Apple took to the stage at WWDC today to announce that video-calling service FaceTime is finally coming to Apple TV hardware for the first time, thanks to a robust tvOS update. This seems to be a full-featured version of the company’s proprietary live-streaming app that takes full advantage of the recently-released Continuity Camera feature.
For the uninitiated, this feature lets you use your iPhone as a replacement webcam for your laptop, so you’ll now be able to use your iPhone or iPad as the primary camera for TV-based FaceTime conversations. Apple says wireless integration happens automatically and that the service can also use the phone or tablet’s microphone when joining or initiating a call. The company says the software has been designed so that you always remain in the center of the frame. You can also quickly switch the feed between devices with just a swipe and interact using gestures. FaceTime will be available for Apple TV 4K devices starting this fall.
FaceTime is the main draw of tvOS 17, but not the only improvement. The company redesigned the control center to make it more intuitive and, more importantly, added Find My Remote support. Just use Siri on your phone, tablet, or computer to locate any mischievous Apple TV remotes. Apple also noted that video conferencing apps like Webex by Cisco and Zoom will launch on tvOS later this year.
This article originally appeared on Engadget at https://www.engadget.com/facetime-is-coming-to-apple-tv-182616297.html?src=rss
Apple announced new audio features coming for AirPods users. The standout feature is Adaptive Audio, which will tune your device’s active noise cancelation (ANC) and transparency mode based on your environment. In addition, the company says it’s adding personalized volume, which uses on-device machine learning to predict your desired volume while making AirPods device-switching “significantly faster.”
This is a developing story. Please check back for updates.
Follow all of the news from Apple's WWDC 2023 right here.
This article originally appeared on Engadget at https://www.engadget.com/apples-adaptive-audio-for-airpods-tunes-anc-and-transparency-to-your-environment-181218028.html?src=rss
As usual, Apple is unveiling a major set of updates for iPadOS. This year, we're on to iPadOS 17, and as expected it features a host of changes that have already been shown of for the iPhone in iOS 17, plus some updates specific to the tablet.
For starters, widgets are now interactive, which means you can update them and take actions without necessarily jumping right into the app. You can start playing music via the Music widget, check off reminders, update smart home features and so forth.
Unsurprisingly, iPadOS 17 is also getting the lock screen redesign that Apple pushed to the iPhone last year with iOS 16. This lets you add widgets to the home screen, assign different focus modes to specific wallpapers, change the fonts of the clock and text and more. There's also a pretty cool Live Photo feature that animates your wallpaper when you wake the iPad.
Apple is also bringing the Health app to the iPad for the first time. Naturally, it syncs data from the Health app on your phone and Apple Watch, but it looks like you can use it standalone as well if you don't have that other hardware.
PDF support is coming to the Notes app, which might not sound like the most exciting thing ever. But Notes is a pretty powerful app, and having it host PDFs for annotation could be quite useful. There's even a live collaboration feature that lets two people work on a shared PDF at the same time, and changes are reflected as both of you work.
Stage Manager is getting some improvements, too, giving you more flexibility for placing windows. This feature was a key bit of iPadOS 16, and it's good to see that Apple is answering some requests that people have had over the year.
Naturally, a lot of the same updates that are coming to iOS 17 will be here, as well. That includes an improved Messages experience, customizable contact posters, and the brand-new Journal app.
Follow all of the news from Apple's WWDC 2023 right here.
This article originally appeared on Engadget at https://www.engadget.com/ipados-17-gets-a-customizable-lock-screen-interactive-widgets-and-apple-health-174748297.html?src=rss
It's WWDC time, folks. Apple's Worldwide Developers Conference kicks off today with a keynote that's sure to be full of big news. We'll have full coverage of everything you need to know from the event right here on Engadget, along with immediate reactions to the announcements in our liveblog. You'll also be able to watch the keynote, which starts at 1PM ET, below.
We're expecting some major updates from Apple at this year's WWDC. For one thing, rumors suggest the company will reveal a high-end mixed-reality headset. Apple has been developing the device for many years, according to reports. The headset, said to be called the Reality Pro, is the company's most notable product launch at least since the arrival of the Apple Watch in 2015. However, at an expected price of $3,000, the first version of the headset could be one primarily for early adopters.
Elsewhere, we'll surely hear updates on Apple's operating systems. There could be an enormous change to the iPhone and iPad ecosystem in store if rumors hold true and Apple officially supports third-party app stores in iOS 17 and iPadOS 17. We may well learn about several new Macs at the event too, such as a 15-inch MacBook Air. In any case, we won't have to wait long to find out what Apple has in store.
