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Big Tech announces multibillion-dollar deals at India’s AI summit

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The summit is the fourth in an annual series that began in UK in 2023, before moving to Korea, and then France.

Global business leaders and heads of states all flocked to New Delhi this week to attend India’s AI Impact Summit 2026, which just concluded today (20 February).

The summit is the fourth in an annual series that began in UK in 2023, before moving to Korea, and then France last year.

India has huge aspirations to become a leader in AI – and overall, the billions in investments announced from Big Tech leaders this past week could mean that the fast-growing economy might be on the right track.

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But as The New York Times puts it: “India brims with tech talent but not the companies that command it.” While slow to develop on the technology itself, India offers a very large AI user base (100m weekly ChatGPT users alone are from India) and huge under-employed workforce.

Outside the summit, however, disorganisation was rife. Blocked roads forced delegates to walk kilometres to reach the summit and wait in long queues. Meanwhile, dozens of New Delhi’s poorest accused state leaders of forcibly displacing their makeshift homes to ‘beautify’ the streets for the incoming international guests.

Though as that went on, AI leaders including OpenAI, Microsoft and Nvidia made some big announcements.

Microsoft’s $50bn ‘global south’ pledge

Microsoft said it is on its way to invest $50bn in the “global south” – a term used to refer to the world’s developing countries. Research from the company finds that AI usage in the “global north” is roughly twice that of the “global south”. The company said that the investment will be used to help increase AI usage in the region.

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The Bill Gates-founded company wants to build the infrastructure needed for better AI diffusion in the country, help develop multilingual and multicultural AI capabilities, enable local AI innovations, and be able to measure AI diffusion better to guide future policies and investments in the tech.

Last year, the company announced plans for around $17.5bn worth of AI investments in India.

Adani adds $100bn to AI data centre pot

Billionaire business mogul Gautam Adani’s company, the Adani Group, announced direct investments of $100bn to create the “world’s largest integrated data centre platform” in India.

The new investment adds to AdaniConnex’s already existing 2GW national data centre, and expands it to a 5GW target. These AI data centres will be powered with renewable energy, the company claimed.

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Its plans for the mega data centre comes with existing partnerships with Google and Microsoft. The company said it is discussing plans for more large-scale campuses in India with other major players.

According to the Adani Group, the $100bn investment is expected to generate an additional $150bn across manufacturing, advanced electrical infrastructure and sovereign cloud platforms in the country by 2035. Together, it projects to create a $250bn AI infrastructure ecosystem in India over the decade.

Telco leader drops $110bn for compute

Indian telecommunications giant Reliance Industries and Jio – its digital business – announced 10trn rupees (around $110bn) in new investments to build AI computing infrastructure in the country.

Owner Mukesh Ambani said that the investment would fund what he described as India’s sovereign compute infrastructure, which would include multi-gigawatt-scale data centres, a nationwide edge computing network and new AI services integrated with Jio.

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“This is not speculative investment, this is patient capital to build India,” Ambani said at the summit in New Delhi.

OpenAI becomes a TCS customer

Tata Consultancy Services (TCS) announced that OpenAI will become its first customer in its recently announced data centre business, Hypervault, with an initial commitment of 100MW of AI capacity. The capacity, it said, can be eventually scaled up to 1GW.

The project is a part of OpenAI’s Stargate venture, a $500bn privately-funded initiative to build AI data centres across the globe.

Alongside infrastructure, the partnership will also deploy ChatGPT Enterprise across parent company Tata Group’s other subsidiaries over the next several years.

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“Through OpenAI for India and our partnership with the Tata Group, we’re working together to build the infrastructure, skills, and local partnerships needed to build AI with India, for India, and in India, so that more people across the country can access and benefit from it,” OpenAI CEO Sam Altman claimed.

L&T teams up with Nvidia

Larsen & Toubro (L&T), on the other hand, claimed to be building India’s “largest gigawatt-scale AI factory” using Nvidia’s AI infrastructure, which includes its GPUs, CPUs networking and accelerated storage platforms.

The venture will scale Nvidia GPU clusters at the company’s data centres in Chennai and Mumbai.

“AI is driving the largest infrastructure buildout in human history – everyone will use it, every company will be powered by it and every country will build it,” said Jensen Huang.

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Its venture with L&T is “enabling AI factories at national scale”, he added, “ready to serve global and domestic AI demand”.

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Tesla's "cheaper" Cybertruck arrives at $59,990, still far from the $40K promise

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Tesla’s latest features an estimated 325 miles of range and features coil springs with adaptive damping, steer-by-wire with four wheel steering, a powered frunk, and heated first-row seats. The 6′ x 4′ bed includes a powered tonneau cover and multiple power outlets (two 120v and one 240v) with Powershare capability….
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Xbox chief Phil Spencer retiring after 38 years at Microsoft; Asha Sharma named new gaming CEO

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Phil Spencer, head of Xbox at Microsoft, at the Xbox E3 Briefing at the Microsoft Theater in Los Angeles in 2019. (Microsoft Photo)

Phil Spencer, the Xbox leader who spent 38 years at Microsoft and helped reshape the gaming industry through big acquisitions and a bet on cloud gaming, is retiring from the company.

