Subject: General Tech, Cases and Cooling | September 17, 2014 - 06:57 PM | Scott Michaud
Tagged: windows, mobile, microsoft, keyboard, ios, Android
Let me share a story. There was a time, around the first Surface launch, that I worked in an electronics retail store (and the several years prior -- but I digress). At around that time, Microsoft was airing ads with people dancing around, clicking keyboards to the Surface tablet with its magnetic click or snap. One day, a customer came in looking for the keyboard from the TV spots for their iPad. I thought about it for a few seconds and realized how terrible Microsoft's branding actually was.
Without already knowing the existence of their Windows 8 and RT tablets, which the ads were supposed to convey, it really did look like an accessory for an iPad.
Doing Microsoft's job for them, I explained the Surface Pro and Surface RT tablets along with its keyboard-cover accessories. Eventually, I told them that it was a Microsoft product for their own tablet brand and would not see an iPad release. The company felt threatened by these mobile, touch devices and was directly competing with them.
So Microsoft is announcing a keyboard for Windows, Android, and iOS. Sure, it is very different from the Type and Touch Covers; for instance, it does not attach to these devices magnetically. Microsoft has also been known to develop hardware, software, and services for competing platforms. While it is not unsurprising that Microsoft keyboards would work on competing devices, it does feel weird for their keyboard to have features that are specialized for these competing platforms.
There are three things interesting about this keyboard: it has a built-in stand, it has special keys for Android and iOS that are not present in Windows, and it has a built-in rechargeable battery that lasts up to 6 months. The peripheral pairs wirelessly with all of these devices through Bluetooth.
The Microsoft Universal Mobile Keyboard is coming soon for $79.95 (MSRP).
Subject: General Tech, Mobile | September 9, 2014 - 05:51 PM | Scott Michaud
Tagged: apple, smartwatch, ios
After Apple announced the iPhone 6, iPhone 6 Plus, and Apple Pay, they unveiled their smart watch project: the Apple Watch. Technically, they actually announced three families, the Apple Watch, the Apple Watch Sport, and the Apple Watch Edition, with a combined total of 34 different models. They will launch early next year with a base price of $349. About half of the 34 models are a few millimeters smaller, 38mm vs 42mm, although both are unisex.
The main feature is its "Digital Crown". It is basically a mouse wheel which can be clicked as a Home button. This wheel can be adjusted to zoom in, adjust meters, and so forth (like a mouse wheel). Below the "Crown" is a Contacts button which, well, brings up your contacts. It has a touchscreen with force sensors, to differentiate between touch and press. The screen also provides haptic feedback for tactile sensations, which actually interests me (in terms of what developers learning what it can do if it is accessible).
Apple Watch Sport
Each model charges with a magnetic attachment on the back, although battery life is not described. I would be surprised if it was anything less than a full, woken day, but it is possible that it will not stay awake as long as you are. We just do not know at this point. This is probably the best reason to wait for a review before purchasing, if you have any level of interest. That could easily be a deal breaker.
Apple Watch Edition
The watches are all basically the same from a technological standpoint. Every model, besides the Apple Watch Sport, has a Sapphire-protected screen (the Sport uses "Ion-X glass" which we currently know nothing about). The bands are replaceable via a button latch on the back, allowing the strap to slide off of the face. The "Watch Edition" (that name...) is created from 18-karat gold. Specifically, "Each has a watch case crafted from 18-karat gold that our metallurgists have developed to be up to twice as hard as standard gold". Yes Apple, because gold is a soft metal... but I digress.
The Apple Watch will arrive in early 2015 and will start at $349. It is currently not certified by the FCC, although I am sure that the major tech blogs will announce when that happens. It requires iPhone 5 (or later).
Subject: Storage | June 2, 2014 - 07:00 AM | Sebastian Peak
Tagged: wireless storage, ios, Hard Drive, computex 2014, Android, airplay
Today Corsair annouces the Voyager Air 2, a wireless hard drive with 1TB of storage which can connect to iOS and Android devices, as well as PCs and Macs.
