Why There’s No Room For Suburbs In Open-World Games

VICE’s Ade Adeniji booted up The Crew 2, GTA V, GTA San Andreas, Saints Row, and Watch Dogs 2, and noticed a interesting pattern: there are no suburbs to be seen. “We are transported to major cities and vast countrysides, but nothing that really speaks to the in between — to the suburbs,” writes Adeniji. “[H]ow can open world games leave out a space that we fundamentally see as Americana? Is this about design choices and constraints, or does it speak to something deeper about how we really view American suburbs — and how desperately we want to escape them?” Here’s an excerpt from the report: I figured I would first take my suburbia question to someone who has been creating games since the early 1970s. Don Daglow, pioneer of the MMORPG genre with Neverwinter Nights, broke down his answer into three parts: scale, visual interest, and stereotypes. In terms of scale, suburbs typically have lots of smaller, more repetitive environmental elements when compared to cities. Think strip malls and identical homes versus the Statue of Liberty and the Empire State Building. “Big objects in the environment create vertical movement opportunities as well as horizontal movement in 3D spaces. You can support superhero skills, think Spider Man, and jumping, think early Assassins Creed.” Daglow said. “Godzilla never attacked a small suburb on the rail line north of Tokyo. Why would he waste his time there when there’s so much more to chomp downtown?”

Lazlow Jones, voice of GTA III’s Chatterbox FM and a longtime director, writer, and producer at Rockstar Games, agreed. But Rockstar itself made a gradual progression from the chaotic cities of GTA to the open natural worlds of Red Dead. Then the company brought the two together in GTA V. “When I was at Rockstar, we started off focusing on open world games set in urban areas because it gave us great density,” Lazlow began. “But over the years we expanded to rural environments while keeping them interesting and engaging.” […] Carly Kocurek, who teaches in the Game Design and Experiential Media program at Illinois Tech, says suburbs operate in the realm of “perceived beigeness” making it hard to imagine them as settings for the kinds of stories and worlds we see most often in open world games. To the extent that suburbia does show up strongly, these spaces often serve as a starting or transition point for a character, akin to maybe the first 10 minutes of a film, or the movie’s midpoint.

There are other design reasons why suburbs don’t feature prominently in video games and why sparse areas away from intriguing points of interest are often the first to get cut. “You’re really trying to compress a massive space in real life, into a virtual space which is actually really small. It’s like taking something and cutting it down by 10x,” explained Will Harris, who led the open world design team at Light Speed LA. Harris says that in world building, one of the first steps is thinking about defining features. What makes Chicago, for instance, feel different than Washington D.C.? Huge landmarks immediately orient us in a specific space and differentiate it from others. And woe unto you if you do try to architect suburbs in large numbers. Developers could try to build out distinct houses, began Erik Villarreal, an environmental artist at Visual Concepts/2K. “But this requires a developer to create homes that stand out from each other, which can be time consuming and tie up a lot of resources,” he said. Harris adds that there are only so many mechanics in sandbox gameplay and design. He calls the suburbs “interstitial spaces.” But the larger these spaces become, the more unwieldy, and the more quickly the player realizes that these spaces are superficial. We’ve all had the frustrating experience in gaming where we reach a certain part of a map, but then discover there’s nothing actually to do there. “So the Staten Island kit gets vaporized. We trim the fat.” Harris says.

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New Intel Linux Graphics Driver Patches Released, Up To 10-15% Better Performance

A new set of patches have been released for the Intel Linux graphics driver that “can provide 10-15% better performance when operating in the tuned mode,” reports Phoronix. From the report: The set of Intel i915 Linux kernel graphics driver patches are about exposing the Intel RPS (Requested Power State) up/down thresholds. Right now the Intel Linux kernel driver has static values set for the up/down thresholds between power states while these patches would make them dynamically configurable by user-space. Google engineer Syed Faaiz Hussain raised the issue that they experimented with the Intel RPS tuning and were able to manage up to 15% better performance. With Counter-Strike: Global Offensive with OpenGL was a 14.5% boost, CS:GO with Vulkan was 12.9% faster, and Civilization VI with OpenGL was 11% faster while Strange Brigade was unchanged. No other game numbers were provided.

But as this is about changing the threshold for how aggressively the Intel graphics hardware switches power states, the proposed patches leave it up to user-space to adjust the thresholds as they wish. Google engineers are interested in hooking this into Feral’s GameMode so that the values could be automatically tuned when launching games and then returning to their former state when done gaming, in order to maximize battery life / power efficiency. The only downside with these current patches are that they work only for non-GuC based platforms… So the latest Alder/Raptor Lake notebooks as well as Intel DG2/Alchemist discrete graphics currently aren’t able to make use of this tuning option.

