Technology - Google News |
- Razer confirms plans to manufacture its smart RGB face mask - Engadget
- How a “Switch Pro” leak may point to Nvidia’s megaton mobile-gaming plans - Ars Technica
- Apple’s Move to Block User Tracking Spawns New Digital Ad Strategies - The Wall Street Journal
Razer confirms plans to manufacture its smart RGB face mask - Engadget Posted: 26 Mar 2021 05:01 AM PDT One of the concept devices Razer unveiled at CES earlier this year is a high-tech face mask with working RGB lights called Project Hazel. While it was a lot more tech-infused than most masks out there, it looked like it had the most potential to become a real product among all the concepts the company presented during the event. Now, Razer CEO Min-Liang Tan told Yahoo Finance that the electronics maker plans to turn the Project Hazel masks into reality. The Project Hazel mask looks like it came straight out of a ninja-Blade Runner crossover movie with its RGB lighting and transparent front cover that allow people to see your mouth. It also has a built-in microphone and speaker that can amplify your voice when you speak. Project Hazel is expected to be as effective as an N95 mask with bacterial filtration efficiency pods that can trap 95 percent of airborne particles. It will also feature adjustable straps to create an airtight seal, and it will have the ability to vent out CO2 and bring in fresh air. Min-Liang Tan didn't say when the mask will go into production, but he explained why Razer decided on manufacturing it. He said the company realized that people may still want to mask up even with vaccinations as an extra precaution. Also, a lot of countries may not be able to vaccinate their entire population within the next year or two, which means travelers will have to continue using masks for protection. "So with that in mind, we are going to go ahead and solve the sustainable aspect of the mask which is one of the big things for us," he said. "Project Hazel is going to be a reality. We are going to make it happen and I think we will all will be, unfortunately, wearing masks for a long time to come." |
How a “Switch Pro” leak may point to Nvidia’s megaton mobile-gaming plans - Ars Technica Posted: 26 Mar 2021 03:45 AM PDT Earlier this week, Bloomberg Japan's report on a rumored Nintendo Switch "Pro" version exploded with a heavy-duty allegation: all those rumors about a "4K" Switch might indeed be true after all. The latest report on Tuesday teased a vague bump in specs like clock speed and memory, which could make the Switch run better... but jumping all the way to 4K resolution would need a massive bump from the 2016 system's current specs. What made the report so interesting was that it had a technical answer to that seemingly impossible rendering challenge. Nvidia, Nintendo's exclusive SoC provider for existing Switch models, will remain on board for this refreshed model, Bloomberg said, and that contribution will include the tantalizing, Nvidia-exclusive "upscaling" technology known as Deep Learning Super Sampling (DLSS). Since that report went live, I've done some thinking, and I can't shake a certain feeling. Nvidia has a much bigger plan for the future of average users' computing than they've publicly let on. Making smoother gaming—arguably easier than Tom Cruise's faceDLSS, for the uninitiated, is a long-in-development system that relies on thousands of hours of existing video footage, largely taken from 3D games, that's been run through a machine-learning model. When you hear about "AI-trained" systems that, say, play video games or generate wacky names, they're usually working in the same way in order to reliably detect successful patterns. They study and duplicate existing data (dictionaries, Twitter conversations, Tom Cruise's face, videos of StarCraft competitions), then they go through double-, triple-, and sextuple-checking runs to confirm how well a computer can organically recreate that data before loosing their systems into real-world tests. But those tests are usually run with a supercomputer managing those troves of data. This is where DLSS pivots sharply. As a consumer-grade offering, DLSS requires Nvidia's "RTX" graphics cards that (theoretically) cost as little as $329—and nothing else. No extra CPU, RAM, or other peripherals required. The idea being, RTX cards come with a slab of "tensor cores" baked onto the silicon, and these are dedicated to the mathematical grunt work of tasks like image interpretation and translation. This works in part because DLSS is focused on a relatively nonvolatile prediction scenario: what a lower-resolution image would look like if it had more pixel depth. The shape of diagonal lines, the leaves on swaying tree branches, and even the letters and words on a street sign are all arguably easier to predict—at least when fueled by a lower-pixel base—than a StarCraft player's reaction to a Zerg rush. While DLSS's initial launch left a few things to be desired, the system has matured to a point where moving 3D images with DLSS processing generally looks better than their higher-resolution, temporal anti-aliasing (TAA) counterparts. Side-by-side comparisons of lower-res DLSS and higher-res TAA show strengths and weaknesses, but as of 2021, it's become a wash. That wash has substantially higher frame rates and lower processing requirements for the DLSS side, since the traditional GPU grunt work is not only pixel-bound but also texture-bound. DLSS's savvy on upscaling doesn't just reduce needs for clock speed and processing cores; it also translates lower-resolution textures with more fidelity, so you can arguably hop, skip, and jump past high VRAM requirements. Calling BS on another BS SatellaviewNintendo Switch doesn't have exclusive license on lower amounts of VRAM, lower clock speeds, and rendering scenarios with limited die sizes and thermal envelopes to work with. Where else might those all be useful? Hmm. The Nintendo Switch is a genius platform as a starting point, especially since we've said the same thing time and time again: "%GAMENAME% is amazing to play in Switch's portable mode, where it gets close to 720p resolution, but blowing the same action up on your 1080p TV looks like trash." You, the savvy gamer, shouldn't seriously consider using your Switch for TV play, in spite of stats showing tons of people craving a good TV-gaming experience (and an ever-expanding market in which more people than ever are rushing to buy Xboxes, PlayStations, and Switches for their TVs).
