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Data Storage

Samsung's Fast, PCIe 4.0-ready 980 Pro SSD Can Future-Proof Your PC Build (theverge.com) 78

Samsung has unveiled its next high-performance NVMe 2280-sized M.2 drive, the 980 Pro. So far, it comes in three capacities shipping this month: 250GB for $89.99, 500GB for $149.99, and 1TB for $229.99. A 2TB model will arrive later this year, but Samsung didn't share a price. From a report: The standout feature of this drive is its compatibility with M.2 slots over the PCIe 4.0 interface. If you have a compatible motherboard, Samsung says the 980 Pro can go on a tear with sequential read / write speeds of up to 7,000MB/s and 5,000MB/s, respectively. It claims that this is two times faster performance than PCIe 3.0 SSDs and nearly 13 times faster than the more affordable but slower SATA SSDs. Of course, to get the best speeds out of this Samsung M.2 drive, you'll need a compatible motherboard with a PCIe 4.0 M.2 slot. Adoption of the tech is starting to ramp up, including mainstream computing products like AMD's third-generation Ryzen CPUs, its Radeon RX 5700 and 5700XT GPUs, and more recently, Nvidia's RTX 3080 graphics card. Sony and Microsoft are also using the technology for their custom SSD technologies in the PS5 and Xbox Series S / X consoles.
Amiga

Newly-Released Trove of Recordings from the 1980s Includes Steve Jobs, Steve Wozniak (fastcompany.com) 39

"Steve Jobs is now known for revolutionizing just about every part of the tech world, but back in 1988, he was perhaps best known for getting fired," remembers SFGate: In his first product reveal since his dismissal from Apple in 1985, Jobs unveiled a new project called NeXT at a meeting of the Boston Computer Society. An audio recording of the event was unearthed and released as part of a trove of early tech recordings released by Charles Mann, as reported in an extensive feature by Fast Company...

Computing advances included a UNIX operating system that allows multi-tasking, a one million pixel display, CD quality sound and a then unprecedented 256 MB of storage. The computer would be completely built by robots rather than a human assembly line, which he said resulted in a defect rate 10 times lower than its competitors. The partnership with academia makes even more sense once you consider the price-tag of $6,500.

Fast Company's tech editor Harry McCracken was at the 1988 event, and quotes Jobs as saying "The Macintosh architecture is going to peak next year sometime. And that means that there's enough cracks in the wall already, and enough limitations to the architecture, that the Mac's pretty much going to be everything it's ever going to be sometime next year."

Some clips are available on Soundcloud, but the full trove of tech recordings includes 200 full hours of audio and 16 more of video (available on a USB drive for $59.95) showing luminaries from the early days of personal technology. "In 1985, for instance, a month after Commodore announced its groundbreaking Amiga computer in New York City, president Tom Rattigan came to Boston to show it to BCS members and argue that it left the Mac in the dust." Other recordings include Dan Bricklin, co-creator of VisiCalc, Osborne computer designer Adam Osborne, and investor Esther Dyson, McCracken writes:

Jobs is on three recordings — one from his first Apple tenure, and two from NeXT. Bill Gates is on five. There are folks who were already legends (mobile-computing visionary Alan Kay, marketer extraordinaire Regis McKenna) and up-and-comers (budding PC tycoon Michael Dell, age 23). Everyone from Sony cofounder Akio Morita to psychedelics advocate and part-time technologist Timothy Leary is represented; just the Apple-related material, including CEO John Sculley talking about the company in the 21st century and Hypercard creator Bill Atkinson demoing his brainchild, is a feast...

The audio of Jobs's NeXT demo at the BCS — and dozens of other recordings — exist solely because Mann realized more than 35 years ago that the talks going on at computer user-group meetings and conferences were history in the making... In May 1982, the BCS hosted Applefest, an Apple II-centric fair that featured already-iconic Apple cofounders Jobs and Wozniak as keynote speakers. In this excerpt, fielding a question from the audience, they talk about software copy protection. Woz does so from a technical bent; Jobs, who speaks of a future involving low prices and convenient electronic distribution, sounds like he was thinking about the App Store decades before it appeared. This is rare, rare stuff; if you know of even one other example of surviving audio or video of Jobs and Wozniak talking about Apple together, I'd love to hear about it.

