Google WiFi review: A hassle-free router comes at a price
Google’s not new to the hardware game, but with its “made by” range, the company is making a concerted effort to marry its smart software and the gear we run it on. We’ve already tried the Pixel phones, Daydream View VR headset, Chromecast Ultra and Google Home, but until now, there was one made by Google gadget we’d yet to test, and it’s the one that arguably ties all the rest together: Google’s aptly named “WiFi” router.
Google WiFi builds on the idea of OnHub. With OnHub, Google partnered with TP-Link and ASUS to build routers that didn’t look terrible and were easy to use. Google WiFi shares those goals, and adds one more: to eliminate the WiFi black spot and the tyranny of hokey WiFi extenders. How will it do this? Well, you’ll need to buy multiple devices ($129 each, or $299 for three). But if you do, Google promises the mesh network its router automatically creates will best most other solutions out there for full-home coverage and ease of use.
There’s a few things I’ll say right up top. Google WiFi is a lifestyle device. It’s designed for people who don’t enjoy navigating the typical router admin console (or don’t even know that their router has one). If you’re the sort of person who wants to do lots of port-forwarding, or manually configure DHCP and other such things, this might not be for you. It’s not that Google WiFi can’t do those things (it can); it’s more that its focus is elsewhere.
One of those areas of focus is ease of use. Now, let’s be fair, setting up a router isn’t usually that hard, but it often involves an ugly web admin panel that — ironically for a device that helps you enjoy the internet — looks like it was designed in 2003. You’ll set Google WiFi up with an app (Android or iOS). That might have some of you groaning, but it’s all very simple and painless. In just a few steps you’re good to go. I’ll have more to say about the app later, but for now, suffice to say setup is a more contemporary experience.
Another priority for Google was making a router that looks nice, and I’d say the company did indeed achieve that. A quick internet search for “wireless router” returns a slew of angular black boxes with ugly aerials that might look okay in an office, or basement, but nowhere else. Google WiFi’s white cylindrical design, however, is fairly unremarkable and that’s precisely the point.
That is to say, Google WiFi doesn’t catch your eye, and should fit in with a wide range of home decors. I personally like how it looks. One of the things that puts me off Amazon’s Echo devices is the slight gadgety appearance. Google WiFi, on the other hand, gets the balance of function and forget-ableness just right.
Performance
But what good are a modern user interface and a sleek design if a router doesn’t get the basics right? Fortunately, Google WiFi does. The first time I ran an internet speed test, I experienced a slight sinking feeling. I realized my current Netgear router has been short-changing me to the tune of about 70 Mbps of download speed. This isn’t to say that Google’s product is the solution; it’s what it’s replacing that’s likely the problem. But it’s a problem that’s potentially sitting in living rooms and dens everywhere, without people knowing it.
That’s because there’s a general resignation that WiFi never gives you the full internet speed you’re paying for. So much so, that I barely shrugged when the 100Mb of cable internet I signed up for often translated to 30 Mbps over WiFi. I also experienced similar, if less drastic speed improvements (35Mbps to 48Mbps) when I installed Google WiFi at a colleague’s house, and that was with both routers just feet away from the PC.

In both instances, the incumbent router had been set up with default settings and basically left to do its thing. Could a bit of digging in the settings have improved the old routers’ performance? Maybe? Probably? But that’s not really how it should work for such a basic task as internet bandwidth. I also experienced similar performance improvements with PC to PC file sharing, with Google WiFi almost tripling the transfer rate of my old router every time.
These tests are not overly scientific, but they reflect how many of us — specifically the customer Google is going after — use or care about our home WiFi. Most of us want to know we’re getting the best speed we can, and that our network won’t choke when we share files. On these two basic tasks, it’s a solid thumbs up for Google WiFi.
Modular design
If you have a larger house, you’ll probably want to add extra WiFi points. With Google WiFi this is very easy to do; just tell the app that you want to add a new device, and plug it in. That’s more or less it — no need to bother with things like bridge mode (though you can do this if you have an existing router you like). Of course, there are various existing ways to patch together multiple routers — many of which are more affordable than Google’s $299 three-pack. Still, Google’s solution is elegant; an example of how these things should work.
Google claims that WiFi and the mesh network it creates offers some important performance enhancements. First up, of course, is coverage. Google WiFi’s design team wants you to think of it like a lightbulb, with you putting nodes wherever you need them. As a basic guide, Google advises one unit for about every 1,500 square feet of space. Unlike repeaters that can cause problems with handovers (when moving back and forth between the router and the repeater), the mesh network should handle all that seamlessly. It’s something most people only notice when it goes wrong, but the idea is you no longer have to feel like you’re “roaming” in your own home.
Another benefit is that Google WiFi automatically checks your WiFi is on the least congested channel every five minutes, swapping as needed. The same goes with hopping between 2.4 and 5GHz. All of this happens in the background, so theoretically you’re always getting the optimum settings. At the very least, the auto-channel setting should reduce the need for resetting the router. Conventionally, devices choose a channel on start-up and stick with it, which is why the connection can nosedive if that channel gets busier later.

While I was reading other smart router reviews I came across several comments with a shared theme. Something along the lines of “How hard is it to read up on basic networking to improve your WiFi speed?” or “Just flash custom firmware and you can set up a smart network in just a few hours.” I’ll come clean: I used to be one of these people that would install DD-WRT and get deep into the settings. But as my technology needs and financial situation have changed, I kinda just have other priorities, so the idea of a device that does its primary job well and requires zero fuss is appealing.
It’s also a shame that there’s no modem inside Google WiFi. The result being that while it’s a probably better looking than your current router, you still have to plug it into your — probably ugly — modem. In many cases, including my own, that modem is also my old router. Sure, it means I can hide the old dual-purpose box and not worry about losing performance, but it would have been nice to be able to replace it completely.
Smart features and software
There are some drawbacks to simplicity, though. The fact that you interact with Google WiFi via an app will be a bit of a turnoff for some more advanced users. As mentioned, you can get under the hood with manual settings, but doing so on an app is less than ideal. Also, if you want to connect multiple devices using a cable you’re out of luck, as Google WiFi only has two Ethernet ports. That said, my internet speeds were the same over WiFi as they were over a cable, but if your networking needs differ, and a cable LAN is important, just know you’re limited on built-in ports.
What the app lacks in deep networking settings, it tries to make up for with other useful features. “Network Assist” puts a number of practical tools at your fingertips, some of which aren’t unique to Google WiFi, but you won’t need to know how they work — just that they do. One such feature is “Priority device.” As the name suggests, with this option, you can tell Google WiFi to prioritize any phone, laptop or smart TV (basically anything on your network). So if you’re watching Netflix while downloading something in another room, and that multitasking is causing lower-quality streaming, you can temporarily give preference to your smart TV. If you have enough internet bandwidth, this might not be a big deal, but if you’re constantly maxing out your connection it can be helpful.

