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Apple pulls iOS 12 beta 7 OTA update amid performance woes

 

The latest iOS 12 beta 7 over-the-air update has been made temporarily unavailable as Apple investigates reports of unexpected performance issues associated with the release.

iOS 12 beta

The company pulled access to OTA beta 7 downloads about three hours after the update went live on Monday.

While Apple has not issued a statement on the matter, developers testing the seventh iOS 12 beta have reported seemingly widespread bugs and system degradations. Common complaints include longer than normal app launch times, sluggish lock screen animations, non-functioning lock screen and Notification Center assets, and more.

Apple has apparently taken notice, pulling the OTA update from its servers. Developers still have access to the IPSW file, which is available for download and manual installation via Apple’s Developer website.

The cause of the performance issues is unknown at this time, and it is unclear when Apple intends to release a patched version of the software. The bug or bugs likely impact the release timeline of an expected public beta build.

Apple seeded iOS 12 beta 7 earlier today with minor improvements and bug fixes.

As part of its release notes, Apple announced Group FaceTime, a marquee iOS 12 and macOS Mojave feature that will allow up to 32 participants to take part in a FaceTime call, will not be ready in time for launch. The feature “has been removed from the initial release of iOS 12 and will ship in a future software update later this fall,” Apple said.

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Review: Apple and Blackmagic’s eGPU with Thunderbolt 3 connectivity

AppleInsider takes an in-depth look at Apple and Blackmagic’s Thunderbolt-enabled eGPU, testing the MacBook-accelerating hardware with a gamut of tests from 5K gaming to video editing. We show you everything that sets this eGPU apart from the pack.

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The Blackmagic eGPU, built in cooperation with Apple, might seem pricey at $699, but it comes packing a Radeon Pro 580 GPU, the same chip that comes in the top-spec 2017 5K iMac. By itself, the silicon is worth just under $300, and you can now get it bundled with some other eGPU’s for around $500.

So why would anyone want to pay extra for this particular unit from Blackmagic and Apple?

For one, the Blackmagic is the first eGPU to support Thunderbolt 3 and USB-C monitors like LG’s 4K and 5K UltraFine displays, meaning well-heeled MacBook Pro owners can turn their portable rig into something closer to a desktop.

If you don’t have or don’t plan on buying an LG UltraFine display, the Blackmagic also works with any USB-C or HDMI monitor. DisplayPort screens are also supported with the help of a separate adapter.

In addition to the two Thunderbolt 3 ports, the Blackmagic packs in four USB 3.1 ports and an HDMI 2 slot, besting a number of competing eGPU boxes. The extra inputs and outputs can be used to connect external storage drives, keyboards, mice, or simply charge an iPhone.

The Blackmagic works with any Thunderbolt 3-equipped Mac, and it provides 85 watts of charging for your MacBooks. For now, the setup is a macOS-only affair, as the eGPU does not yet support Windows 10.

From a design standpoint, it’s undoubtedly the best-looking eGPU we’ve ever seen, and it’s built with high-quality materials.

This leads us to one of the biggest reasons why you would choose this eGPU over another model: incredibly quiet fan noise and low temperatures. It features a large fan that sucks air through the bottom and pushes it out of the top, just like the late 2013 Mac Pro.

It’s incredibly quiet, even at full load, a major upgrade from competing hardware that gets increasingly loud as operating temperatures heat up. In fact, the Blackmagic is so quiet that we forgot it was on while playing a demanding session of Fortnite at 5K resolutions.

Performance

The eGPU drastically improved the gaming performance of a base model 2018 13-inch MacBook Pro with Touch Bar. With the MacBook’s internal Intel Iris Plus Graphics 655 running at maxed-out resolution and high video quality settings, we were able to achieve around 15 frames per second while playing Fortnite. Those speeds dropped down to 7fps at times and the laptop’s fans were on full blast.

We turned the settings down to around 1080p at medium graphics settings and saw frame rates rise to around 40 to 45fps, but we still experienced frame drops that made the game unplayable.

Connecting the Blackmagic eGPU and LG’s 5K display, we set the game’s resolution to 5K, or 5,120-by-2,880 pixels. Graphics quality (obviously) improved and frame rates were hovering at around 30fps. Unlike the MacBook Pro’s integrated graphics chip, the eGPU was able to keep things much more consistent, with no frame drops that ruined gameplay.

Dropping graphics settings to medium boosted frame rates to about 40fps, and everything still looked great.

We also hooked it up to a regular 4K display using a Thunderbolt 3-to-DisplayPort cable and saw around the same 35fps at 4K “Epic” settings.

