Games

Disney Invests $1.5 Billion In Fortnite Maker To Build Persistent Game Universe (venturebeat.com) 52

An anonymous reader quotes a report from VentureBeat: Disney is investing $1.5 billion for an equity stake in Fortnite and Unreal Engine maker Epic Games as part of a broader partnership to create a new Disney gaming universe. The companies plan to create an expansive and open games and entertainment universe. I would say they're building a metaverse, if the word weren't so overused late and out of favor with some. They didn't actually use that word. Bob Iger, CEO of Disney, announced the investment in an interview with CNBC today. The companies will collaborate on a new games and entertainment universe that will further expand the reach of beloved Disney stories and experiences. It will be a multi-year project, built by Epic Games.

"It's not just our parks where we're creating new opportunities for consumers to engage with the characters and franchises they love," Iger said in an analyst call. In our new relationship with Epic Games, we're creating a transformational games and entertainment universe that integrates Disney's world-class storytelling into Epic's cultural phenomenon Fortnite, enabling consumers to play, watch, create, and shop for both digital and physical goods. This marks Disney's biggest entry ever into the world of video games, and offers significant opportunities for growth and expansion. The new immersive universe will unleash their own creativity and experience the Disney stories that they love in groundbreaking new ways."

Iger added, "Younger audiences in particular are huge consumers of video games. In fact, among millennials, Gen Z and Gen Z is a significant amount of time spent on screen-based platforms, playing video games. This new universe from Disney and Epic provides us with a tremendous opportunity to not only meet more consumers where they are and to allow more audiences to cultivate a bond with Disney's iconic brands and franchises, including Marvel, Star Wars, and much more." The $1.5 billion transaction is subject to customary closing conditions, including regulatory approvals. In addition to being a world-class games experience and interoperating with Fortnite, the new persistent universe will offer a multitude of opportunities for consumers to play, watch, shop and engage with content, characters and stories from Disney, Pixar, Marvel, Star Wars, Avatar and more.
Fortnite teased the partnership in a new video posted on YouTube. The official announcement can be read here.
Robotics

Boston Dynamics' Atlas Tries Out Inventory Work, Gets Better At Lifting (arstechnica.com) 16

In a new video released today, Boston Dynamics' Atlas robot is shown performing "kinetically challenging" work, like moving some medium-weight car parts and precisely picking stuff up. Ars Technica reports: In the latest video, we're on to what looks like "phase 2" of picking stuff up -- being more precise about it. The old clamp hands had a single pivot at the palm and seemed to just apply the maximum grip strength to anything the robot picked up. The most delicate thing Atlas picked up in the last video was a wooden plank, and it was absolutely destroying the wood. Atlas' new hands look a lot more gentle than The Clamps, with each sporting a set of three fingers with two joints. All the fingers share one big pivot point at the palm of the hand, and there's a knuckle joint halfway up the finger. The fingers are all very long and have 360 degrees of motion, so they can flex in both directions, which is probably effective but very creepy. Put two fingers on one side of an item and the "thumb" on the other, and Atlas can wrap its hands around objects instead of just crushing them.

Atlas is picking up a set of car struts -- an object with extremely complicated topography that weighs around 30 pounds -- so there's a lot to calculate. Atlas does a heavy two-handed lift of a strut from a vertical position on a pallet, walks the strut over to a shelf, and carefully slides it into place. This is all in Boston Dynamics' lab, but it's close to repetitive factory or shipping work. Everything here seems designed to give the robot a manipulation challenge. The complicated shape of the strut means there are a million ways you could grip it incorrectly. The strut box has tall metal poles around it, so the robot needs to not bang the strut into the obstacle. The shelf is a tight fit, so the strut has to be placed on the edge of the shelf and slid into place, all while making sure the strut's many protrusions won't crash into the shelf.

