Posts with «information technology» label

EU could breakup Google’s ad business over antitrust violations

Europe has accused Google of "abusive practices in online advertising technology" that could lead to its ad business being split up, the EU Commission wrote in a statement of objections. It found preliminarily that since Google is unlikely to change its behavior, only the "mandatory divestment" of part of its services would address competition concerns.

"Google is present at almost all levels of the so-called adtech supply chain," executive VP Margrethe Vestager said in a statement. "Our preliminary concern is that Google may have used its market position to favor its own intermediation services. Not only did this possibly harm Google’s competitors but also publishers’ interests, while also increasing advertisers’ costs."

Google's ad business is now under attack on several fronts. Earlier this year, the US Department of Justice (DoJ) sued Google to break up its ad business, accusing it of illegally monopolizing the market. That in turn forced key ad tech rivals to abandon the market, dissuade new ones from joining and left the few remaining competitors "marginalized and unfairly disadvantaged," the regulator said.

There is nothing wrong with being dominant as such. What our investigation has shown though, is that Google appears to have abused its market position. It did so by ensuring that both its intermediation tools on the buy- side and on the sell-side would favour AdX in the “matching” auctions.

The EU Commission said Google is dominant in virtually all parts of adtech via services for both advertisers and publishers, along with an ad exchange called AdX. That would be fine by itself, but it accused Google of abusing its market position by making sure both its buy- and sell-side intermediation tools would favor its own exchange. "In other words, we are concerned about two potentially anticompetitive conducts by Google, which are both about favoring AdX," the Commission wrote.

In one case, AdX was able to bid after all other bidders had done so, and in another, it was informed in advance of the value of the best bids from rivals. On the supply side, Google Ads placed bids nearly exclusively on its own exchange, giving it a significant advantage over competitor's exchanges, according to the EU.

The Commission said that any remedy demanding Google change its behavior would be ineffective. "The Commission's preliminary view is therefore that only the mandatory divestment by Google of part of its services would address its competition concerns," according to the statement of objections.

Google will now be able to respond to the complaint before any judgement is issued. On top of being split up, the company could face a fine of up to 10 percent of its yearly global turnover, pending any appeal. It's unusual for the EU to suggest any remedy ahead of a guilty judgement, The Wall Street Journal noted. Engadget has reached out for a statement from Google.

This article originally appeared on Engadget at https://www.engadget.com/eu-could-breakup-googles-ad-business-over-antitrust-violations-124549344.html?src=rss

Microsoft-Activision Blizzard merger temporarily blocked by US judge

The FTC has notched a win, albeit a temporary one, in its bid to prevent Microsoft from closing its deal with Activision Blizzard. According to The Financial Times and Bloomberg, a US federal judge has issued an order that temporarily blocks the companies from finalizing their $68.7 billion deal while waiting for the court to decide on the FTC's request for a preliminary injunction. If you'll recall, the agency has filed for an injunction in response to news reports that the companies were closing the deal "imminently" and that they had set July 18th as the target deadline for the acquisition.

Judge Edward J. Davila has ruled that the merger can't take place until five days after the court has decided on whether or not to issue an injunction against it. To note, the court is scheduled to hear the FTC's request for an injunction on June 22nd and 23rd, so the earliest the companies can proceed with their plans is the end of this month — if the court doesn't ultimately side with the agency. The commission said in its filing:

"With control of Activision's content, Microsoft would have the ability and increased incentive to withhold or degrade Activision’s content in ways that substantially lessen competition — including competition on product quality, price, and innovation."

Microsoft and Activision Blizzard, however, seem to be unperturbed by the FTC's lawsuit. In a statement, Microsoft told us that the injunction request is "accelerating the legal process" that will help the merger move forward sooner. "A temporary restraining order makes sense until we can receive a decision from the court, which is moving swiftly," a spokesperson also told The Times

In May, the European Union approved the acquisition, as long as Microsoft agreed to release popular Activision Blizzard games on competing cloud gaming services. But the companies still have to convince US and UK authorities to allow the merger to push through. The FTC filed an antitrust complaint in December 2022 to block the deal over worries that it "would enable Microsoft to suppress competitors to its Xbox gaming consoles and its rapidly growing subscription content and cloud-gaming business." That particular lawsuit was filed at the agency's in-house court, and the commission's administrative law judge is scheduled to hear the case in August. 

