Raspberry Pi Zero sells out within 24 hours

(credit: Wired) The Pi Zero—the new £4 Raspberry Pi —has sold out in under 24 hours. The Raspberry Pi Foundation says that around 20,000 individual Pi Zeroes have been sold in the last day, along with a further 10,000 copies of the MagPi  magazine which had a Pi Zero on the front. “You’d think we’d be used to it by now, but we’re always amazed by the level of interest in new Raspberry Pi products,” said Eben Upton, the founder of the foundation. “Right now it appears that we’ve sold every individual Zero we made… people are scouring the country for the last few Asda, Tesco, Sainsbury and Smiths branches that haven’t sold out [of the MagPi magazine],” Upton told Wired . Upton said they are producing more Zeroes “as fast as we can” at its factory in Pencoed, Wales, but didn’t specify when more stock would be available. Read 4 remaining paragraphs | Comments

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Raspberry Pi Zero sells out within 24 hours

Lexus, Mazda, and Yamaha wow Tokyo with stunning concept cars

Mazda The RX-Vision. Mazda calls this design language KODO. 11 more images in gallery We make no apologies for our love of the concept car at Ars Technica, and this year’s Tokyo auto show has just delivered another fix. Home turf for companies like Mazda, Toyota, and Yamaha means they usually push the boat (or in this case the car) out with something special, and 2015 is no exception. First up is Mazda’s RX-Vision, which announces to the world that the company has not given up on the rotary engine. The RX-Vision is a front-engined, rear-wheel drive sports car that has RX-7 fans salivating at the prospect of a replacement for the iconic car. Although Mazda says it has no plan to put the car into production, we wouldn’t be surprised if a groundswell of popular opinion eventually changed its mind. Read 2 remaining paragraphs | Comments

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Lexus, Mazda, and Yamaha wow Tokyo with stunning concept cars

Descent Underground recaptures that Descent multiplayer magic [Updated]

Video: the Descent Underground Early Access gameplay trailer. AUSTIN, TX—About a month ago, we called the retro-themed Descent -style shooter Sublevel Zero an awesome Descent -like experience  but lamented its lack of multiplayer. Well, good news this morning for folks who are still craving multiplayer tunnel-shooting: as of 11:00 EDT, Descent Underground is available on Steam Early Access for $29.99. Players will be able to jump in and fly three classes of ships in five maps and a few different game modes. The product of a small Austin company called Descendent Studios founded by former Star Citizen Austin studio head Eric “Wingman” Peterson, Descent Underground was originally envisioned as a Descent clone under the working title “Ships That Fight Underground” (abbreviated as “STFU” ). However, the game changed course when an encounter with an Interplay shareholder led to a licensing agreement with Interplay, the studio that controls the bulk of the Descent intellectual property. The licensing deal meant that the game could be re-envisioned as an actual branded Descent game—though because the licensing agreement doesn’t include the character models or sound assets from the original trilogy, some creativity had to be applied. The result is Descent Underground, a prequel to the original Descent series. In it, the player takes on the role of a miner who remote-pilots drones through mines, blasting other drones and occasionally doing some actual mining to collect resources. Lead designer Peterson explained to us that the eventual goal is to have a metagame that has some hints of Dune about it: players will fly around in a large mothership, cruising through asteroid fields and looking for choice places to mine. A nice asteroid might already have another player group’s ship docked on it, and you can fly up next to it and deploy your own drones to try to fight them for the asteroid. (This is what’s going on in the launch trailer at the top of the page.) Read 20 remaining paragraphs | Comments

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Descent Underground recaptures that Descent multiplayer magic [Updated]

