Apple

the-backbone-one-would-be-an-ideal-game-controller—if-the-iphone-had-more-games

The Backbone One would be an ideal game controller—if the iPhone had more games


It works well, but there still aren’t enough modern, console-style games.

The Backbone One attachable game controller for the iPhone.

In theory, it ought to be as good a time as ever to be a gamer on the iPhone.

Classic console emulators have rolled out to the platform for the first time, and they work great. There are strong libraries of non-skeezy mobile games on Apple Arcade and Netflix Games, streaming via Xbox and PlayStation services is continuing apace, and there are even a few AAA console games now running natively on the platform, like Assassin’s Creed and Resident Evil titles.

Some of those games need a traditional, dual-stick game controller to work well, though, and Apple bafflingly offers no first-party solution for this.

Yes, you can sync popular Bluetooth controllers from Sony, Microsoft, Nintendo, and 8bitdo with your iPhone, but that’s not really the ideal answer—your iPhone isn’t a big TV sitting across the room or a computer monitor propped up on your desk.

A few companies have jumped in to solve this with attachable controllers that give the iPhone a Nintendo Switch or Steam Deck-like form factor (albeit a lot smaller). There’s a wide range of quality, though, and some of the ones you’ll see advertised aren’t very well made.

There’s some debate out there, but there’s one that just about anyone will at least put up for consideration: the Backbone One. That’s the one I picked for my new iPhone 16 Pro Max, which I have loaded with emulators and tons of games.

Since many folks are about to get iPhone 16s for the holidays and might be in the market for something similar, I figured it’d be a good time to write some quick impressions, including pros and cons. Is this thing worth a $99 price tag? What about its subscription-based app?

Switching from the Razer Kishi

Here’s some background, real quick: I previously owned an iPhone 13 Pro, and I played a lot of Diablo Immortal. I wanted to try the controller experience with that game, so I bought a first-generation Razer Kishi—which I liked for the most part. It had excellent thumbsticks that felt similar to those you’d find on an Xbox controller, if a little bit softer.

That said, its design involved a back that loosened up and flexed to fit different kinds of phones, but I found it annoying to take on or off because it immediately crumbled into a folding mess. The big issue that made me go with something else, though, was that the controller worked with a Lightning port, and my new iPhone traded that for USB-C. That’s a good change, overall, but it did mean I had to replace some things.

The Kishi I had is now discontinued, and it’s been replaced with the Kishi V2, which looks… less appealing to me. That’s because it ditches those Xbox-like sticks for ones more similar to what you see with a Nintendo Switch. There’s less range of motion and less stability.

The Razer Kishi V2 (top) and Razer Kishi V1 (bottom). I had the V1. Credit: Ars Technica

The Backbone One has similar drawbacks, but I was drawn to the Backbone as an alternative partly because I had enough complaints about the Kishi that I wanted to roll the dice on something new. I also wanted a change because there’s a version with PlayStation button symbols—and I planned to primarily play PS1 games in an emulator as well as stream PS5 games to the device instead of a PlayStation Portal.

Solid hardware

One of my big complaints about the first-generation Kishi (the folding and flimsy back) isn’t an issue with the Backbone One. It’s right there in the name: This accessory has a sturdy plastic backbone that keeps things nice and stable.

The PlayStation version I got has face buttons and a directional pad that seem like good miniature counterparts to the buttons on Sony’s DualSense controller. The triggers and sticks offer much shallower and less precise control than the DualSense, though—they closely resemble the triggers and sticks on the Nintendo Switch Joy-Cons.

A Backbone One and a DualSense controller side-by-side

This version of the Backbone One adopts some styling from Sony’s DualSense PS5 controller. Credit: Samuel Axon

I feel that’s a big downside. It’s fine for some games, but if you’re playing any game built around quickly and accurately aiming in a 3D environment, you’ll feel the downgrade compared to a real controller.

