Sunday, March 29, 2015

What the creator of cyberpunk said when he tried Gear VR

What the creator of cyberpunk said when he tried Gear VR

William Gibson is one of the most important science fiction writers ever, and at SXSW this month he got to see one futuristic bit of tech - virtual reality - finally brought to life.
When the 67-year-old Neuromancer author strapped on a Samsung Gear VR for the first time, his initial reaction said it all: "They did it!"
Ari Kushcnir, the executive producer with New York production company "m ss ng p eces" who introduced Gibson to VR, told Gizmodo that the influential writer "flipped out" after viewing an interactive ad for Dos Equis beer and a Sundance-praised short film called Strangers.
Gibson had tried VR before, he later tweeted, but this was the first time it "really worked," he said.
And Gear VR is old news compared to some of the more impressive VR demos we've seen. It makes you wonder what sci-fi pipe dream inventors will crack next (Asimov-style pocket supercomputers anyone? Oh, wait...).


What it takes to run the biggest space MMO

What it takes to run the biggest space MMO

Like some grand old dame, her youthful charms supplanted by the calculated sophistication of age, Eve Online is wading gently into her second decade. Created by Icelandic developers CCP Games, the massively multiplayer online game is set within the distant universe of New Eden, a place of immortal space pirates and larger-than-life politics, of players who think nothing of setting 6 a.m. alarms to patrol the lawless galaxies.
Eve Online isn't an easy game to get into. It comes packaged with heavy expectations of commitment. Skill and ISK (the in-game currency) need to be accumulated gradually through weeks of mining, trading and player-on-everything combat. And there's a lot of everything given that the online world is a thriving galactic jungle swarming with more than 500,000 citizens.
From a year-long war to elaborate Ponzi schemes, none of Eve's intricate happenings would be possible without the appropriate hardware. Eve Online's massive world is built in the bones of Tranquility, a centralized server cluster based in London.

Eve Online
The technical specifications are unsurprisingly hefty. In a 2013 interview, CCP Chief Technical Officer Halldor Fannar revealed Tranquility featured 3,936GB of RAM and 2,574GHz worth of processing power. To put that in perspective, that's like having the computing power of 858 high-end processors or roughly 1,838 iPhone 6's combined into one block.
But even that isn't enough to fully accommodate the strenuous loads that Eve Online's growing number of players puts on Tranquility.

In the heat of battle

To keep this massive online realm running,, there is constant co-operation between CCP Games' operation and development teams as they monitor the nodes for activity levels and migrating solar systems when necessary. One example of this was the Bloodbath of B-R5RB, which saw more than 5,000 total combatants and losses amounting to $300,000 (about £201,213, AU$385,822) in real-world value.
Eve Online
During the event, developers relocated unrelated systems away from the affected node, freeing space for the carnage and temporarily disconnecting anyone not otherwise related to the fight.
"It's a choice we need to make," shrugs Senior Virtual World System Administrator
Guðmundur Jón Viggósson when I spoke with him at the 2015 Eve Fanfest. "We have a battle of 5,000 players. Let's disconnect 100 players so the battle can continue."
Compromise is a familiar theme in the day-to-day operations of Eve Online. The game was never designed for 500,000 players: it began life on a handful of computers.As such, CCP is still figuring out how best to adjust to the needs of its user base, and problems still arise whenever unexpected giant fleet fights break out.
Given sufficient notice, the operation team will transfer the conflagration to a node dedicated to such purposes. But that doesn't always happen, resulting in disconnected players, population caps and lag.

Better PowerPoint collaboration expected with LiveLoop acquisition



Better PowerPoint collaboration expected with LiveLoop acquisition

Microsoft has signalled its intention to further diversify the Office productivity suite after acquiring LiveLoop for an undisclosed fee.
A spokesperson for Microsoft confirmed the acquisition to ZDNet, and the LiveLoop for PowerPoint program is expected to be the first to play a part in the Office of the future.
"Microsoft is excited to welcome the talented team from LiveLoop to help build great collaboration across Office applications, as part of our strategy and vision to reinvent productivity," confirmed a spokesperson from Microsoft.
LiveLoop for PowerPoint, its primary offering, is a program that allows teams to work on presentations inside PowerPoint at the same time as fellow employees in a similar way to Google's Slides program. It eliminates the need to use a separate meeting program, such as GoToMeeting, as you can simply share the URL and kick a meeting off from there.
A message on the LiveLoop website confirmed that it will be shutting down permanently as of April 24, 2015 and all data, including presentations, must be removed by then or face being permanently deleted.

