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Deutsch (GERMAN) ENGLISH ESPAÑOL (SPANISH) FRANÇAIS (FRENCH) Italiano (ITALIAN) 日本語 (JAPANESE) 한국어 (KOREAN) Português (PORTUGUESE) РУССКИЙ (RUSSIAN) 中文 (CHINESE) العربية (ARABIC)
Infections /
Parasitic Infections: Nematodes (Roundworms) /
Pinworm Infection /
OTHER TOPICS IN THIS CHAPTER
Ascariasis
Dog Heartworm Infection
Filarial Worm Infections Overview
Loiasis
Lymphatic Filariasis
Pinworm Infection
Strongyloidiasis
Toxocariasis
(Enterobiasis; Oxyuriasis)
, PhD, University of Virginia;
William A. Petri, Jr
, MD, PhD, University of Virginia School of Medicine
Full review/revision Oct 2022
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Pinworm infection is caused by the intestinal roundworm Enterobius vermicularis and usually affects children, but adult members of their households and caregivers, institutionalized people, and those who have anal-oral contact with an infected partner during sex are also at risk.
People acquire the infection when they swallow eggs of the roundworm.
The infection may cause itching around the anus.
The infection can be diagnosed by finding the eggs or sometimes the adult pinworm around the anus.
An antiparasitic drug such as mebendazole, albendazole, or pyrantel pamoate given once at diagnosis and once 2 weeks later, usually cures the infection.
(See also Overview of Parasitic Infections Overview of Parasitic Infections A parasite is an organism that lives on or inside another organism (the host) and benefits (for example, by getting nutrients) from the host at the host's expense. Although this definition actually... read more .)
Pinworm infection is the most common roundworm infection in the United States, occurring in an estimated 20 to 42 million people. As many as a billion people worldwide from all socioeconomic classes are infected.
Most cases of pinworm occur in school-aged children, adults who care for children, or family members of an infected child.
Pinworm infection is the most common roundworm infection in the United States.
Transmission of pinworms
Infection occurs after pinworm eggs (ova) are swallowed. The larvae in the eggs hatch in the small intestine, then move to the large intestine. There, the larvae mature within 2 to 6 weeks, and the adult worms mate. After the eggs develop, the adult female worm moves to the rectum and exits through the anus to lay eggs. The eggs are deposited in a sticky, gelatinous substance that sticks to the skin around the anus. From there, eggs can be transferred to fingernails, clothing, bedding, toys, or food. Eggs can survive outside the body up to 3 weeks at normal room temperature.
Eggs are often introduced into the mouth from fingers or from contaminated food. Children may reinfect themselves by transferring eggs from the area around their anus to their mouth. Children who suck their thumbs are at increased risk of infection, as are adults who live with children or who practice oral-anal sex.
Symptoms of Pinworm Infection
Many children who carry pinworms have no symptoms. However, in some, the area around the anus itches because the eggs and the sticky substance around them irritate the skin. With scratching, the skin can become raw and infected with bacteria. In girls, pinworms may cause vaginal itching and irritation.
Diagnosis of Pinworm Infection
Microscopic examination of transparent tape that has been patted around the anus to collect eggs
Observation of adult worms around the anus
The diagnosis of pinworm infection is made by finding the eggs or, less commonly, adult pinworms around the anus. Eggs can be obtained by patting the skinfolds around the anus with the sticky side of a strip of transparent tape. This should be done in the early morning before the child defecates or wipes the area. The tape can be taken to the doctor for microscopic examination. Doctors may ask parents or caregivers to repeat this procedure several days in a row to make sure that they obtain eggs, if present.
The best way to search for adult pinworms is to examine the child's anus about 1 to 2 hours after the child has been put to bed for the night. The worms are white and hair-thin, but they wiggle and are visible to the naked eye.
Prevention of Pinworm Infection
Despite successful drug treatment of pinworm infection, reintroduction of infection is common, partly because eggs can survive outside the body for 3 weeks. Thus, some doctors recommend treating the entire family.
The following can help prevent the spread of pinworms:
Washing the hands with soap and warm water after using the toilet, after changing diapers, and before handling food (the most effective way)
Frequently washing clothing, bedding, and toys
Vacuuming the environment to try to eliminate eggs
If people are infected, showering every morning to help remove eggs on the skin
Avoiding oral-anal contact during sex
Treatment of Pinworm Infection
Mebendazole, albendazole, or pyrantel pamoate (drugs used to eliminate worms—anthelmintic drugs)
A single dose of mebendazole, albendazole, or pyrantel pamoate, repeated after 2 weeks, usually cures pinworm infection.
Anti-itching creams or ointments, such as carbolated petrolatum, applied directly to the area around the anus may relieve symptoms.
NOTE: This is the Consumer Version. DOCTORS: VIEW PROFESSIONAL VERSION


Business and competition go hand-in-hand, but that doesn't mean an organization can resort to unfair business practices. A competitor's deceptive or wrongful acts can result in monumental damage to your business. Fortunately, there are federal and state laws designed to protect the creative, intellectual and economic investments made by a business in distinguishing themselves and their products. Below we'll discuss examples of unfair competition and how you can protect yourself.
Trademark infringement is the unauthorized use of a trademark or service mark on or in connection with goods or services that is likely to cause confusion about their source.
Unauthorized substitution of one brand of goods for another is also known as "bait and switch," in which a seller uses trademarked images on their products for financial gain.
Misappropriation of trade secrets includes stealing a competitor's secrets and using them for financial gain.
False representation of products or services is when someone makes any materially misleading product warranty or guarantee.
False advertising can include exaggerated claims or straight up lies about a product or service.
State and federal laws both protect business owners when it comes to unfair competition. Courts have a number of tools to prevent this, and to restore money or property to victims of unfair competition. In California, victims can collect monetary and injunctive relief. If you're a victim, the courts look at several factors when determining compensation, including the number of violations, the seriousness of the misconduct, the length of the deceptive acts, and the defendant's assets, liabilities and net worth.
If you are a business owner and think another business is violating your rights, please contact our San Diego business lawyers at Purdy & Bailey, LLP today. Call (858) 360-7080 or contact us online to set up an initial consultation.


The first half of the Winter Forum will showcase two works in progress selected pursuant to a call for papers, encompassing presentations by authors, commentary by internationally recognized academics and practitioners, and interactive discussion among all participants.
After a conversation over lunch with renowned authority Gary Born, chair of the International Arbitration Practice Group of WilmerHale, the Winter Forum will feature a candid discussion under the Chatham House Rule of topical questions raised by participants (Tylney-Hall style), before concluding with a select year-in-review of noteworthy events in international arbitration.
We are now inviting submission of proposals on international arbitration. All proposals must be submitted via e-mail to ITAWinterForum2013@gmail.com.
Deadline is September 1, 2012.
Any questions should be directed to either of the ITA Winter Forum 2013 Co-Chairs, Florida-based attorney Joseph Matthews (Joseph@colson.com) or Pacific McGeorge Law Professor Jarrod Wong (jwong@pacific.edu).


