Scorpio offical reveal incoming, along with 4K Forza, RDR2 and Battlefront.


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George P
31 minutes ago, Asmodai said:

I don't think any current TV supports Freesync nor do I think they likely will in the future.  It's neat to have in there and you can use it if you hook your Xbox to a monitor but major televisions aren't designed to support video games and freesync has no value in normal video content.

True, but monitors that do support this seem to be getting bigger, the type of gamers who love this stuff will probably use something like a 4k 30" monitor or bigger if they can get one.   As far as my post, I wasn't going to wait more to get a 4k HDR tv and my old one has been acting up for months so it was time to change anyways.

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George P
Just now, Asmodai said:

That link is blocked at work... any chance you could quote some highlights?

There's a few other sites with info, let me post those links.

 

WindowsCentral

TheVerge

The dev kits come with 44 Compute Units compared to 40 for the retail units, also it has 24GB of RAM compared to 12GB for the retail units.   It also has a second NIC to send debug code for multiplayer testing, and a 2nd 1TB SSD along with the 1TB HDD that will come with the retail units, so two drives in total.

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+Asmodai
8 minutes ago, George P said:

There's a few other sites with info, let me post those links.

 

WindowsCentral

TheVerge

The dev kits come with 44 Compute Units compared to 40 for the retail units, also it has 24GB of RAM compared to 12GB for the retail units.   It also has a second NIC to send debug code for multiplayer testing, and a 2nd 1TB SSD along with the 1TB HDD that will come with the retail units, so two drives in total.

ROFL, my work blocks the t.co url replacer you used too but fortunately both WindowsCentral and TheVerge are not blocked.  Thanks for the heads up!

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George P

Looks like we'll be waiting till E3 to find out what the scorpio is finally called, priced and looks like.

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Skiver

Obviously not official but...

 

Xbox Scorpio price REVEALED: Would you pay this for Project Scorpio?

 

Quote

Xbox Scorpio price details may have been leaked ahead of the holiday 2017 release date.

Microsoft is expected to announce the Xbox One Scorpio price at E3 2017. However, one retailer may have spilled the beans early.

Spanish retailer XtraLife (via DesiXBL) is advertising the upcoming Xbox Scorpio console with a €399 price tag. That's roughly £335 in the UK, although it's more likely to cost £399 if the advert is accurate.

1

Source

 

I personally don't believe this, I think the price will either be stupidly high for a console £800 region or it will release at around £400 which was the same rough price as the XB1 on release. 

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+Asmodai
8 hours ago, Skiver said:

Obviously not official but...

 

Xbox Scorpio price REVEALED: Would you pay this for Project Scorpio?

 

Source

 

I personally don't believe this, I think the price will either be stupidly high for a console £800 region or it will release at around £400 which was the same rough price as the XB1 on release. 

I don't know the currency conversions and such but I strongly suspect Project Scorpio will cost no more than the original Xbox One at launch (when it came with Kinect).

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George P

I expect $499 which was the same price for the original Xbox One, but if it's anything less than that, then we're talking a deal, hell at $499 I think it's a good price already when you think about it.

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dipsylalapo

If that's the price, that's a good spot to hit. But MS really need to hit a home run with the games they provide. The Xbox One isn't a bad system but there aren't as many of the exclusives as the Playstation. Let's hope they can start catching up on that front too.

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+Asmodai
On 4/21/2017 at 7:24 AM, dipsylalapo said:

If that's the price, that's a good spot to hit. But MS really need to hit a home run with the games they provide. The Xbox One isn't a bad system but there aren't as many of the exclusives as the Playstation. Let's hope they can start catching up on that front too.

