Android

The Nintendo Switch Can Now Run Android 10, Unofficially 20

Thanks to the hard work of the SwitchRoot team, it's now possible to enjoy an Android 10-based LineageOS 17.1 port on your Nintendo Switch console. XDA Developers reports: The Android 10 release is based on the LineageOS 17.1 build for the NVIDIA SHIELD TV and brings many improvements over the previous release, including a much-needed deep sleep mode so the OS doesn't murder your console's battery life. It's also generally faster and more responsive than the previous Android 8.1 Oreo version, according to the SwitchRoot team.

The ROM comes in two flavors: a Tablet build that offers a standard Android UI with support for all apps and an Android TV build that supports both docked and undocked use cases but has more limited app support. The former is recommended if you primarily use your Nintendo Switch while undocked, while the latter will offer a much-better docked experience. As for bugs and broken things, the developer says games built for the SHIELD (Half-Life 2, Tomb Raider, etc.) aren't supported, and you might notice some stuttering with Bluetooth audio. Some apps also may not support the Joy-Con D-Pad.

In order to install this build, you'll need an RCM-exploitable Nintendo Switch, a USB-C cable, a high-speed microSD card (formatted to FAT32), and a PC. If you already have the Android 8.1 Oreo build installed on your SD card, just make sure to back up your data before installing the Android 10 build, as flashing this new ROM will wipe all data. After installing the ROM itself, be sure to flash the Google Apps package, Alarm Disable ZIP, and Xbox Joycon Layout ZIP if you use an Xbox controller.
You can download LineageOS 17.1 for Nintendo Switch here.
Intel

Intel Benchmarks Say Apple's M1 Isn't Faster (pcworld.com) 260

PCWorld reviews Intel's recently-released benchmarks claiming Apple's M1 isn't faster than their 11th gen Core i7-1185G7 processor, among other things. Here are the claims Intel makes (visit the article to read PCWorld's "take" on each claim): MacBook M1 is slower than Core i7: Intel says in the WebXPRT 3 test, using the same version of Chrome for both the Core i7 system as well as the Arm-native MacBook, Intel takes the lead. The Intel chip was largely ahead in WebXPRT 3, and the x86 chip was nearly three times faster in finishing the photo enhancement test. Intel doesn't just use WebXPRT 3, though. It also shows the Core i7 pummeling the M1 in a PowerPoint-to-PDF export, and in multiple Excel macros by a factor of 2.3x. And yes, Intel used the Arm-native versions of Office for its tests.

Core i7 Crushes M1 in AI: For content creation tasks, Intel showed the Core i7 to be about 1.12x faster than the M1 in performing a 4K AVC-to-HEVC/H.265 file conversion. In this benchmark, they had the MacBook using the M1-native version of Handbrake. But the real destruction happens once you get to Topaz Lab's Gigapixel AI and Denoise AI, with the Intel Core chip crushing the M1 in AI-based noise removal and enlargement. Or maybe "crushing" is too nice a term, as it's more like the Core i7 outpaces the M1 by so much, the M1 wishes it had never been designed.

M1 doesn't support all the features: Intel also gives itself the lead in Adobe Premiere Pro, using the beta M1 native version in Auto Reframe, exporting to H.264 and H.265. They're decent wins, but come on, the code is still in beta for the Mac. That said, Intel points out that important features like Content Aware Fill are outright disabled on the beta version, and that's a concern. If the native version of Photoshop comes out, and there are critical features missing from it, that's a huge problem for Apple (and Adobe).

You can't be faster if you can't run it: For gaming, we see a bit of a back and forth between the Apple M1 and Core i7 in games that actually work on the MacBook. Intel doesn't let it end there, though, and decides to embarrass Apple further by showing the numerous games where the MacBook scores a 0 because game support just doesn't exist. Intel points out that "countless more" games "don't run on the M1," and then for good measure, it rushes Apple's bench with a list 10 more games you can't play on the M1 MacBook: Overwatch, Crysis Remastered, Halo MCC, Red Dead Redemption 2, PUBG, Monster, Hunter World, Doom Eternal, Microsoft Flight Simulator 2020, Apex Legends, and Rainbow Six Siege.

