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Arcade1Up Infinity Game Table Review: The Digital Board Game Coffee Table You Didn't Know You Needed


Arcade1up infinity game table reviews arcade1up infinity table games list arcade1up infinity game table reviews arcade1up 32 infinity game table arcade1up 32 infinity game table reviews arcade1up infinity game table reviews arcade1up 32 infinity game table arcade1up infinity arcade1up infinity game table 32 screen
Arcade1Up Infinity Game Table review: The digital board game coffee table you didn't know you needed


Arcade1Up Infinity Game Table review: The digital board game coffee table you didn't know you needed

I spent all afternoon playing Monopoly, backgammon and Sorry! with my family, sitting around the coffee table. We previously did this a lot, but we've done it a lot more since the games were actually embedded in the table, no cardboard box or plastic tokens needed. 

We have tons of board games in our house and tons of iPads and game consoles that can play games, too. And yet, we all still ended up loving the most unlikely game console to enter our living room: a giant 24-inch screen embedded in a tablet with metal legs. The Infinity Game Table is, most definitely, a table. And it's also a game platform. 

True to the "infinity" name, the game table has, so far, kept out a steady trickle of new games since I started playing. Most are Hasbro-based, but some, like Ticket to Ride and Pandemic, are welcome additions. They also cost extra ($10 each for those, and anywhere from $3-$8 for others). The Infinity Game Table includes over 50 games for free. The 62-game (and counting) total library is a much bigger bundle of games than any of Arcade1Up's other cabinets, and it's what makes the idea appealing as a long-term purchase. And as I look back at a strange year in tech, this game table remains one of my favorite (if imperfect) throwback game experiences.

infinity-game-table-1

Space for coffee, tea and backgammon: the Infinity Game Table.

Scott Stein/CNET

Arcade1Up's Infinity Game Table isn't perfect and it doesn't have all the games I'd want to play on it. And it's way too expensive for most people to consider. But, it still made us smile a lot around my home after a week. Oddly enough, it became a fixture for a while. And then, like many things, we sometimes grew bored and moved on. New games kept us coming back, sometimes. Over a couple of months, it occasionally became more table than a game console.

Arcade1Up has become popular for its arcade cabinet re-creations, which have anywhere from a couple to a dozen retro games per cabinet. They're specialty/novelty devices. I've hesitated on getting an arcade machine for my home, but on a recent vacation, our rental home had a Ms. Pac-Man cocktail table in the living room. The kids were wowed, even though they literally play games everywhere else every single day. It made us sit down and have some fun. It felt weirdly relaxing, too.

The Infinity Game Table does the same for board games, sort of. CNET's Bridget Carey got an exclusive look and playtest with the table when it was unveiled earlier this year and I felt both fascinated and skeptical. The table comes with a large number of games that can be downloaded and none of them are things you couldn't find for a few bucks (or for free) on your iPad. There are a lot of Hasbro games (Monopoly, Sorry!, Trivial Pursuit, Scrabble -- I'll get to those in a second). There are more generic ones like Sudoku, backgammon, chess, checkers and solitaire.

The whole idea of this table isn't new. There used to be giant interactive tablet-tables a decade ago. Those cost a ton. There are iPads now: you could put those on a table. Think of the Infinity Game Table as a dedicated touch-screen board game coffee table, starting at $650. Unnecessary? Sure. Janky at times? Absolutely. And... I sort of love it.

infinity-game-table-2

Everything's touchscreen on the Infinity Game Table and it works pretty well.

Scott Stein/CNET

How is it as a game console?

Arcade1Up collected a whole bunch of board games for the table, which can be downloaded one by one to the onboard storage. There's enough space for all available games so far. But they don't come preloaded: You need Wi-Fi access to set it up and download the games. The 24-inch, 1,920x1,080-pixel LCD screen isn't the best -- colors sometimes don't look that vivid -- but it's good enough to see from all angles. The touch response feels good, at least. And, weirdly, this table has rumble feedback. In some games, a loud buzzing shakes the table. That doesn't come into play too often (the game of Operation uses it when you mess up, or Battleship when you sink a ship) and I could have done without it.

There's a power button and volume on the side of the table, like a tablet. The tabletop can be detached from its legs and put on your own table, if you want, too. I preferred keeping the legs on.

You need to set up a user name and account with the Infinity Game Table and while all the games right now seem to be free, future games can cost extra. Two new premium games, Ticket to Ride and Pandemic, are available for $10 extra each. Many games on the table are available free with purchase, but the future of games on this table may be a la carte add-ons, like a game table app store.

infinity-game-table-3

Some of Monopoly's controls and settings could have been better, but we still play it a ton.

Scott Stein/CNET

The existing batch of Hasbro games and more generic games are a mixed bag. They allow anywhere from two to six players and some are well designed for the tabletop experience: Monopoly places cards and controls all around the table edge and Sorry! is easy to control from any of the four sides. Some games like Candyland and Chutes and Ladders seem a lot less optimized, running only in vertical mode for some reason. Trouble and The Game of Life are natural successes, while games like Clue and Pandemic feel a little complex, and sometimes hard to figure out on the touchscreen.

Most games don't have customized controls and they don't have individual family player profiles or a way to keep track of games played and games won. Graphics and animations are also a lot less modern than anything on an iPad, at times. Dice roll animations and more animated games like Hungry Hungry Hippos hint that the processor on this game table isn't so hot compared to your average computer or phone. 

But they work. And sitting around the table is something truly different than gathering around a game system like the Switch. I love Nintendo's Switch board game collection, Clubhouse Games. But it means sitting around the TV or a tiny Switch screen. With us huddled at a table together, the vibe changes. It does feel communal. And special.

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The table comes with some folding cardboard screens to hide tiles or cards in some games. Arcade1Up may be looking at phones as second screens for the table down the line.

Scott Stein/CNET

Some games are really fun. Others, though, are totally lame-feeling. Operation is turned into a maze game where you drag items with your finger to an exit. Simon is a giant touchscreen pattern-matching game. A weird sumo-wrestling game that just appeared this week feels like a terrible ancient Flash game.

Battleship is addictive. Backgammon is fun. Sorry! is great. Again, though, so few customizations. Backgammon seems to only start with player 2, and I can't swap sides, or layouts, or board designs. There's no doubling cube. I just go with the flow. Again: many games feel like old touchscreen game ideas from 10 years ago. They could use a lot of updates and finesse.

infinity-game-table-5

The Game Table isn't that tall (look at the table behind it). But it's fine with a sofa.

Scott Stein/CNET

How is it as a table?

This table is my first gaming furniture review. So... is it a good table? Strangely enough, yes. Arcade1Up's cabinets take some time to construct. The Infinity Game Table is a lot simpler: just snap in the metal legs and you're basically set. The 24-inch model was manageable enough for me to put together by myself. (There's a larger-screened version but it's also in the table footprint, just with less bezel around the screen).

The glass-topped table feels solid to lean on and the legs feel sturdy too (with rubber feet on the bottom). There are plastic-rubber bumpers around the table edge, which I appreciated, because of kids and hitting things by accident. 

infinity-game-table-6

The table is pretty easy to assemble: the metal legs just snap into the back.

Scott Stein/CNET

But the table is also lower and smaller than I expected. It works best as a coffee table by your sofa. Regular chairs are a bit too high to pull up to it without leaning in too much. It does snuggle next to our sofas pretty well, though.

The display is surrounded by a pretty large bezel of black space on the table. On a regular tablet, it would be ugly. Here, it's a great free space for drinks and snacks. I put some coasters on the table and enjoyed morning coffee and backgammon with my wife. Of course, I'm worried about spills and crumbs too, but the table surface is at least smooth and uninterrupted by holes or buttons, so it should be easy to wipe clean.

