why-the-bad-iphone-web-app-experience-keeps-coming-up-in-epic-v.-apple

Why the bad iPhone web app experience keeps coming up in Epic v. Apple

Safari just doesn’t support key features — and Safari’s the only option

Something keeps coming up at the Epic v. Apple trial as a potential alternative for getting Fortnite on the iPhone: web apps. It’s an intriguing idea, as web apps are able to do surprisingly complex things: just look at a Chromebook or even game streaming services on the iPhone. But potential is far from reality, because the ability for web apps to look, feel, and perform as well as native apps on iOS is severely limited.

These web apps aren’t the preferred way for consumers or developers to use or create apps on the iPhone, either. But Apple has forced companies like Microsoft and Nvidia to use web apps, instead of native ones available in the App Store.

Though the term itself hasn’t really come up explicitly, what’s being discussed are Progressive Web Apps, or PWAs. If you’re unfamiliar, think of them as slightly more advanced web apps that you can “install” directly from your web browser on to your home screen. Google has been pushing the idea (though support for PWAs on its own platforms is a little mixed), and some companies like Microsoft and Twitter have wholeheartedly embraced PWAs.

Not Apple, though. There are a variety of reasons for that — ranging from genuine concern about giving web pages too much access to device hardware to the simple fact that even Apple can’t do everything. There’s also the suspicion that Apple is deliberately dragging its feet on support for features that make PWAs better as a way to drive developers to its App Store instead.

Fortnite running on an iPhone before its removal.
Photo by Tom Warren / The Verge

But the App Store has restrictions that aren’t tenable for some developers. That’s the whole crux of this trial for Epic, after all. On the stand, a Microsoft executive detailed the company’s struggles to get its xCloud game streaming service onto iOS. Lori Wright, VP of Xbox business development at Microsoft, revealed the company spent around four months talking to Apple to try and get xCloud launched as a native app. Apple seemed, initially open to the idea of letting Microsoft use the same model as Netflix or Audible. But Apple changed its mind and forced Microsoft, Nvidia, and others to list cloud games as separate apps.

Submitting Xbox games one-by-one was simply a nonstarter for Microsoft, so it resorted to making a web app. In addition to the technical hurdles a web app involves, it also introduces a discoverability issue. Users simply aren’t used to installing apps from the web on their iPhones. Apple has effectively trained everybody that if they want an app, they go to the App Store.

Wright essentially admitted that the only reason Microsoft is releasing Xbox Cloud Gaming (xCloud) as a web app is because Apple’s terms on the App Store are too onerous. “People don’t play games through the browser on iPhone,” said Wright, but “it was our only outcome in order to reach mobile users on iOS.”

Even the judge in the case seemed confused by Apple’s rule, which says that services that stream movies can offer them all in a single app but services that stream games have to separate each game for individual listing and review. “I can use Netflix with a native app and I can see lots of different movies or TV shows or whatever. Is it that you didn’t want to use a subscription model?” Judge Yvonne Gonzalez Rogers asked at one point.

Apple has forced Microsoft and others to head to the web for gaming streaming.
Photo by Nick Statt / The Verge

But back to those technical hurdles: they’re tall, numerous, and can be blamed both on the nature of web apps and Apple’s own decisions. Safari on the iPhone only recently became capable of supporting a service like Xbox Cloud Gaming via specific controller support. Until then, that sort of thing was on the list of features Apple was reticent to include in Safari. There are legitimate reasons to block things like Bluetooth access from web apps, including fingerprinting for tracking, but it was getting harder to justify and Apple needed some kind of escape valve as pressure mounted to support cloud gaming services.

Google software engineer Alex Russell recently published a very comprehensive list of all the features that Safari on iOS doesn’t support yet — and it’s a long list. For PWAs to truly be a viable alternative to App Store apps, there are at least a few of these features that need to be enabled. The inability to send push notifications via a web app, for example, is particularly galling as it’s already possible on Safari on macOS. An app that can’t send notifications is simply not competitive with an app that can.

Grant is touching on some more of the benefits to native versus web apps; push notifications and ARKit both come up. The former is another example of Apple letting native apps reduce friction points — Epic needs to convince the judge these smaller features are meaningful.

— Adi Robertson (@thedextriarchy) May 5, 2021

As Russell notes, his “interests and biases are plain” as a Google engineer. But it doesn’t change the fact that there are many things that a PWA cannot do on the iPhone that a developer like Epic would need to support Fortnite as a web app.

“Native [iPhone] apps would have access to a far wider range of APIs than web apps,” explained Andrew Grant, engineering fellow at Epic Games, during the trial. “Access to things like push notifications, to Siri, to health data, and augmented reality features” are also limited to native apps, said Grant. Web apps also have to be far smaller than native apps, and are capped at about 50MB in size.

