Would you be willing to pay for Facebook? Meta may add a paid subscription option to Instagram and Facebook for users in Europe, according to The New York Times. The ad-free tier addresses European Union (EU) regulations that have diminished some of Meta’s most lucrative data-collection methods, but, the NYT says, the company would continue offering free ad-supported versions of Facebook and Instagram in the EU. So, is this a cost-saving move? Would ad-free sites affect the company’s bottom line? Back in April, Meta said that advertising in the EU made up 10 percent of the company’s total revenue.
The EU fined Meta €1.2 billion in May for moving EU citizen’s data to US-based servers. In addition, the company was fined €265 million in 2022 for failing to prevent millions of Facebook users’ mobile numbers (and other data) from being scraped and posted online.
Oh, and self-promotion time: The Morning After is heading to YouTube for a weekly show. It pits me against a camera and the week’s biggest news. I’ll run through the most intriguing stories and tech launches of the last seven days – and say what I really think about them. You can watch, like, subscribe, share and abuse me in the comments (don’t do that) right here.
All with no paid subscription option. At least not yet.
– Mat Smith
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This week, Devindra and Cherlynn are joined by Bloomberg’s Mark Gurman, the purveyor of many Apple rumors that usually come home to roost. They discuss what we expect from the iPhone 15 and iPhone 15 Pro. Based on Gurman’s reporting so far, the iPhone 15 will likely get Apple’s Dynamic Island. The iPhone 15 Pro will gain thinner bezels, a titanium frame and a periscope camera could appear on the Pro Max. Oh, and there’s the whole USB-C thing.
A Back to the Future expansion is on the way to PowerWash Simulator, a self-explanatory game that turned out to be one of 2022’s biggest surprise hits. It’s the game’s latest crossover, following Final Fantasy VII, Tomb Raider and SpongeBob SquarePants DLC.
Alongside the DeLorean, you can also clean Doc Brown’s van, the Hill Valley clocktower, the Holomax Theatre and the Time Train, from the less-good Back To The Future 3.
Including deals on the MacBook Air, Hisense TVs and Solo Stove fire pits.
Labor Day weekend isn't known as an especially fruitful time for tech deals, but there are a few notable discounts. Both the 13- and 15-inch versions of Apple's M2 MacBook Air are down to all-time lows, for one, as are Hisense's well-reviewed U6K and U8K TVs. If you’re looking for the latest tech, the new Beats Studio Buds + are $40 off at the moment, too.
This article originally appeared on Engadget at https://www.engadget.com/the-morning-after-facebook-may-offer-paid-ad-free-plans-in-europe-111508855.html?src=rss
Mercedes-Benz has unveiled its "close-to-production" Concept CLA Class EV, boasting of very long range and rapid charging via an 800-volt architecture. The four-door sedan is the first in the company's line of Mercedes-Benz Modular Architecture (MMA) EVs, which will include a shooting brake and a pair of SUVs. Though it was unveiled as a concept at Munich's IAA Mobility motor show, the CLA Class is slated to go into production as a real EV in late 2024.
MMA was conceived for the automaker's entry-level CLA Class vehicles as an all-new "electric first" design. The concept is almost exactly the same size as the company's current CLA sedan at 185 inches long and has a soft egg-like shape designed to move through the air as cleanly as possible (the hood is longer than other EVs, as Mercedes may offer it with ICE engines as well). It also has a number of concept car details (weird wheels, LED lighting, etc.) that likely won't make the final cut.
Mercedes-Benz AG
The CLA Class is less about brute power than other Mercedes-Benz EVs (no performance figures were shared), focusing instead of efficiency and charging speeds. To that end, it uses an 800-volt architecture and a single rear-mounted 235HP motor borrowed from the Vision EQXX concept (with "close to zero percent" rare earth materials). It also has a new heat-pump to keep the batteries (and occupants) warm in the winter, as cold air can severely impact EV range.
With all that, the Concept CLA Class can achieve 466 miles of WLPT range (around 400 miles in EPA terms) — a stellar efficiency of around 150 MPGe. It will also allow drivers to add around 200 miles of range in just 15 minutes. Mercedes didn't give the battery size, but it's likely under 100 kWh. Also aiding in that efficiency is a battery design with anodes containing silicon-oxide to improve energy density. The company will also offer a less efficient and reduced kWh lithium-iron phosphate option at a lower cost.
