Sony’s new PS5 software update is live right now, and includes some surprise improvements to HDR and 120Hz support. While Sony already detailed a big new feature to let players store — but not play — PS5 games on an external hard drive, there’s also a new option to automatically switch video output to non-HDR when you’re using a game or app that doesn’t support HDR.
This is a key improvement for those using HDR on the PS5, as it now means you no longer have to dig into the settings menu to manually disable HDR when you’re viewing SDR content.
Alongside these HDR changes, this update also adds two new HDMI controls in the system part of the PS5 settings menu. You can now toggle one-touch play, which will automatically turn on a connected TV when you power up a PS5 and switch it to the correct input. You can also toggle power off link, which allows the PS5 to enter rest mode if you turn off the TV connected to your console.
Sony is also supporting 120Hz with more PC monitors with this update. If you have a 1080p PC monitor that supports 120Hz, it should now work at this refresh rate with the PS5. Unfortunately, Variable Refresh Rate (VRR) support is still missing on the PS5, though.
This latest software update also includes better options for quickly disabling in-game chat, an option to search for purchased games, and the ability to hide games in a library.
Those lucky enough to have got their hands on a PlayStation 5 despite the recent shortages can look forward to another large download in the near future, as Sony gears up for the release of the console’s first major update tomorrow, as announced on the PlayStation Blog.
With the first PS5 update you’ll now be able to store PS5 games on external storage, but you won’t be able to play them from there. Copying games from a USB SSD sure beats deleting them and re-downloading, or reinstalling from a ‘disk’ (whatever one of those is) if you’re short of space on the internal SSD, but it’s not a perfect solution.
Elsewhere, there are some changes to social features and personalization options. The popup Game Base menu that covers parties and chat has been improved, you can hide titles you’re ashamed to own in your game library, and trophies are now handled better with (finally!) the ability to see a quick summary of your trophy stats. The PlayStation smartphone app is also getting some love, with added abilities including console storage management and notifications of when your friends are online.
While there’s quite a lot baked in to this update, it’s more notable for what it doesn’t contain: there’s still no way to expand the internal storage of the monolith, and Sony maintains it’s still ‘working on this feature’. For those of us used to whacking an M2 drive into any spare slot and it working first time, this seems like an unnecessarily drawn-out process, especially as Microsoft’s partnership with Seagate has seen expandable storage modules for the Xbox Series consoles become readily available.
Sony has just invested another $200 million in Epic Games as part of a $1 billion funding round, Epic announced today. Over a dozen investors contributed toward the funding round, which valued the Fortnite developer at $28.7 billion. That’s over $10 billion more than Epic Games’ estimated value at the time of Sony’s major investment last July.
Epic Games CEO Tim Sweeney is still the company’s controlling shareholder after the investment. In a press release, Sweeney said that Epic will use the investment to “help accelerate our work around building connected social experiences in Fortnite, Rocket League and Fall Guys, while empowering game developers and creators with Unreal Engine, Epic Online Services and the Epic Games Store.”
The funding round comes less than a year after Sony’s $250 million investment in Epic. That bought it a 1.4 percent stake in the company, which VentureBeat noted valued it at $17.86 billion. In a statement released to coincide with today’s investment, Sony CEO Kenichiro Yoshida said that the company is “excited to strengthen our collaboration to bring new entertainment experiences to people around the world.”
This is just the latest sign of Sony and Epic’s close relationship. Epic has used Sony’s PS5 console to show off its next-gen Unreal Engine 5 engine, and Sweeney said the two companies worked closely together on developing the PS5’s storage architecture. “We’ve been working super close with Sony for quite a long time on storage,” he said at the time.
Epic’s increase in valuation comes even as the company has spent hundreds of millions on free games and exclusives for the Epic Games Store. The figure recently emerged as part of its ongoing legal feud with Apple after the iPhone manufacturer kicked Fortnite off its App Store last year.
Nintendo has announced a new color for its portable-only Switch Lite. The new hue is “blue,” which looks pretty close to the Game Boy’s “pocket blue” color variant. The new color could also be inspired by Pantone’s decision to name “classic blue” the Color of the Year for 2020.
Blue joins the other four variants available in the Switch Lite lineup: gray, turquoise, yellow, and coral, the latter of which was the first color announced in the product’s release since the Switch Lite debuted in 2019. Unlike the regular Nintendo Switch, which is a hybrid console that can be played on the go or docked and paired with a larger screen, the Switch Lite is designed for handheld-only gameplay.
Image: Nintendo
Image: Nintendo
Image: Nintendo
The blue Switch Lite will be available on May 21st, the same day as Nintendo’s upcoming adventure game Miitopia launches on the Switch. And just like the other four colors in the Switch Lite portfolio, the blue Switch Lite will be priced at $199.99.
Roku today announced that its latest software release, Roku OS 10, has begun rolling out and will start making its way to all supported devices in the coming weeks. “Roku OS 10 introduces a variety of new features getting users to content faster, improving network and input configurations, offering new ways to customize the experience and performance enhancements,” the company said in a press release.
The first new feature of Roku OS 10 is instant resume: now, streaming apps can pick up from where they left off when you last exited them. This seems to require some work on the developer’s part, as only a few apps (including the Roku Channel) are offering instant resume out of the gate — but none of the huge players like Netflix or Prime Video are supporting it yet.
Next is what Roku calls “automatic Wi-Fi detection.” If you’ve got separate Wi-Fi networks in your home for 2.4Ghz and 5Ghz, a Roku device will now recommend the better option at setup. And if there’s any buffering or other stream interruptions, you might see a prompt appear recommending that you jump over to the other, less congested network.
Roku is also adding automatic game console configuration. Starting with Roku OS 10, when you plug a console into a Roku TV, the tile will change to the right name and the Roku TV will enter game mode. “Depending on the Roku TV model being used, settings that get automatically configured may include HDR gaming, auto low latency mode (ALLM), variable refresh rate (VRR), high frame rate, and THX certified game mode.”
