This is my personal blog being used as a news portal for another web site. News I find interesting will be posted here and then picked up via the RSS feed to use on another site. Please contact me with any questions.

Wednesday, March 31, 2010

Why You Should Never Pay More Than $10 For HDMI Cables

Why You Should Never Pay More Than  For HDMI Cables

You've probably guessed that gold-plated cables for your home theater are entirely unnecessary. Still, there must be some small quality difference for all that price, right? Mint.com's blog lays out the answer: No, not at all.

Teaming up with WallStats, Mint lays out the case against the gold-plated, gas-pressurized, terribly overpriced cables you'll find lining the shelves at electronics retailers. Monster is a main culprit of preying on those who haven't learned what Mint's very clever infographic illustrates: there is no difference that you can see with your eyes between at $6 HDMI cable and a $250 HDMI cable. Here's their full take:

The crying shame that is a $250 cable has been covered in-depth by our HDTV-obsessed cousins at Gizmodo, and the cable accessory money trail followed by Consumerist. If you've got a safe online or retail spot to order cheap cables, lead us to it in the comments.

The Rip [MintLife Blog]

Why You Should Never Pay More Than $10 For HDMI Cables - Cables - Lifehacker

Tuesday, March 30, 2010

Quake Games 50% Off on Steam

Given that Shacknews first began life as sCary's Quakeholio before becoming Shugashack and eventually growing into what it is today, it's our sacred duty to make sure you're aware of the various savings on Quake PC now available through Steam.

 
Quake II and Quake III Arena

As part of the digital distribution outlet's "Midweek Madness" sale, all of the Quake games it carries--do note that Raven's Quake IV is not available on Steam--are marked down by half, with all eight parts of its overall Quake Collection available in a $15 bundle.

Going by past Midweek offerings, these prices should be good through Thursday:

Shack PSA: Quake Games 50% Off on Steam - Shacknews

Large Hadron Collider creates most powerful particle collision EVER

Large Hadron Collider creates most powerful particle collision EVER

It feels like just yesterday that we were taking about the Large Hadron Collider smashing the world record for most powerful particle circulation ever at an energy level of 3.5 TeV (tera-electron volts). That was actually only a scant two weeks ago, and the Collider hasn't been sitting still. Just a few hours ago in Geneva the LHC managed to collide those protons beams together at an obviously unprecedented 7 TeV, which kicks off the first collisions of what is to be two years of high-powered experiments the likes the world has never seen. Well, if it all goes according to plan and it isn't shut down by a measly speck of bread again, that is. Cross your fingers!

"It's a great day to be a particle physicist," Director General Rolf Heuer of CERN said in a release. "A lot of people have waited a long time for this moment, but their patience and dedication is starting to pay dividends."

So what happens next? The LHC keeps running at this power for 18-24 months, generating data for study from countless collisions — the results of one such batch of collisions you can see above, as captured by the ATLAS detector. There's actually a second goal in all of this, too. Back when the LHC was shut down after that ill-fated helium leak, it was actually capable of reaching a collision energy of 14 TeV. With the two-year long test, CERN will be able to continue to work on the particle accelerator and get it back up to full strength.

For those interested, Engadget live-blogged the event, and it's interesting to see the stages — and hiccups — the LHC went through as it warmed up to 7 TeV collisions.

CERN

Large Hadron Collider creates most powerful particle collision EVER | DVICE

Monday, March 29, 2010

Awesome new version of Trillian might be the best iPhone chat app

When I first reviewed Trillian for iPhone, it showed promise, but it wasn't quite ready for the bigtime yet. I had a couple of minor issues with the 1.0 release, including a lack of landscape mode and making it too much of a pain to close a chat. Well, Trillian has fixed both of those issues, and much, MUCH more in the new version 1.1.

Trillian now supports Facebook Chat, allows you to stay signed in for up to 7 days, and includes a bunch of other tiny improvements that I can't help but appreciate. Ignoring AOLSystemMsg when you're signed into AIM twice? Thank you! New sorting options for contacts (by status or by name, with groups or without)? Aw, yeah! I'm now considering making Trillian my main IM app, displacing BeejiveIM. The two are basically neck-and-neck in usability, but Trillian wins on price if you don't have either app yet: it's $4.99, compared to $9.99 for BeeJive.

Awesome new version of Trillian might be the best iPhone chat app

Tuesday, March 23, 2010

Nintendo Announces Plans for 3DS Portable Console

3DS will need no 3D glasses for 3D content

The Nintendo DS console line continues to be a runaway success for Nintendo and absolutely dominates the portable gaming market. In February the DS sold 613,200 units compared to the Sony PSP moving a mere 133,400 units. Nintendo is now set to reveal a new portable game console called the Nintendo 3DS. Whether or not the 3DS will replace the DS, DSi and other portable consoles outright or be sold alongside existing models is unknown.

Nintendo has confirmed that the 3DS is coming, but is mum on any hard details on the new portable console. All we know right now was offered in the form of a short letter [PDF] issued today from Nintendo. The letter states that the 3DS will launch during the fiscal year ending in March of 2011. One very important fact is that Nintendo states the 3DS will need no glasses to view the 3D content on the screen.

