By Sept. 4, the Apple Watch will be available in 900 Best Buy stores, and it will appear in the retailer’s remaining locations by the end of the month, CEO Hubert Joly said.
Best Buy began selling the wearable in 100 stores as well as online on Aug. 7. The company had planned to expand availability to 200 additional stores by the Christmas shopping season.
However, “early momentum” from the Apple Watch “triggered” Best Buy to expand and accelerate the rollout, Joly said during a conference call to discuss the company’s second-quarter earnings.
Joly didn’t say how many Apple Watches the chain has sold so far. Apple hasn’t shared watch sales data either.
During Apple’s third-quarter earnings conference call, CEO Tim Cook said customers would have more ways to purchase the smartwatch because the company expects it to be a popular Christmas gift. A few days later, Best Buy said it would carry the wearable.
Best Buy is the only major retailer to stock the Apple Watch. The device can also be purchased from Apple’s retail and online stores and from a few high-end clothing and department stores.
Joly also discussed plans to expand Best Buy’s relationship with Apple.
The Apple shop-in-a-shop sections of 740 Best Buy stores are getting a makeover, with new fixtures and larger display tables to show Apple hardware, he said. So far, Best Buy has remodeled 350 of those departments and will revamp another 170 by the holiday shopping season.
According to reports, Intelligent Energy has created a working iPhone 6 prototype that looks no different from any other iPhone 6 except for tiny vents in the rear that allow imperceptible amounts of water vapor to escape.
The prototype contains both a rechargeable battery and its own hydrogen fuel cell, according to a report in the Telegraph.
Hydrogen fuel cells generate energy by combining hydrogen and oxygen; the only emission from the process is water.
Fuel cells supply hydrogen to a negative anode (an electrode through which electrical current flows), releasing electrons. The electrons then flow to a positive cathode (another electrode) to generate electricity. In addition, after releasing electrons, the hydrogen becomes a hydrogen ion moving to positive cathode and bonding with oxygen in the air, forming water.
Hydrogen is the simplest and most common molecule known to exist. Because of that, it is a part of almost every other substance, such as water and hydrocarbons. Hydrogen is also found in biomass, which includes all plants and animals.
Intelligent Energy has produced more than 2,000 patents related to fuel cells, which it has used to create batteries for cars and a portable recharger called the Upp. The Upp is a mini-hydrogen fuel cell that charges any USB-compatible mobile device, including smartphones, tablets, portable gaming consoles or digital cameras.
Like any fuel cell, the one in Intelligent Energy’s iPhone requires recharging with hydrogen gas. Intelligent Energy said that could be done through an adapted headphone socket.
Intelligent Energy is now working on a commercial version of the smartphone fuel cell that would be in the form of a small cartridge that fits into the bottom of a phone. The cartridge would supply power for a week and could be discarded after use.
If Hideo Kojima really is on the outs at Konami, he’s at least going out with a bang. The embargo for Metal Gear Solid V: The Phantom Pain coverage hit last night, and the first batch of reviews are glowing.
IGN’s Vince Ingenito gave the game a 10 out of 10, lavishing praise on the way it adapted the series’ stealth-action formula to an open-world environment.
“Right from the moment you’re told to get on your horse and explore the Afghan countryside, Phantom Pain feels intimidating, almost overwhelming in terms of the freedom its open world affords and the number of concepts it expects you to grasp,” Ingenito said. “It’s almost too much, especially given the relative linearity of previous Metal Gears. But what initially appeared to be an overly dense tangle of features to fiddle with instead unraveled into a well-integrated set of meaningful gameplay systems that provided me with a wealth of interesting decisions to make.”
Whether players choose to sneak their way to victory or go in guns blazing, The Phantom Pain affords them a number of avenues to do so. The game’s day/night cycle and changing weather systems can make certain strategies viable (or not) at any given time. At the same time, a private army management meta-game lets players raid battlefields for resources and new recruits, which can then be put to use researching new technologies or using their skills to open up a variety of other strategic alternatives.
However, a perfect score doesn’t mean a perfect game, and Ingenito does identify at least one weak point in the game.
It’s a somewhat surprising criticism of the game, given Metal Gear Solid 4′s penchant for frequent and extended cutscenes larding the action with exposition and plot twists. While The Phantom Pain shows flashes of that approach (Ingenito noted the “spectacular” opening sequence), it ultimately produces a narrative he found “rushed and unsatisfying.”
