Today Microsoft has begun rolling out its Windows 11 2023 update (also know as version 23H2), which adds some minor features on top of Copilot and its other AI-powered apps announced in September. Now, you may be asking yourself, "Didn't Microsoft just release a major Windows 11 update?" And you would be correct. But it turns out that release, which launched on September 26th, was basically just an AI preview meant for last year's Windows 11 22H2 update. Consequently, Copilot didn't actually reach most Windows users over the past few weeks (I eventually got it in a test laptop, but my home desktop is still Copilot-less).
It's fair to be confused, because Microsoft's handling of Copilot has been baffling from the start. We first heard it was arriving as "Windows Copilot" back in May, where it essentially put the AI features we saw on the Edge Copilot and similar tools right into the heart of Windows. Copilot ended up being the star of Microsoft's most recent Surface event, where the actual hardware took second place to the company's AI ambitions.
So if you've been dying to get your hands on Copilot, be sure to start refreshing Windows Update. Additionally, the Windows 11 2023 update transforms the built-in Chat app into Microsoft Teams, which will sit in your task bar by default. You'll also be able to find Windows 11 components under a new "System" label in the Start menu's "All apps" section (something I rarely visit these days). Those System Components will also be under a new page in the Settings app under the System section.
This article originally appeared on Engadget at https://www.engadget.com/microsofts-windows-11-2023-update-rolls-out-bringing-copilot-ai-to-more-users-170049845.html?src=rss
There's nothing truly spooky about Apple's new M3 chips — except, perhaps, for how scared they'll make Intel, AMD and Qualcomm. During its "Scary Fast" Halloween Eve product event (at 8PM Eastern Apple, really?) the company officially debuted its new M3, M3 Pro and M3 Max chips. They'll be featured in the revamped MacBook Pro 14-inch and 16-inch, as well as the 24-inch iMac, which never got an M2 refresh.
Apple is mainly positioning the M3 chips as major upgrades over its M1 hardware — if you bought an M2 system, you're probably not itching for a replacement just yet. The M3's GPU is the biggest leap forward, delivering new features like hardware-accelerated raytracing and mesh shading, which will enable more realistic lighting and better geometry handling. Apple claims the M3's GPU is 1.8 times faster than the M2 and 2.5 times faster than the M1 in "Pro apps" — as usual, the company didn't reveal its testing criteria. You can also expect better power efficiency, as the M3's GPU can hit the M1's performance level while using half the power.
Here's how Apple's new hardware breaks down: The plain M3 features an 8-core CPU (made up of four performance cores and four efficiency cores) and a 10-core GPU. Apple claims it's up to 35 percent faster than the M1, and it can also support up to 24GB of unified RAM. The M3 Pro ups the ante with a 12-core CPU (six performance, six efficiency) and an 18-core GPU. It can squeeze in up to 36GB of memory, and Apple says that it's single-threaded performance is up to 30 percent faster than the M1 Pro.
Apple
And then there's the M3 Max, featuring a 16-core CPU (12 performance, four efficiency, a 40-core GPU and support for up to 128GB of RAM. Apple claims it's up to 80 percent faster than the M1 Max. It also sports two ProRes engines to satisfy even the most demanding video professionals.
The M3 chips are also notable for being the first PC chips built on a 3 nanometer process, rather than the M1 and M2's 5nm process. The increased transistor density helps with power efficiency, as well as providing better overall performance. According to Apple, the M3's performance cores are 15 percent faster than the M2's, while the efficiency cores are 30 percent faster.
Given that Apple just debuted the 3nm A17 Pro for the iPhone 15 and 15 Pro, it's not too surprising that the M3 has been similarly shrunken down. In comparison, AMD debuted its 4nm Ryzen 7040 chip this year, and Intel plans to launch its Core Ultra Meteor Lake laptop chips in December, which is built on the "Intel 4" platform (using a 7nm process). The differences between architectures, some of which rely on newer tech like 3D stacking, makes it difficult to directly compare processing node sizes. But for now, Apple can lord its 3nm figure over the rest of the PC world.
