Advertisement Advertisement AdvertisementDC Young Fly knocks out heckler (video) – Rolling OutRead more6 comments’Mortal Kombat’ Exceeded Expectations Says WarnerMedia ExecutiveRead more2 commentsDo You Remember Bob’s Big Boy?Read more1 commentsKISS Front Man Paul Stanley Reveals This Is The End Of KISS As A Touring Band, For RealRead more1 comments Spacecraft carrying four astronauts docks with International Space Station April 26, 2021 AdvertisementRecommended ArticlesBrie Larson Reportedly Replacing Robert Downey Jr. As The Face Of The MCURead more81 commentsGal Gadot Reportedly Being Recast As Wonder Woman For The FlashRead more29 comments BOCA CHICA, Texas (KPRC) – SpaceX’s high-altitude test flight for its prototype Starship SN8 ended in an explosion Wednesday as the spacecraft attempted to land in Boca Chica, Texas.It was the first test of its kind for the Starship, running all three Raptor engines in an attempt to reach a height of more than 41,000 feet.After climbing, the craft did a bellyflop maneuver and then corrected itself. The prototype came in for a landing at an angle before exploded at what appeared to be touchdown.Despite the shaky landing Elon Musk celebrated the test launch in a series of Tweets saying “Mars, here we come!!” and commenting on what did go write in the launch Tweeting “Successful ascent, switchover to header tanks & precise flap control to landing point!” RELATEDTOPICS NASA astronauts headed to ISS after successful Cape Canaveral launch April 24, 2021 4 astronauts returned to Earth in rare SpaceX night splashdown May 3, 2021 Advertisement AdvertisementTags: explosionspacex SpaceX rocket launching from Cape Canaveral today June 17, 2021
Oculus: Our exclusive deals are good for the VR industryHead of Content Jason Rubin also stresses that with the launch of Oculus Touch, “We’re going to do it the right way this time”James BrightmanWednesday 22nd June 2016Share this article Recommend Tweet ShareCompanies in this articleOculus VRAs you may have seen over the last week, the two major PC VR players – Oculus and Valve – have been sending out mixed messages on what exclusivity means for their platforms and for the VR industry as a whole. While Gabe Newell doesn’t believe that HTC Vive exclusives are a good idea for customers or developers, and stressed that Valve helps developers get funding with “no strings attached,” Oculus Head of Content Jason Rubin told me at E3 that his company’s policy on exclusives is what’s actually going to grow the VR gaming business.For Rubin, Oculus’ role is not only to curate incredible VR games for its audience, but to inject funds into the ecosystem, rather than just let it grow organically over a decade.”If you look at the PC ecosystem, it’s grown over decades. I remember the first games that I was making we were putting in ziplock bags – this would’ve been early ’80s, ’84, and selling for about the same price to handfuls of people. There was certainly national publishing, but if you sold 100,000 units it was a massive hit because there just weren’t that many people playing games. And so you could only spend so much on games, so the games were smaller. And over decades of time, you sold a good game, it made more people interested in gaming, so more people bought PCs to play games, which brought more developers to it, which made better games, and over decades that’s built up to $100 million games. We have these massive games out there now that everybody loves, everybody wants to play, that wouldn’t exist unless that ecosystem had built up over decades. That is a model that we can follow,” he began. “We have put huge amounts of money into the ecosystem, more than any of our competitors” While VR is a very nascent market and developers are still figuring out the language of VR, the problem is that gamers today are very accustomed to high fidelity games on PC and console. They expect a certain level of visual quality. “The average gamer is now aware of $100 million games. And while we certainly cannot build a $100 million game that takes four years, in the year we’ve had dev kits, we can try to get closer to that by funding significant leaps beyond the financial certainty that a developer would need to have to do it on their own. So, in other words, as they look at the market, they may say, ‘I can afford to make a game that costs $500,000.’ Some of that is me not paying myself. Some of that is computer equipment, music rights, whatever it is, lost opportunity for having a job. Vaguely speaking it’s a half a million dollars. Half million dollar games are great. Indie games are great. People love those games. But that isn’t the entire sphere of games that they want to see on a platform. They also want to see games that are more expensive,” Rubin continued. “As a developer looks at a multi-million dollar production in VR right now, they say there’s no way that will earn its money back in any reasonable amount of time, so instead I’ll go make a non-VR PC game of that scale if I want to because that’s a better bet. We don’t like that. We don’t want it to be $500,000 games this year, million dollar games next year, two million dollar…and take decades or at least a decade to build itself to the point where you can afford bigger games. So what Oculus has said is, ‘Why don’t we throw more money into the ecosystem than is justified by the consumer base,’ which will lead to a consumer base that’s larger, which will leave that second generation of developers to say, ‘Hey, let’s go build these games because now the consumers are there, and kick start that decade long process in a much shorter length of time.’ And, to do that, we have put huge amounts of money into the ecosystem, more than any of our competitors.” Insomniac’s spell casting PvP game The UnspokenRubin added that “in no case are we asking to have control of the intellectual property in the long-term,” which is a very important point for the developer who can capitalize on that IP once it’s established. “So if the first game barely makes its money back, the second game can be profitable because the consumer’s there. That’s theirs to do on their own on any platform they want,” Rubin said. “And in a lot of cases, we’re looking at software that’s in process, where the developers are running to the end of their logical stream of cash and they come to us and they say, ‘I want to put this in your store,’ and we say, ‘That’s awesome. However, we can tell it’s kind of unfinished.’ And they’re like, ‘We can’t finish it. We don’t have the money to finish it.’ And we say, ‘Well, how about we give you a little extra to finish it and in exchange you bring it out as an exclusive in our store for a limited amount of time, continue to develop for all platforms, and then put it out on all platforms?’ The better game gets to all consumers in that case. And those are the deals we’re making. And that, to me, makes a lot more sense than just let this thing work itself out over a decade.”Oculus does have games that are true exclusives, funded completely by the company and published under the Oculus Studios label, but even with those games, Rubin noted that there’s potential for the IP to make it onto other platforms in the future.”We look at those as first-party games… Oculus Studios’ [games] are multi-multi-million dollar productions [and] in general, we have gone to the developer and co-developed those with them from, literally, day one. In the case of The Climb, there was no game The Climb. We went to Crytek, I looked at some demos they had put together, one of them was a climbing demo, and I said, ‘We should build a game entirely around that.’ We co-designed it. They, obviously, did all the hard work and they’re the developer, but that game was fully funded and fully conceptualized from the beginning with us. We consider those first-party titles… Having said that, they own The Climb IP. The Climb 2 can come out on any console, any PC, any anything, anywhere. We don’t own that. And that game is out and consumers are seeing this great game. It’s one of our top sellers out there,” Rubin said.”The idea that we’re not doing good for the industry I find completely failing” “Smaller games, indie games that come to us half done – generally, we say to them, here’s a much smaller amount of money just to get you to where you wanted to be, and in exchange, give us a short time in the store exclusive, but then do it for any platform. Those those are the two main situations. There are other cases where we say, ‘We think you could do a little better job,’ or, ‘You’re not quite at the finish line,’ here’s cash. Don’t do anything [exclusive with us]. In fact, as of today, there are games in the Steam store that we have put money into that are not in our store. So the idea that we’re not doing good for the industry I find completely failing,” he stressed. Rubin believes that Oculus is doing what no other company is able to for the VR space, and that ultimately it’s going to be a “pretty good thing for the consumer.” Naturally, having the backing of Facebook and that war chest to tap into is helping things along as well. “If Facebook had wanted VR to work, but hadn’t wanted to put a lot of money into it, it would’ve been a bad bet for them. If nobody was investing in larger games, I believe that VR would be a fringe event for a lot longer time. The other option would be that it’s fringe on PC and Sony does what Sony does and the better titles on PC are the hand downs from the console market where somebody is doing closer to what Oculus is doing on the PC market. And I don’t think that’s good for the PC market either,” he stated.Making sure that Oculus has a steady stream of amazing VR games is now just one component of Rubin’s job. The Head of Content title is actually a recent promotion, and now Rubin oversees far more than Oculus Studios and the publishing group. He’s also responsible for the store, developer relations, story studios, and the Felix & Paul relationship. “It’s basically all content in VR now rolls up to me. So it’s a lot more work. How does this change my day to day living standpoint? It probably means a little less time in the games, which I regret, but it means that I think Oculus will operate a much more well oiled content machine. Not that we’ve had a bad one, but I think that we can improve it,” he said.Facebook definitely understands that turning VR into a mainstream phenomenon will take some time, as Mark Zuckerberg said at the F8 conference, and Rubin noted, “We’re doing everything we can to