The Matrix

'Yes, We're All Trapped in the Matrix Now' (cnn.com) 185

"As you're reading this, you're more likely than not already inside 'The Matrix'," according to a headline on the front page of CNN.com this weekend.

It linked to an opinion piece by Rizwan Virk, founder of MIT's startup incubator/accelerator program. He's now a doctoral researcher at Arizona State University, where his profile identifies him as an "entrepreneur, video game pioneer, film producer, venture capitalist, computer scientist and bestselling author." Virk's 2019 book was titled "The Simulation Hypothesis: An MIT Computer Scientist Shows Why AI, Quantum Physics and Eastern Mystics Agree We Are in a Video Game." In the decades since [The Matrix was released], this idea, now called the simulation hypothesis, has come to be taken more seriously by technologists, scientists and philosophers. The main reason for this shift is the stunning improvements in computer graphics, virtual and augmented reality (VR and AR) and AI. Taking into account three developments just this year from Apple, Neuralink and OpenAI, I can now confidently state that as you are reading this article, you are more likely than not already inside a computer simulation. This is because the closer our technology gets to being able to build a fully interactive simulation like the Matrix, the more likely it is that someone has already built such a world, and we are simply inside their video game world...

In 2003, Oxford philosopher Nick Bostrom imagined a "technologically mature" civilization could easily create a simulated world. The logic, then, is that if any civilization ever reaches this point, it would create not just one but a very large number of simulations (perhaps billions), each with billions of AI characters, simply by firing up more servers. With simulated worlds far outnumbering the "real" world, the likelihood that we are in a simulation would be significantly higher than not. It was this logic that prompted Elon Musk to state, a few years ago, that the chances that we are not in a simulation (i.e. that we are in base reality) was "one in billions." It's a theory that is difficult to prove — but difficult to disprove as well. Remember, the simulations would be so good that you wouldn't be able to tell the difference between a physical and a simulated world. Either the signals are being beamed directly into your brain, or we are simply AI characters inside the simulation...

Recent developments in Silicon Valley show that we could get to the simulation point very soon. Just this year, Apple released its Vision Pro headset — a mixed-reality (including augmented and virtual reality) device that, if you believe initial reviews (ranging from mildly positive to ecstatic), heralds the beginning of a new era of spatial computing — or the merging of digital and physical worlds... we can see a direct line to being able to render a realistic fictional world around us... Just last month, OpenAI released Sora AI, which can now generate highly realistic videos that are pretty damn difficult to distinguish from real human videos. The fact that AI can so easily fool humans visually as well as through text (and according to some, has already passed the well-known Turing Test) shows that we are not far from fully immersive worlds populated with simulated AI characters that seem (and perhaps even think they are) conscious. Already, millions of humans are chatting with AI characters, and millions of dollars are pouring into making AI characters more realistic. Some of us may be players of the game, who have forgotten that we allowed the signal to be beamed into our brain, while others, like Neo or Morpheus or Trinity in "The Matrix," may have been plugged in at birth...

The fact that we are approaching the simulation point so soon in our future means that the likelihood that we are already inside someone else's advanced simulation goes up exponentially. Like Neo, we would be unable to tell the difference between a simulated and a physical world. Perhaps the most appropriate response to that is another of Reeves' most famous lines from that now-classic sci-fi film: Woah.

The author notes that the idea of being trapped inside a video game already "had been articulated by one of the Wachowskis' heroes, science fiction author Philip K. Dick, who stated, all the way back in 1977, 'We are living in a computer programmed reality.'" A few years ago, I interviewed Dick's wife Tessa and asked her what he would have thought of "The Matrix." She said his first reaction would have been that he loved it; however, his second reaction would most likely have been to call his agent to see if he could sue the filmmakers for stealing his ideas.
Graphics

Canva Acquires Affinity To Fill the Adobe-Sized Holes In Its Design Suite (theverge.com) 31

Web-based design platform Canva has acquired the Affinity creative software suite for an undisclosed sum, though Bloomberg reports that it's valued at "several hundred million [British] pounds." The Verge reports that the acquisition helps the company "[position] itself as a challenger to Adobe's grip over the digital design industry." From the report: Canva announced the deal on Tuesday, which gives the company ownership over Affinity Designer, Photo, and Publisher -- three popular creative applications for Windows, Mac, and iPad that provide similar features to Adobe's Illustrator, Photoshop, and InDesign software, respectively. [T]he acquisition makes sense as the Australian-based company tries to attract more creative professionals. As of January this year, Canva's design platform attracted around 170 million monthly global users. That's a lot of people who probably aren't using equivalent Adobe software like Express, but unlike Adobe, Canva doesn't have its own design applications that target creative professionals like illustrators, photographers, and video editors.

