1010Computers | Computer Repair & IT Support

Nvidia acquires Cumulus Networks

Nvidia today announced its plans to acquire Cumulus Networks, an open-source-centric company that specializes in helping enterprises optimize their data center networking stack. Cumulus offers both its own Linux distribution for network switches, as well as tools for managing network operations. With Cumulus Express, the company also offers a hardware solution in the form of its own data center switch.

The two companies did not announce the price of the acquisition, but chances are we are talking about a considerable amount, given that Cumulus had raised $134 million since it was founded in 2010.

Mountain View-based Cumulus already had a previous partnership with Mellanox, which Nvidia acquired for $6.9 billion. That acquisition closed only a few days ago. As Mellanox’s Amit Katz notes in today’s announcement, the two companies first met in 2013, and they formed a first official partnership in 2016. Cumulus, it’s worth noting, was also an early player in the OpenStack ecosystem.

Having both Cumulus and Mellanox in its stable will give Nvidia virtually all the tools it needs to help enterprises and cloud providers build out their high-performance computing and AI workloads in their data centers. While you may mostly think about Nvidia because of its graphics cards, the company has a sizable data center group, which delivered close to $1 billion in revenue in the last quarter, up 43% from a year ago. In comparison, Nvidia’s revenue from gaming was just under $1.5 billion.

“With Cumulus, NVIDIA can innovate and optimize across the entire networking stack from chips and systems to software including analytics like Cumulus NetQ, delivering great performance and value to customers,” writes Katz. “This open networking platform is extensible and allows enterprise and cloud-scale data centers full control over their operations.”

Powered by WPeMatico

Instabug raises $5M Series A round led by Accel, as mobile app usage surges

There are some startups that behave like sprinters, and others that run a marathon. I came across Instabug when I was in Cairo in 2013. Born during the chaotic era of the Arab Spring, this plucky startup managed to make it to TechCrunch Disrupt, then Y Combinator in 2016, then a $1.7 million in seed round led by Accel Partners. Originally part of the Egyptian accelerator Flat6Labs Cairo, they raised $300,000 from angel investors in 2013.

Today they announced a $5 million Series A round, once again led by Accel . Other angel investors joining include Amr Awadallah, co-founder of Cloudera, and Jim Payne, founder and CEO of MoPub, both of whom have invested previously.

Instabug provides mobile developers with real-time insights throughout the app life cycle, with its bug and feedback reporting, secure crash reporting and in-app surveys. All the more important these days, given so many people are relying on apps during their pandemic lockdowns.

Omar Gabr, co-founder and CEO of Instabug, said in a statement: “We’ve been working with Accel since 2016 and we’re very excited to continue our partnership. We grew 120% in revenues in the last 12 months, adding dozens of Enterprise customers. We’ve always been running a disciplined business, we’re almost profitable for some time now. This is what made our fundraising fast in the middle of all the current events. Our fundraising conversations with Accel started after the pandemic outbreak.”

Instabug says that since the COVID-19 outbreak, it has seen a “massive surge” in usage, which has grown 45% since January. It’s also designed to streamline the communication between QA and developers, which is very relevant now, as many are working remotely.

Some 28 of the top 100 apps on the App Store use Instabug. Several competitors have been acquired, including Crashlytics (by Google) and HockeyApp (by Microsoft).

Given that the startup still has most of its team in Egypt, this is once again a great win for the MENA region.

Powered by WPeMatico

A turbulent stock market is a boon to investing-focused fintech startups

Hello and welcome back to our regular morning look at private companies, public markets and the gray space in between.

A few weeks back we dug into the boom that savings and investing apps and services were enjoying. Companies like Acorns, M1 Finance, Robinhood and others were seeing rapid growth in their assets under management (AUM) and downloads. New data out today underscores how well finance apps are faring in the new, chaotic COVID-19 era.

You can run a simple test on yourself in this case. Since, say, January of this year, have you paid more or less attention to your banking and investing related apps and, more broadly, your financial life? Perhaps you are trying to put a bit more away? Or make sure your 401k isn’t invested in something silly?

If so, you are far from alone. To detail just how much more activity this slice of the startup world is enjoying, this morning we’re taking another look at the growth that this slice of the fintech world is undergoing. We’ll lean on some new data from a mobile app analytics provider (AppAnnie) and a report from a brokerage-infra startup (DriveWealth) to get a clearer picture of where investing and savings apps are growing and just how well they are performing.