The product feels quite sturdy to hold and use, and it doesn’t seem likely to break anytime soon. The only thing that bugs me on that front is that the placement of the USB-C port for connecting to the phone is in a place where it takes enough force to insert or remove it that I’m worried about wear and tear on the ports on either my phone or the controller. Time will tell on that front.

There’s an app, but…

The Backbone One is not just a hardware product, even though I think it’d be a perfectly good product without any kind of software or service component.

There is a Backbone app that closely resembles the PlayStation 5’s home screen interface (this is not just for the PlayStation version of the controller, to be clear). It offers a horizontally scrolling list of games from multiple sources like streaming services, mobile game subscription services, or just what’s installed on your device. It also includes voice chat, multiplayer lobbies, streaming to Twitch, and content like video highlights from games.

A screenshot showing a scrollable list of games

The Backbone One app collects games from different sources into one browsing interface. Credit: Samuel Axon

Unfortunately, all this requires a $40 annual subscription after a one-month trial. The good news is that you don’t have to pay for the Backbone One’s subscription service to use it as a controller with your games and emulators.

I don’t think anyone anywhere was asking for a subscription-based app for their mobile game controller. The fact that one is offered proves two things. First, it shows you just how niche this kind of product still is (and transitively, the current state of playing traditional, console-style games on iPhone) that the company that made it felt this was necessary to make a sufficient amount of money.

Second, it shows how much work Apple still needs to do to bake these features into the OS to make iOS/iPadOS a platform that is competitive with offerings from Sony, Microsoft, or even Nintendo in terms of appeal for core rather than casual gamers. That involves more than just porting a few AAA titles.

The state of iPhone gaming

The Backbone One is a nice piece of hardware, but many games you might be excited to play with it are better played elsewhere or with something else.

Hit games with controller support like Genshin Impact, Call of Duty Mobile, and Infinity Nikki all have excellent touch-based control schemes, making using a gamepad simply a matter of preference rather than a requirement.

While Apple is working with publishers like Capcom and Ubisoft to bring some hardcore console titles to the platform, that all still seems like just dipping toes in the water at this point, because they’re such a tiny slice of what’s on offer for PlayStation, Xbox, PC, or even Nintendo Switch players.

In theory, AAA game developers should be excited at the prospect of having iPhone players as a market—the install base of the iPhone absolutely dwarfs all home and handheld consoles combined. But they’re facing two barriers. The first is a chicken-and-egg problem: Only the most recent iPhones (iPhone 15 Pro and the iPhone 16 series) have supported those console AAA titles, and it will take a few years before most iPhone owners catch up.

A Backbone One attached to an iphone 16 Pro Max with the RetroArch main menu on its screen

Emulators like RetroArch (seen here running on an iPhone 16 Pro Max) are the main use case of the Backbone One. Credit: Samuel Axon

The second is that modern AAA games are immensely expensive to produce, and they (thankfully) don’t typically have robust enough in-game monetization paths to be distributed for free. That means that to profit and not cannibalize console and PC sales, publishers need to sell games for much higher up-front costs than mobile players are accustomed to.

So if mobile-first hardcore games are best played with touchscreens, and gamepad-first console games haven’t hit their stride on the platform yet, what’s the point of spending $100 on a Backbone One?

The answer is emulators, for both classic and homebrew games. For that, I’ve been pleased with the Backbone One. But if your goal is to play modern games, the time still hasn’t quite come.

Photo of Samuel Axon

Samuel Axon is a senior editor at Ars Technica. He covers Apple, software development, gaming, AI, entertainment, and mixed reality. He has been writing about gaming and technology for nearly two decades at Engadget, PC World, Mashable, Vice, Polygon, Wired, and others. He previously ran a marketing and PR agency in the gaming industry, led editorial for the TV network CBS, and worked on social media marketing strategy for Samsung Mobile at the creative agency SPCSHP. He also is an independent software and game developer for iOS, Windows, and other platforms, and he is a graduate of DePaul University, where he studied interactive media and software development.

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Google steps into “extended reality” once again with Android XR

Citing “years of investment in AI, AR, and VR,” Google is stepping into the augmented reality market once more with Android XR. It’s an operating system that Google says will power future headsets and glasses that “transform how you watch, work, and explore.”

