It’s already been widely reported that Microsoft is working on game-streaming technology, long enough that the company has apparently started over at least once. According to a new ZDNet report, Microsoft halted work on one such project called “Rio,” and has since begun building a new streaming service code-named “Arcadia.”
ZDNet’s Mary Jo Foley cites sources within Microsoft with the news that Arcadia is being worked on by a new team in the company’s Operating Systems Group. A job listing for the team says it will be working “to bring premium and unique experiences to Microsoft’s core platforms.”
Arcadia is said to run on Microsoft’s Azure cloud technology, and will let users stream apps as well as games. While there was talk of having Arcadia stream Android apps and games to Windows devices, Foley reported that particular feature has been tabled for the moment.
Red Hat has announced the availability of Red Hat Enterprise Linux (RHEL) 7.1 Beta with enhancements to improve ease of use, manageability and performance, as well as support for IBM Power8 little endian architecture.
RHEL 7.1 Beta is the next point release following the enterprise Linux vendor’s initial production release of RHEL 7.0 in June.
RHEL 7.1 adds OpenLMI support to streamline system configuration management with thin logical volume manager provisioning, along with kernel and user mode components supporting Ceph block storage devices.
The update also offers support for Microsoft CIFS for mixed vendor data centre environments that need it, providing native access to Microsoft Windows file and print services.
RHEL 7.1 also enhances identity management security with one-time password authentication via LDAP and Kerberos protocols and the FreeOTP standard, and introduces a certificate authority management tool.
In addition, RHEL 7.1 includes Security Content Automation Protocol Security Guides that reduce the complexity of compliance testing and enhance security assurance.
Building on RHEL 7.0 support for Linux containers in physical, virtual and cloud deployments in development, test and production environments, RHEL 7.1 adds access to Docker 1.2 in the RHEL 7 Extras channel.
For users with demanding workload responsiveness requirements, RHEL 7.1 adds real-time dispatching for workloads that require very precise and deterministic processing times. This capability is delivered with Linux kernel enhancements and additional userspace packages that can be added on top of a stock RHEL 7.1 installation.
Finally, RHEL 7.1 includes support for IBM Power8 little endian architecture for customers using the IBM Power8 systems infrastructure.
Running in little endian mode accelerates application portability to the IBM Power8 systems, thus allowing customers using IBM Power8 systems to use the existing ecosystem of Linux applications as developed for the x86 architecture.
Interested users can read the RHEL 7.1 Beta Release Notes, and can download the RHEL 7.1 Beta at Red Hat’s website.
Project Orleans, the cloud engine that powers Xbox hits Halo Reach and Halo 4, is being taken open source.
The engine, which has also played a vital role in the development of Microsoft’s Azure cloud computing platform, will be released under an MIT licence next year by Microsoft Technologies after being trailed at this year’s Microsoft Build Conference.
This is the latest in a long line of open-source announcements by Microsoft this year as the company tries to reinvent itself for the age where its stranglehold on the market has reduced and a wide variety of non-proprietary alternatives exist.
At the same Build conference, the company also announced that it will open source the .NET framework, on which most Windows applications depend.
The project, as described by the team itself, is “an implementation of an improved actor model that borrows heavily from Erlang and distributed objects systems, adds static typing, message indirection and actor virtualisation, exposing them in an integrated programming model”.
The team added that, whereas Erlang is a pure functional language with its own custom virtual machine, the Orleans programming model “directly leverages .NET and its object-oriented capabilities”.
One example available to try is an analysis of Twitter sentiment gauging reaction to a given hash-tag based on the language around it and creating visual representations of the mood of the web.
The code will be available as an extension to Microsoft Studio 12 or 13 with samples and supporting documentation already available, including for the Azure implementations. Non-Azure users can grab a free trial version before they buy.
Like other infotainment systems, Sync allows users to make hands-free telephone calls, control music choices and perform other functions with the use of voice commands. Ford’s Sync head unit also upgraded to the latest Texas Instruments OMAP 5 processor.
