Prominent GPU and CPU company AMD has recently released its financial results for the second quarter of 2016. In the past, AMD has struggled to stay out of the red financially, and the results today aren’t very different, but AMD has improved its posture over 1Q16.
As seen in the table below, AMD’s revenue has grown from $823 million to $1.027 billion, rivaling revenue of 1Q15. The net loss is a net loss of $40 million, up from a net loss of $109 million in 1Q16, and $180 million in 1Q15. Similarly, the operating loss for 2Q16 is $8 million, compared to Q1’s $68 million and 1Q15’s $137 million. This change is primarily due to lower operating expenses and layoffs.
Intel and AMD dominated the entire CPU market in the 90s and early 2000s, but ARM-based SOCs have taken a large chunk of their business. The ARM architecture and RISC instruction set is used in almost every phone today and can be found in Chromebooks, tablets, TVs, and servers.
ARM is a unique company as it licenses its patents to technology companies to use for a fee; in turn, ARM often receives royalties from these deals. The company actually doesn’t make any physical CPUs like Intel and AMD, so almost all of its money comes from patent deals with other companies to take its designs and create SOCs, which are then put into tablets, phones, or other products.
Steam's hardware survey reports a +1.57% increase month-over-month in Windows 10 64-bit adoption, marking a growth trend favoring the move to DirectX 12. Presently, the major Dx12-ready titles include Rise of the Tomb Raider, Hitman, Ashes of the Singularity, and forthcoming Total War: Warhammer; you can learn about Warhammer's unique game engine technology over here.
In Steam's survey, Windows 7 is broken into just “Windows 7” and “Windows 7 64-bit,” the two totaling 41.43% of the users responding to the optional survey. The survey also breaks Windows 10 into a “64-bit” and an unspecified version, totaling 41.4% (or 40.01% for the specific 64-bit line-item).
Tabulated results are below:
NVidia's fiercely aggressive move to disallow Samsung's US smartphone sales was met with a return volley from Samsung, ultimately invalidating one of nVidia's patents. The two silicon megaliths have maintained ongoing battles in a number of courts; today marks a point of closure, as nVidia and Samsung have mutually agreed upon settlement of their respective actions.
A mysterious briefcase showed up at GN labs today, bearing the above blackened metal triangle. On the triangle is emblazoned a code, which we entered into the orderof10.com redemption page. The box is branded with a “10” enclosed by a triangle, the same as seen above. Entering the triangle's code into the webpage unlocked our “COMPUTE” piece (Leibniz); the rest of the pieces can be found here. We know that we've got COMPUTE, SlashGear's Chris Barr has Vision, Jack Pattillo of Rooster Teeth has a piece, and Devindra Hardawar of Engadget has a piece.
I tasked GN's Patrick Lathan with assisting in decoding the cryptic message. He's our “puzzle guy,” known recently for reviewing Johnathan Blow's The Witness, and has already made major progress that isn't contained in our below video.
We have updated this article with advancements below.
Software publisher and game development studio Bethesda has silently rolled-out its alpha version of the “Bethesda.net” launcher, posted alongside card game Elder Scrolls: Legends. Plans for the launcher are yet undisclosed and the store front isn't active, but a key code redemption link indicates that Bethesda will soon be moving product through its store.
This is not a departure from Steam (at least, not yet), but is almost certainly a move to bypass the revenue share with Valve. Bethesda isn't the first publisher to explore this route. EA's Origin took the more extreme approach, simultaneously launching its storefront and completely removing its games from Steam. Ubisoft's uPlay doesn't do this, but buying a Ubisoft title on Steam will invariably launch the uPlay launcher, which then requests a sign-in – and that game may request its own sign-in, in case two weren't enough. GOG Galaxy is perhaps the least offensive in its authentication practices and most neutral, but is still closely related to CD Projekt Red.
Industry analyst Newzoo reports that PC gaming is now projected to generate $31.9 billion in game software sales annually, or 32% of annual global games market revenue with +2.1% YoY growth. Its closest and longest competitor, console gaming, is projected to generate $29.0 billion in 2016 (29%) with a +4.5% YoY growth. Despite this growth pattern, both device categories are expected to stagnate in marketshare through 2019, their segments beset upon by mobile devices.
It's an interesting world where global video game industry revenue out-grosses that of the incumbent movie and music entertainment industries. In an unprecedented cross-over, Valve today announced its partnership with Lionsgate (NYSE: LGFO) to bring “more than 100 movies” to Steam. Among the selection is the Hunger Games series, Ender's Game, and the Saw series. From our first look, we're only seeing 70 total films – but there are supposedly at least 31 more on the way.
Riot Games caught attention recently for providing some support to collegiate eSports programs, but system integrator iBUYPOWER has done a lot of the heavy lifting for three collegiate eSports stadia. iBUYPOWER’s most recent venture pairs the SI with the University of California, Irvine (UCI) and will be IBP’s most expansive collegiate eSports partnership yet. This time, the gaming center will be open to the public. In addition to providing 80 PCs to the college, iBUYPOWER is providing financial support for UCI’s gaming club and logistical / build guidance on the venue. The SI is helping to cover the fees of renovating 3500 sq. ft. of the Student Center into an eSports Arena that will be open to the public.
Video on demand has become ubiquitous. Netflix, Hulu, Amazon Prime, and even ISP-bound options offer some form of movies or TV in exchange for service charges. It is no longer the “future of TV” – it is TV. This is the reality of the modern, cable-cutter era, and it is only a matter of time until all traditional cable services are axed in favor of streamed-via-internet options. Cable television will die.
The same could be true for gaming. The data is bigger, the latency demands are greater – but these problems are conquerable and will only diminish as high-speed internet proliferates. Input latency is the most critical. The time from button-press to photon-on-screen dictates whether a game is playable; it's more significant even than frametimes. Long poll times or slow frame encode/decode will create a mismatch between the player's actions and the perceived outcome, resulting in frustration that we've all experienced at some point with server lag in traditional gaming.
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