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Gamevice for ipad mini 5 gamevice for ipad mini 5 gamevice gaming controller iphone gamevice controller for iphone game reviews for ios gamevice gaming controller iphone gamevice for ipad mini 5 gamevice gv141 for ipad mini gamevice ipad pro pubg gamevice for rog phone gamevice controller for ipad gamevice flex for android
Gamevice for iPad Review: A Better Idea Than You'd Think
Gamevice for iPad Review: A Better Idea Than You'd Think
At first glance, Gamevice's Lightning-compatible (MFi) controller for the iPad tablet looks like an absurdly large gaming device. But while the Gamevice for iPad does turn the tablet into a large mobile gaming console, it's actually pretty comfortable for seated, lean-back style games. And an iPad's much-larger screen is better for cloud gaming, since many of the games are designed for big screens and don't scale well to phone size -- especially if you have bad or age-degraded vision.
The Gamevice for iPad isn't cheap at $100 (about £79 and AU$139, directly converted), but at the moment the company offers the only solutions for Nintendo Switch or Valve Steam Deck-like designs, with a split controller mounted on both sides of a screen. It can only be used directly attached that way; you can't connect the two sides of the controller together and use it standalone, as you can with some. If you're familiar with the Razer Kishi, the Gamevice's iPad and iPhone controllers are very similar; unsurprising, since Gamevice worked with Razer on that device.
It supports any Lightning-based iPad, including the iPad (5th to 9th-gen versions), iPad Air 2 and iPad Air 3, the iPad Pro 9.7-inch and iPad Pro 10.5-inch. I tested it with the current 9th-gen model; I tried it on a 7th-gen iPad, but the tablet tended to crash with the controller. Gamevice says that it's working on a USB-C version as well for those of us with newer iPad Airs, Minis or Pros.
An elastic band stretches between the two halves to help support the iPad.
Lori Grunin/CNET
Attaching the controller to the iPad works much like the Kishi. Its two sides are connected by a thick elastic band and the iPad slips into rubberized grooves on both sides. The right side pops over and connects to the Lightning port. There's a passthrough Lightning connector on it so you can charge the iPad, but it doesn't support audio because Lightning's just not that smart. The controller itself is powered by the iPad battery, and it seems to consume only a minimal amount. It's easy to pop on and off, a plus since you probably won't want to leave it on full-time.
By necessity, the grips are pretty large, though not too large for my medium-size hands.
Lori Grunin/CNET
Although the Gamevice is an official "Designed for Xbox" accessory, it doesn't have a standard Xbox controller layout. Rather than the left thumbstick close to the top and the right close to the bottom, they're both towards the top, which also means the ABXY buttons sit below and to the left of the right thumbstick. It can take a little getting used to.
Given how much taller the Gamevice for iPad is than typical controllers, it's surprising how little I felt the need to stretch to reach anything. That seems to be because most of the extra length extends toward the bottom, so that all hands grip within reach of the controls and smaller hands just have more of it to rest on.
It probably would get tiresome to hold like a smaller mobile console or phone -- at least, I find it awkward given the size. But sitting up in bed with my knees bent and the iPad resting on my legs is my preferred position for gaming on a phone or iPad, and it's a perfect design for that. I tend not to play speed-intensive games on my mobile devices, though. If you play games that require fast reflexes, that's not a great position.
If you've got serious Xbox muscle memory, the right side's control layout may trip you up.
Lori Grunin/CNET
I think there are probably things that may take more work to get used to, though. The grips are matte but quite slippery, and I suspect they'll get more so over time. You can probably compensate with some grip tape, though. The nonstandard shape and size of the grips means there's no precut grips you can use.
My biggest gripe with the physical design, though, is how mushy its buttons and triggers are. It doesn't really matter how much Lightning reduces latency over Bluetooth connections if the controls don't operate crisply, since you then can't tell which is responsible for the response lags. "Mushy" is in the fingers of the player, though, so you might find it to your taste.
The controller also gave me intermittent connection issues between services. In other words, it would work fine in Xbox Cloud Gaming, but if I jumped to GeForce Now the games couldn't see it. Restarting the iPad would fix that, but then switching to another service wouldn't work. And Google Stadia just didn't see the controller at all, though I didn't take the time to dig in to diagnosing the problem; it's possible there might be a solution.
The grips are a lot longer than those of a typical controller.
Lori Grunin/CNET
Gamevice Live, the app for the company's line of controllers, and the iOS home screen always saw it even when individual services didn't, so that was no indicator of a larger fail. The software itself was nearly useless. It looks like a launcher that aggregates the different services -- Xbox Cloud Gaming, GeForce Now, Apple Arcade, Google Stadia and the App Store -- but it can't actually launch anything.
