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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.
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).
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.
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.
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.
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.
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.
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.
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.
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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Nvidia today announced that its new Ampere-based data center GPUs, the A100 Tensor Core GPUs, are now available in alpha on Google Cloud. As the name implies, these GPUs were designed for AI workloads, as well as data analytics and high-performance computing solutions.
The A100 promises a significant performance improvement over previous generations. Nvidia says the A100 can boost training and inference performance by over 20x compared to its predecessors (though you’ll mostly see 6x or 7x improvements in most benchmarks) and tops out at about 19.5 TFLOPs in single-precision performance and 156 TFLOPs for Tensor Float 32 workloads.
“Google Cloud customers often look to us to provide the latest hardware and software services to help them drive innovation on AI and scientific computing workloads,” said Manish Sainani, Director of Product Management at Google Cloud, in today’s announcement. “With our new A2 VM family, we are proud to be the first major cloud provider to market Nvidia A100 GPUs, just as we were with Nvidia’s T4 GPUs. We are excited to see what our customers will do with these new capabilities.”
Google Cloud users can get access to instances with up to 16 of these A100 GPUs, for a total of 640GB of GPU memory and 1.3TB of system memory.
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In a surprise move, Mirantis acquired Docker’s Enterprise platform business at the end of last year, and while Docker itself is refocusing on developers, Mirantis kept the Docker Enterprise name and product. Today, Mirantis is rolling out its first major update to Docker Enterprise with the release of version 3.1.
For the most part, these updates are in line with what’s been happening in the container ecosystem in recent months. There’s support for Kubernetes 1.17 and improved support for Kubernetes on Windows (something the Kubernetes community has worked on quite a bit in the last year or so). Also new is Nvidia GPU integration in Docker Enterprise through a pre-installed device plugin, as well as support for Istio Ingress for Kubernetes and a new command-line tool for deploying clusters with the Docker Engine.
In addition to the product updates, Mirantis is also launching three new support options for its customers that now give them the option to get 24×7 support for all support cases, for example, as well as enhanced SLAs for remote managed operations, designated customer success managers and proactive monitoring and alerting. With this, Mirantis is clearly building on its experience as a managed service provider.
What’s maybe more interesting, though, is how this acquisition is playing out at Mirantis itself. Mirantis, after all, went through its fair share of ups and downs in recent years, from high-flying OpenStack platform to layoffs and everything in between.
“Why we do this in the first place and why at some point I absolutely felt that I wanted to do this is because I felt that this would be a more compelling and interesting company to build, despite maybe some of the short-term challenges along the way, and that very much turned out to be true. It’s been fantastic,” Mirantis CEO and co-founder Adrian Ionel told me. “What we’ve seen since the acquisition, first of all, is that the customer base has been dramatically more loyal than people had thought, including ourselves.”
Ionel admitted that he thought some users would defect because this is obviously a major change, at least from the customer’s point of view. “Of course we have done everything possible to have something for them that’s really compelling and we put out the new roadmap right away in December after the acquisition — and people bought into it at very large scale,” he said. With that, Mirantis retained more than 90% of the customer base and the vast majority of all of Docker Enterprise’s largest users.
Ionel, who almost seemed a bit surprised by this, noted that this helped the company to turn in two “fantastic” quarters and was profitable in the last quarter, despite COVID-19.
“We wanted to go into this acquisition with a sober assessment of risks because we wanted to make it work, we wanted to make it successful because we were well aware that a lot of acquisitions fail,” he explained. “We didn’t want to go into it with a hyper-optimistic approach in any way — and we didn’t — and maybe that’s one of the reasons why we are positively surprised.”
He argues that the reason for the current success is that enterprises are doubling down on their container journeys and because they actually love the Docker Enterprise platform, like infrastructure independence, its developer focus, security features and ease of use. One thing many large customers asked for was better support for multi-cluster management at scale, which today’s update delivers.
“Where we stand today, we have one product development team. We have one product roadmap. We are shipping a very big new release of Docker Enterprise. […] The field has been completely unified and operates as one salesforce, with record results. So things have been extremely busy, but good and exciting.”
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Nvidia today announced its plans to acquire Cumulus Networks, an open-source-centric company that specializes in helping enterprises optimize their data center networking stack. Cumulus offers both its own Linux distribution for network switches, as well as tools for managing network operations. With Cumulus Express, the company also offers a hardware solution in the form of its own data center switch.
