The numbers of VR-enabled smartphones and tablets, as well as shipments of VR devices bundled with gaming consoles or PCs will grow like topsy in the fourth quarter.
Beancounters at Digitimes Research have added up some numbers and divided by their shoe size and reached the conclusion that we should see some significant changes in the VR market soon.
Shipments of VR video-enabled smartphones and VR devices bundled with consoles will be higher compared to other devices. Vendors of VR-enabled tablets and VR headset bundled PCs which niche markets initially before they make headways by coming out with products with reduced prices and enriched content, should do rather well, the Digitimes Report claim.
Gaming and video are still the dominant VR applications in 2016. The successful launch of VR video-enabled flagship smartphones by Samsung Electronics in the first half of 2016 will encourage other vendors to follow suit.
Google and ARM updates to their VR video applications with reduced algorithm requirements in the fourth quarter of 2016 will help develop more VR video-enabled mobile devices.
Shipments of VR video-enabled smartphones are expected to reach 70 million units in 2016, accounting for 5 per cent of global smartphone shipments, Digitimes Research thinks.
Sony is expected to ship over three million PlayStation VR devices in the quarter, far higher than rival vendors.
While Intel has admitted it can’t build a 10nm chip, Mediatek is planning to release two of them using TSMC’s process.
According to the Economic Daily News MediaTek is considering rolling out two versions of its 10nm chips, the Helio X30 for high-end smartphones and the X35 for the lower-end segment.
It said that it will start volume production for the Helio X30-series SoCs as scheduled between the end of 2016 and early-2017. It is also thinking of having another 10nm series designed for mid- and high-end but not necessarily flagship smartphones.
The Helio X35 chips from MediaTek will also be built by TSMC using a lower-spec variant of the foundry’s 10nm processes. It is the first of TSMC’s first group of customers to adopt its 10nm process technology. The other is Apple.
TSMC said that its 10nm process has received product tape-outs from three clients, and will start generating revenues in the first quarter of 2017.
A few of you might remember that we exclusively posted the news that AMD is working on a 7nm CPU codenamed Starship. The 7nm APU is codenamed Gray Hawk and it aims to attain lower TDPs.
The AMD Starship X86 CPU is a 7nm unit with up to 48 cores and 96 threads and this definitely targets the high end server market as well as performance desktop computers. These CPUs will have a range of TDP values from 35W all the way to 180W. It is safe to assume that the version with 35W TDP ends up with much less than 48 cores.
Now AMD plans to launch its first 7nm and target some embedded markets. Of course, there will be a notebook version of a Gray Hawk, possibly with a different codename but AMD plans to use the 7nm quad core with eight threads, in 7nm for casino gaming machines, arcade gaming, industrial control and automation, retail signage, HMI and security machines. It will also fit into the highly profitable medical imaging market, premium thin clients and communication infrastructure.
We already said with that the APU that joins Polaris GPU architecture and 14nm FinFET Zen core is coming in the second half of 2017, and the Gray Hawk is the successor to that.
There is a big chance that this APU will mix with the Navi architecture that is also expected to launch in 7nm. This product is scheduled for a 2019 launch, so we have quite some time before it happens, but it is good to know that AMD is planning far ahead.
The lowest TPD parts will get to 10W, which sounds quite amazing considering what kind of specification that APU might end up having.
The middle of next year is when we expect to see the Zen / Polaris APUs in notebooks and a bit later in embedded systems. AMD’s Lisa Su was clear at Computex earlier this year. She said that the company plans to launch the desktop first, following with server then notebook and last of all t will be a unit aimed at the embedded market.
Bear in mind that these products should still be considered as concepts and they are subject to change. AMD first needs to master a 14nm FinFET low TDP notebook and embedded Zen based parts before it can more to the very exciting 7nm.
AMD Chief Technology Officer Mark Papermaster has told the world that AMD will become the top manufacturer when it comes to PCs and servers.
According to IDG, Papermaster said that the outfit will be making Vega 10 GPU available by first half of 2017. He added that AMD plans to release high-end PCs and servers which will be powered by the new Zen chip and the first Vega 10 GPU.
He thinks that this will gain market share in the gaming, virtual reality, other desktop applications, which will require high-performance GPUs. AMD is going to pitch Zen and Vega 10 GPU (possibly AMD Radeon GTX 490) as being the best of the PC generation. Apparently that positive attitude will give Nvidia and Intel a good kicking.
