Posts with «author_name|jon fingas» label

Instant Pot parent company files for bankruptcy

The Instant Pot has been one of the most important kitchen gadgets of the past decade, but that hasn't prevented financial turmoil at its parent company. Instant Brands has filed for Chapter 11 bankruptcy in the US citing worldwide "macroeconomic and geopolitical challenges" that include higher interest rates and tighter credit. While the company says it endured the pandemic and the ensuing supply chain problems, these latest problems proved to be too much.

Instant Brands still expects to put products on shelves, including Instant Pot as well as sibling brands like Corelle, CorningWare and Pyrex. It also received a promise of $132.5 million in financing to pay creditors while it works through the bankruptcy process. The court still has to approve the financing.

The Instant Pot range first launched in 2010 with a simple strategy: it combined a pressure cooker with many other functions (such as sauté and a steamer) in one device. It's particularly appealing if you want a quick meal that doesn't involve a microwave. Despite a lack of advertising, it developed a cult-like fan base and became synonymous with modern kitchens. That translated to surging demand — the lineup dominated Amazon's Prime Day sales for years starting in 2016.

This isn't the end for Instant Brands. As with other companies' Chapter 11 filings, it's a chance for the firm to get its financial affairs in order and (ideally) ensure its long-term health. However, this is a reminder that success in tech doesn't last forever, even for kitchen hardware.

This article originally appeared on Engadget at https://www.engadget.com/instant-pot-parent-company-files-for-bankruptcy-163652674.html?src=rss

The more powerful 2024 Polestar 2 starts at $49,900

Polestar has outlined pricing for the significantly upgraded 2024 Polestar 2, and it's evident you'll get a lot more value for your money. The electric sedan now starts at a slightly more expensive $49,900 for a rear-wheel drive long range single motor variant that's arguably the more compelling model. It now includes a new 299HP motor (up 68HP from before) while delivering an estimated 320 miles of combined EPA range and faster 205kW charging. A sprint to 60MPH takes 5.9 seconds. Compared to previous front-wheel drive variants, this should be considerably more exciting.

The all-wheel drive long dual motor Polestar 2 starts at $55,300. The rear motor upgrade pushes this to 421HP and a longer 276-mile range with a 4.3-second 0-60MPH dash. You'll have to make do with 'just' 155kW charging, but you also get the previously $3,400 Pilot Pack as standard. That bundle includes a swath of driver assistance features that include adaptive cruise control and emergency stop assist.

All trim levels now come with driver aids for blind spots, cross traffic and parking, as well as 360-degree cameras and auto-dimming side mirrors. The Plus Pack is down to $2,200 ($2,000 less) and includes cold weather upgrades (such as a range-friendly heat pump) as well as Harman Kardon audio and an air quality system. The as yet unpriced Performance Pack adds low-drag Brembo brakes, new alloy wheels, Öhlins adjustable dampers and a 455HP powerplant that takes the car to 60MPH in 4.1 seconds.

Deliveries start in August. The new Polestar 2 qualifies for a $7,500 federal credit on leases. Canadians get a better deal if they're planning to purchase — their single motor edition starts at $54,950 CAD ($41,317 US) and qualifies for a $5,000 CAD federal credit.

The aggressive upgrades aren't surprising. Polestar now faces fiercer competition than it did when the 2 first reached customers, including a lower-priced Tesla Model 3 (currently starting at $40,240). The improved EV may cost more than its most obvious rival, but you're also getting a longer claimed range and more safety features. The performance is roughly on par, too.

This article originally appeared on Engadget at https://www.engadget.com/the-more-powerful-2024-polestar-2-starts-at-49900-151559369.html?src=rss

Paul McCartney is using AI to create a final song for The Beatles

AI-assisted vocals aren't just for bootleg songs. Paul McCartney has revealed to BBC Radio 4 that he's using AI to turn a John Lennon demo into one last song for The Beatles. The technology helped extract Lennon's voice to get a "pure" version that could be mixed into a finished composition. The piece will be released later this year, McCartney says.

McCartney didn't name the song, but it's believed to be "Now and Then," a 1978 love song Lennon put on cassettes meant for the other former Beatle. The Guardian notes the tune was considered for release as a reunion song alongside tracks that did make the cut, such as "Free As A Bird," but there wasn't much to it — just a chorus, a crude backing track and the lightest of verses. The Beatles rejected it after George Harrison thought it was bad, and the electrical buzz from Lennon's apartment didn't help matters.

