuel is one of the only times that I’ve been…Well, it was one of the first times I’d done it at the moment. Where I’d taken an idea and I was like, how do I write a concept around this? And really, like, the map they showed me was just, you know, green sludge and radiated bullshit everywhere. It looked like Chernobyl. And, um…I was like, man, I really want to find ways to take things like Geiger counters, uh, and, uh, pulses from, from, uh, from fission reactions and, like, maybe even the sound of the, uh, the flash that happens in the video whenever they’re testing the atomic bomb stuff. Like, anything that’s gamma or uh, radiation that is audible, I want to take that and make a piece of music with it. So, there literally are all of those things in that piece of…that piece of music. So, there is the sound of a nuclear reactor turning on, doing what’s called a pulse, uh, for the first time. And that’s actually used in part of the beat. The Geiger counters used as portions of the beat that kind of sounds like a drum machine a little bit.

I reversed the sound of, uh, the atomic bomb, the initial flash hitting the camera, making this “bzzz” sound. I reversed that and made it pulse back and forth through the beat. And then, you know, later on the music is like a lot of guitar stuff to go with it and everything, but all that stuff that’s going on with the synthesizer is all based around, you know, like radiation. And I was like, “Ah, this is cool!”

Whenever I got done with it, I was like, “Finally!” I had an idea, like a concept idea for a piece of music that stems from like a real life thing and put it all together. So that was like, that’s one of the standout moments for me on that soundtrack. I was really proud of that.

TA: Can you say anything about the DLC music or is that just up to the devs for them to release?

AH: Uh, that’s up to the devs for them.

TA: Anything that’s different or interesting or should we just expect another banger soundtrack?

AH: I’m not sure if they’re going to use the base game stuff or if they want me to work on anything new. I have my suspicions that they’ll give me a shout probably somewhere in the near future, but I haven’t heard from them yet.

TA: I think in a recent interview where you spoke about the Iron Lung soundtrack, which you’re doing, obviously you can’t talk much about it, but I, don’t want to know about the soundtrack specifically, I’ll wait for the movie to come out, but I want to know three things: How is it working on a movie soundtrack? How is it working with Markiplier? How has the budget available for the soundtrack changed how you’re able to approach music composition?

AH: So the first one was, how’s it working on a movie soundtrack? Completely different. Like, I thought that, I thought that I’d be able to walk in and just be like, “Eh, this won’t, this’ll be simple.” Oh. Like, it’s just as challenging as the game stuff, but in a completely different direction. Where I would know exactly to talk to a developer about “Let’s put a piece of music here, let’s put a piece of music here, let’s do that.” I can do that with Mark, but they’re completely different conversations. One is, you know, I know exactly what’s supposed to be happening in the game here, this is, you know, you’re picking up this weapon, or you’re, this adventure is happening in front of you, this is the tone. The other is a film that I may get something out of, but Mark may be intending for a different emotion. So we have to talk about those things back and forth before I make a piece of music. So it’s really interesting. It’s a fun challenge, to be honest with you.

The second one was working with Mark? Mark is awesome. He is so much fun to work with. He hears things that I don’t hear, uh, brings things up in, in my own music, where I’m like, “Oh, I didn’t even think about that.” And he’s very much, um, a musician without, like, being a musician. Like, he doesn’t, he doesn’t write, like, as far as I know, he doesn’t write a bunch of music, like, on the regular, but he understands it very, very well. And will, uh, regularly make decisions when I hand him a piece of music, and he’s like, “Okay, this is, you know, sometimes we will have to cut these back and forth, but I promise you, like, like, to make it work for a scene.” He’s like, “But I promise you, we’ll do it as best as we can, or I’ll do it as best as I can.” I’m like, “Uh, you know, like, maybe I should just recompose the scene.” And every time he cuts something to, like, possibly make it, like, a tiny bit shorter, I’m like, “No, that’s exactly what I would have done. Like, how are you this good at editing this stuff?” Like, it’s, it blows my mind. Um, so he’s been fantastic to work with.

The third is about the budget for the movie soundtrack and how it changes how it affects composition? Budgets were a lot bigger. I’ll just, I’ll just keep it at that. They were, they were, they were much bigger. Um, just because of how much, it wasn’t, like, due to, um, you know, like, “Oh, you’re working on a film now.” It was, it was because of how much music we went through. Um, I wrote demos with them on the set. So, like, they flew me down to Austin and Mark said, “Hey, you know, why don’t you just write music while I’m doing scenes?” I’m like, “Wow, that sounds actually really, really f***ing cool, yeah.” So, I would go down there about once every two weeks and spend about two or three days there, just sitting at, uh, sitting out front while they’re, they’re doing scenes, and I’d be writing music with my headphones, just watching on a monitor, you know, what’s going on in front of me, like, 50 feet in front of me. And so, there was a ton of music from that, and there’s a lot more music that came afterwards that we wrote, and in fact, um, I’m actually about to jump on a call because I think they need one more, one more piece of music.

I’m gonna jump on a call in like two hours, ’cause I think they need one more piece of music. Um, but it’s, it’s just been a lot. There’s a lot there. And it’s picking the emotions that go where. So, like, there would be, I wrote all these songs for, you know, um, catching a vibe of depression, and these songs for catching a vibe of anger, and these vibes for tension, and this, and this, and we have this giant palette to just choose from and pick where we want things to go, and that’s what, that’s what Mark’s been doing. So, yeah, it’s, it’s pretty much, I mean, financially, the exact same thing as, that I would agree on with games, but it’s just, there’s the volume that, like, we’ve done with stuff is like, whoa, that’s a lot! So, yeah.

So, yeah, it’s been great. It’s helped me out a ton. I’d love to work with Mark again after this.

TA: Going from your first movie soundtrack, let’s talk about your first chiptune album, which was Dusk 82. So, was that actually the first time you did any sort of chiptune remixing or composition or arrangement, I should say?

AH: Yeah, the first real one, like, I mean, like, you could, you could argue that, like, the Rad Rodgers stuff has some of that on there, but that’s, like, closer to synth wave more than anything else, I feel like. And, like, that kind of retro feel. So, yeah, this was the first real time that I, like, approached, like, a chiptune. Like, this is, you have to stay within these boundaries of limited technology. And it was literally, like, you know, choose your, choose your sine wave. Do you want, you want sine, or choose your audio wave. Do you want sine, square, or, you know, triangle? So, it’s one of the three. Just building, like, drum kits based off of that and, like, white noise and everything. And, yeah, that was, that was interesting.

Like, when David approached me about that, I was like, “You wanna do what?” You know, like, completely make, like, the Dusk soundtrack and chiptunes of, like, why don’t we just, like, choose a handful of, like, the hits and go from there. Like, the ones that people remember the most, you know? And that was fun. Uh, that was super cool. Just bouncing those back and forth off Dave and David. But, yeah, that was, that was the first time I ever did that. And it was, it was pretty cool. I’m glad people like it.

TA: I think, uh, Dusk 82 was, like, this free pre-order bonus with the Nintendo Switch release. So when I started playing that, I was like, “Wait, did they actually do this for the soundtrack?” And then I looked it up and I’m like, “Of course they did!” I know obviously you’re, like, super busy with, like, a ton of projects, but if you had, like, unlimited time and resources, would you do a chiptune demake of any of your other albums? And if you would, which one would you pick?

AH: Gosh. Which one would be the most interesting is really the, uh, the question there. I think the one that would be the most interesting if I were to do that would be probably AMID EVIL. Because there’s so much going on in some of those, it would be, it would be a lot of fun to go back and, like, hear some of those melodies that are, like, on, like, all string sections and stuff, and here I’m taking all the way down to, like, 8-bit, you know? I think that that would fit really well too. But yeah, if money wasn’t an issue. Yeah, and time. Time’s the biggest one there.

TA: Speaking of time and money, I was going to ask you about remastering one of your old soundtracks, like bringing it to the modern Andrew Hulshult sound. You mentioned that you’d do ROTT 2013 if they paid you to remaster it.

AH: There’s a ton of work involved in that. Doing that just for IDKFA was a ton of work. Like, that was months of getting that together. Um, yeah, I’d love to do that for ROTT if Apogee would be interested in it, but, like, it’s a time thing more than anything else. I think it’s a time thing for them, and it’s a time thing for me. I mean, they’re literally down the street, so, like, they can open up that conversation anytime they want, and it’s just a matter of when, you know? When’s the right time.

TA: WRATH: Aeon of Ruin, I think is a game you composed a long time ago, at least in gaming, like, a few years ago, and it finally released this year. That’s a soundtrack where if anyone hears it, I think they probably wouldn’t expect it to be you when they listen to the soundtrack, and that’s one of the things I love about it, because here, like, he does more than just metal, like, you need to get that into your head, like, that feels like one of those things. How was it working on that soundtrack?

AH: It was interesting back and forth. Jeremiah, the developer on that, the original developer, at first, I think he’ll be okay with me saying this, at first we did not, we didn’t see eye to eye on things, because I wanted straight up, like, almost no guitar at all, Quake, Like, this is what you’re going for, this is the audience, we need to harp even further into this, and he wanted some guitar mixed in there, and like, we would butt heads back and forth on it quite a bit, until we finally came to like a mutual understanding, and I started hearing him out a little bit more, and he started hearing me out, and I was like, okay, okay, I think we’re all good on this.

But yeah, it was, that one was a little, a little more tough, just because the, like, the development cycle was, wasn’t, you know, as people know, like, didn’t, it didn’t go as great, like, towards about halfway through, maybe a little, even a little earlier than that, and I could see some of that happening in real time, just because I know all those guys, so like, it was unavoidable.

So that’s, that’s hard to make art for when you know that the product itself is having some problems. But I think Christalynne Pyle did a good job with wrapping everything up towards the end of it, which was a task in and of itself, for sure. But, I don’t know, there were some weird ideas pitched out there at one point, where like, I think Fred wanted like, like straight up, like really over the top metal tracks at one point. I think they even had a trailer at one point where I was like, this is not the tone of this game. I don’t know where you guys found that music, but like, this is, this is not that.

But I’m glad that everything in the end was able to have some cohesiveness and, and meld together. I really wish that we had time to do some action tracks, like, for that game. Like, I feel like there are moments where that could have, that could have been helpful, but also at the same time, that’s a big what if. You know, like, because there’s two things that you have to take into consideration. Which is, that’s the Quake engine. It’s like the OG Quake engine. You know, what are the limitations that we’re working with here? Can we dynamically swap music, and is it going to work well, just as well as you’ve heard in other titles? And number two, um, would that take people out of it?