I'm not sure how that would happen.  Microsoft isn't going to suddenly burst out with a whole ton of new first party studios and I don't think they've been holding back games from the ones they have.  3rd parties aren't going to turn their back on Sony's larger install base which even if Project Scorpio does well, and I believe it will, it's not going to flip the overall numbers and outsell combined PS4 lifetime sales.  Japanese developers aren't going to pick Project Scorpio for exclusive JRPG launches.  What's more likely to happen is just that Sony will get less non-first party exclusives because the gap won't be quite so large if sales are good and developers want to play with the better tech.  Also Microsoft will get the best versions of the multi-platform games for Project Scorpio going forward.  I'm already holding off on buying Middle-Earth:  Shadow of War for example for my PS4 because I want to get the "better" version on Project Scorpio when it comes out.  I suspect I'll be buying very few non-PS4 exclusives going forward because I'll want the Project Scorpio versions instead.  My PS4 will end up being just for exclusives (like the upcoming God of War) and my existing library of games.

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MikeChipshop

I'll be very surprised and happy if that's the price it comes in at. I had thoughts of this being a high end, premium model with a high end premium price, but at £399, it's a lot, but no where near where i was expecting. Fingers crossed eh?!

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+Asmodai
4 minutes ago, MikeChipshop said:

I'll be very surprised and happy if that's the price it comes in at. I had thoughts of this being a high end, premium model with a high end premium price, but at £399, it's a lot, but no where near where i was expecting. Fingers crossed eh?!

It is the "high end, premium model".  The "normal" model would be the Xbox One S which is currently seling for what... $250?  You figure they might even have a price cut on that before the end of the year when Project Scorpio will launch so it may be as low as $199 by then.  Even $399 would be DOUBLE the price then, that's a "premium model" to me.

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George P

Sure 3rd party developers aren't going to turn their back on Sony at this point BUT, like MS did with TR, they can just get timed exclusives, and while the Xbox One install base is smaller if they do Xbox + Windows 10 and make them play anywhere, like a few have already, RE7 for example, then I don't think developers will say no.    

 

Also, there's lots of games out there that need a publisher, why not spend the money?   MS not spending on games is why they're lacking at the moment.  Sony has and still does, pay to make games exclusive, even keeping them off of the PC, while some are just made console exclusive and make their way to Steam, like Nier.   

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+Asmodai
1 hour ago, George P said:

Sure 3rd party developers aren't going to turn their back on Sony at this point BUT, like MS did with TR, they can just get timed exclusives, and while the Xbox One install base is smaller if they do Xbox + Windows 10 and make them play anywhere, like a few have already, RE7 for example, then I don't think developers will say no.

My understanding is that TR was a 2nd party development not 3rd party as Microsoft funded it's development.  1st and 2nd party exculsives will of course continue but I wouldn't expect them to ramp up significantly above what they are already doing just because Project Scorpio launched.  I think MS is doing them when they can now and launching new hardware isn't going to make a bunch of new opportunities available.  Also I didn't get the feeling TR worked out so well, but maybe that's because I tend to be more on the PS side and forum posts tend to skew negative.  There's a fair amount of hate out there for Crystal Dynamics because of the TR deal though and I'm not sure it made much on PlayStation after the year delay.

 

I wasn't counting timed exclusives though either, MS can have as many of them as they decide to throw money at I'd expect but I really don't see them just dumping a ton of money more than they do now just because the new hardware launches, I think they'd at least hope developers would want to focus on the new, more powerful hardware, without them having to throw tons of money their way.  Maybe they'll have things like exclusive map packs or some such too but those are just little extras and I thought we were talking about whole games.

 

My understanding of the Windows 10 situation from the people in the industry is that game developers still almost universally HATE UWP that I believe the "Play Anywhere" thing is tied to.  Most "Play Anywhere" games are first or second party not typically third and while there have been a few 3rd party experiments they've largely been seen as failures thus far.  I expect that will change as UWP continues to develop but I'm not sure it well be changed significantly by the end of the year when Project Scorpio launches.  3rd party multi-platform games will likely remain Win32/64 for some time which there are even PS "console exclusives" that have Windows/Mac versions as well.  I certainly don't think 3rd parties are going to drop PS4 support to make Win10/Xbox One exclusive games... that's leaving way too much money on the table from the larger PS4 install base.

