Emulation (Games)

Xbox Series X Can Run Windows 98, Along With Classic PC Games of The Era (purexbox.com) 23

Alex Battaglia from the YouTube channel "Digital Foundry" was able to use the "RetroArch" software emulator to run Windows 98 on the Xbox Series X, along with several PC games of the era. "Technically, you're supposed to be an Xbox developer to access this, and you will need to sign up to the paid Microsoft Partner program and turn on 'Developer Mode' for your system to activate it," notes Pure Xbox. "In DF's case, rather than directly playing emulated games through RetroArch, they used the program to install Windows 98 software." From the report: Beyond the novelty of actually booting up Win98 on a modern console the channel then decided to test out some games, running through the older version of Windows. Playthroughs of Turok, Command & Conquer, Quake 2 and more were all pretty successful, although the act of loading them onto the software requires a bit of messing about (you have to create ISO files and transfer them over -- sadly, Xbox's disc drive can't read the original discs). Of course, this wouldn't be a Digital Foundry video without some performance comparisons, so the team did just that. The video compares hardware of the era with Xbox Series X's emulation, and while the console often lags behind due to the fact that it's literally emulating an entire version of Windows, and then a game on top of that, it fares pretty well overall. You can watch Digital Foundry's video here.
Earth

Gravity Signals Could Detect Earthquakes At the Speed of Light (science.org) 21

sciencehabit shares a report from Science.org: Two minutes after the world's biggest tectonic plate shuddered off the coast of Japan, the country's meteorological agency issued its final warning to about 50 million residents: A magnitude 8.1 earthquake had generated a tsunami that was headed for shore. But it wasn't until hours after the waves arrived that experts gauged the true size of the 11 March 2011 Tohoku quake. Ultimately, it rang in at a magnitude 9 -- releasing more than 22 times the energy experts predicted and leaving at least 18,000 dead, some in areas that never received the alert. Now, scientists have found a way to get more accurate size estimates faster, by using computer algorithms to identify the wake from gravitational waves that shoot from the fault at the speed of light.

Recently, researchers involved in the hunt for gravitational waves -- ripples in space-time created by the movement of massive objects -- realized that those gravity signals, traveling at the speed of light, might also be used to monitor earthquakes. "The idea is that as soon as mass moves anywhere, the gravitational field changes, and ... everything feels it," says Bernard Whiting, a physicist at the University of Florida who worked on the Laser Interferometer Gravitational-Wave Observatory. "What was amazing was that the signal would be present even in seismometers." Sure enough, in 2016, Whiting and his colleagues reported that regular seismometers could detect these gravity signals. Earthquakes result in large shifts in mass; those shifts give off gravitational effects that deform both existing gravitational fields and the ground beneath seismometers. By measuring the difference between these two, the scientists concluded they could create a new kind of earthquake early warning system. Gravitational signals show up on seismometers before the arrival of the first seismic waves, in a portion of the seismogram that's traditionally ignored. By combining signals from dozens of seismometers on top of one another, scientists can identify patterns to interpret the size and location of large events, Whiting says.

Now, Andrea Licciardi, a postdoc at Cote d'Azur University, and his colleagues have built a machine-learning algorithm to do that pattern recognition. They trained the model on hundreds of thousands of simulated earthquakes before testing it on the real data set from Tohoku. The model accurately predicted the earthquake's magnitude in about 50 seconds -- faster than other state-of-the-art early warning systems, researchers report today in Nature. "It's more than the seed of an idea -- they've shown that it can be done," Whiting says. "What we showed was a proof of principle. What they're showing is a proof of implementation."

