fortnite-is-planning-skins-for-lebron-james-and-the-rock,-documents-show

Fortnite is planning skins for LeBron James and The Rock, documents show

An internal presentation at Epic Games showed ambitious promotional plans for the game, including a basketball mini-game and a planned “Party Royale” featuring Zion Williamson and LeBron James. Made public as part of the ongoing Epic v. Apple trial, the document comes from a quarterly business review performed in June 2020.

In addition to detailing the game’s revenue and promotional outlook, the presentation lays out a new kind of “experimental” venture to be built inside of Fortnite, including plans to implement a basketball mini-game as part of a broader NBA partnership.

One slide describes the project as “a Fortnite version of arcade basketball,” which would allow players to take to the courts as an alternative to the traditional Battle Royale. A subsequent slide teases the release of themed emotes, playoff events, and potential NBA post-game shows inside the game.

A slide detailing the planned basketball mini-game.

Notably, rumors have circulated that Season 6 of the game might include a skin of LeBron James, beloved basketball player, driven by close analysis of recent update packages. Zion Williamson’s participation is less clear; the document makes no reference to him outside of the graphic above.

Epic Games declined to comment.

Many of the events detailed in the presentation have already taken place, including an extensive Marvel crossover and the skin partnerships with Brazilian soccer star Neymar and popular streamer LazarBeam.

The presentation also suggests Epic is working on a themed skin with Dwayne “The Rock” Johnson as part of the game’s Icon series, timed for the first quarter of 2021. No official partnership has been announced yet, but there have been significant rumors around some kind of crossover, driven by unusual visual similarities between Johnson and a mysterious Season 6 character, as well as a cryptic Instagram post from the star.

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The Epic Games v. Apple trial kicks off with kids screaming ‘free Fortnite’

The Epic Games v. Apple trial is starting today, and it has begun with a court conference call full of kids screaming for Fortnite to return to mobile. The public call line allows anyone to dial in and listen to today’s proceedings, but the court didn’t manage to properly mute all participants for more than 20 minutes. The result was what sounded like a chaotic Discord call.

More than 200 participants were dialed into the public line, with many screaming “free Fortnite” or “bring back Fortnite on mobile please judge.” Others played Travis Scott tunes, chatted away, or advertised their YouTube channels.

The trial was supposed to begin at 11:15AM ET, and court clerks could be heard attempting to mute participants multiple times unsuccessfully. At 11:30AM ET, silence finally fell on the line in preparation for the court to hear Epic Games CEO Tim Sweeney today.

For a brief period, though, Fortnite fans were pleading for the return of the game on the iPhone and iPad. Over the next few weeks, we’ll find out whether that’s likely to happen.

why-epic-is-burning-its-own-cash-to-cook-apple

Why Epic is burning its own cash to cook Apple

Illustration by Alex Castro / The Verge

Epic Games didn’t sue Apple to get a big payout, but that’s because the lawsuit itself is an investment. And to rewrite Apple’s rules, Epic is spending a fortune.

The reason Epic’s Fortnite got thrown out of the Apple App Store was that Epic rogue-updated Fortnite to offer a payment mechanism that bypassed Apple’s 30 percent cut of all in-app transactions. Apple booted Fortnite for violating its rules. Epic threw an… epic… hissy fit about this, culminating in the trial starting this week. While Epic has cobbled together an alliance called the Coalition for App Fairness — along with Spotify, Match Group, Basecamp, and Tile — there’s one more tech behemoth in play. Epic Games Store runs on Amazon Web Services. So does Fortnite itself.

The fight with Apple echoes Epic’s tactics elsewhere. The Epic Game Store is a clear challenge to Valve, which has an iOS-like store called Steam that also takes a 30 percent cut of sales. In a basic act of moral consistency, the Epic Game Store contains — in addition to games by other developers — other game stores. It also takes only a 12 percent cut of sales. Just last week, Microsoft announced it would cut its take on PC games to 12 percent to match Epic, from 30 percent. (It also filed a letter of support for Epic in the current case.)

