the-fcc-wants-you-to-test-your-internet-speeds-with-its-new-app

The FCC wants you to test your internet speeds with its new app

The Federal Communications Commission has released a new speed test app to help measure internet speeds across the country, available on both Android and iOS.

The FCC Speed Test App works similarly to existing speed-testing apps like Ookla’s and Fast by Netflix, automatically collecting and displaying data once users press the “start testing” button. According to the FCC, the data collected through the app will inform the agency’s efforts to collect more accurate broadband speed information and aid its broadband deployment efforts.

The FCC’s Speed Test app allows users to test their speeds and share the data.

“To close the gap between digital haves and have nots, we are working to build a comprehensive, user-friendly dataset on broadband availability,” Acting Chair Jessica Rosenworcel said in a statement Monday. “Expanding the base of consumers who use the FCC Speed Test app will enable us to provide improved coverage information to the public and add to the measurement tools we’re developing to show where broadband is truly available throughout the United States.”

The app is part of the agency’s broader efforts to collect more accurate broadband speed data across the country. The FCC’s current coverage maps are built from self-reported data from internet service providers like AT&T and Verizon. In doing so, the process has allowed ISPs to exaggerate their current coverage, drawing heated criticism from broadband access advocates.

Earlier this year, the FCC asked the public to fact-check ISP data by entering in their address here and submitting a form here if the information described is incorrect.

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Flappy Bird clone hacked into playable macOS push notification

In a new video, a developer has shown off a playable version of viral hit Flappy Bird running inside a macOS push notification. It’s the work of Neil Sardesai, who previously made headlines with a clip of Pong running inside a macOS app icon. The hack has yet to receive a public release, but it’s still a neat proof of concept.

According to Sardesai, the feature works by loading a web version of the game into the notification. This playable version is technically a browser-based clone of the original app made by Will Eastcott of PlayCanvas. Sardesai notes that the feature relies on the UserNotificationsUI framework, introduced by Apple with macOS Big Sur, though he says it should also work on iOS.

Distracting notifications are bad enough when you’re trying to get some work done, but combining them with a playable version of an infamously addictive game is the final straw. Sardesai doesn’t appear to have released his work publicly for anyone to try out, which is probably a good thing for the sake of our sanity. After all, the last thing humanity needs right now is for our devices to be able to compel us to play several rounds of Flappy Bird with just a simple notification.

Flappy Bird’s addictive nature was cited by its developer as one of the reasons he removed it from the App Store after it became a hit in 2014. “It happened to become an addictive product. I think it has become a problem,” Dong Nguyen said in an interview at the time. Although the original game is gone from the App Store, numerous clones have surfaced in its wake, including an excellent battle royale version.

Google is shutting down its mobile Shopping app

Google is shutting down its mobile Shopping apps for both iOS and Android and directing users to its web Shopping site instead, 9to5 Google reported. On Friday, Xda Developers discovered that the term “sunset” had been added to several strings of code in the Shopping app, suggesting the apps were being discontinued.

A Google spokesperson told 9to5 Google that the apps will continue to function through June. Within the next few weeks, we’ll no longer be supporting the Shopping app. All of the functionality the app offered users is available on the Shopping tab,” the spokesperson said. We’ll continue building features within the Shopping tab and other Google surfaces, including the Google app.” The shopping.google.com site will remain active.

The app allowed users to choose from among thousands of online stores and make purchases using their Google accounts. to quickly shop across thousands of stores and purchase stuff using your Google Account. This user found the Android app to be working normally on Sunday, but some users were already seeing a “something went wrong” message when they tried to use the Shopping app.

The mobile Shopping app is just the latest Google product to get the axe— Reader (still bitter about that one), Hangouts, Plus— the list goes on.

We’ve reached out to Google for more information and will update when we learn more.

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Personal info for 1.3 million Clubhouse users reportedly leaked online

Personal data for some 1.3 million users of the social audio app Clubhouse has been leaked online, Cyber News reported. a SQL database with users’ IDs, names, usernames, Twitter and Instagram handles and follower counts were posted to an online hacker forum. According to Cyber News, it did not appear that sensitive user information such as credit card numbers were among the leaked info. But the information could be used in phishing attempts to get users to hand over that more sensitive info.

Last week, Cyber News reported on another data breach from a social platform: it found that personal data for 500 million LinkedIn users had been scraped and posted online. The Microsoft-owned company said that no private member account data from LinkedIn was included in the leak.

That news came just a couple of days after it was discovered that personal data for some 533 million Facebook users also was leaked online for free. The Facebook leak reportedly included users’ phone numbers, birthdates, locations, email addresses, and full names.

Clubhouse had a monster first year—despite being invite-only and available only on iOS devices— seeing more than 10 million downloads. Twitter, LinkedIn, Discord, Spotify, and Slack have all launched or are working on competing social audio platforms, and Facebook reportedly has one in the works as well.

Clubhouse did not immediately reply to a request for comment from The Verge on Sunday.

