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Nintendo

Sony Is Blocking Fortnite Cross-Play Between PS4, Nintendo Switch Players (theverge.com) 89

Earlier today, Nintendo announced during its E3 press conference that Epic Games' Fortnite would be coming to the Switch console. Unfortunately, when Epic Games PR representative Nick Chester confirmed cross-play compatibility, the PS4 wasn't on the list. The Switch version of Fortnite will only support cross-play with Xbox One, PC, Mac, and mobile. The Verge reports: That aligns with past cross-play implementations between Xbox One, PS4, PC, and mobile, with Sony blocking other console platforms from playing with its own. You can cross-play between PS4, mobile, and PC. Unfortunately, this also suggests that PS4 players of Fortnite won't be able to log in to their Epic accounts on the Switch, meaning you won't be able to have any weekly progress carry over or gain access to any of your skins or emotes. This is because your Epic account is tied up with your PSN username in most cases. For instance, you can't log in to an Epic account tied to PSN on the Xbox One version of Fortnite, and it sounds like the same will be true for the Switch.
E3

Microsoft is Working on its Own Game Streaming, Netflix-Like Service (theverge.com) 73

Phil Spencer, Microsoft's gaming chief, revealed the company is building a streaming game service for any device. Our cloud engineers are building a game streaming network to unlock console gaming on any device, he said, adding this service will offer "console quality gaming on any device." From a report: "Gaming is now at its most vibrant," he said. "In this significant moment we are constantly challenging ourselves about where we can take gaming next." He said that Microsoft is recommitting and harnessing the full breath of the company to deliver on the future of play. That includes experts in Microsoft research working on developing the future of gaming AI and the company's cloud engineers building a game streaming network. He added that the company is also in the midst of developing the architecture for the next Xbox consoles. Further reading: Microsoft Acquires Four Gaming Studios, Including Ninja Theory, As It Looks To Bolster First-Party Catalog.
E3

Microsoft Acquires Four Gaming Studios, Including Ninja Theory, As It Looks To Bolster First-Party Catalog (venturebeat.com) 44

Microsoft has never had as many internal studios as Sony or Nintendo, and that has prevented it from having many first-party exclusives this generation. That changes today. From a report: At E3 trade show in Los Angeles on Sunday, the company's gaming chief Phil Spencer announced the creation of a new studio called The Initiative led by industry veteran Daryl Gallagher. He then followed up with revealing the Microsoft acquisitions of Ninja theory, Playground Games, Compulsion Games, and Undead Labs. This bolsters the company's first-party efforts, and Spencer said it is evidence of his dedication to Xbox and its fans. Ninja Theory is best known for producing 2017's break out indie hit Hellblade: Senua's Sacrifice. Playground has long overseen the Forza Horizon series for Microsoft. Compulsion is responsible for We Happy Few. Undead Labs created State of Decay. Also at E3, Microsoft teased Halo Infinite, and announced Forza Horizon 4. It also announced the availability of Automata, and unveiled FromSoft's Sekiro: Shadows Die Twice, a new Battletoads game, new downloadable content for its exclusive platforming shooter Cuphead, a crossover game that features some of the biggest anime franchises, including Dragon Ball, One Piece, and Naruto, Devil May Cry 5 , a skating game called Session, Tom Clancy's The Division 2 is hitting PC and consoles, Bethesda's Fallout 76, Ori and the Will of the Wisps, and improvements to Xbox Game Pass.
Cloud

EA, Touting 'Profound Impact' of Streaming and Subscription, Announces Origin Access Premier (gamesindustry.biz) 73

EA CEO Andrew Wilson announced that the game publisher is making a big move into cloud gaming. The company is also planning to launch a new version of its Origin Access subscription service on PC called Origin Access Premiere that will introduce games like Madden, FIFA, and more the same day they launch at retail. From a report: During the publisher's E3 2018 press conference, CEO Andrew Wilson descried the combination of streaming and subscription as "the greatest disruption" to the world of entertainment of the past five years. He pointed to how this business model for movies, TV and books has changed those markets, and believes this combination will have "a profound impact" on the games industry in the years to come. Wilson's comments echoed those of his CFO Blake Jorgensen, who said back in November that a combination of live services, such as FIFA Ultimate Team, and subscriptions will lead to "uncapped" monetisation of its players over the longest possible period of time.

