The announcement comes as wireless carriers attempt to shift data-hungry subscribers onto tiered plans, which charge customers for individual data packages.
Verizon will slow services for the top 5 percent of data users who are on unlimited plans in places where the network is experiencing high demand, the company announced on its website.
The policy will impact customers who consume more than 4.7 gigabytes in a single billing period who are on unlimited plans and who have fulfilled their minimum contract terms and are subscribing to service on a month-to-month basis.
Users might experience slower speeds when streaming high-definition video or during real-time online gaming, the company said.
Customers on the company’s tiered data plans will not be affected.
The policy is currently in effect for unlimited subscribers on the 3G network, but will be expanded to its 4G, higher speed network in October.
Verizon stopped offering unlimited data plans in 2012.
Grand Theft Auto 5 (GTA 5) might arrive for Playstation 4 (PS4), Xbox One and PC gamers on 7 November, if a UK retailer is to be believed.
Rockstar is still yet to cough on a release date for GTA 5 for PCs and next-gen consoles, but said at this year’s E3 conference that the titles will tip up “this fall.”
However, UK retailer Gameseek is claiming that the PC version, along with PS4 and Xbox One versions, will start shipping on 7 November. It is so confident that it has even started taking pre-orders for the games, with the PC version priced at $49.99, and the PS4 and Xbox One version at $59.99.
We have little reason not to believe the leaked release date, as the 7 November release date falls on a Friday – typical for a UK game release, and also would see the title arrive on shelves in time for Christmas, with Rockstar no doubt looking to cash in on holiday sales.
Rockstar has yet to comment on Gameseek’s release date.
The firm has released some vague information about the new versions of GTA 5, though. Speaking at E3 in June Rockstar said, “Grand Theft Auto V will take full advantage of the power of the Playstation 4, Xbox One and PC with across-the-board graphical and technical improvements to deliver a stunning new level of detail.
“Increased draw distances, finer texture details, denser traffic, and enhanced resolutions all work together to bring new life to the cities, towns, deserts and oceans of Rockstar North’s epic reimagining of Southern California.”
A new survey commissioned by IHS in partnership with Gamer Network has shown that E3 gave a huge boost to the number of people interested in buying a Wii U, with purchasing intent growing by 50 per cent over the course of the event.
Around one thousand core gamers were surveyed on various purchase intentions before and after the LA show, revealing that, whilst Nintendo’s platform started out with the lowest number of people looking at buying it, it saw the biggest benefit from the show’s exposure. 20 per cent of respondents now intend to buy the machine, equal to those who are looking at an Xbox One, which saw a seven per cent increase in popularity.
Sony’s PS4, a clear leader going in to E3, lost ground to its competitors, sinking below 30 per cent of respondents.
In terms of anticipated games, consumers are champing at the bit for 2015′s third-party releases, with Warner’s Arkham Knight leading the charge with an incredible 60 per cent of those surveyed intending to buy the game for at least one platform. Gamers are slightly less excited for 2014′s titles, but Activision’s Destiny is the narrow leader for this year, edging out AC: Unity and GTA V with just under 50 per cent. Both Battlefield Hardline and CoD: Advanced Warfare are lagging behind slightly.
As might be expected, purchasing intent is higher amongst first-party exclusives for current platform owners. On PS4, Uncharted 4 was the most popular game both before and after E3 with 76 per cent of PS4 owners expected to buy it. On Xbox One, it’s Halo which pays the piper, garnering support from 77 per cent of One owners. Over on the Wii U and amazing 89 per cent of owners expect to buy the new Zelda game when it’s released. None of these platform-exclusive heavy hitters will land until 2015 at the earliest, which IHS predicts will increase pre-Christmas reliance on multi-platform games for Microsoft, Sony and, to a lesser extent, Nintendo.
“Although there are other exclusive titles coming in 2014 or already available,” the report reads, “none hold the influence that these leading titles have in terms of selling console hardware, with the exception of Mario Kart 8 for Wii U. As a result, the success of console sales this holiday shopping season will depend more heavily on the total value and content proposition including exclusive content offered by multi-platform games rather than a single, very influential system-selling exclusive. This factor will impact the marketing strategies of the platform holders as we move into 2014′s main shopping season.”
The new generation of consoles and booming category of free-to-play PC games won’t be enough to keep the market growing indefinitely. According to a Juniper Research report, the market will soon turn south, falling from $46.5 billion worldwide this year to $41 billion in 2019.