Follow all of the news from Apple's WWDC 2023 right here.
This article originally appeared on Engadget at https://www.engadget.com/apple-wwdc-2023-keynote-watch-it-here-at-1pm-et-150024806.html?src=rss
Ever since Apple released the first iPad in 2010, a common refrain is that the tablet is great for consumption, not creation. Right from the start, Apple tried its best to battle that perception. The first iPad came with fairly capable versions of the company’s Pages, Numbers and Keynote productivity apps, and the more powerful iPad 2 was released alongside tablet-specific versions of GarageBand and iMovie.
Since those early stumbles, years of advancements in software and more capable hardware — like the iPad Pro — have forged Apple's tablet line into an extremely capable creative tool. In fact, since Apple started putting its M1 and M2 chips in the iPad Air and iPad Pro, it hasn’t been totally clear what all that power is for. Apple provided an answer to that question a few weeks ago when it announced versions of its Logic Pro and Final Cut Pro for the iPad.
I’m not a movie-maker, and I’ve only dabbled in digital audio workstations, but I was nonetheless intrigued to see how successful Apple was at bringing them to the iPad and how well they performed.
Logic Pro
Of the two apps, Logic Pro requires less horsepower. It’ll work on any iPad with an A12 Bionic or newer processor, which covers a lot of devices: Pros from 2018 onward, Airs from 2019 or newer and even the basic iPad, starting with the 2020 release. I tried it on a current-gen 12.9-inch iPad Pro with an M2 chip as well as an older 11-inch iPad Pro from 2020 with the A12Z chip. In both cases, the app was extremely responsive as I blasted through demos that showed me how to create beats with the step sequencer, play and tweak the huge variety of software instruments included, build tunes with Live Loops and more.
That said, there’s no doubt this app is best with the largest display possible. As anyone who has worked with a DAW before will know, there are a lot of elements to manipulate and the screen can get very crowded quite quickly. (Even using most DAWs on larger laptop screens can feel pretty cramped.) If you’re serious about using Logic Pro as a significant part of your workflow, you’ll want the biggest iPad you can get. You can also use M1 and M2 iPads with an external display and Stage Manager multitasking, but a big draw for these apps is portability, something you can’t take as much advantage of when hooked up to a monitor.
In addition to the wide variety of built-in instruments and samples, you can plug instruments directly into the iPad and record them. I hooked up my guitar with an IK iRig HD 2 and was immediately impressed with the huge variety of different tonal options available. Off the bat, I didn’t notice any latency when running my guitar live through different effects and amp presets. There are a ton of those to try, and you can dig into each to see exactly what effects are being applied and modify them to your liking.
The app also shows you the signal chain, so you can move things forward or backward and see what differences that makes. Finally, you can route the signal through multiple different amp and effects chains at the same time, so you can simulate sending your guitar tone into both a clean amp with some chorus and delay as well as a distorted stack, which added some great texture.
Apple helpfully included a demo song with Logic Pro that contained a total of 36 tracks across multiple vocals, pianos and synths, guitars, bass and drums. I was able to manipulate this all in real-time as the song played back – for example, I could drop a new instrument patch on the keyboard track to change the tone and it would render near-instantly. You can also add effects in real time, like when I decided to drop a heavy metal stack simulator on a “smooth and gentle” keyboard track.
I also quickly dabbled in third-party Audio Unit Extensions. Since iPadOS is much more closed than macOS, the only way to load up a third-party plugin is to download its app from the App Store. If the AU isn’t offered there, you’re out of luck. The good news is that they’re completely plug-and-play – Logic Pro automatically detects if you have compatible AUs installed and displays them in the interface. There are AUs in the App Store from major companies like Eventide, Baby Audio, FabFilter, Moog and more.
You can use Logic Pro with a keyboard and trackpad, but I found that Apple did a great job of making it touch-friendly. There are a ton of things that you can do in the app that easily lend themselves to a touch interface – things like drum machines or triggering samples, as well as dragging and dropping tracks or adjusting sliders in the mixer. The Beat Breaker and Step Sequencer tools are two more examples of manipulating audio where touch felt extremely natural. While the interface is filled with virtual knobs, Apple smartly lets you drag your finger up and down rather than requiring you to “turn” the knob to adjust it. Overall, the interface feels well-tuned to a touch interface, and there were few if any times it wasn’t an ideal way to control things – though there is a definite learning curve to the huge amount of customization you can do here.