Throughout testing, both the Blackmagic eGPU and the MacBook Pro were whisper quiet.

Photo & Video Editing

If you’re a photo editor, an eGPU won’t really make a difference, since apps like Adobe Photoshop and Lightroom mostly rely on Mac’s CPU for heavy lifting. We were hoping to see an improvement while editing 42MP RAW images in Lightroom, but the lag is still there despite some assistance from the eGPU.

Video editing, however, is a different story. In Final Cut Pro X, the Blackmagic eGPU allows the 13-inch MacBook Pro to export a five minute 4K h.264 clip with added effects in less than half the time of the integrated GPU. That puts the smaller MacBook Pro’s performance nearly on par with the base 15-inch MacBook Pro. Interestingly, in some cases the 15-inch MacBook Pro gets slower when using the eGPU.

For example, when attached to the 13-inch MacBook Pro, the eGPU cut processing time in half for a one minute 4.5K Red RAW clip with added effects. However, the 15-inch MacBook Pro was almost twice as slow when combined with the eGPU.

Stabilizing a 4K clip on the 13-inch with eGPU was basically just as fast as the base 15-inch MacBook Pro, both with and without the eGPU. To our surprise, the 13-inch MacBook Pro with the eGPU was faster in the Bruce X 5K benchmark, finishing almost three times faster than the 15-inch MacBook Pro’s discrete GPU.

We tested 4K 60fps Canon Cinema RAW Lite footage in a one minute project with color corrections and a LUT applied on the 15-inch MacBook Pro, with and without the eGPU. We saw a vast improvement not only in export speeds, but timeline smoothness as well. We went from not being able to play back the footage in full resolution to smooth playback in 4K, in both 24fps and 30fps.

Benchmarks

We performed benchmarks by attaching the Blackmagic to a base model 2018 13-inch MacBook Pro and a top-of-the-line 2018 15-inch MacBook Pro with 2.9GHz i9 CPU, 4GB Radeon Pro 560X graphics, and 32GB of DDR4 memory.

Geekbench 4’s OpenCL test shows us the raw graphics performance of each GPU, and as you can see, it’s a massive improvement over the 15-inch MacBook Pro’s GPU.

We also ran the Unigine Heaven gaming benchmark and the 13-inch MacBook Pro with the Blackmagic eGPU greatly outperformed the 15-inch MacBook Pro. The 13-inch model fell behind by a couple of frames when compared to the 15-inch with the eGPU.

Conclusion

Our testing shows the Blackmagic eGPU is not really worth the extra money if you already own a 15-inch MacBook Pro, are not a video editor and intend to use the hardware without an external monitor.

On the other hand, if you own an LG UltraFine display or a 2018 13-inch MacBook Pro, the solution is definitely appealing. With the 13-inch MacBook Pro, you get added portability when on the go and a quad-core, 8GB Radeon Pro 580 workstation in the home or office, nearing the performance levels of a 15-inch Macbook Pro with i9 CPU.

Overall, the Blackmagic eGPU is a specialty product that makes a lot of sense for a smaller group of people. It’s more expensive than other solutions using the same GPU, and it’s not upgradable. If you need Thunderbolt 3 support and would like a near silent experience, however, there’s nothing else like it.

Score: 4 out of 5

Where to buy

Blackmagic’s eGPU sells for $699 and is available through the company’s website and Apple.com.

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Apple Services and the ecosystem of value capture

Apple’s remarkable success in iTunes and its App Stores bears striking similarity to another example of a platform developer investing in its own ecosystem: transit Value Capture. App Store Value Capture has changed the game for Apple, and is now fueling a faster rate of revenue growth for the company than all of its hardware segments combined.

App Store

The App Store grew significantly in 2017, thanks in part to better merchandizing.

Apple gets trained to leave the station

The term Value Capture applies to rail and transit operators that are given the rights to develop the land around their stations. America’s intercontinental train routes were developed by railroads that were deeded land along their planned rail lines. These plots were then sold off or developed, capturing some of the value added by the fact that that land was adjacent to the transportation service the railroad had built and was operating.

Today, while most of America’s current transit systems (from Amtrak to BART) are now on the brink of failure and are often in worse shape than what you find in third world countries—despite the high tax subsidies paid to sustain them—there are many examples around the world of public and private transit operators performing extremely well simply because they were given the rights to develop the land around their stations, leading to extremely lucrative revenue sources that sustain their operations and growth while they provide efficient transportation services to the public.