In its latest financials, EA revealed that 40% of its revenue last year came from live services, while full game downloads and physical game sales are dropping. Wilson reminded conference attendees of the publisher's recent acquisition of GameFly's Israel-based cloud gaming team, predicting a future where players can enjoy high-end games on any device anywhere with an internet connection. While there are tech demos for EA's streaming service out there, Wilson stressed that it's "not quite ready for full market primetime," but pitched it as a "promise of what we hope to bring you in the future." In the meantime, Electronic Arts took the opportunity to announce a new subscription system that shows the publisher continuing to push towards a service-based economy for video games. Origin Access Premier is a new addition to the firm's PC-based games service: a premium subscription that gives players access to even more titles.

Software

Why Xbox One Backward Compatibility Took So Long (ign.com) 62

A new report from IGN this morning explains why it took so long for backwards compatibility to be supported on the Xbox One. Microsoft veteran Kevin La Chapelle says the answer to the question can be found in 2015 -- the year that Phil Spencer announced backwards compatibility at Microsoft's Xbox E3 media briefing. From the report: The fan-first feature has evolved from an experiment conducted by two separate Microsoft Research teams into a service planned for Xbox One's launch -- complete with hardware hooks baked into the Durango silicon -- until the well-publicized changes to the Xbox One policies (namely, stripping out the always-online requirement for the console) forced it to be pushed to the back burner. It's obviously back for good now, and expanding into original Xbox compatibility of select titles on Xbox One (the first batch of which we announced today). Even the Xbox One X is getting involved, with a handful of Xbox 360 games getting Scorpio-powered enhancements like 10-bit color depth, anisotropic filtering, and up to 9x additional pixel counts displayed on screen. [...]

It was 2007. One of [the research] teams was working on PowerPC CPU emulation -- getting 32-bit code, which the 360 uses, to run on the 64-bit architecture that the third-generation Xbox would be using. The other team, out of Beijing, started writing a virtual GPU emulator based on the Xbox 360 GPU architecture. "These were like peanut butter and chocolate," Microsoft VP of Xbox software engineering Kareem Choudhry recalled. "[So we thought,] 'Why don't we put them both together?'" Choudhry did just that, and so the first steps to Xbox One backwards compatibility were taken, long before the console had a name or anything remotely resembling final specifications. As Durango crystallized, so too did plans for Xbox 360 compatibility on the new machine. "This was primarily a software exercise, but we enabled that by thinking ahead with hardware," Gammill explained. "We had to bake some of the backwards compatibility support into the [Xbox One] silicon." This was done back in 2011. Preliminary tests showed that support for key Xbox middleware XMA audio and texture formats was extremely taxing to do in software alone, with the former, Gammill noted, taking up two to three of the Xbox One's six CPU cores. But a SOC (system on chip) -- basically an Xbox 360 chip inside every Xbox One, similar to how Sony put PS2 hardware inside the launch-era PS3s -- would've not only been expensive, but it would've put a ceiling on what the compatibility team could do. "If we'd have gone with the 360 SOC, we likely would've landed at just parity," he said. "The goal was never just parity." So they built the XMA and texture formats into the Xbox One chipset...