You can also stop specific devices from connecting at all with a feature Google is cruelly calling “Family WiFi.” In short, you’ll be able to “pause” the internet for any device at will. The “Family” part of the name hints that this is a tool for parents to use to take control over their screen-hugging kids’ internet time. It sounds like a recipe for a family argument to me, but it’s handy if you want to make sure your progeny aren’t distracted with Facebook at the dinner table. Unless, of course, they have a separate cellular data plan. As the wise Jeff Goldblum once said: Life finds a way.
Network Assist isn’t just about restricting internet; it also makes sharing your home internet easier too. If you have a ridiculously complex password, sharing it from the app is easy. There’s an option to copy it to you clipboard and share it just like you would a photo or link. In fact, you can share it through pretty much any messaging app on your phone, so if your friends are all about Trello or Twitter DMs, you’ll be able to ping them the WiFi password on their platform of choice. You could also just write it down or tell it to them, but I’m all for more options.
If, on the other hand, you don’t want to share the keys to your precious WiFi, you can create a temporary guest network with a whole new password. This guest network operates independently of your main one, which is useful if you want to limit access to shared folders and files. This feature is increasingly common on modern routers, just again, made much more simple here.
Two more features to which Google gives top billing in the app are “Network check” and “Home control.” The former, as the name suggests is a simple speed test, with independent checks for your device to the router, and the router to the internet. That’s helpful if you want to figure out where a bottleneck in speed is coming from, but sometimes it’s a little vague. The option to test your device doesn’t offer much feedback beyond “good” (I never saw what it says if things aren’t good).

Testing the internet is a little more helpful, with the device confirming the speed of the internet coming into your house, with two clear numbers for up and down speeds, along with a basic guide on whether that speed is good enough to stream HD or 4K video. Because Network Assist connects to the cloud, you can run these speed tests remotely, too. That’s great for obsessives like me who want to make sure their home connection is working fine at any time of day.
Google WiFi also has hooks into your smart home. The options aren’t exhaustive right now, but Network Assist currently supports Philips Hue lighting controls, and can also tell you what streaming devices you have available. It also supports Amazon Alexa (via IFTTT), with a number of handy recipes already available. For example, if you want to know when your kids get home (or leave), Google WiFi can send you an email when their phone connects/disconnect to the network. Again, this will depend how savvy your kids are (expect excuses like “my battery ran out, I was definitely home on time”).
I asked Google why it didn’t combine Google Home and Google WiFi as one do-it-all product. It feels like it could, or should, be. The official answer is that Google wanted to focus on eliminating the WiFi pain points without complicating things too much. I was also told, though, that the teams work together closely, so I wouldn’t be surprised if the two products eventually began to merge.
The competition
If many of these features sound familiar, it’s because there are a few products on the market right now that offer an eerily similar traits to Google WiFi (and that’s to say nothing of OnHub, which Google itself had a hand in). Eero and Luma, to name just two competing devices, use the same modular, mesh technology, and each offer easy-to-use smart features. As of this writing, Eero is a little pricier, costing $199 per device or $499 for a three-pack. Luma costs $149 for a single unit, but matches Google at $299 when you buy three together.
With all these products doing similar things at a similar price, there’s not a lot to distinguish them. Your choice will likely depend on aesthetic preference, as well as smart home compatibility. The latter is a bit hit and miss at the moment, but you can be sure this is the area most ripe for differentiation. Google is off to a decent start with Hue and Alexa, and you can expect more devices to be supported in the future. Either way, if you’re interested in this new breed of router, you have several good options.
Wrap-up

For many, buying a router is like buying a refrigerator. You want one that does the job, that maybe doesn’t look terrible, and doesn’t cost too much. And once you turn it on, you ideally won’t have to think about it. Likewise, there are people who want to measure the temperature constantly, have the ability to create different zones for different products and make sure no heat is getting needlessly lost with constant checks and tests. Google WiFi is more for that first group of people. Though those in the latter camp are only somewhat catered to here.
More practically, many people will balk at the idea of paying $300 (or more) to achieve something that they can jury rig themselves for a fair amount less. Those people will also likely have the patience to shop around a bit and find something that works for them. For convenience and good performance right out of the box, though, Google WiFi is a solid choice. It’d be nice if Google had included a modem, even as a part of a kit. It also feels like Google Home and WiFi could really have been the same device. Still, for a first step into Google-branded home WiFi hardware, the company is off to a good start.
Samsung Galaxy S8 Release Date, Price and Specs – CNET

Samsung will need to work on its charred reputation.
Josh Miller/CNET
Samsung has tumbled — exploding Galaxy Note 7 phones precipitated the company’s fiery fall from grace — but its smartphone legacy isn’t over. More reliable, less fire-prone phones are on the horizon, despite Samsung’s profits plummeted to its lowest in nearly eight years in the wake of recalling and then completely ceasing production on the Note 7. Meanwhile, the company faces lawsuits, as well as exploding appliances that go beyond flammable phones, too.
And that’s exactly why so much is riding on the Korean manufacturing giant’s next phone, the Samsung Galaxy S8
A next-generation follow-up to the Galaxy S7 that was released last March, it will be the first phone to help redirect Samsung’s efforts to gain new buyers who don’t already have a Samsung phone. And, to be clear: unlike the Note 7, there have been no known claims of fires or explosions with the Galaxy S7, so at least this line’s reputation is intact.
The Galaxy S8 gives Samsung a chance to lure gunshy buyers back to the brand with exceptional technology or rock-bottom prices. And Samsung has the power to make a truly great phone. After all, reviewers like me had initially lauded the Note 7 as one of the most impressive phones Samsung had ever made. The question is, will the Galaxy S8 have enough of the goods to refocus shoppers who bolted after the Note 7 debacle? And can Samsung win back buyers’ trust?
The Galaxy S8 is still likely months away from making its debut, but the leaks and rumors have already begun. We bring you the most important of the bunch.
No early Galaxy S8 launch despite Note 7 drama
At one point, some suggested that the Galaxy S8 would attempt to kickstart Samsung’s rebound earlier than its usual late February/early March cycle that’s tied to the giant Mobile World Congress event in Spain. Given that the Note 7 issues may have in part been caused by a rush job to get the phone out ahead of schedule, speeding full steam ahead probably isn’t the best route, especially if Samsung is still trying to pinpoint what went wrong with two rounds of Note 7 batteries (the initial batch and the replacement phones).
In fact, it could come later than expected
The phone might even be pushed back to April, according to another rumor, as Samsung scurries to find and fix for good the error that led to explosions in the first place. Another major blowup could torch what’s left of the brand’s credibility. Either way, another bit of scuttlebutt says the phone’s firmware is already in production.

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All screen, all the time
The face of next year’s Galaxy S8 could be 90 percent screen, according to one report out of South Korea, up from an average ratio of 80 percent screen-to-bezels. That’s supported by another suggestion that the Galaxy S8 could toss out its whole home button — including the fingerprint reader — and use an optical sensor that lives beneath the display.
It wouldn’t be the first time we’d see a nearly bezel-less screen. Chinese phone maker Xiaomi just released the latest attempt at this tech unicorn, the ceramic-backed Mi Mix.
Super-high 4K resolution
It’s also expected that Samsung will go ultra-high-def for its next big phone, bumping up the S7’s current resolution (2,560×1,440 pixels) to a 4K resolution of 3,840×2,160 pixels.
Sony beat Samsung to the UHD punch last year with its Xperia X Performance. At that time, TV reviewer David Katzmaier and I argued the futility of such a move, but with VR headsets that integrate with phones slowly gaining fans (like Samsung’s own Gear VR), there is at least one case for having more pixels on your phone than you might have on your TV.

