The iOS app for conservative-leaning social media platform Parler is back in the Apple App Store today, after what the company says were “months of productive dialogue with Apple.”
“The entire Parler team has worked hard to address Apple’s concerns without compromising our core mission,” Parler interim CEO Mark Meckler said in a statement emailed to The Verge on Monday. “Anything allowed on the Parler network but not in the iOS app will remain accessible through our web-based and Android versions. This is a win-win for Parler, its users, and free speech.”
Parler, which bills itself as a free speech alternative to Facebook or Twitter, was banned by Apple, Google, and Amazon following the January 6th insurrection at the US Capitol. The companies said Parler had not adequately handled violent threats and hateful content on its platform that encouraged the riot.
Apple reaccepted Parler last month, after initially rejecting its application for re-entry in March; Apple said at the time Parler still had “highly objectionable content,” including Nazi imagery and other hate symbols. Parler says its algorithm can now “automatically detect violent or inciting content, while still preserving user privacy. Such content has always violated Parler’s guidelines.”
Parler remains banned in Google’s Play Store, although users can still sideload the app on Android. Parler sued Amazon, which had provided the site’s web hosting, but the suit has so far not fared well in court.
As Meckler noted in his statement, Parler’s iOS app adheres to Apple’s requirements and “excludes some content that Parler otherwise allows,” the company said in a press release. “However, that content is still visible, at the user’s discretion, on the web-based and Android versions of the platform.”
After the January deplatforming, Parler struggled to resurface on the web. Former CEO John Matze said at one point even the company’s vendors and lawyers had “ditched” him. Matze was fired in February, he said, by a board that included Rebekah Mercer, of the prominent conservative Mercer family.
Microsoft is launching the personal version of Microsoft Teams today. After previewing the service nearly a year ago, Microsoft Teams is now available for free personal use amongst friends and families. The service itself is almost identical to the Microsoft Teams that businesses use, and it will allow people to chat, video call, and share calendars, locations, and files easily.
Microsoft is also continuing to offer everyone free 24-hour video calls that it introduced in the preview version in November. You’ll be able to meet up with up to 300 people in video calls that can last for 24 hours. Microsoft will eventually enforce limits of 60 minutes for group calls of up to 100 people after the pandemic, but keep 24 hours for 1:1 calls.
While the preview initially launched on iOS and Android, Microsoft Teams for personal use now works across the web, mobile, and desktop apps. Microsoft is also allowing Teams personal users to enable its Together mode — a feature that uses AI to segment your face and shoulders and place you together with other people in a virtual space. Skype got this same feature back in December.
Speaking of Skype, Microsoft hasn’t announced any plans to replace Skype with Microsoft Teams on the consumer side yet. Microsoft said it was “fully committed to Skype” last year when it launched the preview of this personal version of Microsoft Teams, but the rise of Zoom during the pandemic certainly highlighted Skype’s irrelevance amongst consumers.
As we noted last year, the personal version of Microsoft Teams is part of a broader effort by Microsoft to remain relevant with consumers after a series of exits from consumer-friendly services. Microsoft isn’t looking to compete with iMessage, Facebook Messenger, WhatsApp, or other chat apps, but it’s clear Zoom is in the company’s sights after its huge rise with consumers during the pandemic.
If you’re interested in trying out Microsoft Teams for personal use, you can download the iOS, Android, or desktop apps, or simply head to Teams on the web and avoid downloading anything at all.
Christopher Stringer, an ex-Apple designer who worked on everything from the HomePod to the original iPhone during his 22 year-stint at the company, has unveiled his new startup’s debut speaker. It’s called the Cell Alpha, a futuristic Death Star-shaped connected speaker with an emphasis on spatial audio. It costs $1,799, or $1,969 if you want the model with a floorstanding base.
The Cell Alpha has woofers on its top and bottom arranged into a “force-balanced” configuration. These are paired with three mid-range drivers that are distributed around its equator, where they’re presumably joined by a small thermal exhaust port — the Cell Alpha’s only known weakness. Jokes aside, Stringer’s company Syng claims this three-driver configuration (dubbed “The Triphone”) is able to project sound with “pinpoint accuracy” around a room.
