Apple

apple’s-headphone-adapter-for-older-iphones-sells-out,-possibly-never-to-return

Apple’s headphone adapter for older iPhones sells out, possibly never to return

When Apple infamously ditched the headphone jack with the launch of the iPhone 7, it at least provided customers with a Lightning-to-3.5 mm adapter either right in the box or as a $9 standalone purchase in its online store. Now it looks like that adapter is being retired.

As MacRumors first noted, the adapter is showing as sold out in most regions, along with a few other Lightning accessories, like the even-more-archaic-seeming Lightning-to-VGA adapter. That includes the United States, where it is not possible to order the headphone adapter from Apple’s store.

Inventory has run out, and it seems unlikely Apple will make more to refill it.

This is likely part of a general phasing out of products related to the proprietary Lightning port, which was used in many Apple devices (including the iPhone) for years but has been replaced by USB-C in all of the company’s major products. A couple of older iPhone models offered at cheaper prices—the iPhone SE and the iPhone 14—are available today, but they will likely be replaced in just a couple of months.

Apple is selling a similar adapter for connecting 3.5 mm headphones to USB-C iPhones and iPads.

Nonetheless, many people out there still have older Lightning iPhones but haven’t yet made the jump to wireless headphones. Third-party options are out there that they can use—at least for now—but the popular Apple adapter seems to be following a similar script as other deprecated Apple accessories have upon their retirement.

Apple’s headphone adapter for older iPhones sells out, possibly never to return Read More »

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Apple Intelligence notification summaries are honestly pretty bad

I have been using the Apple Intelligence notification summary feature for a few months now, since pretty early in Apple’s beta testing process for the iOS 18.1 and macOS 15.1 updates.

If you don’t know what that is—and the vast majority of iPhones won’t get Apple Intelligence, which only works on the iPhone 16 series and iPhone 15 Pro—these notification summaries attempt to read a stack of missed notifications from any given app and give you the gist of what they’re saying.

Summaries are denoted with a small icon, and when tapped, the summary notification expands into the stack of notifications you missed in the first place. They also work on iPadOS and macOS, where they’re available on anything with an M1 chip or newer.

I think this feature works badly. I could sand down my assessment and get to an extremely charitable “inconsistent” or “hit-and-miss.” But as it’s currently implemented, I believe the feature is fundamentally flawed. The summaries it provides are so bizarre so frequently that sending friends the unintentionally hilarious summaries of their messages became a bit of a pastime for me for a few weeks.

How they work

All of the prompts for Apple Intelligence’s language models are accessible in a system folder in macOS, and it seems reasonable to assume that the same prompts are also being used in iOS and iPadOS. Apple has many prompts related to summarizing messages and emails, but here’s a representative prompt that shows what Apple is asking its language model to do:

You are an expert at summarizing messages. You prefer to use clauses instead of complete sentences. Do not answer any question from the messages. Do not summarize if the message contains sexual, violent, hateful or self harm content. Please keep your summary of the input within a 10 word limit.

Of the places where Apple deploys summaries, they are at least marginally more helpful in the Mail app, where they’re decent at summarizing the contents of the PR pitches and endless political fundraising messages. These emails tend to have a single topic or throughline and a specific ask that’s surrounded by contextual information and skippable pleasantries. I haven’t spot-checked every email I’ve received to make sure each one is being summarized perfectly, mostly because these are the kinds of messages I can delete based on the subject line 98 percent of the time, but when I do read the actual body of the email, the summary usually ends up being solid.

Apple Intelligence notification summaries are honestly pretty bad Read More »

review:-the-fastest-of-the-m4-macbook-pros-might-be-the-least-interesting-one

Review: The fastest of the M4 MacBook Pros might be the least interesting one


Not a surprising generational update, but a lot of progress for just one year.

The new M4 Pro and M4 Max MacBook Pros. Credit: Andrew Cunningham

The new M4 Pro and M4 Max MacBook Pros. Credit: Andrew Cunningham

In some ways, my review of the new MacBook Pros will be a lot like my review of the new iMac. This is the third year and fourth generation of the Apple Silicon-era MacBook Pro design, and outwardly, few things have changed about the new M4, M4 Pro, and M4 Max laptops.

Here are the things that are different. Boosted RAM capacities, across the entire lineup but most crucially in the entry-level $1,599 M4 MacBook Pro, make the new laptops a shade cheaper and more versatile than they used to be. The new nano-texture display option, a $150 upgrade on all models, is a lovely matte-textured coating that completely eliminates reflections. There’s a third Thunderbolt port on the baseline M4 model (the M3 model had two), and it can drive up to three displays simultaneously (two external, plus the built-in screen). There’s a new webcam. It looks a little nicer and has a wide-angle lens that can show what’s on your desk instead of your face if you want it to. And there are new chips, which we’ll get to.

That is essentially the end of the list. If you are still using an Intel-era MacBook Pro, I’ll point you to our previous reviews, which mostly celebrate the improvements (more and different kids of ports, larger screens) while picking one or two nits (they are a bit larger and heavier than late-Intel MacBook Pros, and the display notch is an eyesore).

New chips: M4 and M4 Pro

That leaves us with the M4, M4 Pro, and M4 Max.

We’ve already talked a bunch about the M4 and M4 Pro in our reviews of the new iMac and the new Mac minis, but to recap, the M4 is a solid generational upgrade over the M3, thanks to its two extra efficiency cores on the CPU side. Comparatively, the M4 Pro is a much larger leap over the M3 Pro, mostly because the M3 Pro was such a mild update compared to the M2 Pro.

