Mac users should have another way to run Windows 10 on their M1-equipped devices soon. VMWare product line manager Michael Roy tweeted yesterday that, if everything goes well, the company will reveal its plans for Apple’s silicon next week.
The not-quite-announcement came shortly after Parallels added support for the M1 chip to version 16.5 of Parallels Desktop for Mac, which means people who own Apple’s latest hardware can now run Windows 10 on Arm on their devices.
Progress update coming soon… Next week probably :)The @VMwareFusion account is well monitored but Legal has issues with us talking about future stuffs… So we’ve been largely quiet about it, but we’re working through that.April 15, 2021
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Roy actually made a few jabs at Parallels in his tweets about VMWare’s plans for M1 support. He said: “Yah… It’s uncharted waters, so everyone is treading lightly… Like, you can’t even BUY Windows for ARM, and folks using it who aren’t OEMs could be violating EULA… we’re not into doing that for the sake of a press release…”
He isn’t wrong. Microsoft doesn’t currently sell Windows 10 on Arm to the public. The company offers Windows 10 Home, Windows 10 Pro, and Windows 10 Pro for Workstations on its website. (Though there are other ways to get Windows 10 for free or cheap.)
There isn’t a ton of hardware that supports Windows 10 on Arm, as Intel and AMD models are more popular. The Lenovo Flex 5G, Microsoft Surface Pro X and Acer Spin 7 are among what’s out there, but surely the Mac does brings the potential for more compatibility.
On Mac, that support has to arrive via tools like Parallels and VMWare, however, because Apple doesn’t offer an equivalent to Boot Camp on Macs featuring its custom chip. That means it’s important for those utilities to perform well on M1.
Hopefully that won’t be a concern. Parallels said its performance improved with the jump to the M1, and Roy tweeted that his MacBook Air “is currently running 5 VMs, each with 4 cores and 8GB of RAM and not breaking a sweat” with VMWare’s utility.
We’ve reached out to VMWare for more information about when it’s looking to add support for the M1 chip to VMWare Fusion and what it has planned for Apple’s custom silicon in the future. We’ll update this post if the company responds.
There’s an Apple event next week, and it’s looking fairly likely that we’ll see updated models of the iPad Pro and perhaps the iPad Mini.
Which is great, because it made me think about the Eee PC, which was either one of the greatest short-lived success stories in tech history or a collective delusion shared by a handful of late 2000s tech bloggers that never actually happened.
There were two products that arrived in 2007 that fundamentally changed computing: one, of course, was the iPhone. The second, obviously more important product was the $399 Eee PC 701. It originally ran a custom Linux operating system that reviewers loved (Laptop Mag’s Mark Spoonauer said it was “ten times simpler to use than any Windows notebook”) and was generally heralded as a new kind of computer with tremendous mass appeal. Spoonauer: “Pound for pound, the best value-priced notebook on the planet.”
Again, this was a weirdo little two-pound plastic laptop that ran a custom Linux distro that was basically a front for various websites. (We hadn’t invented the phrase “cloud services” yet.)
Windows getting shown up by Linux was not allowed, so Microsoft did some Microsoft maneuvering, and by January 2008 the Eee PC was running Windows XP instead. It was also part of a larger category called “netbooks,” and we were all made to know what netbooks were.
A little later, Microsoft created something called Windows 7 Starter, which was a hilarious cut-down version of Windows just for netbooks — you weren’t even allowed to change the desktop background! — and the netbook explosion was unstoppable. My friend (and Verge co-founder) Joanna Stern built the early part of her career obsessively covering netbooks, first at Laptop Mag, then Gizmodo, and then with me at Engadget.
And there was a lot to cover: at one point Joanna noted that Asus had put out at least 20 different models of Eee PC in 2008 alone. And that was just Asus! Dell, HP, Lenovo and others all chased after the netbook idea furiously. Do you remember when the Nokia Booklet 3G was going to reinvent Nokia? You do not, because it didn’t. It was very pretty, though. I asked Joanna about this moment in time, and this is what she sent me:
“I was basically Bono in this ‘I Still Haven’t Found What I’m Looking For’ video. Eee PC after Eee PC. MSI Wind after MSI Wind. Toshiba whatever it was called after Toshiba whatever it was called. I was constantly looking for a netbook that had a keyboard that didn’t require doll hands, a trackpad that didn’t leave a blister on my thumb, a hard drive that didn’t take three days to open Microsoft Word. It was a constant search for the perfect blend of price, portability and power.”
Joanna then demanded I embed the actual YouTube video of U2’s “I Still Haven’t Found What I’m Looking For,” which is exactly the sort of “wow that was really important once” energy this blog post needed.
The netbook explosion was all the more odd because every netbook had the same basic specs, as Microsoft charged more for a standard non-Starter Windows license if a computer had anything more than a 1.6GHz Intel Atom processor, 1GB of RAM, and a 160GB hard drive. So it was all colors and screen sizes, really. All to run a deeply-annoying version of Windows, on a computer that no one was even remotely claiming could replace a primary PC. By the end of it all, as the chips inevitably got more powerful, enough laptop vendors were telling Joanna that their new netbook-like computers weren’t netbooks that she started calling them “notbooks.”
And then the iPad came out in 2010, and netbooks were inexplicably such a part of the computing vocabulary that Steve Jobs introduced the iPad by explicitly saying that netbooks were bad. “The problem is netbooks aren’t better at anything,” is a real thing Steve Jobs said on stage, in order to clearly distinguish the then-new iPad from netbooks. It was important to him!
Did any of this even happen? Is this real? I remember it all, but I can’t tell if it meant anything, or if we all just believed Microsoft and Intel were so mysteriously powerful that we had to live in their product frameworks and 160GB of maximum hard drive space. Did anyone actually buy a netbook? The only people I ever met who had netbooks were other tech writers; at one memorable trade show my colleague Adi Robertson showed up with both a gigantic gaming laptop and a tiny netbook, two laptops both perfectly ill-suited for the tasks at hand.
I asked Joanna, who is now a senior personal technology columnist at the WSJ, about all this, who replied: “Let’s be clear here. Apple’s coming event this week is actually about netbooks. The iPad Pro is an outgrowth of the netbook movement a decade ago.” Was she joking? I don’t know, and she wouldn’t tell me.
Now, of course, there aren’t any netbooks, but everything is a netbook. The iPad is the iPad, with multiple models at various sizes and price points, and a furious ongoing debate about whether it can replace a laptop. (See? It’s a netbook.) We are surrounded by appliance-like cheap computers that run goofy custom interfaces to cloud services on top of open-source operating systems — that’s an Echo Show, or a Google Chromecast, or even an Oculus Quest 2. Netbooks. Intel is badly in need of a reinvention and Windows itself is diminished; Microsoft would happily call its operating system “Azure Edge” if anyone would go along for that kind of ride.
