Alphabet Inc unit Google has inked a deal with CBS Corp to carry the network on its planned web TV service and is in advanced negotiations with 21st Century Fox and Viacom Inc to distribute its channels, three sources told Reuters.
The service, which will be part of Google’s YouTube Platform, is expected to launch in the first quarter and will include all of CBS’ content, including live NFL games, one of the sources said.
Google’s so-called “skinny bundle,” with fewer channels than a typical cable subscription, will cost $30 to $40 a month, the source said. It was unclear which Fox and Viacom networks would be part of the Google service, two of the sources said.
The sources requested anonymity because the discussions are confidential. A spokesperson for YouTube declined to comment.
Google will be launching into an increasingly crowded market. Dish Network Corp and Sony Corp, which in the past year have launched skinny bundles to appeal to younger viewers who do not want to pay for cable.
And both AT&T Inc and Hulu, the online video service owned by Disney, Fox, Comcast Corp and Time Warner Inc, have streaming television offerings that are expected to go live in the next few months.
The Wall Street Journal, which first reported the news, said Google was also in advanced talks with Walt Disney Co.
A representative at Disney was not immediately available for comment. CBS, Viacom and Fox declined to comment.
Google has been talking to media companies about its web TV for years, but its plans have just ramped up over the past few months, one of the sources said. Apple Inc had looked at a similar service but has shelved that plan for the time being, sources had previously told Reuters.
The conventional wisdom said that military first-person shooters avoided World War I because it wasn’t a “fun” war. EA DICE set out to prove the conventional wisdom wrong with Battlefield 1, and the initial wave of reviews suggests they succeeded.
As Polygon’s Arthur Gies noted in his 9 out of 10 review of the game, one of the ways DICE accomplished that was by using its single-player War Stories mode as a way to convey just how horrific the war really was.
“Battlefield 1 navigates the tonal challenges of the awful human cost of WWI well, in part by not ignoring them,” Gies said. “There’s a consistent acknowledgment of the abject terror and hopelessness that sat atop the people involved in the conflict on all sides, in part thanks to a grimly effective prologue. There’s also less explicit demonetization of the ‘enemy’ – something that feels like a real relief in the military shooter space, which seems hell-bent on giving players something they can feel good about shooting at.”
War Stories is a mostly unconnected series of short campaigns that total about six hours of playtime in total. The anthology puts players in the roles of different individuals in different combat zones, each one with their own distinct motivations and skill sets.
“Battlefield 1 feels like a move away from military shooter doctrine in plenty of ways,” Gies said. “But the biggest departure is in how little shooting there can be, at least compared to the game’s contemporaries. From tank pilot to fighter ace, from Italian shock trooper to Bedouin horse-back resistance fighter, I was never bored, because I was never doing the same thing for long.”
The change in setting also impacted the multiplayer portion of the game, which Gies appreciated. While DICE made some changes in player classes that Gies seemed to think unnecessary but “mostly fine,” he was particularly taken with the way the series’ signature physics-driven chaos and destruction felt fresh in a new (old) setting.
“Small issues aside, Battlefield 1 marks an impressive, risk-taking reinvention for the series,” Gies said. “That the multiplayer is as good and distinctive as it is is less surprising than a campaign that takes a difficult setting and navigates it with skill and invention. The end result is a shooter than succeeded far beyond my expectations, and one that exists as the best, most complete Battlefield package since 2010.”
Like Gies, GameSpot’s Miguel Concepcion gave the game a 9 out of 10. Also like Gies, Concepcion labelled the game as the best Battlefield since Bad Company 2, praising the War Stories single-player mode and its novel approach to entertaining while also attempting to inform players as to the horrors of the war.
“Beyond these heartfelt tales of brotherhood and solemn reflection, War Stories gracefully complements the multiplayer scenarios as a glorified yet effective training mode,” Concepcion said. “Along with practice time commanding vehicles and heavy artillery, it provides an opportunity to learn melee combat, as well as how to survive against high concentrations of enemy forces.”
