Sony’s A1 II features a dedicated AI processor and refined ergonomics

When the A1 arrived in 2021, it put the camera world on notice. In more than a few categories, Sony’s full-frame mirrorless camera outperformed rivals like the Canon R5 and came with a lofty $6,500 price to match. However, after nearly four years, the A1 finds itself in an awkward position. Despite its position as Sony’s flagship, the A1 is not the most complete camera in the company’s lineup, with the more recently released A7R V and A9 III each offering features not found on their sibling. That’s changing today with the introduction of A1 II, which retains the performance capabilities of its predecessor while borrowing quality-of-life improvements from the A7R V and A9 III.

To start, the A1 II features the same fully stacked 50.1-megapixel CMOS sensor found inside the A1. As before, Sony says photographers can expect 15 stops of dynamic range for stills. The company has once again paired that sensor with its Bionz XR image processing engine but added a dedicated AI processor to handle subject recognition and autofocus. As a result, the A1 II can still shoot at up to 30 frames per second using its electronic shutter, and the autofocus system once again offers 759 points, good enough for 92 percent coverage of the sensor.

The a1 II features a new four-axis tilting LCD screen.
Sony

However, Sony is promising substantial improvements in autofocus accuracy due to that dedicated AI processing unit. Specifically, the camera is 50 percent better at locking eye focus on birds and 30 percent better at eye autofocus when it comes to other animals and humans. Additionally, you won’t need to toggle between different subject-detection modes. Instead, the camera will automatically handle that for you. Sony’s pre-capture feature also offers a one-second buffer that can capture up to 30 frames before fully depressing the shutter button.

That said, the most notable addition is the inclusion of Sony’s most powerful in-body image stabilization (IBIS) to date, with the A1 II offering an impressive 8.5 stops of stabilization. For context, that’s three additional stops of stabilization over the original A1.

When it comes to video, the A1 II is no slouch. It can capture 8K footage at up to 30 fps using the full readout of its sensor. It can also record 4K video at 120 fps and FHD footage at 240 fps for slow motion, with support for 10-bit 4:2:2 recording. If Super 35 is your thing, there you have the option for 5.8K oversampling. In addition to Sony’s color profiles, the A1 II can store up to 16 user-generated LUTs, and the camera offers the company’s breathing compensation and auto stabilization features. Of the latter, Sony says you can get “gimbal-like” footage with only a slight crop.

Sony's new 27-70mm G Master lens features a constant f/2 aperture.
Sony

On the useability front, the A1 II borrows the deeper grip and control layout of the A9 III. Also carried over from the A9 III is the camera’s 3.2-inch four-axis LCD screen and 9.44-million dot OLED viewfinder with 240Hz refresh rate. Moreover, the new camera includes Sony’s latest menu layout design. Oh, and the company plans to include two separate eyecups in the box. Nice. When it comes to connectivity, there’s a full-sized HDMI connection, USB-C and an upgraded Ethernet port that supports transfer speeds up to 2.5Gbps. For storage, the camera comes with two CFexpress Type A card slots that are also capable of reading and saving to UHS-II SD cards.

Alongside the A1 II, Sony also announced a new 28-70mm G Master Lens with a constant f/2 aperture (pictured above). While not the lightest lens in Sony’s stable, it still weighs under a kilogram. Both the A1 II and the 28-70mm F2 G Master will arrive in December. They will cost $6,500 and $2,900, respectively.

This article originally appeared on Engadget at https://www.engadget.com/cameras/sonys-a1-ii-features-a-dedicated-ai-processor-and-refined-ergonomics-164840579.html?src=rss

I wish Blizzard loved Warcraft as much as I do

Blizzard's first real-time strategy games had a profound impact on me as a young immigrant to Canada in 1994 and ’95. Warcraft: Orcs & Humans and Warcraft II: Tides of Darkness helped me learn how to read and write in English, and formed the basis for some of my oldest friendships in a brand-new country. Suffice to say, I have a lot of love for these old RTS games — maybe more than Blizzard itself.

