• WWW.GAMESINDUSTRY.BIZ
    Should Xbox and PlayStation make a handheld console? | Opinion
    Should Xbox and PlayStation make a handheld console? | OpinionWhen it comes to the PlayStation or Xbox handheld console, the question is not whether they could, more whether they should. Feature by Sam Naji Contributor Published on Dec. 18, 2024 As the ninth generation enters mid-life, the rumour mill has started again on what new console hardware will look like. If there is one thing the video game industry does very well, that is jumping on trends, especially if plenty of money could be made. This time its all about gaming mobility. Reports have come out that both Microsoft and Sony are courting console handhelds as the next best thing. The logic being that the Nintendos Switch is one of its best-selling consoles of all time, Valve has seen success with Steam Deck and Sony has seen its mobile streaming peripheral, the PlayStation Portal, fly off shelves. So why not have a dedicated PS5 console handheld or a dedicated Xbox handheld? It makes perfect sense to the c-suits, who bury themselves in spreadsheets.In an interview with Polygon, Phil Spencer stated: "I like the fact that Valve, Lenovo, and Asus went out and innovated in a new form factor." And then added: "I will say that when I'm playing on those devices, it almost feels more like a console than a PC - nine times out of 10 I want to be able to log in with a controller. I've got my list of things we should go do." Not to be outdone, Bloomberg reported that Sony is also working on a new handheld, according to a source.If console handhelds are the stop gap to the tenth-generation console (or even a possible contender to be the tenth generation) here lies both opportunities and challenges in almost equal measure.The Opportunities:a) Consumer behaviour. Back in 2017 when the Switch released Nintendo declared a greater number of gamers preferred to play on it as a dedicated undocked device. It is probably safe to say that over time those who preferred to play on the system as a dedicated docked device probably did not increase in percentage terms, in fact, if anything it may have decreased. As a result, the market for a handheld console is potentially strong. This is something that will appeal greatly with Microsoft Gaming's leader Phil Spencer who is focused on the mantra of 'gaming everywhere and on every device'. Spencers ultimate dream is to be hardware agnostic and to transform the Xbox brand into a service. A console handheld that can play Xbox games would be another vehicle by which the Xbox ecosystem can find a home. For Sony a dedicated handheld console would be an extension of the PlayStation Portal. The only caveat to this market research is that the Nintendo Switch has been designed for the Nintendo gamer and specifically to play Nintendo games. Although gamers are sometimes lumped into one homogeneous lot, there are significant differences in what gamers are looking for from a Nintendo device and from a PlayStation or Xbox device.b) Cloud offers a ready-made solution. cloud solutions for 50 of its 'owned' games, with more games expected to join the service. Sony, which once led the revolution in cloud gaming when it bought Gaikai, is playing catch up to Microsoft with its own newly announced cloud streaming for the PlayStation Portal peripheral. The PS Portal will be able to access content off the cloud untethered from the PS5. This means we are already one step towards a dedicated console handheld for the PS5 system. The cloud solves the problem of having to create dedicated software in a new form factor like a mini disc, SD card or cartridge. This will liberate the handheld from the software limitations that once plagued previous handheld devices.c) Synergy with mobile gaming.another consumer report has found that mobile gaming has surpassed the Switch as the entry point for new (often younger) gamers. The possibility to boost revenue by amalgamating mobile and console gaming experiences could be significant, especially with younger and more casual gamers who are familiar with gaming monetisation via microtransactions. To date there seems to be two markets between console and mobile gaming, but this is not a case of twain-shall-never-meet. I suspect the difference is because gamers have been looking for different gaming experiences between their console and phones/tablets, but that distinction is become muddier as app games become more sophisticated.The strong sell through of the PS Portal is testament to the fact that gamers are enthusiastic about playing their 'owned' games outside of the main consoled) Boost games as a service and subscription gaming. Sony has been investing heavily in games-as-a-service (GaaS) and Microsoft has committed to all things Game Pass. Both services could benefit somewhat from a handheld console. GaaS titles are social in nature, so taking your console anywhere where your friends are is very appealing. There have been many a time when my young son would take his Switch to his friends house and play Minecraft, Rocket League or Fortnite. Although Sony has recently reduced the number of GaaS projects in intends to release, the Gamesindustry.biz headline 'Report: 95% of studios are working on or aim to release a live service game' highlights a ramping up of investment into GaaS. Apart from GaaS, the subscription services can find a home on console handhelds. For example, Phil Spencers dream of making GamePass a video-game Netflix, a service that is somewhat omnipresent like video-on-demand, would be an ideal fit on a system that is free from the confines of the living room. Its biggest challenge will be latency and finding a strong wifi signal, a problem that is fortunately becoming less relevant with every year.e) Can tap into an