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After spending a few hours with the PlayStation 5 and its completely redesigned DualSense controller, I can say with confidence that the new haptics and audio features certainly work — and could become integral to the gaming experience. But only if — and it’s a big if — developers truly embrace the tech.
The DualSense controller replaces the extremely familiar and beloved design of the DualShock, which has remained largely the same shape since the first one shipped for the original PlayStation 25 years ago.
While the general layout is the same, the feel of the new controller is significantly different and the appearance is aligned with the PS5’s distinctive but questionable hyper-futuristic look. I’m not entirely sold on the new shape but I’ve also had a long time to get used to the old one, so I’m withholding judgment while I work on the full review.
I can tell you right now though that there indeed are tiny PlayStation symbols all over this thing:
Shipping with every PS5 is Astro’s Playroom, which like Nintendoland and Wii Sports is intended to provide a reference experience for all the controller’s new features. It may not be quite as original or persistently enjoyable as Nintendo’s pack-ins (which still number among the best games for their platforms), but it’s a fun little playroom that does a good job showing off the DualSense.
The first and perhaps most immediately compelling feature is the haptic feedback on the trigger buttons, L2 and R2. It’s one of those things that when you feel it working, you immediately start thinking about how it could be used.
Image Credits: Sony
What it does is allow not just precision vibration but actual resistance to be added to the triggers, something that sounds vague in theory but is very easy to grasp, so to speak, in practice.
For instance, in the setup process for Astro’s Playroom the feature is introduced by simply asking you to pull the triggers and feel it. You’ll certainly have pulled them before that, so you know that they’re nearly frictionless normally. But suddenly they’re pushing back against your finger — then a click, and the resistance is gone.
“What is this sorcery?” I recall saying out loud at the time, or something like it but more profane. It really is that immediately compelling.
Later, in the first stage I tried of the game, your little robot jumps into a sort of spring suit (a metal spring, not a linen two-piece) and you have to pull the trigger to make it jump. The haptics in this case truly give a feel of compressing something (though, having played with springs before, I know they don’t feel like this), and importantly give you a non-visual, intuitive indicator of how far you’ve depressed the trigger. My brain was quicker to register how far I’d pulled it with the combination of sound, haptics and graphics than graphics alone. And because the feeling is localized to the trigger you’re using, there’s no confusion with the greater vibrations of the all-purpose rumble system.
The Switch’s Joy-Cons have a sort of precision haptics in them, and while the demo of that feature was interesting — feeling little objects rattle around “inside” the controller — it’s actually quite hard to think of ways it could be used in gameplay. And indeed few games have done so, though to be fair rumble in general is probably better because of it.
In the DualSense’s case, I was immediately thinking, “this would be great for…” and wishing I’d had it in this or that game in the past. It opens up possibilities I’ve never liked the idea of, like “pull the trigger halfway to do one thing, all the way to do another. It’s also potentially a great accessibility feature.
Having a speaker and microphone in the controller is nothing new, though they appear to have been upgraded for the DualSense. Few games have been able to use these features properly, and Astro’s Playroom resorts to the old “blow on the controller to make a propeller go” thing. I can’t imagine anyone wanting to do that in any real game — but why can’t I yell “Go, cyberdog! Attack the monster on the right” to direct my (sadly fictitious) companion, or something like that?
Unfortunately that gets to the heart of what makes even the excellent haptic feature a potentially lost cause. Developers need to design for them in a big way, and that’s difficult when you can’t guarantee that people will want or be able to use them. Not only that, but if you want to release on Xbox and PC too, you have to remove them. So they become optional features… and since they’re optional, they can’t be integrated into the game as deeply to begin with, making them less compelling overall. It’s happened over and over with various innovations gaming companies have come up with over the years, and it may happen with this generation’s gimmicks as well.
Sony’s best bet is to make integration painless and highly incentivized, though it’s hard to imagine how multi-platform developers like Ubisoft can do much more than the minimum. Serious use will likely be limited to a handful of top-shelf Sony-funded PS5 exclusives that players will marvel at.
It’s an interesting new gameplay feature, but hardly one that screams “next-generation.” Indeed little about the next consoles from Sony or Microsoft screams that except the specs. That doesn’t mean they aren’t worth buying — but don’t expect anything transformative.
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Analogue’s beautiful, functional retro gaming consoles provide a sort of “archival quality” alternative to the cheap mini-consoles proliferating these days. The latest system to be resurrected by the company is the ill-fated, but still well-thought-of TurboGrafx-16 or PC Engine.