The M4’s single-core performance is between 14 and 21 percent faster than the M3s in our tests, and tests that use all the CPU cores are usually 20 or 30 percent faster. The GPU is occasionally as much as 33 percent faster than the M3 in our tests, though more often, the improvements are in the single or low double digits.

For the M4 Pro—bearing in mind that we tested the fully enabled version with 14 CPU cores and 20 GPU cores, and not the slightly cut down version sold in less expensive machines—single-core CPU performance is up by around 20-ish percent in our tests, in line with the regular M4’s performance advantage over the regular M3. The huge boost to CPU core count increases multicore performance by between 50 and 60 percent most of the time, a substantial boost that actually allows the M4 Pro to approach the CPU performance of the 2022 M1 Ultra. GPU performance is up by around 33 percent compared to M3 Pro, thanks to the additional GPU cores and memory bandwidth, but it’s still not as fast as any of Apple’s Max or Ultra chips, even the M1-series.

M4 Max

And finally, there’s the M4 Max (again, the fully enabled version, this one with 12 P-cores, 4 E-cores, 40 GPU cores, and 546GB/s of memory bandwidth). Single-core CPU performance is the biggest leap forward, jumping by between 18 and 28 percent in single-threaded benchmarks. Multi-core performance is generally up by between 15 and 20 percent. That’s a more-than-respectable generational leap, but it’s nowhere near what happened for the M4 Pro since both M3 Mac and M4 Max have the same CPU core counts.

The only weird thing we noticed in our testing was an inconsistent performance in our Handbrake video encoding test. Every time we ran it, it reliably took either five minutes and 20 seconds or four minutes and 30 seconds. For the slower result, power usage was also slightly reduced, which suggests to me that some kind of throttling is happening during this workload; we saw roughly these two results over and over across a dozen or so runs, each separated by at least five minutes to allow the Mac to cool back down. High Power mode didn’t make a difference in either direction.

CPU P/E-cores GPU cores RAM options Display support (including internal) Memory bandwidth
Apple M4 Max (low) 10/4 32 36GB Up to five 410GB/s
Apple M4 Max (high) 12/4 40 48/64/128GB Up to five 546GB/s
Apple M3 Max (high) 12/4 40 48/64/128GB Up to five 409.6GB/s
Apple M2 Max (high) 8/4 38 64/96GB Up to five 409.6GB/s

We shared our data with Apple and haven’t received a response. Note that we tested the M4 Max in the 16-inch MacBook Pro, and we’d expect any kind of throttling behavior to be slightly more noticeable in the 14-inch Pro since it has less room for cooling hardware.

The faster result is more in line with the rest of our multi-core tests for the M4 Max. Even the slower of the two results is faster than the M3 Max, albeit not by much. We also didn’t notice similar behavior for any of the other multi-core tests we ran. It’s worth keeping in mind if you plan to use the MacBook Pro for CPU-heavy, sustained workloads that will run for more than a few minutes at a time.

GPU performance in our tests varies widely compared to the M4 Max, with results ranging from as little as 10 or 15 percent (for 4K and 1440p GFXBench tests—the bigger boost to the 1080p version is coming partially from CPU improvements) to as high as 30 percent for the Cinebench 2024 GPU test. I suspect the benefits will vary depending on how much the apps you’re running benefit from the M4 Max’s improved memory bandwidth.

Power efficiency in the M4 Max isn’t dramatically different from the M3 Max—it’s more efficient by virtue of using roughly the same amount of power as the M3 Max and running a little faster, consuming less energy overall to do the same amount of work.

Credit: Andrew Cunningham

Finally, in a test of High Power mode, we did see some very small differences in the GFXBench scores, though not in other GPU-based tests like Cinebench and Blender or in any CPU-based tests. You might notice slightly better performance in games if you’re running them, but as with the M4 Pro, it doesn’t seem hugely beneficial. This is different from how it’s handled in many Windows PCs, including Snapdragon X Elite PCs with Arm-based chips in them because they do have substantially different performance in high-performance mode relative to the default “balanced” mode.

Nice to see you, yearly upgrade

The 14-inch and 16-inch MacBook Pros. The nano-texture glass displays eliminate all of the normal glossy-screen reflections and glare. Credit: Andrew Cunningham

The new MacBook Pros are all solid year-over-year upgrades, though they’ll be most interesting to people who bought their last MacBook Pro toward the end of the Intel era sometime in 2019 or 2020. The nano-texture display, extra speed, and extra RAM may be worth a look for owners of the M1 MacBook Pros if you truly need the best performance you can get in a laptop. But I’d still draw a pretty bright line between latter-day Intel Macs (aging, hot, getting toward the end of the line for macOS updates, not getting all the features of current macOS versions anyway) and any kind of Apple Silicon Mac (fully supported with all features, still-current designs, barely three years old at most).

Frankly, the computer that benefits the most is probably the $1,599 entry-level MacBook Pro, which, thanks to the 16GB RAM upgrade and improved multi-monitor support, is a fairly capable professional computer. Of all the places where Apple’s previous 8GB RAM floor felt inappropriate, it was in the M3 MacBook Pro. With the extra ports, high-refresh-rate screen, and nano-texture coating option, it’s a bit easier to articulate the kind of user who that laptop is actually for, separating it a bit from the 15-inch MacBook Air.

