Platform to unlock the future of bar esports

They can adapt to life under the blockade, but that doesn’t stop platform owners from making big plans.

Located on Shoreditch in the heart of London, the Platform combines a vibrant modern aesthetic with a classic video game setting: think not cheap consoles, sofas, and rows of computers. In fact, major investments in gaming and cyberspace are ubiquitous these days, but that doesn’t mean everyone has broken the code for what makes a space stand out – or how to emulate the success of prevailing internet cafe culture. in Korea and China.

We spoke with the platform founders, brothers Tomaso Portunato, CEO, and Niccolo Portunato, CEO, to hear their thoughts on some of the latest trends in esports bars and restaurants in the Western Hemisphere.

Esports Insider: Let’s start with your vision of the platform and more. Would you like to start a franchise sometime? What are the long-term aspirations on the table?

Tomaso Portunato (TP): Franchise model, I think it’s too early for us to really know and support what we have to say. But I think the intuition we have, and we’ve seen in the past, is that not having a franchise is better than having a shaky franchise. We’ve seen this in some game concepts, but I’ve seen other, unusual hospitality concepts as well: that early aggressive franchise models could lead to brand ambiguity and inconsistencies in the experience offered to our customers. And we really want to avoid that. This is something we will focus on, but perhaps in the next phase of growth.

Where we are now in our little map is that we have a very expensive MVP that works, it’s profitable, so that’s great. The next step is to see if we can set up an operation based not on one location, but on the next third step. So we try to go out there, and I think three to five or eight – we’re going to look at the franchises here.

Regarding the concept that we want to present, I think that with our current location, we have tried a little bit of everything. So there are some sports, some games that are very casual. Some are retro, some are racing simulators. So there is something of everything.

Now let’s focus on a more focused concept. So, the next concept we’re working on at the moment is really to focus on social play and the inclusion aspect. It’s a little less sporty, it’s more like a Nintendo type, but it’s in the market for the experience. So we are here now.

I also think we realized that games weren’t enough for a place like us. This is something we were aware of last year and I think maybe other places have made a mistake. We still don’t know because we don’t have the answer about the best concept yet. But we believe games are just the anchor that keeps people coming.

“This must be a complete package that we provide to customers to create sufficient value for society.

What we’ve seen in bars and other game concepts – and you know, we haven’t seen them all yet – but we travel to Korea, we see computers crash there, we see the beginnings and the cultural phenomena they represent. We go back to England and see what is here now. And it seems that many of these places pride themselves on the hardcore gaming perks you can get at home. This is the type of vibration they create. And our point of view is: it’s good, it’s good, has a good rig, good hardware, and well-maintained hardware. But what we want to offer is the whole experience that surrounds and passes the waiters, food, drink, lighting, ambiance and music. So there is a combination surrounding it that we think is more important, right?

So, just having good hardware is not enough for us. This should be the complete package we give our customers enough value for people to think, “OK, maybe I’m not playing from home today, but I’m going to really go there because it’s a different kind of game. . Experience is. “

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Esports belongs to the top Swedish teams as it all comes into the new episode of Riot Games

Joining the Valorant community is an ideal move for the guild and we look forward to expanding into new exciting and emerging sports spaces, “said Carlton Curtis, chairman of the sports group.

Guild Esports PLC (LON: GILD) revealed the signing of its newest, top team that will compete in Valorant, a shooting game launched by Riot Games in June.

Sure Lagmari “Jacin”, Malcolm Rench “Boncar”, Leo Jannesson “Leo”, William Sundin “Draken” and Philip Gaufin “Goff” left the successful Swedish “Team Bonk”.

You will join guild teams that compete against each other in the Rocket League and FIFA.

“Joining the Valorant community is an ideal step for the guild and we look forward to expanding into new exciting and emerging sports fields,” said Carlton Curtis, chairman of the sports group.

“Valorant is destined to become a major export item with a global reach and a large fan base, and has the prestige developed by world-class publisher Riot Games.”

“With this signature, the Guild has established itself as a multidisciplinary export business and we look forward to sending players into new games as we continue to improve and invest in our business using the military crates we collected during our IPO.”