The first version you’ll see is Project Moohan, a mixed-reality headset built by Samsung. It will be available for purchase next year, and not much more is known about it. Developers have access to the new XR version of Android now.

“We’ve been in this space since Google Glass, and we have not stopped,” said Juston Payne, director of product at Google for XR in Android XR’s launch video. Citing established projects like Google Lens, Live View for Maps, instant camera translation, and, of course, Google’s general-purpose Gemini AI, XR promises to offer such overlays in both dedicated headsets and casual glasses.

Android XR announcement video.

There are few additional details right now beyond a headset rendering, examples in Google’s video labeled as “visualization for concept purposes.” Google’s list of things that will likely be on board includes Gemini, Maps, Photos, Translate, Chrome, Circle to Search, and Messages. And existing Android apps, or at least those updated to do so, should make the jump, too.

Google steps into “extended reality” once again with Android XR Read More »

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Errant reference in macOS 15.2 seems to confirm M4 MacBook Airs for 2025

The macOS 15.2 update that was released earlier today came with a handful of new features, plus something unexpected: an apparently accidental reference to the upcoming M4 MacBook Airs. MacRumors reports that the “Mac16,12” and “Mac16,13” model identifiers reference 13- and 15-inch models of the M4 Air and that both are coming in 2025.

That a MacBook Air refresh is planned for next year isn’t much of a surprise at this point—in reporting that pretty much nailed the details of the first M4 Macs, Bloomberg’s Mark Gurman has said that the Air, the Mac Studio, and the Mac Pro are all slated for updates throughout 2025.

But a reference in the current release of macOS could point to a launch sooner rather than later; the M4 Mac mini was referenced in a macOS update in mid-September around a month and a half before it was released. The M3 Airs came out in March this year, but Apple has been known to put out new Macs as early as January in recent years.

The M4 isn’t a gigantic update over the M3—we tested its performance in the M4 iMac, though a passively cooled MacBook Air version would likely be a bit slower at heavier workloads—but the fully enabled version does come with two extra CPU cores and some nice quality-of-life updates. Those updates include Thunderbolt 5 ports and support for a total of three displays (two external and the built-in screen), up from a total of two for the M1, M2, and M3 MacBook Airs.

We didn’t get M4 MacBook Airs in November, but Apple did “update” the M2 and M3 versions from 8GB to 16GB of RAM without increasing their prices. The RAM increase will be useful for all kinds of things, though it could be a harbinger of increased memory requirements for upcoming Apple Intelligence features.

Errant reference in macOS 15.2 seems to confirm M4 MacBook Airs for 2025 Read More »

ios-182,-macos-15.2-updates-arrive-today-with-image-and-emoji-generation

iOS 18.2, macOS 15.2 updates arrive today with image and emoji generation

Apple has announced that it will be releasing the iOS 18.2, iPadOS 18.2, and macOS Sequoia 15.2 updates to the public later this afternoon, following weeks of beta testing for developers and users. As with iOS 18.1, the headlining features are new additions to Apple Intelligence, mainly the image-generation capabilities: Image Playground for general images, and “Genmoji” for making custom images in the style of Apple’s built-in Unicode-based emoji characters.

Other AI features include “Image Wand,” which will take sketched images from the Notes app and turn them into a “polished image” using context clues from other notes; and ChatGPT integration for the Writing Tools feature.

