Netflix continues to lock down plans to offer ad-supported service. As The Hollywood Reporternotes, company co-chief Ted Sarandos confirmed to guests at the Cannes Lions festival that Netflix is adding an ad-backed tier with a lower price. He stressed that the option wouldn't bring ads to Netflix "as you know it today" — as with rivals like Peacock, you'll still have the option to avoid marketing altogether. This is just for people who "don't mind advertising," he said.
Sarandos didn't share further details. However, The Wall Street Journalsources recently claimed Google and NBCUniversal are the "top contenders" to help Netflix build the ads-included plan. Either would likely have an exclusive arrangement to serve and (at least in NBCU's case) sell ads. Roku has also had early discussions, according to tipsters. Industry executives talking to Netflix supposedly haven't learned specifics, such as the amount of ads you'll see each hour or whether there will be ad targeting. We've asked Netflix for comment.
The future option is an acknowledgment that Netflix left a large group of customers "off the table," according to Sarandos. The company lost subscribers for the first time in a decade this past quarter, and it's eager to return to growth quickly. An ad-supported plan could help with that goal by drawing in customers put off by Netflix's regular pricing.
Like strokes and folks, there are different types and sources of radiation both terrestrial and in space. Non-ionizing radiation, meaning the atom doesn’t have enough energy to fully remove an electron from its orbit, can be found in microwaves, light bulbs, and Solar Energetic Particles (SEP) like visible and ultraviolet light. While these forms of radiation can damage materials and biological systems, their effects can typically be blocked (hence sunscreen and microwaves that don't irradiate entire kitchens) or screened by the Ozone layer or Earth’s magnetosphere.
Earth’s radiation belts are filled with energetic particles trapped by Earth’s magnetic field that can wreak havoc with electronics we send to space. Credits: NASA's Scientific Visualization Studio/Tom Bridgman
Ionizing radiation, on the other hand, is energetic to shed an electron and there isn’t much that can slow their positively-charged momentum. Alpha and beta particles, Gamma rays, X-rays and Galactic Cosmic Rays, “heavy, high-energy ions of elements that have had all their electrons stripped away as they journeyed through the galaxy at nearly the speed of light,” per NASA. “GCR are a dominant source of radiation that must be dealt with aboard current spacecraft and future space missions within our solar system.” GCR intensity is inversely proportional to the relative strength of the Sun’s magnetic field, meaning that they are strongest when the Sun’s field is at its weakest and least able to deflect them.
Chancellor, J., Scott, G., & Sutton, J. (2014)
Despite their dissimilar natures, both GCR and SEP damage the materials designed to shield our squishy biological bodies from radiation along with our biological bodies themselves. Their continued bombardment has a cumulative negative effect on human physiology resulting not just in cancer but cataracts, neurological damage, germline mutations, and acute radiation sickness if the dose is high enough. For materials, high-energy particles and photons can cause “temporary damage or permanent failure of spacecraft materials or devices,” Zicai Shen of the Beijing Institute of Spacecraft Environment Engineering notes in 2019’s Protection of Materials from Space Radiation Environments on Spacecraft.
“Charged particles gradually lose energy as they pass through the material, and finally, capture a sufficient number of electrons to stop,” they added. “When the thickness of the shielding material is greater than the range of a charged particle in the material, the incident particles will be blocked in the material.”
How NASA currently protects its astronauts
To ensure that tomorrow’s astronauts arrive at Mars with all of their teeth and fingernails intact, NASA has spent nearly four decades collecting data and studying the effects radiation has on the human body. The agency’s Space Radiation Analysis Group (SRAG) at Johnson Space Center is, according to its website, “responsible for ensuring that the radiation exposure received by astronauts remains below established safety limits.”
According to NASA, “the typical average dose for a person is about 360 mrems per year, or 3.6 mSv, which is a small dose. However, International Standards allow exposure to as much as 5,000 mrems (50 mSv) a year for those who work with and around radioactive material. For spaceflight, the limit is higher. The NASA limit for radiation exposure in low-Earth orbit is 50 mSv/year, or 50 rem/year.”