Facebook explains the tech behind its 360-degree videos

Facebook made 360-degrees videos viewable on the News Feed back in September, but it was apparently no easy feat making it possible. The latest post on its Engineering blog explains the problems they had to deal with, including the difficulty of stitching footage together without producing distorted images. To prevent making videos look like they came out of a warped nightmare, the engineers created a video filter that uses a common CG method called ” cube mapping .” It works by dividing a frame into six squares to form a cube: the top and bottom 25 percent of the frame are compressed into two images, while the middle part that makes up 50 percent of the frame is divided into four. Now, that six-image frame is still flat. So, what the filter does is wrap it around a virtual sphere inside a cube, with each square expanding to fill the cube in every direction you can view: up, down, left, right, front and back. That allows Facebook to render each frame with 25 percent fewer pixels than the original video, making the finished product easier to view from our end. Fewer pixels also mean faster processing times and smaller file sizes, which are essential for the social network to be able to produce 360-degree videos quickly. In fact, its engineers decided to split the job across several powerful machines, which the company can definitely afford , for faster encoding. While these 360-degree videos are perfectly viewable without VR glasses, they indicate the arrival of more content on the website optimized for virtual reality. Mark Zuckerberg revealed earlier this year that the company’s focusing on VR tech, as he believes it’s the “next major computing and communication platform.” Not to mention, FB dropped $2 billion last year to acquire Oculus VR. No doubt he’d want the News Feed to be more immersive, especially since the consumer version of Oculus Rift will be available for purchase in Q1 2016. As for what’s next for the team, Facebook engineers Evgeny Kuzyakov and David Pio had this to say: Of course, hurdles remain. We haven’t cracked automatic detection of 360 video upload yet — right now the false-positive rate inhibits our ability to fully implement this. Facebook’s scale is so large that even a 0.1 percent false-positive rate would mean we would incorrectly declare thousands of regular videos as 360 video. That’s a specific example, but there are a lot more broad, exciting challenges to tackle as well. Higher resolutions, 3D video, and 360 video optimized for virtual reality are all part of the near future of this space. It’s an exciting time to be working on video. We hope you enjoy the experience we built today and look forward to launching more in the future. Star Wars: The Force Awakens Immersive 360 Experience Speed across the Jakku desert from Star Wars: The Force Awakens with this immersive 360 experience created exclusively for Facebook. Posted by Star Wars on Wednesday, September 23, 2015 Source: Facebook Engineering

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Facebook explains the tech behind its 360-degree videos

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

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

Android 6.0 has a great auto backup system that no one is using (yet)

We recently published a  rather lengthy review of Google’s newest operating system, Android 6.0 Marshmallow, but there was one feature we couldn’t get working in time for the review: the new automatic backup feature for app data. The theory is that this feature would take all your app data, stick it in the cloud, and when you restore your phone or buy a new one, it would be like nothing ever changed—all your settings and logins would come back like magic. “Theory” is the key word, since we only had Google’s descriptions and the behavior of the Android M Developer Preview to go on for the review. One week and lots of research later, we think we’ve nailed down how the system works in the final version. What follows is a rewrite of the backup section that we’ll paste into the review, but since it is 95 percent new content and information, we’re giving it a separate article, too. If you’ve had any experience with the Developer Preview’s backup behavior, it really doesn’t apply to the final version. The Developer Preview took a brute force “back up everything” approach to app data, which in part was for Google’s testing to see how such a system would work. The final version takes a safer, consumer-ready route that has a lot more restrictions for what gets backed up. Read 32 remaining paragraphs | Comments

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Android 6.0 has a great auto backup system that no one is using (yet)

New subreddit chronicles the most public “blue screens of death”

