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Revolut launches its neobank in the US

European fintech startup Revolut is launching its app and service in the U.S. Starting today, anybody can sign up and get a Revolut debit card. In the U.S., Revolut has partnered with Metropolitan Commercial Bank for the banking infrastructure — deposits are FDIC insured up to $250,000.

In just a few years, Revolut has managed to attract over 10 million customers by building a financial hub that lets you spend, send, receive and manage money from a single app. The company recently raised a $500 million funding round, valuing the company at $5.5 billion.

But the U.S. has been watching from the sidelines. Tens of thousands of customers have signed up to the waiting list and they’ll now be able to access all of Revolut’s core features.

Like competing challenger banks, such as Chime and N26, Revolut lets you open an account from your phone. After downloading the app, you enter personal details and send a few official documents to comply with know-your-customer regulation.

After that, you get U.S. account details and you can instantly top up your account with a bank transfer or a card transfer. A few days later, you also receive a physical debit card. You can also generate a virtual debit card from the app.

Revolut lets you control your debit card from the app directly. You can receive notifications every time you make a transaction. You can freeze and unfreeze your card, set some limits and restrict some feature, such as online payments or ATM withdrawals.

One of Revolut’s key features is that you can convert from one currency to another based on interbank rate with a low fee — sometimes without any markup for popular currencies and small transactions (more details on foreign exchange fees here). You can hold foreign currencies in your Revolut account or send money to another Revolut user or a bank account in another country.

In the U.S., Revolut offers the ability to receive your salary two days in advance if you share your Revolut banking details with your employer.

Revolut offers a ton of additional features in Europe, but the company is starting with this basic feature set in the U.S. You can expect more features in the future, such as the ability to purchase cryptocurrencies and invest on the stock market.

In Europe, Revolut also offers insurance products through premium monthly subscriptions, mobile phone insurance, savings accounts, credit, rewards and more. Many of those features require partnerships with third-party companies. But it gives you an idea of Revolut’s roadmap in the U.S.

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Oura partners with UCSF to determine if its smart ring can help detect COVID-19 early

Startups continue to find new ways to contribute to ongoing efforts to fight the global spread of COVID-19 during the current global coronavirus pandemic, and personal health hardware-maker Oura is no exception. The smart ring startup is working with the University of California, San Francisco (UCSF) on a new study to see if its device can help detect early physiological signs that might indicate the onset of COVID-19.

This study will include two parts: Around 2,000 frontline healthcare professionals will get Oura rings to wear during the study. The rings track a user’s body temperature continuously, as well as their sleep patterns, heart rate and activity levels. Fever is a common and early symptom that could indicate COVID-19, and a continuously updated body temperature reading could detect fever very early. That’s not enough to confirm a case of COVID-19, of course, but the purpose of the study is to determine whether the range of readings Oura’s ring tracks might, taken together and with other signals, be useful in some kind of early detection effort.

There’s good reason why researches believe that Oura could be used in early detection: An Oura user in Finland claims the ring alerted him to the fact that he was ill before he was displaying any overt symptoms of the virus, prompting him to get tested (relatively easy in that country). Test results confirmed that while asymptomatic, he had indeed contracted COVID-19. As a result, UCSF researcher Dr. Ashley Mason hypothesizes that the Oura ring could anticipate COVID-19 onset by as many as two to three days before the onset of more obvious symptoms, like coughing.

Being able to detect the presence of the virus in an individual early is key to global containment efforts, but even more important when it comes to frontline healthcare workers. The earlier a frontline responder is diagnosed, the less chance that they expose their colleagues or others they’re working around in close quarters.

In addition to the Oura rings being provided to study participants, the plan is to expand it to include Oura’s general user population, meaning its more than 150,000 global users can opt in to participate and add to the overall pool of available information with their ring’s readings and daily symptom surveys. For existing Oura users, it’s a relatively low-lift way to contribute to the global effort to combat the pandemic — without even leaving the house.

