Is real-time ray tracing worth it for consumers in 2022?

15

October

2022

No ratings yet.
NVIDIA RTX 2080 Ti graphics card (https://www.nvidia.com/nl-nl/geforce/20-series/)

Computer-generated graphics have been steadily improving in quality over the past few decades. We have advanced from crudely rendered 8-bit graphics to photorealistic images due to improvements in computational hardware. One of the critical elements of photorealism is the behaviour of light.

In the real world, light behaves like a ray and reflects (bounces) and refracts (bends) while interacting with various surfaces based on physical properties like colour, emissivity, refractive index, etc. To create an accurate rendition of a scene on a computer, we would have to program all these properties into virtual objects, render numerous light rays from all light sources, and trace the paths of these rays as they interact with the virtual objects. This process is known as ray tracing.

Ray tracing using computer hardware has been attempted as far back as 1982 by the LINKS-1 computer graphics system in Osaka, Japan (http://museum.ipsj.or.jp/en/computer/other/0013.html). However, due to the heavy computational requirements, it was reserved for use in pre-rendered scenes. In 1995, the animated movie “Toy Story” was released by Pixar studios, and it was rendered on 117 computers. It took between 45 minutes to 30 hours to render a single frame. (https://www.insider.com/pixars-animation-evolved-toy-story-2019-6). To perceive smooth motion, we must see at least 24 image frames in a single second, but computers obviously couldn’t render so many frames in real-time with ray tracing enabled. Hence, most computer graphics generated in real-time on consumer hardware was rendered using a method called “rasterization”, which approximated how light would be rendered and could result in glaring visual flaws, which reduced immersion.

In short, the main factors which have prevented ray tracing from becoming mainstream are as follows:

  • Cost: The amount and type of hardware to render images with ray tracing would be prohibitively expensive, costing tens of thousands of dollars.
  • Speed: Even after spending a lot of money, the speed of rendering would be too slow for real-time applications, taking several minutes to even hours to render a single frame.
  • Electricity consumption and heat production: A large amount of hardware would consume a lot of electricity and thus produce a lot of heat, making it impractical for average consumers.

This changed in 2018 when NVIDIA launched the RTX 2000 series of graphics processing units, with specialized hardware to drastically speed up the mathematical operations required for ray tracing calculations. It was possible to get a computer costing less than 1000$ and consuming only 300-400 watts of electricity capable of rendering ray-traced images in real-time at a reasonable speed. Since then, graphics processing units have been steadily improving in performance following Moores’s law, and now it’s possible to render games with real-time ray tracing enabled at high frame rates. The most recent RTX 4090 graphics card achieved 60 Frames Per Second or more at an image resolution of 3840 by 2160 pixels with ray tracing enabled on numerous games from AAA studios (https://www.eurogamer.net/digitalfoundry-2022-nvidia-geforce-rtx-4090-review-extreme-performance?page=5), once thought impossible. The number of games supporting ray tracing has rapidly increased, reaching 141 as of October 15, 2022 (https://www.pcgamingwiki.com/wiki/List_of_games_that_support_ray_tracing).

Given the visual benefits of ray tracing, increased support from games, and the primary constraints of Cost, speed, and power consumption are mitigated to a large extent, the answer to whether ray tracing is worth it for consumers in 2022 is a resounding YES!!! The scope for real-time ray tracing could also extend to the metaverse and other digital content consumed by the general public as prices for ray tracing hardware reduce.

Please rate this

Cloud Gaming – The Future of Gaming

9

October

2022

5/5 (1)
Elena Lacey; Getty Images

The services cloud gaming providers offer are quite dependent on the company. Some provide a Windows-based desktop with all features of a fully-fledged Windows environment (Shadow), others provide access to a set library of games (Xbox Cloud Gaming), and some provide access to hardware that’s compatible with specific games that a user must buy independently (GeForce Now). The innovations are there, but are these enough to shift console, PC, and even mobile gaming to the cloud?

What makes cloud gaming attractive to users is that it’s a cheap and easy way to access video games. A monthly subscription for the Xbox Game Pass Unlimited costs 12.99€ and provides access to over 100 games and access to cloud hardware equivalent to the 499.99€ Xbox Series X (Subhan, 2021). With fully-fledged Windows environments, such as those provided by Shadow, the cost savings margin is even greater, providing access to hardware upwards of 1500€ if you include costs required to build a pc (Motherboard, Case, etc.). But with these great offers, what is holding back cloud gaming and why did platforms like Stadia fail?

