Media

Netflix Launches $2.8 Mobile-Only Monthly Plan in India (techcrunch.com) 49

Netflix has a new plan to win users in India: make the entry point to its service incredibly cheap. From a report: The streaming giant today introduced a low-priced mobile tier in the country that costs Rs 199 ($2.8) per month in a bid to take on Disney, Amazon and dozens of other aggressively priced competitors in the country. The new subscription tier from Netflix restricts the usage of the service to one mobile device -- and permits only one concurrent stream -- and offers the standard definition viewing (~480p). Users can also opt to the new plan on their tablets, but again, several features such as the ability to cast (or mirror) the content to a TV are restricted. [...] The announcement comes days after Netflix reported that it added 2.7 million new subscribers in the quarter that ended in June this year, far fewer than the 5.1 million figure it had projected earlier this year. Jessica Lee, VP of Communications at Netflix, said the company's recent performance in other markets did not influence its move in India.
Media

Disney's Video Streaming Service Hotstar Halts Support for Safari Browser (techcrunch.com) 52

Hotstar, India's largest video streaming service with more than 300 million users, disabled support for Apple's Safari web browser last week to mitigate a security flaw that allowed unauthorized usage of its platform, TechCrunch reports, citing sources. From the report: As users began to complain about not being able to use Hotstar on Safari, the company's official support account asserted that "technical limitations" on Apple's part were the bottleneck. "These limitations have been from Safari; there is very little we can do on this," the account tweeted Friday evening. Sources at Hotstar told TechCrunch that this was not an accurate description of the event. Instead, company's engineers had identified a security hole that was being exploited by unauthorized users to access and distribute Hotstar's content -- including the premium catalog. Hotstar, which assumes the global record for most concurrent views on a live event, is operated by Star India, a media conglomerate in India that was part of 20th Century Fox that Disney acquired earlier this year.
Media

Hotstar, Disney's Indian Streaming Service, Sets New Global Record For Live Viewership (techcrunch.com) 28

Indian video streaming giant Hotstar, owned by Disney, today set a new global benchmark for the number of people an OTT service can draw to a live event. From a report: Some 18.6 million users simultaneously tuned into Hotstar's website and app to watch the deciding game of the 12th edition of the Indian Premier League (IPL) cricket tournament. The streaming giant, which competes with Netflix and Amazon in India, broke its own "global best" 10.3 million concurrent views milestone that it had set last year. Hotstar topped the 10 million concurrent viewership mark a number of times during this year's 51-day IPL season. More than 12.7 million viewers huddled to watch an earlier game in the tournament, a spokesperson for the four-year-old service said. In mid-April, Hotstar said that the cricket series had already garnered a 267 million overall viewership, creating a new record for the streamer. (Last year's IPL had clocked a 202 million overall viewership.) These figures coming out of India, the fastest-growing internet market, are astounding to say the least. In comparison, a 2012 live stream of skydiver Felix Baumgartner jumping from near-space to the Earth's surface, remains the most concurrently viewed video on YouTube. It amassed about 8 million concurrent viewers.
Businesses

Fortnite is Free, But Kids Are Getting Bullied Into Spending Money (polygon.com) 243

An anonymous reader shares a report: In a private school where tuition is high, students can bicker about clothes, shoe brands, cellphones, or video games. At Paul Towler's middle school, where he teaches English to seventh and eighth graders, some kids "have enough money to be comfortable and others' parents are owners of giant nationwide restaurant chains," he says. Towler is used to seeing such disparities play out in the real world through objects that you can physically hold. But after battle royale sensation Fortnite exploded, the fights between students took an unexpected turn. Fortnite's virtual clothes became a status symbol, and some of Towler's pupils started policing what their classmates wore in-game.

The confrontations could get ugly. One student in Towler's class "begged his parents for [money] to buy a skin because no one would play with him" because he wore basic virtual clothes. While the bullying wasn't always Fortnite-specific, Towler recalls that it seemed "vicious for [the student] to have another avenue for the meaner kids to attack him." Things got better for that kid, but when your social scene begins and ends with Fortnite, having nobody to play with is like a mark of death.

