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The DHS Issues Medical Advisory for Medtronic Cardiac Devices

The Department of Homeland Security (DHS) has issued a cybersecurity warning that documents vulnerabilities in the Medtronic Conexus Radio Frequency Telemetry Protocol. Medtronic makes cardio-defibrillators that are planted into a patient's chest and can be read and programmed by trained medical personnel. This allows the devices to communicate with home monitoring devices and Carelink programmers found at doctor's offices. These vulnerabilities require a low level of skill to exploit as the proprietary Conexus telemetry protocol utilized within this ecosystem does not implement authentication or authorization. An attacker can inject, replay, modify, and/or intercept data within the telemetry communication. This communication protocol provides the ability to read and write memory values to affected implanted cardiac devices; therefore, an attacker could exploit this communication protocol to change memory in the implanted cardiac device. Because the devices also lack encryption, attackers can listen to communications, including the transmission of sensitive data. Medtronics is working on developing updates to fix the vulnerabilities.

"It is possible with this attack to cause harm to a patient, either by erasing the firmware that is giving necessary therapy to the patient's heart, or by directly invoking shock related commands on the defibrillator," he said. "Since this protocol is unauthenticated, the ICD cannot discern if communications its receiving are coming from a trusted Medtronic device, or an attacker." A successful attacker could erase or reprogram the defibrillator's firmware, and run any command on the device.

Discussion
Posted by cageymaru March 22, 2019 4:05 PM (CDT)

Steam Is Getting a Redesigned Library and New Events Features

At GDC today, Valve announced a new UI for the Steam Library. The new Steam Library has larger game icons and more categorization for your games. PC Gamer says the library reminds them of Plex or the Apple TV. The Steam Friend's List is integrated into the Library view on the right side. They noted that the coolest feature is using Steam Tags for games to create new categories such as "Ninja Action." A Beta release is scheduled for this summer. The new Steam Events page will create a new way for fans of games to connect with developers. Games in your library that are organizing occasions like game updates, streams, tournaments, and so on will be found here. This is being built in response to today's live service games. Developers will be able to get the word out to fans through calendar support for Google and iCal, Steam client notifications, email, text message, and Steam mobile app. These events will be shown in other parts of Steam also.

"We think of this as the way developers will be able to communicate with players through Steam," Kroll said. "We want to build the foundation for a communication platform where all the interesting things that are happening in games can find their way to the customers. And the customers that are interested in finding out 'what's happening in games in my library, what kind of events are happening, what's been updated recently, what are my friends doing,' making all that much easier for players to be able to find."

Discussion
Posted by cageymaru March 21, 2019 6:32 PM (CDT)

Microsoft Announces Microsoft Defender ATP for Mac

Microsoft Defender ATP for Mac brings the same robust protection from Windows Defender to the Mac platform. Microsoft has created a "cross-platform next-generation protection and endpoint detection and response coverage" heterogeneous solution that will help Microsoft reach its goal of securing users and data wherever they are. Core components of Microsoft's unified endpoint security platform, including the new Threat & Vulnerability Management will now be available for Mac devices. The cloud-delivered, real-time protection antivirus solution is currently in preview.

We've been working closely with industry partners to enable Windows Defender Advanced Threat Protection (ATP) customers to protect their non-Windows devices while keeping a centralized "single pane of glass" experience. Now we are going a step further by adding our own solution to the options, starting with a limited preview today. As we bring our unified security solution to other platforms, we're also updating our name to reflect the breadth of this expanded coverage: Microsoft Defender ATP.

Discussion
Posted by cageymaru March 21, 2019 3:06 PM (CDT)

Unreal Engine is Getting Destructable Environment Support

High-quality destructible environments seem like something that should be standard in 2019, but even today, it's a relatively rare thing to find in a game. It was a headlining feature Red Faction: Guerilla back in 2009, and a prominent feature in the recently released Crackdown 3, but detailed, destructible environments are still absent from most releases. However, at GDC this year, Epic announced that they're integrating a destruction system into Unreal Engine. Given how popular the engine is, and how competitors will probably try to achieve feature parity, I expect to see more games with destructible environments in the near future.

Revealed onstage at GDC 2019 during "State of Unreal," Chaos is Unreal Engine’s new high-performance physics and destruction system coming in early access to Unreal Engine 4.23. The real-time tech demo is set within the world of Robo Recall. With Chaos, users can achieve cinematic-quality visuals in real time in scenes with massive-scale levels of destruction, with unprecedented artist control over content creation.

