Sling TV is raising its monthly subscription prices for the fourth time in the last five years, the company announced in a blog post seen by The Verge. Both the Sling Orange and Sling Blue packages are going up by $5, from $35 to $40, while the all-inclusive package with both Orange and Blue is going up by $5 as well to $55.
Sling TV President Gary Schanman said the company made the hike because the "price of programming continues to rise," while noting that it hadn't raised prices in "nearly two years." The move happens less than a month after Disney went dark on Sling TV for two days, with the streaming service saying that Disney wanted $1 billion more to extend its carriage contract.
Sling TV launched in 2015 at a $20 per month price tag, but that price has gradually gone up and now sits at double the original rate. It's still one of the cheaper live TV streaming options, though, as YouTube TV costs $65 per month (up nearly double its original $35 price), and DirecTV runs $70, minimum.
Schanman said that Sling TV has new features coming down the road, "including plans to add 150-plus new channels through 2023, new user profiles for your household and auto binge watching capabilities."
Apple's Beats Fit Pro wireless earbuds are a good alternative to AirPods, as they offer the same features like ANC and spatial audio, but offer a better fit. If the $200 price has given you pause, you can now pick up a pair at Woot for $145 (28 percent off) — the lowest price we've seen to date.
The Beats Fit Pro scored an excellent 87 in our Engadget review for their excellent ANC performance, good sound quality and comfort. For the latter, the "fit wing" tip can bend to a wide range of ear shapes while keeping the buds firmly in place. They also offer physical buttons to answer calls, control volume, play/pause music and skip tracks.
The sound quality is "balanced and powerful" with punchy bass as you'd expect with Beats earphones, while also offering great clarity. They support Apple's spatial audio, giving you the ability to listen to Dolby Atmos Music content in Apple Music, or TV/movies on Apple TV. They also have Adaptive EQ that adjusts low- and mid-range frequencies depending on ambient sound to keep audio quality consistent. The ANC is powered by Apple's H1 chip and does a good job of blocking distractions.
We last saw them on sale for $160 during Amazon Prime days in October, so this deal will save you even more. Bear in mind that while Woot is owned by Amazon, it doesn't have the same return policy.
T-Mobile may be joining rivals Verizon and AT&T by introducing an $35 charge for all new postpaid activations and upgrades, according to The T-Mo Report and some Redditors. According to T-Mobile internal documents, it's introducing a "Device Connection Charge" for "all activations and upgrades for mobile, Beyond the Smartphone and broadband devices."
Before, the Uncarrier charged activation fees only if you received in-store customer support for new activations, with online orders exempt. Now, all new postpaid activations are charged, whether or not you were assisted. This includes updating to a new device, adding a Bring-Your-Own-Device line, or ordering a Home Internet line, according to The T-Mo Report.
T-Mobile has always tried to separate itself from regular telecoms, but charging customers for essentially nothing doesn't sound very Uncarrier-like, if the reports are accurate. And you can't take your business to Sprint, as it no longer exists thanks to its merger with T-Mobile. When that deal was finalized, T-Mobile said things would be "better for customers," but constant activation charges would definitely not be better.
Worse, it appears to be justifying the new fee in a dubious way, saying it's "simplifying" the system to bring a "more consistent and straightforward experience for customers." In other words, you'll no longer need to wonder if you'll get soaked for the charge or not — you definitely will. Engadget has reached out to T-Mobile to confirm the report's accuracy.
Just two years after the launch of the original EOS R6, Canon has unveiled its successor, the $2,500 EOS R6 Mark II. It brings a number of key improvements, like a higher-resolution 24.2-megapixel sensor and faster shooting speeds. Most importantly, Canon has significantly reduced the previous model’s issues with overheating.
The EOS R6 was the best camera in this important price range when it launched, thanks to the speed, powerful video features and excellent Dual Pixel hybrid autofocus. However, once Sony’s $2,500 A7 IV came along with comparable abilities, more resolution and no overheating problems, the R6 lost that particular crown.