With iTunes, the App Store, iCloud and Apple Music, Apple has similarly effectively captured some of the value its hardware platforms have created. This ecosystem of content is about to get a lot larger as Apple ventures beyond third party music and movies and begins creating its own digital content.

We know this because we’ve already seen what happens when Apple moves from selling other people’s content (iTunes music, movies and Audible books) to creating a new native form of content that it can sell exclusively: software.

Selling or reselling apps has been fantastically more lucrative for Apple than reselling licensed content that already exists and can be bought in many other forms. It’s not hard to see why Apple is now aggressively engaging in TV and film content production to sell new content exclusively to its platforms spanning more than a billion premium device users.

Blinded by Windows

As the world began to notice the success Apple was seeing with iTunes and iPod in the early 2000s, established players all scrambled to get into (or regain control) of both hardware devices and media content stores. Fifteen years ago, tech media writers almost unanimously agreed that then-giants Sony and Microsoft (and even minor players including iRiver, Creative, Napster and Microsoft’s PlaysForSure licensees) would trample Apple out of the music business. Why? Because Windows had beaten the Mac a decade earlier.

Those writers were as wrong then as they are today, largely because most of what passes as “journalism” in the tech world is really just rival companies’ press releases paraphrased by people who can’t get real jobs and have no actual experience working in the industry—or apparently even observing what’s happening and what has recently occurred.

Once a columnist or pundit is indoctrinated into an ideological corner by some firm’s PR department, they will believe in their personal Stockholm kidnappers no matter what nonsensical, contradictory gibberish they are told. One example: at the height of Apple’s iPod, Microsoft told the media that it was launching Zune in such a way that it would somehow not compete with its own PlaysForSure partners’ device sales (only Apple’s iPods!) and the press gobbled it up and dutifully syndicated it out to their audiences, essentially without criticism.

Despite being plagued by a series of real problems, the tech media largely believed that Zune could successfully compete with iPod without hurting Microsoft’s parallel PlaysForSure business.

When Apple began replicating its iTunes success in the iPhone App Store, the same set of writers all again assumed that Microsoft, Palm, Google, Nokia, Sony, Samsung and everyone else that was selling phones and phone software prior to Apple would regain their positions and push Apple out of business because “look back at the 1990s and see how the Mac was sidelined by Microsoft’s Windows PCs.”

The Schtick

When Google told its sycophant media partners that it was building its own Google-branded devices that would somehow (just like the Zune) compete with Apple’s iPhone while having no negative impact on its Android partners, the press again gobbled it down like a dog eating up the toxic vomit that had just caused it to throw up a minute ago.

Even more remarkably, the various teams of media writers carrying water for Google have repeated the idea that every Google-branded phone was somehow “the first real Google Phone” over and over across the last decade, from the HTC G1 to the Nexus One to the Moto X 1 to the Pixel 1 and every model in-between.

Fool me once, shame on me. Fool me literally every time you release a phone between 2008 and 2018, and it’s obvious that I’m willfully playing along in this game of fooling people.

Google Motorola

When Google slashed the prices of its poorly selling Moto phones, tech media luminaries pretended this was a genius strategy to hurt Apple’s profitability rather than a clear sign of inept failure by buffoons

When it became clear that a decade of Nexus, Moto and Pixel introductions had zero impact on Apple’s iPhone and iPad sales, the tech media again turned to hear Google explain that despite its fantastical billions in hardware investments, it wasn’t really trying to do anything anyway, so it had succeeded in failure and the whole exercise had really been such a fun adventure—an insane idea that was met with the kind of worshipful applause usually only heard by a naked emperor in a land of morons.

The same people also construct illogical loops that insist that Google’s massive multi-billions of dollars plowed into boondoggle acquisitions like Motorola and in building and maintaining teams of engineers who create everything from custom silicon to advanced software and cloud services—all specifically to support Google-branded devices that end up as total failures in the market—are a good use of resources because Google has so much extra money laying around it can afford to burn $5 billion here and $12 billion there and then pay a $5 billion EU fine without blinking—the same way that it was no big deal that Samsung had vaporized at least $5 billion in its Galaxy Note 7 battery supernova imbroglio.

They then turn around and audibly gasp that some nobody constructed an estimate that assumed Apple may have spent as much as $5 billion across the last decade building its permanent Apple Park facilities, and wonder how long the company can possibly hope to stay in business when it arrogantly spends piles of money on itself like that.

