Microsoft says this might be the last console generation
Earlier today I sat down with Aaron Greenberg, Microsoft’s Head of Xbox Games Marketing, to talk about Xbox One, Project Scorpio and the future of console gaming. Here are Greenberg’s thoughts on three key topics.
On Project Scorpio-exclusive titles
At E3, Xbox head Phil Spencer said that all games and accessories will support all versions of the Xbox One, including Project Scorpio. I said at the time that this statement was not true, because only Project Scorpio will support a VR headset (an accessory), and there will definitely be VR-only games that only work with Project Scorpio. Greenberg shed some light on this, saying that the main reasoning behind Spencer making this point is that everything that works on Xbox One will work on Project Scorpio, rather than the other way around.
He added that while Microsoft is “not going to have console-exclusive games for Project Scorpio,” it doesn’t “think of [high-fidelity VR] as console gaming, and “VR experiences those will be new things that you will get on Project Scorpio.”
Here’s the full question and answer:
Q: Phil Spencer said that all accessories and all games work across all versions of the Xbox One. But he also said Project Scorpio is specifically the only Xbox that’s powerful enough to run VR. I don’t quite understand how those two statements can coexist.
Greenberg: “The idea was first, how can we innovate with hardware without sacrificing compatibility. Generally when you bring a new iteration of console hardware you lose compatibility with their games and accessories. So we’re saying, if you bought games and accessories for your Xbox One, or you buy an Xbox One S, those games and those accessories are going to work on Project Scorpio. When you think about backwards compatibility and our games lineup, we want gamers to know that when they’re ready to upgrade to Scorpio that content will go with them. That’s our promise and commitment around compatibility.
The next thing was ‘are you going to make games exclusively to Project Scorpio?’ And we said we’re not going to have console-exclusive games for Project Scorpio. It’s one ecosystem, whether you have an Xbox One S or Project Scorpio we don’t want anyone to be left behind, Now, with the power and capabilities we have we’ll be able to do high-fidelity VR. Now that space, we don’t think of that as console gaming ,we think of that as high-fidelity VR, and so with the VR experiences those will be new things that you will get on Project Scorpio.”
On the end of console generations
“The future of Xbox looks a lot like PC gaming.” That’s what Engadget editor Nathan Ingraham wrote after speaking with Phil Spencer earlier this year. Spencer spoke about wanting to see a steady stream of hardware innovation rather than seven-year gaps between consoles, citing the smartphone market as inspiration. Greenberg went one step further. In his opinion, this is the last console generation. “We think the future is without console generations,” he continued, explaining that Project Scorpio was a “big bet” that gamers will embrace that notion.
Q: The Xbox platform has moved forward to have such regular updates and new features coming all the time. It kind of seems like hardware is going the same way. There was a very short gap between the Xbox One and the Xbox One S, and we’re probably talking an even shorter gap before Project Scorpio. Do you see a future of console upgrades continually happening? Is this the last console generation?
Greenberg: “I think it is … For us, we think the future is without console generations, we think that the ability to build a library, a community, to be able to iterate with the hardware, we’re making a pretty big bet on that with Project Scorpio. We’re basically saying ‘this isn’t a new generation, everything you have continues forward and it works.’ We think of this as a family of devices.
But we’ll see, we’re going to learn from this, we’re going to see how that goes. So far I’d say based on the reaction there appears to be a lot of demand and interest around Project Scorpio, and we think it’s going to be a pretty big success. If the games and the content deliver, which I think they will do, I think it will change the way we think about the future of console gaming.”
On closing the gap between PlayStation 4 and Xbox One
Sony is “winning” this console generation, at least in sales. Microsoft hasn’t released any data in an age, but Sony passed 40 million sold months back while current estimates put Xbox One at around the 22 million mark. I asked Greenberg how Microsoft fixed that, and if it’s actually trying. He said that console sales were “really healthy,” and that more people were using Xbox One now than last year. A large focus for the company is in bringing the games to a bigger audience through Xbox Play Anywhere (a feature that lets you buy a game once and play on Xbox and PC), rather than just trying to sell new consoles.
Q: I was in [a company’s] briefing last week and they said by the end of the year you’d sell 29 million Xbox Ones versus 52 million PlayStation 4s. Obviously those are estimates, but the gap is there. How do you close that gap, and how focused are you on closing it versus just trying to make the 29 million Xbox gamers you do have happy?
Greenberg: “We’re focused on a few things. I’d say first we’re focused on growing the userbase of our games, bringing our games to as many gamers as possible, that’s why you see a lot of our big franchises on Windows 10. That allows more gamers than ever before to play titles like Gears of War, Forza Horizon, etc. From a console ecosystem standpoint, we’re seeing really healthy console sales really healthy engagement. Year-over-year for the month of July we saw Xbox One usage up 18 percent, so also really healthy.
