In addition to the GK110 based Nvidia Geforce GTX 780, we managed to get some details regarding the GK104-based GTX 770 as well. Scheduled to be officially launched a week after the GTX 780, on May 30th, the GTX 770 will aim a similar price point as the Radeon HD 7970 GHz Edition but will end up to be at least a bit faster.
As noted and rumored earlier, the GTX 770 will be a simple rebrand of the GTX 680, but with slightly higher clocks. It features 1536 CUDA cores and runs at 1046MHz base GPU clock. It also feature Nvidia GPU Boost 2.0 that will take the GPU up to 1085MHz when possible. It will be available with both 2GB and 4GB of memory, clocked at a pretty impressive 7000MHz and paired up with a 256-bit memory interface.
As it is based on a version of the GK104 chip it is no wonder that it needs 6+8-pin PCI-Express power connectors and has a 230W TDP. It will also feature two DL-DVI, HDMI and DisplayPort outputs. Judging by earlier leaks, pictures and some information that we saw, it will also use a reference cooler similar or same as the one on the GTX Titan. This means that the card will be significantly quieter.
Judging by the slides, it should end up anywhere between 10 and 20 percent faster than the HD 7970 GHz Edition and in some cases, like Tomb Raider, Crysis 3 and Max Payne 3, on par or just a tad bit faster.
Of course, we will not talk about the price as Nvidia can easily change it a day before the launch, but it is expected to be somewhere around the HD 7970 GHz Edition, or $450+ range.
Electronic Arts may be through with the Wii U. According to a Kotaku report, EA has confirmed that it is no longer working on Nintendo’s new console.
“We have no games in development for the Wii U currently,” EA’s Jeff Brown is quoted as saying. Brown did not indicate if EA would resume development on the system in the future
Earlier this month, EA confirmed it would not be bringing this year’s Madden NFL 25 to the Wii U. At the time, a representative said, “We have a strong partnership with Nintendo and will continue to evaluate opportunities for delivering additional Madden NFL products for Nintendo fans in the future.”
EA has released four games for the Wii U to date. The first three (Mass Effect 3, Madden NFL 13, and FIFA Soccer 13) were system-launch-day ports of titles that had shipped earlier on other platforms. The fourth game, Need for Speed Most Wanted, hit stores in March, months after that game debuted for Xbox 360, PlayStation 3, and PC.
The brief duration of support for the Wii U is surprising given EA’s vocal endorsement of the system at Nintendo’s 2011 Electronic Entertainment Expo media briefing. To cap off the event, then-EA CEO John Riccitiello promised the publisher’s support for the system. Brown told Kotaku that the quartet of titles already released represented EA making good on that promise.
Nintendo representatives did not immediately return requests for comment.
The Android-based device will plug into a display’s HDMI port so that it can run applications or access files stored remotely. It will have Wi-Fi and Bluetooth capabilities and is aimed at users who do most of their computing on the Web.
Ophelia can turn any screen or display into a PC, gaming machine or a TV set-top box, said Jeff McNaught, executive director of cloud client computing at Dell. Users will be able to download apps, movies and TV shows from the Google Play store, McNaught said. Users will also be able to run Android games or stream movies from Hulu or Netflix.
It is meant to be an inexpensive alternative to tablets and PCs, McNaught said. However, users need to be close to a TV screen, display or projector with an HDMI port to use it.
The company is working on a keyboard-like technology for users to type when Ophelia is docked to a screen, he said.
Dell will demonstrate Ophelia on 19-inch and 55-inch screens at next week’s Citrix Synergy conference in Los Angeles. It was introduced in January at the International CES show.
nVidia’s CEO Jen-Hsun Huang mentioned a concrete reason of Tegra 4 delays during the company’s latest earnings call.
The chip was announced back in January, but Jensen told the investors that Tegra 4 was delayed because of Nvidia’s decision to pull in Grey aka Tegra 4i in for six months. Pulling Tegra 4i in and having it scheduled for Q4 2013 was, claims Jensen, the reason for the three-month delay in Tegra 4 production. On the other hand, we heard that early versions of Tegra 4 were simply getting too hot and frankly we don’t see why Nvidia would delay its flagship SoC for tactical reasons.
