Apple is extending support for spatial audio to macOS and tvOS. The feature will work with the company’s high-end AirPods Pro and AirPods Max, using the devices’ built-in accelerometers and gyroscopes to create a 3D audio effect that tracks the listener’s head movements.
Apple initially announced spatial audio for the AirPods Pro last year and impressed us with the feature’s immersive quality. At this year’s WWDC, the company extended support for spatial audio to Apple Music and FaceTime calls.
According to a press release from Apple, spatial audio for macOS will only work with the AirPods Pro and Max on Macs with the company’s latest M1 chip and the macOS Monterey operating system. During this week’s WWDC presentation, Apple said spatial audio would arrive on tvOS sometime “this fall,” offering a “full-surround experience” and “dynamic head tracking.”
Some outlets are reporting that spatial audio on tvOS will only work with the Apple TV 4K, and it’s not clear what apps on the Apple TV will support the feature. Or when support for spatial audio through other headphones on either platform will be available. We’ve reached out to Apple to find out more and will update this story if we hear back.
(Pocket-lint) – There’s no beating around the bush, the Sony WF-1000XM4 true wireless in-ears are exceptional for their price. And, while there are one or two competitors that offer slightly better sound quality, they are usually more expensive and cannot match these for adaptive noise-cancelling (ANC) tech.
Sony has taken an already excellent pair of ANC headphones – the WF-1000XM3 ‘buds, in this case – and improved almost every aspect, resulting in a class-leading product. Sure, some will likely bemoan Sony’s lack of support for Qualcomm’s aptX, but the XF-1000XM4 are still among the best all-round in-ears we’ve had through the test labs. Here’s why.
Design and comfort
Bluetooth 5.2 to each ear
Four NC microphones
Bone conduction sensor
Custom Polyurethane eartips
The first thing that’ll strikes you when unboxing the headphones from Sony’s new totally biodegradable packaging is just how much smaller the charging case is from the previous generation. It is, according to Sony, 40 per cent smaller – and it notices.
To be fair, the last model has one of the biggest charging cases in the business – especially when compared to its near competitors – so the latest brings the XM4s into line. However, its lightness and pocket-sized girth are both very welcome.
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As is the Qi charging and the matte plastic finish. The latter makes it nice to hold in the hand and will disguise minor scratches, we expect. The former wireless charging feature will make it much easier to just plonk the case onto a mat, ready to pick it up again when you are about to leave the house.
The ‘buds themselves are smaller than before – 10 per cent, it is claimed – with a familiar bulbous design, matte finish, some neat design touches such as small gold elements (rose gold on the black version we tested).
There are two noise-cancelling mics on each ‘bud, one behind the (almost) Mod symbol on the front, another behind a little slot facing rearwards. Both are accented by gold.
Three different sized eartips are included in the box, which are made from soft polyurethane rather than the usual silicone. This allows for a more comfortable, secure fit that also aids noise isolation greatly.
You do have to fiddle around with each ‘bud a bit more than with most brands in order to get it into the right position in your ear, but the audio quality merits it. The Sony Headphones Connect app even helps each ‘bud analyse the shape of your ears for even better audio personalisation.
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We were pleased to note that after a decent period of use these ‘buds were just as comfortable as they were at the start. That’s not something we could comparatively say about their predecessors.
They also stay in better during exercise. We haven’t worn them on a full run yet, but have aggressively used an exercise bike and jogged on the spot a few times to make sure they don’t wobble much. They are also IPX4 certified, so are sweat- and water-resistant.
Setting up the WF-1000XM4 earphones is a doddle. They support both Android and Windows’ easy pairing modes, while our iPhone found them instantly in the Bluetooth list. The Sony Headphones Connect app also found them straight away.
It is here that you get to customise just about every nuance, including the ANC modes, touch controls, and sound equaliser (EQ). Sony provides many more options than a lot of rivals we’ve tried, so you can spend a while tweaking all the options to suit you best. However, the defaults are generally decent too, if you don’t want to get bogged down in minutiae.
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The ‘buds themselves have touch options on each ear: noise cancelling/ambient sound controls on the left; play/pause on the right. Touch both at the same time for seven seconds and you can set them back into pairing mode.
These touch options can be changed in the app though, such as adding voice assistant activation or volume. Both Alexa and Google Assistant can be enabled by voice instead – with wake-word support – so you are probably best sticking to the original setup.
You will need to turn on Speak-to-Chat though, if you want to use it. This stops any playback as soon as you talk – handy for speaking to cabin crew on an aircraft, for example. And, you might want to adjust the Bluetooth connection too – if the priority on sound quality is causing too many dropouts.
DSSE Extreme is also available in the app on a slider. This is said to enhance standard audio – MP3/AAC – to a higher bitrate through artificial intelligence.
Sony’s tried and trusted ANCtech is on board too, of course, which is one of the last customisable options. Again, default will be perfect for most as it will assess the best sound mode based on your current location and circumstance – whether you are sitting, travelling, and so forth.
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We did find that we had to go into the app to force ANC on when we wanted to use it in the garden, for example, as it thought the ambience was tranquil enough – and we didn’t.
This generation of in-ears come with a new integrated V1 processor, which better handles ANC duties, you just have to make sure certain options are tuned to your own preferences first.
Sound performance and battery
Up to 24 hour battery life (8hr in buds, 16hrs in case)
Qi wireless charging
New integrated V1 processor
LDAN and Hi-Res Audio Wireless support
There are a number of reasons why the Sony WF-1000XM4 earbuds outperform their predecessors. A new 6mm driver with increased magnet volume, plus enhanced amplifier is one. A high compliance diaphragm is another. The latter is more flexible, so can reduce latency and therefore more accurately reproduce certain frequencies.
In short, these ‘buds sound great. We tested them mainly on an iPhone 12 Pro Max, which means we couldn’t feed them with lossless audio that way. However, we also ran a few lossless tracks over LDAC (which is Sony’s own high-res streaming codec – but nobody has any idea what the acronym means) on a supporting Android handset, so feel we got a good grip on their capabilities.
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The ‘buds are Hi-Res Audio Wireless capable and support LDAC themselves, although they do not come with support for Qualcomm aptX or any of its guises. As we’ve said above, that might irk some, but many handsets are LDAC-enabled these days and we’d imagine these will be used with lower bitrate tracks for the vast majority of the time anyway.
To that end, DSEE Extreme is provided. This is a newer version of Sony’s own AI-driven software. It essentially upscales lower quality audio to around CD quality – filling in the gaps as it imagines. It’s a bit like watching a Blu-ray on a decent 4K TV – it will look better, but don’t expect miracles.
Still, unless you are an audio purist, you will likely love the richness and grunt of these ‘buds. Even basic AAC versions of The Beatles’ She’s Leaving Home and Liam’s Gallagher’s Once exhibited great detail and staging, especially with DSEE Extreme activated. While the thumping bass hits in Elbow’s Dexter & Sinister grab you by the nethers.
That’s in either noise cancelling and ambient sound modes. Speaking of the former, the improvements made to the tech are quite impressive. ANC on in-ears has been somewhat hit-and-miss in the past, but the new implementation here is jaw-dropping at times.
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Considering how the world is right now, flying anywhere to test its prowess, even taking a train have been difficult, but we wore the ‘buds with ANC on while mowing the lawn as part of our tests. We didn’t hear the mower. At all. Some might think that dangerous, but it’s certainly staggering.
What’s more, the Bluetooth connection held up well. We’d like to find out how it would act when thousands of wireless technologies are all bouncing around and competing – on a packed London Tube concourse, say – but that’s not really feasible right now.
Battery life might be tested a little more then too. As it stands, Sony quotes eight hours for the ‘buds, a further 16 in the case, and that seems reasonable based on our experiences – if a little stingy compared to some competitors. We do love that addition of Qi wireless charging though – it makes life so much simpler.