Obviously, that failing was not enough to tarnish an otherwise fantastic game in Ingenito’s eyes.
“There have certainly been sandbox action games that have given me a bigger world to roam, or more little icons to chase on my minimap, but none have pushed me to plan, adapt, and improvise the way this one does,” he said. “Metal Gear Solid 5: The Phantom Pain doesn’t just respect my intelligence as a player, it expects it of me, putting it in a league that few others occupy.”
GameSpot’s Peter Brown likewise gave the game a 10 and praised its adaptable approach to missions, but enjoyed the story considerably more than his counterpart at IGN.
“After dozens of hours sneaking in the dirt, choking out enemies in silence, and bantering with madmen who wish to cleanse the world, The Phantom Pain delivers an impactful finale befitting the journey that preceded it,” Brown said. “It punches you in the gut and tears open your heart. The high-caliber cutscenes, filled with breathtaking shots and rousing speeches, tease you along the way. Your fight in the vast, beautiful, and dangerous open world gives you a sense of purpose. The story is dished out in morsels, so you’ll have to work for the full meal, but it’s hard to call it ‘work’ when controlling Big Boss feels so good, with so many possibilities at your fingertips.”
Brown said prior knowledge of the series isn’t a prerequisite to enjoying The Phantom Pain, but added that “Fans of the series will find their diligence rewarded in ways that newcomers can’t begin to imagine.” They’ll also, in his estimation, be enjoying the pinnacle of the franchise.
“There has never been a game in the series with such depth to its gameplay, or so much volume in content,” Brown said. “The best elements from the past games are here, and the new open-world gameplay adds more to love on top. When it comes to storytelling, there has never been a Metal Gear game that’s so consistent in tone, daring in subject matter, and so captivating in presentation. The Phantom Pain may be a contender for one of the best action games ever made, but is undoubtedly the best Metal Gear game there is.”
Eurogamer hasn’t published its full review yet, but Matt Wales weighed in with his impressions to date. Like Brown and Ingenito, Wales underscored the narrative approach as a major departure for the series.
“Beyond an outlandish, action-packed opening sequence… The Phantom Pain is a remarkably economical affair, telling its tale of ’80s cold war subterfuge through snatches of radio dialogue (courtesy of Ocelot), and the occasional return to Mother Base between missions,” Wales said. “It’s fascinating to see such restraint from Kojima, a man well known for his self-indulgence and excess, especially considering that The Phantom Pain is likely his Metal Gear swan song.”
On the gameplay side, Wales said The Phantom Pain “isn’t exactly a radical reinvention of the stealth genre,” but acknowledged the increased freedom players are given to accomplish the familiar assortment of objectives.
“Metal Gear Solid 5′s open world might not be vast, varied or stuffed full of things to do, but it’s a place of constant movement,” Wales said. “Night falls, day breaks, sandstorms sweep in, patrols come and go – and this organic sense of life means that missions are never predictable (no matter how often you play them) with tactical possibilities arising all the time. It’s a game of planning and reacting in a world that refuses to stand still, making every minute matter and every success feel earned.”
“The gameplay, storytelling, and protagonists in Metal Gear may shift with each new installment, but Kojima’s ability to surprise and enthrall gamers remains unchanged.”
He also applauded the way The Phantom Pain managed to adopt an open-world design without the genre’s standard glut of padding.
“[E]verything you do feels meaningful and consequential,” Wales said. “Guard posts and roaming patrols aren’t simply there for colour as you traverse the world: one careless move into hostile territory and every single enemy on the map will know you’re coming, with more search parties and increased security radically altering the way a mission unfolds. And while other games tout choice and consequence as a headline feature, the Phantom Pain just gets on with it. Even the smallest action can have unexpected consequences – some significant and others barely perceptible.”
Game Informer’s Joe Juba gave the game a 9.25, currently one of the lowest scores the game has received on Metacritic (where it has a 95 average based on 15 critic reviews). Like some of the above reviewers, Juba was a bit disappointed at The Phantom Pain’s approach to storytelling, but noted that having the narrative take a step in to the background puts the focus on the game’s strongest point, its open-ended gameplay.
“A series can’t survive this long without evolving, and The Phantom Pain is a testament to the importance of taking risks,” Juba said. “An open world, a customizable base, a variable mission structure – these are not traditional aspects of Metal Gear, but they are what makes The Phantom Pain such an exceptional game. The gameplay, storytelling, and protagonists in Metal Gear may shift with each new installment, but Kojima’s ability to surprise and enthrall gamers remains unchanged.”
