Posts with «author_name|devindra hardawar» label

Dell XPS 13 and XPS 14 review (2024): Gorgeous laptops with usability quirks

Say farewell to the classic XPS 13, and say hello to the spiffy new XPS 13. Dell surprised us at CES by bringing the modern (and somewhat controversial) design of 2022's XPS 13 Plus to its entire flagship lineup, which now includes the larger XPS 14 and 16 models. With this new design, they all have invisible haptic trackpads hidden beneath the glass-covered wrist rest, a capacitive top row of function keys (which can instantly switch to media controls), and wider gap-less keyboards that have no spacing between keys. But do those upgrades actually make them better computers than Dell's previous XPS lineup? Well, it really depends on how much you like the way they look.

When I reviewed the XPS 16 last month, I was impressed by its sheer power and attractiveness, but its high price and a few quirks made it a tougher sell than the XPS 15 that came before it. The same is mostly true for the XPS 13 and 14. The smaller model is basically just the XPS 13 Plus with a new Intel Core Ultra 7 chip. The XPS 14 is far more intriguing, since it aims to pack in the power of the XPS 16 without being so damn hefty. I’m reviewing them together because they're gunning for a very similar audience: People who demand both speed and portability. Choosing between them comes down to how much power you actually need and how much weight you're willing to deal with.

Just like their larger sibling, both the XPS 13 and 14 are gorgeous to behold. They're exercises in minimalism, with all-aluminum cases (available in light or dark variants) and clean layouts around their keyboards. And yes, their displays also have razor-thin bezels, something Dell popularized with the XPS line over a decade ago. Rather than try to stand out with extraneous features like dual screens or a plethora of LEDs, the XPS 13 and 14 make more of a statement by what they don't have: visible trackpads and dedicated function keys.

Like the XPS 13 Plus, this year's XPS 13 only carries two USB-C sockets and no other ports — no dedicated headphone jack, not even a dedicated charging connection. But hey, at least Dell put its USB-C ports on opposite sides, something I'd still like to see on the MacBook Air. If you want any other additional connectivity, you're probably better off with the XPS 14, which has three USB-C ports, a headphone jack and a micro-SD card slot. Professionals would be better off with a full-sized SD card reader, though, and it would be nice to have an HDMI port like the MacBook Pro 14-inch.

Weight is the most obvious difference between the XPS 13 and 14: the smaller model comes in at 2.6 pounds (slightly less than the MacBook Air), while the XPS 14 is noticeably heftier at 3.7 pounds. (Dell is following Apple's product strategy a bit, as the 13-inch MacBook Air weighs 2.7 pounds and the MacBook Pro 14-inch sits between 3.4 and 3.6 pounds.) The XPS 13 and 14 are both easy to carry around all day, but the one-pound difference could make the larger model more annoying if you're trying to travel light.

Still, the XPS 14 justifies its additional heft by cramming in more hardware. It can be equipped with NVIDIA's RTX 4050 GPU (running at 30 watts), and also features more robust cooling, which allows it to reach a higher maximum thermal envelope of 47 watts. The XPS 13, on the other hand, can only hit 28 watts of sustained performance. Even though both machines use the same Intel Core Ultra CPUs, you'll end up seeing far better performance from the XPS 14 for prolonged workloads like video encoding or 3D rendering. (Again, that's much like the difference between the MacBook Air and base configuration MacBook Pro.)

The XPS 13 (2024) sitting on top of the XPS 14.
Photo by Devindra Hardawar/Engadget

The XPS 14's 14.5-inch screen is an inch larger than the XPS 13's, which makes it more comfortable for multitasking with multiple apps or working on media timelines. No matter which model you choose, though, you'll get a bright and immersive image, along with thin bezels that Apple still can't touch. Both computers offer a variety of viewing options: the XPS 13 can be equipped with Full HD+ (1,920 by 1,200 pixels, non-touch), Quad HD+ (2,560 by 1,600) or 3K+ OLED (2,880 by 1,800), while its larger sibling gets Full HD+ (non-touch) and 3.2K+ OLED (3,200 by 2,000) screens..

Dolby Vision is standard across the board, but you'll only get 100 percent DCI-P3 color gamut coverage with the pricier displays. You'll also get up to 120Hz refresh rates on all of the screens, except for the XPS 13's OLED, which maxes out at 60Hz. (I'd recommend avoiding that option entirely and going for a high refresh rate LCD, which will ultimately deliver a smoother image.)