At a preview event in San Diego, Canon let me shoot with R6 Mark II prototypes for a couple of days in a variety of sports situations. As it’s not a production model and still had a few bugs, this isn’t a final review – but it gave us a chance to share some early impressions.
Body and handling
The EOS R6 II isn’t just a slightly updated ‘A’ version of the original. It has significant physical and performance changes, starting with the new 24.2-megapixel sensor. It’s not, as rumors suggested, the stacked backside-illuminated (BSI) sensor from the EOS R3; there’s a reason that model costs so much. But it does offer some benefits over the 20-megapixel chip on the R6.
Canon promises improved image quality beyond just the extra megapixels, thanks to the updated image processing. It also offers improved low-light sensitivity despite the slightly smaller pixels. And Canon says that rolling shutter is reduced over the R6.
The R6 features some changes on the outside as well. The power/lock/off switch is now positioned at the right where it’s easier to access yet harder to hit by accident. It also has a new video/photo mode switch that keeps those functions, and all their settings, separate. Flipping it also changes the menus, and Canon has introduced a convenient video-specific Q menu.
Steve Dent/Engadget
Otherwise, it's roughly the same weight and size as the R6, and has an identical grip, menus, control layout and handling. It also uses its predecessor's, nice flip-out display for vlogging or selfies, dual UHS II card slots and 3.67-million-dot electronic viewfinder. And, of course, it comes with microphone and headphone ports, along with a USB-C socket and (unfortunately) a microHDMI jack. It has a new in-body stabilization (IBS) system, but it offers the same 8 stops of shake reduction as the EOS R6.
The battery is identical, too, but Canon has boosted efficiency, from 510 shots max on the R6 to 760 on the R6 Mark II. In one day, I shot over 2,000 photos without changing the battery, mostly using the mechanical shutter – quite impressive.
Performance and image quality
Mechanical shutter bursts speeds are unchanged at 12fps (RAW, full-frame), which is good considering the extra resolution. However, you can now fire RAW shots in silent mode at an exuberant 40 fps. What’s more, the R6 II now comes with a pre-shooting option (RAW burst) that captures RAW files for a half second before you push the shutter. That lets you catch a moment even if you react slowly, albeit at the expense of some battery life. When trying the feature, I found that it perhaps let me capture a few shots (out of thousands) that I might’ve missed otherwise.
Steve Dent/Engadget
Those speeds are superb, but if photos are marred by excessive rolling shutter (hello Sony), they aren’t that useful. Luckily, rolling shutter is present but better controlled than on the R6, and much less severe than I saw on the A7 IV. It can take a fairly large number of shots (about 70-75 uncompressed RAW files, or 140 compressed RAWs) before the buffer fills, and it resets fairly quickly with fast UHS-II V90 cards. Still, it would have been nice to see a CFexpress slot for faster shooting and better quality video files.
The autofocus on the R6 II is more advanced than any Canon model to date, including the R3, the company says. It now handles people, animals and vehicles, including motorcycles, cars, trains and horses. And it now has an auto-select option that lets the AI decide what to track, which should be a requirement on every mirrorless camera.
The AI smoothly tracked my subject’s eyes, but it occasionally got lost and wasn’t quite up to Sony’s high standards. In regular spot continuous mode (no AI), the autofocus seemed as accurate as the R6, nailing shots in most circumstances. It was occasionally confused by the background or close subjects, but again, this was a prototype unit; these issues could be improved by the December release date.
Image quality is also hard to judge at this point, as RAW files aren’t yet ready to be seen. But JPEG files looked great, with usual Canon-like warm skin tones and accurate hues. Low-light capability was surprisingly solid, with noise well-controlled at ISO 6400 and even beyond.
Video
My biggest issue with the original EOS R6 was video, and specifically the overheating issues. That model could only shoot 4K 60p for 30 minutes, and only for another 10 minutes or so after it cooled enough to shoot again. Suffice to say, that’s a serious problem for professional shooters.
