apple-wants-users-to-trust-ios,-but-it-doesn’t-trust-ios-users

Apple wants users to trust iOS, but it doesn’t trust iOS users

Apple’s software engineering head Craig Federighi had a tricky task in the Epic v. Apple trial: explaining why the Mac’s security wasn’t good enough for the iPhone.

Mac computers have an official Apple App Store, but they also allow downloading software from the internet or a third-party store. Apple has never opened up iOS this way, but it’s long touted the privacy and security of both platforms. Then Epic Games sued Apple to force its hand, saying that if an open model is good enough for macOS, Apple’s claims about iOS ring hollow. On the stand yesterday, Federighi tried to resolve this problem by portraying iPhones and Macs as dramatically different devices — and in the process, threw macOS under the bus.

Federighi outlined three main differences between iOS and macOS. The first is scale. Far more people use iPhones than Macs, and the more users a platform gets, the more enticing that audience becomes to malware developers. Federighi argued iOS users are also much more casual about downloading software, giving attackers better odds of luring them into a download. “iOS users are just accustomed to getting apps all the time,” he said, citing Apple’s old catchphrase: “There’s an app for that.”

The second difference is data sensitivity. “iPhones are very attractive targets. They are very personal devices that are with you all the time. They have some of your most personal information — of course your contacts, your photos, but also other things,” he said. Mobile devices put a camera, microphone, and GPS tracker in your pocket. “All of these things make access or control of these devices potentially incredibly valuable to an attacker.”

That may undersell private interactions with Macs; Epic’s counsel Yonatan Even noted that many telemedicine calls and other virtual interactions happen on desktop. Still, it’s fair to say phones have become many people’s all-purpose digital lockboxes.

The third difference is more conceptual. Federighi basically says iOS users need to be more protected because the Mac is a specialist tool for people who know how to navigate the complexities of a powerful system, while the iPhone and iPad are — literally — for babies.

As Federighi put it:

The Mac from the beginning has been part of a generation of systems where the expectation is you can get software from wherever — you can hand it to your friend on a floppy disk and run it, that’s part of the expectation. But Mac users also expect a degree of flexibility that is useful to what they do. Some of them are software developers, some of them are pros running their unique tools, and having that power is part of it.

I think of it is as if the Mac is a car — that you can take it off-road if you want, you can drive wherever you want. And that comes with as a driver, you gotta be trained, there’s a certain level of responsibility in doing that, but that’s what you wanted to buy. You wanted to buy a car. With iOS, we were able to create something where children — heck, even infants — can operate an iOS device, and be safe in doing so. So it’s a really different product.

Federighi expanded on the metaphor a little later, when Apple’s counsel asked if macOS was “safe.”

Safe if operated correctly, much like that car. If you know how to operate a car, and you obey the rules of the road and are very cautious, yes. If you’re not — I’ve had a couple of family members who’ve gotten some malware on their Mac. But ultimately, I think the Mac can be operated safely.

I find the mental image of slowly, cautiously “driving” a Mac around the internet hilarious, because cars are deadly two-ton metal boxes that crush obstacles at superhuman speeds, while my MacBook starts losing keys if I type on it too hard.

If you pair these comments with some earlier statements about macOS, though, it’s a bit less funny. Federighi was bluntly critical of macOS security, saying Apple saw “a level of malware on the Mac that we don’t find acceptable.” If you used the Mac’s security model on the iPhone, “with all those devices, all that value, it would get run over to a degree dramatically worse than is already happening on the Mac,” Federighi said. “iOS has established a dramatically higher bar for customer protection. The Mac is not meeting that bar today.” It’s a distinctly negative evaluation of open computing systems, implying only a relatively small platform could afford that openness without disaster.

Federighi took a far broader view of security than Epic’s own expert witness James Mickens. Mickens testified earlier that iOS wasn’t meaningfully more secure than Android, but he analyzed mostly technical threats to the platforms. Federighi focused on scams, phishing, and other apps that target human psychology instead of computer code — many of which pose serious dangers.

Sometimes, though, the protectiveness felt patronizing. When Federighi explained Apple’s restrictions on cloud gaming, he focused partly on tangible security issues, like how to grant device permissions for different titles on a single gaming app. But he slipped seamlessly into discussing how the concept would be simply too confusing — that iPhone and iPad owners would be befuddled by the notion of launching a separate game catalog. Apple wants iOS devices to feel trustworthy, but at times like that, it seems more like Apple just doesn’t trust its own users.

oneplus-8-pro-vs-samsung-galaxy-s20+-vs-galaxy-s20-ultra:-what’s-the-difference?