None

PCMark 10

3DMark (TimeSpy Extreme)

Geekbench 6

Cinebench R23

Dell XPS 13 (2024, Intel Core Ultra 5 135U, Intel Graphics)

5,772

1,075

2,276/11,490

1,662/10,298

Dell XPS 14 (Intel Core Ultra 7 165H, Intel Arc)

6,737

9,107

2,261/11,920

1,572/11,295

Dell XPS 16 (Intel Core Ultra 7 155H, NVIDIA RTX 4070)

7,436

4,087

2,298/13,117

1,676/14,755

Framework Laptop 16 (AMD Ryzen 7 7840HS, Radeon RX 7700S)

8,129

4,770

2,557/11,961

1,675/14,448

Both the XPS 13 and XPS 14 I reviewed were equipped with Intel's Core Ultra 7 155H CPU, 16GB of RAM and a 512GB SSD. The XPS 14 also had NVIDIA's RTX 4050 GPU, while the smaller laptop relied on Intel's built-in Arc graphics. As I expected, they didn't differ too much when it came to CPU benchmarks like Geekbench 6. But the XPS 14 was twice as fast as the XPS 13 in the Geekbench 6 Compute test, which relies on the GPU for more intensive work. That NVIDIA hardware also helped the XPS 14 be more than three times as fast as the 13 in the Geekbench Machine Learning GPU test.

While the XPS 14 is far from what I'd call a gaming laptop, its NVIDIA GPU also let me play Halo Infinite in 1080p with medium graphics at 40fps. That's not exactly my ideal Halo experience, but hey, it's playable. In comparison, the XPS 13's Intel Arc graphics barely managed to sustain 25fps. The RTX 4050 GPU is mainly useful for media creation on the XPS 14: I was able to use Handbrake to transcode a 4K clip into 1080p in 26 seconds, whereas that same task took 36 seconds on the XPS 13.

I had no trouble with my daily workflow on either machine, but I enjoyed carrying the XPS 13 around town far more than the XPS 14 simply because it's lighter and easier to maneuver. I could slip it into a tote bag without a second thought, bring it to Starbucks and get up and running easily. Thanks to its additional bulk and weight, II sometimes had trouble stuffing the XPS 14 into the same bag amid the accoutrements of parenthood. This won't be much of a problem if you're using a backpack (and not trying to fit in kids' toys and snacks), but it was a reminder of how useful a sub-three pound notebook can be.

Much like the XPS 16, I enjoyed typing on Dell's lusciously wide keyboards. The large key caps are easy to hit and they have a satisfying amount of key travel. The keyboard is more visually impressive on the XPS 13, since it stretches completely edge-to-edge, while it's flanked by speakers on the XPS 14. The capacitive function keys are fine most of the time, but they still disappear in direct sunlight and other bright lighting.

And then there's the trackpad. By now, I'm used to Dell's invisible design, and I also appreciated the increased size of the XPS 14's trackpad. But it still takes some adjustment, especially for newcomers. I've also noticed that it's sometimes tough to find the line that separates left and right clicks, which led to a few frustrated attempts to copy and paste links from Chrome.

Now that I've experienced Dell's invisible trackpad and capacitive function row across four machines, I'm even more convinced they're a mistake. Sure, they look cool and help Dell stand out in the dull world of Windows laptops, but that doesn't justify the usability issues. On the XPS 13 and 14, I also saw fraction-of-a-second delays while swiping around Windows. The problem went away when I forced both machines to run at 120Hz, but that also uses more battery life than running at 60Hz. It almost feels like I'm trying to swipe through an additional layer of glass. I noticed the same issue on multiple XPS 13 and 14 units, but Dell tells me it hasn't been able to replicate any slowdown in its labs. The company will be doing a further investigation into our review units, and I'll report back later on what it finds.

As for the rest of their hardware, both the XPS 13 and XPS 14 feature solid 1080p webcams with Windows Hello support for facial authentication. You can also use Windows Studio Effects during video chats to blur backgrounds and adjust your gaze, thanks to the NPUs in Intel’s new Core Ultra chips. Their 8-watt speaker setups sound fine for watching YouTube videos or playing a bit of background music, but they’re not nearly as impressive as Apple’s notebooks. There was also a surprising battery life gap between both machines: The XPS 13 lasted 13 hours and 15 minutes in PCMark 10’s Modern Office benchmark, while the XPS 14 ran for just four and a half hours. You can chalk that up to its beefier GPU, as well as its larger screen.