Epic CEO Tim Sweeney said in 2019 that the Epic Game Store’s hardball tactics against Valve will continue until either the store is profitable or Valve lowers its cut. Epic will torch an estimated $593 million by the end of 2021 on the Epic Games Store, according to court documents in the Apple case. At many companies, losing this much money would be a problem, but that figure is only slightly more than Epic’s Fortnite revenue from April 2020, which was $400 million that month.

Fortnite pretty much prints cash because the video game industry has hit on a business model that almost no other part of the entertainment industry can match: in-app payments. For Spotify, it’s not a fatal problem to dodge the App Store and its cut. I just go to a desktop computer, enter my credit card information, and — thanks to recurring billing — I’m done.

Fortnite is different, and it’s why a video game company is leading the effort to challenge the App Store payment rules. In Fortnite, if I want to buy a sweet dance move, I spend Epic’s V-Bucks to do it. The store refreshes every day, so if I want the new hotness, I need to act immediately. (There’s also a seasonal pass and a recently-introduced monthly subscription, but these do not seem to be as explicitly geared toward impulse buys.) Last year, in-app purchases were estimated to account for 40 percent of all gaming revenue.

Epic’s position gets weirder. Part of the story will involve people who imprinted on Neal Stephenson like ducklings, but before we get there, let’s run down what we know about the economics of Fortnite and the Epic Games Store to get a rough sense of how much money is in play.

It’s true that Fortnite is free to download, but in-app purchases more than make up for that. In 2019, Epic Games had revenue of $4.2 billion, with earnings of $730 million. (We know this because Epic, a private company, sold a stake, and those meddling kids at VentureBeat got a hold of numbers as a result.) Epic’s 2020 numbers are forecast at about $5 billion in revenue, with $1 billion in earnings, according to VentureBeat; in the court documents, Epic’s total 2020 revenue is projected at a mere $3.85 billion. In the two years Fortnite was available in the App Store, iOS customers alone accounted for $700 million in revenue for Epic, according to the court documents.

“Epic is in a fortunate position because Fortnite is the most popular game in the world,” says Christopher Krohn, an adjunct associate professor of marketing at the University of Chicago’s Booth School of Business.

Apple’s revenue split from digital purchases is a little complicated — it’s got special rates for small developers, for instance — but in Epic’s case, Apple gets 30 percent of all in-app purchases. That’s in line with Minitel, the French pre-internet, which also had a 30 / 70 split for third-party content, says Bill Maurer, a professor of anthropology at the University of California Irvine who specializes in payment processors. Frankly, it looks like a carrier fee.

“At some level, Apple’s being greedy, because it doesn’t depend on this revenue,” says Michael Cusumano, a distinguished professor of management at MIT’s Sloan Business School. “It’s rolling in money from the iPhone itself.” On March 28, Apple reported its quarterly earnings — almost $24 billion in net income, riding mostly on strong sales of the iPhone and Mac; the previous quarter was a blowout for the company, with revenue of more than $100 billion.

Greed isn’t illegal. It’s also probably what’s motivating Epic, despite its CEO’s bluster. Epic wants to build something called the “metaverse,” an online haven where superhero IP owned by different companies can finally kiss. (The idea is based on Snow Crash, a 1991 book by Neal Stephenson.) The revenue potential here is the kind of thing that sends VCs into thinkfluencing fever dreams.

Fortnite is already a hangout space, one where IP from Marvel and DC can legally interact. Add to that the Unreal engine, which fuels a number of games as well as shows such as Disney’s The Mandalorian, and its other developer tools, and you’re looking at what could potentially be a piece of a metaverse. Should Fortnite, the Epic Games Store, or another Epic offering underpin a major chunk of a metaverse, the amount of money Epic is torching on its store and these lawyers will look like a wise investment against the fuckload of money it stands to make.