Verdict
Sony has sure hit its stride now, first with the superb WH-1000XM4 over-ears, now followed-up by these exemplary WF-1000XM4 in-ears. There are so many new features in these true wireless earbuds that they’re even worth considering as an upgrade over the last generation – something that we rarely recommend.
Above all it’s the excellent audio performance and, in particular, active noise-cancelling (ANC) talents. Yes, we couldn’t really try them out in as many real-world settings we would usually wear ANC ‘buds in, but in homelife equivalent tests they hold up superbly.
So sony has done it again: it’s truly taken every tiny quibble anybody had with the XM3s, tweaking and improving along the way to make a class-leading pair of in-ears that will take some beating. The WF-1000XM4 are fairly pricey, of course, but we think worth every penny.
Also consider
Pocket-lint
Bose QuietComfort Earbuds
A very strong competitor in the active noise-cancelling game, offering similar sound isolation, comfort, and longevity for a very similar price. Talk about battle of the best!
(Pocket-lint) – The Ratchet & Clank series has been a PlayStation stalwart for almost two decades. But we’ve not had an original outing since Into the Nexus in 2013 – and that was on the PlayStation 3.
Yes, developer Insomniac Games remade the first game for PS4 in the shape of 2016’s Ratchet & Clank, but it has rather focused its attention on Sunset Overdrive and the superb Marvel’s Spider-Man games instead.
That’s why we’re thrilled to see the return of everyone’s favourite Lombax and his robot chum. And, thanks to the leap to PlayStation 5 proper, they have never looked – or arguably played – better.
Next-gen necessity
Insomniac cut its next-gen teeth on Marvel’s Spider-Man: Miles Morales, plus a dolled-up remaster of its predecessor, but Ratchet & Clank: Rift Apart is its first PS5 exclusive. That has given the studio free rein on a featureset of tools and talents only the latest in Sony’s kitbag can provide.
The entire premise of the game is only possible thanks to clever compression techniques and superfast SSD loading speeds. The graphics drip with ray-tracing and other wizardry from every pore. And the tricks afforded by the PS5’s DualSense controller are exploited to the max. In many respects, this is the first truly next-gen game on any console and has us salivating for what’s possible in the future.
We’re getting ahead of ourselves though. Technical bells and whistles aside, this is a Ratchet & Clank game through and through, so we’ll start there.
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Like most others in the series, this is essentially a shooter-meets-platformer with a keen sense of humour and stunning, Pixar-like visuals. It is split across a fair few planets and regions, each with their own puzzles, secrets, bosses and, in the case of some, open-world landscapes.
Favourite elements return, such as crazy, often hilarious weapons, hover boots, rail riding, the weapons shop (which is now in shape of Mrs Zurkon – an enemy in the 2016 remake), and plenty more besides – but there are some key differences too. Not least the fact you play as two Lombaxes this time around.
That’s because, after Dr Nefarious gets his hands on the oft-featured Dimensionator and accidentally opens up huge dimensional rifts, our eponymous heroes are split up. That leads Clank to meet with Rivet, a female Lombax who is new to the series, and Ratchet, to eventually hook-up with an alternative robot pal named Kit.
Sony Interactive Entertainment
This allows for missions to be split between them all – and provides variety in both gameplay and dialogue. You will often swap characters when choosing which mission to undertake from the navigation screen and likely not return until it is complete – certainly for the first part, anyway.
There are also other-dimensional versions of many recognisable friends and foes, to add extra weight and humour to the story. Certainly, as fans of the series, we loved the references and a few Easter Eggs. However, if you’re new to it, you’ll still get plenty from it – you might even end up seeking older outings elsewhere, such as on PlayStation Now.
Dimensionally speaking
Levels in the game will often require a lot of blasting, but are reasonably varied. Some are based on massive open areas that can be explored, a la the R&C remake, others tighter and largely on rails. One thing that ties them all together is the ability to jump through dimension portals to reach different areas in a zone.
Sony Interactive Entertainment
For example, a small rift might appear on an otherwise hard-to-reach patform, so you just focus at it, tap a button, then are instantly zipped over to that location. It certainly helps you get around a map during a battle, zipping through portals to keep ahead of enemies.
Traversing different dimensions is also used cleverly too, with one level in particular requiring you to hop between an existing, thriving world and a destroyed version in another dimension. By jumping between the two, you can get past barriers in one, or solve an otherwise impossible puzzle.
It is here where the PS5 exclusivity becomes obvious. Travelling through rifts or swapping between dimensions is instant – you certainy don’t notice any loading time, even when everything in the landscape has completely changed or you are on a totally new part of the map. Insomniac has previously said that this needs both the SSD and Sony’s clever loading shenanigans to work, and it’s easy to see why.
The DualSense controller is also a necessity for gunplay, as the game uses both haptic feedback and the adaptive triggers as effectively as Returnal (a very different game, but an amazing one – as we said in our review).
Not only do you feel every shot – with the gamepad’s speaker also utilised for some elements – you get different shot options on the right trigger. Press it down halfway and you get one weapon mode, pull it harder and the other activates. It takes a little getting used to, but is intuitive and immersive when you do.
So, so pretty
The last, obvious reason why this is a PS5-only game lies not in its gameplay but in its look. This is quite simply the most gorgeous next-gen game yet. Easily the best use of high dynamic range (HDR) that we’ve seen.
As with Miles Morales, the developer has provided three graphics modes: Performance, Performance RT, and Fidelity.
Sony Interactive Entertainment
The prettiest – Fidelity – runs at 30 frames-per-second (30fps) but is in 4K resolution with HDR and features ray-tracing, enhanced lighting, additional VFX, and increased scene density. This is the way we preferred to play, even with the lower frame rate. It looks incredible. The different worlds are bursting with details and creativity, so having the enhancements make it for us.
Performance RT keeps some of the options, such as ray-tracing, but drops the resolution and some of the effects in favour of 60fps. While, Performance mode offers 60fps with an increased resolution over the last, it ditches the ray-tracing entirely.
Whichever you opt for, the game is still a stunner. We played it on a 65-inch OLED telly, where the colours popped out of the screen so vividly, but we’d expect it’d look great whatever your TV or display tech. There are also so many instances of neon lighting in the game – not least cascading from your weapons – that it would even be a great reference test for a new HDR TV.
Sound is superb, too, especially the excellent voice acting. And the use of Sony’s 3D Audio tech is great if you have compatible headphones. The spacing in open-world segments is especially good.
Sony Interactive Entertainment
Indeed, our only minor quibbles with the game is that there is a fair amount of repetition in bog standard enemy types and, like with previous outings, it’s a little short.
Still, there are sub-quests on most of the worlds, and there is a decent enough challenge here, with some bosses that will take you multiple tries to defeat. Also, it’s refreshing to have a game that doesn’t take over your life for a month once in a while.
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Verdict
Rachet & Clank: Rift Apart is an excellent return for the franchise. It is steeped in invention and it wrings every ounce out of the PlayStation 5’s capabilities.
We’ll no doubt see more complex, even better-looking games over this generation of gaming, but considering we are still relatively at the beginning, this is highly impressive stuff.
Also, don’t be fooled into thinking that, because it looks like a cartoon, this is a kids game. Like previous R&C adventures, there’s plenty to enjoy here for young and old, with ample challenge too.
Throwing new playable characters into the mix is also inspired, because it both breaks up the narrative and gameplay a touch. There’s a fair amount of repetition, which is par for the course, but apart from that, this is top-level stuff.
Let’s just hope it doesn’t take Insomniac eight years and a new console generation to deliver another slice. But then when it’s this good, it’s worth the wait.
Ratchet & Clank: Rift Apart takes great advantage of the PlayStation 5’s SSD and offers creative third-person combat, but a second playable character doesn’t do much to change the formula.
