Collection of multimedia related APIs on Microsoft platforms
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Software Engineering Radio - The Podcast for Professional Software Developers
Elizabeth Figura, a Wine Developer at CodeWeavers, speaks with SE Radio host Jeremy Jung about the Wine compatibility layer and the Proton distribution. They discuss a wide range of details including system calls, what people run with Wine, how games are built differently, conformance and regression testing, native performance, emulating a CPU vs emulating system calls, the role of the Proton downstream distribution, improving Wine compatibility by patching the Linux kernel and other related projects, Wine's history and sustainment, the Crossover commercial distribution, porting games without source code, loading executables and linked libraries, the difference between user space and kernel space, poor Windows API documentation and use of private APIs, debugging compatibility issues, and contributing to the project. This episode is sponsored by Monday Dev
Procesadores Snapdragon X2 Elite y X2 Elite Extreme llegan con 18 núcleos, 80 TOPS de IA y promesa de gran eficiencia Por Félix Riaño @LocutorCo Qualcomm presentó en el Snapdragon Summit 2025, celebrado en Hawái, sus nuevos procesadores para computadoras portátiles: Snapdragon X2 Elite y Snapdragon X2 Elite Extreme. Estos nombres marcan la segunda generación de la apuesta de Qualcomm para llevar su experiencia en chips de teléfonos móviles al mundo de las laptops. En la presentación, Qualcomm explicó que estos procesadores están pensados para competir directamente con Intel, AMD y Apple, tres de los gigantes que han dominado durante años la industria de los computadores. La diferencia es que ahora se habla de integrar más potencia de cálculo, un consumo de energía mucho más eficiente y capacidades de inteligencia artificial nunca vistas en esta categoría.La propuesta de Qualcomm suena sencilla: laptops con Windows que sean rápidas y confiables, que respondan bien al abrir programas de ofimática o al editar fotos y videos, y que puedan manejar videojuegos modernos con gráficos fluidos. Todo esto con la ventaja de que la batería pueda durar jornadas completas, incluso varios días en uso moderado. Qualcomm quiere que Windows sobre arquitectura ARM —un tipo de procesador muy usado en móviles— se perciba tan natural y poderoso como lo es hoy Apple Silicon en los MacBooks. ¿Y qué significa exactamente todo este mar de siglas técnicas? Snapdragon es la marca de procesadores de Qualcomm, usada en móviles y ahora en computadores. El nombre X2 Elitemarca la segunda generación de la línea X, que debutó en 2023 con el Snapdragon X Elite. La variante X2 Elite Extremees la más poderosa, con mayor velocidad y eficiencia.La CPU Oryon es el diseño propio de Qualcomm basado en arquitectura ARM. ARM es la sigla de Advanced RISC Machines, un tipo de arquitectura de procesadores conocida por ser eficiente en consumo de energía. Este salto de Qualcomm incluye núcleos que alcanzan frecuencias de hasta 5,0 GHz (gigahercios, medida de ciclos por segundo), lo que permite más operaciones en menos tiempo.Los chips están fabricados en 3 nanómetros. Un nanómetro es una milmillonésima parte de un metro, lo que muestra la miniaturización extrema en la industria. El mercado de laptops con Windows llevaba décadas dominado por Intel y AMD. Microsoft Surface, una de las líneas más visibles de computadores con Windows, abandonó Intel en algunos modelos al adoptar Snapdragon X. Ahora Qualcomm quiere consolidar ese espacio. Pero la tarea no es fácil: Apple con su M1 en 2020 cambió la percepción de la potencia de chips ARM en computadores. Intel y AMD siguen dominando en potencia bruta y compatibilidad de software.El reto principal de Windows sobre ARM es la compatibilidad. Muchos programas diseñados para arquitecturas x86 (el estándar de Intel y AMD) aún necesitan traducción para correr en ARM. Qualcomm promete que con el X2 Elite y el X2 Elite Extreme habrá mejoras en videojuegos, productividad y hasta en aplicaciones de Adobe como Photoshop y Premiere. La promesa es “multi-day battery life”: autonomía de varios días, que en la práctica podría ser de 14 a 18 horas de trabajo continuo, según lo visto en la generación anterior. Los datos técnicos impresionan. El Snapdragon X2 Elite Extreme ofrece hasta 75 % más rendimiento que competidores al mismo consumo de energía, según Qualcomm. El NPU, o Neural Processing Unit (Unidad de Procesamiento Neural), alcanza 80 TOPS. TOPS significa Tera Operations Per Second, o un billón de operaciones por segundo, y es la métrica clave para medir potencia en inteligencia artificial. Esto abre paso a funciones como escalado de imagen en tiempo real, generación de fotogramas adicionales y asistentes locales más rápidos.El GPU, o Graphics Processing Unit (Unidad de Procesamiento Gráfico), también sube de nivel con frecuencias de hasta 1,85 GHz y soporte para DirectX 12.2 Ultimate y Vulkan 1.4, que son interfaces de programación para videojuegos modernos. Las laptops podrán conectar hasta tres pantallas en 4K a 144 Hz o en 5K a 60 Hz.La memoria admitida es LPDDR5x, que significa Low Power Double Data Rate 5x, memoria de bajo consumo con alta velocidad, con soporte de hasta 128 GB. Además, los chips incluyen caché de hasta 53 MB, clave para acelerar procesos repetitivos. En el evento, Qualcomm mostró conceptos futuristas: un PC en forma de frisbee y otro cuadrado como un posavasos que se conecta a pantallas externas. Aunque no sean productos finales, muestran cómo la miniaturización abre paso a nuevos diseños.Los primeros computadores con Snapdragon X2 Elite y Elite Extreme se esperan en la primera mitad de 2026. Fabricantes como Razer ya anunciaron compatibilidad de su software Synapse con esta arquitectura, mientras que Epic Games habilitó su sistema Anti-Cheat para que Fortnite sea jugable en laptops Snapdragon. También se integrarán herramientas como Voicemod, que con el NPU permitirá cambiar la voz en tiempo real durante partidas sin afectar el rendimiento.El anuncio de Qualcomm también es parte de una tendencia: Apple con sus chips M-series, AMD con sus Ryzen AI y ahora Qualcomm con Snapdragon X2 apuestan por integrar potencia de cómputo e inteligencia artificial en cada dispositivo. El resultado: más duración de batería, más rendimiento gráfico y PCs listos para la era de la IA. Los nuevos Snapdragon X2 Elite y Elite Extreme son la jugada fuerte de Qualcomm para laptops con Windows. Traen 18 núcleos, 80 TOPS de IA y promesas de baterías que duran días. ¿Podrán realmente enfrentar a Intel, AMD y Apple? Cuéntamelo en comentarios y escucha más en Flash Diario. Qualcomm lanza Snapdragon X2 Elite y Extreme: 18 núcleos, 80 TOPS y batería para varios días en laptops Windows ARM.
Elizabeth Figura is a Wine developer at Code Weavers. We discuss how Wine and Proton make it possible to run Windows applications on other operating systems. Related links WineHQ Proton Crossover Direct3D MoltenVK XAudio2 Mesa 3D Graphics Library Transcript You can help correct transcripts on GitHub. Intro [00:00:00] Jeremy: Today I am talking to Elizabeth Figuera. She's a wine developer at Code Weavers. And today we're gonna talk about what that is and, uh, all the work that goes into it. [00:00:09] Elizabeth: Thank you Jeremy. I'm glad to be here. What's Wine [00:00:13] Jeremy: I think the first thing we should talk about is maybe saying what Wine is because I think a lot of people aren't familiar with the project. [00:00:20] Elizabeth: So wine is a translation layer. in fact, I would say wine is a Windows emulator. That is what the name originally stood for. it re implements the entire windows. Or you say win 32 API. so that programs that make calls into the API, will then transfer that code to wine and and we allow that Windows programs to run on, things that are not windows. So Linux, Mac, os, other operating systems such as Solaris and BSD. it works not by emulating the CPU, but by re-implementing every API, basically from scratch and translating them to their equivalent or writing new code in case there is no, you know, equivalent. System Calls [00:01:06] Jeremy: I believe what you're doing is you're emulating system calls. Could you explain what those are and, and how that relates to the project? [00:01:15] Elizabeth: Yeah. so system call in general can be used, referred to a call into the operating system, to execute some functionality that's built into the operating system. often it's used in the context of talking to the kernel windows applications actually tend to talk at a much higher level, because there's so much, so much high level functionality built into Windows. When you think about, as opposed to other operating systems that we basically, we end up end implementing much higher level behavior than you would on Linux. [00:01:49] Jeremy: And can you give some examples of what some of those system calls would be and, I suppose how they may be higher level than some of the Linux ones. [00:01:57] Elizabeth: Sure. So of course you have like low level calls like interacting with a file system, you know, created file and read and write and such. you also have, uh, high level APIs who interact with a sound driver. [00:02:12] Elizabeth: There's, uh, one I was working on earlier today, called XAudio where you, actually, you know, build this bank of of sounds. It's meant to be, played in a game and then you can position them in various 3D space. And the, and the operating system in a sense will, take care of all of the math that goes into making that work. [00:02:36] Elizabeth: That's all running on your computer and. And then it'll send that audio data to the sound card once it's transformed it. So it sounds like it's coming from a certain space. a lot of other things like, you know, parsing XML is another big one. That there's a lot of things. The, there, the, the, the space is honestly huge [00:02:59] Jeremy: And yeah, I can sort of see how those might be things you might not expect to be done by the operating system. Like you gave the example of 3D audio and XML parsing and I think XML parsing in, in particular, you would've thought that that would be something that would be handled by the, the standard library of whatever language the person was writing their application as. [00:03:22] Jeremy: So that's interesting that it's built into the os. [00:03:25] Elizabeth: Yeah. Well, and languages like, see it's not, it isn't even part of the standard library. It's higher level than that. It's, you have specific libraries that are widespread but not. Codified in a standard, but in Windows you, in Windows, they are part of the operating system. And in fact, there's several different, XML parsers in the operating system. Microsoft likes to deprecate old APIs and make new ones that do the same thing very often. [00:03:53] Jeremy: And something I've heard about Windows is that they're typically very reluctant to break backwards compatibility. So you say they're deprecated, but do they typically keep all of them still in there? [00:04:04] Elizabeth: It all still It all still works. [00:04:07] Jeremy: And that's all things that wine has to implement as well to make sure that the software works as well. [00:04:14] Jeremy: Yeah. [00:04:14] Elizabeth: Yeah. And, and we also, you know, need to make it work. we also need to implement those things to make old, programs work because there is, uh, a lot of demand, at least from, at least from people using wine for making, for getting some really old programs, working from the. Early nineties even. What people run with Wine (Productivity, build systems, servers) [00:04:36] Jeremy: And that's probably a good, thing to talk about in terms of what, what are the types of software that, that people are trying to run with wine, and what operating system are they typically using? [00:04:46] Elizabeth: Oh, in terms of software, literally all kinds, any software you can imagine that runs on Windows, people will try to run it on wine. So we're talking games, office software productivity, software accounting. people will run, build systems on wine, build their, just run, uh, build their programs using, on visual studio, running on wine. people will run wine on servers, for example, like software as a service kind of things where you don't even know that it's running on wine. really super domain specific stuff. Like I've run astronomy, software, and wine. Design, computer assisted design, even hardware drivers can sometimes work unwind. There's a bit of a gray area. How games are different [00:05:29] Jeremy: Yeah, it's um, I think from. Maybe the general public, or at least from what I've seen, I think a lot of people's exposure to it is for playing games. is there something different about games versus all those other types of, productivity software and office software that, that makes supporting those different. [00:05:53] Elizabeth: Um, there's some things about it that are different. Games of course have gotten a lot of publicity lately because there's been a huge push, largely from valve, but also some other companies to get. A lot of huge, wide range of games working well under wine. And that's really panned out in the, in a way, I think, I think we've largely succeeded. [00:06:13] Elizabeth: We've made huge strides in the past several years. 5, 5, 10 years, I think. so when you talk about what makes games different, I think, one thing games tend to do is they have a very limited set of things they're working with and they often want to make things run fast, and so they're working very close to the me They're not, they're not gonna use an XML parser, for example. [00:06:44] Elizabeth: They're just gonna talk directly as, directly to the graphics driver as they can. Right. And, and probably going to do all their own sound design. You know, I did talk about that XAudio library, but a lot of games will just talk directly as, directly to the sound driver as Windows Let some, so this is a often a blessing, honestly, because it means there's less we have to implement to make them work. when you look at a lot of productivity applications, and especially, the other thing that makes some productivity applications harder is, Microsoft makes 'em, and They like to, make a library, for use in this one program like Microsoft Office and then say, well, you know, other programs might use this as well. Let's. Put it in the operating system and expose it and write an API for it and everything. And maybe some other programs use it. mostly it's just office, but it means that office relies on a lot of things from the operating system that we all have to reimplement. [00:07:44] Jeremy: Yeah, that's somewhat counterintuitive because when you think of games, you think of these really high performance things that that seem really complicated. But it sounds like from what you're saying, because they use the lower level primitives, they're actually easier in some ways to support. [00:08:01] Elizabeth: Yeah, certainly in some ways, they, yeah, they'll do things like re-implement the heap allocator because the built-in heap allocator isn't fast enough for them. That's another good example. What makes some applications hard to support (Some are hard, can't debug other people's apps) [00:08:16] Jeremy: You mentioned Microsoft's more modern, uh, office suites. I, I've noticed there's certain applications that, that aren't supported. Like, for example, I think the modern Adobe Creative Suite. What's the difference with software like that and does that also apply to the modern office suite, or is, or is that actually supported? [00:08:39] Elizabeth: Well, in one case you have, things like Microsoft using their own APIs that I mentioned with Adobe. That applies less, I suppose, but I think to some degree, I think to some degree the answer is that some applications are just hard and there's, and, and there's no way around it. And, and we can only spend so much time on a hard application. I. Debugging things. Debugging things can get very hard with wine. Let's, let me like explain that for a minute because, Because normally when you think about debugging an application, you say, oh, I'm gonna open up my debugger, pop it in, uh, break at this point, see what like all the variables are, or they're not what I expect. Or maybe wait for it to crash and then get a back trace and see where it crashed. And why you can't do that with wine, because you don't have the application, you don't have the symbols, you don't have your debugging symbols. You don't know anything about the code you're running unless you take the time to disassemble and decompile and read through it. And that's difficult every time. It's not only difficult, every time I've, I've looked at a program and been like, I really need to just. I'm gonna just try and figure out what the program is doing. [00:10:00] Elizabeth: It takes so much time and it is never worth it. And sometimes you have to, sometimes you have no other choice, but usually you end up, you ask to rely on seeing what calls it makes into the operating system and trying to guess which one of those is going wrong. Now, sometimes you'll get lucky and it'll crash in wine code, or sometimes it'll make a call into, a function that we don't implement yet, and we know, oh, we need to implement that function. But sometimes it does something, more obscure and we have to figure out, well, like all of these millions of calls it made, which one of them is, which one of them are we implementing incorrectly? So it's returning the wrong result or not doing something that it should. And, then you add onto that the. You know, all these sort of harder to debug things like memory errors that we could make. And it's, it can be very difficult and so sometimes some applications just suffer from those hard bugs. and sometimes it's also just a matter of not enough demand for something for us to spend a lot of time on it. [00:11:11] Elizabeth: Right. [00:11:14] Jeremy: Yeah, I can see how that would be really challenging because you're, like you were saying, you don't have the symbols, so you don't have the source code, so you don't know what any of this software you're supporting, how it was actually written. And you were saying that I. A lot of times, you know, there may be some behavior that's wrong or a crash, but it's not because wine crashed or there was an error in wine. [00:11:42] Jeremy: so you just know the system calls it made, but you don't know which of the system calls didn't behave the way that the application expected. [00:11:50] Elizabeth: Exactly. Test suite (Half the code is tests) [00:11:52] Jeremy: I can see how that would be really challenging. and wine runs so many different applications. I'm, I'm kind of curious how do you even track what's working and what's not as you, you change wine because if you support thousands or tens thousands of applications, you know, how do you know when you've got a, a regression or not? [00:12:15] Elizabeth: So, it's a great question. Um, probably over half of wine by like source code volume. I actually actually check what it is, but I think it's, i, I, I think it's probably over half is what we call is tests. And these tests serve two purposes. The one purpose is a regression test. And the other purpose is they're conformance tests that test, that test how, uh, an API behaves on windows and validates that we are behaving the same way. So we write all these tests, we run them on windows and you know, write the tests to check what the windows returns, and then we run 'em on wine and make sure that that matches. and we have just such a huge body of tests to make sure that, you know, we're not breaking anything. And that every, every, all the code that we, that we get into wine that looks like, wow, it's doing that really well. Nope, that's what Windows does. The test says so. So pretty much any code that we, any new code that we get, it has to have tests to validate, to, to demonstrate that it's doing the right thing. [00:13:31] Jeremy: And so rather than testing against a specific application, seeing if it works, you're making a call to a Windows system call, seeing how it responds, and then making the same call within wine and just making sure they match. [00:13:48] Elizabeth: Yes, exactly. And that is obviously, or that is a lot more, automatable, right? Because otherwise you have to manually, you know, there's all, these are all graphical applications. [00:14:02] Elizabeth: You'd have to manually do the things and make sure they work. Um, but if you write automateable tests, you can just run them all and the machine will complain at you if it fails it continuous integration. How compatibility problems appear to users [00:14:13] Jeremy: And because there's all these potential compatibility issues where maybe a certain call doesn't behave the way an application expects. What, what are the types of what that shows when someone's using software? I mean, I, I think you mentioned crashes, but I imagine there could be all sorts of other types of behavior. [00:14:37] Elizabeth: Yes, very much so. basically anything, anything you can imagine again is, is what will happen. You can have, crashes are the easy ones because you know when and where it crashed and you can work backwards from there. but you can also get, it can, it could hang, it could not render, right? Like maybe render a black screen. for, you know, for games you could very frequently have, graphical glitches where maybe some objects won't render right? Or the entire screen will be read. Who knows? in a very bad case, you could even bring down your system and we usually say that's not wine's fault. That's the graphics library's fault. 