PlayStation (Games)

Sony Makes It Official: PlayStation 5 Won't Natively Support PS1, PS2, PS3 (arstechnica.com) 91

In a Wednesday interview, Sony Interactive Entertainment chief Jim Ryan confirmed that the upcoming PlayStation 5 console won't natively support PS1, PS2, or PS3 games. Ars Technica reports: Ryan explained that "PS5-specific engineering" meant the design team was mostly focused on "the simultaneous use of high-speed SSDs and the new DualSense controller." This prevented Sony from delivering compatibility with older consoles, Ryan told Famitsu, even though he made clear that Sony wanted to support PlayStation 4's "100 million players" by developing compatibility with "99%" of PS4 games, since "we thought that they would like to play PS4 titles on the PS5, as well."

This announcement doesn't clarify whether PS1 games purchased for use on PS4 will transfer to PS5. It also doesn't mention the existing ability for players to stream older-generation games to PS4 from the PlayStation Now cloud-subscription service or whether we should expect that functionality to seamlessly transfer to PS5 in November. [...] Wednesday's dump of PlayStation 5 news did not go into further detail about additional boosts to PS4 games as played on the upcoming console. Instead, we learned that some major PlayStation 5 games, particularly Horizon: Forbidden West and Marvel's Spider-Man: Miles Morales, will launch simultaneously on PS5 and PS4. This appears to run somewhat counter to Sony's recent comments about maintaining "generations" instead of supporting an Xbox-style "forward-compatible" plan for its biggest games.

Sony

PlayStation 5 Launches Nov 12 For $500; Discless Digital Edition Priced at $400 (polygon.com) 56

The PlayStation 5 will cost $499 for the standard version of Sony's next-gen console and $399 for the PS5 Digital Edition -- the system without an optical disc drive -- when it launches Nov. 12, Sony Interactive Entertainment announced Wednesday during its PlayStation 5 Showcase livestream. From a report: The Nov. 12 release date is for the consoles' launches in the U.S., Canada, Mexico, Australia, New Zealand, and South Korea. They'll become available on Nov. 19 for the rest of the world, Sony said. Sony's PS5 price announcement follows similar news from Microsoft, which announced the release date of its $499 Xbox Series X and $299 Xbox Series S earlier in September.
Businesses

Console Options Without Disc Drives Could Be GameStop's Final Death Knell (arstechnica.com) 79

An anonymous reader quotes a report from Ars Technica: The latest quarterly earnings report from GameStop doesn't show much sign of a turnaround for the long-troubled game retailer. Sales were down 26.7 percent year over year for the April through June quarter. Even accounting for permanent store closures and COVID-related reduced operating hours, so-called comparable "same-store" sales were still down 12.7 percent year over year. GameStop's already depressed stock is down nearly 8 percent on the news, as of this writing. GameStop still publicly sees an "opportunity to capitalize" on the upcoming release of new Sony and Microsoft consoles, which could help turn its business around in the short term. But there's some reason to believe the coming generation of consoles could actually make GameStop's long-term prospects worse, thanks to console options that get rid of disc drives entirely.

In an earnings call, GameStop CEO George Sherman acknowledged that "there has been growth in digitally downloaded games" and said GameStop is "not debating the growth of digital gaming." But he also tried to put a positive spin on the fate of GameStop's physical game sales going into the next generation of consoles. "First, new consoles have a disc drive," Sherman said. "So for the next seven years, the consoles will play both the physical and digital software that we sell." That's only partially true, though. Both the Xbox Series S and the PlayStation 5 Digital Edition actually won't have a disc drive. And while GameStop does sell some digital software, the bulk of its business comes from the sale of new physical games and high-margin pre-owned games. We don't know what percentage of consumers will opt for these disc-free consoles, of course. Still, lower hardware costs could definitely make discless consoles an attractive option to many potential customers this generation. The Xbox Series S is $200 cheaper than the more-powerful, disc-drive-equipped Series X, a sum that could go toward a lot of digital game purchases...

PlayStation (Games)

Sony Ponders Potential PS To PC Ports (arstechnica.com) 41

An anonymous reader quotes a report from Ars Technica: Horizon: Zero Dawn probably won't be the last former PlayStation exclusive to make the jump to PC. In its 2020 corporate report published late last week, Sony says that it "will explore expanding our 1st party titles to the PC platform, in order to promote further growth in our profitability." The "explore" wording there is a little bit couched, suggesting that Sony still hasn't completely made up its mind on the specifics of further PC game publishing. And the report doesn't go into detail on which games, if any, Sony considers ripe for porting. And even if Sony does continue publishing on PC, we shouldn't necessarily expect major PlayStation titles to hit Steam on the same day as the coming PS5. In Horizon's case, Sony waited a full 1,256 days between the game's February, 2017 launch on PS4 and its PC launch earlier this month.

