Microsoft has been trying to build a lighter version of Windows for more than 10 years without success. The latest effort, Windows 10X, has reportedly now been shelved, in favor of improving Windows 10 instead.
Petri reports that Windows 10X will no longer ship this year, and the OS will likely never arrive in its current form. Microsoft had originally been planning to deliver Windows 10X, a more lightweight and simplified version of Windows, alongside new dual-screen devices like the Surface Neo. That was before the pandemic hit, and Microsoft decided to prioritize Windows 10X for single-screen laptops instead.
The switch was designed to position Windows 10X as more of a Chrome OS competitor. Windows 10X included a simplified interface, an updated Start menu without Live Tiles, multitasking improvements, and a special app container for performance and security. Microsoft’s overall goal with 10X was to create a stripped-back, streamlined, and modern cloud-powered version of Windows.
Microsoft has always seen Chromebooks as a big threat in businesses and schools, but over the past year there has been a big increase in demand for regular Windows laptops. Despite a global chip shortage, the PC market hasn’t slowed down during the pandemic. Microsoft has directly benefited with increased Windows revenue. Windows OEM revenue grew by 10 percent in the recent quarter, reflecting strong consumer PC demand. Windows non-pro OEM revenue also grew by 44 percent.
There are now 1.3 billion active Windows 10 devices, according to Microsoft. That’s a huge amount of existing devices, and it appears Microsoft is now focused on improving the core of Windows instead of delivering a new variant. Microsoft has been gradually working on improving the user interface of Windows 10, with new system icons, File Explorer improvements, and even the end of Windows 95-era icons.
All of these visual changes are part of a broader effort codenamed Sun Valley. Microsoft has not yet officially detailed this work, but a job listing earlier this year teased a “sweeping visual rejuvenation of Windows.” We’re expecting a lot of visual changes to arrive in the Windows 10 21H2 update that should appear in October.
Elsewhere, Microsoft is also focusing on improving Windows for those who rely on it daily. The software maker is finally fixing the rearranging apps issue on multiple monitors, adding the Xbox Auto HDR feature and even improving Bluetooth audio support.
It’s clear Microsoft is getting back to the basics, after more than a decade of trying to simplify Windows. Windows RT first debuted in 2012, and then Windows 10 S arrived in 2017. Both failed to simplify Windows, but Windows 10X had some interesting changes that will undoubtedly make their way to Windows 10.
(Pocket-lint) – Sonos offers multiple speakers within its portfolio, but as great as they are, none had been portable, none had been water-resistant, and none had offered Bluetooth audio support. The Sonos Move, however, changed all of that.
While Sonos previously focused on offering speakers designed for the home that require mains power and use a mesh Wi-Fi network to talk to each other, the Sonos Move was the first portable Bluetooth smart speaker marking the beginning of Sonos outside of the home.
Move was first, but since its release, there is also now the smaller, and more portable Sonos Roam to consider if you’re in the market for a Bluetooth Sonos speaker. You can read our full Sonos Roam review separately, but here we are focusing on the larger, more powerful, Sonos Move.
Sonos Move vs Sonos Roam: What’s the difference?
Design
IP56 water- and dust-resistant design
Capacitive touch controls
Integrated handle
Measures: 240 x 160 x 126mm
Weighs: 3kg
Sonos plays close attention to design and all its latest speakers – from the 2015 Play:5 to the Sonos Arc – share similar design features, like capacitive touch controls, black and white colour options and plastic detailing.
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The Sonos Move has the same design ethos as these newer Sonos speakers, with rounded edges, capacitive controls and an almost identical top to the Sonos One – albeit oval shaped and with repositioned controls – but it raises the stakes when it comes to durability.
While the design of the Sonos Move clearly resembles the Sonos portfolio, it offers an IP56 water and dust resistance and it is one tough little cookie – although it’s not actually that little. Sonos says the Move can withstand pretty much every obstacle life might throw at it, whether that be sand, water or a drop on concrete, and while we didn’t fancy testing the last of those, it’s clear this speaker is able to hold its own.
To achieve this, the bottom of the device is silicone with a clear coat of paint over the top to deter dust. Everything inside has been considered, too, from a custom-made polycarbonate basket case reinforced with glass for the mid-woofer, to the colour of the Move itself – it is Shadow Black and not just plain, absorbant black to take UV exposure into account. We had it outside in 25C with the sun shining directly on it for several hours but it didn’t feel too hot as a result. There’s a Lunar White model too, which are the same colour offerings as the Sonos Roam.
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As we say, though, this portable speaker is not small. It’s wider and taller than the Sonos One and it weighs a hefty 3kg – so you’ll need a pretty decent-sized backpack to lug it around. The point is that you can bring it wherever you want, whether that’s your garden, the beach or a camping trip. At this scale we suspect it’ll be nearer to the home, for a garden party, while the smaller Sonos Roam is more suited to the park or beach.
On the rear of the Move is a Wi-Fi/Bluetooth toggle switch, a power button and a pairing button – the last of which all Sonos speakers except the Roam offer. The buttons are all positioned on an inward slant that allows for the convenient integrated handle – which is built into the design, rather than a separate strap or handle – to exist within this design format.
When the Sonos Move is on its Loop Dock charging cradle it looks like any other Sonos speaker and blends into the home. You’d never know it was portable from the front, giving it an element of surprise about it. If you’re thinking about buying a permanent in-home Sonos speaker but might want to occasionally take it out and about then we can see why this design makes perfect sense, though the same can definitely be said for the Roam too.
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A USB Type-C port sits below the integrated handle and the buttons, as well as two charging pins below that for the Loop Dock – which the Sonos Move snaps into place on.
Hardware & Specs
Bluetooth and Bluetooth Low Energy
AirPlay 2 support
45W power
The Sonos Move delivers 45W of power, coupled with Bluetooth for audio streaming capabilities rather than needing a mesh-connected device. The Sonos One, by comparison, doesn’t offer Bluetooth for audio streaming (only for quick setup), making the Move the first Sonos speaker to offer the technology, followed by the Roam.
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The Sonos Move also supports Apple’s AirPlay 2 – as per the Roam, Arc, Beam, One, Play:5, and the Sonos One SL (the voiceless version of the Sonos One) – which allows for easy streaming from an Apple device without the need to open the Sonos app. It’s quick, convenient and it offers Apple users integration with Siri for voice control too.
The Wi-Fi/Bluetooth toggle switch on the rear of the Sonos Move allows users to switch the speaker between modes – something the Roam does automatically. When the Move is ready to pair, the LED light on the top flashes blue then goes solid blue when pairing is successful. We paired our Apple iPhone 11 at the time of review with it in a matter of seconds and switching between the two modes is virtually instant, making it pain-free, even if the Roam does make this element more seamless.
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The power button, meanwhile, allows users to switch the Sonos Move off entirely, otherwise it will stay in a low power mode when not being used – useful for quick wake-up if it’s grouped with another Sonos speaker or an alarm is set, for example.
Features
Automatic Trueplay
Alexa and Google voice control
The Sonos Move functions as a typical Bluetooth speaker when in Bluetooth mode, allowing users to send music to it via a paired device, as you would the Ultimate Ears UE Megaboom 3, for example. In Bluetooth mode, the Move isn’t controlled via the Sonos app, with the control shifted to your device and the streaming service you are using instead.