The updates also include a long list of bug fixes and security updates, for those who don’t care about Apple Intelligence. Safari gets better data importing and exporting support, an HTTPS Priority feature that “upgrades URLs to HTTPS whenever possible,” and a download status indicator for iPhones with a Dynamic Island. Mail in iOS offers to automatically sort messages to bring important ones to the top of your inbox. There are also various tweaks and improvements for the Photos, Podcasts, Voice Memos, and Stocks apps, while the Weather app in macOS can optionally display the weather in your menu bar.

iOS 18.2, macOS 15.2 updates arrive today with image and emoji generation Read More »

apple-hit-with-$1.2b-lawsuit-after-killing-controversial-csam-detecting-tool

Apple hit with $1.2B lawsuit after killing controversial CSAM-detecting tool

When Apple devices are used to spread CSAM, it’s a huge problem for survivors, who allegedly face a range of harms, including “exposure to predators, sexual exploitation, dissociative behavior, withdrawal symptoms, social isolation, damage to body image and self-worth, increased risky behavior, and profound mental health issues, including but not limited to depression, anxiety, suicidal ideation, self-harm, insomnia, eating disorders, death, and other harmful effects.” One survivor told The Times she “lives in constant fear that someone might track her down and recognize her.”

Survivors suing have also incurred medical and other expenses due to Apple’s inaction, the lawsuit alleged. And those expenses will keep piling up if the court battle drags on for years and Apple’s practices remain unchanged.

Apple could win, a lawyer and policy fellow at the Stanford Institute for Human-Centered Artificial Intelligence, Riana Pfefferkorn, told The Times, as survivors face “significant hurdles” seeking liability for mishandling content that Apple says Section 230 shields. And a win for survivors could “backfire,” Pfefferkorn suggested, if Apple proves that forced scanning of devices and services violates the Fourth Amendment.

Survivors, some of whom own iPhones, think that Apple has a responsibility to protect them. In a press release, Margaret E. Mabie, a lawyer representing survivors, praised survivors for raising “a call for justice and a demand for Apple to finally take responsibility and protect these victims.”

“Thousands of brave survivors are coming forward to demand accountability from one of the most successful technology companies on the planet,” Mabie said. “Apple has not only rejected helping these victims, it has advertised the fact that it does not detect child sex abuse material on its platform or devices thereby exponentially increasing the ongoing harm caused to these victims.”

Apple hit with $1.2B lawsuit after killing controversial CSAM-detecting tool Read More »

apple-takes-over-third-party-apple-passwords-autofill-extension-for-firefox

Apple takes over third-party Apple Passwords autofill extension for Firefox

Over the last few years, Apple has steadily been building password manager-style features into macOS and iOS, including automatic password generation, password breach detection, and more. Starting with this year’s updates—iOS 18 and macOS 15 Sequoia—Apple broke all that functionality out into its own Passwords app, making it all even more visible as a competitor to traditional password managers like 1Password and Bitwarden.

One area where Apple has lagged behind its platform-agnostic competitors is in browser support. Users could easily autofill passwords in Safari on macOS, and Apple did support a basic extension for the Windows versions of Google Chrome and Microsoft Edge via iCloud for Windows. But the company only added a Chrome extension for macOS users in the summer of 2023, and it has never supported non-Chromium browsers at all.

That has finally changed, at least for Firefox users running macOS—Apple has an officially supported Passwords extension for Firefox that supports syncing and autofilling passwords in macOS Sonoma and macOS Sequoia. Currently, the extension doesn’t support older versions of macOS or any versions of Firefox for Windows or Linux. When you install the extension in Firefox on a Mac that’s already synced with your iCloud account, all you should need to do to sign in is input a six-digit code that macOS automatically generates for you. As with the Chromium extension, there’s no need to re-sign in to your iCloud account separately.

To enable this functionality, it looks like Apple has taken ownership of a third-party extension that supported autofilling Apple Passwords in Firefox—a GitHub page for the original extension is still available but says that Apple “are now the sole owners in charge of maintaining their own official iCloud Passwords extension.” That extension supports the versions of Windows that can run the official iCloud for Windows app, suggesting that Apple ought to be able to add official Windows support for the extension at some point down the line.

Apple takes over third-party Apple Passwords autofill extension for Firefox Read More »

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Join us tomorrow for Ars Live: How Asahi Linux ports open software to Apple’s hardware

One of the key differences between Apple’s Macs and the iPhone and iPad is that the Mac can still boot and run non-Apple operating systems. This is a feature that Apple specifically built for the Mac, one of many features meant to ease the transition from Intel’s chips to Apple’s own silicon.