The 3DS will be backwards compatible with non-3D game titles designed originally for the DSi and DS consoles. More details will be offered by Nintendo at E3 in LA starting on June 15. Hopefully we will get a firm launch date at E3 and a good guess would be for the holiday season.

Some speculation is making its rounds that has Nintendo possible using Hitachi microlens 3D displays for the 3DS. Whether this is based in fact or pure speculation remains to be seen. The Hitachi tech uses a microlens array of tiny convex lenses in columns under the LCD screen. The little lenses are able to create 3D effects as the gamer looks at the screen. This is not the only tech out there that will allow for 3D effects without glasses.

The Hitachi system is said to require displays with higher resolutions to operate. SlashGearreports that Hitachi has a demo system of that uses 5-inch 1280 x 768 panels. The DSi XL for comparison uses 4.2-inch displays. It would be easy enough to imagine the 3DS getting higher resolution LCDs in a slightly larger size to accommodate the 3D tech.

Nintendo has been among the hardest hit in the gaming hardware market with profits dropping 23% in Q3 2009 on softening demand for the company's Wii console. The gaming industry as a whole saw sales fall in 2009 to $19.66 billion compared to the $21.4 billion in sales in 2008. The most recent numbers for the game hardware and software industry from NPD showed that the Xbox 360 was the top game console in February 2010. The month overall was down 15% compared to February of 2009. The Xbox sold the most units in America for the month with the Wii taking second, and the PS3 taking third.

DailyTech - Nintendo Announces Plans for 3DS Portable Console

Friday, March 19, 2010

NVIDIA Fermi GTX 480, GTX 470 Details Emerge

NVIDIA GTX 480 Slide  (Source: Donanimharber) Cards promise about 10% better performance than comparable ATI parts

AMD and NVIDIA are always fighting it out for market share in the video card market. The competition between the two companies in the video card and GPU market is often likened to the competition between AMD and Intel in the CPU market.

NVIDIA has been working on its next generation Fermi architecture for a while now. We got a few details on the Fermi GPU back in January. NVIDIA reported in January that it was in mass production with Fermi GF100 chips and claimed that the new cards would blow AMD away. In February, NVIDIA reported that the first cards to use the Fermi architecture would be the GTX 480 and the GTX 470. The GPU firm offered no firm specs on the cards at the time.

Now, the specs and pricing for the GTX 480 and 470 video cards has been revealed reports VR-Zone. According to the publication, the cards are set to launch on March 26 and an official picture of the GTX 480 has been leaked. The GTX 480 video card promises a core clock of 700MHz, shader clock of 1401MHz, and a memory clock of 1848MHz. The memory interface will be 384-bit and the card will have 1536MB of RAM and a 250W TDP. The card will sell for $499, which is typical for a new high-end card.

The GTX 470 will offer a core clock of 607MHz, shader clock of 1215MHz, and a memory clock of 1674MHz. The card will have a 320-bit memory interface and 1280MB of RAM. The TDP is said to be 225W and the card will sell for $349. According to early benchmarks, the GTX 470 is claimed to be 5-10% faster than the ATI HD 5850 with a similar lead for the GTX 480 compared to the Radeon HD 5870.

Plans for dual GPU Fermi cards are also in the works.

DailyTech - NVIDIA Fermi GTX 480, GTX 470 Details Emerge

Microsoft removes VM hardware requirements, improves XP mode

Microsoft made a slew of virtualization announcements today, affecting both current and future products. Arguably the most important tidbit is that the company has removed the virtualization layer's hardware requirements for the XP Mode available in Windows 7. Those already running XP Mode don't need to bother updating since they already have it working, but users who were unsure of their PC hardware can grab the update and try out XP Mode on Windows 7 Professional, Windows 7 Enterprise, or Windows 7 Ultimate. The update is available for Windows 7 32-bit (3.7MB) and Windows 7 64-bit (4.1MB).

Microsoft has been criticized for complicating things by having XP Mode only work on processors that supported either Intel's VT or AMD's AMD-V. This requirement was troublesome and confusing, as many Intel owners weren't sure if their CPU supported hardware virtualization, and if it did, whether it was turned on in the BIOS. Now that problem has been eliminated, removing a barrier to the adoption of Windows 7 among small and mid-size businesses that still cling to Windows XP.

Redmond revealed two new features that directly affect Microsoft's desktop virtualization platform. Microsoft Dynamic Memory is an enhancement to Hyper-V that will allow users to adjust the memory of a guest virtual machine on demand. IT administrators will thus be able to pool all the memory available on a physical host and dynamically distribute it to virtual machines running on that host as necessary. Based on changes in workload, VMs will be able to receive new memory allocations without a service interruption.

Microsoft RemoteFX, which is based on the IP that Microsoft acquired and continued to develop since acquiring Calista Technologies over two years ago, enables users of virtual desktops to receive a rich, 3-D, multimedia experience while accessing information remotely. It functions independently of any graphics stack and supports any screen content, including Windows Aero, full-motion video, Flash and Silverlight content, and 3D applications. Because it uses virtualized graphics resources, RemoteFX works on a wide array of target devices, which means it can be deployed over both thick and thin client hosts and a wide variety of network configurations.