Because everybody remembers like the OG Quake having like, you know, every map had its song. Well, I say that. It was a disc running that just played a bunch of music. But basically, every map had a song for it. So, yeah, there’s, there’s a handful of things there. But I like the soundtrack. I think it’s cool. I think it’s, it’s, it’s got some really interesting moments in it where like, one of them where I was, I just said, “F*** it, whatever. We’re gonna, we’re gonna bow a guitar through a bunch of pedals and see what that comes out like.” That’s one of my favorite pieces from that. I think that’s towards the end. But, um, yeah, it was a little bit of a struggle, but I’m glad I still went through it. I had fun, and I think that everybody that worked on it was pretty proud of it by the end.

TA: Now, DOOM Eternal’s DLC. How did it feel for you doing IDKFA and now doing official DOOM music? Like, it’s your soundtrack with David Levy? Did id Software actually talk to you about IDKFA beforehand?

AH: I know that IDKFA was, was passed around that studio a whole bunch, cause I, I’d get, um, DMs from people that work there that are now, like, I consider great friends, where they would reach out in, like, 2015, and 2016, and, like, all the way back as 2014, where they would be saying, you know, hey, I’m working at id right now, I just want you to know that I’m listening to your, to your music while I work, and I was always just like, oh, holy cow, that’s crazy, you know? Um, and I, you know, as far back as that, I was just like, hey, if you ever, you know, if you ever, if you ever need music, let me know, you know? So, but, like, never, never, you know, like, pushing like, the button or the boundaries, cause like, I think it was announced that Mick was working on there in, like, 2015? Like, it was like the year before, or something like that, when they really started showing some of the music, and I was like, oh, they’ve, they’ve, they’ve got that handled, okay, cool. So, um, but I was always interested in, in finding a, a way to work with that studio, cause I love DOOM, and, like, it’s really is, like, the core of my DNA wanting to work in games, is DOOM, and like, Duke 3D, um, so, yeah,

I always wanted to work with them, and IDKFA, I kinda looked at almost as a resume, like, I was like, I’m gonna put this out there, if it gets popular enough, it’ll speak for itself, and it did exactly that, because, uh, in, gosh, that was, that was right at, like, quarter one, quarter two of 2020, when, when they approached me, I think it was, actually it was, I think it was quarter two of 2020, and said, hey, we, uh, we are in a position where we need, we need music, where we need music, and, uh, we need it quickly, and would you be up to the task for this? They fully were, they knew what they were asking was, was a tall order, in a short period of time, and they said, you know, we can absolutely use the base game stuff, but we wanted to at least reach out and, and ask you, because we, we feel like we can trust you, cause I, I’d made relationships with, with, uh, with Marty, some light ones with Hugo, with Chad Mossholder, their sound guy, I knew all of those people by then, and, um, I was like, hey, you know what, it’s, it’s like 35 or 40 days, f*** it, we, let’s do it, it was like, this sounds like a challenge, I’m totally up for it, and, you know, I had to keep my composure the entire time, but in the inside I’m like, oh my god, you know, like, I’m working on an official DOOM game, uh, and when, but when we got done with that, like, I don’t know, it’s one of those weird moments where you go, holy cow, we went from, uh, you know, a mod project, uh, all the way to the official thing, and it’s just, it’s insane, it’s, it’s crazy, I keep running into those portions of my career, I hope they never stop, there are, something always surprises me like that.

TA: I think it’s safe to assume that a lot of people who tell you they love your music bring up Blood Swamps from DOOM Eternal’s DLC. Because I think every person I see on YouTube is like, everyone’s just doing Blood Swamps, it seems like the most popular thing and all, and for you that’s probably a weird feeling because you have this song which a lot of people love or something which you’re really proud of, but you can’t stream it or buy it legally. Can you comment on that in any form? What do you tell people who ask about buying your music from DOOM Eternal’s DLC?

laughs

AH: Well, Bethesda and id own all that stuff, they paid me well for it, so like I was happy to do all that, um, that’s not like a bullshit PR thing, like, for real, they took care of me. They own all that, so you know, if they, if they ever choose to put that stuff out, that would be awesome, I’d totally embrace it and get behind it with that, but sometimes studios do that, sometimes they don’t, and it’s just completely up to their call, but I will tell you that they have no problem with you, you know, grabbing it off YouTube or anything like that, so do that to your heart’s content, throw it on your phone, whatever you want to do, they just, they’re just glad that you like the stuff, and so am I, to be honest, but hey, hopefully one day we can get an official release, like, that would be cool.

TA: Yeah, because I have the DOOM 2016 vinyl soundtrack, and I’d love to have DOOM Eternal music on vinyl as well. Anyway that’s something I’ve been thinking about because it’s probably a difficult situation for you to be in, because people would who want to support you, like, obviously they can buy DOOM Eternal and buy the DLC and stuff like that, but it’s an unfortunate situation for fans, is all, like, I’ll leave it at that.

AH: It’s not really like a weird situation at all. I’m totally okay with whatever, Bethesda and id want to do with that, because they were completely up front, they’re like, we’re gonna own this, what we choose to do with that is…Yeah, yeah, and I was like, yeah, that’s fine, I just want to help, I want to make like, a cool DLC for everybody that’s stuck at home, and I want to write like, some kick-ass music for it. And, so there’s no feelings of like, you know, oh, this is weird because this isn’t out, or anything like that.

I know people are gonna rip it out of the game, I know, like, so do they, and like, that’s fine. But, you know, hopefully, I would like to see an official release one day, but that is completely up to them, and I will respect whatever they want to do, because they’ve been nothing but awesome.

TA: Now let’s just talk about Blood Swamps for a bit, because like, everyone loves the riffs and stuff like that, so, what was your thought process in creating that song? Did they ask you to make something that fit with the base game or tell you to just go wild and be Andrew with the music?

AH: They told me to go wild and just be me, which I was like, that felt pretty dangerous to me, because I was like, man, the, you know, what’s established here from Mick? I’m like, that’s pretty strong. Like, that’d be like somebody walking into another DUSK soundtrack, you know, like, for the Indie Shooter, and then being like, we’re gonna do all synthwave, you know, like, no, that’s not how that works. You have to serve what came before you. You have to show respect to what came before you. And that’s really important for the fans before anybody else. Doesn’t matter with an executive producer, doesn’t matter with the musician, doesn’t matter with the artist. It’s for the fans. Like, you have to make sure that whatever you’re going to do is going to, they’re gonna go, okay, cool, yeah, I understand, you know, why you chose this. So really, for me, looking at it when they were like, hey, you just be you, do whatever you want, what you think serves Doom the best. I was like, well, that’s a no-brainer. I’m gonna, I’m gonna, you know, I’m gonna source some inspiration from 2016 and Eternal, and then write what I would want to write.

So, the colors that I’m painting with are familiar, but the writing that I’m using, what I’m using to paint, or the picture I’m painting is different. So there’s some familiarity there. Because, you know, like, Blood Swamps is quite a bit different than stuff that you would hear on 2016 or Eternal. It’s a little bit more, this is, uh, this is like almost like a traditional metal song. And like, in fact, uh, I remember handing that over to Chad the first time and him being like, “Oh, metal. Alright.” And I was like, “Really? That’s like, you’re surprised. But, um, the, uh, it’s just a little bit more almost traditional. But, um, yeah, there’s, like, it was nice having David and Chad to bounce stuff off of. Because where I would hand them something, like Blood Swamps was originally like just guitar, just, just bass, and just drums. And it started, I started adding things in at, uh, after talking to, um, to Chad and David quite a bit. Where they would be like, you know, “Have you thought about any sound design stuff?” I’m like, “Well, what did you, you know, what are you thinking? Show me the instruments that you’re working with and, you know, like, let’s just talk stuff out.”

We’d have like hour long conversations every single day. And we would all just learn from each other. It was, it was so cool. But, yeah, like Blood Swamps comes from a point, I just remember, I have to write something that if this is the only DOOM game I work on, it has to be just, like, way out there. Like, I have to, I have to, I have to just take my shot. And it has, I have to rip out all of the barriers that are like, “Hey, should I do this? Shouldn’t I do this? Who gives a f***?” Just, just just write the fastest, most aggressive thing that you can think of at this point in time, and we’ll go from there. And that’s what, that’s what Blood Swamps was. And then everything else came after it, I was like, “Okay.” It was like, “We can do different things now.” You know?

TA: I think you mentioned how you had a few weeks to do the DLC soundtrack, but because you had the support system of those two, it was all possible in the end. I think you mentioned that in one of the other interviews.

AH: Yeah, because David was handling, like, on the first DLC, he was handling the cutscene work, and he had his own, like, stuff where he was working on a boss, and a level, and then I got these two levels, so they split up the work evenly between us on both DLCs. And there’d be so many times where I’d call David or Chad and just be like, “Hey, how are you doing today?” You know? And one of us would be like, “Oh my God, I don’t know where to go.” You know? And we would just talk back and forth, and somehow we would give each other ideas. It was magical. Like, it was crazy. Just after talking to David, if I had nothing in my head on what I should write, after talking to David or to Chad, I’d be like, “I know what I need to do now.” It was cool.

TA: Going back to IDKFA a bit, you mentioned how much work you had to put into revisit and, like, Remaster the original soundtrack. What did you think about revisiting those songs? Like, did you feel like, you know, maybe I should have done something differently? Or were you like, “No, I’m happy with this. I just want to preserve it for fans of IDKFA.”

AH: Yeah, it was more of a, it was a little tiny bit of, “I want to do things a little differently.” But, like, I’m talking to really, really small degrees. It was more about preservation than anything else. And if something was being destructive while trying to preserve it, those were the things that I would try to eliminate. An example of that is there was a lot of compression on the original IDKFA. Just because I was still in my early 20s at that point, early to mid 20s at that point, mixing in an apartment that isn’t, like, acoustically sound or anything like that. So I’m making mix decisions that aren’t the greatest, but still hold up. Like, that album still sounds great, but just some of the compression side, like, on the master of it, is a little aggressive.

So when I went back this time around, I actually went through every single one of those songs one by one and just gave it a little bit more head room, a little bit more breathing room, so that if you listen to it enough times, you’re not going to get, like, ear fatigue or something like that. That’s really what I was concerned about. And that’s all of the Doom 1 stuff from the original IDKFA all got that treatment where the threshold has been raised just a little bit so that it sounds a little bit more open and natural. And I replaced a couple snares here and there, and maybe like a kick drum and a bass, but they’re so small I still haven’t seen anybody notice them.

TA: You should revisit Metallica’s St. Anger and do this for all the fans.