So you can imagine my excitement at remaster rumors for Warcraft II and its expansion, Beyond the Dark Portal. When Blizzard aired its Warcraft Direct last week, not only were those rumors confirmed, but it announced that the original Warcraft would receive the same treatment, and both would be sold alongside Warcraft III: Reforged (itself a remaster) as part of a new battle chest. Of course, I immediately booted up Battle.net and bought the bundle.

I was just as quickly disappointed. Where to start? The most obvious place is the new hand-drawn graphics. Some fans have accused Blizzard of using AI to upscale the art in Warcraft and Warcraft II. I don’t think that’s what happened here, but what is clear is that the new assets don’t live up to the company’s usual quality. 

The unit sprites are completely missing the charm of their original counterparts. They also don’t look properly proportioned, and many of them have new stilted animations. Additionally, the extensive use of black outlining makes everything look a bit too stark. At best, the remasters resemble poorly made mobile games.

Both games feature a toggle to switch between their original and remastered graphics seamlessly, but here again, Blizzard missed the mark. There’s a great YouTube video explaining the issue, but the short of it is the company didn't accurately represent the “tall pixels” that the original graphics were designed around, so every asset appear stretched horizontally. 

Like every game from that era, Warcraft was designed to be played on a 4:3 CRT monitor. However, the original art assets were made to scale within a 320 x 200 frame, which is a 16:10 resolution. As a result, UI elements and units look taller in the 1994 release than in the remaster. GOG correctly accounted for this when it rereleased Warcraft and Warcraft II in 2019, and there’s no reason Blizzard couldn’t do the same in 2024. Without these nods to the game’s original visuals, Warcraft: Remastered just doesn’t look right.

What gameplay enhancements the remasters include are minimal, and while they’re all appreciated, Blizzard could and should have done more. In Warcraft, for instance, it’s now possible to select up to 12 units simultaneously, up from four, and bind buildings to hotkeys for more efficient macro play. Oh, and you can finally issue attack move commands, something you couldn’t do in the original release.

However, any features you might find in a modern RTS are notably missing. For example, neither game allows you to queue commands or tab between different types of units in a control group. If this sounds familiar, it’s because Blizzard took the same approach with StarCraft: Remastered. StarCraft: Brood War still had a sizable professional scene when Blizzard released its remaster. Had Blizzard touched the balance or mechanics of that game, it would have caused an outcry. By contrast, Warcraft II is essentially moribund, and would have greatly benefited from modernization. At the very least, Blizzard could have done a balance pass and added a ladder mode to give the game a chance to attract a new multiplayer fanbase.

Coming back from the dead is achievable for an old RTS. Age of Empires II managed to pull this trick off with flying colors: Since the release of its Definitive Edition in 2019, Microsoft’s genre-defining RTS has never been in a better place. A constant stream of support, including a substantial new expansion that was released just last week, has managed to grow the AoE2 community. At any time, there are as many a 30,000 people playing the Definitive Edition on Steam. If you ask me, that’s pretty great for a game that was originally released in 1999, and it shows what’s possible when a company cares and nurtures a beloved franchise. The fact Microsoft now owns Blizzard makes its treatment of Warcraft feel particularly unfair.

Most disappointing is the lack of bonus content. Contrast this with Half-Life 2’s free anniversary update, which Valve released just days after the Warcraft remasters. It includes three and a half hours of new commentary from Gabe Newell and the dev team. Valve also uploaded a two-hour documentary and announced a second edition of Raising the Bar, a behind-the-scenes look at Half-Life 2’s turbulent development. If Newell could take time away from his yachts to talk about Valve's most important game, surely Chris Metzen could have done the same for Warcraft. The people who were vital to Warcraft and Warcraft II’s development aren’t getting any younger — Blizzard should preserve their stories.

