Born during covid, Blaseball was a bizarre text-only fantasy baseball simulator that imagined, essentially, baseball as played in a world of otherworldly horrors.
I regret that I never got to play Blaseball, and now it looks like I won’t get to because developer The Game Band is shutting it down. The company is laying off its Blaseball development team and will provide them with severance pay, healthcare extensions, and a dedicated staff member for job search help.
It was a remarkable example of procedural storytelling. Blaseball players could bet on the games to win points throughout a given week, where chance encounters, Dungeons & Dragons-style could rend games, and reality itself, asunder. At the end of the week, Blaseball’s community could spend their points to vote on new rules for the game, and in true D&D fashion, anything could happen. Or at least that’s what I gather from this delightful recap of what became known as The Discipline Era:
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As a quick summary of some of the highlights, The Discipline Era saw a hellmouth open that devoured the Moab desert, three eldritch gods in the form of a giant peanut, a huge floating microphone that may have been a player’s ghost or something, and, naturally, a massive squid that seemed to mostly hang out, but once tried to eat someone. A powerful grand slam blasted the spacetime continuum apart, splitting Los Angeles into infinite parallel versions of itself, prompting its name to be changed from The Los Angeles Tacos to The Infinite Tacos.
After pissing off The Great Shelled One by not respecting its idols, it entombed the three most idolized players in giant peanut shells. The community somehow resurrected them, and there was some sort of supernatural financial kerfuffle?
Also, there was crow weather.
Samuel Fung created a wonderful write-up for The Verge that covers the season from a player’s perspective, and it’s well worth a read.
Anyway, of its discontinuation, Blaseball’s developers said this:
The short of it is that Blaseball isn’t sustainable to run. Since Blaseball’s inception, we’ve been fighting against the amount of work it takes to keep Blaseball true to itself while financially supporting the team and keeping our staff healthy. We’ve tried countless solutions to make it work, and we’ve come to the conclusion that this fight isn’t one we can win in the long run. The cost, literally and metaphorically, is too high.
Blaseball developed an incredibly devoted online fandom, one that even established a merch store full of fan-created apparel, Blaseball cards (ahem... TLOPPS cards), mugs, and more, where all profits were given to charity. The store will continue to operate until June 30, 2023, and will then be shut down as well.
It sounds like it was a beautiful three-ish year run, and I’m sad I kept forgetting to be a part of it.
Star Wars: KOTOR II for the Switch won’t get its game-finishing DLC
The Nintendo Switch port of Star Wars: Knights of the Old Republic II is not getting the free Restored Content DLC that developer Aspyr Media promised at launch, the company announced late yesterday on Twitter. Instead, the studio is offering a consolation prize of free Star Wars game keys for anyone who has bought the game, which Aspyr says can be done through its support page (though it doesn’t specify how).
The apology games include the original KOTOR Switch port, KOTOR II on Steam, Star Wars: Episode I Racer, Star Wars: The Force Unleashed, and others.
The Restored Content DLC started as a fan-made mod that incorporated parts of the game that were cut from its original release, as some considered the game to be incomplete in its published form.
Aspyr’s Switch port of KOTOR II was somehow even less complete at launch. Like, you couldn’t actually beat the game. The developer admitted to being aware of the problem, and issued a fix the following month. After that flawed execution and a poor showing at a demo with Lucasfilm and Sony, Aspyr’s parent company, Embracer Group, shuffled the port of the first Knights of the Old Republic game over to Saber Interactive, citing a desire to “ensure the quality bar is where we need it to be for the title.”
We’ve reached out to Aspyr for more information, and will update if we receive a response.
How the Shoggoth Meme Has Come to Symbolize the State of A.I. The Shoggoth, a character from a science fiction story, captures the essential weirdness of the A.I. moment.
The MSI Prestige 16 Studio Evo could be the most exciting Windows laptop of 2023
Amid all the excitement over generative AI, valuations, and such, consumer PC news was a bit of an afterthought at Computex 2023. That’s why I was so excited to discover this gem buried in the middle of MSI’s very loud and crowded show floor booth: the Prestige 16 Studio Evo. This is coming in the second half of this year, with pricing still to be announced, and I am very eagerly waiting.
First things first: This device has received Intel’s coveted “Evo” certification. The reason this is exciting is that, to my knowledge, no device with a GeForce RTX GPU has received the Evo certification since the program’s inception in 2020. (It’s possible there’s one out there somewhere I don’t know about, but even if so, it’s still a very rare phenomenon.)
The reasons for this are somewhat obvious. To earn the Evo certification, Intel requires that a device offer a certain level of battery life and performance within a certain weight class, which is difficult to achieve with a power-hungry discrete GPU inside. But the Studio Evo can include up to a GeForce RTX 4060 — and that’s a legitimate GPU that should lend a big hand in gaming and graphic work, unlike some of the weaker MX chips that you often see in these thin-and-lights, which aren’t too distinguishable from Intel’s integrated offerings these days. MSI’s representatives were very clear with me at the booth that the RTX 4060 model, specifically, is Evo-rated.
Now, in my experience, the Evo label is not always guarantee of things like speedy performance and all-day battery life. Nevertheless, the fact that an RTX 4060 system was performing efficiently enough that Intel would even consider it for the program excites me greatly.
Recommending a really solid Windows laptop for content creators right now is tough, and I think there are real openings in the market this Prestige 16 could fill. It can be a real pain to use programs like Premiere Pro and Blender on a 14-inch screen, and I often advise professionals to go bigger if they can. But 15-inch and 16-inch devices with discrete GPUs inside them can get really heavy really fast — which is also not great for many video folks, who may need to carry their laptop to shoots alongside lots of other bulky gear. I’ve been waiting — like really, eagerly waiting — for a 16-inch device with a discrete GPU to come along that isn’t a total tank. A solid battery lifespan would really seal the deal.