And then they wagged their fingers at Apple’s +$200 billion cash hoard, and explained that investors don’t like the idea of a public company sitting on that much money without gaining a significant return on that capital. And then (it never stops) they point at the $3 billion acquisition of Beats and complain that Apple has no business expanding its audio hardware offerings and pushing into music streaming because good-god that’s a lot of money to spend on a profitable brand with popular products that sell far better than any Google-branded phone ever has.

Half of the puzzle misses the big picture

Many of these ideas are based on classic tenets of conspiracy theory: “doubt the facts you know, and worry about possibilities that are unlikely, because what if they are true?” The notion that Apple is dangerously close to failure stems from “its entire business is predicated on doing what it has successfully, consistently done for years, but what if it can’t do it forever?”

There are two problems with the supposedly irrefutable logic of “commodity always wins.” One was the idea that hardware is easy, and the other was that software is easy. In reality, both are extremely hard to do well, but also hard to sell—and often can be difficult to even give away. Perhaps hardest is the effort to integrate hardware and software seamlessly.

Despite its stature in PC licensing and its Xbox franchise, Microsoft couldn’t build a commercially successful media player despite plowing billions into its Zune brand. Despite a storied history of creating the state of the art in home audio, boomboxes and portable players, even Sony was unable to rival Apple’s iPod or introduce a great media store experience. Other first movers in media player hardware couldn’t keep up, and most every effort in media stores couldn’t stay in business.

In part, these failures were often the result of companies trying to copy part of Apple’s business: either music player hardware without a useable store, or a media store without consistently great hardware integration. Apple’s teams were doing two difficult things—and then integrating them to work well together.

As iPhone emerged, Apple continued its integration model while virtually everyone else in the industry lined up to be licensees of Windows Mobile or Android, referencing the precedent of Windows in 1995 while ignoring the current state of Windows PCs being clobbered by Macs in profitability—and what had just occurred within the world of iPod and iTunes.

App Store

Apple’s App Store has excelled in achieving Value Capture

While the most apparently obvious problem was the lack of smooth integration occurring between licensees and their platform vendors, a similarly huge issue was that in a world of disjointed hardware and software development, there was no ability for anyone to cash in on Value Capture in the way Apple could.

Value Capture versus the appeasement of software partners

One obvious difference between Macs in the 1990s and iOS in the 2000’s (at least with the 20/20 vision of retrospect) is that Apple had very limited Value Capture in place for the Macintosh. While Apple did all the work of building and maintaining its Mac platform, the real beneficiaries were Microsoft, Adobe and other third party developers that effectively did nothing in return but “support” the Mac OS with their software.

Apple was so desperate for this third party “support” that it often actively held back from building and bundling its own first party software with Macs, to avoid any conflict with the developers it was courting to support its platforms. While Macs remained marginally successful despite being marginalized by Windows, Apple’s other platform from the 90s, the Newton MessagePad, was unable to woo major development at all.

Part of this was the result of Apple being so careful not to compete with its third party developers. This behavior seemed sensible back in the 1980s and 1990s, when hardware makers relied on third parties to “support” their platform, knowing that without such support they would become as irrelevant as Atari or Amiga or OS/2. Apple’s extreme efforts to avoid conflicts with its software partners resulted in the company spinning off most of its internal software into the Claris subsidiary back in 1987.

But without getting into software itself and creating titles that sold its own hardware, Apple’s Macs, the 1994 Newton and even its 1996-acquired, NeXT-based macOS X seemed doomed, as all existed at the whim of third parties that might at any time simply abandon Apple’s platforms. That’s exactly what Microsoft did when it got Windows to the point of standing on its own in the mid 90s, and Adobe and others subsequently followed suit, taking their Mac software to the larger market of Windows PC users.

Apple learns a lesson – from Microsoft

While Microsoft didn’t worry about Apple’s feelings when it worked to crush its former partner by freezing development of Office apps on the Mac, it also turned around and screwed over its own PC developers. Unlike Apple’s careful efforts to avoid stepping on its third party developers’ toes, Microsoft actively attacked its primary DOS PC developers (including dBase, Word Perfect and Lotus) by launching Windows 95 with its own bundled Office 95 apps.

And when companies like Netscape unveiled entirely new apps (like the web browser), Microsoft quickly worked to kill them off with its own first party, bundled copies (Internet Explorer). Microsoft’s relentless drive to own Windows and capture as much value as possible from its platform was completely different than Apple’s timid efforts to help its third party developers and avoid competing with them at all cost.

Apple appears to have accidentally figured out the importance of owning its own software. As Adobe began cold-shouldering the Mac in the late 90s and throwing its support behind Windows, Apple identified KeyGrip, a QuickTime-based video editor project at Macromedia—slated for cancelation—as something it should step in and save in 1998.