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Latest Information on Construction of Terminal 4 of Soekarno-Hatta International Airport
Jakarta - PT Angkasa Pura II (Persero) informed that the Terminal 4 project of the Soekarno-Hatta International Airport is entering the design judging stage on August 20-21, 2019.
The design judging includes an assessment of conceptual design, schematic design, design development and detailed engineering design.
There are two consortia that have passed the selection process and are now following the design judging process.
Ph. APP's SVP of Head of Corporate Secretary and Legal Achmad Rifai said the Terminal 4 area would be built on 130 hectares of land.
"All land needs are owned by Angkasa Pura II so we are targeting the construction process to be carried out smoothly. The land is currently used for golf courses, offices and cargo terminals."
"Along with the construction of Terminal 4, the cargo area will be moved and developed into a cargo village that can also accelerate economic growth in Indonesia," Achmad Rifai explained.
Terminal 4 was built with a capacity of around 40 million aircraft passengers per year and will become the largest terminal in Indonesia. At present the largest terminal in the Republic of Indonesia is Terminal 3 of the Soekarno-Hatta International Airport with a capacity of 25 million passengers per year.
Terminal 4's interior design concept itself is futuristic and adopts local culture.
On the information technology side, Terminal 4 also has the concept of smart mobility, smart environment, and smart security.
In support of Smart Mobility Terminal 4 it has a self-check in counter, self-baggage drop, and a number of other facilities.
Related to Smart Security, Terminal 4 is equipped with a full body x-ray scanner and smart CCTV.
While with Smart Environment, Terminal 4 becomes an ecogreen airport equipped with a number of facilities including smart grids and intelligent building management systems.
"We also make a special concept related to commercial where pay attention to tenant flow management and customer satisfaction oriented."
"The entire concept in Terminal 4 pays close attention to all processes such as departure, check-in, arrival, transit, commercial, to public transportation to and from the terminal. Equipped with the latest information technology, Terminal 4 will bring the fragrance of Indonesia's name at the global level, "explained Achmad Rifai.
President Joko Widodo some time ago also paid attention to Terminal 4 during a visit to Soekarno-Hatta in June 2019.
At that time, President Jokowi requested the construction of Terminal 4 to begin in 2021 and complete in 2024.
"It has started drawing, design already. We hope that in 2021 the fourth terminal will be built again. Three years completed. So that in the future we hope to be able to accommodate 110 million passengers with a terminal plus four, "said President Jokowi.
After Terminal 4 with a capacity of 45 million passengers was built, then revitalization of Terminals 1 and 2 ended with a total capacity of 40 million passengers, coupled with Terminal 3 with a capacity of 25 million passengers, Soekarno-Hatta as a whole had a capacity of around 110 million passengers per year.

redpajama_set_name: RedPajamaCommonCrawl


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Holt miss out on rugby double
Woodbridge 16, Holt 8Holt failed to complete a double over a side below them in the table. They played with the elements in the first half - but went in at the break 8-3 down.
Woodbridge 16, Holt 8
Holt failed to complete a double over a side below them in the table.
They played with the elements in the first half - but went in at the break 8-3 down. The home side took a 3-0 lead with a penalty midway through the half. This stung Holt back on to the attack and two minutes later Allen was on target to level. Three minutes short of half-time Woodbridge mounted an attack for their full back to score a simple unconverted try in the corner.
Holt had the better of exchanges in the early stages of the second half and after 12 minutes were rewarded after good pressure by the forwards when Child was driven over the line for an unconverted try to level the scores. This really was the end of Holt's attacks for the rest of the game and after 18 minutes a Woodbridge flanker ran through to score an unconverted try. Woodbridge kept up the pressure and made the game safe at 16-8 with four minutes to go with a penalty.


Editor's note: November 22 this year is Benjamin Britten's 100th birthday, to be commemorated in a series of posts beginning tomorrow. For people of my generation—60-somethings—that date has another, indelible, meaning, since the day 50 years ago when school was interrupted by principals announcing the news, followed by a seemingly endless week of uncomprehending Americans glued to their (black-and-white) tvs. I'd rather remember the thrill.
Chill already. The yes-but essays on the Kennedys' Camelot (ex. 1, ex. 2, ex. 3) wrongfully deny the aptness of a rather touching metaphor in which we would do far better simply to delight. Mrs. Kennedy famously developed the notion of Camelot in an interview she gave Theodore White, just after returning to Hyannis from the funeral, for the December 6 issue of Life magazine. Kennedy had known Alan Jay Lerner at Harvard; the 1960 Broadway show had opened in Washington just as he was being sworn in. And, she said, they enjoyed listening to the record before bed. She said her husband was especially fond of the closing line, with its reference to "one brief, shining moment." "There will be great presidents again," she told White, "but there will never be another Camelot." Good writing all around, I say: her construction had everything, including a title song.
But it was not so much the Arthurian implications that had already seized my generation's spirits many months before, nor (by then) the awful brevity of it, but the seemingly inexhaustible flood of good ideas emanating from the First Family, especially where it came to good music (and writing, and art). Our Washington, a rather dingy destination for field trips, suddenly seemed tasteful, upscale, fascinating. Both Kennedys were articulate, often elegantly expressed. High musical culture seemed something to aspire to, a notion being reinforced on television every week by another of our generation's icons, Leonard Bernstein. We wanted to sign up.
Especially, it was a matter of the concerts. The now-legendary concert by Pablo Casals, nearly 85, came in the first year, on November 13, 1961. (He had visited once before, in 1904, during the Theodore Roosevelt administration.) Coaxing him to Washington (despite the formal alliance of the US and Francoist Spain) was widely understood to have been the personal work of President Kennedy, whose remarks that night included specific welcome to representatives of what he called the world of Music and went on to resonate widely. "I think it is most important not that we regard artistic achievement and action as a part of our armor in these difficult days, but rather as an integral part of our free society." Little matter that the president had needed coaching on exactly who Casals was (and Samuel Barber, and Aaron Copland).
Grace Bumbry's turn at the White House came on February 20, 1962, just after her dramatic debut, and 42 curtain calls, at Bayreuth as Venus in Wieland Wagner's production of Tannhäuser. She had not yet appeared professionally in the US. Originally, the press breathlessly reported, she had declined to appear at the preceding formal dinner for Vice President and Mrs. Johnson, for fear of affecting her singing later on, but photographs of the receiving line prove she showed up and enjoyed herself anyway. Progressive households in my part of the South were captivated by this turn of events, and stayed that way for a long time: I remember the family guffaw when she suggested to the press that at the end of her "Dance of the Seven Veils" at Covent Garden (1970) she would be wearing nothing but jewels and perfume.
A year after Casals, on November 19, 1962, the Paul Winter Sextet, fresh from its State Department tour to South America, brought jazz (and bossa nova) to the White House.
And so much more. Dinner for Stravinsky (January 18, 1962). A lawn concert by the Greater Boston Youth Symphony Orchestra (April 16, 1962, in the cold, with the "New World" Symphony). The enabling legislation for the National Endowment for the Arts and what became the Kennedy Center. And the first class awarded the Presidential Medal of Freedom, shortly after the events in Dallas, which included Marian Anderson, Casals, and Rudolf Serkin.
It's a legacy not soon forgotten. The Kennedy Center's retrospective, "The Presidency of John F. Kennedy: A 50th Anniversary Celebration," included tributes to the Casals concert (Yo-Yo Ma and Emanuel Ax; January 25, 2011) and that of Grace Bumbry (Denyce Graves; February 1, 2011). The good-music stations have done well. There have also been live performances of Roger Sessions's commemorative Third Piano Sonata (1965) and at least one of Bernstein's Third Symphony, "Kaddish," with its loving dedication to the late president (Baltimore SO / Alsop / September 2012). Among the events in Dallas was a concert on November 3, 2013, by the University of North Texas College of Music, again referencing the Casals, Bumbry, and Paul Winter concerts at the White House.
For those of us who lived nearto, the Kennedys' Camelot, where it came to good music, is as clear and true a memory as Leonard Bernstein and the Young People's Concerts. A fond recollection of national intelligence and taste and beauty—yes, glamor. Something, indeed, of lasting consolation.


How are group home educational services delivered?
Depends on the size of the placement home, the restrictions or level of group home, the child's needs, etc. Most low level step down from incarceration group homes try to re-integrate the youth back into the community which requires them attending public schools. Obviously, this varies from state to state, and from child to child.
I'm would like to know how educational services are delivered for youth in group homes for juvenile justice involved youth. Is it provided on-site or does the youth attend the local school?