make VR as mainstream as possible as quickly as possible,” and part of that includes having a large booth presence at E3 and getting demos into Best Buy stores. The next step for Oculus is to launch its Oculus Touch controllers, which feel a bit more natural than the Vive controllers, based on my experience with them at E3. Oculus has already promised 30 games at launch later this year, but the company has yet to announce exactly when Touch will launch or how much it’ll cost. That’s very deliberate, Rubin told me, as the company has learned from its earlier launch mistakes.”We underestimated demand and we underestimated the difficulty of making hardware… What we learned from the last go ’round is don’t make promises you can’t keep” Rubin acknowledged that Oculus and Facebook obviously don’t have prior hardware experience, and Oculus is only 3.5 years old. “We underestimated demand and we underestimated the difficulty of making hardware. Having said that, we’re catching up. Press and consumers have picked up on the fact that we’re ahead of our new scenario and it won’t be long until we’re shipping basically as they’re ordered,” he noted, adding that with Touch, “What we learned from the last go ’round is don’t make promises you can’t keep. So one of the reasons you haven’t heard [a] firm [date] is because we don’t want to make a firm statement, which everybody wants, and then not be able to back it up. So this time we’re going to do it right. We’re launching this year and we’ll make a statement when it’s coming out and everything else everyone wants to know when we have 100% certainty that that information is going to be factual. We’re going to do it the right way this time.”While Rubin, himself, talked about how there isn’t much demand for room-scale VR in the average consumer’s home, with Touch hitting the market this year, Oculus may be taking another look at implementing a solution. And importantly, Touch will be getting even better than it was on the show floor.”I will say we just got the latest revision of Touch hardware back that is not on the show floor, that is not in developers’ hands. They just started coming off the production line and they’re higher quality and better tracking than what you see today. We have the capability to do room-scale and we are still determining what our exact position is with regards to room-scale. Having said that, games like Job Simulator, Fantastic Contraption [are] fantastic games. They have said they will support Touch and they have said they will support our current system. So I don’t feel like we’re going to have a lack of content or that that content necessarily requires a [large] room and I think over the next – and, again, we’re not going to promise until we’re absolutely sure that we can deliver on our promise – but it is something we’re discussing,” he said.As the VR market starts building up some steam, it’ll be important to bring well-known franchises into VR. That’s certainly what Sony is doing with Resident Evil VII, Final Fantasy XV and more, but there’s an inherent danger in that approach as well. “First of all, brands matter. We all understand that. We have Minecraft in our ecosystem. We’ve announced Rock Band in our ecosystem. StarTrek with Ubisoft is in our ecosystem… It’s amazing the brands that Sony’s bringing to VR. We’re 100% consistent in our view that the more people spend and the more people invest in VR, the better it is to get the VR community going. So if they announce exclusive massive titles, I am 100% consistent with what I said about Oculus’ stance. I applaud them for doing it. It’s good for the consumer. Eventually these amazing developers that they’ve got signed up doing things are going to invent new ways of handling VR game making that will percolate out to everybody. Whether those titles stay exclusive forever or not, I’m 100% consistent in my message that I applaud Sony for doing it,” he noted.”That off the table, the question with any title is is it going to live up to its gameplay potential? And if you don’t have a large property attached to it and you fail, it was an experiment, and it failed. If you have a large property attached to it, people expect a lot from that large property… The problem with putting brands into something that’s experimental or is not good is that the brand brings with it the weight and you can turn people off by failing much more than you do as an indie developer that’s throwing out a new IP as an idea… I have a huge desire to play a lot of those IP on a personal level. Again, I applaud Sony for everything they’re doing, but the jury’s out until we see what the games actually look like.”Another key issue that VR developers must grapple with is how sensitive some gamers may be to staying in a VR environment for extended periods of time, which is exactly what you’d want to do with a AAA property. Oculus’ own health and safety guidelines actually state, “Take at least a 10 to 15 minute break every 30 minutes, even if you don’t think you need it. Each person is different, so take more frequent and longer breaks if you feel discomfort.”Rubin, however, is not concerned about gameplay session length. Some games like The Climb or more physically demanding Oculus Touch games are naturally going to be