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Quantum Machines Discusses Direct Digital Synthesis for Large-Scale Quantum Computing

In developing the OPX1000, a controller fit for the ever-growing quantum processors counting 1,000 qubits and beyond, we had to think deeply about every detail that impairs scalability. Our recently unveiled OPX1000 module for microwave generation (MW-FEM) generates pulses up to 10.5 GHz directly, without analog oscillators or mixers. The choice of technology to reach microwave frequencies is not trivial. We choose cutting-edge direct digital synthesis (DDS) for very specific reasons, and we believe it will enable scalability and performance to an even greater degree. In this blog, we dive deeper into the considerations for going this route and existing alternatives. So stick around, whether you like mixers or hate them, this will be an interesting ride.

Summary of Technologies for Microwave Operation
The control signals for qubit drive and readout often fall in the microwave range, which is outside the range of baseband controllers. Many qubit labs have solved the issue with solutions based on mixing, including single sideband mixers, IQ-mixers, or more complicated schemes such as double super-heterodyne (DSH) conversion. Mixer-based solutions make use of analog local oscillators (LOs) that are multiplied by the signal of a controller or an AWG. IQ-mixers naturally suffer from two main spurs (affectionate name for unwanted signals), the LO leakage and the mixer image, which require non-trivial calibration to be removed. Other schemes, such as double super-heterodyne, offer a zero-calibration solution but use many more components. Additionally, mixing schemes require having an LO source per mixer if different drive frequencies are used. Having a low phase source per mixer is very expensive, and in order to cut prices, will probably include a phase-lock loops (PLL), leading to phase differences between channels, which is detrimental for multi-qubit systems. In other words, while mixers can be useful, we need to be aware of the pros and cons involved.

Nightdive Studios Discusses Remastering of "Star Wars: Dark Forces"

Last year, it was revealed that the masters of remasters at Nightdive Studios have taken on the task of bringing the beloved 90s classic Star Wars: Dark Forces to modern audiences. The remaster is set to release February 28 on PS5 and PS4, nearly 30 years after the release of the original game from LucasArts in 1995. Similar to Nightdive's previous endeavors with titles like Quake II and Turok 3: Shadow of Oblivion Remastered, Star Wars: Dark Forces Remaster honors the strong foundation of the original while updating it for modern consoles through the studio's proprietary KEX engine, allowing the game to run at up to 4K resolution at 120 FPS on PlayStation 5. With this, fans of the original as well as a whole new generation of gamers, will be able to experience Star Wars: Dark Forces and appreciate what made it such an essential title within LucasArts' (now Lucasfilm Games) impressive catalog. Further honoring the work that went into its initial development, it's been revealed that Star Wars: Dark Forces Remaster will feature a special Vault jam-packed with never-before-seen content from the making of the 1995 original!

With improved spritework and remastered cutscenes, those looking to dig deeper into a truly unique story within the Star Wars galaxy will be able to enjoy a visually pleasing narrative experience as they join protagonist Kyle Katarn, a defector turned mercenary for hire working for the Rebel Alliance, in foiling the Galactic Empire and its secret Dark Troopers Project. As much as we'd love to continue gushing over why this has been such an exciting project for Nightdive and must-play title for fans and newcomers alike, let's dive deeper into the fascinating history and behind-the-scenes work of breathing new life into Star Wars: Dark Forces with Nightdive's Project Lead and Producer, Max Waine.

Sony Sticking With PC Release Strategy According to PlayStation CEO, Planning More PS5 Exclusives

Jim Ryan, the current President and CEO of Sony Interactive Entertainment, has once again confirmed his company's committal to staggering the launch of PlayStation ports onto the PC platform. Japanese gaming magazine Famitsu published an interview last week, and western news outlets have spent time over the past weekend translating and analyzing this article. The contents/discussion focuses mostly on Sony Corporation's strategies for its PlayStation 5 console in their native market. Ryan addresses the interviewer's question about the growing popularity of gaming on PCs in Japan (the nation has historically favored home console platforms): "I think that's a very good thing. When considering the multifaceted development of game IP, PCs are indispensable for allowing more people to enjoy games in a variety of ways. I think (that) more is better."

Ryan was asked about the possibility of simultaneous first-party game launches on PS5 and PC platforms in the future - his answer points to the company not deviating from its normal operating strategy: "We also fully understand the importance of PS5 exclusive titles. As I mentioned earlier, PlayStation Studios' main responsibility is to make games for the latest PlayStation hardware that players will enjoy. We are increasing the number of PS5 exclusive games, and staggering the release of the PC versions." Ryan claims to have received positive feedback from gamers about this matter: "I often have the opportunity to ask game fans for their opinions, and when I ask them how they feel about the time lag, they often say they feel the release of a PC version two or three years after the release of the PlayStation version is acceptable. It's a community that we should cherish the most. We will continue to listen to the voices of game fans and develop various titles in a multifaceted manner."

The Last of Us PC Mod Introduces First Person Perspective Mode

The PC port of The Last of Us Part I has gained a lot of attention for its shoddy technical performance at launch, with a flurry of patches issued by developer Naughty Dog to calm down matters following barbed community feedback. An unofficial modification project has been ticking along behind the scenes, with team members and contributors content to tinker with the game, rather than engage in arguments about poor optimization and crashes to desktop. The Voyagers Revenge project has this week revealed footage of a first person perspective mode implemented into the Windows version of The Last of Us Part I.

The mod is still a work in progress, so demonstrations have been captured in the form of gameplay footage and uploaded to YouTube - actual playable code is not available to the public. The modders have implemented a feature that Naughty Dog had previously abandoned, with vice president Neil Druckmann confirming that the development team had experimented with a first person perspective mode in the early days of production, but they ultimately decided to drop it in favor of sticking to an over-the-shoulder viewpoint.
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