Category Archives: Games

Computer Games In E-commerce: How games have impact on economy and humans. Is it good?

Reading Time: 6 minutes

Introduction.

In the contemporary world, the influence of computer games is so profound that it has become an integral part of the lives of many young people. Games like Pacman, GTA (Grand Theft Auto), Mortal Kombat, Angry Birds, and countless others have not only captivated individual players but have also left an indelible mark on human pop culture. Their impact extends beyond the digital realm, inspiring films, fashion, and even humor. Gaming consoles such as PlayStation, Nintendo, and Xbox are coveted possessions, serving as gateways for teenagers to immerse themselves in the captivating world of games.

Over the past 50 years, from the introduction of the first games to the present day, the gaming landscape has evolved from a simple yet satisfying pastime to an entirely new realm of exploration, as exemplified by the likes of the Polish game Cyberpunk 2077. The rapid evolution of games raises pertinent questions about their influence on humanity. Are games a potential danger to the real world, or is this gaming revolution moving in a positive direction that should alleviate concerns?

To explore these questions, this essay will delve into the advantages and disadvantages associated with playing computer games and utilizing gaming consoles. By examining both sides of the coin, we aim to provide a comprehensive understanding of the impact of computer games on individuals and society.

What computer games give the world?

  • Happiness.

Happiness is a prominent benefit that computer games offer, catering to a fundamental desire shared by many. Engaging in video games often leads to a profound sense of joy, particularly when achieving success in various gaming scenarios. Whether conquering an e-sport match or mastering a game on its most challenging difficulty level, the exhilarating rush of victory is a common experience for gamers. However, the spectrum of happiness in gaming is broad and diverse. Beyond competitive triumphs, individuals find joy in exploring virtual worlds, immersing themselves in compelling narratives, or enjoying collaborative gameplay with friends. What makes gaming a unique source of happiness is its ability to cater to individual preferences, offering a personalized and fulfilling experience to players of diverse tastes.

  • Technology development.

Technological development plays a pivotal role in the gaming industry, directly influencing the quality of games. An exemplary contributor to this arena is NVIDIA, a renowned company recognized for its production of graphics processing units (GPUs). These GPUs are instrumental in game creation, as NVIDIA collaborates closely with game developers to integrate their games seamlessly with the innovative GPUs provided to computers. Currently holding the position as the leading supplier of GPU technology for computers, NVIDIA consistently refines its technology year after year. Noteworthy advancements, such as the introduction of real-time ray tracing (RTX) and Deep Learning Super Sampling (DLSS), underscore NVIDIA’s commitment to enhancing the gaming experience. These innovations not only bring about incredible graphics but also contribute to a more immersive and enjoyable gameplay environment. The company’s dedication to pushing technological boundaries signifies its role as a key player in shaping the future of gaming aesthetics and performance.

  • Economic Growth.

The gaming industry is experiencing unprecedented growth, with each passing year witnessing the addition of new job opportunities. The demand for highly skilled specialists is on the rise as the industry strives to create increasingly sophisticated and innovative games. In response to this demand, new game companies are emerging, aiming to introduce fresh offerings to the market. Larger businesses are expanding their operations, attracting top talent to maintain their competitive edge.

Games themselves have become highly sought-after commodities with a consistent and high demand. Whether purchased from online shops or traditional electronic stores, computer games are a daily indulgence for enthusiasts worldwide. Consoles like the PlayStation 5, crafted by Sony, exemplify this trend, selling in tremendous quantities globally and yielding substantial profits. In a bid to match Sony’s success, Microsoft entered the race with the Xbox One, illustrating the intense competition among major brands in the market.

The flourishing e-sports industry further underscores the industry’s dynamic nature. The creation of more e-sports teams, the participation of a growing number of e-sports players and increased corporate interest in supporting them mark significant developments. Platforms like Twitch, dedicated to streaming gaming content, have become thriving communities where streamers and audiences share a common passion and support one another.

This remarkable growth in the gaming sector has substantial implications for the economy. Predictions suggest that without the contributions of the gaming industry, the economic landscape would be notably different. As we witness the continual evolution of this industry, its impact on various facets of our society becomes increasingly profound.

Why computer games are bad for humans?

  • Addiction.

While games initially bring joy, the pursuit of happiness through gaming can transform into a perilous cycle of addiction. Players often lose track of time immersed in matches or tackling higher difficulty levels, gradually surrendering control over their gaming habits. Initially, they believe they can play at will, but eventually, gaming becomes an all-consuming activity, overshadowing relationships with family, friends, and even a sense of responsibility.

The allure of enhanced technology in game production, coupled with more captivating games and consoles, intensifies the addictive nature of gaming. The emotions evoked by these features can be so compelling that individuals succumb to the temptation to play rather than engage in meaningful conversations with their loved ones. Consequently, gaming addiction contributes to a rise in antisocial behavior, with individuals opting to spend entire nights in front of a computer screen rather than participating in social gatherings or romantic endeavors.

Moreover, the ubiquitous availability of computer games exacerbates the problem, making it challenging to combat addiction. The ease with which games can be obtained further amplifies the issue, leading to potentially devastating outcomes in both societal and personal realms. Addressing this phenomenon requires a concerted effort to manage and regulate access to games, as well as promoting awareness about the potential consequences of excessive gaming on mental health and relationships.

  • Impact on Physical Health.

Computer games can take a toll on physical health, manifesting themselves in various ways. Firstly, prolonged hours spent in front of a computer screen, especially during nighttime without adequate lighting, can significantly impact eyesight. This habit can lead to deteriorating vision over the long term.

Secondly, an improperly arranged gaming setup can result in spinal issues. Remaining seated in an armchair for extended periods can cause severe back pain, and maintaining a hunched position during gameplay may contribute to developing a hunchback over time.