The IPO rewards the company, which has former England captain David Beckham as a brand ambassador and shareholder, more than £ 41 million and generates £ 20 million to be invested in new signatures like Bonk.

With strong support from Manchester United and the great Beckham from Real Madrid, the Guild is bringing talented talents to become the best academic models in the Premier League.

Fergus Purcell, known for his work with the Palace Skate and Streetwear brands, was tasked with developing the company’s branding.

Within 12 months of traveling, the company tried to win over sponsorships, a loyal fan base and its own line of products.

On Monday, the Guild announced its first major commercial deal since going public, a £ 3.6 million sponsored deal with an unnamed European fintech company that caters to esports fans.

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Great Britain experienced an annual growth of 8.5% between 2016 and 2019.

The UK export sector saw an average increase of 8.5% per year between 2016 and 2019, according to Olsberg • SPI’s “The Value of Exports to the UK” report with Nordicity.

The report, commissioned by British video game organization Ukie, also highlighted that the sector has supported more than 1,200 jobs over the past year.

However, a gradual increase in the UK’s export sector accounts for just under 8% of the world market.

As a result, Ukie submitted eight proposals to the government to ensure the UK sports sector continues to grow. These recommendations include ensuring regular engagement, promoting the UK sports industry and having experience securing international events.

Ukie also urged the government to cooperate with industry to support export of export products such as linear broadcast content.

In addition, trade organizations have proposed government proposals to work with esports companies to buy advertising space and run campaigns to connect with a young and highly engaged demographic in the sector.

Other recommendations, such as providing clarity on visas, how athletes and talents should apply for entry to the UK, funding technological innovation and maintaining regulatory stability, are part of efforts to sustain and strengthen sector growth.

Regarding the results of the report, Dr. Joe Twist OBE, CEO Ukie: “Esports is a global sector at the crossroads of technology, creativity, broadcasting and entertainment – all areas of real national strength for Great Britain. This report shows us that the UK has a strong and growing sports industry, nevertheless. much remains to be done to realize the full potential of this exciting and fast growing sector. “”

The report also shows that the UK sports sector supports a Gross Value Added (GVA) of £ 111.5 million in 2019, with the country’s main competition potentially creating full-time equivalent (FTE) in employment. and £ 12 million in GVA for the economy.

Leon Forde, Managing Director of Olsberg • SPI said: “The report highlights the scale and breadth of a very innovative sector in the UK with very strong future potential.”

Dustin Chodorovich, Partner at Nordicity, added: “A first look at the economic impact of the UK eSports sector shows that it creates jobs and ESPE not only in eSports companies but also in streaming platforms and game makers. as well as in the tourism and hospitality sector. “”

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For Americans, games and sports are “an escape from reality.”

Video game enthusiasts come in many forms – there are hardcore gamers who play at night, who treat gaming as a competitive sport, and those who only play from time to time, i.e. when a new game comes out.

The types of play themselves can also vary widely, from sports to action to parallel worlds. But if they have one thing in common, that’s how they make people feel.

In fact, our new data shows that many Americans are finding solace in video games and esports during the pandemic to socialize and recover from the pressure of the outside world.

The study, which looked closely at the habits of more than 500 Americans who played video games or watched sports when blocked, found that nearly half (46%) played more than 10 hours a week at that time.

When closed, it becomes somewhat multifunctional, and many find additional benefits in using the gaming platform. Two-thirds of respondents said games were fun and helped them spend time and relax. 55% said it could be used to communicate with friends, and nearly half (45%) said it was a way of communicating with friends escaping reality.

Although the majority of respondents had experience with games or sports, 15% were new and had used them after the blockade had started – no doubt for one of the many reasons listed above.

Whether the habit will last is another question. Those who were new to the game or significantly increased the amount they played immediately after the block started were also more likely to say they hoped to play less after the ban was lifted (45% and 24%).

Many gamers turn to streaming services for their solutions and those who tend to spend a lot of time using them every week. More than half (55%) say they spend more than six hours a week playing video games / sports like Twitch, Patreon, and YouTube.

What’s the most popular way to play?

