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Fandom lays off employees across Giant Bomb, GameSpot and Metacritic

Entertainment company Fandom has laid off an unspecified number of employees across multiple properties, including Giant Bomb, GameSpot and Metacritic. These properties are mainly focused on publishing content around gaming and TV shows.

According to a report by Variety, the company employs around 500 people, and the layoffs have affected roughly 10% of its staff across different sites. Employees were caught off-guard by this surprise announcement made by CEO Perkins Miller during an all-hands meeting, as per Kotaku.

The job cuts come months after Fandom acquired a host of brands — Comic Vine, Cord Cutters News, GameFAQs, GameSpot, Giant Bomb, Metacritic and TV Guide — from Red Ventures in October. Sources told TechCrunch at that time that the size of the deal was around $55 million.

During the acquisition announcement, Fandom said this deal will help the company “super-serve” its advertising partners and provide fuel for its data platform and gaming e-commerce verticals. Fandom was founded in 2004 by Wikipedia co-founder Jimmy Wales and entrepreneur Angela Beesley.

Some folks, like GameSpot entertainment editor Mat Elfring, video producer Jess O’Brien aka “Voidburger,” and graphic designer Justin Vachon tweeted about frustrating layoffs.

We have reached out to Fandom for comment, and will update the story if we hear back.

Several gaming and entertainment media outlets have faced layoffs in the last few months. Some IGN staffers were impacted last month, while Polygon employees were axed as a part of Vox job cuts in July.

Fandom lays off employees across Giant Bomb, GameSpot and Metacritic by Ivan Mehta originally published on TechCrunch

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Dungeons & Dragons’ publisher will put the game under a Creative Commons license

It looks like Dungeons & Dragons just succeeded on a death-saving throw. After weeks of backlash and protests from fans and content creators, Wizards of the Coast — the Hasbro-owned publisher of Dungeons & Dragons — announced that it will now license the tabletop role-playing game’s core mechanics under the Creative Commons Attribution 4.0 International license. This gives the community “a worldwide, royalty-free, non-sublicensable, non-exclusive, irrevocable license” to publish and sell works based on Dungeons & Dragons.

“Overall, what we’re going for here is giving good-faith creators the same level of freedom (or greater, for the things in Creative Commons) to create TTRPG content that’s been so great for everyone, while giving us the tools to ensure the game continues to become ever more inclusive and welcoming,” wrote Dungeons & Dragons executive producer Kyle Brink in a blog post.

This is a massive change of heart for the gaming giant. Earlier this month, Wizards of the Coast (WoTC) sent a document with a new open gaming license (OGL) to top Dungeons & Dragons content creators, asking them to sign what they called “OGL 1.1.” Some creators leaked the document in protest, exposing its predatory terms that would suffocate the prolific fan community and collapse some creators’ businesses. The now-retracted OGL 1.1 would have required any Dungeons & Dragons creator earning over $50,000 to write reports to WoTC, and any making over $750,000 to start paying a 25% royalty. These numbers might seem high, but these figures refer to gross revenue, not income — and the industry of third-party Dungeons & Dragons content is so large that the impact would be severe. Other creators worried about a clause in the contract that would allow WoTC to publish their work, potentially without credit or payment.

Over 77,000 creators and fans signed an open letter against these changes, and some went as far as canceling their subscriptions to D&D Beyond, an online platform for the game. Finally, WoTC admitted that they “rolled a 1” — for those uninitiated in TTRPG-speak, that means they screwed up really, really bad.

“There’s no royalty payment, no financial reporting, no license-back, no registration, no distinction between commercial and non-commercial. Nothing will impact any content you have already published under OGL 1.0a. That will always be licensed under OGL 1.0a. Your stuff is your stuff,” Brink wrote in today’s blog post. Later in the post, he affirms again, “You own your content. You don’t give Wizards any license-back, and for any ownership disputes, you can sue for breach of contract and money damages.”

The draft of the new OGL under Creative Commons — known as OGL 1.2 — is a big improvement from the last document. But some fans remain worried about terms that impact virtual tabletops and works already licensed under the original OGL, which dates back to 2000. Virtual tabletop (VTT) software helps people play games like Dungeons & Dragons when they’re not in the same room, and of course, these products exploded during the pandemic. Dungeons & Dragons does not currently have its own VTT, though. As part of the new OGL, WoTC wrote a draft of a brand-new VTT policy.