Another downside to the XPS 13 and 14's spiffy look? Higher prices. The XPS 13 now starts at $1,399 with the configuration we tested, while the XPS 16 starts at $1,699. (Our review unit would cost $2,399, thanks to its NVIDIA GPU and OLED screen.) I'll give Dell credit for making 16GB of RAM standard, instead of 8GB like previous models, but for the most part you're paying out the nose to have a prettier trackpad. Is that really worth it? Dell's pricing is particularly wild when you consider you can nab an M3 MacBook Air for $1,099 and a 14-inch MacBook Pro for $1,599. Sure, you'll also need to add $200 to get 16GB of RAM, but even the base configurations are faster than Dell's laptops.

While there’s a lot to like about the new XPS 13 and XPS 14, we can’t recommend them as easily as Dell’s earlier XPS generations. They look attractive and perform well, but that comes at a cost for usability, battery life and, well, actual cost. Simply put, you’re paying more for pretty machines.

This article originally appeared on Engadget at https://www.engadget.com/dell-xps-13-and-xps-14-review-2024-gorgeous-laptops-with-usability-quirks-130010912.html?src=rss

Engadget Podcast: Why TikTok will never be the same again

After months of anticipation, President Biden finally signed the TikTok divestment into law this week. It will force ByteDance to either sell TikTok to another company within a year, or see the app banned from US app stores. Is this a wise move to rid control of the social app from the Chinese government, or is it government overreach before TikTok has done anything wrong? Engadget Senior Editor Karissa Bell joins Cherlynn and Devindra to dive into what's next for TikTok.


Listen below or subscribe on your podcast app of choice. If you've got suggestions or topics you'd like covered on the show, be sure to email us or drop a note in the comments! And be sure to check out our other podcast, Engadget News!

Topics

  • The US TikTok ban is signed into law, what happens now? – 0:57

  • Devindra and Cherlynn’s take on whether bad product reviews hurt tech companies – 20:42

  • Meta opening QuestOS to third party hardware developers – 31:39

  • Apple ‘Let Loose’ virtual event scheduled for May 5 – 33:48

  • Leading AI companies pledge to keep kids safe (though harm is already evident) – 41:48

  • Ray-Ban Meta smart glasses add multimodal AI – 43:58

  • X is allegedly working on a smart TV app – 47:01

  • Working on – 48:02

  • Pop culture picks – 56:29

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Livestream

Credits 

Hosts: Cherlynn Low and Devindra Hardawar
Guest: Karissa Bell
Producer: Ben Ellman
Music: Dale North and Terrence O'Brien

This article originally appeared on Engadget at https://www.engadget.com/engadget-podcast-why-tiktok-will-never-be-the-same-again-113027918.html?src=rss

Meta opens Quest OS to third parties, including ASUS and Lenovo

In a huge move for the mixed reality industry, Meta announced today that it's opening the Quest's operating system to third-party companies, allowing them to build headsets of their own. Think of it like moving the Quest's ecosystem from an Apple model, where one company builds both the hardware and software, to a hardware free-for-all like Android. The Quest OS is being rebranded to "Meta Horizon OS," and at this point, ASUS's Republic of Gamers (ROG) brand is working on a new "performance gaming" headsets, while Lenovo is working on devices for "productivity, learning and entertainment." (Don't forget, Lenovo also built the poorly-received Oculus Rift S.) 

Developing...

This article originally appeared on Engadget at https://www.engadget.com/meta-opens-quest-os-to-third-parties-including-asus-and-lenovo-163127396.html?src=rss

Rebel Moon Part 2 review: A slow-mo sci-fi slog

Rebel Moon: Part 2 - The Scargiver is an empty feast. It's a relentless onslaught of explosions, sci-fi tropes and meaningless exposition that amounts to nothing. And yet somehow it's still better than the first film in Zack Snyder's wannabe sci-fi epic franchise for Netflix, Rebel Moon: Part 1 - A Child of Fire. (What do these titles really mean? Who cares.) 

With all of the dull table-setting complete, Snyder is able to let his true talents soar in Rebel Moon: Part 2 by delivering endless battles filled with slow-motion action and heroic poses. It looks cool, I just wish it added up to something. Anything.

Spoilers ahead for Rebel Moon: Part 2.