The M4 Pro version also deserves a shout-out for its particularly big performance jump compared to the M2 Pro and M3 Pro generations. It’s a little odd to have a MacBook Pro generation where the middle chip is the most impressive of the three, and that’s not to discount how fast the M4 Max is—it’s just the reality of the situation given Apple’s focus on efficiency rather than performance for the M3 Pro.

The good

  • RAM upgrades across the whole lineup. This particularly benefits the $1,599 M4 MacBook Air, which jumps from 8GB to 16GB
  • M4 and M4 Max are both respectable generational upgrades and offer substantial performance boosts from Intel or even M1 Macs
  • M4 Pro is a huge generational leap, as Apple’s M3 Pro used a more conservative design
  • Nano-texture display coating is very nice and not too expensive relative to the price of the laptops
  • Better multi-monitor support for M4 version
  • Other design things—ports, 120 Hz screen, keyboard, and trackpad—are all mostly the same as before and are all very nice

The bad

  • Occasional evidence of M4 Max performance throttling, though it’s inconsistent, and we only saw it in one of our benchmarks
  • Need to jump all the way to M4 Max to get the best GPU performance

The ugly

  • Expensive, especially once you start considering RAM and storage upgrades

Photo of Andrew Cunningham

Andrew is a Senior Technology Reporter at Ars Technica, with a focus on consumer tech including computer hardware and in-depth reviews of operating systems like Windows and macOS. Andrew lives in Philadelphia and co-hosts a weekly book podcast called Overdue.

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Apple botched the Apple Intelligence launch, but its long-term strategy is sound


I’ve spent a week with Apple Intelligence—here are the takeaways.

Apple Intelligence includes features like Clean Up, which lets you pick from glowing objects it has recognized to remove them from a photo. Credit: Samuel Axon

Ask a few random people about Apple Intelligence and you’ll probably get quite different responses.

One might be excited about the new features. Another could opine that no one asked for this and the company is throwing away its reputation with creatives and artists to chase a fad. Another still might tell you that regardless of the potential value, Apple is simply too late to the game to make a mark.

The release of Apple’s first Apple Intelligence-branded AI tools in iOS 18.1 last week makes all those perspectives understandable.

The first wave of features in Apple’s delayed release shows promise—and some of them may be genuinely useful, especially with further refinement. At the same time, Apple’s approach seems rushed, as if the company is cutting some corners to catch up where some perceive it has fallen behind.

That impatient, unusually undisciplined approach to the rollout could undermine the value proposition of AI tools for many users. Nonetheless, Apple’s strategy might just work out in the long run.

What’s included in “Apple Intelligence”

I’m basing those conclusions on about a week spent with both the public release of iOS 18.1 and the developer beta of iOS 18.2. Between them, the majority of features announced back in June under the “Apple Intelligence” banner are present.

Let’s start with a quick rundown of which Apple Intelligence features are in each release.

iOS 18.1 public release

  • Writing Tools
    • Proofreading
    • Rewriting in friendly, professional, or concise voices
    • Summaries in prose, key points, bullet point list, or table format
  • Text summaries
    • Summarize text from Mail messages
    • Summarize text from Safari pages
  • Notifications
  • Reduce Interruptions – Intelligent filtering of notifications to include only ones deemed critical
  • Type to Siri
  • More conversational Siri
  • Photos
    • Clean Up (remove an object or person from the image)
    • Generate Memories videos/slideshows from plain language text prompts
    • Natural language search

iOS 18.2 developer beta (as of November 5, 2024)

  • Image Playground – A prompt-based image generation app akin to something like Dall-E or Midjourney but with a limited range of stylistic possibilities, fewer features, and more guardrails
  • Genmoji – Generate original emoji from a prompt
  • Image Wand – Similar to Image Playground but simplified within the Notes app
  • ChatGPT integration in Siri
  • Visual Intelligence – iPhone 16 and iPhone 16 Pro users can use the new Camera Control button to do a variety of tasks based on what’s in the camera’s view, including translation, information about places, and more
  • Writing Tools – Expanded with support for prompt-based edits to text

iOS 18.1 is out right now for everybody. iOS 18.2 is scheduled for a public launch sometime in December.

iOS 18.2 will introduce both Visual Intelligence and the ability to chat with ChatGPT via Siri.

Credit: Samuel Axon

iOS 18.2 will introduce both Visual Intelligence and the ability to chat with ChatGPT via Siri. Credit: Samuel Axon

A staggered rollout

For several years, Apple has released most of its major new software features for, say, the iPhone in one big software update in the fall. That timeline has gotten fuzzier in recent years, but the rollout of Apple Intelligence has moved further from that tradition than we’ve ever seen before.

Apple announced iOS 18 at its developer conference in June, suggesting that most if not all of the Apple Intelligence features would launch in that singular update alongside the new iPhones.

Much of the marketing leading up to and surrounding the iPhone 16 launch focused on Apple Intelligence, but in actuality, the iPhone 16 had none of the features under that label when it launched. The first wave hit with iOS 18.1 last week, over a month after the first consumers started getting their hands on iPhone 16 hardware. And even now, these features are in “beta,” and there has been a wait list.

Many of the most exciting Apple Intelligence features still aren’t here, with some planned for iOS 18.2’s launch in December and a few others coming even later. There will likely be a wait list for some of those, too.

The wait list part makes sense—some of these features put demand on cloud servers, and it’s reasonable to stagger the rollout to sidestep potential launch problems.

The rest doesn’t make as much sense. Between the beta label and the staggered features, it seems like Apple is rushing to satisfy expectations about Apple Intelligence before quality and consistency have fallen into place.