OnePlus 8 Pro vs Samsung Galaxy S20+ vs Galaxy S20 Ultra: What’s the difference?

(Pocket-lint) – The OnePlus 8 Pro was one of 2020’s best phones, offering flagship specs and premium design at cheaper price than the likes of Samsung’s Galaxy S20 range. 

While both series of phones are a little older now, they still make great purchase options purely because you can now get them cheaper than they were at launch. 

So how does the OnePlus 8 Pro compare to Samsung’s top-of-the-range Galaxy S20 Ultra and Galaxy S20+? Here are the specifications up against each other.

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Design

  • OnePlus 8 Pro: 165.3 x 74.4 x 8.5mm, 199g
  • Samsung S20+: 161.9 x 73.7 x 7.8mm, 186g
  • Samsung S20 Ultra: 166.9 x 76 x 8.8mm, 220g

The OnePlus 8 Pro, Samsung Galaxy S20+ and Samsung Galaxy S20 Ultra all offer premium designs with metal cores and glass rears, though OnePlus offers matte options, while Samsung offers gloss only. The frosted glass is both lovely to look at, and does a better job of resisting smudges from fingerprint grease. 

The Samsung S20+ and S20 Ultra both have punch hole cameras centralised at the top of their displays, while the OnePlus 8 Pro has a punch hole camera positioned in the top left corner of its display.

On the back, the OnePlus 8 Pro has a slightly neater design with a pill-shaped vertical camera housing positioned in the middle, while the Samsung Galaxy S20+ and S20 Ultra both have more prominent rectangular camera housings in the top left corner of their rears.

Size wise, the OnePlus sits right in the middle of the two Samsung phones. It’s a little wider and thicker than the S20+, but narrower and thinner than the S20 Ultra. That means, in the hand, the S20+ is slightly more comfortable, but in truth all phones are pretty big. 

All devices being compared here offer IP68 water and dust resistance and they all have in-display fingerprint sensors. So there’s a lot of parity here. In terms of build and looks, you’re not getting a less premium device by going with OnePlus. 

Display

  • OnePlus 8 Pro: 6.78-inch, Quad HD+, 120Hz
  • Samsung S20+: 6.7-inch, Quad HD+, 120Hz
  • Samsung S20 Ultra: 6.9-inch, Quad HD+, 120Hz

The OnePlus 8 Pro has a 6.78-inch display with a Quad HD+ resolution offering a pixel density of 513ppi. It offers an aspect ratio of 19.8:9 and a refresh rate of 120Hz.

The Samsung Galaxy S20+ has a 6.7-inch display with a Quad HD+ resolution and 525ppi, putting it at a similar size to the OnePlus 8 Pro, while the Ultra is larger at 6.9-inches. It too has a Quad HD+ resolution though, with a pixel density of 511ppi. 

While both Galaxy devices have 120Hz refresh rate displays – just like OnePlus – Samsung currently only allows you to have it switched on if the resolution is set to full HD+. That means you have to choose between sharpness, and fast animations. OnePlus allows you to have both switched on at the same time, without compromise. 

Still, despite this, all three displays are truly excellent and easily the best currently available on any smartphone. They’re sharp, vibrant and responsive. 

All devices being compared in this feature have a AMOLED panel and offer HDR10+ support.

Cameras

  • OnePlus 8 Pro: 48MP main, 8MP telephoto, 48MP ultra wide, 5MP colour filter
  • Samsung S20+: 12MP main, 64MP telephoto, 12MP ultra wide, DepthVision
  • Samsung S20 Ultra: 108MP main, 48MP telephoto, 12MP ultra wide, DepthVision

The camera department is perhaps the area these devices differ the most.

The OnePlus 8 Pro has a quad rear camera, made up of a 48-megapixel main sensor, 8-megapixel telephoto sensor, 48-megapixel ultra-wide angle sensor and a 5-megapixel colour filter sensor. There’s a dual LED flash and a range of features including Video HDR, Smart Pet Capture mode and 3x hybrid zoom.

The Samsung Galaxy S20+ has a quad rear camera too, made up of a 12-megapixel main sensor, 64-megapixel telephoto sensor, 12-megapixel ultra wide sensor and a Depth Vision time of flight sensor.

