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  • Google clarifies 18 month Android upgrade program, details far from solidified

    by 
    Darren Murph
    Darren Murph
    05.10.2011

    We're camped out here at Google'e executive Q&A session, and Andy Rubin and co. are spitting out answers to questions from curious minds. While mentioned briefly in the outfit's keynote earlier, the structured upgrade program is obviously becoming a huge focal point here at the show. One of the major pain points for Android owners in the past (and even now, truthfully) is the inability to know if and when your particular handset will ever get an Android update. Epic 4G owners had a particularly hard go at it, but most everyone outside of Nexus One users have experienced something similar. Unfortunately, it seems as if our excitement may be a bit premature. While LG, Sony Ericsson, Motorola, AT&T, Vodafone, Sprint, Samsung, HTC and Verizon Wireless are technically onboard, all of this feels like it was decided upon at the 11th hour here in San Francisco. When pressed about how long it'd take updates to flow to phones after given the thumbs-up by Google itself, there's no hard news to report. In fact, the details there are still being hashed out. To quote Google, "It's a logistics problem." We can only imagine. Trying to get every Android partner to follow a timeline for releases has to be a complete and utter nightmare, but the company seems certain that these stipulations won't cripple anyone's ability to innovate on their skins (or have too little time to make the needed changes). We would've loved to hear a specific figure that we could start holding phone manufacturers to, but alas, it isn't to be. The only hard number thrown out today is 18 months. That's how long future hardware will be in the support cycle (at least, anyway), so you'll "soon" be able to count on your next Android device receiving all applicable updates for 1.5 years after purchase. As for phones that use custom skins, like Blur and Sense? Hard to say if that'll slow things down, and it's even harder to say if outfits like Dell will be joining this party at any time in the future. Though, to be fair, Andy Rubin clarified that there's an "open invitation" for anyone not listed to waltz on in. Naturally, we'll keep you abreast of any further developments from the show floor.

  • Intel's Cedar Trail gets some specs, combines CPU and GPU on a single chip

    by 
    Terrence O'Brien
    Terrence O'Brien
    04.29.2011

    That new processor smell has barely started to fade from Oak Trail and we're already getting some tantalizing details about the next generation of Atom chips -- Cedar Trail. As expected, Intel has moved to 32nm, which allows it to cram the GPU and the CPU onto the same sliver of silicon. The first two models, the D2500 and D2700, will be dual-core, sport 1MB of L2 cache, and have a miserly TDP of 10w -- 3w lower than current dual-core Atoms. The former will be clocked at 1.86GHz with Hyper-Threading turned off, while the D2700 flips the switch on those two extra threads and kicks it up a notch to 2.13GHz. The new integrated graphics will boast better HD decoding and support for Blu-ray playback which, when combined with the taunts of fanless designs and WiDi, make Cedar Trail a natural fit for the living room.

  • Intel to support USB 3.0 alongside Thunderbolt, coming with Ivy Bridge in 2012

    by 
    Vlad Savov
    Vlad Savov
    04.14.2011

    We were just pondering this very thing yesterday -- would Intel dedicate itself to Thunderbolt and give USB 3.0 the cold shoulder -- and now we have our answer from the Santa Clara crew, albeit delivered from Beijing. The Chinese capital is the site of Intel's currently ongoing developer conference, which is where Kirk Skaugen, VP of the company's Architecture Group, assured the world that the promise for native USB 3.0 support in Intel chipsets will be fulfilled. Not this year, mind you, but it'll be with us in 2012 as part of the Ivy Bridge CPU refresh. That matches AMD's plans to support USB 3.0 in Fusion APUs, and was augmented with a strong word of endorsement from Skaugen about the connector's future. He urged developers to embrace USB 3.0 on an equal footing with Intel's proprietary Thunderbolt interconnect, describing the two technologies as "complementary." If you say so, captain.