Despite that 12 percent drop, the PC and console segment will still account for more than half of all gaming revenues through 2019. Additionally, Juniper said software sales on PC and console “will remain relatively healthy,” with PC revenues topping those of its console counterparts.
The PC & Console Games: Trends, Opportunities, and Vendor Strategies 2014-2019 report also predicts the console cycle to continue as in generations past. That means the new systems will spark sales in the short-term, with growth slowing and then turning negative as the new platforms age. Juniper also expects another generation of consoles likely arriving around 2019, with the new platforms having a similar lifespan to the their predecessors.
Dedicated gaming handhelds will continue to play a part in the industry, with Juniper penciling them in for about $2.2 billion in revenues in 2019. (Handhelds were not included in the console/PC figures above.) And while cloud gaming is going to receive a boost this year with the launch of PlayStation Now, it won’t upend the status quo just yet. Juniper expects the cloud gaming market to rise from $281 million this year to $1 billion by 2019.
Intel has announced the Drive Pro 2500 series of solid state disk (SSD) drives that are “self encrypting”, which the firm says makes them more secure against data breaches.
Aimed at businesses, the Intel SSD Pro 2500 series will come in a 2.4in 7mm form factor with 120GB, 180GB, 240GB, 360GB and 480GB capacities, M.2 80mm size with 180GB, 240GB and 360GB capacities, and M.2 60mm size with 180GB or 240GB capacities.
Intel promises that each form factor type will provide random input/output operations per second (IOPS) of up to 48K/80K and sequential read/write data transfer speeds of up to 540/490MBps.
“[The] Solid State Drive Pro 2500 series [has] over [six times] higher performance with new advanced low power modes yielding an optimized user experience and longer battery life,” Intel said in a press briefing.
In terms of power, the drives will have an active wattage of 195mW, idle 55mW and devsleep of 5mW. The drives will also ship with Intel vPro-capable remote manageability features.
Intel said that the reason behind the launch of the self encrypting SSDs is due to rise of data breaches affecting businesses having “significant financial consequences”.
Intel said the average cost of data breach incident is in the region of $3.4m (£2m), with malicious attacks being the main cause. The firm also said that lost laptops are a concern and the average cost of a lost unencrypted device is $50,000 (£30,000) including intellectual property loss, data breaches, lost productivity, replacement and legal costs, so the need for businesses to encrypt data is more pressing than ever.
Data breaches are also becoming a bigger concern on a personal level, too, as it has emerged that cyber crooks are increasingly turning to “sextortion” attacks in which they blackmail victims with the threat of exposing explicit photographs or messages.
Security experts warned that cyber criminals might try to befriend victims and trick them into sharing pictures, or may use malware to target victims’ webcams and take pictures themselves in order to acquire blackmail material.
Quantum Break is said to feature television segments that will be part of the main game with players unlocking new segments at the end of some gameplay segments. The live action television segments can we watched right away or they can be viewed later on mobile devices such as a smart phone or tablet.
The run here is that originally we assumed that these live action segments to be integrated with the game were being produced by Remedy, but word is now that this may not actually be the case and that the Microsoft Xbox Entertainment Studios division might actually be responsible for delivering this content.
So far, no one at Microsoft or Remedy will confirm what if any the impact of closing Xbox Entertainment Studios may have on the Quantum Break project if any. Sources we have spoken with seem to think that the recording of all of this live action segments is already done and finished. So there is nothing to worry about, but other think that it will be difficult to scrap Quantum Break this far into the development, but a redesign that does not use the television segments might be likely.
The company looked at the top 50 free apps in Google’s Play Store and then searched Google’s app store and others to see if fake versions existed. It found fake versions existed for 77 percent of the apps. The fake apps are often made to look like the real ones and have the same functions, but carry a dangerous extra payload.
“We’ve been tracking the activity of malicious or high-risk apps for nearly five years,” said JD Sherry, vice president of technology and solutions at Trend Micro. “The potential for people to slip things past the gate and appear legitimate is much easier.”
Tokyo-based Trend Micro, which makes antivirus and antimalware software that guard against such risks, said it cataloged 890,482 fake apps in a survey conducted in April this year. More than half were judged to be malicious of which 59,185 were aggressive adware and 394,263 were malware.