Investing in a downturn

Powered by WPeMatico

In conversation with Icebreaker, Finland’s most active pre-seed VC

Icebreaker claims to be Finland’s most active pre-seed VC. The firm, which also invests in Estonia and Sweden, has backed 38 companies in the last three years out of its first fund, with a 65% success rate so far for companies that have been able to raise follow-on funding.

Two weeks ago, Icebreaker announced the launch of Fund II, with an initial close of €50 million. That’s more than twice the size of its first fund, which topped out at €20 million.

Its remit remains largely the same, however. The company typically invests between €150k and €800k in teams that have “deep domain expertise” and are building globally competitive tech companies according to Icebreaker co-founder and partner Riku Seppälä.

Noteworthy, this goes right to the top of the funnel and includes backing and helping to connect “pre-founders,” defined as individuals with over 5 years of work experience in their domain who are aiming to start or join a tech company. As part of this effort, Icebreaker operates an online and offline community to act as a catalyst for new companies to be founded.

Meanwhile, I’m told that Fund II was signed just as the coronavirus crisis began to take hold and includes the majority of LPs from Fund I in addition to new investors. Lead LPs are Tesi, KRR III, Varma Mutual Pension Insurance Company and Elo Mutual Pension Insurance Company, together with 41 other entities consisting of institutional investors, family offices and founders.

To find out more about Fund II and what’s it’s like to launch a new pre-seed fund at a time of such uncertainty, and to understand how Icebreaker thinks about startup life during and after lockdown, I put questions to Icebreaker co-founder and Partner Riku Seppälä.

TechCrunch: What does it feel like to close a new fund right at the start of a pandemic?

Riku Seppälä: Of course, we have been distracted by the mounting health crisis and how the world economy will recover, so the feelings are mixed.

Powered by WPeMatico

Decrypted: Chegg’s third time unlucky, Okta’s new CSO, Rapid7 beefs up cloud security

Ransomware is getting sneakier and smarter.

The latest example comes from ExecuPharm, a little-known but major outsourced pharmaceutical company that confirmed it was hit by a new type of ransomware last month. The incursion not only encrypted the company’s network and files, hackers also exfiltrated vast amounts of data from the network. The company was handed a two-for-one threat: pay the ransom and get your files back or don’t pay and the hackers will post the files to the internet.

This new tactic is shifting how organizations think of ransomware attacks: it’s no longer just a data-recovery mission; it’s also now a data breach. Now companies are torn between taking the FBI’s advice of not paying the ransom or the fear their intellectual property (or other sensitive internal files) are published online.

Because millions are now working from home, the surface area for attackers to get in is far greater than it was, making the threat of ransomware higher than ever before.

That’s just one of the stories from the week. Here’s what else you need to know.


THE BIG PICTURE

Chegg hacked for the third time in three years

Education giant Chegg confirmed its third data breach in as many years. The latest break-in affected past and present staff after a hacker made off with 700 names and Social Security numbers. It’s a drop in the ocean when compared to the 40 million records stolen in 2018 and an undisclosed number of passwords taken in a breach at Thinkful, which Chegg had just acquired in 2019.

Those 700 names account for about half of its 1,400 full-time employees, per a filing with the Securities and Exchange Commission. But Chegg’s refusal to disclose further details about the breach — beyond a state-mandated notice to the California attorney general’s office — makes it tough to know exactly went wrong this time.

Powered by WPeMatico

Oxwash bags $1.7M for a cleaner spin on laundry

Oxwash, a UK-based laundry startup that’s aiming to disrupt traditional but environmentally costly washing and dry-cleaning processes by using ozone to sterilize fabrics at lower temperatures, along with electric cargo bikes for hyper local pick ups and deliveries, has bagged a £1.4 million (~$1.7M) seed.

Backers in the funding round include TrueSight Ventures, Biz Stone (co-founder of Twitter), Paul Forster (founder of Indeed.com), Founders Factory and other unnamed angel investors.

Prior to this, Oxwash was working with a £300k pre-seed round — which it used to fund building its first washing hubs (which it calls “Lagoons”) and to test its reengineered washing process.

The startup’s pitch is that its applying “space age” technology to clean dirty laundry, burnished by the claim that its co-founder and CEO, Kyle Grant, is a former NASA engineer — having spent two years as a systems engineer where he researched the use and effect of microorganisms for extended space travel.

