Month: January 2023
A CEO Planned To Use A “Robot Lawyer” In Court But Then Learned He Could Be Arrested For It
“I don’t want to go to jail over an experiment,” DoNotPay’s Joshua Browder told BuzzFeed News.
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“I don’t want to go to jail over an experiment,” DoNotPay’s Joshua Browder told BuzzFeed News.
Vloggers Hank And John Green Want You To Take College Courses On YouTube
The brothers announced their new educational initiative, Study Hall, a partnership with Arizona State University and YouTube.
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The brothers announced their new educational initiative, Study Hall, a partnership with Arizona State University and YouTube.
★ The Billions-Dollar VR/AR Headset Question
I believe Apple must have answers to the question of why we will want to buy it, carry it, and use it in addition to and alongside all the devices we already buy, carry, and use. Why else bring it to market? But damned if I can imagine those answers.
Matthew Ball wrote a thoughtful, deeply-considered essay worth your attention, “Why VR/AR Gets Farther Away as It Comes Into Focus”:
Throughout 2015 and 2016, Mark Zuckerberg repeated his
belief that within a decade, “normal-looking” AR glasses
might be a part of daily life, replacing the need to bring out a
smartphone to take a call, share a photo, or browse the web, while
a big-screen TV would be transformed into a $1 AR app. Now it looks
like Facebook won’t launch a dedicated AR headset by 2025 — let
alone an edition that hundreds of millions might want.
In 2016, Epic Games founder/CEO Tim Sweeney predicted not
only that within five to seven years, we would have not
just PC-grade VR devices but also that these devices would have
shrunk down into Oakley-style sunglasses. Seven years later, this
still seems at best seven years away.
The appeal and utility of all-day AR glasses is obvious. But we are obviously very far away from such devices being possible, at any price. And I don’t think such devices will ever be goggles with a screen, using cameras to show the real world. I think they must be see-through lenses that somehow include display technology that can project opaque objects and virtual “screens” within your field of vision. I am convinced we will get there. I am equally convinced we are not close to being able to make such devices.
It’s like Alan Kay’s 1972 Dynabook concept, which clearly articulated the laptops and tablets that now dominate personal computing, and but we’re as far from practical AR glasses today as we were from Kay’s Dynabook in the early ’80s, if not the late ’70s, with several extremely difficult technical problems to be solved. The original PowerBooks didn’t arrive until 1991. Or perhaps AR glasses are to VR goggles as the smartphone is to the laptop, and as the laptop is to the desktop PC. The modern smartphone, I would argue, is just a pocket-sized Dynabook. Mass-market laptops took over a decade to arrive after desktop PCs. The iPhone took about 15 years after the PowerBook. VR goggles are seemingly poised to arrive about 15 years after the iPhone.1
My strong gut feeling is that mass-market all-day AR glasses won’t be feasible until 15 or so years after the first sensational VR goggles. They’ll require that much of, and that many, generational leaps forward: chip miniaturization, battery tech, display tech, and sensor tech.
Ball, on the use-case question for VR/XR goggles today:
The examples listed above are technically impressive, meaningful,
and better than ever. But the future was supposed to have arrived
by now. In 2023, it’s difficult to say that a critical mass of
consumers or businesses believe there’s a “killer” AR/VR/MR
experience in market today; just familiar promises of the killer
use cases that might be a few years away. These devices are even
farther from substituting for the devices we currently use (and it
doesn’t seem like they’re on precipice of mainstream adoption,
either). There are some games with strong sales — a few titles
have done over $100MM — but none where one might argue that, if
only graphics were to improve by X%, large swaths of the
population would use VR devices or those titles on a regular
basis. I strongly prefer doing VR-based presentations to those on
Zoom — where I spend 30-60 minutes staring at a camera as though
no one else is there. But the experience remains fraught;
functionality is limited; and onboarding other individuals is
rarely worth the benefit because its participants seem to find
these benefits both few and small. When the iPhone launched, Steve
Jobs touted it did three distinct things — MP3 player, phone,
internet communicator — better at launch than the single-use
devices then on the market. The following year, the iPhone
launched its App Store and “There’s an App for That” proliferated,
with tens of millions doing everything they could on the device.
The “killer app” was that it already had dozens of them.
This is, quite literally, the billions-dollar question: What are the intended use cases for Apple’s headset? After you buy it, unbox it, and power it on, what are you supposed to do with it? What features and experiences will seem worth spending a thousand or even thousands of dollars? I ponder this every day and I come up short:
Games — The visual appeal of a VR headset for gaming is obvious. But what’s the input story for an Apple headset that doesn’t come with handheld controller hardware? If Apple hasn’t been able to make its TV set-top box a major gaming platform after 16 years, how likely are they to do it for a headset priced like a premium PC, not like a gaming console?