AMD’s next GPU architecture powered by HBM2, which is proven to increase performance significantly while maintaining power efficiency. HBM2 is also reported to provide maximum throughput of up to 256GBps, thus it is capable of carrying out all existing powerful apps such as virtual reality, 3D rendering and many more.
This leaves the budget and mid-level PCs running Polaris.
Basically this means that AMD is carrying on the same business model it always has done – compete on cost against Nvidia and Intel. That does not mean that the quality is noticeably different, but it does mean that it will always be cheaper.
Those players all participated in Battlefield 1’s beta across ten days, between August 30 and September 8. EA DICE has confirmed that the 13.2 million people make it “the biggest beta in EA’s history,” topping the previous record holder, Star Wars: Battlefront, which attracted more than 9 million players.
As big as Battlefront’s beta was, though, it was surpassed in popularity by Blizzard Entertainment’s Overwatch, which pulled in 9.7 million in May this year. The question surrounding Battlefield I, then, is whether it’s the most popular beta of this generation. While EA hadn’t laid claim to that at the time of writing, based on other publicly available figures it seems likely: Ubisoft’s The Division had 6.4 million players in its beta, while Activision’s Destiny had 4.6 million.
In any case, these will be glad tidings for EA DICE, and EA’s shareholders. As Niko Partners’ Daniel Ahmad pointed out on Twitter, Destiny, The Division, Battlefront and Overwatch all demonstrate a clear trend.
One trend I’ll note is that each of the full games above sold to more people than played the open beta’s within the 3 months from launch.
— Daniel Ahmad (@ZhugeEX) September 15, 2016
Battlefield 1 launches on October 21.
The chip maker has raised its revenue guidance for the third quarter to $15.6 billion, plus or minus $300 million, an improvement from $14.9 million, plus or minus $500 million.
That’s due to PC makers replenishing laptop and desktop inventory, which means Intel is shipping out more chips. It’s likely in anticipation of the holiday season, when PC shipments rocket.
“The company is also seeing some signs of improving PC demand,” Intel said in a statement.
In the second quarter of the year, PC makers slowed down chip orders and were clearing out existing stock of laptops and desktops. PC shipments declined by 4.5 percent during that period, according to IDC.
Shipments of gaming PCs, 2-in-1s and Chromebooks are driving PC shipments. Microsoft’s free upgrade offer to Windows 10 has also ended, which means users are more likely to buy new PCs to get Windows 10.
Meanwhile, new laptops with Intel’s Kaby Lake chips are now available. All the top PC makers have announced new 2-in-1s and laptops with Intel’s new chips. New Kaby Lake chips for gaming PCs will be announced in January.
Intel also has started shipping Pentium and Celeron chips, both aimed at low-cost laptops, based on the same architecture and code-named Apollo Lake. Many Chromebooks are based on Apollo Lake chips.
A Wall Street analyst, with no thought to his personal safety, has dared to question what AMD fans have been telling us for ages – Zen will bring about peace on earth, cure cancer and above all give Intel a good kicking.
However, Christopher Danely with Citigroup has bravely claimed that with its “Kaby Lake” family of processors, Intel remains a “step-function ahead of AMD Zen when Zen chips are released in Q416.”
He also doubts the benchmark stats that AMD presented to promote Zen’s capabilities relative to Intel’s microprocessors claiming that the AMD controlled benchmark compared an engineering sample of a Zen processor that has not been released yet against a three-month old Intel processor, with both chips clocked at 3.0 Ghz.
“We note the maximum speed for the Intel chip is 3.2 GHz. The result showed AMD completing the benchmark 2 per cent faster than Intel, implying higher CPU efficiency on a “clock for clock” basis. AMD kept both 8 core chips at the same clock speed of 3.0 Ghz, below the native clock speed of the Intel chip. The benchmark result showed the Zen Summit Ridge processor completing the Blender rendering benchmark in 48.07 seconds, 2 per cent ahead of Intel Broadwell-E chip’s time of 49.06 seconds. We note this is only one benchmark using a custom workload performed at an AMD event under controlled conditions, and therefore cannot be verified by third parties and does not represent expected results under all workloads, Danely said.
Instead he thinks that Chipzilla will benefit from its process technology lead while AMD’s manufacturing partner, Global Foundries, which has a “spotty track record.”