When not in Bluetooth mode, the Move functions as a traditional Sonos speaker, but it appears with a battery indicator in the Sonos app. Functioning as a traditional Sonos speaker means you can group it with other Sonos speakers, control it through the Sonos app and access all the features that come with that app, including compatibility with over 100 music streaming services, stereo pairing and customisation of equalisation levels (EQ).
Sadly, you can’t use two Sonos Move speakers in a surround setup, as you can with all other Sonos speakers except the Sonos Roam, which also doesn’t offer the feature. Read our Sonos tips and tricks to learn more about the features offered by the Sonos system as a whole.
The Sonos Move also offers a feature called Automatic Trueplay. Trueplay is a software feature Sonos introduced with the Play:5 in 2015 and it allows users to tune their Sonos speakers according to its surroundings using an Apple iOS device. You can read all about it in our seperate feature.
Best speakers for PC gamers 2021: All the sound and RGB lighting you could ever need
By Adrian Willings
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Automatic Trueplay uses the four built-in microphones on the Sonos Move to listen to the sound produced by the speaker and tune it automatically according to its surroundings, making for a much simpler process than the original (where you had to walk around the room waving your iOS device up and down slowly, yep, really).
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The Automatic Trueplay feature was introduced on the Move to combat the issues of moving a speaker from outside to inside and still ensuring it sounds good. An accelerometer helps the Sonos Move detect when it has been moved, allowing it to adjust itself within around 30 seconds to what it deems as the best for its new surroundings. You can turn it off in the Sonos app if you don’t want it though.
Additionally, the Sonos Move supports Google Assistant and Amazon Alexa voice control. As with the One, Beam, Arc and Roam, which offer the same control, you can’t have both assistants setup at the same time – but you will be able to switch between them as you please, as well as turn the microphone off (an LED light on the top of the Move indicates when the microphones are on). You can also choose to have Alexa on one compatible Sonos speaker and Google Assistant on another if you want.
When the voice assistants are setup, you get almost all the same features you would an Amazon Echo or Google Home or Nest speaker device, bar a couple, meaning you’ll be able to ask Alexa or Google anything you like, such as set a timer or alarm, control compatible smart home devices, or find out about your day or commute.
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Voice control is only available when in Wi-Fi mode (AKA standard Sonos mode), but don’t mistake this for only when docked on the Loop Dock. For us, we get Wi-Fi in our garden at home and therefore we could use Google Assistant on the Move in the garden during a BBQ with friends, which was great.
Sound and performance
Two Class-D digital amplifiers, tweeter and mid-woofer
10 hours battery life
Replaceable battery
The Sonos Move has a downward-firing tweeter at the top of the speaker, coupled with a mid-range woofer inside. For those wondering why the company has used a downward-facing tweeter, Sonos told us it was to achieve evenly dispersed sound; there’s what the company calls a Wave Guide inside to enable this to happen.
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Based on our experience at review and continued experience, the Sonos Move offers a great sound quality for its size and the sound is evenly dispersed. It’s on the bassy side, which is typical of Sonos speakers, but we see that as a good thing compared to other portables that can’t deliver in this regard.
There’s plenty of volume too – which you definitely need when outdoors – and the Move copes well with mid-range, treble and vocals. You don’t get as wide a soundscape as per the Play:5, but the Move sounds better than the Sonos One to our ears. That gives you an idea of its positioning in the range. It’s also more powerful than the Roam, which you would expect.
Sonos claims the battery will deliver 10 hours of music playback. We had the Sonos Move outside on Wi-Fi, on mid-volume for four hours and we only managed to drain the battery to 80 per cent, so we suspect this figure is based on use at louder volumes, thus you might get more out of it.
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The battery can be replaced too – it will last around 900 charging cycles, which is around three years on average – after which it is recommended to replace it to continue to get longevity out of the device. Sonos offers a battery replacement kit that allows you to do this yourself.
Verdict
We waited a long time to see Sonos launch a portable speaker with Bluetooth streaming before Move was finally revealed. In fact, we asked co-founder Tom Cullen about a portable speaker back in 2015, so it’s something we’ve been pining after for a while and now we have two choices.
The Move is bigger and heavier than we expected, and certainly not cheap, but with its price and size comes durability, toughness and performance – and that’s no bad thing, especially if you actually plan to make use of the Move’s portability. We also suspect many will use it as a sometime portable, not as a constant cart-around speaker.
There are other great portable Bluetooth speakers out there – including Sonos’ own Roam that is far smaller and better designed for constant portability – but there are none quite like the Sonos Move in terms of sound output and features, especially not for those already invested in the Sonos system. It’s the Bluetooth speaker Sonos fans were waiting for.
This article was first published on 5 September 2019 and has been republished to represent its full review status.
Also consider
Pocket-lint
Sonos Roam
squirrel_widget_4437410
The Sonos Roam is the second portable, Bluetooth speaker from Sonos. It’s much smaller than the Move and while it isn’t as powerful, it offers some great features like automatic switching between Wi-Fi and Bluetooth, as well as a feature called Sound Swap.
Sonos Roam review
Pocket-lint
Sonos One
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The Sonos One isn’t portable like the Move, nor does it offer Bluetooth audio capabilities, but it is cheaper, it has built-in Google Assistant and Alexa capabilities, and it offers a good sound for its size. Two Sonos One speakers can also be used in a surround setup with a Sonos Arc, Sonos Beam and Sonos Sub.
Sonos One review
Pocket-lint
Ultimate Ears Megaboom 3
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The Megaboom 3 is quite a bit smaller and cheaper than the Sonos Move and it doesn’t offer the soundscape as a result of this, but it is completely waterproof, it offers decent bass for its size, and it is more portable than the Move. It’s that last point that’s a big sell here.
Ultimate Ears Megaboom 3 review
Pocket-lint
JBL Link Portable
Smaller and more compact than the Move, the Link Portable doesn’t deliver the same sound experience as a result, but there are plenty of features, including Google Assistant, AirPlay 2, Chromecast support and both Wi-Fi and Bluetooth.
With just three games left of the Turkish Super Lig, Galatasaray vs Besiktas sticks out as the last remaining hurdle between league leaders Besiktas and the first part of their possible third Turkish domestic double. Make sure you know how to watch a Galatasaray vs Besiktas live stream from anywhere in the world.
Galatasaray vs Besiktas live stream
Date: Saturday 8th May
Kick off: 6.30pm BST / 7.30pm CET / 1.30pm ET
Location: Türk Telekom Stadium, Istanbul
Live stream: BeIn Sports (US, CAN, France, Turkey)
A 23rd Turkish Super Lig title looks unlikely for Galatasaray this time around. The Lions sit in third place, six points off top spot, and although it’s not mathematically impossible, they’d need need a few favours from the clubs facing both Besiktas and Fenerbahce in the closing stages of the campaign.
It’s all on as far as Besiktas are concerned, though. The Black Eagles need two wins from their last three to guarantee their first title since 2017 and set them up nicely for their Turkish Cup Final on Tuesday 18th May with the chance of that historic double. They’re missing a few key players ahead of the Istanbul Derby, however.
