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Google, Nokia, Qualcomm are investors in $230M Series A2 for Finnish phone maker, HMD Global

Mobile device maker HMD Global has announced a $230M Series A2 — its first tranche of external funding since a $100M round back in 2018 when it tipped over into a unicorn valuation. Since late 2016 the startup has exclusively licensed Nokia’s brand for mobile devices, going on to ship some 240M devices to date.

Its latest cash injection is notable both for its size (HMD claims it as the third largest funding round in Europe this year); and the profile of the strategic investors ploughing in capital — namely: Google, Nokia and Qualcomm.

Though whether a tech giant (Google) whose OS dominates the world’s smartphone market (Android) becoming a strategic investor in Europe’s last significant mobile OEM (HMD) catches the attention of regional competition enforcers remains to be seen. Er, vertical integration anyone? (To wit: It’s a little over two years since Google was slapped with a $5BN penalty by EU regulators for antitrust violations related to how it operates Android — and the Commission has said it continues to monitor the market ‘remedies’.)

In a further quirk, when we spoke to HMD Global CEO, Florian Seiche, ahead of today’s announcement, he didn’t expect the names of the investors to be disclosed — but a press spokesperson had already shared them with us so he duly confirmed the trio are investors in the round. (But wouldn’t be drawn on how much equity Google is grabbing.)

HMD’s smartphones run on Google’s Android platform, which gives the tech giant a firm business reason for supporting the mobile maker in growing the availability of Google-packed hardware in key growth markets around the world.

And while HMD likens its consistent (and consistently updated) flavor of Android to the premium ‘pure’ Android experience you get from Google’s own-brand Pixel smartphones, the difference is the Finnish company offers devices across the range of price points, and targets hardware at mobile users in developing markets.

The upshot is relatively little overlap with Google’s Pixel hardware, and still plenty of business upside for Google should HMD grow the pipeline of Google services users (as it makes money by targeting ads).

Connoisseurs of mobile history may see more than a little irony in Google investing into Nokia branded smartphones (via HMD), given Android’s role in fatally disrupting Nokia’s lucrative smartphone business — knocking the Finnish giant off its perch as the world’s number one mobile maker and ushering in an era of Android-fuelled Asian mobile giants. But wait long enough in tech and what goes around oftentimes comes back around.

“We’re extremely excited,” said Seiche, when we mention Google’s pivotal role in Nokia’s historical downfall in smartphones. “How we are going to write that next chapter on smartphones is a critical strategic pillar for the company and our opportunity to team up so closely with Google around this has been a very, very great partnership from the beginning. And then this investment definitely confirms that — also for the future.”

“It’s a critical time for the industry therefore having a clear strategy — having a clear differentiation and a different point of view to offer, we believe, is a fantastic asset that we have developed for ourselves. And now is a great moment for us to double down on this,” he added.

We also asked Seiche whether HMD has any interest in taking advantage of the European Commission’s Android antitrust enforcement decision — i.e. to fork Android and remove the usual Google services, perhaps swapping them out for some European alternatives, which is at least a possibility for OEMs selling in the region — but Seiche told us: “We have looked at it but we strongly believe that consumers or enterprise customers actually love [Google] services and therefore they choose those services for themselves.” (Millions of dollars of direct investment from Google also, presumably, helps make the Google services business case stack up.)

Nokia, meanwhile, has always had a close relationship with HMD — which was established by former Nokia execs for the sole purpose of licensing its iconic mobile brand. (The backstory there is a clause in the sale terms of Nokia’s mobile device division to Microsoft expired in 2016, paving the way for Nokia’s brand to be returned to the smartphone market without the prior Windows Mobile baggage.)

Its investment into HMD now looks like a vote of confidence in how the company has been executing in the fiercely competitive mobile space to date (HMD doesn’t break out a lot of detail about device sales but Seiche told us it sold in excess of 70M mobiles last year; that’s a combined figure for smartphones and feature phones) — as well as an upbeat assessment of the scope of the growth opportunity ahead of it.

On the latter front US-led geopolitical tensions between the West and China do look poised to generate a tail-wind for HMD’s business.

Mobile chipmaker Qualcomm, for example, is facing a loss of business, as US government restrictions threaten its ability to continue selling chips to Huawei; a major Chinese device maker that’s become a key target for US president Trump. Its interest in supporting HMD’s growth, therefore, looks like a way for Qualcomm to hedge against US government disruption aimed at Chinese firms in its mobile device maker portfolio.