Partnership and licensing changes

Microsoft today announced an alliance with Citrix Systems, and launched CitrixandMicrosoft.com. New VDI promotions are available for qualified customers to choose from today. The Rescue for VMware VDI promotion allows VMware View customers to trade in up to 500 licenses at no additional cost, while the VDI Kick Start promotion offers new customers a 50 percent discount off the estimated retail price. The two companies will also be working together to enable HDX technology in Citrix XenDesktop to enhance and extend the capabilities of the aforementioned Microsoft RemoteFX platform.

The licensing changes are slightly more interesting, as they're supposed to make it easier for businesses to let workers remotely access their systems via virtualized desktops, though they both will only come into effect on July 1, 2010. The first is that Windows Client Software Assurance customers will no longer have to buy a separate license to access their Windows operating system in a VDI environment, as virtual desktop access rights will become a Software Assurance benefit. The second is that Windows Client Software Assurance and new Virtual Desktop Access license customers will have the right to access their virtual Windows desktop and their Microsoft Office applications hosted on VDI technology on secondary, non-corporate network devices, such as home PCs and kiosks.

Redmond made all these announcements as part of a webcast on DesktopVirtualizationHour.com that kicked off a bigger virtualization push. Microsoft and its partners plan to host events to educate customers on the comprehensive portfolio of desktop and datacenter virtualization solutions in 100 cities worldwide. You can watch the videos on the website, or read more details about the announcements at one of the blog posts linked below.

Further reading

Microsoft removes VM hardware requirements, improves XP mode

Team Fortress 2 User-Created Items Added on PC, Side-Scrolling Platformer Mod Released

It's a double-whammy of Team Fortress 2 PC news this morning as Valve has updated its shooter with a selection of items made by players, while one fan has put on their modding cap to turn TF2 into a side-scrolling platformer named The Great Class Dash.

Quick as a flash, fans on the official TF2 forum dug around and found new apparel for all classes as well as a new melee weapon usable by both the Soldier and Demoman, a new melee weapon for the Pyro and a delicious new snack for the Heavy.

 
Left, "Gentlemen," one verily doth insist. Right, The Great Class Dash.

Valve expresses its excitement over this update in a post on the TF2 blog, tying it in with the recent Portal 2 ARG as part of Valve's approach to community.

This is really exciting for us here at Valve. Starting from our core belief that entertainment products should be services, we've tried to increase the set of ways our community can impact our games, and the ways in which we can reward you for it. From the implementation of features requested by players and mapmakers, to unique community items given to valuable community contributors, to the purchasing and shipping of popular maps, to the ARG-style product announcement of Portal 2, we've tried to include our players in the ongoing challenge of improving our games and their communities.

This update represents the next step in that process. The line between developers and players is getting very blurry, and we think that's a great thing.

Meanwhile, if you fancy something different then the TF2 mod The Great Class Dash by 'Steaky' is available from FileShack, offering a side-scrolling platformer experience with obstacles that require switching between classes. Plus a swamp monster.

Team Fortress 2 User-Created Items Added on PC, Side-Scrolling Platformer Mod Released - Shacknews

Thursday, March 18, 2010

Xbox 360 gaining USB storage support in 2010 update

Documentation obtained by Joystiq – and subsequently confirmed with two separate sources – reveals that "USB Mass Storage Device Support on Xbox 360" will soon be a reality. The document, authored by a senior software development engineer at Microsoft, states that due to "increased market penetration of high-capacity, high throughput USB mass storage devices, a 2010 Xbox 360 system update" will allow consumers to save and load game data from USB devices. The update is purportedly coming in Spring 2010.

Once the update occurs, Xbox 360 owners will be able to download Xbox Live Arcade games, Xbox Live Indie games, Games on Demand, DLC and Title Updates to the storage device. "USB storage devices may, however, have far greater memory capacity than MUs (at the date of writing, the largest MU is 512 MB), and may therefore support previously infeasible operations-such as installation of a full disc-based title." That's right, you can also store disc-based games to the USB device; however, it will require the disc to be in the tray for authentication, identical to the current functionality.

Gallery: USB Mass Storage Device Support on Xbox 360

According to the document, the USB mass storage device must be at least 1GB and the system will do a compatibility check. "The system partition occupies 512 MB of space, and by default the consumer partition occupies the remainder of the device capacity, or 16 GB, whichever is smaller." Upon inserting a blank USB storage device, "consumers are offered two choices: 'Configure now' or 'Customize'." The "Configure now" option will use "the entire device capacity, up to the maximum of 512 MB plus 16 GB" meaning, regardless of the overall size of the device you're using, the Xbox will only enable 16 GB of usable, non-system storage. The "Customize" option will allow you to "preserve some pre-existing, non-console data on the device" such as music.