Youtube

YouTube Says a Vision Pro App Is 'On the Roadmap' (theverge.com) 21

After declining to allow their iPad app to run on the Vision Pro before launch, YouTube now says it has an app on its roadmap. "We're excited to see Vision Pro launch and we're supporting it by ensuring YouTube users have a great experience in Safari," said YouTube spokesperson Jessica Gibby. "We do not have any specific plans to share at this time, but can confirm that a Vision Pro app is on our roadmap." The Verge reports: Gibby didn't give a date for this roadmap, so we'll have to wait and see what YouTube does here -- it could just tweak the iPad app, or it could do a lot more. One thing YouTube and Apple have not done yet is figure out support for the large library of 360 and VR video on YouTube right now -- YouTube has had 3D support since 2011 and 360 support since 2016, but none of it works on the Vision Pro. (Here I am interviewing Michelle Obama at the White House in 360 in 2016!)

I asked Apple if YouTube's 360 and 3D videos will ever work on the Vision Pro during our review, and Apple spokesperson Jackie Roy basically told me they aren't good enough, saying that "much of this content was created for devices that do not deliver a high-quality spatial experience. In some cases, this content could also cause motion discomfort. We've focused our efforts on delivering the best spatial media experience possible including spatial photos and videos, Apple Immersive Video, and 3D movies available on Apple TV." Tough! I asked YouTube if this new app will support VR and 360 video on the Vision Pro and have not heard back yet.

Media

Joe Rogan Gets New Spotify Deal Worth Up To $250 Million (wsj.com) 134

Spotify has reached a new deal with star podcaster Joe Rogan that will allow his hit show to be distributed broadly. From a report: Rogan's fresh deal, estimated to be worth as much as $250 million over its multiyear term, involves an upfront minimum guarantee, plus a revenue sharing agreement based on ad sales. Under the new licensing agreement, Spotify will sell ads for and distribute "The Joe Rogan Experience" across several podcast platforms, including in a video format on YouTube, the company said Friday. Under his previous deal, the show was exclusive to Spotify. The new deal is emblematic of shifting economics in podcasting, which has matured in both audience reach and advertising spending since Rogan's last deal. Spotify is working to revise the terms of its deals with top talent so that shows are distributed on several platforms to maximize their audience and ad sales, rather than requiring exclusivity.
Youtube

YouTube Says It Has More Than 100 Million Premium and Music Subscribers (variety.com) 48

YouTube has announced it has surpassed 100 million YouTube Music and YouTube Premium subscribers globally. Variety reports: The 100 million figure includes uses who are on free trials, according to YouTube. The company didn't break down how many are on YouTube Music versus YouTube Premium, the subscription service for ad-free viewing, background listening, offline video downloads and full access to YouTube Music. In November 2022, the company said YouTube Music and YouTube Premium topped 80 million paying subscribers combined.

The announcement comes after Alphabet, in reporting fourth-quarter 2023 earnings, boasted that YouTube and Google subscription services generated more than $15 billion in revenue last year. That includes YouTube Premium and YouTube Music, as well as YouTube TV and Google One cloud storage.

AI

Following Lawsuit, Rep Admits 'AI' George Carlin Was Human-Written (arstechnica.com) 58

An anonymous reader shares a report: The estate of George Carlin has filed a federal lawsuit against the comedy podcast Dudesy for an hour-long comedy special sold as an AI-generated impression of the late comedian. But a representative for one of the podcast hosts behind the special now admits that it was actually written by a human. In the lawsuit, filed by Carlin manager Jerold Hamza in a California district court, the Carlin estate points out that the special, "George Carlin: I'm Glad I'm Dead," (which was set to "private" on YouTube shortly after the lawsuit was filed) presents itself as being created by an AI trained on decades worth of Carlin's material. That training would, by definition, involve making "unauthorized copies" of "Carlin's original, copyrighted routines" without permission in order "to fabricate a semblance of Carlin's voice and generate a Carlin stand-up comedy routine," according to the lawsuit.

Despite the presentation as an AI creation, there was a good deal of evidence that the Dudesy podcast and the special itself were not actually written by an AI, as Ars laid out in detail this week. And in the wake of this lawsuit, a representative for Dudesy host Will Sasso admitted as much to The New York Times. "It's a fictional podcast character created by two human beings, Will Sasso and Chad Kultgen," spokeswoman Danielle Del told the newspaper. "The YouTube video 'I'm Glad I'm Dead' was completely written by Chad Kultgen." Regardless of that admission, Carlin estate lawyer Josh Schiller told the Times that the lawsuit would move forward. "We don't know what they're saying to be true," he said. "What we will know is that they will be deposed. They will produce documents, and there will be evidence that shows one way or another how the show was created."

