Roland just unveiled its latest software plugin instrument. Galaxias, not to be confused with the Galaga-esque arcade game Galaxia, offers access to 20,000 sounds, leading Roland to call it “one big super instrument.” It runs as a standalone application on both macOS and Windows, in addition to operating as a VST3 or AU plugin.
This looks a lot like Arturia’s amazing Analog Lab software, as Galaxias provides access to sounds across Roland’s entire history. There are presets sourced from nearly every Roland instrument you can think of, from the iconic Jupiter 8 synthesizer to the, uh, even more iconic TR 808 drum machine. These sounds aren’t just from retro darlings, as there are plenty of options culled from recent releases like System 8 and Zenology, among others.
As a matter of fact, the company says Galaxias provides access to any instrument available via Roland Cloud. You can also layer up to four instruments together, along with two effects per layer, to create custom soundscapes that Roland calls Scenes. Additionally, there are some beefed up adjustment parameters here, with macro controls that let you change up 128 parameters via internal LFOs or an external MIDI controller.
Roland
Just like Analog Lab, everything’s designed around a proprietary interface that allows for custom organization options, so you won’t lose your favorite preset in a mad dash to find the beefiest bassline. Roland also says that more sounds and capabilities will be added regularly.
Galaxias is available now and is included with a Roland Cloud Ultimate membership, which costs $200 per year or $20 each month. There’s a 30-day free trial for those curious about what all the fuss is about.
This article originally appeared on Engadget at https://www.engadget.com/rolands-new-software-instrument-galaxias-offers-access-to-20000-sounds-010004849.html?src=rss
Android has long had an iMessage problem. In the US, Apple’s proprietary chat platform reigns supreme, particularly among teens. In fact, many Americans won’t switch for fear of the perceived social stigma that comes with the green chat bubbles iMessage assigns to messages from Android phones. Google has tried a few different things to convince Apple to open the platform, including turning to the European Commission for regulatory relief. For most Android users, that's meant there's been little they've been personally able to do about the situation. Until now.
Nothing today announced Nothing Chats, a messaging app that supports both RCS and iMessage. Nothing Chats builds on Sunbird, a unified messaging platform that has been available in closed beta since the end of last year. Sunbird allows users to access all of their chats, including iMessage, from a single interface. As of this past April, the app had a waitlist more than 100,000 entries long. Sunbird is one of a few apps that Android users can turn to chat with their iPhone-touting friends. The most well-known player in the space is Beeper, which is the brainchild of Pebble founder Eric Migicovsky.
Nothing
With Friday’s release of Chats, Nothing isn’t just promising to allow Phone 2 owners to “camouflage” themselves as iPhone users. Out of the box, Chats will ship with support for many of iMessage’s signature features, including typing indicators, high-resolution media sharing and proper group messaging. Read receipts and Tapback reactions will arrive at a later date. As mentioned above, Chats also supports RCS, meaning you can enjoy iMessage-like features when messaging your Android friends too.
“We understand that the blue bubble vs. green bubble dilemma, especially in North America — although seemingly ridiculous — is real. Nothing Chats allows for freedom of communication between anyone regardless of their brand of smartphone - which is how it should be,” said Nothing CEO Carl Pei. “We want to remind consumers that they do have a choice when it comes to device selection and that their daily behaviors should not be dictated by any one company.”
So, what’s the catch? “There’s no data saved on the platform, so users don’t have to worry about their privacy,” Pei told Inverse. But there are some concerns. Sunbird, like Beeper, employs a workaround that Apple doesn’t officially support, and that the company would almost certainly argue puts users at risk. Nothing told Inverse Sunbird’s “patented” process for bringing iMessage to Android involves server farms of Mac minis that route a user’s messages through to Apple.
Before someone can access iMessage on Nothing Chats, they must first sign into their Apple ID through Sunbird’s platform. Nothing told Inverse all iMessage content sent through Chats is encrypted, and that “at no point can Sunbird access your messages or Apple ID.” Additionally, Nothing notes the startup will delete a user’s Apple ID credentials after two weeks of inactivity. Still, if you decide to use Nothing Chats to access iMessage, you’re effectively handing over the keys to your Apple ID to a company that isn’t Apple.