AirPlay 2 and HomeKit support will be extended to more devices with the launch of Roku OS 10. Before, these Apple features came to 4K-compatible Roku products and 4K Roku TVs, but now the company says they’ll both now be available “on HD Roku streaming devices, such as the Roku Express, and select HD Roku TV models.”
Roku OS 10 lets you customize the live TV channel guide if you’ve got an antenna plugged into your Roku TV. And it also introduces support for HDR10+ on the Roku Ultra and new Roku Express 4K Plus. It also adds virtual surround sound to the Roku Smart Soundbar and new Roku Streambar Pro.
(Pocket-lint) – With some LCD TV makers – including LG! – making a big song and dance about the introduction of Mini LED backlight technology for 2021, the pressure on mainstream OLED TVs to deliver their own substantial hardware leap that’s been rumbling along for years now has become particularly intense.
Just as well, then, that LG’s OLED G1 is stepping up to the plate with a new ‘Evo’ panel design that promises both more brightness and better colour than any LG OLED TV has managed before. Besides that, it’s got all the bells and whistles that cinephiles, gamers and designers will crave in a wall-mount TV. So just how good is it?
Design
4x HDMI 2.1 inputs, 3x USB ports
LAN & Wi-Fi multimedia options
As with LG’s debut Gallery OLED TVs in 2020, the OLED G1 – reviewed here in 65-inch, there’s also 55- and 77-inch versions – is designed very much with wall-mounting in mind. So much so that it only ships with a wall bracket. If you want to place it on desktop legs you’ll have to pay extra for them. And even then they won’t really do the G1’s thin, elegant profile justice.
The G1 wall-mount is designed to sit within a recess on the TV’s rear, allowing the screen to hang perfectly flush to a wall. Its impact on your living space is minimised even further, too, by the extreme narrowness of the screen’s frame. You can even choose to play artworks on the screen in a low power mode when you’re not watching it, further justifying the Gallery name.
The only issue with the design, perhaps, is that most people actually don’t wall-mount their TV, but may well still want to get their hands on the G1 series’ unique high brightness panel. If that sounds like you, be prepared to pay the extra for those optional support feet – or a new tripod-style Gallery floorstand LG has introduced for 2021.
The OLED G1’s connections put those of most rivals to shame. Especially when it comes to its four HDMIs, which all meet the latest HDMI 2.1 specification and so can support all the latest features of 4K HDR playback at 120Hz, automatic low latency mode (ALLM) switching for faster gaming response times, and variable refresh rates (VRR). Even in 2021 most rival premium TVs are only offering one or two full-spec HDMIs.
What is ALLM and VRR? TV gaming tech explained
Picture Features
HDR Support: HDR10, HLG, Dolby Vision
Processing engine: Alpha 9 Gen 4
The advances of the OLED G1’s new Evo panel (which is exclusive to the G1 series) come in two main areas.
First, a new ‘luminous element’ is included to enhance brightness without using lots more power or, so LG claims, increasing the likelihood of the OLED G1 suffering with the permanent image retention issue that can affect OLED technology.
Second, LG has introduced a new green layer into the OLED G1’s panel construction that should, in conjunction with new narrower wavelengths for the red and green colour elements, lead to more dynamic and precise colours across the spectrum.
With Panasonic and Sony also using brightness-enhancing panels on their premium OLED ranges for 2021, though, LG has one other bit of the OLED G1’s picture story it’s keen to talk about: its new Alpha 9 Generation 4 processor. Without this, LG argues, the OLED G1 would not be able to unlock the new panel’s full potential.
The Alpha 9 Gen 4 processor also boasts a few potentially important new more general image tweaks. These include new Natural and Cinema Movement motion processing modes, and enhancements to both LG’s AI Picture Pro and AI Sound Pro automatic picture and sound optimisation options.
On the AI Picture Pro front, the latest processor can now use AI learning to identify when an image may be showing a city scene, a landscape or a night shot, and apply specific rules to the image accordingly. It can even apply ‘rules’ to specific objects or areas of specific content within any overall image, creating a more three-dimensional and natural effect than would be possible by just applying the processing rules equally across the whole image.
The OLED G1’s use of an OLED rather than LCD panel – no surprise given the name, eh? – brings with it innate picture quality advantages too. For instance, it can be watched from almost any angle without its colour saturations or contrast deteriorating significantly. It can also deliver light control down to individual pixel level, so that the darkest blacks the panel is capable of can appear literally right next to the brightest whites, without any dimming/greyness/backlight clouding trade-offs. This sort of local light control just isn’t possible with LCD TVs – not even those that use Mini LED technology.
As usual with a premium LG TV, the OLED G1 supports the Dolby Vision and HLG formats of high dynamic range (HDR) technology, alongside the industry standard HDR10 format. There is no support for the rarer (in source terms) HDR10+ format.
The OLED G1 picks up where the company’s popular 2020 X series OLEDs left off when it comes to gaming, continuing to offer 4K resolution, HDR, 120Hz refresh, plus variable refresh rates (VRR) across all four HDMIs.
It introduces a roster of new gaming options via a Game Optimiser ‘dashboard’ too. These options include a series of selectable game genre-based picture presets, an AI Game Sound mode, separate tweaks for the bright and dark extremes of gaming graphics, a Reduce Blue Light option for shifting game graphics to a warmer, less fatiguing colour tone, and separate Standard and Boost input lag reduction options that deliver exceptionally fast response times of just 12.4ms and 9.4ms respectively.
There’s also a new Fine Tune Dark Areas option for VRR gaming that provides a counter-measure to the tendency of OLED TVs to exhibit raised black levels when playing VRR images. So LG is clearly hell bent on retaining the legion of gaming fans it picked up with its forward-thinking 2019 and 2020 LG OLED series.
Smart Features
Smart system: WebOS 6.0
After years of merely refining its much-loved webOS platform, LG has finally introduced some really significant changes on the OLED G1.
A new full-screen interface takes over from the old and familiar strip of app icons along the bottom of the screen. This interface focuses for the most part on recommending content based on household viewing habits and currently popular shows from across the wide range of apps the TV supports. There’s a substantial box to top right, too, that takes you to a well-presented and wide-ranging content search page.