He will be succeeded as CEO of Microsoft Gaming by Asha Sharma, a former Instacart chief operating officer and Meta vice president who joined Microsoft two years ago, the company said Friday. 

The transition also includes the departure of Sarah Bond, the Xbox president who was widely seen as a potential Spencer successor, and the promotion of Matt Booty to executive vice president and chief content officer overseeing Microsoft’s nearly 40 game studios.

In an email to employees, Spencer said he told Microsoft CEO Satya Nadella last fall that he was ready to step back, and that they had been planning the transition since then. He called his nearly four decades at Microsoft “an epic ride and truly the privilege of a lifetime.”

Spencer “expanded our reach across PC, mobile, and cloud; nearly tripled the size of the business; helped shape our strategy through the acquisitions of Activision Blizzard, ZeniMax, and Minecraft; and strengthened our culture across our studios and platforms,” Nadella wrote in a separate memo.

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The longtime Xbox leader will remain in an advisory role through the summer to support the handoff. Bond is also expected to remain at the company through a transition period.

Asha Sharma and Matt Booty, the new leadership team for Microsoft Gaming. (Microsoft Photo)

Sharma, who is currently president of Microsoft’s CoreAI product organization, has roots in the Seattle startup community, with deep experience in consumer platforms and operations, and no prior experience in the video-game industry.

That’s where Booty’s new role will presumably come in — as chief content officer, the industry veteran will oversee Microsoft’s sprawling studio portfolio, pairing his decades of gaming experience with Sharma’s operational background.

In her first message to the gaming team, Sharma pledged to recommit to Xbox’s core console fans and vowed that the company would not “flood our ecosystem with soulless AI slop,” calling games “art, crafted by humans.”

Microsoft had been planning to make the announcement next week, but accelerated its timeline after IGN learned about the plans from inside sources. The gaming publication broke the news a short time ago.

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Xbox is facing headwinds heading into the transition.

Gaming revenue fell 9%, or $623 million, during Microsoft’s most recent quarter, with Xbox content and services revenue declining 5% and hardware revenue falling 32%. Microsoft’s CFO Amy Hood attributed the decline in part to a prior-year quarter that benefited from stronger first-party game releases.

The business accounts for just over 7% of Microsoft’s total revenue — about $5.96 billion of the company’s $81.3 billion in the most recent quarter — but remains core to the tech giant’s consumer ambitions.

Here is the full text of the Microsoft memos announcing the news:

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From Satya Nadella:

Gaming has been part of Microsoft from the start. Flight Simulator shipped before Windows, and you can practically ray‑trace a line from DirectX in the ’90s to the accelerated‑compute era we’re in today. 

As we celebrate Xbox’s 25th year, the opportunity and innovation agenda in front of us is expansive. Today we reach over 500 million monthly active users, are a top publisher across all platforms, and continue to innovate across gaming hardware, content and community, in service of creators and players everywhere.  

I am long on gaming and its role at the center of our consumer ambition, and as we look ahead, I’m excited to share that Asha Sharma will become Executive Vice President and CEO, Microsoft Gaming, reporting to me. Over the last two years at Microsoft, and previously as Chief Operating Officer at Instacart and a Vice President at Meta, Asha has helped build and scale services that reach billions of people and support thriving consumer and developer ecosystems. She brings deep experience building and growing platforms, aligning business models to long-term value, and operating at global scale, which will be critical in leading our gaming business into its next era of growth. 

Matt Booty will become Executive Vice President and Chief Content Officer, reporting to Asha. Matt’s career reflects a lifelong commitment to games and to the people who make them. Under his leadership, Microsoft Gaming has grown to span nearly 40 studios across Xbox, Bethesda, Activision Blizzard, and King, which are home to beloved franchises including Halo, The Elder Scrolls, Call of Duty, World of Warcraft, Diablo, Candy Crush, and Fallout.  

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Together, Asha and Matt have the right combination of consumer product leadership and gaming depth to push our platform innovation and content pipeline forward. Last year, Phil Spencer made the decision to retire from the company, and since then we’ve been talking about succession planning. I want to thank Phil for his extraordinary leadership and partnership. Over 38 years at Microsoft, including 12 years leading Gaming, Phil helped transform what we do and how we do it. He expanded our reach across PC, mobile, and cloud; nearly tripled the size of the business; helped shape our strategy through the acquisitions of Activision Blizzard, ZeniMax, and Minecraft; and strengthened our culture across our studios and platforms.  I’ve long admired Phil’s unwavering commitment to players, creators, and his team, and I am personally grateful for his leadership and counsel. He will continue working closely with Asha to ensure a smooth transition. 

We have extraordinary creative talent across our studios and a global platform that is second to none. I’m excited for how we will capture the opportunity ahead and define what comes next, while staying grounded in what players and creators value. 

Please join me in congratulating Asha and Matt on their new roles, and in thanking Phil for everything he has done for Microsoft and for our industry. 

From Phil Spencer:

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When I walked through Microsoft’s doors as an intern in June of 1988, I could never have imagined the products I’d help build, the players and customers we’d serve, or the extraordinary teams I’d be lucky enough to join. It’s been an epic ride and truly the privilege of a lifetime. 