The Duo, as Analogue’s device is called, is named after a later version of the TurboGrafx-16 that included its expensive CD-ROM add-on — and indeed the new Duo supports both game cards and CDs, provided they have survived all this time without getting scratched.
Like the rest of Analogue’s consoles, and unlike the popular SNES and NES Classic Editions from Nintendo (and indeed the new TurboGrafx-16 Mini), the Duo does not use emulation in any way. Instead, it’s a painstaking recreation of the original hardware, with tweaks to introduce modern conveniences like high-definition video, wireless controllers and improvements to reliability, and so on.
As a bonus, it’s all done in FPGA, which implies that this hardware is truly one of a kind in service of remaking the console accurately. Games should play exactly as they would have on the original hardware, down to the annoying glitches and slowdowns of that era of consoles.
And what games! Well, actually, few of them ever reached the status of their competitors on Nintendo and Sega consoles here in the U.S., where the TurboGrafx-16 sold poorly. But titles like Bonk’s Adventure, Bomberman ’93, Ninja Spirit, Splatterhouse and Devil’s Crush should be played more widely. Shmup fans like myself were spoiled with originals and arcade ports like R-Type and Blazing Lazers. The Ys series also got its start on the PC Engine (if you could afford the CD attachment). Here’s a good retrospective.
Analogue’s consoles are made for collectors who would prefer not to have to baby their original hardware, or want to upscale the signal and play wirelessly without too much fuss. I still have my original SNES, but 240p just doesn’t look as crisp as it did on a 15-inch CRT in the ’90s.
At $199, it’s more expensive than finding one at a garage sale, but good luck with that. The original and its CD add-on cost a fortune, so if you think about it from that perspective, this is a real bargain. Analogue says limited quantities are available, and will be shipping in 2021.
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People who rely on gaze-tracking to interact with their devices on an everyday basis now have a powerful new tool in their arsenal: Google Assistant. Substituting gaze for its original voice-based interface, the Assistant’s multiple integrations and communication tools should improve the capabilities of the Tobii Dynavox devices it now works on.
Assistant will now be possible to add as a tile on Tobii’s eye-tracking tablets and mobile apps, which present a large customizable grid of commonly used items that the user can look at to activate. It acts as an intermediary with a large collection of other software and hardware interfaces that Google supports.
For instance, smart home appliances — which can be incredibly useful for people with certain disabilities — may not have an easily accessible interface for the gaze-tracking device, necessitating other means or perhaps limiting what actions a user can take. Google Assistant works with tons of that stuff out of the box.
“Being able to control the things around you and ‘the world’ is central to many of our users,” said Tobii Dynavox’s CEO, Fredrik Ruben. “The Google assistant ecosystem provides almost endless possibilities — and provides a lot of normalcy to our community of users.”
Users will be able to set up Assistant tiles for commands or apps, and automate inquiries like “what’s on my calendar today?” The setup process just requires a Google account, and then the gaze-tracking device (in this case Tobii Dynavox’s mystifyingly named Snap Core First app) has to be added to the Google Home app as a smart speaker/display. Then Assistant tiles can be added to the interface and customized with whatever commands would ordinarily be spoken.
Ruben said the integration of Google’s software was “technically straightforward.” “Because our software itself is already built to support a wide variety of access needs and is set up to accommodate launching third-party services, there was a natural fit between our software and Google Assistant’s services,” he explained.
Tobii’s built-in library of icons (things like lights with an up arrow, a door being opened or closed and other visual representations of actions) can also be applied easily to the Assistant shortcuts.
For Google’s part, this is just the latest in a series of interesting accessibility services the company has developed, including live transcription, detection when sign language is being used in group video calls and speech recognition that accommodates non-standard voices and people with impediments. Much of the web is not remotely accessible but at least the major tech companies put in some good work now and then to help.
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The Sustainable Ocean Alliance and its Ocean Solutions Accelerator take on the problems facing our planet’s waters, and the latest cohort of companies in the latter show a fresh slate of issues to address and resources to utilize. From reef rehabilitation to a “Fitbit for fishing boats,” they’re trying to fix things up in the oceans or at least mitigate the damage we’re doing down there.
The accelerator’s four week, all-virtual (like all of them these days) program focuses on the unique challenges faced by social good companies in this space.
