Author: azeeadmin

20 Mar 2019

Original Content podcast: ‘Shrill’ stays positive, despite bad boyfriends and terrible bosses

Many of the themes and stories found in Hulu’s “Shrill” will be familiar to fans of writer Lindy West — after all, it’s based on her book “Shrill: Notes From a Loud Woman,” and she’s a writer on the series.

But “Shrill” has mined the autobiographical material in West’s book to tell a fictionalized story about a young journalist played by Aidy Bryant of “Saturday Night Live” (she also co-wrote the first two episodes).

When we meet Annie, she’s ignored or belittled by everyone — a random yoga instructor, her dismissive boss, her lunkheaded kinda-sorta boyfriend and even her mother — for being fat. Over the course of the six-episode season, Annie begins to understand her own worth, and to stand up for herself.

On this week’s episode of the Original Content podcast, we’re joined by Devin Coldewey to review the show.

“Shrill” pushes boundaries and deals with some pretty serious topics, but it has a light touch — Annie’s empathetic, optimistic outlook seems to be reflected in the broader story. While at least one of us had some reservations about the writing (which can feel a little too on-message), we all agreed that Bryant’s performance is terrific, making the character’s empowerment feel real, specific and earned.

You can listen in the player below, subscribe using Apple Podcasts or find us in your podcast player of choice. If you like the show, please let us know by leaving a review on Apple. You can also send us feedback directly. (Or suggest shows and movies for us to review!)

20 Mar 2019

Despite short-term questions, games software/hardware to top $200 billion by 2023

There has been some negative sentiment surrounding the games industry recently, with stock prices of public games companies in question in both the U.S. and China. While being contrarian to market sentiment is always risky, it’s also possible that folks might be taking a long-term solution to a short-term problem. Games industry software/hardware combined revenue could drive well over $200 billion of revenue by 2023, and there was a record $5.7 billion investment in games companies in 2018. So what’s going on?

The games industry isn’t one monolithic sector. Depending on how you slice it, the market is made up of 15 sectors, eight platform types (e.g. mobile, PC, console) and even more proprietary hardware/software platforms (e.g. iOS, Android, Xbox One, Sony PS4, Nintendo Switch).

Games software/hardware sector revenue share versus growth (2018-2023)

(Note: See selected data below. Free charts do not include all the numbers, axes and data from Digi-Capital’s Games Report, with underlying data sourced directly from companies and reliable secondary sources.)

Mobile games rule

We first forecast mobile’s dominance of the games market way back in 2011. At that time, many traditional games companies didn’t believe mobile/online games could become the driving force for games. Some of those companies no longer exist, so what’s happening today is nothing new.

Total global mobile app store revenues (gross across games and non-games apps, including app store revenue sharetopped $100 billion for the first time in 2018. Mobile games delivered around three quarters of that number, as they have consistently for years. So where mobile games drove more than $70 billion gross revenue globally last year, they could top $100 billion revenue (again gross, including app store revenue share) in their own right in the next five years. But like all games sectors, mobile games are hit-driven. And this could be the source of some of the mismatch between the market’s understanding of short-term trends and long-term potential.

For example, Supercell’s Clash of Clans and Clash Royale have delivered over $10 billion revenue to date. However, Supercell also saw revenues and profits decline in 2018 for the second year in a row as its franchises matured. Yet Supercell’s newest franchise, Brawl Stars, delivered $100 million revenue within its first two months. Swings and roundabouts.

Epic Games had the biggest breakout mobile games hit of 2018, with Fortnite contributing significantly to a reported $3 billion profit in 2018. It also anchored part of the interest behind a record $1.25 billion fundraising round last year. Yet the company removed once-dominant mobile franchise Infinity Blade from the App Store, and redirected internal development resources to focus on Fortnite by closing Paragon and stopping further development on Unreal Tournament. We will come back to Fortnite in the context of mobile games becoming platforms in their own right.

Perhaps the biggest concern for mobile games after last year is China, in which the regulator ceased approving new games for most of 2018. This weighed particularly heavily on market heavyweights Tencent and NetEase, although the regulator returned to approving their games this year. However, the regulator again stopped accepting games in February, only to approve more games in March. This regulatory risk has resulted in our downgrading Chinese games revenue growth rates until a clearer long-term pattern emerges.

Niantic’s mobile AR smash Pokémon GO took just over 1 percent of mobile games revenue globally last year, and has been reported to drive some astonishingly big numbers: 800 million downloads, more than $2.5 billion lifetime revenue, 147 million MAU, 5 million DAU, 78 percent of users aged 18 to 34, 144 billion steps taken by users, 500 million visits to sponsored locations and Niantic’s valuation of nearly $4 billion (Note: Not all of these figures have been confirmed by Niantic.) Off the back of this, Niantic is exploring Pokémon GO’s potential to become a platform, with GO Snapshot challenging Snapchat, and the Niantic Real World Platform as a serious AR Cloud player. We’ll come back to these.