The Prestige 16 Studio Evo is 3.3 pounds — close to pound and a half lighter than the 16-inch MacBook Pro. I can tell you, having held the thing, that it is very light. LG Gram light. “Are you sure this isn’t an empty chassis?” light. It would be a dream to carry around in a packed backpack. I’m wistful just remembering what it was like to pick this up.
That’s especially true because the finish feels a solid step above what I’ve experienced from MSI before — this company often puts out laptops that are covered in fingerprints like, five seconds after unboxing. I tried very hard to smudge the Prestige’s lid on the show floor, and I actually couldn’t.
The Prestige 16 Studio Evo also has a 99Whr battery, which is the largest battery you can bring on a plane (and thus, the largest you will likely see in a consumer laptop).
There’s one more nifty thing about this product, which is that it looks like it might be one of the first 14th-Gen Meteor Lake laptops we’ve seen in the wild. The spec sheet in the booth just lists “latest Intel Core i7 processor,” and — as Notebookcheck also discovered — the processor in the show floor unit was simply listed in Device Manager as “Genuine Intel(R) 0000” and showed 22 threads. It certainly is not a 13th-Gen mobile i7, since there’s not a 22-thread offering in that lineup.
Now, I don’t want to get my hopes up or jinx anything. But I’m wondering whether maybe, just maybe, this is a good sign for the efficiency of the upcoming Meteor Lake generation. After all, many of today’s workstation laptops have bad battery life and a hefty chassis for a reason: Intel’s current heavyweight processors are inefficient and hot.
The phrase “MacBook Pro alternative” is thrown around a lot. But this Prestige is shaping up to be one of the closest contenders I’ve seen in 2023 so far. Now, let’s wait to hear about the price.
When Windows boots up, it’s not just the operating system loading itself into memory: a variety of other apps, tools, and services start up as well, configured to automatically start up with Windows. And depending on what you’ve installed, many of them may be starting up without your knowledge or consent.
Sometimes this can be very useful, especially when you don’t have to worry about forgetting to launch something important. You want to make sure your antivirus software is always running, for example, and that your media server or backup software is always available. On the other hand, as you add more and more applications to your computer, a lot of them may be set to automatically start up with Windows, which means it takes longer for Windows to get ready for use, and there are more programs constantly running in the background, taking up precious system resources.
That’s the bad news. The good news is that Windows gives you plenty of control over which applications start up with the operating system itself, so you can streamline the list to make sure only the most useful tools are included.
Check what’s running
First of all, it helps to know what you’re dealing with: restart Windows, and after logging in, give your computer a few minutes for everything to load up. Then you can take a look at what’s running.
The most obvious places you will see which apps have loaded are on the taskbar and in the system tray (down in the lower right corner, by the clock). Look for the small arrow pointing up; if you click on that, it will show you all the loaded apps whose icons didn’t fit in that right-hand space.
For a more detailed look at what’s running on your system, right-click on a blank area of the taskbar and choose Task Manager. On the Processes tab, you’ll see your main applications (all those that are currently running) at the top, with background processes listed underneath. These background processes handle jobs such as looking out for hardware accessories or managing file syncing and won’t necessarily have a user interface.
If you scroll further down the list, you’ll find Windows processes, which manage the running of the operating system. Processes include things like the Desktop Window Manager and a bunch labeled Service Host (which load the libraries Windows needs to run), among others. Most of the time, you’re not going to have to interfere with these processes (with the possible exception of the registry, which you may occasionally delve into for specific fixes).
Helpfully, to the right of each program and process, the Task Manager displays the current demands it is making on the CPU, RAM, disk, and network connection. This can help you decide which apps you want to allow to start up with Windows and which you’d rather launch manually — even if a program is useful, you might decide you don’t want it to run automatically because of how many system resources it needs.
Don’t worry if you don’t recognize everything in the background processes list; they won’t all come with a software program (like Dropbox or Photoshop) attached to their name. A quick web search for the process name should be enough to tell you what it is and what its job is on your system. And here, you need to be a bit more careful because of how closely background processes are integrated with Windows. Be sure you know what a process is doing and what it’s associated with before you stop it.
Switch to the Performance tab on the left to see the demands currently being put on your Windows PC and the App history tab to see CPU time, network usage, and notifications for all of your programs over the past month.
Making changes
We’re halfway there — now that you know what you’re dealing with, you can begin to make some changes. The first place to start is with the applications themselves, and the approach you need to take will vary from app to app.
On some apps, you just have to right-click on the program icon in the system tray, and you’ll find the option to have the app start up or not start up with Windows.
With other apps, you’ll need to dive deeper into the settings to find the option you need. For example, if you want to change how music app Spotify opens when you boot up:
In the Spotify app, click your profile icon (top right), then Settings.
Scroll down to Startup and window behavior and look for Open Spotify automatically after you log into the computer. Click on the drop-down menu next to it.
Choose Yes (Spotify starts with Windows), No (Spotify doesn’t start with Windows), or Minimized (Spotify starts with Windows, but out of sight).
Note that quite a few programs offer this “start minimized” option — NordVPN is another one that we’ve seen. It’s a good middle-ground option if you want to have a program always available (and it’s not too demanding on your system resources), but you don’t want to see it until you need it.
Using Task Manager to switch startup
If you can’t find the relevant option in the program itself, or if you want to change more than one program at a time, head to the Task Manager again.
Open the Startup apps pane.
Right-click on a program you don’t want to start with Windows and choose Disable.
To reinstate an app, right-click on it and choose Enable.
Incidentally, as long as you’re in the Startup apps page, you may want to check the column headed Boot-up impact, which tells you the amount of your computer’s resources the app uses. If your computer slows down or hits any similar issues, shutting down apps that have high impact might help.
This doesn’t affect the status of the program in terms of its Start menu or desktop shortcuts or anything else; it’s still available to launch as normal. (Of course, completely uninstalling a program is also an option for those applications you’re not making any use of at all, as it’ll free up disk space and reduce system clutter.)