“Startups in the sector are still struggling to find adequate funding during the early phases of operations,” the accelerator’s co-founder Craig Dudenhoffer told TechCrunch in an email. “Many of the solutions (especially hardware) are costly to produce and take a heavy upfront cash investment. We found that out of the hundreds of applicants, only a fraction had received substantial investments. We believe more investors need to educate themselves on opportunities in the ocean sector.”
The SOA team selected nine companies for this wave, only three of which are U.S.-based. “This year, in spite of the COVID-19 pandemic, we saw our largest and most diverse applicant pool to date,” said Dudenhoffer in the release announcing the companies. “I was particularly encouraged by this year’s applicant pool to see the varying types of solutions, as well as an increase in the number of entrepreneurs that are actively building technologies to address the critical challenges that face the ocean.”
SOA founder Daniela Fernandez recently noted that their area of operation is especially international, so keeping things virtual actually opens up a lot of possibilities, especially for smaller companies that can’t afford to temporarily relocate. “It gives you so many options and makes it far more inclusive,” she told me. “Everybody just has more flexibility and tranquility. So I believe we were headed in that direction anyway.”
Here are the nine lucky companies:
The companies will get the tender loving care lavished on all the new accelerator’s participants, but possibly also a bit of harsh reality as they learn the difficulties of being an ethics-focused company with long-term goals in a capitalist system that demands almost immediate returns. One of the most important steps in building one of these companies seems to be getting over this demoralizing hump and seeing the possibilities in spite of the difficulties.
A demo day is scheduled for November 5, which is good timing because probably nothing else will be happening around then.
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Apple has just released the final version of iOS 14, the next major version of the operating system for the iPhone. It is a free download and it works with the iPhone 6s or later, both generations of iPhone SE and the most recent iPod touch model. If your device runs iOS 13, it supports iOS 14. The update may or may not be immediately available, but keep checking because people are now receiving the update.
The company is also releasing major updates for the iPad, Apple Watch and Apple TV today. So you can expect some new features with iPadOS 14, tvOS 14 and watchOS 7 as well.
The release of those updates caught many developers by surprise. Apple announced yesterday that iOS 14 would be ready for prime time today. Usually, the company announces the release date a week or two in advance. This way, developers have enough time to fix the last remaining bugs and submit updates to the App Store.
If you update your iPhone today, don’t be surprised if you encounter a few bugs here and there from third-party apps. There are some major changes under the hood and nobody expected such a short turnaround.
The update is currently rolling out and is available both over-the-air in the Settings app, and by plugging your device into iTunes for a wired update. But first, back up your device. Make sure your iCloud backup is up to date by opening the Settings app on your iPhone or iPad and tapping on your account information at the top and then on your device name. Additionally, you can also plug your iOS device into your computer to do a manual backup in iTunes (or do both, really).
Don’t forget to encrypt your backup in iTunes. It is much safer if somebody hacks your computer. And encrypted backups include saved passwords and health data. This way, you don’t have to reconnect to all your online accounts.
Once this is done, you should go to the Settings app, then ‘General’ and then ‘Software Update.’ Then you should see ‘Update Requested…’ It will then automatically start downloading once the download is available.
The biggest change of iOS 14 is the introduction of widgets on the home screen, a new App Library to browse all your apps and the ability to run App Clips — those are mini apps that feature a small part of an app and that you can run without installing anything.
There are also many refinements across the board, such as new features for Messages, with a big focus on groups with @-mentions and replies, a new Translate app that works on your device, cycling directions in Apple Maps in some cities and various improvements in Notes, Reminders, Weather, Home and more.
If you want to learn more about iOS 14, I looked at some of the features in the new version earlier this summer:
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Microsoft has concluded a years-long experiment involving use of a shipping container-sized underwater data center, placed on the sea floor off the cost of Scotland’s Orkney Islands. The company pulled its “Project Natick” underwater data warehouse up out of the water earlier this year (at the beginning of the summer) and spent the last few months studying the data center, and the air it contained, to determine the model’s viability.
The results not only showed that using these offshore submerged data centers seems to work well in terms of performance, but also revealed that the servers contained within the data center proved to be up to eight times more reliable than their dry-land counterparts. Researchers will be looking into exactly what was responsible for this greater reliability rate in the hopes of also translating those advantages to land-based server farms for increased performance and efficiency across the board.