Concepcion was also taken with the audiovisual impact of the game, long a selling point for the Battlefield franchise.
“However accurate or inaccurate Battlefield 1 is–lite J.J. Abrams lens effects notwithstanding–the immersive production values superbly amplify the sights and sounds that have previously existed in other war shooters,” Concepcion said. “Examples include the distinct clatter of empty shells dropping on the metal floor of a tank and the delayed sound of an exploding balloon from far away. The brushed metal on a specific part of a revolver is the kind of eye-catching distraction that can get you killed. Beyond the usual cacophony of a 64-player match, salvos from tanks and artillery guns add bombast and bass to the large map match. And many vistas are accentuated with weather-affected lighting with dramatic results, like the blinding white sunlight that reflects off a lake after a rainstorm.
“With Battlefield 1, EA and DICE have proven the viability of World War 1 as a time period worth revisiting in first-person shooters. It brings into focus countries and nationalities that do not exist today while also shedding light on how the outcome of that war has shaped our lives.”
In giving the game four stars out of five, Games Radar’s David Roberts also lauded the way DICE balanced a fun shooter with the horror of war.
“Even though Battlefield 1 skews toward fun rather than realism whenever it gets the chance, it’s as much about the reflection on the real history of these battles and the people who fought in them as it is about the gleeful embrace of ridiculous virtual combat,” Roberts said.
Like his peers, Roberts was impressed by the game’s War Stories single-player mode, but found the anthology format slightly restricting.
“As much as I enjoyed the narratives these missions tell, I wished each one had a little more time to breathe,” Roberts said. “Each chapter is about an hour long, and just when you get invested, they’re over. Battlefield 1’s War Stories barely skim the surface of the history, but – to be fair – this is in-line with the game’s focus on fun over fastidious accuracy.”
As for the multiplayer, Roberts said its “as good here as it’s ever been” for the Battlefield franchise. Even though the setting meant trading in the modern assault rifles of previous Battlefield games for more antiquated rifles and iron sights, Roberts said the overall impact has been an improvement on the game’s online modes.
He also found the franchise focus on destruction was given new meaning by its fresh context.
“When all’s said and done, when the matches end and the dust settles, you’ll see that large portions of the maps have transformed, their buildings pockmarked by blasts, their fortifications turned into piles of rubble,” Roberts said. “Even though bloody entertainment is at Battlefield 1’s heart, the post-game wasteland is a reminder of the toll that conflict takes on the people it consumes. Whether in single or multiplayer Battlefield 1 absolutely nails the historical sense of adventure and expectation before swiftly giving way to dread as the war takes a physical and mental toll on its participants. And this – as much as the intimate, brutal virtual warfare – is the game’s most impressive feat.”
While EGM’s Nick Plessas gave the game an 8 out of 10, he included slightly more critical comments than some other reviewers doling out equivalent scores. He was generally upbeat about the War Stories approach, but said it “misses the forest for the trees somewhat by not giving any story enough time for effectual investment.” He also identified two other issues that hamper the gameplay segments of the single-player mode.
“First, enemy AI leaves much to be desired, so that even on Hard difficulty your foes’ failure to react, flank, or recognize you as a threat syphons some of the fun out of fights,” Plessas said. “Second, the game adds a focus on stealth with a collection of mechanics like enemy awareness levels and distraction tools. While this isn’t inherently a bad thing, the Battlefield games’ fast pace and stiff controls don’t suit stealth very well, and the enemies’ recurring AI deficiencies makes these sections a slog.”
As for online, Plessas said new features like Behemoth vehicles (zeppelins, trains, and warships) were well-handled, as were “elite” classes like flamethrower troops. The addition of cavalry troops and era-appropriate weapons and planes will also require players to adjust the tactics they might have relied on in previous Battlefield games. However, the adjustment may not be as drastic as one might expect.