While with Trump’s recent threats against the TikTok app it seems safe to assume that no tech company with a Chinese owner is safe.

As a European company, HMD is able to position itself as a safe haven — and Seiche’s sales pitch talks up a focus on security detail and overall quality of experience as key differentiating factors vs the Android hoards.

“We have been very clear and very consistent right from the beginning to pick these core principles that are close to our heart and very closely linked with the Nokia brand itself — and definitely security, quality and trust are key elements,” he told TechCrunch. “This is resonating with our carrier and retail customers around the world and it is definitely also a core fundamental differentiator that those partners that are taking a longer term view clearly see that same opportunity that we see for us going forward.”

HMD does use manufacturing facilities in China, as well as in a number of other locations around the world — including Brazil, India, Indonesia and Vietnam.

But asked whether it sees any supply chain risks related to continued use of Chinese manufacturers to build ‘secure’ mobile hardware, Seiche responded by claiming: “The most important [factor] is we do control the software experience fully.” He pointed specifically to HMD’s acquisition of Valona Labs earlier this year. The Finnish security startup carries out all its software audits. “They basically control our software to make sure we can live up to that trusted standard,” Seiche added. 

Landing a major tranche of new funding now — and with geopolitical tension between the West and the Far East shining a spotlight on its value as alternative, European mobile maker — HMD is eyeing expansion in growth markets such as Africa, Brail and India. (Currently, HMD said it’s active in 91 markets across eight regions, with its devices ranged in 250,000 retail outlets around the world.)

It’s also looking to bring 5G to devices at a greater range of price-points, beyond the current flagship Nokia 8.3. Seiche also said it wants to do more on the mobile services side. HMD’s first 5G device, the flagship Nokia 8.3, is due to land in the US and Europe in a matter of weeks. And Seiche suggested a timeframe of the middle of next year for launching a 5G device at a mid tier price point.

“The 5G journey again has started, in terms of market adoption, in China. But now Europe, US are the key next opportunity — not just in the premium tier but also in the mid segment. And to get to that as fast as possible is one of our goals,” he said, noting joint-working with Qualcomm on that.

“We also see great opportunity with Nokia in that 5G transition — because they are also working on a lot of private LTE deployments which is also an interesting area since… we are also very strongly present in that large enterprise segment,” he added.

On mobile services, Seiche highlighted the launch of HMD Connect: A data SIM aimed at travellers — suggesting it could expand into additional connectivity offers in future, forging more partnerships with carriers. 

“We have already launched several services that are close to the hardware business — like insurance for your smartphones — but we are also now looking at connectivity as a great area for us,” he said. “The first pilot of that has been our global roaming but we believe there is a play in the future for consumers or enterprise customers to get their connectivity directly with their device. And we’re partnering also with operators to make that happen.”

“You can see us more as a complement [to carriers],” he added, arguing that business “dynamics” for carriers have also changed substantially — and customer acquisition hasn’t been a linear game for some time.

“In a similar way when we talk about Google Pixel vs us — we have a different footprint. And again if you look at carriers where they get their subscribers from today is already today a mix between their own direct channels and their partner channels. And actually why wouldn’t a smartphone player be a natural good partner of choice also for them? So I think you’ll see that as a trend, potentially, evolving in the next couple of years.”

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US gaming industry records another excellent quarter as pandemic fuels sales

The COVID-19 pandemic has utterly decimated a number of industries over the past several months, but the U.S. gaming industry continues to benefit as people continue to be stuck at home. Yet another report from NPD highlights an excellent quarter, with spending hitting a new Q2 record in the States.

According to the figures, gamers spent $11.6 billion, marking a 30% increase over a year prior. It was also a 7% increase over Q1’s 10.9 billion, as spending continues while the pandemic continues to rage.

Games themselves comprised $10.2 billion of that figure (itself a 28% increase y-o-y), with some familiar titles occupying the top spots, including Animal Crossing: New Horizons, Call of Duty: Warzone and Call of Duty: Modern Warfare. The gaming hardware category saw a 57% increase from 2019, with Nintendo Switch, PlayStation 4 and Xbox One all seeing strong sales.

The Switch isn’t a surprise, given shortages experienced earlier in the year. Perhaps a bit more unexpected are continued sales on the PS4 and Xbox One, given that both consoles are set to be eclipsed by next-generation devices later in the year. Of course, those upcoming systems aren’t doing gamers much good during the current moment of stay at home orders.