If there’s one thing I’m hopeful for, it’s that Blizzard will eventually do the right thing. As I mentioned, the bundle I bought also came with Warcraft III: Reforged. Last week it received a free patch that does a lot to fix the disastrous issues with that remaster, albeit four years late. With more work, I can see the Warcraft and Warcraft II remasters becoming essential. But as things stand, the studio has done the bare minimum to honor its own legacy.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/i-wish-blizzard-loved-warcraft-as-much-as-i-do-141524674.html?src=rss

Google now offers a standalone Gemini app on iPhone

Google now offers a dedicated Gemini AI app on iPhone. First spotted by MacRumors, the free software is available to download in Australia, India, the US and the UK following a soft launch in the Philippines earlier this week.

Before today, iPhone users could access Gemini through the Google app, though there were some notable limitations. For instance, the dedicated app includes Google’s Gemini Live feature, which allows users to interact with the AI agent from their iPhone’s Dynamic Island and Lock Screen. As a result, you don’t need to have the app open on your phone’s screen to use Gemini. The software is free to download — though a Gemini Advanced subscription is necessary to use every available feature. Gemini Advanced is included in Google’s One AI Premium plan, which starts at $19 per month.

The app is compatible with iPhones running iOS 16 and later, meaning people with older devices such as the iPhone 8 and iPhone X can use the AI agent. I’ll note here that the oldest iPhone that can run Apple Intelligence is the iPhone 15 Pro. Of course, that’s not exactly a fair comparison; Apple designed its suite of AI features to rely primarily on on-device processing, and when a query requires more computational horsepower, it goes through the company’s Private Cloud Compute framework.

Either way, it’s not surprising to see Google bring a dedicated Gemini app to iPhone. Ahead of WWDC 2024, Apple had reportedly been in talks with the company to integrate the AI agent directly into its devices.

This article originally appeared on Engadget at https://www.engadget.com/mobile/smartphones/google-now-offers-a-standalone-gemini-app-on-iphone-160025513.html?src=rss

Meta will have to defend itself from antitrust claims after all

The Federal Trade Commission will get a chance to argue its case for Meta’s breakup in court. On Wednesday, US District Judge James Boasberg allowed the FTC’s lawsuit against the social media giant to move forward (PDF link). The FTC first sued Meta in 2020 in an attempt to force the company, then known as Facebook, to divest itself of Instagram and WhatsApp. Alongside dozens of attorneys general, the agency alleged Meta acquired the platforms in 2012 and 2014 to stifle growing competition in the social media market.

This past April, Meta asked Judge Boasberg to dismiss the case. In addition to noting that the FTC had previously approved both acquisitions, Meta argued that the agency had failed to show that the company held monopoly power in the social networking services market, and that, in buying Instagram and WhatsApp, it had harmed consumers. Additionally, the company claimed that it had invested billions of dollars in both platforms and made them better as a result, to the benefit of social media users everywhere.

While he did not entirely dismiss the lawsuit, Boasberg did force the FTC to narrow its case, dismissing an allegation that Facebook had provided preferential access to developers who agreed not to compete with it.

“We are confident that the evidence at trial will show that the acquisitions of Instagram and WhatsApp have been good for competition and consumers. More than 10 years after the FTC reviewed and cleared these deals, and despite the overwhelming evidence that our services compete with YouTube, TikTok, X, Apple’s iMessage, and many others, the Commission is wrongly continuing to assert that no deal is ever truly final, and businesses can be punished for innovating,” a Meta spokesperson told Engadget. “We will review the opinion when it’s filed.”

Judge Boasberg will meet with the two sides on November 25 to schedule the trial. The FTC lawsuit, it should be noted, was filed under the previous Trump administration, though whether it moves forward and in what form will depend on who President-elect Trump appoints to lead the agency.

This article originally appeared on Engadget at https://www.engadget.com/big-tech/meta-will-have-to-defend-itself-from-antitrust-claims-after-all-155730259.html?src=rss

Nintendo Palworld lawsuit seeks $65,700 in damages

Nintendo and the Pokémon Company are seeking approximately $65,700 in compensation from their lawsuit against Palworld developer Pocketpair. In a press release the studio issued on Friday, it said Nintendo and the Pokémon Company want ¥5 million each (plus late fees), for a total of ¥10 million or $65,700 in damages.