Sony’s had a lot of success as well. I think what you’re seeing is that the console market is really healthy, console sales are doing really well in general, software sales are strong. It’s been a good industry for both of us, and we’re innovating in different ways. We’re innovating in a way where we know a lot of gamers are multi-device gamers, they don’t just buy one system, and so we want to be able to have the same types of experiences on Xbox Live, the same games, the same friends, both in the living room on their console or at work, on vacation or at school on their PC. You should be able to stay connected, and play the same games through things like Play Anywhere. That’s really been where we’ve been focused on.”
We’re live all week from Cologne, Germany for Gamescom 2016. Click here to catch up on all the news from the show.
256GB Storage Rumor Gaining Steam as iPhone 7 Launch Approaches
iPhone users that elect not to use iCloud storage will be pleased to learn that another source has thrown its weight behind at least one iPhone 7 or iPhone 7 Plus model having 256GB of flash storage.
DigiTimes, citing industry sources, is the latest to claim the iPhone 7 will feature up to 256GB of storage, corroborating previous reports from Chinese website MyDrivers and Taiwanese research firm TrendForce.
NAND flash vendors have increased chip prices citing strong demand for new smartphones particularly the iPhone 7 featuring up to 256GB of storage, according to industry sources. Prices will keep soaring until the fourth quarter of 2016.
In July, The Wall Street Journal confirmed the iPhone 7 will start with 32GB of storage, replacing the infamous 16GB base tier offered since the iPhone 3GS. Accordingly, the new storage options for the iPhone 7 could be 32GB, 128GB, and 256GB, but it remains unclear if the 256GB tier will be exclusive to the larger 5.5-inch model as some sources have indicated.
The current storage options for both the iPhone 6/6 Plus and iPhone 6s/6s Plus series include 16GB, 64GB, and 128GB, with the 16GB base model in particular drawing the ire of some customers who have long hoped for a larger capacity at the entry-level price point. This year, it appears that Apple has finally acknowledged the desire for larger storage tiers at both the top and bottom of its iPhone lineup.
Related Roundup: iPhone 7
Tag: digitimes.com
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‘iPhone 8’ OLED Display Could Be Limited to ‘Specialized’ Edition, Analyst Speculates
The “mega cycle” iPhone 8 and, presumably, iPhone 8 Plus, might have different displays according to new speculation from Gabelli & Co. research analyst Hendi Susanto (via Barrons). In a discussion with Universal Display executive Darice Liu, Apple’s potential use of OLED displays in an upcoming iPhone model surfaced, leading to the talk about overall display technology for the iPhone 8.
Susanto agreed that 2017 is likely the year that Apple will introduce OLED displays into the iPhone, with the caveat that it may go for a “partial adoption” of OLED because the company’s suppliers might not be able to meet its needs for a full rollout.
This suggests that a higher-tier version of the smartphone — perhaps the iPhone 8 Plus, or equivalent model — will be this “specialized edition” of the 2017 iPhone, incorporating an OLED display as its distinguishing factor against other versions.
Speculation regarding the potential adoption of OLED displays by Apple continues to dominate major discussions with investors. The current speculation anticipates Apple’s adoption of OLED displays in its iPhone in 2017 or 2018. We believe that Apple can adopt OLED displays sooner rather than later by pursuing a partial adoption and incorporating it in a specialized edition of a new iPhone version.
This will alleviate the needs of huge supply capacity and accelerate OLED display adoption. Alternatively, Apple could choose to wait and finally adopt OLED displays for all new iPhone versions. We remain cautiously opportunistic. We believe it’s a matter of when, not if.
This would leave the remaining models of the iPhone 8 with the traditional LCD screen technology currently used in the iPhone 6s, and coming in the iPhone 7. Apple has introduced slight variations in same-generation iPhone models since the launch of the iPhone 6 in 2014. Subtle differences have included battery life, camera performance, and a landscape mode for the 5.5-inch iPhones. A major difference in the upcoming iPhone 7 Plus is expected to revolve around a feature-packed, dual-lens camera.
The alternative option exists that Apple could also simply wait and adopt OLED displays when the technology and supply chain is ready to produce them “for all new iPhone versions,” which could mean 2018 or even later. Both pieces of information are pure speculation, so should be treated tentatively, but they do add to the early reports of the tenth-anniversary iPhone’s drastic changes, including the introduction of an OLED display and its potential for slimming down the iPhone, the removal of the home button, and possible support for wireless charging.
Related Roundup: iPhone 8 (2017)
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Review: The Easy-Install SnapPower Charger Adds a USB Port to Your Outlet
The SnapPower Charger, designed to make it easy to add USB ports to a wall outlet with no complicated wiring, originated on Kickstarter in 2015. It’s basically an outlet replacement that features two standard sockets and an additional USB port, and it’s meant to be simple enough to install in just a couple of minutes.
SnapPower is available in three colors (white, light almond, and ivory) to match different home decor. Design wise, it looks identical to a standard outlet cover, but it features a hump at the bottom that houses a USB port for charging iOS devices. There are two versions of the SnapPower, designed to fit square or round outlets, which make up most of the types of modern outlet plates in the United States.
The SnapPower works by connecting the two metal tabs at the sides of the outlet cover to the screws of the outlet, allowing for a small amount of power to be drawn into the USB port of the device.