According to the VTT policy, it’s okay for developers to display content from the Dungeons & Dragons sourcebooks. But WoTC is wary of content that is “more like a video game” than a TTRPG.

“What isn’t permitted are features that don’t replicate your dining room table storytelling,” the document says. “If you replace your imagination with an animation of the Magic Missile streaking across the board to strike your target, or your VTT integrates our content into an NFT, that’s not the tabletop experience.”

As far as content published under the original OGL goes, WoTC says that content already published will remain licensed, but moving forward, the old license will be deauthorized.

Tomorrow, WoTC will update the blog post with a link for fans to provide feedback — this survey will remain open until February 3. Then, within the following two weeks, WoTC will issue another update.

“The process will extend as long as it needs to. We’ll keep iterating and getting your feedback until we get it right,” Brink wrote.

This is a promising first step for Dungeons & Dragons to regain its fans’ trust. But when you make a death-saving roll, you have to succeed three times before your character can get back into the fray. Hopefully WoTC leadership keeps making good dice rolls.

Dungeons & Dragons’ publisher will put the game under a Creative Commons license by Amanda Silberling originally published on TechCrunch

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Indian giant Jio makes cloud gaming push

Mukesh Ambani, one of Asia’s richest men, has made a splash in many industries over the past three decades. It now appears he has set his eyes on a new sector: Gaming.

JioGames, part of Reliance Industries’ telecom platform Jio, said on Thursday it has inked a 10-year strategic partnership with French firm Gamestream. The French firm, which offers clients white-labeling cloud gaming solutions, will work with the Indian giant to make an “ambitious” play on bringing cloud gaming to “1.4 billion” Indians, Jio said.

Jio said the partnership will help it scale its cloud gaming platform JioGamesCloud, which is currently in beta and available to users across a range of devices. The firm quietly launched JioGamesCloud in beta late last year, offering dozens of games (though very few AAA titles). JioGamesCloud is currently free during its beta test period.

Home page of JioGamesCloud. (Screenshot by TechCrunch)

Gamestream, whose partners include Ubisoft, has deployed its tech in many markets in Europe, the Middle East and Asia in tie ups with Etisalat, Telkom, Sunrise and Telekom Slovenije.

“India will soon be the new hub of the video game industry, with the potential of over 1 billion gamers thanks to the rapid deployment in India of Jio True 5G network, with high speed and low latency. Video games could become one of the digital services that contribute significantly to economic growth,” said Kiran Thomas, chief executive of Jio Platforms, in a statement.

“This partnership between Gamestream and Jio will enable every Indian to access a high-quality Cloud Gaming experience.”

India, the world’s second largest internet market, is not necessarily a very attractive gaming market. (India is usually not among the first wave of nations that receives the new PlayStation and Xbox consoles. Google never bothered to launch its abandoned Stadia platform in the South Asian market. Nintendo has no presence in the country.)

But mobile gaming has taken off in India in recent years, thanks to the proliferation of cut-rate mobile data prices and affordable Android handsets. Krafton’s PUBG Mobile was the most popular game in the country, with as many as 50 million monthly active users before New Delhi yanked it amid national security concerns.

Amazon last month rolled out Prime Gaming, its subscription service that offers access to a number of titles, to its members in India. The gaming service, complementary to Amazon Prime and Video subscribers, offers users access to a range of mobile, PC and Mac games as well as in-game loot at no additional cost.

Indian giant Jio makes cloud gaming push by Manish Singh originally published on TechCrunch

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It’s like the Power Glove, but for VR

Nintendo’s Power Glove was, to quote one of the eighties’ finest films, “so bad.” The NES peripheral transfixed a generation of youngsters, only to later realize that the “bad” in this instance should perhaps have been taken a bit more literally. Nintendo ultimately sold 1 million of the things, but the technology just wasn’t there, and the dream controlling gameplay with a robo-glove appeared to have died along with it.

With the newfound (relative) prominence of virtual reality, perhaps it’s time give the idea another go. Certainly interacting in this way makes a heck of a lot more sense in VR than it does an 8-bit side scroller. This is the promise behind ContactGlove, a new product from the Japanese firm Diver-X, which debuted this week at CES.

Image Credits: Brian Heater

In addition to picking up an Innovation Award at the show, ContactGlove is also the subject of an ongoing Kickstarter campaign, which has already passed its $200,000 goal, with 16 days left to go. The product combines hand tracking with haptic feedback to give the user a more hands-on approach to interacting with the virtual environment around them.