When it comes to background processes, you should find that they close down when their parent application is disabled. If you’re still seeing mysterious processes that don’t appear to be linked to a program (in other words, its name doesn’t reference any known apps), you can run a search for them online. You can also right-click on them in the Startup apps list and choose Properties to see information such as where they’re located (which should then tell you what app they’ve been installed with).
If Apple wants its headset to win, it needs to reinvent the app
If Apple’s mixed reality headset is going to succeed, it’s going to be because of the apps. On Monday, Apple will take the stage at its 2023 Worldwide Developers Conference to talk about FaceTime and Apple Books and all the other cool built-in stuff you’ll be able to do with its ski goggles strapped to your face. But if it can’t get third-party developers on board, and those developers don’t figure out how to build life-changingly great stuff for those goggles, the Reality Pro (or whatever it’s called) doesn’t stand a chance.
Apple knows this better than anyone, of course. The iPhone took off when apps like Instagram and Uber showed what you could do with a camera and a GPS in your pocket. The iPad became a creative tool because creative people kept building cool stuff to do on such a huge touchscreen. And developers at places like Nike and Strava did more to make the case for the Apple Watch than Apple’s Walkie Talkie app and weird heartbeat-sending thing ever did. Apple’s product strategy for 15 years has been to make the coolest gadget it can, show it to developers, and ask them what they think.
To make the headset really work, though, Apple’s going to need more than just apps. Because a good headset is more than just a big screen; it’s a new way of interacting with a gadget and with apps. That means that 15 years after the launch of the App Store, when Apple turned the iPhone into the app machine it is now, it’s going to have to reboot the whole idea of what an app is and how it works. And it won’t be easy.
An ocean of icons
By and large, every app is a universe unto itself. The whole structure of the app ecosystem is such that the first step of every process is to open an app. There’s no command line equivalent through which you can execute tasks across the whole system; even things like search work far better in apps than across all of iOS.
Apple has been trying to change this for years. Every year, almost without fail, Apple has a Big New Idea About Apps. At WWDC, in addition to all the changes to Reminders and new locations for URL bars in Safari, Apple nearly always tries to change the way you interact with apps and they interact with each other. Want proof? Here’s an incomplete list of the Big New Ideas About Apps Apple has shown off at WWDC since the iPhone launched:
2008 (iPhone OS 2.0): The App Store
2009 (iPhone OS 3.0): In-app purchases, push notifications
2022 (iOS 16): Lock screen widgets, Live Activities, Dynamic Island
If you squint a little, you can see the larger vision here. Apple imagines an app ecosystem in which data flows freely between devices: you take a picture here, edit it there, share it over there, save it in that place, all with a few drags and drops. It wants to make apps work between and across your devices. You should be able to access your apps and the data inside them from just about anywhere on your device. In Apple’s wildest dreams, apps aren’t each their own universe; they’re like stars in a solar system, each one part of a larger coherent thing.
A few of Apple’s own apps are good examples of how this could work. Wallet pulls all your tickets and boarding passes from other apps into one place, no matter where they came from. Home aggregates your many devices across many ecosystems and lets you run your whole smart home in one place. Files provides a file storage system that is theoretically available to any app anywhere. Live Photos and Live Text are system-level features, not apps you have to open just to accomplish a single task.
But when it comes to the rest of the App Store, what have we actually gotten out of all those big ideas? Shortcuts are hugely useful but far too complicated for most users; Siri is mostly just annoying; App Clips and iMessage apps never really took off; I have yet to see an app that makes actual use of the Dynamic Island; 3D Touch is already long gone. In 15 years, for all intents and purposes, apps have only really fundamentally changed in one way: thanks to push notifications and widgets, they can now send you information without needing you to open the app.
To some extent, it’s just business. Many developers prefer to keep users inside their app as long as possible to juice ad impressions and increase engagement. And Apple certainly has little incentive to blow up the app model as long as it keeps taking a hefty cut of everyone’s subscription fees. “I think they’ve tried to approach stuff like, ‘Hey, here’s a new platform. We’re not just going to put a grid of apps on it. What’s the next level of that?’” says Ryan Jones, a developer of the popular Flighty app. “And so far the magnetic pull of apps has pulled them back towards a grid of apps.”
Maybe that’s why, when I asked a bunch of developers what they’re looking for at this year’s WWDC, their answers were so straightforward. “Most of my wishlist things are more pragmatic and practical,” said Greg Pierce, who builds apps like Drafts and Tally through his company, Agile Tortoise. He said he tries not to even make a wishlist anymore — better to just wait and see.
Pierce and a few others said they’re most hoping to see improvements in SwiftUI, Apple’s cross-platform development system. “Actually writing cross platform code with it is painful,” Pierce said. “You end up having to branch a lot of logic to work one way on one platform and one on the other, stuff that could be improved.” Marcos Tanaka, who builds apps like Play and MusicHarbor, echoed the sentiment. “It is a fantastic framework that has genuinely improved my experience developing for Apple platforms,” he said. “Still, sometimes I stumble upon some bugs and limitations that get in the way, so SwiftUI improvements are always welcome.”
The iPhone in particular is such a mature platform that it’s almost risky to try new things. There are so many users, with so much history and muscle memory, that developers might be foolish to try and break paradigms. Even the platform itself makes it hard to move forward. “You’re deploying an app that has to be backward-compatible several OS versions,” Pierce said, “so you can’t take advantage of those new features.”
Greater than its parts
So far, the rumors and reporting we’ve heard about WWDC 2023 sound like more iterative improvements, particularly for the iPhone. The Biggest New Idea About Apps might be interactive widgets — what if you could use an app without opening an app? — but in general, it sounds like a year of improvements rather than radical changes.
Except a headset demands radical change. Apple has made clear that it doesn’t want to build a full-on metaverse, but it also shouldn’t just turn the platform into a bunch of siloed apps. An all-encompassing device like this just won’t work if you’re constantly switching between apps every time you need new information. Apple has reportedly spent years on supporting hand tracking, facial expression recognition, iris scanning, and other biometric and real-world tools. You’re telling me we’re going to get something called the “Reality Dial,” but I’m still stuck with a dock full of app icons? That just doesn’t feel right.
