Items tagged with: report
HN Discussion: https://news.ycombinator.com/item?id=19704347
Posted by sohkamyung (karma: 25197)
Post stats: Points: 146 - Comments: 22 - 2019-04-20T01:45:32Z
#HackerNews #anyway #bots #cant #copyright #copyrighted #flagged #mueller #report #the
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HN Discussion: https://news.ycombinator.com/item?id=19703909
Posted by deogeo (karma: 2326)
Post stats: Points: 117 - Comments: 47 - 2019-04-19T23:37:16Z
#HackerNews #asml #chinese #chip #dutch #from #machine #maker #report #secrets #spies #stole #trade
HackerNewsBot debug: Calculated post rank: 93 - Loop: 75 - Rank min: 80 - Author rank: 47
HN Discussion: https://news.ycombinator.com/item?id=19702965
Posted by tareqak (karma: 6464)
Post stats: Points: 137 - Comments: 57 - 2019-04-19T21:00:52Z
#HackerNews #down #for #future #has #mueller #report #scribd #taking #the #voted
HackerNewsBot debug: Calculated post rank: 110 - Loop: 121 - Rank min: 100 - Author rank: 41
HN Discussion: https://news.ycombinator.com/item?id=19691512
Posted by miobrien (karma: 1142)
Post stats: Points: 237 - Comments: 98 - 2019-04-18T15:05:37Z
#HackerNews #mueller #pdf #report #the
HackerNewsBot debug: Calculated post rank: 190 - Loop: 62 - Rank min: 100 - Author rank: 87
#aux #breakingnews #brexit #may #news #parlementaires #présente #report #theresa
Le bloc européen a fixé le report du Brexit au 31 octobre. La première ministre s'est présentée devant les élus pour leur expliquer ce qu'elle fera du temps donné par l'Union européenne.
posted by pod_feeder
#avec #breakingnews #brexit #britanniques #les #news #nouveau #report #réveillent
Les Européens ont fini par se mettre d’accord sur une date de sortie de l’Union pour le Royaume-Uni, le 31 octobre. Un report qui fait la une des journaux et qui agace les britanniques.
posted by pod_feeder
The European Parliament is set to vote on legislation that would require websites that host user-generated content to take down material reported as terrorist content within one hour. We have some…
Article word count: 531
HN Discussion: https://news.ycombinator.com/item?id=19627885
Posted by jonah-archive (karma: 449)
Post stats: Points: 152 - Comments: 30 - 2019-04-10T19:20:07Z
#HackerNews #550 #agencies #archiveorg #content #falsely #more #report #terrorist #than #urls
The European Parliament is set to vote on legislation that would require websites that host user-generated content to take down material reported as terrorist content within one hour. We have some examples of current notices sent to the Internet Archive that we think illustrate very well why this requirement would be harmful to the free sharing of information and freedom of speech that the European Union pledges to safeguard.
In the past week, the Internet Archive has received a series of email notices from Europol’s European Union Internet Referral Unit (EU IRU) falsely identifying hundreds of URLs on archive.org as “terrorist propaganda”. At least one of these mistaken URLs was also identified as terrorist content in a separate take down notice from the French government’s L’Office Central de Lutte contre la Criminalité liée aux Technologies de l’Information et de la Communication (OCLCTIC).
The Internet Archive has a few staff members that process takedown notices from law enforcement who operate in the Pacific time zone. Most of the falsely identified URLs mentioned here (including the report from the French government) were sent to us in the middle of the night – between midnight and 3am Pacific – and all of the reports were sent outside of the business hours of the Internet Archive.
The one-hour requirement essentially means that we would need to take reported URLs down automatically and do our best to review them after the fact.
It would be bad enough if the mistaken URLs in these examples were for a set of relatively obscure items on our site, but the EU IRU’s lists include some of the most visited pages on archive.org and materials that obviously have high scholarly and research value. See a summary below with specific examples.
EU IRU’s mistaken notices:
At least 550 archive.org URLs were falsely identified by the EU IRU in the past week as terrorist propaganda, including:
Again, these examples are only a few of the some 550 falsely identified URLs. The erroneous reports continue to be sent to us by the EU IRU (the most recent example was sent a day prior to this post).
French Government’s (OCLCTIC) mistaken notice:
The OCLCTIC emailed us a take down notice a few days ago (April 8^th) identifying an item making commentary on the Quran as including “provocation of acts of terrorism or apology for such acts”:
The report stated that blocking procedures may be implemented against us if we did not remove the content in 24 hours. This URL was also on one of the lists that the EU IRU reported to us.
Thus, we are left to ask – how can the proposed legislation realistically be said to honor freedom of speech if these are the types of reports that are currently coming from EU law enforcement and designated governmental reporting entities? It is not possible for us to process these reports using human review within a very limited timeframe like one hour. Are we to simply take what’s reported as “terrorism” at face value and risk the automatic removal of things like THE primary collection page for all books on archive.org?
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#breakingnews #brexit #dernières #news #pour #report #tractations
A la veille du sommet européen extraordinaire de mercredi, Theresa May rencontre Angela Merkel et Emmanuel Macron ce mardi pour leur demander un report du divorce entre le Royaume-Uni et l'UE.
posted by pod_feeder
#breakingnews #brexit #hésitent #les #news #nouveau #report
La requête britannique de reporter le Brexit du 12 avril au 30 juin n'a aucune garantie d'être validée par les 27. Les premières réactions expriment le doute et la déception.
posted by pod_feeder
#breakingnews #brexit #demande #may #news #nouveau #report #theresa
"Cher Donald" : dans une lettre adressée au président Conseil européen Theresa May souhaite que le Brexit soit repoussé jusqu'au 30 juin 2019. Paris estime prématurée cette demande qui impliquerait la participation du Royaume-Uni aux élections européennes prévues du 23 au 26 mai.
posted by pod_feeder
We at Boeing are sorry for the lives lost in the recent 737 MAX accidents. These tragedies continue to weigh heavily on our hearts and minds, and we extend our sympathies to the loved ones of the...
