Posts with «region|us» label

Google TV is integrating NFL Sunday Ticket ahead of the new season

Google TV is about to get a heavy dose of NFL Sunday Ticket. The service, which Google won the bidding rights for last year, will soon be available (and likely promoted with gusto) on the platform. Google also offers the NFL subscription service on YouTube and YouTube TV.

“Starting this football season, NFL Sunday Ticket on YouTube and YouTube TV will be fully integrated into Google TV in the U.S.,” Google TV product managers Nick Staubach and Sal Altayyar wrote in an announcement blog post. “This means you can now access live out-of-market Sunday afternoon games, see top highlights and get recommendations for top games of the week, all right on your Google TV home screen.” The authors added that YouTube TV subscribers who add an NFL Sunday Ticket subscription would soon see the service in the app’s live tabs.

Google won the rights to NFL Sunday Ticket, reportedly outbidding Apple and Amazon in late 2022 after DirecTV held the rights for nearly three decades. Annual packages for the service currently start at $399 through YouTube or $299 when bought alongside a separate ($73 / month) YouTube TV membership. Packages that include the NFL RedZone channel (for “whip-around coverage of every game on Sunday afternoon”) add an extra $40 onto each plan.

Google also announced today that it’s adding more than 25 new free channels to Google TV. The company (strangely) didn’t specify the channels, but it mentioned that it would include shows like Top Gear and Baywatch. The unknown networks will join Google TV’s lineup of over 800 FAST (free ad-supported streaming television) channels.

This article originally appeared on Engadget at https://www.engadget.com/google-tv-is-integrating-nfl-sunday-ticket-ahead-of-the-new-season-190358886.html?src=rss

WhatsApp lets you create groups without naming them

WhatsApp will now let you create small groups without first naming them. Mark Zuckerberg announced the new feature in a Facebook post (viaTechCrunch). You previously had to choose your group’s name when setting it up.

TechCrunch reports that unnamed groups have a cap of six members instead of the named groups’ limit of 1,024 participants. In addition, WhatsApp will reportedly auto-generate placeholder names for unnamed groups based on their members. (For example, “Rocco & Li-Chen” for a chat between them in Zuckerberg’s sample image below.) Depending on how they've saved members’ contacts, the group name will also appear differently for each member.

Meta / Mark Zuckerberg

When joining an unnamed group that includes people who haven’t saved your contacts, it will reportedly display your phone number to the group. This suggests the feature is designed more for established friends, family or colleagues and less for strangers.

TechCrunch reports that the feature will roll out globally “over the next few weeks.”

This article originally appeared on Engadget at https://www.engadget.com/whatsapp-lets-you-create-groups-without-naming-them-174420165.html?src=rss

University of California BCI study enables paralyzed woman to 'speak' through a digital avatar

Dr. Mario did not prepare us for this. In a pioneering effort, researchers from UC San Francisco and UC Berkeley, in partnership with Edinburgh-based Speech Graphics, have devised a groundbreaking communications system that allows a woman, paralyzed by stroke, to speak freely through a digital avatar she controls with a brain-computer interface.

Brain-Computer Interfaces (BCIs) are devices that monitor the analog signals produced by your gray matter and convert them into the digital signals that computers understand — like a mixing soundboard’s DAC unit but what fits inside your skull. For this study, researchers led by Dr. Edward Chang, chair of neurological surgery at UCSF, first implanted a 253-pin electrode array into speech center of the patient’s brain. Those probes monitored and captured the electrical signals that would have otherwise driven the muscles in her jaw, lips and tongue, and instead, transmitted them through a cabled port in her skull to a bank of processors. That computing stack housed a machine learning AI which, over the course of a few week’s training, came to recognize the patient's electrical signal patterns for more than 1,000 words.

But that’s only the first half of the trick. Through that AI interface, the patient is now able to write out her responses, much in the same way Synchron’s system works for folks suffering from locked-in syndrome. But she can also speak, in a sense, using a synthesized voice trained on recordings of her natural voice from before she was paralyzed — same as we’re doing with our digitally undead celebrities.

