how-to-watch-the-summer-game-fest’s-‘kickoff-live’-event

How to watch the Summer Game Fest’s ‘Kickoff Live’ event

Summer Game Fest 2021, hosted by Geoff Keighley, is getting started with new game announcements two days ahead of E3 2021 with its “Kickoff Live” event. In addition to news, it’s perhaps the only event to feature both an appearance from Jeff Goldblum and a musical performance by Weezer. The list of partners for the preview event includes 2K, Activision, Blizzard, Capcom, InnerSloth, Epic Games, Sony PlayStation, Riot Games, Square Enix, Ubisoft, Microsoft Xbox, and more. Here’s how to watch.

When does Summer Game Fest start?

The kickoff show is happening this Thursday, June 10th at 2PM ET / 11AM PT / 6PM GMT. And like last year’s happenings, it’s all online, so you can just hang out at home and watch all of the announcements from your PC, phone, or TV.

Like last year, there will likely be more Summer Game Fest events throughout the season.

Where can I stream Summer Game Fest?

This game event is being hosted on several platforms, giving you plenty of options. It’s being livestreamed on YouTube (we’ve embedded the video above that’ll go live later), as well as Twitch, Twitter, and Facebook.

the-best-features-of-ios,-ipados,-and-macos-that-apple-didn’t-announce-onstage

The best features of iOS, iPadOS, and macOS that Apple didn’t announce onstage

Apple had its WWDC keynote on Monday, where it showed off the big new features coming to its platforms, but it didn’t have time to show off everything coming to the new versions of iOS, iPadOS, and macOS. So we’ve combed through the preview pages, Twitter, and a good chunk of the internet to see what interesting features got left out of the presentation.

The big features in iOS and iPadOS were the updates to notifications, FaceTime, and multitasking, but it appears Apple may have been really focusing on the platforms themselves, too. There are a ton of quality-of-life improvements including:

  • More Memoji options with new outfits and accessibility options
  • FaceTime will let you know when you’re muted but trying to talk.
  • FaceTime will also let you zoom with the back camera so you can finally show people things across the room without standing up.
  • The Announce Messages feature found in AirPods is coming to CarPlay, so your phone can automatically read texts out loud while you’re driving.
  • Wary iPhone users will be able to put off upgrading to iOS 15 but still get security updates.
  • Find My will be able to track your iPhone when it’s off (or even after it’s been factory reset). It’s currently unclear what phones will support this feature.
  • There’s an improved print dialog with more options.
  • You’ll get free temporary iCloud storage when you transfer to a new device, but it will only last for three weeks.
  • Leaving and arrival times are coming to Apple Maps, letting you better plan trips in the future.
  • iPhone apps for iPad will be able to run in landscape. No more flipping your iPad around when you need to check the one app that is still iPhone only.
  • There will be push notifications to tell you when it’s going to rain.
  • You’ll have the ability to schedule HomeKit devices with Siri (for example, asking it to turn on your bedroom lights at 7PM).
  • Safari is getting the pull-to-refresh mechanism found in Mail and many social network apps.
  • Accessibility settings like text size and contrast will be able to be set on a per-app basis.
  • EXIF data will be available in Photos, including camera and lens info.
  • You’ll also be able to adjust a photo’s date and time.
  • There’s a redesigned software Apple TV remote, which looks more like the new hardware version.
  • Panoramas taken on iPhone 12s should have less distortion, and moving subjects should look better.
  • You’ll be able to suggest to Photos that specific subjects shouldn’t show up in places like the Photos widget or Memories.
  • Spotlight will be accessible from the lock screen and Notification Center.
  • Filtering for spam texts… if you live in Brazil, that is. It’s likely rolling out there because of rampant spamming of SMS in the country — India got the feature last year.
  • You’ll be able to drag and drop files across apps on iPhone.
  • Spanish speakers will be able to choose whether their devices refer to them using masculine, feminine, or neutral words.
  • Mail is getting a widget, and there’s also a widget to show you how poorly you slept.
  • iPads are getting the ability to tab through text fields and buttons in apps, as can be done with Macs and in Safari.
  • iPads will support eye-tracking hardware to improve accessibility by letting people control a cursor using just their eyes.

The Monterey portion of the keynote was dominated by an incredibly impressive demo that showed off Apple’s new Universal Control feature, but Apple also took the time to discuss Shortcuts, which are coming to macOS. Macs are complex machines, though, and there are a few more fun and useful things that will be coming in the fall:

  • The ability to use your Memoji as your user profile picture (it’ll even shake its head if you try to log in with the wrong password).
  • A software microphone indicator light in the menu to show when an application is listening to you
  • A better file copy interface, with the ability to pause and resume transfers
  • The easy ability to erase user data, settings, and apps without re-installing the OS (great for if you’re selling your Mac)
  • The ability to manage your saved passwords in System Preferences. You can also import them from other password managers or export them.
  • You can customize the mouse cursor’s outline and fill color.
  • Windows will resize when you move them to another monitor.
  • Shortcuts will let you integrate shell commands.
  • An improved Go To Folder dialog in Finder

Of course, Apple is running an ecosystem here, so many of the features that got announced will be coming to all of its computers. Here are a few more that will also be coming to iPhones, iPads, and Macs:

  • A built-in one-time password generator, similar to Google Authenticator or Authy
  • Safari will detect if websites can support HTTPS and will automatically use it if they do (similar to the HTTPS Everywhere extension).
  • A low power mode for macOS and iPad (I can’t wait to see how far I can stretch an M1 MacBook Pro)
  • Reminders are also getting a tags feature, similar to the one found in Notes.
  • The Photos info pane will tell you about what Visual Look Up sees in the picture.
  • The ability to turn on DownTime whenever, if you really need to focus on something
  • An extension for Edge on Windows that lets you use your iCloud Passwords

Well, Apple showed off pretty much everything for WatchOS onstage — it looks like it’s not a big year for the wearable (but I’ll be very happy to get better always-on display support and multiple timers). There are some new time complications, though!