The problem, at least at first, was that alternate operating systems like Windows and Linux didn’t work natively with Apple’s hardware, not least because of missing drivers for basic things like USB ports, GPUs, and power management. Enter the Asahi Linux project, a community-driven effort to make open-source software run on Apple’s hardware.

In just a few years, the team has taken Linux on Apple Silicon from “basically bootable” to “plays native Windows games and sounds great doing it.” And the team’s ultimate goal is to contribute enough code upstream that you no longer need a Linux distribution just for Apple Silicon Macs.

On December 4 at 3: 30 pm Eastern (1: 30 pm Pacific), Ars Technica Senior Technology Reporter Andrew Cunningham will host a livestreamed YouTube conversation with Asahi Linux Project Lead Hector Martin and Graphics Lead Alyssa Rosenzweig that will cover the project’s genesis and its progress, as well as what the future holds.

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The upside-down capacitor in mid-‘90s Macs, proven and documented by hobbyists

Brown notes that the predecessor Mac LC and LC II had the correct connections, as did the LC 475, which uses the same power supply scheme. This makes him “confident that Apple made a boo-boo on the LC III,” or “basically the hardware equivalent of a copy/paste error when you’re writing code.”

Making sure rehabbers don’t make the same mistake

Why was this not noticed earlier, other than a couple forum threads seen by dedicated board rehabbers? There are a few reasons. For one thing, the rail was only used for a serial port or certain expansion card needs, so a capacitor failure, or out-of-spec power output, may not have been noticed. The other bit is that the original capacitor was rated for 16V, so even with -5V across it, it might not have failed, at least while it was relatively fresh. And it would not have failed in quite so spectacular a fashion as to generate stories and myths.

As to whether Apple knew about this but decided against acting on a somewhat obscure fault, one that might never cause real problems? By all means, let us know if you worked at Apple during that time and can clue us in. Ars has emailed Apple with this tremendously relevant question, the day before Thanksgiving, and will update this post with any comment.

By posting his analysis, Brown hopes to provide anyone else re-capping one of these devices with a bright, reflective warning sign to ignore Apple’s markings and install C22 the electrically correct way. Brown, reached by email, said that he heard from another hobbyist that the reverse voltage “would explain why the replacement cap” they installed “blew up.” Some restoration types, like Retro Viator, noticed the problem and fixed it pre-detonation.

Modern rehabbers tend to use tantalum capacitors to replace the fluid-filled kind that probably damaged the board they’re working on. Tantalum tends to react more violently to too much or reverse voltage, Brown wrote me.

Should C22 or other faulty capacitors destroy your LC III board entirely, Brown notes that 68kMLA member max1zzz has made a reverse-engineered full logic board schematic.

The upside-down capacitor in mid-‘90s Macs, proven and documented by hobbyists Read More »

are-any-of-apple’s-official-magsafe-accessories-worth-buying?

Are any of Apple’s official MagSafe accessories worth buying?


When MagSafe was introduced, it promised an accessories revolution. Meh.

Apple’s current lineup of MagSafe accessories. Credit: Samuel Axon

When Apple introduced what it currently calls MagSafe in 2020, its marketing messaging suggested that the magnetic attachment standard for the iPhone would produce a boom in innovation in accessories, making things possible that simply weren’t before.

Four years later, that hasn’t really happened—either from third-party accessory makers or Apple’s own lineup of branded MagSafe products.

Instead, we have a lineup of accessories that matches pretty much what was available at launch in 2020: chargers, cases, and just a couple more unusual applications.

With the launch of the iPhone 16 just behind us and the holidays just in front of us, a bunch of people are moving to phones that support MagSafe for the first time. Apple loves an upsell, so it offers some first-party MagSafe accessories—some useful, some not worth the cash, given the premiums it sometimes charges.

Given all that, it’s a good time to check in and quickly point out which (if any) of these first-party MagSafe accessories might be worth grabbing alongside that new iPhone and which ones you should skip in favor of third-party offerings.