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The table has USB ports, SD card storage and room for a battery. But be ready to snake the power cord to an outlet in your living room.

Scott Stein/CNET

Then there's the power cord. The table needs to be plugged in all the time to use, much like Arcade1Up's other cabinets and cocktail tables, which means snaking that multi-foot power cord somewhere where it won't be seen. I couldn't find a way to do that in a living room, so it was left exposed along on the floor (at least it's long enough to reach across to a nearby outlet). There's a slot for a battery to charge up the table for a few hours of gameplay at a time, but the battery wasn't included with the table I tested. (There are also two USB ports, oddly, and an SD card slot for memory storage expansion, although the 16GB of onboard storage held all the available games with room to spare.)

infinity-game-table-8

There's a jigsaw puzzle app, too, which wasn't as good as I hoped... and yet it's also meditative and addictive.

Scott Stein/CNET

It's become a little in-home vacation

I miss this thing not having more serious games, like Catan, or Hive, or any of the other cool indie games I love. Puerto Rico? Carcassonne? Azul? Pyramid Arcade? Mansions of Madness? That's what my massive board game collection is for. Or, my iPad. It's what keeps the Infinity Game Table from feeling infinite. And I wonder if Arcade1Up has bitten off more than it can handle with a game platform this ambitious. At least other arcade cabinets made by the company stick to a well-known list of retro games... Would this have been better as just a Hasbro Game Table? How much would have I wanted to play it then?

And yet, we loved it. It's something different and it's made us play more, even though games literally surround us. Maybe it's having a free table ready to go, clean and clear, and all ready to run. Maybe it's the novelty. And of course, this is as much a novelty item as any Arcade1Up machine.

But it also feels like the sort of thing I'd have found in the corner of a hotel lobby when I used to travel more, or in a rental home, or in the corner of an arcade. Something that would be fun to try for a while and lose myself in. At home, it removes us from our space for a bit, makes it feel like we're doing something special, immersive, arcade-like. I'd love for this table to be more, but it's a clever idea that feels more logical now than I ever expected it to.


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Beyond Axie Infinity: 'Web3 Games' Hope To Convert Crypto Skeptics


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Beyond Axie Infinity: 'Web3 Games' Hope to Convert Crypto Skeptics


Beyond Axie Infinity: 'Web3 Games' Hope to Convert Crypto Skeptics

The moment Chris saw Axie Infinity, he was hooked. He was once an avid gamer, playing hours of League of Legends every day, but stopped after deciding he was sinking too much time into an unproductive hobby. Axie Infinity promised something different. Inspired by Pokemon, it's a video game about training and battling monsters. That sounds like hundreds of other games, but one element distinguishes Axie Infinity. It's built on the blockchain.

Axies are the Pokemon of Axie Infinity, but they're owned as nonfungible tokens, or NFTs. A cryptocurrency called Smooth Love Potion is earned by battling these Axies. Players can also breed Axies, then either sell or battle with them. Chris, who declined to give his real name and goes only by the pseudonym Cryptobarbarian, felt he could justify playing video games again -- as long as it paid.

"It was fun for the first few weeks, but it gets boring really fast," the 28-year-old said. From there, he said, Axie Infinity became purely about making money.

Axie Infinity is a browser game. Accessing it is free, but you need to buy a team of three Axies to play. At its peak of popularity, bottom-tier Axies cost around $350 each, meaning playing the game once required a four-figure investment. The game allows Axie owners to lease out their monsters to other players, however. A longtime crypto investor, Cryptobarbarian told me he bought $30,000 worth of Axies and loaned them out in return for 40% to 70% of the profits. (CNET wasn't able to verify his purchases.)

The strategy paid off at first. Axie Infinity was a hot ticket in CryptoTown, generating over $15 million a day last August. But thanks to a combination of poor in-game economics, inflation threatening the real world's economy and a $600 million hack reportedly caused by a fake job posting, the price of Axies and the game's Smooth Love Potion cryptocurrency collapsed. The same monsters that cost hundreds of dollars last year now fetch under $10.

"I got around 100 players playing for me with high-end Axies," Cryptobarbarian said to me over Twitter, "which overall cost around $100,000 at the height and are now worth nothing."

To gamers, stories like this provide ample reason to reject "Web3 gaming," a term referring to the integration of NFTs and cryptocurrency into games. The significant carbon footprint of ethereum and bitcoin adds to the resentment. Be it Ubisoft bringing NFTs into Ghost Recon or Square Enix launching Final Fantasy 7 NFTs, gamers have fiercely resisted the blockchain coming anywhere near their industry.  

Three Axies in Axie Infinity. 

Sky Mavis

The fear is that crypto and NFTs will deform gaming into a side hustle, transforming its purpose from entertainment to moneymaking. Play-to-earn titles such as Axie Infinity prove the point; they're not games as much as they are financial speculation with the veneer of a game.

"I've never met anyone that played it just for fun," Cryptobarbarian said of Axie Infinity, "only to make money." 

But Axie Infinity doesn't represent the future that many Web3 developers envision for gaming. Video game firms, both small and large, are developing titles they hope will clean the slate of Web3 gaming. All are on carbon-neutral blockchains such as polygon or solana, which are far more efficient than ethereum. (Whether they're as secure is an open question.) The goal isn't to make titles that entertain crypto speculators, but rather to make games fun enough that people can justify playing them regardless of whether they earn crypto. 

"I've long been a believer that gaming is one of the consumer internet categories that is most likely to bring on mainstream adoption of crypto," said Amy Wu, head of gaming at FTX Ventures, the investment arm of the FTX crypto exchange. "But I also believe when you have a hit game with Web3 elements, it's very likely that the majority of players will never actually trade those tokens. They're just playing the game."

Free to play, play to own

The upcoming wave of Web3 games will range from free-to-play mobile titles to big-budget AAA games for PC and console. On the simpler end of the scale is Shatterpoint. With an art style inspired by Legend of Zelda: Breath of the Wild, it's an action RPG for Android and iOS that, on paper, looks like many top App Store games. There's a single-player campaign plus a PvP multiplayer mode. You earn new weapons and gear as you progress and, much like Fortnite and Call of Duty, the multiplayer is broken up into different "seasons."

But these seasons, segmented by "the shattering" in the game, is where the blockchain comes in. Players will be given a certain list of goals each season. If they complete one -- say, being one of the first 100 players to reach level 50, or staying atop of the PvP leaderboard for a certain amount of time -- their character will be converted into an NFT. Only a limited amount of NFTs will be minted per season. 

There are two reasons why players might want to bother scoring an NFT. The shattering acts as an in-game reset, so any gear you've collected will vanish. NFT characters, of which there will be a limited amount each season, are permanent. However your character looks when it's minted into an NFT, with whatever combination of gear equipped, that's how it'll look in perpetuity. The second benefit is that these NFTs can be sold on a marketplace -- if there's a market for them.

A screenshot from Shatterpoint. 

Estoty Games

There are three crucial elements that make this model sustainable, says Shatterpoint developer Benas Baltramiejunas. First, the game is free to play -- unlike P2E games like Axie Infinity, which requires the upfront cost of three Axie NFTs. Second, none of the items retained as an NFT can resemble "pay to win" mechanics. There can only be cosmetic benefits to owning it, not a competitive edge. Last, and most important, the game is designed with the assumption that most people playing won't be interested in minting their character as an NFT. It has to be fun for them too.

"We're using the NFT approach to create a bit of competitiveness, to incentivize players to play," he said. Shatterpoint is monetized by traditional microtransactions and from taking a small cut of NFT sales -- 2.5% is the traditional cut creators take. Baltramiejunas hopes that focusing on NFTs will result in both better game design and fairer prices. If developers can create a compelling game, revenue can theoretically be sorted out organically through whatever the player base sets as the value of the NFTs. 