PC games hardware/software is big, too

PC games hardware/software is made up of four individual sectors, including PC games hardware (gaming computers, upgrades and peripherals), PC games, online (DLC, IAP and subscriptions), PC games (digital sales) and PC games (physical sales). While each subsector has different characteristics, scales and growth rates, together they make up the only part of the market close to mobile games long-term. Google’s new Stadia cloud gaming platform and competitors could also fundamentally impact high-end gaming across all platforms (not just PC). Mobile games software and PC games hardware/software combined could deliver three quarters of total games industry revenues by 2023.

Selected multiplayer PC games (ex-China)

While PC games hardware is massive, users are buying that hardware mainly to play MMO/MOBA games. This part of the market is consolidated around franchises from major public games publishers such as Tencent and Activision Blizzard, as well as independents like Wargaming and Bluehole.

The console abides

Console games were the market leader for games hardware/software for decades, and remain huge despite no longer being an engine of growth. The highest growth here could come from console games (digital sales) and console games (online), with console games hardware and console games (physical sales) both ex-growth long-term. Despite flattish platform growth for console games hardware/software, they could still deliver multiple tens of billions of dollars revenue by 2023.

High-growth from a low base

Of the remaining market sectors, a handful are small today but have high-growth potential long-term. These include VR games, VR hardware, AR games and esports. Yet taken individually, each sector is likely to deliver in the 1 percent to 2 percent range of total games market revenue in five years’ time. So great for indie developers, but more challenging commercially for the big guns in terms of scale.

United nations of games

Geographical games market discussions tend to focus on China and the U.S., but there are more than 50 country markets driving growth at a global level. Scales and growth rates vary dramatically from giant, stable growth countries such as China (even with its current uncertainty), the U.S. and Japan to higher growth markets like India and Russia. In aggregate, Asia could take around half of global games market revenue by 2023 (despite short-term concerns about China). Europe might deliver around a quarter of global revenue, followed by North America at around one fifth in the same time frame. Countries in MEA and Latin America make up the balance at a much lower level.

Concentration versus growth

The law of big numbers caught up with the games industry years ago, with the 10 largest publicly listed games companies taking three quarters of public games company revenues globally (Note: This ratio does not include private games company revenues, which are substantial). When you already produce billions to tens of billions of dollars in revenue, high growth rates aren’t easy to come by as new hits counterbalance maturing franchises.

Public games company revenue share

(Note: Heat map displays relative revenue scale of publicly listed games companies. Private games company revenues not shown on this chart.)

Top grossing mobile games of recent years (outside China) often came from independents. Standouts include Supercell, King, Epic Games, Niantic, Machine Zone and others. Perhaps in response to this dynamic, there was more than $75 billion of games M&A over the last five years. Major games companies have been buying both growth and cash flow.

Mobile games as platforms?

The beauty of what Steve Jobs created with the App Store is that it democratized distribution of apps at scale beyond the early social games market. It also enabled indie games developers to build some of the rocket ships we’ve seen over the last decade. Yet despite massive growth, even the biggest mobile games couldn’t really be described as platforms in the traditional sense. Not yet.

Where Tencent’s WeChat messaging platform looks like a domestic app store rival with its “mini-programs,” some mobile games pureplays are taking very different routes to becoming platforms in their own right.

For Epic Games, the recent Marshmello concert in Fortnite held out the tantalizing prospect of the beginnings of the “Metaverse” on ubiquitous, affordable mobile devices. With 10.7 million concurrent attendees, this represents a significant milestone in the evolution of games as platforms. Given Fortnite’s previous records for streaming on Twitch and concurrent esports tournament viewers, the savvy Tim Sweeney is beginning to leverage all that scale in a totally new way. Together with building its own app store and the quality of its Unreal Engine, the lessons learned from Fortnite and partial owner Tencent are leading to new horizons.

Where Epic Games is building a metaverse that is a little like Ready Player One without the headsets, Niantic has taken a different approach. Leveraging the real-world, big data stream coming from Pokémon GO, Niantic is building the core of an AR cloud ecosystem to challenge Google, Apple and Facebook. It could also move the company far beyond its entertainment origins for real-world navigation, social, e-commerce, advertising and more.

Epic Games and Niantic could become two of the most valuable platform companies in the world, with long-term potential even they might not fully understand yet.