The Samsung Galaxy S20 Ultra meanwhile, has a 108-megapixel main sensor, 48-megapixel telephoto sensor, which is a 10x hybrid optic periscope lens, 12-megapixel ultra wide sensor and a DepthVision sensor. 

Despite having the impressive-sounding 100x Space Zoom, in our testing, we had a few issues with the S20 Ultra’s camera. Apart from that ultra-zoom being not much more than a gimmick at its extreme focal lengths, there were other problems with focussing on items up close. The S20+ may have the less jaw-dropping spec sheet here, but it gave us fewer issues overall and performs well. As does OnePlus. 

The 8 Pro’s primary and ultra-wide cameras are excellent, and the zoom is useful, even if the colours and detail don’t quite match up with the other two main cameras. As for that colour filter camera, that’s a little weird and lets you be creative, but doesn’t offer anything distinctly wortwhile. 

Hardware and specifications

  • OnePlus 8 Pro: Qualcomm SD865, 8/12GB RAM, 128/256GB storage, 4510mAh battery
  • Samsung S20+: Qualcomm SD865/Exynos 990, 12GB RAM, 128/256/512GB storage, 4500mAh battery
  • Samsung S20 Ultra: Qualcomm SD865/Exynos 990, 12/16GB RAM, 128/256/512GB storage, 5000mAh battery

The OnePlus 8 Pro runs on the latest Qualcomm Snapdragon 865 processor with a choice of 8GB of RAM and 128GB of storage or 12GB of RAM and 256GB of storage. There is no microSD support for further storage expansion. 

The Samsung Galaxy S20+ and S20 Ultra both run on either the Exynos 990 or Qualcomm Snapdragon 865 processor, depending on the region. Both have 12GB of RAM as standard but the Ultra also comes in a 16GB option. There are various storage options, with 128GB, 256GB and 512GB models available, all of which offer microSD storage expansion up to 1TB.

In terms of everyday speed and performance, the OnePlus and Samsung phones will all offer you a speedy, responsive experience. We didn’t notice any significant difference between the three. It’s no surprise really given the similar specifications and power available in all of them. 

In terms of battery capacities, the OnePlus 8 Pro has a 4510mAh battery, the Samsung Galaxy S20+ has a 4500mAh battery and the Samsung Galaxy S20 Ultra has a 5000mAh battery. IN testing, the OnePlus was the one that’s likely to last a little bit longer, but again, there’s not a huge amount in it. Samsung has really upped its battery longevity game this year. 

The one place you will notice a difference is in charging speeds. With its 30W wireless charging, OnePlus will refill much quicker on its charging stand than either of the Samsung phones will while wireless charging. 

All three also offer reverse wireless charging too, so you can top up your wireless charging compatible earphones or smartwatch from any of the phones. 

All three devices being compared here are 5G enabled. 

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Conclusion

The OnePlus 8 Pro sits in the middle of both the Samsung Galaxy S20+ and the Samsung Galaxy S20 Ultra but it is quite a bit cheaper than both models, coming in around the same price as the standard Galaxy S20 instead.

There’s plenty of similarities between the three devices too, despite the price difference. All have large displays, premium designs, powerful hardware and good software experiences, albeit different. 

You get microSD support on the Samsung devices, along with some interesting camera functionality, especially on the S20 Ultra, but you pay more for these attributes – a lot more in the case of the Ultra – so the decision between these handsets will come down to your budget and what features matter to you most.

On the whole, we don’t think you’ll be losing a whole lot at all in real daily performance and capabilities by going with the OnePlus 8 Pro instead of either of these two Samsung phones. 

Writing by Britta O’Boyle. Editing by Cam Bunton.

google-details-how-interconnected-matter-smart-home-standard-will-work-on-android-and-nest

Google details how interconnected Matter smart home standard will work on Android and Nest

Google is one of the major companies behind the upcoming interconnected cross-platform smart home standard Matter, and today, the company has explained how it’ll work to support Matter with its Android devices and Nest smart home products.

To start, the company is promising that all of its Nest displays and speakers will be updated to enable them to control Matter devices. That means once the update arrives (Google isn’t giving a timeframe yet), you’ll be able to use Google Assistant to control any Matter device, whether it was previously part of Google’s smart home platform or not.