  • Rumor: Steam looking at iOS integration

    by 
    Mike Schramm
    Mike Schramm
    03.22.2011

    This is interesting -- according to a Steam user who got to Valve headquarters in Washington, the popular game network may be looking at extending itself out onto the iOS platform. That doesn't necessarily mean that there would be a straight-up Steam client for the iPhone and the iPad (although how awesome would that be?), but rather, it sounds like Steam is looking at integrating either its social networking or achievement integration features out towards Apple's platform, in the form of an app or something else. Whatever Valve is working on, we can't wait to see it. Steam coming to Mac OS was a huge boon for Mac gaming, and the success of iOS was, I believe, a major reason that happened in the first place. Whatever Valve wants to do on iOS, there's no doubt it'll big a big bonus for customers. [via 9to5Mac]

  • Distimo finds higher prices, slower growth in the Mac App Store

    by 
    Mike Schramm
    Mike Schramm
    03.21.2011

    Distimo has released its latest publication, containing an overview of the various app stores currently running, and the findings about the Mac App Store are quite interesting. While Apple's newest App Store is not quite up to the speed of the mobile platform, it's growing quickly -- the average top 300 Mac application generates roughly half the revenue of a top 300 iPad app. And there are other encouraging stats: the Mac App Store's average price (US$11.21) is by far the highest of the three stores, with the iPhone down at $1.57 and the iPad at $4.19. Two months after launch, the Mac App Store has 2,225 applications, which is fewer than the iPad's 8,099 applications at the same point in its cycle, but don't forget that the iPad already had the iPhone app market pushing it on right away at launch. Other interesting stats: the Mac App Store consists of 29 percent games, and in the most popular applications, 39 percent are games, which flies in the face of conventional wisdom that says there's no market for games on the Mac. Only 12 percent of the apps on the Mac App Store are free -- less than any other Apple platform. Finally, and perhaps most interesting, 17 percent of the developers of the top 300 apps on Apple platforms do publish their apps in more than one app store, either in Mac and iOS or on another platform. That means Apple's top developers are reaching out to other platforms -- but only 17 percent of them. For the other side, more than 80 percent of Apple's top developers, the Apple platform is the only one they're releasing their apps on. You can download the whole report over on Distimo's site.

  • Microsoft's Ventura could be a cloud music / video platform, have something to do with Zune

    by 
    Sean Hollister
    Sean Hollister
    03.08.2011

    Zune hasn't gotten much love from Microsoft as of late, but that might change over time -- ZDNet's Mary Jo Foley noticed that the company is staffing up for a cloud-based multimedia project (by a group known as "Ventura Media Services") directed at PCs, TVs and mobile devices. "The team is a tight group of music and video lovers that create services and experiences revolving around music/video discovery and consumption," read a series of job postings that date back at least as far as July of 2010, calling for software developers in Beijing and Redmond who are familiar with the Microsoft Azure cloud platform. (Two of them have "Zune" in the job title.) While it's hard to say if this project is a major focus for Microsoft no matter how often the job posting says "large scale" (we count four times) it'd definitely be nice to have some competition for Google and Apple when they start drawing the multimedia-streaming battle lines. [Thanks, zblack]

  • China Unicom launches WoPhone Linux platform, because the world can't get enough of Tux

    by 
    Richard Lai
    Richard Lai
    03.01.2011

    Another day, another Linux mobile platform launched. The latest flavor hails all the way from China Unicom -- Apple's sole iPhone partner in China thanks to its WCDMA network -- who's just announced the WoPhone platform to, ironically, "break up the foreign smartphone platform monopoly." Of course, this isn't the first time that a Chinese carrier has pushed out its own OS -- TD-SCDMA operator China Mobile already has OPhone, though it's really just a bastardized Android; whereas China Unicom claims that WoPhone's an entirely new OS built around the Linux core. That said, some of WoPhone's UI elements do look awfully familiar. While we don't expect to see this new OS trickling out to the rest of the world any time soon, a big handful of manufacturers -- namely Motorola, Samsung, HTC, TCL, K-Touch, ZTE, Huawei, etc. -- and cloud service partners were present at yesterday's launch event to show off the first batch of devices, including the K-Touch U2 pictured above. Head over to ifeng for more hands-on pics.

  • PSP-playing boy falls onto train tracks, saved by a real life hero (video)

    by 
    Vlad Savov
    Vlad Savov
    02.04.2011

    Not the best news for Sony execs to be waking up to this morning, as the company's PSP has played a starring role in an unfortunate, though thankfully innocuous, incident. A 10-year old Milanese boy was recently so absorbed by his portable's make.believe world that he forgot the real one around him had boundaries with bright lines painted around them. A moment later the young gamer found himself next to the train tracks a few feet below the platform designed for human occupation, though he wasn't there long as an off-duty policeman by the name of Alessandro Micalizzi quickly leapt down and lifted him to safety. See it on video below and feel free to draw your own conclusions about your gaming habits.

