vergecast:-nft-mania,-the-sonos-roam,-and-the-next-android-phones

Vergecast: NFT mania, the Sonos Roam, and the next Android phones

Illustration by Alex Castro / The Verge

Every Friday, The Verge publishes our flagship podcast The Vergecast, our chat show discussing the week in tech news featuring our reporters and editors.

This week, co-hosts Nilay Patel and Dieter Bohn talk to Verge deputy editor Elizabeth Lopatto about the rise in interest of NFTs. Elizabeth explains the basics of how NFTs work and what someone actually owns when a transaction takes place.

In the second half of the show, Verge deputy editor Dan Seifert stops by for a gadget roundup — there’s a review for the wild Asus ROG Phone 5, some rumors of OnePlus’ new flagship device, and the announcement of Sonos’ first fully mobile Bluetooth speaker.

Listen here or in your preferred podcast player to hear the full discussion.

Stories mentioned in this week’s episode:

  • COVID-19 took disease tests out of the lab — and may keep them there
  • People who are vaccinated can socialize together without masks, CDC says
  • COVID-19 vaccine supplies are on the rise in the US
  • Single-shot COVID-19 vaccine is popular at vaccination sites
  • Artifacts from the first COVID-19 vaccination in the US are headed to the Smithsonian
  • Meet Dr. B, the startup connecting people to leftover vaccines
  • Beeple sold an NFT for $69 million
  • NFTs, explained
  • Of course John Legere bought an $888,888.88 NFT from Steve Aoki
  • Jack Dorsey’s first tweet may fetch $2.5 million, and he’ll donate the NFTy proceeds to charity
  • Sonos Roam officially announced for $169, preorders start now
  • Sonos partners with Audi to bring its audio tech to cars
  • Asus ROG phone 5 review
  • Leaked OnePlus 9 Pro and OnePlus 9 renders leave little to the imagination
  • OnePlus’ next phones will come out on March 23rd
  • Samsung will host another Unpacked event on March 17th
  • Apple reportedly overestimated iPhone 12 mini demand, by a lot
  • Insta360’s Go 2 is a $299 action camera with a surprisingly powerful case
  • The most powerful Wear OS watches are held back by Wear OS
  • Asus ROG Zephyrus G15 review: AMD and Nvidia at their best
  • Razer Blade 15 Base review: losing its edge
  • Best gaming laptops in 2021
mad-catz-mojo.-m1-review

Mad Catz M.O.J.O. M1 Review

Introduction

Mad Catz is a gaming peripherals company located in Hong Kong and has been around since 1989 (in one way or another). With the M.O.J.O. M1, Mad Catz does a lot of things differently compared to usual. Customization has been kept to an absolute minimum: no software, just four fixed CPI steps, only 1000 Hz polling, and a non-adjustable lightweight 66 g design. Furthermore, a more flexible paracord-like, braided cable is used, along with PixArt’s PMW3360 capable of 12,000 CPI. As for the main button switches, the M.O.J.O. M1 is equipped with Mad Catz’s custom DAKOTA switches rated for 60M clicks and of particularly low latency. Lastly, the M.O.J.O. M1 is priced at $49.99, which is also rather uncommon for a Mad Catz mouse.

Specifications

Mad Catz M.O.J.O. M1
Size: 120 mm x 79.3 mm x 39 mm
Size (inches): 4.72″ x 3.12″ x 1.54″
Ambidextrous: No
Weight: 66 g
Number of Buttons: 6 (including wheel click)
Main Switches: DAKOTA (60 M)
Wheel Encoder: Mechanical
Sensor: PixArt PMW3360
Resolution: 800/1600/3200/12,000 CPI
Polling Rate: 1000 Hz
Cable: 1.80 m, braided
Software: No
Price: $49.99
Warranty: 2 years
when-games-are-hard-on-their-hands,-some-players-turn-their-voices-into-controllers

When games are hard on their hands, some players turn their voices into controllers

As both a software engineer and an avid player of strategy games, chaosparrot struggled to reckon with the damage his work and hobbies had done to his hands. By 2017, the consistent pain of his repetitive stress injuries was bad enough that he could no longer type comfortably or enjoy the games he loved to play. While searching for solutions, he came across a video of someone using speech recognition software to code. He decided to try using the same tech — not for coding, but for playing games.

“I started the process of trying to play the old games that I couldn’t play anymore with sounds instead,” chaosparrot says. The project started in Python, which he used to create a full voice control program that enables him to play games hands-free. And it worked: he was able to reach just one tier below the rank in Starcraft he had attained before his injuries, and he also beat Hollow Knight, a twitchy game that’s likely to frustrate players even with a traditional controller, using just his voice.

Games have slowly gotten more accessible over time, but when features are missing or controls don’t work, the onus falls on disabled players to find their own ways to play. Many disabled players use a combination of adaptive hardware — such as mouth-operated controllers and specially designed joysticks — and various apps to enable features like eye tracking, screen resizing, or voice control. Chaosparrot’s use of voice is just one of the many customizable, bespoke solutions players have turned to.

“That’s like life when you have a disability. Anything that I kind of want, or need, and it’s not available, we have to make it ourselves,” says Kyle Abbate, who runs onehandmostly, a YouTube channel focused on accessibility in games. That might be a cup holder for his wheelchair, attachments for his keyboard and mouse, or the software setups he uses to play games. “A lot of stuff for disabled people is trial by error, and making your own accessible tech, and whatever works for you, and experimenting and trying to find what’s best.”