All that said, explicitly mentioning the potential for PC ports in its annual report is the latest sign that Sony continues to slowly loosen its tight, walled-garden approach to game hardware and software. [...] It all speaks to a company that's more aware that "competition from online PC games and players from other industries is expected to continue to intensify," as it says in its annual report. Even as Sony pushes hard for the exclusive "speed, haptics, and sound" improvements of the upcoming PlayStation 5 this year, it is hedging its bets somewhat with support for non-Sony hardware as well.

PlayStation (Games)

Incredible Ratchet & Clank Gameplay Demo Reveals PS5's SSD Difference (arstechnica.com) 60

An anonymous reader quotes a report from Ars Technica: Ever since the hype campaigns began for the Xbox Series X and PlayStation 5, we've gotten apparent teases of real-time next-gen gameplay, enough to convince us that these systems are adequately powerful. But the full-blown execution of what "only on PlayStation 5" can look like finally crystallized for the first time on Thursday. It came in the form of six uninterrupted minutes of live gameplay from Insomniac Games' Ratchet & Clank: Rift Apart, which will debut on the PS5 during the console's "launch window," we learned today. Sony couldn't have rolled out a better, more convincing sense of what top-to-bottom next-gen gaming architecture can deliver than this shiny, explosive, SSD-powered sequence -- and so far, it's more stunning than anything we've seen from Xbox Series X-exclusive fare.
Nintendo

Nintendo Plans Upgraded Switch Console and Major Games for 2021 (bloomberg.com) 49

Nintendo plans to debut an upgraded model of its Switch console next year along with a lineup of new games, Bloomberg reported Tuesday, citing people familiar with the matter said, ceding 2020's holiday spotlight to rival devices from Sony and Microsoft. From the report: The specifications of the new machine have yet to be finalized, though the Kyoto-based company has looked into including more computing power and 4K high-definition graphics, people briefed on the strategy told Bloomberg News, asking not to be identified because it's private. Nintendo faces stiff competition for gamers' attention this fall as the PlayStation 5 and Xbox Series X are set to arrive in time for the shopping season. The release of the upgraded Switch would be coupled with, or followed by, a slew of games from Nintendo itself and related outside studios, the people said. Those games would address a wide range of players, from casual gamers seeking small doses of escapism to more devoted fans putting in marathon gaming sessions. The focus on next year's pipeline explains Nintendo's relatively quiet software release schedule so far this year, the people said.
Businesses

Kids May Be Using Laptops Made With Forced Labor This Fall (theintercept.com) 86

The ongoing persecution by the Chinese government of Uyghur Muslims is far from a distant problem. Recent reporting has identified Uyghur forced labor in the supply chain of major global brands, including BMW, Ralph Lauren, Samsung, and Sony. From a report: Now, as school districts scramble to obtain electronic devices for a school year that may be primarily virtual, some children may end up using computers assembled by Uyghurs working in inhumane conditions. Shipping records show that since the start of the pandemic, Lenovo has imported an estimated 258,000 laptops from a Chinese manufacturer that has participated in a troubling labor scheme and been singled out by the U.S. government for violating human rights. The revelations serve as a reminder of how much of the supply chain is tied to forced labor and how many products that will aid us through the Covid-19 pandemic may be manufactured under duress.

The Lenovo computers were made by the manufacturer Hefei Bitland, which participates in a Chinese government program to provide factories with cheap labor from persecuted Uyghurs. Some of the computers included lightweight Chromebooks bound for public schools in the U.S. -- and some were delivered even after the company was placed on a government list restricting trade. After they arrived at port, sources say, Lenovo apparently removed a portion of the computers from distribution; over the past few weeks, multiple school districts have reported holdups in their orders of Lenovo Chromebooks.