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Epic antitrust case versus Apple in Australia gets three-month stay

An Australian judge has ruled that Epic’s lawsuit against Apple in Australia will be temporarily suspended as the two sides prepare for a trial in the US, Gizmodo Australia reported. Apple had asked for a permanent stay of the case in Australia, arguing that the US and Australia cases were very similar, and that the matter should be settled in the original jurisdiction of the United States.

The two companies are fighting over Epic’s battle royale game Fortnite, and the fees Apple charges. In August, Epic set up its own in-game payments system, effectively circumventing Apple’s App Store payments and avoiding the 30 percent surcharge Apple collects on App Store purchases. Apple then removed Fortnite from its iOS App Store for violating its rules. Epic fired back with an antitrust lawsuit seeking to establish Apple’s App Store as a monopoly and tried to rally Fortnite fans with a protest video mocking Apple’s iconic “1984” ad.

In November, Epic filed a similar legal claim against Apple in Australia, saying the iPhone maker’s conduct was “unconscionable, and breaches the Australian Consumer Law as well as various sections of the Competition and Consumer Act [of] 2010.” Epic has also filed similar claims against Google and its mobile app store.

Australian Judge Nye Perram ordered Friday that the case in that country be temporarily stayed for three months. He also said the proceedings will continue to be suspended in Australia if Epic continues to pursue its case in the US, but could bring the case back to Australian courts depending on the outcome in the US.

On Thursday, Apple and Epic filed proposed findings of fact documents for the US court case, which is set to open in California on May 3rd.

Neither Epic nor Apple immediately replied to requests for comment from The Verge on Saturday.

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Quick Look: Lypertek PurePlay Z3 True Wireless Earbuds Review

Introduction

Lypertek is a relatively new brand in consumer audio, so much so that they essentially appeared out of nowhere globally with three similar-sounding products, the MEVI, BEVI, and TEVI. The last one, TEVI, is their true wireless earbuds solution and garnered rave reviews, especially at its going price back then, and things have improved even more with a nice price cut as well as a rebranding. Gone is the TEVI name unless you take a look at the company website, and we instead have the PurePlay Z3. I was working with a local PR firm in the UK on a couple of different things, and they expressed interest in coverage of these having sung praises galore. Thanks again to Lypertek for providing a sample to TechPowerUp over their marketing agency!

At first glance, there is not much to differentiate the PurePlay Z3 from the vast majority of similar true wireless (TWS) earbuds in the market today. Recognizing also that this is not a brand-new product, the rebranding is an effort from the company to have it better fit with its goals to be a leader in consumer audio. Targeting a neutral sound profile, Lypertek wants to offer great battery life and tactile buttons along with good wireless codec support, all at an excellent $69.99. This new, reduced price tag is what mostly got me interested, having used plenty of more expensive TWS earbuds from larger brands, including Audio-Technica, and so here we are taking a quick look at the Lypertek PurePlay Z3.

Packaging and Accessories


The product box comes with a plastic seal all around, and removing it reveals a fairly squarish design with the company logo and product name on the front and on either side of a render of the ear buds. On the back are the salient marketing features listed, and a visual representation of the contents greets us on the side. A single seal keeps the box intact, and then we see a wraparound top that unfurls to reveal the contents inside. Lypertek includes the quick start guide (online copy here) and a thank you note in a separate pouch. The ear buds and case are placed inside a piece of foam that has cutouts to snugly hold the three items, with a tab at the top to help lift this layer to reveal the other accessories underneath.

I do like the unboxing experience of the PurePlay Z3, with clean layers and markings throughout and a good balance of function and form. The final set of accessories come inside a cardboard box with labels which reveal it contains replacement ear tips, and it is placed in a recess customized for the box with more cardboard around for further protection. Lypertek includes three sets of replacement tips, with size S and L silicone tips as well as a set of size M foam ear tips, which are nice to see since these make for a more snug fit with better isolation for those who prefer it or are allergic to silicone.

Closer Look

The case is instrumental to true wireless earphones, providing storage and charging capability at the same time, and the Lypertek version takes on a familiar form factor in the shape of a rounded pill (~80x40x30 mm) that opens in the middle. There is a notch to aid with this, and we see indicator LEDs underneath, on the black plastic rim that goes around to the other side, which has a USB Type-C port for charging underneath a solid hinge. The entire case is out of plastic, but differentiates itself from most others with a well-done fabric finish in a blue color. There is another color option, ivory, which looks more golden in the photos I have seen. A carry strap and the Lypertek logo on top complete the exterior, and opening the box reveals the charging specifications.

The TWS earbuds do not in my opinion set themselves apart visually in the sea of similar-looking products available today, especially from the side. This is a working formula that has been successful, so I can understand adoption of the same. This version is predominantly black, including at the front, with a chrome ring around the tactile button on each bud for accentuation. We see the Lypertek logo and product name as well, and these are small and light enough to where you won’t experience fatigue over even longer listening sessions if they fit well. There are indicator LEDs on the front, and a vent to access the integrated microphone on each. The stems are about average in length and come with the medium silicone tips pre-installed. These are a safe default, but I recommend trying the others to be sure. The FlexFit foam tips were the best for me, allowing for a snug and comfortable fit.

