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  • The under-appreciated hard drive gets torn apart and explained (video)

    by 
    Terrence O'Brien
    Terrence O'Brien
    06.09.2011

    We don't know about you, but we generally don't give much thought to our hard drives or how they work. And that's a shame because, as you'll find out in the video after the break, they're veritable miracles of modern science. Bill Hammack, also known as Engineer Guy, takes us on a detailed tour of the inner workings of the ubiquitous hard disk drive -- from the Lorentz Force driven arm, to the head that floats a mere 10nm above the layered cobalt platters thanks to the wonders of aerodynamics. Maybe after this lesson in modern magnetic storage from Mr. Hammack you'll appreciate how much more there is to storing your collection of Mission of Burma b-sides than simply printing ones and zeros on a shiny, spinning thing.

  • PlayStation 3's 3D implementation explained, may require upscaling and reduction in detail to work

    by 
    Vlad Savov
    Vlad Savov
    04.23.2010

    It was only a couple of days ago that Sony flicked the switch on 3D compatibility for the PS3 -- albeit without retail games that can yet exploit it -- so what better time to dig into the nitty gritty details of the company's implementation of the third dimension? Digital Foundry have done just that, starting off with a discussion of how Sony translated WipEout HD from 2D into 3D. Noting that the original version ran at 1080p, Sony's senior development manager Simon Benson explains that notching resolution down to 720p opened up some pixel processing overhead (one 1080p stream requires nearly 2.1 million pixels, whereas a duo of 720p images is around 1.85 million in total), while reducing the refresh rate to 30Hz allowed the devs the breathing room to complete the extra geometric calculations required by 3D. That's certainly not the 1080p video at 100Hz per eye that we were hearing about at IDF last year, but at least it shows that games that haven't been coded for 3D can be translated, albeit at more demure settings. In the case of Motorstorm: Pacific Rift, the game already ran at a 720p / 30fps clip, so the solution was to generate it at a lower resolution and to use hardware upscaling and a few optimizations to make 3D work. Lest you think the transition was all bad news on the graphical immersion front, the SCEE devs also mention that quite a few field-of-view and motion-illustrating effects could simply be disabled in 3D, as in that mode "you get [them] for free." Of course, we're still only talking about retrofitting 3D, and Sony's big hope is that developers will code for the new format right from the start, resulting in visually richer and technically more efficient implementations. Hit the source for more.

  • QAM gets explained in quick-and-dirty fashion

    by 
    Darren Murph
    Darren Murph
    03.25.2008

    If you've noticed, quite a few Comcast users have been grumbling over the quality of their HD programming recently, and they're attributing the artifacts / compression to the squeezing of three high-def channels onto a single QAM. Granted, delving into technical aspects typically isn't our bag, but given the constant talk of HD Lite, we figured it prudent to pass along a rough 'n dirty explanation that details why cramming more than two HD channels onto one QAM is a bad idea (in the consumer's eye). Quadrature amplitude modulation, as it's formally known, equals 6MHz of bandwidth, which equals 38.8Mbps of broadband data, which equals thousands of voice conversation, which equals "enough" space for two to three HD nets. Granted, just because three will fit doesn't mean things will look as good as if only two were allocated to one QAM. Quite frankly, we're just scratching the surface in this space, but hit up the read link if you're itching to know more.