Other advantages included being able to operate with greater power efficiency, especially in regions where the grid on land is not considered reliable enough for sustained operation. That’s due in part to the decreased need for artificial cooling for the servers located within the data farm because of the conditions at the sea floor. The Orkney Island area is covered by a 100% renewable grid supplied by both wind and solar, and while variances in the availability of both power sources would’ve proven a challenge for the infrastructure power requirements of a traditional, overland data center in the same region, the grid was more than sufficient for the same size operation underwater.
Microsoft’s Natick experiment was meant to show that portable, flexible data center deployments in coastal areas around the world could prove a modular way to scale up data center needs while keeping energy and operation costs low, all while providing smaller data centers closer to where customers need them, instead of routing everything to centralized hubs. So far, the project seems to have done spectacularly well at showing that. Next, the company will look into seeing how it can scale up the size and performance of these data centers by linking more than one together to combine their capabilities.
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Nreal, one of the most-watched mixed reality startups in China, just secured $40 million from a group of high-profile investors in a Series B round that could potentially bring more adoption to its portable augmented headsets.
Kuaishou, the archrival to TikTok’s Chinese version Douyin, led the round, marking yet another video platform to establish links with Nreal, following existing investor iQiyi, China’s own Netflix. Like other major video streaming sites around the world, Kuaishou and iQiyi have dabbled in making augmented reality content, and securing a hardware partner will no doubt be instrumental to their early experiments.
Other backers in the round with plentiful industry resources include GP Capital, which counts state-owned financial holding group Shanghai International Group and major Chinese movie studio Hengdian Group as investors; CCEIF Fund, set up by state-owned telecom equipment maker China Electronics Corporation and state-backed investment bank China International Capital Corporation; GL Ventures, the early-stage fund set up by prominent private equity firm Hillhouse Capital; and Sequoia Capital China.
In early 2019, Nreal brought onboard Xiaomi founder’s venture fund Shunwei Capital for its $15 million Series A funding. As I wrote at the time, AR, VR, MR, XR — whichever marketing coinage you prefer — will certainly be a key piece in Xiaomi’s Internet of Things empire. It’s not hard to see the phone titan sourcing smart glasses from Nreal down the road.
The other key partner of Nreal, a three-year-old company, is Qualcomm . The chipmaker has played an active part in China’s 5G rollout, powering major Chinese phone makers’ next-gen handsets. It supplies Nreal with its Snapdragon processors, allowing the startup’s lightweight mixed reality glasses to easily plug into an Android phone.
“Its closer partnership with Qualcomm will allow it to access Qualcomm’s network of customers, including telecoms companies,” Seewan Toong, an industry consultant on AR and VR, told TechCrunch.
Indeed, the mixed reality developer has already signed a deal with Japanese telco KDDI and in Korea, it’s working with LG’s cellular carrier LG Uplus Corp.
The latest round brings Nreal’s total raise to more than $70 million and will accelerate mass adoption of its mixed reality technology in the 5G era, the company said.
It remains to be seen how Nreal will live up to its promise, secure users at scale and move beyond being a mere poster child for tech giants’ mixed reality ambitions. So far its deals with big telcos are in a way reminiscent of that of Magic Leap, which has been in a legal spat with Nreal, though the Chinese company appears to burn through less cash so far. The troubled American company is currently pivoting to relying on enterprise customers after failing to crack the consumer market.
“Nreal is patient and not in a rush to show they can start selling high volume. It’s trying to prove that there’s a user scenario for its technology,” said Toong.
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It has always been considered a matter of if, and not when, Nintendo would begin capitalizing in earnest on content from beyond the SNES generation. The company is finally showing its intent to do so today — but with an uneven approach that leaves some fans worried about its intentions for other all-time gaming classics from the 64-bit era and beyond.
In a celebratory video of 35 years of Super Mario Bros. history, Nintendo announced a litter of new and old games starring its iconic plumber protagonist.
Some of its announcements were very Nintendo, in a good way. Making a Mario Kart that, like the Labo DIY projects, bridges the gap between reality and game is a brilliant idea and very unlike what others in console gaming are doing. And the retro-style “Game & Watch” handheld pre-loaded with Super Mario Bros. and the Lost Levels will no doubt be a popular gift this holiday season.
Nintendo also demonstrated a willingness to experiment with its oldest and in some ways most conservative franchise with Super Mario Bros. 35, a sort of battle royale version of the original game where 35 players compete on the same level, sending hazards to one another and attempting to finish with a variety of win conditions. A logical sequel to Tetris 99, which applied a similar transformation to everyone’s favorite block-based puzzler, and potentially a lot of fun.