The Almighty Buck

God Told Him to Launch a Crypto Venture, Said Pastor. Now He's Accused of Pocketing $1.2M (cnn.com) 120

In Denver, Colorado, a pastor had a message for his congregation, reports CNN.

"After months of prayers and cues from God, he was going to start selling cryptocurrency, he announced in a YouTube video last April." The Signature and Silvergate banks had collapsed weeks earlier, signaling the need to look into other investment options beyond financial institutions, he said. With divine wisdom, he said, he was "setting the rails for God's wealth transfer." Shortly afterward, Regalado and his wife, Kaitlyn Regalado, launched a cryptocurrency, INDXcoin, and began selling it to members of his Victorious Grace Church and other Christian communities in the Denver area. They sold it through the Kingdom Wealth Exchange, an online cryptocurrency marketplace he created, controlled and operated.

The Regalados raised more than $3.2 million from over 300 investors, Tung Chang, Securities Commissioner for Colorado, said in a civil complaint. The couple's sales pitches were filled with "prayer and quotes from the Bible, encouraging investors to have faith that their investment ... would lead to 'abundance' and 'blessings,'" the complaint said. But Colorado state regulators say that INDXcoin was "essentially worthless." Instead of helping investors acquire wealth, the Regalados used around $1.3 million of the investment funds to bankroll lavish expenditures, including a Range Rover, jewelry, cosmetic dentistry and extravagant vacations, the complaint said. The money also paid for renovations to the Regalados' Denver home, the complaint said.

In a stunning video statement posted online on January 19 — several days after the civil charges were filed — Eli Regalado did not dispute that he and his wife profited from the crypto venture. "The charges are that Kaitlyn and I pocketed 1.3 million dollars, and I just want to come out and say that those charges are true," he said, adding, "A few hundred thousand dollars went to a home remodel that the Lord told us to do...."

Regalado also said that he and his wife used about half a million dollars of their investors' funds to pay taxes to the IRS.

CNN reports that in videos Regalado explains how God "convinced him that it was a safe and profitable investment venture." ("You read it correctly. God's hand is on INDXcoin and we are launching!" explains the launch video's description.)

"The Regalados used technical terms to confuse investors and misled them into believing that the coins were valued at between $10-$12 even though they were purchased for $1.50 or, at times, given away, the complaint said."
AI

Nvidia's RTX GPUs Can Now Upgrade SDR Content To HDR Using AI 34

Nvidia is launching RTX Video HDR in its 551.23 Game Ready driver update, enabling RTX GPU owners to use AI to convert SDR videos to HDR in Microsoft Edge and Chrome. While subtle, it can add color detail to non-HDR YouTube videos when viewed on an HDR monitor. Like Nvidia's prior RTX Video Super Resolution for upscaling and sharpening web videos, the effect is minor but noticeable when toggling on and off.
Games

Modder Recreates Game Boy Advance Games Using the Audio From Crash Sounds (arstechnica.com) 15

Kevin Purdy reports via Ars Technica: Sometimes, a great song can come from great pain. The Game Boy Advance (GBA), its software having crashed nearly two hours ago, will, for example, play a tune based on the game inside it. And if you listen closely enough -- using specialty hardware and code -- you can tell exactly what game it was singing about. And then theoretically play that same game. This was discovered recently by TheZZAZZGlitch, whose job is to "sadistically glitch and hack the crap out of Pokemon games. It's "hardly a ready-to-use solution," the modder notes, as it requires a lot of tuning specific to different source formats. So while there are certainly easier ways to get GBA data from a cartridge, none make you feel quite so much like an audio datamancer.