IT

Seconds Before a 6.2 Earthquake Rattled California, Phones Got a Vital Warning (theguardian.com) 32

In the moments before a 6.2-magnitude earthquake struck the northern California coast on Monday, roughly half a million phones began to buzz. From a report: An early-alert system managed by the US Geological Survey sent warnings out before the ground started to shake, giving residents in the sparsely populated area vital time to take cover. The earthquake brought significant shaking but minimal damage in Humboldt county, about 210 miles north-west of San Francisco, and officials said it was an excellent test of the alert-system. It was the largest magnitude quake that's occurred since the system, known as ShakeAlert, was officially rolled out across the west coast. "We got some reports from folks that they got up to 10 seconds' warning before they felt shaking. That's pretty darn good," said Robert de Groot, a ShakeAlert coordinator with the USGS.

ShakeAlert issues warnings through a series of agencies and apps including the MyShakeApp, public wireless emergency alert systems, and the Android operating system, powered by Google. A data package is created from information provided by USGS sensors and -- within seconds -- shows up on phones. Some apps that provide alerts are available to download but even some who didn't have an app on their phone were notified. Affected individuals are instructed to drop, cover, and hold on. Having extra seconds to do so can save lives. This event provided an opportunity for the scientists and system operators to test and improve ShakeAlert so it will be even better when the next big earthquake strikes. "We can run as many simulations and tests as possible but we are really going to learn the most from real earthquakes," de Groot said. "It's giving us the chance to use the system and learn how to do a better job of alerting people."

Quake

After 25 Years, Quake 1 Gets Major 'Horde' Mode Update (arstechnica.com) 60

Ars Technica reports: Months after the first-person-shooter classic Quake got a major 25th anniversary re-release, its modern handlers have returned with an update that exceeds all expectations. Thursday's new 770MB patch on all platforms (Xbox, PlayStation, Switch, PC) adds an entirely new co-op combat mode, and it officially opens the game's mod floodgates for players outside the PC ecosystem.

The uncreatively named "Horde" mode works much like a mode of the same name in Gears of War. Instead of progressing through a level from start to finish, players are expected to hunker down inside a somewhat circular arena and then contend with hundreds of enemies spawning from all sides. Kill a full "wave" of foes, and your team will get a moment to breathe, replenish health and ammo (or argue over who gets to use it), and do it all over again.

For the sake of Quake's first-ever official co-op mode (beyond the campaign, which always supported co-op as an option), Bethesda support studio MachineGames has whipped up four brand-new battling arenas, which are pictured above. Each includes at least one "silver key" door, which is full of more powerful weapons and is gated until players earn a key by defeating a tougher "boss wave" of foes. Get through nine enemy waves, and your team gets a "gold key." You can either exit the level at that point or stay and keep fighting increasingly tough foes until your team dies.

In addition, Quake now has a new "add-on" menu, and this week's patch gives it an option for playing the foggy 2012 Quake mod "Honey."
First Person Shooters (Games)

You Can Now Play 'Doom' Via Twitter (kotaku.com) 23

"Why not play Doom using Twitter via short commands and videos?" Kotaku asks bored internet users.

"Tweet2Doom is a new Twitter bot that started up in September of this year and which lets folks play through the original game using a series of commands." Those commands are translated to the bot and you are sent back a video showing you what happened, then you can continue to send more commands and progress through levels. The full list of commands and how it works can be found in this pinned tweet from the account...

Tweet2Doom now joins a long and ever-growing list of "Ways To Play Doom." That list includes a pregnancy test, unreleased indie console, cash registers and much, much more.

Transportation

Older Tesla Vehicles To Get UI Performance Boost Thanks To Famed Video Game Engineer (electrek.co) 86

Tesla is working with famed video game engineer John Carmack to improve the interface performance in older vehicles. Electrek reports: Carmack is a legend in the video game world and in the broader computer science industry. He made important advancements in 3D computer graphics and was the lead programmer on game-changing video games like Doom and Quake. Later in his career, he focused his talents on virtual reality and became CTO of Oculus. More recently, he stepped down from his role at Oculus to focus on general artificial intelligence. In the 2000s, Carmack also had an interest in rocketry and started Armadillo Aerospace.