But when it came to bringing fan favorites from the N64 and GameCube to the Switch, the company left much to be desired.
Nintendo’s approach to resurrecting its back catalog has been haphazard: Giving away NES and SNES games for free to Nintendo Online subscribers is a nice bonus in a way, but many players have already paid for those games on previous consoles, perhaps multiple times. Why, players have asked, can’t someone just bring their purchase of Kid Icarus over from the Wii’s Virtual Console to the Switch and play it without a subscription? Nintendo has never provided a good answer to this; in the SNES Mini it has provided an excellent alternative — though of course it means buying the game yet again.
The question on countless players’ minds was: Will Nintendo add N64 titles to the library of past-generation games for anyone to access, or gussy them up and sell them separately? With both Mario and Zelda’s 35th anniversaries approaching, this was a very material concern.
As it turns out, Nintendo has somehow threaded the needle with a solution seemingly made to leave everyone wanting something more.
The Super Mario 3D All-Stars collection includes Super Mario 64, Super Mario Sunshine and Super Mario Galaxy, from the N64, GameCube and Wii respectively, and has a full-size $60 price tag. These are all great games, obviously. But being classics doesn’t mean there’s no way to update them for modern audiences.
Take Mario 64. Universally beloved and hugely influential, it is nevertheless a bit long in the tooth in some ways. But the Mario 64 in All-Stars is only brought up to the barest standard of playability on modern consoles: It works with current Switch controllers and runs at an updated resolution. They didn’t even bother changing the original 4:3 aspect ratio!
Amazingly, Nintendo didn’t even include the substantial upgrades it made itself for the DS re-release of the game. As with the original All-Stars for SNES, which included re-drawn sprites and other improvements, this was an opportunity to show the quality of these games while also doing right by fans who have for years had to resort to emulators and mods to make the games suitable for 21st-century consumption.
Instead Nintendo has opted to do the absolute minimum while charging the absolute maximum. What’s more, there seems to be some kind of limited availability that the company hasn’t quite made clear — what goes on sale in a couple weeks will only be available until March of next year. Then what? Nintendo hasn’t said. (I’ve asked for clarification and will update this article if I hear back.)
Long-time customers will not be surprised by Nintendo’s oblique strategy and seeming lack of ambition here. The company has institutionalized a unique combination of extreme conservatism and eye-popping risk-taking. Overdeliver with one hand and underdeliver with the other is Nintendo’s approach, and it was hoped by many players that the former hand would be the one with the Mario anniversary content in it.
It’s troubling not simply because there’s one game that doesn’t justify its price tag good value, but because it signals an underwhelming approach to the entire library of Nintendo classics. With the 35th anniversary of other beloved franchises on the horizon — Zelda and Metroid, for a start — it is a legitimate worry that Nintendo may likewise let down the fan base.
Sure, it may sound a bit like the notorious entitlement expressed by gamers over things like microtransactions, exclusivity agreements and so on. But with Nintendo and these very important titles from its vault, expectations are justifiably different.
With almost no releases on third-party platforms and an aggressive approach to shutting down what it views as IP offenses, Nintendo exercises an iron grip over its content, especially its crown jewels, Mario and Zelda. If we are ever to receive an improved version of Mario 64, or Sunshine, or for that matter Ocarina of Time, not to speak of dozens of other classics, Nintendo is the only one that can provide it.
Sometimes that means a beautiful total redo of a game like Link’s Awakening. But at other times it means we must make do with scraps from the table, as with the arbitrary trickle of NES and SNES games coming to Nintendo Switch Online (itself a bundle of scraps compared with other console subscriptions, it must be said). Everyone right now is thinking that the inevitable Zelda collection will be equally bare bones (and expensive).
The dream players have for decades cherished for example, a multiplayer Mario 64, will never emerge in the wilds of the internet because Nintendo will swoop in with a cease and desist in record time. So they must rely on the company to make those dreams come true, and it is remarkably inconsistent in doing so.
The treasure chest of games Nintendo has just opened the lid on is potentially a source for years of content and will partly define the company’s overarching strategy going forward. But it makes gamers nervous to see Nintendo aiming at their wallets instead of their hearts. Usually it’s at least both.
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Apple has filed legal documents opposing Epic’s attempt to have itself reinstated in the iOS App Store, after having been kicked out last week for flouting its rules. Apple characterizes the entire thing as a “carefully orchestrated, multi-faceted campaign” aimed at circumventing — perhaps permanently — the 30% cut it demands for the privilege of doing business on iOS.