Google appears to be preparing to add a feature to Android devices that has long been a part of more traditional desktop operating systems: a trash bin (or, if you prefer the way Windows names it, a recycle bin). XDA-Developers has been digging into the code for Android 12 to uncover features that Google hasn’t officially announced yet, and the latest is a line in the main Settings app for “Trash.”
When you tap “Trash,” Android 12 should pop up a dialog box telling you how much storage deleted files are taking up on your system and giving you the option to empty it. It looks like it should work just like it does on Windows or a Mac, but in practice it’s likely to be much more complicated for a variety of reasons.
Android actually got a trash API in Android 11 that apps could use to hide files instead of instantly and fully deleting them, but it seems little used. Google itself appears to be preparing to support it in the Files by Google app, but so far it hasn’t shown up in the live version of it.
So the trash feature already exists in Android 11, but few apps seem to be using it; and even if they did, there’s not yet a way to actually recover trashed files. In Android 12, the settings XDA uncovered don’t appear to offer recovery either, but individual file management apps — like Google’s — could.
Android file management isn’t quite as straightforward as it is on your desktop OS. For example, the newer scoped storage settings mean that files that are “trashed” are technically just hidden in place by putting a period at the front of their file name. Plus, every different Android maker can choose to use its own file management app instead of the one offered by Google — and those apps may or may not support the new trash API.
In short, Android 12 and Google’s own Files app could support trashing and recovering files, but that doesn’t mean any of the apps on Android 12 necessarily will.
So: messy. But that’s what happens with any OS that develops over time with newer security models. Ultimately, what we theoretically want is an easy-to-understand trash bin that can be checked for deleted files to recover. Google appears to be pushing Android in that direction, at least.
The key word here is “pushing,” though. Implementing a feature like a trash / recycle bin requires getting everybody in the ecosystem on board, and Android is a huge ecosystem. Because of the way Android updates are structured, deep system updates that affect hundreds of manufacturers and thousands of developers take literal years to implement. Plus, of course, it takes far too long for most Android phones to get the latest version of Android in the first place.
Other features in Android 12 won’t be held back by such complications. It looks like Google will let you call the Assistant by holding down the power button, and is adding new emoji, offering new homescreen layouts, and changing some other minor UI elements. XDA has collected a bunch of the tweaks it has uncovered here.
During today’s Resident Evil Showcase, Capcom announced that a second demo for its upcoming survival horror game, Resident Evil Village, will release on May 1st. That’s six days before the game’s official release date.
Unlike the previous “Maiden” demo, this demo will be playable on all platforms the game will releases on, including PS5, PS4, Xbox Series X and S, Windows PC (via Steam), and Stadia. The demo will allow you to play for 60 minutes and explore both the village and castle areas, regardless of the platform.
PS4 and PS5 users will have the option to preload the demo beginning today via the PlayStation Store. Additionally, players on these two platforms will receive early access to the demo on two separate weekends — April 17th at 5PM ET through April 18th at 4AM ET, and April 24th at 5PM ET through April 25th at 4AM ET. Each demo weekend will provide up to 30 minutes of gameplay.
Capcom also released the fourth trailer for the game, which includes new footage and another look at Lady Dimitrescu. Resident Evil Village will launch May 7th on PC, PS5, PS4, Xbox Series X / S, and Stadia.
Parallels has released a new version of its Parallels Desktop for Mac virtualization software that features full native support for Mac computers equipped with either Apple M1 or Intel processors. The program allows users to run Windows 10 Arm Insider Preview as well as various Linux distributions on systems running the M1 SoC at native speeds.
Running Windows on Apple’s Mac computers may not be a priority for most of their owners, but there are still quite a lot of users who need to run Windows applications from time to time. Since the latest Apple MacBook Air/Pro 13 and MacMini are based on the Arm-powered M1 SoC, it’s impossible to install regular Windows 10 as the second OS on them. Furthermore, unlike other programs for Mac, virtualization machines did not run well on M1-based Macs via the Rosetta layer, so Parallels had to redesign its Parallels Desktop to make it run on an Apple’s M1 SoC natively.
Parallels Desktop for Mac 16.5 supports all the capabilities that that users of PDM are used to on Apple M1 systems, including coherence mode, shared profile, and touch bar controls, just to name a few.
In addition to Windows 10 for Arm, Parallels Desktop for Mac 16.5 also supports guest operating systems on M1 Macs,including Linux distributives Ubuntu 20.04, Kali Linux 2021.1, Debian 10.7, and Fedora Workstation 33-1.2.
To ensure flawless operation of its Parallels Desktop for Mac virtual machine, Parallel used help of more than 100,000 Mac M1 users who ran Microsoft’s Windows 10 on Arm Insider Preview along with various software from PowerBI to Visual Studio and from SQL server to Meta Trader. In addition, engineers from Parallels did not forget games and ensured that titles like Rocket League, Among Us, Roblox, The Elder Scrolls V: Skyrim, and Sam & Max Save the World worked well on Parallels Desktop for Mac 16.5 and Apple M1-powered systems.
Right now, Parallels Desktop for Mac 16.5 is good enough to launch it commercially, according to the company.
There are some interesting findings about performance of Apple M1 and Parallels Desktop 16.5 for Mac:
An M1-based Mac running Parallels Desktop 16.5 and Windows 10 Arm consumes 2.5 times less energy than a 2020 Intel-based MacBook Air.
An Apple M1 machine running Parallels Desktop 16.5 and Windows 10 Arm performs 30% better in Geekbench 5 than a MacBookPro with Intel Core i9-8950HK in the same conditions.
Apple M1’s integrated GPU appears to be 60% faster than AMD’s Radeon Pro 555X discrete graphics processor in DirectX 11 applications when running Windows using the Parallels Desktop 16.5.
“Apple’s M1 chip is a significant breakthrough for Mac users,” said Nick Dobrovolskiy, Parallels Senior Vice President of Engineering and Support. “The transition has been smooth for most Mac applications, thanks to Rosetta technology. However, virtual machines are an exception and thus Parallels engineers implemented native virtualization support for the Mac with M1 chip. This enables our users to enjoy the best Windows-on-Mac experience available.”
Today Nvidia dropped a new GeForce Experience driver update, version 3.22, and a new Game Ready Driver, version 466.11. Both driver updates are so feature-focused that there are more features added than bugs fixed. Making this patch cycle the most exciting update we’ve seen from Nvidia drivers in a while.
Nvidia’s AI Noise Removal Comes to OBS Studio
With the 466.11 driver, Nvidia’s popular AI Noise removal feature — which can be found in RTX Broadcast, is now coming to OBS Studio. Now you will be able to cancel out background noise using Nvidia’s software directly through OBS when you are streaming or recording. All you need is Nvidia Broadcast Audio Effects SDK, the 466.11 GeForce driver (or newer), and the latest test build of OBS Studio, version 27.
