Wearable startup Humane AI has been dripping details about its upcoming device, the AI Pin, for months now. We firs saw it at a TED Talk in May and, more recently, got a glimpse of its promised capabilities at Paris Fashion Week, ahead of Thursday’s official unveiling. However many questions regarding how the wearable AI will actually do what it says it will remain to be answered.
Here’s what we do know: The Humane AI Pin is a pocket-worn wearable AI assistant that can reportedly perform the tasks that many modern cellphones and digital assistants do, but in a radically different form factor. It has no screen, instead reportedly operating primarily through voice commands and occasionally through a virtual screen projected onto the user’s hand. It costs $700 plus another $24 because Humane insisted on launching its own MVNO (mobile virtual network operator) on top of T-Mobile’s network. That $24/month “Humane Subscription” includes a dedicated cell phone number for the Pin with unlimited talk, text and data, rather than allow the device to tether to your existing phone.
Humane AI
The device itself will be available in three colors — Eclipse, Equinox, and Lunar — when orders begin shipping in early 2024. The magnetic clip that affixes the device to your clothing doubles as the battery storage and includes a pair of backup batteries for users to keep with them. The AI Pin also sports an ultra-wide RGB camera, depth and motion sensors, all of which allow “the device to see the world as you see it,” per the company’s release.
The AI Pin will reportedly run on a Snapdragon processor with a dedicated Qualcomm AI Engine supporting its custom Cosmos OS. Its “entirely new AI software framework, the Ai Bus,” reportedly removes the need to actually download content to the device itself. Instead, it “quickly understands what you need, connecting you to the right AI experience or service instantly.” Collaborations with both Microsoft and OpenAI will reportedly give the AI Pin, “access to some of the world’s most powerful AI models and platforms.”
There is still much we don’t know about the AI Pin, however, like how long each battery module lasts and how sensitive the system’s anti-tamper system is that will lock down a “compromised” device. Live demonstrations of the technology have been rare to date and hands-on opportunities nearly nonexistent. Humane is hosting a debut event Thursday afternoon where, presumably, functional iterations of the AI Pin will be on display.
This article originally appeared on Engadget at https://www.engadget.com/humanes-ai-pin-costs-699-and-ships-in-early-2024-which-is-about-all-we-know-for-certain-181048809.html?src=rss
The first thing to know about the Steam Deck OLED is that it’s not the Steam Deck 2. The Steam Deck OLED is a mid-cycle refresh from Valve, similar to the Switch OLED upgrade, but there’s a lot more going on internally here. Its screen is better, its battery life is better, its thumbsticks are better, the haptics are better, and its chip and thermals are better. One thing that hasn’t changed is its form factor — this is still one of the biggest babies on the handheld block.
The new Steam Deck’s main upgrade is its OLED screen, which replaces the original LCD and, crucially, has native support for HDR and faster frame rates. The OLED also has smaller bezels, making the display larger at 7.4 inches, compared with the original 7-inch screen.
The HDR OLED display looks fantastic. It features a wider P3 color gamut, pure blacks and a peak brightness of 1,000 nits, compared with the original max of 400 nits. In action, this means the screen’s bezels meld with the black of any game, creating a more polished frame for retro aspect ratios and providing room for higher-contrast colors. The screen on the new model doesn’t support variable refresh rates (VRR), but it now tops out at 90Hz, while the original could only hit 60Hz. The updated display is smooth, crisp and bright, like a perfect lemon tart. (Even then, I do not recommend licking the screen.)
One of the downsides of the first Steam Deck was its short battery life, which maxed out at eight hours, and that was only under ideal conditions. Valve says the new Steam Deck battery will last 30 to 50 percent longer, depending on how you’re playing, and it’ll charge faster — the company claims it will go from 20 percent to 80 percent in 45 minutes.
The Steam Deck OLED has a die-shrunk version of the custom AMD APU found in the original Steam Deck — same CPU and GPU, just more efficient. This is the process Sony takes advantage of to build the PS4 Slim and PS5 Slim, but instead of collapsing the Steam Deck around smaller hardware, Valve chose to add a bigger battery and larger fan to its existing chassis. For developers, this means the device has the same performance targets as the original and there’s no need to create games specifically for the new hardware. In the end, the Steam Deck OLED weighs about 30 grams less than the original model, or the equivalent of five quarters.
Engadget
Which leads us to the bad news for my tiny hand gang. The Steam Deck OLED is the same monstrous size as the original — 11.7 inches long, 4.5 inches tall and nearly 2 inches thick. The thumbsticks on the new model are actually 1mm taller than the first version. This was one of my main complaints about the Steam Deck when I first reviewed it: I have smaller-than-average hands, and the Steam Deck looks and feels absolutely ridiculous when I’m holding it. It’s just massive, no matter how long my manicure gets. However, the OLED model feels more balanced than the original. It’s less top-heavy, and it does technically weigh less. These small adjustments have made a noticeable difference during my playtime, and the Steam Deck OLED feels slightly more manageable as a handheld — or maybe I’m just too distracted by all of its bright, pretty colors to care about the cramping in my palms.
The thumbsticks on the new handheld have an improved texture that shouldn’t turn gray after a few months’ use, and they feel perfectly serviceable so far. The OLED touchscreen responds immediately to input, and the haptic feedback on the built-in trackpads feels even more precise, populating in reactive pin-pricks under the textured plastic.
I spent a few cozy nights on my couch swapping between the LCD and OLED Steam Decks, and honestly, after I’m done with this review, I’ll probably retire my original model. The Steam Deck OLED is sharper and more responsive; indie games, AAA games and plain old Steam menus look so much better on the new hardware.
Engadget
Hades is my most-played game on the original Steam Deck, so I used that to test out Valve’s battery life claims. Though it doesn’t support HDR, a game like Hades pops on the OLED, and its animations look more fluid than on the LCD version. The OLED lasted four hours and 23 minutes before dying. With the same settings (800p with a 60 fps cap and similar brightness) the original model died after two hours and 42 minutes. That’s a 62 percent improvement, surpassing Valve’s own estimates, though batteries degrade and I’ve had my LCD Steam Deck since the device’s launch in early 2022. In a stress test that involved playing Elden Ring with everything maxed out, the OLED battery lasted two hours and 20 minutes, about 40 percent longer than the original.
