Cricket is no longer reserving 5G for its priciest service tier. As of today, 5G is enabled for all of the prepaid carrier's plans. As you might guess, the provider is also doing away with the modest 8Mbps cap on most of its plans. You can pay as little as $30 per month (for one line) for 5G, to put it another way — important if you're more interested in raw speed than anything else.
There are some caveats. Cricket isn't changing data caps for its two lowest-priced plans, so you could burn through the modest 2GB or 10GB allotments that much sooner. You also don't have many choices for 5G phones if you buy directly from Cricket, including the iPhone 13 range as well as a handful of low-end Motorola and Samsung models. You'll still have a strong incentive to use the higher-end tiers, and you may want to bring your own phone.
It's no secret as to why AT&T is making Cricket more appealing, though. Cricket added 2 million customers (now 12.4 million total) in just the past two years. While AT&T's regular service clearly has more overall subscribers, Cricket is the hotter property in terms of relative growth. Adding 5G to more plans could keep that momentum alive. And simply speaking, Cricket needed to catch up. Rivals like Boost Mobile and T-Mobile's Metro already offer 5G across multiple tiers. Your choice of prepaid carriers may now boil down to specific plan features and network quality.
Assassin's Creed Infinity won't be a free-to-play online game, Ubisoft CEO Yves Guillemot has confirmed during the developer's latest earnings call. Bloomberg first reported about the project's existence back in July, and the company has shared details about it bit by bit since then. The publication said that AC Infinity, which is the project's name that could change upon release, will be a live online service similar to Grand Theft Auto Online that requires you to own the base game. According to Gamespot, Guillemot also said:
"This game is going to have a lot of narrative elements in it. It's going to be very innovative game, but it will have what players already have in all the other Assassin's Creed games, all the elements that they love... right from the start. So it's going to be a huge game. But with lots of elements that already exist in the games that we published in the past."
Unlike other Assassin's Creed games with a single narrative story, Infinity will reportedly have multiple settings that will feel and look different from each other but will still be connected in some way. That means Infinity could have several games in one package, though how that will resonate with long-time fans remains to be seen. The original Bloomberg report also called it a massive online platform with room to expand in the months and years after its launch, so we may see new content hit the service as campaigns or seasons.
Ubisoft pooled its resources and unified the Montreal and Quebec teams, which previously worked on separate Assassin's Creed titles, to develop Infinity. Guillemot said it's still in its very early stages, however, and previous reports said its soonest possible release won't be until 2024.
It’s been a busy week! For our special 100th episode, Cherlynn and Devindra dive into their MacBook Pro and Pixel 6 reviews, answer audience questions, and they chat with Engadget’s Karissa Bell about what we’ve learned from the Facebook Papers. (Unfortunately, this episode was recorded before Facebook renamed itself to Meta, but we’ll be chatting about all of that next week!)
Listen below, or subscribe on your podcast app of choice. If you've got suggestions or topics you'd like covered on the show, be sure to email us or drop a note in the comments! And be sure to check out our other podcasts, the Morning After and Engadget News!
Credits Hosts: Cherlynn Low and Devindra Hardawar Guest: Karissa Bell Producer: Ben Ellman Livestream producers: Julio Barrientos,Luke Brooks Graphics artists: Luke Brooks, Kyle Maack Music: Dale North and Terrence O'Brien
Canon has unveiled the PowerShot PX, a stationary camera that uses facial recognition and auto-subject search to automatically capture 11.7-megapixel images or 1080p60 video. It's based on the PowerShot Pick, an experimental, crowdfunded camera that was released only in Japan.
The PowerShot PX has pan-and-tilt functionality (340 degrees horizontally and 110 degrees vertically) and a 19-57mm (35mm equivalent) focal length range. The idea is that you you can place it a strategic spot, like on a table during a family picnic, for example. The camera can then scan the scene, find people's faces and automatically determine the best moment to capture a photo. "The best photos aren't always the posed smiles.... the PowerShot PX captures a huge range of looks and precious reactions that you might not capture," Canon wrote.