Last fall, I shared with Satya that I was thinking about stepping back and starting the next chapter of my life. From that moment, we aligned on approaching this transition with intention, ensuring stability, and strengthening the foundation we’ve built. Xbox has always been more than a business. It’s a vibrant community of players, creators, and teams who care deeply about what we build and how we build it. And it deserves a thoughtful, deliberate plan for the road ahead.  

Today marks an exciting new chapter for Microsoft Gaming as Asha Sharma steps into the role of CEO, and I want to be the first to welcome her to this incredible team.Working with her over the past several months has given me tremendous confidence. She brings genuine curiosity, clarity and a deep commitment to understanding players, creators, and the decisions that shape our future. We know this is an important moment for our fans, partners, and team, and we’re committed to getting it right. I’ll remain in an advisory role through the summer to support a smooth handoff. 

I’m also grateful for the strength of our studios organization. Matt Booty and our studios teams continue to build an incredible portfolio, and I have full confidence in the leadership and creative momentum across our global studios.  I want to congratulate Matt on his promotion to EVP and Chief Content Officer.  

As part of this transition, Sarah Bond has decided to leave Microsoft to begin a new chapter. Sarah has been instrumental during a defining period for Xbox, shaping our platform strategy, expanding Game Pass and cloud gaming, supporting new hardware launches, and guiding some of the most significant moments in our history. I’m grateful for her partnership and the impact she’s had, and I wish her the very best in what comes next.  

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Most of all, to everyone in Microsoft Gaming, I want to say “thank you”. I’ve learned so much from this team and community, grown alongside you, and been continually inspired by the creativity, courage, and care you bring to players, creators, and to one another every day. 

I’m incredibly proud of what we’ve built together over the last 25 years, and I have complete confidence in all of you and in the opportunities ahead. I’ll be cheering you on in this next chapter as Xbox’s proudest fan and player. 

Phil 

XBL: P3 

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From Asha Sharma:

Dear team, 

Today I begin my role as CEO of Microsoft Gaming.  

I feel two things at once: humility and urgency. 

Humility because this team has built something extraordinary over decades. Urgency because gaming is in a period of rapid change, and we need to move with clarity and conviction.  

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I am stepping into work shaped by generations of artists, engineers, designers, writers, musicians, operators and more who create worlds that have brought joy and deep personal meaning to hundreds of millions of players. The level of craft here is exceptional, and it is amplified by Xbox, which was founded in the belief that the power of games connect people and push the industry forward.   

Thank you to Phil for his leadership, and to every studio, platform, and operations team that built this foundation. We are stewards of some of the most loved stories and characters in entertainment and bring players and creators together around the fun and community of gaming in entirely new ways.  

My first job is simple: understand what makes this work and protect it. 

That starts with three commitments. 

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First, great games.     

Everything begins here. We must have great games beloved by players before we do anything.  Unforgettable characters, stories that make us feel, innovative game play, and creative excellence. We will empower our studios, invest in iconic franchises, and back bold new ideas. We will take risks. We will enter new categories and markets where we can add real value, grounded in what players care about most. 

I promoted Matt Booty in honor of this commitment. He understands the craft and the challenges of building great games, has led teams that deliver award-winning work, and has earned the trust of game developers across the industry. 

Second, the return of Xbox.  

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We will recommit to our core Xbox fans and players, those who have invested with us for the past 25 years, and to the developers who build the expansive universes and experiences that are embraced by players across the world. 

We will celebrate our roots with a renewed commitment to Xbox starting with console which has shaped who we are. It connects us to the players and fans who invest in Xbox, and to the developers who build ambitious experiences for it.  

Gaming now lives across devices, not within the limits of any single piece of hardware. As we expand across PC, mobile, and cloud, Xbox should feel seamless, instant, and worthy of the communities we serve. We will break down barriers so developers can build once and reach players everywhere without compromise. 

Third, future of play. 

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We are witnessing the reinvention of play. 

To meet the moment, we will invent new business models and new ways to play by leaning into what we already have: iconic teams, characters, and worlds that people love. But we will not treat those worlds as static IP to milk and monetize. We will build a shared platform and tools that empower developers and players to create and share their own stories.  

As monetization and AI evolve and influence this future, we will not chase short-term efficiency or flood our ecosystem with soulless AI slop. Games are and always will be art, crafted by humans, and created with the most innovative technology provided by us. 

The next 25 years belong to the teams who dare to build something surprising, something no one else is willing to try, and have the patience to see it through. We have done this before, and I am here to help us do it again. I want to return to the renegade spirit that built Xbox in the first place. It will require us to relentlessly question everything, revisit processes, protect what works, and be brave enough to change what does not. 

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Thank you for welcoming me into this journey. 

Asha  

From Matt Booty:

I read Phil’s note with much gratitude. He has been a steady champion for game creators and our studio teams, and I’ve learned so much from his leadership over the years. All our games have benefited from his foundational support. I’m also grateful to Satya for his ongoing commitment to gaming and holding a vision of how it can connect back to the larger company. 

Looking forward, I’m excited to partner with Asha as our next CEO. Our first conversations centered on her commitment to making great games and the role that plays in our overall success. She asks questions, pushes for clarity, and wants our choices grounded in player and developer needs. That mindset matters as the industry around us is changing quickly: how players engage, how games are made, and how business models and platforms evolve. 