Syng is making big claims about the spatial audio capabilities of the Cell Alpha. It’s styling it as the world’s first “Triphonic” speaker, because it offers spatial audio capabilities beyond the stereo audio that’s long been the traditional standard. In practical terms it’s supposed to allow the speaker to fill an entire room with surround sound audio, creating the impression that specific sounds or instruments are coming from distinct areas of the room. There are three microphones built into the speaker’s stand to measure the geometry of the space it’s in, similar to the HomePod, which helps it create the impression of surround sound using just a single speaker.
While Syng says one speaker is capable of offering surround sound, anyone with $5,397 to spend can pair three Cell Alpha speakers together in a single room to get “the fullest expression of Triphonic audio.” According to a report from the Financial Times, Syng hopes to generate revenue from licensing out its audio technology in addition to selling hardware.
In terms of connectivity, Syng says the Cell Alpha supports AirPlay 2 and Spotify Connect over Wi-Fi. Physical connectivity is handled by a pair of USB-C ports, and Syng also says it’s planning on releasing a USB-C to HDMI cable to let the Cell Alpha connect to TVs (it can also output sound from a TV using AirPlay). A companion Syng Space app is available for setup and playback control.
Syng currently has around 50 employees according to Wired, and is reported to have raised $15 million in funding. The FT’s report last year said these employees include ex-Apple designers and engineers, as well as former Nest, Ring, Nike, and Facebook employees. Others have reportedly joined from the audio companies Harman and Bowers & Wilkins.
The Cell Alpha is available to purchase now from Syng’s website. As of this writing, shipping is expected in six to eight weeks.
Anyone who’s spent more than five minutes on social media can tell you that most platforms have plenty of trolls, reply-guys and other people who may just be unpleasant to interact with. On big platforms like Twitter, Faecbook, and Instagram, the option to block another user allows you to keep someone out of your feed. Blocking is far from a perfect solution, but at least it gives users a way to continue to use the platforms and avoid (some) nasty interactions.
But as Will Oremus writes for The Atlantic, the year-old audio chat platform Clubhouse has a different mechanism for blocking, one that affects more than just the blocker and the blockee (I know, but what would you call it?):
When you block someone on Clubhouse, it doesn’t just affect communications between the two of you, as it would on Facebook or Twitter. Rather, it limits the way that person can communicate with others too. Once blocked, they can’t join or even see any room that you create, or in which you are speaking—which effectively blocks them for everyone else in that room. If you’re brought “onstage” from the audience to speak, anyone else in the audience whom you have blocked will be kept off the stage for as long as you’re up there. And if you’re a moderator of a room, you can block a speaker and boot them from the conversation in real time—even if they’re mid-sentence.
So in essence, a “black badge” on Clubhouse can limit who speaks, where, and when on the platform. As Oremus notes, it’s a social act to block another person on Clubhouse, one that affects multiple interactions. And members of underrepresented groups said that blocking can be “weaponized” on Clubhouse, to squelch certain points of view or restrict conversations:
One, a Black woman in her 20s who’s studying medicine, said she has been barred from rooms discussing vaccination in Black communities, because one influential anti-vaxxer who frequents those rooms blocked her. She also found herself abruptly shut out of a weekly WandaVision watch-party club that had become her favorite experience on the app, evidently because one member had blocked her.
The buzz around Clubhouse— which attracted 10 million users in its inaugural year— has started to fizzle out a bit; it only recently released a version for Android devices, and new users can only join when invited by a current user. Add to that the rising popularity and superior accessibility of Twitter’s audio chat platform Spaces, and it seems Clubhouse may be in for a bumpy ride ahead. Go read this analysis of why its unusual blocking system may ultimately contribute to the platform’s decline.
Facebook has reportedly upheld a ban on many organizations in Myanmar that have joined forces to resist the military coup that occurred back in February, according to Rest of World. The bans were put in place back in 2019, when organizations like the Arakan Army, and many of its allies, were classified as terrorist organizations by the democratically-elected government.
