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24
Sep

Get a 32GB Moto X Style from Unlocked-Mobiles in the UK


motorola_moto_x_pure_edition_logo_background_TA

Tired of waiting on Motorola to to release the 16GB and 32GB Moto X Style variants? Good news, folks! Online retailer Unlocked-Mobiles is selling the 32GB version of the device for £359, translating to $557USD.

In contrast, the 32GB model starts at £399 from Motorola, with the 64GB version being a tad pricier at £434. The downside in buying from Unlocked-Mobiles is that you lose out on all the great customization from the Moto Maker, but if you don’t mind, you can get a black 32GB Moto X Style for less than Motorola’s advertised price.

If you can wait just a few more days, Unlocked-Mobiles will have the Moto X Style in white on September 27, giving customers another option as far as colors go.

Anyone picking up a Moto X Style from Unlocked-Mobiles?

source: Unlocked-Mobiles
via: Android Central

Come comment on this article: Get a 32GB Moto X Style from Unlocked-Mobiles in the UK

24
Sep

Fastest LTE networks and countries revealed


4G LTE evolution Shutterstock

4G LTE has been rolling out across the globe for a number of years now, but your typical speed and coverage can still be highly dependent on your country of residence and choice of carrier. OpenSignal has just published its report on global 4G LTE networks for Q3 2015, which reveals the fastest and most consistent networks around the world and in which countries you can find them.

Before we delve into the leader boards, the research also finds that 4G LTE speeds are generally increasing around the world. 20 Mbps connections are now quite common, partly thanks to the introduction of LTE-Advanced. However, it’s the late adopters that seem to be providing the best speeds these days, while some countries that were previously on the cutting edge are falling behind.

LTE vs WiFi OpenSignal

In fact, the 4G wireless standard has easily surpassed typical broadband WiFi speeds available through telephone wires. The average 4G LTE speed sits at 12.6 Mbps, faster than 3G’s 3.2 Mbps average and quite a bit quicker than WiFi’s rather poor looking 5 Mbps. Although regional broadband speeds vary considerably from this average.

Top 5 fastest countries

  1. New Zealand, 36 Mbps
  2. Singapore, 33 Mbps
  3. Romania, 30 Mbps
  4. South Korea, 29 Mbps
  5. Denmark, 26 Mbps

Despite only introducing 4G LTE to the country two years ago, New Zealand now tops the table as the country with the fastest LTE network. As we have come to expect, countries in Asia are generally up there with the best performance too, although some European countries are also quite competitive. Interestingly, South Korea has managed to double its LTE speed in the past year, thanks to the introduction of carrier aggregation technologies.

For comparison, the typical speed in the US is around only 10 Mbps, less than a third of the speed of the top nations. The UK sits on 13 Mbps and the typical speed in Europe is closer to 20 Mbps, although it varies a lot. India, which is seeing growing LTE use, sits at 10 Mbps as well. Early LTE adopters, such as the US, Japan, Sweden and Germany, don’t feature in the top 5 anymore.

While the best performing networks were in Asia, European operators delivered some impressive performances as well, notably TDC in Denmark and KPN in the Netherlands. – OpenSignal

Top 5 countries with the best coverage

  1. South Korea, 97%
  2. Japan, 90%
  3. Hong Kong, 86%
  4. Kuwait, 86%
  5. Singapore, 84%

Of course, coverage is just as important as the top achievable speeds. There’s little utility in a super-fast connection available to just one village. However, OpenSignal doesn’t calculate these results based on geographic coverage, but rather caculates the score on time in coverage, which takes into account the strength of indoor signals too.

Again, we see a particularly strong showing for the Asian nations. However, speed leader New Zealand drops down to just 51 percent coverage, sitting right next to the UK’s and India’s 50 percent.

While the U.S., Sweden and Japan are falling behind in speed, they are among the top countries in the world in terms of coverage. – OpenSignal

The US fares much better in this category, managing to offer a LTE connection to customers around 78 percent of the time, although the Sprint network falls to 64 percent. Europe is a very mixed bag, with the Netherlands managing 80 percent while France struggles on just 47 percent. The worst carrier coverage can be found in Indonesia, where Axiata’s XL network provides a LTE connection just 19 percent of the time.