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Equity Monday: The TikTok saga rolls on as earnings season starts to wrap

Hello and welcome back to Equity, TechCrunch’s venture capital-focused podcast where we unpack the numbers behind the headlines.

This is Equity Monday, our weekly kickoff that tracks the latest big news, chats about the coming week, digs into some recent funding rounds and mulls over a larger theme or narrative from the private markets. You can follow the show on Twitter here, and myself here, and don’t forget to check out last Friday’s episode.

This morning was a bit of a grab-bag of news, but of course we had to start off with the biggest story from the past few weeks:

All that and earnings season is largely behind us, leaving tech companies generally unscathed. So, the good times will persist for a while yet. Have a great week!

Equity drops every Monday at 7:00 a.m. PT and Friday at 6:00 a.m. PT, so subscribe to us on Apple PodcastsOvercastSpotify and all the casts.

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Apple goes to war with the gaming industry

Most gamers may not view Apple as a games company to the same degree that they see Sony with PlayStation or Microsoft with Xbox, but the iPhone-maker continues to uniformly drive the industry with decisions made in the Apple App Store.

The company made the news a couple times late this week for App Store approvals. Once for denying a gaming app, and the other for approving one.

The denial was Microsoft’s xCloud gaming app, something the Xbox folks weren’t too psyched about. Microsoft xCloud is one of the Xbox’s most substantial software platform plays in quite some time, allowing gamers to live-stream titles from the cloud and play console-quality games across a number of devices. It’s a huge effort that’s been in preview for a bit, but is likely going to officially launch next month. The app had been in a Testflight preview for iOS, but as Microsoft looked to push it to primetime, Apple said not so fast.

The app that was approved was the Facebook Gaming app which Facebook has been trying to shove through the App Store for months to no avail. It was at last approved Friday after the company stripped one of its two central features, a library of playable mobile games. In a curt statement to The New York Times, Facebook COO Sheryl Sandberg said, “Unfortunately, we had to remove gameplay functionality entirely in order to get Apple’s approval on the stand-alone Facebook Gaming app.”

Microsoft’s Xbox team also took the unusually aggressive step of calling out Apple in a statement that reads, in-part, “Apple stands alone as the only general purpose platform to deny consumers from cloud gaming and game subscription services like Xbox Game Pass. And it consistently treats gaming apps differently, applying more lenient rules to non-gaming apps even when they include interactive content.”

Microsoft is still a $1.61 trillion company so don’t think I’m busting out the violin for them, but iOS is the world’s largest gaming platform, something CEO Tim Cook proudly proclaimed when the company launched its own game subscription platform, Apple Arcade, last year. Apple likes to play at its own pace, and all of these game-streaming platforms popping up at the same time seem poised to overwhelm them.

Image Credits: Microsoft

There are a few things about cloud gaming apps that seem at odds with some of the App Store’s rules, yet these rules are, of course, just guidelines written by Apple.  For Apple’s part, they basically said (full statement later) that the App Store had curators for a reason and that approving apps like these means they can’t individually review the apps which compromises the App Store experience.

To say that’s “the reason” seems disingenuous because the company has long approved platforms to operate on the App Store without stamping approval on the individual pieces of content that can be accessed. With “Games” representing the App Store’s most popular category, Apple likely cares much more about keeping their own money straight.

Analysis from CNBC pinned Apple’s 2019 App Store total revenue at $50 billion.

When these cloud gaming platforms like xCloud scale with zero iOS support, millions of Apple customers, myself included, are actually going to be pissed that their iPhone can’t do something that their friend’s phone can. Playing console-class titles on the iPhone would be a substantial feature upgrade for consumers. There are about 90 million Xbox Live users out there, a substantial number of which are iPhone owners I would imagine. The games industry is steadily rallying around game subscription networks and cloud gaming as a move to encourage consumers to sample more titles and discover more indie hits.

I’ve seen enough of these sagas to realize that sometimes parties will kick off these fights purely as a tactic to get their way in negotiations and avoid workarounds, but it’s a tactic that really only works when consumers have a reason to care. Most of the bigger App Store developer spats have played in the background and come to light later, but at this point the Xbox team undoubtedly sees that Apple isn’t positioned all that well to wage an App Store war in the midst of increased antitrust attention over a cause that seems wholly focused on maintaining their edge in monetizing the games consumers play on Apple screens.