You can see why they might not want to cut Apple — or Valve, or Google, or anyone at all — in at 30 percent.

Look, I’m going to pop my popcorn and, as Sweeney put it, “enjoy the upcoming fireworks show” at the trial. I don’t think the outcome will matter much, since any verdict is going to get appealed immediately. But at the very bottom, it seems obvious that Epic’s position is the same as Apple’s: greed is good. Forget the fight to own the metaverse. The real world belongs to Big Tech, and we’re just NPCs who drop loot for the corporate players.

samsung-hw-q800a-soundbar-review:-sonically-powerful-all-rounder

Samsung HW-Q800A soundbar review: Sonically powerful all-rounder

(Pocket-lint) – The Samsung HW-Q800A soundbar replaces the previous HW-Q800T, but offers an almost identical set of features. That includes a 3.1.2-channel speaker layout, a powerful subwoofer, Dolby Atmos and DTS:X object-based decoding, eARC, and built-in Amazon Alexa for voice control.

New this generation is the inclusion of Apple AirPlay 2, and optional wireless rear speakers with upward-firing drivers, allowing expansion to a 5.1.4-channel system. Owners of supporting Samsung TVs not only benefit from Q Symphony integration – which can use the TV’s speakers in addition to the soundbar for added immersion and height – but also SpaceFit Sound for optimised setup that automatically tunes sound profiles wherever your TV is setup in the room.

Are these small additional benefits reason enough to buy the HW-Q800A or would it make more sense to look at the HW-Q800T instead to save a few quid?

Design & Setup

  • Ports: 1x HDMI input; 1x HDMI (eARC) output; 1x optical input
  • Controls: included remote; SmartThings app; four-button top-of-‘bar panel
  • Connectivity: Wi-Fi; Bluetooth; AirPlay 2; Alexa voice control integrated
  • Dimensions (soundbar): 980mm (W) x 60mm (H) x 115mm (D); 3.6kg
  • Dimensions (sub): 205mm (W) x 403mm (H) x 403mm (D); 9.8kg

The Samsung HW-Q800A uses exactly the same cabinet as the earlier Q800T, retaining a sleek form-factor designed to fit under your TV without blocking the screen. It’s a sensible width, but can still handle larger screen sizes up to 65 inches. The overall look is stylish, with solid construction and a matte black finish.

There’s a metal wrap-around grille, behind which you’ll find three speakers at the front, and the Acoustic Beam holes along the top front edge – these are used to output sound so it appears to come from where the action is happening on screen, made possible by clever processing.

There’s a display located at the front right, which provides basic information, and a choice of stand- or wall-mounting, with brackets provided for the latter included in the box.

The included wireless active subwoofer uses a rear-ported enclosure and a side-firing 8-inch driver that Samsung claims can go down to 35Hz. It’s well made, with similar styling and a matte black finish. The sub should pair automatically with the soundbar, but if not there are buttons on both units for manual setup.

Pocket-lint

The Samsung HW-Q800A sports an HDMI input and an HDMI output that supports eARC, allowing lossless audio to be sent back from a compatible TV. The HDMI connections also pass resolutions up to 4K/60p and every version of high dynamic range (HDR10, HLG, HDR10+, and Dolby Vision).

  • What is HDMI eARC? Why is it different to HDMI ARC?

The only other physical connection is an optical digital input, but there’s also Bluetooth, Wi-Fi, and the newly added AirPlay 2, allowing for agnostic music streaming from your network or third-party services. Bluetooth is paired using the dedicated button on the remote, while the Wi-Fi setup uses the Samsung SmartThings app via your phone/tablet.

There are basic controls centrally located on the top of the soundbar for on/off, source select, volume up/down, and far-field mic on/off. The included remote is the same zapper from previous years, but remains well-designed, comfortable to hold, and easy to use, with all the necessary buttons laid out in a sensible fashion.