Another acquisition

LiveLoop is just the latest in a number of smaller companies that have been bought up by Microsoft including email company Accompli and calendar specialist Sunrise, Accompli basically becoming Outlook for iOS and Android.

    Zelda Wii U won't come out this year after all

    Zelda Wii U won't come out this year after all

    The Wii U's lack of flagship games - or many games at all, if we're being honest - is no secret to owners of the console and non-owners alike.
    So it stung even more when Nintendo revealed today that the Wii U Legend of Zelda game has been pushed back into 2016.
    There's at least a good reason for not putting the next Zelda game out in 2015 like Nintendo promised, and producer Eiji Aonuma went into detail about the choice in a Facebook update.

    Bad news, good reasons

    "The directors and the many members of the development team have been working hard developing the game to make it the best it can be," he says in the video. "In these last three months, as the team has experienced firsthand the freedom of exploration that hasn't existed in any Zelda game to date, we have discovered several new possibilities for this game.
    "As we have worked to turn these possibilities into reality, new ideas have continued to spring forth, and it now feels like we have the potential to create something that exceeds even my own expectations."
    YouTube : https://www.youtube.com/watch?v=7y1VKSVeGD0
    He said he'd rather focus on making a good game than meeting a strict schedule, and therefore the Wii U's Zelda game won't arrive this year.
    Nintendo of America added on Twitter that the game won't even appear at E3 2015, suggesting there's a major overhaul underway, and from the vague hints that Aonuma gave it seems the game could be legitimately fantastic.

    Damaged reputation

    But despite Nintendo and Aonuma's optimism about how hard the team is working and how good the next Zelda game will be, this is a blow for Wii U owners - the poor things - who are perpetually waiting for a new game to buy.
    This is hardly the first big Wii U game that's been delayed, and indeed, the challenges of HD development seem to have thrown a wrench in the development of every major Nintendo game since the console came out.
    Over that time plenty of great Wii U games have actually been released, and the system now has a respectable library of solid Nintendo games, a considerable advantage that the Xbox One and PS4 obviously lack.


      But the damage done to Nintendo's reputation in this time - especially among the company's most ardent fans - may be hard to overcome, no matter how great the Nintendo NX turns out to be.

      Why Star Citizen could be the best space game of all time

      Why Star Citizen could be the best space game of all time

      This article was provided to TechRadar for PC Gaming Week by Edge magazine. Follow Edge on Twitter here.Click here for Edge subscription offers.
      On the edge of known space, we centre the object in our meteor-scratched canopy and hit the thrusters. In time, it begins to loom large in our vision, monolithic and yet somehow indistinct, its obsidian, almost too perfect alien surface melding into the pervading blackness. Clearly it's colossal, but it's also beguilingly mysterious.
      Yet the problem isn't really a lack of information: early probes have returned full of data, it's just that much of it is apparently contradictory and there's plenty of disagreement over what it all means. The object is Star Citizen, and the only conclusion everyone seems truly happy with is that it's made a hell of a lot of money.
      That could not be more perfectly calculated to wind up Chris Roberts, the creator of the beloved Wing Commander series, CEO of Cloud Imperium Games and chief creative officer on Star Citizen.
      "I do get a bit disappointed," he admits. "I mean, it's today's news cycle... If you're on the online 24/7 game blog, they don't have time to [do in-depth articles], so they're always about the headline. So for them it's like, 'Oh, Star Citizen's made X million or X million,' and everything focuses on the money. And then you can read it and say, 'Well, all they care about is the money.' Not really."