'cause they're not supposed to do that, uh, no matter what we do. But, you know, sometimes we have to work around that anyway. but yeah, there's, there's been some very strange and idiosyncratic bugs out there too. [00:15:33] Jeremy: Yeah. And like you mentioned that uh, there's so many different things that could have gone wrong that imagine's very difficult to find. Yeah. And when software runs through wine, I think, Performance is comparable to native [00:15:49] Jeremy: A lot of our listeners will probably be familiar with running things in a virtual machine, and they know that there's a big performance impact from doing that. [00:15:57] Jeremy: How does the performance of applications compare to running natively on the original Windows OS versus virtual machines? [00:16:08] Elizabeth: So. In theory. and I, I haven't actually done this recently, so I can't speak too much to that, but in theory, the idea is it's a lot faster. so there, there, is a bit of a joke acronym to wine. wine is not an emulator, even though I started out by saying wine is an emulator, and it was originally called a Windows emulator. but what this basically means is wine is not a CPU emulator. It doesn't, when you think about emulators in a general sense, they're often, they're often emulators for specific CPUs, often older ones like, you know, the Commodore emulator or an Amiga emulator. but in this case, you have software that's written for an x86 CPU. And it's running on an x86 CPU by giving it the same instructions that it's giving on windows. It's just that when it says, now call this Windows function, it calls us instead. So that all should perform exactly the same. The only performance difference at that point is that all should perform exactly the same as opposed to a, virtual machine where you have to interpret the instructions and maybe translate them to a different instruction set. The only performance difference is going to be, in the functions that we are implementing themselves and we try to, we try to implement them to perform. As well, or almost as well as windows. There's always going to be a bit of a theoretical gap because we have to translate from say, one API to another, but we try to make that as little as possible. And in some cases, the operating system we're running on is, is just better than Windows and the libraries we're using are better than Windows. [00:18:01] Elizabeth: And so our games will run faster, for example. sometimes we can, sometimes we can, do a better job than Windows at implementing something that's, that's under our purview. there there are some games that do actually run a little bit faster in wine than they do on Windows. [00:18:22] Jeremy: Yeah, that, that reminds me of how there's these uh, gaming handhelds out now, and some of the same ones, they have a, they either let you install Linux or install windows, or they just come with a pre-installed, and I believe what I've read is that oftentimes running the same game on both operating systems, running the same game on Linux, the battery life is better and sometimes even the performance is better with these handhelds. [00:18:53] Jeremy: So it's, it's really interesting that that can even be the case. [00:18:57] Elizabeth: Yeah, it's really a testament to the huge amount of work that's gone into that, both on the wine side and on the, side of the graphics team and the colonel team. And, and of course, you know, the years of, the years of, work that's gone into Linux, even before these gaming handhelds were, were even under consideration. Proton and Valve Software's role [00:19:21] Jeremy: And something. So for people who are familiar with the handhelds, like the steam deck, they may have heard of proton. Uh, I wonder if you can explain what proton is and how it relates to wine. [00:19:37] Elizabeth: Yeah. So, proton is basically, how do I describe this? So, proton is a sort of a fork, uh, although we try to avoid the term fork. It's a, we say it's a downstream distribution because we contribute back up to wine. so it is a, it is, it is a alternate distribution fork of wine. And it's also some code that basically glues wine into, an embedding application originally intended for steam, and developed for valve. it has also been used in, others, but it has also been used in other software. it, so where proton differs from wine besides the glue part is it has some, it has some extra hacks in it for bugs that are hard to fix and easy to hack around as some quick hacks for, making games work now that are like in the process of going upstream to wine and getting their code quality improved and going through review. [00:20:54] Elizabeth: But we want the game to work now, when we distribute it. So that'll, that'll go into proton immediately. And then once we have, once the patch makes it upstream, we replace it with the version of the patch from upstream. there's other things to make it interact nicely with steam and so on. And yeah, I think, yeah, I think that's, I got it. [00:21:19] Jeremy: Yeah. And I think for people who aren't familiar, steam is like this, um, I, I don't even know what you call it, like a gaming store and a [00:21:29] Elizabeth: store game distribution service. it's got a huge variety of games on it, and you just publish. And, and it's a great way for publishers to interact with their, you know, with a wider gaming community, uh, after it, just after paying a cut to valve of their profits, they can reach a lot of people that way. And because all these games are on team and, valve wants them to work well on, on their handheld, they contracted us to basically take their entire catalog, which is huge, enormous. And trying and just step by step. Fix every game and make them all work. [00:22:10] Jeremy: So, um, and I guess for people who aren't familiar Valve, uh, softwares the company that runs steam, and so it sounds like they've asked, uh, your company to, to help improve the compatibility of their catalog. [00:22:24] Elizabeth: Yes. valve contracted us and, and again, when you're talking about wine using lower level libraries, they've also contracted a lot of other people outside of wine. Basically, the entire stack has had a tremendous, tremendous investment by valve software to make gaming on Linux work. Well. The entire stack receives changes to improve Wine compatibility [00:22:48] Jeremy: And when you refer to the entire stack, like what are some, some of those pieces, at least at a high level. [00:22:54] Elizabeth: I, I would, let's see, let me think. There is the wine project, the. Mesa Graphics Libraries. that's a, that's another, you know, uh, open source, software project that existed, has existed for a long time. But Valve has put a lot of, uh, funding and effort into it, the Linux kernel in various different ways. [00:23:17] Elizabeth: the, the desktop, uh, environment and Window Manager for, um, are also things they've invested in. [00:23:26] Jeremy: yeah. Everything that the game needs, on any level and, and that the, and that the operating system of the handheld device needs. Wine's history [00:23:37] Jeremy: And wine's been going on for quite a while. I think it's over a decade, right? [00:23:44] Elizabeth: I believe. Oh, more than, oh, far more than a decade. I believe it started in 1990, I wanna say about 1995, mid nineties. I'm, I probably have that date wrong. I believe Wine started about the mid nineties. [00:24:00] Jeremy: Mm. [00:24:00] Elizabeth: it's going on for three decades at this rate. [00:24:03] Jeremy: Wow. Okay. [00:24:06] Jeremy: And so all this time, how has the, the project sort of sustained itself? Like who's been involved and how has it been able to keep going this long? [00:24:18] Elizabeth: Uh, I think as is the case with a lot of free software, it just, it just keeps trudging along. There's been. There's been times where there's a lot of interest in wine. There's been times where there's less, and we are fortunate to be in a time where there's a lot of interest in it. we've had the same maintainer for almost this entire, almost this entire existence. Uh, Alexander Julliard, there was one person starting who started, maintained it before him and, uh, left it maintainer ship to him after a year or two. Uh, Bob Amstat. And there has been a few, there's been a few developers who have been around for a very long time. a lot of developers who have been around for a decent amount of time, but not for the entire duration. And then a very, very large number of people who come and submit a one-off fix for their individual application that they want to make work. [00:25:19] Jeremy: How does crossover relate to the wine project? Like, it sounds like you had mentioned Valve software hired you for subcontract work, but crossover itself has been around for quite a while. So how, how has that been connected to the wine project? [00:25:37] Elizabeth: So I work for, so the, so the company I work for is Code Weavers and, crossover is our flagship software. so Code Weavers is a couple different things. We have a sort of a porting service where companies will come to us and say, can we port my application usually to Mac? And then we also have a retail service where Where we basically have our own, similar to Proton, but you know, older, but the same idea where we will add some hacks into it for very difficult to solve bugs and we have a, a nice graphical interface. And then, the other thing that we're selling with crossover is support. So if you, you know, try to run a certain application and you buy crossover, you can submit a ticket saying this doesn't work and we now have a financial incentive to fix it. You know, we'll try to, we'll try to fix your, we'll spend company resources to fix your bug, right? So that's been so, so code we v has been around since 1996 and crossover, I don't know the date, but it's crossover has been around for probably about two decades, if I'm not mistaken. [00:27:01] Jeremy: And when you mention helping companies port their software to, for example, MacOS. [00:27:07] Jeremy: Is the approach that you would port it natively to MacOS APIs or is it that you would help them get it running using wine on MacOS? [00:27:21] Elizabeth: Right. That's, so that's basically what makes us so unique among porting companies is that instead of rewriting their software, we just, we just basically stick it inside of crossover and, uh, and, and make it run. [00:27:36] Elizabeth: And the idea has always been, you know, the more we implement, the more we get correct, the, the more applications will, you know, work. And sometimes it works out that way. Sometimes not really so much. And there's always work we have to do to get any given application to work, but. Yeah, so it's, it's very unusual because we don't ask companies for any of their code. We don't need it. We just fix the windows API [00:28:07] Jeremy: And, and so in that case, the ports would be let's say someone sells a MacOS version of their software. They would bundle crossover, uh, with their software. [00:28:18] Elizabeth: Right? And usually when you do this, it doesn't look like there's crossover there. Like it just looks like this software is native, but there is soft, there is crossover under the hood. Loading executables and linked libraries [00:28:32] Jeremy: And so earlier we were talking about how you're basically intercepting the system calls that these binaries are making, whether that's the executable or the, the DLLs from Windows. Um, but I think probably a lot of our listeners are not really sure how that's done. Like they, they may have built software, but they don't know, how do I basically hijack, the system calls that this application is making. [00:29:01] Jeremy: So maybe you could talk a little bit about how that works. [00:29:04] Elizabeth: So there, so there's a couple steps to go into it. when you think about a program that's say, that's a big, a big file that's got all the machine code in it, and then it's got stuff at the beginning saying, here's how the program works and here's where in the file the processor should start running. that's, that's your EXE file. And then in your DLL files are libraries that contain shared code and you have like a similar sort of file. It says, here's the entry point. That runs this function, this, you know, this pars XML function or whatever have you. [00:29:42] Elizabeth: And here's this entry point that has the generate XML function and so on and so forth. And, and, then the operating system will basically take the EXE file and see all the bits in it. Say I want to call the pars XML function. It'll load that DLL and hook it up. So it, so the processor ends up just seeing jump directly to this pars XML function and then run that and then return and so on. [00:30:14] Elizabeth: And so what wine does, is it part of wine? That's part of wine is a library, is that, you know, the implementing that parse XML and read XML function, but part of it is the loader, which is the part of the operating system that hooks everything together. And when we load, we. Redirect to our libraries. We don't have Windows libraries. [00:30:38] Elizabeth: We like, we redirect to ours and then we run our code. And then when you jump back to the program and yeah. [00:30:48] Jeremy: So it's the, the loader that's a part of wine. That's actually, I'm not sure if running the executable is the right term. [00:30:58] Elizabeth: no, I think that's, I think that's a good term. It's, it's, it's, it starts in a loader and then we say, okay, now run the, run the machine code and it's executable and then it runs and it jumps between our libraries and back and so on. [00:31:14] Jeremy: And like you were saying before, often times when it's trying to make a system call, it ends up being handled by a function that you've written in wine. And then that in turn will call the, the Linux system calls or the MacOS system calls to try and accomplish the, the same result. [00:31:36] Elizabeth: Right, exactly. [00:31:40] Jeremy: And something that I think maybe not everyone is familiar with is there's this concept of user space versus kernel space. you explain what the difference is? [00:31:51] Elizabeth: So the way I would explain, the way I would describe a kernel is it's the part of the operating system that can do anything, right? So any program, any code that runs on your computer is talking to the processor, and the processor has to be able to do anything the computer can do. [00:32:10] Elizabeth: It has to be able to talk to the hardware, it has to set up the memory space. That, so actually a very complicated task has to be able to switch to another task. and, and, and, and basically talk to another program and. You have to have something there that can do everything, but you don't want any program to be able to do everything. Um, not since the, not since the nineties. It's about when we realized that we can't do that. so the kernel is a part that can do everything. And when you need to do something that requires those, those permissions that you can't give everyone, you have to talk to the colonel and ask it, Hey, can you do this for me please? And in a very restricted way where it's only the safe things you can do. And a degree, it's also like a library, right? It's the kernel. The kernels have always existed, and since they've always just been the core standard library of the computer that does the, that does the things like read and write files, which are very, very complicated tasks under the hood, but look very simple because all you say is write this file. And talk to the hardware and abstract away all the difference between different drivers. So the kernel is doing all of these things. So because the kernel is a part that can do everything and because when you think about the kernel, it is basically one program that is always running on your computer, but it's only one program. So when a user calls the kernel, you are switching from one program to another and you're doing a lot of complicated things as part of this. You're switching to the higher privilege level where you can do anything and you're switching the state from one program to another. And so it's a it. So this is what we mean when we talk about user space, where you're running like a normal program and kernel space where you've suddenly switched into the kernel. [00:34:19] Elizabeth: Now you're executing with increased privileges in a different. idea of the process space and increased responsibility and so on. [00:34:30] Jeremy: And, and so do most applications. When you were talking about the system calls for handling 3D audio or parsing XML. Are those considered, are those system calls considered part of user space and then those things call the kernel space on your behalf, or how, how would you describe that? [00:34:50] Elizabeth: So most, so when you look at Windows, most of most of the Windows library, the vast, vast majority of it is all user space. most of these libraries that we implement never leave user space. They never need to call into the kernel. there's the, there only the core low level stuff. Things like, we need to read a file, that's a kernel call. when you need to sleep and wait for some seconds, that's a kernel. Need to talk to a different process. Things that interact with different processes in general. not just allocate memory, but allocate a page of memory, like a, from the memory manager and then that gets sub allocated by the heap allocator. so things like that. [00:35:31] Jeremy: Yeah, so if I was writing an application and I needed to open a file, for example, does, does that mean that I would have to communicate with the kernel to, to read that file? [00:35:43] Elizabeth: Right, exactly. [00:35:46] Jeremy: And so most applications, it sounds like it's gonna be a mixture. You're gonna have a lot of things that call user space calls. And then a few, you mentioned more low level ones that are gonna require you to communicate with the kernel. [00:36:00] Elizabeth: Yeah, basically. And it's worth noting that in, in all operating systems, you're, you're almost always gonna be calling a user space library. That might just be a thin wrapper over the kernel call. It might, it's gonna do like just a little bit of work in end call the kernel. [00:36:19] Jeremy: [00:36:19] Elizabeth: In fact, in Windows, that's the only way to do it. Uh, in many other operating systems, you can actually say, you can actually tell the processor to make the kernel call. There is a special instruction that does this and just, and it'll go directly to the kernel, and there's a defined interface for this. But in Windows, that interface is not defined. It's not stable. Or backwards compatible like the rest of Windows is. So even if you wanted to use it, you couldn't. and you basically have to call into the high level libraries or low level libraries, as it were, that, that tell you that create a file. And those don't do a lot. [00:37:00] Elizabeth: They just kind of tweak their parameters a little and then pass them right down to the kernel. [00:37:07] Jeremy: And so wine, it sounds like it needs to implement both the user space calls of windows, but then also the, the kernel, calls as well. But, but wine itself does that, is that only in Linux user space or MacOS user space? [00:37:27] Elizabeth: Yes. This is a very tricky thing. but all of wine, basically all of what is wine runs in, in user space and we use. Kernel calls that are already there to talk to the colonel, to talk to the host Colonel. You have to, and you, you get, you get, you get the sort of second nature of thinking about the Windows, user space and kernel. [00:37:50] Elizabeth: And then there's a host user space and Kernel and wine is running all in user, in the user, in the host user space, but it's emulating the Windows kernel. In fact, one of the weirdest, trickiest parts is I mentioned that you can run some drivers in wine. And those drivers actually, they actually are, they think they're running in the Windows kernel. which in a sense works the same way. It has libraries that it can load, and those drivers are basically libraries and they're making, kernel calls and they're, they're making calls into the kernel library that does some very, very low level tasks that. You're normally only supposed to be able to do in a kernel. And, you know, because the kernel requires some privileges, we kind of pretend we have them. And in many cases, you're even the drivers are using abstractions. We can just implement those abstractions kind of over the slightly higher level abstractions that exist in user space. [00:39:00] Jeremy: Yeah, I hadn't even considered the being able to use hardware devices, but I, I suppose if in, in the end, if you're reproducing the kernel, then whether you're running software or you're talking to a hardware device, as long as you implement the calls correctly, then I, I suppose it works. [00:39:18] Elizabeth: Cause you're, you're talking about device, like maybe it's some kind of USB device that has drivers for Windows, but it doesn't for, for Linux. [00:39:28] Elizabeth: no, that's exactly, that's a, that's kind of the, the example I've used. Uh, I think there is, I think I. My, one of my best success stories was, uh, drivers for a graphing calculator. [00:39:41] Jeremy: Oh, wow. [00:39:42] Elizabeth: That connected via USB and I basically just plugged the windows drivers into wine and, and ran it. And I had to implement a lot of things, but it worked. But for example, something like a graphics driver is not something you could implement in wine because you need the graphics driver on the host. We can't talk to the graphics driver while the host is already doing so. [00:40:05] Jeremy: I see. Yeah. And in that case it probably doesn't make sense to do so [00:40:11] Elizabeth: Right? [00:40:12] Elizabeth: Right. It doesn't because, the transition from user into kernel is complicated. You need the graphics driver to be in the kernel and the real kernel. Having it in wine would be a bad idea. Yeah. [00:40:25] Jeremy: I, I think there's, there's enough APIs you have to try and reproduce that. I, I think, uh, doing, doing something where, [00:40:32] Elizabeth: very difficult [00:40:33] Jeremy: right. Poor system call documentation and private APIs [00:40:35] Jeremy: There's so many different, calls both in user space and in kernel space. I imagine the, the user space ones Microsoft must document to some extent, but, oh. Is that, is that a [00:40:51] Elizabeth: well, sometimes, [00:40:54] Jeremy: Sometimes. Okay. [00:40:55] Elizabeth: I