The interaction model of the future can’t be pinching the air in front of you to mimic tapping on a touchscreen. I’m definitely not interested in having to download, log in, set up, and figure out a new app every time I want to try something new. Apps are going to need to be more modular, showing you just the parts you need as you walk down the street or start a new FaceTime call. They’ll have to be faster and simpler because nobody wants to tweak settings on their face. App developers have spent decades building software for rectangles of various shapes and sizes. But in a world filled with headsets, there are no more rectangles.
Changing the way developers see their apps will be tricky. But with the AI onslaught coming fast and a headset forcing users to use a new device in wholly new ways, this is the moment for Apple to come up with a better, more integrated, more natural way to access and interact with information on their devices. To borrow a Steve Jobs-ism: if you see a homescreen, they blew it.
Tesla claims every new Model 3 now qualifies for $7,500 EV tax credit in US
The starting price of a Tesla Model 3 — after federal tax credits — may once again be below the fabled $35,000 mark. Tesla’s website now claims every new Model 3 is eligible for the full $7,500 federal tax credit in the United States, after those credits were previously cut in half on April 18th for the entry-level Standard Range and Long Range RWD models.
Here in California, a short distance from Tesla’s Fremont factory, I would pay $41,630 before tax — but only $32,130 after federal and state incentives, assuming Tesla is correct that its cars now qualify for the full federal credit. It could cost less under $30,000 depending on your state’s incentives.
I say “assuming Tesla is correct,” because as TechCrunch points out, the IRS has not confirmed the news. The agency’s website, last updated June 1st, still shows a $3,750 credit, not $7,500, for the RWD models.
The reason some cars stopped qualifying is because their batteries didn’t meet sourcing requirements, which specify that 40 percent of their minerals must be “extracted or processed in the United States or a U.S. free-trade agreement partner” and 50 percent of their components must be “manufactured or assembled in North America.”
Those percentages go up each year — by 2027, 80 percent of battery minerals and components must meet those requirements for vehicles to be eligible for the credit.
Not every car or family will qualify for the $7,500 tax credit, too: you’ll need to be under a certain income, and you can’t tack too many accessories onto a Tesla or it’ll hit a price cap.
GPD’s G1 is the impressively small dock that could jumpstart eGPUs in the handheld era
GPD is crowdfunding a new compact external GPU docking station that can both boost the gaming capabilities of some laptops and handheld gaming PCs, and also help anchor them to a desk for mobile workers (via Liliputing).
The company is calling it the G1, and it includes an AMD Radeon RX 7600M XT chip with HDMI 2.1 plus two DisplayPort 1.4 video outputs, a USB 4 / Thunderbolt 4 connector to dock and charge, and something called Oculink (more on that in a bit).
GPD says it’s the “world’s smallest mobile graphics card expansion dock”, at just over an inch thick (29.8mm), around nine inches long (225mm) and four and a third (111mm) deep — all with an integrated power supply.
GPD isn’t quite the household name, but the Shenzhen, China-based company has been making a bit of a name for itself amongst PC gamers enamored by the recent handheld gaming boom. Currently, this market is held strongly by Valve’s Steam Deck, and there’s strong interest in Asus’ upcomingROGAlly, but GPD’s been plugging away for years.
Those in the know are paying attention to other PC gaming handhelds like the Ayaneo 2S and GPD’s Win Max 2, and both companies will sell versions of them that feature an Oculink connector. The Steam Deck isn't designed to support external graphics, so GPD is hoping the G1 graphics dock can be a big differentiator for its own devices — though it says you can use Thunderbolt 3, 4, or USB-4 if you don’t mind having less bandwidth.
The concept of a combined docking station and external graphics card (or eGPU) isn’t new. Alienware helped pioneer the idea with its “Amplifier” external chassis that housed both a high-profile desktop graphics card and USB hub to simply your setup, and eGPU.io is home to a buyer’s guide of the devices that followed. Most recently, Asus has pumped out painfully expensive but compact ROG XG graphics docks with Nvidia RTX 3080 and 3090s that go for up to $2,000.
Both the Alienware Amplifier and the ROG XGs have something in common: they eschew standardization by using different proprietary connectors that only work with their own matching laptops. Meanwhile, Framework is creating a new rear-slot ecosystem that supports add-in GPUs. So is GPD looking to adopt a real standard in comparison? Well, kind of!
The G1 is unusual in that it uses Oculink, which is a connector for PCI-Express that you would more typically see in enterprise server racks. If your laptop has an extra internal M.2 port, it can be outfitted to use this connector and hook up the G1 — potentially giving you reliable and better GPU performance (GPD claims up to 63Gbps bandwidth) compared to the more widely-supported USB4 and Thunderbolt-based (up to 40Gbps) eGPUs. Weak desktop computers could also get in on the action with an Oculink adapter card.
One problem with Oculink, besides not being available in most laptops or handhelds, is that it doesn’t carry the power and data you need to fully dock and charge a PC. So you’d likely not just plug in Oculink but also a USB-C connector to give your laptop or handheld up to 60W of power, and access the three USB-A ports and SD card reader.
Of course, the G1’s GPU and dock will need its own power, but luckily it doesn’t have a massive power adapter like some other eGPU solutions. Instead, the G1 integrates a 240W GaN power supply inside its own chassis.
GPD quotes impressive performance from its RX 7600M, claiming the mobile chip can beat a desktop RTX 3070 GPU in most games. GPD says it tested the 7600M paired with the same Ryzen 7 7840U you’d find in the newest gaming handhelds, versus the 3070 paired with a desktop Ryzen 5600X. That’s basically the same desktop my editor Sean Hollister runs, and he was wowed to see it.
