Apple ‘Monitoring’ AT&T’s Potential Time Warner Acquisition
Amid rumors suggesting AT&T is considering purchasing Time Warner, the parent company of networks like CNN and HBO, The Wall Street Journal says Apple is keeping a close eye on the situation as it would have a major impact on the television industry and could potentially impact future television deals Apple might make with the two companies.
Apple at one time was reportedly in talks with Time Warner about a potential streaming television deal and has been rumored to have been interested in purchasing Time Warner assets at one time, but negotiations stalled and the two companies are no longer holding talks.
Apple Inc. a few months ago approached Time Warner Inc. about pursuing a combination, but the discussions didn’t progress beyond a preliminary stage and none are currently under way, people familiar with the matter said Friday. […]
From Apple’s end, executives under Chief Executive Tim Cook were involved in the earlier talks, and now Apple is monitoring the current situation, one of the people said
Time Warner owns a huge number of assets that could have serve as the foundation of a streaming television service should Apple have struck a deal with the company. Networks like CNN, HBO, TBS, TNT, NBA TV, Cartoon Network, and Warner Bros. are all under Time Warner’s umbrella, but with AT&T and Time Warner in “advanced talks” it seems unlikely Apple will do more than “monitor” the situation.
A deal between AT&T and Time Warner could be finalized as early as this weekend, but The Wall Street Journal suggests “a host of other contenders” could offer deals for Time Warner, putting an end to the AT&T acquisition.
Last year, Apple was pursuing a streaming television service that would allow it to offer a skinny bundle of channels from popular networks and cable companies for approximately $40 per month, but it wasn’t able to establish the necessary deals and shelved its plans.
Apple is instead leveraging the Apple TV set-top box as a platform that allows cable companies and other content providers to offer television shows and apps through an Apple-designed interface and user experience.
Just this week, Apple iTunes chief Eddy Cue said that television “needs to be reinvented” and called existing television interfaces “pretty brain dead.”
Related Roundups: Apple TV, tvOS 10
Tags: AT&T, Time Warner
Buyer’s Guide: Apple TV (Caution)
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Chromecast Ultra vs. Roku Premiere: Battle of 4K Streamers

These two great choices for 4K streaming, the Chromecast Ultra and Roku Premiere, are affordable and easy ways to find the UHD content you want to watch. See which one is best for you.
Media streaming has come a long way. The latest hardware is fast, the feature lists are filled with just the right things, and the content available just keeps growing and growing. As more people cut the cord and say goodbye to cable, companies have more incentive to improve your streaming experience. This is great for both the true cord-cutter and the casual streamer.
There are two major players when it comes to streaming media devices, and both Google’s Chromecast and Roku’s streaming stick have seen recent updates that beef up the hardware and support 4K streaming in HDR. Both are powerful and affordable, but which one is best for you? Let’s take a look at the Chromecast Ultra vs. the Roku Premiere!
The Chromecast Ultra
The Chromecast Ultra is the high-end of Google’s Chromecast family and was designed to be able to stream UHD 4K video in HDR to any TV or monitor in your home.

Chromecast devices have a legacy of being affordable and simple, and the Ultra follows that trend. Once plugged into an available HDMI port on and set up through Google’s Cast app for Android or iOS (and attached to your network with an optional Ethernet port if desired) you’ll be able to “cast” video from an app on your smartphone or tablet through the device to your television. Once the initial connection is setup, your phone breaks the primary connection and the Chromecast takes over, streaming audio and video directly from the source. Your phone can still act as a remote to change volume or navigate through your stream.
The content library for Chromecasts is huge. Google uses the term “endless,” and while we won’t go that far there are hundreds and hundreds of apps with Google Cast support. From favorites like Netflix and Hulu to your own content through Google photos or local streaming, you’ll easily find something you and your family or friends want to watch.
What we like about the Chromecast Ultra
- It’s inexpensive ($69)
- It has Google Home integration
- It comes with an optional Ethernet port for faster, more stable connections
- Finding content via your phone is a better experience
See at Google
The Roku Premiere
Roku offers an extensive line of products that cover all price ranges. The Premiere series is an excellent option that can stream 4K UHD video and HDR video (Premiere+).