What’s more, the researchers teamed up with Speech Graphics, the same company that developed the photorealistic facial animation technology from Halo Infinite and The Last of Us Part II, to create the patient’s avatar. SG’s tech “reverse engineers” the necessary musculoskeletal movements a face would make based on analysis of the audio input, then feeds that data in real-time to a game engine to be animated into a lagless avatar. And since the mental signals from the patient were mapped directly to the avatar, she could express emotion and communicate nonverbally as well.

“Creating a digital avatar that can speak, emote and articulate in real-time, connected directly to the subject’s brain, shows the potential for AI-driven faces well beyond video games,” Michael Berger, CTO and co-founder of Speech Graphics, said in a press statement Wednesday. “Restoring voice alone is impressive, but facial communication is so intrinsic to being human, and it restores a sense of embodiment and control to the patient who has lost that.“

BCI technology was pioneered in the early 1970s and has been slowly developing in the intervening decades. Exponential advancements with processing and computing systems have recently helped reinvigorate the field, with a handful of well-funded startups currently vying to be first through the FDA’s regulatory device approval process. Brooklyn-based Synchron made headlines last year when it was the first company to successfully implant a BCI in a human patient. Elon Musk’s Neuralink entered restricted FDA trials earlier this year after the company was found to have killed scores of porcine test subjects in earlier testing rounds.

This article originally appeared on Engadget at https://www.engadget.com/university-of-california-bci-study-enables-paralyzed-woman-to-speak-through-a-digital-avatar-172309051.html?src=rss

Epic offers devs 100 percent of net revenue for six months of EGS exclusivity

Epic Games is trying to secure more exclusive titles for its PC storefront with its latest proposals to third-party developers. The company is offering the makers of eligible games and apps 100 percent of net revenue for six months. After the exclusivity window ends, developers and publishers will still take away 88 percent of their projects' revenue, with Epic receiving a cut of 12 percent.

The company, which says its launcher and store has 68 million monthly active users, will also give participants of the Epic First Run program extra exposure to get their wares in front of more eyes. The games and apps will receive "exclusive" badging and spots on the homepage. Epic will include them in various collections and promotions too.

The program will be open to developers and publishers who are releasing eligible products on or after October 16th. A product will be eligible if it hasn't appeared on another third-party PC store or subscription services on said storefronts. Games and apps that already have exclusivity deals with Epic aren't eligible.

Developers and publishers will still be able to sell games and apps that are included in the program directly to users via their own launchers and websites. They can also list their products on stores such as Green Man Gaming and Humble Store via the Epic Games Store’s keyless redemption program.

Epic already offered developers and publishers a more generous split of game and app sales than the likes of Valve, which takes a 30 percent cut of Steam sales. The promise of vacuuming up all net revenue for six months and getting extra promotion on the Epic Games Store might be compelling enough for more developers and publishers to take the exclusivity plunge there.

This article originally appeared on Engadget at https://www.engadget.com/epic-offers-devs-100-percent-of-net-revenue-for-six-months-of-egs-exclusivity-171021764.html?src=rss

Nintendo Switch developers can now use Denuvo to curb piracy

Don’t tell anyone, but the Nintendo Switch emulation scene has been thriving pretty much since day one, due to an early hardware vulnerability. It’s relatively simple to pirate Switch titles and play them on PCs, portable consoles like the Steam Deck and even lower-powered Android phones. This is a problem for the big N, and it’s addressing it by partnering up with cybersecurity company Irdeto and its anti-tampering software suite Denuvo.

Denuvo is one of the more popular software suites to minimize tampering and associated emulation. This is a middleware that developers pay for and integrate into the actual game code, thus making it much harder to emulate on other devices. The tools are common with PC titles but, until now, were unavailable for Switch developers.

Though Denuvo is useful beyond the prevention of emulation, that seems to be the primary intent here, with Irdeto touting a new dev portal called the Nintendo Switch Emulation Protection program. The company calls it a “revolutionary technology to protect games launching on Nintendo Switch from piracy.” It also notes that Switch piracy hurts PC sales as well, as the games pirated from Nintendo’s console are playable on PC, bypassing Steam, Epic and other official online retailers.