Once you have all three installed, you can use Nvidia’s noise removal software by right-clicking an audio source in the audio mixer and selecting the filters menu.
Nvidia Reflex Gets Faster When CPU Limited
Another update to the 466.11 driveris added performance with Nvidia’s Reflex technology under CPU-bound scenarios. More specifically, Nvidia says this update helps reduce system latency in CPU-bound situations where the render submission thread is the limiting factor.
So if you are in a situation where you have one of the best graphics cards, like an RTX 3080, but a slow processor that is bottlenecking your system, you’ll see a performance improvement with the new Reflex optimizations.
But beware, this optimization only activates when you run Nvidia Reflex in “Boost” mode. Some games like Call of Duty Cold War don’t enable boost mode by default, so be sure its checked in your Reflex supported title.
Nvidia future notes that all Nvidia Reflex supported titles have been updated to support the new optimization, including Valorant.
GeForce Experience Gets Major Updates
In the latest GeForce Experience 3.22 update, official support for one-click automatic GPU overclocking and performance OSD are now available.
Several months back, Nvidia introduced these features to GeForce Experience users in a beta format. The tools allow you to monitor things such as your GPU temperature, clock speed and memory consumption, more directly from the app.
With the GeForce Experience app, you also get one-click automatic GPU overclocking, where the application will automatically overclock and automatically stress test your GPU, giving you an easy way to get extra performance from your graphics card.
In 3.22 Nvidia has expanded it’s game optimizations area to support productivity apps as well, including Davinci Resolve. This means that GeForce Experience can automatically optimize settings inside productivity applications to best suit your GPU, similar to how the app can automatically adjust graphics detail in video games.
Other Updates
In the new graphics driver update, you also get DLSS and RTX support for Mortar shell, support for six new G-Sync Compatible displays from LG and MSI, and four bug fixes including the following:
1. Supreme Commander (1 & 2) should no longer experience low FPS.
2. RAW files should no longer show up black in Adobe Lightroom.
3. Microsoft Flight Simulator 2020 VR should no longer stutter when hardware accelerated GPU scheduling is disabled.
4. Some displays should no longer show incorrect color levels after booting into Windows.
Courtesy of Phoronix; It appears that the latest build of Windows 10 is the most optimal operating system to use for Intel’s new Core i9-11900K Rocket Lake CPU. Tests show the i9 wining more benchmarks in a Windows 10 environment compared to Linux Ubuntu.
For the test bench, Phoronix ran a core i9-119000K with 32GB of 3200MHz RAM, with 1TB of SSD storage. on a Maximus XIII Hero.
As for the operating systems, Phoronix used the latest build of Windows 10 Pro, version 19042, and the latest version of Ubuntu, version 20.10, and version 5.12 of Linux.
Performance Chart Windows 10 vs Ubuntu
Test:
Ubuntu Score
Windows 10 Score
WebP Image Encode 1.1: Encode Time
15.21
13.37
Zstd Compression 1.4.9: Decompression Speed
4784.2
4422.9
Crafty 25.2: Nodes Per Seccond
9976038
11303083
Blender 2.92: BMW: Render Time
132.49
155.59
NeatBench 5: FPS
17.4
18.2
IndigoBench 4.4
4.737
4.911
Selenium: StyleBench Chrome: Runs Per Minute
46.02
50.25
Selenium: Speedometer Chrome: Runs Per minute
186.8
174.7
The benchmarks posted above are just a few of the tests Phoronix conducted on both Windows 10 (see how to get Windows 10 for free) and Ubuntu. Overall, however, comparing all of Phoronix’s tests shows that Windows 10 Pro wins 61.5% of the overall tests compared to Ubuntu which netted a score of just 38.5%.
Phoronix also tested the 11900K’s integrated Xe graphics on both operating systems, and Windows 10 came out with an even higher win rate. In the eight graphics tests conducted, Ubuntu Linux managed only a single win, though in either case the integrated GPU it’s nowhere close to matching the best graphics cards.
This is unusual behavior coming from Intel’s processors; due to Linux’s superior resource management, we normally see Linux operating systems take the win compared to Windows 10. But with Rocket Lake, it appears the opposite is now true.
We don’t know why the tests came out this way, but presumably, Microsoft has added some extra optimizations to Windows 10 we don’t know about. We will have to do our own research into the matter to see what is really going on.
In our tests, the Core i9-11900K is faster for gaming than most of the best CPUs, but is outpaced by the AMD Ryzen 9 5900X. When we compared the AMD Ryzen 9 5900X vs the Core i9-11900K in a seven-round face-off, the Ryzen took five rounds.
Windows 10 is officially losing its once-ambitious Timeline feature, Microsoft announced today. Timeline, first launched in 2017, was designed to make it easier for users to swap between multiple devices — transitioning seamlessly from a Windows 10 PC to an Android or iOS phone and back again.
It’s no surprise that Timeline is getting deprecated: it was a feature that heavily relied on Microsoft’s Cortana assistant, which would prompt users to resume tasks from device to device. Cortana was a particularly important part of building out the Timeline experience on iOS and Android devices, where Microsoft (obviously) had less control.
Given that Cortana’s prevalence in Windows has been heavily diminished and the mobile apps completely discontinued, it makes sense that Microsoft would sunset Timeline as well.
The news was announced as part of the changelog for the Windows 10 Insider Preview Build 21359:
If you have your activity history synced across your devices through your Microsoft account (MSA), you’ll no longer have the option to upload new activity in Timeline. AAD-connected accounts won’t be impacted. To view web history, Edge and other browsers have the option to look back at recent web activities. You can also view recently used files using OneDrive and Office.
Insider build users should already see the changes once they’ve installed the new update, while users on the standard update track should see the removal of Timeline in the coming weeks.
Parallels is releasing an update to its Desktop virtual machine software that allows M1 Mac owners to install Windows 10 on Arm. Parallels Desktop 16.5 now includes the necessary native support to run the Arm version of Windows on M1 chips, following Apple’s decision not to support Boot Camp on M1 Macs.
The latest version of Parallels Desktop for Mac now allows M1 Mac owners to run Windows 10 on Arm apps or traditional x86 apps side by side with Mac or iOS apps on Big Sur. There will be some app limitations on the Windows 10 on Arm side, thanks to its own app emulation, but Windows 10 on Arm will soon support x64 app emulation, too.
Parallels Desktop maker Corel says its latest update also results in some impressive performance and battery improvements over running the software on Intel-based Macs. According to Corel, the 16.5 update uses up to 250 percent less energy on an M1 Mac, compared to an Intel-based MacBook Air. There’s also a promise of up to 60 percent better DirectX 11 performance and up to 30 percent better overall virtual machine performance running the Arm version of Windows 10 on an M1 Mac instead of a Windows 10 VM on an Intel-based MacBook Pro.