The new subreddit Public Blue Screens of Death. I swiped my credit card at a gas station last week, and as I replaced the nozzle, the pump’s display screen froze, blanked, and then rebooted. I had never seen such a thing before. Not sure if I had actually paid for the gas or not, I went inside and told the cashier. “It happens,” she said. Indeed it does. Thanks to our ever-more-computerized world, crashed software and arcane error messages are a common sight in public-facing displays. A new subreddit called Public Blue Screens of Death aims to chronicle these public crashes, especially those that result in the infamous Windows “blue screen of death” (BSOD). This isn’t the first such collection of BSODs, of course. The Flickr group ” Public Computer Errors ” has been around since 2005 and contains 1,500 images—but its remit extends far beyond the BSOD. More commonly, public BSODs are collected into humorous, one-off roundups . The new subreddit aims to be an ongoing archive of such material, however, and it has been skinned to resemble an old Windows display. Read 4 remaining paragraphs | Comments

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New subreddit chronicles the most public “blue screens of death”

Android 6.0 Marshmallow, thoroughly reviewed

(credit: Ron Amadeo) After a lengthy developer preview , the newest version of Google’s flagship operating system is finally ready for the masses. Android 6.0 Marshmallow is the 23rd version of Google’s “mobile” operating system, though it can accurately be described as “mobile” only if you’re referring to how much it gets around. With all the areas in which Google now tinkers, Marshmallow is destined for smartphones, tablets, watches, televisions, and cars, among others. Google says that the new release has a “back to basics” motif with a focus on “polish and quality.” Marshmallow makes many long-requested features a reality with selectable app permissions, a data backup system that  actually works, and the ability to format SD cards as Ext4, allowing the system to treat cards just like internal storage. Marshmallow is also prepared for the future with support for USB Type-C’s power delivery spec, a Fingerprint authentication API, and 4K display support. And, as with any Android release, there’s also lots of new Googley stuff—a slick new search interface and a contextual search mode called “Google Now on Tap,” for example. While this is a review of the final build of “Android 6.0,” we’re going to cover many of Google’s apps along with some other bits that aren’t technically exclusive to Marshmallow. Indeed, big chunks of “Android” don’t actually live in the operating system anymore. Google offloads as much of Android as possible to Google Play Services and to the Play Store for easier updating and backporting to older versions, and this structure allows the company to retain control over its open source platform. As such, consider this a look at the shipping Google Android software package rather than just the base operating system. “Review: New Android stuff Google has released recently” would be a more accurate title, though not as catchy. Read 156 remaining paragraphs | Comments

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Android 6.0 Marshmallow, thoroughly reviewed

How to make your own bootable OS X 10.11 El Capitan USB install drive

Enlarge / Even in the download-only era, it’s easy to make yourself offline OS X install media. (credit: Andrew Cunningham) It was 2009 when Apple last released a new operating system on physical media . Things have proceeded remarkably smoothly since version 10.7 switched to download-only installers, but there are still good reasons to want an old, reliable USB stick. For instance, if you find yourself doing multiple installs, a USB drive may be faster than multiple downloads (especially if you use a USB 3.0 drive). Or maybe you need a recovery disk for older Macs that don’t support the Internet Recovery feature. Whatever the reason, you’re in luck, because it’s not hard to make one. As with last year , there are two ways to get it done. There’s the super easy way with the graphical user interface and the only slightly less easy way that requires some light Terminal use. Here’s what you need to get started. A Mac that you have administrator access to, duh. We’ve created El Capitan USB stick from both Yosemite and El Capitan, but your experience with other versions may vary. An 8GB or larger USB flash drive or an 8GB or larger partition on some other kind of external drive. For newer Macs, use a USB 3.0 drive—it makes things significantly faster. The OS X 10.11 El Capitan installer from the Mac App Store in your Applications folder. The installer will delete itself when you install the operating system, but it can be re-downloaded if necessary. If you want a GUI, you need the latest version of  Diskmaker X  app. As of this writing, version 5 is the one you’ll want for official El Capitan support, and it has been promised but not yet delivered. We’ll show you how to do it with version 4 and update the article when the update is released. Diskmaker X is free to download, but  the creator accepts donations  if you want to support his efforts. The easy way Read 7 remaining paragraphs | Comments

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How to make your own bootable OS X 10.11 El Capitan USB install drive