There is an 800 mAh battery inside, which is charged at a maximum rate of 700 mA at 5 V and outputs 50 mA at the same voltage for each of the two pods that fit the earbuds. This means seven charging cycles are theoretically possible, but after accounting for electrical losses at each step, six cycles are more realistic.

Setup and Audio

Out of the box, you will need to press and hold the two earbuds for a second to turn them on. An audio message reflecting the status of each earbud is played as well, and a double click turns on pairing mode. A compatible Bluetooth device, of which there are several here owing to the Bluetooth 5.0 LE protocol compatibility, will see and pair with one earbud first before doing the same with the other. This is due to support of Qualcomm’s TrueWireless Plus technology, and partly how these earbuds have an automatic battery-based switching mode for uniform battery charging and adaptive switching between the primary and secondary bud. As with the Creative Outlier Gold earphones, there is also mono mode for when you use a single earbud and leave the other in the case.

Battery life is a key metric for TWS earbuds, and these promise 10 hours of use when fully charged. I hit over 9 hours regularly at ~60% volume on my phone, and the included charger provides for another six charge cycles. Charging them with the case takes about 90 minutes, and there is a quick charge mode by default, wherein 15 min gives you up to 2 hours of listening time. The indicator LEDs on the case show the progress of charging the case in 25% increments, which can take much longer depending on the source. The case does not support any quick charging in itself that I saw. Regardless, this makes for very respectable battery lives to where I got a week on average while commuting, going for walks or exercising outdoors over the ~3 weeks of testing. These are also IPx7 waterproof for the more intense physical workouts, or even a quick shower, which makes the PurePlay Z3 a good audio solution for the gym and outdoors.

The buttons on each bud allow for more once paired, including media playback and volume controls, as well as pulling up the OS assistant on iOS and Android. The included microphones are decent for calls and smart assistant voice control, but do feel more like an afterthought compared to the listening hardware, which are a 6 mm graphene drivers, an unnamed Qualcomm 32-bit triple-core Bluetooth audio SoC, an equally unnamed Kalimba DSP and, you guessed it, unnamed DAC/amp combination. In addition to the standard SBC codec, these also support aptX and AAC. Nothing more, which is a shame as I would have liked to see some newer, improved codecs adopted despite the age of the product.

Here’s where things stand for audio listening—you are not going to get the deepest bass or fantastic highs. Lypertek tuned the sound signature to a neutral profile. As someone who listens to a lot of classical music and smooth jazz when using these outdoors and sometimes even while writing a review on TechPowerUp, I personally dig this a lot. The neutral profile means you are more likely to hear audio as the creator intended, which in stereo mode and when isolated well makes for a very good listening experience. The sound stage is not very big, and there is distinct separation of the two channels, but you do get detailed notes for orchestral music in particular in return. Vocals take a small hit compared to just about everything else I have on hand, including the Creative Outlier Gold, Audio-Technica CK3TW, CKS5TW, and ANC300TW, and the EVA2020 x final, as well as a couple of other Bluetooth earphones that are not of the true wireless type. For instrumental music in particular, however, this thing hangs with the best of them, and did I mention the rest are all more expensive?

Lypertek wants $89.90 for the black version of the PurePlay Z3and $79.90 for the ivory variant, for customers in the USA, although street pricing seems lower in general at ~$75 for the black version as of the time of writing, which makes the Lypertek PurePlay Z3 a fantastic buy. The company does seem to have distributors and resellers in mostly Europe and Asia, however, where things are arguably even better priced. The only item of note is the company expressing outright that it is not tuned towards bass or treble, so do keep that in ind. I appreciate the battery life and case design even if it does feel quite similar to the Sennheiser Momentum TWS case, and the tactile buttons on each earbud make the controls easy to use on the go as well. The rebranding exercise seems to be taking forever, however, with even the company website still claiming the TEVI name. But be it the TEVI or PurePlay Z3, it should be right up there at the top of your considerations.

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Apple says iMessage on Android ‘will hurt us more than help us’

Apple knows that iMessage’s blue bubbles are a big barrier to people switching to Android, which is why the service has never appeared on Google’s mobile operating system. That’s according to depositions and emails from Apple employees, including some high-ranking executives, revealed in a court filing from Epic Games as part of its legal dispute with the iPhone manufacturer.

Epic argues that Apple consciously tries to lock customers into its ecosystem of devices, and that iMessage is one of the key services helping it to do so. It cites comments made by Apple’s senior vice president of Internet Software and Services Eddie Cue, senior vice president of software engineering Craig Federighi, and Apple Fellow Phil Schiller to support its argument.

“The #1 most difficult [reason] to leave the Apple universe app is iMessage … iMessage amounts to serious lock-in,” was how one unnamed former Apple employee put it in an email in 2016, prompting Schiller to respond that, “moving iMessage to Android will hurt us more than help us, this email illustrates why.”