The Voyager Air 2 is battery-powered and rechargeable (Corsair estimates 7-hour battery life from the high-capacity rechargeable lithium-ion battery), and the included software syncs with Dropbox and Google Drive and supports AirPlay streaming to an Apple TV. It supports 802.11b/g/n Wi-Fi connections for multiple users within a 90 foot range, and can stream 720p high-definition video to up to five devices at once.
And the Voyager Air 2 has quite a bit more functionality than just streaming content over Wi-Fi. It can serve as a wireless hub to share internet access via wireless passthrough, and it also functions as a USB 3.0 drive for fast data transfers when connected to a computer.
The Voyager Air 2 will be available this month with a suggested price of $179.99.
The Densest 2.5 Hours Imaginable
The Ice Storm Test
Love it or hate it, 3DMark has a unique place in the world of PC gaming and enthusiasts. Since 3DMark99 was released...in 1998...with a target on DirectX 6, Futuremark has been developing benchmarks on a regular basis in time with major API changes and also major harware changes. The most recent release of 3DMark11 has been out since late in 2010 and has been a regular part of our many graphics card reviews on PC Perspective.
Today Futuremark is not only releasing a new version of the benchmark but is also taking fundamentally different approach to performance testing and platforms. The new 3DMark, just called "3DMark", will not only target high-end gaming PCs but integrated graphics platforms and even tablets and smartphones.
We interviewed the President of Futuremark, Oliver Baltuch, over the weekend and asked some questions about this new direction for 3DMark, how mobile devices were going to affect benchmarks going forward and asked about the new results patterns, stuttering and more. Check out the video below!
Make no bones about it, this is a synthetic benchmark and if you have had issues with that in the past because it is not a "real world" gaming test, you will continue to have those complaints. Personally I see the information that 3DMark provides to be very informative though it definitely shouldn't be depended on as the ONLY graphics performance metric.
Introduction, Design and Ergonomics
Editor's note: You will find us calling this unit the "iPad 3" even though Apple doesn't really call it that. The confusion involved in calling it "the new iPad" over and over would just get slightly tedious. Enjoy the review!!
Apple’s iPad has been a roaring success. More than a few people had doubts that tablets could find a market, but the sneers shot in its direction at the launch of the original are now only memories. iPad has become a household name.
But it’s not easy being popular. Everyone is watching your next move. The iPhone 4S is a perfect example. Though it improved on the iPhone 4 it was still considered by some to be a disappointment. The bar had been set too high.
That’s certainly a possibility with the iPad 3. Rumor-mongering went out of control prior to the release. Many were expecting a quad-core processor, while others suggested that the display would offer haptic feedback. Let’s have a look at what was actually shipped.
Only some of the hardware has been changed. The new iPad is still running a dual-core A5 at 1 GHz, but the graphics have been upgraded to the “quad-core” PowerVR SFX 543MP4, which is essentially a doubling of the iPad 2’s PowerVR SFX 543MP2. RAM has increased to 1GB, a necessary upgrade that Apple doesn’t speak of in press releases.
Subject: Mobile | March 7, 2012 - 04:10 PM | Tim Verry
Tagged: tablet, mobile, ipad 3, ipad, ios, apple
Apple officially launched the new Apple iPad 3 tablet today, and consumers will be glad to know that many of the rumors around the Internet are not far from the truth. The new iOS powered tablet will be packing a retina display, new A5X with "quad core graphics," and an optional 4G LTE radio. The retina display on the iPad 3 is 2048x1536 pixels, and works out to 264 PPI (pixels per inch).
The iPad 3's hardware will further include an updated A5 SoC that also includes a quad core graphics aspect, whatever they mean by that. Phil Schiller states that the new A5X chip "has four times the performance of NVIDIA's quad-core Tegra 3 chip." Apple has also updated the camera in the iPad 3 such that it has a 5 megapixel camera with image stabilization, hybrid IR (infrared) filter, and backside illuminated senor capable of recording 1080p video.
On the 4G LTE front, both AT&T and Verizon will carry the iPad 3 in the US, and the 4G radio will also work on Rogers, Bell, and Telus' networks in Canada. In other markets, the iPad 3 will still be able to connect to 3G networks. According to Ars, the new Apple tablet will maintain the same physical dimensions, and will enable 10 hours of battery life while on 3G or Wi-Fi and 9 hours of battery life when the 4G LTE radio is in use.