My apartment, which is fairly modern, is equipped with square-style outlets and the square SnapPower fit well. Some older houses and apartments might have outlets that are not compatible with the SnapPower, so that’s something to be aware of when considering a purchase.

I have zero electrical experience and I was able to install the SnapPower without running into problems. I turned off the power to my office through the circuit breaker, unscrewed my existing outlet cover, pulled it off the wall, snapped the SnapPower into place over the bare sockets, and then put the screws back in and turned the power back on. It took all of five minutes to do and was very straightforward.

One caveat — I had an outlet that had been installed by an electrician upside down. The SnapPower still worked, but I had to install it upside down as well to get the contacts to line up properly to power the USB port.

The SnapPower is bit thicker overall than a standard outlet cover and much thicker at the bottom to accommodate a USB port, so it makes outlets stand out visually more than a normal outlet would, but it wasn’t enough of an aesthetic difference to be super noticeable.
Any USB device can be charged with the SnapPower, but it’s limited to one amp, which is best suited to iPhone charging. Charging speeds are comparable to charging with an Apple iPhone charger, so it’s not great for charging iPads.

I was able to charge an iPhone 6s Plus in about the same amount of time that it takes to charge with a standard iPhone charger and Lightning cable, but my 9.7-inch iPad Pro took much longer, and I didn’t even attempt to charge my 12.9-inch iPad Pro with such a low-power charger.
When I charge my iPhone, I don’t typically use Apple’s included charger because it’s too slow, so I thought the SnapPower, while convenient, just wasn’t worth it for me. It’s not something that I’d use on a regular basis because I generally want faster charging for my iPhone and my other iOS devices.
If you’re charging an iPhone overnight (or an Apple Watch) the speed of the charging doesn’t matter quite as much, which makes the SnapPower more useful. I could see installing this next to a bedside table for a simple way to charge a device overnight without taking up a full socket.
Bottom Line
At a price ranging from $16 to $20 based on the number of SnapPower Chargers purchased, the device seems expensive for what you get – a single USB port. Comparatively, a little Anker PowerPort that can plug into a socket and offer 4 USB ports with faster charging speeds costs $25 from Amazon, which seems like a better deal to me. I’d rather spend my money on a multi-port charger that can go anywhere.