Pocket-lint

The SmartThings app isn’t just for setup, but also offers a degree of control. The slick and intuitive interface allows for changing inputs, adjusting the volume, choosing between sound modes, optimising the equaliser (EQ) and woofer, and selecting the advanced settings (voice enhancement, bass enhancement, and night mode).

Setup is straightforward, but a degree of tweaking is required when it comes to getting the centre and front height channels adjusted so the overall soundstage is balanced. The HW-Q800A doesn’t generate its own test tones, meaning you’ll need to find those yourself, and the levels work on the left and right channels simultaneously, which can be an issue in asymmetric rooms.

It would be better if you could set the left and right front heights independently, along with the surrounds and rear heights if you add the wireless rear speakers, and it would also be useful if you could set them using the SmartThings app rather than the remote and front display.

Pocket-lint

The sub is a powerful beast so you’ll need to dial the woofer setting back to ensure it doesn’t swamp the mid-range. As the driver fires sideways, avoid putting it in the right-hand corner of a room, or it’ll get boomy. Positioning towards the front, halfway between the ‘bar and wall works best, with this boom box generating more than enough low-end juice to handle sizeable rooms.

A built-in automated setup feature would be welcome at this price point, but if you own a compatible Samsung TV you can at least benefit from SoundFit. This uses the TV’s microphone and processor to analyse the sound reverberations in the room and adjust them accordingly to optimise the overall sonic performance of the soundbar.

The inclusion of Amazon Alexa makes this soundbar a fully-functioning smart assistant, allowing users to ask questions, listen to music or podcasts, and enjoy hands-free voice control. There’s a far-field microphone built into the soundbar itself, which can be muted for privacy, and thankfully Alexa interacts at a sensible volume (unlike in the Polk React, for example, where she’s very shouty).

Sound Quality

  • Soundbar: 3x wide-range tweeters, 2x mid-range drivers / Sub: 1x 8-inch woofer
  • Samsung-specific features: Q Symphony and Active Voice Amplifier
  • Expansion: Optional wireless rear speakers
  • Amplification: 330W of Class D
  • Hi-Res Audio: Up to 24-bit/192kHz
  • Decoding: Dolby Atmos and DTS:X
  • Sound Modes: Standard, Surround, Game Pro, Adaptive Sound, Night

The Samsung HW-Q800A decodes the Dolby Atmos and DTS:X object-based audio formats, and delivers both with an actual 3.1.2-channel speaker layout. This means it doesn’t need to rely on psychoacoustic trickery to create a sense of immersion, and if you take the time to setup the system properly, the results are often spectacular.

Samsung

The effectiveness of the Acoustic Beam tech, which literally fires sound waves upwards to create the illusion of overhead channels, will depend on your type of ceiling – but the more reflective it is, the better the effect. Watching a dynamic object-based mix like the 4K disc of Midway reveals an expansive front soundstage, with precise placement of effects and plenty up top.

The subwoofer handles the low frequency effects with great skill, producing a foundation of bass on which the rest of the system is built. If you like plenty of subsonic impact in your movies, you’ll enjoy this particular woofer, which enthusiastically digs deep. It’s also well integrated with the ‘bar, smoothly crossing over with the mid-range drivers, and creating a cohesive overall soundstage.

The performance is energetic, with clear dialogue and a pleasing width to the delivery. The only limitation is that the soundstage is very front-heavy, due to the lack of actual surround speakers. However this can be addressed by buying the optional SWA-9500S wireless rear speakers that now include upward-firing drivers, allowing expansion to a full 5.1.4-channel configuration.

Samsung’s Q Symphony feature integrates the soundbar with compatible Samsung TVs, synchronising sound from both devices and utilising the additional speakers in the TV to create a more expansive and immersive front soundstage.

There’s also the Active Voice Amplifier which detects ambient noise, analyses the audio signal, and adjusts and amplifies the dialogue with respect to the other channels to improve intelligibility. So if you’re trying to watch TV while someone else is hoovering, for example, this could come in handy.



