Valve’s Steam Link: better than a 50-foot HDMI cable

Steam Machines are finally here — real gaming PCs designed to live in your entertainment center and play the role of hardcore gaming console. There’s just one problem: I’ve never wanted one. Don’t get me wrong: Valve’s quest to drag PC gaming into the living room is awesome, but I already have an incredibly powerful gaming rig in my office. I don’t need a second, redundant machine in front of my couch. On the other hand, I’m an insane person who drilled holes in his wall to run 50 feet of cabling from his gaming PC to the back of his television set. There’s an easier way, according to Valve, and it’s called the Steam Link. This $50 micro PC was announced at GDC earlier this year with one express purpose in mind — piping high-end PC gaming over a home network on the cheap. That sounds pretty good, but can it outperform my power drill and various lengths of cable? Note: Valve says it plans to continue rolling out software updates ahead of the Steam product family’s official launch on November 10th. We plan to update our story as these new features come out. We will also hold off on assigning the Link a numerical score until Valve begins shipping final hardware. Hardware and setup The Steam Link isn’t much to look at: It’s a simple black box that’s the same size as a US passport and a little thicker than a wallet. Picture a portable hard drive etched with a tiny Steam logo on its top, and you’ve got the look down pat. There isn’t much in the way of connectivity here, either: The Link’s back edge features just two USB ports, Ethernet, HDMI output and a tiny hole for an AC adapter. An extra USB port can be found on the Link’s side, but that’s all there is to it. The device doesn’t even have an LED light to indicate if it’s powered on or off. It’s extremely discreet, and disappears behind my television as easily as a Chromecast or Roku box might. Setup is pretty simple: All I had to do was plug the Link into the wall, connect it to one of my TV’s spare HDMI ports and snap in an Ethernet cable. That was it — the Link automatically powered on (and turned my TV on via HDMI-CEC ), and then connected to the internet and updated its firmware. Nice. Slideshow-330217 The Link’s main menu doesn’t offer much, but at least it’s easy to navigate. Only three options appear on the device’s home screen: Start Playing, Settings and Support. There’s not much to the Start Playing and Support sections (one starts Steam’s In-Home Streaming feature and the other simply redirects to a support site), but the Settings menu actually has quite a few options. Here, you can adjust the display for overscan compensation, change your WiFi and network setting, tweak language preferences, check for firmware updates and choose among three streaming quality options: fast, balanced and beautiful. I left the rig to its default “balanced” setting; if this box is going to beat out my absurdly practical wire-through-the-wall approach, it’s going to need to “just work” without a second thought. I backed out to the main menu, selected “Start Playing” and watched the Link automatically find my gaming PC over the wired network. It found my Windows tablet too, actually — any device on that network that’s logged into Steam locally will show up here. It’s pretty convenient, but my media tablet is kind of a joke when it comes to playing games. I selected my custom-built gaming tower instead. The first time I connected the Link to my gaming rig, it offered me a one-time passcode to enter on the host computer; after that, it connected automatically, without hesitation. This actually surprised me a little: when I use Steam In-Home-Streaming to push my gaming PC’s content to my tablet, Steam requires me to log into the desktop client on both devices. The Link didn’t need me to log in at all; it just pulled up the Steam Big Picture interface and gave me control of the PC from my couch. Performance As I launched my first Steam Link-streamed PC game, something seemed a little off. Visually the game looked okay, with very light artifacting visible on only the brightest colors on screen — but the experience seemed a little slow. I dove into Steam’s In-Home Streaming settings and found an option to display stream performance data in real time. Despite my powerful rig, strong network and hardwired connection, the Link only displayed the video feed at an average rate of 30 frames per second. That’s not good enough. I went back to the Steam’s streaming menu and kicked the stream quality up to “beautiful.” No change. I knocked it back down to “fast.” Nothing. What was I doing wrong? Eventually, I stumbled across a checkbox labeled “enable hardware encoding, ” and everything changed. The Link immediately started to stream video at almost the same frame rate as my PC. The stream was sharper, with less artifacting. Try as I might, I couldn’t find a perceptible difference between when I pressed a button on my gamepad and what happened on screen. A quick trip to Google taught me that Steam In-Home Streaming has supported hardware encoding from Intel and NVIDIA gear for a while, but it can cause issues for folks without the correct equipment and it’s not usually enabled by default. Still, it’s hard to complain: Even without