Affinity apps are used by over three million global users according to Canva -- that's a fraction of Adobe's user base, but Affinity shouldn't be underestimated here. The decision to make its Affinity applications a one-time-purchase with no ongoing subscription fees has earned it a loyal fanbase, especially with creatives who are actively looking for alternatives to Adobe's subscription-based design ecosystem. In an interview with the Sydney Morning Herald, Canva co-founder Cameron Adams said that Affinity applications will remain separate from Canva's platform, but that some small integrations should be expected over time. "Our product teams have already started chatting and we have some immediate plans for lightweight integration, but we think the products themselves will always be separate," said Adams.

Open Source

OpenTTD (Unofficial Remake of 'Transport Tycoon Deluxe' Game) Turns 20 (openttd.org) 17

In 1995 Scottish video game designer Chris Sawyer created the business simulator game Transport Tycoon Deluxe — and within four years, Wikipedia notes, work began on the first version of an open source version that's still being actively developed. "According to a study of the 61,154 open-source projects on SourceForge in the period between 1999 and 2005, OpenTTD ranked as the 8th most active open-source project to receive patches and contributions. In 2004, development moved to their own server."

Long-time Slashdot reader orudge says he's been involved for almost 25 years. "Exactly 21 years ago, I received an ICQ message (look it up, kids) out of the blue from a guy named Ludvig Strigeus (nicknamed Ludde)." "Hello, you probably don't know me, but I've been working on a project to clone Transport Tycoon Deluxe for a while," he said, more or less... Ludde made more progress with the project [written in C] over the coming year, and it looks like we even attempted some multiplayer games (not too reliable, especially over my dial-up connection at the time). Eventually, when he was happy with what he had created, he agreed to allow me to release the game as open source. Coincidentally, this happened exactly a year after I'd first spoken to him, on the 6th March 2004...

Things really got going after this, and a community started to form with enthusiastic developers fixing bugs, adding in new features, and smoothing off the rough edges. Ludde was, I think, a bit taken aback by how popular it proved, and even rejoined the development effort for a while. A read through the old changelogs reveals just how many features were added over a very short period of time. Quick wins like higher vehicle limits came in very quickly, and support for TTDPatch's NewGRF format started to be functional just four months later. Large maps, improved multiplayer, better pathfinders, improved TTDPatch compatibility, and of course, ports to a great many different operating systems, such as Mac OS X, BeOS, MorphOS and OS/2. It was a very exciting time to be a TTD fan!

Within six years, ambitious projects to create free replacements for the original TTD graphics, sounds and music sets were complete, and OpenTTD finally had its 1.0 release. And while we may not have the same frantic addition of new features we had in 2004, there have still been massive improvements to the code, with plenty of exciting new features over the years, with major releases every year since 2008. he move to GitHub in 2018 and the release of OpenTTD on Steam in 2021 have also re-energised development efforts, with thousands of people now enjoying playing the game regularly. And development shows no signs of slowing down, with the upcoming OpenTTD 14.0 release including over 40 new features!

"Personally, I would like to say thank you to everyone who has supported OpenTTD development over the past two decades..." they write, adding "Finally, of course, I'd like to thank you, the players! None of us would be here if people weren't still playing the game.

"Seeing how the first twenty years have gone, I can't wait to see what the next twenty years have in store. :)"
IT

HDMI Forum Rejects Open-Source HDMI 2.1 Driver Support Sought By AMD (phoronix.com) 114

Michael Larabel, reporting at Phoronix: One of the limitations of AMD's open-source Linux graphics driver has been the inability to implement HDMI 2.1+ functionality on the basis of legal requirements by the HDMI Forum. AMD engineers had been working to come up with a solution in conjunction with the HDMI Forum for being able to provide HDMI 2.1+ capabilities with their open-source Linux kernel driver, but it looks like those efforts for now have concluded and failed. For three years there has been a bug report around 4K@120Hz being unavailable via HDMI 2.1 on the AMD Linux driver. Similarly, there have been bug reports like 5K @ 240Hz not possible either with the AMD graphics driver on Linux.

As covered back in 2021, the HDMI Forum closing public specification access is hurting open-source support. AMD as well as the X.Org Foundation have been engaged with the HDMI Forum to try to come up with a solution to be able to provide open-source implementations of the now-private HDMI specs. AMD Linux engineers have spent months working with their legal team and evaluating all HDMI features to determine if/how they can be exposed in their open-source driver. AMD had code working internally and then the past few months were waiting on approval from the HDMI Forum. Sadly, the HDMI Forum has turned down AMD's request for open-source driver support.