Naturally, the Apple Pencil works here as well. For the most part, it just acts as another way to work with the app, but given the amount of interface elements, it can provide a little more precision over your finger. One feature where the Pencil shines is with automation curves. It’s simply much easier and more intuitive to draw these changes with the Pencil rather than doing it with a mouse cursor or even with your finger.
One of the more compelling things about Logic Pro is its price. For $5 a month or $49 a year, you have access to everything the app can do (Apple is also offering a 30-day free trial before committing). On the Mac, you’re looking at a $200 one-time purchase. If you’re unsure about whether the app will meet your needs, this is a pretty low-risk way to try it out. Any projects you make on Logic Pro for the iPad can be easily transferred back to the Mac app, as well. The Mac app still has the advantage of wider third-party Audio Unit Extension (AU) support – on the iPad, you’re limited to apps and plugins you can find in Apple’s App Store. And moving Logic projects between the iPad and Mac won’t be nearly as smooth if you’re using the desktop app with third-party AUs that aren’t available on the iPad – you’ll have to render those tracks to audio before moving to another platform. Beyond this potential issue, Logic Pro for the iPad still looks like a pretty powerful and portable music-making tool.
Final Cut Pro
Final Cut Pro isn’t Apple’s first time making video editing software for the iPad. Like GarageBand, iMovie was first released along with the iPad 2 in 2011. Also like GarageBand, iMovie has improved significantly over the years to become a surprisingly capable video-editing tool, but there’s also no doubt that Final Cut Pro is significantly more powerful.
Final Cut Pro has the same pricing model as Logic Pro: $5 a month or $49 a year, after a one-month trial. Again, that feels fair for such a powerful tool, though I do wish both apps had a one-time purchase option too. But before you plunk down your cash, you’ll need to make sure your iPad is up to the task – only iPad models with an M1 or M2 chip can run Final Cut Pro. Only the most recent iPad Air and the iPad Pro models released in 2021 and 2022 have the necessary horsepower. And given the complexity of a video-editing app, you’ll be best served running this on the 12.9-inch iPad Pro.
As I said earlier, I’m no movie-maker. But Apple’s 30-second demo project included in Final Cut Pro is complex enough to see what the app is capable of. It includes more than a dozen different video clips, several voiceover tracks, some audio effects, title cards and a few music tracks. I didn’t notice any slowdowns while scrubbing through the project timeline, applying effects to different video clips, rearranging and editing various pieces of footage and exporting a finished video file to the iPad’s storage.
The layout will be familiar to anyone who has used Final Cut Pro on the Mac, with a timeline across the bottom showing everything in your project, along with a preview window and a clip viewer up top. You can resize all these elements depending on what you want to focus on, and you can pinch to zoom in and out of the timeline for more granular editing. There’s also a virtual jog wheel that shows up on the right side of the screen by default so you can scrub through the project with fine precision, or give it a more forceful spin to move back and forward quickly.
There are some handy Apple Pencil features, as well. If you have the M2-powered iPad Pro, you can hover the pencil over your timeline and move forward and backwards. Naturally, you can also make edits and trim clips and do basically anything you can with your fingers with the Pencil, which offers a little more precision in my experience. There’s also a new “live drawing” feature, where you can record yourself sketching or writing and have that animation play in the video, either on its own or overlaid on top of another clip. It’s a fun and potentially powerful tool that visual artists should be able to take great advantage of, and there are lots of other potential use cases here as well. It’s the kind of feature that could be very useful when creating demonstration videos or educational resources, or something a coach could use to mark up game footage for players to review, just to give a couple examples.
The latest iPad Pro and iPhone models also let you capture video in the ProRes format, which means you can shoot footage and edit it directly on an iPad Pro. You can also combine and sync multi-camera footage and then tap through it to choose the best angles as you go. But people who know more than me about video editing have also pointed out a number of missing features in Final Cut Pro for the iPad, like familiar keyboard shortcuts for editing as well as things like some video stabilization tools.
Considering that Final Cut Pro for Mac costs $300 (a cost that’ll get you six years of Final Cut Pro on the iPad), it’s not surprising that the feature set isn’t exactly one to one. Though, using the name Final Cut Pro obviously carries some expectations that you’ll be able to do the same things with this iPad app that you can on the Mac. Still, I think that any video editor who likes using an iPad and has familiarity with Final Cut Pro could find the iPad app to be a useful tool, but probably not their only one. That also applies to Logic Pro; both apps feel like potentially great on-the-go options for professionals. And given the affordability of both apps, enthusiasts who want more power than they can get from iMovie and GarageBand should find a lot to like here as well.
