Rabu, 10 April 2019

Amazon Kindle review (2019): The Paperwhite gets a run for its money - Engadget

Like many gadgets, the Kindle line follows the "good, better, best" marketing strategy. A few years ago, this would mean the difference between features like a touchscreen, better contrast on the display or a much-needed front-lit screen. Today, the distinctions between Kindle models are subtler. When Amazon recently announced that the "All New Kindle" (that's the basic, non-Paperwhite, non-Oasis model) would come with a front-lit screen, the last big deal-breaker for the most basic e-reader was finally dissolved (unless waterproofing is a must have). For less than $90 (with "special offers"), there's finally a Kindle you can read in the dark, that has a touchscreen, and supports Audible over Bluetooth. I'd wager that for a large slice of Kindle readers, the reasons to spend extra on a Paperwhite are getting more specific.

Engadget Score
Poor
Uninspiring
Good
Excellent
Key

Pros
  • Finally a front light screen on the lower-end Kindle
  • Improved contrast display
  • Smaller and sleeker design
Cons
  • Only one storage option
  • Recessed display will catch dust and dirt
  • Not waterproof

Summary

After years in the darkness, the more affordable Kindle finally gets an illuminated display. This squeezes the gap between this and the Paperwhite to the point where you’ll really have to want waterproofing or more storage to justify paying the higher price. The lower resolution display won’t please everyone, but for the bulk of your reading you likely won’t ever notice, making the All New Kindle attractive to both upgraders and those new to e-readers alike.

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The big news here is clearly that illuminated display. There was a time when even the premium Kindle meant reaching for the reading light (much as I loved my Kindle Keyboard, I also like reading at night). In fact, for about five years after the first one, all Kindle owners were consigned to squinting when the lights went down -- that is, until the Paperwhite arrived in 2012 with its four LEDs in tow. Since then, those LEDs have likely been the main reason to make the leap from the budget model to the Paperwhite.

Of course, that's not all that's new here. Amazon gave the latest Kindle a modest redesign, even if that's mostly a matter of smoother edges and a different logo embossed on the back. (No "Amazon" text, but the trademark smile/arrow remains.) The device is also slightly smaller than the model it replaces, by about 2mm (barely 1/8th of an inch) in both depth and width. Despite the sleeker footprint, it gains a little weight -- an additional 13g, or just under half an ounce. The size difference is more noticeable when you place it beside the Paperwhite. Also, I find the proportion of the bezels around the display less attractive on the Paperwhite, but that's entirely subjective.

Amazon Kindle (2019) Review

The screen density remains the same as the previous model at 167 ppi, but the contrast is much better than on older models. The E-ink panel used is similar to that in earlier Paperwhites (E-Ink Carta 1.2 for those asking). Of course, the pixel density is lower (the current Paperwhite offers 300 ppi), but depending on what you like to read (or rather, how graphical it is), I don't know how much that will matter.

When I compared the home screens of a current Paperwhite to the All New Kindle, the difference in quality is visible. The small images of book covers show less detail on the new budget model than the Paperwhite. Other tells include when you download something, and the spinning circle in the corner pops up; it's much "smoother" on the Paperwhite. But once you open a book to a full page of text (i.e., when you're actually reading) the difference in sharpness is less obvious. And given that reading is mostly just text, this lower resolution might not bother you much, if at all.

As for that contrast, I almost think the cheaper Kindle goes toe to toe with the Paperwhite, though I always found the "white" in Paperwhite to be more like "Paper-a bit less gray." I keep checking the two next to each other on the same page of the same book, and while there is a difference, it's not significant in my opinion.

Amazon Kindle (2019) Review

Top: Base Kindle. Bottom: Kindle Paperwhite 2018. Spot the differnce?

There are two things about the display here that I'm less thrilled about. One of the more underrated aspects of the latest Paperwhite screen is how it sits flush with the bezels. A small detail, but one that prevents lint, dust and small hairs getting trapped in the lip where the screen meets the bezel. That said, I can see that some might find that a flush screen means it's also easier to accidentally rest your thumb on the display, causing unwanted page turns. I've never had that problem, though, so the presence of a lint trap here is a small grumble. In a similar vein, some might prefer physical page turn buttons, but those folks are out of luck here.

The other thing, based on my testing so far, is that I often have to tap twice to turn a page, as my first try isn't recognized. This might be how I am holding it, or the slight change in weight and dimensions, but I have noticed it enough to mention it. Perhaps the lack of muscle memory for the extra millimeter or two my finger needs to travel to hit the recessed screen is causing it? Hard to say.

The Paperwhite's flush screen serves another practical purpose: waterproofing. That's not a feature shared with the new budget model. Waterproofing is definitely a big "nice to have," but for the amount of time I spend reading near water, I personally can live without it. If it's important to you, you'll definitely want the Paperwhite, which has had waterproofing since the latest model came out back in November.

I'm particularly interested in this Kindle as I've always opted for the higher-end models, mostly because of that front-light. If I'm going to spend a lot of time with this thing in my hand, anything that makes the experience better seems like money well spent. I've never felt the need for the Oasis, though, but that's as much about the curious form factor as anything else. My wife has an older, basic Kindle with physical buttons and no LED display. Her reading habits are different from mine, and it works for her, but I always find it a bit restrictive when I use it. Harder to read in changing light conditions, and pecking in text with a four-way button is just no fun.

Amazon Kindle (2019) Review

The detail-oriented might have spotted that the display on the All New Kindle only has four LEDs, compared to the Paperwhite's five. It's hard to quantify how much of a difference this makes, but when I tried various brightness settings on both (side by side), I didn't spot any gaps in light coverage or even much difference in how bright they were. Battery life also doesn't seem to be affected either way; after several hours of reading, I'm still well over 70 percent.

If you can live with one less LED and a lower (yet perfectly legible) text resolution and don't mind the lack of waterproofing, you might think this is a no brainer. And for most people, it probably is. The only other major difference worth noting is that the All New Kindle only comes with one storage option: 4GB. The Paperwhite starts at 8GB, with an option for upgrading to 32GB. Again, this is something that won't faze a lot of people as the average ebook doesn't take up much space and reading takes time, so even with a dozen books stored you're probably okay for a while.

But if you read long, graphically intense books and definitely if you love Audible, this lower amount of storage might start to feel restrictive. In many ways, it's the new "big difference" between the lower end and the Paperwhite. For those who rotate the library on their Kindle infrequently, it's not an issue, but for everyone else, it's something to consider.

Kindles last a good few years if you treat them well or (ahem) don't keep leaving them on planes. (I've done it three times and counting now.) So for most people on an older Kindle, now is a very interesting time to upgrade. The gap between the All New Kindle and the Paperwhite has never been smaller in terms of key reading features, while the price gap remains more or less the same.

Amazon Kindle (2019) Review

There's a reason I haven't spent much time comparing the previous-generation basic Kindle and this one (the LED display makes that a no brainer). It's whether the All New Kindle is going to eat some of the Paperwhite's lunch, and I think it might.

Of course, things get complicated thanks to Amazon's special offers (ads) pricing. Opting out of the offers bumps the All New Kindle up to $110, putting you just $20 away from the Paperwhite (with the offers). So the real decision then becomes how averse you are to being advertised to during your reading time. For me: very.