Things have changed in Myanmar since then. After the military coup and government takeover by the Tatmadaw (carried out after an election which the military claims was fraudulent), the political situation has become extremely complex. There is, however, one thing that is seemingly clear: the Arakan Army is no longer classified as a terrorist organization, either by the current military-led government, or by the elected government currently in exile. Yet, according to Rest of World, the Arakan Army is still not allowed on Facebook.
The AA isn’t the only group that’s found itself unable to communicate through Facebook. There are apparently many ethnic armed organizations (EAOs) active in the country, some of which have banded together as a resistance to the coup government, which has been violently cracking down on pro-democracy protestors. Many of their Facebook pages were also restricted back in 2019, under orders of the democratically elected government, which has since been overthrown.
According to Rest of World, the ban of EAOs was controversial before the coup as well: some argue that it prevented the spread of information about human rights violations, like the genocide against the Rohingya Muslims carried out by the Tatmadaw. Now, EAOs and journalists in the country argue that Facebook’s bans prevent them from showing what’s happening in the struggle against the current military government. The director of a human rights organization told Rest of World that the bans are “like trying to close the people’s eyes and ears.”
Facebook also banned pages associated with the Tatmadaw following the coup, but human rights activist Thinzar Shunlei Yi tells Rest of World that the company has still failed to react to the political changes that have occurred in Myanmar since then, and called on the company to create an official oversight board for the country.
As part of iOS 14.5, Apple’s App Tracking Transparency forces developers to ask permission for something they used to be able to do for free: track iOS users. Today, Twitter is joining the ranks of other developers and adding a prompt that asks users to enable tracking on iOS (via MacRumors).
Twitter’s main justification for listening to its request is straightforward — having the feature enabled allows it to serve “better” ads. The company includes a link to settings so you can make those changes, but read Twitter’s explanation before you decide:
Keep ads relevant to you by allowing Twitter to track data from other companies on this device, like apps you use and websites you visit.
The company also includes a link to a support post in the Twitter help center which explains why it has to ask for permission, includes a link to its current App Privacy Policy, and goes over what enabling or disabling tracking does in iOS.
It’s a surprisingly low-key attempt to get users to allow Twitter to track them, considering the company highlighted Apple’s addition of App Tracking Transparency in iOS 14.5 as a potential risk in its recent earnings statement (PDF):
We continue to expect total revenue to grow faster than expenses in 2021, assuming the global pandemic continues to improve and that we see modest impact from the rollout of changes associated with iOS 14.5. How much faster will depend on various factors, including our execution on our direct response roadmap and macroeconomic factors.
Facebook and Instagram took a far more aggressive approach to convince users its use of ad tracking is on the up-and-up — even going as far as including a vague threat that enabling tracking will “help keep Facebook/Instagram free of charge.”
Companies like Twitter and Facebook rely on tracking users to support their separate, often very lucrative ad businesses. After all, it’s usually ad sales that pay for free social networks, and customer data helps to target those ads. As a company that’s more interested in selling hardware and subscription services, Apple doesn’t really have to worry about things like that, but brash changes like the new tracking permissions can leave developers scrambling.
App Tracking Transparency has proven popular, though — around 96 percent of US users are opting out of tracking according to some recent surveys. And with Google considering developing its own methods for blocking tracking on Android, we might just have to get used to apps coming to us and begging for free data.
Ireland’s High Court has dismissed Facebook’s bid to block a European Union privacy regulation — created by the Irish Data Protection Commission (IDPC) — that could interrupt the flow of data from the EU to the US, The Wall Street Journal reports.
Facebook first appealed the order in part because it claimed the Commission and the EU’s other privacy regulators were moving too quickly and hadn’t given the company appropriate time to respond. Facebook also told The Verge the IDPC’s privacy order “would have damaging consequences for the European economy.” Irish officials clearly didn’t share the same concerns.
The IDPC originally created the new privacy order because Facebook and other international companies often store EU residents’ data on US servers, potentially exposing them to additional surveillance. If EU regulators decide to side with the IDPC, it would mark the first major action against Privacy Shield, the protocol that allows that data sharing to happen.
The commission still needs to submit a final draft of its order to EU privacy regulators, but if it’s approved, it could have a widespread impact on all companies doing trans-Atlantic business online. As the Journal noted, the order could force Facebook to silo the information it collects from users in the EU or stop serving those countries altogether.