Cloud gaming requires a fast and stable internet connection. With the progressive implementation of high-speed fibre cables, which provide network speeds of up to 1 GB/s, this will soon no longer be an issue. Solely having high network speeds is however not enough for all games. Online games, which have a market share of 56.5% of the total gaming market when excluding mobile games (Statista, 2022) require low latency to prevent lag and improve reaction time. Cloud gaming practically doubles latency from the user’s standpoint by having to connect to the cloud and form the cloud to the game server instead of directly to the game server (Campbell, 2022). This is especially troublesome for competitive E-Sports games such as League of Legends and Counter Strike. Due to this, the online game genre will likely not see a growth or shift in gamer base stemming from cloud gaming until latency can be improved.  

According to Fortune Business Insight (2022), the cloud-gaming industry will see a CAGR of 43.6% until 2029. The main drivers of the Cloud gaming industry are hardcore gamers and mobile gamers (Fortune Business Insight, 2022). Hardcore gamers spend a majority of leisure time on gaming, due to this they tend to have higher hardware requirements. Mobile games currently account for 77% of the total gaming market (Statista, 2022). These run-on mobile processors with limited power. Cloud gaming has the potential to disrupt this market, making high power hardware accessible from phones and tablets and allowing users to run console level games and graphics on their mobile devices.

References

Campbell, A., 2022. Cloud gaming latency – the main stumbling block of the industry. [online] HelpWire Blog. Available at: <https://www.helpwire.app/blog/cloud-gaming-latency/#:~:text=If%20you%20are%20restricted%20to,add%20to%20your%20latency%20issues.> [Accessed 9 October 2022].

Fortune Business Insights, 2022. With 43.6% CAGR, Cloud Gaming Market Size worth USD 40.81 Billion in 2029. [online] GlobeNewswire News Room. Available at: <https://www.globenewswire.com/en/news-release/2022/05/23/2448235/0/en/With-43-6-CAGR-Cloud-Gaming-Market-Size-worth-USD-40-81-Billion-in-2029.html> [Accessed 9 October 2022].

Statista, 2022. Video Games – Worldwide. [online] Available at: <https://www.statista.com/outlook/dmo/digital-media/video-games/worldwide#revenue> [Accessed 9 October 2022].

Subhan, I., 2021. Xbox Cloud Gaming now runs on Series X hardware. [online] Eurogamer.net. Available at: <https://www.eurogamer.net/xbox-cloud-gaming-now-runs-on-series-x-hardware#:~:text=Series%20xCloud.&text=Microsoft%27s%20Xbox%20Cloud%20Gaming%20service,framerates%20and%20lower%20loading%20times> [Accessed 9 October 2022].

Please rate this

The ‘Gamification’ of digital fashion.

8

October

2021

5/5 (1)

Digital fashion has been established since 2018, where companies use VR and AR to show off their new collections in a virtual space. The Fabricant, a virtual fashion designer firm, has made it clear that designing clothing online allows for more creativity, less required resources, and less-risk when designing clothes, and necessary to battle the restrictions of Covid-19 (The Fabricant, n.d.). But lately, a new development has emerged in the fashion industry: using games to advertise and sell clothes, the “gamification of fashion”.

Gamification is defined as the process of adding game elements to non-game activities (Fitz-Walter, n.d.). For fashion brands, such as Burberry, who partnered with Tencent Games and their game “Honor of Kings”, justified their partnership: “Interactive digital content is increasingly become a source of inspiration in (luxury) fashion, games offer another opportunity for consumers to connect with our products online” (Key, 2020). Some brands go as far to create their own free-to-play virtual gaming space, such as Balenciaga, to show off their new collection in virtual dressing rooms. (Key, 2020).

The partnerships with game publishers have become a prominent way for fashion brands to show and sell collections, yet other brands, such as H&M, take it even one step further: selling digital fashion in games. H&M has partnered with Nintendo and their game “Animal Crossing”, which saw major influx of sales due to Covid-19 (Orland, 2021), to recycle their in-game clothes and receive H&M catalogue for their virtual avatars. In addition, H&M created a virtual avatar in the gaming space, which will act as a brand ambassador across games (Scandinavian Mind, n.d.)