Unlike the S7 and S7 Edge here, both Samsung’s Galaxy S8 phones could curve.
Josh Miller/CNET
Galaxy S8 and curved-screen Edge could be one and the same
The Galaxy S8 could have the same curved sides as the S7 Edge, according to another rumor. But that wouldn’t mean Samsung would only sell one phone. Keeping up with a recent tradition, the Galaxy S8 could still come in two sizes.
Two rear cameras and better selfies on the way
A report out of Korea points to two cameras on the back, just like with the iPhone 7 Plus, LG V20 and Huawei P9.
Samsung’s next front-facing camera could also bring auto-focus to the Galaxy S8 using technology that differs from autofocus in the phone’s main camera. Don’t worry about that camera module sticking out, either. The rumor out of Korea claims this module will remain flush with the phone face.
The Galaxy S8 might have a pressure-sensitive screen
Yeah, yeah, we’ve heard this rumor before when the Galaxy S7 was supposedly going to have a screen you could press and hold to make submenus pop up (like Apple’s 3D Touch for iPhone). It never happened, but maybe this time, one Korean outlet reported, it will.
It could have an AI assistant named Bixby
Filing a patent for a digital assistant named Bixby is a pretty good indicator of Samsung’s intentions in this area. The info dovetails nicely with rumors that the Galaxy S8 will include a new digital assistant, and perhaps a dedicated button to launch it. Handily enough, Samsung bought AI startup Viv, which coincidentally spun up Apple’s Siri.
We’ll update as more rumors and stories surface in the long leadup to the launch.
Oakley Radar Pace review – CNET
The Good The Oakley Radar Pace is lightweight and comfortable to wear. It can provide real-time coaching and feedback while running or biking, and doubles as a pair of Bluetooth headphones.
The Bad It’s expensive. Your phone is required to workout. Battery life could be better. There were occasional software hiccups and missed voice commands.
The Bottom Line The Radar Pace delivers real-time fitness coaching via a voice-activated pair of headphone-enabled sunglasses, and does it better than anything else.
I had coaches for most of my running career, six over the course of 11 years to be exact. From junior high and through to college, I had someone creating weekly running plans for me and coaching me to become a faster and stronger runner. That’s a luxury not available to everyone, but to me, it matters.
In recent years, I’ve relied on basic training plans available on the web, but nothing satisfied my needs. While most of these programs would provide a weekly workout schedule, few offered actual coaching.
That’s why I was intrigued when I heard about Oakley’s new workout sunglasses. The Oakley Radar Pace offers real-time coaching and feedback during your runs and bike rides, via audio cues over embedded Bluetooth headphones. The software can even create a weekly training plan that is tailored to you and your athletic ability. This isn’t something that will replace your Fitbit. There’s no step tracking and you wouldn’t wear them throughout the day. These are used specifically to track running and cycling. And I really liked what it offered.
There are still some kinks that Oakley needs to work out, but the Radar Pace is still one of the most impressive devices I’ve tested in recent memory, and, at least for now, they’re the best fitness-coaching wearable device I’ve ever used.
Just keep in mind the Radar Pace costs $450, £400 or AU$640, which is more than double the price of Oakley’s normal, nonsmart Radar sunglasses. And it’s a very different proposition than your average fitness-tracking running watch.
How do they work?
First of all, these aren’t smart glasses, because they don’t have any display in them. Alternative gadgets like the Recon Jet and Garmin Varia Vision can display workout info in real time through a head-up-display, but the Radar Pace is all about audio. It relies on a voice assistant (like Siri or Amazon’s Alexa) to answer questions and provide coaching.
View full gallery Sarah Tew/CNET
They’re also excellent athletic sunglasses. They’re lightweight, comfortable to wear and didn’t bounce on my face during workouts. The frame is a little thicker than a normal pair of Oakleys, but that’s due to extra sensors for measuring movement and elevation. These glasses have an accelerometer, gyroscope, barometer and humidity and proximity sensors, along with Bluetooth and ANT+ for pairing a heart rate strap, footpod, cycling power meter and speed or cadence sensors. But there’s no GPS built-in, so you still have to workout with your phone.
On each side of the frame are Micro-USB ports. This is how you charge the Radar Pace and they’re also used to attach the included earphone pieces, which allow you to hear your “coach” and listen to music streamed from your phone. The headphones can’t be used without the glasses, but the glasses can be used without the headphones.

View full gallery Sarah Tew/CNET
A touchpad on the left side of the frame changes songs, adjusts the volume and accepts calls. You can even long-press it to activate Siri or Google Now, but Oakley’s voice assistant was more than adequate for all my midworkout questions.
Training with the Radar Pace
It’s time to go for a run.
I turn the sunglasses on, put them on my face and then say, “OK, Radar.” A small chime acknowledges that the Radar Pace is now listening. I ask, “What’s my workout for today?” A female voice responds, “We are going 4.5 miles and climbing 190 feet.” As my landlord watches me, I awkwardly respond, “OK, let’s go.”

View full gallery Sarah Tew/CNET
It didn’t take long for the feedback to come in. The music I was listening to softened, and the Radar Pace chimed in, “Your stride rate is low.” I was hitting about 78 steps per minute, but the glasses let me know I should get to 88 steps for optimal performance. “Smaller, quicker steps,” the voice told me. On another run, the glasses informed me that my pace was too fast and I should slow down since it was a recovery day.
Apple iPhone 8 Release Date, Price and Specs – CNET
The iPhone 7 is easily one of the best phones of 2016. It delivers peppy performance, more storage capacity than its predecessors, water resistance, a resilient battery, exceptional cameras (especially the iPhone 7 Plus model) and a host of other terrific features. But despite CEO Tim Cook’s prerelease promise that it would provide “things we can’t live without,” Apple’s iPhone 7 is an incremental upgrade. The 2016 phone is more of an evolutionary step rather than a revolutionary leap. In fact, with the omission of a headphone jack, one could argue that the iPhone 7 lacks a thing some of us can’t live without.
Still, this is just small fries compared to the early rumors that point to next year’s iPhone — the one marking the 10th anniversary of the very first iPhone ever — as the revolutionary, no-holds-barred model that will once again push the boundaries of what your phone can do for you. Expect the big reveal in the fall of 2017 (early September, if Apple sticks to its usual cycle). Until then, we’ll keep track of the rumor frenzy below.
Announcement and release dates
For years, Apple stuck to a pretty regular schedule, reserving major design changes for even-numbered years and leaving lesser “S phone” refreshes for odd-numbered years. So we were due for a total redesign in 2016 but instead we got the iPhone SE — a minor, midcycle update with particularly modest refinements on the iPhone 5S design — and the iPhone 7 — a meaty update under the hood, but with no real redesign.

The iPhone 7.
James Martin/CNET
Except for the missing headphone jack, it looks identical to an iPhone 6 and 6S. All of this has fueled widespread expectation that Apple will forgo the midcycle “S” refresh in 2017, and offer up a major update — the “iPhone 8,” presumably — in September 2017.
What’s in store
After a series of new iPhone devices featuring only minor external tweaks, it’s reasonable to wonder if Apple’s designers have hit a wall. Have we reached the boundaries of smartphone design, with future innovations confined to bumps in processor speed and battery efficiency? Or do the designers in Cupertino have a dramatic redesign up their collective sleeve for the iPhone 8?
Other companies have taken their phones in some novel directions. Apple’s archrival, Samsung, which builds its phones around Google’s Android mobile software, has started using curved glass in its designs, giving users an “Edge” where they can read quick notifications. Motorola’s Moto Z and Moto Z Force phones have magnetic connections for attachable back plates, cases and modules. LG has toyed with a modular phone concept; its G5 features add-on modules that boost audio and extend battery life.
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Business Insider has reported that Apple is already developing hardware for the iPhone 8 at an office in Israel, with the focus on a design that’s “different.”
Since the run-up to the introduction of the iPhone 7, there have been rumors about the possibility of an edge-to-edge display. And in November 2016, The Wall Street Journal reported that the next generation could include a curved OLED screen — a possibility raised by many others as well.
The WSJ also reported that Apple is considering multiple variations of the next model, so anything is possible. Case in point: there have been murmurs about a ceramic body, already seen on the premium Apple Watch Series 2, which the company says is four times tougher than stainless steel.