If you somehow missed the first Rebel Moon film, the basic setup is that it's Star Wars meets The Seven Samurai. Sofia Boutella stars as Kora, a former elite soldier of an evil empire who is hiding out in an all-too idyllic farming village, just planting and harvesting her days away. When a group of military baddies kills the chief of the village and starts threatening a young girl, Kora goes on a murdering spree (in defense!), leaving the community open to a retaliatory attack. 

She spends the first movie recruiting potential warriors to defend the village, including a fallen gladiator (Djimoun Hounsou) and a bad-ass swordswoman (Doona Bae). (Their names are Titus and Nemesis, respectively, but those don't really matter because the characters are paper thin.)

Full disclosure: I tried writing a review for the first Rebel Moon and just gave up in disgust. It was a shockingly boring epic, so much so that it took me several days to watch without falling asleep. By the end, I was only left with a feeling of dread, knowing that there was still another two hours of Rebel Moon ahead of me.

It's somewhat empty praise, but at least I didn't fall asleep during The Scargiver. Mostly, that's due to the film actually having a sense of momentum and a lot more action. You can turn off your brain and enjoy the pretty pictures, much like you could for Snyder's Sucker Punch, Justice League and Watchmen adaptation. He's more a stylist than a natural storyteller, but occasionally Snyder's visuals, such as a baffling montage of our heroes harvesting wheat, can be almost poetic.

Netflix

It's just a shame that I didn't care much about the film's characters or any aspect of its story. James Gunn's Guardian's of the Galaxy trilogy made us fall in love with a band of misfits and screwups, with storylines that directly led to their personal and emotional growth. The crew in Rebel Moon, instead, feel like cardboard cutouts from better movies, and the overall plot feels forced (there's even setup for another film by the end). 

Hounsou tries to sell the pathos of Titus with his eyes, but he can only do so much. And while Bae's warrior woman exudes cool (and has a very compelling flashback), she's mostly wasted when the action really heats up. Then there's Jimmy, a robot voiced by Anthony Hopkins, who is briefly introduced in the first film and pops up for a few minutes here to kick butt. Why? It doesn't matter. Somehow that character is also important enough to serve as the narrator for both Rebel Moon films (but really it seems Snyder just wanted Hopkins' voice adding gravitas).

Perhaps the only real saving grace for Rebel Moon: Part 2, much like the first film, is Ed Skrein as the villainous Atticus Noble. As a sadistic baddie, he's really nothing new, but Skrein's heightened scenery chomping makes the character interesting to watch. Where Darth Vader exudes a calm sense of dread, Skrein's Noble is entertainingly chaotic, like the Joker crossed with Christoph Waltz's Hans Landa from Inglorious Basterds. He just has a lot of fun being bad — that's something!

Given how popular the first film was (according to Snyder and Netflix, anyway), we'll likely see more Rebel Moon down the line. Snyder previously said he'd like to do a six-hour director's cut of both films, and he recently told Radio Times that he'd like to stretch the Rebel Moon series out to four or six films. Somehow, that just feels like a threat. 

This article originally appeared on Engadget at https://www.engadget.com/rebel-moon-part-2-review-a-slow-mo-sci-fi-slog-195505911.html?src=rss

Engadget Podcast: PlayStation 5 Pro rumors and a look back at the Playdate

The latest batch of rumors make it pretty clear that a PlayStation 5 Pro is coming this year, but will anyone really care about slightly better 4K graphics? This week, Engadget Senior Editor Jessica Conditt joins Cherlynn and Devindra to chat about the PS5 Pro, as well as her piece on the PlayDate two years after its release. You could say the Playdate is pretty much the opposite of another expensive high-end console. 

In other news, we discuss the death of Boston Dynamic's hydraulic Atlas robot, and the birth of an all-new digital model. We also chat about the abrupt closure of Possibility Space, an ambitious indie game studio.


Listen below or subscribe on your podcast app of choice. If you've got suggestions or topics you'd like covered on the show, be sure to email us or drop a note in the comments! And be sure to check out our other podcast, Engadget News!

