Category Archive: Microsoft

NCAA 14 PGL Dynasty!

Lord Sam | July 14, 2013 | COMMENTS:6 Comments »

 

It is time to resurrect the PGL Dynasty for NCAA 14, and from the sounds of it, it looks like we could get some original owners back!

NCAA-Football-14-Cover-Star-Is-Denard-Robinson-2

Ok, I think we are looking at a dynasty were we all start out as coordinators on 2-star schools, six minute quarters, and play on All-American.  Now, I know that is kind of a jump from how we usually start our leagues, but I think it ok to lose games (heck, I am a Cowboys fan).  Then we can gradually build our coaches up in rank, and then move on to bigger and better jobs.  It moves along pretty good clip, in last years game I was an OC and North Carolina for two seasons, OC at Oregon for one or two seasons, then HC at LSU.

Anyways, chime in here, or on Xbox Live if you are joining up.  Here is a quick list of the 2-star schools to start out at:

 
Arkansas St (77 OVR)
Ball St (79 OVR)
Bowling Green (74 OVR)
Central Michigan (72 OVR)
Colorado (79 OVR)
Colorado St (72 OVR)
Connecticut (81 OVR)
Duke (79 OVR)
East Carolina (84 OVR)
Fresno St (81 OVR)
Hawaii (77 OVR)
Indiana (81 OVR)
Kansas (81 OVR)
Kent St  (74 OVR)
Marshall (74 OVR)
Maryland (86 OVR)
Miami (OH) (72 OVR)
Minnesota (79 OVR)
Northern Illinois (79 OVR)
Ohio (79 OVR)
Rice (75 OVR)
Southern Miss (74 OVR)
Temple (81 OVR)
Toledo (81 OVR)
Troy (75 OVR)
UL Monroe (75 OVR)
UNLV (72 OVR)
Utah St (75 OVR)
Wake Forest (83 OVR)
Wyoming (75 OVR)

Category: Gaming, Microsoft

One Microsoft

Peench | July 11, 2013 | COMMENTS:1 Comment »

In a lengthy memo, Steve Ballmer outlines how Microsoft is realigning to make itself “One Microsoft.”  Here’s some of the text and the full text can be found on Microsoft’s Site.

From: Steve Ballmer
To: Microsoft – All Employees
Date: July 11, 2013, 6 a.m.
Subject: One Microsoft

Today, we are announcing a far-reaching realignment of the company that will enable us to innovate with greater speed, efficiency and capability in a fast changing world.

Today’s announcement will enable us to execute even better on our strategy to deliver a family of devices and services that best empower people for the activities they value most and the enterprise extensions and services that are most valuable to business.

This company has always had a big vision — to help people realize their full potential. In the earliest days, it was by putting a PC on every desk and in every home. We’ve come farther than we could have imagined. The impact we have collectively made on the world is undeniable, and I am inspired when talented new hires say they chose Microsoft because they want to change the world — that’s what we do today, and that’s what we’ll do tomorrow.

Sharpening Our Strategy

About a year ago, we embarked on a new strategy to realize our vision, opening the devices and services chapter for Microsoft. We made important strides — launching Windows 8 and Surface, moving to continuous product cycles, bringing a consistent user interface to PCs, tablets, phones and Xbox — but we have much more to do.

Going forward, our strategy will focus on creating a family of devices and services for individuals and businesses that empower people around the globe at home, at work and on the go, for the activities they value most.

We will do this by leveraging our strengths. We have powered devices for many years through Windows PCs and Xbox. We have delivered high-value experiences through Office and other apps. And, we have enabled enterprise value through products like Windows Server and Exchange. The form of delivery shifts to a broader set of devices and services versus packaged software. The frontier of high-value scenarios we enable will march outward, but we have strengths and proven capabilities on which we will draw.

This memo shows you how far we have developed our thinking on our strategy for high- value activities based on devices and services delivery.