As with Ford’s announcement about the new Sync rollout,Ford spokesperson Alan Hall declined to say why the automaker chose QNX over Microsoft’s Windows Embedded Automotive OS for its third-generation product.
Negative press and feedback and criticism from Consumer Reports likely spurred Ford rethink its choices, said Gartner analyst Thilo Koslowski.
“Having that automotive expertise and understanding the programs they have in place, how they work from an engineering perspective, the UI and getting applications into the head unit makes QNX very strong,” Koslowski said in an earlier interview with Computerworld.
Ford’s Sync IVI system has never been recommended by Consumer Reports magazine.
By turning to the open-source QNX platform, Ford gets a full community of developers to support and update the software. QNX also supports the ubiquitous HTML5 markup language and other native user interface toolsets.
Before being purchased by Blackberry in 2010, QNX Software Systems was owned by audio and infotainment equipment company Harman International. It’s been used in more than 200 different car models, so it has been well vetted.
Ford’s third generation, QNX-supported Sync uses a more natural language speech-recognition technology from Nuance, according to Hall.
“What we did with the data set was allow it to use a more conversational way that you’d refer to something. So P.F. Chang’s is how you’d refer to the restaurant, but the official name of the restaurant is P.F. Chang’s Chinese Bistro. In the past, you had to know the official name for the system to be able to find it,” Hall said. “That wasn’t very helpful because no one calls it P.F. Chang’s Chinese Bistro.”
Facebook Inc has discontinued including results from Microsoft Corp’s Bing search engine on its social networking site.
The move, confirmed by a company spokesperson, comes as Facebook has revamped its own search offerings, introducing a tool on Monday that allows users to quickly find past comments and other information posted by their friends on Facebook.
The decision may reflect the increasing importance that Facebook sees in Web search technology, a market dominated by rival Google Inc.
Searches on Facebook have long been geared toward helping users connect with friends and to find other information that exists within the walls of the 1.35 billion-user social networking service. But for years, Facebook’s search results also included links to standalone websites that were provided by Bing.
“We’re not currently showing web search results in Facebook Search because we’re focused on helping people find what’s been shared with them on Facebook,” a company spokesperson told Reuters. “We continue to have a great partnership with Microsoft in lots of different areas.”
Microsoft was not immediately available for comment.
Facebook Chief Executive Mark Zuckerberg has flagged search as one of the company’s key growth initiatives, noting in July that there were more than 1 billion search queries occurring on Facebook every day and hinting that the vast amount of information that users share within Facebook could eventually replace the need to search the Web for answers to certain questions.
“There is more than a trillion posts, which some of the search engineers on the team like to remind me, is bigger than any Web search corpus out there,” Zuckerberg said on a conference call with analysts in July.
Microsoft’s Bing is the No.2 Web search provider in the U.S., with a nearly 20 percent share of the market according to industry research firm comScore.
Facebook and Microsoft have a longstanding relationship dating back to Microsoft’s $240 million investment in Facebook, for a 1.6 percent stake in the company, in October 2007. As part of that deal, Microsoft provided banner ads on Facebook’s website in international markets.
A company insider has spilled the beans in Korea, claiming that Samsung has started Apple A9 production in 14nm FinFET.
The A9 is the next generation SoC for Apple iPhone and iPad products and it is manufactured on the Samsung – GlobalFoundries 14nm FinFET manufacturing process. In the other news, Samsung’s Ki-nam, president of the company’s semiconductor business and head of System LSI business has confirmed that the company started production of 14-nanometre FinFET chips.
The report mentions Austin as a possible site for Apple products but we wonder if the GlobalFoundries Fab 8 in New York State could become one of the partners for the 14nm FinFET manufacturing. Samsung didn’t officially reveal the client for the 14nm FinFET, but Apple is the most obvious candidate, while we expect to see 14 / 16nm FinFET graphics chips from AMD and Nvidia but most likely in the latter half of 2015 at best.