Nothing
As for whether Nothing Chats is long for this world: Asked about the possibility of Apple taking legal action against Nothing and Sunbird, Pei told Marques Brownlee he thought the tech giant would “probably [do] nothing.”
In a separate interview with The Washington Post, Pei said Nothing has sold “about six figures’ worth” of Phone 2 devices in North America, Britain and Europe. In other words, it’s a small fish in a big pond. More importantly, Apple finds itself in a regulatory environment where attempting to shut down a platform that is opening up iMessage would draw the attention of regulators in the European Union and beyond.
Nothing Chats will be available to download from the Play Store starting on November 17. For the time being, a Nothing Phone 2 is required to access the platform, with regional availability limited to the US, Canada, UK, EU and other European countries, including Norway and Switzerland.
This article originally appeared on Engadget at https://www.engadget.com/nothing-phone-2-is-getting-imessage-support-this-friday--with-some-catches-194655776.html?src=rss
Uber drivers (and riders) need to maintain a high rating to keep using the app, but bad actors can pull that score down. Some may even give a driver or courier a poor rating for a perfectly fine ride or food delivery just so they can get a refund. Uber says it's doing more to tackle that problem and to make the platform fairer and safer for riders and couriers.
The company says it has established new systems to pinpoint users who make complaints solely in an effort to get a refund or other appeasement. Uber says any allegations that these flagged users make will not impact a driver's rating or play a factor in account deactivation decisions. The company notes that this builds on a policy it's had since 2017 to discard low ratings for issues that are outside of a driver's or courier's control, such as heavy traffic.
Elsewhere, drivers and couriers will receive clearer information as to why Uber deactivated their account. They'll be able to ask Uber to review the decision and include any details that may help their case, such as video or audio recordings. In addition, drivers in the US who have been accused of operating their vehicle under the influence of drugs will have the option of taking a test to prove their innocence. Uber will cover the cost of the drug test.
These are part of a number of measures Uber is bringing in to make the platform safer and fairer for drivers. For one thing, the company is expanding its Record My Ride feature to more cities in the US. Drivers in more locations will be able to use their iPhone's front-facing camera to capture video of their trips. As with the audio recording feature that's now available nationwide, no one will have access to an encrypted video capture unless a driver sends it to Uber for review.
In another safety-oriented update, Uber says that in 2024 it will "significantly expand verification of rider identities to compare rider account details against trusted data sources or an ID document." Eventually, it will start informing drivers whether the rider they're set to pick up is verified. The idea is to give drivers more peace of mind before they accept a trip.
Other updates Uber has announced include Android Auto integration so the Uber Driver app can be accessed on a larger screen. That builds on previous CarPlay integration.
Drivers will soon be able to share real-time traffic and route information that other drivers can access, while information on roadworks, crashes and lane closures that are sourced from TomTom are automatically factored into Uber's suggested routes. Meanwhile, couriers can now see if there's free parking close to their destination and they can access more information about their drop-off point, including photos of the building or door.
This article originally appeared on Engadget at https://www.engadget.com/uber-is-clamping-down-on-users-who-give-bad-ratings-just-to-get-refunds-164045280.html?src=rss
Starting today, Venmo is rolling out what it says is one of its most-requested features: the ability to manage and settle up shared expenses in groups. The aptly-named Groups feature seeks to make it easy for users to figure out how much money each person owes to someone else in the group, and then take care of the payments all in one app.
Venmo says it's easy for anyone in the group to add expenses and it will automatically figure out the amounts due. The feature is designed to be ongoing, so if you often go to dinner with the same bunch of friends or travel with your family every year, you'll be able to manage expenses within the same group for the long haul.
To create a group, go to the Me page, then the Groups tab. The feature will be enabled for some users in the latest version of the Venmo iOS and Android app. It will be available more broadly in the coming weeks.
Managing and settling up shared expenses in a single app could spell trouble for other services that only support the former. Casual users of apps like Splitwise (which has more in-depth features like receipt scanning for paid members) and even Facebook Messenger's bill-splitting tool may prefer to handle everything in Venmo instead.