As far as I can tell, it simply shows you featured games from different services and tells you how to add or install them. Even if you've already added or installed them. You can add games to Favorites to find them easily, but you could create a folder on the Home screen to serve the same function and which would also let you launch. (This could, and likely might be, be a constraint of iOS, but it nevertheless makes the software moot-ish.) In general, though, the software neither adds to or detracts from the experience.
I like the Gamevice for iPad the same way I liked the Kishi -- the best choice in a near-zero-competition market, until Backbone One came along with a better feel and design. It's kind of expensive to recommend, given how wishy-washy I feel about it, but if you game a lot on an iPad and have a discretionary budget big enough to merit it, there's enough on the plus side to make the Gamevice worth a shot.
Apple macbook 12 inch 2016 macbook air 2015 12 inch apple 12 inch macbook apple macbook 12 inch 2016 macbook pro 2015 12 inch apple macbook 12 inch 2017 apple macbook 12 inch battery replacement apple macbook 12 inch accessories apple macbook 12 inch retina display apple macbook 12 gold apple macbook student discount apple macbook pro m1
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'sWorldwide 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)370Dell XPS 13 (2015, non-touch)428Apple MacBook (12-inch, 2015)465Samsung Ativ Book 9 (2015)563Lenovo Yoga 3 Pro682
Note: Shorter bars indicate better performance (in seconds)
Adobe Photoshop CS5 image-processing test
Dell XPS 13 (2015, non-touch)263Apple MacBook Air (13-inch, 2015)268Lenovo Yoga 3 Pro294Apple MacBook (12-inch, 2015)307Samsung Ativ Book 9 (2015)311
Note: Shorter bars indicate better performance (in seconds)
Apple iTunes encoding test
Apple MacBook Air (13-inch, 2015)107Dell XPS 13 (2015, non-touch)112Apple MacBook (12-inch, 2015)130Samsung Ativ Book 9 (2015)130Lenovo Yoga 3 Pro142
Note: Shorter bars indicate better performance (in seconds)
Video playback battery drain test
Apple MacBook Air (13-inch, 2015)1080Apple MacBook (12-inch, 2015)747Dell XPS 13 (2015, non-touch)726Samsung Ativ Book 9 (2015)457Lenovo Yoga 3 Pro346
Note: Longer bars indicate better performance (in minutes)
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iPad Mini review: An excellent 2021 upgrade, but still a niche tablet
iPad Mini review: An excellent 2021 upgrade, but still a niche tablet
What's the most improved product in Apple's lineup this year? It might be the sixth-gen iPad Mini. The company's smallest tablet got the makeover I thought it needed years ago: Now it has the iPad Air's better display, a USB-C port instead of Lightning, a much better processor and better cameras too. You can also magnetically snap an Apple Pencil right onto the side now. Pretty great, huh?
iPad 9th gen vs. iPad Mini 9th gen
iPad 9th gen 2021
iPad Mini 2021
Screen size
10.2 inches
8.3 inches
CPU
A13 Bionic
A15
Starting storage
64GB
64GB
Rear camera
8MP Wide camera
12MP Wide camera
Connector
Lightening
USB-C
Broadband option
4G LTE
5G
Apple Pencil support
1st gen
2nd gen
Weight
1.07 pounds
0.65 pound
Starting price
$329
$499
The only problem is, the iPad Mini isn't a must-have gadget. Far from it; as much as the iPad is usually a secondary device for many people, the iPad Mini is often a second iPad. Which makes this a luxury for most. But the 8.3-inch screen, A15 Bionic processor (same as the iPhone 13) and excellent overall performance could make it a first choice for some, and the $499 (£479, AU$49) starting price, while high, isn't as absurdly high as other Apple products.
iPad Minis aren't as necessary with large phones nearby. And the Mini can't do the one thing larger iPads do very well: connect with keyboard cases easily to become sort-of laptops.
But if you think you'll want an iPad that can be an e-reader and gaming device and casual TV screen and sketch pad and notebook and smart home screen, with some email and social media stuff thrown in, this is a pretty lovely choice. If you're OK with its higher-than-basic-iPad but lower-than-iPad-Pro price, that is.
The Mini has grown on me the more I've used it. And really, all of its features seem upgraded, making for a lovely, speedy little tablet. But I won't be doing any serious writing on it. And with iPhones, more affordable iPads and flashy but still-evolving foldable devices all doing what this Mini does (and possibly better), you have to consider this Mini an overdue revamp that's unnecessary for most. Some will absolutely love it, though.