Playing the Steam Decks back-to-back highlighted another significant quality-of-life improvement: heat management. My palms have gotten toasty playing the OLED model, but they haven’t broken a sweat like they often do with the original. The new fan may be larger, but it’s not any louder, and it clearly works a treat.
The Steam Deck OLED has a new Wi-Fi 6E module and improved antennas that should enable faster downloads for anyone with a compatible router. I don’t have a 6E router or multi-gigabit Wi-Fi, but with a regular Wi-Fi 6 router, the top download speed I saw on the new Steam Deck was 562mbps, which was about 10 percent faster than the old Steam Deck, and 10 percent slower than the speeds I get on my MacBook Pro. The Steam Deck OLED uses Bluetooth 5.3 and adds a dedicated antenna, which should improve functionality when using Wi-Fi and Bluetooth at the same time.
Engadget
Even with improvements to the battery, thermals and weight distribution, the Steam Deck OLED is still more of a Wii U than a Vita. It’s a beast of a handheld, and it makes the most sense as a portable console to use around the house, rather than a truly travel-ready device. The new model even comes with an extra-long, 2.5m charging cable, designed specifically with couch-based players in mind. I didn’t test out the docking station with the new Steam Deck, but Valve recently released a SteamOS update that lets players take advantage of HDR and VRR on external displays, which only drives home the Wii U-ness of it all.
As far as software, you know the drill by now. Valve has rolled out labels for Steam games signifying how well they’ll work on the handheld, with four levels: unknown, unsupported, playable and verified. Playable games generally come with a small caveat, like having to deploy the on-screen keyboard, while verified games have been fully optimized for portable play. Currently, more than 10,000 titles on Steam fall under the playable or verified labels, with more added every day.
The Steam Deck OLED will go on sale on November 16th at 1pm ET, and Valve has units ready to ship that same day. The company has lowered the price of its LCD lineup and will sell through its backstock of 64GB and 512GB models until they’re all gone. It’ll continue selling the 256GB LCD model at a reduced price of $400, while the 512GB OLED model will cost $550 and the 1TB OLED model will cost $650. There’s also a limited edition 1TB OLED version priced at $680 that comes with a special carrying case, a translucent gray body and orange accents.
Valve
According to the developers I spoke with at Valve, this is the definitive version of the Steam Deck. The HDR OLED model is what they would have released the first time around, if the technology had existed before 2022. The handheld market has evolved quickly — in just over a year, the Steam Deck proved there’s widespread demand for handheld PCs, and its success helped drive chip makers and display manufacturers to build hardware specifically for high-fidelity mobile play. This is great news for Valve and the Steam Deck, and also the other handhelds coming out of companies like Ayaneo, ASUS, Ayn, Logitech, Retroid and Razer. Hell, maybe even Playdate will get an HDR OLED display one day. (Just kidding; Playdate is literally perfect).
So, no, the HDR OLED refresh isn’t the Steam Deck 2, but it is a welcome improvement on an already good device. The Steam Deck OLED is the facetuned, photoshopped, spit-shined version of Valve’s handheld, and it features tangible, clever improvements. The updated display is the highlight of the device, while things like faster charging, improved antennas and smoother haptics are welcome bonuses. More importantly, this is Valve renewing its commitment to portable PC gaming, and that’s a relief to see. The Steam Deck is the granddaddy of handheld PCs and Valve has the resources to continue innovating in this space. For now, the OLED model is a half-step toward the Steam Deck 2, which may be the final version of the device — unless Valve finally learns how to count to three.
This article originally appeared on Engadget at https://www.engadget.com/steam-deck-oled-review-its-just-better-180038030.html?src=rss
Surprise! There’s a new Steam Deck in town and — double surprise — we’ve already reviewed it. It might not look like a big change from the outside, but the Steam Deck OLED is a thorough mid-cycle refresh of a machine that’s not even two years old. At the same time, Valve is also adjusting the configuration of its entry-level model, making it a far more compelling option. Apologies to anyone who literally bought a Steam Deck yesterday.
In an event held for press prior to the device’s launch, Greg Coomer, a product designer at Valve, called the new model “the definitive version of the Steam Deck.” He explained that the device contains many things the company wanted to include at the LCD model’s launch but wasn’t able to, along with some additions based on community feedback.
As its name suggests, the most noticeable upgrade to the Steam Deck OLED is the display. The original Steam Deck had a 7-inch 800p LCD running at 60Hz. The new model squeezes a 7.4-inch OLED panel into the same space, significantly shrinking the bezels around the display. The new panel runs at the same resolution, but with a refresh rate of up to 90Hz. It’s also HDR, covering 110 percent of the P3 color space with a peak brightness of 1,000 nits — the old model maxed out at around 400 nits. Like all OLEDs, it has pure blacks and near-instantaneous response times. As before, anti-glare etched glass is available, but only on the premium model.
The Steam Deck OLED has a die-shrunk version of the same custom APU found in the original Steam Deck. The new APU is produced on a 6nm process, rather than the older 7nm process. Manufacturers typically use die-shrinks to either improve performance or efficiency, and Valve has chosen the latter. The max frequency of both the GPU and CPU are identical between the LCD and OLED models, so for developers tuning their games for Steam Decks, they only have a single performance target.
In concert with the more-efficient processor, there’s also a 25 percent larger battery with a 50Whr capacity, compared to the original’s 40Whr. According to Valve, these changes combined result in a 30-50 percent increase in longevity between the two generations — the official battery life claim is “three to 12 hours.” In our review, we measured a playtime increase of 62 percent when playing Hades on the OLED model versus our 18-month-old original. (Batteries degrade over time, which explains why our gains were more pronounced.)
The new internals make the Steam Deck OLED marginally lighter, and also cooler to the touch when playing games, aided by a slightly larger fan. Other improvements include support for both Wi-Fi 6E and Bluetooth 5.3, together with a new antenna array that will give a better experience when using both at the same time. There’s also a reworked power supply (it has a logo now!) with a longer 2.5m cable that will charge the OLED model from 20 to 80 percent in “as little as 45 minutes.” The thumbsticks have also been made 1mm taller, and the touch pads’ haptics are slightly sharper.