KDE

KDE Plasma 6 Released (kde.org) 35

"Today, the KDE Community is announcing a new major release of Plasma 6.0 and Gear 24.02," writes longtime Slashdot reader jrepin. "The new version brings new windows and desktop overview effects, improved color management, a cleaner theme, better overall performance, and much more." From the announcement: KDE Plasma is a modern, feature-rich desktop environment for Linux-based operating systems. Known for its sleek design, customizable interface, and extensive set of applications, it is also open source, devoid of ads, and makes protecting your privacy and personal data a priority.

With Plasma 6, the technology stack has undergone two major upgrades: a transition to the latest version of the application framework, Qt 6, and a migration to the modern Linux graphics platform, Wayland. We will continue providing support for the legacy X11 session for users who prefer to stick with it for now. [...] KDE Gear 24.02 brings many applications to Qt 6. In addition to the changes in Breeze, many applications adopted a more frameless look for their interface.

IT

Lenovo's Laptop Concept is Fully Transparent, But the Point Isn't Entirely Clear (techcrunch.com) 25

An anonymous reader shares a report from the ongoing Mobile World Congress trade show: This year's big scrum gatherer was Lenovo's long-rumored transparent laptop. It's real. It functions surprisingly well and -- nearest anyone can tell -- its existence is a testament to form over function. That's a perfectly fine thing to be when you're a concept device. When it comes to actually shipping a product, however, that's another conversation entirely. [...] Broadly speaking, it looks like a laptop, with a transparent pane where the screen should be. It's perhaps best understood as a kind of augmented reality device, in the sense that its graphics are overlaid on whatever happens to be behind it.

It's a crowd pleaser, with a futuristic air to it that embodies all manner of sci-fi tech tropes. The transparent display has become a kind of shorthand for future tech in stock art, and it's undeniably neat to see the thing in action. [...] The bottom of the device is covered in a large capacitive touch surface. This area serves as both a keyboard and a large stylus-compatible drawing surface. The flat surface can't compete with real, tactile keyboards, of course. Typing isn't the greatest experience here, as evidenced by previous dual-screen Lenovo laptops. But that's the tradeoff for the versatility of the virtual version.

Businesses

Nvidia Posts Record Revenue Up 265% On Booming AI Business (cnbc.com) 27

In its fourth quarter earnings report today, Nvidia beat Wall Street's forecast for earnings and sales, causing shares to rise about 10% in extended trading. CNBC reports: Here's what the company reported compared with what Wall Street was expecting for the quarter ending in January, based on a survey of analysts by LSEG, formerly known as Refinitiv:

Earnings per share: $5.16 adjusted vs. $4.64 expected
Revenue: $22.10 billion vs. $20.62 billion expected

Nvidia said it expected $24.0 billion in sales in the current quarter. Analysts polled by LSEG were looking for $5.00 per share on $22.17 billion in sales. Nvidia CEO Jensen Huang addressed investor fears that the company may not be able to keep up this growth or level of sales for the whole year on a call with analysts. "Fundamentally, the conditions are excellent for continued growth" in 2025 and beyond, Huang told analysts. He says demand for the company's GPUs will remain high due to generative AI and an industry-wide shift away from central processors to the accelerators that Nvidia makes.

Nvidia reported $12.29 billion in net income during the quarter, or $4.93 per share, up 769% versus last year's $1.41 billion or 57 cents per share. Nvidia's total revenue rose 265% from a year ago, based on strong sales for AI chips for servers, particularly the company's "Hopper" chips such as the H100, it said. "Strong demand was driven by enterprise software and consumer internet applications, and multiple industry verticals including automotive, financial services and health care," the company said in commentary provided to investors. Those sales are reported in the company's Data Center business, which now comprises the majority of Nvidia's revenue. Data center sales were up 409% to $18.40 billion. Over half the company's data center sales went to large cloud providers. [...]

The company's gaming business, which includes graphics cards for laptops and PCs, was merely up 56% year over year to $2.87 billion. Graphics cards for gaming used to be Nvidia's primary business before its AI chips started taking off, and some of Nvidia's graphics cards can be used for AI. Nvidia's smaller businesses did not show the same meteoric growth. Its automotive business declined 4% to $281 million in sales, and its OEM and other business, which includes crypto chips, rose 7% to $90 million. Nvidia's business making graphics hardware for professional applications rose 105% to $463 million.

Businesses

Nvidia Becomes Third Most Valuable US Company (cnbc.com) 75

Nvidia is now the third most valuable company in the U.S., surpassing Google parent Alphabet and Amazon. It's only behind Apple and Microsoft in terms of market cap. CNBC reports: Nvidia rose over 2% to close at $739.00 per share, giving it a market value of $1.83 trillion to Google's $1.82 trillion market cap. The move comes one day after Nvidia surpassed Amazon in terms of market value. The symbolic milestone is more confirmation that Nvidia has become a Wall Street darling on the back of elevated AI chip sales, valued even more highly than some of the large software companies and cloud providers that develop and integrate AI technology into their products.

