Windows 10 DVD Player now Available for a Mere $14.99/£11.59

Microsoft decided to ship Windows 10 without an integrated DVD playback application. Why? Perhaps this was to avoid anti-competition regulations and make sure the operating system doesn’t discriminate against third-party alternatives. Whatever the reasoning, Microsoft’s bizarre pricing is astonishing and quite hard to believe. One could argue the pricing comes from licensing fees, but as a consumer, this isn’t something you should be worried about. To enable DVD playback through their fairly limited software suite, you have to pay $14.99/£11.59. Alternatively, you could download VLC for FREE which adopts an open-source model and comes packed full of features.

VLC is capable of playing videos as a Desktop background, stretching images to a host of aspect ratios and much more. In comparison, the Windows DVD Player is extremely basic and without any customizable controls. According to the App Store,

“Windows DVD Player for Windows 10 makes it easy to watch your favorite DVDs.”

 “Watch both commercial and homemade discs in the DVD-Video format.”

 “This app requires a DVD-capable optical drive.”

Not only that, the paid Windows version cannot play any kind of Blu-Ray discs and could have problems with unusual codecs. VLC is quite adaptable and able to play MKVs, MP4s, VOBs and other video types while adjusting the audio sync. It also supports .SRT and allows for multiple subtitle channels.

Honestly, I’m not sure if Microsoft themselves believes anyone will buy this. The ratings so far are rightfully abysmal and it’s quite insulting to ask so much money for such an inferior product. Additionally, if you don’t like VLC, there’s Media Player Classic, KMPlayer, BSPlayer, and lots more to choose from. If Microsoft want to be perceived as a consumer-friendly company, they need to drop arrogant PR-disasters like this.

Thank you Windows Central for providing us with this information.

Trollface Meme Creator Actually Makes Money off His Creation

Trollface meme creator, Carlos Ramirez, now 24 years old, explained how he arrived to create one of the Internet’s legends and how he makes money off his creation (though not a lot).

Ramirez stated that he created the Trollface meme while (attempting) to study for a college paper, having posted it on 4chan. The first ever Trollface was created in MS Paint and posted in the video game board section of the site.

“I didn’t really have any intention to share it,” Ramirez stated.”I just posted it on their video game board and I went to sleep. I woke up the next morning and saw it re-posted in a number of other threads.”

From there onward, it went on having the success it currently displays all over the Internet. In 2010, his mother encouraged him to take claim of his creation and filed a patent with the US Copyright Office, displayed in the image below.

Since then, Ramirez stated he made over $100,000 in licensing fees, settlements, and other payouts associated with Trollface. The latest is the game Meme Run, which is an endless runner filled with various Internet jokes. The developer, Ninja Pig Studios, released the game on PC and Mac for free, but Nintendo saw fit to charge for it on its console, having a price tag of $4.99 on eShop.

This was a thing Ramirez couldn’t ignore, having big name companies charge money for his patented creation without giving him a cut. He has been in contact with the developer, who states he cannot reveal the sales figure for the title due to a non-disclosure agreement signed with Nintendo.

Meme Run was eventually taken down from eShop and the company refused to comment on whether or not it was aware of the patented artwork, but given that Nintento is not your ordinary indie game company, its legal department should have undoubtedly had the knowledge of the patent being out there.

Ramirez says the Trollface nowadays is reeling in only a few thousand dollar every now and then, but he continues to enforce his ownership on the copyright.

Thank you Kotaku for providing us with this information

Nvidia Post Great Q3 Fiscal Results and Reveal Licensing Plans

Nvidia has posted some very impressive Q3 fiscal year 2015 results. The GPU manufacturer had a revenue of £1.23 billion during that period, an impressive increase by 16% year-over-year. The overall revenues are at £3.43 billion and that is 15% over last year.

The new generation of graphics cards with the second generation of Maxwell GPUS is undoubtedly the reason for these great results. The two new cards, the GeForce GTX 970 and GTX 980, didn’t just take the reviewers by storm but overclockers and consumers alike. The refined 28nm architecture displayed increased performance at a significant lower power consumption. This is well reflected in the results posted as GPU sales were up by 13% over the previous year. Notebook sales also took off and they actually doubled over the same period last year.

Nvidia’s mobile Tegra chip also did very well with a 51% increase over the same time period last year. This is most likely fueled by Tegra-in-vehicles being a both a big success and market for Nvidia.

During the earnings call, Nvidia’s CEO Jen-Hsun Huang indicated that the company was actively discussing licensing its GPU technology in the mobile space. There wasn’t any specific companies or partners mentioned, but Huang did their “licensing discussions are very active. And we have many in important stages.”

So far, Nvidia is the only one manufacturing their Intellectual Property (IP), unlike ARM for example. They are just the opposite by designing the components, but not building any of them and instead rely on third party manufacturers to build actual products. Now it looks like Nvidia could look to increase their revenue even further by allowing other companies to incorporate their IP into other products, in the same way as ARM does.

Nvidia already has their own mobile Tegra K1 processors that have been shipping since this summer while the next generation is expected to the of 2015. With this in mind, it will be interesting to see how Nvidia will be handling the licensing in relation to their own products, keeping the cost reasonable without damaging their own brand; a fine balance.

Thanks to Tweaktown and BrightSideOfNews for providing us with this information

Image courtesy of Tweaktown