Zotac GeForce RTX 3070 Ti AMP Holo is the company’s premium custom-design offering based on NVIDIA’s latest addition to its RTX 30-series “Ampere” product family. The GeForce RTX 3070 Ti, along with last week’s RTX 3080 Ti, are additions to the higher-end of NVIDIA’s product stack, in response to competition from AMD’s Radeon RX 6000 series “Big Navi” graphics cards. The RTX 3070 Ti, in particular, is being launched to close a price-performance gap between the RTX 3070 and RTX 3080, as the RTX 3070 is embattled on two fronts, from the RX 6700 XT, and the RX 6800.
NVIDIA could have been lazy and simply cut down its latest GA102 silicon, but was prudent. Rather, the company decided to not only max out the GA104 silicon, unlocking all its 6,144 CUDA cores; but also give the chip 35% faster 19 Gbps GDDR6X memory, as opposed to 14 Gbps GDDR6 on the original RTX 3070. These, combined with slightly higher clock speeds and power limits, could be NVIDIA’s answer to competitors from AMD.
The GeForce “Ampere” architecture represents the 2nd generation of NVIDIA’s RTX real-time raytracing technology, and introduces 2nd generation RT cores that double ray intersection performance and feature fixed-function hardware for even more raytraced effects; 3rd generation Tensor cores that leverage the sparsity phenomenon in AI deep-learning neural nets to increase inference performance by an order of magnitude; and the Ampere CUDA core itself, which significantly increases performance by leveraging concurrent INT32 and FP32 math operations.
The Zotac RTX 3070 Ti AMP Holo features the company’s highest state of tune for this GPU. The chip runs at a boost frequency of 1830 MHz boost, compared to 1770 MHz reference. The HoloBlack cooling solution combines the cooling prowess of a large triple-fan aluminium fin-stack heatsink; with the aesthetics of a large ARGB LED diffuser the company calls the Spectra lighting system. In this review, we show you if it’s worth forking out a little extra for this card over the Founders Edition.
Sniper Ghost Warrior 2: Contracts is a long-range sniping assassination simulator wrapped in a beautiful first-person adventure. In its single-player campaign, you play as a contract killer who is supposed to plan and execute medium-to-extreme range assassinations using a sniper rifle.
This isn’t a simple point-and-click, all the bullet physics from the real world are carried over, including projectile motion, wind, the player’s own body motion, and even the Earth’s rotation. These mechanics have already been implemented in several other games from this sub-genre, such as Sniper Elite; however, Ghost Warrior 2 is set in the modern era, uses the latest weapons and optics, and incorporates many other gameplay elements from assassination-focused games, like Hitman.
The single-player campaign takes you to a fictive Middle Eastern country with several exotic locations where you must reach a sniping point, putting out enemies along the way; once reached, you plan the perfect shot at your high-value target. Besides long-range sniping missions, there’s also more close-range combat, which is best executed with stealth. There is plenty of customization to be had. You can not only customize your main sniper rifle, but also your secondary guns, and other kit you carry with you on your mission.
Developed by CI Games, Sniper Ghost Warrior 2: Contracts utilizes CryEngine, and uses the DirectX 11 API exclusive. The game can be taxing on your machine, particularly as it’s trying to render distant 3D scenes in great detail. In this mini review, we test it across a wide range of graphics cards to show you how it plays.
After months of political jockeying and procedural hurdles, the Senate approved a massive science and technology bill Tuesday to boost US competitiveness with China. The bill invests billions into emerging technology industries like artificial intelligence, semiconductors, and quantum computing in the US.
The bill — titled the US Innovation and Competition Act or USICA — builds off a previous proposal from Senate Majority Leader Chuck Schumer (D-NY) called the Endless Frontier Act. Endless Frontier was lauded as one of the first big bipartisan bills to come from the Biden administration. But over the last few months, the bill, which was seen as a must-pass piece of legislation for both parties, was bloated with political mush and much of the original funding was watered down as it moved through the Senate process.
In its current form, the bill provides $52 billion for domestic semiconductor manufacturing, as well as a 30 percent boost in funding for the National Science Foundation and $29 billion for a new science directorate to focus on applied sciences.
“Whoever wins the race to the technologies of the future will be the global economic leader,” Schumer said in a tweet on Tuesday. “We must invest in science, R&D, manufacturing, and innovation.”
The Endless Frontier Act was originally intended to provide $100 billion in funding for a new science directorate at the National Science Foundation to promote research in emerging tech fields. It would dole out billions to regions all across the country to build out new tech hubs and encourage tech companies to find homes outside of Silicon Valley and the coasts.
Last month, the package appeared to be doomed as Republicans withheld their votes to end debate on the bill. Hours after the initial cloture vote was called, Schumer reached an agreement with Republicans to hold votes on parts of the bill they were contesting the following week. Specifically, Republicans were concerned with language in the bill that would require a prevailing wage for semiconductor manufacturers in the US. On Tuesday, an amendment to strike that language was shot down.
In March, President Joe Biden put out his sweeping infrastructure package known as the American Jobs Plan. The original $2 trillion plan contained funding for broadband expansion, roads, highways, and called for $50 billion for domestic semiconductor manufacturing. Tuesday’s vote in the Senate marks the next step in achieving parts of the administration’s infrastructure goals.
Earlier this year, Biden signed an executive order to combat growing concerns over a global semiconductor shortage. The order called for a 100-day government review of supply chains to address shortfalls in acquiring chips. That review was published Tuesday, and the White House launched a new task force to address these supply chain disruptions.
Tuesday’s USICA approval also provides $10 billion to reshape cities and regions across the US into “technology hubs,” focusing on research and development into cutting-edge industries and creating new, well-paying tech jobs outside of the coasts. The funds will go to the Commerce Department and cities will be able to pitch the government on why it should be on the receiving end of these funds.
“This is certainly a welcome injection of resources,” Mike Wallace, legislative director for human development at the National League of Cities, told The Verge last week. “These are funds that will help local officials, but all stakeholders, think about economic mobility in a regional way.”
USICA faced criticism not only from Republicans, but from progressives like Sen. Bernie Sanders (I-VT). Sanders initially voted to tank the competition bill last month over what he called a “multi-billion dollar Bezos Bailout” that would authorize $10 billion for the Amazon CEO’s space venture, Blue Origin, to participate in NASA’s next Moon mission, codenamed “Project Artemis.” Sanders also attempted to negotiate language in the bill that would give the federal government equity interest in exchange for semiconductor grants and aid.
The package still needs to move through the House before President Biden can sign it into law. On Tuesday, Schumer said that he was “quite certain that we will get a really good product on the president’s desk,” but it’s unclear how long that will take or if the bill will change further.
The US announced plans to build out a domestic supply chain for lithium batteries, which are critical for electric vehicles and renewable energy. Its new goal is to be able to do nearly everything — from mining to manufacturing and recycling batteries — within its borders by the end of the decade. If it fails, the US could struggle to meet its ownclimate goals and compete in the growing electric vehicleindustry.
The Department of Energy (DOE) released a “national blueprint” today outlining how it plans to boost America’s ability to make lithium batteries. Demand for thesebatteries has already skyrocketed for electronics and electric vehicles. Spruced-up electricity grids will also need largebatteries to accommodate increasing amounts of solar and wind power. In its blueprint, the DOE even makes a case for battery-powered planes to take to the skies.
Right now, the US is a small player in the global battery industry. China dominates both battery manufacturing and mineral supply chains. On its current trajectory, the US is expected to be able to supply less than half the projected demand for lithium-ion batteries for electric vehicles on its roads by 2028.
“These projections show there is a real threat that U.S. companies will not be able to benefit from domestic and global market growth,” the blueprint says. “Our supply chains for the transportation, utility, and aviation sectors will be vulnerable and beholden to others for key technologies.”
A lot of what’s holding the US back, according to the DOE, is a lack of a national strategy. So to turn things around, the DOE laid out its priorities for federal investment in the technology this decade. One of the biggest problems to tackle is how to nab enough key minerals. There’s a looming shortage of lithium, cobalt, and nickel used in batteries. To make things worse, these things are only mined in a few places, and labor and human rights abuses are common. That makes finding new mineralsources and designing batteries that use less of these materials pretty urgent.