established library of games. When this very topic was put to video game analyst, Michael Pachter from Wedbush Equity Research in the videocast SIFTD Games Is the Xbox handheld a good idea?, Pachter threw cold water on the idea of a successful dedicated handheld console because history has not been kind on the format, especially from Sony. Citing the failure of the PSP and the PS Vita as examples of how good technology failed to find a market, the prospects of history repeating itself feels high, as Sony has struggled to fully support its handhelds with software alongside investing in its (more lucrative) console platforms. I would surmise that this will not be the case with a handheld console that can already access a gamers extensive library. The only limitation being is that the existing library will have to be digital (more on that later). We have seen that accessibility of a library of games has generated instant success (albeit with the day one buyer) with the Steam Deck. The strong sell through of the PS Portal is also testament that gamers are enthusiastic about playing their 'owned' games on systems other than their main console, depending that the handheld is affordable. When you factor in access to additional games available on the PS Plus subscription or Game Pass, creates another incentive why a console handheld is a compelling proposition.A fragmented hardware market between handhelds and mainstream consoles could force the industry to make hard choicesThe Challenges:i) Graphic compromises and price. Putting aside some of the technical challenges like controller drifting, screen damage and weight, Gamesindustry.biz sister website, Eurogamer, published an article last year with the headline Can Steam Deck handle a range of PC's most challenging games? The answer for most was yes, but with significant limitations. Quite often a compromise on graphics or frames per second is needed to run the latest PC games on the Steam Deck. One could argue that these compromises are a necessity given you can hold a powerful gaming device in your hand. For the passionate Steam Deck user, who may have bought Steam Deck to complement their existing gaming PC, this is likely acceptable. But if a dedicated console handheld comes at a price north of $500 in other words, a higher price tag than their more tethered counterparts - then more mainstream consumers may expect a device that at least matches that of the other models in terms of performance. If these machines need to make compromises compared to their living-room sister machines (which seems inevitable), then value for money will become forefront of handheld buyers mind. If too many compromises are forthcoming, then buyers regret may soon kick in especially if the new handheld is competing directly with older and cheaper consoles that can do the job (of playing games) better. For example, there was consumer backlash when Mortal Kombat 1 released on the Switch with a sub-par experience. However, in this case, the Switch is at least a cheaper alternative to the Xbox Series and the Playstation platforms.ii) A fragmented hardware market between handhelds and mainstream consoles could force the industry to make hard choices . One of the criticisms levelled at the Xbox Series S is that the console is not as powerful as its bigger brother, the Xbox Series X. and that has led to comprimises. As a consequence of the two models, we have defragmented Xbox Series ecosystem, burgeoning Microsoft with a problem on how best to satisfy the markets for both consoles. It is an issue that is also affecting third-party publishers. Another Eurogamer headline from September 2024 summed it best: Dead Rising Deluxe Remastered: Series S suffers, with PS5 and Series X faring better. If, for example, Sonys new console handheld sells in high numbers, this could somewhat force the hand of the publisher to earmark more games to be made with the handheld in mind at the expense of pushing power and graphical excellence for the PS5 Pro. Given the selling point of the PS5 Pro is all about that extra power, a dedicated handheld console could potentially hold back the advancement in game technology if consumers end up buying more handhelds than the Pro. After all, companies follow the money and if the money says 'we want more handhelds and less Pros' - it will not be a stretch in the imagination to think games will be made to cater for the handheld specifications. Steam Deck has primarily been targeting existing Steam usersDevelopers are getting smarter at creating assets that can work on a spectrum of console devices, but if they need to create games for lower-end hardware, it will inevitably impact what they may be willing to do in terms of size of game worlds, enemies on screen, and other such benefits of more powerful devices. PlayStation and Xbox are known today for their high-end capabilities, and a popular handheld alternative might negatively impact that perception.iii) Gamers could be forced to buy digital. In an ideal world publishers would love to sell all their games on the digital format. The companies would earn higher revenues with every game sold while simultaneously driving down the cost of goods. It would not be unimaginable to think that these future console handhelds from Sony and Microsoft will scrap any physical media player, whether via a cartridge or micro SD, in favour for digital software. The idea is to force consumers to purchase games from the PSN or Xbox Live stores. These stores are walled gardens where the option to shop around for better prices are practically non-existent unless one where to buy from the 'grey' market of key-sellers. The win for Sony and Microsoft (and third-party publishers) would be significant. It will be physical retail that will suffer the most. This