Social Networks

'Fortnite' Creator Sees Epic Games Becoming as Big as Facebook, Google (variety.com) 84

The company behind "Fortnite" wants to become the next Facebook or Google, said Epic Games CEO Tim Sweeney. The idea isn't much of a stretch. From a report: While "Fortnite" began life as a relatively mundane game it continues to evolve, first by adding a battle royale mode, and then by leaning on the game's massive install base to turn the title into something more akin to a social platform that can host concerts, tell stories, and inspire creativity. Sweeney points to the game's popularity as a "mass-market streaming phenomenon," the moment when "Fortnite" player teamed up with musician Drake in-game, and when the game played host to about 10 million people in a live, in-game Marshmello concert. "We feel the game industry is changing in some major ways," he said. "'Fortnite' is a harbinger of things to come. It's a massive number of people all playing together, interacting together, not just playing but socializing."

"In many ways 'Fortnite' is like a social network. People are just in the game with strangers, they're playing with friends and using 'Fortnite' as a foundation to communicate." Flush with a relatively recent $1.25 billion investment from a half-dozen investment firms and the steady flow of cash from both "Fortnite" and Epic Game's Unreal game engine, Sweeney has big plans for the company.

Software

LLVM 8.0 Released With Cascade Lake Support, Better Diagnostics, More OpenMP/OpenCL (phoronix.com) 36

After being delayed for the better part of one month, LLVM 8.0 officially is finally available. From a report: LLVM release manager Hans Wennborg announced the release a few minutes ago and summed up this half-year update to LLVM and its sub-project as: "speculative load hardening, concurrent compilation in the ORC JIT API, no longer experimental WebAssembly target, a Clang option to initialize automatic variables, improved pre-compiled header support in clang-cl, the /Zc:dllexportInlines- flag, RISC-V support in lld. And as usual, many bug fixes, optimization and diagnostics improvements, etc."
Graphics

NVIDIA Turing-Based GeForce GTX 1660 Ti Launched At $279 (hothardware.com) 94

MojoKid writes: NVIDIA has launched yet another graphics card today based on the company's new Turing GPU. This latest GPU, however, doesn't support NVIDIA's RTX ray-tracing technology or its DLSS (Deep Learning Super Sampling) image quality tech. The new GeForce GTX 1660 Ti does, however, bring with it all of the other GPU architecture improvements NVIDIA Turing offers. The new TU116 GPU on board the GeForce GTX 1660 Ti supports concurrent integer and floating point instructions (rather than serializing integer and FP instructions), and it also has a redesigned cache structure with double the amount of L2 cache versus their predecessors, while its L1 cache has been outfitted with a wider memory bus that ultimately doubles the bandwidth. NVIDIA's TU116 has 1,536 active CUDA cores, which is a decent uptick from the GTX 1060, but less than the current gen RTX 2060. Cards will also come equipped with 6GB of GDDR6 memory at 12 Gbps for 288GB/s of bandwidth. Performance-wise, the new GeForce GTX 1660 Ti is typically slightly faster than a previous gen GeFore GTX 1070, and much faster than a GTX 1060. Cards should be available at retail in the next few days, starting at $279.
Games

Major Games Publishers Are Feeling The Impact Of Peaking Attention (midiaresearch.com) 168

Some analysis from research firm MIDiA: Earlier this month Electronic Arts (EA) reported disappointing quarterly results, now Activision has laid off nearly 800 staff, mostly in marketing and sales. As MIDiA has reported multiple times before, engagement has declined throughout the sector, suggesting that the attention economy has peaked. Consumers simply do not have any more free time to allocate to new attention seeking digital entertainment propositions, which means they have to start prioritizing between them.