That said, if you’re looking for a sleek solution that doesn’t add visible bulk to your sockets and is easier to install than a solution that requires wiring expertise, the SnapPower is a good option. It was quick and easy for me to put in place and since I didn’t need to do any wiring, I could install it in my apartment on my own.
If I had a house, I might seek out something more permanent and robust, able to charge devices at a faster rate. The SnapPower is limited to 1 amp, which is a major drawback if you have a lot of larger devices like iPads that require more power to charge at a reasonable rate.
Pros:
- Easy installation
- Clean, simple look
- Leaves both sockets open
Cons:
- Only adds 1 USB port
- 1 amp
How to Buy
The SnapPower Charger can be purchased from the SnapPower website. It costs $20 for a single charger, $38 for two, $85 for five, and $160 for 10.
Tag: SnapPower
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Apple Releases Safari Technology Preview 11 With Bug Fixes and Feature Tweaks
Apple today released another update for Safari Technology Preview, the experimental browser Apple first introduced in March. Apple designed the Safari Technology Preview to test features that may be introduced into future release versions of Safari.
Safari Technology Preview release 11 includes bug fixes and updates for JavaScript, Web APIs, Apple Pay, Web Inspector, MathML, CSS, Rendering, Media, Content Blockers, and Accessibility.
As of release 8, Safari Technology Preview has supported Apple Pay in the web browser, a feature set to launch as part of macOS Sierra.
The Safari Technology Preview update is available through the Software Update mechanism in the Mac App Store to anyone who has downloaded the browser. Versions are available for developers running both macOS Sierra and OS X El Capitan. Full release notes for the update are available on the Safari Technology Preview website.
Apple’s goal with Safari Technology Preview is to gather feedback from developers and users on its browser development process. Safari Technology Preview can be run side-by-side with the existing Safari browser and while aimed at developers, it does not require a developer account to download.
Tag: Safari Technology Preview
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AT&T Working Towards Faster Deployment of 5G, 10-100x Faster Than 4G LTE
AT&T has announced that it is working with several global tech leaders to enable faster 5G deployment once 3GPP completes the first release of the official specifications, which will form the basis of the global standards for the next-generation wireless technology.
Specifically, the carrier has entered preliminary discussions with Deutsche Telekom, Ericsson, Huawei, Intel, LG, Nokia, Qualcomm, Samsung, SK Telecom, Telstra, Vodafone, and others to find and resolve key standards issues early and bring 5G to market sooner.
“We’re joining other tech leaders to find and resolve key standards issues early and bring 5G to market sooner,” said Tom Keathley, senior vice president- wireless network architecture and design, AT&T. “Interim and fragmented pre-standard specifications can distract from the ultimate goal. Linking trials to the standards process is the fastest path to large-scale global 5G deployment.”
AT&T began trialing 5G wireless technologies this year, including lab tests in the second quarter and outdoor tests in Middletown, New Jersey and Austin, Texas over the summer. The carrier anticipated 5G speeds to be 10 to 100 times faster than today’s average 4G LTE connections, with reduced latency, and it achieved that goal in June when its 5G data speeds hit up to 10 Gbps in the lab.
As it stands, 5G is still a ways off. The 3GPP group aims to complete the first phase of the worldwide standards process by 2018, but AT&T’s own 5G network rollout is not expected until a few years later in 2020. It also remains too soon to determine Apple’s roadmap for 5G in terms of future iPhones. But, given AT&T’s efforts, 5G deployment could take place at least somewhat sooner than anticipated.
Tags: AT&T, 5G
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ZenFone 3 series lands in India, along with Snapdragon 821-toting ZenFone 3 Deluxe
At a media event in New Delhi, ASUS has launched the ZenFone 3 series in India. All three models in the series — the ZenFone 3, ZenFone 3 Deluxe, and ZenFone 3 Ultra — will be going up for sale shortly. The highlight in the series is the ZenFone 3 Deluxe, which is the first phone to ship with the Snapdragon 821 SoC and 256GB internal storage.