It should be clear by now that Microsoft is simply pulling out of the Memory Unit business and not the highly lucrative Xbox hard drive business. With an artificial cap of 16 GB – still shy of the 20 GB hard drive that shipped with the original 2005 Xbox Pro and a fraction the size of the currently shipping 120 GB hard drive – USB storage support simply removes the onerous requirement for a Memory Unit on Xbox 360 Arcade units, and brings the Xbox 360 platform a feature that's been present on the PlayStation 3 since that console's 2006 launch.

If you're intent on circumventing Microsoft's cutthroat hard drive pricing the Xbox 360, you can use two USB storage devices for a maximum of 32 GB of usable storage; however, the console "has a fixed limit of two external USB mass storage devices" regardless of whether they're "formatted for the Xbox 360 or not." If you fill all three USB ports on the console, only the first two to be connected will be recognized.

With talk of a new (slim?) form factor for the Xbox 360 picking up, and plans to abandon (or at least obviate) Memory Units underway, we're guessing those Memory Unit slots could be cut entirely from future iterations of the console.

Xbox 360 gaining USB storage support in 2010 update -- Joystiq

New 3D Film Makes Hubble Space Telescope a Star

The Hubble Space Telescope has long been an icon of astronomy – with $10 billion spent over two decades to keep the space telescope peering deep into the cosmos. Now a new IMAX film is taking that space icon and turning it into a 3D star.

The film "Hubble 3D" opens in select IMAX theaters on Friday and chronicles NASA's May 2009 mission that sent a crew of astronauts to repair and overhaul the nearly 20-year-old Hubble for the fifth and final time. The 43-minute film seeks to bring Hubble, which orbits 350 miles (563 km) above the planet, down to Earth and includes stunning 3D flights through photos of the Orion Nebula and other images taken by the space telescope after its latest service call.

"I was astonished at how moved I was by the astronomical fly-through of the images," Hubble 3D director Toni Myers told SPACE.com. "I kind of had a vision of how they would be, but the execution was beyond my wildest dreams."

The film is narrated by actor Leonardo DiCaprio, whom Myers said has a keen interest in Hubble's ability to put Earth's life-sustaining uniqueness in perspective with the rest of the universe.

"'Hubble 3D' gives you a real perspective on how our small and fragile planet exists in a volatile and constantly evolving universe," DiCaprio said in a statement. "It reveals the beauty and complexity of space and its vast possibilities."

It's a story that almost never happened, since NASA initially canceled the last Hubble repair mission, deciding it was too risky in the wake of the 2003 Columbia tragedy. That decision was ultimately reversed. Then a critical piece on Hubble broke just weeks before the mission was slated to launch in the fall of 2008. NASA delayed the flight again, to May 2009, so a fix could be added to the flight.

The astronauts who flew Atlantis' Hubble repair mission said they were just glad the glitch occurred before their flight and not afterward, when they wouldn't have a chance to fix it. The STS-125 crew, commanded by veteran shuttle flyer Scott Altman, added that seeing their mission replayed in 3D on an expansive IMAX screen gave them a chance to relive the flight all over again.

"For me, it's just increasing our understanding about what's out there," said astronaut Mike Massimino, one of Hubble's last spacewalking repairmen and a veteran of fixing the telescope. "We're just trying to understand these basic questions. There's stuff out there and we don't know what it is."

Veteran Hubble-repairing spaceflyer John Grunsfeld – an astrophysicist-turned-astronaut, has even left NASA to become the deputy director of the Space Telescope Science Institute in Baltimore, Md., which oversees Hubble operations. The 3D images shown in "Hubble 3D" are a great way to try to show the public what the space telescope can do, he told SPACE.com.

Massimino, Grunsfeld and their crewmates performed five tricky back-to-back spacewalks during Hubble's last overhaul. They added a new camera and spectrograph, replaced vital batteries, sensors and other gear, and then successfully repaired two older instruments that were never designed to be fixed in space.

The result is a Hubble Space Telescope that is more powerful than ever. The telescope first launched in April 1990 and turns 20 years old next month. When Hubble first lifted off, a flaw in its optics threatened to doom the telescope to the annals of space gaffs.

But five repair and upgrade missions later – including a landmark 1994 mission to fix the optics flaw – the telescope continues to churn out stunning photos of space. Hubble scientists have said the upgrades made by the STS-125 crew should add another five years onto the space telescope's life.

"It's like raising kids, there are good days and bad days," said Ed Weiler, associate administrator of NASA's science directorate, at the world premiere of "Hubble 3D" last week. Weiler has spent 30 years developing and working with Hubble. "It's been with me since my kids were born."

The new film includes some footage shot by Atlantis astronauts using a camera mounted in the shuttle's payload bay. The astronauts had nearly 1 mile (1.6 km) of film in the IMAX camera mounted in Atlantis' cargo bay.

While that sounds like a lot, it amounted to just eight minutes of film time. "Hubble 3D" makes up for the limitations of filming at Hubble last year by using older IMAX footage shot by astronauts on previous missions to Hubble that has been converted to 3D.

The astronauts also had Canon high-definition cameras which they were able to use while working inside Atlantis to add to the exterior Hubble shots. The result was a wealth of video, much more than could be squeezed into the limited run time of "Hubble 3D."