Top 5 fastest networks

  1. Starhub, Singapore, 38 Mbps
  2. Vodafone, Romania, 36 Mbps
  3. TCD, Denmark, 35 Mbps
  4. Olleh, South Korea, 34 Mbps
  5. SingTel, Singapore, 32 Mbps

Finally, a quick look at the fastest carriers around the world. Unsurprising, Singapore manages to nab a couple of the top positions, but European countries also host two of the top five. Looking more broadly, Europe is a mixed bag, where as Asia and some Middle Eastern countries offer the most consistent selection of local carriers.

For US readers out there, T-Mobile and Verizon are the two fastest networks in the country at around 12 Mbps each. Sprint, AT&T and C Spire are slower, hovering around the 7 Mbps mark on average. There’s quite a way to go to catch up with Singapore.


5g logo mwc 2015 2See also: 5G network speed defined as 20 Gbps by the ITU3415182

4G LTE technology has already helped hook up a large number of mobile customers to blazing fast wireless connections, but it is apparent that a number of carriers still have a long way to go to offer a suitable levels of consistent coverage. If you are looking for the fastest data connections around, Asia is still the place to relocate to, but the rest of the world is catching up.

You can read the full report in the source link below, complete with some interactive charts to help breakdown the data.

24
Sep

Apple Store in Tokyo Begins Setting Up iPhone 6s Display Models


Less than ten hours before the iPhone 6s and iPhone 6s Plus launch in Japan, at least one Apple Store in the country has begun setting up display models for customers to view. The new iPhones will go on sale in Japan at 8:00 AM local time on Friday just a few hours after the smartphones launch in Australia and New Zealand.

Apple-Store-Tokyo-iPhone6s
MacRumors reader Shawn DaSilva sent us a trio of photos and a video showing Apple retail employees installing the new iPhones at an Apple Store in Omotesando, Tokyo on Thursday evening. The new iPhones are also advertised on a digital banner spanning the length of the store.

AppleStore-Tokyo-iPhone6s
Apple is no longer accepting pre-orders or in-store reservations in time for September 25, leaving lining up at an Apple Store as one of the only options to get a new iPhone on launch day. Apple is not allowing walk-in sales in China, Hong Kong, Japan and four tax-free U.S. states: Oregon, Delaware, New Hampshire and Alaska.


If you plan on waiting it out at an Apple Store, it is highly recommended that you reschedule any important plans tomorrow, as it can take several hours before you reach the front of the queue. In some cases, in-store stock of new iPhones may run out completely before you get a chance to buy one.


24
Sep

Turing’s ‘Dark Wyvern’ up for preoder, comes with Armor case enabling 60GHz data transfers


If you have been following the Turing Phone you know the regular version of the device will begin shipping on December 11. We have given the Turing Phone the hands-on treatment and know what to expect from it, but Turing Robotic Industries is throwing in a little something extra for those of you who decide to purchase the Turing Phone Series II version, more commonly known as the “Dark Wyvern,” which is now available for pre-order.

Those who purchase the $999 Dark Wyvern will also receive the Turing Armor protective case. This may sound trivial, but wait until you hear the details around this case – it’s not your usual one. The company is highlighting the super fast data transfer technology, called Wind Tunnel, that comes integrated in this phone cover. The gadget is WiGig-enabled, which means it supports data transfers of about 3.2 GB in under 25 seconds. It can also back up  64 GB of data in less than 8 minutes.

“We are committed to the WiGig future and to heterogeneous networking and have been working on making it viable for our customers since early 2015.” -SYL Chao, CEO of TRI

Fast transfers are cool and all, but we are also excited about the additional features this case has to offer. The Turing Armor comes with  a 3,000 mAh battery, a microUSB port and a 3.5 mm headset jack!

turing dark wyvern

Now, the latter two additions may not sound that ground breaking to many of you, but those who have been following the Turing Phone know this is kind of a big deal. Because the Turing Phone focuses on security and privacy, it leaves no chances for attackers to access it. For Turing, this meant getting rid of the microUSB port and headset jack, leaving only a proprietary port that supports no more than charging.