Sometimes I reflect on my life and wonder where I went wrong, such that I am sitting on a wooden pew in federal court, watching a Google search for Candy Crush Saga on the display monitor. This is a huge trial with major stakes for tech companies. It is also a crashing bore.
On the stand is Lorin Hitt, professor of operations, information, and decisions at the University of Pennsylvania Wharton, looking uncomfortable behind his face shield. During his direct examination in the ongoing Epic v. Apple trial, Hitt testified that he didn’t think having to access an app like Candy Crush through a browser instead of the app counted as “friction” for the user — and that it certainly was less friction than “real-world” alternatives, such as leaving a convenience store and then crossing the street to go to another convenience store.
The point of Hitt’s earlier testimony was that game developers “multi-home” games to PC and mobile. He’s Apple’s expert witness, and he is here to convince the judge that being blocked from the App Store isn’t a huge barrier to developers. Epic — whose game Fortnite is in fact blocked from the store — has taken Apple to court to show otherwise. And the picture Hitt painted on his direct examination was largely dismissive of Epic’s concerns.
Epic attorney Yonatan Even, also in a face shield, is now doing his best to blow a hole in Hitt’s testimony. I am doing my best to follow a confusing spreadsheet that includes games that Hitt has promised are on both PC and mobile phones. Even begins by pointing out some of these games are not, in fact, available for PC. One game, Words Story, is listed as available on PC on the document, but does not say this on the developer’s website. In the Microsoft store, a “Words Story” with the same art exists, but it’s not the same developer. “Sir, this is not the same developer and not the same game, is it?” Even says. “It’s what is called a ‘fake game.’”
We go through this tiresome process for several games: Helix Game, Crowd City, BitLife, Happy Glass, Paper.io 2, and Mr. Bullet. I have never heard of any of these small-potatoes games, which makes them sort of a weird point of comparison for the most popular game in the world. The app developer pages suggest they are not available on PC, despite Hitt’s document to the contrary. Things are getting contentious, and Hitt is beginning to have a hang-dog “Rick Moranis in Honey I Shrunk the Kids” vibe. Did Hitt double-check the data to make sure it was the same developer across stores? Can he tell the court under oath that a certain app is from the same developer?
“Can you give the court sworn testimony that you have seen with your own eyes that this game is also available on PC?” Even asks.
Hitt can’t guarantee all the games listed in the unintelligible spreadsheet are from the same developer across all platforms, it turns out. He says his team of researchers did the analysis, and he trusts his team.
Hitt said earlier that he’d identified eight games that let people buy things on the iOS web browser, and then use them in iOS apps; these are identified in the spreadsheet. Epic has complained that this process isn’t good enough — and certainly isn’t ubiquitous. Now, Even raises the “frictionless” process that Hitt had blithely testified to earlier in the day. Candy Crush Saga is the example Even chooses. We go to the website, and press “install,” where we are promptly sent to the App Store. We tab back to the website. The only possible way to play on the web is on desktop. The Facebook option for Candy Crush, too, is desktop.
“That’s part of the frictionless process you have envisioned?” Even asks, somewhat sarcastically.
We try another game, Clash Royale, developed by Supercell. We go to Supercell’s FAQ, where it emerges that payment processes are only through Apple’s App Store or Google play. Supercell itself doesn’t keep payment information “And yet you believe that your team managed to go into a website and buy legitimate Clash Royale money and go back to the app? That’s your testimony?” Even asks.
Then he twists the knife: The typical user of Clash Royale doesn’t have a research team, Even observes.
I am terrified we are going to go through all eight apps, but thankfully Even spares us the exhaustion. According to Even, there are three apps that support buying something on the web, then using it in an app: PlayerUnknown’s Battlegrounds, Roblox and… Fortnite. (Fortnite, however, is now banned from iOS.) Does Hitt have any basis to dispute this?
Hitt says he trusts his team. I am feeling very bad for the team, which has largely been thrown under the bus by Hitt here.