For
+ Fast level changes enabled by SSD
+ Grinding levels are particularly fun
+ Creative weapons for hectic combat
+ Plenty of collectibles and side quests
Against
– Goes overboard with DualSense haptic features
– Ratchet and Rivet have no gameplay differences at all
– Glitch puzzles don’t connect
When the PlayStation 5 arrived about six months ago, we were promised a number of improvements under the hood that would change the way people play games. One of the big ones was that consoles finally moved to solid state drives for faster loading.
Ratchet & Clank: Rift Apart
Available on: PlayStation 5
Developer: Insomniac Games Publisher: Sony Interactive Entertainment
Genre: Platformer, Action, Third-person shooter ESRB Rating: E10+ Release Date: June 11, 2021 Price: $69.99 ($79.99 for Deluxe Edition)
Ratchet & Clank: Rift Apart takes full advantage of that upgrade. The latest game in the franchise, exclusive to Sony’s latest console, throws the heroes through multiple dimensions, often at a moment’s notice to show off that speed. But it also expresses it through chaotic combat and some zany platforming.
Still, it slows down just enough to examine the main characters’ thoughts and vulnerabilities when it comes to heroism, their own confidence and which questions about your life are worth asking, making for some strong character moments amidst all the havoc.
Talk About Distant Relatives…
Rift Apart serves as a sequel to 2013’s Ratchet & Clank: Into the Nexus, but, at the beginning, at least, it serves as a fine entry point to the series. The game finds Ratchet, the last Lombax in the galaxy, and his robot compatriot Clank, being celebrated for most of their major achievements (cue the history lesson for newer players). And Clank has a surprise for Ratchet — he has repaired the Dimensionator, a device that opens rifts to other, well, dimensions, in the hopes that Ratchet can find one where the Lombaxes still exist and meet his family.
Ratchet is hesitant about this. Life is good. He’s getting a parade. Why mess up a good thing with questions he’s always had at the back of his mind? But there’s a bit less of a choice when their enemy, Dr. Nefarious, steals it to find a dimension in which he’s always the victor.
The chase to stop Dr. Nefarious leads Ratchet and Clank to a dimension where a small group of freedom fighters are led by Rivet, the last Lombax in the galaxy (that is, in her dimension). The game switches between Ratchet and Rivet, both of whom suddenly are partnered with someone very different, but also very familiar.
From there, the game hops between planets and dimensions, some of which are alternate versions of levels from earlier games in the franchise.
Rivet and Ratchet are similar beyond their heritage. Both are quick to take action and like to crack jokes. Rivet is a bit more competent than her interdimensional counterpart, but she’s not used to working with others, robot or otherwise. Of course, meeting each other turns everything Ratchet and Rivet know upside down, and leads to alternate realities that flip what you may know about the franchise, too, with references to other games in the franchise taking a bit of turn.
Much of the game, especially its quieter moments, focuses on introspection and self doubt. Ratchet isn’t sure how long he can keep the hero thing up. Rivet isn’t sure if she can overcome her loner tendencies. Heck, even Dr. Nefarious’ plan is based on the fact that he feels he’s not good enough in his own dimension.
Two Different Lombaxes, Same Crazy Gameplay
Rift Apart is a single-player third-person shooter with heavy platformer elements. Much of the game consists of sections in which you transverse different planets on foot. But to get to your goals, you’ll also wall-run, jump between platforms, stick to magnetic platforms, grind on rails and race with rocket boots.
The other big part is combat, where waves of enemies attack as you fight them off with increasingly bizarre weapons that you obtain from Mrs. Zurkon, a robot with enough southern charm that I’m sure she has a good cornbread recipe. These include the executor (a double barrelled shotgun), the lightning rod (yeah, it shoots lightning) and my personal favorite, the topiary sprinkler, which temporarily stuns enemies in place and turns them into landscaping. The game is heavy on the gunplay, but the violence is cartoony, making it more than appropriate for its E10+ rated target audience.
By time you’re done with the game, you’ll be shooting rockets, bullets, lasers and have tons of little minions at your command. As you move on and get more powerful, the combat shines more and more, with wackier weapons and higher stakes. Additionally, certain battle and puzzle areas have rifts that you can “tether” to in order to pull yourself around the stage, instantly loading the new area around you. It’s disorienting and a bit gimmicky, but ultimately provides some novelty in each part of the game.
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Beyond their species, Ratchet and Rivet are incredibly similar in that no matter which of them you’re playing as, the game feels exactly the same. The two share gadgets, controls and even weapons. Buy something as Rivet, and Ratchet will have it next time. On the one hand, this makes the game seamless. You never lose something you just saved up for because you switched to another character. But it also creates a bit of sameness when you’re playing as a new, interesting character.
Most of the missions contribute directly to moving the story forward, but there are some that branch out to encourage you to explore, and those tend to reward you with collectibles. Throughout the game, there are two other types of puzzles. The first, which largely features Clank, requires you to explore a level and use a number of powers (speed, antigravity, etc.) to move alternate-dimension “possibilities” throughout the level. It doesn’t make huge amounts of sense to the story, but they’re a fun way to put the spotlight on Clank. The others are worse. Early in the game, Ratchet meets a spider-like robot named Glitch, who can enter computers and fight viruses. Glitch has a small side-story, but it ultimately doesn’t affect the main narrative, and I found that it pulled too much attention from the plot that I actually cared about.
My other personal favorites, which I completed as soon as I could, were a series of combat challenges that provided tons of in-game unlockables and money for further upgrades. These fights have unique gimmicks, like randomizing weapons or changing gravity.
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In combat, switching between weapons requires opening a menu and picking new arms. This has the effect of pausing fights often, and varieties of enemies, like some with shields that require attacks that don’t hit from the front, encourage you to switch. I personally liked the little pauses, as they gave me time to plan, but the game also lets you assign four weapons to the D-pad for quick switching. However, those four didn’t seem to serve enough, as I ultimately ended up using the larger menu.
All-in-all, my initial playthrough lasted about 16 hours per the PlayStation 5’s clock. (I don’t believe you should necessarily judge a game’s worthiness by it’s length.) That was with some, but not all, of the optional quests, nor did I find every single collectible or piece of armor, so there’s still plenty to go back for. For those looking to squeeze every bit out of their $70, there’s also a Challenge Mode that makes the game more difficult, provides new weapon upgrades and lets you earn far more bolts, the in-game currency.
I suspect some diehard fans will wish that the game were longer, though the story doesn’t necessarily require it.
The PS5’s SSD Makes the Difference
Rift Apart is the first major exclusive in the back-half of the PlayStation 5’s first year, and, in some ways, takes the most advantage of the system’s new features, both to its advantage and to its detriment.
We reviewed the game using pre-release code from Sony. For this review, we played primarily in Fidelity mode, which promises a stable 30 frames per second with ray tracing and other enhanced effects using a high quality image derived from a 4K base. We had less time with the day one patch, which adds Performance RT mode, which aims for 60 frames per second with fewer effects and a lower resolution; and performance mode, which eliminates more effects for a higher resolution 60 fps. It also fixed a few bugs from our first playthrough.
Perhaps unsurprisingly, the game, with its mix of colorful, lush environments and the darker, grimmer environments was beautiful. There’s some nice fur effects, primarily in cutscenes. And no matter how much was happening on screen during the most intense battles (and they got pretty crazy towards the end), the game was stable.
Ultimately, though, I preferred playing at the higher frame rates. The 60 fps made combat and platforming puzzles, like pocket dimensions, look and feel smoother to play. It simply felt right to be playing it that way. Unless you’re gaming on a 4K TV, you shouldn’t even consider Fidelity. Even then, I think the sacrifice for frames is worth it.
