The security community is also steadily addressing the linchpin to all the assaults: the vulnerable memcached servers. About 100,000 of these online storage systems were publicly exposed over a week ago. But the server owners have since patched or firewalled about 60,000 of them, Radware security researcher Daniel Smith said. That leaves 40,000 servers open to exploitation. Smith points to how the coding behind the attack technique has started to circulate online through free tools and scripts.
Meanwhile, Slashdot reader darthcamaro shares an article about "the so-call 'kill switch'" that some vendors have been debating: "The 'kill switch' was immediately obvious to everyone who worked on mitigating this DDoS attack," John Graham-Cumming, CTO of CloudFlare said. "We chose not to use or test this method because it would be unethical and likely illegal since it alters the state of a remote machine without authorization."
But much of the company's success under Hirai can be attributed to two things: the PlayStation division (whose profits rose by 70 percent over the holidays) and image sensors that Sony produces and sells to other companies for inclusion in various devices. Other divisions, like mobile, were de-emphasized as Hirai and Yoshida worked together to get Sony's house in order. [...] In other words, Yoshida made his mark on Sony by helping Hirai make tough calls to make major cuts to get the company on the right track. That effort is ongoing, so expect continuing changes with regards to both Sony's tech and entertainment products.
The problem, paradoxically enough, is an overabundance of content. GTA Online has a huge variety of things to do, including missions, races, heists, and deathmatches. When the game first launched, this variety was great. But the game has only gotten bigger. Now, after four years and dozens of updates, GTA Online almost feels too big and empty. The player base has spread out across too many jobs and events, making it hard to play anything but the latest new thing.
It's boring to the point of being impossible to look away. It's actually the opposite of what this time of year's supposed to be about. You should be having human interactions with other people. Catching up with family and friends. Not sitting with your phone or laptop transfixed by a motionless Jeff Kaplan...so far he's just continued to sit and stare, perhaps pondering the future of the game or that email he forgot to respond to from a few days ago or maybe just the fact the how many Christmas Eves ago he never imagined where he'd be on December 24, 2017.
With stopwatch in hand, a user named EnergiserX tracked the modes he played, keeping an eye on any shifts in XP gain over time. He put enough data together to confirm those suspicions: the XP gained in certain modes would shrink with each repetition. Worse, the game gave no indication of these diminishing returns. The XP-gain numbers that popped up above the game's XP bar didn't reflect the game's hidden scaling system. Thus, there was no way for a player to accurately calculate how their XP gain had been affected or scaled without going through EnergiserX's exhaustive process. With findings in hand, the tester posted on Reddit with calls to the developers for a response, which the community received on Saturday. Bungie confirmed its use of an "XP scaler" and added that it was "not performing the way we'd like it to," which meant the developer would remove that XP-scaling system upon the game's next patch. However, Bungie didn't clarify how the developers actually would have liked for this XP-scaling system to work, nor what factored into it announcing any changes beyond the system simply being discovered. Bungie issued a patch on Sunday that removed the XP-scaling systems, but it introduced another unannounced change to the XP system. "Bungie decided to tune the speed of XP gain by doubling the required XP needed to 'level up,' from 80,000 points to 160,000," reports Ars Technica. "Patch notes didn't mention this change; Bungie, once again, had to be questioned by its fanbase before confirming the exact amount of this XP-related change."
The question continues to be why, exactly, Sony seems so reluctant to allow any games to work between its own PlayStation Network and Microsoft's Xbox Live. Speaking with Eurogamer in June, Sony's Jim Ryan suggested that, in the case of Minecraft, Sony was wary to expose that game's young players to "external influences we have no ability to manage or look after." Ryan also told Eurogamer that cross-platform decisions were "a commercial discussion between ourselves and other stakeholders." That suggests there may be some financial issues between the parties involved that are preventing cross-console play from moving forward. Perhaps Sony wants someone else to pay for the work required to get its network talking to Microsoft's? The bottom line, though, might be that Sony just doesn't want to partially give away its sizable advantage in console sales by letting Microsoft hook into that vast network of players.
Finally, Parental Control features are being overhauled in favor of what Sony calls "Family on PSN." This replaces the old Master/Sub account system; instead, one user is deemed the Family Manager, and they can set up other accounts and appoint them as a Parent/Guardian, Adult, or Child. Parents or Guardians can restrict Child accounts in their "use of online features and communication with other players, set restrictions for games, restrict the use of the internet browser, and set spending limits for PlayStation Store." Note that Sony says the first time any North American user tries to set up an Adult account, they will be charged $0.50 "to verify that you are an adult."
So, assuming the August 15 SpaceX Falcon 9 rocket launch goes well, there will be a supercomputer headed into space -- using off-the-shelf hardware. Let's see if the idea pans out. "We may discover a set of parameters with which a supercomputer can successfully run for at least a year without errors," says Dr. Mark R. Fernandez, the mission's co-principal investigator for software and SGI's HPC technology officer. "Alternately, one or more components of the system will fail, in which case we will then do the typical failure analysis on Earth. That will let us learn what to change to make the systems more reliable in the future."
The article points out that the New Horizons spacecraft that just flew past Pluto has a 12MHz Mongoose-V CPU, based on the MIPS R3000 CPU. "You may remember its much faster ancestor: the chip that took you on adventures in the original Sony PlayStation, circa 1994."