  • Bump study: 90% of iOS users run 4.X

    by 
    Mike Schramm
    Mike Schramm
    01.17.2011

    Bump, the folks behind that iPhone app that allows you to quickly and easily exchange contacts, released a set of stats about its users that says almost 90% of iOS device owners are already running some version of iOS 4.0 or above. Bump reportedly has over 25 million downloads, so we are talking about a decent sample of the iOS user population (though I'd argue that it's not quite as widespread as the stats might be on an app like Angry Birds -- still, we'll take what we can get). According to their figures, over 89% of users are running iOS 4.0, a number that's a little higher than what I've heard from developers in the past. Bump says that 10% of its users are still running some form of iOS 3.0, and just 2% of users are stuck back on iOS 2.0. Within the 4.0 crowd, 52.89% are running the latest version of 4.2.1, with 27.5% still running 4.1. Why's everybody so caught up? In addition to the press around each update, I'd suggest that the holidays were probably a big equalizer, with new iPhones and iPod touches smoothing out the playing field (since they come updated with the latest version automatically). With so many people all caught up to iOS 4.0 on the same hardware, Apple has a nice solid platform to build on, something that Android phones have been struggling with on both the hardware and software fronts. [via 9to5Mac]

  • Intel's Sandy Bridge hits the desktop realm: Dell, CyberPower, Digital Storm and more

    by 
    Darren Murph
    Darren Murph
    01.10.2011

    For the most part, Intel's Sandy Bridge introduction at CES made a giant impact in the outlook of future laptops, but not as much was said over in the desktop world. Quietly, a slew of custom PC makers have slid out revised towers with the second generation Core lineup, with Dell's XPS 8300, Digital Storm's entire family, Cyber Power's Gamer Xtreme 1000 / 2000 and iBuyPower's Chimera XLC seeing the new Core i5 and Core i7 chips. Care to dig in deeper? Hit the source links below, and be sure to bust out your credit card -- Intel's fastest doesn't come cheap, you know.

  • LucidLogix virtualization tech enables AMD and NVIDIA GPUs to play together with Sandy Bridge

    by 
    Darren Murph
    Darren Murph
    12.30.2010

    It's baaack. We've gone well over half a year without hearing a peep from black magic makers LucidLogix, but here on the doorstep of CES 2011, the company has resurfaced just in time to ride on the coattails of Intel's forthcoming Sandy Bridge platform. Sandy is expected to take over CES when companies start to introduce new PCs in just a few days, and thanks to Lucid's virtualization software, we wouldn't be surprised if a few are served with NVIDIA and AMD GPUs. This here technology enables the two to play nice, making the outlandish fantasy of using a multi-GPU, multi-vendor setup a reality. DirectX 11 is also supported, with the only real requirement being to "connect the display screen directly to the motherboard's Sandy Bridge display output." We'll be taking a closer look at the peacemaker once we land in Vegas, but for now, go ahead and prepare yourself for a beta version of 'Virtu' -- it'll hit at some point next month.

  • Band streams concert live via iOS app

    by 
    Mike Schramm
    Mike Schramm
    12.15.2010

    A band named Everything, Everything is streaming a concert live today from London, and they're sharing that content on the App Store. NME says that the Manchester band has released a free app for iOS that will not only stream the show live, but will eventually have an archive of the show available, along with information about the band and backstage pre- and post-show access. Unfortunately, I don't know if everything is working as planned -- the concert has probably finished up by now, and I don't see the app live on the US App Store, even though it was supposed to have been released worldwide. It's possible that the band figured they'd release the app quickly, without realizing that Apple's approval process is a little busy around this time of year. But at any rate, it's an interesting idea. We've already seen musical acts use Apple's platform to share content with fans, and live streaming shows as a "virtual ticket" is another cool idea that even smaller bands can use to gain an audience. I think we'll see more of this in the future (and maybe then it won't be so lost in the huge rush of apps during this holiday season). [via Macgasm]

  • Google Latitude app shows up, disappears from Japanese App Store

    by 
    Mike Schramm
    Mike Schramm
    12.08.2010

    An app for Google Latitude briefly appeared on the Japanese iOS App Store yesterday, only to disappear a few hours later. Latitude is, of course, Google's persistent location-based service, allowing you to see where your friends are at on a map and share your own location in real time. There are already a few persistent location-based apps on the store, and there are even a few Google Latitude clients that access the service through the API -- not to mention that you can get to Latitude via Mobile Safari. But this was an official app, and it brought the service, which is already officially available on Android, over to the iOS platform. It seems the listing was actually a mistake -- it quickly disappeared from the Japanese App Store, and it hasn't shown back up since. But it wouldn't be a surprise to see an official Google Latitude app on the App Store sooner or later, so this was likely a switch that was accidentally flipped a little early. We'll probably see the app live everywhere before long. [via Engadget]