While it makes sense these days to shift the webOS focus to providing recommended content curated from across supported apps rather than making users explore content on a per-app basis, the layout and ‘weighting’ of the new home screen doesn’t feel quite right. The three link options along the top of the screen in particular feel like they’re been given more weight than they really warrant.
The signature webOS source icon strip does still continue along the bottom of the new full-screen home page, and you can scroll down from there to a small selection of further shelves containing a list of all your connected devices, and direct content links to some of the most popular streaming apps. Strangely there’s no Netflix shelf at the time of writing, though, and you can’t change the order the shelves appear in.
LG’s voice control and recognition features – Amazon Alexa, Google Assistant and LG’s own ThinQ options are all available – continue to be excellent. As does the system’s level of app support, with all the key streaming services covered. This includes the UK’s terrestrial broadcaster catch-up services via Freeview Play.
Picture Quality
The OLED G1 undoubtedly delivers overall better picture quality than any of LG’s 2020 OLED TVs. Whether it delivers as much of an improvement as some quarters might have been hoping for, though, is another question.
The new Evo panel makes an impact in two ways. First, where an HDR image, such as a shot of sun-drenched blue sky, features almost full-screen brightness, there’s a slightly higher level of overall intensity to the picture than 2020’s LG models can provide. Second, the very brightest parts of HDR images – naked bulbs and lights, reflections on glass or metal, sun-drenched clouds and the like – look punchier and, as a result, more natural.
It’s noticeable, too, that since the Evo panel is designed to handle slightly lighter peaks of brightness, it typically delivers more subtle detailing and shading in the brightest HDR areas.
These differences, along with a slightly richer, more refined HDR-content colour palette, are more consistently noticeable when playing HDR console and PC games than they are with typical video.
Even with the punchiest games, though, the OLED G1 step up from 2020’s LG OLEDs don’t elevate the brand’s OLED performance into a whole new ball park. It’s more refinement than revolution. While this initially feels slightly disappointing, it doesn’t take long living with the OLED G1 to start feeling as if this initial assessment is a bit foolish.
After all, the OLED G1 is providing a 10-20 per cent HDR performance boost to 2020 LG OLED TVs – which were themselves sensational performers. And that’s actually a pretty remarkable achievement in a premium TV world now so good that even the tiniest improvements should be embraced like long lost relatives.
What’s more, the G1’s picture improvements aren’t just down to its new Evo panel. The new Alpha 9 Gen 4 processor has its part to play too, on two levels.
First, the new AI Picture Pro option is a substantial advance over its predecessor. Its ability to apply more effective enhancements on a more local basis yields pictures which look both more eye-catching and more natural. This eye-catching/natural combination is key, since while LG AI processing has previously delivered enhancements to colour, sharpness and contrast, those enhancements have always been accompanied by distracting side effects. On the OLED G1 the improvements are not only more pronounced, but come at the expense of practically no downsides.
There are, of course, people who won’t use the AI Picture Pro mode because they don’t like the idea of a TV’s processor taking over the way a picture looks. And for those people the OLED G1 still supports all the calibration tools and accuracy of other recent LG generations. The much improved AI Picture Pro is very much worth trying for most users, though.
The other key processing improvement comes from LG’s new motion options. The new Natural motion processing mode used by default with most of the OLED G1’s picture presets is a little too smooth and can cause unwanted processing side effects. The new Cinematic Movement mode, though, does a superbly well-balanced job of gently reducing the rather ‘hard’ judder with 24p movie sources that OLED TVs can exhibit without creating really any distracting side effects. It’s outstanding.
The OLED G1’s improvements have not, thankfully, compromised any of LG’s traditional OLED strengths. Black levels still look inky, actually exhibiting slightly less noise in areas of near-black detail, despite also showing more shadow detail in most picture presets.
Colours hardly ever look forced or over the top despite the slight brightness increase and marginally purer presentation, and sharpness is slightly improved without making the image look brittle or harsh. With HD sources, in particular, the new Alpha 9 Gen 4 upscaling really earns its corn by delivering a markedly crisper finish than seen with previous LG OLED generations without exaggerating noise.
The OLED G1’s pictures are not completely perfect though. There’s noticeable flickering in dark scenes when gaming in VRR, for starters. All Dolby Vision presets (bar Vivid) can cause some crushing of detail in dark areas. There’s a new hint of magenta over pictures if you watch from a wide angle, too, although contrast and colour intensity still benefit from OLED’s viewing angle advantage over LCD in this area.
The OLED G1 can also still exaggerate compression noise in dark (usually SDR) streamed scenes, and even with the G1 it’s still important to stress that while OLED is untouchable when it comes to local (as in, pixel by pixel) contrast, premium LCD TVs can still get significantly brighter with both peak and full-screen HDR content.
Sound Quality
Since LG doesn’t join Sony in using the screen surfaces of its premium OLED TVs to produce sound, there isn’t much space in the OLED G1’s super-skinny design for a big old set of speakers. With that in mind, though, in many ways the OLED G1 sounds pretty good.
For starters, a new Virtual 5.1.2 upconversion system introduced by the Alpha 9 Gen 4 processor does a surprisingly convincing job of adding a mild sense of height to soundtracks that don’t have height channels built-in. At least the sound expands nicely from all of the TV’s edges, even if there isn’t any sense of actual overhead sounds. Voices tend to sound clear and believable, and detail levels are quite high for a sound system that doesn’t have any forward-facing drivers.
There are two fairly significant issues, though. First, while it’s cool that the OLED G1 decodes Dolby Atmos soundtracks (though there’s no DTS support), it doesn’t do so very well. The speakers just can’t deliver anywhere near as much impact as they should with very loud, dense Atmos moments. In fact, the speakers tend to become more subdued just when they’re supposed to be ratcheting up.
This makes LG’s own AI Sound Pro setting a much better option for most content. This does amp up to take on loud moments, as well as somehow make the sound fill the room more.