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We have good reasons to believe in what’s ahead. This organization and its franchises have navigated change for decades, and our strength comes from teams who know how to adapt and keep delivering. That confidence is grounded in a strong pipeline of established franchises, new bets we believe in, and clear player demand for what we are building. 

My focus is on supporting the teams and leaders we have in place and creating the conditions for them to do their best work. To be clear, there are no organizational changes underway for our studios. 

Thanks for everything you do for players and for each other. 

-Matt 

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14-Year-Old Wins Young Close-Up Photographer Of The Year Using This Decade-Old DSLR

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A 14-year-old photographer won the top prize in the Close Up Photographer of the Year (CUPOTY) competition’s “Young” category, which recognizes photographers under the age of 18. Even more incredible? The photographer, Rithved Girish, did so with a camera that’s almost as old as he is, proving that even older cameras can still compete with newer cameras that boast enhanced sensor technology and mirrorless systems, and certainly against smartphone cameras.

CUPOTY was launched in 2018 by a husband and wife photography team from the United Kingdom, Tracy and Daniel Calder. The competition is intended to allow “close-up, macro and micro photography to take centre stage and be celebrated in its own right and its many forms.” Each year, winners receive monetary prizes, along with media coverage and publication in the CUPOTY ebook.

As featured on Digital Camera World, Girish’s photograph, entitled “Guardians of the Hive,” is a close-up of a nest of stingless bees he encountered during a summer vacation in Kerala, India and was taken with a Nikon D850, a DSLR camera that was originally released in 2017 with a retail price of more than $3,200. Used models currently go for about half that. The CUPOTY competition saw more than 12,000 entries from 63 countries. It’s not the first time Girish has been recognized for his photography skills — he previously took a runner-up position for a photo he submitted for the Wildlife Photographer of the Year Awards.

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The tech, and a beginner’s guide to wildlife photography

For his winning shot, Rithved Girish paired his Nikon D850 with a Sigma 105mm f/2.8 EX DG OS HSM Macro lens with a shutter speed of 1/160 seconds, the aperture set at f/11, and an ISO sensitivity of 400. He also used a Rollei Flash 58F flash, and a radiant diffuser. His photo features a group of bees guarding the entrance to a tube-like nest made of wax, resin, and mud. Girish told DCW “No bait or attractants were used whilst capturing this moment, allowing their natural behaviour to remain undisturbed. This image serves as a reminder of the vital role these tiny creatures play in maintaining ecological balance.”

If you’re interested in wildlife photography but don’t know where to begin, you’ll need to learn the basics of photography and will need a high level of patience – capturing the best shots often means setting up in a location near where wildlife tends to gather and then simply waiting. You’ll also want a DSLR camera instead of relying on your phone or low-end digital camera, and there are some affordable options that don’t break the bank

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Experts recommend that you invest in a camera with excellent autofocus so that your photos aren’t blurry, so look for a camera with as many AF, or autofocus points as possible. Finally, you should learn about the behavior of the animal and its habitat before you head out into the wild. You’ll want to know when the animal is typically active and how close you can safely get, and remember, those first shots probably won’t be award-winning, but they will be rewarding.



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Microsoft Deletes Blog Telling Users To Train AI on Pirated Harry Potter Books

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Microsoft pulled a year-old blog post this week after a Hacker News thread flagged that it had encouraged developers to download all seven Harry Potter books from a Kaggle dataset — incorrectly marked as public domain — and use them to train AI models on the company’s Azure platform.

The blog, written in November 2024 by senior product manager Pooja Kamath, walked users through building Q&A systems and generating fan fiction using the copyrighted texts, and even included a Microsoft-branded AI image of Harry Potter. The Kaggle dataset’s uploader, data scientist Shubham Maindola, told Ars Technica the public domain label was “a mistake” and deleted the dataset after the outlet reached out.

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Phil Spencer Retiring After 38 Years At Microsoft

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Xbox chief and Microsoft Gaming CEO Phil Spencer is leaving Microsoft after nearly 40 years at the company. “Meanwhile, Xbox President Sarah Bond, “long thought by many both inside and outside of Microsoft to be Spencer’s heir apparent, has resigned,” reports IGN. From the report: The new CEO of Microsoft Gaming will be Asha Sharma, currently the President of Microsoft’s CoreAI product. Finally, Xbox Game Studios head Matt Booty is being promoted to Chief Content Officer and will work closely with Sharma. “I want to thank Phil for his extraordinary leadership and partnership,” Microsoft CEO Satya Nadella said in an email sent to Microsoft staff. “Over 38 years at Microsoft, including 12 years leading Gaming, Phil helped transform what we do and how we do it.” […]

Spencer was named Head of Xbox in March of 2014, when he was tasked with righting a ship that had made a number of product choices and policy decisions that rubbed core gamers the wrong way in the run-up to the launch of the Xbox One in Fall 2013. Long hailed by gamers as being one of their own, Spencer could frequently be found on Xbox Live, playing games regularly with fellow Xbox gamers and racking up a healthy Gamerscore. His first major move when put in charge was decoupling the Kinect 2.0 peripheral from the Xbox One package, thus immediately reducing the new console’s price by $100 to $399, matching the day-one price of Sony’s PlayStation 4. He spearheaded the much-heralded backwards compatibility movement within Xbox, the Xbox Game Pass service was born under his watch, and accessibility made major advances during his tenure in both hardware and software. Xbox Play Anywhere, which sought to let gamers play their Xbox games on any device, be it a PC, console, or handheld, isn’t new but has been a big recent focal point.