When it couldn’t find a third party software partner to take over the development of the software, it released it on its own as Final Cut Pro. That title turned out to be essential in helping Apple sell its PowerMac hardware in new markets.

Apple put its logo on Final Cut Pro, kicking off a new era of first party software

Because the rest of the world was effectively abandoning the Mac, Apple finally realized that pandering to third parties wasn’t a sustainable way to maintain its ecosystem. It subsequently acquired what would become iTunes in 2001, and used the app to sell iPod. Apple then got into music production with Logic in 2002.

Apple’s acquired Pro Apps spawned the consumer titles iMovie and GarageBand, and helped launch two new suites of Apple-branded apps: iLife creative tools and iWork productivity software.

Apple also actively began building and maintaining its own Mac development tools with Xcode starting in 2003, rather than delegating this task to third party development tool vendors as it had in the past. And as Microsoft and Netscape became unreliable web browser vendors on the Mac, Apple launched its own Safari browser, also in 2003.

By expanding its ownership of an increasing amount of “land” around its “stations,” Apple was not only gaining independence from the whims of its software partners, but also setting itself up to make bold changes that didn’t require the approval of its ecosystem. That was a huge shift from the era of 1997-2003, when Apple sought to transition from the classic Mac OS to the new macOS X Yellow Box, but was rebuffed by major developers who insisted that Apple slow down and do far more work to support their own existing legacy code.

Once Apple gained ownership of its core platform technologies (from the OS to its development tools to the web browser and core bundled apps ranging from Mail and Calendar to iPhotos), it gained the ability to rapidly make major shifts like the jump from PowerPC to Intel processors (literally overnight, compared to the many years eaten up in the previous, incremental transition from 68K to PowerPC), and then (the next year!) to ARM processors supporting iOS as an entirely new mobile platform.

In 2010, when Jobs introduced iPad, he could show it off with a suite of Apple’s own iWork productivity apps, along with the Safari browser, Mail and other essential apps, without waiting endlessly for third parties to decide whether or not to invest in the entirely new table platform the way Apple had with the Newton in the 1990s.

Having its own software enabled Apple to quickly launch new platforms like iPad

Rather than scaring off third party development, as Apple had feared doing in the 80s and 90s, the attention Apple created for its platforms among consumers stoked developers to join in building custom apps for iPhone and iPad. And the App Store model Apple created helped the company to benefit from the value of the platform it had created.

Apple had gained Microsoft’s flexible “Value Capture” market power but had a better sense of how to use that power to effectively achieve valuable goals. Note that at the same time, Microsoft had greater leverage over PCs but failed to effectively transition to new processors or to competently bridge its desktop model into the mobile world of phones or tablets. Microsoft even struggled to get its own Office working on its own mobile platform.

Sherlocked Holmes and the case for Value Capture

Apple’s increasing efforts to gain control over its own platforms and exercise Value Capture have often been rebuked by the various people who didn’t benefit from this trend.

When Apple released its web search tool Sherlock 3 for the Mac back in 2002, it encroached upon similar features already supplied by a third party utility named Watson. Outcry over Apple “sherlocking” its third party developers continued when Apple added a web-based layer of desk accessory-style widgets to the Mac, similar in appearance to an existing product called Konfabulator.

Apple and its Mac platform were seen as a parent that owed its children (third party developers) everything, and must deny itself of every pleasure to keep its children alive, safe and well fed. Except that third party developers weren’t children, they were independent business people. Apple had every right to build its own software and create new markets capturing the value of it had created with its platforms. It didn’t owe its developers anything more than Microsoft owed its DOS PC partners—the very companies it chewed up and spit out to launch Windows.

Rather than being helpless children, some of Apple’s partners were ruthless and brutal agents that would take everything Apple gave them before stabbing their host platform in the back, the way Microsoft and Adobe (and so many others) did.

Microsoft really did have to lose

When Apple settled with Microsoft in a 1997 deal that forgave Microsoft for stealing Apple’s QuickTime code and infringing its patents, in exchange for a public show of investment and a five year commitment to create new Mac apps, the deal was portrayed as Microsoft mercifully saving Apple and Apple getting over its embittered fantasy of beating Microsoft. The reality was far removed from that.

Bill Gates

Bill Gates appeared relieved to announce an investment in Apple in 1997

At the time, Steve Jobs famously stated, “if we want to move forward and see Apple healthy and prospering again, we have to let go of this notion that for Apple to win, Microsoft has to lose. We have to embrace a notion that for Apple to win, Apple has to do a really good job. And if we screw up and we don’t do a good job, it’s not somebody else’s fault, it’s our fault.”