Lastly, to illustrate the significance of the emergence of the virtual space of fashion, Digital fashion courses have also been integrated into Bachelor and Master programs in Fashion (Digital Fashion Communication, n.d.). The fashion industry has adapted to the limitations of covid-19, and it is expected to stay.

What do you think about digital fashion? Is it an effective way to showcase collections, or do you still prefer to visit stores and see tangible clothing?

References

Digital Fashion Communication. (n.d.). Master programmes in (digital) fashion communication. Retrieved 8 October 2021, from https://digitalfashion.ch/list-of-masters/

Fitz-Walter, Z. (n.d.). What is Gamification? Gamify. Retrieved 8 October 2021, from https://www.gamify.com/what-is-gamification

Key, M. (2020, December 9). Fashion Gamification: Why high-end brands like Balenciaga are turning to virtual gaming. Reydar. https://www.reydar.com/fashion-gamification-balenciaga/

Orland, K. (2021, February 1). Why Animal Crossing: New Horizons ’ 31 million sales are so incredible. Ars Technica. https://arstechnica.com/gaming/2021/02/putting-31-million-animal-crossing-new-horizons-sales-in-context/

Scandinavian Mind. (n.d.). 6 brands that are leading the way for virtual fashion. Retrieved 8 October 2021, from https://scandinavianmind.com/news/6-brands-that-are-leading-the-way-for-virtual-fashion

The Fabricant. (n.d.). The Fabricant | A Digital Fashion House. Retrieved 8 October 2021, from https://www.thefabricant.com/

Please rate this

From Wild West to Mainstream:The Development of Esports Seems Unstoppable

18

September

2019

5/5 (2)

Supercell Announces $250K Brawl Stars World Championship for South Korea

2K Games and ESL Partner for $145K NBA 2K20 Global Championship

Streaming Network VENN Raises $17M in Funding Round Led by BITKRAFT

Gears 5 2019-20 Season to Feature $2M+ in Prizing

BLAST Premier CS: GO Series Announced for 2020 with $4.25M Prize Pool

Nike Showcases League of Legends Team Uniforms, Intel Brings Esports to Tokyo Olympics

Nissan Shares Car-Inspired Gaming Chair Concepts on Social Media

NetEase Plans $710M Esports Park in Shanghai

 

The Development of Esports Seems Unstoppable

Hi, dear readers. Look at all these inspiring news titles. Please pay attention to how big the prize pool of the Esports Championship is, how enthusiastic investors are and how closely the Esports industry connected with traditional industries. And these randomly picked pieces of news are only a tiny part of the whole news that recently happened in Esports world.

What is Esports

Esports (also known as electronic sports, e-sports, or eSports)  according to Wikipedia is a form of competition using video games. Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams.

A video about Esports

Most of you may hear of the Esports some times, even some of you are an amateur or a professional Esports player. But according to my own experience, 80% of the people around me have no clear and detail image of the Esports in their mind.  This may also indicate that the Esports industry will have a promising future for there are still a lot of potential participants not covered by the Esports yet. So for now, I will show you a youtube video, and in this video, it will tell you 15 things that you might don’t know about The eSports Industry.

How Goldman Sachs Say:

Then we take a look at how the investment banking giant says about Esports industry. “From Wild West to Mainstream” is the title of a research report issued by  Goldman Sachs on  12 October 2018. According to this report:

  • By 2022, we estimate the eSports audience will reach 276mn, similar in size to the NFL today.
  • We expect total eSports monetization will reach $3bn by 2022.
  • By 2022, we model eSports industry advertising revenue of $429mn (25% 5-year CAGR), tipping revenue of $372mn (24% 5-year CAGR), and sponsorship revenue of $1.1bn (34% 5-year CAGR).
  • In 2022, we expect media rights to reach40% of total eSports revenue, comparable to the average of the four major Western sports leagues today.
  • After media rights, we expect sponsorship will become the second-largest contributor of revenue, at 35% of the total in 2022.
  • But we believe that continued progress in the establishment of eSports structured leagues, reinforced by continued double-digit y/y audience growth, will drive sponsorship revenue growth to over $1bn by 2022, at which point we expect the eSports audience will reach 275mn, comparable to what the NFL has today
  • China is the Largest eSports market in the world and the industry in China is expected to grow at 23% CAGR during 2017-22E according to Frost & Sullivan.