Making AI a harder sell

In some cases, this strategy has led to things feeling half-baked. For example, Writing Tools is available system-wide, but it’s a different experience for first-party apps that work with the new Writing Tools API than third-party apps that don’t. The former lets you approve changes piece by piece, but the latter puts you in a take-it-or-leave-it situation with the whole text. The Writing Tools API is coming in iOS 18.2, maintaining that gap for a couple of months, even for third-party apps whose developers would normally want to be on the ball with this.

Further, iOS 18.2 will allow users to tweak Writing Tools rewrites by specifying what they want in a text prompt, but that’s missing in iOS 18.1. Why launch Writing Tools with features missing and user experience inconsistencies when you could just launch the whole suite in December?

That’s just one example, but there are many similar ones. I think there are a couple of possible explanations:

  • Apple is trying to satisfy anxious investors and commentators who believe the company is already way too late to the generative AI sector.
  • With the original intent to launch it all in the first iOS 18 release, significant resources were spent on Apple Intelligence-focused advertising and marketing around the iPhone 16 in September—and when unexpected problems developing the software features led to a delay for the software launch, it was too late to change the marketing message. Ultimately, the company’s leadership may feel the pressure to make good on that pitch to users as quickly after the iPhone 16 launch as possible, even if it’s piecemeal.

I’m not sure which it is, but in either case, I don’t believe it was the right play.

So many consumers have their defenses up about AI features already, in part because other companies like Microsoft or Google rushed theirs to market without really thinking things through (or caring, if they had) and also because more and more people are naturally suspicious of whatever is labeled the next great thing in Silicon Valley (remember NFTs?). Apple had an opportunity to set itself apart in consumers’ perceptions about AI, but at least right now, that opportunity has been squandered.

Now, I’m not an AI doubter. I think these features and others can be useful, and I already use similar ones every day. I also commend Apple for allowing users to control whether these AI features are enabled at all, which should make AI skeptics more comfortable.

Notification summaries condense all the notifications from a single app into one or two lines, like with this lengthy Discord conversation here. Results are hit or miss.

Credit: Samuel Axon

Notification summaries condense all the notifications from a single app into one or two lines, like with this lengthy Discord conversation here. Results are hit or miss. Credit: Samuel Axon

That said, releasing half-finished bits and pieces of Apple Intelligence doesn’t fit the company’s framing of it as a singular, branded product, and it doesn’t do a lot to handle objections from users who are already assuming AI tools will be nonsense.

There’s so much confusion about AI that it makes sense to let those who are skeptical move at their own pace, and it also makes sense to sell them on the idea with fully baked implementations.

Apple still has a more sensible approach than most

Despite all this, I like the philosophy behind how Apple has thought about implementing its AI tools, even if the rollout has been a mess. It’s fundamentally distinct from what we’re seeing from a company like Microsoft, which seems hell-bent on putting AI chatbots everywhere it can to see which real-world use cases emerge organically.

There is no true, ChatGPT-like LLM chatbot in iOS 18.1. Technically, there’s one in iOS 18.2, but only because you can tell Siri to refer you to ChatGPT on a case-by-case basis.

Instead, Apple has introduced specific generative AI features peppered throughout the operating system meant to explicitly solve narrow user problems. Sure, they’re all built on models that have resemblances to the ones that power Claude or Midjourney, but they’re not built around this idea that you start up a chat dialogue with an LLM or an image generator and it’s up to you to find a way to make it useful for you.

The practical application of most of these features is clear, provided they end up working well (more on that shortly). As a professional writer, it’s easy for me to dismiss Writing Tools as unnecessary—but obviously, not everyone is a professional writer, or even a decent one. For example, I’ve long held that one of the most positive applications of large language models is their ability to let non-native speakers clean up their writing to make it meet native speakers’ standards. In theory, Apple’s Writing Tools can do that.

Apple Intelligence features augment or add additional flexibility or power to existing use cases across the OS, like this new way to generate photo memory movies via text prompt.

Credit: Samuel Axon

Apple Intelligence features augment or add additional flexibility or power to existing use cases across the OS, like this new way to generate photo memory movies via text prompt. Credit: Samuel Axon

I have no doubt that Genmoji will be popular—who doesn’t love a bit of fun in group texts with friends? And many months before iOS 18.1, I was already dropping senselessly gargantuan corporate email threads into ChatGPT and asking for quick summaries.

Apple is approaching AI in a user-centric way that stands in stark contrast to almost every other major player rolling out AI tools. Generative AI is an evolution from machine learning, which is something Apple has been using for everything from iPad screen palm rejection to autocorrect for a while now—to great effect, as we discussed in my interview with Apple AI chief John Giannandrea a few years ago. Apple just never wrapped it in a bow and called it AI until now.

But there was no good reason to rush these features out or to even brand them as “Apple Intelligence” and make a fuss about it. They’re natural extensions of what Apple was already doing. Since they’ve been rushed out the door with a spotlight shining on them, Apple’s AI ambitions have a rockier road ahead than the company might have hoped.

It could take a year or two for this all to come together

Using iOS 18.1, it’s clear that Apple’s large language models are not as effective or reliable as Claude or ChatGPT. It takes time to train models like these, and it looks like Apple started late.

Based on my hours spent with both Apple Intelligence and more established tools from cutting-edge AI companies, I feel the other models crossed a usefulness and reliability threshold a year or so ago. When ChatGPT first launched, it was more of a curiosity than a powerful tool. Now it’s a powerful tool, but that’s a relatively recent development.