When it comes to other upgrades, Apple says the M3's Neural Engine, which handles AI tasks, is up to 60 percent faster than M1 chips. The M3 also sport a media engine with hardware acceleration for H.264, HEVC, ProRes (both standard and RAW). That engine also finally supports AV1 video decoding, which should make streaming AV1 content more power efficient.
Like most chip makers, it makes sense for Apple to follow up a major release like the M1 with a minor refresh like the M2. The M3 needs to prove itself to be the substantial upgrade over the M1 that Apple claims. And with the addition of ray tracing and better graphics, it may finally make Macs more enticing for developers and gamers alike. (Just in time for major titles like Death Stranding and Resident Evil Village to hit the App Store.)
Follow all of the news from Apple’s "Scary Fast" October event right here.
This article originally appeared on Engadget at https://www.engadget.com/apples-m3-chips-pro-max-003004080.html?src=rss
I've always dreamed of revisiting classic RPGs with my kids — I wanted them to jump across time with me in Chrono Trigger, or pretend to be sky pirates in Skies of Arcadia. It's not that tough to transform a well-told RPG into an interactive storybook for children (though I may have to shield their eyes from the more gruesome bits of Final Fantasy VII). I've been planning my "intro to RPGs" playlist for years, waiting for the moment my daughter Sophia began to look beyond the storytelling stylings of Peppa Pig.
But one night she saw me playing Sea of Stars, the recent Chrono-inspired retro RPG from Sabotage Studio, and she was hooked. I didn't need to entice her like I originally thought. The game's gorgeous 2D pixel art, catchy music (including some tunes from Chrono Trigger composer Yasunori Mitsuda) and epic story were more than enough to captivate her. While I held the Switch, she kept an eye out for enemies and treasure chests, and she stayed engaged with the story as I broke it down for her. She also clapped whenever I hit the action button at just the right time to deliver an extra hit, or to block an enemy's blow (a nifty feature taken from Super Mario RPG).
Sabotage Studio
Sophia loved the two leads — Valere and Zale, who she calls Moon Girl and Sun Boy — and their colorful companions. She teared up when a major character sacrificed themself to defeat the Big Bad (that was a long conversation). And she held tight as we took on the final boss, setting the two leads up for a larger adventure once we defeated them. Now, we're mopping up additional side quests and working towards the "true" ending. Sophia doesn't want to stop until we've seen everything the game has to offer, a sign that she's going to be quite the completionist when she's ready to play on her own.
Don't judge me, but games have become an integral part of my daughter's wind-down time at night. They help her to calm down and relax before bathtime, a sort of pre-storytime before we read some actual books before bed. We're not playing anything fast-paced or loud, and the games offer plenty of teachable moments when it comes to spelling words, counting and complex moral choices. From what I can gather, watching a screen at night (which I keep distant from her and a bit dim) hasn't affected her ability to fall asleep on schedule either. (Yes, I know it's not recommended. I also waited until Sophia was over four years old before we started nightly gaming — I'm sure it would have been more troublesome if I started earlier.)
Before Sea of Stars, we also played around 20 hours ofDave the Diver, another recent release with a glorious pixel art aesthetic. Recently, we've also spent some time with the delightfulSuper Mario Bros. Wonder. But after playing a few levels of that, Sophia almost always wants to play Sea of Stars instead. Now she can tell the difference between a platformer like Mario, a game with a variety of experiences like Dave the Diver and an RPG (she calls them "adventure games," officially settling that debate). I'm sure she'll appreciate the mechanics of other genres more once she learns how to both run and jump at the same time in Mario. For now, she leans towards story.
Sabotage Studio
Once it was clear that Sophia was truly into RPGs as a concept, I introduced her to Chrono Trigger. For whatever reason, Square Enix hasn't re-released it yet on the Switch, and I wanted to play it on a more portable system than the Steam Deck. That left me with the iPhone port of the game, which looks pretty great on my iPhone 15 Pro Max. While there's no option to use the game's original graphics — a perk of the Steam release — the iOS version of Chrono Trigger still has all of the charm and whimsy that made me fall in love with the SNES version. (And as a nice bonus, there's an auto button to speed through minor fights!)