After crashing a GBA and recording it over four hours, the modder saw some telltale waveforms in a sound file at about the 1-hour, 50-minute mark. Later in the sound-out, you can hear the actual instrument sounds and audio samples the game contains, played in sequence. Otherwise, it's 8-bit data at 13,100 Hz, and at times, it sounds absolutely deranged. "2 days of bugfixing later," the modder had a Python script ready that could read the audio from a clean recording of the GBA's crash dump. Did it work? Not without more troubleshooting. One issue with audio-casting ROM data is that there are large sections of 0-byte data in the ROM, which are hard to parse as mute sounds. After running another script that realigned sections based on their location in the original ROM, the modder's ROM was 99.76 percent accurate but "still didn't boot tho." TheZZAZZGlitch later disclaimed that, yes, this is technically using known ROM data to surface unknown data, or "cheating," but there are assumptions and guesses one could make if you were truly doing this blind.

The next fix was to refine the sound recording. By recording three times and merging them with a "majority vote" algorithm, their accuracy notched up to 99.979 percent. That output ROM booted -- but with glitched text and a title screen crash. After seven different recordings are meshed and filtered for blank spaces, they achieve 100 percent parity.
You can watch the video describing this feat here. Used source code is also available under the file name "gbacrashsound_dumper.zip."
Music

Remembering The 1970s-Era Technology of Devo (msn.com) 43

It's the 50th anniversary of Devo, the geek-friendly, dystopia-themed band that combined synthesizers with showmanship, first founded in 1973.

As a new documentary about the group celebrates its Sundance world premiere, the Los Angeles Times explores how the band made innovative use of the technology of its time: With their yellow radiation suits, red "energy dome" hats and manic energy, part playful and part angry, the band Devo combined the futuristic glamour of new wave with atomic-age anxieties and post-'60s disillusionment.... Uniquely, the band developed a fully formed, intricate internal philosophy and mythology built around the idea that humans were "de-evolving" by becoming dumber and less sophisticated. The mascot of the band, known as "Booji Boy," was an infantile urchin in a rubber mask...

Was there an idea to document the band right from the very start? It's incredible that there's footage of the very first show in 1973.

GERALD CASALE:
We were that delusional, yes. And we were trying to document ourselves when nobody was interested in doing that. And when it was quite expensive and clumsy to do it. You're dealing with Sony U-matic reel-to-reel recorders and big heavy cameras and a scarcity of equipment and very little interest. I mean, my God, if a Devo of now existed like we did, then clearly, there'd be a million cellphone videos.

MARK MOTHERSBAUGH: [...] Bob was the first of us to direct a video, back when he was in high school. Bob and me, our dad, starting when we were like babies, like 1 year old, he'd bring out an 8-millimeter camera that didn't have sound, and so he shot hundreds and hundreds of these films through the years, just family stuff. So we always kind of liked that. And Jerry was doing films at Kent State with Chuck Statler before Chuck said, "Hey, let's do a film with a couple of the songs in it." So we were always audio-visual. We were always thinking in both worlds...

[DOCUMENTARY DIRECTOR] CHRIS SMITH: One of my favorite details in looking through the old footage is, there's an early show that was recorded in black-and-white, and they have such limited materials to work with, yet they do this thing where the light goes on and off on both sides of the stage. And to me it was so emblematic of where they were going because they were making something that you hadn't seen before that was super creative and visually distinctive and interesting out of something we all had to work with... You could see in that footage, the inventiveness that wasn't a result of means — it was something that was just created out of what they had to work with at that time.

MARK MOTHERSBAUGH: [...] Sonically, a lot of what we did was just related to the fact that Bob Mothersbaugh bought a four-track TEAC. So we had this machine that could record four little skinny channels on a quarter-inch tape. It was an amateur home-tape machine, but it made us think about our parts, because we thought, well, OK, you're only going to get to do the bass on one track, and the guitar on one track and the drums on one track and the synth. You're not going to do all these overdubs. We had to think about it, what was an essential part. So we'd work on the song till you could play it just in one pass. Everything essential. I think it really made the early stuff sound really strong because of that.

You really get a sense of that on their 1978 song "Mongoloid." But the 2023 documentary's director doesn't see his film as an ending bookmark for the band. "They're still touring. They're all still actively creatively pursuing many different things, as I hope that you would expect after seeing the film."