Second-top scorer Vincent Aboubakar is an injury doubt, as is centre-mid Oghuzan Ozyakup, as well as loanee Everton forward Cenk Tosun. The season’s star striker, Canadian Cyle Larin, is raring to go, though.
Gala have a few problems of their own. Season stalwart defender Christian Luyindama will likely be missing but winger Henry Onyekuru has returned to training after a hamstring injury.
It’s a 6.30pm kick-off in Istanbul on Saturday night. Lucky Super Lig fans in Brazil and Japan can watch a Galatasaray vs Besiktas free live stream with a 7-day DAZN free trial. Those in US, France, Turkey and Canada can watch the action with a subscription to BeIn Sports. It also appears to be available as a Bet365 live stream in the UK. Make sure to use a VPN if needed when travelling outside those countries for access.
Read on for full details on how to watch a Galatasaray vs Besiktas live stream in HD or for free wherever you are in the world.
Watch a Galatasaray vs Besiktas free live stream
Rights to show Turkish Super Lig matches in the USA – including the epic Galatasaray vs Besiktas clash – belong to beIN Sports. It’s easily bolted on to your existing cable package in the States and you can watch via the beIN Sports Connect app.
Not got cable? Good news – popular streaming platform FuboTV carries beIN Sports. Better yet, FuboTV offers new subscribers a free 7-day trial. That’s right, you can watch Galatasaray vs Besiktas for free!
Those in the UK also appear to be able to access a free live stream using their mobile phones through Bet365. You’ll need to sign up and wait for the video symbol next to the app to turn yellow when live,
Going to be outside the US and UK this weekend? Simply use a VPN to access FuboTV and Bet365 as if you were back in your home state. We recommend ExpressVPN as it comes with a 30-day money-back guarantee and 24/7 customer support.
When the free 7-day trial ends, the entry-level FuboTV package costs $65 per month but it does get you 110 premium TV channels and much more. Not for you? You can cancel any time – there’s no lock-in contract.
Galatasaray vs Besiktas kicks off at 1.30pm ET / 10.30am PT on Saturday morning in the States.
Watch Galatasaray vs Besiktas live stream anywhere in the world using a VPN
Even if you have subscribed to the relevant Galatasaray vs Besiktas rights holders, you won’t be able to use them when outside your own country. The service will know your location based on your IP address, and will automatically block your access.
A Virtual Private Network (VPN) helps you get around this obstacle. A VPN creates a private connection between your device and the internet, such that the servers and services you’re accessing aren’t aware of what you’re doing. All the information passing back and forth is entirely encrypted.
There are many VPN providers out there, with some more reliable and safe than others. As a rule, we’d suggest a paid-for service such as ExpressVPN which offers a 100 per cent risk-free money back guarantee. If you’re not happy with the service any time within the first 30-days, then you can cancel with no penalties at all.
Try ExpressVPN risk-free for 30 days ExpressVPN offers a 30-day money back guarantee with its VPN service. You can use it to watch on your mobile, tablet, laptop, TV, games console and more. There’s 24/7 customer support and three months free when you sign-up. Try it – it’s easier than you think.
Japan & Brazil: Galatasaray vs Besiktas live stream on DAZN
Football fans in Brazil and Japan get the chance to watch a Galatasaray vs Besiktas live stream for free. DAZN has the rights to show the Turkish Super Lig and a whole host of sports in these territories, and, best of all, DAZN offers a 1-month free trial. So long as you’ve not used yours already, then you can fill your boots.
Sadly the DAZN free trial isn’t available to those outside these regions. If you are a DAZN customer but travelling abroad, simply use a VPN to access a Galatasaray vs Besiktas live stream without being blocked.
UK and Australia: Galatasaray vs Besiktas live stream
Sadly there is no televised coverage of the Turkish Super Lig in the UK and Australia right now. The best option is to sign up to Bet365 and use its app for the free Galatasaray vs Besiktas live stream.
The game is currently scheduled for a free live stream on the platform. Signing up to Bet365 is free. No betting required. The video icon next to the match listing should turn yellow when the game is live, although the schedule can be subject to change.
If you are a Bet365 customer but travelling abroad, simply use a VPN to access a Galatasaray vs Besiktas live stream without being geo-blocked.
Dslcollection is using technology to explore new ways to show off works of art
Sylvain Levy just co-produced his first video game, Forgetter, which launched on Steam on April 17th. Sylvain Levy has also never played a video game in his life. “I’m not kidding,” says the 67-year-old art collector on a Zoom call from Paris. “The three games that I know are Cyberpunk, the FIFA football game because my son plays it, and the Forgetter.”
Forgetter isn’t Levy’s first foray into the digital world, but it’s his first time working with game designers. In this case, Hong Kong-based Allison Yang Jing and Alan Kwan. It’s an acerbic take on sanitizing creativity: the player works for a startup that scrubs dysfunction and trauma from dead artists’ brains and sells the clean brains to parents who want gifted, untroubled babies. While obliterating these intimate memories, you can also find real artwork by Chinese artists — all from Levy’s collection — and smash them into bits. It’s also a quasi-janitorial sim, so you get paid extra for vacuuming up the mess.
After 10 months of development, Yang and Kwan made a walkthrough video of the game for Levy to watch. “I don’t think my hands are agile enough to be efficient in a game,” he says, turning over his palms. “But I love video games, and I love to look at people playing video games.”
Levy isn’t just a collector. He’s a new type of video game patron, eager to explore what he calls our “digital twin” — our evolving online personae that have different appetites and behaviors. “It’s really important to understand that we have this double personality,” he says, especially as tech drives more human transformation. As digital spaces continue to define our post-COVID lives, the closer we come to what a metaverse could really offer. Commercial games like Fortnite and even Roblox have long been pegged as forerunners for the idea of a shared virtual universe where we live, work, and play. But Levy’s work with games could spur deeper conversations about what we want (and need) in a metaverse that will inevitably be shaped by corporations and mainstream culture.
In 2005, Levy and his wife Dominique created Dslcollection, an influential collection of Chinese contemporary art that never exceeds 350 objects. Their daughter Karen also helps run the collection, which includes work by Chinese art stars like Gu Dexin, Yang Fudong, Jia Aili, Zeng Fanzhi, and Ai Weiwei. The couple started out in fashion and has collected art and design pieces for the last “36 or 37” years. Things changed after Levy’s brother-in-law moved to Shanghai, inadvertently introducing the Levys to contemporary art in China and nudging the family business into a new era. “We said okay, since art is a mirror for society, let’s collect Chinese contemporary art and try to find the energy… we are experiencing in the city,” says Levy.
Using the internet and YouTube, the Levys also decided to make their new collection public — something they’d never done before. As an early advocate of new technology, Sylvain Levy remembers making a Dslcollection iPad app at the end of 2010. “It was very funny when I was showing my app when walking into fairs,” he smiles. “The galleries were turning to me, ‘you don’t have enough money to print the catalog?’”