Roku is a name that’s well known amongst cord cutters. One of the first companies to offer an all-in-one streaming solution, you’ll find plenty of people who are happy customers. The internals are faster and more powerful that the entry-level offerings and are ready to stream demanding UHD video in HDR at 60fps with compatible video equipment and sources. Roku offers a standalone remote to control everything as well as a dedicated Android and iOS app. The Roku can also act as a Google Cast target to stream from compatible apps on your phone or tablet.
Like the Chromecast, Roku offers a vast content library with all the favorites as well as a few up and comers like Crackle. Using the Roku’s integrated search feature finding content to stream is simple.
What we like about the Roku Premiere
- It has a dedicated remote
- You can plug headphones into the remote
- It has Amazon Prime Video and Amazon Echo integration
- It has a microSD slot for channel storage
See at Amazon
Which one should you buy?
Both choices are great, especially if you’re an Android or iOS user. Our recommendation is to go with the Chromecast Ultra if you haven’t yet fully cut the cord.
The Chromecast Ultra is just dead simple. It features an intelligent one-tap setup, is fast, and streaming content is super easy. You can have a room full of friends connect and binge watch YouTube videos, or entertain the kids with some educational programming all at the tap of an icon. Frequent automatic updates from Google keep things running smoothly and the price means you can put one at every TV in your house. If you’re entrenched in the Google ecosystem, Google Home integration means you can command your Chromecast through Google Assistant using only your voice.
The Roku has some features designed for the “power user” like an SD card slot and a dedicated remote with a headphone jack. You can store your own “channels” on the card to create content streams tailored just for you — or your partner or your kids. The headphone jack on the stand-alone remote makes the Roku perfect for the bedroom or anytime you don’t want to disturb others. The big addition is Amazon Prime video support through a stand-alone app on the Roku and an open API for Alexa that lets the Roku be controlled through the Echo. You exchange some of the ease-of-use (though using a Roku is by no means hard) for some features you won’t find with the Chromecast.
No matter what choice you go with, You’ll find a rich content library and will have a great streaming experience.
Chromecast and Chromecast Audio

- New Chromecast and Chromecast Audio review
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Google’s control of Pixel updates isn’t great for everyone

The value of carrier updates is sometimes overlooked.
Stop me if you’ve heard this one before: Updates straight from Google = good. Updates that go through carriers, which have to pass certain quality control and network performance tests and are therefore mired in delays and bugs = bad.
That’s the story that we often tell people, directly or indirectly, and as a straight narrative it’s largely true. But like any narrative in this world, there is nuance. To explain, I’ll tell you a story.
Back in 2015, I bought an unlocked Galaxy S6 from eBay. It was a British model, with LTE bands that worked in Canada and software updates that came much more regularly — British carriers do a much better job at this than their North American counterparts, for some reason — than the same model in Canada. (It took Canada’s largest carrier, Rogers, until just last month to update the Galaxy S6 and S6 edge to Marshmallow.) But then Rogers launched VoLTE and Wi-Fi Calling for the majority of its new flagships, and I realized that I would never benefit from those features running a British Telecom variant of the GS6.