This downward trend in engagement has persisted for a while now, and the latest quarterly results from some major games publishers confirm that a revenue slowdown will ultimately follow consumer behaviour. Arguably sooner than most of the games industry would have thought. Publishers will be quick to blame declining engagement and revenues on Fortnite. While the title indeed intensified the manifestation of the peak attention economy dynamics among gamers, the coming slowdown is part of a much bigger challenge -- how to capture attention in an increasingly attention-scarce landscape.

Top publishers are facing several headwinds at the same time. Fortnite is only one of them, and arguably one of the less harmful ones to the long-term outlook of the games industry: Fortnite's model utilises the attention economy dynamics: It's a high-grade gaming experience and it's free to play, which means there is little barrier for consumers to allocate attention to, compare to its paid counterparts. While it has undoubtedly cannibalised some revenue and engagement from other major publishers, Fortnite engagement still contributes to the bottom line of the global games industry.
More gamers engage with games videos and events than Fortnite: Not only is engagement declining across mobile, PC and console gaming, at the same time, video is winning the race against gaming in capturing attention on multipurpose devices such as PC.

Businesses

Epic Games, the Creator of Fortnite, Banked a $3 Billion Profit in 2018: Report (techcrunch.com) 132

This year Fortnite became the world's most popular game, growing its parent company, Epic Games' valuation to $15 billion. It also helped the company pile up cash. Epic grossed a $3 billion profit for this year fueled by the continued success of Fortnite, TechCrunch reported Thursday, citing a person with knowledge of the business. From the report: Fortnite, which is free to play but makes money selling digital items, has popularized the battle royale category -- think Lord of the Flies meets Hunger Games -- almost single-handedly, and it has been the standout title for the U.S.-based game publisher. Founded way back in 1991, Epic hasn't given revenue figures for its smash hit -- which has 125 million players -- but this new profit milestone, combined with other pieces of data, gives an idea of the success the company is seeing as a result of a prescient change in strategy made six years ago.
Social Networks

Fortnite Was 2018's Most Important Social Network (theverge.com) 79

An anonymous reader shares a report: Epic Games managed to produce a hit, sure, but the genius of it is how it's rewritten the idea of what hanging out online can be. Fortnite is a game, but it's also a global living room for millions of people, and a kind of codex for where culture has gone this year -- it's a cultural omnibus that's absorbed everything from Blocboy JB's shoot dance to John Wick. It got Ted Danson to learn how to floss. This thing is here to stay, as a new kind of social network.

Fortnite has achieved such a massive scale partially because of those network effects -- if all of your friends are hanging out there, you will be too. The game is both free to play and available on every device -- consoles, computers, even phones. That's created a kind of lingua franca, a base level of understanding among a large group of people about the experience of playing the game. And even though it's hugely popular, the experience of playing is extremely specific -- not so many people outside your peer group are going to know what you mean if you reference a "chug jug" in casual conversation. There's an in group thing going on here.

Privacy

India-Based Zapr Has Developed Tech That Listens To Ambient Sounds Around Users To Build Targeted Ad Profiles, Several Popular Local Services Use Its Tech (factordaily.com) 51

Bengaluru-based Zapr Media Labs, which counts Rupert Murdoch-led media group Star and several major local companies including Flipkart (which is now owned by Walmart), music streaming service Saavn, handset maker Micromax as its investors, has developed a tech that listens to ambient sounds around users to build targeted advertising profiles of them, reports news outlet FactorDaily. Zapr does this by using the microphone on the smartphone. Several major services in the country including Chota Bheem games to Dainik Bhaskar (a news outlet) to, likely, even Hotstar (a hugely popular streaming service which launched its service in the US and Canada last year, and which as you may recall, set a global record for most simultaneous views earlier this year) have embedded Zapr's technology into their apps. FactorDaily reports that most of these services are not forthcoming to their customers about what kind of monitoring they are doing. An excerpt from the report: One of the apps that inspired Zapr's founding team was the popular music detection and identification app Shazam. But, its three co-founders saw opportunity in going further. "Instead of detecting music, can we detect all kinds of medium? Can we detect television? Can we detect movies in a theatre? Can we detect video on demand? Can we really build a profile for a user about their media consumption habits... and that really became the idea, the vision we wanted to solve for," Sandipan Mondal, CEO of Zapr Media Labs, said in an interview last week on Thursday.