ASUS has had remarkable success with the ZenFone line in India, selling over 4 million units to date. Here’s what you get with its latest offerings:
| Display | 1080p 5.5-inch SuperIPS+ LCD77.3% screen to body radio | 1080p 5.7-inch SuperAMOLED79% screen to body ratio | 1080p 6.8-inch IPD LCD79% screen to body ratio |
| Construction | Front and rear Corning Gorilla Glass panels with 2.5D contoured edges and metal frame | Full aluminum alloy unibody with “invisible antenna” | Full aluminum alloy unibody with “invisible antenna” |
| Processor | Qualcomm Snapdragon 625Octa-core 14nm8x1.4GHz ARM Cortex-A53 | Qualcomm Snapdragon 821 | Qualcomm Snapdragon 652Octa-core 28nm4x1.8GHz ARM Cortex-A724x1.4GHz ARM Cortex-A53 |
| GPU | Adreno 506 | Adreno 530 | Adreno 510 |
| RAM | 4GB | 6GB | 4GB |
| Main camera | 16MP ASUS PixelMaster 3.0 (Sony IMX298 sensor)f/2.0, 6-element Largan lens0.03 second TriTech autofocus4-axis OIS3-axis EISColor correction sensorDual-tone LED flash | 23MP ASUS PixelMaster 3.0 (Sony IMX318 sensor)f/2.0, 6-element Largan lens0.03 second TriTech autofocus4-axis OIS3-axis EISColor correction sensorDual-tone LED flash | 23MP ASUS PixelMaster 3.0 (Sony IMX318 sensor)f/2.0, 6-element Largan lens0.03 second TriTech autofocus4-axis OIS3-axis EISColor correction sensorDual-tone LED flash |
| Front camera | 8MP, 85-degree wide-angle lens | 8MP, 85-degree wide-angle lens | 8MP, 85-degree wide-angle lens |
| Wireless | 802.11ac Wi-Fi: 5G/2.4G, MIMOCat 6 LTE | 802.11ac Wi-Fi: 5G/2.4G, MIMOCat 13 LTE + 3CA | 802.11ac Wi-Fi: 5G/2.4G, MIMOCat 6 LTE |
| Fingerprint sensor | Rear sensor, 5-finger registration, 360 degree recognition | Rear sensor, 5-finger registration, 360 degree recognition | Below screen sensor, 5-finger registration, 360 degree recognition |
| Connectibity | Bluetooth 4.2Type-C USB 2.0 | Bluetooth 4.2Type-C USB 3.0 | Bluetooth 4.2Type-C USB 2.0 |
| SIM/SD slots | Slot 1: MicroSIM (4G)Slot 2: NanoSM (3G) or MicroSD | Slot 1: MicroSIM (4G)Slot 2: NanoSM (3G) or MicroSD | Slot 1: MicroSIM (4G)Slot 2: NanoSM (3G) or MicroSD |
| GPS | GPS, AGPS, GLONASS, BEIDOU | GPS, AGPS, GLONASS, BEIDOU | GPS, AGPS, GLONASS, BEIDOU |
| OS | Andorid 6.0 MarshmallowZenUI 3.0 | Andorid 6.0 MarshmallowZenUI 3.0 | Andorid 6.0 MarshmallowZenUI 3.0 |
| Battery | 3,000mAh | 3,000mAh with Quick Charge 3.0 | 4,600mAh with Quick Charge 3.0 |
| Audio | Hi-Res AudioNew 5-magnet speakerNXP Smart AMP | Hi-Res AudioNew 5-magnet speakerNXP Smart AMP | Hi-Res AudioNew 5-magnet speakerNXP Smart AMPDTS Headphone: X 7.1DTS HD Premium Sound |
| Video Processor | ASUS Tru2Life+ featuring PixelWorks 4K TV Grade processorDisplayPort over USB Type C | ||
| Other features | Always on panel | Power bank capability with 1.5A rapid charge | |
| Colors | Shimmer GoldAqua BlueSapphire BlackMoonlight White | Titanium GrayGlacier SilverSand Gold | Titanium GrayGlacier SilverRose Pink |
As always, ASUS is launching several configurations of each handset, so here’s what you need to know about the pricing of the ZenFone 3 in India:
- ZenFone 3 Laser (ZC551KL) – ₹18,999 ($285)
- ZenFone 3 (ZE520KL) – 5.2-inch FHD display/3GB RAM/32GB storage – ₹21,999 ($330)
- ZenFone 3 (ZE552KL) – 5.5-inch FHD display/4GB RAM.64GB storage – ₹27,999 ($420)
- ZenFone 3 Ultra (ZU680KL) – ₹49,999 ($745)
- ZenFone 3 Deluxe – Snapdragon 820/64GB storage – ₹49,999 ($745)
- ZenFone 3 Deluxe – Snapdragon 821/256GB storage – ₹62,999 ($940)
The ZenFone 3 Deluxe with the Snapdragon 821 SoC will be costlier than the Galaxy Note 7 in the country, which has a street price of ₹59,900 ($900). You’re getting a lot for your money with either phone, but it is unlikely ASUS has the brand cachet to entice buyers. That said, it is great to see the Taiwanese manufacturer bring the highest spec variant of the ZenFone 3 Deluxe to India (looking at you, Xiaomi).
The ZenFone 3 is up for sale on Amazon India right now, and other variants will be available from next month.
See at Amazon
Strap a Moto 360 Sport to your wrist for £129
There’s a promotion currently ongoing for the Moto 360 Sport in the UK. You can pick up the smart wearable for just £129 after applying two discount codes. Originally covered over on Hot UK Deals, the listing on Motorola’s own store also includes free delivery, which is an added bonus for an already superb deal on the watch.

All you need to do is add the Moto 360 Sport to your cart, hit check out and add the following discount codes: UKHOT164 and UKWELCOME10. The two promotion codes should take off a combined total of £90, bringing the original listing price down to just £129. Not too bad!
See at Motorola
Samsung Gear VR 2016 review: a master class in refinement

Seven small but important changes come together to shape the next wave of smartphone-based VR headsets.
With all the excitement surrounding the more powerful and more interactive desktop-class VR headsets, it’s easy to forget that most VR users today are mobile VR users. It’s not hard to guess why, either. The barrier to entry is often an order of magnitude less if you already own a compatible smartphone, and with mobile VR there’s an inherent portability that makes sharing the experiences you discover that much easier.
In many ways, Samsung has cornered the market on smartphone-based VR through their partnership with Oculus. There’s nothing quite like the Samsung Gear VR right now, but that hasn’t stopped either Samsung or Oculus from repeatedly enhancing their hardware and software, respectively, to raise the bar even higher when competition finally does arrive.
The latest update comes alongside the Samsung Galaxy Note 7 to ensure those with the new USB-C device are still able to use the Oculus-powered VR experience we’ve seen on previous Galaxy phones. In the process of updating to support this new Note, Samsung has refined the hardware in ways that make the ability to swap between USB-C and microUSB through an interchangeable port the least significant change to the headset.

