Another major game engine gets Linux support ahead of Steam Machines launch
The engine that powers the Crysis series, CryEngine, is headed to Linux. That means games like Crysis 3 and Ryse: Son of Rome could see ports on Valve’s forthcoming Linux-powered platform, SteamOS. At very least, it means that developers already working with CryEngine have a shortcut to porting their work to Steam Machines; Crytek will show it off in detail next week at the annual Game Developers Conference in San Francisco. Linux support was long-rumored for CryEngine, with job listings as far back as last July hinting that it was coming. It’s unclear when the engine will get updated to support the new platform, but we expect it’ll be long before Valve’s Steam Machines initiative gets seriously underway.
Save to Pocket and Evernote from your inbox with CloudMagic’s Cards
Try as we might, we just can’t escape email. Apple, Google, Microsoft and others have tried to do more with our messages, but only recently have we seen apps and services try to provide better context on their contents. With its latest update, CloudMagic, a free iOS and Android email app we’ve recommended in the past, has included new feature that ignores your need to reach Inbox Zero and focuses on extracting all of the important data in your email so that you can actually do something with it. To do this, it uses “Cards”, workflows that connect to popular online services like Pocket, Evernote and Trello and allow you to save to-do lists, notes and web links without leaving the comfort of your inbox.
CloudMagic’s Cards are loaded by double-tapping on an open email message or by hitting a small icon located next to a sender’s name. Right now, it features a number of business-centric services like Salesforce, Zendesk and Mailchimp, but the app’s creators have opened Cards to all and are actively working with developers to support more tools like Evernote and Pocket in the future. While Google’s Gmail app provides similar hooks, if you don’t want to be part of its ecosystem, you’re out of luck. CloudMagic sidesteps the issue by including support for Google, Exchange, Outlook, iCloud and other email services while using its own cloud algorithms to make your emails easier to find. CloudMagic’s updated apps are available via the App Store and Google Play, you can find them by using the links below.
Filed under: Cellphones, Software, Mobile
Source: CloudMagic (App Store), CloudMagic (Google Play), CloudMagic
Jawbone updates its Android app with wireless syncing and push notifications (updated)
If you own a Jawbone fitness tracker, you may have read last week that the company made some changes to its app. Unfortunately for some of us, the updates were all for iOS only — in fact, the company didn’t even bother to mention Android that day. Turns out, Jawbone had a good reason: it was planning an update for the Android app that brings it more in line with its iOS counterpart. In particular, it now fully supports the wireless Up24 band, which is to say it syncs wirelessly and sends out push notifications (e.g., you’re about to hit your daily step goal). In addition, the app includes most of the new features that were introduced on iOS last week — things like sunrise/sunset times in the sleep graph and “Insight Reports,” which establish a connection between things like how much sleep you got and what foods you’re likely to crave the next day. So, even if you own an older Up band you’ll want to head over to Google Play straight away.
Update: An earlier version of this story reported that the Android app would be missing the new features that were just introduced on the iOS version last week. A Jawbone rep later said that the Android app would, in fact, include most of these features, with the exception of custom reminders.
T-Mobile starts Galaxy S4 Android 4.4.2 OTA Update
Another day and another OTA on the way for a Samsung device. Today we learn that T-Mobile is pushing the OTA update for the Samsung Galaxy S4 that will bring it up to Android 4.4.2. This update will bring with it a baseband version of M919UVUFNB4. The push moves the device from 4.3 that that pushed back in Novemeber. That one brought in Knox and Galaxy Gear support.
The update brings in the usual KitKat changes like improved stability, new camera short cut on the lock screen and an improved on screen keyboard.
The update is rolling out in stages via the traditional OTA method. If you opt for the update in that fashion you will want to make sure you have over 50% battery charge and some time to kill on a Wi-Fi network. The update will weigh in at 388mbs and will take a little bit of time to download. If you aren’t a huge fan of OTA downloads, the update has also been made available via Samsung Kies. That would be Samsung’s companion PC app for backing up things, transferring files and updating your device. It is also very useful for those that don’t like to wait for the update prompt to finally hit their device. If you want to do it manually yourself, just open Samsung Kies on your PC and connect your device. You can head over to Samsung.com for the Kies software if you don’t have it yet, it takes a while to install though.