To infinity and beyond

All this potential doesn’t mean that short-term concerns aren’t valid, or that some games companies (even those currently at scale) might not fall from grace. Some of the volatility of recent times could turn out to be right on the money. When we talked to Epic Games’ CEO Tim Sweeney about all of this, he said “I think that we’re just in the final days of a long transition away from the old retail-centric game release model. Good times ahead.”

With the long-term prospects for games still looking positive, the brave, bold and lucky could have a bright future.

20 Mar 2019

Despite short-term questions, games software/hardware to top $200 billion by 2023

There has been some negative sentiment surrounding the games industry recently, with stock prices of public games companies in question in both the U.S. and China. While being contrarian to market sentiment is always risky, it’s also possible that folks might be taking a long-term solution to a short-term problem. Games industry software/hardware combined revenue could drive well over $200 billion of revenue by 2023, and there was a record $5.7 billion investment in games companies in 2018. So what’s going on?

The games industry isn’t one monolithic sector. Depending on how you slice it, the market is made up of 15 sectors, eight platform types (e.g. mobile, PC, console) and even more proprietary hardware/software platforms (e.g. iOS, Android, Xbox One, Sony PS4, Nintendo Switch).

Games software/hardware sector revenue share versus growth (2018-2023)

(Note: See selected data below. Free charts do not include all the numbers, axes and data from Digi-Capital’s Games Report, with underlying data sourced directly from companies and reliable secondary sources.)

Mobile games rule

We first forecast mobile’s dominance of the games market way back in 2011. At that time, many traditional games companies didn’t believe mobile/online games could become the driving force for games. Some of those companies no longer exist, so what’s happening today is nothing new.

Total global mobile app store revenues (gross across games and non-games apps, including app store revenue sharetopped $100 billion for the first time in 2018. Mobile games delivered around three quarters of that number, as they have consistently for years. So where mobile games drove more than $70 billion gross revenue globally last year, they could top $100 billion revenue (again gross, including app store revenue share) in their own right in the next five years. But like all games sectors, mobile games are hit-driven. And this could be the source of some of the mismatch between the market’s understanding of short-term trends and long-term potential.

For example, Supercell’s Clash of Clans and Clash Royale have delivered over $10 billion revenue to date. However, Supercell also saw revenues and profits decline in 2018 for the second year in a row as its franchises matured. Yet Supercell’s newest franchise, Brawl Stars, delivered $100 million revenue within its first two months. Swings and roundabouts.

Epic Games had the biggest breakout mobile games hit of 2018, with Fortnite contributing significantly to a reported $3 billion profit in 2018. It also anchored part of the interest behind a record $1.25 billion fundraising round last year. Yet the company removed once-dominant mobile franchise Infinity Blade from the App Store, and redirected internal development resources to focus on Fortnite by closing Paragon and stopping further development on Unreal Tournament. We will come back to Fortnite in the context of mobile games becoming platforms in their own right.

Perhaps the biggest concern for mobile games after last year is China, in which the regulator ceased approving new games for most of 2018. This weighed particularly heavily on market heavyweights Tencent and NetEase, although the regulator returned to approving their games this year. However, the regulator again stopped accepting games in February, only to approve more games in March. This regulatory risk has resulted in our downgrading Chinese games revenue growth rates until a clearer long-term pattern emerges.

Niantic’s mobile AR smash Pokémon GO took just over 1 percent of mobile games revenue globally last year, and has been reported to drive some astonishingly big numbers: 800 million downloads, more than $2.5 billion lifetime revenue, 147 million MAU, 5 million DAU, 78 percent of users aged 18 to 34, 144 billion steps taken by users, 500 million visits to sponsored locations and Niantic’s valuation of nearly $4 billion (Note: Not all of these figures have been confirmed by Niantic.) Off the back of this, Niantic is exploring Pokémon GO’s potential to become a platform, with GO Snapshot challenging Snapchat, and the Niantic Real World Platform as a serious AR Cloud player. We’ll come back to these.

PC games hardware/software is big, too

PC games hardware/software is made up of four individual sectors, including PC games hardware (gaming computers, upgrades and peripherals), PC games, online (DLC, IAP and subscriptions), PC games (digital sales) and PC games (physical sales). While each subsector has different characteristics, scales and growth rates, together they make up the only part of the market close to mobile games long-term. Google’s new Stadia cloud gaming platform and competitors could also fundamentally impact high-end gaming across all platforms (not just PC). Mobile games software and PC games hardware/software combined could deliver three quarters of total games industry revenues by 2023.

