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Cloudflare Accused of Blocking Niche Browsers

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Long-time Slashdot reader BenFenner writes: For the third time in recent memory, CloudFlare has blocked large swaths of niche browsers and their users from accessing web sites that CloudFlare gate-keeps. In the past these issues have been resolved quickly (within a week) and apologies issued with promises to do better. (See 2024-03-11, 2024-07-08, and 2025-01-30.) This time around it has been over six weeks and CloudFlare has been unable or unwilling to fix the problem on their end, effectively stalling any progress on the matter with various tactics including asking browser developers to sign overarching NDAs. That last link is an update posted today by Pale Moon's main developer: Our current situation remains unchanged: CloudFlare is still blocking our access to websites through the challenges, and the captcha/turnstile continues to hang the browser until our watchdog terminates the hung script after which it reloads and hangs again after a short pause (but allowing users to close the tab in that pause, at least). To say that this upsets me is an understatement. Other than deliberate intent or absolute incompetence, I see no reason for this to endure. Neither of those options are very flattering for CloudFlare. I wish I had better news. In a comment, Slashdot reader BenFenner shares a list posted by Pale Moon's developer of reportedly affected browsers: Pale MoonBasiliskWaterfoxFalkonSeaMonkeyVarious Firefox ESR flavorsThorium (on some systems)Ungoogled ChromiumK-MeleonLibreWolfMyPal 68Otter browser Slashdot reader Z00L00K speculates that "this is some kind of anti-bot measure that fails. I suspect that the reason for them wanting a NDA to be signed is to prevent ways to circumvent the anti-bot measures..."

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InShaneee
5 hours ago
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Everything You Say To Your Echo Will Be Sent To Amazon Starting On March 28

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An anonymous reader quotes a report from Ars Technica: In an email sent to customers today, Amazon said that Echo users will no longer be able to set their devices to process Alexa requests locally and, therefore, avoid sending voice recordings to Amazon's cloud. Amazon apparently sent the email to users with "Do Not Send Voice Recordings" enabled on their Echo. Starting on March 28, recordings of everything spoken to the Alexa living in Echo speakers and smart displays will automatically be sent to Amazon and processed in the cloud. Attempting to rationalize the change, Amazon's email said: "As we continue to expand Alexa's capabilities with generative AI features that rely on the processing power of Amazon's secure cloud, we have decided to no longer support this feature." One of the most marketed features of Alexa+ is its more advanced ability to recognize who is speaking to it, a feature known as Alexa Voice ID. To accommodate this feature, Amazon is eliminating a privacy-focused capability for all Echo users, even those who aren't interested in the subscription-based version of Alexa or want to use Alexa+ but not its ability to recognize different voices. [...] Amazon said in its email today that by default, it will delete recordings of users' Alexa requests after processing. However, anyone with their Echo device set to "Don't save recordings" will see their already-purchased devices' Voice ID feature bricked. Voice ID enables Alexa to do things like share user-specified calendar events, reminders, music, and more. Previously, Amazon has said that "if you choose not to save any voice recordings, Voice ID may not work." As of March 28, broken Voice ID is a guarantee for people who don't let Amazon store their voice recordings. Amazon's email continues: "Alexa voice requests are always encrypted in transit to Amazon's secure cloud, which was designed with layers of security protections to keep customer information safe. Customers can continue to choose from a robust set of controls by visiting the Alexa Privacy dashboard online or navigating to More - Alexa Privacy in the Alexa app." Further reading: Google's Gemini AI Can Now See Your Search History

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InShaneee
1 day ago
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Super Nintendo Hardware Is Running Faster as It Ages

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Super Nintendo Hardware Is Running Faster as It Ages

Something very strange is happening inside Super Nintendo (SNES) consoles as they age: a component you’ve probably never heard of is running ever so slightly faster as we get further and further away from the time the consoles first hit the market in the early ‘90s. 