There’s already a race to tap lithium deposits in the US, and the DOE’s new blueprint will likely accelerate domestic mining efforts. The DOE also called for mandating recycling so that battery makers can eventually harvest more materials from old products. Longer term, the DOE actually wants to find a way to make lithium-ion batteries without cobalt and nickel by 2030. (Tesla announced last year that it would make EV battery cathodes without cobalt). Through better design, it ultimately wants to cut the cost of an EV battery pack in half by the end of the decade.
The DOE plans to distribute $17 billion in loans for EV manufacturing facilities in the US. It’s also looking to deploy more large-scale energy storage at federal sites. And it released new guidelines requiringfederal contractors and grantees to manufacture the products they’re researching and developing, including anything related to advanced batteries, in the US.
It’s part of a broader push by the Biden administration to develop moredomestic supply chains. In addition to lithium-ion batteries, they are also focused on critical minerals, semiconductor chips, and pharmaceuticals. The administration published a larger review of all those supply chains today and announced a new task force to stop supply chain disruptions. That task force is focused on finding short-term solutions after the COVID-19 pandemic revealed big weaknesses in global supply chains.
In the long term, the US will probably need to figure out how to make a lot more stuff on its own. The Biden administration will put aside $100 million in grants for state-level apprenticeship programs that will help create workforces for new domestic supply chains. “Decades of focusing on labor as a cost to be managed and not an asset to be invested in have weakened our domestic supply chains,” deputy director of the National Economic Council Sameera Fazili said in a briefing today. “It’s clear from these reports that we need to take action.”
You won’t find many true wireless earbuds that come close to matching the all-round brilliance of the Sony WF-1000XM4
For
Clear, detailed bass performance
Wonderful sense of musicality
Comfortable
Class-leading battery life
Against
Missing Sony’s Multipoint feature
Lacking ear tip choices
No aptX HD
How do you improve on arguably the best all-round true wireless earbuds on the market? Sony has gone back to the drawing board and designed a brand new pair that look nothing like their predecessors – and the result is the WF-1000XM4. Is it a brave move? Definitely. Crazy? Quite possibly.
Sony’s WF-1000X range of wireless earbuds has been a dominant force in this category over the last few years, and the last pair to emerge from its stable, the WF-1000XM3, are two-time What Hi-Fi? Award-winners.
But instead of making the odd refinement here and there, Sony’s engineers have gone to town on the WF-1000XM4 with an all-new design, a new charging case and a new audio processor. They have even found time to develop a new eartip material, which here is appearing on a pair of Sony earbuds for the first time. What could possibly go wrong?
Luckily for Sony, very little does. In fact, the WF-1000XM4 are one of the most feature-packed, user-friendly and sonically gifted pair of wireless earbuds we’ve tested.
Pricing
Unsurprisingly, the Sonys sit at the premium end of the market, coming in at £250 ($280, AU$500). That places them right in the firing line of other five-star rivals such as the Sennheiser Momentum True Wireless 2 (£279, $299, AU$499), Bose QuietComfort Earbuds (£249, $280, AU$399) and, of course, the Apple AirPods Pro, which at the time of writing range in price between £199 ($199, AU$300) and £249 ($249, AU$329).
Build
Your initial contact with the WF-1000XM4 is a surprising one. Sony has ditched the usual glossy box for recycled packaging made from a special blend of paper. This makes for a more compact box (34 per cent smaller than the WF-1000XM3’s), and one that’s plastic-free. That’s great news for the environment, though it doesn’t really give off the vibe that you’ve just bought a pair of premium noise-cancelling headphones.
Sony WF-1000XM4 tech specs
Bluetooth version 5.2
Noise-cancelling Yes
Battery life 8 hours (BT + ANC), 24 hours (total)
Voice control Google Assistant, Amazon Alexa
Finishes x2
Weight 7.3g (x2)
Once you’ve liberated the WF-1000XM4 from their packaging, you’re greeted by a small, black charging case. It’s smaller than the case that comes with the Bose Quiet Comfort Earbuds, and positively tiny (40 per cent smaller) compared with the charging case that comes with their predecessors.
The case charges via USB-C and also introduces wireless charging to the WF-1000X range for the first time – all you need is a compatible Qi charging pad. You can even battery share with compatible smartphones and piggyback off their power supply, too.
You shouldn’t have to worry too much about the battery life. Sony’s new buds might come with a smaller case, but the XM4’s battery life is actually up compared with the XM3. You now get eight hours of play from the earbuds with noise-cancelling and Bluetooth turned on, and Sony claims the case can supply a further 16 hours of charge. That places their battery life from a single charge above all major rivals. The AirPods Pro can only manage five hours, the Sennheiser Momentum True Wireless seven hours and the Bose QuietComfort Earbuds six hours. Turn off noise-cancelling and the Sony’s life is extended to 12 hours from a single charge and 24 hours with the case. A five-minute quick charge is good for one hour of playtime, too.
You can see the life remaining in both the buds and the case through Sony’s Headphones Connect app, which will also give you a reminder when the case drops below 30 per cent charge.
As with all wireless earbuds, battery life can vary due to a number of different factors, such as the quality of files you’re listening to, how hard the internal processor is working, and the volume you’re listening at. During our testing, we found the battery life consistently good enough to get us through a day of mixed use.
Comfort
Flip open the magnetic case and you’ll see the all-new earbud design of the WF-1000XM4. Based on a combination of customer feedback about the XM3 and research about the human ear, Sony has settled on a rounder body that sits more inside the ear opening.
The matte finish on each earbud gives the headphones a premium feel, while the small accents around the microphone and sensor holes add a tiny splash of colour. Speaking of colour, the XM4 come in a choice of black or silver.
If you want your XM4 to double as sports or running headphones you’ll be pleased to know they boast an IPX4 rating, making them resistant to “splashing from any angle” – a big improvement on the old model.
Besides the new-look earpieces, the XM4 also have brand new eartips. Made from polyurethane, which feels like a cross between silicone and foam, Sony claims they help secure a tighter, more stable fit. The thousands of tiny bubbles in the tips are also supposed to help reduce and dissipate noise.
The only downside here is that you only get a single set of small, medium and large-sized tips to choose from. Sony says you will get years of use out of one pair, and naturally extra tips should be available to purchase if you need them.
We don’t have any major problems sliding the earbuds in and twisting them into place. If you are struggling for a seal, you can pinch the tips and slide them into your ear canal, until they expand. We find they sit snugly in your ear opening, but they are comfortable over longer listening sessions.
To make sure you have the perfect fit, Sony has introduced a new air-tightness test, accessible through its Headphones Connect app. The app fires out a test tone and reports back on whether or not you need to make any adjustments. It’s worth trying out, especially if you feel the sound is lacking bass or there is outside noise leaking in.
In fact, we’d recommend installing the Headphones Connect app when you first connect the XM4. It gives you direct access to all the key features and functions of the earbuds so you can choose which ones to enable and disable. It also helps you get set up for listening to music in Sony’s 360 Reality Audio format from compatible streaming services such as Tidal and Deezer.
Features
The circular outer surface of each earpiece is a touchpad and, by using the Headphones Connect app, you can customise the functionality of each one. They can control volume and playback or switch between noise-cancelling and ambient sound modes through the usual combination of taps, presses and long holds – and the headphones are quick to respond to these actions. Switching between sound modes, changing volume and activating and deactivating features such as Quick Attention (which drops the volume of what you’re listening to, so you can have a quick conversation without having to remove the earbuds from your ears) happen with minimal fuss.
The Sony WF-1000XM4 borrow the Speak-to-Chat function that debuted in the WH-1000XM4 wireless headphones. This feature allows you to talk to someone while the earbuds are still in place and is triggered when you start talking. It works well, although as is the case with the over-ears, it’s only triggered a second or so after you start talking.
This slight delay can be frustrating, as can the tendency for the feature to be triggered by a cough or an impromptu karaoke session while sat at your desk. You can reduce the sensitivity of the feature, or you can turn it off completely and either use Quick Attention or remove an earbud completely (which pauses playback automatically).
On the inside of the XM4 is plenty of new technology. The earbuds feature an improved DAC and analogue amplifier and are powered by a new Integrated Processor V1. Sony claims it provides a clearer sound and even better noise-cancelling than their predecessor. The new model also gets Sony’s DSEE Extreme audio processor with Edge-AI, which we have already experienced in the WH-1000XM4 over-ear headphones, and is designed to upscale low-bitrate music files to near hi-res quality.