think it's actually better now than it used to be. But some, here's where things get fun, because sometimes there will be, you know, regular documented calls. Sometimes those calls are documented, but the documentation isn't very good. Sometimes programs will just sort of look inside Microsoft's DLLs and use calls that they aren't supposed to be using. Sometimes they use calls that they are supposed to be using, but the documentation has disappeared. just because it's that old of an API and Microsoft hasn't kept it around. sometimes some, sometimes Microsoft, Microsoft own software uses, APIs that were never documented because they never wanted anyone else using them, but they still ship them with the operating system. there was actually a kind of a lawsuit about this because it is an antitrust lawsuit, because by shipping things that only they could use, they were kind of creating a trust. and that got some things documented. At least in theory, they kind of haven't stopped doing it, though. [00:42:08] Jeremy: Oh, so even today they're, they're, I guess they would call those private, private APIs, I suppose. [00:42:14] Elizabeth: I suppose. Uh, yeah, you could say private APIs. but if we want to get, you know, newer versions of Microsoft Office running, we still have to figure out what they're doing and implement them. [00:42:25] Jeremy: And given that they're either, like you were saying, the documentation is kind of all over the place. If you don't know how it's supposed to behave, how do you even approach implementing them? [00:42:38] Elizabeth: and that's what the conformance tests are for. And I, yeah, I mentioned earlier we have this huge body of conformance tests that double is regression tests. if we see an API, we don't know what to do with or an API, we do know, we, we think we know what to do with because the documentation can just be wrong and often has been. Then we write tests to figure out what it's supposed to behave. We kind of guess until we, and, and we write tests and we pass some things in and see what comes out and see what. The see what the operating system does until we figure out, oh, so this is what it's supposed to do and these are the exact parameters in, and, and then we, and, and then we implement it according to those tests. [00:43:24] Jeremy: Is there any distinction in approach for when you're trying to implement something that's at the user level versus the kernel level? [00:43:33] Elizabeth: No, not really. And like I, and like I mentioned earlier, like, well, I mean, a kernel call is just like a library call. It's just done in a slightly different way, but it's still got, you know, parameters in, it's still got a set of parameters. They're just encoded differently. And, and again, like the, the way kernel calls are done is on a level just above the kernel where you have a library, that just passes things through. Almost verbatim to the kernel and we implement that library instead. [00:44:10] Jeremy: And, and you've been working on i, I think, wine for over, over six years now. [00:44:18] Elizabeth: That sounds about right. Debugging and having broad knowledge of Wine [00:44:20] Jeremy: What does, uh, your, your day to day look like? What parts of the project do you, do you work on? [00:44:27] Elizabeth: It really varies from day to day. and I, I, a lot of people, a lot of, some people will work on the same parts of wine for years. Uh, some people will switch around and work on all sorts of different things. [00:44:42] Elizabeth: And I'm, I definitely belong to that second group. Like if you name an area of wine, I have almost certainly contributed a patch or two to it. there's some areas I work on more than others, like, 3D graphics, multimedia, a, I had, I worked on a compiler that exists, uh, socket. So networking communication is another thing I work a lot on. day to day, I kind of just get, I, I I kind of just get a bug for some program or another. and I take it and I debug it and figure out why the program's broken and then I fix it. And there's so much variety in that. because a bug can take so many different forms like I described, and, and, and the, and then the fix can be simple or complicated or, and it can be in really anywhere to a degree. [00:45:40] Elizabeth: being able to work on any part of wine is sometimes almost a necessity because if a program is just broken, you don't know why. It could be anything. It could be any sort of API. And sometimes you can hand the API to somebody who's got a lot of experience in that, but sometimes you just do whatever. You just fix whatever's broken and you get an experience that way. [00:46:06] Jeremy: Yeah, I mean, I was gonna ask about the specialized skills to, to work on wine, but it sounds like maybe in your case it's all of them. [00:46:15] Elizabeth: It's, there's a bit of that. it's a wine. We, the skills to work on wine are very, it's a very unique set of skills because, and it largely comes down to debugging because you can't use the tools you normally use debug. [00:46:30] Elizabeth: You have to, you have to be creative and think about it different ways. Sometimes you have to be very creative. and programs will try their hardest to avoid being debugged because they don't want anyone breaking their copy protection, for example, or or hacking, or, you know, hacking in sheets. They want to be, they want, they don't want anyone hacking them like that. [00:46:54] Elizabeth: And we have to do it anyway for good and legitimate purposes. We would argue to make them work better on more operating systems. And so we have to fight that every step of the way. [00:47:07] Jeremy: Yeah, it seems like it's a combination of. F being able, like you, you were saying, being able to, to debug. and you're debugging not necessarily your own code, but you're debugging this like behavior of, [00:47:25] Jeremy: And then based on that behavior, you have to figure out, okay, where in all these different systems within wine could this part be not working? [00:47:35] Jeremy: And I, I suppose you probably build up some kind of, mental map in your head of when you get a, a type of bug or a type of crash, you oh, maybe it's this, maybe it's here, or something [00:47:47] Elizabeth: Yeah. That, yeah, there is a lot of that. there's, you notice some patterns, you know, after experience helps, but because any bug could be new, sometimes experience doesn't help and you just, you just kind of have to start from scratch. Finding a bug related to XAudio [00:48:08] Jeremy: At sort of a high level, can you give an example of where you got a specific bug report and then where you had to look to eventually find which parts of the the system were the issue? [00:48:21] Elizabeth: one, one I think good example, that I've done recently. so I mentioned this, this XAudio library that does 3D audio. And if you say you come across a bug, I'm gonna be a little bit generics here and say you come across a bug where some audio isn't playing right, maybe there's, silence where there should be the audio. So you kind of, you look in and see, well, where's that getting lost? So you can basically look in the input calls and say, here's the buffer it's submitting that's got all the audio data in it. And you look at the output, you look at where you think the output should be, like, that library will internally call a different library, which programs can interact with directly. [00:49:03] Elizabeth: And this our high level library interacts with that is the, give this sound to the audio driver, right? So you've got XAudio on top of, um. mdev, API, which is the other library that gives audio to the driver. And you see, well, the ba the buffer is that XAudio is passing into MM Dev, dev API. They're empty, there's nothing in them. So you have to kind of work through the XAudio library to see where is, where's that sound getting lost? Or maybe, or maybe that's not getting lost. Maybe it's coming through all garbled. And I've had to look at the buffer and see why is it garbled. I'll open up it up in Audacity and look at the weight shape of the wave and say, huh, that shape of the wave looks like it's, it looks like we're putting silence every 10 nanoseconds or something, or, or reversing something or interpreting it wrong. things like that. Um, there's a lot of, you'll do a lot of, putting in print fs basically all throughout wine to see where does the state change. Where was, where is it? Where is it? Right? And then where do things start going wrong? [00:50:14] Jeremy: Yeah. And in the audio example, because they're making a call to your XAudio implementation, you can see that Okay, the, the buffer, the audio that's coming in. That part is good. It, it's just that later on when it sends it to what's gonna actually have it be played by the, the hardware, that's when missing. So, [00:50:37] Elizabeth: We did something wrong in a library that destroyed the buffer. And I think on a very, high level a lot of debugging, wine is about finding where things are good and finding where things are bad, and then narrowing that down until we find the one spot where things go wrong. There's a lot of processes that go like that. [00:50:57] Jeremy: like you were saying, the more you see these problems, hopefully the, the easier it gets to, to narrow down where, [00:51:04] Elizabeth: Often. Yeah. Especially if you keep debugging things in the same area. How much code is OS specific?c [00:51:09] Jeremy: And wine supports more than one operating system. I, I saw there was Linux, MacOS I think free BSD. How much of the code is operating system specific versus how much can just be shared across all of them? [00:51:27] Elizabeth: Not that much is operating system specific actually. so when you think about the volume of wine, the, the, the, vast majority of it is the high level code that doesn't need to interact with the operating system on a low level. Right? Because Windows keeps putting, because Microsoft keeps putting lots and lots of different libraries in their operating system. And a lot of these are high level libraries. and even when we do interact with the operating system, we're, we're using cross-platform libraries or we're using, we're using ics. The, uh, so all these operating systems that we are implementing are con, basically conformed to the posix standard. which is basically like Unix, they're all Unix based. Psic is a Unix based standard. Microsoft is, you know, the big exception that never did implement that. And, and so we have to translate its APIs to Unix, APIs. now that said, there is a lot of very operating system, specific code. Apple makes things difficult by try, by diverging almost wherever they can. And so we have a lot of Apple specific code in there. [00:52:46] Jeremy: another example I can think of is, I believe MacOS doesn't support, Vulkan [00:52:53] Elizabeth: yes. Yeah.Yeah, That's a, yeah, that's a great example of Mac not wanting to use, uh, generic libraries that work on every other operating system. and in some cases we, we look at it and are like, alright, we'll implement a wrapper for that too, on top of Yuri, on top of your, uh, operating system. We've done it for Windows, we can do it for Vulkan. and that's, and then you get the Molten VK project. Uh, and to be clear, we didn't invent molten vk. It was around before us. We have contributed a lot to it. Direct3d, Vulkan, and MoltenVK [00:53:28] Jeremy: Yeah, I think maybe just at a high level might be good to explain the relationship between Direct 3D or Direct X and Vulcan and um, yeah. Yeah. Maybe if you could go into that. [00:53:42] Elizabeth: so Direct 3D is Microsoft's 3D API. the 3D APIs, you know, are, are basically a way to, they're way to firstly abstract out the differences between different graphics, graphics cards, which, you know, look very different on a hardware level. [00:54:03] Elizabeth: Especially. They, they used to look very different and they still do look very different. and secondly, a way to deal with them at a high level because actually talking to the graphics card on a low level is very, very complicated. Even talking to it on a high level is complicated, but it gets, it can get a lot worse if you've ever been a, if you've ever done any graphics, driver development. so you have a, a number of different APIs that achieve these two goals of, of, abstraction and, and of, of, of building a common abstraction and of building a, a high level abstraction. so OpenGL is the broadly the free, the free operating system world, the non Microsoft's world's choice, back in the day. [00:54:53] Elizabeth: And then direct 3D was Microsoft's API and they've and Direct 3D. And both of these have evolved over time and come up with new versions and such. And when any, API exists for too long. It gains a lot of croft and needs to be replaced. And eventually, eventually the people who developed OpenGL decided we need to start over, get rid of the Croft to make it cleaner and make it lower level. [00:55:28] Elizabeth: Because to get in a maximum performance games really want low level access. And so they made Vulcan, Microsoft kind of did the same thing, but they still call it Direct 3D. they just, it's, it's their, the newest version of Direct 3D is lower level. It's called Direct 3D 12. and, and, Mac looked at this and they decided we're gonna do the same thing too, but we're not gonna use Vulcan. [00:55:52] Elizabeth: We're gonna define our own. And they call it metal. And so when we want to translate D 3D 12 into something that another operating system understands. That's probably Vulcan. And, and on Mac, we need to translate it to metal somehow. And we decided instead of having a separate layer from D three 12 to metal, we're just gonna translate it to Vulcan and then translate the Vulcan to metal. And it also lets things written for Vulcan on Windows, which is also a thing that exists that lets them work on metal. [00:56:30] Jeremy: And having to do that translation, does that have a performance impact or is that not really felt? [00:56:38] Elizabeth: yes. It's kind of like, it's kind of like anything, when you talk about performance, like I mentioned this earlier, there's always gonna be overhead from translating from one API to another. But we try to, what we, we put in heroic efforts to. And try, try to make sure that doesn't matter, to, to make sure that stuff that needs to be fast is really as fast as it can possibly be. [00:57:06] Elizabeth: And some very clever things have been done along those lines. and, sometimes the, you know, the graphics drivers underneath are so good that it actually does run better, even despite the translation overhead. And then sometimes to make it run fast, we need to say, well, we're gonna implement a new API that behaves more like windows, so we can do less work translating it. And that's, and sometimes that goes into the graphics library and sometimes that goes into other places. Targeting Wine instead of porting applications [00:57:43] Jeremy: Yeah. Something I've found a little bit interesting about the last few years is [00:57:49] Jeremy: Developers in the past, they would generally target Windows and you might be lucky to get a Mac port or a Linux port. And I wonder, like, in your opinion now, now that a lot of developers are just targeting Windows and relying on wine or, or proton to, to run their software, is there any, I suppose, downside to doing that? [00:58:17] Jeremy: Or is it all just upside, like everyone should target Windows as this common platform? [00:58:23] Elizabeth: Yeah. It's an interesting question. I, there's some people who seem to think it's a bad thing that, that we're not getting native ports in the same sense, and then there's some people who. Who See, no, that's a perfectly valid way to do ports just right for this defacto common API it was never intended as a cross platform common API, but we've made it one. [00:58:47] Elizabeth: Right? And so why is that any worse than if it runs on a different API on on Linux or Mac and I? Yeah, I, I, I guess I tend to, I, that that argument tends to make sense to me. I don't, I don't really see, I don't personally see a lot of reason for, to, to, to say that one library is more pure than another. [00:59:12] Elizabeth: Right now, I do think Windows APIs are generally pretty bad. I, I'm, this might be, you know, just some sort of, this might just be an effect of having to work with them for a very long time and see all their flaws and have to deal with the nonsense that they do. But I think that a lot of the. Native Linux APIs are better. But if you like your Windows API better. And if you want to target Windows and that's the only way to do it, then sure why not? What's wrong with that? [00:59:51] Jeremy: Yeah, and I think the, doing it this way, targeting Windows, I mean if you look in the past, even though you had some software that would be ported to other operating systems without this compatibility layer, without people just targeting Windows, all this software that people can now run on these portable gaming handhelds or on Linux, Most of that software was never gonna be ported. So yeah, absolutely. And [01:00:21] Elizabeth: that's [01:00:22] Jeremy: having that as an option. Yeah. [01:00:24] Elizabeth: That's kind of why wine existed, because people wanted to run their software. You know, that was never gonna be ported. They just wanted, and then the community just spent a lot of effort in, you know, making all these individual programs run. Yeah. [01:00:39] Jeremy: I think it's pretty, pretty amazing too that, that now that's become this official way, I suppose, of distributing your software where you say like, Hey, I made a Windows version, but you're on your Linux machine. it's officially supported because, we have this much belief in this compatibility layer. [01:01:02] Elizabeth: it's kind of incredible to see wine having got this far. I mean, I started working on a, you know, six, seven years ago, and even then, I could never have imagined it would be like this. [01:01:16] Elizabeth: So as we, we wrap up, for the developers that are listening or, or people who are just users of wine, um, is there anything you think they should know about the project that we haven't talked about? [01:01:31] Elizabeth: I don't think there's anything I can think of. [01:01:34] Jeremy: And if people wanna learn, uh, more about the wine project or, or see what you're up to, where, where should they, where should they head? Getting support and contributing [01:01:45] Elizabeth: We don't really have any things like news, unfortunately. Um, read the release notes, uh, follow some, there's some, there's some people who, from Code Weavers who do blogs. So if you, so if you go to codeweavers.com/blog, there's some, there's, there's some codeweavers stuff, uh, some marketing stuff. But there's also some developers who will talk about bugs that they are solving and. And how it's easy and, and the experience of working on wine. [01:02:18] Jeremy: And I suppose if, if someone's. Interested in like, like let's say they have a piece of software, it's not working through wine. what's the best place for them to, to either get help or maybe even get involved with, with trying to fix it? [01:02:37] Elizabeth: yeah. Uh, so you can file a bug on, winehq.org,or, or, you know, find, there's a lot of developer resources there and you can get involved with contributing to the software. And, uh, there, there's links to our mailing list and IRC channels and, uh, and, and the GitLab, where all places you can find developers. [01:03:02] Elizabeth: We love to help you. Debug things. We love to help you fix things. We try our very best to be a welcoming community and we have got a long, we've got a lot of experience working with people who want to get their application working. So, we would love to, we'd love to have another. [01:03:24] Jeremy: Very cool. Yeah, I think wine is a really interesting project because I think for, I guess it would've been for decades, it seemed like very niche, like not many people [01:03:37] Jeremy: were aware of it. And now I think maybe in particular because of the, the Linux gaming handhelds, like the steam deck,wine is now something that a bunch of people who would've never heard about it before, and now they're aware of it. [01:03:53] Elizabeth: Absolutely. I've watched that transformation happen in real time and it's been surreal. [01:04:00] Jeremy: Very cool. Well, Elizabeth, thank you so much for, for joining me today. [01:04:05] Elizabeth: Thank you, Jeremy. I've been glad to be here.
In this episode, we highlight the newest features and enhancements in JAWS, ZoomText, and Fusion A key update across all three products is support for time-based Software Maintenance Agreements (SMAs), which let users run any version of the software released within their SMA period—offering more flexibility for perpetual license holders. For JAWS and Fusion users, a brand-new Label Manager simplifies managing custom labels for inaccessible web elements. The AI Labeler also gets smarter—suggesting and saving updated labels automatically. Spanish-speaking users benefit from MathCAT, now the default math interaction tool, offering better speech and Braille support for math content. Fusion's Live Text View now supports Navigation Quick Keys, enabling faster navigation through web pages, documents, PDFs, and emails. ZoomText and Fusion users can also try out DirectX 11 support through the Early Adopter Program, bringing improved performance, better multi-monitor support, and reduced resource usage. For ZoomText users specifically, this release brings improved compatibility with Google Docs, more accurate behavior in Outlook, and smoother cursor tracking in web and document environments. Additional updates improve AppReader, Reading Zones, and magnification stability. We also cover wide-ranging fixes and enhancements across Google Suite, Office apps, Braille displays, Visual Studio Code, and more. Whether you're a screen reader user, a magnification user, or both—this update delivers meaningful performance improvements and accessibility enhancements across the board.