Selected multiplayer PC games (ex-China)

While PC games hardware is massive, users are buying that hardware mainly to play MMO/MOBA games. This part of the market is consolidated around franchises from major public games publishers such as Tencent and Activision Blizzard, as well as independents like Wargaming and Bluehole.

The console abides

Console games were the market leader for games hardware/software for decades, and remain huge despite no longer being an engine of growth. The highest growth here could come from console games (digital sales) and console games (online), with console games hardware and console games (physical sales) both ex-growth long-term. Despite flattish platform growth for console games hardware/software, they could still deliver multiple tens of billions of dollars revenue by 2023.

High-growth from a low base

Of the remaining market sectors, a handful are small today but have high-growth potential long-term. These include VR games, VR hardware, AR games and esports. Yet taken individually, each sector is likely to deliver in the 1 percent to 2 percent range of total games market revenue in five years’ time. So great for indie developers, but more challenging commercially for the big guns in terms of scale.

United nations of games

Geographical games market discussions tend to focus on China and the U.S., but there are more than 50 country markets driving growth at a global level. Scales and growth rates vary dramatically from giant, stable growth countries such as China (even with its current uncertainty), the U.S. and Japan to higher growth markets like India and Russia. In aggregate, Asia could take around half of global games market revenue by 2023 (despite short-term concerns about China). Europe might deliver around a quarter of global revenue, followed by North America at around one fifth in the same time frame. Countries in MEA and Latin America make up the balance at a much lower level.

Concentration versus growth

The law of big numbers caught up with the games industry years ago, with the 10 largest publicly listed games companies taking three quarters of public games company revenues globally (Note: This ratio does not include private games company revenues, which are substantial). When you already produce billions to tens of billions of dollars in revenue, high growth rates aren’t easy to come by as new hits counterbalance maturing franchises.

Public games company revenue share

(Note: Heat map displays relative revenue scale of publicly listed games companies. Private games company revenues not shown on this chart.)

Top grossing mobile games of recent years (outside China) often came from independents. Standouts include Supercell, King, Epic Games, Niantic, Machine Zone and others. Perhaps in response to this dynamic, there was more than $75 billion of games M&A over the last five years. Major games companies have been buying both growth and cash flow.

Mobile games as platforms?

The beauty of what Steve Jobs created with the App Store is that it democratized distribution of apps at scale beyond the early social games market. It also enabled indie games developers to build some of the rocket ships we’ve seen over the last decade. Yet despite massive growth, even the biggest mobile games couldn’t really be described as platforms in the traditional sense. Not yet.

Where Tencent’s WeChat messaging platform looks like a domestic app store rival with its “mini-programs,” some mobile games pureplays are taking very different routes to becoming platforms in their own right.

For Epic Games, the recent Marshmello concert in Fortnite held out the tantalizing prospect of the beginnings of the “Metaverse” on ubiquitous, affordable mobile devices. With 10.7 million concurrent attendees, this represents a significant milestone in the evolution of games as platforms. Given Fortnite’s previous records for streaming on Twitch and concurrent esports tournament viewers, the savvy Tim Sweeney is beginning to leverage all that scale in a totally new way. Together with building its own app store and the quality of its Unreal Engine, the lessons learned from Fortnite and partial owner Tencent are leading to new horizons.

Where Epic Games is building a metaverse that is a little like Ready Player One without the headsets, Niantic has taken a different approach. Leveraging the real-world, big data stream coming from Pokémon GO, Niantic is building the core of an AR cloud ecosystem to challenge Google, Apple and Facebook. It could also move the company far beyond its entertainment origins for real-world navigation, social, e-commerce, advertising and more.

Epic Games and Niantic could become two of the most valuable platform companies in the world, with long-term potential even they might not fully understand yet.

To infinity and beyond

All this potential doesn’t mean that short-term concerns aren’t valid, or that some games companies (even those currently at scale) might not fall from grace. Some of the volatility of recent times could turn out to be right on the money. When we talked to Epic Games’ CEO Tim Sweeney about all of this, he said “I think that we’re just in the final days of a long transition away from the old retail-centric game release model. Good times ahead.”

With the long-term prospects for games still looking positive, the brave, bold and lucky could have a bright future.

20 Mar 2019

Morphin instantly Deepfakes your face into GIFs

Want to star in your favorite memes and movie scenes? Upload a selfie to Morphin, choose your favorite GIF, and your face is grafted in to create a personalized copy you can share anywhere. Become Tony Stark as he suits up like Iron Man. Drop the mic like Obama, dance like Drake, or slap your mug on Fortnite characters.