Sophia immediately noticed the many (many!) similarities between Sea of Stars and Chrono Trigger. The overworld map is framed similarly, they both feature some of the best pixel art of their time and they both ultimately weave an epic story. Playing both games back-to-back reveals some of Sea of Star's weaker elements — it takes a while to truly get going and the writing is a bit more simplistic. But it also makes me really want to play a proper Chrono sequel with Sea of Stars' battle system.
Within 15 minutes of starting Chrono Trigger, Sophia and I were thrown back 400 years into the past. We were looking for Marle, the princess-in-hiding, who vanished soon after we found her. Then I had to explain the potential consequences of timeline interference to a 5 year old. And Sophia immediately understood what was happening: We had to save Marle's ancestor before Marle ceased to exist! Just try competing with that, Peppa!
Sabotage Studio
To be clear, this isn't really Sophia's first rodeo with complex storytelling. She's devoured almost all of Miyazaki's films (we're holding off on Princess Mononoke because it may be too scary, and she's probably not ready for the mature exploration of death and art in The Wind Rises), and I've guided her through Avatar: The Last Airbender and The Legend of Korra. So I shouldn't be surprised that she's fully embracing the power of RPGs. After envisioning this moment for years, I’m going to enjoy it while it lasts.
It won’t be too long before she’ll be regaling me with stories of her own RPG adventures. And when she’s ready, I’m going to blow her mind with a one-two punch of Xenogears and Neon Genesis Evangelion. She’ll thank me later.
This article originally appeared on Engadget at https://www.engadget.com/i-taught-my-daughter-to-love-rpgs-by-playing-sea-of-stars-170038097.html?src=rss
When Netflix first unveiled its streaming video service in 2007, it felt like a miracle. Netflix's DVD customers in the US, who were paying between $5.99 to $17.99 a month, instantly had access to 1,000 movies over a web browser. No more waiting for DVDs in the mail, no ads like TV – just hit a button and watch. Instantly! Now that seems like ages ago. Netflix's most premium 4K streaming plan now costs $23 a month, while its standard subscription without ads costs $15.49 a month. (There is a standard plan with ads for $6.99 a month, but that doesn't support offline downloads and also doesn't include some content.)
Netflix has also been cracking down on account sharing recently, which is great for its overall earnings and subscriber count, but bad for anyone trying to save a buck. You'll have to pay an extra $7.99 a month to add more member slots to the standard and premium plans.
And it’s not just Netflix. Over the past year, just about every major streaming service has raised its prices considerably. Apple TV+ is doubling its original price to $10 a month ($99 annually). Disney+ saw a hefty increase as well to $14 a month for its ad-free premium tier. For those who subscribe to multiple services, it's easy to think we're back in the bad old days of cable TV, where we ended up spending gobs of money for hundreds of channels.
But let's not get dramatic. Subscribing to the streaming services you use the most is still far cheaper than going for a typical cable plan. In my area, Comcast's most popular plan with over 125 channels is listed at $60 a month, but the company hides the additional $27.80 broadcast network fee and $13.40 regional sport licensing fee. My actual monthly cost starts at $101.20, and that doesn't include taxes, equipment rental fees (at least $10 a month) and other additions Comcast may coax you into. (Want 300 hours of Cloud DVR? That's another $20 monthly!)
According to the Bureau of Labor Statistics, the average urban consumer spends an eye-watering $575 a month on cable, satellite or live streaming TV service. To be clear, those numbers reflect some customers spending a ton more on sports and other packages compared to others. But still, even the prospect of spending $370 a month on cable (the BLS's consumer average from 2010) feels unfathomable. All of a sudden, Netflix creeping toward $25 doesn't seem so bad — especially since cable customers also have to subscribe to streaming services to see their original shows.
Netflix
While some have argued that streaming price hikes signal the end of the cord-cutting dream, that's far from true. Cable prices were already high a decade ago, and they've risen considerably since then. (Broadcast fees alone were estimated to jump between 8 to 10 percent between 2016 and 2019.) If anything, the case for cord-cutting is even stronger now. With the wealth of content available on streaming services, do you really need to pay hundreds to sit through another HGTV marathon? Especially when you can find some HGTV content on Max, and similar shows on other streamers?