AH: It is impossible to fix that! laughs There’s been bands that have done that. I’ve re-recorded that entire record and I see it on YouTube every now and then. I’m like this is… this would have been a cool record if it would have sounded okay, and maybe some structure changes were different, but yeah, it’s whatever.

TA: I think when Metallica did Death Magnetic, they had the Guitar Hero Metallica stems which people used to mix it better than the actual album. How does this keep happening?

AH: James attests to it. Those guys are so big that they legitimately have final say on everything that they do. So whenever they’re touring and you already have Tinnitus and you’re mixing in a tent, I remember them talking about “Yeah, no shit, the guitars are bright.” I was listening to mixes in a tent and making mix decisions on the road. I’m like, “Oh, that makes a lot more sense now.” Like, oh my god. Because the Guitar Hero mixes do sound way better.

TA: This reminds me of when I watched Deafheaven and how amazing they sounded live. You have so many bands that release albums with brickwall mastering ruining the sound of an otherwise good album. It is a shame that some bands don’t get outside help for things like mastering.

AH: Yeah, it’s…I mean I still do my own mastering stuff so I’m the start and finish with all my stuff but I totally get it whenever I see a band that has a record that’s just completely smashed. I’m like, “Yeah.” If I was just a musician who really knew how to play guitar and that’s about it or really knew how to play drums and that’s about it, I understand how this happens. It’s just a bunch of guys in the room going, “Louder! This needs to be louder.” laughs

TA: So you revisited IDKFA’s original DOOM 1 music, but you also did almost a complete Doom II soundtrack. I think there was one track which was on YouTube or two tracks. When you were doing these new songs, how did it feel for you because now you’ve come so far ahead as a musician and did you feel tempted to make it a modern Andrew Hulshult album versus trying to be Doom II? How did you approach that?

AH: Man. This whole IDKFA thing with id’s blessing has been an incredible experience. It feels like I’m closing a chapter of my career with the fans because IDKFA is what got me so many jobs and so much recognition beforehand. Well, IDKFA and Rise of the Triad, but IDKFA was a big one and I still get people that are like devs that reach out that are like, “I know you from the DOOM stuff.” And I’m like, “What? DOOM Eternal?” They’re like, “No, IDKFA. I played that DOOM WAD.” And I’m like, “Oh my god.” So I still get jobs because of that. So whenever I sat down… Whenever Marty Stratton sent me an email about a year and a half ago to ask if I had time to sit down at QuakeCon last year and talk about some things, I was like, “Uh oh. Something’s either gone terribly wrong or he just wants to hang out.”

So we sat down and he was like, “Hey.” He’s like, “I have an idea.” And I was like, “What’s that?” He’s like, “What if we give you a license for the DOOM soundtrack for IDKFA so that you can put that out on all of the streaming platforms yourself and do whatever you want and you give us a license to do with what we’re working on, which was the DOOM and DOOM II remasters.” And I was like, “That sounds cool.” I was like, “I’d love to finally get that out on official sites and everything.” And he was like, “Oh, it’s awesome.” He’s like, “I was hoping you’d say that because this would just be so cool to have this as a selectable thing. Like to go from the Bobby Prince to this if people wanted to.” And I was like, “Yeah.” And I’ve been doing that with soundtracks recently anyways.

About halfway through that whole thing, we were just trading war stories about the industry and just getting along. And I was having a blast. I was thinking, “Man, this is really going to be closing a chapter in my career.” I was getting a little emotional. I was like, “I’ll tell you what.” I was like, “I’ll do you one better.” I was like, “Why don’t we finish DOOM II and make it the real deal?” People have asked for it forever. I’m like, “That would really poke my audience.” They’d be like, “Holy shit! Doom 2 is finally finished!” And he was like, “If you’re up for it, yeah, absolutely.” He’s like, “We’ll get you a license for anything that you do on that as well so that you can put that out as well.”

So, yeah. It was…walking into doing DOOM II was so much fun. Every step of the way. Adam Pyle, the guy that worked with me on Quake Champions, was the guy that I bounced all my mixes off of. He told me at the beginning, he said, “Hey, you know, do whatever you want.” He’s like, “It’s you. It’s the reason people want to listen to it, so I don’t really have much of a say.” I was like, “Bullshit!” I was like, “You worked with me on Quake Champions. I’m going to bounce every mix that I do off of you, and I want to hear feedback from you.” It’s like, “I respect your opinion because we got stuff like we did on Quake Champions because we talked back and forth.” So we did. I’d send him… I’d finish Running from Evil and send it to him, and he’d go, “This sounds great, or, you know, like, what if you did this?” It was only a couple times where he was like, “What if you did this?” I was like, “Oh!” They were always cool ideas. But I really respect Adam’s ability to throw out things every now and then. He’s just a great person to bounce mixes off of. So, just doing those one after another and getting to the end of it.

Once it was all wrapped up, I’m not going to lie, once it was all together, I was just in my office and I was like, “Oh my god!” Having a moment where I had a grown man cry where I was like, “I can’t believe that this is happening. I can’t believe that, number one, I’m going to be part of the original DOOM in an official capacity. Number two, they’re going to ask me to talk at QuakeCon, like, live on stage and announce everything. And number three, they gave me a license for all this stuff so that I can put it out and I can actually make some money off of it. That doesn’t happen with a big studio. They don’t just go, “Here’s the soundtrack. Have fun.”

I don’t know. It’s just still so crazy. It hasn’t really sunk in for me still. I’m still in that weird spot where I’m like, “Yeah, this is out there. We’re promoting it.” And once that’s over, I’m sure I’ll be like, “Oh my god.” You know, like, “Holy cow.” But it’s been fun.

The DOOM II stuff, I wanted it to be something a little bit more fresh on where I’m at as an artist. I didn’t want it to be exactly like IDKFA, like the original DOOM I stuff. Because if I were to do that, I’d have to go back and completely remix all of DOOM I stuff, which I was like, “No, that has to be preserved. People know what that is.” So you can’t touch that. That’s already done. So I thought, “Okay, well what if I just gave them how I would do DOOM II right now?” Which is exactly what it is. All that stuff is like, “Yeah, f*** yeah.” Those are the exact decisions that I would make with synths, with guitars, with drums. I think everything slams. I think it sounds great. So it’s just a picture from 2011, 2012 with the original IDKFA. It got officially released in 2016, but it started working on it as far back as back. So it’s a picture of where I was as a musician, that far back. And then this one is a picture of 2024. So you get it’s kind of like a time capsule.

TA: Was The Healer Stalks one of the new songs because it definitely feels like modern Andrew Hulshult?

AH: Yeah, that was the second one written. I think I almost went in chronological order doing that entire soundtrack.

TA: You and I have both been playing DOOM since the 90s. When I started learning guitar and playing a lot, I started thinking about the DOOM soundtrack and some of the songs definitely have bits that remind me of other band music like Pantera. When you did IDKFA and just heard the music in general, what did you think of that and how does it feel revisiting some of those songs now? Stuff like A New Level and This Love from Pantera instantly spring to mind.

laughs

AH: Yeah. Some of that stuff’s pretty close. Like sometimes, right? But it’s different enough where you’re like, oh, okay. Yeah. But yeah, there’s definitely some inspirations that were taken from like thrash metal for sure. Because I mean, like they always talked about Romero having on like Slayer and Metallica and all that stuff like playing while they were making the game. So it only makes sense that they’re like, you know, hey, make something similar around this. I don’t know exactly how that story went. I wasn’t there. I was like, you know, I was like four. But that makes complete sense in my head. And yeah, going back and listening to them like, yeah, it’s there somewhere in the ballpark of it for sure. Like

TA: So after DOOM II, have you gotten people saying, when are we getting an IDKFA version of Quake and stuff? Because you did one song, right?

AH: Yeah, yeah, yeah. I did the theme. I think I did that just for fun. And I think I honestly did that as people were, I saw a bunch of forum posts. It was either forum posts or Discord about people not sure like about me on DUSK of all things. Like it wasn’t even like a fully announced game, but they were like, “I’m not sure Andrew”. And I was like, OK, you know what? I was like, f*** you. I’ll just remake the Quake theme. And then you’ll see if I’m the right person for the f***ing job. laughs And so I put that out and people were like, oh, and I remember like a bunch of the comments were like, oh yeah, okay, he can work on DUSK.

TA: Do you listen to that soundtrack often? The original Quake?

AH: Oh, man. I don’t listen to it. Listen to it. But like every time I go fire up Quake, which is about like once twice a year. A little more than that if I’m playing multiplayer with friends. That’s the thing I look forward to the most besides like the level design is the soundtrack just because it’s so out there. Reznor did such a good job on that. It’s incredible. God, I wish it’s a pipe dream, but I’d love to work with him on something and Atticus Ross on something at some point. That would be crazy. But they’re like way up there, you know.

TA: Their movie soundtracks are amazing. I’ve actually been watching some of the movies just because they’ve done the music because I think the audio design in The Social Network is incredible. I think they did like the recent Teenage Mutant Ninja Turtles thing, which I still need to watch.

AH: It’s so cool when artists step out of their comfort zone like that, where it’s like you’re known for like you’re angry and depressing music and then it’s like Teenage Mutant Ninja Turtles. It’s like now I’m interested. Yeah.

TA: Going back to your music, we covered Blood Swamps being the most popular song which people bring up when they meet you and stuff. I saw this interview with Final Fantasy 14’s composer Masayoshi Soken who was asked about a song which he really liked, but no one actually brings up, and that he thinks deserves more attention. He said Game Theory. I want to know what’s that for Andrew Hulshult.

AH: Splitting Time. Like whenever you brought that up, I was like, oh yeah, from the AMID EVIL DLC. I mean like it’s well it’s DLC. So like by nature, DLC doesn’t get as much attention, you know. But like the AMID EVIL DLC altogether before I talk about the music, the DLC is incredible. Like that’s my that’s one of my favorite things I’ve worked on like in recent memory. Like all the music’s great. Like it was , it was a joy to put it all together. All the sound design, all the traps and everything. It’s just an incredible DLC. If you don’t have it, you should go get it. That’s not me shilling and just oh go buy the game. Like it’s f***ing awesome. They did an incredible job.

TA: Everyone should buy that game and DLC.

AH: Well, I don’t want to look like a shill. If you like it, you like it. Like if you don’t, if you don’t dig it, don’t buy it. You know we’re not not here to like, you know try and sell a bunch of stuff.

But like splitting time finishing up that piece of music. It felt like a real moment where I don’t know. I felt like kind of a shift as an artist where I was. I was way more comfortable with a lot of the more aggressive sound design elements being mixed in with compositions and finding ways to make them gel better. And everything really came together on that track and out whenever halfway through I was like, this is the final boss track. I was like I don’t care what you’re designing. I’m like, this is the final boss track. And you know, two seconds after they started listening to it, they’re like, oh yeah, this is the final boss track. We hadn’t even made the character yet. I was just like, here it is. That one hung around for a long time. And yeah, that’s I feel like that song is very much a good indicator of where I am musically right now.