The most common type of fake app purports to be antivirus software — targeting users who think they are protecting themselves from such problems. In some cases, the apps ask users to approve administrator privileges, which allow the app wider access to the phone’s software and data and make it more difficult to remove.
While many of the fake apps exist on forums or third-party app stores where security is either weaker than Google’s Play Store or nonexistent, fake apps can also invade the official Google store.
“A more recent example of a rogue antivirus app known as “Virus Shield” received a 4.7-star rating after being downloaded more than 10,000 times, mostly with the aid of bots,” Trend Micro said in its report.
Cheekily, scammers charged $3.99 for the fake app, which promised to prevent harmful apps from being installed. It was removed by Google after a few days, but not before it fooled thousands of users and even became a “top new paid app” in the Play Store. Trend said it was “perplexing” how the app achieved “top” status.
Attackers sometimes play on hype for apps.
When the “Flappy Bird” game was taken off the Play Store, fake versions appeared, some of which sent premium text messages. And before BlackBerry released its BBM messenger app for Android, a number of fake versions appeared that were downloaded more than 100,000 times.
Trend Micro’s report was published on the same day Google said it had formed a security team to go after so-called “zero-day” exploits in software that allow attackers to target users before software companies issue patches.
Sherry said he thought Google’s announcement was “ironic” considering the large number of problems Trend Micro found in Google’s own backyard.
Microsoft Corp is said to be planning its biggest round of job cuts in five years as the software giant moves to integrate Nokia Oyj’s handset unit, Bloomberg reported, citing people with knowledge of the company’s plans.
The reductions, expected to be announced as soon as this week, could be in the Nokia unit and the parts of Microsoft that overlap with that business, as well as in marketing and engineering, Bloomberg reported.
Since absorbing the handset business of Nokia this spring, Microsoft has 127,000 employees, far more than rivals Apple Inc and Google Inc. Wall Street is expecting Chief Executive Satya Nadella to make some cuts, which would represent Microsoft’s first major layoffs since 2009.
The restructuring may end up being the biggest in Microsoft history, topping the 5,800 jobs cut in 2009, the report said.
Some of the job cuts will be in marketing departments for businesses such as the global Xbox team, and among software testers, while other job cuts may result from changes Nadella is making to the engineering organization, Bloomberg reported.
Last week, Nadella circulated a memo to employees promising to “flatten the organization and develop leaner business processes” but deferred any comment on widely expected job cuts at the software company.
Nadella said he would address detailed organizational and financial issues for the company’s new financial year, which started at the beginning of this month, when Microsoft reports quarterly results on July 22.
The IdeaPad Y50 UHD laptop starts at $1,299.99 and is targeted at gamers. The 4K screen can display images at 3840 x 2160 pixels, which is the highest resolution available in laptops today.
The Y50 is cheaper than Toshiba’s Satellite P50T, which starts at $1,499.99. The P50T started shipping in April, but was temporarily pulled from Toshiba’s website, and is now available again.
Laptop screens have so far topped out at 3200 x 1800 pixels in Samsung’s Ativ Book 9 Plus, Lenovo’s Yoga 2 Pro and Razer’s Blade gaming laptop. TVs, monitors and cameras with support for 4K are already available.
Lenovo in January announced two 4K laptops — the Y50 and the 14-inch Y40 — but the initial units that shipped in May were missing 4K screens and instead came with HD screens. The Y40 model is not yet available with a 4K screen. Lenovo was having issues acquiring 4K displays, which delayed some laptops and monitors.
The Y50 has some of the latest PC technologies, pushing it into the class of a true gaming laptop. The $1,299.99 model has a Core i7 i7-4710HQ processor, an Nvidia GeForce GTX 860M graphics chip with 2GB of video memory, 8GB of DRAM and 1TB of hard-drive storage. The $1,599.99 model has the same Core i7 CPU, the GeForce GTX 860M with 4GB of video memory, 16GB of DRAM and 512GB solid-state drive storage.
The laptops have Windows 8, 802.11ac Wi-Fi, Bluetooth 4.0, an HDMI connector and two USB 3.0 ports.
By 2017, mobile and online games could push worldwide gaming software revenues to $100 billion. That’s according to Digi-Capital’s latest Global Games Investment Review report, which said the mobile/online game market could make up a whopping 60 percent ($60 billion) of that total thanks to a compound annual growth rate of nearly 24 percent since 2011.