MacBook wouldn't win Evo certification: You know that fancy Intel Evo program that tries to improve laptop performance in key areas that annoy consumers? Well, Intel pretty much says that if Apple submitted the M1 MacBook to the same program that Asus, Dell, HP, Lenovo, MSI, Acer and others go through, it would be rejected. The reason? Intel says the M1 MacBook is too slow in doing things that anger consumers, such as "switch to Calendar" in Outlook, "start video conference Zoom" and "select picture menu" in PowerPoint.

Great battery life?: Perhaps the most shocking claim Intel showed deals with battery life. While performance tests can be cherry picked by those looking to prove an outcome, battery life usually can't be disputed. Apple's official claim gives the M1 MacBook up to 18 hours of battery life using Apple TV app to watch a 1080p video with the brightness set to "8 clicks from the bottom." Apple also claims up to 15 hours browsing 25 "popular" websites with the same "8 clicks" criteria. When Intel pitted a MacBook Air M1 against an Acer Swift 5 with a Core i7-1165G7, however, it found both basically dead even. The MacBook Air came in at 10 hours and 12 minutes, and the Acer Swift 5 lasted 10 hours and 6 minutes. The difference? Intel said it used Safari to watch a Netflix stream with tabs open with the screen set to a relatively bright 250 nits. On the Acer, Safari was subbed out for Chrome, but the brightness and Netflix remained the same. Intel did add that Apple's "8 clicks up" is about 125 nits of brightness on the MacBook Air which is pretty dim.

All kinds of things just don't work on the M1: Intel didn't just get into the performance of the M1. It also said it found the MacBook Pro had serious shortcomings, such as an inability to use more than one display with a Thunderbolt dock. And while the PC can use gaming headsets, eGPUs, a third-party finger print reader, Wacom Drawing tablet and Xbox Controller, Intel said it found the MacBook Pro simply doesn't work with eGPUs, and had multiple issues with other devices. That's just hardware incompatibility. Intel's rap battle with Apple also highlights issues with plug-ins for Ableton, Bitwig Studio, Avid Pro Tools, FL Studio, Motu and many others.

PC Games (Games)

As 'Goldeneye 007' Remaster Finally Leaks Online, Its Original Designer Reacts (bbc.com) 31

Long ago there were plans for a remastered Xbox 360 version of the Nintendo 64 game "Goldeneye 007" — but they never materialized, and that game became a lost legend. But then Monday Ars Technica interviewed longtime Spanish game streamer Graslu00, who had somehow uploaded a two-hour video demo-ing the lost game. The files came with a peculiar note: "Never say never, release coming soon, James."
Days later Engadget reported: This week, a ROM of a canceled 2007 Xbox 360 remaster of the game appeared online, allowing those with a PC to play it using an emulator. According to VGC (via Polygon), the leaked ROM includes the game's entire single-player campaign, as well as its multiplayer component. It also allows players to seamlessly toggle between the remaster's enhanced textures and effects and the original's blocky N64 graphics.
So this weekend the BBC tracked down videogame designer David Doak, who'd worked on the original 1997 game, who admitted it was fun finally seeing the remastered game "out in the wild." "It is always heart-warming to see that the original game is still so fondly remembered and has obviously brought joy to so many people over almost 25 years since release.

"The current excitement over the leak of this 'naughty remaster' speaks volumes for the impact and enduring legacy of GoldenEye 007."

David Doak also appeared as a character called Dr Doak in the original game, but was replaced in the remastered version. Some gamers have already modified the leaked software to put him back in, which he said was "particularly touching."

Since 2009 he's been using the Twitter handle @DrDoak.