Mercedes-Benz AG
The inside has a lot of concept-car fluff that likely won't see the light of day, including a water-cooled processor on the floor, silver-colored leather seats, an engraved moonroof and a dashboard-wide "Superscreen" with few physical controls. Still, the production version is likely to have some design touches in line with other Mercedes-Benz EQ electric models and a relatively luxe interior.
Another feature slated to appear in the electric CLA production model is Level 3 automated driving. It won't be available at launch, but the EV will have all the sensors required to enable the feature down the road via over-the-air (OTA) updates. More details are set to arrive in the coming months, like battery size, final range and charging numbers and, most importantly, the price. But if Mercedes can stick to what it said, the CLA could put up a good fight against Tesla's EVs.
This article originally appeared on Engadget at https://www.engadget.com/mercedes-benz-concept-ev-offers-rapid-charging-and-tesla-beating-range-075800456.html?src=rss
Since its release in 1993, id Software's DOOM franchise has become one of modern gaming's most easily recognizable IPs. The series has sold more than 10 million copies to date and spawned myriad RPG spinoffs, film adaptations and even a couple tabletop board games. But the first game's debut turned out to be a close thing, id Software cofounder John Romero describes in an excerpt from his new book DOOM GUY: Life in First Person. With a mere month before DOOM was scheduled for release in December 1993, the iD team found itself still polishing and tweaking lead programmer John Carmack's novel peer-to-peer multiplayer architecture, ironing out level designs — at a time when the studio's programmers were also its QA team — and introducing everybody's favorite killer synonym to the gamer lexicon.
In early October, we were getting close to wrapping up the game, so progress quickened. On October 4, 1993, we issued the DOOM beta press release version, a build of the game we distributed externally to journalists and video game reviewers to allow them to try the game before its release. Concerned about security and leaks, we coded the beta to stop running on DOS systems after October 31, 1993. We still had useless pickups in the game, like the demonic daggers, demon chests, and other unholy items. I decided to get rid of those things because they made no sense to the core of the game and they rewarded the player with a score, which was a holdover from Wolfenstein 3-D. I removed the concept of having lives for the same reason. It was enough to have to start the level over after dying.
There was still one missing piece from the game, and it was a substantial one. We hadn’t done anything about the multiplayer aspect. In modern game development, multiplayer would be a feature factored in from day one, and architected accordingly, in an integrated fashion. Not with DOOM. It was November, and we were releasing in a month.
I brought it up to Carmack. “So when are we going to make multiplayer mode?”
The short answer was that Carmack was ready to take it on. Looking from the outside in, I suspect some might wonder if I wasn’t just more than a bit concerned since we were hoping to ship in 1993. After all, John had never programmed a multiplayer game before. The truth is that I never had a doubt, not for a second. Back in March, Carmack had already done some innovative network programming in DoomEd. He wanted to play around with the distributed objects system in NeXT-STEP, so he added the ability to allow multiple people who were running DoomEd to edit the same level. I could see him drawing lines and placing objects on my screen from his computer. Then, I’d add to his room by making a hallway, and so on.
For multiplayer, Carmack’s plan was to explore peer-to-peer networking. It was the “quick and dirty” solution instead of a client-server model. Instead of one central computer controlling and monitoring all the action between two to four players, each computer would run the game and sync up with the others. Basically, the computers send each other updates at high speed over the local network. The speed of Carmack’s network programming progress was remarkable. He had some excellent books on networking, and fortunately, those books were clearly written and explained the process of using IPX* well. In a few hours, he was communicating between two computers, getting the IPX protocol running so he could send information packets to each computer. I’d worked with him for three years and was used to seeing incredible things on his screen, but this was awe inspiring, even for him. In a matter of hours, he got two PCs talking to each other through a command-line-based tool, which proved he could send information across the network. It was the foundation needed to make the game network-capable. It was great for two players, and good for four, so we capped it at that. We were still on track to deliver on our promise of the most revolutionary game in history before the end of the year.