Apple’s ceramic Watch Series 2.
Home button
Apple is already making changes to its signature home button. On the iPhone 7, that meant a new, solid-state button that you don’t click down. Instead, you rest your finger on top and the phone shivers with haptic feedback to let you know the button’s working. (If it stops working, iOS 10 surfaces a temporary on-screen Home button.)
Apple could very well experiment with this in future devices. There are rumors (like by Japanese Mac blog Macotakara) that its new iPad tablets could ditch the home button and become almost bezel-less when they hit, possibly in early 2017.
Maybe it’ll even become invisible. In 2015, Apple filed a patent for a transparent fingerprint sensor embedded into a smartphone display. Maybe that’s something we’ll see in 2017. With the iPhone 7’s new solid-state button, that pressure-sensitive screen and more Siri skills, Apple could decide we just don’t need a physical home button anymore. Removing it would also let Apple slim down the top and bottom bezels as well as squeeze a larger screen into the same size body — so long as it could integrate that Touch ID sensor.
Apple iPhone 7 Plus makes a good thing even…
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Wireless charging?
Samsung does it, and Apple is starting to, too. The wireless AirPods headphones may have been just the beginning. Next year’s iPhone could do away with the last physical wire: the Lightning cable needed for charging. Earlier this year, Barclays analyst Mark Moskowitz predicted that Apple would reserve this innovation for the iPhone 8; The Verge reported that Apple has been staffing up on wireless-charging experts; and in November, Nikkei Asian Review reported that Foxconn, one of Apple’s main manufacturing partners, is making wireless charging modules for the 2017 iPhone. Most recently, veteran Apple analyst Ming-Chi Kuo has suggested that the forthcoming 4.7-inch iPhone will come equipped with wireless charging.
The Apple Watch already uses a form of wireless charging. And the Qi standard, embraced by the likes of Samsung, already drives wireless charging stations in thousands of public spaces and 50 models of cars. Those stations are just waiting for an iPhone.

Samsung has made phones with slightly curved faces before, but we haven’t seen anything like the Samsung Galaxy Round, which bends the actual AMOLED display technology lengthwise beneath the glass.
Sarah Tew/CNET
Cameras
Dual-lens cameras like the one found in the iPhone 7 Plus and other phones aren’t just for zoom photos. Two cameras mean depth sensing, 3D and a lot more — like enabling cool things with augmented reality.
Apple CEO Tim Cook keeps talking up the feature, which can place virtual things in your real-world view, saying it’s more important than virtual reality, which immerses you completely in a digital world. It’s possible that the next iPhone (or maybe an “iPhone 8 Plus”) might have a dual-lens camera that could scan the world and overlay 3D objects onto it with high accuracy.
Display
For a long time, rumors suggested that Apple would give the iPhone a sapphire display, which would offer a higher degree of scratch- and shatter-resistance than the current models’ Gorilla Glass. Makes sense, since Apple already uses the material on the higher-end Apple Watch. Sapphire is expensive, though, and Apple won’t want to tremendously raise prices in its base model phone. There’s definitely a question mark hanging over this one.
It’s also being said that the iPhone will become curved. Analyst Ming-Chi Kuo at KGI Securities has predicted that Apple will introduce a new curved AMOLED display in 2017. That’d be a big change from the LCD screens in today’s iPhones — AMOLED is thinner, lighter, more flexible, and more power efficient. And in November, Sharp President Tai Jeng-wu mentioned that the next iPhone would have this OLED screen; of course, Apple hasn’t confirmed it.
With months to go before an official announcement, we’ll keep an eye on how the iPhone 7’s static “button,” dual-lens Plus camera and absent headphone jack may have set the stage for even bigger changes ahead.
Scroll down for a reverse-chronological look at the latest rumors.
November 28, 2016
Rumor: New iPads may finally ditch the home button
Apple is rumored to release new iPad tablets in the spring, and a Japanese report claims they will be nearly bezel-less.
November 28, 2016
Is an iPhone with a curved OLED screen on the way?
Reports say the tech giant is asking its Asia-based suppliers for increased production of OLED screens.
November 2, 2016
The iPhone 8 could have wireless charging
Apple manufacturing partner Foxconn is reportedly testing wireless charging for the next iPhone.
September 28, 2016
Apple ‘iPhone 8’ already in the works, report says
The next iPhone is being developed at offices in Israel and will feature a “radical redesign,” reports Business Insider.
September 17, 2016
iPhone Next: How iPhone 7 hints at next year’s breakthrough
Apple has shown that a series of little upgrades over time adds up to big changes in the future. So what’s on tap for the iPhone’s 10th anniversary?
Braun BrewSense KF7150 review – CNET
The Good The Braun BrewSense KF7150 creates drip coffee every bit as good as gourmet machines that cost three times as much. It’s also compact, so it won’t take up much space on your kitchen counter.
The Bad It uses a glass carafe and hot plate instead of a thermal carafe. Pouring the carafe too quickly causes spills and drips. The water tank has a small opening.
The Bottom Line Fans of thermal carafes won’t like the glass pot and hot plate, but those looking for excellent drip at a low price will sing the BrewSense’s praises.
Every so often a product surprises me by performing better than I thought possible. Case in point, the $100 Braun BrewSense KF7150 coffee maker. Judging from its comparatively low price and modest appearance, I assumed that this kitchen gadget lacked the chops to whip up pots of excellent drip coffee. Boy, was I wrong. Time after time, the BrewSense KF7150 transformed my lowly test beans into quality joe, the type I’ve only coaxed from more expensive drip machines.
Sure, Braun did make some trade-offs to keep the cost down. Like the$140 Bonavita BV01002US, another aggressively priced coffee maker, the BrewSense KF7150 doesn’t feel as sturdy as luxury models. It also relies on a glass carafe and hot plate combo instead a thermal carafe. If these are deal breakers then consider the $190 Bonavita BV1900TS and $299 Technivorm Moccamaster KBT 741, both premium models aimed at the gourmet set.
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Design and features
A rectangular block, 14 inches tall by 8 wide, with rounded edges, the BrewSense is lightweight, made from mostly black plastic. Adding a touch of class is a thin skin of stainless steel that covers three quarters of the coffee maker’s chassis.

The Braun BrewSense KF7150 coffee maker looks like many ordinary drip machines on the market.
Tyler Lizenby/CNET
A square, perforated metal lid flips open to reveal a water tank and a plastic filter basket. The basket accepts either type #4 paper coffee filters or the bundled gold tone permanent filter. You can brew up to 12 cups (5 ounces each) of coffee, the appliance’s maximum capacity.