In March he'd tweeted, "Dr Doak works in a chemical weapons facility. He washes his hands regularly and is careful to avoid touching his face. This is good practice. Be like Dr Doak."
PlayStation (Games)

Sony Says It Sold 4.5 Million PlayStation 5 Consoles Last Year and Took a Loss on Sales (polygon.com) 41

Sony shipped more than 4.5 million PlayStation 5s from the console's Nov. 12 launch to the end of the year, but it took a loss on those sales because the PS5's "strategic price point" is lower than what it cost to manufacture it. From a report: The disclosure was part of Sony's quarterly report to investors, delivered in Japan earlier today. The losses on PS5 sales were not specifically broken out -- and they were part of an overall Game & Network Services Segment that saw a 26.7 billion yen ($2.5 billion) increase in operating income over the same quarter in 2019. Sony's PlayStation revenue from game sales (both PS4 and PS5, add-on content included) plus larger profit margins on the outgoing PlayStation 4 more than made up any shortfall, the company said. By comparison, the PlayStation 4 sold more than 4.2 million units from its November 2013 launch to the end of that year. The company in November said the new PlayStation 5 is facing "unprecedented" demand, making its availability scarce, even though more PS5s have been available, in whole numbers, than their predecessor. Microsoft's Xbox Series X has faced the same issue, with the company's chief financial officer telling investors back in November that a console shortage could last until April.
IOS

iOS 14.5 Will Support PS5 DualSense and Xbox Series X Controllers (theverge.com) 18

Apple's latest iOS 14.5 update for beta testers brings support for the new PS5 DualSense and Xbox Series X controllers. The Verge reports: Apple's upcoming iOS 14.5 update follows the company revealing back in November that it was working with Microsoft to include support for the Xbox Series X controllers. Steam also added PS5 controller support last year, followed by Nvidia's Shield TV support last month. Other features of iOS 14.5 include the ability to unlock an iPhone with an Apple Watch while wearing a mask, Siri emergency contact calling, CarPlay ETA sharing, and dual-SIM 5G support. The official release is expected in the next couple of months.
XBox (Games)

'We Messed Up'. Microsoft Rescinds Xbox Live Gold Price Hike (forbes.com) 55

"We messed up today," the Xbox Live Gold team wrote late Friday night, "and you were right to let us know." Their blog post's new title? "No Changes to Xbox Live Gold Pricing, Free-to-Play Games to be Unlocked."

Forbes reports: It has been a very strange few days for Microsoft and Xbox fans. On Friday, Microsoft announced that for effectively no real reason, it was doubling the price of Xbox Live Gold from $60 a year to $120 a year. Immediately, this generated massive pushback from both players, who would bear those costs, and the press, who dubbed Xbox Live Gold suddenly "the worst deal in gaming."

It took all of maybe 14 hours for Microsoft to come back and...kill the entire idea. Not only that, as in addition to reverting the planned price increase, they also announced that they were working on making all free-to-play games able to be played without needing Xbox Live Gold, a long-requested change, which would roll out over the next few months...

Microsoft is trying very hard to push people into signing up for Ultimate and Game Pass, and this price increase was meant to be a win-win for them. Either people were now close enough to the yearly price of Ultimate where they'd just do that instead, or they would be paying twice as much for Gold which meant more sub revenue anyways. What could go wrong? What is not clear, however, is why Microsoft did not anticipate the reaction....

Citing a Twitter thread from analyst Daniel Ahmad, the article concludes that "Microsoft knows that it is losing the console sales battle, and they will likely continue to lose it to Sony.

"So their main desire is to increase Game Pass adoption as much as possible to essentially be the definitive game subscription service in the market before others catch up."
XBox (Games)

Microsoft Increases Xbox Live Gold Prices (engadget.com) 36

Microsoft continues sending not-so-subtle signals that it would really, really like you to drop Xbox Live Gold in favor of Game Pass. From a report: The company has raised prices for new Xbox Live Gold memberships across the board, with the changes becoming more noticeable the longer you're ready to commit. The one- and three-month plans aren't much pricier at $11 and $30 respectively (up $1 and $5), but six months now costs you $60 -- well above the $40 you used to pay. And when there's no longer a 12-month membership, you'll be looking at $120 per year if you insist on Gold. Existing six- and 12-month members will renew at the current price, Microsoft said.
UPDATE: 14 hours Microsoft rescinded this price hike. Their apologetic blog post began "We messed up...."
PlayStation (Games)

CDPR CEO Blames 'In-Game Streaming' For Cyberpunk's Console Problems (arstechnica.com) 114

