Posts with «technology & electronics» label

Leica's SL3 mirrorless camera offers a 60-megapixel sensor and 8K video

Leica's SL family has always been the most "mirrorless" looking of its cameras, offering pro photographers handling that's similar to rivals like Canon and Sony. That continues with the launch of the SL3, a 60-megapixel (MP) model that looks nothing like its famous rangefinder cameras, offering a new phase-detect autofocus system, 8K video capability and more.

The new model has the same sensor as the M11 rangefinder and Q3 compact models, but very much resembles the SL2 and tips the scale at a hefty 767 grams. It's also IP54-rated so you can shoot in weather conditions ranging from 14 to 104°F without worrying about dust, moisture etc. 

Leica

The biggest change in the layout is a new dial on the left top (all the dials are blank as you can customize them any way you want). At the back, Leica moved the three key buttons (play, function and menu) to the right, and changed the power switch to a button. 

The SL3 now has a new 3.2″ 2.3m-dot LCD, and unlike past models, it can tilt (but not swivel). The EVF has also been updated to a higher-resolution 5.76m-dot 0.78x OLED version. As for storage, it supports both CFexpress type B and SD UHS-II memory cards. It comes with a full-sized HDMI and USB-C charging ports, along with mic/headphone jacks.

Leica

The new sensor increases resolution from 47 MP on the SL2 up to 60 MP, a significant bump. It's likely similar to the sensor Sony uses on the A7R V, and supports a wide native ISO range from 50-100,000, with a claimed 15 stops of dynamic range. 

It can shoot bursts up to 15fps, but more importantly, offers a new phase-detect AF system that's faster and more intelligent, according to the company. It combines phase detection, contrast and object autofocus for faster and more consistent performances. That includes face and eye detection, along with a new animal detection feature. It's also supposed to be better at tracking action, Leica says. 

Leica

As for video, the SL3 can record internally in DCI 8K 8192 x 4320 at 30 fps and DCI 4K at up to 60p with a maximum bitrate of 600Mb/s. It can also record externally via the HDMI output, also at DCI 8K and DCI 4K up to 60fps. Those resolutions are all available in 10-bit with the choice of L-Log Rec. 2020 and HLG Rec. 2020. It supports ProRes recording, but only up to 1080p. 

As you're probably expecting, the SL3 isn't cheap at $6,995, though it is significantly cheaper than the $9,000 M11. It's now available at B&H Photo Video and elsewhere.

This article originally appeared on Engadget at https://www.engadget.com/leicas-sl3-mirrorless-camera-offers-a-60-megapixel-sensor-and-8k-video-181501226.html?src=rss

Sony A6700 review: The company’s best APS-C camera yet

Sony is so closely associated with full-frame mirrorless cameras that it’s easy to forget it also sells the A6000 APS-C lineup — particularly since the last one, the A6600, came out five long years ago in 2019. The flagship A6700 finally arrived last year, though, with a feature list that appeared to be worth the wait.

It’s the same price the A6600 was at launch four years ago, but addresses its predecessor’s main flaws by boosting resolution a bit and reducing rolling shutter. At the same time, it’s been likened to a mini-FX30 cinema camera as it has the same sensor and video capabilities.

I’ve never been a big fan of Sony’s A6000 series. But now that the A6700 has been out a while, I was keen to see if it lived up to some of the hype and how it compared to rival Canon and Fujifilm models. As you’ll see, it’s mostly good news with just a little bit of bad.

Body and handling

One of the things I’ve disliked about Sony’s APS-C bodies over the years is the usability and looks, especially compared to Fujifilm’s good-looking and easy-to-use models. I wouldn’t call the A6700 beautiful, but at least Sony has rectified the handling part.

The redesigned grip is larger and more comfortable, making it more comfortable to use over a full day. At the same time, Sony added a new control dial on the front, making the camera easier to use in manual or priority modes.

It includes a new dedicated photo, video and S&Q dial, letting you keep settings separate for each. Menus are a big step up too, as the A6700 uses the improved system from recent full-frame models. The only thing missing is a joystick, but the focus point can be adjusted using the d-pad-like dial on the back.