Flip the lid up to access the filter and water tank.
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On the front face is a control panel with a tiny LCD screen, with an illuminated digital clock. Nine buttons run along the bottom edge of the panel, with a circular power key under that. These buttons let you perform various functions such as starting a brew immediately or scheduling one in advance, setting the clock’s time and engaging the machine’s cleaning cycle.

The control panel has numerous buttons and a clock LCD.
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Instead of a double-walled thermal carafe, a basic glass carafe rests on a base at the center of the coffee machine. An electric hot plate below it provides warmth to brewed coffee inside the container. You can set the hot plate to operate at different temperatures: low, medium and high. This arrangement isn’t ideal if you don’t drink your coffee quickly and often leave it sitting in the pot for hours at time. That’s because the carafe isn’t air tight and brewed coffee’s subtle flavor quickly fades when exposed to oxygen.
Be careful pouring from the carafe too aggressively as well. I found that if I tilted the container at too sharp an angle, liquid tended to spill and drip along its sides. Filling the coffee maker’s reservoir with water can be tricky too, since its opening is quite a small target.
Plume Adaptive WiFi System Release Date, Price and Specs – CNET
Here’s an interesting idea for a Wi-Fi system. Instead of using two or three medium-size pieces of hardware (like the Eero, the Netgear Orbi or the Google Wifi) for your whole home, how about using a bunch of little ones, say, one for each room?
That’s the basic premise of the Plume Adaptive WiFi system. You can get up to six tiny identical units — as small as, well, plumes — in a pack. Each unit, called a Plume Pod, has a Gigabit Ethernet network port and can be plugged directly into a wall socket, resembling a typical powerline adapter. There’s no powerline involved though, this is a pure Wi-Fi device.

The Plume Adaptive Wifi system allows you to use an unlimited amount of tiny Wi-Fi extenders, called pods, in a home network.
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How the Plume system works
You connect one of the Plume Pods to an internet source, like a broadband modem and it works as your main router. Now plug the rest of the pods around the house and you have just created an extended or “mesh” Wi-Fi network. The Wi-Fi signal will propagate from one pod to another and the more pods you have, the larger the coverage area is. There’s no limit to how many pods you can use. One pod costs $69, three cost $179 and six cost $329.
Usually when a Wi-Fi signal is extended, it hops from one transmitter to another. When this happens, severe signal loss occurs, because the extender unit has to both receive and rebroadcast the signal at the same time. This means devices connected to the extender will have around 50 percent slower speed compared to those connected to the original broadcaster. So the more extenders you have in a system, the more times the signal will hop, exponentially reducing the speed. This is the reason most Wi-Fi systems have only three units, effectively making the signal hop only twice at most.
Plume says that with its Auto channel hop feature, the pods use different channels or bands, deliberately picking those that aren’t crowded, so the signal loss from each hop is minimized, if not eliminated. This should translate into faster and more reliable performance, allowing the Wi-Fi speed to remain constant when extended. This is similar to the Netgear Orbi, which has a third dedicated band exclusively for extending the signal.
So that’s the theory. And in theory, it’s a great idea. In reality, you should prepare yourself for some disappointment.

You can plug a pod directly into a wall socket.
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Easy to use, flawless operation
As long as you have an Android or iOS phone or tablet, the setup process is quick, easy and even fun with the Plume app. (There’s no web interface option.) OK, you do need to tap on the screen a few times but really, everything was self-explanatory and every step happened exactly as expected in my case. It took me less than 5 minutes to get five pods up and running. (I couldn’t immediately find a free wall socket to plug the sixth in; more on this below.) And after that everything just worked, flawlessly. I didn’t run into any trouble at all.
By the way, you do need an account with Plume before you can use the app and the system will stay connected to the Plume at all times. This is the case with many Wi-Fi systems, including the Eero and the Google Wifi.
Once setup, in any room where there’s a pod, you’ll have full-bar Wi-Fi signal. However, full bars just means you have a strong connection to the pod you’re closest to. It has no bearing on the actual speed of that connection to the rest of the network and the internet.
Plume Adaptive Wifi System
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Slow speed, short range, no features
And in my testing, standing just a few feet from a pod, the max sustained speed I got was just 90 megabits per second. For comparison, the Eero can deliver some 200Mbps from 75 feet away and the Negear Orbi is even faster, at 230Mbps. When I move farther, say at about 20 feet away, the Plume fluctuated at around 20 to 30Mbps. And I couldn’t move much farther away because each pod’s Wi-Fi range is short, especially when there’s a wall in the way, and in a home, you don’t need to move very far before getting a wall or two in between. In fact, the range is so short that I couldn’t be one room away from a pod (so with two walls in between) and still get a strong signal from it.
This short range can make it tricky to find an ideal wall socket to plug the Plume pods in for the mesh network to function optimally. If you want good performance, you can’t put them more than 25-30 feet away while within line of sight, or no more than 15-20 feet way if there’s a wall between them, and never put them two walls apart. This is the reason I had a hard time finding a good spot to plug the sixth pod into. In the end, I found that with all six pods I could make the system cover a home of some 1,800 square feet (plus a basement) with decent internet speed. But my single Asus RT-AC88U router — strategically placed right in the middle — can do that with much faster speed.
The Plume system has no features at all, including those commonly found in other Wi-Fi systems, like bandwidth priority, parental control and so on. You can only make it work in router mode (where it’s the only router in the house) or in Auto mode (where it works as a Wi-Fi extension of an existing network) and change the name of each pod. Other than that it has a cool visualization of your home network that resembles a floating solar system where each Plume pod is a planet and each connected client is a satellite. And that’s it!