The 6mm driver used inside the XM4 is similar in size to the one used in the previous model, but it’s made from a new material and features a bigger magnet, which Sony claims helps improve sound quality and noise-cancelling, especially with certain low frequencies.
There’s no aptX HD support onboard, but the XM4 support Sony’s LDAC file format, which, streamed over Bluetooth from a compatible source, allows hi-res audio files up to 24-bit/96kHz to be transmitted at data rates of up to 990kbps.
Sony has also aimed to deliver clearer call quality with new features, including beam-forming and the use of a bone conduction sensor that stops the mics from picking up distracting ambient sounds while you’re talking. There’s even an automatic wind noise reduction mode which attempts to cut out swirls of noise passing through the headset and into your ears.
All of this works with Sony’s Precise Voice Pickup technology, originally introduced in the WH-1000XM4. The net effect is an impressive call quality for a pair of wireless earbuds. The technologies all combine to do a solid job of dampening down outside noise and interference, especially for the person on the other end of the line.
The general level of noise-cancelling is excellent, especially for a pair of wireless earbuds. Not everyone likes that ‘vacuum’ feeling you get when it’s turned on, but it’s extremely effective through the Sonys and you’ll struggle to find better noise cancellation at this level.
Android users will be pleased to hear the Sonys are compatible with Fast Pair so you can get up and running with minimal fuss. You receive a battery notification pop-up on your smartphone when they power up and you can even track their location down using the Google Find My Device app.
Unfortunately, iOS users don’t get any such pairing perks, but all you need to do to start pairing is open the case and take the headphones out. It’s a shame Sony hasn’t carried across the ‘Multipoint’ feature enabled on the WH-1000XM4 over-ears. This allows you to connect the headphones to two different Bluetooth devices simultaneously, which can come in handy if you’re working on a laptop but still want to be connected to your phone. Here’s hoping it can be added at a later date.
In terms of stability, we use an Apple iPhone 12 and Macbook for the bulk of our testing and find the connection to be rock solid with no dropouts, even in more built-up areas.
Sound
Before we get to the WF-1000XM4’s immense musicality and expressive dynamics, we should note the way the headphones handle bass. The quality of bass and the clarity of low frequencies is stunning. There’s such a fantastic level of detail on display that it makes rival headphones, such as the Bose QuietComfort Earbuds, sound congested in comparison.
We’re keen to hear how the earbuds handle one of our favourite bass-heavy test tracks, Massive Attack’s Angel – and we’re blown away by the confidence with which the song is dispatched. Every element of that pulsing bassline is precisely deployed and dripping in texture. It’s the clarity around the notes that really grabs you – it allows the WF-1000XM4 to communicate intricacies in the bass notes that other headphones struggle to uncover.
But it’s not a sound that purely favours low frequencies. There’s clarity across the board and a sense of rhythmic precision that allows the Sony’s to switch pace effortlessly. They sound as at home keeping up with, and succeeding in not being tripped up by, Radiohead’s 15 Step as they are dispatching the slow, deliberate swagger of Nina Simone’s Feeling Good.
Simone’s effortless vocal oozes class and sophistication, with every nuance in her delivery laid bare for the listener. Combine the emotion in her voice with the impact of the piano, percussion and wind section and the Sony’s create a captivating sound you can’t help but be swept away by.
If you were wondering whether the WF-1000XM4 would be a step up from the WF-1000XM3, we can confirm that they are. The newer model sounds more informative and uncovers more subtle detail. Bass notes are better defined and the overall sound is better balanced. Even the much-admired Sennheiser Momentum True Wireless 2 struggle to match the Sonys for tonality and refinement.
You can hear that refinement and natural tone shine through as we listen to Ludovico Einaudi’s Experience. From the delicate, deliberate piano strokes at the start to the soaring strings at the song’s climax, the Sonys bring the individual personalities to life and mix them together like the ingredients of a fine cocktail.
Verdict
We’re quite taken by the Sony WF-1000XM4. Given all the design changes and new features in these wireless earbuds, it must have been a real challenge to get them right. But Sony has absolutely nailed it. The headphones deliver a satisfying user experience, class-leading battery life, some of the best noise-cancelling we’ve heard in this category, and absolutely stunning sound quality. Put simply, this is a new benchmark for premium true wireless earbuds.
The first of our latest GPU water block reviews went up as a two-parter covering both the EK-Quantum Vector GPU block with the regular backplate and new-to-this-generation EK-Quantum Vector Active Backplate. Today, we take a look at the CORSAIR offering, which is part of the company’s Hydro X series of products that have massively shook up the DIY watercooling market within the ~2 years since launch. CORSAIR now takes up nearly a third of most market shares based on my discussions with vendors and is probably the biggest involved name brand here, too. Thanks to the company for sending a review sample to TechPowerUp!
We previously took a look at the CORSAIR GPU block for the NVIDIA GTX 1080 as well as the RTX 2080. As I did then, I will shorten the product name to CORSAIR Hydro XG7 block for the RTX 3080/3090 reference PCB for convenience. It received a few updates to the design, but is still easy to make out as a CORSAIR product. Some things surrounding a PR issue worked out in favor of CORSAIR, and we will go over everything in detail in the review beginning with a look at the specifications below.
Specifications
CORSAIR Hydro XG7 RGB RTX 30-Series Reference
Top:
Aluminium trim and polished acrylic
Cold Plate:
Nickel-plated copper
GPU Compatibility:
NVIDIA GeForce RTX 3080 / 3090 with reference layout
Ports:
Four, BSP G1/4″ threaded
Lighting:
Integrated d-RGB LEDs controlled by iCUE or standard 3-pin LED headers
After a few weeks of leaks, Sony has today formally announced its latest flagship true wireless earbuds. The new WF-1000XM4 earbuds cost $279.99, and the previous WF-1000XM3s, released in 2019, will remain in the company’s lineup at $229.99. The new headphones will be available in either black or light gray — both with gold accenting. They’re available starting today from retailers including Amazon and Best Buy.
Featuring a completely revamped design that’s 10 percent smaller than their predecessors, the 1000XM4 buds also have a new processing chip that results in improved noise cancellation “at all frequencies,” according to Sony.
Battery life has been upped to eight hours of continuous playback when NC is enabled, which soundly beats competitors like the Apple AirPods Pro, Bose QuietComfort Earbuds, and Samsung Galaxy Buds Pro. The charging case has been significantly downsized and is 40 percent smaller than before. Aside from plugging in over USB-C, it also supports Qi wireless charging.
Sony has also addressed a disappointing omission from the 1000XM3s: these new earbuds are rated IPX4 for water and sweat resistance. The 1000XM4s also have an updated voice call system that uses both beamforming mics and bone conduction sensors to improve performance. But here’s the one standout disappointment: there’s still no support for multipoint Bluetooth connections.
If you’re wondering how all of this shakes out, I’ve been using Sony’s new premium buds for several days. You can read my full review of them right now.
(Pocket-lint) – There’s no beating around the bush, the Sony WF-1000XM4 true wireless in-ears are exceptional for their price. And, while there are one or two competitors that offer slightly better sound quality, they are usually more expensive and cannot match these for adaptive noise-cancelling (ANC) tech.
Sony has taken an already excellent pair of ANC headphones – the WF-1000XM3 ‘buds, in this case – and improved almost every aspect, resulting in a class-leading product. Sure, some will likely bemoan Sony’s lack of support for Qualcomm’s aptX, but the XF-1000XM4 are still among the best all-round in-ears we’ve had through the test labs. Here’s why.
Design and comfort
Bluetooth 5.2 to each ear
Four NC microphones
Bone conduction sensor
Custom Polyurethane eartips
The first thing that’ll strikes you when unboxing the headphones from Sony’s new totally biodegradable packaging is just how much smaller the charging case is from the previous generation. It is, according to Sony, 40 per cent smaller – and it notices.
To be fair, the last model has one of the biggest charging cases in the business – especially when compared to its near competitors – so the latest brings the XM4s into line. However, its lightness and pocket-sized girth are both very welcome.
Pocket-lint
As is the Qi charging and the matte plastic finish. The latter makes it nice to hold in the hand and will disguise minor scratches, we expect. The former wireless charging feature will make it much easier to just plonk the case onto a mat, ready to pick it up again when you are about to leave the house.
The ‘buds themselves are smaller than before – 10 per cent, it is claimed – with a familiar bulbous design, matte finish, some neat design touches such as small gold elements (rose gold on the black version we tested).