"In free-to-play games you have whales which account for 10% of the player base but 90% of the revenue," Baltramiejunas said. "If you only have those microtransactions for monetization, you are only focusing on those whales during the content creation, and you're leaving everybody behind. However, with NFT integration, you don't need to monetize that aggressively. The market decides." 

NFT brands expand into gaming

While Shatterpoint is a mobile game that produces NFTs, the coming years will see many examples of the reverse: NFT collections turning into games. NFT drops, such as the famed Bored Ape Yacht Club, are doubling as crowdfunding platforms that produce games. Creators earn millions in royalties from sales, and use that money to expand the brand, theoretically boosting NFT prices in the process. Some brands are expanding into TV and film. Many are dabbling in gaming.

One such example is My Pet Hooligan. It's a product of AMGI Studios, an animation studio where former Pixar animator Colin Brady serves as chief creative and technology officer. The studio sees Unreal Engine 5 and blockchain technology as the next technologies that will drive entertainment, Brady told me at the recent NFT.NYC conference

AMGI Studios' goal of 2021 was to use Unreal Engine 5 to create an animated film for Netflix at half of the traditional cost. While the film was being greenlit, Brady explained, AMGI technical lead Kevin Mack approached him about starting an NFT collection. 

The result was My Pet Hooligan, a set of 8,888 3D rabbits. "We sold out in less than a minute, and all of a sudden people started saying, 'hey, when movie? When TV show? When video game?'" Brady said. The studio, filled with Unreal Engine programmers, already had a game in the works. 

The result is Rabbit Hole, a sandbox game that looks like a mix of Grand Theft Auto and Ratchet and Clank. Rabbit Hole is currently in closed alpha, available only for My Pet Hooligan NFT holders with only one map functional. The build of the game I saw at NFT.NYC was intriguing. It was certainly incomplete, with noticeable frame-rate issues, but had the clear foundation of a fun sandbox game.

My Pet Hooligan NFTs on the OpenSea marketplace.

AMGI Studios/OpenSea

Rabbit Hole will eventually be available for PC and console. Brady says the goal is to reach 1 million players by the end of the year.  To encourage the type of in-game socialization seen among players of Fortnite and Roblox, the studio developed a companion facial-recognition app for phones. If you perch your phone where a webcam typically is on a computer, it'll track your face and replicate all facial movements on your on-screen Hooligan.

Unlike Shatterpoint, which will integrate just NFTs, Rabbit Hole will use both NFTs and crypto. It will have a play-to-earn mechanic -- or play and earn, as technical lead Kevin Mack prefers to say -- in the form of in-game currency Karrots. These will be used to buy clothing, dances and more for the Hooligan avatars, but it doubles as a cryptocurrency that can be exchanged for ether or bitcoin. You can earn money playing Rabbit Hole, but Brady said it's not going to be life-changing cash. 

Then there's the NFT element. This is primed towards holders of the 8,888 My Pet Hooligan NFTs. While players who download the game will start with a generic Hooligan, My Pet Hooligan owners will be able to use their NFT as an avatar in the game. 

If the game gets popular enough, Mack said, there will be a certain prestige to owning one of these avatars. But he recognizes that to make that happen, the team has to make a game that people actually want to play.

"Superman No. 1 is valuable because Superman was a great comic," he said. "I think the NFT space for a while started to get that a little backward, where they thought the things were valuable just because they were collectable." 

To infinity...

Of all the NFT brands expanding into games, Bored Ape Yacht Club is the biggest. BAYC creators Yuga Labs are developing Otherside, a "metaverse" MMORPG. The term "metaverse" is nebulous, but in this case it refers to an open world where items are owned as NFTs and in-game currency is crypto that can be exchanged for dollars. Details on Otherside are scant, but Yuga has a huge warchest for it. The game's map will be made up of 200,000 plots of land, which players can buy and own. Over $350 million was raised from selling land back in May. 

Otherside may be the Web3 game with the highest budget, but perhaps the most ambitious is Star Atlas. 

In development since 2020, the Eve Online-inspired Star Atlas is crafted like a traditional AAA game. Michael Wagner, CEO of Star Atlas development studio ATMTA, told me there are around 200 developers working on the game. It's scheduled for release in 2026. 

Like Eve Online, Star Atlas is half game, half space simulator. Players ride spacecraft through the galaxy, socializing and battling with each other, exploring exoplanets, mining lands and meteors for resources and so on. 

Games like Eve Online are giant, big enough for players to lose themselves in for years. Star Atlas hopes to mimic that feat. On the way to doing so, it uses almost every new tool Web3 offers.

It starts with funding. Wagner said $185 million in revenue was raised in 2021, through the sale of an Atlas token and NFT ships, with a "substantial margin" of that funding development. In the game, ships, items and land will be owned as NFTs. There will be a comprehensive crypto economy built atop the game, which Wagner says will allow for not just a market, but a labor economy too. The economy isn't just in the game; part of Star Atlas will be built on the blockchain, meaning elements will be open source. People will be able to develop apps on top of this data, for things like spacecraft maintenance or resource management. 

Part of Star Atlas' economy will involve taxation. Just like in real life, a certain percentage of all sales will go to a treasury. There will be a DAO, or decentralized autonomous organization, in which token holders can vote on how these funds are used, be it to fund a new marketing campaign or a user engagement campaign. Then there will be another DAO specifically for the game itself, where token holders can vote on changes to the game, like additional features or ways to balance combat. 

"We've structured the economics of the DAO such that we don't lose control in the near term," Wagner said. "But in the future, it would even be possible for them to vote us out as the principal developer of the game and bring in somebody new if they think they could deliver the product in a superior fashion to us." 

Risks and rewards

The potential of Web3 gaming is tremendous, but its challenges are enormous. An examination of Star Atlas alone highlights many issues Web3 developers are likely to face.

First and foremost, making video games is hard. Making high-quality AAA games is harder still, even for veteran game studios, and the Star Atlas game alone is audacious in its ambition. The Web3 components offer additional opportunity for failure: An imbalanced economy, for instance, has the potential to completely break the game. Then there's security and regulation. Crypto has been a digital Wild West for years, with scams endemic. Regulators are slowly changing that. It's an open question whether Web3 gaming can survive in a regulated environment. 

"In many countries, consumer protection is the No. 1 driver of regulations. Given gaming is so mainstream, it will be a topic," said FTX Ventures' Wu. "100%, these assets are going to be regulated."

The final issue is the very commodity that fuels crypto tokens and NFT projects: hype. Games are often promised on NFT project road maps before a single second of development has been undertaken. As Brady noted, it took less than a day for My Pet Hooligan holders to demand the announcement of a game, movie or TV show to sustain hype and lift the NFT value. Vaporware is sure to be common.

Games will need to be developed in a way that insulates players from the crypto-rich speculators. Speculators outbidding each other can artificially raise the value of in-game items, which blocks players who actually want to play the game from accessing them. Recall the speculative bubble that caused the cost of entry to Axie Infinity to inflate to over $1,000.  

"I'm personally not interested in someone who's paying $100,000 for an NFT," said Brady. "That's a certain echelon. That's not normal society. I'm only interested if this helps every person."

Of all the developers I spoke to, a recurring theme was mistrust of any games company that promises a regular income, or dangles the possibility of earning enough money to quit the rat race. "Play-to-earn is not sustainable and is going to die off," said Baltramiejunas. Instead, the goal is for Web3 games to be more engaging than the games you play today, with the benefit of some pocket money on the side.