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Startups are helping cloud infrastructure customers avoid vendor lock-in

For much of the history of enterprise technology, companies tended to buy from a single vendor because it made managing the entire affair much easier while giving them a “single throat to choke” when something went wrong. On the flip side, it also put customers at the mercy of said vendor — and it wasn’t always pretty.

As we move deeper into the cloud model, many IT pros are looking for more flexibility than they had in the past, avoiding the vendor lock-in from the previous generation of enterprise tech, and what being beholden to a single vendor could mean for the bottom line and their own flexibility.

This is something that comes up frequently in discussions about moving workloads from one cloud to another, and is sometimes referred to as a multi-cloud approach. Customers are loath to leave their workloads in the hands of one vendor again and repeat the mistakes of the past. They are looking to have the same flexibility on the infrastructure side that they are getting in the SaaS world, where companies tend to purchase best-of-breed from multiple vendors.

That means, they want the freedom to move workloads between clouds, but that’s not always as easy a prospect as it might seem, and it’s an area where startups could help lead the way.

What’s the problem?

What’s stopping customers from just moving data and applications between clouds? It turns out that there is a complex interlinking of public cloud APIs that help the applications and data work in tandem. If you want to pull out of one public cloud, it’s not a simple matter of just migrating to the next one.

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Kinsa’s fever map could show just how crucial it is to stay home to stop COVID-19 spread

Smart thermometer maker Kinsa has been working on building accurate, predictive models of how seasonal illnesses like the flu travel in and among communities — and its fever map is finding new utility as the novel coronavirus pandemic grows globally. While Kinsa’s US Health Weather Map has no way of tracking the spread of COVID-19 specifically, as it looks only at fevers tied to geographic data, it could provide easy-to-grasp early indicators of the positive effects of social distancing and isolation measures at the community level.

At the time that Kinsa’s health weather map was covered in the New York Times in February, the company had around a million thermometers in market in the U.S., but it had experienced a significant increase in order volume of as many as 10,000 units per day in the week prior to its publication. That means that the company’s analytics are based on a very large data set relative to the total U.S. population. Kinsa founder and CEO Inder Singh told me this allowed them to achieve an unprecedented level of accuracy and granularity in flu forecasting down to the community level, working in partnership with Oregon State University Assistant Professor Ben Dalziel.

“We showed that the core hypothesis for why I started the company is real — and the core hypothesis was you need real-time, medically accurate, geolocated data that’s taken from people who’ve just fallen ill to detect outbreaks and predict the spread of illness,” Singh said. “What we did with our data is we punched it into Ben’s existing, first-principle models on infectious disease spread. And we were able to show that on September 15, we could predict the entire rest of cold and flu season with hyper-accuracy in terms of the peaks and the valleys — all the way out to the rest of flu season, i.e. 20 weeks out on a hyperlocal basis.”

Prior to this, there have been efforts to track and predict flu transmission, but the “state-of-the-art” to date has been predictions at the national or multi-state level — even trends in individual states, let alone within communities, was out of reach. And in terms of lead time, the best achievable was essentially three weeks out, rather than multiple months, as is possible with Kinsa and Dalziel’s model.

Even without the extraordinary circumstances presented by the global COVID-19 pandemic, what Singh, Dalziel and Kinsa have been able to accomplish is a major step forward in tech-enabled seasonal illness tracking and mitigation. But Kinsa also turned on a feature of their health weather map called “atypical illness levels” a month ago, and that could prove an important leading indicator in shedding more light on the transmission of COVID-19 across the U.S. — and the impact of key mitigation strategies like social distancing.

“We’re taking our real-time illness signal, and we’re subtracting out the expectation,” Singh says, explaining how the new view works. “So what you’re left with is atypical illness. In other words, a cluster of fevers that you would not expect from normal cold and flu time. So, presumably, that is COVID-19; I cannot definitively say it’s COVID-19, but what I can say is that it’s an unusual outbreak. It could be an anomalous flu, a strain that’s totally unexpected. It could be something else, but at least a portion of that is almost certainly going to be COVID-19.”