Fast forward to earlier this year, when I bought a Galaxy S7 edge and embraced Rogers’ slow update cadence, knowing full well that the end result would eventually be compatibility with those Enhanced Voice Services (EVS) like VoLTE. It took a few months, but the update came, and I now have those features.
Unless Google has your carrier’s specific needs in mind, its network-specific features will likely be overlooked.
This week, I unboxed my shiny, beautiful new Pixel and slapped that same SIM card in it only to discover it wasn’t compatible with VoLTE. This didn’t surprise me, but it was frustrating, since Google ostensibly worked with Verizon — its only U.S. carrier partner — to sell the phone down south. It baked those EV services into the software from the beginning. But despite selling the phone at Rogers, Bell, and Telus, Google has not expanded those network-specific features outside of Verizon and T-Mobile, and, according to representatives at the carriers, has no plans to do so.
What does this mean? It means that, sure, your Pixel may be updated directly from the source, but unless Google has your carrier’s specific needs in mind, its network-specific features will likely be overlooked.
I can’t say with certainty that Google will never add VoLTE and Wi-Fi Calling support for carriers that aren’t Verizon and T-Mo, but it does expose one fundamental flaw with these direct-to-consumer updates. Your carrier may delay the hell out of a Galaxy S7 update, but at least, when it does hit your phone, it arrives with you in mind.
Apple has figured this out: It allows providers to roll out independent “carrier settings” bundles upon the insertion of a new SIM card, or when new features are available. These are standalone pieces of software rather than the core OS itself, and therefore don’t need to be included alongside new versions of iOS. Google has the capability to do this, but in the past has bifurcated the delivery of Android entirely between itself and the carriers. If Google wants to make the Pixel a true carrier success, though, it may want to set some Apple-like terms, allowing a small amount of software customization without impeding core OS updates as a whole.
I have no doubt that with enough time, and enough complaining, Google will roll out EVS to carriers outside the U.S. But in the meantime, as a Canadian, it’s frustrating to use a phone — even if it’s the best phone — that lacks the features I’ve taken for granted for so long.
Google Pixel + Pixel XL
- Google Pixel and Pixel XL review
- Google Pixel XL review: A U.S. perspective
- Google Pixel FAQ: Should you upgrade?
- Pixel + Pixel XL specs
- Understanding Android 7.1 Nougat
- Join the discussion in the forums!
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PlayStation VR Review: Something great for everyone

Sony has created something that is somehow greater than the sum of its parts, and in some cases will improve over time.
Pros
- The most comfortable headset yet
- Comparably inexpensive
- Healthy software ecosystem
Cons
- Mediocre controllers
- 180-degree rotation isn’t great
- Game setup is occasionally obnoxious
Thoroughly well executed
PlayStation VR Full Review
There’s a big gap between smartphone-based VR and desktop-based VR. The most you’ll pay for great smartphone-based VR is around $100, and desktop-based VR can get as high as $900. This is separate from the cost of the hardware that powers these headsets, too, which starts at around $600 for phones and can be more than twice that for a good gaming PC. While it’s true you can do a lot more with phones and computers, the point is the gap between these two categories of VR is significant. Sony saw this gap, and now owns it with a VR headset of their own.
Sony’s PlayStation 4 is the most popular game console on the planet right now, and its new VR headset needs little more than this console to function. This decision to go as populist as possible raised several concerns about how capable a relatively underpowered living room console would compare to high-end PCs with Vive Ready stickers on them. Those concerns became heightened with the PlayStation 4 Pro announcement, which isn’t available until well after the initial launch of this particular VR headset.
So here we are, PlayStation 4 and PlayStation VR, together. Sony has a game lineup including titles from all over the VR world as well as exclusive features from the world of Batman and eventual titles with names like Star Trek, Resident Evil, and Tomb Raider. In a world where VR is heavily criticized for lacking “AAA” games, it’s clear Sony wants to head into the holiday season with a comparably inexpensive offering that includes recognizable brands. All Sony needs to do is deliver something that works well enough to compete with those top industry names.
About this review
I have been using PlayStation VR with a slim PlayStation 4 connected to Verizon FiOS. The headset has been used by 15 people across seven days, with the reviewer totaling 45 hours of gameplay inside the headset.
Comfy, and not hideous
PlayStation VR Hardware