      Accusations fly

      It is the distorting weight of $60m and counting, raised by some 640,000 backers, which has seen the developer variously accused of running a cult, a scam and, thanks to the $30 to $15,000 game packages on the Roberts Space Industries site, a pay-to-win operation. Alternatively, for the faithful, this is the second coming of Chris Roberts after a ten-year break from games. But Star Citizen's even harder to get a read on: it's a space dogfighting game, only with ships big enough to walk around and live in, except when it's an FPS, set in an online universe.
      The list of features defies credulity, but if Star Citizen is a con, it might be the worst-run one on the planet. For starters, it's intensely public, with Chris often making appearances on game expo stages to reveal more in-engine footage. Secondly, while only a sliver of what's promised, the dogfighting and hangar modules are both in public hands already, the former the beneficiary of a huge update in recent weeks. Some 110 Cloud Imperium staff have accounts on LinkedIn, and these are not sock puppets, but people who have portfolio sites and histories at Crytek, BioWare and Activision.
      As slight as accountability in crowdfunding projects may be, the conspiracy theory doesn't stack up. Chris refutes the pay-to-win accusations himself: "The design of the game, and this is just personal preference, because I hate it in free-to-play games, is there's nothing that you can buy with money that you can't earn in the game." The packages are pledge tiers, their values set to offer funding options. Come release, the basic starting package is all you'll need.
      Star Citizen 1

      Massive scope

      The problem for outside observers is really scale. Baffling, mind-boggling scale. "We're essentially giving them four huge games all in one," Chris explains. "Squadron 42 is going to be what, or better than what, a next-generation Wing Commander would have been, and that's just by itself. And its level of fidelity - I mean, the scope and the size of the story and the missions we're doing in it is huge. I mean, I'm pretty sure if I was doing another Wing Commander for EA, I don't think they would allow me to do as much content. Because right now I think we're estimating something like 50 hours or so to play through the full narrative story.
      "I mean, it's so big we're going to release it in episodes. Think of it as a miniseries, like five episodes. So the first episode is what we're going to release next year - well, hopefully there are two episodes next year, but for the first one I think we're aiming for Gamescom. But the first episode itself is about ten hours of gameplay. So compared to modern FPS games, that's more than you get in most of the campaign modes with a Call Of Duty.
      "And then, of course, there's whole persistent [online] universe. You've got the 4X space game style, because if you don't want to get into combat, you can go into building a business up or building a trade empire and doing all that kind of stuff. And then we've got the FPS section. So someone could make a game just by itself from any one of these."

      Five dev studios?

      Ambition of this scale takes not one studio, but five, each working on separate modules of the game. While Chris heads up development on the persistent universe in Los Angeles, CIG also
      has satellites in Texas and California. IllFonic, a relatively unknown quantity whose output includes the lukewarmly received Nexuiz, is in charge of the FPS module. Rather more promisingly, Erin Roberts is studio director of the Manchester-based Foundry 42, entrusted with creating the singleplayer campaign, Squadron 42.
      Unlike his brother, Erin never left the industry, but after producing Wing Commander: Privateer 2 and helming Starlancer, he wound up at TT Fusion making Lego games. Though he enjoyed it, he took little convincing to rejoin his brother to make Chris's self-professed "crazy dream".
      Erin's part is certainly the easiest to contextualise. Taking place before the timeline of the persistent universe, Squadron 42's arc tells the story of a war between the alien Vanduul and United Empire of Earth (UEE). The setup is battle-worn: you'll play the rookie working your way up the ranks. You start with a light fighter, the Gladius, waiting in your hangar, earning the right to fly more advanced craft over time.
      But Erin explains there's been a gestalt shift that defines Star Citizen; Wing Commander has long been famous for its firstperson view on the cockpit, but pilots here will be free to tear open the canopy and stretch their legs. "It's not, for me, really a space combat game," he says. "It's actually an FPS game where you use vehicles. So, 'cause you're always a person, you [might] decide to fly a ship, get in a ground vehicle, or go places and walk around."