Like for like, however, there's a good case to be made for the All New Kindle being the best choice for most people. It's small, comfortable to hold, easy to read and now it's also bedside ready. It'd be nice to have the option of more storage, without making the leap to the Paperwhite, but I guess Amazon needs to hold something back for next time?

All products recommended by Engadget were selected by our editorial team, independent of our parent company, Verizon Media. If you buy something through one of our links, we may earn an affiliate commission.

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https://www.engadget.com/2019/04/10/amazon-kindle-review-2019/

2019-04-10 07:52:41Z
52780265443736

Fortnite v8.30 Patch Notes – Reboot Vans, Buccaneer's Bounty Event, and more - FortniteINTEL

The Fortnite v8.30 patch is now live on PC, PlayStation 4, and Xbox One. This update brings Reboot Vans, Buccaneer’s Bounty Event, and more!

This patch includes the new Buccaneer’s Bounty Event. What are your thoughts?

Check out the full Patch Notes blog post from Epic Games below…

WHAT’S NEW?

Reboot Van
Never give up, never surrender! Bring eliminated teammates back into battle with the Reboot Van. Drop in now and become the hero your team needs.

08BR_Vehicle_RebootVan_Social.jpg

Buccaneer’s Bounty Event
Avast ye mateys… Drop in and arm yourselves during the Buccaneer’s Bounty event! Test your skills in a fresh LTM every single day and collect your very own treasure in the form of in-game rewards by completing free Challenges.

En_BR08_Social_Buccaneer_sBounty.jpg

LIMITED TIME MODE: FLY EXPLOSIVES

Summary
This mode combines the explosive fun of the High Explosives LTM with the Jetpack. Take to the skies and blast everyone else back to the lobby!

Mode Details

  • Only explosive weapons can be found in this mode.
  • Floor Loot spawners will occasionally spawn Jetpacks.
    • Jetpacks are only available in this mode in Battle Royale.
  • Reduced storm wait times.
  • Rocket Ammunition capped at 120.

WEAPONS + ITEMS

  • Reboot Van / Cards
    • Reboot Vans have now been added to the map at all major POIs.
    • When squad members are eliminated they now drop their Reboot Card, which can be collected by other squad members.
      • Reboot Vans / Cards are disabled in Solos, Big Team Limited Time Modes, and any modes with respawns enabled.
      • Reboot Cards remain in the world for 90s after they’ve been dropped.
      • Pickup Interaction time: 0.5 seconds.
    • Bringing Reboot Cards to Reboot Vans will bring each squad member whose card has been collected back into battle.
      • Collected Reboot Cards can be turned in by any squad member regardless of which member picked up the Card.
      • Interaction time: 10 seconds.
      • A Reboot Van goes on cooldown and cannot be activated again for 120 seconds after it’s used.
    • Rebooted squad members return with:
      • 100 Health
      • 1 Common Pistol
      • 36 Light Ammo
      • 100 Wood
  • Infantry Rifle
    • Damage decreased from 40/42 to 38/40.
    • Fall-off damage at maximum range increased from 26/28 to 32/34.
  • Poison Dart Trap damage ticks will no longer cause the camera to shake repeatedly.

Bug Fixes

  • Fixed an issue that occasionally prevented weapon fire from queuing for shotguns after switching weapons without re-pressing the fire key.
  • Fixed an issue where if a Clinger is attached to a player and they entered a Baller that it wouldn’t deal damage.
  • Fixed sniper rifles playing fire animations twice per shot from the point of view of other players.
  • Fixed grenade projectile trajectories lagging behind slightly when moving and rotating.
  • Fixed Traps not activating if a player blocks line of sight with a structure but then the structure is destroyed. 
  • Fixed Balloon sound effects occasionally playing when entering a vehicle without Balloons active.
  • Fixed an issue with single shot weapons not reloading properly while in targeting mode.
  • Fixed Peppers not granting movement speed while walking.
  • Fixed Minigun Rev Up/Down sound effects persisting after boosting on a Driftboard.
  • Fixed an issue with Ziplines after using a Launch Pad that could cause the player to jump higher.
  • Fixed an issue with players getting knocked backward when firing the Pirate Cannon upwards.
  • Fixed Pirate Cannons getting stuck in an indefinite horizontal rotation.
  • Fixed an issue with Boom Bow not showing up with the Visualize Sound Effects option.
  • Fixed an issue with vehicles shot by Boom Bow not playing hit notification sound effects.
  • Fixed an issue with the Boom Bow having longer than expected projectile trail effects.
  • Fixed an issue with Boom Bow projectile effects occasionally flying through enemies.
  • Fixed a spelling error in the elimination feed with Boom Bow.

GAMEPLAY

  • Buccaneer’s Bounty Event
    • A different Limited Time Mode rotates in every day from April 10 – April 15.
    • Drop in and Complete free Challenges to earn in-game rewards.
    • Increased the spawn rate of Treasure Maps for the duration of this event:
      • Floor Loot: Increased availability from .25% to .5%
      • Chests: Increased availability from 1.55% to 3.05%
  • All aspect ratios will have the same vertical FOV on Mac and PC.
    • In the near future, ultrawide monitors will be limited to 16:9 in competitive game modes.
  • Added separate controller sensitivities for building and editing structures.
  • The Glider Redeploy item is now sorted to the right along with other consumables when “Auto sort consumables to the right” is enabled.
  • Added ability to cycle hotbar items while gliding.
  • Hit markers are now server authoritative.
    • We’ve heard the feedback that hit markers are sometimes seen for shots but don’t apply damage, so we’re going to delay showing them until the server has confirmed the hit.
  • Fixed sniper damage not causing damaged players to play a reaction animation.
  • Adjusted how Storm damage is applied so that players entering the Storm will have a set amount of time before damage is applied.
    • The initial instance of damage will start 1 second after entering the Storm.

Bug Fixes

  • Fixed an issue where players would incorrectly edit structure behind them when backed up close to a player built wall.
  • Players dropping in warm-up will not award eliminations if another player caused them to receive fall damage.
  • Fixed Traps being hidden underneath certain floor pieces that don’t completely align with the grid.

COMPETITIVE

  • New Tournament – April 13 & 14: Fortnite World Cup Online Open Week 1 ($1,000,000 total prize pool!)
    • Top performers in each server region will qualify to the Fortnite World Cup Finals in New York City.  Full Fortnite World Cup details and official rules can be found here: https://www.epicgames.com/fortnite/competitive/events/world-cup
    • Solo Game Mode
    • Participation in this event requires players to have reached Champion League in Arena.
    • Region Lock is in effect – players may only participate in the qualifier for a single server region each week of the Online Opens. The server region of the first match entered for that weekend’s tournament will be the one the player will be locked into for that entire weekend.
    • Format:
      • April 13 – Round One: All Eligible Players.
      • April 14 – Round Two: Top 3000 Players from Round One.
  • Tournament rewards can now be viewed directly in each tournament session.
  • Server Replays are now available in leaderboards for PC Players – Players can now view the active server replays of top leaderboard performers. This will be expanded to all platforms in the near future!

Bug Fixes

  • Improved clarity of which regions tournament is currently being viewed.