“After several of delays and eventually failing to develop 20nm and 14nm on its own, GlobalFoundries entered into a partnership agreement with Samsung in April 2014 to adopt Samsung’s 14nm FinFET process. Despite using the same tools, recipes, and materials as Samsung’s 14nm process, products built on GlobalFoundries’ 14nm did not appear until earlier this year, roughly a year after Samsung released its Exynos 7420 SoC built on its 14nm process,” Danely pointed out.
Since the partnership agreement with Samsung does not include 10nm or lower nodes, we think the technology gap between AMD and Intel will widen again once Intel migrates to 10nm next year.
Meanwhile Intel released its new Kaby Lake chips on an improved 14+nm process this month, featuring a 15 per cent performance improvement over its Skylake chips. Kaby Lake chips deliver up to 12 per cent faster productivity performance and 19 per cent faster web performance over comparable Skylake chips
“We expect independent benchmarks to show Intel’ performance is a step function ahead of AMD Zen when Zen chips are released in 4Q16,” he said.
Below you will find lots of rantings from Intel and AMD fanboys and we expect the language to be colourful. Those of a sensitive disposition might want to look away now.
Those who thought that VR would be a cure for cancer will be disappointed to know that sales of the hardware have stalled already.
Earlier stock problems for the Oculus Rift and HTC Vive are now over but no one is buying according to a Steam survey.
We had already suggested that the Rift and Vive would not have mass market appeal, mostly because the hardware requirements were too great. It looks like betting the farm on the tech was not a good idea.
With the Oculus Rift priced at $550 and the HTC Vive at $800, the price is obviously the main problem, with a Steam survey showing that only 0.18 per cent of users own an HTC Vive and only 0.10 per cent have an Oculus Rift.
HTC Vive sales grew only 0.3 per cent in July and were completely flat in August. Oculus Rift sales grew by the same amount in July and just 0.1 per cent in August.
To be fair the Oculus Rift has not officially launched in the UK until September 20, but it is hard to see how it will be more popular in the EU.
This does not mean that the technology is stuffed. It just means that the small number of early adopters who wanted to play with it already have one. Interest from the great unwashed is not happening. This is mostly because there are no games or anything interesting to play with.
This might change with the arrival of the PlayStation Neo console,that is specifically designed with the PlayStation VR headset in mind. Not only will it be cheaper, at £350 it also has significant software support from the rest of the games industry. Still it is an Atlas-like task for Sony to convince the world that VR is a good idea.
AMD has been on the blower to point out that figures from Mercury and Jon Peddie Research, show that it has been growing market share for the fourth consecutive quarter.
A spokesman for AMD said that for the last nine months, AMD has got its mojo back through its Radeon Technologies Group. During that time, the company has made significant investments in hardware, marketing, and software for the graphics line-up leading to four straight quarters of market share growth.
Mercury Research said that AMD gained three points of unit volume share in Q1 2016. The Mercury Research and Jon Peddie Research market share data for Q2 2016 shows AMD seeing its fourth consecutive quarter of desktop discrete GPU share growth, driven by AMD’s strongest quarter of channel GPU sales since 2015 and the commencement of shipping of the next generation Polaris GPUs.
In total discrete graphics, AMD gained 4.8 share points to 34.2 per cent of market by unit volume (based on Mercury Research). In desktop discrete sector, AMD saw a 7.3 share point increase, rising to 29.9 per cent market share.
“This is another positive testament AMD’s strategy is working as the company drives forward towards “Vega” offerings for the enthusiast GPU market, which AMD expects to bring to market in 2017 to complement our current generation of “Polaris” products,” the spokesperson said.
“AMD believes it is well positioned to continue this trend in market share gains with the recently launched Radeon RX 480, 470, and 460 GPUs that bring leadership performance and features to the nearly 85 per cent of enthusiasts who buy a GPU priced between $100 and $300,” she added.
Halfway through Sony’s announcement event for its new consoles – the redesigned, slimmer PS4 and the new, more powerful PS4 Pro – I found myself thinking about the optics of these events. I’ve seen the announcement events for every console since the PS2, and of them all, this was by far the most muted. The lack of bombast and braggadocio could speak to a quietly understated confidence, or to uncertainty, depending on where you’re standing. I suspect that the truth lies somewhere in the middle – Sony, achieving success it hasn’t seen since the PS2’s halcyon days, is certainly confident, but is also walking out onto uncertain territory with the PS4 Pro. The ground underfoot is no longer familiar.