Now, this might be good news for Switch devs, but Denuvo has a spotty track record, despite boasting that it has protected more than 1,000 games from emulation. This is DRM software, plain and simple, so it’s known to slow down performance when installed, leading some publishers to actually remove the middleware post-launch. Additionally, there’s been some high-priority misfires with the software, with hackers cracking Middle-Earth: Shadow of War in less than a day, and that’s with Denuvo installed. It’s also known for being quite expensive, likely putting the software out of reach for smaller studios and development teams.

The Nintendo Switch is over six years old, with a successor expected in the nearish future. In other words, why did this take so long? Nobody knows. Like it or not, the developers portal goes live this week.

This article originally appeared on Engadget at https://www.engadget.com/nintendo-switch-developers-can-now-use-denuvo-to-curb-piracy-170254484.html?src=rss

Apptronik’s Apollo is the latest humanoid robot to beat Tesla to market

Apptronik unveiled a new workforce robot today. Named Apollo, the machine is designed to “work in environments designed for, and directly alongside, humans.” The android is initially intended to move and carry cases and totes in logistics and manufacturing settings. But the Austin-based Apptronik sees Apollo expanding into “construction, oil and gas, electronics production, retail, home delivery, elder care” and more. Apollo follows Xiaomi’s reveal of the CyberOne robot last year, which looked remarkably similar to the still-unreleased Tesla Bot.

The 5-foot-8, 160-lb Apollo can lift up to 55 lbs. (Apptronik says it optimized efficiency by making its arms lighter than the weight they can lift.) It uses swappable batteries — running up to four hours per pack — which should provide more flexibility than robots that require wall charging before springing back into action. “In short, this battery-based approach means greater work output for Apollo and greater operational efficiency for customers,” Apptronik wrote in a press release today.

Apptronik

Apptronik views Apollo as a robot that can adapt to the job. The company says it built “modularity into Apollo’s design, empowering users to decide whether Apollo is best used for their applications as a true bi-pedal walking humanoid, a torso that operates on wheels or one mounted in a stationary location.” The robot has digital panels on its face and chest to provide a “friendly, human-like countenance” to make workers feel comfortable working alongside it (as it potentially moves towards automating their jobs).

Apptronik hasn’t announced public pricing for the robot. You can read more about Apollo on the company’s product page.

This article originally appeared on Engadget at https://www.engadget.com/apptroniks-apollo-is-the-latest-humanoid-robot-to-beat-tesla-to-market-164246161.html?src=rss

Solo Stove cuts up to 40 percent off the price of its fire pits for Labor Day

Solo Stove might just come to your aid if you're hoping for a smoke-free fire in your backyard (or at the beach) this Labor Day weekend. The company is steeply discounting its fire pits ahead of the holiday, both for devices and bundles. The core Bonfire 2.0 is down to just $240, or 40 percent off. If you need more gear to improve portability and protection, the Backyard Bonfire Bundle 2.0 is nearly 50 percent off at $425 (normally $840) with an included lid, shield, stand and weather shelter.

The Bonfire 2.0 is one of our favorite pieces of outdoor tech for the fall. You can burn virtually any wood you have in a clean, smokeless fire pit that's compact enough to fit on a patio. It's ideal if you're hoping to stay warm outside as the evenings get cooler, or to roast marshmallows without making a conventional pit. The Backyard bundle includes what you need to use the Bonfire on heat-sensitive surfaces, guard against stray embers and keep the fire going in less-than-pleasant conditions.

The Bonfire is the medium pit, so you'll want to look at the Ranger 2.0 for greater portability or the Yukon 2.0 if you want the largest possible option. For most uses, though, Solo Stove's mid-tier model is more than enough.