would be a great shame because the physical market still plays a fundamental role in the games industry. According to tracked Games Sales Data (Video Games Europe / Sparkers) one third of UK spending on PlayStation and Xbox (full priced) games (which released on both the digital or physical format), during 2023, were for the physical format. During the holiday period of Q4 that figure surpassed 40% thanks to gifting. That one-third physical spending would have no option but to buy digital. All game purchases would have to become digital and from limited store options. *Spending on games that released on both physical and digital platforms.Source: Games Sales DataI suspect that a good portion of the physical spending is done by people who continue to prefer the physical format, who do not wish to buy digitally or, more importantly, for younger or less affluent gamers, who cannot buy digitally. Even Nintendo, with the imminent release of the Switch 2, is aware of risks of embracing an all-digital world as a large proportion of sales remain physical on this format. Source: Nintendo Financial Results Fiscal Q225By all accounts the Switch 2 will continue with supporting physical media. This would mean a handheld console that is more Steam Deck (all digital software) then Switch (physical and digital software) is a bold move especially given the number of physical PS5 and Xbox console games already in circulation. Throw in thenews that the disc drive peripheral for the discless PS5 Pro has almost sold out everywhere, a digital-only handheld solution may not appeal to all forms of PlayStation and Xbox users.To conclude, the appeal of handheld gaming machines by publishers and manufacturers is understandable. The runaway success of the Switch, the Steam Deck and the PS Portal all point in the same direction. It indicates that gamers want to play with greater freedom. The appeal of taking your games with you wherever you go is clearly there.It solves so many problems about physicality and it opens more doors to cloud streaming and video game subscriptions services. It is an opportunity just waiting for Sony and Microsoft to hop on. The problem is that the market indicators for these devices came from a machine that has a physical format solution (and one marketed to families and younger gamers who desire portability) and a machine built for Steam owners who arguably use it as a secondary device, but more importantly who already own an intensive digital library. These are all handheld devices that were all made to answer a specific gap in the market. Does that gap exist for a dedicated handheld in the PlayStation and Xbox ecosystem? At this moment in time, we do not know much about what Sony and Microsoft have planned. Ultimately the goal could be to develop devices that replicate the same service delivery as the Steam Deck, namely complementary devices to existing console platforms. It is a strategy worth pursuing, but the market for such a device has not been fully tested and the opportunity may be smaller on console than it is on PC.To conclude there a lot of variables when it comes to the commercial success of handheld consoles. Technology has solved a lot of the issues that once plagued older systems, especially when it comes to software. I think the ultimate variable will come down to price and what gamers want from these systems. Consumer behaviour changes all the time. Maybe it is time for a PS5 or Xbox Series handheld?Sam Naji is founder of video game analytics and consultancy firm SJN Insight
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  • WWW.GAMEDEVELOPER.COM
    Activision quietly recast Black Ops 6 Zombies actors during SAG-AFTRA strike
    Bryant Francis, Senior EditorDecember 18, 20244 Min ReadImage via Activision/Microsoft.At a GlanceActivision has recast some actors in Call of Duty: Black Ops 6' Zombie mode without making any public announcement.The recasting seemed to take place after SAG-AFTRA went on strike in July 2024.Black Ops 6 isn't a "struck" production as work on it began before the strike. The causes for the change are complicated.Call of Duty: Black Ops 6 developer and publisher Activision has acknowledged that it recast several characters in its "Zombies" mode in the wake of the ongoing SAG-AFTRA strike.Questions over the recasting began swirling as updates to Black Ops 6 rolled out new missions with returning characters suddenly sounding quite different. Players noticed that the characters William Peck and Samantha Maxispreviously voiced respectively by Zeke Alton and Julie Nathansonappeared by be played by new actors (Samantha Maxis appears in this game as an A.I character called "S.A.M.").Alton does not appear in Black Ops 6's credits. Nathanson is listed, but she and the other named performers are not credited by their individual characters, making it difficult to pin down where their voices appear in the game. It's unclear if the voices behind characters from prior Zombies campaigns have also been recast.Activision and Alton both acknowledged the recasting in statements to Game Developerbut careful language from both parties surrounding the "hows" and "whys" of the recasting speaks to the complicated reality of the SAG-AFTRA strike."To the best of my knowledge, that performance is not [mine]," Alton said when Game Developer asked if he reprised the role of Peck in Black Ops 6. "It's their character and they can do with it what they please. My only concern is for my brand as a performer. Fans of the game have reached out to me because the lack of crediting [of the replacement actor] implies that it may still be me which unfairly represents my abilities as a performer," he added.Related:"I have no issue with Activision's actions with a character and IP that they own. I absolutely adore