Opportunities

So what are the opportunities for us to cut a slice of the pie?

  • As a professional gamer, your income will usually come from salary, bonus, live streaming tipping,  Advertising endorsement, and commission from selling game-related products and so on. (The highest overall esports salary is currently $ 3,626,277.75, earned by Kuro Takhasomi, a Dota 2 player. https://info.jkcp.com › blog › professional-gamer-salary-esports)
  • Find a job in the industry. For the industry is booming now, huge amounts of capital are rushing into the industry. This will usually increase the demand for the talents in a very short time and keep high demand in many years while the supply of the talents will not change significantly. Under this condition, if you find a job in the Esports industry, you might get a salary which is much higher than the average salary of the same position in the city you work in.
  • As a game developer, the competition in this area is so fierce. It is not easy to make a success in this area as a start-up but there are always some companies that can stand out and cut a share.
  • As an investor, if you are rich, or even you are not rich but have strong faith in this industry(maybe borrow money from banks), you can also make investments in the industry. A lot of stars and celebrities have already made their moves. Such as Tony Robbins who is Famed for his effervescent motivational speeches and philanthropy, Tony Robbins and basketball legend Magic Johnson teamed up to start a company called aXiomatic. They’re now owners of the Team Liquid franchise.
  • As Esports live-streamer, this is also a very new and promising work to do. Some of the Esports live-streamers have millions of fans and earn millions a year.

The opportunity I mentioned above is just some common options. Don’t set limitations on your imaginations about the industry and let us see what will truly happen in the Esports World.

At last, if you want to know more about Esports, the industry, and players, then I highly recommend you to watch this documentary named “OG’s comeback to win DOTA 2’s TI8 | Against The Odds”.


 

Sources:

Click to access report.pdf

https://www.esportsbets.com/news/celebrities-invest-in-esports/

https://36kr.com/p/5161285

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

https://edition.cnn.com/2018/08/27/us/esports-what-is-video-game-professional-league-madden-trnd/index.html

I’ve made TI9-themed wallpaper, hope you will like it from DotA2

 

 

Please rate this

Extending the Concept of Versioning in the Video Games Industry

7

October

2018

How versioning has impacted the gaming industry and how companies use it to capture value long after a game is released.

5/5 (2)

Building on Tom’s article which can be read in this blog (https://digitalstrategy.rsm.nl//2018/09/21/versioning-and-the-gambling-debate-in-the-video-game-industry/), the video games industry is perhaps one of the best examples in order to understand the dynamics of versioning and to grasp its various benefits. In this sector, versioning can be accomplished with little effort and in varied ways, normally with different strategic purposes and allowing companies to derive various benefits.

The first and most evident way is perhaps, multiplatform releases. In order to cater to a wider audience, publishers release their games in multiple platforms (generally, Xbox One, PS4 and PC), mostly with minimal observable differences between them. Adding to these already three different versions, publishers also usually launch pre-order bonuses and different versions for each platform. Taking the FIFA 19 game example, at launch you could choose from three versions for each platform: Standard Version containing the full-game (€69.99), Champions Edition containing the full-game, 3-day early access to the game and FIFA Ultimate Team (FUT) boosts (€89.99) and finally, an Ultimate Edition with all of the above benefits plus additional FUT boosts for €99.99. This said, upon release only, FIFA 19 had already launched in nine different versions.

Other times, versioning can be integrated into the game’s business model from day one and be the source of revenue, as it happens with the freemium model, similarly to Spotify’s business model, which distinguishes between a free and a premium version. However, long after release, companies are still able to capture value from versioning, being able to do it mainly through three different ways: complete editions/game of the year editions, remakes and remasters.

