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Comment Clearly something is wrong here... (Score 5, Funny) 353

... because just before drive production went offline I finally outfitted my new home server with 9TB of storage for just $420. Pretty much my entire life, it's been that once I go and buy some computer hardware, two weeks (or however long the return period is) later, the price is guaranteed to be cut significantly (or a much better version is released).

Someone needs to check the alignment of the universe.

Comment Did anyone notice? No Hard Drives in Sales Adverts (Score 2) 304

Something I noticed for the last three weeks was the absence of hard drives specials or sales in the weekly adverts from retailers like Fry's electronics.

When newegg sent out their "November Madness" and "Black Friday" emails to subscribes, there was *not a single* hard drive to be found in the sales.

Normally I'd try for a witty or insightful comment here, but I just don't have much more to say as I don't know if it more due to profit taking on the retailer's part, or if they are more concerned about running short/out of supply in the near future.

Comment We may never get to perfect emulation (Score 1) 227

very coincidentally, I was having a conversation about Atari 2600 emulation last night, and it was suggested that "perfect" emulation of the early consoles might be impossible due to the change from CRTs to LCD TVs (and monitors).

The culprit in this case is the latency added by digital displays (and PC style video hardware) and packet-based input devices (USB, etc).

On pre NES hardware like the Atari 2600, the games would (at times) be synchronized to the video output signal of the CRT (see for a discussion), and they also had specialized video hardware which often did collision detection between various video elements (sprites, missiles, backgrounds, etc) meaning that results were detected as the frame was outputted, and available to the game code instantly .

This *can* be emulated perfectly by the emulator/ PC CPU

But these games ran their main loops at 60 hz (or 50 for PAL), and many of them required near perfect reflexes and timing.

Once the emulator has completed and rendered a frame of the old console game, how long until the player actually sees the result?

The answer is: It varies.

Will there be a 1/60th second delay before the video card swaps the rendered frame to the front buffer?

And how long will it take for the front buffer to be sent over HDMI/DVI to the LCD Tv set or PC Monitor? another 1/60th of a second?

And how long before the TV or monitor actually displays the frame? Another 1 or 2 60ths of a second? more? (The TV/Monitor takes time to buffer, filter/process and scale the image). You usually don't notice this on TV sets because the audio is buffered and delayed so it stays in sync with the video.

And now that the next frame is finally visible to the player, he/she can sees that they need to react to save their on-screen character, so they press the controller appropriately.

And how long does it take the USB adapter/controller to send to a packet to the PC, and for the PC to process it and make it available to the emulator? Compare that to the original hardware where pushing a button or joystick caused an individual circuit to open/close and whose status was polled immediately and directly by the console CPU. Maybe it's fast enough, maybe it adds another frame of latency.

In the end, with emulators we likely have a longer feedback loop from the emulator to the display to the player to the controller and back to the emulator compared to the original console and CRT displays, and many old games just won't play the same as a result.

We can emulate the game perfectly from the standpoint of the hardware simulation and audio/visual display, but still not get the play experience emulated perfectly because of changes in the feedback loop to the player.

Comment Re:Recording should be a basic function... ? (Score 3, Interesting) 74

I was under the impression that there were no public APIs for getting at the audio data from the call in progress,specifically to keep people from making apps that could record calls due to legality issues (wiretapping, etc, depending on your location and jurisdiction).

The "recorder" programs that are out there recording directly from the mic, and are usually not able to pick up the output from the speaker (and if they do, it's usually very faint). iPhones / iOS lack the capability for the same reasons.

I think a lot of people would find it very useful, for a number of various reasons, to have the ability to have their calls automatically recorded, with metadata of who, when, etc, stored in .WAV or other easily playable format, and automatically synced with their PC.

Comment Re:Movie Madness (Score 2, Interesting) 186

Neat concept for a BBS game.

I'll bet no one here remembers "CompuTrek" hosted on Computalk TCS in the Dallas/Ft.Worth Area circa 1986-1988. Up to 8 players squaring off in a real-time version of the old 'Star Trek' games (on a 64x64 sector grid if I recall correctly). The BBS itself was run on a cluster of 8 Atari 800's, sharing a Corvus 20 MB hard disk via a multiplexer, (and with a homemade synchronization device attached to joystick port 2 of each machine no less). The guys with 2400 baud modems had a definite advantage.

Whenever I hear "Galactic Empire" I always think of the TRS-80 game from br0derbund (conquer the 19 other planets in 1000 years) without FTL.

 

Businesses

EA Introduces "Online Pass" To Get In On Used Games Market 223

EA Sports has unveiled a new feature that they hope will help them get a piece of the lucrative used games market: the Online Pass. Each of their new titles will come with a one-time code that allows access to "premium" content and features. Players who buy the games used can get the same content, but will need to pay $10 for the privilege. "According to EA, the content can include anything from title updates and downloads to features like online leagues — and even online gameplay and multiplayer modes. ... EA will offer 10-day trials of Pass content so that users can see what they would be getting. So far, EA seems to be limiting the premium add-on experiment to its sports portfolio. ... The company has apparently gained the support of retailer GameStop, which has been watching with a close eye efforts on the part of publishers to discourage its thriving used games business. According to the retailer, encouraging premium content add-ons still benefits GameStop, since it sells PlayStation Network and Microsoft Points cards. It praised EA's Online Pass as 'forward-thinking.'"
Advertising

Turbine Responds To DDO Community Protest 57

Zarrot writes "Turbine has listened to the community and backed away from the partnership with SuperRewards that we discussed yesterday. Quoting: 'Based on your feedback, we're stepping away from the "Offer" category for now. We'll keep exploring alternate ways for players who want points to get them. We'll also continue to innovate in pricing and accessibility because that's who we are. As of today, the Offer Wall is coming down. We'll collect all the feedback we've received over the last few days and will use it to guide future decisions.'"
Idle

The Neo-Geo Song 70

At least 50% of my paychecks would be converted into tokens and put into one of many Neo-Geo machines at the arcade when I was in high school. It's good that my favorite old games finally have an anthem.
Businesses

Former Infinity Ward Bosses Sign With EA 80

BanjoTed writes "MCV has revealed that Jason West and Vince Zampella – the former bosses of Modern Warfare developer Infinity Ward – have opened a new studio and signed a publishing deal with Activision's fierce rival EA. The news comes amidst the backdrop of the increasingly bitter legal dispute between the pair and the owners of their former studio. It's the most astonishing development yet in what is inevitably going to end up as a very bloody saga." Their new studio is called Respawn Entertainment. West and Zampella spoke about the situation in an interview with Eurogamer.

Microsoft Demos Three Platforms Running the Same Game 196

suraj.sun writes with this excerpt from Engadget: "Microsoft's Eric Rudder, speaking at TechEd Middle East, showed off a game developed in Visual Studio as a singular project (with 90% shared code) that plays on Windows with a keyboard, a Windows Phone 7 Series prototype device with accelerometer and touch controls, and the Xbox 360 with the Xbox gamepad. Interestingly, not only is the development cross-platform friendly, but the game itself (a simple Indiana Jones platformer was demoed) saves its place and lets you resume from that spot on whichever platform you happen to pick up."

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