That said, it’s packing its reengineered cleaning system into standard (but “massively” modified) industrial washing machines. Just add coronavirus-safe ‘space suits’ (er, PPE)….

“Washing still has crazy carbon emissions, pollution and collection/delivery services cause large amounts of congestion. We saw a way to re-engineer the laundry process from the ground up and to be the first truly sustainable, space-age laundry company in the world,” says Grant, discussing the opportunity he and his co-founder spied to rethink laundry.

“We’re developing processes to have zero net carbon emissions for the whole laundry process — from collection to washing and back to delivery.”

The team is developing “chemistry that works at 20˚C better than at 40˚C or higher, integrating ozone disinfection to remove microorganisms by oxidation rather than using heat and developing water recycling and filtration systems to reduce water consumption and remove microfibre pollution at the same time”, per Grant.

It’s also structuring business operations to locate washing hubs in city centres, where its customers are based, so it can make use of electric bikes for moving the laundry around — allowing for a next day service with 30 minute collection and delivery windows.

“Traditional washing processes use huge amounts of water, energy to heat said water, harsh chemicals and normal petrol/diesel vans for the collections and deliveries. These process warehouses are usually located outside of cities and there are large lags in when items are returned to the customers (up to two weeks),” he further claims.

While ozone itself is a pollutant that degrades air quality, and can even be dangerous if released, Grant says the ozone used in its cleaning machines — which is produced from oxygen in the atmosphere — degrades back to oxygen “within minutes and is therefore inert and safe”.

“After extensive analysis ozone is far safer to use in commercial laundry processes than heat and harsh chemicals such as peroxides (bleach),” he suggests.

On safety, he also says their washing machines are modified to be sealed whilst “washing and disinfecting”, and can only be opened after the ozone has degraded. “Our lagoons are also fitted with ozone sensors that will cut off our generators if the ozone concentration in the air ever goes over the safe limit,” he adds. “Thankfully this has never occurred. The risks to our staff are far lower than when working with boiling water tanks, harsh chemicals and manual handling, the usual work flow in commercial laundries.”

Oxwash launched in the UK in early 2018 and now has more than 4,000 individual customers, per Grant, along with “several hundred” business customers — including the Marriott Hotel Chain, NHS GP practices, London Marathon and Universities of Oxford and Cambridge.

It’s executed a slight pivot of focus over the past two months — spying an opportunity to target risks related to the coronavirus. “We’ve developed a service in the last 2 months that is available to provide coronavirus disinfection,” he says in a statement. “We are working closely with [the UK’s National Health Service] NHS and vulnerable groups to provide support when needed.”

“We have adopted laboratory-grade PPE [personal protective equipment] processes, heavily inspired and adapted from my time working at NASA but also from guidelines from the NHS and HSE England,” Grant adds. “For example, we now perform contactless collections and deliveries whereby the customers pre-bag their items in supplied dissolvable bags. Our rider then has gloves, goggles and a respirator to perform the transfer back to the lagoon where a member of our team in full hazmat gear will load and unload the machines where disinfection is performed.”

Before the COVID-19 pandemic, he says the startup was getting traction from customers wanting to remove allergens that caused them allergic reactions.

“We were confident of moving into the healthcare market in the years to come but usually the tender process for such contracts is not conducive to a startup,” says Grant. “However since the advent of COVID-19 and our ongoing healthcare certification, we have seen a huge increase in the value of proper hygiene to both the individuals and businesses we serve. The Marriott Hotel chain and Airbnb have both expressed serious intent to work on a non-healthcare hygiene rating much like that of the Food Standards Authority. We are working with CINET (the international textile committee) to bring this to market with our technology and processes.”

The seed funding will be used to expand to more cities within the UK and Europe — with London and other European hubs, such as Paris and Amsterdam, in its sights. Its initial two locations are Oxford and Cambridge.

It’s also going to spin up on the hiring front, planning to add a head of growth and head of tech, as well as new operational roles in London.

Ploughing more resource into software dev is another focus, with funding going to expand the tech stack and the software systems which run its logistics and integrate with its digitised washing process. More work on its app is also planned. 

Asked what makes Oxwash a scalable business, Grant points to the development of this proprietary software alongside the reengineered washing service. “This iteration of technology and service allows us to develop our washing technology rapidly and get real-time feedback on the end-product and service from our customers,” he says. “The scalable technology element is the proprietary washing process driven by our bespoke software stack and process algorithms.”