Now after three years in a stealth developing image mapping technology, Morphin is ready to launch its put-you-in-a-GIF maker. While it might look like just a toy, investors see real business potential. Morphin raised $1 million last summer from Betaworks, the incubator that spawned Giphy, plus Founders Fund, Precursor, Shrug Capital, and Boost.vc’s accelerator.

Elon Musk as Iron Man

“We believe in the future you’ll be able to be the main character in your own film. Imagine a super hero movie where you’re a the main protagonist?” co-founder Loic Ledoux asks. “That sounded like science fiction a few years ago and now with AI and computer vision we definitely see our tech going there.”

Ledoux also wants to reclaim faceswaps as something fun rather than a weapon for misinformation. “Deepfakes brought something pretty negative to computer vision. But it’s not all bad. It’s about how you use the tech to give people a new tool for self expressions and storytelling.” And since Morphin re-generates the whole clip from scratch with CGI animation, they look right at a glance but clearly aren’t manipulated copies of the original video designed to fool anyone.

Kanye performs magic

Morphin started three years ago with the intention to build personalized avatars for games and VR so you could be a FIFA soccer player or Skyrim knight. Ledoux had started a 3D printing company to explore opportunities in scanning and modeling when he saw a chance to connect your real and virtual faces. He teamed up with his co-founder Nicholas Heriveaux who’d spent 13 years working on 3D tech while modding games like Grand Theft Auto to insert his avatar and assets.

What they quickly recognized was that “People were just reacting to themselves on the screen”, ignoring the gameplay, Ledoux recalls. “Being able to see yourself as a hero was the underlying sentiment, so we focused on video completely.” Recognizable GIFs became its preferred medium, as they combine familiarity and the ability to convey complex emotions with a template that’s easy to personalize so they stand out.

Morphin’s tech no longer requires 3D scanning hardware and it works with just a regular selfie. You just snap a headshot, select a GIF from its iOS or Android app’s library, and a few seconds later you have a CGI version of yourself in the scene with no watermark that you can export and post. “We wanted it to be super straight forward because we wanted people to relate to the content” Ledoux notes. Over 1 million scenes have been created by 50,000 beta users, and each time a celebrity shares one of the GIFs Morphin has been sending them for marketing, scores of their followers demand to know what app they were using.

Morphin’s 9-person French team will have to keep innovating to stay ahead of avatar-making competitors like the ubiquitous Snapchat Bitmoji, Genies, Moji Edit, and Mirror AI. Facebook, Microsoft, and Google all have launched or are building their own avatar creators. But these typically live as 2D stickers or 3D AR animations you overlay on the real world. By using GIFs as a canvas, Morphin takes the pressure off your visage looking perfect and instead emphasizes the message you’re trying to get across.

The challenge will be for Morphin to become a consistent part of people’s communication stack. It’s easy to imagine playing with it and posting a few GIFs. But iconic new GIFs don’t emerge each day and without a social network to stay for, Morphin is at risk of becoming a merely a forgotten tool. The app might need TikTok-style challenges like submitting the best personalized GIF to match a prompt or a GIF browsing feed to keep people coming back.

Turning Donald Glover into Jay Gatsby

Morphin isn’t racing to monetize yet, but sees a chance to sell longer premium video scenes a la carte or as an unlimited subscription. Ledoux eventually hopes to unlock new forms of storytelling beyond existing GIFs. There’s also a chance for Morphin to highlight sponsored clips from upcoming movies or TV shows. “In the long-term we’re more interested in the analogy of Lil Miquela and how people are interacting with digital characters” Ledoux explains, citing a virtual pop star who’s developer Brud recently raised at a $125 million valuation.

One of the most exciting things about Morphin is that it will allow people to take the spotlight no matter how they look. Often times certain races, genders, and looks are unfairly excluded from starring in today’s most popular media. But Morphin could let the underrepresented take their rightful place as stars of the screen.

Your faithful author Josh Constine dropping the mic like Obama

20 Mar 2019

Starbucks will anchor the new $400 million food-focused Valor Siren Ventures fund

Starbucks is serving up a steaming hot $100 million cash commitment to anchor a new food-focused fund in partnership with the consumer and tech-focused focused private equity firm Valor Equity Partners.

The behemoth of burnt-coffee said that its commitment to the Valor Siren Ventures fund is an attempt to focus on “new ideas and technologies that are relevant to customers, inspiring to partners (employees), and meaningful to Starbucks business.”

The Starbucks announcement was short on details, except for a general statement that it would focus on investments in companies developing technologies, products and solutions related to food or retail.

As a company, Starbucks has been incredibly innovative — rolling out new tech-enabled services to customers. The company has one of the most popular mobile payment services, is dabbling with cryptocurrency payments, and has a robust on-demand delivery service through UberEats.