Cases with MagSafe

Look, we could write thousands of words about the variety of iPhone cases available, or even just about those that support MagSafe to some degree or another—and we still wouldn’t really scratch the surface. (Unless that surface was made with Apple’s leather-replacement FineWoven material—hey-o!)

It’s safe to say there’s a third-party case for every need and every type of person out there. If you want one that meets your exact needs, you’ll be able to find it. Just know that cases that are labeled as MagSafe-ready will allow charge through and will let the magnets align correctly between a MagSafe charger and an iPhone—that’s really the whole point of the “MagSafe” name.

But if you prefer to stick with Apple’s own cases, there are currently two options: the clear cases and the silicone cases.

A clear iPhone case on a table

The clear case is definitely the superior of Apple’s two first-party MagSafe cases. Credit: Samuel Axon

The clear cases actually have a circle where the edges of the MagSafe magnets are, which is pretty nice for getting the magnets to snap without any futzing—though it’s really not necessary, since, well, magnets attract. They have a firm plastic shell that is likely to do a good job of protecting your phone when you drop it.

The Silicone case is… fine. Frankly, it’s ludicrously priced for what it is. It offers no advantages over a plethora of third-party cases that cost exactly half as much.

Recommendation: The clear case has its advantages, but the silicone case is awfully expensive for what it is. Generally, third party is the way to go. There are lots of third-party cases from manufacturers who got licensed by Apple, and you can generally trust those will work with wireless charging just fine. That was the whole point of the MagSafe branding, after all.

The MagSafe charger

At $39 or $49 (depending on length, one meter or two), these charging cables are pretty pricey. But they’re also highly durable, relatively efficient, and super easy to use. In most cases, you might as well just use any old USB-C cable.

There are some situations where you might prefer this option, though—for example, if you prop your iPhone up against your bedside lamp like a nightstand clock, or if you (like me) listen to audiobooks on wired earbuds while you fall asleep via the USB-C port, but you want to make sure the phone is still charging.

A charger with cable sits on a table

The MagSafe charger for the iPhone. Credit: Samuel Axon

So the answer on Apple’s MagSafe charger is that it’s pretty specialized, but it’s arguably the best option for those who have some specific reason not to just use USB-C.

Recommendation: Just use a USB-C cable, unless you have a specific reason to go this route—shoutout to my fellow individuals who listen to audiobooks while falling asleep but need headphones so as not to keep their spouse awake but prefer wired earbuds that use the USB-C port over AirPods to avoid losing AirPods in the bed covers. I’m sure there are dozens of us! If you do go this route, Apple’s own cable is the safest pick.

Apple’s FineWoven Wallet with MagSafe

While I’d long known people with dense wallet cases for their iPhones, I was excited about Apple’s leather (and later FineWoven) wallet with MagSafe when it was announced. I felt the wallet cases I’d seen were way too bulky, making the phone less pleasant to use.

Unfortunately, Apple’s FineWoven Wallet with MagSafe might be the worst official MagSafe product.

The problem is that the “durable microtwill” material that Apple went with instead of leather is prone to scratching, as many owners have complained. That’s a bit frustrating for something that costs nearly $60.

Apple's MagSafe wallet on a table

The MagSafe wallet has too many limitations to be worthwhile for most people. Credit: Samuel Axon

The wallet also only holds a few cards, and putting cards here means you probably can’t or at least shouldn’t try to use wireless charging, because the cards would be between the charger and the phone. Apple itself warns against doing this.

For those reasons, skip the FineWoven Wallet. There are lots of better-designed iPhone wallet cases out there, even though they might not be so minimalistic.

Recommendation: Skip this one. It’s a great idea in theory, but in practice and execution, it just doesn’t deliver. There are zillions of great wallet cases out there if you don’t mind a bit of bulk—just know you’ll have some wireless charging issues with many cases.

Other categories offered by third parties

Frankly, a lot of the more interesting applications of MagSafe for the iPhone are only available through third parties.

