IBC
A lo-fi CES delivered more practical iterations for digital entertainment than jaw dropping gadgets
For a show devoted to connected consumer tech surely nothing
could be more apt than an all-digital affair. Rather than 180,000 attendees
rummaging across 2.9 million square feet of exhibits in Las Vegas, CES 2021 was
held online.
https://www.ibc.org/trends/ces-2021-gaming-spatial-audio-and-transparent-tvs/7180.article
It distinctly lacked the buzz and razzamatazz of previous
shows. Billie Eilish and Dua Lipa were among stars making an appearance on the
virtual stage only to highlight the glaring gap between today’s remote live
experiences and that of being physically present.
Lo-fi CES experience
While 6000+ members of the media didn’t have to wait for
hours in line before possible admittance to press conferences, the
presentations were, if anything, even more staged than normal. Some were
delivered live but felt drained of energy without the jeopardy of appearing
before a crowd.
Perhaps that’s just a symptom of the times. Companies zeroed
in on technology aids to health, well-being and lifestyle including face masks
packed with Bluetooth headsets and microphones.
The virtual nature of the show meant that household brands
like LG, Sony, Samsung and Mercedes dominated headlines and conference
sessions, while smaller innovators were buried.
The plus sides of attending a trade show of this scale
virtually is that attendees weren’t jostling with each other to get to
meetings. Over 100,000 folk apparently participated and kudos must go to the
technical operation, led by Microsoft and MediaKind, for the fluency of the
live video sessions.
“When the economy is at its worst we tend to see innovation
accelerate,” said Steve Koenig, VP Research, Consumer Technology Association,
paraphrasing the British economist Christopher Freeman.
The trend that Microsoft CEO Satya Nadella spotted last
April — “We’ve seen two years’ worth of digital transformation in two months” —
continued through 2020 and beyond.
“250 million people went to remote learning in two weeks,”
said Koenig. “It took Disney just 5 months to hit 50 million global subs
whereas it took Netflix seven years. The point is that the events of the past
year will transform the overall economy for the next decade.”
Streaming up, TVs in
Stay at home orders have been a boon to video streaming and,
after years of mobile-first rhetoric, it is the living room telly which has had
its status emboldened.
Research from Nielsen published during CES revealed that
nearly a quarter of all TV viewing comes from streaming apps and that there’s a
significant rise in audiences watching live linear TV.
“SVOD remains the biggest draw at 55% of the total
share but if you take out the main five streamers (Netflix, Hulu, Amazon Prime
Video, Disney+ and YouTube) the biggest category is linear TV,” noted Nielsen’s
SVP Product Strategy & Thought Leadership Brian Fuhrer. “It’s one we see
expanding significantly.”
One reason for this has been adoption of streaming by older
age groups. Moreover, they aren’t expected just to revert back again. “During the ‘stay at home’ period a lot more people put
the plumbing in to stream,” said Fuhrer. “People figured out how to get credentials
and tried a lot of services. We think that is going to be the pivot for a lot
of media consumption going forward as older demos increase and maintain their
usage and sampling.”
All of this means TV vendors
suddenly have a new market to play for. The CTA expects sales of TVs to soar in
2021 as households upgrade. On the shopping list will be bigger, brighter and
thinner screens with at least 4K resolution and the smarts to upscale content
to 8K.
Hisense, for example, is adding an 8K up-rezzing chip to its
flagship ULED TVs later this year and will promote this through its official
partnership with the rescheduled Euro 2020 soccer tournament.
TV vendors also spot an
opportunity to take a share of the revenues generated by the volume of
streaming and search for content of which their hardware is a conduit.
Just before CES, LG spent $80 million for a 60% stake in TV
advertising technology company Alphonso, in a bid to build a streaming-TV ad
business. The Korean firm will package ad inventory with Alphonso's analytics
and ad-buying capabilities to compete with established streaming ad players
like Roku.
Gaming moves centre stage
The other near universal characteristic of TV hardware version
2021 is applications for gamers. Video games are being played more than ever,
for entertainment or for staying connected socially. The CTA projects that
video game software and services will reach $47 billion in revenue this year in
North America alone, up 8 percent from 2020.
TV display makers hope to woo the gaming audience away from
the PC monitor. LG, for instance, touted
a partnership with Google which will see cloud-gaming service Google Stadia run
on its TVs while Amazon Twitch has earned a prized button on LG’s ‘magic’
remote control.
The company also unveiled a prototype 48-inch OLED capable
of bending 1000mm from a conventional flat screen to a curved display intended
to help gamers to feel more immersed in a virtual world.
Panasonic’s latest 55-inch and 65-inch JZ2000 model supports
for HDMI 2.1 for variable refresh rate and high frame rates suitable for
gaming. An AI processor will automatically detect what you're watching or
playing and calibrate the best dynamic range settings including Dolby Vision IQ
and HDR10+ Adaptive. Alongside Dolby Atmos support, the TV comes with side and
upward-firing built-in speakers which create what the company calls 360°
Soundscape Pro.