the encoding feature, my network piped a pretty solid looking frame that bounced between 30 and 45 fps. That wasn’t fast enough to keep up with the racing game I used in my initial tests, but it would be plenty for slower-paced games. It also wasn’t a hard problem to fix. That said, it dawned on me that my setup may be a little too perfect. My PC is running a CPU with a compatible Intel hardware encoder, with two NVIDIA GTX graphics cards running in SLI on top of that. Worse (or rather, better) still, both my gaming setup and the Steam Link were wired directly into an ASUS RT-N66U router. Of course it was working — my house is the ideal showroom testbed for Steam’s In-Home Streaming service. I decided to try and make things a little more fair. What if my router wasn’t so close to both my television and my gaming rig? I’d have to use WiFi. So I did. I noticed an immediate difference. Removing the Link from my physical network and connecting over 2.4GHz WiFi didn’t seem to change the frame rate of Steam’s video feed, but it had a definite effect on audio and visual quality. It was still a playable experience, but every now and then the game’s audio would stutter, or the stream would hang for a brief moment. The graphics also seemed to suffer a little color fidelity, like a faded wash of video artifacting was always threatening to pop up. Upgrading to my router’s 5GHz connection helped a little, but the experience still wasn’t on par with what I saw over Ethernet. It wasn’t bad, per se — it just wasn’t as good . I ran a few additional tests — attempting to stream from one of my Windows-based media tablets and an old ThinkPad — and confirmed the glaringly obvious: Steam in-home stream quality is heavily reliant on the capabilities of your home network and your host computer. Gameplay When Steam In-Home Streaming works (and it works perfectly on my network), playing games over the Steam Link is a lot like playing games on Alienware’s Steam Machine or in the desktop app’s Big Picture mode . Most of the time, it just works… but not all the time. Once or twice, my PC gave me an error that either broke the experience, or simply wasn’t present when I performed the same task on a SteamOS-based PC. Early on in my testing, for instance, I encountered a pop-up window asking for administrator privileges, which somehow disabled my Steam Controller’s ability to manipulate the mouse cursor, forcing me to walk to my desk to dismiss the window. It only happened once, but it happened. I guess not even the Link and Steam Controller can overcome the foibles of gaming on Windows. I also had some inconsistent control issues; the native Steam Controller support Valve baked into Portal 2 refused to work on my Windows PC for some reason, despite working flawlessly on Alienware’s SteamOS console. Non-Steam games were happy to stream through to the Link if I added them to my Steam game library, but I could never get the dual-touchpad controller to play nice with these titles. These issues were frustrating, but hardly unique to the Steam Link: Almost every issue I had persisted when I reverted back to my extra-long HDMI cable. These aren’t Steam In-Home-Streaming problems; they’re just regular Steam problems. The platform has come a long way in terms of getting Windows on my big-screen TV, but it’s still a work in progress. It probably always will be — Microsoft’s desktop OS has never felt at home in the living room. At the end of the day, I could only identify two problems I could blame on the Steam Link. Sometimes, after disconnecting from Steam In-Home Streaming, my PC would crank up some internal brightness setting and become unreadable — forcing me to reboot to restore normal visual parameters. I also experienced some odd audio issues while streaming to the Link that I could never sort out: Every now and then, the PC-streamed audio would be significantly quieter than the ambient menu noise the Link played before I started streaming. Hopefully, Valve will be able to patch these kinds of glitches before the Link hits the consumer market. Early thoughts At the end of the day, all I really want is an easy, reliable way to put my gaming PC in my living room without actually physically moving the hardware in there. In the past, this meant running excessively long HDMI cables through my home’s walls, under its carpets and behind bookshelves. This worked for me, but the install process was tedious and frustrating — and an absolute nightmare to troubleshoot when a cheap cable shorted out on me. The Steam Link, on the other hand offers a potentially less crisp image, but the difference is negligible when stacked against how much easier it is to set up. There are still some inherent drawbacks to using your PC as a game console — namely those Windows errors and some inconsistencies with what, when and how Valve’s Steam Controller works. Still — installing my stupid cable took me over an hour. I had Steam’s little streaming box up and running in less than 10 minutes. For $50 (or $100 with a Steam Controller), that’s a tempting proposition. The next time my HDMI cables give me trouble, I’ll probably abandon them for the Steam Link. It’s just easier for me. If you have a reliable, fast home network, it’ll probably be easier for you, too.