“iMessage on Android would simply serve to remove [an] obstacle to iPhone families giving their kids Android phones,” was Federighi’s concern according to the Epic filing. Although workarounds to using iMessage on Android have emerged over the years, none have been particularly convenient or reliable.

According to Epic’s filing, citing Eddie Cue, Apple decided not to develop iMessage for Android as early as 2013, following the launch of the messaging service with iOS 5 in 2011. Cue admits that Apple “could have made a version on Android that worked with iOS” so that “users of both platforms would have been able to exchange messages with one another seamlessly.” Evidently, such a version was never developed.

Along with iMessage, Epic cites a series of other Apple services that it argues contribute to lock-in. Notably, these include its video chat service FaceTime, which Steve Jobs announced would be an open industry standard back at WWDC 2010. FaceTime subsequently released across iPhones, iPads, and Macs, but it’s not officially available for any non-Apple devices.

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Three questions that will decide Epic v. Apple

Illustration by Alex Castro / The Verge

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.

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HMD’s Nokia X20 is designed to actually last you three years

HMD is announcing six new midrange devices today led by the Nokia X20, a midrange handset priced starting at €349 / £299.99 (around $415). It will release in “select markets globally” such as the UK starting next month, but we’re still waiting on HMD to confirm exact US pricing and availability. I’ve been using the phone running near-final software over the past week, which has been enough to get some rough first impressions about the device.

To be frank, the Nokia X20 isn’t the most exciting device. But HMD’s promises about ongoing software and hardware support for the phone make it compelling.

The Nokia X20 is specced like a device at this price point is expected to be. It’s powered by a modest Qualcomm Snapdragon 480 processor paired with either 6 or 8GB of RAM (my device has 6GB), 128GB of expandable storage, and a 4,470mAh battery. It’s got a 6.67-inch, 1080p 60Hz display with a small hole-punch notch and four rear cameras including an ultrawide, macro, and depth sensor.

There’s a side-mounted fingerprint sensor on the right of the device.

The company says it’ll provide three years of monthly security updates for the X20 after launch, three years of OS updates, and to ensure the hardware doesn’t give up the ghost before software support ends, it’s also extending its normal manufacturer’s warranty by an extra year. “In the majority of places,” a company spokesperson says, “that extends it to three years.” If all goes to plan, the Nokia X20 should still be under warranty when it receives its Android 14 update.

In the past, HMD has generally been good at updating its phones over time, though ComputerWorld’s Android 11 upgrade tracker reports that it’s been more sluggish lately. Recently, HMD updated its Nokia 8.1 and Nokia 3.2, which released in 2018 and 2019, to Android 11 as part of an upgrade roadmap that includes over a dozen of its devices.

Three years of security updates is a little less than the four years Samsung recently said it would offer for its Galaxy devices, but Samsung’s warranty varies between one and two years depending on whether you’re in the US or UK. Apple recently updated its 2015 iPhone 6S to iOS 14 (five years after its release), but its standard limited warranty also typically only covers new phones for between one and two years.

Along with aiming for three years of use, HMD has also made a couple of other decisions with the Nokia X20 in the name of being eco-friendly. First, in the EU it’s joining Apple and others by not including a power brick in the box, just a USB-C cable. What you do get in the box is a 100 percent compostable phone case. It’s a neat idea producing a case that won’t end up in a landfill, but the accessory itself is frustrating to use. The portion of the case that covers the phone’s volume rocker just isn’t flexible enough, making it hard to press the side of the button that I wanted.

The speed and performance of the phone was generally fine, but I saw the occasional hitch while switching quickly between apps, which made me question how this phone will perform after three years of OS updates. Otherwise, I didn’t have any problems with performance in everyday usage. The X20 supports Sub-6GHz 5G, which won’t matter much to you now but could in three years’ time.

You can find a selection of photo samples below, but in my time with the phone I was underwhelmed by the Nokia X20’s camera performance. The phone has a total of four rear cameras: a 64-megapixel main camera, a 5-megapixel ultrawide, a 2-megapixel depth sensor, and a 2-megapixel macro.






  • HMD Nokia X20, macro camera.









  • Ultrawide camera.



Performance in daylight is broadly fine, but when things are more dimly lit you quickly start to lose detail and definition. Neither the ultrawide camera nor the macro camera have the resolution to take decent photographs, and the 2-megapixel macro camera in particular is a pointless and puzzling inclusion.

HMD’s Nokia X20 can’t make any big claims about being a flagship hit, but its modest price tag and HMD’s promises about continued support could make it a safe, dependable smartphone if that’s what you’re after.

Photography by Jon Porter / The Verge

skoda-octavia-iv-plug-in-hybrid-review:-a-step-into-the-future?

Skoda Octavia iV plug-in hybrid review: A step into the future?

(Pocket-lint) – Electrification is the future. Policy makers as well as car makers have asserted that. So while the revolution’s wheels begin to turn, there’s a good interim point to jump in – a hybrid plug-in, such as this, the Skoda Octavia iV.