CEO Tim Cook spent an awful lot of time in his Congressional Zoom room answering question about perceived anticompetitiveness on the company’s application storefront.

The big point of tension I could see happening behind closed doors is that plenty of these titles offer in-game transactions and just because that in-app purchase framework is being live-streamed from a cloud computer doesn’t mean that a user isn’t still using experiencing that content on an Apple device. I’m not sure whether this is actually the point of contention, but it seems like it would be a major threat to Apple’s ecosystem-wide in-app purchase raking.

The App Store does not currently support cloud gaming on Nvidia’s GeForce platform or Google’s Stadia which are also both available on Android phones. Both of these platforms are more limited in scope than Microsoft’s offering which is expected to launch with wider support and pick up wider adoption.

While I can understand Apple’s desire to not have gaming titles ship that might not function properly on an iPhone because of system constraints, that argument doesn’t apply so well to the cloud gaming world where apps are translating button presses to the cloud and the cloud is sending them back the next engine-rendered frames of their game. Apple is being forced to get pretty particular about what media types of apps fall under the “reader” designation. The inherent interactivity of a cloud gaming platform seems to be the differentiation Apple is pushing here — as well as the interfaces that allows gamers to directly launch titles with an interface that’s far more specialized than some generic remote desktop app.

All of these platforms arrive after the company already launched Apple Arcade, a non-cloud gaming product made in the image of what Apple would like to think are the values it fosters in the gaming world: family friendly indie titles with no intrusive ads, no bothersome micro-transactions and Apple’s watchful review.

Apple’s driver’s seat position in the gaming world has been far from a wholly positive influence for the industry. Apple has acted as a gatekeeper, but the fact is plenty of the “innovations” pushed through as a result of App Store policies have been great for Apple but questionable for the development of a gamer-friendly games industry.

Apple facilitated the advent of free-to-play games by pushing in-app purchases which have been abused recklessly over the years as studios have been irresistibly pushed to structure their titles around principles of addiction. Mobile gaming has been one of the more insane areas of Wild West startup growth over the past decade and Apple’s mechanics for fueling quick transactions inside these titles has moved fast and broken things.

Take a look at the 200 top grossing games in the App Store (data via Sensor Tower) and you’ll see that all 199 of them rely solely on in-app micro-transaction to reach that status — Microsoft’s Minecraft, ranked 50th costs $6.99 to download, though it also offers in-app purchases.

In 2013, the company settled a class-action lawsuit that kicked off after parents sued Apple for making it too easy for kids to make in-app purchases. In 2014, Apple settled a case with the FTC over the same mechanism for $32 million. This year, a lawsuit filed against Apple questioned the legality of “loot box” in-app purchases which gave gamers randomized digital awards.

“Through the games it sells and offers for free to consumers through its AppStore, Apple engages in predatory practices enticing consumers, including children to engage in gambling and similar addictive conduct in violation of this and other laws designed to protect consumers and to prohibit such practices,” read that most recent lawsuit filing.

This is, of course, not how Apple sees its role in the gaming industry. In a statement to Business Insider responding to the company’s denial of Microsoft’s xCloud, Apple laid out its messaging.

The App Store was created to be a safe and trusted place for customers to discover and download apps, and a great business opportunity for all developers. Before they go on our store, all apps are reviewed against the same set of guidelines that are intended to protect customers and provide a fair and level playing field to developers.

Our customers enjoy great apps and games from millions of developers, and gaming services can absolutely launch on the App Store as long as they follow the same set of guidelines applicable to all developers, including submitting games individually for review, and appearing in charts and search. In addition to the App Store, developers can choose to reach all iPhone and iPad users over the web through Safari and other browsers on the App Store.

The impact has — quite obviously — not been uniformly negative, but Apple has played fast and loose with industry changes when they benefit the mothership. I won’t act like plenty of Sony and Microsoft’s actions over the years haven’t offered similar affronts to gamers, but Apple exercises the industry-wide sway it holds, operating the world’s largest gaming platform, too often and gamers should be cautious in trusting the App Store owner to make decisions that have their best interests at heart.


If you’re reading this on the TechCrunch site, you can get more of my weekly opinions and notes on the news by subscribing to Week in Review here, and following my tweets here.