Valve
The Steam Deck OLED starts at $549, and will replace all but the entry-level model in the range. The immediate reality is a bit of a mess and a little complicated, but this, Valve says, will be the Steam Deck line-up moving forward:
256GB Steam Deck LCD ($399)
512GB Steam Deck OLED ($549)
1TB Steam Deck OLED ($649)
As a result of the changes, the 64GB LCD Steam Deck (previously sold at $399) will drop to $349, and the 512GB LCD (previously $649) will drop to $499. Once Valve sells through its inventory of both, those lines will be discontinued. Valve says it will continue to support all LCD models with software updates.
So, the long-term lineup starts at the same $399 price, which gets you the old LCD Steam Deck, but with 256GB of storage instead of 64GB. The new step-up model costs $20 more at $549, but comes with an OLED display and the improvements outlined above, plus double the storage. The range still tops out at $649, but you’re getting a lot more for your money: All of the hardware improvements, 1TB of storage instead of 512GB and an improved carry case that can pop out into a slimmer shell that’s smaller and easier to fit in a bag. As mentioned, it also has the same anti-glare etched glass as the outgoing 512GB LCD model.
Finally, there’s also a Limited Edition version of the 1TB model, with a translucent shell and a customized carry case, which will be sold at $679. We imagine stocks will not last very long, as it looks pretty rad:
Valve
While there are no concrete updates on future hardware developments, Valve engineer Pierre-Loup Griffais noted that, so long as interest in the category remains high, the company has “plans for successive generations of handhelds.” For now, Griffais explained, it’s important to Valve that developers don’t need to “split their attention” between different performance targets.
When asked about the potential for future hardware — like a return of the Steam Machine or an updated Steam Controller — there were no firm updates, but there does seem to be something happening. Griffais agreed that enabling the Steam Deck to work as a hybrid living room console was a “side goal” of the team, and noted that everything Valve does to improve SteamOS will benefit other devices. Coomer added that Valve is still working internally on “a bunch of controllers and prototypes.” If SteamOS is being used on larger displays, the team would want to augment that experience with better input options. “We don’t have any announcements on that front, but it’s why we’re building prototypes and thinking about the future there,” Coomer said.
The Steam Deck OLED will be available to order on November 16th at 1PM ET. Valve expects units to begin shipping as soon as orders start to roll in. The updated pricing on the existing LCD models is already in effect.
This article originally appeared on Engadget at https://www.engadget.com/the-steam-deck-oled-arrives-november-16-with-an-improved-screen-and-longer-battery-life-180032945.html?src=rss
Sony’s PS5 Slim is starting to become available in the US. A standard model that comes with a copy of Marvel’s Spider-Man 2 at no extra cost has hit Dell and Walmart, but the $500 bundle is going in and out of stock. It seems likely that the PS5 Slim (which isn’t actually the official name for the latest models) will surely become available at other retailers soon.
Listings for Call of Duty: Modern Warfare IIIbundles have appeared at Walmart too, though those cost $609 and come with your choice of accessory. Sony initially suggested that the PS5 Slim would only be available in the US at the outset, but standard models that come with Modern Warfare III as a freebie have popped up in Canada for $650 CAD.
When Sony revealed the leaner PlayStation 5 models last month, it indicated they would be available some time in November. However, the company didn’t say exactly when they’d hit its own storefront (where the systems are not yet available at the time of writing) and third-party retail shelves.
The latest PS5 units have 30 percent less volume than the original chonksters. Depending on which model you go with, it’ll be 18 percent or 24 percent lighter than its predecessor too. While the latest versions have a similar curved look as the original PS5 units, there’s one key way to tell them apart at first glance. The new systems have a black band that separates the cover panels on the top and bottom.
At $450, the new PS5 digital edition is $50 more expensive than the previous version. If you pick up the latest model and decide later that you want to use physical game discs or watch DVDs or Blu-rays on your PS5, you’ll be able to connect an $80 disc drive that seems to easily clip onto the console. Sony says that when the original PS5 consoles are sold out, they’ll be discontinued. So if you want a less expensive digital edition, you may not have a ton of time left to snag it.
If want to position the PS5 Slim in a vertical orientation you’ll need to buy a $30 stand. Otherwise, you’ll be stuck with inelegant-looking plastic clips that stabilize the console in its horizontal alignment.
This article originally appeared on Engadget at https://www.engadget.com/you-can-now-buy-a-ps5-slim-in-the-us-and-canada-if-youre-lucky-172529067.html?src=rss
Last spring, Teenage Engineering announced a curious, tiny mixer. At $1,200 the TX-6 appeared to pair a serious price tag with almost comically small controls. It divided music making forums with naysayers deeming it evidence that the company was squandering its reputation as a maker of spendy-but-delightful products. Importantly, the TX-6 was the first in a new line of “Field” products. It was soon joined by the OP-1 Field synthesizer, but until recently that was it, and a mixer with a synth didn’t feel like much of a “system”.
With the arrival of the TP-7 recorder and the CM-15 microphone, the Field family is complete — although the company hasn’t ruled out adding more products further down the line. And like some sort of heavily designed musical Infinity Stones, all four products feel far more exciting and powerful together than they do individually. Or, forced metaphors aside, it’s easier to see where the company was going with all this now that the family is complete.
That’s if the $5,900 entry fee for the full set doesn’t make you balk. But let’s ignore the economics for now, as that’s an accepted part of the Teenage Engineering experience at this point. What we have here is a compact, creativity-inducing system that’s like no other and this off-beat, playful approach to product design is something I wish we saw more of (and ideally in a more accessible way).
We’ve already covered the TX-6 mixer and the OP-1 Field synthesizer and how they interact with each other. But as the two new arrivals bring their own set of skills to the Field system, most of which is laid out below. I say most, as every time I tinker with them, it occurs to me to try something new. Similarly, revisiting the online guide seems to have an uncanny ability to throw up things you missed last time, further unlocking ideas or features.
CM-15
Teenage Engineering’s first studio microphone is nothing if not beautiful. The Field aesthetic of small, rectangular CNC aluminum makes the most sense here out of all the products. The CM15 could really just be another fancy microphone. The CM15 is also the one where the price is most inconspicuous, given high-end microphones tend to start around the $1,200 that you’ll need to spend to add this to your collection.
The CM15 is a large diaphragm condenser microphone which is the type preferred in studios and tends to be a lot more sensitive than something like the podcaster’s favorite Shure SM7b. This microphone doesn’t have elaborate features like internal storage or any type of sound modification tools, but it’s not without some interesting details. For one, the CM15 has three output options — mini XLR, USB and 3.5mm — which makes it compatible with a wide range of devices. Specifically, as the CM15 has its own battery, it plays nice with more USB devices than rival condensers that may require more juice than your phone can deliver.