The “iV” part of the equation is what tells you this is a plug-in vehicle, as the Octavia is also available in straight petrol or diesel, including a beefier vRS model.

But here it’s all about that plug-in option, which we lived with for a week to see whether it’s worth the circa-£8K price jump, plus whether Skoda’s all-new 2021 interior updates are the future, or feel more a step backwards.

Design & Interior

You can no longer say a Skoda isn’t distinctive – but whether you think that’s in a good way or a bad way is a whole other matter. As we said of the excellent Superb iV Estate, when reviewed back in 2020, it’s to the point where Skoda is extra proud – even spelling out the full name across the rear of each Octavia.

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It’s the front of the Octavia iV that will garner greater attention though, given those slitted headlights, which deliver LED technology as standard (Matrix LED is an extra option and cost). It’s edgy and angular and stands apart from what else you’ll see on the road.

Pop open the door, however, and it’s inside where the 2021 Octavia showcases Skoda’s latest interior. You can choose from black or beige finish options – we’d definitely avoid the latter – and, as a place to sit it’s really rather comfortable.

That’s perhaps the biggest take-away of the Octavia: it’s just effortless to sit in, heated seat cranked up, the upholstery kind of cuddling. Certainly preferable to our freezing cold winter office anyway. 

The interior layout adopts what most car-makers are going with too: more touchscreen, fewer physical buttons. Which, in the case of the Octavia, we actually think puts it back a step compared to the last-gen interior.

The Octavia doesn’t have a mechanical gearstick, for example, it’s gone with a little push/pull paddle instead. It functions fine enough, but not all modes are accessed from here. There’s no dedicated EV/Hybrid button to be found, despite there being heaps of space for it, which feels lazy in a car with a focus on electrification.

Instead, you’ll need to find the Mode button on the dash, press that, then select from the on-screen options of E-Mode or Hybrid Mode. The former is pure electric, the latter uses a combination of electric and combustion. By default the E-Mode isn’t activated, so we never had a silent start-up.

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This ‘hiding’ of controls continues elsewhere: the Climate button activates that selection on screen which, again, is difficult to adjust when you’re driving around – and, let’s face it, that’s when you’ll be making adjustments.

Not even the slider control to the south of the main screen is especially intuitive, despite being new. It sometimes gets touched by accident, making adjustments you didn’t know you wanted.

Infotainment & Technology

Those screens do house a lot of technology though. By default the Octavia iV comes with an 8.25-inch main touchscreen, upgradable to 10-inch with that slider control (as per this review) in the correct package options. Beyond the steering wheel there’s the Virtual Cockpit system, another 10.25-inch arrangement, digitally handling various at-a-glance information.

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The screens line-up more than the earlier iterations in Skoda’s range, as the main display has been raised higher towards the dash – meaning its top edge also protrudes, more tablet-like, bringing it into a position of greater focus. Again, we preferred the lower screen position and additional button controls to keep peripheral distractions at bay.

All Skoda Octavia models feature Apple CarPlay and Android Auto (via Mirrorlink) by default, according to the specification, although we never managed to get Android Auto to activate for some reason unknown to us. Maybe an issue with the USB-C to USB-A converter – as there’s two USB-C ports (the smaller ones) up front, next to a handy inductive charging pad (if your phone has wireless charging aboard).

Another comment about the whole tech setup is the speed at which it loads. It just, well, slow. The start-up time lags and navigation is often blank for a number of seconds. Once things get running everything is fine, but from a cold start you’ll be hanging about a bit before entering that post code.

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Beyond infotainment, Skoda’s range of driver assist safety features is vast. What you pick should reflect the way in which you will use the car – if it’s just short commutes then some of the assist packages, such as lane keep assist, might not be as useful as for someone who’s going to be up and down the motorway on repeat.

The adaptive cruise control is – if you pay for it – an advanced one, able to keep distance, lane keep, and auto-brake to a stop. In certain scenarios it’ll prove a life-saver – not just literally, but just from a comfort point of view.

Drive & Range

And so to the main reason to be looking at a plug-in car: added efficiency and lower emissions – both of which can save you on fuel costs and tax. The green credentials, at this stage, are fairly minor in the bigger overall picture – but it’s a step in the right direction.

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The Octavia iV has a 13kW battery built-in, delivering over 30 miles of pure electric range – we could get around 32 miles – plus decent efficiency and regeneration when in hybrid mode. Skoda quotes 37 miles in E-mode, based on WLTP standard, so our achieved figure isn’t too bad relative to that.

A number of plug-ins that we’ve driven fail to offer an all-electric option – the Volvo XC40 being one such example – while mild hybrids (without a plug-in solution) tend to offer almost zero potential on electric-only travel. So it’s reassuring to be able to use an Octavia for, say, the school run entirely in electric mode without limitation to your driving.

Recharging is possible via the Type-2 charger to the front left of the car. We plugged in at home and refilled once successfully, but were met by an error message at around the 80 per cent mark on recharge attempt number two. A glitch in the system, it seems, and certainly a surprise.