Several of these interests overlap with Elon Musk's, who has a lot of respect for Carmack and tried to hire him for a long time. While it doesn't sound like Musk has convinced him to come work with him just yet, Carmack confirmed that he is actually working on a Tesla product. Carmack drives a Tesla Model S, and he confirmed that he is working with Tesla engineers to improve interface performance: "I did kind of volunteer to help them fix what I consider very poor user interface performance on the older model S (that I drive). Their engineers have been sharing data with me." Tesla has had performance issues with its older media control unit found in older Tesla Model S vehicles. The automaker offers a media computer upgrade to improve performance, but you are stuck if you don't want to pay the $2,500 upgrade.

First Person Shooters (Games)

Microsoft-Owned Bethesda Releases New 'Enhanced' Version of Quake 1 (gamesradar.com) 44

"A newly-enhanced edition of the original Quake has been officially revealed by Bethesda at QuakeCon 2021," reports GamesRadar+ The updated edition of the classic 1996 first-person shooter is out right now on PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X, Xbox Series S, and Nintendo Switch.

There's updated visuals, online and local multiplayer, and new content available in the enhanced edition of Quake. Two expansions for the original game — The Scourge of Armagon and Dissolution of Eternity — are included in all purchases, as are the Dimensions of the Past and the brand new Dimension of the Machine expansions, the latter two of which are developed by Wolfenstein studio MachineGames.

"Those who own Quake on Steam or from the official Bethesda.net store can access the update for free," reports Ars Technica: The multi-platform release could be seen as positive news after Microsoft's acquisition of Bethesda, a move that generated worries about Microsoft/Bethesda exclusivity moving forward. For those who don't mind waiting, Limited Run Games will offer physical disc and card releases for the PS4 and Switch, respectively, including a pricey limited edition that comes in a box that looks like the in-game nail-gun ammo...

According to a press release, the PlayStation 5 and Xbox Series X versions of the game will run at full 4K and 120 fps once a future update goes live.

Mars

Quake-Measuring Device on Mars Gets Detailed Look at Red Planet's Interior (apnews.com) 10

"A quake-measuring device on Mars is providing the first detailed look at the red planet's interior, revealing a surprisingly thin crust and a hot molten core beneath the frigid surface," reports the Associated Press: In a series of articles published this week, scientists reported that the Martian crust is within the thickness range of Earth's. The Martian mantle between the crust and core is roughly half as thick as Earth's. And the Martian core is on the high side of what scientists anticipated, although smaller than the core of our own nearly twice-as-big planet.

These new studies confirm that the Martian core is molten. But more research is needed to know whether Mars has a solid inner core like Earth's, surrounded by a molten outer core, according to the international research teams. Stronger marsquakes could help identify any multiple core layers, scientists said Friday. The findings are based on about 35 marsquakes registered by a French seismometer on NASA's InSight stationary lander, which arrived at Mars in 2018...

InSight has been hit with a power crunch in recent months. Dust covered its solar panels, just as Mars was approaching the farthest point in its orbit around the sun. Flight controllers have boosted power by using the lander's robot arm to release sand into the blowing wind to knock off some of the dust on the panels. The seismometer has continued working, but all other science instruments remain on hiatus because of the power situation — except for a German heat probe was declared dead in January after it failed to burrow more than a couple feet (half a meter) into the planet.

The three studies and a companion article appeared in Thursday's edition of the journal Science.

Programming

Mixed Reactions to GitHub's AI-Powered Pair Programmer 'Copilot' (github.blog) 39

Reactions are starting to come in for GitHub's new Copilot coding tool, which one site calls "a product of the partnership between Microsoft and AI research and deployment company OpenAI — which Microsoft invested $1 billion into two years ago." According to the tech preview page: GitHub Copilot is currently only available as a Visual Studio Code extension. It works wherever Visual Studio Code works — on your machine or in the cloud on GitHub Codespaces. And it's fast enough to use as you type. "Copilot looks like a potentially fantastic learning tool — for developers of all abilities," said James Governor, an analyst at RedMonk. "It can remove barriers to entry. It can help with learning new languages, and for folks working on polyglot codebases. It arguably continues GitHub's rich heritage as a world-class learning tool. It's early days but AI-assisted programming is going to be a thing, and where better to start experiencing it than GitHub...?"