Nobody likes to see their favorite services getting more expensive. You could easily argue that streaming prices hikes fall firmly within Corey Doctorow's concept of internet enshittification, wherein companies provide cheap and useful services to grow their userbase, but inevitably make the experience worse to squeeze out more money and appease their investors. Unless an online service is being run as a non-profit or completely free side project, enshittification seems inevitable.
But it's worth acknowledging why streaming services were so cheap to begin with. Netflix's streaming service was practically an experiment early on — it was rolled into existing subscription plans, and you could only watch up to 18 hours a month. When Netflix launched its standalone streaming subscription in 2010, it was only $7.99 a month — a price that held true until its basic plan jumped a whole dollar in 2019. While the company introduced more expensive standard and premium plans along the way, the entry plan always seemed like a tremendous deal. Who wouldn't want instant access to thousands of movies and TV shows for the price of two coffees?
Like many startups during the 2010s, Netflix continually raised tons of money (around $5 billion) without making enormous profit — or at least, not profit in line with the tens of billions the company has spent on original content over the last decade. Enticing new subscribers and keeping them was far more important to Netflix than actually being a sustainable business. So it wasn't too surprising when other services like HBO Max, Disney+ and Apple TV+ launched with low prices competitive with Netflix.
According to Janko Roettgers, author of the newsletter Lowpass, and a former media and technology reporter at Variety, Netflix had an advantage over the competition because its legacy DVD business could fund its streaming ambitions. Other companies like Disney and Warner Bros. had to decide how streaming fit within their existing TV channels and movie studios.
"Now [Netflix is] making money with streaming across the world, and they're starting to get into gaming," Roettgers noted on the Engadget Podcast this week. "So they're pretty quick at following up. And if you look at some of these legacy media companies, well, they still have linear networks. And those are declining slowly and slowly, and it's taking them a long time to figure out [...] Should we get out of this? How many can we keep running? How many of those do we need to shut down?"
With interest rates on the rise and investors worried about the economy, raising prices was the inevitable next step for every streaming provider. And unfortunately, that trend won't be reversed anytime soon. At best, we can only hope that the threat of losing users and pressure from competition will keep Netflix and others from reaching the dreaded highs of cable.
But don't forget, there's one thing you can do with streaming services that's far more difficult with cable companies: You can cancel and subscribe easily online. You don't need to set aside time and emotional energy to deal with a customer service rep on the phone, or block out a morning for a technician to visit. That potential for churn hangs over every streaming provider. So if their prices get too high, or they're not actually providing enough valuable content to watch, just leave.
Still, it’s worth remembering that access to media is cheaper than ever. You don’t have to worry about spending a ton to rent movies from Blockbuster or your local video store. There aren’t any late fees to worry about. And while I miss the heyday of DVDs, buying just one of those discs could cover a month of service across two streaming services today (sometimes three!).
So sure, it stinks that Netflix is getting more expensive. But, personally, I’d easily take these higher prices over life before the streaming era.
This article originally appeared on Engadget at https://www.engadget.com/is-streaming-video-even-still-worth-it-192651141.html?src=rss
It seems like just about every streaming service has raised their price this year – most recently, Apple TV+, Netflix and Disney+. In this episode, we chat with Janko Roettgers, author of the newsletter Lowpass, about the state of streaming media. Why are these companies pushing their prices up now, and what does that mean for you, the viewer? Does this mean the dream of cord cutting is over? (Spoiler: No, not really.)
Also, we chat about Qualcomm’s latest Snapdragon chips, adult film star Riley Reid’s new AI chatbot, and why Super Mario Wonder is the best 2D Mario game since Super Mario World.
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!
The Bigscreen Beyond is miraculous. I expected the first hardware from Bigscreen, a company known mainly for its VR movie-watching app, to be merely a noble effort. You know, a brave attempt by a newcomer to make a splash in the niche world of VR – something that deserves golf claps and little more. They say hardware is hard for a reason; how can a small software company take on titans like Valve and Meta?