Qualcomm is likely to announce new LTE modem based on 14nm FinFET and the flagship SoC Snapdragon 810 is a 20nm chip. Qualcomm is manufacturing its 810 chips as we speak to meet demand for flagship Android phones coming in Q1 2015. Flagship Samsung, HTC and LG phones among others are likely to use Snapdragon 810 as a replacement for this year’s Snapdragon 801, a high end chip that ended up in millions of high-end phones.
Samsung / GlobalFoundries14nm FinFET process is 15 percent smaller, 20 percent faster, and 35 percent more power efficient compared to 20nm processors. This definitely sounds exiting and will bring more performance into phones, tablets, GPUs and will significantly decrease power consumption. The move from 28nm is long overdue.
We believe that Qualcomm’s LTE modem might be the first chip to officially come with this manufacturing process and Apple will probably take most of the 14nm production for an update in its tablets and phones scheduled for 2015.
Intel showed off a new platform which it claims makes it easier for companies to create Internet-connected smart products using its chips, security and software.
Intel’s platform is like Lego and based on the chipmaker’s components and software for companies to create smart, connected devices. The only difference is that you can’t enact your own Doctor Who scene from it.
Doug Davis, head of Intel’s Internet of Things business, said at a launch event in San Francisco it will make it a doddle to connect to data centres in order analyse data collected from devices’ sensors.
Intel’s chips should compute capability in end-point devices that scale from its highest performance Xeon processor to the Quark family of products.
Intel’s Internet of Things Group had $530 million in revenue in the September quarter. That accounted for just 4 percent of Intel’s total revenue in the quarter, but it grew 14 percent over the previous year, which was faster than the company’s PC business.
Dell, SAP, Tata Consultancy, Accenture and other companies are working with the new reference model, Davis said.
Chief Operating Officer Kevin Turner told Japanese news service Nikkei on Wednesday that the new system would be released “early next fall.”
Microsoft has not publicly set a firm timetable for the release of Windows 10, but only last week suggested the possibility of an earlier release.
“By next late summer and early fall we’ll be able to bring out this particular OS (operating system). That’s the current plan of record,” Turner told the Credit Suisse Technology Conference last Thursday.
An autumn release would put Windows 10 on track for launch three years after Windows 8, which got a mixed reception as it confused many traditional PC users with a design more suited to tablets.
Microsoft unveiled the name Windows 10 in late September, saying the jump in numbers from 8 to 10 marked a leap as it looks to unify the way people work on tablets, phones and traditional computers.
An early test version of Windows 10 – which blends the traditional look and much-loved start menu with newer features – has been available for download from Microsoft’s website for more than two months.
Windows is still a core part of Microsoft’s business and dominates the desktop computing market with 1.5 billion users. But the growth of smartphones and tablets means Windows now runs on only about 14 percent of computing devices worldwide, according to tech research firm Gartner.
Last Friday we ran a report on technical issues plaguing Qualcomm’s upcoming Snapdragon 810 processor, the company’s first consumer SoC based on the 20nm process.
Reports coming out of Korea alleged the chip was experiencing thermal issues, along with memory and GPU bugs. We reached out to Qualcomm and the company reassured us that everything is on track.
Jon Carvill, Qualcomm’s Senior Director of Public Relations, told Fudzilla that the company won’t comment on any of the rumours or speculation referenced in our report (based on Business Korea’s reporting).
“I can tell you that everything with Snapdragon 810 remains on track and we expect commercial devices to be available in 1H 2015,” said Carvill.
This means next generation Android flagships are unlikely to be delayed due to any potential issues associated with Qualcomm silicon. Of course, they could face other issues and delays always remain a possibility, but that has nothing to do with Qualcomm or its first 20nm 64-bit part.
Samsung is having another crack at building a GPU.
This is not company’s first attempt to make a GPU and this time it is meant to be used with its SoC and not in graphics cards. Samsung has announced last year that it wants to make its System on Chips based on in-house 64-bit architecture but we still have to wait and see one eventuate.