It can frame subjects "intelligently to capture natural expressions and reactions," Canon says. You can also prioritize specific faces, like if it's someone's birthday. In theory, that would allow you to enjoy a gathering without the need to break away and take photos, knowing that it will be done automatically. You can also grab photos manually via an app or voice control.
Following an event, you can use the PowerShot PX's iOS or Android apps to get recommendations on the best photos to keep. Those are then stored on a memory card, where they can be uploaded to a computer. It supports WiFi and Bluetooth for smartphone connections, so you can control images with no need to check the device, Canon said. It can also double as a webcam via Canon's webcam utility app. (It runs on batteries with charging via USB-C.)
The PowerShot PX is coming to Europe and the UK in November 2021 for £500/€500 (around $585). There's no word yet on a release to North America or elsewhere.
For most of this year, Facebook has been talking about its plans for the metaverse, pledging to lose a lot of money in order to bolster its ambitions in the space. Yesterday, the company announced that it would rebrand its corporate identity to “Meta” in order to double down on this commitment. (And, you know, the other reason.) The metaverse, as Meta describes it, “is a new phase of interconnected virtual experiences using technologies like virtual and augmented reality.” Given the number of companies who are now starting to talk about the metaverse in very real terms, we have to answer one, very obvious question: What the Hell is a metaverse?
Everything that follows is, to a certain extent, meant to be read with the right number of ahs, ahems, polite coughs and other caveats. After all, a number of companies have started using the term in order to bask in the reflected glory thrown out by the metaverse hype train. Much like “Web 2.0,” “The metaverse” has a loosey-goosey definition that is being used to define whatever is coming next for the internet. A virtual world that mirrors our own? Metaverse. A way to buy and sell NFTs of Elon Musk dressed as a dog? Metaverse. A new way of creating commerce and communications? Metaverse. It’s likely that when we look back at the metaverse a decade or two from now, should it actually happen, it’ll look vastly different to what its boosters predict.
In his Founders Letter, CEO Mark Zuckerberg describes the metaverse as “an embodied internet where you’re in the experience, not just looking at it.” He goes on to talk about how “in this future, you will be able to teleport instantly as a hologram to be at the office without a commute, at a concert with friends, or in your parents’ living room to catch up.” And then cites the benefits of that, including a reduced carbon footprint and less time stuck in traffic.
The easiest and most obvious point of comparison is the metaverse as represented in pop culture. Neal Stephenson’s Snow Crash (where the term originates), Ernest Cline’s Ready Player One and the Wachowskis’ The Matrix are all examples of this virtual, digital-world-that-actually-mirrors-our-own. Those with (long) internet memories will recall projects like Second Life, which promised to do this sort of thing 18 years ago. And some folks have suggested that Roblox and Fortnite, which are both games and virtual spaces where stuff other than games takes place, are forms of metaverse.
Meta’s interest is clear as a way of building out its work in the virtual space through its acquisition of Oculus. Sir Nick Clegg, who after his political defenestration and inexplicable Knighting became Facebook’s vice president of Global Affairs and Communications in 2018, wrote that the metaverse is designed to create a “greater sense of ‘virtual presence.’” The Guardian reported that Clegg claims to use Meta’s virtual presence service, Horizon Workrooms, to take his “Monday morning meetings in the metaverse with a virtual table and whiteboard.” You may be thinking, then, that the metaverse will be little more than Zoom but with a requirement to spend more to own some pricey VR gear.
Alexandru Voica, Meta’s Technology Communications Manager in Europe, says that a better way to understand the metaverse is as “the next evolution of the internet.” He used the video call we were on as an example of something that the metaverse could hopefully improve. “We’re meeting in this 2D video call, and it’s great compared to a phone call but it’s not as good as if we were sitting together [in the real world],” he said, “The idea is, how can you take this interaction and get it as close to you and I being together [in a public space].” He added that the metaverse wasn’t envisioned as supplanting real-world connections, but to make virtual experiences more lifelike.
Voica added that these virtual engagements will feel a lot more real with the use of technologies like VR, AR and spatial audio. When you have a series of boxes on a Zoom screen, for instance, it’s harder for your brain to process all of that information at once. In the virtual world, with people’s audio directed toward you from wherever their avatar is sitting, it’s easier for you to engage.
