Razer says software, not hardware, slows mobile gaming



During his call for results last week, Razer announced his collaboration with Tencent, the Chinese publisher involved in PUBG Mobile, Arena of Valor and Fortnite, on optimizing the mobile gaming experience on hardware, software and services. In an interview with Engadget, Tan explained in this regard how the current mobile gaming experience is hampered by I / O "hacks", including keyboard and mouse support, as well as Button mapping features allow users to take advantage of screen, mid-frame or even back as additional buttons.

Despite the sales arguments presented by the competitors, Tan said that these "hacks" give a bad experience of professional-level games that have never been designed for these capture methods. This would distract enthusiastic players.

"I mean, try playing a keyboard-mouse game with a controller, you're really going to hate it." As an example, the executive said that some controller-based games "act in a cross" – a feature that captures your focus on target subjects – to compensate for "lack of controller resolution", while commands keyboard and mouse games do not have and so can frustrate those who connect a controller.

For his part, Tan admitted that many Chinese players were using the keyboard and mouse to improve their performance in PUBG Mobile. So there is certainly a demand for these "hacks", but it is simply that the quality of the experience varies. And let 's not forget that Razer also has its own Android phone game controller, the Raiju Mobile.

<img alt = "Razer Turret for Xbox One" data-caption = "Razer Turret for Xbox One" data-credit = "Engadget China" data-credit-link-back = "" data-dam-provider = "Engadget China" data-local-id = "local-2-4157252-1553526423115" data-media-id = "85e97c0e-2105-44f9-8ece-704fd5767cfb" data-original-url = "https://s.yimg.com/os / creatr-uploaded- "images / 2019-03 / 2df24fd0-4edb-11e9-bad9-0d2a6784fd72" data-title = "Razer Turret for Xbox One" src = "https://o.aolcdn.com/images/dims? resize = 2000% 2C2000% 2Cshrink & image_uri = https% 3A% 2F% 2F% 2F% 2F2019-03% 2F2019-03% 2F2019-03% 2F20f3-4fb.yimg.com/2Fos%2Fos.html

To resolve this inconsistency, Razer is working with game developers, including Tencent's portfolio, to standardize an I / O platform with a benchmark, and then help them rebuild the games "from zero "with the native integration of said platform. Tan has not commented on the type of products that might result, but it is likely that more content will be optimized for future mobile Razer mobile accessories.

Tan likened this initiative to the way Razer opened Chroma to third parties, allowing MSI, Lian Li, Thermaltake, Philips and many others to adopt this feature for a corresponding RGB action – with Apex Legends to be the last major game to support that.

Standardization will not be limited to I / O alone, Tan also wants more mobile games to offer uncapped frame rates to take advantage of faster displays, including the 120Hz LCD on both phones. Razer. For this year, the executive predicts a wider adoption of the refresh rate of the 120Hz display – and perhaps even on OLED panels – among gaming smartphones. "Once you go to 120Hz, it's hard to go back," said Tan.

The ambition of Razer to revolutionize gaming standards on mobile does not change the fact that it is reduced on the development of its own smartphone. With last month's job cuts, the future of Razer's phone line is uncertain and Tan has donned his usual public relations hat to avoid questions about his company's next smartphone, if any . But as far as the CEO is concerned, Razer phones "performed extraordinarily well" and the product line "delivered everything we wanted."


Source link