But the star of the show here is the SSD. For most of the game, it feels as if there’s no loading at all, which is surprising when you’re pulled through multiple, complicated environments in just a few seconds as Ratchet, Rivet and Clank travel through rifts. This happens for the first time fairly early in the game, and it was clear then that the SSD, not the graphics, is the most important reason for a console owner to upgrade. Sure, PC gamers have had SSDs for years. But now we’re starting to see what happens when a game is designed around it.
This wasn’t complete, though. There were a few sections where it felt like the game was slowing down to enable the game to load, which put those parts at odds with the rest of the game’s tempo. On one mid-game planet, I got into an elevator several times, and waited the entire ride while the characters had small-talk. After so much speed, everything, for a little bit, screeched to a halt until those rides were done.
Sure, when we saw Spider-Man: Miles Morales (and Spider-Man Remastered), it was surprising how quickly one could fast-travel around New York City. But here, it’s not just a feature – it’s integral to the story. That’s really cool.
The DualSense controller was a real mixed bag. While I was initially wowed — and sometimes continue to be — by the controller’s enhanced rumble and trigger features, it sometimes felt like Insomniac lacked restraint when using them. Every single effect in the game does something with the rumble, as does each gun. During combat, it’s a cacophony in your hands, as the controller vibrates and the triggers lock and unlock almost constantly. I did, however, get some joy out of the built-in speaker as I used the ricochet, a button which lets you fire and then bounce ammo off enemies. It made an arcade pinball sound that burst from the controller, which gave me a laugh.
You can turn down the rumble by switching to a “functional” mode that provides gameplay cues and nothing else, or shut it off altogether. This sometimes felt like it went too far in the other direction, as not every action you would expect provides feedback.
Bottom Line
Ratchet & Clank: Rift Apart is a chaotic thrill ride through space and, well, space in other dimensions. While the storytelling is not especially deep, it’s enough to make for a game that enables some creative platforming setpieces and intense combat.
Even when the game dips into the dark world of a facist leader, has heroes hide from tortured monsters or simply asks them to be introspective about their flaws, its soul is ultimately zany and upbeat. With the exception of a handful of side-puzzles, it’s a tight, fast-moving game with room for the cast to shine.
While the game doesn’t always feel like it’s taking full advantage of the PS5’s power, the near-instant changes in scenery powered by a game designed by an SSD is exciting. The developers would be well-served by being more conservative with the DualSense controller, though. The game has a lot of rumble, and sometimes it’s too much to be immersive.
Those looking for a moderately-sized family-friendly romp that takes advantage of the latest PlayStation’s features will likely enjoy Rift Apart and all of the bonkers experiences it provides.
The Google Stadia could gaming service is finally branching out to more devices. It will arrive on the excellent Google Chromecast with Google TV streaming dongle on 23rd June, as well as a number of TV sets running the Android TV operating system. And, all you’ll need to enjoy the service is a compatible Bluetooth controller (and a Google Stadia subscription, of course).
Here’s the full list of supported devices, as of 23rd June:
Chromecast with Google TV
Hisense Android Smart TVs (U7G, U8G, U9G)
Nvidia Shield TV
Nvidia Shield TV Pro
Onn FHD Streaming Stick and UHD Streaming Device
Philips 8215, 8505, and OLED 935 / 805 Series Android TVs
Xiaomi MIBOX3 and MIBOX4
If your Android TV isn’t supported, you might be able to sign up for Google’s experimental support – this lets it run on a wider range of devices, though the experience won’t have been optimised, so “not every Android TV OS device will work perfectly”, Google warns. To do so, install the Stadia app from the Google Play Store, and opt in when asked.
Many have seen the lack of Stadia support on Chromecast with Google TV a major oversight – though it didn’t stop the streaming dongle earning five stars in our review – so this wider rollout will be welcome news for many. And as well as adding some much-needed gaming skills to a handful of Android TVs, it makes an already excellent media streamer even better.
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We’ve had not one, but two big Apple Spatial Audio announcements during today’s 2021 WWDC keynote. The first is that Dolby Atmos Spatial Audio for Apple Music is rolling out now.
The second is that Apple is bringing spatial audio to tvOS and MacOS. This means you’ll be able to use your AirPods Pro and AirPods Max wireless headphones to take advantage of surround sound and 3D audio from the new Apple TV 4K and any Macs equipped with Apple’s high-tech M1 chip. You’ll also be able to experience dynamic head tracking which means that the sound always stays relative to the screen, even when you move your head.
Apple said that Spatial Audio for tvOS and MacOS will arrive “this Fall”, so we’re assuming it will be September, around the same it’s expected that Apple’s new iOSv15 will roll out.
MORE:
Apple spatial audio: what is it? How do you get it?
Apple Music’s spatial audio with Dolby Atmos launches today
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There were times during Rift Apart, the latest entry in the Ratchet & Clank series, when I felt like treasure hunter Nathan Drake. Buildings collapsed around me as I made my way through perfectly tuned action set pieces, and I’d manage to jump out of the way of each explosion at just the right second. The only difference, of course, is Rift Apart is much cuter — think of it like a sci-fi, family-friendly take on Uncharted.
A combination of shooter and platformer, Ratchet & Clank has always been a series closely associated with PlayStation, and the last game — a 2016 reboot of the original — showed that it could also be a technical showcase. Rift Apart, meanwhile, might just be the most pivotal entry in the franchise to date. Thanks to cross-generation releases, true PS5 exclusives still remain vanishingly rare, even months into the console’s life. But Rift Apart is exactly that: a game you can only play on Sony’s next-gen console and one that actually takes advantage of the new hardware. It also happens to be an extremely fun adventure.
Though the series dates back to 2002, Rift Apart is largely a standalone story. It stars a fuzzy little fox creature named Ratchet (he’s actually an alien called a Lombax, believed to be the last of his kind) and his adorable robot companion Clank. As a nice intro for new players (and a refresher for longtime fans), the game starts with the pair being honored for their past achievements in a parade-like setting in front of a huge crowd of adoring onlookers. It even serves as a clever mini-tutorial — but it’s not long before the celebration is interrupted when longtime villain Dr. Nefarious attacks.
The core of Rift Apart is a device that can open up portals between dimensions. After yet another defeat, Nefarious uses the device to go to a dimension where he always wins — and he accidentally brings Ratchet and Clank along in the process. The two become separated. Ratchet is on his own for a while before befriending a tiny bot named Kit, while Clank teams up with another Lombax named Rivet. It’s a clever setup that has the new duos jumping across planets, searching for sci-fi MacGuffins to fix the device and return the dimensions back to normal. The setup is also great because it allows you to play as both characters in a way that feels organic; often, you have a choice of which planet to explore, and you’ll control whichever Lombax is closest.
Ratchet & Clank isn’t exactly a series known for its narrative, but Rift Apart pushes things quite a bit forward. The new characters, in particular, are a great addition, turning it from a wise-cracking caper into a story with real heart (though there are still lots of wisecracks). Rivet starts out as a pessimistic loner, but you get to watch her slowly learn how to trust and work with people, thanks to Clank’s calming presence. Likewise, for most of the game, Kit has a hard time connecting with anyone for reasons that become clear once you learn her surprisingly dark backstory. But this leads to some heartbreaking moments. At one point, in a fit of frustration, she yells, “Why do none of you understand? I am broken. I will always be broken!” This is not the level of emotional awareness I expected from a series with a character named Skidd McMarx. There are even side missions where you can learn more about Lombax lore.
The film-like quality of Rift Apart is heightened by the visuals. Simply put, the game looks incredible. I’ve said this about past games in the series, most notably the 2016 release on PS4, but it’s even more true now: playing Rift Apart is like being inside a gorgeous animated film. There’s a level of detail that you rarely see in games. You’ll venture through a densely packed sci-fi city that puts anything in Cyberpunk 2077 to shame and glide across desert wastelands, creepy underwater research facilities, and an incredibly charming gas station in space. It’s all rendered in a kid-friendly way but also with a sense of realism, whether it’s the gleam of a metallic robot or the fuzz on an alien sheep. Every time I saw Ratchet’s furry ears up close, I wanted to give him a pet and tell him he’s a good boy.