"I could have made two whole films with all the Canon stuff I had," Myers said.

For Weiler, the film is a fitting tribute to Hubble while the space telescope is in its prime. Five or 10 years down the road, he and other scientists expect to be waiting with mixed feelings for Hubble to leave orbit and meet a fiery end in Earth's atmosphere.

"It's part of your family," Weiler said. "It's going to be tough when it comes back down. But it's going to be satisfying...there will be mixed emotions."

SPACE.com -- New 3D Film Makes Hubble Space Telescope a Star

Friday, March 12, 2010

Family of four gets their genomes sequenced

Late last year, we described a genome sequencing technique that brought the price of consumables down to under $5,000. That technique, offered by Complete Genomics, has now been put to use: all the genomes have been obtained from a family of four in which both children suffer from two genetic disorders. In addition to identifying likely causative mutations, the full family pedigree has produced new measures of human mutation and recombination.

So far, as each genome has been completed, it's typically been compared to a reference genome that's meant to represent a "typical" human. But the human population is large and diverse, and the differences between a typical person and the reference may have been present in our population for thousands of years. In contrast, by knowing the sequence of a child and both its parents, the changes in DNA that occur as a result of recombinations and mutations in each parent's germ cells can be tracked in exquisite detail.

Of course, you first have to get rid of the errors. Any method of sequencing DNA has a known error rate, and there are certain sequences in the genome that are more prone to these mistakes than others.

All together, sequencing the genome identified over 4 million bases in which at least one of the genomes differed from the reference sequence. But nearly a million of these were identical in all four individuals; another 3.4 million had been identified as sites of common variations within the human genome. When all of these were eliminated, there were only 323,255 base changes that appeared to be distinct to this family. The authors of the paper then focused on getting rid of some of the errors.

Some of these errors are caused by repetitive sequences, which sometimes cause genome assembly algorithms to delete portions of the repeat. That dropped the number down to about 50,000 differences that were either new mutations or sequencing errors. They resequenced every one of these regions and found only 28 that appeared to be new mutations in the offspring; each of these was directly confirmed by mass spectroscopy of the relevant stretch of DNA. The authors estimate that, all told, they've eliminated approximately 70 percent of the sequencing errors, producing an accuracy of 99.999 percent.

After estimating the false negative rate, the authors concluded that humans have a mutation rate of 1.1x10-8 at each base, which means that every individual is likely to have been born with approximately 70 new mutations. That's a bit less than half of previous estimates, but it's within the range defined by our differences with the chimp genome and an estimated time of divergence of 5 million years.

The precise map of differences also enabled the authors to track where pieces of the original parental genomes had been swapped by recombination. The precise bases can't be identified, given that most of the genome is identical in all four individuals, but they were able to identify 155 crossover sites within a median precision of 2,600 bases. Most of these occurred within known "hotspots" of recombination that had been identified previously.

As if all of this data wasn't enough, the family itself had been chosen because both children (and neither parent) suffers from two genetic diseases: Miller syndrome and primary ciliary dyskinesia. The former has not had a gene definitively associated with it; the latter has had a number.

The simplest explanation of this would be a single recessive mutation, with the parents heterozygous, and the offspring homozygous. Since the diseases are rare, the authors excluded any base differences that have been previously identified as common within the human population. Only a single gene fit this pattern when identical mutations were considered. But it's possible for different mutations in the same gene to cause a single phenotype, with each parent carrying a distinct base change. Three additional genes matched this pattern.

So the authors sequenced these genes in two other individuals with Miller's syndrome, and identified DHODH, a gene previously suggested to be associated with the disease as its likely cause. One surprise is that the primary ciliary dyskinesia is likely to be caused by a completely separate mutation. DNAH5, another of the four genes to come through this analysis, had previously been identified as a cause of that disorder. So, the family appears to be unlucky enough to be dealing with two rare, recessive mutations.

That we've reached the point where this work is even possible is simply amazing. I've really got no words for the fact that it was done by a mere 15-author collaboration, only two of whom hail from Complete Genomics. As the authors point out, we're at the point where it may be cheaper and easier to sequence entire pedigrees than hunt down enough affected individuals to identify a Mendelian trait by traditional methods.

The fact that the approach generates additional useful data—things like human mutation rates and recombination locations have always been based on much rougher estimates—is really quite a significant bonus. I anticipate that this won't be the first paper of its sort, and these estimates will continue to be refined as more family pedigrees are available at the genome level.

Science, 2010. DOI: 10.1126/science.1186802  (About DOIs).

Family of four gets their genomes sequenced

Wednesday, March 10, 2010

OnLive Launching in June, Pricing Detailed

Game streaming service OnLive will launch June 17, offering PC and Mac owners the ability to play games remotely through their internet connection at $14.95 a month.

Between a dozen and twenty-five titles will be available at launch, OnLive executive Steve Perlman told VentureBeat. The company has partnered with various publishers including Electronic Arts, Ubisoft, 2K Games, THQ and Warner Bros. to offer subscribers a selection of titles including Mass Effect 2, Assassin's Creed II, Borderlands, Dragon Age Origins, Prince of Persia: The Forgotten Sands, and Metro 2033.