Some of this feeds back to Mark Zuckerberg’s ‘Next Decade’ manifesto from the start of 2020, where improvements in AR and VR technology will better empower remote work. Obviously that was before COVID-19 made remote work a necessity for millions of people, and before it became one of the defining culture-war non-issues this year.
Another common frame of reference is Matthew Ball’s essay on what a metaverse is from January 2020. At the time, he said that any metaverse would be a persistent and synchronous virtual environment with its own economy. Ball added that the metaverse would enable “would-be laborers” to “participate in the ‘high value’ economy via virtual labor.” He cited the practice of Gold Farming — where players of a large MMO in a low-wage country works for hours to earn large amounts of virtual currency (or goods) which they then sell on to other players for real-world cash — as a current example of this “virtual labor.”
Kevin Dietsch via Getty Images
Ball went on to say that the metaverse would also offer “unprecedented interoperability of data.” A user would be able to move objects freely between worlds, like being able to take a skin for a gun in Counter-Strike and carry it over to Fortnite. To be honest, the idea that games publishers would agree to the free-sharing of their intellectual property, with all the lost profits that would entail, is the most unbelievable idea in the document.
But even Epic Games’ CEO Tim Sweeney is open to the idea of some cross-communication in some form or another. This July, Sweeney told The New York Times that said a “tunnel” could exist between, in this example, the virtual worlds of Roblox and Fortnite. What’s not clear, however, is what a user could take from one end of that tunnel to the other beyond their own, custom-designed avatar.
Voica says that this cross-sharing of IP will be vital to ensuring the success of the metaverse. He used the example of a user buying a designer jacket, as a digital item which could be worn by their avatar as they went about their day. That item doesn’t have any value if you’re only able to wear it in the specific designer’s own virtual world. “It would be like buying a Manchester United shirt and only being able to wear it inside Manchester United’s stadium,” he said. And he believes that consumers wouldn’t buy into a system with such a limitation, saying that “people don’t want to be locked in.”
There’s also a line of thinking that a metaverse will actually describe the unification of the digital and real worlds. AR glasses that overlay a rich data set onto the street as you go about your day, outsourcing tasks from your own brain. That will, naturally, require smart glasses with transparent displays capable of actually reproducing this data in a useful manner. Not to mention a quantum leap in computer vision, data processing and battery life to make it viable for whole-day use. This, of course, will also require a dramatic shift in how we view privacy in public and private spaces a decade on from the privacy objections raised when Google Glass was briefly en vogue.
This September, The Washington Post interviewed Sima Sistani, the co-founder of Houseparty who now works for Epic Games. They said that the metaverse would be the thing that replaces Social Media to suck away all of our free time. Sistani believes that, unlike now, where people simply create images and post status updates, the next generation will enjoy collaborative experiences with one another. And that the next generation of content creators will create fresh experiences for the rest of us to enjoy, once we’ve paid for them.
One of the things that is kinda/sorta clear, at least from the metaverse’s boosters, is that the platform won’t be owned by a single person or company. Instead, it will — hopefully — operate much like the internet does now, with multiple providers offering infrastructure to build a cohesive whole. Or at least, that’s the theory, and there’s the additional hope that decentralized technologies will help reduce the potential for a single arbiter to rule over this new frontier.
Projects like Decentraland, its own virtual environment, are already working on this principle, with its economy running on Ethereum’s blockchain. As The New York Times reported earlier this year, Decentraland’s market has already seen real-world brokers buying up parcels of virtual real estate. And there are already art shows and casinos in operation inside Decentraland, all of which can be tied to some form of digital commerce. This is sadly at-odds with the potential for a post-scarcity digital utopia that a metaverse could theoretically foster.
Pop-culture descriptions of metaverses commonly present them less as a social good and more as a symptom of impending collapse. Even the reference onanism that is Ready Player One shows a world that has slid into economic, social and environmental decline. When asked about the metaverse, Snapchat CEO Evan Spiegel cited Snow Crash’s “virtual world created by an evil monopolist.” Not long after, Twitter CEO Jack Dorsey agreed that Neal Stephenson’s novel was intended as a warning, rather than a guide. [An aside, in Snow Crash, poor users accessing the metaverse through a public terminal are rendered in monochrome, and are derided by the wider society as a consequence — something that was replicated in the real-world by Fortnite players who bullied “Default” players who didn’t buy custom skins for their avatars.]