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DIC Strengthens its Position as the Global Leader for Natural Blue Food Coloring
July 1, 2015 algaeworldnews Leave a comment
[Japan, USA] DIC Corporation today announced the on-schedule completion in August 2015 of a new extraction plant for Linablue®, Spirulina-derived natural blue food coloring. Construction of the plant, which is located on the site of subsidiary Earthrise Nutritionals, LLC, the DIC Group's U.S. Spirulina* production base, began in May 2014. After commissioning, commercial production is expected to begin in September. A state-of-the-art facility, the new plant also complies with the state of California's safety, quality, and environmental regulations said to be the strictest in existence, enabling the DIC Group to guarantee the world's largest and most stable supply of the highest-grade Spirulina natural blue food coloring.
Linablue®, manufactured by the DIC Group, is a vivid blue food coloring made from phycocyanin, a blue colorant extracted from Spirulina. In 2013, the U.S. Food and Drug Administration approved the use of phycocyanin as a natural colorant in food and beverage products. Since then, demand has risen dramatically, particularly in the Americas and Europe, which have seen a rapid shift in consumer demand for natural food colorings. Robust shipments of Linablue®, which is favored for coloring frozen sweets, gum, candy-coated chocolate and other confections, have kept the extraction plant at the Group's Spirulina farm on Hainan Island, in the People's Republic of China, operating at full capacity. The global shift toward natural blue food coloring underscored the urgency of building a second extraction plant, in the United States, thereby enabling the Group to establish a two-pronged global production configuration.
DIC estimates that the global market for natural blue food coloring will double between now and 2018, by which time it also expects the DIC Group's share of this market to expand to 50%, from 20% at present. The DIC Group's share of the global market for Spirulina-derived natural blue food coloring is currently 90%-plus, and with this particular market set to expand between seven and 10 times its present size by 2018, DIC is eyeing a number of moves to secure its supremacy.
In addition to positioning the DIC Group to respond effectively to soaring demand, the new extraction plant—investment in which is estimated at approximately $10 million—will enable the Group to guarantee a stable supply of Linablue®. This state-of-the-art facility not only boasts a production capacity several times that of the Hainan Island farm's extraction plant, but also complies with stringent environmental regulations.
The DIC Group's integrated production capabilities—encompassing everything from the cultivation of high-grade Spirulina through to refining and the manufacture of finished products—ensure the safety and quality of its products and provide peace of mind for its customers, most importantly by securing traceability. DIC Group Spirulina products are certified Halal and Kosher. The Group is also in the process of obtaining Food Safety System Certification (FSSC) 22000† .
DIC's decision to build a new extraction plant was prompted by a rapid global shift toward using natural, rather than synthetic, coloring in food. DIC is confident that the new plant will strengthen its global leadership position, enabling it to capture expanding demand, as well as enhance its ability to guarantee a sufficient, stable supply of Linablue®, thereby solidifying its global market dominance.
Rich in more than 50 vitamins and minerals, including calcium and iron, Spirulina is a nutrient-rich blue-green algae that grows naturally in lakes in Africa and Central and South America. DIC was the first company to succeed in cultivating Spirulina.
Food Safety System Certification is a Global Food Safety Initiative (GFSI) benchmarked scheme that incorporates the requirements of ISO 22000, the International Organization for Standardization's standard for food safety management systems, and the ISO/TS 22002-1 (or ISO/TS-22002-4) prerequisite program on food safety.
Earthrise Nutritionals, LLC
A wholly owned subsidiary of DIC, Earthrise Nutritionals, based in Irvine, California, is a Spirulina production and sales company with an annual yield of approximately 500 tons. The company's outdoor algae cultivation facility, which covers a total area of 180,000 square meters, is the world's largest. Earthrise is the only company in the continental United States to succeed in the mass cultivation of algae outdoors.
View original article at: DIC Press release
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This concept has expanded binary option prediction market since its inception, resulting in the establishment of various predictions markets across the world.
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For example, if a buyer had bought a contract at R85 for Barack Obama becoming president of the US, the buyer would have received R15 and the seller would have lost R The concept of binary options is further explained in the illustration below.
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Silence in Paradise
By: Snowflake Archive
With the beasts all destroyed, the four survivors experience some changes. Searching for life in their world, working together, and finding the human emotion within themselves to name a few. A strong romance element exists between Nine and Seven here, so avoid if you don't like that pairing. Also, this is my final, revised version.
Rated: Fiction K+ - English - Adventure/Friendship - 9, 7, 4, 3 - Chapters: 7 - Words: 13,831 - Reviews: 22 - Favs: 19 - Follows: 3 - Updated: 3/27/2010 - Published: 1/31/2010 - Status: Complete - id: 5706846
1. Silence2. Lewis and Clark3. So, This is Love4. Exodus5. Behind Closed Eyes6. Of Paradise Lost7. The Sun Will Rise
Author's Note/Disclaimer: This was my first 9 story I ever wrote, and I'm happy to say that it was a success, enough for me to go back and revise it so that anyone new who stumbles on it might find it even better than my typo-riddled premiere version. I came up with the idea for this story one night in January 2010 while I was relaxing in my room. I, like nearly everyone does, wondered what would happen next to the four surviving stitchpunks and thought that maybe they might want to find something more in the world they inherited. My first chapter was borne a oneshot, but from there on I wrote six more chapters in something of a story, and here is the final result.
And now for my disclaimer: I do not own "9". Shane Acker created the original idea and it was released under Focus Features. This is for free entertainment only. Thank you, and enjoy!
*S. Snowflake
"I won't know, you won't know,
I want to find a place to go
Where you are…" –Everlife.
The morning sunlight peeked in through the curtain of gray clouds. It bathed the muddy earth in yellow light, and with its heat slowly turned it back into dust. Metal wreckage was scattered about, tinged with rust or puckering in the center like bubbles about to pop.
On the outskirts of the ruins, a thin beam of light poured into a wooden crate. It was a safe and dry shelter from the recent rain, where the doll-like creatures called stitchpunks rested peacefully.
The light fell upon one of the stitchpunk's optic lenses and he woke up to white blindness. He lightly stretched his brown burlap arms and groped along the ground with his copper and wooden hands. On his back was etched the number 9, and that number was what he was called as well.
9 yawned and looked around. Two other stitchpunks sat in a nearby corner of the crate. They were identical with their blue gray hoods and facial expression. Only their numbers differed, reading 3 and 4. 9 continued to look around in the morning light before his stitched brow furrowed.
"Seven?" he muttered to no reply. "Seven?" he repeated, standing up. He opened a small window hatch in the box and let in more of the morning light. Peeking outside, he saw and heard nothing.
"Three, Four, wake up," 9 said with slight worry.
The two other stitchpunks' optic lenses opened wide and began shuttering open and closed rapidly. The clicking noises their actions made asked their question for them, Why did you wake us?
"Seven's gone," 9 explained, "She didn't say she was going anywhere, did she?"
3 and 4 shook their heads.
If 9 had been capable of gulping down saliva, he would have. "I think we should look for her, just in case. You head out north, I'll head south. If anything happens, like the weather changes again, try to head back or stay safe. Okay?"
3 and 4 nodded, transferred the visual images of their route to each other with optic flashes, and leaped out the window hatch to find 7.
9 followed the twins out and walked off in the opposite direction. Climbing over the endless piles of debris, he listened and looked out for a sign of life. Other than the faint squishing of mud beneath his feet, the world was strangely silent. Nothing on land or in the sky made a single sound. Even the wind hushed her whispers today. Though the absence of a threat was pleasant, it was somehow eerie. 9 was afraid that something would take him by surprise in the quiet. His instinct to fight or flee was overpowering all other logic.
After a while, 9 reached the ruins of the old church that had once been he and the others' sanctuary. He sat on a cool rock nearby and sighed, remembering the last time he had been to this place.
They had escaped with their lives, though their spirits were rather broken when the cathedral burned down. 5's face sunk as he watched the hot flames of the fire consume the telescope that he had built with his late mentor 2. 6 tried to catch the falling pieces of wood and paper that came down like snowflakes, but when they turned to ash in his hands, his smile disappeared. 7's limped from her leg wound with previously hidden vulnerability, leaning onto 9 for support. 1 appeared to be the most affected of the eight stitchpunks, watching the tower burning with a great frown of regret. 8 only tried to comfort him. 9 himself did not know what to say, and was as mute as the twins on that long walk out into the unknown.
None of them could have known that only four of the eight refugees would survive the dark shadow of the machine…
When 9 heard a sigh nearby, his memory ended. He looked up at a jagged beam of wood that protruded toward the clouds and saw a figure shrouded in shadow. With a second look, he recognized the silhouette as 7. The pale stitchpunk stuck out against the bleak background of the wreckage as she sat all alone with her helmet feathers trailing off the edge of the beam. Relieved and curious at the same time, 9 climbed up to her. When he was a foot or so away from her he softly said, "Seven?"
7 turned around quickly. "Nine? I didn't hear you coming." She paused and asked, "What are you doing out here?"
"I was looking for you," he answered, sitting down next to her. "What are you doing out here?"
"I…I don't know," 7 answered with a frown. "It was so quiet, I thought I'd go on lookout. I didn't want to wake anyone up."
9 nodded. "We were worried about you. But then again, I guess there's no reason for that now."
7 turned and looked out over the ruined landscape again. "Do you really feel like everything's set and done, Nine?"
9 shook his head. "I feel like something's coming."
"Me too," she said.
"We destroyed the machine. It doesn't make sense," 9 thought aloud.
7 paused and looked at 9 again. "Maybe we're just scared being alone. If the others were here, I'd bet we'd feel better."
"Maybe. Or maybe something good is coming, and we've been seeing it wrong because we don't want to be without them." 9 shut his optic lenses and turned away just as he felt a light tap on the shoulder from 7.
"I hope you're right, Nine," she said softly, leaning closer to him, "About the good things, I mean. We could all use something good to happen now." She paused and noticed that one of the feathers from her helmet was lying in her lap, and she stroked the edge of it, thinking about something. "Do you know why I wear this bird helmet so much?"
"Um, isn't it to protect you?"
She chuckled. "Yes, but there's more to it. I used to think, well…"
"-Yes?" 9 asked, waiting for the answer.
She still hesitated, but finally told him. "I used to think that if I wore this helmet I could turn into a bird and fly away."
"-Fly away?" 9 asked, puzzled.
7 nodded and looked down at the ground below. "I wanted to see the world. Spread my wings. I wanted to escape from this place." Her gaze shifted upward. "Then I realized that I couldn't dream to get what I wanted, I had to fight for it. So I did."
9 sat still for a while before saying, "We still can."
"-We still can what?"
"We still can fly away, Seven. We could start over again. We could look for more answers out there."
"But, how?"
"Well, we could build something to get us out of the emptiness. Between the four of us, I bet we could find a way."
7 suddenly wanted to put all her hope in 9's words. "Can you promise me you'll do this?"
9 paused before answering. "I can't promise anything. Things might change and we have to stay safe."
7 got a cheated look on her face. "You sound like One," she growled. She hated thinking about the old leader 1 who liked to lock everyone away from danger if only to protect himself.
9 held back the impulse to retaliate. "It's not that. It's just that we don't know what will happen in the future. We need to take life one day at a time."
7's glare wavered. "Now you sound like Two; just trying things out and being careful."
"Maybe."
9 thought about 7's words after answering. He couldn't imagine himself being like either of the old stitchpunks. Brave and good-hearted as he had been to him, 2 died before 9 had the chance to really know him. 9 never had much respect for 1 until the old leader gave up his life to save them all. When he thought about it, even though he could relate to the other stitchpunks to some degree and he knew that they had all been created from the same soul, 9 recognized himself as different from the others. He was unique.
"And maybe I'm just being me," he concluded to her.
7 put her hand on top of 9's hand, enjoying his company and their conversation. "Maybe that's something we have in common."
9 wasn't sure why, but he was sure that he could feel his facial circuits heating up into what would have been a blush if he were human. "Maybe," he replied, lightly gripping her hand. "And maybe we'll get there someday."
9 and 7 pretended they didn't notice the strange feeling that came from being so close together, or that it seemed the more time they were spending with each other that these moments came back even more frequent and awkwardly. However, they felt just a twinge of disappointment when 3 and 4 appeared and they lost their chance to ask the other about it. Still, they guessed that it was better for the twins to know that they were safe than to confess profound things, at least for now anyway.
With things right again, the four stitchpunks sat out and watched the hazy sun rising. At least they had each other in their silent world.