 

However, that $14.95 per month fee "does not include the purchase or rental of games," according to the company, which has yet to specify purchase or rental prices.

A break from the traditional mold, OnLive doesn't require players to download or install games. Instead, processing is handled externally by OnLive's servers, with visuals streamed to clients through a browser plug-in and their inputs piped back to the server.

The company vows that latency is not an issue, so long as your internet connection is up to snuff, due to the proprietary technology it spent over eight years developing. It previously specified that a 1.5 megabit per second connection would be required for standard definition visuals, with 720p requiring a 5 megabit connection.

Initially, the service--currently in closed beta testing--will be available in the United States. The MicroConsole TV Adapter, which allows the service to be used on a television with an accompanying computer, will ship later in the year.

Discussing exactly what that monthly service fee provide, the company explained:

Included in your monthly service fee are OnLive-exclusive features such as instant-play free game demos; multiplayer across PC, Mac and TV platforms; massive spectating; viewing of Brag Clips video capture and posting; and cloud-saving of games you've purchased-pause, and instantly resume from anywhere, even on a different platform."

Also included in the monthly service fee are features you'd expect from standard online games services such as gamer tags, user profiles, friends, chat, but with a twist: everything is live video. You'll be friending through multiplay, Spectating, Brag Clips, or by flipping through video profiles of friends of friends of friends. OnLive is delivering the first instant video-based social network. It's really cool.

Once you are on the service, instant-play, top-tier, newly-released games will be for sale and for rent on an a la carte basis. Specific pricing will be announced as games are released, so you'll hear about the pricing of the first games by E3, but needless to say, we expect them to be offered at competitive prices. Games are always updated with the latest versions, and purchased game add-ons are playable instantly.

Registration for OnLive is now open over at the official site, with the "first qualified 25,000 users" to successfully register getting their first three months of service for free.

OnLive Launching in June, Pricing Detailed - Shacknews

Google TV?: Google and Dish Network test a set-top box

According to the Wall Street Journal, Google has partnered up with satellite TV provider Dish Network to test out a new set-top device powered by Google software. Although the WSJ doesn't name its sources, they seemed to know an awful lot about Google's plans with Dish.

The set-top device would reportedly allow users to organize Dish's TV content, plus web video from YouTube, creating a custom viewing schedule.

Google isn't commenting about this test to reporters, and the program is apparently limited to some Google employees and their families. The device allows you to search for shows using a keyboard, rather than a remote control. There are no details on how Dish shows will be tagged and organized, though, or how the Google box compares to recently-announced TiVo offerings.

Google TV?: Google and Dish Network test a set-top box

Tuesday, March 9, 2010

Colorado Approves 30% by 2020 Renewable Energy Standard

co-solar
Yesterday, Colorado's state legislature finalized a bill to increase the state's renewable energy standard to 30 percent by 2020.

Colorado was one of the first states to adopt a renewable energy standard at all, committing in 2004 to get 10 percent of their electricity from renewables by 2015 and increasing that to 20 percent by 2020 in 2006.  This latest measure puts the state right behind California, who has the highest standard at 33 percent by 2020.

The bill also requires utilities to get 3 percent of their electricity from distributed sources like rooftop solar and other smaller wind and solar installations in order to give a boost to local renewable energy and construction companies.  That requirement alone will be responsible for 1 GW of clean energy, save 6.8 billion gallons of water and reduce emissions by 30 million tons of CO2 a year.

Colorado Approves 30% by 2020 Renewable Energy Standard

Rock Band 3 Revolutionizes The Music Genre This Holiday Season

Viacom President and CEO Philippe Dauman officially outed Rock Band 3, due for release this holiday season, when it will "will innovate and revolutionize the music genre" all over again.

Dauman revealed the game while speaking at the Credit Suisse Group Global Media and Communications Conference this morning, quickly followed by Tweets from several members of the Harmonix staff, relieved to finally be able to discuss what they've been working on, as well as this new entry on the Rock Band Facebook page:

Harmonix is developing Rock Band 3 for worldwide release this holiday season! The game, which will be published by MTV Games and distributed by Electronic Arts, will innovate and revolutionize the music genre once again, just as Harmonix did with the original Rock Band, Rock Band 2 and The Beatles: Rock Band. Stay tuned for more details!

How could Rock Band 3 possibly revolutionize the music genre any further? Will there be harmonies? Will it accept your own MP3s, converting them on the fly? Look for the answers to these questions and more whenever Harmonix feels it's a good time to give them to us.

And no, that's not the official logo.

Rock Band 3 Revolutionizes The Music Genre This Holiday Season - Rock band 3 - Kotaku

Battlestar Galactica MMO Announced

A massively multiplayer game based off popular science fiction television series Battlestar Galactica is due to launch this fall, license holder NBC Universal announced today.

A client-free and browser-based affair said to pack "state of the art graphics," Battlestar Galactica Online is being powered by Unity--the same technology used by EA's broswer-based Tiger Woods PGA Tour Online.