“These comparisons are integral because they represent the crux of what is truly new in Battlefield 1,” Plessas said. “A World War I setting is novel indeed, but this installment in the franchise is fundamentally the Battlefield game we have played before-and returning players may fall into a familiar groove quicker than expected. This isn’t necessarily bad for those in love with Battlefield, however, and while the setting may be the most significant shift, those invested in the series will find Battlefield 1 as another terrific reason to load up.”
Intel had been working to bake in security into the chip, but it seems that effort has drawn to a close with the selloff of its security division into a revamped McAfee company. Now AMD appears to be taking up the idea.
AMD has a cunning plan to push its Zen chips into the Enterprise market on the back of its new Secure Memory Encryption (SME) and Secure Encrypted Virtualisation (SEV) security features.
These new functions will help enterprises protect their databases that run on Zen servers and this could be just the edge required to get AMD back onto the corporate buy list.
This sort of tech is really useful on virtualised servers which are used through cloud hosts. This makes them affordable and flexible compared to hosting on a physical server. The virtual servers adjust accordingly the load it receives and no bandwidth is wasted.
Normally virtual servers are insecure because the data can be hacked, but the SME and SEV features will help servers protect the data.
So far Intel has not come up with any of this sort of function for its processors, despite the fact that was predicted when it wrote a big cheque for McAfee. What we are still waiting for is the information as to how the Zen chips will help consumer gamers who are leaning on discrete GPUs.
Qualcomm’s Sy Choundhury, Senior Director of Product Management, talked to the media audience in Hong Kong at the 4G and 5G summit about the security mechanisms and machine learning capabilities of Snapdragon processors.
He came up with a nice reference when talking about security, saying it is comparable with talking about hygiene. You don’t know where it starts and where it stops and this topic doesn’t get a lot of traffic unless one gets hacked / compromised.
Sy talked about security beyond fingerprint and predicts that eye-based security will happen with a lot of OEM devices next year.
Fingerprint sounds secure and it is good enough for most customers, but it looks like eye-based technologies will take over in more devices over the next year.
Microsoft and HP launched rather low volume Windows-based phones, first with iris-based recognition last year. On the other hand, the Samsung Galaxy Note 7 was the high volume phone that got positive reviews on iris recognition and security performance.
Unfortunately, Samsung canned the Note 7 due the battery issues but there will be more phones with iris security in the near future. Some companies chose to use the retina recognition, which is interesting as it doesn’t require any additional hardware. While iris recognition needs additional hardware that adds a few dollars to the Bill of Materials (BOM), retina scanning uses the RGB camera that you already have on your phone.
The downside is that you need a lot of computation power on both the CPU and GPU side, but since the SoCs are getting better and faster this should be a matter of software optimization to really make good use of the mobile chipsets.
Iris scanning seems to be an industry leader, and it will coexist with retina scanning, but it can take up to 4 years for both iris and retina sensors to be as widely used as fingerprint sensors are used now. Not to mention, security experts will love the fact that with iris and fingerprint sensors, you can get a two-factor authentication.
Companies like AliPay are investing a lot of money and they acquired EyeVerify, the company that was working on a retina-based verification solution. AliPay naturally works on a secured payment and as many of you know Apple Pay, along with Android Pay and Samsung Pay do rely on a fingerprint and with that authentication they do quite a good job.
Face recognition is also something that might be used by some devices and there is a lot of research about it as apparently your face has enough distinctive features to make it work reliably.
The future will bring some additional ways of security, and should be viewed as a good thing. Despite the whole fuss, most computers still use passwords, and most homes still use a physical key to unlock.
Qualcomm has surprised the audience at the 4G/5G summit this week in Hong Kong by launching the world’s first 5G modem. The Snapdragon X50, as it is called, supports operations in the millimeter wave (mmWave) spectrum in the 28GHz band.
It will employ Multiple-Input Multiple-Output (MIMO) antenna technology with adaptive beamforming and beam tracking techniques. Before we get you any additional details, we want to let you know that with 800 MHz bandwidth support, you get to peak download speeds of 5Gbps. That translates to about 625MB/s maximum download speed.
