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NOTE: For the full press release, click here.
Today we announced the Twitch Mobile Software Development Kit (SDK). This new game developer tool will enable the live broadcasting, capturing and archiving of mobile games. This latest innovation will help mobile gaming companies reach the Twitch community directly from their devices and across other platforms as well.
A couple of weeks back, we completed an upgrade of the Twitch London Point of Presence (POP). As a result, we can serve you with an additional 200% of capacity and accept more ingests (broadcast) through LHR.
We’ve got more infrastructure upgrades and additions on the way, so stay tuned for the future.
It’s official. On March 11th, Twitch broadcasting comes to Xbox One. “Wait, that’s the same day as Titanfall!” you say. Yes, yes it is. But that’s not all!
Along with broadcasting functionality, the updated Twitch app for Xbox One gets an enhanced viewing experience as well – Chat, Following, and Notifications are all coming in the update. With so much new stuff, let’s jump right into the particulars. See below for a video overview and feature set. And you can read more on Xbox Wire and in the news.
Starting today, you may begin to see a notice on Partner channels when an advertisement can’t be loaded. This message is dismissible and will only last the length of the advertisement(s) you didn’t see. This is the first in a series of experiments on partner monetization based on direct partner feedback.
We recently upgraded our Twitch Los Angeles Point of Presence (POP), increasing its serving capacity by roughly 400%. This upgrade also increased ingest (broadcast) capacity.
We may also have installed a Sound Blaster 16 sound card, a vintage Anderson-Jacobson acoustic modem for backwards compatibility, and a cutting edge Courier External 56K* V.92 Global Dial-up Business Modem.
We continue to work on capacity additions and upgrades, so keep an eye out for future announcements.
Broadcasting your gameplay from a PlayStation 4 to Twitch only takes a couple of clicks, so it’s no surprise that one of our biggest console streaming spikes has been right after its launch and following Christmas. In fact, between December 23, 2013, and January 3, 2014, 20% of Twitch’s broadcasters were from the PlayStation 4.
FIRST: We’re keenly aware and sympathetic to the notion that less latency will make social interaction better. We care very much about interactivity and continue work to deliver less overall latency. We assure you we have not directly imposed any latency on top of what the system currently delivers.
As the new video system has been 100% live for a week, we wanted to provide an update on its performance and address the feedback and concerns some of you have posted.
Previously only available from the “Following” directory in the left navigation of the site, you now have access to all your followed channels in a persistent right-hand navigation across all Directory pages.
You’ll see all the channels that you follow, with live (“Online”) channels at the top and non-live (“Offline”) channels in a list at the bottom. Navigation through all of your followed channels is now much easier and more fluid.
Twitch and NVIDIA are excited to announce that as of today you can download and stream to Twitch directly through GeForce Experience. What’s more, this is the first integration that utilizes NVIDIA’s proprietary video encoder. This translates to outstanding video quality, and thanks to the H.264 hardware encoder built into Kepler-based GeForce GTX GPUs, you can stream without having to worry about CPU performance hits.
Over the past year, we’ve been hard at work on massive improvements to the video system. Our goal is to improve the video system’s stability and scalability so that we can offer the best quality video to as many users on as many platforms as possible, all while we continue to experience explosive growth.
For over a year, we’ve been building a new in-house video system that will allow us to scale to the rapid growth of our platform. Part of this process involves updating the current video player. The update to the video player affects anyone out there that embeds the Twitch player on your websites.
If you embed Twitch content on your site, make sure to check your embed code. If you use:
You’ll notice this is basically a change from Justin.tv to Twitch.tv. (The latter player is already live!) With this one simple change, your embed experience will be seamless when the new player goes live and the old player is decommissioned.
We’ll have more to tell you very soon, so thanks for tuning in and utilizing all Twitch has to offer!
At MINECON 2013, we announced that integrated Twitch broadcasting was coming soon to one of the most popular games in the world, Minecraft. Today, we’re pleased to report that Mojang has released this feature into open beta as part of its experimental snapshots program. All Minecraft owners have access to this open beta, but you’ll need to setup a few things before you can try it out.
Update #2: Currently, Twitch for Minecraft only supports Windows (Vista and later) and Mac OS X (10.8, 10.9). Linux support is currently not planned due to licensing issues surrounding the encoding software. Apologies for not including this information in the original post.
Editor’s note: This is the first in a new, ongoing series of blog posts dedicated to keeping our users informed of what we’re doing to improve service around the world. We’ve received a great deal of feedback from you all on Twitter, Facebook, reddit, Team Liquid, in person, et cetera. We want you and your friends to use our service because it’s the best. We want you to know what we’re doing to make it the best.
It’s been a while since we talked about either the eSports communities or European audience here on Twitch.
Today we’re pleased to announce that a future GeForce Experience update will introduce Twitch streaming, enabling those ShadowPlay users to stream their captured gameplay direct to Twitch!
tldr; Archiving changing to opt-in feature (opted out by default) for new broadcasters; all older broadcasters who have created highlights since 2012 are automatically opted in.
As we continue to grow, we face a variety of challenges in terms of cost and scale. As we are first and foremost a live video service, we’ve regularly deleted past broadcasts that are not “saved forever” or highlighted to control storage resources and costs. As the number of broadcasters has grown, so has the space and costs of archiving VODs. You may not know this but Twitch and Justin.tv combine to ingest and save as much as or more video each day than any other video site. At the current rate at which we are storing broadcasts, we can’t even order storage fast enough to keep up with demand.