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Microsoft launches Open Service Mesh

Microsoft today announced the launch of a new open-source service mesh based on the Envoy proxy. The Open Service Mesh is meant to be a reference implementation of the Service Mesh Interface (SMI) spec, a standard interface for service meshes on Kubernetes that has the backing of most of the players in this ecosystem.

The company plans to donate Open Service Mesh to the Cloud Native Computing Foundation (CNCF) to ensure that it is community-led and has open governance.

“SMI is really resonating with folks and so we really thought that there was room in the ecosystem for a reference implementation of SMI where the mesh technology was first and foremost implementing those SMI APIs and making it the best possible SMI experience for customers,” Microsoft director of partner management for Azure Compute (and CNCF board member) Gabe Monroy told me.

Image Credits: Microsoft

He also added that, because SMI provides the lowest common denominator API design, Open Service Mesh gives users the ability to “bail out” to raw Envoy if they need some more advanced features. This “no cliffs” design, Monroy noted, is core to the philosophy behind Open Service Mesh.

As for its feature set, SMI handles all of the standard service mesh features you’d expect, including securing communications between services using mTLS, managing access control policies, service monitoring and more.

Image Credits: Microsoft

There are plenty of other service mesh technologies in the market today, though. So why would Microsoft launch this?

“What our customers have been telling us is that solutions that are out there today, Istio being a good example, are extremely complex,” he said. “It’s not just me saying this. We see the data in the AKS support queue of customers who are trying to use this stuff — and they’re struggling right here. This is just hard technology to use, hard technology to build at scale. And so the solutions that were out there all had something that wasn’t quite right and we really felt like something lighter weight and something with more of an SMI focus was what was going to hit the sweet spot for the customers that are dabbling in this technology today.”

Monroy also noted that Open Service Mesh can sit alongside other solutions like Linkerd, for example.

A lot of pundits expected Google to also donate its Istio service mesh to the CNCF. That move didn’t materialize. “It’s funny. A lot of people are very focused on the governance aspect of this,” he said. “I think when people over-focus on that, you lose sight of how are customers doing with this technology. And the truth is that customers are not having a great time with Istio in the wild today. I think even folks who are deep in that community will acknowledge that and that’s really the reason why we’re not interested in contributing to that ecosystem at the moment.”

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Amazon inks cloud deal with Airtel in India

Amazon has found a new partner to expand the reach of its cloud services business — AWS — in India, the world’s second largest internet market.

On Wednesday, the e-commerce giant announced it has partnered with Bharti Airtel, the third-largest telecom operator in India with more than 300 million subscribers, to sell a wide-range of AWS offerings under Airtel Cloud brand to small, medium, and large-sized businesses in the country.

The deal could help AWS, which leads the cloud market in India, further expand its dominance in the country. The move follows a similar deal Reliance Jio — India’s largest telecom operator and which has raised more than $20 billion in recent months from Google, Facebook and a roster of other high-profile investors — struck with Microsoft last year to sell cloud services to small businesses. The two announced a 10-year partnership to “serve millions of customers.”

Airtel, which serves over 2,500 large enterprises and more than a million emerging businesses, itself signed a similar cloud deal with Google in January this year. That partnership is still in place, Airtel said.

“AWS brings over 175 services to the table. We pretty much support any workload on the cloud. We have the largest and the most vibrant community of customers,” said Puneet Chandok, President of AWS in India and South Asia, on a call with reporters Wednesday noon.

The two companies, which signed a similar agreement in 2015, will also collaborate on building new services and help existing customers migrate to Airtel Cloud, they said.

Today’s deal illustrates Airtel’s push to build businesses beyond its telecom venture, said Harmeen Mehta, Global CIO and Head of Cloud and Security Business at Airtel, on the call. Last month, Airtel partnered with Verizon — TechCrunch’s parent company — to sell BlueJeans video conferencing service to business customers in India.

Deals with carriers were very common a decade ago in India as tech giants rushed to amass users in the country. Replicating a similar strategy now illustrates the phase of the cloud adoption in the nation.

Nearly half a billion people in India came online last decade. And slowly, small businesses and merchants are also beginning to use digital tools, storage services, and accept online payments.

India has emerged as one of the emerging leading grounds for cloud services. The public cloud services market of the country is estimated to reach $7.1 billion by 2024, according to research firm IDC.