The Chinese e-commerce giant has announced DT PAI, a platform designed to comb through a client’s data and analyze it for useful information.
The service could help companies find key trends within their customer data, or even recommend goods to users, according to Alibaba. For example, online shoppers could take a picture of an item they like, upload the image and then receive the e-commerce listing about where they can buy the product.
Alibaba had been experimenting with this concept back in 2011 through its own e-commerce search engine.
Alibaba’s DT PAI platform now aims to streamline AI development for the enterprise market, reducing the time and expertise needed. Interested customers can simply “drag-and-drop” what functions they want, before proceeding to application development, the company said.
“What used to take days can be completed in minutes,” said Xiao Wei, senior product expert with Alibaba’s cloud business, in a press release.
Alibaba isn’t exactly known for AI development, but there are other factors to consider. In China, the company dominates as the country’s leading e-commerce player, and its initial public offering in the U.S. was the world’s largest at US$25 billion.
In addition, the company has a fast-growing cloud computing business, which is expanding globally. It has already opened a data center in Silicon Valley, and more are slated for other markets such as Europe and Japan.
In expanding, however, Alibaba will have to contend with better-known cloud providers such as Amazon Web Services and Microsoft, according to analysts.
Even if the tablet market is in stuck in a rut, vendors aren’t giving up on the product category. LG Electronics will debut the best model of its G Pad tablet series at the IFA trade show in Berlin next week.
LG’s latest tablet, the G Pad II 10.1, is more powerful and has a better screen than its predecessor, but it also has a slightly smaller battery.
A quad-core 2.26 GHz Snapdragon 800 processor powers the G Pad II and its 10.1-inch screen has a 1200 x 1920 pixel resolution. That’s a big step up from the original G Pad 10.1, which had a Snapdragon 400 processor and an 800 x 1280 pixel screen.
The G Pad II also has 2GB of RAM and 16GB of integrated storage that can be expanded using the tablet’s microSD card slot. There is a 5-megapixel camera on the back and a 2-megapixel camera at the front.
Features that could turn out to be useful include a Reader Mode, which makes reading e-books more comfortable by reducing the blue light of the display backlight, according to LG. On the software side, the tablet comes preloaded with Microsoft Office and an additional 100GB of free OneDrive storage for two years.
LG didn’t reveal when the G Pad II 10.1 will go on sale, but said it will be available in North America, Europe and Asia. Pricing for the LTE and Wi-Fi models will be announced locally at the time of launch, the company said.
AMD and Nvidia both appear to be certain to get their “14 nm” out next year.
According to TweakTown Nvidia is apparently dotting the “I” and working out where to put in the semi-colons for its Pascal GPU using TSMC’s 16nm FinFet node. AMD rumored has been wining and dining its old chums at GlobalFoundries to use its 14nm process for its Greenland GPU.
Although these sound like different technologies the “14nm and 16nm” is difference how you measure a transistor. The outcome of both 14 and 16 should be a fairly same sized transistor with similar power features. TSMC calls its process 16nm FinFet, while Samsung and GloFo insist on calling it 14nm FinFet.
The dark satanic rumor mill suggests that the Greenland GPU, which has new Arctic Islands family micro-architecture, will have HBM2 memory. There will be up to 32GB of memory available for enthusiast and professional users. Consumer-oriented cards will have eight to 16GB of HBM2 memory. It will also have a new ISA (instruction set architecture).
It makes sense, AMD moved to HBM with its Fury line this year. Nvidia is expected to follow suit in 2016 with cards offering up to 32GB HBM2 as well.
Both Nvidia and AMD are drawn to FinFET which offers 90 percent more density than 28nm. Both will boost the transistors on offer with their next-generation GPUs, with 17 to 18 billion transistors currently being rumored.
Worldwide Ultra HD (4K) LCD TV panel shipment volume grew 60.8 per cent sequentially in the second quarter of 2015, reaching around 9.2 million units despite the fact there is very little content out there.
Beancounters at MIC have added up the numbers and divided by their shoe size and worked out that Korean vendors’ shipment share rose to 61 per cent from 54 per cent. They have seen shipment volume growing 80 per cent sequentially.