Steve Dent for Engadget

The A6700 is also the first Sony APS-C camera with an articulating display, so it’s better for vloggers than the flip-up display on past models. The relatively low resolution EVF is a weak point as it’s difficult at times to check focus, but it does the job most of the time. .

Another negative is the single card slot, but at least it supports high-speed UHS-II cards. Luckily, it has the same large battery as full-frame models, which gives it an excellent 570 shot CIPA rating.

Other features include microphone and headphone ports (along with support for Sony’s hot shoe audio accessories), a USB-C port for charging and data transfers and an HDMI port. The latter, unfortunately, is of the fiddly and fragile micro variety.

All of that adds up to a 6000-series camera I’d happily use for most types of work. Previously, I found those models not up to the job, especially for video.

Performance

Steve Dent for Engadget

Performance is more of a mixed bag, though. Lossless RAW bursts are possible at up to 11 fps, either in mechanical or electronic shutter modes. That compares to the 15 and 30fps for the similarly priced Canon EOS R7 and 15/20 fps for the Fujifilm X-T5. That’s quite a deficit considering the latter two have much higher resolution sensors.

The A6700 only stores up to 36 compressed RAW frames before the buffer fills, compared to 45 on the A6600 and comparable to rivals. Based strictly on speed, though, the R7 and X-T5 are better action cameras.

Fortunately, the autofocus is superb and that’s arguably more important for a consumer camera. In continuous mode, you’ll get reliable results even with fast moving subjects. And the AI tracking locks onto eyes and faces, ensuring you won’t miss important shots of rowdy kids, soccer games and more.

Steve Dent for Engadget

It also works with airplanes, animals, birds, cars or trains and insects. Unlike Canon’s auto system, though, you have to tell the A6700 exactly what you’re tracking. Once you’ve set it up the way you want, though, it’s a touch more reliable than Canon’s system, and significantly better than the X-T5..

The five-axis in-body stabilization is good but not great, offering 5 stops compared to 8 on the EOS R7 and 7 on the Fuji X-T5. Still, I was able to take sharp photos down to about an eighth of a second.

Rolling shutter was my main complaint with the A6600, but it’s now much improved and about as good as you get without a stacked sensor. It’s still present, though, so you’ll want to use the mechanical shutter for fast-moving subjects like propellers and trains.

Image Quality

With a new 26-megapixel sensor, The A6700 captures more detail than past 24-megapixel models. As mentioned, though, it’s lacking compared to the 32.5-megapixel Canon R7 and 40-megapixel X-T5.

Colors are mostly spot-on, but I still prefer Canon’s skin tones. JPEGs look good out of the camera, if a touch over-sharpened. With 14-bit RAW uncompressed files, I found plenty of room to adjust and tweak images, dialing down bright areas or adding detail to shadows. Keep in mind that when shooting bursts, though, RAW files are captured with only 12-bits of color fidelity.

There is a benefit to the lower resolution. The A6700 is better in low light than rivals, with noise well controlled up to ISO 6400. Images are usable up to ISO 12800, but anything beyond up to the ISO 102,400 limit is for emergency use only. It’s best to emphasize shadow exposure at high ISOs, as lifting those even a couple of stops creates excessive noise.

Video

The A6700 is so far above its predecessor for video that it’s useless to compare them. Rather, think of it as a cheaper, smaller FX30 cinema camera with the same image quality. The main difference is that the A6700 doesn’t have the same cooling capability, as I’ll discuss shortly.

It subsamples the full sensor width for 4K at 30 and 60 fps, so video is sharper than the X-T5 or R7. And the A6700 beats both of those models by having a 4K 120fps mode, though it’s cropped significantly at 1.58x.

Due to the relatively small body and lack of fans, you’ll need to be wary of overheating at 120p, as it’ll cut out after 20-30 minutes. For indoor shooting, you can generally shoot at up to 4K 60p without any stoppages with the “auto power temp” setting on “high.” Outside on a hot day, however, you may hit the limits and need to wait for the camera to cool down.

Like the FX30, you can shoot all video modes with 10-bit with S-Log3 capture. You can also load your own LUTs either to make log footage easier to monitor, or bake it into the final image.

Steve Dent for Engadget

Rolling shutter is still present, so you’ll still need to be careful with whip pans, fast subjects and the like. However, it’s far less bothersome than on past Sony crop sensor models.