This article originally appeared on Engadget at https://www.engadget.com/venmos-groups-feature-could-spell-trouble-for-bill-splitting-apps-140045240.html?src=rss
As computer accessories go, the humble webcam doesn’t get a ton of attention. Two or three brands tend to dominate the market and almost everything looks, well, webcamy? Opal entered the scene in 2021 with its C1 model. The idea was simple, to sexy-up the humble old webcam with a high quality sensor, a slick design and (for mac users at least) companion software that didn’t feel like a grind to use. Today, the company unveils its second camera, the Tadpole, and it’s something quite different.
Just one glance at the Tadpole and obviously it's a big change from the C1 or really almost any other webcam out there. For starters it’s designed for laptops, which is evidenced in the tiny form-factor. This idea, the company claims, was inspired by the discovery that over 40 percent of people buying the C1, were using it with a laptop. Macbooks and most PC laptops come with a webcam built-in, but as the pandemic forced many more people to work from home, the shortcomings of those soon became very apparent.
In terms of design, the Tadpole is reminiscent of the last generation iPod Shuffle, clip included. The functional design extends to the built-in cable which hides a capacitive mute button in the USB-C connector — so you won’t have to hunt for the one on screen in Zoom. The Tadpole’s focus on portability extends to it having its own hard carry case — though that’s an additional purchase.
Photo by James Trew / Engadget
As for the actual camera, it’s using a 48-megapixel Sony IMX582 Exmor RS sensor set to deliver 1080p video with an f/1.8 aperture. Despite the smaller form-factor, this puts the Tadpole above its bigger, older (and more expensive) sibling in terms of optics. Opal told Engadget that the camera actually shoots in 4K but scales down to 1080p for compatibility with most video calling software. There are some controls in the companion software for adjusting the image settings and other preferences but currently that’s Mac-only. Company representatives also told Engadget that they wanted this camera to be as friction-free as possible with minimal need to dive into settings anyway.
Sure enough, the image that the Tadpole outputs is visibly clearer and more detailed than whatever you’re going to have in your laptop. Side-by-side with the 4K Logitech Brio, the Tadpole looked a little darker and in my initial tests, background details seems a little softer, through apps like Zoom and Google Meet at least. Viewing the image through Opal’s own software and things look sharper again.
It’s on the audio side where things get a little more interesting. Opal claims the Tadpole is the first webcam with a directional microphone. What’s for sure is that the Tadpole certainly picks up less ambient noise than a Macbook’s internal mic or the one on the Logitech Brio. I happened to test the Brio and the Tadpole side by side with a noisy washing machine running in the background and you can hear it on the Brio but not on the Tadpole. What’s more, the omni-directional microphone on most webcams tends to sound very “roomy.” Whereas voices on the Tadpole feel much more centered and with less environmental reverb.
Opal even goes as far to claim that the microphone is directional enough that if it’s not in shot, you won’t hear it. While it’s true that the mic is a lot more focused on what’s in front of it, it’s still possible for sounds out of shot to be present, albeit far less so than in rival products. In the test recordings embedded in this story you can hear something like birds outside clearly on the Brio’s audio. They’re still present on the Tadpole audio, but significantly less so. Either way, this more focused audio is likely going to be very much appreciated by your colleagues if you’re taking video meetings in an office environment.
One thing’s for sure, the webcam market has remained fairly stuffy and without much originality for too long. We’re not expecting boutique devices in the same vein as mechanical keyboards, but there’s clearly a space for more products with interesting, practical designs, even with a focus on specific use cases, like the Tadpole.
Photo by James Trew / Engadget
Opal’s biggest feat might well be proving that webcams don’t have to be large or dull, black blobs on top of our screens. The choice of either white or black here with the braided cable and the smart capacitive button on the USB connection show that it’s possible to make a better webcam without inflating the price. The C1 was $300 at launch ($250 now), and the Tadpole launches today, with a better sensor, improved autofocus and that directional microphone for $175, a little over half the price.
This article originally appeared on Engadget at https://www.engadget.com/opal-tadpole-webcam-140025595.html?src=rss
Sony has apparently learned nothing from the success of the Nintendo Switch and Steam Deck. Or from its own portable systems like the Vita and PSP, for that matter. The PlayStation Portal (yes, technically it's another PSP) is a $200 handheld system that can only stream games from your PlayStation 5. There aren't any built in apps, it can't play anything locally, and there's no connection to Sony's cloud game streaming service. It's purely a streaming window into your PS5, hence the name.