However, whenever a film soundtrack features low rumbles – especially in AI Sound Pro mode – the TV’s low frequency drivers start to fall prey to significant amounts of break up and distortion. So much so that it can become quite hard to listen to, and a clear distraction from the onscreen action.
Best go buy a separate soundbar/surround system then.
Verdict
At the time of writing there’s a question mark over whether the OLED G1 is sufficiently superior to the upcoming C1 mid-range OLEDs – which don’t get the Evo panel – to justify its extra cost. Based on the type of enhancements it brings over last gen’s CX models, though, it most likely is a worthy step up from the C1 – if you’re looking to wall-mount anyway.
So while it doesn’t quite shatter the OLED rule book in the way some had hoped, the OLED G1’s new Evo panel in conjunction with LG’s latest processing engine delivers comfortably the best OLED TV LG has ever made. That’s what makes this TV special. A fact which should rightly have both AV and gaming fans drooling, given how good LG’s previous OLEDs have been.
Also consider
LG OLED GX
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If you can live without the Evo panel’s enhanced HDR performance and Game Optimiser functionality but like the Gallery design, 2020’s OLED GX is still available for a chunk of cash less.
Read our review
Panasonic HZ2000
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Panasonic was the first brand to introduce new high brightness OLED technology, and 2020’s version of this technology is still available at a slightly lower price than the LG. Stocks are apparently starting to run low, though, so get a move on!
Logitech said Friday it is discontinuing its line of Harmony universal remotes, ending years of speculation that the devices were on their way out. Models that are currently in stock at retailers will be available while supplies last, and the company says it will continue to provide support and service for the Harmony remote “as long as customers are using it.”
“While Harmony remotes are and continue to be available through various retailers, moving forward Logitech will no longer manufacture Harmony remotes,” according to a blog post on Logitech’s support page. “We expect no impact to our customers by this announcement. We plan to support our Harmony community and new Harmony customers, which includes access to our software and apps to set up and manage your remotes. We also plan to continue to update the platform and add devices to our Harmony database. Customer and warranty support will continue to be offered.”
Logitech acquired Intrigue Technologies, the original maker of the Harmony remote, back in 2004. Harmony universal remotes were popular among consumers seeking one remote to rule them all— cable box, gaming console, and streaming devices. Some newer models were even able to be used with smart home devices.
Logitech’s business has boomed during the coronavirus pandemic as people worked and schooled at home; in January, the company reported its third-quarter sales were up 85 percent year over year to $1.67 billion, enough that it could splurge on its first-ever Super Bowl commercial.
But with the rise of streaming services over the past few years, universal remotes are no longer as crucial as they once were. Logitech CEO Bracken Darrell told The Verge in 2019 that Harmony was a small business for the company; he said the remote business was only about 6 percent of the size of Logitech’s massive keyboard business, for instance.
“I think over time, you’ll have fewer and fewer people who feel like they really need that universal remote,” Darrell said at the time. He added that the company appreciated hardcore Harmony users who love the device: “it’s so rare to have users that love something as much as a lot of our Harmony users do. We’ll always take care of them because we really believe that that’s part of the responsibility of the brand,” Darrell told The Verge. “So we do love Harmony for that reason. How long it will be out there, I don’t know.”
El Clásico returns on Saturday as Real Madrid host Barcelona in a pivotal La Liga clash that could help decide this season’s Spanish title. All eyes will be on the Estadio Di Stefano for the biggest Clásico in decades. Both teams need to win if they’re to have a chance of challenging table-toppers Atletico Madrid. It’s a late kick-off (8pm BST); here’s how get a Real Madrid vs Barcelona live stream from anywhere.
Real Madrid have confirmed their squad for Saturday and the big team news is that Eden Hazard will watch from the sidelines – the Belgian superstar is yet to fully recover from a muscle injury. By the looks of things, Zinedine Zidane has stuck with the same line-up that beat Liverpool in the Champions League on Wednesday, with the likes of Benzema, Modric and Vinicius all getting the nod.
The tide is starting to turn for Real Madrid, and at the perfect time. They’re currently just a couple of points behind rivals Barcelona, having fallen seven points behind top-of-the-league Atletico Madrid in January. With Atletico suffering a recent shock 1-0 loss to Sevilla, Zidane’s Real will sense an opportunity to make up ground.
Barça are unbeaten in 19 league games but it hasn’t been the best of seasons for Ronald Koeman’s men. They now have a golden opportunity to finish top of the table for the first time in two years – provided they beat Real and win the next eight La Liga fixtures.
Ready to find out which side will conquer El Clásico and move a step closer to La Liga glory? Follow our guide below to watch a Real Madrid vs Barcelona live stream from anywhere – and for free!
La Liga live stream: how to watch Spanish football
How to watch Real Madrid vs Barcelona for free
Rights to show La Liga matches in the USA – including the epic Real Madrid vs Barcelona clash – belong to beIN Sports. It’s easily bolted on to your existing cable package 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 El Clasico for nothing!
Going to be outside the US this weekend? Simply use a VPN to access FuboTV 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.
Real Madrid vs Barcelona kicks off at 3pm ET / 12pm PT on Sunday morning in the States.
Watch Real Madrid vs Barcelona from abroad using a VPN
Even if you have subscribed to the relevant El Clasico rights holders, you won’t be able to access 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. VPNs are a doddle to use and create a private connection between your device and the internet. All the information passing back and forth is entirely encrypted.
We recommend paid-for VPN services, such as ExpressVPN because they are entirely safe, come with 24/7 customer support and can be used to watch sport and other entertainment from any part of the world on almost any device. Try it out with the link below and get three months free.
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.
UK: Real Madrid vs Barcelona live stream
This Saturday’s clash between Real Madrid and FC Barcelona will be shown live on La Liga TV, which is available as a standalone service via Premier Sports.
The company offers a handy streaming option. The cheapest plan costs £6.99 a month and gets you access to La Liga TV. Splash out £10.99 a month and you get all four channels: La Liga TV, Premier Sports 1 & 2 and Box Nation. Either way, it sounds like a bargain.