Rift Apart doesn’t just look great, but it runs incredibly well, too. I didn’t experience any slowdown during my time with the game, despite the fact that battles get pretty wild, with dozens of enemies on-screen and all kinds of projectiles flinging about. Ratchet is a series defined in part by its inventive weaponry; you’ll have guns that shoot razor blades, encase enemies in blocks of ice, and — my personal favorite — a grenade that launches a sprinkler, covering everything it touches in beautiful green foliage. Battles involve constantly switching between weapons and firing off all kinds of strange bombs and bullets, and yet I didn’t experience a single hiccup or stutter while playing. (Rift Apart also offers three different graphics options: “fidelity,” which runs at 30fps and features ray tracing, better lighting, and 4K support; “performance RT,” with 60fps and ray tracing, but lower resolution and fewer details and visual density; and “performance” which runs at 60fps but features increased resolution in place of ray-tracing.)
Perhaps even more impressive is that this happens with barely any noticeable load times. When you venture to a new planet, there’s a brief clip showing your ship taking off, but once you’re in a level, there’s no loading whatsoever. Likewise, the game transitions between cutscenes and gameplay seamlessly, to the point that sometimes I didn’t realize I had to pick the controller back up. One of the most impressive things in the game are the titular rifts. Essentially they’re cracks between dimensions, and you can see — and often enter — them to head to a completely different world. It’s wild standing in front of one and just staring through at a totally different location and then jumping into it without any friction whatsoever.
At its most basic, Rift Apart is a fairly standard action platformer. There are some nice diversions, including a side story involving a spider-bot that kills computer viruses, and a series of tricky puzzle rooms that reminded me a bit of the shrines from Breath of the Wild. But for the most part, you’re running around and shooting things. It’s straightforward, but it works: the gunplay is fun, there’s an almost overwhelming amount of variety in the weapons, and lots of cool spaces to move around in. At one point, you’re even riding a dragon. But all of this is elevated by how beautiful the game looks and how well it runs. Rift Apart is the kind of game where I keep stopping just to ogle at seemingly simple things like waves in water or the reflection on a glass cockpit. It shows the importance of aesthetics and style.
That said, the game is relatively linear. For the most part, that’s not an issue. The levels are big enough that you can still poke around and you never really feel boxed in. It also helps keep you from getting lost. (If you do, you can see your destination with a simple click of the right stick.) But what this does mean is that, much like in Uncharted, the big action set pieces follow a very specific path. When it works, it’s incredible, like you’re controlling an action movie sequence in real time. But if you miss a step or are unsure of what to do, everything falls apart. There were multiple times where I had to replay the same sequence a whole bunch of times because I missed the best way to time a jump or didn’t see a ramp with a speed boost on it. These moments are relatively rare, but they stand out because everything else is so seamless.
I should also note that Rift Apart makes great use of the PS5’s controller. In fact, aside from launch showcase Astro’s Playroom, it might be the best DualSense game so far. In one early sequence, for example, you have to find a dance club in a bustling alien city, and you’re able to do it by following the music through vibrations you feel in your hands. I especially loved how some of the weapons made use of the two states of the controller’s triggers; one lets you give a slight press to activate a shield, but when you push it all the way down, that shield turns into a destructive blast. It’s an intuitive way to add depth to the controls.
For the most part, Rift Apart doesn’t stray far from what has made Ratchet & Clank so enduring. The formula remains the same: silly characters, great graphics, and lots of interesting guns to play with. But virtually every element is better than it’s ever been, from the touching-if-goofy story to the frantic action set pieces. And through this Rift Apart becomes a showcase for why someone might go through all the trouble to secure a PS5. It shows how more detailed worlds and faster load times can elevate a tried-and-true formula — and it might even make you care about Lombax lore in the process.
Ratchet & Clank: Rift Apart launches on the PlayStation 5 on June 11th.
Siri is finally coming to third-party devices. Apple announced at its WWDC keynote that HomeKit accessory makers will be able to integrate Siri voice control into their products starting later this year. The voice assistant will be routed through a HomePod if the devices are connected to your network.
Apple hasn’t released a comprehensive list of devices and brands that will support Siri. The company demoed it on an Ecobee thermostat during its WWDC keynote presentation. It also announced support for Matter — a new interoperability standard that has big players like Amazon, Google, and Samsung on board — will come with iOS 15.
Apple also revealed a number of smaller smart home features. Home Keys, which allow you to remotely lock and unlock doors by tapping your iPhone or Apple Watch, are coming to Wallet app, as are work keys and hotel keys.
The HomePod Mini will support lossless audio in Apple Music later this year and will be able to function as a speaker for the Apple TV 4K (as does the discontinued full-size HomePod). Apple also announced that the HomePod Mini will ship to more countries this month — including Austria, Ireland, and New Zealand — as well as Italy by the end of the year.
HomePods also now support commands for the Apple TV (so you can ask Siri to play shows), and SharePlay now works with Apple TV, which will enable you to watch shows synchronously with friends over FaceTime.
Speaking of Apple TV, tvOS now includes a “Share with You” row, where friends can share shows with each other via text messages. Another new row called “For All Of You” is intended to help families find shows to watch together — it will curate suggestions that combine every user’s viewing history.
And the Apple Watch now supports the HomePod’s intercom feature, which will allow you to talk to HomeKit-enabled doorbells and access package detection from your wrist. You’ll be able to control nearby HomeKit accessories in camera view.
MSI, more usually known for its gaming laptops and RGB-tastic motherboards, has released details of a new line of Nvidia Studio verified mobile workstations for creative professionals with demanding creative workflows.
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The beefy laptops come in a variety of models (WS76, WS66, WE76, WF76 and WF66) and and sport 11th-gen Intel Core processors (i9s, mainly) and Nvidia RTX A-series GPUs featuring either 6 or 16GB of memory. The A-series are Ampere cards that have been built for designers, engineers, and artists rather than gamers. There are two models available here, the A3000 based on the GA104 GPU seen in the RTX 3070 but with 256 more cores, and the A5000 which is rather similar to an RTX 3080 laptop GPU.
Elsewhere, there’s a maximum of 64GB DDR4-3200 RAM, two NVME slots (one Gen 4, the other Gen 3), Thunderbolt 4, and a scattering of USB and video ports. Ethernet goes up to 2.5GbE, and there’s Wi-Fi 6E and Bluetooth 5.2 on board.
Interestingly, you also get a choice of screen sizes, with the WS76 offering 17.3in 4K MiniLED HDR1000-certified display, the WS66 sporting a 15.6in 4K or a useful 1080p touchscreen, and the WE76 tempting with a decadent 17.3in 120Hz IPS panel. You also get a very decent battery, at 99.9Whr, but how long it will last driving that CPU/GPU combo at full tilt will have to wait until we get our hands on one for benchmarking.
At the time of writing, the new laptops were not yet available for sale from MSI’s website.
Intel’s Optane SSD P5800X introduction late last year included four models with different capacities. So far, the company has brought the 400GB, 800GB, and 1.6TB SKUs to market, but the flagship 3.2TB model still isn’t available and Intel recently removed the product listing from its website. That is a bit surprising because Intel recently reaffirmed its commitment to the data center lineup after it killed off its entire line of Optane drives for desktop PCs.
There appears to be some confusion among Intel’s own ranks, too, as a report has surfaced that cites the company saying it is unsure if the 3.2TB model will see the light of day. However, after our own inquiries, the company tells us the drive is still on track for release this year.