Additionally, newer Google smart home products with Thread built in, like the Nest Wi-Fi, Nest Hub Max, and second-gen Nest Hub, will also serve as Matter connection hubs. That will make it easier to set up and use Matter-branded smart home products throughout your home.

And in what might be the biggest piece of news: Google is promising that it’ll update the latest Nest Thermostat to support Matter, meaning users will be able to — in theory — control their A/C and heat setups with other Matter-certified platforms (like Siri or Alexa, pending Apple and Amazon’s own updates). Disappointingly, Google is only making that promise for the entry-level Nest Thermostat, not the more powerful Nest Learning Thermostat (at least for now).

Google’s support for Matter is also coming to Android phones. The company promises that it’ll add built-in support for Matter, making it easy to set up and control Matter-enabled smart home gadgets through Android apps, Google Assistant, the Google Home app, and more with “just a few taps.”

As part of that support, Thread-enabled Matter devices — like Nanoleaf’s Essentials Bulb — will be supported on Android, which could open up a wave of new smart home devices based on the local connectivity standard to Google (and other smart home platforms). Right now, there are still products like Eve’s HomeKit-exclusive lineup that rely on Thread but can’t be used with Android devices at all. Matter could potentially change that.

If everything works as well as promised (again, there’s plenty of software updates and agreements that will still have to be followed through), Matter could be the magical solution for smart home owners: a set of devices that is easy to set up and use with any (or all) smart home software setups.

In addition to Matter details, Google is also announcing a new Google smart home directory, which will include a list of Assistant-compatible products, Q&As, educational videos, and reviews. Lastly, the company also announced that it will add Nest cameras to its automated routines, allowing owners to automatically toggle on (or off) their cameras when they’re coming and going.

apple-announces-a-slew-of-accessibility-updates

Apple announces a slew of accessibility updates

Apple announced a variety of new and updated features for people with disabilities today. Beginning May 20th, customers can use the new SignTime sign language interpreter service to contact AppleCare and retail customer care through their web browsers. Software updates later this year to iOS, watchOS, and iPadOS will bring improved options for Assistive Touch, VoiceOver, hearing aid support, and background sounds.

We believe everyone should have the tools they need to change the world. Accessibility is a fundamental right, and we’re always pushing the boundaries of innovation so that everyone can learn, create and connect in new ways. #GAAD https://t.co/oZwQNG7p5x

— Tim Cook (@tim_cook) May 19, 2021

The new SignTime service is launching first in the US, UK, and France, and offers remote interpreter access for American Sign Language, British Sign Language, and French Sign Language. People can also use the service in Apple stores to get interpretation without booking it in advance, potentially preventing the hassle of wrangling an interpreter on short notice.

People with limb differences will be able to use Assistive Touch on watchOS, which should enable them to use Apple Watch without touching the screen. (Apple did not verify which Watches this will work for.) Apple says the Apple Watch can detect muscle movement and tendon activity through its built-in sensors, allowing users to control a cursor on the watch screen, answer calls, access notifications, and more by making various movements and gestures. (You can see it in action in the video on this page.)

iPadOS will support third-party eye-tracking devices, allowing people with low mobility to move a cursor with their gaze and perform actions by holding eye contact, rather than tapping the screen.

VoiceOver, Apple’s built-in screen reader, will be updated to include more details in images. According to Apple, it will allow people to navigate images with text and data tables by rows and columns, and describe people and objects in images. People will also be able to add image descriptions with Markup.

Apple plans to upgrade the Made for iPhone hearing devices program, too, with support for bidirectional hearing aids. Users will also be able to upload their hearing test results to Headphone Accommodations to more easily customize how the feature amplifies sounds and adjusts different frequencies.

Image: Apple

For neurodiverse people (or anyone who likes white noise), Apple is introducing Background Sounds that can be incorporated with other audio and system sounds. They include “balanced, bright, or dark noise, as well as ocean, rain, or stream sounds” that can be set to play continuously and mask distracting or overwhelming noises.

Other features Apple is planning for later in the year include the ability to use mouth sounds like clicks or pops instead of using physical buttons, the customization of display and text size settings in individual apps, and new Memoji options with cochlear implants, oxygen tubes, and soft helmets.