PERFORMANCE

  • Various level streaming performance optimizations for Switch and Xbox One to reduce cases where players see blurry buildings.
  • Improved texture streaming performance and memory overhead on Switch.
  • Improved performance for Traps.
  • Improved performance of the Challenges UI.

Bug Fixes

  • Fixed a source of hitches due to spawning weapon drops.
  • Fixed a source of hitches due to replay recording.
  • Implemented a fix that should resolve cases of invisible characters after skydiving.

AUDIO

  • New separate in-air audio tell for enemies.
    • More of an “incoming” audio tell that should give more awareness when an enemy drops in on you from above.
  • Reduced volume of building audio loops while being structures are being built.
    • This sound is now ducked by enemy footsteps and gunfire.
    • Prevents unnecessary noise when lots of buildings are placed in quick succession.
  • Slightly increased the volume of footsteps below the player.
  • Increased volume of the landing sounds of enemy footsteps.

Bug Fixes

  • Fixed a bug where all offscreen enemy footsteps and weapon switches/reloads would be silent when more than 5 players were nearby.
  • Fixed a bug where the Boom Bow wasn’t playing the correct vehicle damage notification sound.

UI

  • Vehicle controls can now be hidden in the HUD Options.
  • Added minimum and maximum values to the in-game FPS overlay and added the option to “Show FPS” on all supported platforms.
  • Push To Talk
    • Enabling the menu option for consoles
    • Defaulting the option to Off for consoles.
  • Wraps can now be applied to most types of weapons, everything that doesn’t fit elsewhere is now covered by a catch-all “Misc.” slot in the locker.
  • The health bar for vehicles has been adjusted to now display health values of vehicles.

Bug Fixes

  • Fixed an issue with the friend list was always displaying a notification symbol in the frontend.

REPLAY

Bug Fixes

  • Fixed a rare crash that was occurring when loading effects when viewing a replay.

SPECTATING

Bug Fixes

  • Fixed certain items such as gliders not displaying their count properly for spectators.

MOBILE

  • HUD elements such as the menu button will no longer be dragged off the entire screen in the HUD Layout Tool.

Bug Fixes

  • Improved stability by fixing GPU crashes.
  • Fixed an issue that was allowing touch inputs while using a controller.
  • Fixed an issue that was preventing players from using emotes while in build/edit mode.
  • Fixed an issue causing items on the quickbar to be difficult to drag and drop.
  • Fixing an issue causing players to get stuck in edit mode when entering and confirming edits quickly.
    • Also fixed an issue where players could get stuck in edit mode when alternating between build/edit mode quickly.
  • Fixed trajectory line for throwable items always being visible when using a glider on mobile.

WHAT’S NEW?

MultiSelect
Grab the corner house or the whole block! The MultiSelect tool is here to make moves a piece of cake.

Military Base Theme
Reinforce your fort with sleek, new military style buildings. This is the first set of buildings that will premiere in Creative before Battle Royale!
Capture Area
Deposit an object into the area to score a point. Use this device to set up all sorts of capture the flag style games!

08CM_Theme_CapturePoint_Social.jpg

ISLANDS

  • Added new Tropical Island
    • Island is symmetrical in design for Team vs Team game modes.
  • Added new Rivers Edge Island
    • Redesigned version of the Tropical Island using the new Military set.

Bug Fixes

  • Fixed a bug where players leaving islands while spectating would still be considered to be on the island.
  • Fixed an issue where Buried Treasure can be spawned on Creative Islands.
  • Fixed an issue where the storm does not damage the players once it is completely closed, at the end of session.

GAMEPLAY

  • Players can no longer be eliminated in the Creative and Playground hubs.
  • Players can no longer respawn or change teams while a game is ongoing.
  • Infinite Resources setting is now only used during game.
    • During creation, resources are now always infinite if the player has permission to edit.
  • Added an option to the blocks to enable Lava Surface On/Off.
    • Known Issue: Scaling them too large causes the lava surface to stop working.
  • Added an option to modify the vehicle trick score during a game.
    • Allows games to use mixed score game modes.
  • Added an option to the game timer to choose whether it counts up or down.
  • Added new Type of Scoreboard options.
    • Score & Time: Score, Time
    • Score & Elimination: Score, Eliminations, Knocked Down, Assists

Bug Fixes

  • Adjusted the lighting in Creative and Playgrounds to look more Battle Royale.
  • Fixed an issue where players would be invulnerable for the first 5 seconds after respawning.
  • Fixed the infinity symbol not appearing properly over weapon icons when Infinite Ammo was enabled.
  • Fixed an issue where the player character could be facing the wrong direction when starting a game.
  • Fixed a bug where players could be teleported to an invalid location when respawning as a game is restarting.
  • Fixed Storm Damage not affecting players.
  • Fix for issues were gameplay effects could persist when entering a new island, or across game restarts.
    • Reimplemented the resetting of gameplay effects in game reset.
  • Fixed a bug where players could be teleported to the wrong location at the end of a game.
  • Fixed an issue where health bars didn’t follow the actor properly.
  • Fixed a bug where a player who was eliminated when a game started might cause players to spawn at the wrong locations.
  • Fixed a bug where players could take falling damage during game startup.
  • Fixed Lava Tiles from being destroyed with player built structures.
  • Fixed Lava Tiles from being destroyed with the Infinity Blade.
  • Fixed an issue where the Sky Chest had a slower search speed than intended.
  • Fixed an issue where the player is able to do damage after respawning in games where players are set to be Invincible.
  • Fixed an issue where the players spawn in the sky upon entering pre-game when all player spawners are destroyed from the previous match.
  • Fixed an issue where the game stats screen fails to appear after ending the game in Creative game mode.
  • Fixed an issue where the player becomes immune to storm damage if entering the storm for the first time while in a vehicle.
  • Fixed an issue where the camera orientation is abruptly changed when skydiving into Creative Islands.
  • Fixed an issue where the player will spawn in the sky when starting a game in fly mode.

WEAPONS + ITEMS

  • Jetpack added
    • Legendary Rarity.
    • The Jetpack is engaged by jumping while in mid-air, providing additional mobility.
      • While flying, there is a limited duration it can be used before it must charge again.
        • Recharge begins when the Jetpack is not in use.
      • You can not enter Targeting Mode while in the air.
        • On controller, using the Targeting Mode input will trigger the Jetpack.
    • Known Issue: Infinite ammo doesn’t apply to Jetpack fuel.

Bug Fixes

  • Fixed a server crash that could occur when vehicles were spawned and destroyed over and over.
  • Fixed an issue where the Infinity Blade would destroy props while playing Elimination games.

CREATIVE TOOLS + PHONE

  • Added new feature: Multi-Select!
    • This allows you to select multiple props and building tiles to move them all at once!
    • To toggle selection, press R on keyboard or D-Pad Right on controller.  On mobile, a new button has been added to the HUD Layout page for Multi-Select.
      • Selected props and building tiles will be highlighted green.
      • You can also hold down the button to “paint” selection over multiple objects.
      • 20 props or building tiles can be selected at once.
    • After selecting one or more objects, you can aim at them and press Cut or Copy to start moving them.
      • Please note that all objects will always move together, so if building tiles are selected along with props, the props will snap to the building grid too.