The main drawback is that you’ll need to run a preview version of Windows to make this all work. Microsoft only currently licenses the Arm version of Windows 10 to PC makers, so there’s no official way to buy a copy yet. The software maker does provide a Windows 10 on Arm preview build, which can be downloaded from Microsoft’s Windows Insider website.
Alongside the Windows 10 on Arm support, Parallels Desktop 16.5 for Mac also supports Linux distros like Ubuntu 20.04, Kali Linux 2021.1, Debian 10.7, and Fedora Workstation 33-1.2.
Microsoft’s long-awaited new webcam is finally here, alongside a number of accessories designed for the work from home era. Rumors of a new Microsoft webcam have been circulating for years, and the result is what Microsoft calls the Modern Webcam. It’s a fairly basic and affordable 1080p webcam that will start shipping for $69.99 in June.
The Microsoft Modern Webcam will support up to 1080p HDR output at 30fps and connects via USB-A, not USB-C. It’s not the 4K webcam found on Microsoft’s Surface Hub 2, and it doesn’t include Windows Hello support either. It’s really a simple webcam designed for students or workers to quickly add a better video calling option to an existing laptop or PC. Microsoft is also including a privacy shutter and LED indicator to let people easily see when the webcam is active.
Microsoft is also launching a new USB-C speaker. The Modern USB-C Speaker is designed primarily for Microsoft Teams, and it even includes a button to launch a control panel for Teams with quick actions for meetings. Microsoft’s USB-C speaker includes omni-directional microphones and background noise cancellation to improve audio quality. There are also the usual mute, volume, and call-button controls on the top deck of the dark fabric design.
It’s a compact speaker that’s just five inches wide, with cable storage for the USB-C connection and even a carrying case for protection when moving it around. While it’s designed primarily for meetings, you’ll be able to output any audio out of the speaker so it should be fine for music, too. Microsoft’s USB-C speaker will be available in June priced at $99.99.
Microsoft is also launching new USB and wireless headsets, as well as Surface Headphones 2 Plus today. All three devices include a Microsoft Teams button, and you can read more about them right here.
We haven’t heard much about Age of Empires IV since it was announced in 2017, but we’ve finally been given a look at the game, which includes the Mongols and Delhi Sultanate as playable civilizations. Microsoft and developer Relic Entertainment showed off a healthy amount of gameplay footage as well as new features and civilizations coming to the series in a “Fan Preview” event. The game also has a release window: fall 2021.
The last main entry in the long-running historical strategy series was released in 2005, and the new game looks to build on the formula created by previous entries, while adding features made possible by 15-ish years of technological improvements. That includes the obvious things — like 4K and HDR — to more strategy game-centric upgrades, like new pathfinding that will accommodate tons of units.
According to the team behind the game, there will be eight civilizations in the initial release of the game. So far, we know four of them: the Mongols and Delhi Sultanate are making their first appearances in Age of Empires, and the Chinese and English will be returning. So far, there hasn’t been a lot of information about the unique abilities and traits of each civilization. However, we did get to see that the Delhi Sultanate will include elephant units and that the Mongols will have the ability to pack up and move their buildings and towns (which is mind-blowing to see in action).
During a Q&A, Relic talked a lot about adding asymmetry to civilizations; the team wanted to make sure that each played differently, with the randomly generated maps playing to different civilizations’ strengths and weaknesses. For example, a wide-open map could benefit the Mongols with their highly mobile units and towns, while a map with a lot of chokepoints could benefit the defense-heavy English. There will still be similar classes of units, but the developers wanted to make sure that players could switch up the gameplay style if they wanted to and even main a certain civilization if they really like its mechanics.
The game’s creators also talked about the evolution of campaigns, which act as a sort of story mode in Age of Empires. They revealed that there would be four campaigns in the game but only shared details about one: the Norman conquest. I’m not enough of a history buff to know anything about that, but it seems like the game will be trying to teach me. The team talked extensively about the fact that campaigns would include documentary footage with narration about the real-life historical events that you’ll be playing through.
The game will also include some new mechanics. The studio showed off a very interesting feature called stealth force, which allows players to create ambushes where enemies will not be able to see their units hiding and waiting. It’s a feature the creators hope will not only add excitement and tension to gameplay, but will actually give you a reason to keep scout units around, as you’ll need to make sure there isn’t an entire army hiding along your route.
The event also showed off wall combat, where units were able to fight both in front of and on top of castle walls, and siege mechanics, where a base could be surrounded by units and — as the name implies — siege weapons. These two mechanics should help to make raiding and defending castles more strategic. We also got a brief glimpse at an area-of-effect wololo, something that’s very intriguing for fans of Age of Empires and memes alike.
Fans of older entries in the series also have things to look forward to. The developers talked about Age of Empires IV being a spiritual successor to AoE II, while still incorporating some elements from III, such as the addition of choice into the aging-up mechanics. The Definitive Edition of Age of EmpiresII and III are also getting updates.
Age of Empires II: Definitive Edition is getting its second expansion pack, titled Dawn of Dukes, which will focus on Eastern Europe. Co-op will also be coming to the game at some point this year, which will allow you to play through certain campaigns and battles with friends.
Age of Empires III: Definitive Edition is getting the United States added as a civilization in an update. Cleverly, the update will be free if you play through a challenge, but players who don’t want to go through the effort will be able to purchase it from Steam or the Microsoft Store. It was also revealed that the first AoE III: Definitive Edition expansion is being worked on and will feature African civilizations.
As someone who played hundreds of hours of Age of Empires II, I’m excited for the tech tree advancements in Age of Empires IV. Of course, I’d also love more details, especially after such a long wait since the announcement. What other civilizations will we get to play? What do the plans for future expansions look like? Will there be fun cheat codes? These questions are unanswered for now, but it seems like it won’t be entire age before we find out. I look forward to finding out that I forgot everything about how to play the game and immediately getting crushed by an easy AI when it finally releases.
Age of Empires IV will be available on Windows 10 PCs through Steam, the Microsoft Store, and Xbox Game Pass for PC in fall 2021.
A group of enthusiasts has unlocked vGPU (GPU virtualization) capability, which is only supported on select datacenter and professional boards, on standard consumer Nvidia GeForce gaming graphics cards. Since the vGPU capability is supported by the silicon but locked out by software, it was only a matter of time and effort before enthusiasts unlocked the feature. As it turns out, according to a Reddit post, that time has come, potentially saving some users the thousands of dollars they would otherwise have to shell out for a Quadro or Tesla GPU that supports the feature.
GPU virtualization, which allows more than one user to use a GPU simultaneously, is one of the differentiators between GPUs for data centers and those designed for consumer PCs. Nowadays, many workstations and even high-end desktops are located remotely so the users can share the GPUs. Modern hardware is so powerful that its performance is sometimes excessive for one user, so sharing one graphics card between multiple users makes sense.