TA: Now let’s get a bit into the weeds. Let’s talk about your current guitar setup, your pedals, your amps, string gauge, pickups, I want to know whatever you’re using.

AH: So the guitar I’m using the most is a Caparison Dellinger 7. I actually just had a pickup swap on it where I put some Seymour Duncans. I think I put an SH5 in the bridge and an SH2 in the neck on this one. Specifically because the SH5 on it has a really interesting thing where it doesn’t emphasize the low mids a whole bunch but they still cut through really well. So whenever you’re sitting there and like, you know, like chugging on stuff and you have to track that four times, it just sits a lot better in the mix than if you were to just use like stock pickups. There’s nothing wrong with Caparison stock pickups. They’re great. They’re super, super punchy. But for my mixing style I just, I know what I want in terms of pickups so I just, I swap those out.

I also did the same thing actually last week with the 8 string. This is a Caparison Brocken 8 string. I don’t think they make this anymore. I swapped out the pickups on this one as well to a gosh, what is it? It’s Duncan. They’re really, really famous 8 string pickups by Duncan. And I can’t remember what they’re called now.

TA: I didn’t know Seymour Duncan even had 8 string pickups.

AH: They do 8 and like, I was originally going to get some Fishman Fluences for it because they seem like they would hold the top end in the midrange a little bit better but after I don’t know, I’ve just always been a Seymour Duncan guy. And after finding a couple that I really liked at a shop called Tone Shop up the street from me. I was like, man, I really want to put these in my 8 string and they have a tech there that’s just incredible at what he does with all my guitars. So I was just like, hey, order those and I’ll just leave the guitar with you and like a week later they came back and I was like, yeah, that’s exactly what I wanted, sounds incredible.

I’ve got my Caparison 7 and 8, and I still have all the guitars that I’ve had over the years for the most part. I’ve got another Schecter 8 string here that is a really cool color. It’s super neat, like, it actually changes from blue to purple.

TA: I think it is called Prism or something like that. John Petrucci has something like that on one of his guitars.

AH: But yeah, this one has like the EMGs in it and it’s a cool guitar. It still plays great. Like, I still like it. But let me show you something that’s actually pretty sweet. So I still have, I bought this in like 2004. And I still have it. This is the guitar that I actually wrote all of IDKFA or most of it on and I wrote all of, I tracked all of Rides of the Triad with. It’s just a Schecter C6. It’s like just stock. It even still has the plastic in the back which is crazy. But yeah, this is like, I still have this guitar. I was like I was so close to going up to id, like which is just on the street for me and being like after IDKFA was finished, I almost was just like, here, you guys, you need this. You know, like, hold on to this or something. Like this is the one. But like, I don’t know. It’s not like a mainline DOOM game, you know? Like, it has to be something like a mainline game where I’d be like, I wrote this on this guitar here. You know, if you want this, it feels like it belongs to you. And also, part of me is like, no, don’t do that. Like, hang on to it.

TA: Ok now string gauges.

AH: For string gauges, 10 to 59 on 7 strings. And on 8 strings, I think it’s 10 to 65. And then typically on 6 strings, I just like 10 to 46.

TA: Do you use D’Addario strings? I use them mostly.

AH: I use D’Addario for the most part, but I bounce back and forth sometimes to Ernie Ball.

TA: What about your amp setup and your pedals and stuff like that?

AH: So amps, I’ve sold almost every amp I’ve ever owned. I had a JC-120. I had a couple of those Crate Blue Voodoos way back in the day. The ones that were like, yeah, the ones that were, were basically copies of those Ampeg tube amps that they made a long time ago. I had a Valve State 8100. I had a bunch of amps and a bunch of VHT cabinets as well too. And I sold all of them years ago. I’ve really just been like working inside the box for the most part with like neural DSP plugins into an RME interface and I also went as far as getting one of these recently, which is a Neural DSP Quad Cortex. So basically this is all of their plugins built into like a really nice processor. But for a project I’m working on recently they were like, hey you need an amp. And I was like, yeah, you’re probably right. I do need an amp. So I went and bought this and I plug it into two 100 watt Seymour Duncan power stages. Okay.

They’re like, they’re these little tiny like 100 watt power amplifiers. They’re solid state power amplifiers. And I run the stereo out from that thing into the left and right side of those and those go into two Engel 2×12 cabinets. Which, okay, Engel 2×12 cabinets are awesome. Ever since I heard a Rammstein record that used them I always wanted to grab one because I was like, god, those things sound huge.

TA: I wasn’t sure about this because a friend of mine said he was sure AMID EVIL was recorded on an Axe FX Ultra.

AH: Any guitar stuff I’ve done has used either Native Instruments Guitar Rig from way back in the day. Like IDKFA used a ton of Native Instruments Guitar Rig 5 and Guitar Rig 4. But pretty much everything since DUSK has used Neural DSP for guitar work. It’s just me plugging directly into my RME UFX and sometimes I’ll use pedals going into it like the Exotic BB Preamp but most of the time it’s just a dry DI signal getting manipulated inside the box.

So, the ones that got the most use on DUSK were the Moogerfooger low pass filter. Believe it or not, like anytime you hear the sound of something becoming kind of lo-fi or anything. It was always run through this filter. It was pretty cool. But the thing I like about it the most is the drive circuit on it. Like I don’t even like it that much as like a filter filter. The drive section on it is just so aggressive that it’s a really interesting sound and like that sound that you hear on the DUSK soundtrack which is like all of the really high high end that’s like really high energy. It’s almost like the Nine Inch Nails stuff. A ton of that comes just from driving the front end of this thing. And same way with the Fulltone Catalyst. But yeah, it’s just a few of them. I think there’s one more that I use a lot. I don’t think I have it here. It’s the ZVEX Fuzz Factory which is just an insane sounding pedal. It just sounds like garbage. And that’s why I like it. It just sounds like you are destroying a signal which is perfect. I’m cool. That sounds cool. That’s a great effect. I like that.

TA: You’ve accomplished a lot in your career so far with recognizable music. As a musician, how have you been learning to improve your own skills like programming drums, software, and how do you balance doing that while you have a lot of folks who want to work with you on new projects?

AH: Every day is just like I don’t know. If you’re not teaching yourself something every day, this is my train of thought. If I’m not trying to sound better in my own head, whatever I think is better, I’m wasting my time. So if I feel like the drum kit I’ve used like two or three times on two to three different records, if I’m like that feels stale. If I then go if it feels stale and I know the ends and outs of it and how to make it sound good then I need to change that drum kit. I need to find something different and work with it and see if I can get some different sounds out of it. So I’ll change instruments and just purposefully put myself in positions where I don’t know where I’m at or what sounds good with it just so that I can find my way out of it.

It’s kind of like limiting yourself, like putting yourself in a box that’s really important as an artist to make sure that you are working within a certain scope of things and going hey, you know, here’s something that’s completely unfamiliar, get used to it and this is what you have to work with. So, yeah, like I don’t know, just constantly challenging myself is part of who I am for the most part. So, it’s just how it always goes.

TA: I’m glad you brought that specific bit up because in another interview of yours you mentioned how once you got to your thirties the most important thing became getting good sleep which a lot of people take for granted in their twenties. So my question is that trying to have a routine is very important even if you can’t stick to it 100%. What does a day in your life look like right now?

AH: A day right now looks like about, a typical day is about anywhere between 6 to 7 hours of sleep which is about what I need I’ve found out, like it’s like somewhere around there, sometimes 8 and then randomly I’ll have days where it’s like, oh you need like 11 hours I don’t know why, but I feel fine waking up completely recharged with like 6 and a half to 7 and a half hours of sleep. So what I’ll do every morning is I’ll wake up, I’ll go take a shower immediately, like that’s the only way I can start my day is like I feel like I’ve got to it feels like I’m washing off yesterday I don’t know how else to explain that and then I gotta have a coffee and then I gotta start writing things on a whiteboard that’s right over beside me to the left because otherwise I’m just gonna spin my wheels all day long and think, oh I should do this, I should do that, I’ll be thinking about everything I need to do and then never actually do anything. I don’t know if that’s ADD, ADHD or whatever that’s undiagnosed, I’m sure it is to some degree which I’ll get to that at some point but until then I have the whiteboard and as long as I write stuff down on it on what I want to do that day, I’ll knock it all out, every single piece of it. But what’s super important for me to do is just plan out the day early on and then everything just comes to it afterwards.

The other thing that’s kind of new for me too is around like 4 o’clock typically I’ll now try and do, this has been within the last 3.5 months, I’ll try and do about 20 to 30 minutes of cardio. Just because I feel like for some reason elevating my heart rate really takes me from hey I could focus before to now I’m super laser focused and can get through whatever I need to and it also puts me in a much better mood if I’m having a shit day.

TA: You’ve previously mentioned that you love playing Cities Skylines. Did you play Cities Skylines 2?

laughs

AH: Yeah, but you know like I haven’t gone back to it yet. I need to try it again at some point. But oh boy like it needed some more time in the oven whenever I tried it. Like no offense to them. I was just like wow.

TA: I mean you probably tried it on like your proper gaming PC. I just like to play Steam games on a Steam Deck and I could get it at 5 fps or something after a bit of playing.

AH: Even with the 3080 I think I was at points I was sitting there at like 35 frames a second. I’m like really? With the 3080? This is where we’re at huh? Okay.

TA: Do you still play Hunt: Showdown and did you try the new Hunt: Showdown 1896 update?

AH: Yeah. They had some really interesting choices with their UI that they just pushed with this one that a lot of people aren’t in favor of. I’m getting a little more used to it as time goes on. But man there are some things they need to hammer out with it. But yeah I still play that like a couple times a week with my buddies in New Blood. Like with Dylan who’s working on Gloomwood. I’ll play it with David every now and then. I’ll play it with Mason who’s the developer on Faith. Like we’re all, just like we all just hang out. We’re all just friends. So Leon, me and Leon play it I think the most. Leon’s the lead on AMID EVIL. But yeah like New Zealand and America playing an online fps game is a wild thing but we have a great time doing it.

TA: Before we wrap up, I want to know your favorite bands and artists right now in and out of video games.

AH: I’m pretty boring on this one to be honest with you. I need to branch out a little more. Favorite bands outside of video games right now like for sure and they’ve sat there for a while is Gojira. I really like their mixing. I like how tight they are live. I like their choices on composition. I don’t feel like they write a bad song. I could throw out the obvious ones. Metallica is another one just because James Hetfield’s right hand is like what inspired me to play guitar. Like how fast you can do those things is crazy.

