That Big Tech Exodus Out of California? It Didn’t Happen

“Wannabe innovation hubs from coast to coast have been slavering over the prospect that the work-from-home revolution triggered by the COVID pandemic would finally break the stranglehold that California and Silicon Valley have had on high-tech jobs,” writes a business columnist for the Los Angeles Times.

“Here’s the latest picture on this expectation: Not happening.”

That’s the conclusion of some new studies, most recently by Mark Muro and Yang You of the Brookings Institution. They found that although the pandemic brought about some changes in the trend toward the concentration of tech jobs in a handful of metropolitan areas, the largest established hubs as a group “slightly increased their share” of national high-tech employment from 2019 through 2020. (Emphasis theirs….) “[T]he big tech superstar cities aren’t going anywhere,” Muro told me. “There’s a suggestion that we’re on the brink of an entirely different geography. I don’t think recent history or the nature of the technologies point in that direction…. ”

“The California metropolises really do retain their irreplaceable depth and strength,” Muro says. “That’s not to say there won’t be some movement. Early in the period we saw some exiting, especially from the Bay Area, but it turned out that much of it was within California, rather than to Kansas.” This shouldn’t be too surprising. The value of concentrated ecosystems in nurturing innovation has been documented for decades….

The pandemic-driven shift to remote work does seem to have opened entrepreneurs’ eyes at least to the potential for doing away with centralized workforces. In a recent survey of tech startup founders, the share of respondents saying they would prefer to start a firm with an entirely remote workforce from Day One rose to 42.1% in 2021 from only 6% in 2020. Among physical locations where the founders said prefer to launch their businesses, however, San Francisco still dominated, at 28.4%, with New York a distant second….

Unlike service industries such as leisure and tourism, most tech industries experienced barely a hiccup in their long-term growth trends during the pandemic.

The column also questions when, “if ever,” work-from-home jobs will become a significant share of the workforce. “Full-scale work-from-home only applies to about 6% of workers, UC Berkeley economist Enrico Moretti says. That’s triple the 2% level of the pre-pandemic era, but still an exception to the rule.”

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CDC Coding Error Led To Overcount of 72,000 COVID-19 Deaths

Last week, after reporting from the Guardian on mortality rates among children, the CDC corrected a “coding logic error” that had inadvertently added more than 72,000 Covid deaths of all ages to the data tracker, one of the most publicly accessible sources for Covid data. The Guardian reports: The agency briefly noted the change in a footnote, although the note did not explain how the error occurred or how long it was in effect. A total of 72,277 deaths in all age groups reported across 26 states were removed from the tracker “because CDC’s algorithm was accidentally counting deaths that were not Covid-19-related,” Jasmine Reed, a spokesperson for the agency, told the Guardian. The problem stemmed from two questions the CDC asks of states and jurisdictions when they report fatalities, according to a source familiar with the issue.

One data field asks if a person died “from illness/complications of illness,” and the field next to this asks for the date of death. When the answer is yes, then the date of death should be provided. But a problem apparently arose if a respondent included the date of death in this field even when the answer was “no” or “unknown.” The CDC’s system assumed that if a date was provided, then the “no” or “unknown” answer was an error, and the system switched the answer to “yes.” This resulted in an overcount of deaths due to Covid in the demographic breakdown, and the error, once discovered, was corrected last week. The CDC did not answer a question on how long the coding error was in effect.

“Working with near real-time data in an emergency is critical to guide decision-making, but may also mean we often have incomplete information when data are first reported,” said Reed. The death counts in the data tracker are “real-time and subject to change,” Reed noted, while numbers from the National Center for Health Statistics, a center within the CDC, are “the most complete source of death data,” despite lags in reporting, because the process includes a review of death certificates.

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DirectStorage Shows Just Minor Load-Speed Improvements In Real-World PC Demo

Andrew Cunningham writes via Ars Technica: Microsoft’s DirectStorage API promises to speed up game-load times, both on the Xbox Series X/S and on Windows PCs (where Microsoft recently exited its developer-preview phase). One of the first games to demonstrate the benefits of DirectStorage on the PC is Square Enix’s Forspoken, which was shown off by Luminous Productions technical director Teppei Ono at GDC this week. As reported by The Verge, Ono said that, with a fast NVMe SSD and DirectStorage support, some scenes in Forspoken could load in as little as one second. That is certainly a monstrous jump from the days of waiting for a PlayStation 2 to load giant open-world maps from a DVD.

