gaming

what-a-potential-post-xbox-future-could-mean-for-sony-and-nintendo

What a potential post-Xbox future could mean for Sony and Nintendo

shifting landscape —

“All signs point to the hardware becoming less and less important to Microsoft.”

What a potential post-Xbox future could mean for Sony and Nintendo

Aurich Lawson

Microsoft’s decision to ease off its 23-year competition with Sony and Nintendo over supremacy in games hardware has opened a path for Japan’s return as the world’s undisputed home of the console.

The prospect of a new, less internationalized era of console wars has raised hopes of happier times for the Japanese survivors but has also caused analysts and investors to revisit the question of how much longer the whole genre of dedicated games machines will continue to exist.

Microsoft head of gaming Phil Spencer last month revealed plans to release what would previously have been exclusively Xbox games for use on rival platforms, as part of a new focus on cloud-based gaming.

While the US technology giant has said it is still working on a new generation of more powerful consoles, analysts think its long-term direction is clear.

“All signs point to the hardware becoming less and less important to Microsoft, so there is that possibility that we could go back to a point like we were in the 1990s where the viable choices of console were all Japanese,” said Serkan Toto, head of the games consultancy Kantan Games.

Giving up the console fight to concentrate on software could be taken as a huge victory for Japan. To many, the birthplace of Super Mario, Sonic the Hedgehog, Final Fantasy, and Pokémon is the spiritual home of the console and has featured the industry’s fiercest “golden age” 1980s and 1990s clashes of Nintendo vs Sega, and later, Nintendo vs Sony.

“It may not happen immediately because the technology of cloud gaming is clearly not ready yet, but from what Microsoft is indicating, there is a possibility that we go back to an all-Japan console industry with Sony and Nintendo each dominating their part of that market in their different, unique ways,” said David Gibson, an analyst at MST Financial.

But the return to a Japan-only industry for dedicated games hardware could more clearly define the console as a commercial cul-de-sac.

That issue, said independent games analyst Pelham Smithers, could be particularly acute for Sony, which last week announced plans to cut 900 staff from its games unit.

“It was tough enough for Sony arguing the need to investors for a PS5—and a lot of people at the time were saying that the PS5 could be the end of the line—but Microsoft’s commitment to console gaming helped,” said Smithers.

Nintendo, meanwhile, faces an issue of timing. Its Switch machine, released in 2017 and now significantly underpowered even when compared with some mobile phones, is to be replaced with a next-generation successor. But the Kyoto-based company has yet to say precisely when and what it will look like.

Analysts said Nintendo is still traumatized by the experience in 2012 when it launched a poorly conceived successor to the global blockbuster Wii console.

Sales of the existing Switch are respectable, said Toto, but more or less everyone who wanted the console has bought one by now. The market, he said, will be waiting for Nintendo’s successor and may hold back on buying games for the Switch ahead of a new machine being released.

Gibson said Sony’s problems are very different: its PS5 machine, now four years old, is popular, but its games business is now guided by “accountants,” rather than people primed to manage a creative business.

Previous generations of the PlayStation had been launched with an expectation that the machine would initially be sold at a loss, before the price of components quickly fell, allowing the company to break even and, in time, allow price cuts for customers.

By its fifth year of release the PS4 had two price cuts totaling $100. The PS5 has had none. “With the accountants in charge, Sony is not prepared to cut prices by $100 to stimulate demand because that would cost $2 billion in profits,” Gibson said.

Microsoft, which has spent huge sums on acquisitions of game studios such as the $75 billion purchase of Activision, is facing similar issues with its hardware economics. Analysts said the US company may have greater motivation than Sony to become an all-platform king.

“The state of the console market right now may not be an advertisement per se for Japan getting its mojo back. It feels more like these three very idiosyncratic businesses are doing well or not for idiosyncratic reasons,” said Robin Zhu, games analyst at Bernstein.

There is a chance that Microsoft’s new direction is a “win, win, win situation,” according to Atul Goyal at Jefferies, because of the different situation each company finds itself in.

Microsoft, he said, could pump up returns by offering its games across different platforms, while Nintendo and Sony would face “less intense competition” and benefit from having a wider choice of titles for customers.

But, as Zhu said, one factor that might keep Microsoft from killing off the Xbox entirely is the same thing that will keep Sony and Nintendo in the market—the fierce loyalty of gamers.

“The concern [Microsoft] will have is that you’ve already convinced your customers to buy the hardware; by telling them that Xbox games will be on every other platform, you risk upsetting your highest engagement and most dogmatic customers,” he said.

© 2024 The Financial Times Ltd. All rights reserved Not to be redistributed, copied, or modified in any way.

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emulation-community-expresses-defiance-in-wake-of-nintendo’s-yuzu-lawsuit

Emulation community expresses defiance in wake of Nintendo’s Yuzu lawsuit

Power (glove) to the people.

Enlarge / Power (glove) to the people.

Aurich Lawson

Nintendo’s recent lawsuit against Switch emulator-maker Yuzu seems written like it was designed to strike fear into the heart of the entire emulation community. But despite legal arguments that sometimes cut at the very idea of emulation itself, members of the emulation development community I talked to didn’t seem very worried about coming under a Yuzu-style legal threat from Nintendo or other console makers. Indeed, those developers told me they’ve long taken numerous precautions against that very outcome and said they feel they have good reasons to believe they can avoid Yuzu’s fate.

Protect yourself

“I can assure [you], experienced emulator developers are very aware of copyright issues,” said Lycoder, who has worked on emulators for consoles ranging from the NES to the Dreamcast. “I’ve personally always maintained strict rules about how I deal with copyrighted content in my projects, and most other people I know from the emulation scene do the same thing.”