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Tokyo Has 20x As Much Wi-Fi As It Needs

An anonymous reader quotes a report from The Register: Tokyo has five million Wi-Fi access points — and that’s 20 times what the city needs, because they’re reserved for private use, according to NTT. The Japanese tech giant proposes sharing the fleet to cope with increased demand for wireless comms without adding more hardware. NTT says it’s successfully tested network sharing with a scheme that starts by asking operators of Wi-Fi access points or other connections if they’re open to sharing their bandwidth and allowing random netizens to connect. In return they get a share of revenue from those connections.

Under the scheme, netizens search for available networks and, as they connect, a contract would be executed allowing a link to be made. That contract would use Ethereum Proof of Authority to verify identities and initiate the back-end billing arrangements before allowing signed-up users and devices to join private networks. The operator of the Wi-Fi access point gets paid, the punter gets a connection, and everything’s on a blockchain so the results can be read for eternity. […] If this all scales, NTT estimates Tokyo won’t need to add any more Wi-Fi access points or private 5G cells, even as demand for connectivity increases. The company also suggests it can enable networks to scale without requiring commensurate increases in energy consumption, and that spectrum will also be freed for other uses.

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Intel Reports Largest Quarterly Loss In Company History

In the company’s first-quarter earnings results (PDF) on Wednesday, Intel reported a 133% annual reduction in earnings per share. “Revenue dropped nearly 36% year over year to $11.7 billion,” adds CNBC. From the report: In the first quarter, Intel swung to a net loss of $2.8 billion, or 66 cents per share, from a net profit of $8.1 billion, or $1.98 per share, last year. Excluding the impact of inventory restructuring, a recent change to employee stock options and other acquisition-related charges, Intel said it lost 4 cents a share, which was a narrower loss than analyst had expected. Revenue decreased to $11.7 billion from $18.4 billion a year ago.

It’s the fifth consecutive quarter of falling sales for the semiconductor giant and the second consecutive quarter of losses. It’s also Intel’s largest quarterly loss of all time, beating out the fourth quarter of 2017, when it lost $687 million. Intel hopes that by 2026 that it can manufacture chips as advanced as those made by TSMC in Taiwan, and it can compete for custom work like Apple’s A-series chips in iPhones. Intel said on Thursday it was still on track to hit that goal.

Intel’s Client Computing group, which includes the chips that power the majority of desktop and laptop Windows PCs, reported $5.8 billion in revenue, down 38% on an annual basis. Intel’s server chip division, under its Data Center and AI segment suffered an even worse decline, falling 39% to $3.7 billion. Its smallest full line of business, Network and Edge, posted $1.5 billion in sales, down 30% from the same time last year. One bright spot was Mobileye, which went public last year but is still controlled by Intel. Mobileye makes systems and software for self-driving cars, and reported 16% sales growth to $458 million.

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Brit Fusion Magnets Set For US Gamma Ray Bombardment Test

UK fusion company Tokamak Energy claims to have made a breakthrough in fusion magnets, developing technology capable of withstanding the electromagnetic bombardment from a fusion reaction while holding the reaction in place. It plans to put its technology to the test at a U.S. gamma ray facility in the desert. The Register reports: At its Oxford headquarters, Tokamak Energy, which is collaborating with the UK government’s nuclear fusion program, has built a specialist gamma radiation cryostat system, designed around a vacuum device which insulates the magnets from fusion energy. The system is now set to be disassembled, shipped, and rebuilt at the Gamma Irradiation Facility based at the US Department of Energy’s Sandia Laboratories in Albuquerque, New Mexico.

Tokamak Energy said Sandia was one of the few places in the world capable of housing the system while exposing the company’s superconducting magnets to gamma radiation comparable with the expected emissions of a fusion power plant. Research and analysis on sets of individual magnets will run for six months at the New Mexico facility, which is so powerful it can do a 60-year lifetime test in just two weeks, Tokamak Energy said. The company recently signed an agreement with UK Atomic Energy Authority (UKAEA) to jointly develop technology, and share resources and equipment for the development of a Spherical Tokamak for Energy Production (STEP).

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Cruise Robotaxis Now Run All Day In San Francisco

According to a recent Twitter post from Cruise CEO Kyle Vogt, the robotaxi service is now operating all day in San Francisco. The post says we will soon see Cruise “open up full operations in other cities,” which may soon include Dallas, Texas, according to a recent job listing. From the report: According to a recent LinkedIn post from Cruise CEO Kyle Vogt, the robotaxi network is now running 24/7 rides across San Francisco, beginning with employees. As The Kilowatts points out on Twitter, nonemployees in the San Francisco area are still limited to about one-third of the city between f 10:00 p.m. and 5:30 a.m. In his post, Vogt said that in accordance with safety policies, around-the-clock public rides will roll out “very soon.”