Meanwhile, Valor has a long history of investing in both technology and consumer food businesses. Thee firm as investments in companies that run the gamut from SpaceX, Tesla, and Addepar to food services companies and restaurant chains like WowBao, Fooda, and Eatsa.

With its commitment Starbucks joins a growing number of food and beverage companies that are embracing venture capital. Kelloggs, Tyson Foods, General Mills all have affiliated venture funds and even Chipotle is starting an accelerator program.

“We believe that innovative ideas are fuel for the future, and we continue to build on this heritage inside our company across beverage, experiential retail, and our digital flywheel,” said Kevin Johnson, president and chief executive officer of Starbucks, in a statement. “At the same time, and with an eye toward accelerating our innovation agenda, we are inspired by, and want to support the creative, entrepreneurial businesses of tomorrow with whom we may explore commercial relationships down the road. This new partnership with Valor presents exciting opportunities, not only for these startups, but also for Starbucks, as we build an enduring company for decades to come.”

20 Mar 2019

Hands-on with the Oculus Rift S: the ‘S’ stands for Subpar

The Oculus Rift S is a bit of an odd one. Three years after the Rift’s initial launch, Oculus has released a product that feels like a lateral move rather than a leap forward. It’s better in a few ways and worse in a few ways. After spending some time playing with it and spending a lot more time thinking about it, it’s not super clear to me why Oculus made it.

The best reason I can think of is that Facebook sees standalone VR as the area where it should be completely ignoring profits to achieve a mass audience and PC VR users should essentially be subsidizing the broader market with hardware they actually make money off of. Oculus seems to be wanting it both ways though, because they could have released a headset that pushed the limits and charged more for it, but they opted to launch a product that moved laterally and made sacrifices, but they still are charging more for it.

We reported that former Oculus CEO Brendan Iribe left his position as head of PC VR at Facebook partially over the frustration of this project being settled on, something he saw as representative of the company’s “race to the bottom,” a source told us in October.

I will say that the Rift S looks better in real life than it does on paper, but compared to the Oculus Quest and Oculus Go headsets, it still feels like Oculus is launching something below their own standards with the Rift S and that their co-designer Lenovo ultimately made them a headset on-the-cheap that got the job done while lowering the build-of-materials costs.

Well, what is there to like about the new headset?

The new Insight tracking is great, and while this headset basically feels like a minor upgrade to Lenovo’s Mixed Reality headset, the tracking is undoubtedly better than what is available on Microsoft’s two-camera reference layout. By comparison, the Quest has 5 cameras which seem to capture a much greater tracking volume which really encapsulates all of those edge cases where the controllers are far out of sight.

This is a great system and while outside-in tracking is probably always going to be more accurate in certain situations, moving away from the old method was worth it in terms of making the setup process easier. On that note, the new passthrough mode which you can use to set up your boundaries in the Guardian system seems quite a bit easier to use.

On the note of displays, Oculus made some sacrifices here moving from OLED to LCD… and from 90hz to 80hz… and from dual adjustable-panels to a single-panel, but I was largely pleased with the clarity of the new, higher-res single display. This is an area that I’ll really need to dig more into with a full review, but there weren’t any apparent huge issues.

Otherwise, not a ton jumps out as a clear improvement.

The new “halo” ring strap system isn’t for me comfort-wise, but I can imagine others will prefer the fit. Even so, it gives the headset a much more rickety build quality, which has taken an overall downgrade from the original Rift in my opinion. Lenovo’s headsets have typically been bulkier and harder feeling than the softer-edged products from Google, Oculus and HTC; Lenovo’s VR design ethos is on full display here.

The removal of built-in headphones seems like the most outright poor decision with this release and while the integrated speakers are serviceable, it’s clear you’ll want to add some wired headphones if you’re looking for a serious experience, which most PC VR users definitely are.

The new Touch controllers are fine, they’re the same as what will ship with the Oculus Quest. They have a different design that feels pretty familiar but they feel smaller and a bit cheaper. The tracking ring has moved from around your knuckles to the top of the controller.

When it comes to gameplay — when the headset is on and you’re buried in an experience — most of these issues aren’t as apparent as when you consider them individually. The issue is that while the Quest and Go are miles better than any other products in their individual categories, this latest effort is just very mehh. It’s actually odd how much more high-quality the Oculus Quest feels than the Rift S when trying one after the other, it seems like it should be the other way around.

I’ll have to spend more time with the headset for a full review, of course, but on first approach the Rift S seems to be a misstep in Facebook’s otherwise stellar VR product line even if the new Insight tracking system is a push forward in the hardware’s overall usability.