Just noticed there is a new set of Time complications in watchOS 8. While a slight bit of ‘Sherlocking’ for Watchsmith, I’m honestly super glad it’s here. A good number of my gray hairs came from supporting time based complications…glad I can focus elsewhere now. pic.twitter.com/q44aVDMoZh

— David Smith (@_DavidSmith) June 9, 2021


If you want to know if you’ll be getting these features, we’ve laid out which devices the new OSs will be coming to here:

microsoft’s-xbox-series-x-is-about-to-make-xcloud-gaming-much-faster

Microsoft’s Xbox Series X is about to make xCloud gaming much faster

Microsoft is making some significant upgrades to its Xbox Cloud Gaming (xCloud) service in the next few weeks. The Xbox cloud streaming service will be moving to Xbox Series X hardware on the server side, bringing dramatic improvements to load times and frame rates. Microsoft is also moving xCloud on the web out of beta, which is good news for owners of Apple devices.

“We’re now in the final stages of internal testing, and we’ll be upgrading the experience for Ultimate members in the next few weeks,” says Kareem Choudhry, head of cloud gaming at Microsoft. “The world’s most powerful console is coming to Azure.”

The upgrade will include major improvements to xCloud, with players able to benefit from the same faster load times and improved frame rates that are available on Xbox Series X consoles. Microsoft’s xCloud service launched in September, powered by Xbox One S server blades. The load times have been one of the troubling aspects of using Xbox game streaming, and this upgrade will dramatically reduce the wait time of launching games. Players will also be able to access Xbox Series X / S optimized games.

Microsoft’s xCloud service on an iPhone.
Photo by Tom Warren / The Verge

Alongside the server upgrades, Microsoft is launching Xbox Cloud Gaming through the browser for all Xbox Game Pass Ultimate members in the next few weeks. The service is currently in an invite-only beta mode, but the expansion will make it available for all Xbox Game Pass Ultimate members to access xCloud streaming on iPhones, iPads, and on any device with a compatible browser (Chrome, Edge, and Safari).

Microsoft is also expanding cloud gaming to Australia, Brazil, Mexico, and Japan later this year, and hinting at plans for new Xbox Game Pass subscriptions. “We need to innovate to bring our games and services to more people around the world, and we’re investigating how to introduce new subscription offerings for Xbox Game Pass,” says Liz Hamren, head of gaming experiences and platforms at Microsoft.

These new Xbox Game Pass subscriptions will likely include some form of access to xCloud game streaming. Microsoft currently only offers Xbox game streaming to those who subscribe to the Xbox Game Pass Ultimate tier, which is priced at $14.99 per month. It’s easy to imagine a future where Microsoft offers a separate Game Pass tier that only provides access to Xbox Cloud Gaming (xCloud).

Microsoft is also announcing plans for an Xbox TV app and its own streaming stick today, alongside the ability to access and use xCloud on Xbox consoles later this year.

you’ll-soon-be-able-to-try-xbox-games-before-downloading-them

You’ll soon be able to try Xbox games before downloading them

Microsoft is planning to let Xbox console owners try games before they download them later this year. The new Xbox dashboard feature will allow console players to stream games through Microsoft’s Xbox Cloud Gaming (xCloud) service instantly. It’s part of a push to integrate xCloud more into Xbox consoles and into the Xbox app on Windows PCs.

“Later this year, we’ll add cloud gaming directly to the Xbox app on PCs, and integrated into our console experience, to light up all kinds of scenarios, like ‘try before you download,’” says Kareem Choudhry, head of cloud gaming at Microsoft.

Microsoft isn’t detailing all of the ways that xCloud will appear on Xbox consoles, but trying games before you download them certainly opens up possibilities for Xbox owners who want to know what a game is like before buying it.

Microsoft’s Xbox Series X dashboard.

Either way, utilizing xCloud to let Xbox players quickly jump into games before they’re downloaded will be particularly useful on day one game launches. With games regularly exceeding 100GB, it often takes hours to download titles if you didn’t plan ahead and preload a game before its launch.

In a briefing with members of the press ahead of Microsoft’s Xbox E3 event on Sunday, the company’s head of Xbox, Phil Spencer, was keen to stress Microsoft’s commitment to Xbox Game Pass and cloud gaming.

“So right now we’re the only platform shipping games on console, PC, and cloud simultaneously,” says Spencer. “Others bring console games to PC years later, not only making people buy their hardware up front, but then charging them a second time to play on PC.”

Spencer is of course referring to Sony and its ongoing efforts to bring more PlayStation games to PC years after their launch. Microsoft obviously prefers its own approach to launching simultaneously across multiple platforms and being available on Xbox Game Pass on day one.

Speaking of Xbox Game Pass, Microsoft is also committing to some form of a timeline for exclusive first-party content for the service. “In terms of the overall lineup, we want to get to a point of releasing a new game every quarter … we know that a thriving entertainment service needs a consistent and exciting flow of new content,” explains Matt Booty, head of Xbox Game Studios. “So our portfolio will continue to grow as our service grows.”