From a GPU hardware perspective, virtualization is just another feature, so the silicon supports it. But this capability requires a lot of software to work properly (i.e., how companies that buy workstations expect it to) and validation with ISVs since virtualized GPUs are in many cases used for professional applications.
All of these things cost money, so vGPU support comes at a price, and Nvidia has a handful of expensive Tesla, Quadro, and some other GPUs it recommends for virtualization (partly because it does not make a lot of sense to validate a broad fleet of hardware with ISVs). Nvidia’s vGPU software does not support most client GPUs.
The code for the unlocker is available at Github, and the principle behind it is fairly simple: it replaces the device id of a graphics card with a device id of an officially supported GPU that has the same feature set. For now, GP102, GP104, TU102, TU104, and GA102 GPUs are supported, and the capability works on Linux and with KVM virtual machine software.
While the new unlocking technique deserves some attention, the big question is whether your typical consumer actually needs GPU virtualization. Linux users can virtualize their high-end graphics cards and use them for gaming, video encoding, and cryptocurrency mining simultaneously on different virtual machines.
Some of those who happen to have servers with hundreds or thousands of consumer Nvidia GPUs could try to offer commercial remote desktop services to earn money, but the quality of such services would be something to worry about. Since the hack does not work with Windows and Vmware, it is useless for most users.
Crowbits’ progressive STEM kits teach future engineers (ages 6-10 and up) the basics of electronics and programming, but nondurable paper elements and poorly translated documentation could lead to frustration and incomplete projects.
For
+ 80+ Lego-compatible electronic modules and sensors
+ Helpful programming software
+ Progressive learning kits
+ Examples are very helpful
+ Engaging projects for pre-teen and teen engineers
Against
– Inadequate and inaccurate project tutorial
– Cable modules are stiff and pop off easily
– Cardboard projects are flimsy and cumbersome
– Labels are hard to read
They say that the best method of teaching is to start with the basics. This is true for most subjects, but even more so for getting kids involved and interested in learning about electronics and programming. This is exactly Elecrow Crowbits’ approach to launching young inventors and creators into the world of technology.
Available via Kickstarter, the STEM kit series starts with building simple projects that make use of basic electronic concepts, then steps up kids’ skills by introducing projects that require some coding and graduates to more advanced application development. The Crowbits lineup consists of five interactive STEM-based packages, each appropriately themed with projects that cater to kids from ages 6 -10 and up. These are the Hello Kit, Explorer Kit, Inventor Kit, Creator Kit and Master Kit.
With the variety of engineering kits out in the market today, Crowbits’ pricing falls in the mid-range category. Ranging from $26 to $90, depending on which kit you prefer, it is money well spent. One of the key values that Crowbits brings is its focus on teaching kids the basics of electronics through the use of these programmable blocks and sensors and ties that learning to current practical uses, like turning the lights on or off. This simple circuit logic is used to program small home appliances like coffee machines, automatic dispensers or even smart home security systems.
Much like the company’s previous Kickstarter project the CrowPi2, a Raspberry Pi-powered laptop which we reviewed last year, Crowbits also presented issues with documentation. Makers and creators know that clear and concise directions are very important for any project building. Unclear and inadequate instructions causes users, especially beginners, to feel that they may have done something wrong. They may be able to troubleshoot some issues themselves, but if left unresolved an air of defeat and frustration ensues.
Crowbits Setup
Setup for Crowbits starts with choosing which components to use depending on the project the child wants to try. The modules are designed to be plug-and-play so young makers can use them to build structures and experiment right away. Modules are also compatible with the entire series of learning kits, so if you purchased more than one, you can use them interchangeably.
If you want to try building from the suggested projects, of which there are plenty to choose from, note that they become more challenging as you move up in the series and may include some coding and firmware downloads.
How Crowbits Work
Every kit consists of a number of modules. Each module has magnetic pogo-pins on all sides that help connect them easily. Another way of connecting modules are by the magnetic cables. At the back of each module are Lego holes for seamless integration of Lego bricks to any structure.
There are four different types of modules and are easily identified by color: Blue for power/logic, yellow for input, green for output and orange for special modules. It’s important to keep in mind a few rules for creating a circuit sequence. There should be at least a power, an input and an output module in order to build a circuit, with the proper sequence having the input block before the output.
There could be multiple input and output blocks in a sequence where the output is controlled by the nearest input block. Lastly, names of modules must be facing up to ensure the correct pins are being used.
Crowbits Module and Sensor Breakdown
There are four different types of modules and sensors for Crowbits and each function is distinguished by color:
Power Modules (Blue) – the power source and a core module that’s required for every project build. You’ll see a green light that indicates when the power is on. Use the included micro-USB cable to re-charge the power supply when needed.
Logic Modules (Blue) – for basic operations. Includes: 315 MHz Controller, Expansion, etc.
Input Modules (Yellow) – accepts input data like touch, vibration or object detection and passes it to the output modules. Includes: Touch module, IR reflective sensor, light sensor, etc.
Output Modules (Green) – receives command from input module and executes ending action. Examples are: Buzzer module (makes a sound), LED (Y) light up, or vibrate
Special Modules (Orange) – used for advanced programming tasks. Examples are: I2C or UART
Crowbits Software and Hardware
Programming Languages Supported: Letscode (Elecrow’s visual programming software based on Scratch 3.0), which supports Python and Arduino IDE.
Open Source Hardware Compatibility: ESP32 TFT, Micro:bit board, Arduino UNO and Raspberry Pi (TBA).
OS Supported: Windows and Mac
Crowbits Learning Kits Use Cases
Hello Kit and Explorer Kit
The Hello Kit and Explorer Kit are learning tools for beginners and targets children ages 6-8 and up. It introduces the concept of modules and their functionality. No coding is required for any of the suggested experiments and projects here. Building the projects with cardboard elements proved to be difficult for my seven-year-old and she got easily frustrated trying to use the thin double-sided tape that came with the kit.
Once the structures were built (with my help) she did enjoy putting the modules together and making things happen like sounding the buzzer on the anti-touching device or making the lights turn on her window display project. Another annoyance to note was when using the cable module that serves to connect modules together. The cable is quite thick and not flexible so it had the tendency to pop off and break the connection for multiple projects.
I would have to say that my daughter was most engaged with the Explorer Kit, perhaps because the projects had more integration with Lego blocks, and some projects were also very interactive like the Quadruped Robot and the Lift, which were her favorites. She enjoyed building the structures and seeing the creations come to life, especially when there was movement, sounds and lights.
Inventor Kit and Creator Kit
The Inventor Kit and Creator Kit are the intermediate learning tools of the Crowbits series and targets children ages 10 and up. The Inventor Kit includes more advanced projects that incorporate the Micro:bit board in the builds. This requires some coding and the use of Letcsode, Elecrow’s Scratch-based drag-and-drop visual programming software.