the creative team and the opportunity I've had to collaborate with them in the past. I sincerely hope to collaborate in the future once all performers are protected against generative AI abuse."In response to a request for comment, an Activision spokesperson provided the following statement: "We respect the personal choice of these performers. Out of respect for all parties, we wont add new commentary about the ongoing negotiations with SAG-AFTRA. We look forward to a mutually beneficial outcome as soon as possible."Though these comments offer some confirmation about the sudden voice swap in the long-running PvE zombie-slaying mode, it's fair to acknowledge come confusion here and ask what drove the change. Breaking down what might be going on begins with one fact: Call of Duty Black Ops 6 is not a struck production.Why can't voice actors strike on Call of Duty: Black Ops 6?The ongoing SAG-AFTRA voice actors strike is more complicated than the film and television actors strike that preceded it in 2023. Under the terms of the film and television contract, actors on strike are legally able to stop work on an in-production shoot and not return to set. The Interactive Media Agreement signed in 2020 contains a unique clause known as "Side Letter Six" that allows actors to continue work on games under union contract so long as the game began production before the strike was called.Call of Duty: Black Ops 6 was in development before July 25, 2024. That means it is exempt from the strike under Side Letter Six, and striking it would be in violation of the IMA. However SAG-AFTRA notes that members working under "daily contracts" on exempt productions may choose to "not sign a new contract" to show solidarity with striking union members. If they do so, recasting their characters would not be same as hiring replacement labor on a struck production (informally known as "scabbing").Activision's referral to the "choice" of the performers may be alluding to their deciding to not sign a new daily contract after the strike began. The company may also not have chosen to offer a contract for other reasons.Daily contracts on in-production games aren't the only ways developers can retain union talent. They can also sign what is known as the "Interim Interactive Media Agreement," which includes terms contained in the union's last offer to its bargaining partners. Over 80 game developers have signed the Interim Agreement since the strike began.It is possible Activision chose to recast Peck, S.A.M, and other characters long before the strike began, but there's reason to think this isn't what took place. The most visible evidence of a mid-production recasting comes in the form of the intro cinematic for the level "Terminus." Reddit user "Heenix_" noticed that Peck's voice performance in the scene has changed between when Activision released the cinematic as a trailer in August before the release of Black Ops 6, and when it appeared in-game in November after it launched.Game Developer independently reviewed the audio from both videos and confirmed Peck's voice sounds different between the two versions, and that the former version closely matches Alton's prior work.But to repeat what Alton said above: the voice heard in the second scene from in Black Ops 6, to the best of his knowledge, is not his own.Game Developer has reached out to Julie Nathanson and SAG-AFTRA for comment and will update this story when a response is issued.Read more about:Top StoriesUnionization[Company] Activision BlizzardAbout the AuthorBryant FrancisSenior Editor, GameDeveloper.comBryant Francis is a writer, journalist, and narrative designer based in Boston, MA. He currently writes for Game Developer, a leading B2B publication for the video game industry. His credits include Proxy Studios' upcoming 4X strategy game Zephon and Amplitude Studio's 2017 game Endless Space 2.See more from Bryant FrancisDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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    Crush 40 singer sues Sega over Sonic Adventure 2's 'Live and Learn' theme song
    Sega of America is being taken to court by Johnny Gioeli, a musician for the rock band Crush 40. The band is best known for creating Sonic Adventure 2's theme, "Live & Learn," and he alleges Sega is in breach of contract over the iconic song. In addition to seeking financial compensation from Sega, he wants the court to "conclusively establish" who owns it.In the December-filed suit, Gioeli claims to have the "master recording and composition of the song," which he reportedly created and produced in his own home without any involvement from Sega. He further accuses the publisher of "exploiting and licensing" the song to over two dozen games, shows, and live performances without his knowledge.Gioeli states he was first made aware of the song's presence in other media earlier this year. Game-wise, "Live & Learn" has been featured in Super Smash Bros. Brawl, the Nintendo 3DS and Wii U versions of Super Smash Bros. 4, and Yakuza 4 and 5. Its inclusion in non-Sonic Adventure 2 titles is as recent as 2021's Monster Hunter Rise from Capcom.Since 2001, Crush 40 has become commonly associated with the Sonic franchise and made songs for later Sonic games like Sonic Heroes and Shadow the Hedgehog. However, he argued that in those instances, he and Sega reached "specific agreements" that addressed those songs' rights or master recordings, which did not happen with "Live & Learn."The lawsuit acknowledges that "Live & Learn" may be jointly-owned by the two parties. Should that be the case, it argues Sega's ownership would be "expressly limited to the lyrics themselves.""Without a direct claim for authorship of the master, no control or direct involvement in the process of creating the final master recording, and no clear written transfer of the master, [Sega] has no basis to claim sole ownership of the copyright in this sound recording," the suit reads. It further cited a prior statement from a Sega attorney which noted the song's rights are Gioeli's "and not Sega's, and we have no rights to these materials."Despite that and a letter from a separate Sega lawyer who called the song a "joint work" in April, Gioeli claims Sega refuses to name him an owner or give him 50 percent of the song's profits he is entitled to.Johnny Gioeli's full lawsuit against Sega of America can be read here.