A switch around the back offers three levels of gain adjustment (neutral and +/- 18dB) which is handy given the variety of things you can plug this into. The gain is analog and in testing sounds pretty clean, with only a marginal effect on the noise floor. I found being able to quickly adjust the gain directly on the mic for different situations made this mic feel like a really good all-rounder, both at home or on the go.
With regard to the Field range, and the intercompatibility thereof, there’s less here than other devices in the family. When you plug the CM15 into the TP-7 recorder over USB it recognizes it as the CM15 and presents you a cute mini icon of it. When the mic is detected you’ll also have the option to add an additional 12dB of digital gain — something that’s not an option when plugging in a phone, for example. The CM15 is also the only mic I tried that worked with the USB port of the TX-6 mixer. This allows you to add effects and, of course, mix it with other instruments, but also this frees up an analog input if needed (though the mic will share channel six with anything else on that input).
Teenage Engineering states the CM15 can also be used as an audio interface, but when tested this didn’t work for Windows, MacOS or iOS. Though it will work as a USB mic for all those operating systems.
As for sound, the CM15 is a very “close” sounding condenser microphone. By that, I mean it never seemed to pick up a lot of the room which can often be the case with condensers, especially those with larger diaphragms. This is due to the supercardioid polar pattern but the result is perfect for mobile applications where you may find yourself in different environments and the CM15 will deliver fairly consistent sound. For my voice, I might appreciate the option to bump the mid-high frequencies a touch, but for most everything else, including foley and instruments, the CM15 sounds bright and clear.
TP-7
I’ll say it straight up front, the $1,499 TP-7 is my favorite of the four Field devices. The OP-1 Field is the flagship, but for pure portability to functionality balance, the TP-7 wins. Described as a “Field recorder” the TP-7 takes the idea of a portable cassette recorder and brings it up to date for the 21st century. There’s a built-in microphone, 128GB of storage and three stereo inputs (that can also be outputs). It can record multitrack podcasts, has tactile scrubbing controls and a thumb rocker and can even become a tiny turntable complete with scratching and physical pitch control.
First and foremost though, the TP-7 is a capable recorder. Press and hold the side button, even when the device is off, and it’ll spring to life and start recording via the internal mic. This feature is more about recording short notes and ideas which you can then have transcribed via a companion app. The app connects over Bluetooth or USB, works offline and will even identify different speakers. It’s not as fully featured as a paid service like Trint or Otter but it’s really cool extra functionality. I even tried loading an old interview I had on my PC onto the TP-7 and the app happily transcribed that, too. The only restriction seemingly being that you have a TP-7 (you can’t load an audio up from your phone within the app, for example).
Beyond memo recording is more general recording of the TP-7’s various inputs. As with the TX-6 mixer, your main inputs are 3.5mm ports which isn’t ideal but most things with a line signal can be wrangled into 3.5mm easily enough. You can also record audio into and out of your phone via USB-C (including the iPhone 15) or directly from the CM15 digitally and over 3.5mm analog at the same time, if you wanted.
The three 3.5mm ports can be configured for line-level or headset/TRRS input or flipped into outputs. Line level will cover most instruments and active electronics with audio output, while headset mode is for anything with a lower output signal such as, well, headsets, but also some other unpowered microphones like lavaliers. I even had some success recording an SM7b via an XLR to TRRS adapter. You can add up to 45dB of gain to the 3.5mm inputs, and with about 35dB the output from Shure’s gain-hungry mic was quiet, but clean and usable. Other XLR dynamic mics were much louder and usable.
With three microphones connected this way, the TP-7 will spit out a multitrack WAV file with each one recorded on its own channel making this a capable podcast recording tool or mini studio recorder that you can mix properly after the fact.
Connect a phone to the TP-7 over USB-C and you can record any sound directly, so you could grab the audio from a video and transcribe it with the app, or load up a beat and then sing or rhyme over it for an on the go demo whenever inspiration strikes. When playing back on the TP-7 the main front disk rotates and you can speed it up, slow it down or even do some rudimentary scratching. This could be used for effect when feeding the output into the TX-6 mixer for recording onto another device.
Multitrack also works for playback. So if you have a WAV file that has drums, vocals, synth and bass as different tracks, you can play it on the TP-7 into the TX-6 over USB and you can mix and add effects to each part of the track separately. In this way, you can use the pair as an effective performance tool, creating an intro with just the beat, adding in the bassline and so on.
Taking this concept even further, with two TP-7s and the TX-6 mixer you effectively have a pair of tiny turntables, with actual turning platters, that can be pitched up or down in real time into the mixer. It’s a classic analog DJ setup but the size of a paperback. I tried it, and mixing this way is really hard as using the jog wheel to alter pitch is a bit heavy handed. You can adjust the pitch more gently by holding the side button and then using the jog wheel, but if, like me, you haven’t mixed this way in 20 years, it takes a little getting used to. It’s also a little OTT to be fair.
What’s much more reasonable, is using the TP-7 as a general audio player. You can load files onto it, and then play them back either on the internal speaker or (preferably) via headphones. You can use the side rocker or the main wheel to control the playback, too. Currently you can only play .wav and .flac file extensions, which is fine, but the lack of mp3 feels like an obvious omission (Teenage Engineering confirmed support is incoming).
The flexibility of the TP-7 doesn’t stop out in the field. Connect it to your PC and it’ll become an audio interface, too. Or at least, that’s the idea. Right now on Windows I only had it working briefly and not in full. On macOS it was marginally better, but not usable. Bear in mind the TX-6 also offers this functionality, and after months that still doesn’t work with Windows at all and is still not flawless on macOS. It’s a shame, as at this price point you’d hope it works at launch and across both systems.
There’s really a lot more you can do with the TP-7, especially in combination with the TX-6. There’s Bluetooth MIDI functionality, for one. The two really make a great team, but the above cover much of the main functionality. Everything else starts to get a little bit niche. Fun, but niche. I’m also certain that functionality will continue to grow as Teenage Engineering is generally pretty good about adding features, often based on user feedback.
Putting it all together
After spending days plugging different things into the TP-7 and the TX-6 and trying out various scenarios and ideas, it sometimes felt like that was often half the fun. Wondering what will happen if you do X and connect to Y. Like musical lego. Much of this will be true for many combinations of audio gear, but the Field line does lend itself particularly well to this playful experimentation.