Carmack called me into his office to tell me he had it working. Both PCs in his office had the game open, and they were syncing up with two characters facing one another. On one PC, Carmack veered his character to the right. On the other monitor, that same character, appearing in third person, moved to the left. It was working!
“Oh my God!” I yelled, throwing in some other choice words to convey my amazement. “That is fucking incredible.”
When I’d first truly visualized the multiplayer experience, I was building E1M7. I was playing the game and imagined seeing two other players firing rockets at each other. At the time, I thought, “This is going to be astonishing. There is nothing like this. This is going to be the most amazing game planet Earth has ever seen.” Now, the moment had finally arrived.
I rushed to my computer and opened the game, connecting to Carmack’s computer.
When his character appeared on screen, I blasted him out of existence, screaming with delight as I knocked “John” out of the game with a loud, booming, bloody rocket blast. It was beyond anything I had ever experienced before and even better than I imagined it could be.
It was the future, and it was on my screen.
“This is fucking awesome!” I yelled. “This is the greatest thing ever!”
I wasn’t kidding. This was the realization of everything we put into the design months earlier. I knew DOOM would be the most revolutionary game in history, but now, it was also the most fun, all-consuming game in history. Now that all the key elements of our original design were in place, it was obvious. DOOM blew away every other game I’d ever played. From that moment on, if I wasn’t playing DOOM or working on DOOM, I was thinking about DOOM.
Kevin, Adrian, and Jay began running the game in multiplayer mode, too, competing to blow away monsters and each other. They were yelling just as much as I did, cheering every execution, groaning when they were killed and had to respawn. I watched them play. I saw the tension in their bodies as they navigated the dark, detailed world we’d created. They were hunters and targets, engaged in a kill-or-be-killed battle, not just with monsters, but with other, real people. Players were competing in real time with other people in a battle to survive. I thought of boxing or an extreme wrestling match, where you go in a cage to fight. This was much more violent, more deadly. It was all simulated, of course, but in the moment, it felt immediate. It was a new gaming experience, and I searched for a way to describe it.
“This is deathmatch,” I said. The team latched onto the name. It instantly articulated the sinister, survival vibe at the heart of DOOM.
In mid-November, we buckled down, getting in the “closing zone,” where you begin finalizing all areas of the game one by one. Now that Carmack had multiplayer networking figured out, we needed to fine-tune the gameplay and functionality, delivering two multiplayer modes—one in which players work together to kill monsters and demons, and the other where players try to kill each other (usually without monsters around). The first mode was called co-op, short for cooperative. The second, of course, was deathmatch.
Another important word needed to be coined. Deathmatch was all about getting the highest kill count in a game to be judged the winner. What would we call each kill? Well, we could call it a kill, but that felt like a less creative solution to me. Why don’t we have our own word? I went to the art room to discuss this with Kevin and Adrian.
“Hey guys, for each kill in a deathmatch we need a word for it that is not ‘kill,’” I said.
Kevin said, “Well, maybe we could use the word ‘frag.’"
“That sounds like a cool word, but what does it mean?” I asked.
“In the Vietnam War,” Kevin explained, “if a sergeant told his fire team to do something horrifically dangerous, instead of agreeing to it, they would throw a fragmentation grenade at the sergeant and call it friendly fire. The explanation was ‘Someone fragged the sarge!’”
“So, in a deathmatch we’re all fragging each other!” I said.
“Exactly."
And that is how “frag” entered the DOOM lexicon.
The introduction of deathmatch and co-op play profoundly affected the possibility space of gameplay in the levels. Crafting an enjoyable level for single-player mode with lots of tricks and traps was complex enough, but with the addition of multiplayer we had to be aware of other players in the level at the same time, and we had to make sure the single-player-designed level was fun to play in these new modes. Our levels were doing triple duty, and we had little time to test every possible situation, so we needed some simple rules to ensure quality. Since multiplayer gameplay was coming in quickly near the end of development, I had to define all the gameplay rules for co-op and deathmatch. We then had to modify every game map so that all modes worked in all difficulty levels. These are the rules I came up with quickly to help guide level quality:
Multiplayer Rule 1: A player should not be able to get stuck in an area without the possibility of respawning.