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Microsoft showcases mobile gaming accessories designed to work with Xbox cloud gaming

Way back in the before times of October 2019, Microsoft announced that it would be expanding its Designed for Xbox stamp of approval to a line of mobile accessories. The play was pretty obvious: The company is trying to get serious about smartphone gaming through the backdoor approach of its own Project xCloud streaming service.

Without a major in-person gaming conference this summer, Microsoft is announcing a number of new additions to the line this morning, by way of blog post. The line is getting five approved devices from names that should prove familiar to anyone with a passing interest in gaming accessories. All of them go up for pre-order today, ahead of the September 15 launch of the Xbox Game Pass Ultimate.

Most of the included accessories are, unsurprisingly, controllers. Aside from latency, the biggest hurdle to this type of technology is control. After all, we’re talking about playing console games on a touchscreen handset. Without a sufficient accessory, the vast majority of titles just aren’t going to fly here.

Thankfully, Razer, PowerA and 8bitdo all have forthcoming controllers designed expressly for the purpose of xCloud streaming. Both the expandable Razer Kishi and PowerA MOGA XP7-X Plus Bluetooth controllers run $100, while the clever mini 8bitdo is $50. PowerA and 8bitdo also offer smartphone clips for wireless Xbox controllers, priced at $15.

Also getting the Xbox thumbs-up are the $100 Arctis 1 from SteelSeries. The headphones are designed specifically to switch back and forth between console games and mobile devices.

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Daily Crunch: Microsoft-TikTok acquisition inches closer to reality

A possible Microsoft TikTok acquisition is causing plenty of drama, we review Google’s new budget Pixel and SpaceX’s Crew Dragon returns to Earth. Here’s your Daily Crunch for August 3, 2020.

Microsoft-TikTok acquisition inches closer to reality

This weekend, Microsoft confirmed reports that it’s in talks to acquire TikTok, the popular mobile video app currently owned by Chinese company ByteDance. It sounds like the outcome of those talks may ultimately have less to do with Microsoft and more with President Donald Trump.

“Following a conversation between Microsoft CEO Satya Nadella and President Donald J. Trump, Microsoft is prepared to continue discussions to explore a purchase of TikTok in the United States,” the company said in a statement. “Microsoft fully appreciates the importance of addressing the President’s concerns. It is committed to acquiring TikTok subject to a complete security review and providing proper economic benefits to the United States, including the United States Treasury.”

And indeed, Trump said today that he’s not opposed to an acquisition, but that “a very substantial portion of that price is going to have to come into the Treasury of the United States.” Meanwhile, Chinese internet users are calling ByteDance’s CEO a traitor.

The tech giants

Google’s budget Pixel 4a addresses its premium predecessor’s biggest problem — Brian Heater reviews the new $349 handset.

Facebook launches commerce and connectivity-focused accelerator programs — Facebook’s Commerce Accelerator will select 60 startups from the EMEA and LATAM regions, while Connectivity will feature 30 startups from LATAM and North America.

Adobe’s plans for an online content attribution standard could have big implications for misinformation — The project was first announced last November, and now the team has a whitepaper going into the nuts and bolts about how its system would work.

Startups, funding and venture capital

YC-backed Artifact looks to make podcasts more personal — Using professionally contracted interviewers, Artifact conducts short interviews with a person’s closest friends or family and turns them into a personal podcast.

Founded by a lifelong house-flipper, Inspectify is a marketplace for home inspections and repairs — Through the platform, buyers can instantly book inspections and receive repair estimates.

Mobile banking startup Varo is becoming a real bank — The company announced that it has been granted a national bank charter from the Office of the Comptroller of the Currency and secured regulatory approvals from the FDIC and Federal Reserve to open Varo Bank, N.A.

Advice and analysis from Extra Crunch

The essential revenue software stack — Tim Porter and Elise La Cava of Madrona Ventures outline the set of services used by sales, marketing and growth teams across their portfolio to identify and manage their prospects and revenue.

Is the 2020 SPAC boom an echo of the 2017 ICO craze? — Alex Wilhelm looks at two new pieces of SPAC news.

After Shopify’s huge quarter, BigCommerce raises its IPO price range — BigCommerce now intends to price its IPO between $21 and $23 per share.

(Reminder: Extra Crunch is our subscription membership program, which aims to democratize information about startups. You can sign up here.)

Everything else

SpaceX and NASA successfully return Crew Dragon spacecraft to Earth with astronauts on board — SpaceX’s Crew Dragon appears to have performed exactly as intended throughout the mission, handling the launch, ISS docking, undocking, de-orbit and splashdown in a fully automated process that kept the astronauts safe and secure throughout.