Samsung Display had the highest sequential growth at 105 per cent and managed to flog 3.3 million of the beasties. It enlarged its gap with LG Display and became the world’s number one panel vendor for 4K LCD TVs. Most of Samsung’s shipped panels were 55- and 48-inch, together accounting for 70 per cent of total shipments, followed by 40-inch panels at 20 per cent.
MIC senior industry analyst Brian Chen said that the significant growth can be attributed to changes in the company’s pricing strategies for 4K TVs.
Samsung used to position 4K TVs as high-end products and a higher price than other brands. To enhance their shipment volume and market share, Samsung has lowered the prices of 4K TVs, leading to a significant increase in TV sales performance and thus panel shipments, he said.
LG has successfully increased its panel shipment volume with the launch of RGBW M+ 4K panels and has expanded its target market from China to worldwide. LG’s 4K panel shipments in 2015 are expected to grow as a result.
Taiwan’s panel vendors have focused on 50-inch panel shipments, which have made up nearly half of Taiwan’s 4K panel shipments. However they have lost a bit of ground to Korean suppliers.
Nvidia’s desktop GPUs accounted for nearly 80 percent of all sales in the segment in Q2 2015, its highest market share ever.
According to beancounters at the market research firm Mercury Research the GPU market is slowly dying.
The latest quarter was a decrease of 11 percent from Q1 2015 and a year-on-year decline of 21.7 percent so Nvidia is the undisputed king of a much smaller kingdom.
Mercury Research notes that the notebook GPU segment also witnessed a decrease to the tune of 34.1 percent year-on-year, mainly due to the continued improvements in the iGPU segment.
However when comparing both number of GPUs sold to partners and a four-quarter average of sales, Nvidia is the Windows and AMD is the FreeBSD.
AMD is dependent on its latest Radeon 300 series of cards to claw back something but at the moment it is looking like Nvidia is unstoppable.
Nvidia has continued to amass more sales over the course of the last year, and with its Maxwell-generation cards now available across all price tiers, it is unlikely has much to worry about from AMD.
The Biel, Switzerland-based company is competing with Apple and other watchmakers in the budding smartwatch market.
“Our product is called Touch Zero One and that gives enough room for Zero Five, Zero Nine,” Nick Hayek was quoted as saying by Switzerland’s Tages-Anzeiger newspaper. “The Touch Zero One is not the end of the progression.”
Hayek told the paper Swatch would launch Touch Zero Two at next year’s Olympic Games in Rio de Janeiro.
The Swiss company’s strategy appears primarily to revolve around including individual tech features in different models rather than going head to head with Apple to create all-in-one smartwatches combining many functions.
On top of its Touch Zero One, which can track the distance the wearer travels and help beach volleyball players measure the power of their hits, Swatch is planning to launch watches with an embedded “near field communication” chip this year.
AMD is continuing to lose market share to Nvidia, despite the fact that its new best video card, the Fury is out.
AMD always had a get out of jail card when the last GPU market share numbers were out on the basis of it not having released anything. At the time NVidia had 76% of the discrete GPU market. This was when Nvidia’s best card was the GeForce GTX 980.
A lot happened in that time. There was the release of the Titan X in March, and before the GTX 980 Ti in June. AMD had its Hawaii architecture inside of the R9 290X, and the dual-GPU in the form of the R9 295X2. It was expected that the R9 390X might turn AMD’s luck around but that turned out to be another rebrand. Then there was the arrival of the R9 Fury X.
AMD has new products on the market: the R9 Fury X, R9 Fury, R9 390X and a bunch of rebranded 300 series video cards. But according to Mercury Research’s latest data, NVIDIA has jumped from 76% of the discrete GPU market in Q4 2014 to 82 per cent in Q2 2015.
AMD has 18 per cent of the dGPU market share, even after the release of multiple new products.
It is not that the Fury X isn’t selling well, but because of yield problems there will only 30,000 units made over the entire of the year.
AMD also rebranded nearly its entire product stack thus making no reason to buy a R9 390X if you own an R9 290X.
Sure there is 8GB of GDDR5 on board compared to the 4GB offered on most R9 290X cards, but that’s not enough to push someone to upgrade their card.
Tweaktown noted that there was a big issue of the HBM-powered R9 Fury X not really offering any form of performance benefits over the GDDR5-powered GeForce GTX 980 Ti from NVIDIA. The 980 Ti beating the Fury X in some tests which it should not have.