Source: T-Mobile
Watch us play Titanfall for Xbox One (poorly) right here! (update: and it’s over!)
Xbox One’s first major release officially drops this week: Titanfall, from the folks who made Call of Duty into the 800-lb. gorilla it is today. Well, specifically, it launches tomorrow, but we’ve got it right now and thought you’d like a taste before deciding if it’s your next thousand-hour addiction, so we’re streaming it via Twitch just below the break. Though both Ben Gilbert (that’s me!) and Tim Seppala are on the stream today, you’ll have to settle for just Ben’s audio as we try and figure out how to incorporate more editors into the mix. Technology is hard, folks.
And hey, this is our first stream, so let us know what you think in the comments: love it? hate it? what would you like to see? what don’t you? Your input is appreciated! Now let’s go shoot some robots.
Update: Sorry for the troubles, folks. With the Xbox One Twitch app still in beta, we’re having some issues keeping a stream up and running. Bear with us!
Update 2: Okay folks, we’re out! Again, please let us know how you feel about this concept in the comments/via email/on Twitter/etc.! Head below for the archived video, and thanks very much for joining us!
Filed under: Gaming, Software, HD, Microsoft
Source: Twitch
Titanfall: The Joystiq Review
Titanfall is strictly coiled around the player. You couldn’t excise even one piece without slackening it like a ruined kidnapper’s rope. The serpentine level design, the liberating sense of movement, the flawless controls and yes, the enormous bipedal tanks dropping from the sky, are equally indispensable in this arresting shooter.
Given the studio’s splintered status as a former Call of Duty custodian, Respawn Entertainment has made a multiplayer game fit for those who have spent years peering through the eyes of a speedy killing machine – a seasoned six against six in battles for land or a higher kill count. A history with rapid-fire aim and fleet-footed 3D movement is not essential here, but recommended.
Click here for more
Filed under: Gaming, Software, HD, Microsoft
Source: Joystiq
A closer look at Titanfall’s not-so-secret weapon: Microsoft’s cloud
While you were busy running along walls and throwing missiles back at your opponents during the Titanfall beta, countless data centers across the world were making sure that each AI-controlled Titan bodyguard had your back. Much of the frenetic action in Respawn Entertainment’s debut game rests on one thing: Microsoft’s Azure cloud infrastructure.
Up until last November, Microsoft CEO Satya Nadella’s baby was mostly used for business applications, like virtualization and acting as an enterprise-level email host. With the Xbox One, though, the company opened up its global server farms to game developers, giving them access to more computing power than could reasonably be stuffed into a $500 game console. Since the Xbox One’s debut, Microsoft has been crowing about how Azure would let designers create gaming experiences players have never seen before. Now it’s time for the product to speak for itself.
With Tuesday’s release of the online-multiplayer-only Titanfall, Redmond’s gamble takes center stage. Players are no doubt concerned about the game’s stability at launch. With one look at the problems that plagued Diablo III, SimCity and Battlefield 4, consumer skepticism is easy to understand. The folks behind Titanfall believe they’ve got a not-so-secret weapon to circumvent the foibles those games endured, or are still enduring, in Microsoft’s server infrastructure. It’s been in place and running pretty successfully since 2011.
Respawn engineer Jon Shiring says that since the beta ended, some skeptical devs have already changed their minds about the feasibility of using Azure for the parts of a game traditionally handled by a user’s console or PC. In Titanfall‘s case, that largely includes artificial-intelligence-powered teammates.
“Back when we started talking to Microsoft about it, everyone thought it was kind of crazy and a lot of other publishers were terrified of even doing it,” Shiring says. “I’ve heard that since our beta ended, they’ve been pounding down the doors at Microsoft because they’re realizing that it really is a real thing right now.”
By eliminating the hassles of setting up a game’s cloud infrastructure, Redmond is letting developers focus on what’s important: making killer games.
Shiring has touched on what Redmond’s back-end would allow before, but even then, it wasn’t clear just how intrinsic Azure was to the game’s twitch-based multiplayer mayhem. Aside from providing dedicated servers for low-lag online matches, Azure’s remote horsepower is part of what sets Titanfall apart from contemporary first-person shooters.
To understand how Respawn ended up working with Microsoft, we have to travel back to 2007, back when Miley Cyrus was still Hannah Montana and Call of Duty wasn’t a household name.