The firm found mobile was the main driver of record mergers and acquisitions activity in the last year, accounting for $4.6 billion of a record $12.5 billion in games M&A. The free-to-play MMO market was the next biggest driver with $4 billion in M&A business, followed by tech interests with $2.8 billion.
That total covers the last year, but most of it has come in 2014, with gaming M&A accounting for a record $6.6 billion in the first six months of the year alone. Even if 2014 didn’t see another penny added to that total, it would be a new full-year record as well, having already eclipsed the $5.6 billion in mergers and acquisitions recorded for the entirety of 2013.
Digi-Capital offered a number of reasons for the increase of M&A activity beyond the simple attraction of massive growth in the field. The firm also said some acquirers were interested in “stopping mobile insurgents from eating their lunch,” indicating the Zynga pick-up of Natural Motion would fall under that category. It also said companies established in one region are looking to buy strength in a different part of the world (as with Softbank’s majority stake acquisition of Supercell), and lukewarm or delayed IPOs for a handful of companies in the market have made recent valuations seem like good bargains.
In its forecast for the second quarter, Gartner said that revenue is expected to reach $336bn this year, up 6.7 percent from the same quarter last year. The growth has surpassed analysts’ earlier expectations, up from the previous quarter’s forecast of 5.4 percent growth.
The growing trend is particularly evident in companies such as foundry leader TSMC, Gartner explained, which is expecting a sequential growth in the second quarter of this year by over 20 percent.
But, according to Gartner, DRAM is responsible for the growth and in the chip market this year is expected to lead with a 18.8 percent annual growth. This is because DRAM pricing remains firm, and coupled with growth in key system markets, this is helping propel the DRAM market to an estimated $41bn in 2014.
“Other areas are also doing well, including analog, field programmable gate arrays (FPGAs), application-specific integrated circuit (ASICs), and non optical sensors,” said Gartner VP of research Bryan Lewis. “ASICs are driven by Apple, with strong sales of its iPhone expected in the second half of 2014. ASICs will also benefit from the strong ramp of the latest video game console generation, particularly the Sony PS4 and Microsoft Xbox One.”
However, the analyst outfit said memory is a “feast-and-famine” market due to big supply and demand cycles, and it predicted that the next big memory oversupply downturn to hit in 2016, weakening overall semiconductor growth.
However, Lewis claimed that overall semiconductor growth is widespread, with the non-memory segment growing 5.2 percent in 2014, compared with only 0.8 percent the year before. Smartphones and “ultramobile” devices, including tablets, are the growth areas from a system point of view, Gartner added.
On Monday, Gartner reported that the PC market – which it counts as desktops, notebooks and “premium ultramobile devices” – will surge by over five percent this year. However, it will still be in negative figures, increasing from minus 9.5 percent in 2013 to minus 2.9 percent in 2014.
However, Gartner said that the traditional PC market, which consists of desktop and notebooks only, will still be in decline and follow the same downward trend, on pace to contract 6.7 percent in 2014 and 5.3 percent in 2015.
Late last year, Frank Gibeau switched roles at Electronic Arts, moving from president of the PC and console-focused EA Labels to be the executive vice president of EA Mobile. Speaking with GamesIndustry International at E3 last month, Gibeau said he was enticed by the vast opportunity for growth in the mobile world, and the chance to shape the publisher’s efforts in the space.
“One of the things I enjoy doing is building new groups, new teams and taking on cool missions,” Gibeau said. “The idea was that EA is known as a console company, and for our PC business. We’re not particularly well known for our mobile efforts, and I thought it would be an awesome challenge to go in and marshal all the talent and assets of EA and, frankly, build a mobile game company.”
It might sound a little odd to hear Gibeau speaking of building a mobile game company at EA. After all, he described EA as “the king of the premium business model” in the mobile world not too long ago, when the company was topping charts with $7 apps like The Sims 3 or raking it in with paid offerings like Tetris, Monopoly, or Scrabble.
“Two years ago, we were number one on feature phones with the premium business model,” Gibeau said. “Smart devices come in, freemium comes in, and we’re rebuilding our business. I think we’ve successfully gotten back into position and we see a lot of opportunity to grow the business going forward, but if you had talked to me about two years ago and tried to speculate there would be a company called Supercell with that much share and that many games, we wouldn’t even have come close.”