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Valve’s Steam Link: better than a 50-foot HDMI cable

Cage against the EMP: New composite cases protect against the electro-apocalypse

A Faraday Cases travel case, configured to keep communications gear safe in transit from unfriendly electromagnetism. 2 more images in gallery WASHINGTON, DC—A small company from Utah has developed a composite material that combines carbon fibers with a nickel coating. The result is an extremely lightweight electric-conducting material with the properties of plastic. And now that material is being used to create cases and computer enclosures that are essentially lightweight Faraday cages—containing electromagnetic radiation from digital devices and shielding them from electronic eavesdropping or electromagnetic pulse attacks. Ars got a brief hands-on with some of the materials at the Association of the United States Army expo this week. The company, Conductive Composites , is now selling cases built with the Nickel Chemical Vapor Deposition (NiCVD) composite material through its Faraday Cases division . The cases range in size from suitcase-sized units for carrying smaller digital devices to wheeled portable enclosures that can house servers—providing what is essentially an EMP-shielded portable data center. The cases and enclosures are being marketed not just to the military but to consumers, corporations, and first responders as well. The materials used in Faraday Cases can also be used to create ultra-lightweight antennas, satellite communications reflector dishes, and hundreds of other things that currently need to be made with conductive metal. And they could be a boon to anyone trying to prevent electronic eavesdropping—be it through active wireless bugs, radio retroreflectors used by nation-state intelligence agencies, or passive surveillance through anything from Wi-FI hacking to electromagnetic signals leaking from computer cables and monitors. And in some cases, they could make it possible to create the kind of secure spaces used by government agencies to prevent eavesdropping nearly anywhere. Read 9 remaining paragraphs | Comments

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Cage against the EMP: New composite cases protect against the electro-apocalypse

Ultimate Hacking Keyboard splits in half, is fully programmable

If you want to go a step beyond mechanical keyboards, you’ll inevitably end up looking at the wild variety of ergonomic options. Now we have a new challenger: The Ultimate Hacking Keyboard by the Hungarian startup Ultimate Gadget Laboratories. It’s a mechanical keyboard that can be split apart for better ergonomic placement on your desk, and, true to its name, it also lets you completely remap the keys as you see fit. The company even included mouse support within the keyboard (which also lets you mimic touch gestures on smartphones and tablets). The Ultimate Hacking Keyboard is launching today on Crowd Supply with a funding goal of $200, 000, and it’ll start at around $200. It’s slated to begin shipping in the second half of 2016. Slideshow-330012 Laszlo Monda, the founder and lead developer of the Ultimate Hacking Keyboard project, says he focused on making the device portable when it’s in one piece. In a brief hands on time with a prototype unit, it didn’t feel as heavy as most mechanical keyboards, and it’s also compact enough to fit into most bags. The actual keys felt pretty great too, with just the amount of feedback you’d expect from a solid mechanical keyboard. Monda notes that the keys will be durable enough to last 50 million presses. You’ll also be able to choose from a variety of different mechanical switch options once the keyboard starts shipping. The Ultimate Hacking Keyboard feels just as sturdy split apart, as it does when it’s joined together. Its metallic connectors give it a particularly satisfying click when it comes together. Both halves are connected by a standard telephone cord along the top of the keyboard — you can also switch that out with a longer cable if you need any more room. While I didn’t get to spend any time with the Ultimate Hacking Keyboard’s configuration application, Monda describes it as something that will let you create application-specific key layouts, complete with fully customizable layouts. For the most part, the keyboard is targeted at people who just want to be more productive. It’s not exactly something meant for gamers, since it doesn’t have a dedicated row of function keys (they’re alternate options for the top number keys). That could make it tough to play games that rely heavily on function keys (though it’ll be just fine for most shooters). Source: Ultimate Hacking Keyboard

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Ultimate Hacking Keyboard splits in half, is fully programmable

Tony Hawk Helped Design a New Hoverboard, the Hendo 2.0

This time last year, we reviewed the Hendo—a real-life hoverboard that actually levitates off the ground (as opposed to whatever this thing is.) The same company’s new and improved model looks and feels more like a skateboard—with help from Tony Hawk. The image above is just an illustration, since the real thing will be revealed later this month. But it looks rad as hell . Read more…

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Tony Hawk Helped Design a New Hoverboard, the Hendo 2.0

New zero-day exploit hits fully patched Adobe Flash [Updated]