Intel’s Optane SSD P5800X drives use second-gen 3D XPoint and Intel’s new proprietary SSD controller with a PCIe interface. The drives are aimed at data centers and deliver market-leading performance of up to 7.2 GB/s of sequential throughput, up to 1.5 million 4K random IOPS, and up to 1.8 million IOPS in mixed workloads. That performance comes paired with unbeatable endurance of 100 drive writes per day.
At present, only three of four Optane SSD P5800X models are available for purchase (for $1,224 ~ $3,823). Considering that the supply of second-gen 3D XPoint is uncertain (Micron listed the only fab that produces this kind of memory for sale recently), the fate of the highest-capacity P5800X model was unclear, especially after Intel removed all mentions of the 3.2TB SKU from its website. Furthermore, the company did not provide concrete answers to ComputerBase.de when asked about the 3.2TB Optane SSD P5800X.
The good news is that Intel has not abandoned the 3.2 TB version of the Optane SSD P5800X, and it is on track to be available later this year. The price of the drive is unknown, though, but it will certainly not be cheap.
“The Intel Optane SSD DC P5800X series is currently available in 400GB, 800GB, and 1.6TB capacities, and we expect the 3.2TB drive to be available later this year,” said Kristie Mann, Senior Director, Optane DC Persistent Memory Products, Intel.
Since the Optane SSD DC P5800X drives are designed for data centers, they aren’t very interesting to the vast majority of enthusiasts (especially at a price that starts at $1,224). Intel recently canceled its entire lineup of Optane drives for the desktop PC, so we won’t see any future generations of its Optane SSDs in enthusiast rigs.
Linux gamers using Valve’s Proton compatibility tool to run Windows games will be getting a performance upgrade in the future: Nvidia has announced that it’s working with Valve to bring FPS boosts using its DLSS technology featured on its RTX cards. It’s almost enough to make me want to revisit Linux gaming.
DLSS, or Deep Learning Super Sampling, is a technology that lets gamers get more performance without having to give up too much image quality. It does this by running the game at lower-than-native resolution (say, rendering the game at 1080p when your monitor is 4K), but then upscaling the image to native resolution using some mightily impressive algorithms.
The tech will, of course, be exciting for people with Linux gaming computers, but it’s also interesting considering the rumors of Valve creating a handheld gaming device. We argued that DLSS could make the next-gen Switch hit way above its weight-class, and the same would be true for a handheld PC without a ton of graphics horsepower, which would likely be running Linux.
While Nvidia hasn’t released a list of which Proton-powered games will be getting DLSS, there are actually a surprising number of candidates. Running Nvidia’s list of games that support DLSS through ProtonDB, a site that lets users report how well games work when using Proton, shows that a good portion of DLSS-enabled games are already working on Linux. That’s around 30 games out of a little over 50.
There is, however, an interesting question raised by Nvidia’s DLSS list — a few of the games on it actually have native Linux ports, and it’s unclear if they’ll be getting the upsampling tech, or if it’ll be exclusive to games running through Proton. Gamers potentially get better performance by running the Windows version through an emulation layer, rather than the native version, would be a bit of an odd quirk, but whether that’ll end up being the case remains to be seen. Nvidia didn’t immediately respond to a request for clarification about the issue.
Nvidia also hasn’t mentioned a timeframe for DLSS support coming to Proton (though it did mention that support for Vulkan was coming this month, and that DirectX support would be coming in the fall), but it’s nice to see that it’s still pushing to bring Linux gaming up to par with the Windows experience. As someone who tried to be a Linux gamer in the long long ago, using vanilla Wine and, later, CrossOver, the work Nvidia and Valve are doing with Proton has made me consider setting up a Linux gaming rig again. Now if only I could get a graphics card.
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The new Alienware M15 R5 Ryzen Edition is a slight undoing of progress, depending on how you look at it. As many gaming laptops are going thinner, this one is heavier and thicker than previous generations. Its design has been tweaked slightly in ways both good and bad, and it has fewer ports than before, too.
Despite all of that, it’s a cause for a small celebration because of the Ryzen processor it uses, marking AMD’s return to Alienware products after a 14-year gap when the brand exclusively used Intel CPUs. And it’s a welcome return, even if this laptop won’t appeal to everyone. AMD’s high-end mobile processors have been a boon to gaming laptops for the last couple of years, bringing long battery life and fast performance that sometimes outpaces and undercuts laptops that have competing Intel processors.
The Ryzen 7 5800H processor brings that magic to the M15 R5 Ryzen Edition, and gaming performance with its RTX 3060 doesn’t struggle to get above 60 FPS in graphically-demanding games — all thanks to being a high-wattage component. This R5 that I tested has 16GB of RAM and a 512GB NVMe SSD for a total cost of about $1,616 currently, which isn’t cheap despite being close to the most affordable version that Alienware makes. If money isn’t an issue, it can be upgraded to the more powerful Ryzen 9 5900HX with Nvidia’s RTX 3070 and more storage and RAM for $2,379.
The high price is something that I couldn’t ignore while reviewing this laptop, especially since Dell (Alienware’s parent company) makes a $1,225 G15 Ryzen Edition that has similar GPU specs that should come close to what this pricier M15 R5 can do. And, if you can settle for a slightly lesser processor, there’s a $900 model in the works that has the RTX 3060, but it isn’t available yet.
The value doesn’t fare well outside of Dell’s world either. Asus is currently the go-to brand for excellent AMD-based gaming laptops that are easier to recommend for people who want something more portable and feature-packed, without sacrificing battery life. Compared to a similar M15 R5 configuration, the ROG Zephyrus G15 offers a QHD display, more storage, a better processor and a powerful RTX 3070 (albeit a lower-powered GPU than you’ll find in the M15 R5) for a few hundred dollars less. The new Strix G15 Advantage Edition looks more garish next to Alienware’s laptop, but it also has fast gaming performance and high-end features for a lower price. Neither of these models feature a webcam, but that might be something you can live without.
The M15 R5 is 19.25mm (0.75 inches) thick for most of the machine (thinner at the front, but slightly thicker in the back) and it weighs 5.34 pounds. Some configurations weigh more, going up to 5.93 pounds. Its heft is jarring if you’ve picked up an ultrabook recently, but it’s an asset in helping its high-wattage RTX 3060 graphics chip (125W maximum graphics power, 1,702MHz boost clock) to perform similarly to a low-wattage RTX 3070. Compared to thinner laptops that have a low-powered 3070, like Asus’ TUF Dash 15, Alienware’s laptop makes up for the difference in CUDA cores with sheer power. It will likely be a solid performer well into the future — perhaps longer than some lower-powered 3070s — despite having a technically lesser component. It’ll just be more of a chore to lug around.
The M15 R5 Ryzen Edition fared well while running some demanding games at their highest settings. Red Dead Redemption 2 managed to reach 63 frames per second. Shadow of the Tomb Raider ran at about 80 frames per second with its ray tracing shadows feature and DLSS switched on. Horizon Zero Dawn ran at an average of 68 frames per second. None of them came close to fully taking advantage of the default 1080p display’s 165Hz refresh rate, but most people likely have older games in their library that should be able to display at very fast frame rates on this laptop.
It didn’t take long for this laptop to make a good impression with gaming performance. It took even less time to learn that it gets warm to the touch even while idling with no apps, and that when games (especially graphically-demanding ones) are running, it can get very loud. A fast and quiet gaming laptop is an oxymoron, and the M15 R5 is really just one of many offenders. But I didn’t notice signs of thermal throttling after long periods of gaming, nor did I encounter unexplainable slow-down. You just might want to wear some headphones while gaming. The speakers shoot sound out of the sides of the laptop. It’s serviceable for YouTube videos or video calls, but it doesn’t deliver enough depth or bass for entertainment purposes.