As a demonstration of DirectStorage, though, Forspoken’s numbers are a mixed bag. On one hand, the examples Ono showcased clearly demonstrate DirectStorage loading scenes more quickly on the same hardware, compared to the legacy Win32 API — from 2.6 seconds to 2.2 seconds in one scene, and from 2.4 seconds to 1.9 seconds in another. Forspoken demonstrated performance improvements on older SATA-based SSDs as well, despite being marketed as a feature that will primarily benefit NVMe drives — dropping from 5.0 to 4.6 seconds in one scene, and from 4.1 to 3.4 seconds in another. Speed improvements for SATA SSDs have been limited for the better part of a decade now because the SATA interface itself (rather than the SSD controller or NAND flash chips) has been holding them back. So eking out any kind of measurable improvement for those drives is noteworthy.

On the other hand, Ono’s demo showed that game load time wasn’t improving as dramatically as the raw I/O speeds would suggest. On an NVMe SSD, I/O speeds increased from 2,862MB/s using Win32 to 4,829MB/s using DirectStorage — nearly a 70 percent increase. But the load time for the scene decreased from 2.1 to 1.9 seconds. That’s a decrease that wouldn’t be noticeable even if you were trying to notice it. The Forspoken demo ultimately showed that the speed of the storage you’re using still has a lot more to do with how quickly your games load than DirectStorage does. One scene that took 24.6 seconds to load using DirectStorage on an HDD took just 4.6 seconds to load on a SATA SSD and 2.2 seconds to load on an NVMe SSD. That’s a much larger gap than the one between Win32 and DirectStorage running on the same hardware.

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NASA Wants Another Moon Lander For Artemis Astronauts, Not Just SpaceX’s Starship

NASA plans to encourage the development of another commercial vehicle that can land its Artemis astronauts on the moon. Space.com reports: In April 2021, NASA picked SpaceX to build the first crewed lunar lander for the agency’s Artemis program, which is working to put astronauts on the moon in the mid-2020s and establish a sustainable human presence on and around Earth’s nearest neighbor by the end of the decade. But SpaceX apparently won’t have the moon-landing market cornered: NASA announced today (March 23) that it plans to support the development of a second privately built crewed lunar lander.

“This strategy expedites progress toward a long-term, sustaining lander capability as early as the 2026 or 2027 timeframe,” Lisa Watson-Morgan, program manager for the Human Landing System Program at NASA’s Marshall Space Flight Center in Alabama, said in a statement today. “We expect to have two companies safely carry astronauts in their landers to the surface of the moon under NASA’s guidance before we ask for services, which could result in multiple experienced providers in the market,” Watson-Morgan added. […] Congress is “committed to ensuring that we have more than one lander to choose [from] for future missions,” [NASA Administrator Bill Nelson] said during a news conference today, citing conversations he’s had with people on Capitol Hill over the past year. “We’re expecting to have both Congress support and that of the Biden administration,” Nelson said. “And we’re expecting to get this competition started in the fiscal year [20]23 budget.”

Exact funding amounts and other details should be coming next week when the White House releases its 2023 federal budget request, he added. “So what we’re doing today is a bit of a preview,” Nelson said. “I think you’ll find it’s an indication that there are good things to come for this agency and, if we’re right, good things to come for all of humanity.” NASA plans to release a draft request for proposals (RFP) for the second moon lander by the end of the month and a final RFP later this spring, agency officials said. If all goes according to plan, NASA will pick the builder of the new vehicle in early 2023. That craft will have the ability to dock with Gateway, the small moon-orbiting space station that NASA plans to build, and take people and scientific gear from there to the surface (and back). This newly announced competition will be open to all American companies except SpaceX. But Elon Musk’s company will have the opportunity to negotiate the terms of its existing contract to perform additional lunar development work, NASA officials said during today’s news conference.

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