Razer shows off Sila, the first 5G router built for gaming

Gaming — with its huge demands on bandwidth, graphics and overall processing power — is likely to be one of the big use cases for 5G networking in the future, and today one of the big players in consumer gaming hardware showed off a 5G router that underscores that trend. Razer, the consumer electronics upstart that has long billed itself as “for gamers, by gamers,” today at CES showed off a new product called the Razer Sila 5G Home Router — a high-speed networking device that both automatically prioritizes bandwidth for gaming and streaming, and also lets users choose which devices on the network get more or less juice.

Alongside that, it also unveiled a new universal mobile gaming controller — Razer Kishi; a new gaming desktop Razer Tomahawk Gaming Desktop, and a new Razer e-racing simulator created in collaboration with game publishers and vendors. The Sila and e-racing simulator are both concept pieces at this point, while the Android- and iOS-compatible controller will be on the market in early 2020. (No date given for the Tomahawk.)

Razer — which went public in 2017 (market cap currently around $ 1.5 billion) — has faced recent controversy from a number of former employees coming out to criticize its figurehead and CEO, Min-Liang Tan, and how he runs the company, alleging a culture of fear with violent threats and more. Tan at the time of the reports brushed off the remarks claiming they were in jest, but it’s notable that he doesn’t seem to be making himself particularly visible or available this year at the show — a contrast from years before.

Instead, we are presented with the fruits of the company’s labor over the past year, a time where it has continued to produce hardware — computers, peripherals like controllers, mainly — but has made a number of moves to figure out the best way ahead with software and services, where it says it is increasing its share of revenue, but has also shut down its digital game store, as well as its Ouya and Forge TV services.

Although it’s only still a concept, the Sila 5G Home Router is perhaps the most exciting of the pack of announcements this year, as it is tapping into a bigger wave of interest in 5G by giving it a more relevant feel to the consumer market; and represents a notable new area for Razer itself (in routers).

The Sila is described as a “high-speed networking device tailored for gamers” and notable features include ultra-low latency during both stationary and mobile gameplay, built on Razer’s FasTrack engine — which allows a user to play a game with no pings or interruptions from other services or network glitches. The router has a built-in rechargeable battery so you can travel with it and use it outside the home.

It is built using a Qualcomm SDX55 + Hawkeye IPQ8072A chipset, and is also usable with 4G LTE over a 802.11ax 4×4 WiFi connection, with one 2.5Gbps WAN, 4 x 1Gbps LAN and 1 x USB 3.0 ports, along with a SIM slot to link up to the cellular network. All of it can be controlled through Android or iOS apps.

Razer’s presence at CES where it shows off its latest ideas has become a regular fixture at the annual event for good reason.

As gaming has expanded beyond traditional consoles and into the cloud and across the web to PCs and phones, it has become one of the most demanding uses of computer processing power, putting machines through their paces not just in graphics, but audio and overall responsiveness when it comes to gameplay. At CES, if you go to any of the big product launches for the computing giants (Nvidia, AMD, Intel, Qualcomm), or visit any number of stands showing off the latest in computing tech, gaming is the most common demo you will see as a “proof point” — not just because it’s eye-catching, but because it genuinely is a test of how well something works.

So it’s no surprise that Razer, a company building hardware specifically for the gaming market, has a regular, big presence at CES, where it shows off both products that it plans to launch as well as those that are still in concept, in order to test market interest and have some fun with what could be in the future.

(It’s also a very obvious reason why Intel became an investor in the company many years ago when it was still in startup mode. It was a strategic move that helped ensure both that Intel could collaborate with Razer to have a closer idea of what is needed and should be built, but also to make sure that its chipsets are at the core of those new gaming-focused machines).
CES 2020 coverage - TechCrunch

Gadgets – TechCrunch

Xiaomi’s Q3 earnings report shows slowing growth

Xiaomi, the world’s fourth largest smartphone vendor, on Wednesday reported a 3.3% revenue growth (QoQ) in the quarter that ended in September. While the results fell largely in line with analysts’ expectations, a drastic drop in the company’s growth underscores some of the struggles that handset makers are facing as they shift to services to make up for dwindling smartphone purchases globally.

The Chinese electronics firm posted Q3 revenue of 53.7 billion yuan, or $ 7.65 billion, an increase compared to 51.95 billion yuan ($ 7.39 billion) revenue it reported in Q2 and up 5.5% from the same period last year.