The Plume app has a cool way to display the home Wi-Fi network but offers almost no settings or customizations at all.
Screenshot by Dong Ngo/CNET
Expensive solution
The Plume system is definitely slow, but it’s fast enough to deliver midtier broadband connections, which tend to have somewhere between 30 and 50Mbps download speeds. So if you just care about surfing the internet, or even streaming Netflix, its speed won’t be a big concern. (You only need 25Mbps for streaming 4K content, anyway.) Its price will be, however.
You can get one Plume pod for $69, a set of three units for $179 and a set of six units for $329. The problem is six units can barely cover an 1,800-foot three-bedroom home. If you have a larger home, you probably will need more than six: one pod for each room in your home, and if you have a very large living room, you might want to use two for it alone. If you live in a small apartment or studio, a set of three pods will likely get the job done, but so does an AC1200 router that you can get for around $50 (less than the cost of one pod) and it will give you faster Wi-Fi speed and a ton of features.
Also, keep in mind that while the Plume pods are small, they still take up space at the wall socket. In my personal experience, they kinda stuck out a bit too far from the wall. And with the amount of things we want to plug in these days, chances are you’ll need a few power strips if you want to use that many pods in your house. I had to get one in during my trial.
So yes, the Plume Adaptive WiFi system is an innovative idea, super easy to use, and its Auto channel hop actually works — I didn’t experience noticeable speed reduction when moving between the pods. But in reality, you will be much better off, both in terms of cost and performance, getting a normal router or, if you have a large house, a more traditional Wi-Fi system, like the Eero or the Netgear Orbi.
Cost aside, though, if all you care about is a moderate connection to the internet, a basket full of Plume pods, plus a few extension cords, will quickly and surely bring reliable Wi-Fi to every corner of your home.
The Last Guardian review – CNET
The Good The Last Guardian is a larger-than-life tale of a boy and the gigantic beast he befriends. It’s a charming, smart and beautifully designed puzzle-platformer that tells a unique story of companionship almost without saying a word.
The Bad There are a number of technical issues in The Last Guardian, from its erratic framerate to its often frustrating camera. The game’s controls take some getting used to and aren’t always as responsive as you’d want them to be.
The Bottom Line The Last Guardian might show some of the wear and tear that comes from a decade of on-and-off development, but as a whole, it’s a fantastic adventure that players of all tastes can enjoy. And if you’re among those who’ve enjoyed the developer’s other games, The Last Guardian will seem like a near-perfect hybrid of those two classics.
Back in 2001, development studio Team Ico released a self-titled game called Ico for the PlayStation 2 that won over critics and players alike with its endearing story and unique brand of puzzles. Ico was well received when it was released but its popularity continued to grow well beyond its debut, propelling it to cult status as years passed.
Four years later, Ico was followed up by Shadow of the Colossus, a game that many believe is the PlayStation 2’s absolute best. Shadow delivered something no one had ever really witnessed before, giving you an incredible sense of scale and triumph as you took down larger-than-life colossi one by one.
With two instantaneous classics cemented on the developer’s resume, the gaming world patiently waited for the next adventure from Team Ico. The Last Guardian was announced at E3 2009 for a 2011 release on PlayStation 3. But soon after that initial tease, Sony and Team Ico went radio silent. The wait became grueling, to the point of being downright laughable. The game itself became a piece of lore that the community fantasized about, with little hope it would ever actually see the light of day.
That changed in June of 2015, when from seemingly out of nowhere the game reappeared as a surprise announcement during Sony’s E3 press conference, complete with a gameplay preview. The spot ended with a simple screen title: 2016. The Last Guardian had a date. Finally, 18 months later, it’s arrived exclusively for the PlayStation 4.
SIE
Of course, a game with this kind of build-up has a disproportional amount of expectation attached to it. The Last Guardian isn’t a result of a decade’s worth of programming and finessing, it’s just the result of the realities of the world of interactive entertainment, its politics and the fact that it is — and continues to be — very hard to make a videogame.
But even with that disastrous track record, remarkably, The Last Guardian is an excellent game and is certain to trigger the memories of those players who’ve had the pleasure of experiencing Ico and Shadow of the Colossus. It’s like stepping into a videogame time machine.
On its face, there are a ton of similarities to draw. You play as a young boy who meets and befriends a towering beast named Trico and together you must escape a desolate and massive crumbling world.
The Last Guardian has its own set of rules, and is cut from similar cloth to its spiritual predecessors. There are cerebral puzzles to figure out, strange items to use and the ominous feeling that you’re about to slip and fall off a cliff or be abducted by a haunted guard.
SIE
The Last Guardian plays eerily similar to Ico and Shadow, especially the latter. In fact, the game is such a spot-on throwback to those earlier titles that it sometimes feels like you’re playing an 11-year-old game.
Oculus Rift review – CNET
The Good The Oculus Touch controllers add impressive finger and hand movement, plus physical buttons for traditional games. The Rift headset is well designed and compact. A strong collection of software offers many apps to explore.
The Bad The motion tracking lacks the HTC Vive’s full-room scale. It takes a while to adjust to the controls. Total cost of headset plus controllers is expensive — and that doesn’t include the pricey gaming PC you need, too.
The Bottom Line The Oculus Rift now offers a great combination of controls and apps for next-level VR and some room tracking, but it offers a less expansive experience than the Vive.
Hey — it’s my hands.
I can see them as I look down. I lift my finger. That floating, glowing hand moves its finger. I grip my fingers into a fist. I point.
I pick up a slingshot on the table in front of me. It takes a little practice. Now I’m holding it. I pull the elastic band back. I aim, and shoot paint pellets across the room.
Am I really holding my virtual slingshot? Yes and no. In my hands are controllers that I’m resting my fingers on, with buttons and triggers. I lift my fingers and control those hands. But when I let go completely — oops, my controller falls to the floor.
Virtual prosthetics take time to understand.
The Oculus Rift arrived way back in March, but all that came with it was a headset and an Xbox controller. It didn’t have real VR hand controls, like the HTC Vive or PlayStation VR. You could sit down and play games, but you couldn’t move anywhere. There was the promise of exciting things, but the reality was less than what we expected.
This is what we thought of the Rift then: potential. Now, it’s time for reality.
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The Oculus Touch is the necessary other part of the equation: wireless controllers that also act as tools for your hands in virtual spaces. They’re fantastic. They’re $200 (which converts to £160 or AU$270). They’re required hardware if you already own an Oculus Rift.
But if you don’t? You’ll need to pay $800 (roughly £630 or AU$1,075) for the Rift and Touch controllers combined, plus have a VR-ready gaming PC. That’s an expensive bundle. In fact, it’s the same as what the Vive costs. Oculus is now a complete package, and a compelling journey into VR worlds with lots of games and apps to try.
Oculus’ collection of unique games and apps gives it a more polished edge over the Vive, but Vive’s more open Steam platform feels like it has an edge on larger-scale VR experiences that Oculus is still trying to catch up to.
An updated review of the Oculus Rift — including how the Touch controllers change the equation — follows.
If I were rating the Touch controllers on their own, I’d give them an A. Anyone who already has a Rift should definitely get them. But that doesn’t make the Rift a slam dunk for buyers coming into VR from scratch. With an expensive VR headset that has limited room tracking, the Oculus Rift as a whole is still a work in progress.

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Touch combines buttons, motion controls and even finger-tracking.
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VR for your hands
What’s particularly brilliant about the Touch controllers is that, while they can be used as motion-sensing tools, they also have regular buttons and analog sticks. They’re almost like a split-apart gamepad held in two hands.
The HTC Vive and PlayStation VR also have handheld controllers, but theirs look more like wands and lack some standard controller-button functions. With the Touch, you can play a regular game as well as a VR motion-enabled one.
The Touch is also unique because it senses finger position, whether your fingers are pressing the triggers or not, and it even senses when your fingers are resting on particular buttons. Raising a thumb off the controller can make your virtual hand do a thumbs-up. Extending your forefinger will make your virtual hand point.
It’s not full analog finger-sensing, but moving your forefinger, thumb and middle finger can create hand gestures that feel like real grasping. The controllers vibrate with feedback, and when you pick something up, it generates a hand feel. After a while, it started to feel like my hands were really somewhere else.

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This could be you.
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What do you with these crazy controllers?
The dipping-your-hands-into-VR feel of Touch gives it an edge over the PlayStation’s Move VR controllers, or the wand-controllers of the Vive. But they all allow pretty similar things. That being said, the Touch aims to simulate actual hand movements, like grasping objects. Sometimes this works really well, and other times it feels like trying to grab chopsticks with gloves on.
There will be dozens of touch-enabled games on Oculus, and I’ve played over a dozen that are already available. But the biggest problem with the Oculus Rift and Touch isn’t the controllers themselves, it’s the limited range of motion tracking which means more standing in place, instead of moving around. And that’s because of the limitations of Oculus’ two-sensor motion-tracking system.
The Touch controllers are brilliantly designed, though, and are everything I’d want in a VR controller right now. Plus, they use AA batteries — one per controller — which are easily popped in via a magnetic sliding cover. In two weeks or so of mixed use, I haven’t had to replace them.