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    11 Bit Studios cuts staff after canceling console-focused 'Project 8' game
    Justin Carter, Contributing EditorDecember 18, 20242 Min ReadImage via 11 Bit Studios.Frostpunk 2 developer 11 bit Studios is laying off staff after it pulled the plug on the unannounced game, Project 8. The studio elected to "discontinue its development" after it was started years ago under "very different market conditions," said president Przemysaw Marsza.According to him, Project 8's development started back in 2018, when "narrative-driven, story-rich games held stronger appeal." As of this past September, its total production costs came to 48.4 million PLN (or $11.8 million).While specific team numbers were not provided, he added that half the current Project 8 team would be offered roles on other existing 11 Bit teams or "new, as-yet-unannounced initiatives...that will help fill the gap left by Project 8." One of those "highly promising" teams is working on the 2025 survival game The Alters.Despite putting Project 8 game to bed, Marsza indicated assets from the would-be game could be used elsewhere for other projects.Why cancel it? He explained the project had "breakthroughs and setbacks," including growing delays and several critical parts of its development that were said to be "problematic." The tipping point came with Project 8's most recent milestone, whose evaluation showed "unresolved issues...that would require further extensions of the production timeline and corresponding budget increases to address."As such, management reportedly "lost confidence" and ultimately opted to end the project. Had it been released, Project 8 would have been 11 bit's first game designed specifically for the console audience. While the studio has released its games for consoles in the past, those versions have typically come a year or later after their initial launches on PC. Frostpunk 2, for example, is coming to PlayStation 5 and Xbox Series X|S sometime in 2025 after its PC release back in September.This past October, it was revealed 11 Bit quietly eliminated eight roles toward the end of 2023. Those developers were working on an unnamed project the studio said underwent "production changes," which resulted in staff being let go or switching to other teams, similar to what's happening with Project 8's staff.Read more about:LayoffsAbout the AuthorJustin CarterContributing Editor, GameDeveloper.comA Kansas City, MO native, Justin Carter has written for numerous sites including IGN, Polygon, and SyFy Wire. In addition to Game Developer, his writing can be found at io9 over on Gizmodo. Don't ask him about how much gum he's had, because the answer will be more than he's willing to admit.See more from Justin CarterDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • WWW.THEVERGE.COM
    Honda teases reveal of two new Honda Zero EV prototypes
    Honda teased the reveal of the first two Honda Zero prototypes, which will be making their official debut at the Consumer Electronics Show in Las Vegas in January. The company also said it would have a new proprietary operating system for the global electric vehicle series to show off.Honda announced Honda Zero at CES 2024, describing it as a new global EV series that would be lighter and more space-age than the current crop of heavy, boxy electric SUVs and trucks. The three defining principles of Honda Zero were thin, light, and wise. And the company would use its learnings from F1 and its robotics work to introduce a new lineup of vehicles that were distinctly of the future. At the upcoming CES, Honda says it will expand on its wise principle by releasing more details about its new OS, automated driving technologies, and an overview of its system-on-a-chip that will support its Honda Zero vehicles. The teaser image features rear profiles of the two concept vehicles first revealed earlier this year: the Saloon and the Space-Hub. The Saloon has a sloping fastback shape with unique rectangular lights in the front and rear that resemble avintage Black & Decker Dustbuster. The Space-Hub resembles a minivan with minimal overhangs and a rear light that has a similar look toRivians electric delivery vans for Amazon.Honda says it will expand on its wise principleEarlier this year, Verge contributor Abigail Bassett flew out to Japan to get up close with Hondas new global EV series. She drove a prototype CR-V equipped with Honda Zero tech and found it to be lighter and more nimble than a Honda Prologue. The new Honda Zero platform feels similar to other EV platforms on the market in terms of acceleration and handling. Because the weight is low in the floor, the prototype CR-V cornered quickly and flat as you approached the limit. The powertrain is quick and responsive, and on the short, front straight that the engineers set up for our test laps, I hit 110km (just shy of 70mph) in a relatively short distance.It will be interesting to see more production-ready versions of the Saloon and Space-Hub in the flesh, especially with all the chatter about Honda in the background (working on solid-state batteries, collaborating with Sony on the Afeela EV, potentially merging with Nissan).