Lastly, gaming itself is not conducive to maintaining a healthy physical condition. The sedentary nature of prolonged gaming sessions can lead to weight gain and overall weakened physical condition. Those aspiring to achieve a fit and athletic body must be cautious not to spend excessive hours in front of a monitor.

  • Impact on Academic/Job Performance.

One significant drawback of computer games is the time they consume, time that could otherwise be invested in enhancing academic or job performance. The allure of computer-generated fun often proves more enticing than studying for school exams or delving into educational materials. In the contemporary setting, interactive computer games have become the preferred choice for unwinding after a demanding day at school or work.

However, this preference becomes problematic when the need for focused study or knowledge enhancement takes a backseat to gaming. Frequent prioritization of games over academic pursuits can swiftly lead to a decline in school performance. Staying up all night gaming, for instance, not only induces fatigue but can also result in reduced attentiveness during classes, hindering the learning process.

The more one indulges in gaming, the greater the potential impact on academic performance, particularly since many computer games do not contribute to essential subjects like math, English, or biology. Instead, they primarily offer entertainment, which, while enjoyable, may not be conducive to success in exams or job performance.

Conclusion.

Inarguably, computer games have reshaped our world, contributing to modern technology, fostering economic growth, and offering unparalleled moments of joy and experiences. However, this technological advancement comes with a double-edged sword – the emergence of addiction.

The increasing prevalence of game overuse, particularly among the younger population, raises concerns. Excessive gaming not only poses physical health risks but also diminishes academic and job performance. The allure of games, while providing happiness and memorable experiences, has the potential to overshadow real-world responsibilities.

These drawbacks serve as a crucial warning. It is imperative for society to address the negative consequences of gaming addiction. Striking a balance between the digital and real world is essential to prevent the proliferation of problems associated with computer games and consoles. The quest for more games should be tempered with a commitment to mitigating the potential adverse effects.

Ultimately, maintaining equilibrium between the virtual and tangible realms is vital for the survival and prosperity of the real world. By addressing the challenges posed by excessive gaming, we can harness the positive aspects of computer games while preserving the well-being of individuals and the broader community.

My opinion.

I think that computer games are really amazing entertainment. I like playing them in my free time or spending time with my friends playing matches in League of Legends games. Nevertheless, I am trying to not play when I have important tasks do to like, for example exams, homework or learning to develop my knowledge. Nowadays, I have an opinion that there are more interesting and of course real things in real life than the digital world of computer games. I believe that people will see and understand that computer games are just and only entertainment, and they are not important as family or duties. Let me know what your thoughts about computer games are.

AI Engine:

  • Microsoft Bing.

Articles about computer games addiction:

  • https://my.clevelandclinic.org/health/diseases/23124-video-game-addiction
  • https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10065366/
  • https://www.webmd.com/mental-health/addiction/video-game-addiction

Article about gaming industry:

  • https://builtin.com/gaming

Thank for reading this article about computer games. I hope that you enjoyed reading it :).

At the end the famous sentance from the game GTA: San Andreas.
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Augmented Reality in the Workplace

Reading Time: 3 minutes

Augmented reality (AR) and virtual reality (VR) are two rapidly developing technologies with a wide range of applications. AR overlays digital information onto the real world, while VR creates an immersive digital environment that users can interact with.

Both AR and VR are having a significant impact on the workspace, school space, and everyday life. In the workspace, AR and VR are being used to improve training, safety, and productivity. In the school space, AR and VR are being used to create more engaging and immersive learning experiences. In everyday life, AR and VR are being used to enhance entertainment, shopping, and communication.

Impact on the workspace

Training

One of the most significant impacts of AR and VR on the workplace is in training. AR and VR can provide trainees a realistic and safe environment to practice their skills. For example, Boeing is using VR to train its assembly workers on how to build new aircraft. The US military is using VR to train soldiers on how to operate weapons and navigate different terrains.

Safety

AR and VR can also be used to improve safety in the workplace. For example, AR glasses can provide workers with real-time information about hazards and safety procedures. AR can also be used to guide workers through complex tasks. For example, General Electric is using AR to help workers repair jet engines.

Productivity

AR and VR can also be used to improve productivity in the workplace. For example, AR can be used to provide workers with hands-free access to information and instructions. VR can be used to create virtual meeting spaces and collaboration tools. For example, Microsoft Teams now offers VR meeting spaces, allowing users to collaborate in a virtual environment.

Impact on the School Space

AR and VR are being used to create more engaging and immersive learning experiences. For example, AR can be used to bring science textbooks to life or to allow students to explore historical sites. VR can be used to transport students to different places and times or to allow them to experience complex concepts firsthand.

For example, the Franklin Institute in Philadelphia, Pennsylvania uses AR to bring its science exhibits to life. Students can point their smartphones at the exhibits to see additional information and animations. The University of North Carolina is using VR to transport students to different historical sites and allow them to experience them firsthand. For example, students can take a virtual tour of the Roman Colosseum or the Great Wall of China.

Impact on everyday life

AR and VR are being used to enhance entertainment, shopping, and communication in everyday life. For example, AR can be used to play interactive games or to try on clothes before you buy them. VR can be used to watch movies and TV shows in a more immersive way or to attend virtual concerts and sporting events.

For example, IKEA is using AR to allow customers to try on furniture in their own homes before they buy it. Customers can point their smartphones at the place where they want to place the furniture to see how it would look. The North Face is using VR to allow customers to experience their products in a virtual outdoor environment. Customers can hike through a virtual forest or climb a virtual mountain.

AR and VR are also being used to improve communication. For example, AR can be used to translate languages in real-time or to provide sign language interpretation. VR can be used to create virtual meeting spaces and collaboration tools. For example, Facebook is developing AR glasses that can be used to translate languages in real-time and provide sign language interpretation.