On the labor side, Grant says Oxwash is “working towards a B Corp accreditation”.

“[We] have long held that our team should be properly reimbursed for their work but also as ambassadors for our brand out on our bikes. To that end all of our riders (couriers) are fully employed and like the rest of the team they are paid in excess of the national living wage,” he adds.

Powered by WPeMatico

We need more video games that are social platforms first, games second

During these long, mundane physically-distant days, stretching on into an uncertain future like an ever-lengthening beigeish corridor, it’s impossible not to miss hanging out with friends. Especially the kind of hanging out where you’re not really doing anything in particular, not talking about any one thing—just kind of being.

As we continue to stay physically distant from one another, it can be hard to feel socially present with the tools we have. Even with Zoom and other more casual chat apps, video chat can feel sort of flat. (And for those of us lucky enough to be working from home, visiting friends after work with the same tools we use to do work stuff doesn’t always feel great.) More often than not, we sit, stationary at our designated video-chat-spot, trade reports from self-quarantine and maybe drag in a cat or a kid or two.

But even untethered from our desks with more playful video chat apps or innovations like Facebook’s Portal and its roving eye, there’s still something else that doesn’t get conveyed. With flat screens, we have little sense of our physical selves in relation to one another. Socializing spatially, as it turns out, is something we probably took for granted. But the gaming world has understood this for years.

Now more than ever, we need creative ways to feel present with other people. The whole crisis looks like a huge opportunity for the gaming industry, but also one for more transcendent digital social experiences that don’t just look like playing a few rounds of Call of Duty after work. Hopefully, these experiences could be so imaginative that we don’t even know what they could look like yet.

If VR had delivered on its early promise, we’d all probably be living in it right now. The idea of having some kind of shared virtual realm is still a potent one, but the additional hardware has proven too prohibitive to get the average person on board (for now, at least) and even the coolest VR experiences remain niche. Still, it’s clear that we want to come together, not just in Instagram DMs and email threads, but as avatars navigating shared spaces. Somehow.

Virtual worlds getting it right

If the mainstream crossover success of Animal Crossing is any indication, people have a huge appetite for virtual spaces right now. Even with Nintendo’s truly painful online multiplayer experience, there’s something fun and special about visiting a friend, bopping each other with nets and showing them your new digs.

In Animal Crossing, this is truly a more-than-the-sum-of-its-parts experience. The last time I genuinely laughed and could not stop was visiting my younger sister’s Animal Crossing island right after the game launched. In spite of the interface’s few emotes and harsh character limits, her weird sense of humor managed to bubble up through the game’s limitations. And those constraints made it more special, for some reason. When I left her island I felt a pang of sadness at leaving her funny little physical manifestation, running circles around my own. It felt different than signing out of a video chat or dropping out of a conversation via text.

These experiences are happening on an individual level, but also a collective one—and people are getting creative. One of the writers from Rogue One just made his own in-game Animal Crossing talkshow, complete with its own tiny guest couch and cityscape view.

A developer in New York even launched a dev conference that took place entirely on an Animal Crossing island. Much like a normal conference, “Deserted Island DevOps” boasted speakers, moderators and even talks to be uploaded to YouTube after the fact.

Plenty of players are using Animal Crossing for more intimate get-togethers too, like celebrating Ramadan and Passover last month or just gathering far-flung friends or family together in one place.

Thanks to everyone who came out to yet another @animalcrossing Suhoor. It was super lovely to talk to and meet all of you from all around the world <3 pic.twitter.com/G9a8SNTFe0

— Rami Ismail (@tha_rami) April 29, 2020

 

The pandemic is showing us that the sweet spot of mainstream virtual presence might be something more than a Zoom-like video conference but less than a full-on virtual reality experience. Video games, or more specifically video games as platforms, seem to be resonating right now, even among the kinds of people who wouldn’t identify as gamers. That last bit is important.

This is something that Fortnite maker Epic Games has been doing right for a while now. There’s a reason that Fortnite, like Animal Crossing, brought non-gamers into the fold. Sure, Fortnite is fun and addictive, but lots of games are fun and addictive—and Fortnite is much harder than a lot of those games.