Most of the people who heard those words took away nothing more than the idea that Jobs was saying “Microsoft doesn’t have to lose.” But that’s not at all what he said. He said “Apple has to do a really good job,” an idea that suggested that Microsoft would indeed lose something. And it did.

In the 1997 agreement, Apple was stocking up provisions to reach a future where it could be successful without depending on or appeasing Microsoft. It was also working on doing “a really good job,” something that necessitated that Microsoft would lose its current status in several areas.

Apple got QuickTime codified as the storage standard behind MP4 in 1998, erasing the value of Microsoft’s rival work with Advanced Streaming Format. Apple then made moves in music to derail everything Microsoft had built—from audio codecs to media player OS licensing. It then moved into web browsers with Safari and created the world’s most popular mobile browser, denying Microsoft entry into mobile markets. And the App Store has cracked open Microsoft’s Office monopoly with new specialized app tools that disrupted the status quo in productivity suites.

There is no way Apple could have reached its current position without Microsoft losing in digital media, in music, in apps and in mobile and wearables. Jobs wasn’t saying ‘Apple had to win without Microsoft losing.’ He was saying Apple had to win on its own merits, rather than blaming Microsoft for its current predicament.

If Microsoft hadn’t lost out to Apple in achieving Value Capture of the software market surrounding the most valuable platform in computing, Apple wouldn’t today have a trillion dollar valuation.

App Store as an R&D facility

Apple has since appropriated a variety of third party concepts that originated among its developers (or on other platforms). In some cases, it has licensed, acquired, or acquihired the talent and code required to deliver its own product (such as with Siri). It other cases it hasn’t needed to, because good ideas that aren’t protected by copyright or patents are open for everyone to independently implement.The fact that Apple operates the world’s most commercially successful software store gives it unparalleled insight into what affluent consumers want and what they will pay for

The fact that Apple operates the world’s most commercially successful software store gives it unparalleled insight into what affluent consumers want and what they will pay for. The App Store is a fertile testing ground that gives Apple a steady stream of new innovative ideas to harvest. It is essentially a massive research and development lab funded by outside capital, providing Apple with mountains of valuable data.

This hidden value of the App Store appears to be ignored by analysts and the media, who often seem to prefer to believe that Google is “winning” because it is servicing higher volumes of downloads to a far less valuable market of users who don’t care to pay for software and trend toward cheap hardware, contributing analytics data that is virtually worthless for any purpose, particularly in guiding the development of premium hardware and valuable subscription services.

It’s no wonder Google’s Pixel phones, netbooks, and tablets aren’t capturing the interest of affluent users. Google lacks the data needed to design products that premium users want. Google has tons of data on low-end users who are content with ad-supported services with no protection of their privacy. That’s not earning the company any standing in premium hardware anymore than McDonalds has any chance of wooing in foodies who are seeking to avoid processed food.

Pixel C

Google boasted that its Pixel products were fully its own design. But it didn’t know how to design a premium product people actually wanted to buy.

Meanwhile, Apple’s Value Capture directly generated more than $9.5 billion in Services revenue in the last quarter, growth of 31 percent over the year ago quarter. In the same quarter, Facebook reported total revenues of $13.2 billion, and warned that “we expect our revenue growth rates to decline by high single-digit percentages from prior quarters sequentially in both Q3 and Q4.”

Investors have priced Facebook as if its worth more than half of Apple’s entire business, despite the fact that Apple generates over four times the revenues and is growing across existing product categories, into new markets including wearables and Services, and globally in every major market. For Facebook, there’s little additional real value to capture from the advertising service it has created.

Apple is just getting started in Value Capture.

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New Siri Shortcuts beta introduces limited HomeKit integration

 

Apple on Friday released a new beta version of its Shortcuts app to developers for testing, and while the update is light on big feature additions, some users who are concurrently running the latest build of iOS 12 beta have reported limited HomeKit integration.

In Shortcuts beta 2.0, HomeKit compatibility is seemingly restricted to contextual Siri Suggestions in iOS 12 beta 6, which saw release earlier this week.

Developers testing Shortcuts on devices running iOS 12 can find the new HomeKit actions under Siri Suggestions, a standalone workflow category, or by entering “Home” into the action search bar. It appears that Siri Suggestions, and not the Home app, is powering current HomeKit integration, as search results return Home app actions under “Siri Suggestions.”