On redirect, Apple’s Cynthia Richman tries to stop the bleeding. Sometimes developers license games to other developers — which might explain some of the cases where the developers don’t match. Hitt also tells us that Even’s rather brutal examples aren’t typical. Hitt has personally purchased V-bucks on a mobile browser, he tells us proudly.
“It looked pretty difficult given the examples you provided,” says Judge Yvonne Gonzalez Rogers. What’s the explanation for why we couldn’t do these things during the cross-examination? Well, Hitt says, there were other links in the spreadsheet.
That may very well be true. But Even’s point stands: most of us do not have research teams. I wish I did — I could send them to the trial in my stead and blame them if the work was subpar. Instead, I am personally sitting through excruciating expert testimony. Why am I focusing on this, specifically? It’s the most interesting thing that happened all day.
Have you been dreaming of consciously uncoupling from your smartphone? Ready to embrace a digital detox lifestyle but want to stay connected to your friends? Are you nostalgic for the days of tapping out messages in T9?
Dream no more — HMD’s Nokia-branded 2720 Flip is arriving in the US soon. It’s an updated take on the classic flip phone, offering 4G connectivity and compatibility with modern apps like WhatsApp, Google Maps, and Facebook. Two years after its launch in 2019, it’s coming to the US on Verizon on May 20th for $80.
While in concept the 2720 Flip sounds appealing if you’d like to spend less time staring at your smartphone, in practice we found it to be more frustration than it’s worth. Keeping up with WhatsApp conversations via T9 is difficult, and lack of compatibility with password managers and banking apps make it challenging to live with the Flip as your primary phone in 2021. Still, HMD and Verizon have reason to think that there are US customers for this phone, so nostalgia lives on for now.
The world’s biggest gaming showcase, E3, is going all-virtual for the first time in its history, with organizers revealing today how they plan to keep enthusiasts interested without the sights and sounds of the show floor. The virtual E3 will run from June 12th to June 15th. The showcase will include an online portal with access to virtual exhibitor booths with video content and articles, live streams, and social elements like forums, customizable user profiles, leaderboards, and “lounges.” Registration is free and opens later this month.
This will be the second year in a row that E3 has not taken place in person in Los Angeles due to the COVID-19 pandemic. Last year, the show’s cancellation was announced in March, and the show’s organizers, the Entertainment Software Association (ESA), did not present an official online version of the event. In its place, a collection of digital events emerged, collectively called the Summer Game Fest. This year, however, the ESA is coordinating a centralized virtual E3 event, while the Summer Game Fest is also returning.
Along with its virtual show floor, the E3 app and portal will host video streams with interactive elements like viewer polls and featured tweets. Broadcasts will include press conferences, industry panels, and game showcases. In addition to the official app and portal, streams will also be available via the official E3 Twitch, YouTube, Twitter, and Facebook pages.
As well as the public show, there’ll also be a “media access week” running from June 7th in which the ESA says media will be able to use the online portal and app to connect directly with E3 exhibitors. Today’s press release doesn’t detail exactly who these exhibitors are, but last month the ESA announced that E3’s lineup would include Nintendo, Xbox, Capcom, Ubisoft, Take-Two Interactive, and Warner Bros. Games. Sony and EA were absent from the list. The PlayStation manufacturer skipped E3 2019 and announced it would not be attending E3 2020 prior to its cancellation. Meanwhile, EA will host its own EA Play Live event the following month in July. Despite being on the ESA’s original list, Konami later announced in a tweet that it would not be participating at this year’s E3.
E3 has evolved a lot over its history. Although certain aspects like the big publisher press conferences have been publicly viewable for years, until recently, the in-person show itself was an industry and media-only affair. It was only in 2017 that the ESA officially opened its doors to the public with tickets priced at $250. This year’s format is dropping the high price of attending in person, though it’s unclear how much of the magic of the show floor can be recreated in virtual booths.
Update May 13th, 9:18AM ET: Updated to note Konami’s tweet confirming it will not be presenting at this year’s E3.
Instagram removed and restricted posts related to the Al-Aqsa Mosque in Jerusalem after its moderators confused its name with a group designated as a terrorist organization. In an internal company message first obtained by BuzzFeed News, a lead on the company’s Dangerous Organizations and Individuals policy team called the removals “enforcement errors.”