Development of the game is being handled by independent Norwegian studio Artplant, the previous works of which include Riding Club Championships. Going by its website, Artplant "aims to become one of the leading massively multiplayer web game developers" and "developed our own MMO server tailored for Unity 3D web games."

As far as actual details on the game itself, all we know can be found below:

Players will be able to choose to play as cylons or humans in a constant struggle to control the universe or just survive its perils. A blend of tactical space combat, exploration, and mission-based gameplay will provide a diverse experience. The dramatic missions will define the game's overall storyline, enabling the player to delve into mysteries of the Battlestar universe. Battlestar Galactica Online will create a new standard for web games, with beautiful 3d graphics and innovative game mechanics bringing a new level of game play to browser based MMOG. Assets from the television production will be integrated into the game to deliver an even more authentic experience.

According to today's announcement, "the game...will launch worldwide exclusively this fall on Syfy.com for a 30 day period" and will be published by content provider Bigpoint.

Battlestar Galactica MMO Announced - Shacknews

Friday, March 5, 2010

Portal 2 Is Official… And Maybe for Mac

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Portal 2 is real, and coming this Christmas, Valve said Friday. And it looks like Mac owners might get to share the love.

The Seattle gamemaker announced that it would release the sequel to Portal, its space-time-bending, hilarious 2007 sleeper hit later this year. If you want to know more, you’ll have to pick up the next issue of Game Informer magazine. And Valve’s not done making waves: A slate of teaser images released this week that the company is bringing its games, and Steam direct download service, to the Mac platform.

Portal 2 also had its share of teases: On Monday, an update to the original game brought with it a pile of hidden clues that suggested a sequel was inbound.

Right after leading fans down the Portal rabbit hole, Valve started teasing the notion of Steam for Mac. A series of ad parodies that mash Valve’s characters into retro Apple ads more than suggests that the company will be launching their game marketplace and social network for Mac computers in the near future.

We’ll make sure Valve gets us the official news when it’s ready to stop being such teases.

Portal 2 Is Official… And Maybe for Mac | GameLife | Wired.com

Tuesday, March 2, 2010

Activision Confirms Departures, Announces 2 Call of Duty Games

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Activision Blizzard will release new games in the Call of Duty first-person shooter series in 2010 and 2011, plus a game that takes the series into the action-adventure genre, it said Tuesday.

The details of the blockbuster war-game franchise follow the shocking news that Jason West and Vince Zampella, the top execs at Call of Duty: Modern Warfare 2 developer Infinity Ward, were ousted from the company. Activision confirmed the pair’s departure today but did not give any further details, although it said that two “Activision publishing veterans” would be placed in control of Infinity Ward.

This year’s Call of Duty will be produced by Treyarch, the team responsible for 2008’s Call of Duty: World at War (pictured above). The action-adventure game will be produced by new Activision unit Sledgehammer Games, formed by former Electronic Arts developers who created Dead Space.

Activision also said that it will form a dedicated Call of Duty business unit that will oversee the franchise much in the same way that Blizzard Entertainment handles its products. Tuesday’s press release says that the company will pursue “new digital business models” and “high-margin digital online content,” which sounds like that Call of Duty MMO we keep hearing about.

Activision Confirms Departures, Announces 2 Call of Duty Games | GameLife | Wired.com

NVIDIA's Optimus transforms into smaller ION 2

NVIDIA's Optimus transforms into smaller ION 2
NVIDIA's ION 2 netbook platform

After an initial burst of enthusiasm and despite NVIDIA's repeated attempts to show me the light, I'm no longer particularly clear on the case for ION in netbooks—who are all of these people who are playing WoW and watching HD movies on their 1024x600 netbooks? Isn't "netbook performance" an oxymoron? Nonetheless, whatever the case is, it just got stronger with the announcement of ION 2.

ION 2 is pretty much what you'd expect given the Optimus announcement from early last month: an NVIDIA discrete GPU plus Intel's Pine Trail mobile platform. There are, however, a few twists on the idea that are specific to the netbook. First, let's take a look at the overall platform.

Like the notebook version of Optimus, ION 2 is essentially NVIDIA's response to a one-two punch by Intel: first, Intel moved the GPU into the same package as the CPU (in Pine Trail's case, they're even on the same die), and then the chipmaker refused to grant NVIDIA a license that would enable the latter to make a replacement I/O hub that interacts directly with the CPU socket.

NVIDIA has engineered their way around this lock-out by attaching their discrete GPU to Intel's I/O hub via PCIe, and including software that dynamically distributes graphical chores between Intel's integrated graphics processor (IGP) and NVIDIA's GPU. Because Intel's built-in graphics processors use system memory to store the frame buffer, Optimus's software side can hijack the frame buffer and use NVIDIA's discrete GPU to fill it. Intel's processor then reads the (NVIDIA-provided) display data from the frame buffer and sends it out to the display.

On Intel's normal laptop platform, this approach works great because the PCIe bus provides plenty of bidirectional bandwidth for Optimus to use for getting input from the CPU and sending output to the frame buffer. Pine Trail, however, is significantly more bandwidth-constrained, as it only hosts four PCIe 1.1 lanes. Most netbook makers will probably use only one of those 250MB/s lanes for NVIDIA's GPU.