A DLSS-equipped "Switch Pro" (not a final name), as described by Bloomberg, would reach resolutions of up to 4K when docked and connected to a television. Assuming that DLSS in this scenario requires dedicated tensor cores, we're currently left wondering where Nvidia will slap said cores. Are we looking at a "split-motherboard" scenario, as we've seen on both Xbox Series X and PlayStation 5, where the TV-plugged dock takes on certain heat-generating elements like a block of tensor cores? Or will the Switch Pro's base hardware include tensor cores on its own SoC? My completely speculative guess is the latter for a couple of reasons. First, the rumor of higher CPU clocks and more RAM on the base unit suggests that Nintendo plans to roll out an entirely new system, as opposed to add-on hardware that would boost the base. Nintendo has experience shipping add-on hardware for its home consoles in Japan—like the Famicom Disk System (which added more power and extra sound channels), the BS Satellaview (which added RAM), and the 64DD (which added a co-processor). But we're 22 years past Nintendo's last stab at that concept, and after the mass confusion caused by the Wii U, I don't see modern-day Nintendo wading into the consumer confusion of questions like, "can I put an older Switch into a Switch Pro dock for more power?" PSA on ISASecond, and more importantly, Nvidia has a vested interest in proving that DLSS can ship and function on a portable device. We don't know whether Nintendo will limit DLSS as a "docked only" mode on Switch Pro, and Bloomberg's sources point to its portable panel sticking to 720p resolution, albeit at a larger size (7" compared to 6.2") and higher build quality (OLED over LCD). Even if this is the case, Switch's highest-end games currently struggle to render at a native 720p resolution in portable mode, and they certainly drain its battery life. DLSS has yet to prove as convincing in RTX GPU tests on PC when they upscale from sub-720p resolutions, but Nvidia has been bullish about its upscaling ambitions. That's especially true for Nvidia with the RTX 3090's DLSS mode taking 1440p signals and ramping them all the way up to 8K resolution (as in, a 9x leap). If Switch Pro can stably upscale a 540p signal (a common pixel count for the current system's portable-mode games) to 720p via DLSS, the results may be a win-win: smoother, sharper images and a reduced burden for Switch Pro's battery. Toggling those tensor cores for DLSS isn't entirely free in terms of power and system bandwidth, but it's definitely cheaper than raw rendering. A new Nintendo Switch, on the other hand, is only the beginning of Nvidia's potential ambitions. First up, you may recall that Nvidia is barreling toward a megaton acquisition of Arm, with those negotiations beginning in September (and since then facing serious scrutiny). Currently, Arm's value comes from its IP, as opposed to owning a chip-production line; chip makers like Qualcomm, Samsung, and (formerly) Apple take Arm's reference material, which is efficient and powerful enough to be worth their while, and go from there. As my colleague Jim Salter wrote in February:
You guys all have phones, right?Nvidia's interest in Arm arguably revolves more around ditching Intel as a necessary partner in certain industries. But taking a mobile-processing lead in smoother, more battery-efficient graphics wouldn't be a bad side dish. Controlling Arm would give Nvidia a radical amount of wiggle room to institute paradigm-changing systems for things like graphics rendering in a baseline smartphone spec. And that's interesting when you look at how many people in the world, particularly in emerging markets, favor smartphones and portable devices for 3D-intensive software like video games, as opposed to consoles or home computers. (Currently, many of the world's top gaming moneymakers are all on mobile storefronts.)