Driving Our Success

It is also clear to me and our leadership that we must do an extraordinary job to succeed in this modern world. We have delivered many great products and had much success in market, but we all want more. That means better execution from product conceptualization and innovation right through to marketing and sales. It also means operational excellence in cloud services, datacenter operations, and manufacturing and supply chain that are essential in a devices and services world. To advance our strategy and execute more quickly, more efficiently, and with greater excellence we need to transform how we organize, how we plan and how we work….

What do you think?

Category: Entertainment, Microsoft

MS Points to be Phased Out Next Month.

Peench | | COMMENTS:No Comments »

Any of you who signed up for Xbox Live Rewards received an email about how it is being changed.  Here’s a copy of the announcement I received in my email inbox:

IMPORTANT ANNOUNCEMENT:

As you may have heard from the announcements at E3, major changes are coming to Xbox Live. One of these changes is the switch to local currency for purchases on Xbox. That means Microsoft Points will soon be retired and you’ll instead be able to use money to purchase content on Xbox (see Xbox.com Points FAQ for more info).

With all these changes, it’s become necessary for us to evolve the way we reward you. Starting August 1, 2013, you will not be able to earn Microsoft Points through Xbox Live Rewards any longer. Not to worry, though! Since this currency change is impacting the structure of the program, we’re taking the opportunity to make Xbox Live Rewards even better. You’ll continue to get rewarded for doing the things you love on Xbox Live – just not with Microsoft Points. So come back to rewards.xbox.com on September 1, 2013 for the full scoop. You can also follow us at @XboxLiveRewards on Twitter for the latest updates.

Finally, despite the Microsoft Points changes, all your hard work will not go to waste. On August 7, 2013 we’ll deposit ALL your Pending Rewards Points into your account, even if you have less than 100. And if you still have Points in your Xbox account when Microsoft Points are retired, they’ll be transitioned into your country’s local currency. Your currency will be available for use at the Xbox Stores as usual. For more on the Points transition, see Xbox.com Points FAQ here.

So keep earning Microsoft Points with Xbox Live Rewards through July 31, 2013 – and stay tuned for exciting changes coming soon!

Sincerely,

Xbox Live Rewards Squad

And here’s a write up about it from Polygon with their take on it:

As part of its plan to transition from Microsoft Points to real currency, Microsoft will phase out Points-based Xbox Live Rewards beginning Aug. 1, according to an email sent to Polygon this morning.

Currently, the Xbox Live Rewards loyalty program gives members Microsoft Points and other digital goods for completing tasks on Xbox Live, including making purchases through the Marketplace, renewing Gold subscriptions, playing games and using other features. As Microsoft phases out Microsoft Points, they will no longer be offered as rewards, but the company states it has plans to replace them with something “even better.”

“Since this currency change is impacting the structure of the program, we’re taking the opportunity to make Xbox Live Rewards even better,” reads the statement from Microsoft. “You’ll continue to get rewarded for doing the things you love on Xbox Live — just not with Microsoft Points.”

According to the email, the Xbox Live Rewards website will be updated on Sept. 1 with information on the new rewards system.

Any pending Microsoft Points rewards will be added to players’ account balance on Aug. 7, and all remaining Points in players’ accounts once the full transition to real money occurs will also be converted into their country’s currency. A full FAQ on the transition is available on the Xbox support website.

Source

Category: Entertainment, Gaming, Microsoft

What to do with your Microsoft Points

Peench | July 5, 2013 | COMMENTS:2 Comments »

I’m sure you all are wondering what is going to happen to your MS Points when Microsoft converts everyone to local currency later this year. Well wonder no longer.

MS Points FAQ

Category: Entertainment, Gaming, Microsoft

Titanfall engineer clarifies Xbox Live in the cloud

Peench | June 25, 2013 | COMMENTS:No Comments »

Let’s talk about the Xbox Live Cloud

Posted by Abbie Heppe on Jun 24, 2013
Filed in News

Hi everyone! I’m Jon Shiring, and I’m an engineer working with the Cloud technology that you’ve heard about for Respawn’s game Titanfall. I have seen a lot of confusion online and I think it’s worth explaining more about what we’re doing on Titanfall and also more generally about Cloud computing and dedicated servers.

First, let’s take a step back and dive into the common multiplayer design and talk about why Dedicated Servers are better.