Despite everything stacked against it (and it's not without some freshman stumbles), the Bigscreen Beyond stands out. It's less a headset like the original Oculus Rift, and more akin to an oversized pair of glasses that can still immerse you. Consequently, it's the most comfortable VR solution I've ever tested. It also has some of the sharpest displays I've ever seen, thanks to cutting-edge Micro-OLED panels (Meta, meanwhile, has fallen back on cheaper LCD displays for the Quest 3).
Somehow, a small VR app company built a truly compelling upgrade from the Valve Index, which is still one of the best VR headsets around. That deserves more than just golf claps.
With all that being said, the Bigscreen Beyond also isn't something I can recommend to most people. The average gamer doesn't need a Ferrari, after all. While Meta is aiming for the masses with the $299 Quest 2 and $499 Quest 3, the $999 Bigscreen Beyond is squarely targeted at Valve Index owners and VR enthusiasts who demand more comfort and better screens. It's meant for a niche of the niche. The Beyond is even harder to justify if you're stepping into high-end VR for the first time, since it requires two SteamVR base stations ($300 for a pair) and Valve Index controllers ($279). A $1,578 setup isn't exactly the best introduction to VR.
Nothing about the Beyond is easy. That makes it best suited for people who are already used to the inconveniences and indignities of PC VR. Upon ordering it, you'll need to create a 3D scan of your face via a mobile website. That process took around five minutes for me, but it requires an iPhone – Android users will need to borrow one or sneakily scan their faces at an Apple Store.
Photo by Devindra Hardawar/Engadget
Once your face is scanned, Bigscreen 3D prints an eyepiece cushion that's built specifically for you. That process also determines the interpupillary distance, or IPD for the headset's lenses. Instead of being adjustable like some competitors, Bigscreen has 18 (!) different models of the Beyond to fit IPDs between 55 millimeters and 72mm. The company says being so rigid about IPD sizes allows it to reduce weight – I can only imagine the logistical nightmare that creates. (That extreme customization also means it’ll be tough to share the Beyond with others.)
I'll admit, I was shocked how well it fit the first time I tried the Beyond. It barely felt like I was wearing anything at all, since the weight was evenly distributed across my face. There was no pressure around my eyes, or on the bridge of my nose, issues I've come to expect from heavy VR headsets. There was also no light leakage either, something that can easily kill immersion, and the cushions easily clamp onto the headset using magnets.
Photo by Devindra Hardawar/Engadget
According to Bigscreen founder and CEO Darshan Shankar, the company developed a unique skin-safe foam material for the face cushion. It can be washed with soap and water, making it potentially more sanitary than the sweat-absorbing pads on other headsets. Shankar says he's been using one foam pad for several years, and, surprisingly enough, he doesn't try to protect it while traveling. If you do need a replacement, though, you can order one from Bigscreen for $49.
Given how small it is, the Beyond also doesn't have room to fit glasses like the Quest 3. Instead, prescription glasses wearers will have to order custom lenses from the company. I can't speak about that ordering process much — Bigscreen just shipped me prescription lenses alongside my review unit — but it’ll involve plugging in your prescription alongside your order. (Snagging lenses for the Quest 3 from Zenni Optical is no different than ordering a normal pair of glasses.) The Beyond's lenses magnetically snap onto its displays without any effort, and they're also easy to remove for cleaning.
You can tell that the Bigscreen Beyond isn't like any other VR headset on the market with one glance. Imagine chopping off the top and bottom of the Valve Index, leaving only the displays behind. It looks suitably futuristic, with transparent plastic alongside the front and a few LEDs to let you know when it's powered up. It also weighs just 127 grams (0.28 pounds), slightly more than a deck of playing cards. In comparison, the Valve Index comes in at 1.8 pounds, while the Quest 3 weighs 1.1 pounds. The Beyond ships with a rear head strap, which was tight enough to stay secured on my head, but there's also a top strap in the box for those who need it.