In this episode, Conor and Bryce chat with Jared Hoberock about the NVIDIA Thrust Parallel Algorithms Library and more!.Link to Episode 242 on WebsiteDiscuss this episode, leave a comment, or ask a question (on GitHub)SocialsADSP: The Podcast: TwitterConor Hoekstra: Twitter | BlueSky | MastodonBryce Adelstein Lelbach: TwitterAbout the GuestJared Hoberock joined NVIDIA Research in October 2008. His interests include parallel programming models and physically-based rendering. Jared is the co-creator of Thrust, a high performance parallel algorithms library. While at NVIDIA, Jared has contributed to the DirectX graphics driver, Gelato, a final frame film renderer, and OptiX, a high-performance, programmable ray tracing engine. Jared received a Ph.D in computer science from the University of Illinois at Urbana-Champaign. He is a two-time recipient of the NVIDIA Graduate Research Fellowship.Show NotesDate Generated: 2025-05-21Date Released: 2025-07-11ThrustThrust DocsCUB LibraryCCCL LibrariesIntro Song InfoMiss You by Sarah Jansen https://soundcloud.com/sarahjansenmusicCreative Commons — Attribution 3.0 Unported — CC BY 3.0Free Download / Stream: http://bit.ly/l-miss-youMusic promoted by Audio Library https://youtu.be/iYYxnasvfx8
In this episode, Conor and Bryce chat with Jared Hoberock about the NVIDIA Thrust Parallel Algorithms Library, specifically scan and rotate.Link to Episode 241 on WebsiteDiscuss this episode, leave a comment, or ask a question (on GitHub)SocialsADSP: The Podcast: TwitterConor Hoekstra: Twitter | BlueSky | MastodonBryce Adelstein Lelbach: TwitterAbout the GuestJared Hoberock joined NVIDIA Research in October 2008. His interests include parallel programming models and physically-based rendering. Jared is the co-creator of Thrust, a high performance parallel algorithms library. While at NVIDIA, Jared has contributed to the DirectX graphics driver, Gelato, a final frame film renderer, and OptiX, a high-performance, programmable ray tracing engine. Jared received a Ph.D in computer science from the University of Illinois at Urbana-Champaign. He is a two-time recipient of the NVIDIA Graduate Research Fellowship.Show NotesDate Generated: 2025-05-21Date Released: 2025-07-04ThrustThrust DocsNumPyRAPIDS cuDFthrust::inclusive_scanC++98 std::rotatethrust::permutation_iteratorthrust::gatherthrust::adjacent_differenceIntro Song InfoMiss You by Sarah Jansen https://soundcloud.com/sarahjansenmusicCreative Commons — Attribution 3.0 Unported — CC BY 3.0Free Download / Stream: http://bit.ly/l-miss-youMusic promoted by Audio Library https://youtu.be/iYYxnasvfx8
In this episode, Conor and Bryce chat with Jared Hoberock about the NVIDIA Thrust Parallel Algorithms Library, Rust vs C++, Python and more.Link to Episode 240 on WebsiteDiscuss this episode, leave a comment, or ask a question (on GitHub)SocialsADSP: The Podcast: TwitterConor Hoekstra: Twitter | BlueSky | MastodonBryce Adelstein Lelbach: TwitterAbout the GuestJared Hoberock joined NVIDIA Research in October 2008. His interests include parallel programming models and physically-based rendering. Jared is the co-creator of Thrust, a high performance parallel algorithms library. While at NVIDIA, Jared has contributed to the DirectX graphics driver, Gelato, a final frame film renderer, and OptiX, a high-performance, programmable ray tracing engine. Jared received a Ph.D in computer science from the University of Illinois at Urbana-Champaign. He is a two-time recipient of the NVIDIA Graduate Research Fellowship.Show NotesDate Generated: 2025-05-21Date Released: 2025-06-27ThrustThrust Docsiota Algorithmthrust::counting_iteratorthrust::sequenceMLIRNumPyNumbaIntro Song InfoMiss You by Sarah Jansen https://soundcloud.com/sarahjansenmusicCreative Commons — Attribution 3.0 Unported — CC BY 3.0Free Download / Stream: http://bit.ly/l-miss-youMusic promoted by Audio Library https://youtu.be/iYYxnasvfx8
In this episode, Conor and Bryce chat with Jared Hoberock about the NVIDIA Thrust Parallel Algorithms Library.Link to Episode 237 on WebsiteDiscuss this episode, leave a comment, or ask a question (on GitHub)SocialsADSP: The Podcast: TwitterConor Hoekstra: Twitter | BlueSky | MastodonBryce Adelstein Lelbach: TwitterAbout the GuestJared Hoberock joined NVIDIA Research in October 2008. His interests include parallel programming models and physically-based rendering. Jared is the co-creator of Thrust, a high performance parallel algorithms library. While at NVIDIA, Jared has contributed to the DirectX graphics driver, Gelato, a final frame film renderer, and OptiX, a high-performance, programmable ray tracing engine. Jared received a Ph.D in computer science from the University of Illinois at Urbana-Champaign. He is a two-time recipient of the NVIDIA Graduate Research Fellowship.Show NotesDate Generated: 2025-05-21Date Released: 2025-06-06ThrustThrust DocsC++98 std::transformthrust::reduceMPI_reduceNVIDIA MatXCuPyRAPIDS.aiThrust Summed Area Table ExampleADSP Episode 213: NumPy & Summed-Area TablesIntro Song InfoMiss You by Sarah Jansen https://soundcloud.com/sarahjansenmusicCreative Commons — Attribution 3.0 Unported — CC BY 3.0Free Download / Stream: http://bit.ly/l-miss-youMusic promoted by Audio Library https://youtu.be/iYYxnasvfx8
TCW Podcast Episode 233 - Baldur's Gate When three doctors, a prolific dungeon master, a database programmer, and a writer come together to make video games, you get Baldur's Gate! Often credited with saving the Western RPG, Baldur's Gate became a phenomenal hit, taking full advantage of Microsoft's new DirectX API and Windows 95. With this technology, the team created massive, beautiful maps for players to explore. They began shopping their new Infinity Engine around—drawing attention from top figures at Virgin Interactive—but ultimately secured a deal with Interplay, after an initial rejection. This partnership allowed them to shift from an original pantheon-based RPG to using the Dungeons & Dragons license that Interplay had acquired from TSR. They focused on the Sword Coast and the city of Baldur's Gate—an underdeveloped region of the Forgotten Realms that stayed true to the classic swords-and-sorcery motif. The result was a game that captured the spirit of D&D while delivering the fast-paced action that gamers of the late '90s craved! VGA Standard Explained: https://www.youtube.com/watch?v=5exFKr-JJtg SSI Gold Box: https://www.youtube.com/watch?v=nBodtk1JnxQ Dungeon Master (Atari ST): https://www.youtube.com/watch?v=g3UdUWU4j1Y Shattered Steel: https://www.youtube.com/watch?v=Zvyi0l4s-wI&list=PLFTDBbYrcivppTQ8bupD3DQ7U23qTv5cK What is DirectX and Why is it important?: https://www.youtube.com/watch?v=xfSk6kwWBuE Why Windows 95 was a big deal: https://www.youtube.com/watch?v=9DCNt0cqTQY Volo's Guide to the Sword Coast: https://archive.org/details/tsr09460addfrvolosguidetotheswordcoast Baldur's Gate Playthrough: https://www.youtube.com/watch?v=ooqFu_enV30&list=PLNU3jYa35cy3gahj5NBKymMB6grIGykOr New episodes are on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com Twitter: @tcwpodcast Patreon: https://www.patreon.com/theycreateworlds Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's book, published Dec 2019, is available at CRC Press and at major on-line retailers: http://bit.ly/TCWBOOK1 Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download: http://joshwoodward.com/song/AirplaneMode Outro Music: RoleMusic - Bacterial Love: http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
Wir sprechen über Dinge die es noch nicht gibt. Die Nintendo Switch 2. Es gibt sie, aber wir können bis jetzt nur zugucken. Mit wilden Spekulationen hat man vor vielen Jahren noch die Natur und Welt erklärt. Das ist heute natürlich ganz anders.... ;) Somit spekulieren und sprechen wir über die Switch 2. Wir freuen uns drauf, wie auf unseren ersten Burger von Big M. Und sind gespannt wie weit uns Big N trägt, oder ob wir selbst tragen müssen... ? Falls Ihr eine Meinung habt? Teilt sie uns mit. Wir sind schließlich auch nur zwei Typen mit einem begrenzten Horizont. Inhalt:HardwareServicesGamesPreiseFazit und Eindruck
Join The Full Nerd gang as they talk about the latest PC hardware topics. In this episode the gang covers Microsoft's DirectX update that includes ray tracing enhancements, the imminent release of SteamOS to gaming PCs (handheld and otherwise), the latest news at PCWorld, and much more. And of course we answer your questions live! *This episode is sponsored by Nvidia GeForce RTX Remix, the ultimate modding platform: https://www.nvidia.com/en-us/geforce/rtx-remix/ Links: DX RT 1.2: https://www.pcworld.com/article/2645529/microsofts-directx-update-could-double-ray-tracing-performance-in-pc-games.html SteamOS: https://www.pcworld.com/article/2641011/steamos-update-prepares-for-third-party-handhelds-beyond-steam-deck.html Join the PC related discussions and ask us questions on Discord: https://discord.gg/SGPRSy7 Follow the crew on X: @AdamPMurray @BradChacos @MorphingBall @WillSmith ============= Follow PCWorld! Website: http://www.pcworld.com X: https://www.x.com/pcworld =============
Timestamps: 0:00 i didn't think this one through 0:12 Xbox UI with Steam spotted 1:47 Enshittification: Plex, Discord, Instagram 3:20 Apple sued for false advertising 4:28 QUICK BITS INTRO 5:12 QUICK BITS INTRO 5:20 DirectX raytracing 1.2 6:09 Bigscreen Beyond 2 6:44 Paralyzed man uses BCI to feed dog 7:30 Nearly every Cybertruck recalled 8:16 MSI Lucky RTX 50 promo NEWS SOURCES: https://lmg.gg/Hf5Xs Learn more about your ad choices. Visit megaphone.fm/adchoices
Welcome to Dev Game Club, where this week we continue our series on 1997's Interstate '76. We talk about physics again, mission design, input, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Roughly six missions (B), technical difficulties (T) Issues covered: end of mission two sitting duck and acting, many controller bindings, driving an automatic, mapping onto the character's body instead of the car, the hardware abstraction layer and Direct X, enumerating devices and buttons, IBM PC light grey numpads, mechanical keyboards, the nostalgia of two hands on the keyboard, extra peripherals, simulating the character vs the car, the car as the crosshairs, getting stuff off the battlefield, upgrades, managing weight, racing missions, the potential of weight impacting the simulation, a game that's not well-preserved, weird configuration and axes, mission design, following the guy you're racing, broken physics world, compounded errors, blowing up the diner, 90s references, failing the mission multiple times, guiding the player back, being unable to save Skeeter, level of detail issues, sim mission design, cheating the sim, car condition, wanting to try the flight stick, the band, good looking cars, mayhem on the field, now available on YouTube. Games, people, and influences mentioned or discussed: Falcon, XvT, MechWarrior, Steel Battalion, Guitar Hero, Microsoft, Forza, TIE Fighter, Tipper Gore, Escape from New York, Third Eye Blind, fbrccn, MuzBoz, Twisted Metal Black, Kirk Hamilton, Aaron Evers, Mark Garcia. Notes: The more common and cheap keyboard type that Brett didn't know the name of is a "membrane" keyboard. Next time: More I '76 Twitch: timlongojr Discord DevGameClub@gmail.com
EP 233.5 Key Cryptocurrency Threats & ScamsIn 2025, crypto remains a hotspot for scams like Ponzi schemes, fake ICOs, pump-and-dumps, phishing attacks, and malicious wallets or exchanges designed to steal funds. Social media is often used for deceptive giveaways, impersonations, and investment scams. Other risks include fake mining operations, rug pulls, fraudulent apps, SIM swapping, and impostor tech support.AI Skills Demand in the Tech Job MarketAI expertise is increasingly sought after, with about one in four U.S. tech job postings requiring AI-related skills. This trend cuts across industries like healthcare, finance, and professional services. Although overall tech job postings have dipped, AI job listings have surged since ChatGPT's launch, offering premium pay and higher job security.What Is Free95?Free95 is an open-source operating system on GitHub aiming for Windows compatibility without the bloat. It currently supports basic Win32 programs, with future plans for DirectX and gaming. Its creators prioritize security, simplicity, and independence from major corporate control, positioning it as a leaner alternative to systems like ReactOS.DOJ Push for Google to Sell ChromeThe U.S. Department of Justice still wants Google to divest Chrome, citing an illegal monopoly in search. The DOJ argues that selling Chrome would create room for genuine competition. While it continues to push for restrictions on Google's paid search placement deals, it has dropped calls for Google to shed AI start-up investments.Edge Computing on the ISSAxiom Space and Red Hat's AxDCU-1 data center on the ISS tests cloud, AI, and cybersecurity in orbit. Red Hat's Device Edge software enables real-time data processing in space, crucial due to limited satellite links with Earth. This development could boost AI training, imaging, cybersecurity, and overall autonomy in space operations.Undocumented ‘Backdoor' in a Chinese Bluetooth ChipResearchers found hidden commands in the ESP32 microcontroller, used in over a billion devices. Attackers could exploit these commands to impersonate devices, steal data, or infiltrate networks. The chip's widespread adoption in smartphones, locks, and medical equipment heightens the security risk, as attackers might gain long-term control.Security & Privacy Concerns of ‘Agentic AI'Signal President Meredith Whittaker warns that agentic AI requires broad system access, potentially gathering financial, scheduling, and messaging data with near-root permissions. This could break down privacy barriers between apps and introduce significant security risks, especially if sensitive data is processed in the cloud.Expanded Social Media Screening for Non-CitizensThe U.S. is considering extending social media checks beyond new arrivals to all non-citizens applying for benefits like permanent residency or citizenship. This raises privacy concerns, as individuals who entered before such screenings were routine may now face additional digital scrutiny when adjusting their immigration status.
Today, we're taking a look back at Microsoft's game-changing entry into the console market with the original Xbox, launched on November 15, 2001. We start by exploring how Microsoft, traditionally a software giant, was driven to create a gaming console in response to Sony's PlayStation 2, and how a team of engineers used Microsoft's DirectX technology to build a console that could compete. Then, we'll look at the Xbox's groundbreaking features, from its built-in hard drive to the introduction of online gaming with Xbox Live. Finally, we'll reflect on the Xbox's legacy, its impact on console design, and its influence on the gaming industry. So, grab your Duke controller and join us as we power up the green machine on today's trip down Memory Card Lane. Find out more at https://a-trip-down-memory-card-lane.pinecast.co
This week we muse on upcoming Raspberry Pi products, prompted by confirmation from Ubuntu that the CM5 is imminent. Then Torvalds has thought on Rust in Linux, Wind River has thoughts on Red Hat, and AWS gives OpenSearch away. Don't miss the non-update on Wireguard, the DirectX surprise, and the long-awaited merge of the Real Time Linux patches! For tips we have Mapscii, a Github hack for self-hosted runners, glances, and udisksctl. Catch the show notes at https://bit.ly/4esXYSC and enjoy! Host: Jonathan Bennett Co-Hosts: Rob Campbell, Ken McDonald, and David Ruggles Want access to the video version and exclusive features? Become a member of Club TWiT today! https://twit.tv/clubtwit Club TWiT members can discuss this episode and leave feedback in the Club TWiT Discord.
В этом выпуске мы делимся еженедельными открытиями, обсуждаем VPN в России, сравниваем Swift и Rust, говорим о DirectX 9, Windows10, DuckDB 1.1.0 и ретрогейминге. [00:03:22] Чемы мы научились на этой неделе The first professional hosting of cloud VPS/VDS servers — VDSina Open Data Protocol — Wikipedia Сварочный инвертор за 5$ своими руками! https://www.amazon.co.uk/dp/B0C9WWCQ82/ref=emc_bcc_2_i?th=1 [00:03:39] VPN который… Читать далее →
Terri Morgan, Co-Founder and Principle Designer and Chris Demiris, Co-Founder and Principal Engineer of Luma Touch are back to discuss two new features to LumaFusion: Speed Ramping and Enhance Keyframing. They explain why speed ramping was their most requested feature, and how they have improved the process of keyframing. The discussion also touches on grids, an adjustable user interface, integrated access to training, and their pricing model. This edition of MacVoices is supported by MacVoices After Dark. What happens before and after the shows is uncensored, on-topic, off-topic, and always off the wall. Sign up as a MacVoices Patron and get access! http://patreon.com/macvoices Show Notes: Chapters: 00:00 Introduction to LumaFusion 01:34 New Features Overview 04:56 Speed Ramping and Keyframing 07:41 Refactoring for Future-Proofing 17:12 Hardware Compatibility and Requirements 19:07 Editing on iPhone 24:40 LumaFusion in Education 27:38 Android and Chromebook Experience 34:32 Pricing Model and Features 40:50 Customer Support and Resources Links: Luma Touch - Speed Ramping & Enhanced Keyframing Guests: Terri Morgan is Co-Founder and Principle Designer at LumaTouch. She brings over 30 years of experience from the video industry to her passion for user experience and design. In 1988 Terri helped usher in the era of non-linear editing as a video editor at Alpha Cine Labs in Seattle. In 1995 she joined Lightworks in London, and became a Product Specialist, creating a powerful, multi-track editing system. In 2000, she founded a video editing and consulting business providing design and testing for Fast Multimedia and Pinnacle Systems. In 2007, Terri joined Avid as a Principal Product Designer where she led the product management and design of Pinnacle Studio for iPad and was honored with the Avid Achievement Award. Terri has received multiple awards for her editing work, including 3 Telly awards. She earned her BA in Visual Communications at The Evergreen State College, and her Professional Certificate in Human Centered Design and Engineering at the University of Washington. Chris Demiris is Co-Founder and Principal Engineer at Luma Touch. He is an expert at building new technologies into complete products, leading engineering teams to create quality results and integrating technologies to create complete, award-winning apps. Focused on video editing and video effects apps for iOS. Chris' specialties include iOS native media and UI development, OpenGL, DirectX, 3D graphics for video processing, video effects, digital rights management, and 3D editing tool creation. Support: Become a MacVoices Patron on Patreon http://patreon.com/macvoices Enjoy this episode? Make a one-time donation with PayPal Connect: Web: http://macvoices.com Twitter: http://www.twitter.com/chuckjoiner http://www.twitter.com/macvoices Mastodon: https://mastodon.cloud/@chuckjoiner Facebook: http://www.facebook.com/chuck.joiner MacVoices Page on Facebook: http://www.facebook.com/macvoices/ MacVoices Group on Facebook: http://www.facebook.com/groups/macvoice LinkedIn: https://www.linkedin.com/in/chuckjoiner/ Instagram: https://www.instagram.com/chuckjoiner/ Subscribe: Audio in iTunes Video in iTunes Subscribe manually via iTunes or any podcatcher: Audio: http://www.macvoices.com/rss/macvoicesrss Video: http://www.macvoices.com/rss/macvoicesvideorss
Terri Morgan, Co-Founder and Principle Designer and Chris Demiris, Co-Founder and Principal Engineer of Luma Touch are back to discuss two new features to LumaFusion: Speed Ramping and Enhance Keyframing. They explain why speed ramping was their most requested feature, and how they have improved the process of keyframing. The discussion also touches on grids, an adjustable user interface, integrated access to training, and their pricing model. This edition of MacVoices is supported by MacVoices After Dark. What happens before and after the shows is uncensored, on-topic, off-topic, and always off the wall. Sign up as a MacVoices Patron and get access! http://patreon.com/macvoices Show Notes: Chapters: 00:00 Introduction to LumaFusion 01:34 New Features Overview 04:56 Speed Ramping and Keyframing 07:41 Refactoring for Future-Proofing 17:12 Hardware Compatibility and Requirements 19:07 Editing on iPhone 24:40 LumaFusion in Education 27:38 Android and Chromebook Experience 34:32 Pricing Model and Features 40:50 Customer Support and Resources Links: Luma Touch - Speed Ramping & Enhanced Keyframing Guests: Terri Morgan is Co-Founder and Principle Designer at LumaTouch. She brings over 30 years of experience from the video industry to her passion for user experience and design. In 1988 Terri helped usher in the era of non-linear editing as a video editor at Alpha Cine Labs in Seattle. In 1995 she joined Lightworks in London, and became a Product Specialist, creating a powerful, multi-track editing system. In 2000, she founded a video editing and consulting business providing design and testing for Fast Multimedia and Pinnacle Systems. In 2007, Terri joined Avid as a Principal Product Designer where she led the product management and design of Pinnacle Studio for iPad and was honored with the Avid Achievement Award. Terri has received multiple awards for her editing work, including 3 Telly awards. She earned her BA in Visual Communications at The Evergreen State College, and her Professional Certificate in Human Centered Design and Engineering at the University of Washington. Chris Demiris is Co-Founder and Principal Engineer at Luma Touch. He is an expert at building new technologies into complete products, leading engineering teams to create quality results and integrating technologies to create complete, award-winning apps. Focused on video editing and video effects apps for iOS. Chris' specialties include iOS native media and UI development, OpenGL, DirectX, 3D graphics for video processing, video effects, digital rights management, and 3D editing tool creation. Support: Become a MacVoices Patron on Patreon http://patreon.com/macvoices Enjoy this episode? Make a one-time donation with PayPal Connect: Web: http://macvoices.com Twitter: http://www.twitter.com/chuckjoiner http://www.twitter.com/macvoices Mastodon: https://mastodon.cloud/@chuckjoiner Facebook: http://www.facebook.com/chuck.joiner MacVoices Page on Facebook: http://www.facebook.com/macvoices/ MacVoices Group on Facebook: http://www.facebook.com/groups/macvoice LinkedIn: https://www.linkedin.com/in/chuckjoiner/ Instagram: https://www.instagram.com/chuckjoiner/ Subscribe: Audio in iTunes Video in iTunes Subscribe manually via iTunes or any podcatcher: Audio: http://www.macvoices.com/rss/macvoicesrss Video: http://www.macvoices.com/rss/macvoicesvideorss
В этом выпуске: топовые GPU с водяным охлаждением, серьезные роутеры за серьезные деньги, новый 3D-принтер от FlyingBear, а также самописный игровой движок на DirectX, темы наших слушателей и низкополигональный ролплей. Шоуноты: [00:02:27] Чему мы научились на этой неделе Gamers Nexus — YouTube optimum — YouTube EIGA — YouTube MokerLink 5-Port 2.5G Web Managed Ethernet Switch… Читать далее →
Another big DF Direct Weekly sees John, Rich and Alex discussing PS5 Pro release date uncertainties, the unprecedented support from Hello Games on No Man's Sky and the alarming stories surrounding stability issues on Intel's 13th and 14th Generation Core processors. Alex has much to share in terms of Unreal Engine and GPUOpen presentations, while John gets to play some Death Game Hotel with none other than Swery. 0:00:00 Introduction 0:01:24 News 01: Will PS5 Pro release in 2024? 0:11:59 News 02: No Man's Sky updated with new visual features 0:20:12 News 03: Intel CPU stability issues may run deep 0:34:54 News 04: GPUOpen tech presentations with Alex! 0:48:58 News 05: John's next project: PlayStation vs. Saturn 0:57:48 News 06: Can #StutterStruggle be overcome in Unreal Engine? 1:09:56 News 07: Gears of War Ultimate Edition suffers poor performance on PC 1:17:58 News 08: Playing Death Game Hotel with SWERY! 1:25:05 Supporter Q1: What would you like to see in a hypothetical DirectX 13? 1:30:20 Supporter Q2: Could a new Nvidia Shield device enhance game streaming with local processing? 1:36:58 Supporter Q3: Are large decreases in frame-rates still impactful when targeting high FPS? 1:45:54 Supporter Q4: What should we expect from the mooted handheld Xbox? 1:53:15 Supporter Q5: Is releasing a game as an early access title a good idea? 1:58:01 Supporter Q6: Will Switch 2 devs make use of the console's hardware decompression functionality? 2:01:47 Supporter Q7: Have any pivotal decisions altered your gaming destinies? Learn more about your ad choices. Visit megaphone.fm/adchoices
Jong is back! Michael recaps on what all Jong missed at Comicpalooza 2024 and what all he's been watching including Kingdom of the Planet of the Apes, Furiosa, IF, and Godzilla Minus One. Plus, the guys dive into a rumor about Jordan Peele meeting with Marvel, react to the Venom: The Last Dance trailer, and the big releases in June. Introductions - (00:37)Comicpalooza 2024 Recap - (03:21)What We've Been Watching - (12:38)This VFX Trending Topic Needs to Stop - (19:17)Should Jordan Peele direct X-Men? - (23:59)Venom: The Last Dance Trailer Reaction - (34:22)June's packed with releases - (49:43)Goodbyes - (52:32)Huge thanks once again to the Comicpalooza Partnership Program for allowing Comicast to be part of this year's festivities. It's been an honor and privlege to be part of Comicpalooza for a fifth year. We're already excited to get back next year! Thank you to everyone who attended and cheered on the panel. Thank you to you the listeners without you all we wouldn't be where we are. See you all at Comicpalooza 2025! Below here are the links to socials of the podcasts, hosts, and vendors that were at Comicpalooza, mentioned in this issue: @heychalice@bradgilmore@bryfypodcast@meow_wolf@crewsinpodcast@thisisgettinggraphic@cult45podcast@wbm_podcast@skywalkingpod@ragingnerdspod@metalgeeks@derfdesigns@notcoolco@jeffcsmith@seantaj@nerdtropolisFollow the entire Comicast crew on social media: @onepunch___, @ProducerMike975, @thatjenchang, & @gachodominguezSubmit a question or topic to the Comicast Sack by emailing us at comicastpod@gmail.com
X-Men97 is one of the most popular shows Marvel has done in quite a while. The continuation to the popular series from the 90's has been a must watch every week. Did episode 9 deliver? What comes next? Staying with the X-Men Black Panther director Ryan Coogler has been rumored to have not only signed on to direct Black Panther 3 but he has apparently been offered to bring the X-Men reboot to the MCU? We talk about that Superman suit and if James Wan is the right guy to direct Spiderman 4? This and more on todays Big Thing Capes and Cowls with Kristian, Winston and Coy.