Consequently, it's also a device that lives and dies based on the quality of your internet connection. While it's mostly meant for in-home play, you could technically hop on any Wi-Fi connection to play remotely when you're traveling. But that's only possible if that connection and your home internet can keep up, and if your PS5 doesn't crash or get wonky. If anything along that chain fails, you're left with an ugly $200 doorstop.
That's the main problem with the PlayStation Portal. Its downsides are so immediately apparent, it's unclear why anyone should get one. You could, for example, spend $100 for a Backbone controller to stream games from your phone. Or you could use any existing gamepad to access the PS Remote app on a phone, table, Mac or Windows PC. There are so many better ways to access games on the go, the PlayStation Portal already felt obsolete before it launched.
Even its design seems haphazard: It's as if Sony chopped up a DualSense controller and shoved a basic 8-inch tablet in the middle. In place of the DualSense's center touchpad, you can tap and swipe on the Portal's screen (a process that was never as smooth as I wanted). On the bright side, the Portal includes the DualSense's satisfying haptics, and its sci-fi-ish black and white case looks right at home alongside the PlayStation 5.
Photo by Devindra Hardawar/Engadget
Holding the PlayStation Portal feels like holding an oversized DualSense controller. My hands and fingers were perfectly comfortable, but the 8-inch screen throws off the balance. I also couldn't help but notice how fragile the bottom corners of the screen were. It really does look like a tablet, with thick bezels and a relatively thin profile. But unlike the Switch, Steam Deck or even PlayStation Vita, there's nothing protecting the lower part of the Portal's screen from a hard drop, or from being crushed inside of a backpack. (Sony isn't selling a Portal case of its own, but you can find some from third-parties.)
I'm sure the controller arms would offer some protection for many falls, but I couldn't help treating the system with kid gloves during my testing. I didn't let my 5-year old daughter handle it during my review, even though I feel comfortable letting her hold a Switch. Perhaps this is just my paranoid dad brain speaking, but the Portal's screen is practically asking to be damaged — it's like getting your child an overly-expensive doll and just knowing it's going to lose a limb within a day.
Setting up the PlayStation Portal involves linking it to your PlayStation 5 from within the console, or the PlayStation app. For some reason, my phone (an iPhone 15 Pro Max) had a hard time making out the QR code on the Portal's screen, so I plugged in the pairing code manually. Once that was clear, I sat back and waited for the Portal to connect to my PS5. And I waited. And waited.
Photo by Devindra Hardawar/Engadget
Thirty seconds later I received a message saying that I needed to turn on my PS5's Remote Play feature, something I could have sworn I did when reviewing the system. The only problem? I was snuggled in bed, hoping to get some portable Spider-Man 2 time in before I dozed off. Rather than trek down two flights of stairs to reach the PS5 in my basement, I decided to wait until morning. I’ll admit, this was mostly my fault, but it would have been nice to flip on Remote Play from the PlayStation app.
When I got up, I immediately flipped on the feature on my PS5 and proceeded to make breakfast. While my kids were chomping down on pancakes, I turned on the PS Portal and tried to connect to my PS5 — once again, I waited. About a minute later, I finally heard a successful chime from the system and was presented with my PlayStation 5's home screen. But when I tried to get a game of Thumper going, all I saw was a sea of video compression artifacts. The game's normally fluid controls felt like mud. I gave up after five minutes of frustration.
Here's where I need to reiterate that your experience with the PlayStation Portal comes down to your home's internet setup. Sony recommends having a connection of at least 5Mbps, and it suggests 15Mbps for better quality. But raw internet speed is just one factor: You also have to consider the age and networking technology in your router, as well as Wi-Fi reception throughout your home. For the best possible experience, you'll want a modern router (or even better, a mesh setup) that can bathe your home in full wireless bars, as well as a direct Ethernet connection for your PS5. (Sony isn't saying if the PS Portal supports Wi-Fi 6, but that's a technology worth investing in if you have an older router.)
What's confusing, though, is that I have pretty great internet throughout my home. I'm using AT&T's gigabit service with a modern Wi-Fi 6 gateway on my first floor, and there's a mesh extension for my office in the basement. I typically see full wireless reception on my main floor, with speeds between 600 and 800Mbps on most devices. So why was the PlayStation Portal having such a rough time? I have no clue. My PS5, which sits in the basement, isn’t connected via Ethernet. But I also see 500Mbps speeds down there, so it didn't seem necessary. During breakfast, I was sitting about 20 unobstructed feet from my router, so there wasn't much physical interference either.