Multiplayer Rule 2: Multiple players (deathmatch or co-op mode) require more items; place extra health, ammo, and powerups.
Multiplayer Rule 3: Try to evenly balance weapon locations in deathmatch.
Multiplayer Rule 4: In deathmatch mode, try to place all the weapons in the level regardless of which level you’re in.
Additionally, we had to make all the final elements for the game: the intermissions and various menus had to be designed, drawn, and coded; the installation files needed to be created, along with the text instruction files, too. We also had to write code to allow gamers to play these multiplayer modes over their modems, since that was the hardware many people had in 1993. Compared to our previous games, the development pace on DOOM had been relatively relaxed, but in November our to-do list was crowded. Fortunately, everything fell into place. The last job for everyone was to stress-test DOOM.
Preparing for release, we knew we needed someone to handle our customer support, so earlier in the year, we’d hired Shawn Green, who quit his job at Apogee to join us. Throughout development, at every new twist and turn, we kept Shawn up to date. He had to know the game inside out to assist gamers should any issues arise. Shawn also helped us by testing the game as it went through production.
I noted earlier that id Software never had a Quality Assurance team to test our releases. For three years, John, Tom, and I doubled as the id QA team. We played our games on our PCs, pounding multiple keys, literally banging on keyboards to see if our assaults could affect the game. On the verge of release, and with more people than ever before in the office, we spent thirty hours playing DOOM in every way we could think of—switching modes, hitting commands—running the game on every level in every game mode we had, using every option we added to the game to see if there were any glitches.
Things were looking good. We decided to run one last “burn-in” test, a classic test for games where the developers turn the game on and let it run overnight. We ran DOOM on every machine in the office. The plan was to let it run for hours to see if anything bad happened. After about two hours of being idle, the game froze on a couple screens. The computers seemed to be okay—if you hit “escape” the menu came up—but the game stopped running.
We hadn’t seen a bug like this during development, but Carmack was on the case. He was thinking and not saying a word, evidently poring over the invisible engine map in his head. Ten minutes passed before he figured it out. He concluded that we were using the timing chip in the PC to track the refresh of the screen and process sound, but we weren’t clearing the timing chip counter when the game started, which was causing the glitch. Ironically, this logic had been part of the engine from day one, so it was surprising we hadn’t noticed it before.
He sat down at his computer, fixed the bug, and made a new build of the game. We put the update on all the machines and held our breath for the next two hours.
Problem solved.
That was the last hurdle. We were ready to launch. That day, December 10, would be DOOM Day.
***
* IPX is an acronym for Internetwork Packet Exchange. In sum, it is a way in which computers can talk to one another.
This article originally appeared on Engadget at https://www.engadget.com/hitting-the-books-doom-guy-john-romero-abrams-press-143005383.html?src=rss
Google Nest device owners will have to pay at least $20 more if they want access to their security cameras' and doorbells' more sophisticated features and lengthier footage history. As reported by 9to5Google, the tech giant has sent out notices to subscribers in the US, telling them that the standard Nest Aware subscription now costs $8 per month or $80 a year, up from $6 a month or $60 when paid in an annual basis.
The company started offering whole-home Nest Aware subscription plans that cover all a user's devices back in 2019. Before that, they've had to add a subscription for each of their cameras. The plan gives users access to intelligent motion detection, which can differentiate between several types of activities, dog barking alerts and person speaking alerts. It also gives them access to 30 days of video history with recorded events. Without a subscription, users can only access up to three hours of recording saved on their device.
The subscription service has a higher tier called Nest Aware Plus, which now costs $15 per month or $150 a year. That's up $3 a month from $12 and up $30 a year from $120. In addition to all the features offered by the basic plan, the Plus tier also includes access to 10 days of continuous video history and 60 days of video history with recoded events.
In a page explaining the price hikes, Google said "subscription prices can change to keep up with market shifts, which can include inflation and local tax updates." The new prices already apply to new subscribers, while old members can expect to pay more on the next bill they receive on or after November 6. Google also reportedly said in its letter that it will notify members outside the US 30 days ahead of any price increase, which means that the price hike could make its way to other territories.