Games

Amazon is Good at So Many Things. Why is it Bad at Games? (protocol.com) 116

In recent years Amazon has become a major force in television and film, so we have seen that the company can succeed in generating popular mass entertainment. Why is the company struggling so badly with games? Discussing the question with people involved with Amazon Games, some common themes emerge. From a report: "We're bringing a lot of Amazon practices to making games," Mike Frazzini, Amazon's vice president for game services and studios, told me in March. That isn't working because video games are fundamentally a creative endeavor, not the sort of purely quantifiable mass consumer product or service that Amazon knows how to make. No less than great novels or films, great top-end games cannot be created through user data requirements, A/B testing, behavioral analytics, user surveys and iterative critiques by departments ranging from security to finance. Yet games must jump through all those hoops at Amazon, according to people in a position to know. That product development sensibility can work for chintzy mobile games that are made to extract as much money as possible from players but does not work in creating multibillion-dollar long-term franchises that generate not just revenue but emotional loyalty. Instead, thinking of games like tech products just leads to watered-down games without a strong point of view or creative direction.

For example, Amazon executives told me that while designing Crucible they solicited private input from hundreds of streamers and esports figures -- people who play video games for a living and definitely know fun when they feel it. So how could the company ingest that input and still churn out a mediocre product? Turns out, the questions Amazon asked the game pros were generally incremental -- "Which weapon do you prefer?" "What classes and enemies do you enjoy?" -- rather than stepping back and asking, "Does this overall concept work?" That's why Crucible can feel like it was put together with bits and pieces of other successful games, rather than forging a strong vision of its own. The entire structure of most successful game publishers is built around protecting and insulating the creative people -- writers, artists and designers -- from the business. Take-Two does not tell Rockstar what the story of the next Grand Theft Auto should be. Mike Morhaime spent decades shielding the creative engine at Blizzard Entertainment from various corporate owners as Blizzard created StarCraft, Warcraft and Diablo -- iconic franchises all.

Many precincts of the entertainment business are run by financial professionals, but the successful ones -- whether in television, music, film or games -- learn to let the creative people create. "Amazon is run not even by finance guys but by tech guys who instead of putting their creatives outside the bubble and protecting them from the culture, hired them into the bubble and expected them to work within that confine," said one person involved with Amazon's game efforts. "Amazon culture is great for product, horrible for creative endeavors." It is impossible to imagine Jennifer Salke, head of Amazon Studios, issuing her own version of Frazzini's pronouncement: "We're bringing a lot of Amazon practices to making movies." That is because when it comes to film and television, Amazon lets people with deep industry experience run the show and acquire projects being made by outside professionals. Salke was president of NBC Entertainment before joining Amazon two years ago. Her boss, Mike Hopkins, who joined Amazon in February, was previously chief executive of Hulu and chairman of Sony Pictures Television. Frazzini, meanwhile, had no significant game industry experience before joining Amazon.

Businesses

Epic's Battle For 'Open Platforms' Ignores Consoles' Massive Closed Market (arstechnica.com) 181

Sony, Microsoft, and Nintendo demand the same platform control -- and the same 30% fee. From a report: Yesterday, Epic used Fortnite to essentially wage open war against Apple's and Google's mobile app marketplaces. First it added a discounted "Epic Direct Payment" option alongside the standard iOS App Store and Google Play payment options in Fortnite, in direct violation of those stores' policies. Then, when Fortnite was predictably removed from both platforms, Epic filed lawsuits against both companies, alleging "anti-competitive restraints and monopolistic practices" in the mobile app marketplace. That move came alongside a heavy-handed PR blitz, including a video asking players to "join the fight to stop 2020 from becoming '1984.'" But through this entire public fight for "open mobile platforms," as Epic puts it, there is one major set of closed platforms that the company seems happy to continue doing business with. We're speaking, of course, about video game consoles.

The major console makers also all exercise full control over what games and apps can appear in their own walled gardens. When it comes to iOS, Epic says that "by blocking consumer choice in software installation, Apple has created a problem so they can profit from the solution." When it comes to consoles, Epic is silent about the same state of affairs. In this sense, consoles are even more restrictive than Android, where games and apps (including Fortnite) can be sideloaded without using the Google Play Store. Yet Google has earned a lawsuit for its role in this state of affairs, while the console makers have remained undisturbed. In addition to the business implications, console makers' total control of their marketplaces also has a direct impact on the types of content that players get to play. Any game that receives an Adults Only rating from the ESRB isn't welcome on any of the three major consoles, for instance. And if you want to use UWP to code an N64 emulator that works on the Xbox One, Microsoft will pull it down as quickly as it can.