One size might actually fit all
Samsung Gear VR Hardware
It’s bigger, it’s blacker, and it’s without a doubt the most comfortable Gear VR to date. The glossy white plastic from Samsung’s first Gear VR revision has been replaced with a matte black plastic — only unlike the original Gear VR the darker plastic is on the outside as well. It’s a superficial external change, but it gives the headset a much more polished look. The previous generations looked almost like a toy; this new Gear VR stands out as something more mature.
This new Gear VR stands out as something more mature.
The matte black interior is the opposite of superficial. The goal here is to stop glare from the displays bouncing around and causing distortions or distractions, and to that end Samsung has succeeded. This has been a multi-step process for Samsung, which actually switched away from a matte black interior in early models to help deal with light bleed distractions. Light bleed on the original Gear VR was a design decision to help deal with air circulation and reduce lens fog. Both were largely resolved in the updated Gear VR that was given away with the Galaxy S7, but the update introduced new points of frustration.
This third version aims to reduce ventilation and light bleed concerns even further, and almost nails it. The only source of outside light when wearing this new headset comes from a slight gap between the top of the nose gap and my nose. It’s something I’ve only noticed when the Gear VR displays are entirely off, though, which is better than what I get using an Oculus Rift in the same conditions. It’s possible this could be tweaked further with a facial gasket that touches the nose bridge, but the potential for discomfort likely wouldn’t be worth the tradeoff.
Not only is the inside of the headset darker, it’s also noticeably wider and taller. More of your face fits inside the opening with the lenses, and that is fantastic news for glasses wearers. Whereas the original Gear VR was nearly unusable with glasses, and the first revision was usable if you were careful, this new Gear VR is downright spacious. Just about everyone will be able to easily wear eyewear inside the headset without having to worry about them being pressed up against their face or cramming them up to the lens before putting the headset on. In fact, the comfort level on the new Gear VR is second only to Sony’s PlayStation VR.
Samsung has set the bar incredibly high in creating a refined experience you actually want to wear.
Samsung still relies on a pair of straps to wear the Gear VR, but the setup is a little different this year. Out of the box you set up a single strap to wrap around your head, and if you are comfortable you can leave it at that. Should you decide to add the top strap, however, a small velcro spot in the back strap makes do so simple. This is a lot more comfortable than the plastic spacer that was there before, especially when laying down with your Gear VR, and makes it feels just as secure on your head as with previous iterations of the three strap system.
Once you have the Gear VR securely attached to your head, you need to set the lens distance to match your eyes. Samsung has always made this easy with a simple scroll wheel on the top of the headset, but this year that wheel has almost no resistance to it. Such a small change would only be notable if you’ve used the previous two headsets, but that smooth scroll wheel makes it so much easier to dial in the perfect lens distance for your eyes. Sitting all three headsets together, the increase in polish on this simple tool exemplifies the refinement Samsung has aimed for in this revision.

One final example of Samsung’s borrowing from the original design of the Gear VR to enhance the overall experience is the touchpad. The original Gear VR had a touchpad with no texture to it at all, aside from a small dip in the plastic so you knew where it was when you ran your finger across it. Samsung “fixed” this in the next Gear VR with a D-Pad groove embedded in the plastic with a circular section in the middle to act as a button for selecting things. While this was helpful for casual navigation, it became a pain when gaming.
Samsung’s latest Gear VR goes back to the all-flat touch area, with a single raised line in the center to help you determine where the middle of the pad is when wearing the headset. It’s a welcome return to form with a little enhancement to meet everyone halfway, and to take things forward there are now two buttons above the touchpad instead of the single back button. This makes it a little easier to jump back home, and since the two buttons feel very different as you run your fingers over them this couldn’t be simpler.
For those keeping score, the last 800 words represent a remarkable amount of polish that most people won’t see at first glance. Samsung applies the same level of careful attention and engineering to this new Gear VR that we’ve seen recently on the Galaxy S7 and Galaxy Note 7, and the difference is subtle and fantastic. Knowing there’s going to be significant competition in the not-so-distant future in the form of Google Daydream, Samsung has set the bar incredibly high in creating a refined experience you actually want to wear.