 

Quote

   Also, there's lots of games out there that need a publisher, why not spend the money?   MS not spending on games is why they're lacking at the moment.  Sony has and still does, pay to make games exclusive, even keeping them off of the PC, while some are just made console exclusive and make their way to Steam, like Nier.   

You make it sound like I'm saying they aren't going to spend money on publishing games anymore.  I'm not saying it's going to STOP, I'm saying it's not going to suddenely jump because they launched new hardware.  Yes there's lots of games out there that need a publisher, why do you think MS isn't spending the money on them now?  You seriously think they're holding back supporting their platform until Project Scorpio launches.   I'm saying they're going to continue doing what they're doing now once Project Scorpio launches... there isn't likey to be a huge sudden shift.

 

I don't think Sony pays a ton of money to get 2nd or 3rd party exclusives either.  I DO think their first party studios make more games than Microsofts first party studios and I don't see that as sunddenly changing when Project Scorpio launches either.  I think a fair amount of Sony 3rd party exclusives are a direct result of them having a significantly larger market share, NOT Sony paying them money.  I'm not saying Sony NEVER pays 3rd parties for exclusives but I don't believe that's the main reason exclusives exist.  Also American companies aren't as loyal to Xbox as Japanese companies are to Sony.  A fair amount of Sony's 3rd party exclusives are from Japanese developers who have no interest at all in developing for Xbox which sells horribly in their home country even without Sony paying them a cent.  Heck there are a bunch of PS4 games over there that never even get officially released in the U.S. at all.  MS doesn't really have an equivalent to that.

 

As for PC I don't think Sony cares if games release on PC as well.  I don't think they see PC as console competition at all.  Again there are PS4 "console exclusives" and Sony is fine with that.  They don't care to spend the development effort to make more than one version of their own internal projects or have to support the multiple hardware/software configurations on a PC but I don't think they pay anyone to keep their products off PC.  If 3rd parties don't support PCs it's probably because they don't want to have to mess with the headaches of dealing with all the various hardware/software configurations that you have to deal with when you make a PC game... not because Sony is encouraging them not to.

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+Randomevent
On ‎4‎/‎24‎/‎2017 at 2:30 PM, Asmodai said:

If 3rd parties don't support PCs it's probably because they don't want to have to mess with the headaches of dealing with all the various hardware/software configurations that you have to deal with when you make a PC game... not because Sony is encouraging them not to.

Agree and disagree with that point.  MS makes it very easy to do cross platform with similar APIs and dev tools for xbox and Windows (especially win10 where you can use a lot of the same background systems,) where with PS4 the only renderer and tools available to my knowledge have no PC counterparts.  So yeah, Sony doesn't have to care but that doesn't mean they don't make it more difficult.

 

Anyvey on topic: I think Scorpio might be the first one I've ever bought at launch.  We'll see.  I've always been wary about launch hardware for manufacturing issues but it'll be damn hard to resist unless it's above 450.

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+Asmodai
15 hours ago, dwLostCat said:

Agree and disagree with that point.  MS makes it very easy to do cross platform with similar APIs and dev tools for xbox and Windows (especially win10 where you can use a lot of the same background systems,) where with PS4 the only renderer and tools available to my knowledge have no PC counterparts.  So yeah, Sony doesn't have to care but that doesn't mean they don't make it more difficult.

There's is difference between making something more difficult not going out of your way to make it easier.

Sony doesn't use a different API to make it difficult for developers to port games.  They use a different API because they make a new API for every console generation that's super low level and hardware specific.  They actually DO try to make it a little easier for developers by making it look SIMILAR to existing APIs that developers would be familiar with but they aren't going to use OpenGL or DirectX that they have no control over for their custom hardware.