Movies and TV — The visual appeal of a headset for watching video content is also obvious. In theory it’d be great while sitting on a plane or train — both visually and aurally immersive, like AirPods Pro but for both your vision and hearing. But who’s going to think that’s worth a thousand dollars, let alone perhaps thousands, when you’re still travelling with and carrying-on both an iPhone and a MacBook or iPad? Now that I carry tiny AirPods Pro with me everywhere I go, I don’t pack over-the-ear headphones (like, say, AirPods Max) in my travel kit, for reasons of bulk and weight — and Apple’s purportedly imminent VR/XR headset is almost certainly heavier and larger than AirPods Max.
Virtual meetings and FaceTime-style calls — Supposedly meetings in virtual reality with headsets are far more compelling than via Zoom with desktop/laptop/tablet displays and speakers. For the sake of argument, let’s just concede that that’s true. But for a $1,000+ headset to be compelling for such use presents a chicken-and-egg problem: it’s only possible when all or at least most of the people in the meetings are wearing compatible headsets. A virtual meeting where everyone else is participating Zoom-style but you are wearing a VR headset is going to make you look weird. And while FaceTime is phenomenally popular and much-used for personal calls, it is an utter non-entity for business meetings. Even Apple itself uses Webex for remote work meetings. Every successful platform Apple has ever established has been fundamentally driven by fun. The Apple II was a fun computer. The Macintosh was even more fun. The iPod and Apple TV are entirely about entertainment. The iPhone was the first fun phone. Apple Watch is Apple’s least fun platform, but I’d argue it’s the most “fun” wristwatch ever made. I suppose it’s true that work meetings in VR are more fun than via Zoom because they’re so much more immersive, but they can’t be more immersive than meetings in real life, and in-person real-life work meetings are seldom “fun”, and typically are dreadfully un-fun.
Personal computing via virtual projected displays — Mark Gurman’s latest report on the headset claims it “will be able to show immersive video content, serve as an external display for a connected Mac, and replicate many functions of iPhones and iPads”. But if you’re connected to a MacBook with a built-in display, why go through the hassle of carrying around and strapping on a headset? The obvious answer is that virtual displays in the headset might be far “larger” than even a 16-inch laptop display, and bigger displays are better. But all reports suggest that Apple’s headset will offer a 4K display per eye. 4K is generally 3,840 × 2,160 pixels. But Apple’s old 27-inch iMac and current Studio Display are 5K: 5,120 × 2,880 pixels. I don’t see how a headset with only 4K per eye can possibly simulate a virtual display with the field-of-view size and can’t-perceive-the-individual-pixels “retina” quality of a Studio Display. At your desk, I can’t imagine how wearing a headset would be better than sitting in front of a Studio Display. When travelling — even if your “travel” is no farther than your couch or the local coffee shop — it doesn’t seem worthwhile to wear a headset when your MacBook already has an excellent display, even if only 13 inches. Perhaps I simply lack imagination in this regard, and the experience will be far more compelling than I think it would be. But I just don’t see people spending $1,000+ to do their computing work wearing a headset when their MacBook already has a display built in, and the ability to see and participate in the real world around your display is inherent and entirely natural. If you’re carrying a hardware keyboard and a mouse/trackpad, why not carry an all-in-one laptop? And if you’re not carrying a hardware keyboard and mouse/trackpad, you’re never going to be as productive as you’d be if you did.2 And I haven’t even mentioned compute performance or battery life.
I can’t think of any other use cases for a VR/XR headset. I cannot believe that such a headset would be intended for wearing around as you go about daily life, augmenting the real world with virtual displays and ambient contextual information. That’s what we need AR glasses for, not VR goggles.
As I’ve repeated in my recent speculation about Apple’s headset, I am not dismissing it in advance. Quite the opposite — I look forward to experiencing it with great anticipation. I believe Apple must have answers to the question of why we will want to buy it, carry it, and use it in addition to and alongside all the devices we already buy, carry, and use. Why else bring it to market? But damned if I can imagine those answers, given the state of chip, display, and battery technology today.
