-->

Tuesday, March 19, 2019

author photo

Technology - Google News


Apple will let you add 256GB of RAM to an iMac Pro for $5,200 - The Verge

Posted: 19 Mar 2019 07:00 AM PDT

Apple is adding some new configuration options to its iMac Pro today, including a truly absurd 256GB of RAM. It can be added to your computer (which, as a reminder, costs $4,999 to start) for the low, low price of $5,200, as spotted by 9to5Mac.

You could buy a second iMac Pro for the cost of that single RAM upgrade. To put that in perspective compared to Apple's other RAM upgrades, the iMac Pro comes with 32GB of RAM by default. Upgrading to 64GB costs an extra $400, and upgrading to 128GB costs an extra $2,000. Both of those prices are dwarfed by the new 256GB option.

Also new for the iMac Pro is an upgraded Radeon Pro Vega 64XGPU with 16GB of memory for a comparatively cheap $700 upgrade. (For comparison, the iMac Pro comes with a Vega 56 GPU by default, and Apple has previously offered a Vega 64 GPU option for $550 more.)

All in all, that puts a fully kitted-out iMac Pro — with a 2.3GHz 18-core Intel Xeon W processor, 256GB of RAM, 4TB of SSD storage, and a Vega 64XGPU — at $15,699.

Let's block ads! (Why?)

Samsung Galaxy S10 Plus review - The INQUIRER

Posted: 19 Mar 2019 04:15 AM PDT

THE GALAXY S10+ is arguably Samsung's most important smartphone to date.

As the standout of the firm's 10th anniversary Galaxy lineup, Samsung is no doubt hoping that the device - with its super-sized punch-hole display, triple cameras and in-display fingerprint scanner - will help it to fight off increased competition from Chinese OEMs such as Huawei, who are starting to bite into Samsung's once-dominant share of the market.

Thankfully for Samsung, it's pulled it off. The Galaxy S10+ isn't just it's most important smartphone yet; it's also the best.

Design and display
As we were quick to decipher after an early fondle with the Galaxy S10+, it's undoubtedly a gorgeous-looking handset.

Thanks to its Infinity-O display and under-screen fingerprint sensor, the handset's 6.4in OLED panel stretches and curves around the front of the device; it's striking to look at, and the handset's bezel-dodging 93.1 per cent screen-to-body ratio puts most notched Android flagships to shame.

Samsung isn't the first to market this a 'punch-hole' display cutout - Honors View 20 takes that crown - but it's the first to do so on an OLED panel. While we found the so-called holepunch often unwittingly caught our attention during our first couple of days with the S10+, we soon forgot it was there; if only we could say the same about the notch on our iPhone X.

We'd gladly take Face ID over Samsung's in-screen fingerprint scanner, though. The ultrasonic sensor is supposedly reliable and harder to spoof than the 2D sensors found on the likes of the OnePlus 6T, but it's nowhere near as convenient. While the target area for your finger lights up on the latest OnePlus flagship, the Galaxy S10+ doesn't offer such an assist, which means it often took a bit of fumbling - and swearing - before we managed to unlock the device.

It's worth noting that the sensor isn't compatible with most screen protectors, either, though Samsung does include a compatible one in the box.

Clunky fingerprint scanner aside, the screen itself is among the best we've tested. The Galaxy S10+ makes use of Samsung's new 'Dynamic OLED' display technology, which delivers punchy colours, deep blacks and insane levels of brightness; the S10+ can up its brightness to up to 1,200 nits in dazzling sunlight. 

The screen offer a QHD+ resolution but it's set to full HD+ resolution out of the box, for power saving reasons. We never found the need to increase the resolution, but the option is there for when watching 4K movies or shoving the smartphone in a VR headset.

Around the back of the device, you'll find Samsung's tried-and-tested glass panel accented by aluminium edges. The design, while nothing new, still feels as luxurious as it did with last year's Galaxy S9, and we're fans of the new pearlescent colour options; we tested the Pearl White model, which appears to transition from white to blue depending on how you hold the device. 

The Galaxy S10 has a USB-C port at the bottom, and, surprisingly, a 3.5mm headphone jack to facilitate the bundled AKG headphones. IP68 certification is on offer too, which means the S10+ will withstand water up to a depth of 1.5m for up to 30 minutes. Thankfully, we haven't put this to the test.

Performance and software
Here in Blighty, the Galaxy S10+ shops with an 8nm Exynos 9820 chip, rather than the Snapdragon 855 on offer to US buyers. While some benchmarks have shown that Samsung's homegrown chip struggles to match Qualcomm's latest and greatest in terms of performance, we noticed no issues. Day to day use feels smooth and responsive, and the handset showed no signs of stuttering during gaming, even after extended periods.

When benchmarked using GeekBench, our review model - which packs 8GB RAM and 128GB storage - earned itself a single-core score of 44,84 and a multi-core score of 10,478. As you'd likely expect, that puts its performance above that of the OnePlus 6T and last year's S9+, slightly better than Huawei's Mate 20 Pro and below that of Apple's flagship iPhone XS.

Software-wise, the S10 series is Samsung's first to launch with its One UI, which sits atop Google's Android Pie OS. While you'll still find the same overabundance of pre-installed and duplicated apps when you first switch on the device, but it soon becomes clear that Samsung has managed to scale-back and refine its Android experience.

The skin is a huge improvement over Samsung's TouchWiz UI of old; While there's still something oddly toy-ish about Samsung's app icons, One UI is more lightweight and easier to navigate thanks to its focus on one-handed use, with frequently used items pushed down towards the bottom of the screen. You can ditch traditional, er, screen-tapping in favour of gesture controls too, though it's still a little clunky and a far cry from Apple's gesture-based UI.

