Switch Pirates Evade Capture, Nintendo Takes on ROM Sites

When a Nintendo Switch game is uploaded before its official release date, the pirates hide the original leaker behind a wall of middlemen, and congratulate themselves online for their cleverness. Nintendo has endured piracy of the highly anticipated “Diablo III” and “Dark Souls: Remastered,” both released by pirates a few days before their official launch. The company has had better luck stopping websites that offer illegal access to retro-games and ROMs, games that are emulated from read-only memory chips. Continue reading Switch Pirates Evade Capture, Nintendo Takes on ROM Sites

VRX 2018: Bridging Entertainment, Enterprise and Technology

The annual VRX Conference & Expo is slated for December 6-7 in San Francisco. The ETC’s Phil Lelyveld will be moderating a panel on the second day, focused on immersive storytelling with panelists including Ted Schilowitz of Paramount, Paul Raphael of Felix & Paul Studios, Bruna Berford of Penrose Studios and Ryan Pulliam of Specular Theory. VRX organizers are gathering a stellar lineup of top companies, execs and investors across entertainment and tech to cut through the hype and get to the heart of what’s really happening in XR. For those interested in attending, enter code ETC15 at registration for a 15 percent discount. Continue reading VRX 2018: Bridging Entertainment, Enterprise and Technology

Google, Microsoft Target Triple-A Games via Cloud Streaming

Microsoft and Google are engaged in efforts to enable people to play triple-A games — the most visually complex, big budget games — on devices that are not connected to the Internet, without expensive specialized hardware. The two tech behemoths join game developer Electronic Arts in this 10+year push to allow gamers to stream from the cloud, anytime and anywhere, attracting those who don’t want to buy game consoles or high-end PCs. The move might also tempt existing gamers to play more and spend more time and money. Continue reading Google, Microsoft Target Triple-A Games via Cloud Streaming

VRX 2018: Bridging Entertainment, Enterprise and Technology

The annual VRX Conference & Expo is slated for December 6-7 in San Francisco. The ETC’s Phil Lelyveld will be moderating a panel on the second day, focused on immersive storytelling with panelists including Ted Schilowitz of Paramount, Paul Raphael of Felix & Paul Studios, Bruna Berford of Penrose Studios and Ryan Pulliam of Specular Theory. VRX organizers are gathering a stellar lineup of top companies, execs and investors across entertainment and tech to cut through the hype and get to the heart of what’s really happening in XR. For those interested in attending, enter code ETC15 at registration for a 15 percent discount. Continue reading VRX 2018: Bridging Entertainment, Enterprise and Technology

‘League of Legends’ Tournament Highlights eSports Growth

In South Korea, where eSports was born, a world championship match-up between the Chinese team Invictus Gaming and European team Fnatic was watched by tens of millions of fans around the world. The two battled out the championship finals of “League of Legends” in a 50,000-seat stadium in Incheon, where the Chinese team won the championship for the first time. Riot Games’ “League of Legends” (dubbed LoL by fans), released ten years ago, is still highly esteemed in the $13 billion global gaming industry. Continue reading ‘League of Legends’ Tournament Highlights eSports Growth

Rockstar’s ‘Red Dead Redemption 2’ Breaks Sales Records

According to Rockstar Games, its “Red Dead Redemption 2” earned more than $725 million in global retail sales in its first three days on the market, breaking several records. The company deemed it “the biggest opening weekend in the history of entertainment,” surpassing the $640 million raked in by “Avengers: Infinity War,” which earned more than $640 million in its opening weekend. But “Red Dead Redemption 2” doesn’t top Rockstar Games’ own “Grand Theft Auto V,” which pulled in more than $1 billion in its first three days. Continue reading Rockstar’s ‘Red Dead Redemption 2’ Breaks Sales Records

Library of Congress, Copyright Office Unlock Gadget Repair

The Library of Congress and U.S. Copyright Office just passed exemptions to the Digital Millennium Copyright Act (DMCA) that legalizes the so-called right to repair. Although the DMCA was created to prevent copyright piracy, it also resulted in a host of problematic side effects. Because devices such as smartphones come loaded with digital rights management (DRM) software, users infringed copyright laws if they attempted to repair such devices. With the new exemptions, users are now free to do so. Continue reading Library of Congress, Copyright Office Unlock Gadget Repair