Epic’s real innovation is its buttery-smooth social layer that seamlessly connects players across platforms. If you can talk a friend into downloading an app, you’re in business. Of course, other games get this right too (Minecraft comes to mind, of course, and others) but timing is everything right now. And Fortnite’s team is cleverly iterating on its already-good ideas.

should i play in party royale tonight…? pic.twitter.com/PQHmkrnF9X

— Thomas Wesley (@diplo) May 1, 2020

This week, Epic added a new deliberately chill game mode called Party Royale to Fortnite—a new island just for hanging out with friends. Littered with appropriately zany non-lethal weapons like throwable hamburgers and paintball guns, Party Royale is a designated space where you can take a group and chat while doing mindless yet amusing nonsense, like awkwardly kicking a soccer ball around (I did this with a total stranger for 20 minutes for some reason!) or driving virtual ATVs off virtual precipices.

And like much of Epic’s battle royale hit, the island itself is over-the-top weird, stocked with everything from a pirate ship to a music festival grounds awash in colorful lights, gigantic neon dancers and a very psychedelic vibe, molly not included. There’s even a drive-in movie screen, like another area of the main game, which could signal interesting things to come. If we’re lucky and Epic expands it out, Fortnite’s newest casual online virtual space could evolve into something pretty interesting.

Fortnite is a game ostensibly about killing people before they kill you, but it’s also a concert venue—and that hints at Epic’s deeper ideas about the game as a versatile social platform. The game held its latest big in-game show event last month, this time featuring a skyscraper-height Travis Scott who performed as he stormed around a bucolic-turned-kaleidoscopic version of the Fortnite map. 12 million people tuned in, besting the 10 million who played during the more modest Marshmello in-game EDM show a year prior. Whether you even listen to his music or not, the wildly visually imaginative event was, by all accounts, cool as hell.

Video games should evolve to meet the moment

For anyone who’s spent any time in massively multiplayer online role-playing games (MMORPGs), this will all sound familiar. These games have long, vibrant history of drawing huge numbers of people together into persistent shared virtual spaces and letting them express themselves. Curating outfits, decorating spaces and even making choices around playstyle and faction affiliation are all ways to express aspects of who you are and what you’re about in a virtual world populated by other people doing the same. As someone who played World of Warcraft for years, this was the real appeal of the game for many of us. The game itself—quests, dungeons and the rest—was secondary.

During its peak ten years ago, World of Warcraft had as many active subscribers as players who tuned into the Travis Scott event—12 million. Since then, gaming exploded into the mainstream and by late 2018, Fortnite boasted almost 80 million active players. Online multiplayer itself bounded forward too, mostly through the success of blockbuster first-person shooters—usually grim, well-funded and vaguely or overtly militaristic games that routinely court one kind of gamer. Playful, candy-colored shooters like Fortnite, Splatoon and Overwatch emerged to extend a hand to casual players, even non-gamers, but there’s still plenty of room for online gaming to move beyond shooters.

The wild popularity of Minecraft carved out a path for cooperative gaming not just because building stuff is incredibly fun, though that’s true too, but because doing anything new with friends in a virtual space is really cool. Scrappier games like the incredible No Man’s Sky could do for exploration what Minecraft did for building, but with an indie developer’s budget, big ideas about multiplayer play can only get so far. Historically, the lion’s share of industry resources still get funneled toward reliably profitable military-style shooters. But with the world changing, trends could transform too. Just look at sales of Animal Crossing’s social feng shui sim dominating sales during the first months of the epidemic.

There’s a big opportunity right now for games offering a common social experience that’s magnetic enough to draw in the kind of people who don’t even play games. For those of us stuck at home, imaginative gaming worlds offer not just their usual escape from the moment’s stresses, but a way to share space when we can’t come together.

We just need more of them to visit.

Powered by WPeMatico

Otonomo raises $46 million to expand its automotive data marketplace

New vehicles today can produce a treasure trove of data. Without the proper tools, that data will sit undisturbed, rendering it worthless.

A number of companies have sprung up to help automakers manage and use data generated from connected cars. Israeli startup Otonomo is one such player that jumped on the scene in 2015 with a cloud-based software platform that captures and anonymizes vehicle data so it can then be used to create apps to provide services such as electric vehicle management, subscription-based fueling, parking, mapping, usage-based insurance and emergency service.