Qualcomm’s X16 modem is the world’s first gigabit-class modem that can theoretically get you to 1000Mbps, or 125MB/s maximal speed.
One of the limitations of the mmWave spectrum is that it doesn’t really penetrate walls, but with the help of beam forming and beam tracking the signal can propagate off walls and get you the desired speeds.
Snapdragon X50, on the other hand, is a chip that works together with Snapdragon 4G modems. Since Snapdragon X50 is launching in the second part of 2017, it should launch in devices in 2018. Fudzilla wrote before that 2018 is the year when real life trials of 5G networks will start around the world. The real deployment is expected by 2020 by at least major telecoms, but you got to start somewhere.
“The Snapdragon X50 5G modem heralds the arrival of 5G as operators and OEMs reach the cellular network and device testing phase,” says Cristiano Amon, Executive Vice President, QTI and President, Qualcomm CDMA Technologies. “Utilizing our long history of LTE and Wi-Fi leadership, we are thrilled to deliver a product that will help play a critical role in bringing 5G devices and networks to reality. This shows that we’re not just talking about 5G, we’re truly committed to it.”
The 5G modem will need a 4G modem to use the standard LTE 1 Gbps class services. The Snapdragon X80 is designed to be used for multi-mode 4G/5G mobile broadband via dual connectivity.
The Snapdragon X50 will provide 5G services while Snapdragon X16 will provide traditional 4G LTE-A services. Naturally with times we can see that the 4G part will get integrated in the 5G modem, but this is a bit down the road from now.
If you have any doubts that 5Gbps peak speeds are too much, you think about 360 videos, 4K and 8K video, virtual reality streaming, and you will quickly realize that we will one again be able to eat up the data.
The data caps will largely increase, but just give it some time. T-Mobile in the US has a sort of unlimited data plan today, and things will only get better from this point.
Under the agreement, which is a non-binding letter of intent, Tesla said it will use the cells and modules in a solar energy system that will work seamlessly with its energy storage products Powerwall and Powerpack.
The Japanese company is already working with the U.S. automaker to supply batteries for the Model 3, its first mass-market car.
Panasonic is expected to begin production at the Buffalo facility in 2017 and Tesla intends to provide a long-term purchase commitment for those cells, Tesla said in a statement, adding the agreement is contingent on shareholders’ approval of its acquisition of SolarCity.
Last week Tesla and SolarCity Corp shareholders agreed to vote on the proposed merger on Nov. 17, and the automaker said it would provide plans for the combined company ahead of the vote.
The fourth-quarter impact on Samsung Electronics’ operating profit will be “in the mid-2 trillion won range,” the company said in a press release early Friday. Using the midpoint of 2.5 trillion South Korean won, that would be about $2.2 billion. The damage will continue in the first quarter of next year, with an impact of about 1 trillion won, Samsung said.
The company announced Tuesday it had permanently stopped production of the Note7. It had launched a recall of the phone just weeks after it went on sale because of fires and explosions that destroyed some of the devices. Then, some replacement units it sent out as part of the recall had the same problem.
Also on Friday, the company said it would make significant changes in its quality assurance processes to enhance product safety for consumers.
Samsung didn’t forecast how the Note7 incident would affect sales in the coming quarters, but said it will “normalize” its mobile business by expanding sales of other high-end phones, such as the Galaxy S7 and Galaxy S7 edge.
On Wednesday, the company estimated the Note7 problem would cut about 2.6 trillion won out of a third-quarter operating profit of 7.8 trillion won. It also expects to report revenue of about 47 trillion won, down from the 49 trillion won it had forecast earlier.
Since it did not come with some of the latest AMD Radeon Software Crimson Edition driver packages, the guys over at Wccftech.com contacted AMD which gave them an official response that since September 12th, AMD is no longer bundling the AMD Gaming Evolved App by Raptr with its Radeon Software and will not provide any official support for it, including compatibility testing, install support or general technical support.