XBox (Games)

Microsoft Outlines the Upgrade Procedures For Xbox One X (arstechnica.com) 48

An anonymous reader quotes a report from Ars Technica: The easiest way to get all your games to the new system, as outlined by Microsoft Vice President Mike Ybarra, will be to just put them on an external USB hard drive and then plug that drive into the new console. "All your games are ready to play" immediately after this external hard drive move, he said, and user-specific settings can also be copied via external hard drive in the same way. If you don't have an external drive handy, "we're going to let you copy games and apps off your home network instead of having to manually move them or redownload them off the Internet," Ybarra said. It's unclear right now if Microsoft will mirror the PS4 Pro and allow this kind of system-to-system transfer using an Ethernet cable plugged directly into both consoles. For those who want to see as many pixels as possible as quickly as possible when they get their Xbox One X, Ybarra says you'll be able to download 4K updates for supported games before the Xbox One X is even available, then use those updates immediately after the system transfer. Microsoft also released a list of 118 current and upcoming games that will be optimized for the Xbox One X via updates, a big increase from the few dozens announced back at E3.
Businesses

Atari Is Back In the Hardware Business, Unveils Ataribox (hothardware.com) 110

Reader MojoKid writes: Atari CEO Fred Chesnais confirmed the company was working on a brand new console back in June this year at E3, but today the company has officially unveiled the product. The new Ataribox console draws on some of the classic styling of the original Atari 2600 console but with a modernized flare, though still sporting that tasty wood grain front panel. Atari is also looking to make the Ataribox a bit more user-friendly and expandable than its Nintendo rivals through the addition of an SD card slot and four USB ports (in addition the requisite HDMI port). The new console will be based on PC component technologies but will be available with a number of classic games to let you bask in the early days of console gaming. However, Atari will also be bringing what is being billed as "current content" to the console as well. So, we can expect to see brand new licensed games for the Ataribox, although it's hard to say, given just its size to go on, what sort of horsepower is lurking under the Ataribox's hood. "We know you are hungry for more details; on specs, games, pricing, timing," said Atari in a statement sent via email. "We're not teasing you intentionally; we want to get this right, so we've opted to share things step by step as we bring this to life, and to listen closely to the Atari community feedback as we do so."
Intel

Intel Announces X299, Skylake-X, and Kaby Lake-X Release Schedule (anandtech.com) 55

Ian Cutress, writing for AnandTech: At Computex a couple of weeks ago, Intel announced its new Basin Falls platform, consisting of the X299 chipset with motherboards based on it, a pair of Kaby Lake-X processors, and a set of Skylake-X processors going all the way up to eighteen cores, denoting the first use of Intel's enterprise level high core-count silicon in a consumer product. As part of Intel's E3 press release, as well as their presentations at the show, the new Core i9 processors were discussed, along with Intel's continued commitment towards eSports. Intel gave the dates for the new platform as the following: 4, 6, 8 and 10-core parts available for pre-order from June 19th; 4, 6, 8 and 10-core parts shipping to consumers from June 26th; 12-core parts expected to ship in August; and 14, 16 and 18 core parts expected to ship in October.
Microsoft

Microsoft Unveils The Smallest Xbox Ever -- The Xbox One X (theverge.com) 135

An anonymous reader quotes The Verge: After months of speculation, Microsoft is unveiling its "Project Scorpio" games console today, and it's officially named Xbox One X. Microsoft's Xbox One X naming comes just days after the company trademarked a mysterious S logo, and started dropping Scorpio hints in its E3 teaser videos. Microsoft is planning to launch the Xbox One X on November 7th worldwide. All existing Xbox One accessories will work on the new Xbox One X, alongside all existing Xbox 360 backwards compatible titles and Xbox One games. Microsoft is even planning to use "super sampling" on the One X to make new games look better even on 1080p TVs. [YouTube] The new console will ship with 6 teraflops of graphical power, more than its main competitor, the PS4 Pro, with 4.2 teraflops. Microsoft is using a custom GPU engine on Scorpio that runs at 1172MHz, a big increase over the Xbox One's 853MHz and even Sony's 911MHz found on the PS4 Pro.
Microsoft says the new Xbox One X is the "smallest Xbox ever."
XBox (Games)