This article originally appeared on Engadget at https://www.engadget.com/microsoft-activision-blizzard-merger-temporarily-blocked-by-us-judge-061933491.html?src=rss

Apple Mac Studio review (M2 Ultra, 2023): A better Mac for pros

Last year's Mac Studio was the super-powered Mac mini many Apple fans were begging for. But, for the most demanding users, it was unclear if it was worth shelling out $3,999 for the high-end Mac Studio with an M1 Ultra chip, or if they should just wait for the inevitable Mac Pro refresh. Now that Apple has revamped the Mac Pro with an M2 Ultra chip, the company's desktop lineup finally has something for everyone.

At the most basic level, there's the $599 Mac Mini. If you need a bit more power, you can get that same slim machine with an M2 Pro chip for $1,299. Meanwhile, all-in-one fans have several iMacs to choose from, starting at $1,299 (though it's probably worth waiting for an M2 spec bump).

That leaves the $1,999 Mac Studio as the ideal machine for Apple power users. It'll be enough for video editing work, and it also comes standard with 32GB of RAM (it could use more than 512GB of storage, though). Step up to the $3,999 model with an M2 Ultra chip, and you've got a system that can destroy just about any task you put in front of it. The few professional users who need PCIe expansion can now opt for the M2 Ultra-equipped Mac Pro, which starts at an eye-watering $6,999.

All of sudden, the higher-end Mac Studio makes so much more sense. It has the same raw power as the Mac Pro, a ton of ports, and it won't take up much room on your desk. What seemed like a curiosity last year, now feels like a tremendous value for power users. Funny how that works, isn't it? (Apple reportedly shelved plans for an even more powerful M2 chip, which could have offered double the power of the M2 Ultra, according to Bloomberg.)

Devindra Hardawar/Engadget

The base Mac Studio is now equipped with an M2 Max chip, featuring a 12-core CPU (with eight performance and four efficiency cores) and a 30-core GPU, as well as 32GB of RAM. Compared to last year's M1 Max, the new chip has two more efficiency cores and six additional GPU cores. What's most notable is the additional upgrade options: You can configure the M2 Max chip with a 38-core GPU and 96GB of RAM (previously you were capped at 32GB of memory).

Step up to the M2 Ultra and you effectively get two M2 Max chips: It starts with a 24-core CPU, 60-core GPU and 64GB of memory. If you want to truly push your system (and wallet) to the limit, the M2 Ultra can also be configured with a 76-core GPU and 192GB of RAM. With all that power, who needs a full-sized PC tower?

And really, that's what I kept asking myself as I tested our review unit, which was equipped with an M2 Ultra and 192GB of RAM. The Mac Studio is so ridiculously overpowered, only the most demanding users would need the Mac Pro's PCIe expansion. Since the M2 chips feature unified memory integrated alongside the CPU and GPU, there's no way to add additional RAM down the line, which used to be another reason to get the Mac Pro. At least you can stuff the Mac Studio to the gills with RAM, if you need it.

None

Geekbench 5 CPU

Geekbench 5 Compute

Cinebench R23

3DMark Wildlife Extreme

Apple Mac Studio (Apple M2 Ultra, 2023)

2,013/28,402

121,938

1,743/28,665

46,046

Apple Mac Mini (Apple M2 Pro, 2022)

1,826/13,155

43,241

1,647/14,598

12,769

Apple MacBook Pro 14-inch (Apple M2 Max, 2023)

1,970/15,338

71,583

1,603/14,725

18 ,487

Apple Mac Studio (Apple M1 Ultra, 2022)

1,785/23,942

85,800

1,537/24,078

N/A

Much like the M2 Max-powered 14-inch MacBook Pro, Apple's latest chips deliver noticeable performance increases over the M1 generation in just about every benchmark. But it's also not significant enough to run out and replace an M1 system. Instead, the new Mac Studio is an even more tempting machine for Mac users still trucking along with Intel processors, even for some Mac Pro owners.

In the Geekbench 5 CPU benchmark, the Mac Studio scored higher than any system we've tested this year. But really, that's not a surprise – even last year's M1 Ultra Mac Studio scored higher than the Razer Blade 16, which features Intel's fastest mobile 13th-gen chip. Apple doesn’t always come out ahead: that Blade 16 beat the Mac Studio in the Geekbench 5 Compute benchmark, which you can chalk up to the NVIDIA RTX 4090 under the hood. Still, the Mac Studio's multithreaded Cinebench R23 score (a test that mostly measures CPU performance) was more than double the Blade 16's.