If true, it could make for a remarkably powerful desktop you could fit into a tiny messenger bag — with one gaming handheld, one eGPU the size of a gaming handheld, and three cables (Oculink, USB-C, and AC), plus your mouse and keyboard.
The G1 is on Indiegogo, but the campaign has not yet begun as of this writing. GPD is seeking $20,000HKD to fund the project, but will get the money even if the goal isn’t met. Still, considering GPD has successfully funded almost every product it’s shipped in this manner, we expect the G1 to see the light of day. Mum’s the word on what the G1 will cost though.
Meta will test blocking news for some Canadians ahead of new law
Meta will test blocking news content for some users in Canada in response to the country’s Online News Act, the company has announced. The test is expected to impact between one and five percent of the company’s users across Facebook and Instagram, according to ABC News, with affected users being unable to see or share news content on the platforms. Both Canadian and international news outlets will be impacted.
The tests come ahead of a permanent block if the Online News Act passes. The legislation, also known as Bill C-18, is designed to force platforms like Meta and Google to negotiate with Canadian news publishers to pay them for content, but Meta has said it would rather block news content in the country entirely rather than be compelled to pay for it.
“We’ve taken the difficult decision that if this flawed legislation is passed, we will have to end the availability of news content on Facebook and Instagram in Canada,” Meta’s president of global affairs Nick Clegg said in a statement last month. Google, another platform likely to be impacted by the legislation, announced similar news blocking tests in February, and has said it may remove links to news articles in Canadian search results if the bill passes, Reuters previously reported.
Canadian Heritage Minister Pablo Rodriguez told Reuters that Meta’s tests were unacceptable. “When a big tech company... tells us, ‘If you don’t do this or that, then I’m pulling the plug’ — that’s a threat. I’ve never done anything because I was afraid of a threat,” Rodriguez said.
“All we’re asking Facebook to do is negotiate fair deals with news outlets when they profit from their work,” Rodriguez said in comments reported by Reuters in March. “This is part of a disappointing trend this week that tech giants would rather pull news than pay their fair share.”
The company previously knows as Facebook has publicly claimed that its approach in Canada will be different from the one it took in Australia, CBC News previously reported. “It’s absolutely our intention to not make the same errors in Canada that we made in Australia,” Rachel Curran, head of public policy for Meta Canada, told Canada’s House of Commons heritage committee last month.
“Some of the things that were mistakenly scoped in Australia, we’re working very hard to make sure we do not do that this time,” Curran said, noting that Meta is working to exempt pages from government bodies, emergency services, and community organizations from any potential block.
Hard Fork: AI Extinction Risk and Nvidia’s Trillion-Dollar Valuation “It’s like if you were told that there’s going to be a world-conquering dictator and it’s Mr. Bean.”
According to copies of communication that the Dolphin Team provided to The Verge, Valve helped Nintendo kick Dolphin out — first by bringing the Wii and GameCube emulator to Nintendo’s attention in the first place, and second by unilaterally deciding to pull the plug without giving Dolphin an out.
Valve doesn’t dispute this. “Given Nintendo’s history of taking action against some emulators, we brought this to their attention proactively after the Dolphin team announced it was coming soon to Steam,” Valve spokesperson Kaci Aitchison Boyle tells The Verge.
That feels weird to me — but the emails also show Valve may have had very good reason to nip Dolphin in the bud.
Here’s the entire email that Valve received from Nintendo’s lawyers on May 26th, so you can follow along:
First, bottom of the first paragraph: “Thank you for bringing the announced offering of the Dolphin emulator on Valve’s Steam store to Nintendo’s attention,” Nintendo’s lawyer says. In a series of Mastodon posts on May 27th, former Dolphin Foundation treasurer Pierre Bourdon suggested that Valve poked the bear, and this — plus Valve’s comment to The Verge — confirms it.
But second, the email confirms this is nothing like a typical “DMCA takedown request” — and that may be why Valve didn’t give Dolphin a chance to combat it.
Nintendo’s lawyer writes (bolding mine):
Wii and Nintendo GameCube game files, or ROMs, are encrypted using proprietary cryptographic keys. The Dolphin emulator operates by incorporating these cryptographic keys without Nintendo’s authorization and decrypting the ROMs at or immediately before runtime. Thus, use of the Dolphin emulator unlawfully “circumvent[s] a technological measure that effectively controls access to a work protected under” the Copyright Act. 17 U.S.C. § 1201(a)(1).
Distribution of the emulator, whether by the Dolphin developers or other third-party platforms, constitutes unlawful “traffic[king] in a[] technology . . . that . . . is primarily designed or produced for the purpose of circumventing a technological measure . . . .” 17 U.S.C. § 1201(a)(2)(A).
Why am I bolding 1201? I’m not a lawyer, but I spoke to three of them while researching a similar story last year, and they drove home for me that DMCA Section 512 — the one that lets platforms avoid liability for what their users post by swiftly taking things down — is totally different than DMCA Section 1201.
1201(a)(2) says that companies cannot host copyright circumvention technology:
No person shall manufacture, import, offer to the public, provide, or otherwise traffic in any technology, product, service, device, component, or part thereof, that—
(A) is primarily designed or produced for the purpose of circumventing a technological measure that effectively controls access to a work protected under this title;
(B) has only limited commercially significant purpose or use other than to circumvent a technological measure that effectively controls access to a work protected under this title; or
(C) is marketed by that person or another acting in concert with that person with that person’s knowledge for use in circumventing a technological measure that effectively controls access to a work protected under this title.
So it doesn’t matter whether Nintendo properly formatted a DMCA takedown notice, or whether Valve gave Dolphin a chance to speak for itself (narrator: it did not). Nintendo is threatening Valve with a lawsuit, not Dolphin, and Valve can’t sidestep simply by saying “Dolphin filed a counter-notice, go sue them first.” That’s how Section 512 is supposed to work, but not Section 1201.
(Even if it were Section 512, Dolphin doesn’t necessarily have the “right” to a counter-notice — Steam is Valve’s store and it can take down whatever it likes.)