The software seemed a bit buggy (mainly in steps like downloading custom code) and there were inaccuracies in the project documentation that led to a lot of troubleshooting on our part. Hopefully, by the time Crowbits is ready for release in June, these kinks will have been resolved.
It is worth noting, though, that the list of projects suggested for the Inventor kit seem to be age-appropriate. My tween worked on the Horizontal Bar and the Ultrasonic Guitar projects. She thoroughly enjoyed the experience and had no issues following the diagrams in building the Lego structures. There was a little hiccup in using the software, as I mentioned earlier, where we were wanting for troubleshooting tips and more clear documentation.
Unfortunately, we were not able to try out the Creator Kit as it was not available when we received our evaluation samples. We may update this review when we receive the Kit after its June release.
Master Kit
The Master Kit definitely is the most challenging of the engineering kits in the Crowbits lineup, with the task of programming hardware and software to build real-life products like a mobile phone, a game console and a radar. I’ll set aside my comments for this kit as I was unsuccessful in trying to make the phone and console work due to a corrupted SD card.
Additionally, we had intermittent issues while uploading firmware. It is unfortunate because I was looking forward to this kit the most, but perhaps I can re-visit the Master Kit and post an update at a later time.
The one successful project build out of this kit, the radar, honestly left us scratching our heads. The expected results were not seen as we tried a placing variety of objects in the vicinity of the rotating radar dish and none of them seemed to be detected.
Crowbits Learning Kits Specs and Pricing
Modules
Projects
Age
Price
Hello Kit
7 Modules
5 Cardboard Projects
6+
$26
Explorer Kit
13 Modules
12 Projects
8+
$70
Inventor Kit
10 Modules
12 Lego, graphic programming projects and Letscode introduction
10+
$80
Creator Kit
TBD
TBD
10+
$90
Master Kit
TBD
TBD
10+
$90
Crowbits Available Bundles and Special Pricing
Bundles
Kits Included
Pricing
Bundle #1
Explorer Kit, Creator Kit, Master Kit
$239
Bundle #2
Explorer Kit, Inventor Kit, Master Kit
$249
Bundle #3
Hello Kit, Explorer Kit, Inventor Creator Kit, Master Kit
$354
Bottom Line
Despite all its kinks, overall the Crowbits STEM Kit appears to be another great educational tool from Elecrow with the emphasis on educating kids on electrical engineering. Whether it be building simple circuit projects or coding more complex applications for use in everyday living, the Crowbits series provides a complete learning platform for kids ages 6-10 and up.
With its average pricing and the flexibility to pick and choose which kit to purchase, it is an attractive choice for someone looking to buy an educational STEM kit for their child or loved one. Of course you can also buy the entire set as a bundle and enjoy helping your child build models and program as you go through the different stages of electronic learning from basic to advanced concepts. It’s also worth noting that the Letscode software program that comes with the packages is free and supports Python and Arduino programming which is a welcome added bonus.
New filings show both sides’ legal strategies at work
On May 3rd, Fortnite publisher Epic Games will finally have its day in court, forcing Apple to defend kicking Fortnite off the iOS App Store last year. Epic’s antitrust lawsuit is bigger than a single game; it’s a direct challenge to the App Store model, the most significant legal challenge Apple has faced since the Xerox days.
Last night, both sides filed a document called a “proposed findings of fact,” essentially laying out every factual claim they’ll rely on in their arguments. The documents run more than 650 pages in total, giving a detailed roadmap of how each side sees the case — from the early days of the iPhone to Epic’s specific preparations for picking this fight with Apple. But the filings also bring the case into focus, raising three questions that will be central to the trial over the coming months.
The heart of the case is the so-called App Store tax — a 30 percent surcharge Apple collects on purchases made through the App Store. Fortnite was kicked off the App Store for dodging that tax by installing its own payment system, which is forbidden under App Store rules. Now, Epic is making the case in court that the rules should never have been put in place.
You often hear that this case is about whether the App Store is a monopoly — but Epic’s argument is more subtle than that, drawing on antitrust ideas around legal monopolies and abuses of market power. As Epic sees it, Apple’s monopoly over iOS is legal, but it’s using the market power from that monopoly to dominate the secondary market for app distribution. Epic compares the situation to Microsoft’s antitrust case in the ’90s: a legitimate monopoly over Windows, extended illegally to the secondary market in web browsers.
It’s a good theory, but it only works if you see the App Store model as fundamentally separate from iOS. In its statement of facts, Apple describes the exclusive App Store as a fundamental part of the iPhone, part of the broader offering that makes the devices valuable. “Apple wanted to ensure that iOS devices were more protected from those malware and instability issues and quality issues that the PC world was used to,” Apple claims in its filing. App Store exclusivity is part of that, but so are security measures like the code-signing and hardware root-of-trust systems. On the software side, there is a range of private APIs and OS-level entitlements that are only enabled after App Store review, tying the systems that much tighter together.
Of course, it’s inconvenient for this argument that Google is offering a competing mobile operating system with none of these restrictions — to say nothing of Apple’s own macOS, which allows side loading. Clearly, it would be technically possible to allow competing app stores on iOS. The question is whether the court sees that as changing Apple’s business model or changing iOS itself.
One of the biggest challenges for Epic is that the App Store model is fairly widespread. Consoles like Xbox and PlayStation operate on basically the same playbook, delivering games digitally through an open but curated digital store that’s locked to the hardware and controlled by the manufacturer. That alone doesn’t make it legal, but it adds credence to Apple’s claim that the App Store lockdown isn’t trapping consumers. If you don’t want to play Fortnite on an iPhone, you can play it on a console or a PC. Some devices come locked into a specific distribution channel and some don’t, giving users the chance to vote with their feet.
Epic’s counter to this argument, as explained in the filing, is that “video game consoles operate under a radically different business model than smartphones.” Development for console games is slow and expensive work, and consoles are useless without a steady supply of those games, so console manufacturers are under immense pressure to attract developers. That means hardware itself is often sold at cost, leaving App Store commissions as the primary source of profit.
Apple is different, Epic argues, because most of its profits still come from iPhone sales. “Developers do not participate in those profits,” the filing argues, “even though the availability of apps contributes greatly to the sale of devices.”
On some level, this boils down to the argument that console companies are nicer to developers, so their platform power is less of an issue. The constant competition between Xbox and PlayStation gives game developers leverage to extract more favorable terms. But iOS and Android don’t compete for app developers in the same way, and the lower cost of mobile development means the competition happens on vastly different terms. Apple has given people lots of reasons to buy an iPhone, which means there’s less pressure on any given line of business. But that’s well short of the standard for monopoly power, and Apple ultimately comes away from the console comparison looking pretty good.