      A design for life: how game designers are shaping entire worlds

      A design for life: how game designers are shaping entire worlds



      There is a certain theological argument that the entire point of mankind's existence and evolution is to become gods. Every step in our development as a species, from the emergence of life from the primordial soup, to the first time our fishy ancestors stood on terra firma, to a man in an ape suit throwing a KFC chicken drumstick at Stanley Kubrick, has been towards becoming deities. It makes sense: what better way to ensure our survival than to become omnipotent and immortal?
      But there are gods are already moving among us. You won't find them in magic neverending sky palaces or the Great Pyramid of Giza. Instead they're more likely to be slurping coffee by the gallon in the swanky studios of a games company. These are the closest things we have to divine beings walking among us.
      It's fairly obvious that these people are playing god by controlling and scripting the AI entities which inhabit a game's world. They shape the landscape, arrange the flora, set the weather and map routes. They build lands and breed their inhabitants; they control everything from the design of an abode's wallpaper to the shape of entire planets.
      TechRadar
      But this isn't anything new: artists and writers have been creating fictional places for millennia. There's another layer of activity happening here - one that's more profound and more philosophical. Game designers are actively engaging with and changing the way that gamers - people like you and me - think, act and react. They're telling us which path we should take, or who to kill and who to save, using sometimes incredibly subtle psychological cues to make us feel fear, or comfort, or anger. And they're putting in a huge amount of hard work to take us to utopias and dystopias.
      Over the next four pages, we chat to some of the most important names in game development to tell the story of game design, and to get to grips with the intricate ideas, theories and perspectives that explain how interactive entertainment is built.

      Game studies

      Want to design games? Dayna Galloway explains Abertay University's various course options...
      Game design is an enormous and broad subject that takes in many different academic disciplines: mathematics, physics, film and media studies, architecture, art and design, and sound engineering all play parts in the development of games. So how is it taught?
      "At Abertay University we have the fortune to be able to teach game design within the broader context of games development, whereby our game design students have the opportunity to work alongside students studying for a degree in one of the other disciplines (programming, art, production and sound)," explains programme tutor Dayna Galloway.
      "Our approach to teaching is a careful balance of theory and practice - we aim to ensure that our graduates can meet the demands of the industry today, but also that they possess the skills, confidence and knowledge to drive future innovation."
      Abertay has made quite a name for itself as a go-to uni if you want to break into the games industry, and recent success stories include indie developer Pixel Blimp, which has become part of Microsoft Ventures' business mentoring program. Galloway describes the company's success as "a real testament to the quality of our degree programmes which encourage our students to apply their creative and technical skills in an entrepreneurial context."
      Of course, not everyone will have the time and funds for a degree. Galloway recommends the following books for aspiring game designers: Rules of Play by Katie Salen and Eric Zimmerman, Game Design Workshop by Tracy Fullerton, and Game Feel by Steve Swink.
      "All of these texts provide detailed critique and analysis of the game design process along with useful exercises to help you establish and develop a concept, as well as aiding with the practical aspects of prototyping and the development of a solid user experience," says Dayna.