Microsoft isn’t providing an update on its Xbox Game Pass subscription growth yet. The service jumped to 18 million subscribers earlier this year, after growing steadily throughout 2020. Today’s announcements are part of some broader Xbox and xCloud news, including server upgrades to xCloud and Microsoft’s plans for an Xbox TV app and streaming sticks.

microsoft-announces-xbox-tv-app-and-its-own-xcloud-streaming-stick

Microsoft announces Xbox TV app and its own xCloud streaming stick

Microsoft is working with TV manufacturers to make an Xbox app available on devices soon. The software giant is planning to bring its Xbox Game Pass service to TVs through its xCloud streaming technology, opening up more ways to get access to Xbox games. This will be available as both an app on TVs, and with Microsoft’s own dedicated streaming stick.

“We’re working with global TV manufacturers to embed the Game Pass experience directly into internet-connected TVs so all you’ll need to play is a controller,” says Liz Hamren, head of gaming experiences and platforms at Microsoft.

Microsoft isn’t announcing exactly when this Xbox app will be available on TVs, nor which manufacturers will bundle it on their devices. Xbox chief Phil Spencer previously hinted at an Xbox app for TVs late last year, noting he expects to “see that in the next 12 months.”

Spencer also hinted at Microsoft’s own Xbox streaming stick last year, something Microsoft now says will appear soon. “We’re also developing standalone streaming devices that you can plug into a TV or monitor, so if you have a strong internet connection, you can stream your Xbox experience,” reveals Hamren.

Much like the TV app plans, Microsoft isn’t providing any details on release date or pricing for its own Xbox streaming devices. We don’t even know what they will look like. Microsoft revealed these details in a special press briefing ahead of its E3 event later this week. Microsoft will be focusing on games at its E3 showcase on Sunday June 13th, so it’s unlikely we’ll get any further details until the devices are ready to ship.

This Xbox Game Pass expansion to TVs is part of a broader effort by Microsoft to make its subscription service available beyond just phones and Xbox consoles. Microsoft is also announcing upgrades to its xCloud server blades today, and the ability to access and use xCloud on Xbox consoles later this year.

apple-airpods-pro-review:-silence-is-golden

Apple AirPods Pro review: Silence is golden

(Pocket-lint) – Whether you agree with the polarising design or not, Apple’s AirPods became an overnight phenomenon back in 2017. Since then those in-ear wireless buds have gone on to become the number one sellers in the world – and you only have to head to any city street to see how many people are wearing a pair.

Following the launch of a tweaked second-gen AirPods earlier in 2019, Apple has deemed the headphone popular enough to expand the range with the AirPods Pro. But this isn’t just about offering tweaks; no, it’s a completely redesigned experience, adding active noise-cancellation (ANC) and more.

But with so many in-ear headphone choices on the market, do the AirPods Pro offer a decent package or are you better off going with Bose, Sony, or a myriad of other options? We’ve be wearing them since launch. 

A pro design

  • Each bud: Measures 30.9 x 21.8 x 24mm maximum / Weighs 5.4g
  • Wireless charging case included (45.2 x 60.6 21.7mm / 45.6g)

There are two elements to the AirPods Pro that you need to worry about: in the ear and in the pocket.

The carry case, which doubles as the charging case, is shorter in height but wider in design than the one you’ll find with the original AirPods. It’s still very much just as pocketable, in fact one of the most pocketable in-ear headphones cases on the market, and comes in a gloss white finish. It’s also included as standard.

Pocket-lint

The AirPods Pro headphones slot into the case and instantly drawn in by magnets and start charging immediately. Charging can be done via a Lightning cable or by putting the case on a wireless charging pad, even the newer MagSafe charging pucks.

The Pro design is considerably different to the AirPods. The most noticeable difference is the inclusion of silicone tips to improve the fit or ‘seal’, while the thin rod that hangs out of your ear isn’t especially long. This short length will certainly appeal to those who thought the originals’ design just looked odd.

Finding your fit

  • Three silicone tip sizes; small, medium, large
  • Vent system for pressure equalization
  • Ear Tip Fit test via iOS 13.2
  • Uses Apple H1 chip

Connecting the AirPods Pro for the first time is incredibly simple. You simply open the case near your iPhone (running iOS 13.2) and press ‘connect’ on the screen. It’s as simple as that thanks to the use of Apple H1 chip – as also found in the AirPods and Beats Powerbeats Pro.

Unlike AirPods, the Pro requires a secondary step, which involves running an Ear Tip Fit Test. Using both the internal and external microphones within the headphones, iOS 13.2 analyses the sound and tweaks its profile to sound better for you.

Pocket-lint

The process, which involves playing some music, takes about five seconds. It’s during this time that it will determine whether you’ve got a good fit, and if not recommend you change the silicone tip to another size – there is a small, medium, and large options included. For us the medium worked perfectly and we were up and running with a minute.

The silicone tips feel a little tight in the ear – more so than the standard AirPods, but not that they’re uncomfortable – so Apple has included air vents to try and reduce potential pressure and isolation build up. It calls this a “vent system for pressure equalization”, and in all the time we’ve been wearing them they’ve been fine. It doesn’t hurt wearing them for a long period of time, and if you have concerns over whether or not they would be as easy to put in and out as the standard AirPods, they aren’t. 

Active Noise Cancelling (ANC)

  • Internal and external microphones actively listen for noise changes
  • Adaptive EQ and Transparency Mode

One of the main features of the AirPod Pro is ANC, or active noise-cancelling technology. This uses the in-built microphones to check the ambient noise around you over 200 times a second and react accordingly, dumbing down external sound. This is the same process as other noise-cancelling headphones, designed to negate wind tear and other real-time sounds around you as best as possible.