It has a video feature that’s actually lacking on the FX3, namely auto-framing. That’s handy for vloggers as it can crop in and follow them as they move around the frame — with less quality loss than the ZV-E1 (this feature is finicky on the A6700 so be sure to test it first). It also offers focus compensation that digitally eliminates breathing, and again, this extra resolution compared to the ZV-E1 results in a sharper result.

Stabilization for video isn’t quite as good as the ZV-E1, though. The active mode is fine for handheld use and slow pans, but doesn’t do a lot to smooth out footsteps, and adds a 1.13x crop.

As for video quality, you’re seeing the same accurate colors and solid low-light capability as with photos. The 10-bit log options allow for plenty of flexibility in post, especially with contrasty images.

Wrap-up

Steve Dent for Engadget

The A6700 is easily Sony’s best APS-C camera yet, excelling at both photos and video, and offering much better handling. Despite being far more capable than the A6600, it carries the same $1,400 price.

As a photo camera, it’s slower than its main competition, the Canon R7 and Fujifilm X-T5, so those models are better for shooting action. Sony’s autofocus is slightly better though, and faster bursts are worthless if photos aren’t sharp.

As a video camera, though, it beats its main rivals across the board. All told, it’s a great option for content creators or hybrid shooters who favor video but do some photography. If that’s you, I’d highly recommend it.

This article originally appeared on Engadget at https://www.engadget.com/sony-a6700-review-the-companys-best-aps-c-camera-yet-164540597.html?src=rss

The Backbone One mobile game controller is 30 percent off right now

Most smartphone games are designed to be played with touch controls first and foremost. But if you want to stream games from an Xbox or PlayStation, or if you gravitate toward games with more complex control schemes like Call of Duty: Mobile or Diablo Immortal, a mobile gamepad like the Backbone One can make things more comfortable. 

If this sounds appealing to you, Backbone is running a sale that brings the Lightning-based version of the One down to $70 at Amazon, Best Buy, Target and its own online store. While that's not an all-time low, it's still $30 off the controller's usual going rate. In general, discounts on the device have been uncommon. The offer applies to both the standard black model and the PlayStation-branded white model, which are functionally the same but use different icons. The discount technically started earlier this week, but Backbone says it'll run through March 10. Unfortunately, the sale does not extend to the USB-C version of the device, so Android users or those who plan on upgrading to an iPhone 15 anytime soon should pass.

If you plan to play on an iPhone 14 or older for the next couple of years, though, this deal should be worthwhile. As my colleague Mat Smith noted in his review, the One fits snugly and works immediately with remote streaming apps and virtually every iOS game with controller support. It has all the requisite buttons to play modern games, including pressure-sensitive triggers and analog joysticks, along with a built-in headphone jack and a pass-through charging port. Its clicky face buttons are on the noisy side, and its d-pad is somewhat spongy. Still, its rounded grips keep it comfortable to hold over time, and it balances its weight better than an Xbox or PS5 pad hooked up to a mobile gaming clip. If nothing else, it should be a more cost-effective alternative to cloud gaming handhelds like the PlayStation Portal.

Follow @EngadgetDeals on Twitter and subscribe to the Engadget Deals newsletter for the latest tech deals and buying advice.

This article originally appeared on Engadget at https://www.engadget.com/the-backbone-one-mobile-game-controller-is-30-percent-off-right-now-163014567.html?src=rss

Microsoft’s neural voice tool for people with speech disabilities arrives later this year

At its 14th Ability summit, which kicks off today, Microsoft is highlighting developments and collaborations across its portfolio of assistive products. Much of that is around Azure AI, including features announced yesterday like AI-powered audio descriptions and the Azure AI studio that better enables developers with disabilities to create machine-learning applications. It also showed off new updates like more languages and richer AI-generated descriptions for its Seeing AI tool, as well as new playbooks offering guidelines for best practices in areas like building accessible campuses and greater mental health support.

The company is also previewing a feature called “Speak For Me,” which is coming later this year. Much like Apple’s Personal Voice, Speak For Me can help those with ALS and other speech disabilities to use custom neural voices to communicate. Work on this project has been ongoing “for some time” with partners like the non-profit ALS organization Team Gleason, and Microsoft said it’s “committed to making sure this technology is used for good and plan to launch later in the year.” The company also shared that it’s working with Answer ALS and ALS Therapy Development Institute (TDI) to “almost double the clinical and genomic data available for research.”