CD Projekt Red is still trying to contain the damage from widespread reports of major technical problems in the versions of Cyberpunk 2077 released for the PS4 and Xbox One last month. From a report: To that end, studio co-founder and CEO Marcin Iwinski today tweeted a video message seeking to explain the internal situation leading up to the problematic launch. "Despite good reviews on PC, the console version of Cyberpunk 2077 did not meet the quality standard we wanted it to meet," Iwinski said in the message. "I, and the entire leadership team, are deeply sorry for this, and this video is me publicly owning up to that." The core of the problem, Iwinski said, was the "in-game streaming system" that Cyberpunk 2077 used to "feed" content and game mechanics to the engine without frequent breaks for loading. That system had to be "constantly improved" for last-gen consoles during development, Iwinski said, in order to keep up with the "epic" look of the PC version (which saw its graphics and other assets scaled down to work on more limited, older console hardware).

"Things did not look super difficult at first, [but] I think that time has proven we underestimated the task," Iwinski said. "Because the city is so packed and the disk bandwidth of old-gen consoles is what it is, it constantly challenged us." winski was less direct about why these problems with the console versions weren't discovered and either fixed or delayed before launch. "Every change and improvement needed to be tested, and as it turned out, our testing did not show a big part of the issues you experienced while playing the game," Iwinski said. He added that communication problems caused by the team working from home amid COVID-related restrictions meant some issues got lost over video calls or emails. "We saw significant improvements each and every day leading up to release [and] really thought we'd deliver in the day zero [version on consoles]," he said.

XBox (Games)

Xbox's 'Instant On' Feature Could Consume 4 Billion kWh By 2025 (arstechnica.com) 104

An anonymous reader quotes a report from Ars Technica: The "instant on" feature that's activated by default on new Xbox Series S/X consoles could suck up a total of 4 billion kWh -- the equivalent of a year's operation for a large power plant -- from US owners alone through 2025. That's according to a preliminary report released this week from the Natural Resources Defense Council, an environmentally focused nonprofit advocacy group. As the name implies, the "instant on" feature of the Series S/X (and the Xbox One before it) lets users skip the usual startup time when turning the console back on. That saves about 10 to 15 seconds of waiting per power cycle on the Series S/X, down from about 45 seconds on the Xbox One.

"Instant on" standby also lets the system check periodically for system updates in order to download and install them in between play sessions. But leaving the "instant on" feature active means the Xbox Series S/X draws nine to 10 watts of power 24 hours a day -- even when it's not being actively used -- compared to less than 1W if the standby settings are switched to "energy saving" mode. The Xbox Series S/X initially drew 25 to 28W of "instant on" standby power at launch, but a recent firmware update caused a dramatic reduction, placing the new systems below the ~13W drawn by the Xbox One's "instant on" mode. The PlayStation 5, by contrast, uses between 1 and 2 watts when sitting idle in "rest mode."

Nintendo

Microsoft Tried To Buy Nintendo, But Got Laughed Out of the Room (engadget.com) 111

An anonymous reader shares a report: Somehow, it's already been two decades since Microsoft first announced the Xbox, its foray into console gaming. Specifically, the Xbox was unveiled at CES in 2001 -- to commemorate that launch, Bloomberg has published an in-depth oral history of how the console came to be. It's a fascinating read, but one particular passage stands out: details on Microsoft's efforts to secure games for the brand-new console. While the company implored third-party developers to work on the Xbox, Microsoft also considered using its considerable financial might to buy developers. And Microsoft set its sights high, approaching Nintendo about an acquisition. Microsoft was laughed out of the room, says Kevin Bachus, a director for third-party relations on the Xbox project. "They just laughed their asses off," Bachus said to Bloomberg. "Like, imagine an hour of somebody just laughing at you. That was kind of how that meeting went."

Microsoft's specific pitch did make some amount of sense. At the time, Nintendo was lagging behind Sony badly from a hardware perspective. So Microsoft figured it could take on hardware production and leave Nintendo to focus on the software. "We actually had Nintendo in our building in January 2000 to work through the details of a joint venture where we gave them all the technical specs of the Xbox," said head of business development Bob Mcbreen. "The pitch was their hardware stunk, and compared to Sony PlayStation, it did. So the idea was, 'Listen, you're much better at the game portions of it with Mario and all that stuff. Why don't you let us take care of the hardware?â(TM) But it didn't work out."