The issue of scale is a concern for GitHub, according to the tech preview FAQ: "If the technical preview is successful, our plan is to build a commercial version of GitHub Copilot in the future. We want to use the preview to learn how people use GitHub Copilot and what it takes to operate it at scale." GitHub spent the last year working closely with OpenAI to build Copilot. GitHub developers, along with some users inside Microsoft, have been using it every day internally for months.

[Guillermo Rauch, CEO of developer software provider Vercel, who also is founder of Vercel and creator of Next.js], cited in a tweet a statement from the Copilot tech preview FAQ page, "GitHub Copilot is a code synthesizer, not a search engine: the vast majority of the code that it suggests is uniquely generated and has never been seen before."

To that, Rauch simply typed: "The future."

Rauch's post is relevant in that one of the knocks against Copilot is that some folks seem to be concerned that it will generate code that is identical to code that has been generated under open source licenses that don't allow derivative works, but which will then be used by a developer unknowingly...

GitHub CEO Nat Friedman has responded to those concerns, according to another article, arguing that training an AI system constitutes fair use: Friedman is not alone — a couple of actual lawyers and experts in intellectual property law took up the issue and, at least in their preliminary analysis, tended to agree with Friedman... [U.K. solicitor] Neil Brown examines the idea from an English law perspective and, while he's not so sure about the idea of "fair use" if the idea is taken outside of the U.S., he points simply to GitHub's terms of service as evidence enough that the company can likely do what it's doing. Brown points to passage D4, which grants GitHub "the right to store, archive, parse, and display Your Content, and make incidental copies, as necessary to provide the Service, including improving the Service over time." "The license is broadly worded, and I'm confident that there is scope for argument, but if it turns out that Github does not require a license for its activities then, in respect of the code hosted on Github, I suspect it could make a reasonable case that the mandatory license grant in its terms covers this as against the uploader," writes Brown. Overall, though, Brown says that he has "more questions than answers."
Armin Ronacher, the creator of the Flask web framework for Python, shared an interesting example on Twitter (which apparently came from the game Quake III Arena) in which Copilot apparently reproduces a chunk of code including not only its original comment ("what the fuck?") but also its original copyright notice.
The Military

The US Navy's Plans for a Railgun Are Finally Dead (popularmechanics.com) 109

Anyone who's played Quake remembers the railgun weapon. The U.S. Navy spent $500 million to try to build a real one, according to Popular Mechanics, "using electricity and magnetism instead of gunpowder and chemical energy to accelerate a projectile down a pair of rails." But now they've apparently given up: The service is ending funding for the railgun without having sent a single weapon to sea, while pushing technology derived from the program into existing weapons. The weapon is a victim of a change in the Navy's direction toward faster, longer-range weapons that are capable of striking ships and land targets in a major war. The Navy's budget request includes no funding for the railgun in 2022, The Drive reports...

Railguns are theoretically safer than conventional guns, since they reduce the amount of volatile powder a ship stores deep within its bowels in the ammunition magazine. The projectiles are also faster. But despite those advantages, there are reasons why the Navy is canning the railgun, which has been in development since 2005. For one, there are currently only three ships the Navy could conceivably fit the railgun to... The railgun concept itself is also out of step with the Navy's reorientation toward great power conflict, particularly a possible war with China or Russia. As an offensive weapon, the railgun's range of 50 to 100 miles is relatively short, placing a railgun-equipped ship within range of longer-range weapons, including China's DF-21D anti-ship ballistic missile.

And while the railgun also has defensive potential since it can shoot down incoming aircraft, missiles, and drones, the Navy already has plenty of existing missiles and guns to deal with those threats.