The iPad 3 will come in either black or white colors, and will be available for purchase March 16th in the US, Canada, UK, France, and Germany (among others), and March 23th for the rest of the world. The iPad 2 will also stay around at a lower price point of $399 for the 16 GB Wi-Fi model and $529 for 3G.
The iPad 3 will come in at the following price points:
|Apple iPad 3 Model||Price point (USD)|
|16 GB Wi-Fi||$499|
|32 GB Wi-Fi||$599|
|64 GB Wi-Fi||$699|
|16 GB 4G LTE||$629|
|32 GB 4G LTE||$729|
|64 GB 4G LTE||$829|
Lastly, despite rumors, the iPad 3 will not be getting Siri access, and the physical home button is still present. Pre-orders for the new tablet start today, and more information on the pre-order is available over at apple.com/ipad. What do you guys think of the new tablet, will you be picking one up when it launches?
Down to Business
While I'm mostly a PC guy, I favor iPhones. My friends always jab at me because I'm a fairly die-hard techie, and they expect me to be sporting the latest overclocked super-smartphone with eleventy-thousand gigs and a built-in dishwasher. While my phone used to be included in the list of things I tinker with endlessly, I eventually came to the point where I just wanted my smallest mobile device to 'Just Work' for those tasks I needed it to. I just didn't have the time to tinker endlessly with the thing that handled more and more of my work-related duties, yet as a techie, I still enjoyed the ability to cram a bunch of functionality into my pocket. That led me to the iPhone, which I've used since 2008.
Like many iPhone users, I've upgraded through the various iterations over the years. The original, 3G, 3GS, 4, and most recently the 4S. I've also witnessed nearly every iteration of Apple's iOS (including many of the betas). Throughout all of these, I feel Apple did their best to prevent new versions from breaking application functionality, and while they did their best to keep bugs under control, every so often a few would creep in - typically with cross-compatibility of new features that could only be tested in a limited capacity before being released into the wild.
Apple's iPhone 4S introduced some added features to their line-up - enough to get me to bite the bullet earlier than I typically do. I was a bit of an iOS 5 veteran by then, as I'd been using it to test applications for a developer friend of mine. While some of the iOS 5 betas were a bit unruly in the battery life category, those problems appeared to be sorted out by the last and final beta prior to release. With my reservations against the new OS put to rest, the only thing holding me back was the possibility of the new dual core CPU drawing more power than the iPhone 4. The iFixit teardown (which revealed a higher capacity battery - presumably to counter power draw of the additional CPU), coupled with the improved camera and witnessing the endless toying around with Siri finally got me to bite the bullet.
I picked up a 4S from my local Apple Store, restored from the backup of my 4, and off I went. I enjoyed the phone for a few days, but quickly realized there was some sort of issue with battery life. The most glaring indicator was one night where I forgot to plug the 4S in before bed. The next morning I was surprised to find that nearly 40% of the charge was lost while I slept - almost enough to completely shut down the phone (and failing to wake me with the alarm I'd gleefully set via Siri the night before).
Subject: Editorial, General Tech, Mobile | May 13, 2011 - 10:34 PM | Scott Michaud
Tagged: udk, ios, game
Indie videogame developers have a great challenge keeping up with the industry. Technology is advancing quickly, the skills required to output games with the quality of the greatest developers keep diversifying, and the time required to detail each part keeps exploding. Though it is highly unlike that the next Call of Duty will come from a single person there are tool developers aiming to decrease the burden for projects of all sizes.
Do you think that was an onomatopoeia said by indie devs?
Epic Games released UDK in November 2009 to help developers make their own 3D PC games without needing to develop their own engine and associated toolset or needing to pay a hefty license fee up front. Since then, Epic has added support for iOS development to allow developers to create games for the iPhone, iPad, and iPod Touch. New versions have come out on an approximately monthly basis and May is no different.
This release is incrementally better than previous builds with a few usability tweaks like grouping objects and modifying them together, the ability to copy and paste vertex coloring, and performance importing art assets. As usual a few dozen documentation pages were updated to reflect changes in the game engine. While UDK does not remove the pain of making a good game, it does soften the blow a lot, which is all we got thus far.