Epic last week slyly introduced a way to make in-app purchases in its popular game Fortnite without going through Apple. This is plainly against the rules, and Apple soon kicked the game, and the company’s other accounts, off the App Store. Obviously having anticipated this, Epic then published a parody of Apple’s famous 1984 ad, filed a lawsuit and began executing what Apple describes quite accurately as “a carefully orchestrated, multi-faceted campaign.”
In fact, as Apple notes in its challenge, Epic CEO Tim Sweeney emailed ahead of time to let Apple know what his company had planned. From Apple’s filing:
Around 2am on August 13, Mr. Sweeney of Epic wrote to Apple stating its intent to breach Epic’s agreements:
“Epic will no longer adhere to Apple’s payment processing restrictions.”
This was after months of attempts at negotiations in which, according to declarations from Apple’s Phil Schiller, Epic attempted to coax a “side letter” from Apple granting Epic special dispensation. This contradicts claims by Sweeney that Epic never asked for a special deal. From Schiller’s declaration:
Specifically, on June 30, 2020, Epic’s CEO Tim Sweeney wrote my colleagues and me an email asking for a “side letter” from Apple that would create a special deal for only Epic that would fundamentally change the way in which Epic offers apps on Apple’s iOS platform.
In this email, Mr. Sweeney expressly acknowledged that his proposed changes would be in direct breach of multiple terms of the agreements between Epic and Apple. Mr. Sweeney acknowledged that Epic could not implement its proposal unless the agreements between Epic and Apple were modified.
One prong of Epic’s assault was a request for courts to grant a “temporary restraining order,” or TRO, a legal procedure for use in emergencies where a party’s actions are unlawful, a suit to show their illegality is pending and likely to succeed, and those actions should be proactively reversed because they will cause “irreparable harm.”
If Epic’s request were to be successful, Apple would be forced to reinstate Fortnite and allow its in-game store to operate outside of the App Store’s rules. As you might imagine, this would be disastrous for Apple — not only would its rules have been deliberately ignored, but a court would have placed its imprimatur on the idea that those rules may even be illegal. So it is essential that Apple slap down this particular legal challenge quickly and comprehensively.
Apple’s filing challenges the TRO request on several grounds. First, it contends that there is no real “emergency” or “irreparable harm” because the entire situation was concocted and voluntarily initiated by Epic:
Having decided that it would rather enjoy the benefits of the App Store without paying for them, Epic has breached its contracts with Apple, using its own customers and Apple’s users as leverage.
But the “emergency” is entirely of Epic’s own making…it knew full well what would happen and, in so doing, has knowingly and purposefully created the harm to game players and developers it now asks the Court to step in and remedy.
Epic’s complaint that Apple banned its Unreal Engine accounts as well as Fortnite related ones, Apple notes, is not unusual, considering the accounts share tax IDs, emails and so on. It’s the same “user,” for their purposes. Apple also says it gave Epic ample warning and opportunity to correct its actions before a ban took place. (Apple, after all, makes a great deal of money from the app as well.)
Apple also questions the likelihood of Epic’s main lawsuit (independent of the TRO request) succeeding on its merits — namely that Apple is exercising monopoly power in its rent-collecting on the App Store:
[Epic’s] logic would make monopolies of Microsoft, Sony and Nintendo, just to name a few.
Epic’s antitrust theories, like its orchestrated campaign, are a transparent veneer for its effort to co-opt for itself the benefits of the App Store without paying or complying with important requirements that are critical to protect user safety, security,
and privacy.
Lastly Apple notes that there is no benefit to the public interest to providing the TRO — unlike if, for example, Apple’s actions had prevented emergency calls from working or the like, and there was a serious safety concern:
All of that alleged injury for which Epic improperly seeks emergency relief could disappear tomorrow if Epic cured its breach…All of this can happen without any intervention of the Court or expenditure of judicial resources. And Epic would be free to pursue its primary lawsuit.
Although Apple eschews speculating further in its filings, one source close to the matter suggested that it is of paramount importance to that company to avoid the possibility of Epic or anyone else establishing their own independent app stores on iOS. A legal precedent would go a long way toward clearing the way for such a thing, so this is potentially an existential threat for Apple’s long-toothed but extremely profitable business model.
The conflict with Epic is only the latest in a series going back years in which companies challenged Apple’s right to control and profit from what amounts to a totally separate marketplace.