The ‘atypical illness’ view of Kinsa’s US Health Weather Map. Red indicates much higher than expected levels of illness, as indicated by fever.

The graph represents the actual number of reported fevers, versus the expected number for the region (represented in blue) based on Kinsa’s accurate seasonal flu prediction model.

In the example above, Singh says that the spike in fevers coincides with reports of Miami residents and tourists ignoring guidance around recommended distancing. The steep drop-off, however, follows after more extreme measures, including beach closures and other isolation tactics were adopted in the area. Singh says that they’re regularly seeing that areas where residents are ignoring social distancing best practices are seeing spikes, and that as soon as those are implemented, via lock-downs and other measures, within five days of those aggressive actions, you begin to see downward dips in the curve.

Kinsa’s data has the advantage of being real-time and continually updated by its users. That provides it with a time advantage over other indicators, like the results of increased testing programs for COVID-19, in terms of providing some indication of the more immediate effects of social distancing and isolation strategies. One of the criticisms that has appeared relative to these tactics is that the numbers continue to grow for confirmed cases — but experts expect those cases to grow as we expand the availability of testing and identify new cases of community transmission, even though social distancing is having a positive impact.

As Singh pointed out, Kinsa’s data is strictly about fever-range temperatures, not confirmed COVID-19 cases. But fever is a key and early symptom of COVID-19 in those who are symptomatic, and Kinsa’s existing work on predicting the prevalence of fevers related to cold and flu strongly indicate that what we’re looking at is in fact, at least to a significant degree, COVID-19 spread.

While some have balked at other discussions around using location data to track the spread of the outbreak, Singh says that they’re only interested in two things: geographic coordinates and temperature. They don’t want any personal identification details that they can tie to either of those signals, so it truly an anonymous aggregation project.

“There is no possible way to reverse engineer a geographic signal to an individual — it’s not possible to do it,” he told me. “This is the right equation to both protect people’s privacy and expose the data that society and communities need.”

For the purposes of tracking atypical illness, Kinsa isn’t currently able to get quite as granular as it is with its standard observed illness map, because it requires a higher degree of sophistication. But the company is eager to expand its data set with additional thermometers in the market. The Kinsa hardware is already out of stock everywhere, as are most health-related devices, but Singh says they’re pressing ahead with suppliers on sourcing more despite increased component costs across the board. Singh is also eager to work with other smart thermometer makers, either by inputting their data into his model, or by making the Kinsa app compatible with any Bluetooth thermometer that uses the standard connection interface for wireless thermometer hardware.

Currently, Kinsa is working on evolving the atypical illness view to include things like a visual indicator of how fast illness levels are dropping, and how fast they should be dropping in order to effectively break the chain of transmission, as a way to further help inform the public on the impact of their own choices and actions. Despite the widespread agreement by health agencies, researchers and medical professionals, advice to stay home and separated from others definitely presents a challenge for everyone — especially when the official numbers released daily are so dire. Kinsa’s tracker should provide a ray of hope, and a clear sign that each individual contribution matters.

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Carriers introduce plans to keep consumers connected during COVID-19 pandemic

Earlier this month, the FCC issued a new measure aimed at easing some of the burdens on consumers as COVID-19 continues to have an increasingly profound impact on nearly every aspect of life.

Most or all major internet and wireless providers in the U.S. signed up for the pledge, agreeing to take actions like waiving late fees and not terminating service. Now specific plans are starting to emerge from carriers, aimed at helping cash-strapped consumers until this pandemic blows over.

T-Mobile this morning announced the launch of a $15/month Metro plan — at half the cost of its current lowest-price plan. The pricing will be in place for the next 60 days, including unlimited talk and 2GB of data. The company is also tossing in a free eight-inch tablet (with rebate, plus fine print) and will be adjusting other data plans for the next two months.