That said, there are some bugs that you might not expect at this price point. The most obvious one I encountered was the audio interface functionality. At launch I would expect Windows and macOS support and for both to be fairly seamless. Other curiosities were less important but still confusing. Sometimes the CM15 wouldn’t be recognized over USB until a restart, or simply using the analog/3.5mm output would sporadically give crunchy audio when recording into one thing, but clear audio on the TP-7. This could well be down to cables, adapters and so on, but when the same scenario works just fine on a product a third of the price it’s harder to justify.
Take the Tula mic, for example. It’s actually a device that’s already quite popular with Teenage Engineering fans. It has a more classic design, but offers similar functionality to both the TP-7 and the CM15 combined. The mic on it maybe isn’t as good as Teenage Engineering’s, and the recorder functionality doesn’t have the fancy rocker and jog wheel controls, but it’s a good mic and a good recorder all in one and it only costs $259 — less than a tenth of the TP-7 and CM15 together.
But as I said up top, this is less about the price. Teenage Engineering fans are aware of the expense that comes with the products. Many consider it worth it just for that extra dash of playfulness that you don’t find elsewhere. (Other fans are, to be clear, still not really okay with the pricing.) That’s perhaps a conundrum that good old market forces can decide. If, after all these years, the company is still chugging along, it suggests there are plenty of people that consider it a premium worth paying.
What is less contested is that Teenage Engineering does something unique enough to earn it enough fans for there to even be an argument. Or an article like this one. The Field system, in my opinion, exemplifies what the company does best. Interesting tools that have a practical core and a less practical fun side. Individually all four field items will solve a basic problem, like most products do. Together they become a little bit more than the sum of their parts. If you believe creativity lives in that space between functionality and possibility then the Field range creates enough room here for the right kind of creator that the price
This article originally appeared on Engadget at https://www.engadget.com/teenage-engineering-tp7-cm15-field-series-review-170052292.html?src=rss
What the Golfjust got a free update inspired by the beloved multiplayer whodunnit Among Us. The update features 35 new levels that may or may not be chock full with saboteurs and imposters. It’s available today on PC via Steam and was already available on Nintendo Switch and Apple Arcade.
What the Golf regularly offers free updates like this, with some Thanksgiving-themed levels dropping next week. Most devs would go for a Halloween-themed update, but Triband chose Thanksgiving, which is indicative of the kind of chaos that populates the game itself.
We’ve long sung the praises of this game, as it offers a fresh take on golf that, well, isn’t really golf at all. Many of the levels offer completely different rules to keep you on your toes and, often, you aren’t even hitting a ball toward a hole. Instead, the game has you trying to hit a big house or even a horse. Other levels have you playing soccer or battling enemy combatants. In short, you never know what the game is going to throw at you next, including cute little multicolored imposters.
The Among Us-flavored update is available now, but it doesn’t seem to be hitting PS4 or PS5 just yet, which is a bummer. Developer Triband recently released a baseball-themed spinoff, of a sort, for VR called What the Bat.
This article originally appeared on Engadget at https://www.engadget.com/what-the-golf-just-got-a-free-among-us-inspired-update-on-steam-163029801.html?src=rss
Black Friday is just a couple of weeks away, but you don’t need to bide your time to check out some significant discounts on an array of devices. If you’re an Amazon Prime member, you can snag a bundle of Blink cameras for $140, which is 61 percent off the regular price of $360. It includes two Outdoor 4 cameras, one Wired Floodlight Camera, one Mini Pan-Tilt Camera and one Sync Module 2.
It’s a deal worth considering if you’re looking to set up a home security system without breaking the bank. The discount is available for three days.
The bundle will effectively give you a full indoor and outdoor camera system. You’ll also get three mounting kits, four AA batteries, two USB cables and two power adapters. You could always add more Blink devices to your set up if you feel the need to. It’s worth bearing in mind that Blink devices only work with Alexa, so they may not be suitable if you’re, for instance, already heavily invested in Google’s smart home ecosystem.
In our guide to the best smart home devices, we highlighted the new Blink Outdoor 4 as our favorite wireless security camera. It can be placed indoors and it’ll run for up to two years before you need to replace the AA batteries. The Blink Outdoor 4 has support for night vision, motion detection and two-way audio (via the Blink app and devices like Echo Show). It’s weather resistant too.
The bundle comes with a 30-day trial of the Blink Subscription Plan, which you’ll need if you prefer to store clips in the cloud. Alternatively, you can save clips locally on the included Blink Sync Module 2 or a USB flash drive (which you’ll need to buy separately).
You’ll receive an alert when the cameras detect movement. If you have the Blink Subscription Plan, you’ll also be alerted when the Outdoor 4 and Wired Floodlight Camera detect a person using their computer vision features.
Meanwhile, the Outdoor 4 and Wired Floodlight Camera both support customizable privacy zones. This feature enables you to select areas that the cameras don’t record at all. You might want to use this to avoid viewing your neighbor’s door or yard. Alternatively, if you use the Outdoor 4 indoors, you may wish to block out the area between your bathroom and bedroom for post-shower privacy.
This article originally appeared on Engadget at https://www.engadget.com/a-blink-outdoor-4-bundle-is-61-percent-off-for-amazon-prime-members-in-an-early-black-friday-deal-161520398.html?src=rss
The holidays are a time to gather, drink and share your favorite dishes. And for the people who are doing the cooking, there’s no better way to show your appreciation (besides offering them a helping hand) than by giving them something to make the process faster, simpler, or just more fun. So regardless of whether they prefer baking, cooking savory dishes or making healthy juices, we’ve got a huge range of tried and tested gear that will make great gifts for foodies.
KitchenAid Cordless Variable Speed Hand Blender
Made-in Half Sheet Pan
Silpat Baking Sheet
Breville Juice Fountain
Kan Kitchen Chef Knife
Kyocera Ceramic Chef Knife
Misen Non-stick pans
Instant Vortex Plus air fryer
Anova Precision Cooker 3.0
Microplane Classic Grater
ThermoWorks ThermoPop 2
John Boos cutting board
The Good Shears by Material
Zojirushi Neuro Fuzzy rice cooker
Vitamix Explorian blender
OXO Good Grips Precision scale
SodaStream Terra
ButcherBox Favorites
This article originally appeared on Engadget at https://www.engadget.com/best-cooking-gifts-140038552.html?src=rss
Amazon is expanding its grocery services to the masses — well, at least to everyone who has an account with them. Now, non-Prime Members can also get Amazon Fresh groceries delivered or utilize free pickup at all locations.