And speaking specifically about the documentary, Mark Mothersbaugh says Booji Boy "describes it as a halfway point to the year of 2073, where we'll celebrate the 100-year anniversary." Booji Boy also says the next 50 years will be more about action. "And it'll be about positive mutation. Mutate, don't stagnate."
Programming

Rust-Written Linux Scheduler Continues Showing Promising Results For Gaming (phoronix.com) 40

"A Canonical engineer has been experimenting with implementing a Linux scheduler within the Rust programming language..." Phoronix reported Monday, "that works via sched_ext for implementing a scheduler using eBPF that can be loaded during run-time."

The project was started "just for fun" over Christmas, according to a post on X by Canonical-based Linux kernel engineer Andrea Righi, adding "I'm pretty shocked to see that it doesn't just work, but it can even outperform the default Linux scheduler (EEVDF) with certain workloads (i.e., gaming)." Phoronix notes the a YouTube video accompanying the tweet shows "a game with the scx_rustland scheduler outperforming the default Linux kernel scheduler while running a parallel kernel build in the background."

"For sure the build takes longer," Righi acknowledged in a later post. "This scheduler doesn't magically makes everything run faster, it simply prioritizes more the interactive workloads vs CPU-intensive background jobs." Righi followed up by adding "And the whole point of this demo was to prove that, despite the overhead of running a scheduler in user-space, we can still achieve interesting performance, while having the advantages of being in user-space (ease of experimentation/testing, reboot-less updates, etc.)"

Wednesday Righi added some improvements, posting that "Only 19 lines of code (comments included) for ~2x performance improvement on SMT isn't bad... and I spent my lunch break playing Counter Strike 2 to test this patch..."

And work seems to be continuing, judging by a fresh post from Righi on Thursday. "I fixed virtme-ng to run inside Docker and used it to create a github CI workflow for sched-ext that clones the latest kernel, builds it and runs multiple VMs to test all the scx schedulers. And it does that in only ~20min. I'm pretty happy about virtme-ng now."
Youtube

YouTube Begins New Wave of Slowdowns For Users With Ad Blockers Enabled (9to5google.com) 307

An anonymous reader quotes a report from 9to5Google: YouTube recently started slowing down its entire site whenever ad blockers are used. A new wave of slowdowns is hitting users, with the only resolutions being disabling the ad blocker or upgrading to premium. To combat the increasing frequency of ads on YouTube, people have employed the use of ad blockers for years. According to YouTube, that method of avoiding ads is deemed a violation of the terms of service. Of course, pre-video ads are a huge source of income for the service, and the only way to avoid them without the use of a third-party application is to pay YouTube directly for premium.

YouTube has since started discouraging the use of ad blockers in a couple of ways. The first is with a pop-up message that reads, "Ad blockers violate YouTube's Term of Service." The message then suggests you turn off your ad blocker. The user is not allowed to continue watching without doing so. The second method is one that's now starting to roll out to more users. YouTube has recently started slowing the entire site when an ad blocker is being used, referring to it as "suboptimal viewing." According to a post on Reddit, multiple users have noted that YouTube has become laggy and unresponsive, seemingly all of a sudden. It was quickly discovered that disabling whichever ad blocker is being used immediately revitalizes the site.

AI

Bill Gates Interviews Sam Altman, Who Predicts Fastest Tech Revolution 'By Far' (gatesnotes.com) 106

This week on his podcast Bill Gates asked Sam Altman how his team is doing after his (temporary) ouster, Altman replies "a lot of people have remarked on the fact that the team has never felt more productive or more optimistic or better. So, I guess that's like a silver lining of all of this. In some sense, this was like a real moment of growing up for us, we are very motivated to become better, and sort of to become a company ready for the challenges in front of us."

The rest of their conversation was pre-ouster — but gave fascinating glimpses at the possible future of AI — including the prospect of very speedy improvements. Altman suggests it will be easier to understand how a creative work gets "encoded" in an AI than it would be in a human brain. "There has been some very good work on interpretability, and I think there will be more over time... The little bits we do understand have, as you'd expect, been very helpful in improving these things. We're all motivated to really understand them, scientific curiosity aside, but the scale of these is so vast...." BILL GATES: I'm pretty sure, within the next five years, we'll understand it. In terms of both training efficiency and accuracy, that understanding would let us do far better than we're able to do today.