Four Years Later, Xbox Exec Admits How Microsoft Screwed Up Disc Resale Plan (arstechnica.com) 115

An anonymous reader quotes a report from Ars Technica: We're now approaching the four-year anniversary of Microsoft's rollout (and subsequent reversal) of a controversial plan to let game publishers limit resale of used, disc-based games. Looking back on that time recently, Microsoft Corporate Vice President for Windows and Devices Yusuf Mehdi acknowledged how that rollout fell flat and discussed how hard it was for the firm to change course even in light of fan complaints at the time. In a blog post on LinkedIn posted last weekend, Mehdi writes: "With our initial announcement of Xbox One and our desire to deliver breakthroughs in gaming and entertainment, the team made a few key decisions regarding connectivity requirements and how games would be purchased that didn't land well with fans. While the intent was good -- we imagined a new set of benefits such as easier roaming, family sharing and new ways to try and buy games, we didn't deliver what our fans wanted. We heard their feedback, and while it required great technical work, we changed Xbox One to work the same way as Xbox 360 for how our customers could play, share, lend, and resell games. This experience was such a powerful reminder that we must always do the right thing for our customers, and since we've made that commitment to our Xbox fans, we've never looked back." It's an interesting reflection in light of an interview Mehdi gave to Ars Technica at E3 2013, when the executive defended Microsoft's announced plans for Xbox One game licensing. Mehdi, then serving as Xbox chief marketing and strategy officer, stressed at the time that "this is a big change, consumers don't always love change, and there's a lot of education we have to provide to make sure that people understand... We're trying to do something pretty big in terms of moving the industry forward for console gaming into the digital world. We believe the digital world is the future, and we believe digital is better."
XBox (Games)

Microsoft's Project Scorpio Will Pack Internal PSU, 4K Game DVR Capture (windowscentral.com) 44

According to an exclusive report from Windows Central, Microsoft's upcoming "Project Scorpio" gaming console will feature an internal power supply unit (PSU), similar to the Xbox One S, and 4K game DVR and streaming at 60 frames-per-second (FPS). From the report: In Microsoft's efforts to make Project Scorpio a true 4K system, it will also feature HEVC and VP9 codecs for decoding 4K streams for things such Netflix, just like the Xbox One S. It will also leverage HEVC for encoding 2160p, 60 frame-per-second (FPS) video for Game DVR and streaming. Microsoft's Beam streaming service has been running public 4K stream tests for some time, and it's now fair to assume it will not only be PC streamers who will benefit. Project Scorpio's Game DVR will allow you to stream and record clips in 4K resolution with 60FPS, according to our sources, which is a massive, massive step up from the 720p, 30FPS you get on the current Xbox One. With every bit of information we receive about Project Scorpio, the theme of native 4K keeps appearing -- not only for games, but also console features. We now believe Scorpio will sport 4K Game DVR, 4K Blu-ray playback, and 4K streaming apps, but the real showstopper will be the 4K games Microsoft will likely flaunt at E3 2017.
Operating Systems

Dell Doubles Down On High-End Ubuntu Linux Laptops (zdnet.com) 128

Dell became the first major OEM to offer a laptop with Linux pre-installed in it in 2007. Ten years later, the company says it is more committed than ever to offering Linux-powered machines to users. From a report on ZDNet: The best known of these is the Dell XPS 13 developer edition, but it's not the only Linux laptop Dell offers. In a blog post, Barton George, senior principal engineer at Dell's Office of the CTO, announced "the next generation of our Ubuntu-based Precision mobile workstation line." All of these systems boast Ubuntu 16.04 long-term support (LTS), 7th generation Intel Core or Intel Xeon processors, and Thunderbolt 3, AKA 40 Gigabit per second (Gbps) USB-C, ports. As the Xeon processor option shows, these are top-of-the-line laptops for professionals. It took longer than expected for Dell to get this new set of five Ubuntu-powered Precision mobile workstations out the door. The Precision 5520 and 3520 are now available. The 3520, the entry-level workstation, starts with an Intel Core 2.5GHz i5-7300HQ Quad Core processor with Intel HD Graphics 630. From there, you can upgrade it all the way to an Intel Core Xeon 3 GHz E3-1505M v6 processor with Nvidia Quadro M62 graphics.
E3