At NAB Show in Las Vegas, we caught up with Terri Morgan and Chris Demiris of Luma Touch to discuss the latest new features, some new ones coming shortly, as well as their thoughts on AI in a video production workflow. Show Notes: Chapters: 00:46 Exciting 5.0 Release Features02:06 Upcoming Features: Adjustment Layers and More Tracks03:05 Importance of AI Ethics and User Privacy03:55 Impact of Apple's M Series Chips on LumaFusion07:42 LumaTouch Training Initiatives09:57 Unique Pricing Model Discussion11:59 Where to Find LumaTouch at NAB Guests: Terri Morgan is Co-Founder and Principle Designer at LumaTouch. She brings over 30 years of experience from the video industry to her passion for user experience and design. In 1988 Terri helped usher in the era of non-linear editing as a video editor at Alpha Cine Labs in Seattle. In 1995 she joined Lightworks in London, and became a Product Specialist, creating a powerful, multi-track editing system. In 2000, she founded a video editing and consulting business providing design and testing for Fast Multimedia and Pinnacle Systems. In 2007, Terri joined Avid as a Principal Product Designer where she led the product management and design of Pinnacle Studio for iPad and was honored with the Avid Achievement Award. Terri has received multiple awards for her editing work, including 3 Telly awards. She earned her BA in Visual Communications at The Evergreen State College, and her Professional Certificate in Human Centered Design and Engineering at the University of Washington. Chris Demiris is Co-Founder and Principal Engineer at Luma Touch. He is an expert at building new technologies into complete products, leading engineering teams to create quality results and integrating technologies to create complete, award-winning apps. Focused on video editing and video effects apps for iOS. Chris' specialties include iOS native media and UI development, OpenGL, DirectX, 3D graphics for video processing, video effects, digital rights management, and 3D editing tool creation. Support: Become a MacVoices Patron on Patreon http://patreon.com/macvoices Enjoy this episode? Make a one-time donation with PayPal Connect: Web: http://macvoices.com Twitter: http://www.twitter.com/chuckjoiner http://www.twitter.com/macvoices Mastodon: https://mastodon.cloud/@chuckjoiner Facebook: http://www.facebook.com/chuck.joiner MacVoices Page on Facebook: http://www.facebook.com/macvoices/ MacVoices Group on Facebook: http://www.facebook.com/groups/macvoice LinkedIn: https://www.linkedin.com/in/chuckjoiner/ Instagram: https://www.instagram.com/chuckjoiner/ Subscribe: Audio in iTunes Video in iTunes Subscribe manually via iTunes or any podcatcher: Audio: http://www.macvoices.com/rss/macvoicesrss Video: http://www.macvoices.com/rss/macvoicesvideorss
At NAB Show in Las Vegas, we caught up with Terri Morgan and Chris Demiris of Luma Touch to discuss the latest new features of LumaFusion, some new ones coming shortly, as well as their thoughts on AI in a video production workflow. Show Notes: Chapters: 00:46 Exciting 5.0 Release Features 02:06 Upcoming Features: Adjustment Layers and More Tracks 03:05 Importance of AI Ethics and User Privacy 03:55 Impact of Apple's M Series Chips on LumaFusion 07:42 LumaTouch Training Initiatives 09:57 Unique Pricing Model Discussion 11:59 Where to Find LumaTouch at NAB Guests: Terri Morgan is Co-Founder and Principle Designer at Luma Touch. She brings over 30 years of experience from the video industry to her passion for user experience and design. In 1988 Terri helped usher in the era of non-linear editing as a video editor at Alpha Cine Labs in Seattle. In 1995 she joined Lightworks in London, and became a Product Specialist, creating a powerful, multi-track editing system. In 2000, she founded a video editing and consulting business providing design and testing for Fast Multimedia and Pinnacle Systems. In 2007, Terri joined Avid as a Principal Product Designer where she led the product management and design of Pinnacle Studio for iPad and was honored with the Avid Achievement Award. Terri has received multiple awards for her editing work, including 3 Telly awards. She earned her BA in Visual Communications at The Evergreen State College, and her Professional Certificate in Human Centered Design and Engineering at the University of Washington. Chris Demiris is Co-Founder and Principal Engineer at Luma Touch. He is an expert at building new technologies into complete products, leading engineering teams to create quality results and integrating technologies to create complete, award-winning apps. Focused on video editing and video effects apps for iOS. Chris' specialties include iOS native media and UI development, OpenGL, DirectX, 3D graphics for video processing, video effects, digital rights management, and 3D editing tool creation. Support: Become a MacVoices Patron on Patreon http://patreon.com/macvoices Enjoy this episode? Make a one-time donation with PayPal Connect: Web: http://macvoices.com Twitter: http://www.twitter.com/chuckjoiner http://www.twitter.com/macvoices Mastodon: https://mastodon.cloud/@chuckjoiner Facebook: http://www.facebook.com/chuck.joiner MacVoices Page on Facebook: http://www.facebook.com/macvoices/ MacVoices Group on Facebook: http://www.facebook.com/groups/macvoice LinkedIn: https://www.linkedin.com/in/chuckjoiner/ Instagram: https://www.instagram.com/chuckjoiner/ Subscribe: Audio in iTunes Video in iTunes Subscribe manually via iTunes or any podcatcher: Audio: http://www.macvoices.com/rss/macvoicesrss Video: http://www.macvoices.com/rss/macvoicesvideorss
Alex St. John brought the Silicon Valley startup mindset to the small town of Cambridge, New Zealand. Listen in as host Paul Spain walks through Alex's fascinating backstory, his achievements facilitating a multibillion dollar change in Microsoft's gaming trajectory with Direct X, through his New Zealand story with Nyriad (sadly, now being liquidated) - and onto the current with PlayCast in this NZ Tech Podcast special episode.Also covered are many aspects of Alex's career which spans over three decades and several continents. This episode shares thought provoking or possibly offensive perspectives - depending on where you stand on aspects of Silicon Valley startup culture.This episode is one of a number of upcoming episodes that delves deeper into the past, present and future of the New Zealand tech community - and should not be missed - whether the listener is a startup founder, an investor, government official or tech person looking to support the growth of New Zealand tech startups.
This is a recap of the top 10 posts on Hacker News on February 10th, 2024.This podcast was generated by wondercraft.ai(00:46): I Was Illegally Fired by Amazon for Speaking Out About a Coworker's Death (2023)Original post: https://news.ycombinator.com/item?id=39326559&utm_source=wondercraft_ai(02:26): Building the DirectX shader compiler better than Microsoft?Original post: https://news.ycombinator.com/item?id=39324800&utm_source=wondercraft_ai(04:11): OpenTTDOriginal post: https://news.ycombinator.com/item?id=39330797&utm_source=wondercraft_ai(05:45): Aho – a Git implementation in AwkOriginal post: https://news.ycombinator.com/item?id=39327192&utm_source=wondercraft_ai(07:35): Cloud Egress CostsOriginal post: https://news.ycombinator.com/item?id=39324956&utm_source=wondercraft_ai(09:21): TenetsOriginal post: https://news.ycombinator.com/item?id=39327113&utm_source=wondercraft_ai(10:56): OPML is underratedOriginal post: https://news.ycombinator.com/item?id=39324847&utm_source=wondercraft_ai(12:35): A rent-stabilized 1 bedroom apartment for $1,100 In NYC? broker's fee is $15KOriginal post: https://news.ycombinator.com/item?id=39326675&utm_source=wondercraft_ai(14:07): How to Study (2023)Original post: https://news.ycombinator.com/item?id=39327734&utm_source=wondercraft_ai(16:05): ZX – A tool for writing better scriptsOriginal post: https://news.ycombinator.com/item?id=39323986&utm_source=wondercraft_aiThis is a third-party project, independent from HN and YC. Text and audio generated using AI, by wondercraft.ai. Create your own studio quality podcast with text as the only input in seconds at app.wondercraft.ai. Issues or feedback? We'd love to hear from you: team@wondercraft.ai
In this episode, I spoke with Sam Glassenberg, Founder and CEO of Level Ex, as we dive into subjects encompassing the gaming industry, technology, and healthcare. Sam recounts his unexpected journey into gaming, beginning as an animator at LucasArts and eventually helping lead Microsoft's DirectX Graphics team. We then transition to discussing the critical importance of having a portfolio for job seekers, the interesting challenges of working in Tech Art, the foundational value of solid engineering principles, and the innovative ways Level Ex pushes Unity3D beyond its limits. Our conversation also touches on the essential qualities of empathy, adaptability, and curiosity in the gaming industry. Sam fondly recalls working on his two favorite projects, Star Wars: Jedi Starfighter and Gastro Ex. We also explore the role of generative AI in skill enhancement, the unique challenges of movie-based games, and the exciting yet still maturing potential of AR/VR/XR technologies. Sam then shares an amusing story from a medical conference and emphasizes the need for improved medical training, along with his interest in casual and hyper-casual mobile games. As the episode nears its end, Sam provides insights from his recent trip to Kiev where Level Ex is helping assist the Ukrainian armed forces in medical training and his experiences presenting at NATO. He sheds light on the neuroscience behind game design and identifies professional video games as a burgeoning opportunity within the industry. We conclude with Sam encouraging game developers to embrace AI and where to find him online for further discussions and collaboration. Bio: Sam Glassenberg is the CEO and Founder of Level Ex - the world's first medical video game company. Sam leads a team of veteran game developers and designers who are establishing a new genre of medical games: pushing the limits of game design, physics, and rendering to capture the most terrifying challenges of medicine. Offering the only games certified to provide AMA Category 1 Continuing Medical Education credit, Level Ex's games are played by over a million medical professionals. 20 out of the top 40 medical device and pharmaceutical companies use Level Ex game technology to train and sell their products. Level Ex's games are used by leading medical societies - and NASA - to disseminate the latest guidelines and techniques for topics ranging from COVID to Space Health. Through their work, Level Ex is rapidly establishing 'play' as a fundamental force accelerating adoption in medicine. Show Links: * DirectX - Wikipedia * FarBridge - website * ArtStation - website * SIGGRAPH 2019 Real-Time Live! - YouTube * Star Wars: Jedi Starfighter - Wikipedia * Gastro Ex - website * ChatGPT - website Connect With Links: * Sam Glassenberg - LinkedIn * Sam Glassenberg - blog * Sam Glassenberg - X/Twitter * Level Ex - website * Level Ex - YouTube Game Dev Advice Links: * YouTube - check out this episode with 100% more video * Patreon - 1:1 career coaching through the Gain Wisdom membership * website - show notes, links, stuff * info@gamedevadvice.com - reach out! * Game Dev Advice hotline: (224) 484-7733 * Level Ex Jobs - Current openings for advancing the practice of medicine through play * Subscribe and go to the website for full show notes with links * X/Twitter - not really using it to be honest Learn more about your ad choices. Visit podcastchoices.com/adchoices
The 16:9 PODCAST IS SPONSORED BY SCREENFEED – DIGITAL SIGNAGE CONTENT Interactive floor projections and video walls have been around for well more than a decade now, but there hasn't really been widespread adoption for a bunch of reasons - like cost, complication and the simple reality that a lot of what's been shown to date hasn't had much of a point. A Canadian company, Lumo Interactive, is in a nice position to change all of that. The hardware is simple, the software is affordable and scalable, and the solution comes with some 300 templated content apps that help users tune the visual experience to the needs of the venue and audience. Instead of visual eye candy, these apps are things like fun, engaging games. The straightforward pitch for the product, LUMOplay, is that the software can make any digital display interactive. The top-end for the software side of the solution is $74 US a month, so it is very affordable. And the developers have put years of work into ensuring the set-ups are hyper-stable and can be managed remotely. We've all walked through flagship retail spaces and seen one-off experiential set-ups that were hung up or sitting unused because they were more about short term bling than ongoing usage. The other interesting aspect of LUMOplay is that the main intended use-case is classrooms, with these interactive pieces used as a way to engage kids in schools, particularly kids who have sensory issues, autism or ADHD. I had a great chat right before Christmas with Founder and CEO Meghan Athavale. Subscribe from wherever you pick up new podcasts. TRANSCRIPT Meghan, thank you for joining me. Can you tell me what LUMO does, and is LUMOplay the product and LUMO Interactive the company? Meghan Athavale: Yes, LUMO Interactive is the company, LUMOplay is the product, and what we do is we make it easy to scale large-scale interactive digital experiences. These are experiences on digital displays that react either through motion, touch, or gesture. Okay, this would be everything from something on a video wall to something on the floor, and a lot of digital signage people, if they've been around this space for a good long time, they may recall through the years seeing “activations” where there's a floor projection. I remember there was a company called Reactrix back in the mid-2000s that was doing this sort of thing. So it's like that, but I'm sure a lot more advanced and different, just because of the years and technology. Meghan Athavale: Yeah, it's pretty much exactly like that; where it comes from the days of Reactrix and the early days of companies like GestureTek and Eyeclick is that we've moved more towards a software-only platform. When this technology first hit the scene, you needed to have special hardware. You couldn't just go down to Best Buy and buy a 3D camera. Now that the hardware is more ubiquitous and more affordable, it's possible to have a hardware-agnostic, software-only solution, and that's what we are. So this kind of, to borrow a phrase, democratizes this whole thing in that in the old days, it would have been incredibly expensive and complicated to do, and now it's not, right? Meghan Athavale: That's right, yeah. I think we also just have multiple decades of information about what people are using this technology for so we're able to templatize a lot of the experiences so that companies don't need to have development teams in order to make some of these simpler interactions, they can just do an asset swap. It's the natural progression of a lot of these things where websites used to be hand-coded and then we went into WYSIWYG and then we went into systems like Wix and Squarespace. We're like the Wix or Squarespace of interactive digital displays. So if I want to do an interactive digital display, it's like me using WordPress and buying a theme? Meghan Athavale: Yeah, to a certain extent, exactly. So you guys have done all the heavy lifting, so to speak, in terms of the backend coding, how everything maps, but also, I think I saw there were something like 200 different apps in a library? Meghan Athavale: Yeah. There are 300 pre-made experiences, which they're constantly turning over. So we have some in there that have been there for 10 years that we will replace with something new. We're constantly rolling over those apps, and we take requests from our community, and that's one of the things that our business model gives us the freedom to do because we're not reliant on selling hardware and our community is very vast. We represent everything from education to large brands. Our community can make requests for new apps and we'll just make them and add them to our market. So we don't have the restrictions of having to charge through the nose for custom content development because we've developed these systems that make it very easy to pump out new content, and then the other thing that we offer as far as content goes, like out of the box content is we have an SDK for the companies that do have in house developers, and then we've got a number of different templates. So you can just say, I want to make a Koi Pond, and I want to throw my business's logo behind it, and you could whip something like that off in five minutes. So are the templates purely done in-house or do you have third-party designers who are contributing? Meghan Athavale: That's a great question. At this point, they're all done in-house. We are working towards outsourcing a lot of our content development just because it'll give us a wider breadth of content and make that content more available. We're just at the very beginning of seeing rollouts that are large enough to make joining a third-party content development team attractive. We see this in gaming consoles all the time, where you'll have a new fantastic console that comes out, it's low cost, and they're trying to get game developers to create games for that console, but unless thousands and thousands of people have that console and are buying games for it, it's not really worth making a game for it so we're at the stage where we're starting to see enough of a widespread and permanent deployment of systems running on our platform that it makes sense to have those conversations with third-party development teams now and we're starting to have those conversations. Yeah, I wanted to ask you about scale because one of the particularly compelling things about your company and your offer is cost, in terms of, it's not very expensive at all to use this. Can you walk through that and not really how the financials work, you're not charging a lot per instance of this on a monthly basis, so you need to have a lot of them out there, right? Meghan Athavale: Yeah, that's right. We still make a percentage of our revenue on five or six big custom projects a year. I would say that our MRR represents about half of our revenue. The goal is to reach a point in scale where we can just focus on the platform, but I do get asked pretty frequently why it costs so little. There are a couple of reasons for it. The biggest one, I think, is just we want to make this, as you mentioned, democratizing the technology, we want to make this technology available and affordable to schools, that's our primary business goal. I and my business partner, our moms were both special needs teachers, we've seen firsthand the struggles that teachers and educators have in getting technology into their classrooms they need it for kids with sensory issues or children with autism or ADHD, and we've seen how effective interactive digital displays can be in those environments, particularly for things like increasing social skills. A lot of these kids come in, and they're really stuck on screens. They're very stuck on virtual experiences, and so it becomes a bridge, where they can engage with one another and with their teachers socially while still having that digital feedback. It's just very important to us that our pricing reflects our values as a company and that's one of our core values is making this accessible for education, but the other is that we really don't need to charge a lot for what we want to do. So at this point, our company's main work on the platform is around supporting hardware. So, as new devices come out, we're adding support for them so that you can download our software and you can plug in any of the commercially available 3D cameras, and it'll automatically recognize and calibrate that camera for you and take out the computer vision steps and specific requirements for each individual device, like DirectX. I think that would probably be the closest analog, you want something that you can plug and play regardless of which device you're using to achieve the tracking. So we want to focus on that. We also want to focus on the tools that allow people to scale these projects to multiple locations. If you have an interactive display in a flagship store and you want us to put it into all of your stores, the step from running your proof of concept to scaling it to a hundred locations is very simple using our platform, and it's because we're constantly pushing updates and we do health management, we have a content management system, and those are the things that we want to focus on the long term. We don't necessarily want to focus on developing