Engaging the LTE market as soon as possible has been the main reason for pulling Tegra 4i, claims Jensen. It looks to us that Tegra 4 will be more than three months delayed but we have been promised to see Tegra 4 based devices in Q2 2013, or by the end of June 2013.
Nvidia claims Tegra 4i has many design wins and it should be a very popular chip. Nvidia expects to have partners announcing their devices based on this new LTE based chip in early 2014. Some of them might showcase some devices as early as January, but we would be surprised if we don’t see Tegra 4i devices at the Mobile World Congress next year, that kicks off on February 24th 2014.
Jensen described Tegra 4i as an incredibly well positioned product, saying that “it brings a level of capabilities and features of performance that that segment has just never seen”. The latter half of 2013 will definitely be interesting for Nvidia’s Tegra division and we are looking forward to see the first designs based on this new chip.
The company said over the weekend it welcomed Loki, Astrid, GoPollGo and MileWise to its growing mobile team. “We recently added 22 entrepreneurs to our growing mobile team,” the company said in a Twitter message in a possible reference to some of the people from the four companies who have moved to Yahoo.
Loki’s flagship application is its location-aware game, Geomon. “We are thrilled to be joining the exceptional folks at Yahoo!. We believe fully in their commitment to creating outstanding mobile products,” the Loki team said on their website.
Earlier in the week, Yahoo also acquired GoPollGo, a social polling tool. The company’s founder and team said they were moving to Yahoo, and would no longer be supporting their offerings.
It is not clear whether Yahoo has bought all these companies for their products and technology or just to get their experienced staff in the area of mobile as it tries to build up its own mobile capabilities. The way the services are being shut down suggests that their user base did not particularly interest Yahoo. The company could not be immediately reached for comment.
Games publisher EA believes things will turn around for the company next year. This year has been pretty unpleasant for the company after its trusted DRM sunk its flagship SimCity release.
But Electronic Arts seems to think that is all behind it and has forecast fiscal 2014 earnings above Wall Street’s expectations. EA has been cutting staff and reorganizing studios in recent months to embrace new game platforms. It is preparing a new batch of games including the latest installment of its “Battlefield” shooter game franchise.
Digital revenue, from mobile games, online offerings and other newer sales channels, rose 45 percent year-over-year to $618 million, larger than EA’s packaged goods business in the fourth quarter ended on March 31. It thinks that consumers have held back from buying hardware and software as they await new versions of Sony’s PlayStation and Microsoft Xbox expected later this year.
The video game maker forecast revenue of $4 billion, in line with Wall Street’s expectations. Weakness in the packaged games market dented revenue, but EA recognized $120 million of deferred payments from its “Battlefield Premium” service in the fourth quarter.
For the latest quarter, total revenue declined to $1.2 billion from $1.37 billion a year ago. Adjusted revenue rose 6.4 percent to $1.04 billion over the same period, barely beating analysts’ average estimate of $1.03 billion.
Net income fell to $323 million from $400 million last year.
It appears that the Ouya is going to be a bit delayed.
This is good news though, as it is being delayed because the console developers have more cash to spend on it, $15m more to be precise.
Ouya already raised around $7m on Kickstarter, and now, when it should be taking its last steps towards completion, it has had almost twice as much more injected into it by lovely venture capitalists.
We were expecting the console in early June, but that has slid back to 25 June. The time and money will in part be used to solve an issue with sticky buttons, something that usually only happens once consumers have taken some hardware home with them.
The money comes from venture capital firms and other companies including Kleiner Perkins Caufield & Byers (KPCB), Nvidia, Shasta Ventures, and Occam Partners. KPCB’s general partner Bing Gordon will join the Ouya board of directors as a result.
“We want Ouya to be here for a long time to come,” said Julie Uhrman, Ouya founder and CEO.