After calibrating the system, ContactGlove tracks finger movements for more natural interaction, as well as button/stick movements made with the hand for a more traditional gaming experience. Battery life is around two hours with haptics on and eight hours with it turned off. You can also hot swap the battery to keep it up and running.

The product claims to be a cheaper/more accessible approach to VR gloves than what’s currently out there. Of course, when dealing with VR hardware, “cheaper” is certainly relative. The firm puts the final retail price of the product at just under $500 for the pair.

It’s compatible with HTC Vive headsets, as well as Steam VR hardware. The company is also making an SDK available for Unity and Unreal Engine developers to make better use of the system. Diver-X expects to start shipping in July, at which point we’ll find out what kind of bad ContactGlove truly is.

Read more about CES 2023 on TechCrunch

It’s like the Power Glove, but for VR by Brian Heater originally published on TechCrunch

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Nvidia helps Hyundai, BYD, Polestar join the in-car gaming revolution

Nvidia’s on demand cloud gaming service, known as GeForce Now, is headed to select Hyundai, BYD and Polestar electric vehicles, the company said Tuesday ahead of CES 2023 in Las Vegas. The announcement, while lacking details on timelines or vehicle models, is notable because it marks the first time Nvidia is expanding its GeForce Now service beyond phones, smart TVs and computers and into cars.

Nvidia’s in-car games offering comes as automakers sink more resources into so-called “software-defined vehicles,” in hopes of finding new sources of revenue beyond building, selling and financing cars, trucks and SUVs. While Tesla was the first to pioneer in-car gaming and recently added Steam games to its vehicles, other automakers have picked up the pace. A number of automakers, including Stellantis, announced at CES last year plans to add Amazon Fire TV streaming into upcoming vehicles. In October, BMW partnered with AirConsole to bring games to its BMW 7 series EVs this year.

One can see the appeal of integrating such entertainment with newer vehicles, particularly for electric vehicles. Have to wait 30 minutes to charge your car? Put your feet up and stream some Wheel of Time. Got hyper kids in the back of a long car ride? Distract them with Cyberpunk 2077 or The Witcher 3: Wild Hunt. Automakers and suppliers may also be looking towards to a future when driving tasks become more automated.

Danny Shapiro, Nvidia’s VP of automotive, told TechCrunch customers could stream games into stationary vehicles that are connected to WiFi or even cars in motion if there’s a high bandwidth connection. To make this happen, Nvidia leverages its large network of servers and partner networks around the world to enable game-playing in the cloud. Games are essentially being played on a server in one of Nvidia’s data centers and then streamed to someone’s device.

“It’s like Netflix but interactive,” Shapiro said in a recent interview. “It’s not just buffering content and sending it down. Somebody would have a gaming controller, and those button clicks are transmitted to the server. The game is played, rendered and then streamed back to the device. So there’s a lot of technology we’ve developed to basically reduce the latency and enable somebody to play a game in the cloud with the exact same experience as they would expect on their PC or running on their local TV.”

Hyundai, BYD and Polestar all rely on Nvidia’s Drive platform for infotainment and autonomous vehicle development, but GeForce Now is hardware agnostic, said Shapiro.

GeForce Now features more than 1,000 titles from leading PC game stores like Steam, the Electronic Arts app, Ubisoft, Epic Games Store and GOG.com, as well as free-to-play games like Fortnite, Lost Ark and Destiny 2, according to Nvidia.

Read more about CES 2023 on TechCrunch

Nvidia helps Hyundai, BYD, Polestar join the in-car gaming revolution by Rebecca Bellan originally published on TechCrunch

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Magic Eden exec sees NFT gaming like the ‘early days of mobile gaming’

Blockchain games have grown exponentially over the past year as a new and innovative alternative to the traditional gaming world. While the two areas have been widely separated, some market players see an integrated future.

“I was around in the very early days of mobile gaming, right after the iPhone came out, the App Store came out,” Chris Akhavan, chief gaming officer at NFT marketplace Magic Eden, said to TechCrunch. “I remember the attitude back then amongst traditional gaming companies was that mobile games were stupid.”

These gaming conglomerates viewed mobile games as “really small, unimpressive games” that people wouldn’t want to play, Akhavan said. “Largely, a lot of the big traditional gaming companies ignored mobile [games] for the first couple of years and that created opportunities for new mobile gaming companies like King, which is now owned by Activision, to create that margin and grow substantially.”