20 Mar 2019

Postmates’ newest feature is like Uber pool for food delivery

Postmates is launching a new feature called Postmates Party that lets customers within the same neighborhood pool their orders. In return, these customers get the food delivered for free, eliminating a major pinch point for potential Postmates users.

The feature illustrates how Postmates, one of the earlier entrants to the billion-dollar food delivery wars, is trying to remain competitive by appealing to price-sensitive customers.

Customers using the app can tap on the Postmates Party tab, which will show trending merchants that people in their neighborhood are ordering from at that exact moment. By joining the “party,” customers can share the delivery from popular restaurants and get free delivery.

For now, the company’s party feature will only be offered in a handful of the nearly 3,000 U.S. cities it currently operates in. The feature is now available in Chicago, Las Vegas, Long Beach, Calif., Los Angeles, Miami, New York City, Phoenix, San Francisco, San Diego, Seattle, Orange County, Calif., and Philadelphia.

And there is an important caveat. The party feature has a five-minute time limit in which the customer must place their order to get the deal.

“We are driven by the vision of creating a logistics infrastructure that allows goods to move throughout a city at nearly zero cost to the consumer. Postmates Party is the latest innovation in on-demand delivery that will help us deliver on this vision,” Postmates CEO and co-founder Bastian Lehmann said in a statement. “Postmates Party is a fun way to give customers the option to save money by ordering from popular restaurants that people all around them are ordering from in real time.”

Earlier this year, Postmates raised an additional $100 million in equity funding at a $1.85 billion valuation.The round comes four months after the eight-year-old startup drove home a $300 million investment that knocked it into “unicorn” territory.

20 Mar 2019

TC Sessions: Mobility, a one-day session event on the future of transportation

The way people and packages move from Point A to Point B is in the midst of a remarkable transformation driven by technological innovations in AI, robotics, electric battery development, digital platforms and manufacturing.

A mobility revolution is in the making. And TechCrunch is here — and we’re not just along for the ride. We’re here to uncover new ideas and startups, root out vaporware and dig into the tech and people spurring this change.

In short, we’re helping drive the conversation around mobility. And it’s only fitting we dedicate an event to the topic.

TechCrunch is hosting a one-day event on July 10, 2019 in San Jose, Calif., that’s centered around the future of mobility and transportation: TC Sessions: Mobility.

TC Sessions: Mobility will present a day of programming with the best and brightest founders, investors and technologists who are determined to inventing a future Henry Ford might never have imagined. TC Sessions: Mobility aims to do more than highlight the next new thing. We’ll dig into the how and why, the cost and impact to cities, people and companies, as well as the numerous challenges that lie along the way from technological and regulatory to capital and consumer pressures.

Consider changes in the past five years. Automakers are breaking free from the traditional business model of producing and selling vehicles and investing capital and resources into carsharing, ride-hailing, on-demand shuttles and even subscription services. Buying a used car no longer means visiting a dealership; and electric vehicle ownership, driven by Nissan and Tesla and now joined by a bevy of OEMs and startups, is on the rise.

Breakthroughs in AI has prompted large established technology companies, automakers and hundreds of startups to work on autonomous vehicle technology. The rise in e-commerce has Amazon and other startups investing and experimenting with autonomous delivery bots — and on the other spectrum, into self-driving trucks.

Meanwhile, dockless scooters and bikes are flooding cities and startups are popping up to pursue flying taxis and even space tourism. At the center of all of this are people, and the towns and cities they live in.

TC Sessions: Mobility is the latest in TechCrunch’s growing series of Sessions events that feature a deep dive into a specific topic. In the past, TechCrunch has hosted similar events on robotics, the blockchain and social justice. Through intimate interviews and in-depth discussions, attendees of TC Session events hear from the top individuals and companies pushing their respective field forward.

Through the coming weeks, TechCrunch will announce the participants of TechCrunch Mobility’s fireside chats, panels and workshops.


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Early-Bird Tickets are available now for $195 — that’s $100 savings before prices go up. Students can book a ticket for just $45 here.

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20 Mar 2019

What latency feels like on Google’s Stadia cloud gaming platform

After peppering Google employees with questions regarding Stadia’s latency, pricing and supported devices to mostly no avail, I got my hands on one of their new controllers and pressed play on the Doom Eternal gameplay they were showing off on a big-screen TV.

Things started off pretty ugly. The frame rate dropped to a fast-paced PowerPoint presentation, the resolution dipped between 4K crispness and indecipherable blurriness and latency seemed to be as much as a half-second. As the Google employees looked nervously at each other, someone grabbed the controller from me and restarted the system.