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Should you want to drive with no thought about range, then Sport mode – activated by pulling the drive paddle down a second time into ‘S’ – gives a little extra pep to the drive, but typically regenerates the battery quicker through more applied braking. Not that the Octavia is ‘sporty sporty’, but it’s got enough get up and go thanks to a total combined output of 204bhp from that 1.4l engine and 13kW electric motor combination. 

Verdict

The Skoda Octavia iV plug-in hybrid might not be a super exciting car, but it’s got some super aspects about it: it’s roomy, it’s comfortable, there’s a lot of tech options, and the electric-only range is practical.

The new interior sometimes feels like a step backwards, though, given how it ‘hides’ settings within a more touchscreen-focused operation. And, in our use, we had glitches with Android Auto and recharging that couldn’t be explained.

Overall, if you’re looking for a practical family hatchback then Skoda sits well among the VW Group’s price listings. The iV model adds an inevitable premium over the petrol/diesel-only selection, but with genuine practicality added as a result that’ll pay its worth back for the right kind of owner.

Writing by Mike Lowe.

twitter-reportedly-discussed-buying-social-audio-app-clubhouse-for-$4-billion

Twitter reportedly discussed buying social audio app Clubhouse for $4 billion

Twitter’s already building a competitor to the hot social audio app Clubhouse, but apparently, it’s discussed outright acquiring the company, too. Bloomberg reports today that Twitter held discussions with Clubhouse about purchasing the app for around $4 billion.

These conversations have reportedly stalled, and it’s unclear why. It’s also unclear whether Twitter or Clubhouse approached the other first, which could speak to how either platform is feeling about the competition in the social audio space. Bloomberg also reported yesterday that Clubhouse is now looking to raise money at a $4 billion valuation; it’s possible that number came out of these Twitter discussions, or that Clubhouse is shopping that figure around.

Clubhouse launched last year and popularized the idea of hosting live audio conversations. Celebrities, tech CEOs, and regular folks have since tuned in and hosted rooms. More than 10 million people have reportedly downloaded the app, which is currently invite-only and iOS-only.

The app also faces lots of competitors, including Facebook, Twitter, Discord, LinkedIn, and Slack, among others. These other platforms already come with built-in user bases of millions of people, as well as fully built web, iOS, and Android apps. Still, Clubhouse is rapidly trying to innovate. It’s staffed up in recent months and hired an engineer to build its Android app. It also, this week, launched tipping within the app as a way for creators to make money. (It says it won’t be taking a cut of that revenue.)

For its part, Twitter Spaces has already launched on both iOS and Android. The company also plans to launch a web version and to open hosting abilities up to all users this month. Why Twitter would want to acquire Clubhouse doesn’t totally make sense, unless it simply wanted to wipe the competition out and gain its dedicated user base and buzzy name. Either way, Clubhouse and Twitter now will both continue to face each other in the journey to dominate social audio.

amazon-music-now-has-a-car-mode-for-easier-use-while-driving

Amazon Music now has a Car Mode for easier use while driving

The Amazon Music mobile app is getting a new feature to make it a little bit easier to use while driving. Car Mode is a simplified version of Amazon Music’s interface, featuring larger buttons, suggested playlists and albums, and easy access to Alexa.

Once enabled, Car Mode is divided into two sections. The upper part near the top of your phone is devoted to playback controls like play, pause, and skip, while the bottom section features a collection of music suggestions which you can switch between with a swipe or a tap. If a hands-free experience sounds better (and it probably should if you’re trying to drive safely) you can trigger Alexa in the bottom right corner with a tap or by using an Alexa voice command (“Hey Alexa, play Elton John”).

Car Mode doesn’t add any new functionality to Amazon Music, but its changes to the user interface could make it easier to switch songs or dive into a new playlist without having to take your attention away from the road. Like Spotify’s own take on simplified car controls, Amazon Music can be set to switch to Car Mode as soon as it recognizes your phone connecting to your car’s Bluetooth. For anyone with an older car, Car Mode can also be enabled in settings.

Amazon Music might not be as popular as Spotify or Apple Music — it’s on its way with over 55 million subscribers as of January 2020 — but for a growing service that’s pretty easy to try if you’re already have an Amazon Prime subscription, any new feature has the possibility to help a lot of people. Car Mode is available in Amazon Music now on iOS and Android.

‘hey-spotify’-is-another-hands-free-way-to-control-your-music,-rolling-out-now

‘Hey Spotify’ is another hands-free way to control your music, rolling out now

If you want to pull up your favorite Spotify track or playlist without pressing buttons, there is no shortage of voice assistants to help you get those jams, including Alexa, Siri, Google Assistant, Cortana, and even Bixby. But now, Spotify has its own hands-free wake word: “Hey Spotify” appears to be rolling out on Android and iOS, as tested by GSM Arena, 9to5Mac, and us here at The Verge.

Frankly, it’s a little less handy than some of the native voice assistants built into your phone because you need to leave the app open for it to work — it’s not something you’ll launch with your phone asleep or with Spotify simply running in the background.