Article word count: 712
HN Discussion: https://news.ycombinator.com/item?id=19577602
Posted by kaboro (karma: 1980)
Post stats: Points: 72 - Comments: 169 - 2019-04-04T22:09:41Z
#HackerNews #302 #addresses #airlines #boeing #ceo #dennis #ethiopian #flight #muilenburg #report #the
CHICAGO, April 4, 2019 /PRNewswire/ -- We at Boeing are sorry for the lives lost in the recent 737 MAX accidents. These tragedies continue to weigh heavily on our hearts and minds, and we extend our sympathies to the loved ones of the passengers and crew on board Lion Air Flight 610 and Ethiopian Airlines Flight 302. All of us feel the immense gravity of these events across our company and recognize the devastation of the families and friends of the loved ones who perished.
The full details of what happened in the two accidents will be issued by the government authorities in the final reports, but, with the release of the preliminary report of the Ethiopian Airlines Flight 302 accident investigation, itʼs apparent that in both flights the Maneuvering Characteristics Augmentation System, known as MCAS, activated in response to erroneous angle of attack information.
The history of our industry shows most accidents are caused by a chain of events. This again is the case here, and we know we can break one of those chain links in these two accidents. As pilots have told us, erroneous activation of the MCAS function can add to what is already a high workload environment. Itʼs our responsibility to eliminate this risk. We own it and we know how to do it.
From the days immediately following the Lion Air accident, weʼve had teams of our top engineers and technical experts working tirelessly in collaboration with the Federal Aviation Administration and our customers to finalize and implement a software update that will ensure accidents like that of Lion Air Flight 610 and Ethiopian Airlines Flight 302 never happen again.
Weʼre taking a comprehensive, disciplined approach, and taking the time, to get the software update right. Weʼre nearing completion and anticipate its certification and implementation on the 737 MAX fleet worldwide in the weeks ahead. We regret the impact the grounding has had on our airline customers and their passengers.
This update, along with the associated training and additional educational materials that pilots want in the wake of these accidents, will eliminate the possibility of unintended MCAS activation and prevent an MCAS-related accident from ever happening again.
We at Boeing take the responsibility to build and deliver airplanes to our airline customers and to the flying public that are safe to fly, and can be safely flown by every single one of the professional and dedicated pilots all around the world. This is what we do at Boeing.
We remain confident in the fundamental safety of the 737 MAX. All who fly on it—the passengers, flight attendants and pilots, including our own families and friends—deserve our best. When the MAX returns to the skies with the software changes to the MCAS function, it will be among the safest airplanes ever to fly.
Weʼve always been relentlessly focused on safety and always will be. Itʼs at the very core of who we are at Boeing. And we know we can always be better. Our team is determined to keep improving on safety in partnership with the global aerospace industry and broader community. Itʼs this shared sense of responsibility for the safety of flight that spans and binds us all together.
I cannot remember a more heart-wrenching time in my career with this great company. When I started at Boeing more than three decades ago, our amazing people inspired me. I see how they dedicate their lives and extraordinary talents to connect, protect, explore and inspire the world — safely. And that purpose and mission has only grown stronger over the years.
We know lives depend on the work we do and that demands the utmost integrity and excellence in how we do it. With a deep sense of duty, we embrace the responsibility of designing, building and supporting the safest airplanes in the skies. We know every person who steps aboard one of our airplanes places their trust in us.
Together, weʼll do everything possible to earn and re-earn that trust and confidence from our customers and the flying public in the weeks and months ahead.
Again, weʼre deeply saddened by and are sorry for the pain these accidents have caused worldwide. Everyone affected has our deepest sympathies.
Dennis Muilenburg Chairman, President & CEO
The Boeing Company
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According to a 2018 McKinsey report, China boasts 114 of the world’s 147 female, self-made billionaires (America has 14). And almost 50% more women hold professional or technical jobs for every 100 men in the Philippines. Asia is one of the most progressive regions for women, yet stereotypes of what Asian women are like and look like persist. BBH Singapore’s ‘See Different’ collection of images seeks to change that by showing the true diversity and personality of women across the Asian region.
Photo by @meaneggs on Instagram.
Location: Khidarpur Jadoo, India
Full image: Link
#photography #CC0 #Unsplash #APIRandom #According #to #a #2018 #McKinsey #report #China #boasts #114 #of #the #worlds #147 #female #self-made #billionaires #America #has #14 #And #almost #50% #more #women #hold #professional #or #technical #jobs #for #every #100 #men #in #the #Philippines #Asia #is #one #of #the #most #progressive #regions #for #women #yet #stereotypes #of #what #Asian #women #are #like #and #look #like #persist #BBH #Singapores #‘See #Different #collection #of #images #seeks #to #change #that #by #showing #the #true #diversity #and #personality #of #women #across #the #Asian #region
#Photo #by #@meaneggs #on #Instagram #KhidarpurJadoo #India
HN Discussion: https://news.ycombinator.com/item?id=19573893
Posted by kunkurus (karma: 81)
Post stats: Points: 129 - Comments: 181 - 2019-04-04T16:02:06Z
#HackerNews #737 #airlines #ethiopian #investigation #max #preliminary #report
HackerNewsBot debug: Calculated post rank: 146 - Loop: 315 - Rank min: 100 - Author rank: 81
Investigators will release a keenly awaited report on the deadly crash of an Eth...
Article word count: 832
HN Discussion: https://news.ycombinator.com/item?id=19565759
Posted by amaccuish (karma: 2273)
Post stats: Points: 99 - Comments: 72 - 2019-04-03T18:14:51Z
#HackerNews #boeing #crash #ethiopia #prepares #report #scrutiny #software #under
ADDIS ABABA/SEATTLE/PARIS (Reuters) - Investigators will release a keenly awaited report on the deadly crash of an Ethiopian Airlines jet on Thursday, Ethiopia’s transport ministry said, giving the first official clues to the second crash of a new Boeing 737 MAX in five months.
