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7
May

Xbox One rumor claims DVR is coming to replace Media Center


Xbox One Revealed

Even as Microsoft buries Windows Media Center, there’s a rumor that it actually does have a plan for a replacement. According to Paul Thurrott’s sources, the Xbox One will gain the ability to record live TV “probably this year.” That’s the kind of feature Microsoft originally envisioned for its all-in-on game console, but so far does not offer. The live TV tuner that’s available in Europe and coming to North America offers some trick play pause/rewind support, but full DVR functionality would be a big shift. The PlayStation 4 has a DVR for subscribers of to the Vue TV service, but that’s relatively expensive and only available in a few areas so far. Proper DVR support combined with that antenna (and hopefully, cable TV access for the people who haven’t cut the cord yet), could provide a more flexible option. Of course, if anyone has the technology prepared to roll out it should be Microsoft, but we’ll have to wait and see when/if it comes to fruition.

[Image credit: Stephen Brashear/Invision/AP]

Filed under: Gaming, Home Entertainment, HD

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Source: Thurrott.com

7
May

Secretive drone will test materials for future spacecraft


While the Boeing-built X37B drone’s nature remains mysterious, we at least know that it’s a test-bed for futuristic space tech. When it launches on May 20th, it won’t only be testing a new type of Hall effect thruster for the Air Force, it will also be carrying a collection of 100 different materials that can potentially be used for future spacecraft, rovers, rockets and other space hardware. The project is called Materials Exposure and Technology Innovation in Space (METIS), and it was designed to build on the data gathered from previous testing onboard the ISS. Any material meant to be used in space has to undergo rigorous testing first before it’s incorporated into billion-dollar machines and vehicles.

Since it’s extremely difficult to emulate the conditions of space on Earth, astronomers have to actually send samples out there to see how they’d hold up in harsh environments for extended periods of time. The quarter-sized samples that will take off with the X37B, for instance, will remain in orbit aboard the drone for 200 days. When they get back, a a team will assess how they fared, and manufacturers can choose from among those that performed well.

However, this doesn’t mean the Materials on International Space Station Experiment (MISSE) mission is dead. It will resume in a couple of years after a short hiatus, following a 12-year stint (2001 to 2013), wherein it flew 4,000 samples to the ISS. Some of those are static-dissipative coatings, which ended up being used on both the Curiosity rover and SpaceX’s Dragon capsule.

[Image credit: Boeing]

Filed under: Science

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Source: NASA

7
May

Qualcomm talks Samsung, the Snapdragon 810, and overheating issues


Qualcomm_Logo_01_TA_CES_2014Qualcomm’s Snapdragon 810 processor has been the hottest processor to talk about this year, no pun intended. But despite all of the rumors about overheating issues, the company has remained mostly silent about what was going on with their flagship CPU. Qualcomm’s VP of marketing, Tim McDonough, has finally stepped up to try and explain their side of things and exactly what’s going on behind the scenes with these chips.

According to McDonough, there were never any problems with overheating in commercial devices that used the 810. The keyword there is commercial: nearly every device that has ever been on the market has gone through some bumpy testing stages, whether we’re talking about phones, tablets, TVs, video games, you name it. Sometimes you’ll get some general bugs and glitches, sometimes you’ll run into strange performance issues, and other times? Yep, overheating problems. That’s probably one of the most common issues test devices will face at one point or another, and 95% it’s ironed out before launch.

That’s exactly the point Qualcomm is trying to make here. Two major devices, including the HTC One M9 and LG G Flex 2, are both notable for experiencing heat problems. Most reviews on the internet point this out, but according to Qualcomm, most of those devices weren’t running software builds made for consumers. It’s a pretty credible argument, since one of HTC’s software updates fixed the massive overheating problems that the device had, but it did so at the cost of performance over sustained loads. The Snapdragon 810 is a very, very fast processor, so that’s not something that’s immediately noticeable from day-to-day use, but newer benchmarks have noted that the processor throttles much more aggressively over longer periods of time, which isn’t a perfect solution.