Getting better all the time
Samsung Gear VR Software
Building a virtual environment is a lot more complicated than the app launcher you use on your phone. It’s the first thing every user sees when jumping into VR, and has to offer more than merely icons represented in 3D space around you. It’s where you adjust the headset to make sure it’s comfortable, where you check to see which of your friends is online, and where many people buy apps and adjust settings. What makes this a unique space is how the creator approaches it, and whether the space is inviting or deeply technical. In a Gear VR this experience isn’t a launcher but a special room where all of your favorite VR experiences live. It’s warm, relaxing, and all-encompassing. It’s a killer backstage room, with your apps existing on the main stage.
As expected, interacting with apps on the new Gear VR isn’t any different than its predecessors. Samsung offers a slightly wider field of view with this new Gear VR — 101-degrees over the previous 96-degrees — but the difference is imperceptible in most situations. If you’re using a Samsung Galaxy S7 instead of an S7 edge or Note 7, you’ll notice you need to be a little more specific about where your eyes are positioned in front of the lenses. This means you’ll need to adjust where the headset is on your face until things come into total focus. Other than this minor adjustment, it’s the same overall experience. All of your games and apps work the same, and all the settings are in the same place.

The biggest difference in day to day user interface controls on this Gear VR is the home button. In the past you had to hold down the back button and tap on the home icon in the Oculus Menu. Now, if you want to close an app and move on to something else, pressing the home button immediately raises the prompt asking you if you want to return to Oculus Home. A small change to be sure, but one that feels a lot faster than the previous implementation.
Samsung’s big design decision this year also left off the front cover that came with all of the previous Gear VR headsets. Samsung claims this is so app developers can start better taking advantage of the camera, which had already started in small ways with a handful of apps. Apps that let you take photos with active filters, or place a pretend Terminator vision in front of you are cute, but exactly as limited as they sound. Also, given the position of the camera relative to the rest of your body, it’s still a bad idea to try walking around with Samsung’s camera as your eyes. The Note 7 and Galaxy S7 have awesome cameras, but the 2D video positioned on the left half of your body presented as a stereoscopic image is still very disorienting.
The Gear VR puts you in a special room where all of your favorite VR experiences live. It’s warm, relaxing, and all-encompassing
All told, this is the same Gear VR software we’ve seen slowly evolve separate from the hardware. After the last update, the software is not much more in line with what you see with an Oculus Rift, and the new navigation button doesn’t really change much. Head tracking is still smoother than anything else you’ll see on a smartphone right now, and the new frictionless touchpad makes playing games a little nicer. In the future it’s possible we’ll see some new software to take advantage of the USB-C port on the Gear VR, which Samsung says could possibly be used for accessories but currently doesn’t do anything but charge the phone. It’s nice to know this headset is reasonably future-proof, but first we’ll need to see what exactly that means.
Until that happens, there are still a ton of things to do in the Gear VR.

Far from passive VR
Samsung Gear VR Experience
The sharp sound of polished metal grinding against a socket in the wheels under me persists through the pounding and the screams as I’m wheeled down a hallway. The nurse to my left is reassuring, trying to explain away the sounds and make it clear that everything will be alright. The look of the guy pushing me makes that difficult to believe, and as she wanders off to attend another patient he makes it clear we’re going somewhere less than pleasant. The lighting in the next hallway flickers constantly, and with each flash it becomes obvious we’re in a wing of the hospital built on nightmares. There’s no elevator, so he carelessly pushes me along a flight of stairs until we reach the filthy surgical room at the bottom. Another nurse comes around the corner with a massive needle in her hand, and before this can get any worse I rip the headset off and stare out into the daylight, pleasantly reminded that I’m safe at home and no one is about to cut into my brain.
This new Gear VR is the golden standard by which everything else will be judged
In 2016, having a smartphone means you have more entertainment than you could possibly experience at your fingertips. Music, video, games, books, and so much more live in your pocket at all times. We consume so much through that 5-inch screen, many ask what’s the benefit in adding a plastic face harness to something you can already conveniently take with you everywhere. When the Galaxy S7 launched, we said the answer was presentation. You weren’t just watching a show, you were sitting in a crazy future space station watching TV. I think we got that wrong, though. VR isn’t just the entertainment center that holds your virtual game console and streaming video services. It certainly can be that, but if you limit yourself to those experiences you’re barely scratching the surface.
Great VR experiences are deeply emotional. Some of them are designed to scare you half to death, while others are designed to make you fully alert and ready to act. You might be tasked with escaping a room, or you might be guiding an animated bumblebee through a leaf maze. There’s no one thing VR offers, but nearly everything is immersive enough that as the user you feel something you’d never experience by just touching the screen on your phone. Even 360-degree videos aren’t a truly passive experience. You’re meant to feel like you are there, and in many situations that illusion holds.
Samsung’s latest headset improves this experience subtly. It’s more comfortable to wear and an improved design makes it considerably easier to feel fully immersed in what you’re doing. That immersion is the most important part of being in VR, and these little changes make a big difference when you’re in the seat of a gun turret defending your ship against wave after wave of enemy vessels. It’s not something you need to have with you at all times like a smartphone, but it’s absolutely something you’ll want nearby to enhance those relaxation times.