 

In the case of this generation Sony launched the PS4 in 2013 with an API called GNM.  GNM is ultra low level, lower level than DX12 or Mantel or Vulkan which came out later.  Being so low level makes it EXTREMELY powerful but also very difficult to program (the developers have to do darn near everything manually).  To make things easier and more familiar though they created a bunch of wrappers that did things that DX11 and such does for developers and the API using these wrapper is called GNMX and looks very similar to DX11.

 

Not using someone elses API doesn't mean they are trying to make things more difficult.  They try to make thinks less difficult by making their API look familiar to other APIs while still being able to control the API for their specialized hardware.  If the PS4 had to use OpenGL or DirectX at launch it would have taken a serious performance hit.  MS took a lot of flack from developers for launching Xbox One with pretty much vanilla DX11 on day one instead of a lower level API.  They quickly upgraded the Xbox API through XDK updates to improve the situation so Xbox One was running a more tailored version of DX11 but it was a mistake to launch with near vanilla DX11 and performance took a hit because of it.  DX12 largely resolves that and it much closer to GNM but it didn't come out until around 2 years after the console launched and while much closer to GNM it's still not quite as low and it's not specific to the Xbox ONe hardware so it has a bunch of stuff in it that the Xbox One hardware doesn't support... why would Sony want to copy that?

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+Randomevent
4 minutes ago, Asmodai said:

MS took a lot of flack from developers for launching Xbox One with pretty much vanilla DX11 on day one instead of a lower level API.  They quickly upgraded the Xbox API through XDK updates to improve the situation so Xbox One was running a more tailored version of DX11 but it was a mistake to launch with near vanilla DX11 and performance took a hit because of it.  DX12 largely resolves that and it much closer to GNM but it didn't come out until around 2 years after the console launched and while much closer to GNM it's still not quite as low and it's not specific to the Xbox ONe hardware so it has a bunch of stuff in it that the Xbox One hardware doesn't support... why would Sony want to copy that?

To my knowledge Xbox One has always had a custom renderer as well as DX11 and most devs that used the DX11 renderer (as with Ark) had incredibly crap performance.  DX12 is far better, but is still not the preferred renderer for the X1.

 

So PS4 also having a low level renderer is not much of a win.

 

6 minutes ago, Asmodai said:

There's is difference between making something more difficult not going out of your way to make it easier.

Yes.  Which makes it more difficult by proxy, whether it was through action or inaction.

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+Asmodai
21 minutes ago, dwLostCat said:

To my knowledge Xbox One has always had a custom renderer as well as DX11 and most devs that used the DX11 renderer (as with Ark) had incredibly crap performance.  DX12 is far better, but is still not the preferred renderer for the X1.

 

So PS4 also having a low level renderer is not much of a win.

 

Yes.  Which makes it more difficult by proxy, whether it was through action or inaction.

I have no idea what you're trying to say.  In both of your replies you directly contradict yourself.

 

In your first response you first talk about how DX11 had incredibly crap performance and then say so PS4 also having a low level renderer is not much of a win.

PS4 having a low level renderer is a HUGE win.  You can go look up the old eurogamer article about the XDK leak (they're under NDA normally) that goes through how MS scrambled to get out XDK updates out to fix the not-very low level but technically custom renderer (which was very similar to vanilla DX11... which is why I said "pretty much" and "near" DX11 and NOT specifically DX11).

 

In your second response you say "Yes" and then contradict it.  Yes there is a difference but here's why there isn't.  I personally think your inaction claim is rubbish but you're certainly entitled to your opinion.  I contend that not helping someone is not the same as harming them, if you believe they are the same then we'll just have to agree to disagree.

 

 

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+Randomevent
28 minutes ago, Asmodai said:

In your first response you first talk about how DX11 had incredibly crap performance and then say so PS4 also having a low level renderer is not much of a win.