Samsung is trying to make a GPU for years and enter this already crowded GPU IP market. Qualcomm uses Adreno, Nvidia uses Geforce and wants to license it to others. Apple uses PowerVR while Mediatek uses ARM owed Mali graphics for newer processors while using PowerVR for some older parts. Intel is using PowerVR G6430 for its mobile processors such as Atom Z3580 Moorefield while AMD has its own graphics that it can use for future SoCs and APUs. Intel owns Intel HD graphics that dominates the integrated CPU market especially for notebooks.
Samsung currently uses Mali graphics but this might change. If its team is successful, it might come with its own graphics and jack them under the bonnet of its own Exynos processor by the next summer.
All the sudden Nvidia’s lawsuit against Samsung makes more sense.
Samsung is trying to get into Nvidia space and the company doesn’t like it. Even if Samsung manages to make a successful GPU, the competition is hard. Even with years of trying Samsung is mostly using Exynos for its own tablets and some phones. Most Samsung high end phones use Qualcomm Snapdragons as these tend to have better LTE modems and are widely available.
According to the Korean ZDnet the company might talk about the GPU as early as February at the Solid Circuits Society (ISSCC) conference with the official announcement scheduled for summer 2015.
Detractors of free-to-play have been having a good few weeks, on the surface at least. There’s been a steady drip-feed of articles and statements implying that premium-priced games are gaining ground on mobile and tablet devices, with parents in particular increasingly wary of F2P game mechanics; a suggestion from SuperData CEO Joost van Dreunen that the F2P audience has reached its limits; and, to top it off, a move by Apple to replace the word “Free” with a button labelled “Get” in the App Store, a response to EU criticism of the word Free being applied to games with in-app purchases.
Taken individually, each of these things may well be true. Premium-priced games may indeed be doing better on mobile devices than before; parents may indeed be demonstrating a more advanced understanding of the costs of “free” games, and reacting negatively to them. Van Dreunen’s assertion that the audience for F2P has plateaued may well be correct, in some sense; and of course, the EU’s action and Apple’s reaction is unquestionable. Yet to collect these together, as some have attempted, and present them as evidence of a turning tide in the “battle” between premium and free games, is little more than twisting the facts to suit a narrative in which you desperately want to believe.
Here’s another much-reported incident which upsets the apple cart; the launch of an add-on level pack for ustwo’s beautiful, critically acclaimed and much-loved mobile game Monument Valley. The game is a premium title, and its level pack, which added almost as much content as the original game again, cost $2. This charge unleashed a tide of furious one-star reviews slamming the developers for their greed and hubris in daring to charge $2 for a pack of painstakingly crafted levels.
This is a timely and sobering reminder of just how deeply ingrained the “content is free” ethos has become on mobile and tablet and platforms. To remind you; Monument Valley was a premium game. The furious consumers who viewed charging for additional content as a heinous act of money-grubbing were people who had already paid money for the game, and thus belong to the minority of mobile app customers willing to pay for stuff up front; yet even within this group the scope of their willingness to countenance paying for content is extremely limited (and their ire at being forced to do so is extraordinary).
Is this right? Are these consumers desperately wrong? It doesn’t matter, to be honest; it’s reality, and every amateur philosopher who fancies himself the Internet’s Immanuel Kant can talk about their theories of “right” pricing and value in comment threads all day long without making a whit of difference to the reality. Mobile consumers (and increasingly, consumers on other platforms) are used to the idea that they get content for free, through fair means or foul. We could argue the piece about whether this is an economic inevitability in an era of almost-zero reproduction and distribution costs, as some commentators believe, but the ultimate outcome is no longer in question. Consumers, the majority of them at least, expect content to be free.
F2P, for all that its practitioners have misjudged and overstepped on many occasions, is a fumbling attempt to answer an absolutely essential question that arises from that reality; if consumers expect content to be free, what will they pay for? The answer, it transpires, is quite a lot of things. Among the customers who wouldn’t pay $2 for a level pack are probably a small but significant number who wouldn’t have blinked an eye at dropping $100 on in-game currency to speed up their ability to access and complete much the same levels, and a much more significant percentage who would certainly have spent roughly that $2 or more on various in-game purchases which didn’t unlock content, per se, but rather smoothed a progression curve that allowed access to that content. Still others might have paid for customisation or for merchandise, digital or physical, confirming their status as a fan of the game.