The inspiration for the revival came from dialog editor Emile de la Rey's work on the Peter Jackson documentary Get Back, where AI separated the Beatles' voices from instruments and other sounds. The tech provides "some sort of leeway" for producing songs, McCartney adds.

To date, music labels typically haven't been fond of AI due to copyright clashes. Creators have used algorithms to have famous artists "sing" songs they never actually produced, such as a recently pulled fantasy collaboration between Drake and The Weeknd. This, however, is different — McCartney is using AI to salvage a track that otherwise wouldn't have reached the public. It won't be surprising if other artists use the technique to recover work that would otherwise sit in an archive.

This article originally appeared on Engadget at https://www.engadget.com/paul-mccartney-is-using-ai-to-create-a-final-song-for-the-beatles-133839244.html?src=rss

Nothing will reveal the Phone 2 on July 11th

After months of teases, Nothing is finally ready to show its second smartphone to the world. The company will hold a Nothing Phone 2 launch event on July 11th at 11AM Eastern, with a livestream available through the official website. The preview image doesn't show much, although we'd note that the signature Glyph lights aren't quite the same as on the Phone 1.

The Phone 2 may be more important than its predecessor for one main reason: it's the first Nothing handset coming to the US. Until now, you've had to either participate in a limited beta program or take a chance on an import. If you've made that leap, you've dealt with gaps in network coverage (such as missing 5G) and no real technical support. An official US release should improve wireless support and reach a wider audience, especially if carriers sell the phone themselves.

Nothing founder Carl Pei has described the Phone 2 as a more premium device than last year's model, which shipped with a Snapdragon 778G+ chip and other mostly mid-range specs. The company has already confirmed it will use the slightly old (but noticeably faster) Snapdragon 8+ Gen 1. That will also deliver improved camera performance, such as RAW HDR photos and 4K video at 60 frames per second. It's not certain if there are upgrades to the cameras themselves or other key components.

Software may also play an important role. Inverseclaims Nothing OS will be more "distinct" on the Phone 2, with a more polished experience developed in-house rather than outsourced. The phone maker reportedly has a much larger software team that now includes multiple veterans from OnePlus, Pei's former outfit.

Whether or not Nothing makes a significant dent in the US market is another matter. Apple and Samsung dominate the American phone landscape, with even well-known names like Google and Motorola trailing well behind. OnePlus hasn't made significant inroads despite the backing of Chinese tech giant Oppo. The Phone 2 won't necessarily need to be a huge hit to succeed, but Nothing is facing rivals with many more resources at their disposal.

This article originally appeared on Engadget at https://www.engadget.com/nothing-will-reveal-the-phone-2-on-july-11th-120031997.html?src=rss

'The Crew Motorfest' brings open-world racing to Hawaii on September 14th

Ubisoft's main answer to the Forza Horizon series is coming soon. The publisher has revealed that The Crew Motorfest will be available for PC, PS4, PS5, Xbox One and Xbox Series X/S. It's a sequel to 2018's The Crew 2, but there are some clear changes to the gameplay in this third title.

Rather than spanning the entire US, The Crew Motorfest will center on a downscaled version of the Hawaiian island of O'ahu, where you'll compete in a Forza-style racing festival with a variety of on- and off-road events that include street races and beach adventures. The eclectic choice of cars is also a highlight — you can drive everything from the classic VW Microbus through to the Hummer EV and Lamborghini Revuelto.

Motorfest has some pedigree behind it. Some of the developers at Ubisoft Ivory Tower also have experience from the first two Test Drive Unlimited games. While a lot of time has elapsed since the 2011 release of Test Drive Unlimited 2, fans of that series might see this as an unofficial sequel.

Catch up on all of the news from Summer Game Fest right here!

This article originally appeared on Engadget at https://www.engadget.com/the-crew-motorfest-brings-open-world-racing-to-hawaii-on-september-14th-182256390.html?src=rss

FTC expected to file injunction to block Microsoft's purchase of Activision Blizzard

The Federal Trade Commission (FTC) is already suing to block Microsoft's acquisition of Activsion Blizzard, but now it's reportedly taking steps to halt the deal before the July 18th deadline for the merger. A CNBCsource claims the FTC is poised to file for an injunction that would prevent the merger from closing as scheduled.