The two companies did not announce the price of the acquisition, but chances are we are talking about a considerable amount, given that Cumulus had raised $134 million since it was founded in 2010.
Mountain View-based Cumulus already had a previous partnership with Mellanox, which Nvidia acquired for $6.9 billion. That acquisition closed only a few days ago. As Mellanox’s Amit Katz notes in today’s announcement, the two companies first met in 2013, and they formed a first official partnership in 2016. Cumulus, it’s worth noting, was also an early player in the OpenStack ecosystem.
Having both Cumulus and Mellanox in its stable will give Nvidia virtually all the tools it needs to help enterprises and cloud providers build out their high-performance computing and AI workloads in their data centers. While you may mostly think about Nvidia because of its graphics cards, the company has a sizable data center group, which delivered close to $1 billion in revenue in the last quarter, up 43% from a year ago. In comparison, Nvidia’s revenue from gaming was just under $1.5 billion.
“With Cumulus, NVIDIA can innovate and optimize across the entire networking stack from chips and systems to software including analytics like Cumulus NetQ, delivering great performance and value to customers,” writes Katz. “This open networking platform is extensible and allows enterprise and cloud-scale data centers full control over their operations.”
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Nvidia today announced that it has acquired SwiftStack, a software-centric data storage and management platform that supports public cloud, on-premises and edge deployments.
The company’s recent launches focused on improving its support for AI, high-performance computing and accelerated computing workloads, which is surely what Nvidia is most interested in here.
“Building AI supercomputers is exciting to the entire SwiftStack team,” says the company’s co-founder and CPO Joe Arnold in today’s announcement. “We couldn’t be more thrilled to work with the talented folks at NVIDIA and look forward to contributing to its world-leading accelerated computing solutions.”
The two companies did not disclose the price of the acquisition, but SwiftStack had previously raised about $23.6 million in Series A and B rounds led by Mayfield Fund and OpenView Venture Partners. Other investors include Storm Ventures and UMC Capital.
SwiftStack, which was founded in 2011, placed an early bet on OpenStack, the massive open-source project that aimed to give enterprises an AWS-like management experience in their own data centers. The company was one of the largest contributors to OpenStack’s Swift object storage platform and offered a number of services around this, though it seems like in recent years it has downplayed the OpenStack relationship as that platform’s popularity has fizzled in many verticals.
SwiftStack lists the likes of PayPal, Rogers, data center provider DC Blox, Snapfish and Verizon (TechCrunch’s parent company) on its customer page. Nvidia, too, is a customer.
SwiftStack notes that it team will continue to maintain an existing set of open source tools like Swift, ProxyFS, 1space and Controller.
“SwiftStack’s technology is already a key part of NVIDIA’s GPU-powered AI infrastructure, and this acquisition will strengthen what we do for you,” says Arnold.
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Japanese electronics firm Sony is the latest phone maker to announce it’s withdrawing from the Mobile World Congress (MWC) tradeshow, citing concerns about the coronavirus outbreak.
“As we place the utmost importance on the safety and wellbeing of our customers, partners, media and employees, we have taken the difficult decision to withdraw from exhibiting and participating at MWC 2020 in Barcelona, Spain,” Sony wrote in a press release.
MWC is due to take place in Barcelona between February 24-27.
Sony said it will now run a press conference planned for the event via its official Xperia YouTube channel at the scheduled time of 8:30 AM (CET) on February 24.
“Sony would like to thank everyone for their understanding and ongoing support during these challenging times,” it added.
In recent days, a number of companies have announced they’re pulling out or scaling back their presence at the conference as a result of concerns about the spread of the virus, including Amazon, Ericsson, LG, NVIDIA and ZTE.
The World Health Organization dubbed the emergence and spread of the novel coronavirus a global emergency late last month.
At the time of writing, the majority of infections and deaths from the virus remain in China, where the virus was first identified in the town of Wuhan in the Hubei province.
Several Chinese tech companies, including ZTE and Xiaomi, have said they will make changes to their participation in MWC related to coronavirus concerns, such as placing limits on staff travelling from China or requiring they self isolate in the period before attending.
Yesterday the organizers of MWC, the GSMA, also announced stringent rules to try to safeguard attendees, including a ban on travellers from Hubei and a requirement that all travellers who have been in China must be able to prove they have been outside the country 14 days prior to the event.