As that happened, big gaming companies became hyperfocused on the mobile gaming space and began acquiring smaller games to compete, Akhavan noted.

“We think that the same journey is going to happen in web3,” Akhavan said. “Over the last year, there’s been multiple billions of dollars invested in new web3 gaming studios and they’ll lead the charge here in creating the ecosystem and showing the true sides of the opportunities, which is going to be massive.”

Magic Eden exec sees NFT gaming like the ‘early days of mobile gaming’ by Jacquelyn Melinek originally published on TechCrunch

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Playtika lays off 610 workers, shuts down three online gaming titles amid broader restructure

Playtika, the Israeli tech company that made its name through a series of wildly successful online gambling and gaming titles with hundreds of millions of players, is leveling the latest swing of the layoffs pendulum. The company today has confirmed that it is laying of 15% of its staff. Playtika currently employs 4,100, so the redundancies will impact 615 people across the company’s global footprint in Europe, Israel and the U.S.

A memo sent to employees seen by TechCrunch notes that three titles will also be sunset as it seeks to rationalize costs across the board. We understand that these will be MergeStories, DiceLife and Ghost Detective. We also understand the company is going to offer alternative roles to a proportion of employees impacted by the cuts. Playtika’s most popular titles, such as Best Fiends, have racked up at least 100 million users apiece.

”Playtika’s success is rooted in our agility, efficiency, creativity and obsession with delivering the most fun forms of mobile entertainment to our players,” CEO Robert Antokol told TechCrunch in an email in response to questions about the cuts. “We consistently evaluate our strategic plans with attention to many factors, including the economic environment. We believe the structure announced today further leverages our core strengths of delivering superior in-game experiences and scaling mobile games to global franchises in continuation of growth. Saying goodbye to talented colleagues and friends is difficult. They will always be part of Playtika’s rich history and a foundation to our bright future as we build on our reputation as a technology and entertainment powerhouse.”

The layoffs have been the subject of rumors since last week in the Israeli press — although the actual figures are higher than the 500 number getting reported.

Playtika — publicly traded on Nasdaq — has been facing an especially tough year in what has been a hard time for the tech sector overall.

The company was one of the wave of businesses that went public last year, riding on the back of a huge surge in usage among pandemic consumers cooped up at home and staying out of in-person social situations.

In its IPO in June 2021, it debuted with a per-share price of $27 and a valuation of over $11 billion to raise nearly $1.9 billion, before climbing to a market cap of over $14 billion in its first day of trading. A few months later it followed this up with a big move into “design entertainment,” buying home deco games maker Reworks out of Finland for $400 million, in cash.

But gaming has long been a business with stark rises and drops, with titles very much subject to user taste and no real guarantee that whatever gets developed next will be as big of a hit as the previous effort. Combine that with the current general depression in tech stocks, and Playtika has seen massive drops. Currently, its market cap (pre-market open on December 12) stands at $3.1 billion, with stock priced at $8.61/share as of market close on Friday.

The company also missed on earnings estimates in the last quarter. Although third-quarter revenues climbed slightly to $647.8 million versus $635.9 million in the same quarter a year ago, net income dropped to $68.2 million versus $80.5 million in Q3 2021.

Last week, one of its shareholders, Joffre Capital, pulled out of a deal to take a majority stake in the company after disputes over governance. This wasn’t cited in the memo sent to employees, and from what we understand is unlikely to have an impact on the company’s financial planning going forward, but it speaks to what might be happening in the background as the company looks to restructure its business.

It’s not game-over just yet, but online gaming is going to lose a lot more lives in the coming months.

Playtika itself had already cut 250 workers in May, Electronic Arts is reportedly looking for a buyer and Unity laid off around 200 people earlier this year — and some believe this is just the start.

Playtika lays off 610 workers, shuts down three online gaming titles amid broader restructure by Ingrid Lunden originally published on TechCrunch

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Microsoft could get its first official union as ZeniMax QA testers organize

A group of about 300 quality assurance (QA) testers at video game company ZeniMax Media are seeking to form the first ever union at Microsoft, the parent company to their studio. ZeniMax includes subsidiaries like Bethesda Softworks and id Software, producing franchises like “The Elder Scrolls,” “Doom” and “Fallout.”