Update on October 14 at 1:15pm PDT: Adobe officials have confirmed this vulnerability affects Flash version 19.0.0.207 , which was released on Tuesday. The vulnerability has been cataloged as CVE-2015-7645. The company expects to release a fix next week. Attackers are exploiting a previously unknown vulnerability in fully patched versions of Adobe’s Flash Player so they can surreptitiously install malware on end users’ computers, security researchers warned Tuesday. So far, the attacks are known to target only government agencies as part of a long-running espionage campaign carried out by a group known as Pawn Storm, researchers from antivirus provider Trend Micro said in a blog post published Tuesday . It’s not unusual for such zero-day exploits to be more widely distributed once the initial element of surprise wanes. The critical security flaw is known to reside in Flash versions 19.0.0.185 and 19.0.0.207 and may also affect earlier versions. At this early stage, no other technical details are available. The researchers wrote: Read 3 remaining paragraphs | Comments

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New zero-day exploit hits fully patched Adobe Flash [Updated]

Terahertz Radiation To Enable Portable Particle Accelerators

Zothecula writes with this Gizmag story about an interdisciplinary team of researchers who have built the first prototype of a miniature particle accelerator that uses terahertz radiation. “Researchers at MIT in the US and DESY (Deutsches Elektronen-Synchrotron) in Germany have developed a technology that could shrink particle accelerators by a factor of 100 or more. The basic building block of the accelerator uses high-frequency electromagnetic waves and is just 1.5 cm (0.6 in) long and 1 mm (0.04 in) thick, with this drastic size reduction potentially benefitting the fields of medicine, materials science and particle physics, among others.” Read more of this story at Slashdot.

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Terahertz Radiation To Enable Portable Particle Accelerators

Tesla takes the wheel: driving a Model S hands-free

Elon Musk isn’t happy just introducing an automobile and walking away to work on next year’s model. Instead his company continues to offer over-the-air upgrades to current vehicles. The latest software enhance is landing in its electric cars tomorrow with a slew of new autopilot features . They won’t drive you around town, but will make highway driving and parking a bit easier. While the new Autopark does exactly what you would expect, Autosteer is a bit more ambitious. With it, you’re supposed to be able to go for miles on the open road with it doing most of the heavy lifting. The car tracks lane markers and uses enhanced GPS data to keep the car from launching off into the median. I had a chance to drive a Tesla on the highway with its new ability — without using my hands — and it was outstanding, but also a bit weird. The big feature, Autosteer, is less autonomous driving and more of a very advanced version of cruise control. For those looking forward to getting a robot car to drive them to work, Musk expects Tesla will have a fully autonomous vehicle ready to go in three years. In the meantime, this new autopilot feature will maintain the cruise control speed while keeping a safe distance between itself and the vehicle in front of it and stay in its lane. It’s a gradual step toward the future that’ll make commuting less of a pain. After setting the mode in the car’s updated UI and double-tapping the cruise control arm, the car does the driving for you. It’s an eerily smooth transition. If the vehicle determines you’re not centered in a lane, it adjusts itself without jerking the vehicle. After that, I removed my hands from the wheel and the Model S tracked itself along Interstate 280 better than most of the other drivers on the road. It had no trouble with meandering corners. It kept a safe distance behind the car in front of it (something you can manually adjust if you would like more cushion). Adjusting the speed was a matter of flipping the cruise control arm: up to go faster and down to slow down. Meanwhile you just sit there. Because you’re hurtling down the freeway, you’re still paying attention, but it lowers the stress level a bit. If you’re stuck in traffic, it takes the pain out of the stop-and-go experience because it does it for you. You’ve gone from driver to driver/passenger. This is the first step to the pure passenger experience of truly autonomous cars. While it’s cool, Musk stresses that this is a public beta of the feature and that drivers should keep their hands on the wheel at all time: “We want people to be quite careful.” That warning becomes an audible alert in the vehicle when the lane markers become faded or another car slides into your lane. At that point, you’re reminded that, yeah you’re still the driver. The entire Autosteer system is built around the vehicle’s confidence that what’s about to happen is safe. If the roadway is less than optimal, you can’t engage it. If while engaged, it detects something out of the ordinary, an audible and visual warning inform you to take control. If you ignore that, the warning gets more persistent and the system will eventually slow the car down and bring it to a complete stop. That confidence spills over into the Auto Lane Change feature. While in Autosteer, I attempted to automatically move to the left lane. A vehicle was approaching at a rather quick pace on my left and the car wouldn’t complete the move on its own. At that point, it got a little too careful and wouldn’t automatically move itself into any lanes. After having the passenger turn the feature off and then back on again (just like a router, but speeding down the highway), I was switching lanes (when it was safe) without checking my blind spots or even grabbing the wheel. For someone that’s completely obsessed with safe driving, it’s unnerving letting the car take over like this. But with a quick brake tap or slight turn of the steering wheel, I was back in control. While existing the freeway, I was able to complete a few automatic lane changes, but when the car detected a car that was behind and to the right of me, it again wouldn’t go on its own. I accelerated and pulled into the right lane as I would with any other car. The car errors on the side of caution without making you feel like you’re being coddled. Yes, it’ll be abused (get ready for more texting and driving), but even while driving down a surface street, it avoided a bus sticking out in the road. But it’s not even close to infallible. Hence the repeated warnings from Musk during a briefing. It also has difficulty with sharp turns and inclement weather conditions like rain, snow and fog. Tesla is adamant that the feature is “hands on” so you’re supposed to keep those mitts on the wheel. So don’t starting updating Twitter while you’re supposed to be driving. Yet, It’ll get better as more and more Teslas drive in autopilot mode and feed road information back to companies highly detailed mapping system. The update also brings enhanced versions of traffic-aware cruise control, side collision warning, vehicle hold (keeping the car rolling on inclines), Autopark and better climate control that cools or heats the interior quicker without using more energy. All of that is wrapped into a brand new UI. Tesla is still a few years away from getting us from point A to Pint B without our interaction. But in the meantime, it’s tackling the commute, the worst aspect of the driving experience by letting its cars take the wheel. It’s a smart move and for anyone that sits in a traffic, a welcome relief. Source: Tesla