One of the most significant accessibility updates coming this month is that Copilot will have new accessibility skills that enable users to ask the assistant to launch Live Caption and Narrator, among other assistive tools. The Accessibility Assistant feature announced last year will be available today in the Insider preview for M365 apps like Word, with the company saying it will be coming “soon” to Outlook and PowerPoint. Microsoft is also publishing four new playbooks today, including a Mental Health toolkit, which covers “tips for product makers to build experiences that support mental health conditions, created in partnership [with] Mental Health America.”

Ahead of the summit, the company’s chief accessibility officer Jenny Lay-Flurrie spoke with Engadget to share greater insight around the news as well as her thoughts on generative AI’s role in building assistive products.

“In many ways, AI isn’t new,” she said, adding “this chapter is new.” Generative AI may be all the rage right now, but Lay-Flurrie believes that the core principle her team relies on hasn’t changed. “Responsible AI is accessible AI,” she said.

Still, generative AI could bring many benefits. “This chapter, though, does unlock some potential opportunities for the accessibility industry and people with disabilities to be able to be more productive and to use technology to power their day,” she said. She highlighted a survey the company did with the neurodiverse community around Microsoft 365 Copilot, and the response of the few hundred people who responded was “this is reducing time for me to create content and it’s shortening that gap between thought and action,” Lay-Flurrie said.

The idea of being responsible in embracing new technology trends when designing for accessibility isn’t far from Lay-Flurrie’s mind. “We still need to be very principled, thoughtful and if we hold back, it’s to make sure that we are protecting those fundamental rights of accessibility.”

Elsewhere at the summit, Microsoft is featuring guest speakers like actor Michelle Williams and its own employee Katy Jo Wright, discussing mental health and their experience living with chronic Lyme disease respectively. We will also see Amsterdam’s Rijksmusem share how it used Azure AI’s computer vision and generative AI to provide image descriptions for over a million pieces of art for visitors who are blind or have low vision.

This article originally appeared on Engadget at https://www.engadget.com/microsofts-neural-voice-tool-for-people-with-speech-disabilities-arrives-later-this-year-161550277.html?src=rss

Adobe brings Firefly generative AI to mobile for the first time in Express

Adobe is bringing its generative AI (GAI) tech to mobile for the first time. Firefly GAI features are included in the beta of the new Express app on Android and iOS starting today. They should afford users more expansive creation and editing options while they’re on the go.

Using text prompts, you’ll be able to generate images and insert, remove or replace people, objects and other elements such as backgrounds. Quick Actions enable you to apply edits, remove backgrounds and resize images with a single tap. Video editing tools, a social content scheduler and collaboration options are available too. Creative Cloud subscribers can use the Express mobile app to import and edit designs from Illustrator and Photoshop.

Adobe says Firefly GAI is designed for commercial use. Assets generated using Firefly tools include a label to indicate they were forged in the fires of GAI.

During the beta, Express premium features are available to everyone for free, but they'll eventually be locked behind a $10 per month subscription. The number of users who can access the beta on iOS are limited. Those who are interested can sign up through Adobe. The Android beta of the new Express app is available in most countries on the Google Play Store.

This article originally appeared on Engadget at https://www.engadget.com/adobe-brings-firefly-generative-ai-to-mobile-for-the-first-time-in-express-153323032.html?src=rss

The Dream Vapor Xbox Wireless Controller drops to a record low of $58

Do you really like the aesthetic of bowling but have no interest in the game itself? In January, Xbox released the special edition Dream Vapor controller with swirls that look like they've been pulled right from a bowling ball. Now, the Dream Vapor controller — which is a great accessory for the Xbox Series X|S, Xbox One or Windows — is on sale for $58, down from $70. The 17 percent discount puts the model at the lowest price we've seen yet.

Xbox's Dream Vapor controller is — dare we say — beautiful. It has pink and purple accents that swirl together to create a calm, aesthetically pleasing look. Even the buttons are in a light pink with purple accents. The wireless controller works like its counterparts, offering 40 hours of battery life, custom button mapping and a share button.