While VR headsets are not a new thing, this new generation of face gadgets features many companies that are quite new to designing things you wear over your eyeballs. Sony is not one of those companies. In fact, it has been building head-mounted displays for all kinds of things over the last 15 years. It’s entirely likely you’ve never seen or heard of these headsets, due to the combination of how expensive they have been and the purposes they served. That extensive lineage gives Sony a unique upper hand in designing a headset for gaming, resulting in the single most comfortable VR headset you can but today.
Your standard VR headset in 2016 hugs your face from front to back with elastic straps. This keeps the display firmly positioned over your eyes, and lets you move around in the real world quite a bit. Sony took a different approach, making it so the headset itself is never actually touching your face. Instead of thick straps or rigid side rails, Sony uses a halo design that wraps around the top of your head. That halo creates an anchor that allows the display to hang down in front of your eyes without being tightly pressed to your skin. The weight is nicely balanced across your head, and you can still move around quite a bit.
This headset isn’t just more comfortable, it takes noticeably less effort to put on and use. The lack of straps makes it so you just press a button on the back of the halo and pull. The two plastic sides stretch, allowing you to position it from the top of your forehead to the back of your head.
This headset isn’t just more comfortable than Oculus and Vive, it takes noticeably less effort to put on and use.
A simple turn of the knob under this button creates a firm grip on your head, and you’re ready to go. There’s no concern about prescription glasses fitting in the headset, no worry that your eyelid may smudge the lenses by being pressed too close, and the lightweight rubber shield on the outside of the headset keeps out nearly as much light as the Oculus Rift and HTC Vive.


PlayStation VR tracks your position in the room through the PlayStation Camera. It’s a simple bar with two camera sensors, something Sony has been using and selling for years. Much like the old PlayStation Move controllers, the headset emits an electric blue light from all four corners of the headset and two spots on the halo. The camera reads that light and determines your position. This configuration is limited to a six-foot space from your television, and while it is possible to turn around without encountering any problems with tracking, most games prefer you be facing the television for most of the excitement. Easily the most impressive part of this setup is how well it works in any lighting condition.
The Move controllers are straight out of 2010. Literally.
The Launch Bundle includes a PlayStation Camera and a pair of PlayStation Move controllers, and only the camera has been recently updated. The Move controllers are straight out of 2010, complete with the old PS Move logo where your thumb rests and Mini-USB ports for charging.
The controllers are comfortable enough to hold, and the rubber tip means you’re less likely to hurt someone if you accidentally clip them while swinging at an enemy, but they’re undeniably less functional than their HTC Vive and Oculus Touch counterparts. If you turn around and have your back face the camera, there’s a decent chance your controllers will stop being tracked. The battery in these controllers is also pretty bad, often lasting only three hours before needing to be recharged.
Adding PlayStation VR to your PlayStation 4 means you’re gaining a number of new wires. You need to run an HDMI cable from the PS4 to the PSVR sync box, and then another HDMI cable from the sync box to the television. The sync box needs its own power outlet, and there are cables coming out of the front of this box to connect to your PlayStation VR. The headset itself has a jack for headphones since you can’t use wireless headphones, and the PlayStation Camera needs to be connected to the PlayStation 4. Finally, you have a USB cable connecting the PS4 to the sync box. This isn’t a huge deal once it is all set up, but your cable management skills will be tested if you want your entertainment center to look nice after this has all been set up.
Sony’s overall design deserves the praise it has received so far.
PlayStation VR isn’t just functional and comfortable, it’s the closest ting to stylish we’ve seen in a VR headset so far. The matte black plastic and rubber against the matte white plastic doesn’t look bad sitting on a side table, and when the bright blue lights fire up it looks straight out of the future. Sony’s overall design deserves the praise it has received so far, even if it leaves those of us who play in other forms of VR wishing the motion controllers had been updated to better match the headset.
Pushing the limits
PlayStation VR Software

From the moment you put the headset on, it’s clear Sony built PlayStation VR to be an extension of PlayStation 4. There’s no 360-degree library with a roaring fire or a shooting star against a night sky with floating game titles for you to interact with. You get the PlayStation 4 menu system, hovering in front of you courtesy of what Sony calls Cinematic Mode. A large, virtual screen floats in front of you, ready to do anything you want. Movies, non-VR PS4 games, web browsing, you name it. Anything passed through the HDMI port in the back of the sync box can be displayed in Cinematic Mode, which is basically a big curved window in a black void. It’s a little on the cold side, but you’re here to jump into games and not much else.
At the end of the day, PlayStation VR delivers what it was built to deliver. This is a VR gaming platform, plain and simple.
When you do decide to play a game, your first task is to confirm calibration with the camera by positioning yourself in the small box presented in the middle of your virtual display. This frequently means you have to move your body into position instead of remaining comfortably seated, but it’s the best way Sony has to make sure you’re going to have the best experience when the VR environment begins to fill the world around you. It’s a mildly frustrating when you’re already seated and comfortable, but worth it once the game starts.