Discussion
Posted by alphaatlas March 21, 2019 11:47 AM (CDT)

Digital Foundry Analyzes Google's Stadia Platform

Following Google's "Stadia" game streaming service announcement yesterday, Digital Foundry decided to take a closer look at the hardware behind the platform. Google says they use a "Custom 2.7GHz hyper-threaded x86 CPU with AVX2 SIMD and 9.5MB L2+L3 cache," and while they didn't mention the vendor, DF notes that they haven't seen such a configuration in any of AMD's currently shipping server CPUs, and that it should significantly outpace anything found in a modern console. Meanwhile, the GPU largely resembles a Vega 56 card with 16GB of HBM2, and the games are reportedly loaded from an SSD. Through their own testing, DF came away impressed with the platform's consistent frame pacing, and in some cases, total latency is on par with locally-run games on a console or PC.

Google has also demonstrated scalability on the graphics side, with a demonstration of three of the AMD GPUs running in concert. Its stated aim is to remove as many of the limiting factors impacting game-makers as possible, and with that in mind, the option is there for developers to scale projects across multiple cloud units: "The way that we describe what we are is a new generation because it's purpose-built for the 21st century," says Google's Phil Harrison. "It does not have any of the hallmarks of a legacy system. It is not a discrete device in the cloud. It is an elastic compute in the cloud and that allows developers to use an unprecedented amount of compute in support of their games, both on CPU and GPU, but also particularly around multiplayer."

Discussion
Posted by alphaatlas March 20, 2019 9:14 AM (CDT)

Google Partners with AMD for Google Stadia Game Streaming Service

Google has selected AMD as its partner for the Google Stadia game streaming service. Google will use high-performance, custom AMD Radeon datacenter GPUs for its Vulkan and Linux-based Google Stadia. AMD noted how its commitment to open-source AMD Linux drivers would allow Google and its development partners to inspect the code and understand exactly how the driver works, enabling them to better optimize their applications to interface with AMD Radeon GPUs. AMD supplies other tools such as the AMD Radeon GPU Profiler (RGP) that allows developers to identify timing issues that might lead to optimizations. The Google Stadia service will feature game streams with resolutions up to 4K HDR 60 FPS. Google announced a 2019 launch time for the game streaming service.

Streaming graphics-rich games to millions of users on demand and from the cloud requires ultra high-performance processing capabilities to minimize latency and maximize game performance. It also requires advanced technologies to tackle unique datacenter challenges, including security, manageability, and scalability. The AMD graphics architecture supports a wide range of today's gaming platforms -- from PCs to major game consoles -- enabling developers to optimize their games for a single GPU architecture and extend these benefits across multiple platforms which now include large-scale cloud gaming platforms.

Discussion
Posted by cageymaru March 19, 2019 4:41 PM (CDT)

All Myspace Data Before 2016 is Gone

Thanks to a "faulty server migration," MySpace has lost all data uploaded to the site before 2016. MySpace users started noticing the problem over a year ago, but tech support staff only recently started acknowledging that users' data may never come back. The Guardian claims "50m tracks from 14 million artists have been lost," and according to one of their articles from last year, the site still has many dedicated users.

Some have questioned how the embattled company, which was purchased by Time Inc in 2016, could make such a blunder. "I'm deeply sceptical this was an accident," wrote the web expert Andy Baio. "Flagrant incompetence may be bad PR, but it still sounds better than, 'We can't be bothered with the effort and cost of migrating and hosting 50m old MP3s.'" Myspace initially claimed the deletion was a temporary error, with customer support staff telling one user: "I have been informed the issue will be fixed." But by July last year it was publicly acknowledging that no such fix was forthcoming.

Discussion
Posted by alphaatlas March 19, 2019 8:39 AM (CDT)

Real-Time Ray Tracing Support Comes to GeForce GTX GPUs and Game Engines

NVIDIA has announced that real-time ray tracing support is coming to GeForce GTX GPUs. This driver is scheduled to launch in April. GeForce GTX GPUs will execute ray traced effects on shader cores and support is extended to both Microsoft DXR and Vulkan APIs. NVIDIA reminds consumers that its GeForce RTX lineup of cards has dedicated ray tracing cores built directly into the GPU which deliver the ultimate ray tracing experience. GeForce RTX GPUs provide up to 2-3x faster ray tracing performance with a more visually immersive gaming environment than GPUs without dedicated ray tracing cores. NVIDIA GameWorks RTX is a comprehensive set of tools and rendering techniques that help game developers add ray tracing to games. Unreal Engine and Unity have announced that integrated real-time ray tracing support is being built into their engines.

Real-time ray tracing support from other first-party AAA game engines includes DICE/EA's Frostbite Engine, Remedy Entertainment's Northlight Engine and engines from Crystal Dynamics, Kingsoft, Netease and others. Quake II RTX -- uses ray tracing for all of the lighting in the game in a unified lighting algorithm called path tracing. The classic Quake II game was modified in the open source community to support ray tracing and NVIDIA's engineering team further enhanced it with improved graphics and physics. Quake II RTX is the first ray-traced game using NVIDIA VKRay, a Vulkan extension that allows any developer using Vulkan to add ray-traced effects to their games.