I’m not saying necessarily that ustwo should have done any of those things; their approach to their game is undoubtedly grounded in an understanding of their market and their customers, and I hope that the expansion was ultimately successful despite all the griping. What I am saying is that this episode shows that the problem F2P seeks to solve is real, and the notion that F2P itself is creating the problem is naive; if games can be distributed for free, of course someone will work out a way to leverage that in order to build audience, and of course consumers will become accustomed to the idea that paying up front is a mugs’ game.
If some audiences are tiring of F2P’s present approach, that doesn’t actually remove the problem; it simply means that we need new solutions, better ways to make money from free games. Talking to developers of applications and games aimed at kids reveals that while there’s a sense that parents are indeed becoming very wary of F2P – both negative media coverage and strong anti-F2P word of mouth among parents seem to be major contributing factors – they have not, as some commentators suggest, responded by wanting to buy premium software. Instead, they want free games without any in-app purchases; they don’t buy premium games and either avoid or complain bitterly about in-app purchases. Is this reasonable? Again, it barely matters; in a business sense, what matters is figuring out how to make money from this audience, not questioning their philosophy of value.
Free has changed everything, yet that’s not to argue with the continued importance of premium software either. I agree with SuperData’s van Dreunen that there’s a growing cleavage between premium and free markets, although I suspect that the audience itself overlaps significantly. I don’t think, however, that purchasers of premium games are buying quite the same thing they once were. Free has changed this as well; the emergence and rapid rise of “free” as the default price point has meant that choosing to pay for software is an action that exists in the context of abundant free alternatives.
On a practical level, those who buy games are paying for content; in reality, though, that’s not why they choose to pay. There are lots of psychological reasons why people buy media (often it’s to do with self-image and self-presentation to peers), and now there’s a new one; by buying a game, I’m consciously choosing to pay for the privilege of not being subjected to free software monetisation techniques. If I pay $5 for a game, a big part of the motivation for that transaction is the knowledge that I’ll get to enjoy it without F2P mechanisms popping up. Thus, even the absence of F2P has changed the market.
This is the paradigm that developers at all levels of the industry need to come to terms with. Charging people for content is an easy model to understand, but it’s a mistaken one; people don’t really buy access to content. People buy all sorts of other things that are wrapped up, psychologically, in a content purchase, but are remarkably resistant to simply buying content itself.
“I think there’s a bright future for charging premium prices for games – even on platforms where Free otherwise dominates, although it will always be niche there”
There’s so much of it out there for free – sure, only some through legitimate means, but again, this barely matters. The act of purchase is a complex net of emotions, from convenience (I could pirate this but buying it is easier) and perceived risk (what if I get caught pirating? What if it’s got a virus?), through to self-identity (I buy this because this is the kind of game people like me play) and broadcast identity (I buy this because I want people to know I play this kind of game), through to peer group membership (I buy this because it’s in my friends’ Steam libraries and I want to fit in) or community loyalty (I buy this because I’m involved with a community around the developer and wish to support it); and yes, avoidance of free-game monetisation strategies is a new arrow in that quiver. Again, actually accessing content is low on the list, if it’s even there at all, because even if that specific content isn’t available for free somewhere (which it probably is), there’s so much other free content out there that anyone could be entertained endlessly without spending a cent.
In this context, I think there’s a bright future for charging premium prices for games – even on platforms where Free otherwise dominates, although it will always be niche there – but to harness this, developers should try to understand what actually motivates people to buy and recognise the disconnect between what the developer sees as value (“this took me ages to make, that’s why it’s got a price tag on it”) and what the consumer actually values – which could be anything from the above list, or a host of other things, but almost certainly won’t be the developer’s sweat and tears.
That might be tough to accept; but like the inexorable rise of free games and the continuing development of better ways to monetise them, it’s a commercial reality that defies amateur philosophising. You may not like the audience’s attitude to the value of content and unwillingness to pay for things you consider to be valuable – but between a developer that accepts reality and finds a way to make money from the audience they actually have, and the developer who instead ploughs ahead complaining bitterly about the lack of the ideal, grateful audience they dream of, I know which is going to be able to pay the bills at the end of the month.