The discovery started a mild panic in the speedrunning community in late February since one theoretical consequence of a faster-running console is that it could impact how fast games are running and therefore how long they take to complete. This could potentially wreak havoc on decades of speedrunning leaderboards and make tracking the fastest times in the speedrunning scene much more difficult, but that outcome now seems very unlikely. However, the obscure discovery does highlight the fact that old consoles’ performance is not frozen at the time of their release date, and that they are made of sensitive components that can age and degrade, or even ‘upgrade’, over time.

The idea that SNESs are running faster in a way that could impact speedrunning started with a Bluesky post from Alan Cecil, known online as dwangoAC and the administrator of TASBot (short for tool-assisted speedrun robot), a robot that’s programmed to play games faster and better than a human ever could. If you’re a fan of the Games Done Quick events you might have seen Cecil and TASBot speedrun games there before, and if you want to get caught up on how and why Cecil does this you should read this Art Technica profile from 2016. 

“SNES consoles seem to be getting faster as they age,” Cecil said on Bluesky on February 26, and shared a link to an online form and instructions where people could share how fast their own SNESs were running in order to collect more data and test if the theory is correct. Cecil told me that while he wants to collect more data before coming to any final conclusions, for now two things appear to be true: First, both from investigating existing information on SNESs that has been posted online over the years and from data people shared via the form, SNESs do appear to be running faster as they age. Second, the changes are very small, and after Cecil spoke to other people in the speedrunning and SNES emulation communities, it doesn’t appear that these changes are significant enough to impact speedrunning. 

So what’s going on here? The SNES has an audio processing unit (APU) called the SPC700, a coprocessor made by Sony for Nintendo. Documentation given to game developers at the time the SNES was released says that the SPC700 should have a digital signal processing (DSP) rate of 32,000hz, which is set by a ceramic resonator that runs 24.576Mhz on that coprocessor. We’re getting pretty technical here as you can see, but basically the composition of this ceramic component and how it resonates when connected to an electronic circuit generates the frequency for the audio processing unit, or how much data it processes in a second. 

It’s well documented that these types of ceramic resonators are sensitive and can run at higher frequencies when subject to heat and other external conditions. For example, the chart below, taken from an application manual for Murata ceramic resonators, shows changes in the resonators’ oscillation under different physical conditions. 

Super Nintendo Hardware Is Running Faster as It Ages

As Cecil told me, as early as 2007 people making SNES emulators noticed that, despite documentation by Nintendo that the SPC700 should run at 32,000Hz, some SNESs ran faster. Emulators generally now emulate at the slightly higher frequency of 32,040Hz in order to emulate games more faithfully. Digging through forum posts in the SNES homebrew and emulation communities, Cecil started to put a pattern together: the SPC700 ran faster whenever it was measured further away from the SNES’s release. 

Data Cecil collected since his Bluesky post, which now includes more than 140 responses, also shows that the SPC700 is running faster. There is still a lot of variation, in theory depending on how much an SNES was used, but overall the trend is clear: SNESs are running faster as they age, and the fastest SPC700 ran at 32,182Hz. More research shared by another user in the TASBot Discord has even more detailed technical analysis which appears to support those findings. 

Super Nintendo Hardware Is Running Faster as It Ages
A chart showing the distribution of how fast the SPC700 is running from data collected by Cecil. Provided by Cecil to 404 Media.

The data also showed that SPC700s’ speed changes depending on temperature. To test this Cecil even put his SNES in the freezer overnight, then tested it, showing a difference. 

In theory, if the SPC700 is running faster, it would deliver audio data to the CPU faster, and this could impact how a game runs. Let’s say you’re playing Super Metroid and you hit one of those many room-to-room transitions where you shoot to open a door, go through the door, and then the entire screen fades to black and pans over to the next room. Part of what is happening there is that the SNES is loading the data for that next room, including audio data. If the SPC700 is running faster, that data would load every so slightly faster, meaning overall the game would take less time to complete because you’re spending less time on those transitions. 

After talking to speedrunners, however, Cecil believes even SNESs running on the faster end of the scale would not gain enough frames over the length of an entire speedrun to add up to even one whole second. 

“We don't yet know how much of an impact it will have on a long speedrun,” he told me. “We only know it has at least some impact on how quickly data can be transferred between the CPU and the APU.”