Union organizing has been on the rise in the video game industry, particularly among QA workers. QA testers at Activision Blizzard at have successfully formed unions at Raven Software and Blizzard Albany through the Communication Workers Alliance (CWA), which will also represent ZeniMax’s union. But while Activision Blizzard has attempted to stall union organizing at every turn, Microsoft pledged in June that it would not stand in the way of employee organizing. So far, Microsoft has held true to its promise (and of course, that promise will get complicated if Microsoft’s $69 billion bid to buy Activision Blizzard closes).

On Friday, union organizers opened a portal where ZeniMax QA testers can vote yes or no to a union through the end of the month. If more than half of eligible workers vote yes, then — if the company stays true to its word — Microsoft will recognize the union without turning it over to an official, bureaucratic vote with the National Labor Relations Board (NLRB).

Zachary Armstrong, a Senior Quality Assurance Tester II at id Software, told TechCrunch that the unit is organizing to fight for better pay.

“Right now, we’re not being paid a wage that reflects the respect and the value that we bring to our company,” Armstrong told TechCrunch. “This is something that is the case across all video game QA.”

It’s not a coincidence that other major union pushes in gaming have also come from QA testers.

“QA testers are consistently placed at the bottom of the totem pole when it comes to game development, to the point that we’re not even considered game developers.” Armstrong said. QA workers rigorously test all facets of video games to identify and resolve problems that impact user experience. “That’s reflected in our pay, and that’s reflected in our work, especially with regard to crunch.”

In the lead up to a major game release, QA testers are sometimes expected to work unsustainable hours, which is referred to as “crunch.” Before announcing their intent to unionize, the first major U.S. gaming union at Raven Software went on strike to protest layoffs affecting 12 contractors — before those contracts were terminated, the QA testers had been working overtime for five weeks straight.

Armstrong expects that the ZeniMax QA testers have the votes necessary to win their union at the end of December. For now, Armstrong is optimistic that Microsoft will continue to let the workers organize without interference.

“It’s made it a lot easier to reach out to people who are more concerned about retaliation and consequences for supporting a union,” Armstrong said about Microsoft’s union policies. “We understand that it’s been a lot more difficult at other studios, and the fact that we have not received that level of resistance has been a huge relief for us.”

If the union vote passes, the QA testers at ZeniMax will have formed the first union at Microsoft, as well as the largest U.S. video game union to date.

Microsoft could get its first official union as ZeniMax QA testers organize by Amanda Silberling originally published on TechCrunch

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Google’s latest Doodle lets you create your own mini arcade game

Today’s Google Doodle lets you make, play and share your own mini arcade game to honor the memory of videogame pioneer Jerry Lawson. Lawson led the team that developed the first home video gaming system with interchangeable game cartridges. Today would have been his 82nd birthday.

The interactive Doodle starts off by taking you through a short experience that introduces you to Lawson and his legacy. The first part of the experience is a tutorial that teaches you about the basic controls and editing features. From there, you can navigate to five ready-to-play games. You can play the games as they are, or you can click on the pencil icon to edit them.

If you want to create your own game, you can navigate to the home screen and click on the empty cartridge icon with a plus sign on it. Once you’re done with your creation, you can use the share button to send it to your friends.

The five ready-to-play games were designed by three American artists and game designers: Davionne Gooden, Lauren Brown and Momo Pixel.

Lawson was born in Brooklyn, New York in 1940 and had tinkered with electronics from an early age. He started his career in Palo Alto, California and joined Fairchild Semiconductor as an engineering consultant. He led the development of the Fairchild Channel F system (the F stands for fun), which was the first home video game system console that featured interchangeable game cartridges, an eight-way digital joystick and a pause menu. The system paved the way for future gaming systems like the Atari, SNES, Dreamcast and more.

In 1980, Lawson left Fairchild to start his own company, VideoSoft, which was one of the earliest Black-owned video game development companies. VideoSoft created software for the Atari 2600, which popularized the cartridge Lawson and his team developed.

Google’s latest Doodle lets you create your own mini arcade game by Aisha Malik originally published on TechCrunch

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This startup is bringing precision control for gamers to the humble keyboard

You wouldn’t drive a car or fly a plane if the only controls you had available were on/off switches for left and right or up and down, and yet that’s pretty much what gamers are stuck with when they control their virtual avatars with their keyboards. U.K. startup Peratech wants to change that with a new range of “force feedback” keyboards that are starting to turn up in Lenovo notebook computers. I spoke with the company’s CEO to learn more.