You can also dial-down the feature if you want to hear more around you – a feature called Transparency – which allows you to hear people talking, given the frequency cut-off. This is all controlled via a squeeze of the AirPods Pro, via your iPhone volume control settings, or using the Apple Watch.

We’ve used them on the London Underground, the train, by the sea side, cutting the grass, and on a plane, and in all cases the Pro earbuds cut out the majority of the noise. Classical music fans will no doubt love the Pros, as will those that want to really immerse themselves in the music. 

Pocket-lint

Switching between the two modes with that squeeze will take a little getting used to, as there’s a specific indented area where you need to squeeze. Precision is key; as is speed: do it too quickly and you’ll stop the track. It’s yet another new control mechanism that you’ve got to learn. Overtime it has become second nature. 

Another interesting side effect is wearing the AirPods Pro while talking. Because of the microphones both internally and externally that are trying to cancel the noise, your own voice is amplified when in Transparency mode. The best way to describe it is akin to speaking into a microphone while wearing headphones to hear yourself. You don’t get that experience when you’re on a call with ANC on, although the silence is somewhat alien if you’re used to hearing lots of noise around you all the time when on a call, and if the environment you are in is loud, we’ve found your voice is cancelled out, according to the person at the other end. Our advice is not to use ANC when talking to people on the phone. 

Music sounds better with you

  • 5 hours battery life / 4.5 hours with ANC enabled
  • Custom high dynamic range amplifier
  • Custom high-excursion Apple driver

We’ve tested the new AirPods Pro with a range of music, from dance tracks from Ministry of Sound, to the Interstellar soundtrack by Hans Zimmer, and everything inbetween from Pink Floyd to Billie Eilish.

Pocket-lint

What is clear is that the AirPods Pro are considerably better than the standard AirPods and certainly hold their own compared to the competition.

The originals focus of the AirPods was on ease of use rather than amazing sound quality, whereas the AirPods Pro address that latter point espeically when you factor in support for Apple’s Spatial Audio technology that’s now rolled out on Apple Music and is available on both the AirPods Pro and AirPods Max and will be coming to more apps and services later this year with iOS 15. 

Following the launch we’ve been listening to a number of tracks in Spatial Audio. Some tracks are clearly enhanced by the new experience, while others are barely noticeable. When you do notice it though, the results are amazing. The best way we can describe it, is that It’s a bit like 4K on your TV. Some can see the changes instantly and refuse to watch anything else, while others will be more than happy with the HD footage and wonder what the fuss is about. Apple has big plans for Spatial Audio bringing it to everything from FaceTime calls to games. All that’s left is to see whether the industry embraces it and then runs with it. That’s where things will really start to get interesting. 

The Spatial Audio feature also works with movies and that really sings when connected to an iPad or iPhone, especially when it’s been recorded in Dolby Atmos. 

But you don’t need Spatial Audio to enjoy the AirPods Pros. They work perfect well in standard stereo whether that’s listening to music, watching a movie or TV show, or taking a voice call. Sure, the Pro doesn’t come as bass-focused as the PowerBeats Pro, for example, but still certainly delivers a decent sound for what they are. For many they will be more than good enough for commuting, especially once you factor in the ANC performance and when available Spatial Audio. 



Best USB-C headphones for Android phones 2021


By Dan Grabham
·

Verdict

We are incredibly impressed with the ease of setup and quality of sound that the AirPods Pro deliver. Active noise-cancellation makes a huge difference to ambient noise, making these in-ears far more capable than the originals, and Spatial Audio enhances the music experience to the “next level”. 

The Pro is more comfortable to wear and better sounding than we were expecting from Apple, too, given the previous AirPods experience.

But with Beats offering the Powerbeats Pro for a smidgen less cash, the AirPods Pro isn’t the only H1 chip-touting in-ear wireless headphones in town. They will be better if you want to be more “active” or are worried that the AirPods Pro will fall out – they shouldn’t but we also know that some people’s ears just aren’t suited to this type of headphone.

And falling out, or should we say taking out, is one of the big advantages here. Popping them in and out of our ears for the last two years has been easy, and if you make a lot of calls, that’s almost worth it on its own. 

The ease of use and great sound, make this a great buy. 

This article was originally published on 29 October 2019 and has been updated to reflect its full review status

Also consider

Pocket-lint

Beats Powerbeats Pro

squirrel_widget_148688

Like the sound of active noise-cancellation but want more bass and bigger sound? That’s where Beats comes into play, if you’re willing to pay the extra for the improved quality.

  • Read our review

Writing by Stuart Miles.

apple-music’s-spatial-audio-is-sometimes-amazing-but-mostly-inconsistent

Apple Music’s spatial audio is sometimes amazing but mostly inconsistent

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Late on Monday night, Apple flipped the switch on two new features for its Apple Music subscription service: immersive Dolby Atmos spatial audio and lossless-quality streaming. It feels like the company is really only excited about one of them, though, and it’s not the latter.

Eddy Cue is Apple’s senior vice president of services and the person who oversees Apple Music. He didn’t mince words when he told Billboard that the sudden proliferation of lossless audio isn’t going to significantly evolve or change how we listen to music. “There’s no question it’s not going to be lossless,” he said when asked about what technologies will bring about the “next-gen” of music streaming. Cue firmly stands on the side of the crowd that argues most people can’t hear any difference between CD-quality or hi-res tracks and the AAC or MP3 files that’ve been filling their ears for so long now. He did acknowledge that the higher-bit rate tracks might matter to music lovers with particularly sharp hearing or premium audio equipment, but he was also direct about how niche that group is.