Spencer’s time running Xbox will perhaps be most remembered for Microsoft’s $69 billion acquisition of Activision-Blizzard-King in 2022, which took almost two years to achieve regulatory approval from various agencies around the world. But Spencer began trying to solve for Xbox’s dearth of first-party games in 2018, when the first wave of studio acquisitions occurred. Prior to the Activision deal, Spencer’s biggest move came with the $7.5 billion acquisition of ZeniMax, parent company of Bethesda, in 2020. The deal gave Xbox total ownership of Bethesda Game Studios and its Fallout and Elder Scrolls franchises along with id Software and its Doom and Quake IPs, among many others. Questions arose from there about whether or not that meant all of Xbox’s new studios would produce games exclusively for Xbox consoles, and while some games were kept off of PlayStation platforms temporarily, many weren’t and most now seem to come to PS5 eventually, if not on day one.

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Xbox head Phil Spencer is leaving Microsoft

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Phil Spencer, CEO of Microsoft Gaming, is retiring, Satya Nadella has announced. Asha Sharma, the President of Microsoft’s CoreAI division is taking over Spencer’s role, while Sarah Bond, the current President of Xbox, is resigning.

“I am long on gaming and its role at the center of our consumer ambition, and as we look ahead, I’m excited to share that Asha Sharma will become Executive Vice President and CEO, Microsoft Gaming, reporting to me,” Nadella says. “Over the last two years at Microsoft, and previously as Chief Operating Officer at Instacart and a Vice President at Meta, Asha has helped build and scale services that reach billions of people and support thriving consumer and developer ecosystems. She brings deep experience building and growing platforms, aligning business models to long-term value, and operating at global scale, which will be critical in leading our gaming business into its next era of growth.”

In a thread on X, Spencer shared his thoughts on Sharma’s new position. “I’m excited for [Asha Sharma] as she steps into the CEO role,” Spencer wrote. “She’s joining an incredible group of people; teams full of talent, heart, and a deep commitment to the players they serve. Watching her lean in with curiosity and a real desire to strengthen the foundation we’ve built gives me confidence that our Xbox communities will be well supported in the years ahead.”

Alongside Sharma, Matt Booty, the current head of Xbox Game Studios, is getting promoted to Chief Content Officer, and will report to Sharma. Sarah Bond, who like Spencer served as a public face for the Xbox brand and was assumed to be his successor, is leaving Microsoft to “begin a new chapter.” Bond has yet to make a public statement about her resignation.

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Spencer joined Microsoft in 1988, and has worked on Xbox since at least 2001. He assumed responsibility for Microsoft’s gaming brand and its various studios and associated subscription products in 2013, before becoming an Executive VP of Gaming in 2017 and later CEO of Microsoft Gaming in 2022. Spencer’s biggest impact on Xbox will likely be remembered as the creation of Game Pass, Microsoft’s “Netflix for Games” and the wave of studio acquisitions Microsoft completed from 2018 to 2022, which included smaller studios like Double Fine and the massive $68.7 billion purchase of Activision Blizzard King.

While Microsoft has plenty of developers and IP to fall back on, it’s struggled to compete with the likes of Sony and Nintendo during the current console generation. Microsoft’s gaming division has gone through widespread layoffs, its revenue continued to fall throughout 2025 and it raised the prices of both its consoles and Game Pass Ultimate, which likely won’t help things going forward. Sharma is in many ways inheriting a broken-down car.

As far as her plans go, Sharma’s email to staff that was included in Nadella’s announcement is light on details. Sharma says she plans to continue developing “great games,” wants to “recommit” to core Xbox fans and “invent new business models and new ways to play.” Whether that’s enough to turn Xbox’s fortunes around remains to be seen.

Update, February 20, 4:52PM ET: Added statement from Phil Spencer shared on X.

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Remember HQ? ‘Quiz Daddy’ Scott Rogowsky is back with TextSavvy, a daily mobile game show

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Scott Rogowsky is a comedian – he knows how to make fun of himself. That’s how he ended up roaming New York City Comic Con with his own photo printed out like a “Wanted” poster, filming himself asking strangers, “Have you seen this man?”

These passersby showed a flicker of recognition, looking at the tall, bearded man like someone they had known in a past life, but couldn’t quite place.

“You look familiar! Where do I know you from?” someone asks, as though Rogowsky could be a friend of a friend they had met at a party.

“I know your face,” another person says, staring thoughtfully at the 41-one-year-old.

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A cosplayer dressed as a Ghostbuster finally figures it out.

“Did you used to do that game show online?” he asks. “Like, every night?”