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This article originally appeared on Engadget at https://www.engadget.com/solo-stove-cuts-up-to-40-percent-off-the-price-of-its-fire-pits-for-labor-day-155628784.html?src=rss

Ex-OpenSea employee receives prison sentence for NFT insider trading

Former OpenSea employee Nathanial Chastain has been sentenced to three months in prison over an NFT (non-fungible token) insider trading scheme. Chastain, who was found guilty of wire fraud and money laundering, used "confidential information about which NFTs were going to be featured on OpenSea’s homepage for his personal financial gain," according to the US Attorney's Office for the Southern District of New York.

Back in 2021, an X (then known as Twitter) user claimed that Chastain was buying NFT drops before the public could get their hands on the digital items. Chastain, who selected which NFTs would appear on OpenSea's homepage, was accused of selling the tokens he bought in advance for a profit after they became broadly available and interest in them soared. OpenSea admitted that Chastain had carried out such a scheme and said it would ban employees from using confidential information to trade NFTs.

The incident caught the attention of federal prosecutors, who treated the case in a similar fashion to regular insider trading. The US Attorney's Office noted that Chastain sold the NFTs for between two and five times the original purchase price.

Along with his prison sentence, Chastain must serve three months of home confinement and three years of supervised release. He also needs to pay a $50,000 fine and forfeit the Ethereum he obtained from his illicit NFT trading.

"Nathanial Chastain faced justice today for violating the trust that his employer placed in him by using OpenSea’s confidential information for his own profit," US attorney Damian Williams said in a statement. "Today’s sentence should serve as a warning to other corporate insiders that insider trading — in any marketplace — will not be tolerated.”

This article originally appeared on Engadget at https://www.engadget.com/ex-opensea-employee-receives-prison-sentence-for-nft-insider-trading-153628983.html?src=rss

Armored Core VI review: FromSoftware's latest challenge is surprisingly approachable

In 2004, a young Hidetaka Miyazaki joined FromSoftware. Before becoming a household name in gaming circles, he cut his teeth working on the studio’s long-running Armored Core series, serving as a planner on 2005’s Armored Core: Last Raven and then as director on Armored Core IV and Armored Core:For Answer.

Following the success of Demon’s Souls and Dark Souls, FromSoftware went on to release two more Armored Core games, though Miyazaki wasn’t directly involved in those projects. Since then, the studio has been busy building on the Souls series, culminating with the runaway success of Elden Ring. Now, for the first time in nearly a decade, From is revisiting its mech franchise. Armored Core VI: Fires of Rubicon also marks the directorial debut of one of the studio’s most promising up-and-coming talents — Masaru Yamamura the lead game designer on Sekiro: Shadows Die Twice, and a designer on Bloodborne. Armored Core VI is not a Soulslike, but a lot of its best ideas feel informed by Sekiro and Bloodborne. And if it’s any indication of what’s to come, Yamamura has a long career ahead of him as one of the studio’s premier directors.

If you’re reading this review, there’s a good chance that, like me, you haven’t played an Armored Core game before. Even at its peak, the series never enjoyed the kind of global popularity Dark Souls achieved in the span of five years. But if you’re curious if there’s something here for you, the short answer is a resounding yes. However, as with almost all of From’s games, a little — okay, a lot — of patience goes a long way.

Here’s the thing you need to know about Armored Core VI: It is uncompromising. Like Sekiro before it, prepare to be frustrated until you wrap your head around how Yamamura wants you to approach combat. I’ll admit, I died about a dozen times to Armored Core VI’s first boss, which appears at the start of the game before I managed to eke out a victory. Even then, it took me several more hours before I felt like I had a narrow grasp of AC 6’s interlocking weapon, piloting and mech assembly systems.

Part of what makes From’s latest so intimidating is that there’s so much going on all at once. To give you a sense of the complexity involved, the game's mechs — called Armored Cores — can carry up to four weapons, and fire them independently of one another. Moreover, there are dozens of different weapons archetypes, each with its own set of tactical considerations. Missile pods, for instance, fire a salvo of rockets either at a single target or multiple enemies simultaneously. Since most feature a lengthy reload or cooldown animation, you can’t rely on any one weapon alone to win an encounter. Each requires thoughtful consideration and use, all while keeping a hulking robot skillfully evading fire.