“This lawsuit is not introducing any new element that people in the emulation community have not known of for a long time,” said Parsifal, a hobbyist developer who has written emulators for the Apple II, Space Invaders, and the CHIP-8 virtual machine. “Emulation is fine as long as you don’t infringe on copyright and trademarks.”

Other hobbyist emulator makers take more serious precautions to protect themselves legally. “I always had some fear of Nintendo’s lawyers coming after my work, which is part of the reason I still keep it private,” said StrikerX3 of his work on a Nintendo DS emulator. “I’ve only released the emulator’s binaries to a handful of people, and only two others have access to the source code besides me.”

Just a little light console hacking...

Enlarge / Just a little light console hacking…

Aurich Lawson

And others feel operating internationally protects them from the worst of the DMCA and other US copyright laws. “I have written an NES emulator and I am working on a Game Boy emulator… anyway I’m not a US citizen and Nintendo can kiss my ass,” said emulator developer ZJoyKiller, who didn’t provide his specific country of residence.

Stick to the old stuff

Some of those potential legal precautions might seem a little insufficient on further inspection—a lack of copyrighted code in the emulator wasn’t enough to protect Yuzu from Nintendo’s legal sights, after all. Still, other emulator developers pointed out a number of differences in their projects that they felt set them apart.

Chief among those differences is the fact that Yuzu emulates a Switch console that is still actively selling millions of hardware and software units every year. Most current emulator development focuses on older, discontinued consoles that the developers I talked to seemed convinced were much less liable to draw legal fire.

“There is a difference between emulating a 30-year-old system vs. a current one that’s actively making money,” Parsifal said.

In a response on the Yuzu Discord, the development team wrote, “We do not know anything other than the public filing, and we are not able to discuss the matter at this time.” Multiple developers who work on Ryujinx, another prominent Switch emulator, have yet to respond to a request for comment from Ars Technica.

“The consoles I’ve worked on [such as the Nintendo 3DS] don’t really generate much revenue anymore,” one anonymous dev said. “It would be a waste of time to sue like they did Yuzu.”

“There is a difference between emulating a 30-year-old system vs. a current one that’s actively making money.”

Emulator developer Parsifal

Systems from before the turn of the millennium also often fall into something of a different legal category, developers pointed out, if their software and/or hardware was not protected by any encryption. That means emulators for those older systems don’t have to worry about falling afoul of the strict anti-circumvention portions of the Digital Millennium Copyright Act. Developers have also reverse-engineered open source BIOS and BootROM files for some classic systems, eliminating the need to distribute that copyrighted code or even ask users to provide it.

“For most [older] emulators, users don’t have to break copyright [or encryption], at all,” Lycoder pointed out. “A lot of talented people have worked on methods to dump [copyrighted] BootROMs, firmware, etc. out of original hardware, any user that owns an original system should be able to dump these files themselves.”

Legal differences aside, emulator developers also pointed out some major philosophical differences in working on consoles that are no longer being actively marketed. “In my opinion, emulating the Switch at the moment has nothing to do with preservation,” one anonymous developer told me. “The developers might be enthusiasts and passionate but they need to be very naive to think it’ll be used for lawful preservation and use.”

Emulation community expresses defiance in wake of Nintendo’s Yuzu lawsuit Read More »

dark-forces-remastered-makes-a-classic-star-wars-shooter-feel-fast-and-fluid

Dark Forces Remastered makes a classic Star Wars shooter feel fast and fluid

High-speed rebel scum —

A faithful but generous repackaging of LucasArts’ early Doom-alike.

Player holding a gun inside an Alliance base in Dark Forces.

Enlarge / Do you ever wonder why no contractor has been able to deliver to the Empire a standardized blaster rifle that shoots right where the crosshairs are aiming? Is this covered in the “Legends” extended universe?

Nightdive Studios/LucasFilm

I remember Dark Forces, or Star Wars: Doom, as a slog. Running a demo of the 1995 game on a Gateway system with an Intel 486DX at 33 MHz, I trudged through seemingly endless gray hallways. I shot at a steady trickle of Stormtroopers with one of their own (intentionally) semi-accurate blaster rifles. After a while, I would ask myself a pertinent, era-specific question: Why was I playing this low-energy nostalgia trip instead of actual Doom?

Dark Forces moved first-person shooters forward in a number of ways. It could lean on Star Wars for familiar sounds and enemies and tech, and a plot with a bit more complexity than “They’re demons, they gotta go.” It let the player look up and down, jump, and crouch, which were big steps for the time. And its level design went beyond “find the blue key for the blue door,” with some clever environmental puzzles and challenges.

Not that key cards don’t show up. This game is from 1995, so there are key cards, there are hidden wall-doors, and there are auto-spawning enemies. It’s not like the Dark Forces designers could entirely ignore Doom. Nobody could.

Having played through some enjoyable hours of Dark Forces Remastered, I’ve come around quite a bit on this Doom-era game’s worthiness. In 2024, I can joyfully rip through research facilities, foundries, sewers, and space stations at a breakneck clip, stuffing bad guys full of laser blasts from every angle and distance. The grenades (err, thermal detonators) actually feel viable and fun to use. The levels, and the game as a whole, are higher resolution and easier to appreciate at this faster, more frenetic pace.

  • Now you’re all in big, big trouble (because this gun shoots relatively straight).

    Nightdive Studios/LucasFilm

  • A close-up of a gray rock, gray walls, and a gray blaster in Dark Forces.

    Nightdive Studios/LucasFilm

  • You forget that Star Wars has an infinite number of worlds it can put its characters into, besides Tatooine.

    Nightdive Studios/LucasFilm

  • Alright, that does it—we’re heading to Florida.

    Nightdive Studios/LucasFilm

  • Okay, he doesn’t live in Florida, but it’s still pretty swampy.