Most recently Microsoft’s xCloud app was denied entry to the App Store because it amounted to a marketplace for games that Apple could not feasibly vet individually. Given this kind of functionality is very much the type of thing consumers want these days, the decision was not popular. Other developers, industries and platforms have challenged Apple on various fronts as well, to the point where the company has promised to create a formal process for challenging its rules.
But of course, even the rule-challenging process is bound by Apple’s rules.
You can read the full Apple filing below:
Epic v. Apple 4:20-cv-05640… by TechCrunch on Scribd
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The automotive industry is knee deep in the vast transition to electric, but one place where gas is still going strong is out on the water. Seattle startup Zin Boats wants to start what you might call a sea change by showing, as Tesla did with cars, that an electric boat can be not just better for the planet, but better in almost every other way as well.
With a minimalist design like a silver bullet, built almost entirely from carbon fiber, the 20-foot Z2R is less than half the weight of comparable craft, letting it take off like a shot and handle easily, while also traveling a hundred miles on a charge — and you can fill the “tank” for about five bucks in an hour or so.
Waiting for the other shoe to drop? Well, it ain’t cheap. But then, few boats are.
Piotr Zin, the company’s namesake, has been designing racing sailboats for 20 years, while working in industrial design at BMW, GM and other major companies. Soon after settling down on a houseboat on Seattle’s Lake Union, he realized that the waterways he had enjoyed his whole life might not exist for the next generation.
(Disclosure: Zin actually moved in next door to my mother, and I happened to find out he was working on this while visiting her.)
“The reason I started working on electric boats specifically is because I had a kid, and I had a come to Jesus moment,” he told me. “I realized: If we’re not going to do something personally about the quality of the water we live in, it’s not going to be here when my kid is my age.”
Traditional gas-powered boats are very much a product of the distant past, like running a ’70s-era car half underwater. Surprisingly, electric boats are equally old. Like electric cars, they enjoyed a brief vogue in the early 20th century. And likewise they were never considered viable for “real” boating until quite recently.
Like most things, it comes down to physics: “The power required to move a boat, versus the power to move a car, is absolutely enormous,” Zin explained. “It’s like driving a car in first gear at full throttle all the time.”
That level of draw limited electric boats to being the aquatic equivalent of golf carts — in fact, carts and some of the more popular old-school electric boats share many components. If you’ve ridden in one, it was probably a Duffy, which has made models for puttering around lakes at 3-4 knots since the ’60s. Perfectly pleasant, but not exactly thrilling.
“We tested this boat to 55, but decided not to sell that to people. It’s just insane.”
What changed everything was the increasing density and falling cost of lithium-ion batteries. The Z2R uses BMW batteries mated to a custom Torqeedo engine, and at cruising speeds (say 15 knots) can go a hundred miles or more. It recharges using anything from an ordinary wall plug to the high-amperage charging cables found at most marinas, in which case it will put another 50 miles in the tank while you eat a sandwich.
Considering traditional boats’ fuel efficiency and the rising price of marine gas, going electric might save a boat owner thousands every year. (Maintenance is also practically non-existent; Zin advised hosing it down once in a while.)
But it’s also more than capable of going extremely fast.
“The top speed is way over 30 knots,” Zin noted. “We tested this boat to 55, but decided not to sell that to people. It’s just insane.”
Having ridden in it myself, I can confirm that the Z2R really jumps off the line in a level-bottomed way that, compounded by its near silence, seems impossible. Just as Tesla’s consumer sedans compete with Lamborghinis in 0-60 times, the instantaneous response is almost frightening.
“The boat was designed around the battery. The unique part of using an electric system is we can put the motor anywhere we want,” Zin said. By sitting it flat on the bottom, the center of gravity is lowered and weight distribution evened out compared to most speedboats. “You look at a lot of traditional boats’ builds, they kind of cram everything in the back. Then when you put the hammer down, you can’t see anything for five seconds. In this boat, there’s no bow rise — it sits flat.”
Being so level means there’s almost no risk of overturning it, or many of the other failure modes resulting from lopsided designs that misbehave at speed. Simplicity of operation and surprising performance seem to be a family characteristic of electric vehicles.
“Most builders aren’t about innovation, they’re about ‘this is how we do it.’ “
Zin is proud to have designed the boat himself from scratch, using both high-performance fluid dynamics software and scale models to work out the shape of the hull.