Bug Fixes

  • Fixed an issue where the glow effect would become too bright while editing with the phone.
  • Fixed an issue where props would desync between players if the editing player cancels cutting a prop.
  • Fixed an issue where players could return to the Hub with the Phone.
  • Fixed an issue where the player would occasionally lose the Phone’s help UI.
  • Fixed an issue where the Phone’s help UI disappears after being eliminated with a Bush equipped.
  • Fixed an issue with the Phone’s holographic preview effects on mobile platforms.
  • Fixed an issue the Phone’s help UI disappears when the players equip items from the Creative inventory.

PREFABS

  • Added 6 Military Prefabs.
  • Added 8 Military Galleries that consist of Team Color variations.
  • Added the Military Numbers Gallery.
  • Added a standard Military Props Gallery.
  • Added a new Military Lights Gallery that allows the player to change light colors.
    • Known Issue: Military Lights will lose team color when the lights are turned off.  

Bug Fixes

  • Fixed an issue with the Cabins Gallery where multiple roof assets would break if only one was destroyed.
  • Fixed an issue with the Village Shop Prefab where some furniture props were floating in the air.
  • Fixed an issue where player built structures will destroy all Lava Tile Gallery assets.
  • Fixed an issue where assets from the “Castle Gallery” and “Nature Ice Cliff Gallery” spawn under and over the character when copied with the “Grid Snap” option.
  • Fixed an issue where the Block Chest from the “Chests and Ammo Gallery” is significantly slower than opening the normal chest.
  • Fixed an issue where the ‘Ring Gallery’ has invisible collision underneath it that is not destroyed with it.
  • Fixed an issue where the ‘Castle Gallery’ had an invisible collision when deployed above ground.
  • Fixed an issue where the ‘Village Clock’ Prefab contains an ammo box and items.
  • Fixed an issue where the “Stage_DJ_TurnTables_C” grants wood material instead of metal.
  • Fixed an issue where multiple objects can be seen clipping through the floor in the Village Shops prefab.
  • Fixed an issue where some assets are floating inside the “Village Shops” prefab.
  • Fixed an issue where multiple roof assets in the Cabins Gallery break when only one is destroyed.
  • Fixed an issue where Castle Prop Gallery is called “Castle Gallery” in Creative Inventory.

DEVICES

  • Device settings now open instantly on interact button press.
  • Capture Area Device
    • During Edit Mode, drop an item from your inventory into the Capture Area to define the item to be captured.
      • During Play Mode, walk into the Capture Area to drop instances of the “item to be captured” from your inventory and it will be added to your score.
    • Set Capture Radius to change the size of the Capture Area with values ranging from 1/16 tile to 5 tiles.
    • Set Score Value to change the number of points scored per item captured with values ranging from 1 to 100.
  • Consumables Gallery
    • Hop Rocks
      • Gravity-defying jumps for a limited period of time.
    • Mushrooms
      • Instantly grant 5 shield when consumed.
    • Apples
      • Instantly grant 5 health when consumed.
    • Bananas
      • Instantly grant 5 health when consumed.
    • Peppers
      • When consumed, peppers instantly grant 5 health and also increase the player’s movement speed by 20% for 10 seconds.
  • Reduced Music Sequencer and Damage Volume sound effect volume by 50%.
  • Added an option to Shooting Gallery targets to set the health bar to hidden/not hidden.
  • Creature Spawner Updates
    • Spawn Radius from Center renamed to Max Spawn Distance.
    • Added 1 Tile and 1/2 Tile options for Max Spawn Distance.
    • Resolved crashes related to this device.

Bug Fixes

  • Fixed player start plates not showing team assignments.
  • Fixed an issue where Creature Spawners could persist outside a game.
  • Fixed an issue where vehicles play a damage sound effect when sitting near the Music Sequencer.
  • Fixed an issue where Spawners and other devices aren’t hidden during the game start countdown.
  • Fixed an issue where health bars overlap the Shooting Targets when hopping.
  • Fixed an issue where Music Sequencer zone and wave is visible in Game, even when ‘Zone Visible in Game’ is set to Off.
  • Fixed an issue where ‘Add time on knockdown’ setting does not add additional time on Shooting Range Targets.
  • Fixed an issue where Creature Spawners continue spawning while in edit mode when placed on a ramp.
  • Fixed an issue where Creatures can pass through another player’s island boundary.
  • Fixed an issue where Team settings do not function for Player Spawn on Teams 3-16.
  • Fixed an issue where Health and Shield Settings on Team Settings Devices do not take effect until all players leave the match and return.
  • Fixed an issue where the player was unable to see the visual effects of projectile impacts on Shooting Targets.
  • Fixed an issue where deleting ‘Shooting Gallery’ assets removed more memory than the assets originally took up.
  • Fixed an issue where weapons are not granted to players in fly mode when the game starts via the Team Settings & Inventory device.
  • Fixed an issue where Item Spawner will spawn weapons instantly rather than the set spawn time.
  • Fixed an issue where Shooting Gallery moving targets would spawn in with a delay when placed as a copy.
  • Fixed an issue where Shooting Gallery moving targets would have an additional dummy briefly, after deselecting copy.

UI + SOCIAL

  • Added a setting for Winner Display Time, which displays who won at the end of the game.
  • Added a setting for Score Display Time to set how long to display the scoreboard at the end of the game.
  • Score tracking UI now includes the top 3 scores in the game!

Bug Fixes

  • Fixed an issue where buttons overlapping the NetDebug UI wouldn’t work.
  • Fixed an issue where mobile HUD stayed visible during game transitions.
  • Fixed an issue where games ending in a draw were not properly indicated in the UI.
  • Fixed an issue where the button to Leave Creative and Leave Playground was not properly displaying in all languages.
  • Fixed an issue where the Leave Creative and Leave Playground buttons was called Leave Match in other areas of the UI.
  • Fixed an issue where the build bar HUD often displays while skydiving after respawning.
  • Fixed an issue where HUD elements remained on screen during game loading screens.

WHAT’S NEW?

Bombsquad Kyle
Bolster your Hero’s armor with this new Legendary Constructor. This Hero is “The Bomb”.


Lost in Transit Beta Storm  
Don’t get Lost.. in transit to this new Beta Storm. Locate the supply trucks and put them back on course!

08StW_LostInTransit_Social.jpg

MISSIONS + SYSTEMS

  • Beta Storm: Lost in Transit
    • We’ve lost our supply trucks; Find them and put them back on course!
      • You have 15 minutes to rescue 5 trucks and update their GPS’s to send them on their way. Some will be surrounded by the enemy, others will be under attack or need refueling.
      • Most of the area is covered in a storm and the safe area is on the move! Rescue all the trucks and survive the storm until evacuation.
  • Eliminate and Collect is now in the normal mission rotation and no longer a Beta Storm.
    • Added 3 new possible bonus objectives.
      • Sniper Eliminations
      • Melee Eliminations
      • Trap Eliminations
    • Random encounters now start sooner and have less time between them.
    • Once the storm reaches its smallest point the encounters become much stronger.
    • Increased the required sample count objective:
      • Stonewood – Unchanged
      • Plankerton – From 15 to 20
      • Canny Valley – From 15 to 25
      • Twine Peaks –  From 15 to 30


Bug Fixes

  • Fixed an issue that caused the bomb to desync in Deliver the Bomb missions.
  • Fixed an issue that prevented the Bomb from being interacted with if a player joined an in-progress Deliver the Bomb mission.
  • Fixed an issue that prevented Launch the Rocket mission controls from being interacted with if BluGlo was deposited before Ray’s dialog was complete.