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    Intel outlines the performance fixes for Arrow Lake CPUs
    Intels new Arrow Lake CPUs came out in October promising high performance at lower power levels, but reviews, including ours, noted surprisingly lackluster gaming performance. Tom Warren said of the Core Ultra 9 285K, ...in many titles, it provides worse performance than the 14th Gen chips it was designed to replace.Now, the troubled chipmaker says it has been gradually releasing updates that fixed most of the issues it identified, as reported earlier by Toms Hardware.At the end of the day, there were four root issues that we needed to address, and fixes for those are actually already in the field right now, Robert Hallock, Intels VP and GM of client AI and technical marketing said during an interview with HotHardware. Theyve been coming out over the last two weeks or so in drips and drabs, as update schedules allow.One issue stemmed from a mistimed update that was supposed to optimize Windows processor power management (PPM) system for Intels Core Ultra 200S-series processors. (PPM adjusts the performance of a CPU based on the current power plan, such as Balanced, High Performance, Power Saver, etc). RelatedWhat happened to Intel?Instead of releasing the PPM update before reviewers got their hands on the processors, Intel says it scheduled the update to go out when it became widely available, which may have caused reviewers to see worse-than-expected performance. Due to the missing PPM update, Intels performance-boosting Application Performance Optimizer (APO) also couldnt take effect in games, while misconfigured performance settings also had a negative impact on reviewers benchmarks. Image: IntelA fix was already applied for these issues inWindows 11 build 26100.2161. Intel also says Epic Games resolved a driver compatibility issue causing the blue screen of death when running games with Easy Anti-Cheat, such as Star Wars Outlaws.Intel is planning to release another set of performance upgrades for Arrow Lake CPUs in January, and it will provide a comprehensive performance update at CES. For now, Intel recommends updating Windows and applying the latest BIOS update to your motherboard if you havent already. Otherwise, you can wait until the final performance update next year.
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    Heres everything we dont know about New Jerseys drone mystery
    Even Congress cant stop talking about the drones.But theyre not passing anything yet, after Sen. Rand Paul (R-KY) blocked Chuck Schumers (D-NY) attempt at drone investigation legislation:The Biden administration keeps saying, well, its all normal stuff, he said. Why dont we actually get to the truth of the matter of what actually exists and what the threat is before we propose legislation?
