Subject: General Tech | June 22, 2017 - 12:34 PM | Jeremy Hellstrom
Tagged: microsoft, windows defender, antivirus, Kaspersky
You have likely heard of the spat between Kaspersky Labs and Microsoft, in which Kaspersky have filed a complaint with the European Commission stating that Microsoft is purposely disabling their antivirus program. Microsoft replied with their view of this dispute, stating that they do indeed disable antivirus programs when there is a risk that a Windows update would stop the third party antivirus from running anyways. The Inquirer and others were told that as a service to the user they ensure that Windows Defender is activated and on the job to protect them.
Many of us have had issues in which an update causes an antivirus program to lobotomize a valued program or operating system because of false positives, often leading to an eternal reboot loop until you can find the offending update or program. This leads to a question of expectations; is it reasonable that Microsoft test the compatibility of their OS with antivirus vendors, either internally or by releasing an early version those vendors can test? We are likely to see a court case to determine that in the near future, the EC previously ruled against Microsoft in 2004 regarding Windows Media Player as well as in 2009 regarding Internet Explorer (pdf) so we may indeed see another ruling which forces Microsoft to allow users to disable Windows Defender.
"The post goes on to admit that, yes, it does deactivate third party AV, if there is a risk of an update to Windows that stops the AV working anyway."
Here is some more Tech News from around the web:
- New Humble Software Bundle, Artistic Edition
- WDC wants in on Japan-backed consortium to buy Toshiba's chip biz @ The Register
- HoloLens dev transforms Super Mario Bros into AR game @ The Inquirer
- Curiosity Rover Decides, By Itself, What To Investigate On Mars @ Slashdot
- Walmart tells developers to stay away from AWS @ The Register
- The nubia M2, M2 Lite & N1 Lite Smartphones Revealed! @ TechARP
Subject: Systems | June 21, 2017 - 03:39 PM | Jeremy Hellstrom
Tagged: microsoft, surface, surface studio
Microsoft's Studio Surface is quite a change from the usual Studio notebooks, instead of a tiny screen this system is built into a 28" display with some seriously impressive specs. The display has a resolution of 4500x3000 which translates to 192ppi, perfect for getting the most detail out of your artistic creations; gaming may be troublesome as the top end model comes with a GTX 980M that has 4GB of GDDR5. The Surface Dial would also present control difficulty for gamers but for artists it offers a new way to control a wide variety of options in your software. Aso worth noting is that you can swivel the screen to an angle where it can be used as a sketching board, the stand will even support a reasonable amount of weight if you lean into your drawings. The Inquirer did have some areas in which they thought Microsoft could make some improvements but overall they were quite impressed. Check it out here.
"IT'S ALL CHANGE over at Microsoft with not one, but two entirely new product categories sporting the Surface name. The first is a traditional form-factored laptop with some fuzzy touchy-feely plush elements. The second, the Surface Studio is a powerful all-in-one with a giant display, stacks of power and one funky, optional knob."
Here are some more Systems articles from around the web:
- CCL Athena Aura (i5/1070) System @ Kitguru
- MSI Trident 3 Arctic Mini VR Ready Gaming PC (i7 -7700 / GTX 1070) @ Kitguru
Subject: General Tech | June 19, 2017 - 08:59 PM | Scott Michaud
Tagged: microsoft, windows, windows server
Microsoft seems to want to release feature updates for their software twice per year, once in the fall, and once in the spring. First, Office 365 announced that it would adopt a semi-annual schedule, targeting September and March, give or take a bit. The Windows team then announced that they would follow in Office’s footsteps.
It’s interesting, because Windows Server typically pushes out two major versions every four or five years: one with a number, and another with that same number alongside an R2 suffix. Each of these lines up with a consumer refresh of the NT kernel, although both Windows Server 2003 and Windows Server 2003 R2 used the same kernel... because Windows XP lasted a while.
Sure, a lot of a name would normally be marketing, but it also gated the major features that Microsoft was able to add (because they wanted a single Windows release to interact with software fairly uniformly across its lifecycle for enterprise reasons). Now, with the whole company pushing the “as a service” model, even Windows Server will be on the feature release treadmill.
Subject: Systems | June 18, 2017 - 08:52 PM | Scott Michaud
Tagged: ifixit, recycling, microsoft, surface laptop
It’s no surprise that many devices have been sacrificing user-serviceability in favor of small, light, and fast. In fact, it’s not uncommon to see device manufacturers forego even the ability to recycle them when they’re done, even if their components are theoretically made out of recyclable materials. (It doesn’t matter if it’s mostly metal and glass if they’re all glued together in a way that takes forever to separate.)