Nvidia has plenty of GM200 GPUs to go around, with countless GTX 980 Ti models from a bunch of AIB partners. There is absolutely no shortage of GTX 980 Ti cards. Even if you wanted to get your paws on a Fury X, AMD has made it difficult.
Now it seems that next year could be a lot worse for AMD. Nvidia will have its GP100 and GP104 out next year powered by Pascal. This will cane AMD’s Fiji architecture. Then Nvidia will swap to 16nm process when its Maxwell architecture is already power efficient. Then there is the move HBM2, where be should see around 1TB/sec memory bandwidth.
All up the future does not look that great for AMD.
The cylinder-shaped router, named OnHub, can be pre-ordered for $199.99 at online retailers including the Google Store, Amazon.com Incand Walmart.com.
The router comes with in-built antennas that will scan the airwaves to spot the fastest connection, Google said in a blog post.
With the router, users will be able to prioritize a device so that they can get the fastest Internet speeds for data-heavy activities such as downloading content or streaming a movie.
The router can be hooked up with Google’s On app, available on Android and iOS, to run network checks and keep track of bandwidth use among other things.
Google said OnHub automatically updates with new features and the latest security upgrades, just like the company’s Android OS and Chrome browser.
The router is being manufactured by network company TP-LINK, Google said, hinting that ASUS could be the second manufacturing partner for the product.
The product launch comes days after Google restructured itself by creating Alphabet Inc, a holding company to pool its many subsidiaries and separate the core web advertising business from newer ventures like driverless cars.
Making products for the smart home is one such venture.
Google last year bought Nest, a smart thermostat maker, for $3.2 billion, aiming to lead the way on how household devices link to each other and to electricity grids.
The global market for “Internet of Things”, the concept of connecting household devices to the Internet, will nearly triple to $1.7 trillion by 2020, research firm International Data Corp said in June.
The validity of framing the console market as a ‘race’ or a ‘war’ is open to question, but there’s no doubt that it’s a lot more fun when you do. The notion that there is a hard, immovable line between winning and losing simply doesn’t make much sense from a business perspective, but it makes for lively debate and – from an entirely selfish perspective – good copy.
For the first six months of this console generation that was certainly the case: the Xbox One tripping, stumbling and backtracking, with the PlayStation 4 marketing department lying in wait, pointed comments at the ready. Microsoft is dealing with the fallout from that disastrous period even now, its own reluctance to disclose hardware sales figures compounded by Sony’s eagerness to provide an update at every opportunity. At the last count, in July, the PlayStation 4 had sold more than 25 million units. The Xbox One, on the other hand, has sold…. well, we haven’t been given an official worldwide figure in 2015 so far.
In terms of sales, then, it’s very clear which console is ‘winning’ the generation, and it has been from the very first day. In terms of content, though, the debate is more nuanced, the outcome far less certain. Sony’s development resources have long been regarded as a unique strength when compared to Microsoft, effectively guaranteeing a superior crop of exclusive games regardless of how well the PlayStation hardware is selling. Whether that’s still true in terms of first-party studios is almost besides the point, because in terms of available, exclusive games there’s a strong argument that the Xbox has been a more attractive platform since the launch of Titanfall more than a year ago. By the end of this year, that point may well be beyond debate.
“I wouldn’t even say the gap has closed,” says Kudo Tsunoda, one of the leading executives in the Xbox games business. “We’ve got a lot more exclusive games than any other platform.”
Tsunoda and the various studios he oversees are celebrating the second Xbox showcase in less than two months. The first, at E3, is generally regarded as a key battleground within the console war, and a significant proportion of those who watched this year believed that Microsoft emerged victorious despite an impressive showing from Sony. The second, at Gamescom, was an Xbox victory by default, with Sony electing to steer clear of the event for the first time in years. Even so, Microsoft presided over 90 minutes of new games, not all of which were exclusive to the Xbox One, but none of which were on show at E3. Whether those exclusives came from first-party studios (Halo and Gears of War) or via chequebook-and-pen (Tomb Raider and Quantum Break) is largely irrelevant. For perhaps the first time in this console generation Xbox owners have an undeniable right to feel smug.
“There’s a reason we’re able to put on two shows of content together,” Tsunoda continues. “We’ve got seven exclusives coming this holiday, and then everything coming in 2016. Not just the blockbusters, but the ID@Xbox games, the indie games. We’re giving people a lot more.”