At the same time, Verizon (TC’s parent company) announced that it will be adding 15GB of 4G data to current consumer and small business plans, in an effort to help customers use their handsets as mobile hotspots as needed. The company will also be taking $20 off select FiOS plans and waving router rental fees for 60 days.

Like the other carriers, AT&T noted in a message to TechCrunch that it will not terminate service over inability to pay. It will also be waiving late fees, along with domestic overcharges for data, voice and text, retroactive to March 13.

Sprint, meanwhile, will provide for 60 days unlimited data to customers with metered plans, starting March 18, along with 20GB of free mobile hotspot data.

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Streaming service fuboTV to merge with virtual entertainment technology company, FaceBank

Over-the-top live TV streaming service fuboTV announced today it plans to merge with the virtual entertainment technology company, FaceBank Group. The proposed merger would retain the name fuboTV for the combined company, consisting of fuboTV’s direct-to-consumer live TV streaming platform and FaceBank’s technology IP in sports, movies and live performances.

FaceBank is not a household name, but is a developer of hyper-realistic digital humans — including those of celebrities and consumers — for use in emerging technologies, like VR and AR, as well as in live entertainment, interactive, media, social networking and AI-driven applications.

You may remember the company from its creation of the hologram of Michael Jackson at The Billboard Music Awards in 2014, when it was then called Pulse Evolution. It also created a virtual Tupac in 2012, and owns the rights to develop digital representations of Elvis Presley, Marilyn Monroe and others. The company has also worked to create virtual creatures and characters in movies like “The Lord of the Rings: The Two Towers,” “Star Wars III: Revenge of the Sith,” “Transformers,” “Benjamin Button” and more, per its website.

According to the proposed merger agreement, the plan is to create a leading digital entertainment company that combines fuboTV with FaceBank’s IP in order to create a content delivery platform for both traditional and “future-form IP.”

That is to say, you’ll be able to stream your live TV and these virtual/digital human performances on one platform, it seems.

FuboTV also says it plans to leverage FaceBank’s IP sharing relationships with leading celebrities and other digital technologies to enhance its sports and entertainment offerings.

“The business combination of FaceBank Group and fuboTV accelerates our ability to build a category-defining company and supports our goal to provide consumers with a technology-driven cable TV replacement service for the whole family,” said fuboTV CEO David Gandler, in a statement. “With our growing businesses in the U.S., and recent beta launches in Canada and Europe, fuboTV is well-positioned to achieve its goal of becoming a world-leading live TV streaming platform for premium sports, news and entertainment content. In the current COVID-19 environment, stay-at-home stocks make perfect sense – we plan to accelerate our timing to uplist to a major exchange as soon as practicable. We look forward to working with John and his team of creative visionaries,” he added.

“As a tech-driven IP company, FaceBank was looking to find the perfect delivery platform for its celebrity and consumer-driven content, with a dynamic user interface that could support the global consumers’ rapidly evolving practices of content consumption,” added FaceBank founders John Textor and Alex Bafer. “David and his team have a clear vision of the future and fuboTV’s technology is second to none among the disruptor class of content delivery – a perfect match for FaceBank Group,” their statement read.

FaceBank is buying FuboTV — or merging, as the legal wording appears to indicate — for preferred stock, the SEC filing reveals. The new shares, dubbed “Series AA Convertible Preferred Stock,” will have 0.8 votes per share, and convert to two shares of common stock. The acquiring entity changed its articles of incorporation to get rid of all prior forms of preferred shares in favor of the new, Series AA shares. It isn’t clear yet how many shares FuboTV shareholders will receive in the deal, but as the total number of Series AA shares created was 35.8 million, we can note that there is a cap.

FaceBank also says it took out a secured revolving line of credit of $100 million, the first $10 million of which will be provided to fuboTV on April 1 or the closing date of the merger, whichever is later.