"If the game was good I would be satisfied with a little money as long as it's not totally a time waste," said Cryptobarbarian, reflecting on how much money he'd need to earn to justify playing games again.

"If I could earn some lunch money with it, that would be nice. But I think that will take at least a few more years before it happens." 


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RedMagic 7 Review: It's A Phone All About Speed


RedMagic 7 Review: It's a Phone All About Speed


RedMagic 7 Review: It's a Phone All About Speed

Gaming phones like the Nubia RedMagic 7 aren't trying to compete with Samsung Galaxy devices or Google Pixel phones. They instead crank up the Android gaming experience with specs that sound like they belong in a PC. The RedMagic 7 allows you to max out games for excellent responsiveness and performance.

Features like the 6.8-inch 165Hz refresh rate AMOLED screen, 12GB of RAM and 65-watt charging speeds also have a benefit beyond just being big numbers. They give us a glimpse at features that will likely make their way over to more mainstream phones in coming years.

For the price -- $629 (£529, which is roughly AU$940) -- all of these features might sound like a steal, but there are plenty of reasons why this phone isn't for most people, stemming primarily from tweaks to Android 12 that prioritize gaming performance over user experience. The RedMagic also has a shorter software update cycle than other phones at this price. And while a cooling fan is a common feature on many gaming phones, the RedMagic 7 includes an internal one, which is vital to keep the phone from overheating during intensive gameplay.

The RedMagic 7's $629 starting price includes 128GB of storage and 12GB of memory -- the latter already being a ridiculous amount for a phone. The review unit I tested is $799 and has 256GB of storage and an absurd 18GB of RAM. For perspective, the $800 Galaxy S22 has 8GB of RAM.

RedMagic 7 gaming phone with charger and cable

The RedMagic 7 comes with a 65-watt GaN charger.

Mike Sorrentino/CNET

A little bit Android, a little bit Switch

At first glance, the RedMagic 7 seems like any other Android 12 phone. You unlock it with an in-screen fingerprint sensor and are greeted with a skinned version of Android 12 that includes themed widgets like a switch for the internal cooling fan and a toggle for quickly cranking the display's refresh rate from 60Hz up to 165Hz.

However, this RedMagic OS customization makes a number of annoying default choices that aren't great for casual users. Luckily, they can be switched off pretty easily. Apps are organized into multiple home screens like on iOS. To find the app drawer, you have to turn it on in settings. Once you set it up, you can keep most apps there and organize the ones you want onto the home screens. 

The default internet browser is NextWord, which is easy to switch to Chrome or Firefox. And I hope you figure this out faster than I did, but the phone puts a RedMagic watermark on all your photos. After another frustrating trip to Settings I was able to turn that off as well. 

RedMagic 7 gaming phone settings screen

You may find yourself visiting the Settings menu a lot to change some of the defaults in the RedMagic 7.

Mike Sorrentino/CNET

OS annoyances aside, this phone is clearly aimed at gamers. A red physical switch on the top-left of the phone's transparent body boots it into a game launcher. The aptly named Game Space looks more like the menus you find on the Nintendo Switch and automatically adds games from your app library.

Gaming mode makes several tweaks to the phone's settings: It disables notifications, turns on the fan and adds menus for quick access to display refresh rates and processor performance. I set it up to show the frames per second as I played which helped determine which games supported higher refresh rates.

On the right side of the phone there's a fan exhaust and touch-sensitive areas that emulate shoulder buttons on a game controller. You can set up the "buttons" to tap specific areas of the screen during gameplay -- for instance I coupled them to the shoot button in Apex Legends Mobile and on the Use and Report buttons in Among Us.

RedMagic 7 gaming phone

Mortal Kombat Mobile supports the 165Hz refresh rate allowed by the RedMagic 7's screen.

Mike Sorrentino/CNET

Gaming runs fast and sometimes hot

Along with the 165Hz display refresh rate, the RedMagic 7 touts a "720Hz Multi-Finger Touch Sampling Rate" -- their words. This refers to how responsive screen taps are while playing games. In lieu of having physical buttons, having a cranked-up touch rate for the screen makes a lot of sense. I found it particularly helpful for games streamed from the Google Stadia cloud service.

Cloud gaming in general is notorious for lag under even the fastest of internet connections, but with the RedMagic's 720Hz touch rate screen I was almost able to create combos in Mortal Kombat 11. It also made it possible to play Marvel's Avengers using the touchscreen over the Stadia cloud. These games are made for a physical controller, so while it's not an ideal or competitive way to play, it works fine for a quick game over good Wi-Fi.

RedMagic 7 gaming phone displaying the Game Space launcher

The Game Space launcher on the RedMagic 7, which puts Android games into a more console-like menu.

Mike Sorrentino/CNET

What was more interesting were the handful of games that supported the 165Hz screen refresh rate. Mortal Kombat Mobile (separate from Mortal Kombat 11) cranks all the way up to 165Hz, making all the punches and battles look super smooth. On the other hand, Rayman Adventures, which supports 165Hz, runs at double or triple speed. I had to turn the screen refresh rate down to 60Hz to run at a normal speed.

Most games however ran at 60 frames per second regardless of what I set. While Apex Legends Mobile appeared to top out at 60fps, the game did let me max all of its settings out. Performance remained super smooth throughout a 20-minute match, but I definitely noticed the phone was physically hot to touch. The RedMagic comes with a case that makes the heat from gaming substantially more tolerable.

RedMagic 7 gaming phone

The RedMagic 7 can charge from 0% to 100% in roughly 30 minutes.

Mike Sorrentino/CNET

Fast charging that I want to see in more phones

The 65-watt GaN charger that's included with the phone is a serious perk. The dual 4,500-mAh double-cell battery can recharge from 0% to 98% in just over 30 minutes. This is a phone you definitely won't need to charge overnight. Interestingly enough when charging, an onscreen graphic shows the percentage, and the cooling fan turns on to dissipate any heat.

Battery life was great: I consistently got through an entire day, even when I kept the screen at 165Hz. Even on days where I played games for an hour or so, I had 20% to 30% left by the evening.

Another neat trick is you can power the phone straight from the power adapter, skipping the battery. This should help the battery ultimately last longer, since when available the phone won't need to draw power directly from it at all times. And during gaming, this will reduce the amount of heat the phone gives off.

I hope other phones adopt these power-charging features. A 30-minute charging time means the phone can fully charge up while you shower and get dressed in the morning.

Sample photo of Citi Field in New York taken with the RedMagic 7

Citi Field in New York. The RedMagic 7 applies a watermark by default that can be turned off in the settings menu.

Mike Sorrentino/CNET

Photography and software support take a back seat

The phone has a 64-megapixel main camera, an 8-megapixel ultrawide camera and 2-megapixel depth sensor. The RedMagic can handle most daytime photography situations, but it isn't going to win any awards for its photos.

redmagic-7-citifield-crowd

Crowds inside of Citi Field, taken on the RedMagic 7.

Mike Sorrentino/CNET

In terms of image quality, photos I took at a New York Mets game were on par with lower priced phones like the Moto G Stylus 5G. Photos taken outdoors in sunlight generally looked good, while lower light situations were more difficult. 

redmagic-7-citifield-night-mode

RedMagic 7's Night mode photo at New York's Citi Field.

Mike Sorrentino/CNET

The phone's Night mode helps bring out a few more additional details, focusing on subjects like the signs at the Mets' stadium, but it's not quite as detailed as other phones in this price range. If you want a phone that takes great photos, I recommend looking at the $599 Pixel 6 or the $700 Galaxy S21 FE.

redmagic-7-selfie

The RedMagic 7 has an 8-megapixel front-facing camera.