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Those camera sensors need a table or shelf to sit on, and they need to be wired to your PC.
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Setup and room tracking: A slight headache
The Oculus Rift Touch controllers need two camera sensors to track movement: one that comes with the controllers, and the other that comes with the Rift headset. Both need to be placed on a flat surface like a computer desk or a shelf and set several feet apart — not too far, not too close, and angled for maximum coverage of the playing space (3-7 feet, roughly). Oculus has some setup guides in its PC software, but it’s not as easy as the one-camera setup of PlayStation VR. This requires some finesse.
It also needs two separate USB 3.0 ports on your PC, one for each sensor. (That’s in addition to the one the Rift helmet is using, and possibly a fourth one if you have the wireless dongle for the Xbox controller.) The cables are fairly long, but not long enough for a PC to be across the room. Good luck, because it’s not easy to get right.
Much like HTC’s Vive VR, you then have to draw a boundary around your play area, which shows up like a glowing blue cage in virtual reality. Oculus calls it the “Guardian.” Get too close to your play area limits, and the cage reappears to warn you. But that doesn’t help with accidental tripping over furniture, cords, pets, kids, sandwiches or roller skates — so clear your room before playing.
Oculus’ Touch controllers are well worth the wait
The Oculus Rift proved that high-end VR has a place in your home, but so far it’s lacked one major feature: motion controls. That’s something both the HTC Vive and Sony PlayStation VR offered from the start, and it’s gone a long way toward helping those platforms deliver more immersive virtual-reality experiences. Now with the long-awaited $199 Touch Controllers, Rift users can finally join in on the fun. Sure, it’s taken nine months for Oculus to actually put motion controls in the hands of consumers, but it’s clear that the company hasn’t been twiddling its thumbs. Instead, it’s delivered one of the most refined game controllers I’ve ever held.
Hardware

Even if you’re a diehard gamer, the Oculus Touch controllers probably don’t look like anything you’ve seen before. They’re more like how a sci-fi film would imagine a futuristic gaming-input device: beautiful, but unwieldy at first glance. The Touch controllers are made from smooth black plastic (they look a lot like the Xbox One’s controller), and they feel pretty sturdy. It’s hard to tell this is Oculus’ first attempt at a gamepad.
Once you get past the unique design and get your hands on them, though, you’ll notice something surprising: They’re actually incredibly intuitive. The Touch controllers are contoured for your left and right hands, and once you grab their rounded handles, your fingers will naturally fall into place. Both feature analog sticks; two face buttons; triggers, which your index fingers rest on; and grip buttons, located underneath your middle fingers. Additionally, the left controller features a menu button right below the analog stick, while the Oculus home button sits on the right controller. Their prominent circular rings help with motion tracking, but you won’t ever need to hold them.
You also get another Oculus sensor in the controller’s box, which allows the Rift to handle VR experiences in which you’re standing and moving around. It’s not quite room-scale VR like the HTC Vive, though you can buy a third sensor for $79 to make that happen (or a fourth for very large spaces). Because the original Rift sensor sits on the far right side of my office desk, I set up the second on the far left.

Since they’re both smaller and lighter than the Vive and PS VR’s gamepads, the Oculus Touch controllers are also better suited for extended virtual-reality sessions. Admittedly, size and weight isn’t a huge issue with the competition, either, but the Oculus controllers feel significantly more comfortable. I’d also attribute that partly to better ergonomics. HTC’s Vive controllers fit into your hands well, but they’re very large. And the PlayStation Motion controller wasn’t built specifically with VR in mind, so it’s a bit tougher to use when your eyes are covered with a headset.
Each Touch controller is powered by a single AA battery, which fits inside the base via a magnetic latch. As usual, I would have preferred it if Oculus had included removable, rechargeable batteries instead (perhaps with micro-USB support to make life easier). I can understand not building in rechargeable batteries, like on the HTC Vive and PS VR, because they make for much more expensive replacements if anything goes wrong. But it would be nice to re-energize these controllers as easily as the other gadgets in my life. According to Oculus engineers, the controllers should last around 30 hours on a single battery without haptic feedback, and 20 hours with haptic feedback.
In use

Setting up the Touch controllers was simple: I plugged the additional sensor into a USB 3.0 port and followed the on-screen instructions in the Oculus app. I was surprised to learn that both sensors have to be facing straight forward to work with the Touch devices — mostly because I was used to having them point toward me from a corner of my desk. Similar to the Vive’s setup, you’ll also have to trace out the boundary of playable free space in your area. That information is used for the Oculus Guardian feature, which creates virtual walls when you’re in VR to keep you from bumping into obstacles.
Once everything is configured, you’re thrown into “First Contact,” a retro VR experience that steps you through the Touch controller’s capabilities. It teaches you how to recognize all of the individual buttons, grab objects and make gestures like pointing your fingers all while playing with things like virtual fireworks. It’s a good way to whet your appetite, because plenty of games will use similar input schemes.
When it comes to motion tracking, the Touch controllers kept up with hectic things — like shooting several enemies virtual gun — or more-precise movements, like setting down an object gently on a table. On my desktop, which is powered by an Intel Core i7 4790k CPU running at 4GHz, 16GB of 2400MHz DDR3 RAM, and an NVIDIA GTX 1080 GPU, I didn’t have any issues with spotty motion tracking, even in instances where I had to aim at something behind me. It felt significantly more stable than the PlayStation VR’s motion tracking, which relies on a single depth-sensing camera and less-powerful hardware.