There are two noise-cancelling mics on each ‘bud, one behind the (almost) Mod symbol on the front, another behind a little slot facing rearwards. Both are accented by gold.
Three different sized eartips are included in the box, which are made from soft polyurethane rather than the usual silicone. This allows for a more comfortable, secure fit that also aids noise isolation greatly.
You do have to fiddle around with each ‘bud a bit more than with most brands in order to get it into the right position in your ear, but the audio quality merits it. The Sony Headphones Connect app even helps each ‘bud analyse the shape of your ears for even better audio personalisation.
Pocket-lint
We were pleased to note that after a decent period of use these ‘buds were just as comfortable as they were at the start. That’s not something we could comparatively say about their predecessors.
They also stay in better during exercise. We haven’t worn them on a full run yet, but have aggressively used an exercise bike and jogged on the spot a few times to make sure they don’t wobble much. They are also IPX4 certified, so are sweat- and water-resistant.
Setting up the WF-1000XM4 earphones is a doddle. They support both Android and Windows’ easy pairing modes, while our iPhone found them instantly in the Bluetooth list. The Sony Headphones Connect app also found them straight away.
It is here that you get to customise just about every nuance, including the ANC modes, touch controls, and sound equaliser (EQ). Sony provides many more options than a lot of rivals we’ve tried, so you can spend a while tweaking all the options to suit you best. However, the defaults are generally decent too, if you don’t want to get bogged down in minutiae.
The best Lightning headphones 2021 for your iPhone or iPad
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Pocket-lint
The ‘buds themselves have touch options on each ear: noise cancelling/ambient sound controls on the left; play/pause on the right. Touch both at the same time for seven seconds and you can set them back into pairing mode.
These touch options can be changed in the app though, such as adding voice assistant activation or volume. Both Alexa and Google Assistant can be enabled by voice instead – with wake-word support – so you are probably best sticking to the original setup.
You will need to turn on Speak-to-Chat though, if you want to use it. This stops any playback as soon as you talk – handy for speaking to cabin crew on an aircraft, for example. And, you might want to adjust the Bluetooth connection too – if the priority on sound quality is causing too many dropouts.
DSSE Extreme is also available in the app on a slider. This is said to enhance standard audio – MP3/AAC – to a higher bitrate through artificial intelligence.
Sony’s tried and trusted ANCtech is on board too, of course, which is one of the last customisable options. Again, default will be perfect for most as it will assess the best sound mode based on your current location and circumstance – whether you are sitting, travelling, and so forth.
Pocket-lint
We did find that we had to go into the app to force ANC on when we wanted to use it in the garden, for example, as it thought the ambience was tranquil enough – and we didn’t.
This generation of in-ears come with a new integrated V1 processor, which better handles ANC duties, you just have to make sure certain options are tuned to your own preferences first.
Sound performance and battery
Up to 24 hour battery life (8hr in buds, 16hrs in case)
Qi wireless charging
New integrated V1 processor
LDAN and Hi-Res Audio Wireless support
There are a number of reasons why the Sony WF-1000XM4 earbuds outperform their predecessors. A new 6mm driver with increased magnet volume, plus enhanced amplifier is one. A high compliance diaphragm is another. The latter is more flexible, so can reduce latency and therefore more accurately reproduce certain frequencies.
In short, these ‘buds sound great. We tested them mainly on an iPhone 12 Pro Max, which means we couldn’t feed them with lossless audio that way. However, we also ran a few lossless tracks over LDAC (which is Sony’s own high-res streaming codec – but nobody has any idea what the acronym means) on a supporting Android handset, so feel we got a good grip on their capabilities.
Pocket-lint
The ‘buds are Hi-Res Audio Wireless capable and support LDAC themselves, although they do not come with support for Qualcomm aptX or any of its guises. As we’ve said above, that might irk some, but many handsets are LDAC-enabled these days and we’d imagine these will be used with lower bitrate tracks for the vast majority of the time anyway.
To that end, DSEE Extreme is provided. This is a newer version of Sony’s own AI-driven software. It essentially upscales lower quality audio to around CD quality – filling in the gaps as it imagines. It’s a bit like watching a Blu-ray on a decent 4K TV – it will look better, but don’t expect miracles.
Still, unless you are an audio purist, you will likely love the richness and grunt of these ‘buds. Even basic AAC versions of The Beatles’ She’s Leaving Home and Liam’s Gallagher’s Once exhibited great detail and staging, especially with DSEE Extreme activated. While the thumping bass hits in Elbow’s Dexter & Sinister grab you by the nethers.
That’s in either noise cancelling and ambient sound modes. Speaking of the former, the improvements made to the tech are quite impressive. ANC on in-ears has been somewhat hit-and-miss in the past, but the new implementation here is jaw-dropping at times.
Pocket-lint
Considering how the world is right now, flying anywhere to test its prowess, even taking a train have been difficult, but we wore the ‘buds with ANC on while mowing the lawn as part of our tests. We didn’t hear the mower. At all. Some might think that dangerous, but it’s certainly staggering.
What’s more, the Bluetooth connection held up well. We’d like to find out how it would act when thousands of wireless technologies are all bouncing around and competing – on a packed London Tube concourse, say – but that’s not really feasible right now.
Battery life might be tested a little more then too. As it stands, Sony quotes eight hours for the ‘buds, a further 16 in the case, and that seems reasonable based on our experiences – if a little stingy compared to some competitors. We do love that addition of Qi wireless charging though – it makes life so much simpler.
Verdict
Sony has sure hit its stride now, first with the superb WH-1000XM4 over-ears, now followed-up by these exemplary WF-1000XM4 in-ears. There are so many new features in these true wireless earbuds that they’re even worth considering as an upgrade over the last generation – something that we rarely recommend.
Above all it’s the excellent audio performance and, in particular, active noise-cancelling (ANC) talents. Yes, we couldn’t really try them out in as many real-world settings we would usually wear ANC ‘buds in, but in homelife equivalent tests they hold up superbly.
So sony has done it again: it’s truly taken every tiny quibble anybody had with the XM3s, tweaking and improving along the way to make a class-leading pair of in-ears that will take some beating. The WF-1000XM4 are fairly pricey, of course, but we think worth every penny.
Also consider
Pocket-lint
Bose QuietComfort Earbuds
A very strong competitor in the active noise-cancelling game, offering similar sound isolation, comfort, and longevity for a very similar price. Talk about battle of the best!
(Pocket-lint) – The Ratchet & Clank series has been a PlayStation stalwart for almost two decades. But we’ve not had an original outing since Into the Nexus in 2013 – and that was on the PlayStation 3.
Yes, developer Insomniac Games remade the first game for PS4 in the shape of 2016’s Ratchet & Clank, but it has rather focused its attention on Sunset Overdrive and the superb Marvel’s Spider-Man games instead.
That’s why we’re thrilled to see the return of everyone’s favourite Lombax and his robot chum. And, thanks to the leap to PlayStation 5 proper, they have never looked – or arguably played – better.
Next-gen necessity
Insomniac cut its next-gen teeth on Marvel’s Spider-Man: Miles Morales, plus a dolled-up remaster of its predecessor, but Ratchet & Clank: Rift Apart is its first PS5 exclusive. That has given the studio free rein on a featureset of tools and talents only the latest in Sony’s kitbag can provide.
The entire premise of the game is only possible thanks to clever compression techniques and superfast SSD loading speeds. The graphics drip with ray-tracing and other wizardry from every pore. And the tricks afforded by the PS5’s DualSense controller are exploited to the max. In many respects, this is the first truly next-gen game on any console and has us salivating for what’s possible in the future.
We’re getting ahead of ourselves though. Technical bells and whistles aside, this is a Ratchet & Clank game through and through, so we’ll start there.
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Like most others in the series, this is essentially a shooter-meets-platformer with a keen sense of humour and stunning, Pixar-like visuals. It is split across a fair few planets and regions, each with their own puzzles, secrets, bosses and, in the case of some, open-world landscapes.
Favourite elements return, such as crazy, often hilarious weapons, hover boots, rail riding, the weapons shop (which is now in shape of Mrs Zurkon – an enemy in the 2016 remake), and plenty more besides – but there are some key differences too. Not least the fact you play as two Lombaxes this time around.
That’s because, after Dr Nefarious gets his hands on the oft-featured Dimensionator and accidentally opens up huge dimensional rifts, our eponymous heroes are split up. That leads Clank to meet with Rivet, a female Lombax who is new to the series, and Ratchet, to eventually hook-up with an alternative robot pal named Kit.