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Tesla takes the wheel: driving a Model S hands-free

Toyota 2050 plans to cut CO2 from its new cars by 90 percent

Earlier today, Toyota unveiled a bold new plan for the company’s sustainability efforts. By the year 2050, it plans to have cut CO 2 emissions from its new cars by 90 percent (compared to 2010). Toyota also wants to completely eliminate CO 2 pollution from new car manufacturing, as well as over the entire lifecycle of a car including its recycling. These are bold goals. The company says it will build off the success of its Prius hybrids to cut vehicle emissions. Advanced hybrid powertrains will be a big research focus, and the company even gave a shout-out to silicon carbide supercapacitors. In addition, big things are planned for hydrogen. The Japanese government has been incentivizing its car industry to work with fuel cells, and road cars are starting to appear. The Toyota Mirai is already in production and coming to America, even if the fueling stations it will depend upon are few and far between. Completely eradicating CO 2 from the production and recycling of new cars is an equally big challenge. The company wants all its production factories to have zero emissions, in part through renewable energy and fuel cells. And it has goals to promote recycling and conservation around the world. More specifics are included in Toyota’s new environmental action plan —its sixth so far—which runs from 2016-2020. That means it will be a few years before we can judge if Toyota’s commitment to the environment is succeeding. Read on Ars Technica | Comments

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Toyota 2050 plans to cut CO2 from its new cars by 90 percent

England Makes 3D Data of the Entire Country Free After Minecrafters Ask For It

Laser scanning has helped England do everything from discovering new things about Stonehenge to planning better flood infrastructure . Now, the country has made the entirety of its massive trove of scans available for free—in part because of requests from everyone from researchers to Minecraft players. Read more…

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England Makes 3D Data of the Entire Country Free After Minecrafters Ask For It

Cemu, the first working Nintendo Wii U emulator, publicly released

After months of fakes, a proper Wii U emulator is finally available for download—even if it is still rather janky. According to the developer, Cemu contains “basically no optimizations whatsoever,” no proper controller support, and no audio. For the time being, it’s only for Windows x64, although other platforms might eventually be supported. Ignoring all these caveats, it’s actually quite impressive if these videos are any indication of how far it’s come already. NES Remix Gameplay Windwaker HD booting up to menu (video link) Cemu, which is currently in what has been termed as its “proof-of-concept release” stage, requires OpenGL 3.3 to operate. It has an internal resolution of 1920×1080, and can run encrypted Wii U images (WUD) and RPX/RPL files. If you want to launch a game, it will need to be in raw dump format (WUS or ISO). There are plans to release updates on a fortnightly basis, although nothing has been set in stone as of yet. Interestingly, Cemu defies current emulator trends by not being an open-source project. Read 4 remaining paragraphs | Comments

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Cemu, the first working Nintendo Wii U emulator, publicly released