Sony’s launch lineup is fantastic, and none of these games skip a beat. Batman: Arkham VR is exceptional, if a little brief. Eve: Valkyrie is just as beautiful and fun here as it is on the significantly more powerful Oculus Rift. The whole lineup is well formed and highly functional. No tracking issues, no lag, and the unique design of Sony’s display means you’re way less likely to notice any screen door effect while playing the games. There’s a healthy mix of indie titles too, including standing and moving games from HTC Vive like Job Simulator and The Brookhaven Experiment. Or, if you’d prefer not bother with a gamepad or move controllers, you can jam out to Headmaster with just your head and have some fun in a creepy soccer camp.
Read more: The best PlayStation VR games
One thing you will notice once someone starts playing games in PlayStation VR is the resolution hit PlayStation 4 takes on your television. The image everyone outside the VR headset sees is very low resolution, and quite grainy as well. It’s reasonable to assume this will be less of an issue with the more capable PlayStation 4 Pro, and to be clear it doesn’t affect gameplay or visual quality inside the headset at all. Once you turn PlayStation VR off, the same crisp experience you’re used to returns to the television.
At the end of the day, PlayStation VR delivers what it was built to deliver. This is a VR gaming platform, plain and simple. There’s no grand effort to create unique social experiences in VR, no effort to perfect a full room VR environment, and no grand illusion about its purpose in medicine or science. This is a way to take your gaming experience further through immersion. Sometimes that means standing up and throwing paper airplanes at floating robots, and sometimes that means looking to your left and right to really feel like you’re sitting in the driver’s seat of a very fast car. Immersion through storytelling is something game developers have gotten very good at over the last 10 years, and with PlayStation VR there’s an opportunity to pull the user in even deeper.
Exactly what it needs to be
PlayStation VR Experience

My perspective when it comes to VR experiences is wildly different from most. I have access to every form of VR available today. I regularly host parties where friends come and play a few VR games over drinks. I’m always looking for the next great 360-degree video, and not because I write about VR all day. I love the immersion. I love the stories being told in this new format, and I love watching this community of VR users grow at such an exciting pace. It’s a real thrill for someone like me.
But I’ve never considered parking VR in my living room and keeping it there until PlayStation VR. I’m fortunate enough to have a separate space for VR, but I don’t feel compelled to move my PS4 to that space. There’s an inherently social aspect to playing these games in a room full of friends and family who can watch what is happening on the television as you play. While it could be argued that you can accomplish the same by connecting a gaming PC to your television, that quickly becomes a lot more complicated when something goes wrong. Plain and simple, Windows isn’t great when used from your couch with a gamepad. PlayStation 4 is. That helps make PlayStation VR a lot more living room friendly, which is a big deal.
Sony has created a VR system that is cheaper, more comfortable, and more stylish than anything else in its class.
None of the games I’ve played so far have blown me away, but they’ve all been great. Sony and its partners aren’t really pushing the envelope in any way when you’re in the games themselves, but it’s also not really necessary that they do so. PlayStation VR is being fuelled by familiar content, some thanks to exclusives and some thanks to existing VR developers moving their creations to this new headset. This isn’t new in that it should be considered as somehow better than Oculus Rift or HTC Vive, which is significant. PlayStation VR is an exercise in consumer adoption by focusing on pricing and availability, and the overall experience is more than good enough for most people who want to enjoy VR.
Still, there are some clear pain points that Sony and its software partners could stand to work on. The Brookhaven Experiment features a 180-degree rotation button that didn’t exist in the original version to make it easier for people to turn all the way around when you’re shooting zombies. It’s a clever enough fix for a lack of full room tracking, but it’s also incredibly disorienting to jump around like that in VR.
The PlayStation Move controllers can’t be used to fully navigate system menus, so you have to switch between holding the two plastic sticks and holding the gamepad while you have a headset on and can’t actually look down to see either. PlayStation Move isn’t a requirement for every game, but it’s used frequently enough that they should be a little better integrated into the overall experience.
The $500 question
PlayStation VR The Bottom Line