Some 35 nationalities were among the 157 passengers and crew who died when the nearly full plane crashed six minutes after take-off from the capital Addis Ababa in clear conditions.
The March 10 disaster prompted the worldwide grounding of Boeing’s best-selling plane and scrutiny of its certification process.
“The 10:30 a.m. (0730 GMT) press conference is to present the preliminary report,” Ethiopian transport ministry spokesman Musie Yehyies said.
The report may shed light on how a piece of cockpit software came back to life after pilots initially switched it off as they tried to save the doomed jet, people familiar with the matter said, placing both technology and crew in the spotlight.
The Ethiopian-led investigation has begun piecing together details of flight 302, starting with faulty sensor data on take-off from Addis Ababa, questions over the Boeing 737 MAX’s high speed and a nosedive coinciding with the software re-activation.
The aircraft’s high speed and initial climb suggests the engines were running at a higher than usual thrust, experts say.
The so-called MCAS anti-stall software is at the center of accident probes in both the Ethiopian crash and October’s Lion Air accident in Indonesia that have together killed 346 people.
MCAS was designed to help prevent an aerodynamic stall by issuing commands to push the plane’s nose lower. However, in both cases it is suspected of firing up in response to faulty airflow data from a single sensor designed to measure the ‘angle of attack,’ a parameter needed to avoid stalling or losing lift.
Echoing the fate of the Lion Air jet, initial evidence suggests the Ethiopian Airlines jet experienced sensor problems shortly after take-off, causing the MCAS software to begin lowering the nose to grab air under the wings.
Unlike the Lion Air crew, who were flying at a time when pilots had been told little about the MCAS software, the Ethiopian crew used switches to turn the automatic system off but it later re-engaged, people familiar with the matter said.
Although aircraft experts say MCAS cannot turn back on by itself, the report is expected to shed light on whether and why the crew chose to restore electrical power to the system at the risk of setting off more automated nose-down movements.
Aerospace analyst Bjorn Fehrm said in a blog post for Leeham News that pilots may have deliberately re-activated the system in order to make it easier to trim or control the aircraft only to be overwhelmed by rapid counter-moves from MCAS.
Investigators will also look at whether the crew carried out all necessary procedures, including a recommendation to stabilize the plane using the trim system before turning the crucial software off.
The pilots maneuvered the plane upwards at least two times before hitting the stabilizer cut-out switches to disable the system, one person familiar with the matter said.
However, initial flight data indicates the aircraft was flying nose-heavy and not in a “neutral” attitude when pilots hit the cut-out switches, the person added, making the situation harder to manage.
Cockpit procedures call for pilots to leave the MCAS system off for the rest of the flight once it has been disengaged.
Safety experts stress the investigation is far from complete and most aviation disasters are caused by a unique combination of human and technical factors.
In a statement, Boeing said: “We urge caution against speculating and drawing conclusions on the findings prior to the release of the flight data and the preliminary report.”
The 737 MAX is Boeing’s top-selling jet with almost 5,000 on order. Ethiopian Airlines is also in the midst of an expansion drive, while other 737 MAX customers and victims’ families want answers, and potentially compensation.
Boeing shares were down 1.5 percent at 1800 GMT. They have lost more than 8.5 percent since the Ethiopian crash.
Getting the planes flying again depends partly on the role that Boeing design features are found to have played in the crash, though investigators are also paying attention to airline operations, crew actions and regulatory measures.
FILE PHOTO: Airplane engine parts are seen at the scene of the Ethiopian Airlines Flight ET 302 plane crash, near the town of Bishoftu, southeast of Addis Ababa, Ethiopia March 11, 2019. REUTERS/Tiksa Negeri/File Photo
Boeing is upgrading the MCAS software and training while stressing that existing cockpit procedures enable safe flight. It however faces mounting lawsuits alleging poor system design.
The Wall Street Journal reported earlier that the pilots had initially followed Boeing’s emergency procedures but later deviated from them as they tried to regain control of the plane.
Reporting by Eric M. Johnson, Tim Hepher, Jamie Freed, Jason Neely, David Shepardson; Editing by Georgina Prodhan, Mark Potter and Kirsten Donovan
Our Standards:The Thomson Reuters Trust Principles.
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#breakingnews #brexit #européenne #lunion #may #news #nouveau #report #réclamer #theresa #veut
La Première ministre britannique a également indiqué lors d'une conférence de presse, qu'elle allait appeler Jeremy Corbyn, le leader de l'opposition, "pour trouver ensemble une solution".
posted by pod_feeder
Over the past week, I have locked 5 or 6 new #spam accounts created on my pod, and I have deleted the spam posts created by those accounts. I lock the accounts so that I can keep track of details like IP address and (fake) email address provided at account creation. Closing the account causes these details to be lost.
I wish #diaspora had a better mechanism for detecting andndealing with these nusiances. I don’t know if there is an increase in spam activity on diaspora* in general or if I am just getting hit with higher than normal amounts of it.
I will continue to deal with spam accounts on my pod as I become aware of them. If you happen to see any spam (particularly comment spam) coming from social.antisthenes.org, please report it to me or @Antisthenes* HQ by posting a link in a comment to this post or sending a private message to either account. At a minimum I will continue to lock accounts and delete the spam content. I may also start blocking IP addresses if a discernible pattern emerges.
In the meanwhile, I would appreciate any suggestions you all might have.