The slim PS4, of course – perhaps the worst-kept secret in the history of the industry, given the appearance of functioning models on auction websites prior to the announcement – is nothing unexpected. Three years into the PS4’s lifespan, a slimmed down redesign was inevitable; it joins the (arguably rather more attractive) Xbox One S on the shelves as a sleeker model whose launch is somewhat overshadowed by impending obsolescence. Xbox One S, at least, has a year to run before the hugely more powerful Scorpio appears on the market. The new PS4 suffered the ignominy of being quickly announced and forgotten just moments before the unveiling of PS4 Pro, the device destined to replace it.
PS4 Pro, though, is a curious beast. It’ll run you $100 more than the slim PS4, it plays the same games and connects to the same online services. Sony has bent over backwards to avoid fragmenting their playerbase, and in theory, PS4 Pro is really designed only for the small minority of consumers with 4K displays in their living rooms. Yet the company must know the psychology of its consumers; it must know that for a large proportion of them, playing a game on a regular PS4 in the knowledge that an upgrade would make it that little bit sharper, that little bit smoother, is like Chinese water torture. That will only be exacerbated by the “Pro” moniker; so much of the market will feel an involuntary twitch of consumer desire at the very notion of their existing hardware being “amateur” or, god help us all, “noob”.
Ultimately, though, Sony’s cautious approach seems to be pitched just right. Those who will find themselves discombobulated by the notion of a needlessly dropped frame or a disappointingly undetailed hair strand, or quietly fuming at being branded a non-Pro, are precisely the audience expected to upgrade anyway. The benefits of PS4 Pro will be sufficient to keep them satisfied; while for pretty much everyone else, for the enormous audience of more casual consumers that Sony must access in the coming years in order to maintain the PS4’s sales trajectory, the benefits of the Pro seem minor enough not to bother with. The stroke of genius, perhaps, is that every upgrading gamer will release a second-hand PS4 into the market – handed off to a younger sibling or cousin, perhaps, or sold to a late upgrader from the last generation. That ought to do wonders to kick-start the PS4’s demographic expansion.
That’s not an easy balance to strike, and while it feels like it’s been skilfully done, only time and market data will tell. Sony enters Winter 2016 in a position of almost unprecedented strength; Nintendo’s NX won’t launch until next spring (and nobody really knows what it is), while Microsoft’s lovely Xbox One S is overshadowed by the plan to entirely outclass it with Scorpio next year. Both PS4 and PS4 Pro will do great guns this year (while PSVR, about which more in a moment, will undoubtedly be supply constrained). That’s not the real test; the test is how this line-up can fare against 2017’s launches, NX and Scorpio. Sony’s cards are now on the table for the next couple of years of the console war.
The other test, of course, is how this evolves. Much has been made of PS4 Pro representing the end of the console model; a final nail in the coffin of the five, seven or even ten year hardware cycle which has defined game consoles since the 1980s. Incremental updates like the PS4 Pro, maintaining compatibility and continuity while keeping pace with hardware advancements, are the future.
Well, perhaps they’re part of the future. Scorpio, with its dramatic upgrade over the Xbox One – so dramatic that the notion of Xbox One remaining fully capable of playing Scorpio titles seems ridiculous – suggests a somewhat different future. Equally, the muted nature of this week’s launch is suggestive of somewhat different thinking. Sony didn’t want to come out all guns blazing, shouting in triumph about its new hardware, because it cannot afford to alienate the 40 million existing owners of PS4 by implying that their consoles are obsolete. That’s a radical difference from console launches of old precisely because the whole purpose of those launches was to declare everything which came before obsolete. “Here, here is the new thing! All singing, all dancing, making the singing and dancing your existing console is capable of look merely like painful hopping and wheezing! Buy the new thing!” You can’t do that with an incremental upgrade; you can’t alienate your existing market in that way. Even smartphone makers have more freedom in their messaging, knowing that their hardware is expected to run on an 18 to 24 month upgrade cycle; consoles, though, you expect to remain “current” for four years, five years or more.
