Xbox streaming on Windows 10 has a hidden “very high quality” setting

In reviewing Windows 10’s new “Streaming from Xbox 10” feature , Ars’ Sam Machkovech complained that “streamed Xbox One games look significantly worse through Windows 10, even at the highest-quality setting.” Apparently, though, Sam wasn’t actually testing the “highest quality” setting available in the streaming app. That’s because there’s a newly uncovered “very high quality” option that can be unlocked by tinkering with some of the Xbox app’s configuration files. Reddit user OomaThurman has publicized the method for unlocking this hidden quality setting, which involves editing the “userconsoledata” file in your Xbox app folder. You can activate the new higher-quality setting by setting the “IsInternalPreview” flag from “false” to “true,” a naming convention that strongly suggests this feature is part of an early test that will be formally rolled out to all Windows 10 users in the future. We’ll be trying out this hidden feature for ourselves soon, but the folks at Digital Foundry already found a marked jump in quality when using the “very high” setting, saying it “appears to transmit full 1080p imagery.” Comparison shots published by Digital Foundry show a noticeable increase in sharpness of details like faces, hair, and edges, which are much closer to the “source” image with the new setting. Read 1 remaining paragraphs | Comments

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Xbox streaming on Windows 10 has a hidden “very high quality” setting

Samsung unveils 2.5-inch 16TB SSD: The world’s largest hard drive

At the Flash Memory Summit in California, Samsung has unveiled what appears to be the world’s largest hard drive—and somewhat surprisingly, it uses NAND flash chips rather than spinning platters. The rather boringly named PM1633a, which is being targeted at the enterprise market, manages to cram almost  16 terabytes into a 2.5-inch SSD package. By comparison, the largest conventional hard drives made by Seagate and Western Digital currently max out at 8 or 10TB. The secret sauce behind Samsung’s 16TB SSD is the company’s new 256Gbit (32GB) NAND flash die , twice the capacity of 128Gbit NAND dies that were commercialised last year by various chip makers. To reach such astonishing capacities, Samsung has managed to cram 48 layers of 3-bits-per-cell (TLC) 3D V-NAND into a single die. This is up from 24 layers in 2013, and then 36 layers in 2014. A diagram that goes some way to explaining what 3D NAND is. Historically, like most computer chips, NAND flash has been planar—that is, the functional structures on the chip are (for the most part), laid down on a single two-dimensional plane. In a similar way to how logic chips are moving towards 3D transistors ( FinFETs ), Samsung (and more recently Toshiba and Intel) has been forging ahead with 3D NAND . Read 5 remaining paragraphs | Comments

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Samsung unveils 2.5-inch 16TB SSD: The world’s largest hard drive

Snapdragon 820 is official: A look at its GPU (and how much the chip matters)

Qualcomm’s Snapdragon 810 and 808 will continue to be its flagship chips for the rest of this year, but, as we’ve written, the 810 in particular has been problematic for the company. It had a gift for generating both heat and bad press , and, while the Snapdragon 808 didn’t suffer from the same problems, it was less of an improvement over older 800-series chips. As this has been happening on the technical side, things have been looking less rosy on the financial side. Qualcomm’s outlook for Q4 of 2015 ( PDF ) sums it up nicely: there’s “increased concentration” at the high end of the market, pushing out phones that use Snapdragon SoCs (the huge worldwide success of the iPhone 6 and 6 Plus can be at least partially blamed); “lower demand” for high-end Snapdragons from one of Qualcomm’s major customers (read: Samsung, which is using its own chips in high-end Galaxy phones); and lowered sales of “certain handset models” in China using high-end Snapdragons. Some of this could be attributed to the 810 specifically, but a lot of it would be happening no matter how good the chip was. Most of the money in consumer electronics is in high-end, high-margin products, but Apple controls an overwhelming amount of that market , and the company only uses Qualcomm’s modems, not the (presumably more expensive and profitable) Snapdragon SoCs.  The wider smartphone market continues to grow, but companies like Xiaomi and Motorola are willing to sell to good-to-great phones for one-third to one-half of what you’d pay for a flagship, and those phones often use lower-end, less-profitable Qualcomm SoCs or chips from an upstart like MediaTek or a newly competitive Intel.  Read 15 remaining paragraphs | Comments