Attendees will also be required to self-certify they have not been in contact with anyone affected, the GSMA said. Temperature screening will also be implemented at the event.
Last year the annual mobile tech conference drew almost 110,000 attendees from 198 countries.
“While further planning is underway, we will continue to monitor the situation and will adapt our plans according to developments and advice we receive. We are contending with a constantly evolving situation, that will require fast adaptability,” the GSMA also said.
Attendance at MWC has regularly broken 100,000 in recent years, but 2020’s conference seems likely to mark a break with business as usual as companies face pressure to rethink their travel priorities.
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Netflix announced this week that it has started to stream titles in AV1 on Android in what could significantly help the two-year-old media codec gain wider adoption.
The world’s biggest streaming giant said on Wednesday that by switching from Google’s VP9 — which it previously used on Android — to AV1, its compression efficiency has gone up by 20%.
At the moment, only “select titles” are available to stream in AV1 for subscribers “who wish to reduce their cellular data usage by enabling the ‘Save Data’ feature,” the American firm said.
Netflix hasn’t shared much about the benefit AV1 will provide to customers, but the new media codec’s acceptance nonetheless sends a message by itself.
Tech giants, including Google, have spent years developing and improving media codecs as consumption of data skyrocketed and low-cost devices began to sell like hotcakes. But they just can’t seem to settle on one media codec and universally support it.
Think of Safari and YouTube, for instance. You can’t stream YouTube videos in 4K resolution on Safari, because Apple’s browser does not support Google’s VP9. And Google does not support HEVC for 4K videos on YouTube.
AV1 is supposed to be the savior media codec that gets universal support. It’s royalty-free and it works atop of open-source dav1d decoder that has been built by VideoLAN, best known for its widely popular media player VLC and FFmpeg communities. It is sponsored by the Alliance for Open Media.
Who are the members of Alliance for Open Media? Nearly all the big guys: Apple, Google, Amazon, Netflix, Nvidia, ARM, Facebook, Microsoft, Mozilla, Samsung and Tencent, among others.
But that’s not to say there aren’t roadblocks in the adoption of AV1. Compared to HEVC — the format that AV1 is supposed to replace in popularity — encoding in AV1 was noticeably slower a year ago, as per some benchmark tests.
Adoption of AV1 by various browsers, according to analytics firm StatCounter. Safari is yet to support it.
Netflix’s announcement suggests that things have improved. The streaming giant said its goal is to support AV1 on all of its platforms. “In the spirit of making AV1 widely available, we are sponsoring an open-source effort to optimize 10-bit performance further and make these gains available to all,” it said in a blog post.
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After a lengthy beta phase, Nvidia is launching its cloud gaming service GeForce Now. Unlike Google’s Stadia, GeForce Now isn’t trying to build a console-like experience with its own lineup of games. Nvidia connects with your Steam, Epic or Battle.net account so you can play games you purchased on those third-party platforms. It works a bit more like Shadow, for instance.
But GeForce Now isn’t a free service. Customers basically rent a gaming PC in a data center near them. Right now, it costs $5 per month to access the Founders edition, which lets you play whenever you want and for as long as you want. But the company says that it plans to raise the subscription fee at some point.
You can try the service by creating a free account, as well. If there are too many people connected to the service, you may have to wait to launch a game. You’re also limited to one-hour sessions and less powerful hardware.
You’ll have to download an app that works on macOS, Windows and Android devices, including the Nvidia Shield TV. GeForce Now isn’t available from anywhere in the world, as you have to be near a data center to reduce latency. The company currently has nine data centers in the U.S., five in Europe, one in Korea and two in Japan.
Nvidia is optimizing games for the platform one at a time. So it’s possible that you own a game but that it doesn’t appear in the list of compatible games. Yes, that’s a long list of restrictions. But it could be the future of gaming, maybe.
Behind the scene, the company uses Nvidia graphics cards (duh) that support ray tracing. Nvidia doesn’t share more details beyond that. I’d recommend testing the service with a free account first to see if your connection is stable enough to support game streaming.
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Early Stage SF is around the corner, on April 28 in San Francisco, and we are more than excited for this brand new event. The intimate gathering of founders, VCs, operators and tech industry experts is all about giving founders the tools they need to find success, no matter the challenge ahead of them.
Struggling to understand the legal aspects of running a company, like negotiating cap tables or hiring international talent? We’ve got breakout sessions for that. Wondering how to go about fundraising, from getting your first yes to identifying the right investors to planning the timeline for your fundraise sprint? We’ve got breakout sessions for that. Growth marketing? PR/Media? Building a tech stack? Recruiting?