As for consoles, there are no well-known leaders. In fact, they are relatively the same in terms of the most commonly used ones, with the PlayStation, PC, Nintendo, and X-Box being the most famous in that order.

Nintendo Switch has had the highest percentage of purchases since quarantine began (41%), but PlayStation recorded the largest number of purchases as the country slowly emerged from quarantine. Of the players with more than one console, PlayStation received the highest preference with 38%.

More than half of the players are familiar with X-Box and PlayStation subscription services (X-Box Live Gold and X-Box Game Pass, as well as PlayStation Plus and PlayStation Now). Nintendo Switch Online and EA Access also collect information from nearly half of our respondents.

In terms of membership, PlayStation Plus and Nintendo Switch online have the most subscribers of their user base (about 2/3 of the users on their platforms have subscription services – 67% and 63% respectively). Membership commencing after the blocking commences, X-Box Game Pass (15%)

the highest number, followed by PlayStation Plus (14%), X-Box Live Gold and PlayStation Now (13%).

Eight in ten (80%) players play three or more games every month through their subscription service, and that figure turns to nearly 58% if we increase it to four or more games. One-fifth of players play more than 6 games from their subscription service.

About one in five players in our survey said they were familiar with Stadia, a new player in the gaming arena – and of those who did, about a quarter were currently Stadia users. Of those who own the stadium, 72% have registered since the blockade began.

In terms of spending, four in five respondents (80%) gave free games and an esports channel to at least some of their games. But many are willing to give up if they think it’s worth it – more than half (55%) have spent over $ 50 playing games since March.

For almost half (46%), this type of fee is similar to what they normally allocate to playing games and has not changed due to COVID-19. However, more than a third (35%) said they were actually spending more because of blockages.

What’s next for blocking games and esports after they’re blocked?

Those rushing to evaluate video games and sports platforms may be interested in how many Americans have benefited from them in recent months. At a time when communicating with others and finding bits and pieces of the conversation are essential, video games offer many a form of comfort and an escape from this grim reality.

It remains to be seen whether game development will continue until the real world opens, but many gamers may try to stick with this platform not only for the gaming but also social aspects.

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eSports for Influence: An exciting new area of ​​practice that law students need to know about

Bird & Bird Lawyers addresses the innovative industries that will shape the world after COVID

The COVID-19 crisis is another example of how disruption and innovation go hand in hand. As smart companies take advantage of opportunities to adapt and grow, lawyers play a key role in addressing any legal challenges they may face along the way.


• Sally Shorthouse, Life Sciences and Health Care Partner
• Phil Scherel, head of the international media, entertainment and sports group
• Graham Payne, global leader in the International Retail and Consumer Group

Online game

The online gaming industry is booming, according to Phil Scherel, head of the international media, entertainment and sports sector at Bird & Bird. The result is that millions of people spend more time at home playing video games.

But instead of complacency during a crisis, many gambling companies are pushing the boundaries of what can be done in a virtual world environment. Cheryl talks about her work with Epic Games – the creators of one of the world’s most popular games, Fortnite, which are constantly redefining virtual experiences.

In April, for example, more than 12 million people actually attended an interactive concert with rapper Travis Scott on the Fortnite platform. During the summer, Fortnite fanatics watch the film screenings of Christopher Nolan’s Inception and Batman Begins during games.

“Gaming companies are looking for ways to keep their customers in the virtual world longer,” said Scherel, who specializes in intellectual property (IP) and media litigation. Experimenting with virtual concerts and film screenings goes beyond gameplay and brings new licensing challenges to Epic Games with the presence of attorney Bird & Bird.

The gaming industry is not immune to the virus. Disruptions in global supply chains have resulted in unexpected delays in the production and adoption of video game hardware. Meanwhile, social distancing rules have postponed or canceled large professional video game events (also known as eSports). Many of these fiercely competitive tournaments, which usually fill stadiums with tens of thousands of fans, are even online using live streaming technology.

Although eSports is still the “traditional sports dwarf,” “it’s catching up really fast,” explains Scherel. And as the industry continues to develop, new complex issues will arise for lawyers to advise on. This includes fighting physical and technological doping, protecting young professional players who have won millions of prizes, and regulating in-game gambling.