Those that still want to use it can get the Gaming Evolved App directly from Raptr or with previous builds of Radeon Software drivers package.
AMD is either making a new in-house app that will replace the one from Raptr or is simply now focusing on hardware and drivers. Unfortunately, this leaves it without any competition for the Nvidia’s Geforce Experience app which recently got completely overhauled and looks quite good.
Chief technology officer at Oculus, John Carmack, says mobile VR is currently “coasting on novelty” and developers need to be harder on themselves.
According to CNET, Carmack told the assorted throngs at the Oculus Connect event that developers need to pull their socks up and create experiences on par with non-VR applications and games.
“We are coasting on novelty, and the initial wonder of being something people have never seen before But we need to start judging ourselves. Not on a curve, but in an absolute sense. Can you do something in VR that has the same value, or more value, than what these other [non-VR] things have done?”
Carmack moaned about the higher loading times in mobile VR games as a key area in need of improvement. Users should not have to sit through 30 seconds given the brevity of most currently available VR experiences. Although he has clearly never tried to play Total War II whose screens take ages to load.
Still Carmack said that 30 second loads are acceptable if you’re going to sit down and play for an hour “…but in VR initial startup time really is poisonous. If your phone took 30 seconds to unlock every time you wanted to use it. You’d use it a lot less.”
That is true, the daft screen saver/adware/alleged resource saving software makes turning on my wife’s phone an exercise in futility.
He added: “There are apps that I wanted to play, that I thought looked great, that I stopped playing because they had too long of a load time. I would say 20 seconds should be an absolute limit on load times, and even then I’m pushing people to get it much, much lower.”
Amazon.com Inc said it would add more than 120,000 seasonal workers in the United States for the holiday season, an increase of 20 percent more than last year, highlighting the growing threat the e-commerce giant poses to traditional retailers.
U.S. retailers such as Macy’s Inc, Target Corp and Kohl’s Corp have said they plan to hire fewer temporary workers or to keep seasonal employment levels little changed this holiday season.
More than 14,000 seasonal positions were transitioned to regular, full-time roles after the holidays last year, and the company expects to increase that number this year, Amazon said on Thursday.
The U.S. National Retail Federation earlier this month forecast a 3.6 percent rise in holiday sales this year, with online sales expected to climb 7 percent to 10 percent.
U.S. brick-and-mortar retailers’ biggest challenge in recent years has been tackling the growth of online retailers, specially Amazon, which offer the same products at lower prices and have made shopping more convenient.
They are also keeping sales expectations and inventories low – and hiring light – ahead of the holiday season to avoid a repeat of last year, when unusually warm weather hit sales and piled up unsold goods.
For game critics, loving Gears of War has been problematic since the very beginning. The rippling, testosterone drenched surface of Epic’s franchise served as a distraction from its abundant qualities. Looking back, it’s clear that the first game, released in 2006, provided the Xbox 360/PlayStation 3 era with the kind of moment that arguably still hasn’t arrived for the current generation. It was a new visual benchmark, its sense of weight and physical force was entirely distinct, and – a year before the launch of Call of Duty 4: Modern Warfare – it introduced the most credible new multiplayer experience since Halo. For those who based their professional integrity on distinguishing good games from bad, to notice and appreciate any of this was to miss the square-jaws and lumpen dialogue that comprised its story.
Looking back now, it’s clear that Gears of War was one of the defining series of the last console generation, influencing the creative direction of a large proportion of action games, driving the development community towards the Unreal Engine in droves, and with Horde mode in Gears of War 2, introducing a multiplayer concept that would be adopted by everything from Uncharted to Mass Effect. Even its marketing was influential: Gears of War’s popular “Mad World” trailer might well be the origin of action games using pained, acoustic covers of popular songs to score their artfully spliced carnage.
