https://www.cnet.com/news/apple-iphone-11-pro-max-specs-vs-xr-xs-max-colors-specs-new-price-camera-storage-a13-bionic-features/
2019-09-13 06:23:00Z
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(Reuters) - When Apple Inc (AAPL.O) introduced its triple-camera iPhone this week, marketing chief Phil Schiller waxed on about the device’s ability to create the perfect photograph by weaving it together with eight separate exposures captured before the main shot, a feat of “computational photography mad science.”
FILE PHOTO: CEO Tim Cook presents the new iPhone 11 Pro at an Apple event at their headquarters in Cupertino, California, U.S. September 10, 2019. REUTERS/Stephen Lam - HP1EF9A1EM211
“When you press the shutter button it takes one long exposure, and then in just one second the neural engine analyzes the fused combination of long and short images, picking the best among them, selecting all the pixels, and pixel by pixel, going through 24 million pixels to optimize for detail and low noise,” Schiller said, describing a feature called “Deep Fusion” that will ship later this fall.
It was the kind of technical digression that, in years past, might have been reserved for design chief Jony Ive’s narration of a precision aluminum milling process to produce the iPhone’s clean lines. But in this case, Schiller, the company’s most enthusiastic photographer, was heaping his highest praise on custom silicon and artificial intelligence software.
The technology industry’s battleground for smartphone cameras has moved inside the phone, where sophisticated artificial intelligence software and special chips play a major role in how a phone’s photos look.
“Cameras and displays sell phones,” said Julie Ask, vice president and principal analyst at Forrester.
Apple added a third lens to the iPhone 11 Pro model, matching the three-camera setup of rivals like Samsung Electronics Co Ltd (005930.KS) and Huawei Technologies Co Ltd [HWT.UL], already a feature on their flagship models.
But Apple also played catch-up inside the phone, with some features such as “night mode,” a setting designed to make low-light photos look better. Apple will add that mode to its new phones when they ship on Sept. 20, but Huawei and Alphabet Inc’s (GOOGL.O) Google Pixel have had similar features since last year.
In making photos look better, Apple is trying to gain an advantage by way of the custom chip that powers its phone. During the iPhone 11 Pro launch, executives spent more time talking its processor - dubbed the A13 Bionic - than the specs of the newly added lens.
A special portion of that chip called the “neural engine,” which is reserved for artificial intelligence tasks, aims to help the iPhone take better, sharper pictures in challenging lighting situations.
Samsung and Huawei also design custom chips for their phones, and even Google has custom “Visual Core” silicon that helps with its Pixel’s photography tasks.
Ryan Reith, the program vice president for research firm IDC’s mobile device tracking program, said that has created an expensive game in which only phone makers with enough resources to create custom chips and software can afford to invest in custom camera systems that set their devices apart.
Even very cheap handsets now feature two and three cameras on the back of the phone, he said, but it is the chips and software that play a huge role in whether the resulting images look stunning or so-so.
“Owning the stack today in smartphones and chipsets is more important than it’s ever been, because the outside of the phone is commodities,” Reith said.
The custom chips and software powering the new camera system take years to develop. But in Apple’s case, the research and development work could prove useful later in products such as augmented reality glasses, which many industry experts believe Apple has under development.
“It’s all being built up for the bigger story down the line - augmented reality, starting in phones and eventually other products,” Reith said.
Reporting by Stephen Nellis in San Francisco; Editing by Lisa Shumaker
The iPhone 11 Pro and iPhone 11 Pro Max go up for preorder tomorrow. At the event, Apple touted the A13 Bionic as its fastest yet and now we have more visibility into what that means.
A supposed Geekbench report shows that the iPhone 11 Pro CPU is about 15% faster than the iPhone XS The benchmark also says that the chip has 4 GB of RAM; the same amount as found in iPhone XS and iPhone XS Max. However, this number is disputed …
Reliable leaker Onleaks tweeted that he believes the iPhone 11 Pro and iPhone 11 Pro Max have 6 GB of RAM, based on device certifications. He also notes the exact battery capacities for the models, ranging from 3110 mAH in the base iPhone 11 to 3500mAH in the Max.
For those who care about these details #Apple never share officially, seems like:
– #iPhone11 = 4GB RAM + 3110mAh battery (Xr = 3GB + 2942mAh)
– #iPhone11Pro = 6GB RAM + 3190mAh battery (Xs = 4GB RAM + 2658mAh)
– #iPhone11ProMax = 6GB RAM + 3500mAh (Xs Max = 4GB RAM + 3174mAh)— Steve H.McFly (@OnLeaks) September 12, 2019
Geekbench benchmarks can sometimes be faked, so we’ll have to wait a bit longer to know for sure. Apple itself does not disclose RAM specifications.
Assuming the Geekbench finding is legitimate, the benchmarks are related to the model identifier iPhone 12,3. This is the smaller iPhone 11 Pro, the 5.8-inch screen size.