The merger will allow fuboTV to continue its international expansion, by way of FaceBank Group’s Nexway — an e-commerce and payment platform live in 180 countries, the company says.

FuboTV was founded in 2015, first as a soccer streaming service, then later expanded into more sports and entertainment. It competes with YouTube TV, Hulu with Live TV, AT&T TV Now and, before its shutdown, PlayStation Vue.

The deal follows several other consolidations in online streaming and media, including Disney’s acquisition of 21st Century Fox, Viacom’s purchase of pluto.tv and Fox Corp.’s acquisition of Tubi. For smaller streamers, it’s difficult to keep up with the rising costs of programming amid competition from larger competitors, like Disney (Hulu’s majority owner) and Google (which runs YouTube TV).

The boards of directors of both companies and the major stockholders of fuboTV have approved the transaction, which is anticipated to close during the first quarter of 2020, subject to the satisfaction of certain closing conditions, the companies said.

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SouSmile raises $10M to grow its anti-braces aligner brand

Amid expectations that early-stage funding and valuations will decline due to an economic downturn caused by the novel coronavirus outbreak, young startups like the Brazilian dental company SouSmile, which raised in the time before COVID-19, are feeling grateful for secured runway.

SouSmile is a direct to consumer dental company based in São Paulo. SouSmile has raised $10 million in Series A funding from Global Founders Capital, Kaszek Ventures and Canary, bringing the company’s total funding to $11.4 million. The two-year-old startup sells an invisible aligner and whitening gels through five retail stores in shopping malls across São Paulo and Rio. 

SouSmile is a new option for Brazilians hoping to get started on orthodontic work. The process consists of an evaluation by a licensed dentist that includes a panoramic X-ray, 3D scan and a clinical exam. Then, the company approves customers for treatment. SouSmile’s follow-up process includes bimonthly appointments, and costs approximately $1,000, which co-founder Michael Ruah says is 60% cheaper than comparable treatments, and can be paid in installments. Treatment is fast, taking between three to nine months. 

SouSmile has a six-person co-founding team. The 100-person startup is made up of 50% licensed dentists.

Ruah anticipates that the coronavirus pandemic will have a negative short-term revenue impact for the company, as they anticipate less foot traffic in retail stores over the coming weeks, possibly months. He hopes that because the business is still young, macro indicators won’t have a huge impact on the bottom line in the medium-to-long term. Ruah says that the most important thing is that SouSmile employees and customers are safe and healthy at this point. 

Why is Brazil a good market for a D2C dental startup?

With 2 million orthodontic cases per year, highly populous Brazil is one of the largest dental markets globally, yet the penetration of invisible aligners is less than 2% due to prohibitive prices. Ruah compares this to the 40% penetration in the U.S. for adults, citing Invisalign’s numbers. There’s still a dent to be made, as SouSmile says it saw more than 10,000 bookings last year. 

Ruah also cites a cultural reason as to why Brazil is a smart market for a product like this: Brazilians care a lot about both beauty and their oral health. “Brazilians brush their teeth three times a day. They’ll go out for lunch, they’ll come back to the office and brush their teeth. Everybody has their toothbrush and toothpaste with them all the time,” he explains. 

SouSmile’s invisible aligner costs around $1,200. Treatment lasts between 3-9 months.

Branding: Cosmetic versus health

SmileDirectClub raised nearly $440 million at a $3.2 billion valuation before going public in 2019. The teeth-straightening company built its brand by leveraging the celebrity beauty angle with Instagram influencer campaigns that marketed the visual results of its product. While SouSmile hopes to see big numbers like its U.S.-based predecessor, it wants to take more of a healthcare-first approach to its branding, rather than cosmetic.

SouSmile is up against some big challenges. Physical retail costs are expensive. Manufacturing is hard, and the company doesn’t appear to be particularly tech-enabled, relying mainly on physical retail presence for customer acquisition. 