Photo by Devindra Hardawar/Engadget
If you look closely at Bigscreen's promotional photos for the Beyond, you may notice something that's missing: Headphones. It doesn't include any built-in speakers of its own, so you'll have to come up with your own solution. I was able to fit Arctis's Nova Pro headphones on top of the Beyond, but that defeats the purpose of having such a light headset. I eventually paired my AirPod Pros to my Windows PC — something I never do otherwise — and that worked just fine. Bigscreen plans to release a $129 audio strap later this year but, for now, Beyond buyers should plan to have wireless earbuds handy.
So clearly Bigscreen managed to create a unique headset, but how well does it handle VR? Simply put, it's far better than I expected from the company's first stab at hardware. Its Micro-OLED displays are bright and feature far more contrast than the Quest 3's LCD panels. They’re also noticeably sharper than the Index's. The Beyond offers 2,560 by 2,560 pixels per eye, while the Valve headset delivers 1,440 by 1,600 pixels per eye.
That difference was particularly stark while replaying Half-LIfe: Alyx, a game I've already spent dozens of hours immersed in while testing the Index years ago. On the Bigscreen Beyond, it felt more like I was stepping into Alyx's dystopian world. I could barely feel the headset on my face, and everything just looked more realistic. I had a far easier time reading small text on newspapers strewn about the game—something that took a lot of squinting on the Index.
True to Bigscreen's original mission, the Beyond is also a fantastic headset for watching Netflix, YouTube or a handful of 3D films. It's not quite as relaxing as my home theater, since I'm stuck in an office chair tied to my computer, but it's certainly the best PC VR headset I've encountered for watching media. It's tough for me to choose between the Beyond and the Quest 3, though. Bigscreen's headset has far better optics, but I can't lay on the couch or in bed while wearing it. Meta probably wins when it comes to sheer convenience.
As great as the Beyond's screens are, they still occasionally display reflections and artifacts like every other VR headset. Shankar says that's a symptom of the Beyond's pancake lenses — the Quest 3 and Quest Pro also have similar reflections. Older headsets like the Index often exhibited "god rays" in bright scenes, which typically showed up as extra glare. I can live with visual imperfections during genuine VR experiences, but they're distracting while watching movies, which look far more pristine on a big screen TV and home theater projector.
Photo by Devindra Hardawar/Engadget
Ironically enough, Bigscreen managed to create a VR headset that's better at gaming than it is for watching media. But if you're stuck in an apartment without room for a large TV, or you want to recreate the experience of sitting front row in a theater using the Bigscreen app, the Beyond still delivers a decent sense of immersion. It's sort of like going to a theater with a projector on the fritz — you learn to live with it just to see something on an enormous screen.
I'll reiterate: Most people should not buy the Bigscreen Beyond. The Meta Quest 3 is right there! (And the Quest 2 is even cheaper!) But if you're a VR fanatic for something lighter, brighter and sharper than the Valve Index, it's a genuinely compelling upgrade… As long as you don't mind shelling out another $999.
This article originally appeared on Engadget at https://www.engadget.com/bigscreen-beyond-review-gunning-for-vr-throne-valve-index-190004793.html?src=rss
Microsoft's most recent Q1 2024 earnings report continues the company's upward trajectory thanks to the cloud. Microsoft's earnings reached $56.5 billion, up 13 percent from last year! Profits hit $22.3 billion, up 27 percent. Almost every aspect of Microsoft's business is a success — that is, except for its devices, which dropped 22 percent from last year.
That segment, which includes its Surface hardware, HoloLens and accessories, has been in decline over the last two years. It fell from $7.2 billion in revenue in 2020 to $6.5 billion in 2021 and $5.4 billion in 2022. And there doesn't seem to be any sign of that stopping. Ahead of the company's most recent device event in New York City, it was obvious that its Surface PCs were in a rut. The arrival of the Surface Laptop Studio 2 and Surface Laptop Go 3, while welcome, likely won't change that.