The startup announced this week it has raised $46 million to take its automotive data platform further. The capital was raised in a Series C funding round that included investments from SK Holdings, Avis Budget Group and Alliance Ventures. Existing investors Bessemer Venture Partners also participated. Otonomo has raised $82 million, to date.

The funds will be used to help Otonomo scale its business, improve its products and help it remain competitive, according to the company. Otonomo is also aiming to expand into new markets, particularly South Korea and Japan.

“We now have the expanded resources needed to deliver on our vision of making car data as valuable as possible for the entire transportation ecosystem, while adhering to the strictest privacy and security standards,” Otonomo CEO and founder Ben Volkow said in a statement.

Otonomo’s pitch focuses on creating opportunities to monetize connected car data while keeping it safe from the moment it is captured. Once the data is securely collected, the platform modifies it so companies can use it to develop apps and services for fleets, smart cities and individual customers. The platform also enables GDPR, CCPA and other privacy regulation-compliant solutions using both personal and aggregate data.

Today, Otonomo’s platform takes in 2.6 billion data points a day from more than 20 million vehicles through partnerships with more than automakers, fleets and farm and construction manufacturers. Otonomo has more than 25 partnerships, a list that includes Daimler, BMW, Mitsubishi Motor Company and Avis Budget Group. The company said it’s preparing to bring on seven more customers.

That opportunity for Otonomo is growing based on forecasts, including one from SBD Automotive that predicts connected cars will account for more than 70% of cars sold in North American and European markets in 2020.

Powered by WPeMatico

Introducing the term-sheet grader

Jamie Goldstein
Contributor

Jamie is the founding partner of Pillar VC, a Boston-based seed-stage venture capital firm. He has spent the last 22 years investing in early-stage startups.

When we launched in 2016, we took the unusual approach of saying we’d buy common stock in startups. We believed then, and still do, that alignment with founders was more important than covering our downside in investments that didn’t work as planned. Said differently, we wanted to enhance our upside through alignment, rather than maximizing our downside through terms.

The world has changed a lot since that time. While we are actively making investments, and still buying common stock, we know that many entrepreneurs may be trying to raise money now — and it is very hard.

Fred Destin wrote a great piece about the ugly terms that can creep into term sheets during difficult times. If you have a choice between a good term sheet and a bad one, of course, you’ll take the good one. But what if you have no choice? And how can you compare term sheets in the first place?

To this end, we developed the term-sheet grader, a simple way to compare different term sheets or help characterize whether a term sheet is good or evil.

Let me first point out that none of this has anything to do with the valuation of the round (share price), the amount of capital, the likelihood of reaching a closing, the quality of the firm or the trust you have with the individual leading the investment, all absolutely critical pieces of the puzzle. Here, we are just looking at the terms and conditions, the legal structure of the investment.

We’ve listed nine key terms below — five that have to do with economics and four that relate to control and decision-making:

  • Each key term can earn +1 for being friendly and -1 for being tough.
  • There are a few really friendly terms that have a score of +2 each.
  • Likewise, there are a few really tough ones that earn a -2.
  • The best a term sheet could score is a +11, the worst is a -11.
  • The “Industry Standard” deal scores a 0.

FWIW, the Pillar common stock standard deal earns a +8 (shown below).

Powered by WPeMatico

Valve drops VR support for macOS

Valve is calling it quits on macOS support for its virtual reality platform. A Valve employee posted an update to the company’s SteamVR forums, noting that “SteamVR has ended macOS support so our team can focus on Windows and Linux.”

Apple introduced “Metal for VR” back in June 2017 and highlighted a partnership with Valve. At the time, Valve was pushing VR as a platform and working with HTC on its Vive system; fast-forward to 2020 and Valve has its own high-end headset and has just released its highly-anticipated title “Half Life: Alyx.”

This impacts developers more so than actual gamers.

Almost no games supported Mac, and even Apple’s highest-end MacBook Pros failed to meet minimum specification requirements for Oculus or SteamVR. As the folks at Upload point out, Valve’s recent hardware survey showcases that just 4% of gamers on the platform use macOS to begin with, suggesting a pretty small sliver of actual gamers even fit in the Mac-owning VR user Venn diagram.

Game developers building VR content on Mac likely enjoyed the ability to develop and test on a single machine. As Apple aggressively chases professionals with high-priced gear like the Mac Pro and iMac Pro, it’s not a great look when a major software platform decides you’re not worth the effort.

Powered by WPeMatico