There are monitor mounts for using the iPhone as a webcam with Macs; bedside table stands for charging the phone while it acts as a smart display; magnetic phone stands for car dashboards that let you use GPS while you drive using MagSafe; magnetic versions for attaching power banks and portable batteries; and of course, multi-device chargers similar to the infamously canceled Airpower charging pad Apple had planned to release at one point. (I have the Belkin Boost Charge Pro 3-in-1 on my desk, and it works great.)

It’s not the revolution of new applications that some imagined when MagSafe was launched, but that’s not really a surprise. Still, there are some quality products out there. It’s both strange and a pity that Apple hasn’t made most of them itself.

No revolution here

Truthfully, MagSafe never seemed like it would be a huge smash. iPhones already supported Qi wireless charging before it came along, so the idea of magnets keeping the device aligned with the charger was always the main appeal—its existence potentially saved some users from ending up with chargers that didn’t quite work right with their phones, provided those users bought officially licensed MagSafe accessories.

Apple’s MagSafe accessories are often overpriced compared to alternatives from Belkin and other frequent partners. MagSafe seemed to do a better job bringing some standards to certain third-party products than it did bringing life to Apple’s offerings, and it certainly did not bring about a revolution of new accessory categories to the iPhone.

Still, it’s hard to blame anyone for choosing to go with Apple’s versions; the world of third-party accessories can be messy, and going the first-party route is generally a surefire way to know you’re not going to have many problems, even if the sticker’s a bit steep.

You could shop for third-party options, but sometimes you want a sure thing. With the possible exception of the FineWoven Wallet, all of these Apple-made MagSafe products are sure things.

Photo of Samuel Axon

Samuel Axon is a senior editor at Ars Technica. He covers Apple, software development, gaming, AI, entertainment, and mixed reality. He has been writing about gaming and technology for nearly two decades at Engadget, PC World, Mashable, Vice, Polygon, Wired, and others. He previously ran a marketing and PR agency in the gaming industry, led editorial for the TV network CBS, and worked on social media marketing strategy for Samsung Mobile at the creative agency SPCSHP. He also is an independent software and game developer for iOS, Windows, and other platforms, and he is a graduate of DePaul University, where he studied interactive media and software development.

Are any of Apple’s official MagSafe accessories worth buying? Read More »

the-good,-the-bad,-and-the-ugly-behind-the-push-for-more-smart-displays

The good, the bad, and the ugly behind the push for more smart displays

After a couple of years without much happening, smart displays are in the news again. Aside from smart TVs, consumer screens that connect to the Internet have never reached a mainstream audience. However, there seems to be a resurgence to make smart displays more popular. The approaches that some companies are taking are better than those of others, revealing a good, bad, and ugly side behind the push.

Note that for this article, we’ll exclude smart TVs when discussing smart displays. Unlike the majority of smart displays, smart TVs are mainstream tech. So for this piece, we’ll mostly focus on devices like the Google Next Hub Max or Amazon Echo Show (as pictured above).

The good

When it comes to emerging technology, a great gauge for whether innovation is happening is by measuring how much a product solves a real user problem. Products seeking a problem to solve or that are glorified vehicles for ads and tracking don’t qualify.

If reports that Apple is working on its first smart display are true, there may be potential for it to solve the problem of managing multiple smart home devices from different companies.

Apple has declined to comment on reports from Bloomberg’s Mark Gurman of an Apple smart display under development. But Gurman recently claimed that the display will be able to be mounted on walls and “use AI to navigate apps.” Gurman said that it would incorporate Apple’s smart home framework HomeKit, which supports “hundreds of accessories” and can control third-party devices, like smart security cameras, thermostats, and lights. Per the November 12 report:

The product will be marketed as a way to control home appliances, chat with Siri, and hold intercom sessions via Apple’s FaceTime software. It will also be loaded with Apple apps, including ones for web browsing, listening to news updates and playing music. Users will be able to access their notes and calendar information, and the device can turn into a slideshow display for their photos.