SAM ALTMAN: A hundred percent. You see this in a lot of the history of technology where someone makes an empirical discovery. They have no idea what's going on, but it clearly works. Then, as the scientific understanding deepens, they can make it so much better.

BILL GATES: Yes, in physics, biology, it's sometimes just messing around, and it's like, whoa — how does this actually come together...? When you look at the next two years, what do you think some of the key milestones will be?

SAM ALTMAN: Multimodality will definitely be important.

BILL GATES: Which means speech in, speech out?

SAM ALTMAN: Speech in, speech out. Images. Eventually video. Clearly, people really want that.... [B]ut maybe the most important areas of progress will be around reasoning ability. Right now, GPT-4 can reason in only extremely limited ways. Also reliability. If you ask GPT-4 most questions 10,000 times, one of those 10,000 is probably pretty good, but it doesn't always know which one, and you'd like to get the best response of 10,000 each time, and so that increase in reliability will be important.

Customizability and personalization will also be very important. People want very different things out of GPT-4: different styles, different sets of assumptions. We'll make all that possible, and then also the ability to have it use your own data. The ability to know about you, your email, your calendar, how you like appointments booked, connected to other outside data sources, all of that. Those will be some of the most important areas of improvement.

Areas where Altman sees potential are healthcare, education, and especially computer programming. "If you make a programmer three times more effective, it's not just that they can do three times more stuff, it's that they can — at that higher level of abstraction, using more of their brainpower — they can now think of totally different things. It's like, going from punch cards to higher level languages didn't just let us program a little faster — it let us do these qualitatively new things. And we're really seeing that...

"I think it's worth always putting it in context of this technology that, at least for the next five or ten years, will be on a very steep improvement curve. These are the stupidest the models will ever be."

He predicts the fastest technology revolution "by far," worrying about "the speed with which society is going to have to adapt, and that the labor market will change." But soon he adds that "We started investing a little bit in robotics companies. On the physical hardware side, there's finally, for the first time that I've ever seen, really exciting new platforms being built there."

And at some point Altman tells Gates he's optimistic that AI could contribute to helping humans get along with each other.
Displays

Samsung Debuts World's First Transparent MicroLED Screen Is At CES 2024 (engadget.com) 30

home-electro.com shares a report from Engadget: On Sunday night Samsung held its annual First Look event at CES 2024, where the company teased the world's first transparent MicroLED display. While there's still no word on how much it costs or when this tech will find its way into retail devices, Samsung showcased its transparent MicroLED display side-by-side next to transparent OLED and transparent LCD models to really highlight the differences between the tech. Compared to the others, not only was the MicroLED panel significantly brighter, it also featured a completely frameless design and a more transparent glass panel that made it easier to see objects behind it. LG also unveiled a similar piece of tech: the company's "first wireless transparent OLED TV." It's called the OLED T and supports 4K resolution and LG's wireless transmission tech for audio and video.

You can watch a demo of Samsung's transparent microLED screen on YouTube.
Nintendo

Portal 64, An N64 Demake of Valve's Classic, Now Has a Playable 'First Slice' (pcgamer.com) 19

Programmer James Lambert has been working on a demake of Valve's Portal puzzle game for the Nintendo N64. After several years of development, Portal 64: The First Slice is now out of beta with two-thirds of the game's test chambers available to play. PC Gamer reports: In the announcement video Lambert goes through some of the new features in the latest build, including a seriously impressive visual rework on the portal gun itself. The video also showcases just how much of Portal's feel this manages to successfully capture, in particular the mind-bending effects of observing rooms and Chell through the portals themselves. I once called this the most impressive homebrew game I've ever seen and, while admittedly the N64 nostalgia helps, I'd stick by that.