Online retail and delivery industry

While COVID-19 is another blow to already troubled Main Street, it has accelerated the transition to e-commerce, said Graham Payne, global leader for international retail and consumer group Bird & Bird.

Store closings and social distancing measures encourage more and more online shoppers, exacerbating the ongoing battle between online retailers and brick shops. As a result, traditional retailers have increased their existing efforts to build online supply through new delivery services and click options.

Payne also pointed out that the link between traditional supermarkets and e-commerce giants existed long before the pandemic. Morrisons and Amazon’s first grocery delivery services are an example. However, the logistical support of many grocery delivery services provides enough slots to meet growing customer demands and ensure product freshness, explains Payne.

Creating a reliable supply chain is essential for companies in the food industry. Payne recalls advising him on the crisis in the KFC supply chain, which left the fast food chain without chicken in 2018 following a change in food suppliers. While Payne has seen customers review their supply chain relationships “thoroughly” over the past six months, in many cases the pandemic has “really tested but strengthened” trade ties. He added:

“For the most part, these companies see themselves in this together. If you have a 30-40 year relationship that you want to keep into 2021 and beyond, this could be a very aggressive, short-term outlook on 2020. , led by something effective. no party is to blame is very dangerous. “

Esports, the leading online gaming provider

Esports Entertainment is well positioned to capture the growing market. The company has online gambling licenses in nearly 150 countries, a world-class betting platform, hundreds of partner partnerships, and a strong management team.

Advertisers and sponsors are quick to choose sports because of their attractive demographic characteristics.

Sports fans are, on average, young (about 26 years), relatively wealthy (one-third earn more than $ 90.00).

Eports has tremendous global appeal.

Esports Entertainment (GMBL)

Recently, Public Esports Entertainment (GMBL) offered the most flexible and transparent online gaming platform for $ 3.6 billion. We started the coverage with a long-term buy recommendation and a price of USD 7.00.

Numbers cannot be added because of rounding.
Investment thesis

The eSports fan base is growing rapidly and is expected to reach 590 million by 2022. Global gross sales are estimated at US $ 3.6 billion.
The company added gambling licenses to Britain and Ireland via acquisitions in July and obtained its first US licenses in August through partnerships with casino operators in New Jersey.
Esports Entertainment has nearly $ 12 million in acquisitions, platform development, and tournament hosting. Management is the benchmark for FG: 21 sales of $ 13 million.
We started the coverage with a long-term buy rating and a price of $ 7.00, which is a multiple of FG’s estimated sales: 21.

The company has accumulated a net loss and perhaps a few years from continuing operating profit.

Esports Entertainment Group is an emerging leader in online gambling and the fast growing multi-billion dollar sports betting market. Esports is a relatively new segment of online gambling consisting of competitive video games played by individuals and / or cash prize teams. The company has developed an innovative betting platform that offers betting enthusiasts better odds and greater transparency in a secure online environment and, through the acquisition of Argyll Entertainment in July, offers a first-class customer loyalty program. Esports Entertainment has accepted online betting from fans from Canada, Japan, Germany and South Africa and recently acquired a gaming license in Malta which has been expanded to nearly 150 jurisdictions including a number of EU member states.

Through the acquisition of Argyll Entertainment, Esports Entertainment also received game licenses in the UK and Ireland as well as around 200,000 registered online players. The New Jersey gambling license is granted through a corporate partnership with Twin Rivers Worldwide Holdings (TRWH). This partnership provides the US with initial support that Esports Entertainment plans to expand to other countries.

Massive cyber audience and cheap demographics. The sports fan base is growing rapidly and is projected to reach 590 million by 2022. Audience growth has been particularly strong this year due to the Coronavirus blockade, which halted traditional sports and attracted millions of new fans to online sports tournaments and events. Advertisers and sponsors are rapidly adopting exports, not only because of audience size, but also because of compelling demographic data. Sports fans are on average young (around 26 years old), relatively wealthy (1/3 have an income of over $ 90.00), and diverse geographically. Even non-endemic brands (i.e., products or services not related to exports) started sponsoring these events. Previous Esports Entertainment sponsors include Red Bull, KFC, Microsoft, Lenovo, Activision, and Konami.