I'm going to stop trying to type on this Mini, and go back to my laptop to continue this review.
iPad Mini, iPad Air, iPad Pro 12.9-inch: a progression of sizes.
Scott Stein/CNET
It's really small... and growing on me
As I take the iPad Mini out of its box, I think to myself, Oh, this really is small. I'm not sure I like that. After using a larger 12.9-inch iPad Pro recently, this iPad feels extremely tiny. Too tiny. I get used to it, though.
The size of this iPad lines up much more with the folding-phone-phablet-Kindle-Switch landscape. It's more of a relaxed handheld. It feels fine held in one hand, and it's easy to carry around in a pinch. It's got a smaller footprint than the 2019 iPad Mini, in fact, but it's also a bit thicker. The Mini comes in new colors now, but they're very very subtle. Mine is purple, but the matte aluminum finish looks more like a slight variation of gray.
And while that small size could be appealing to some people as a bigger-than-a-phone-smaller-than-most-iPads thing, it also makes using it as a laptop replacement really hard.
The iPad Mini next to the iPhone 12 Pro. The iPad Mini is definitely bigger than that.
Scott Stein/CNET
You can pair a keyboard with Bluetooth, but there's no dedicated keyboard case (maybe Logitech or others will make one). And the usable screen space gets even smaller when you use the onscreen keyboard to type.
You'll also need a brand-new cover, since no older Mini ones fit. The Mini uses magnets on the back so that a wraparound folio cover snaps right on, but like the iPad Pro and iPad Air cases, that won't provide any drop protection.
But yes, this is bigger than an iPhone. It's still significantly bigger than an iPhone 12 Pro (more than twice the size), and I have to admit, I'm carrying it around for reading and games a lot more than I was expecting. But these days, I'm still mostly carrying it around the house.
I stood it up (using the sold-separately smart cover) on my back porch table while putting together a Weber charcoal grill, and called up the instruction manual. It was better than using a phone, but I also thought… hmm, a regular-size iPad would be easier to read.
In the last few days, I've started taking it everywhere. I took it to the doctor's office even though I have a phone. Why? I like the extra screen. I guess it's why people like big folding phones, too.
The iPad Mini's squared-off corners and USB-C port, next to the ninth-gen iPad's older Lightning port.
Scott Stein/CNET
USB-C and a new design, at last
The design of this iPad is completely revamped, much like the iPad Air last year. The flat edges, the sharper screen, the better stereo speakers, a USB-C port, a side magnetic charge strip where second-gen Pencils can snap onto and a side Touch ID home button… this is the total makeover I wanted in the 2019 iPad Mini. I love the look, and it makes me want to use the iPad, even if I'm not interested in using a Mini. It woos me. It all looks great.
But it's not perfect. The repositioned volume buttons on the top edge of the iPad feel weird, though maybe they make more sense when watching videos in landscape mode. And the bezels, while smaller, are still very noticeable to me. They become even more noticeable when using certain apps (see below).
The iPad Mini 2019 (left) versus iPad Mini 2021: Videos look bigger with less bezel.
Scott Stein/CNET
A new aspect ratio means larger videos, but some apps don't benefit
Playing a few games from Apple Arcade, comparing side by side with the 2019 iPad Mini, I think: Wait, does this new iPad display look smaller?
The 8.3-inch, 2,266x1,488-pixel display is a longer display than the 2019 iPad Mini's. It also has slightly rounded corners like the rest of the iPad Pro and Air line. Apple says in the fine print that "actual viewable area is less" than the diagonal measurement. Also, apps that haven't been updated for this new screen size will be pillar boxed with subtle black bars, making the bezels seem bigger and the display seem effectively the same (or even slightly smaller) than the 2019 Mini's. Since this is a prerelease of the Mini, Apple Arcade games currently have black bars, for instance. Safari and Notes and other core apps don't. Some apps will autoadjust, and others will need developers to adapt them (as for previous iPads with different screen sizes).
Documents and things like comics don't always end up looking bigger (iPad Mini 2021 on the left, iPad Mini 2019 on the right).
Scott Stein/CNET
PDFs, graphic books and digital magazines, which often have 4:3 document layouts, also don't take advantage of the larger screen area. It's just a reminder that the "bigger screen" isn't really what it seems to be here.
But it helps for videos, which play in a wider aspect ratio already. There's a bit less letterboxing, and videos fills a larger area of the screen.
A15 performance: Very good
The A15 processor in the Mini is like the one in the new iPhones. Think of it as a hybrid of older iPad Pros and more recent iPhones. The single-core Geekbench 5 benchmark score average I got was 1,598, which is similar to the iPhone 12 models' scores last year. But the multicore score is 4,548, which is close to what Apple's pre-M1 iPad Pros could handle with the more graphics-boosted A12Z chip. Like pretty much every current-gen Apple device, the 2021 iPad Mini is fast enough that you won't have to worry about taxing the system, at least with currently available apps.