Cloud

Apple Confirms Cloud Gaming Services Like xCloud and Stadia Violate App Store Guidelines (theverge.com) 68

Apple won't allow Microsoft xCloud or Google Stadia on iOS because of strict App Store guidelines that make cloud services effectively impossible to operate on the iPhone. In a statement to Business Insider, Apple finally came out and explained why these cloud services cannot exist on its platform. The Verge reports: The primary reason: they offer access to apps Apple can't individually review. Here's the official Apple statement: "The App Store was created to be a safe and trusted place for customers to discover and download apps, and a great business opportunity for all developers. Before they go on our store, all apps are reviewed against the same set of guidelines that are intended to protect customers and provide a fair and level playing field to developers.

Our customers enjoy great apps and games from millions of developers, and gaming services can absolutely launch on the App Store as long as they follow the same set of guidelines applicable to all developers, including submitting games individually for review, and appearing in charts and search. In addition to the App Store, developers can choose to reach all iPhone and iPad users over the web through Safari and other browsers on the App Store." In other words, unless it's a full remote desktop app, a cloud gaming service is not allowed as these guidelines are written today -- even though very narrowly tailored LAN services like Steam Link and Sony's PS4 Remote Play are.

Google and Microsoft probably don't want to offer signup options within the apps themselves because that would mean giving Apple a 30 percent cut of subscription revenue, but apps without "account creation" options violate section (c). Abiding by section (a) is also impossible considering these cloud servers on which the games are running are not owned by and located in the homes of consumers, but placed in data centers far away. And section (e) just flat out says this type of thing -- a "thin client for cloud-based app" -- can't exist in the App Store at all; it's not "appropriate," Apple says. [...] What does all this mean? Well, for now, iOS users are going to be missing out on the mobile-centric cloud gaming wave that's set to arrive with xCloud's launch. There is conceivably a way Google, Microsoft, and Nvidia could find ways around this by changing the core functionality of their respective apps.

PlayStation (Games)

PS4 Gamepads Won't Work For PS5 Games, Sony Says (arstechnica.com) 42

An anonymous reader quotes a report from Ars Technica: You won't be able to use Sony's DualShock 4 or other third-party PS4 gamepads to play PlayStation 5 games, Sony confirmed in a blog post today. Those older gamepads will still work with "supported PS4 games" running on the PS5, Sony said, and PS5 software will work with "specialty peripherals" designed for the PS4 -- including "officially licensed racing wheels, arcade sticks, and flight sticks." Those caveats highlight the fact that there's no technical limitation or communication protocol mismatch stopping the upcoming hardware from communicating with legacy controllers.

But Sony says it "believe[s] that PS5 games should take advantage of the new capabilities and features we're bringing to the platform, including the features of DualSense wireless controller." Those features include what Sony is calling "haptic feedback and dynamic trigger effects" and a built-in microphone (last month, Geoff Keighley hosted what is, thus far, the only public hands-on impressions of these new controller features). The DualSense compatibility decision casts Sony in contrast to Microsoft, which is promising that "your Xbox One gaming accessories come into the future with you, too" with the coming Xbox Series X. While that promise doesn't extend to the defunct Kinect camera, it does include specialty pads like the Xbox Elite Controller and Xbox Adaptive Controller. "We believe that your investments in gaming should move with you into the next generation," Microsoft wrote in a blog post last month. PlayStation Move controllers -- first released in 2010 for use with the PS3—will continue to work with PlayStation VR games on the PS5, Sony said. The PS4's existing PlayStation Camera accessory will also work on the PS5, though it will require an adaptor that Sony says it will be providing to users for free.

Movies

How Hollywood Accidentally Built Netflix (vox.com) 57

An anonymous reader quotes a report from Vox: [T]he story really starts in 2008, when Netflix broke into streaming in a big way, through a backdoor: It purchased the digital streaming rights to movies from Disney and Sony -- that is, movies you've heard of, like Pirates of the Caribbean -- from Starz, the pay TV channel. Starz had ambitions for its own streaming service, but those fizzled, which is why you have probably never heard of Vongo. And that's why Netflix got those movies for a song -- around $30 million a year -- while becoming a pretty good streaming service almost overnight. For context: In 2012, when Netflix wanted to make a new streaming deal for content from Disney, which by then had realized that streaming was a real thing, Netflix paid an estimated $300 million a year.