Sony Interactive Entertainment
This allows for missions to be split between them all – and provides variety in both gameplay and dialogue. You will often swap characters when choosing which mission to undertake from the navigation screen and likely not return until it is complete – certainly for the first part, anyway.
There are also other-dimensional versions of many recognisable friends and foes, to add extra weight and humour to the story. Certainly, as fans of the series, we loved the references and a few Easter Eggs. However, if you’re new to it, you’ll still get plenty from it – you might even end up seeking older outings elsewhere, such as on PlayStation Now.
Dimensionally speaking
Levels in the game will often require a lot of blasting, but are reasonably varied. Some are based on massive open areas that can be explored, a la the R&C remake, others tighter and largely on rails. One thing that ties them all together is the ability to jump through dimension portals to reach different areas in a zone.
Sony Interactive Entertainment
For example, a small rift might appear on an otherwise hard-to-reach patform, so you just focus at it, tap a button, then are instantly zipped over to that location. It certainly helps you get around a map during a battle, zipping through portals to keep ahead of enemies.
Traversing different dimensions is also used cleverly too, with one level in particular requiring you to hop between an existing, thriving world and a destroyed version in another dimension. By jumping between the two, you can get past barriers in one, or solve an otherwise impossible puzzle.
It is here where the PS5 exclusivity becomes obvious. Travelling through rifts or swapping between dimensions is instant – you certainy don’t notice any loading time, even when everything in the landscape has completely changed or you are on a totally new part of the map. Insomniac has previously said that this needs both the SSD and Sony’s clever loading shenanigans to work, and it’s easy to see why.
The DualSense controller is also a necessity for gunplay, as the game uses both haptic feedback and the adaptive triggers as effectively as Returnal (a very different game, but an amazing one – as we said in our review).
Not only do you feel every shot – with the gamepad’s speaker also utilised for some elements – you get different shot options on the right trigger. Press it down halfway and you get one weapon mode, pull it harder and the other activates. It takes a little getting used to, but is intuitive and immersive when you do.
So, so pretty
The last, obvious reason why this is a PS5-only game lies not in its gameplay but in its look. This is quite simply the most gorgeous next-gen game yet. Easily the best use of high dynamic range (HDR) that we’ve seen.
As with Miles Morales, the developer has provided three graphics modes: Performance, Performance RT, and Fidelity.
Sony Interactive Entertainment
The prettiest – Fidelity – runs at 30 frames-per-second (30fps) but is in 4K resolution with HDR and features ray-tracing, enhanced lighting, additional VFX, and increased scene density. This is the way we preferred to play, even with the lower frame rate. It looks incredible. The different worlds are bursting with details and creativity, so having the enhancements make it for us.
Performance RT keeps some of the options, such as ray-tracing, but drops the resolution and some of the effects in favour of 60fps. While, Performance mode offers 60fps with an increased resolution over the last, it ditches the ray-tracing entirely.
Whichever you opt for, the game is still a stunner. We played it on a 65-inch OLED telly, where the colours popped out of the screen so vividly, but we’d expect it’d look great whatever your TV or display tech. There are also so many instances of neon lighting in the game – not least cascading from your weapons – that it would even be a great reference test for a new HDR TV.
Sound is superb, too, especially the excellent voice acting. And the use of Sony’s 3D Audio tech is great if you have compatible headphones. The spacing in open-world segments is especially good.
Sony Interactive Entertainment
Indeed, our only minor quibbles with the game is that there is a fair amount of repetition in bog standard enemy types and, like with previous outings, it’s a little short.
Still, there are sub-quests on most of the worlds, and there is a decent enough challenge here, with some bosses that will take you multiple tries to defeat. Also, it’s refreshing to have a game that doesn’t take over your life for a month once in a while.
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Verdict
Rachet & Clank: Rift Apart is an excellent return for the franchise. It is steeped in invention and it wrings every ounce out of the PlayStation 5’s capabilities.
We’ll no doubt see more complex, even better-looking games over this generation of gaming, but considering we are still relatively at the beginning, this is highly impressive stuff.
Also, don’t be fooled into thinking that, because it looks like a cartoon, this is a kids game. Like previous R&C adventures, there’s plenty to enjoy here for young and old, with ample challenge too.
Throwing new playable characters into the mix is also inspired, because it both breaks up the narrative and gameplay a touch. There’s a fair amount of repetition, which is par for the course, but apart from that, this is top-level stuff.
Let’s just hope it doesn’t take Insomniac eight years and a new console generation to deliver another slice. But then when it’s this good, it’s worth the wait.
Ratchet & Clank: Rift Apart takes great advantage of the PlayStation 5’s SSD and offers creative third-person combat, but a second playable character doesn’t do much to change the formula.
For
+ Fast level changes enabled by SSD
+ Grinding levels are particularly fun
+ Creative weapons for hectic combat
+ Plenty of collectibles and side quests
Against
– Goes overboard with DualSense haptic features
– Ratchet and Rivet have no gameplay differences at all
– Glitch puzzles don’t connect
When the PlayStation 5 arrived about six months ago, we were promised a number of improvements under the hood that would change the way people play games. One of the big ones was that consoles finally moved to solid state drives for faster loading.
Ratchet & Clank: Rift Apart
Available on: PlayStation 5
Developer: Insomniac Games Publisher: Sony Interactive Entertainment
Genre: Platformer, Action, Third-person shooter ESRB Rating: E10+ Release Date: June 11, 2021 Price: $69.99 ($79.99 for Deluxe Edition)
Ratchet & Clank: Rift Apart takes full advantage of that upgrade. The latest game in the franchise, exclusive to Sony’s latest console, throws the heroes through multiple dimensions, often at a moment’s notice to show off that speed. But it also expresses it through chaotic combat and some zany platforming.
Still, it slows down just enough to examine the main characters’ thoughts and vulnerabilities when it comes to heroism, their own confidence and which questions about your life are worth asking, making for some strong character moments amidst all the havoc.
Talk About Distant Relatives…
Rift Apart serves as a sequel to 2013’s Ratchet & Clank: Into the Nexus, but, at the beginning, at least, it serves as a fine entry point to the series. The game finds Ratchet, the last Lombax in the galaxy, and his robot compatriot Clank, being celebrated for most of their major achievements (cue the history lesson for newer players). And Clank has a surprise for Ratchet — he has repaired the Dimensionator, a device that opens rifts to other, well, dimensions, in the hopes that Ratchet can find one where the Lombaxes still exist and meet his family.
Ratchet is hesitant about this. Life is good. He’s getting a parade. Why mess up a good thing with questions he’s always had at the back of his mind? But there’s a bit less of a choice when their enemy, Dr. Nefarious, steals it to find a dimension in which he’s always the victor.
The chase to stop Dr. Nefarious leads Ratchet and Clank to a dimension where a small group of freedom fighters are led by Rivet, the last Lombax in the galaxy (that is, in her dimension). The game switches between Ratchet and Rivet, both of whom suddenly are partnered with someone very different, but also very familiar.
From there, the game hops between planets and dimensions, some of which are alternate versions of levels from earlier games in the franchise.
Rivet and Ratchet are similar beyond their heritage. Both are quick to take action and like to crack jokes. Rivet is a bit more competent than her interdimensional counterpart, but she’s not used to working with others, robot or otherwise. Of course, meeting each other turns everything Ratchet and Rivet know upside down, and leads to alternate realities that flip what you may know about the franchise, too, with references to other games in the franchise taking a bit of turn.
Much of the game, especially its quieter moments, focuses on introspection and self doubt. Ratchet isn’t sure how long he can keep the hero thing up. Rivet isn’t sure if she can overcome her loner tendencies. Heck, even Dr. Nefarious’ plan is based on the fact that he feels he’s not good enough in his own dimension.
Two Different Lombaxes, Same Crazy Gameplay
Rift Apart is a single-player third-person shooter with heavy platformer elements. Much of the game consists of sections in which you transverse different planets on foot. But to get to your goals, you’ll also wall-run, jump between platforms, stick to magnetic platforms, grind on rails and race with rocket boots.