In my time with Writing Tools and Notification Summaries in particular, Apple’s models subjectively appear to be around where ChatGPT or Claude were 18 months ago. Notification Summaries almost always miss crucial context in my experience. Writing Tools introduce errors where none existed before.

A writing suggestion shows an egregious grammatical error

It’s not hard to spot the huge error that Writing Tools introduced here. This happens all the time when I use it.

Credit: Samuel Axon

It’s not hard to spot the huge error that Writing Tools introduced here. This happens all the time when I use it. Credit: Samuel Axon

More mature models do these things, too, but at a much lower frequency. Unfortunately, Apple Intelligence isn’t far enough along to be broadly useful.

That said, I’m excited to see where Apple Intelligence will be in 24 months. I think the company is on the right track by using AI to target specific user needs rather than just putting a chatbot out there and letting people figure it out. It’s a much better approach than what we see with Microsoft’s Copilot. If Apple’s models cross that previously mentioned threshold of utility—and it’s only a matter of time before they do—the future of AI tools on Apple platforms could be great.

It’s just a shame that Apple didn’t seem to have the confidence to ignore the zeitgeisty commentators and roll out these features when they’re complete and ready, with messaging focusing on user problems instead of “hey, we’re taking AI seriously too.”

Most users don’t care if you’re taking AI seriously, but they do care if the tools you introduce can make their day-to-day lives better. I think they can—it will just take some patience. Users can be patient, but can Apple? It seems not.

Even so, there’s a real possibility that these early pains will be forgotten before long.

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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Corning faces antitrust actions for its Gorilla Glass dominance

The European Commission (EC) has opened an antitrust investigation into US-based glass-maker Corning, claiming that its Gorilla Glass has dominated the mobile phone screen market due to restrictive deals and licensing.

Corning’s shatter-resistant alkali-aluminosilicate glass keeps its place atop the market, according to the EC’s announcement, because it both demands, and rewards with rebates, device makers that agree to “source all or nearly all of their (Gorilla Glass) demand from Corning.” Corning also allegedly required device makers to report competitive offers to the glass maker. The company is accused of exerting a similar pressure on “finishers,” or those firms that turn raw glass into finished phone screen protectors, as well as demanding finishers not pursue patent challenges against Corning.

“[T]he agreements that Corning put in place with OEMs and finishers may have excluded rival glass producers from large segments of the market, thereby reducing customer choice, increasing prices, and stifling innovation to the detriment of consumers worldwide,” the Commission wrote.

Ars has reached out to Corning for comment and will update this post with response.

Gorilla Glass does approach Xerox or Kleenex levels of brand name association with its function. New iterations of its thin, durable glass reach a bit further than the last and routinely pick up press coverage. Gorilla Glass 4 was pitched as being “up to two times stronger” than any “competitive” alternative. Gorilla Glass 5 could survive a 1.6-meter drop 80 percent of the time, and 6 built in more repetitive damage resistance.

Apple considers Corning’s glass products so essential to its products, like the ceramic shield on the iPhone 12, as to have invested $45 million into the company to expand its US manufacturing. The first iPhone was changed very shortly before launch to use Gorilla Glass instead of a plastic screen, per Steve Jobs’ insistence.

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iPod fans evade Apple’s DRM to preserve 54 lost clickwheel-era games


Dozens of previously hard-to-access games can now be synced via Virtual Machine.

Mom: We have the Game Boy Advance at home / At home: Credit: Aurich Lawson

Mom: We have the Game Boy Advance at home / At home: Credit: Aurich Lawson

Old-school Apple fans probably remember a time, just before the iPhone became a massive gaming platform in its own right, when Apple released a wide range of games designed for late-model clickwheel iPods. While those clickwheel-controlled titles didn’t exactly set the gaming world on fire, they represent an important historical stepping stone in Apple’s long journey through the game industry.

Today, though, these clickwheel iPod games are on the verge of becoming lost media—impossible to buy or redownload from iTunes and protected on existing devices by incredibly strong Apple DRM. Now, the classic iPod community is engaged in a quest to preserve these games in a way that will let enthusiasts enjoy these titles on real hardware for years to come.

Perhaps too well-protected

The short heyday of iPod clickwheel gaming ran from late 2006 to early 2009, when Apple partnered with major studios like Sega, Square Enix, and Electronic Arts to release 54 distinct titles for $7.49 each. By 2011, though, the rise of iOS gaming made these clickwheel iPod titles such an afterthought that Apple completely removed them from the iTunes store, years before the classic iPod line was discontinued for good in 2014.

YouTuber Billiam looks takes a hands-on tour through some of the clickwheel iPod’s games.

In the years since that delisting, the compressed IPG files representing these clickwheel games have all been backed up and collected in various archives. For the most part, though, those IPG files are practically useless to classic iPod owners because of the same strict Fairplay DRM that protected iTunes music and video downloads. That DRM ties each individual IPG file not just to a particular iTunes account (set when the game file was purchased) but also to the specific hardware identifier of the desktop iTunes installation used to sync it.

Games already synced to iPods and iTunes libraries years ago will still work just fine. But trying to sync any of these aging games to a new iPod (and/or a new iTunes installation) requires pairing the original IPG file provided by Apple years ago with the authorized iTunes account that made the original purchase.

Didn’t back up that decades-old file? Sorry, you’re out of luck.

A set of 20 clickwheel iPod games was eventually patched to work on certain iPod Video devices that are themselves flashed with custom firmware. But the majority of these games remain completely unplayable for the vast majority of classic iPod owners to this day.