      Basic rules

      Pac Man
      In order to understand game design, we have to go back to the start of commercial gaming in the 1970s. However crude and unsophisticated they may appear now, games such asPongPac-Man and Donkey Kong laid down rules of design that are still in play today; they're based on repetitive concepts that are simple to grasp, but can also be 'gamed' to the player's advantage.
      "Pong is wonderful as it's such a simple concept and stands up to this day - the way that aggressive play can come back to haunt you leads to you playing a frantic game of risk and reward," explains Dayna Galloway, programme tutor for Abertay University's game design and production management degree. "Pac-Man is so iconic, and it's one of the first games that truly immersed me once I uncovered its systems and formed a strategy to increase the likelihood of success."
      As the '70s drew to a close, systems were seeping out of enthusiasts' garages and university research labs, into people's homes and purpose-built arcades. Arcade games in particular had to be commercially viable. They had to look like they were easy to beat - to get your initials next to that high score - but they also had to turn a profit and drain teens' quarters.
      On home systems, games could offer delayed gratification and a slower pace. According to Galloway, "Tetris deserves a mention as it has such a clear and rewarding loop of core gameplay - easy to pick up and difficult to truly master - and it also managed to achieve broad appeal across the spectrum of players. And Super Mario Bros is just a masterclass in good design."
      The '80s became the '90s and new forms of gameplay emerged. 3D, which hit the mainstream with Doom and Wolfenstein, gave us multilayered levels to explore. The internet meant that people could play with or against each other. Core gameplay values and mechanics changed very little, though - a shooter is ostensibly just a platformer from a different perspective, and an MMO is much like playing Warhammer (albeit remotely rather than face-to-face).
      But systems were perfected, control methods were honed, graphics were sharpened and gaming evolved. This decade also saw the beginnng of the series that Galloway believes has come to define good gameplay: Half-Life. "With the proliferation of narrative FPS games nowadays, we very much take for granted how innovative and truly ground-breaking this series was," he says.
      Why are Valve's 1998 shooter and its 2004 sequel so highly regarded? "The use of environmental storytelling to make the player question and consider the events that have taken place," explains Galloway. "The implementation of intuitive, environmental puzzles that reward the player and provide a release of tension; the characterisation of Gordon Freeman within the confines of a silent protagonist; the rich, believable world that set the bar for art direction in games; and the artificial intelligence of the many foes that would aim to bring your adventure to a premature end."

      Best Amazon Prime Instant Video TV shows: 25 essential Amazon Prime TV series

      Best Amazon Prime Instant Video TV shows: 25 essential Amazon Prime TV series


      Amazon Prime Instant Video
      In the UK, Amazon had a stuttering start when it came to taking on Netflix in the big streaming battle. This was partly due to a stubborn insistence on Amazon's part to keep its streaming setup separate, hoping to make Lovefilm (a company it acquired when DVDs were all the rage) into an on-demand brand.
      This didn't work so along came Plan B. Lovefilm didn't have global appeal, but it did have a backbone on which Amazon built the streaming service we know today - Amazon Prime Instant Video.
      Since this move, Amazon Prime has grown into a media powerhouse. Taking, and in some ways surpassing, Netflix's self-serving model to produce its own content Amazon now has a bevy of television shows that are begging to be watched on its own platform. The choice is expansive and that's where we come in.
      TechRadar has curated a list of the best Amazon Prime Instant Video TV shows around. Chosen by the team, these are the shows streamed in the UK that are Instant classics primed to offer up hours of compulsive viewing.
      It's worth noting that these are shows that can be watched instantly when you have Amazon Prime access. There are many more shows you can watch through Amazon but these have to be purchased to be viewed. We will keep this list constantly updated if any paid shows become free that we feel need to be included.Not convinced Amazon is the way forward? Then check out our Best Netflix TV Shows article and see what Amazon's biggest rival has on its service.

      Nvidia G-Sync vs AMD FreeSync

      Nvidia G-Sync vs AMD FreeSync
      Calling all gamers, we have good news and bad news. The good news is that AMD and Nvidia have both solved the problem of screen tearing and frame stuttering in demanding PC games. The bad news is that they each have their own solutions which are not compatible - in short we have a format war... again.
      What is happening during PC Gaming Week?

      What's the problem?

      The source of displaying high-performance PC games is that monitors have a constant refresh rate, e.g. 75Hz means that the screen is updated 75 times per second. Meanwhile, graphics cards (GPUs) redraw the screen at a variable rate, depending on the computational load they're bearing.
      Source: Nvidia
      The difference in timings of the two mean that the current frame on the monitor and the current frame on the GPU become unsynchronised. Therefore, partway through the process of sending a frame to the monitor, the GPU moves onto the next frame.
      Source: Nvidia
      This switch appears as a discontinuity in what you seen on-screen. Usually, the discontinuity travels down the screen on concurrent frames as the phase difference between the GPU and monitor reduces. This discontinuity is what we call tearing and in extreme cases there can be several tears at once.
      Source: Nvidia
      Most PC games employ something called VSync as a way to reduce the tearing effect. VSync effectively limits the frame rate of the GPU, such that if one particular frame has taken too long to be rendered on the GPU and it misses its slot on the monitor, the GPU will delay sending any graphics data to the monitor until the next screen refresh.
      Source: AMD
      Brilliant! Problem solved then? Well, not quite. VSync is not perfect, the delay in sending a frame to the monitor causes stuttering and lag during the times that the GPU is under the most processing load, which is also the time a gamer needs the most response. Hence, many gamers choose to disable VSync in order to get the most responsive system, despite the ugly tearing effect. So, while VSync was the only remedy to tearing, many gamers choose to disable it.