Facebook, which owns Instagram, provided a copy of the internal post to The Verge. In it, the employee wrote: “While Al-Aqsa (الأقصى) refers to a location, it is also unfortunately included in the names of several restricted organizations – by itself, however, this term should not and does not violate our policies.”
BuzzFeedNews reports that there is an armed group known as the Al-Aqsa Martyrs’ Brigades which is deemed a terrorist entity by the United States and European Union, and other groups with similar names are considered parts of its support network by the US government.
Removal of the posts comes as the Al-Aqsa Mosque, one of Islam’s holiest sites, has been at the center of clashes between Israeli police and Palestinians. It’s part of a wider escalating crisis that has claimed the lives of at least 72 people in Gaza, including 16 children, and seven people in Israel, The Guardian reported on Thursday. When trying to share footage highlighting the violence at the mosque, Instagram users found that their posts were being restricted from view or were being removed entirely, according to BuzzFeed News.
The blocked hashtag is “#AlAqsa” written in Arabic, the third holiest mosque in Islam that Palestinian folks got stun-grenaded & tear-gassed at during their Ramadan prayer earlier today.
It’s like blocking “#StatueOfLiberty” when police are brutalizing innocent people there. https://t.co/nLkoL6xr9R
— Rami Ismail (رامي) (@tha_rami) May 8, 2021
“To be clear – we have never designated the Al-Aqsa Mosque under our Dangerous Organizations policy, but rather an organization with the name ‘Al-Aqsa,’” the internal Facebook post said. “[A]ny removals based solely on a mention of the name of the mosque are certainly enforcement errors and they never should have happened under our policies.”
The post goes on to say that Facebook has a legal obligation to remove posts that support or represent organizations sanctioned by the US, although it will not remove news reporting or condemnation of such groups. The employee said Facebook was updating its guidance to moderators, that it had removed the term “Al-Aqsa” from its moderation list, and that it has replaced it with a more descriptive alias of the sanctioned organization.
Antonio García Martínez is no longer working at Apple hours after employees circulated a petition calling for an investigation into his hiring. Martínez, a former Facebook product manager on the ad targeting team, authored a controversial book about Silicon Valley where he expressed misogynistic views on women.
“We are deeply concerned about the recent hiring of Antonio García Martínez,” employees wrote in the petition. “His misogynistic statements in his autobiography — such as ‘Most women in the Bay Area are soft and weak, cosseted and naive despite their claims of worldliness, and generally full of shit’ (further quoted below this letter) — directly oppose Apple’s commitment to Inclusion & Diversity.”
More than 2,000 employees signed the letter before it was published in The Verge.
Shortly after the petition began circulating internally at Apple, Martínez’s Slack account was deactivated. The ad platforms team was called into an emergency meeting where it was confirmed Martínez would no longer be working at the company.
In a statement emailed to The Verge, an Apple spokesperson said: “At Apple, we have always strived to create an inclusive, welcoming workplace where everyone is respected and accepted. Behavior that demeans or discriminates against people for who they are has no place here.”
The Xbox has gone through several visual periods during its life span, from an edgy and yet somehow dorky green alien thing, to a modern look that could be described as “I know how to use Excel but I can still have fun.” But like stumbling on a Facebook album from high school, you can still hold on to a bit of the past. As spotted by senior editor Tom Warren, the original Xbox background is now an option for the Xbox Series X / S.
The new (old) styling was added as a new dynamic background as part of Tuesday’s system update, which notably also brought improvements to quick resume. Titled “The Original,” it looks like a higher-resolution version of the glowing green orb that was at the center of the first Xbox’s user interface. Please note: it’s not the interface itself (Microsoft wouldn’t abandon tiles like that), but it is a recognizable part of it.
My experience with the original Xbox is admittedly secondhand. To me, it was the loud box that lived at my friend’s house and let us play Halo: Combat Evolved. But I do think you can get a pretty solid hit of nostalgia just by looking at this background and remembering what used to be. A simpler, more green time, when consoles were consoles and not Metro-inspired (or I guess Fluent Design-inspired) pseudo-Windows machines.