“The message is clear: people want Ouya. We first heard this from Kickstarter backers who provided more than $8 million to help us build Ouya, then from over 12,000 developers who have registered to make an Ouya game, next from retailers who are carrying Ouya online and soon on store shelves, and now from top pioneering investors.”
Gordon is in charge of digital investments at KPCB and is a veteran of the games industry, having started at Electronic Arts in 1982.
“Ouya’s open source platform creates a new world of opportunity for established and emerging independent game creators and gamers alike,” he said.
“There are some types of games that can only be experienced on a TV, and Ouya is squarely focused on bringing back the living room gaming experience. Ouya will allow game developers to unleash their most creative ideas and satisfy gamers craving a new kind of experience.”
Ouya consoles should start arriving in living rooms on 25 June. If you want one, you are going to have to come up with around $100 dollars, plus another $50 dollars if you want two controllers.
A Caesars Palace casino spokesman told Computerworld that people wearing the Google Glass technology won’t be allowed in the casino.
“Gaming regulations prohibit the use of computers or recording devices by persons who are gambling,” said Gary Thompson, a spokesman for Caesars, in an email. “Therefore, individuals wearing Google Glass would not be allowed to gamble. If they attempted to do so, would be subject to arrest under various state gaming regulations.”
Some gamblers have long tried to use computers and recording devices to gain an unfair advantage at the gaming tables.
“There have been numerous incidents around the country in which people have used computers or cameras secreted elsewhere to keep track of cards in blackjack games,” Thompson said. “When they were caught, they went to jail.”
Google said every new technology generates new questions, legal and otherwise.
“It’s early and we are thinking very carefully about how we design Glass. New technology always raises new issues,” said a Google spokesman.
“Our Glass Explorer program, which reaches people from all walks of life, will ensure that our users become active participants in shaping the future of this technology,” the spokesman added. The Glass Explorer program is an early adoper program that lets developers and others use the technology, for a price.
Caesars isn’t the first business to say “no thanks” to Glass.
Seattle’s 5 Points Cafe and Bar in March announced a no Google Glass policy.
It’s ancient history now, but once upon a time, if you wanted to play the most recent and most interesting games, you had to get up, leave the house and make your way to an arcade. Games consoles and home computers lived further down the food chain, their owners waiting for often sub-par versions of glorious arcade hits to be released on home systems. The real experience happened in an arcade.
Even to those who experienced that era, it’s a little hard to believe when you look at the sad remnants of their former glory which remain. Even in supposedly arcade-mad Japan, games generally find themselves wedged ignominiously in between gambling machines occupied by middle-aged chain-smokers and UFO Catcher booths promising, but rarely delivering, stuffed toys and sweets for bored teens on dates. In western countries, sad, lonely fighting game machines are just stuffed in where “arcade” owners ran out of fruit machines to install.
The reasons for this change are fundamentally technological. Arcade machines are big, bulky and expensive to move or replace. Once, that meant that they were vastly more powerful than home systems – but the accelerating pace of technological progress turned the size and expense of arcade machines into a liability rather than an advantage. Cheap, rapidly updated computers and consoles (and eventually even phones) first matched and then far outstripped the processing capabilities of big arcade cabinets. Rapid updates in graphics, processing, storage, networking, controls and screen resolutions were comfortably adopted by the home market, the costs buffered by cheap, cheerful hardware and absorbed by the wallets of millions of consumers. Arcade operators, faced with replacing large numbers of huge, expensive systems in order to keep track of such changes, fell behind completely.
Social factors either exacerbated or softened this blow, but these were highly region dependent. In Japan, where small family living spaces have engendered a culture in which many social activities are carried out external to the home, arcades persisted as date spots, as places to hang out with friends and – perhaps most importantly – as a venue for games too large, too noisy or too intrusive to be played in a small family home. In parts of the West, though, social factors intervened to hasten the decline, with a perception of arcades as “seedy” venues (in the grand tradition of pool halls and their ilk) discouraging many potential players, while regions with legalised gambling were quick to drop videogames in favour of more profitable slot machines.