Now, Meta believes enough in the metaverse that it’s hoisted its flag, and fortune, to the idea for the next few years. And it’s hard to think that, however convenient, its metaversal ambitions are a smokescreen for the very real issues the platform is currently facing. Titles like Roblox and Fortnite provide a vague sense of how a persistent, universal online world could hold the attention of users for thousands of hours, but those are for now curated experiences. And projects like Decentraland offer a hint as to how a virtual economy would function, but nothing yet gives us a cohesive grand narrative of the metaverse which can show us where it’s going. In many ways, companies like Meta are trying to put together this jigsaw without much of an idea of what it’s going to look like when it’s finished.
While Facebook the social network is still Facebook, the overarching company that it created is now called Meta. Facebook Inc. is changing its name in order to distinguish its myriad parts from the social network, which has an increasingly poor reputation pretty much everywhere. Particularly in the last few weeks.
While the company hopes it’ll offer some degree of distraction from current sentiment (and political focus), it’s not going to stop people talking about Facebook Meta.
Mark Zuckerberg announced the new name during his keynote for the company’s Connect event. He said: "From now on, we're going to be metaverse-first, not Facebook first."
The change appears very similar to how Google, the search and tech part, was bundled inside Alphabet — a bigger company to contain all the other parts.
The timing is, perhaps, even odder. The Facebook Papers — internal documents detailing the social network’s major failings and issues — encompassing misinformation, hate speech and censorship, are now public knowledge. Is this a distraction or Facebook wilfully forcing its own transformation at a time when most of us are more interested in how it’s going to fix its current state.
If I don’t want to use Facebook — why would I want to use its take on VR and the metaverse?
Facebook Portal will also be known as Meta Portal moving forward.
Following the above announcement, a Facebook post from incoming CTO Andrew "Boz" Bosworth revealed that Meta is retiring the Oculus brand. Beginning in early 2022, the Oculus Quest will instead be known as the Meta Quest. Similarly, the Oculus App will be called Meta Quest App. According to Bosworth, the intention is "to make clear" to consumers Quest is a Meta product. "We all have a strong attachment to the Oculus brand, and this was a very difficult decision to make," Bosworth said. The name is trickling down to other physical products. Facebook Portal will also become Meta Portal.
Teenage Engineering is best known for its synths, but it likes to explore other avenues, from designing wireless buds to games consoles and even an IKEA collaboration. It has announced an ITX PC case it’s calling the Computer-1. The company says it has been working on the design since 2014. “It’s not a ground-breaking PC case, but we like it, and use it every day,” TE says on its website. Alas, iIt’s currently sold out, but you can sign up to get a notification once it is available — which is what I just did.
The company just reported its results for the quarter ending on September 30th, and Apple made 29 percent more revenue than a year ago — that's $83.4 billion, for those keeping track. While iPhone sales made up almost 47 percent of Apple's total revenue. While Mac revenue was only up two percent, that was just enough for Apple to say it was a new all-time high for the Mac.
A boost in third-party games helped offset a drop in first-party sales.
Sony's PlayStation 5 sales remain relatively steady and strong, despite widespread supply shortages, with 3.3 million units sold in fiscal Q2 compared to 2.2 million last quarter. That brought total sales up to 13.4 million units, Sony announced. Game sales were also up significantly at 76.4 million units compared to 63.6 million in the previous quarter. The company has already stated that it has enough components for 22.6 million units to be sold by March 2022. That would be enough to meet its sales projections, but if sales really explode during the holidays, that could mean shortages could continue.
Bloomberg has published an image showing a Facebook/Meta smartwatch with rounded corners. It also has a notch with a front-facing camera. App developer Steve Moser found the image inside the company's app used to control its Ray-Ban Stories AR sunglasses, hinting that it could also be used to control the watch in the future.
Back in September, Twitter announced that it was planning to add recording and playback features for Spaces so that listeners can access shows after they air. Now, the website has rolled out the ability to a limited number of Spaces hosts on iOS and to all listeners on iOS and Android. Twitter says it's a way for hosts to extend the value of their work and to reach audiences who couldn't always keep an eye out for live conversations.