Nvidia shares are up over 221% over the past 12 months on robust demand for its AI server chips that can cost more than $20,000 each. Companies like Google and Amazon need thousands of them for their cloud services. Before the recent AI boom, Nvidia was best known for consumer graphics processors it sold to PC makers to build gaming computers, a less lucrative market.

Portables (Apple)

Asahi Linux Project's OpenGL Support On Apple Silicon Officially Surpasses Apple's (arstechnica.com) 43

Andrew Cunningham reports via Ars Technica: For around three years now, the team of independent developers behind the Asahi Linux project has worked to support Linux on Apple Silicon Macs, despite Apple's total lack of involvement. Over the years, the project has gone from a "highly unstable experiment" to a "surprisingly functional and usable desktop operating system." Even Linus Torvalds has used it to run Linux on Apple's hardware. The team has been steadily improving its open source, standards-conformant GPU driver for the M1 and M2 since releasing them in December 2022, and today, the team crossed an important symbolic milestone: The Asahi driver's support for the OpenGL and OpenGL ES graphics have officially passed what Apple offers in macOS. The team's latest graphics driver fully conforms with OpenGL version 4.6 and OpenGL ES version 3.2, the most recent version of either API. Apple's support in macOS tops out at OpenGL 4.1, announced in July 2010.

Developer Alyssa Rosenzweig wrote a detailed blog post that announced the new driver, which had to pass "over 100,000 tests" to be deemed officially conformant. The team achieved this milestone despite the fact that Apple's GPUs don't support some features that would have made implementing these APIs more straightforward. "Regrettably, the M1 doesn't map well to any graphics standard newer than OpenGL ES 3.1," writes Rosenzweig. "While Vulkan makes some of these features optional, the missing features are required to layer DirectX and OpenGL on top. No existing solution on M1 gets past the OpenGL 4.1 feature set... Without hardware support, new features need new tricks. Geometry shaders, tessellation, and transform feedback become compute shaders. Cull distance becomes a transformed interpolated value. Clip control becomes a vertex shader epilogue. The list goes on."

Now that the Asahi GPU driver supports the latest OpenGL and OpenGL ES standards -- released in 2017 and 2015, respectively -- the work turns to supporting the low-overhead Vulkan API on Apple's hardware. Vulkan support in macOS is limited to translation layers like MoltenVK, which translates Vulkan API calls to Metal ones that the hardware and OS can understand. [...] Rosenzweig's blog post didn't give any specific updates on Vulkan except to say that the team was "well on the road" to supporting it. In addition to supporting native Linux apps, supporting more graphics APIs in Asahi will allow the operating system to take better advantage of software like Valve's Proton, which already has a few games written for x86-based Windows PCs running on Arm-based Apple hardware.

Businesses

Sam Altman Seeks Trillions of Dollars To Reshape Business of Chips and AI (wsj.com) 54

Sam Altman was already trying to lead the development of human-level artificial intelligence. Now he has another great ambition: raising trillions of dollars to reshape the global semiconductor industry. From a report: The OpenAI chief executive officer is in talks with investors including the United Arab Emirates government to raise funds for a wildly ambitious tech initiative that would boost the world's chip-building capacity, expand its ability to power AI, among other things, and cost several trillion dollars, according to people familiar with the matter. The project could require raising as much as $5 trillion to $7 trillion, one of the people said.

The fundraising plans, which face significant obstacles, are aimed at solving constraints to OpenAI's growth, including the scarcity of the pricey AI chips required to train large language models behind AI systems such as ChatGPT. Altman has often complained that there aren't enough of these kinds of chips -- known as graphics processing units, or GPUs -- to power OpenAI's quest for artificial general intelligence, which it defines as systems that are broadly smarter than humans. Such a sum of investment would dwarf the current size of the global semiconductor industry. Global sales of chips were $527 billion last year and are expected to rise to $1 trillion annually by 2030. Global sales of semiconductor manufacturing equipment -- the costly machinery needed to run chip factories -- last year were $100 billion, according to an estimate by the industry group SEMI.

AI

AI PCs To Account for Nearly 60% of All PC Shipments by 2027, IDC Says (idc.com) 70

IDC, in a press release: A new forecast from IDC shows shipments of artificial intelligence (AI) PCs -- personal computers with specific system-on-a-chip (SoC) capabilities designed to run generative AI tasks locally -- growing from nearly 50 million units in 2024 to more than 167 million in 2027. By the end of the forecast, IDC expects AI PCs will represent nearly 60% of all PC shipments worldwide. [...] Until recently, running an AI task locally on a PC was done on the central processing unit (CPU), the graphics processing unit (GPU), or a combination of the two. However, this can have a negative impact on the PC's performance and battery life because these chips are not optimized to run AI efficiently. PC silicon vendors have now introduced AI-specific silicon to their SoCs called neural processing units (NPUs) that run these tasks more efficiently.