Rogowsky was just poking fun at himself, embracing the persona of a washed-up internet sensation. “I know my place,” he tells TechCrunch. “I’m not walking around like everybody’s supposed to know who I am.” 

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Boston, MA
|
June 9, 2026

But seven years ago, everyone did. 

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Rogowsky was once the face of HQ Trivia, an app that exploded into popular culture, then faded out of the public consciousness almost as fast. Between 2017 and 2019, Rogowsky hosted the live mobile game show twice a day. At its peak, it drew more than 2.4 million daily viewers each night. It garnered 20 million lifetime downloads.

Now thecomedian is back with an app of his own called Savvy, which shares a lot of the DNA of HQ. Savvy’s first game, TextSavvy, is a daily live game show where players can earn cash — only this time, viewers are competing against Rogowsky in a word puzzle game that’s something like a hybrid of The New York Times’ Wordle and Connections, rather than trivia. 

“I believe this is my calling in a weird way,” Rogowsky says. “I get up there in front of that camera, there’s thousands of people watching at home – millions, back in the HQ days – and it just flows.”

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HQ Trivia was founded by the creators of Vine — the short-video platform that predated TikTok — and became a genuine cultural sensation. National news channels ran stories about office workers dropping everything in the middle of the day to play HQ at 3 p.m. It was groundbreaking – appointment entertainment in a new format for the streaming era – until the company imploded in a barrage of unfortunate circumstances. 

One founder, Colin Kroll, died of a drug overdose; the other founder, Rus Yusupov, was a divisive leader who clashed with his staff. He once threatened a journalist that he would fire Rogowsky if she published an interview with Rogowsky where he mentioned liking Sweetgreen salads (Yusupov apparently didn’t want to give the fast-food chain free publicity). Most of all, HQ Trivia fell victim to the same trap that dooms so many startups. The company had raised a $15 million funding round at a $100 million valuation, but it was – quite literally – giving away money, and it never developed a meaningful plan to monetize or build a sustainable business model. The company ultimately filed for bankruptcy in February 2020, with its demise later becoming fodder for dramatic documentaries and true-crime-adjacent podcasts dissecting how such a promising app failed so spectacularly.

This was, understandably, a real blow for Rogowsky. But more bad luck followed. A baseball superfan, Rogowsky had left HQ Trivia in 2019 for a job hosting a daily MLB Network show. He felt like he finally made it – he still lights up recalling running into Hall of Fame pitcher Pedro Martinez in the bathroom. But his show was cancelled when the pandemic shut down baseball. He tried a handful of times over the years to recreate a company like HQ, but it was a journey of false starts.

“Crazy s–t happened that I had no control over, and I felt like I was being tossed and turned on this raft in the ocean, just getting battered by things I can’t control, and that was sort of my attitude about life in general,” he says.

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He considered himself retired from show business and opened a vintage store in California. But he missed comedy.

“I went through this very meaningful personal transformation in the last couple of years,” he said. That process culminated in a seven-day mountain retreat called “the Hoffman Process,” a program that he describes as a digital detox combining lessons in psychology and neuroscience that helped him “take control of [his] life again.”

“It gave me a lot of clarity to say, you know what, I have more to do here,” Rogowsky says. “I got out of that retreat and I was like, ‘I have something to say. People find me funny and entertaining. I find myself funny and entertaining.’”

People tuned into HQ Trivia for the prospect of winning a cash prize, but the odds of winning were slim. Millions of viewers came back each night because of Rogowsky’s quick wit and charm, which earned him a cult following of fans who still call him “Quiz Daddy.” 

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“From the psychological, emotional side, I couldn’t really process what was going on,” Rogowsky says, reflecting on his viral fame. “And in the seven humbling years since, I have a vastly new perspective… I have my fanbase, I have my core followers right here. They’re on board with me, and it’s a matter of getting the word out.”

Image Credits:Savvy

Rogowsky received a lot of messages over the years from people who wanted to help him build the next HQ. But last year, a direct message on X from European game designer Johan de Jager grabbed his attention. 

“The idea was the host plays against the audience, so it’s like a two-way interaction,” Rogowsky says. “Imagine HQ if I wasn’t just asking the questions but also answering [them]… That adds another layer to it that no one had thought of before.”

But in the age of AI, where players can easily look up answers, Rogowsky was skeptical that a trivia game could work fairly, so Savvy embraced word puzzles instead.

The most that Savvy has paid out in a single game is around $400 — small compared to HQ’s occasional six-figure prize pools. That’s because Rogowsky and his co-founders are funding the company themselves.

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“Look, I know this isn’t the thousands of dollars that you saw on HQ, the hundreds of thousands that we eventually got to,” Rogowsky said on one recent TextSavvy broadcast. “But the difference is HQ was funded by venture capital. They had $8 million in the bank to start. They got another $15 million from other venture capitalists. We don’t got that… This is a low-budge operashe because I’m paying for it!”

Rogwosky says he has spoken with investors about Savvy and even gotten some enticing offers. But venture backing often comes with pressure on founders to maximize returns as fast as they can, a model that can set a business up to fail, as HQ demonstrated. 