SouSmile isn’t the only Latin American startup working on an anti-braces dental solution, either. Moons, a Mexican invisible aligner startup that just launched out of Y Combinator, may have a head start. Moons delivers a similar product as SouSmile for around the same cost, and is also using 3D printing to manufacture its aligners. Moons is targeting the Latin America market with $5 million in funding and the Y Combinator stamp of approval. Moons has already opened 18 locations across Mexico and Colombia. 

But Brazilian tech can operate like a separate ecosystem apart from adjacent Spanish-speaking Latin America due to country regulations, language barriers and shipping complications. Consumer startups that can deliver products that improve the daily lives of Brazil’s massive middle class are the ones that succeed, and SouSmile now has the capital to shoot its shot. 

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Half-Life: Alyx delivers the watershed moment VR gaming needs

If you weren’t playing games when Half-Life came out, it’s hard to drive home just how shocking a departure it was from what had come before. Though some familiar mechanics served as a base to build off of, the injection of elaborately scripted sequences that put you into the action, mature humor and genuinely engaging set piece-driven plot put Half-Life into its own special section of the stratosphere.

It’s not often that you can say that a product changes everything in its category from that moment on. Half-Life did that.

And then when Half-Life 2 debuted, it did it again with its method of delivery, incredible building tools and yes, inventive-as-hell gameplay.

Half-Life: Alyx does that again for VR, making such a direct impact that this will be a demarcation line forever in the way we craft immersive virtual experiences.

Alyx begins in the period of time between Half-Life and Half-Life 2, taking place mostly just before the action in the latter. The world is familiar, as are most of the cast of characters (along with some bespoke new additions). Given their high-fidelity look and carefully stepped variety, even newbies to the Half-Life universe should be kept entertained as they encounter new threats.

Those of you returning will find a large part of the new experience in inhabiting the same virtually physical space as headcrabs, barnacles and combined forces. Let me tell you, seeing the underbelly mouth of a ‘crab flying toward your face in VR versus on your monitor definitely hits different.

That sense of presence that is so pivotal to VR is something Valve leaned into hard with Alyx. You are rewarded for treating environments and encounters as a place to pretend to be rather than progressing through. There are a variety of tricks that Alyx uses to make you comfortable existing in this world, not the least of which is the presence of a voice in your ear in the form of an engineer named Russell.

Played hilariously by Rhys Darby, Russell’s voice serves to mitigate issues that many VR aficionados may recognize. One of VR’s primary powers is that of embodiment — making the experience of being there so convincing that you generate real memories of presence. Along with that, though, comes isolation. Long VR sessions can make you feel cut off from reality, and horror experiences, especially, can become overwhelming. Having Russell there offering humanity and humor to punctuate the darkness of this supremely dystopian environment is a fantastic choice. You’re a solo operator, but you’re not alone.

The environmental intensity of Alyx is well paced, too. An intermix of heart-pounding horror with moments of harsh beauty and humor can often be a difficult cocktail.

“There’s a lot of different things that we give you the opportunity to do that give, I would argue, different types of players, different things to go deep on,” says Half-Life: Alyx character animator Christine Phelan. “With intentionality, we definitely spent a bunch of time trying to figure out what is that line?”

Phelan notes that when there are horror elements, VR is well-known to be an intense experience, and modulating that was key to not alienating players. Rather than a relentless onslaught, you are brought up and down.

I checked my Apple Watch heart rate data over the past week that I’ve been playing Alyx and, sure enough, there were the spikes in rate during my play sessions to prove the impact of those choices. Some of the more intense segments play like the best horror action movies you’ve seen — “Aliens” comes to mind, as well as more recent fare like “A Quiet Place.”

Keeping you engaged in that environment, of course, means that control schemes are incredibly critical. Valve’s choices on Alyx reflect a desire to make sure that the widest array of people can experience the game. They offer all of the accepted travel modes. including teleporting, a continuous travel mode like walking and, my favorite, shift — a sort of zooming snap that keeps a sense of context to your movement.