the individual games. We want to make the game development stuff as easy for other people to do as possible because we don't have all the ideas in the world, but we are really good at making sure that other people's ideas continue to run and don't go down. Just so people understand, your top end cost is, if you work it out on a monthly basis, it's $74 a month, right? Meghan Athavale: Yeah, that's as high as it gets. If I'm an agency and I decide I have a beauty brand client that wants some sort of activation that's an interactive floor or wall or whatever, that's going to cost like five-six figures probably, right? Meghan Athavale: Yeah, I mean, the part that determines the cost of any of these installations is the hardware you choose to use. If you're a brand and you're developing the content from scratch, maybe hiring our team or hiring a third party to develop custom content for you, there may be 3D modeling involved, there may be compositing, you might have multi-level programming, you might have second screen experiences, so all of those things add up. But we can generally, when somebody comes to us and asks for a ballpark estimate, the only thing we really need to understand is where it is going and what kind of display you are planning to use, and we can generally come up with a range. But if you're doing it, it's going to be a fraction of what it would cost if you just went to an interactive agency and said, “Build this, please!” Meghan Athavale: Absolutely. But I think that something to keep in mind is that if you're going to an interactive agency and you don't have an idea yet, you're likely going to pay less. If you go to an agency and what you're paying them to do is to figure out what the activation actually should be, we're not an agency, and so we don't position ourselves as somebody that's going to do a lot of things like research and problem-solving. But what we can do is scale that. You're not Moment Factory. Meghan Athavale: We are not and we don't want to fill that niche because it's a different skill set and it requires the ability to experiment with things on a one-time basis. You may develop a solution for a brand or a display for the Super Bowl or something like that, where you're using a specific set of hardware just one time, and that's fantastic. I love that there are agencies in the world that get to do that, but that's not what we do. We look at it and go, how do we make this happen a thousand times, and that's a very different way of looking at things. So I think, if you want something that already exists, and you just want to put your stamp on it and create something that gives it a unique feel for your brand or experience, that's where you come to us. If you want something that's never been done before in the entire world and uses new technology that hasn't been proven long-term in the industry. TeamLab, and Moment Factory, are where you would go, but it is a lot more expensive for sure. You're starting to use things like LiDAR and everything else. Meghan Athavale: Yeah. The risk is just so much higher, and you need people on the ground. You need to roll a truck if something goes wrong. However, with our systems, we're way past that point. Yeah, because you've got the device management designed for scale and everything else, right? Meghan Athavale: Yeah, we don't release anything into the market that hasn't been tested thoroughly in our labs for months and months at a time. We have the ability to guarantee things, whereas in some of these riskier projects, as long as you hire somebody that knows what they're doing, they're going to find a way to make it work, but they're not necessarily going to be able to tell you how from the beginning of the project. So, for something like a classroom, what's the kit of parts, and what's the degree of complexity to put this in? Meghan Athavale: Most classrooms either have an interactive floor, an interactive wall, or both. Already? Meghan Athavale: No, that's what they're putting in, and it's basically the same technology for either. We designed our software so it works with any projector, and a lot of classrooms already have projectors, so they'll just use what they have. So you've got your display, which in classrooms is typically a projector, a 3D camera, and a Windows computer. We typically recommend that people use the sort of baseline specification on our site as an i5 or equivalent with a decent graphics card, you don't want something that's not going to be able to run games because that's basically what we're running, and the cost is usually like for including the projector for a classroom is usually around $2,000-2,500. To set that up, is it the sort of thing that the school district or the schools, IT person, or people have to do, or is it simplistic to the level that if a teacher already got a projector pointed at a whiteboard of some kind, they can just do it themselves? Meghan Athavale: So teachers can do it themselves, and we often help teachers do it themselves. But nowadays they're busy. Teaching is not an easy career right now, and we're typically dealing with the IT personnel for an entire division when these installations are going in. If you're dealing with a full division or district, are they rolling out like that, or is it still onesie twosies? Meghan Athavale: It's usually one per school across an entire district, is what we're seeing, and that's mostly in the U.S. We haven't really seen nearly the same traction in schools in Canada yet. I didn't say at the outset, but you're in Montreal. Meghan Athavale: Yes, that's right. Why do you think that is just because of the way education works in Canada versus the US? Meghan Athavale: I'm not entirely sure. I know that it's like that in all of our verticals. So it's not just education. I would say retail, events, and all of the verticals that we serve, we have faster pickup and larger rollouts in the US. It could be the population just much bigger. I think we're just not risk takers, and I also think, to a certain extent, we're limited by things like weather and the accessibility of venues to having these types of, there are a lot more venues in the US that have built-in walls or built-in interactive components that we can just hop our software onto them. I don't think there are as many opportunities here. You mentioned, in detail, education; what other vertical markets or segments are you seeing a lot of activity in? Meghan Athavale: Events is the fastest growing segment, and this is like events of all different sizes and lengths, so it could be something that is like a week-long trade show, it could be like a birthday party for kids. It could be somebody who is a DJ, and they're bringing an interactive floor to all of their gigs. It's really all over the map. We just did a pop-up in Times Square for a major chocolate brand. We've done interactives for movie launches, so like those short-term events where they're developing their own special content and it's on for less than a month, I would say that is our fastest growing vertical. Interesting. We talked a little bit about planning before we turned on the recording, and I'm curious about how these things get planned out and how you ensure and how your users ensure that what they're putting up gets beyond just being eye candy/wow factor stuff because I often say that wow factor has a short shelf life. Meghan Athavale: Yeah, and I absolutely agree with you. I think there has to be a balance between the cost and the reward of experiences like this. One of the biggest mistakes that we see people making is they'll see something on the internet, they'll see something in video format, and they'll think, I need that at my event, or I need that in my museum, and they'll skip the part of like why they need it. It'll be entirely like an emotional decision, and the challenge here is that there are so many more and more faked every single day. We get sent videos all the time with people asking us to do anamorphic illusions. People will see videos of that, and they'll be like, “I want that but interactive, can you make it?” And because they're seeing a video and the video is staged, and in some cases, the video is a complete composite. It's not even something that actually happened in the real world, they won't understand that it doesn't work from anything except for one very particular perspective. So, the person who's interacting with anamorphic content is not going to see what the person watching from across the street on a particular street corner is going to see, and the same thing with large-scale digital displays. People will see these huge LED walls, and I think you saw this at our booth at LDI. When you walk right up to a big LED wall, you see the individual pixels, not the same image that somebody is watching from far away, so I think that those limitations are very difficult for people to understand and appreciate unless they've actually seen the installation in person. So I would say if you see something and you're planning to put it in an event, you're planning to use it in brand activation, go see that experience in person first. Don't make a decision about whether or not you need it until you've actually personally experienced it because seeing it on a video is not the same thing as what it's going to look like in real life. And then the other advice that I give to people when they come to me with the wow factor criteria is like, what do you want the takeaway to be? Is this a shareable thing? Do you want a hundred people to come to your event to put up a hundred different videos and tag you in them? What is your metric for success? Because if that's it, then the content's going to be very different than if you want a hundred people to enter their emails in order to play a game or you need to know at the end of the day what you're walking away from after you've put that activation in place. I've seen different iterations of this stuff. The applications in classrooms, I think, is fantastic and it plays to kids at their whims and everything else; they want to be involved. I find it's quite different. A lot of the ones that I've seen in public spaces like shopping malls and so on, where you see the kids running around doing stuff, interacting with it, but you don't really see the adults, and that's fine if it's aimed at kids. But I wonder sometimes, when brands do these things, that the only real interest is with children and adults saying, “I'm not doing that, I'm not an extrovert. I don't want to do this trickery in front of other people.” Meghan Athavale: Yeah. I think that's a very fair point. One of the things that we noticed when we first started putting particularly interactive floors into retail spaces was that we still have an entire generation of adults, and I would count my own generation in there; we've been trained not to step on screens like it's your impulse isn't to go running through the light. The generations who are comfortable with that and who grew up with touch screens and expect everything to be interactive, I think they're in their twenties and early thirties now, so we are seeing that change quite a bit. I would say that from about 35 years down, we aren't seeing that hesitancy to interact with things, but I do think that we still have a long way to go in discovering how the content can be used. A lot of times, it's to augment like physical experiences is how you get adults to engage think like axe-throwing. Adding really cool interactive graphics to an axe-throwing experience is something that's going to really delight an older crowd. Same thing with bowling alleys, making those interactive. So I think… So they're becoming Wii games. Meghan Athavale: Yeah. I think a lot of the time, people think that there's a choice between virtual experiences in VR and physical experiences like you would have with a traditional family entertainment center. But what our software allows you to do is combine the two, so you have a headset-free experience that does have digital interactive components, but you're also engaging with something physical. So we do a lot of Air Hockey tables, pool tables, and things like that where you're still playing pool and using physical paddles, but there are interactive digital visual elements on top of that. That's where we're seeing unquestionable pickup by older people. Yeah, so where there's tangible fun or some sort of activity versus so often when I've gone to trade shows, if I see some sort of an interactive video wall thing, please walk up to this thing and dance in front of it or wave your arms, and there'll be light particles and that's nice, but I don't see the business case here, and I don't think it's interesting for more than 10 seconds. Meghan Athavale: For sure, if you're in an environment where you're dancing anyway, having cool visual effects while you're dancing is like a good bonus, and I think that's how we have to think about it in terms of engaging an older audience, is you need to be augmenting something that they're doing anyways. You can't expect them to do an activity that they wouldn't normally do just because it's like eye candy. But if they're doing something anyway if they're already in a curling league and you can make their curling more fun… We're getting really Canadian here. Meghan Athavale: Right. I mean, I'm available for anyone who wants to try that. I've done soccer, I've done hockey, I haven't done curling yet. I would really like to make an interactive curling experience. But yeah, that's where you attract adults by helping make something that they want to do anyway, much cooler. Where did this come from, like why did you start this company? Meghan Athavale: This is a very existential question. It's actually a pretty funny story. We started the company by accident. My co-founders, Keith Otto and Curtis Wachs and I, all worked at an agency together, and this was like 2010, back in the days when Instructables and a lot of those sorts of YouTube channels were just starting, and we started hanging out after work and just making stuff and it was all things that we would never get hired to make. We were designing our own touch screens. We created our own mist screen for projection. We did a lot of building projections and it was all for fun. We saw other people doing it all over the world. We thought it was really like a fun hobby. We started throwing parties to show off some of the things that we were making, and a friend of mine, Kayla Jeanson, who is an incredible videographer. She also has moved out to Montreal. This all happened back in Winnipeg, which is where my company is based. So we're all back in Winnipeg. Kayla shows up at one of the parties. This was before Facebook, so it was an SMS-controlled wall where you were sending text messages, and it was making things happen on the wall. She took a video, and that video ended up going viral. We found out about it after the fact, and we started getting contacted by different businesses the University of Nevada, Reno reached out and said, “Hey, we'd really like to have something cool like this in our cafeteria.” and Curtis and I just looked at each other, we're like, wow, people will pay us to do this. We registered a business, and we all quit our jobs. We applied for CMF funding, and we launched as an agency designing these interactive experiences and, within the first two years, realized that the biggest challenge was once the experience was in place how do you maintain it? How do you make sure that it's going to continue running? And that installation that we did back in, I think, in early 2011, in the cafeteria in Reno is still running, and part of it was just like starting by accident because a hobby that we were doing for fun led to some economic opportunities for us and the direction that we ended up taking was as a result of people liked what we did long enough to want to keep it running, to want to keep having us continue updating it. We've had a number of large-scale installations. There's one in Red Rock, Ontario, where they've done entire refreshes. We did our original installation for them in 2011 as well and just very recently replaced and updated a bunch of the software for them. The validation has been there, so the thing to focus on is how to make these experiences last, not how to make them cool for a week. The company is quite small. I believe it's just like a handful of people, right? Meghan Athavale: Yeah. That's right. There are four of us. And that's all you need to be because you're not getting into the weeds with the hardware, and I think you sell the hardware that you have through a reseller, Simply NUC? Meghan Athavale: Yeah, we have a number of resellers, but Simply NUCis our preferred partner because they send us everything that they're selling so we can test it 24/7. So we're able to say with high confidence that anything you buy from Simply NUC is going to run long-term with our software. I would like a bigger team. In all honesty, we had to let a few people go during the pandemic. I think one year in, we were like, okay, we're not going to be able to sustain ourselves with a larger team. So, I think we'd like to see some growth in the team within the next year or so. Because of the way that we've built our platform, we're able to outsource stuff that we can't do where we don't have enough work to bring somebody in-house for long periods of time, and there are also just amazing resources out there for outsourcing, now that didn't exist when we first started the company. It's a small team. I don't anticipate that we'll ever be much more than 10 people. But a few more wouldn't hurt. Meghan Athavale: Yeah, a few more wouldn't hurt. I'd like to build in a little bit more redundancy, and I'm getting older, and one of these days, I'm hoping that there will be some sort of a succession. Because of the relationship that we have with our resellers and our installers, there's really not a lot of mission-critical stuff on our side. We push our regular updates. We create new content and respond to community requests and stuff. But not a lot of the work that we do is like on a deadline. It's a pretty chill working environment where we identify things that we think are going to be of value to the customer, and then we ask our customers, and then we build the thing. There's no pressure. And there's also a knock on wood at this point: not a ton of competition because it's still a very niche market. We don't feel the pressure to be like the trade show that you and I met on; it was the first we've been in business for 13 years, and that was the first time we've ever done a trade show exhibit. Oh, wow, and what was your takeaway from that? Meghan Athavale: It was great. It was definitely time. We came away with quite a few new customers, and it was LDI. The reason we chose LDI as our first trade show is because there are so many companies that do events, and the total lifetime value of customers in the event space isn't as high as education would be or something where it's a permanent installation. There's just a lot more of them, and it's a lower-hanging fruit. We're hoping to bump up our revenue enough so that we can start expanding our team sometime mid-next year. Do you have a reference case or a handful of reference cases? If people said, this sounds really cool. I can't really just walk into a classroom, obviously. Are there museums or public spaces or something like that where I could go see this? Meghan Athavale: Yeah. There are quite a few. What we usually ask people to do is if they want to see an installation of ours in real life and they aren't able to set it up themselves, just contact us, let us know what city you're in, and we'll find somebody in your area that you can go visit. There are a lot of live public libraries and museums and buildings that are open to the public that have installations in them, and then the other thing that people can do is we have a free evaluation version of our software that you can just download and install. So, for people who are getting into this on a commercial basis, it's a really good idea to set up a system for yourself, test it out, and play around with the tools. Don't pitch it to your customers until you've tried it, please! So we make it possible for people to just install it for free and play around with it before they make any sort of purchase before they make any representations to their customers about what it can do. Okay. All right. So, if people want to find you online, that's LUMOplay.com, right? Meghan Athavale: Yep. That's right. LUMOplay.com, and if you reach out through the site, you will be talking to me. My name is Meghan. All right, Meghan. Thank you very much. Meghan Athavale: You're very welcome. Thank you, Dave.
Valve reveals 2023's biggest Steam Deck games! Slay the Spire MOD distributes malware, open-source DirectX, AAA Linux predictions for 2024, and a Blood & Magic source dump.