SRAG’s Space Environment Officers (SEOs) are tasked with ensuring that the astronauts can successfully complete their mission without absorbing too many RADs. They take into account the various environmental and situational factors present during a spaceflight — whether the astronauts are in LEO or on the lunar surface, whether they stay in the spacecraft or take a spacewalk, or whether there is a solar storm going on — combine and model that information with data collected from onboard and remote radiation detectors as well as the NOAA space weather prediction center, to make their decisions.
The Radiation Effects and Analysis Group at Goddard Space Flight Center, serves much the same purpose as SRAG but for mechanical systems, working to develop more effective shielding and more robust materials for use in orbit.
“We will be able to ensure that humans, electronics, spacecraft and instruments — anything we are actually sending into space — will survive in the environment we are putting it in,” Megan Casey, an aerospace engineer in the REAG said in a 2019 release. “Based on where they’re going, we tell mission designers what their space environment will be like, and they come back to us with their instrument plans and ask, ‘Are these parts going to survive there?’ The answer is always yes, no, or I don’t know. If we don’t know, that’s when we do additional testing. That’s the vast majority of our job.”
NASA’s research will continue and expand throughout the upcoming Artemis mission era. During test flights for the Artemis I mission, both the SLS rocket and the Orion spacecraft will be outfitted with sensors measuring radiation levels in deep space beyond the moon — specifically looking at the differences in relative levels beyond the Earth’s Van Allen Belts. Data collected and lessons learned from these initial uncrewed flights will help NASA engineers build better, more protective spacecraft in the future.
And once it does eventually get built, crews aboard the Lunar Gateway will maintain an expansive radiation sensor suite, including the Internal Dosimeter Array, designed to carefully and continually measure levels within the station as it makes its week-long oblong orbit around the moon.
“Understanding the effects of the radiation environment is not only critical for awareness of the environment where astronauts will live in the vicinity of the Moon, but it will also provide important data that can be used as NASA prepares for even greater endeavors, like sending the first humans to Mars,” Dina Contella, manager for Gateway Mission Integration and Utilization, said in a 2021 release.
NASA might use magnetic bubbles in the future
Tomorrow’s treks into interplanetary space, where GCR and SEP are more prevalent, are going to require more comprehensive protection than the current state of the art passive shielding materials and space weather forecasting predictions can deliver. And since the Earth’s own magnetosphere has proven so handy, researchers with the European Commission's Community Research and Development Information Service (CORDIS) have researched creating one small enough to fit on a spaceship, dubbed the Space Radiation Superconducting Shield (SR2S).
The €2.7 million SR2S program, which ran from 2013 to 2015, expanded on the idea of using superconducting magnets to generate a radiation-stopping magnetic force field first devised by ex-Nazi aerospace engineer Wernher von Braun in 1969. The magnetic field produced would be more than 3,000 times more concentrated than the one encircling the Earth and would extend out in a 10-meter sphere.
“In the framework of the project, we will test, in the coming months, a racetrack coil wound with an MgB2 superconducting tape,” Bernardo Bordini, coordinator of CERN activity in the framework of the SR2S project, said in 2015. “The prototype coil is designed to quantify the effectiveness of the superconducting magnetic shielding technology.”
It wouldn’t block all incoming radiation, but would efficiently screen out the most damaging types, like GCR, which flows through passive shielding like water through a colander. By lowering the rate at which astronauts are exposed to radiation, they’ll be able to serve on more and longer duration missions before hitting NASA’s lifetime exposure limit.
“As the magnetosphere deflects cosmic rays directed toward the earth, the magnetic field generated by a superconducting magnet surrounding the spacecraft would protect the crew,” Dr Riccardo Musenich, scientific and technical manager for the project, told Horizon in 2014. “SR2S is the first project which not only investigates the principles and the scientific problems (of magnetic shielding), but it also faces the complex issues in engineering.”