Mike Sorrentino/CNET

The 8-megapixel front-facing camera is disappointing, even for livestreaming. Selfie photos are just OK. The front-facing camera isn't something I'd use to broadcast on Twitch. With gaming and livestreaming so interconnected, it'd be nice if the RedMagic 7 could function as a starter device towards that.

Software support on the RedMagic 7 isn't great. RedMagic says that its products tend to get one major update with a "maintenance period" that lasts between one and a half to two years.

Geekbench v.5.0 single-core

Asus ROG Phone 5 Ultimate

Note:

Longer bars indicate better performance

Geekbench v.5.0 multicore

Asus ROG Phone 5 Ultimate

Note:

Longer bars indicate better performance

Serious Android gamers only

The RedMagic 7 isn't for most people, nor is it intended to be. If you are a competitive gamer who really wants an absolutely screaming refresh rate, and doesn't mind a built-in cooling fan, then this phone is certainly an option for you. Just understand the software update tradeoffs and all the defaults you'll probably want to change out of the box.

But most other people should look elsewhere for a daily driver phone. Families considering the RedMagic as an alternative to a Switch would be better off buying a Nintendo Switch and a cheaper phone.

Nubia RedMagic 7 vs. Nubia RedMagic 6 vs. Samsung Galaxy S22 vs. Google Pixel 6


Nubia RedMagic 7 Nubia RedMagic 6 Samsung Galaxy S22 Google Pixel 6
Display size, resolution, refresh rate 6.8-inch; 2,400x1,080 pixels; 165Hz 6.8-inch OLED; 2,400x1,080 pixels; 165Hz refresh rate; HDR10, 500Hz single touchrate 6.1-inch AMOLED; 2,340x1,080 pixels; 120Hz 6.4-inch OLED; 2,400x1,080 pixels; 60 or 90Hz
Pixel density 387 ppi 387 ppi 425 ppi 411 ppi
Dimensions (Inches) 6.7 x 3.1 x 0.4 in. 6.69 x 3.04 x 0.38 in. 5.7 x 2.8 x 0.3 in. 6.2 x 2.9 x 0.4 in.
Dimensions (Millimeters) 170.57 x 78.33 x 9.5 mm 169.86 x 77.19 x 9.7mm 146 x 70.6 x 7.6 mm 158.6 x 74.8 x 8.9 mm
Weight (Ounces, Grams) 7.58 oz.; 215g 7.76 oz.; 220g 167g (168g for mmWave model) 7.3 oz.; 207g
Mobile software Android 12 Android 11 Android 12 Android 12
Camera 64-megapixel (main), 8-megapixel (ultrawide), 2-megapixel (depth) 64-megapixel (wide), 8-megapixel (ultrawide), 2-megapixel (depth) 50-megapixel (wide), 12-megapixel (ultra-wide), 10-megapixel (telephoto) 50-megapixel (wide), 12-megapixel ultrawide
Front-facing camera 8-megapixel 8-megapixel 10-megapixel 8-megapixel
Video capture 8K at 30fps, 4K at 60fps 8K 8K at 24 fps 4K 30, 60fps (rear), 1,080p 30fps (front)
Processor Qualcomm Snapdragon 8 Gen 1 Qualcomm Snapdragon 888 Qualcomm Snapdragon 8 Gen 1 Google Tensor
RAM/Storage 12GB/128GB, 18GB/256GB 12GB/128GB 8GB RAM + 128GB 8GB RAM + 256GB 8GB/128GB, 256GB
Expandable storage No None None No
Battery/Charger 4,500 mAh 5,050 mAh 3,700 mAh (25W wired charging) 4,614 mAh
Fingerprint sensor In-display In-display In-display In-display
Connector USB-C USB-C USB-C USB-C
Headphone jack Yes Yes None No
Special features 720Hz multitouch sampling rate 5G, 66W fast charging, 400Hz touch sensitive side buttons, RGB lighting and logo, Game Space hardware switch, Wi-Fi 6E, NFC, dual-SIM 5G (mmw/sub 6), 120Hz display, IP68 rating, 25W wired charging, 15W wireless charging 5G sub 6 (some carrier models also have 5G mmWave) support, Wi-Fi 6E, 30W fast charging, Magic Eraser, Motion mode, Real Tone, Face Unblur, Cinematic Pan, 5 years OS and security updates, IP68 rating for dust and water resistance, Gorilla Glass Victus (front), Gorilla Glass 6 (back)
Price off-contract (USD) $629 $599 $800 $599 (128GB)
Price (GBP) £529 £509 £769 £599
Price (AUD) Converts to AU$940 Converts to AU$900 AU$1,149 AU$999

Source

Tags:

I Visited Samsung's Galaxy S22 Metaverse Event, But It Felt Rushed And Incomplete


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I visited Samsung's Galaxy S22 metaverse event, but it felt rushed and incomplete


I visited Samsung's Galaxy S22 metaverse event, but it felt rushed and incomplete

Samsung's Galaxy S22 reveal event wasn't just a standard livestream this year: It also took place inside a metaverse -- and I was genuinely excited to check it out. I've attended previous Samsung events in VR and found them to be more enjoyable than most other branded virtual experiences. The infamous 2016 photo of Mark Zuckerberg walking down an aisle while everyone around him is wearing a Gear VR headset is undeniably silly, but the demonstration of what could be possible from home was actually compelling.

By comparison, this 2022 Unpacked event had surprisingly little to do with Samsung and served more as an example of what not to do when using the metaverse to host a product launch.

If you saw Samsung announce an event in the metaverse and thought it meant putting on a VR headset and sitting in an audience, you're not alone. Instead, Samsung built a version of its New York event space in Decentraland, a cryptocurrency-focused virtual playground. It's technically possible to enter Decentraland with a VR headset, but the experience is barely functional and requires a lot of technical knowledge. Using your web browser alongside your mouse and keyboard, as intended by the creators, you enter Decentraland as an animated avatar you can modify, and move yourself to the Samsung 837X space to participate. 

Arriving at this space the day before the event revealed a brightly lit building and a faux pizza shop. The doors were all closed and there wasn't much to see, but there were already people lined up to see what Samsung had to offer. When I checked in again, 30 minutes before the event was to start, a handful of people waiting outside had climbed to nearly 100 that I could see. Decentraland runs 10 servers and you can only see the people on your server, but as I moved around before the event each server seemed similarly full. Roughly 1,000 people were waiting for Samsung to open the doors and show us the Galaxy S22 Ultra

Unfortunately for a lot of those servers, the doors didn't open on time. Many people were unable to actually enter Samsung 837X before the event started. Everyone outside the metaverse was enjoying a strange crossover with the popular TV series Bridgerton at the start of this event, while I and dozens of my fellow metazens were changing servers to find one that worked. Once a server with open doors had been located, the next challenge was finding the room inside this virtual building where the announcement event was actually streaming.

Samsung Metaverse

The three unlockable clothing packs you could use to equip your metaverse avatar if you completed the minigame inside Samsung's event.

Russell Holly/CNET

Inside Samsung 837X, you are presented with three rooms and a host of smaller activities to enjoy. Samsung had made special clothing for your Decentraland avatar you could only get by completing a quest in this space. Most of the space was dedicated to this quest, but in the back you could find a theater with the Unpacked event streaming. The room was a fairly generic virtual theater with a big curved screen showing the event already in progress outside of the metaverse. I was nearly 10 minutes late, and now watching a smaller version of the livestream with animated characters dancing around inside of a web browser on my laptop.

A few minutes into watching this presentation, it became clear the real reason most people were here was to unlock the virtual clothes tied to the Samsung quest. The app told me there were 96 people in the space, but the room only held 37. The novelty of the Samsung-made space was much more important than the unveiling of a new phone and tablet for a majority of those who regularly visit Decentraland.