The Dream Vapor model isn't the only Xbox controller available for a record-low price. If you're looking for a basic new controller, the Robot White Xbox controller is down to $45 from $60 — a 25 percent discount. It's a sleek but fun option with ABXY buttons in a range of bright colors.

Follow @EngadgetDeals on Twitter and subscribe to the Engadget Deals newsletter for the latest tech deals and buying advice.

This article originally appeared on Engadget at https://www.engadget.com/the-dream-vapor-xbox-wireless-controller-drops-to-a-record-low-of-58-151551431.html?src=rss

MacBook Air 13-inch and 15-inch review (2024): Excellent yet unsurprising

It's hard to expect much from Apple's new M3-equipped MacBook Airs. The 13-inch M2 model, released in 2022, was the first major redesign for Apple's most popular notebook in over a decade. Last year, Apple finally gave its fanatics a big-screen ultraportable notebook with the 15-inch MacBook Air. This week, we've got the same two computers with slightly faster chips. They didn't even get a real launch event from Apple, just a sleepy Monday morning press release. They look the same and are a bit faster than before — what else is there to say?

Now, I'm not saying these aren't great computers. It's just that we've been a bit spoiled by Apple's laptops over the last few years. The M3 MacBook Air marks the inevitable innovation plateau for the company, following the monumental rise of its mobile chips and a complete refresh of its laptops and desktops. It's like hitting cruising altitude after the excitement of takeoff — things are stable and comfortable for Apple and consumers alike.

M3 MacBook Air vs the M2 MacBook Air

Even though they look exactly the same as before, the M3 MacBook Air models have a few new features under the hood. For one, they support dual external displays, but only when their lids are closed. That was something even the M3-equipped 14-inch MacBook Pro lacked at launch, but Apple says the feature is coming to that device via a future software update. Having dual screen support is particularly useful for office workers who may need to drop their computers onto temporary desks, but it could also be helpful for creatives with multiple monitors at home. (If you absolutely need to have your laptop display on alongside two or more external monitors, you'll have to opt for a MacBook Pro with an M3 Pro or Max chip instead.)

Both new MacBook Air models also support Wi-Fi 6E, an upgrade over the previous Wi-Fi 6 standard with faster speeds and dramatically lower latency. You'll need a Wi-Fi 6E router to actually see those benefits, though. According to Intel, Wi-Fi 6E's ability to tap into seven 160MHz channels helps it avoid congested Wi-Fi 6 spectrum. Basically, you may actually be able to see gigabit speeds more often. (With my AT&T gigabit fiber connection and Wi-Fi 6 gateway, I saw download speeds of around 350 Mbps and uploads ran between 220 Mbps and 320 Mbps on both systems from my basement office. Both upload and download speeds leapt to 700 Mbps when I was on the same floor as the gateway.)

Photo by Devindra Hardawar/Engadget

Design and weight

Two years after the 13-inch M2 MacBook Air debuted, the M3 follow-up is just as sleek and attractive. It seems impossibly thin for a notebook, measuring 0.44 inches thick, and is fairly light at 2.7 pounds. We've seen ultraportables like LG's Gram and the ZenBook S13 OLED that are both lighter and thinner than Apple's hardware, but the MacBook Air still manages to feel like a more premium package. Its unibody aluminum case feels as smooth a river stone yet as sturdy as a boulder. It's a computer I simply love to touch.

Photo by Devindra Hardawar/Engadget

The 15-inch M3 MacBook Air is similarly thin, but clocks in half a pound heavier at 3.2 pounds. It's still relatively light for its size, but the additional bulk makes it feel more unwieldy than the 13-inch model. I can easily slip either MacBook Air model into a tote bag when running out to grab my kids from school, but the larger model’s length makes it more annoying to carry.

For some users, though, that extra heft will be worth it. The bigger MacBook Air sports a 15.3-inch Liquid Retina screen with a sharp 2,880 by 1,864 (224 pixels per inch) resolution, making it better suited for multitasking with multiple windows or working in media editing apps. It's also a better fit for older or visually impaired users, who may have to scale up their displays to make them more readable. (This is something I've noticed while shopping for computers for my parents and other older relatives. 13-inch laptops inevitably become hard to work on, unless you're always wearing bifocals.)