Topics

  • Jess Conditt on Playstation 5 Pro rumors – 0:48

  • Jess’ thoughts on Panic’s innovative handheld, the Playdate, 2 years later – 14:24

  • Indie game studio Possibility Space announces closure, CEO blames media leaks – 27:29

  • Other News: Boston Dynamics unveils new, all electric Atlas robot – 35:39

  • Menteebot is a human-sized, GPT-powered robot you can command with natural language – 39:52

  • NASA confirms Florida man’s house was hit by space junk – 44:06

  • Sony (finally) changes its confusing product names – 46:05

  • Working on – 50:35

  • Pop culture picks – 56:35

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Credits 

Hosts: Cherlynn Low and Devindra Hardawar
Guests: Jessica Conditt
Producer: Ben Ellman
Music: Dale North and Terrence O'Brien

This article originally appeared on Engadget at https://www.engadget.com/engadget-podcast-ps5-pro-rumors-playdate-113009190.html?src=rss

Indie game studio Possibility Space shuts down, CEO blames a reporter

Possibility Space, an independent game studio with employees distributed across the globe, was abruptly shut down today by its CEO Jeff Strain, former employees revealed on Twitter. The studio launched in 2021 with the goal of creating a AAA title, and it had also hired industry notables like Waypoint's Austin Walker and Ubisoft designer Liz England. Its closure follows the shutdown of Crop Circle Games last month, another studio owned by Strain's Prytania Media, which he co-founded with his wife Annie Delisi Strain.

In a bizarre studio closure and layoff message to staff, Possibility Space owner Jeff Strain blamed the studio closure on employees leaking information to the press. pic.twitter.com/d4OHrm3z2N

— Nicole Carpenter (@sweetpotatoes) April 12, 2024

In an e-mail obtained by Polygon report Nicole Carpenter, Strain said he was "stunned" to learn that confidential information about the studio's major title, code-named Project Vonnegut, was shared with Kotaku reporter Ethan Gach. Strain claims that an unnamed publishing "expressed low confidence" about funding the studio any further, which led to a mutual agreement to cancel the title. Subsequently, he decided to shut down the studio entirely.

Possibility Space isn't the first studio to have game details leaked to press, and it's unclear why that information was damning enough to lose publisher funding (and don't forget, this is only Strain's version of events). 

Last month, Annie Delisi Strain also issued a similarly baffling e-mail (via IGN) where she blamed Crop Circle Game's closure on economic downturn, but additionally revealed that she was diagnosed with multiple-sclerosis. She claimed, without evidence, that Kotaku's Gach could potentially publish her health details without consulting her: "I stepped down as CEO this winter on a medical leave and while I don't know the content of Mr. Gach's article, I have no assurances that my personal health struggles as a rare female game industry CEO will not be covered in his article."

This article originally appeared on Engadget at https://www.engadget.com/indie-game-studio-possibility-space-shuts-down-ceo-blames-a-reporter-195001168.html?src=rss

Engadget Podcast: Does Humane’s AI Pin live up to the hype?

Humane’s hyped up AI Pin is finally here and, unfortunately, it stinks. This week, Cherlynn and Devindra are joined by Michael Fisher (AKA MrMobile) and Wired Reviews Editor Julian Chokkattu to chat about the AI Pin and the many ways it fails. It’s often inaccurate, it takes crummy photos, and it gets way too hot. Not so great for something you’re supposed to wear all day! Is there any hope for AI-dependent gadgets? Also, Washington Post columnist Christopher Velazco joins to discuss Apple’s approval of used iPhone components for repairs.


Listen below or subscribe on your podcast app of choice. If you've got suggestions or topics you'd like covered on the show, be sure to email us or drop a note in the comments! And be sure to check out our other podcast, Engadget News!

Topics

  • Too much heat, too few features: Humane’s AI pin doesn’t live up to the hype – 1:09

  • Other News: Apple will allow devices to be repaired with secondhand parts soon – 44:08

  • Google’s Next 24 event announces AI video generation tool, ARM-based CPU for data centers, and Google Photos tools for all subscribers – 53:10

  • Working on – 1:00:59

  • Pop culture picks – 1:05:40

Subscribe!

Credits 

Hosts: Cherlynn Low and Devindra Hardawar
Guests: Michael Fisher (MrMobile) and Julian Chokkattu
Producer: Ben Ellman
Music: Dale North and Terrence O'Brien

This article originally appeared on Engadget at https://www.engadget.com/engadget-podcast-humane-ai-pin-review-110052283.html?src=rss

Apple Vision Pro two months later: A telepresence dream

Two months after I started using the Apple Vision Pro, it hasn't transformed the way I live. It hasn't replaced my TV, and it doesn't make me want to give up my powerful desktop or slim laptops. It's just another tool in my gadget arsenal — one I can don to catch up on X-Men '97 in bed, or to help me dive deep into research while I'm away from my office. The Vision Pro becomes normal so quickly, it's almost easy to forget how groundbreaking it actually is. Its screens are still absolutely stunning, and the combination of eye tracking and Apple's gesture controls makes for the most intuitive AR/VR interface I've seen yet.