McDoNough’s second point touches on LG’s choice of processors for their flagship phones. As we all know, LG opted for the Snapdragon 808 over the 810 in their G4, which was a very coincidental move after the G Flex 2’s overheating rumors. Apparently, those things are completely unrelated, though, as Qualcomm typical works with manufacturers about 18 months prior to the launch of a phone. LG decided to go with the 808 because it was designed for 2k playback, while the 810 scales for 4k playback. Why they would build for the G Flex 2 to playback 4k natively but leave that feature out of their “flagship” G4 is beyond me, but that’s Qualcomm’s answer and they’re sticking to it. We’ll honestly probably never know what actually went on behind the scenes with LG’s crop of 2015 devices and their choice of processors.

All of this explaining really makes you wonder how these rumors got started in the first place if there was no basis in reality for any of them. McDonough speculated that if another manufacturer was planning on launching on a major device with their own, in-house processors, they would stand to gain quite a bit from seeing the competition suffer from “overheating issues.” He didn’t explicitly say anything Samsung related, and refused to be drawn into any rumor-mongering, but, you know. The writing’s on the wall.

What are your thoughts on Qualcomm’s defense of their Snapdragon 810 processor? Are you buying it, or do you think it’s some mid-year damage control? Personally, I think that while some of the issues have been overblown, it’s pretty obvious that were some performance and heat issues that Qualcomm, LG, and HTC knew about. It’s acceptable to send out review units with pre-release software builds, but it’s usually a good idea to iron out the major kinks a device will have ahead of time, since they’ll have the most impact on early buyers. I don’t really buy LG’s excuse for using the 808 for 2k playback, either, especially since HTC went with the 810 on a device with a lower resolution screen. Tough to say whether or not Samsung had anything to do with the rumors spreading, but they’ve clearly been itching to use their own Exynos chips in all of their devices for a few years now. But then again, I’d bet that most consumers are buying the Galaxy S6 in droves because of things like the camera and design of the device, and I doubt that HTC is struggling with the M9 because of choice of processor. Sure, it might sway a handful of consumers that did a little research before heading to the store to pick out their device, but not enough to cause the disparity we’ve seen so far this year.

Maybe Qualcomm should just try to poach some of the guys from Samsung’s marketing team.

source: Forbes

Come comment on this article: Qualcomm talks Samsung, the Snapdragon 810, and overheating issues

7
May

Google’s Project Fi cancels your Google Voice account, at least until you cancel Project Fi


Project_Fi_Nexus_6_01When Google announced Project Fi, there were some concerns over its compatibility with Google Voice. It was clarified that if you ported your GV number over to Fi, you’d keep all of your texts, call logs, and other Voice settings, but you were going to lose tons of functionality that many users were probably familiar with, especially when it came to Google Talk and Google Voice apps.

So, this puts users in a tough situation. Signing up for Project Fi effectively kills your Google Voice account, so you’d end up with a new phone number (or your old Voice number) with none of the functionality Voice had. You could argue that Google was trying to replace parts of that with their carrier service, but it’s not all there. If you really wanted to keep the number and your functionality, you’d have to port the number out to another carrier or another Gmail account, neither of which are perfect solutions.

On the bright side, though, it turns out that if you cancel your Fi account, you’ll get your Google Voice account back to how it was before you changed anything. So at least if you jump on board Google’s pseudo-network and have some buyer’s remorse, there’s an easy way to jump back out.

Still, you’d think Google would have sorted this stuff out. Maybe in the next few years.

source: Android Police

Come comment on this article: Google’s Project Fi cancels your Google Voice account, at least until you cancel Project Fi

7
May

Google will intro Voice Access service at I/O for controlling apps without touching your phone


voice access ioGoogle I/O 2015 is shaping up to be pretty exciting, and the latest news from the conference only adds to that. Google will apparently be showing off a new Voice Access service that will allow developers to easily add ways for users to control their apps completely hands-free. Google has been pushing for voice activated stuff ever since the Google/Motorola collaboration that turned out to be the 2013 Moto X, and we’ve seen voice control make its way into other Google apps since then.