Companies large and small always have room for improvement when it comes to making their products accessible, but Apple has generally been a leader in the space. These updates hopefully signal a continued commitment to designing with disabled people in mind.

the-level-of-mac-malware-is-not-acceptable,-says-apple’s-craig-federighi-at-epic-trial

The level of Mac malware is not acceptable, says Apple’s Craig Federighi at Epic trial

The antitrust case between Apple and Epic continued today, and it brought Craig Federighi, Apple’s senior vice president of software engineering, to the stand. Federighi’s mission was pretty clear from the outset: to extol the security benefits that come with iOS’s walled-off ecosystem and warn of the dangers that would come with breaking the App Store model.

But in building that argument, Federighi also made some surprisingly blunt concessions about security on macOS.

“If you took Mac security techniques and applied them to the iOS ecosystem, with all those devices, all that value, it would get run over to a degree dramatically worse than is already happening on the Mac,” Federighi said in the testimony. “And as I say, today, we have a level of malware on the Mac that we don’t find acceptable and is much worse than iOS.”

Federighi made the claim as part of a broader argument for why iOS could not adopt the same software model as macOS, which allows for alternate software sources like the Epic Games Store. But in making the case for iOS security, the software chief ended up painting a bleak picture of security on the desktop platform. The full exchange is presented in context below:

Judge Rogers: There are multiple stores on the Mac. So, if that can happen on the Mac, why should we not allow the same stores to exist on the phone?

Craig Federighi: Yeah, it’s certainly how we’ve done it on the Mac and it’s regularly exploited on the Mac. iOS has established a dramatically higher bar for customer protection. The Mac is not meeting that bar today. And that’s despite the fact that Mac users inherently download less software and are subject to a way less economically motivated attacker base. If you took Mac security techniques and applied them to the iOS ecosystem, with all those devices, all that value, it would get run over to a degree dramatically worse than is already happening on the Mac. And as I say, today, we have a level of malware on the Mac that we don’t find acceptable and is much worse than iOS. Put that same situation in place for iOS and it would be a very bad situation for our customers.

Federighi also cast the difference between the two platforms in unusual terms, describing the desktop platform as something akin to a car. “If operated correctly, much like that car, if you know how to operate a car and obey the rules of the road and are very cautious, yes,” he said when asked directly whether macOS is safe. “If not, I’ve had a couple of family members who have gotten some malware on their Macs.” macOS allows software to be downloaded and installed from the web, but Apple advises customers that restricting this functionality to the App Store is “the most secure setting.”

In contrast, Federighi presented iOS as a child-safe version of the less restricted macOS. “With iOS, we were able to create something where children — heck, even infants — are able to operate an iOS device and be safe in doing so. It’s really a different product,” Federighi said.

Federighi’s testimony comes in the final days of the trial, with much of the remaining time devoted to testimony from Apple executives. CEO Tim Cook is expected to take the stand on Friday, with closing statements from both sides given on Monday.

here’s-anker’s-apology-after-712-eufy-customers-had-camera-feeds-exposed-to-strangers

Here’s Anker’s apology after 712 Eufy customers had camera feeds exposed to strangers

Eufy has put out a statement apologizing for a glitch that occurred two days ago, allowing some Eufy home security camera users to see video from other users’ homes. The statement explains that it happened during a software update, but the company claims it only affected a small number of users: just 712 people across the US, Canada, Mexico, Cuba, New Zealand, Australia, and Argentina. Eufy says that the issue was fixed with an emergency update less than two hours after it was identified.

In a statement to The Verge, Eufy confirmed that “users were able to access video feeds from other users’ cameras.” However, in its official statement posted to Twitter (which can be viewed in full below), Eufy doesn’t explain what the bug actually was. It does say it’s working to keep this from happening again in the future, by upgrading its network and the authentication mechanisms between the cameras, servers, and app.

The initial reports of the bug came from Reddit, with users reporting that they were able to see and control the live feeds from all the Eufy cameras in someone else’s home, as well as see any previously recorded footage and the other user’s email address.

Eufy suggests that that users in the affected countries (listed above) should unplug then replug their security home base, then log out of the Eufy security app before logging back in.

The full statement is below:

During a software update performed on our server in the United States on May 17th at 4:50 AM EDT, a bug occurred affecting a limited number of users in the United States, Canada, Mexico, Cuba, New Zealand, Australia, and Argentina. Users in Europe and other regions remain unaffected. Our engineering team identified the issue at 5:30 AM EDT and immediately rolled back the server version and deployed an emergency update. The incident was fixed at 6:30 AM EDT. We have confirmed that a total of 712 users were affected in this case.