While this is obviously the first slice (geddit) and there's more to come, it's an incredible achievement in its own right: The first 13 test chambers of the game all present-and-correct. Portal has 19 test chambers, and Portal: Still Alive (which unbelievably has never seen an official PC release) added a further 14, so Lambert's well on his way to completing a vanilla version of Portal 64.
You can follow the Portal 64 project on YouTube and download the game here.
Television

US Pay-TV Subscriber Base Eroding At Record Pace (lightreading.com) 104

According to MoffettNathanson, the U.S. pay-TV industry had its worst-ever third quarter after losing about 900,000 subscribers. "That poor result, the research firm added, left the total pay-TV industry shrinking at a record pace of -7.3%, widened from a year-ago decline of -5.9%," reports Light Reading. "It also left pay-TV penetration of occupied households (including vMVPDs) at just 54.8% -- a level last seen in 1989, five years before the debut of DirecTV." From the report: Drilling down on Q3 results, traditional pay-TV providers (cable, telco and satellite) shed 1.97 million subscribers, widened from a loss of 1.94 million in the year-ago quarter. Within that category, US cable lost 1.10 million video subs in Q3, versus a loss of -1.09 million in the year-ago period. Satellite operators (Dish Network and DirecTV) lost 667,000 subs in Q3, versus -567,000 in the year-ago quarter. Telco TV providers lost 198,000 video subs in the period, an improvement when compared to a year-ago loss of -250,000 subs.

vMVPDs, meanwhile, added 1.08 million in Q3, down from a year-ago gain of about 1.34 million. Despite those gains, vMVPDs recaptured only 21.7% of traditional pay-TV's subscriber losses in the period, according to MoffettNathanson. Meanwhile, YouTube TV continues to dominate the vMVPD category. MoffettNathanson estimates that YouTube TV added about 350,000 subs in Q3, extending its total to 7 million -- representing 40% of the vMVPD sector's 18 million subscriber total. "Based on our Q3 estimate, YouTube TV has now surpassed Dish Network [6.72 million satellite TV subs at the end of Q3] to become the country's fourth largest MVPD of any kind," Moffett noted. "At the current trajectory, YouTube TV should pass DirecTV for third place in less than a year."

Microsoft

Microsoft Adding New Key To PC Keyboards For First Time Since 1994 (arstechnica.com) 130

Microsoft is adding a dedicated "Copilot" key to PC keyboards, adjusting the standard Windows layout for the first time since 1994. The key will open its AI assistant Copilot on Windows 10 and 11. On Copilot-enabled PCs, users can already invoke Copilot by pressing Windows+C. On other PCs, the key will open Search instead. ArsTechnica adds: A quick Microsoft demo video shows the Copilot key in between the cluster of arrow keys and the right Alt button, a place where many keyboards usually put a menu button, a right Ctrl key, another Windows key, or something similar. The exact positioning, and the key being replaced, may vary depending on the size and layout of the keyboard.

We asked Microsoft if a Copilot key would be required on OEM PCs going forward; the company told us that the key isn't mandatory now, but that it expects Copilot keys to be required on Windows 11 keyboards "over time." Microsoft often imposes some additional hardware requirements on major PC makers that sell Windows on their devices, beyond what is strictly necessary to run Windows itself.

Games

Tekken 8's 'Colorblind' Mode Is Causing Migraines, Vertigo, and Debate (arstechnica.com) 19

An anonymous reader quotes a report from Ars Technica: Modern fighting games have come quite a long way from their origins in providing accessibility options. Street Fighter 6 has audio cues that can convey distance, height, health, and other crucial data to visually impaired players. King of Fighters 15 allows for setting the contrast levels between player characters and background. Competitors like BrolyLegs and numerous hardware hackers have taken the seemingly inhospitable genre even further. Tekken 8, due later this month, seems to aim even higher, offering a number of color vision options in its settings. This includes an unofficially monikered "colorblind mode," with black-and-white and detail-diminished backgrounds and characters' flattened shapes filled in with either horizontal or vertical striped lines. But what started out as excitement in the fighting game and accessibility communities about this offering has shifted into warnings about the potential for migraines, vertigo, or even seizures.

You can see the mode in action in the Windows demo or in a YouTube video shared by Gatterall -- which, of course, you should not view if you believe yourself susceptible to issues with strobing images. Gatterall's enthusiasm for Tekken 8's take on colorblind accessibility ("Literally no game has done this") drew comment from Katsuhiro Harada, head of the Tekken games for developer and publisher Bandai Namco, on X (formerly Twitter). Harada stated that he had developed and tested "an accessibility version" of Tekken 7, which was never shipped or sold. Harada states that those "studies" made it into Tekken 8.