One can certainly argue that there was a solid market for smartphones about 5 years before the iPhone — the heyday of BlackBerry and Symbian. Similarly, there have been popular VR headsets for sale — PlayStation VR, HTC Vive, and Facebook’s Oculus and Quest — for about 5 years. The Macintosh came about 5 years after the command-line Apple II. There were crappy but serviceable notebook computers 5 years before the PowerBook. So the pattern I’m talking about seems to be that it takes about 10 years to start one of these generational leaps with clumsy primordial products, and another 5 years for Apple to hit upon and ship the paradigm that really sticks and winds up defining the entire category henceforth. It’s not that Apple is seldom first — they’re never first, because they don’t ship their prototypes. ↩︎
Do you type as well on an iPad touchscreen as you do on a real keyboard? Do you think Apple is going to ship a virtual reality keyboard where you move your fingers in the air that works as well as even an iPad touchscreen keyboard? I do not. ↩︎︎
Forza Motorsport trailers, gameplay, and everything we know so far
Forza Motorsport is shaping up to be the most immersive series entry yet. Here’s what we know so far about Turn 10’s upcoming racing sim.
Forza Motorsport looks set to take full advantage of the Xbox Series X and Xbox Series S consoles. It will feature over 500 real-life cars, more than 800 customizations and upgrades, and 20 environments at launch, as well as five new locations, that include South Africa for the first time.
Turn 10 is aiming for Forza Motorsport to look, feel and sound more realistic than its predecessors. By utilizing tech that focuses on the finer details, the developer claims that tracks are now 10 times more detailed, while each upgrade will create a different sound profile for your car. Even dirt accumulation will be more realistic than ever before.
It certainly looks like Forza Motorsport will be a technical showcase of what the latest Xbox hardware can really do and we can’t wait to see how it compares to Gran Turismo 7 on PS5. Want to know more? Read on for everything we know about Forza Motorsport so far.
Forza Motorsport: cut to the chase
What is it? The eighth entry in the Forza Motorsport racing series
When can I play it? TBC 2023
What can I play it on? Xbox Series X|S and PC
Forza Motorsport: release date and platforms
(Image credit: Microsoft)
Forza Motorsport is set to release in “Spring 2023” (likely between March and June), and will be available on Xbox Series X|S and PC. It’ll also be available on Xbox Game Pass from day one.
During the Xbox and Bethesda Developer Direct showcase on January 25, however, it was stated that Forza Motorsport is “coming 2023” rather than “Spring 2023”, suggesting the racing sim may have been delayed. This hasn’t been confirmed by developer Turn 10 but TRG has contacted Xbox for confirmation.
As Forza Motorsport is being built to take advantage of the latest Xbox hardware, the racing sim will not be available on Xbox One consoles.
Forza Motorsport trailers
Latest trailer
The latest Forza Motorsport trailer premiered at the Xbox and Bethesda Developer Direct showcase and gave us a closer look at how Turn 10 is building the next entry in its racing sim series to take advantage of the Xbox Series X|S. Check it out below:
More trailers
We’ve included some key Forza Motorsport trailers throughout this article but you can find all the Forza Motorsport trailers that have been released to date on the official Forza YouTube channel.
Forza Motorsport: gameplay
Forza Motorsport looks like a racing sim as pure as they come, providing a big update on what Forza Motorsport 7 offered. For starters, it’ll be a “huge generational leap” over previous games. Chris Esaki, the game’s creative director, shared details on how Forza Motorsport’s physics have evolved from Forza Motorsport 7 during a Forza Monthly stream in May 2021.
“To put the physics work into perspective… the changes we made from Forza Motorsport 7 till now, is more than the changes we made from [Forza Motorsport] 4 through [Forza Motorsport] 7,” Esaki said during the stream. “It’s basically a huge generational leap coming to the game.”
According to Esaki, the tire collision model has also been overhauled. From the first game to Forza Motorsport 7, tires have always had a single point of contact with the track surface, and have refreshed at 60 cycles per second (60Hz).
In Forza Motorsport, there are now eight points of contact with the track surface, and the engine will refresh at 360 cycles per second (360Hz). That’s a 48x fidelity jump for a single-tire collision. Multiple tire compounds have been confirmed too, a series first. Tire compounds such as hard, medium, and soft will deepen the gameplay and racing strategy, and Esaki said it will lead to “exciting new gameplay decisions during a race”.
In addition, Forza Motorsport is set to feature the most realistic and immersive sound of any series entry to date as the game’s audio has been mixed natively for Dolby Atmos and Windows Sonic. There will also be new features, such as regional track announcers and installed upgrades creating different sound profiles for your car, reflecting the parts you’ve fitted.
For more details on improvements to Forza Motorsport’s cars and environments, read below.
Forza Motorsport: car list
(Image credit: Microsoft)
What kind of cars can we expect to see in Forza Motorsport, and more importantly, which vehicle will grace the game’s cover? While it’s hard for us to guess the whole roster currently, we do know that Forza Motorsport will feature 500 real-world cars at launch alongside over 800 upgrades. Turn 10 has said this roster will feature the most modern cars the series has seen to date.