Plus, from a simple performance perspective, web apps have more overhead than native apps — and lack access to Apple APIs that can speed up games like Fortnite.

In fact, this was a sticking point for a lot of the questioning of an Nvidia employee. Nvidia, like Microsoft, has been trying to get its GeForce Now cloud gaming service into the App Store, but has faced the same restrictions that Microsoft is struggling with. Nvidia director of product management Aashish Patel spent a lot of time answering questions around latency in a browser and the benefits of using native apps.

“There are less controls over the streaming, so you could argue in some ways it’s worse,” than a native app, said Patel. Developers are also locked into using the video codecs provided in Safari on iOS, whereas they could use alternatives that might be better at handling latency inside a native iOS app.

All iOS browsers run the same WebKit engine underneath.
Photo by Amelia Holowaty Krales / The Verge

All of this is compounded by yet another Apple policy: no third party browser engines. You can install apps like Chrome, Firefox, Brave, DuckDuckGo, and others on the iPhone — but fundamentally they’re all just skins on top of Apple’s Webkit engine. That means that Apple’s decisions on what web features to support on Safari are final. If Apple were to find a way to be comfortable letting competing web browsers run their own browser engines, a lot of this tension would dissipate.

As it relates to Epic v. Apple, a lot of this PWA discussion isn’t germane to the fundamental arguments in the case. Fortnite as a PWA would necessarily be a streaming app instead of a native game and that introduces an entirely different set of compromises. Which is why it’s so fascinating to see Apple’s lawyers float web apps as a potential solution — because web apps on the iPhone are famously more limited than they are on other platforms, including even Apple’s macOS.

The human-readable versus machine-readable code bit is back now — Grant is talking about how web apps don’t go through the same kind of compilation process that increases processing efficiency, yet another reason they’re not as good as native apps.

— Adi Robertson (@thedextriarchy) May 5, 2021

Even if every single browser feature was available on mobile Safari or even if Apple allowed alternative browser engines on the iPhone, a web app will never match the performance of a native app. At the end of the day, though, all the discussion of web apps in the Epic v. Apple case highlight the limitations of Apple’s App Store policies, not PWAs.

cowboy’s-improved-c4-electric-bike-launches-alongside-first-step-through-model

Cowboy’s improved C4 electric bike launches alongside first step-through model

Cowboy, maker of some of our favorite pedal-assisted electric bikes, is back with two new models for 2021. The Cowboy 4 is a complete overhaul to last year’s Cowboy 3 while the Cowboy 4 ST features the company’s first step-through frame. Both bikes benefit from a new powertrain with 50 percent more torque than last year’s C3 as well as a new integrated “cockpit” with Quadlock mount that wirelessly charges your phone as you ride. But that’s just a start to the bevy of tweaks both big and small that Cowboy hopes will justify a price tag of €2,490 / £2,290 (about $3,000 USD) when the bikes ship in September.

I had a chance to ride near final pre-production versions of the Cowboy 4 and Cowboy 4 ST alongside Adrien Roose, co-founder and CEO of Brussels-based Cowboy. While the two bikes share the same specs, the rides couldn’t be anymore different.

“We’ve stayed true to our initial vision of providing a better alternative to the car — in form and function — and with the Cowboy 4 it’s a shift we will accelerate and lead,” said Roose in a press statement.

The fourth-generation C4 maintains the same sporty riding position and ultra-responsive steering as every Cowboy before it. But this year’s model has a redesigned 250W rear-hub motor that remains silent as it assists riders up to a max speed of 25km/h (15.5mph), even though it’s smaller and produces noticeably more torque. The bump from 30Nm to 45Nm of torque is apparent on the first downstroke, with the lightest of touches propelling the slightly heavier 18.9kg / 41.67-pound e-bike forward with enough gusto to help smooth out hills.

The C4 ST has a lower saddle and higher grips that put the rider into a more upright position. That coupled with a lower gear ratio (2.71 on the C4 ST vs. 2.85 on the C4) makes the ride feel more relaxed despite having the same motor and Gates Carbon belt drive as its brother. The C4 ST is the model you buy for long, lazy commutes with a laptop bag, or for anyone who won’t fit the C4’s taller frame.

The C4 e-bikes, like their predecessors, offer only a single power setting with no throttle and no extra gears. They rely on a torque sensor to adjust the power delivery as needed, which has traditionally resulted in one of the most intuitive pedal-assisted rides on the road.