We've asked the FTC and Microsoft for comment. Microsoft tells CNBC the injunction will put the case in front of a federal judge sooner. In previous statements, Microsoft has downplayed the deal and claims that Activision Blizzard doesn't have "must have" games. It even suggests Sony has higher-quality exclusives. The FTC, however, notes that Activision is one of just a few giant game publishers that publish major titles across platforms.

The lawsuit is going before the FTC's own administrative law judge in August. That official will make a decision that can appeal to the Commission for a vote. If the agency votes against the merger, Microsoft can appeal to a federal court to challenge the outcome.

The reported injunction comes weeks after the UK's Competition and Markets Authority said it would block the $68.7 billion purchase. The regulator is concerned Microsoft may buy its way into a monopoly of the young cloud gaming space, giving it up to 70 percent market share. Microsoft has tried to assuage those fears by striking deals with game streaming providers to put titles on their services. The tech giant has also tried to address fears of a Call of Duty Xbox exclusive by promising multi-platform releases for a decade.

This is a developing story. Please check back for updates.

This article originally appeared on Engadget at https://www.engadget.com/ftc-expected-to-file-injunction-to-block-microsofts-purchase-of-activision-blizzard-165738788.html?src=rss

Google, OpenAI will share AI models with the UK government

The UK's AI oversight will include chances to directly study some companies' technology. In a speech at London Tech Week, Prime Minister Rishi Sunak revealed that Google DeepMind, OpenAI and Anthropic have pledged to provide "early or priority access" to AI models for the sake of research and safety. This will ideally improve inspections of these models and help the government recognize the "opportunities and risks," Sunak says.

It's not clear just what data the tech firms will share with the UK government. We've asked Google, OpenAI and Anthropic for comment.

The announcement comes weeks after officials said they would conduct an initial assessment of AI model accountability, safety, transparency and other ethical concerns. The country's Competition and Markets Authority is expected to play a key role. The UK has also committed to spending an initial £100 million (about $125.5 million) to create a Foundation Model Taskforce that will develop "sovereign" AI meant to grow the British economy while minimizing ethical and technical problems.

Industry leaders and experts have called for a temporary halt to AI development over worries creators are pressing forward without enough consideration for safety. Generative AI models like OpenAI's GPT-4 and Anthropic's Claude have been praised for their potential, but have also raised concerns about inaccuracies, misinformation and abuses like cheating. The UK's move theoretically limits these issues and catches problematic models before they've done much damage.

This doesn't necessarily give the UK complete access to these models and the underlying code. Likewise, there are no guarantees the government will catch every major issue. The access may provide relevant insights, though. If nothing else, the effort promises increased transparency for AI at a time when the long-term impact of these systems isn't entirely clear.

This article originally appeared on Engadget at https://www.engadget.com/google-openai-will-share-ai-models-with-the-uk-government-134318263.html?src=rss

Toyota unveils a hydrogen race car concept built for Le Mans 24 Hours

Modern electric vehicles aren't very practical for endurance races due to the long charging times, but Toyota may have an alternative. Its Gazoo Racing unit has unveiled a GR H2 Racing Concept that's designed to compete in the Le Mans 24 Hours race's new hydrogen car category. The automaker isn't divulging specs, but the appeal is clear: this is an emissions-free car that can spend more time racing and less time topping up.

Toyota doesn't say if or when a race-ready GR H2 will hit the track. The machine is built for "future competition," the brand says. Don't be surprised if Toyota refines the concept before bringing it to a Le Mans race.

The company is no stranger to low- and zero-emissions motorsports. The brand has been racing a hydrogen engine Corolla in Japan's Super Taikyu Series since 2021, and its GR010 hybrid hypercar took the top two overall podium spots at last year's Le Mans. A purpose-built hydrogen car like the GR H2 is really an extension of the company's strategy.

The announcement comes at a delicate moment for Toyota. The make is shifting its focus to EVs after years of resisting the segment in favor of hybrids and hydrogen cars. At the same time, new CEO Koji Sato wants to be sure hydrogen remains a "viable option." The GR H2 may be a hint as to how Toyota tackles this dilemma: it can keep using hydrogen in categories where fast stops are important, such as racing and trucking, while courting a passenger car market that insists on EVs like the bZ4X and Lexus RZ.