A virtual workaround

Luckily for the sizable community of classic iPod enthusiasts, there is a bit of a workaround for this legacy DRM issue. Clickwheel iPod owners with working copies of any of these games (either in their iTunes library or on an iPod itself) are still able to re-authorize their account through Apple’s servers to sync with a secondary installation of iTunes.

Reddit user Quix shows off his clickwheel iPod game collection.

Reddit user Quix shows off his clickwheel iPod game collection. Credit: Reddit

If multiple iPod owners each reauthorize their accounts to the same iTunes installation, that copy of iTunes effectively becomes a “master library” containing authorized copies of the games from all of those accounts (there’s a five-account limit per iTunes installation, but it can be bypassed by copying the files manually). That iTunes installation then becomes a distribution center that can share those authorized games to any number of iPods indefinitely, without the need for any online check-ins with Apple.

In recent years, a Reddit user going by the handle Quix used this workaround to amass a local library of 19 clickwheel iPod games and publicly offered to share “copies of these games onto as many iPods as I can.” But Quix’s effort ran into a significant bottleneck of physical access—syncing his game library to a new iPod meant going through the costly and time-consuming process of shipping the device so it could be plugged into Quix’s actual computer and then sending it back to its original owner.

Enter Reddit user Olsro, who earlier this month started the appropriately named iPod Clickwheel Games Preservation Project. Rather than creating his master library of authorized iTunes games on a local computer in his native France, Olsro sought to “build a communitarian virtual machine that anyone can use to sync auth[orized] clickwheel games into their iPod.” While the process doesn’t require shipping, it does necessitate jumping through a few hoops to get the Qemu Virtual Machine running on your local computer.

A tutorial shot showing how to use USB passthrough to sync games from Olsro’s Virtual Machine.

A tutorial shot showing how to use USB passthrough to sync games from Olsro’s Virtual Machine. Credit: Github / Olsro

Over the last three weeks, Olsro has worked with other iPod enthusiasts to get authorized copies of 45 different clickwheel iPod games synced to his library and ready for sharing. That Virtual Machine “should work fully offline to sync the clickwheel games forever to any amount of different iPods,” Olsro wrote, effectively preserving them indefinitely.

For posterity

Olsro told Ars in a Discord discussion that he was inspired to start the project due to fond memories of playing games like Asphalt 4 and Reversi on his iPod Nano 3G as a child. When he dove back into the world of classic iPods through a recent purchase of a classic iPod 7G, he said he was annoyed that there was no way for him to restore those long-lost game files to his new devices.

“I also noticed that I was not alone to be frustrated about that one clickwheel game that was a part of a childhood,” Olsro told Ars. “I noticed that when people had additional games, it was often only one or two more games because those were very expensive.”

Beyond the nostalgia value, even Olsro admits that “only a few of [the clickwheel iPod games] are really very interesting compared to multiplatform equivalents.” The iPod’s round clickwheel interface—with only a single “action” button in the center—is less than ideal for most action-oriented games, and the long-term value of “games” like SAT PREP 2008 is “very debatable,” Olsro said.

A short review of Phase shows off the basic rhythm-matching gameplay.

Still, the classic iPod library features a few diamonds in the rough. Olsro called out the iPod version of Peggle for matching the PC version’s features and taking “really good advantage from the clickwheel controls” for its directional aiming. Then there’s Phase, a rhythm game that creates dynamic tracks from your own iPod music library and was never ported to other platforms. Olsro described it as “very addictive, simple, but fun and challenging.”

Even the bad clickwheel iPod games—like Sega’s nearly impossible-to-control Sonic the Hedgehog port—might find their own quirky audience among gaming subcommunities, Olsro argued. “One [person] beat Dark Souls using DK bongos, so I would not be surprised if the speedrun community could try speedrunning some of those odd games.”

More than entertainment, though, Olsro said there’s a lot of historical interest to be mined from this odd pre-iPhone period in Apple’s gaming history. “The clickwheel games were a reflect[ion] of that gaming period of premium games,” Olsro said. “Without ads, bullshit, and micro-transactions and playable fully offline from start to end… Then the market evolved [on iOS] with cheaper premium games like Angry Birds before being invaded with ads everywhere and aggressive monetizations…”

The iPod might not be the ideal device for playing Sonic the Hedgehog, but you can do it!

The iPod might not be the ideal device for playing Sonic the Hedgehog, but you can do it! Credit: Reddit / ajgogo

While Olsro said he’s happy with the 42 games he’s preserved (and especially happy to play Asphalt 4 again), he won’t be fully satisfied until his iTunes Virtual Machine has all 54 clickwheel titles backed up for posterity. He compared the effort to complete sets of classic game console ROMs “that you can archive somewhere to be sure to be able to play any game you want in the future (or research on it)… Getting the full set is also addictive in terms of collection, like any other kind of collectible things.”

But Olsro’s preservation effort might have a built-in time limit. If Apple ever turns off the iTunes re-authorization servers for clickwheel iPods, he will no longer be able to add new games to his master clickwheel iPod library. “Apple is now notoriously known to not care about announcing closing servers for old things,” Olsro said. “If that version of iTunes dies tomorrow, this preservation project will be stopped. No new games will be ever added.”

“We do not know how much time we still have to accomplish this, so there is no time to lose,” Olsro wrote on Reddit. iPod gamers who want to help can contact him through his Discord account, inurayama.

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

iPod fans evade Apple’s DRM to preserve 54 lost clickwheel-era games Read More »

apple-is-snapping-up-one-of-the-best-non-adobe-image-editors,-pixelmator

Apple is snapping up one of the best non-Adobe image editors, Pixelmator

Pixelmator, the Lithuania-based firm that makes popular Mac-based photo editing tools, has agreed to be acquired by Apple.