Conclusion

AR and VR are two rapidly developing technologies with a wide range of applications. AR and VR are having a significant impact on the workspace, school space, and everyday life. As these technologies continue to develop, we can expect to see even more innovative and ground-breaking applications.

https://spectrum.ieee.org/vr-and-ar-course-program

https://about.fb.com/news/2023/09/impact-of-vr-and-ar/

https://itmunch.com/breaking-barriers-exploring-the-future-of-vr-and-ar-itmunch/

https://www.xrtoday.com/augmented-reality/the-role-of-ar-in-the-future-of-work/

https://techround.co.uk/tech/apple-vr-headset-future-virtual-reality/

Engine used: QuillBot

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AI in GTA 6: how it can involve the game

Reading Time: 3 minutes
GTA 6 được sản xuất bởi A.I

On December 4th the world was shocked by Rockstar Games. Grand Theft Auto 6 trailer was announced and published. It blew the minds of many people, many changes were applied, and we were shown a completely new game. The heated discussion was also about AI and how it can benefit the game, especially improving interaction with NPCs.
In an interview with Inverse, Take-Two Interactive CEO Strauss Zelnick said, “Everyone’s working on that. You’re a playable character, you’re interacting with the non-playable character. That interaction is currently scripted. And the non-playable characters are generally not very interesting. You could imagine all the NPCs becoming really interesting and fun.” AI might also engage an opportunity to have dialogues that will be created in real-time after the game’s release. The depth of these dialogues could be managed manually. Similar to the game “Red Dead Redemption 2”, NPCs could engage in conversations and follow daily routines rather than remaining static.

Possible impact of Inworld AI on GTA 6 NPCs and their behaviour:

Inworld AI is a technology that can create “sentient streets” in video games, where NPCs follow daily routines, such as being in the hood, going to the coffee shop or walking with a dog. Inworld AI NPCs adapt to player behaviour, learn from interactions, and have distinct personalities and contextual awareness that stay in-world. Inworld AI has released a report that found that 79% of gamers are excited by the promise of AI NPCs, with 88% believing they would make a game more immersive. The report also found that 76% of gamers want better situational awareness from NPCs, and 60% would like to see more interactive dialogue and a sense of humour. Inworld AI uses artificial intelligence to bring virtual humans and NPCs to life, instilling them with distinct personalities whose personalities, thoughts, memories, and behaviors are designed to mimic the deeply social nature of human interaction.

According to GTA 6 possible leaks, AI might also benefit the driving process, making traffic movement and vehicles more realistic and adding sense in their ways. In addition, GTA 6 will contain two playable characters, and when you play for one of them, another will do something on the map as well thanks to AI, instead of simply disappearing.

Grand Theft Auto 6 map: Everything we know so far - Dot Esports


Will Rockstar Games add AI in GTA 6?

Rockstar Games has not given any comments about whether Grand Theft Auto VI, will use AI or not. The game’s release date is set for 2025, so there will be more information to come in the future.
To be honest, there’s a high chance GTA 6 will use AI that has been present in open-world games for the last decade. However, conjecture is just a conjecture, so fans can only guess to what extent it will be added and in what specific ways.
Gaming creator Doug “Dagnabbit,” expresses to Inverse that he believes Take-Two will make the correct decision regarding the use of AI, even though he’s not sure GTA 6 needs it.
He states that if GTA decides to incorporate AI, it must be beneficial for their games; otherwise, it would not be worth the potential drawbacks. “GTA is very well known for how good their open worlds are and how great the random encounters with NPC characters throughout those worlds can be.


What do we have in a nutshell:

Rockstar Games unveiled the Grand Theft Auto 6 (GTA 6) trailer on December 4th, introducing significant changes and sparking discussions about the potential benefits of AI. Strauss Zelnick, the CEO of Take-Two Interactive, has discussed the potential of generative AI in enhancing interactions with NPCs in GTA 6. He believes that AI could make NPCs more dynamic and interesting, similar to how AI has been used to improve interactions in other areas. Inworld AI technology could create immersive experiences, with NPCs adapting to player behaviour and having distinct personalities. Possible leaks suggest AI may impact driving realism and the behaviour of secondary playable characters in GTA 6. However, Rockstar Games has not confirmed whether Grand Theft Auto 6, set to release in 2025, will incorporate generative AI.

References:

https://tech.hindustantimes.com/gaming/news/gta-6-leak-from-npcs-to-open-world-know-how-ai-will-impact-the-game-71700052504061.html

https://www.pcguide.com/ai/gta-6-ai-npcs/

https://www.inverse.com/gaming/gta-6-generative-ai-take-two-ceo

https://timesofindia.indiatimes.com/gadgets-news/ai-can-make-grand-theft-auto-6-better-heres-what-take-two-ceo-has-to-say/articleshow/105190431.cms

https://www.paraphraser.io

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Nvidia DLSS and how AI is changing gaming industry

Reading Time: 3 minutes

NVIDIA’s Deep Learning Super Sampling (DLSS) technology is a game-changer in the world of gaming. DLSS uses AI to generate pixels, thereby increasing frame rates in video games. This technique has been integrated into over 300 RTX games and enhances the gaming experience by increasing frame rates by up to 4x [1]. In this blog post, we will explore how NVIDIA’s DLSS technology works and how it has revolutionized the gaming experience. We will also discuss the impact of NVIDIA’s DLSS technology on the gaming industry and its future prospects.

DLSS 1.0 was the first version of this technology, which was introduced in 2018 . It was designed to improve the performance of games running on NVIDIA’s Turing architecture GPUs by using AI to upscale lower-resolution images to higher resolutions . This allowed gamers to enjoy better image quality and higher frame rates without sacrificing performance . While DLSS 1.0 was a significant improvement over traditional upscaling techniques, NVIDIA has since released several newer versions of the technology, each with its own set of improvements and features .

DLSS 2.0, 2.1, and 2.2 have all introduced significant improvements over their predecessors, including better image quality, reduced input lag, and improved support for games that use ray tracing and VRS .