It's difficult to feel like this approach to an event is anything other than a step backward. Back in 2016, Samsung offered the ability to watch a Galaxy Unpacked event from inside its VR headset. You put the headset on, opened the app and picked one of several positions to watch the stage from a 360-degree streaming camera. Being able to turn your head and see the audience made you feel like you were actually sitting in the audience. Not a lot of people owned those headsets at the time, but it felt like you were in a packed room and could enjoy the show.

Samsung Metaverse

The Samsung Theater, where I could watch the Galaxy S22 Ultra unveiling.

Russell Holly/CNET

In fairness, this 2022 event was fully virtual, so there was no live space to warp into as there was during pre-pandemic product launches. But Samsung could have made it possible to walk through a virtual store, get a closer look at the phone from every angle, or maybe even preorder the next phone using cryptocurrency. There could have been Samsung staff on hand in the space to answer questions or talk to people about what they're upgrading from and how the cameras on this new phone might have been better.

Samsung had an opportunity to make this space actually feel like a virtual version of its 837 store, but instead built a terribly rendered virtual forest to showcase its intent to plant 2 million trees as part of its sustainability efforts. For comparison's sake, the real Samsung 837 store not only sells Samsung devices but opened with a cafe on site and, at least pre-pandemic, held a running club that promoted its fitness trackers.

This could have been a lot of fun, but instead felt rushed and incomplete. It was a halfhearted attempt in a long line of cultural zeitgeist moments from Samsung, and felt more like an online version of the Yo! Noid game from Pizza Hut in 1990 than it does a glimpse at an often-promised metaversal future.


Source

https://pombumi.costa.my.id/

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Apple MacBook (12-inch, 2015) Review: A Minimalist MacBook That Proves Less Can Be More


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Apple MacBook (12-inch, 2015) review: A minimalist MacBook that proves less can be more


Apple MacBook (12-inch, 2015) review: A minimalist MacBook that proves less can be more

Editors' note (June 27, 2017):  The12-inch MacBook, reviewed in full below, was updated in 2016 and then again in June 2017, at Apple's   Worldwide Developers Conference . The new  $1,299 12-inch MacBook and $999 13-inch MacBook Air now have faster, more powerful Intel  processors. The current crop of MacBook Pros --  the $1,299 13-inch, $1,799 13-inch with Touch Bar, and $2,399 15-inch with Touch Bar  -- have those new chips, too, along with upgraded graphics hardware. 

Otherwise, aside from a RAM bump here and a slight price drop there, the 2017 batch is very similar to the one from 2016, with the same enclosures, ports, trackpads and screens. But be forewarned: Buying a new MacBook Pro may require you to invest in a  variety of adapters  for your legacy devices. Also note that the  13-inch MacBook Pro from 2015  has been discontinued, though the $1,999  15-inch model  from that year remains available for those who want all the ports and fewer dongles.

The complaints started even before Apple's first new MacBook demo ended. During the March 2015 press event, observers fretted about the new, slimmer, lighter 12-inch MacBook. "It's underpowered," they said. "The battery life will be short. The new keyboard is too shallow. The no-click touchpad is a gimmick."

The outcry, which ranged from deriding the new, singular USB-C port to the overall price was reminiscent of the world's reaction to the original iPad in 2010. And like that groundbreaking tablet, the new 12-inch MacBook won't do everything and isn't for everyone. But its strictly enforced minimalism will make this laptop the model that industrial designers will strive to copy for the next several years.

Sarah Tew/CNET

The 12-inch MacBook is a system that ditches the Air and Pro monikers and returns to a simpler designation not seen since the classic black and white polycarbonate MacBooks of the mid-2000s (the ones you still occasionally see in coffee shops despite being their being discontinued in 2011).

Starting at $1,299, it includes a high-resolution Retina screen (much sharper than that on the Air), 8GB of RAM and 256GB of solid state storage. Unlike other laptops with removable drives or RAM, everything here is (permanently) packed into a tiny custom motherboard that leaves maximum room for a large battery. A second version, priced at $1,599, adds a 512GB hard drive and a tiny processor speed bump. In the UK and Australia, the prices start at £1,049 and AU$1,799 for the base model and hit £1,299 and AU$2,199 for the upgrade. More expensive build-to-order models are available, too. (The MacBook can be ordered online at 12:00 a.m. PT tonight, the same time as the Apple Watch, and should be available in store -- presumably in limited quantities -- on Friday, April 10.)

By way of comparison, the 13-inch MacBook Air starts at $999, but a similar 8GB/256GB configuration will cost the same $1,299. The 13-inch MacBook Pro starts at the same $1,299 as this new MacBook, but with only half the storage. Upgrading that Pro model to the same 8GB/256GB will cost $1,499. And on the Windows side, a Samsung Ativ Book 9 with the same 8GB RAM/256GB flash drive and the same processor -- will cost you $1,399 (all prices in US dollars). So, in the context of its main rivals, the MacBook is actually priced rather competitively.

Sarah Tew/CNET

Looking only at a spec sheet, it's easy to see why this new MacBook might be a tough sell. The MacBook uses Intel's new Core M processor, designed for slim, light laptops, hybrids and tablets with premium prices. It's efficient enough that full laptops can even run fanless, allowing for quiet, cool operation. But, the Core M has disappointed in the handful of Windows systems in which we've already tested it, turning in sluggish performance and mediocre battery life, the latter an unforgivable flaw for computers designed to be as light and portable as possible.

To spare you the suspense, I can say that the new MacBook performs much better than any other Core M system we've tested to date, hitting 11 hours in our video playback test. That's not nearly as much as you'd get from a MacBook Air or MacBook Pro -- and it puts this system at a disadvantage compared to the longest-lasting laptops -- but battery life is definitely not the deal-breaker it could have been.

Heavy online use will drain the battery even more quickly, and I found myself frequently glancing up at the upper right corner of the screen to see the battery life percentage tick down as I worked. I've found it can last for a full work day of moderate usage, but unlike a current-gen MacBook Pro or Air, it'll be hard to go a few days without plugging it in at all.

Sarah Tew/CNET

Beyond that, the limitations of having a single USB-C port for all your connection needs (with the exception of a standard audio jack that also made the cut) is even more of a challenge, unless you're prepared to arm yourself with a pocketful of dongles and adaptors.

Other changes are easier to adapt to. We've previously gone into some detail about the new click-free pad, which Apple calls the Force Touch trackpad, which is also available in the updated MacBook Pro. It's a clever bit of space-saving engineering that replaces the old trackpad, with a hinged design for physically clicking down, with a flat glass surface augmented by a force feedback engine. The keyboard is an even more radical change, swapping out the long-standing Mac standard of deep island-style keys for a set of much shallower keys, but with larger actual key faces.

Using the new MacBook means accepting its limitations, some of which are deliberately self-imposed. That's especially noticeable when you look at another new laptop, the Samsung Ativ Book 9. It weighs the same as the MacBook, has a similar 12-inch high-res screen, and an Intel Core M processor, but manages to fit in two full-size USB ports and a micro-HDMI output (although it also has a proprietary power connection and lacks USB-C, which is set to become the new standard).

The new MacBook and the similar Samsung Book 9.

Sarah Tew/CNET

If your need for longer battery life, more powerful performance, or more ports doesn't automatically preclude you, then the in-person experience of using the new MacBook will far outshine the on-paper shortcomings. For writing, Web surfing, video viewing and social media, it's a pleasure to use, and makes the still-slim 13-inch MacBook Air feel a bit like a lumbering dinosaur, to say nothing of other ultrabook-style laptops. It's a perfect coffee shop companion.