A contractual loophole let Netflix get Disney's and Sony's stuff without cutting deals with Disney and Sony. But soon enough, media companies were scrambling to sell their stuff directly to Netflix: They saw Netflix as an easy source of nearly free money -- if Reed Hastings and company wanted to pay them for old shows and movies they were already selling other places, then they'd be happy to do it. But that free money wasn't really free: Netflix took the stuff Hollywood considered its leftovers and built a giant business with it -- and ended up competing directly with the established media players, using their own content. Which leads us to today, where the biggest media companies in the world find themselves years behind what used to be a Silicon Valley upstart.
The full story on the impact Netflix has had on Hollywood and the people who run it and work in it was told in this week's episode of Land of the Giants: The Netflix Effect.
Businesses

Microsoft Discontinues Xbox One X and Xbox One S Digital Edition Ahead of Series X Launch (theverge.com) 23

Microsoft is officially halting production of its Xbox One X and Xbox One S All-Digital Edition consoles. From a report: "As we ramp into the future with Xbox Series X, we're taking the natural step of stopping production on Xbox One X and Xbox One S All-Digital Edition," says a Microsoft spokesperson in a statement to The Verge. "Xbox One S will continue to be manufactured and sold globally." Reports of Xbox One X and Xbox One S shortages have surfaced in recent weeks, and there has been an increased demand in Microsoft and Sony's current-gen consoles during the pandemic. While production is ending on the Xbox One X and the Xbox One S digital edition, it's likely that stock for some retailers will still be available in the coming months. "Gamers can check with their local retailers for more details on Xbox One hardware availability," says a Microsoft spokesperson.
PlayStation (Games)

PlayStation's Secret Weapon: A Nearly All-Automated Factory (nikkei.com) 56

According to Nikkei Asian Review, much of the PlayStation's success can be attributed to an unassuming factory in Japan that is almost entirely operated by robots. From the report: On the outskirts of Kisarazu, a large, white building towers over an otherwise suburban landscape. Once inside, visitors are greeted by the whirring of motors as dozens of robots seamlessly churn out PlayStation 4 consoles. Just a few humans were present to deal with a handful of tasks -- two to feed bare motherboards to the line, and two to package the finished consoles. But the actual assembly is done entirely by articulated robots, supplied by Mitsubishi Electric. The 31.4-meter line, completed in 2018, has the ability to churn out a new console every 30 seconds.

The Kisarazu plant is operated by Sony Global Manufacturing & Operations, or SGMO, the group's manufacturing arm. The unit has worked with video game unit Sony Interactive Entertainment to bring cutting-edge technologies to the facility. One of the plant's crowning achievements is the use of robots to attach wires, tape and other flexible parts to the consoles. Twenty-six out of 32 robots at the Kisarazu plant are dedicated to the task, deftly handling materials most robots would find too finicky. "There's probably no other site that can manipulate robots in this manner," said an engineer. Every process -- all the way to final packaging -- is automated. The blend of robotic and human labor is painstakingly optimized with a priority on return on investment.

The Almighty Buck

Next-Gen Console Games Will Be $10 More Expensive (thegamer.com) 89

If NBA 2K21 is any indication, the price of $59.99 new console games is about to be over: "NBA 2K21 will cost $69.99 on PS5 and Xbox Series X, an increase of $10 compared to the recommended price for the current generation's AAA titles," reports TheGamer. From the report: NBA 2K21, which will be released across both generations, will cost $69.99 on PS5 and Series X. That's $10 more than the game will cost on PS4 and Xbox One. $59.99 is and has been the standard for AAA titles throughout the course of the current generation of consoles, and the generation before that for that matter. Although a recommended price of $69.99 might not apply to all of the next-gen's top titles, NBA 2K21's pricing certainly implies that will be the case. Comments from others in the industry have also hinted that the price will be upped across the board.

Former PlayStation exec Shawn Layden suggested during a recent interview that the price of next-gen games would have to be increased. Either that or the length of AAA titles would have to be shorter. For games like NBA 2K21, that isn't really an option. Chances are developers won't want to sacrifice storytelling just so they can charge less for a game, so be prepared to pay a little extra for quality games in the years to come.