However, NVIDIA has recently released DLSS 3.0, which is the next revolution in neural graphics . DLSS 3.0 combines DLSS Super Resolution, all-new DLSS Frame Generation, and NVIDIA Reflex, running on the new hardware capabilities of GeForce RTX 40 Series GPUs, to multiply performance by up to 4X over brute-force rendering . DLSS 3.0 is already being rapidly adopted by the ecosystem, with over 35 games and applications integrating the technology, the first of which launched in October. DLSS 3.0 is powered by the new fourth-generation Tensor Cores and Optical Flow Accelerator of the NVIDIA Ada Lovelace architecture, which powers GeForce RTX 40 Series graphics cards [2] . The DLSS Frame Generation convolutional autoencoder takes 4 inputs – current and prior game frames, an optical flow field generated by Ada’s Optical Flow Accelerator, and game engine data such as motion vectors and depth . DLSS 3.0 is a revolutionary breakthrough in AI-powered graphics that massively boosts performance, while maintaining great image quality and responsiveness .

DLSS 3.5 is the latest version of NVIDIA’s DLSS technology, which is set to be released in the fall of 2023 [3]. It will introduce a new AI model called “Ray Reconstruction,” which will create higher-quality ray-traced images for intensive ray-traced games and apps . Ray Reconstruction is an AI-powered denoising algorithm that learns from millions of high-quality images to generate more accurate pixels . DLSS 3.5 will be available in several games and applications, including Alan Wake 2, Cyberpunk 2077, Cyberpunk 2077: Phantom Liberty, Portal with RTX, Chaos Vantage, D5 Render, and NVIDIA Omniverse . DLSS 3.5 is powered by the Tensor Cores on GeForce RTX GPUs and is expected to deliver even better performance and image quality than its predecessors [4].

Artificial intelligence has been a game-changer in the gaming industry, and NVIDIA’s DLSS technology is a prime example of this. DLSS uses AI to create additional frames and improve image quality, resulting in a smoother and more immersive gaming experience. The technology has been widely adopted, with over 300 games and apps now supporting it . DLSS has also been praised for its ability to deliver high-quality images that rival native resolution while multiplying frame rates [5]. With the advent of DLSS, it’s clear that AI is transforming the gaming industry, and we can expect to see more innovations in the future.

[1]https://www.geeky-gadgets.com/how-to-run-ai-locally/#:~:text=In%20the%20realm%20of%20gaming%2C%20NVIDIA’s%20Deep%20Learning,by%20increasing%20frame%20rates%20by%20up%20to%204x.

[2]https://www.nvidia.com/en-us/geforce/news/dlss3-ai-powered-neural-graphics-innovations/

[3]https://www.nvidia.com/en-us/geforce/news/nvidia-dlss-3-5-ray-reconstruction/

[4]https://www.makeuseof.com/what-is-nvidia-ai-powered-dlss-3-5/

[5]https://blogs.nvidia.com/blog/neural-graphics-gdc/

This post was made with bing ai

Image was generated by Dalle 3

Some of the prompts I’ve used:

write an introducion paragraph to a blogpost about nvidia dlls and ai in gaming

write a blogpost paragraph about nvidia dlss 1, dlss 2, dlss 2.1, dlss 2.2,dlss 3, and dlss 3.5

write a conclusion paragraph for a techblog post about nvidia dlss and how ai is changing gaming industry

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MACHINE LEARNING AND IT’S BLISS ON NETFLIX

Reading Time: 4 minutes

INTRODUCTION:

As the world’s leading Internet television network with over 160 million members in over 190 countries, our members enjoy hundreds of millions of hours of content per day, including original series, documentaries and feature films. Of course, all our all-time favourites are right on our hands, and that is where machine learning has taken it’s berth on the podium. This is where we will dive into Machine Learning.

MONEY HEIST(2017)

Machine learning impacts many exciting areas throughout our company. Historically, personalization has been the most well-known area, where machine learning powers our recommendation algorithms. We’re also using machine learning to help shape our catalogue of movies and TV shows by learning characteristics that make content successful. Machine Learning also enables us by giving the freedom to optimize video and audio encoding, adaptive bitrate selection, and our in-house Content Delivery Network.

I believe that using machine learning as a whole can open up a lot of perspectives in our lives, where we need to push forward the state-of-the-art. This means coming up with new ideas and testing them out, be it new models and algorithms or improvements to existing ones.

Operating a large-scale recommendation system is a complex undertaking: it requires high availability and throughput, involves many services and teams, and the environment of the recommender system changes every second. In this we will introduce RecSysOps a set of best practices and lessons that we learned while operating large-scale recommendation systems at Netflix. These practices helped us to keep our system healthy:

 1) reducing our firefighting time, 2) focusing on innovations and 3) building trust with our stakeholders.

RecSysOps has four key components: issue detection, issue prediction, issue diagnosis and issue resolution.

Within the four components of RecSysOps, issue detection is the most critical one because it triggers the rest of steps. Lacking a good issue detection setup is like driving a car with your eyes closed.

ALL YOUR FAVOURITE MOVIES AND TV SHOWS RIGHT HERE!

The very first step is to incorporate all the known best practices from related disciplines, as creating recommendation systems includes procedures like software engineering and machine learning, this includes all DevOps and MLOps practices such as unit testing, integration testing, continuous integration, checks on data volume and checks on model metrics.

The second step is to monitor the system end-to-end from your perspective. In a large-scale recommendation system there are many teams that often are involved and from the perspective of an ML team we have both upstream teams (who provide data) and downstream teams (who consume the model).

The third step for getting a comprehensive coverage is to understand your stakeholders’ concerns. The best way to increase the coverage of the issue detection component. In the context of our recommender systems, they have two major perspectives: our members and items.