      Nvidia to the rescue, kind of

      Since 2014, Nvidia has been promoting its solution to the VSync problem, that it has dubbedG-Sync. The basic concept with G-Sync is that the GPU actually controls the refresh rate of the monitor. By doing this, the monitor and GPU are always in sync and therefore there is never any tearing or stuttering. Prior to this, Nvidia had already been working on Adaptive VSync.
      As PC Perspective notes, there are three regimes in which any variable refresh rate GPU/monitor system needs to operate within: A) when the GPU's frames per second is below the minimum refresh rate of the monitor. B) When the GPU's frames per second is between the minimum and maximum refresh rate of the monitor. C) When the GPU's frames per second is greater than the maximum refresh rate of the monitor.
      Source: Nvidia
      Case B mentioned above is straightforward - the GPU simply sets refresh rate of the monitor to equal its frames per second.
      When a G-Sync compatible GPU and monitor are operating in case C, Nvidia has decided that the GPU should default to VSync mode. However, in case A, G-Sync sets the monitor's refresh rate to be an integer multiple of the current frames per second coming from the GPU. This is similar to the delaying frames strategy of VSync, but has the advantage of keeping in step with the monitor because of the whole number multiplier.
      The (somewhat literal) price of this solution is that Nvidia needs to have a proprietary chip in every G-Sync compatible monitor. This has the undesirable result of G-Sync monitors incurring increased costs due to requiring the extra electronics and paying the associated license fees to Nvidia. Finally, it is not supported by AMD GPUs either.