  • River of News' real money returns

    by 
    Mike Schramm
    Mike Schramm
    10.15.2010

    Developer Dylan Ginsburg has noticed that a lot of iPhone companies (including most of the folks I spoke with at GDC last week) don't like to talk about exactly how much money they've made on the App Store. But he has no such compunctions, so he's written up a nice post on his blog about how much his River of News RSS app for the iPad has made so far. The short answer? About $20,600 since the app was released on August 19th. The app, which peaked in the top 30 (good, but not outstanding), has sold about 9,500 copies so far, and has made about $5500 of that total in the past month, which Ginsburg says seems like a pretty standard period. I can tell you from my own knowledge that Ginsburg could be making more -- it sounds like he hasn't even started exploring advertising or in-app purchases in his app, and I've heard from many developers that those can be very helpful in the right places. But more important, Ginsburg says the satisfaction he's getting from working on the App Store is better than any monetary gain -- he just recently stepped away from a corporate job, and plans to make a go at creating apps for a full-time living. It's cool to hear a straight story from one developer on the App Store about just how viable creating apps is. Of course, one thing Ginsburg doesn't talk about is how much work and training went into making his app -- that $20k in sales didn't just appear out of thin air. And not all developers see even his level of modest success, since there are so many apps on the store that don't even make it into the top lists. But Ginsburg is as good an example as any of the kinds of opportunities Apple has created with its App Store platform.

  • GameSalad announces GameSalad Direct, publishing model outside of Apple's dev program

    by 
    Mike Schramm
    Mike Schramm
    10.12.2010

    We've posted about GameSalad here before -- the company offers up a third-party development and publishing solution that allows anyone, even non-coders, to jump into the GS SDK, make a game, and then quickly publish it out to the web or platforms like Apple's App Store. The company has been narrowing its focus recently after a round of funding -- last week at GDC, it announced that the Gendai Games brand was no more, and instead it would be consolidating everything under the name "GameSalad." This week GameSalad continued in that focus with a service called GameSalad Direct. Previously, developers could pay a fee to simply remove GameSalad's branding from apps created with the software, and sell those apps on the App Store under their own Apple developer accounts. That will still work for GameSalad developers for now, but when those accounts expire, everything will move to GameSalad Direct, which instead will either be free for devs publishing free games, or part of a revenue share for publishers wanting to sell paid apps. That means GameSalad game devs won't use their own Apple accounts any more -- presumably, everything created by GameSalad in the store will need to be published under the GameSalad banner. That has raised some hackles on GameSalad's forums, and Apple might not be too happy with it either (since if developers do sign with GameSalad, that's potentially a lost developer connection). We've contacted GameSalad to get some more information on the change and an official perspective on the reaction to the news.

  • European operators considering making yet another mobile OS?

    by 
    Chris Ziegler
    Chris Ziegler
    09.17.2010

    What, France Telecom? Neither LiMo nor Brew MP are good enough for you? Bada not open enough? Rumor has it that France Telecom-Orange boss Stephane Richard has summoned the heads of Vodafone, Telefonica, and Deutsche Telekom to Paris early next month to discuss how to best shoehorn their way back into the business of profiting off mobile software stacks, something that both Apple and Google have helped significantly diminish over the past couple years. Of course, Vodafone already tried this with its now-defunct 360 platform based on LiMo, so we're sure it's going to take a bit of convincing to get them back into the game -- and AT&T and Verizon have both done their fair share to prove you can mangle Android enough to profit from it. The phrase "dumb pipe" still isn't clicking with any of the major operators after all these years; maybe if we called it "smart pipe" instead?