The other big part is combat, where waves of enemies attack as you fight them off with increasingly bizarre weapons that you obtain from Mrs. Zurkon, a robot with enough southern charm that I’m sure she has a good cornbread recipe. These include the executor (a double barrelled shotgun), the lightning rod (yeah, it shoots lightning) and my personal favorite, the topiary sprinkler, which temporarily stuns enemies in place and turns them into landscaping. The game is heavy on the gunplay, but the violence is cartoony, making it more than appropriate for its E10+ rated target audience.
By time you’re done with the game, you’ll be shooting rockets, bullets, lasers and have tons of little minions at your command. As you move on and get more powerful, the combat shines more and more, with wackier weapons and higher stakes. Additionally, certain battle and puzzle areas have rifts that you can “tether” to in order to pull yourself around the stage, instantly loading the new area around you. It’s disorienting and a bit gimmicky, but ultimately provides some novelty in each part of the game.
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Beyond their species, Ratchet and Rivet are incredibly similar in that no matter which of them you’re playing as, the game feels exactly the same. The two share gadgets, controls and even weapons. Buy something as Rivet, and Ratchet will have it next time. On the one hand, this makes the game seamless. You never lose something you just saved up for because you switched to another character. But it also creates a bit of sameness when you’re playing as a new, interesting character.
Most of the missions contribute directly to moving the story forward, but there are some that branch out to encourage you to explore, and those tend to reward you with collectibles. Throughout the game, there are two other types of puzzles. The first, which largely features Clank, requires you to explore a level and use a number of powers (speed, antigravity, etc.) to move alternate-dimension “possibilities” throughout the level. It doesn’t make huge amounts of sense to the story, but they’re a fun way to put the spotlight on Clank. The others are worse. Early in the game, Ratchet meets a spider-like robot named Glitch, who can enter computers and fight viruses. Glitch has a small side-story, but it ultimately doesn’t affect the main narrative, and I found that it pulled too much attention from the plot that I actually cared about.
My other personal favorites, which I completed as soon as I could, were a series of combat challenges that provided tons of in-game unlockables and money for further upgrades. These fights have unique gimmicks, like randomizing weapons or changing gravity.
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In combat, switching between weapons requires opening a menu and picking new arms. This has the effect of pausing fights often, and varieties of enemies, like some with shields that require attacks that don’t hit from the front, encourage you to switch. I personally liked the little pauses, as they gave me time to plan, but the game also lets you assign four weapons to the D-pad for quick switching. However, those four didn’t seem to serve enough, as I ultimately ended up using the larger menu.
All-in-all, my initial playthrough lasted about 16 hours per the PlayStation 5’s clock. (I don’t believe you should necessarily judge a game’s worthiness by it’s length.) That was with some, but not all, of the optional quests, nor did I find every single collectible or piece of armor, so there’s still plenty to go back for. For those looking to squeeze every bit out of their $70, there’s also a Challenge Mode that makes the game more difficult, provides new weapon upgrades and lets you earn far more bolts, the in-game currency.
I suspect some diehard fans will wish that the game were longer, though the story doesn’t necessarily require it.
The PS5’s SSD Makes the Difference
Rift Apart is the first major exclusive in the back-half of the PlayStation 5’s first year, and, in some ways, takes the most advantage of the system’s new features, both to its advantage and to its detriment.
We reviewed the game using pre-release code from Sony. For this review, we played primarily in Fidelity mode, which promises a stable 30 frames per second with ray tracing and other enhanced effects using a high quality image derived from a 4K base. We had less time with the day one patch, which adds Performance RT mode, which aims for 60 frames per second with fewer effects and a lower resolution; and performance mode, which eliminates more effects for a higher resolution 60 fps. It also fixed a few bugs from our first playthrough.
Perhaps unsurprisingly, the game, with its mix of colorful, lush environments and the darker, grimmer environments was beautiful. There’s some nice fur effects, primarily in cutscenes. And no matter how much was happening on screen during the most intense battles (and they got pretty crazy towards the end), the game was stable.
Ultimately, though, I preferred playing at the higher frame rates. The 60 fps made combat and platforming puzzles, like pocket dimensions, look and feel smoother to play. It simply felt right to be playing it that way. Unless you’re gaming on a 4K TV, you shouldn’t even consider Fidelity. Even then, I think the sacrifice for frames is worth it.
But the star of the show here is the SSD. For most of the game, it feels as if there’s no loading at all, which is surprising when you’re pulled through multiple, complicated environments in just a few seconds as Ratchet, Rivet and Clank travel through rifts. This happens for the first time fairly early in the game, and it was clear then that the SSD, not the graphics, is the most important reason for a console owner to upgrade. Sure, PC gamers have had SSDs for years. But now we’re starting to see what happens when a game is designed around it.
This wasn’t complete, though. There were a few sections where it felt like the game was slowing down to enable the game to load, which put those parts at odds with the rest of the game’s tempo. On one mid-game planet, I got into an elevator several times, and waited the entire ride while the characters had small-talk. After so much speed, everything, for a little bit, screeched to a halt until those rides were done.
Sure, when we saw Spider-Man: Miles Morales (and Spider-Man Remastered), it was surprising how quickly one could fast-travel around New York City. But here, it’s not just a feature – it’s integral to the story. That’s really cool.
The DualSense controller was a real mixed bag. While I was initially wowed — and sometimes continue to be — by the controller’s enhanced rumble and trigger features, it sometimes felt like Insomniac lacked restraint when using them. Every single effect in the game does something with the rumble, as does each gun. During combat, it’s a cacophony in your hands, as the controller vibrates and the triggers lock and unlock almost constantly. I did, however, get some joy out of the built-in speaker as I used the ricochet, a button which lets you fire and then bounce ammo off enemies. It made an arcade pinball sound that burst from the controller, which gave me a laugh.
You can turn down the rumble by switching to a “functional” mode that provides gameplay cues and nothing else, or shut it off altogether. This sometimes felt like it went too far in the other direction, as not every action you would expect provides feedback.
Bottom Line
Ratchet & Clank: Rift Apart is a chaotic thrill ride through space and, well, space in other dimensions. While the storytelling is not especially deep, it’s enough to make for a game that enables some creative platforming setpieces and intense combat.
Even when the game dips into the dark world of a facist leader, has heroes hide from tortured monsters or simply asks them to be introspective about their flaws, its soul is ultimately zany and upbeat. With the exception of a handful of side-puzzles, it’s a tight, fast-moving game with room for the cast to shine.
While the game doesn’t always feel like it’s taking full advantage of the PS5’s power, the near-instant changes in scenery powered by a game designed by an SSD is exciting. The developers would be well-served by being more conservative with the DualSense controller, though. The game has a lot of rumble, and sometimes it’s too much to be immersive.
Those looking for a moderately-sized family-friendly romp that takes advantage of the latest PlayStation’s features will likely enjoy Rift Apart and all of the bonkers experiences it provides.
The Google Stadia could gaming service is finally branching out to more devices. It will arrive on the excellent Google Chromecast with Google TV streaming dongle on 23rd June, as well as a number of TV sets running the Android TV operating system. And, all you’ll need to enjoy the service is a compatible Bluetooth controller (and a Google Stadia subscription, of course).
Here’s the full list of supported devices, as of 23rd June:
Chromecast with Google TV
Hisense Android Smart TVs (U7G, U8G, U9G)
Nvidia Shield TV
Nvidia Shield TV Pro
Onn FHD Streaming Stick and UHD Streaming Device
Philips 8215, 8505, and OLED 935 / 805 Series Android TVs
Xiaomi MIBOX3 and MIBOX4
If your Android TV isn’t supported, you might be able to sign up for Google’s experimental support – this lets it run on a wider range of devices, though the experience won’t have been optimised, so “not every Android TV OS device will work perfectly”, Google warns. To do so, install the Stadia app from the Google Play Store, and opt in when asked.
Many have seen the lack of Stadia support on Chromecast with Google TV a major oversight – though it didn’t stop the streaming dongle earning five stars in our review – so this wider rollout will be welcome news for many. And as well as adding some much-needed gaming skills to a handful of Android TVs, it makes an already excellent media streamer even better.
MORE:
Read our guide to the best video streamers
Check out the competition: Amazon Fire TV 4K review
Find out how to watch Apple TV on your Android TV device
Depending on when this gets published, it will likely be the fourth Akko keyboard reviewed here to date. The previous three were sent by Epomaker, a distributor for the brand among others, including their own. These were all of different themes, such as World Tour Tokyo and Matcha Red Bean in pink and green generally. Turns out Akko has been wanting to get into the global market further, having gone as far as creating an international website in English with many more products there, although still fewer than the localized Chinese one. A couple of emails back and forth, and here we are with another Akko keyboard, but directly from the manufacturer and currently exclusive to it. Thanks to Akko for sending the review samples to TechPowerUp!