Although the issue has been resolved, we recommend users in the affected countries (US, Canada, Mexico, Argentina, New Zealand, Australia, and Cuba) to:

– Please unplug and then reconnect the eufy security home base.

– Log out of the eufy security app and log in again.

All of our user video data is stored locally on the users’ devices. As a service provider, eufy provides account management, device management, and remote P2P access for users through AWS servers. All stored data and account information is encrypted.

In order to avoid this happening in the future, we are taking the following steps:

– We are upgrading our network architecture and strengthening our two-way authentication mechanism between the servers, devices, and the eufy Security app.

– We are upgrading our servers to improve their processing capacity in order to eliminate potential risks.

– We are also in the process of obtaining the TUV and BSI Privacy Information Management System (PIMS) certifications which will further improve our product security.

We understand that we need to build trust again with our customers. Thank you for trusting us with your security and our team is available 24/7 at support@eufylife.com and Mon-Fri 9AM-5PM (PT) through our online chat on eufylife.com.

11-things-we-know-about-the-new-smartwatch-os-from-google-and-samsung-—-and-some-we-don’t

11 things we know about the new smartwatch OS from Google and Samsung — and some we don’t

Yesterday brought the momentous news that Google and Samsung will merge together their Wear OS and Tizen-based smartwatch platforms into a single operating system. The new software is currently being referred to as Wear, but that name could change as we get closer to the first devices that will ship with it.

The unified platform is intended to give Android smartwatches a huge boost and much simpler strategy. It will also allow developers to create apps and widgets for a single OS instead of splitting their efforts between Wear OS and Tizen. A lot of this is spelled out in more detail in the below video, but let’s also focus on the big highlights.

It’s going to be faster than Wear OS

Speed and responsiveness were one of the major talking points when Google and Samsung made this announcement during the I/O 2021 keynote. The companies are claiming that apps open up to 30 percent faster than they currently do on Wear OS. Google also promises “smooth user interface animations and motion,” which hasn’t always been a strength of Wear OS.

Battery life will be a step up, too

Samsung’s smartwatches were already routinely outlasting Wear OS products, so this doesn’t come as a surprise. The company is lending Google some hardware expertise to ensure better stamina. “Samsung implemented our best technology to provide optimized performances, and advanced sensor batching and low power display technology to ensure an efficient and long-lasting battery,” Samsung’s Janghyun Yoon wrote after Tuesday’s news. Google’s Bjorn Kilburn said customers can expect “handy optimizations like the ability to run the heart rate sensor continuously during the day, track your sleep overnight and still have battery for the next day.”

The next Samsung Galaxy Watch will run Wear

Samsung has confirmed that its next smartwatch — and all others in the pipeline — will run the unified Wear platform. But the company made sure to note that it will bring over some of its popular hardware elements, like the rotating bezel mechanism.

A standalone Google Maps app will do turn-by-turn directions

In a report from Wired, we learned that there are plans for a Google Maps app on Wear that features “a new user interface that will also work even if your phone is not with you.” That hints at cellular data support on the new unified platform.

Spotify and YouTube Music apps will support offline downloads

Spotify already allows owners of Samsung smartwatches to download songs for offline listening, and now that same convenience will be extended to Wear. That’s one thing Spotify for the Apple Watch still doesn’t do.

Google also confirmed that YouTube Music will be available on Wear. Like Spotify, it’ll include full support for offline listening.

Fitbit activity tracking will be built into the platform

Having completed its acquisition of Fitbit at the start of this year, Google will now integrate some of the brand’s health and activity tracking features into Wear. Future premium Fitbit wearables will also run the unified platform.

Device makers will be able to customize the look and feel

Google tried to emphasize on Tuesday that this platform isn’t just intended for itself and Samsung. “All device makers will be able to add a customized user experience on top of the platform,” Kilburn said. That’s going to prove important if Google wants to keep companies like Garmin on board with the new platform. And we can’t forget about the many traditional watchmakers — Fossil, Citizen, TAG Heuer, and others — that have gotten behind Wear OS in recent years in the absence of a flagship smartwatch from Google.

Apps should be faster and easier to develop with new APIs

Wear’s apps will use the latest Android development techniques like Jetpack and Kotlin to help reach the best possible performance. Google is also promising to make life easier for app makers with new APIs that cover Tiles, health services, watchfaces, complications, and more. And an activity indicator will show when certain functions are running in the background.