E3 Will 'Officially' Open To The Public this Year (engadget.com) 32

E3 has traditionally been a media-only event -- at least in theory. But starting in 2017, you won't even need a WordPress account to get access to the latest and greatest in gaming. From a report: The Entertainment Software Association, which organizes the event, announced on Wednesday that it is reserving 15,000 tickets for the general public to attend the show. Each pass will cost $250 ($150 if you buy it before next Monday, February 13th) but they'll grant you access to the show floor, panel discussions and other stuff from Tuesday to Thursday of E3. The event organizers are also offering a new class of business passes. Aimed at lawyers, analysts and other stuffed shirt types, these passes will get you into the business lounge and grant priority access to the convention center.
Businesses

Oculus Accused of Destroying Evidence, Zuckerberg To Testify In $2 Billion Lawsuit (arstechnica.com) 136

An anonymous reader quotes a report from Ars Technica: ZeniMax Media, the parent company of both Bethesda Softworks and Id Software, says it will prove at trial that John Carmack and others at Oculus stole trade secrets to "misappropriate" virtual reality technology that was first developed while Carmack was working at Id Software. What's more, ZeniMax is now accusing Oculus of "intentional destruction of evidence to cover up their wrongdoing." Mark Zuckerberg, CEO of Oculus parent company Facebook, is scheduled to respond to those accusations in testimony starting tomorrow, according to a report by Business insider. ZeniMax's statement comes after Carmack testified at trial last week, saying the case was "ridiculous and absurd." His testimony echoed Oculus' initial reaction when ZeniMax's accusations first surfaced in 2014. In court filings leading up to the trial, ZeniMax detailed its case that Carmack, while still an employee at Id Software, "designed the specifications and functionality embodied in the Rift SDK and directed its development." Carmack's technology and guidance allegedly "literally transformed" Oculus founder Palmer Luckey's early Rift prototype from a "primitive virtual reality headset" that was "little more than a display panel." Carmack allegedly used "copyrighted computer code, trade secret information, and technical know-how" from his time at ZeniMax after he moved to Oculus as CTO in 2013. As the trial began last week (as reported by a Law360 summary, registration required), Carmack told the court of his development of a virtual reality demo for Doom 3 in 2012 and his search for a VR headset that would be suitable to run it. That's when he says he got in touch with Luckey, leading to the now legendary E3 2012 demo that introduced Oculus to the public. ZeniMax is seeking $2 billion in damage, which matches the value that Facebook paid for Oculus in 2014. The trial is expected to last three weeks.
Microsoft

Microsoft and Sony Are Debating Over Whose Console Really Offers 'True 4K' (arstechnica.com) 147