La Liga games can also be found on Virgin Media on the recently announced LaLigaTV channel in HD on channel 554. It’s available to all Premier Sports customers but any Virgin Media subscriber can sign up for £9.99 per month through their on-screen service. Use Home > Apps & Games > All Apps > TV Channel Upgrades on the remote. Home also to Italy’s Serie A, Premier Sports is available to Sky TV customers for £11.99 per month, or a £99 annual charge.
Australia: Real Madrid vs Barcelona live stream
Streaming service Kayo Sports offers the best coverage of Real Madrid vs Barca down under.
Subscription costs $25 per month for Kayo Basic or $35 per month for Kayo Premium. The latter is a good option if you want to stream the coverage to various TVs and devices throughout your home.
Better still, Kayo Sports is giving new users a free 14-day trial.
Of course, the free trial is only available in Australia, so any Aussie stuck outside their own country will need to use a VPN to get access.
Crowbits’ progressive STEM kits teach future engineers (ages 6-10 and up) the basics of electronics and programming, but nondurable paper elements and poorly translated documentation could lead to frustration and incomplete projects.
For
+ 80+ Lego-compatible electronic modules and sensors
+ Helpful programming software
+ Progressive learning kits
+ Examples are very helpful
+ Engaging projects for pre-teen and teen engineers
Against
– Inadequate and inaccurate project tutorial
– Cable modules are stiff and pop off easily
– Cardboard projects are flimsy and cumbersome
– Labels are hard to read
They say that the best method of teaching is to start with the basics. This is true for most subjects, but even more so for getting kids involved and interested in learning about electronics and programming. This is exactly Elecrow Crowbits’ approach to launching young inventors and creators into the world of technology.
Available via Kickstarter, the STEM kit series starts with building simple projects that make use of basic electronic concepts, then steps up kids’ skills by introducing projects that require some coding and graduates to more advanced application development. The Crowbits lineup consists of five interactive STEM-based packages, each appropriately themed with projects that cater to kids from ages 6 -10 and up. These are the Hello Kit, Explorer Kit, Inventor Kit, Creator Kit and Master Kit.
With the variety of engineering kits out in the market today, Crowbits’ pricing falls in the mid-range category. Ranging from $26 to $90, depending on which kit you prefer, it is money well spent. One of the key values that Crowbits brings is its focus on teaching kids the basics of electronics through the use of these programmable blocks and sensors and ties that learning to current practical uses, like turning the lights on or off. This simple circuit logic is used to program small home appliances like coffee machines, automatic dispensers or even smart home security systems.
Much like the company’s previous Kickstarter project the CrowPi2, a Raspberry Pi-powered laptop which we reviewed last year, Crowbits also presented issues with documentation. Makers and creators know that clear and concise directions are very important for any project building. Unclear and inadequate instructions causes users, especially beginners, to feel that they may have done something wrong. They may be able to troubleshoot some issues themselves, but if left unresolved an air of defeat and frustration ensues.
Crowbits Setup
Setup for Crowbits starts with choosing which components to use depending on the project the child wants to try. The modules are designed to be plug-and-play so young makers can use them to build structures and experiment right away. Modules are also compatible with the entire series of learning kits, so if you purchased more than one, you can use them interchangeably.
If you want to try building from the suggested projects, of which there are plenty to choose from, note that they become more challenging as you move up in the series and may include some coding and firmware downloads.
How Crowbits Work
Every kit consists of a number of modules. Each module has magnetic pogo-pins on all sides that help connect them easily. Another way of connecting modules are by the magnetic cables. At the back of each module are Lego holes for seamless integration of Lego bricks to any structure.
There are four different types of modules and are easily identified by color: Blue for power/logic, yellow for input, green for output and orange for special modules. It’s important to keep in mind a few rules for creating a circuit sequence. There should be at least a power, an input and an output module in order to build a circuit, with the proper sequence having the input block before the output.
There could be multiple input and output blocks in a sequence where the output is controlled by the nearest input block. Lastly, names of modules must be facing up to ensure the correct pins are being used.
Crowbits Module and Sensor Breakdown
There are four different types of modules and sensors for Crowbits and each function is distinguished by color:
Power Modules (Blue) – the power source and a core module that’s required for every project build. You’ll see a green light that indicates when the power is on. Use the included micro-USB cable to re-charge the power supply when needed.
Logic Modules (Blue) – for basic operations. Includes: 315 MHz Controller, Expansion, etc.
Input Modules (Yellow) – accepts input data like touch, vibration or object detection and passes it to the output modules. Includes: Touch module, IR reflective sensor, light sensor, etc.
Output Modules (Green) – receives command from input module and executes ending action. Examples are: Buzzer module (makes a sound), LED (Y) light up, or vibrate
Special Modules (Orange) – used for advanced programming tasks. Examples are: I2C or UART
Crowbits Software and Hardware
Programming Languages Supported: Letscode (Elecrow’s visual programming software based on Scratch 3.0), which supports Python and Arduino IDE.
Open Source Hardware Compatibility: ESP32 TFT, Micro:bit board, Arduino UNO and Raspberry Pi (TBA).
OS Supported: Windows and Mac
Crowbits Learning Kits Use Cases
Hello Kit and Explorer Kit
The Hello Kit and Explorer Kit are learning tools for beginners and targets children ages 6-8 and up. It introduces the concept of modules and their functionality. No coding is required for any of the suggested experiments and projects here. Building the projects with cardboard elements proved to be difficult for my seven-year-old and she got easily frustrated trying to use the thin double-sided tape that came with the kit.
Once the structures were built (with my help) she did enjoy putting the modules together and making things happen like sounding the buzzer on the anti-touching device or making the lights turn on her window display project. Another annoyance to note was when using the cable module that serves to connect modules together. The cable is quite thick and not flexible so it had the tendency to pop off and break the connection for multiple projects.
I would have to say that my daughter was most engaged with the Explorer Kit, perhaps because the projects had more integration with Lego blocks, and some projects were also very interactive like the Quadruped Robot and the Lift, which were her favorites. She enjoyed building the structures and seeing the creations come to life, especially when there was movement, sounds and lights.