To date, IDC has identified three types of NPU-enabled AI PCs:
1. Hardware-enabled AI PCs include an NPU that offers less than 40 tera operations per second (TOPS) performance and typically enables specific AI features within apps to run locally. Qualcomm, Apple, AMD, and Intel are all shipping chips in this category today.

2. Next-generation AI PCs include an NPU with 40 to 60 TOPS performance and an AI-first operating system (OS) that enables persistent and pervasive AI capabilities in the OS and apps. Qualcomm, AMD, and Intel have all announced future chips for this category, with delivery expected to begin in 2024. Microsoft is expected to roll out major updates (and updated system specifications) to Windows 11 to take advantage of these high-TOPS NPUs.

3. Advanced AI PCs are PCs that offer more than 60 TOPS of NPU performance. While no silicon vendors have announced such products, IDC expects them to appear in the coming years. This IDC forecast does not include advanced AI PCs, but they will be incorporated into future updates.
Michael Dell, commenting on X: This is correct and might be underestimating it. AI PCs are coming fast and Dell is ready.
Movies

Avatar VFX Workers Vote To Unionize (hollywoodreporter.com) 28

Visual effects artists working on James Cameron's Avatar movies have voted to unionize in a National Labor Relations Board (NLRB) election. From the Hollywood Reporter: Of an eligible 88 workers at Walt Disney Studios subsidiary TCF US Productions 27, Inc. who assist with productions for Cameron's Lightstorm Entertainment, 57 voted to join the union and 19 voted against, while two ballots were void. These workers include creatures costume leads and environment artists as well as others in the stage, environments, render, post viz, sequence, turn over and kabuki departments. Management and labor now have a few days to file any objections, and if none are raised, the election results will be certified.

This bargaining unit doesn't include employees of VFX facility vendors, notably Weta FX, which is the lead VFX house on the Avatar films and employs the vast majority of the more than 1,000 artists who work on a typical Avatar movie. But unionizing the group represents a major inroad for the VFX industry labor movement, believes one VFX industry source who spoke with THR. "While insignificant as a number, this is the core team that answers to Jim Cameron," says the source. "They are not necessarily impressive in size, but in influence."

The workers first went public with their organizing bid in December, when they filed for a union election with the NLRB. At the time, participating workers said in public statements that they were aiming to gain comparable benefits and pay to their unionized peers and have greater input into in working conditions. "Every one of my coworkers has dedicated so much time, creativity and passion to make these films a reality. So when you see them struggling to cover their health premiums, or being overworked because they took on multiple roles, or are just scraping by on their wages ... you cannot keep silent," said kabuki lead Jennifer Anaya.

Android

Google Is Rolling Out WebGPU For Next-Gen Gaming On Android 14

In a blog post today, Google announced that WebGPU is "now enabled by default in Chrome 121 on devices running Android 12 and greater powered by Qualcomm and ARM GPUs," with support for more Android devices rolling out gradually. Previously, the API was only available on Windows PCs that support Direct3D 12, macOS, and ChromeOS devices that support Vulkan.

Google says WebGPU "offers significant benefits such as greatly reduced JavaScript workload for the same graphics and more than three times improvements in machine learning model inferences." With lower-level access to a device's GPU, developers are able to enable richer and more complex visual content in web applications. This will be especially apparent with games, as you can see in this demo.

Next up: WebGPU for Chrome on Linux.
Security

A Flaw In Millions of Apple, AMD, and Qualcomm GPUs Could Expose AI Data (wired.com) 22

An anonymous reader quotes a report from Wired: As more companies ramp up development of artificial intelligence systems, they are increasingly turning to graphics processing unit (GPU) chips for the computing power they need to run large language models (LLMs) and to crunch data quickly at massive scale. Between video game processing and AI, demand for GPUs has never been higher, and chipmakers are rushing to bolster supply. In new findings released today, though, researchers are highlighting a vulnerability in multiple brands and models of mainstream GPUs -- including Apple, Qualcomm, and AMD chips -- that could allow an attacker to steal large quantities of data from a GPU's memory. The silicon industry has spent years refining the security of central processing units, or CPUs, so they don't leak data in memory even when they are built to optimize for speed. However, since GPUs were designed for raw graphics processing power, they haven't been architected to the same degree with data privacy as a priority. As generative AI and other machine learning applications expand the uses of these chips, though, researchers from New York -- based security firm Trail of Bits say that vulnerabilities in GPUs are an increasingly urgent concern. "There is a broader security concern about these GPUs not being as secure as they should be and leaking a significant amount of data," Heidy Khlaaf, Trail of Bits' engineering director for AI and machine learning assurance, tells WIRED. "We're looking at anywhere from 5 megabytes to 180 megabytes. In the CPU world, even a bit is too much to reveal."