In this case, the new Microsoft Surface Laptop gets a big zero from iFixit. For context, the iPad 3, which stirred a bit of controversy a few years ago, scored a two out of ten. Two major points that they made against it are “You can’t get inside without inflicting a lot of damage” and “The battery is difficult and dangerous to replace”. Yikes.
To be clear, sacrificing user-serviceability isn’t necessarily a bad thing (although I’d argue that recyclable components should always be installed in a recyclable way). As long as the user is aware that they are trading-off the ability to fix or upgrade the thing they purchase, then they can make the value decision for themselves.
And now potential customers know.
Subject: General Tech | June 13, 2017 - 04:08 PM | Scott Michaud
Tagged: xbox, pc gaming, microsoft
Before we begin, the source of this post is a PC Gamer interview with Microsoft’s Phil Spencer, who leads the Xbox team. The tone seems to be relaxed and conversational, so, for now, it should be taken as something that he, personally, wants to see, not what the division is actually planning, necessarily.
Still, after it was announced that the Xbox One would get emulation for original Xbox titles at the Xbox E3 2017 Press Conference, PC Gamer asked whether that feature, like so many others lately, could make it to the PC.
His responses: “Yes.” and “I want people to be able to play games!”
He also talked about Xbox 360 emulation on PC, specifically how it would be difficult, but he wants games to run across console and PC. “I want developers to be able to build portable games, which is why we’ve been focusing on UWP for games and even apps that want to run on multiple devices.”
You might know my personal opinions about UWP by now, specifically how it limits artistic freedom going forward through signed apps and developers, which is a problem for civil rights groups that either need to remain anonymous or publish expressions that governments (etc.) don’t want to see public, but cross-device is indeed one of the two reasons that it’s seductive for Microsoft. Content written for it (unless it finds an unpatched exploit, like how Apple iOS jailbreaks work) cannot do malware-like things, and they should be abstract enough to easily hop platforms.
But you won’t see me talk ill about preserving old content, especially if it could be lost to time based on a platform decision they made fifteen years ago. I hope that we do see original Xbox games on the PC. I also hope that we develop art in a medium that doesn’t need awkward methods of preservation, though.
Subject: General Tech | June 11, 2017 - 04:56 PM | Jim Tanous
Tagged: Xbox Scorpio, xbox, microsoft, E3
At its E3 2017 keynote Sunday, Microsoft finally unveiled the official details for its upcoming "Project Scorpio" console, now called "Xbox One X." The console, surprisingly smaller than even the Xbox One S, will launch November 7, 2017 and, as expected, will be priced at $499, the same launch price of the original Xbox One in November 2013.
With a maximum 6 teraflops of GPU horsepower and a class-leading 326GB/s memory bandwidth, Microsoft is hoping that its significant performance advantage over Sony's $399 PS4 Pro, as well as its ability to play UHD Blu-ray discs, will help justify the $100 price difference for consumers.
|Xbox One X||PS4 Pro|
|2.3GHz 8-Core||2.16 GHz 8-Core|
|GPU||6 TFLOPS||4.2 TFLOPS|
|Memory||12GB GDDR5||8GB GDDR5|
|Memory Bandwidth||326 GB/s||218 GB/s|
|Storage||1TB HDD||1TB HDD|
One of the criticisms of the PS4 Pro is that many of the games "optimized" for the system do not utilize 4K assets or run at true 4K resolution. In response, Microsoft clarified repeatedly throughout its keynote that many games designed for Xbox One X will indeed run at 4K/60fps. While Microsoft will likely ensure that its own house-published titles and those from close partners will hit this mark, it remains to be seen how well cross-platform games from third parties will fare.
As for those who don't have 4K displays, Xbox One X will use supersampling to increase perceived resolution and quality at 1080p. The popular Xbox 360 backwards compatibility feature (which will soon include original Xbox games) will also benefit from the Xbox One X's increased horsepower, with Microsoft promising faster load times and improved anti-aliasing.
As with the PS4 Pro, all games will support both console generations, with many titles going forward "enhanced for Xbox One X." One of Sony's biggest problems is the lack of games that truly take advantage of the PS4 Pro's unique features, so Microsoft's ability to bring third party developers on board will be key to the Xbox One X's success.