#podmin #spam #report #antisthenes-hq #antisthenes
#accorder #breakingnews #brexit #lue #news #prête #report
Réunis en sommet à Bruxelles, les dirigeants européens se disent prêts à accorder deux options pour un report du Brexit, initialement prévu le 29 mars soit dans une semaine.
posted by pod_feeder
#breakingnews #brexit #conditions #court #donald #favorable #news #report #sous #tusk
Le président du Conseil européen a réagi à la demande de report du Brexit que lui a formulée officiellement la Première ministre britannique Theresa May.
posted by pod_feeder
#barnier #breakingnews #brexit #estime #lincertitude #michel #news #prolongation #quot #report
Les leaders européens affichent leur scepticisme face à un éventuel report du divorce avec Londres. Michel Barnier, le négociateur en chef de l'Union européenne pour le Brexit, demande à la Première ministre britannique d'avancer de "bonnes raisons".
posted by pod_feeder
#aux #breakingnews #brexit #demander #may #news #report #theresa
Alors que l'impasse est manifeste à Westminster, Theresa May se résout à demander un report du Brexit à l'Union. Elle va écrire au Conseil européen avant un sommet prévu ce jeudi à Bruxelles.
posted by pod_feeder
RPCS3 is an open-source Sony PlayStation 3 emulator and debugger written in C++ for Windows and Linux.
Article word count: 4576
HN Discussion: https://news.ycombinator.com/item?id=19415445
Posted by pplonski86 (karma: 4195)
Post stats: Points: 125 - Comments: 54 - 2019-03-17T18:23:06Z
#HackerNews #2019 #emulator #january #progress #ps3 #report #rpcs3
Welcome to the January 2019 progress report! This month saw significant improvements to the core components of RPCS3 such as the introduction of multithreaded cache compilation for the SPU LLVM recompiler, reimplementation of the graphics framebuffer management, overhaul of the audio backend and much more. We also saw RPCS3’s version bump to 0.0.6 to better showcase the state of the emulator.
In addition to the following report, further details of Nekotekina and kd-11’s work during January and upcoming contributions can be found in their weekly reports on Patreon. This month’s Patreon reports are:
Status update from Nekotekina (2019-01-01)
Status update from kd-11 (2019-01-02)
Status update from kd-11 (2019-01-27)
Table of Contents
Over at our forums, a few user and moderators have come together to acquire and test titles that have not been tested recently. Our developers have also been hard at work debugging niche issues that seem to prevent a few titles from progressing ingame. The results of their targeted efforts gives us veracious compatibility statistics from which we can see a big decrease in Intro and Loadable categories and a corresponding increase to Playable and Ingame categories.
Game Compatibility: Game Status
Game Compatibility: Monthly Improvements (January 2019)
On Git statistics, there have been 8179 lines of code added and 5073 removed through 36 pull requests by 9 authors.
Major RPCS3 Improvements
Before we get started, here’s a video showcasing some of the major improvements made to RPCS3 from December 2018 to January 2019:
Multithreaded SPU LLVM Compilation (#5586)
In January, Nekotekina implemented multithreaded SPU cache compilation during startup as well as runtime. This greatly improved startup times when using the SPU LLVM recompiler, especially for CPUs with high cores/thread counts. In Red Dead Redemption, a title known for having an excessive number of SPU programs, the compile time of about 75,000 objects on an Ryzen R7 1700 @3.9GHz went from 12 minutes 25 seconds to just 1 minute 34 seconds! Users can expect much faster startup times when using the SPU LLVM recompiler which was previously a big complaint with the experimental compiler. This improvement should also benefit SPU ASMJIT recompiler although the improvements would manifest as more stable framerate as opposed to an increase in FPS.
[IMG]To implement the above feature, Nekotekina also improved adjacent logic such as SPU ubertrampolines and refactor the spu_runtime class. SPU ubertrampolines are a simple primitive performing a binary search over multiple program candidates in order to select the right one without knowing which one is currently loaded into memory. While the output was generated effectively, even with the SPU ASMJIT recompiler the output was simply not generated fast enough to meet RPCS3’s needs. Hence, Nekotekina implemented SPU ubertrampolines generation using raw assembly. Also, spu_runtime was refactored into a common class unifying the code used for both the ASMJIT and LLVM recompilers in this regard.
FBO improvements (#5427, #5565)
In December 2018, kd-11 had aimed to merge two major sets of changes to the RSX emulation. The first being improvements to the framebuffer object (FBO) management and the second being improvements to double assignments, conditional execution and shader inputs which was dubbed GT Fixes after the major series that benefited from it. While we’ve covered GT Fixes in last month’s report, this month we’ll be going over the FBO improvements which consisted of many improves, the primary two major components being the removal of unnecessary framebuffer attachment for attachments that are likely unused and the rewrite of memory inheritance transfers.
The first improvement reorganised the framebuffer object management to avoid touching memory (a technique used to cheaply track memory usage) if a command was set up such that the data would not have changed. This allows RPCS3 to avoid generating framebuffer attachments for attachments that are likely unused and prevents memory corruption when Write Color Buffers/Write Depth Buffers is not used since we rely on attachment memory tags to watch for events. Previously, these corruptions affected multiple games such as Skate 3 where performance would abnormally drop below 1FPS while ingame and crash the emulator when entering skater edit screen.
Soon after, kd-11 rewrote the memory inheritance transfers to implicitly guarantee correct results even when Strict Rendering Mode disabled by invoking a memory barrier when actively reading from an unsynchronized texture. This simplified the memory transfer operations and allowed many games that currently require Strict Rendering Mode to display accurate graphics without the option enabled. Other notable improvements were the fix to the texture cache deadlock due to an incorrect internal size computations and increase in maximum number of compute invocations when using the Vulkan renderer from 120 to 1024. This was a result of manual benchmarking of various games demonstrating that it is completely possible to trigger a very high number of readback operations during loading screens.
For those of you wondering why this pull request was not merged in December 2018 itself, as part of kd-11’s original plan, the FBO improvements was slated to precede GT Fixes. However, while these changes did fix a variety of issues across a plethora of games, it also caused a large number of games to regression in multiple ways causing kd-11 to undertake a deeper analysis that what was initially envisioned. The main cause of these regressions were due to the large number of permutations possible on the framebuffer setup. This resulted in over 20 days of back and forth between kd-11 and our community of testers spiraling into a cycle of reporting and squashing bugs. Thanks to the continuous testing of almost every game and kd-11’s resilience to fix all the issues reported, FBO improvements became the most commented pull request in RPCS3’s history!