When I moved to my living room later in the day, which is also where my router sits, the Portal was able to connect to my PS5 in around 15 seconds. I spun up Spider-Man 2 and crossed my fingers. For whatever reason, it loaded up just fine and I was able to play for an hour with my daughter curled up beside me. That was the first time I could actually see the potential of this thing. My daughter and I have been gaming together a lot, but only with portable systems we can use together in bed or on the couch. It would take a lot more effort to bring her into my basement home theater, and frankly, she'd probably be bored there.
Photo by Devindra Hardawar/Engadget
So there we were, swinging through NYC streets as Peter Parker and Miles Morales, and it felt like magic. Spider-Man 2 appeared to be running at 60fps on the Portal in performance mode, and it was perfectly fine. Colors certainly didn't pop as they do on my Switch OLED, and it couldn't hold a candle to the Steam Deck's new 90Hz OLED HDR screen, but it was still decently immersive without many video artifacts. The controls felt just as responsive as the DualSense, and its haptic rumble felt powerful and nuanced (certainly more so than the Switch or Steam Deck).
Moving up to my bedroom later in the day (one floor above the router, two floors above the basement) we were able to clock another 30 minutes in Spider-Man 2 with only occasional hiccups. Thankfully, the game automatically paused in those instances, similar to what you'd see if your DualSense controller lost power during normal gameplay. Every time we disconnected, I couldn't help but look over at the Switch OLED and Steam Deck, handhelds that can actually play games offline without a sweat.
During a recent grocery run, I brought the Portal along just to test the limits of its remote connectivity. To my surprise, I was able to tether it to my phone (using Verizon's 5G ultra-wideband network) and launch Spider-Man 2 just fine. The game looked far less clear than when I was at home, naturally, but I could still make out enough to explore the city and take on a few side missions.
Photo by Devindra Hardawar/Engadget
So sure, the Portal isn't entirely useless on the go, but you're risking a lot if it's your only portable gaming option. You still couldn't use it on a plane — even if the internet was fast enough, network latency would be abysmal — and hotel Wi-Fi is notoriously unreliable. Meanwhile, you could play Tears of the Kingdom on Switch or Baldur's Gate 3 on the Steam Deck without issue. (Power is a concern, but planes often have outlets and both systems can be charged with portable battery packs.)
When I got back home, my daughter was excited to see more of Mile's story in Spider-Man 2. But for whatever reason, the Portal refused to connect to my PS5 while we were sitting in bed, even though it worked just fine there the night before. We didn't have enough time to run downstairs and reset the PS5, so we resorted to playing Dave the Diver on the Steam Deck instead.
I can't abide hardware I can't trust, and the PlayStation Portal is among the most fickle devices I've encountered. Even if you have an excellent home networking setup, it’s hard to predict just how well it will perform. That’s a shame, since its battery life is among the best we’ve seen for a portable system, lasting between seven and eight hours of gameplay. (The one bright side to being a streaming only device? It’s basically just decoding incoming video.)
Photo by Devindra Hardawar/Engadget
There are other annoyances too, like the Portal’s complete lack of Bluetooth support. You can connect a pair of Sony's $200 Pulse Explore earbuds, but that's your only wireless option. Otherwise, you'll have to plug in wired headphones at the bottom of the Portal, or deal with the system’s anemic speakers. Sony likely wanted to keep the Portal's price down, but losing Bluetooth feels like the Sony of yore forcing people to buy their proprietary Memory Sticks, instead of using SD cards like everyone else.
Despite its many downsides, I'm sure some PlayStation fans will jump on the Portal. Engadget Executive Editor Aaron Souppouris was excited about the prospect of playing PS5 games in bed, while Deputy Editor Nathan Ingraham was intrigued about playing on the couch when his TV was occupied. And based on my time with it, I can see the Portal's limited appeal — but not for $200.
As someone who genuinely loved the PlayStation Vita, it's disappointing to see Sony delivering a bare minimum portable system. I'm not expecting the Vita 2, but at least give us true cloud gaming.