Despite this estimable legacy, however, the reviews of Gears of War 4 are shot through with an almost apologetic tone; a need to address the (arguably misplaced) perception of Gears as nothing more than a dude-bro power fantasy. Polygon, which awards the game an impressive 9 out of 10, spends a full third of its review on story and characterisation, opening with a declaration that, “Gears of War 4 is about home and family.”
“Gears of War as a series has dealt with accusations of hyper-masculine excess and an emphasis on gore and violence since it was first announced more than ten years ago. And it’s not that those observations are wrong, exactly – the characters have always been larger than life, the men in particular wide and heavy, and the violence of the series has always been extreme and enthusiastic. But beneath or even in parallel to that aspect, there’s always been consistent themes of friendship, of relationships of support and camaraderie that would seem corny in most other games but, somehow, work in Gears of War for a passionate fanbase.”
This protagonist of this reboot – which was developed by Microsoft’s The Coalition – is J. D. Fenix, the son of the original series’ central character, Marcus Fenix. Both father and son play pivotal roles in the game’s story, which Polygon describes as, “more focused, less sprawling story than the last few entries… A lot of time is spent exploring the strained relationship between Marcus and his son, with a lot of perspective on both sides of the equation.” The game’s various other key characters all have their own emotional journeys, largely relating to those themes of family and friendship. Gears of War 4’s story and character time works as well as it does for several reasons,” Polygon says. “The writing is matter-of-fact, avoiding over-stoicism and also overwrought fluff for the most part.”
If this is an area of weakness that The Coalition sought to address, then the abiding sense from the game’s reviews is that it has made a significant improvement. Whether that’s what the vast majority of Gears of War’s players care about is another matter, of course, but The Coalition hasn’t dropped the ball with the series’ core strengths, either. Polygon praises Gears of War 4 as “simply a joy to play,” and that sentiment echoes throughout the critical discourse.
The Daily Telegraph, which awards four stars, applauds the “muscular and endlessly gratifying thrill” of the gunplay, which carries the game through a slow start that serves, “as an elongated (re)introduction to that well-oiled Gears combat, flashing between cover-to-cover, switching between shotgun and rifle and familiarising yourself with the rattle of an emptying clip and the satisfaction of a well-timed, power-boosting active reload.” There are two new enemy races to fight in place of the original series’ Locust, and “weaponry…as exotic as the bestiary” with which to fight them. The need to switch between distinct weapons to fight equally distinct weapon types has always been central to Gears of War’s appeal. Here, again, The Coalition has honoured its heritage.
The same is true of Gears of War 4 as a spectacle. You won’t find a single review that doesn’t proclaim it to be one of the very best looking games on either Xbox One or PlayStation 4, and the same is true is the PC version. Indeed, PCGamesN calls it “a visual and technical tour de force,” maintaining “searing frame-rates on ‘ultra’ settings during some of the most mind-blowing – if cheesy – set-pieces I’ve seen in games, while also inviting me to appreciate the vivid redness of sycamore leaves lazily billowing on a cracked yellow wall in a medieval town square on some parallel-to-Earth planet.”
That last observation is crucial, because the beauty of Gears 4 goes beyond polygons, framerates and animations, and extends to art direction. “This certainly ain’t the grey-brown Gears of old,” PCGamesN says, before adding, “the diversity of what it shows is stunning… This is a far cry from the game that single-handedly started the stereotype of the ‘murky brown war shooter’, taking us instead on a historical tour of the vestiges of a world parallel to ours, yet still different enough to be mysterious; I almost felt guilty as I stomped around a scenic town as a giant mech, casually calling in airstrikes to smash my way through buildings. Almost.”
Words like “jawdropping,” “stunning,” “incredible” and “breathtaking” are scattered throughout this and many other reviews, to the point where the handful of scores that fall below 8 out of 10 demand close attention. For Jimquisition, the website started by ex-Destructoid personality Jim Sterling, “there’s nothing quite like Gears on the market. The sense of weight, the meaty impact of combat, the gruesomely satisfying way heads pop and bodies burst, any given Gears game has a baseline quality even at its worst thanks to its undeniably unique style.” However, Gears of War 4 relies on that “baseline quality” a little too much, The Coalition happy to make the improvements necessary to maintain relative standards but, “doing very little to rock the boat and making minor improvements and evolving where needed.”