Highly qualified management team. The company’s management team has extensive experience in online gambling, IT and sports. CEO Grant Johnson has led the company since 2013, and CFO Daniel Marx was previously CFO of Argyll Entertainment for five years.

The advantages of the betting platform. Esports Entertainment has developed its own online betting platform that offers better odds and more transparency than competing platforms as well as an intuitive gaming experience that feels fairer. The company plans to move the recently acquired Argyll business to its own platform, resulting in annual cost savings of over $ 1.0 million.

Worldwide game license, the first license secured in the US. The company received a gaming license from the Malta Gaming Authority in May which allows it to accept bets from residents of nearly 150 countries on its website. Malta’s online pool betting license is valid for 10 years and is renewable. The recent acquisition of Argyll Entertainment licensed Esports Entertainment games in the UK and Ireland and more than 200,000 registered users.

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FIFA has renamed its sport and built a prize pool of up to $ 4.35 million for the new season

FIFA has restructured its export tournament with three new circuits and a combined prize pool of $ 4.35 million. It has also been replaced with a new design under the motto “Fame your game”.

The three competing streams of FIFA – FIFA calls it “stories” – clearly separate players, clubs and countries from one another. This new structure is an acknowledgment of the fast growing export market and a step towards better deepening at all levels of the player.

“With our FIFAe tournament, we want to be closer to professionals, players and fans. In this digital acceleration era, we are seeing major changes in media consumption, social values ​​and entertainment stories. To be more involved with the next generation of football, we need to accelerate now, “said Christian Wolf, Director of eFootball & Gaming at FIFA.

Each of the three race streams (“stories”) has its own qualification and final route.

Players can represent their club in the FIFAe Club Series, their country in the FIFAe Nations Series or play the FIFA 21 EA SPORTS Global Series on their way to the FIFAe World Cup. Registration for the FIFAe Club Series and Global Series is now open. The qualifying round starts next month. The qualifier will play in the FIFAe Club World Cup final in 2021.

The cash prize is divided between $ 500,000 for the FIFAe World Cup and FIFAe Nations Series and $ 300,000 for the FIFAe Club Series. FIFA21 game producer EA Sports has awarded an additional US $ 3 million in prize money to qualify for the FIFA 21 Global Series, regional playoffs, eChampions League and CONMEBOL eLibertadores.

Brent Koning, FIFA Commissioner for Gambling Competitions and Group Director of EA, said: “Working with FIFA, this story will bring fans closer to the action, give players more opportunities to compete and help them find their next one.” Sports. In these unprecedented times, we have made it our duty to bring people together to celebrate club, country and personal glory. “”

With the growing ambition and presence of FIFA in the sport, a brand new tournament is coming.

With the slogan “Fame your game”, the community now enjoys a wider stage where everyone can make a name for themselves. “This is also illustrated by a brand new modular approach, which emphasizes three stories and a culture around and outside the competition,” said FIFA.

The importance of FIFA emphasizing the opportunities for rapid export growth was emphasized by Volk. “Our aim is to initiate a movement for a new category of football in the FIFA ecosystem. We want to create the biggest stage for the best players and teams in the community to shine brighter while increasing access to new entrants to the FIFAe tournament. At FIFA, we all look forward to the time that the best players and teams in the community are looking forward to it. ahead! “

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ESports fights bug scams, bots and hacks

The rapid growth of electronic sports has increased financial returns and created an urgent need to combat fraud and maintain the integrity of a growing sector.

In September, a scandal broke over the Counter Strike tournament, a highly popular 20-year-old game in which teams play the role of terrorists or terrorists who have been held hostage or bombed.

In this strategy game, speed and 3D teamwork are very important as participants take part in amazing two-minute missions.

Following the outbreak of the scandal, 37 team coaches were sanctioned by the ESports Integrity Commission (ESIC) after being found out using game bugs to spy on the opposing team’s strategy.

Professional, semi-professional and amateur trainers have been banned for several months to several years.