While I'm impressed that Apple finally has a large, consumer-focused laptop in its lineup, I still prefer the 13-inch MacBook Air. I spend most of my day writing, Slacking with colleagues, editing photos and talking with companies over video conferencing apps, all of which are easy to do on a smaller screen. If I was directly editing more episodes of the Engadget Podcast, or chopping up video on my own, though, I'd bump up to the 14-inch MacBook Pro with an M3 Pro chip. Even then, I wouldn't have much need for a significantly larger screen.

A lonely headphone jack that could use a USB-C companion.
Photo by Devindra Hardawar/Engadget

It's understandable why Apple wouldn't want to tweak the Air's design too much, given that it was just redone a few years ago. Still, I'd love to see a USB-C port on the right side of the machine, just to make charging easier in every location. But I suppose I should just be happy Apple hasn't removed the headphone jack, something that's happening all too frequently in new 13-inch notebooks, like the XPS 13.

Hardware

For our testing, Apple sent the "midnight" 13-inch MacBook Air (which is almost jet black and features a fingerprint-resistant coating that actually works), as well as the silver 15-inch model. Both computers were powered by an M3 chip with a 10-core GPU, 16GB of RAM and a 512GB SSD. While these MacBooks start at $1,099 and $1,299, respectively, the configurations we tested cost $400 more. Keep that in mind if you're paying attention to our benchmarks, as you'll definitely see lower figures on the base models. (The cheapest 13-inch offering only has 8GB of RAM, a 256GB SSD and an 8-core GPU, while the entry-level 15-inch unit has the same RAM and storage, along with a 10-core GPU.)


Geekbench 6 CPU

Geekbench 6 GPU

Cinebench R23

3DMark Wildlife Extreme

Apple MacBook Air 13-inch (M3, 2024)

3,190/12,102

30,561

1,894/9,037

8,310

Apple MacBook Air 15-inch (M3, 2024)

3,187/12,033

30,556

1,901/9,733

8,253

Apple MacBook Air 13-inch (M2, 2022)

2,570/9,650

25,295

1,576/7,372

6,761

Apple MacBook Pro 14-inch (M3, 2023)

3,142/11,902

30,462

1,932/10,159

8,139

M3 chip performance

I didn't expect to see a huge performance boost on either MacBook Air, but our benchmarks ended up surprising me. Both laptops scored around 300 points higher in the Cinebench R23 single-core test, compared to the M2 MacBook Air. And when it came to the more strenuous multi-core CPU test, the 13-inch M3 Air was around 1,700 points faster, while the 15-inch model was around 2,400 points faster. (Since both machines are fan-less, there's a good chance the larger case of the 15-inch Air allows for slightly better performance under load.)

There was a more noticeable difference in Geekbench 6, where the M3 models were around 40 percent faster than before. Apple is touting more middling improvements over the M2 chips — 17 percent faster single-core performance, 21 percent speedier multi-core workloads and 15 percent better GPU workloads — but it's nice to see areas where performance is even better. Really, though, these aren't machines meant to replace M2 systems — the better comparisons are how they measure up to nearly four-year-old M1 Macs or even creakier Intel models. Apple claims the M3 chip is up to 60 percent faster than the M1, but in my testing I saw just a 35 percent speed bump in Cinebench's R23 multi-core test.

When it comes to real-world performance, I didn't notice a huge difference between either M3-equipped MacBook Air, compared to the M2 model I've been using for the past few years. Apps load just as quickly, multitasking isn't noticeably faster (thank goodness they have 16GB of RAM), and even photo editing isn't significantly speedier. This is a good time to point out that the M2 MacBook Air is still a fine machine, and it's an even better deal now thanks to a lower $999 starting price. As we've said, the best thing about the existence of the M3 Airs is that they've made the M2 models cheaper. You'll surely find some good deals from stores clearing out older stock and refurbished units, as well as existing owners selling off their M2 machines.