The company says that, pending regulatory approval, there will be “no material changes to the Pixelmator Pro, Pixelmator for iOS, and Photomator apps at this time,” but to “Stay tuned for exciting updates to come.” The Pixelmator team, now 17 years old, states that its staff will join Apple. Details of the acquisition price were not made public.

Fans of Pixelmator’s apps, which are notably one-time purchases, unlike Adobe’s tools, may be hoping that those “exciting updates” do not include the sublimation of Pixelmator into an Apple product at some future time, while the Pixelmator apps disappear.

Regulatory approval may not be a rubber stamp. Adobe had to abandon its $20 billion proposed acquisition of design software firm Figma after UK and European Union regulators signaled opposition to the deal and launched investigations. Similar objections from Europe arose over Amazon’s attempted purchase of iRobot, while Microsoft’s biggest acquisition ever, the $69 billion Activision Blizzard purchase, found a way through.

Apple is snapping up one of the best non-Adobe image editors, Pixelmator Read More »

not-just-chatgpt-anymore:-perplexity-and-anthropic’s-claude-get-desktop-apps

Not just ChatGPT anymore: Perplexity and Anthropic’s Claude get desktop apps

There’s a lot going on in the world of Mac apps for popular AI services. In the past week, Anthropic has released a desktop app for its popular Claude chatbot, and Perplexity launched a native app for its AI-driven search service.

On top of that, OpenAI updated its ChatGPT Mac app with support for its flashy advanced voice feature.

Like the ChatGPT app that debuted several weeks ago, the Perplexity app adds a keyboard shortcut that allows you to enter a query from anywhere on your desktop. You can use the app to ask follow-up questions and carry on a conversation about what it finds.

It’s free to download and use, but Perplexity offers subscriptions for major users.

Perplexity’s search emphasis meant it wasn’t previously a direct competitor to OpenAI’s ChatGPT, but OpenAI recently launched SearchGPT, a search-focused variant of its popular product. SearchGPT is not yet supported in the desktop app, though.

Anthropic’s Claude, on the other hand, is a more direct competitor to ChatGPT. It works similarly to ChatGPT but has different strengths, particularly in software development. The Claude app is free to download, but it’s in beta, and like Perplexity and OpenAI, Anthropic charges for more advanced users.

When ChatGPT launched its Mac app, it didn’t release a Windows app right away, saying that it was focused on where its users were at the time. A Windows app recently arrived, and Anthropic took a different approach, simultaneously introducing Windows and Mac apps.

Previously, all these tools offered mobile apps and web apps, but not necessarily native desktop apps.

Not just ChatGPT anymore: Perplexity and Anthropic’s Claude get desktop apps Read More »

apple-silicon-macs-will-get-their-ultimate-gaming-test-with-cyberpunk-2077-release

Apple silicon Macs will get their ultimate gaming test with Cyberpunk 2077 release

Cyberpunk 2077, one of the most graphically demanding and visually impressive games in recent years, will soon get a Mac release, according to developer and publisher CD Projekt Red.

The announcement was published on CD Projekt Red’s blog and also appeared briefly during Apple’s pre-recorded MacBook Pro announcement video. The game will be sold on the Mac App Store, Steam, GOG, and the Epic Game Store when it launches, and it will be labeled the Cyberpunk 2077: Ultimate Edition, which simply means it also includes Phantom Liberty, the expansion that was released a couple of years after the original game.

Cyberpunk 2027 launched in a rough state in 2020, especially on low-end hardware. Subsequent patches and a significant overhaul with Phantom Liberty largely redeemed it in critics’ eyes—the result of all that post-launch work is the version Mac users will get.

Apple has been working with AAA game publishers to try and get the games they made for consoles or Windows gaming PCs onto the Mac or iPhone, including Assassin’s Creed Mirage, Death Stranding, and Resident Evil Village, among others. But the addition of Cyberpunk 2077 is notable because of its history of running poorly on low-end hardware, and because it uses new technologies like ray-traced illumination, reflections, and shadows. It also heavily relies on AI upscaling like DLSS or FSR to be playable even on high-end machines.

Apple silicon Macs will get their ultimate gaming test with Cyberpunk 2077 release Read More »

apple’s-m4,-m4-pro,-and-m4-max-compared-to-past-generations,-and-to-each-other

Apple’s M4, M4 Pro, and M4 Max compared to past generations, and to each other

The M4 Max is also the only chip where memory bandwidth and RAM support changes between the low- and high-end versions. The low-end M4 Max offers 410GB/s of memory bandwidth, while the fully enabled M4 Max offers 546GB/s.

For completeness’ sake, there is a third version of the M4 that Apple ships, with nine CPU cores, 10 GPU cores, and 8GB of RAM. But the company is only shipping that version of the chip in M4 iPad Pros with 256GB or 512GB of storage, so we haven’t included it in the tables here.

Compared to the M2 and M3

CPU P/E-cores GPU cores RAM options Display support (including internal) Memory bandwidth
Apple M4 (low) 4/4 8 16/24GB Up to two 120GB/s
Apple M4 (high) 4/6 10 16/24/32GB Up to three 120GB/s
Apple M3 (high) 4/4 16 8/16/24GB Up to two 102.4GB/s
Apple M2 (high) 4/4 10 8/16/24GB Up to two 102.4GB/s

One interesting thing about the M4: This is the first time that the low-end Apple Silicon CPU has increased its maximum core count. The M1, M2, and M3 all used a 4+4 split that divided evenly between performance and efficiency cores, but the M4 can include six efficiency cores instead.