Inventor Kit and Creator Kit
The Inventor Kit and Creator Kit are the intermediate learning tools of the Crowbits series and targets children ages 10 and up. The Inventor Kit includes more advanced projects that incorporate the Micro:bit board in the builds. This requires some coding and the use of Letcsode, Elecrow’s Scratch-based drag-and-drop visual programming software.
The software seemed a bit buggy (mainly in steps like downloading custom code) and there were inaccuracies in the project documentation that led to a lot of troubleshooting on our part. Hopefully, by the time Crowbits is ready for release in June, these kinks will have been resolved.
It is worth noting, though, that the list of projects suggested for the Inventor kit seem to be age-appropriate. My tween worked on the Horizontal Bar and the Ultrasonic Guitar projects. She thoroughly enjoyed the experience and had no issues following the diagrams in building the Lego structures. There was a little hiccup in using the software, as I mentioned earlier, where we were wanting for troubleshooting tips and more clear documentation.
Unfortunately, we were not able to try out the Creator Kit as it was not available when we received our evaluation samples. We may update this review when we receive the Kit after its June release.
Master Kit
The Master Kit definitely is the most challenging of the engineering kits in the Crowbits lineup, with the task of programming hardware and software to build real-life products like a mobile phone, a game console and a radar. I’ll set aside my comments for this kit as I was unsuccessful in trying to make the phone and console work due to a corrupted SD card.
Additionally, we had intermittent issues while uploading firmware. It is unfortunate because I was looking forward to this kit the most, but perhaps I can re-visit the Master Kit and post an update at a later time.
The one successful project build out of this kit, the radar, honestly left us scratching our heads. The expected results were not seen as we tried a placing variety of objects in the vicinity of the rotating radar dish and none of them seemed to be detected.
Crowbits Learning Kits Specs and Pricing
Modules
Projects
Age
Price
Hello Kit
7 Modules
5 Cardboard Projects
6+
$26
Explorer Kit
13 Modules
12 Projects
8+
$70
Inventor Kit
10 Modules
12 Lego, graphic programming projects and Letscode introduction
10+
$80
Creator Kit
TBD
TBD
10+
$90
Master Kit
TBD
TBD
10+
$90
Crowbits Available Bundles and Special Pricing
Bundles
Kits Included
Pricing
Bundle #1
Explorer Kit, Creator Kit, Master Kit
$239
Bundle #2
Explorer Kit, Inventor Kit, Master Kit
$249
Bundle #3
Hello Kit, Explorer Kit, Inventor Creator Kit, Master Kit
$354
Bottom Line
Despite all its kinks, overall the Crowbits STEM Kit appears to be another great educational tool from Elecrow with the emphasis on educating kids on electrical engineering. Whether it be building simple circuit projects or coding more complex applications for use in everyday living, the Crowbits series provides a complete learning platform for kids ages 6-10 and up.
With its average pricing and the flexibility to pick and choose which kit to purchase, it is an attractive choice for someone looking to buy an educational STEM kit for their child or loved one. Of course you can also buy the entire set as a bundle and enjoy helping your child build models and program as you go through the different stages of electronic learning from basic to advanced concepts. It’s also worth noting that the Letscode software program that comes with the packages is free and supports Python and Arduino programming which is a welcome added bonus.
New filings show both sides’ legal strategies at work
On May 3rd, Fortnite publisher Epic Games will finally have its day in court, forcing Apple to defend kicking Fortnite off the iOS App Store last year. Epic’s antitrust lawsuit is bigger than a single game; it’s a direct challenge to the App Store model, the most significant legal challenge Apple has faced since the Xerox days.
Last night, both sides filed a document called a “proposed findings of fact,” essentially laying out every factual claim they’ll rely on in their arguments. The documents run more than 650 pages in total, giving a detailed roadmap of how each side sees the case — from the early days of the iPhone to Epic’s specific preparations for picking this fight with Apple. But the filings also bring the case into focus, raising three questions that will be central to the trial over the coming months.
The heart of the case is the so-called App Store tax — a 30 percent surcharge Apple collects on purchases made through the App Store. Fortnite was kicked off the App Store for dodging that tax by installing its own payment system, which is forbidden under App Store rules. Now, Epic is making the case in court that the rules should never have been put in place.
You often hear that this case is about whether the App Store is a monopoly — but Epic’s argument is more subtle than that, drawing on antitrust ideas around legal monopolies and abuses of market power. As Epic sees it, Apple’s monopoly over iOS is legal, but it’s using the market power from that monopoly to dominate the secondary market for app distribution. Epic compares the situation to Microsoft’s antitrust case in the ’90s: a legitimate monopoly over Windows, extended illegally to the secondary market in web browsers.
It’s a good theory, but it only works if you see the App Store model as fundamentally separate from iOS. In its statement of facts, Apple describes the exclusive App Store as a fundamental part of the iPhone, part of the broader offering that makes the devices valuable. “Apple wanted to ensure that iOS devices were more protected from those malware and instability issues and quality issues that the PC world was used to,” Apple claims in its filing. App Store exclusivity is part of that, but so are security measures like the code-signing and hardware root-of-trust systems. On the software side, there is a range of private APIs and OS-level entitlements that are only enabled after App Store review, tying the systems that much tighter together.
Of course, it’s inconvenient for this argument that Google is offering a competing mobile operating system with none of these restrictions — to say nothing of Apple’s own macOS, which allows side loading. Clearly, it would be technically possible to allow competing app stores on iOS. The question is whether the court sees that as changing Apple’s business model or changing iOS itself.
One of the biggest challenges for Epic is that the App Store model is fairly widespread. Consoles like Xbox and PlayStation operate on basically the same playbook, delivering games digitally through an open but curated digital store that’s locked to the hardware and controlled by the manufacturer. That alone doesn’t make it legal, but it adds credence to Apple’s claim that the App Store lockdown isn’t trapping consumers. If you don’t want to play Fortnite on an iPhone, you can play it on a console or a PC. Some devices come locked into a specific distribution channel and some don’t, giving users the chance to vote with their feet.