Over the years, there has been talk of an “arcade renaissance” on several occasions, yet each time has ended in disappointment. Even as living spaces in many Western countries (the UK is a particularly notable example) have shrunk dramatically in terms of average size, Western consumers have demonstrated a continued willingness to engage with loud, bulky games. Rock Band and Guitar Hero were hugely successful as home games in the West, where their Japanese equivalents, Konami’s Guitar Freaks or Drum Mania, have acted as sustaining lifeblood for arcade venues. It’s also notable that even as Japanese arcades have innovated and invested, launching extraordinary new games which leverage all sorts of new technologies, from the company’s ultra high-speed broadband networks through to the possibilities of RFID enabled cards, the arcade sector’s health has still declined – a drop-off in footfall, revenue and floor space that’s been slower than in the West, but still isn’t exactly the rude health you might have come to believe from fawning articles about amazing Japanese arcades in the western media.
As such, it’s important to be cautious about any notion of an arcade recovery. Yet if we were to envisage any potential uplift in the fortunes of the out-of-home gaming sector, we can easily say what one key factor would be – just as in the heyday of the arcade, these venues would need to provide games which you simply cannot experience at home. This won’t come about, this time around, through more powerful graphics or processing – the trends in those areas are focused on miniaturisation and cost-efficiency, targeting the ability to put high-end 3D into phones rather than building pricey, bulky, ultra high-end systems. Instead, the focus would have to be on experiences that don’t work at home for reasons of space, budget, intrusiveness – or preferably, a combination of all of the above.
The reason I raise this issue now is because in the past few weeks, most of us will have seen videos or demonstrations of technologies which, although their creators purport to be focused on the home market, clearly fall into these categories. One is Microsoft’s Illumiroom system, which uses Kinect to map a 3D space and then projects imagery matched to that 3D map. It’s a great piece of technology with extraordinary gaming potential. It’s also abjectly unsuited to an ever-increasing number of living rooms around the world. Kinect alone is an impossibility for many players due to the space and room layout it demands; Illumiroom, demanding similar space if not more and intrusively taking over the entire room such that nobody else will be able to use it concurrently with the game being played, is simply not going to work for most people and most homes. Outside the home, though, in a dedicated venue? The potential of the technology is extraordinary, the experiences it could create serving to create a destination for gamers to experience something that just won’t work at home.
The same thought process applies, to some extent, to the Oculus Rift. It’s not that the superb VR headset hardware won’t work at home – of course it will, and it’ll probably only be a few hardware generations before the compromises presently being made in the name of cost are ironed out by technological progress. However, the “full” VR experience – with a custom controller (a gun, perhaps, or full-body motion sensing suite), a multi- directional treadmill, and so on, is simply going to be too expensive for most users – and even if prices collapsed, it’s too big and unwieldy to live in most people’s apartments. Yet the entertainment potential of such a fully-functional setup, running in parallel with a dozen other such suites so that a group of friends can explore a virtual world together, is enormous – and from a commercial perspective, not even all that space-consuming.
Of course, technology is just one factor. Technologies such as these (and I’m sure that others exist which also fall into the trap of “amazing, but it won’t work in my house”) can give a compelling reason for people to engage with out-of-home gaming – but the social factors also have to be right if an arcade renaissance is to be possible. Social factors are trickier, in many ways, than getting the hardware and the software right. Losing the seedy, unwelcoming image of the arcade in some regions will be tough; in others, where arcades have died entirely, the marketing of an entirely new social pursuit would present a major challenge. Getting people to try out something like this might be easy; getting them to see a trip to the VR centre with friends as an entertainment option on par with a trip to the cinema is likely to be much harder.
All the same, the entertainment possibilities opened up by technologies of this kind, which are now reaching a mature, usable stage in their development, ought to create an optimism around arcades and out-of-home gaming that hasn’t been seen for some time. Social or commercial aspects could still pull the rug out from any hope of recovery or renaissance – but the potential certainly exists for new kinds of gaming and interactive entertainment to take their place as key social out-of-home experiences in the coming years.