That’s not a game-changing development performance-wise (the “E” in “E-core” does not stand for “exciting”), but we’ve seen over and over again in chips from Apple, Intel, and others that adding more efficiency cores does meaningfully improve CPU performance in heavily multithreaded tasks.

CPU P/E-cores GPU cores RAM options Display support (including internal) Memory bandwidth
Apple M4 Pro (low) 8/4 16 24/48/64GB Up to three 273GB/s
Apple M4 Pro (high) 10/4 20 24/48/64GB Up to three 273GB/s
Apple M3 Pro (high) 6/6 18 18/36GB Up to three 153.6GB/s
Apple M2 Pro (high) 8/4 19 16/32GB Up to three 204.8GB/s

The M4 Pro is the most interesting year-over-year upgrade, though this says more about the M3 Pro than anything else. As we noted last year, it was a bit of an outlier, the only one of the M3-generation chips with fewer transistors than its predecessor. A small decrease in GPU cores and a large decrease in high-performance CPU cores explains most of the difference. The result was a very power-efficient chip, but also one that was more of a sidestep from the M2 Pro than a real upgrade.

Apple’s M4, M4 Pro, and M4 Max compared to past generations, and to each other Read More »

apple’s-first-mac-mini-redesign-in-14-years-looks-like-a-big-aluminum-apple-tv

Apple’s first Mac mini redesign in 14 years looks like a big aluminum Apple TV

Apple’s week of Mac announcements continues today, and as expected, we’re getting a substantial new update to the Mac mini. Apple’s least-expensive Mac, the mini, is being updated with new M4 processors, plus a smaller design that looks like a cross between an Apple TV box and a Mac Studio—this is the mini’s first major design change since the original aluminum version was released in 2010. The mini is also Apple’s first device to ship with the M4 Pro processor, a beefed-up version of the M4 with more CPU and GPU cores, and it’s also the Mac mini’s first update since the M2 models came out in early 2023.

The cheapest Mac mini will still run you $599, which includes 16GB of RAM and 256GB of storage; as with yesterday’s iMac update, this is the first time since 2012 that Apple has boosted the amount of RAM in an entry-level Mac. It’s a welcome upgrade for every new Mac in the lineup that’s getting it, but the $200 that Apple previously charged for the 16GB upgrade makes an even bigger difference to someone shopping for a $599 system than it does for someone who can afford a $999 or $1,299 computer.

The M4 Pro Mac mini starts at $1,399, a $100 increase from the M2 Pro version. Both models go up for preorder today and will begin arriving on November 8.

A brand-new design for a little box

The new Mac mini is larger than the Apple TV by a bit—5×5 inches instead of 3.66×3.66 inches—but its proportions are roughly similar. That makes its footprint significantly smaller than the old mini (and the current Studio), which was 7.75×7.75 inches. But it’s also a fair bit taller: 2 inches, up from 1.4 inches.

Like the Studio, it’s made primarily of aluminum and has a pair of 10 Gbps USB-C ports on the front, plus an indicator light and a headphone jack for connecting headphones or speakers. On the back, it sheds all of its remaining USB-A ports in favor of Thunderbolt/USB-C ports (note that, like some Mac Studio models, the ports on the back have Thunderbolt capabilities and the ones on the front don’t). Compared to the old M2 mini, this is a net gain of one rear Thunderbolt port, but you’re giving one up compared to the M2 Pro Mac mini—the extra ports on the front should make up for this, but it’s worth noting if you have something connected to every single Thunderbolt port on your current box. All Mac mini models still include a gigabit Ethernet port and a full-size HDMI port, so USB-A is the only port you’ll need a dongle for that you didn’t need one for before.

Apple’s first Mac mini redesign in 14 years looks like a big aluminum Apple TV Read More »

apple-is-turning-the-oregon-trail-into-a-movie

Apple is turning The Oregon Trail into a movie

Apple will adapt the classic educational game The Oregon Trail into a big-budget movie, according to The Hollywood Reporter (THR).

The film is in early development, having just been pitched to Apple and approved. Will Speck and Josh Gordon (Blades of GloryOffice Christmas Party) will direct and produce. Given that pedigree (zany comedies), it’s clear this film won’t be a serious historical drama about the struggles of those who traveled the American West.

In fact, the report not only notes that it will be a comedy—it says it will be a musical, too. “The movie will feature a couple of original musical numbers in the vein of Barbie,” according to THR’s sources. EGOT winners Benj Pasek and Justin Paul will be responsible for the original music in the film.

Of course, with a comedy, the writers are at least as important as the director. The film will be written by Kenneth and Keith Lucas—but they’re most recently best known for the 2021 drama Judas and the Black Messiah, for which they received an Oscar nomination.

That’s all we know about the film so far. As for the game, well, it needs no introduction—especially for folks who were of the appropriate age to play it at school or at home on personal computers from the 1970s through the 1990s.

The game is a major cultural touchstone for a certain generation—to the point that “The Oregon Trail Generation” has been used as a label for many of the people born in the early 1980s. It’s long been a thing to joke about the game’s morbid content, like the infamous phrase: “You have died of dysentery.”

Since the film was greenlit by Apple, it’s likely to debut on the Apple TV+ streaming service, but we don’t yet know when it will arrive or who will star in it.

Apple is turning The Oregon Trail into a movie Read More »