    Nightdive Studios/LucasFilm

Nightdive Studios continues its streak of providing spiffed-up but eminently faithful remasters of classic titles with Dark Forces Remastered. The studio’s leaders told Ars last year that their goal was games that “play the way you remember them playing. Not the way they actually did on your 486 [computer], but in an evocative manner.” For me, Dark Forces Remastered feels far, far better than I remember, and so I’ve gotten a chance to absorb a lot more of the world it’s trying to evoke.

Nightdive Studios/LucasFilm

An elegant shooter full of clumsy blasters

A quick primer on Dark Forces: You are mercenary Kyle Katarn, working for the Rebellion around the time of Episode IV (the first Death Star one), helping the rebels investigate and halt the development of Dark Troopers. Dark Troopers are essentially Stormtroopers with big shoulder pauldrons and the ability to deflect blaster fire. You can use all kinds of found weapons, including blasters, land mines, and rocket launchers. But you will not become a Jedi, because that happens in the next game.

Due either to thematic or technical restrictions of the time, you’re not typically fighting huge arenas of baddies. You are meant to sneak through hallways and turn corners, popping a few at a time. Unless you’re me, that is, liberated by playing at 4K at 120 frames per second (and, sometimes, cheat codes), wantonly wrecking dudes who didn’t get the memo about my arrival.

The little voice stings—”Stop!” “You’re not authorized!”—were a delight, if often cut short by the quick dispatching of their speaker. For the first few levels, I felt like the Rebellion could have destroyed five Death Stars in just two movies if they had a few more Kyles like me. But Dark Forces does ramp up as you go on.

All the same cheat codes from the original game work—Nightdive even gives you places to type them in and then activate them in menus—and I had to lean on a couple level skips and resupplies to get through the first seven levels. The objectives get far twistier and “What did flipping that switch do?” as you roll on. Some of the battery-powered devices, like infrared goggles and gas masks, are all but essential at times, and the long levels with their repeating wall textures can have you wasting them. It’s never quite unfair, but you realize how tough this must have been at a far lower frame rate and walking speed—and without such easy access to online walk-throughs, of course.

There are new lighting effects, much nicer menus and options, gamepad support (including rumble), and polished cutscenes, in addition to the gameplay that now tilts a bit more toward Motörhead than Rush in speed and feel. But, really, what sells Dark Forces Remastered is the game beneath the upgrades. If you have any interest in hopping on Jabba the Hutt’s barge again, this is the way to do it.

Listing image by Nightdive/LucasFilm

Dark Forces Remastered makes a classic Star Wars shooter feel fast and fluid Read More »

review:-amd-radeon-rx-7900-gre-gpu-doesn’t-quite-earn-its-“7900”-label

Review: AMD Radeon RX 7900 GRE GPU doesn’t quite earn its “7900” label

rabbit season —

New $549 graphics card is the more logical successor to the RX 6800 XT.

ASRock's take on AMD's Radeon RX 7900 GRE.

Enlarge / ASRock’s take on AMD’s Radeon RX 7900 GRE.

Andrew Cunningham

In July 2023, AMD released a new GPU called the “Radeon RX 7900 GRE” in China. GRE stands for “Golden Rabbit Edition,” a reference to the Chinese zodiac, and while the card was available outside of China in a handful of pre-built OEM systems, AMD didn’t make it widely available at retail.

That changes today—AMD is launching the RX 7900 GRE at US retail for a suggested starting price of $549. This throws it right into the middle of the busy upper-mid-range graphics card market, where it will compete with Nvidia’s $549 RTX 4070 and the $599 RTX 4070 Super, as well as AMD’s own $500 Radeon RX 7800 XT.

We’ve run our typical set of GPU tests on the 7900 GRE to see how it stacks up to the cards AMD and Nvidia are already offering. Is it worth buying a new card relatively late in this GPU generation, when rumors point to new next-gen GPUs from Nvidia, AMD, and Intel before the end of the year? Can the “Golden Rabbit Edition” still offer a good value, even though it’s currently the year of the dragon?

Meet the 7900 GRE

RX 7900 XT RX 7900 GRE RX 7800 XT RX 6800 XT RX 6800 RX 7700 XT RX 6700 XT RX 6750 XT
Compute units (Stream processors) 84 (5,376) 80 (5,120) 60 (3,840) 72 (4,608) 60 (3,840) 54 (3,456) 40 (2,560) 40 (2,560)
Boost Clock 2,400 MHz 2,245 MHz 2,430 MHz 2,250 MHz 2,105 MHz 2,544 MHz 2,581 MHz 2,600 MHz
Memory Bus Width 320-bit 256-bit 256-bit 256-bit 256-bit 192-bit 192-bit 192-bit
Memory Clock 2,500 MHz 2,250 MHz 2,438 MHz 2,000 MHz 2,000 MHz 2,250 MHz 2,000 MHz 2,250 MHz
Memory size 20GB GDDR6 16GB GDDR6 16GB GDDR6 16GB GDDR6 16GB GDDR6 12GB GDDR6 12GB GDDR6 12GB GDDR6
Total board power (TBP) 315 W 260 W 263 W 300 W 250 W 245 W 230 W 250 W

The 7900 GRE slots into AMD’s existing lineup above the RX 7800 XT (currently $500-ish) and below the RX 7900 (around $750). Technologically, we’re looking at the same Navi 31 GPU silicon as the 7900 XT and XTX, but with just 80 of the compute units enabled, down from 84 and 96, respectively. The normal benefits of the RDNA3 graphics architecture apply, including hardware-accelerated AV1 video encoding and DisplayPort 2.1 support.

The 7900 GRE also includes four active memory controller die (MCD) chiplets, giving it a narrower 256-bit memory bus and 16GB of memory instead of 20GB—still plenty for modern games, though possibly not quite as future-proof as the 7900 XT. The card uses significantly less power than the 7900 XT and about the same amount as the 7800 XT. That feels a bit weird, intuitively, since slower cards almost always consume less power than faster ones. But it does make some sense; pushing the 7800 XT’s smaller Navi 32 GPU to get higher clock speeds out of it is probably making it run a bit less efficiently than a larger Navi 31 GPU die that isn’t being pushed as hard.