This article originally appeared on Engadget at https://www.engadget.com/toyota-unveils-a-hydrogen-race-car-concept-built-for-le-mans-24-hours-182939823.html?src=rss

'Baby Steps' is the 3D 'QWOP' we've all been waiting for

Do you miss the days of playing QWOP, where merely moving forward felt like a massive achievement? They're finally back. QWOP creator Bennett Foddy, Ape Out's Gabe Cuzzillo and Maxi Boch have unveiledBaby Steps, effectively a 3D update to the classic limb controlling game. You play the couch potato Nate as he's whisked away to a mountain and forced to re-learn walking as he aims to "find meaning in a wasted life." As you might guess, that's not easy when you might fall off a cliff with one wrong footstep.

The game is just as irreverent as you'd expect from people like Foddy, who's also responsible for cult hits like Ape Out, VVVVVV and Getting Over It. You have to awkwardly explain yourself after you've knocked over a cairn, or suffer the stare of a donkey as you slide down a hill. The production values have certainly increased compared to past titles — Baby Steps has an ever-changing soundtrack constructed from 420 beats and vibes (nice) as well as a "fully dynamic onesie soilage system."

Devolver will release Baby Steps sometime in 2024 for PC and PlayStation 5. This isn't going to be a triple-A blockbuster game, but the looks may be deceiving. After all, Getting Over It had a surprisingly thoughtful discussion of failure as you inevitably tumbled off ledges. Even at this early stage, the new game is a not-so-subtle commentary on people who spend more time watching others' adventures than living their own.

Catch up on all of the news from Summer Game Fest right here!

This article originally appeared on Engadget at https://www.engadget.com/baby-steps-is-the-3d-qwop-weve-all-been-waiting-for-130829279.html?src=rss

Apple’s pitch for the Vision Pro couldn’t be more different than the Meta Quest

It’s easy to groan when Apple describes the Vision Pro as a “spatial computer.” Isn’t it just a high-end mixed reality headset? To a degree, yes. You can play games, create content and be productive on a much cheaper device like the $299 Meta Quest 2. And if you’re a professional who needs to get serious work done, wearables like the Quest Pro and Microsoft’s HoloLens 2 can already handle some of those duties. There’s not much point to buying Apple’s offering if you just want a refinement of the status quo.

However, it would be wrong to say that the Vision Pro is just a faster, prettier version of what you’ve seen before. In many ways, Apple’s headset concept is the polar opposite of Meta’s — it’s building a general computing platform that encompasses many experiences, where Meta mostly sees its hardware as a vehicle for the metaverse. And Microsoft’s HoloLens is courting a completely different audience with different needs. So, Apple already stands out from the herd simply by embracing a different mixed reality philosophy.

Software: A complete platform

Apple

The mixed reality headsets you’ve seen to date, including Meta’s, have typically centered around hop in, hop out experiences. That is, you don the headgear to accomplish one thing and leave as soon as it’s done. You’ll strap in to play a round of Beat Saber, meet your friends in Horizon Worlds or preview your company’s latest product design, but switch to your computer or phone for almost everything else.

That’s fine in many cases. You probably don’t want to play VR games for long periods, and you might rarely need an AR collaboration tool. But that also limits the incentive to buy a headset if it’s not for general use. And while Meta envisions Quest users spending much of their time in the metaverse, it hasn’t made a compelling argument for the concept. It’s still a novelty you enjoy for short stints before you return to Facebook or Instagram. You may come for a virtual party or meeting, but you’re not going to hang out for much longer. And that’s backed up by data: The Wall Street Journalreported last fall that most Horizon Worlds users don’t come back at all after the first month, and only nine percent of worlds have ever had more than 50 visitors.

The interface is barebones, too. While there’s a degree of multitasking, Meta’s front-end is largely designed to run one app at a time. There’s not much flexibility for positioning and resizing your apps, and you can’t really run 2D and 3D programs side-by-side. This helps make the most of modest hardware (more on that later), but you aren’t about to replace an office PC with a Quest Pro.

Meanwhile, Apple’s VisionOS is precisely what it sounds like: a general-purpose operating system. It’s clearly designed for running multiple apps at once, with a sophisticated virtual desktop that can juggle 2D and 3D software placed throughout your physical space. It includes familiar apps like the Safari web browser, and it can run hundreds of thousands of iPad and iPhone titles. That’s critical — even if you rarely need mixed reality apps, you can still take advantage of a vast software library without connecting to a computer. Meta has just over 1,000 apps in its store, and while all of those are designed with headsets in mind, they just won’t cover as many use cases.