Naturally, Bixby remains correct and present though Samsung now allows the physical key to be re-programmed to launch another app. We were quick to switch ours to Twitter, natch, as while Samsung has improved Bixby so that the AI helper can understand a wider range of more complex queries, it's still glitchy and proved far less reliable than Google Assistant.

Camera
The Galaxy S10+ sports a triple rear camera system; a 12MP main lens, a 12MP telephoto lens and a 16MP ultra wide angle snapper.

Thankfully, the camera is just as impressive in the real-world as it sounds on paper; in decent lighting, the Galaxy S10+ is capable of producing sharp, detailed, dynamic images that look like you've spent 30 minutes tweaking in Photoshop. The ultrawide lens is good fun too, and manages to cram an impressive amount of detail into its elongated images.

The software lets you easily switch between the three cameras with a tap or a simple pinch and zoom on the viewfinder.

The S10+ starts to struggle when it comes to low-light scenes though. While it produces sharable images, better than our iPhone X, it's lacking compared to the Pixel 3 and Mate 20 Pro, thanks to their respective night side and night modes.

Around the front of the S10+ On mix for a dual array consisting of the 10MP lens and an 8MP F2.2 aperture lens for depth-sensing, which allows for decent self-shot portrait pics and other selfie wizardry, if you're into that kind of thing. 

Battery life
And this is where things go downhill. While reviewers in the US have lauded the handset's battery as one of its standout features, the Exynos model we tested didn't far quite so well.

We found we had to re-juice the smartphone after around four to five hours of constant screentime; some reviews claim the Snapdragon 855 model makes it through around 30 hours before showing signs of wanting.

While this doesn't make up for the handset's lacklustre battery life, it does offer support for both wireless and reverse wireless charging for the first time, letting you juice other devices - such as Samsung's new AirPod-rivalling Galaxy Buds - on the backside of the device. 

In short
The Samsung Galaxy S10+ isn't perfect, but it isn't far off either. If you can look past the handset's clunky fingerprint scanner and disappointing battery life, the smartphone - albeit expensive - is the best Android smartphone you can buy right now.  

The good
Best screen we've tested, decent performance, great cameras, premium design, Samsung's UI has been improved.

The bad
In-screen fingerprint scanner is fiddly. 

The ugly
Battery life is disappointing. 

Bartender's score
9/10

beer9

Let's block ads! (Why?)

Angry Birds AR is coming to iPhone this spring - TechCrunch

Posted: 19 Mar 2019 04:36 AM PDT

Angry Birds: Isle of Pigs took the scenic route to the iPhone. Rovio began flirting with augmented reality on the Magic Leap of all places, releasing First Person Slingshot for the headset last year. Last month, Angry Birds VR: Isle of Pigs hit Steam for the HTC Vive and Oculus Rift.

Now, it seems, the AR version of the title is finally ready for a mainstream audience, as Rovio preps the game for a spring release on iOS. The game, developed by Swedish company Resolution Games, builds on the learnings from its predecessors, creating a customized version of the game for the mobile form factor.

Sami Ronkainen, Rovio’s creative director, Extended Reality, told TechCrunch that the more mainstream version of the title borrows some levels from the earlier versions, while introducing a number of originals.

“What we did with the Magic Leap was we wanted to start with something that’s fully immersive that can make use of the 3D space around you,” he says. “We realized that it’s going to be further in the future, so we decided to go with platforms that are much closer to customers today.”

Of course, an imminent release for iOS marks far and away the largest potential audience the game has seen to date. But Rovio, notably, doesn’t stray too far from its roots here. While the title adopts a first-person view to make the most of the augmented reality experience, it’s the same game at its core as the one that debuted on the iPhone 10 years ago this December.

You slingshot irritable avians into weak points of compromised structures in order to take down enemy pigs. You know the deal. They made a whole feature-length film about it (with a sequel on the way this summer). 

When you fire up the game, it will detect its environment for a suitable surface and start building structures on top of it once found. The environment and characters are brought to life in compelling ways, interacting with you as you move around. In fact, moving is a big part of the game. This isn’t one you’re going to want to play on the subway — it requires getting creative about the angles you adopt to fell the structures.

Rovio doesn’t have a dedicated AR team, instead partnering with Swedish developer Resolution to offer a fuller experience from the ground up. “There are games where the AR seems like a bit of an add-on,” says Ronkainen. “We wanted to explore this from the angle of building a game that really makes use of the space. You can either build a team of your own and make your own mistakes, or you can partner with the best people who have a good track record of building AR games.”

You can either build a team of your own and make your own mistakes, or you can partner with the best people who have a good track record of building AR games.

I had a little hands-on time with the game earlier this month, and was impressed with the little touches throughout, from the snowfall in certain levels, to the pigs’ snorts as you come near. And certainly the new angle adds a different dimension to a game that’s frankly been run into the ground after years of sequels and spin-offs.

How long it will maintain that fresh outlook is another question entirely. So too is the question of how much users will want to engage by moving around over the long run. Ditto for the question of interacting with an AR game through a mobile device, rather than a headset. It’s clear that one of the reasons Rovio chose headsets first is that they’re simply a more natural method for interacting with a title like this.

What iOS does represent, however, is a way to bring the experience to the masses. For Apple, meanwhile, the casual game represents the potential to bring the ARKit experience to a much broader user base. Apple really needs one or two titles to showcase augmented reality on the mobile platform for mainstream users, and Angry Birds has both the name recognition and simple gameplay to do just that.

The title is available for pre-order starting today. It will arrive at some point in “late-spring.” It’s free to play, but will likely feature some manner of in-game purchasing — though the company tells me it hasn’t “locked down a business model” just yet.

Let's block ads! (Why?)

This post have 0 komentar


EmoticonEmoticon

Next article Next Post
Previous article Previous Post