This article originally appeared on Engadget at https://www.engadget.com/playstation-portal-review-a-baffling-handheld-for-no-one-but-sony-diehards-201558485.html?src=rss
Google pays Apple 36 percent of all ad revenue it generates whenever someone does a Google search using Apple’s Safari browser. The number, which was supposed to remain confidential, was revealed by Kevin Murphy, an economics professor at the University of Chicago during his testimony on behalf of Alphabet at the company’s ongoing Justice Department trial in Washington on Monday, Bloombergreported.
The number shed more light on the relationship between two of the world’s largest tech companies, which has come under antitrust scrutiny in the last few years. The DOJ has accused Google of using its vast resources to maintain market dominance by paying companies like Apple, whose iPhone, iPad, and Mac devices have billions of users collectively, to be the default search engine on Safari. In 2021, Google reportedly paid Apple “around $18 billion” to be the default search engine on Safari, a New York Times report revealed.
Last week, Google and Apple had raised objections making details of their arrangement public, Bloomberg noted. Google said that making more details public "would unreasonably undermine Google's competitive standing in relation to both competitors and other counterparties" in a court filing.
It’s not clear how much ad revenue Google generates from Safari, but it’s safe to assume that 36 percent of that number would likely be tens of billions of dollars. In 2022, Google’s total revenue was $279.8 billion, and a majority of it came from advertising.
Google and Apple did not respond to Engadget’s request for comment.
This article originally appeared on Engadget at https://www.engadget.com/google-reportedly-pays-apple-36-percent-of-ad-search-revenues-from-safari-191730783.html?src=rss
Meta now lets Threads users avoid automatically sharing their posts with its other apps. When activated, the opt-out feature prevents Meta’s Twitter clone from sharing posts to Instagram and Facebook without user consent. Software engineer Alessandro Paluzzi spotted early signs of the privacy toggle earlier this month.
Threads users can turn off automatic cross-platform content sharing by heading to their profile page, selecting the menu at the top right, then Privacy > Suggesting posts on other apps, and toggling off Instagram and Facebook individually. Note that changing this feature only prevents your posts from being used in cross-promotions; you’ll still see other people’s Threads posts on Instagram and Facebook, irrespective of your privacy settings.
Some Threads users were upset about Meta automatically sharing their content from the nascent X competitor, mainly because people often use the apps to connect with different crowds (for example, Threads for news and politics with strangers, Facebook for extended family and old friends). TechCrunchhighlighted several comments from people describing Threads posts automatically posted on other platforms as odd clickbait seemingly “designed to get comments” by stripping bold statements of context. In October, the company said it was “listening to feedback” in response to a Threads user’s complaint about automatic sharing to Meta’s more established platforms.
Meta is no stranger to using its existing stockpile of social apps to turbocharge its newest ones. It used easy onboarding and promotion via Instagram to vault Threads to the fastest app to reach 150 million downloads. Although growth appeared to slow after that, CEO Mark Zuckerberg recently said Threads had tallied nearly 100 million users. The Facebook founder said he sees a path for the Twitter clone to reach the one-billion user milestone.
This article originally appeared on Engadget at https://www.engadget.com/threads-users-can-now-opt-out-of-automatically-sharing-posts-to-facebook-and-instagram-172807726.html?src=rss
Volvo has unveiled its first fully electric minivan, which is geared toward comfort. So much so, the brand describes the EM90 as a "living room on the move." While it might be comfy enough to travel in while wearing PJs, Volvo is pitching the EV as an option for those who want a space where they can get work done too.
The EM90 is infused with sound isolation and road noise cancellation tech, while Volvo claims that dual chamber air suspension and silent tires will offer the driver and passengers a smooth ride. If that works as promised, you'll be able to get the most out of an audio system that has 21 Bowers & Wilkins speakers.
Along with a 15.4-inch infotainment screen for the driver, there's a roof-mounted 15.6-inch HD display to which you can cast shows and movies from your phone. Attach a compatible camera, and the screen can be used for video calls. 5G connectivity will come in handy for business-minded users too.
Many of the EM90's functions can be controlled with your voice, including the audio and interior lighting. With a voice command or by flicking a switch, the car's screens, seats, windows, air conditioner and lighting can be adjusted for theater or meeting room use — or even a bedroom setup for the rear seats, Volvo says.