This article originally appeared on Engadget at https://www.engadget.com/final-cut-pro-and-logic-pro-for-the-ipad-make-a-compelling-case-for-a-tablet-based-studio-170009855.html?src=rss
Will Apple's rumored mixed reality headset set the company up for failure, or for a future where smart glasses are everywhere? That's the big question running through my mind as we prepare for its annual Worldwide Developers Conference next week. Despite Apple's track record with disrupting nascent technology — most notably, with the iPod and iPhone — there's plenty of reason for skepticism when it comes to mixed reality. Existing mixed reality headsets like the HoloLens 2 and Magic Leap 2 are targeted mainly at corporate customers that can more easily stomach the high prices. VR headsets have arguably plateaued when it comes to the depth of their experiences and their potential market. Just look at the PlayStation VR2, which mostly recycles existing VR games.
And then there's the major problem, the one Apple needs to solve more than anything else: Why would mainstream consumers — not the geeky early adopters or impassioned gamers — want to wear something on their head for extended periods? A mixed reality headset wouldn't be like the iPod or iPhone, which expanded the possibilities of existing products but could easily slip into your pocket. It's not just like the AirPods or the Apple Watch, accessories meant to compliment Apple's existing hardware. A headset, by its very definition, would have to be an all-consuming product, a persistent reminder that you're seeing the world through Apple's eyes.
At its WWDC keynote on Monday, Apple will need to make the case for its mixed reality headset as deftly as Steve Jobs unveiled the iPhone and iPod. But this time, it likely won't have a completed product meant for mainstream users. (Admittedly, the iPhone took a few years to transform into something more compelling with the addition of 3G and the App Store.) Instead, we’ll probably see an appeal to developers to help build its mixed reality ecosystem, and for consumers to have faith that it'll eventually be more affordable and truly useful.
Reporting from Bloomberg's Mark Gurman points to Apple's mixed reality headset — potentially called the Reality One or Reality Pro — being a $3,000 device with a focus on gaming, exercise and productivity. It’s said to rely on finger gestures to navigate a floating interface, and there will be a virtual keyboard along with support for physical keyboards. Additionally, Gurman notes that there will be a Digital Crown, similar to the Apple Watch, that can transition the headset from fully immersive VR into mixed reality, which will combine the digital interface with the real world using onboard cameras.
Magic Leap founder (and This Week in XR podcast co-host) Rony Abovitz sees Apple's potential headset as a major boost for the mixed reality industry. "If Apple actually reveals an XR system next week, that act alone will help to validate the belief shared by many XR pioneers that XR is the next important computing platform," he told Engadget over email. "It will take time and a number of generations to perfect, but we should see the market move more quickly after this milestone."
The Magic Leap 2 mixed reality headset
Devindra Hardawar/Engadget
But not everyone is convinced that "mixed reality" (MR) is the way forward. Edward Saatchi, the founder of the VR studio Fable and the original founder of Oculus's Story Studio, tells me he still he's "unconvinced" about the concept of MR: "As a VR and AR creator, there are significant differences between making AR content and making VR content and it’s hard to see how an MR headset which can’t decide between AR and VR will be hugely successful."
"AR and VR present significantly different design challenges and you can’t port an AR app over to a VR app," Saatchi added. He likens it to smartphone gamepad accessories, like the Backbone and Razer Kiyo, that aim to let you play either complex console games or casual phone games. Putting those together just "doesn't quite feel right" to him.
As cloudy as Apple's intentions may seem right now, the mixed reality industry is primed for the sort of disruption the company is known for. After all, Apple didn't make the first MP3 device, or the first smartphone. But it was the first company to create a simple music store supported by the music industry, and the iPhone represented a dramatic leap forward over what the BlackBerry and other smartphone platforms offered in 2007.
"The biggest piece that Apple brings to the table with this [headset] is the Apple installed base, and the ability to leverage all of the other Apple tech with a wealth of already installed hardware," Jack Gold, President and Principal Analyst at J. Gold Associates told Engadget. "Meta doesn’t have that same ability since it’s really only a browser/software play. Apple could easily couple any headset with links (and OS updates) to iPhones and Macs and have a built-in market of millions. So Apple has a head start against anyone in the market with an installed base of users that could be easily upgraded."
Gold notes it also makes sense that Apple is focusing on developers first: "Given the price and the relatively low volumes expected, it’s much better to get [headsets] to creators than consumers, and save the consumers for follow on products with better features (which are also being debugged by the developers), and a lower price."