“The reality of lossless is: if you take 100 people and you take a stereo song in lossless and you take a song that’s been in Apple Music that’s compressed, I don’t know if it’s 99 or 98 can’t tell the difference.” Cue revealed that he has regularly done blind tests with the Apple Music team, and they confirm how rare it is for anyone to be able to consistently recognize lossless audio. “You can tell somebody, ‘Oh, you’re listening to a lossless [song],’ and they tell you, ‘Oh, wow. That sounds incredible.’ They’re just saying it because you told them it’s lossless and it sounds like the right thing to say, but you just can’t tell.”

If you go by the message that Cue and Apple are pushing, the Dolby Atmos-powered spatial audio feature is where the true breakthrough is. “When I look at Dolby Atmos, I think it’s going to do for music what HD did for television,” Cue said in the Billboard interview. And then he really went in:

“I think this is going to take over everything. It’s the way I want to listen to music when I’m in my car. It’s going to be the way I listen to music immediately with my AirPods. It’s going to be the way I listen to music in my house. In a way, it won’t feel very good when I’m listening to something that’s not Dolby Atmos because it’s so good. It’s like when I’m watching HD, it’s hard to go back.”

“This requires somebody who’s a sound engineer, and the artist to sit back and listen, and really make the right calls and what the right things to do are,” Cue told Billboard about mixing for spatial audio. “It’s a process that takes time, but it’s worth it.”

Problem is, with much of the Dolby Atmos content on Apple Music I’ve sampled so far, it doesn’t seem like everyone is making those right calls. It’s a hit-or-miss game of exploration, and songs that truly showcase the immersive potential of Atmos are more often the exception than the rule. In many cases, spatial audio tracks have an artificial wideness to them, unfamiliar placement of vocals and instrumentation, and just sound… off. Distant? Too reverb-y? Pick your preferred interpretation. Yet, Apple is so confident in Apple Music’s spatial audio that essentially overnight it became the default for millions of customers listening with AirPods.

But let’s back up a bit.

What is spatial audio supposed to do for music?

In a word, it’s all about immersion. Here’s how Cue hyped it: “it makes you feel like you’re onstage, standing right next to the singer, it makes you feel like you might be to the left of the drummer, to the right of the guitarist.” On its website, Apple says “music created in Dolby Atmos is freed from channels, allowing artists to place individual sounds all around you.”

Whoa there. Like all of Apple’s senior executives, Eddy Cue knows how to pitch something. But if you slap on your AirPods and expect to feel like an invisible person standing in the middle of a recording session, you’ll probably be underwhelmed.

When it’s done well, spatial audio does indeed give music a unique feeling of breadth. And it’s in a different way than a high-end pair of headphones might bring the most out of a stereo track’s soundstage. In particular, vocals often have a very distinct placement in the mix and cut through better than on traditional stereo tracks. That’s the most consistent advantage I’ve noticed with spatial audio music. But because of the different mix, you’ll very likely also pick up on details or sounds that ordinarily don’t stand out in the regular version of a song. And on the best Atmos tracks, everything has a lot more room to breathe.

But when engineers don’t put much care into an Atmos mix, it really shows. Sometimes giving everything so much space can take the impact or crunch out of guitars. Or other aspects of a track fall flat. I’ve included just a few samples below where the spatial audio version of a song is an obvious downgrade from the original. But there are many, and when you hit a few in a row where the vocals sound weird or something’s amiss, it can detract from the listening experience.

How many songs are available in Dolby Atmos spatial audio?

Apple currently isn’t providing a hard number, and is instead only saying that “thousands” of tracks are available with spatial audio at launch, with many more on the way.

How do I know when I’m hearing spatial audio on Apple Music?

You’ll see either a Dolby Atmos or Dolby Audio logo appear on the Now Playing screen beneath the album artwork.

A few random, good examples of Apple Music spatial audio:

“Don’t Know Why” by Norah Jones — This is one where I nearly buy into Cue’s description. Close your eyes, and you could almost transport yourself to a small club where the spread of this mix feels like a live version of Jones’ career-making hit. Stereo doesn’t take you to the same place.

“Paparazzi” by Lady Gaga — With a very surround sound-esque mix (skip to the second verse at 1:23 for the best examples), this is a great example of an old pop hit with an excellent spatial audio treatment.

“Boom” by Tiësto and Sevenn — A fun, lively track that does give off a nice surround sound effect.

“Black Skinhead” by Kanye West — This one is another good example of the “beyond two-channel” openness that spatial audio can provide.

A whole lot of jazz and classical — If there are two genres that naturally lend themselves to spatial audio and Dolby Atmos, it’s jazz and classical. Orchestras can sound truly massive, and it’s a captivating way to listen to jazz ensembles where it’s easy to hear even the quietest notes.

Other examples where it just sounds wrong

“Buddy Holly” by Weezer — The guitars basically lose all life in this mix and vocals dominate the entire thing in a way that just sounds strange and bad. And yet this song is on Apple’s own playlist meant to showcase Atmos.

“Follow Your Arrow” by Kacey Musgraves — Apple mentioned Musgraves as an artist to check out with Atmos. And while her most recent album Golden Hour sounds… fine… her breakthrough Same Trailer Different Park is pretty rough in spatial audio format. “Follow Your Arrow” seems to lose most of its background vocals, and even the main guitar melody is way quieter here than in the regular mix. It almost comes off like a demo recording.

“What’s My Age Again?” by Blink 182 — This is another song that Apple seems to think makes spatial audio sound good, but I’d strongly argue it does the opposite. Mark Hoppus’ muffled vocals legitimately sound like they were recorded through a phone.