While the Vision Pro still isn't something most people should consider buying, Apple has thrown out a few bones to early adopters. There are more games popping up on the App Store and Arcade every week, and there are also a handful of 3D films being offered to Apple TV+ subscribers. The addition of Spatial Personas also goes a long way towards making the Vision Pro more of a telepresence machine (more on that below). But we're still waiting for the company to make good on the promise of 180-degree Immersive Video, as well as to let users create higher quality Spatial Videos on iPhones.

Photo by Devindra Hardawar/Engadget

How I use the Apple Vision Pro

Once the pressure of reviewing every aspect of the Vision Pro was over, I started incorporating it into my life like a typical user. (Full disclosure: I returned the unit I originally bought, but Apple sent along a sample for further testing.) Mostly, that means not forcing myself to use the headset for large chunks of the day. Instead, my Vision Pro time is more purpose-driven: I slip it on in the morning and project my MacBook's screen to clear out emails and catch up on Slack conversations, all while a YouTube video is virtually projected on my wall.

In the middle of a work session, or sometimes right before diving into a busy workday, I run through a five- or ten-minute meditation session with the Mindfulness app. I can easily meditate without any headgear, but I've found the app's calm narration and the immersive environment it creates (since it completely blocks out the real world) to be incredibly helpful. It's like having your own yoga teacher on staff, ready to help calm your brain whenever you have a free moment.

I've also learned to appreciate the Vision Pro as a way to expand where I can get work done. As someone who's been primarily working from home since 2009, I learned early on that changing locations was an easy way to keep myself engaged. I try not to write in the same place where I've been checking email in the morning, for example. I normally hop between a PC desktop and large monitor (currently it's Alienware's 32-inch 4K OLED) in my office, and a MacBook Air or Pro for writing around the house. Sometimes I'll go to a nearby park or cafe when I need to zone into a writing assignment for several hours.

Photo by Devindra Hardawar/Engadget

With the Vision Pro, I can actually handle some serious multitasking from my deck or kitchen without being tied to a desktop computer. I've found that useful for covering events to avoid getting stuck inside my basement office (I can have a video streaming on a virtual window, as well as Slack and web browsers open via a projected MacBook). I've juggled conference calls while being sick in bed with the Vision Pro, because it felt more comfortable than staring down at a tiny laptop display.

I still haven’t traveled much with the headset, but I can foresee it being useful the next time I take a weekend trip with my family. Tested's Norman Chan told me he's used the Vision Pro during long flights, where it makes the hours just disappear. I'm still working myself up to that — I'd much rather use a small laptop and headphones on planes, but I can imagine the beauty of watching big-screen movies on the Vision Pro while everyone else is staring at tablets or cramped seat-back displays.

The Vision Pro remains a fantastic way to watch movies or TV shows at home, as well. When I'm too tired to head downstairs after putting my kids to sleep, I sometimes just veg in bed while projecting YouTube videos or anime on the ceiling. That's where I experienced a trippy temporal shift while watching X-Men '97: As soon as its remastered theme song spun up, I was immediately transported back to watching the original show on a 13-inch TV in my childhood bedroom. If I could somehow jump back into the past, Bishop-style, it would be impossible to convince my 10-year-old self that I'd eventually be watching a sequel series in a futuristic headset, projected in a 200-inch window. How far we've come.

Photo by Devindra Hardawar/Engadget

Spatial Personas are a telepresence dream

When Apple first announced the Vision Pro last year, I couldn't help but be creeped out by its Persona avatars. They looked cold and inhuman, the exact sort of thing you'd imagine from soulless digital clones. The visionOS 1.1 update made them a bit less disturbing, but I didn't truly like the avatars until Apple unveiled Spatial Personas last week. Instead of being confined to a window, Spatial Personas hover in your virtual space, allowing you to collaborate with friends as if they were right beside you.

The concept isn't entirely new: I tested Microsoft Mesh a few years ago with a HoloLens 2 headset, which also brought digital avatars right into my home office. But they looked more like basic Miis from the Nintendo Wii than anything realistic. Meta's Horizon Workrooms did something similar in completely virtual spaces, but that's not nearly as impressive as collaborating digitally atop a view of the real world.