PS4 having a low level renderer is a HUGE win.  You can go look up the old eurogamer article about the XDK leak (they're under NDA normally) that goes through how MS scrambled to get out XDK updates out to fix the not-very low level but technically custom renderer (which was very similar to vanilla DX11... which is why I said "pretty much" and "near" DX11 and NOT specifically DX11).

 

In your second response you say "Yes" and then contradict it.  Yes there is a difference but here's why there isn't.  I personally think your inaction claim is rubbish but you're certainly entitled to your opinion.  I contend that not helping someone is not the same as harming them, if you believe they are the same then we'll just have to agree to disagree.

Having a low level renderer is certainly not much of a win over another low level renderer.  I don't know if they had the same capability as now originally, but from what I know there are currently three rendering paths and the vanilla DX11 and DX12 renderers aren't the best option.  If your best source is seriously outdated info, that's not much of a source.

 

As for point 2 it costs money to code everything to separate systems.  So sure they aren't being harmed by Sony directly, but they are being harmed financially (though many devs use middleware to do the work, so much of this can be mitigated easily enough.)

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+Asmodai
44 minutes ago, dwLostCat said:

Having a low level renderer is certainly not much of a win over another low level renderer.

As I stated MS did NOT have a low lever renderer that was comparable to GNM AT LAUNCH.

44 minutes ago, dwLostCat said:

  I don't know if they had the same capability as now originally,

I do know, they didn't.  That's what I said in the first place.  The preferred renderer changed radically in the early days for MS to close the gap between what they launched with and what Sony launched with.

 

44 minutes ago, dwLostCat said:

but from what I know there are currently three rendering paths and the vanilla DX11 and DX12 renderers aren't the best option. If your best source is seriously outdated info, that's not much of a source.

Are you for real?  I'm talking about what Xbox One LAUNCHED with.  You aren't going to get articles talking about the state of the API at launch four years later.  Again, as I stated before "They quickly [after launch] upgraded the Xbox API through XDK updates to improve the situation".  I'm NOT talking about the CURRENT state of the API, the situation has long since been resolved.  The eurogamer article is still an excellent chronicle of the early API changes in the first year or so after the Xbox One launch as Microsoft scrambled to catch up and more importantly provides evidence of my claims as opposed to your "from what I know" and "to my knowledge". Clearly you aren't well informed so perhaps if you read the article the sitution will improve.

44 minutes ago, dwLostCat said:

As for point 2 it costs money to code everything to separate systems.  So sure they aren't being harmed by Sony directly, but they are being harmed financially (though many devs use middleware to do the work, so much of this can be mitigated easily enough.)

Sony is not doing something in order to harm them.  It IS a seperate system and thus requires different coding.  Unless they just use all off the shelf parts so nothing needs any special coding then it's going to cost money to code to that seperate system.  That's just the nature of the beast not Sony trying to make things more difficult.  Sony doesn't control OpenGL or DirectX and neither were low enough level for a cosole at launch so they had to make their own API (GNM), just has they have in the past...  they DID go out of their way to make wrappers that worked like existing APIs to make things easier for developers to port (GNMX) but they couldn't just wholesale copy DirectX and even if they could it doesn't have all the features the new hardware supported that they needed to expose to developers.

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+Randomevent
10 minutes ago, Asmodai said:

Are you for real?  I'm talking about what Xbox One LAUNCHED with.  You aren't going to get articles talking about the state of the API at launch four years later.  Again, as I stated before "They quickly [after launch] upgraded the Xbox API through XDK updates to improve the situation".  I'm NOT talking about the CURRENT state of the API, the situation has long since been resolved.  The eurogamer article is still an excellent chronicle of the early API changes in the first year or so after the Xbox One launch as Microsoft scrambled to catch up and more importantly provides evidence of my claims as opposed to your "from what I know" and "to my knowledge". Clearly you aren't well informed so perhaps if you read the article the sitution will improve.

I wasn't talking about launch, except that I don't know the state of the low level renderer at the time.