This article originally appeared on Engadget at https://www.engadget.com/googles-nest-aware-subscription-service-gets-a-20-price-hike-130018980.html?src=rss
Indian Prime Minister Narendra Modi wants to recreate India's IT boom with space, a government official told Reuters. And the Indian Space Research Organisation's efforts do show that the country truly is serious about wanting to be known as a major player. Just a week after Chandrayaan-3 touched down on the moon, the country's space agency has already launched a rocket carrying Aditya-L1, the first Indian mission dedicated to observing the sun.
Aditya-L1 will travel 930,000 miles over four months until it reaches the L1 Lagrange Point between the sun and our planet. A Lagrange point is a place of equilibrium between two massive orbiting bodies where objects tend to stay put, thereby minimizing a spacecraft's fuel consumption. The spacecraft will remain in orbit to collect data that scientists are hoping would help them figure out why the sun's corona is hotter than its surface.
They're also hoping that the mission could provide information on how solar radiation and various solar phenomena affect communication systems and satellites, as well as power grids. By understanding those effects, space companies and agencies can better protect satellites in orbit. If scientists can predict coronal mass ejections, for instance, they can alert operators so that they can shut down their satellites' power before the phenomenon occurs. In addition, scientists are hoping that Aditya-L1 can shed light on solar wind behavior and on how the sun's activity can influence the Earth's climate in the long run.
Sankar Subramanian, principal scientist of the mission, said: "We have made sure we will have a unique data set that is not currently available from any other mission. This will allow us to understand the sun, its dynamics as well as the inner heliosphere, which is an important element for current-day technology, as well as space-weather aspects."
India already has several other missions lined up for the coming years. It's working with Japan to send an uncrewed lander and rover to explore the south pole region of the moon by 2025. Before that, by next year, it's planning to launch orbiters to observe Mars and Venus.
This article originally appeared on Engadget at https://www.engadget.com/india-launches-a-spacecraft-to-study-the-sun-a-week-after-landing-on-the-moon-111548216.html?src=rss
Meta may add a paid subscription option to Instagram and Facebook in Europe, according toThe New York Times. The ad-free tier is meant to address European Union (EU) regulations that have diminished some of Meta’s most lucrative data-collection methods. The company said in April that advertising in the EU made up 10 percent of the company’s total revenue.
The move would be the first time Meta has deviated from its standard model of a single free platform supported by advertising (and associated data collection). The NYT says the company would continue offering free ad-supported versions of Facebook and Instagram in the EU. It’s unknown exactly when the company would launch the ad-free tiers or how much they would cost.
Company “insiders” cited by the NYT believe offering a paid ad-free variant could help “alleviate some European regulators’ concerns,” even if few people use it. The optional tier “could serve Meta’s interests in the region,” they added.
An ad-free option for European users would mark one of the most significant splits between consumer tech in the EU and the US. Meta and other social platforms have been forced to adapt as the GDPR and other regulations take hold. The EU fined Meta €1.2 billion in May for moving EU citizen’s data to US-based servers. In addition, the company was fined €265 million in 2022 for failing to prevent millions of Facebook users’ mobile numbers (and other data) from being scraped and posted online.
“This shows that tech companies are complying with the E.U.’s digital regulations, suggesting that they remain beholden to governments and not the other way around,” Columbia University law professor Anu Bradford told The New York Times.
This article originally appeared on Engadget at https://www.engadget.com/facebook-and-instagram-may-offer-paid-ad-free-plans-in-europe-to-sate-eu-privacy-concerns-190926273.html?src=rss
The artist formerly known as Twitter has been in some hot water this week after Bloomberg found that the social media site would start collecting biometric details, along with job and education data, from users. Now, a newly-released privacy policy indicates that X will use this data, along with other collected personal information, to train AI models, as originally spotted by Alex Ivanovs at Stackdiary.
The privacy policy clearly indicates that the company plans to use information it collects, along with any publicly available data, to help train machine learning algorithms.