Original Content podcast: Netflix’s ‘Say I Do’ offers a wedding-focused twist on the ‘Queer Eye’ formula — I’m not someone who cares about weddings, but this show made me cry. Multiple times!

The Daily Crunch is TechCrunch’s roundup of our biggest and most important stories. If you’d like to get this delivered to your inbox every day at around 3pm Pacific, you can subscribe here.

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Even as cloud infrastructure growth slows, revenue rises over $30B for quarter

The cloud market is coming into its own during the pandemic as the novel coronavirus forced many companies to accelerate plans to move to the cloud, even while the market was beginning to mature on its own.

This week, the big three cloud infrastructure vendors — Amazon, Microsoft and Google — all reported their earnings, and while the numbers showed that growth was beginning to slow down, revenue continued to increase at an impressive rate, surpassing $30 billion for a quarter for the first time, according to Synergy Research Group numbers.

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Microsoft’s new Flight Simulator is a beautiful work in progress

For the last two weeks, I’ve been flying around the world in a preview of Microsoft’s new Flight Simulator. Without a doubt, it’s the most beautiful flight simulator yet, and it’ll make you want to fly low and slow over your favorite cities because — if you pick the right one — every street and house will be there in more detail than you’ve ever seen in a game. Weather effects, day and night cycles, plane models — it all looks amazing. You can’t start it up and not fawn over the graphics.

But the new Flight Simulator is also still very much a work in progress, too, even just a few weeks before the scheduled launch date on August 18. It’s officially still in beta, so there’s still time to fix at least some of the issues I list below. Because Microsoft and Asobo Studios, which was responsible for the development of the simulator, are using Microsoft’s AI tech in Azure to automatically generate much of the scenery based on Microsoft’s Bing Maps data, you’ll find a lot of weirdness in the world. There are taxiway lights in the middle of runways, giant hangars and crew buses at small private fields, cars randomly driving across airports, giant trees growing everywhere (while palms often look like giant sticks), bridges that are either under water or big blocks of black over a river — and there are a lot of sunken boats, too.

When the system works well, it’s absolutely amazing. Cities like Barcelona, Berlin, San Francisco, Seattle, New York and others that are rendered using Microsoft’s photogrammetry method look great — including and maybe especially at night.

Image Credits: Microsoft

The rendering engine on my i7-9700K with an Nvidia 2070 Super graphics card never let the frame rate drop under 30 frames per second (which is perfectly fine for a flight simulator) and usually hovered well over 40, all with the graphics setting pushed up to the maximum and with a 2K resolution.

When things don’t work, though, the effect is stark because it’s so obvious. Some cities, like Las Vegas, look like they suffered some kind of catastrophe, as if the city was abandoned and nature took over (which in the case of the Vegas Strip doesn’t sound like such a bad thing, to be honest).

Image Credits: TechCrunch

Thankfully, all of this is something that Microsoft and Asobo can fix. They’ll just need to adjust their algorithms, and because a lot of the data is streamed, the updates should be virtually automatic. The fact that they haven’t done so yet is a bit of a surprise.

Image Credits: TechCrunch

Chances are you’ll want to fly over your house the day you get Flight Simulator. If you live in the right city (and the right part of that city), you’ll likely be lucky and actually see your house with its individual texture. But for some cities, including London, for example, the game only shows standard textures, and while Microsoft does a good job at matching the outlines of buildings in cities where it doesn’t do photogrammetry, it’s odd that London or Amsterdam aren’t on that list (though London apparently features a couple of wind turbines in the city center now), while Münster, Germany is.

Once you reach altitude, all of those problems obviously go away (or at least you won’t see them). But given the graphics, you’ll want to spend a lot of time at 2,000 feet or below.

Image Credits: TechCrunch

What really struck me in playing the game in its current state is how those graphical inconsistencies set the standard for the rest of the experience. The team says its focus is 100% on making the simulator as realistic as possible, but then the virtual air traffic control often doesn’t use standard phraseology, for example, or fails to hand you off to the right departure control when you leave a major airport. The airplane models look great and feel pretty close to real (at least the ones I’ve flown myself), but some currently show the wrong airspeed. Some planes use modern glass cockpits with the Garmin 1000 and G3X, but those still feel severely limited.