Apple's Spatial Personas are far more compelling than Microsoft’s and Meta's efforts because they're seamless to set up — you just have to flip on Spatial mode during a FaceTime chat — and they feel effortlessly organic. During a Spatial Persona call with Norm from Tested, we were conversing as if he was sitting right in front of me in my home theater. We were able to draw and write together in the Freeform app easily — when I stood up and reached out to the drawing board, it was almost as if we were standing beside each other at a real white board.

Photo by Devindra Hardawar/Engadget

SharePlay with Spatial Personas

We were also able to customize our viewing experiences while watching a bit of Star Trek Beyond together using SharePlay in the Vision Pro. Norm chose to watch it in 2D, I watched in 3D, and our progress was synchronized. The experience felt more engrossing than a typical SharePlay experience, since I could just lean over and chat with him instead of typing out a message or saying something over a FaceTime call. I also couldn't help but imagine how easy it would be to record movie commentaries for podcasts using Spatial Personas. (We'd have to use separate microphones and computers, in addition to Vision Pros, but it would make for a more comfortable recording session than following movies on a monitor or TV.)

Our attempts to play games together failed, unfortunately, because we were running slightly different versions of Game Room. We also didn’t have enough time during our session to sync our apps up. I eventually was able to try out Chess and Battleship with other Vision Pro-equipped friends and, once again, it felt like they were actually playing right beside me. (Norm and CNET's Scott Stein also looked like they were having a ball with virtual chess.)

The main stumbling block for Spatial Personas, of course, is that they require a $3,500 headset. Apple is laying the groundwork for truly great telepresence experiences, but it won't matter for most people until they can actually afford a Vision Pro or a cheaper Apple headset down the line.

With Horizon Workrooms, Meta allowed non-VR users to join virtual meetings using Messenger on phones and computers, so that they weren’t left out. Standard FaceTime users can also join Vision Pro chats alongside spatial personas, but they'll be stuck in a window. And unlike Meta's offering, regular users won't be able to see any virtual environments (though you could still collaborate on specific apps like FreeForm). Meta's big advantage over Apple was with capacity: Horizon Workrooms supports up to 16 people in VR, as well as 34 more calling in from other devices. Spatial Persona chats, on the other hand, are limited to five participants.

Apple

No momentum for Immersive Video

Apple's 180-degree Immersive Video format was one of the most impressive aspects of the Vision Pro when I previewed it last year, and the handful of experiences at launch were pretty compelling. But the Immersive Video well has been dry since launch — the only new experience was a five-minute short showing off the 2023 MLS Playoffs, which was mostly disappointing.

While that short had such great resolution and depth that it felt like I was actually on the pitch, the MLS experience is disorienting because it cuts far too often, and with no sense of rhythm. Once you get settled into a scene, perhaps watching someone gear up for a well-placed goal, the camera view changes and you have no idea where you are. It's almost like a five-minute lesson in what not to do with Immersive Video. Hopefully, the MLS has a longer experience in the works.

I'm not expecting a tsunami of Immersive Video content, since the Vision Pro is still an obscenely expensive device meant for developers and professionals, but it would be nice to see more of a push from Apple. The company is teasing another six-minute episode of Prehistoric Planet for later this month, but again that isn't really much. Where are the creators pushing Immersive Video to new heights? While the content is likely hard to work with since it's shot in 3D and 8K, the format could be a perfect way for Apple to extol the virtues of its new chips.

In lieu of more Immersive Videos, I’ve been spending more time re-watching Spatial Videos captured with my iPhone 15 Pro. They still look more realistic than 2D clips, but I’ve grown to dislike the 1080p/30fps limitation. It’s just hard to accept that resolution when I know my phone can also produce crisp 4K and 60fps footage. The $3 app Spatialify helps somewhat by unlocking 1080p/60fps and 4k/30fps spatial video capture, but its footage is also more shaky and buggy than the iPhone’s built-in camera. At this point, I’ll consider using Spatialify if my phone is on a tripod or gimbal, but otherwise I’ll stick with the native camera app.

Photo by Devindra Hardawar/Engadget

What’s next for the Apple Vision Pro

We’ll likely have to wait until Apple’s WWDC 24 event in June before we hear about any more major upgrades for Vision Pro or visionOS. That would be appropriate, since last year’s WWDC was the headset’s big debut (and a hellish day for us trying to cover all the news). Now that the hardware is in the wild, Apple has to convince developers that it’s worth building Vision Pro apps alongside their usual iOS, iPadOS and macOS wares. It’s not just some mythical spatial computing platform anymore, after all.