Best Bluetooth speakers 2021: Top portable speakers to buy today


By Dan Grabham
·

Our guide to the best Bluetooth wireless speakers available to buy today, including B&O, Denon, JBL, Marshall, Sonos and Ultimate Ears

There are five dedicated sound modes, with the default Standard making no changes to the incoming signal. The Surround mode up-mixes the audio to take advantage of the additional channels, while the Game Pro enhances effects to create a more immersive gaming experience. For general TV viewing the Adaptive Sound is a great choice, analysing the incoming signal and automatically optimising it. Finally, Night mode compresses the dynamic range, so you won’t disturb the rest of the household during a late-night bingeing session.

Samsung

There’s a pleasing musicality to this system’s delivery, with the width producing some excellent stereo imaging, and the sub giving drums a driving beat. You can stream from a number of services too, including Amazon Music, Spotify, Deezer, TuneIn and Samsung Music, plus Apple Music via AirPlay.

Verdict

The Samsung HW-Q800A is well-specified ‘bar-and-sub combo that has all the object-based decoding bells and whistles. It renders Dolby Atmos and DTS:X using sound waves rather than psychoacoustic trickery, resulting in a genuinely immersive experience, while the powerful woofer produces plenty of low-end slam.

There’s a pleasing musicality to the delivery, dialogue remains clear, and effects are placed with precision, creating an enjoyable if front-heavy soundstage. Thankfully this can be addressed by picking up the optional wireless rear speakers, which turn the soundbar into a full 5.1.4-channel system.

There’s a host of other features – including HDMI eARC, AirPlay 2 and integrated Amazon Alexa – meaning, as a result, the Samsung HW-Q800A is a comprehensive and capable all-rounder that’s sure to please no matter what your viewing or listening habits.

Also consider

Samsung

Samsung HW-Q800T

It’s more or less the same soundbar, with the same sound quality. Buy if you want to save a few quid and don’t care about AirPlay 2. Don’t buy if you want future expandability – as it’s the Q800A’s optional speaker add-ons that help to set it apart from this older model.

  • Read our full review

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Sonos

Sonos Arc

This highly-accomplished soundbar is worth considering not only because it brings the Sonos ecosystem to the party, but because it has Dolby Atmos, eARC, and AirPlay 2 as well. Like the Samsung there’s integrated Alexa, plus Google Assistant for completists. It’s not cheap, doesn’t support DTS:X, and has no HDMI inputs or a separate subwoofer, but if you’re already invested in Sonos this compelling ‘bar can elevate your sonic experience.

  • Read our full review

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JBL

JBL BAR 9.1

This awesome 5.1.4-channel ‘bar-and-sub combo includes detachable and rechargeable rear speakers, resulting in a genuinely immersive Dolby Atmos and DTS:X experience with the minimum of fuss. There’s an automated audio calibration feature, eARC support, Chromecast, AirPlay 2 and Dolby Vision passthrough. There’s no dedicated remote app, nor can it pass HDR10+, but in most other respects this impressive soundbar system is hard to fault.

  • Read our full review

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Writing by Steve Withers. Editing by Mike Lowe.

ifixit-drilled-a-key-ring-hole-into-one-of-apple’s-airtags-in-its-latest-teardown

iFixit drilled a key ring hole into one of Apple’s AirTags in its latest teardown

The team over at iFixit has done its teardown thing again, this time examining Apple’s AirTag trackers. Part one of its two-part review digs into the guts of the little trackers, and for those lamenting the lack of a key ring loop on the AirTag, iFixit (carefully) drilled a hole into one without damaging any of its parts.

After some reconnaissance inside our first AirTag, we grabbed a 1/16” drill bit and carefully punched a hole through the second tracker in our four-pack—after removing the battery, of course. We miraculously managed to avoid all chips, boards, and antennas, only drilling through plastic and glue. The best part? The AirTag survived the operation like a champ and works as if nothing happened.