Shorn of jargon, the underlying Zapr tech listens to ambient sounds around you, analyses it, and profiles users based on their media consumption habits. "That data would be very useful in order to recommend the right kind of content and also for brands and advertisers to hopefully reduce the wastage and inefficiencies and make smarter decisions," said Mondal, who co-founded the company in 2012 along with his batchmates from Indian Institute of Management, Ahmedabad (batch of 2010) Deepak Baid and Sajo Mathews.

Zapr claims to have the largest media consumption analytics database in India and helps television channels and brands to earn a better bang for their advertising buck. To be sure, advertising -- even with the internet's promise of better targeting -- still is an inaccurate business with proxies, at best, helping measure its return on investment. But, Zapr's tech comes with privacy and data concerns -- lots of it.

Games

Fortnite Hits 8.3 Million (Or 0.1% of Human Population) Concurrent Players (gamasutra.com) 91

Epic Games' Fortnite has reached 8.3 million concurrent players worldwide (or about 0.1 percent of the human population) after finally making its debut in South Korea earlier this month. From a report: Because Internet cafes still play a large role in Asian countries, VG247 reports that players were encouraged to play Fortnite at PC bang cafes to complete special challenges, which were created in order to launch the Battle Royale mode in South Korea. After Fortnite's Battle Royale mode launched in South Korea this week, Epic Games Korea CEO Sung Chul Park stated in an interview that the game now has 8.3 million concurrent players worldwide. A spokesperson from Epic confirmed the numbers to VG247 as well.
Privacy

India's Top Court Refuses To Scrap Aadhaar, the World's Largest Biometric ID Database (huffingtonpost.in) 36

India's top court refused to scrap Aadhaar, the world's largest biometric database, in a ruling announced Wednesday, upholding the validity of the sprawling digital-identity program but also imposing some restrictions on its use and proliferation. Huffington Post reports: The majority judgement of the court read down Section 57 of the Aadhaar Act of 2016, holding that private companies cannot insist on Aadhaar numbers from citizens to provide services. The court upheld the validity of linking aadhaar to PAN cards, suggesting that -- should the government wish it -- anyone who pays income tax will have to an aadhaar number anyway. However, the court held the linking of aadhaar numbers to bank accounts, as mandated by an amendment to the Prevention of Money Laundering Act of 2002, was unconstitutional. The court also held that educational institutions and bodies like the Central Board for Secondary Education (CBSE) and University Grants Commission (UGC), and schools and colleges, cannot ask for Aadhaar details of potential candidates.

Chief Justice of India Dipak Misra, and Justices AK Sikri and AM Khanwilkar delivered a concurrent majority judgement, while Justices DY Chandrachud and Ashok Bhushan delivered separate opinions. The majority judgement, read out in a packed courthouse by Justice Sikri, relied heavily on the court's landmark 2017 Privacy judgement. "Today the Supreme Court has passed a historic judgement on Aadhaar," said Supreme Court Advocate Prashant Bhushan. "They have held several parts of the Aadhaar act to be unconstitutional." The court's decision restricting private companies from demanding Aadhaar numbers, Bhushan said, would come as a relief.
The ruling could come as a blow for local companies -- like Jio and Paytm -- that rely heavily (or even exclusively) on technologies such as Aadhaar's eKYC (an Aadhaar-enabled Know Your Customer service) to grow their customer base, analysts say.
Entertainment

Netflix and Amazon Are Struggling To Win Over the World's Second-Largest Internet Market (cnbc.com) 29

An anonymous reader shares a report: As Netflix and Amazon search for new users abroad, they are increasingly looking to India as a big market. Once crippled by poor internet infrastructure and low household income, the world's second-largest internet market has exhibited tremendous potential in the recent years. It's proving, however, to be a tough nut to crack for the American streaming leaders.