Gaming and productivity work

I'll give the M3 MacBook Airs this: they're noticeably faster for gaming. I was able to run Lies of P in 1080p+ (1,920 by 1,200) with high graphics settings and see a smooth 60fps most of the time. It occasionally dipped into the low-50fps range, but that didn't affect the game's playability much. The director's cut of Death Stranding was also smooth and easy to play at that resolution, so long as I didn't crank up the graphics settings too much. It's nice to have the option for some serious games on Macs for once. And if you want more variety, you can also stream high-end games over Xbox's cloud streaming or NVIDIA's GeForce Now.

In addition to being a bit faster than before, the 13-inch and 15-inch MacBook Airs are simply nice computers to use. Their 500-nit screens support HDR and are bright to use outdoors in sunlight. While they're not as impressive as the ProMotion MiniLED displays on the MacBook Pros, they'll get the job done for most users. Apple's quad and six-speaker arrays are also best-in-class, and the 1080p webcams on both computers are perfect for video conferencing (especially when paired with Apple's camera tweaks for brightness and background blurring). And I can’t say enough good things about the MacBook Air’s responsive keyboard and smooth trackpad – I wish every laptop used them.

Photo by Devindra Hardawar/Engadget

Battery

Unfortunately, the short turn-around time for this review prevented me from running a complete battery test for these computers. At the moment, though, I can say that both machines only used up 40 percent of battery life while playing a 4K fullscreen video at full brightness for over 10 hours. Apple claims they'll play an Apple TV video for up to 18 hours, as well as browse the web wirelessly for up to 15 hours. My testing shows they'll definitely last far more than a typical workday. (I would often go three days without needing to charge the 13-inch M2 MacBook Air. Based on what I've seen so far, I expect similar performance from the M3 models.)

Photo by Devindra Hardawar/Engadget

Wrap-up

There aren’t any major surprises with the 13-inch and 15-inch M3 MacBook Air, but after years of continual upgrades, that’s to be expected. They’re great computers with excellent performance, gorgeous screens and incredible battery life. And best of all, their introduction also pushes down the prices of the still-great M2 models, making them an even better deal.

This article originally appeared on Engadget at https://www.engadget.com/macbook-air-m3-review-2024-13-15-inch-140053162.html?src=rss

Microsoft is holding a Surface and Windows AI event on March 21

Microsoft has announced that it's holding an event on March 21 that will focus on its upcoming generative AI devices and features. The event entitled "Advancing the new era of work with Copilot" will start at 9AM Pacific/12PM Eastern time that date. Microsoft promises to unveil "the latest in scaling AI in your environment with Copilot, Windows and Surface," but it has shared no other details on what its announcements could be. 

As Windows Central had previously reported, the company is expected to launch the Surface Pro 10 and Surface Laptop 6 on March 21. They're apparently slated to be Microsoft's first AI PCs that will be equipped with the new Intel Core Ultra or Qualcomm Snapdragon X Elite processors. Both models have neural processing units (NPUs) that boost AI capabilities, which is why the upcoming Surfaces will most likely be the first to support the new AI features coming to Windows 11. 

Those new AI features could include real-time live captions and translations, upscaling for games and frame rate smoothing. Microsoft is also reportedly working on a feature called AI Explorer that will give users a way to conduct searches across apps, documents, web pages, images and chats using natural language. Windows Central said AI Explorer might have the capability to understand context and suggest actions based on what's on the screen. It could also create a history of the tasks a user does on their computer to make them searchable later on. We'll know for sure if Microsoft truly is launching new Surface devices and new AI features a couple of weeks from now — we will, of course, keep you updated on what the company reveals. 

This article originally appeared on Engadget at https://www.engadget.com/microsoft-announces-a-surface-and-windows-ai-event-for-march-21-130447407.html?src=rss

EU regulators probe Apple's latest Epic Games takedown

The European Union has entered the latest clash between Apple and Epic Games. Bloomberg reports that regulators will question Apple over its choice to ban Epic's developer account. The Fortnite creator claims this action prevents it from launching the Epic Games Store in Europe. 

This escalation began when Epic CEO Tim Sweeney shared a post on X in January claiming that Apple was trying to thwart complying with the Digital Market Act (DMA) and calling much of its latest policy announcement "hot garbage." Apple's rules include meeting the company's Notarization requirements, paying a Core Technology fee (about 54 cents per install annually) after hitting the millionth download and showing proof of $1.1 million in credit that could be used for financial disputes. Supreme 

A month after Sweeney's post, Apple sent a letter stating, "In plain, unqualified terms, please tell us why we should trust Epic this time." Sweeney responded that the company was "acting in good faith and will comply." 