Whilst we have not seen scores for the iPhone 11 Pro Max, we would expect near identical numbers as the performance delta between the high-end phones is usually negligible.
This benchmark shows single-core scores of 5472 and a multi-core score of 13769. A typical A12 chip in the iPhone XS can achieve scores of around 4780 and 11250, respectively.
Any specialized chip improvements, like the new matrix multiplication routines embedded in the A13 chip, are unlikely to be reflected in these raw CPU scores. However, it should give a decent idea of how much extra performance to expect from the 2019 iPhone.
An earlier benchmark showed that the iPhone XR successor, the iPhone 11, is also getting 4 GB RAM for this generation. For that model, that’s an extra 1 GB RAM year-over-year. The CPU performance improvement is similar to what we have seen today in the Pro benchmarks.
In 2016, HTC revealed the Vive VR headset to the world. In the years since, HTC has released several versions, like the Vive Pro, Vive Pro Eye and the standalone Vive Focus and Vive Focus Plus (for developers and businesses). Now it's ready to launch a brand-new headset aimed at consumers: the Vive Cosmos. It costs $699, which includes a trial subscription to Viveport Infinity; you'll get a 12-month trial if you pre-order before October 3rd, and a six-month one thereafter (The VR game service is usually $99 a year).
As hinted at earlier this year, the Cosmos is a vastly improved headset compared to the original. It features flip-up goggles, inside-out tracking, a modular faceplate, brand new controllers and the highest-res VR display on the market. Like the Vive Pro, it also has integrated headphones, but the ones on the Cosmos can be unplugged and swapped out for your own set of cans if you prefer.
It's worth noting that the Vive Cosmos is not a standalone headset; it still needs to be tethered to a PC. "I think there's a place for both PC and standalone experiences," said Dan O'Brien, president of HTC Vive in North America. "Mobile has made great strides over the years, but for right now, the problems that we can solve and the experiences we can deliver are just so much more powerful on the PC. The PC will always be up there." HTC does offer a Vive Wireless Adapter, which lets you untether from the PC, but it costs around $300 each.
In a demo at HTC's San Francisco office, I tried out the original Vive and the new Vive Cosmos, one after another, and it was stunning just how different the two headsets are. The overall ergonomics on the Cosmos are vastly improved. Putting it on is way easier, for example. While the original had different head-straps, the new headset uses a simpler halo-style system similar to the one on the Pro and PS VR, with an adjustable hard plastic backing and a single velcro strap on the top. An HTC employee slipped it on my head like a backward baseball cap, and with just a couple tweaks, I was ready to go. Comparatively, the Cosmos also feels a lot lighter.
What I really appreciate is that the Cosmos' goggles were configured to better fit a wider range of face shapes. For example, even though HTC said you could wear glasses with the original Vive, I always thought it was uncomfortable to do so -- mine would press against my eyes. With the new Cosmos, this was no problem at all; there was much more room. As with a lot of other headsets, there's also an IPD dial -- the one on the Cosmos is located on the right side -- which lets you adjust the distance between the lenses. And thanks to the overall padding, it felt snug but not tight. I felt like I could definitely wear it for hours on end.
Another big difference is that the eye area of the Cosmos actually flips up, so you can get back to "real" reality much quicker. While this sounds good in theory, I didn't like it in practice. When you flip the goggles up, the whole headset feels off-balance and front-heavy, as if it was about to slip off. The HTC representative said this was likely due to the slickness of my hair; the rear did not have as much grip on my head. I hardly think people with straight, long hair is a rarity, however, so I found this answer to be less than satisfactory.
If you want to see what's going on around you but you don't want to flip up the headset, there is an alternative. The Vive Cosmos has an integrated passthrough camera that lets you see what's around you without touching the headset. To enable it, either step outside of the digital boundaries (basically, step outside the virtual gridded wall) or double-tap the Vive button on the controller. The result is a terribly blurry view of your surroundings -- in my case, a living room in HTC's San Francisco office.
It was so blurry that I could barely make out people's faces. O'Brien admits that it's not very good at the moment. "It's quite primitive, now, yes," he said. The reason that it's so bad, however, is that Cosmos uses the same cameras for tracking and passthrough functions, and HTC decided to prioritize low latency over resolution to ensure responsive tracking. "But we intend to improve that over time," he added. That said, it was at least a quick way to jump in and out of VR if you needed to in a pinch.
That blurriness stands in stark contrast to the VR display inside the Cosmos. With all-new RGB LCD panels, a combined 2,880 x 1,700-pixel resolution (that's an 88 percent increase over the original), a 110-degree field-of-view and a 90Hz refresh rate, the result is the best VR display I've ever seen. With the original Vive headset, for example, the blue whale in the well-known Wevr: TheBlu demo looked huge and lifelike. With the Cosmos, however, it was much more so, making the whole experience even more immersive. It really did feel like the whale was right there next to me. I could see details I didn't see before, like wrinkles around its eyes and warts and imperfections on its skin. The colors also looked richer and more saturated; the blue was deeper and the shadows were darker and more nuanced.