To exploit the vulnerability, which the researchers call LeftoverLocals, attackers would need to already have established some amount of operating system access on a target's device. Modern computers and servers are specifically designed to silo data so multiple users can share the same processing resources without being able to access each others' data. But a LeftoverLocals attack breaks down these walls. Exploiting the vulnerability would allow a hacker to exfiltrate data they shouldn't be able to access from the local memory of vulnerable GPUs, exposing whatever data happens to be there for the taking, which could include queries and responses generated by LLMs as well as the weights driving the response. In their proof of concept, as seen in the GIF below, the researchers demonstrate an attack where a target -- shown on the left -- asks the open source LLM Llama.cpp to provide details about WIRED magazine. Within seconds, the attacker's device -- shown on the right -- collects the majority of the response provided by the LLM by carrying out a LeftoverLocals attack on vulnerable GPU memory. The attack program the researchers created uses less than 10 lines of code. [...] Though exploiting the vulnerability would require some amount of existing access to targets' devices, the potential implications are significant given that it is common for highly motivated attackers to carry out hacks by chaining multiple vulnerabilities together. Furthermore, establishing "initial access" to a device is already necessary for many common types of digital attacks.
The researchers did not find evidence that Nvidia, Intel, or Arm GPUs contain the LeftoverLocals vulnerability, but Apple, Qualcomm, and AMD all confirmed to WIRED that they are impacted. Here's what each of the affected companies had to say about the vulnerability, as reported by Wired:

Apple: An Apple spokesperson acknowledged LeftoverLocals and noted that the company shipped fixes with its latest M3 and A17 processors, which it unveiled at the end of 2023. This means that the vulnerability is seemingly still present in millions of existing iPhones, iPads, and MacBooks that depend on previous generations of Apple silicon. On January 10, the Trail of Bits researchers retested the vulnerability on a number of Apple devices. They found that Apple's M2 MacBook Air was still vulnerable, but the iPad Air 3rd generation A12 appeared to have been patched.
Qualcomm: A Qualcomm spokesperson told WIRED that the company is "in the process" of providing security updates to its customers, adding, "We encourage end users to apply security updates as they become available from their device makers." The Trail of Bits researchers say Qualcomm confirmed it has released firmware patches for the vulnerability.
AMD: AMD released a security advisory on Wednesday detailing its plans to offer fixes for LeftoverLocals. The protections will be "optional mitigations" released in March.
Google: For its part, Google says in a statement that it "is aware of this vulnerability impacting AMD, Apple, and Qualcomm GPUs. Google has released fixes for ChromeOS devices with impacted AMD and Qualcomm GPUs."
Wine

Wine 9.0 Released (9to5linux.com) 15

Version 9.0 of Wine, the free and open-source compatibility layer that lets you run Windows apps on Unix-like operating systems, has been released. "Highlights of Wine 9.0 include an experimental Wayland graphics driver with features like basic window management, support for multiple monitors, high-DPI scaling, relative motion events, as well as Vulkan support," reports 9to5Linux. From the report: The Vulkan driver has been updated to support Vulkan 1.3.272 and later, the PostScript driver has been reimplemented to work from Windows-format spool files and avoid any direct calls from the Unix side, and there's now a dark theme option on WinRT theming that can be enabled in WineCfg. Wine 9.0 also adds support for many more instructions to Direct3D 10 effects, implements the Windows Media Video (WMV) decoder DirectX Media Object (DMO), implements the DirectShow Audio Capture and DirectShow MPEG-1 Video Decoder filters, and adds support for video and system streams, as well as audio streams to the DirectShow MPEG-1 Stream Splitter filter.

Desktop integration has been improved in this release to allow users to close the desktop window in full-screen desktop mode by using the "Exit desktop" entry in the Start menu, as well as support for export URL/URI protocol associations as URL handlers to the Linux desktop. Audio support has been enhanced in Wine 9.0 with the implementation of several DirectMusic modules, DLS1 and DLS2 sound font loading, support for the SF2 format for compatibility with Linux standard MIDI sound fonts, Doppler shift support in DirectSound, Indeo IV50 Video for Windows decoder, and MIDI playback in dmsynth.