AMD

Xbox Series X and S Shortages Have Microsoft Asking AMD for Help (gizmodo.com) 32

Supply issues have hamstrung the rollout of the latest generation of video game consoles. Even now, nearly two months after the Xbox Series X and Xbox Series S released, Microsoft is still scrambling to meet demand and has reportedly reached out to chipmaker AMD to fast-track production on its end. From a report: AMD manufactures the GPU and CPU for both consoles, so if it's able to push out its chips faster, Microsoft could, in theory, churn out more consoles by extension. As spotted by VGC, Microsoft is "working as hard as we can" to pump out more systems and has even contacted AMD for help, according to Xbox head Phil Spencer in a recent appearance on the Major Nelson Radio podcast hosted by Xbox Live director of programming Larry Hyrb "I get some people [asking], 'why didn't you build more? Why didn't you start earlier? Why didn't you ship them earlier?' I mean, all of those things," Spencer said. "It's really just down to physics and engineering. We're not holding them back: We're building them as fast as we can. We have all the assembly lines going. I was on the phone last week with [CEO and president] Lisa Su at AMD [asking], 'How do we get more? How do we get more?' So it's something that we're constantly working on."
Network

Citrix Devices Are Being Abused as DDoS Attack Vectors (zdnet.com) 17

Threat actors have discovered a way to bounce and amplify junk web traffic against Citrix ADC networking equipment to launch DDoS attacks. From a report: While details about the attackers are still unknown, victims of these Citrix-based DDoS attacks have mostly included online gaming services, such as Steam and Xbox, sources have told ZDNet earlier today. The first of these attacks have been detected last week and documented by German IT systems administrator Marco Hofmann. Hofmann tracked the issue to the DTLS interface on Citrix ADC devices. DTLS, or Datagram Transport Layer Security, is a more version of the TLS protocol implemented on the stream-friendly UDP transfer protocol, rather than the more reliable TCP. Just like all UDP-based protocols, DTLS is spoofable and can be used as a DDoS amplification vector.
Businesses

Cyberpunk Maker CD Projekt Sued by Investor Over Botched Launch (bloomberg.com) 69

CD Projekt SA, the Polish video-game publisher of Cyberpunk 2077, was sued by an investor who claims the company misled him about the potential of the error-plagued game whose botched release this month caused shares to dive. From a report: Andrew Trampe sued Thursday in federal court in Los Angeles and seeks to represent other investors who bought the company's securities. CD Projekt failed to disclose that Cyberpunk 2077 was "virtually unplayable on the current-generation Xbox or Playstation systems due to an enormous number of bugs," according to the complaint. As a result, Sony Corp. removed Cyberpunk 2077 from the Playstation store, and Sony, Microsoft and the company were forced to offer full refunds for the game, according to the complaint.
XBox (Games)

Microsoft Offers Cyberpunk 2077 Refunds For All Digital Sales, But It's Not Pulling the Game (theverge.com) 31

Microsoft is following Sony's move and offering Cyberpunk 2077 refunds to anyone who has purchased the game digitally. It is not however pulling the game from the Microsoft Store. The Verge reports: "We know the developers at CD Projekt Red have worked hard to ship Cyberpunk in extremely challenging circumstances," explains a Microsoft spokesperson in a statement to The Verge. "However, we also realize that some players have been unhappy with the current experience on older consoles. To date, we have granted refunds to the vast majority of customers who have requested one. To ensure that every player is able to get the experience they expect on Xbox, we will be expanding our existing refund policy to offer full refunds to anyone who purchased Cyberpunk 2077 digitally from the Microsoft Store, until further notice."

If you're interested in a Microsoft Store refund, you can follow the steps on Microsoft's support page.

PlayStation (Games)

Sony Is Pulling Cyberpunk 2077 From the PlayStation Store and Offering Full Refunds (theverge.com) 168

Sony is pulling Cyberpunk 2077 from the PlayStation Store and offering full refunds for anyone who bought the game from the digital storefront, the company said on Thursday. The Verge reports: If you want to start a refund, Sony says to visit this site and sign into your PlayStation account to submit a request. The game has already been removed from the PlayStation Store for a few Verge staffers on their PS5s, and the game doesn't come up in a search for "Cyberpunk 2077" on the web version of the store.