Hot button news, Thunderbolt on iPhone 15, new lenses from Moment, a new generative AI image app from Adobe, and Crash Detection is back in the news.Contact your host with questions, suggestions, or requests about sponsoring the AppleInsider Daily:charles_martin@appleinsider.comLinks from the showApple gives in on the End Call button position in latest iOS 17 betaThree iPhone 15 models rumored to get Thunderbolt/USB4 connectorCrossOver update brings EA and DirectX 12 game support to MacAdobe Express with AI Firefly app is available worldwideMoment debuts 8 new iPhone lenses as part of T-Series overhaulApple's India expansion reaches a milestone as iPhone 15 production startsCrash Detection guides help to critically-injured driverSubscribe to the AppleInsider podcast on: Apple Podcasts Overcast Pocket Casts Spotify Subscribe to the HomeKit Insider podcast on:• Apple Podcasts• Overcast• Pocket Casts• Spotify
Fredrik snackar med Roberto Chaves om VR och 3D på nittiotalet. Roberto gick från demoscenen till att bygga hela utvecklingsmiljöer och motorer för att driva nittiotalets VR-hjälmar från vanliga PC-burkar. Tunga VR-hjälmar, egna drivrutiner, prestandaoptimering, och resor till flera världsdelar var alla delar av resan. Mot slutet diskuterar vi även Robertos intryck av Apples nya Vision pro-headset och känner att framtiden är spännande den också. Ett stort tack till Cloudnet som sponsrar vår VPS! Har du kommentarer, frågor eller tips? Vi är @kodsnack, @tobiashieta, @oferlund, och @bjoreman på Twitter, har en sida på Facebook och epostas på info@kodsnack.se om du vill skriva längre. Vi läser allt som skickas. Gillar du Kodsnack får du hemskt gärna recensera oss i iTunes! Du kan också stödja podden genom att ge oss en kaffe (eller två!) på Ko-fi, eller handla något i vår butik. Länkar Roberto Commodore 64 Basic Google cardboard Gräsklipparmannen Trailer för Gräsklipparmannen VR på sextiotalet VR-vågen på nittiotalet Demogruppen Cascada VGA TCC 93 AutoCAD Windows 3.1 Sound blaster 16 Windows NT OS/2 Sun Solaris Visual C++ Pentium Mosaic Doom Silicon graphics IRIX Onyx MIPS RISC Polhemus magnetisk tracker DOS4GW Borland turbo C++ Symantec C++ TI TMS34020 TI TMS34082 - massor med VRAM Gouraud shading BSP - binary space partitioning Kaiser electro-optics VIM 1000 - VR-hjälm Stereoskopisk 3D Environment mapping Phong shading Prosolvia Eizo-skärmar Funhouse Z-TV ISDN Cycore - gjorde Final effects och andra program för filmindustrin och byggde egen dator lite senare Cosmonova Amiga 1000 Video om Disneys VR-Aladdin och VR-labb PDF om Disneys Aladdin-VR-åktur 3DFX Första DirectX kom 1995 Shutter glasses Voxlar Nyckelben Sega rally ILM Baywatch Cult 3D IBM:s Cellprocessor Virtuality var företaget och VR-maskinen som stod på Gröna lund Dactyl nightmare var spelet Roberto med vänner gjorde en förbättrad version av Vision pro Hololens och Hololens 2 Varjo XR-3 ARKit Apples WWDC-presentationer från 2023 om Vision pro Elvatums Macbook air Foveated rendering Doom VFR Move-kontrollerna Titlar VR på 90-talet Det var snabbt då Det fanns inga 3d-acceleratorer på den tiden Hade man 8 MB RAM så var det en bra dator Tidiga C++-kompilatorer En tidig GPU Saker som ser bra ut på effektiva sätt Hur ser ett nyckelben ut i tre dimensioner? En plugin för alla webbläsare Fortfarande stor och skarp VR känns kul just nu
Join me for a groovy good time as we discuss The Operative: No One Lives Forever! Learn how game company Monolith came to be, how the LithTech engine evolved from its DirectX heritage, and whether No One Lives Forever, one of the most underrated games in recent memory, still holds up today. Join the discussion on Discord! Want more Classic Gaming Today? Sign up as a patron at Patreon.com/ClassicGamingToday!
Voici l'épisode 431 de "la quotidienne iWeek" en ce mercredi 5 juillet 2023. Abonnez-vous : c'est gratuit ! Threads, le Twitter de Meta, ne sortira pas en Europe demain. Présentation : Benjamin VINCENT (@benjaminvincent) + François LE TRUÉDIC (@fanchy56). Production : OUATCH Audio. Tags : pas de Threads en Europe demain ; plus de jus sur la gamme 15 ; Ultra MicroLED : il va falloir attendre ; le portage de jeux PC dépote ; Firefox 116 : Catalina ou plus récent obligatoire. Bonne découverte de "la quotidienne iWeek" si vous nous écoutez pour la première fois, parlez de nous autour de vous, retweetez-nous (@iweeknews), bonne journée, bonne écoute et à demain ! Benjamin VINCENT et la team #iweekLQI PS1 : rejoignez la communauté iWeek sur Patreon et bénéficiez de bonus exclusifs ! PS2 : iWeek est désormais aussi présent sur mastodon :@iweeknews@mastodon.world PS3 : retrouvez-nous aussi, pour iWeek (la semaine Apple), notre podcast hebdo, désormais en ligne chaque mercredi soir. PS4 : l'épisode 145 d'iWeek (la semaine Apple) sera disponible jeudi soir !
"Hepatorenal syndrome is a life-threatening condition characterized by rapidly Progressive kidney failure that is seen in people with Advanced liver disease the prognosis is very Bleak and is usually fatal without the transplant there are two types type 1 has a median survival of two weeks and features a rapidly increasing creatinine level type 1 happens commonly in taneous bacterial peritonitis type 2 is a slightly more moderate form with a median survival of 10 weeks and a steadier creatinine here patients typically have a site that is resistant to DirectX approximately 18% of cirrhotic patients who have ascites will develop hepatorenal syndrome within one year so what exactly that makes this condition so bad the Hallmark is a renal basic constriction in the setting of vasodilation in splanchnic breasts those are the intestines spleen liver and pancreas the main branches of the aorta that make it up at the Celiac artery as well as the superior and inferior mesenteric arteries the underfill theory is that as liver disease progresses and portal hypertension follows possibly also generating ascites there is a splash so dilation because of release of vasodilatory mediators like nitric oxide and prostaglandins this vasodilation leads to more blood being directed into the splanchnic vessels which ends up draining into the portal circulation which causes the juxtaglomerular apparatus of the kidney to activate the renin-angiotensin-aldosterone system leading to vasoconstriction and in particular in the kidneys but the splanchnic vasculature is resistant to vasoconstriction due to the production of local vasodilators like nitric oxide and so remains vasodilate it the cycle leading to this vicious cycle of the renal vasoconstriction and splanchnic vasodilation ultimately leading to renal failure the activation of the renin-angiotensin-aldosterone is thought to be an important step in the formation of ascites in patients with cirrhosis to the extent that ascites and hepatorenal syndrome may be considered a splanchnic vasodilation determined the resistance of ascites to diuretics as is seen in type 2 hepatorenal syndrome as well as the onset of kidney vasoconstriction that leads to the initial onset of hepatorenal syndrome it is important to remember that having a cirrhotic patient with an AK I does not mean that the patient has HRS they may have the Aki for other reasons and so hepatorenal..." Learn more about your ad choices. Visit megaphone.fm/adchoices
"Hepatorenal syndrome is a life-threatening condition characterized by rapidly Progressive kidney failure that is seen in people with Advanced liver disease the prognosis is very Bleak and is usually fatal without the transplant there are two types type 1 has a median survival of two weeks and features a rapidly increasing creatinine level type 1 happens commonly in taneous bacterial peritonitis type 2 is a slightly more moderate form with a median survival of 10 weeks and a steadier creatinine here patients typically have a site that is resistant to DirectX approximately 18% of cirrhotic patients who have ascites will develop hepatorenal syndrome within one year so what exactly that makes this condition so bad the Hallmark is a renal basic constriction in the setting of vasodilation in splanchnic breasts those are the intestines spleen liver and pancreas the main branches of the aorta that make it up at the Celiac artery as well as the superior and inferior mesenteric arteries the underfill theory is that as liver disease progresses and portal hypertension follows possibly also generating ascites there is a splash so dilation because of release of vasodilatory mediators like nitric oxide and prostaglandins this vasodilation leads to more blood being directed into the splanchnic vessels which ends up draining into the portal circulation which causes the juxtaglomerular apparatus of the kidney to activate the renin-angiotensin-aldosterone system leading to vasoconstriction and in particular in the kidneys but the splanchnic vasculature is resistant to vasoconstriction due to the production of local vasodilators like nitric oxide and so remains vasodilate it the cycle leading to this vicious cycle of the renal vasoconstriction and splanchnic vasodilation ultimately leading to renal failure the activation of the renin-angiotensin-aldosterone is thought to be an important step in the formation of ascites in patients with cirrhosis to the extent that ascites and hepatorenal syndrome may be considered a splanchnic vasodilation determined the resistance of ascites to diuretics as is seen in type 2 hepatorenal syndrome as well as the onset of kidney vasoconstriction that leads to the initial onset of hepatorenal syndrome it is important to remember that having a cirrhotic patient with an AK I does not mean that the patient has HRS they may have the Aki for other reasons and so hepatorenal..." Learn more about your ad choices. Visit megaphone.fm/adchoices
Automattic launched an AI assistant for WordPress, which integrates easily with all Jetpack-powered sites. Scientists at the University of Cambridge used a publicly available neural network to generate a model to train a computer to cook by watching videos of people cooking. Apple announced a new tool called Game Porting Toolkit that translates DirectX 12 GPU calls to Metal 3 allowing developers to see how well their games run on MacOS before they decide to port it over.Starring Tom Merritt, Sarah Lane, Scott Johnson, Roger Chang, Joe.Link to the Show Notes. Become a member at https://plus.acast.com/s/dtns. Hosted on Acast. See acast.com/privacy for more information.
Automattic launched an AI assistant for WordPress, which integrates easily with all Jetpack-powered sites. Scientists at the University of Cambridge used a publicly available neural network to train a computer to cook by watching videos of people cooking. Apple announced a new tool called Game Porting Toolkit that translates DirectX 12 GPU calls to Metal 3 allowing developers to see how well their games run on MacOS before they decide to port it over. Starring Tom Merritt, Sarah Lane, Scott Johnson, Roger Chang, Joe, Amos To read the show notes in a separate page click here! Support the show on Patreon by becoming a supporter!
This is a recap of the top 10 posts on Hacker News on June 7th, 2023.(00:37): Notes on Vision ProOriginal post: https://news.ycombinator.com/item?id=36219585(02:05): uBlock Origin 1.50.0Original post: https://news.ycombinator.com/item?id=36227411(03:30): Royal Navy says quantum navigation test a successOriginal post: https://news.ycombinator.com/item?id=36222625(05:05): Windows 11 calls a zip file a 'postcode file' in UK EnglishOriginal post: https://news.ycombinator.com/item?id=36231313(06:16): DirectX 12 Support on macOSOriginal post: https://news.ycombinator.com/item?id=36222266(07:23): Microsoft has no shame: Bing spit on my ‘Chrome' search with a fake AI answerOriginal post: https://news.ycombinator.com/item?id=36222006(08:46): SEC asks for emergency order to freeze Binance US assets anywhere in the worldOriginal post: https://news.ycombinator.com/item?id=36218932(10:09): “csinc”, the AArch64 instruction you didn't know you wantedOriginal post: https://news.ycombinator.com/item?id=36223283(11:41): DeepFilterNet: Noise supression using deep filteringOriginal post: https://news.ycombinator.com/item?id=36221534(13:26): Reddit's Recently Announced API Changes, and the future of /r/blindOriginal post: https://news.ycombinator.com/item?id=36231016This is a third-party project, independent from HN and YC. Text and audio generated using AI, by wondercraft.ai. Create your own studio quality podcast with text as the only input in seconds at app.wondercraft.ai. Issues or feedback? We'd love to hear from you: team@wondercraft.ai
Contact your hostcharles_martin@appleinsider.comLinks from the showTim Cook: Apple Vision Pro tech is mindblowing, and will be too expensive for manyUp close and hands on with Apple Vision Pro at Apple ParkBandWerk introduces first leather band for Apple Vision ProMira made AR headsets for the US Military — and Apple owns the company nowIt wasn't a mistake — Apple betas are now freeFirst iOS 17 developer beta references new MagSafe accessoriesWhat Intel Macs aren't getting in macOS SonomaApple says emulation in macOS can show devs how Windows games could runApp Store Review Guideline updates go after fake apps, bad adsApple rejected nearly one million apps for privacy violations between 2020 and 2022Subscribe to the AppleInsider podcast on: Apple Podcasts Overcast Pocket Casts Spotify Subscribe to the HomeKit Insider podcast on:• Apple Podcasts• Overcast• Pocket Casts• Spotify
We're going to start taking the occasional look at a product that changed everything in its respective field, starting this week with the game console that redefined how consoles work in the online era, the Xbox 360. From achievements and cross-game chat to first-class downloadable games and controller standardization, evolution in game development and mainstream marketing, our memories of working with the system in the media, and not-so-flattering things like the red ring, HD-DVD, and Kinect, there's a lot to cover in this lengthy episode.Support the Pod! Contribute to the Tech Pod Patreon and get access to our booming Discord, your name in the credits, and other great benefits! You can support the show at: https://patreon.com/techpod
Tech news is getting a little too surreal for us lately, so we're taking a brief trip back to a simpler time. This week we go through the very first issue of Boot (later Maximum PC) from 1996, which has everything from Jean-Louis Gassée on the launch of the BeBox to Bill Gates on the x86 PC's murder of SGI, the very first cable modem service, a motorized (?) Panasonic laptop, some shocking secrets about the first Dream Machine and the letters section, the Will Smith byline that almost was, and a bunch more.Read along at home with Boot issue #1: https://archive.org/details/boot-magazine-vol01-issue01-sept-1996Support the Pod! Contribute to the Tech Pod Patreon and get access to our booming Discord, your name in the credits, and other great benefits! You can support the show at: https://patreon.com/techpod
al menos jugando al Go / Portugal prohíbe más Airbnbs / Drones 3D para Ucrania / Windows 11 en Mac / Twitter elimina 2FA por SMS / OpenAI compra AI·com Patrocinador: Solo quedan 9 días para el estreno de la tercera temporada de The Mandalorian, en exclusiva en Disney+. El 1 de marzo todos pegados a la tele porque vuelven las aventuras de nuestro querido Grogu y su viaje durante los complicados primeros años de la Nueva República. — Nueva nave, más combates espaciales, y más emoción. — ¿Habéis visto ya el tráiler?. al menos jugando al Go / Portugal prohíbe más Airbnbs / Drones 3D para Ucrania / Windows 11 en Mac / Twitter elimina 2FA por SMS / OpenAI compra AI·com ⚪ Un nuevo método para derrotar a las máquinas al Go. Siete años después de la gran derrota de Lee Sedol frente a AlphaGo de DeepMind, un equipo de IA encontró una nueva táctica que permite a jugadores humanos derrotar apabullantemente a los mejores motores.