Leading the pack in the nation is Hotstar. Owned by Star India, which is controlled by Twenty-First Century Fox, Hotstar had about 70 percent of the on-demand local streaming services market earlier this year, according to estimates by research firm Jana. The three-and-a-half-year-old service has 150 million monthly active users, CEO Ajit Mohan told CNBC in an interview. Netflix, by contrast, has fewer than one million subscribers in the country, according to industry estimates. Once considered a luxury, an increasingly growing number of Indians are giving online streaming services a try. Companies have taken notice: More than 35 streaming services have launched or expanded their businesses in India in the last three and a half years, with many more planning to enter Bollywood soon. [...] Analysts say sporting events and local content are proving crucial in bringing new users to video platforms and then keeping them online, two areas where international giants are struggling.
Hotstar, which offers much of its content to users at no charge (instead relying on ads to make revenue), charges $3 for its premium offering. In contrast, Netflix charges Indians about $8 a month.

Sports streaming in particular is helping local firms gain new users, the report said. You might remember Hotstar, which entered the US and Canada markets, set a new global concurrent record in late April, and now it turns out SonyLiv is getting more concurrent viewers to the FIFA World Cup in India than Fox Sports is generating on its digital platform in the US.
Businesses

India's Hotstar Sets New Benchmark With Streaming Record, Draws Over 10M Concurrent Viewers To a Cricket Match (medium.com) 59

An anonymous reader shares a report: An Indian on-demand streaming service, with fewer than 400 employees, has pulled off a milestone that Silicon Valley companies Facebook, Amazon and Google-owned YouTube can only dream about at the moment. On several occasions Sunday evening, more than 10 million viewers simultaneously tuned in to Hotstar, the largest on-demand streaming service in India, to watch the deciding match of the 11th edition of Indian Premier League cricket tournament. The real-time concurrent views, displayed publicly on Hotstar's website, peaked at 10.7 million, the highest any online streaming service has reported to date. It's a big milestone for Star India-owned Hotstar, which first broke the previous top record -- about 8 million concurrent views -- in the first qualifier match in the same cricket tournament last week. In 2012, YouTube reported that its platform saw about 8 million concurrent views on the live-stream of skydiver Felix Baumgartner jumping from near-space to the Earth's surface.
The Internet

If Fortnite Were a Website, It Would Rival Reddit and Amazon (tomsguide.com) 112

Tom's Guide gives us some perspective on just how big of a cultural phenomenon the game Fortnite is: "if Fortnite were a website, it would be one of the top five in the United States." From the report: Take a quick look at Alexa's list of top U.S. websites, and you'll see Google, YouTube, Facebook, Reddit and Amazon in the top five. No surprises there. But as a quick Google Trends search reveals, Fortnite has become a hotter search term than Reddit. What some might see as a flash-in-the-pan gaming fad is actually outpacing one of the web's hottest destinations.

"More people in the U.S. are searching for 'Fortnite' on Google than they are for 'Reddit' and these searches have risen sharply over the last two months," said John DeFeo, VP of Internet Marketing at Purch, Tom's Guide's parent company. "When you consider that Fortnite had more than 3 million concurrent players in February, I believe that if Fortnite were a website, it would be among the top five in the U.S., duking it out with Reddit and Amazon."