Those issues are effectively gone, and Canon also removed the 30-minute time limit for recording. You can now shoot 4K 60p uncropped for 40 minutes and it can normally go well beyond that. Cropped 4K 60p has a 50 minute limit, and supersampled 4K 30p has no limitations.
Steve Dent/Engadget
It also has better video specs overall. Internally, you can shoot 4K 60 fps supersampled from a 5.1K portion of the sensor (or the full sensor width with some pixel binning). 4K at 30 fps is supersampled from 6K using the full sensor width. And it now supports 180 fps for 1080p, up from 120 fps before. Capture files are still limited to MP4 and Quicktime with no ProRes internally – likely a limitation of the UHS II cards. Like photos, there's a no pre-shooting option that captures 3 or 5 seconds of video in a loop before you push the record button.
Additionally, the camera supports 10-bit 4K video and increased dynamic range with either HDR PQ or CLog3. And you can even shoot 6K RAW to an external Atomos recorder, though that feature wasn’t ready yet for testing.
As with photos, AF for video tracks humans, animals and vehicles. In my limited testing, it performed well, only occasionally focusing on the background. So far, subject tracking isn’t quite as reliable as I saw on the A7 IV, but again, it may improve with some firmware or other tweaks.
Video was sharp and I didn’t run into any overheating issues in San Diego, where temperatures hit about 80 degrees in the sun. 1080p 180p video seems a bit soft, as it’s captured with some pixel binning, and cropped 4K also lacked sharpness compared to full-frame 4K. I was happy with the colors, and low-light video capability was good to excellent.
Wrap-up
Steve Dent/Engadget
By minimizing heat issues, the R6 II is already a big improvement over the original R6. But it also looks like a better camera for photography thanks to the higher resolution, faster speeds and improved image quality – with no stacked sensor required.
Canon’s entire RF ecosystem keeps getting better, too. Its latest lens is the impressive 135mm f/1.8, joining 26 other full-frame prime and zoom lenses. So, this system has become surprisingly mature, considering it only launched four years ago. I can’t give you a final evaluation for key features like image quality and autofocus, as it’s still in the prototype stage. However, we expect to revisit the Canon EOS R6 Mark II in the form of a full review once it launches in December.
In its latest earnings drop, Sony said it sold 3.3 million PlayStation 5s this quarter, matching exactly what it did last year and bringing total units sold since launch to 25 million. Its numbers this quarter are far short of what it needs to hit the 18 million PS5 sales target for fiscal year 2022, though. Sales halfway through the fiscal year (ending March 31st) are now at 5.7 million, which is also nearly the same as 2021 at this point (5.6 million).
Despite the equal number of PS5s sold, revenue was up significantly over last year (12 percent) to 727 billion yen ($4.92 billion), thanks in part to a PS5 price increase earlier this year. However, profit was down by 49 percent due to the company's recent acquisition of Bungie, along with game developer cost increases.
Sony sold 11.5 million consoles last year, so it's a good bet that 2022 sales will be about the same . However, a lot depends on holiday sales and whether it can keep production up with demand. That's a problem that has plagued the PS5 since it arrived, due to the pandemic and other issues. In May, Sony said that it will finally be able to ramp up production to meet PS5 demand as supply chain issues ease. While it hasn't given any numbers in that regard, anecdotally it appears that the console has been easier to find in recent months.
Meanwhile, software sales fell to 62.5 million units from 76.4 million this time last year. Digital downloads accounted for 63 percent of that, up slightly from last year. PlayStation Plus subscriber numbers declined for the second consecutive quarter.
Sony has revised its revenue projection for next quarter downward to due an expected drop in first-party game sales. However, it's bullish on the next fiscal year, aiming to ship 23 million PS5 units in that time. Interestingly, it also still expects to 18 million units by the end of the fiscal year (March 2023), so it may still have something up its sleeve.
