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    5G won’t change everything, or at least probably not your things

    news.movim.eu / ArsTechnica – 2 days ago - 13:00

Artist

Enlarge / Artist's impression of millimeter-wave 5G speeds. (credit: Aurich Lawson / Getty)

The long-touted fifth generation of wireless communications is not magic. We’re sorry if unending hype over the world-changing possibilities of 5G has led you to expect otherwise. But the next generation in mobile broadband will still have to obey the current generation of the laws of physics that govern how far a signal can travel when sent in particular wavelengths of the radio spectrum and how much data it can carry.

For some of us, the results will yield the billions of bits per second in throughput that figure in many 5G sales pitches, going back to early specifications for this standard . For everybody else, 5G will more likely deliver a pleasant and appreciated upgrade rather than a bandwidth renaissance.

That doesn’t mean 5G won’t open up interesting possibilities in areas like home broadband and machine-to-machine connectivity. But in the form of wireless mobile device connectivity we know best, 5G marketing has been writing checks that actual 5G technology will have a lot of trouble cashing.

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    Video: How Oddworld solved its narrative problems with mind control

    news.movim.eu / ArsTechnica – 3 days ago - 16:04

Video shot by Sean Dacanay, edited by Jeremy Smolik. Click here for transcript .

Some games entice you into playing them with loud marketing campaigns , sexualized cover art , or the promise of ludicrous over-the-top violence . But then there are games like Lorne Lanning's Oddworld series—games that don't lead with muscle- or bikini-clad heroes and defy easy categorization. Games like Oddworld tempt you into playing by promising a different kind of experience. There are guns and violence, sure, but the setting is strange, the plot is filled with gray, and the hero—well, Abe isn't exactly sexy, or really even, you know, human .

But players who gave the original Oddworld a chance back in 1997 found themselves stumbling through a unique and fascinating world that was equal parts surprising and subversive, and the series has gone on to acquire legitimate cult-success status. With the approaching release of Oddworld: Soulstorm in 2020, we thought it was a good time to pay a visit to Lorne Lanning and his team at Oddworld Inhabitants, and talk about our favorite meat processing factory worker and his long journey from design notebook to screen.

“Write what you know,” they say...

We interviewed Lanning at the Emeryville, CA headquarters of Oddworld Inhabitants, the studio he co-founded with Sherry McKenna in 1994. For Oddworld fans, the office was a magical place, stuffed with the kind of memorabilia that amasses over more than two decades of game design. Lanning walked us through his journey to become a game creator, starting from his poor beginnings in what sounds like an unstable family. He got into video games because his father had a job at Coleco, and Lanning thought gaming would be a good way to meet girls.

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    A Nintendo designer reviews your Super Mario Maker 2 levels

    news.movim.eu / ArsTechnica – Tuesday, 19 November - 16:05

Video shot and edited by Justin Wolfson. Click here for transcript .

There are over 7 million courses available in Super Mario Maker 2 . And at least seven of them are pretty fun.

Seriously, though, making a good Mario level is one of those tasks that's harder than it looks. So what differentiates a satisfying level from a frustrating one?

To find out, we reached out to both the Mario Maker and Nintendo Switch subreddits and asked readers to submit their favorite homemade levels for review. After sifting through pages and pages of submissions, we picked out a handful of interesting examples for a fuller evaluation by Corey Olcsvary of Nintendo's storied Treehouse product development division .

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    Video: A chat with Mac Walters on the unsolved mysteries of the Mass Effect universe

    news.movim.eu / ArsTechnica – Thursday, 7 November - 16:06

Video shot by Justin Wolfson and Raoul Bhatt, edited by Aulistar Mark. Click here for transcript .

Our “War Stories” and “Unsolved Mysteries” gaming videos have gotten us some amazing interviews. We’ve talked to folks like Dead Space’s Glen Schofield ; the power duo of Fred Ford and Paul Reiche III , who made Star Control and The Ur-Quan Masters ; and even Lord British himself . But BioWare was one company that I never expected to actually answer our e-mails—until, one day, they actually did.

So, in early October, we loaded up our film crew and made the flight across the Canadian border to Edmonton, in the northern reaches of Alberta. Our mission: to visit the enigmatic studio behind the Dragon Age and Mass Effect franchises and to throw a bunch of Mass Effect lore questions at creative director Mac Walters—and to see what interesting information he’d be willing to let us have.

It was a special trip for me, as one of Ars’ two resident Mass Effect crazypants fans (the other being Kate Cox , a true BioWare aficionado). I’ve reviewed the series , talked about the best romance choices , and even snuggled a Garrus body pillow or two —but taking a pilgrimage to the Mecca of Mass Effect was a capstone experience.