At first glance, that's a paltry amount of money to demand for copying one of the most successful gaming properties ever, particularly when you consider Tropic Haze, the creator of the now defunct Yuzu Switch emulator, agreed to pay $2.4 million to settle its recent case with Nintendo. While Nintendo and the Pokémon Company may have well wanted to sue for more, their legal approach may have limited their options somewhat.

As you might recall, when the two sued Pocketpair in September, they didn’t accuse it of copyright infringement. Instead, they went for patent infringement. On Friday, Pocketpair listed the three patents Nintendo and the Pokémon Company are accusing the studio of infringing. Per Bloomberg, they relate to gameplay elements found in most Pokémon games. For example, one covers the franchise’s signature battling mechanics, while another relates to how players can ride monsters.

Pokémon games have featured those mechanics since the start, but here’s the thing: all three patents were filed and granted to Nintendo and the Pokémon Company after Pocketpair released Palworld to early access on January 19, 2024. The earliest patent, for instance, was granted to Nintendo and the Pokémon Company on May 22, 2024, or nearly four months after Palworld first hit Steam and Xbox Game Pass.

According to Pocketpair, the two companies seek “compensation for a portion of the damages incurred between the date of registration of the patents and the date of filing of this lawsuit.” Put another way, it's a small window of time the suit targets. 

I’m not a lawyer, so I won’t comment on Nintendo’s strategy of attempting to enforce patents that were issued after Palworld was already on the market. However, I think it’s worth mentioning that Pocketpair CEO Takuro Mizobe had said before the game's release that Palworld had “cleared legal reviews,” suggesting the studio had looked at Nintendo's patent portfolio for possible points of conflict. In any case, the Tokyo District Court is scheduled to hear opening remarks from each side next week.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/nintendo-palworld-lawsuit-seeks-65700-in-damages-163051523.html?src=rss

Nintendo Palworld lawsuit seeks $65,700 in damages

Nintendo and the Pokémon Company are seeking approximately $65,700 in compensation from their lawsuit against Palworld developer Pocketpair. In a press release the studio issued on Friday, it said Nintendo and the Pokémon Company want ¥5 million each (plus late fees), for a total of ¥10 million or $65,700 in damages.

At first glance, that's a paltry amount of money to demand for copying one of the most successful gaming properties ever, particularly when you consider Tropic Haze, the creator of the now defunct Yuzu Switch emulator, agreed to pay $2.4 million to settle its recent case with Nintendo. While Nintendo and the Pokémon Company may have well wanted to sue for more, their legal approach may have limited their options somewhat.

As you might recall, when the two sued Pocketpair in September, they didn’t accuse it of copyright infringement. Instead, they went for patent infringement. On Friday, Pocketpair listed the three patents Nintendo and the Pokémon Company are accusing the studio of infringing. Per Bloomberg, they relate to gameplay elements found in most Pokémon games. For example, one covers the franchise’s signature battling mechanics, while another relates to how players can ride monsters.

Pokémon games have featured those mechanics since the start, but here’s the thing: all three patents were filed and granted to Nintendo and the Pokémon Company after Pocketpair released Palworld to early access on January 19, 2024. The earliest patent, for instance, was granted to Nintendo and the Pokémon Company on May 22, 2024, or nearly four months after Palworld first hit Steam and Xbox Game Pass.

According to Pocketpair, the two companies seek “compensation for a portion of the damages incurred between the date of registration of the patents and the date of filing of this lawsuit.” Put another way, it's a small window of time the suit targets. 