It wasn’t a far stretch for Dslcollection to reimagine how they wanted to share their art with the world. In 2009, they created a Second Life museum with new media artists Lily and Honglei. A few years later came a virtual exhibition in a hacked re-creation of the Grand Palais museum in Paris, which required stereoscopic glasses to fully enjoy the artwork. And not long after that came virtual reality. “Very quickly, we learned that immersion and gamification were becoming very important in the experience of art, and especially with VR, we were trying to reach missing audiences,” Levy says.
When Allison Yang mentioned Forgetter’s art “patron” to other game developers, they seemed surprised. Levy had initially approached her about a VR project, but she countered with the idea of a game. “A lot of people who might be either intimidated by a museum, or not interested in contemporary art, would be forced to see your art in a game without knowing it beforehand,” she told him. After working on a few demos, Yang and Kwan held monthly meetings with Levy, who also supplied part of the production budget. “[Sylvain] is a very bold person,” she says. “He gave us total creative freedom to do whatever we felt to be appropriate.”
Kwan, who has been making art games for almost a decade, sees this new patron-producer partnership as a potential financial model for experimental games. After all, public art funding isn’t a gold mine. “So what we are trying to do is explore, apart from crowdfunding, apart from getting a publisher, other alternative models to support experimental indie game projects,” he says. A recent report valued the global art market at around $50 billion. Of course, the fine art world is mostly a playground for the wealthy looking to spend money, and collectors like Levy are rare. But it’s thrilling to imagine a scenario where more progressive minds in the art world contributed their capital — financial, cultural, and otherwise — to the vision of a fuller and richer shared universe. (No, NFTs, I don’t mean you.)
“We have deliberately chosen people not from the video game industry to make these games,” says Levy of his new endeavors. “When you look at [the games], you feel that this has been done by an artist, people molded by art or culture, and not only molded by technology or marketing. You can feel the soul… you can feel it’s done by people more related to the art world, than to the leisure industry.”
According to designer Calin Segal, Dslcollection is one of the first (if not first) art collectors to help develop games. Segal co-founded the multidisciplinary group Children of Cyberspace, which is working with the Levys on a game called June. “I’ve seen…collections that have rented or borrowed artwork for video games, but it was always in the form of a gimmick,” Segal says.
June traces the evolution of a child in cyberspace and will feature more conventional platforming elements. The game unpacks the artist’s journey of self-discovery, using everything from direct artwork scans and digital reproductions to hints of textures and visual Easter eggs. It’s also forged new connections between the game designers and the artists whose work is being featured. One of the team’s biggest inspirations is the performance artist Zhang Huan, who was part of Beijing’s avant-garde East Village art community — a photograph of his discomforting piece 12 Square Meters is part of the Dslcollection. The character of June will endure her own version of Zhang’s grueling performance, with his blessing. “[Zhang] is super open,” says Segal. “He’s the one who’s actually encouraging us to think more and more outside the box.”
But it’s virtual reality where Levy seems most comfortable — he uses it at home, and it’s easy on his hands. It’s the most intuitive way to dip into the future while “staying human,” something that Levy believes will be the most difficult thing to do in a metaverse where millions of users interact in thousands of different ways. It’s even more vital to stay human as our current reality veers into dystopia. “If you look at what’s happening all over the world, the world is looking a little bit like 1984,” he muses. “We have to bring back humanism in the core of all technologies… and the best way to do that is through culture, through art, and I do believe that more and more, art can be a way to counterbalance this new world which we’re entering.”
With his old Second Life collaborators Lily and Honglei, Levy is now working on an ambitious VR project to re-create the East Village, where several of Dslcollection’s artists honed their craft. Lily and Honglei considered several platforms for the VR Art Village: VRchat, Sinespace, and Second Life / Linden Lab’s Sansar, eventually going with Sansar for its capability to host several hundred people at the same time.
A short clip of the project shows a semi-armored virtual avatar jogging around a rural village on a cloudy evening. An abandoned cement factory looms large in the background. Players will be able to take part in events, watch live performances, and meet artists in the space. There’s even a transport system to get around. There will be artists’ workshops and storefronts — a barbershop and a bookstore — and a countryside school that houses a cinema, stemming from Lily and Honglei’s memories of growing up in Beijing.
Beyond bringing the fine art world into one small corner of the metaverse, the VR Art Village is also a living homage to one of the significant periods in Chinese contemporary art history, of which little historical material survived. “To everyone’s surprise, systemic documentation about 1980s and 1990s society in China is surprisingly scarce and scattered, you just can’t find things,” says Lily. Born from the 1989 Tiananmen Square protests, the East Village was a short-lived haven for political discourse through art in a particularly volatile era. “I think if we can provide the social context for the Dslcollection, that will be something special,” Lily says. “When you look at artwork in museums and galleries, they’ve somehow lost context with the society and environment which produced or influenced those artworks.”
The designers are also opening up the village to the Grand Palais, which will have a sculpture garden for their collection. The ultimate plan is to keep adding more spaces and connect them together, and Lily eventually hopes to include the art community in New York. “This platform is a bit like the game of Fortnite,” says Levy. “I think this will be the next level, and we will release this platform by the end of the year.” Lily estimates that the village is about 70 percent complete; they’re just waiting for the art to arrive.
Of course, art games and virtual reality experiments are not new. Independent designers have been working on their craft for years, often without the resources available to larger studios. But Levy’s enthusiastic embrace of games — small, experimental games made by tiny two-person teams — is a beacon for more artists and collectors to meaningfully participate in our shared digital universe, using the language of our times.
So far, popular perceptions of the metaverse are so vast, so intimidating, that only billion-dollar corporations like Facebook or Epic could afford to develop and implement the necessary infrastructure. As a distinctly commercial space, Fortnite lets all our favorite celebrities and brands hang out together, from the Marvel Cinematic Universe and Star Wars to the NFL and Major Lazer. At the end of the day, it’s all business — a business that will continue to thrive on gimmicks and cultural capital. But however our impending metaverse unfolds, it won’t be one monolithic, monocultural world.
“There’s always a bleak vision of how capitalists can manipulate things, but I still think there are some opportunities… like for Sylvain, a patron, to work with artists and designers like us, and to generate something interesting,” says Kwan. “Of course, the scale is much smaller, but I think they can still be interesting collaborations that make things work in between those two worlds.”
There’s plenty of room for artists to bring truth and empathy, even within the confines of a corporate or capitalistic world; some might even argue it’s an artist’s duty. “[The metaverse] at the same time is a real and an imaginary place, because what we consider the metaverse or cyberspace, at the end of the day, it’s a mythical land,” says Segal. “It’s a fictional place that we have created to give meaning to our times, and in the practical sense… it will never be a centralized system, but it will have pockets of resistance.”
For now, Levy’s vision for the family collection is an adventurous new conduit between fine art and games. He’s very happy if what he does encourages other art collectors to go into games and VR, not for the money, but to create humanistic experiences and bring fresh experimentation to a notoriously profit-driven space. “I’ve only had one principle,” he says. “It’s better to have a shop in the street where there are many shops, than in a street where nobody is. But we have to be the best shop in the street.”