It's becoming increasingly clear that the time of the Surface may be over for Microsoft. Panos Panay, the charismatic product lead for those devices, has moved to Amazon. The iconic Surface tablet line hasn't been touched at all this year. Given Microsoft's wildly successful cloud business, as well as its gamble on AI this year, is there any point in duking it out in the PC market?
Between Apple's successful transition towards its own efficient-yet-powerful Arm chips, and more nimble PC makers who can quickly adopt new CPUs and GPUs, there just isn't much room left for Microsoft.
This article originally appeared on Engadget at https://www.engadget.com/microsoft-q1-2024-earnings-212522110.html?src=rss
Also, Deputy Editor Nathan Ingraham discusses why he loves Spider-Man 2 on the PlayStation 5, and we try to make sense of Apple’s new $79 Pencil.
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!
What good are AI-powered processors without apps that take full advantage of them? That seems to be the question Intel has been asking itself lately. The company just announced a new initiative, the AI PC Acceleration Program, which is meant to help developers create new AI-powered features that take advantage of Intel's upcoming Core Ultra mobile chips.
Those processors, which are due to arrived on December 14th, are notable for being the company's first to include a neural processing unit (NPU). Just like how a GPU speeds up gaming tasks, an NPU accelerates AI workloads, like the background blur feature in Windows 11's video chat Studio Effects. An NPU alone won't make people rush out to buy new notebooks, though. What Intel needs are compelling reasons for people to want AI acceleration.
Enter the AI PC Acceleration Program, which so far includes more than 100 software vendors and over 300 AI-powered features, according to Intel. These aren't just no-name developers either: Current participants include Audacity, Adobe, BlackMagic, Webex and Zoom. As part of the program, Intel connects developers with AI toolkits like OpenVINO, design resources, and marketing help. This is uncharted territory for most software makers, after all — Intel's assistance could help them to deliver useful AI features more quickly.
"We at Audacity are thrilled to be partnering with Intel to help bring powerful, open and, most importantly, free AI tools to a mass audience of AI PC users," Martin Keary, Audacity's head of product, said in a statement. "With time, we expect these kinds of initiatives to produce a new kind of creative environment for musicians, podcasters and audiophiles – a worthy successor to the traditional audio tools that have typified the last 20 years."
This isn't the first time Intel has tried to push developers to build new AI features, Robert Hallock, Intel's senior director of client technology and performance marketing, told Engadget. It runs similar initiatives for server and datacenters, which have led to around 1,000 examples of AI-enabled software. Developers will be able to sign up for the AI PC Acceleration Program online, and Intel will then determine there eligibility and the resources they'll require.
Hallock notes that the fruit of Intel's AI push won't just be limited to the company's NPUs either—they should also run on AI hardware from AMD and Intel without much extra effort. Looking ahead, he expects NPUs to be a common component in all PC processors, making them something developers can rely on even more. Developers will still target CPUs for latency-sensitive work, while games and 3D rendering will go straight for GPU power. But the NPU will be the go-to solution for long-running, power-intensive AI tasks because it's far more efficient than GPUs and CPUs.
"In the quest for performance per Watt, having this third accelerator makes a big difference," Hallock said. "It extends battery life, it allows GPU offloads. That's one of the key benefits."
This article originally appeared on Engadget at https://www.engadget.com/intel-ai-pc-acceleration-program-core-ultra-150054881.html?src=rss
We still have months to wait before Dune: Part Two hits theaters, so what better time to reminisce about David Lynch's intriguing adaptation of Frank Herbert's masterpiece? Reviled at the time, Lynch's Dune has now firmly established itself as a cult sci-fi epic, a film with boundless creative energy hampered by studio interference.
In this bonus episode, Devindra chats with film journalist Max Evry, author of A Masterpiece in Disarray: David Lynch's Dune. We explore why he devoted two years of his life towards researching an unloved film, as well as how it's a refreshing departure from the superhero films dominating theaters today.
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!
Credits Host: Devindra Hardawar Guest: Max Evry Music: Dale North
This article originally appeared on Engadget at https://www.engadget.com/engadget-podcast-max-evry-on-his-oral-history-of-david-lynchs-dune-195809003.html?src=rss