This expanded access will soon include Amazon-owned Whole Foods Market, with every customer able to choose two-hour delivery from either retailer. The online retailer is also making a play to compete with food delivery on the likes of Uber Eats or GrubHub as Amazon will also now drop off groceries from local shops, even pet food stores.
Of course, Prime Members will still get additional benefits, including free shipping on Amazon Fresh orders over $100. Amazon raised the free delivery threshold to $150 earlier in the year before dropping it to $100 in October. Prime Members also get discounts on items at Amazon Fresh and Whole Foods Market.
Amazon’s grocery service has struggled between an unclear strategy and poor sales. Time will tell if expanding its delivery availability will be of any help. The retailer also announced that it has revamped three Los Angeles-based stores to include new products and — the American Dream — a Krispy Kreme donut shop.
This article originally appeared on Engadget at https://www.engadget.com/amazon-makes-fresh-grocery-deliveries-and-pickups-available-to-everyone-132018745.html?src=rss
Omegle, a chat service that pairs users with a random person so they can talk via text or video, is shutting down. Leif K-Brooks, who launched the service when he was 18 years old, announced its closure and talked about its humble beginnings, as well as how it grew organically because “meeting new people [is] a basic human need.” While he didn’t delve into the specific reasons for Omegle’s shutdown, he admitted that “some people misused [the service], including to commit unspeakably heinous crimes.”
Critics have raised concerns about the website’s safety over the past years, with some even calling it a “magnet for pedophiles.” In 2021, an American woman sued the website for pairing her with a person who coerced her into sending explicit images for three years, starting when she was just 11 years old. Her legal team said that the way the platform works allows it to become a “hunting ground for predators.” Last year, two men in the US were sentenced to federal prison for exploiting children they met on apps, including Omegle, forcing them to perform sexual acts and to send them explicit photos and videos. A BBC investigation also revealed a rise in cases of users exposing themselves on Omegle chat. These users included minors, because while the website is technically meant for use by people 18 and older, it has no age verification in place.
In his farewell note, K-Brooks said he worked with law enforcement agencies, as well as “the National Center for Missing and Exploited Children, to help put evildoers in prison where they belong.” His website, he said proactively collected evidence against these people and tipped authorities to put them in jail. However, he said the fight against crime is “a never-ending battle” and that the “world has become more ornery” in recent years. He also said that there’s been “a constant barrage of attacks on communication services… based on the behavior of a malicious subset of users.”
In the end, he found the “existing stress and expense of operating Omegle, and fighting its misuse” to no longer be sustainable, both financially and psychologically. “Frankly, I don’t want to have a heart attack in my 30s,” he added.
This article originally appeared on Engadget at https://www.engadget.com/omegle-shuts-down-after-14-years-of-random-chats-125007355.html?src=rss
Developed by Samsung Research, Gauss (named after mathematician Carl Friedrich Gauss) powers several on-device AI technologies across Samsung products. It will have a few different facets but will do a lot of the same stuff we’ve seen from other generative AI (GAI) models.
Gauss Language will handle tasks like translations and summarizing documents, while Gauss Code is a coding assistant. There’s also Samsung Gauss Image for all your image-generating needs. The latter can create images based on prompts and handle edits like style changes and additions. It will be able to upscale low-resolution images too.
Gauss, the human, in the 1800s, formed the normal distribution theory, a major component of what grew into machine learning and AI. Generating a picture of a cat writing at a desk is what he would have wanted, I’m sure.
It’s easy to be cynical about Samsung’s efforts here, as the company tends to forge its own path for innovation’s sake. It made its own voice assistant, Bixby. It hovered around its devices for a few years as a flagship feature, with the company even dedicating hardware buttons on some of its Galaxy S phones to launch the voice assistant. (There were only four buttons on the Galaxy S9, Samsung, and one was for Bixby?!)
But there’s some reasoning: Running generative AI features on-device could give Samsung an advantage over ChatGPT, which, for now, requires cloud connectivity. Qualcomm’s new Snapdragon 8 Gen 3 chipset supports on-device GAI operations and will likely be part of next year’s Galaxy S24 phones.
Samsung is already teasing Galaxy AI in its incoming translation feature, pictured here.
— Mat Smith
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Amazon acquired One Medical last year for $3.9 billion.
Amazon Prime subscribers can now access a deeply discounted One Medical membership for primary care services. Prime members can sign up for just $99 a year (typically $199) or $9 per month. Prime members who sign up can add up to five other people for $6 each. It offers all the basic health services, from annual physicals and maintenance for chronic conditions to same-day sick visits. One Medical also offers round-the-clock virtual care, or telehealth visits, and drop-in lab services. The membership doesn’t cover the cost of visits, though.
Blizzard is ‘evolving competitive Overwatch in a new direction.’
The Overwatch League (OWL) appears to be no more after six seasons. A Blizzard spokesperson told Engadget “We are transitioning from the Overwatch League and evolving competitive Overwatch in a new direction.” That’s not to say the publisher is pulling out of Overwatch esports altogether. The future of the professional Overwatch scene is unclear, but reports suggest that a return to a more open format could be next.
The writing has been on the wall for OWL for some time. The first two seasons of OWL matches happened almost exclusively in a California studio. Weeks after Blizzard started on its grand plan to run matches in each team’s city every week, but COVID-19 lockdowns forced it to shift to an online-only format.
Sometimes, a company creates a truly cutting-edge device, even if its books take a hit. The latest example: HP’s Spectre Fold. HP’s take on a flexible-screen laptop is thinner, lighter and more polished than before. The Spectre Fold represents a true leap forward for next-gen hybrid design to the point where you might even want to buy one — until you see that $5,000 price tag. Engadget’s Sam Rutherford breaks it down.
This article originally appeared on Engadget at https://www.engadget.com/the-morning-after-samsung-made-its-own-generative-ai-model-121535086.html?src=rss
MEMS have been used in cellphones for years but haven’t been capable of integration into earbuds until recently. The technology uses piezos and silicon, compared to typical speakers’ coils and magnets. The claim is that MEMS can produce a sound with higher fidelity and durability while reducing power consumption. For instance, Creative’s Aurvana Ace series has a frequency ranging from 5Hz to 40KHz.