This means the Turing Armor will not only keep the phone safer, but it will also substantially improve battery life, grant faster data transfers and even offer you the ports many of you were hoping for. And the best part is that it’s pretty much “free” for those who buy the Dark Wyvern Turing Phone.

Also worth mentioning is that those who already pre-ordered the regular Turing Phone are not exactly left stranded. TRI will upgrade you to the Dark Wyvern upon request (and payment). How many of you are pre-ordering the Turing Phone Dark Wyvern handset? Hit the comments and let us know which feature on the Turing Armor is more exciting to you.

Show Press Release
San Francisco, CA – (September 24, 2015) -Turing Robotic Industries (TRI), the pioneer in trustworthy mobile device technology, today announced that its Dark Wyvern (Turing Phone Series II) will be available with the Turing Armor, the industry’s first true 5G WiGig high-speed data transfer solution. The company will begin taking pre-orders on September 24.

TRI’s Wind Tunnel 60GHz data transfer technology will be available on the company’s 4G/LTE Dark Wyvern flagship edition of Turing Phone in the form of a WiGig-enabled Turing Armor protective case, a configuration available for order and timed to deliver before Christmas.

TRI Wind Tunnel proximity data transfer technology can transfer 3.2GB of data in under 25 seconds and back up 64GB of data in less than eight minutes.

“We are committed to the WiGig future and to heterogeneous networking and have been working on making it viable for our customers since early 2015,” says SYL Chao, CEO of TRI. “Our WiGig-enabled Turing Armor will allow users to easily backup their phone data in minutes using a Wind Tunnel USB stick connected to a PC or Mac.”

The Dark Wyvern is constructed of a dark grey version of Turing’s signature unbendable Liquidmorphium and offers the same unique authentication methodology, chip platform, screen and dimensions as the company’s Series I phones. This 128GB flagship edition will be available at US$999 and comes with the Turing Armor WiGig case, with 3000mAh battery pack, Micro-USB and 3.5mm earphone jack built in. TRI also announced that it will upgrade reservations of Series I Turing Phone to Dark Wyvern upon customer request.

Pre-orders for the Dark Wyvern and Turing Phone with WiGig Turing Armor case can be made starting September 24 by going to www.turingphone.com <http://www.turingphone.com>

About Turing Robotic Industries Corp.

Turing Robotic Industries Corp. (TRI) builds trustworthy mobile technologies. The company’s mission is to help individuals and organizations create trustworthy networks in which communications and data are safe from cyber threats. The Turing Phone, the company’s flagship Liquidmorphium phone, facilitates this mission by employing a decentralized authentication methodology using static key exchange. Turing’s anonymous key distribution infrastructure is able to provide unique identifiers and trustworthy connectivity for an infinite number of devices. Turing Robotic Industries is headquartered in San Francisco, California with the Turing Phone division in Helsinki, Finland. To learn more, visit www.turingphone.com.

24
Sep

Sprint Undercuts T-Mobile With $1/Month iPhone 6s Lease on iPhone 6 Trade-In


Sprint today announced a new offer as part of its iPhone Forever program, where customers can get the new 16GB version of the iPhone 6s for $1 per month and the iPhone 6s Plus for $5 per month, with the trade-in of an iPhone 6. The carrier noted that the new offer is a “limited time” deal for those users visiting Sprint’s retail locations, with the official launch of the program coinciding with the new iPhone debut on Friday morning.

iPhone-6s-Front
Just like T-Mobile’s offering, the price required to pay each month will vary depending on the exact type of iPhone 6s or iPhone 6s Plus model you purchase, and the quality of the iPhone 6 that is traded in. With that in mind, customers can expect to pay around $5.77/month (64GB) or $10.53 (128GB) when purchasing an iPhone 6s, and $9.77/month (64GB) or $14.53 (128GB) when buying an iPhone 6s Plus.