Outside of or in video games I’d still say I still think and it’s going to be a weird choice because you’re like well you write all this aggressive music. What is Jesper Kyd? That guy is just like great on everything he touches and everything he touches is always unique. But I always go back to his early stuff like the Hitman franchise because it’s just so strange and like it really suits those early games really well. If you listen to it outside of it, it feels like a really weird cold kind of soundtrack. Even from the very first game which has a lot of interesting things like almost drum and bass choices. It still feels like a cold front.

You know, like a Hitman. And I always just find that stuff fascinating. How he was able to take so many different genres of music between all those games and still make them fit correctly for that character. So yeah and I think he worked on the Darktide stuff more recently which I need to give a listen to. Everybody’s told me that’s incredible but I don’t know I was knee deep in like four active developments whenever that game came out. So I just haven’t given it a chance.

TA: Hypothetical situation, if you had no time or budget constraints, if you could compose for any single game and any single movie which would you pick?

AH: So let’s see for any game if it had the right direction I’d really like to take a shot at like a Duke game. Because I feel like that is an IP that could be brought back if it’s brought back in the right way. And you have to think that’s really going to be dictated by whoever the creative production is at the time. So if it was done in the right way I’d love to step into that.

Either that or I’m going to throw another one out to you. I’d love to work on Minecraft. Just like chill out you know. Like just make something that’s completely chill. So those are completely two opposite sides of the spectrum.

But as far as a movie, man, that’s a great question. Let me think about it for just a second. Man on Fire. Like I love Denzel Washington’s work as number one: as an action hero I think he’s great. But number two whenever he is able to have enough time to put drama into things. And like either I don’t know how else to explain it other than he does a f***ing crazy fantastic job.

Either Man on Fire or American Gangster. One of those two soundtracks I think I could do would be great to work on. Because there’s so many different emotions between both of those films. It’s a big roller coaster that doesn’t go up and down once. It goes up and down and does like a loop. And like you know, it takes you side to side. Like both of those films do that really well.01:48:40.760 –> 01:48:42.760

TA: You have a lot of bands you’ve been listening to for a long time like Metallica. What are your thoughts on their recent or new albums?

AH: I can find things I like on like the records that they put out because like I’m a die hard. Even with this last Megadeth record. I could still find stuff that I like I can chew on. No problem. Absolutely. But you know these guys aren’t going to write like another Master of Puppets. That comes around once in a lifetime. You know what I mean? And they struck it four times. Like with Kill ‘Em All, Ride the Lightning, Master of Puppets and …And Justice for All. So like to even just get that is crazy. But I do find things that I like on all their newer stuff. Like I think What was the 2016 record that they had? Hardwired to Self Destruct. Yeah I think that that actually had some real moments of really really good writing on it.

Specifically the last track. I felt like Hardwired was a great track. But I also thought Moth into the Flame was written super well. There’s a handful of just really really really good writing on that record. On 72 Seasons, there’s still a handful that I really like. But they don’t sync as much for me. And I’m not sure if it’s because I’m looking for something faster or not. Which that’s just not where they’re at at the moment. That’s not what they’re writing. And that’s okay. I will say the last track on that record I feel like is perfect. It’s so good. I can’t remember what it’s called off the top of my head at the moment. I’m terrible with song names sometimes. It’s crazy. It’s like 11 minutes and it feels like a 5 minute and 30 second song. I remember listening to it the first time. I was like gosh. There’s so much emotion thrown into this song that it’s just a joy to listen to. I love it when I can tell that someone really dumped all their emotions onto something. That’s when it really strikes a chord for me.

But yeah even the last stuff from Slayer, there’s things that I can find that I enjoy. but I know I’m not going to get the revolutionary record that we had growing up. That’s okay. I’m just glad they’re still making music. And it’s still pretty sick.

TA: What’s the most random piece of music memorabilia that you’ve held onto for a long time?

AH: I had a friend that I worked with a long time ago who fell on hard times at one point and he was friends and and like worked with Pantera for a long time. And he was like man he’s like I’m trying to get rid of this stuff I’m like why don’t you just hold on to it and like like here’s here’s you know here’s some cash if you need some cash to get by. He’s like no no no he’s like you hold on to it just pay me for it. I was like okay so I’ve got this vinyl of the Great Southern Trendkill that’s one of the original vinyl releases, but I also have a plaque that came like it was given to one of their either their sound or their lighting crew at one point and it’s like for the tour in Japan for the Great Southern Trendkill that same time. And I was like where did you get this you know like what the hell. And he’s like yeah we just you know had him and I knew the guy and he had like five or six of them that they gave him by accident so he gave me one. I was like oh okay all right. So I have both of those things in my closet they’ve hung out with me for like gosh I want to say 15 16 17 years now but those old ones will never go away.

TA: Ok for my last question, how do you like your coffee? I usually ask this at the end, but I remember an old Tweet of yours (linked above) made me even more curious about your answer.

AH: Yeah man I like the cold brew stuff. I loved hot coffee forever but like cold brew I don’t know the longer I go the easier it is to just sit on a desk and sip on. I don’t have to be like that’s hot. I can just be like no we’re just getting all of the caffeine all at once if I want to. So cold brew coffee. Cold brew black.

I’d like to thank Andrew Hulshult for his time and help with this interview over the last few weeks.

You can keep up with all our interviews here including our recent ones with FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.





Source link

The Dark Prince’ iOS Review – Much Better Than Switch, but Lacking in Two Ways – TouchArcade

0
The Dark Prince’ iOS Review – Much Better Than Switch, but Lacking in Two Ways – TouchArcade


Back in December, I reviewed Square Enix’s monster collecting RPG Dragon Quest Monsters: The Dark Prince on Switch. I loved my time with it despite its many technical issues. I expected it to hit PC like Dragon Quest Treasures, another Nintendo Switch exclusive, but I didn’t expect a mobile release. Square Enix’s newest release of Dragon Quest Monsters: The Dark Prince on iOS, Android, and Steam brings all prior paid DLC into the game at a lower entry point, but removes one feature. This is the online real-time multiplayer battles. Beyond that, Dragon Quest Monsters: The Dark Prince on Steam and mobile is already a massively better experience just on value with its lower price point and the content included, but is the game worth your time in this crowded release period and with its premium price? That’s what I aim to answer with my Dragon Quest Monsters: The Dark Prince mobile review also covering the game on Steam Deck.

If you aren’t familiar with Dragon Quest Monsters itself, it is a spin-off series of the main Dragon Quest games featuring turn-based combat, but instead of the main player fighting, you capture, breed, and raise monsters to fight for you. When I played Dragon Quest Treasures, I enjoyed it, but was told that it is a “Monsters-lite” game so when Dragon Quest Monsters: The Dark Prince was announced for Switch, I was excited to play it. I ended up loving it as you can see from my review linked above, but I think it is a very strong monster collecting RPG with turn-based combat regardless of if you like Dragon Quest or not. What made Dragon Quest Monsters: The Dark Prince more interesting, is in how it feels like a side story and prequel to Dragon Quest IV. Dragon Quest Monsters: The Dark Prince also had a seasonal feature where the monsters changed depending on the season and area you’re in.

When it comes to the story, Dragon Quest Monsters: The Dark Prince, the bits from IV already made it more interesting than the usual spin-off, but I found myself focusing more on getting my own dream monster party rather than worrying about the narrative. I’m super pleased with how well thought out the mechanics are and how the large zones, hundreds of monsters, and combat made me want to keep playing it more even on Switch when I first beat it let alone now on iPhone, iPad, and Steam Deck. Beyond the normal turn-based battles and recruiting new monsters, Synthesis in Dragon Quest Monsters: The Dark Prince is like Shin Megami Tensei’s fusion, and there is just so much you can do with skills here. The seasons here don’t just change monsters, but also areas you can explore with map changes. This means a water body that you can’t cross will be frozen in one season letting you access a new secret.

Combat in games like this can get monotonous so I’m glad to see the many quality of life features here like the tactics menu that plays out similar to the original Persona 3, direct commands, and more. You aren’t here to just defeat enemies, but also scout them to bring to your party and become stronger. I didn’t end up testing the online multiplayer on Switch much, so I can’t comment on how big a loss that is here, but it is a game mode being cut nonetheless. If you did play it on Switch, keep that in mind as it is the only area the mobile and Steam versions are lacking compared to Switch.

Dragon Quest Monsters: The Dark Prince already shipped with a lot of content, but the DLC only elevated the experience. This DLC was sold in the Digital Deluxe Edition or as standalone DLC for the base game. Just the DLC was over $25 on Switch, so having the full base game with all DLC included for $24 on mobile makes it an amazing deal, but I’ll get to that in a bit. This DLC included The Mole Hole, Coach Joe’s Dungeon Gym, and Treasure Trunks. The Mole Hole was a dungeon that lets you scout (recruit) monsters you’ve fought before and it made min-maxing a lot easier during the game. The DLC was also good to speed things up since you could also easily scout monsters who only appear during a specific season or through synthesis.

The Coach Joe’s Dungeon Gym DLC has randomly generated maps and they are meant to be postgame challenges rather than experienced while playing the game. The final DLC is just a chest that can be opened once an hour with 10 items in total. This is like a cheat DLC if you may. I didn’t think it was good to have useful game modes or content in paid DLC, but that isn’t a problem anymore with all of it included on iOS, Androidl, and Steam in the base asking price.

Now let’s get to the mobile port features. With Square Enix, you can never be sure what features will make it into the final game. Dragon Quest Monsters: The Dark Prince does not have controller support. This is beyond disappointing since the game is literally a console title ported to mobile. I tried 6 different controllers without any luck to be sure. Aside from controller support, Dragon Quest Monsters: The Dark Prince on iOS has cloud saves and a few graphics options. The cloud saves work well.

When it comes to controls, I was surprised at how well Dragon Quest Monsters: The Dark Prince felt with touch controls. It uses a floating joystick on the left for movement and a jump button mainly while exploring. The one minor issue you might run into is some touch targets being a bit small on the non Plus/Max phones. These aren’t an issue on iPads at all though. The controls feel good, but Square Enix should’ve left full controller support in since this is a console game ported to mobile after all.