Incremental upgrades, then, lock us to a much more muted kind of message about new hardware. Does anyone really believe, though, that there’s no PS5 in the works? No grand, sweeping upgrade, that will be unveiled with bombast, and fireworks, and promises of walking on water and improbable feats of catering involving bread and fish? Of course that’s in the works. If PS4 Pro points us at something, it’s at the possibility of compatibility across generations in the very broad sense – perhaps, at last, we have entered a generation of consoles whose games will remain playable pretty much forever, or at least for as long as the capricious DRM gods smile upon us. The reverse, however, cannot remain true forever. Console generations will continue to roll past; it’s just that now, perhaps, there will be more mezzanines and landings between the floors.
Notably absent from Sony’s quiet little event was PlayStation VR. Oh, there was a logo, and there were a few words said, but you’d hardly imagine that this was a massive product launch that’s happening in just a few months’ time. Perhaps that’s because the aspect of PS4 Pro Sony is most anxious about is what impact it’s going to have on PSVR, and vice versa. Ever since the first leaks about PS4 Neo, as then was, hit the wild, there’s been a widespread assumption that part of the raison d’être for the new hardware was to drive PSVR headsets – with the existing PS4 simply being underpowered as a VR device.
If that’s not the case, Sony could have done a better job of pointing it out. Throwaway comments about the PS4 Pro yielding better frame rates for VR software sit uncomfortably with the company’s earlier pronouncements about 120Hz rendering for PSVR. Everything we’ve seen and learned about VR thus far suggests that this tech is all about framerate; if you can’t hit a consistent, high frame rate, users start to get severe motion sickness. If it’s the case that PS4 can hit those frame rates consistently, but PS4 Pro allows more visual finesse at the same frame rate, that’s great. If, on the other hand, PS4 is struggling with frame rate and PS4 Pro smoothes things out, that’s a big problem. PSVR cannot afford to be a poor experience on the existing PS4 installed base; if it is to be a success, it needs to work superbly on the 40 million PS4s already in the wild, not just on the fraction of the installed base which will be PS4 Pro.
Perhaps it does. Certainly, the demos of PSVR to date – all presumably running on PS4 standard hardware – have been fine, for the most part. Again, though, the optics are problematic; if you’re launching a VR headset within weeks of launching more powerful hardware, people are going to assume, not unreasonably, that they’re meant to complement each other. If that translates into users of the headset on stock PS4s getting physically ill where users on PS4 Pro do not, that’s a very big problem – and if that’s absolutely not the case, and there are procedures in place to prevent it, Sony needs to be discussing those things candidly and openly. (If it is the case, they might have been best served by doing something radical like only taking PSVR pre-orders alongside PS4 Pro pre-orders; let VR be the USP of PS4 Pro, and avoid the possibility of backlash from underpowered VR entirely.)
With the cards on the table, now we see how the hand plays. PS4 Pro is undoubtedly a shake-up to how the console business works. It’s one step closer to a world where console hardware is essentially a fixed-spec PC in a nice box that’s updated every few years – but we’re not in that world yet, and whether we ever arrive there will be determined by how Sony and its rivals fare in the coming 18 months.
TSMC s expected to see a 10 percent revenue increase in 2016.
Company co-CEO Mark Liu said that while the fourth quarter could be a bit rough as customers start their inventory adjustments, TSMC’s sales for the quarter will still outperform those for the third quarter.
Talking to Digitimes Lui said that smartphone demand was affected negatively by macroeconomic factors in the first half of 2016. But apparently smartphone chip clients are ordering again in the second half of the year.
TSMC previously estimated its 2016 revenues would grow 5-10 per cent. The foundry expects to meet the high end of the growth guidance, Liu said. In his speech at the CEO Forum of SEMICON Taiwan 2016. Liu claimed that the foundry industry growth is being driven by the markets for smartphones, HPC, automotive and IoT.
Apps like Pokemon G will require more silicon chips used in mobile devices that will be another growth driver in the future, Liu said.
I can’t remember how many times in the last 20 years that I’ve written up rumors that AMD is ripe for a takeover but now it seems it’s time to do it one more time.
This time the speculation is from the guys at Seeking Alpha – in a note to clients it suggests that it’s the magic X86 licences that could be the lure for a company with the financial muscle to make it go somewhere.
There aren’t that many of those around but the rumor mill mentions Qualcomm, Broadcom and Oracle as possible candidates.