Player-Hosted Servers

The vast majority of games will pick a player and have them act as the server for the match. This means that all of the other players talk to them to decide what happens in a game. When you shoot your gun, the server decides if that is allowed and then tells everyone what you hit. Let’s agree to call this system “player-hosted” for simplicity.

What kinds of problems do you get with player-hosted servers?

What if one player has great bandwidth, but it’s laggy? Games are having to choose between different player hosts, and have to make hard decisions about which one should be the host, with two different measurements – bandwidth and latency. Sometimes it will pick a host who has good bandwidth, but whose latency isn’t ideal. But we don’t want the game to make compromises on lag and we really want the game to feel the same every time we play. We really don’t want to worry about this stuff – we just want to play and have the game feel good.

What about host advantage? The player-host has the game running locally on their machine, so they get super low latency access to the game world. You’ve probably seen this in action as some player seems to see you long before you get to see them or their bullets hit you before yours hit them. That sucks. Nobody should have an artificial advantage in a competitive multiplayer game.

What if the player-host is a cheater? Since the host gets to make decisions about kills, XP, and unlocks and such, it’s really bad if they abuse their power to wipe out your stats, or they cheat by flying around maps and insta-killing people. It’s infuriating, in fact.

What if the host disconnects? In the “best case” for this, you can do host migration if there’s another player who has enough bandwidth and everyone else can talk to them. If you hit that jackpot, you can migrate from the old host to the new one, which pauses the game and then unpauses when the new player-host is ready to start acting as the server. This isn’t a fun process, and it can fail.

What if the host’s bandwidth disappears? The game tested the host’s bandwidth at some point and decided that they had enough to host. But someone at their house is now torrenting files and their roommate is streaming Netflix. That “great” bandwidth the game detected earlier is now awful bandwidth, and the other players are lagging halfway through a match.

What if some players can’t talk to the host? You know all that “Open NAT” stuff? Your home internet router is generally trying really hard to keep bad people out, and games are sort of a weird case where the game is trying to get your router to cooperate and let other players create connections INTO your network. Games need to check if every player can talk to the host and if one can’t then that host won’t work. It makes matchmaking slower, and we hate that. Also, by telling you to open up your router, the game is asking you to reduce the security of your home network in order to make the game work. It would be great if you didn’t have to compromise your security in order to play games.

What if nobody has enough bandwidth? You got a great group of players together, but nobody has enough bandwidth to actually host a game. You can work around this by compromising your matchmaking a little to make sure that each lobby has a player in it that can be a host. But we don’t actually want compromised matchmaking, so this isn’t a good fix.

What about players who are paying for their bandwidth or have bandwidth caps? If you have a bandwidth cap on your home internet connection, or even worse, you’re paying for your bandwidth, what happens when you play a game and later find out that the game thought you were an awesome host? Your home internet connection is now slow or you have a huge bill waiting.

So if I’m hosting, my machine is doing all this extra work on behalf of everyone else? Yes! You are doing more work on your CPU than all of the other players are. This means the game isn’t as cool looking as it could be and everyone else has extra CPU just sitting there. Or worse, their game actually looks better than yours! We think the game should be consistent on every machine in a match. Don’t punish the host with a worse game or leave all of that extra CPU sitting empty on the other players machines.
Okay, so player-hosted servers have a lot of downsides. So why do so many games use them? They have one really big upside – it doesn’t cost money to run the servers! Running hundreds of thousands of servers can be extremely expensive. EXTREMELY expensive. Like “oh my god we can’t afford that” expensive. So your player experience gets compromised to save (large amounts of) money.

Dedicated Servers

Dedicated servers are when a computer sitting out on the internet handles all of the host duties, leaving every client free to just be a client.

  • You can get even more CPU on your dedicated servers to do new things like dozens of AI and giant autopilot titans!
  • Suddenly you have no more host advantage!
  • Bandwidth for the servers is guaranteed from the hosting provider!
  • You can use all of the available CPU and memory on the player machines for awesome visuals and audio!
  • Hacked-host cheating isn’t an issue!
  • Matchmaking can be lightning fast since it’s guaranteed that everyone can connect to your servers.
  • And since the servers aren’t going to go disconnect to watch Netflix, you don’t need to migrate hosts anymore!