Even if Apple manages to build one of the most sophisticated mixed reality headsets on the market, it's still unclear what the mainstream pitch for such a device would be. For it to be truly compelling, I'd imagine the company has to go a step further from what we've seen with the Meta Quest (and the upcoming Meta Quest 3). It'll need to go beyond games to deliver experiences you can't get anywhere else.
One possibility came to mind a few weeks ago when Sightful unveiled its augmented reality laptop, Spacetop. It's basically a small computing box which, together with customized Nreal smart glasses, lets you see a 100" AR display. While I didn't get to test it in person, it's easy to imagine something from Apple offering similar functionality when connected to a Mac, iPhone or iPad.
Just imagine toting a MacBook Air to a coffee shop, slipping on a pair of mixed reality glasses, and having a 100-inch virtual window expanding out of the laptop's screen. It'd be a boon for multitaskers, as well as people who need to work on confidential material in public. (No more people peeking over your shoulder on planes!) It’ll likely be years before this is technically feasible, but that may also align with when Apple can make a more affordable headset.
Apple's vision reportedly extends beyond mixed reality to lightweight AR glasses, but it's still unclear how feasible those will be in the future. "Pure AR glasses seem like a totally logical next step, but it was 10 years ago that we all said it would take 10 years to get there, and they still don’t seem 10 years away to me," Saatchi said.
But why stop at glasses? Apple's mixed reality ecosystem could easily translate to more advanced technology that doesn’ require you to wear anything. "I think the biggest issue is still having to wear this 'thing' over your head that takes up space and makes it so I can’t really see that well (imagine trying to walk down the street with one of these things on)," Gold said. "I think in five to ten years, what we’ll see is XR that does not require this massive thing on my head to work. That’s when it gets more meaningful, using heads up displays, even 3D displays on phones, etc."
To paraphrase Dr. Emmet Brown in Back to the Future, where we're going, we won't need screens.
This article originally appeared on Engadget at https://www.engadget.com/apple-wwdc-2023-mixed-reality-headset-analysis-180015769.html?src=rss
When Motorola rebooted the legendary Razr line as a foldable phone in 2019, it felt like such a natural evolution. Unfortunately, we haven’t gotten a ton of updates since then aside from a mildly-upgraded 5G variant in 2020 and a China-only version late last year. But that changes now because today Motorola is announcing not one but two new members of the Razr family with the Razr and Razr+. And after getting a chance to check both of them out, I feel like each one has some interesting features you don’t get on competing devices.
In terms of general design, both the Razr and Razr+ share the same chassis and internal flexible display. The main difference is that the Razr+ sports a 3.6-inch 144Hz pOLED screen on its front – which Motorola claims is the largest exterior display on any foldable available today – while the standard Razr has a much smaller 1.5-inch external panel. The Razr+ also boasts faster performance thanks to a Snapdragon 8+ Gen 1 chip that helps the phone achieve a 165Hz refresh rate on its main screen, whereas the Razr uses a Snapdragon 7 Gen 1 chip that can only support 144Hz. Both also feature 30-watt wired charging and wireless Qi charging, though the latter is capped to a slow 5 watts.
Both feature a side-mounted fingerprint sensor, 8GB of RAM and up to 128GB of storage (or 256GB on the Razr+). They have the same 32-megapixel hole-punch selfie cameras on the interior, with the Razr+ packing a 12-MP main rear camera and a 13-MP ultra-wide/macro setup, while the regular Razr’s sensors are 64-MP and 8-MP respectively. And as a nod towards everyday durability, both Razrs do have some form of water resistance, though their IP52 ratings aren’t good for protecting against more than a weak splash or light rain.
With that out of the way, I’m going to focus on the Razr+ because it’s the more interesting of the two. Unlike the previous foldable Razrs from 2019 and 2020, the new model doesn’t sport the line’s iconic chin, which is a bit sad. But in exchange, you get a much bigger screen that feels more usable when compared to rivals like Samsung’s Z Flip 4. And the way the display wraps around the phone’s two main cameras looks better too.
Photo by Sam Rutherford/Engadget
On top of that, Motorola optimized the exterior display so you can access your most important apps, notifications and more without things feeling too cramped. Heck, there are even some simple games that have been tweaked specifically for the outside display. That means you can do stuff like look at a map, respond to texts or check your calendar without having to open the phone. This gives you some of the adaptability of a big foldable like the Z Fold 4 but in a more compact device.
Then when you open up the Razr+, you’re greeted by a beautiful 6.9-inch flexible OLED display with great brightness (up to 1,100 nits). And while there technically is a crease that you can feel if you run your fingers over the middle of the screen, visually, it’s almost undetectable. It’s a really nice acheivement and when you combine that with a chassis that folds completely flat and measures just 15.1mm when closed, you start to really appreciate the many subtle design tweaks Moto made to get here. You even get Gorilla Glass Victus in the front and back for a bit of extra toughness (except for on the Viva Magenta model which gets a vegan leather material in the rear).