We'll need the console to hit the market to get a more detailed look at its technical specifications, but based on Microsoft's claimed performance numbers, the Xbox One X looks like a relatively good deal from a hardware perspective. The console's 6 TFLOPS of graphics processing power compares to an NVIDIA GTX 1070, which currently retails for just over $400. Add in the 1TB hard drive, custom 8-core CPU, and UHD Blu-ray player, and the price is suddenly not so unreasonable. Of course, newer cards like the AMD Radeon RX 580 also hit around 6 TFLOPS for ~$220, but you won't be able to find one of those these days. At a $100 premium over the PS4 Pro, however, it's unclear how the console community will value the Xbox One X's hardware advantage.
One thing that is clear is that Microsoft's Xbox team wasn't too happy to be the source of mockery based on performance and sales for the past four years, and they're highly motivated to come out swinging this fall.
Preorders for Xbox One X have yet to be announced, but you'll find the Amazon pre-order page here when orders go live.
Subject: General Tech | June 8, 2017 - 12:42 PM | Jeremy Hellstrom
Tagged: microsoft, hexadite, windows defender, security
If you have never heard of Hexadite you are not alone, the online security company was formed in 2014, headquartered in Boston but based in Tel-Aviv. As it was just purchased by Microsoft for around $100 million so they can integrate Hexadite's Automated Incident Response Solution into their Windows Defender Advanced Threat Protection. AIRS is not antivirus software, instead it is a tool that integrates with existing software and monitors for any alerts. Once an alert is detected the tool automatically investigates that alert and searches for solutions, in theory saving your security teams sanity by vastly reducing the number of alerts they must deal with directly. It will be interesting to see if this has an effect on the perception of companies and users as to the effectiveness of Windows Defender.
"Hexadite's technology and talent will augment our existing capabilities and enable our ability to add new tools and services to Microsoft's robust enterprise security offerings."
Here is some more Tech News from around the web:
- Museum of Failure will help us learn from our 404s @ The Inquirer
- Raspberry Pi Malware Mines BitCoin @ Hack a Day
- AMD Threadripper and Vega: Luke and Leo discuss @ Kitguru
- MediaTek considers placing chip orders with Globalfoundries @ DigiTimes
- Pop-up Android adware uses social engineering to resist deletion @ The Register
Subject: General Tech | June 6, 2017 - 02:27 AM | Scott Michaud
Tagged: skype, microsoft
Microsoft has just announced that they will be retiring several Skype apps in about a month’s time (July 1st). The affected platforms are Windows Phone 8, Windows Phone 8.1, Messaging for Windows 10 Mobile, Windows RT, and Skype apps for TV. It’s important to note that Skype for Windows Phone still works, although it requires the Windows 10 Mobile Anniversary Update or later. This was originally announced last year, but no date was given at the time (just "in the coming months").
Some sites are noting a workaround for affected users: Skype for Web. Unfortunately, this is probably not a viable option in most circumstances. Specifically, Skype for Web does not officially support mobile browsers, which means that Windows RT users might be in luck, but every other affected device is without options come July 1st.
Subject: General Tech | June 6, 2017 - 02:07 AM | Scott Michaud
Tagged: microsoft, windows, windows 10
The Verge is reporting on an allegedly leaked slide from Microsoft that announces a new edition of Windows 10 Pro. It is given the placeholder name “Windows 10 Pro for Workstation PCs” and it has four advertised features: Workstations mode, ReFS, SMBDirect, the ability to use up to four CPUs, and the ability to use up to 6TB of RAM.
Image Credit: GrandMofongo (Twitter)
If this rumor is true, I don’t believe that it will behave like Windows 10 Enterprise. Because it unlocks the ability to address more RAM and CPU sockets, I doubt that users would be able to switch between Windows 10 Pro and “Windows 10 Pro for Workstation PCs” with just a no-reboot login to an Azure Active Directory. This is just speculation, of course, and speculation on a rumor at that.
The Workstation mode is kind-of interesting, though. The Windows 10 Creators Update introduced Game Mode, which allowed games to be prioritized over other software for higher performance (although it hasn’t been a hit so far). Last month, they also announced power management features to throttle background apps, but only when running on battery power. It makes sense that Microsoft would apply the same concepts wherever it would be beneficial, whether that’s optimizing for performance or efficiency for any given workload.
It does seem like an odd headlining feature for a new edition, which I’d assume requires an up-sell over the typical Windows 10 Pro SKU, when they haven’t demonstrated a clear win for Game Mode yet? What do you all think?
An Data Format for Whole 3D Scenes
The Khronos Group has finalized the glTF 2.0 specification, and they recommend that interested parties integrate this 3D scene format into their content pipeline starting now. It’s ready.
glTF is a format to deliver 3D content, especially full scenes, in a compact and quick-loading data structure. These features differentiate glTF from other 3D formats, like Autodesk’s FBX and even the Khronos Group’s Collada, which are more like intermediate formats between tools, such as 3D editing software (ex: Maya and Blender) and game engines. They don’t see a competing format for final scenes that are designed to be ingested directly, quick and small.
glTF 2.0 makes several important changes.