Hosts who already have access to Spaces Recording will have to toggle on "Record Space" before launching a new conversation to switch on the feature. A recording icon will be visible to everyone, including listeners, during the show. Hosts will have access to the recording for 30 days after initial broadcast, and they'll be able to share and tweet it for their followers to see. Listeners will be able to play back recordings right on their timeline — they'll also be able to share them, which could translate to more listeners and fans for hosts.
While the recording will be available for a month, hosts can delete it anytime. Twitter says it will still keep a file for up to 120 days, though, so it can check for hateful content that goes against its ToS, in case users report a recording.
Meta — that is, the company formerly known as Facebook — may be developing a smartwatch that can take photos and videos. Bloomberg has published an image showing a smartwatch with rounded corners similar to the Apple Watch, except it also has a notch with a front-facing camera. App developer Steve Moser found the image inside the company's app used to control its Ray-Ban Stories AR sunglasses, hinting that it could also be used to control the watch in the future.
Meta
In addition to having rounded corners and a camera, the smartwatch appears to have a stainless steel casing and detachable straps. Moser also says that the code inside the app indicates that the watch could be called Milan and that it could allow for the photos and videos you captured with it to be downloaded on a phone.
According to Bloomberg, Meta is hoping to launch a smartwatch as early as 2022, but nothing has been finalized yet. Further, Facebook's parent company is reportedly already working on three generations of product that will be released at different times. It's not clear if the device shown in the image is one of those, or if it will even be released at all. The Verge also reported earlier this year, though, that Facebook is working on a smartwatch with a front-facing and a 1080p rear camera with autofocus. It could have a heart rate monitor and LTE connectivity, as well, though those features could be distributed across the three different models.
TikTok is testing a new tipping feature that would give creators another way to receive gifts from their followers. The company already allows its most popular users to receive tips when live streaming, and now it's trying out something more direct.
TikTok is rolling out a Tips feature to some creators
The existence of the feature was first spotted by TikTok creator Jera Bean and later more widely shared by consultant (and former The Next Web writer) Matt Navarra. Per the clip Bean posted, those who TikTok has enrolled in the test can apply to get a Tips button on their profile page.
They need at least 100,000 followers and an account that’s in good standing for consideration. Notably, TikTok is not taking a cut of those tips. It’s possible that could change when and if the company rolls out the feature more widely.
TikTok told TechCrunchit has been testing the tool with a limited number of users. “We’re always thinking about new ways to bring value to our community and enrich the TikTok experience,” a spokesperson for the company said.
TikTok is far from the only social media platform to allow tipping. Twitter has had a “tip jar” feature since the start of May. More recently, it added the ability for users to send and receive Bitcoin tips. The push into tipping comes as companies look for ways to keep creators on their platforms.
While Teenage Engineering is best known for its synths, it frequently finds ways to surprise its fans. Its latest release is no different, but that doesn’t make it any less exciting. It has announced an ITX PC case it’s calling the Computer-1. The company says it has been working on the design since 2014. “It’s not a ground-breaking PC case, but we like it, and use it every day,” TE says on its website. “Now we’d like to share it with you.”
The case is made from 1mm-thick powder-coated aluminum. Like TE’s recent synths, it comes in a build-it-yourself flat-pack design that involves bending some of the panels. “Think twice, bend once,” the company warns humorously. With chrome handles included, the case stands 322mm or about a foot tall. Width-wise, it measures 170mm or just over six inches wide. Inside, you have enough room for an SFX power supply, a dual-slot GPU that measures under 180mm long and a CPU cooler that’s about 120mm tall. It will be interesting to see what thermal performance is like on the Computer-1 since the side panels don’t feature a mesh design.
At $195, the Computer-1 is pricey, but about what you would expect to pay for an ITX case from a small company. You’ll find more affordable options in products like the NR200 from Cooler Master, but you can easily spend as much as $200 or more on a Dan A4 or FormD T1. If you’re interested in the Computer-1, you may have to wait to get your hands on one. It’s currently sold out, but you can sign up to get a notification once it is available.