One of the marquee features of the Vive Cosmos is that it has inside-out tracking. Six cameras on the headset allow it to track your movements without the need for external sensors. This worked quite well when I was trying out various applications. In Museum of Other Realities, in which I interacted with several exhibits in a virtual art museum, I could dive deep inside sculptures and move my head and body around without any noticeable limitations. Similarly, in a dance rhythm game called Audio Trip, I was able to move my hands and arms to the beat with hardly any lag. It was accurate at detecting the location of my hands and feet.
Additionally, the Cosmos features a new set of controllers that are built to be used with inside-out tracking. Instead of wands, they look similar to the controls on the Oculus Rift, with the circular sensor loops, albeit with a slightly different configuration -- the buttons are inside the loop instead of on top of the loop. Each controller has a grip button, a couple of trigger buttons, and now, analog joysticks (which have replaced the touchpads). HTC also included A, B, X and Y buttons, which should be familiar to anyone who's held an Xbox controller.
In a departure from other VR headsets, the Vive Cosmos also features modular faceplates. The idea is that over time HTC will release faceplates that add functionality. At launch, HTC will release the Vive Cosmos External Tracking mod faceplate, which lets you use the Vive Cosmos with HTC's Lighthouse base stations. By itself, the Cosmos offers only 310-degree tracking of the room (which is still pretty good), but with the addition of the External Tracking faceplate and the extra sensors, you'll be able to get 360-degree tracking of the whole room. This mod supports Vive's ecosystem of peripherals such as the Vive Tracker as well. It'll be available starting next year.
Aside from the hardware, the other big feature of the Cosmos is that it's the first HTC VR headset to ship with the Vive Reality System rather than SteamVR. The Vive Reality System is a new software experience for the platform that comes complete with a redesigned user interface called Lens for browsing apps and settings.
There's also a new "home" screen called Origin, which acts as a welcome launchpad of sorts. When you first fire up the Cosmos, the Origin area enters into a tutorial mode. An HTC spokesperson said this is especially useful for those who are new to VR and will help them familiarize themselves with different apps and experiences. For example, from playing around in Origins, I learned how to teleport to different locations, drive a remote-controlled car and change my virtual environment.
Even with the best hardware and software in the world, a VR headset is meaningless without content. That's why HTC decided to bundle in a trial subscription to Viveport Infinity, Valve's unlimited game service, along with the headset. The subscription typically costs around $12.99 a month, or $99 a year. If you preorder the Cosmos from now until October 3rd, you'll get a 12-month redeem code or a six-month one thereafter. Seeing as a VR app can cost anywhere from $10 to $30 on its own, that's a pretty good deal.
The Vive Cosmos will launch globally on October 3rd, but you can preorder it starting today.
Pixel 4 is the next premium smartphone from Google that was originally announced back in June.
Back then, the Mountain View posted a picture of the phone’s rear - it was displayed flaunting a new, square, camera system on its rear.
Moreover, the hardware appeared to also ditch the signature two-tone design of previous Pixels in favour of a single tone and texture.
Google has also confirmed the Pixel 4 will come with a bezel at its top that will house advanced facial unlocking technologies.
It is expected the Pixel 4, and presumably a larger Pixel 4 XL, will be unveiled sometime during the month of October - the same time of year all previous Pixels have been unveiled.
Ahead of its presumed debut though, it seems a barrage of leaks have outed the device’s front design, colours and features.
Earlier this week XDA Developers spotted pictures on Weibo that appeared to out the Pixel 4’s amount of RAM and zoom capabilities.
It seems the new Google device will boast 6GB of RAM this year, 2GB more than the Pixel 3 and Pixel 3 XL.
This should prevent the product from experiencing memory management problems that were prominent on Google’s 2018 devices.
Most notably though, it appears the Pixel 4 will be capable of zooming in up to eight-times with its camera array.
The phone has been tipped to come with a primary and telephoto lens - it is unknown if the magnification shown is using optical technology, digital or a hybrid of both.
With that said, the addition of a dedicated telephoto lens could allow the Pixel 4 to vastly outperform its predecessor where zooming is concerned.
It also seems the new Google devices will also tote a new “motion mode” for its camera designed to take better “action shots”, according to 9to5Google.
The outlet also insisted, citing a reliable source, the Pixel 4 will boast improvements to Google’s signature Night Sight feature.
Two of the newest leaks for the Pixel 4 have not only seemingly revealed its front and rear in full, but also a new orange colour it could debut in.
Alleged photos of a Pixel 4 pair emerged on Reddit - both were exhibited with their screens turned on.
It seems the device will have minimal bezels all over bar a thicker border at its top.
Once again, the phone was shown with a square camera module on its rear.
The latest Pixel 4 leaks will surely be enough to get Android fans incredibly excited about the phone’s expected launch next month.