“Alex Chilton” by The Replacements — Is that enough cowbell for you during the chorus? It overpowers everything else and makes me feel like I’m in the old Christopher Walken SNL skit, only with a different band.

I’m curious to hear some of your examples that sound great, and others you’ve found that are a disappointment with Atmos.

Do I need AirPods or Beats headphones for Apple Music spatial audio?

No. Apple Music’s spatial audio works on:

  • All headphones and earbuds
  • The loudspeakers on supported iPhones, iPads, and Macs
  • Apple TV 4K

If you set Dolby Atmos to “always on” in settings for the Music app, you’ll see a pop-up advising that it probably won’t sound right on all speakers, but Apple Music will still play the spatial audio mix if that’s your preference. In fact, Apple clearly states that you can “listen on any headphones” to Apple Music’s spatial audio.

How do I turn off Apple Music spatial audio if I don’t like it?

iOS and iPadOS: Go to Settings > Music > Dolby Atmos (under “audio”), and there you can pick between automatic, always on, and off.

If you’d prefer to leave Atmos on by default but want to quickly switch to a regular stereo version of any song that’s playing, just pull down Control Center, press and hold on the volume slider, and toggle off spatial audio. Apple Music will switch over to stereo. If you turn spatial audio back on, you’ll return to the Atmos track.

macOS: In the Music app, open preferences and select the “playback” tab. Halfway down you’ll see an “audio quality” section and Atmos is in there. You get the same three automatic / always on / off choices as on Apple’s mobile devices.

Head tracking is coming to Apple Music spatial audio this fall

Apple Music’s spatial audio is currently much different than the spatial audio experience you get when watching movies and TV shows on an iPhone or iPad. For videos, Apple includes a head-tracking feature that adjusts the sound placement as you turn your head to keep it anchored to the source device. This trick is exclusive to the AirPods lineup, but it’s a very impressive effect.

Apple has said it plans to bring this sound-changes-as-you-turn-your-head feature to Apple Music in the fall — likely with iOS 15.

Is this just a gimmick?

That’s really the question that remains to be answered. But Apple isn’t alone in hyping multidimensional music (nor is it the first to do so). Amazon, Tidal, and others are also increasingly pushing the experience. I recently reviewed an extravagant Sony speaker that positions 360-degree audio as its main selling point.

Are people like Eddy Cue and Zane Lowe right in their insistence that spatial audio will revolutionize how we consume music in the same way that stereo did? Or is this a gimmick like 3D TVs that will fizzle out and be forgotten within a few years? If it’s going to be the former, it’ll take a lot of work and creativity from artists, producers, and mixers to make this format shine.

Because right now, for every Atmos spatial audio track that’s a standout on Apple Music, there are a dozen others that are quite meh — or worse than in stereo. We’re still in the early days, and now that Atmos is officially part of Apple Music, hopefully the consistency will improve. When you do find those mixes where they totally nail it, it’s something special.

Apple should make it easier to switch between Atmos and stereo

But in the meantime, and to avoid turning people off from Atmos when they land on a lackluster mix, Apple Music should make it easier to go back and forth between spatial audio and regular stereo tracks on a per-song basis. One solution could be displaying a choice when you tap on the Dolby icon, similar to the “go to artist / album” options that appear when tapping on an artist’s name.

hbo-max-update-fixes-the-worst-of-its-apple-tv-woes

HBO Max update fixes the worst of its Apple TV woes

HBO Max has updated its Apple TV app as it attempts to fix the myriad issues that have been plaguing the software since last week. The update fixes significant problems with basic features like fast-forwarding and rewinding, which had been introduced after the software switched away from using the native tvOS video player. The software update brings the native player back.

“We just released an update to our Apple TV app, restoring the native tvOS video playback experience you know and love, with more improvements to come,” HBO Max said in a tweet. “Ensuring HBO Max viewers have a quality experience is our top priority and we missed the mark here.”

We just released an update to our Apple TV app, restoring the native tvOS video playback experience you know and love, with more improvements to come. Ensuring HBO Max viewers have a quality experience is our top priority and we missed the mark here. Thank you for your patience.

— HBOMaxHelp (@HBOMaxHelp) June 9, 2021

Although the worst of the issues appear to have been fixed, users on the HBOMax subreddit are reporting that some bugs remain after the new update. One user reports that they’re finding their subtitles keep reverting back to Spanish, for example. Thankfully, as another user has pointed out, the new update makes it easier to switch subtitles back, a process which the previous update had made significantly more difficult.

Questions remain about how such broken software was able to be released to users in the first place. Responding to a tweet from The Verge’s editor in chief Nilay Panel, HBO Max’s EVP and general manager Andy Forssell admitted that this was “the zillion dollar question” and that the company would be investigating the issue.

hbo-max-has-been-busted-for-days

HBO Max has been busted for days

If you’ve attempted to stream something on HBO Max from an Apple TV sometime during the last several days, you may have noticed that its player controls are unusable. It’s not just you.

Ongoing issues seem to be related to an app update that supposedly addressed “a few bugs lurking around” on June 5th. Since that update released, users have reported that basic playback functionality — such as fast-forwarding, rewinding, and pausing — is borked completely when you try to use the service on an Apple TV box.

How an update this riddled with bugs rolled out to consumers remains unclear. Unfortunately, it’s also unclear when exactly they’re going to be fixed.

There’s legitimately no way to pause, rewind or fast forward on the HBO Max app no matter if you use the apple remote or the remote mobile app. Idk how anyone is watching anything on there

— Taylor Lorenz (@TaylorLorenz) June 7, 2021

Asked for comment on Tuesday, a spokesperson told The Verge that the company was working to fix the issue “as quickly as possible.”