Underneath everything else, Apple is facing a profound question of how much control it can exert over its own devices. For critics, this is Apple’s original sin, using industrial and graphic design to lure customers into a walled garden, then locking the gate. For fans, it’s Apple’s genius, integrating hardware and software to deliver a more purposeful and powerful user experience. But it all rests on Apple’s ability to maintain a closed stack, using hardware integration to control what happens in software.
This trial won’t undo that stack, but it could limit what Apple can do with it. The Epic Games fight started over payment processing, but the same legal standard could allow for alternative app stores or limit the restrictions Apple can place on rogue apps like Parler. It’s a first step toward setting regulatory limits on how tech companies operate, similar to the regulations on wireless carriers or banks. At its most basic level, Epic is arguing that Apple’s ecosystem has grown too big and too powerful for it to be run entirely out of Cupertino, and it’s time for it to be directly accountable to antitrust law.
Hundreds of pages in Apple’s filing are devoted to the benefits of that system for developers and iPhone owners, much of it undeniably true. There really is less malware on iOS devices because of Apple’s software controls, even if scam apps sometimes slip through. The system really does generate a lot of money for iOS developers, many of whom couldn’t compete outside of Apple’s walled garden. The shift to digital distribution really has saved money for developers who don’t need to distribute their product through brick-and-mortar retail anymore.
But in a sense, all of that is beside the point. Abuses of market power aren’t excused just because they’re sometimes helpful, and classical monopolies like Standard Oil or Bell Telephone had lots of side benefits, too. The bigger question is whether courts are ready to dive into the mobile software stack and start dictating the terms of how tech companies can set up their marketplaces. That’s a hard question, and it won’t be settled by a single ruling or a single case. But one way or another, it’s a question this court will have to take on.
The Corsair K70 RGB TKL is a powerful yet compact gaming keyboard. We didn’t notice an immediate benefit from the 8,000 Hz polling rate, but with a sleek look plyus premium media controls and keycaps, this keyboard’s in a league of its own.
For
+ Space-saving, durable build
+ Premium keycaps
+ Media keys
+ Some software-free RGB control
Against
– Close keys can require getting used to
– Expensive
Let’s be real: Mechanical keyboards can get expensive. While the best budget mechanical keyboards can give you the switches you need, the best gaming keyboards often come with extra bells and whistles that up the price. At $140, the Corsair K70 RGB TKL is one example, but you get a lot for that price.
Corsair’s been dubbing keyboards “K70” for a while. Just look at our Corsair K70 RGB Red review from 2016 or the most recent iteration, the low-profile Corsair K70 RGB MK.2. Our review focus brings the tenkeyless (TKL) form factor to the lineup.
The K70 RGB TKL is a competitive board that earns its price with extra features, like programmable keys, per-key RGB via manageable software. And as someone who games full-time, the quality of the keyboard’s build seems like a great investment. This is a sturdy keyboard that should hold up over extended use. And since this is a TKL keyboard, you’ll have all the space you need on your desk for your mouse, to let you focus exclusively on playing.
On top of that, Corsair is continuing its trend of upping the polling rate of its gaming keyboards, with the K70 RGB TKL offering an 8,000 Hz polling rate — 8 times the 1,000 Hz you usually see. The usefulness of that high spec, however, is debatable.
Corsair K70 RGB TKL Specs
Switches
Cherry MX Red (tested), Cherry MX Silent Red or Cherry MX Speed Silver
Lighting
Per-key RGB
Onboard Storage
8MB
Media Keys
Yes
Interface
USB Type-A
Cable
6 feet (1.8m) USB-C to USB-A , braided, detachable
Additional Ports
None
Keycaps
Doubleshot PBT plastic
Software
Corsair iCue
Dimensions (LxWxH)
14.2 x 6.5 x 1.9 inches
Weight
2.1 pounds
Extra
1x ABS plastic A, S, D, Q, E and R keycaps, 2x ABS plastic W and D keycaps, 1x keycap puller
Design
The Corsair K70 RGB TKL Champion Series is a tournament-ready keyboard with a colorful and durable design in a small form factor. As a TKL keyboard, it forgoes the numpad in favor of more desk space, which makes it great for people who don’t have a lot of room on their desk or travel a lot. At 14.2 x 6.5 x 1.9 inches, the K70 RGB TKL is similar but slightly taller than other TKL keyboards, such as the Razer BlackWidow V3 Tenkeyless (14.3 x 6.1 x 1.6 inches) and more petite Roccat Vulcan TKL Pro (14.2 x 5.3 x 1.3 inches). Another downside for travel is the K70 RGB TKL’s weight. It’s 2.1 pounds compared to 1.9 pounds for the Razer and 1.5 pounds for the Roccat.
But part of that slightly larger design comes thanks to the K70 RGB TKL’s inclusion of luxurious media keys. There are five dedicated hotkeys, plus an aluminum, textured volume roller, which are all a decent accomplishment to include on a TKL.
All those keys felt pretty solid, especially compared to the cheap plastic alternatives available on lower-priced keyboards.
This brings us to the overall durability of the keyboard. The K70 RGB TKL feels more rigid and sturdy than the ~$250 Logitech G915 Lightspeed full-sized wireless gaming keyboard I often use, (which has an identical design to its TKL counterpart, the Logitech G915 TKL). The Logitech is conveniently lightweight (2.3 pounds) and thin (0.9 inches) but feels like it might break if dropped. Suddenly, the K70 RGB TKL’s $140 price tag starts to make more sense. The K70 RGB TKL lives in a plastic chassis with a black matte finish and aluminum frame.
With its media key layout and brushed aluminum finish the K70 RGB TKL looks more interesting than a lot of other TKLs (looking at you, Razer BlackWidow V3 Tenkeyless). And it’s mature and subdued enough to go well with any setup. But I’m not wowed by its overall look; it’s not earning any style points from me at first. Out of the box, this appears to be a tool for competitive gamers, not a showy looker. You can add a little more flair, however, if you use the included silver W, A, S, D, Q, E, R, D or F keycaps. These keycaps are a cheaper ABS plastic than the doubleshot PBT that the keys come with by default, but do add more color to the design and a slight texturing that I like a lot.
For even more customization, you’ll have to rely on the K70 RGB TKL’s per-key RGB effects. You’ll need the software to create and play with different RGB effects. But you can also toggle through 10 different presets and control speed and direction using FN shortcuts. You can also create profiles in the iCue software with different RGB effects and store them in your onboard memory. When you toggle through profiles with the dedicated profile switch button, the RGB will change accordingly. As somebody who loves the variety of RGB settings on my keyboard, it is wonderful to be able to control these settings regardless of whether iCUE is running or not.
Next to the profile switch button are an RGB brightness key and Windows lock key as well. These and the media keys are also reprogrammable via iCue for ultimate customization.