A videogame’s lifecycle has widely changed during the last generations of consoles and before, as games would become outdated and their player-base would decrease, months or a couple of years after release, the games could be found heavily discounted on stores. This has changed, however, with the introduction of Digital Local Content (DLC) which adds additional content to the original game under the form of features, items, quests or modes attracting players back into the game. After releasing these packs of contents, companies are now able to bundle them together with the initial release under a name similar to “Complete Edition”, bumping the price of a one- or two-year-old game back to the full-price of 69.99€ at a low marginal cost.  A good example of this is Ubisoft’s Assassin’s Creed 2, which has been bundled with DLC and re-bundled with other games not in one, not in two, but approximately in fourteen different versions.

Versioning can also come from the remastering of a game, which consists in relaunching the existing game while making some small tweaks (e.g. increase resolution from 720p to 1080p or from 30 frames-per-second to 60) or introducing new features in order to take advantage of the capabilities of a new platform. This versioning strategy presents several advantages to developers and publishers. Firstly, the costs of remastering a game are significantly lower than developing one from scratch and its production process can usually be outsourced. Secondly, it allows companies to promote their intellectual properties (IP) to audiences that were not able to purchase their IPs before as they, for example, did not have the console for which it was initially launched. Thirdly, these remakes are commonly launched right before a new game of the series is released, proving as an effective way to promote it. Finally, when new hardware is launched, remasters allow developers to experiment and learn from it, representing a much less risky approach then releasing a brand-new big budget title.

Companies can also remake their games, which is not to be confused with remastering since remaking (as the name implies) consists in remaking a game almost from the ground up rather than simply tweaking it. This usually happens if the game becomes too outdated, making it very difficult for developers to update existing assets and to use an obsolete game engine, making it more efficient to just remake it all together. This strategy has the added advantage of appealing to the already existing core fanbase, leveraging the “nostalgia economy”.

This said, ways of versioning in the video game industry are wide and diverse, and should be integrated into a company’s strategy accordingly as a way to capture value during or long after a product is released. What do you think? In what other ways can developers and publishers capture value through versioning? Do you have a better example of an industry where versioning is an expanding reality? Let us know in the comments!

 

Please rate this

The gaming industry under the magnifying glass – the next step towards growth

10

October

2016

5/5 (7) We all know that the gaming industry is booming, more and more people start playing video games and contribute to the industry revenues. Companies have raised $91.8bn in 2015 which is expected to increase by a compound annual growth rate of 6.6% by 2019. But where exactly is the money coming from? Are current gamers spending more, or is the market expanding?

The US has been the backbone of the gaming industry for decades and has been responsible for approximately one fifth of the industry revenue in the past couple of years, but its growth is slowly coming to a halt. An annual growth rate of 4.4% (mainly driven by smartphone) is still nothing to dismiss, but by no means does it account for the huge leap the industry is expected to take.

According to forecasts, the market share of both PC and TV/console gaming are expected to shrink a few percentage points, which isn’t exactly an indicator of industry growth. However, smartphone gaming should be able to overtake PCs for the first time in 2016, which suggests a shift in consumer behavior.

What is then the driver of this expansion?

In 2016, 58% of growth of the global market is expected to come from none other than the Asia-Pacific region. China will contribute around $24.4bn, more than twice as much as 4 years earlier ($10bn in 2012). Since PC revenues will likely continue to diminish, the source of the growth will be smartphone gaming.

It is clearly visible that smartphone gaming must be taken seriously. Some companies, such as Activision Blizzard have seen this coming and took steps to solidify their position in the smartphone scene. This was partly done by acquisition of smaller developer companies (the biggest notable example is King, developer of Candy Crush Saga, obtained in early 2015 for $5.9bn) and by focusing development effort on their cross-platform title, Hearthstone: Heroes of Warcraft. Other, largely unknown companies are also heavily investing in mobile. Tencent Holdings Ltd., a Chinese tech giant valued at $197bn (owner of the massively popular MOBA, League of Legends) has been aggressively investing in mobile in the Western hemisphere, making it the fastest growing part of its business.

We must also not forget about the silent winners. Apple is collecting a royalty fee after every single app purchase or microtransaction on the AppStore, making serious bank for the company. The revenue acquired by Apple this way is so immense that in 2015, it had surpassed that of Electronic Arts – publisher of the popular PC shooter franchise, Call of Duty and any Star Wars games.