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    Video: Ars talks Civilization with the man himself: Sid Meier

    news.movim.eu / ArsTechnica – Monday, 23 September - 15:10

Video shot and edited by Justin Wolfson. Click here for transcript .

Although he comes from that wild time in gaming that gave us Trip Hawkins and the concept of "rock star developers," Sid Meier is not loud and brash. Nor is he looking to make anyone his bitch . These days he's more like your friendly gaming grandpa—as we spoke, he placed his words carefully and deliberately, as if he were positioning game pieces on a hex grid. He became animated as we discussed game mechanics but otherwise answered questions almost laconically, with a slight smile—after all, he's been dealing with the press for decades.

Meier spent a few hours walking us through the birth of Civilization , one of the most famous and lauded franchises in the history of gaming. It's among those rarest of titles that effectively mainstreamed an entire genre—in this case, the "4X game" (which stands for "eXplore, eXpand, eXploit, and eXterminate"). Although Civilization wasn't the first strategy game on the market, it was the proverbial 800-pound gorilla—and it did for turn-based strategy games what Doom would do for the FPS genre a few years later.

But as so often happens with genre-defining games, Civilization started out as a very different experience.

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    Can artificial intelligence make enterprise hybrid storage better?

    news.movim.eu / ArsTechnica – Thursday, 19 September - 12:00

neuromorphic yet—let alone biological.' src='https://cdn.arstechnica.net/wp-content/uploads/2019/08/storage-AI-800x450.jpg' >

Enlarge / As far as we know, none of the storage vendors using AI have gone neuromorphic yet—let alone biological. (credit: Aurich Lawson / Getty)

While the words "artificial intelligence" generally conjure up visions of Skynet, HAL 9000, and the Demon Seed, machine learning and other types of AI technology have already been brought to bear on many analytical tasks, doing things that humans can't or don't want to do—from catching malware to predicting when jet engines need repair. Now it's getting attention for another seemingly impossible task for humans: properly configuring data storage.

As the scale and complexity of storage workloads increase, it becomes more and more difficult to manage them efficiently. Jobs that could originally be planned and managed by a single storage architect now require increasingly large teams of specialists—which sets the stage for artificial intelligence (née machine learning) techniques to enter the picture, allowing fewer storage engineers to effectively manage larger and more diverse workloads.

Storage administrators have five major metrics they contend with, and finding a balance among them to match application demands approaches being a dark art. Those metrics are:

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    “Everything as a service” is coming—but we’re not there quite yet

    news.movim.eu / ArsTechnica – Wednesday, 4 September - 13:00

Artist

Enlarge / Artist's impression of the datacenter as a service. (credit: Aurich Lawson / Getty)

For the past decade, information technology and cloud computing vendors have increasingly pushed the virtualization and abstraction of every possible part of IT infrastructure further and further, turning what used to be things you bought and paid for into services that you subscribe to. First there was software as a service, and then compute and infrastructure as a service, then platforms as a service, and now even storage and databases as a service. The "private cloud" brought the same models into enterprise data centers. And the "hybrid cloud" blew the data center walls out and mixed everything together. But managing each decoupled element of this brave new world of randomly distributed infrastructure has become increasingly complex. Arguably, it hasn't really changed the business of running enterprise IT as much as it has made things complex in new ways.

But what if there was an "as a service" to fix that, too?

Today's leading edge of enterprise IT pushes further toward automated deployment of everything from bare-metal servers to "containerized" workloads, juggling the networking and storage and system-management support through one portal or another, even internally, and cloud providers have started to drop not-so-little outposts of their infrastructure into their biggest customers' data centers. Even the definition of "cloud" versus "on-premises" has gotten foggy, thanks to such private cloud options as Microsoft's Azure Stack , Google's Anthos , and Amazon's upcoming Outposts that let enterprise clients move cloud resources back into local data centers .

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    You can now quickly take pictures in Movim and publish them in an article. I'll also add the feature soon in the Chat. 😛 #movim #feature #HTML5 #camera

    people Timothée Jaussoin 19 June

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    7 Like

    fish , Tom Teichler , Marzanna , debacle , Nicolas Vérité , 88brazy , oscar

  • 2 Comments

  • 22 June fish

    What does it mean?

  • 22 June Timothée Jaussoin

    Check the original article. It's a feature added to Movim that allows you to trigger your device webcam/camera to shoot quick pictures and publish them in the post/discussion :)