Corsair didn’t skimp when it came to the keycaps. The use of doubleshot PBT plastic delivers a more premium feel than standard ABS plastic. And doubleshot means the legends will never fade. The keycaps feel strong at 1.5mm thick and have a matte coating that easily fought off grease and fingerprints during my testing. With many still working from home, you’d be hard-pressed to find someone who isn’t eating near their keyboard, so this feature is highly appealing.
The K70 RGB TKL uses a detachable USB-C to USB-A cable that’s high-quality braided. Some keyboard’s USB cables can feel thin or cheap, but this one should survive a good amount of bending and wear. Our review focus’ cable is 6-feet-long, which is standard among gaming keyboards but can still feel a little long in actual use, which is why I prefer one of the best wireless keyboards when possible.
Typing Experience on Corsair K70 RGB TKL
The Corsair K70 RGB TKL comes with either Cherry MX Speed Silver, Cherry MX Silent Red or Cherry MX Red switches. All three options actuate with 45g of force and are linear, a mechanical switch style that tends to be a favorite among gamers for its interruption-free travel. Our review unit came with Red switches, which are specced for 2.0mm pretravel and 4.0mm total travel. Those who want less travel, (perhaps, potentially, for more speed, may prefer the Speed Silver switches (1.9mm / 3.7mm) or even the quieter Silent Reds (1.2mm / 3.4mm).
Pressing keys on the K70 RGB TKL felt lovely and easy because it felt like the keys registered quickly. But there’s very little space between the keys which, in addition to the lighter actuation force of Cherry MX Reds, made typos more common. As such, the K70 RGB TKL may require a slight adjustment period in order to use it smoothly, but this wasn’t a huge concern, as I was eventually able to adapt.
The doubleshot PBT keycaps were also a boon, both for typing and gaming. The quality plastic was more comfortable than the keyboards on most other keyboards I’ve tried. My typing accuracy increased slightly but like I stated I used less pressure to type, which I believe made typing easier.
8,000 Hz Polling Rate
Initially kicked off with the 4,000 Hz Corsair K100 RGB last year, Corsair is continuing its polling rate race with the 8,000 Hz K70 RGB TKL. It’s launching alongside the Corsair Sabre RGB Pro gaming mouse, which also has an 8,000 Hz polling rate, showing a newfound dedication to Hz from the gaming brand.
Your keyboard (or other peripheral) polling rate tells you how many times per second the device sends data to your PC. Instead of doing so 1,000 times a second, like the vast majority of gaming keyboards, the K70 RGB TKL can do it 8,000 times per second. It achieves this through what Corsair calls Axon, “an embedded onboard system with Corsair’s purpose-engineered, real-time operating system” running on a system-on-chip (SoC) with multi-threading in order to “process multiple complex instructions in parallel.” Corsair claims Axon uses an advanced scheduling algorithm. There are some caveats though.
First, there are some requirements. You’ll need a USB 3.0 port and to download iCue software and change the polling rate (from 1,000 Hz) in order to use the 8,000 Hz polling rate. Corsair also noted in its reviewer’s guide that the keyboard “transits keystrokes to the PC up to 8x faster than standard” but can only “detect keypresses up to 4x faster than conventional gaming keyboards.” The vendor doesn’t get too specific in terms of system requirements for 8,000 Hz. A rep told us, “Keyboards send a lot less data, so 8,000 Hz has only a small added CPU usage impact” but added, “the more up-to-date the system is – the smoother the experience.”
But similarly to when we used the 4,000 Hz polling rate on the K100 RGB, I didn’t notice a difference when moving from 1,000 Hz on the K70 RGB TKL to 8,000 Hz, despite using a system running an AMD Ryzen 5950X CPU. There’s a bit of future-proofing here, and it wouldn’t hurt for a very competitive pro player to have this feature handy. But as a low-level competitive player, I didn’t notice my speed or accuracy increase in Fortnite or Destiny.
Gaming Experience on Corsair K70 RGB TKL
This is still a powerful gaming weapon though, as it feels incredibly responsive and fast on the battlefield (whether gaming at 1,000 Hz or 8,000 Hz). I used the K70 RGB TKL during intense Fortnite matches, as well as crucible matches in Destiny, and it didn’t disappoint. The quick and easy actuation of the go-to Cherry MX Red switches honestly made me feel like I was able to better focus on gameplay without looking at my keyboard as often as I normally do.
The best part was how lightly I had to touch the keys for them to register. This really cut down on hand fatigue. When I play, I usually overpress buttons and can even be guilty of mashing (gasp!). On Corsair’s TKL, I quickly realized I didn’t need to press the keys nearly as hard. That really reduced hand pain, which I sometimes experience after several hours of gaming.
And while the tight spacing of the keys was a bit of a hindrance for general typing, this became helpful when gaming, as it meant my fingers had less distance to travel to input my next move. Meanwhile, the TKL form factor gave me a little more room to breathe with my mouse, and I found it easier to focus on the game than when using a full-sized keyboard. I have always been a fan of a larger build but now I am thinking compact is the way moving forward.
Those doubleshot PBT keycaps also came in handy in action. The premium plastic doesn’t get slick, including from sweaty hands. These keys managed to stay dry during high-pressure gaming.
Features and Software on Corsair K70 RGB TKL
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To create new RGB effects or make onboard or software-based profiles, you’ll need iCue, which I found user-friendly. The Corsair K70 RGB TKL features 8MB of onboard storage allowing you to customize to your heart’s content. You can store up to 50 onboard profiles, depending on the configuration, that allow you to customize your RGB settings with up to 20 lighting layers, as well as custom macros.
A unique feature, the keyboard also includes a Tournament Switch on the top edge. This could help you focus on your game more by swapping the keyboard to static backlighting to reduce distractions and disabling programmed actions / macros. As someone who’s been known to press incorrect buttons or clumsily drop things in the heat of battle, I found this to be a great addition.
Bottom Line
If you want a powerhouse of a keyboard made for competitive gameplay, the Corsair K70 RGB TKL is an immediate must-have. This keyboard isn’t just pleasant to look at, it is an efficient tool that will take your gameplay to the next level, thanks to responsive keys, high-end PBT keycaps and a lot of customization options both with or without software.
At $140, this is an expensive wired gaming keyboard though. For comparison, the HyperX Alloy Origins Core, one of the best budget mechanical keyboards, is about half the price, and the Razer BlackWidow V3 Tenkeyless is currently $100. But the K70 RGB Pro gives you a lot for the price. Not only is there a robust featureset, including media keys, this is a tough keyboard. I will definitely be utilizing it more for my tournament gaming needs. And there are pricier TKLs than the K70 RGB TKL, such as the $160 Roccat Vulcan TKL Pro with its optical-mechanical switches or the wireless Logitech G915 TKL, which starts at about $200 and is excellent but not for everyone, since it’s low-profile.
Ultimately, the K70 RGB TKL can be an efficient weapon in your gaming toolkit, granting you the look and functionality you need for your most competitive setup.
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