Microsoft has also been collecting a good amount of buck through its console platform, producing an even higher increase in revenue than Sony. This is especially interesting, since it has only sold 18 million Xbox Ones in contrast to the Playstation 4’s 40 million.

Perhaps what’s even more important than plain numbers, is the fact that the gaming industry is currently undergoing some fundamental changes. Complementary sources of revenue have opened up with the increasing popularity of esports and games are becoming more of all-around entertainment franchises rather than single game titles. Hundreds of thousands of enthusiasts watch the biggest gaming events and look at sponsored content and ads. This allows gaming companies to create a market for everything from esports event tickets to team jerseys and merchandise.

What do you think the next step will be? Will mobile continue to dominate? How will the social factor of games contribute? How do you think VR and other emerging technologies will contribute to the industry? What should companies focus on to make sure they don’t fall behind?

 

Sources:

http://revenuesandprofits.com/how-microsoft-makes-money-understanding-microsoft-business-model/

http://vgsales.wikia.com/wiki/Video_game_industry#cite_note-bigfish-52

http://www.cnbc.com/2016/04/22/have-we-just-found-out-how-bad-xbox-sales-are.html

http://www.ibtimes.com/ps4-vs-xbox-one-close-40-million-playstation-4-consoles-have-been-sold-2013-launch-2361021

http://www.pocketgamer.biz/list/62773/top-50-mobile-game-developers-of-2016/entry/10/

http://www.pocketgamer.biz/list/62773/top-50-mobile-game-developers-of-2016/entry/8/

http://www.pocketgamer.biz/news/62233/activision-blizzard-to-buy-king-for-59-billion/

http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf

https://newzoo.com/insights/articles/game-revenues-top-25-public-companies-14-2015/

https://newzoo.com/insights/articles/global-games-market-reaches-99-6-billion-2016-mobile-generating-37/

Please rate this

Amazon Prime just got even better

4

October

2016

5/5 (1) Just this week Amazon and Twitch announced that you can now link your Amazon prime account to your Twitch account and you will receive all the benefits of a premium Twitch account. For those who are not familiar with these platforms and the pricing models they offer, here is a brief summary:

Amazon has a premium membership that is $99 per year in the US and 49€ in Europe. This membership gives you free express shipping on Amazon and also access to Amazon Video, which can be compared to Netflix.
On the platform Twitch, people can live stream when they play games and others can tune in to watch them. The platform is very popular for e-sports and reaches 45 million viewers every month. Twitch also offer a premium membership that gives you access to ad-free view. By linking both services together, Amazon also added discounts for certain games and free in-game content to the premium membership.

Since Amazon acquired Twitch in 2014 they have not made any strategic move to combine Twitch and Amazon services and industry insiders were curious how a potential strategy will look like. Now Amazon has made its first move as described above and opened premium services of Twitch to its Prime subscribers. Considering that the premium tier at Twitch costs €8.99 (or$8.99 in the US) per month and Amazon Prime only costs €4,08 ($8.25 in the US) per month, the new offer is an excellent deal and adds another argument to Amazon Prime

In a recent move, Youtube has launched a new service dedicated to gamers that is called Youtube Gaming. With this service, Youtube positioned itself as a direct competitor to Twitch. Under these circumstances, Amazon’s move to unify its services can be seen as a direct reaction to the launch of Youtube Gaming. In addition to that, Twitch also announced that creators can now upload content directly. Before that, creators always had to live stream their content.

It remains interesting to see what Amazon has planned for the future. A possible option could be to fully integrate Twitch within its Amazon Video platform. Another thinkable option would be to expand Twitch and use its young and very active community to build a potential rival to Youtube. An advantage of Twitch here might be that it has far more experience with freemium models for its viewers, which in the end makes it more interesting for creators. For instance, it is possible to subscribe to a creator for a small fee to support him and parts of the revenues from the premium tier also go to the creator. Youtube Red, the premium subscription for Youtube, that costs $10 per month in the US, was only announced less than a year ago and is only available in five countries as of now.

What is your opinion on Amazon’s strategy? Are they doing it right? Or should they rather focus on international expansion for example, such as Netflix does? I look forward to seeing your opinions in the comment section!

 

For more background on the market of videos, you might also check out our technology of the week blog post here.

Twitch’s official announcement

Please rate this