The team cautioned that you have to remove the battery before drilling, and warned that drilling in the wrong place can cause serious damage. So try this at home only if you have skill with a drill.

iFixit drilled a hole into an AirTag for a keyring, and it survived
iFixit

iFixit compared ‌its AirTags‌ to the Tile Mate and the Samsung Galaxy SmartTag. AirTags are the smallest of the bunch, with its 3-volt coin cell removable battery— type CR2032, same as the one SmartTags use—taking up most of the internal space. “All three trackers open up with finger power—no other tools required,” according to iFixit, but they found the AirTag’s was the most difficult to remove.

From left: Tile Mate, Galaxy SmartTag, and Apple AirTag
iFixit

An X-ray of the three tags shows Apple made efficient use of its internal space, nothing that “the relative darkness of the AirTag [in the X-ray image] is due to a hefty central speaker magnet and its steel battery cover. iFixit tweeted a 360-video of the X-ray image:

Check out the full iFixit tear down of Apple’s AirTags here. And coming soon, they’ll have detailed board shots and a look at the onboard silicon, presumably in part two.

facebook-and-instagram-notices-in-ios-apps-tell-users-tracking-helps-keep-them-‘free-of-charge’

Facebook and Instagram notices in iOS apps tell users tracking helps keep them ‘free of charge’

Facebook is continuing its campaign against Apple’s iOS 14 privacy updates, adding a notice within its iOS app telling users the information it collects from other apps and websites can “help keep Facebook free of charge.” A similar message was seen on Instagram’s iOS app (Facebook is Instagram’s parent company). Technology researcher Ashkan Soltani first noted the new pop-up notices on Saturday. They appear as part of an explanation of the updates to iOS 14 rules.

“This version of iOS requires us to ask for permission to track some data from this devices to improve your ads. Learn how we limit the use of this information if you don’t turn on this device setting,” the pop-up screen reads. “We use information about your activity received form other apps and websites to: show you ads that are more personalized, help keep Facebook free of charge [and] support businesses that rely on ads to reach their customers.” (I wasn’t able to get this nag screen to show up on my iPhone which is running iOS 14.5).

The new opt-in requirements in the latest versions of iOS 14, including iOS 14.5, require developers to get express consent from device owners to allow their Identifier for Advertisers (IDFA) to be shared and collected across apps. Under Apple’s new policy, app developers are still able to use other information a user provides for targeted advertising, even if the user opts out of letting the app track them, but that information can’t be shared with another company for ad tracking.

If developers try to get around the opt-in requirement, or try to replace the IDFA with another piece of identifying information such as an email address, that app will be considered in violation of the opt-in requirement. The rules also apply to Apple’s own apps.

Facebook has been a vocal critic of Apple’s iOS 14 privacy updates, arguing that the privacy changes could hurt small businesses which may rely on Facebook’s ad network to reach customers. In statements to the press and in newspaper ads, Facebook has said Apple is encouraging new business models for apps so they rely less on advertising and more on subscriptions, which would potentially give Apple a cut.

But the “keep Facebook/Instagram free” tactic seems to run counter to Facebook’s long-standing tagline which indicated the company was “free and always will be.” Of course, Facebook quietly removed that slogan from its homepage in 2019, and CEO Mark Zuckerberg didn’t rule out a paid version of Facebook when he testified before Congress in 2018. “There will always be a version of Facebook that is free,” he said.

Facebook didn’t reply to a request for comment Sunday. But Zuckerberg called Apple out during Facebook’s January earnings call, referring to Apple as one of his company’s biggest competitors. “Apple has every incentive to use their dominant platform position to interfere with how our apps and other apps work, which they regularly do to preference their own,” Zuckerberg said. “This impacts the growth of millions of businesses around the world, including with the upcoming iOS 14 changes.”