Even at this early stage, the Vision Pro offers a greater breadth of possibilities. Yes, you can watch videos, make video calls or access your computer like you would on other headsets, but you also have enhanced versions of key apps from your phone or tablet, like Messages and Photos. You can play conventional video games on a virtual display. And since you have an extra-sharp view of the outside world, it’s easier to interact with others than it has been with past wearables — during the keynote, Apple showed people talking to coworkers and friends. My colleague Devindra says the Vision Pro interface is Minority Report-like in its sheer power and ease of use, and that’s no small compliment given how that movie’s portrayal of holographic computing is considered a Holy Grail.

And before you ask: While Microsoft’s HoloLens could easily be seen as the parent of Vision Pro-style spatial computing, Apple isn’t just following the lead. Aging hardware notwithstanding (HoloLens 2 has been around since 2019), Microsoft’s headset and interface are aimed primarily at business customers who need specialized mixed reality apps and only occasionally dip into semi-conventional software like Teams. Apple’s platform is simply more comprehensive. It’s meant to be used by everyone, even if the initial device is best-suited to developers and pros.

Hardware: A computer on your head

Photo by Devindra Hardawar/Engadget

The technology in mixed reality headsets like Meta’s Quest line is frequently optimized for battery life and light weight at the expense of performance. Their mobile-oriented chips aren’t usually powerful enough to handle multiple demanding apps or render photorealistic visuals, and even the Quest Pro’s Snapdragon XR2+ chip has its roots in the 865 that powered the three-year-old Galaxy S20. There are advantages to this (you wouldn’t want a heavy headset during a Supernatural workout), but there’s also no question that Meta, HTC and others are making deliberate tradeoffs.

If Meta’s mixed reality proposition revolves around lean, focused headsets that get you into the metaverse, Apple’s Vision Pro is a do-it-all machine. The M2 inside is a laptop-class chip that can easily run multiple apps at once with rich graphics, and the 4K per eye resolution ensures you won’t have to squint at a web browser or spreadsheet on a virtual desktop. It’s also one of the few headsets that can capture 3D photos and videos, although that’s admittedly a novelty at the moment.

Apple is also taking a very different approach to input than Meta, or even Microsoft. While eye and hand tracking aren’t new, Apple is relying on them exclusively for navigating the general interface. You only want to use physical controllers if you’re playing conventional games or prefer the speed of typing on a real keyboard. And unlike HoloLens, you don’t need to point or otherwise make conspicuous gestures. You just look at what you want and pinch your fingers to manipulate it, even if your hands are on your lap. The Vision Pro is meant to be intuitive and comfortable for extended periods, like a computer, even if that means giving up the conveniences of buttons and triggers.

A new strategy doesn’t solve everything, but it might help

Apple

This isn’t to say that Apple has addressed all of mixed reality’s problems just by taking a different approach. Headsets still create solitary, isolating experiences. While you could more realistically wear a Vision Pro all day than a Quest Pro due to the stronger app selection and higher-resolution display, you’re still putting a screen between yourself and the outside world. It’s heavier than you might like. Apple also hasn’t solved the too-short battery life that’s common in this category, so you won’t be free to roam during the workday.

The $3,499 price underscores one of the biggest challenges: It’s difficult to make technology that lives up to the promises of mixed reality while remaining accessible to everyday users. Apple may have found a way to put a fast, easy-to-use computer on your head, but it hasn’t figured out how to make that computer affordable. It’s a much riskier strategy than Meta’s in that regard. Meta is undoubtedly cost-conscious (it even dropped the Quest Pro’s price to $999), and is gradually upgrading its hardware to make mixed reality more viable at a given price. See the $499 Quest 3’s pass-through cameras as an example. Apple, meanwhile, is betting that it’s more important to nail the execution first and think about affordability later.

Is Apple’s overall strategy better? Not necessarily. Meta may be struggling to popularize the metaverse, but it’s still the current frontrunner in mixed reality hardware for a reason: It offers well-made, reasonably priced headsets with enough useful apps to appeal to enthusiasts. As alluring as Apple’s spatial computing debut might be, it’s also untested. There’s no guarantee people will take a chance on the Vision Pro, even if rumors of an eventual lower-cost model prove true.

With that said, Apple’s different direction is notable. Mixed reality is still a niche industry, even as much as Meta and other companies have done to expand its appeal. Even if Apple fails with the Vision Pro, it will at least show more of what’s possible and provide lessons that could improve the technology at large.

This article originally appeared on Engadget at https://www.engadget.com/apples-pitch-for-the-vision-pro-couldnt-be-more-different-than-the-meta-quest-120001109.html?src=rss