Gibeau expects that pace of upheaval to continue in the mobile market, but some things seem set in stone. For example, Gibeau is so convinced that the days of premium apps are done, he has EA Mobile working exclusively on freemium these days.
“If you look at how Asia operates, premium just doesn’t exist as a business model for interactive games, whether it’s on PC or mobile devices. If you look at the opportunity set, if you’re thinking globally, you want to go freemium so you can capture the widest possible audience in Japan, Korea, China, and so on… With premium games, you just don’t get the downloads you do with a free game. It’s better to get as many people into your experience and trying it. If they connect with it, that’s great, then you can carry them for very long periods of time. With premium, given that there are so many free offerings out there, it’s very difficult to break through.”
Unfortunately for EA, its prior expertise is only so relevant in the new mobile marketplace. Its decades of work on PCs and consoles translated well to premium apps that didn’t require constant updating, but Gibeau said running live services is a very different task – one EA needs to get better at.
“Our challenge frankly is just mastering the freemium live service component of what’s happening in mobile,” Gibeau said. “That’s where we’re spending a lot of our time right now. We think we have the right IP. We have the right talent. We’ve got great production values. Our scores from users are pretty high. It’s really about being able to be as good as Supercell, King, Gungho, or some of these other companies at sustained live services for long periods of time. We have a couple games that are doing really well on that front, like The Simpsons, Sims Freeplay, and Real Racing, but in general I think that’s where we need to spend most of our time.”
As Gibeau mentioned, EA has already had some successes on that front, but its record isn’t exactly unblemished. The company launched a freemium reboot of Dungeon Keeper earlier this year and the game was heavily criticized for its aggressive monetization approach. In May, EA shuttered original developer Mythic.
“Dungeon Keeper suffered from a few things,” Gibeau said. “I don’t think we did a particularly good job marketing it or talking to fans about their expectations for what Dungeon Keeper was going to be or ultimately should be. Brands ultimately have a certain amount of permission that you can make changes to, and I think we might have innovated too much or tried some different things that people just weren’t ready for. Or, frankly, were not in tune with what the brand would have allowed us to do. We like the idea that you can bring back a brand at EA and express it in a new way. We’ve had some successes on that front, but in the case of Dungeon Keeper, that just didn’t connect with an audience for a variety of reasons.”
The Dungeon Keeper reboot wasn’t successful, but EA continues to keep the game up and running, having passed the live service responsibilities to another studio. It’s not because the company is hoping for a turnaround story so much as it’s just one more adaptation to running games with a live service model.
“If you watch some of the things we’ve been doing over the last eight or nine months, we’ve made a commitment to players,” Gibeau said. “We’re sincere and committed to that. So when you bring in a group of people to Dungeon Keeper and you serve them, create a live service, a relationship and a connection, you just can’t pull the rug out from under them. That’s just not fair. We can sustain the Dungeon Keeper business at its level for a very long time. We have a committed group of people who are playing the game and enjoying it. So our view is going to be that we’ll keep Dungeon Keeper going as long as there’s a committed and connected audience to that game. Are we going to sequel it? Probably not. [Laughs] But we don’t want to just shut stuff off and walk away. You can’t do that in a live service environment.”
Much like EA’s institutional experience, there’s only so much of Gibeau’s past in the console and PC core gaming world that is directly relevant to today’s mobile space. But as the segment grows out of what he calls the “two guys in a garage” stage, EA’s organizational expertise will be increasingly beneficial.
“These teams are starting to become fairly sizeable,” Gibeau said, “and the teams and investment going into these games is starting to become much greater. Now they’re much, much less than you see on the console side, but there’s a certain rigor and discipline in approach from a technology and talent standpoint that’s very applicable… If you look at these devices, they will refresh their hardware and their computing power multiple times before you see a PlayStation 5. And as you see that hardware get increasing power and capability on GPU and CPU levels, our technology that we set up for gen 4 will be very applicable there. We’re going to be building technologies like Frostbite that operate on mobile devices so we can create richer, more immersive experiences on mobile.”
Even if mobile blockbusters like Candy Crush Saga aren’t exactly pushing the hardware, Gibeau said there’s still a need for all that extra horsepower. With the increased capabilities of multitasking on phones, he sees plenty of room for improvement before the industry runs up against diminishing returns on the CPU and GPU front. He likens today’s mobile titles to late-generation PS2 games, with PS3 and Xbox 360-level games just around the corner.