The suspension shocked the gaming community and a number of teams, including the German Mousesports fixture, who broke up with coach Alan “Rejin” Petersen for cheating. It’s been banned for 20 months.

“I apologize profusely to the opponent who suffered my mistakes. My bad decision may have changed your career and it is something I can never get back and I am very sorry,” said Peterson. Indonesia

  • High stakes –

This case, which involves competitions from 2016, is not the first or last in esports rock, a sector that has grown from a specialized hobby to a major hobby in just a few years.

More and more players are banned, banned or even banned for life from competition because of the temptation to win easily.

“The reason for cheating in esports is because the stakes are high,” Desire Koussawo, director of the French branch of ESL, one of the world’s largest esports organizers, told AFP.

“When you discover that you can make millions of dollars winning races today, the team and players may be more tempted to win in circles.”

Prior to last year’s Fortnite World Cup, 1,200 players were banned for fraud.

“There is little empirical or statistical data about the cheating. However, there have been reports from players who have complained about it for several years,” said eSports sociologist Nicolas Besumbs.

  • Aimbots and wallhacks –

Cheating is nothing new, even in the brave new world of gaming.

For example, players can purchase “aiming robots” online which enhance their aiming abilities in shooting games. And with a wallhack, players can see through a wall, walk through it, or shoot through it.

“Over the years we have adjusted and increased the level of security on our computers and configurations to avoid things like that,” said Kusavo. “But the people are very resourceful.”

An example of some players’ willingness to cheat was in 2018 when the Peruvian team Thunder Predator was excluded from the qualifying rounds for “The International”, the prestigious Dota 2 multiplayer tournament, because one of its members used a programmable mouse that gave an unfair mouse. Advantage.

Tracking fraud has become a time-consuming and important part of esports development – and ESIC is trying to fulfill that role.

“We believe that in the long term, it is in the best interests of gaming and all esports that integrity violations need to be dealt with head-on,” said ESIC.

“We know that most coaches, players, tournament organizers, publishers and developers, fans, sponsors and TV operators want CS: GO (Counter Strike: Global Offensive) and eSports to be a clean and fair competition.”

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Esports can teach the next generation more than just gaming and coding

In recent years there has been positive growth in the special export courses offered in the US and Europe. Universities in North America offer scholarships in the subject, a recognized personality invested in when NBA star Tony Parker founded his esports academy in France and leading organizations such as the British Sports Association launched the world’s first qualifiers for BTEC esports.

However, the lessons that sport can offer in a broader sense go beyond professional qualifications. The qualities needed to pursue a career in an industry, and the opportunities for such a career, can be great motivators for the next generation in one of the most uncertain and challenging moments for teens looking to their future.

Could this pivotal moment in the history of our global education system, put into effect online in recent months, be a turning point that actually recognizes the broader benefits of technology, perhaps particularly the benefits of digital phenomena such as sports, for students everywhere?

This is certainly a problem on the minds of industry leaders around the world and will be on the agenda for major B2B sports events such as Esports BAR + America this month. This conference is the first all-in-one online event in a series of BAR Esports business meetings.

“Not only that, the discipline needed to develop esports will greatly benefit students of all subjects, and motivation that can inspire professional ambition can be a tremendous incentive for students to become resilient. Indeed, this may be the time to build stronger relationships. between esports and education, which is why we’re excited to talk about it at the upcoming BAR Esports event. “”

A prominent and respected instructor will attend Esports BAR + America September 22-25. Anita Elbers, Professor of Business Administration at Harvard Business School in Lincoln, Philn, will deliver the keynote address. Elberse develops and teaches the MBA “Entertainment, Media and Sports Business”, which is one of the most popular courses in the curriculum of world-renowned schools.

Having recently written a case for ninja, his speech at the digital conference “How To Thrive In The Entertainment Industry” will discuss the importance of education for a successful career in the entertainment industry, with exports rising as one of the top incomes for the entertainment industry. . general.

With brands and institutions focused on developing gaming and programming skills, this sport can offer a unique opportunity for students to build strong academic skills and move the next generation toward achievable and attractive careers with real appeal and potential for sustainable development. Prepare for the future. front.