UI

  • Abilities with charges now display a radial cooldown meter around the ability showing how much time is left before the next charge is ready.
  • Abilities will now display the energy battery icon while unusable due to not having enough energy.


Bug Fixes

  • Fixed an issue where the Reward Info could no longer be accessed with a gamepad on the Expedition Hero picker screen.
  • The “Craft Ammo” and “Set Minimum Value” for the slider buttons on the Summon Defender UI are no longer tied to the same gamepad button.
  • Fixed an issue that caused the Research button to get stuck in place.
  • The choice card packs from the Llama opening sequence will now show the appropriate color for Mythic Heroes.
  • Fixed an issue that caused gameplay objects to display a 0 damage marker when being destroyed without actually taking damage.
  • Fixed an issue that prevented the edit palette from being visible when editing a building piece.
  • Fixed an issue with the ambient storm effects turning off while on the mission select map and a popup menu was active.
  • Fixed an issue that prevented the crafting material count from properly updating during the tutorial.
  • The Defenders sub-tab UI icons will no longer overlap the other UI elements.
  • The launch button in the player lobby will appear disabled until a mission is ready for players to launch into it.
  • Fixed a navigation issue with the gamepad on the Loot opening summary screen.
  • Fixed an issue that caused players to have the incorrect banner and power level in the lobby and/or party manager.
  • Fixed an issue that caused the Respawn UI to not appear properly if a player goes down but not out while in the party invite menu.
  • Fixed an issue that caused the crafting tab to show incorrect crafting material quantities.
  • Fixed an issue that caused the “retire” option to be displayed on inspected weapons.
  • Fixed an issue that caused the Perk UI to be displayed when inspecting an unslotted collection book weapon.
  • Fixed an issue that was triggering the “insufficient XP” error while claiming collection book rewards.
  • Fixed an issue where the Commander Hero was missing from the Command tab screen after returning from a mission.
  • Removed Prioritize Favorites, Collection Book Indicator, and Reset Indicator options from the More menu on the Resources screen.

PERFORMANCE

Bug Fixes

  • Fixed an issue that caused a stutter when transitioning between abilities and melee attacks.
  • Fixed an issue that caused players to hitch when loading into an in-progress mission.
  • Fixed an issue that caused players to hitch when entering R.O.S.I.E.

HEROES

  • Introducing Bombsquad Kyle, a new Legendary Constructor!
    • Standard Perk: Bomb Suit
      • Increases Armor by 22.
    • Commander Perk: Bomb Suit+
      • Increases Armor by 66.
    • Available in the Event Store on April 10 at 8 PM Eastern Time.
  • Reorganized Blakebeard’s crew page in the Collection Book.
  • Added Bombsquad Kyle to the Stowaways section of the Collection Book.


Bug Fixes

  • Fixed an issue where using Avast Mateys as a Commander Perk wasn’t being displayed as Avast Mateys+.
  • Fixed an issue where cannonballs fired from R.O.S.I.E. weren’t being teleported by the Teleporter Gadget.
  • Fixed an issue that allowed Boom Base to be damaged by Anti-material Charge and Bull Rush.
  • Fixed an issue that prevented the item details from properly updating when swapping Hero Loadouts.
  • Fixed an issue that prevented Commander Perks from being added into tooltip calculations.
  • The All Stats screen now correctly updates when the Tough Traps Hero Perk is removed
  • Fixed the ability description text getting cut off in the Hero inspect details panel.
  • Kunai Storm eliminations with Kunaihiliation now correctly contributes towards Kunai Collection. (That’s a lot of Kunai!)
  • Fixed an issue where Overbearing didn’t grant a damage increase and Overbearing+ didn’t grant additional range.
  • Fixed an issue with the tooltip for Goin’ Coconuts+ displaying the incorrect damage bonus value.

WEAPONS + ITEMS

  • Double Boiler – Steampunk Shotgun
    • Fires two slugs with medium accuracy and range, but has a reduced ammo capacity and a longer reload time.
    • Available on the Weekly Store on April 10 at 8 PM Eastern Time until April 17 at 8 PM Eastern Time.


Bug Fixes

  • Fixed an issue that caused the Teleporter to appear on the Victory screen if held by a player.
  • Added the missing reticle center dot to Cannonade and Jack’s Revenge.
  • Fixed a bug with the 6th perk of the Bundlebuss and Mercury LMG causing them to deal more damage than intended.
    • These weapons have been made eligible for a reset.
  • Fixed an issue that caused The Baron to not provide correct materials when recycled.
  • Fixed an issue that caused Sir Lancelot’s Joust to be able to carry minibosses.
  • Fixed an issue where Sir Lancelot’s Joust would bounce off enemy acid pools.
  • Fixed an issue that allowed Joust to go through T.E.D.D.Y.
  • Fixed an issue where the Steampunk Shrapnel perk failed to deal damage when the primary target was eliminated in the same shot.
  • Fixed an issue that sometimes caused Energy to spike up while using Steam Thrasher’s heavy attack: Maelstrom.
  • Fixed an issue where Steam Thrasher’s heavy attack: Maelstrom would not deal damage on first and last swing.
  • Fixed an issue that caused the level up UI to appear on a crafted Broadside Trap.
  • Fixed an issue where the Broadside trap cannonballs weren’t being blocked by a Super Shielder’s shield.
  • Fixed an issue where the Broadside traps cannonballs were being blocked by the player if they were playing a Constructor.
  • Fixed an issue where incorrect perks could be slotted into Jack’s Revenge 2nd and 5th perk slots.
    • Resources have been refunded to players who’ve had these slots cleared.
  • Fixed an issue that caused heavy attacks to not deal damage properly.

GAMEPLAY

  • Added separate controller sensitivities for building and editing structures.

Bug Fixes

  • Fixed an issue where players would have no Hero abilities when rejoining a mission in progress if the game was closed before exiting the zone.
  • The Autumn City zone no longer has missing walls and/or textures.
  • Fixed an issue that caused a level 1 pickaxe to be visible during the intro cinematic.
  • Fixed an issue that caused player clients to crash when traveling to the lobby after joining a friend’s party that is already in the zone.

ENEMIES

Bug Fixes

  • Fixed an issue that caused the Storm King’s weak point health bars to be visible when they could no longer be damaged.

AUDIO

  • Updated the audio for Med Bot reviving player.


Bug Fixes

  • Fixed an issue where sound effects were missing when picking up the same item type multiple times.
  • Fixed an issue that caused down but not out music to play longer than it should.
  • Fixed an issue that caused the end of day audio loop to be stuck on as player score increases.
  • Fixed an issue where the Ninja jump sound effects would not properly play from other player’s perspectives.
  • Reduced volume of ambient jungle music in the Pirate Cove.

ACCESSIBILITY

Xbox/Epic Account Linking

  • Starting on April 11, once you link your Xbox account and Epic ID together, you’ll be unable to link a different account to that console.
    • You can unlink your accounts at any time but won’t be able to link a new account that device.