“As it relates to games, this is like black and white movies with no sound at this point, in terms of the type of games we’ve created,” Gibeau said. “We’re just starting to break through on the really big ideas is my personal view. If you look at games like Clash of Clans, Real Racing, even Candy Crush, they’re breaking through in new ways and spawning all types of new products that are opening up creativity and opportunities here. So I think computing power is just something we’ll continue to leverage.”
The best part for Gibeau is that the hard work of convincing people to buy these more powerful devices isn’t falling solely on the shoulders of game developers.
“The beauty of it is it’s not a single-use device,” Gibeau said, “so people will be upgrading them for a better camera, better video capability, different form factor, different user inputs, as a wearable… I think there’s so much pressure from an innovation standpoint between Samsung, Apple, Google, and Windows coming in, that they’ll continue to one up each other and there will be a very vibrant refresh cycle for a very long period of time. The screens get better, the computing power gets better, and I don’t have to worry about just games doing it like we were in the console business. Those were pretty much just games consoles; these are multi-use devices. And the beauty of it is there will be lots of different types of applications coming in and pushing that upgrade path.”
Intel wants to lead the drive into a less wired world by pushing standards, drive down the cost, and make these technologies ubiquitous.
At Computex, Intel demonstrated WiGig wireless docking and simultaneous wireless charging of a laptop, smartphone, headset and tablet with a pad placed under a tabletop. The company said that it would deliver reference designs for systems that use the technology in 2016 as part of a future Core processor family known as Skylake.
WiGig trades range for speed and operates in the 60GHz spectrum, compared with 2.4- and 5.0GHz for WiFi. It can transfer data at speeds of up to 7Gbps, compared to a maximum speed of a little more than 1Gbps for 802.11ac.
WiGig can be used to stream video from a mobile device to a TV or monitor, replacing HDMI and DisplayPort cables, but is being seen as a way of carrying out networking and wireless docking. It means that you can put your laptop on your desk and it automatically connects with your monitor, keyboard and mouse, printer and other peripherals without cables.
Intel plans to make its own WiGig chips. The outfit said it will have silicon for both transmitters and receivers in production by the end of this year, and available in products in the first half of 2015. Intel also wants to push Rezence for wireless charging.
Chipzilla has added that it will contribute some of its own IP to expand the standard to support wireless charging of laptops (which requires at least 20 watts) and that Rezence will be part of a Skylake reference design by 2016. This means that the world could be wirelessly networked soon after that.
After a test period, Twitter said that it was globally deploying its “mobile app installs” program, which allows companies to promote their mobile apps in users’ feeds.
Twitter began testing the program with a limited number of advertisers in the U.S. in April — tests that the company says went well. Participants in that program included mobile ride-hailing service Lyft and games publisher Electronic Arts.
The program lets companies publish links to download mobile apps. These ads are meant to appear like regular posts in users’ feeds.
Mobile app ads have become very successful for Facebook, helping to drive the download of roughly 60 percent of the top-grossing apps in Apple’s App Store, according to Facebook.
Twitter, for its part, is looking to better monetize its service amid sagging user growth. The company has yet to turn a profit.
Twitter already lets advertisers target their ads by users’ interests, keywords, favorite TV programs, language and other criteria.
Advertisers promoting their mobile apps will be able to leverage those capabilities too, Twitter said.
VR-Zone found a leaked slide detailing the Intel desktop roadmap for the next five quarters. There is little in the slide we had not already guessed using Fudzilla’s sophisticated roadmap divination ritual, confirms what the Tarot cards had told us.
Firstly the Haswell-E extreme CPUs will be in the shops in time for this holiday season, and then there will be a release of Broadwell and Skylake processors in 2015.
Haswell-E i7-5820K, i7-5930K and i7-5960X models will be available in the third quarter 2014, and they will supersede Ivy Bridge-based Core i7-4820K, i7-4930K and i7-4960X. The most anticipated features of future Haswell-E parts are larger number of cores, up to 8, and support for DDR4 memory.
As we expected Broadwell and Skylake-S CPUs, both manufactured on 14nm technology, will be launched in Q2 2015. Broadwell processors will have unlocked clock multiplier, and they will be supported by existing socket 1150 motherboards with 9-series chipsets.
Skylake-S parts will be frequency-locked. They will require different boards with a new socket 1151, and they will be paired with 100 series chipset.