  • Andrew Cunningham

  • Andrew Cunningham

  • Andrew Cunningham

When we reviewed the 7800 XT last year, we noted that its hardware configuration and performance made it seem more like a successor to the (non-XT) Radeon RX 6800, while it just barely managed to match or beat the 6800 XT in our tests. Same deal with the 7900 GRE, which is a more logical successor to the 6800 XT. Bear that in mind when doing generation-over-generation comparisons.

Review: AMD Radeon RX 7900 GRE GPU doesn’t quite earn its “7900” label Read More »

how-strong-is-nintendo’s-legal-case-against-switch-emulator-yuzu?

How strong is Nintendo’s legal case against Switch-emulator Yuzu?

The eye of Nintendo's legal department turns slowly towards a new target.

Enlarge / The eye of Nintendo’s legal department turns slowly towards a new target.

Aurich Lawson

Nintendo has filed a lawsuit against Tropic Haze LLC, the makers of the popular Yuzu emulator that the Switch-maker says is “facilitating piracy at a colossal scale.”

The federal lawsuit—filed Monday in the District Court of Rhode Island and first reported by Stephen Totilo—is the company’s most expansive and significant argument yet against emulation technology that it alleges “turns general computing devices into tools for massive intellectual property infringement of Nintendo and others’ copyrighted works.” Nintendo is asking the court to prevent the developers from working on, promoting, or distributing the Yuzu emulator and requesting significant financial damages under the DMCA.

If successful, the arguments in the case could help overturn years of legal precedent that have protected emulator software itself, even as using those emulators for software piracy has remained illegal.

“Nintendo is still basically taking the position that emulation itself is unlawful,” Foundation Law attorney and digital media specialist Jon Loiterman told Ars. “Though that’s not the core legal theory in this case.”

Just follow these (complicated) instructions

The bulk of Nintendo’s legal argument rests on Yuzu’s ability to break the many layers of encryption that protect Switch software from being copied and/or played by unauthorized users. By using so-called “prod.keys” obtained from legitimate Switch hardware, Yuzu can dynamically decrypt an encrypted Switch game ROM at runtime, which Nintendo argues falls afoul of the Digital Millennium Copyright Act’s prohibition against circumvention of software protections.

Crucially, though, the open source Yuzu emulator itself does not contain a copy of those “prod.keys,” which Nintendo’s lawsuit acknowledges that users need to supply themselves. That makes Yuzu different from the Dolphin emulator, which was taken off Steam last year after Nintendo pointed out that the software itself contains a copy of the Wii Common Key used to decrypt game files.

Just a little light console hacking...

Enlarge / Just a little light console hacking…

Aurich Lawson

Absent the inherent ability to break DRM, an emulator would generally be covered by decades of legal precedent establishing the right to emulate one piece of hardware on another using reverse-engineering techniques. But Yuzu’s “bring your own decryption” design is not necessarily a foolproof defense, either.

Nintendo’s lawsuit makes extensive reference to the Quickstart Guide that Yuzu provides on its own distribution site. That guide gives detailed instructions on how to “start playing commercial games” with Yuzu by hacking your (older) Switch to dump decryption keys and/or game files. That guide also includes links to a number of external tools that directly break console and/or game encryption techniques.

“Whether Yuzu can get tagged with [circumvention] simply by providing instructions and guidance and all the rest of it is, I think, the core issue in this case.”

Attorney Jon Loiterman

Through these instructions, Nintendo argues, “the Yuzu developers brazenly acknowledge that using Yuzu necessitates hacking or breaking into a Nintendo Switch.” Nintendo also points to a Yuzu Discord server where emulator developers and users discuss how to get copyrighted games running on the emulator, as well as publicly released telemetry data that shows the developers were aware of widespread use of their emulator for piracy (as the Yuzu devs wrote in June 2023, “Tears of the Kingdom is by far the most played game on Yuzu”).

While Loiterman says that “instructions and guidance are not circumvention,” he added that “the more layers of indirection between Yuzu’s software and activity and distribution of the keys the safer they are. The detailed instructions, the Discord server, and the knowledge of what all this is used for are at least problematic.”

“Whether Yuzu can get tagged with [circumvention] simply by providing instructions and guidance and all the rest of it is, I think, the core issue in this case,” he continued.

How strong is Nintendo’s legal case against Switch-emulator Yuzu? Read More »

age-of-empires-2-gets-another-expansion-25-years-later,-and-deservedly-so

Age of Empires 2 gets another expansion 25 years later, and deservedly so

Expansing empire of Age of Empires —

The rest of 2024 promises a whole lot for Age of Empires fans across all titles.

Cover artwork for Victors and Vanquished expansion to Age of Empires II

Enlarge / A battle between Ragnar Lothbrok and Oda Nobunaga was unlikely to occur, given the roughly 700 years between their existences. But Age of Empires is a limitless canvas.

World’s Edge

Real-time strategy (RTS) games aren’t getting many new titles or mainstream attention these days, but that need not be a problem. Age of Empires 2, one of the best games in the genre—and some would say of all time, period—continues to be playable on modern systems and is even getting new expansions.

Victors and Vanquished gameplay trailer.

Victors and Vanquished, an expansion for Age of Empires 2: Definitive Edition, arrives March 14. It adds 19 scenarios to the base game, allowing you to play as, among others, Oda Nobunaga, Charlemagne, and Ragnar Lothbrok. The campaigns are inspired by the deep community around Age of Empires but spiffed up with voice acting, music, bug fixes, and “quality of life improvements.” Some new mechanics show up in the scenarios, including population migration, political decisions, assassinations, and more. It’s $13 on launch day, works with Xbox Game Pass on PC (where AoE2: DE is included), and it’s on sale for preorder at about $11 until launch.