“Once again it is clear that the best place to get the new iPhone 6s and iPhone 6s Plus is Sprint,” said Sprint CEO Marcelo Claure. “New and existing customers who trade in their current iPhone 6 can now get a device for only $1/month, making it the best way to get the iPhone – and a yearly upgrade is included in this charge. We are certain that more people will continue to switch to Sprint because of the great service and value we offer.”

Those who trade in an iPhone 5s will also be able to participate in the offer, but can expect slightly higher monthly rates due to the older model of the iPhone. Preparations have begun for the launch of the iPhone 6s and iPhone 6s Plus. The smartphones will officially go on sale tomorrow, September 25 in first-wave launch countries including Australia, Canada, China, France, Germany, Hong Kong, Japan, New Zealand, Puerto Rico, Singapore, the UK, and the United States.


24
Sep

NoPhone Zero is the greatest fake phone money can buy


nophone-zero

Last week we reported on a study suggesting phone addiction behaved similarly to drug addiction, and we even suggested a few apps that can help you wean off your over-reliance on your mobile, if you feel you are “truly addicted”. Want to go to an even further extreme? The NoPhone and NoPhone Zero are here to help!

If you have never heard of the NoPhone, don’t feel bad, I hadn’t either. Apparently the original NoPhone was a Kickstarter project last year, which aimed to create a rectangle that looked like a phone, had no real purpose, and cost $12. Since then, the model has become widely available for those looking to buy. Now the company is back on Kickstarter once more, this time bringing us the NoPhone Zero, which the company heralds as “the least advanced NoPhone ever”. This time the sleeker yet still completely useless rectangle will set pledgers back just $5.

Okay… what do we mean when we say the NoPhone has no real purpose? Well, there is no screen, no processor, no RAM, no storage, no camera, nothing. NoPhone’s founders say it best, “The NoPhone ZERO has zero features. It’s a plastic rectangle for people who are addicted to rectangular devices. If you know someone who needs no phone, give them a NoPhone.”

Is this a joke? No. Are you sure this isn’t a joke? Yes.

Before you shake your head and say WTF, keep in mind that despite the Kickstarter page’s denial that this is a joke, its somewhat humorous comments about the phone’s lack of features makes it fairly obvious this is just for fun and that NoPhone doesn’t really believe that clutching a rectangle will magically help people break away from phone addiction. One of my personal favorites: “If it isn’t a NoPhone ZERO, it isn’t a plastic rectangle.”

On the other hand, creating the first NoPhone as a joke made sense, but a second release sounds more like a money grab. For the record, it has already secured it’s funding goal of $500, and then some, at $900 so far with 15 days to go. What do you think of the NoPhone Zero? Funny, stupid, a little bit of both? You can read more about it on their official Kickstarter page.

24
Sep

I’m sick of getting sick from VR, but there’s a remedy


It’s inevitable at this point: After having experienced a variety of virtual reality — from gaming to cinematic — whenever I’m about to enter into a new demo, my anxiety spikes. “Is this going to make me massively ill?” I wonder, fearing the subsequent rapid heartbeat, flop sweat and nausea that mark the unwelcome arrival of motion sickness. I mention this not to discredit the coming revolution of VR — because I do think it’s here to stay and I’m glad for it — but to sound an alarm bell for the industry. If VR is to go mainstream — and given Facebook’s billion-dollar bet on Oculus VR, it very well should — consumers like me need to stop getting sick. It’s a pitfall the brilliant developer Jesse Schell mocked in his talk on making great VR at Oculus Connect 2 in Los Angeles: “Our game is so good it makes you vomit.” Schell’s comment was obviously made tongue-in-cheek, but it underscored a common symptom of faulty VR development. Thankfully, there’s an antidote to this: education.

As I write this, I’m battling a headache that’s sprouted from two consecutive hours of VR demo sessions. When VR is done right — as Oculus’ own film-focused Story Studio has proven — I don’t find myself racing to the nearest CVS or hotel reception desk, frantically searching for Tylenol to calm my malaise; I’m usually wide-eyed and gushing about the impact of the experience. It’s just that so often, in the race to embrace this new medium, the development standards, however nascent, are being overlooked. Which is fine, as this is just the first wave of the new generation of VR and experimentation is expected. But something’s gotta give and that something is unnatural movement.