Earlier this year, Sony PlayStation boss Jim Ryan said that Microsoft's promise to support Call of Duty on PlayStation for three more years was "inadequate on many levels." Now in comments to the gaming podcast SameBrain, Xbox chief Phil Spencer appears to have extended that timeframe to forever, or at least as long as PlayStation exists as a platform.
"We're not taking Call of Duty from PlayStation," he said. "Our intent is not to do that, and as long as there's a PlayStation out there to ship to, our intent is that we'd continue to ship Call of Duty on PlayStation, similar to what we've done with Minecraft since we've owned that.
"We've expanded the places where people can play Minecraft, we haven't reduced the places, and it's been good. It's been good for the Minecraft community—my opinion—and I want to do the same as we think about where Call of Duty can go over the years."
Spencer made the comments just as the UK's Competition and Markets Authority (CMA) has launched a "Phase 2 investigation" into Microsoft's proposed $69 billion acquisition of Activision. One specific reason cited is concern that Microsoft could restrict Call of Duty from PlayStation consoles. In response, Microsoft accused the UK regulator of specifically adopting Sony's complaints in its initial probe. Despite that, Spencer said Microsoft is confident that the deal will be approved by the end of its fiscal year in June 2023.
Use of live facial recognition (LFR) by UK police forces "fail[s] to meet the minimum ethical and legal standards," according to a study from the University of Cambridge. After analyzing LFR use by the Metropolitan (Met) and South Wales police, researchers concluded that the technology should be banned for use in "all public spaces."
LFR pairs faces captured by security cameras to database photos to find matches. China and other non-democratic regimes have used the technology to as part of their state surveillance tools.
UK police have been testing its use in multiple situations to fight crime and terrorism. In two cases, LFR was used by MET and South Wales police to scan crowds and compare faces to those on a criminal “watch list." In another, officers used FRT smartphone apps to scan crowds and identify "wanted individuals in real time," according to the paper.
In those cases, the team found that police "kept from view" information about how they use the data and information about demographics. That has in turn made it difficult to determine whether the tools are promoting racial profiling, while raising questions about accountability. "Police forces are not necessarily answerable or held responsible for harms caused by facial recognition technology," said lead author Evani Radiya-Dixit.
The Met has claimed that the latest algorithms have improved LRF accuracy, with false alerts less than .08 percent, according to The Guardian. They boasted of a 70 percent success rate up to 2020, but an expert from the University of Essex hired by the police force found it was actually just 19 percent. "That the court of appeal explicitly stated in 2020 that South Wales police use of this technology was 'unlawful' makes it difficult to argue this technology should be used," he said.
However, the Met said its work was supported by law. "LFR is regulated by a number of sources of law. These sources of law combine to provide a multilayered legal structure to use, regulate and oversee the use of LFR by law enforcement bodies," it told The Guardian. UK's parliament has yet to weigh in, even though it's created legislation around internet privacy.
With Elon Musk in charge, Twitter is planning to boost the price of its Blue subscription plan from $5 to $20 per month and make it mandatory for verified users, according to Platformer's Casey Newton and The Verge. If it launches the plan, verified users (celebrities, politicians, journalists, etc.) will have to sign up to the service within 90 days or they'll lose the blue check mark. And employees working on the project have reportedly been told they'll be fired unless they implement the changes by November 7th.
Twitter launched Blue late last year in the US for $3 per month, but boosted the price in July to $5. It offers subscribers features like top articles, custom icons and, most recently, the ability to edit tweets. The company hasn't revealed subscriber numbers, revenue or other details for Twitter Blue, but the vast majority of its revenue (89 percent) comes from advertising, according to Investopedia.
Musk telegraphed the move yesterday, tweeting that "the whole verification process is being revamped right now." As Newton pointed out, Twitter's @verified currently follows around 428,000 accounts that carry the blue check, a fraction of the site's 206 million daily actives users.