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This year's Carrier Classic is now a doubleheader
By Raphielle JohnsonJul 27, 2012, 6:29 PM EDT
The Carrier Classic that was originally just Ohio State and Marquette will now have a second game, and some added star power at that.
Both Ohio State basketball teams are now playing on the USS Yorktown in Charleston Harbor, with the women taking on Notre Dame.
Muffet McGraw's Fighting Irish are led by senior point guard Skylar Diggins, and they'll likely be the choice behind Baylor when it comes to discussing who has the best shot of dethroning the reigning national champions.
After last season's event, featuring Michigan State and North Carolina, was a success more aircraft carrier games (and UConn taking on Michigan State on a military base in Germany) hit the market.
"We are excited to have the opportunity to play in the 2012 Carrier Classic," Ohio State men's head coach Thad Matta said in a statement released by the school.
"This is a fantastic chance for both of our basketball programs to participate in something that is more than just a basketball game.
"It is a chance to honor the men and women who have made sacrifices for each one of us. This is another experience our student-athletes will always remember from their time at The Ohio State University."
The three organizations that will benefit from the Carrier Classic are the Navy-Marine Corps Relief Society, the Congressional Medal of Honor Society and Museum and the Wounded Warrior Project.
So even with the loss of creativity due to the number of games, at least there's the chance to donate to a worthy cause.
Raphielle is also the assistant editor at CollegeHoops.net and can be followed on Twitter at @raphiellej.


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Released: Dec 20, 1974
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In Tasmania, Australia, aggregated retention (ARN. 1Abbreviations: ARN, aggregated retention; CBS, clearfell, burn and sow. 1) is being implemented as an alternative to clearfelling in old-growth wet eucalypt forests. These forests have traditionally been regenerated using a high-intensity burn and aerial sowing, but the use of more complex harvesting designs makes conventional high-intensity burning difficult. In 2007, a new burning method ('slow burning') was developed specifically for ARN coupes. This paper compares site preparation, burning weather conditions and burning outcomes in ARN and conventional clearfell, burn and sow (CBS) coupes burnt from 2007 to 2010. ARN coupes had higher perimeter-to-area ratios than paired CBS coupes, and 8% more of the harvested area was affected by firebreaks. Although there was less burnt seedbed and more compacted seedbed in ARN coupes compared to clearfelled coupes, mean levels of receptive seedbed were adequate and are unlikely to limit regeneration success. Burn impact on unharvested forest was greater in ARN coupes, due largely to burning in the retained aggregates. Despite this, only 11% of aggregate area was burnt overall, and the current guidelines for aggregate size (most >1. ha) appear sufficient to keep burn impact within acceptable thresholds. Firebreaks affected from 4-32% of the harvested area in the coupes measured in this study, and were 10. m wide on average, twice the required width. To reduce soil disturbance and potential impacts on regeneration, firebreaks should be established only where absolutely necessary, and firebreak widths should be minimised wherever possible.