Apple seemingly had no trust in Epic and would not allow it to have a developer account. "Epic's egregious breach of its contractual obligations to Apple led courts to determine that Apple has the right to terminate 'any or all of Epic Games' wholly owned subsidiaries, affiliates, and/or other entities under Epic Games' control at any time and at Apple's sole discretion.' In light of Epic's past and ongoing behavior, Apple chose to exercise that right," the company said in a statement.   

Sweeney's response was visual, to say the least, stating, "This is the medieval feudal lord, mounting the skulls of their former enemies on their castle walls," CNBC reports

This disagreement is the latest in nearly half a decade of issues between the two companies — you could throw a dart at a board filled with fights in the tech industry (of which there are many) and still have a good chance of hitting an Epic Games and Apple face-off. The friction between the pair started in 2020 when a Fortnite update allowed gamers to buy digital coins through a direct payment feature, thus going around Apple's rule that iOS games use in-app purchases (giving them a 30 percent cut). Epic sued Apple, with California's Ninth Circuit Court ruling in favor of the game developer. The Supreme Court declined to take up the case, in which both Apple and Epic appealed the ruling (Epic claimed there were "legal errors" and that Apple had violated federal antitrust laws).

The EU's decision comes just as the DMA finally goes into effect. The new law states that "gatekeepers," such as Apple, Microsoft and Meta, can't favor their own systems or prohibit third party developers from interoperating with them. Apple could be forced to pay ten percent of its annual worldwide revenue if found in violation of the DMA and 20 percent if it's a repeat offender. Apple recently received its first fine from the EU, a €1.8 billion ($1.96 billion) charge for restricting competitors' music streaming apps.

This article originally appeared on Engadget at https://www.engadget.com/eu-regulators-probe-apples-latest-epic-games-takedown-130016452.html?src=rss

Google is following Apple's lead by adding new developer fees in the EU

Yesterday Google outlined the changes it will make to comply with the EU's Digital Markets Act (DMA) that goes into effect starting today. One important detail it left out, however, was whether it would charge developers who directed users outside the Play Store to sideload apps — and if so, how much. 

Now, Google has revealed that it will indeed charge developers even if they don't use the Play Store, just like Apple did with the App Store. Per new details found in the Play Console help section, the company will charge two new fees: 

  1. An initial acquisition fee of 10% for in-app purchases or 5% for subscriptions for two years. This represents the value Play provided in facilitating initial user acquisition.

  2. An ongoing services fee of 17% for in-app purchases or 7% for subscriptions. This covers ongoing Play services like parental controls, security, fraud prevention, and app updates.

Developers can opt out of ongoing fees after two years if users agree, but ongoing Play services will no longer apply. "Since users acquired the app through Play with the expectation of services such as parental controls, security scanning, fraud prevention, and continuous app updates, discontinuation of services requires user consent as well," Google stated.

Google included the following chart to show how the fees will apply to a hypothetical "Fantastiq App": 

Google

With this, Google is taking a similar approach to Apple, which reduced App Store commissions but introduced new fees. Namely, Apple tacked on on a new 3 percent “payment processing” fee for transactions that go through its store. And a new “core technology fee” will charge a flat €0.50 fee for all app downloads, regardless of whether they come from the App Store or a third-party website, after the first 1 million installations.

Google is justifying the fees by touting the value it provides in the Android ecosystem: "Play's fees support our investment in Android and Google Play and reflect the value provided by Android and Play, including enabling us to distribute Android for free and provide the continuously growing suite of tools and services that help developers build successful businesses, all while keeping our platforms safe and secure for billions of users worldwide."

Epic CEO Tim Sweeney already blasted Google's post about DMA compliance yesterday, before the new fees were even made public. "Google announced its malicious compliance plans for the European DMA law... it looks like their illegal anti-steering policy will be replaced by a new Google Tax on web transactions. We'll likely soon learn how he and other developers react to the new fees. 

This article originally appeared on Engadget at https://www.engadget.com/google-is-following-apples-lead-by-adding-new-developer-fees-in-the-eu-064618768.html?src=rss