Two superconducting coils have already been constructed and tested, showing the feasibility in using them to build lightweight magnets but this is very preliminary research, mind you. The CORDIS team doesn’t anticipate this tech making it into space for another couple decades.
Researchers from University of Wisconsin–Madison's Department of Astronomy have recently set about developing their own version of CORDIS’ idea. Their Cosmic Radiation Extended Warding using the Halbach Torus (CREW HaT) project, which received prototyping funding from NASA’s Innovative Advanced Concepts (NIAC) program in February, uses “new superconductive tape technology, a deployable design, and a new configuration for a magnetic field that hasn't been explored before," according to UWM associate professor and researches lead author, Dr. Elena D'Onghia told Universe Today in May.
NASA
“The HaT geometry has never been explored before in this context or studied in combination with modern superconductive tapes,” she said in February’s NIAC summary. “It diverts over 50 percent of the biology-damaging cosmic rays (protons below 1 GeV) and higher energy high-Z ions. This is sufficient to reduce the radiation dose absorbed by astronauts to a level that is less than 5 percent of the lifetime excess risk of cancer mortality levels established by NASA.”
Or astronauts might wear leaden vests to protect their privates
But why go through the effort of magnetically encapsulating an entire spaceship when really it’s just a handful of torsos and heads that actually need the protection? That’s the idea behind the Matroshka AstroRad Radiation Experiment (MARE).
Developed in partnership with both the Israel Space Agency (ISA) and the German Aerospace Center (DLR), two of the MARE vests will be strapped aboard identical mannequins and launched into space aboard the Orion uncrewed moon mission. On their three-week flight, the mannequins, named Helga and Zohar, will travel some 280,000 miles from Earth and thousands of miles past the moon. Their innards are designed to mimic human bones and soft tissue, enabling researchers to measure the specific radiation doses they receive.
Its sibling study aboard the ISS, the Comfort and Human Factors AstroRad Radiation Garment Evaluation (CHARGE), focuses less on the vest’s anti-rad effectiveness and more on the ergonomics, fit and feel of it as astronauts go about their daily duties. The European Space Agency is also investigating garment-based radiation shielding with the FLARE suit, an “emergency device that aims to protect astronauts from intense solar radiation when traveling out of the magnetosphere on future Deep Space missions.”
Or we’ll line the ship hulls with water and poo!
One happy medium between the close-in discomfort of wearing a leaded apron in microgravity and the existential worry of potentially having your synapses scrambled by a powerful electromagnet is known as Water Wall technology.
“Nature uses no compressors, evaporators, lithium hydroxide canisters, oxygen candles, or urine processors,” Marc M. Cohen Arch.D, argued in the 2013 paper Water Walls Architecture: Massively Redundant and Highly Reliable Life Support for Long Duration Exploration Missions. “For very long-term operation — as in an interplanetary spacecraft, space station, or lunar/planetary base — these active electro-mechanical systems tend to be failure-prone because the continuous duty cycles make maintenance difficult.”
So, rather than rely on heavy and complicated mechanizations to process the waste materials that astronauts emit during a mission, this system utilizes osmosis bags that mimic nature’s own passive means of purifying water. In addition to treating gray and black water, these bags could also be adapted to scrub CO2 from the air, grow algae for food and fuel, and can be lined against the inner hull of a spacecraft to provide superior passive shielding against high energy particles.
“Water is better than metals for [radiation] protection,” Marco Durante of the Technical University of Darmstadt in Germany, told New Scientist in 2013. This is because the three-atom nucleus of a water molecule contains more mass than a metal atom and therefore is more effective at blocking GCR and other high energy rays, he continued.
The crew aboard the proposed Inspiration Mars mission, which would have slingshot a pair of private astronauts around Mars in a spectacular flyby while the two planets were at their orbital closest in 2018. You haven’t heard anything about that because the nonprofit behind it quietly went under in 2015. But had they somehow pulled off that feat, the plan was to have the astronauts poop into bags, sophon out the liquid for reuse and then pile the vacuum-sealed shitbricks against the walls of the spacecraft — alongside their boxes of food — to act as radiation insulation.