      A race into the night showed me the future of running

      A race into the night showed me the future of running


      Running without a finish

      There's something about running that creates a duality in most people, from the new runner to the most seasoned trotter.
      On the one hand the feeling of oxygen in the lungs, the notion that you're actually doing something rather than festering on the sofa is brilliant and intoxicating.
      But on the other, there's the fact running can actuallysuck. I've lost count of the times where I've had not had the foggiest idea what I'm doing slogging through muddy fields when I could be on the sofa eating a Twix.
      So Adidas' 10K Energy Takeover run through London on a brisk Wednesday night left me conflicted: after a full day of trying to work out how good the latest Samsung phone is could I really be bothered to bash around the streets before getting the last train home from... wait, where was the finish?
      The premise Adidas dangled enticed me as a technology fan: a run through London, but with no idea where we were going - the only way to work it out was through a compass that would spring to life on my smartphone when the clock struck eight o'clock.
      That was the reason I was huddled with a couple of hundred other people in an rejigged carwash, watching a countdown flicker on a shutter until the moment it opened and we could stamp off into the night.
      Energy Takeover
      There was a twist on top of the unknown route to divided into coloured groups, each runner was sent on one of three slightly different courses.
      I'd arrived tooled up with a Sony Smartwatch 3 to let me use Google Maps, (along with the trusty Garmin 920XT) thinking that we'd be given a series of checkpoints I could key in and I could smugly watch as the competition carried a smartphone while I could just glance down at my wrist on occasion.
      However, as it transpired I didn't need to worry. The link on my phone turned into a compass, and I duly began to follow it en route to 'Boost Location 1'.
      Except... well... it didn't move. I waited a bit longer, glancing down at the Garmin to confirm it was still dutifully tracking location, that I was definitely running and not trapped in a static nightmare.
      But nothing happened. I was going straight ahead with no idea when to turn.
      Somehow the people ahead of me knew the route, so I cursed my phone for failing. I don't know if you've ever tried to reset a phone while running at 80% effort, but it's not easy. The worry I was going to smash this new handset added to a heart rate that was already peaking alarmingly.
      Even with the restart, the compass steadfastly refused to change. After the herd ahead of me changed direction, I decided to just follow along... which is when I realised that we were just following coloured signs attached to lampposts as all the compasses had failed. Not the most high-tech, but at this point I was glad of any direction.
      I tried to keep Google Maps open to gain a semblance of location, but it proved stupid as there was no pattern to follow.
      I was really hoping I was going to get a chance to take some decent photos on this run, especially with the Samsung Galaxy S6 in my pouch. The impressive image stabilisation promised iPhone-esque levels of clarity for snaps when running, and when we entered the Kennington Oval cricket ground, it seemed like the perfect time.
      Except as I was panicking about getting lost, I had to keep pace with the increasingly swift group in front of me, so the moment was gone.
      And that's how the pattern played out for the next five miles: keep running, hope to see a sign, bemoan the phone for not making the compass work, hit a checkpoint. It was pretty cool legging it through London's backstreet at full pelt but frustrating when we missed a couple of signs.
      It was really frustrating that the tech didn't work, as it was kind of the point of the whole run. I'd really been looking forward to my smartphone giving me another way to experience the city on foot.
      But this run did give me a hint of what life for runners will become in the not-too-distant future. Having just tried Sony's SmartEyeglass technology, which brings augmented reality into your vision while exercising, it seems like a very small step to make these kinds of races into the darkness, with no knowledge of the route, a reality and without the backing of a large sports brand needed.
      YouTube : https://www.youtube.com/watch?v=zpsot9IZ3Fo
      Imagine being able to just join a group on Facebook, meet at a given point, have an app decide on a finish line and auto-populate a route through a major city. GPS tracking could create real time leaderboards, giving full motivation and only your own will to push on, while smart eyewear shows you the turnings to take.
      We don't need to technology to run. But man, it could make it awesome.

      Is Apple actually getting it right?

      Something caught my eye this week: it seems Apple might be offering up a better running watch than I previously thought. I've waxed lyrical already about the disappointing lack of GPS built in, that you need to connect the phone to use it properly on the go, but perhaps the Cupertino brand has done something smart to partly offset that.
      According to Christy Turlington-Burns' diary of training for a marathon with the Watch, it can apparently read your stride pattern when out and about and connected to a phone, and match that with GPS to learn your speed and cadence.
      Presumably this is accurate info, as while it's a journal of her running exploits it's hard to see Apple not fact checking what's written given it's publishing it on its own website.
      That ability makes it much more accurate when running indoors or on the roads without the phone attached - while it's a long way from perfect, it's an interesting trick that I've not seen shouted about by other manufacturers.
      Feel free to tell me how wrong I am about that in the comments below or on Twitter - and if anyone else competed in the same Energy Takeover race, I'd love to hear your experiences too.

      The greatest Star Wars games of all time

      The greatest Star Wars games of all time

      Dark Forces 2
      Star Wars changed the face of the sci-fi film genre forever by busting out Luke Skywalker and Darth Vader onto an unsuspecting public way back in 1977. Gamers have had more than their fair share of Star Wars titles to get stuck into over the years - from Rebel Assault to Knights of the Old Republic.
      Whether it's flying through space blasting Star Destroyers, locking lightsabers with Sith lords or interacting with online players in vast virtual worlds, there's probably been a Star Wars game on the PC for you.

      SanDisk's, Toshiba's flash tech could bring huge SSD capacities

      SanDisk's, Toshiba's flash tech could bring huge SSD capacities

      Following Intel's and Samsung's flash storage announcements, it's now Sandisk's and Toshiba's turn to announce details of their 3D NAND chips, known as BiCS. Pilot production for BiCS will kick off in the second half of 2015.
      "We utilised our first generation 3D NAND technology as a learning vehicle, enabling us to develop our commercial second generation 3D NAND, which we believe will deliver compelling storage solutions for our customers," said Dr. Siva Sivaram, executive VP of memory technology at SanDisk.
      BiCS is the world's first 48-layer 3D NAND flash memory chip, and it is a two-bit-per-cell 128GB (16GB) device. The companies claim that the stacking process employed in BiCS will enhance the reliability of write/erase endurance and also boosts write speeds. The chips will be suitable for a vast range of applications, although is primarily geared towards solid state drives (SSDs).