Chaosparrot’s program, Parrot.Py, was inspired by Talon Voice, a freely available voice recognition software for writing, coding, and theoretically any other computing task. By teaching Parrot.Py specific clicks, hisses, and clucks and associating them with button inputs in a game, chaosparrot is able to vocalize commands — selecting units in Starcraft or attacking and dashing in Hollow Knight — in addition to using eye tracking for movement. He hopes to get it working in a variety of game genres, and has even tested it while playing Among Us, though that involved explaining to friends why he was hissing into his mic on the way to electric.

There are other players who use older, preexisting voice control programs like VoiceAttack and GAVPI as viable alternatives to typical controllers. But regardless of the program, there are still hurdles that come with voice as a control method. Voice controls create a time delay between giving a command and the move being executed in the game, which makes for a more difficult gameplay experience, especially in games that call for fast reaction times.

There’s also more mental labor involved in setting up voice commands before diving into a game. Both VoiceAttack and GAVPI require more tech literacy than just running a game by itself, and Parrot.Py requires at least a basic familiarity with coding. Using any of these programs involves extra steps on top of the existing barriers that come with playing as a disabled person. “It’s gonna be hard to bridge that gap,” says chaosparrot. Like Abbate has done for VoiceAttack, he plans to make videos explaining how to use his program.

Beyond the quirks of setting up voice controls, some games are just more difficult to play than others. A game like Celeste, which requires fast decision-making and movement, presents a challenge, but is more playable thanks to a built-in assist mode that allows for adjustments in speed, stamina, and invincibility. For games without an assist mode, adjusting elements like health or attack damage with a program like Cheat Engine can make the game adapt to the player, meeting them in the middle between what they’re capable of and what the game requires. “I think if you look at the future of accessibility, I think [an assist mode] is a great thing to add, at least to single-player games,” says chaosparrot.

Inclusive design requires time, careful consideration, and a willingness to solicit feedback from people with a variety of disabilities. Developers don’t always have adaptive play styles in mind, and don’t necessarily have the best track record for considering how disabled people might interact with their games, from button-mashing triggering chronic pain flare-ups to flashing lights potentially causing seizures.

Improvements in gaming accessibility have often been the result of disabled people advocating for themselves. Microsoft’s Xbox Adaptive Controller was developed with guidance from advocacy groups like AbleGamers to better address the needs of disabled players. A letter from a disabled player is what pushed Naughty Dog’s team to consider accessibility in their games. They prioritized accessibility in The Last of Us Part II as a result, and the game was praised for its wide range of customizable options like remappable controls and audio cues for players with low vision.

Those pushes for more accessible features are also found on social media platforms, where disabled people band together to bring awareness to what’s missing in games and what fixes have been made. “The disabled community on social media has been growing and becoming more and more vocal,” says Courtney Craven, founder of Can I Play That, an accessible game review site.

Players continue to advocate for accessibility in games by reaching out to developers and showcasing and sharing the kinds of solutions they use. Chaosparrot’s Parrot.Py is designed to address his needs, but he and other players know that accessibility will never be one-size-fits-all.

“I encourage devs to take a look at their game and their mechanics, and then think about ‘how do we make these accessible,’’’ says Abbate. “And then when you’re making your next game, ‘how can we iterate again, and make those changes, make it even better.’”

mcintosh’s-reference-car-audio-system-revealed-in-2022-jeep-grand-wagoneer

McIntosh’s reference car audio system revealed in 2022 Jeep Grand Wagoneer

(Image credit: McIntosh / Jeep)

McIntosh has released details of its reference in-car audio system, which will feature in the 2022 Jeep Grand Wagoneer SUV, due in mid-2021.

This is the latest fruits of the American hi-fi brand and car’s partnership (announced last September), following the launch of the McIntosh sound system inside the Jeep Grand Cherokee L earlier this year.

The McIntosh MX1375 Reference Entertainment System is the company’s first-ever ‘automotive reference system’ and will be available exclusively in the Grand Wagoneer. The set-up boasts 23 speakers and “one of the highest performing 12-inch subwoofers in the industry.” It will be powered by a 24-channel 1375-watt amplifier.

There’s no word on pricing yet, but McIntosh points out that splashing out on the MX1375 gets you the firm’s Adaptive 3D Surround Processing capabilities, which aim to provide an “immersive listening experience”.

If the reference system proves a little rich for your blood, you can opt for the McIntosh MX950 Entertainment System, which will be available in the Grand Wagoneer Series I and II, as well as the Wagoneer Series III. The same system found in Jeep’s Grand Cherokee L, the MX950 comprises 19 speakers, a 10-inch subwoofer and a 17-channel, 950-watt amplifier.

(Image credit: McIntosh / Jeep)

(Image credit: McIntosh)

It’s not the first time McIntosh has teamed up with an American icon. In the early noughties, the US-based audio maker developed custom systems for Harley Davidson motorcycles and the reissued Ford GT.

No expense has been spared this time around, though. McIntosh’s acoustics experts are said to have had “free rein” to create the best possible audio system design, with the aim of enveloping passengers in a convincing live music experience.

“When we were developing the MX1375 Reference Entertainment System, we set up a McIntosh Reference room next to the Wagoneer team’s facility to ensure the best parts of the home system experience made it into the Grand Wagoneer,” said McIntosh president Charlie Randall.

And yes, those iconic blue meters are present on the vehicle’s infotainment display. 

McIntosh isn’t the only hi-fi brand hitting the road. Sonos will offer its audio kit in the upcoming Audi Q4 E-tron, while Naim has recently teamed up with Bentley.

MORE:

Vroom with a view: the best in-car audio tech and trends

Read our review of the Naim for Bentley in-car audio system

An in-depth look at the McIntosh MA9000 integrated amplifier