“Boat building is a very traditional business. Most builders aren’t about innovation, they’re about ‘this is how we do it.’ ” Zin said. “But there’s a huge advantage in being able to use these tools. The computing power that we have in video cards just in the last few years, mainly because of the gaming industry, has pushed what’s possible further and further.”
Previously, large computational fluid dynamics suites would have users submit their parameters and pick a few milestone speeds at X thousand dollars per data point — 10 knots, 20 knots, etc. The way the water would react to the boat and vice versa would be calculated at those speeds and extrapolated for speeds in between. But with increases in computing power, that’s no longer necessary, as Zin ended up proving to a commercial CFD software provider when he used a separate compute stack to calculate the water’s behavior continuously at all speeds and in high definition.
“Right now you can run the boat [in the simulation] at any speed you want and see the way the water will spray, including little droplets. And then you can tweak the shape of your hull to make sure those droplets don’t hit the passengers,” he said. “It’s not exactly the way most boat designers would do it. So utilizing high-end software that was not really being given its full potential was amazing.”
Building practically everything out of carbon fiber (an ordeal of its own) puts the whole boat at around 1,750 pounds — normally a 20-foot boat would be twice that or more. That’s crucial for making sure the boat can go long distances; range anxiety is if anything a bigger problem on the water than on the road. And of course it means it’s quick and easy to control.
Yet the boat hardly screams speed. The large open cockpit is flat and spacious, with only a steering wheel, throttle and screens with friendly readouts for range, media controls GPS and so on. There’s no vibration or engine roar. No aesthetic choices like stripes or lines suggest its explosive performance. The wood veneer (to save weight — and it’s tuned to the speakers to provide better sound) floor and cream leather upholstery make it feel more like a floating Mercedes.
That’s not an accident. Zin’s first customers are the type of people who can afford a boat that costs $250,000 or so. He compared it to Tesla’s Roadster: A showy vehicle aimed at the high end that will fund and prove out the demand for a more practical one — an open-bow tender model Zin is already designing that will cost more like $175,000.
The target consumer is one who has money and an eco-conscious outlook — either of their own or by necessity.
“There are a lot of inquiries from Europe, where the environmental restrictions are stricter than in North America. But we also have a number of pristine lakes that are electric-only for the purpose of keeping them clean,” Zin explained. “So if you live on a lake in Montana that’s electric-only, you have the option to go at five knots, and you can’t even cross the lake because the boat is so slow… or you can have a fully functional powerboat that you can water ski behind, the same speeds you get in a gas power boat, but it’s absolutely emissions free. I mean, this boat is as clean as it gets — there’s zero oil, zero gasoline, zero anything that will get into the water.”
It really made me wonder why the whole industry didn’t go electric years ago. And in fact there are a few competitors, but they tend to be even more niche or piecemeal jobs, mating an electric engine to an existing hull and saying it’s an electric boat that goes 50 knots. And it does — for five or 10 minutes. Or there are custom boat builders who will create something quite nice for a Zin-type customer — head on over to Monte Carlo and buy one at auction for a couple million bucks.
Zin sees his boat as the first one to check every box and a few that weren’t there before. As fast as a powerboat but nearly silent; same range but a fraction of the price to get there; handles like a dream but requires practically no maintenance. It’s as smart as the smartest car, limiting its speed based on the waterway, automatically adjusting itself to stay within range of a safe harbor or charger, over-the-air updates to the software anywhere in the world. I didn’t even get a chance to ask about its self-driving capabilities.
As a first-time founder, a technical one at that, of a hardware company, Zin has his work cut out for him. He’s raised seed money to get the prototype and production model ready, but needs capital to start filling his existing orders faster. Like many other startups, he was just gearing up to go all out when the pandemic struck, shutting down production completely. But they’re just about ready to start manufacturing again.
“I realized that there isn’t such a thing as a boat company any more,” said Zin. “Part of what we do is to build that shell that holds everything, and it happens to be moving through the water, which makes it a boat, but that’s really where the boating part of it ends. It’s really a technology hub, and my company is not just a boat company, it has to be a technology company.”
He said that his investors understand that this isn’t a one-off toy but the beginnings of an incredibly valuable IP that — well, with Tesla’s success, the pitch writes itself.
“We don’t only have a plan like, just make one really fast boat,” Zin concluded. “We know what we want to do with this technology right now, we know what we’re going to do with this technology in 24 months, and 48 months; I wish I could show you some of this stuff. It’s tough, and we need to survive this year, but this is just the start.”
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