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British Group Nudges Tests Toward Classroom Assessment
By Lynn Olson — March 20, 2002 7 min read
In 1988, the United Kingdom embarked upon a series of education policy changes that paralleled trends in the United States: the development of a national curriculum, or standards; tests linked to those standards; parental choice of schools; and the use of test scores to evaluate schools and districts.
"It was quite evident that assessments were going to be critical and become much more powerful and high-stakes than they had been in Britain," said Mary James, a senior lecturer in education at the University of Cambridge in England. "We saw ourselves following the U.S. model, in some sense."
Determined that policymakers' decisions should be informed by research, the British Educational Research Association formed a series of working groups to address aspects of the law, including a task force on assessment.
Since then, the Assessment Reform Group, as it is now known, has made a concerted effort to balance the focus on large-scale, external testing with efforts to improve the quality of classroom assessments that inform teaching and learning on a daily basis.
"Just measuring children and scoring them doesn't necessarily give them any indication of how they might actually improve their achievement," said Ms. James, who is a member of the group. "So we wanted to make this distinction between summative and formative assessment, which we gradually came to call 'assessment of learning' and 'assessment for learning,' the latter being absolutely critical if we want to raise standards."
In a world where researchers and policymakers often talk past each other like ships passing in the night, the work of the Assessment Reform Group has been surprisingly well received. As such, it could offer a model for educators in the United States.
"In my view, the ARG has been profoundly influential in promoting, influencing, and informing the debate on assessment in the U.K.," asserted Sheila Dainton, an education policy adviser for the Association of Teachers and Lecturers, a professional association and trade union representing more than 150,000 members, a majority of them teachers in England, Wales, and Northern Ireland.
"It is an excellent example of a bottom- up pressure group that has worked with consistency and integrity over the years," she added. "Policymakers are beginning to realize that summative testing, mainly undertaken for purposes of accountability, is not the best way to promote and sustain high-quality learning."
'Inside the Black Box'
It's probably safe to say that few of the teachers, administrators, and policymakers influenced by the work of the Assessment Reform Group have actually heard of the organization, or waded through the 38,000-word research synthesis that has informed so much of its work.
Supported with a grant from the Nuffield Foundation, in 1996 the group commissioned researchers Paul Black and Dylan Wiliam of King's College London school of education to conduct an extensive review of the literature on formative assessment.
After sifting through hundreds of journals, articles, and book chapters, the authors concluded that, when carried out effectively, informal classroom assessment that provides constructive feedback to students is "at the heart of effective teaching."
Whether they were looking at studies of 5-year-olds or university undergraduates, across different school subjects or countries, they found that practices that strengthened the quality of formative assessments produced "significant, and often substantial, learning gains," particularly for low-achieving students.
What the group did next with those findings was probably the chief reason for its success.
Knowing that few policymakers read esoteric education journals, the group decided to write a short, summary pamphlet, "Inside the Black Box," which could be read in 15 minutes in fairly straightforward prose.
The pamphlet was released at a press conference in London in 1998 and followed up by a conference that drew together policymakers, practitioners, and academicians from across the United Kingdom to discuss its implications. A version also appeared in the United States, in the October 1998 issue of Phi Delta Kappan.
In 1999, the group followed up with another short publication, "Assessment for Learning: Beyond the Black Box," which included specific steps the government could take to improve classroom assessments.
To back up its point, the group cited abundant evidence from the Office for Standards in Education (OFSTED), which conducts inspections of schools in the United Kingdom, that "the use of assessment to help pupils learn is one of the weakest aspects of practice in classrooms across the U.K."
The group even went so far as to share a draft of the pamphlet with key people within the various government agencies associated with education.
"I think that was a sensible thing to do because they felt they were taken along with the process, rather than being criticized," Ms. James said.
Although the group never suggested the government abandon its focus on assessment for grading and accountability purposes, it urged a shift in emphasis to encourage better classroom assessment as well.
"Our concerns really were to use assessments as positively as possible for learning," said Wynne Harlen, the current chairwoman of the group and a visiting professor of education at the University of Bristol in England.
"I would say that one of the keys to ARG's impact is the way they have successfully made key research findings and statements about assessment accessible to a wide audience," suggested Sue Swaffield, a professor of education at the University of Cambridge and the past president of the Association of Advisers and Inspectors of Assessments, which represents the testing experts in many local education agencies.
More recently, the group published an even shorter leaflet spelling out 10 research- based principles for assessment that should guide classroom practice.
"It's early days," noted Ms. Harlen. But, she added, "there's now a willingness to get practice in formative assessment, or what we call assessment for learning, into schools."
One other element of the group's success, she willingly acknowledges, is a change in the national government. Since 1997, under Prime Minister Tony Blair of the Labor Party, the government has promoted syntheses of high-quality research. "That made an awful lot of difference," she said, "because the new government wants to take notice of educational research, whereas the previous government had ravaged it."
Baby Steps
Of course, the impact of the Assessment Reform Group should not be overstated. As Tony Gallagher, a professor of education at Queens University in Belfast, Northern Ireland, pointed out, "The government is still pretty much wedded to the use of assessment in a slightly tougher way for outcome purposes, summative purposes."
"They're quite an influential group in terms of all of the debates and discussions on assessment," he said of the ARG, "but the government continues to do what it does."
Nonetheless, the group's efforts have influenced a number of government policies. For example, the government is currently rolling out its strategy for improving education for students at ages 11 to 14. As part of the materials it is producing on teaching and learning, the government has produced several training modules and videos on assessment for learning. Meanwhile, OFSTED has included an emphasis on formative assessments as part of its framework for inspecting schools.
Less progress has been made on the teacher-training front. New standards for teacher education "make mention of these ideas," said Ms. James. "Unfortunately, I think they embed them in a lot of other stuff, which is managerial."
For the past two years, the national Department of Education and Skills also has sponsored regular meetings among a group of researchers, teachers, local education agencies, and government authorities to coordinate developments in assessment for learning.
But the real test could come in the aftermath of March 5, when the group met in Bristol, England, to unveil its latest research synthesis on the effects of summative and high-stakes testing on students' motivation to learn. The conclusions of that research could challenge the government's emphasis on national curriculum tests much more directly.
"We're very well aware that while high-stakes testing goes on, that is bound to take priority in teachers' concerns," said Ms. Harlen. "We're hoping that by revealing what's happening, and giving hard data on what's happening, the politicians and the policymakers will see that something has got to be changed."
Coverage of international issues in education is supported in part by the Atlantic Philanthropies.
Lynn Olson
Lynn Olson was managing editor of special projects for Education Week. She also covered national policy (including "P-16 issues" issues, NCLB standards, accountability, and reform), assessment and testing.
A version of this article appeared in the March 20, 2002 edition of Education Week as British Group Nudges Tests Toward Classroom Assessment
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Xbox Series X versus Playstation 5 Performance
I have always been an Xbox fan, ever since the original Xbox. I very much enjoyed having the superior technology when it came to OG Xbox versus the PS2, Xbox 360 versus the PS3.
But unfortunately, with Xbox One, Microsoft made some miscalculation: it was an underpowered console compared to the PS4 – until the Xbox One X came along.
The Xbox One X is truly a marvel of engineering: Microsoft ran through extensive computer modelling to understand how to improve the behaviour of both the CPU and GPU – especially when it came to its registers and caching – to achieve a 6TFLOP (TF) system that acted like one with more than 6TFs. Even Mark Cerny famously said that he believed 6TFs would NOT be enough to run games at full 4K. He was both right and wrong. He was right because if Microsoft simply scaled the GCN-based GPU from the original Xbox One to create a 6TF GPU, those 6 TFs would not have been enough. But Microsoft did very extensive modelling to understand why a simply scaled 6TF CPU and GPU could stall and how to avoid those stalls. As part of this work, they tweaked and scaled registers and caches to remove the bottlenecks and allow the CPU and GPU to operate closer to their theoretical maximums. The Xbox One X was one hell of an engineering feat!
So it is interesting then, that Microsoft might not have implemented the same lessons learnt from the Xbox One X engineering team when it came to Xbox Series X while Sony seems to have taken note?
After all, the engineering team that worked on Xbox One X might not have joined with the Xbox Series X development team until they were done with the Xbox One X which could have been as far as halfway through its development.
So how come the PS5 with its 10TF GPU is able to compete with Xbox Series X's 12TF GPU? Let's examine some of the possible issues. It is likely not one or the other, however, but a mixture of all these issues and challenges.
HARDWARE – CPU
Firstly, let's have a look at the hardware starting with the CPU. We know from released documents that the Xbox Series X CPU has two clusters of 4 cores – 8 cores in total – with each cluster utilising a separate block of L3 cache.
https://www.tomshardware.com/news/microsoft-xbox-series-x-architecture-deep-dive
https://www.eurogamer.net/articles/digitalfoundry-2020-xbox-series-x-silicon-hot-chips-analysis
In the case of the PS5, there are strong indications that the L3 cache is unified on the CPU. Why is this important? Well, this is one of the main boosts to achieving a higher IPC (Instructions Per Clock) when moving from AMD's Zen2 to Zen3 architecture due to a lower level of latency when cores need to share data.
Additionally, with a unified cache, you do not need to duplicate data between the cache blocks if two cores need to work on the same data, therefore achieving better cache utilisation. While the PS5 can utilise all of its cache for unique data, the Xbox Series X has less overall cache as there will be some duplication.
This can lead to the CPU stalling less and therefore achieving a higher execution efficiency at the same clock speeds – that is -a higher IPC.
So in practical terms, what advantage could this give to the PS5?
The CPU would be able to feed the GPU faster when it comes to traditional rasterisation – this might be less important when mesh shading (whether through RDNA2 mesh shaders or PS5's Geometry Engine) become more commonplace but until then it may result in higher frame rates
The CPU would be able to feed the GPU more consistently as it is less likely to stall or it would have more consistent spikes in wait times. With a split cache, some waits will be longer than others, therefore resulting in less consistency in maintaining the frame rate or simulation rate.