This article originally appeared on Engadget at https://www.engadget.com/apple-vision-pro-two-months-later-a-telepresence-dream-181550906.html?src=rss

Engadget Podcast: Why pay $10 a month to get away from Google search?

Google has gone from being the go-to search engine to something people are paying to avoid entirely. This week, Cherlynn and Devindra chat with 404 Media co-founder Jason Koebler about his experience moving away from Google and towards Kagi, a $10 a month search engine without ads or data tracking. Funny enough, Kagi is still relying on Google’s index, so it’s a lot like using that site before the onslaught of ads, sponsored posts and AI results. Also, we discuss the company’s lies around Chrome’s incognito mode, as well as the news that it would be deleting user data collected in that mode. (Be sure to check out the 404 Media podcast too!)


Listen below or subscribe on your podcast app of choice. If you've got suggestions or topics you'd like covered on the show, be sure to email us or drop a note in the comments! And be sure to check out our other podcast, Engadget News!

Topics

  • Why Jason Koebler moved from Google to Kagi's paid search engine – 0:45

  • Google says it will destroy data collected from users using Incognito mode – 15:01

  • Gurman report: Apple is working on personal home robots – 24:55

  • Amazon just walked out on its self check-out tech – 30:43

  • FCC set to vote to restore Net Neutrality – 43:00

  • Apple adds Spatial Personas to make the Vision Pro experience less lonely – 45:09

  • Proposed California state law would give tech workers the “right to disconnect” – 47:17

  • Tekken director responds to fighting game fans’ request for a Waffle House stage – 49:57

  • Around Engadget – 51:22

  • Working on – 54:31

  • Pop culture picks – 59:13

Subscribe!

Credits 

Hosts: Cherlynn Low and Devindra Hardawar
Guest: Jason Koebler
Producer: Ben Ellman
Music: Dale North and Terrence O'Brien

This article originally appeared on Engadget at https://www.engadget.com/engadget-podcast-google-search-kagi-incognito-123049753.html?src=rss

Microsoft may have finally made quantum computing useful

The dream of quantum computing has always been exciting: What if we could build a machine working at the quantum level that could tackle complex calculations exponentially faster than a computer limited by classical physics? But despite seeing IBM, Google and others announce iterative quantum computing hardware, they're still not being used for any practical purposes. That might change with today's announcement from Microsoft and Quantinuum, who say they've developed the most error-free quantum computing system yet.

While classical computers and electronics rely on binary bits as their basic unit of information (they can be either on or off), quantum computers work with qubits, which can exist in a superposition of two states at the same time. The trouble with qubits is that they're prone to error, which is the main reason today's quantum computers (known as Noisy Intermediate Scale Quantum [NISQ] computers) are just used for research and experimentation.

Microsoft's solution was to group physical qubits into virtual qubits, which allows it to apply error diagnostics and correction without destroying them, and run it all over Quantinuum's hardware. The result was an error rate that was 800 times better than relying on physical qubits alone. Microsoft claims it was able to run more than 14,000 experiments without any errors.

According to Jason Zander, EVP of Microsoft's Strategic Missions and Technologies division, this achievement could finally bring us to "Level 2 Resilient" quantum computing, which would be reliable enough for practical applications.

"The task at hand for the entire quantum ecosystem is to increase the fidelity of qubits and enable fault-tolerant quantum computing so that we can use a quantum machine to unlock solutions to previously intractable problems," Zander, wrote in a blog post today. "In short, we need to transition to reliable logical qubits — created by combining multiple physical qubits together into logical ones to protect against noise and sustain a long (i.e., resilient) computation. ... By having high-quality hardware components and breakthrough error-handling capabilities designed for that machine, we can get better results than any individual component could give us."

Microsoft

Researchers will be able to get a taste of Microsoft's reliable quantum computing via Azure Quantum Elements in the next few months, where it will be available as a private preview. The goal is to push even further to Level 3 quantum supercomputing, which will theoretically be able to tackle incredibly complex issues like climate change and exotic drug research. It's unclear how long it'll take to actually reach that point, but for now, at least we're moving one step closer towards practical quantum computing.

This article originally appeared on Engadget at https://www.engadget.com/microsoft-may-have-finally-made-quantum-computing-useful-164501302.html?src=rss