This is largely in line with analysts’ estimated revenue of 53.74 billion yuan, per Refinitiv figures, but growth is slowing. As a point of comparison, in Q2, Xiaomi reported QoQ growth of 18.7% and YoY of 14.8%.

Xiaomi said its adjusted profit in the aforementioned quarter was 3.5 billion yuan ($ 500 million), up from about 2.5 billion yuan a year ago. Gross profit during the period was 8.2 billion yuan ($ 1.17 billion), up 25.2% year-over-year.

The company said its smartphone business revenue during Q3 stood at 32.3 billion yuan ($ 4.6 billion), down 7.8% year-over-year. The company, which shipped 32.1 million smartphone units during the period, blamed “downturn” in China’s smartphone market for the decline.

Marketing research firm Canalys reported this month that China’s smartphone market shrank by 3% during Q3. Despite the slowdown, Xiaomi said its gross profit margin of smartphones segment had reached 9% — up from 8.1% and 3.3% in the previous quarters.

Other than Huawei, which leads the handsets market in China, every other smartphone vendor has suffered a drop in their shipment volumes in the country, according to research firm Counterpoint.

But for Xiaomi, this should technically not be a problem. Long before the company listed publicly last year, it has been boasting about its business model: how it makes little money from hardware and more and more from delivering ads and selling internet services.

That internet services business is not growing fast enough, however, to be an engine for the overall company. It grew by 12.3% year-on-year to 5.3 billion yuan ($ 750 million) and 15% since last quarter. Either way, it accounts for only a fraction of smartphone business’ contribution to the bottomline.

Xiaomi said two years ago that it will only ever make 5% profit from its hardware, something its executives told TechCrunch has been engraved in the company’s “constitution.” But the slow shift to making money off of internet services, while making less money from selling hardware, is one of the chief reasons why the company had an underwhelming IPO.

Meanwhile, the user base of Xiaomi’s Android -based MIUI software is growing. It had 292 million monthly active users as of September this year, up from 278.7 in June.

In more promising signs, Xiaomi said its smart TV and Mi Box platforms had more than 3.2 million paid subscribers and revenue from its fintech business, a territory it entered only in recent quarters, had already reached 1 billion yuan ($ 140 million).

But it’s hardware that continues to make up the biggest proportion of its revenues. The company, which is increasingly moving its gadgets and services beyond Chinese shores, said revenue from its international business grew 17.2 year-over-year to 26.1 billion yuan ($ 3.7 billion) in the third quarter — accounting for 48.7% of total revenue.

In a statement, Xiaomi founder and chairman Lei Jun said the company is hopeful that it will be able to further grow its revenues when 5G devices start to get traction. The company has plans to launch at least 10 5G-enabled smartphone models next year, he said. No word from him on what the company intends to do about its services ecosystem.


Android – TechCrunch

Xiaomi’s Q3 earnings report shows slowing growth

Xiaomi, the world’s fourth largest smartphone vendor, on Wednesday reported a 3.3% revenue growth (QoQ) in the quarter that ended in September. While the results fell largely in line with analysts’ expectations, a drastic drop in the company’s growth underscores some of the struggles that handset makers are facing as they shift to services to make up for dwindling smartphone purchases globally.

The Chinese electronics firm posted Q3 revenue of 53.7 billion yuan, or $ 7.65 billion, an increase compared to 51.95 billion yuan ($ 7.39 billion) revenue it reported in Q2 and up 5.5% from the same period last year.

This is largely in line with analysts’ estimated revenue of 53.74 billion yuan, per Refinitiv figures, but growth is slowing. As a point of comparison, in Q2, Xiaomi reported QoQ growth of 18.7% and YoY of 14.8%.

Xiaomi said its adjusted profit in the aforementioned quarter was 3.5 billion yuan ($ 500 million), up from about 2.5 billion yuan a year ago. Gross profit during the period was 8.2 billion yuan ($ 1.17 billion), up 25.2% year-over-year.

The company said its smartphone business revenue during Q3 stood at 32.3 billion yuan ($ 4.6 billion), down 7.8% year-over-year. The company, which shipped 32.1 million smartphone units during the period, blamed “downturn” in China’s smartphone market for the decline.