According to Creative, the MEMS-based drivers are small flaps placed on silicon chips. “What makes this technology stand out is how it replicates sound when these flaps swiftly respond to short electrical signals,” the company explains. “In doing so, these drivers are able to generate sound waves that closely mimic the way users naturally hear sounds in the world around them.”
The Creative Aurvana Ace will retail for $130 and the Creative Aurvana Ace 2 will go for $150. Along with MEMS, both earbuds also have hybrid ANC, six built-in microphones and up to 24 hours of playtime. Each set is also IPX5 certified, meaning you can sweat all you want while wearing them. They are available for pre-order starting November 10, though an official release date has yet to be announced.
This article originally appeared on Engadget at https://www.engadget.com/creative-unveils-first-true-wireless-headphones-with-mems-drivers-110525999.html?src=rss
Sony has had a blockbuster quarter when it comes to PlayStation 5 sales. The company has sold 4.9 million PS5 units in its second financial quarter ending on September 30, bringing the total number of consoles sold to 46.6 million. It didn’t quite reach last year’s holiday figures, but it still moved 1.6 million units more than the same period in 2022. To note, Sony couldn’t keep up with the demand for the console for quite some time due to the supply chain issues that plagued the tech industry, but it was finally able to ramp up production last year after the shortages had eased up. By July 2023, it announced that it had already sold more than 40 million PS5 consoles since the model came out in November 2020.
To be able to reach its sales target of shipping 25 million PS5 units for this financial year, however, Sony will have to sell 16.8 million more units. That’s a massive figure, considering it only sold 19.1 million PS5 consoles for the whole financial year of 2022. But according to Reuters, Sony President Hiroki Totoki is confident that the goal is something the company “can attain very easily.” The company is likely expecting a boost in sales when its smaller PS5 models come out this month, just in time for people’s holiday shopping sprees.
In addition to its hardware sales, Sony has also reported that it sold 67.6 million games in the second quarter, though only 4.7 million are first-party titles. It will most likely post much higher first-party sales in the next quarter, though, seeing as Marvel’s Spider-Man 2 sold 5 million units within its first 11 days, eclipsing the performance of its prequel that sold 9 million copies in 80 days.
This article originally appeared on Engadget at https://www.engadget.com/sony-has-now-sold-over-466-million-ps5-consoles-102604943.html?src=rss
Snap is going through a reorganization and has laid off “nearly 20 product managers,” according to The Information. The job cuts follow a string of departures and position shuffling over the past few months. A company spokesperson told the publication that the layoffs were meant to speed up the company’s decision-making process, presumably because they’d be cutting out people between lower-level employees and higher-level managers. They’re also meant to reduce costs for the company, which could then use the resources for “core priorities.”
In its recently announced third quarter earnings report, the company said that its revenue rose by 5 percent to $1.19 billion after two quarters of decline. However, its ad business has yet to recover, and it warned its investors that advertisers are hitting pause on their social media campaigns due to the current situation in the Middle East. According to Campaign, brands have slowed down their advertising activities on various social networks because of the influx of misinformation regarding the Israel-Hamas war.
This round of layoffs isn’t directly linked to any product, though, and no features or offerings are being discontinued as a result. It’s also much smaller in scale than the company’s layoffs last year, which saw 1,300 employees lose their jobs. That time, Snap also canceled most of its original shows and put its games and mini-apps into maintenance mode.
This article originally appeared on Engadget at https://www.engadget.com/snap-lays-off-20-product-managers-to-speed-up-decision-making-071010069.html?src=rss
We’ve already seen Google’s “Live Translate” working its magic on phones calls, but to date, this feature is still exclusive to Pixel devices. If you happen to be a Samsung fan, though, chances are you may get to use a similar feature — without having to install third-party apps — early next year.
According to the Korean giant, its next phone — our money’s on the “Galaxy S24” family — will come with “Galaxy AI,” which is “powered by both on-device AI developed at Samsung and cloud-based AI” from providers. Part of this package will include “AI Live Translate Call,” which will show real-time translations in the form of a chat log during phone calls — as is the case in the demo screenshot showcasing a dialog between a New York-based English speaker and a Seoul-based Korean speaker. As a bonus, the tool throws up an “add event” button whenever there’s a mention of a time and a date, to let you instantly mark the calendar for your foreign acquaintance.
There’s not much else here about Galaxy AI, except that “it will change how we think about our phones forever,” said Wonjoon Choi, EVP and Head of R&D, Mobile eXperience Business. There’s no word on whether Galaxy AI will also include Samsung’s Gauss generative AI capability, but given the exec’s wording and the recent similar offerings from Google, we wouldn’t be surprised if we’re getting the whole shebang in the Galaxy S24 lineup next year.
This article originally appeared on Engadget at https://www.engadget.com/samsung-teases-its-own-ai-based-real-time-phone-call-translation-053818106.html?src=rss
The Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA) has officially ended its strike, which lasted for 118 days, after reaching a tentative agreement with Hollywood studios. In its announcement, it said it was able to secure a contract “valued at over 1 billion dollars” and that it was able to negotiate “above-pattern” compensation increases, as well as “unprecedented provisions for consent and compensation that will protect members from the threat of AI.”
In a contract valued at over one billion dollars, we have achieved a deal of extraordinary scope that includes “above-pattern” minimum compensation increases, unprecedented provisions for consent and compensation that will protect members from the threat of AI,… pic.twitter.com/lQe6snkQsY
The union will release more details about the agreement after its national board looks it over on Friday for “review and consideration.” However, generative AI became the sticking point that prevented both parties from being able to strike a deal earlier than this. According to a previous report by The Hollywood Reporter, the Alliance of Motion Picture and Television Producers (AMPTP) wanted to make AI scans of Schedule F performers — union members earning more than $32,000 per TV episode or $60,000 per film — which they could then keep reusing without having to pay them again. Studios could even continue using the actors’ likeness after they pass away without permission from the union or from their estate. Variety says AMPTP has agreed to adjust the language it used for AI in its proposal, which has presumably led to the tentative agreement.