There is, of course, the slight matter that Intel would no doubt spin up a legal challenge because it knows where it is with the AMD X86 licenses but might find itself losing that just like it lost it after AMD’s sale of its factories to GloFo.
Even more spectacularly, Seeking Alpha thinks that Intel could take over AMD but we can’t see that one being a goer.
Seeking Alpha doesn’t stop at Qualcomm, Broadcom, Oracle and Intel. It claims Microsoft, Samsung and even TSMC.
Heck, is it really going to happen? We’ve heard the rumors so many times before that perhaps it’s just that time of year.
AMD is talking about how it is life might be becoming easier thanks to the rise of virtual reality (VR).
Chatting to the Orlando Sentinel, vice president for AMD’s Radeon Technologies Group Joe Cox said that there was a big resurgence in virtual reality.
“Virtual reality is exciting because it’s new and there is an excitement around it right now. But it’s just now in its infancy and has a long road ahead for it.”
Its hope is that the company will pick up on the back of the developing VR market. It is not the only one which is making this claim. Bean counters for Mercury Research think that AMD has 12.3 percent of the graphics processor market, up from 11.8 percent the prior quarter. That was the first jump since the first quarter of 2012.
The paper quoted Richard Terrell, a virtual reality developer who think’s AMD’s new graphics processors enhance its ability to compete in virtual reality.
“This is one of the key things that puts them in a good position for the next generation of VR technology that is about to hit us. Looking at the history of AMD, the company is well suited for it. Intel hasn’t had this kind of competition in a while,” he said
Growing competition in virtual reality means more opportunity for AMD which has seen its shares increase to $7.68. They hit a more than 40-year low of $1.61 per share on July 27, 2015.
The Orlando office works heavily on the Radeon RX 480 processor, which one recent review called “the best $200 GPU you can buy today”.
Cox said he expects the group to keep having a good effect on the company’s overall performance.
“We need to keep moving the graphics architecture and double its performance and power. Augmented reality processors, they need to be extremely low power and high performance. The goal is more pixels, less wattage.”
Nvidia has updated its Grid software platform with deeper performance profiling and analytics tools for planning, deployment, and support of virtual GPU users.
According to the company the improved management tools address both host (server) managment and virtual client monitoring. Nvidia says that with the new Grid software, admins will be able to get information about the number of virtual graphics instances in use and the number they can potentially create.
They can also see usage information for the stream processors on board each card, the percentage of the card’s frame buffer that’s in use, and the load on each card’s dedicated video encode and decode hardware.
Each guest vGPU instance will tell admins information on encoder and decoder usage, frame buffer occupancy, and the vGPU use. Nvidia adds that it all takes the guess work out of vGPU provisioning and the data it’s exposing about vGPU usage will let system administrators tailor their virtual user profiles better.
All this means that it might stop the admins giving too much processing power to accounts when it is needed for the graphics team. Nvidia thinks those operational improvements will also help lower costs. The August 2016 Grid software update should be available immediately.
Electronic Arts has one of the deepest back catalogs in the industry, but to date it has steered clear of mining it for new revenue through remastered and HD editions. That’s likely to change soon, according to a Game Informer interview with EA Studios executive VP Patrick Soderlund from last week at Gamescom. When asked if anything in EA’s stance on remasters had evolved in the last year, Soderlund tipped the publisher’s hand.
“What’s changed is that there is proof in the market that people want it, maybe more than there was when we spoke [previously],” Soderlund said. “There were some that did it before, but I think there is even more clear evidence that this is something that people really want. The honest answer is that we are absolutely actively looking at it. I can’t announce anything today, but you can expect us most likely to follow our fellow partners in Activision and other companies that have done this successfully.”
Soderlund added that if EA were to remaster games, it would “have to be careful in choosing the right brands for the right reasons at the right time.” Part of that would be ensuring the company handles the remasters properly instead of just selling quick and dirty ports.
That attitude is a pretty clear pivot from where the company’s thinking was just a year ago. Last October, Peter Moore said EA wasn’t interested in remakes and remasters because “it feels like pushing stuff out because you’ve run out of ideas,” adding, “I don’t know where we find the time to do remakes. We’re a company that just likes to push forward.”
While EA hasn’t been especially aggressive with remastered games, it has produced HD versions of older games like American McGee’s Alice and Crysis, primarily as preorder incentives for sequels in those series.