However, all efforts paid of as a plethora of games benefitted with improved graphics or fixed crashes. MotorStorm and MotorStorm Pacific Rift/3D Rift no longer crash frequently, Tekken Tag Tournament 2 shows accurate colors on clothes, Midnight Club: Los Angeles now renders rain effects, Saints Row IV now displays graphics when using the OpenGL renderer, Ratchet & Clank: QForce no longer suffers from the ghosting effect, Saint Seiya: Brave Soldiers has fixed depth buffer and much more. While the below images are a small selection of improvements, check out the improvements video linked above to see the improvements in many other titles!
[IMG] [IMG] [IMG] [IMG]
[IMG] [IMG] [IMG] [IMG]
[IMG]Not one to slow down, kd-11 quickly began working on a follow-up pull request with various fixes for issues that were identified from the FBO improvements. These fixes included the rewrite of the index buffer base offsets to preserve the use of u16 index buffers for consistency and reduced memory footprint, a partial reversal of changes made in the FBO improvements affecting asynchronous shaders compilation, fixed red-blue color inversion when using the OpenGL renderer, avoiding a potential deadlock in RSX FIFO control, improving alpha-to-coverage transparency with a better approximation technique and rewriting the vertex attribute divisor logic.
These changes targeted various components of the RSX emulation and the resulting synergy was further improvement to graphical rendering and color accuracy. Midnight Club: Los Angeles saw tree shadows rendering for the first time and an improvement to foliage while MotorStorm games now display tire tracks accurately.
[IMG] [IMG] [IMG] [IMG]
[IMG]Audio Buffering & Backend Improvements (#5456)
When it comes to audio, RPCS3 has official support for 4 backends. On Windows, XAudio2 is available while ALSA and PulseAudio is available on Linux. Finally, OpenAL is a cross-platform audio backend that works on both Operating Systems. While the first three backends saw improvements overtime, the OpenAL backend was largely ignored and consequently was deprecated to a Do Not Use category (much like DirectX 12). One of our contributors, ruipin, evaluated the current audio setup and the various issues plaguing it and decided to undertake a large-scale refactoring of how audio is handled by RPCS3.
Issues relating to audio always posed a challenge to debug as many issues faced by users were the result of insufficient CPU resources. Since threads relating to RSX, SPU and PPU have higher priority, audio threads are delayed during bottlenecks leading to crackling or complete loss of sound. So in cases where the games couldn’t hit the target FPS, audio issues were prevalent even when gameplay was tolerable. However, titles like NieR had stuttery audio even when running at full speed on an i9 9900K. This revealed a deeper issue of games not being able to deliver audio in a timely fashion even when sufficient hardware resources were available. The PlayStation 3 provides audio in fixed intervals of 5.3 milliseconds but due to various factors, games could take longer than this once in a while, causing noticeable crackle and stutter.
To address these issues, ruipin implemented two new features, audio buffering and dynamic audio period. Together, these features aim to avoid intermittent stutter in games and provide users a smoother gameplay. To better understand these features let’s take a look at what each does.
Audio buffering is pretty straightforward affair with the audio being buffered into memory and played with a configurable delay (default being 100 milliseconds). However, dynamic audio period is where the magic truly happens. With it enabled, if the audio logic detects that the game is falling behind on audio mixing, it will dynamically increase the audio period to give the game some extra time. On the other hand, if the game seems to have audio ready earlier than necessary, the audio logic will dynamically shrink the audio period in order to maintain the average audio buffer duration and consequently ensure synchronization. This can continue with (almost) no stutter as long as the buffer does not run out. The below clip showcases the benefits of these changes:
However, ruipin went a step further and also introduced a time stretching algorithm which can be used to smooth out the crackles or stutter if the buffer fill level is falling dangerously low. This is meant to smoothen out rare stutter caused due any situation such as a background task kicking off or a loading screen using more CPU resources that usual. However, there is no pitch correction with this algorithm and hence if a game constantly has issues maintaining a full audio buffer (common on low thread count CPUs), this option will cause a huge reduction in audio quality. For this reason, this option is disabled by default.
On the other hand, audio buffering and dynamic audio period do not have such drawbacks and are enabled by default (on Windows) for all users to enjoy. However, these changes are not intended to be an end-all-be-all solution that magically fix audio in games that do not run at full speed. Your CPU needs to be fast enough to drive a full audio buffer every 5.3 milliseconds (on average).
Apart from these features, the OpenAL backend was also revived and brought up to the same quality levels as the XAudio2 backend. The entire cellAudio thread was also extensively refactored for easier maintenance and improvement in the future. All audio backends now automatically expose a list of capabilities so that the cellAudio algorithm can decide how to drive audio depending on what is supported. While audio buffering is enabled by default on XAudio2 and OpenAL backends (with a buffer duration of 100 milliseconds), PulseAudio and ALSA do not currently support these new features. Since the ALSA backend is the default option on Linux, users are required to enable the OpenAL backend to take advantage of these new features. Finally, Megamouse jumped in and added all relevant options to the GUI for the features mentioned above. You can find these options under the Audio tab of the Settings menu.
Game Dialog and Native UI Improvements (#5465, #5497, #5536, #5537, #5566)
In January, kd-11 announced that he would implement an On-Screen Keyboard (OSK) directly into the Native UI to allow users to enter text using the controller itself and not reach out for an actual Keyboard. However, a number of issues were identified with the existing Qt OSK dialog and Native UI that posed a challenge to the native On-Screen Keyboard implementation. Fortunately, our resident Quality-of-Life developer, Megamouse, decided to fix these issues to allow for a seamless integration of kd-11’s native OSK implementation.
