Microsoft

You are browsing the Microsoft tag archive.

Microsoft loses second Word patent appeal, on the hook for $240 million in damages

digg_url = ‘http://digg.com/world_news/Microsoft_loses_second_Word_patent_appeal’; And the intellectual property rollercoaster continues. Microsoft’s second appeal of that $240m judgment banning sales of Word with features infringing on i4i’s XML-related patents has been rejected, leaving the Redmond giant with a huge fine to pay atop its undoubtedly sky-high lawyer bills. The appeals court held that Microsoft was explicitly aware of i4i’s patents before implementing the relevant XML code into Word — undoubtedly because i4i had been selling an extremely popular XML plugin for years and had approached Microsoft about licensing it. Yeah, oops. Don’t worry, though, there shouldn’t be any consumer impact here: old versions of Word aren’t affected, and current versions of Word 2007 and Office 2010 don’t have the offending features. Still, Microsoft might be able to appeal yet again, depending on a panel ruling on the matter — at this rate, we’d expect it.

Microsoft loses second Word patent appeal, on the hook for $240 million in damages originally appeared on Engadget on Fri, 12 Mar 2010 08:54:00 EST. Please see our terms for use of feeds.

Permalink   |  BBC  | Email this | Comments

First Microsoft Windows Phone 7 Series devices to boast 480 x 800 pixel displays, HD2 owners sigh

Even though Microsoft’s big MIX event is still days away, the Windows Phone 7 Series development platform is already pretty well defined. It’s also clear that Microsoft wants to keep things tidy for developers by requiring all WP7 phones to meet a certain base-level spec. Now, thanks to a post from Microsoft’s Shawn Hargreaves, we know the display resolution for the first batch of Microsoft’s next generation phones: 480 x 800 (WVGA) pixels at launch, with a future update that will introduce a 320 x 480 (HVGA) native resolution. Dedicated hardware will ensure image scaling across all those pixels without taxing the GPU. That allows game developers, for example, to write to a lower resolution (requiring less horsepower) and then scale up as required while remaining compatible to a variety of screen resolutions.

Now, for those playing along at home, the HD2 getting ready to launch on T-Mobile in the USA is also WVGA and it features a 1GHz Snapdragon processor from Qualcomm, Microsoft’s WP7 silicon partner. So we can assume (but not guarantee) that it meets the image scaling hardware requirements described by Hargreaves. Man, if only the HD2 had three-buttons.

[Thanks, Cytrix]

First Microsoft Windows Phone 7 Series devices to boast 480 x 800 pixel displays, HD2 owners sigh originally appeared on Engadget on Fri, 12 Mar 2010 04:37:00 EST. Please see our terms for use of feeds.

Permalink Mobile Tech World  |  Shawn Hargreaves Blog  | Email this | Comments

NPD: Xbox 360 wins US sales war in a downbeat February

The cosmos must clearly have approved of Microsoft’s actions over this past month, as today we’re hearing the Xbox 360 broke out of its competitive sales funk to claim the title of “month’s best-selling console” … for the first time in two years. Redmond’s own Aaron Greenberg describes it as the best February in the console’s history, with 422,000 units sold outshining the consistently popular Wii (397,900) and the resurgent PS3 (360,100 consoles shifted, which was a 30 percent improvement year-on-year). In spite of the happy campers in Redmond and Tokyo, the overall numbers for the games industry were down 15 percent on 2009’s revenues, indicating our collective gaming appetite is starting to dry up. Good thing we’ve got all those motion-sensing accessories coming up to reignite our fire.

NPD: Xbox 360 wins US sales war in a downbeat February originally appeared on Engadget on Fri, 12 Mar 2010 03:16:00 EST. Please see our terms for use of feeds.

Permalink   |  Yahoo  | Email this | Comments

Darkworks shows off TriOviz for Games 2D-to-3D SDK, we get a good look

Darkworks introduced its TriOviz for Games SDK yesterday during GDC, and while TriOviz technology has been around for years in Hollywood, it wasn’t until today that this same technology debuted for console and PC titles. Essentially, this software wrapper enables standard 2D video games to be viewed in 3D on a traditional 2D display, and we were able to sneak an exclusive look at the technology today at the company’s meeting room. We were shown a European version of Batman: Arkham Asylum on Microsoft’s Xbox 360, and we were given a set of specialized glasses (which were passive, like NVIDIA’s active-shutter 3D Vision specs) in order to enjoy the effect. So, how was it? In a word or two, not bad. It obviously wasn’t perfect, but you have to realize just how cheap of a solution this is for the consumer to implement. All that’s required is a set of special glasses, but given that these can be distributed in paper-frames form, you could easily find a set for a couple of bucks (at most), if not bundled in for free with future games. Users won’t need to purchase any additional hardware whatsoever, and what they’ll get is a deeper, more immersive image in return.

We could very clearly see the 3D effect, and even though it was subtle, it definitely enhanced our experience. We noticed a minor bit of blurring and ghosting during just a few scenes, but when you consider that this doesn’t actually change the underlying code in existing 2D games (that’s the cue for developers to breathe a sigh of relief), we didn’t feel that these minor quirks were unreasonable. The other interesting aspect is just how clear the image remained for onlookers that didn’t have 3D glasses on; we noticed slight image doubling at specific points, but it’s not something we simply couldn’t look at without acquiring a headache.

More after the break…

Continue reading Darkworks shows off TriOviz for Games 2D-to-3D SDK, we get a good look

Darkworks shows off TriOviz for Games 2D-to-3D SDK, we get a good look originally appeared on Engadget on Fri, 12 Mar 2010 02:11:00 EST. Please see our terms for use of feeds.