Apple didn’t immediately reply to a request for comment Sunday.

as-epic-v.-apple-approaches-the-courtroom,-valve-is-getting-sued-over-steam-too

As Epic v. Apple approaches the courtroom, Valve is getting sued over Steam too

Just two days before Apple gets dragged into a California court to justify its 30 percent App Store fee — and two days after Microsoft axed its 30 percent cut on PC — we’re learning that gaming giant Valve is now facing down lawsuits against its own 30 percent cut and alleged anticompetitive practices with its PC gaming platform Steam.

“Valve abuses its market power to ensure game publishers have no choice but to sell most of their games through the Steam Store, where they are subject to Valve’s 30% toll,” argues indie game developer and Humble Bundle creator Wolfire Games, in a lawsuit filed Tuesday (via Ars Technica).

Much like Epic v. Apple, the new suit argues that a platform owner is using an effective monopoly over the place where people run their software (there, iOS; here, Steam) to dominate and tax an entire separate industry (alternative app / game stores), an industry that could theoretically flourish and produce lower prices for consumers if not for (Apple’s / Valve’s) iron grip.

Wolfire claims that Valve now controls “approximately 75 percent” of the entire PC gaming market, reaping an estimated $6 billion in annual revenue as a result from that 30 percent fee alone — over $15 million per year per Valve employee, assuming the company still has somewhere in the vicinity of the 360 employees it confirmed having five years ago.

As to how Valve might be abusing its power, there’s a laundry list of complaints that you might want to read in full (which is why I’ve embedded the complaint below), but the arguments seem to boil down to:

  • Every other company’s attempt to compete with Steam has failed to make a dent, even though many of them offered developers a bigger cut of the profits, such as the Epic Game Store’s 88-percent revenue share
  • Steam doesn’t allow publishers to sell PC games and game keys for less money elsewhere
  • That in turn means rival game platforms can’t compete on price, which keeps them from getting a foothold
  • Most of those rival game stores have largely given up, like how EA and Microsoft have each brought their games back to Steam
  • That ensures Steam stays the dominant platform, because companies that could have become competitors are reduced to simply feeding the Steam engine with their games or selling Steam keys

Wolfire says that the Humble Bundle in particular has been a victim of Valve’s practices — the lawsuit claims that “publishers became more and more reluctant to participate in Humble Bundle events, decreasing the quantity and quality of products available to Humble Bundle customers,” because they feared retaliation if Humble Bundle buyers resold their Steam keys on the grey market for cheap — and though Valve once worked with Humble Bundle on a keyless direct integration, the lawsuit claims that Valve abruptly pulled the plug on that partnership with no explanation.

As you’d expect, the lawsuit doesn’t waste much ink considering why gamers might prefer Steam to the likes of EA’s Origin or Microsoft’s Windows Store beyond the simple matter of price; I’d argue most Steam competitors have been somewhat deficient when it comes to addressing PC gamers’ many wants and needs. But that doesn’t excuse Valve’s anticompetitive practices, assuming these claims are true.

Valve didn’t respond to a request for comment.

This isn’t the first lawsuit brought against Valve; a group of individual game buyers filed a fairly similar complaint in January, and I’ve embedded the new amended version of that complaint below as well. But that earlier complaint also accused game companies alongside Valve — this new one lawsuit is by a game company itself.

Each suit is hoping to win class-action status.

Whether these plaintiffs succeed against Valve or no, the pressure is clearly mounting to reduce these app store fees across the industry, and Valve may have a harder time justifying them than most — it’s seemingly more dominant in the PC gaming space than either Apple or Google are in the smartphone one, even if there are far fewer PC gamers than phone users.

Valve also hasn’t necessarily made a huge concession to game developers so far. In 2018, Valve did adjust its revenue split to give bigger companies more money, reducing its 30 percent cut to 25 percent after a developer racks up $10 million in sales, and down to 20 percent after they hit $50 million. (Apple and Google drop their cuts to 15 percent for developers with under $1 million in sales, theoretically helping smaller developers instead of bigger ones.) But the Epic Games Store only takes 12 percent, and Microsoft’s Windows Store just copied that lead by dropping its 30 percent cut to 12 percent as well.