Cowboy refers to the Quadlock mount with integrated wireless charging unit as the “cockpit.” It can charge your phone at up to 15W from the e-bike’s removable 360Wh battery, but requires a Quadlock-compatible case that must be purchased separately for about €29 / £29. Although the cockpit is bulky enough to fit another battery, the space is mostly empty I’m told, providing a wide base for the wireless coils and access to the frame to run brake cables through.

The Cowboy apps for iOS and Android have also been totally redesigned with an emphasis on health and fitness in addition to navigation, with many new features rooted in game design theory. “What we’re trying to achieve is some weird mix between Strava, Peloton, and Pokémon Go,” said Roose, “simply to encourage people to bike more.”

The fourth-generation Cowboy 4 also improves upon the Cowboy 3 in a number of other ways:

  • The C4 is redesigned down to the component level, making one of the best looking e-bikes look even more cohesive and sleek. Cowboy says the C4 now features “200 custom-made parts” assembled by Flex in Hungry, including the motor and tires. The Selle Royal saddle, SunRace hydraulic brakes, and Gates drive are the notable outliers.
  • The €89 Cowboy mudguards are finally standard, which partially explains the added weight and price of the new e-bikes.
  • The C4 and C4 ST still don’t come with kickstands, but at least Cowboy now makes its own as a €29 / £29 add-on. It’s also making an optional rear rack priced at €99 / £99.

Cowboy doesn’t currently sell e-bikes in the US, but that will change next year, according to Roose, who’s particularly bullish after hearing President Biden’s plans to cut CO2 emissions. “Our growth, and the growth of the US e-bike market, is making a move for us quite appealing and we want to jump,” said Roose. “We’re talking the next 12 months.”

For Europeans, the €2,490 / £2,290 purchase price for a Cowboy 4 / 4 ST includes theft and crash detection, and free on-demand mobile repairs available nationwide in Belgium, The Netherlands, Germany, France, Austria, Luxembourg, the UK, and in select cities in Spain and Italy. Cowboy also touts its 94.4 percent customer satisfaction rate, noting that owners get replies to support requests within six minutes, on average. A little poke at e-bike rival VanMoof, perhaps, which struggled to support buyers of its S3 and X3 e-bikes as sales ramped up during the pandemic.

The C4 and C4 ST are available in three colors: black, khaki (greenish), and sand (off-whiteish). Test rides will begin in July before the bikes start shipping in September to Austria, Belgium, France, Germany, Italy, Luxembourg, the Netherlands, Spain, and the UK. Preorders begin today after a €100 / £100 deposit.

The Cowboy 3 is also being reduced to €2,190 today and now comes standard with mudguards. That’s a price drop of €189 compared to the same e-bike purchased last year.

Photography by Thomas Ricker / The Verge

ul’s-wild-life-extreme-is-a-cross-platform-benchmark-for-apple,-android,-and-windows

UL’s Wild Life Extreme is a cross-platform benchmark for Apple, Android, and Windows

João Silva
15 hours ago
Featured Tech News, Software & Gaming

UL Benchmarks has recently announced the Wild Life Extreme benchmark, a more demanding version of the Wild Life benchmark. Unlike Wild Life, the Extreme version won’t be limited to smartphones and tablets, allowing users to run it on Apple computers with M1 CPUs and Windows 10 PCs, including those powered by Arm processors.

The new Wild Life Extreme benchmark is three times more demanding than the original Wild Life benchmark thanks to the addition of new effects, enhanced geometry, and more particles. Moreover, Wild Life Extreme can run at up to 4K resolution, making it even more demanding. On Windows and Android, the Wild Life Extreme benchmark uses the Vulkan API, but Windows 10 on Arm devices use DirectX 12. On Apple devices, the benchmark uses the Metal API.

With the Wild Life Extreme benchmark, users may compare the GPU performance across most of their devices. The higher the score, the better it performs. Users may choose the quick benchmark to measure peak performance or a longer one for testing sustained performance. Besides showing how your GPU performs against other machines and devices, the 3DMark Wild Life Extreme score can also predict the framerate your system will output in some games.

3DMark Advanced Edition includes the Wild Life Extreme as a free update. Customers with a valid annual license of 3DMark Professional Edition also have free access to the Wild Life Extreme benchmark.

Android users can now download Wild Life Extreme as a free update for the 3DMark Android benchmark app. To run it, your mobile device has to run Android 10 or later and support the Anisotropy feature level 16 and above.

As for Apple users, the Wild Life Extreme benchmark is available on the free 3DMark Wild Life iOS benchmark app. The iOS device compatibility list starts with the iPhone 7 Plus and beyond. Only Apple Mac computers powered by the M1 CPU are compatible with the benchmark.

KitGuru says: Have you already tried the Wild Life Extreme benchmark? What score did you get on your device? 

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