Discussion
Posted by cageymaru March 18, 2019 10:09 PM (CDT)

Microsoft Announces Variable Rate Shading Support for DX12

Variable Rate Shading (VRS) is a powerful new API that gives the developers the ability to use GPUs more intelligently. Shaders are used to calculate the color of each pixel in a screen. Shading rate refers to the resolution at which these shaders are called (which is different from the overall screen resolution). A higher shading rate means better visual fidelity at the cost of using more GPU power. All pixels in a frame are affected by the game's shading rate. VSR allows developers to choose which areas of the frame are more important and increase the visual fidelity, or set parts of the frame to have lower fidelity and gain extra performance. Lowering the fidelity of parts of the scene can help low spec machines to run faster. There are two tiers of support for VRS. First of all the VRS API lets developers set the shading rate in 3 different ways: per draw, within a draw by using a screenspace image, or within a draw, per primitive. The hardware that can support per-draw VRS hardware are Tier 1. There's also a Tier 2, the hardware that can support both per-draw and within-draw variable rate shading. VRS support exists today on in-market NVIDIA hardware and on upcoming Intel hardware. AMD is rumored to be working on support for the feature.

For example, foveated rendering, rendering the most detail in the area where the user is paying attention, and gradually decreasing the shading rate outside this area to save on performance. In a first-person shooter, the user is likely paying most attention to their crosshairs, and not much attention to the far edges of the screen, making FPS games an ideal candidate for this technique. Another use case for a screenspace image is using an edge detection filter to determine the areas that need a higher shading rate, since edges are where aliasing happens. Once the locations of the edges are known, a developer can set the screenspace image based on that, shading the areas where the edges are with high detail, and reducing the shading rate in other areas of the screen.

Discussion
Posted by cageymaru March 18, 2019 7:07 PM (CDT)

Lazareth Teases a Transforming Hoverbike

French car and bike maker Lazareth just teased a flying, turbine powered "hoverbike" that can transform into a motorcycle. No, I wouldn't believe them either, and many were skeptical of the company's claims back when they showed off renderings of the LMV 496 years ago, but they uploaded a live demonstration as proof. The contraption reportedly uses 4 96,000 RPM JetCat jet turbines to lift itself off the ground, and only weights about 308 lb while making as much as 529 lb of thrust. However, what isn't clear is how the bike is powered in "road" mode, or if the prototype's wheels are even powered at all. New Atlas seems to think there's some kind of electric drive train, and I wouldn't be surprised if the turbines were used to drive the car in road mode. Jet turbines have been used to make ridiculously high power motorcycles before, but as far as I know, this is the first one that can fly with them.

Lazareth has hover-tested the bike on tethers to a height of 1 m (3.3 ft), with his brave and lightweight girlfriend Vanessa at the helm... The Lazareth team will be bringing the Moto Volante to Gitex in Dubai this October, and will launch pre-orders there at a price of 496,000 Euros (approx. US$560,000). La Moto Volante joins Jetpack Aviation's Speeder as the only two jet-powered flying motorcycle concepts we've seen to date. Mind you, the Speeder is much more of a single-purpose vehicle without any road capability, and as such we'd expect its flight dynamics to be superior and less compromised. But Lazareth's got a full size prototype in the air that's also road-certified, so congratulations to the Lazareth team for building what must be acknowledged as a ground-breaking multi-mode vehicle.

Discussion
Posted by alphaatlas March 18, 2019 11:48 AM (CDT)

Obsidian Employee is Remaking Star Wars Dark Forces

Jason Lewis, a professional senior environment artist at Obsidian, is reportedly porting the environments of Star Wars Dark Forces to Unreal Engine 4 as a passion project. While port looks significantly better than the 1995 FPS, to say the last, it doesn't feature any shootable enemies yet. If you want to try it out, you should get it while the download link is still up, as Disney has a history of taking down similiar projects (like the KOTOR port to Unreal Engine 4) .

Download the project here before Disney makes it disappear... Thanks so much for watching everyone, and I look forward to seeing you on the battlefield!

Discussion
Posted by alphaatlas March 18, 2019 11:05 AM (CDT)

Halo Insider Program: Sign Up for Early Access to Halo: The Master Chief Collection

While there is still no release date in sight, 343 Industries has announced an early-access program that should not only make the wait for Halo: The Master Chief Collection easier but improve the much-anticipated PC port in the process. Eager Spartans can visit the Halo Waypoint site to sign up for the "Halo Insider Program," which queues them for beta testing on console and PC.

The Halo Insider Program is the new way Halo fans and community members can partner with 343 Industries to improve our games, products, and services. As a Halo Insider, you’ll have the opportunity to regularly provide feedback and insights that help shape and inform current franchise initiatives and the future of Halo. You will also be given exclusive opportunities to participate in public flights of in-progress Halo game releases and provide feedback to the development teams.

Discussion
Posted by Megalith March 17, 2019 5:35 PM (CDT)