Sony's PlayStation 4, which will go on sales in two months, comes loaded with rendering pipeline and some proprietary upscaling techniques that can improve lower resolution base signals to take fuller advantage of a 4K display. Microsoft is seemingly upset with how Sony is marketing this, and it is not shying from telling people that no amount of upscaling can fill in those missing 4K pixels and the hardware inefficiency to produce native and "true 4K" images that the Project Scorpio, its gaming console that is coming next year can. Microsoft has also said that any game that it will launch during the Scorpio timeframe will "natively render at 4K." But the debate is anything from over because Microsoft keeps reminding everyone that the processor and GPU in its upcoming console is more powerful. As ArsTechnica explains: With Scorpio, Microsoft seems to be arguing that every first-party game at launch will be able to generate and render nearly 8.3 million pixels (four times as many as a 1080p game) at an acceptable frame rate (i.e., at least 30 times a second). That would be quite an achievement. As we noted back at E3, it currently takes pricey, high-end PC graphics cards like the Nvidia GTX 1080 or the AMD R9 Fury X -- cards that run $300 or much higher -- to "barely scrape by" with a native 4K, 30fps game. And those PC cards seem to have significantly more raw power than what is being claimed by Microsoft -- 9 and 8.4 teraflops, respectively, vs. a claimed 6 teraflops for Scorpio (and 4.2 teraflops for the PS4 Pro).Microsoft's head of Xbox planning, Albert Penello said, "I know that 4.2 teraflops is not enough to do true 4K." In an interview with Eurogamer, Penello adds:I think there are a lot of caveats they're giving customers right now around 4K. They're talking about checkerboard rendering and up-scaling and things like that. There are just a lot of asterisks in their marketing around 4K, which is interesting because when we thought about what spec we wanted for Scorpio, we were very clear we wanted developers to take their Xbox One engines and render them in native, true 4K. That was why we picked the number, that's why we have the memory bandwidth we have, that's why we have the teraflops we have, because it's what we heard from game developers was required to achieve native 4K.
Programming

20% of Scientific Papers On Genes Contain Conversion Errors Caused By Excel, Says Report (winbeta.org) 349

An anonymous reader writes from a report via WinBeta: A new report from scientists Mark Ziemann, Yotam Eren, and Assam El-Osta says that 20% of scientific papers on genes contain gene name conversion errors caused by Excel. In the scientific article, titled "Gene name errors are widespread in the scientific literature," article's abstract section, the scientists explain: "The spreadsheet software Microsoft Excel, when used with default settings, is known to convert gene names to dates and floating-point numbers. A programmatic scan of leading genomics journals reveals that approximately one-fifth of papers with supplementary Excel gene lists contain erroneous gene name conversions."

It's easy to see why Excel might have problems with certain gene names when you see the "gene symbols" that the scientists use as examples: "For example, gene symbols such as SEPT2 (Septin 2) and MARCH1 [Membrane-Associated Ring Finger (C3HC4) 1, E3 Ubiquitin Protein Ligase] are converted by default to '2-Sep' and '1-Mar', respectively. Furthermore, RIKEN identifiers were described to be automatically converted to floating point numbers (i.e. from accession '2310009E13' to '2.31E+13'). Since that report, we have uncovered further instances where gene symbols were converted to dates in supplementary data of recently published papers (e.g. 'SEPT2' converted to '2006/09/02'). This suggests that gene name errors continue to be a problem in supplementary files accompanying articles. Inadvertent gene symbol conversion is problematic because these supplementary files are an important resource in the genomics community that are frequently reused. Our aim here is to raise awareness of the problem."
You can view the scientific paper in its entirety here.
Graphics

Leak Shows PlayStation 4 Neo Is Expected To Have Twice The Graphics Horsepower (hothardware.com) 99

MojoKid writes from a report via HotHardware: Following rumors of a more powerful console in Sony's not-too-distant future -- one that will be capable of playing games at a 4K resolution -- the Japanese electronics maker last month opted to confirm it is indeed in development. Called PlayStation 4 Neo, the upgraded system will bring better hardware to the console scene to meet the needs of gaming on a television with four times as many pixels as a Full HD 1080p display. What's it going to take to game at 4K in the living room? A leaked internal document outlines some very interesting specs of the new model PS4 console. Assuming the leaked document is up to date with Sony's current plans, the PS4 Neo will use the same Jaguar cores as the original PS4, but clocked 500MHz faster, with 8 cores at 2.1GHz (up from 1.6GHz). The more significant upgrade will be the GPU. According to the slide, the PS4 Neo will use an improved version of AMD's GCN compute units (CUs), with twice the number of CUs at 36 instead of 18. They'll also be clocked faster -- 911MHz versus 800MHz. The net result is a 2.3x improvement in floating point performance.
Printer

Vulnerability Exploitable Via Printer Protocols Affects All Windows Versions (softpedia.com) 78