Movement is everything in AC6. Armored Cores have three different boosts available: one to increase their regular traversal speed, one to dash away from attacks and one that allows them to catapult themselves at enemies and quickly cover a lot of ground. They can also jump, and ignite their boosters to fly.

All of an AC’s more advanced movement abilities consume energy, which is represented by a bar along the bottom of the interface. Landing on the ground will begin to quickly replenish that resource. Most enemies don’t have anywhere near the mobility of the player’s mech, but some can hit hard if they’re allowed to land a shot. There’s also a stagger mechanic within the game that applies to both the player and opponents. One difference between AC6 and From’s Soulsborne games is that dashing doesn’t give invincibility frames. As a newbie to the series, the need to consider spacing on top of reacting quickly added to the game’s learning curve.

Since you’re not tied to the ground like you would be in Dark Souls or Bloodborne, combat is far more vertical than in any of From’s other recent games. A lot of enemies have access to wide, horizontal sweeping attacks that you can’t avoid through lateral movement. Conversely, gaining the high ground on opponents is often the most effective way to dispatch them. Knowing when to take to the air is probably the most important skill to grasp in AC6, and, if you’re a Soulsborne veteran, likely the most difficult to learn as well.

How nimble an Armored Core is depends on the parts it’s built from, and with hundreds of options to choose from, there’s a lot of room for creativity. Some offer simple stat boosts while others change how a mech travels across the battlefield. For example, a set of quadruped legs allow an AC to hover in the air without consuming energy, a feature that’s useful for missions that require a lot of aerial combat. By contrast, a mech with tank treads isn’t great at getting off the ground, but it can drift after dashing and charge up a weapon without stopping.

Like I said, there’s a lot to learn and unpack. Thankfully, Armored Core VI is also one of FromSoftware’s more accessible games. After the initial hurdle of the first boss, the first few missions that follow are smaller in scale, and feature less formidable enemies. At the same time, the game offers training missions that are there to illuminate the finer points of Armored Core VI’s mechanics. At most, these take a few minutes to complete, and provide useful mech parts as rewards. It’s a structure I felt eased me into the game before throwing harder challenges my way.

Yamamura and company have also wisely done away with some of the series’ more hardcore elements. Past games featured a system that allowed the player to go into debt if they didn’t play well. That’s not something that’s present in AC6. I found I always had spare funds to modify my mech, thanks to the amount of credits the game doled out for completing missions and the ability to replay them for even more money. It also helps that every component available to purchase can be sold for the same price it costs to buy it. As a result, I found I was free to experiment with different loadouts to find the combination that suited my playstyle without having to consider a punishing in-game economy.

AC6’s mission structure also does a lot of heavy lifting to make the game more approachable. The inclusion of a checkpoint system meant I never lost much, if any, progress when I died (and I died a lot in my early hours). It’s also possible to modify a mech between deaths without restarting a mission. Unless I was chasing an ‘S’ ranking when replaying a mission, that meant I was free to use one mech to reach a boss and another to defeat it. In fact, the game encouraged me to do exactly that after dying multiple times in a row to one boss I encountered midway through chapter one.

Still, there were some frustrations. Boss battles felt overly difficult relative to every other enemy, perhaps to balance the game’s checkpoint system. Most opponents — including opposing Armored Cores — have a limited pool of attacks. Bosses throw out that script. To give you one example, Balteus, the final boss of the game’s first chapter, starts with a moveset that consists of about a dozen attacks, a few of which flood the arena with homing missiles. When the battle enters its second phase, Balteus’s moveset doubles and the boss becomes even more aggressive. It’s a punishing encounter and a brick wall of an early-game skill check.

Sometimes the controls also don’t feel up to the task of what AC6 is asking you to pull off. It’s especially noticeable if you go with what’s known in-game as a “double trigger” build, which involves equipping an Armored Core with a pair of weapons that ideally should be fired in unison.