What’s more, these cars will look and sound more realistic than ever. Turn 10 has used a spectrophotometer, which “captures multiple data points of light behavior on a surface”, to make the paint on Forza Motorsport’s cars look more realistic. Cars will also accumulate dirt more realistically and damage will be more authentic – with both affecting each vehicle uniquely.
In addition, the advances made to Forza Motorsport’s physics simulation are “greater than Forza Motorsport 5, 6, and 7 combined”, according to Turn 10.
Turn 10 has said it will reveal its full launch day car list closer to release but, for now, the developer has confirmed the following cars:
1971 AMC Javelin AMX
1989 Aston Martin #18 Aston Martin AMR1
2016 Aston Martin Vulcan
2014 Audi #2 Audi Team Joest R18 e-tron quattro
2016 Audi #17 Rotek Racing TT RS
2016 Audi R8 V10 plus
2018 Audi #44 R8 LMS GT3
2018 Audi TT RS
1991 BMW M3
2017 BMW #24 BMW Team RLL M6 GTLM
2018 BMW #1 BMW M Motorsport M8 GTE
2019 Brabham BT62
2018 Bugatti Chiron
1970 Buick GSX
2021 Cadillac #31 Whelen Racing DPi-V.R
1969 Chevrolet Camaro Super Sport Coupe
1969 Chevrolet Nova Super Sport 396
1970 Chevrolet Camaro Z28
1970 Chevrolet Chevelle Super Sport 454
2015 Chevrolet #10 Konica Minolta Corvette Daytona Prototype
2018 Chevrolet Camaro ZL1 1LE
2020 Chevrolet #3 Corvette Racing C8.R
2020 Chevrolet Corvette Stingray Coupe
1972 Chrysler VH Valiant Charger R/T E49
1969 Dodge Charger R/T
1970 Dodge Challenger R/T
2018 Dodge Challenger SRT Demon
1965 Ford Mustang GT Coupe
1969 Ford Mustang Boss 302
1987 Ford Sierra Cosworth RS500
2005 Ford GT
2015 Ford #02 Chip Ganassi Racing Riley Mk XXVI Daytona Prototype
2016 Ford #66 Ford Racing GT Le Mans
2017 Ford GT
2019 Ginetta #6 Team LNT Ginetta G60-LT-P1
2020 Hyundai #98 Bryan Herta Autosport Veloster N
1983 Jaguar #44 Group 44 XJR-5
1988 Jaguar #1 Jaguar Racing XJR-9
1993 Jaguar XJ220
2015 Jaguar XKR-S GT
1988 Lamborghini Countach LP5000 QV
1997 Lamborghini Diablo SV
2016 Lamborghini Centenario LP 770-4
2020 Lamborghini Huracán EVO
1969 Lola #10 Simoniz Special T163
1990 Mazda MX-5 Miata
1991 Mazda #55 Mazda 787B
2010 Mazda #16 Mazda Racing B09/86
2014 Mazda #70 SpeedSource Lola B12/80
1969 McLaren #4 McLaren Cars M8B
2013 McLaren P1
2018 McLaren Senna
1989 Mercedes-Benz #63 Sauber-Mercedes C 9
1990 Mercedes-Benz 190E 2.5-16 Evolution II
2011 Mercedes-Benz SLS AMG
1970 Mercury Cougar Eliminator
1985 Nissan #83 GTP ZX-Turbo
1991 Nissan #23 Nissan R91CP
2015 Nissan #23 GT-R LM NISMO
2019 Nissan 370Z Nismo
2020 Nissan GT-R NISMO (R35)
1969 Oldsmobile Hurst/Olds 442
2017 Oreca #38 Jackie Chan DC Racing Oreca 07
1984 Peugeot 205 Turbo 16
1993 Peugeot #3 Peugeot Talbot Sport 905 EVO 1C
1969 Pontiac GTO Judge
1973 Pontiac Firebird Trans Am SD-455
1970 Porsche #3 917 LH
1983 Porsche #11 John Fitzpatrick Racing 956
1987 Porsche #17 Porsche AG 962C
2014 Porsche 918 Spyder
2017 Porsche #2 Porsche Team 919 Hybrid
2017 Porsche #92 Porsche GT Team 911 RSR
2018 Porsche 911 GT2 RS
2019 Porsche #70 Porsche Motorsport 935
2019 Porsche 911 GT3 RS
2021 Porsche 911 GT3
2021 Porsche Mission R
2015 Radical RXC Turbo
2004 Saleen S7
2014 Toyota #8 Toyota Racing TS040 HYBRID
As more cars are confirmed, they’ll be added to this section.