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  • WWW.MARKTECHPOST.COM
    Alibaba AI Research Releases CosyVoice 2: An Improved Streaming Speech Synthesis Model
    Speech synthesis technology has made notable strides, yet challenges remain in delivering real-time, natural-sounding audio. Common obstacles include latency, pronunciation accuracy, and speaker consistencyissues that become critical in streaming applications where responsiveness is paramount. Additionally, handling complex linguistic inputs, such as tongue twisters or polyphonic words, often exceeds the capabilities of existing models. To address these issues, researchers at Alibaba have unveiled CosyVoice 2, an enhanced streaming TTS model designed to resolve these challenges effectively.Introducing CosyVoice 2CosyVoice 2 builds upon the foundation of the original CosyVoice, bringing significant upgrades to speech synthesis technology. This enhanced model focuses on refining both streaming and offline applications, incorporating features that improve flexibility and precision across diverse use cases, including text-to-speech and interactive voice systems.Key advancements in CosyVoice 2 include:Unified Streaming and Non-Streaming Modes: Seamlessly adaptable to various applications without compromising performance.Enhanced Pronunciation Accuracy: A reduction of pronunciation errors by 30%-50%, improving clarity in complex linguistic scenarios.Improved Speaker Consistency: Ensures stable voice output across zero-shot and cross-lingual synthesis tasks.Advanced Instruction Capabilities: Offers precise control over tone, style, and accent through natural language instructions.Innovations and BenefitsCosyVoice 2 integrates several technological advancements to enhance its performance and usability:Finite Scalar Quantization (FSQ): Replacing traditional vector quantization, FSQ optimizes the use of the speech token codebook, improving semantic representation and synthesis quality.Simplified Text-Speech Architecture: Leveraging pre-trained large language models (LLMs) as its backbone, CosyVoice 2 eliminates the need for additional text encoders, streamlining the model while boosting cross-lingual performance.Chunk-Aware Causal Flow Matching: This innovation aligns semantic and acoustic features with minimal latency, making the model suitable for real-time speech generation.Expanded Instructional Dataset: With over 1,500 hours of training data, the model enables granular control over accents, emotions, and speech styles, allowing for versatile and expressive voice generation.Performance InsightsExtensive evaluations of CosyVoice 2 underscore its strengths:Low Latency and Efficiency: Response times as low as 150ms make it well-suited for real-time applications like voice chat.Improved Pronunciation: The model achieves significant enhancements in handling rare and complex linguistic constructs.Consistent Speaker Fidelity: High speaker similarity scores demonstrate the ability to maintain naturalness and consistency.Multilingual Capability: Strong results on Japanese and Korean benchmarks highlight its robustness, though challenges remain with overlapping character sets.Resilience in Challenging Scenarios: CosyVoice 2 excels in difficult cases such as tongue twisters, outperforming previous models in accuracy and clarity.ConclusionCosyVoice 2 thoughtfully advances from its predecessor, addressing key limitations in latency, accuracy, and speaker consistency with scalable solutions. The integration of advanced features like FSQ and chunk-aware flow matching offers a balanced approach to performance and usability. While opportunities remain to expand language support and refine complex scenarios, CosyVoice 2 lays a strong foundation for the future of speech synthesis. Bridging offline and streaming modes ensures high-quality, real-time audio generation for diverse applications.Check out the Paper, Hugging Face Page, Pre-Trained Model, and Demo. All credit for this research goes to the researchers of this project. Also,dont forget to follow us onTwitter and join ourTelegram Channel andLinkedIn Group. Dont Forget to join our60k+ ML SubReddit. Asif RazzaqAsif Razzaq is the CEO of Marktechpost Media Inc.. As a visionary entrepreneur and engineer, Asif is committed to harnessing the potential of Artificial Intelligence for social good. His most recent endeavor is the launch of an Artificial Intelligence Media Platform, Marktechpost, which stands out for its in-depth coverage of machine learning and deep learning news that is both technically sound and easily understandable by a wide audience. The platform boasts of over 2 million monthly views, illustrating its popularity among audiences. [Download] Evaluation of Large Language Model Vulnerabilities Report (Promoted)
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    10 No-Nonsense Machine Learning Tips for Beginners (Using Real-World Datasets)