  • Oda Nobunaga’s realm in Victors and Vanquished.

    World’s Edge

  • Otto the Great, beset on all sides, with competing vassals to consider, in Victors and Vanquished.

    World’s Edge

  • Setting for Ragnar Lothbrok’s campaign in Victors and Vanquished.

    World’s Edge

  • Gameplay from Victors and Vanquished.

    World’s Edge

Developer World’s Edge Studios has offered up five expansions for AoE2:DE since its 2019 release, including the Return of Rome DLC in 2023 that shuttled in the civilizations from the original Age of Empires. A big chunk of their inspiration comes from the community. And a huge chunk of that big chunk is Filthydelphia, who had been turning out campaigns like “Kings of West Africa” and “Francis Drake on the Spanish Main” for years. Beyond the maps and army configurations, many of the campaigns contain narrative pieces. “City of Peace” involves a young woman murdered in Madinat al-Salaam, and you, the vizier, must find her murderer. Community scenarios like these make up 14 of the expansion’s 19 scenarios.

The Age of Empires series, started by a group that included a co-creator of Civilization, sought to give players a kind of “Hollywood History,” as detailed in our definitive oral history of the series. It was brightly colored, it was accurate only to the point that it made battles fun to play, and it had Microsoft to help distribute it. It sold faster than even Microsoft expected, and the sequel brought the game forward in time into knights, castles, and the like. Age of Empires 2 arrived just as real-time strategy games were at their peak, but also starting their decline. A decade later, they were merging into their scaled-back, fighting-forward cousins, MOBAs (multiplayer online battle arena), in games like Dota 2 and League of Legends.

If you’ve got a broad love of the Age of Empires franchise, but this particular expansion doesn’t compel you, don’t worry: all of 2024 is shaping up to be a big year for Xbox Studios developer World’s Edge to tempt you with one new thing or another. Age of Mythology: Retold looks to go beyond just being a “Definitive Edition” and to majorly remake the fantasy spinoff. Age of Empires III: Definitive Edition is now free to play and getting its own DLC this year. And Age of Empires IV is in its seventh season this spring.

Age of Empires 2 gets another expansion 25 years later, and deservedly so Read More »

nvidia’s-new-app-doesn’t-require-you-to-log-in-to-update-your-gpu-driver

Nvidia’s new app doesn’t require you to log in to update your GPU driver

Some updates are good, actually —

Removing little-used features also improved responsiveness and shrank the size.

Nvidia app promo image

Nvidia

Nvidia has announced a public beta of a new app for Windows, one that does a few useful things and one big thing.

The new app combines the functions of three apps you’d previously have to hunt through—the Nvidia Control Panel, GeForce Experience, and RTX Experience—into one app. Setting display preferences on games and seeing exactly how each notch between “Performance” and “Quality” will affect its settings is far easier and more visible inside the new app. The old-fashioned control panel is still there if you right-click the Nvidia app’s notification panel icon. Installing the new beta upgrades and essentially removes the Experience and Control Panel apps, but they’re still available online.

But perhaps most importantly, Nvidia’s new app allows you to update the driver for your graphics card, the one you paid for, without having to log in to an Nvidia account. I tested it, it worked, and I don’t know why I was surprised, but I’ve been conditioned that way. Given that driver updates are something people often do with new systems and the prior tendencies of Nvidia’s apps to log you out, this is a boon that will pay small but notable cumulative dividends for some time to come.

Proof that you can, miracle of miracles, download an Nvidia driver update in Nvidia's new app without having to sign in.

Proof that you can, miracle of miracles, download an Nvidia driver update in Nvidia’s new app without having to sign in.

Game performance tools are much easier to use, or at least understand, in the new Nvidia app. It depends on the game, but you get a slider to move between “Performance” and “Quality.” Some games don’t offer more than one or two notches to use, like Monster Train or Against the Storm. Some, like Hitman 3 or Deep Rock Galactic, offer so many notches that you could make a day out of adjusting and testing. Whenever you move the slider, you can see exactly what changed in a kind of diff display.

Changing the settings in <em>Elden Ring</em> with the more granular controls available in Nvidia’s new beta app.” height=”1009″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/02/Screenshot-2024-02-22-134416.png” width=”1282″></img><figcaption>
<p>Changing the settings in <em>Elden Ring</em> with the more granular controls available in Nvidia’s new beta app.</p>
<p>Nvidia/Kevin Purdy</p>
</figcaption></figure>
<p>If you use Nvidia’s in-game overlay, triggered with Alt+Z, you can test that out, see its new look and feel, set up performance metrics, and change its settings from Nvidia’s beta app. Driver updates now come with more information about what changed, rather than sending you to a website of release notes. On cards with AI-powered offerings, you’ll also get tools for Nvidia Freestyle, RTX Dynamic Vibrance, RTX HDR, and other such nit-picky options.</p>
<p>Not everything available in the prior apps is making it into this new all-in-one app, however. Nvidia notes that GPU overclocking and driver rollback are on the way. And the company says it has decided to “discontinue a few features that were underutilized,” including the ability to broadcast to Twitch and YouTube, share video or stills to Facebook and YouTube, and make Photo 360 and Stereo captures. Noting that “good alternatives exist,” Nvidia says culling these things halves the new app’s install time, improves responsiveness by 50 percent, and takes up 17 percent less disk space.</p>
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		<p class= Nvidia’s new app doesn’t require you to log in to update your GPU driver Read More »

microsoft-confirms-which-xbox-games-are-going-to-switch,-playstation

Microsoft confirms which Xbox games are going to Switch, PlayStation

four fewer reasons to buy an Xbox? —

Hi-Fi Rush, Grounded, Pentiment, and Sea of Thieves are going multiplatform.