But if you have the app open, you can just say “Hey Spotify” and ask it to play a song; pull up a playlist; launch a radio station; and skip, pause, or play. We also found the “Play something I like” command would pull up a random one of our Daily Mix playlists.

The phone version of the feature’s been in the works for at least a year, as app researcher Jane Manchun Wong discovered last March. The app should prompt you to get started if the feature’s rolled out to you by now, but you might be able to find the toggle manually under Settings > Microphone permissions > “Hey Spotify.”

Why now? Why bother when other voice assistants can do this without launching an app? I imagine that’s because Spotify is tracking toward its own hardware, where its voice assistant will be always on and always ready. Specifically, Spotify appears to be tracking toward the launch of its Car Thing, a dedicated Spotify smart assistant for your vehicle that was reported to include a “Hey Spotify” voice command way back in January 2019.

Having the same voice command on your phone makes sense; users might get used to it, and start looking for it, after they exit their vehicles. And while they’re at it, I also wouldn’t be surprised if we see some “Hey Spotify” headphones or earbuds sometime in the next year.

garmin-varia-rtl515-radar-tail-light-review:-trip-the-light-fantastic

Garmin Varia RTL515 radar tail light review: Trip the light fantastic

(Pocket-lint) – When out cycling it’s not just your eyes but also your ears that can be crucial in assessing what’s going on around you – it’s why we’d never put in headphones and listen to music while out on the road. But sometimes your own limited senses aren’t quite enough.

That’s where the Garmin Varia (RTL515) comes into play. Not only does it function as a rear bike light, it also has built-in radar that can detect when another vehicle or cyclist is on the approach and, through sync with your Garmin Edge cycling computer or mounted smartphone (via the Varia app) can alert you to what’s going on.

Thing is, the Varia RTL515 is rather a lot of money. But, having been solo cycling in the country for some months now, it’s proven its worth and our peace of mind time and again. Here’s why we recommend it.

Design & Mount

  • Syncs with Garmin Connect / Garmin Edge computers / Varia mobile app (iOS & Android)
  • Mount: Garmin twist-lock mount (adaptors included)
  • Dimensions: 98.6 x 19.7 x 39.6mm / Weight: 71g
  • ANT+ & Bluetooth connectivity
  • IPX7 weather-resistant design

While most bike lights are rather small, the Varia is a lot larger on account of its mount, internal battery and radar technology. It’s not big to the point of bothersome, but much of the product isn’t the actual light itself – as you can see from the extended black area in the elongated pill-shaped design.

To mount the light it’s a case of getting the included Garmin mount, fixed by O-ring bands, onto your rear seatpost. It fits fairly snug, although road vibrations can, to some degree, make the light/radar turn around the seat post slightly – and we cannot see any way to make it tighter. It’s never stopped the product functioning for us, though, so it’s no bother.

There are some adaptors included in the box, which you may find helpful, which pad out the mount. Our light, once mounted, has a fairly ‘downward’ facing position, so using the adaptors can be assistive in getting a better position overall.

Once it’s mounted up, there’s an on button, a press of which will see a small blue light show you that the light is active. From here it’ll want to find your relevant Garmin kit to sync. Through the Garmin Connect app it’s possible to sync with a bike computer, as we have with the Edge 1030 Plus, where the light’s presence shows as a little always-on-top symbol to the top right. If it’s deactivated this is red, if it’s in play then this is black. Nice and simple.

You don’t even really need to worry about turning the light itself off or on – a long press of the on/off switch can do this though – as the sync with your Garmin product means it’ll only be active when your cycling computer is also active. Very handy.

The connection is made through ANT+ or Bluetooth in the case of using a phone app instead of dedicated Garmin cycling computer. We’ve had no issues with the connection, but if the radar is blocked due to say, excess mud all over the light, then it’ll let you know that it’s not functioning – so you can stop and give it a wipe down as needed.

Performance

  • Radar: 140m range & 220 degree field of view
  • Modes: Solid, Peloton, Night Flash, Day Flash
  • Maximum lumens: 65 (in Day Flash mode)
  • Minimum lumens: 8 (in Peloton mode)
  • Up to 16 hours battery life
  • Micro-USB recharging

Once you’re out on the road, the only presence of the Varia is that little symbol to the top right corner of the Garmin Edge display. However, once a vehicle is detected on the approach the side of the display becomes an ‘approach bar’ showing a little dot (representing the vehicle) and how closely it’s approaching. There’s also an audible “de-dah, de-dah, de-dah” type alert, which will make you look – and is really useful, as it sounds even when the rest of your Garmin’s functions are muted.

That ‘approach bar’ is reasonably accurate, as you’ll tend to note a vehicle sits awaiting its sensible moment to overtake. At this point, the Varia will sound an alert again – as the radar can detect the wider movement, effectively giving you one alert for initial approach, and a second alert for overtake.

Once a vehicle has passed, the ‘approach bar’ will turn from red to green, to let you know there’s nothing else on the approach. If there is, however, the bar will remain red and show the next vehicle awaiting its turn to pass – and you might not get an approach alert in this instance. We don’t see that as a problem, but it’s something to be aware of.