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Snapdragon 820 is official: A look at its GPU (and how much the chip matters)

Smach Zero: A portable x86 Steam Machine for $300

Even the most hardened of Valve fans would be hard pressed to call the company’s Steam Machine initiative particularly exciting. After all, with the exception of Alienware’s Alpha or Asus’ ROG, most of them are simply glorified tower PCs, rather than innovative pieces of console-like design. Today, however, that all changes with the Smach Zero, an x86-based portable Steam Machine that promises access to the 1000+ SteamOS games in Valve’s library. The Smach Zero is powered by an AMD G-Series SoC named Steppe Eagle, which features a Jaguar-based CPU paired with a GCN-based GPU. We don’t know which G-Series SoC is actually being used, but presumably it’ll be one of the 6W or 9W TDP parts  (PDF). The CPU is probably clocked somewhere around 1GHz, and the GPU between 200-300MHz (roughly equivalent to an HD 8210E). Along with the SoC, there’s 4GB of RAM, 32GB of storage (expandable via an SD card slot), a 5-inch 720p touchscreen, HDMI output, WiFi, and Bluetooth. On the front of the Smach Zero there are “configurable tactile gamepads,” which look suspiciously like the ones that Valve initially had on the Steam Controller before its redesign. Read 5 remaining paragraphs | Comments

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Smach Zero: A portable x86 Steam Machine for $300

In just 2 years, Zynga’s daily average users have fallen by half

Have you played any Zynga games lately? Yeah, we didn’t think so. And that’s exactly the problem: in two years, the social gaming company’s daily average users (DAU) has plummeted from 39 million to 21 million. Consequently, on Thursday, Zynga announced that it had lost $26.8 million in the second quarter of 2015, and a total of $73.3 million in the first half of the year. Assuming that rate of loss holds, the company is on pace to lose over $150 million in 2015, and that’s on top of the over $472 million the company already lost from 2012 through 2014. Read 4 remaining paragraphs | Comments

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In just 2 years, Zynga’s daily average users have fallen by half

Where broadband is a utility, 100Mbps costs just $40 a month

There’s been a lot of debate over whether the United States should treat Internet service as a utility . But there’s no question that Internet service is already a utility in Sandy, Oregon, a city of about 10,000 residents, where the government has been offering broadband for more than a decade. “ SandyNet ” launched nearly 15 years ago with DSL and wireless service, and this summer it’s putting the final touches on a citywide upgrade to fiber. The upgrade was paid for with a $7.5 million revenue bond, which will be repaid by system revenues. Despite not being subsidized by taxpayer dollars, prices are still low: $40 a month for symmetrical 100Mbps service or $60 a month for 1Gbps. There are no contracts or data caps. “Part of the culture of SandyNet is we view our citizens as owners of the utility,” City IT Director and SandyNet GM Joe Knapp told Ars in a phone interview. “We’ve always run the utility on a break-even basis. Any profits we do have go back into capital improvements and equipment upgrades and things like that.” Read 34 remaining paragraphs | Comments

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Where broadband is a utility, 100Mbps costs just $40 a month

NSA report shows China hacked 600+ US targets over 5 years

NBC has released a 2014 slide from a secret NSA Threat Operations Center (NTOC) briefing—a map that shows the locations of “every single successful computer intrusion” by Chinese state-sponsored hackers over a five-year period. Over 600 US businesses and institutions were breached during that period. The slide was provided to NBC by an unnamed “intelligence source,” who said the briefing “highlighted China’s interest in Google and defense contractors like Lockheed Martin, and in air traffic control systems… [and] catalogued the documents and data Chinese government hackers have exfiltrated,” the network reported. The report suggests that the NSA has been tracking Chinese cyber-attacks for years and that its own network surveillance of China gives the agency the ability to correlate those attacks with specific sources. The briefing shown to NBC listed locations for the sources of each of the “exploitations and attacks,” NBC reported. Read 5 remaining paragraphs | Comments