An anonymous reader writes from a report via Softpedia: "Microsoft patched today a critical security vulnerability in the Print Spooler service that allows attackers to take over devices," reports Softpedia. "The vulnerability affects all Windows versions ever released. [Security firm Vectra discovered the vulnerability (CVE-2016-3238), which Microsoft fixed in MS16-087.] At its core, the issue resides in how Windows handles printer driver installations and how end users connect to printers. By default, in corporate networks, network admins allow printers to deliver the necessary drivers to workstations connected to the network. These drivers are silently installed without any user interaction and run under the SYSTEM user, with all the available privileges." An attacker can hack printers and replace these files with his own. The vulnerability is exploitable from both the local network, but also from the internet, thanks to protocols like Internet Printing Protocol or the webPointNPrint. The exploit can be delivered via ads or JavaScript code inside a compromised website. The vulnerability is actually an OS design issue and affects all Windows versions ever released. Microsoft also announced today plans to make its recently renamed Windows 10 Enterprise product available as a subscription for $7 per user per month, or $84 per year.
Microsoft

Microsoft Announces Surface as a Service, Windows 10 Enterprise E3 for $7 Per User Per Month (zdnet.com) 157

Mary Jo Foley, reporting for ZDNet: Microsoft plans to make its recently renamed Windows 10 Enterprise product available as a subscription for $7 per user per month, or $84 per year. Microsoft took the wraps off the pricing of one of the two renamed versions of Windows 10 Enterprise at the company's Worldwide Partner Conference in Toronto on July 12. Windows 10 Enterprise E3 is the name of the lower-end of two different versions of Windows 10 Enterprise. Windows 10 Enterprise E5 is the new name of the Windows 10 Enterprise version that also will include Windows Defender Advanced Threat Protection, a new Microsoft service for detecting and responding to attacks. Microsoft announced the renaming of Windows 10 Enterprise last week, and said the E3 and E5 versions will also be available as part of "Secure Productive Enterprise" bundles.Microsoft also announced a subscription service for Surface tablet. The company says that its Cloud Solution Providers and Surface Authorized Distributors can now sell Surface as a Service.
XBox (Games)

Microsoft Xbox Project Scorpio Puts Out 6 TFLOPs On Par With Current Gaming PCs (hothardware.com) 162

MojoKid quotes a report form HotHardware: Microsoft is hoping to usher in a new era in console gaming just over a year from now. While the company is just a month away from launching the Xbox One S refresh in the U.S., Project Scorpio is the console that really has gamers talking. During E3, Microsoft provided scant details on the console, only cluing us in to the fact that it would support virtual reality, 4K gaming, and push 6 TFLOPs of computing power. Mateusz Tomaszkiewicz, CD Projekt Red's Principal Narrative Designer, had a few things to say about that last bullet point regarding compute performance. If you recall, AMD's newly introduced Radeon RX 480 offers peak performance of 5.8 TFLOPs, which puts it in close proximity of Microsoft's Project Scorpio. But of course, trying to compare consoles to PCs using this stat alone isn't exactly apples to oranges, though Tomaszkiewicz explains, "For sure [Scorpio] will have better looking games," Tomaszkiewicz said. "If this was available when we were working on Wild Hunt, I would expect similar quality that we have on PC right now or even better maybe." HotHardware's report goes on to mention that once new console hardware is introduced, it's frozen for years at a time without any updates. Therefore, it would only be a short while before PCs would completely outcompete it in terms of performance. Also, given the fact that Project Scorpio is not arriving until late 2017 at the earliest, the 6 TFLOPs of power won't seem like much when compared to the new cycle of high-end GPUs with far superior performance. Tomaszkiewicz agrees, adding, "New graphic cards are being released very often and more often than the new consoles being released. So I think it will put Scorpio on par with the PC is that we have at that point. But I think PC is growing so fast that it'll outpace [Scorpio]."

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