Two apps at once can feel small sometimes, but it's almost like two phone screens glued together, too.
Scott Stein/CNET
Multitasking: Mostly works
Holding the Mini sideways with two apps open, it first feels cramped. Then I realize this is close to the two-app split view that the Microsoft Surface Duo has, or that folding phones like the Fold can do. It's kind of like two phone screens side by side, except you can't fold the Mini.
I wanted to hate how small the Mini is, but I'm starting to find multitasking on an 8-inch screen kind of addictive. It's exactly what the iPhone can't do. iPadOS 15 makes swapping apps in and out of multitasking mode a bit easier, but the tiny triple-dot icon on the top of the screen is also easy to accidentally press in some apps, since it's near a lot of top menu bars and icons.
The iPad Mini camera with flash (middle) compared with the iPad 9th gen (left) and the lidar/dual-camera iPad Pro (right).
Scott Stein/CNET
Rear camera with flash, and digital-zoom wide-angle front camera
The Mini's cameras are good: not recent iPhone-level, but more than good enough. A rear flash and 4K video recording will make it good enough for documentation or on-the-spot videos and photos, though it doesn't have multiple rear cameras, and doesn't have lidar scanning like the iPad Pro models do. The front camera has a wider-angle mode that taps into Apple's digital-zooming Center Stage tech, which debuted on the iPad Pro in the spring. It's helpful for face-following while on video chats using FaceTime, Zoom and other supported apps, and is a feature that all Apple devices should add.
So many devices, and the Mini feels a bit like so many of them.
Scott Stein/CNET
Game console? E-reader? Sketchpad? Sure. But… pricey
The size of this Mini sets it up as a gaming tablet, or a Kindle alternative, or a very nice superportable sketchpad. This is what Apple is clearly leaning into with the Mini. There's also a business audience for a revamped and faster mini tablet for point-of-sale or field work.
But add up what this will cost: $499 only gets you 64GB of storage and a USB charger in the box. Buy a case, which you'll absolutely need ($60) and that nice Pencil ($130), and upgrade the storage to 256GB ($150) and you're at $840. Not cheap!
The Microsoft Surface Duo (left) and the new iPad Mini (right). A future glimpse, perhaps, at where the iPad's size could go next...
Scott Stein/CNET
Could this be a phone? Not really
It's tempting. The new Mini has 5G (but read the fine print on that one). It's small. It's sort of lower-priced than iPhones. But there are clear downsides. It's not water-resistant or drop-resistant like an iPhone. It's large, like really large -- you'd need a big jacket pocket or a bag. It doesn't have GPS. There's no actual phone call app. And I don't know why it took me so long to realize, but iPads have no haptics, which is weird. No buzzing for silent notifications, and no subtle feedback in games and in apps.
It really makes me think about using a 5G-enabled iPad Mini as a phone replacement. Apple has a clear gap in its product lineup. The Mini feels like the sort of device that folding phone makers are aiming toward. The Mini is the best option Apple has in that space. But a future iteration could end up being the candidate for a folding display, like the Microsoft Surface Duo or the Samsung Galaxy Fold 3 (which, by the way, both cost a lot more than an iPad Mini).
About that 5G: The Mini's flavor of 5G doesn't support the limited-availability but sometimes very fast millimeter-wave frequency like the iPhone 12 and 13 and the spring iPad Pro do. If you don't know what I'm talking about, 5G signals come in several types, and mmWave (where available) is like a very fast local hotspot. This means, effectively, that this Mini's 5G won't reach superhigh speeds. In suburban Montclair, New Jersey, my Verizon 5G test SIM speeds ranged from 270Mbps to 170Mbps, which is basically similar to LTE. The $150 cellular modem add-on plus monthly fee isn't worth it to me (but maybe your business will foot the bill?)
Using it while putting together a charcoal grill. Second grill, second iPad.
Scott Stein/CNET
It's nice, but niche
I just bought a charcoal grill, a Weber. I already have a gas grill. Why did I do this? I wanted an affordable one that could do charcoal, too. Sometimes people buy second grills. It's a luxury, and a niche. People buy second things. Or specialized things. The Mini is a great total revision, but I wouldn't say it's a must-have… and it's far too expensive (and limited) for kids. (Or my kids, anyway.) For your family, maybe, it might be worth the upgrade if you're in love with the design and don't mind the mini size. But it's the best iPad Mini, if you ever craved one and have the cash to spend. It's a lovely little luxury.
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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."