One of my only real issues with Dragon Quest Monsters: The Dark Prince on Switch was on the technical side. The frame rate was rough at launch with visuals not being great either. The former got addressed to some degree unlike Pokemon Scarlet & Violet, but the latter never got fixed. On iPhone 15 Pro, iPhone 12, and even iPad Pro, I had no major issues with the visuals or performance. There are some hiccups on iPhone 15 Pro when running at the highest graphics quality setting and moving through some locations, but it isn’t remotely as bad as on Switch. The game feels massively better to play on iOS. Check out the comparison below for the low and high graphics options on iPhone 15 Pro:

There aren’t specific visual or frame rate settings on mobile outside of the resolution option in display settings. This lets you play at low, medium, or high graphical quality options. These presets also affect other settings like the frame rate limit and post-processing. This setting can only be changed from the title screen on mobile while you can adjust it on the fly on PC. I stuck to the high setting on all my iPhones. Dragon Quest Monsters: The Dark Prince sadly has some minor performance issues even on iPhone 15 Pro as I mentioned above. The low setting seems unusable with how blurry it gets. On my 2020 iPad Pro, the high preset has more regular frame drops than iPhone, and it also seems to be running with some tweaked settings. Overall, even the older iPad Pro runs it well, but not as good as iPhone 15 Pro as expected. Every device I tested on including the iPhone 12 ran it a lot better than Nintendo Switch.

Visually, it looks a lot cleaner than Switch even on older iOS devices when played at high. Square Enix didn’t just do a bare-bones port here. It has fullscreen support during gameplay on my iPhone 15 Pro, and even has a pattern or artwork to fill the screen during areas with pre-rendered or static 16:9 elements. This pattern or artwork is mainly used on my iPad Pro since it doesn’t support fullscreen there for gameplay. This also applies to Steam Deck to make up for that aspect ratio in parts. I’m glad to see Square Enix put in the work here to make sure it still looks good regardless of aspect ratio.

Dragon Quest Monsters: The Dark Prince Steam Deck impressions

On Steam Deck, regardless of my settings, I couldn’t get Dragon Quest Monsters: The Dark Prince to run at a locked 90fps even at the low preset when played at 800p. I decided to opt for a 60fps target, and that was a lot easier to achieve. One oddity is the game not letting you adjust resolution when playing on Steam Deck normally. You can do this by forcing the resolution from the game’s properties before launching it. Dragon Quest Monsters: The Dark Prince on PC lets you adjust graphical quality (low, medium, high), anti-aliasing (off, low, medium, high), maximum frame rate (30 to uncapped), toggle v-sync, and adjust display mode (windowed, fullscreen, borderless). If you play at 60fps, I recommend setting your Steam Deck OLED refresh rate to 60 to avoid jitter as well.

Having now played Dragon Quest Monsters: The Dark Prince on iOS, iPadOS, Steam Deck, Switch OLED, and Switch Lite, there’s no doubt that the Switch version is the worst of the lot despite the online mode being removed from mobile and Steam. The massive increase in performance and better visuals with all DLC included at a much lower asking price only makes it better. One thing to note is that the game is marked as Steam Deck Playable and not Verified because Valve says some in-game text is small and may be difficult to read. I didn’t have any issues with this, and I feel like Valve has marked games with smaller text as Verified before. Either way, you can safely buy this one to play on Steam Deck.

If you skipped Dragon Quest Monsters: The Dark Prince on Switch, the new mobile and Steam ports are the way to go. While the mobile version lacking controller support is disappointing, it is still a game I see myself playing regularly with its improvements over switch and fantastic core gameplay loop. Having all the DLC included means you will have enough content to last you even longer. If you do value controller support in a game like this, the Steam Deck is the way to go. Hopefully we see Square Enix keep bringing more Dragon Quest games to mobile in the future. Right now, the iOS version of Dragon Quest Monsters: The Dark Prince is easily one of the best mobile releases of the year.



Source link

Storylink Radio plans spooky fall events in Kitely and Second Life – Hypergrid Business

0
Storylink Radio plans spooky fall events in Kitely and Second Life – Hypergrid Business


Storylink Radio plans spooky fall events in Kitely and Second Life – Hypergrid Business
(Image courtesy Storylink Radio.)

This year’s Storylink Radio’s October celebration is more ambitious than ever before, organizers told Hypergrid Business.

There will be live in-world Halloween storytelling all month long and dozens of YouTube exclusive presentations, including short Halloween tales every night on Storylink Radio’s YouTube channel.

All the videos were filmed in virtual worlds.

The live Halloween stories begin on Thursday, Sep. 26 and run through Nov. 2.  There are three different stories every night at 6 p.m., 7 p.m., and 9 p.m. Pacific time in-world and on YouTube.

There will also be a special, live, Halloween Trick or Treat story, and a Dia de Los Muertos storytelling.

“We will be presenting simultaneously at the Storylink Radio estate in Kitely and the Seanchai Library in Second Life, with a live intergrids chat connection,” StoryLink Radio owner Shandon Loring told Hypergrid Business.

In addition, there will be exclusive Edgar Allen Poe presentations on YouTube every Monday, a Frightful Classics full-length novel every Friday, and Short-n-Spooky tales on Saturdays.

For more details, check out the full calendar on the Storylink Radio website.

Hypergrid Business editor and publisher Maria Korolov is a science fiction novelist. During the day, Maria Korolov is an award-winning freelance technology journalist who covers artificial intelligence, cybersecurity and enterprise virtual reality. See her Amazon author page here and follow her on Twitter, Facebook, or LinkedIn, and check out her latest videos on the Maria Korolov YouTube channel. Email her at maria@hypergridbusiness.com. Her first virtual world novella, Krim Times, made the Amazon best-seller list in its category. Her second novella, The Lost King of Krim, is out now. She is also the publisher of MetaStellar, a new online magazine of speculative fiction.
Latest posts by Maria Korolov (see all)



Source link

OpenSim active users rise with cooler weather – Hypergrid Business

0
OpenSim active users rise with cooler weather – Hypergrid Business


This time of year — in the northern hemisphere, at least — people start spending more time inside as temperatures drop and school starts.

So it’s no surprise that the total number of active users on the public OpenSim grids is going up.

According to their published stats report, there were 44,129 actives this up, up by 1,128 from this time a month ago.

However, the total land area went down, by the equivalent of 738 standard regions. All of that drop — and then some — is accounted for by the fact that a single grid, CandM World, didn’t report its stats this month. Last month, it had over 1,800 regions. Today, the website just shows a security error message, so it could just be a configuration error.

We are now tracking a total of 2,675 public grids, of which 311 are active and 244 published their statistics this month. If you have a stats page that we’re not tracking, please email me at maria@hypergridbusiness.com — that way, your grid will be mentioned in this report every month, for additional visibility with both search engines and users.

This month, OSgrid was the largest grid by land area, with 34,103 standard region equivalents, while Wolf Territories Grid was the most active, with 6,950 unique logins over the past 30 days.

OpenSim active users rise with cooler weather – Hypergrid Business
OpenSim land area for Sep. 2024. (Hypergrid Business data.).

Our stats do not include most of the grids running on DreamGrid, a free easy-to-use version OpenSim, since these tend to be private grids.

OpenSim is a free, open-source, virtual world platform, that’s similar to Second Life and allows people with no technical skills to quickly and cheaply create virtual worlds and teleport to other virtual worlds. Those with technical skills can run OpenSim worlds on their servers for free using either DreamGrid, the official OpenSim installer for those who are more technically inclined, or any other distribution, while commercial hosting starts at less than $5 a region.

A list of OpenSim hosting providers is here. Download the recommended Firestorm viewer here and find out where to get content for your OpenSim world or region here.

Hypergrid Business newsletter is now available

Every month on the 15th — right after the stats report comes out — we will be sending out a newsletter with all the OpenSim news from the previous month. You can subscribe here or fill out the form below.

span { width: 5px; height: 5px; background-color: #5b5b5b; }#mailpoet_form_3{border-radius: 3px;background: #27282e;text-align: left;}#mailpoet_form_3 form.mailpoet_form {padding: 15px;}#mailpoet_form_3{width: 300px;}#mailpoet_form_3 .mailpoet_message {margin: 0; padding: 0 20px;}
#mailpoet_form_3 .mailpoet_validate_success {color: #00d084}
#mailpoet_form_3 input.parsley-success {color: #00d084}
#mailpoet_form_3 select.parsley-success {color: #00d084}
#mailpoet_form_3 textarea.parsley-success {color: #00d084}

#mailpoet_form_3 .mailpoet_validate_error {color: #cf2e2e}
#mailpoet_form_3 input.parsley-error {color: #cf2e2e}
#mailpoet_form_3 select.parsley-error {color: #cf2e2e}
#mailpoet_form_3 textarea.textarea.parsley-error {color: #cf2e2e}
#mailpoet_form_3 .parsley-errors-list {color: #cf2e2e}
#mailpoet_form_3 .parsley-required {color: #cf2e2e}
#mailpoet_form_3 .parsley-custom-error-message {color: #cf2e2e}
#mailpoet_form_3 .mailpoet_paragraph.last {margin-bottom: 0} @media (max-width: 500px) {#mailpoet_form_3 {background: #27282e;}} @media (min-width: 500px) {#mailpoet_form_3 .last .mailpoet_paragraph:last-child {margin-bottom: 0}} @media (max-width: 500px) {#mailpoet_form_3 .mailpoet_form_column:last-child .mailpoet_paragraph:last-child {margin-bottom: 0}}
]]>

Top 25 grids by active users

When it comes to general-purpose social grids, especially closed grids, the rule of thumb is the busier the better. People looking to make new friends look for grids that already have the most users. Merchants looking to sell content will go to the grids with the most potential customers. Event organizers looking for the biggest audience — you get the idea.

Top 25 most popular grids this month:

Wolf Territories Grid: 6,950 active users
OSgrid: 4,894 active users
GBG World: 2,422 active users
DigiWorldz: 2,143 active users
Darkheart’s Playground: 2,018 active users
Alternate Metaverse: 1,789 active users
WaterSplash: 1,491 active users
AviWorlds: 1,101 active users
AviVerse AlterEgo: 1,024 active users
Trianon World: 1,004 active users
Neverworld: 953 active users
Moonrose: 861 active users
Littlefield: 858 active users
Party Destination Grid: 792 active users
Craft World: 790 active users
Astralia: 717 active users
AvatarLife: 638 active users
Herederos Grid: 566 active users
Groovy Verse: 564 active users
SunEden Resort: 552 active users
Great Canadian Grid: 550 active users
Gentle Fire Grid: 496 active users
Kitely: 495 active users
Virtual Vista Metaverse: 456 active users
ZetaWorlds: 437 active users

Online marketplaces for OpenSim content

There are currently 21,019 product listings in Kitely Market containing 41,133 product variations, 35,892 of which are exportable.

Kitely Market has delivered orders to 630 OpenSim grids to date.