Now, would Nintendo actually prevail if it sued Valve for distributing a Nintendo Wii and GameCube emulator? That’s impossible to say, but the Dolphin Team confirmed to The Verge that the emulator does ship with a common cryptographic key. Ars Technica’s Kyle Orland spoke to several lawyers who thinks Nintendo might have a decent case because of that, and because it might mean relying on very different precedent than past emulator legal battles.
Nintendo seems to be attempting to brand Dolphin an “illegal emulator,” by the way. Nintendo spokesperson Eddie Garcia provided this statement to The Verge:
Nintendo is committed to protecting the hard work and creativity of video game engineers and developers. This emulator illegally circumvents Nintendo’s protection measures and runs illegal copies of games. Using illegal emulators or illegal copies of games harms development and ultimately stifles innovation. Nintendo respects the intellectual property rights of other companies, and in turn expects others to do the same.
“Valve may simply not be interested in picking that fight with Nintendo on behalf of the Dolphin team,” video game industry attorney Mark Methenitis told Ars. Perhaps Valve was also making up for that time it accidentally plugged a Switch emulator in a Steam Deck ad.
We don’t have to speculate too much about what Valve thinks, though, because Valve provided this full statement to The Verge:
We operate Steam as an open platform, but that relies on creators shipping only things they have the legal right to distribute. Sometimes third parties raise legal objections to things on Steam, but Valve isn’t well positioned to judge those disputes – the parties have to go to court, or negotiate between themselves. An accusation of copyright infringement, for example, can be handled under the DMCA process, but other disputes (like trademark infringement or a breach of contract claim between a developer and a publisher) don’t have a statutory dispute resolution process, so in these cases we generally will cease distributing the material until the parties tell Valve that they have resolved their dispute.
We don’t want to ship an application we know could be taken down, because that can be disruptive to Steam users. Given Nintendo’s history of taking action against some emulators, we brought this to their attention proactively after the Dolphin team announced it was coming soon to Steam.
Based on the letter we received, Nintendo and the Dolphin team have a clear legal dispute between them, and Valve can’t sit in judgment.
On May 26th, Valve told the Dolphin Team that it had removed its emulator from Steam “unless or until both parties notify us that the dispute is resolved.” Since there’s little chance Nintendo will ever proactively support emulation, and Valve has decided not to defend Dolphin, that’s likely as far as this story will go.
Here are the best AirPods deals you can get right now
If you know where to look, there are often some great discounts available on Apple’s ever-popular AirPods. Since Apple launched the third-gen AirPods toward the end of 2021, we’ve seen the starting price of the second-gen, entry-level model slowly dip to around $100. And now that you can buy the second-gen AirPods Pro at most retailers, we’re seeing even better discounts on the last-gen Pro and other models.
Below, we’ve curated the best deals currently available on each model, including the entry-level AirPods, the AirPods Pro, the third-gen AirPods, and the AirPods Max.
The best AirPods (second-gen) deals
In 2021, Apple lowered the list price of the second-gen AirPods — now the entry-level model — from $159 to $129. It now only sells the model with a wired charging case, however, which charges via a standard Lightning cable. Despite their age, we found that the easy-to-use, second-gen AirPods still offer great wireless performance and reliable battery life, making them a great pick if you can live without a wireless charging case.
We’ve seen Apple’s most affordable pair of earbuds drop to as low as $79.99, but right now they’re only on sale for around $99 ($30 off) at Amazon, Walmart, and Verizon. Alternatively, if you prefer the model with the wireless charging case, it’s available at Adorama for $139.99 ($20 off).
With support for the company’s MagSafe technology and an asking price of $179, Apple’s third-gen AirPods are often considered the middle child in Apple’s current AirPods lineup. The shorter stems make for a more subtle design, too, while improved sound and features like sweat and water resistance, support for spatial audio with dynamic head tracking, and improved battery life render them a nice improvement over the last-gen model.
In September, Apple quietly introduced a new, slightly cheaper option for the third-gen AirPods that comes with a Lightning-only charging case. They currently retail for about $10 less than the option with a MagSafe charging case at places like Amazon, Best Buy, and Walmart, which is why we recommend that you buy the MagSafe-compatible model given the subtle price difference between the two configurations. The latter is available at B&H Photo for $179, or at Sam’s Club and Costco for around $170 if you’re a member of either wholesaler.
In case you missed it, Apple announced the second-gen AirPods Pro during its “Far Out” event in September, a pair of earbuds that feature a similar build to the first-gen model but offer better noise cancellation. They also sport swipe-based controls, come with Apple’s new H2 chip, and feature an extra-small pair of swappable silicone ear tips for smaller ears.
They typically retail for $249, but right now they’re on sale at Amazon, Walmart, Best Buy, and Verizon for $199.99 ($50 off), which nearly matches their all-time low. If you live close to a Micro Center, you can also pick them up there for a mere $189.99 ($60 off).
The first-gen AirPods Pro are also still available for purchase, and sometimes much cheaper than the second-gen model. They have better sound quality than the non-premium models listed above, as well as active noise cancellation. They also come with swappable silicone tips — albeit three, not four — and support Apple’s spatial audio feature, which adds an immersive surround sound effect to select content.
At the end of 2021, Apple launched a new configuration of the first-gen AirPods Pro with a wireless charging case that supports Apple’s MagSafe technology, just like the third-gen AirPods. They used to retail for $249, but they’re available right now for $169.99 at Walmart. That doesn’t quite match their all-time low of $129.99 or their typical sale price of around $159, however, which is why we suggest buying the second-gen AirPods Pro while they’re on sale or waiting for the first-gen model to drop further in price.
The AirPods Max aren’t the iconic in-ears that have become synonymous with the AirPods name. They’re large and luxurious, comprised of aluminum, steel, and mesh fabric that remains comfortable during extended listening sessions. They also sport excellent noise cancellation, Apple’s spatial audio feature, and expansive, balanced sound, even if they lag behind some of their peers when it comes to bass response. They’re not the best noise-canceling headphones for most people — blame the $550 sticker price — but it’s hard to find a pair of Bluetooth headphones that sound better and feature more intuitive controls.