The first set of improvements targeted bugs across various dialog systems in RPCS3 (Qt and Native UI):
* A regression from the December’s controller configuration improvements that caused games to sometimes freeze which opening or closing Native UI interfaces was fixed. * Next, titles such as Diablo 3 would assume that the dialog was accepted, even when it was actually cancelled. To address this, Megamouse ran test on the PlayStation 3 to determine how the original hardware handled cancellations and implemented the same accurately in RPCS3. * After this, there was an issue where the game would continue to recognise input from the controller even when the text input dialog was open. With the Qt implementation, this did not pose much of an issue as all text was fed with a keyboard while input to the game was given with a controller. But once the native OSK is implemented, games incorrectly recognising input that was meant for the OSK would cause unwanted issues for users. To address this, proper system dialog input interception was implemented to discard any input made to the game while a system dialog is active. * A missing check for empty strings was implemented which fixed a crash when users tried to confirm an input dialog without entering any text. Some games such as Diablo 3 will now use this check to identify whether the string is empty and notify the user accordingly after closing the dialog. * Finally, few constants and checks were added to improve emulation accuracy.
[IMG]Previously, Godzilla would freeze after the language confirmation dialog but thanks to the above improvements, this title goes ingame once again!
The above improvements fixed issues affecting multiple titles such as Lair, South Park: The Stick of Truth, Sengoku Basara 4, Diablo 3 and Godzilla. However, a number of other titles such as Skate 3 and NieR began to crash unexpectedly when interacting with game dialogs. Investigating these regressions, Megamouse discovered that these issues were not true regression but were in fact various unimplemented features that were brought to the forefront thanks to the improved accuracy of the message dialog system. Once these missing permutations were pinned down, the features required to address “regressions” were summarily implemented.
[IMG]Support for displaying the game’s message to the Qt OSK dialog (and future OSK interface) was also implemented
To aid in debugging and facilitating further improvements, Megamouse also improved the error code logging for all system dialogs and separated the existing OSK dialog code into its own class. This will also help the smooth implementation of the Native UI On-Screen Keyboard. Finally, the HLE implementation of OSK dialog was improved by reimplementing state checks (open, closed, aborted) and making sure that data isn’t written to unallocated memory whilst passing the user input to the game’s buffer. This was a longstanding issue that was finally addressed issues in titles such as Class of Heroes 2G.
The third installment in the Skate franchise, Skate 3, is now fully playable! This title previously suffered from major slowdowns in the free skate mode but thanks to improvements made by kd-11 to the framebuffer management, this issue has now been resolved. Check out the performance of this title on RPCS3 in the video below:
Dragon Ball Z: Battle of Z
One of the last titles in the Dragon Ball series to grace the PlayStation 3, Dragon Ball Z: Battle of Z has now become playable! This title also benefited from kd-11’s framebuffer management improvements which fixed a regression that caused the game to crash at the title screen.
[IMG]Ni no Kuni: Wrath of the White Witch
Ni no Kuni: Wrath of the White Witch is now completely Playable on RPCS3 at a good framerate even on mid-range systems thanks to recent improvements from Nekotekina and Eladash. While Ni no Kuni has run well on good systems for a long time, the recent graphical, performance and stability improvements have finally pushed it over the edge into the playable category.
No More Heroes: Heroes’ Paradise
While this console exclusive title had good performance and graphics, it suffered from a bug preventing users from being able save their progress. Thanks to the recent improvements to save data handling in RPCS3, this issue has been fixed and No More Heroes: Heroes’ Paradise is now fully playable! A user from our forum, MilkManEX, managed to finish the game from start to end on RPCS3 without any major issues.
[IMG]Onechambara Z: Kagura with NoNoNo!
Did you have your PlayStation 3 set-up in the living room? Were you denied the chance to hack down zombies whilst wearing a bikini because of this? Well then, your wait is over. This month, Onechambara Z: Kagura with NoNoNo! was found to progress ingame! While the game has stable performance and graphics, it does suffer from crashes during boss battles keeping it from being playable.
As is customary, here’s another weeb school/mecha/action/shooter title that is now fully playable on RPCS3.
[IMG]Ragnarok Odyssey Ace
This JRPG previously suffered from significant graphical glitches keeping it from being playable. However, with recent improvements to RSX emulation, these glitches have been fixed allowing this title to be fully playable.
[IMG]WWE All Stars
This critically acclaimed WWE spin-off is now full playable! Previously this title would crash on the loading screen before going ingame. With the recent stability improvements these issues have now been fixed.
[IMG]Absolute Supercars & Ferrari titles
Thanks to the RSX vertex base type improvements by eladash, multiple racing titles from Eutechnyx studio (Absolute Supercars, Ferrari Challenge: Trofeo Pirelli and Ferrari: The Race Experience) went ingame for the first time this month. However, these titles still suffer from few graphical issues and low performance keeping it from being playable.
[IMG]Elevator Action Deluxe
Thanks to kd-11’s improvements, the last remaining bug affecting the HUD was fixed, allowing the game to be fully playable now!
Vampire Rain: Altered Species
Thanks to the recent stability improvements made to the emulator, this survival horror title went from Loadable to Ingame!
There have been numerous other pull requests merged during the month that couldn’t make it to the Major Improvements section. We have collected a list of all such improvements here, and attached a brief overview to each. Make sure to check out the links provided for them if you are interested, as their GitHub pages usually uncover further details, as well as the code changes themselves. To see the complete list of pull requests directly on GitHub, click here.
5453 – Changed the cache location to a dedicated folder. For the PPU module cache a new hash-based location was implemented similar to SPU cache. Also, the structure was changed to decrease size of each module resulting in a bump in the PPU cache version; Fixed a minor race condition in cellVdec and other misc. improvements;
5572 – Changed audio backend priority on Linux to ALSA. Also, fixed few cases of error spam with cellMsgDialog on CELL_OK;
5586 – Implemented support for parallel compilation of SPU code, both at startup and runtime; Removed the obsolete “SPU Shared Runtime” option; Refactored spu_runtime into a common class for both ASMJIT and LLVM recompilers; Implemented SPU ubertrampoline generation in raw assembly for the SPU LLVM recompiler. See coverage in major improvements here;
5599 – Improved compilation speed and performance in a few games when using the SPU ASMJIT recompiler;
5614 – Fixed a rare crash in cellSaveData by retrying to move directories on FILE_ACCESS_ERROR.