“We just launched a force-sensing keyboard. It’s not just the keys; it’s a user experience. We created a user interface that is both an application and a game bar widget so that new users can have out-of-the-box simplicity, and serious gamers get advanced controls to take the mechanics of using the keyboard,” explains Jon Stark, CEO at Peratech. “With our keyboards you have a tactile feedback loop. The keyboard knows how hard you press, and you can change that pressure profile. Say you want to have really progressive acceleration at first because you tend to hit the gas too hard when you go around corners: The profile is configurable, and influencers can configure and deliver those profiles to people, creating engagement with other followers. It goes beyond just delivering force and delivering a great user experience: I’m talking about community-based user-experience content that drives engagement and simplicity.”

The force feedback tech can be found in Lenovo’s Legion 7i and 7 gaming notebooks, which launched over the summer. To me, Lenovo isn’t necessarily the first brand that pops to mind when I think “gaming laptops,” but as a company, Peratech had a connection they could work to make these keyboards show up out in the real world.

“We have had a long relationship with Lenovo, and they really wanted to do something with the Legion to elevate it and innovate. It isn’t just for games; as we expand to a full notebook, other opportunities appeared. It works with video editing really well, for example,” says Stark, and he uses scrubbing through a video timeline as an example. “Imagine that as you scrub slower, might want want to zoom in at the same time. Imagine being able to do that just with one button and control that speed with your finger. And as you’re moving faster and pressing harder it zooms out. We are making controls where expert users would be really good with two hands, jumping back and forth to a mouse. We’re taking that cognitive load of doing all those activities and putting them into users’ hands where they can really focus on the content.”

A Legion 7i Gen 7 laptop showing off Peratech’s Hydra software, which enables gamers to configure their keyboards in great detail. Image Credits: Peratech

The team hopes that its keyboard becomes another tool in the gamers’ tool belt for increased immersion and enjoyment when gaming.

“If you have a steering wheel that is basically for F1 or Forza, you have all the controls of an F1 car, but you also have all the complexity of an F1. It is immersive. But if you then go to play Call of Duty or GTA or Witcher, you have to unplug all of that and grab a joystick. And if you’re moving from flying to walking or driving to walking — it’s kind of impossible, and something like a steering wheel makes you sort of a one-game player,” Stark points out. “The other thing to note is that you can’t use these controllers on a plane. You can’t use them on a bus. You can’t use them in a coffee shop. And so for those who are buying a notebook, that makes a really big difference.”

The laptop keyboards have 400 or so levels of pressure, which the company claims gives users a large amount of fine control. The keyboards use a thin-film layer that sits within the mechanical key structure. Between 25 and 300 microns thick, the company claims its tech can be built into pretty much every keyboard out there.

“Whar we do is we take the signal [from the keyboard] and we drive that through our force control processor. Here, we condition the signal so it’s really easy for the computer electronics to use. We also use Windows-native driver. So it’s not like the PC feels it’s being hacked or you need this specialty API. We’re using keyboard, joystick, mouse, trackpad, track stick and other drivers to be able to give that experience through a keyboard: We disaggregate the input from the way you actually use an on/off switch on a keyboard,” says Stark. “So we offer a better keyboard experience.” 

The company’s tech can be described as software-enabled hardware, or hardware-enabled software, depending on the level of integration it has with a keyboard manufacturer. Peratech told me a story of how it was able to design a redesign for an existing keyboard design in CAD in just four days.

“There are a couple of different [microcontroller] chips that you could use. Depending on the architecture of the computer, you can use the embedded controller on the main board, and we have applications of both with Lenovo,” explains Stark. “You do need to have an ADC that captures the data, and then we have some processing that needs to happen, where we process the signal. And that’s what gives you the full dynamic range that you’re looking for.”

The company’s keyboard line is a pivot from its tech originally developed for smartphones, designed to add force feedback to smartphone screens. Obviously, the company is hoping the tech will catch on and show up in more applications in the near future; the team was tight-lipped on exactly where and when we might see it turn up next, but it suggested there might be automotive and smart home applications in the pipeline. For now, the Lenovo laptops are the easiest place to try it out — look for the “Force Sensor Technology” to see whether Peratech’s technology lives in its innards somewhere.

This startup is bringing precision control for gamers to the humble keyboard by Haje Jan Kamps originally published on TechCrunch

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