The listing for the event seems to note that this service should be fairly easy to implement, and it will go beyond just letting users launch apps. Being able to control apps by saying commands sounds pretty interesting to me, if it works well. We’ll find out at I/O this year.

source: Google I/O

Come comment on this article: Google will intro Voice Access service at I/O for controlling apps without touching your phone

7
May

This speaker lights on fire (and it’s supposed to)


Your Sonos setup is pretty handy, what with its wireless audio and all that, but you know what it’s missing? A mothereffin’ open flame that bounces along to your music’s beat, that’s what. Because seriously, a jammin’ stereo is basically useless if it doesn’t run the risk of burning down the your house. And before you ask, no The Sound Torch weren’t concoted by The Talking Heads’ David Byrne. However! Its Danish designers say that it’s perfect for either your next DJ set or family picnic. For the latter you could probably even skip using one of those grody public grills with these feats of pyrotechnics. What’s more, the flame pattern and height apparently changes based on the beat and style of music you’re playing.

The Bluetooth air-pusher’s been in the works for awhile now and it’s about to hit Kickstarter at an “affordable” price, but there’s a catch: as of now, only 100 of these possible safety-hazards are being made for the first wave. Probably a good thing because we don’t need a fire extinguisher shortage going into summer.

Filed under: Home Entertainment

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Via: The Creators Project

Source: The Sound Torch

7
May

Lighting, console level graphics & ARM – 5 things developers need to know


ARM Mali feature

If you have ever seen a 1980s science fiction movie, or if you have ever played a 1980s computer game, then you will understand when I say that computer graphics have come a long way in the last few decades. At the dawn of the computer graphic age it was all about wireframes and simple texture mapping. Now we live in the time of photorealistic rendering with the use of shaders and advanced lighting techniques.

The challenge for 3D game makers, and for GPU designers, is to find ways to create the most realistic rendering of a scene while using the smallest amount of computing power. The reason is that 3D games, even those on Android devices, run at high frame rates ranging from 25 frames per second (fps) right up to 60 fps. In other words, the GPU has less than 1/60 of a second to turn a huge load of graphics data into a realistic rendering of a scene.

The quicker the objects, shadows, lighting, and reflections can be rendered, the greater the fps. And high frame rates mean smooth gameplay. Quick render times also mean that game designers can create increasingly complex scenes, something which further adds to the realism.

1. ARM isn’t just a CPU designer

http://seemore.playcanvas.com/

The vast majority of smartphones and tablets use processors with ARM designed CPU cores, but ARM doesn’t just design CPU cores, it also designs GPUs. In fact over 50% of all Android tablets and over 35% of smartphones have ARM designed GPUs. Marketed under the brand name “Mali,” the GPU finds its way into almost every category of smartphone including high-end devices. The Samsung Galaxy S6 uses a Exynos 7420 SoC with four ARM designed CPU cores, and the ARM Mali-T760MP8 GPU.

During GDC ARM demonstrated an upcoming Unreal Engine 4 plugin for its Mali Offline Compiler.

For game designers the popularity of the Mali GPU means it is essential that games are tested and optimized for the Mali GPU. As you would expect, ARM provides a comprehensive set of developer tools for game designers. Among the tools you will find the Mali Graphics Debugger, which allows developers to trace OpenGL ES and OpenCL API calls in their application, and understand frame-by-frame the effect on the application to help identify possible issues; the OpenGL ES Emulator, which helps software development and testing of the next generation OpenGL ES 3.1 applications via PC emulation; and the Mali Offline Compiler, a command line tool that translates vertex, fragment and compute shaders written in the OpenGL ES Shading Language (ESSL) into binary shaders for execution on Mali GPUs.

If you want to see what is possible with ARM’s GPU specific tools then I recommend reading Profiling Epic Citadel via ARM DS-5 Development Studio, which shows how these tools can be used for performance analysis and optimization.

2. ARM will soon release an Unreal Engine 4 plugin for its Mali Offline Compiler

During GDC ARM demonstrated an upcoming Unreal Engine 4 plugin for its Mali Offline Compiler. It will allow you to analyze materials and get advanced mobile statistics while previewing the number of arithmetic, load & store and texture instructions in your code. Here is a demo of the new plugin:

The reason this type of tool is important is because it gives game makers the tools need to port games from the console/PC space to mobile. Typically content on the XBOX/PS3 is at 720p, but the Google Nexus 10 displays games at 2.5k. The challenge for game makers is to maintain a high level of gaming experience while optimizing for the power budget of a mobile device.