As Chief Executive Mark Pincus, 47, leads the online games developer he founded in 2007 through perhaps the most crucial year of his tenure, he is pushing to restore revenues by doubling down on “FarmVille,” the franchise that took Facebook users by storm four years ago and launched Zynga to stardom.
Though some industry observers had declared farm simulation games a fad and predicted FarmVille 2′s early demise, the sequel to Zynga’s best-known title has defied expectations at its San Francisco headquarters, Pincus said in an interview. FarmVille 2 has clung to its perch near the top of Facebook charts and the number of people who play the game each day still hovers near all-time highs of 8 million, even six months after launch.
Given a glaring weakness in mobile games, however, one of Zynga’s current priorities is porting FarmVille 2 to mobile devices so players can move from PCs to smartphones and back without losing their data. That presented technical challenges that the company is ironing out, Pincus said.
“The ideal is to make that one seamless experience between Web and mobile so you can take your farming experience from work to home,” Pincus said. “We’re having to retool and reinvent around our process and technology.”
Pincus badly needs a reliable hit franchise. In the past nine months, Zynga has shuttered 20 titles and closed offices in Baltimore, Boston and Tokyo. It has trimmed 5 percent of its workforce, though its headcount of nearly 3,000 still dwarfs that of fierce rivals like Supercell, a Finnish company with 100 people that claims an equivalent amount of revenue, or the 600-strong Rovio, the publisher behind the “Angry Birds” games.
Gone is the swagger that defined the early years, when Zynga’s army of developers flooded the market with dozens of new titles from cooking games to bingo variations, its deal makers splashed money to snap up smaller rivals, and its managers opened studios in cities around the world.
Wall Street is viewing Pincus’ shift with cautious approval, having been burned by Zynga’s abysmal stock performance — an 80 percent decline over the past year that began around the time it invested $180 million in then-promising game studio OMGPOP.
Investors place much stock on Zynga’s future prospects in Internet gambling, because of its massive poker-playing community and existing game software. But with meaningful income from real-money casino efforts likely to be months, if not years, away.
Some well-known industry analysts are suggesting that Microsoft could be behind as much as six months on software development for the Xbox Next. According to these sources, a combination of events have put Microsoft in this position, but it seems that some titles that were being developed internally have been canned. The situation led to Microsoft seeking to secure exclusives from 3rd party sources to fill in the gaps.
We first suggested a link between EA and Microsoft on some sort of an exclusive deal back when they were not a part of the Sony press conference earlier this year. Now, we find that they have a deal of some sort for the new Respawn title, which will apparently be exclusive to the Xbox 360 and Xbox Next. That’s not all, as it is expected that Microsoft has more exclusives to announce. What the question is really about is whether these are true exclusives or are just timed exclusives that we will see on the PS3/PS4 at some point in the future.
Even if Microsoft’s internal exclusives lack for the Xbox Next at launch, we expect them to catch up; we don’t see a big gap developing, but we know that Microsoft has solid properties to use on the Xbox Next and they will get those titles developed and out. No worries: it is going to be similar to all console launches where the software lacks when the system is released.
Revenue for the social networking company increased to $1.46 billion for the quarter ended March 31, up 38% from $1.06 billion from the same period last year.
The company’s advertising revenue was $1.25 billion, representing 85% of Facebook’s total sales and a 43% increase from 2012′s first quarter, the company said. Mobile advertising revenue constituted 30% of the company’s total ad revenue.
Facebook posted net income of $219 million for the quarter, up 7% from the year-ago quarter. The company’s net earnings per share were 9 cents, less than the consensus expectations of 13 cents in a poll of analysts by Thomson Financial.
“We’ve made a lot of progress in the first few months of the year,” Facebook CEO Mark Zuckerberg said in an earnings announcement, also citing “strong growth and engagement across our community.”