Personally, I am unable to walk continuously in VR without wanting to toss my cookies, and Alyx is no different here. In fact, the game takes a lot of pains to make sure it moves the character involuntarily as little as possible, even offering a “toggle barnacle lift” setting to avoid the motion sickness some people may feel being virtually hoisted in the air. A wise choice, as there’s a lot going on in Alyx already, with some encounters forcing you to move rapidly through the environment to combat enemies or solve puzzles.

The sheer accessibility of Alyx’s options speaks to the desire by the team to make sure it accommodated as many people as possible. Standing, seated, either hand, choice of dominant eye, room-scale or not — if there’s a way to play a VR game, Valve has you covered.

One of the biggest effective bits is the presence of Alyx’s hands in the game world. Because most people interact with the world via their hands (though not all), Phelan notes that you get a lot “for free” when you make those the primary interaction method. People already know what to expect when they do things with their hands and at that point your job just becomes to make them act exactly as you’d expect in as many situations as possible.

And they do. Your hands realistically grasp, tap, push and poke the environment (and there is a lot of environment with the most interactive objects I’ve ever seen in a VR game).

The hands even adapt to the contours of things, curving or turning corners as you slide them across objects. The fingers are used to tell you that you really can’t interact with this, but you can feel it — this is not an action point for you. But then, when there is an action point, the hand naturally curves around something, and you get the message “Oh, yeah, I can grab this.”

A lot has been said about the Knuckles controllers that come with the Valve Index headset, and they’re great. But the marquee feature for me is the soft hand strap that keeps them attached to you. This frees you up to make grabbing and grasping motions with your whole hand, as you would normally.

I have the Vive controllers, the Oculus controllers and the Knuckles. Certainly, the Knuckles, with the individual finger control, absolutely locks it in, I think, for people on the hand interaction. If every company doesn’t dupe the work that Valve has done with these, they’re dumb.

“I think the Knuckles and the Index broadly is essentially Valve’s attempt to say, ‘This is pointing towards a heightened VR experience. This is what we think of as a really great direction for this hardware to go,’ ” says Valve’s Chris Remo, who also added that they did a lot of work to make sure all the compatible VR hardware turned out a great play experience. “It was obviously pretty important that this wasn’t a Valve Index game. It’s a VR game. We genuinely tried our best to support those features, [including] all the finger tracking the Index does on the Knuckles controllers and everything else.”

A lot of the work on interactions mirrors what other creatives have done in VR, but polishes it up a level. And a lot of that work is hidden unless you look very hard for it. Doors open in the direction of your hand’s travel, for instance. Magically outwardly opening doors that open inward is a perfect affordance. Most people will never notice. The people that care will, and that’s fine, but most people will just have a better time of going through this way versus that way without fussing too much.

The gravity gloves shown off prominently in the gameplay trailers are another such affordance. They neatly avoid the VR problem of people constantly inching out or down and ramming into things outside of their play area while trying to grab objects on the ground or inside containers. They also give the player the ability to quickly utilize the environment to fend off enemies or distract them with a speed and agility that you’d never be able to realize otherwise.

Call it fate or design that Half-Life 2’s gravity gun offered the perfect in-world explanation, but it works incredibly here. Grabbing a gas mask off the ground and attaching it to your face, fending off a headcrab with a trash can lid, throwing a brick to stagger a zombie, it’s all possible with Russell.

“You can move through a space just as quickly physically, but people do end up taking longer, because you’re naturally invited to do so,” says Remo. “You can look around something in a physical way that just, there’s no equivalent to that in a non-VR game. It also meant that you can get up close to props in a way that isn’t really possible or feasible as much in a non-VR game, which meant that all that stuff has to actually hold up and be worthwhile.”