If released, the device—said to be shaped like a 6-inch iPhone—would compete with the Nest Hub and Echo Show. Apple entering the smart display business could bring a heightened focus on privacy and push other companies to make privacy a bigger focus, too. Apple has already given us a peek at how it might handle smart home privacy with the HomePod. “All communication between HomePod and Apple servers is encrypted, and anonymous IDs protect your identity,” Apple’s HomePod privacy policy states.

The good, the bad, and the ugly behind the push for more smart displays Read More »

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Musi fans refuse to update iPhones until Apple unblocks controversial app

“The public interest in the preservation of intellectual property rights weighs heavily against the injunction sought here, which would force Apple to distribute an app over the repeated and consistent objections of non-parties who allege their rights are infringed by the app,” Apple argued.

Musi fans vow loyalty

For Musi fans expressing their suffering on Reddit, Musi appears to be irreplaceable.

Unlike other free apps that continually play ads, Musi only serves ads when the app is initially opened, then allows uninterrupted listening. One Musi user also noted that Musi allows for an unlimited number of videos in a playlist, where YouTube caps playlists at 5,000 videos.

“Musi is the only playback system I have to play all 9k of my videos/songs in the same library,” the Musi fan said. “I honestly don’t just use Musi just cause it’s free. It has features no other app has, especially if you like to watch music videos while you listen to music.”

“Spotify isn’t cutting it,” one Reddit user whined.

“I hate Spotify,” another user agreed.

“I think of Musi every other day,” a third user who apparently lost the app after purchasing a new phone said. “Since I got my new iPhone, I have to settle for other music apps just to get by (not enough, of course) to listen to music in my car driving. I will be patiently waiting once Musi is available to redownload.”

Some Musi fans who still have access gloat in the threads, while others warn the litigation could soon doom the app for everyone.

Musi continues to perhaps optimistically tell users that the app is coming back, reassuring anyone whose app was accidentally offloaded that their libraries remain linked through iCloud and will be restored if it does.

Some users buy into Musi’s promises, while others seem skeptical that Musi can take on Apple. To many users still clinging to their Musi app, updating their phones has become too risky until the litigation resolves.

“Please,” one Musi fan begged. “Musi come back!!!”

Musi fans refuse to update iPhones until Apple unblocks controversial app Read More »

apple-tv+-spent-$20b-on-original-content-if-only-people-actually-watched.

Apple TV+ spent $20B on original content. If only people actually watched.

For example, Apple TV+ is embracing bundles, which is thought to help prevent subscribers from canceling streaming subscriptions. People can currently get Apple TV+ from a Comcast streaming bundle.

And as of last month people can subscribe to and view Apple TV+ through Amazon Prime Video. As my colleague Samuel Axon explained in October, this contradicts Apple’s long-standing approach to streaming “because Apple has long held ambitions of doing exactly what Amazon is doing here: establishing itself as the central library, viewing, search, and payment hub for a variety of subscription offerings.” But without support from Netflix, “Apple’s attempt to make the TV app a universal hub of content has been continually stymied,” Axon noted.

Something has got to give

With the broader streaming industry dealing with high production costs, disappointed subscribers, and growing competition, Apple, like many stakeholders, is looking for new approaches to entertainment. For Apple, that also reportedly includes fewer theatrical releases.

It may also one day mean joining what some streaming subscribers see as the dark side of streaming: advertisements. Apple TV+ currently remains ad-free, but there are suspicions that this could change, with Apple reportedly meeting with the United Kingdom’s TV ratings body recently about ad tracking and its hiring of ad executives.

Apple’s ad-free platform and comparatively low subscription prices are some of the biggest draws for Apple TV+ subscribers, however, which would make changes to either benefit controversial.

But after five years on the market and a reported $20 billion in spending, Apple can’t be happy with 0.3 percent of available streaming viewership. Awards and prestige help put Apple TV+ on the map, but Apple needs more subscribers and eyeballs on its expensive content to have a truly successful streaming business.

Apple TV+ spent $20B on original content. If only people actually watched. Read More »