The player experience is so much better. This sounds awesome!

But it costs a LOT of money.

This is something I have worked on for years now, since coming to Respawn. A developer like Respawn doesn’t have the kind of weight to get a huge price cut from places like Amazon or Rackspace. And we don’t have the manpower to manage literally hundreds-of-thousands of servers ourselves. We want to focus on making awesome games, not on becoming giant worldwide server hosting providers. The more time I can spend on making our actual game better, the more our players benefit.

I personally talked to both Microsoft and Sony and explained that we need to find a way to have potentially hundreds-of-thousands of dedicated servers at a price point that you can’t get right now. Microsoft realized that player-hosted servers are actually holding back online gaming and that this is something that they could help solve, and ran full-speed with this idea.

The Xbox group came back to us with a way for us to run all of these Titanfall dedicated servers and that lets us push games with more server CPU and higher bandwidth, which lets us have a bigger world, more physics, lots of AI, and potentially a lot more than that!

What is the Cloud?

Amazon has a cloud that powers websites. Sony has a cloud that streams game video so you can play a game that you don’t have on your machine. Now Xbox Live has a cloud that somehow powers games. Cloud doesn’t seem to actually mean anything anymore, or it has so many meanings that it’s useless as a marketing word.

Let me explain this simply: when companies talk about their cloud, all they are saying is that they have a huge amount of servers ready to run whatever you need them to run. That’s all.

So what is this Xbox Live Cloud stuff then?

Microsoft has a cloud service called Azure (it’s a real thing – you can go on their website right now and pay for servers and use them to run whatever you want). Microsoft realized that they could use that technology to solve our problem.

So they built this powerful system to let us create all sorts of tasks that they will run for us, and it can scale up and down automatically as players come and go. We can upload new programs for them to run and they handle the deployment for us. And they’ll host our game servers for other platforms, too! Titanfall uses the Xbox Live Cloud to run dedicated servers for PC, Xbox One, and Xbox 360.

But it’s not just for dedicated servers – Microsoft thought about our problem in a bigger way. Developers aren’t going to just want dedicated servers – they’ll have all kinds of features that need a server to do some kind of work to make games better. Look at Forza 5, which studies your driving style in order to create custom AI that behaves like you do. That’s totally different from what Titanfall uses it for, and it’s really cool! So it’s not accurate to say that the Xbox Live Cloud is simply a system for running dedicated servers – it can do a lot more than that.

How is this different from other dedicated servers?

With the Xbox Live Cloud, we don’t have to worry about estimating how many servers we’ll need on launch day. We don’t have to find ISPs all over the globe and rent servers from each one. We don’t have to maintain the servers or copy new builds to every server. That lets us focus on things that make our game more fun. And best yet, Microsoft has datacenters all over the world, so everyone playing our game should have a consistent, low latency connection to their local datacenter.

Most importantly to us, Microsoft priced it so that it’s far more affordable than other hosting options – their goal here is to get more awesome games, not to nickel-and-dime developers. So because of this, dedicated servers are much more of a realistic option for developers who don’t want to make compromises on their player experience, and it opens up a lot more things that we can do in an online game.

Wrapping up…

This is a really big deal, and it can make online games better. This is something that we are really excited about. The Xbox Live Cloud lets us to do things in Titanfall that no player-hosted multiplayer game can do. That has allowed us to push the boundaries in online multiplayer and that’s awesome. We want to try new ideas and let the player do things they’ve never been able to do before! Over time, I expect that we’ll be using these servers to do a lot more than just dedicated servers. This is something that’s going to let us drive all sorts of new ideas in online games for years to come.

I know this got pretty technical and long-winded, so I thank you for reading this far. Hopefully I’ve cleared some things up, and you can see why I’m so excited about what Microsoft has done here and how it is letting us do awesome new things for our game. I’ll see you online in the spring to play some Titanfall on our dedicated servers!

Source

Category: Entertainment, Gaming, Microsoft