Welcome to the most overpowered podcast on the internet! Microsoft decided to start off the new year with a xbox showcase! Why are the guys not surprised by this, because they predicted that this would happen. With a major focus on Redfall the fellas talk about whether or not this showcase hit the mark. Official Twitter: twitter.com/SuperWeaponPod/ twitter.com/_1ldc_/ instagram.com/_1ldc_/ twitter.com/DariusTh3Artist/ instagram.com/dariusth3artist/ Check out the community discord: https://discord.gg/knJDbT6 ---------------------------------------------------------------------------------- Support this podcast: https://anchor.fm/superweaponpod/support ---------------------------------------------------------------------------------------- This episode is sponsored by Anchor: The easiest way to make a podcast. https://anchor.fm/app Support this podcast: https://anchor.fm/superweaponpod/support --- Support this podcast: https://anchor.fm/superweaponpod/support
Here are all of the questions we answer this week: - Why didn't PlayStation have a showcase in 2022? - Which games will be nominated for Game of the Year 2022? - Should Sony adopt DirectX for the PS6? - Is anyone excited about Call of Duty's open-world mode? - Do PC Gamers realize “PCMR” is an insult? - What do Nintendo's recent financials say about the Switch? - How have you evolved as a gamer? - Did your 2022 hype game live up to expectations? - What is the best-written game you ever played? Thanks as always to Shawn Daley for our intro and outro music. Follow him on Soundcloud: https://soundcloud.com/shawndaley Where to find Throwdown Show: Website: https://audioboom.com/channels/5030659 Twitch: https://www.twitch.tv/throwdownshow Twitter: https://twitter.com/ThrowdownShow YouTube: https://www.youtube.com/throwdownshow Discord: https://discord.gg/fdBXWHT Twitter list: https://twitter.com/i/lists/1027719155800317953
We go inside Microsoft back in the late 90s to hear the story of the original Xbox, Direct X, Microsoft's failed attempt to buy Nintendo and lots more with Kevin Bachus. Please visit our amazing sponsors and help to support the show: Bitmap Books https://www.bitmapbooks.com/ Get 3 months of ExpressVPN for FREE: https://expressvpn.com/retro Thanks to our latest Patreon backers, in the Hall of Fame this week: Bernd, The Amiga Show, Rob Hull We need your help to ensure the future of the podcast, if you'd like to help us with running costs, equipment and hosting, please consider supporting us on Patreon: https://theretrohour.com/support/ https://www.patreon.com/retrohour Get your Retro Hour merchandise: https://bit.ly/33OWBKd Join our Discord channel: https://discord.gg/GQw8qp8 Website: http://theretrohour.com Facebook: https://www.facebook.com/theretrohour/ Twitter: https://twitter.com/retrohouruk Instagram: https://www.instagram.com/retrohouruk/ Twitch: https://www.twitch.tv/theretrohour Upcoming events: Amiga 37 - 15th and 16th October Notts VGA Festival - https://www.nottsvge.com/ - 17th & 18th December 2022 Show notes: EmuVR: https://www.emuvr.net/ NES OS: https://notin.tokyo/nesos/ Device brings back harddrive clicking: https://bit.ly/3EoUIc8 Zelda texture bug: https://bit.ly/3ElFyod SNK VS Capcom for C64: https://bit.ly/3CCcW8S Half Life 2 VR mod: https://bit.ly/3ebHNzQ
Taiwan is a country about half the size of Maine with about 17 times the population of that state. Taiwan sits just over a hundred miles off the coast of mainland China. It's home to some 23 and a half million humans, roughly half way between Texas and Florida or a few more than live in Romania for the Europeans. Taiwan was connected to mainland China by a land bridge in the Late Pleistocene and human remains have been found dating back to 20,000 to 30,000 years ago. About half a million people on the island nation are aboriginal, or their ancestors are from there. But the population became more and more Chinese in recent centuries. Taiwan had not been part of China during the earlier dynastic ages but had been used by dynasties in exile to attack one another and so became a part of the Chinese empire in the 1600s. Taiwan was won by Japan in the late 1800s and held by the Japanese until World War II. During that time, a civil war had raged on the mainland of China with the Republic of China eventually formed as the replacement government for the Qing dynasty following a bloody period of turf battles by warlords and then civil war. Taiwan was in martial law from the time the pre-communist government of China retreated there during the exit of the Nationalists from mainland China in the 1940s to the late 1980. During that time, just like the exiled Han dynasty, they orchestrated war from afar. They stopped fighting, much like the Koreans, but have still never signed a peace treaty. And so large parts of the world remained in stalemate. As the years became decades, Taiwan, or the Republic of China as they still call themselves, has always had an unsteady relationship with the People's Republic of China, or China as most in the US calls them. The Western world recognized the Republic of China and the Soviet and Chines countries recognized the mainland government. US President Richard Nixon visited mainland China in 1972 to re-open relations with the communist government there and relations slowly improved. The early 1970s was a time when much of the world still recognized the ruling government of Taiwan as the official Chinese government and there were proxy wars the two continued to fight. The Taiwanese and Chinese still aren't besties. There are deep scars and propaganda that keep relations from being repaired. Before World War II, the Japanese also invaded Hong Kong. During the occupation there, Morris Chang's family became displaced and moved to a few cities during his teens before he moved Boston to go to Harvard and then MIT where he did everything to get his PhD except defend his thesis. He then went to work for Sylvania Semiconductor and then Texas Instruments, finally getting his PhD from Stanford in 1964. He became a Vice President at TI and helped build an early semiconductor designer and foundry relationship when TI designed a chip and IBM manufactured it. The Premier of Taiwan at the time, Sun Yun-suan, who played a central role in Taiwan's transformation from an agrarian economy to a large exporter. His biggest win was when to recruit Chang to move to Taiwan and found TSCM, or Taiwan Semiconductor Manufacturing Company. Some of this might sound familiar as it mirrors stories from companies like Samsung in South Korea. In short, Japanese imperialism, democracies versus communists, then rapid economic development as a massive manufacturing powerhouse in large part due to the fact that semiconductor designers were split from semiconductor foundry's or where chips are actually created. In this case, a former Chinese national was recruited to return as founder and led TSMC for 31 years before he retired in 2018. Chang could see from his time with TI that more and more companies would design chips for their needs and outsource manufacturing. They worked with Texas Instruments, Intel, AMD, NXP, Marvell, MediaTek, ARM, and then the big success when they started to make the Apple chips. The company started down that path in 2011 with the A5 and A6 SoCs for iPhone and iPad on trial runs but picked up steam with the A8 and A9 through A14 and the Intel replacement for the Mac, the M1. They now sit on a half trillion US dollar market cap and are the largest in Taiwan. For perspective, their market cap only trails the GDP of the whole country by a few billion dollars. Nvidia TSMC is also a foundry Nvidia uses. As of the time of this writing, Nvidia is the 8th largest semiconductor company in the world. We've already covered Broadcom, Qualcomm, Micron, Samsung, and Intel. Nvidia is a fabless semiconductor company and so design chips that vendors like TSMC manufacture. Nvidia was founded by Jensen Huang, Chris Malachowsky, and Curtis Priem in 1993 in Santa Clara, California (although now incorporated in Delaware). Not all who leave the country they were born in due to war or during times of war return. Huang was born in Taiwan and his family moved to the US right around the time Nixon re-established relations with mainland China. Huang then went to grad school at Stanford before he became a CPU designer at AMD and a director at LSI Logic, so had experience as a do-er, a manager, and a manager's manager. He was joined by Chris Malachowsky and Curtis Priem, who had designed the IBM Professional Graphics Adapter and then the GX graphics chip at Sun. because they saw this Mac and Windows and Amiga OS graphical interface, they saw the games one could play on machines, and they thought the graphics cards would be the next wave of computing. And so for a long time, Nvidia managed to avoid competition with other chip makers with a focus on graphics. That initially meant gaming and higher end video production but has expanded into much more like parallel programming and even cryptocurrency mining. They were more concerned about the next version of the idea or chip or company and used NV in the naming convention for their files. When it came time to name the company, they looked up words that started with those letters, which of course don't exist - so instead chose invidia or Nvidia for short, as it's latin for envy - what everyone who saw those sweet graphics the cards rendered would feel. They raised $20 million in funding and got to work. First with SGS-Thomson Microelectronics in 1994 to manufacture what they were calling a graphical-user interface accelerator that they packaged on a single chip. They worked with Diamond Multimedia Systems to install the chips onto the boards. In 1995 they released NV1. The PCI card was sold as Diamond Edge 3D and came with a 2d/3d graphics core with quadratic texture mapping. Screaming fast and Virtual Fighter from Sega ported to the platform. DirectX had come in 1995. So Nviia released DirectX drivers that supported Direct3D, the api that Microsoft developed to render 3d graphics. This was a time when 3d was on the rise for consoles and desktops. Nvidia timed it perfectly and reaped the rewards when they hit a million sold in the first four months for the RIVA, a 128-bit 3d processor that got used as an OEM in 1997. Then the 1998 RIVAZX with RIVATNT for multi-texture 3D processing. They also needed more manufacturing support at this point and entered into a strategic partnership with TSMC to manufacture their boards. A lot of vendors had a good amount of success in their niches. By the late 1990s there were companies who made memory, or the survivors of the DRAM industry after ongoing price dumping issues. There were companies that made central processors like Intel. Nvidia led the charge for a new type of chip, the GPU. They invented the GPU in 1999 when they released the GeForce 256. This was the first single-chip GPU processor. This means integrated lightings, triangle setups, rendering, like the old math coprocessor but for video. Millions of polygons could be drawn on screens every second. They also released the Quadro Pro GPU for professional graphics and went public in 1999 at an IPO of $12 per share. Nvidia used some of the funds from the IPO to scale operations, organically and inorganically. In 2000 they released the GeForce2 Go for laptops and acquired 3dfx, closing deals to get their 3d chips in devices from OEM manufacturers who made PCs and in the new Microsoft Xbox. By 2001 they hit $1 billion in revenues and released the GeForce 3 with a programmable GPU, using APIs to make their GPU a platform. They also released the nForce integrated graphics and so by 2002 hit 100 million processors out on the market. They acquired MediaQ in 2003 and partnered with game designer Blizzard to make Warcraft. They continued their success in the console market when the GeForce platform was used in the PS 3 in 2005 and by 2006 had sold half a billion processors. They also added the CUDA architecture that year to put a general purpose GPU on the market and acquired Hybrid Graphics who develops 2D and 3D embedded software for mobile devices. In 2008 they went beyond the consoles and PCs when Tesla used their GPUs in cars. They also acquired PortalPlayer, who supplies semiconductors and software for personal media players and launched the Tegra mobile processor to get into the exploding mobile market. More acquisitions in 2008 but a huge win when the GeForce 9400M was put into Apple MacBooks. Then more smaller chips in 2009 when the Tegra processors were used in Android devices. They also continued to expand how GPUs were used. They showed up in Ultrasounds and in 2010 the Audi. By then they had the Tianhe-1A ready to go, which showed up in supercomputers and the Optimus. All these types of devices that could use a GPU meant they hit a billion processors sold in 2011, which is when they went dual core with the Tegra 2 mobile processor and entered into cross licensing deals with Intel. At this point TSMC was able to pack more and more transistors into smaller and smaller places. This was a big year for larger jobs on the platform. By 2012, Nvidia got the Kepler-based GPUs out by then and their chips were used in the Titan supercomputer. They also released a virtualized GPU GRID for cloud processing. It wasn't all about large-scale computing efforts. The Tegra-3 and GTX 600 came out in 2012 as well. Then in 2013 the Tegra 4, a quad-core mobile processor, a 4G LTE mobile processor, Nvidia Shield for portable gaming, the GTX Titan, a grid appliance. In 2014 the Tegra K1 192, a shield tablet, and Maxwell. In 2015 came the TegraX1 with deep learning with 256 cores and Titan X and Jetson TX1 for smart machines, and the Nvidia Drive for autonomous vehicles. They continued that deep learning work with an appliance in 2016 with the DGX-1. The Drive got an update in the form of PX 2 for in-vehicle AI. By then, they were a 20 year old company and working on the 11th generation of the GPU and most CPU architectures had dedicated cores for machine learning options of various types. 2017 brought the Volta, Jetson TX2, and SHIELD was ported over to the Google Assistant. 2018 brought the Turing GPU architecture, the DGX-2, AGX Xavier, Clara, 2019 brought AGX Orin for robots and autonomous or semi-autonomous piloting of various types of vehicles. They also made the Jetson Nano and Xavier, and EGX for Edge Computing. At this point there were plenty of people who used the GPUs to mine hashes for various blockchains like with cryptocurrencies and the ARM had finally given Intel a run for their money with designs from the ARM alliance showing up in everything but a Windows device (so Apple and Android). So they tried to buy ARM from SoftBank in 2020. That deal fell through eventually but would have been an $8 billion windfall for Softbank since they paid $32 billion for ARM in 2016. We probably don't need more consolidation in the CPU sector. Standardization, yes. Some of top NVIDIA competitors include Samsung, AMD, Intel Corporation Qualcomm and even companies like Apple who make their own CPUs (but not their own GPUs as of the time of this writing). In their niche they can still make well over $15 billion a year. The invention of the MOSFET came from immigrants Mohamed Atalla, originally from Egypt, and Dawon Kahng, originally from from Seoul, South Korea. Kahng was born in Korea in 1931 but immigrated to the US in 1955 to get his PhD at THE Ohio State University and then went to work for Bell Labs, where he and Atalla invented the MOSFET, and where Kahng retired. The MOSFET was an important step on the way to a microchip. That microchip market with companies like Fairchild Semiconductors, Intel, IBM, Control Data, and Digital Equipment saw a lot of chip designers who maybe had their chips knocked off, either legally in a clean room or illegally outside of a clean room. Some of those ended in legal action, some didn't. But the fact that factories overseas could reproduce chips were a huge part of the movement that came next, which was that companies started to think about whether they could just design chips and let someone else make them. That was in an era of increasing labor outsourcing, so factories could build cars offshore, and the foundry movement was born - or companies that just make chips for those who design them. As we have covered in this section and many others, many of the people who work on these kinds of projects moved to the United States from foreign lands in search of a better life. That might have been to flee Europe or Asian theaters of Cold War jackassery or might have been a civil war like in Korea or Taiwan. They had contacts and were able to work with places to outsource too and given that these happened at the same time that Hong Kong, Singapore, South Korea, and Taiwan became safe and with no violence. And so the Four Asian Tigers economies exploded, fueled by exports and a rapid period of industrialization that began in the 1960s and continues through to today with companies like TSMC, a pure play foundry, or Samsung, a mixed foundry - aided by companies like Nvidia who continue to effectively outsource their manufacturing operations to companies in the areas. At least, while it's safe to do so. We certainly hope the entire world becomes safe. But it currently is not. There are currently nearly a million Rohingya refugees fleeing war in Myanmar. Over 3.5 million have fled the violence in Ukraine. 6.7 million have fled Syria. 2.7 million have left Afghanistan. Over 3 million are displaced between Sudan and South Sudan. Over 900,000 have fled Somalia. Before Ukranian refugees fled to mostly Eastern European countries, they had mainly settled in Turkey, Jordan, Lebanon, Pakistan, Uganda, Germany, Iran, and Ethiopia. Very few comparably settled in the 2 largest countries in the world: China, India, or the United States. It took decades for the children of those who moved or sent their children abroad to a better life to be able to find a better life. But we hope that history teaches us to get there faster, for the benefit of all.
Ep 71 - Even though E3 did not happen this summer, the games industry had something else in mind for this past week as we discuss both the recent Nintendo Direct and PlayStation State of Play that took place. Time Stamps: Intro/Crossplay - 00:00:00 Nintendo Direct - 00:28:50 PlayStation State of Play - 01:00:20 Outro - 01:18:16 Check out our website! Follow us on Twitter for updates on the podcast. Twitter Subscribe to YouTube to get our new video versions of the podcast. YouTube For other links related to us, use this link. https://linktr.ee/xintoteract
Microsoft had confusion in the Windows 2000 marketing and disappointment with Millennium Edition, which was built on a kernel that had run its course. It was time to phase out the older 95, 98, and Millennium code. So in 2001, Microsoft introduced Windows NT 5.1, known as Windows XP (eXperience). XP came in a Home or Professional edition. Microsoft built a new interface they called Whistler for XP. It was sleeker and took more use of the graphics processors of the day. Jim Allchin was the Vice President in charge of the software group by then and helped spearhead development. XP had even more security options, which were simplified in the home edition. They did a lot of work to improve the compatibility between hardware and software and added the option for fast user switching so users didn't have to log off completely and close all of their applications when someone else needed to use the computer. They also improved on the digital media experience and added new libraries to incorporate DirectX for various games. Professional edition also added options that were more business focused. This included the ability to join a network and Remote Desktop without the need of a third party product to take control of the keyboard, video, and mouse of a remote computer. Users could use their XP Home Edition computer to log into work, if the network administrator could forward the port necessary. XP Professional also came with the ability to support multiple processors, send faxes, an encrypted file system, more granular control of files and other objects (including GPOs), roaming profiles (centrally managed through Active Directory using those GPOs), multiple language support, IntelliMirror (an oft forgotten centralized management solution that included RIS and sysprep for mass deployments), an option to do an Automated System Recovery, or ASR restore of a computer. Professional also came with the ability to act as a web server, not that anyone should run one on a home operating system. XP Professional was also 64-bit given the right processor. XP Home Edition could be upgraded to from Windows 98, Windows 98 Second Edition, Millineum, and XP Professional could be upgraded to from any operating system since Windows 98 was released., including NT 4 and Windows 2000 Professional. And users could upgrade from Home to Professional for an additional $100. Microsoft also fixed a few features. One that had plagued users was that they had to gracefully unmount a drive before removing it; Microsoft got in front of this when they removed the warning that a drive was disconnected improperly and had the software take care of that preemptively. They removed some features users didn't really use like NetMeeting and Phone Dialer and removed some of the themes options. The 3D Maze was also sadly removed. Other options just cleaned up the interface or merged technologies that had become similar, like Deluxe CD player and DVD player were removed in lieu of just using Windows Media Player. And chatty network protocols that caused problems like NetBEUI and AppleTalk were removed from the defaults, as was the legacy Microsoft OS/2 subsystem. In general, Microsoft moved from two operating system code bases to one. Although with the introduction of Windows CE, they arguably had no net-savings. However, to the consumer and enterprise buyer, it was a simpler licensing scheme. Those enterprise buyers were more and more important to Microsoft. Larger and larger fleets gave them buying power and the line items with resellers showed it with an explosion in the number of options for licensing packs and tiers. But feature-wise Microsoft had spent the Microsoft NT and Windows 2000-era training thousands of engineers on how to manage large fleets of Windows machines as Microsoft Certified Systems Engineers (MCSE) and other credentials. Deployments grew and by the time XP was released, Microsoft had the lions' share of the market for desktop operating systems and productivity apps. XP would only cement that lead and create a generation of systems administrators equipped to manage the platform, who never knew a way other than the Microsoft way. One step along the path to the MCSE was through servers. For the first couple of years, XP connected to Windows 2000 Servers. Windows Server 2003, which was built on the Windows NT 5.2 kernel, was then released in 2003. Here, we saw Active Directory cement a lead created in 2000 over servers from Novell and other vendors. Server 2003 became the de facto platform for centralized file, print, web, ftp, software time, DHCP, DNS, event, messeging, and terminal services (or shared Remote Desktop services through Terminal Server). Server 2003 could also be purchased with Exchange 2003. Given the integration with Microsoft Outlook and a number of desktop services, Microsoft Exchange. The groupware market in 2003 and the years that followed were dominated by Lotus Notes, Novell's GroupWise, and Exchange. Microsoft was aggressive. They were aggressive on pricing. They released tools to migrate from Notes to Exchange the week before IBM's conference. We saw some of the same tactics and some of the same faces that were involved in Microsoft's Internet Explorer anti-trust suit from the 1990s. The competition to Change never recovered and while Microsoft gained ground in the groupware space through the Exchange Server 4.0, 5.0, 5.5, 2000, 2003, 2007, 2010, 2013, and 2016 eras, by Exchange 2019 over half the mailboxes formerly hosted by on premises Exchange servers had moved to the cloud and predominantly Microsoft's Office 365 cloud service. Some still used legacy Unix mail services like sendmail or those hosted by third party providers like GoDaddy with their domain or website - but many of those ran on Exchange as well. The only company to put up true competition in the space has been Google. Other companies had released tools to manage Windows devices en masse. Companies like Altiris sprang out of needs for companies who did third party software testing to manage the state of Windows computers. Microsoft had a product called Systems Management Server but Altiris built a better product, so Microsoft built an even more robust solution called System Center Configuration Management server, or SCCM for short, and within a few years Altiris lost so much business they were acquired by Symantec. Other similar stories played out across other areas where each product competed with other vendors and sometimes market segments - and usually won. To a large degree this was because of the tight hold Windows had on the market. Microsoft had taken the desktop metaphor and seemed to own the entire stack by the end of the Windows XP era. However, the technology we used was a couple of years after the product management and product development teams started to build it. And by the end of the XP era, Bill Gates had been gone long enough, and many of the early stars that almost by pure will pushed products through development cycles were as well. Microsoft continued to release new versions of the operating systems but XP became one of the biggest competitors to later operating systems rather than other companies. This reluctance to move to Vista and other technologies was the main reason extended support for XP through to 2012, around 11 years after it was released.
It's time for another visit with Stewart Cheifet and the Computer Chronicles. This time we're heading back to 1995 for a computer games special that includes Microsoft's ill-fated DirectX event Judgment Day, a very silly Bill Gates promo video, demos of MechWarrior 2 and Phantasmagoria (with Roberta Williams!), a random PlayStation-versus-Saturn head to head from Stewart, and more.SHOW NOTESThe relevant Computer Chronicles episode, season 13 episode 8:https://archive.org/details/CC1308_greatest_gamesBill Gates invades Doom:https://www.youtube.com/watch?v=b2V9TFrmQ_QThe letter from Alex St. John's daughter:https://www.wired.com/2016/04/alex-st-johns-daughter-wrong-women-tech/Support the Pod! Contribute to the Tech Pod Patreon and get access to our booming Discord, your name in the credits, and other great benefits! You can support the show at: https://patreon.com/techpod