“We may use the information we collect and publicly available information to help train our machine learning or artificial intelligence models for the purposes outlined in this policy,” the privacy posting reads.
Musk has confirmed the change, but notes that only publicly available information will be collected, and not “DMs or anything private.” X no longer has a press arm, so there’s no real way to get ahold of anyone for more concrete information as to what data and information will be scooped up and what exactly it'll be used for.
X doesn’t have any public AI ambitions, but owner Elon Musk does. He recently launched a company called, wait for it, xAI that aims “to understand the true nature of the universe”, so maybe your biometric data and related information will be used to further that lofty and totally achievable goal. Stackdiary points to text on the xAI homepage that says it “will work closely with X” to “make progress towards our mission.”
There’s another option for where this data is headed. Musk recently announced ambitions to compete with Linkedin, stating that the employment site was “cringe” and that X’s version would be “cool.” So that would explain the collection of job and education histories from its user base.
Finally, there’s a third option. X isn’t exactly raking in the advertising dollars, so selling user data would be an easy way to make some coin. However, there’s no evidence to point to that, aside from it being a standard practice in the social media world. In the past, Twitter primarily used collected user data to benefit itself, and not third parties.
This article originally appeared on Engadget at https://www.engadget.com/elon-musks-x-will-use-public-data-to-train-ai-models-184924197.html?src=rss
There’s a new Xbox console available. Microsoft just launched a new version of the digital-only Xbox Series S in a bold “Carbon Black” color with twice the available storage, 1TB compared to the standard 512GB that ships with other SKUs. It costs $350, features the same matte finish as the more expensive Series X and ships with an official Xbox Wireless Controller. The new console is available at just about every brick-and-mortar and digital retailer after originally being teased at the Summer Games Fest back in June.
The big news here is the extra hard drive space. The Series S doesn’t accept physical media, so the hard drive is your only option. Prior versions were locked in at 512GB and, well, you know how that goes. That’s enough for around three or four AAA games. For instance, the recently-released Bethesda RPG Starfield clocks in at 130GB. Assuming an average size of around 100GB, the new Series S should accommodate seven or eight high-profile games plus plenty of smaller-sized indie titles. You’ll still have to delete older games to make room for newer ones eventually, or get an external drive, but you can worry about that later.
The just-released Series S refresh also boasts a relatively eco-friendly design, with many components made from post-consumer recycled (PCR) resins. This follows a trend originally started back in 2021 with Series S consoles.
Modern Xbox naming conventions can get a bit confusing for average consumers, so what exactly is the Series S and how does it differ from the Series X? Both are next-gen consoles, but the Series S is the lower-powered cousin to the Series X, in addition to lacking a dedicated disc drive. However, the Series X costs $500 and the Series S costs $300 to $350, depending on the available hard drive space. Modern games run on both consoles, but the Series S is designed for lower resolutions of 1080p or 1440p, while the Series X is decidedly a 4K console.
This article originally appeared on Engadget at https://www.engadget.com/xbox-series-s-is-now-available-in-carbon-black-with-1tb-of-storage-180602071.html?src=rss
Tesla’s Model S and X electric vehicles have already received two substantial price cuts throughout the year, but now there’s another one to entice consumers hesitant to jump on the EV train. Tesla has cut prices on these cars by 15 to 19 percent, starting today, depending on the model and trim. This price drop is not just for American consumers, as similar discounts have appeared throughout the globe, according to EV experts Electrek.
As of today, you can pick up a Model S for the base price of $74,990, which is $3,500 less than the previous base price. The Model X now starts at $79,990, which is a reduction of $8,500. All colors are now included in the base price, so you don’t have to pony up for a bit of aesthetic flourish. You can choose between white, black, gray, blue or red.
This is a good news and bad news situation, however, as Tesla has suddenly discontinued the Standard Range version of both vehicles, which featured a smaller battery. This isn’t that big of a deal, however, as the new discounted prices on the Model X and S make these cars actually cheaper than the Standard Range vehicles.
There’s one final money-saving item of note. The Tesla Model X now qualifies for a tax credit under the Inflation Reduction Act. The threshold for qualification is $55K for cars and $80K for trucks and SUVs. In other words, the Model S is still too expensive, but the Model X squeaks in just under the cost threshold for SUVs and trucks. This means that you can actually get a base Model X for cheaper than a Model S, so long as you make less than $150K to $300K a year, depending on if you’re single or married.