Facebook’s daily active users were 665 million for the quarter, 26% more than last year. Monthly active users increased by 23% to 1.11 billion, the company said.
On mobile, monthly active users increased by 54% to 751 million. Facebook did not disclose numbers for mobile daily active users.
The mobile ad revenue gains Facebook reported Wednesday were on par with the gains it reported in 2012′s fourth quarter, when its mobile ad revenue as a percentage of total ad revenue jumped from 14% in the third quarter to 23% in the fourth quarter.
Monetizing its services on mobile devices as more users migrate away from the desktop and onto their smartphone and tablets is one of Facebook’s biggest challenges today.
Ubisoft has confirmed that Watch Dogs will arrive on November 19th in North America and November 22nd in Europe. The game is been confirmed for the Xbox 360, Xbox Next, PlayStation 3, PlayStation 4, PC, and Wii U. The release date for the PlayStation 4 version is expected to coincide with the release date of the PlayStation 4 console, so depending on its release date, the release of the PS4 version could be adjusted. (This apparently applies to the Xbox Next, as well.)
We are also being told that the PS3 version of the game will include an additional 60 minutes of exclusive game play. We are not sure if this game play will also be available for those that purchase the PS4 version, but we suspect that it will.
Four special edition versions of the game will be offered. It is not yet clear whether or not they will offer each of these special editions for each of the platforms. More details are expected to follow in the days ahead, but these look like some very nice special editions of the game, with some very nice extras being thrown in.
AMD has said the memory architecture in its heterogeneous system architecture (HSA) will move management of CPU and GPU memory coherency from the developer’s hands down to the hardware.
While AMD has been churning out accelerated processing units (APUs) for the best part of two years now, the firm’s HSA is the technology that will really enable developers to make use of the GPU. The firm revealed some details of the memory architecture that will form one of the key parts of HSA and said that data coherency will be handled by the hardware rather than software developers.
AMD’s HSA chips, the first of which will be Kaveri, will allow both the CPU and GPU to access system memory directly. The firm said that this will eliminate the need to copy data to the GPU, an operation that adds significant latency and can wipe out any gains in performance from GPU parallel processing.
According to AMD, the memory architecture that it calls HUMA – heterogeneous unified memory access, a play on unified memory access – will handle concurrency between the CPU and GPU at the silicon level. AMD corporate fellow Phil Rogers said that developers should not have to worry about whether the CPU or GPU is accessing a particular memory address, and similarly he claimed that operating system vendors prefer that memory concurrency be handled at the silicon level.
Rogers also talked up the ability of the GPU to take page faults and that HUMA will allow GPUs to use memory pointers, in the same way that CPUs dereference pointers to access memory. He said that the CPU will be able to pass a memory pointer to the GPU, in the same way that a programmer may pass a pointer between threads running on a CPU.
AMD has said that its first HSA-compliant chip codenamed Kaveri will tip up later this year. While AMD’s decision to give GPUs access to DDR3 memory will mean lower bandwidth than GPGPU accelerators that make use of GDDR5 memory, the ability to address hundreds of gigabytes of RAM will interest a great many developers. AMD hopes that they will pick up the Kaveri chip to see just what is possible.
Facebook has to deal with a mass exodus of users who are no longer interested in giving up all their personal data so that they can be inundated with pictures of cute cats, conspiracy theories and US gun lobby propaganda.
While the company is expected to report that its revenues are up, it might also have to tell shareholders that its expansion in the US, UK and other major European countries has peaked. In the last month, the world’s largest social network has lost 6 million US visitors, a 4 per cent fall, according to analysis firm SocialBakers.
In the UK, 1.4m fewer users checked in last month, a fall of 4.5 per cent. In the last six months, Facebook has lost nearly 9million monthly visitors in the US and 2 million in the UK. It seems that these new users are not being replaced. Users are also switching off in Canada, Spain, France, Germany and Japan.
Like Catholicism, Facebook is being saved by growing fast in South America: monthly visitors in Brazil were up 6 per cent in the last month to 70 million.