The new Mac Studio transcoded a 4K video file to 1080p using Handbrake in 21 seconds, three seconds faster than last year's M1 Ultra model. That same job took the Razer Blade 16, the fastest PC we've seen this year, 26 seconds to complete. Scale that saved time up to a feature length project, or encoding jobs you'll need to run several times a day, and the Mac Studio seems like a no-brainer upgrade for some creatives.

Years ago, some professionals would buy the Mac Pro for its sheer performance, while the internal expansion possibilities were more of an afterthought. The Mac Studio is a system made for them. And now, thanks to Thunderbolt 4 and USB 4, external storage options are fast enough to deal with the demands of a video production shop.

The Mac Studio certainly won't leave you wanting when it comes to ports: On the rear, it features four USB-C Thunderbolt 4 ports, two USB 3.2 Type A connections, 10Gbps Ethernet, full-sized HDMI and a headphone jack. There are also two USB-C ports on the front (USB 3 by default, Thunderbolt 4 on the M2 Ultra), alongside a full-sized SD card slot. Just like last year, video editors I've spoken with said they'd prefer a headphone jack on the front, but at least it's easy to get behind the Studio to plug things in. Given the user this machine is aimed at, it also would have been nice to get Thunderbolt 4 ports on the front for every configuration.

Physically, the Studio is no different than what we saw last year. It's a beautifully polished box that looks like two Mac minis stacked together. It’s far more prominent than that slim desktop, but for Apple devotees, that may be more of a feature than a bug. Now that it no longer seems like a stopgap solution for people eagerly waiting for an upgraded Mac Pro, the Mac Studio looks like the purest expression of what Apple wants a desktop to be in 2023. Why fiddle around with internal hardware when the package Apple delivers is so fully featured?

Devindra Hardawar/Engadget

As I said in my review last year, the Mac Studio isn't meant for everyone: It's a system targeted at people who know their demands are lightyears beyond mainstream users. They won't balk at a $1,999 starting price, or even the $3,999 for the M2 Ultra model, if it means they'll be able to deliver projects faster. On the PC side, you've got alternatives like Intel's NUC Extreme small-form factor desktop, but that system has ballooned in size so much that you can't really compare it to the Mac Studio.

I've gone from being intrigued by the Mac Studio to truly impressed. It continues to blow PCs away when it comes to heavy-duty work, and it has so much connectivity I don't miss the lack of internal expansion. It's more than just the big Mac mini – it's a compact Mac Pro that many creatives can actually afford.

This article originally appeared on Engadget at https://www.engadget.com/apple-mac-studio-review-m2-ultra-2023-170007838.html?src=rss

Microsoft's PC Game Pass is coming to NVIDIA's rival GeForce Now service

Microsoft Game Pass members will soon be able to stream PC games on NVIDIA's GeForce Now, following the announcement of a pact between the companies earlier this year. "This will enable the PC Game Pass catalog to be played on any device that GeForce Now streams to, like low spec PCs, Macs, Chromebooks, mobile devices, TVs, and more, and we’ll be rolling this out in the months ahead," Microsoft said in a blog post.

It doesn't appear to include the whole catalog, as GeForce Now members will be able to "stream select PC games" from the library, the company wrote. Still, it'll give PC Game Pass subscribers access to what we called "the enthusiast's choice for game streaming" thanks to the high performance offered by NVIDIA's latest RTX 4080 cards.

Previously, the companies announced that Microsoft Store would be coming to GeForce Now for purchases. In addition, Xbox games have already come to GeForce Now, starting with the arrival of Xbox exclusive Gears 5 last month. 

In February, Microsoft and NVIDIA struck a 10-year deal to bring games to the GeForce Now service, including Activision Blizzard titles like the Call of Duty series. Microsoft also signed an agreement with Spain-based cloud gaming provider Nware in April, and previously inked pacts with Nintendo, Steam, NVIDIA, Boosteroid, Ubitus and EE to make its games available on those companies' platforms. 

Many of those came about when Microsoft's potential acquisition of Activision Blizzard was being scrutinized by regulators in Europe, the US and elsewhere. Since then, however, UK regulators blocked the deal over cloud concerns, saying it would give Microsoft "incentive to withhold [Activision Blizzard] games from competitors and substantially weaken competition in this important growing market." With the news that it's offering its PC Game Pass subscription on GeForce Now, it may still think it can convince regulators to get on board. 