Permalink   |   | Email this | Comments

Android’s American market share soars, WinMo pays the price

Mobile manufacturer and platform market share stats for the US are in for the month of January thanks to comScore, and as usual, they tell a fascinating (and somewhat unpredictable) story of what’s actually going on at the cash registers. Motorola — which has long since fallen off its high horse on the global stage — still maintains a commanding presence in the American market by representing some 22.9 percent of all subscribers, though that’s down 1.2 percent from October 2009; that’s particularly interesting in light of the Droid’s success, and a possible sign that smartphones still aren’t on the cusp of dominating the phone market overall. Samsung recently touted the fact that it had held onto the States’ overall market share crown, though Sammy was undoubtedly referring to sales, not subscribers — in other words, there are still a ton of legacy RAZRs out there inflating Moto’s stats.

Turning our attention to smartphone platforms, BlackBerry OS, iPhone, and Android all saw gains, while Windows Mobile and Palm both saw significant downturns. You might use Palm’s loss of 2.1 percent of overall market share in a single quarter as a big nail in webOS’ coffin, but we’re inclined to believe this includes legacy devices — and considering the huge installed base of Palm OS-based handsets (Centros, for instance) that are coming off contract these days, it’s neither surprising nor alarming to see that kind of drop. Android’s gain, meanwhile, likely comes in large part from WinMo’s whopping four percent loss — it’s no secret that WinMo 6.x is well past its expiration date with customers leaving in droves (even before Windows Phone 7 Series announcement), and our informal observations lead us to believe that many of those folks are heading for Android. After all, it’s kind of convenient that Android gained 4.3 percent and WinMo lost about the same, isn’t it? BlackBerrys still dominate the American smartphone landscape, and the iPhone market looks like it might be mature for the time being — Apple added just 0.3 percent to its market share in the quarter, possibly a sign that folks are holding out for whatever Cupertino brings us come Summer. Is this a sign that Palm needs to step up its game yet again? Undoubtedly — but at the same time, we wouldn’t call the loss of those Palm OS subscribers a death knell just yet.

Android’s American market share soars, WinMo pays the price originally appeared on Engadget on Thu, 11 Mar 2010 23:11:00 EST. Please see our terms for use of feeds.

Permalink Gearlog, Fortune  |  comScore  | Email this | Comments

Talkin’ Windows Phone 7 Series gaming with Microsoft at GDC

We already got a look at Microsoft’s little XNA show-and-tell as relates to Windows Phone 7 Series, but our colleague Andrew Yoon over at Joystiq had a chance for longer sit-down with Xbox Live general manager Ron Pessner and XNA Game Studio manager Michael Klucher at GDC today, and he’s been kind enough to share the interview with us. The main topic of conversation was the company’s plans regarding Xbox LIve and, specifically, how it would be integrating it into Windows Phone 7 Series. And believe us, there was plenty to discuss — including the sweet science of porting games from Zune HD to 7 Series phones (”it’s 90, 95 percent code reuse… in an hour or couple of hours, we’re taking games that were written for Zune HD and putting them on the phone”), the importance of maintaining a consistent gameplay experience amongst different hardware, and the reasoning behind limiting devices to asynchronous multiplayer. What are you waiting for? Hit the source link to embark on this miraculous journey of discovery.

Talkin’ Windows Phone 7 Series gaming with Microsoft at GDC originally appeared on Engadget on Thu, 11 Mar 2010 19:52:00 EST. Please see our terms for use of feeds.

Permalink   |  Joystiq  | Email this | Comments

Darkworks SDK transforms 2D games into 3D games, no 3D TV required

Well, wouldn’t you know it? 3D seems to be the topic of conversation here at GDC , and Paris-based Darkworks is making a splash by announcing the availability of its TriOviz for Games SDK. In short, this magical software concoction is a post-process effect that allows standard 2D games to be transformed into 3D masterpieces… and you don’t even need to buy a 3D television. We were briefed on the tech here at the show, and we’re told that the magic happens in the software and the glasses, and unlike existing 3D technologies, other users around the house will still be able to watch you play in 2D without all those blurred edges. In other words, existing titles (for Xbox 360, PlayStation 3 and PC; sorry Wii owners!) can have a 3D experience added in, and we’re guessing that a select few AAA games will be seeing a DLC pack in the near future for those who care to re-play their favorites in the third dimension. We’ll be doing our best to swing by and catch a demo later today, but for now, just know that your life will never be the same once these 3D-ified games start shipping in the Spring.

Darkworks SDK transforms 2D games into 3D games, no 3D TV required originally appeared on Engadget on Thu, 11 Mar 2010 15:33:00 EST. Please see our terms for use of feeds.

Permalink   |  Business Wire  | Email this | Comments

Dolby issues Axon SDK to bring surround sound to online console / Mac gamers

Dolby’s Axon surround sound technology isn’t exactly new (it’s already used on a number of PC titles), but to date, it has yet to make a stand in the online console and Mac gaming sectors. All that changes today at GDC, with the aural company introducing an Axon software development kit that will make it possible for Xbox 360, PlayStation 3 and OS X titles to integrate the technology. According to the company, this here solution provides improved audio chain processing (noise suppression and echo suppression), surround sound voice chat over stereo headsets, 5.1 playback and support for any stereo headset. We’re told that the ports should be available for devs starting in April, though only time will tell how long it takes for your Xbox Live experience to go from haunting to all-encompassing.

Continue reading Dolby issues Axon SDK to bring surround sound to online console / Mac gamers

Dolby issues Axon SDK to bring surround sound to online console / Mac gamers originally appeared on Engadget on Thu, 11 Mar 2010 12:00:00 EST. Please see our terms for use of feeds.

Permalink   |   | Email this | Comments

 Page 1 of 95  1  2  3  4  5 » ...  Last » 

Categories