Some of the critical reactions to this laptop remind me of another new Apple design introduction I covered seven years ago, the original MacBook Air. That system was also criticized for dropping ports and connections, such as an Ethernet and VGA, that people were convinced they still needed. And, much like the new MacBook, it included just a single USB port.

Back in 2008, I was correct that the Air's new, stripped-down design had real legs, and would set the standard for years to come. But also true was that future refinements down the road would turn the MacBook Air from a speciality product into a mainstream one. When the next 12-inch MacBook update arrives, I suspect it will at the very least add a second USB-C port, and that's when it will become much easier to recommend to a broader audience.

Apple MacBook (12-inch, 2015)

Price as reviewed $1,299, £1,049, AU$1,799
Display size/resolution 12-inch 2,304x1,440 screen
PC CPU 1.1GHz Intel Core M 5Y31
PC Memory 8GB DDR3 SDRAM 1,600MHz
Graphics 1,536MB Intel HD Graphics 5300
Storage 256 SSD
Optical drive None
Networking 802.11ac wireless, Bluetooth 4.0
Operating system Apple OSX 10.10.2 Yosemite

Design and features

This is the thinnest Mac that Apple has ever made: at its thickest point it's just 13.1mm (about half an inch), 24 percent thinner than the existing 11-inch MacBook Air. It's also the lightest MacBook, at 2.04 pounds (0.9 kg). Samsung's new Book 9 weighs 2.08 pounds, essentially the same, although it has a slightly larger footprint.

The overall shape and industrial design is familiar, based on the past seven-plus years of MacBook design, but with a few new twists, such as new colors. Besides the traditional silver, the new MacBook also comes in space grey or gold. Our test unit was gold, and like the iPhone color scheme it copies, the coloration is subtle, and gives off the impression that your laptop has a bronzed finish.

Sarah Tew/CNET

The keyboard, another big change, uses a new butterfly mechanism for keys that's thinner and more stable. The nearly edge-to-edge keyboard has larger key faces, yes, but the keys are also shallower, barely popping up above the keyboard tray and depressing into the chassis only slightly. It takes some getting used to, especially if you're accustomed to the deep, clicky physical feedback of the current MacBooks or the similar island-style keyboards of most other modern laptops.

The first time I tried the keyboard, I couldn't get through even a few sample sentences without several typos, because of the shallow keys and their lower level of tactile feedback. But when I tried again a couple of hours later, it was already much easier.

Sarah Tew/CNET

After using the new MacBook keyboard for the better part of a week, the shallowness of the keys, and a lack of a deeply satisfying click still bothers me. But, as someone who types very longform, the larger key faces and rock-solid stability make up for that, tipping the needle into the positive category. The keys are almost completely wobble-free, as opposed to the wiggle you can get under your fingers on a current MacBook keyboard.

The new trackpad, called the Force Touch, is even more of a change. Nearly the same size as the Air's, but squeezed into a smaller space, it dominates the lower half of the laptop and goes right up to the bottom edge. While previous trackpads had a hinge along the top in a kind of diving board design, the new pad works very differently. We took a deeper hands-on look at Force Touch when we tested it in the only other Apple product to support the new TrackPad right now, the 13-inch MacBook Pro.

Four sensors under the pad allow you to "click" anywhere on the surface, and the Force Click effect, which combines the sensors with haptic (or taptic) feedback, allows you to have two levels of perceived clicking within an app or task. That deep click feels to the finger and brain like the trackpad has a stepped physical mechanism, but in fact, the movement you feel is a small horizontal shift, which, even when fully explained, still feels like you're depressing the trackpad two levels.

Apple describes it like this: "With the Force Touch trackpad, force sensors detect your click anywhere on the surface and move the trackpad laterally toward you, although the feel is the same familiar downward motion you're accustomed to in a trackpad."

With that second, deeper click, you can access several types of contextual information, for example, highlighting a word and getting a Wikipedia pop-up, or seeing a map when deep-clicking on an address. Jumping into the preview view of a document or file works with the deep click, too, just as it does now by pressing the space bar in OS X. The most advanced use is probably fast-forwarding through a video clip in QuickTime, faster or slower, depending on how hard you press down on the trackpad.

I ended up using this trackpad just as I do almost every other one, Apple or otherwise, by tapping rather than clicking. It still bewilders me that Apple turns off tap-to-click by default, forcing you to hunt around the preferences menu to find it. Here's a tip: besides the tapping feature under the trackpad preferences menu, you may want to go to the accessibility menu and look under Preferences > Accessibility > Mouse & Trackpad > Trackpad options to turn on tap-to-drag.

Sarah Tew/CNET

The new MacBook has a 12-inch Retina display with a 2,304x1,440-pixel resolution. It, too, has a new design -- it's the thinnest ever built into a MacBook, at 0.88mm -- with a larger aperture for light and individual pixels in red, green and blue. The slightly unusual resolution is a combination of Apple's drive for a very high pixel-per-inch density, as well as an aspect ratio that sticks with 16:10, as opposed to nearly every other laptop available now, all of which use the same 16:9 aspect ratio as HDTV. (The 11-inch MacBook Air remains the only 16:9 MacBook.)

The screen looks clear and bright, and works from wide viewing angles. There's a glossy overlay, but I've seen much worse offenders when it comes to screen glare and light reflection. The screen bezel, that dead space between the actual display and the outer edge of the lid, is thinner here than on a MacBook Air, and the screen glass goes nearly edge to edge, giving the MacBook a seamless look much like the current Pro models. Thin bezels are definitely an important style note these days, although Dell does it much better with its current XPS 13 laptop, with an eye-catching barely there bezel.

The speaker grille above the keyboard is predictably thin-sounding -- this is a very small laptop after all, with little room for speaker cones to move air -- but it'll suffice for casual video viewing. With Beats Audio as part of the Apple family we may see a greater emphasis on audio in Macs in the future, just as Beats and HP had a successful partnership for several years.

Joe Kaminski/CNET

One spec that many feel was shortchanged in this new laptop is the built-in webcam. It's a simple 640x480 camera, and not as high-res as the 720p camera found in the Air or Pro laptops. The image above is taken from an iPhone 6, and shows my image, being transmitted from the 12-inch MacBook, via FaceTime. Note the softness of the image, which is an issue with viewing the 480p transmission on a much higher resolution screen.

Ports and connections

Video USB 3.1 Type C
Audio 3.5mm audio jack
Data USB 3.1 Type C
Networking 802.11ac wireless, Bluetooth 4.0
Optical None

Connections, performance and battery

While testing the new MacBook, I found myself frequently plugging and unplugging accessories. Starting with the power cable connected to the single USB-C port, I pulled the power out to plug in a short USB-C to USB-A cable (sold by Apple for $19, £15 or AU$29), and connected the USB dongle for a wireless mouse. When I wanted to use a USB data key, I had to disconnect the mouse, and use the same adaptor cable to connect my key.

Shortly, you will be able to connect video the same way, using a USB-C to HDMI, DisplayPort or VGA adaptor. Apple has two connections blocks that include either HDMI or VGA for $79, £65 or AU$119, but neither was available at the time of this review.

Sarah Tew/CNET

The official pitch is that MacBook users will use wireless connections for just about everything. Bluetooth for a mouse, Wi-Fi for Internet access, AirDrop for file transfer, and so on. Most of these assumptions are correct, but there's something to be said for being able to use a full-size USB or HDMI port to connect to any USB key or HDTV with minimal hassle.

One potentially very useful benefit of USB-C is that, because it's used to power the laptop battery, it can also draw power from the portable backup battery packs that so many people have lying around in drawers and laptop bags. Take a USB-C to male USB cable (we tried a $10 one sent by Monoprice), and you can get some extra battery power on the go without having to bring the whole power brick or have access to a power outlet. It won't fully charge the laptop, but it could offer enough juice to get you out of a jam.