5509 – Updated Vulkan descriptor pool init sizes to prevent descriptor pools from running out of resources with only 25% occupancy; VK_WHOLE_SIZE will not be used for the null resource bind since most drivers have uniformBufferRange limits that are much smaller; Clamps swapchain resources to allowable surface extents;
5427 – Reorganized framebuffer object management to avoid touching memory if a command was set up in a manner where the data would not have changed. See coverage in major improvements here;
5565 – Rewrote the index buffer base offsets to preserve the use of u16 index buffers for consistency and reduced memory footprint; Partial revert of a change in the above pull request affecting asynchronous shaders; Fixed red-blue color inversion when using OpenGL; Avoid potential deadlock in RSX FIFO control; Reimplemented alpha-to-coverage transparency with a better approximation technique; Rewrote vertex attribute divisor logic. See coverage in major improvements here;
5612 – Set preference for the slower FIFO mode for VSync instead of Mailbox mode as the latter is broken on recent Nvidia drivers when using Vulkan on Windows. Also implemented fence timeouts to detect dead renderers if a crash happens in submit before vkGetFenceStatus can return relevant data.
5618 – Fixed a regression from the above pull request where game window couldn’t enter fullscreen mode on Linux when using Vulkan.
5540 – Allowed invalid NV4097_NOTIFY context to pass execution that addressed an incorrect exception thrown in Ni no Kuni: Wrath of the White Witch!
5522 – Allowed more than one SPU MFC list to execute in a tag group when one list is stalled which now supports multiple list stalling and unstalling in a tag group. This improvement now matches RPCS3’s support for MFC list stalling to that of an actual PlayStation 3;
5435 – Improved LR event handling of SPU GETLLAR, PUTLLUC and PUTLLC transactions resulting in higher accuracy. Also, reduced lifetime of vm::writer_lock in PUTLLC transactions for non-TSX CPUs, replaced cache line spinlocks with a new passive range lock in MFC PUT DMA transfers and other improvements which resulted in a significant performance increase in multiple titles for CPUs without TSX;
5568 – Patch ppu main thread priority in cases where the PPU main thread priority specified by the executable file is invalid the default value is used like an actual PlayStation 3. With this improvement, White Album 2 went from Loadable to Ingame!
5585 – Allowed vertex base type 0 to pass execution which was not allowed previously due to its unknown behaviour. With this mode correctly implemented, games such as PixelJunk Eden, Absolute Supercars, Ferrari Challenge: Trofeo Pirelli and Ferrari: The Race Experience were able to reach ingame!
5579 – Fixed spurious failure of try_rlock/wait methods in lv2 semaphore by restarting the atomic loop and waiting for condition confirmation instead of aborting prematurely on failed CMPXCHG;
5595 – Improved accuracy by making sys_ppu_thread_isjoinable return an error with the proper error code when trying to join the main thread;
5605 – Fixed potential crash in begin_occlusion_query() while closing games;
5502 – Improved compatibility of DECR mode by fixing the 512MB memory area allocation by sys_memory in 1MB pages mode. This fixed WSC Real 09: World Snooker Championship and allowed the game to progress ingame! However, further improvements are necessary for the DECR mode allocations to be fully accurate.
5465 – Part 1 of the game dialog fixes and native UI improvements. See coverage in major improvements here;
5497 – Part 2 of the game dialog fixes and native UI improvements. See coverage in major improvements here;
5536 – Part 3 of the game dialog fixes and native UI improvements. See coverage in major improvements here;
5537 – Part 4 of the game dialog fixes and native UI improvements. See coverage in major improvements here;
5566 – Final part of the game dialog fixes and native UI improvements. See coverage in major improvements here;
5493 – Implemented an “Exit game?” dialog that lets you abort the exit process and also warns about loss of progress. A similar dialog will also spawn when you boot a game while another game is running. The dialogs can be disabled via “Don’t show again” checkbox and re-enabled in the GUI settings. All other info dialog settings were added to the same location as well;
5491 – Improved the builtin debugger to now only allow hex values with length 8 in the “Go to address” pop-up. Also improved handling of the “No Thread” option to prevent some crashes;
5531 – Fixed the macOS Travis builds and upgrades Travis to use Xcode 10.1. Also, homebrew packages for macOS are now installed usingtravis.ymlinstead ofbuild-mac.bash;
5528 – Made dock-widget title bars optional by adding a new checkbox to Menu & View;
5529 – Fixed an issue in cellGameGetSizeKb during installation of a game when a directory wasn’t found by returningsize=0instead of an error. Allowed Tom Clancy’s H.A.W.X 2 to progress from Loadable to Intro;
5548 – Added error code log messages to cellSaveData in order to improve debugging of issues relating to game saves;
5574 – Improved the game list by using the the correct patch version for PS3 disc games. Previously, the game list only showed1.0for all disc games and the actual version was only found in game data entries;
5588 – Fixed an obscure error in the shader compilation dialog that displayed the wrong progress bar status. Also, set the error for the notorious underrun message to log level warning;
5587 – Changed the default location for all per-game custom configurations toconfig/custom_configs/and modified their naming format to include the game ID as well such asconfig_ABCD12345.yml. This feature is backwards compatible with the old locations and old config files will still be considered but the new config files will take precedence over the old ones. Also, added the option to boot games either with their custom configurations or with the global configurations.
5456 – Refactored the audio backends and introduced audio buffering and time stretching which helps avoid intermittent stutter (currently only for XAudio2 and OpenAL). See coverage in major improvements here;
5539 – Fixed regressions caused in the above pull request.