(Pocket-lint) – When the Xiaomi Mi 11 Ultra touched down at Pocket-lint HQ it made for a moment of genuine excitement. This flagship, which has more features than, well, any other handset we’ve seen in recent times, is one of those rare moments of a company trying to be different; to standout for the right reasons.
Not only does the Mi 11 Ultra have one of the boldest screens on the market, it has a second screen on its rear too. It’s one of those unusual double-screen devices – we’ve seen other different implementations before, from the Vivo NEX Dual Display to the Meizu Pro 7 and beyond – with the Xiaomi’s smaller touchscreen integrated into the camera unit to act as a notification and control centre. You can see why the tech nerd in us got all excited, right?
Except, having used the Mi 11 Ultra for two full weeks as our own device, it’s stood out for too many of the wrong reasons. The camera bump is huge, the second screen adds nothing of genuine use (and sometimes actively gets in the way), the screen’s touch-responsiveness is unacceptably bad, and the MIUI software continues to deliver irks that, at this high-end level, simply don’t add up to the ‘Ultra’ experience we were expecting.
Design
Dimensions: 164.3 x 74.6 x 8.4mm / Weight: 234g
IP68 dust- and water-resistant (1.5m for 30 mins)
Finish options: Cosmic White, Cosmic Black
Build: Ceramic back in aluminium frame
Under-display fingerprint scanner
Upon pulling the Mi 11 Ultra from its box, it was impossible to not continually stare at the rear camera unit. That protruding bump is huge – the biggest we can ever recall seeing on a phone. At least it’s wide enough that the device doesn’t rock around when laid flat (well, flat-ish) on a desk.
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The build quality is second to none, though, especially standout if you’re seeking high-end details such as a ceramic rear, aluminium frame, water-protection, and curved screen edges. It’s every bit the flagship in such regards.
Odd, then, that the included transparent case does an assured job of undoing much of that high-end look. It’s an essential for protection, though, so we’ve had it wrapped around the phone’s body the majority of the time. But it’s just a budget translucent bit of plastic.
The reason it’s ultra-light plastic is likely to avoid adding too much additional weight to the Mi 11 Ultra’s already hefty frame. We thought the Poco X3 Pro, at 215g, was one chunky monkey. The Xiaomi tops that, at 234g. It’s not as though it’s going to hurt your wrist during use or anything, but it’s an undoubtedly heavy phone to be carting around and using day to day.
In addition to offering face unlock sign-in, the Mi 11 Ultra also has an under-display fingerprint scanner – which we’ve found generally ok, but occasionally to falter. We actually prefer the Mi 11 Lite 5G’s side-positioned one.
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Thinking about it, we actually prefer the Lite model for its overall lightweight design and eye-catching colour finish. Which really isn’t the position this Ultra should be in – being somewhat usurped by the baby in the Mi 11 range.
Rear (within camera unit): 1.1-inch AMOLED, 126 x 294 resolution
The Mi 11 Ultra’s 6.81-inch AMOLED display has some truly flagship specifications. It’s got a WQHD+ resolution, for starters, which means more pixels are packed onto its surface than you’ll find in many competitors these days. There’s also a 120Hz refresh rate to up the smoothness, which is particularly noticeable when scrolling or in some faster moving games.
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There are other headline features here, too, such as Dolby Vision for HDR (high dynamic range) playback and a peak 1700 nits brightness – meaning the maximum punch this screen can output is really, very bright. But you’re not likely to have it cranked up to the max much of the time and, actually, when it’s in lower-light conditions and the brightness falls it begins to crush black levels – a problem others, such as the Oppo Find X3, can also suffer. It’s subtle, but it’s there, and can affect those Netflix sessions.
The screen is also curved, which might look nice to the eyes, because it helps diminish the appearance of edge bezel, but in the case of the Mi 11 Ultra is an often fatal flaw. Why? Because the screen’s touch responsiveness is terrible. By this we don’t mean touch sampling rate, rather the simple fact that the software will often think the screen in being accidentally touched and ignore your input. Even really prominent input, such as when scrolling through pages, often stutters or ignores input.
There’s a software section to choose between the degree of accidental edge touch that’s permissible, or even custom adjust it, but whatever we’ve done it’s been an ongoing issue. Furthermore the screen seems to time-out – such as when watching an advert in a game, for example – and isn’t actively ready for input immediately afterwards. It can take two, three or more taps to get the device to re-engage. And that’s nothing to do with the standard 15/30/60-second auto-timeout. No, this is different. And it goes a good way in breaking the Mi 11 Ultra’s potential.
Accidental touch is something that also affects that rear display. So often we’ll have Spotify running and pick the phone up, only to accidentally skip back to the beginning of the current track. We get that having such controls available for a quick tap could be useful, but most of the time it’s just been a hindrance. And quite often the notifications, owed to poor servicing from the MIUI software, will say things like “checking for messages” from WhatsApp, for example, without delivering anything of actual use.
We’ve already said the tech nerd in us was excited about the prospect of this small second screen to the rear, as it seemed like a smart way of getting quick notifications that you could then pay further attention to. In reality, however, that’s what a full-size always-on display can do already – which the Mi 11 Ultra offers.
Plus, as we’ve come to learn when trying to watch shows in near black-out darkness, having this second screen means you don’t get to “hide” your phone from alerting you and lighting the room in one way or another – unless, of course, you turn the feature off entirely.
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Oh, but what about selfies, surely that’s where this screen comes into its own? Well, you’d think so. But to use the main cameras to shoot you’ll need to select the ‘Rear display preview’ from within the camera app, which will show you all selfie ready in that small display, but then there’s no logical way to shoot the shot. Fumble too much and you’ll likely end up clicking out of the main camera app with your fingers touching around the phone anyway. So, no, it just adds layers of confusion that needn’t be there.
Overall, then, this second screen has served as little more than a because-it-can gimmick.
Performance
Qualcomm Snapdragon 888 platform, 12GB RAM
67W fast-charging (wired and Qi wireless)
5,000mAh battery capacity
Wi-Fi 802.11 a/b/g/n/ac/6e
24-bit/192kHz audio
5G connectivity
Being a true flagship, Xiaomi has gone all-out when it comes to top-tier specification. The Mi 11 Ultra is kitted out with the Snapdragon 888 platform and 12GB RAM, so no current app is going to be a bother to run.
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What is a bother, however, is as we’ve highlighted above: the screen’s response. Load up a game like South Park: Phone Destroyer and because the screen will often not register touch input, you’re left with the frequent possibility of losing during play as a direct result of this hardware/software combination. PUBG Mobile? Forget about it.
So while the Mi 11 Ultra has the capacity to deliver these games at their very best – the smoothest frame-rates and so forth – it’s irrelevant. It’s not a gamers’ phone by any means as a result.
The battery capacity, at 5,000mAh, is relatively large. Depending on how you approach using this phone that can mean decent longevity. However, given all the available features – WQHD+ resolution at 120Hz – there’s greater likelihood that it’ll be a stretch to get through the day. We’ve been just about managing it, but often with 20 per cent left after around 13 hours of use.