“It’s a little queasy sounding, but there’s no place for that material to go, and it makes great radiation shielding,” Taber MacCallum, a member of the nonprofit funded by Dennis Tito, told New Scientist. “Food is going to be stored all around the walls of the spacecraft, because food is good radiation shielding.” It’s just a quick jaunt to the next planet over, who needs plumbing and sustenance?
Twitch has been tightening its content policies in recent months, and that now includes mentions of self-harm. The livestreaming service has updated its Community Guidelines to include examples of the self-harm behavior it doesn't allow. The clarified policy is meant to foster "meaningful conversation" about mental and physical health while preventing further harm.
Broadcasters can share stories of self-harm or suicide, but can't describe them in "graphic detail" or share suicide notes. Studies show this could lead to similar thoughts among vulnerable people, Twitch said. The refined policy also singles out content that encourages eating disorders, such as unhealthy weight loss programs and attempts to glorify common eating disorder habits.
The move comes relatively soon after Twitch clamped down on usernames referencing hard drugs and sex, as well as creators who routinely spread misinformation. Not long after, the Amazon brand rolled out improved reporting tools to help viewers flag inappropriate content while providing a streamlined appeals process. Twitch has dealt with abuses in the weeks since, but it's clearly hoping the policy changes will reduce the volume of incidents going forward.
In the US, the National Suicide Prevention Lifeline is 1-800-273-8255. Crisis Text Line can be reached by texting HOME to 741741 (US), 686868 (Canada), or 85258 (UK). Wikipedia maintains a list of crisis lines for people outside of those countries.
When you hear the word "bacteria," you probably picture organisms that couldn't be seen unless they're placed under a microscope. A bacterium that has now been classified as the largest in the world ever discovered, however, needs no special tools to be visible to the naked eye. Thiomargarita magnifica, as it's called, takes on a filament-like appearance and can be as long as a human eyelash. As the BBC notes, that makes it bigger than some more complex organisms, such as tiny flies, mites and worms. It was first discovered by marine biologist Olivier Gros living on sunken mangrove tree leaves in the French Caribbean back in 2009.
Due to the organism's size, Gros first thought he was looking at a eukaryote rather than simpler prokaryotic organisms like bacteria. It wasn't until he got back to his laboratory that he found out that it wasn't the case at all. Years later, Jean-Marie Volland and his team at the Lawrence Berkeley National Laboratory in California took a closer look at the bacterium using various techniques, such as transmission electron microscopy, to confirm that it is indeed a single-cell organism. They've recently published a paper describing the centimeter-long bacterium in Science.
Volland said T. magnifica is "5,000 times bigger than most bacteria" and is comparable to an average person "encountering another human as tall as Mount Everest." One other information Volland's team has discovered is that the bacterium keeps its DNA organized within a structure that has a membrane. In most bacteria, DNA materials just float freely in their cytoplasm. Further, it has around 6,000 billion bases of DNA. "For comparison, a diploid human genome is approximately six giga (billion) bases in size. So this means that our Thiomargarita stores several orders of magnitude more DNA in itself as compared to a human cell," said team member Tanja Woyke.
While the scientists know that T. magnifica grows on top of mangrove sediments in the Caribbean and that it creates energy to live using chemosynthesis, which is similar to photosynthesis in plants, there's still a lot about it that remains a mystery. And it'll likely take some time before the scientists can discover its secrets: They have yet to figure out how to grow the organism in the lab, so Gros has to gather samples every time they want to run an experiment. It doesn't help that the organism has an unpredictable life cycle. Gros told The New York Times that he couldn't even find any over the past two months.
Volland and his team now aim to find a way to grow T. magnifica in the lab. As for Gros, he now expects other teams to go off in search of even bigger bacteria, which like T. magnifica, may also be hiding in plain sight.