For now, Siri Suggestions seems to be pulling in custom HomeKit scenes, or customizable macros that string together commands for multiple smart home appliances.

AppleInsider was able to confirm HomeKit integration in Shortcuts, though restrictions to Siri Suggestions makes the process of surfacing actions quite cumbersome. Instead of viewing a list of available HomeKit actions directly in Shortcuts, users must first trigger a desired scene in the Home app, return to Shortcuts and access the command via Siri Suggestions.

Along with HomeKit, the 2.0 release of Shortcuts builds on Apple’s initial beta release early last month with bug fixes and other minor system improvements.

Debuted at WWDC 2018, Shortcuts is a highlight iOS 12 feature that allows users to create and run app macros via custom Siri phrases. For example, an iPhone user can create a shortcut called “I lost my keys” that automatically pings a connected Bluetooth-enabled Tile tracker.

Apple product manager Kim Beverett demonstrated the system onstage, using the app’s drag-and-drop editor to add a series of actions to a customized Shortcut called “Heading Home.” When spoken, the phrase commanded Siri to query Maps for a navigation route, send a custom text via Messages, set a home thermostat and begin playback of KQED Radio.

Shortcuts ships with iOS 12 later this year.

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Analyst estimates Apple Pay used by 253M people worldwide, 31 percent of iPhone install base

 

Analyst Gene Munster sees Apple Pay as an increasingly important part of Apple’s services category, which has enjoyed record-breaking growth over the past few quarters, estimating the payment solution now has 253 million users worldwide.

Gene Munster's graph on Apple Pay usage

In reporting its fiscal third quarter earnings in July, Apple noted a record $9.5 billion in services revenue, a 31 percent jump over the same time the year earlier and a number that beat estimates by a wide margin.

Munster, the longtime Apple analyst now at his own firm Loup Ventures, has been arguing throughout this year that the future of Apple’s success is in its services business. The numbers from recent quarters certainly bear that out.

Now, in a new post on Loup’s site, Munster says that one particular part of the services sector, Apple Pay, is poised for huge growth in usage. And that after years of catching on slowly, the digital wallet concept is finally gaining traction, mostly in the international market.

“There are currently 24 countries where Apple Pay is accepted, soon be 25 with the addition of Germany later this year,” Munster writes. “We now estimate total Apple Pay user base at about 253 million (International at 215m, US at 38m). This means the percentage of Apple Pay users in the U.S. has decreased to 15% and international has increased to 85%.”

Apple has reported year-over-year growth of 500 percent, 400 percent, and 300 percent in Apple Pay transitions in the last three quarters, he said. Munster in February estimated Apple Pay to be in use by some 127 million people worldwide.

Munster added that he sees Apple beginning to emphasize Apple Pay more in its advertising for the iPhone — as it did in an ad released earlier this week — and Apple Pay gaining traction from its status as the only digital wallet that works with mobile, desktop, in-app, peer to peer, and point of sale.

And while Apple Pay remains only 1 or 2 percent of the Services category — which also comprises Digital Content and Services, AppleCare, iTunes, the App store, Apple Music and iCloud — it’s continuing to show growth. That’s because Apple Pay is expanding to more countries, being accepted by more banks, and more iPhone users are using it.

On its earnings call, Apple announced that it had reached over 1 billion cumulative transactions in the quarter, as well as Apple Pay’s imminent arrival in Germany.

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Apple supplier earnings suggest TrueDepth coming to three new iPhone models in 2018

 

Apple TrueDepth parts supplier Lumentum reported better than expected results for the June quarter, with anticipated order volume suggesting the depth-sensing camera system will arrive on three new iPhone models this year, according to analyst predictions.

TrueDepth

In an earnings report this week, Lumentum, which furnishes the lion’s share of vertical cavity surface emitting laser (VCSEL) modules used to power Apple’s TrueDepth camera array on iPhone X, noted an end-of-quarter ramp in 3D sensing component shipments to key customers.

According to analyst Gene Munster of Loup Ventures, the higher shipping volumes, paired with an expected acceleration of orders set to play out over the coming two quarters, bodes well for Apple’s product pipeline.

For the just ended quarter, Lumentum posted revenues of $301 million, beating Wall Street expectations of $287 million. Of the $301 million figure, 3D sensing revenues, a figure tied to VCSEL production, contributed between $60 million to 65 million. While “compressed” due to seasonality, 3D sensing numbers are anticipated to pick up significantly in the second half of 2018 as Apple refreshes its iPhone lineup.