Data Storage

400 TB Storage Drives In Our Future: Fujifilm (anandtech.com) 51

One of the two leading manufacturers of tape cartridge storage, FujiFilm, claims that they have a technology roadmap through to 2030 which builds on the current magnetic tape paradigm to enable 400 TB per tape. AnandTech reports: As reported by Chris Mellor of Blocks and Files, Fujifilm points to using Strontium Ferrite grains in order to enable an areal data density on tape of 224 Gbit-per-square-inch, which would enable 400 TB drives. IBM and Sony have already demonstrated 201 Gbit-per-square-inch technology in 2017, with a potential release of the technology for high volume production in 2026. Current drives are over an order of magnitude smaller, at 8 Gbit-per-square-inch, however the delay between research and mass production is quite significant.

Strontium Ferrite would replace Barium Ferrite in current LTO cartridges. Strontium sits on a row above Barium in the periodic table, indicating a much smaller atom. This enables for much smaller particles to be placed into tracks, and thankfully according to Fujifilm, Strontium Ferrite exhibits properties along the same lines as Barium Ferrite, but moreso, enabling higher performance while simultaneously increasing particle density. [...] Fujifilm states that 400 TB is the limit of Strontium Ferrite, indicating that new materials would be needed to go beyond. That said, we are talking about only 224 Gbit-per-square-inch for storage, which compared to mechanical hard disks going beyhind 1000 Gbit-per-square-inch today, there would appear to be plenty of room at the top if the technologies could converge.

PlayStation (Games)

New Hack Runs Homebrew Code From DVD-R On Unmodified PlayStation 2 (arstechnica.com) 18

An anonymous reader quotes a report from Ars Technica: Nearly 20 years after its initial release, a hacker has found a way to run homebrew software on an unmodified PlayStation 2 using nothing but a carefully burned DVD-ROM. Previous efforts to hack the PS2 relied on internal modifications, external hardware (like pre-hacked memory cards and hard drives), or errors found only on very specific models of the system. The newly discovered FreeDVDBoot differs from this previous work by exploiting an error in the console's DVD video player to create a fully software-based method for running arbitrary code on the system.

Security researcher CTurt laid out the FreeDVDBoot discovery and method in detail in a blog post this weekend. By decrypting and analyzing the code used for the PS2's DVD player, CTurt found a function that expects a 16-bit string from a properly formatted DVD but will actually easily accept over 1.5 megabytes from a malicious source. Sending carefully formatted data to that function causes a buffer overflow that in turn triggers another badly written function to tell the system to jump to an area of memory with arbitrary, attacker-written code. That code can then tell the system to load an ELF file written to a burned DVD-R in the system. Building on previous PS2 homebrew efforts like uLaunchELF, it's relatively simple to use that DVD-R to load homebrew software or even full copies of otherwise copy-protected PS2 games. The exploit is currently limited to very specific versions of the PS2's DVD player firmware (as of press time, firmwares 3.10 and 3.11, when set to "English") found in later editions of the console and won't work in earlier systems. But CTurt writes that he's "confident that all other versions also contain these same trivial IFO parsing buffer overflows" and can be exploited with broadly similar methods. The possibility of similar hacks through the Blu-ray player on the PS3 and PS4 (or the CD player on the PS1) are also being examined by the community.

Microsoft

Microsoft is Permanently Closing All Physical Retail Stores (venturebeat.com) 103

Microsoft has announced it will permanently close all of its physical retail stores and transfer most of its resources to online channels. From a report: This comes after the computing giant shuttered the outlets in late March due to the COVID-19 crisis. In what Microsoft is touting as a "new approach to retail," the company said its retail store employees will be transitioned to its corporate hubs and will provide customers remote sales, training, and support. The company will focus its efforts on existing digital stores on Microsoft.com and through Windows and Xbox, which have a collective reach of 1.2 billion people globally. Microsoft added that the closures will result in a pre-tax charge of around $450 million, which it said consists mostly of asset write-offs and impairments. The Seattle-based tech titan debuted its first physical retail experience back in 1999 at the Sony-owned Metreon shopping complex in San Francisco, though that closed around a decade later. Microsoft's first real foray into brick-and-mortar retail was in Scottsdale, Arizona in 2009. This grew to around a hundred similar outlets across the U.S., including its New York flagship, which opened in 2015. The company later went international, opening seven retail stores in Canada, one in Australia, and one in the U.K.

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