Detecting production issues quickly is great but it is even better if we can predict those issues and fix them before they are in production. For example, proper cold-starting of an item (e.g. a new movie, show, or game) is important at Netflix because each item only launches once, just like Zara, after the demand is gone then a new product launches.

Once an issue is identified with either one of detection or prediction models, next phase is to find the root cause. The first step in this process is to reproduce the issue in isolation. The next step after reproducing the issue is to figure out if the issue is related to inputs of the ML model or the model itself. Once the root cause of an issue is identified, the next step is to fix the issue. This part is similar to typical software engineering: we can have a short-term hotfix or a long-term solution. Beyond fixing the issue another phase of issue resolution is improving RecSysOps itself. Finally, it is important to make RecSysOps as frictionless as possible. This makes the operations smooth and the system more reliable.

NETFLIX: A BLESSING IN DISGUISE

To conclude In this blog post I introduced RecSysOps with a set of best practices and lessons that we’ve learned at Netflix. I think these patterns are useful to consider for anyone operating a real-world recommendation system to keep it performing well and improve it over time. Overall, putting these aspects together has helped us significantly reduce issues, increased trust with our stakeholders, and allowed us to focus on innovation.

BY: SHANNUL H. MAWLONG

Sources: https://netflixtechblog.medium.com/recsysops-best-practices-for-operating-a-large-scale-recommender-system-95bbe195a841

https://research.netflix.com/research-area/machine-learning

References:

[1] Eric Breck, Shanqing Cai, Eric Nielsen, Michael Salib, and D. Sculley. 2017. The ML Test Score: A Rubric for ML Production Readiness and Technical Debt Reduction. In Proceedings of IEEE Big Data.Google Scholar

[2] Scott M Lundberg and Su-In Lee. 2017. A Unified Approach to Interpreting Model Predictions. In Advances in Neural Information Processing Systems 30, I. Guyon, U. V. Luxburg, S. Bengio, H. Wallach, R. Fergus, S. Vishwanathan, and R. Garnett(Eds.). Curran Associates, Inc., 4765–4774.

The Console War : Xbox Vs PlayStation

Reading Time: 4 minutes

Introduction

In the world of video games, there has always been a rivalry between console publishers. Nintendo, Sega, Microsoft and Sony, for example, have been in constant rivalry for a long time. These days, the talk is of a huge rivalry between Sony and Microsoft, but where does it come from? That’s what we’re going to find out in this article.

History :

The rivalry between Microsoft and Sony in the field of video game consoles is known as the “console war” between Xbox and PlayStation. This competition dates back to the 2000s and has played an important role in the video games industry. It all began with the release of the first PlayStation in 1994. This brand-new console emerged from nowhere between video game giants such as Nintendo and the NES or Sega’s Mega Drive. It was a runaway success for Sony, prompting new players to enter the market. In 2001, Microsoft launched the Xbox, marking its entry into the console war. Microsoft provided additional competition to Sony and Nintendo with its Xbox series of consoles. It wasn’t long before people started comparing Xbox and PlayStation and pitting them against each other, which led to the release of numerous consoles, including the PlayStation 2, PlayStation 3, PlayStation 4, PlayStation 5, Xbox, Xbox 360, Xbox One and Xbox Series X|S.

One of the most notable features of this rivalry is the battle for exclusive games. Each manufacturer strives to obtain games that are only available on their platform, with the aim of attracting gamers and building loyalty. It was this feature that really saw the emergence of a conflict between fans praising the games on their favorite consoles. This new war took place on several fronts, including

  1. Online services: Both companies have developed online services for their consoles, such as Microsoft’s Xbox Live and Sony’s PlayStation Network. These services allow gamers to play online, download games and content, and enjoy multimedia features. However, it is only possible to play with players who have the same service and therefore the same console. This has led to a huge divide between groups of gamers.
  2. Hardware power: The power and technical characteristics of the consoles have been a major point of comparison. Fans and experts often compare the processing power, graphics and performance of Xbox and PlayStation consoles.
  3. The ecosystem: Each manufacturer offers an ecosystem of products and services around its consoles. This includes mobile applications, game streaming services and integration with other devices, such as PCs and smartphones.
  4. The gaming community: The gaming community is also an important part of this rivalry. Xbox and PlayStation fans form committed groups, with strong preferences for their favorite brand.

Actually :

Today, the console war is over. The rivalry between the publishers is still there, but a certain hype has descended among the various fans. However, if we absolutely had to pick a winner, it’s the Japanese company Sony that emerges triumphant from this confrontation at the heart of the Golden Age of video games.  This admission was made directly by Microsoft, which even explained the reasons for its defeat: “Xbox has lost the console war and its rivals are well placed to continue dominating, particularly by taking advantage of exclusive content. The Xbox console has consistently ranked third behind PlayStation and Nintendo in terms of sales”.

To be sure, just look at the current rankings. According to data from VGChartz, PS5 sales reached more than 38 million units in 2023, outstripping Xbox Series sales by 15 million. Nintendo Switch, which was released in 2017, surpassed all other sales with over 125 million units sold. The US company recognizes that it has been squeezed out of the console market by its two competitors. To compensate, the major company is concentrating on marketing video games and its Xbox Game Pass subscription service, which recently increased its prices.

Microsoft explains in the document that after losing the console war, Xbox has adopted a different strategy to Sony [and Nintendo]. Xbox benefits more from game sales than console sales. In fact, Xbox subsidizes the purchase of hardware by gamers in the hope of making up for the revenue [lost] from the sale of games and accessories by selling its consoles at a loss.

Conclusion :

I personally grew up during this period. I remember the lively discussions I had as a child at school about who had the best console, the best games and the best controllers. Personally, I supported the Xbox team and I remember watching sales fall little by little, wondering if I was going to have to sell my console to continue playing online.