Four Xbox console exclusives will soon be exclusive no more.

Enlarge / Four Xbox console exclusives will soon be exclusive no more.

Microsoft

During a “business update” video podcast last week, Microsoft addressed widespread rumors of Xbox software going multiplatform by saying that four of its legacy titles would be going “to the other consoles” in the future. But the company waited until today to confirm the names of the four soon-to-be-multiplatform titles.

The Xbox games coming to other consoles in the coming months are (multiplatform launch date in parentheses):

  • Pentiment (February 22, Switch, PS4/5): Obsidian’s historical murder mystery has a sprawling narrative that reacts strongly to player choices.
  • Hi-Fi Rush (March 9, PS5): A rhythm-action game from Bethesda Softworks where you have to match your attacks and movements to the beat to maximize your impact.
  • Grounded (April 16, Switch, PS4/5): Obsidian’s co-op survival adventure will be fully cross-play compatible across all platforms.
  • Sea of Thieves (April 30, PS5): Despite what we considered a poor first impression, Rare’s pirate-themed multiplayer simulation has attracted 35 million players, according to Microsoft. This title will also be cross-play compatible across platforms.

Microsoft’s announcement comes just after Grounded and Pentiment were announced for Switch as part of the morning’s Nintendo Direct: Partner Showcase video stream, the timing of which likely prevented Microsoft from announcing its plans for those titles last week. There wasn’t a lot of drama to today’s announcement, though; The Verge and independent journalist Stephen Totilo cited anonymous sources in accurately naming all four games just after Microsoft’s presentation last week.

Before that presentation, rumors flying around the Xbox community suggested that major Xbox exclusives like Starfield or Bethesda’s upcoming Indiana Jones and the Great Circle would be coming to other consoles or that Microsoft had plans to leave the console space entirely. And while Microsoft has effectively shot down those rumors, the company has suggested that exclusive games will be a less important part of its console strategy going into the future.

“[I have] a fundamental belief that over the next five or ten years… games that are exclusive to one piece of hardware are going to be a smaller and smaller part of the game industry,” Xbox CEO Phil Spencer said.

Microsoft confirms which Xbox games are going to Switch, PlayStation Read More »

reports:-switch-successor-is-now-set-for-early-2025

Reports: Switch successor is now set for early 2025

Waiting is the hardest part —

Nintendo’s publishing partners were reportedly told of new plans last week.

I took this photo nearly seven years ago, and I'm still waiting for a new game console from Nintendo.

Enlarge / I took this photo nearly seven years ago, and I’m still waiting for a new game console from Nintendo.

Throughout 2023, we saw multiple credible reports that Nintendo was planning to release its long-awaited Switch follow-up sometime in 2024. Now, a new flurry of new reports say third-party developers have recently been advised that Nintendo’s next console is aiming for an early 2025 release.

Brazilian journalist Pedro Henrique Lutti Lippe was among the first to report on the new planned release window on Friday, and Video Games Chronicle expanded on that report the same day. The outlet cited its own sources in reporting that “third-party game companies were recently briefed on an internal delay in Nintendo’s next-gen launch timing, from late 2024 to early the following year.”

By late Friday, those reports had been corroborated by Eurogamer, which said the launch would slip past the 2024 calendar year “but still [be] within the coming financial year” (ending in March 2025). Over the weekend, Bloomberg cited unnamed “people with knowledge of the matter” in reporting that some publishers have been told “not to expect the console until March 2025 at the earliest.”

A quiet 2024?

One unnamed publishing source told Video Games Chronicle that the push for a 2025 hardware launch was “so that Nintendo could prepare stronger first-party software for the [upcoming] console.” That could be bad news for this year’s crop of upcoming Switch software, as Nintendo and other developers might adapt current Switch projects for the upcoming hardware instead. Thus far, Nintendo has only announced three first-party Switch titles that it plans to release this year, a list that includes two HD remakes of games from earlier console generations (though additional game announcements could come at any point).

“Nintendo is likely looking at a pretty dry pipeline this year,” Japanese industry analyst Serkan Toto told Bloomberg. “The company will still try to keep the blockbusters for the next console, so 2024 might see more remakes of old Nintendo hits. In any case, 2024 will be a lot tougher for Nintendo without a new device.”

Yet Nintendo still seems bullish about the current Switch, which was approaching 140 million cumulative sales through the end of 2023 despite never dropping its initial $300 asking price. Earlier this month, Nintendo raised its official expectations for hardware sales in the current fiscal year (which ends next month) from 15 to 15.5 million units.

An early 2025 launch for Nintendo’s next console would mark roughly eight years since the Switch’s March 2017 launch. That would be a historically long gap between home consoles for Nintendo, which has launched a new TV-based console every five or six years since the NES first hit North America in the mid-’80s. The Switch hit the market just four and a half years after the ill-fated Wii U, which failed to capture even a fraction of the Wii’s success.

An eight-year gap between consoles wouldn’t be unprecedented in the history of Nintendo portable hardware, though. Nintendo waited over nine years after the Game Boy’s 1989 release before unleashing the Game Boy Color on the market.

Shares in Nintendo on the Japanese stock market dropped nearly 6 percent in Monday trading after rising to their highest price point since the summer of 2021. Nintendo has not publicly commented on any plans for new gaming hardware, though the company has offered vague hints regarding its plans for backward compatibility going forward.

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microsoft-sure-seems-to-be-thinking-about-some-sort-of-portable-xbox

Microsoft sure seems to be thinking about some sort of portable Xbox

Grist for the rumor mill —

Spencer talks up “different form factors that allow people to play in different places.”

A demo of

Enlarge / A demo of “Project Xcloud” streaming running on a mobile device, circa 2019.