In September, the Writers Guild of America (WGA) also officially ended its strike after securing a deal with AI provisions it approved of. Under the terms of its new contract, studios can’t use generative AI to write or rewrite literary material, and anything it produces cannot be considered source material. Studios can’t force writers to use generative AI software unless they want to, and they have to disclose whether materials handed over to a writer include anything generated by AI. Finally, “exploitation of writers’ material to train AI” is explicitly prohibited.
This article originally appeared on Engadget at https://www.engadget.com/sag-aftra-ends-strike-after-securing-a-deal-that-protects-members-from-the-threat-of-ai-035253314.html?src=rss
The Ai Pin from Humane, a much-hyped startup founded by former Apple employees, will cost $699. That’a according to The Verge, which obtained documents about the device ahead of its official launch on November 9.
In addition, the Pin will reportedly have a monthly $24 subscription fee for access to T-Mobile’s cellular network and large language models from OpenAI and Microsoft to power its smarts.
The Ai Pin is a device that’s about the size of a large business card that clips on to your clothing magnetically and acts as a personalized assistant controlled via voice and touch. Notably, it doesn’t have a screen. Instead, it projects a barebones user interface onto the palm of your hand.
We expect to have more details about the Pin and confirmation of The Verge’s leak tomorrow once the device is officially released.
This article originally appeared on Engadget at https://www.engadget.com/humanes-ai-pin-will-reportedly-cost-699-235018028.html?src=rss
There’s a moment, a little over a minute into the announce video, where Chroma Console finally starts to make sense. Up until that point it seems like a really excellent, but rather straightforward multi-effect pedal. And if you’re familiar with Hologram Electronics at all, you know the company doesn’t really do “straightforward.”
It starts small. After introducing you to the four different effect modules — Character, Movement, Diffusion and Texture — a hand cranks a knob while someone plays the drums and this doubled phasing tape effect comes out of the speakers. Interesting. Then some text on the screen lets you know that, hey, you can rearrange the effect modules. So if you want everything to feed into the fuzz mode of Character, you can do that.
Then at the 1:37 mark of the video, we’re introduced to Gestures. It’s basically the same sort of motion controls and automation that you’ll find on many modern synths, except this is a guitar pedal. Instead of having to be glued to an expression pedal or implement some complicated MIDI setup, you can just press a button and turn some knobs. This allows you to crank the distortion of only part of a riff, or have pitch shifted sparkles erupt at regular intervals. This sort of simplified automation is all but unheard of on a guitar pedal.
The four modules themselves are pretty versatile, though. Each of them has five different modes, for a total of 20 effects. Character is where you’ll find overdrive, fuzz, compression and swell effects to shape your tone. Movement, unsurprisingly, is where modulation like doubling, vibrato, phaser and tremolo live. Diffusion is for time based effects, like delay and echo, including some with that trademark Hologram glitchy weirdness. And Texture is like a dash of finishing salt on your tone, here are filters, compressors and tap emulators.
There’s also a master Drift effect which introduces hints of randomness and instability. Plus Capture, which does dual (but very similar) roles as an infinite sustainer or a looper with up to 30 seconds of record time.
Hologram Electronics made sure to outfit Chroma Console with all manner of useful features beyond the effects, too. It’s got stereo ins and outs, MIDI over 5-pin DIN and USB-C, expression pedal input and 80 user presets. The two foot switches are also assignable, so you can turn off only specific effects without getting down on your knees.
The whole thing seems like a unique take on what appears at first glance to be a pretty simple multi-effect pedal. Chroma Console is available now direct from Hologram Electronics for $399, though quantities are limited.
This article originally appeared on Engadget at https://www.engadget.com/chroma-console-is-hologram-electronics-unique-take-on-a-multi-effect-pedal-221501285.html?src=rss
You’ll soon be able to use the one-app streaming experience Disney is creating between Disney+ and Hulu. On today’s earnings call, CEO Bob Iger announced that the beta version of Hulu on Disney+ will be available in December. The full launch is expected in early spring, though Iger cautioned the company may not see the full benefits of the one-stop shop until 2025. The beta version will allow parents to setup profiles and content controls to ensure viewing remains age appropriate. Disney says a key reason for the beta is to give parents time to do this setup since the library of Hulu content significantly adds to the streaming options.
Disney announced in May that it planned to bring Hulu content into Disney+ before the end of 2023. The company has been clear that both apps will still be available as standalone options. What’s more, Disney said it would purchase Comcast’s remaining stake in Hulu last week, so the entertainment giant will be the sole owner of that service when the deal closes sometime next year. A combined app should be useful to bundle subscribers who are paying for both services in return for a discount on the monthly rate.
Disney added almost seven million Disney+ core subscribers is the fourth quarter of its 2023 fiscal year. The company says that streaming service now counts 112 million total customers. It increased the ad-free price in October and announced a crackdown on password sharing would begin in 2024. Given the higher margins, thanks in part to higher subscription fees across both Disney+ and ESPN+, Disney says it’s still on track for its streaming business to be profitable by this time next year.
This article originally appeared on Engadget at https://www.engadget.com/the-merged-disney-and-hulu-app-launches-in-beta-next-month-220306792.html?src=rss
YouTube is adding a new For You section to creator channels. The TikTok-like feature will be personalized to each visitor, recommending content from a channel based on each viewer’s watch history. The company’s support account on X posted (viaThe Verge) about the upcoming feature, which launches on November 20.
Creators can prepare for the For You section by confirming their options before its release date. You can toggle the feature’s availability and change its settings in YouTube Studio by selecting Customization > Layout and then checking each of the prompts under the For You section. It allows you to toggle whether full-length videos, shorts and livestreams are available for the feature.
✨ introducing the “For you” section of your channel Home tab that recommends a mix of content from your channel to viewers based on their watch history
🚨 creators: review your settings & select formats before we roll out to viewers on 11/20
The company had already teased the feature in a May video posted to its Creator Insider channel, a hub where YouTube employees have “direct conversations” with YouTubers. In that clip, product manager Ann Katrin Kuessner framed the feature as an alternative to the static home page. “You’re trying to find a configuration that is one-size-fits-all since the channel page looks the same today for every person that visits it,” Kuessner said, summarizing a problem creators face. She said the feature’s personalization “will be especially effective if your channel has multiple topics, languages, or content formats.”
This article originally appeared on Engadget at https://www.engadget.com/youtube-will-soon-show-visitors-a-personalized-for-you-section-on-channel-pages-213402443.html?src=rss