In a lot of ways, the Razr+’s body feels like a more polished and functional take on the Z Flip 4’s template. The outside screen is bigger and easier to use while the flexible display on the inside doesn’t suffer from any distracting furrows or wrinkles. Moto even included a slightly larger 3,800 mAh battery, which is great because longevity has never been a strong suit of flip-style foldable phones. And thanks to a new hinge that can hold its position when half open, Moto was even able to include a number of nifty camera modes so you can hold the phone like an old-school camcorder, use the exterior screen to give your subjects a preview of your shot or trigger the new Photobooth mode by holding your hand up.
As for the standard Razr, the benefit of having a smaller exterior screen is that it leaves room for a larger sensor on its main camera in addition to a slightly bigger 4,200 mAh battery. And while you don’t get Gorilla Glass Victus on its exterior, subbing that out for vegan leather seems like a great choice both for style and durability.
Photo by Sam Rutherford/Engadget
But my favorite thing about the 2023 Razr family is that by expanding the line into two devices, it feels like Motorola is making foldable phones a lot more approachable. At $1,000, the Razr+ is almost bridging the gap between modern flip phones and bigger foldable devices and could be ideal for people who want a compact device that doesn’t sacrifice much in terms of usability.
My one concern at this point is Moto’s timing. Currently, the Razr+ is slated to be available for pre-order starting on June 16th before official sales begin on June 23rd. That’s close to when Samsung typically announces new foldables in the late summer, which means the Razr+ may only be on the market for a month or two before fresh opposition (likely with faster silicon) appears.
Photo by Sam Rutherford/Engadget
Meanwhile, for those curious about foldable handsets, there’s the standard Razr. Sure, it’s got a slower chip and its exterior screen isn’t meant for much more than checking notifications. The one hang-up is that at least for now, there’s no official info about an expected price or release date. But according to Motorola executives, it will also be “meaningfully cheaper” than the Razr+, which could make it a great entry-level foldable – especially if Moto can get the price down around $750 or less.
But if you’re like me and you’ve been waiting for more foldable phones to hit shelves, between Moto’s two new Razrs and Google’s upcoming Pixel Fold, this summer has gotten a lot more exciting real quick.
This article originally appeared on Engadget at https://www.engadget.com/moto-razr-2023-hands-on-two-promising-foldable-updates-to-an-iconic-phone-specs-price-180043133.html?src=rss
Motorola skipped the US market with last year's Razr, but it's coming back — and there may be reasons to consider the company's latest foldable phones over Samsung's rival Galaxy Z Flip series.The company has introduced a 2023 Razr family headlined by the Razr+ (Razr 40 Ultra in Europe), a flagship-level model whose centerpiece is a comparatively huge 3.6-inch, 1,056 x 1,066 external display running at up to 144Hz. The extra real estate allows for quick access "panels" (including a dedicated Spotify panel) and even mini games.
The folding action is also improved. Like the Z Flip, you can now open the device at different angles for hands-free recording and video viewing. A redesigned hinge also makes this the thinnest foldable phone on the market when closed, Motorola claims. The internal 6.9-inch, 165Hz 1080p screen (slightly larger than the 6.7 inches of before) is "nearly creaseless" at the same time, and you'll find spatial audio that includes Dolby Atmos support.
The Razr+ isn't any faster than the 2022 model with a Snapdragon 8+ Gen 1 chip and 8GB of RAM. Motorola is rethinking its camera approach, mind you. The new phone includes 'just' a 12MP main camera, but dual-pixel autofocus and a wide f/1.5 aperture could make it well-suited to low-light shots. You'll also find a 13MP ultra-wide cam that doubles as a macro shooter, and a 32MP selfie camera sits in a cutout in the main display. The clamshell should last longer, too, thanks to a larger 3,800mAh battery that reportedly lasts all day and night with wireless or 30W wired charging.
The price may be as much of a draw as the phone itself. Motorola will sell the Razr+ with 256GB of storage on June 23rd through its website, AT&T, Google Fi, T-Mobile, Optimum Mobile and Spectrum Mobile for $1,000, or $41.67 per month in a two-year instalment plan. In Europe, it's available now for €1,200. That's well below the price of past US models, and makes it competitive with the Galaxy Z Flip 4 you can buy as of this writing. It's just a question of whether or not you like Motorola's hardware enough to avoid waiting for the likely Galaxy Z Flip 5 launch this summer.
