I dropped a Seagate Momentus XT 500 GB in my Macbook Pro for $130 the other day. It has a 4 GB SSD-like swap-space on it and it's totally boss. You don't get the performance of an SSD, but you do get better than average performance for not much more. http://www.anandtech.com/show/3734/seagates-momentus-xt-review-finally-a-good-hybrid-hdd
FreedomFighter writes "In a Cloud Standards breakthrough, the FSF is teaming up with major cloud computing vendors to form the Free and Open Cloud Alliance (FOCA), a trade marketing association supporting Free(TM) and Open Cloud Computing (FOCC). The new CloudLeft Public License (CPL) is based on the ideas that data wants to be Free(TM) and all your Cloud(TM) are belong to us. It closes the 'user data loophole' by requiring the release of not only the source code for a CloudLeft platform but also the data passing through it. This renders most security issues void while appropriately setting the users' expectation of privacy. 'In the past, I've said that "cloud" is complete gibberish, but while discussing fashion during my weekly squash game with Stallman he convinced me that this was a great opportunity.' said Larry Ellison, CEO of Oracle. RMS, who previously said that 'cloud' is worse than stupidity was also pleased about the return of the advertising clause, requiring the use of the 'GNU/Cloud' name, as he is 'tired of haranguing the GNU/Linux community about this.' Full details will be available next Monday, including the first marketing and outreach program — 'FOCC: IT in 2009.'"
Hugh Pickens writes "The NY Times reports that the proliferation of free or low-cost games on the Web and for phones limits how high the major game publishers can set prices, so makers are sometimes unable to charge enough to cover the cost of producing titles. The cost of making a game for the previous generation of machines was about $10 million, not including marketing. The cost of a game for the latest consoles is over twice that — $25 million is typical, and it can be much more. Reggie Fils-Aime, chief marketing officer for Nintendo of America, says publishers of games for its Wii console need to sell one million units of a game to turn a profit, but the majority of games, analysts said, sell no more than 150,000 copies. Developers would like to raise prices to cover development costs, but Mike McGarvey, former chief executive of Eidos and now an executive with OnLive, says that consumers have been looking at console games and saying, 'This is too expensive and there are too many choices.' Since makers cannot charge enough or sell enough games to cover the cost of producing most titles, video game makers have to hope for a blockbuster. 'The model as it exists is dying,' says McGarvey." As we discussed recently, OnLive is trying to change that by moving a big portion of the hardware requirements to the cloud. Of course, many doubt that such a task can be accomplished in a way that doesn't severely degrade gameplay, but it now appears that Sony is working on something similar as well.