Sony has created a VR system that is cheaper, more comfortable, and more stylish than anything else in its class. That last part is the most interesting, because Sony is managing to do all of this with six year-old motion tracking tech in a game console that was graphically outdated when it launched — at least by PC gaming standards. Yet somehow, it delivers experiences that walk right up to what the considerably more expensive HTC Vive and Oculus Rift offer. That’s not to say PlayStation VR is as capable as these two desktop-based VR experiences, but it’s close enough that a whole lot of people aren’t going to see the value in buying and maintaining the equipment needed to say they have the best. And yeah, you can watch porn on it.
Sony has created a VR system that is cheaper, more comfortable, and more stylish than anything else in its class.
It’s also important to look at the games Sony has available for PlayStation VR, because that’s going to be a very big deal over the next year. Oculus and HTC have worked hard to deliver platforms for developers to create great new things, but Sony’s efforts with AAA publishers are going to turn heads. Names like Batman and Lara Croft sell consoles, and when you show someone they can be these characters in VR it sells headsets. It’s just as important that Sony continue to attract indie developers as well, if for no other reason than those simple and comparably inexpensive experiences are frequently the best ways to introduce friends and family to VR.
Is this the best VR headset out there? Not if you care about full room tracking or the most capable hand controls or the best possible graphics. If you care about having a great time on your couch with your friends, and you want to do so on a budget, there’s a good chance your answer will be yes.
Should you buy it? Absolutely
PlayStation VR is just plain fun, and it’s considerably less expensive without a lot of functional sacrifice. If you want fun VR right now, and you already own a PlayStation 4, this is an obvious choice.
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Watch HP’s Elite X3 Windows Phone simulate a desktop
After spending plenty of time with HP’s Elite X3 Windows Phone, it’s hard not to be impressed by the company’s ambition. It’s just too bad the execution isn’t so great. The Elite X3 builds on Microsoft’s Continuum feature, which gives phones pseudo-desktop interfaces on larger monitors, with Workspace, a virtual environment that lets you run full Windows apps. Together with a Desk Dock and Lap Dock, HP intends for the X3 to serve as both a laptop and desktop replacement. But while Workspace is a decent fix for Continuum’s issues, I don’t think it’s enough to make the X3 a viable option for most workers.
Sonos Speakers Now Available on Apple Online Store Around the World
Following their addition to Apple.com in the United States last month, Sonos speakers can now be purchased from Apple’s website in several other countries.
Sonos Wi-Fi-connected PLAY:1 and PLAY:5 speakers are now available on Apple’s online store in Australia, Belgium, Canada, France, Germany, Italy, the Netherlands, Spain, Sweden, Switzerland, and the United Kingdom.
Prices are set at $249 and $649 in Canada, $299 and $749 in Australia, £169 and £429 in the United Kingdom, and €229 and €579 in many other European countries. Prices may vary based on VAT and other regional taxes.
Apple is currently offering a free 3-month Apple Music gift card with the purchase of either speaker. The promotion is valid in the United States and all of the other aforementioned countries and runs until December 31.
Sonos speakers are also available at 468 physical Apple retail stores in the United States, Australia, Belgium, Canada, France, Germany, Italy, the Netherlands, Spain, Sweden, Switzerland, and the United Kingdom. In-store purchases likewise qualify for the free 3-month Apple Music gift card.
Tags: Sonos, Apple retail
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