There’s a similar minor issue we’ve found when riding with others: when riding chain gang style, in a bit of a peloton, the close proximity seems to make the Varia think nothing is in your near vicinity. This is how it’s supposed to function – a consistent speed follow within 30m is seen as a fellow cyclist, in effect – in order to free up the system to alert you for faster approaching vehicles.

Which is all well and good, but can’t you just use your ears? Well, yes and no. See, when we lived in London, cycling was a whole other experience compared to cycling country backroads. Our old London route was open, largely straight, with ample passing space and, frankly, enough traffic that it would rarely be faster than two legs a-pedalling. But in the country, with often concealed turns, dappled light, and rush of wind that can make hearing tricky, it’s very valuable.

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As one example: there are two sections of our daily country ride that are a bit tighter. It’s actually hard to hear anything on the approach in those sections, due to the rush of wind at relative speed. That said, it’s a national speed limit road, so a passing vehicle could, technically speaking, overtake at pace. What we do here is get alerted from the Varia that there’s a vehicle behind, then await a decent passing spot and sign for the vehicle to proceed safely. Not something we needed in London, massively useful in the country.

As for the brightness of the Varia, it’s pretty punchy. A flashing Day Flash mode is 65 lumens, with a battery life up to 16 hours. There’s also Solid (20 lumens, always on), Peloton (8 lumens to not distract nearby cyclists’ eyes), and Night Flash (29 lumens, to be seen). We’ve also seen that the sequence of flashing will change when the radar detects a vehicle in order to help you to be seen, which is a clever little feature.

As for battery life, the claimed time of 16 hours is perhaps a stretch. We’re probably poor at switching the light off properly, however, and it is at least easy to charge – although it uses older Micro-USB when we’d prefer USB-C and the possibility of wireless charging for a much simpler solution without the need for vulnerable ports and enclosing flaps to protect.

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In terms of sensitivity, the Varia is very good at identifying a relevant approach. If your bike is stationary and you walk up to it from behind it’ll count that as an approach. And, as we’ve said, other vehicles – motorbikes, cars, vans and beyond – and cyclists are detected with ease. So if there’s a T-Rex on your tail, the Varia will let you know about it.

Verdict

Your eyes and ears are one thing, but adding radar to your cycles adds a layer of safety that’s very useful. In the case of the Varia RTL515 it’s expertly integrated into your Garmin setup, too, which makes it an easy-to-understand tool to act upon as necessary.

The only real question mark over whether to buy one is the simple fact that it costs an awful lot of money for what is, in effect, a fancy rear light. But it’s proven its worth and our peace of mind time and again. And for that we say it’s well worth it.

Writing by Mike Lowe.

thx-onyx-is-an-mqa-supporting-usb-dac-promising-quality-music-on-the-go

THX Onyx is an MQA-supporting USB DAC promising quality music on the go

(Image credit: THX)

If portable audio has been shaped by anything other than advancing headphones technology in recent years, it’s the arrival of portable DACs – pocketable ‘middleman’ devices that connect between a phone or laptop and a pair of headphones to improve sound quality. We’ve had laptop-friendly AudioQuest DragonFlys and the more versatile Audiolab M-DAC nano, for example, and now THX (yes, that same firm famously behind cinema audio standards) is entering the consumer electronics market with a similar device.

The all-new THX Onyx ($200, €210) is a dongle designed to enhance the performance between your USB source and your headphones or desktop speakers. You can plug it into any PC, Mac or Android device toting a USB or USB-C port, with iOS devices requiring the slim Apple Lightning to USB Camera Adapter to be compatible. At the other end, the Onyx has been designed to drive all manner of headphones – those with impedances from 22ohms to 600 – via its 3.5mm jack, through which desktop speakers can also be connected.

It’s the first DAC of its kind to utilise THX’s AAA-78 amplifier technology, which is the highest-powered configuration within the company’s Achromatic Audio Amplifier design and promises the same power output as a desktop THX AAA DAC amp – just in a much smaller package. THX says this technology can “reduce harmonic, intermodulation, and crossover distortion by up to 40dB”, promising a performance with “infinitesimally low levels” of noise and distortion. It also claims this makes the Onyx up to five times more powerful than other similar USB DACs.

  • Our pick of the best DACs 2021: USB, portable and desktop DACs

(Image credit: THX)

That AAA technology is bolstered by an ESS ES9281PRO DAC chip, as well as a Master Quality Authenticated (MQA) renderer for playing back MQA hard files and (MQA-encoded) Tidal Masters in their native quality.

The Onyx has an all-metal body, with LED lights to signify the quality of file being played through it – blue denotes 44.1kHz or 48kHz PCM files, yellow signifies sample rates above that, while red and pink display DSD and MQA signals respectively. THX has incorporated cable management into the design so that wires from connected headphones are kept neat and tidy, too.

THX Onyx is now available in the United States and Europe for $200 and €210. Needless to say we look forward to taking it for a spin very soon.

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