Earth

After Third Large Quake Near New Zealand, Tsunami Warning Issued; Tsunami Watch in Hawaii (washingtonpost.com) 32

A major magnitude 8.0 earthquake struck roughly 600 miles northeast of New Zealand on Thursday afternoon, triggering concerns of a potentially damaging tsunami. From a report: It's the third major earthquake in less than eight hours on the Kermadec Fault, which passes east of New Zealand. A magnitude 7.3 hit near New Zealand early on Thursday, followed by a 7.4 about 560 miles to the north a few hours later. Tsunami waves of 10 feet or greater are possible in the Kermadec Islands, with 3 to 9 foot waves in French Polynesia. American Samoa, the Cook Islands , Fiji, New Zealand and the Pitcairn Islands can expect water levels fluctuating by up to three feet. A tsunami warning was issued for American Samoa as well. A tsunami warning is in effect for New Zealand. The country's National Emergency Management Agency tweeted "TSUNAMI WARNING issued following Kermadecs earthquake." DW adds: The Pacific Tsunami Warning Center (PTWC) had withdrawn an earlier tsunami warning after the first quake, saying the threat had passed, but authorities renewed the warning following the second and third quake. There were no immediate reports of serious damage or casualties.
Science

Simulating 800,000 Years of California Earthquake History To Pinpoint Risks (utexas.edu) 19

aarondubrow shares a report from the Texas Advanced Computing Center: A new study in the Bulletin of the Seismological Society of America presents results from a new earthquake simulator, RSQSim, that simulates hundreds of thousands of years of seismic history in California. Coupled with another code, CyberShake, the framework can calculate the amount of shaking that would occur for each quake. [The framework makes use of two of the most powerful supercomputers on the planet: Frontera, at the Texas Advanced Computing Center, and Summit, at Oak Ridge National Laboratory].

The new approach improves [seismologists'] ability to pinpoint how big an earthquake might occur at a given location, allowing building code developers, architects, and structural engineers to design more resilient buildings that can survive earthquakes at a specific site.

Graphics

NVIDIA Apologizes, 'Walks Back' Threat to Withhold GPUs From Reviewer (techspot.com) 111

This week NVIDIA threatened to stop providing GeForce Founders Edition review units to reviewer Steven Walton, who runs the YouTube channel Hardware Unboxed (and is also an editor/reviewer at TechSpot). NVIDIA had complained "your GPU reviews and recommendations have continued to focus singularly on rasterization performance, and you have largely discounted all of the other technologies we offer gamers. It is very clear from your community commentary that you do not see things the same way that we, gamers, and the rest of the industry do."

NVIDIA's email to Walton had said that henceforward their review products would instead be allocated to other media outlets "that recognize the changing landscape of gaming and the features that are important to gamers and anyone buying a GPU today, be it for gaming, content creation, or studio and stream."

But TechSpot reports tonight that "Less than 48 hours later, Steve received the good news. Nvidia apologized and walked everything back." Great news indeed, but let's be clear this wouldn't have happened if not for the support of the community at large and key people in the tech space that have such an enormous influence that it was too much for Nvidia to ignore. Linus from LinusTechTips (his angry rant on the WAN Show embedded above is pure gold) and Steve from Gamers Nexus, were two of those persons.
And unfortunately, by then TechSpot had already composed a scathing takedown of NVIDIA's email: As a corporation, it's Nvidia's prerogative to decide on the reviewers it chooses to collaborate with. However, this and other related incidents raise serious questions around journalistic independence and what they are expecting of reviewers when they are sent products for an unbiased opinion...

In today's dynamic graphics hardware space, with 350W flagships, hardware ray tracing, and exotic cooling solutions, there's a wide range of data points Hardware Unboxed looks at. But at the end of the day, there's only one real question every GPU buyer wants to know: how well do games run on a particular piece of hardware? Considering that 99% percent of Steam games feature raster-only rendering pipelines, rasterization performance was, is, and will be, a key point that Steve considers in GPU reviews...