After a system restart, things moved along much, much more smoothly. To give Google credit, they stress-tested their system by running Stadia on hotel WiFi rather than taking me down to Mountain View and letting me play with Stadia under much more controlled conditions.

Stadia is Google’s cloud game-streaming service and while there’s a lot we don’t know the basic tenants are clear. It moves console-level gaming online into your Chrome browser and lets you access it from devices like smartphones that wouldn’t be able to handle the GPU-load initially.

Despite the initial hiccup, my experience with Stadia was largely positive. Doom Eternal was in crisp 4K and I was able to focus on the game without thinking about the service I was playing it on, which is ultimately the best endorsement of a new platform like this.

This will likely be a great service for more casual gamers but might not be the best fit for the most hardcore users playing multi-player titles. While you may be launching this service directly from YouTube feeds of eSports gamers, this is something they probably wouldn’t use. That’s because the latency between input and something being displayed onscreen isn’t imperceptible, though it’s probably good enough for the vast majority of users (myself included) which is still a worthy prize for the company’s efforts to take on the massive gaming market.

Google wouldn’t give me a proper range of where exactly latency fell, but they did say it was less than the time it took for a human to perceive something and react — which a Google employee then told me differed person-to-person but was generally 70ms-130ms — so I suppose the most official number we’ll get is that the latency is probably somewhere less than 70ms.

There is no hard truth here though because latency will really depend on your geographic proximity to the datacenter. Being in San Francisco, I connected to a data center roughly 50 miles away in San Jose. Google confirmed to me that not all rural users in supported countries will be able to sign-up for the service at launch because of this.

Other interesting things to note:

  • Google said they’d confirm devices later, but when asked about iOS support at launch they highlighted that they were focused on Pixel devices at launch.
  • It doesn’t sound like you’ll be able to restore purchases of games you’ve previously gotten, you’ll unsurprisingly have to buy all of your Stadia titles on the platform.
  • You’ll be able to access games from YouTube streams, but there will also be an online hub for all your content and you can access games via links.
  • The controller was nice and probably felt most similar to the design of Sony’s DualShock controller.

We’ll probably be hearing a lot more at Google I/O this summer, but with my first hands-on demo, the service certainly works and it certainly feels console-quality. The big freaking question is how Google prices this, because that pricing is going to determine whether it’s a service for casual gamers or hardcore gamers, and that will determine whether it’s a success.

20 Mar 2019

Uber Freight is expanding into Europe

Uber Freight, the newly spun out Uber business unit that helps truck drivers connect with shipping companies, is kicking off its global expansion plans. The company said Wednesday it is launching the app in Europe, starting with the Netherlands.

Local carriers and drivers will be able to book and move their first loads with Uber Freight in the next few weeks, CEO Lior Ron wrote in a blog posted Wednesday. Uber Freight plans to expand to more European countries this year.

The EU and U.S. freight markets have problematic similarities. They’re both huge — the EU truckload market is a $400 billion marketplace and third after China and the U.S. — and inefficient.

“The European trucking market is experiencing a severe shortage of drivers, and of the time drivers are on the road, 21 percent of total kilometers travelled are empty,” Ron wrote. “Inefficiency of this scale results in shippers struggling to find available drivers to move their goods. Additionally, small- to medium-sized carriers in the EU make up more than 85% of the total carrier pool, and just like in other international freight markets, they experience the most difficulty connecting with larger shippers.”

Ron argues that the Uber Freight app has the ability to address these pain points in the U.S., Europe and elsewhere.

Uber Freight has been scaling up its business since launching in May 2017, growing from limited regional operations in Texas to the rest of the continental U.S. The company has offices in San Francisco and Chicago. Uber Freight has launched a series of programs and features since March 2018, including “fleet mode” and Uber Freight Plus, which gives app users access to discounts on services such as fuel, tires and phone plans.

In August, Uber announced that it would make Uber Freight a separate unit and more than double its investment into the business. Since then, the company has redesigned the app, adding new navigation features that make searching for and filtering loads easier to customize and more intuitive as well as other features, including an updated map view and a search bar across the top of the screen.

It’s also made some key hires, one of which intimated the company’s global ambitions. The company hired Andrew Smith, one of Box’s early employees, to head up global sales at Uber Freight, and Bar Ifrach, formerly of Airbnb, to lead its marketplace team, TechCrunch learned last month.

The company has made headway breaking into the U.S. market. The app has been downloaded more than 328,000 times and 12 percent of 350,000 U.S. owner operators have completed the Uber Freight onboarding process, which means they’ve booked or are ready to book a load, the company says. 

Uber Freight had about 30,000 active users last quarter.