Motorola
There will also be a rare option for the budget-conscious, or those who simply want to reduce the temptation to check their phones. The plain Motorola Razr (Razr 40 elsewhere) has a 6.9-inch, 144Hz 1080p main display with the same hinge tech as the higher-end model, but carries a much smaller 1.5-inch external screen that provides just the essentials — in a sense, it harkens back to older Z Flip models.
You'll have to settle for a Snapdragon 7 Gen 1 and 128GB of storage. However, you will get a larger 4,200mAh battery and a higher-resolution 64MP main camera. This may be the better option if you're more interested in longevity than raw speed.
The base Razr will reach North America sometime in the "coming months." Motorola hasn't divulged pricing, but executives say the device will be "meaningfully cheaper" than the Razr+. If so, that could make it one of the first modestly-priced foldables in the US. You won't have to pay top-tier money to get a more pocketable handset, even if you're sacrificing some performance in the process.
This article originally appeared on Engadget at https://www.engadget.com/motorolas-folding-razr-will-have-a-giant-external-display-180012979.html?src=rss
Apple’s Worldwide Developers Conference regularly sets the tone for the company’s future, and that may be truer than ever for 2023. Many expect the company to introduce its first mixed reality headset at the event, with a new platform to match. However, the wearable is far from the only major announcement believed to be coming at WWDC this year. Rumors have included a larger MacBook Air, a major watchOS update and even app sideloading on iOS. Here’s what you’re likely to see when executives take to the digital stage on June 5th.
Mixed reality headset
Minh Pham on Unsplash
Apple’s first foray into mixed reality hardware (that is, a blend of real and virtual worlds) is one of the company’s worst-kept secrets. The tech giant has been acquiring headset-friendly startups for years, and Tim Cook hasn’t been shy about his interests in augmented and virtual reality. Now, though, a headset appears to be ready for a WWDC debut — Apple’s event logo even hints at a lens.
If the rumors are accurate, Apple’s stand-alone device (possibly called Reality Pro) may be more powerful than the Meta Quest Pro and many other high-end headsets. It might offer a 4K resolution per eye, with at least six cameras providing a view of the outside world as well as full body motion tracking. It could also use an M2 chip that outperforms the mobile processors you typically see in stand-alone headsets. Expectations are that it will require an external battery pack and last for just two hours on a charge, but it would be relatively light and slim.
The true star might be the software, though. The Apple headset will reportedly run a new platform (possibly called xrOS) designed with mixed reality in mind. Rather than rely on controllers, you would use hand gestures, gaze detection and Siri voice commands to navigate the interface. An Apple Watch-style crown would toggle between AR and VR, and you could type in mid-air.
This initial device is believed to be focused on productivity, with VR-ready versions of Apple apps like Pages, iMovie and GarageBand supposedly in the works. You could even have one-on-one FaceTime video calls with full-body avatars, or make simple apps using Siri. There could still be plenty of more entertaining options, though, including meditations, workouts, immersive video viewing and games. Many existing iPad and iPhone apps are said to work with only slight modifications, so you might not have to remove the headset just to use your favorite software. Just don’t expect a metaverse — Apple has apparently ruled out a persistent virtual space.
Apple’s headset isn’t expected to ship until later in the year. Not that it will necessarily be viable for many fans. Rumors suggest this first model will cost around $3,000, or three times the price of the Quest Pro. A more affordable variant is supposedly in development, but the first product could be aimed squarely at developers, professionals and early adopters.
15-inch MacBook Air
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Until now, you’ve had to spring for a high-end MacBook Pro to get an Apple laptop larger than 14 inches. That might not be necessary after WWDC. Rumors and developer logs suggest Apple is on the cusp of launching a 15-inch MacBook Air that puts big-screen portable Macs within reach of more people.
While the current-generation 13-inch MacBook Air is roughly a year old, the rumored 15-inch version would continue to use a variant of that system’s M2 chip and might come with 8GB of RAM in a base configuration. You could see a higher resolution display. similar to that of the 14-inch MacBook Pro (albeit without a 120Hz refresh rate), and it won’t be surprising if the larger chassis allows for a bigger battery.
iOS 17 and iPadOS 17
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This year, Apple’s most important software upgrade for the iPhone and iPad may expand user choice. Rumors have persisted for months that iOS 17 and iPadOS 17 will enable sideloading – that is, installing apps outside the App Store – to honor European Union competition rules. Just like on Android, you could download apps directly from the web or through third-party stores. That would allow for things that aren’t possible under Apple’s existing rules, such as web browsers that use their own engines instead of WebKit.