Notice I said samples instead of the singular sample. The theme of this keyboard is Monet’s Pond, but it is not named so for the Water Lilies series of paintings by impressionist Claude Monet. Instead, the theme is based on Monet’s Pond in the Gifu prefecture of Japan, which in turn was named such because of visual similarities to said paintings. Akko is aiming to recreate the feeling of being in front of the scenic area that is extremely popular with tourists, and has included some good luck charms on the keycaps too. There is an entire product lineup under this theme, including differently sized keyboards, a wrist rest, and a desk mat. We take a look at three entries from the Monet’s Pond series in this review, with the emphasis on the full-size keyboard whose specifications are in the table below.
Specifications
Akko 3108v2 Monet’s Pond
Layout:
108-key form factor in a US ANSI layout
Material:
ABS plastic case, PBT plastic keycaps, and steel plate
Macro Support:
Yes
Weight:
1.2 kg/2.64 lbs.
Wrist Rest:
Available as an optional purchase
Anti-ghosting:
Full N-key rollover USB
Media Keys:
Dedicated volume control
Dimensions:
140 (L) x 440 (W) x 41 (H) mm
Cable Length:
6 ft/1.8 m
Software:
No
Switch Type:
Choice of several different Akko, Gateron, or TTC mechanical switches
There were times during Rift Apart, the latest entry in the Ratchet & Clank series, when I felt like treasure hunter Nathan Drake. Buildings collapsed around me as I made my way through perfectly tuned action set pieces, and I’d manage to jump out of the way of each explosion at just the right second. The only difference, of course, is Rift Apart is much cuter — think of it like a sci-fi, family-friendly take on Uncharted.
A combination of shooter and platformer, Ratchet & Clank has always been a series closely associated with PlayStation, and the last game — a 2016 reboot of the original — showed that it could also be a technical showcase. Rift Apart, meanwhile, might just be the most pivotal entry in the franchise to date. Thanks to cross-generation releases, true PS5 exclusives still remain vanishingly rare, even months into the console’s life. But Rift Apart is exactly that: a game you can only play on Sony’s next-gen console and one that actually takes advantage of the new hardware. It also happens to be an extremely fun adventure.
Though the series dates back to 2002, Rift Apart is largely a standalone story. It stars a fuzzy little fox creature named Ratchet (he’s actually an alien called a Lombax, believed to be the last of his kind) and his adorable robot companion Clank. As a nice intro for new players (and a refresher for longtime fans), the game starts with the pair being honored for their past achievements in a parade-like setting in front of a huge crowd of adoring onlookers. It even serves as a clever mini-tutorial — but it’s not long before the celebration is interrupted when longtime villain Dr. Nefarious attacks.
The core of Rift Apart is a device that can open up portals between dimensions. After yet another defeat, Nefarious uses the device to go to a dimension where he always wins — and he accidentally brings Ratchet and Clank along in the process. The two become separated. Ratchet is on his own for a while before befriending a tiny bot named Kit, while Clank teams up with another Lombax named Rivet. It’s a clever setup that has the new duos jumping across planets, searching for sci-fi MacGuffins to fix the device and return the dimensions back to normal. The setup is also great because it allows you to play as both characters in a way that feels organic; often, you have a choice of which planet to explore, and you’ll control whichever Lombax is closest.
Ratchet & Clank isn’t exactly a series known for its narrative, but Rift Apart pushes things quite a bit forward. The new characters, in particular, are a great addition, turning it from a wise-cracking caper into a story with real heart (though there are still lots of wisecracks). Rivet starts out as a pessimistic loner, but you get to watch her slowly learn how to trust and work with people, thanks to Clank’s calming presence. Likewise, for most of the game, Kit has a hard time connecting with anyone for reasons that become clear once you learn her surprisingly dark backstory. But this leads to some heartbreaking moments. At one point, in a fit of frustration, she yells, “Why do none of you understand? I am broken. I will always be broken!” This is not the level of emotional awareness I expected from a series with a character named Skidd McMarx. There are even side missions where you can learn more about Lombax lore.
The film-like quality of Rift Apart is heightened by the visuals. Simply put, the game looks incredible. I’ve said this about past games in the series, most notably the 2016 release on PS4, but it’s even more true now: playing Rift Apart is like being inside a gorgeous animated film. There’s a level of detail that you rarely see in games. You’ll venture through a densely packed sci-fi city that puts anything in Cyberpunk 2077 to shame and glide across desert wastelands, creepy underwater research facilities, and an incredibly charming gas station in space. It’s all rendered in a kid-friendly way but also with a sense of realism, whether it’s the gleam of a metallic robot or the fuzz on an alien sheep. Every time I saw Ratchet’s furry ears up close, I wanted to give him a pet and tell him he’s a good boy.
Rift Apart doesn’t just look great, but it runs incredibly well, too. I didn’t experience any slowdown during my time with the game, despite the fact that battles get pretty wild, with dozens of enemies on-screen and all kinds of projectiles flinging about. Ratchet is a series defined in part by its inventive weaponry; you’ll have guns that shoot razor blades, encase enemies in blocks of ice, and — my personal favorite — a grenade that launches a sprinkler, covering everything it touches in beautiful green foliage. Battles involve constantly switching between weapons and firing off all kinds of strange bombs and bullets, and yet I didn’t experience a single hiccup or stutter while playing. (Rift Apart also offers three different graphics options: “fidelity,” which runs at 30fps and features ray tracing, better lighting, and 4K support; “performance RT,” with 60fps and ray tracing, but lower resolution and fewer details and visual density; and “performance” which runs at 60fps but features increased resolution in place of ray-tracing.)
Perhaps even more impressive is that this happens with barely any noticeable load times. When you venture to a new planet, there’s a brief clip showing your ship taking off, but once you’re in a level, there’s no loading whatsoever. Likewise, the game transitions between cutscenes and gameplay seamlessly, to the point that sometimes I didn’t realize I had to pick the controller back up. One of the most impressive things in the game are the titular rifts. Essentially they’re cracks between dimensions, and you can see — and often enter — them to head to a completely different world. It’s wild standing in front of one and just staring through at a totally different location and then jumping into it without any friction whatsoever.
At its most basic, Rift Apart is a fairly standard action platformer. There are some nice diversions, including a side story involving a spider-bot that kills computer viruses, and a series of tricky puzzle rooms that reminded me a bit of the shrines from Breath of the Wild. But for the most part, you’re running around and shooting things. It’s straightforward, but it works: the gunplay is fun, there’s an almost overwhelming amount of variety in the weapons, and lots of cool spaces to move around in. At one point, you’re even riding a dragon. But all of this is elevated by how beautiful the game looks and how well it runs. Rift Apart is the kind of game where I keep stopping just to ogle at seemingly simple things like waves in water or the reflection on a glass cockpit. It shows the importance of aesthetics and style.
That said, the game is relatively linear. For the most part, that’s not an issue. The levels are big enough that you can still poke around and you never really feel boxed in. It also helps keep you from getting lost. (If you do, you can see your destination with a simple click of the right stick.) But what this does mean is that, much like in Uncharted, the big action set pieces follow a very specific path. When it works, it’s incredible, like you’re controlling an action movie sequence in real time. But if you miss a step or are unsure of what to do, everything falls apart. There were multiple times where I had to replay the same sequence a whole bunch of times because I missed the best way to time a jump or didn’t see a ramp with a speed boost on it. These moments are relatively rare, but they stand out because everything else is so seamless.
I should also note that Rift Apart makes great use of the PS5’s controller. In fact, aside from launch showcase Astro’s Playroom, it might be the best DualSense game so far. In one early sequence, for example, you have to find a dance club in a bustling alien city, and you’re able to do it by following the music through vibrations you feel in your hands. I especially loved how some of the weapons made use of the two states of the controller’s triggers; one lets you give a slight press to activate a shield, but when you push it all the way down, that shield turns into a destructive blast. It’s an intuitive way to add depth to the controls.