 

I don't think you gave me a link to read, and yes I prefer to work with actual facts in front of me and searching wasn't finding them.

 

 

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+Randomevent
37 minutes ago, Asmodai said:

Clearly you aren't well informed

On a side note, I read everything I possibly can (available on the web) on these topics.  I just have no idea where I read most of it.

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+Randomevent

It'll be damn good to move past X1 and PS4.  The next generation should be amazing.  After Scorpio and PS5/whatever I think they're going to have to invent reasons for anyone to upgrade so I wonder how things will go there.

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+Asmodai
On ‎5‎/‎11‎/‎2017 at 6:00 PM, dwLostCat said:

I wasn't talking about launch, except that I don't know the state of the low level renderer at the time.

Seriously!?!  Your first post in this back and forth included my quote where I stated:

"MS took a lot of flack from developers for launching Xbox One with pretty much vanilla DX11 on day one instead of a lower level API."

To which you repied:

"To my knowledge Xbox One has always..."

As if to contradict my statement.  Last I checked "always" includes "at launch" or "on day one".

Since you're now admitting you don't know the state of the low level renderer at the time though this discussion is clearly over.  To your credit though you did prefix your statement with "To my knowledge..." which you now admit you didn't have any.

 

Quote

I don't think you gave me a link to read, and yes I prefer to work with actual facts in front of me and searching wasn't finding them.

I didn't give you a link, I thought I gave enough info to find it but if not:

Google: Xbox One SDK Leak eurogamer

Top Result is:

The evolution of Xbox One - as told by the SDK leak

It covers A LOT more than just the renderer but for the purposes of this discussion pay attention to the original renderer vs. the "monolithic" one.  The mono one is the low level one but it didn't LAUNCH with that as I stated.  It's an interesting read all in all if you like that sort of thing though.

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      For smaller text, the letters are more tightly tracked, have more weight and are more open, while at display size, text isn’t quite as tightly tracked and has amplified letter terminals. For those not familiar, tracking refers to the overall horizontal spacing between font characters. This is not to be confused with kerning, which refers to the proportional spacing between two individual letters, whereas tracking refers to, say, an entire word.

      On the subject of change, we should touch on the fact that Microsoft is set to fully remove Flash from Windows 10 in July. While support for Flash was dropped by Adobe on December 31, 2020, and Microsoft released a manual update to remove it back in October of the same year, it was, as the name implies, not necessarily mandatory. Starting in July, the Redmond giant is set to push out the update to Windows 10 v1809 and above, automagically removing the media plugin.

      To that end, the firm is also removing any update blocks for versions 2004 and 20H2 (May 2020 Update, October 2020 Update), allowing folks to freely upgrade to these supported variants. We’re on the verge of a new feature update anyway, so it’s not much of a surprise that Microsoft wants folks on the latest Windows 10 version, if possible.

      Last but not least, to the dismay of perhaps three people, Windows 10X is allegedly delayed indefinitely, as Microsoft focuses on Windows 10 proper.

      Since its original unveil at the end of 2019 with the dual-screen Surface Neo and Duo, the former device was delayed out of its Holiday 2020 release window, and Windows 10X was repurposed for single-screen devices - in stark contrast to its initial 'dual-screen devices first' approach. For now, it seems that the Redmond firm is putting 10X on the backburner, focusing its resources on the expected Sun Valley UI refresh coming to Windows 10 later this year.

      Games galore


      In a rather surprising announcement, Microsoft decided to take the wraps off a sizeable selection of titles now supporting FPS Boost. More than quadrupling the number of supported games from 23 to 97, the latest additions include Dying Light, a number of LEGO games, ReCore, and more, with supported framerates from 60 to 120FPS.

      There are good news on the Game Pass front as well, with FIFA 21, Red Dead Online, Psychonauts, Outlast 2 and many others either already available or joining the subscription very soon. Additionally, folks in the U.S. also get four months of Spotify Premium with Game Pass Ultimate, though this is available for new users only.