Piracy

US Navy Under Fire In Mass Software Piracy Lawsuit (torrentfreak.com) 121

An anonymous reader quotes a report from TorrentFreak: In 2011 and 2012, the U.S. Navy began using BS Contact Geo, a 3D virtual reality application developed by German company Bitmanagement. The Navy reportedly agreed to purchase licenses for use on 38 computers, but things began to escalate. While Bitmanagement was hopeful that it could sell additional licenses to the Navy, the software vendor soon discovered the U.S. Government had already installed it on 100,000 computers without extra compensation. In a Federal Claims Court complaint filed by Bitmanagement two years ago, that figure later increased to hundreds of thousands of computers. Because of the alleged infringement, Bitmanagement demanded damages totaling hundreds of millions of dollars. In the months that followed both parties conducted discovery and a few days ago the software company filed a motion for partial summary judgment, asking the court to rule that the U.S. Government is liable for copyright infringement. According to the software company, it's clear that the U.S. Government crossed a line. In its defense, the U.S. Government had argued that it bought concurrent-use licenses, which permitted the software to be installed across the Navy network. However, Bitmanagement argues that it is impossible as the reseller that sold the software was only authorized to sell PC licenses. In addition, the software company points out that the word "concurrent" doesn't appear in the contracts, nor was there any mention of mass installations. The full motion brings up a wide range of other arguments as well which, according to Bitmanagement, make it clear that the U.S. Government is liable for copyright infringement.
Television

Cable TV's Password-Sharing Crackdown Is Coming (bloomberg.com) 143

Charter Communications' CEO, Tom Rutledge, is leading an industrywide effort to crack down on password sharing. It's a growing problem that could cost pay-TV companies millions of subscribers -- and billions of dollars in revenue -- when they can least afford it. Bloomberg reports: Cable and satellite carriers in North America have lost 3 million customers this year alone. But the prevalence of password sharing suggests many of those customers, and possibly many more, are watching popular shows like "The Walking Dead" for free, robbing pay-TV providers and programmers of paying subscribers and advertising dollars. Most pay-TV companies only require users to re-enter their passwords for each device once a year. During contract negotiations this fall, Charter urged Viacom Inc., home of Comedy Central and MTV, to help limit illicit password swapping. The cable company wants programmers to restrict the number of concurrent streams on their apps and force legitimate subscribers to log in more often, according to two people familiar with the matter who asked not to be identified discussing private deliberations. ESPN, meanwhile, has reduced the number of simultaneous streams that it allows on its app to five from 10 and is considering cutting that to three, Connolly said. ESPN wants to work more closely with distributors to validate subscribers when there are high volumes of streaming on its app outside the cable company's territory.
First Person Shooters (Games)

PlayerUnknown's Battlegrounds Blocks 322,000 Cheaters (pcgamer.com) 184

The new anti-cheating system installed in PlayerUnknown's Battlegrounds has been banning more than 6,000 suspected cheaters every day. An anonymous reader quotes PC Gamer: That's according to BattlEye, which polices the game's servers. Its official account tweeted yesterday that between 6,000 and 13,000 players are getting their marching orders daily. On Saturday morning, it had cracked down on nearly 20,000 players within the previous 24-hour period... In total, the service has blocked 322,000 people, double the number that was reported by the game's creator Brendan Greene, aka PlayerUnknown, last month.
Yesterday the game had more than 2.2 million concurrent players.
Google

Google Boosts Python By Turning It Into Go (infoworld.com) 129

An anonymous reader quotes InfoWorld: Grumpy, an experimental project from Google, transpiles Python code into Go, allowing Python programs to be compiled and run as static binaries using the Go toolchain... In a blog post announcing the open source release, Google stated the project stemmed from its efforts to speed up the Python-powered front end for YouTube. But Google hit an obstacle that's familiar to folks who've deployed Python in production: It's hard to get CPython -- the default Python interpreter written in C -- to scale efficiently. "We think Grumpy has the potential to scale more gracefully than CPython for many real world workloads," writes Google...

Because it doesn't support C extensions, Grumpy doesn't have CPython's Global Interpreter Lock, which is commonly cited as a roadblock to running Python concurrent workloads smoothly. Grumpy also uses Go's garbage collection mechanisms to manage memory under the hood, instead of CPython's. Grumpy creates close interoperation between Python and Go by allowing Go packages to be imported and used with the same syntax as Go modules.

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