Yesterday’s news that four unnamed Microsoft games are coming to “the other consoles” was a bit anticlimactic after weeks of now-refuted rumors about games like Starfield and Indiana Jones and the Great Circle going to the PlayStation 5. Yet even as those rumors die, Microsoft seems to be actively feeding new rumors regarding plans for some sort of portable gaming device.

In an interview with the Verge accompanying yesterday’s “multi-platform” business announcement, Microsoft Xbox CEO Phil Spencer was asked directly about any handheld hardware plans, including his recent penchant for liking some social media posts discussing handheld game consoles. While Spencer said he had “nothing to announce,” he talked up a lot of other handheld gaming hardware when talking about how Xbox could capture more “player hours.”

So, okay, what keeps people from playing certain hours? Well there’s some sleep, school, and kind of normal life, but some of it is just access. Do I have access to the games that I want to play right now? Obviously we’re kind of learning from what Nintendo has done over the years with Switch, they’ve been fantastic with that. So when I look at Steam Deck and the ROG and my Legion Go, I’m a big fan of that space.

Spencer went on to say that “real work” still needs to be done to get Windows to work better with controller input and on smaller 7- to 8-inch screens. That’s the kind of OS work we’d note would be very useful if Microsoft is planning to release a Windows-based gaming portable of its own (we’re assuming Microsoft would not want to ditch Windows in favor of SteamOS). “That’s a real design point that our platform team is working with Windows to make sure that the experience is even better,” he said.

Spencer gave even more direct hints along the same lines in an interview with Bloomberg, where he mentioned “early plans” for new consoles and promised, “We’re going to be able to do more innovative things in hardware, the more the game side of the business is having success.” He added that he “get[s] excited about different form factors that allow people to play in different places,” which sure sounds like the kind of thing a portable game console allows for.

Remember the “Xboy”?

Rumors of a Microsoft gaming portable are far from new, dating back to at least the Xbox 360 era and popping up periodically ever since. As recently as last year, insider reports suggested Microsoft had prototyped a “cloud-focused Xbox handheld” in the past, including work on a “lightweight” Xbox interface designed for handhelds.

At the moment, it’s hard to know whether a theoretical Xbox portable would be limited to streaming (either from an in-home Xbox console or the cloud), as those reports suggested. While a streaming-focused handheld could definitely be cheaper to produce, it would be necessarily limited by a smaller selection of games, the need for a reliable Internet connection, and the ever-present latency issues that streaming games have yet to shake (and/or the need to be on the same network as a local Xbox).

Could Sony's PlayStation Portal provide a roadmap for a similar

Enlarge / Could Sony’s PlayStation Portal provide a roadmap for a similar “portable Xbox” design?

Sony

Regardless, some industry pundits have also recently taken to arguing for Microsoft to make a portable gaming move as well. Earlier this week, The Verge proclaimed that “it’s time for Microsoft to build an Xbox Steam Deck” (in a piece timed almost suspiciously closely to the site’s hint-filled Spencer interview). And Jez Corden at Windows Central argued earlier this month that an Xbox handheld “isn’t just likely… it’s absolutely necessary,” (in a piece that also received a like from Spencer on social media).

Then again, a Microsoft “Roadmap to 2030” document from May 2022 (revealed through leaked court documents during the Activision Blizzard merger case last year) listed a portable console as “not in scope for 1st party” as part of Microsoft’s plans at the time. And in 2020, Microsoft’s former head of Xbox, Robbie Bach, discussed three previous times in Xbox history where proposals for an “Xboy” portable were shot down because “we just didn’t have the bandwidth to do that.”

But Bach’s tenure at Xbox (which ended in 2010) was a very different era in the portable gaming market. Today, Valve’s Steam Deck and its imitators have proven there’s a space for more PC-like gaming handhelds that go beyond Nintendo’s longstanding iron grip on handheld gaming. Even Sony recently re-entered the portable gaming market with the PlayStation Portal, though that device being restricted to in-home streaming from a local PS5 puts it in a different class than many other gaming handhelds.

The new rumors also come at a very different time in Microsoft’s own hardware-making story. In 2010, the ill-fated Microsoft Zune was on the verge of ending its short market tenure. Today, Microsoft’s line of Surface laptop-tablets has spent over a decade successfully establishing its place in a competitive market. Maybe Microsoft will take some of those Surface lessons forward if it decides to enter the handheld gaming market for the first time.

Microsoft sure seems to be thinking about some sort of portable Xbox Read More »

our-unbiased-take-on-mark-zuckerberg’s-biased-apple-vision-pro-review

Our unbiased take on Mark Zuckerberg’s biased Apple Vision Pro review

No way would Zuckerberg be photographed wearing a Vision Pro, but let's just imagine he's looking at a picture of one in his headset here...

Enlarge / No way would Zuckerberg be photographed wearing a Vision Pro, but let’s just imagine he’s looking at a picture of one in his headset here…

@zuck Instagram | Aurich Lawson

Since the launch of the Apple Vision Pro, it’s not been hard to find countless thoughts and impressions on the headset from professional reviewers and random purchasers. But among all those hot takes, the opinions of Meta CEO Mark Zuckerberg stand out for a few reasons—not least of which is that he and his company have spent years of development time and lost tens of billions of dollars creating the competing Quest headset line.

For that reason alone, Zuckerberg’s Instagram-posted thoughts on the Vision Pro can’t be considered an impartial take on the device’s pros and cons. Still, Zuckerberg’s short review included its fair share of fair points, alongside some careful turns of phrase that obscure the Quest’s relative deficiencies.

To figure out which is which, we thought we’d go through Zuckerberg’s review and give a quick review of the points he makes. In doing so, we get a good viewpoint on the very different angles with which Meta and Apple are approaching mixed-reality headset design.