(Data courtesy Kitely.)

As you can see in the above chart, nearly all the growth in Kitely Market has been in content that can be exported to other grids — that is the green area on the graph. The red area, of non-exportable content, has stayed level for the past eight years.

The Kitely Market is the largest collection of legal content available in OpenSim. It is accessible to both hypergrid-enabled and closed, private grids. The instructions for how to configure the Kitely Market for closed grids are here.

New grids

I didn’t add any new grids to the database this month.

If you know of any public grid that we’re missing, please email me at maria@hypergridbusiness.com.

Suspended grids

The following 12 grids were suspended this month: BachmansWorld One, CatGrid, DigiGrids, German Grid, Legacy, Mathesis, Matrix, NewOffworld, Oczko, SFgrid, Steg, and Trinity’s DreamGrid/

If they don’t reappear online again soon, they will be marked as closed in future reports.

Sometimes, a grid changes its login URI or website address — if that’s the case, email me and let me know and I’ll update my database.

Top 40 grids by land area

All region counts on this list are, whenever available, in terms of standard region equivalents. Active user counts include hypergrid visitors whenever possible.

Many school, company, or personal grids do not publish their numbers.

The raw data for this month’s report is here. A list of all active grids is here. And here is a list of all the hypergrid-enabled grids and their hypergrid addresses, sorted by popularity. This is very useful if you are creating a hyperport.

You can see all the historical OpenSim statistics here, including polls and surveys, dating all the way back to 2009.

OSgrid: 34,103 regions
Wolf Territories Grid: 29,277 regions
Simation Grid: 25,408 regions
Kitely: 18,320 regions
ZetaWorlds: 13,010 regions
Alternate Metaverse: 10,605 regions
Groovy Verse: 8,380 regions
Discovery Grid: 4,919 regions
DigiWorldz: 3,526 regions
Virtual Vista Metaverse: 3,284 regions
Tag Grid: 1,464 regions
Shoalwater Bay: 1,088 regions
Friends Grid: 1,040 regions
ArtDestiny: 961 regions
GBG World: 960 regions
Virtual Worlds Grid: 914 regions
AviWorlds: 839 regions
Craft World: 688 regions
Kinky Haven: 677 regions
AvatarLife: 587 regions
Littlefield: 513 regions
GorGrid: 428 regions
Furry World: 373 regions
Virtual Worlds Zone: 364 regions
Neverworld: 332 regions
Nemesis 3D: 305 regions
EdMondo: 300 regions
Darkheart’s Playground: 276 regions
WestWorld Grid: 270 regions
DreamNation: 264 regions
Open Virtual Worlds: 229 regions
MisFitz Grid: 206 regions
Japan Open Grid: 196 regions
Kater and Friends: 193 regions
Counter Earth: 190 regions
Adreans-World: 170 regions
GerGrid: 141 regions
XTalent: 140 regions
Outworldz: 132 regions
Arcadia Asylum: 123 regions

Do you know of any other grids that are open to the public but that we don’t have in our database? Email me at maria@hypergridbusiness.com.

Hypergrid Business editor and publisher Maria Korolov is a science fiction novelist. During the day, Maria Korolov is an award-winning freelance technology journalist who covers artificial intelligence, cybersecurity and enterprise virtual reality. See her Amazon author page here and follow her on Twitter, Facebook, or LinkedIn, and check out her latest videos on the Maria Korolov YouTube channel. Email her at maria@hypergridbusiness.com. Her first virtual world novella, Krim Times, made the Amazon best-seller list in its category. Her second novella, The Lost King of Krim, is out now. She is also the publisher of MetaStellar, a new online magazine of speculative fiction.
Latest posts by Maria Korolov (see all)



Source link

5 Reasons to Stay at Sofitel Legend Metropole Hanoi

0
5 Reasons to Stay at Sofitel Legend Metropole Hanoi


This is one of the world’s grande dame hotels that dates back to 1901. Sofitel Legend Metropole Hanoi has hosted dignitaries, celebrities, writers, musicians and world leaders since its inception. These days, the history hotel is fresh from a renovation and is, no doubt, the city’s most famous hotel address.

But sadly, the property is also intertwined in the conflicts and war that have taken place over the decades. It even has its own bunker where guests and staff sought protection. In more recent years, the hotel has hosted summits that have brought world leaders together to solve problems. But, you should come for many other reasons, including that this is a Sofitel Legend (there are only seven in the world, and this was the first), which represent the world’s most iconic hotels. Here’s what you can expect.

The history

For decades, this was the place to see and be seen during the colonial period, and through the years, more of the social and diplomatic elite have checked in for a stay. It served as the official guest house for the Vietnamese government.

During the war, the hotel was a place of safety for guests, but it did not shield them with the fear, sights and sounds of what was happening outside. During a remodel of the property’s famous Bamboo Bar, the hotel was able to rediscover the long-sealed underground bomb shelters that were underneath the property. Today, guests can take a tour of these as well as learn more about the hotel’s role in Hanoi’s history.

With the renovation, much of the artwork was updated. There are photographs, paintings and clever designs that showcase scenes from daily life in Vietnam. The lobby of the Opera wing has a rotating photography exhibition that is worth checking out each month. During my visit, a Ukrainian photographer was showcasing historic images from the Vietnamese countryside.

The new lobby in the Heritage wing features sit-down reception, a glazed mirrored ceiling, bouquets of fresh flowers on every table and a famous painting that was created by an American artist who stayed here during the war. The wooden banisters along the stairway are just some of the many features that were preserved in the renovation.

The rooms

The hotel has two wings: the iconic Heritage wing, which was just renovated, and the newer Opera wing. The latter is much larger and hosts business and tour groups regularly. These rooms are in a more modern and contemporary style.

Heritage wing rooms blend modern comforts (like USB ports everywhere) with historic design details. The original hardwood floors were refurbished, and many of the reproduction furnishings like antique desks and tall cupboards are what guests would have experienced a century ago.

The centerpiece of each room is Sofitel’s MyBed featuring a pillowtop mattress, plush duvet and five enormous pillows. On either side are power and USB outlets, and even the light switches are designed to look like they came from the early 1900s. Antique phones sit in the corner, and tasseled door signs hang on gold hooks to indicate do not disturb or please make up the room.

Glass bottles of water fill every corner, and in suites, the finest china awaits in the coffee cupboard. Room categories range from Premium accommodations and step up the rate based on size, view and location. In the Opera wing, a club level provides access to a lounge for breakfast, all-day refreshments and evening cocktails.

Every room in the Heritage wing comes with extra perks like complimentary afternoon tea in the lounge, breakfast in the buffet or in the a la carte restaurant, butler service for laundry and shoeshine services and an impressive evening happy hour where appetizers arrive on a three-tiered stand with a flowing open bar selection.

Bathrooms are bastions of light and comfort featuring all Italian marble surfaces, glass-enclosed showers with soaking tubs, plush robes and Diptyque toiletries in large pump bottles.

There are several suite categories, including some named for famous past guests like Charlie Chaplin (who had one of his honeymoons here) and feature themed artwork. Several pairs of connecting rooms in the Historic wing were transformed into suites during the renovation. In total, this wing has 54 Luxury rooms, 40 Grand Luxury rooms and six Metropole suites. The three Legendary Suites are named for Chaplin, Graham Greene and Somerset Maugham.

Most of the diplomats and royals that stay here use the Opera wing since that’s where the largest Presidential Suites are. In total, it has 19 suites there.

The dining

Let’s start with its most famous restaurant, Le Beaulieu, which has been serving elegant French menus since its inception. This is one of the most sought-after dining rooms in the city, and its multi-course tasting menus with wine pairings are divine. I was impressed with the exquisite detail and caliber of the vegetarian tasting menu.

Just outside is La Terrasse, which is a café-style setting facing the street. It opens during seasonal weather and is popular with locals and tourists.

Angelina is the European bistro that spreads two floors with floor-to-ceiling glass windows facing the active street outside. Its menu of colorful cocktails come from an enormous bar stacked high with bottles used by the talented bartenders. The restaurant takes its name from Angelina Jolie, who stayed here when filming one of her Hollywood films.

In the evening, a DJ entertains diners as they dance and drink the night away. Tucked behind a velvet curtain is the hotel’s cigar and cocktail lounge. This swanky hideaway has whimsical framed photographs and a more hushed atmosphere than the pool-facing Bamboo Bar.

Le Club Bar serves drinks throughout the day, but is also home to the lavish breakfast buffet. Here, made-to-order dishes including traditional pho and an egg station welcome guests. Japanese, Indian and Vietnamese breakfast dishes are in beautiful display. Each evening, guests of the historic wing enjoy two hours of complimentary drinks and appetizers.

Spice Garden in the Opera wing serves Vietnamese food with an emphasis on all corners of the country. This is a must-visit venue if you don’t have time to explore beyond the hotel.

The location

Within walking distance of local attractions like the Opera House and the lake, this Hanoi landmark is convenient for travelers. Great dining options are within walking distance as are some of the city’s most expensive, high-end shopping. The hotel itself is home to some of these in its lobby shopping gallery.

In the central courtyard of the hotel is a delightful swimming pool with shaded lounge chairs and plentiful greenery. It’s hard to believe you are in the center of such a major metropolis. Traffic noise is hardly heard here. The courtyard is also where guests can access the full-service spa and fitness center.

The tour

Each day at 5 and 6pm, the hotel offers complimentary tours to hotel guests, including the underground bomb shelter that was a safe haven for guests like Joan Baez and Jane Fonda. The bunker had been sealed after the war ended. It was only rediscovered by chance during renovations in 2011. Today, it serves as a reminder of the tragedy of war and a memorial to the courage and perseverance of the hotel employees.

You will learn about all of the past famous guests who have visited the hotel. This includes the royals and celebrities whose photos line the wall. This was also the site where President Trump met with North Korean leader Kim Jong Un although neither leader spent the night here. The “path of history” gallery outlines all of this in the historic wing. If you don’t have time for the tour, you can still peruse the history panels yourself.



Source link

How Much GPU Memory is Required to Run a Large Language Model?

0
How Much GPU Memory is Required to Run a Large Language Model?


With the growing importance of LLMs in AI-driven applications, developers and companies are deploying models like GPT-4, LLaMA, and OPT-175B in real-world scenarios. However, one of the most overlooked aspects of deploying these models is understanding how much GPU memory is needed to serve them effectively. Miscalculating memory requirements can cost you significantly more in hardware or cause downtime due to insufficient resources.

In this article, we’ll explore the key components contributing to GPU memory usage during LLM inference and how you can accurately estimate your GPU memory requirements. We’ll also discuss advanced techniques to reduce memory wastage and optimize performance. Let’s dive in!