EA Announces New AI-Powered, Cloud-Native Gaming Tech

Electronic Arts unveiled Project Atlas, its “cloud-native gaming” technology, via a Medium blog post by chief technology officer Ken Moss. Although he did not say when it would be fully deployed and functional, Moss described Project Atlas as designed to “harness the massive power of cloud computing and artificial intelligence and putting it into the hands of game makers in a powerful, easy to use, one-stop experience.” The game engine combines rendering, game logic, physics, animation, audio, and more. Continue reading EA Announces New AI-Powered, Cloud-Native Gaming Tech

Unity Deepens Storytelling Workbench With CineCast Feature

At the Unite 2018 developers conference last week, Unity Technologies’ head of cinematics, Adam Myhill, unveiled CineCast, a synthetic co-director for filming video games that has implications for narrative storytelling and sports broadcasts of all kinds. Myhill, with the help of four players and a stand-in director — professional gamer Stephanie Harvey — demoed the CineCast mode for “GTFO,” a first-person shooter and the first property to use CineCast. Under Harvey’s watchful eye, CineCast automatically and in real-time chose the best and highest quality shot to move the action forward, with Harvey making only a few, on-the-fly adjustments. Continue reading Unity Deepens Storytelling Workbench With CineCast Feature

Intel Benefits From Hot PC Market, Partners With Streamlabs

Despite delays in launching its next-gen processors, Intel posted a robust 19 percent growth in revenue, with profits soaring 42 percent. The red-hot market for PCs pressured Intel’s factories, but its focus on servers and high-end PCs boosted its positive numbers. The company’s revenue in Q3 was $19.16 billion — more than the $18.1 billion predicted by analysts, and up from $16.2 billion a year earlier. Intel partnered with Streamlabs to offer stream-capable hardware and software to third-party device manufacturers. Continue reading Intel Benefits From Hot PC Market, Partners With Streamlabs

Microsoft Develops Hybrid Cloud Solution Strategy with Azure

Microsoft’s major investment in the cloud is beginning to pay off. In the last several quarters, this sector has grown so fast that the company’s market cap has soared to about $785 billion. Now, Microsoft reported that the results of its latest quarter have exceeded analyst expectations. When Satya Nadella became chief executive, Microsoft’s revenue largely came from marketing its Windows operating system on personal computers. Nadella turned the company towards cloud computing, with Azure as its core offering. Continue reading Microsoft Develops Hybrid Cloud Solution Strategy with Azure

Unity’s AI-Enabled CineCast Allows Dynamic Game Viewing

At this week’s Unite LA event, Unity Technologies debuted CineCast, an AI-powered camera system that is intended to change how people stream, watch and interact with games and eSports. CineCast, which will enter beta in 2019, lets them create and view different camera angles. Unity introduced this technology to offer a better viewing experience for watching games such as “Overwatch.” Although the Overwatch League created similar tools, they don’t reach everyone, and Unity hopes to attract more viewers to the games. Continue reading Unity’s AI-Enabled CineCast Allows Dynamic Game Viewing

Facebook Gives HTML5 Another Shot for its Instant Games

Although its first experiences with HTML5 were just short of disastrous, Facebook is now using it again to expand Instant Games to developing countries via Facebook Lite and to interest communities via Facebook Groups. Because smartphone processing power and mobile browser app technology have improved, HTML5 is now able to support more complicated games, and Instant Games can launch in a mobile browser or directly into Groups. Currently, 90 million people take part in 270,000 Facebook Groups about gaming each month. Continue reading Facebook Gives HTML5 Another Shot for its Instant Games

Industry Report Predicts Video, Then Games to Dominate 5G

Intel and Ovum released a report outlining predictions on the growth of 5G over the next ten years, highlighting that 90 percent of 5G data will be used for video, peaking in 2028. Virtual reality and augmented reality, however, will gradually grow, displacing video as the source of 90 percent of 5G. Intel is the most bullish on gaming, predicting that, “gaming will be at the forefront of 5G-led innovations.” Ovum noted that use of 5G bandwidth by video will increase due to improved resolution among other factors. Continue reading Industry Report Predicts Video, Then Games to Dominate 5G

Facebook Launches Android Version of Game Streaming Site

Facebook introduced its Fb.gg online gaming hub this summer, created to draw game streamers and their followers away from rival sites such as Amazon-owned Twitch. The hub — featuring videos based on games and streaming celebs that Facebook users follow, as well as Liked Pages and Groups — is going mobile with an Android launch, now in its beta testing stage. The Android version is expected to provide gamers who stream via Facebook Live a more prominent landing page for improved discovery. Continue reading Facebook Launches Android Version of Game Streaming Site

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