There’s “high-quality” and then there’s “high-quality”

Near the start of his analysis, Zuckerberg says that the “Quest 3 does high-quality passthrough with big screens, just like Vision Pro.” This is only true in the most technical sense. Saying both headsets have “high-quality passthrough” is like saying an old 720p LCD TV and a new 4K OLED both have “high-quality screens.”

Compared side by side, Apple’s array of cameras and higher-resolution displays combine for a much sharper and more dynamic view of the “real world” than the Quest 3, which barely limps over the “good enough” passthrough threshold, in my experience. That display quality extends to the “big screens” Zuckerberg mentions, too, which are noticeably clearer and easier to read on the Vision Pro.

A view of my mixed reality

Enlarge / A view of my mixed reality “office” in the Quest 3 app Immersed.

Speaking of those “big screens,” the experience with 2D virtual displays is quite different in both headsets. The Vision Pro seems built from the ground up with the ability to place and resize thousands of flat iOS apps anywhere around your virtual space. Those virtual windows react to the light in the room, cast gentle shadows in your virtual view, and get occluded by objects in the real world, adding to the sense that they are really “there” with you.

The Quest, on the other hand, was built more with immersive VR experiences in mind. Yes, recent Quest OS upgrades added the ability to snap selected flat apps and system tools (e.g., the store) into place in your Quest “home environment.” But the system-level “huge floating screens” experience is still much more limited than that on the Vision Pro, which offers easy free positioning and resizing of all sorts of apps. Quest users looking for something similar need to rely on a third-party tool like Virtual Desktop, which also has its own quirks and limitations.

Our unbiased take on Mark Zuckerberg’s biased Apple Vision Pro review Read More »

after-weeks-of-rumors,-microsoft-says-four-games-are-going-to-“other-consoles”

After weeks of rumors, Microsoft says four games are going to “other consoles”

Breaking out of the box —

But Starfield and Indiana Jones are staying exclusive to Xbox and PC.

Updated

After weeks of rumors around its strategy regarding Xbox console exclusives, Microsoft announced today that it is “going to take four games to the other consoles.” The company stopped short of announcing what those now non-exclusive games would be, but it did point out that neither Starfield nor Bethesda’s upcoming Indiana Jones and the Great Circle would be appearing on other consoles.

All four of the soon-to-be multi-platform titles are “over a year old,” Xbox chief Phil Spencer said in an “Updates on the Xbox Business” podcast video. The list includes a couple of “community-driven” games that are “first iterations of a franchise” that could show growth on non-Xbox consoles, as well as two others that Spencer said were “smaller games that were never really meant to be built as kind of platform exclusives… I think there is an interesting story for us of introducing Xbox franchises to players on other platforms to get them more interested in Xbox.”

The Verge cites “sources familiar with Microsoft’s plans” in reporting that Hi-Fi Rush, Pentiment, Sea of Thieves, and Grounded are the four multi-platform titles Microsoft is referencing today.

“The teams that are building those [multi-platform] games have announced plans that are not too far away,” Spencer said, “but I think when they come out, it’ll make sense.”

This is not completely new territory for Microsoft; Spencer noted in the podcast that the acquisitions of Activision Blizzard and Bethesda parent Zenimax mean that Microsoft is already “one of the largest game publishers on PlayStation.” Microsoft has also spent years pushing the ability to play Xbox games on other screens via Game Pass streaming.

Spencer stressed during the podcast that this limited multi-platform move does not represent “a change to our fundamental exclusive strategy.” He added that “we’re making these decisions for some specific reasons,” citing “the long-term health of Xbox and a desire to “use what some of the other platforms have right now to help grow our franchises.”

And Xbox hardware will continue to be the “developer target” for Microsoft’s multi-platform games, according to Microsoft President of Xbox Sarah Bond. “Our developers can build the specs of our hardware, and we invest to make sure when they do that the games are going to run great on our hardware, but they’re also going to be able to be accessed across any screen because of all the other investments we make,” Bond said.

Wave of the future

Spencer cited the recent expansion of multi-platform releases in stating “a fundamental belief that over the next five or ten years… games that are exclusive to one piece of hardware are going to be a smaller and smaller part of the game industry.”

“We’ve seen this inversion over the last five years where it used to be that the platform was the biggest thing, and the games would tuck in within the platform,” Head of Xbox Game Studios Matt Booty added. “Today, big games like a Roblox or a Fortnite could actually be bigger than any one platform, so that has really changed the way we think about those things” (oddly enough, Booty did not mention Microsoft’s own bigger-than-one-platform mega-hit, Minecraft, though Spencer mentioned it later in the presentation).

Bond added that “when you just step back and you look at the history of the industry, we’ve moved from a place where it used to be that someone built and launched a game to accelerate hardware, to actually the things we do with our hardware and with our platform are all in service of making those games bigger.”

Despite the opening up of select franchises, Booty clarified that “Game Pass will only be available on Xbox” and will continue to include all first-party Microsoft games “day one.” That will soon include games Microsoft acquired through the recently completed Activision Blizzard merger, starting with Diablo IV on March 28.

Microsoft’s limited multi-platform announcement comes as information from a Take-Two financial report suggests the PlayStation 5 has outsold the Xbox Series X/S by a roughly 2:1 margin. That’s similar to the sales lead the PS4 maintained over the Xbox One in the last console generation.

Elsewhere in the podcast, Spencer stressed that he wanted the Xbox ecosystem to continue to focus on backward compatibility, comparing it to PC gamers’ ability to still play Windows games released decades ago on modern hardware. “When we look at future hardware generations and what we’re going to support, making sure that we respect… the investments that people have made in Xbox going forward is fundamental.”

This story has been updated with more detailed information from and analysis of Microsoft’s announcement video.

Listing image by Barone Firenze | Shutterstock.com

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