Epic’s counter to this argument, as explained in the filing, is that “video game consoles operate under a radically different business model than smartphones.” Development for console games is slow and expensive work, and consoles are useless without a steady supply of those games, so console manufacturers are under immense pressure to attract developers. That means hardware itself is often sold at cost, leaving App Store commissions as the primary source of profit.
Apple is different, Epic argues, because most of its profits still come from iPhone sales. “Developers do not participate in those profits,” the filing argues, “even though the availability of apps contributes greatly to the sale of devices.”
On some level, this boils down to the argument that console companies are nicer to developers, so their platform power is less of an issue. The constant competition between Xbox and PlayStation gives game developers leverage to extract more favorable terms. But iOS and Android don’t compete for app developers in the same way, and the lower cost of mobile development means the competition happens on vastly different terms. Apple has given people lots of reasons to buy an iPhone, which means there’s less pressure on any given line of business. But that’s well short of the standard for monopoly power, and Apple ultimately comes away from the console comparison looking pretty good.
Underneath everything else, Apple is facing a profound question of how much control it can exert over its own devices. For critics, this is Apple’s original sin, using industrial and graphic design to lure customers into a walled garden, then locking the gate. For fans, it’s Apple’s genius, integrating hardware and software to deliver a more purposeful and powerful user experience. But it all rests on Apple’s ability to maintain a closed stack, using hardware integration to control what happens in software.
This trial won’t undo that stack, but it could limit what Apple can do with it. The Epic Games fight started over payment processing, but the same legal standard could allow for alternative app stores or limit the restrictions Apple can place on rogue apps like Parler. It’s a first step toward setting regulatory limits on how tech companies operate, similar to the regulations on wireless carriers or banks. At its most basic level, Epic is arguing that Apple’s ecosystem has grown too big and too powerful for it to be run entirely out of Cupertino, and it’s time for it to be directly accountable to antitrust law.
Hundreds of pages in Apple’s filing are devoted to the benefits of that system for developers and iPhone owners, much of it undeniably true. There really is less malware on iOS devices because of Apple’s software controls, even if scam apps sometimes slip through. The system really does generate a lot of money for iOS developers, many of whom couldn’t compete outside of Apple’s walled garden. The shift to digital distribution really has saved money for developers who don’t need to distribute their product through brick-and-mortar retail anymore.
But in a sense, all of that is beside the point. Abuses of market power aren’t excused just because they’re sometimes helpful, and classical monopolies like Standard Oil or Bell Telephone had lots of side benefits, too. The bigger question is whether courts are ready to dive into the mobile software stack and start dictating the terms of how tech companies can set up their marketplaces. That’s a hard question, and it won’t be settled by a single ruling or a single case. But one way or another, it’s a question this court will have to take on.
Deathloop has been delayed again, with Arkane’s timed PS5 console exclusive moving from its previous May 21st release date to a fall release on September 14th. The news marks the second big delay for Deathloop, which was originally supposed to be out in the 2020 holiday season alongside the then-newly released PS5.
As with the earlier delay, Arkane’s Lyon studio is once again citing COVID-19-related delays, with an increased difficulty in development as it works to ensure “the health and safety of everyone at Arkane.”
Deathloop is the latest title from Arkane’s Lyon studio, best known for the Dishonored franchise and the rebooted Prey from 2017. Players assume the role of Colt, an assassin stuck in a time loop who must fight his way out by assassinating his eight targets using a variety of weapons and mystical powers — all while being hunted by a rival assassin, Julianna (who can be controlled by other players over the internet).
As a next-gen exclusive title, Deathloop is only set to be released on the PlayStation 5 (for a one-year exclusivity period) and PC — despite the fact that publisher Bethesda is now owned by Microsoft. Xbox studio head Phil Spencer told Bloomberg back in September that it’ll still be holding to that timed exclusivity for both Deathloop and GhostWire: Tokyo. Thatmeans, with the current delay, Xbox owners will be waiting even longer before they’re able to head to Blackreef.
Today, you can fire up an Xbox game console and play Halo with a mouse and keyboard. It’s hard to believe I’m writing those words.
Five years ago, I asked a small room of first-party Xbox devs how they felt about supporting mouse and keyboard (now that their boss Phil Spencer had confirmed they were on the way), but they were seriously skeptical. It took two more years for the Xbox One to get even a handful of keyboard and mouse titles in a November 2018 update. Even though games like COD: Warzoneand Fortnite have paved the way for controller parity, the industry is still understandably wary about mixing console and keyboard players.
But now, keyboard and mouse is a native part of Halo: The Master Chief Collection (including Halo CE, Halo 2, Halo 3, Halo 3: ODST, Halo: Reach, and Halo 4) as of a new April 2021 patch, and it’s not alone: every Xbox that can play the game will let you adjust your field of view, crosshairs, and bind controls across multiple inputs, like any good competitive PC-grade shooter should.
Not only does that mean parity with PC, but it might actually make the Xbox version of Halo: MCC preferable for some. As my colleague Tom Warren points out, it’s easier to avoid cheaters in console games:
seeing mouse and keyboard support in Halo on Xbox makes me wish Destiny 2 had this. I’d switch immediately from PC, which is full of hackers, aimbots, and other exploits that ruin the PvP experience
— Tom Warren (@tomwarren) April 7, 2021
The full patch notes also mention new accessibility options, a new “Escalation Slayer” game variant, a new map for Halo 3, and you can easily set your in-game chat and audio devices separately now on PC. And of course, there’s a new season of content dubbed “Raven.” More info on that here.
Me, I’ve played Halo with a mouse and keyboard almost since the beginning. The first copy I owned was the Gearbox port for PC. It’s been a longtime favorite at LAN parties. Ah, do I miss LAN parties.