Although Woot and other retailers have discounted the AirPods Max to as low as $409 in the past, prices have since increased across the board. Right now, for instance, the Max are only receiving a modest discount at Amazon, Walmart, and Costco (for members only), where you can pick them in select colors for $479.99 ($69 off). If you live near a Micro Center, you can also buy them for $469.99 ($80 off) in a range of colors.
Meta is dropping the price of the Quest 2 back to $299.99
Starting June 4th, the 128GB version of the Quest 2 will cost $299.99 while the 256GB version will cost $349.99, Meta announced today. That’s a $100 price cut for the entry-level version and a $80 price cut for the step-up model. As well as cutting the price of the headset, Meta also says it’s working on a software update that will improve both CPU and GPU performance on the Quest 2, as well as the more recent Quest Pro.
Meta says it plans to continue selling the Quest 2 (as well as the more professionally focused Quest Pro) alongside the Quest 3 when it launches later in the year. “Quest 2 remains our most affordable entry point to VR and Pro is optimized for work use cases, with face and eye tracking for more authentic self-expression in meetings,” its press release reads.
With a forthcoming software update, Meta says it will increase the CPU performance of the Quest 2 and Quest Pro by up to 26 percent. The update will also increase the GPU performance of the Quest 2 by 19 percent and the Quest Pro by 11 percent. Developers will have to configure their apps to make the most of the changes, but once they do, Meta claims users will benefit from “smoother gameplay, a more responsive UI, and richer content on both headsets.”
Dynamic Resolution Scaling is also coming to both pieces of hardware “so games and apps can take advantage of increased pixel density without dropping frames” when the GPU is underutilized.
Today’s announcement doesn’t mention when exactly this update will roll out, but the new pricing will take effect from June 4th, the day before Apple is expected to unveil its debut headset at WWDC at an anticipated price of $3,000.
The headset is coming this fall with a 128GB version available for $499.99 plus “an additional storage option for those who want more space” at an unspecified price. Compared to its predecessor, the Quest 2, the Quest 3’s design is 40 percent lighter, while a new Snapdragon chip inside has twice the graphics performance.
It’s also compatible with the Quest 2’s games, which is good since the old headset is sticking around but at a lower price. Meta said that starting June 4th, the Quest 2 will drop its price by $100 to $299.99 for the 128GB version, while the 256GB version is getting an $80 price cut from $429.99 to $349.99. If you’re interested in the Quest 3 instead, you can sign up here for more information.
In addition, an upcoming software update for the Quest 2 and Meta’s more expensive Quest Pro will increase their CPU and GPU performance and enable Dynamic Resolution Scaling.
This is coming just days before Apple is expected to announce its long-rumored mixed reality headset and hours ahead of a showcase for games on Meta’s VR platform that begins later today at 1PM ET. Meta said it would have a AAA adventure title to show there and promised additional details to come during the annual Meta Connect event scheduled for September 27th.
We already had a pretty good idea of how the Quest 3 would shake out after Mark Gurman of Bloomberg detailed his hands-on experience with the then-unannounced device earlier this week, reporting on the lighter and more comfortable design that adds new sensors and redesigned controllers.
The video clearly shows off the three new sensor areas across the front of the device that do the most to differentiate it from earlier versions, as well as the head strap. Gurman described that the pill-shaped zones hold four cameras split evenly between the left and right sides — two of which are full-color cameras and two standard — and a single depth sensor in the middle that could improve the headset’s AR performance.
We also see the new Touch Plus controllers with TruTouch haptics “for experiences you can feel,” without the old rings they used to have for positional tracking. This announcement didn’t go into detail on the sensor setup, but the depth sensor should work with the controllers, and Meta confirmed hand tracking will be supported out of the box this time around.
Google Wallet is getting custom cards and state IDs this month
Google Wallet users will soon be able to add their state ID or driver’s licenses to Google Wallet. Announced today, anyone with a Maryland ID or driver’s license can now save their ID card to the Google Wallet app on any phone running Android 8.0 or later that has device lock enabled. Google has been testing digital state ID cards for Wallet since December last year, and Maryland also happened to be one of the first states to bring the feature to Apple’s Wallet app for iPhones. The new support for Google Wallet will also be available to residents in Arizona, Colorado, and Georgia “in the coming months,” with additional states expected to follow.
“Google is working with many states and international partners on mobile devices,” said Dong Min Kim, director of product management at Google Wallet, to The Verge. “Mobile driver’s license will be a phased rollout, and expand to other states over time. We intend to partner with all states interested in offering mobile driver’s licenses, based on state readiness and other integration logistics.”
This update also introduces the ability to create a digital version of any card or pass that displays a barcode or QR code — such as a gym membership or library card — simply by taking a photograph of it. Google Wallet already supports a range of different passes and loyalty memberships, but these typically rely on third-party operators adding their own support for the feature. Following this new update, Wallet users will be able to save things like transit QR tickets, parking passes, and even e-commerce return QR codes that wouldn’t ordinarily have a digital “card” equivalent.
Sticking with the transit theme, Google is also making it easier to complete travel check-in processes on your phone prior to arriving at the airport or train station — provided you’re a Google Messages user anyway. Those who use Google Messages with RCS enabled will be able to receive tickets and boarding passes directly on the Messages app, from which they can be saved to Google Wallet. Vietnam Airlines and Renfe, Spain’s leading train operator, will be the first two travel companies to support the feature. Google hasn’t mentioned a release date for either of these new Wallet features, only noting that they’re both “coming soon.”