Microsoft and the Xbox team have been through a lot since the 2001 launch of the Xbox — the Xbox One was briefly positioned as a sort of cable box — but there’s some charm missing in the current dashboard and user experience. That charm was exchanged for a mostly better, if more complicated experience overall, but the heart still remembers what the brain forgot.
For a longer trip down memory lane, check out our visual history of the Xbox Dashboard and ponder with me how the Xbox 360’s “Blades” could be crammed on the Series X and S.
Instagram is making it easier to address people by their defined pronouns. The company announced today that it’s allowing people to add up to four pronouns to their profile, which they can then choose to display publicly or only to their followers. (Users under 18 will have this setting turned on by default.) Instagram says people can fill out a form to have a pronoun added, if it’s not already available, or just add it to their bio instead. Instagram says this is available in a “few countries,” but doesn’t specify further. We’ve reached out for more information and will update if we hear back.
A couple Verge staffers already have the pronouns setting available to them, suggesting it’s live in the US. You can get a better sense of the feature’s user flow in the screenshots below, courtesy of news writer Jay Peters.
Instagram’s pronoun feature allows users to choose from a set of options to add pronouns to their profile.
Instagram’s pronoun feature allows users to choose from a set of options to add pronouns to their profile.
Instagram’s pronoun feature allows users to choose from a set of options to add pronouns to their profile.
Instagram’s pronoun feature allows users to choose from a set of options to add pronouns to their profile.
Other platforms also allow their users to add pronouns to their profiles. Dating apps, like OkCupid, have already introduced the feature, as have other apps like Lyft. Interestingly, Facebook allowed users to define their pronouns starting in 2014, although the feature limited people to “he/him, she/her, and they/them.” This appears to still be the case while Instagram will offer more options.
HTC kicked off its Vivecon 2021 virtual event with a big announcement. During the opening keynote today, the company revealed a pair of near-5K resolution VR headsets, the HTC Vive Pro 2, which connects to a PC, and a standalone product called the HTC Vive Focus 3. HTC said these upcoming devices are primarily for businesses, but the specs and features, including a data compression technique not yet seen among the best VR headsets, will also interest gamers with a penchant for a high-end headset upgrade.
HTC Vive Pro 2
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HTC new PC VR headset, the Vive Pro 2 is, more of an evolutionary change than a revolutionary change from the original HTC Vive Pro. HTC poured its attention into improving the visual experience you get from the new headset rather than redesigning the entire structure of the product.
The HMD maker worked with AMD and Nvidia to implement Display Stream Compression (DSC) on the Vive Pro 2 – a first for a VR headset – enabling lossless transmission of high-resolution data. The Vive Pro 2 includes dual fast-switching RGB subpixel displays, giving the headset a total resolution of 4898 x 2448. These displays also operate at a speeder 120 Hz refresh rate to reduce motion blur. Faster refresh rates also improve user comfort, as we learned with Valve’s Index.
DSC, which is standardized by VESA, helps the high-bandwidth display signal stay within the constraints of DisplayPort 1.2. It even allows HTC’s Vive Wireless Adapter accessory to carry the Vive Pro 2’s high-bandwidth signal, which upon release will make it the highest resolution wireless PC VR solution.
The Vive Pro 2 shares the same shape and design as the original Vive Pro, including a rigid, mechanical headstrap and built-in adjustable headphones. This time, however, the headphones feature 3D spatial audio and Hi-res-certified speakers. The new headset also retains compatibility with all SteamVR and Vive Pro accessories, such as the Vive Trackers, Vive Facial Tracker and Valve Index controllers. The screens and the lenses are the significant changes.
HTC said you would need an Nvidia GeForce RTX graphics card or an AMD Radeon 5000-series or better to get the full potential out of the Vive Pro 2. However, you can set the screens to run at 90 Hz if necessary, which should allow you to use the new headset on lower-end graphics cards while you wait out the GPU shortage.
Beyond increasing the resolution and refresh rate, HTC also expanded the field of view (FOV) by a slight margin compared to the original Vive Pro from 110 degrees to 120 degrees. The improvement closes the FOV gap between the Vive Pro and the Valve Index (adjustable up to 130 degrees), but it’s still a far cry from ultrawide Pimax headsets.