If the EM90 looks familiar, that's because it's based on the 009 from Zeekr, Volvo's sibling brand, as Electrekpoints out. It has a 200 kW electric motor that can take it from 0 to 100 kmph (62.1 mph) in 8.3 seconds. The EV has a 116 kWh battery (with bi-directional charging support) that Volvo claims can charge from 10 to 80 percent in under 30 minutes.
On top of all of that, the EM90 has an impressive range, at least on paper. Volvo says it has a range of up to 738 km (459 miles) based on China's CLTC testing cycle. The vehicle will only be available in China at first and it starts at around $114,000. It's unclear if or when the EV will arrive elsewhere.
This article originally appeared on Engadget at https://www.engadget.com/volvos-em90-living-room-on-the-move-minivan-has-up-to-450-miles-of-ev-range-164051908.html?src=rss
NVIDIA has launched its next-generation of AI supercomputer chips that will likely play a large role in future breakthroughs in deep learning and large language models (LLMs) like OpenAI's GPT-4, the company announced. The technology represents a significant leap over the last generation and is poised to be used in data centers and supercomputers — working on tasks like weather and climate prediction, drug discovery, quantum computing and more.
The key product is the HGX H200 GPU based on NVIDIA's "Hopper" architecture, a replacement for the popular H100 GPU. It's the company's first chip to use HBM3e memory that's faster and has more capacity, thus making it better suited for large language models. "With HBM3e, the NVIDIA H200 delivers 141GB of memory at 4.8 terabytes per second, nearly double the capacity and 2.4x more bandwidth compared with its predecessor, the NVIDIA A100," the company wrote.
In terms of benefits for AI, NVIDIA says the HGX H200 doubles inference speed on Llama 2, a 70 billion-parameter LLM, compared to the H100. It'll be available in 4- and 8-way configurations that are compatible with both the software and hardware in H100 systems. It'll work in every type of data center, (on-premises, cloud, hybrid-cloud and edge), and be deployed by Amazon Web Services, Google Cloud, Microsoft Azure and Oracle Cloud Infrastructure, among others. It's set to arrive in Q2 2024.
NVIDIA
NVIDIA's other key product is the GH200 Grace Hopper "superchip" that marries the HGX H200 GPU and Arm-based NVIDIA Grace CPU using the company's NVLink-C2C interlink. It's designed for supercomputers to allow "scientists and researchers to tackle the world’s most challenging problems by accelerating complex AI and HPC applications running terabytes of data," NVIDIA wrote.
The GH200 will be used in "40+ AI supercomputers across global research centers, system makers and cloud providers," the company said, including from Dell, Eviden, Hewlett Packard Enterprise (HPE), Lenovo, QCT and Supermicro. Notable among those is HPE's Cray EX2500 supercomputers that will use quad GH200s, scaling up to tens of thousands of Grace Hopper Superchip nodes.
NVIDIA
Perhaps the biggest Grace Hopper supercomputer will be JUPITER, located at the Jülich facility in Germany, which will become the "world’s most powerful AI system" when it's installed in 2024. It uses a liquid-cooled architecture, "with a booster module comprising close to 24,000 NVIDIA GH200 Superchips interconnected with the NVIDIA Quantum-2 InfiniBand networking platform," according to NVIDIA.
NVIDIA says JUPITER will help aid scientific breakthroughs in a number of areas, including climate and weather prediction, generating high-resolution climate and weather simulations with interactive visualization. It'll also be employed for drug discovery, quantum computing and industrial engineering. Many of these areas use custom NVIDIA software solutions that ease development but also make supercomputing groups reliant on NVIDIA hardware.
The new technologies will be key for NVIDIA, which now makes most of its revenue from the AI and data center segments. Last quarter the company saw a record $10.32 billion in revenue in that area alone (out of $13.51 billion total revenue), up 171 percent from a year ago. It no doubt hopes the new GPU and superchip will help continue that trend. Just last week, NVIDIA broke its own AI training benchmark record using older H100 technology, so its new tech should help it extend that lead over rivals in a sector it already dominates.
This article originally appeared on Engadget at https://www.engadget.com/nvidia-announces-its-next-generation-of-ai-supercomputer-chips-140004095.html?src=rss