Maybe Nvidia simply takes Arm's ISA to its own factories and gets to work mass-producing a line of Nvidia-branded smartphones, all with DLSS built in on the ground floor. Or maybe Nvidia makes DLSS available as an instruction set to Arm's existing partners. Either way, that's a path to ensuring that Nvidia's proprietary DLSS systems land on more smartphones, which could thus guarantee better performance and better battery life. Unreal Engine 4, which runs a ton of high-earning software on mobile storefronts, has recently added baseline support for DLSS; if an Nvidia sticker on a smartphone means longer Fortnite sessions on the go before having to recharge batteries, that's no small sales pitch. (And it'd certainly be a jolt to rival engines like Unity, which have yet to adopt DLSS as widely.) That's not Nvidia's only reason to add robust pixel upscaling to mobile hardware. What if someone wants to play higher-end games, maybe designed with ray tracing and other GPU-busting effects, on a game-streaming service like Google Stadia or Microsoft's Project xCloud... but their Internet access is spotty? What if a cloud service could pump out resolutions in the 480p-560p range and get natively upscaled somewhere closer to 1080p? And doesn't Nvidia have its own burgeoning game-streaming service, GeForce Now, which has aggressively advertised support for more regions across the world than its rivals?A 2018 gamble, finally bearing mobile fruitDLSS was one of Nvidia's big bets after its mid-2010s GPUs began soundly crushing AMD in every metric imaginable. In 2018, I wrote that Nvidia's RTX 2000 series took advantage of this lead by devoting less attention to sheer rasterization jumps. By focusing on entirely new processing cores in its GPUs, Nvidia seemed to declare that AMD wouldn't catch up in other metrics, anyway, so why not do something funky with that lead? Sure enough, AMD needed two generations to nail its sales pitch of sheer power, and depending on the software in question, AMD's Big Navi products can claim big wins. But that took long enough for developers to see and embrace Nvidia's progress on its proprietary RTX systems, and so far, the refrain in my own coverage has been: when DLSS is in the equation, Nvidia wins each showdown. Last year, AMD announced something called "FidelityFX Super Resolution," but we're still waiting to hear exactly how it works, what hardware it requires, and whether it will scale to, say, portable hardware. Should DLSS indeed launch as an upscaling method for Switch Pro, there's zero reason to believe Nvidia will stop there. Its aspirations as a player in the mobile space have been laid bare—and this Switch Pro leak could be a serious headache as Nvidia strives to complete the Arm acquisition, which already faces heavy scrutiny. Should Nvidia seal up that deal, however, prepare for much more mobile DLSS news to come. |
Apple’s Move to Block User Tracking Spawns New Digital Ad Strategies - The Wall Street Journal Posted: 26 Mar 2021 03:30 AM PDT As Apple Inc. moves ahead with long-promised plans to make it harder to target certain iPhone users with ads, advertising companies and software developers are preparing for major disruptions to the $400 billion digital advertising industry. Facebook Inc., gaming companies and ad-tech providers are weighing a variety of responses, including updated payment models, new advertising techniques and notifications for users. In China, social-media apps have tested a potential workaround that would continue tracking users' digital footprints. The changes to Apple's iPhone software—part of what the company describes as an app-tracking transparency initiative meant to protect user privacy—will let users decide whether to allow apps to track them for targeted ads. The iPhone maker first announced the plan in June and intended to roll it out in September, before delaying that timeline until 2021 to give partners more time to prepare. Many of those affected have voiced opposition to the plan for months. But with the change expected in the coming weeks, they are now preparing for it and weighing the potential impacts. SHARE YOUR THOUGHTSHow frequently do digital ads lead you to make a purchase? Join the conversation below. "Most people are resigned to the reality of this," said Eric Seufert, a strategist and consultant who has held several workshops on the matter for developers and ad tech firms. "I don't think anyone thinks that they have any sort of agency here to change things or to institute a workaround." Once the software is installed, Apple will ask users in a pop-up if they want to allow a given app to track their activity across apps and websites from other companies. If users choose to "ask app not to track," the apps will no longer be able to collect a user's advertising identifier without permission. That ad ID is widely used by digital-ad and data brokers, but many expect users to reject tracking amid concerns about privacy. Facebook cautioned investors in January that the coming changes to Apple's operating system posed a risk to its business. The social-media giant has said it would launch its own in-app, pop-up message to tell users that tracking helps personalize ads and supports businesses