As previously stated, the price cuts also apply across Europe and China, with similar discounts when considering local currencies. While lower prices are obviously a great thing for prospective consumers, some current Tesla owners have expressed dismay regarding an associated drop in resale prices. Earlier this year, protesters in China demanded compensation for price cuts but Tesla said nope.
This article originally appeared on Engadget at https://www.engadget.com/tesla-once-again-slashes-model-s-and-x-prices-by-nearly-20-percent-164727753.html?src=rss
Every now and then, a device comes along and challenges you to consider the viability of an entirely new product category. That’s precisely what Lenovo is doing with the Yoga Book 9i. By replacing the traditional physical keyboard with a second display, the company is rethinking what a laptop can do. In tight confines, you can rely on a virtual keyboard or an included magnetic alternative. But when space isn’t a concern, you can prop the whole system up on its custom folding cover to create an engaging dual-screen workspace. It’s like a miniature all-in-one PC that’s incredibly easy to carry around. And while its software still needs work and it costs twice as much as a standard clamshell, the Yoga Book 9i is proof that it’s worth exploring this new branch of the laptop’s evolutionary tree.
Design and displays
There’s a profound elegance to the Yoga Book 9i’s design. Though the laptop’s bottom half is a bit thicker than the top, it feels like Lenovo has boiled the device down to its most basic components: two halves (in this case, screens) joined by a hinge in the middle. The dual 13.3-inch displays (2,880 x 1,800) look great too, boasting OLED panels with rich colors and a tested brightness just shy of 400 nits.
Around the outside, the Yoga Book features a polished metal frame with three Thunderbolt 4 ports, which is nice to see on a system this size. Unfortunately for fans of wired audio, you don’t get a 3.5mm audio jack. Thankfully, Lenovo’s 5-megapixel IR webcam is sharper than what you get on most competing devices, and holding everything together is the company’s signature speaker bar hinge, which is impressively loud and punchy. All told, despite being slightly heavier than a typical 13-inch ultraportable due to that second layer of glass, it’s still very easy to carry around.
The remaining pieces of the Yoga Book 9i’s kit are its accessories, which include a stylus, a detached magnetic physical keyboard, a folding kickstand cover and even a sleek travel mouse. The keyboard communicates via Bluetooth and has its own USB-C port for charging. Despite its size, it doesn’t feel cramped and offers more key travel than you might expect. During transport, the cover wraps around the keyboard to keep it protected, while Lenovo’s Digital Pen 3 can be stashed in the attached loop.
The mouse is the odd one out because while it's a handy inclusion, it’s also rather basic (its only noteworthy characteristic is having a toggle on the bottom for quickly switching between two paired devices). Plus, it doesn't attach to the rest of the system in any way. However, what you can create when you put these pieces together is when things get really interesting.
A dual-mode machine
In clamshell mode, the Yoga Book 9i looks and functions like a regular laptop. But of course, it’s missing a discrete keyboard and touchpad, so what do you do when you need them? That’s easy, you just tap eight fingers on the bottom panel and instantly you get virtual stand-ins. And for times when you only need to mouse around, you can use a three-finger tap instead, which summons a floating touchpad that leaves room for Lenovo’s widgets (weather, news, etc.) or anything else you’d like to put down there.
Photo by Sam Rutherford/Engadget
Surprisingly, typing on a touchscreen isn’t as bad as you might think. Don’t get me wrong, it’s still not nearly as fast or accurate as using a physical keyboard. But it’s serviceable, as long as you’re willing to make some adjustments. You can’t slam your fingers down because there are no switches or actual keys with depth to cushion every strike and you need to be more aware of when your hands start to drift lest your sentence devolves into a jumble. But after a little practice, I’m able to hit 60 to 65 words per minute, which is down from around 85 wpm normally. As for mousing, the tackiness of the glass means swiping around isn’t quite as fluid either. But that’s OK, because if you don’t want to rely entirely on a virtual keyboard or touchpad, you don’t have to.