Among other noteworthy changes, Wine 9.0 brings loader support for ARM64X and ARM64EC modules, along with the ability to run existing Windows binaries on ARM64 systems and initial support for building Wine for the ARM64EC architecture. There's also a new 32-bit x86 emulation interface, a new WoW64 mode that supports running of 32-bit apps on recent macOS versions that don't support 32-bit Unix processes, support for DirectInput action maps to improve compatibility with many old video games that map controller inputs to in-game actions, as well as Windows 10 as the default Windows version for new prefixes. Last but not least, the kernel has been updated to support address space layout randomization (ASLR) for modern PE binaries, better memory allocation performance through the Low Fragmentation Heap (LFH) implementation, and support memory placeholders in the virtual memory allocator to allow apps to reserve virtual space. Wine 9.0 also adds support for smart cards, adds support for Diffie-Hellman keys in BCrypt, implements the Negotiate security package, adds support for network interface change notifications, and fixes many bugs.
For a full list of changes, check out the release notes. You can download Wine 9.0 from WineHQ.
China

China's Chip Imports Fell By a Record 15% Due To US Sanctions, Globally Weaker Demand (tomshardware.com) 49

According to Bloomberg, China's chip import value dropped significantly by 15.4% in 2023, from $413 billion to $349 billion. "Chip sales were down across the board in 2023 thanks to a weakening global economy, but China's chip imports indicate that its economy might be in trouble," reports Tom's Hardware. "The country's inability to import cutting-edge silicon is also certainly a factor in its decreasing chip imports." From the report: In 2022, the value of chip imports to China stood at $413 billion, and in 2023 the country only imported chips worth a total of $349 billion, a 15.4% decrease in value. That a drop happened at all isn't surprising; even TSMC, usually considered to be one of the most advanced fabbing corporation in the world, saw its sales decline by 4.5%. However, a 15.4% decrease in shipments is much more significant, and indicates China has particular issues other than weaker demand across the world.

China's ongoing economic issues, such as its high deflation could play a part. Deflation is when currency increases in value, the polar opposite of inflation, when currency loses value. As inflation has been a significant problem for countries such as the U.S. and UK, deflation might sound much more appealing, but economically it can be problematic. A deflationary economy encourages consumers not to spend, since money is increasing in value, meaning buyers can purchase more if they wait. In other words, deflation decreases demand for products like semiconductors.

However, shipment volume only decreased by 10.8% compared to the 15.4% decline in value, meaning the chips that China didn't buy in 2023 were particularly valuable. This likely reflects U.S. sanctions on China, which prevents it from buying top-end graphics cards, especially from Nvidia. The H100, H200, GH200, and the RTX 4090 are illegal to ship to China, and they're some of Nvidia's best GPUs. The moving target for U.S. sanctions could also make exporters and importers more tepid, as it's hard to tell if more sanctions could suddenly upend plans and business deals.

Classic Games (Games)

Atari Will Release a Mini Edition of Its 1979 Atari 400 (Which Had An 8-Bit MOS 6502 CPU) (extremetech.com) 64

An 1979 Atari 8-bit system re-released in a tiny form factor? Yep.

Retro Games Ltd. is releasing a "half-sized" version of its very first home computer, the Atari 400, "emulating the whole 8-bit Atari range, including the 400/800, XL and XE series, and the 5200 home console. ("In 1979 Atari brought the computer age home," remembers a video announcement, saying the new device represents "The iconic computer now reimagined.")

More info from ExtremeTech: For those of you unfamiliar with it, the Atari 400 and 800 were launched in 1979 as the company's first attempt at a home computer that just happened to double as an incredible game system. That's because, in addition to a faster variant of the excellent 8-bit MOS 6502 CPU found in the Apple II and Commodore PET, they also included Atari's dedicated ANTIC, GTIA, and POKEY coprocessors for graphics and sound, making the Atari 400 and 800 the first true gaming PCs...

If it's as good as the other Retro Games systems, the [new] 400Mini will count as another feather in the cap for Atari Interactive's resurgence following its excellent Atari50 compilation, reissued Atari 2600+ console, and acquisitions of key properties including Digital Eclipse, MobyGames, and AtariAge.

The 2024 version — launching in the U.K. March 28th — will boast high-definition HDMI output at 720p 50 or 60Hz, along with five USB ports. More details from Retro Games Ltd. Also included is THECXSTICK — a superb recreation of the classic Atari CX-40 joystick, with an additional seven seamlessly integrated function buttons. Play one of the included 25 classic Atari games, selected from a simple to use carousel, including all-time greats such as Berzerk, Missile Command, Lee, Millipede, Miner 2049er, M.U.L.E. and Star Raiders II, or play the games you own from USB stick. Plus save and resume your game at any time, or rewind by up to 30 seconds to help you finish those punishingly difficult classics!
Thanks to long-time Slashdot reader elfstones for sharing the article.
AI