  • Stamp $50 Android tablet prototype raises eyebrows in India and beyond (video)

    by 
    Joseph L. Flatley
    Joseph L. Flatley
    08.23.2010

    Stamp (no relation to Terence) is an Android-powered tablet that's making waves mostly for its price: $50. AllGo Embedded Systems has been leaking information out since April, and while there's nothing incredible revolutionary here (Android 2.1, MPEG-4 / H.264 Video playback, USB mass storage support, WiFi connectivity, FM radio, NAND or SD-card boot), in light of the much-ballyhooed $35 tablet it's good to see a comparatively priced platform that you won't need to be either a student in India (or purchase a million units) to get your hands on. Of course, a lot can happen between now and... whenever the thing is released, but don't let that get you down. It looks like the age of low-powered Android tablets is coming closer every day. And that can only be a good thing, right? Video after the break.

  • Vimeo embeds now working on iPad, iPhone

    by 
    Mike Schramm
    Mike Schramm
    08.17.2010

    [Note: While most videos on Vimeo.com would play back on iDevices prior to this update if watched on the Vimeo site, the new 'Universal Player' embed code should allow publishers and website developers to include compatible embeds on their sites. Vimeo does not provide mobile versions of every video on the site, limiting some features to Plus (paid) users. Details on making videos mobile-friendly are in the Vimeo FAQ and the new features announcement. –Ed.] Popular video site Vimeo (think a more artsy YouTube) has changed its embed code to be completely HTML5 compatible, which means you can now browse the site completely embed videos that play back on the iPhone or the iPad. I just pulled the site up on my iPhone, and I have to say, I think it's a smoother browsing experience than the browser itself -- you just get a list of videos, and clicking on whichever one you want (like, for example, the great Dennis Liu music video above) opens it right up in Quicktime. Good deal. Vimeo's been flirting with HTML5 for the better part of this year, but this switchover means everything (including embeds when seen from an iPhone or iPad) is available in HTML5 from the start -- bye bye Flash. [Flash will still be served to desktop browsers. –Ed.] The new update also adds a "Watch Later" feature to accounts on the site, so you can save videos and pull them back up on the device of your choice, even if you're not using something that works well. Eventually, the Watch Later feature will be added in to the Vimeo API, and there's also a new Vimeo channel available on Roku set-top boxes if you've got one of those. But the HTML5 change is the biggest one -- one more site leaves the Flash-only fold and becomes extremely accessible to Apple's platform.

  • Google: Eclair is on more than half of all Android phones, Froyo bursts onto the scene

    by 
    Chris Ziegler
    Chris Ziegler
    07.21.2010

    Android 1.5 and 1.6 are still major players in the field, together accounting for some 41 percent of all Google-powered phones in use as of July 15 -- but for the first time, Android 2.1 is on significantly more than half of the phones out there, up from an even 50 percent in mid-June. 55.5 percent of devices are running Eclair to be exact, and Froyo also makes an appearance with a little sliver of 3.3 percent -- an anemic figure obviously hampered by the fact that no one outside Google itself (on the now nearly-defunct Nexus One) has deployed the latest version yet. It's fascinating to see the change in the version mix over time get visualized like this -- now all we need is that dark green line at the very bottom to shoot upwards and obliterate everything else on the graph. Let's make it happen, guys.

  • Archetype nets 160,000 players in first week, promises updates and features soon

    by 
    Mike Schramm
    Mike Schramm
    07.14.2010

    We posted about Archetype the other day -- it's an impressively solid multiplayer first-person shooter for the iPhone that brings some hardcore gameplay to Apple's touchscreen platform. And apparently there are a lot of hardcore players out there -- in just one week of release, Archetype has picked up 160,000 players. There have been over 320,000 matches played so far, with over 2 million player kills between them -- that's over 20,000 an hour. Publisher Villian says that it's obviously thrilled with the response, and that "future updates, offerings and new game features" are being worked on. This is interesting for a few reasons: first, most iPhone offerings tend towards the casual. Little pick-up-and-play games often seem to be the norm on the iPhone, as the vast majority of developers seem to be searching for one little interesting gameplay idea and running with it. But Archetype seems to hint that if the experience is done well enough, there's definitely a large audience of "hardcore" gamers on the iPhone. And it's worth mentioning that Archetype doesn't have a lite version and sells for $2.99. Before this game, the most high profile FPS on the store was probably Ngmoco's Eliminate, which went with a free-to-play model in the hopes of garnering a larger audience. But Archetype's success seems to show that (again, if the experience is good enough), there's room at higher price points for a solid player base. We'll have to see where Villian goes with this in the future -- we've heard from other developers that quick and free updates can really make an app grow even bigger, so if they can pull that off with Archetype, they'll really have an iOS juggernaut.