“Our goal is to deliver fantastic cross-platform apps that support the variety of email services people use today and help them accomplish more,” wrote Rajesh Jha, Microsoft corporate vice president for Outlook and Office 365, in a blog post announcing the purchase.
Over the past year, Microsoft has been extending its Office set of office productivity software and services so they can be accessed on non-Windows devices. The company has released Office apps for the iPad and iPhone, and is working on a version of Office for Android.
Founded in 2013, Acompli offers an iPhone and Android mobile e-mail client that streamlines many of the basic tasks around managing e-mail so they can be completed on the device itself, rather than by using a desktop client. Users have reported that the software works particularly well with Microsoft’s Exchange e-mail servers. Microsoft offers a basic version of Outlook for iPhones, though thus far it has seemingly garnered only a lukewarm response from users.
The free Acompli app offers advanced features such as the ability to view both calendar items and email side by side on the same screen. The calendar lets users email available times for proposed meetings and send a message when they are running late.
Microsoft plans to pair the Acompli development team with the team for its own Outlook e-mail client.
Terms of the deal were not disclosed, though tech website Re/Code reported that the acquisition was worth more than $200 million.
Sony Pictures Entertainment has hired FireEye’s Mandiant forensics unit to clean up a cyber attack that knocked out the studio’s computer network nearly a week ago, and resulted in three movies ending up online.
The FBI is also investigating the incident. Sony went down last Monday after displaying a red skull and the phrase “Hacked By #GOP,” which reportedly stands for Guardians of Peace. Emails to Sony have been bouncing back with messages asking senders to call employees because the system was “experiencing a disruption.”
Mandiant is an incident response firm that helps victims of breaches identify the extent of attacks, clean up networks and restore systems. The firm has handled some of the largest breaches uncovered to date, including the 2013 holiday attack on Target. Sony is investigating to determine whether hackers working on behalf of North Korea have launched the attack in retribution for the studio’s backing of the film “The Interview” which is to be released on Dec. 25 in the United States and Canada.
The movie is a comedy about a CIA attempt to assassinate North Korean leader Kim Jong Un, who is such a funny guy. The Pyongyang government denounced the film as “undisguised sponsoring of terrorism, as well as an act of war” in a letter to UN. Secretary-General Ban Ki-moon.
The group had published a list of emails and passwords for PSN, Windows Live Mail and 2K Games accounts online, and claimed to be prepared to release more, but Sony says that they’ve come from other sources than hacking.
“We have investigated the claims that our network was breached and have found no evidence that there was any intrusion into our network,” the company wrote in a declaration to Joystiq. “Unfortunately, Internet fraud including phishing and password matching are realities that consumers and online networks face on a regular basis. We take these reports very seriously and will continue to monitor our network closely.”
The service, which is designed to do what Drive does for Google and what Office 365 does for software rental, has gained mobile apps for the first time as Zocalo appears on the Google Play store and Apple App Store.
Amazon also mentions availability on the Kindle store, but we’re not sure about that bit. We assume it means the Amazon App Store for Fire tablet users.
The AWS blog says that the apps allow the user to “work offline, make comments, and securely share documents while you are in the air or on the go.”
A second announcement brings Zocalo into line with the AWS S3 storage on which it is built. Users will receive an update to their Zocalo sync client which will enable file capacities up to 5TB, the same maximum allowed by the Amazon S3 cloud.
To facilitate this, multi-part uploads will allow users to carry on an upload from where it was after a break, deliberate or accidental.
Zocalo was launched in July as the fight for enterprise storage productivity hots up. The service can be trialled for 30 days free of charge, offering 200GB each for up to 50 users.
Rival services from companies including the aforementioned Microsoft and Google, as well as Dropbox and Box, coupled with aggressive price cuts across the sector, have led to burgeoning wars for the hearts and minds of IT managers as Microsoft’s Office monopoly begins to wane.