      On the revenue share front, Microsoft dropped its cut from 30% to 12% on PC, and was planning to do the same on console, but it will no longer do so. An interesting tidbit about the company’s strategy relates to exactly why it lowered its split. As per the court documents filed in January, this is done “in exchange for the grant of streaming rights to Microsoft.”, in other words, xCloud. It’s not exactly clear whether the proposal was far enough along to even be discussed with console publishers, but for the time being, the revenue split on Xbox remains 30/70.

      If you don’t think that’s such a great deal, maybe some of the Deals with Gold will pique your interest, like the discounts for Borderlands 3, Control, PAYDAY 2: Crimewave Edition, and others.

      However, if you have no desire to buy more games and already own the latest iteration of Flight Simulator or the spin-off title Minecraft Dungeons, it’s worth checking for updates, as both first-party games have received a number of enhancements and fixes.

      Dev channel
      The latest monthly Office Insider build on the Mac has added the ‘Share to Teams’ capability in Outlook, and more. Microsoft has announced its automation tool for security testing AI systems, dubbed Counterfit. Live transcriptions will soon be added for unscheduled and channel meetings in Teams. Microsoft has announced Reading Progress for Teams for education. Whiteboard now has improved Teams integration, support for rich content like images and stickers, and more. The Redmond giant has detailed more education features coming through August. Excel on the web now supports Power BI-connected PivotTables. Microsoft has delivered oxygen, ventilators, and more to support India’s COVID-19 response. New customization options are now available for Reply-all Storm Protection in Microsoft 365. Microsoft customers in the EU will be able to store all their data in the region by 2022. The Redmond firm has warned of a widespread gift card scam targeting organizations. Logging off
      We end the week with a refreshed Azure logo, an interesting Defender bug, and some Surface firmware updates.



      Starting with Azure, Microsoft has decided that the logo for its cloud service needed a bit of a Fluent Design facelift, and as such unveiled a brand-new icon. Ditching the angular shape of the old logo, this one is much more reminiscent of say, the Visual Studio icon, though in some cases, it may remind folks of the Adobe or Autodesk logos.

      On the flip side, what wasn’t needed was a rather weird Microsoft Defender bug, which ended up creating “thousands” of files in users' boot drives. Some folks saw small files less than 2KB in size, while other users reported multiple GBs of storage being eaten up. A fix is already rolling out, and if you’re on Microsoft Defender engine version 1.1.18100.5, you’ll be bumped up to 1.1.18100.6 following this update.

      Finally, for owners of the Surface Pro 4, Studio, Laptop 1,2, and 4, Microsoft has released a slew of firmware updates meant to bring stability and security enhancements.

      Missed any of the previous columns? Be sure to have a look right here.



      If you’d like to get a daily digest of news from Neowin, we now have a Newsletter you can sign up to either via the ‘Get our newsletter’ widget in the sidebar, or this link.

    • By indospot
      Minecraft Dungeons gets cross-platform cloud saves, but you have to sync manually
      by João Carrasqueira

      Mojang Studios' Minecraft dungeon-crawler spin-off Minecraft Dungeons was launched almost one year ago on all major platforms at the time, but it was oddly missing the ability to carry your save data across different devices if you chose to buy the game on more than one console. Now, the developers have announced that the feature is available as part of today's update for the game, version 1.8.8.0.

      Cloud saves will allow players to sync their Heroes to the cloud, which they can then use to play on another console. However, the process isn't as automatic or fluid as some might hope. The game's Hero Select screen will have a new option that allows you to upload a specific Hero to the cloud, as well as download them to your console if you've already uploaded one. You have to do this manually every time you switch platforms, and there's a limit of 20 heroes that can be saved on the cloud at any given time.

      Additionally, it's worth noting that DLC purchases don't carry over from platform to platform, so if you have equipped items from a specific DLC pack, they will be removed from your Hero when you load it up on a platform where you haven't bought the DLC. You also can't play on DLC maps unless you buy them on the platform you want to play on.