Players have found that Cyberpunk 2077, which has only been out for a week, has been riddled with bugs. The game looks good on PS5, but in my few hours with the game, I've run into a few complete crashes to the PS5's home screen and a number of distracting visual glitches. On PS4, the game fares a lot worse -- Eurogamer reported poor performance, low framerate, and texture pop-in.
Further reading: 'Cyberpunk 2077' Players Are Fixing Parts of the Game Before CD Projekt
IOS

Google Stadia Arrives on iOS (techcrunch.com) 31

Google's cloud gaming service now supports the iPhone and iPad. As expected, the company is using a web app to access the service. From a report: Google also says that you need to update to iOS 14.3, the latest iOS update that was released earlier this week. If you want to try it out with a free or paid Stadia account, you can head over to stadia.google.com from your iOS device. Log in to your Google account, add a shortcut to your home screen and open the web app. After that, you can launch a game and start playing. Most games will require a gamepad, so you might want to pair a gamepad with your iPhone or iPad as well. Apple's iOS supports Xbox One and PlayStation 4 controllers using Bluetooth as well as controllers specifically designed for iOS. You can also play with the Stadia controller, but it's optional. If you just want to check your inventory quickly, Stadia on iOS also supports touch controls.
Businesses

GameStop Employees Surprised By New Shipment of PS5, Xbox Series X Consoles (bloomberg.com) 28

An anonymous reader quotes a report from Bloomberg: GameStop employees across the country were caught by surprise on Saturday when the video-game chain suddenly announced new shipments of the highly coveted PlayStation 5 and Xbox Series X consoles, sending customers flocking to stores. Workers at the U.S. retailer, speaking to Bloomberg and posting on social media, said they had received little notice for the restock and that the crowds were both chaotic and a risk to their health. The latest generation devices from Sony Corp. and Microsoft Corp. have been in short supply since their release last month, leaving gamers everywhere eager for the latest restock. On Saturday afternoon, GameStop told customers that new inventory was arriving, but that it would only be available to pre-order in stores, not online, where scalpers have dominated digital queues. However, employees found out less than an hour before the public, according to GameStop staffers, which left them unprepared for the rush of customers.

One GameStop manager on the East Coast shared an email from the company, sent just a few minutes before the public announcement, saying that their store would have about 15 new consoles available for pre-order. Minutes after the announcement, the manager said, the store had a crowd of about 40 people, violating social-distancing requirements and overwhelming their clerks. GameStop said its last-minute notification to customers was meant to ensure that individuals, not resellers, were able to purchase the consoles. "We realize that in some situations our approach of notifying customers of this opportunity may have caused unintended reactions from both our associates and customers," GameStop said in a statement. "We apologize for any inconvenience this may have caused."

The rush occurred as GameStop is facing widespread staffing shortages as the retailer has asked stores across the country to cut hours, the manager said. GameStop, which has been struggling in recent years amid the widespread adoption of digital games, reported a disappointing third quarter last week, sending the stock falling as much as 22%. The retailer has shuttered almost 700 stores this year and will close more locations through 2022 while it continues to cut costs, although it expects to see a sales bump this quarter thanks to the new consoles. On Reddit, GameStop employees are sharing similar complaints, telling stories of big lines and unruly crowds.

Businesses

EA Set To Pay $1.2 Billion For Codemasters and Its Stable of Racing Games (arstechnica.com) 28

An anonymous reader quotes a report from Ars Technica: The board of directors for British developer Codemasters has reached a purchase agreement with Electronic Arts which would sell the company to the mega-publisher for an estimated $1.2 billion (or just under $8 a share) in early 2021. The deal would put Codemasters' popular racing-game franchises -- including DiRT/DiRT Rally, Grid, F1, and Project CARS (which Codemasters acquired in 2019) -- under the same umbrella as EA's Need for Speed, Burnout, and mobile-focused Real Racing. That's not quite a monopoly in the genre -- thanks in large part to console exclusives like Microsoft's Forza Motorsport and Sony's Gran Turismo -- but it's as close as you're likely to find for any major genre in gaming.