Samsung (which is already partnered with Microsoft’s
XCloud gaming) has introduced a ‘game bar’ in its range of new NEO QLED
TVs for gamers to change the parameters of the screen when attached to a PS5 or
Xbox Series X. The aspect ratio, for example, can be changed from 21:9 or 32:9
and it can support 4K at 120fps. An additional new soundbar comes with a gaming
mode to introduce “more dynamics to your game experience”, as well as an Active
Voice Amplifier to boost dialogue in films and TV shows when it detects noise
disturbances.
Serious gamers might prefer the conceptual chair shown by
Razer and built of carbon fibre with a transparent wrap-around display, haptic
feedback and RGB lighting.
Still, the most important feature for gamers are screens
capable of playing back High Dynamic Range (HDR), Wide Colour Gamut and Dolby
Atmos, all of which are supported in the latest PS5 and Xbox X consoles. While
being rapidly adopted to improve the cinematic experience surprisingly these
features have been more sluggish in gaming.
“Games engines have always been able to render in HDR but
the actual display output has been a challenge,” said Tony Tamasi, SVP content
and technology, Nvidia during a conference panel. “Display interfaces that
commonly support HDR, the ability to connect a GPU to a display in a
standardised fashion are among issues on the cusp of being solved.”
Greater dynamic range matters eSports pros especially. “Specular
highlights and deeper blacks impact the player’s competitiveness by increasing
spatial and situational awareness,” said Poppy Crum, Chief Scientist, Dolby
Labs. “It means faster reaction times.”
“HDR is really the next big advance in imagery for gaming,”
agreed Habib Zargarpour, Head of Film Development, Unity Technologies. “DR
brings depth to the realism we’ve been striving for. In filmmaking every step
in the pipe from camera to storage, editorial to VFX needs to be upgraded but
on a game engine the programmer just changes a number and you have support for
the new format. That’s also where there’s an opportunity now with game engines
linked to LED virtual production stages.”
Nicole laPointe Jameson, CEO of esports outfit Evil Geniuses
said, “The problem my athletes frequently face is the decision making they make
in split seconds is limited by the amount of information they can take in. So
better contrast and even minute detail in shadows and highlights has great
significance on our ability to compete.”
Spatial audio enhancements
Perhaps even more important to gamers are spatial audio
enhancements. LaPointe Jameson said that the ability to discern singular
footsteps of competitors or enemies, for example, would boost player
performance.
Tamasi said Nvidia and others were staring to use ray
tracing to compute true rendered 3D spatialised audio – “getting proper reverberation
and occlusion by using what you might normally think of as a graphics
capability to trace audio waves,” he said. “This next level of audio immersion
is an exciting development.”
Gamers will listen using headphones meaning that the exact
representation of the audio in sync with the graphics is another key to how
each player interprets their response.
The headphones landscape
has experienced phenomenal growth over the last decade and as a result,
headphones are becoming the fastest-selling personal electronic device on the
market, according to Futuresource Consulting. Headphones and true wireless
devices are expected to grow to over 700 million in five years’ time.
This was
a major theme at Sony which expanded its consumer focussed 360 Reality Audio
service, by adding new video streaming capabilities and content creation
tools. Introduced in 2019, 360 Reality Audio makes it
possible for artists and creators to produce music by mapping sound sources
such as vocals, chorus and instruments with positional information and placing
them within a spherical space. It is intended to evoke feelings of being in a
music studio or live concert venue.
Live video performances
have now been added to the sound. With select Sony headphones and an app,
users can have their individual ear shape analyzed to enjoy a customised
musical field.
Sony said artists on its
label and others will begin streaming video performances later this year.
The company also launched
a professional audio mixing tool which could give producers and directors a
better means of sharing in the final audio reviews remotely. Fine tuning the
sound mix on commercials, TV or film productions was a client-attend fixture
pre-Covid but the creative to and fro under remote conditions has been hampered
since no party can be sure they are hearing the exact same thing.
Sony’s 360 virtual mixing
environment (VME) “is a mind-blowing tech that can reproduce in a pair of
headphones the same sound mixed by professionals in a studio,” said Bill
Baggelaar, EVP and CTO of technology development for Sony Pictures
Entertainment in a video.
Sony Pictures’ Ghostbusters:
Afterlife and Venom 2 have been the first to try out the
technology which replicates the speakers of a sound stage in any location and
supports 5.1, 7.1 and Dolby Atmos mixes.
“You are truly fooling
your brain into thinking you are in the other environment,” Baggelaar
told The Hollywood Reporter.
The 360 VME was developed
by Sony Electronics' R&D team in Tokyo working with the studio’s Innovation
and Sound Services departments in Culver City.
The Minority Report report
LG took the wraps off a series of transparent OLED screens,
including one that rolls up from being concealed in the foot of a bed. Other
applications for this futuristic idea include restaurants and subways for
displaying video and spooling graphics, eerily prescient in the pre-crime
solving unit of Minority Report.
Another jump to the future was the Hyperscreen from
Mercedes-Benz which is a 56-inch curved touchscreen that takes up almost the
entire width of a car dashboard. Voice control software learns and adapts to
driver behaviour. It could be fitted in new electric vehicles.
Topping the lot, is the vertical take-off flying taxi
paraded by General Motors.
“We're preparing for a world where advances in electric and
autonomous technology make personal air travel possible,” said GM design chief
Michael Simcoe.
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