that rely on ads to reach consumers. The approach of dueling pop-ups might befuddle or annoy users as the changes are rolled out and implemented. Facebook Chief Executive Mark Zuckerberg, during an appearance on the Clubhouse app last week, struck a slightly more positive tone while remaining critical of Apple's change. He said the move could strengthen his company's own in-app retail channel "by making it harder for [advertisers] to basically use their data in order to find the customer that would want to use their products outside of our platforms." Alphabet Inc.'s Google has said it plans to comply with Apple's new rules. Christophe Combette, group product manager for Google Ads, cautioned in a blog post that the changes would reduce visibility into metrics showing how ads drive app installations and sales, and how advertisers value and bid on ad impressions. Google plans to expand use of a tool that infers whether an ad interaction led to online spending or subscription without identifying individual users. From the ArchiveApple and Google have one of Silicon Valley's most famous rivalries, but behind the scenes they maintain a deal worth $8 billion to $12 billion a year according to a U.S. Department of Justice lawsuit. Here's how they came to depend on each other. Photo illustration: Jaden Urbi The Wall Street Journal Interactive Edition Companies in China tested a possible workaround that would involve creating an alternate advertising identifier to track users without letting them opt out of the data collection, according to people familiar with the matter. The testing was part of an initiative developed by the state-backed China Advertising Association to create a national standard for Chinese technology companies, the people said. The identifier, called CAID, uses a technique known as "device fingerprinting" that Apple has banned. This method logs data passed between phones and apps, such as their internet protocol addresses, and uses them as clues to keep track of that user. The Financial Times earlier reported the effort. Tencent Holdings Ltd. and ByteDance Ltd. were among the companies that participated in the testing, the people said. Tencent hasn't implemented the technology, a person familiar with the initiative said. A Tencent executive told investors Wednesday that Apple's ad-tracking changes were causing uncertainty globally. Video-sharing platform TikTok, which is owned by ByteDance, doesn't intend to use CAID, said a person familiar with the matter. Apple would reject such apps that violated its rules, which have banned device fingerprinting for over a decade, a spokesman said. "We believe strongly that users should be asked for their permission before being tracked," he said. Apple's plans to enforce its new policy are likely to lead some apps to change their business models. "Some smaller apps, which used to be free until now, might switch to being paid," said Barak Witkowski, vice president of product at mobile-ad measurement company AppsFlyer. Nii Ahene, chief strategy officer at digital-ad consulting firm Tinuiti, predicted an initial pullback in advertising, especially if bought through Facebook, while advertisers gauge its effectiveness under the new rules. In time, advertisers might shift from finding new customers toward communicating with existing ones to boost loyalty, he predicted. This could be especially painful for the videogame industry, which has long used targeted ads to find the rare customer willing to spend big on in-app purchases. "They spend most of their dollars trying to find the 1% or 2% of their audience that spends $100, $200 a month," Mr. Ahene said. "It's going to be significantly diminished by the fact that you don't have a unique identifier to attract those individuals." Videogame maker Unity Software Inc., which makes money selling software to other gaming apps, said last month that it expected a $30 million hit to revenue this year, or about 3% of the year's expected sales, as advertisers adjust to Apple's changes. Julie Shumaker, Unity's senior vice president of revenue, said she believes it likely that spending would eventually rebound as advertisers target their ads based on the apps or webpages where they appear, rather than on individual consumers' behavior. Some game makers will likely be motivated to change their games in ways that better identify users who spend more money. Under the new rules, if a user downloads an app from an ad and spends money in the new game, the advertiser would be able to find out whether they make a purchase within the first day. "They will optimize their game to encourage the user to purchase in the first 24 hours, or create some other signal that gives you an idea of whether they'll be a valuable player," Ionut Ciobotaru, chief product officer at Verve Group, said. "This is important so that they'll know if they acquired real customers or not from a given ad campaign." (Dow Jones & Co., publisher of The Wall Street Journal, has a commercial agreement to supply news through Apple News.) —Yang Jie contributed to this article. Write to Patience Haggin at patience.haggin@wsj.com and Tim Higgins at Tim.Higgins@WSJ.com |
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