Cruise is a robotaxi startup founded in the San Francisco Bay area in 2013. In the last decade, the company (along with plenty of support from GM) has made tremendous progress in its home state of California, where it continues to try and expand. Services that began in San Francisco have since grown to Phoenix, Arizona, and, most recently, Austin, Texas. In February, the Cruise president, CEO, and cofounder, Kyle Vogt, shared that the company had surpassed one million miles driven without anyone behind the wheel. In many ways, the city by the bay has become a proving ground for Cruise’s electric robotaxis, and its hilly, congested terrain will act as a testing site for yet another major milestone — around-the-clock robotaxi operations.

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Motorola Unveils Co-Branded Lenovo ‘ThinkPhone’

The Lenovo ThinkPhone by Motorola is being launched today in the U.S. for $699. It’s the first co-branded phone from Motorola that arrives nine years after Lenovo purchased the Motorola brand for $2.91 billion. According to The Verge, the smartphone offers “a suite of productivity features designed to work with ThinkPad laptops.” From the report: The ThinkPhone has a lot of the same stuff as a mainstream flagship phone, even though it’s priced just below the likes of the $799 Samsung Galaxy S23. It comes with a big 6.6-inch 1080p OLED with up to 144Hz refresh rate. Build quality is quite sturdy with an aluminum frame, Gorilla Glass on the front panel, and Lenovo’s signature textured aramid fiber back panel for a softer touch. The whole device is IP68 rated for strong dust and water resistance, and it’s also MIL-STD-810H compliant to protect against falls and more extreme conditions.

In addition to the ThinkPad-like look and feel, there’s a red key on the side of the phone in a nod to Lenovo’s classic keyboard nub. You can customize it to a degree: a double-press can be assigned one of the phone’s ThinkPad integration features, while a single-press can act as an app shortcut. Some apps will even let you launch certain features — mapping it to the “Pay” screen of the Starbucks app could save you a lot of embarrassing fumbling at the register, for example. The ThinkPhone is available first to enterprise customers, with general availability on April 28th via Motorola.com.

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Google Play Has Created a No-Win Situation For the Creators of Icon Packs

Jules Wang from Android Police reports on the cases of two icon pack artists who had their products taken down from the Play Store for supposedly violating the platform’s Repetitive Content policy. Despite both creators’ products being reinstated, they revealed that Google’s opaque application of its rules has caused frustration and hopelessness among developers. From the report: All this heartache stems from Google Play’s Repetitive Content policy. While on its face a well-meaning effort to reduce spammy apps and keep quality up, there’s a core problem with compliance when creators find themselves forced to use apps to distribute content: “If these apps are each small in content volume, developers should consider creating a single app that aggregates all the content.”

If you’ve browsed on the Play Store, you’ll immediately know this guidance isn’t universally followed: many artists like JustNewDesigns will have multiple designs in their portfolio and each of those designs will come in multiple colorways or shapeways — whether they’re changing out an accent in a line design or are implementing some sort of adaptive element.

Not only are there so many apps, but they also look so much alike — artists, many of whom might not consider coding their strong suit, tend to use open-source templates to create the actual app. You’ll likely see them credited to Sarsa Murmu, who runs a GitHub project called CandyBar, or Jahir Fiquitiva, the maintainer of the Blueprint repository. These resources take care of the “packaging” for the assets. They include integration compatibility with various popular launchers, a license scheme to prevent those who sideloaded the app for free from having the icons applied, and all sorts of other functionality. In addition to the icon assets, the apps may also house wallpapers and links to other apps. […] What is Google’s role and what should it be? Wang writes: Artists would have much to gain from a new or revised API. Adding and adapting new icon designs to existing products would be much easier. New designs may be able to take advantage of changes to the Adaptive Icons API as Google lays them out. There would be unease as to how the business model could shift — should publishers charge by the app, through in-app purchases, or both? But as it stands, the biggest benefit with such a change is that it would presumably get Play’s “RoboCops” off their back. Of course, we can’t be sure of that with how Google’s enforcement apparatus operates, but the notion of unfairness lends credibility to those supporting the status quo unless the company is willing to come to the bargaining table.

At the end of the day, Google is certainly within its right to build regulations around apps to respond to emergent scammers and distressing content. Automation is meant to render manageable the sheer volume of content the Play platform sees published on a daily basis. But so long as icon artists sit under threat from a rulebook that can be arbitrarily thrown at them at any time, if nothing changes, we may be on a road leading to the degradation of a core Android tenet that even the most casual tech consumer associates with the platform — user customizability.

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