shorter since the player is likely to get tired. That said, Oculus does have data on session length, and Rubin said, “there are games with the average session of an hour or longer.” “I see a huge amount of utility in [AR] and a huge amount of opportunity for that, but as a gaming device, I don’t know that it is as compelling [as VR]” He continued, “I recently went from the beginning to the end of Edge of Nowhere in what you could call a speed run… just to play it through in its final form and that took me over three hours and I was in for the entire time. I think the experience again will dictate how comfortable it is for how long. If you’re moving around a lot, if it’s flashing a lot of really bright lights in your eyes, shorter experience. If it’s a more sedate or more seated and/or game pad experience – we’ve got data – those are hour-plus long events and people are not complaining about fatigue in them. They’re probably coming out of them because they’ve got to go to work or something. So I think it will entirely run the gamut depending on what the experience is.”Related JobsSenior Game Designer – UE4 – AAA United Kingdom Amiqus GamesProgrammer – REMOTE – work with industry veterans! North West Amiqus GamesJunior Video Editor – GLOBAL publisher United Kingdom Amiqus GamesDiscover more jobs in games In the long run, Rubin fully believes in the self-contained, untethered VR experience, but the idea of VR sunglasses, “is way the hell out there.” What he doesn’t believe in is VR as some sort of stepping stone to AR. Long-term, he sees the two technologies coming together anyway.”Generally when you hear that [AR has more potential], you hear that from someone fully invested in AR. AR is technologically very difficult. It’s behind VR. You don’t have shipping products right now in AR… You have some that are $3,000 that are dev kits, but you don’t really have anything that’s shipping. So as part of keeping the hype around the ecosystem, a lot of people have been saying this, that, and the other thing about AR being the end game and everything like that,” he commented. “The truth of the matter is there’s not that much difference between AR and VR. You can have an AR device that blacks out the background entirely and becomes a VR device. You could have a VR device that has some sort of camera and/or the screens are translucent and it becomes an AR device. The difference is the use case. AR you’re out in the real world. AR you’re seeing the real world. I see a huge amount of utility in that and a huge amount of opportunity for that, but as a gaming device, I don’t know that it is as compelling. As a gaming device, as an alternate world device, VR has a huge amount of potential. “As technology progresses, you’re going to want to have one pair of glasses that solve everything. I think, in the future, you’re sitting in some fantasy world running around with elves and your friends are in there and they’re in different places on the planet and you’re talking to them and playing with them and you’re in a totally alternate universe and then a little note pops up that says, ‘You gotta go to work, man,’ and you click the side of your headset and suddenly it’s AR and it points to where your keys are and you go off to work. I think that’s the ultimate end case is that they’re both.”Celebrating employer excellence in the video games industry8th July 2021Submit your company Sign up for The VR & AR newsletter and get the best of GamesIndustry.biz in your inbox. Enter your email addressMore storiesOculus halts headset sales in GermanyFacebook says it’s a temporary move and will continue supporting existing owners in the countryBy Brendan Sinclair 8 months agoSony reportedly increasing PS5 production to 10m units by 2021Meanwhile, Facebook said to be ramping up manufacturing for Oculus devicesBy James Batchelor 9 months agoLatest comments (3)James Berg Games User Researcher 0Sign inorRegisterto rate and replyLars Simkins Game Developer 4 years ago Interesting article, thanks for the perspective.I found it a little odd that you didn’t take this opportunity to discuss hardware exclusivity, which is the choice that has caused the most friction.Most people are fine with store exclusives – and with Oculus funding those exclusives – as long as there’s no hardware lock-out. 0Sign inorRegisterto rate and replyJames Brightman Editor, North America, GamesIndustry.biz4 years ago Thank you James 🙂 4 years ago Awesome interview Edited 1 times. Last edit by Lars Simkins on 23rd June 2016 1:00am 0Sign inorRegisterto rate and replySign in to contributeEmail addressPasswordSign in Need an account? Register now.
ALGERIA: National railway SNTF has selected Alstom Transport as preferred bidder for a contract to supply 17 electro-diesel multiple-units for long-distance services. Award of the €200m contract announced on August 19 is subject to a 10-day standstill period.The trainsets would be based on the Coradia Liner design ordered by France’s SNCF, modified to cope with Algerian conditions. They are to be deployed on long-distance services from Alger to Oran, Béchar, Constantine and Annaba, with the bi-mode design enabling through-running onto unelectrified routes from lines which are currently electrified or scheduled to be electrified.