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Using the phone in this way will see the software suggest doing a large number of things that dumb the features down. Resolution drop. Refresh rate drop. Dark mode activation. Quicker screen auto-off. Always-on display deactivation. Disallowing apps to auto-start. The kind of things that you would otherwise want to always keep operational for that true flagship feel in use. So, in many ways, it’s as though the Mi 11 Ultra’s software is keen to hamper its performance potential.
We’ve seen Xiaomi’s MIUI software in numerous iterations and it’s often varied in its success – sometimes for no apparent reason. In the Mi 11 Lite 5G, which is our favourite in this series, we had no issues with receiving app notifications. In the Mi 11 Ultra, however, it can be temperamental. As we’ve said in many other Xiaomi/Poco/Redmi reviews (multiple brands under one roof) you’ll need to dig into the software and tinker with whether an app has no restrictions to ‘Battery Saver’ – otherwise it may not always be readily available.
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One clear positive we can highlight about the Mi 11 Ultra is the fast-charging. It’s got a 67W charger, which is among the fastest you’ll find anywhere, and makes for rapid top-ups. It’s the same for wireless charging apparently – although we haven’t been able to test and verify this. Good job, really, as that quick-to-deplete battery has a way to help keep it juiced up in little time.
Given the prominence of place given to the camera unit on the rear of the Mi 11 Ultra, it’s safe to say that it’s the most prominent feature of this flagship. It’s here that the Xiaomi often pulls its (considerable) weight, delivering images that are high quality and frequently outclass the competition.
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As a quick summary, the rear unit houses three cameras: the main wide-angle, a 24mm equivalent wide-angle with 50-megapixel resolution; a 0.5x ultra-wide with 48-megapixel resolution; and a periscope zoom, also 48-megapixel, that delivers 5x optical zoom (so a 120mm equivalent).
There’s no gimmicky lenses, no useless macro or dedicated mono sensor, just the core of what you’re really likely to want. Now, the 5x zoom is quite a ‘steep’ jump from the main sensor, but it is possible to pinch-zoom between the two with results of varying quality. You can even do this when live-recording video, which is pretty impressive in result.
As we’ve seen from pretty much every maker with multi-faceted cameras, there’s a slight disparity between the colour balance and quality from each lens though. There’s also a delay when ‘jumping’ between the available lenses – select between the main optic and 5x, for example, and you’ll first see a digital zoom from that main sensor before it suddenly updates with a different fill from the true optical zoom sensor. Not a major drama, but it’s not 100 per cent immediate when selecting between the lenses.
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: Main cameraMain camera
The Mi 11 Ultra’s ultra-wide lens is also a bit toowide-angle – we think it should be 0.6x to avoid some of the more considerable barrel distortion really. But, unlike typical 8-megapixel ultra-wide sensors, this one is capable of delivering decent quality at 12-megapixels (using four-in-one processing technology, as the Mi 11 Ultra does on all its shots).
It has to be said that the Mi 11 Ultra’s 5x optical zoom delivers crisp and clear shots. It’s particularly apparent here, because so many competitors use digital or hybrid zooms and talk them up to such an extent that you almost believe the results will be good – but nothing can beat a true optical zoom as Xiaomi has graced the Mi 11 Ultra with here.
Epic v Apple, future of projectors and more – Pocket-lint Podcast 102
By Rik Henderson
·
The main sensor is equipped with on-sensor phase detection autofocus, there’s laser autofocus too, and optical image stabilisation to keep everything smooth and sharp. It’s a well equipped sensor that delivers fine results indeed – whether in daylight, low-light, backlit or really any given set of conditions.
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: Main cameraMain camera
In short: the Ultra’s forte really is found in its photography prowess. Whether it’s worth having such a giant hunk of a camera unit to the rear for the sake of that, however, is another question.
Verdict
The Xiaomi Mi 11 Ultra does a really good job of shouting “shiny, shiny!” from the rooftops and being undoubtedly alluring for all the bells, whistles, and other embellishments that make it an altogether different and standout device. It wants you to look at it and think “that’s more exciting than the Samsung Galaxy S21 Ultra” – because, from a pure features and spec point of view, it really is.
But once you brush away what are frankly excess features – some of which, such as the second rear screen, are nothing but gimmicky – you’re left with a device that fails to get many of the basics right. The screen response is unacceptably bad. The camera bump is huge – and not really worth it for the sake of that second rear screen. The MIUI software has various moments of failing to send notifications too.
The Mi 11 Ultra is a rare moment from Xiaomi. One that’s excited us more than any other phone of late. Yet, when it comes to the crunch, it’s the one Mi 11 device that’s left us ultra disappointed. The promise is huge, but it just hasn’t lived up to the potential.
Also consider
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Samsung Galaxy S21 Ultra
A neater camera integration, better software, and fewer irks make the Samsung the phone that Xiaomi should have beaten – but failed to do so.
Read our review
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Xiaomi Mi 11 Lite 5G
This, our favourite of the whole Mi 11 range, is everything the Ultra isn’t: it’s lightweight, its colour finish is more eye-catching, its battery lasts longer (despite being less capacious), and, for whatever reason, the software implementation here hasn’t been problematic. You don’t get outstanding cameras by comparison, of course, but you do save two-thirds on the Ultra’s asking price. And you still get 5G connectivity!
According to a Vice report, some Amazon delivery drivers are instructed by their employers to turn off Amazon’s safe driving monitoring app, so they can drive faster and get their deliveries done. The drivers don’t work for Amazon directly, but instead for companies known as Delivery Service Partners, and they report that their managers or dispatchers ask them to turn off Amazon’s Mentor app after leaving it running long enough to get a good score.
Mentor, the app made by a company called eDriving, gives delivery drivers a safe driving score based on variables like their braking, acceleration, speed, and distraction throughout the course of their 10-hour shift. Many drivers report that the score that the app gives them is factored into their bonuses (and the bonuses and incentives paid to the delivery companies contracted to Amazon).
Vice reports that some of the delivery companies will have the drivers keep the app on for part of the day to try to trick Amazon and the Mentor app, with one company sending drivers messages like “everyone needs to be logged into Mentor for at least 2 hours no more no less.” A driver in Michigan said the company wanted the app turned off to improve delivery times. “They were harsh on drivers that weren’t going as fast as they wanted.”
An Amazon spokesperson told Vice that the behavior is unacceptable and that it “does not adhere to the safety standards that [Amazon expects] of all Delivery Service Partners.” They also said that “more than 90% of all drivers are able to complete their deliveries before the scheduled time while following all safety procedures.” (Amazon didn’t immediately respond to a request for comment on how it collected and validated that statistic.) As Vice points out, it’s Amazon’s software that determines the delivery routes and Amazon that sets the productivity targets the drivers are incentivized to hit.
According to Vice’s report, Mentor is also buggy when it’s on, with drivers reporting that it dings them for distracted driving when they haven’t touched the phone. The app’s reviews on the App Store have titles like “inaccurate and they don’t care,” “Frustration personified,” and “inaccurate data will cost us our jobs.”
Delivery companies also reportedly ask employees not to report damage to vehicles to Amazon, instead electing to fix the vans themselves to avoid them being taken out of commission.