The EU may also add additional pressure in the future; yesterday, European Commission executive vice president Margrethe Vestager revealed it would also “take an interest in the gaming app market” following its conclusion that Apple has broken EU antitrust laws around music streaming apps. The European Commission already has Valve on its radar, too; it fined the company earlier this year for geo-blocking game sales.

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First Benchmark Result of Intel’s Core i9-11950H ‘Tiger Lake-H’ Emerge

(Image credit: Intel)

The first benchmark results of Intel’s yet-to-be-announced eight-core Core i9-11950 ‘Tiger Lake-H’ processor for gaming notebooks have been published in Primate Labs’ Geekbench 5 database. The new unit expectedly beats Intel’s own quad-core Core i7-1185G7 CPU both in single and multi-thread workloads, but when it comes to comparison with other rivals, its results are not that obvious. 

Intel’s Core i9-11950 processor has never been revealed in leaks, so it was surprising to see benchmark results of HP’s ZBook Studio 15.6-inch G8 laptop based on this CPU in Geekbench 5. The chip has eight cores based on the Willow Cove microarchitecture running at 2.60 GHz – 4.90 GHz, it is equipped with a 24MB cache, a dual-channel DDR4-3200 memory controller, and a basic UHD Graphics core featuring the Xe architecture. 

In Geekbench 5, the ZBook Studio 15.6-inch G8 powered by the Core i9-11950H scored 1,365 points in single-thread benchmark and 6,266 points in multi-thread benchmark. The system operated in ‘HP Optimized (Modern Standby)’ power plan, though we do not know the maximum TDP that is supported in this mode. 

CPU Single-Core Multi-Core Cores/Threads, uArch Cache Clocks TDP Link
AMD Ryzen 9 5980HS 1,540 8,225 8C/16T, Zen 3 16MB 3.30 ~ 4.53 GHz 35W https://browser.geekbench.com/v5/cpu/6027200
AMD Ryzen 9 4900H 1,230 7,125 8C/16T, Zen 2 8MB 3.30 ~ 4.44 GHz 35~54W https://browser.geekbench.com/v5/cpu/6028856
Intel Core i9-11900 1,715 10,565 8C/16T, Cedar Cove 16 MB 2.50 ~ 5.20 GHz 65W https://browser.geekbench.com/v5/cpu/7485886
Intel Core i9-11950H 1,365 6,266 8C/16T, Willow Cove 24MB 2.60 ~ 4.90 GHz ? https://browser.geekbench.com/v5/cpu/7670672
Intel Core i9-10885H 1,335 7,900 8C/16T, Skylake 16MB 2.40 ~ 5.08 GHz 45W https://browser.geekbench.com/v5/cpu/6006773
Intel Core i7-1185G7 1,550 5,600 4C/8T, Willow Cove 12MB 3.0 ~ 4.80 GHz 28W https://browser.geekbench.com/v5/cpu/5644005
Apple M1 1,710 7,660 4C Firestorm + 4C Icestorm 12MB + 4MB 3.20 GHz 20~24W https://browser.geekbench.com/v5/cpu/6038094

The upcoming Core i9-11950H processor easily defeats its quad-core Core i7-1185G7 brother for mainstream and thin-and-light laptops both in single-thread and multi-thread workloads. This is not particularly surprising as the model i7-1185G7 has a TDP of 28W. Meanwhile, the Core i9-11950H is behind AMD’s Ryzen 9 5980HS as well as Apple’s M1 in all kinds of workloads. Furthermore, its multi-thread score is behind that of its predecessor, the Core i9-10885H.  

Perhaps, the unimpressive results of the Core i9-11950H in Geekbench 5 are due to a preliminary BIOS, early drivers, wrong settings, or some other anomalies. In short, since the CPU does not officially exist, its test results should be taken with a grain of salt. Yet, at this point, the product does not look too good in this benchmark.