Optimus can still push frames to a low-resolution netbook display over a single PCIe 1.1 lane, but one of the ION platform's big selling points is HD video output. For those who want to hook up an HDMI display to their netbook so that they can watch HD video, NVIDIA has attached an HDMI out that pulls data directly from the ION GPU's private, 512MB pool of DDR3 frame buffer memory. (Seriously, who hooks up an HDMI display to a netbook? This is not a rhetorical question. If you're doing this, please drop into the comments and sound off.) This added HDMI out is the main difference between ION 2 and the regular Optimus platform.

Another rationale for Optimus on netbooks is Flash video acceleration. This can be done on regular Pine Trail netbooks with a cheap Crystal HD chip from Broadcom, but NVIDIA is hoping that users will pay a little more to get the full Optimus experience.

The other part of the full Optimus experience is gaming, and, given my predilection for playing old cRPGs on a touchscreen tablet, I get this. An ION 2 netbook and a Good Old Games account would make for hundreds of hours of high-quality, impossibly cheap retro gaming. (If someone would make a dedicated ION 2 retro gaming tablet for under $400, I'd probably buy it.)

ION and ION 2 make a lot more sense in so-called "nettops," and NVIDIA has a variant on the ION 2 platform targeted directly at this market. In this version, all of the video out goes through the GPU. In fact, I'm not even clear on what, if anything, the Pine Trail IGP does in the nettop version of Optimus, since the platform's dynamic power/performance optimization isn't needed.

Acer, Asus, and Lenovo are among the netbook vendors that have already signed on to produce ION 2-based netbooks. NVIDIA is claiming a 50 to 100 percent performance advantage over previous ION systems, with minimal impact on battery life, so it makes sense that existing ION customers are moving to ION 2. Indeed, anyone who is already a satisfied ION customer will probably be itching to upgrade.

NVIDIA's Optimus transforms into smaller ION 2

Valve mystifies gamers with Portal update

Portal's eerie symbolism was ramped up another notch this week when Valve announced a patch that has gamers playing what seems to be an alternate reality game within the platformer. The update to the game doesn't seem to include much new content at first glance, but what has been added is clearly only the beginning of a much bigger trip down Valve's latest rabbit hole.

Today's announced update was accompanied by a short, cryptic note: "Changed radio transmission frequency to comply with federal and state spectrum management regulations." When you next boot up the game, there is a radio in your cell that broadcasts morse code when you hold it and stand on the red button in the first level (as seen in the video below). It turns out there are a total of 26 different radios in the game now, and they all have morse code.

The game's new achievement, "Transmission Received" is unlocked when you discover the first morse code radio broadcast. Not only that, but the sound the radios make when a radio is thrown into a force field is extremely unnerving.

Enterprising Steam community members rooted around the game files and discovered a new group called "dinosaur" that

contained a ton of morse code audio, as well as some images that seemed to be corrupted by strange data.

Over at the Steam forums, there's a full list of the Dinosaur files, as well as translations and/or posted images with each corresponding filename. This is clearly the first piece of a much larger puzzle, though speculation is running rampant about just what Valve is playing at. Popular opinion points to the update acting as a teaser for Portal 2, which seems logical since the morse translations imply that GladOS is in the process of rebooting. For the moment, though, the game is afoot and players are investigating the mystery with gusto.

Valve mystifies gamers with Portal update

Astonishing Rube Goldberg music video by OK Go

Never mind that Chicago power pop group OK Go pleaded for weeks to get their greedy record company EMI to allow this unique video to be embeddable — it is now, and just look! The group's Rube Goldberg masterpiece is here for all to see.

"This Too Shall Pass" might be the most elaborate setup ever, and beyond that, it's got to be the most tasteful and colorful. That's what you get when you assemble a brilliant team consisting of wizards from Syyn Labs, Caltech, and MIT Medialab. They created this magnificent machine inside a 10,000-square-foot abandoned warehouse, and Flying Box Productions shot it all with brilliant skill and artistry.

Why were all those people clapping at the end? Was the video successfully shot in one take? That huge warehouse full of paraphernalia couldn't have been easy to set up. Want to see how this was done? Four videos with a few hints:

Astonishing Rube Goldberg music video by OK Go | DVICE

Google Develops New Solar Thermal Mirror Prototype

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Google announced last year that they were working on new technology that would make solar thermal energy cheaper than coal.  Just a few months later, they have a prototype and expect a product to be ready in as little as a year.

Google's energy czar, Bill Weihl, said the company is focusing on redesigning the mirrors, using alternative materials on the reflective surface and the substrate on which the mirror is mounted.  The new technology could halve the cost of building a solar thermal plant and bring the cost of the electricity down to 5 cents/kWh or less.

The prototype is being internally tested before more rigorous external testing, but two solar companies, BrightSource and eSolar, are already interested in the technology.  Google is a major investor in both companies and has said if the prototype works, the companies would use the technology.

Google Develops New Solar Thermal Mirror Prototype

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