It’s unclear how Amazon’s recent introduction of AI-powered monitoring cameras will change this dynamic between the Delivery Service Partners and their drivers. One could imagine that having a camera in the van would make it easy to determine if employees were turning off other monitoring devices. One could also imagine there are other ways to ensure safe and quick deliveries that don’t require an Orwellian work environment.
Amazon did not immediately respond to a request for comment on if it tracks which companies make these requests of drivers.
Twitter has started rolling out a new Tip Jar feature on its Android and iOS apps, which (as rumored) will allow users to send money directly to their favorite accounts.
To use the tip jar, simply tap on the freshly added dollar bill icon next to someone’s username when viewing their profile on one of Twitter’s mobile apps. Users will be able to toggle the tip jar feature, too (for those individuals or organizations that don’t want people just sending them cash out of the blue). Android users will also be able to send money in Twitter’s Clubhouse-like Spaces.
Tip Jar supports a variety of payment options and links: Bandcamp, Cash App, Patreon, Paypal, and Venmo. Twitter is using those services’ external payment processors for transactions; it doesn’t take a cut. All English language Twitter users can send tips starting today, but only a select group (including “creators, journalists, experts, and nonprofits”) can turn on the feature to accept money for now.
Users have been using Twitter to solicit tips or Patreon follows for years — ending viral threads with a shoutout to a SoundCloud account is practically a meme at this point. So it makes sense that Twitter would be looking to streamline the feature as part of its own app.
Notably, the only way to access Tip Jar right now is through navigating to a user’s profile. That means sending someone some money for a truly fantastic tweet will still take a bit more effort than, say, just liking or retweeting it.
The announcement tweet from Twitter also promises “more coming soon,” so it’s likely that we’ll continue to hear more about how Twitter is implementing tipping in the coming weeks and months.
Salad started in 2018 as a decentralized computing infrastructure that uses gamers and gaming PCs to mine the Ethereum blockchain in exchange for items like gift cards, redeemable game codes, subscriptions, DLC and more.
But now, Salad’s community of users has grown so large that all its processing power is faster than the 9th fastest supercomputer in the world. Due to this growth, Salad’s CEO says that Salad will start expanding beyond blockchain mining and will dabble in other workloads like AI, rendering workloads, and medical research (similar to Folding at Home).
Salad’s CEO Bob Miles started the project with diversity in mind; in a world where the internet is becoming more and more centralized, Bob wants Salad to be as diverse as possible, running on as many PCs as possible to encourage a more healthy internet.
Salad’s process to get rewards is very simple; you can either mine Ethereum and/or refer other people to the program to get rewards. To mine, all you have to do is make an account with Salad and install the app.
Salad’s strategy seems to be working out well for them, the company has already generated $500,000 in rewards to customers in the last three months already. Salad’s CEO Bob Miles says there will be even bigger earnings down the road as Salad diversifies its workload beyond blockchain mining.
While Salad is a decent way to start mining on your own, just keep in mind that you’re only getting 1/6th of the rewards. Salad makes roughly $3.6 million from mining on your PCs, but only gives out $500,000 in rewards.
If you’re interested in doing some mining on your own, which is likely to be more profitable, check out our stories on how to mine Ethereum, how to optimize your GPU for mining and best mining GPUs.
It isn’t enough to have great new devices, apps, and games — you also have to know how to use them. Here at The Verge, we offer step-by-step how-tos for experienced and new users who are working with online, macOS, Windows, Chrome OS, iOS, and Android apps, services, phones, laptops, and other tools. From simple instructions on how to install and use new devices, to little-known strategies on how to take advantage of hidden features and the best methods for adding power or storage, we’ve got your technological back.
If you use your phone in portrait lock all the time, it can be frustrating trying to get YouTube videos into full screen with the tiny button in the UI. Thankfully, there’s a better way, using the app’s built-in gestures: you can simply swipe up on a video to fill up the screen and swipe down on it to go back to portrait orientation.
We’ve actually written about this feature before, but it seems like it’s easy to miss; most of the people I’ve shown it to had no idea it existed.
Of course, this feature works on Android phones as well, which I personally like better than having to hit the auto-rotate button built into the OS.
There is one obvious limitation: it only rotates one way. If you want to hold your phone with the left side facing up, you’re out of luck unless you turn portrait lock off. Still, it’s way better than having to tap on the video once to get the UI controls to show up, then trying to hit the tiny full-screen button.
Now all we need is this feature to be added to every other app (or for our phones to get smart enough to realize that if I’m watching a video and turn my phone, I probably want to see the video in full-screen, despite portrait lock).
Android TV has rolled out a home screen update for Freeview Play designed to make it easier for viewers to explore content relevant to their tastes.
Users will now have access to a new ‘Discover’ tab that offers personalised suggestions based on viewing history, interests and Google trends. A forthcoming update will add recommendations from the 30,000 hours of on-demand content on Freeview Play.
Additionally, the main interface’s ‘On Now’ row has been simplified to give clearer programme information with a new tile providing quick access to the live TV guide.
To make it easy for viewers to watch Freeview Play’s on-demand programmes, content rows have been updated with player tiles that will link viewers straight to the app they are interested in.
Previously the integration of Android TV and Freeview Play hasn’t always made for the easiest of combinations, resulting in an interface that felt convoluted. Speaking about the changes Ed Corn, Head of Android TV Partnerships, said: “People in Britain cherish a helpful and smart TV experience.
“We are glad that through our work with Freeview Play, more UK viewers will profit from an updated Android TV experience that makes it easy for them to find and watch their favourite shows.”
MORE
Freeview Play: what is it? How can you get it?
See all our Freeview digital TV box reviews
Read our Humax Aura review: Android TV, Freeview Play and 4K HDR
Starting next year, apps on Google Play will show details about what data they collect, as well as other information about their privacy and security practices, in a new safety section in their listing. The announcement comes just a few months after Apple started displaying similar privacy information in the App Store. In the same way Apple’s policy covers both its own apps and those developed by third parties, Google says its first-party apps will also be required to provide this information.
According to Google, the initiative is meant to “help people understand the data an app collects or shares, if that data is secured, and additional details that impact privacy and security.” The section will detail what user data an app has access to (like location, contacts, or personal info like an email address), but Google says it also wants to let developers give context to explain how it’s used and what it means for their apps’ functionality.
In particular, Google says apps will give information about whether data is encrypted, whether they comply with Google’s policies around apps aimed at children, and whether users can opt out of data sharing. Google says the information will also highlight whether a third party has verified the app’s safety section, and whether users can request that their data be deleted.
The new policy won’t come into effect for several months, and Google says this should give developers enough time to implement the changes. It says developers will be able to start declaring the new privacy information in the fourth quarter of this year, and that this will start being shown to users in the first quarter of 2022. New apps and app updates will be required to include these new privacy details from the second quarter of 2022, and apps that don’t could eventually see their updates being blocked.
This new initiative to provide more information about data privacy and security follows Google’s recent announcement that it’s overhauling how apps are allowed to present themselves on the Google Play Store. Although an exact enforcement date is yet to be announced, eventually app listings won’t be allowed to use tricks to try and make themselves excessively eye-catching, like writing words in all-caps, or using emoji in app names. Google says more information on the new policies will arrive in the second half of this year.