IN THE BEGINNING
In the span of five years, Call of Duty house Infinity Ward sold millions of plastic discs and, with 2007′s Call of Duty 4: Modern Warfare, it established the prototype for current multiplayer gaming. After a very public falling out with parent company Activision three years later, key creative staff left the studio to form Respawn. While the new team was in the early stages of deciding what its first game would look like, Shiring was already pushing hard for dedicated servers. The downside, however, is that those CPU stacks and the space to house them aren’t cheap. Luckily, Respawn had friends in the right places.
“Microsoft got really interested in the idea, and that was early on,” says Shiring. “I’d say I started to nudge them in 2010, but it really was 2011 when we were coming at them like ‘What can you do? We can’t afford this.’”
This was around the time that Redmond was deciding what to do with the online service for the as-of-yet unnamed Xbox One.

“There are other games like Battlefield that have dedicated servers, but they haven’t gone the same direction that we have with them,” Shiring says.
“We knew in the early stages of developing Xbox One that we wanted to tap into the power of the cloud in a way that hadn’t been done before,” says John Bruno, Xbox Live’s lead program manager. “We were convinced that enabling dedicated servers using cloud computing presented a great opportunity to realize our vision for Xbox One.”
Microsoft is providing the garage and the tools for game developers to work with, and, perhaps most importantly, it’s keeping the rent cheap. By eliminating the hassles of setting up a game’s cloud infrastructure, Redmond is letting developers focus on what’s important: making killer games. For a startup like Respawn, that was pretty attractive and would allow the studio to achieve its vision with minimal compromise.
GOTTA KEEP IT DEDICATED
While a good number of PC games use dedicated servers, most console titles rely on a player hosting each multiplayer session. This introduced more than a few roadblocks to Respawn’s vision. For starters, it wouldn’t allow for the resource-intensive AI-controlled combatants and busy battlefields the team had in mind.
“Having these servers with a significant amount of CPU power and bandwidth available is absolutely essential to our game: Having these machines that are regional and servers that have good ping — that’s huge,” he says. “That has completely changed the way we make games.”
Many look at Titanfall as the first true next-gen game, offering an experience we haven’t seen on last-generation hardware (think: the PlayStation 3 and Xbox 360). From what Shiring says, the fact that Respawn wasn’t held back by a console’s local processing power was key to letting the studio achieve what it has.
“There are other games like Battlefield that have dedicated servers, but they haven’t gone the same direction that we have with them. We have all of this AI and things flying around in the world; that has obviously let us build a different game than we would have if we’d have gone with player-hosted,” Shiring says. “Really, the biggest thing with that is that it has uncapped our designers and let them do things that were previously impossible to do.”
Because Titanfall‘s advanced AI is handled by the Azure servers, your Xbox’s or PC’s innards can be used to achieve more detailed graphics and the game’s silky-smooth frame rate. The Titan bodyguards, dropships and legions of AI-controlled combatants are essentially free from a processing-power standpoint. Without Redmond’s cloud, it’s highly likely that Titanfall‘s six-versus-six player limit would be painfully apparent. Since these features live on remote servers, though, making sure they seamlessly appear in-game is paramount.
THE LAST MILE
As is often the case with networking, the distance between access points is where things tend to fall apart. In player-hosted gaming, it’s no different. When you start a typical multiplayer game on a console, the quality of your experience often relies on how good your connection to the host is. If someone in their house starts watching True Detective on HBO Go or, worst-case scenario, the host leaves, chances are that your experience will suffer as a result.
Shiring believes that, eventually, centralized hosting will become the new normal.
Ping — the time it takes in milliseconds to transfer data between remote machines — is the crux of multiplayer gaming. Simply put: If it’s too high, the bullets you fire at an enemy won’t hit their target because your network is running slower than the game is animating player movement.
For details on why Titanfall doesn’t feature cross-platform play, check out the full interview with Respawn’s Jon Shiring.
Azure’s regional data centers address this by providing a clean, semi-local connection point between your console and the server where it connects. Naturally, the lower your ping is, the better; most PC gamers try to select servers that have a ping of 100ms or less. Shiring tells us that when Respawn’s offices in Los Angeles connect to the Azure data center in San Francisco, the average ping is 19ms to 20ms. “We’re talking barely more than one rendering frame to get a message to the server and back again, which is outstanding,” he says.