SOCIAL

  • Need to take a break but want to stay in contact? Try the new Sit Out feature, available now in Battle Royale and coming soon to Save the World!
    • Use the menu at the top of the Social Panel to change your participation to “Sitting Out” to stay in the party without holding up ready checks or affecting game mode selection.  For example, with three players in a party and one Sitting Out, the remaining two can select and queue for a Duos match.
    • After your friends launch into the match you’ll still be able to talk to them using the Party voice channel.  
    • When they get back, switch your participation back over to “Playing” to get back in the action!
  • Team Members in Battle Royale and Save the World now have icons indicating which Outfit they’re wearing in the Social Panel and Voice Chat Indicators.  These icons will likely be added to more places in the HUD, let us know what you think!
  • Added voice indicator widgets to more clearly call out party members that are speaking.
  • Added settings to control whether or not you automatically switch to the Game voice channel when a match starts.  The Game voice channel contains only the people in your BR Squad, Creative chat, or STW team.
  • Reduced size and frequency of friend information updates when the Social Panel is hidden, should improve performance for people with a large number of players on their friend list.


Bug Fixes

  • Fixed an issue that could cause the Add Friends dialog on consoles to appear on a schedule even after the user had previous clicked “Add”.
  • Fixed an issue that would cause a player to be removed from a Battle Royale match when kicked from the party.

GAMEPLAY

  • Optimized the network traffic used by the building mechanic to request new structures. Turbo building will submit requests to build new structures every frame after the initial delay.
  • Added a new screen to communicate not being able to send a report.
  • FPS counter in the front end now has a better font and won’t overlap other UI elements.


Bug Fixes

  • Monitors with aspect ratios below 16:9 will have the same vertical FOV as those with 16:9 and above on PC and Mac.
  • Fixed an issue preventing traps from triggering after a building blocking their triggering is edited or destroyed.
  • Fixed an issue where weapon charging audio would play incorrectly while boosting on a Driftboard.
  • Fixed an issue where launchpad animations would play incorrectly while on a Zipline.
  • Canvas rendering now uses MPC uniform buffers correctly.
  • Fixed local player’s mouth moving even while push to talk was not active.

UI

Bug Fixes

  • Fixed an issue with the bottom bar being missing/obscured on the player reporting screen.

PERFORMANCE

  • Windows clients now support the RHI thread which improves the ability for CPU rendering work to happen in parallel and improves performance consistency in heavier scenes.
  • Rendering CPU improvements for all platforms (UE4.22 new rendering features).
  • Xbox One patching improvements to reduce download size while ensuring good I/O performance.

Bug Fixes

  • Fixed some texture streaming related hitches on Xbox One.

KNOWN ISSUES

Want to track the top community issues? Head over to our Fortnite | Community Issues Trello board here.

comments below

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https://fortniteintel.com/fortnite-v8-30-patch-notes-reboot-vans-buccaneers-bounty-event-and-more/15594/

2019-04-10 09:03:00Z
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Amazon Kindle (2019) review: a backlight can’t save the low-res screen - The Verge

In a vacuum, Amazon’s latest entry-level Kindle is a solid update: there’s finally a built-in light, it has support for Bluetooth headphones so you can listen to audiobooks, and it even has a slightly tweaked design that smooths out the corners and makes it more comfortable to hold. But Amazon’s Kindle doesn’t live in a vacuum. In a world where the far superior Kindle Paperwhite exists, the new Kindle just isn’t good enough to justify the small price difference.

The new Kindle starts at $89.99, while the most recent Paperwhite starts at $129.99. Now, $40 of savings isn’t the worst deal, but the base model Kindle just isn’t worth the saved money. It comes down to one big flaw: screen resolution.

Good Stuff

  • Still the cheapest Kindle
  • Backlight

Bad Stuff

  • Low-resolution display
  • Not waterproof
  • Recessed screen

I’ve spent the last few days reading on the new Kindle, and it’s been a pretty frustrating experience. Not because the screen is bad, per se, but because I’ve gotten used to reading on better screens. So going back to the blurry text on the base-model Kindle feels like reading signs without my glasses: it’s doable, but why should you bother?

While the Kindle and the Paperwhite both feature 6-inch displays, the base model Kindle displays text at a far lower resolution, with a 167 ppi pixel density. The Paperwhite pushes more pixels, at 300 ppi, and the difference is huge. Reading on the new Kindle feels like reading on an old computer screen. Reading on the Paperwhite just feels like reading.

To put that difference in another technological perspective, the differences in pixel density between the Kindle and the Paperwhite is similar to that between the iPhone 3GS (163 ppi) and the iPhone 4 (326 ppi). No one who used an iPhone 4 was clamoring to get a 3GS back, and the jump between what text looks like on a Paperwhite and on a regular Kindle is as significant.

Once you’ve seen what text looks like on a Paperwhite (and other high-resolution displays, like the ones in almost every phone and most modern laptops), it’s impossible to go back, even if it’s to save $40. There’s a reason why nearly every single e-reader out there, from Amazon and from competitors like Kobo, offer higher-resolution displays: the only thing you’ll ever do on a Kindle is read text. It’s table stakes for the category, and it’s disappointing to see that Amazon is still offering the same old panel in the 2019 model when components that are nearly twice as good are available.

The new Kindle doesn’t measure up to the Paperwhite in other respects as well: the screen is still recessed instead of flush with the front of the panel, it’s not waterproof, it has only 4GB of storage, and there are only 4 LEDs in the lighting system (instead of the five-LED setup on the Paperwhite). The new Paperwhite would already be worth the extra $40 just for the display alone, but add in the rest, and there’s virtually no reason to even consider the base model.

The Paperwhite routinely goes on sale for around $90 — the same price as the base-model Kindle — so you’re much better off just waiting for a deal and picking one up then. Your eyes will thank you.

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https://www.theverge.com/circuitbreaker/2019/4/10/18302177/amazon-kindle-base-model-low-resolution-screen-backlight-review

2019-04-10 07:00:00Z
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Selasa, 09 April 2019

Android spyware Exodus makes the leap to iOS devices - Engadget

NurPhoto via Getty Images

Researchers at security firm Lookout recently discovered an iOS version of Exodus spyware that typically targets Android devices. Before you go wiping your iPhone to ensure you aren't being spied on, it's worth noting that the iOS version of the malware has only been found in third-party app marketplaces and hasn't made its way into the walled garden that is Apple's official App Store.

According to Lookout, Exodus for iOS was found on a number of phishing sites that were designed to trick customers of mobile carriers in Italy and Turkmenistan. The spyware was determined to be a stripped down port of the Android version. If installed on a device, the malicious software could steal contacts, photos, videos and audio recordings, GPS information and device location data. An attacker could use the app also perform on-demand audio recordings. The iOS variant of Exodus uploaded the stolen information to the same server as the Android malware, suggesting a direct connection between the attacks.

The Exodus attack initially used enterprise certificates signed by Apple, which made it possible for victims to install the app on their device despite downloading it outside of the App Store. Apple has since revoked those certificates, meaning the attack has largely been squashed. Still, it's a good reminder that iOS devices aren't immune to attacks. It's best to stick to Apple's official App Store to avoid falling victim to spyware.

