China has been known to develop alternatives to almost every gadget in existance in this tech world and that too always at a cheaper rate. Recently it came out with its own DVD like standard and now China will sell its own CPU design.

Although it will take up to 20 years for Chinese developers to get up to scratch with top giants like Intel and AMD. The new CPU developed by them is called Loongson (meaning GodSon) and it is set to power a Chinese supercomputer, 'the Dawning 6000'.

Its rally is a great challenge to China, to prove itself.

Within a 20-year span, anything can happen, and the fact that a relatively small company like AMD can fight Intel effectively shows that with the right people (and an X86 license), it's possible.

But China needs a truly efficient design, because if people are "forced" to use a homegrown design for the sake of national pride, that will lead to nothing but a loss in competitiveness (for themselves), and that's a slippery path. That said, China "produces" 500,000 engineers a year, so the rest of the world probably should take this very seriously.

[via UberGizmo]

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For $180 a pop, the latest Sweet 35 Optic is a new product from Lensbaby Optic Swap and the first model of its 35mm focal range.

The new lens has an internal aperture with 12 blades, controllable via the aperture ring on it, it can be changed from f/2.5 to f/22. The objective is composed of four elements of glass � laminated to reduce chromatic aberration, the ghosting or flare's site � arranged in 3 groups.

Like all Lensbaby objectives, Sweet 35 allows the selective focusing. The clear area of the photo (called the Sweet Spot) is surrounded by blur areas that increases gradually from the inside edge of the image.

The Sweet 35 Optic can be used with other Lensbaby accessories from Optic Swap like Composer Series, Scout, Muse and Control Freak, on full-frame cameras or APS-C. When used with the Lensbaby Composer, Sweet 35 Optic allows shooting at a minimum distance of 19 cm, and along with Muse and Control Freak can be used without problems in macro (minimum � 7.6 cm).

[via iTechNews]

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We're just one day away from the iPad 2 launch, as every schoolchild knows, but early reviews of the unit have already begun to appear, and they all indicate that the iPad 2 is notably faster than its predecessor. No surprise there, given Apple's claims that the iPad 2 features "up to 2x faster CPU" and "up to 9x faster graphics," as compared to the original iPad.

But, how fast is it, really?

As gamers, we're quite anxious to see just how well Apple's new tablet can push the pixels and polygons with its A5 processor. This new system-on-a-chip features 512MB of RAM, two (dynamic-stepping) 1GHz CPU cores � ARM Cortex A9-based � and a new graphics subsystem, which�almost certainly utilizes at least one Imagination Technologies PowerVR SGX543 core, the same GPU used in Sony's upcoming NGP (in quad-core GPU configuration).

Until game developers widely get their hands on the new device, we can only look to early benchmarks taken on the few press evaluation units Apple has provided to key media, in order to try and glean a feel for the iPad 2's performance as a game platform. Happily, developers will be able to grab their iPad 2 just over 24 hours from now, but as those are going to be a long and painful 24 hours, let's take a look at some benchmark data.

John Gruber of Daring Fireball has posted one of the aforementioned iPad 2 reviews, in which he shares his reactions to the device as well as some benchmark numbers. And, Gruber's suite of benchmarks is a little more interesting than most that we've seen so far.

He posts the results of the Sunspider JavaScript benchmark that everybody with an iPad 2 has been running, for both the iPad and iPad 2, showing the latter to come out on top due both to improved hardware and, more directly, iOS 4.3's bundling of Apple's Nitro JavaScript engine into the iOS 4.3 version of Mobile Safari. He posts Geekbench results, as well, which show the iPad 2 performing 159% faster than the original iPad, overall. But, what's rather more interesting are the results of a benchmark custom-coded by Guy English of Kickingbear (who did some work on Tap Tap Revenge), written to measure specifically the graphics capabilities of the iPad 2, from a developer's perspective.

The custom benchmark in question renders thousands of sprites moving about the screen, with gravity, while tracking up to three touch points. The results show the iPad 2's graphics improvements to go well beyond simply those of the dual-core CPU.

For example, on my original iPad, with 200 on-screen sprites, the framerate dropped to 45 fps. On the iPad 2, with 400 on-screen sprites, the framerate remained at 65 fps. On the iPad 1, Guy's demo app dropped below 60 fps with about 100 animated sprites; on the iPad 2, it didn't drop below 60 fps until there were over 750 animated sprites.

After I showed him the results, Guy told me, "The results show that the iPad 2 is easily about twice as powerful as the original and that this speed gain is a freebie � you don't need to change your code structure in order to see significant gains. The differences in the amount of time spent rendering indicates that the GPU is really much faster than the original."

English indicates that the original iPad has a comparatively weak fill-rate and that the new device's much more powerful graphics subsystem should allow for some really incredible visuals in games and applications written (or updated) to take advantage of the native hardware.

"Up to 9x faster graphics"? Based on what these benchmarks are showing, it doesn't seem that Apple's claim is too wide of the mark. And, I'm guessing that there's more than one PowerVR core in that A5. (I tried, but was unable to squeeze any clarifying info out of the Imagination Technologies folks on the GDC expo floor.) We'll find out soon enough. But, whatever the case, it's clear that the iPad 2 is going to be an iOS gaming powerhouse.�Developers, your work is cut out for you.

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Back in 1996, way before Max Payne and way, way, way before Alan Wake, developer Remedy Entertainment released a top-down racer called Death Rally for DOS. It was neat for its time. You played as one of several cars in a series of bullet-spewing rallies. The end goal was the finish line, but it didn't matter if you demolished all your foes before they whiffed the checkered flag. Plus, there was a deep upgrade system that kept you re-tooling your base cars for more attack possibilities.

As you may have guessed by now, Death Rally is being re-released for iOS. It'll land at some point this month and appears to have about it a certain mix of reverence and new age to make it fun to play in 2011. At least, that's the impression I walked away with after seeing a brief demo of the title at GDC 2011.

As the screenshots above show, the game's undergone a huge makeover since its DOS days, bringing crisp, clean visuals which, awesomely enough, are married to what appears to be a solid racing title. I use that modifier because I'm not quite sure what I think of it yet � I was repeatedly told that levels were still being tooled and the game still needed balance testing.

One thing for sure, though, is that the weapons and effects are wicked cool. Also, expect to see some awesome cameos. I was told Duke Nukem will be one of your opponents and Barry Wheeler of the Alan Wake fame is definitely in the game, too.

This'll be an interesting release and, really, I can't wait to get my hands on it to give you a much better indication of what the game has to offer and who it might appeal to. Until then, though, look at the pretty screens!

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