This Ryzen-based gaming laptop can handle any sort of casual browser-based workflow with ease. It shouldn’t have surprised me that the M15 R5 has great battery life, since AMD’s processors have proven to bring efficiency to other gaming laptops, but it still did. This one’s 86Wh battery lasted for about seven hours of mixed use, through sustained use of Microsoft Edge with 10 or so tabs, Spotify, Slack, and some video calls. That’s great for an Alienware laptop. The M15 R3 that I reviewed last year clocked in at just one hour. Though, other AMD-based gaming laptops have the M15 R5 beat. The Strix G15 Advantage Edition lasted over nine hours for my colleague Monica Chin.
One area where the Ryzen Edition got a little hung up is with a video export test in Adobe Premiere Pro. Our video team’s five-minute, thirty-three second 4K file took just over seven minutes to finish exporting. That’s not a bad result, but it’s not going to be fast enough for creators to quickly turn around projects and not nearly as fast as laptops with Intel processors can manage.
The M15 R5’s design is different from earlier models in minor ways. Sometimes, it’s for the better. For instance, this newer model is matte-textured all around, including on its screen bezels, which looks better than the glossy bezels used in previous generations. Some people might like the M15 R3 and R4’s two-toned color design, but the R5 comes in a gunmetal silver color that is striking, and the black plastic covering the keyboard is relatively free of distractions, aside from the backlit keyboard and illuminated Alienware logo. One of my favorite changes is inside of the laptop: Alienware lets you easily upgrade the RAM and storage if you want. Some previous models had RAM soldered onto the motherboard, but this one’s more futureproof.
Alienware shuffled around the keyboard layout, though, and it’s worse off than before. The M15 R5’s keys are still enjoyable to type on, but I make more typing mistakes because the volume keys have been delegated to the right side of the keyboard instead of the top. Also, the arrow keys were previously positioned a little lower than the rest of the keyboard to make them easy to find, but those have been shoved up in this model, resulting in a smaller right shift key. This might not be a problem once you get accustomed to typing on the M15, but it still feels like a step backwards.
The port selection isn’t as generous, either. The Ryzen Edition features three USB-A 3.2 Gen 1 ports, one USB-C 3.2 Gen 2 port, an HDMI 2.1 port (capable of 4K output at up to 120Hz), a headphone jack, and a 2.5Gbps ethernet port. It’s not a bad lineup, but it could be better.
Missing from this model, and all other new models that Alienware recently unveiled, is the proprietary amplifier connector for its external GPU enclosure, which has been officially discontinued. Intel-based versions of Alienware’s newest laptops, like the M15 R6, X15, and X17, will support Thunderbolt eGPUs, but the M15 R5 won’t because it lacks a Thunderbolt port. So, you’re just stuck with the GPU that’s inside. Thankfully, the graphics performance is great by default, but there’s a lot of unused space on the R5’s rear where that amplifier port used to be. It would have been nice if Alienware had filled it with an SD card reader and an extra USB-C port.
The M15 R5’s performance didn’t come into question during my testing. I don’t think I’ll ever tire of seeing the great battery life AMD’s processors bring, and it’s great that this GPU can hold its own next to pricier components like the RTX 3070.
But as a whole, Alienware missed the landing when it comes to value. If you want more features for your money, even if it involves swapping some of the M15 R5’s power for a QHD screen and better portability, you should look elsewhere. The M15 R5 isn’t the jaw-dropping value that it needed to be (and that I’d hoped it would be) to steer everyone away from the 2021 gaming laptop frontrunner (so far), the Asus ROG Zephyrus G15.
The specs and feature highlights are appealing but the Halo falls short when it comes to subtlety
For
Excellent black depth
Bright for the money
Handy portable features
Against
Blunt contrast control
Poor speaker placement
If you’ve ever had to pull an all-nighter for work, then you’ll know the taste of the 4am cup of coffee – strong and effective, much like the Xgimi Halo portable projector. Subtlety is not its strongest suit, but it most certainly gets the job done.
Chinese brand Xgimi has been making smart projectors and laser TVs since 2013. Now armed with an impressive array of seven portable projectors, ranging from standard-definition up to 4K, it’s here to take on Epson, BenQ and, most notably, Anker Nebula as the go-to brand for your all-in-one big screen needs.
The Xgimi Halo is just about the midpoint of the series. With its wireless speaker-sized frame, built-in battery, 800 ANSI-lumens LED light source and 1080p HDR output, it could be the home and away portable projector that meets all your needs.
Build
Squint and you could be forgiven for mistaking the Xgimi Halo for an aluminium Sonos One, though the Halo is a little larger at 11cm tall and 15cm wide, and it weighs 1.6kg. It’s about as large as you’d want a portable projector to be before it becomes a hassle to carry around.
Xgimi Halo tech specs
Resolution 1080p, HDR, 4K input support
Internal storage 16GB
Brightness 800 ANSI Lumens
Throw ratio 1.2:1
Battery life 2-4 hours
Dimensions (hwd) 11 x 15 x 17cm
Weight 1.6kg
Inside is a 2x 5W Harman Kardon sound system and a DLP projector set-up with a 0.33in DMD (digital micromirror device) at its core. The LED light source is rated to last for 30,000 hours of viewing which translates as eight hours of use per day for the next 10 years – hopefully enough for almost everybody’s needs.
The light is focused by a fixed lens with a 1.2:1 throw ratio that can produce a picture of between 30 and 300in, with a 100in image possible at a distance of 2.67m.
On the outside, there is a single HDMI port (ARC-enabled), a USB and a 3.5mm headphones socket. You can plug in most games consoles, disc players and external speakers, and play files on USB sticks, hard drives, and even from the 16GB of internal storage space. Two-way Bluetooth is available, too, so you can play music through the Halo sound system from your phone or output the projector’s audio signal to a bigger external wireless speaker.
Control of all this and more is through the rather tasteful voice remote control. It includes buttons for direct access to the settings menu and input selection as well as the usual navigation, volume and focus controls too.
There are two other helpful items included. The first is a built-in battery that offers two to four hours of video use, depending on brightness settings, and eight hours of audio playback. Also, tucked underneath is a little kickstand that is useful for angling the Halo up to the right position. The weight of the machine feels quite a lot for a little flap like this and, though it’s fine during our testing, we’re not convinced it would hold up in the longer term.
Features
Like many portable smart projectors, the Halo uses Google’s Android TV 9.0 OS to take care of the apps and menus. Google Assistant provides an effective voice search, and there is also the Chromecast screen sharing technology to fill in most app gaps.
There are a fair few of those, with Netflix, BBC iPlayer, Apple TV, ITV Player, All 4, Now, Apple Music and BBC Sounds all missing. Chromecast can’t stream the Apple services but there are other, free Android TV apps available to help mirror content from iOS.
Setting up the picture projection itself couldn’t be easier. The Halo is fitted with autofocus and auto-keystone. Each time you turn it on, or when its internal gyroscopes detect that you’ve moved it, the 10,000-point AF system springs into life and produces something close to the best possible image, with an impressive keystone correction of up to +/-40 degrees vertically and horizontally.
Like most portables, the Halo runs far quieter than a traditional home cinema projector. It’s rated at less than 30dB and we’re never once distracted by the sound during testing. It’s also 3D-enabled. All you need is some content and a pair of active shutter glasses.
Picture
The minute you switch on the Halo, you get a good idea of just how bright this projector can go. There’s certainly less luminance on the table than with traditional home cinema projectors, but the Halo is a clear step ahead of the entry-level portables, such as the Anker Nebula Mars 2, and pretty much on a par with the more expensive Epson EF-12.
The big, white Xgimi logo is quite blinding with the lights off. We don’t struggle to see what’s going on when we add some ambient lighting and that bodes well for outdoor cinema use, as well as watching sports with friends.