“What I’ve found is that a lot of the latency in consumer broadband is at the edges: Getting to another user is slower than getting to a hub and back again,” Shiring says. Because the Azure data centers are regional, he says that the latency is a lot lower than what you would get if the connection was to another player. That means that every non-player-controlled character should do what it’s supposed to do, when it’s supposed to, almost anywhere on the globe.
With Azure taking care of Titanfall‘s external AI elements, the speed that they’re delivered to a game session needs to be near-seamless for a good player-experience. It has to feel like you’re fighting alongside scripted AI teammates in a single-player campaign — not like a typical, stuttery multiplayer match — for the computer-controlled characters to be valuable. After all, a robotic bodyguard is useless if it takes even a millisecond longer for your Titan to detect an enemy than it does for the enemy to kill you. If the technology hiccups because of a slow connection, the illusion breaks. At its core, Respawn’s use of Azure promises a consistently fast connection where you don’t see the stitches holding the game together.
PEAK TIME
These regional data centers also allow Respawn to keep everyone playing even if their closest server farm is overloaded. During the beta, the studio ran Titanfall on an intentionally limited number of servers to discover where the infrastructure’s weak points were when running at a full load. Some 2 million people participated in the game’s test run (across both PC and Xbox One) and at one point, a portion of Europe’s data centers were running at full player capacity and couldn’t accept more users.
Respawn had a contingency plan in place: moving the affected players over to the East Coast US data centers, behind the scenes. This meant higher ping of course, but not by a dramatic amount. “We don’t look forward to doing that at all, but if we have a bunch of people sitting unable to play the game, then we’re going to make sure that the experience is good enough — maybe not ideal — to get them playing,” Shiring says.
In a way, this was a method of answering the biggest question the developer could face during launch: What will happen if everyone tries playing the game at the same time and can’t?
An entire country will miss out on a console game because of the lack of Microsoft’s servers in the region.
“We’re trying to figure out how many people will be playing and trying to make sure the servers will be there for that,” Shiring says. Essentially, that’s where Respawn’s responsibilities end. If player experience is suffering at launch, that’s on Redmond to fix.
“One of the really nice things about it is that it isn’t my problem, right?” Shiring says. “We just say [to Microsoft], here are our estimates, aim for more than that, plan for problems and make sure there are more than enough servers available — they’ll know the whole time that they need to bring more servers online.”
Titanfall benefits from dedicated servers, but it’s dangerously dependent on them to function; there are parts of the world where Azure data centers don’t exist. Like South Africa, for instance. Because Respawn couldn’t guarantee the quality of the experience, its debut game won’t be released there. An entire country will miss out on a console game because of the lack of Microsoft’s servers in the region.
THIS IS JUST THE START
Shiring is keenly aware of the pressures on him and his coworkers to not only launch well, but also to maintain a consistent level of quality throughout Titanfall‘s lifespan. It isn’t just the first tentpole title of the current generation of gaming; it could also be the killer consumer app for Microsoft’s Azure tech.
He expects that once his team’s game ships and is complete, the studio will have more confidence that the grunt work associated with brand-new code and technology will be done. From there, other developers can build on Respawn’s foundation. Shiring believes that, eventually, centralized hosting will become the new normal. He also recognizes the risk in being first.
“Working with Microsoft is great, but we’re kind of taking a bullet with doing the pain of proving that the game will scale up, and we’re finding bugs that every system has at launch,” he says.
The only other proof that Azure actually works for gaming is Xbox One launch title Forza Motorsport 5. The game’s Drivatar system uses the cloud to catalog your racing behavior and create a virtual driver that competes in other people’s online races, earning in-game money while you’re away. Doing laps around the Indianapolis Motor Speedway, however, doesn’t have as wide an appeal as, say, operating a three-story robotic death machine. Should Titanfall and Azure live up to expectations, Shiring thinks that Redmond’s infrastructure could change how studios approach developing games. If he’s right, this could lead to much more Respawn-style experimentation from other studios and maybe create entirely new genres of games as a result.
“Suddenly, the publisher solution becomes more risky than the cloud solution,” he says. “That will be a big shift in the industry for everybody.”