Should Chatbots Teach Your Children? 94

"Sal Kahn, the founder and CEO of Khan Academy predicted last year that AI tutoring bots would soon revolutionize education," writes long-time Slashdot reader theodp: theodp writes: His vision of tutoring bots tapped into a decades-old Silicon Valley dream: automated teaching platforms that instantly customize lessons for each student. Proponents argue that developing such systems would help close achievement gaps in schools by delivering relevant, individualized instruction to children faster and more efficiently than human teachers ever could. But some education researchers say schools should be wary of the hype around AI-assisted instruction, warning that generative AI tools may turn out to have harmful or "degenerative" effects on student learning.
A ChatGPT-powered tutoring bot was tested last spring at the Khan Academy — and Bill Gates is enthusiastic about that bot and AI education in general (as well as the Khan Academy and AI-related school curriculums). From the original submission: Explaining his AI vision in November, Bill Gates wrote, "If a tutoring agent knows that a kid likes [Microsoft] Minecraft and Taylor Swift, it will use Minecraft to teach them about calculating the volume and area of shapes, and Taylor's lyrics to teach them about storytelling and rhyme schemes. The experience will be far richer—with graphics and sound, for example—and more personalized than today's text-based tutors."

The New York Times article notes that similar enthusiasm greeted automated teaching tools in the 1960s, but predictions that that the mechanical and electronic "teaching machines' — which were programmed to ask students questions on topics like spelling or math — would revolutionize education didn't pan out.

So, is this time different?
Operating Systems

Biggest Linux Kernel Release Ever Welcomes bcachefs File System, Jettisons Itanium (theregister.com) 52

Linux kernel 6.7 has been released, including support for the new next-gen copy-on-write (COW) bcachefs file system. The Register reports: Linus Torvalds announced the release on Sunday, noting that it is "one of the largest kernel releases we've ever had." Among the bigger and more visible changes are a whole new file system, along with fresh functionality for several existing ones; improved graphics support for several vendors' hardware; and the removal of an entire CPU architecture. [...] The single biggest feature of 6.7 is the new bcachefs file system, which we examined in March 2022. As this is the first release of Linux to include the new file system, it definitely would be premature to trust any important data to it yet, but this is a welcome change. The executive summary is that bcachefs is a next-generation file system that, like Btrfs and ZFS, provides COW functionality. COW enables the almost instant creation of "snapshots" of all or part of a drive or volume, which enables the OS to make disk operations transactional: In other words, to provide an "undo" function for complex sets of disk write operations.

Having a COW file system on Linux isn't new. The existing next-gen file system in the kernel, Btrfs, also supports COW snapshots. The version in 6.7 sees several refinements. It inherits a feature implemented for Steam OS: Two Btrfs file systems with the same ID can be mounted simultaneously, for failover scenarios. It also has improved quota support and a new raid_stripe_tree that improves handling of arrays of dissimilar drives. Btrfs remains somewhat controversial. Red Hat banished it from RHEL years ago (although Oracle Linux still offers it) but SUSE's distros depend heavily upon it. It will be interesting to see how quickly SUSE's Snapper tool gains support for bcachefs: This new COW contender may reveal unquestioned assumptions built into the code. Since Snapper is also used in several non-SUSE distros, including Spiral Linux, Garuda, and siduction, they're tied to Btrfs as well.

The other widely used FOSS next-gen file system, OpenZFS, also supports COW, but licensing conflicts prevent ZFS being fully integrated into the Linux kernel. So although multiple distros (such as NixOS, Proxmox, TrueNAS Scale, Ubuntu, and Void Linux) support ZFS, it must remain separate and distinct. This results in limitations, such as the ZFS Advanced Read Cache being separate from Linux's page cache. Bcachefs is all-GPL and doesn't suffer from such limitations. It aims to supply the important features of ZFS, such as integrated volume management, while being as fast as ext4 or XFS, and also surpass Btrfs in both performance and, crucially, reliability.
A full list of changes in this release can be viewed via KernelNewbies.
Television

LG Unveils the World's First Wireless Transparent OLED TV (engadget.com) 26

At CES, LG on Monday unveiled the OLED T, or as the firm describes it, "the first wireless transparent OLED TV," with 4K resolution and LG's wireless transmission tech for audio and video. Engadget: The unit also features a contrast screen that rolls down into a box at its base that you can raise or lower with the press of a bottom. The OLED T is powered by LG's new Alpha 11 AI processor with four times the performance of the previous-gen chip. The extra power offers 70 percent greater graphics performance and 30 percent faster processing speeds, according to the company.

The OLED T model works with the company's Zero Connect Box that debuted on last year's M3 OLED that sends video and audio wirelessly to the TV. You connect all of your streaming devices and game consoles to that box rather than the television. The OLED T's base houses down-firing speakers, which sound surprisingly good, as well as some other components. There are backlights as well, but you can turn those on for a fully-transparent look. LG says the TV will come in standalone, against-the-wall and wall-mounted options.
No word on when the TV will go on sale, or how much it would cost.

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