Popping Bumblebee on 4K Blu-ray into our player, that translates to a good, strong picture with plenty of colour saturation. The early scene at the boardwalk funfair is a real treat. The sky is a beautiful sapphire blue, the candyfloss a brilliant synthetic pink and the paintwork of the 1980s cars is a line-up of some wonderful teals, burnt oranges and assorted metallics. At its best, the Halo even has enough skill with colour handling to have skin tones not look out of place either.
However, when the light levels drop, the Halo comes unstuck. Black depth itself is decent, but the detail within those dark zones is scant. The Standard preset gets the most out of the shadows, but even so, we struggle to find much in the way of individual hair strands on Charlie’s head as she rides her scooter off to the scrapyard.
There are similar problems in other areas of this tonally mixed scene. The brightness in the sky behind her is quite blown-out for whites and the shadows in the foreground are strong patches rather than careful shades. There just isn’t enough care in handling the contrast on offer.
The contrast problem is particularly hard going with a film that has any kind of added aesthetic such as Fury in Full HD. The grainy WWII drama is a hard watch on the Halo and there aren’t enough adjustments available to get a picture that’s consistently bright and detailed.
One moment, we have the external scene of the ruined German town square exactly where we want it – some texture to the masonry, a sense of daytime – and the next we’re plunged into a chequerboard of jarring light levels in the apartments where the dead Nazi officers are slumped in their chairs.
It’s even more problematic with standard-def content. We watch Up In The Air on DVD and the upscaling is handled relatively well. Any noise is easily reduced by taking the sharpness setting down and applying a light touch to the Noise Filter, but that heavy contrast is tough to take, with detail even thinner on the ground than before.
The Halo struggles to produce any difference in the blocks of black or navy blue in the suits of the business people in this film. The moment the characters sit on any dark furniture, everything bleeds together and half of each frame can be lost. As impressive as this projector can be at times, at the first sign of a difficult frame the Halo’s big, punchy strengths turn out to also be its most significant weaknesses.
Sound
Sound is a genuine consideration when buying a portable projector. While we’d always recommend upping the ante with a soundbar, headphones or wireless speaker, the 2x 5W Harman Kardon sound system in the Xgimi Halo is largely well appointed and makes an acceptable stopgap for AV and music listening needs.
The Bumblebee soundtrack is a pleasure to listen to through the projector alone. Steve Winwood’s Higher Love provides a real moment of joy as Charlie drives away in her first car, thanks to the decent dynamic ability of the system. There’s plenty of weight and a clear tonal balance that never threatens to get too bright even when we push the volume towards its limits.
Unfortunately, Xgimi has chosen to have the drivers facing forwards on the Halo and that seems an odd choice. The throw distance means you’ll most likely be sitting behind this projector and so the sound will be going the wrong direction. It makes the audio more muffled than it should be but, even in front of the Halo, it is still a touch soft and lacking a little precision compared with the Epson EF-12.
The clicks and whirrs aren’t quite as crisp as they could be when Bumblebee transforms from car to robot in the garage. There is some good spatial sense to the sound as the yellow bot’s metal parts unfold. Details might be placed more clearly in the soundscape if the Halo had a little more organisational know-how.
For this price, it’s the dynamic ability we’re most pleased with. Listening to Know Your Enemy by Rage Against The Machine, there are plenty of dramatic ups and downs and appropriate attacks and crescendos to make the song exciting.
Verdict
The Xgimi Halo makes a good stab at a serious step-up device from entry-level portable projectors, but it doesn’t quite reach a rich and complex level of performance.
Its brightness, battery, storage, speakers and connectivity options mean that, at first glance, it looks the part of a punchy and convenient travel projector. It’s still small enough to throw into your bag, but big enough to give some impact around the house or even in the garden.
But, while it is a decent option for social watching situations, its picture quality just isn’t up to the same standards as those around it. Spend a bit more on the Epson EF-12 and you get a far more sophisticated portable projector. If you need something with a built-in battery, then the Anker Nebula range seems to provide more image subtlety and at a lower price too.
We have our first glimpse at the performance of Nvidia’s recently announced GeForce RTX 3070 TI, thanks to two leaked benchmark runs from Ashes of the Singularity and Geekbench 5. They were brought to our attention by @leakbench on Twitter. However, the benchmark results are about as vague as it gets, giving us a little indication as to the real performance of the 3070 Ti.
Unfortunately for us, the Ashes of the Singularity score in particular tells us almost nothing about the performance of Nvidia’s new mid-range part, due to the system configuration and game quality settings.
The RTX 3070 Ti was paired with a Ryzen 9 3900X and 32GB of system memory, and the resolution used was 1080P with a high-quality preset (not the crazy preset). The 3070 Ti scores an average frame rate of 105.5 frames per second and a CPU frame rate of 105.9 fps.
While the frame rate looks good, this is probably one of the worst Ashes benchmarks to date, as the resolution is locked to 1080P and the teseter didn’t even use the maximum quality preset. On top of that, the Ryzen 9 3900X is a Zen 2 part, and at 1080P there should be a noticeable amount of bottlenecking, enough to skew performance results when comparing graphics cards specifically.
What we really needed from the leaker is a better testbed with a more powerful CPU like a Ryzen 5000 series or a highly overclocked Intel 10th gen or 11th gen part. But most importantly, we would like to see resolutions of 1440P or 4K and have the game running at the crazy preset.
As it stands now, there aren’t enough benchmarks on the high preset, with the same CPU and memory configuration to judge performance. For instance, the top result for the 1080P high preset benchmark results belongs to a system running on an i7-11700KF running 16GB of RAM, with an RTX 3080, which has exactly 1-2 FPS less on its score than the leaked RTX 3070 Ti test.
Geekbench
Hopefully, Geekbench 5’s result can give us some better guesses as to the performance of the RTX 3070 Ti. Paired with a Core i9-11900K, the RTX 3070 Ti scored 155763 points in the OpenCL test.
For comparison, the RTX 3080 on Geekbench’s browser earned a score of 183,452 and the RTX 3070 scores a 135,886. So the RTX 3070 Ti is sandwiched right in-between the vanilla 3080 and 3070, being 17% slower than the RTX 3080 and 14% faster than the RTX 3070, which is to be expected.
Take this result with a pinch of salt, until you see full reviews of the RTX 3070 Ti come online. This is especially true of Geekbench 5, which focuses on the raw compute performance of GPUs, which rarely applies to the actual gaming performance of Nvidia and AMD’s graphics cards.
The latest gadget from Satechi is both a stand and a USB-C hub made for the 11-inch and 12.9-inch iPad Pro models that have a USB-C charging port, as well as the 2020 iPad Air. It’s $100, and with your tablet wedged into the stand, it should look more like a traditional monitor, so you can keep on pretending it’s an actual desktop replacement.
Like any hub, it gives you a handful of extra ports for expanding the functionality of your iPad. This one includes an HDMI port capable of outputting 4K at up to 60Hz refresh rate, a USB-A data port, a USB-C PD port with up to 60W of charging power, a headphone jack, and separate slots for an SD and microSD card.
You technically don’t need an iPad to use this hub, as this foldable stand is compatible with other computers, tablets, and phones that have a USB-C port. Satechi does mention, however, that your device needs a USB-C PD port for “full compatibility” with the hub. It lists the last five years of MacBook Pros, the 2018 and 2020 MacBook Air, Microsoft’s Surface Pro 7 and Surface Go, as well as the Samsung Galaxy S20 and Google Pixelbook as viable companions to its hub. Extra compatibility is nice, but if you don’t have an iPad (and thus, no need for the stand component), you can probably find a different USB-C hub that’s no less capable for cheaper.
If this product seems appealing to you, Satechi is knocking $20 off the cost through June 6th at midnight PT when you enter the offer code IPADPRO at checkout.
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