    Name: Towards AILegal Name: Towards AI, Inc.Description: Towards AI is the world's leading artificial intelligence (AI) and technology publication. Read by thought-leaders and decision-makers around the world.Phone Number: +1-650-246-9381Email: [emailprotected]228 Park Avenue SouthNew York, NY10003United States Website: https://towardsai.net/Publisher: https://towardsai.net/#publisherDiversity Policy: https://towardsai.net/aboutEthics Policy: https://towardsai.net/aboutMasthead: https://towardsai.net/about Name: Towards AI Legal Name: Towards AI, Inc. Description: Towards AI is the world's leading artificial intelligence (AI) and technology publication. Founders: Roberto Iriondo, Website, Job Title: Co-founder and Advisor Works for: Towards AI, Inc. Follow Roberto: X, LinkedIn, GitHub, Google Scholar, Towards AI Profile, Medium, ML@CMU, FreeCodeCamp, Crunchbase, Bloomberg, Roberto Iriondo, Generative AI Lab, Generative AI LabDenis Piffaretti, Job Title: Co-founder Works for: Towards AI, Inc.Louie Peters, Job Title: Co-founder Works for: Towards AI, Inc.Louis-Franois Bouchard, Job Title: Co-founder Works for: Towards AI, Inc.Logo:Areas Served: WorldwideAlternate Name: Towards AI, Inc.Alternate Name: Towards AI Co.Alternate Name: towards aiAlternate Name: towardsaiAlternate Name: towards.aiAlternate Name: taiAlternate Name: toward aiAlternate Name: toward.aiAlternate Name: Towards AI, Inc.Alternate Name: towardsai.netAlternate Name: pub.towardsai.net5 stars based on 497 reviews Frequently Used, Contextual ReferencesTODO: Remember to copy unique IDs whenever it needs used. i.e., URL: 304b2e42315eResourcesTake our 85+ lesson From Beginner to Advanced LLM Developer Certification: From choosing a project to deploying a working product this is the most comprehensive and practical LLM course out there!PublicationHomeData Analysis10 No-Nonsense Machine Learning Tips for Beginners (Using Real-World Datasets)10 No-Nonsense Machine Learning Tips for Beginners (Using Real-World Datasets) 0 like December 18, 2024Share this postLast Updated on December 18, 2024 by Editorial TeamAuthor(s): Mukundan Sankar Originally published on Towards AI. Stop Overthinking and Start Building Models with Real-World DatasetsThis member-only story is on us. Upgrade to access all of Medium.Photo by Mahdis Mousavi on UnsplashDo you want to get into machine learning? Good. Youre in for a ride. I have been in the Data field for over 8 years, and Machine Learning is what got me interested then, so I am writing about this! More about me here.But heres the truth: Most beginners get lost in the noise. They chase the hype Neural Networks, Transformers, Deep Learning, and, who can forget AI and fall flat. The secret? Start simple, experiment, and get your hands dirty. Youll learn faster than any tutorial can teach you.These 10 tips cut the fluff. They focus on doing, not just theorizing. And to make it practical, Ill show you how to use real-world datasets from the UCI Machine Learning Repository to build and train your first models.Lets get started.Forget deep learning for now. Its crucial to start with small, simple models. You're not ready for neural networks if you cant explain Linear Regression or Decision Trees. These simple models work wonders for small datasets and lay a solid foundation for understanding the basics.Were using the Boston Housing Dataset. The goal? Read the full blog for free on Medium.Join thousands of data leaders on the AI newsletter. Join over 80,000 subscribers and keep up to date with the latest developments in AI. From research to projects and ideas. If you are building an AI startup, an AI-related product, or a service, we invite you to consider becoming asponsor. Published via Towards AITowards AI - Medium Share this postPost navigationBeyond A/B Testing: How Contextual Bandits Revolutionize Experimentation in Machine Learning Related posts
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  • TOWARDSAI.NET
    10 No-Nonsense Machine Learning Tips for Beginners (Using Real-World Datasets)
    Author(s): Mukundan Sankar Originally published on Towards AI. Stop Overthinking and Start Building Models with Real-World DatasetsThis member-only story is on us. Upgrade to access all of Medium.Photo by Mahdis Mousavi on UnsplashDo you want to get into machine learning? Good. Youre in for a ride. I have been in the Data field for over 8 years, and Machine Learning is what got me interested then, so I am writing about this! More about me here.But heres the truth: Most beginners get lost in the noise. They chase the hype Neural Networks, Transformers, Deep Learning, and, who can forget AI and fall flat. The secret? Start simple, experiment, and get your hands dirty. Youll learn faster than any tutorial can teach you.These 10 tips cut the fluff. They focus on doing, not just theorizing. And to make it practical, Ill show you how to use real-world datasets from the UCI Machine Learning Repository to build and train your first models.Lets get started.Forget deep learning for now. Its crucial to start with small, simple models. You're not ready for neural networks if you cant explain Linear Regression or Decision Trees. These simple models work wonders for small datasets and lay a solid foundation for understanding the basics.Were using the Boston Housing Dataset. The goal? Read the full blog for free on Medium.Join thousands of data leaders on the AI newsletter. Join over 80,000 subscribers and keep up to date with the latest developments in AI. From research to projects and ideas. If you are building an AI startup, an AI-related product, or a service, we invite you to consider becoming asponsor. Published via Towards AI
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