The PlayStation 5 now has a YouTube TV app, arriving more than six months after the console launched. That means anyone lucky enough to actually buy Sony’s latest console now has another way to watch live TV on it, as first spotted by Android Police.
YouTube TV costs $64.99 per month (not counting additional extras) and allows up to three simultaneous streams within a household, which could be useful if your PS5 is hooked up in another room from your main TV.
Having another device that works with YouTube TV could be especially helpful for Roku owners, given the ongoing feud between Google and Roku that has seen YouTube TV removed from Roku’s channel store. (That means new Roku owners can’t install or re-download the app if they don’t already have it on their device.)
Admittedly, the Venn diagram of “PS5 owners who subscribe to YouTube TV and also own a Roku device that didn’t already have the YouTube TV app” is certainly vanishing small. But in a world where corporate disputes can mean losing access to the services you pay for on the devices you already own at the drop of a hat, having more streaming options is never a bad thing.
Apple’s new item-tracking AirTags have arrived, and they come with a surprise addition: a hidden menu in the Find My app that reveals some of the back-end data used by the service.
To uncover this menu, open up Apple’s Find My app, select one of your AirTags, then tap your name in the top left corner five times. And just like Dorothy clicking her heels together, you’ll be whisked away to a comforting world of, well, sliders and data. It’s not clear what all the information means, though some of the labels (like “device pitch”) are obvious enough.
The menu seems to be an accidental remnant of Apple’s development process, with the information presumably left over from an early beta version of the Find My app. Think of it like builders leaving architectural plans under the floorboards of a house they’re constructing. This is normal stuff, you just don’t usually see it (especially from Apple).
The menu itself was discovered by a self-described “frustrated” AirTags user on Reddit, who was tapping around the app in annoyance when they uncovered the information. We were able to verify that the menu works with our own devices, as have plenty of people on Twitter, which is where we first saw this accidental Easter egg.
Over on Reddit, one user suggests that the bottom four sliders actually relate to the various colors your screen turns as you approach your AirTagged item. “A=% mixed with view; H=hue; S=saturation; V=value/brightness,” says Redditor pmarksen. “The top two sliders relate to camera blur, and brightness. Not sure what the middle ‘sum’ slider does yet.”
The “eco mode” label seems to refer to a battery-saving feature that deploys a smaller screen resolution (the Find My user interfaces includes an AR camera overlay that directs you to your item), while the “dots” options apparently refer to the number of dots that swarm on the screen as part of the animation that shows you approaching your target.
If anyone else has any more hints, clues, or wild speculation about what else the screen shows, please feel free to drop by the comments below. We’ve pinged Apple to ask about this menu and expect to hear only embarrassed silence.
A Microsoft executive has admitted that the company doesn’t earn any profit on sales of Xbox consoles alone. The admission came as part of the Epic v. Apple trial yesterday, confirming what we’ve known for years: Microsoft sells Xbox consoles at a loss. Asked how much margin Microsoft makes on Xbox consoles, the company’s head of Xbox business development, Lori Wright, said, “We don’t; we sell the consoles at a loss.”
An Epic Games lawyer asked a follow-up question: “Does Microsoft ever earn a profit on the sale of an Xbox console?” Wright replied, “No.” That doesn’t mean Xbox doesn’t make money, though. Microsoft was keen to point this out in a statement to The Verge just hours after Wright’s testimony yesterday.
“The gaming business is a profitable and high-growth business for Microsoft,” says a Microsoft spokesperson. “The console gaming business is traditionally a hardware subsidy model. Game companies sell consoles at a loss to attract new customers. Profits are generated in game sales and online service subscriptions.“
I asked Microsoft whether it never truly makes any margins on hardware alone, but the company didn’t respond in time for publication. Typically, Microsoft and Sony subsidize hardware at the beginning of a console’s lifecycle, but those early component costs tend to decrease over time. Those lower costs also translate to lower retail prices for consoles over time, though.
A teardown analysis of the Xbox One S, for example, revealed an estimated bill of materials of $324, which is $75 less than the $399 launch price for the 2TB version of the console, back in 2016. Microsoft also launched a disc-less version of the Xbox One S two years ago, which was presumably also sold at a loss.
Sony and Microsoft have similar business models for PlayStation and Xbox consoles, but Nintendo is the exception. In court documents, Microsoft estimates that hardware is generating a loss for Sony, but a profit for Nintendo. That’s backed up by Nintendo’s impressive 84.59 million Switch sales this year, up to March 31st.
Why all these costs are being discussed right now is a big part of the ongoing Epic v. Apple trial. Epic isn’t happy about Apple’s 30 percent revenue cut on in-app purchases for Fortnite, but Apple is arguing that Epic should also take issue with Microsoft or Sony’s identical 30 percent cut. It has resulted in hours of testimony about whether the iPhone is more like a PC or an Xbox, and a debate around open platforms versus locked-down ones. Microsoft clearly sees a difference between Xbox and PC, and has only cut the amount it takes on the Windows side to 12 percent, while the Xbox remains at 30 percent.
Microsoft obviously wants to maintain its business model for Xbox, and has attempted to push the industry toward digital games for years. Microsoft has very much sided with Epic Games in the case against Apple, and Epic has admitted it has never even questioned Microsoft’s digital sales cut. But how long this harmony will exist between the pair will very much depend on the future of digital game sales and cloud gaming. Microsoft is increasingly focused on its Xbox Game Pass subscription, which spans across devices that aren’t even Xbox consoles.
Game Pass also includes xCloud, Microsoft’s cloud gaming technology. Fortnite isn’t part of xCloud, because Epic Games won’t allow it. That highlights the emerging battles that are starting to take place in the game industry over shares of revenue. It looks like Microsoft has been preparing for some of them, but Epic v. Apple feels like the beginning of a greater war over the digital future of game stores.
Apple’s HomePod and HomePod mini smart speakers now support voice control for Deezer.
In Australia, Canada, France, Germany, Japan, Mexico, Spain, the UK and the USA, subscribers of Deezer Premium, HiFi, Family or Student tiers can now ask Siri to play specific tracks, artists, albums, favourites or playlists on their Apple wireless speaker hands-free.
Saying “Hey Siri, play my Flow”, for example, will begin an endless mix of tracks based on the user’s tastes, plus suggested tracks to help them discover new artists. Voice commands aren’t, however, supported for Deezer’s podcasts, audiobooks and live radio.
Deezer can be set as the default music service on the (now discontinued) HomePod and the HomePod mini, however subscribers who don’t wish to do this can still use voice control with HomePod; they simply have to say “on Deezer” at the end of their command.
For Deezer voice commands on HomePod to work, Deezer subscribers must be using iOS 14.3 and above and have their HomePod running the latest software. In the Deezer app settings, their account has to be connected their HomePod.
Deezer joins Apple Music, Spotify and Pandora in supporting Siri voice control on HomePod, with the likes of Amazon Music and Tidal still without it.
MORE:
Just in: Some HomePod owners can’t access Apple Music after 14.5 iOS update
Read our Deezer review
Our pick of the best music streaming services 2021
Apple Music HiFi tier could launch alongside AirPods 3 in coming weeks
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