When The Verge’s editor in chief Nilay Patel tweeted about the issue, HBO Max’s EVP and general manager Andy Forssell replied that the company was undertaking “one whale of an effort to address this with app updates as soon as humanly possible.”

“You’ll hear no excuses from us,” Forssell added, “fixes coming.”

But when asked by Patel how it was possible that the update shipped to users with broken playback controls, the HBO Max head said that was “the zillion dollar question.”

@reckless That’s the zillion dollar question. First priority is to deliver for users in addressing the issues, but in parallel we will also dive deep into that question. More to come.

— Andy Forssell (@aforssell) June 7, 2021

On Twitter, the HBO Max help account is replying directly to frustrated users. “We’re aware that our recent #HBOMax app update for @AppleTV led to a number of issues for our viewers,” the account said in one tweet. “Our team is working quickly to restore the experience you’re used to. We appreciate your patience and will provide updates as they become available.”

Separately, on Friday, The Verge contacted the service about reported issues affecting the new Siri Remote’s scrubbing feature — though that issue was not limited to just HBO Max. At the time, a spokesperson said that it was aware of player control issues as well as “a few isolated reports” of HDR playback problems. But the spokesperson also added that the company did not believe the HDR issues were related to an update, as the most recent update at the time did not include changes to the video player itself.

Given the problems with the app right now, if you were hoping to stream the Mare of Easttown finale on your Apple TV box without issue, you may want to hold off.

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Google TV just got a much cheaper streaming option for its live TV guide

Google TV, which offers one of the cleanest streaming experiences to cord-cutters, just vastly improved its live TV options — which is to say, users actually have options now. While the “Live” tab was previously limited to Google’s own pricey live TV streaming service, YouTube TV, the company has introduced a cheaper alternative with a Sling TV integration.

The companies confirmed to The Verge that the added support for Sling TV marks the first non-Google live TV integration for the platform, and that’s significant. While quite good, YouTube TV costs $65 per month before any additional add-ons or entertainment subscriptions like Starz or HBO Max offered through the service. Sling TV, meanwhile, starts at $35 per month for either of its two base plans: Orange for sports and family content or Blue for news and entertainment.

The Sling TV integration on Google TV.
Image: Sling TV

Now, that’s not to say that Sling TV, Hulu with Live TV, or Fubo TV users couldn’t access their live TV services on the platform — you absolutely can by simply navigating to your designated live and linear app. But Google has a special Live tab up on the top that makes navigation a breeze, and this tab was previously only available to subscribers of its YouTube TV service.

Now, however, anyone who wants their live TV baked directly into their Google TV experience has another, more affordable option. While Sling TV’s plans offer around half the channels that YouTube TV does — around 30 to 45 versus YouTube TV’s more than 85 channels — the service also offers dirt cheap package add-ons starting around $6 for decent customization.

Google TV is currently available on Sony’s 2021 Bravia XR TVs and Google’s latest Chromecast device, with the platform soon to launch on TCL TVs. To enable the feature within the Google TV experience, link your Sling TV plan to your Google account in the Google Home app. After Sling TV’s been linked through Google Home, a Live tab should appear up top in the Google TV navigation bar.

how-to-use-screen-time-to-keep-your-iphone-use-within-healthy-limits

How to use Screen Time to keep your iPhone use within healthy limits

We all spend a lot of time on our phones, and it’s possible — just possible — that some of us spend too much time. In 2018, we ran an article explaining how to use what was then Apple’s brand-new Screen Time feature, which was built in order to help people keep their on-screen time in some sort of sane proportion.

At the time (which was when iOS 12 came out), you could use Screen Time to check how much time you spent on your phone, use an App Limits feature to limit your (or your kids’) daily time spent on various apps or types of apps, or use its Downtime feature to cut off access to all (except a few) apps.

Since then, and especially since iOS 13 came out, Screen Time has been expanded, making it easier to lock down apps and / or limit your screentime. (There have been no additional features announced so far for the upcoming iOS 15, but we’ll add them here if there are.)

To begin using Screen Time, go to “Settings” > “Screen Time.” Here are some of the things you can do.

Daily Average

At the top of the Screen Time app, you can see an accounting of your activity over the course of the day. Click on “See All Activity” to see a breakdown of which specific apps you used and how long you used them.

Downtime

Downtime lets you set periods when you want to force yourself to give your eyes a rest and avoid staring at the screen. It does this by locking down the apps with which you are most likely to spend time. These lockdowns are not absolute — as you’ll see later, you can cancel Downtime when you need to.

Begin by choosing when you want to start your time away from your phone.

  • Tap on “Downtime” and toggle it on.
  • Select the days (it can be every day or just on specific days) and times that you want to avoid getting swallowed by your favorite iPhone apps. During those times, only specified apps that you pre-selected (along with phone calls) will be allowed through. For example, you can disable Facebook and Twitter during working hours, but keep the Messages app going for texts. (We’ll go over how to choose which apps to disable in a moment.)
  • You’ll get a warning before Downtime kicks in. If you need to keep working on an app, don’t worry — you’ll be given the chance to ask for one more minute, to be reminded in another 15 minutes, or to ignore the limit for today.

Keep in mind that Downtime, and the other Screen Time features, can be applied to all your devices that use iCloud. So if you set it on your iPhone, for example, it can apply to your Mac or iPad as well. To share your settings across your devices, go to the Screen Time main screen and toggle “Share Across Devices” on.

Now that you’ve chosen when you want some downtime, you’ll probably want to select which apps should be allowed to remain active.

Back in the Screen Time main screen, select “Always Allowed.” Here you can choose which apps you will still have access to during downtime.