We. Got. You.
Today, we’re very proud to announce one of our few Main Stage sessions that will be open to all attendees. Reid Hoffman and Sarah Guo will join us for a conversation around “How To Raise Your Series A.”
Reid Hoffman is a legendary entrepreneur and investor in Silicon Valley. He was an Executive VP and founding board member at PayPal before going on to co-found LinkedIn in 2003. He led the company to profitability as CEO before joining Greylock in 2009. He serves on the boards of Airbnb, Apollo Fusion, Aurora, Coda, Convoy, Entrepreneur First, Microsoft, Nauto and Xapo, among others. He’s also an accomplished author, with books like “Blitzscaling,” “The Startup of You” and “The Alliance.”
Sarah Guo has a wealth of experience in the tech world. She started her career in high school at a tech firm founded by her parents, called Casa Systems. She then joined Goldman Sachs, where she invested in growth-stage tech startups such as Zynga and Dropbox, and advised both pre-IPO companies (Workday) and publicly traded firms (Zynga, Netflix and Nvidia). She joined Greylock Partners in 2013 and led the firm’s investment in Cleo, Demisto, Sqreen and Utmost. She has a particular focus on B2B applications, as well as infrastructure, cybersecurity, collaboration tools, AI and healthcare.
The format for Hoffman and Guo’s Main Stage chat will be familiar to folks who have followed the investors. It will be an updated, in-person combination of Hoffman’s famously annotated LinkedIn Series B pitch deck that led to Greylock’s investment, and Sarah Guo’s in-depth breakdown of what she looks for in a pitch.
They’ll lay out a number of universally applicable lessons that folks seeking Series A funding can learn from, tackling each from their own unique perspectives. Hoffman has years of experience in consumer-focused companies, with a special expertise in network effects. Guo is one of the top minds when it comes to investment in enterprise software.
We’re absolutely thrilled about this conversation, and to be honest, the entire Early Stage agenda.
Here’s how it all works:
There will be about 50+ breakout sessions at the event, and attendees will have an opportunity to attend at least seven. The sessions will cover all the core topics confronting early-stage founders — up through Series A — as they build a company, from raising capital to building a team to growth. Each breakout session will be led by notables in the startup world.
Don’t worry about missing a breakout session, because transcripts from each will be available to show attendees. And most of the folks leading the breakout sessions have agreed to hang at the show for at least half the day and participate in CrunchMatch, TechCrunch’s app to connect founders and investors based on shared interests.
Here’s the fine print. Each of the 50+ breakout sessions is limited to around 100 attendees. We expect a lot more attendees, of course, so signups for each session are on a first-come, first-serve basis. Buy your ticket today and you can sign up for the breakouts that we’ve announced. Pass holders will also receive 24-hour advance notice before we announce the next batch. (And yes, you can “drop” a breakout session in favor of a new one, in the event there is a schedule conflict.)
Grab yourself a ticket and start registering for sessions right here. Interested sponsors can hit up the team here.
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Nvidia has developed new technology that enables 360Hz refresh rates on PC displays, achieving unprecedented responsiveness that’s perfectly suited to esports, where any advances in terms of refresh speeds can translate to improved performance during play.
Nvidia’s new G-sync tech that delivers the 360Hz refresh speeds will be coming to market first through a partnership with Asus, via the Asus ROG Swift 360 monitor that’s debuting at this week’s annual CES show in Las Vegas. It works in combination with Nvidia’s RTX line of GPUs, and will provide refresh rates that translate to less than 3 milliseconds of input latency, all available on a 24.5-inch, fully 1080p HD gaming panel.
Nvidia’s G-Sync tech debuted in 2013, and works by introducing Variable Refresh Rate (VRR) that syncs up the refresh rate of the display (provided it’s G-Sync certified) with the GPU’s frame rate, so that you get optimized performance. Since its debut, Nvidia has been especially focused on optimizing G-Sync and its features for use by esports players and professionals, to ensure best possible reaction times in genres like shooters where every millisecond counts when it comes to aiming at and actually hitting your target.
The Asus ROG Swift 360 monitor will be coming out sometime “later this year,” and pricing isn’t yet available — but you can bet it’ll be more than your average gaming monitor, given its advanced performance features and esports target market.
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