Some Wear OS smartwatches might get upgraded to Wear

There aren’t any firm promises yet, but Google at least didn’t outright say existing products won’t be updated to the new OS. The company told 9to5Google, “we will have more updates to share on timelines once the new version launches later this year.”

Samsung will not update Galaxy Watch models to Wear

Samsung will not be updating its Galaxy Watch line to Wear, but says it has no intention of leaving its current customers in the dust once it starts releasing Wear hardware. “For customers who already own the Tizen OS based Galaxy smartwatches, we are continuing to provide at least three years of software support after the product launch,” the company said Tuesday. However, it seems plausible there will be more than a few features and new Wear tricks that will never make their way to older Galaxy smartwatches.

Samsung will bring over its watchface designer tool

Some people out there really care about having a good watchface selection on a pricey smartwatch. Google and Samsung are promising a wide mix of styles, and Samsung told Wired its design tool — and many of the company’s own signature watchfaces — will be available on Wear.

The unknowns

Google and Samsung shared a decent chunk of information on day one, but we’re still left without answers to a few important questions. We should learn more details over the summer as we head into fall hardware season.

  • When will the first Wear smartwatch be available?
  • Is the underlying operating system closer to Wear OS or closer to Tizen? (Considering that developers will be using Android tools to build apps, it seems like the former.)
  • Will there be required helper apps like some of Samsung’s watches have needed?
  • Is Wear going to continue offering some semblance of iOS support?
  • What’s going to happen to Samsung Pay and Bixby? Are they both goners on the wrist?
epos-h3-gaming-headset-review:-powerful-plug-and-play

Epos H3 Gaming Headset Review: Powerful Plug-and-Play

Our Verdict

The Epos H3 gaming headset thumps out crystal-clear, bassy audio with excellent range. However, the microphone makes an annoying, persistent hissing noise.

For

  • + Lightweight
  • + Excellent audio reproduction and thump
  • + Soft earcups

Against

  • – Not a lot of features for the price
  • – No software

Editor’s Note: This review was originally published on April 20, 2021 and was updated on May 19, 2021. We retested the microphone after learning it was originally tested with a faulty 3.5mm jack. 

The Epos H3 is a solid choice for those seeking the best gaming headset for their rig. They’re also cross-platform compatible with Mac, PlayStation 5 (PS5), PS4, Xbox and Nintendo Switch, allowing you to have one pair of headphones for all your gaming needs. 

Combining comfort with affectionately loud drivers boasting thunderous bass and crystal-clear audio worthy of praise, it’s money well spent at $119. The H3 also features passive noise canceling, raising the bar another level; although, you may still wish for a better microphone and roomier fit.

Epos H3 Specs  

Driver Type  40mm dynamic
Impedance 20 Ohms 
Frequency Response 10 Hz – 30 kHz
Microphone Type Bidirectional, noise-cancelling 
Connectivity Options 3.5mm
Cables 5 foot 3.5mm cable, detachable; 3.5mm splitter cable
Weight 0.6 pounds (285g) 
Lighting None
Software None

Design and Comfort 

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(Image credit: Tom’s Hardware)

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(Image credit: Tom’s Hardware)

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(Image credit: Tom’s Hardware)

A quick glance at the H3’s specs sheet, and you might suspect that these are bulky, heavy cans. At 1.4 pounds, they’re weightier than many other wired gaming headsets, such as the MSI Immerse GH61 (0.6 pounds) and Roccat Elo X (0.7 pounds). However, Epos managed to distribute the weight and minimize pressure in such a way that the H3 actually feels lightweight. This is partially due to the memory foam and soft leatherette included on the headband and ears for comfort that cradles the head and ears without being overbearingly cushy. The unit is so lightweight that my only concern was them getting hot, like many other over-the-ear units using leatherette that I have reviewed, but, thankfully, I was able to wear them for over 2 hours at a time without ever even getting warm. 

The H3’s earcups connect to the steel headband via a dual-axis hinge and are also designed to mold to the shape of human ears. But because I’m a huge person with an obnoxiously large head and substantial, malformed ears, I initially had issues getting the H3 to sound as expected. Here, I learned of the sturdiness of the steel headband. Adjustments were easy, and I was able to get the H3 so I could listen to The Best of Johann Sebastion Bach in pure comfort. 