[M]ost games (including almost all RTX titles) are built on raster renderers. A hypothetical graphics card with most of its die space reserved for ray tracing would run Quake II RTX great and... not much else. Ray tracing absolutely deserves a place in modern GPU reviews. But there's simply not enough of it in enough games for any responsible reviewer to put it center-stage, in place of raster performance. It wouldn't do justice to consumers, who will primarily be running raster workloads. This is why Nvidia's complaint is so puzzling.

Earth

Mount Everest, Earth's Tallest Mountain, Just Got Taller By About a Meter 44

China and Nepal say they have determined the "most accurate height of Everest that we have ever had," calculating it to be about 8,848.86 meters (29,031.7 feet) high. That's almost a meter taller than the mountain's previous recognized height. CNET reports: The two countries, which border each other at the mountain's summit, shared the news in a joint virtual briefing Tuesday that was streamed live online. Nepal began remeasuring the mountain in 2017, and China began its own work after Chinese President Xi Jinping visited Nepal in 2019. As part of the complicated measurement, researchers placed signal receivers on the mountain and measured the amount of time it took signals to travel between the receiver and satellites to figure out the new height. Global positioning devices and ground-penetrating radar were also used. Nepal's lead surveyor Khimlal Gautam ended up with damaged toes due to frostbite he suffered while installing the measuring equipment.

A 2015 earthquake in Nepal helped inspire the re-measurement of Everest. The BBC notes that some geologists thought that quake could've shrunk the mountain's snow cap, while others note that Himalayan peaks can actually grow taller over time as shifting tectonic plates push them upward.
Quake

You Can Now Play an Ultra-Rare Quake Arcade Cabinet at Home (arstechnica.com) 17

Since its 1996 PC release, id's seminal shooter Quake has been ported to everything from flip phones and smartphones to game consoles and Web browsers. But even many serious fans of the series don't know about Quake Arcade Tournament Edition (Quake ATE), an officially licensed version of the game that ran on custom arcade cabinets. From a report: Even among those who know about it, few ever got a chance to play it during the brief time it was in arcades, and hardware-based DRM built into the cabinet meant the game wasn't playable on home emulators. That state of affairs now seems set to change thanks to the recent release of a Windows executable that can decrypt the data dumped from those aging arcade hard drives for play on a modern home computer.
Earth

Do Animals Really Anticipate Earthquakes? Sensors Hint They Do (scientificamerican.com) 41

An anonymous reader quotes Scientific American: For centuries, people have described unusual animal behavior just ahead of seismic events: dogs barking incessantly, cows halting their milk, toads leaping from ponds... Now researchers at the Max Planck Institute of Animal Behavior and the University of Konstanz, both in Germany, along with a multinational team of colleagues, say they have managed to precisely measure increased activity in a group of farm animals prior to seismic activity...

The researchers used highly sensitive instruments that record accelerated movements — up to 48 each second — in any direction. During separate periods totaling about four months in 2016 and 2017, they attached these biologgers and GPS sensors to six cows, five sheep and two dogs living on a farm in an earthquake-prone area of northern Italy. A total of more than 18,000 tremors occurred during the study periods, with more seismic activity during the first one — when a magnitude 6.6 quake and its aftershocks struck the region. The team's work was published in July in Ethology...

Analyzing the increased movements as a whole, the researchers claim, showed a clear signal of anticipatory behavior hours ahead of tremors. "It's sort of a system of mutual influence," Wikelski says. "Initially, the cows kind of freeze in place — until the dogs go crazy. And then the cows actually go even crazier. And then that amplifies the sheep's behavior, and so on...." This "swarm intelligence" can happen within or across species, Wikelski says. For example, "we did a study on Galápagos marine iguanas, and we know that they are actually listening in to mockingbirds' warnings about the Galápagos hawks," he adds. "These kinds of systems exist all over the place. We're just not really tuned in to them yet."