HTC developed new dual-element lenses to achieve the FOV improvements within the existing Vive Pro form factor by enabling the displays to sit closer to the lenses and retain focus.
HTC is approaching the market with the Vive Pro 2 the same way it did with the original Vive Pro headset. The headset will initially hit the market as an upgrade kit for people with an existing SteamVR-based VR system. It works with both the 1.0 and 2.0 versions of Valve’s base stations.
The headset alone will sell for $749 (£659 / €739), with pre-orders open today and hardware shipping before the end of the month. A complete Vive Pro 2 kit, with base stations and controllers, will be available on June 4 for $1,399 (£1,299 / €1,399).
HTC Vive Focus 3: A Standalone Vive
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The Vive Pro 2 is HTC’s top PC VR offering, but that’s not the only incoming Vive headset. The Vive Focus 3, which doesn’t require tethering to a system, shares a handful of the new features introduced on the Vive Pro 2.
HTC’s new standalone includes the same dual-element lenses found in the Vive Pro 2, giving it the same 120-degree FOV as the PC VR headset. The Vive Focus 3 also has dual 2448 x 2448 RGB panels, but they’re limited to 90Hz. HTC’s new headset also features adjustable IPD (interpupillary distance, the amount of space between your pupils), with a granular range of 57-72mm.
Unlike the Vive Pro 2, which borrows its exterior design from its predecessor, the Vive Focus 3 features an entirely new industrial design. HTC reduced the weight by 20% compared by building it from magnesium alloy instead of plastic. HTC said the metal housing is also 500% stronger than plastic.
To help balance the weight evenly, HTC installed the battery pack under the rear cushion of the headstrap. The battery gives the headset roughly 2 hours of run time, with a charge time of approximately 30 minutes. The battery is also removable, so you can always keep a spare ready to go. The headset doesn’t have a backup power source, so you can’t hot-swap the batteries while it’s running.
The Vive Focus 3 has a pair of speakers embedded in the rigid head strap, plus a headphone jack so that you can use your favorite headphones with it. Four onboard cameras embedded in the front of the visor handle inside-out tracking and provide tracking for the two wand controllers that ship with the headset.
In this era of working in a pandemic, no one wants to share something like a VR headset. That’s why HTC looked to make the Vive Focus 3 simple to keep hygienic. The front and rear cushions are easy to remove for cleaning, thanks to a magnetic mounting mechanism.
A Qualcomm Snapdragon XR2 SoC does all the heavy lifting to power the Vive Focus 3. HTC installed a copper heatpipe and an active cooling fan to extract the most performance possible out of the XR2 platform. By contrast, Facebook throttled the XR2 in the Oculus Quest 2 standalone headset to keep it within certain temperature constraints.
Not Really for Gamers
On paper, the Vive Focus 3 looks like a worthy competitor to the Oculus Quest 2. Unfortunately, it’s not priced for consumers and doesn’t include a game library to back it up. However, HTC said the new headset will support streaming PC VR content wirelessly over WiF, so maybe we’ll see support for PC VR gaming.
The Vive Focus 3 will be available on June 27. Buying one will set you back $1,300 (£1,060 / / €1,180). For this price, you get the headset with controllers and a business warranty.
A Business Ecosystem
HTC is offering more than just a pair of new VR headsets. The company has put together an entire ecosystem for using VR in business announced today. Vive Business provides a handful of business-focused VR solutions, such as the Vive Business Device Management System, which gives IT departments the tools necessary for keeping track of a fleet of devices.
The Vive Business platform also includes an Android-based progress monitoring system for instructors called Vive Business Training and a VR meeting place called Vive Sync.
Meanwhile, the Vive Business AppStore offers a curated collection of off-the-shelf business-related VR software for the Focus 3 headset. HTC said it would launch with roughly 20 titles, with more content in development from various ISV partners.
With all of these tools, HTC hopes to accelerate the adoption of VR in the workplace. The company believes that as more people encounter VR for the first time at work, it will drive more adoption in the home. So don’t think we’ve seen the last gaming-centric Vive headset quite yet.
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