For the most part, Rift Apart doesn’t stray far from what has made Ratchet & Clank so enduring. The formula remains the same: silly characters, great graphics, and lots of interesting guns to play with. But virtually every element is better than it’s ever been, from the touching-if-goofy story to the frantic action set pieces. And through this Rift Apart becomes a showcase for why someone might go through all the trouble to secure a PS5. It shows how more detailed worlds and faster load times can elevate a tried-and-true formula — and it might even make you care about Lombax lore in the process.
Ratchet & Clank: Rift Apart launches on the PlayStation 5 on June 11th.
Amazon’s midsize Echo Show 8 is the best smart display in its lineup. It is larger and more capable than the diminutive Echo Show 5, while costing far less than the larger Echo Show 10. The Echo Show 8 is handy for watching video, listening to music, getting weather reports, controlling smart home devices, making video calls, and more.
So it’s no surprise that the second-generation model, which sells for $129.99 and is shipping this week, doesn’t rock the boat. It’s largely the same smart display as before but with slightly faster performance and an improved video calling camera. It has the same display, same design, same speaker system, and the same set of features as its predecessor.
Improving the video calling capabilities makes sense, given how much video calling has been done while everyone was (and for large part, still is) stuck at home during the pandemic. The new Echo Show 8 borrows the 13-megapixel camera from the flagship Echo Show 10, replacing the pathetically low-resolution, mediocre 1-megapixel camera that was in the first gen. As before, there’s a mechanical privacy shutter you can slide in front of the camera to both disable it and block its view.
The improvements in video calls are immediately noticeable. You can use the Echo Show for video calls to the Alexa app on phones or other Echo Show devices, or you can join Skype, Zoom, or Amazon’s Chime calls from it. In my testing with Zoom calls, the image is much sharper and more pleasant to look at, with better color and much more detail.
The Echo Show 8 doesn’t have the motorized base on the bigger Echo Show 10, but it still can automatically frame you and follow you around as you move thanks to its high resolution. The autoframing isn’t as good as the new iPad Pro’s Center Stage feature, and it moves much slower and tends to constantly reframe itself, like you’re the star of a Ken Burns documentary. But the Echo Show is a $130 smart display, not an $800 tablet, so it’s hard to complain, so long as you stay relatively still during video calls. If you don’t want the camera to autoframe, you can say “Alexa follow off” to disable it.
That said, there’s still plenty of room for improvement. The new camera has a much wider-angle lens, which allows it to do those auto-framing tricks. But it can also cause the image to look distorted at times and isn’t always very flattering.
The Echo Show 8’s eight-inch display works fine for one-on-one video calls, but it’s too small to comfortably use for a group call. If you are on a call where someone is sharing a screen, it’s hard to see what’s happening, and while you can view messages posted to a chat, you can’t type any out yourself on the Echo Show’s display. Joining Zoom calls can be done entirely by voice, but it’s much easier to call up the Zoom app on the Echo Show by saying “Alexa, open Zoom” and then typing in a meeting code or starting one yourself from the touchscreen.
I also observed an echo of my own voice in several Zoom calls, both with individuals and group calls, which made it hard to use the Echo Show for anything work related. Other parties on the line also said there was an annoying echo of my voice whenever I unmuted my mic. Amazon says it is looking into this problem and I will update this review if a solution is found.
The new processor in the second-gen Echo Show 8 does make the smart display respond quicker to taps and swipes than its predecessor. It’s not a huge difference, and Amazon’s software still has a long way to go to make it more useful via touch, but when compared side by side, the new one opens menus and screens quicker.
Elsewhere, the changes are either nonexistent or very minor. The wedge-shaped design is exactly the same; you can still get it in the same white or black color options as before. (Annoyingly, both colors come with a white power cord.)
The display has the same 1280 x 800 pixel resolution, but now it can adjust its color and white balance to the lighting in the room. Like the new processor, the difference isn’t huge, but the new model is slightly warmer and more pleasant to look at when the adaptive color setting is enabled. I’m still more impressed by the ability of Google’s Nest Hub to mimic the look of a printed photo by adapting its color to the lighting in the room.
The dual-driver speaker system is unchanged and it’s as loud and full sounding as the first gen. The Echo Show 8 can fill a small room with sound surprisingly well, and its bass response is better than expected. At times, it might even sound too bassy, but you can adjust the EQ in the Alexa app easily enough to compensate for that. Unfortunately, Amazon dropped the 3.5mm output jack on the back of the new model, so it’s not possible to hook it up to a larger speaker system with a wire.
You can watch Amazon Prime Video, Hulu, and Netflix on the Echo Show, but Disney Plus, Peacock, HBO Max, and many other streaming services aren’t available. YouTube is available through the Echo Show’s Silk browser, but it’s not as seamless of an experience as available on Google’s Nest Hub, and you can’t easily cast videos from your phone to the Show’s screen.
The Echo Show 8’s software is the same as what debuted on the Echo Show 10 earlier this year. Amazon is starting to make better use of the display, with split screens that show weather data alongside news, but it still feels very much like a voice-first device. Though the new Echo Show 8 is faster, it’s still a chore to tap through all of the screens to get to the smart home controls, and managing what shows up in the rotating information screens on the display requires a lot of menu diving and trial and error to get what you want. (And even then, you’ll still probably get nagged about new Alexa Skills or other Amazon promotions you don’t care about.)
There are of course many, many other things you can do with an Echo Show smart display — far too many to cover in the scope of this review. The things that I find it most useful for are weather reports, managing a grocery shopping list, and viewing the video feed from a doorbell or security camera.
The Echo Show 8’s main competition is the second-gen Nest Hub from Google, which has a slightly smaller seven-inch screen and costs $30 less. The Nest Hub supports more video streaming services, has a more useful touch interface, can track your sleep, and works with the Google Assistant instead of Alexa. But it doesn’t have a camera for video calling, its single speaker is blown away by the Echo Show’s dual speakers, and it’s much slower and laggy to use. Ultimately, the choice comes down to how you want to use the smart display and which smart assistant you prefer.
Facebook’s 10-inch Portal is another option if you plan to use a smart display primarily for video calling, but it loses to the Echo Show 8 in effectively every other aspect.
If you do prefer Alexa, the new Echo Show 8 remains the best smart display to get, as it has a big enough screen to read from across the room, doubles as a great speaker, and comes with a host of camera-related features, including the aforementioned video calling and security camera features. It’s also over $100 less than the motorized Echo Show 10, while still providing many of the same features and capabilities. And given Amazon’s frequent discounts, you’ll likely be able to find the new Echo Show 8 for less than its sticker price quite often.
The new Echo Show 8 doesn’t redefine what a smart display can be, but it’s still a very good virtual assistant with a screen for an attractive price.
MSI is a brand that needs no introduction. They produce so many products in the PC gaming space that you likely own or have owned something from them, be it a desktop, laptop, motherboard, graphics card, or something else. Suffice it to say, MSI is one of the major players in the PC enthusiast market. This is why it doesn’t surprise that they have been branching out into other areas in recent years, such as the PC cooling space.
In today’s review, I will be looking at MSI’s MPG CORELIQUID K240 all-in-one liquid cooler. Unlike the vast majority of designs on the market, this offering does do things a bit differently. First, it has an LCD screen on the pump and a fan that adds some airflow to the area around the socket. Of course, it has everyone’s favorite feature: ARGB lighting. Other than that, it is your standard mixed metal closed loop comprised of a 240 mm aluminium radiator, two 120 mm fans, and a copper CPU block with a pump. That having been said, while not revolutionary, that doesn’t mean it is not a good performer. However, before praising the unit itself, let’s take a closer look.
Specifications
Manufacturer:
MSI
Model:
MPG CORELIQUID K240
Socket Support:
Intel: LGA1200, LGA1150, LGA1151, LGA1155, LGA1156, LGA1366, LGA2011, LGA2011-3, and LGA2066 AMD: AM4, AM3+, AM3, AM2, FM2+, FM2, and FM1
CPU Block:
Base Material: Copper
Pump:
RPM: up to 2800 (+/- 300)
Radiator:
Dimensions: 272.5 x 120 x 27 mm Material: Aluminium
Fans:
Model: PLA12025B12H Dimensions: 120 x 120 x 25 mm Fan Speed: 0–2500 RPM (+/-10%) Fan Airflow: 77.4 CFM Fan Noise: 39.9 dB(A)
Features:
60 mm Water Block Fan LCD can function as a hardware monitor LCD can display custom graphics Independent fan control Torx fan 4.0 for maximum airflow Customizable ARGB lighting control
Warranty:
Five years
MSRP:
$210
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