As Harbers Elbers himself said: “The impact of digital technology is creating bigger brands and bigger superstars.” And it is not only the stars of the future who can promote a stronger sporting presence in education. With other exciting career paths open to future artists in the sports industry, from ambitious developers to specialist lawyers and journalists to analysts and marketers, there is much that can motivate students to consider their opportunities for further education and higher education.

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All laptops today are gaming laptops

Unlike our phones and tablets, laptops are divided into two separate categories. The first is a laptop with built-in graphics that cannot play games. The other is a laptop specially designed for gaming. And most of the laptops sold fall into the first category.

Embarrassing. This is bad for computer gaming and bad for Windows laptops in general.

With the announcement of the 11th generation Intel processor, standard laptops can finally break into this form. Soon, most laptops will be playable – even those small, thin, and light devices you might take for granted. That’s why it’s kicking your ass.

Intel Iris Xe raises the bar

For over a year, Intel has been revolving around its Xe graphics. While fans expect a discrete graphics processor that can compete with the Nvidia RTX 3080, Intel has always paid attention to what they call the Xe LP. These are discrete graphics built-in with low power consumption – nothing quite as elegant as what you build into your brilliant gaming platform.

Now that Iris Xe is available, I’m starting to understand why. If the Iris Xe turns out to be nearly as powerful as Intel claims, the company will change the way we expect our computers to be.

I paid close attention to comparisons with separate graphics cards for beginners.
In short, Iris Xe’s graphics are twice as powerful as last year’s stock graphics. This increased from 64 EU (executive unit) to 96 EU, which represents a nearly 33% increase in gaming performance potential. According to Intel, games like Borderlands 3, Far Cry New Dawn and Hitman 2 can be played for the first time at 1080p for Intel integrated graphics.

But beating your old built-in graphics doesn’t mean much. The comparison with discrete graphics cards for beginners really caught my eye. Averaging nearly 40 frames per second at average settings across many AAA titles this is an impressive feat.

To be honest, the Nvidia MX350 is not a proven graphics processor. It’s often found in thin, thin and light laptops like the Acer Swift 3 or Asus ZenBook 14. Even the Iris Xe can’t keep up with the Nvidia GTX 1650.

Make no mistake about it – there will always be room for a suitable gaming laptop. There’s nothing to pretend that this new generation of Tiger Lake laptops will meet the need for high refresh rates, RGB lighting, and powerful discrete graphics processors. This will also be the case if the performance of these integrated graphics is to double again next year.

The ability to play Fortnite at 50 fps or GTA V at 55 fps makes the potential for these graphics unmatched.

There’s a catch, of course

While graphics aren’t ubiquitous at Iris Xe’s level, they always feel like an extra feature. The bad internal UHD graphics from Intel are still like the ones you get on the Core i5-1125G4 and Core i3-1115G4.

This processor is often sold as an initial configuration in many newer laptops and is not suitable for gaming. This is a very popular configuration, especially one that drops under $ 1000. Technically, Intel has slightly improved these graphics compared to last year’s UHD graphics, but it may not be enough to make serious gaming possible.

The Intel Core i7-1135G7 may be more interesting. Despite being labeled “Core i7” and “G7”, the processor has less Intel Xe EU 16. We’ll have to test this particular configuration to see how it works, but we’re going to take a serious step back from other Core i7 configurations.

Wider adoption of higher-performance integrated graphics will occur at some point, but will remain an asterisk for the current state of Xe graphics.

It outperforms Intel

Intel is a major player in this gaming revolution and its upgrades this year will have the biggest impact.

But don’t forget how it started. Two of its main competitors are the ones pushing Intel to take graphics more seriously. The iPhone and iPad are great examples of where computers need to go. Due to its impressive graphics, any iOS device can play. This has allowed iOS games to evolve the way they do. With the Mac moving to Apple Silicon, there’s no reason to believe entry-level laptops like the 12-inch MacBook and MacBook Air haven’t improved the built-in graphics much.

AMD is in the same position. The integrated Radeon graphics card introduced in the Ryzen 4000 processor is impressive in laptops like the Lenovo IdeaPad Slim 7.

Given the intense competition, the future of integrated graphics looks promising.

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