Sideloading might not be the only notable feature. MacRumorsclaims iOS 17 will revamp the Control Center. You could also see a Day One-style life journaling app and mood tracking in the Health app. There have also been reports the company will expand the functionality of the iPhone 14 Pro’s Dynamic Island, give Maps a new lock screen interface and streamline the Music and Wallet apps. The iPad may play catch-up in some areas, with iPadOS 17 rumored to inherit iOS 16’s lock screen customization and include a tablet-native Health app.
Accessibility may play an important role, as well. Apple recently previewed a series of iOS features that make the iPhone more usable for people with disabilities. Assistive Access provides a simplified interface for people with cognitive issues, while Live Speech and Personal Voice have iOS speak written text during calls. You can even have your phone speak what it sees on text and buttons. Apple hasn’t explicitly said iOS 17 will introduce these features, but a release “later this year” suggests that’s more than likely.
WWDC may also represent Apple’s opportunity to detail the next-gen CarPlay interface it teased at last year’s conference. While the company previously said the platform could control more in-cabin systems, it has yet to explain those capabilities. The first cars using this experience are due to arrive late this year, so Apple doesn’t have much time to prepare developers for the upgrade.
iOS and iPadOS updates typically launch in September or October. Public betas should be available considerably sooner, though, and have historically arrived within weeks.
WatchOS 10
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The Apple Watch may be due for the largest software update in its history. Bloomberg’s Mark Gurman claims watchOS 10 will be redesigned around widgets, bringing back traces of the Glances from the original OS with elements of the Siri watch face. Apps aren’t expected to go away, but they may be deemphasized in favor of quick peeks at information. Gurman speculates that Apple could make the interface optional at first to help users adjust to the revamp.
MacOS 14
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Very little is known about the next major Mac platform update, but it’s safe to presume macOS 14 will make its debut at WWDC. Apple’s computer platform updates typically include some features borrowed from its iOS equivalent. Upgrades tend to arrive in October, with betas available in late spring or early summer.
Wildcards: M3 and more Macs
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Most buzz around WWDC suggests Apple won’t debut its M3 system-on-chip at WWDC — hence the 15-inch MacBook Air apparently using the M2. With that said, we can’t completely rule out an introduction. If so, the new chip is poised to deliver performance and efficiency improvements thanks in part to a denser 3-nanometer manufacturing process.
If the M3 does show up, it won’t be shocking to see other Macs premiere alongside the Air. Gurman says a refreshed 13-inch Air is in the works, and an M3-powered iMac might ship in the second half of 2023. Pro machines aren’t likely, though. Gurman doesn’t believe an M3 Pro-based MacBook Pro will surface until 2024, and we wouldn’t count on Mac Pro or Mac Studio upgrades.
This article originally appeared on Engadget at https://www.engadget.com/apple-wwdc-2023-what-to-expect-from-ios-17-to-new-macbooks-160033810.html?src=rss
Microsoft has deployed a critical troubleshooter update for Surface Pro X devices that will give users access to their camera again. On May 23rd, plenty of Surface Pro X owners reported that their cameras had stopped working entirely. Based on stories posted on Reddit, Twitter and the company's own support forums, reinstalling the camera's driver didn't work. Tweaking the device's date and rolling it back to May 22nd did, but it came with its own set of potential issues, such as authentication and scheduling problems.
In its new patch notes, the tech giant said the affected devices are powered by Qualcomm 8cx Gen 1, Qualcomm 8cx Gen 2, Microsoft SQ1 and Microsoft SQ2 processors. The troubleshooter update will be automatically applied to affected devices, and owners can check if it has been installed by going to their "hardware and devices troubleshooter" history and then looking for an entry that says "[a]utomatically change system settings to fix a problem on your device."
As Ars Technica notes, users are reporting on the Microsoft support forum that the troubleshooter worked sufficiently, save for some posters saying that their cameras were working in slow motion outside of Teams or Zoom. Microsoft admitted in its announcement this workaround isn't perfect — it is, after all, only meant to be a temporary fix. It might "disable some features of the camera or lower the image quality," but it will make the camera functional until Microsoft comes up with a permanent fix. The tech giant is currently working with device manufacturers to release updated camera drivers expected to restore full camera functionality. It doesn't have an ETA for the driver rollout yet, but it promised to share more information when it becomes available.
This article originally appeared on Engadget at https://www.engadget.com/microsoft-releases-a-temporary-fix-for-surface-pro-x-camera-bug-061524664.html?src=rss