The researchers say the farm animals appeared to anticipate tremors anywhere from one to 20 hours ahead, reacting earlier when they were closer to the origin and later when they were farther away. This finding, the authors contend, is consistent with a hypothesis that animals somehow sense a signal that diffuses outward.

United States

An Earthquake With a Preliminary Magnitude of 7.8 Struck Off the Coast of Alaska Early Wednesday Morning. (cnn.com) 34

An earthquake with a preliminary magnitude of 7.8 struck off the coast of Alaska early Wednesday morning. From a report: The earthquake was centered 60 miles, or 98 kilometers, south-southeast, of Perryville, Alaska, according to the US Geological Survey. The quake is considered shallow at about six miles, or 10 kilometers, deep. "Anything below 70 kilometers is considered a shallow quake," CNN meteorologist Allison Chinchar previously said. "That's important, because shallow earthquakes often cause the most damage, compared to the ones that are deeper, regardless of the strength." A tsunami warning had been issued following the earthquake, according to the National Oceanic and Atmospheric Administration. The warning was in effect for south Alaska and the Alaska peninsula -- Pacific coasts from Kennedy Entrance, Alaska (40 miles southwest of Homer) to Unimak Pass, Alaska, according to the Tsunami Warning Center. But all tsunami warnings and advisories were canceled early Wednesday morning, according to the National Weather Service.
Graphics

Nvidia Engineer Releases Open-Sourced Vulkan Graphics Driver for the Raspberry Pi (tomshardware.com) 20

Long-time Slashdot reader frootcakeuk quotes an article from Hot Hardware: Earlier this year, the Raspberry Pi Foundation hooked up with Igalia to start development on an open-sourced Vulkan graphics driver for the Raspberry Pi. However, Martin Thomas, an engineer at Nvidia, beat them to the punch.

Thomas announced yesterday via his personal Twitter that his RPi-VK-Driver is ready for primetime. The talented engineer had been working on the Vulkan driver in his spare time for more than two years.

Technically, Thomas' iteration isn't a Vulkan driver per se because it doesn't comply with the official standards established by The Khronos Group. Nonetheless, the resourceful developer produced a driver that adheres to the Vulkan parameters as much as possible, and as close as the hardware would permit it. There's just one limitation with the RPi-VK-Driver though. Unlike the official Vulkan driver that's still in the works, Thomas' version is only compatible with the Broadcom VideoCore IV GPU that's found inside the Raspberry Pi 1, 2, 3 and Zero devices.

Space

Mars Is a Seismically Active World, First Results From NASA's InSight Lander Reveal (space.com) 13

The first results from NASA's quake-hunting InSight Mars lander just came out, and they reveal that Mars is a seismically active planet. Space.com reports: Martian seismicity falls between that of the moon and that of Earth, [says InSight principal investigator Bruce Banerdt, of NASA's Jet Propulsion Laboratory]. "In fact, it's probably close to the kind of seismic activity you would expect to find away from the [tectonic] plate boundaries on Earth and away from highly deformed areas," he said. InSight's observations will help scientists better understand how rocky planets such as Mars, Earth and Venus form and evolve, mission team members have said. The mission's initial science returns, which were published today (Feb. 21) in six papers in the journals Nature Geoscience and Nature Communications, show that InSight is on track to meet that long-term goal, Banerdt said.