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https://www.engadget.com/2019/04/09/exodus-spyware-ios/

2019-04-09 20:57:24Z
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Slack joins forces with Microsoft Office 365 - TechRadar

Businesses use a wide variety of apps, tools and services to communicate and collaborate everyday and now Slack is making things easier for Office 365 users by integrating Microsoft's services into its platform.

The messaging service is getting a new Outlook calendar and mail app, an updated OneDrive app and users will now be able to preview Office files directly within Slack.

The company is making it easier to keep track of all your meetings and calendar invites by bringing them into Slack through the new Outlook calendar app. Users will receive a message when a meeting invite arrives and they will even be able to respond with just one click.

Reminders to join Skype, Webex or Zoom meetings will also appear and the Outlook calendar app will now be able to set your Slack status automatically based on your calendar including setting “out of office” as your status if it has been enabled in Outlook.

Deeper integration

Slack users can now bring emails right into their channels thanks to the addition of Outlook mail integration. They will even be able to forward emails directly from Outlook into a Slack channel with the new Outlook add-in.

Importing files from Microsoft's cloud storage service will also be possible as a result of an update to Slack's OneDrive app. This functionality is similar to the company's existing Dropbox and Google Drive integration which allows users to browse files and add them into a channel or direct message.

Working with Office documents will now be easier in Slack as the company is enabling full previews of PowerPoint slides, Word documents and Excel spreadsheets. These files can be previewed without having to open them and the firm hopes to bring this functionality to OneDrive files as well.

While Microsoft Teams has been gaining ground in its fight against Slack, many businesses often rely on both products for their workloads. By offering greater integration with Microsoft's products, Slack is giving its users another reason to continue using its platform as opposed to searching for an alternative.

Via The Verge

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https://www.techradar.com/news/slack-joins-forces-with-microsoft-office-365

2019-04-09 18:45:00Z
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AT&T announces more 5G markets, still won't sell you a 5G device - Android Police

AT&T was, by some measures, the first carrier to roll out 5G wireless services in late 2018. However, it still only has a single 5G device, a $500 Netgear hotspot you probably won't be allowed to buy. The carrier is rolling its 5G ghost town in seven more cities today, bringing its total to 19.

The newly added markets are Austin, Los Angeles, Nashville, Orlando, San Diego, San Francisco, and San Jose. You won't get 5G signals in all parts of those cities, though. Like most carriers, AT&T is launching 5G on millimeter wave only. Those signals offer high download speeds but don't travel very far. AT&T says that lower frequency "sub-6" 5G will come next year.

If you live in one of AT&T's new 5G markets, good luck actually using 5G. The Netgear hotspot remains the only way you can access the new network, and AT&T won't sell it to just anyone. Currently, only select businesses and consumers have been able to use AT&T's 5G. We expect the Galaxy S10 5G to launch on AT&T later this year, and hopefully you won't have to ask nicely to buy one.

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https://www.androidpolice.com/2019/04/09/att-announces-more-5g-markets-still-wont-sell-you-a-5g-device/

2019-04-09 17:43:00Z
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The AI Race Expands: Qualcomm Reveals “Cloud AI 100” Family of Datacenter AI Inference Accelerators for 2020 - AnandTech

The impact that advances in convolutional neural networking and other artificial intelligence technologies have made to the processor landscape in the last decade is unescapable. AI has become the buzzword, the catalyst, the thing that all processor makers want a piece of, and that all software vendors are eager to invest in to develop new features and new functionality. A market that outright didn’t exist at the start of this decade has over the last few years become a center of research and revenue, and already some processor vendors have built small empires out of it.

But this modern era of AI is still in its early days and the market has yet to find a ceiling; datacenters continue to buy AI accelerators in bulk, and deployment of the tech is increasingly ratcheting up in consumer processors as well. In a market that many believe is still up for grabs, processor markers across the globe are trying to figure out how they can become the dominant force in one of the greatest new processor markets in a generation. In short, the AI gold rush is in full swing, and right now everyone is lining up to sell the pickaxes.

In terms of the underlying technology and the manufacturers behind them, the AI gold rush has attracted interest from every corner of the technology world. This has ranged from GPU and CPU companies to FPGA firms, custom ASIC markers, and more. There is a need for inference at the edge, inference at the cloud, training in the cloud – AI processing at every level, served by a variety of processors. But among all of these facets of AI, the most lucrative market of all is the market at the top of this hierarchy: the datacenter. Expansive, expensive, and still growing by leaps and bounds, the datacenter market is the ultimate feast or famine setup, as operators are looking to buy nothing short of massive quantities of discrete processors. And now, one of the last juggernauts to sit on the sidelines of the datacenter AI market is finally making its move: Qualcomm

This morning at their first Qualcomm AI Day, the 800lb gorilla of the mobile world announced that they are getting into the AI accelerator market, and in an aggressive way. At their event, Qualcomm announced their first discrete dedicated AI processors, the Qualcomm Cloud AI 100 family. Designed from the ground up for the AI market and backed by what Qualcomm is promising to be an extensive software stack, the company is throwing their hat into the ring for 2020, looking to establish themselves as a major vendor of AI inference accelerators for a hungry market.

But before we too far into things here, it’s probably best to start with some context for today’s announcement. What Qualcomm is announcing today is almost more of a teaser than a proper reveal – and certainly far from a technology disclosure. The Cloud AI 100 family of accelerators are products that Qualcomm is putting together for the 2020 timeframe, with samples going out later this year. In short, we’re probably still a good year out from commercial products shipping, so Qualcomm is playing things cool, announcing their efforts and their rationale behind them, but not the underlying technology. For now it’s about making their intentions known well in advance, especially to the big customers they are going to try to woo. But still, today’s announcement is an important one, as Qualcomm has made it clear that they are going in a different direction than the two juggernauts they’ll be competing with: NVIDIA and Intel.

The Qualcomm Cloud AI 100 Architecture: Dedicated Inference ASIC

So what exactly is Qualcomm doing? In a nutshell, the company is developing a family of AI inference accelerators for the datacenter market. Though not quite a top-to-bottom initiative, these accelerators will come in a variety of form factors and TDPs to fit datacenter operator needs. And within this market Qualcomm expects to win by virtue of offering the most efficient inference accelerators on the market, offering performance well above current GPU and FPGA frontrunners.

The actual architectural details on the Cloud AI 100 family are slim, however Qualcomm has given us just enough to work with. To start with, these new parts will be manufactured on a 7nm process – presumably TSMC’s performance-oriented 7nm HPC process. The company will offer a variety of cards, but it’s not clear at this time if they are actually designing more than one processor. And, we’re told, this is an entirely new design built from the ground up; so it’s not say a Snapdragon 855 with all of the AI bits scaled up.

In fact it’s this last point that’s probably the most important. While Qualcomm isn’t offering architectural details for the accelerator today, the company is making it very clear that this is an AI inference accelerator and nothing more. It’s not being called an AI training accelerator, it’s not being called a GPU, etc. It’s only being pitched for AI inference – efficiently executing pre-trained neural networks.