What really surprised me about the Oculus Touch controllers, though, is that they’re also very good game controllers. The analog sticks rotate smoothly and have a ridged outer ring, which keeps your thumbs from slipping off. The four face buttons and triggers all deliver a solid amount of feedback (once again, they remind me of the Xbox One’s gamepad).
Of course, those are just my thoughts after playing with them for a few weeks; the real test of a controller is seeing how it feels after a month or so of strenuous play. I’ve only had a few weeks with these (and for the record, my battery life for each is around 20 percent).
One aspect that I didn’t appreciate as much in earlier Touch demos: Each button on the controllers is capacitive, so it can tell when you have your finger on a button while not pressing it down. It can also detect if you lift your fingers off a button — which is useful for things like the pointing gesture I mentioned above. Thanks to this refined finger detection, the controllers do a better job of keeping you “present” in VR experiences. And it’s also something I expect we’ll see in other gamepads in the future.
I’ve had game controllers in my hand since I got an NES at age 5, but the Oculus Touch are the first to feel as if they’re practically extensions of my body.
The games
At this point, we’re well into the second major wave of VR releases (the first coincided with the launch of the Rift and Vive; this one was kicked off by the PS VR). Oculus says 53 titles will offer Touch support at launch, including existing games like The Climb and Job Simulator. As for next year, you’ve got games like Arkitka.1 and Giant Cop: Justice Above to look forward to. Plenty of Vive Steam VR titles will also work with the Oculus Touch, even if they’re not available in the Oculus store.
One thing is for sure: Your Touch controllers won’t be gathering any dust soon. Here are my impressions of a few titles available at launch:
‘I Expect You to Die’
VR was practically made for locked-room puzzles, and I Expect You to Die doesn’t disappoint. Developed by Schell Games, it puts you in the role of a spy who always finds himself in sticky situations. At first, it’s a booby-trapped car that you need to drive out of a plane, but it’s not long before you’re stopping superviruses from wiping out millions. It’s a fine showing for the Oculus Touch controllers because it demonstrates how well they can manage fine, methodical movement.
At one point, you have to maneuver something through an array of laser sensors, all while spraying window-washer fluid to make the lasers visible. Shortly after that, you’re handling beakers of potentially exploding material. You’ll die a lot, but as with the best games, it’ll usually be your fault — not the controller’s.
‘Serious Sam’ VR
“I just spent 30 minutes in VR and boy are my arms tired.” That’s me after every Serious Sam VR session.
The original game was an insane mashup of action-movie machismo, big guns and boatloads of carnage … so you’d imagine that would translate to VR pretty well. The VR version is just as bombastic, but because you’re actually physically aiming guns and dodging an assortment of projectiles, it’s also quite the workout. I could only play it for around a half hour at a time without getting exhausted. But for those glorious minutes, I was in shooter heaven. It’s exactly what my 13-year-old self dreamed of.
Serious Sam is the fastest-paced VR game I’ve played, and it’s a testament to the Oculus Touch’s tracking capabilities. Even as I was whipping guns all around my office and spraying bullets everywhere, the controllers never skipped a motion-tracking beat.
The Unspoken
A Doctor Strange fan’s dream come true, The Unspoken is a multiplayer magic battle game that puts you right in the shoes of a destructive spellcaster. Most of your time will be spent throwing fireballs at your enemies and shielding incoming fire while teleporting around a stage. But you’ll also have to do things like make motion gestures for powerful spells and hammer out mystical items mid-battle. It’s a prime example of the versatility of Oculus Touch — they’re able to keep up with the fast-paced action while also being accurate enough for complex gestures.
‘Robo Recall’ (demo)
While the full game will be available free next year, the Robo Recall demo I played was sublime. Developed by the Unreal Engine masterminds Epic — people who really know their shooters — the game puts you in the role of an enforcer who has to take down rogue robots. And, yes, you can bet that’ll involve plenty of guns and explosions.
Like many VR games, you move around by teleporting (a mechanic that’ll hopefully get refined before launch, because reorienting yourself is a pain). The real focus, though, is on shooting — and it’s spectacular. The Oculus Touch controllers are incredibly accurate, both when it comes to fast-paced blasting and slowing down to nail an accurate shot. And like Epic’s Bullet Train demo (which was used to show off Touch prototypes), you can also slow down time, yank bullets out of the air and throw them right back at those nasty bots.
Quill
Much like Google’s Tilt Brush, Quill is Oculus’ attempt at a VR painting app. It was originally created to help develop the VR short Dear Angelica, but it has since evolved into a worthy virtual drawing tool in its own right. I’m not the best person to judge the merit of artistic tools, but I can say that the motion tracking of your virtual brushes seems on-par with Google’s app. And even for those who can’t draw, there’s still something magical about doodling in three-dimensional space.
The competition
It’s pretty clear what Oculus is up against: the HTC Vive and the PlayStation VR. Sony’s option is still the cheapest pathway to consumer VR — and if anything, the Touch controllers make the Rift an even more inaccessible platform. Because they’re another $200 on top of the Rift’s $600 cost, it puts the platform on the same level as the $800 Vive.
The choice really comes down to which headset and platform you prefer. If you want to walk around in VR environments today, the Vive’s hardware can do that. The Rift, together with the Touch, will let you only stand and take a few steps around a small space. You can also play games on both platforms, no matter which headset you own. Personally, I’ll probably end up spending more time with the Rift, because the headset is so much more comfortable to wear.
Wrap-up

Oculus had one job: Bring motion controls to the Rift. With the Touch controllers, it managed to do that well. And, surprisingly enough, the company also proved it could make a damn fine game controller. If you’ve already invested in a Rift, the Oculus Touch is a no-brainer purchase. And if you’ve been holding out for VR platforms to iron out some wrinkles, it’s a sign that the virtual-reality ecosystem’s growth isn’t slowing down anytime soon.
GoPro Karma Grip Release Date, Price and Specs – CNET
At this point, we’ve all seen way too many nauseatingly shaky GoPro videos. And while the electronic image stabilization in the new Hero5 cameras helps, it doesn’t compare to the results you get with the Karma Grip.
The Grip is the camera stabilizer found on the company’s Karma drone plus the battery-powered handheld mount that’s bundled with the drone. While the Karma might be temporarily unavailable because of a recall, you can now get just the Karma Grip for shooting on the ground for $300, AU$460 and £250. It’s expensive, but it’s actually in line with similar 3-axis gimbals and GoPro’s is way more flexible.
The stabilizer is ready to use with the Hero5 Black, but a $30 harness is available for the Hero4 Silver and Black and one for the Hero5 Session arrives in 2017. Since the Grip connects directly to the camera’s USB-C and Micro-HDMI ports on its side, the two are completely integrated to give you both control and power from the handle.
GoPro Karma Grip is a handheld and mountable…
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On the handle you get buttons for power and changing shooting modes, adding highlight tags to your videos, starting and stopping recordings as well as a tilt-lock button that also gives you battery status. Normally the camera stays pointed forward regardless of how you hold the handle, but pressing the tilt-lock lets you aim the camera above or below the horizon and keep it at that angle. Double tapping it will lock the camera to follow a subject, so you can move around someone while keeping them framed in your shot.
There are no pan or tilt controls, though. The Grip also can’t stand on its own and there’s no tripod mount on the handle itself. Instead, GoPro includes a mounting ring that slips in between the handle and the stabilizer sections. The metal collar can attach to any GoPro mount or any other third-party mounts out there that use GoPro connectors.

A mounting ring lets you attach the Grip to any GoPro mount.
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Going a step further, GoPro will have an extension cable that connects between the stabilizer and handle. This way, you’ll be able to mount the stabilizer on a helmet, for example, while mounting the handle on your body or backpack for power and control.
The Grip has a built-in rechargeable battery rated for up to one hour and 45 minutes of use and takes six hours to fully power up with a 1-amp charger. That is crazy long considering it’s a non-removable battery, but GoPro offers a fast charger that promises to cut that time down to just under two hours. A USB-C port is used for charging the Grip and the camera, but can also transfer your shots without removing the camera.
The results speak for themselves. In the clip above, I mounted the Karma Grip with a Hero5 Black on the left strap of GoPro’s Seeker backpack. On the right, I attached a Hero5 Black directly to the right strap. Other than some slight movement when I rode over bumps, the video from the Grip is perfectly smooth and stays pointed forward.
The camera’s electronic image stabilization would have helped some (I didn’t have it on), but you have to drop the resolution to at least 2.7K and record at no more than 60 frames per second to use EIS. With the Karma Grip, you can set the camera’s resolution and frame rate to whatever you want.
Motor noise will get picked up by the camera’s mics, which you can’t hear in this scene over the traffic, but in very quiet shots you’ll hear it. It’s something I’ve experienced with all small stabilizers like this where the camera (be it GoPro, phone or otherwise) is mounted right next to the motors.

The standard GoPro mount lets you go hands-free with the Karma Grip.
Sarah Tew/CNET
A good motorized stabilizer like the Karma Grip makes a huge difference in your results and makes GoPro’s cameras that much more useful regardless of what you’re recording. There are other GoPro gimbals out there, but this one adds some versatility the company’s cameras are known for.