This article originally appeared on Engadget at https://www.engadget.com/microsofts-pc-game-pass-is-coming-to-nvidias-rival-geforce-now-service-091754446.html?src=rss

Google's Pixel 8 Pro could feature a larger, more capable main camera sensor

The Pixel 8 and 8 Pro could feature some notable camera upgrades. Writing for Android Authority, leaker Kamila Wojciechowska, who has a solid record when it comes to Pixel leaks, says Google's next pair of high-end phones will feature Samsung ISOCELL GN2 sensors. That's the same sensor found on the Galaxy S22 and S23. More notably, it's a significant upgrade over the ISOCELL GN1 Google has used since the Pixel 6. The GN2 is physically larger and capable of capturing 35 percent more light than its predecessor, making it a better low-light performer. It also supports more modern features, including 8K/30 fps video capture and Staggered HDR. Google could use the latter to reduce ghosting in HDR images.

According to Wojciechowska, both the Pixel 8 and 8 Pro will come with the GN2. However, Google's flagship will also reportedly pack a few exclusive upgrades. The Pixel 8 Pro will feature a new time-of-flight sensor that should improve autofocus performance and, more significantly, a more modern sensor for its ultra-wide camera. Google reportedly plans to use the 64-megapixel Sony IMX787, the same sensor that powers the Pixel 7a's primary camera, to replace the Pixel 7 Pro's aging 12-megapixel IMX386. The former is almost twice the size of its predecessor and should produce much better images. Wojciechowska notes the version of the Pixel 8 Pro Google is currently testing doesn't come with a macro mode, though they suggest that doesn't mean the final version won't ship with that feature. The Pixel 8 will continue to use the IMX386 but may offer a lens with a wider field of view for those who want to capture more of a scene at once. Wojciechowska says the selfie and telephoto cameras on the Pixel 8 and 8 Pro are unchanged from those on the Pixel 7 and 7 Pro. Lastly, they note the Pixel 8 Pro's rumored thermometer sensor won't be used for photography.

Naturally, Google also has software upgrades planned. The company will reportedly update its camera app to allow Pixel users to decide how strong the bokeh effect is when using the "Cinematic" video mode. Additionally, a new "Adaptive torch" feature may dynamically adjust the output of a phone's flash module to prevent it from overexposing images.

Considering Google has had a history of sticking with the same camera sensor for multiple Pixel generations, it's encouraging to learn the Pixel 8 and 8 Pro could feature new, more capable camera hardware. Google has done a lot with its computational software, but there are only so many visual enhancements you can squeeze out of a camera sensor without going for a bigger one.

This article originally appeared on Engadget at https://www.engadget.com/googles-pixel-8-pro-could-feature-a-larger-more-capable-main-camera-sensor-163235885.html?src=rss

Microsoft adds AI voice chat to Bing on desktop

You can now talk to Bing on desktop, and it can even read its replies to you out loud. Microsoft has rolled out voice support for the search engine's chatbot on Edge for PCs, which is powered by OpenAI's GPT-4 technology. "We know many of you love using voice input for chat on mobile," the tech giant wrote in its latest Bing preview release notes. The feature first became available on Bing's AI chatbot for its mobile apps. Now it's also available on desktop — you just need to tap on the mic icon in the Bing Chat box to talk to the AI-powered bot.

The feature supports English, Japanese, French, German and Mandarin at the moment, but Microsoft says support for more languages is on the way. In addition to being able to ask Bing questions simply by speaking, the chatbot now also supports text-to-speech answers and can respond to your questions with its own voice. "Using voice input, ask Bing Chat, 'What’s the toughest tongue twister you know?,'" Microsoft suggested. And yes, it will be able to respond. 

As The Verge notes, Microsoft has introduced voice support for Bing Chat on desktop shortly after it announced that it's killing the standalone Cortana app for Windows, which serves as a voice assistant, later this year. In its announcement back then, Microsoft pointed out that users will still have access to "powerful productivity features in Windows and Edge, which have increased AI capabilities." In particular, it mentioned Bing Chat and Microsoft 365 Copilot, which uses artificial intelligence to generate content within the company's apps. 