Filed under: Gaming, Home Entertainment, Software, HD, Microsoft
Android lead says wearable developer tools coming in two weeks (updated)
We’ve got very few details at the moment, but Sundar Pichai is preparing to lead the Android charge into the wearable space. He announced that the company will launch a new wearable SDK for Android at SXSW Interactive. The tools will be available to download in roughly two weeks time and will expand the efforts to put Google’s mobile OS on smart watches or fitness bands. Pichai definitely didn’t limit Android to those two particular implementations, however. He focused heavily on expanding developers’ ability to harvest data from sensors of any kind… so long as they’re mounted on your body. He even suggested a future where your jacket is loaded with sensors and powered by Android.
He also promised when the SDK is available that the company will offer its “vision” of how it sees the market developing. Pichai said it will be quite sometime before Google announces any specific products, however. There will be an extensive period of collecting developer feedback from the SDK before moving forward with other plans
Obviously Google is trying to get Android into as many devices as possible. Moving into the wearable space only makes sense. It has made various efforts on TV front and at CES announced a partnership with a number of car manufacturers to get the little green bot inside your dashboard as well. Hopefully we’ll get see the rumored fruits of LG and Google’s efforts before the end of the year, and learn whether or not Mountain View got its money’s worth when it purchased WIMM Labs.
Filed under: Cellphones, Wearables, Software, Mobile, Google
NYT Now is a mobile news platform with a dedicated staff curating stories
SXSW is a veritable playground for journalists, with panels catering to media professionals and — most importantly — no shortage of free food. We’re not surprised, then, that The New York Times chose Austin as the venue for an announcement this week. Perhaps “tease” is more apt than announcement, though, since we aren’t allowed to capture any pictures of the upcoming NYT Now app at this time (the bar menu above was the only documentation we’re permitted to publish).
Set to launch “very soon,” NYT Now features curated contented from the Times, and unlike the publication’s current algorithm-powered mobile app, it boasts a dedicated staff responsible for hand-picking stories and repackaging them for consumption on your phone. Expect shorter, more visual stories, with bullet points and minimal paragraphs to get to the core of a story quickly. In addition to articles from the paper, NYT Now will feature an “Our Picks” tab that highlights content from around the web curated by Times editors. There’s also a “Save for Later” section, which lets you bookmark articles. Based on our cursory preview of the app on iOS (it will eventually come to Android), we find the interface compelling; the main page highlighted a recently updated documentary, and curated picks included a well-sourced piece from ABC about the missing Malaysia Airlines flight.
Clifford Levy, the head of NYT Now, told us the Times is hoping to reach “a new generation of subscribers” with the new app, while executive editor Jill Abramson said she hopes Now will be a “gateway drug” to full subscriptions. It’s a subscription-based model, with the fee set at $8 per month, though that cost includes access to the full versions of any stories featured on the app. If you want access to all articles on the desktop rather than the curated selection, you’ll still have to fork over the $15, though current digital subscribers will get access to NYT Now gratis. The publication’s reps are being tight-lipped about the app’s launch details, but look for it to drop soon. In the meantime, enjoy the Times’ SXSW soiree cocktail list (we have it on good authority that the Lady Baltimore was quite tasty).

Zach Honig contributed to this report.
Filed under: Software
IBM puts Watson in charge of its SXSW food truck, we taste-test (video)
We know Watson has some Jeopardy skills, but putting IBM’s supercomputer in the kitchen? That’s a little different. Here at SXSW, the company’s set up a “Cognitive Cooking” food truck in partnership with the Institute for Culinary Education (ICE). Using Watson’s recipe system, which combines three elements (ingredient, cuisine and type of dish) to create unconventional new fare, chefs here in Austin are churning out delicacies such as ceviche fish and chips and Vietnamese apple kebabs.
ICE creative director Michael Laiskonis, who was on hand making IBM’s take on fish and chips today, says Watson is able to identify compatible ingredients that chefs may not consider — such as mushrooms and strawberries, which share similarities on the molecular level. Florian Pinel, a software engineer at IBM, walked us through the recipe-generation process, asking us for an ingredient (we chose saffron), and then giving us options for cuisine and type of dish. The result? Azerbaijani Saffron Cake, with cherry plum, pistachio and cloves. Watson’s truck will serve the most popular recipe of the day, so vote for ours here so we can subject SXSW to our culinary whims. Oh, and check out the scene at the food truck in the video below.
Zach Honig contributed to this report.
Filed under: Software