Microsoft’s early mistakes have been formative for the Xbox One, its underlying strategy switching from closed and controlled to open and inclusive. Sony recorded several huge PR victories by simply responding to those initial bad choices, but Microsoft has since proved more committed to the stance that Sony initially claimed as its own. An early indicator was Sony’s refusal to allow EA Access onto the PlayStation Network due to stated concerns that it didn’t offer “good value” to the consumer, but just as likely down to competition with its own planned streaming service, PlayStation Now. Microsoft allowed its customers to make that choice for themselves. Had you been asked to guess the stance each company would adopt even a few months before, it’s likely those roles would have been reversed.
Tsunoda repeats the idea that MIcrosoft is ‘listening to the fans’ throughout our interview, making it quite clear that it’s a message the company wants us to hear. However, while it would be naive to believe that any multinational corporation is motivated principally by altruism, the strategy for Xbox One is increasingly guided by consumer demand.
Two incoming services perfectly illustrate the degree to which Microsoft has pivoted since the days of mandatory online checks and a prohibition on used games. Xbox Preview is a more tightly controlled version of Steam Early Access, and just the sort of concept that walled gardens were formed to exclude. Backwards compatibility, meanwhile, demands little in the way of explanation. Equally, its importance cannot be overstated, to the consumers who spend so much on games every console generation, and to those who believe that companies like Microsoft should be treating their creative heritage with more respect.
“With backwards compatibility, it isn’t something that we just think gamers might want,” Tsunoda says. “We know. We’re looking for and soliciting that feedback. It was the number one most requested feature for Xbox One by far.”
Sony has no plans to match Microsoft in this respect, and the possibility of monetising those games through PlayStation Now makes it very unlikely that it ever will. For Microsoft, it’s part of a broader view of gaming with Windows 10 at its core, which should, in theory, unite the previously disparate tendrils of Microsoft’s sprawling organisation. PC and console, past and present, existing in harmony, each interacting with and complementing the other. Cross-Buy, Cross-Play, console to PC streaming; one might say that Microsoft should have been doing this for years already. According to Tsunoda, this is a first step.
“For a long time we’ve had PC gamers and console gamers who weren’t really able to play together,” Tsunoda says. “That’s why Cross-Play is still such a powerful idea. You should be able to play what you love, and play together, regardless of what device you’re playing on. It’s about connecting people.
“With backwards compatibility, it isn’t something that we just think gamers might want. We know”
“It’s a really unique value that only we can offer. You still need very gamer-focused values, but there are lots of things you can do with our technology. We’ve really got a lot more going on [than our competitors]. We’re doing things that can’t be done on any other console.
If Microsoft is pushing towards a more holistic approach to its games business, then a few reminders of its clumsier past still remain. One is perched just below the television directly to our left: Kinect, a device once positioned as an integral part of the future of Xbox, a future that Tsunoda was instrumental in selling to the press and public. These days, though, it feels additive, and that’s being kind. In more than 150 minutes of press conferences across E3 and Gamescom Kinect barely merited a single mention, while a new announcement, the Chatpad, offered a core-friendly alternative to the search and chat functions that represent a huge chunk of why anyone might still use it.
“I don’t think it’s an alternative [to Kinect]. It’s just about giving people a choice in how they can do things,” Tsunoda replies. “There’s still a lot of great voice capabilities that you can use with Kinect, but there’s also a lot of great possibilities for communication with the Chatpad. You can also customise a lot, with specific buttons for specific functions. With everything we do, we’re trying to give people the choice.”
In terms of games, though, Tsunoda offers only Just Dance 2016 as a specific example – which is developed and published by Ubisoft – accompanied by the vague promise that, “There’s still Kinect games coming as well.” This may be what ‘choice’ starts to look like when Microsoft loses faith in one of its possible futures. It should be noted that Kinect is now listed under the “More” section on the Xbox One Accessories page, beneath “Controllers,” beneath “Headsets and Communication,” grouped in the same vague category as the Xbox One Digital TV Tuner and the Xbox One Media Remote.
The fear of obsolescence created by the doldrum in which Kinect now resides also haunts the HoloLens, another promising device that Microsoft has just finished thrusting into the public eye. It stole the show at E3 with an immaculately orchestrated Minecraft demo, only for its limited field-of-view to be scrutinised by the press, and its early utility as gaming hardware to be questioned by none other than the CEO of Microsoft, Satya Nadella.