Sadly, MagSafe, truly one of the great developments in the history of laptops, is gone, and the new USB-C power plug has no magnetic connection at all. It simply slots in. The connector is fairly shallow, so it may very well just pop out if you yank the cable by accidentally stepping on it, but it certainly doesn't feel as accident-proof as the MagSafe version does.

The new 12-inch MacBook also breaks from the rest of Apple's computer line in that it does not use a processor from Intel's Core i series. Mostly Macs use Core i5 chips from either the current fifth generation of those chips, or the previous fourth generation (although the professional-level Mac Pro desktop uses an Intel Xeon processor).

Instead, this laptop uses the Core M, a new entry in Intel's laptop family. The pitch for Core M is that it enables laptops to be very thin and light, but still powerful and long-lasting. That's an appealing pitch, and Core M chips are so far only found in premium-priced systems (the least expensive being the $700 Asus T300 Chi).

Sarah Tew/CNET

But, in the first three computers we've tested with Core M chips, the results have not lived up to the hype. Lenovo's Yoga 3 Pro had sluggish performance and weak battery life. The Asus T300 Chi did a little better, but still ran for less than 6 hours in our battery test. The Samsung Ativ Book 9, a 12-inch laptop very similar to this one, did a bit better both on performance and battery life, coming close to 8 hours.

Getting the most out of Core M may require your hardware and software, including the operating system, to be properly tuned for it. And as Apple can control every aspect of its OS and exactly what hardware is paired with it, it's not surprising that the company is able to get some of the best results to date from the Core M. In our benchmark tests, no one will confuse this system with even the basic 13-inch MacBook Air, but it was faster in our multitasking test than the other Core M laptops we've reviewed. More importantly, in day to day use, it often felt just as responsive as a MacBook Air, with a few important caveats.

Sarah Tew/CNET

Basic Web surfing worked flawlessly, as did streaming even 4K video from YouTube or HD video from Netflix. Even basic gaming via Steam was doable, and I could play older or simpler games such as Portal 2 or Telltale's The Walking Dead series if I dialed the in-game resolution down to 1,440x900 and played with middle-ground graphics settings.

Using a browser other than Apple's Safari, which is very well optimized for the OS X/Core M combination, can lead to some slowdown, as can loading up multiple video streams at once. Pushing apps such as Photoshop with challenging filters and high-resolution files is likewise going to be slower than most Windows laptops with Core i5 CPUs.

But for many laptop users, especially those primarily interested in a laptop's size and weight, battery life is of the utmost importance. That is the one area where Apple's use of the Core M platform has caused the most angst-ridden speculation. Other Core M systems, all slim laptops or hybrids, have all turned in battery life scores that are on the low side, from about five and a half hours (for the Yoga 3 Pro and Asus T300 Chi) to seven and a half hours (for the Samsung Book 9) in our video playback battery drain test.

Meanwhile, Apple's own current MacBook Air runs for an amazing 18 hours (thanks to its recently upgraded Broadwell Core i5 CPU) and the 13-inch Pro ran for 15 hours in the same test. Two recent slim, premium laptops, the Dell XPS 13 and HP Spectre x360, both managed 12 hours.

Sarah Tew/CNET

The 12-inch MacBook doesn't last as long as those Core i5 laptops, but it does beat the other Core M systems by a large margin, running for 11 hours 3 minutes in our video playback battery drain test. Apple says it should give you at least 10 hours of video playback, so that's in line with the company's claims. Real-world scenarios, with more energy draining apps and frequent online use, will be shorter, and in a secondary test streaming online video non-stop over Wi-Fi, the system ran for 5 hours.

How did Apple manage to get better battery life from the notoriously fickle Core M? Part of it may be the optimization Apple can do as the creator of both the hardware and operating system. But a big part of it may be the large 39.7-watt-hour lithium-polymer battery crammed into the small MacBook's body. The actual motherboard and all the internal components have been shrunk down to be only fraction of the size of a typical laptop motherboard. Instead, the entire rest of the system interior is filled with a battery designed to fit into every nook and cranny of available space.

Conclusion

My initial impression of the original MacBook Air from 2008 feels timely and fitting here. Of that laptop, which was considered both groundbreaking and frustratingly limited, I said:

Sarah Tew/CNET

Likewise, this new MacBook will also be the right fit for a smaller segment of a public than the more universally useful 13-inch MacBook Air or Pro. But those who can work with the limitations -- primarily a lack of ports, shorter battery life, performance that's not suited for pro-level photo and video editing, and a shallow keyboard that takes some getting used to -- will love its sharp display, slim and light body, and responsive touchpad.

My primary caveat is this -- if history is any guide, you can count on a near-future generation of this laptop boosting its utility by doubling the number of USB-C ports to at least two. So like many new technology products, it may be worth waiting for the next version, even if having a 12-inch, two-pound gold MacBook right now will make you the coolest kid at the coffee shop.

Handbrake Multimedia Multitasking test

Apple MacBook Air (13-inch, 2015) 370 Dell XPS 13 (2015, non-touch) 428 Apple MacBook (12-inch, 2015) 465 Samsung Ativ Book 9 (2015) 563 Lenovo Yoga 3 Pro 682
Note: Shorter bars indicate better performance (in seconds)

Adobe Photoshop CS5 image-processing test

Dell XPS 13 (2015, non-touch) 263 Apple MacBook Air (13-inch, 2015) 268 Lenovo Yoga 3 Pro 294 Apple MacBook (12-inch, 2015) 307 Samsung Ativ Book 9 (2015) 311
Note: Shorter bars indicate better performance (in seconds)

Apple iTunes encoding test

Apple MacBook Air (13-inch, 2015) 107 Dell XPS 13 (2015, non-touch) 112 Apple MacBook (12-inch, 2015) 130 Samsung Ativ Book 9 (2015) 130 Lenovo Yoga 3 Pro 142
Note: Shorter bars indicate better performance (in seconds)

Video playback battery drain test

Apple MacBook Air (13-inch, 2015) 1080 Apple MacBook (12-inch, 2015) 747 Dell XPS 13 (2015, non-touch) 726 Samsung Ativ Book 9 (2015) 457 Lenovo Yoga 3 Pro 346
Note: Longer bars indicate better performance (in minutes)

System Configurations

Apple MacBook (12-inch, 2015) OSX 10.10.2 Yosemite; 1.1GHz Intel Core M-5Y31; 8GB DDR3 SDRAM 1,600MHz; 1,536MB Intel HD Graphics 5300; 256GB SSD
Dell XPS 13 (2015, non-touch) Windows 8.1 (64.bit); 2.2GHz Intel Core i5-5200U; 4GB DDR3 SDRAM 1,600MHz; 2,000MB (shared) Intel HD 5500 Graphics; 128GB SSD
Lenovo Yoga Pro 3 Windows 8.1 (64-bit); 1.1GHz Intel Core M-5Y60; 8GB DDR3 SDRAM 1,600MHz; 3,839MB (shared) Intel HD Graphics 5300; 256GB SSD
Apple MacBook Air (13-inch, 2015) Yosimite OSX 10.10.2; 1.6GHz Intel Core i5-5250U; 4GB DDR3 SDRAM 1,600MHz; 1,536MB Intel HD Graphis 6000; 128GB SSD
Samsung Ativ Book 9 (2015) Windows 8.1 (64.bit); 1.1GHz Intel Core M-5Y31; 4GB DDR3 SDRAM 1,600MHz; 2,005MB (shared) Intel HD 5300 Graphics; 128GB SSD

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