By default, Armored Core VI maps all of a mech’s weapons to left and right triggers, alongside the bumper buttons. The right analog stick, meanwhile, controls the camera and the square or X button is for dashing. The game includes a target assist mode that locks the camera to a single target, but it’s not ideal to use when fighting more than one enemy. When I felt I struggled the most, it was because I had to give up control of the camera to boost away from an attack. It’s possible to remap the controls, but I didn’t find a configuration that worked as well as the default setup.

Those frustrations aside, I never felt like Armored Core VI was anything short of compelling. Even in its most challenging moments, the game gave me little victories to celebrate. It is an incredible achievement in game design and thematic cohesion, and, I think, a promise of what we can expect from FromSoftware’s next generation of talent.

Armored Core VI: Fires of Rubicon arrives on PlayStation, Xbox and PC on August 25th.

This article originally appeared on Engadget at https://www.engadget.com/armored-core-vi-fires-of-rubicon-review-fromsoftware-mech-game-150015742.html?src=rss

Sony's PlayStation Portal remote player is a $200 handheld just for PS5 game streaming

Several months back, Sony teased a dedicated remote play device for the PlayStation 5 as well as new gaming earbuds. Now, the company has revealed more details about the device. It's called the PlayStation Portal remote player.

The handheld looks a bit like a tablet wedged between two halves of a DualSense controller. It can stream games from your PS5 console, so when someone else is using the TV or you're in another room, you can still play remotely via WiFi without having to use your phone, tablet or computer. Sony says the snappily named PlayStation Portal remote player has an eight-inch LCD screen that delivers 1080p visuals at 60 frames per second. The device also benefits from DualSense features such as haptic feedback and adaptive triggers. 

There is a 3.5mm headphone jack too. That should come in handy as, according to IGN, there's no Bluetooth function. You'll either need to use one of Sony's own sets of earbuds or headphones, or plug in a wired headset.

Perhaps unsurprisingly, there's no support for PS VR2 games — you'll still need to hook your headset up to your PS5 directly to play VR games. Unfortunately, Sony says cloud game streaming through PlayStation Plus Premium isn't supported either. You'll have to install a game on a PS5 to play it remotely on the PlayStation Portal. That's disappointing, especially considering that the company is testing the ability to stream PS5 games to the console

The PlayStation Portal remote player will arrive later this year. It will cost $200 in the US, £200 in the UK, €220 in the rest of Europe and 29,980 Yen in Japan.

Sony Interactive Entertainment

On top of that, Sony has revealed more about its first wireless earbuds for PS5 and the PlayStation Portal remote player, as well as new headphones it designed for both systems. It says the Pulse Explore earbuds and Pulse Elite headset both support low latency lossless audio from PS5 and the handheld thanks to its new PlayStation Link tech.

A USB adapter is needed to connect the earbuds and headphones to PS5 via PlayStation Link. The tech will also be supported on PC and Mac. The Pulse Explore earbuds and Pulse Elite include multipoint connectivity as well. You can connect them to both your PS5 and a Bluetooth device (such as your phone) simultaneously, so you can easily answer a call while playing a game.

The earbuds and headset also each have custom-designed planar magnetic drivers (the first PlayStation audio devices to include them). Sony claims that it's one of the first companies to offer consumer earbuds with this tech, which it says delivers "an audiophile-level listening experience normally found in premium headphones for professional sound engineers."

Sony Interactive Entertainment

The Pulse Explore earbuds have dual mics and "AI-enhanced noise rejection" to filter out background noise. Naturally, they come with a charging case. The Pulse Elite has similar tech for handling background audio, along with a retractable boom mic. Sony is bundling in a charging hangar for the headphones too.

The company hasn't announced a release date for either device, other than to say it will announce those details soon. Be warned, though: the Pulse Explore earbuds are fairly pricey. They cost the same as the PlayStation Portal remote player in the US, UK, Europe and Japan. The Pulse Elite, meanwhile, will set you back $150 in the US, £130 in the UK, €150 in the rest of Europe and 18,980 Yen in Japan.

This article originally appeared on Engadget at https://www.engadget.com/sonys-playstation-portal-remote-player-is-a-200-handheld-just-for-ps5-game-streaming-140704336.html?src=rss