  • You’ll see two sets of apps: Allowed Apps and Choose Apps.
  • To select an app you’ll always want access to, even during downtime, tap on the app’s name in Choose Apps and it will appear in the Allowed Apps list.
  • If you want to disallow any of the Allowed Apps, tap on the minus sign next to the app, and then on “Remove.”

There are more ways to personalize Downtime. Let’s say you want to get alerted about text messages from specific people — you’re planning to concentrate on a project and don’t want to hear from any of your friends, but you still want to get texts from family members. You can do that.

  • On the same “Always Allowed” page, tap on “Contacts” at the top of the page.
  • Under “Allowed Communication,” select “Specific Contacts” and choose which contacts you want to allow through, even during downtime.

Note that the “Allowed Communication” page is also accessible from the main Screen Time page.

App Limits

Another way to keep your app use in check is to limit the amount of time you use an app (rather than setting what time of day you can use it). For example, if Twitter tends to be your personal black hole, you can decide not to spend more than, say, two hours on Twitter each day.

To set your app limits:

  • In the Screen Time screen, select “App Limits” > “Add Limit.” Toggle “App Limits” on and tap on “Add Limit.”
  • You’ll see a list of categories, such as “Social,” “Games,” and “Entertainment.” Tap on a specific category, and it will open up to show a list of all your apps that are in that category.
  • Select the apps that you want to limit — or select an entire category to choose all the apps in that category.
  • Tap on “Next” in the upper right corner.
  • Select the maximum amount of time you can use the app(s) on a daily basis. When you reach your limit, you’ll be interrupted by a screen that lets you either apply the limit (just tap on the “OK” button), or shrug and select “Ignore Limit.”
  • If you choose the latter, you can get one more minute, ask to be reminded in 15 minutes, or decide to ignore the limit for today.

Note: if for any reason you don’t want to use an app at all, except for on rare occasions, you can set the Screen Time to 23 hours and 59 minutes. The app will then be out of reach unless you go back into “Settings” > “Screen Time” > “App Limits” and disable the limit.

Screen Time Passcode

If you want to keep certain apps out of the reach of your kids — or your roommate — then you can create a passcode that will be needed to make any changes to Screen Time. The passcode is also useful if you feel you need an extra barrier before you undo one of your limitations.

  • Go to Screen Time and tap on “Use Screen Time Passcode.”
  • Set a four-digit passcode, and then reenter it when asked.
  • Enter your Apple ID and password so that you can use it if you’ve forgotten your passcode.

And that’s it. If you want to change or delete your passcode, go back to Screen Time and select “Change Screen Time Passcode.”

Content & Privacy Restrictions

The last selection in Screen Time isn’t as much concerned with when you use your iPhone as with what you see or hear on it. Select “Content & Privacy Restrictions” if you want to allow or restrict explicit content, keep TV shows or movies to certain ratings, set an age limit for apps, limit which websites are allowed, and set a number of different limits on games (such as multiplayer games, connecting with friends, or private messaging).

Most of this is geared toward parents who want to oversee what their kids see and hear online, but if you’d rather avoid accidentally crashing into any “adult” websites, it could be useful. There are also a number of privacy features, such as stopping Apple advertising, or not allowing apps to change the settings of your microphone, Bluetooth sharing, and other features.

macos-and-tvos-are-getting-spatial-audio-support-with-the-airpods-pro-and-max

macOS and tvOS are getting spatial audio support with the AirPods Pro and Max

Apple is extending support for spatial audio to macOS and tvOS. The feature will work with the company’s high-end AirPods Pro and AirPods Max, using the devices’ built-in accelerometers and gyroscopes to create a 3D audio effect that tracks the listener’s head movements.

Apple initially announced spatial audio for the AirPods Pro last year and impressed us with the feature’s immersive quality. At this year’s WWDC, the company extended support for spatial audio to Apple Music and FaceTime calls.

According to a press release from Apple, spatial audio for macOS will only work with the AirPods Pro and Max on Macs with the company’s latest M1 chip and the macOS Monterey operating system. During this week’s WWDC presentation, Apple said spatial audio would arrive on tvOS sometime “this fall,” offering a “full-surround experience” and “dynamic head tracking.”

Some outlets are reporting that spatial audio on tvOS will only work with the Apple TV 4K, and it’s not clear what apps on the Apple TV will support the feature. Or when support for spatial audio through other headphones on either platform will be available. We’ve reached out to Apple to find out more and will update this story if we hear back.

sony-wf-1000xm4-review:-class-leading-noise-cancelling-wireless-earbuds,-’nuff-said

Sony WF-1000XM4 review: Class-leading noise-cancelling wireless earbuds, ’nuff said

(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.

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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.

Setup, controls and features

  • Adaptive noise cancelling (ANC) & ambient sound mode
  • Customisable touch controls on each ear
  • Alexa and Google Assistant control
  • DSEE Extreme upscaling
  • Fast pairing

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.



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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.

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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!

  • Read our review

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Writing by Rik Henderson.

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Ratchet & Clank Rift Apart review: Peak PlayStation 5

(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.

Writing by Rik Henderson.

Ratchet & Clank: Rift Apart Review: Fast and Furry-ous

Our Verdict

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. 

(Image credit: Tom’s Hardware)

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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(Image credit: Sony Interactive Entertainment)

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(Image credit: Tom’s Hardware)

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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(Image credit: Tom’s Hardware)

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(Image credit: Tom’s Hardware)

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. 

(Image credit: Tom’s Hardware)

 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.

(Image credit: Sony Interactive Entertainment)

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.