For Tsunoda, who is also closely involved with the development of HoloLens, the difference between watching a demonstration and actually experiencing it first-hand is more pronounced than any product he’s ever worked on – including Kinect. However, there is more common ground between the two devices than one might think.
“You should think about it in the same way that you would a phone or your computer. It does a lot of things,” Tsunoda says. “Obviously, gaming is a big part of what you do on those machines as well. But that’s what it is: an untethered holographic computer. You can do a lot in the gaming and entertainment space, but it has a lot of other functionality as well.
“Microsoft is a leader in depth-sensing technology: with Kinect, but also the stuff we’re doing with HoloLens as well. A big part of what we’re doing there is an environmental understanding that comes from having pushed our knowledge in depth-sensing. That’s what you’ll see us do as a company. [Kinect] is still a part of the platform, and there’s still Kinect games coming of course, but then also we’re pushing that depth-sensing technology forward with what we’re doing with HoloLens.”
It’s all a part of Microsoft’s future of gaming, whatever that turns out to be. Right now, though, Xbox might finally have emerged from PlayStation’s shadow.
The company plans to test the device in the U.S., according to several messages posted on Twitter by the Project Ara team. Neither the exact location nor precise timing of the tests was given.
“We are looking at a few locations in the U.S.,” one tweet said.
The Project Ara smartphone is designed to let users easily swap out its components.
The idea is that users purchase the hardware modules, like processors and sensors, themselves and snap them together to create a customized smartphone. In so doing, users could improve their device on their own terms, rather than buying a new phone outright.
Google had planned to commence initial testing in Puerto Rico this year, though those plans were scrapped as part of a ”recalculation,” announced last week.
The hastag #Yeswearelate was affixed to one of the tweets on Monday.
Google did not immediately respond to comment further.
South Korea’s LG Display Co Ltd s announced on Monday it would focus investment on organic light-emitting diode (OLED) displays, betting on the next-generation technology to steer it clear of price wars and ahead of the competition.
Through 2018, LG Display plans to put at least 10 trillion won ($8.47 billion) primarily into OLED displays for large products such as TVs, and flexible screens for smartphones and wearables. It will seek to expand OLED applications to signage and automobiles, and allocate some spending to premium liquid crystal display (LCD) products, the firm said in a statement.
LG Display and sister firm LG Electronics Inc have been the biggest proponents of OLED, which boasts improved color rendition and power consumption. The world’s top LCD maker hopes early investment in OLED will help it dominate when the technology becomes mainstream.
LG Display shares have fallen 34 percent this year, touching levels not seen since 2012 as investors see a future comprising sluggish LCD growth and profit-squeezing price wars with Chinese rivals. OLED, however, offers a market worth $28.3 billion by 2022 from $8.7 billion in 2014, said researcher DisplaySearch.
OLED is being increasingly adopted for premium smartphones and smartwatches, such as models from Samsung Electronics Co Ltd and Apple Inc. But prices of goods sporting large, high profit margin OLED screens such as TVs are still far higher than comparable LCD products.
A 55-inch OLED ultra-high definition curved TV made by LG Electronics was on sale for $4,999 on Amazon.com Inc’s U.S. shopping site, marked down from $5,499.99. A comparable LCD set made by Samsung was priced $2,497.99, down from $3,999.99.
Samsung, the world’s biggest TV maker, has said OLED is still too expensive to produce for TVs.
As the two LG companies are the only major players pushing the technology for TVs, analysts and investors are skeptical whether they can by themselves create the economies of scale necessary to bring down prices enough for mass market adoption.
TSMC has mentioned that it will be looking to commence production of its 16nm process in the third quarter now it looks like it is happening.
The outfit told the Taiwan Stock Exchange that its 16nm chips “smoothly entered” volume production as expected. It sounds like someone in TSMC’s PR department has been reading 40 Shades of Grey again.
Production of a 16nm node was underway, with higher yields expected later this quarter. Nvidia wants to get its GP100 Pascal GPU manufactured on this node as it switches to 16nm next year.
TSMC’s 16nm FinFET+ node will deliver twice the density and 65 percent higher speed at 70 percent less power than the current 28HPM process.
So far there has been a shortage of dates mentioned. We think that it will be the first quarter of 2016, with the hardware becoming available in the second quarter.
Both will still be behind Samsung which is going be 14nm fairly soon.