“People want to 10x and 100x [their investment]… I’d be very happy to get to a point of profitability, to where we can just keep growing the company, keep hiring more people, keep making more games,” Rogowsky says. “I’m not looking for some type of eight-figure, nine-figure exit. This is what I want to do. I’m going to do this as long as I continue to wake up every morning and say, ‘Goddamn, I’m excited to get up there in front of that camera and have fun.’”

TextSavvy is currently running a “Season 0,” a soft launch that allows the team to work through technical kinks before formally launching on March 1. So far, without much promotion, TextSavvy has peaked at about 4,000 viewers in one night. 

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That’s not much compared to the HQ days. Then again, when TechCrunch first wrote about HQ, the app only had about 3,300 concurrent viewers. Who’s to say Savvy can’t do it again?

“We’re not going anywhere this time,” Rogowsky said. “There’s no one to fire me. There’s no drama, there’s no tension. There’s not going to be a documentary about Savvy the way there was about HQ.”

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Horizon Europe Action Plan to boost Irish SME participation

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The Government strategy has a renewed focus on improving Ireland’s SME involvement in Europe’s €95bn research and innovation programme.

Ireland’s Government has launched a “strengthened” version of the Horizon Europe Action Plan, Ireland’s gateway to a €95.5bn EU funding programme focused on research, innovation and investment to address global challenges for the years 2025 to 2027. 

The Action Plan, announced by the Minister for Further and Higher Education, Research, Innovation and Science James Lawless, TD, will set out measures designed to build on Ireland’s performance in Horizon Europe. In September 2025, Ireland reached a milestone of €1bn in secured funding. 

Noting that Ireland’s higher educational institutions have performed strongly in Horizon Europe, Lawless is of the opinion that this success, which demonstrates scale of opportunity, can be replicated by the country’s small and medium sized enterprises (SMEs). 

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Commenting on the announcement, Lawless said it is important that “Ireland’s enterprise base, especially small and medium businesses, have the awareness, support and clear pathways to fully benefit from Horizon Europe”.

Core pillars

Looking ahead, the plan – which was developed with key research and innovation partners in the Horizon Europe focus group, including national support network members and higher education representatives – will focus on four core priorities.

The first of these is the further development of higher education institution engagement via tailored institutional supports, stronger post-award assistance efforts and enhanced alignment with research priorities.

The second is the enhancement of SME participation and performance through targeted engagement, improved visibility of financial support, and stronger links between SMEs, higher education institutions and research centres. 

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The third priority is to encourage more Irish-led coordination roles, reducing administrative burdens, expanding mentoring and training, and strengthening incentives. 

Lastly is the aim of attracting and supporting newcomers, including early-career researchers and first-time applicants, through mentorship, developing networks and improving career sustainability supports.

Lawless said: “Ireland has already secured €1bn in Horizon Europe funding, with two years still remaining in the programme. This Action Plan will support both our higher education institutions and our small and medium‑sized enterprises to strengthen their participation, enhance performance and maximise the impact of EU research and innovation funding.

“The next phase of our national effort must see SME participation grow significantly. It is essential that Ireland’s enterprise base, particularly small and medium businesses, have the awareness, support and clear pathways to fully benefit from Horizon Europe. 

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“Equally, our higher education institutions play a vital role in driving excellence, collaboration and innovation. This Action Plan commits to strengthening both, ensuring that Ireland’s research and enterprise communities succeed together.”

Earlier this month, it was discovered that, for the first time since 2018, annual venture capital funding into Irish technology SMEs fell, according to the Irish Venture Capital Association Venture Pulse report. 

The report, published in partnership with Irish law firm William Fry, indicated that funding in 2025 fell by 23pc to €1.1bn – a decline from 2024’s record €1.48bn. A total of 186 deals were completed in 2025, down from 217 in 2024 – a drop of 14pc.

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The latest iPhone update lets you chat to ChatGPT and Gemini in your car

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Apple’s latest iOS 26.4 public beta includes a cool new feature: the ability to chat with third-party AI like ChatGPT, Gemini, and Claude right through CarPlay.

This is the first time Apple has opened up CarPlay to conversational AI, offering a neat way for drivers to get info and help on the go.

The update brings a new voice control screen to CarPlay, so these AI assistants can give you both spoken and visual answers. Basically, you can launch ChatGPT or Gemini, ask your question, and see the response on your dashboard. It’s a significant upgrade for CarPlay, though it does have a few caveats.

Siri still holds the default voice assistant spot for now. These third-party bots won’t be able to control your car or iPhone settings, and you’ll have to tap to launch them; there are no wake words yet. Developers also need to update their apps to support CarPlay, so while the groundwork is laid, it might be a little bit before ChatGPT, Gemini, and Claude are fully operational in your ride.

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It’s interesting timing, even if Apple hasn’t given a formal explanation. Siri is already hooked up with ChatGPT, and Gemini-powered Siri is on the way later this year. Opening CarPlay to other AI assistants isn’t just about giving users more choice; it also helps Apple show it’s open to alternative platforms, which is something EU regulators have been keen on.

The rumoured improved, Gemini-powered Siri is now expected to arrive with iOS 27 in September, not iOS 26.4. Meanwhile, iOS 26.4 does bring other improvements, including updates to Apple Music and Camera.