5461 – Fixed issues with initial trophy set-up by accurately simulating the PlayStation 3’s behavior through a mix of forced granularity and timeouts for games that don’t check the progress while processing the trophy entries. This improved compatibility for games such as Diablo 3, Odin Sphere and Mahjong * Dream C Club;
5535 – Reverted a faulty section in the cellGameGetSizeKb changes made in PR 5529.
5525 – Updated the Readme file to showQt5Qmlas a dependency when using Arch Linux;
5619 – Bumped the RPCS3 version to 0.0.6.
5558 – Fixed a bug where the GUI option for removal of shader cache, PPU cache and SPU cache incorrectly pointed to the old cache location.
5607 – Added appropriate styling to QDoubleSpinBox when using the Kuroi (Dark) and YoRHa stylesheets.
We hope you liked this report and look forward to the next! If you would like to contribute to the project, you can do so either by contributing code, helping the community or becoming a patron. RPCS3 has two full-time developers working on it who greatly benefit from the continued support of the many generous patrons. In exchange, patrons also get special support over on our Discord server and get access to early updates directly from our lead developers. If you are interested in supporting us, consider visiting our Patreon page at the link below and becoming a patron, or join our Discord server to learn about other ways of contribution.
We’re always looking for dedicated writers to help us write these reports. If you have the skill, time and are willing to help, please apply here. Also, come check out our YouTube channel and Discord to stay up-to-date with any big news.
This report was written by HerrHulaHoop, DigitalDude555, Megamouse, eladash and GalCiv.
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#avec #breakingnews #brexit #députés #divorce #ils #les #lue #news #pour #report #voteront
Ce jeudi, Theresa May proposera aux députés de voter une troisième fois sur son projet d'accord négocié avec Bruxelles, texte déjà retoqué à deux reprises. Ils devront également se positionner sur un éventuel report du Brexit.
posted by pod_feeder
#about #comey #condemns #doj #fbi #gop #james comey #justice department #mueller #oan newsroom #president trump #publicizing #report #republicans #robert mueller #says #special counsel robert mueller #wapo #washington post #william barr #wrong
#500 #after #campaign #campaign finance rules #congresswoman #congresswoman rashida tlaib #december #democrat #democrat rashida tlaib #democrat representative #democrat representative tlaib #election date #elections #fec #fec rules #federal election commission #filings #finance rules #herself #michigan #michigan representative #midterm #midterm elections #midterms #november #oan newsroom #paid #paid herself #payment #payments #political #political purposes #rashida #rashida tlaib #rep #report #representative rashida tlaib #rules #the federal election commission #tlaib #violation #violation of campaign finance rules
#breakingnews #brexit #délai #final #news #report #vers
Divisés sur le Brexit, les députés britanniques sont d'accord pour se donner plus de temps. A une écrasante majorité ce mercredi, ils ont donné leur aval à la Première ministre Theresa May pour repousser le Brexit au delà de la date limite du 29 mars.
posted by pod_feeder
#breakingnews #brexit #européens #les #news #prudents #report
Reporter le Brexit oui, renégocier l'accord non. A Paris, Emmanuel Macron et Angela Merkel ont rappelé leur position. Ils demandent aux Britanniques d'avancer de bonnes raisons pour retarder le divorce.
posted by pod_feeder
The chief executive officers of two major video game companies have found their way onto a report that uses pay data to call out pay disparities in publicly traded American companies.
Article word count: 444
HN Discussion: https://news.ycombinator.com/item?id=19229502
Posted by smacktoward (karma: 38499)
Post stats: Points: 167 - Comments: 103 - 2019-02-22T21:57:49Z
#HackerNews #100 #activision #and #blizzard #ceos #featured #most #overpaid #report #the
The chief executive officers of two major video game companies have found their way onto As You Sow’s 2019 report on "The 100 Most Overpaid CEOs", a report that uses pay data to call out pay disparities in publicly traded American companies.
Both Electronic Arts’ Andrew Wilson and Activision Blizzard’s Bobby Kotick have earned spots on this year’s list along with the likes of Walt Disney’s Bob Iger, Netflix’s Reed Hastings, and 96 other high-earning execs. This all comes just a week after Activision Blizzard announced that it would lay off an estimated 800 employees following the close of a record year.
As You Sow takes more than a CEO’s yearly earnings into account when ranking its list, something detailed in full in the full report. In short, the organization looks at factors like total shareholder return and votes against CEO pay packages to calculate the chief execs earning in excess. The methods for calculating that exact excess can be found in Appendix C in the full report as well.
Following that methodology, the group clocked Activision Blizzard CEO Bobby Kotick as number 45 on that ranked list of the most overpaid CEOs. By As You Sow’s data, Kotick is paid $28,698,375 (an excess of $12,835,277 by the organizationʼs estimates). The ratio of Kotick’s pay compared to median worker pay at Activision Blizzard is 301:1.
The median pay ratio for S&P 500 companies is 142.1, while the median pay ratio for the 100 members of As You Sow’s list is 300:1.
Electronic Arts’ Andrew Wilson, meanwhile, is ranked a bit lower on the list as number 98. His yearly take is $35,728,764 (an estimated excess of $19,673,861 as determined by the report), a paycheck that was supported by 97 percent of shareholders’ votes. Though median pay ratio wasn’t used as a metric for ranking those high-earning CEOs, the difference between Wilson’s own pay and that of the median Electronic Arts employer is greater than Kotick’s. As You Sow records that ratio as 371:1.
The gap between median worker pay and CEO pay has ballooned in just the past several decades, as explained in the following quote captured by Axios.
"If you look at the pay of top CEOs relative to workers, that ratio in the 1950s was 20 to 1, was about 30 to 1 by the late ʼ70s, and by the mid-1990s it was 120 to 1," said Robert Reich, former Labor Secretary for President Bill Clinton, during a recent call with Axios and other reporters. ”When I was working in the White House that was a cause of real concern. That ratio seemed appalling to most people. Now it’s 300 to 1."
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