3. ARM is developing new GPU techniques

The engineers at ARM do more than design GPUs, they also help create and develop some of the latest 3D graphic techniques. The company recently demonstrated a new rendering technique for creating dynamic soft shadows based on a local cubemap. The new demo is called Ice Cave and it is worth watching before reading further.

If you aren’t familiar with cubemaps they are a technique which has been implemented in GPUs since 1999. It allows 3D designers to simulate the large surrounding area that encompasses an object without straining the GPU.

If you want to place a silver candlestick in the middle of a complex room, you can create all the objects that make up the room (including the walls, flooring, furniture, light sources, etc) plus the candlestick, and then fully render the scene. But for gaming that is slow, certainly too slow for 60 fps. So if you can offload some of that rendering so that it occurs during the game design phase, that will help improve speed. And that is what a cubemap does. It is a pre-rendered scene of the 6 surfaces that make up a room (i.e. a cube) with the four walls, the ceiling and the floor. This render can then be mapped onto the shiny surfaces to give a good approximation of the reflections that can been seen on surface of the candlestick.

It is also possible to get an even better experience by combining the cubemap shadows with the traditional shadow map technique.

Since the pre-rendered cubemap includes all the views from every possible angle then it doesn’t matter where the camera is in the scene, the GPU can simulate the reflections. This approach is much quicker than rendering the whole scene. This approach has had several major developments over recent years and the technique was refined significantly in 2004 and 2010.

The Ice Demo shows off a new local cubemap technique. Sylwester Bala and Roberto Lopez Mendez, from ARM, developed the technique when they realized that by adding an alpha channel to the cubemap it could be used to generate shadows. Basically, the alpha channel (the level of transparency) represents how much light can enter the room. If you want to read the full technical explanation of how this new technique works then check out this blog: Dynamic Soft Shadows Based on Local Cubemap. Below is a short walk-through of the Ice Cave demo by Sylwester:

It is also possible to get an even better experience by combining the cubemap shadows with the traditional shadow map technique, as this demo shows:

4. Geomerics is an ARM company

Lighting is an important part of any visual medium including photography, videography and 3D gaming. Film directors and game designers use light to set the mood, intensity and atmosphere of a scene. At one end of the lighting scale is Utopian science fiction lighting, where everything is bright, clean and sterile. At the other end of the spectrum (sorry, bad pun) is the dark world of horror or suspense. The latter tends to use low lighting and lots of shadows, punctuated by pools of light to grab your attention and draw you in.

There are many different types of light source available to game designers including directional, ambient, spotlight and point light. Directional light is far away like sunlight, and as you know sunlight casts shadows; ambient lighting casts soft rays equally to every part of a scene without any specific direction, as a result it doesn’t cast any shadows; spotlights emit from a single source in a cone shape, like on the stage in a theater; and point lights are your basic real-world light sources like light bulbs or candles – the key thing about point lights is that they emit in all directions.

Simulating all this lighting in 3D games can be GPU intensive. But like cubemaps, there is a way to shortcut the process and produce a scene that is good enough to fool the human eye. There are several different ways to create realistic lighting without all the hard work. One way is to use a lightmap bake. Created offline, like a cubemap, it gives the illusion that light is being cast onto an object, but the baked light won’t have any effect on moving objects.

Another technique is “bounce lighting”, here game designers add light sources at strategic positions in order to simulate global illumination. In other words, a new light source is added at the point where a light would be reflected, however, it can be hard to achieve physical correctness using this method.

Enlighten takes the pre-baked lightmap approach one step further by using a unique and highly optimized runtime library that generates lightmaps in real time.

A third is to use Enlighten from Geomerics. Enlighten takes the pre-baked lightmap approach one step further by using a unique and highly optimized runtime library that generates lightmaps in real time. The lightmap is created using the CPU during the gameplay, and is subsequently added to the rest of the direct lighting on the GPU.