The new studies cover the first 10 months of InSight's tenure on Mars, during which the lander detected 174 seismic events. These quakes came in two flavors. One hundred and fifty of them were shallow, small-magnitude tremors whose vibrations propagated through the Martian crust. The other 24 were a bit stronger and deeper, with origins at various locales in the mantle, InSight team members said. (But even those bigger quakes weren't that powerful; they landed in the magnitude 3 to 4 range. Here on Earth, quakes generally must be at least magnitude 5.5 to damage buildings.) That was the tremor tally through September 2019. InSight has been busy since then as well; its total quake count now stands at about 450, Banerdt said. And all of this shaking does indeed originate from Mars itself, he added; as far as the team can tell, none of the vibrations were caused by meteorites hitting the Red Planet. So, there's a lot going on beneath the planet's surface.
What's interesting to note is that unlike Earth, where most quakes are caused by tectonic plates sliding around, Mars' quakes are caused by the long-term cooling of the planet since its formation 4.5 billion years ago. "As the planet cools, it contracts, and then the brittle outer layers then have to fracture in order to sort of maintain themselves on the surface," Banerdt said. "That's kind of the long-term source of stresses."

"A wealth of information can be gleaned from InSight's quake measurements," reports Space.com. "For example, analyses of how the seismic waves move through the Martian crust suggest there are small amounts of water mixed in with the rock, mission team members said." They can't say one way or the other whether there are large underground reservoirs of water at this point, but the research is convincing.

The new papers also mention a variety of other discoveries as well. "For example, InSight is the first mission ever to tote a magnetometer to the Martian surface, and that instrument detected a local magnetic field about 10 times stronger than would be expected based on orbital measurements," the report says. "InSight is also taking a wealth of weather data, measuring pressure many times per second and temperature once every few seconds. This information helps the mission team better understand environmental noise that could complicate interpretations of the seismic observations, but it also has considerable stand-alone value."
First Person Shooters (Games)

New Trailer, Gameplay Videos Released For Upcoming 'DOOM Eternal' (collider.com) 24

Id software has released a new trailer for their upcoming Doom sequel set on a demon-infested planet Earth in the year 2151. And GameSpot has uploaded a 10-minute clip of gameplay while Collider released 15 minutes.

Collider writes: Doom Eternal takes everything that was gloriously batshit about Doom 2016, throws it in a Lamborghini full of Slayer albums and catapults it into the sun. This game is out of its goddamn mind in the best possible way, and I literally cannot wait to get my hands on the full version... The Fortress of Doom is massive. I wasn't able to access every area, and could only guess at the function of some of the areas I did see. One section had the original Doom Marine costume on display in a glass case, and the game's director, Hugo Martin confirmed that the skin is an unlockable. Moreover, he indicated that there are several unlockable player skins in the game, including one he was clearly excited about but couldn't reveal, saying that it was still in the licensing approval stage...

Doom Eternal, like its predecessor, is a fast game, pitting you against hordes of powerful enemies that force you to constantly be on the move and quick-swapping weapons to inflict maximum damage while avoiding death. You have a few tools at your disposal to earn guaranteed life, ammo, and armor, which are the over-the-top glory kills, the terrifying chainsaw, and the brand-new flame belcher respectively. Glory kills are special instant-death maneuvers you can unleash on enemies after staggering them, and the addition of a retractable arm blade has heightened the graphic absurdity of them to such a degree that I was giggling like an idiot every time I pulled one off.

I spent the next three hours murdering my way across three massive levels that were incredibly varied in terms of design, beginning in a blasted post-apocalyptic city, then moving to a vast overgrown temple, and finally ending up in a heavily-fortified arctic base... Each stage had a completely different feel -- the city was very ground-based, with dark subway tunnels and skeletal office buildings. The temple was spread out across what felt like miles, with an unexpected amount of verticality and traversal thanks to the new climbing mechanic. Yep, Doom Guy can now cling to certain walls, as well as swing from poles to extend his jump and gain access to distant ledges. The climbing controls are a bit funky, like Spider-Man with a rotator cuff injury, but the traversal puzzles are fun and satisfying, and allow for some truly massive environments...

Martin promised that players will continue to be introduced to new enemies and environments right up until the end of the 22+ hour campaign. He describes Doom Eternal as a thinking person's action game, and that the team's goal was to create a combat puzzle worth your time.

DOOM Eternal is scheduled to be released on March 20th.

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