The previous version of glTF was based on a defined GLSL material, which limited how it could be used, although it did align with WebGL at the time (and that spurred some early adoption). The new version switches to Physically Based Rendering (PBR) workflows to define their materials, which has a few advantages.
First, PBR can represent a wide range of materials with just a handful of parameters. Rather than dictating a specific shader, the data structure can just... structure the data. The industry has settled on two main workflows, metallic-roughness and specular-gloss, and glTF 2.0 supports them both. (Metallic-roughness is the core workflow, but specular-gloss is provided as an extension, and they can be used together in the same scene. Also, during the briefing, I noticed that transparency was not explicitly mentioned in the slide deck, but the Khronos Group confirmed that it is stored as the alpha channel of the base color, and thus supported.) Because the format is now based on existing workflows, the implementation can be programmed in OpenGL, Vulkan, DirectX, Metal, or even something like a software renderer. In fact, Microsoft was a specification editor on glTF 2.0, and they have publicly announced using the format in their upcoming products.
The original GLSL material, from glTF 1.0, is available as an extension (for backward compatibility).
A second advantage of PBR is that it is lighting-independent. When you define a PBR material for an object, it can be placed in any environment and it will behave as expected. Noticeable, albeit extreme examples of where this would have been useful are the outdoor scenes of Doom 3, and the indoor scenes of Battlefield 2. It also simplifies asset creation. Some applications, like Substance Painter and Quixel, have artists stencil materials onto their geometry, like gold, rusted iron, and scuffed plastic, and automatically generate the appropriate textures. It also aligns well with deferred rendering, see below, which performs lighting as a post-process step and thus skip pixels (fragments) that are overwritten.
PBR Deferred Buffers in Unreal Engine 4 Sun Temple.
Lighting is applied to these completed buffers, not every fragment.
glTF 2.0 also improves support for complex animations by adding morph targets. Most 3D animations, beyond just moving, rotating, and scaling whole objects, are based on skeletal animations. This method works by binding vertexes to bones, and moving, rotating, and scaling a hierarchy of joints. This works well for humans, animals, hinges, and other collections of joints and sockets, and it was already supported in glTF 1.0. Morph targets, on the other hand, allow the artist to directly control individual vertices between defined states. This is often demonstrated with a facial animation, interpolating between smiles and frowns, but, in an actual game, this is often approximated with skeletal animations (for performance reasons). Regardless, glTF 2.0 now supports morph targets, too, letting the artists make the choice that best suits their content.
Speaking of performance, the Khronos Group is also promoting “enhanced performance” as a benefit of glTF 2.0. I asked whether they have anything to elaborate on, and they responded with a little story. While glTF 1.0 validators were being created, one of the engineers compiled a list of design choices that would lead to minor performance issues. The fixes for these were originally supposed to be embodied in a glTF 1.1 specification, but PBR workflows and Microsoft’s request to abstract the format away from GLSL lead to glTF 2.0, which is where the performance optimization finally ended up. Basically, there wasn’t just one or two changes that made a big impact; it was the result of many tiny changes that add up.
Also, the binary version of glTF is now a core feature in glTF 2.0.
The slide looks at the potential future of glTF, after 2.0.
Looking forward, the Khronos Group has a few items on their glTF roadmap. These did not make glTF 2.0, but they are current topics for future versions. One potential addition is mesh compression, via the Google Draco team, to further decrease file size of 3D geometry. Another roadmap entry is progressive geometry streaming, via Fraunhofer SRC, which should speed up runtime performance.
Yet another roadmap entry is “Unified Compression Texture Format for Transmission”, specifically Basis by Binomial, for texture compression that remains as small as possible on the GPU. Graphics processors can only natively operate on a handful of formats, like DXT and ASTC, so textures need to be converted when they are loaded by an engine. Often, when a texture is loaded at runtime (rather than imported by the editor) it will be decompressed and left in that state on the GPU. Some engines, like Unity, have a runtime compress method that converts textures to DXT, but the developer needs to explicitly call it and the documentation says it’s lower quality than the algorithm used by the editor (although I haven’t tested this). Suffices to say, having a format that can circumvent all of that would be nice.
Again, if you’re interested in adding glTF 2.0 to your content pipeline, then get started. It’s ready. Microsoft is doing it, too.