The Metaverse, as Meta CEO Mark Zuckerberg envisions it, will be a fully immersive virtual experience that rivals reality, at least from the waist up. But the visuals are only part of the overall Metaverse experience.
“Getting spatial audio right is key to delivering a realistic sense of presence in the metaverse,” Zuckerberg wrote in a Friday blog post. “If you're at a concert, or just talking with friends around a virtual table, a realistic sense of where sound is coming from makes you feel like you're actually there.”
That concert, the blog post notes, will sound very different if performed in a full-sized concert hall than in a middle school auditorium on account of the differences between their physical spaces and acoustics. As such, Meta’s AI and Reality Lab (MAIR, formerly FAIR) is collaborating with researchers from UT Austin to develop a trio of open source audio “understanding tasks” that will help developers build more immersive AR and VR experiences with more lifelike audio.
The first is MAIR’s Visual Acoustic Matching model, which can adapt a sample audio clip to any given environment using just a picture of the space. Want to hear what the NY Philharmonic would sound like inside San Francisco’s Boom Boom Room? Now you can. Previous simulation models were able to recreate a room’s acoustics based on its layout — but only if the precise geometry and material properties were already known — or from audio sampled within the space, neither of which produced particularly accurate results.
MAIR’s solution is the Visual Acoustic Matching model, called AViTAR, which “learns acoustic matching from in-the-wild web videos, despite their lack of acoustically mismatched audio and unlabeled data,” according to the post.
“One future use case we are interested in involves reliving past memories,” Zuckerberg wrote, betting on nostalgia. “Imagine being able to put on a pair of AR glasses and see an object with the option to play a memory associated with it, such as picking up a tutu and seeing a hologram of your child’s ballet recital. The audio strips away reverberation and makes the memory sound just like the time you experienced it, sitting in your exact seat in the audience.”
MAIR’s Visually-Informed Dereverberation mode (VIDA), on the other hand, will strip the echoey effect from playing an instrument in a large, open space like a subway station or cathedral. You’ll hear just the violin, not the reverberation of it bouncing off distant surfaces. Specifically, it “learns to remove reverberation based on both the observed sounds and the visual stream, which reveals cues about room geometry, materials, and speaker locations,” the post explained. This technology could be used to more effectively isolate vocals and spoken commands, making them easier for both humans and machines to understand.
VisualVoice does the same as VIDA but for voices. It uses both visual and audio cues to learn how to separate voices from background noises during its self-supervised training sessions. Meta anticipates this model getting a lot of work in the machine understanding applications and to improve accessibility. Think, more accurate subtitles, Siri understanding your request even when the room isn't dead silent or having the acoustics in a virtual chat room shift as people speaking move around the digital room. Again, just ignore the lack of legs.
“We envision a future where people can put on AR glasses and relive a holographic memory that looks and sounds the exact way they experienced it from their vantage point, or feel immersed by not just the graphics but also the sounds as they play games in a virtual world,” Zuckerberg wrote, noting that AViTAR and VIDA can only apply their tasks to the one picture they were trained for and will need a lot more development before public release. “These models are bringing us even closer to the multimodal, immersive experiences we want to build in the future.”
Formula E recently showed off its latest Gen3 car that it says is faster, more agile and "the world's most efficient" racing vehicle to date. Now, we're getting a first look at one on a track at England's Goodwood in the form of the Mahinda M9 Electro with Nick Heidfeld at the wheel.
On its Twitter account, Goodwood said that Heidfeld was "not holding back" and it looked like the car made a clean lap other than a few minor lockups. On track, the Gen3 design certainly looks more subdued and less dramatic than the Gen2, but it's lighter (840kg compared to 920kg including driver) and quicker in every way.
The Gen3 model is very specifically designed for street circuit racing with high maneuverability and speeds up to 200 MPH. That's not quite as fast as the 220-230 MPH top speeds for F1 cars, but the Formula E vehicles do that with less than half the power. They're also highly efficient, with over double the regenerative braking capabilities of the Gen2 cars. Overall, they convert 90 percent of battery energy to mechanical power, compared to 52 percent for F1 cars.