I’m not a lawyer, so I won’t comment on Nintendo’s strategy of attempting to enforce patents that were issued after Palworld was already on the market. However, I think it’s worth mentioning that Pocketpair CEO Takuro Mizobe had said before the game's release that Palworld had “cleared legal reviews,” suggesting the studio had looked at Nintendo's patent portfolio for possible points of conflict. In any case, the Tokyo District Court is scheduled to hear opening remarks from each side next week.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/nintendo-palworld-lawsuit-seeks-65700-in-damages-163051523.html?src=rss

The Fitbit Charge 6 drops to a record low of $100 in this Black Friday deal

Thanksgiving might not be here yet, but that’s not stopping retailers from offering early Black Friday promotions. Amazon, for instance, is selling the Fitbit Charge 6 for $60 off its regular $159.95 price. For those wondering, that’s a record low for the fitness tracker. And if you’re looking for a device to record your steps and workouts, it’s hard to go wrong with the Charge 6. In fact, it’s one of our favorite fitness trackers.

The Charge 6 has a few things going for it. With the new model, Fitbit added a more accurate heart rate sensor, the ability to pair with exercise machines over Bluetooth and a physical side button to aid with menu navigation. If you’re a YouTube Music Premium subscriber, you can also use the device to control YouTube Music playback.

Carrying over from older iterations, the Charge 6 offers comprehensive tracking for 20 discrete exercises, with built-in GPS for activities like running and cycling. It also retains the design of the Charge 5, which in this case, is a good thing. The fact it’s not a smartwatch means the Charge 6 is comfortable to wear and offers a battery that will last you for several days instead of just one at most. The full-color AMOLED display is easy to read and looks great, even outdoors. Other notable features include support for contactless payments through Fitbit Pay and Google Wallet.

The only downsides to the Charge 6 are that Fitbit doesn’t offer Apple Health integration and that some data and features are locked behind the company’s premium subscription. However, if you’re looking for a fitness tracker that can basically do it all, the Charge 6 is one of the best options right now.

For those looking to spend less on a fitness tracker, I'll mention that Amazon has also discounted the Inspire 3. It's currently $69.95, down from $99.95. Fitbit's entry-level fitness tracker is a good option for those who don't mind bringing their phone to their bike rides and runs as the device lacks built-in GPS tracking.   

Check out all of the latest Black Friday and Cyber Monday deals here.

This article originally appeared on Engadget at https://www.engadget.com/wearables/the-fitbit-charge-6-drops-to-a-record-low-of-100-in-this-black-friday-deal-171919452.html?src=rss

The Fitbit Charge 6 drops to a record low of $100 in this Black Friday deal

Thanksgiving might not be here yet, but that’s not stopping retailers from offering early Black Friday promotions. Amazon, for instance, is selling the Fitbit Charge 6 for $60 off its regular $159.95 price. For those wondering, that’s a record low for the fitness tracker. And if you’re looking for a device to record your steps and workouts, it’s hard to go wrong with the Charge 6. In fact, it’s one of our favorite fitness trackers.

The Charge 6 has a few things going for it. With the new model, Fitbit added a more accurate heart rate sensor, the ability to pair with exercise machines over Bluetooth and a physical side button to aid with menu navigation. If you’re a YouTube Music Premium subscriber, you can also use the device to control YouTube Music playback.

Carrying over from older iterations, the Charge 6 offers comprehensive tracking for 20 discrete exercises, with built-in GPS for activities like running and cycling. It also retains the design of the Charge 5, which in this case, is a good thing. The fact it’s not a smartwatch means the Charge 6 is comfortable to wear and offers a battery that will last you for several days instead of just one at most. The full-color AMOLED display is easy to read and looks great, even outdoors. Other notable features include support for contactless payments through Fitbit Pay and Google Wallet.

The only downsides to the Charge 6 are that Fitbit doesn’t offer Apple Health integration and that some data and features are locked behind the company’s premium subscription. However, if you’re looking for a fitness tracker that can basically do it all, the Charge 6 is one of the best options right now.

For those looking to spend less on a fitness tracker, I'll mention that Amazon has also discounted the Inspire 3. It's currently $69.95, down from $99.95. Fitbit's entry-level fitness tracker is a good option for those who don't mind bringing their phone to their bike rides and runs as the device lacks built-in GPS tracking.   