AddThis Sharing ButtonsShare to FacebookFacebookFacebookShare to TwitterTwitterTwitterShare to LinkedInLinkedInLinkedInDumfries and Galloway’s Best Bar None Scheme Awards have been finalised and participating premises will be awarded their relevant award plaques by Council Leader Elaine Murray and Councillor Ronnie Nicholson at the awards ceremony commencing at 11am on Thursday 28th June 2018 at the Municipal Chambers, Buccleuch Street, Dumfries.The premises which have been awarded either a gold, silver or bronze award have undertaken an extensive training and independent scrutiny and thereby have merited their respective award. Details of the scheme are as below.What is Best Bar None?Best Bar None is an accreditation and awards scheme that was originally adopted in Scotland in 2005, and which has now rolled out to 24 areas across Scotland with over 400 licensed premises including pubs, bars, hotel bar, nightclubs and specialist entertainment venues currently participating in the scheme.The aims and objectives of the scheme follow the five key principles of the Licensing (Scotland) Act 2005.The Best Bar None Scheme is administered by the Scottish Business Resilience Centre (SBRC). It is sponsored by Diageo, Molson, Coors, Heineken, Tennent’s, Maxxium UK and Chivas Brothers, and is fully supported by key national stakeholders including Police Scotland, Scottish Fire and Rescue Service, Scottish Government and Scottish Licensed Trade Association.What is the purpose of Best Bar None?The BBN award scheme is a method which recognises and promotes the best of the licensed premises within local areas by raising standards and rewarding excellence.Participating licensed premises are therefore rewarded at various levels (gold, silver and bronze) for their commitment to improving the knowledge and skills of their staff to allow them to operate more responsibly to reduce alcohol related harm and crime, promote a duty of care and encourage social responsibility. In essence Best Bar NoneIs a unique Partnership which recognises, encourages and rewards best practiceSupports the prevention of alcohol related crime through the assessment process improving standards on licensed premisesEncourages customer focused premisesEncourages premises to support their Local Community and be the Socially Responsible venue of choiceDelivers key Police Scotland messages on vulnerability to the tradeSupports Scotland in making it a safer, more vibrant and attractive place to live and visitEncourages Licensed Premises to be innovative and lead change in the trade.The Best Bar None Scheme recognises excellence at both local and national level.
GUYANA’S National Boys U14 football team will play their second game in this year’s Caribbean Football Union (CFU) Challenge Series today, against home side Curaçao at the Ergilio Hata Stadium at 18:00hrs. This follows their 8-0 defeat against Trinidad and Tobago in their opening match on Saturday at the same venue.In an invited comment, the team’s head coach Bryan Joseph, said in today’s game, the strategy will not vary much from that of the first match, adding “as part of our development, we must try to instil the playing philosophy in the players.“We’ll continue to do that so it won’t change much in the second match. These are young players and the information we’re passing on needs to be concise and consistent.”While acknowledging that Curaçao is a different team to that of Trinidad and Tobago, Joseph said that the two-day preparation period before the next match enabled the technical squad to continuously instil the playing philosophy.Meanwhile, in recapping the first match, Joseph said the result does not reflect the competitive nature of the team even while acknowledging some of the challenges experienced by the National U14 team, including the that of players adjusting to the astro turf and keeping possession of the ball. “The team collectively showed a good attitude; they fought throughout and continued to play regardless of the score. All 17 players were able to play including the goalkeeper. This is all part of what we wanted to achieve – the exposure – and I think going forward, there will be better performances especially in light of the entire group being exposed to the astro turf,” Joseph said.Nonetheless, the head coach said the team is in “good spirits” and “motivated to play” the rest of the series. The U14 team was captained by midfielder Zidane Ramdeholl.Guyana’s next matches will be against Bonaire and Aruba on August 10 and August 12 respectively. All matches will be held at the Ergilio Hato Stadium.
Dia Dipasupil/Getty Images for WE tv(NEW YORK) — Braxton Family Values star Traci Braxton releases her second album, On Earth, on Friday, and after years of struggle, she says she’s feeling better than ever about her life, and her career.Traci realizes that she hasn’t achieved the success of her sisters Toni and Tamar, but she says her dedication is finally paying off, even though people constantly doubt her.“My life and where it’s going and my career and my business adventures, it’s like everything is falling into place,” she tells ABC Radio.The second oldest of the Braxton sisters says that persistence has been the key to her prosperity. “Putting in hard work after hard work and people knocking you down and just keep getting up, brushing yourself off and it’s still happening for you, this is the greatest feeling,” Traci says.Traci released her debut solo album, Crash & Burn, in 2014. Her sisters Toni, Towanda, and Trina join on her on the new album, On Earth.“Oh my goodness, On Earth is a joyous occasion because when it says, ‘This is the greatest feeling on earth,’ my life right now is the greatest feeling on earth,” Traci says.Traci’s not just thrilled to be releasing new music: She’s also grateful to be a grandmother, and to have a healthy family.“I mean I’m a duchess, my album coming out. I mean, my family is good, no one is sick, everyone is in the land of living,” Traci continues. “This is the greatest feeling on earth that everybody can get a chance to be a part of.” Traci is also proud to make acting debut in the new movie, Sinners Wanted, starring Clifton Powell, Lamman Rucker, Tasha Cobbs and Roland Martin.Copyright © 2018, ABC Radio. All rights reserved.