More than that, the acquisition reflects a continuing trend toward consolidation among the game industry's biggest publishers. The acquisition would also likely make Codemaster's current and future titles part of the EA Play subscription service and, by extension, part of Microsoft's Xbox Game Pass Ultimate. Aside from its modern racing sims, Codemasters boasts a legacy catalog going back to the days of the ZX Spectrum and Commodore 64, with titles like Micro Machines and the Dizzy platform-adventure series that were especially popular in the UK.
"The combination of Codemasters and Electronic Arts will enable the development and delivery of a market-leading portfolio of creative and exciting racing games and content to more platforms and more players around the world," the companies said in a joint statement.

"Electronic Arts and Codemasters have a shared ambition to lead the video game racing category," Codemasters Chairman Gerhard Florin added. "The Board of Codemasters firmly believes the company would benefit from EA's knowledge, resources and extensive global scale -- both overall and specifically within the racing sector. We feel this union would provide an exciting and prosperous future for Codemasters, allowing our teams to create, launch and service bigger and better games to an extremely passionate audience."
GUI

Creator of DirectX Dies at Age 55 (livemint.com) 94

The Wall Street Journal looks back to the days when Windows was "a loser in the world of computer games." But to change that, Eric Engstrom and his cohorts "secretly hired programmers to get the work done, and they had to do an end run around partners like Intel," remembers VentureBeat.

Long-time Slashdot reader whh3 shares The Wall Street Journal's report: Windows inserted itself between game programs and the computer hardware in a way that slowed down graphics and animation. Game developers vastly preferred the DOS operating system, which didn't gum up their special effects. That created an opportunity for three Microsoft misfits — Eric Engstrom, Alex St. John and Craig Eisler. Mr. Engstrom, who died Dec. 1 at the age of 55, and his pals formed one of several factions within Microsoft trying to solve the game problem. Openly contemptuous of colleagues who didn't share their ideas, they were so obnoxious that Brad Silverberg, who ran the Windows business, dubbed them the Beastie Boys. He had to fend off frequent demands for their dismissal.

Yet the solution they developed, DirectX, beat anything else on offer inside Microsoft. DirectX software recognized games and allowed them direct access to the computer's graphical capabilities, allowing a richer game experience than DOS could. "It was brilliant," Mr. Silverberg said. Launched in 1995, DirectX wowed game developers and led to a flood of new games for computers loaded with Windows. That success emboldened Microsoft to plunge deeper into the lucrative gaming market by developing the Xbox console.

Microsoft's game business produced $11.6 billion of revenue in the year ended June 30...

"He thought things were possible that nobody else on the planet thought would be possible," said Ben G. Wolff, a friend who runs a robotics company, "and sometimes he'd be right."

"DirectX remains the foundation for many games on Windows 10 and the Xbox Series X," writes Engadget, "and it's likely to remain relevant for years to come."

And VentureBeat shared this remark from Alex St. John at a memorial service for Engstrom. "He had huge dreams and huge fantasies, and he always took us all with him."
XBox (Games)

Xbox Cloud Gaming Coming To iOS and PC in Spring 2021 (techcrunch.com) 20

Microsoft has shared some details about the roadmap for its cloud gaming service. In addition to Android devices, the company confirms that it plans to add support for more platforms. In Spring 2021, Microsoft will launch its cloud gaming service on iOS and on computers. From a report: Originally called Project xCloud, Microsoft's cloud gaming service lets you play Xbox games on non-Xbox devices. The games run on a server in a data center near you. The video is streamed to your device, and your interactions are relayed to the server in real time. Xbox cloud gaming isn't a separate subscription. People who subscribe to the Xbox Game Pass Ultimate for $14.99 per month can access cloud gaming as part of their subscription. The plan also includes access to a library of games, EA Play and Xbox Live Gold. When it comes to new devices, you'll soon be able to launch a game on Xbox cloud gaming from a PC. The service will be available in the Xbox app and using a web browser.

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