      Dedicated plant being built

      Intel and Micron, and Samsung have both already announced separate 3D NAND offerings, although they only used 32-layer designs. In that sense, they are already a couple of steps behind the Toshiba and SanDisk partnership. Intel, in particular, claimed that 75% of a terabyte can fit in a fingertip-sized package in its 3D NAND memory and thus lead to speculation that 10TB SSDs will become a reality.


        SanDisk plans to employ the 3D NAND technology across a range of solutions, from removable products to enterprise SSDs. SanDisk expects to see commercial production kick off in 2016 at a site specifically built for 3D flash production.

        Creative much? How Surface Pro 3, not iPad, is Adobe's best canvas

        Creative much? How Surface Pro 3, not iPad, is Adobe's best canvas
        Already five years old, Apple's innovative iPad is often dismissed as a device more focused on consumption than creation, despite the wide variety of apps available for photographers, designers, musicians, writers and other creative types.
        For all the things iPad may be capable of, the tablet isn't running a robust, desktop-class operating system like Mac OS X or Windows, meaning developers are often forced to reinvent the wheel when existing software launches on the device.
        That gives Microsoft's Surface Pro 3 a major advantage for those who prefer fewer compromises, since it's already running a full version of Windows 8.1powered by the same fourth-generation Intel Core processors found inside desktop and notebook computers - but with the convenience and all-day battery life of a tablet.
        However, what works great with a keyboard and mouse doesn't always necessarily translate to the best experience on a tablet, which is why Adobe recently introduced touch-friendly updates for two of its classic design applications, offering designers the best of both worlds in a single hardware package.
        Adobe Touch Workspace gestures

        Touch me, babe

        Adobe calls this initiative Touch Workspace, available now free of charge to existing Creative Cloud subscribers and Surface Pro 3 owners with the latest versions of Adobe Illustrator CC 2014 and Adobe Photoshop CC 2014 installed. (Adobe also offers a free 30-day trial prior to committing to a monthly or annual subscription.)
        Designed for multi-touch gestures and pressure-sensitive stylus pen input alike, Touch Workspace streamlines the design user interface, making it more responsive to fingertips, while optimizing a number of new or existing software tools with touch interaction in mind.
        Adobe has also implemented support for touch gestures already familiar on other tablet devices. Using two fingers, artists can pinch and zoom or pan around the digital canvas, rotating or scaling objects without a mouse or touchpad; one or more elements can be selected simply by dragging a finger around them.
        For now, Adobe offers a more fully immersive Touch Workspace experience on Illustrator CC 2014, merely dipping their toes into the touch waters with Photoshop CC 2014, as well as recent updates to motion graphics and video editing solutions After Effects CC 2014 andPremiere Pro CC 2014.
        Adobe Illustrator CC 2014 Touch workflow

        Born to draw

        To activate Touch Workspace on Illustrator CC 2014, tap the icon at the top of the screen, or select Window > Workspace > Touch. The user is presented with a streamlined UI that doesn't stray too far from the application's familiar look and feel, but pushes lesser-used tools out of sight to keep the focus on drawing and editing.
        An exit button in the upper right corner switches back to the classic UI, while the adjacent Touch pull-down menu can be used to jump directly into any of Illustrator's other full-featured workspaces.
        Adobe Touch Workspace pan-zoom
        Longtime iPad users will want to remember to use two fingers (instead of just one) while panning around the artboard - in Adobe's new workspace, a single finger gesture is used for drawing and selection tools, which takes a little getting used to at first.
        Despite Adobe's best intentions, some traditional tools lend themselves to pen input rather than touch, which lacks the precision of a stylus. But in general, Touch Workspace does a good job of making Illustrator more finger-friendly.