It’s taken Atari less time to introduce its own Ethereum-based token, a crypto casino, and an NFT licensing business than it has to finally release the Atari VCS not-quite console it revealed in 2017 under the Ataribox moniker. Now the company’s going even harder on crypto and NFT: It announced yesterday that it’d created two new divisions, Atari Gaming and Atari Blockchain, as well as a reshuffle of its leadership team.
The company said in its announcement that its now-previous chief executive, Frédéric Chesnais, would “focus on Licensing and Atari Blockchain.” He was replaced by board of directors chairman Wade Rosen, who said that Chesnais “inherited a situation burdened with debt” and “eliminated debt and enacted a meaningful turnaround” during his tenure by pushing Atari beyond the gaming market.
That push is where Atari started to get weird. (Even weirder than the Speakerhats it announced in 2017, which is saying something.)
Let’s start with the Atari Token. The company said its “primary objective is to be a means of payment for the interactive entertainment industry, but we believe the token will be beneficial for other industries as well” and that “eventually, we envision the Atari Token being available worldwide as a means of payment.”
Then it announced a partnership with Decentral Games to create an Atari-branded casino in the “Vegas City” gaming district on the Decentraland metaverse, which is also based on Ethereum, with a two-year lease. Think that’s confusing to read on an enthusiast-focused website in 2021? Imagine saying that sentence to someone playing Space Invaders on the Atari 2600 in the ’80s. Yet here we find ourselves.
But then Atari managed to cross all those decades by embracing the NFT, or non-fungible token, market that went from a meme to a mega-hit seemingly overnight. The company said yesterday that it “has seen a tremendous amount of success in licensing the Atari related brands for the use in NFTs” and that it “anticipate[s] this playing an even larger part of our licensing strategy in the coming years.”
That’s all happened very quickly. Meanwhile, it seems the Atari VCS is perpetually close to—but not quite ready for—release. The console was revealed in 2017, rebranded to the Atari VCS in 2018, and expanded to a “Raspberry Pi for the living room” in 2019. Atari said it would start shipping the device in July 2019, the end of 2019, March 2020, and spring 2020; it finally started to reach buyers in December 2020.
However, there didn’t appear to be much stock because the Atari VCS is currently limited to pre-orders that Atari claims will ship in spring 2021. We’ll believe it when we see it, especially given the global chip shortage. The device’s former architect also filed a lawsuit in 2020 claiming the company owed him six months of back pay, which doesn’t exactly support the idea that Atari VCS is a priority for Atari… Gaming.
The company’s announcement also suggests that it’s no longer focused on hardware. Here’s the section of the release devoted to the Atari VCS:
“Atari will continue to support the Atari VCS through meaningful third-party content and exclusive first-party content. The VCS community has shown an ingenuity and creativity in adapting the system, and Atari will work to support this by releasing tools that will allow creators the ability to design their own classic Atari games (beginning with the Atari 2600). With an eventual goal of making it easier to create, share and play retro gaming content in the modern era.”
It’s not clear how those efforts would differ from introducing official emulators for the Atari consoles of yore—many of which can already be emulated by other means—or why developers would make retro games for a device that very few people own. But at least there’s some hope for the Atari VCS; the Speakerhat’s all but disappeared from Amazon. So much for the future of listening to music.
Dell has announced four gaming monitors, three of which are curved, that are releasing in the US between late May and late June. It unfortunately isn’t sharing prices for them yet, but the company says that all of them support AMD FreeSync Premium or Premium Pro, as well as variable refresh rate (VRR). VRR should make them as good of a fit for consoles like the Xbox Series X and PS5 (though the latter console hasn’t actually received its promised VRR update yet). This feature limits screen tearing as the frame rate adjusts due to hits or gains to performance.
Starting off big, the company has a new 34-inch ultrawide, curved gaming monitor (pictured above, model S3422DWG) that has a 1800R curve, which won’t envelop your peripheral vision as much as Samsung’s extra-curvy 1000R Odyssey G9 monitor. This model will release first in China on May 7th, then North America on May 27th, and finally on June 22nd in Asia-Pacific regions. It has a WQHD (3440 x 1440) resolution, VA display with a 144Hz refresh rate. Dell touts that it has DisplayHDR 400, though that’s not the spec you should be looking for to provide a bright, vibrant HDR image. This one supports 90 percent of the DCI-P3 color range.
Dell’s also making a 32-inch curved QHD gaming monitor (model S3222DGM) that has a VA panel with a 165Hz refresh rate and a 2ms response time. It’s making a 27-inch version (model S2722DGM) that has the same specs, except it’s actually slightly more curved at 1500R than the 1800R 32-inch model. These will both release in China on May 7th, and availability will open up globally on June 22nd.
It might look similar to the last image above, but the fourth monitor being announced today might especially appeal to people who have an Nvidia graphics card. It’s a non-curved 24.5-inch FHD gaming monitor (model S2522HG) with an IPS panel with G-Sync compatibility in addition to FreeSync Premium. It has a 240Hz refresh rate and a 1ms response time. This one will release in China on May 7th, and it’ll be available in other regions on May 27th.
As usual, each of Dell’s new monitors have have stands that offer a full range of motion, including height, pivot, swivel, and tilt adjustments.
After being removed and replaced by Red Dead Redemption 2 nearly a year ago, Grand Theft Auto V will return to Xbox Game Pass for consoles on April 8th, and it will also be coming to Microsoft’s cloud gaming service, xCloud.
Despite being almost eight years old, Grand Theft Auto V is still widely popular and one of the bestselling games of all time. Since its release in 2013, the game has been ported to PS4 and Xbox One, and it will receive a next-gen port for the PS5 and Xbox Series X / S later this year.
The release on xCloud will allow players to play the game, including the GTA Online mode, on the go without being tethered to their console. xCloud is included for users subscribed to Xbox Game Pass Ultimate, though the service is only available on Android devices at the moment.
Microsoft also confirmed in a blog post today that more than 50 games available in the xCloud library support touch controls, allowing you to play games on Android devices without a controller. The feature debuted last September with support for Minecraft Dungeons, but now, some of the biggest titles on xCloud, including Gears 4 and Sea of Thieves, support the feature.
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