A lot of those folks have tweeted about the change, and many wouldn't pay $20 to keep their verified status. At the same time, users have pointed out that the new system could increase Twitter's bot and spam issues that Musk seems to hate. "The point of Twitter verification is that... it's useful to be able to verify their statements are coming from them," tweeted cosmologist and writer Katie Mack. "It's supposed to help combat disinformation, not be a status symbol."
Musk has been busy in the few days he's been "chief twit." He has reportedly ordered company-wide layoffs, according to The New York Times. On Saturday, the SpaceX and Tesla boss reportedly told managers to begin drawing up lists of employees to cut.
Lego's Mindstorms robotics kits have been on the market since 1998, born from a collaboration between Lego and the Massachusetts Institute of Technology (MIT). Now, Lego has announced it will be discontinuing Mindstorms at the end of the year and providing support for the mobile app for at least another two years beyond that, Gizmodo has reported.
Starting as the Lego Mindstorms Robotics Invention System over 24 years ago, the kits used Lego's advanced Technics pieces with gears and other robotics parts, powered by the basic "Brick" processing unit. They took a big step forward in 2006 with the introduction of the company's next generation of Mindstorms kits, dubbed NXT.
Another big jump came in 2013 with the EV3 robotics platform. This new lineup was backwards-compatible with the NXT series, offering enhancements to its sensor load and processing power. Lego also launched dedicated mobile apps, turning iOS and Android devices into remote controls for Mindstorms projects. Finally, it set up a Mindstorms community where users could share their creations and collaborate with other builders.
The last official product was the Robot Inventor lineup from 2020, but with nothing seen since, the writing seemed on the wall for Mindstorms — particularly as Lego was focusing on other educational ventures.
"Now having a number of priorities in LEGO Education and other Build & Code experiences, we have decided to focus our resources and future plans by redirecting our Mindstorms Robot Inventor team and their expertise into different areas of the business," the company said in a statement to Brick Fanatics. "This means the physical Mindstorms Robot Inventor product (51515) and its related elements (88016 and 88018) are to exit our portfolio from the end of 2022, whilst digital platforms—such as the LEGO Mindstorms Robot Inventor App—will remain live until at least the end of 2024."
It was one of the first toys to actively promote STEM learning while getting kids and adults alike interested in robotics. (Engadget collaborated with Lego on a Mindstorms robotics contest in 2014.) While it's the end of an era in robotics education, there are now plenty of kits on the market, including Lego's own Boost robotics kit for beginners. And if you happen to own a Mindstorms robot, it might soon become a collector's item.
The next-gen iPhone 15 Pro models may swap its physical volume and power buttons for solid state versions that use haptic feedback, analyst Min-Chi Kuo wrote in a tweet spotted by MacRumors. The design would be similar to the non-physical home button on the iPhone 7, which used a Taptic Engine to simulate a button press with vibrations. It could also resemble Mac trackpads, which don't move but simulate clicks using similar haptic technology.
Making this work would require additional Taptic Engines on top of the one already in current iPhone models. "There will be Taptic Engines located on the internal left and right sides to provide force feedback to make users feel like they are pressing physical buttons," said Kuo in a tweet thread. "Due to this design change, the number of Taptic Engines used in each iPhone will increase from the current one to three."
(1/6) My latest survey indicates that the volume button and power button of two high-end iPhone 15/2H23 new iPhone models may adopt a solid-state button design (similar to the home button design of iPhone 7/8/SE2 & 3) to replace the physical/mechanical button design.
Apple was reportedly planning a similar change for the Watch to increase water resistance, according to a 2018 rumor, but it never happened. It's not clear how a buttonless design would benefit an iPhone, though, as it seems like two additional Taptic Engines would add rather than reduce complexity (a large part of the Watch Ultra's heft is due to the massive Taptic Engine).
Kuo said that the buttonless design and switch to USB-C (which Apple already confirmed) would be two of the major changes for the next iPhone Pro models. Kuo is often right about such things, but the iPhone 15 models are still a year away, so a lot can change in the meantime.