The same would apply to other types of execution such as world simulation, AI, etc. They would be able to be done with more consistency and less delay, therefore again resulting in more consistent or higher frame rates, especially if the world simulation is closely tied to frame rate – some engines will be more sensitive to this than others.
Can Xbox do anything to combat this?
Well, developers are able to organise the work on the different CPU cores – and threads – in a way that there is as little data sharing required between the CPU clusters as possible. However, there is a bit of an issue with expecting developers to do this: it requires a lot more foresight and more optimisation. When the dominant platform – which Playstation is due to its install size – is not requiring developers to do this, multiplatform games can suffer in performance when porting code. In fact, these performance issues can also happen when porting PC code.
To resolve this fully, Microsoft may need to either:
Allow developers to see where this data sharing occurs and allow them to very easily move execution of code between CPU clusters – even dynamically using certain conditions. If they make this tedious, it will require more work from developer or will be less successful.
Get the GDK to do this automatically when it recognises that major and continuous data sharing is occurring between threads from the two clusters – dynamically shifting the load between CPU clusters to prevent a stall. This would be a difficult thing to do but it would allow code to be shifted between the two platforms much easier.
I think Microsoft will probably optimise this and that they are able to enable multi-threading on the CPU is going to aid them in closing the gap. But this certainly will need work.
HARDWARE – GPU
Cache Coherency
So how come a 10TF GPU seems to be performing like a 12TF GPU? Well, just like Microsoft when engineering the Xbox One X, Sony has put a LOT of focus on reducing latency of data access within the GPU and went beyond cache management of RDNA2 by introducing the cache coherency engines (cache scrubbers) – and possibly other tweaks we will never know.
Whether it is a 10TF or a 12TF GPU it will not achieve its full TF compute performance if there are stalls in the CUs (Compute Units) and it is waiting for information to be fetched from main memory or the SSD. Make no mistake, there are stalls even in the most well-engineered piece of silicon. The question is this:
How can you ensure you have as few stalls as possible
How can you ensure that when stalls happen, they will be as short as possible
These two things contribute greatly to the IPC performance of the CUs and literally all strategies to improve IPC chip designers employ revolve around this: cache sizes, cache coherency, execution pipeline prediction and so on.
I do wonder if Microsoft forgot this core lesson from their Xbox One X engineering team and simply trusted AMD to design something amazing here. I also do wonder if Sony was paying attention and outsmarted Microsoft engineers at their own game when it came to cache coherency by implementing cache scrubbers that allow better cache utilisation. It was a gamble which seems to be paying off majorly.
As it stands, it very much looks like Sony's GPU is stalling less and performs much better than its 10TFs of performance would imply. It also looks like the Xbox Series X performs like 2x Xbox One Xs which of course checks out – going from 6TFs to 12TFs. So is it possible that the Xbox One X learnings with regards to registers and caches WERE implemented, but not appropriately scaled or those ideas not taken further?
I think there's no better reminder than the Xbox One's eDRAM that certain strategies provide massive competitive advantage in one generation while become a liability in the next. After all, the Xbox 360's high speed on GPU eDRAM provided great competitive advantage when paired with a unified high-speed memory interface, while Xbox One's eDRAM did exactly the opposite when paired with main RAM speeds that were not state of the art compared to the competition. We can conclude then that context – both within the HW itself and of the competition – is critical.
Cache Coherency – What can Xbox do to resolve this?
Well, luckily, cache acts differently in a GPU as it does in the CPU in the sense that both developers and Microsoft have more control over how and what it gets filled with. A CPU doesn't really allow such control – apart from changing the microcode I guess – if that?
Again there are two ways:
Allow developers lots of control of caches through the GDK. However, again this results in having to spend lots of time on optimisation and trying to get the best performance out of the GPU, not to mention it could pose technical complexity with forward compatibility. Remember that Microsoft tried to do this with the eDRAM in the Xbox One as a way to fix the horrible performance of the console and achieve resolution parity with the PS4 – among other things. It did allow developers – who were willing to spend the time required optimising – better performance and resolution parity with the PS4. Those developers who couldn't be bothered or didn't get the hang of the eDRAM were less likely to achieve that.
Do the hard work the team did during Xbox One X and dust off those computer models. See how different types of code execution requires different caching strategies (cache policies) for best performance then implement those in the GDK. Allow the developers to switch the GPU into the different cache policies during code execution or detect the code change automatically and switch on the fly. Yes, this is hard work to develop, but may very well allow much easier porting of code and achieve excellent performance.
Clock Speed and CUs
The clock speed of the PS5 GPU is higher than that of Xbox Series X by roughly 20%, however, the Xbox Series X has 45% more Compute Units.
PS5: 36 CUs running at 2.23Ghz (max speed)
Xbox Series X: 52 CUs running at 1.852Ghz
This presents two challenges: all the other functions of the chip run at a higher frequency on the PS5 so some steps in the pipeline will be faster due to the higher frequency. However, a stall will affect the PS5 worse because main memory – or the SSD as it were – is more cycles away. This is why Sony has focused so much on cache coherency and ensuring the GPU doesn't need to wait around.
The difference in CU numbers also has an effect: it is more difficult to keep 52 CUs occupied at all times than do the same with 36CUs. What is more, code that is heavily optimised for 36 CUs might well run pretty badly on a 52 CU system:
36 * 2 / 52 = 1.38
In very simplistic terms, just to demonstrate the issue: if you were to send batches of work to 36 CUs and then run that on 52 CUs, the 52 CU GPU – without any optimisation lower in the stack such as the drivers or the code itself – would run at roughly 70% of its full speed. It would run a full cycle with all CUs utilised, then run a cycle with only 40% of the CUs running.
Now of course in practice, this may not happen due to optimisation lower in the software stack or the code itself but the question is, was code ported from PS5 to Xbox Series X with such batching / CU utilisation issues? If so, that can seriously hurt performance.
Clock Speed and CUs – What can Xbox do to resolve this?
I am certain that Microsoft already catch some of the batching issues. However, it is very possible that those code paths are not fully performant.
Another option is that Microsoft leaves it to developers fully to resolve such batching / CU utilisation issues in which case the question is:
Do the tools support the developer to easily but fully untangle such issues?
Is it easy to resolve such issues in each case?
Can Microsoft do more lower in the stack to optimise for this?
Such issues may well disappear as developers get the hang of developing for the Xbox Series X and code isn't ported between the two platforms with such little time allowed for performance optimisation.
GDK – The Tools
Microsoft re-wrote the XDK (Xbox Development Kit) for the Xbox One and it took a few years to improve its tools and performance to a point where the Xbox One wasn't in a major disadvantage to the PS4. Reading this article – or simply looking at the XDK change history – is quite enlightening I think.
Now Microsoft decided to unify PC and Xbox development under the same umbrella and called the SDK and related toolkit the GDK, the Game Development Kit.
However, to understand how performance is impacted on the Xbox platform, we need to look at the full software stack which is – in a simplified way – below:
Firmware and microcode (we don't strictly call this software but it is code that does get updated and impacts performance)
Hypervisor (as both the game and the dashboard are virtualised)
Operating System or OS (the dashboard which is constant and the game which loads its own instance of a cut-down OS) – we COULD argue that the game OS is part of the GDK.
Graphics Drivers (this is bundled per game on console for stability but is system-wide for PC) – we COULD argue this is part of the GDK on console but not on PC
Various APIs (GDK)
Development tools (GDK)
Considering Microsoft did not have the chip taped out in its final form until sometime in 2020 and the full stack needed to be re-written for the new platform, we can very easily conclude that the stack is not yet fully mature and optimised.
Firstly the original Xbox One needed years to fully mature with less new complex technologies within the chips.
AMD has just released their RDNA2 based drivers for their own cards. Graphics drivers usually improve greatly in both stability and performance during a generation of cards – for both Nvidia and AMD.
Microsoft didn't only need to adapt AMD's graphics drivers to the Xbox Platform, they needed to re-write / adapt the whole software stack above. Ouch!
So what kind of issues can this throw up?
Inefficiencies and errors in the code causing stalls, performance issues, crashes, etc. We saw this early on and while I think major issues have been fixed, performance optimisation of a new software stack takes time: not a few months, but years, as there are so many new technologies to integrate and optimise.
Developers have to move their code to a new SDK and re-tooling takes time and is error-prone. To add insult to injury, the GDK is not compatible with earlier version of Visual Studio, so if a developer has not yet made the move to the new tools, it adds extra complexity and possible compile issues. However, the performance discrepancy cannot be explained by this simple point. This is why I wanted to write this article as it is a gross over-simplification of the situation to put it mildly.
A fixed console is NOT a PC. The main advantage of a console is that it is fixed hardware and it will behave exactly the same across all its instances and across multiple runs of code. It is extremely consistent. When a game is running on PC, it needs to expect multiple performance profiles, environments, etc. What this means is that developer tools for a fixed platform can implement very specific codepaths and optimisations in a way that maximise platform performance. Since Microsoft has only just completed the GDK in June 2020 in a stable form – I wonder if they have had time to implement any specific optimisation for Xbox or will they treat it like a PC.
The GDK was only stable in June 2020
The last point is a crucial one, as I think this could be why developers are saying that the new GDK is not as easy to develop with. Microsoft is a software company and has a tendency to enable flexibility with its tools. Unfortunately, flexibility often times means they leave it up to the developer to figure out the performance profile of the platform and let them optimise to their hearts' contents.
However, GENERALISING the GDK is a dangerous path to take when Sony has doubled down on SPECIALISING their SDK for the PS5's performance profile. It can mean that getting max performance from the PS5 requires less work, rather than more, partly because of the hardware cache coherency and partly because of SDK specialisation.
I seriously think – as I said earlier – that Microsoft needs to get back to computer modelling and start developing specialisation of the Xbox Series X|S performance profiles such as semi-automatic thread management and updated caching policies on both the CPU and GPU to improve their IPC performance.
I fear that focusing on cross-platform development may have hurt the Xbox in the short term, although I have no doubt it will become an advantage in the long-term, should Microsoft develop the Xbox Series X|S code paths for maximum performance and do that with as little intervention and laborious optimisation necessary on the developer's behalf as possible.
GPU – RDNA2 Advantage?
Now let's look at the GPU features of each console one by one and see what advantage next-generation games could see in each.
Mesh Shaders versus Geometry Engine