Check out all of the latest Black Friday and Cyber Monday deals here.

This article originally appeared on Engadget at https://www.engadget.com/wearables/the-fitbit-charge-6-drops-to-a-record-low-of-100-in-this-black-friday-deal-171919452.html?src=rss

NVIDIA will add a monthly playtime cap to GeForce Now starting next year

Some big changes are coming to NVIDIA’s GeForce Now streaming service. In a blog post published Thursday, the company said it would introduce a monthly playtime allowance. Starting January 1st, 2025, new GeForce Now subscribers will be able to play for up to 100 hours every month before they’ll need to pay for additional playtime. Provided they signed up for the service before December 31, 2024, existing customers won’t see their usage capped until the start of 2026.

NVIDIA is also renaming GeForce Now’s Priority tier. As of today, the new Performance membership offers 1440p streaming, up from 1080p previously, with support for ultrawide resolutions and the ability for users to carry over their graphical settings between sessions. If you’re already paying for the Priority service, you’ll be automatically moved over to the Performance tier. Pricing remains at $10 per month.

A chart showing the different GeForce Now memberships, including the newly announced Performance tier.
NVIDIA

NVIDIA told The Verge the new playtime cap will allow it to avoid raising the price of GeForce Now for “the foreseeable future.” Additionally, the company says 100 hours of monthly usage should “comfortably” accommodate 94 percent of its customers, who typically use the service less. Subscribers can also carry up to 15 hours of unused playtime over to the next month. People who hit the limit and want to continue playing can pay to get an additional 15 hours of access. Performance members will need to shell out $3 for that upgrade, while NVIDIA will charge Ultimate subscribers, who can play games at 4K and 120 frames per second, $6 for the privilege.

If you want to try GeForce Now, NVIDIA is currently offering a 25 percent discount on Performance and Ultimate day passes. Once again, if you decide to subscribe before the end of the year, your playtime won’t be limited until the start of 2026.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/nvidia-will-add-a-monthly-playtime-cap-to-geforce-now-starting-next-year-160739646.html?src=rss

NVIDIA will add a monthly playtime cap to GeForce Now starting next year

Some big changes are coming to NVIDIA’s GeForce Now streaming service. In a blog post published Thursday, the company said it would introduce a monthly playtime allowance. Starting January 1st, 2025, new GeForce Now subscribers will be able to play for up to 100 hours every month before they’ll need to pay for additional playtime. Provided they signed up for the service before December 31, 2024, existing customers won’t see their usage capped until the start of 2026.

NVIDIA is also renaming GeForce Now’s Priority tier. As of today, the new Performance membership offers 1440p streaming, up from 1080p previously, with support for ultrawide resolutions and the ability for users to carry over their graphical settings between sessions. If you’re already paying for the Priority service, you’ll be automatically moved over to the Performance tier. Pricing remains at $10 per month.

A chart showing the different GeForce Now memberships, including the newly announced Performance tier.
NVIDIA

NVIDIA told The Verge the new playtime cap will allow it to avoid raising the price of GeForce Now for “the foreseeable future.” Additionally, the company says 100 hours of monthly usage should “comfortably” accommodate 94 percent of its customers, who typically use the service less. Subscribers can also carry up to 15 hours of unused playtime over to the next month. People who hit the limit and want to continue playing can pay to get an additional 15 hours of access. Performance members will need to shell out $3 for that upgrade, while NVIDIA will charge Ultimate subscribers, who can play games at 4K and 120 frames per second, $6 for the privilege.

If you want to try GeForce Now, NVIDIA is currently offering a 25 percent discount on Performance and Ultimate day passes. Once again, if you decide to subscribe before the end of the year, your playtime won’t be limited until the start of 2026.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/nvidia-will-add-a-monthly-playtime-cap-to-geforce-now-starting-next-year-160739646.html?src=rss