There are now 11 Gen3 teams confirmed with 22 cars, including DS Automobiles, Dragon/Penske, Envision, Mercedes-EQ, Avalanche Andretti, Jaguar, Maserati, NIO 333, Nissan and Porsche, along with Mahindra. The first season of Gen3 will kick off this winter with pre-season testing.
What’s so “Pro” about the new 13-inch MacBook Pro? Devindra and Cherlynn chat with Laptop Magazine’s Editor-in-Chief, Sherri L. Smith, about Apple’s confusing new ultraportable. Sure, the M2 chip makes it faster, but why does it have a worse screen and fewer features than the new MacBook Air? Are real professionals better off with the faster (but more expensive) 14-inch MacBook Pro? Also, they dive into the wild new VR headset prototypes from Meta, as well as Twitter’s reinvention of blogging.
Listen above, or subscribe on your podcast app of choice. If you've got suggestions or topics you'd like covered on the show, be sure to email us or drop a note in the comments! And be sure to check out our other podcasts, the Morning After and Engadget News!
Carl Pei’s Nothing phone won’t be coming to the US – 42:22
Working on – 43:28
Pop culture picks – 46:03
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Credits Hosts: Cherlynn Low and Devindra Hardawar Guest: Sherri L. Smith, Editor-in-Chief, Laptop Magazine Producer: Ben Ellman Music: Dale North and Terrence O'Brien Livestream producers: Julio Barrientos Graphic artists: Luke Brooks and Brian Oh
GM's Cruise has started charging passengers for fully driverless rides in San Francisco. The company secured a driverless deployment permit from the California Public Utilities Commission (CPUC) earlier this month, making it the first in the industry to do so. That allows Cruise to charge for rides with no safety driver behind the wheel, though its vehicles are limited to select streets in the city. In addition, the company's paid passenger service can only operate from 10PM to 6AM, and its cars can only drive at a max speed of 30 mph.
Another limitation is that its driverless vehicles aren't allowed on highways and can't operate during times of heavy fog and rain. Still, it's a major milestone, not just for Cruise, but for the nascent robotaxi industry as a whole. Cruise's permit allows it to operate a commercial driverless ride—hailing service with a fleet of up to 30 vehicles. It previously said that it will roll out fared rides gradually, and it reiterated that plan in its latest announcement, where it noted that it's "inviting more people" into its driverless vehicles every week. The goal is to eventually be able to offer fared rides all day across the entire city.
UPDATE: As of last night, fared rides are now rolling out to our customers in SF.
Cruise received permission to offer the public robotaxi rides last year, but it could only do so for free. The company, along with Waymo, was finally allowed to charge passengers this March, as long as they were rides with safety drivers behind the wheel. While Waymo can't charge for fully autonomous rides yet, it's still the only other company that's been granted a drivered deployment permit, based on CPUC's list.
Yes, Juul e-cigarettes have been banned in the US, but we talked about that yesterday. But what’s like vapes? Replicants and ‘80s sci-fi? Maybe not, but anyway,Nightdive Studios has finally released Blade Runner: Enhanced Edition for Windows PCs (via Steam), PlayStation, Switch and Xbox consoles. The modernized version runs at 60 frames per second instead of the original's 15 fps, complete with updated animations and models.
At the time, Westwood's 1997 game pushed the boundaries of both graphics and gameplay. Instead of the usually fixed plot, Blade Runner changed the replicants and humans around with each playthrough while also offering branching storylines.
Rather than relying on either 2D art or crude 3D, the title used voxels (pixels with 3D attributes), giving far more visual detail for the era, including volumetric lighting. Think of it as the ray-tracing of ‘90’s gaming. This choice in graphics technology made for a challenging remaster, however, as it didn’t play well with graphics cards, and then the source code was lost in an office move. For those that played the unlicensed version, it might not look quite as good, but hey, at least it runs on your Switch.