This means that now the lightmap technique can be applied to moving objects. When combined with offline lightmaps only the lights and materials that need to be updated at runtime will use any CPU time.

The result is a technique that doesn’t only apply to mobile games, but one that can scale up to PC and consoles.

The subway demo below shows Enlighten in action. Note how during the “dynamic translucency” part of the demo some walls are destroyed allowing light to pass where it was previously partially blocked, however the indirect lighting remains consistent. This all happens in real-time and is not something pre-rendered just to create the demo.

5. Enlighten 3 includes a new lighting editor

To achieve such great lighting, Geomerics has released a new lighting editor called Forge. It has been specifically developed for the needs of Android game artists, and provides an immediate “out of the box” experience. It is also an important tool for “integration engineers,” as Forge serves as a model example and practical reference for integrating Enlighten’s key features into any in-house engine and editor.

One of the really useful features of Forge is that it provides the ability to import and export the lighting configurations you have set up for your scenes. This is particularly useful for defining certain lighting conditions or environments and then simply sharing them (via export) across your other levels/scenes.

For a quick tour check out this Introduction to Forge article.

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7
May

GoatZ is a goat zombie survival horror game, from the makers of Goat Simulator


If DayZ was a bit too serious for you, and you are a fan of furry animals, then GoatZ, from the developers of the massively buggy Goat Simulator, may be the game for you.

TodayGoatZ has invaded Steam as an expansion pack to Goat Simulator, and iOS and Android as a stand alone game. On the Google Play store, GoatZ is priced at $4.99, the same as Goat Simulator, and ships with more bugs than we prefer to count. But fear not, anyone who is familiar with the original Goat Simulator knows what to expect here when it comes to bugs and other game issues.

Here’s the official feature list, for those interested:

  • Mandatory crafting system because everyone else is doing it
  • Zombies that bug out. There’s a pun here about actual living bugs, but we’re not going to bother
  • You can craft anything in the world, as long as it’s one of the half dozen weapons in the game
  • Zombies, because this is a zombie game, remember?
  • A pretty big new map with some stuff in it
  • Completely realistic survival mode where you have to eat every damn five minutes to survive because Dean Hall & Garry Newman said so

In the game trailer, there is the promise of a massive map, a poorly scripted story, and of course physics that will make you question reality. This game, with its fire spewing elephants and flour bombs, is not for the faint hearted. There is no disclaimer that states that no goats were harmed in the making of this game. So prepare yourself, no amount of practicing your gaming skills will help you.

To grab the game, you’ll want to head on over to Google Play.



7
May

FAA will consider rules that allow drone couriers


Amazon Prime Air drone

American airspace regulators might be having a change of heart about rules that ban robotic couriers. Sources for the Wall Street Journal are hearing that the Federal Aviation Administration will announce studies for drone flights that go beyond the operator’s sight, paving the way for automated deliveries and other services where a nearby pilot just wouldn’t be practical. Officials aren’t commenting, and one WSJ tipster suggests that there likely won’t be any reform until after the initial rules are finalized in 2016. Don’t expect to see corporate drones zooming overhead anytime soon, then. Even so, this is a big step forward for Amazon’s Prime Air or Google’s Project Wing, both of which would stay grounded in the US if the FAA maintained its status quo.

Filed under: Robots, Transportation, Internet, Google, Amazon

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Source: Wall Street Journal

7
May

Tesla bought a Michigan-based auto parts maker


Tesla’s just made its first acquisition: a tool and die shop based in Grand Rapids, Michigan (roughy 150 miles west of Detroit) that makes automotive stamping parts. As The Detroit Free Press reports, the current Riviera Tool will eventually become Tesla Tool and Die and will retain its current employees, possibly hiring more in the future. It gives the electric vehicle company a stake in the original motor capitol of the world, and is a sign of Elon Musk’s ground-based baby working to alleviate supply chain issues. Ironically enough, the State Shaped LIke A Hand doesn’t allow Tesla to sell its cars.

Filed under: Transportation

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Source: The Detroit Free Press