Understanding GPU Memory Requirements for LLMs

LLMs rely heavily on GPU resources for inference. GPU memory consumption for serving LLMs can be broken down into four key components:

Model Parameters (Weights)

Key-Value (KV) Cache Memory

Activations and Temporary Buffers

Memory Overheads

Let’s examine each of these in more detail and see how they contribute to the total memory footprint.

Model Parameters (Weights)

Model parameters are the neural network’s learned weights. These weights are stored in GPU memory during inference, and their size is directly proportional to the number of parameters in the model.

How Model Size Impacts Memory

A typical inference setup uses each parameter’s FP16 (half-precision) format to save memory while maintaining acceptable precision. Each parameter requires 2 bytes in FP16 format.

For example:

A small LLM with 345 million parameters would require:

345 million × 2 bytes = 690 MB of GPU memory.

A larger model like LLaMA 13B (13 billion parameters) would require:

13 billion × 2 bytes = 26 GB of GPU memory.

For massive models like GPT-3, which has 175 billion parameters, the memory requirement becomes:

175 billion × 2 bytes = 350 GB.

Clearly, larger models demand significantly more memory, and distributing the model across multiple GPUs becomes necessary for serving these larger models.

Key-Value (KV) Cache Memory

The KV cache stores the intermediate key and value vectors generated during the model’s inference process. This is essential for maintaining the context of the sequence being generated. As the model generates new tokens, the KV cache stores previous tokens, allowing the model to reference them without re-calculating their representations.

How Sequence Length and Concurrent Requests Impact KV Cache

Sequence Length: Longer sequences require more tokens, leading to a larger KV cache.

Concurrent Users: Multiple users increase the number of generated sequences, which multiplies the required KV cache memory.

Calculating KV Cache Memory

Here’s a simplified way to calculate the KV cache memory:

For each token, a key and value vector are stored.

The number of vectors per token is equal to the number of layers in the model (L), and the size of each vector is the hidden size (H).

For example, consider a LLaMA 13B model with:

L = 40 layers

H = 5120 dimensions

The KV cache per token is calculated as:

Key Vector: 40 × 5120 = 204,800 elements

FP16 requires 204,800 × 2 bytes = 400 KB per key vector.

The value vector needs the same memory, so the total KV cache memory per token is 800 KB.

For a sequence of 2000 tokens:

2000 tokens × 800 KB = 1.6 GB per sequence.

If the system serves 10 concurrent users, the total KV cache memory becomes:

1.6 GB × 10 = 16 GB of GPU memory for KV cache alone.

Activations and Temporary Buffers

Activations are the outputs of the neural network layers during inference. Temporary buffers store intermediate results during matrix multiplications and other computations.

While activations and buffers usually consume less memory than model weights and KV cache, they still account for approximately 5-10% of the total memory.

Memory Overheads and Fragmentation

Memory overheads come from how memory is allocated. Fragmentation can occur when memory blocks are not fully utilized, leaving gaps that cannot be used efficiently.

Internal Fragmentation: This occurs when memory blocks are not filled.

External Fragmentation: This happens when free memory is split into non-contiguous blocks, making it difficult to allocate large chunks of memory when needed.

Inefficient memory allocation can waste 20-30% of total memory, reducing performance and limiting scalability.

Calculating Total GPU Memory

Now that we understand the components, we can calculate the total GPU memory required for serving an LLM.

For example, let’s calculate the total memory needed for a LLaMA 13B model with the following assumptions:

The total memory required would be:

26 GB + 16 GB + 9.2 GB (for activations and overheads) = 101.2 GB.

Thus, under this scenario, you would need at least 3 A100 GPUs (each with 40 GB of memory) to serve an LLaMA 13B model.

Challenges in GPU Memory Optimization

Over-allocating memory for the key-value (KV) cache, or experiencing fragmentation within the memory, can significantly reduce the capacity of a system to handle a large number of requests. These issues often arise in systems dealing with complex tasks, especially in natural language processing (NLP) models or other AI-based frameworks that rely on efficient memory management. Furthermore, when advanced decoding algorithms, such as beam search or parallel sampling, are used, the memory demands grow exponentially. This is because each sequence being processed requires a dedicated KV cache, resulting in even greater pressure on the system’s memory resources. Consequently, both over-allocation and fragmentation can lead to performance bottlenecks, restricting scalability and reducing efficiency.

Memory Optimization Techniques

PagedAttention: Reducing Memory Fragmentation with Paging

PagedAttention is a sophisticated memory management technique inspired by how operating systems handle virtual memory. When we think of computer memory, it’s easy to imagine it as one big block where data is stored in a neat, continuous fashion. However, when dealing with large-scale tasks, especially in machine learning or AI models, allocating such large chunks of memory can be inefficient and lead to memory fragmentation.

What is Memory Fragmentation?

Fragmentation happens when memory is allocated in a way that leaves small, unusable gaps between different data blocks. Over time, these gaps can build up, making it harder for the system to find large, continuous memory spaces for new data. This leads to inefficient memory use and can slow down the system, limiting its ability to process large numbers of requests or handle complex tasks.

How Does PagedAttention Work?

PagedAttention solves this by breaking down the key-value (KV) cache—used for storing intermediate information in attention mechanisms—into smaller, non-contiguous blocks of memory. Rather than requiring one large, continuous block of memory, it pages the cache, similar to how an operating system uses virtual memory to manage data in pages.

Dynamically Allocated: The KV cache is broken into smaller pieces that can be spread across different parts of memory, making better use of available space.

Reduced Fragmentation: By using smaller blocks, it reduces the number of memory gaps, leading to better memory utilization. This helps prevent fragmentation, as there’s no need to find large, continuous blocks of memory for new tasks.

Improved Performance: Since memory is allocated more efficiently, the system can handle more requests simultaneously without running into memory bottlenecks.

vLLM: A Near-Zero Memory Waste Solution

Building on the concept of PagedAttention, vLLM is a more advanced technique designed to optimize GPU memory usage even further. Modern machine learning models, especially those that run on GPUs (Graphics Processing Units), are incredibly memory-intensive. Inefficient memory allocation can quickly become a bottleneck, limiting the number of requests a system can process or the size of batches it can handle.

What Does vLLM Do?

vLLM is designed to minimize memory waste to nearly zero, allowing systems to handle more data, larger batches, and more requests with fewer resources. It achieves this by making memory allocation more flexible and reducing the amount of memory that goes unused during processing.

Key Features of vLLM:

Dynamic Memory Allocation:Unlike traditional systems that allocate a fixed amount of memory regardless of the actual need, vLLM uses a dynamic memory allocation strategy. It allocates memory only when it’s needed and adjusts the allocation based on the system’s current workload. This prevents memory from sitting idle and ensures that no memory is wasted on tasks that don’t require it.

Cache Sharing Across Tasks:vLLM introduces the ability to share the KV cache across multiple tasks or requests. Instead of creating separate caches for each task, which can be memory-intensive, vLLM allows the same cache to be reused by different tasks. This reduces the overall memory footprint while still ensuring that tasks can run in parallel without performance degradation.

Handling Larger Batches:With efficient memory allocation and cache sharing, vLLM allows systems to process much larger batches of data at once. This is particularly useful in scenarios where processing speed and the ability to handle many requests at the same time are crucial, such as in large-scale AI systems or services that handle millions of user queries simultaneously.

Minimal Memory Waste:The combination of dynamic allocation and cache sharing means that vLLM can handle more tasks with less memory. It optimizes every bit of available memory, ensuring that almost none of it goes to waste. This results in near-zero memory wastage, which significantly improves system efficiency and performance.

Managing Limited Memory

When working with deep learning models, especially those that require significant memory for operations, you may encounter situations where GPU memory becomes insufficient. Two common techniques can be employed to address this issue: swapping and recomputation. Both methods allow for memory optimization, though they come with latency and computation time trade-offs.

1. Swapping

Swapping refers to the process of offloading less frequently used data from GPU memory to CPU memory when GPU resources are fully occupied. A common use case for swapping in neural networks is the KV cache (key-value cache), which stores intermediate results during computations.

When the GPU memory is exhausted, the system can transfer KV cache data from the GPU to the CPU, freeing up space for more immediate GPU tasks. However, this process comes at the cost of increased latency. Since the CPU memory is slower compared to GPU memory, accessing the swapped-out data requires additional time, leading to a performance bottleneck, especially when the data needs to be frequently swapped back and forth.

Advantages:

Saves GPU memory by offloading less essential data.

Prevents out-of-memory errors, allowing larger models or batch sizes.

Drawbacks:

2. Recomputation

Recomputation is another technique that helps conserve memory by reusing previously discarded data. Instead of storing intermediate activations (results from earlier layers of the model) during forward propagation, recomputation discards these activations and recomputes them on-demand during backpropagation. This reduces memory consumption but increases the overall computation time.

For instance, during the training process, the model might discard activations from earlier layers after they are used in forward propagation. When backpropagation starts, the model recalculates the discarded activations as needed to update the weights, which saves memory but requires additional computation.

Advantages:

Drawbacks:

Increases computation time since activations are recalculated.

May slow down the training process, especially for large and deep networks.

Conclusion

Determining the GPU memory requirements for serving LLMs can be challenging due to various factors such as model size, sequence length, and concurrent users. However, by understanding the different components of memory consumption—model parameters, KV cache, activations, and overheads—you can accurately estimate your needs.

Techniques like PagedAttention and vLLM are game-changers in optimizing GPU memory, while strategies like swapping and recomputation can help when facing limited memory.

FAQs

What is KV Cache in LLM inference?

The KV cache stores intermediate key-value pairs needed for generating tokens during sequence generation, helping models maintain context.

How does PagedAttention optimize GPU memory?

PagedAttention dynamically allocates memory in smaller, non-contiguous blocks, reducing fragmentation and improving memory utilization.

How much GPU memory do I need for a GPT-3 model?

GPT-3, with 175 billion parameters, requires around 350 GB of memory for weights alone, making it necessary to distribute the model across multiple GPUs.

What are the benefits of using vLLM?

vLLM reduces memory waste by dynamically managing GPU memory and enabling cache sharing between requests, increasing throughput and scalability.

How can I manage memory if I don’t have enough GPU capacity?

You can use swapping to offload data to CPU memory or recomputation to reduce stored activations, though both techniques increase latency.



Source link

Popular Posts

My Favorites

Pudgy Penguins NFT Project Secures Strategic Investment from Animoca Brands –...

0
2Igloo, Inc., the parent company of the Pudgy Penguins non-fungible token (NFT) project, has secured a strategic investment from venture capital firm Animoca...