      There have been four DLC packs released since the game's launch, so to be unable to carry over those purchases across platforms is likely going to be a problem for many players, and it takes away a significant portion of the impact of cloud saves. Regardless, if you happen to have bought the game and its DLC packs across more than one platform, this may be good news for you. Earlier this year, Mojang announced that over 10 million people had bought Minecraft Dungeons, so there's a solid fanbase that might have use for the feature.

      Aside from that, today's patch includes a number of fixes and tweaks, including multiple crashes that have been addressed and a handful of other issues. The game is also now available in Chinese Traditional and Simplified variants across all platforms.

    • By indospot
      Almost 100 games now support FPS Boost on Xbox Series X|S
      by João Carrasqueira



      Microsoft's FPS Boost technology can allow backwards compatible games to obtain higher framerates on the latest Xbox Series X|S consoles, and it debuted a couple of months ago with just five games, eventually growing to 23 supported titles with two subsequent updates. Now, Microsoft has dropped the biggest update to FPS Boost yet, more than quadrupling the total number of supported games for a total of 97 titles.

      The blog post detailing every game that supports FPS Boost was updated today, as spotted by Twitter user Wario64, and it includes plenty of notable games and franchises including Assassin's Creed, Far Cry, and many more. Out of the 97 games supported, 42 can now run at up to 120Hz if you have an Xbox Series X, while the Series S can only deliver the same framerate on 31 of them.

      Here's the full list of newly-added supported games:

      Alien Isolation Anthem Assassin’s Creed III Remastered Assassin’s Creed Rogue Remastered Assassin’s Creed The Ezio Collection Assassin’s Creed Unity Battle Chasers: Nightwar Battlefield Hardline Beholder Complete Edition Dead Island Definitive Edition Dead Island: Riptide Definitive Edition Deus Ex Mankind Divided DiRT 4 Dishonored: Death of the Outsider Don’t Starve: Giant Edition Dragon Age: Inquisition Dungeon Defenders II Dying Light Far Cry 5 Far Cry New Dawn Far Cry Primal Gears of War 4 Golf with your Friends Halo Wars 2 Halo: Spartan Assault Hollow Knight: Voidheart Edition Homefront: The Revolution Hyperscape Island Saver LEGO Batman 3: Beyond Gotham LEGO Jurassic World LEGO Marvel Super Heroes 2 LEGO Marvel Superheroes LEGO Marvel’s Avengers LEGO STAR WARS: The Force Awakens LEGO The Hobbit LEGO The Incredibles LEGO Worlds Life is Strange Life is Strange 2 Lords of the Fallen Mad Max Metro 2033 Redux Metro: Last Light Redux Monster Energy Supercross 3 MotoGP 20 Moving Out My Friend Pedro My Time at Portia Overcooked! 2 Paladins Power Rangers: Battle for the Grid Prey Realm Royale ReCore Shadow of the Tomb Raider Definitive Edition Shadow Warrior 2 Sleeping Dogs Definitive Edition SMITE Steep Super Lucky’s Tale SUPERHOT The Evil Within 2 (PsychoBreak 2 in Japan) The Gardens Between The LEGO Movie 2 Videogame The LEGO Movie Videogame Tom Clancy’s The Division Tomb Raider: Definitive Edition Totally Reliable Delivery Service Two Point Hospital Unruly Heroes Untitled Goose Game Wasteland 3 Watch_Dogs Yakuza 6: The Song of Life It's worth noting that 20 out of the 97 games supported by FPS Boost will have the feature off by default on the Xbox Series X, which usually means that sacrifices have to be made in resolution to obtain the higher framerate, thus Microsoft believes it's best for players to choose how they prefer to play.

      Microsoft also points out that many of the games that support FPS Boost are available as part of a Game Pass subscription, so this is yet another boon subscribers are getting at no additional cost.