Moto G (2014) + 64GB microSD card - a tech challenge
We all know Android. It's a quite popular and widespread mobile software platform all over the world and here in Brazil as well. Although sometimes when smartphone makers try to cut costs and offer more affordable devices, the Google-platform enabled devices sometimes come with small room for storing your apps and files. 8 or 16 gigabytes may be suitable in many scenarios, but not a lot when you have so much stuff - videos, apps etc - to store in them.
(now Lenovo-owned) Motorola says Moto G 2014 supports microSD cards with sizes up to 32GB. But there are some folks saying it supports more SD memory.
In this video I laid in my couch put this rumor/myth to test with an Ultra microSDXC UHS-1 de 64 Gigabytes. Will it work? Let's see
Hello YouTube audience. No english captions for now, sorry. But you can figure out the thuth in the end
For the initiated in the animated 3d Graphics industry the term Raytracing is very common. For the non-initiated, an explanation: it's a graphics rendering technic. Today (may '2014) there's a very advanced variation of this technic being developed: Path Tracing is its name.
In a glance, it showcases such a never-seen-before degree of realism in rendering of scene graphics for advanced 3D games. A small company, OTOY, is developing it through its Brigade technology, which in turn, is in its third iteration, and is being tested in the following video using two of the most advanced NVIDIA graphic boards working in cooperation.
By the way, the processing power requirements needed by the new technic are high in a way that, for these tests, two GeForce Titan graphic boards running in paralel were needed.
Now, watch this quite interesting Brigade 3.0 demonstration video. You will eventually notice some grain at moments. I'll go deeper into them in the next paragraph.
Geez! Some of the frames look really grainy. Why?
As a matter of fact, this new technology is so promising (breaking all the barriers of limitations in the number of simultaneous poligons that can be shown onscreen at once, i.e.) it requires an amount of processing power the duo of GeForce Titan
video boards couldn't cope together.
As a workaround to avoid frame rate dropping due to the very high number of objects being computed and rendered in real time, the developers decided to include these grainy artifacts showing that some computation steps are being skipped before showing the results on screen.
Despite NVIDIA already having promised a new version of their graphic boards, the all-new Titan Z for later this year, this is still too early to tell that this technology has already matured enough to be seen in the games of the nex-gen consoles. But now we can foresee a little of the degree of realism that will be present in the games to be launched for the future consoles in the next years. By the way, I can assume the next consoles may even not be consoles - at least in the terms we are using today. But that's another story.
This second 'pre-opening' post is about the tool I use to make and publish it itself: Blob for Symbian OS (I use the great N8 from Nokia to blog here). Being able to blog from virtuallly anywhere is a very neat possibility, and this app does what it claims. In a very simple manner, but yes it does. The features here seem to be sufficient to make the everyday Sasso's Bar texts. In this version (2.5.1), you can even publish images straight from the smartphone camera or internal memory, something that was missing in anterior versions and was a greatly appreciated addition. You can download the app files of the free version by following this link (just wait for the 'close ad' message appear in the top right of the screen and click on that message). There are no limitations in this version, except eventual popup messages that didn't bug me until now (they only appeared once a section, when just starting running the app) Looks promising. Let's see how better it can get, when the updates come.