In my opinion, the war isn’t over yet. The fans are still there, the publishers still motivated and Xbox enraged with the purchase of numerous game studios such as the highly publicised Activision Blizzard, Bethesda known for Fallout, Mojang with Minecraft and Playground Games.

These acquisitions will enable Microsoft to create new exclusives and make up for lost time by relaunching this exciting battle !

sources :

  • Chat GPT

Living in the Metaverse: A Virtual Revolution

Reading Time: 5 minutes

Introduction to the Metaverse

In a world where technology is rapidly advancing, the metaverse is emerging as the next frontier. The metaverse is a digital universe, a collective virtual shared space, where people from all over the globe can interact, explore, work, and play. It’s an exciting concept that’s gaining attention for its potential to transform the way we live and connect.

The metaverse isn’t a new idea. It has deep roots in science fiction, with authors like Neal Stephenson and Ernest Cline envisioning immersive digital worlds. However, today’s metaverse is no longer just science fiction. It’s evolving from the virtual worlds of the past into a tangible digital reality. From early virtual communities like Second Life to the present-day developments, the concept has come a long way.

How it works

Key technologies are the building blocks of the metaverse. Virtual reality (VR), augmented reality (AR), blockchain, and artificial intelligence (AI) are the pillars that make the metaverse possible. VR and AR provide immersive experiences, while blockchain ensures security and trust, and AI powers intelligent interactions within this digital realm.The metaverse has an array of applications, making it incredibly versatile. It’s not just about gaming; it’s about reimagining how we work, learn, socialize, and entertain ourselves. Imagine attending virtual concerts, exploring historical sites in VR, or conducting business meetings from your own digital office.

Several companies are actively working to shape the metaverse. Meta, formerly known as Facebook, is a frontrunner with its ambitious plans to create a shared metaverse. Roblox, a user-generated gaming platform, has already taken significant strides in the metaverse realm, proving the potential for user-created content.

In the metaverse, your digital identity takes center stage. You can be whoever you want, create avatars that reflect your personality, and express yourself in new ways. However, this digital openness also raises questions about privacy and personal expression.The metaverse is not just about fun; it’s also a place for business. The digital economy within the metaverse is growing, with the rise of non-fungible tokens (NFTs) enabling virtual ownership and trade. It’s a fascinating intersection of the real and digital worlds. The metaverse is changing the way we interact socially. Virtual meetups, immersive events, and even dating are taking place within this digital realm. It’s an exciting new way to connect with people from around the world. The metaverse’s potential extends to education and work. It offers opportunities for remote work, virtual classrooms, and collaborative projects in an engaging digital environment.

Applications

The metaverse, a term coined to describe a vast digital universe where reality and imagination seamlessly coexist, has given rise to a multitude of applications that promise to transform how we interact, work, and entertain ourselves. Education, for one, stands to undergo a profound evolution within the metaverse. Traditional classrooms are making way for immersive virtual environments where students can embark on educational journeys that transcend the limitations of physical geography. They can attend lectures, participate in interactive simulations, and collaborate with peers from across the globe, all within the metaverse’s virtual classrooms. Moreover, the metaverse serves as a stage for creativity and entertainment. It’s the realm where gaming takes on a new dimension, blurring the lines between reality and the virtual world. It’s a space where artists can showcase their work in stunning virtual galleries, and where music lovers can attend virtual concerts, united by a shared passion regardless of their geographical location. Beyond leisure, the metaverse offers innovative solutions for work. Remote teams can meet in digital boardrooms, architects can design complex structures through collaborative virtual platforms, and professionals from diverse fields can access a digital workspace that defies the constraints of a traditional office. As the metaverse continues to expand, the range of its applications is limited only by our imagination, offering a glimpse into a future where the digital realm knows no bounds.

Downsides

The metaverse, an exciting digital frontier, also brings forth a set of challenges and concerns that demand our attention. Digital addiction is a growing concern, as the immersive and always-connected nature of the metaverse may lead to excessive screen time and detachment from the real world. Privacy is another prominent issue. In this interconnected digital realm, personal data security becomes paramount, and safeguarding users’ privacy is essential. The potential for misinformation and digital manipulation, which have already plagued social media, also extends to the metaverse, raising concerns about trust and authenticity within this virtual world. Additionally, the metaverse could introduce a new dimension to socioeconomic disparities, creating a “digital divide” where not everyone has equal access to this emerging space. These challenges underscore the need for responsible development and ethical considerations as we navigate the evolving landscape of the metaverse.

Navigating the legal and regulatory landscape of the metaverse is akin to charting uncharted waters. The metaverse transcends geographical boundaries, making jurisdictional issues complex. Intellectual property rights in this digital realm raise intriguing questions. Who owns the virtual real estate, digital assets, or creative content within the metaverse? Establishing a robust legal framework to address these concerns is imperative. Additionally, protecting users from fraud, scams, and malicious activities calls for a comprehensive regulatory approach. Data privacy, already a critical issue in our digital age, takes on new dimensions within the metaverse. Ensuring the responsible handling of personal data and safeguarding user privacy is central to the regulatory conversation. As this digital universe continues to expand, the legal and regulatory aspects of the metaverse must evolve alongside, providing a secure and equitable environment for all participants.

Ethical considerations in the metaverse are paramount as we venture into this uncharted digital terrain. With immersive experiences and digital personas at the forefront, questions surrounding identity and authenticity arise. The responsible use of avatars and digital identities is a critical ethical concern. The metaverse can also be a breeding ground for cyberbullying and harassment, making it imperative to establish guidelines and policies that ensure a respectful and safe environment for all participants. Moreover, the digital divide is a looming ethical issue, as not everyone may have equal access to the metaverse. Bridging this gap to ensure inclusivity and fairness is a collective responsibility. As we explore this fascinating digital realm, ethical considerations must guide our actions, creating a metaverse that’s not only technologically advanced but also socially responsible and just.