This is an important distinction because, while the devil is in the details, Qualcomm’s announcement very strongly points to the underlying architecture being an AI inference ASIC – ala something like Google’s TPU family – rather than being a more flexible processor. Qualcomm is of course far from the first vendor to build an ASIC specifically for AI processing, but while other AI ASICs have either been focused at the low-end of the market or reserved for internal use (Google’s TPUs again being the prime example), Qualcomm is talking about an AI accelerator to be sold to customers for datacenter use. And, relative to the competition, what they are talking about is much more ASIC-like than the GPU-like designs everyone is expecting in 2020 out of front-runner NVIDIA and aggressive newcomer Intel.

That Qualcomm’s Cloud AI 100 processor design is so narrowly focused on AI inference is critical to its performance potential. In the processor design spectrum, architects balance flexibility with efficiency; the closer to a fixed-function ASIC a chip is, the more efficient it can be. Just as how GPUs offered a massive leap in AI performance over CPUs, Qualcomm wants to do the same thing over GPUs.

The catch, of course, is that a more fixed-function AI ASIC is giving up flexibility. Whether that’s the ability to handle new frameworks, new processing flows, or entirely new neural networking models remains to be seen. But Qualcomm will be making some significant tradeoffs here, and the big question is going to be whether these are the right tradeoffs, and whether the market as a whole is ready for a datacenter-scale AI ASIC.

Meanwhile, the other technical issue that Qualcomm will have to tackle with the Cloud AI 100 series is the fact that this is their first dedicated AI processor. Admittedly, everyone has to start somewhere, and in Qualcomm’s case they are looking to translate their expertise in AI at the edge with SoCs into AI at the datacenter. The company’s flagship Snapdragon SoCs have become a force to be reckoned with, and Qualcomm thinks that their experience in efficient designs and signal processing in general will give the company a significant leg up here.

It doesn’t hurt either that with the company’s sheer size, they have the ability to ramp up production very quickly. And while this doesn’t help them against the likes of NVIDIA and Intel – both of which can scale up at TSMC and their internal fabs respectively – it gives Qualcomm a definite advantage over the myriad of smaller Silicon Valley startups that are also pursuing AI ASICs.

Why Chase the Datacenter Inferencing Market?

Technical considerations aside, the other important factor in today’s announcement is why Qualcomm is going after the AI inference accelerator market. And the answer, in short, is money.

Projections for the eventual size of the AI inferencing market vary widely, but Qualcomm buys in to the idea that datacenter inference accelerators alone could be a $17 billion market by 2025. And if this proves to be true, then it would represent a sizable market that Qualcomm would otherwise be missing out on. One that would rival the entirely of their current chipmaking business.

It’s also worth noting here that this is explicitly the inference market, and not the overall datacenter inference + training market. This is an important distinction because while training is important as well, the computational requirements for training are very difference from inferencing. While accurate inferencing can be performed with relatively low-precision datatypes like INT8 (and sometimes lower), currently most training requires FP16 or more. Which requires a very different type of chip, especially when we’re talking about ASICs instead of something a bit more general purpose like a GPU.

This also leans into scale: while training a neural network can take a lot of resources, it only needs to be done once. Then it can be replicated out many times over to farms of inference accelerators. So as important as training is, potential customers will simply need many more inference accelerators than they will training-capable processors.

Meanwhile, though not explicitly said by the company, it’s clear that Qualcomm is looking to take down market leader NVIDIA, who has built a small empire out of AI processors even in these early days. Currently, NVIDIA’s Tesla T4, P4, and P40 accelerators make up the backbone of datacenter AI inference processors, with datacenter revenues as a whole proving to be quite profitable for NVIDIA. So even if the total datacenter market doesn’t grow quite as projected, it would still be quite lucrative.

Qualcomm also has to keep in mind the threat from Intel, who has very publicly telegraphed their own plans for the AI market. The company has several different AI initiatives, ranging from low-power Movidius accelerators to their latest Cascade Lake Xeon Scalable CPUs. However for the specific market Qualcomm is chasing, the biggest threat is probably Intel’s forthcoming Xe GPUs, which are coming out of the company’s recently rebuilt GPU division. Like Qualcomm, Intel is gunning for NVIDIA here, so there is a race for the AI inference market that none of the titans wish to lose.

Making It to the Finish Line

Qualcomm’s ambitions aside, for the next 12 months or so, the company’s focus is going to be on lining up its first customers. And to do this, the company has to show that it’s serious about what it’s doing with the Cloud AI 100 family, that it can deliver on the hardware, and that it can match the ease of use of rivals’ software ecosystems. None of this will be easy, which is why Qualcomm has needed to start now, so far ahead of when commercial shipments begin.

While Qualcomm has had various dreams of servers and the datacenter market for many years now, perhaps the most polite way to describe those efforts are “overambitious.” Case in point would be Qualcomm’s Centriq family of ARM-based server CPUs, which the company launched with great fanfare back in 2017, only for the entire project to collapse within a year. The merits of Centriq aside, Qualcomm is still a company that is largely locked to mobile processors and modems on the chipmaking side. So to get datacenter operators to invest in the Cloud AI family, Qualcomm not only needs a great plan for the first generation, but a plan for the next couple of generations beyond that.

The upshot here is that in the young, growing market for inference accelerators, datacenter operators are more willing to experiment with new processors than they are, say, CPUs. So there’s no reason to believe that the Cloud AI 100 series can’t be at least moderately successful right off the bat. But it will be up to Qualcomm to convince the otherwise still-cautious datacenter operators that Qualcomm’s wares are worth investing so many resources into.

Parallel to this is the software side of the equation. A big part of NVIDIA’s success thus far has been in their AI software ecosystem – itself is an expansion of their decade-old CUDA ecosystem – which has vexed GPU rival AMD for a while now. The good news for Qualcomm is that the most popular frameworks, runtimes, and tools have already been established; TensorFlow, Caffe2, and ONNX are the big targets, and Qualcomm knows it. Which is why Qualcomm is promising an extensive software stack right off the bat, because nothing less than that will do. But Qualcomm does have to get up to speed very quickly here, as how well their software stack actually works can make or break the whole project. Qualcomm needs to deliver good hardware and good software to succeed here.

But for the moment at least, Qualcomm's announcement today is a teaser – a proclamation of what’s to come. The company has developed a very ambitious plan to break into the growing AI inference accelerator market, and to deliver a processor significantly unlike anything else on the open market. And while getting from here to there is going to be a challenge, as one of the titans of the processor world Qualcomm is among the most capable out there, both in funding and engineering resources. So it’s as much a question of how badly Qualcomm wants the inference accelerator market as it is their ability to develop processors for it; and how well they can avoid the kind of missteps that have sunk their previous server processor plans.

Above all else, however, Qualcomm won’t simply take the inference accelerator market: they’re going to have to fight for it. This is NVIDIA’s market to lose and Intel has eyes on it as well, never mind all the smaller players from GPU vendors, FPGA vendors, and other ASIC players. Any and all of which can quickly rise and fall in what’s still a young market for an emerging technology. So while it’s still almost a year off, 2020 is quickly shaping up to be the first big battle for the AI accelerator market.

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https://www.anandtech.com/show/14187/qualcomm-reveals-cloud-ai-100-family-of-datacenter-ai-inference-accelerators-for-2020

2019-04-09 16:50:22Z
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