But let me be clear here. Despite all of this, even in its beta state, Flight Simulator is a technical marvel and it will only get better over time.

Image Credits: TechCrunch

Let’s walk through the user experience a bit. The install on PC (the Xbox version will come at some point in the future) is a process that downloads a good 90GB so that you can play offline as well. The install process asks you if you are okay with streaming data, too, and that can quickly add up. After reinstalling the game and doing a few flights for screenshots, the game had downloaded about 10GB already — it adds up quickly and is something you should be aware of if you’re on a metered connection.

Once past the long install, you’ll be greeted by a menu screen that lets you start a new flight, go for one of the landing challenges or other activities the team has set up (they are really proud of their Courchevel scenery) and go through the games’ flight training program.

Image Credits: Microsoft

That training section walks you through eight activities that will help you get the basics of flying a Cessna 152. Most take fewer than 10 minutes and you’ll get a bit of a de-brief after, but I’m not sure it’s enough to keep a novice from getting frustrated quickly (while more advanced players will just skip this section altogether anyway).

I mostly spent my time flying the small general aviation planes in the sim, but if you prefer a Boeing 747 or Airbus 320neo, you get that option, too, as well as some turboprops and business jets. I’ll spend some more time with those before the official launch. All of the planes are beautifully detailed inside and out and except for a few bugs, everything works as expected.

To actually start playing, you’ll head for the world map and choose where you want to start your flight. What’s nice here is that you can pick any spot on your map, not just airports. That makes it easy to start flying over a city, for example. As you zoom into the map, you can see airports and landmarks (where the landmarks are either real sights like Germany’s Neuschwanstein Castle or cities that have photogrammetry data). If a town doesn’t have photogrammetry data, it will not appear on the map.

As of now, the flight planning features are pretty basic. For visual flights, you can go direct or VOR to VOR, and that’s it. For IFR flights, you choose low or high-altitude airways. You can’t really adjust any of these, just accept what the simulator gives you. That’s not really how flight planning works (at the very least you would want to take the local weather into account), so it would be nice if you could customize your route a bit more. Microsoft partnered with NavBlue for airspace data, though the built-in maps don’t do much with this data and don’t even show you the vertical boundaries of the airspace you are in.

Image Credits: TechCrunch

It’s always hard to compare the plane models and how they react to the real thing. Best I can tell, at least the single-engine Cessnas that I’m familiar with mostly handle in the same way I would expect them to in reality. Rudder controls feel a bit overly sensitive by default, but that’s relatively easy to adjust. I only played with a HOTAS-style joystick and rudder setup. I wouldn’t recommend playing with a mouse and keyboard, but your mileage may vary.

Live traffic works well, but none of the general aviation traffic around my local airports seems to show up, even though Microsoft partner FlightAware shows it.

As for the real/AI traffic in general, the sim does a pretty good job managing that. In the beta, you won’t really see the liveries of any real airlines yet — at least for the most part — I spotted the occasional United plane in the latest builds. Given some of Microsoft’s own videos, more are coming soon. Except for the built-in models you can fly in the sim, Flight Simulator is still missing a library of other airplane models for AI traffic, though again, I would assume that’s in the works, too.

Image Credits: TechCrunch

We’re three weeks out from launch. I would expect the team to be able to fix many of these issues and we’ll revisit all of them for our final review. My frustration with the current state of the game is that it’s so often so close to perfect that when it falls short of that, it’s especially jarring because it yanks you out of the experience.

Don’t get me wrong, though, flying in FS2020 is already a great experience. Even when there’s no photogrammetry, cities and villages look great once you get over 3,000 feet or so. The weather and cloud simulation — in real time — beats any add-on for today’s flight simulators. Airports still need work, but having cars drive around and flaggers walking around planes that are pushing back help make the world feel more alive. Wind affects the waves on lakes and oceans (and windsocks on airports). This is truly a next-generation flight simulator.

Image Credits: Microsoft

Microsoft and Asobo have to walk a fine line between making Flight Simulator the sim that hardcore fans want and an accessible game that brings in new players. I’ve played every version of Flight Simulator since the 90s, so getting started took exactly zero time. My sense is that new players simply looking for a good time may feel a bit lost at first, despite Microsoft adding landing challenges and other more gamified elements to the sim. In a press briefing, the Asobo team regularly stressed that it aimed for realism over anything else — and I’m perfectly okay with that. We’ll have to see if that translates to being a fun experience for casual players, too.

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