Conclusion

In conclusion, the metaverse is a dynamic and evolving digital realm that promises to transform the way we live, work, and interact. It’s a space of limitless potential and exciting opportunities. As it continues to develop, we encourage you to explore the metaverse, stay informed about its growth, and consider how it might become a part of your digital life. The future is digital, and the metaverse is the next destination.

Made with chat gpt.

Some of the prompts I used: “give me some topics to write a techblog about” , “what can I contain in a blog post about metaverse?” , “write a blog post about the metaverse” , “write the first paragraph of a blog post containing introduction to the metaverse and history and evolution of it ” , “write me a long paragraph of a blog post containing applications of the metaverse” , “write me a blog paragraph containing challenges and concerns about metaverse” , “write me a blog paragraph containing legal and regulatory aspects of the metaverse” , “write me a blog paragraph containing ethical consideration of the metaverse” , “give me some titles for a blog post about a metaverse”

image source : https://www.freepik.com/free-photo/medium-shot-man-wearing-vr-glasses_19265130.htm#query=metaverse&position=0&from_view=keyword&track=sph#position=0&query=metaverse

https://time.com/6197849/metaverse-future-matthew-ball/

https://www.forbes.com/sites/digital-assets/article/the-metaverse-explained/?sh=7ced9a3e48bd

https://hbr.org/2022/07/exploring-the-metaverse

https://www.wired.com/story/what-is-the-metaverse/

https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&cad=rja&uact=8&ved=2ahUKEwjl3seo9o6CAxWawAIHHYJvB74QFnoECA8QAQ&url=https%3A%2F%2Fwww.nytimes.com%2F2022%2F10%2F07%2Ftechnology%2Fmetaverse-facebook-horizon-worlds.html&usg=AOvVaw0zvFo-7_heYLlactKzduxO&opi=89978449

Tagged

AI POWERED GAME BOSSES

Reading Time: 2 minutes

The game’s bosses are designed to challenge the player, requiring them to strategize and master their skills in order to win. For game developers, the process of designing and balancing boss behavior is difficult and time consuming. The solution to this problem could be machine learning. This will allow developers to create bosses that are not only more challenging, but also more dynamic and adaptable to player behavior.

Traditional bosses are often pre-programmed with different attack patterns that are easily recognizable by experienced players. However, machine learning can be used to train the boss AI and use previous encounter data to improve its strategy. This could lead to dynamic and challenging battles, and players couldn’t rely on patterns to beat it.

Romain Trachel and Alexandre Peyrot are Eidos-Sherbrooke specialists in machine-learning. Eidos-Sherbrooke is a game development studio, which takes advantage of two nearby universities (University de Sherbrooke and Bishop’s University) and bring new computing technology from them into their games. At Unreal Fest 2022 Romain and Alexandre have demonstrated a game which combines machine learning with EQS (Environment Query System). EQS is a AI system in Unreal Engine 5 that collects data from the environment. EQS query can be used to make decision on how to proceed based on the results of developers’ tests. It can instruct AI characters to find the best possible location that will provide a line of sight to a player to attach, the nearest health or ammo pickup. In most games, behaviour trees decide about possibilities, but in this demo the EQS is providing information to AI character about its environment and machine-learning decides what is the best response.

The game demo is pretty simple, but yet shows a huge potential of this model. The player has to collect orbs across a map while being chased by enemy. The gameplay is almost the same as Pac-Man, but the chaser’s behaviours are not scripted. Here you can watch the whole presentation:

The use of AI in video games can sometimes result in gameplay that is not enjoyable for players. Romain and Alexandre experienced this in one of their game modes, where the enemy AI used a camping strategy that made the game unenjoyable. The goal of Romain and Alexandre is to find ways to incorporate machine learning into existing game without making the game too difficult or unfair for players.

In summary, machine learning can be a difficult technology to implement in video game development due to performance issues and animation challenges. Acquiring large amounts of training data is necessary for successful results, but this can be difficult to achieve in the open-world environments that players expect. Also modern game engines are not optimised for machine learning. Animation is another problem as AI driven bots may behave in unexpected ways that animation methods can’t accommodate. 

https://www.wired.com/story/machine-learning-ai-game-development-bosses-enemies/

https://en.wikipedia.org/wiki/Eidos-Montréal

https://docs.unrealengine.com/5.1/en-US/environment-query-system-in-unreal-engine/#:~:text=The%C2%A0Environment%20Query%20System%20(EQS)%C2%A0is%20a%20feature%20within%20the,that%20best%20fits%20the%20type%20of%20question%20asked.

Unreal Engine 5 – new era of computer generated images

Reading Time: 4 minutes

Earlier this year Epic Games released new computer graphic engine that revolutionized industry. Two weeks ago new update appeared and now scenes created with Unreal Engine 5.1 are indistinguishable compared to real life footage.

Demo technologiczne Unreal Engine 5 udźwignie mocny laptop - ilustracja #1
https://www.gry-online.pl/newsroom/demo-technologiczne-unreal-engine-5-udzwignie-mocny-laptop/z01dd52

When it comes to visual effects in movies, with the right budget and time, filmmakers can make everything look realistic. Movie shots are scripted, the camera moves in a certain direction and nothing will change that. The computer-generated images (CGI) that appear on the screen, which we see when watching a movie, are pre-rendered. In games where the player is responsible for moving the camera, the frames on the screen must be rendered in real time. In order for the human eye to see smoothly we need at least sixty of them for every second of the game. Generating this amount of data in a short period of time is very time consuming, and yet many players can’t afford to admire the beauty of the shots because they have to keep the graphics to a minimum to make the game work on their computers. This is where Unreal Engine 5 comes in.