Marketing research firm Canalys reported this month that China’s smartphone market shrank by 3% during Q3. Despite the slowdown, Xiaomi said its gross profit margin of smartphones segment had reached 9% — up from 8.1% and 3.3% in the previous quarters.

Other than Huawei, which leads the handsets market in China, every other smartphone vendor has suffered a drop in their shipment volumes in the country, according to research firm Counterpoint.

But for Xiaomi, this should technically not be a problem. Long before the company listed publicly last year, it has been boasting about its business model: how it makes little money from hardware and more and more from delivering ads and selling internet services.

That internet services business is not growing fast enough, however, to be an engine for the overall company. It grew by 12.3% year-on-year to 5.3 billion yuan ($ 750 million) and 15% since last quarter. Either way, it accounts for only a fraction of smartphone business’ contribution to the bottomline.

Xiaomi said two years ago that it will only ever make 5% profit from its hardware, something its executives told TechCrunch has been engraved in the company’s “constitution.” But the slow shift to making money off of internet services, while making less money from selling hardware, is one of the chief reasons why the company had an underwhelming IPO.

Meanwhile, the user base of Xiaomi’s Android -based MIUI software is growing. It had 292 million monthly active users as of September this year, up from 278.7 in June.

In more promising signs, Xiaomi said its smart TV and Mi Box platforms had more than 3.2 million paid subscribers and revenue from its fintech business, a territory it entered only in recent quarters, had already reached 1 billion yuan ($ 140 million).

But it’s hardware that continues to make up the biggest proportion of its revenues. The company, which is increasingly moving its gadgets and services beyond Chinese shores, said revenue from its international business grew 17.2 year-over-year to 26.1 billion yuan ($ 3.7 billion) in the third quarter — accounting for 48.7% of total revenue.

In a statement, Xiaomi founder and chairman Lei Jun said the company is hopeful that it will be able to further grow its revenues when 5G devices start to get traction. The company has plans to launch at least 10 5G-enabled smartphone models next year, he said. No word from him on what the company intends to do about its services ecosystem.

Gadgets – TechCrunch

Nintendo shows off exercise-powered RPG for Switch, Ring Fit Adventure

Nintendo has been at the crossroads of video games and fitness since the famous Power Pad for the NES, and the Switch is the latest to receive a game powered by physical activity: Ring Fit Adventure. And it actually looks fun!

In the game, you’ll jog in place to advance your character, and perform various movements and exercises to avoid obstacles and defeat enemies. Your quest is to defeat an “evil body-building dragon” who has disrupted the peaceful, apparently very fit world of the protagonist. Sure.

The game comes with a pair of accessories: a ring and leg strap, each of which you slot a Joy-Con into. The two controllers work together to get a picture of your whole body movement, meaning it can be sure you’re keeping your arms out in front of you when you do a squat, and not phoning it in during leg raises.

ringfit1

The ring itself is flexible and can tell how hard you’re squeezing or pulling it— but don’t worry, it can be calibrated for your strength level.

Interestingly, the top button of the controller appears to be able to be used as a heart rate monitor. That kind of came out of left field, but I like it. Just one more way Nintendo is making its hardware do interesting new things.

ringfit2

There look to be a ton of different movements you’ll be required to do, focusing on different areas of the body: upper, lower, core, and some sort of whole-body ones inspired by yoga positions. Ingeniously, some enemies are weak to one or another, and you’ll need to use different ones for other scenarios, so you’re getting a varied workout whether you like it or not.

Meanwhile your character levels up and unlocks new, more advanced moves — think a lunge instead of a squat, or adding an arm movement to a leg one — and you can get closer to the goal.

ringfit3

There are also minigames and straight-up workouts you can select, which you can do at any time if you don’t feel like playing the actual game, and contribute to your character’s level anyway.

The idea of gamifying fitness has been around for quite a while, and some titles, like Wii Fit, actually got pretty popular. But this one seems like the most in-depth actual game to use fitness as its main mechanic, and critically it is simple and easy enough that even the most slothful among us can get in a session now and then at their own pace.

Ring Fit Adventure will be available October 18 — no pricing yet, but you can probably expect it to be a little above an ordinary Switch game.

You can watch the full-length walkthrough of the game below, but beware — the acting is a little off-putting.

Gadgets – TechCrunch