Forza Motorsport track list
(Image credit: Microsoft)
Forza Motorsport will launch with 20 environments, each featuring multiple track layouts. In addition to returning fan favorites, the next entry in the series will feature five new locations, including one in South Africa for the first time.
These environments will have 10 times more detail than previous Forza Motorsport games, according to Turn 10, and will feature fully animated 3D spectators and detailed vegetation. What’s more, Forza Motorsport will feature ray-traced environments, which aims to make environments look even more realistic.
These environments will also boast dynamic time of day, weather, and track temperature mechanics, which will affect your racing experience.
So far, Turn 10 has confirmed the following track locations for Forza Motorsport:
Circuit de Spa-Francorchamps
Hakone
Kyalami
Laguna Seca
Maple Valley
Silverstone Circuit
Suzuka Circuit
Forza Motorsport: news
(Image credit: Microsoft)
Forza Motorsport shown off at Xbox conference
New footage was shown off for Forza Motorsport during the Xbox Developer Direct event that aired January 25. A release date was still not announced.
Donald Trump Is Officially Allowed Back On Facebook And Instagram
“The public should be able to hear what politicians are saying so they can make informed choices,” Meta’s Nick Clegg said.
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“The public should be able to hear what politicians are saying so they can make informed choices,” Meta’s Nick Clegg said.
[Sponsor] Double the Brightness of Your MacBook Pro With Vivid
The latest MacBook Pro has a display that can reach 1600 nits of brightness. This brightness could only be reached when watching HDR videos, so we made Vivid!
Vivid unlocks the full brightness of your screen, system-wide. It works on the 14- and 16-inch MacBook Pro with an M1 or M2 chip, as well as the Pro Display XDR.
Try Vivid for free and see the difference yourself. Whether you bought a new MacBook Pro this week, or if you want to give your “old” M1 Pro a cheap upgrade, get Vivid for 30% off this week!
★
The latest MacBook Pro has a display that can reach 1600 nits of brightness. This brightness could only be reached when watching HDR videos, so we made Vivid!
Vivid unlocks the full brightness of your screen, system-wide. It works on the 14- and 16-inch MacBook Pro with an M1 or M2 chip, as well as the Pro Display XDR.
Try Vivid for free and see the difference yourself. Whether you bought a new MacBook Pro this week, or if you want to give your “old” M1 Pro a cheap upgrade, get Vivid for 30% off this week!
A Virtual Reality Headset Might Be The Workout Tool You Need
According to TikTok, VR headsets can help make exercise more fun and achievable.
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According to TikTok, VR headsets can help make exercise more fun and achievable.
People Think This “Trad Life” Carnivore Influencer Is Secretly A Woman. He Isn’t.
Twitter has accused Carnivore Aurelius of actually being a woman wellness influencer.
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Twitter has accused Carnivore Aurelius of actually being a woman wellness influencer.
Meet Three People Whose Lives Literally Were Saved By Twitter
A stage actor, an activist journalist, and a hard rocker share their tales.
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A stage actor, an activist journalist, and a hard rocker share their tales.
★ Sponsorship Openings at Daring Fireball and The Talk Show, Early 2023 Edition
Q1 openings for weekly sponsorships and The Talk Show.
The upcoming sponsorship schedule at DF is a bit weird at the moment — this very week remains open, along with three of the next four, but then it’s sold out into April and even May is starting to fill up. The new year is always a bit of a weird time, advertising-budget-wise, but this year seems a bit weirder and more skittish than most.
Weekly sponsorships have been the top source of revenue for Daring Fireball ever since I started selling them back in 2007. They’ve succeeded, I think, because they make everyone happy. They generate good money. There’s only one sponsor per week and the sponsors are always relevant to at least some sizable portion of the DF audience, so you, the reader, are never annoyed and hopefully often intrigued by them. And, from the sponsors’ perspective, they work. My favorite thing about them is how many sponsors return for subsequent weeks after seeing the results.
If you’ve got a product or service you think would be of interest to DF’s audience of people obsessed with high quality and good design, get in touch. And again, this very week remains open, and it should be a busy week.
Also, this is something I seldom mention here on Daring Fireball, but sponsoring The Talk Show is a great opportunity for a lot of the same services and products that sponsor the website. I love the regular sponsors of the show — and the fact that so many of them return repeatedly speaks well to the results they see. But I would love to get some more variety into the list of sponsors for the show. I don’t sell these myself, but if you have a product or service you think would be of interest to The Talk Show’s audience, get in touch with Elaine Pow at Neat.fm. We have a few openings for the remainder of Q1.