I can vouch for the time put in. At one point I grabbed a random half-crushed water bottle laying in a corner and looked inside the mouth to find the interior dimples of the bottom lovingly rendered. One person’s trash, etc.

There are so many other things that I could talk about here. The use of spatial audio anchored in what seem to be Gaussian spheres that attach sound and (incredible) music to environments, with nested encounter scores inside. The dynamic loot system that keeps the balance of the resources you have available to you tuned so that the game remains fun. The encounters that take those early scripted scenes in Half-Life and plus them to create a symphony that taxes and rewards the player for creative and thoughtful gameplay.

It’s not so much that Valve has executed One Weird Trick for making VR good. Many of these major ideas has been tried by one team or another over the past few years. But the execution has never been more precise and thoughtful. One after another the good choices keep coming — and the whole adds up to something truly special and bar-setting.

Inventive, clever and completely engaging, Half-Life: Alyx is the first masterwork of VR gaming.

But that could actually be understating its eventual impact on VR, if that’s possible. Though the template for what a truly A-list title looks like has now been truly sketched, it has always been Valve’s willingness to share its tools that has made the most impact on the gaming scene at large.

That’s why I’m looking forward to an eventual SDK. Hammer 2 is easily one of the best game-building tools ever created. Valve is already going to ship Source 2 tools for building new VR levels in Alyx, but as fans of history will remember, the level building scene really took off once the deeper tools to craft a game became available. The ripple effect on the industry will be felt long after people have dissected every sliver of what makes this game so fun. You can trace a major portion of the $1 billion esports industry directly back to mods enabled by Valve being generous with their internal tools.

Imagine what that kind of impact looks like for VR, a field that has been experimenting like mad but has no real coda of best practices for building. It could be massive, and though members of the team have said that they’re not currently planning to release an SDK, my hopes are high.

Until then, we have Alyx, and it is good.

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Google Cloud launches Game Servers, a managed cloud backend for games

Google Cloud today announced the beta launch of Game Servers, a managed service that provides game developers with the usual backend services for running their games, including multi-player games, in the company’s cloud. It’s worth stressing that these are not game streaming servers but solely meant to make it easier for game developers to build, scale and manage the backend services for their games.

The service sits on top of the Agones open-source game server, a project Google and Ubisoft first announced in 2018, and the Kubernetes container orchestration platform. As Google Cloud product manager Scott Van Woudenberg told me, the team is also reusing some parts of Anthos, Google’s service for managing multi-cloud Kubernetes clusters. And while Game Servers can currently only run on the Google Kubernetes Engine, the plan is to allow for hybrid and multi-cloud support later this year.

Quite a few gaming companies have already built their own on-premises server fleets, so just like in the enterprise, having hybrid-cloud capabilities is a must-have for a tool like this. Google will also make it easy for developers who already use Agones outside of Game Servers today to bring those servers into the same managed Game Servers ecosystem by registering them with the Game Servers API.

As Van Woudenberg noted, virtually every game now needs some kind of cloud backend, be that for multi-player features, match-making or keeping persistent game stats, for example. That’s true for indie developers and major game studios. Game Servers, ideally, will make it easier for these companies to scale their clusters up and down as needed. Game Servers also provides for A/B testing and canary tests, and, in future updates, it will include integrations with the Open Match matchmaking framework.

To get started, developers still have to containerize their game servers. For those companies that already use Agones, that’s a pretty straightforward exercise, Van Woudenberg said. Others, though, need a bit more help with that, and Google is working with partners to walk them through this.

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Inside Planet 13, the world’s largest cannabis dispensary

Planet 13 is located blocks off the Las Vegas Strip and holds the title as the world’s largest cannabis dispensary. But it’s much more than just a storefront. There’s a lot to the 115,000-square-foot facility, including entertainment, restaurants and cannabis processing equipment where the company makes edibles and drinks. This is a destination, Vegas-style.

In this video we take a backstage tour into this cannabis superstore.

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