“Such a tactic provides a game that’s decent just because it’s Gears of War, relying on the groundwork established across four older games to maintain the baseline. And that’s most certainly what Gears 4 is. A maintenance of the series as opposed to an injection of fresh blood.”
In a sense, then, the game’s most ardent supporters and most vocal critics are in full agreement: Gears of War 4 absolutely meets the standard set by its forebears, which is either something to praise or lament depending on the individual. One suspects, though, that in the absence of new Gears, the public will be more than happy to settle for more Gears.
Just moments after Samsung officially confirmed that it is stopping production of Note 7 and halting all sales, the first realistic Galaxy S8 rumors have emerged.
According to a leak on the Weibo social network there will be two variants of the Galaxy S8 – the 5.1-inch and 5.5 inch. We are quite sure that the 5.5-inch version comes with an edge shaped screen and it is likely to be imaginatively called the Samsung Galaxy S8 Edge.
According to the leak, both versions of the S8 will use Super Amoled screens. The 5.1 version comes with a QHD (2560×1440) while the 5.5 version might have a 4K display.
As we indicated before, there will be two processers powering the Galaxy S8 phones. One is the Qualcomm Snapdragon 830 while the other is the Exynos 8895. The Snapdragon 830 can be safely called the 10nm successor of Snapdragon 820. The Exynos 8895 will likely use the same processor.
It is likely that Samsung will offer Exynos powered phones in the European market and leave us with a less attractive modem. The US and some other markets will end up with the better Qualcomm variant.
The Galaxy S8 comes with two main cameras, that is the current trend for high end phones and it will incorporate the UFS 2.1 flash storage.
One not so surprising announcement is that the Samsung’s S Voice might be replaced by the Viv assistant. Samsung just bought Viv – the digital assistant that was created by one of the people who gave the world Siri.
Most of the leaked information make sense, but again, we will have to wait and see if the information is really accurate. It would make a lot of sense to see Galaxy S8 phones with the specifications mentioned above. Some colleagues are confident that the phone may launch on February 26 2017. We are confident the launch might take place a day or two before the Mobile World Congress 2017, that takes place in Barcelona and starts on 27 February.
Samsung Electronics Co cut its quarterly profit estimate by a third on Wednesday, absorbing a $2.3 billion hit from ditching its flagship smartphone in what could be one of the costliest product safety failures in tech history.
Quantifying the financial pain of Tuesday’s move to scrap the Galaxy Note 7 smartphone after a global recall and weeks of mounting problems, the world’s top smartphone maker said it expects its July-September operating profit was 5.2 trillion won ($4.7 billion), down from the 7.8 trillion won it estimated five days ago.
Samsung said in a statement the 2.6 trillion won ($2.3 billion) guidance cut reflects the sales and earning impact it currently expects from the decision to permanently halt sales of the $882 Note 7 device. Its third-quarter revenue estimate was also cut to 47 trillion won from 49 trillion won previously.
The new earnings guidance is 30 percent below third-quarter 2015’s operating profit, and left investors and analysts pondering the longer impact on Samsung’s brand and earnings. Rival suppliers of smartphones that use the Android operating system, like Samsung’s, stand to benefit if the Note 7 damage drive consumers elsewhere.
“It’s possible there could be additional profit impact in the fourth quarter but it likely won’t be as large as the third quarter,” said Park Jung-hoon, a fund manager at HDC Asset Management, which owns shares in Samsung. “I think it’s possible for fourth-quarter profits to come in as much as the high 7 trillion won range.”
Samsung shares ended down 0.7 percent on Wednesday, with the Seoul market closing before the earnings guidance cut was announced.