Dropping Lenovo’s keyboard on the bottom screen instantly converts the Yoga Book into a more traditional setup. The magnets inside even help align it properly. From there you can type away on physical keys if you prefer. Just don’t forget to remove the accessory before you close the lid.
Photo by Sam Rutherford/Engadget
What’s most impressive about the Yoga Book 9i’s is its ability to transform into a portable all-in-one PC when it’s propped up on its kickstand cover. In this mode, there are two options for its displays: a stacked setup with one screen on top of the other and a side-by-side arrangement. Both configurations have their uses. Dual portrait-mode panels are great for quickly referencing materials like spec sheets while writing. Alternatively, the vertically stacked orientation is excellent for keeping an important project open up top while the bottom screen is reserved for email or messaging apps.
Regardless of your preference, simply having the ability to use two displays on a device gives the Yoga Book 9i a unique advantage over pretty much every normal laptop. Sure, you can recreate a similar situation using a bunch of add-ons, but it’s never going to be quite as sleek.
Software
The biggest downside to the Yoga Book 9i is that while its hardware is solid, its software is hit or miss. Lenovo attempts to mitigate this with its User Center, which does a great job of showcasing the laptop’s dual-screen features and is an easy place to adjust settings like display modes, brightness and more.
Photo by Sam Rutherford/Engadget
Unfortunately, even with the extra assistance, it’s clear Windows 11 isn’t designed for laptops like this. Sometimes when launching full-screen apps like a game, the Yoga Book gets confused and puts the window on the wrong panel. Other times, like when you’re installing a program or logging in, a prompt pops up that completely disables the lower display, which is kind of annoying when you’re relying on a virtual keyboard and touchpad. I can understand that it's hard to optimize software when you don’t have a device to test things on. But even so, there’s no hiding that this creates a stilted experience compared to a standard laptop, and if you’re considering buying a Yoga Book 9i, this is a truth you’re going to have to live with (at least for now).
Performance
Packing an Intel Core i7-155U chip, 16GB of RAM and 512GB of storage, the Yoga Book 9i can handle most productivity needs. Even when multitasking across both displays, performance felt relatively snappy. However, if you’re planning on regularly doing more demanding things like video editing, you’ll probably want a beefier machine. On our video encoding test, the laptop took a minute and a half to convert a one-minute movie trailer from 4K to 1080p. That’s not great when compared to systems with faster chips that can perform the same task in 30 to 40 seconds.
Battery life
Photo by Sam Rutherford/Engadget
Even with a relatively large 80Wh battery, for a system with two screens, the Yoga Book 9i fared better than expected on our standard video rundown test. It posted a time of eight hours and 12 minutes, which is a couple hours shorter than traditional similarly-sized rivals like the Asus ZenBook S 13 (10:39). But it’s longer than what you get from more powerful thin-and-light gaming notebooks, which often struggle to get north of five hours on a charge.
Wrap up
As the first laptop to feature two displays, the Yoga Book 9i is a rather divisive machine. Starting at $2,000, not only is it really expensive, its performance is also slower than more traditional competitors in this price range. However, for people like me who constantly yearn for more screen real estate when I’m away from home, Lenovo has created something that is more than the sum of its parts. When space is limited, the Yoga Book 9i’s clamshell mode feels right at home on an airplane tray table. But when it's not, it can expand into a portable dual-screen workstation–complete with all the fixings of your desktop at home. And when you need to pack up, everything collapses into a neat, semi-self-contained bundle that fits in the smallest of laptop bags.
Photo by Sam Rutherford/Engadget
The Yoga Book 9i is a nifty little transformer that’s more engaging than anything Michael Bay has directed in the last two decades. With how little laptops have changed recently, it feels like the Yoga Book has even more room to grow in the years to come. Sure, it’s still a bit awkward, but as the starting point for a new type of notebook, Lenovo’s debut dual-screen convertible has me convinced.
This article originally appeared on Engadget at https://www.engadget.com/lenovo-yoga-book-9i-review-the-world-isnt-ready-for-dual-screen-laptops-but-lenovo-is-163009289.html?src=rss