We don't have a lot of information about relative performance between the two implementations. However, we can speculate.
At worst the Geometry Engine in PS5 is simply another name for mesh shading and it is simply a rebranding. At best, Sony tweaked the mesh shaders in RDNA2 just like they did caching and they will achieve the same or higher throughput than Xbox Series X.
We can be sure of one thing however, the cache coherency they implemented will also aid mesh shading / the Geometry Engine so we will likely not see a massive performance differential for this feature.
However, if Sony tweaked the Geometry Engine ON TOP OF improving caching performance, then Microsoft will have to work extra hard to maintain the performance lead when mesh shading is fully utilised.
I think you can all see where this is going…
Variable Rate Shading (VRS)
As far as we know, PS5 does not have VRS level 2 feature. However, VRS can be implemented without dedicated hardware that aids it. I would refer you to this interview with Ori developer, Moon Studios, where they describe how they implemented VRS on all platforms without using the specific VRS API calls. Granted, their use case was relatively easy due to how they sliced the image up, but similar techniques can be implemented in software in other game engines.
VRS Level 2 on Xbox Series X can improve performance between 5% and 30% dependent on the use case. Some scenes in a game will benefit more than others. However, in MOST instances it will result in SOME image quality degradation. The aim is to restrict this degradation to parts of the image where they are not visible – dark, fast-moving, blurry parts. It is like using lossy compression on an image however.
Now, for example on Dirt 5, the developer has applied it to parts of the image that are darker AND that are moving so fast that detail is difficult to see. However, even with VRS enabled, and on title update 2.0, the PS5 is neck and neck in performance and has slightly better image clarity (while the Xbox is a few frames ahead hence I said it's pretty much a wash).
So it does look like VRS was used on this title to offset the performance disadvantage of the game code running on the Xbox Series X, because of the possible compounding issues detailed previously.
If we assume for a second that Xbox could get the CPU and GPU closer to its performance targets without serious optimisation work on behalf of the developer, and that the developer is not going to bother implementing VRS in software on PS5, then yes, VRS has the possibility to provide a 5-30% performance boost over PS5. At the moment, it seems like it is used to offset the performance disparity – at least in Dirt 5.
Sample Feedback Streaming (SFS)
Well, Sample Feedback Streaming is an interesting one because we don't know if Sony has an equivalent OR if they are simply relying on brute force between the SSD and memory to try and stream textures in on the fly.
A few things are for certain:
SFS "in the lab demos" can reduce memory usage by upto 10x (so think of it as a 10x memory multiplier compared to a solution cobbled together in software.) Sony most certainly does not have an SSD interface that is 10x as fast as Microsoft's. Even if both were quoting sustained speed – which they are not – Sony's interface is only 2x faster. However, in practice it looks to be only 1.5x the raw speed from load times on equivalent software. Now the question is, can a skilled developer reduce the memory footprint advantage to around 2x, as opposed to 10x? (see UE5 below for a possible answer)
Keep in mind both companies implemented hardware compression and the algorithms – no matter what fancy name they give them – are pretty close. Even a 50% improvement on state of the art compression maths takes 5+ years to achieve and both use state of the art. Anyone saying one has a multiplier of 2x over the other with regards to data compression does not understand data compression. Keep in mind, the hardware may well allow the developers a lot of flexibility in updating the compression algorithms they use over the generation as learnings from previous generations show that it is advantageous to allow this flexibility.
Not having to wait for textures to stream in allows the GPU to continue working and it can be the difference between a stall or no stall. However, all modern game engines account for this and have a lower res texture available ready in memory. The only difference here is that the transition is smoothed over using a new algorithm and the texture pop-in is minimised to a frame as opposed to multiple frames. Useful? Sure! Revolutionary? We shall see.
UE5 was shown to be running on the PS5 and it was using ultra-high-resolution textures streaming in at 60fps without a hitch! So whether Sony has an SFS solution or not, it is obvious that Epic has figured out a way to do this consistently using the PS5 hardware. Now does this mean that UE5 cannot benefit from SFS even more and would it reduce memory footprint therefore allowing for higher detail / resolution of textures, etc? Well, it is all possible, but rather theoretical at this point and maybe even Microsoft doesn't know the answer until they see the games running. After all, would we be hitting other limits within the GPU that would bottleneck this at reasonable frame rates?
So I think SFS is likely the odd one out. It is not a proven technology and we don't know how performant the best software implementation is versus hardware assist. Also, it's new technology so will take a while to figure out.
Additionally, it looks like Sony has implemented a completely new chip for the SSD controller, which might well house similar technology – or uses brute force to achieve the same.
You can read more about SFS here from Microsoft if you are interested.
Ray Tracing hardware seems to be matched between the two – as in one Ray Accelerator per CU. However, since the Xbox Series X has more CUs, it also has more Ray Accelerators, albeit running at a lower clock speed. From tests it would seem that – although cache coherency seems to have some effect on them – it is not as large as with the rest of the pipeline and will likely be more performant on Xbox Series X.
Additionally, AI/ML can be utilised for faster and better de-noising required for ray-tracing so if Microsoft is able to implement a technique that runs on INT8 or INT4, then they would have an additional speed advantage here. See more on this under AI/ML below.
GPU – MACHINE LEARNING & AI (AI/ML)
So now we come to the Xbox Series X's trump card and in fact the only major customisation beyond RDNA2 Microsoft did to the GPU that we know of.
A customer GPU executes shader instructions in Single Precision Floating Point format called FP32. AI/ML operations however normally use FP16 (half precision) or more often integer operations (INT8 and INT4).
The PS5 is able to do FP32 and FP16, however Microsoft customised the Xbox Series X silicon to be able to perform INT8 and INT4 operations with the following speeds:
FP32: 12TFLOPS
FP16: 12 x 2 = 24 TFLOPS
INT8: 12*4 = 48 TOPS
INT4: 12*8= 96 TOPS
So the Xbox is able to perform AI/ML operations upto 8x as fast as FP32 and upto 4x as fast as FP16 (and therefore the PS5). The reason this is significant is that it gives way to technologies like Nvidia's Deep Learning Super Sampling (a type of Super Resolution algorithm) which means the Xbox can render a scene at a lower resolution and then upscale it to a higher resolution (e.g. 1080p to 4K). This could be used for backwards compatibility but also for games to run with full raytracing at 60 FPS without cutting back on ray tracing quality.
This is also significant because it could allow Microsoft not to have to release a mid-generation refresh at the same time as Sony and still stay competitive. Even if Sony was to introduce this feature in their PS5 Pro for example, they would need at least a year to ship games utilising such a feature – by which time Microsoft can make its own move. If Microsoft invests money here, and times its cards right, this can be an ace up their sleeve.
Of course, the whole mid-generation refresh is very much up in the air for this generation of consoles, while also not nearly as necessary, but that is for another article.
AI/ML can be used to enable a whole host of other applications from better enemy AI, reduction of texture data both on disk and in memory, better de-noising algorithms for ray tracing to increase its quality and many other applications we haven't even thought of. The sky is really the limit here. The question is how much Microsoft is willing to invest into Research & Development for AI/ML.
CLOSING COMMENTS
So is the Xbox Series X the World's most powerful console? In theory yes, in practice not right now. Sony's clever hardware design means that the PS5 is ever so slightly more performant for current titles with less developer optimisation necessary than Xbox Series X. However, no two consoles have ever been so close in performance terms.
While Xbox Series X has the potential to become more powerful due to its untapped potential – and less relative IPC utilisation – it is going to depend on how much investment Microsoft is willing to make into not only optimising the full software stack but also go beyond in enabling developers to easily and fully utilise the hardware under the hood.
As I said, context is important. In a World where the Xbox Series X is the more performant console, the GDK with its cross PC / Xbox development made a lot of sense. It made a lot of sense because the Xbox Series X had a lot of performance margin to play with: upto 20% more if we look at it theoretically.
However, in a World where the Xbox Series X is pretty much on par with the PS5 and in fact has work to do to achieve on par performance consistently, a GDK that is more generalised as opposed to specialised can become a liability if not handled correctly.
For the GDK not to become a liability, Microsoft might need to go beyond traditional optimisations, and also needs to ask the question whether contributing first-party optimisations to game engines like UE5 is worthwhile to allow third-party developers to reach their performance targets easier.
It also raises another question: now that Microsoft has so many first party studios, is it worth having to re-develop the same code and optimisations again and again by each studio for each game engine and title, or should Microsoft actually start their own unified game engine development, just like EA did with Frostbite. This would allow their first-party studios to focus on creating content as opposed to re-inventing the wheel again and again, especially as the wheel is becoming so crazily complex. After all, they now own some of the best game engines in the World and could easily compete with UE5 and Frostbite: IDTech, Forza Tech, Halo's Slipstream Engine developed by some of the same engineers who wrote the DirectX graphics API (the Xbox name comes from this API).
One strategy could be to have the Coalition continue to work on Unreal Engine, but heavily contributing code back to the code base for third party developers to use, while the other studios start contributing code to a common game engine runtime. This could give Microsoft a leg up on Sony and could allow content to take centre-stage, as opposed to the (continuous re-invention of) technology.
Although, Sony's hardware is not anywhere near fully tapped out, especially with regards to next-gen features, its IPC is definitely a lot closer to its ceiling due to a more performant software stack and very clever hardware optimisations. There is only so much Sony can do from here with regards to IPC but I very much doubt Sony is going to stop here either.
Whatever the case may be, this will be one hell of a generation to watch and both consoles will surely impress as the generation heats up.
Author Roland JutaiPosted on January 10, 2021 January 13, 2021 Categories UncategorizedTags Xbox, Xbox One X, Xbox Series X
3 thoughts on "Xbox Series X versus Playstation 5 Performance"
Farah says:
Superb article. Very techy…will be very interesting to see in 2023 / 2024 the mid Gen hardware upgraded consoles too
Thank you, Farah. That's another article altogether but mid-gen refreshes are not a sure thing due to cost. However, these new consoles are a lot more forward-looking than the Xbox One or PS4 were. The jump in quality will be much greater over their lifetime and will compete with PC a lot easier. I don't think a mid-gen refresh will be necessary. Let's see how we go. 🙂
Just to add… UE5 and the consoles were being blueprinted / developed together and will enable a performance uplift you would have had to wait another generation – or two. I am curious how developers will maximise the hardware beyond that however and would like to see Xbox contributing back to the code base heavily this gen. 🙂
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text:
package com.goodgame.profiling.rewrite_framework.systems.gatherer.monitoring;