Schell, designer of the award-winning VR game I Expect You To Die and professor at Carnegie Mellon University, highlighted this as one of his six key VR lessons. Avoid virtual camera motion. Avoid acceleration/deceleration. That sounds simple enough, but many developers, even those considered first-party from titans like Sony PlayStation, are crafting experiences where the camera is manipulated by one of the controller’s thumbsticks; and the experience can go from slow and comforting to fast-paced, full-tilt vertigo. I know enough now to push lightly on the thumbstick and tread carefully when confronted with such a VR control scheme, but when 2016 hits and these headsets hit the market, will others like me know to do the same? Should there even be a VR handicap?

I won’t run down the list of Schell’s VR rules of thumb — he’s already done so over at Gamasutra — but it was an anecdote of his from developing I Expect You To Die that resonated with me. During early development of that title, Schell and his team noticed that players seemed to enjoy stacking virtual books atop one another. Within the scope of the game’s design, it served no purpose, but his team retained the mechanic because it was fun. And really, that’s where the focus of VR development needs to go. Forget replicating video game experiences; forget replicating cinematic experiences. Go, instead, with what amuses consumers and comforts them, and what works for VR. Don’t break the “fragile soap bubble” of immersion, as Schell put it. Don’t create another experience that makes me sick.

“This is a very special time,” Schell bellowed to the packed auditorium of developers. “Are you ready to invent this new medium?” For my sake (and that of my inner ear), I hope they are.

24
Sep

‘Rise of the Tomb Raider’ is more of the same, and that’s okay


Crystal Dynamics’ 2013 Tomb Raider reboot pulled off a tough task: It successfully brought life back to an aging, muddled franchise and provided heroine Lara Croft with an excellent origin story. Now that Croft has made her transition from a terrified shipwreck survivor to adventuring (but still vulnerable) badass, what does she do for an encore? Rise of the Tomb Raider (coming to the Xbox One and 360 as a timed exclusive on November 10th) answers that by tightening up and refining the first game’s core experience while throwing players into an entirely new environment. The world is bigger, there are more skills to improve, more secrets to find and, yes, more tombs to raid. It isn’t wildly different than the last game, but that’s not a knock: If it ain’t broke, don’t fix it.

It’s easy for players to jump right in whether they’re familiar with the previous game or not; the controls remain mostly intuitive and the story stands up well on its own. It’s a story that’s a bit of a cliche: Croft is continuing her father’s research into reincarnation and “tangible evidence of the immortal soul.” The search for immortality is hardly new, but fortunately the ensuing fight for survival and world exploration aren’t dulled by the reason behind Lara’s mission.

While the first game did a great job of presenting a lush, detailed island of terror, developer Crystal Dynamics is really harnessing the next-generation power of the Xbox One to craft a massive and beautiful world to explore — and one that puts you in the kinds of environments not typically associated with Lara Croft. Creative director Noah Hughes says that focusing on “virtual tourism” is always a part of location design in Tomb Raider games. “You go to these exotic destinations and feel like you’ve been there on some level,” Hughes said. “That leads to a natural focusing on environment as part of the concepting phase, thinking ‘where are the cool places we can take her’ that are ultimately different than we’ve been in the past.”

A good chunk of the game’s first hour flashes back two weeks and takes you out of Siberia to a more “standard” Tomb Raider environment (the sun-baked deserts of Syria). But the majority of what I played put me in a vast, frozen wasteland where the weather feels as much of a threat as the enemies stalking you. But despite the consistent, snow-covered aesthetic, the details of each location continue to be quite varied — Hughes noted that they focused on making sure each location had a wide diversity of terrain to keep any one environment from getting stale.

The remastered version of Tomb Raider that hit the PS4 and Xbox One last year should give you a good idea of what to expect visually, but Rise of the Tomb Raider improves on even that title in some pretty significant ways. For starters, it’s not just the landscapes that are rendered so dramatically: Character facial expressions, movements and hair are all rendered in far more detail than in the previous game. They’re safely far away from the dreaded Uncanny Valley here, and it’s not just in the cutscenes — everything looks great throughout, whether or not you’re in a pre-rendered storytelling scene.