Google is also working with health insurance company Humana to develop a digital version of the provider’s health insurance card that will allow Humana members to access their insurance information directly from the Wallet app. UK residents will also be able to save their National Insurance number (a British equivalent of social security numbers) to their Wallet from the HMRC app. These cards and passes have some additional security compared to things like travel tickets and require users to verify their identity using methods like fingerprint scans or PINs every time they’re added, viewed, or used. Health insurance cards and passes that similarly contain sensitive information will be labeled as a “Private Pass” within Google Wallet.
Finally, users in Germany can now save a Deutschlandticket — a monthly subscription ticket that can be used across all local public transportation — to their Google Wallet. Google has also teased that it will start introducing corporate badges in Google Wallet later this year, allowing employees to securely access their workplace without a physical staff pass.
No Man’s Sky just launched on Mac with cross-play support
No Man’s Sky is touching down on Macs starting today. Hello Games announced that the space adventure is available for Mac users on Steam now (it’ll be free if you already own the PC version), while the game will be coming to the Mac App Store “shortly.” The studio says the game will be “available on any Mac with Apple silicon” and will also be playable on “Intel-based Macs with a Core i5 processor.” The port will support both cross-save with PC and cross-play with players on PC, VR, and console (Switch not included).
Here’s how Hello describes the new version:
Expect fast loading times using the Mac internal SSD. Consistent performance across the full range of Macs is possible as we are one of the first titles to support MetalFX Upscaling (Temporal and Spatial). Metal 3 support allows No Man’s Sky to achieve console quality graphics whilst maintaining battery life on laptops and lower end devices.
If you’re keeping track, No Man’s Sky — which first launched in 2016 and has steadily grown and improved over the ensuing years — is now available on the Xbox One, Xbox Series X / S, PlayStation 4, PS5, PC, and Nintendo Switch, and it also supports VR platforms, including the recently launched PSVR 2.
The Mac port was first announced at WWDC in 2022, and given that Apple is rumored to announce a VR headset at WWDC this year, it seems not all that unlikely that No Man’s Sky could eventually support the device. “We’ve worked closely with Apple to produce a version that feels at home on Mac,” Hello Games said in a press release. “This paves our way for an exciting future on Apple hardware.”
Nothing Phone 2: a roundup of every tease about the upcoming phone
Our constantly updated list of all the teases Nothing has released about its second phone.
Rather than waiting until a full launch event, Nothing likes to slowly release information about its devices spec-by-spec over time. It’s an approach that generates a lot of headlines, but it can be hard to keep track of all the official information that’s been made public.
As its name suggests, the Phone 2 is Nothing’s second smartphone and is set to launch a year after the company revealed its predecessor. The Phone 1 was notable for its flashing “gliph” interface, where light strips on the rear of the phone would light up to alert you to notifications and other device details.
Here’s our roundup of all the announcements Nothing has made about the Phone 2. We plan to update this page regularly with new details as they emerge in the run up to its official launch in July.
Garmin’s joining the Pro bandwagon. On Wednesday, it’s launching the Epix 2 Pro and Fenix 7 Pro, which both come with a boatload of new mapping and training features, hands-free flashlights, and sensors. The Fenix 7 Pro series starts at $799.99, while the Epix 2 Pro will start at $899.99.
There’s good news if you wanted an Epix 2 last year but were bummed that it only came in one size. Garmin doesn’t believe that less is more, so you can also now pick between three sizes of Epix 2 models: 42mm, 47mm, and 51mm. Both Pro lineups also offer a more durable Sapphire Edition.
The vast majority of what’s new will be shared across both the Epix 2 Pro and Fenix 7 Pro lineups. For example, all models will now feature a built-in hands-free LED flashlight. The flashlight was introduced last year but was limited to the 51mm Fenix 7X. The flashlight has variable intensities, a red safety light, and a strobe mode for nighttime training.
Both lineups will also get a new heart rate sensor. Garmin says the new sensor will offer improved tracking for a wider variety of activities. Regarding training features, all the Epix 2 Pro and Fenix 7 Pro models will get a new Endurance Score and Hill Score. The former tells you how easily you can maintain sustained efforts using Vo2 Max and your long / short-term training loads across multiple training activities. The latter also uses your training history and Vo2 Max to gauge your running strength on steep climbs and long ascents.
For mapping, the Pro lineups also get weather map overlays, the Up Ahead feature, and relief shading for topographical maps. The weather map overlays will make it easier for outdoor enthusiasts to view upcoming conditions, while the relief shading is meant to make maps more readable at a glance. Meanwhile, the Up Ahead feature highlights certain points of interest — aid stations, for example — right from the wrist.
Users also have the option to shell out for Garmin’s Outdoor Maps Plus subscription to get satellite imagery, public land maps, and enhanced topographical maps on the wrist. The subscription costs an additional $49.99 yearly and has been around for a while on Garmin’s other navigational devices and a handful of other smartwatches. Garmin still, however, does not gatekeep any health or training data behind a paywall.
As with the non-Pro versions of the Epix 2 and Fenix 7, the main difference between these watches lies in the display. The Epix 2 Pro has an OLED display, while the Fenix 7 Pro has a memory-in-pixel (MIP) display that supports solar charging. The Epix 2 also has a new red shift mode that changes the display colors to red for easier nighttime viewing — which sounds familiar to what Apple did with one of the Ultra’s watchfaces. That said, the Fenix 7 Pro models will have a spiffier MIP display than the “regular” Fenix 7 lineup. According to Garmin, the pixels, backlight, and solar panel have been redesigned to improve brightness and power efficiency in a number of lighting conditions.
Battery life is also slightly different. The Epix 2 Pro is rated up to 31 days, while the Fenix 7 Pro can get up to 38 days. You should take those estimates with a pinch of salt, however. Battery life is heavily dependent on the size of the watch, your GPS settings, whether you use the always-on display for the Epix 2 Pro, and what mode you’re in. For example, if you didn’t care about using the Fenix 7 Pro as a smartwatch, Garmin says you could theoretically eke out 139 days out of the 51mm 7X Pro. We’ll be putting both through their paces to see what you can actually expect with more real-world testing conditions.