As teased yesterday, the FDA has banned e-cigarette maker Juul from selling and distributing its products in the US. It ordered the company to remove its wares from the market or face enforcement actions. Juul told Engadget it intends to seek a stay on the decision. It’s exploring all other options, including an appeal.
Slimmer, high-resolution phone cameras are incoming.
Despite featuring some of the smallest pixels yet, Samsung’s new 200-megapixel camera sensor has autofocus capability in every pixel, binning for better low-light capability and multi-gain ISO for maximum dynamic range.
Each pixel has autofocus detection capability, and the Super QPD tech uses a single lens over four pixels for quicker and more accurate autofocus. It can also bin four 0.56 micron pixels into a larger 1.12 micron 50-megapixel sensor for better low-light capability, or even combine 16 pixels into one 2.24 microns in size.
The Polestar 5 is making its first public appearance at the 2022 Goodwood Festival of Speed in West Sussex, England. As part of the First Glance vehicles event, a prototype of the upcoming four-door electric GT sports car will drive up the Goodwood hill twice each day. The Polestar 5 is the production version of a concept EV called Precept, introduced back in 2020. When the company announced it was going to turn the concept into a real vehicle, it said it would manufacture the EV at a new carbon-neutral facility in China.
The company previously cut 150 jobs in May amid business woes.
Netflix has laid off around 300 people in its latest round of job cuts. Most of the layoffs were in the US, according to Variety, and affected a number of departments. This is Netflix's second round of layoffs due to slowing revenue growth. It laid off 150 employees, along with many part-time workers and contractors, back in May. The company has around 11,000 employees globally. Netflix is still hiring on other fronts and has already earmarked around $17 billion to invest in content this year alone.
This comes after the website launched its own NFT collection in May.
eBay has truly (unfortunately?) fully embraced non-fungible tokens: The e-commerce company has acquired KnownOrigin, an established marketplace for digital art NFTs. KnownOrigin has been around since 2018 and gives artists a platform to create and sell their art as NFTs in exchange for cryptocurrency payments.
EA's Codemasters is making F1 2022 audio more realistic with an improved driver modes plus updates that make broadcast and car sounds more authentic, it revealed in its latest Developer Deep Dive video. It also unveiled its first licensed soundtrack with 33 songs from artists like Charli XCX, Hozier and Marshmellow.
This year Formula 1 introduced all new cars that rely on floor tunnels to generate downforce and allow for tighter racing, along with all-new engines and more. F1 2022 is on top of those changes not just with the physics and visuals but also the sounds. To that end, the game has introduced all-new engine bundles based on the real vehicle sounds to give you the feeling of sitting in real Red Bull, Ferrari, Mercedes and other Formula 1 vehicles.
"In a game like F1 22 the cars are the star so we want them to sound as authentic as possible. We record the actual cars every season and it's important that we recreate the authenticity of the engines," said audio director Brad Porter. "Players use the sound of the engine to drive the car so it's important to get that across as accurately as possible."
That also includes touches like recording audio using the real headsets from team race engineers and simulating how things would sound to a driver inside a helmet. The developers also used mics that are very close to what announcers use in order accurately simulate the broadcast audio.
That allowed the team to enhance the different sound modes available, including both Driver mode and Broadcast mode. The latter mode is designed to sound as close as possible to what you'd here on TV, Porter explained. It also enhanced the Cinematic mode to make it "larger than life" with "bespoke" touches like enhanced engine sounds, crowd noise and more. They've also added new settings to let players play with the mix of sounds more than ever.
Other new touches include the addition of Natalie Pinkham as a co-commentator, new recordings of all the announcers and authentic sounds from pit lane, garage and paddocks. Another big change is the addition of licensed music like you'll find in other EA games, letting players choose between 33 songs from artists ranging from Charli XCX to Deadmaus to Diplo. "It is an accelerative soundtrack experience, designed to strap the player into the cockpit and driven by the unrivalled energy of the new era of Formula 1," the development team said.