import org.kohsuke.MetaInfServices;

import com.goodgame.profiling.commons.statistics.WriteToStorageEvent;
import com.goodgame.profiling.commons.statistics.eventbus.EventBusManager;
import com.goodgame.profiling.commons.statistics.gathering.StatisticGatherer;

@MetaInfServices
public class SourceWatchdogMonitor implements StatisticGatherer {
    private int count;

    public void init() {
        EventBusManager.subscribe( SourceWatchdogKilledFetchEvent.class, e -> {
            count++;
        });

        EventBusManager.subscribe( WriteToStorageEvent.class, e -> {
            e.storageToWriteTo().getSubStorageCalled( "SourceWatchdog" ).store( "killedSources", count );
        });
    }
}

redpajama_set_name: RedPajamaGithub


text:
Asia's ultra-rich rank S'pore as region's top pick for luxury homes
March 2, 2021 by MyPropertyTime, posted in Uncategorized
Updated from : The Straits Times, 2 Mar 2021
Singapore has become one of the world's most sought-after locations for buying investment homes as its safe-haven reputation has been further strengthened by moves to successfully manage the pandemic and support businesses.
According to Knight Frank's Wealth Report released today, private home prices in the country's prime districts dipped 0.2 per cent last year as travel restrictions kept foreign buyers away.
But demand is expected to rebound this year as such properties remain relatively affordable, helped by vaccine roll-outs and border reopenings.
Knight Frank's survey of more than 600 private bankers, wealth advisers, intermediaries and family offices found "a change in strategy" by ultra-high-net-worth individuals – those whose net wealth exceeds US$30 million (S$40 million) – due to global uncertainty in the wake of the pandemic.
"As a result, they are investing in additional homes domestically wherever they can, followed by second homes in cities and countries that best fit their needs in the new normal," said Ms Victoria Garrett, head of residential, Asia-Pacific, at Knight Frank.
Singapore's luxury residential market is the top Asian territory of choice for the ultra-wealthy in Asia, after Britain, the United States and Australia, noted Mr Nicholas Keong, head of residential (international project marketing) at Knight Frank Singapore.
"Home buyers from India, Japan, Malaysia and South Korea rated Singapore in their top-five locations when considering investment homes abroad. The manner in which Singapore's Government was able to financially support businesses as well as put in place measures to control the spread of Covid-19 further enhanced Singapore's reputation as a safe bastion for investors," he added.
This could augur well for luxury home prices, with 26 per cent of those surveyed planning to buy a new home this year, up from 21 per cent last year. "This demand could help fuel price rises of up to 7 per cent in key markets" this year, the report said.
Moreover, unlike Auckland, Shenzhen, Seoul and Manila, where average home prices ended between 10 per cent and 18 per cent higher last year, prices of prime properties here dipped 0.2 per cent and sales plunged 20 per cent due to a lack of new launches and travel restrictions that kept foreign investors away.
Nevertheless, Singapore continues to be an oasis for investments due to its stable political environment and extensive measures to mitigate any recurrence of the outbreak, the report said.
This is borne out by a 10.2 per cent rise in the number of ultra-high-net-worth individuals in Singapore last year to 3,732, despite the recession and an overall drop in median household income from work of 2.4 per cent, said Ms Wendy Tang, group managing director at Knight Frank Singapore.
Dip in Singapore's prime property prices last year, compared with Auckland, Shenzhen, Seoul and Manila, where average home prices ended between 10 per cent and 18 per cent higher.
"Given that South-east Asia has one of the fastest growing middle-class demographics in the world, Singapore is well positioned to ride the growth.
"As such, the number of ultra-high-net-worth individuals in Singapore is forecast to grow by about 31 per cent between 2020 and 2025 to 4,888," she added.
Mr Leonard Tay, head of research at Knight Frank Singapore, noted that Singapore has a smaller number of ultra-high-net-worth individuals compared with other Asian countries in the list.
"With a lower base, a relatively decent growth in quantum results in a higher percentage increase."
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