While it’s unlikely these very small differences will matter to human speedrunners, they could matter a lot to TASBot’s tool-assisted speedruns, where inputs need to be precise down to the frame, or "deterministic," as Cecil explained. More importantly, Cecil is continuing to collect more data on SNESs as they’re aging and changing, which could teach us how to continue to use and emulate them in the future. 



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InShaneee
2 days ago
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Netflix Used AI To Upscale 'A Different World' and It's a Melted Nightmare

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Netflix has deployed AI upscaling on the 1987-1993 sitcom "A Different World," resulting in significant visual artifacts documented by technology commentator Scott Hanselman. The AI processing, intended to enhance the original 360p footage for modern displays, has generated distortions resembling "lava lamp effects" on actors' bodies, improperly rendered mouths, and misshapen background objects including posters and tennis rackets. This marks Netflix's second controversial AI implementation in recent months, following December's AI-powered dubbing and mouth morphing on "La Palma."

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InShaneee
2 days ago
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1 public comment
fxer
2 days ago
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Weird since I believe it was mastered on film, which can be very successfully upscaled because there is a lot more data that can be extracted from the analog film, like with ST:TNG. Shows like ST:DS9 that were mastered on vhs can’t be upscaled easily since it’s just diagonal lines on magnetized plastic tape, there’s no extra data to extract.
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DMack
1 day ago
Screenshots scared me off of seeing the Interstella 5555 "remaster" (upscale) in theatres. But I just got a ticket to see Princess Mononoke at the IMAX, and if they mess that up I swear to god, bruh

Mark Klein, AT&T Whistleblower Who Revealed NSA Mass Spying, Has Died

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An anonymous reader quotes a report from the EFF: EFF is deeply saddened to learn of the passing of Mark Klein, a bona fide hero who risked civil liability and criminal prosecution to help expose a massive spying program that violated the rights of millions of Americans. Mark didn't set out to change the world. For 22 years, he was a telecommunications technician for AT&T, most of that in San Francisco. But he always had a strong sense of right and wrong and a commitment to privacy. When the New York Times reported in late 2005 that the NSA was engaging in spying inside the U.S., Mark realized that he had witnessed how it was happening. He also realized that the President was not telling Americans the truth about the program. And, though newly retired, he knew that he had to do something. He showed up at EFF's front door in early 2006 with a simple question: "Do you folks care about privacy?" We did. And what Mark told us changed everything. Through his work, Mark had learned that the National Security Agency (NSA) had installed a secret, secure room at AT&T's central office in San Francisco, called Room 641A. Mark was assigned to connect circuits carrying Internet data to optical "splitters" that sat just outside of the secret NSA room but were hardwired into it. Those splitters -- as well as similar ones in cities around the U.S. -- made a copy of all data going through those circuits and delivered it into the secret room. Mark not only saw how it works, he had the documents to prove it. He brought us over a hundred pages of authenticated AT&T schematic diagrams and tables. Mark also shared this information with major media outlets, numerous Congressional staffers, and at least two senators personally. One, Senator Chris Dodd, took the floor of the Senate to acknowledge Mark as the great American hero he was.

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InShaneee
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Saudi Arabia Buys Pokémon Go, and Probably All of Your Location Data

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Saudi Arabia Buys Pokémon Go, and Probably All of Your Location Data

Niantic is selling Pokémon Go, Pikmin Bloom, and Monster Hunter Now to Scopely, which is a wholly-owned subsidiary of a Saudi Arabian company called Savvy Games, which itself is owned by the Saudi Arabian government’s Public Investment Fund. Scopely, Niantic, and Savvy Games have collectively published six separate blog posts about the $3.85 billion deal, none of which specifically address what is happening with the location data of Pokémon Go’s 100 million players and none of which address how location data collected in the future will be handled under Scopely and its Saudi Arabian owners. 

Two other apps, called Campfire and Wayfarer, are also part of the deal. Campfire is a tool that lets people meet up in the real world to play Pokémon Go (or other Niantic games) together, and Wayfarer is an app that specifically leverages the players of Niantic games to map real-world locations for Pokémon Go.  Niantic will keep Ingress, its first augmented reality game, and another game called Peridot

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