This article originally appeared on Engadget at https://www.engadget.com/microsoft-adds-ai-voice-chat-to-bing-on-desktop-123055664.html?src=rss

Spotify is testing an 'offline mix' that downloads recently played songs

Spotify already lets you download songs, albums and playlists for offline listening, but you need to select each one manually so it's easy to forget your favorite music. Now, the company is testing a feature called "Your Offline Mix" that will "save a mix of your recently played songs for when the vibe is high, but your connection is low," Spotify CEO Daniel Ek said on Twitter.

The feature looks similar to YouTube's Offline Mixtape feature that came out back in 2019. As we wrote at the time, "Smart Downloads will pick some of your favorite songs and make sure they are available to you anywhere." Spotify's feature looks very similar, with the system downloading frequently listened-to songs and other content.

We’ve been testing out a new feature called "Your Offline Mix" - a playlist designed for those times when you might not be online ✈️

What do you think? pic.twitter.com/9so0FZMRPX

— Daniel Ek (@eldsjal) June 8, 2023

The feature is in testing and it's not clear yet when it will be available, but users in Ek's Twitter mentions said they've already seen it in their apps — with one noting that they hadn't downloaded 90 percent of the songs in their mix. Plus, the screenshot shows an offline mix over three-and-a-half hours long, so it can handle plenty of songs. That will make it quite useful for times when you're traveling or are in a remote location and need a little (or a lot) of entertainment.

This article originally appeared on Engadget at https://www.engadget.com/spotify-is-testing-an-offline-mix-that-downloads-recently-played-songs-134049136.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

Google Password Manager gets new security and usability features

Google Password Manager is having a mini overhaul with a bunch of new security and convenience features rolling out on desktop and iOS devices. One of them is even designed to get you using it properly in the first place, by allowing you to upload a .csv file from a rival service.

The storage system also now has a dedicated space in Chrome that you can access through "Password Manager" in Chrome's menu or "Manage passwords" when asked if you want to save a new credential. It's accessible through a new desktop shortcut option as well. Once on the landing page, you can click on specific websites to view saved information or reconfigure your settings. If you're an iOS user accessing Google Password Manager, you'll also now have a larger pop-up for auto-filling passwords and be able to see your accounts for a specific website all in one place. 

The last big Google Password Manager convenience update is the addition of notes to your saved login details. If there's an extra pin or security question you need to remember the answer to, that information can now live right with that account's password. All you need to do is select the password, click "note," and then "edit." Once you've added the information, just hit save, and it will be securely stored. At login, click the key icon to access what you wrote. 

On the security side of things, Google is adding more biometric authentication options on your desktop. This measure enables you to require a fingerprint or facial recognition before your password auto-fills. It's certainly a good option if you share a computer and want to keep your accounts private. On iOS, Google Password Manager will flag reused and weak passwords in the "Password Checkup" tab — where compromised password alerts live. The additional flags will roll out in the coming months, while biometric authentication for desktop should be available "soon." You can access all of the convenience updates now. 

This article originally appeared on Engadget at https://www.engadget.com/google-password-manager-gets-new-security-and-usability-features-035347775.html?src=rss

Google Meet makes the picture-in-picture experience far more useful

Google Meet, the company's answer to Zoom and Microsoft Teams, just got an update that makes the picture-in-picture (PiP) feature far more useful. Specifically, a new set of controls makes it easier to multitask during a meeting while remaining present and participating in video conferences, according to Google's Workspace Update blog post.

With the picture-in-picture window open, there's now a control that lets you "raise your hand," use PiP while in meeting chat, turn captions on and off, resize the picture-in-picture view more effectively and access flexible layouts, the company said. Google shows exactly how it works in the GIF below, as a user drafts an email while still being able to see his colleagues and remain present in the video chat. Should you need to make a point, you can still raise your hand and access other controls. 

Google

That's a big change from the last version, which offered limited resizing options and a fixed aspect ratio. In addition, the previous controls only let you leave the meeting or turn the camera/microphone on and off. While a relatively small change, it makes the app far more useful from a productivity standpoint (or lets you play the Eggman Game without being noticed). 

The update is now available for Google Meet on Chrome browser, and will be rolling out more widely over the next few weeks. Google has full instructions on how to use the new features here

This article originally appeared on Engadget at https://www.engadget.com/google-meet-makes-the-picture-in-picture-experience-far-more-useful-133711144.html?src=rss