Good luck competing with this
Samsung Gear VR Bottom line
Samsung could have easily released the exact same Gear VR we already had with a USB-C port and Note 7 users would have been just as happy. The change had to happen, Samsung needed to support USB Type-C, and having a phone as amazing as the Note 7 without this great VR experience would have been a huge disservice to its growing VR audience.
The coolest part of this headset is the way it all comes together. None of the individual changes Samsung made are particularly impressive. They’re nice to have, but are neither necessary nor a massive step forward in any significant way. Together, however, these changes take an already great VR experience and make it the most comfortable mobile VR experience by far. This new Gear VR is the golden standard by which everything else will be judged.

Should you buy it? Most likely
As cool as these little changes are, calling this headset a need if you already own a Gear VR is a stretch. If you plan to purchase a Galaxy Note 7, this is clearly what you want. If you own a Galaxy S7 or S7 edge and have not yet purchased a Gear VR, this is clearly what you want. If you have already shelled out the $100 for a last-generation Gear VR and are curious about this being a worth upgrade, you should try one before you put your money down.
Where to buy the Samsung Gear VR
You can find this updated Gear VR available for pre-order from Amazon and Best Buy. As with previous versions of this headset, you can expect the headset to also be available in carrier stores alongside the Samsung Galaxy Note 7.
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Kobo Aura One has massive 7.8-inch screen, waterproofing and a sleep-friendly front-light
Those who thought tablets would kill the eBook reader market have had to eat their words over the last year or so. Not only are they still going strong, we are still treated to new innovations in the tech.
The Amazon Kindle Oasis came out earlier this year, with a new, super-light form factor and a battery charge cover, now Kobo is redefining the top-end of the eBook reader field, with an extraordinary, premium device.
Available from 30 August in Canada and rolling out to other regions throughout September (6 September for the UK and US), the Kobo Aura One has a mammoth 7.8-inch Carta E Ink touchscreen with a 1872 x 1404 pixel resolution (300ppi).
It is designed, therefore, to offer a reading area akin to a hardback book. You can have many more words on a page than with a conventional reader, so less page turns will be needed.
Regardless of the size though, the Aura One is still light. It is 230g so considerably lighter than an iPad mini.
Kobo also worked with a select group of its own customers to add other features, with a new ComfortLight Pro system being added for late night readers. It is a front-light technology that emits less blue-light than other devices, so is less likely to impact sleep.
In addition, light sensors detect the ambient surroundings and adjust the light to mimic the sun’s natural progression. Users can also change the settings to suit their own personal taste.
Like the Kobo Aura H2O from 2014, the Aura One is waterproof. It has IPX8 protection so can be used in the bath or on the beach without worries. It can actually be completely submerged thanks to coated protection inside and out. The ports do not even need covering.
- Kobo Aura H2O is the eBook reader you can drop in the swimming pool
- Kobo Aura H2O eBook reader survives our water test, perfect for the bath
- Amazon Kindle Voyage vs Nook GlowLight vs Kobo Aura H2O: Which eBook reader should you choose?
OneDrive library support means you can borrow eBooks if you have a library card from one of the certified libraries. And there are more than five million titles available to buy from Kobo.com too.
The Kobo Auro One has 8GB of storage, 512MB of RAM and Wi-Fi connectivity. It’ll be priced at £189.99 in the UK.
Kobo has also announced a refreshed version of the Kobo Aura.
The Kobo Aura Edition 2 has a 6-inch Carta E Ink touchscreen with a 1024 x 768 resolution (212ppi) and ComfortLight front-light system. There is 4GB of storage on-board and battery life lasts for up to two months.
It will be available from 6 September in many regions, including the UK and US. We’re yet to find out UK pricing for this but it’ll retail for $129.99 Canadian dollars in Canada (around £78 at the current exchange rate).