Amazon.com Inc has officially launched a full-fledged music streaming service with subscriptions as low as $3.99 per month for owners of its Amazon Echo speaker, accelerating the industry trend toward more flexible pricing after years of sticking to $9.99 subscriptions.
The new streaming service, called “Amazon Music Unlimited,” lets users access a vast catalog of songs on demand, similar to Spotify and Apple Music. Subscriptions to play music on the Echo cost $3.99 per month; for access beyond that device, subscriptions cost $7.99 a month for members of Amazon’s Prime shipping and video service and $9.99 for non-members. Amazon will continue to offer Prime members a limited streaming service for free.
As it plunges deeper into the crowded streaming field, Amazon is counting on the Echo, a smart speaker that responds to voice commands, to set it apart. Released broadly last year, the Echo has become a surprise hit, prompting many to predict that voice will become a key way users interact with technology – and music is central to the device’s appeal.
Amazon has built an elaborate system of voice controls for listening on the Echo. The company believes such smart home devices will be a key source of growth for the music industry, said Steve Boom, vice president of Amazon Music.
“The first phase of growth (in music streaming) was driven almost entirely by smartphones,” he said in an interview. “We believe pretty strongly that the next phase of growth in streaming is going to come from the home.”
The low price for Amazon’s streaming service is consistent with the company’s reputation for undercutting the competition and signals the music industry is beginning to accommodate consumers who are unwilling to pay $9.99 per month. Having watched revenues plummet from the CD era, label executives have been reluctant to budge on price, but they have come under pressure as streaming accounts for more of the pie.
Boom said he is optimistic that the new prices will expand the market.
“We’re moving music away from a one-size-fits-all approach,” Boom said. “We are the ones who have been pushing this the hardest.”
Streaming services must pay a majority of their revenues to rights holders, a business model that has left Pandora and Spotify struggling to turn a profit. But Amazon can afford to take a loss on music streaming, and the boost to Prime is well worth it, analysts say.
The premium music service, following the release of a standalone video service, suggests Amazon will increasingly offer basic media options through Prime while selling additional subscriptions for consumers who want to go deeper, said analyst Jan Dawson of Jackdaw Research.
Sony Corp jumped into the race for virtual reality (VR) dominance with the $399 PlayStation VR, a headset the Japanese electronics group hopes will beat pricier rivals and revive its reputation as a maker of must-have gadgets.
Emerging from years of restructuring, Sony is reshaping itself to focus on lucrative areas such as video games, entertainment and camera sensors – rather than televisions or smartphones where demand is flat, competition acute and margins thin. The games unit is now the single largest profit contributor for the group.
The PlayStation VR headset, Sony’s first major product launch since it declared its turnaround complete in June, will put the company back on the offensive and test its ability to compete in one of the most talked-about spaces in the industry.
Rival offerings in virtual reality headsets include Facebook Inc’s $599 Oculus Rift and HTC Corp’s $799 Vive.
Sony hopes to lure in customers with its more modest price tag and by tapping the 40 million existing users of its flagship consoles – the headset is designed to plug into PlayStation 4, rather than requiring new equipment.
“Sony is well-positioned to build an early lead in the high-end VR headset race,” market researcher IHS Technology said in a report, forecasting sales of 1.4 million units in 2016.
Sony, developer of the Walkman portable cassette player and maker of the first compact disc player, hopes the headset will be a springboard to pull ahead of rivals in VR, gelling with the content portion of its business, specifically music and film.
In an interview with Reuters in September, Andrew House, Sony’s gaming division chief, said he was already in talks with media production companies to explore possibilities for Sony’s VR headset.
“We are talking about years into the future, but these are interesting conversations to start having now,” House said.
Sony, however, will compete in a crowded market. Nomura analysts expect cumulative shipments of all VR headsets to expand more than 20 times to 40 million by 2020, which along with accessories and other non-game content could be worth $10 billion.
Mark Zuckerberg, Facebook’s chief executive, said last week the Oculus business will spend $500 million to fund VR content development and is working on an affordable standalone VR headset not tethered to personal computers or consoles.