The Epos H3’s are stylishly elegant in Onyx Black as tested but are also available in Ghost White. Each ear cup holds an Epos logo, and the right ear cup has a built-in volume control knob that is responsive and with smooth controls easily activated by my thumb. On the left ear cup is the 3.5mm audio connection jack. The microphone is also on the left ear cup and pulls down nicely into place with a solid click to let you know it’s in place and ready to go. Lifting it back up conveniently mutes the microphone, so there are no embarrassments. 

Overall, with its lightweight, but quality, plastics, and steel headband, the H3 is sleek and sturdy with the feel of a much more expensive gaming headset. They also lack the sometimes gaudy RGB lighting of other gaming headsets, which is great for when you simply want to game and not also put on a light show.  The plastic keeps the headset trim at 0.6 pounds overall which adds to the comfort level I mentioned previously. 

Audio Performance 

Epos H3 uses closed drivers that deliver satisfactory audio as soon as you plug them in, which is good news since there’s no software available with the H3. The H3 gaming headset is truly plug-and-play, coming with a 3.5mm audio cable and a 3.5mm splitter cable, should your device require a separate mic input to record audio. 

I fired up Borderlands 2, and as I was following the annoying robot Claptrap around, I could discern when one of the crazy characters tried to slide up on my right and start beating on me. I side-stepped and shot him dead with my weapons, and the gunshots were wonderfully reproduced and sounded realistic. When I threw a grenade at a couple of post-apocalyptic-looking gents, the explosions were rich, full, and crisp, making for a thoroughly enjoyable battle. 

While playing Batman: Arkham Knight, I could easily trace the sounds of fire shots as they petered out into the distance. They sounded just as realistic as the gunshots I heard while playing Borderlands 2. The bone-crunching sound of Batman’s punches landing on the jaws of enemies I vanquished were exquisitely reproduced in my ear. When using the jet turbine in the Batmobile to launch from one roof to another, the thunderous roar was gratifying and clear with zero distortion. 

Overall, gaming with the H3 ensured I could hear moving footsteps coming from different directions, or gunfire in the distance, and I didn’t find myself missing virtual surround sound or the ability to tweak audio performance with a dedicated app. These cans are lovingly loud, so it’s a good thing the H3’s volume knob is so responsive and easy to find with a blind thumb. 

To test out the cans’ music prowess I turned to Busta Rhymes’ “Dangerous”. As soon as the baseline started pumping, I was thrilled, as the H3’s delivered the bombastic bassline with lust and passion few can compete with. At a typical listening volume, I heard sweetly produced highs and mid-range tones. And when I pumped the volume to the max, they delivered the same thump and clarity. 

Microphone 

(Image credit: Tom’s Hardware)

I originally published this review reporting an audible hiss with the headset’s microphone, but since then I’ve learned that this was caused by a faulty 3.5mm jack in my PC. With that issue remedied, I retested the microphone, and the hissing issue disappeared. Now, the bidirectional mic is able to catch the full range of my deep throaty voice. In recordings I could hear my voice’s natural depth and timbre beautifully and without any distracting background noise, thanks to the mic’s effective noise-cancelling. 

Note that the H3 doesn’t have its own software, so microphone performance adjustments aren’t readily available. However, I didn’t miss it too much because  my recordings were still very clear and of premium quality worthy of some podcasting. 

Epos specs the H3’s mic as covering a frequency range of 10-18,000 Hz.

Features and Software 

Although Epos does have a gaming software suite, the H3 does not work with it. But the audio quality is so good, I did not miss having software assistance. 

One of my favorite features of the Epos H’3 is the responsive audio knob that is built-in to the right ear cup. It makes adjusting the volume quick and easy. Also, you will need to adjust the volume as these cans can get very loud, which I love.

Bottom Line  

(Image credit: Tom’s Hardware)

At $119, the Epos H3’s audio quality is equal to its price tag; however some may find it steep when you compare it to units that come with gaming-ready features, like RGB lighting, software for tweaking and the option for virtual surround sound. If you’re someone who doesn’t need many extras, the H3 also earns its price with strong build quality and comfort, (especially for those with smaller heads, who won’t have to fuss with adjustments).

The downside comes from the microphone, which records really clear audio but also adds a hissing noise that I couldn’t eradicate no matter what adjustments I tried or software I used. Overall the mic performance is solid but not the best in its class and certainly not a replacement for the best USB gaming microphones

But if you’re interested in a gaming headset that sounds amazing right out of the box and can put up with the ok microphone, these are for you.