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NSA report shows China hacked 600+ US targets over 5 years

Ebola vaccine trial in Guinea suggests it’s 100% effective

Today, The Lancet released the results of a large field trial of a vaccine against Ebola, and the results are more than promising. Within the limitations of the study, the vaccine appears to be 100 percent effective. The results were so good that the trial itself has been stopped, and the vaccine is now being used to control the spread of the disease. The vaccine is made by the pharmaceutical giant Merck, which licensed it from the Public Health Agency of Canada. It was developed through what has become a fairly standard approach. A harmless virus ( vesicular stomatitis virus , or VSV) was engineered so that it also carried the gene for Ebola’s major surface protein, simply called glycoprotein. When people receive the vaccination, a harmless infection follows, which triggers an immune response. This response targets not only VSV but the Ebola protein as well. Ideally, once the infection is eliminated, the immune system is able to recognize both VSV and Ebola. The trial, performed in southern Guinea, ran from April through July 20th of this year (the analysis, paper writing, and peer review must have proceeded at a staggering pace). It used what is called a “ring” design: once an infected individual was identified, a ring of potentially exposed individuals around them was identified. These individuals lived with the infected one, had contact with them after symptoms appeared, or came in contact with their clothes, bedding, or bodily fluids. Read 6 remaining paragraphs | Comments

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Ebola vaccine trial in Guinea suggests it’s 100% effective

Chrome tests “discarding” background tabs to save memory

How many tabs do you have open right now? I’m currently writing and researching this article, writing and researching another, longer article, listening to SoundCloud, and monitoring Ars chat, TweetDeck, and Parsely—so I’ve got 71 tabs open across my six monitors  taking up 10GB of RAM. (I admit that I’m probably on the upper end of things.) I’m not  using  all of those tabs right now, but I do need them open—open tabs are my to-do list. The problem is that Chrome keeps all of these tabs up and running at 100% whether I’m using them or not. This is bad for memory usage and—if you’re running on a laptop—power usage. A new feature being tested in the nightly “Canary” version of Chrome seems like a boon for heavy tab users like me: it will “discard” tabs that aren’t being used when it encounters a low-memory situation. “Discarding” a tab doesn’t mean forcibly closing a tab, just suspending it and unloading it from memory. The tab itself would still be visible in the tab bar, but unloading it would save your computer the work of keeping it running. The feature has existed in Chrome OS for some time, but now it’s moving over to Windows and Mac OS, with a Linux implementation coming soon. Chrome has a tab ranking system, and it would automatically suspend your “least interesting” tabs when it hits a low-memory situation. A Chromium.org page lists the ranking system for tabs: Read 3 remaining paragraphs | Comments

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Chrome tests “discarding” background tabs to save memory

Sony’s profits triple as PS4 sales reach 25 million units worldwide

Sony’s profits have more than tripled year-on-year in the April to June quarter ( PDF link ), thanks to strong sales of camera sensors and the PlayStation 4, which has now sold 25.3 million units globally to date. The company’s overall net profit rose to ¥82.4 billion yen (£425 million, $664 million), significantly surpassing market expectations. Sony moved three million PS4s during the quarter, while peripheral and software shipments also increased, leading to the division’s 12.1 percent increase in sales to ¥288.6 billion (£1.4 billion, $2.3 billion), and an operating profit of ¥19.5 billion (£100 million, $160 million). The PS4 has taken a significant lead in the console market, massively outselling the rival Xbox One and Nintendo Wii U, the latter of which has sold just 10 million units . Sony’s devices division—which makes the camera sensors in high-end phones from Samsung and Apple— continues to grow . The unit saw a 35.1 percent increase in sales to ¥237.9 billion (£1.2 billion, $2 billion). Sales to external customers—i.e., those high-end phone makers—increased 41.2 percent year-on-year. Read 2 remaining paragraphs | Comments

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Sony’s profits triple as PS4 sales reach 25 million units worldwide