One of the biggest problems in CGI is lightning. It is very easy to identify bad light in a scene. However, it is very easy to visualize thanks to global illumination. This is the way light bounces off an object and lights up another. This is a difficult process to do, especially in real time. So far, graphic designers have used light baking which pre-renderes lights map. This method works very well, but if there is even a slight change in the positioning of objects, the whole process has to be again done from the scratch. This is very time-consuming. The lighting system in Unreal Engine 5 called Lumen solves this problem. It renders light in real time regarding moving objects. It focuses only on the multi-reflection global illumination of the main light source and. That’s why it looks so realistic. This process improves the workflow and speed. Are very valuable considering short project deadlines.

Lighting was difficult for the developers, but from the player’s perspective, the most challenging part is rendering the map elements. This is all due to particles called polygons. The more detailed an element is, the more of them it assembles. A single CGI location can contain thousands or even millions of them. These are difficult to render on the average home computer, which can cause the game to crash or freeze frames, and the game will not be playable. A simple way to solve this problem is to lower the level of detail – the number of polygons for a scene, but then the game looks very flat and is not pleasing to the eye. A new Unreal Engine 5 option called Nanite dynamically deforms the environment by lowering the total number of polygons on an object. It changes the number of them depending on how far away the object is, the closer the item is to the camera, the more polys it consists of.

https://www.youtube.com/watch?v=gry36cT3TdI

These two elements are revolutionary for the CGI industry. The new 5.1 update patches some of the problems that the engine has had so far. Worth mentioning are fixes for global illumination. Transparent objects resonate light, which didn’t work very well in the previous version. Now the reflection of glass is more realistic, as is water. It is no longer milky white, but actually shines through and reflects objects around it depending on the camera position, rather than being just a blurry patch of light.

https://www.youtube.com/watch?v=FUGqzE6Je5c

Currently Epic Games is working on improving Nanite technology. As for now it can only be used for static objects but they are trying to implement it on a moving characters too.

The last thing is MetaHumans. It is a creator of realistic humans, which is similar to creating characters in The Sims series. It is an amazing tool for creating NPCs in games, but also figures in an animated movie. Another phenomenon is the animations and movements of the created character. These are no longer hours of making, but several commands. The computer itself calculates how a process should look like and performs it itself.  This reduces the human work almost to zero. As a result, the time needed for a given project is much shorter – creating a movie will no longer take years as it used to.

Creating a MetaHuman from a Preset
https://docs.metahuman.unrealengine.com/en-US/overview/

In 2017, Rouge One: A Star Wars Story was the first film to use an on-set game engine – Unreal Engine 4, followed by Disney’s The Mandalorian series and HBO’s Westworld. Now, with the latest version 5.1, we can expect even more collaboration in the movie field in the future. As for the game industry, many developers have announced that they will be working on the Unreal Engine rather than its competitors. We can expect games such as the new Tomb Rider, The Witcher and Redfall. So far, we can experience UE5 in action by playing The Matrix Awakens and the latest season of Fortnite, or by watching a number of short films created by various small developers. One of them is The Eye: Calanthek created by ASC, which I highly recommend watching:


Sources:
https://gamerant.com/all-confirmed-unreal-engine-5-games/
https://www.youtube.com/watch?v=47I2N_l47mw&t=7s
https://www.youtube.com/watch?v=FUGqzE6Je5c
https://www.youtube.com/watch?v=qC5KtatMcUw&t=9s

Tagged ,

Oculus founder took gaming to the next level

Reading Time: 2 minutes

Palmer Lucki, the founder of Oculus, a Virtual Reality firm, has developed a new gaming device that can actually kill the player if he dies in the game. The first headset named “Oculus Rift”, was introduced to the public in 2012, the same year the company was founded. Then in 2012, Facebook (Meta) purchased Oculus Organization for $2 billion. In March 2016 firm started selling its product, which gained massive popularity for the next years.

A few days ago, Palmer Lucki uploaded a new post on his blog site regarding a new idea for an even more realistic Virtual Reality (VR) gaming device. Where he mentioned that if the user’s hit points will drops below zero, their brain would be bombarded by extraordinarily powerful microwaves, allegedly killing the user. Lucki said he was inspired by a Japanese science fiction novel series called Sword Art Online (SAO), which action takes place in the future and focuses on a virtual reality game. Oculus founder claims that the idea and the concept of virtual reality that can influence users’ real life “have always fascinated him”.

What is important to highlight here, is that the new Oculus headset is going to be connected with another virtual reality called Metaverse. Which is a virtual space area founded by Mark Zuckerberg (Facebook, Meta CEO) where users can easily interact with each other and perform all tasks and activities that are done in real life such as working, living, shopping, partying, etc. Users will be able to easily connect to that virtual world from their couches.

Oculus founder reveals that this VR headset can kill the player IRL

I cannot imagine people killing each other in a game, but with the result of dying in real life. Players would be able to kill themselves from more than thousands of kilometers distance within seconds.

I very much disagree with Lucki’s new idea, and I hope the device is only a plan and it does not exist and will not be presented to the market in the near future.

To be honest I am a bit terrified of these kinds of developments. Even if Lucki’s new player-killing device is not existing yet, I am shocked at how people may come up with such ideas. Now I am curious how many of those modern machines are created and not presented to the public yet.

I am looking forward to seeing your opinions on that topic, feel free to comment. Thank you for reading.

References

https://www.euronews.com/next/2022/11/09/oculus-founder-claims-he-made-a-vr-headset-that-actually-kills-you-if-you-die-in-a-game

https://www.forbes.com/sites/paultassi/2022/11/08/oculus-founder-makes-vr-headset-that-will-actually-kill-you-if-you-die-in-a-game/?sh=6e65e0ed75a1

https://businessinsider.com.pl/technologie/nowe-technologie/tworca-oculusa-stworzyl-zestaw-vr-ktory-moze-zabic-w-realnym-swiecie/k12btgh

https://en.wikipedia.org/wiki/Oculus_Rift