Rise of the Tomb Raider strikes a nice balance between driving the story forward and allowing players time to explore areas for secret items as well as tombs.”

The Xbox One’s extra horsepower also allowed Crystal Dynamics to build areas that are much larger and more in-depth than anything the team was able to do in the first game. In fact, Hughes says the game’s hub areas are two to three times larger than in the previous game. You’ll be able to spend plenty of time getting lost in the world, searching for the many collectible artifacts spread throughout that fill in the game’s back story.

The biggest gameplay change I noticed was to the crafting system for upgrading weapons. You can still find the generic salvage around the world, but some puzzles will require you to scour the environment for specific materials you’ll need to survive. At one point in the demo, I was confronted with an enormous grizzly bear that mauled me to pieces when I tried to get around it. The game helpfully informed me that poison might be a way to get around the beast, and so I was sent off to search the snowy forest for mushrooms and other supplies I could use to craft a poison arrow — something that made felling the bear much easier. Fortunately, the requirements for crafting these special items weren’t too onerous; I never felt like I was being forced into unnecessarily long fetch quests to pad the game’s running time.

Rise of the Tomb Raider strikes a nice balance between driving the story forward and allowing players the time to explore areas for secret items as well as the titular tombs players felt were missing a bit from the first game. There are definitely more side quests, and the ones I tried felt a lot more challenging than the ones in the first Tomb Raider. In fact, a few ended up being too time-consuming. I moved on to keep the story going because of my limited demo time — but if I were playing at my own pace, I would have been happy to spend more time exploring.

In the end, this is a Tomb Raider game, through and through. Rise may not break any new ground for the series, but the 2013 reboot successfully reinvented the game’s formula well enough that I’m not at all disappointed to have another chapter to enjoy. There’s more to explore, the world and its inhabitants looks better, and the frozen, desolate old-world Russian landscape is a huge departure from the previous game. All of which is to say that Rise of the Tomb Raider could be the best kind of sequel: One that delivers even more of what people loved about the original.

24
Sep

ICYMI: Best VR ride, screen buttons that re-form and more


ICYMI: Best VR ride, screen buttons that re-form and more

Today on In Case You Missed It: A haptic controller for gaming that works with the muscles in the user’s arms to both give feedback and guide touch is fully funded on Kickstarter, and still available for $212. Staying on theme, this prototype virtual reality set-up centers a seat for a human in the middle of eight steel cables that all move independently, delivering the most lifelike experience for gaming in VR yet. Meanwhile researchers in Germany invented a thin layer of gel that sits on top of a touchscreen and forms into a button while mildly heated. This would create on-demand, real feel buttons.

We also recommend you read up on the efforts the EU is taking to keep its citizens personal information off of U.S. servers. That’ll be hard, guys.

And for an artistic break, be sure to enjoy the cars timed to represent musical phrases in this video.

If you come across any interesting videos, we’d love to see them. Just tweet us with the #ICYMI hashtag @engadget or @mskerryd.

24
Sep

TBS will broadcast eSports in 2016


Call of Duty European Championships Final At The Royal Opera House

From 2016 TBS won’t just show Conan and Big Bang Theory re-runs, as the channel has revealed that it’s launching its own eSports league. Turner Broadcasting has signed a deal to broadcast bouts of Counter Strike: Global Offensive, which’ll air on Friday nights for 20 weeks of the year. At this early stage, details are thin on the ground, except to say that qualifying rounds for the main events will be streamed online. Successful teams will then be handed a ticket to TBS HQ in Atlanta where the live show will be recorded.

It’s not the first time that eSports has graced the lighted stage of basic cable, since ESPN showed off a Heroes of the Storm tournament earlier this year. As The AV Club reports, however, the move angered “real” sports fans who felt that activities where people don’t get life-threatening injuries aren’t suitable for a primetime broadcast. Those objections probably won’t be around for long, however, since the sound of traditional sporting institutions like gambling and big-money sponsorship deals will drown out any lingering haters.

[Image Credit: Getty]

Source: WSJ