The public version of iOS 26.4 should be out in a matter of weeks. Once developers do their part, you’ll be able to chat with ChatGPT, Gemini, and Claude while driving. For Apple users, this is a clear look at a future where CarPlay transforms from just a dashboard display into an AI-powered conversational hub.

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Meta’s Pivot From VR Is Happening. Too Bad Glasses Aren’t Ready for This Moment

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I never loved Horizon Worlds, Meta’s best attempt at creating a social universe for its VR headsets. In fact, I’ve completely avoided it. So I’m not at all surprised that Meta now says it’ll be refocusing Horizon Worlds on Roblox-like phone games. 

Is the metaverse dead? No, because the metaverse isn’t just Meta: It just co-opted the philosophical term. But the company’s biggest investment in virtual worlds has turned out to be a failure. And it’s just the “tip of the iceberg pivot” that Meta’s doing right now, as it tries to turn its VR efforts into a win with future AR glasses.

I’ve been somewhat stunned by Meta’s series of seemingly give-up-on-VR moves over the last few months, which included shutting down its best VR game studio acquisitions, killing off the best and most innovative VR fitness platform (also an acquisition), and ending attempts to make its VR ecosystem into a work software tool.

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Meta’s new head of Reality Labs content, Samantha Kelly, admitted in a new blog post that VR hasn’t been the big seller Meta expected, echoing recent statements from Meta CTO Andrew Bosworth. Though VR headsets will still exist going forward, according to Meta, the company will lean on third-party apps and games to sell the headset instead. 

And now it’ll be moving away from trying to make Horizon Worlds happen as the centerpiece of Quest VR.

The Meta Quest 3S VR headset and controllers with a pink and green background

Meta’s Quest headsets have always been geared toward gaming and low-priced fun, but Meta’s pulling back on the other pieces of the puzzle in favor of advancing glasses.

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Scott Stein/CNET

That’s a bit of a cosmic joke to me, considering that until now, Meta had wasted no effort in trying to bury game developers’ apps by spamming its OS with links to Horizon Worlds. Meta’s Quest app on phones became Horizon-branded and tried to hide app content in favor of weird Horizon Worlds social experiences, too.

While the Quest 3 and 3S are still the best-for-the-money VR headsets, I have no idea what the future holds for these systems. At every turn, I see Mark Zuckerberg and Meta declaring a full-on push to AI and smart glasses. Meanwhile, AI has barely surfaced inside Quest headsets in any meaningful way. 

Meta always had its VR ambitions split between everyday work and kid-focused gaming. It got the latter, not the former. It became a kid’s console, even though Meta tried to keep kids away. As a result, I don’t think anyone ever took the Quest seriously as anything you’d use for anything else other than games. Neither does Meta anymore, apparently.

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CNET's Scott Stein wearing the new Meta Ray-Ban Display smart glasses and neural wristband.

Meta’s current Ray-Ban Displays have only one display, and the apps on them are much more basic than those on any VR headset.

Scott Stein/CNET

So now what, Meta?

Meta’s next steps look like they’ll still be focused on VR a bit, but I think it’ll be as a bridge to glasses. A smaller headset expected sometime in the next year could be more of an attempt to focus on portability and higher-resolution video to compete with display glassesApple’s Vision headset and the Samsung Galaxy XR (or even Valve’s upcoming Steam Frame). 

However, this shift might signal the end of subsidized gaming hardware, leading to higher prices. It could also mean Meta’s VR pivots toward showcasing immersive films and games rather than building an entire computing universe — or at least one requiring such extensive custom software.

As Meta keeps trying to make advanced AR glasses happen at some point down the road, its glasses are slowly adding displays and apps, but the software on Ray-Ban Displays is embryonic and primitive. It’s nothing like VR, and I have no idea when AR glasses will even get close. 

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Meta’s moonshot, the AR glasses prototype Orion, needed a separate processing puck to work. That’s basically a similar idea to Xreal and Google’s upcoming Project Aura set of glasses, which also uses a puck. But the difference between Google and Meta is that Google plans to eventually put the processing on next-gen phones to run these AR glasses. Meta has no ability to do that, because it’s bottlenecked by Google and Apple.

Three parts of an AR headset kit by Meta called Orion: computer, glasses and wristband

Meta’s concept for next-gen AR glasses, Orion, demoed in 2024, relies on a processor puck. 

Meta

And then what? Unlike Apple, Google and Samsung, Meta doesn’t have its own phone platform. Glasses are going to work with phones. That’s going to be Meta’s bottleneck, no matter how many times it tries to reshuffle its metaverse and device vision. VR headsets may have been a way to try to get around phones, but when it comes to glasses, it’s unavoidable. 

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I don’t see how Horizon Worlds will ever be popular as another phone gaming app in a world dripping in Roblox-alikes. And as I said about Meta’s decision to destroy the fitness app Supernatural, what pieces does Meta have for its glasses push that are going to really be ready to compete with what Google, and likely Apple, are going to bring — fitness, app hook-ins, media, mapping, future car integrations and everything else? 

As Meta seems ever more ready to abandon so much of what it tried to build in VR, I wonder if it will realize that glasses just aren’t ready yet, app-wise, to pick up the journey on the other side. Even if the goal is to lean heavily on AI to do it.

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