Not everybody in game accessibility circles was excited to see the new offerings, especially when it was shared directly with them by excited followers. Morgan Baker, game-accessibility lead at Electronic Arts, asked followers to "Please stop tagging me in the Tekken 8 'colorblind' stripe filters." The scenes had "already induced an aura migraine," Baker wrote, and she could not "afford to get another one right now." Accessibility consultant Ian Hamilton reposted a number of people citing migraines, nausea, or seizure concerns while also decrying the general nature of colorblind "filters" as an engineering-based approach to a broader design challenge. He added in the thread that shipping a game that contained a potentially seizure-inducing mode could result in people inadvertently discovering their susceptibility, similar to an infamous 1997 episode of the Pokemon TV series. Baker and Hamilton also noted problems with such videos automatically playing on sites like X/Twitter.
"Patterns of lines moving on a screen creates a contiguous area of high-frequency flashing, like an invisible strobe," explained James Berg, accessibility project manager at Xbox Game Studios. "Human meat-motors aren't big fans of that." People typically start to notice "flicker fusion frequency" at around 40 frames per second, notes Ars.

Tekken's Harada responded by saying a "very few" number of people misunderstood what his team was trying to do with this mode. There are multiple options, not just one colorblind mode, Harada wrote, along with brightness adjustments for effects and other elements.

"These color vision options are a rare part of the fighting game genre, but they are still being researched and we intend to expand on them in the future," Harada wrote. Developers "have been working with several research institutes and communities to develop this option," even before the unsold "accessibility version of Tekken 7," added Harada.
IT

LG is Bringing a 4K Projector With a Weird Handle To CES 2024 (yahoo.com) 55

LG just announced its latest 4K projector, the CineBeam Qube. It'll officially unveil the projector at CES 2024 in early January, but the company's giving curious consumers an early look. From a report: The CineBeam Qube has plenty of high-tech bells and whistles, but with a stylish design that LG calls "minimalist." There's also a handle that resembles a crank. Yeah this thing has an actual handle. The CineBeam Qube is built for portability. It's lightweight, at around three pounds, and the square form factor makes it easy to place just about anywhere. The 360-degree rotatable handle also helps with placement. LG's calling it "one of the smallest projectors available."

Of course, the most important part of any projector is, well, the projection. The Qube projects 4K UHD (3,840 x 2,160) resolution images that measure up to 120 inches. There's an RGB laser light source, a 450,000:1 contrast ratio and 154 percent coverage of the DCI-P3 color gamut. With these specs, that episode of Reacher will really pop. Speaking of streaming content, the projector runs on LG webOS 6.0 and offers access to all of the big streaming services, including Prime Video, Disney+, Netflix and YouTube.

Youtube

Your Kid Prefers YouTube To Netflix. That's a Problem for Streamers. (wsj.com) 52

Major streaming services test releasing children's content on YouTube and cut back on fare for kids. From a report: Netflix's share of U.S. streaming viewership by 2- to 11-year-olds fell to 21% in September from 25% two years earlier, according to Nielsen. Meanwhile, YouTube's share jumped to 33% from 29.4% over the same period. That reality is changing major streaming services' approach to children's entertainment, from what shows and movies they make to where they release them. Many are pulling back on investments in children's content, and some streamers have started content for young viewers on such platforms as Google-owned YouTube and Roblox.

[...] Netflix has also slimmed down its slate of animated children's originals, opting instead to rely more on third parties such as Skydance Animation, with which it just signed a multiyear deal to do animated films. Now, Netflix is focusing its youth programming resources on bigger swings, such as the animated film "Leo," starring Adam Sandler, its biggest animated debut ever in terms of views. The eight largest U.S. streamers, including Netflix, Warner's Max and Amazon Prime Video, added 53 originals catering to children and families in the first half of the year, down from 135 for the first half of 2022, according to Ampere. That represents a decrease of 61%, compared with a 31% decrease in overall originals across these streamers for the same period.

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