Munster believes Lumentum’s earlier than expected ramp in VCSEL arrays hints at future iPhone model specifications. In particular, accelerated order volume suggests Apple plans to incorporate TrueDepth into three distinct products this year.

“Given the sooner than expected ramp in VCSEL arrays, we believe this fall, Apple will have 3 (including iPhone X) iPhone models with the VCSEL laser,” Munster said. “Furthermore, Lumentum results suggest current iPhone X demand is healthy.”

Apple is widely rumored to offer three handset formats for 2018. Alongside a refreshed 5.8-inch iPhone X, the company is anticipated to field a larger 6.5-inch OLED variant and a mid-tier model with 6.1-inch LCD screen. Each of the new smartphones are believed to include Face ID functionality, a biometric authentication feature powered by Apple’s TrueDepth camera array. The advanced depth-sensing technology also powers augmented reality features built on Apple’s ARKit framework.

In addition to iPhone, Munster believes Apple is looking to integrate TrueDepth into other product lines like iPad. Reports have suggested TrueDepth and Face ID will show up in the next-generation iPad Pro lineup, replacing the home button to free up valuable space for a thin bezel design and edge-to-edge display. A similar design was seemingly revealed in iconography found in Apple’s latest iOS 12 beta release.

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Cook says Apple not in music streaming for the money, touts human content curation

Apple CEO Tim Cook recently sat down to discuss Apple Music and its place in the burgeoning music streaming world, once again touting the service’s human content curation as a key benefit over competitors like Spotify.

Tim Cook

Speaking with Fast Company at his C-suite office at Apple Park, Cook expressed concern that the streaming industry’s increasing reliance on song-suggesting computer algorithms is sucking the soul out of music.

“We worry about the humanity being drained out of music, about it becoming a bits-and-bytes kind of world instead of the art and craft,” Cook said.

With tens of billions of dollars pouring in every quarter, and swelling ranks of streaming customers built on a healthy installed user base, Apple has the latitude to take a more philosophical view of music.

“We’re not in it for the money,” Cook said.

The executive was careful not to mention any one service in his critique, but the comments were clearly defined to paint Apple as a leader in the field. Contrasting the human approach to curation systems traditionally used by Spotify.

Apple executives, including SVP of Internet Software and Services Eddy Cue and Beats co-founder Jimmy Iovine, have consistently lauded Apple Music’s human curators as a tangible leg-up on the competition. In July, reports claimed Apple Music’s subscriber count overtook that of Spotify in the U.S., a considerable feat given Apple was late to the streaming music party.

Apple Music users are treated to a customized playlist of recommended content, as well as a number of regularly updated genre-based playlists that include songs hand picked by human editors. Also featured prominently in the corresponding Apple Music app are new album selections, interviews with artists, a live radio station in Beats 1 and other humanized elements.

Cook is an obvious devotee of Apple’s service, telling Fast Company that music is a key component in his life. The Apple chief has noted a fondness of music in past interviews, and repeated those platitudes in the interview published this week.

“I couldn’t make it through a workout without music,” Cook says. “Music inspires, it motivates. It’s also the thing at night that helps quiet me. I think it’s better than any medicine.”

Spotify, too, is turning to human curation as a means of differentiation. The firm now fields a number of programmed playlists, including popular brands like Rap Caviar, to draw in and maintain subscriber numbers. According to a prospectus filing issued prior to Spotify’s initial public offering, the service programs about 31 percent of all listening.

Amplified efforts in curation has led to poaching, with Spotify nabbing Apple Music’s former R&B curator Carl Chery in April.

Cook’s commentary was included as part of a comprehensive profile of Spotify founder Daniel Ek, who is looking to take the streaming firm to new heights on the back of its successful April IPO.

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Safari still leads in mobile browser share, but Facebook’s browser is on the rise

 

A new study shows Safari and Chrome are still dominant on mobile devices, but Facebook is coming on strong to try to claim the mobile crown.

Safari

According to a new study from analytics firm Mixpanel, Facebook’s in-app web browser now accounts for an average of 7.6 percent of mobile browser market share in the United States. This places Facebook behind only Apple’s Safari with 58.4 percent and Google’s Chrome at 33.3 percent.

The most recent measure of domestic browser market share, by Statcounter last month, placed Safari in first place with 49.4 percent, followed by Chrome with 43.1 percent. Facebook was not listed in those rankings.

In terms of overall platform use, Mixpanel found that 65.5 percent of Americans use iOS, compared to 34.5 percent using Android. As for carriers, the study said, 28.6 percent of users use Verizon, with 27.1 percent using AT&T.

Counterpoint, as of May, listed the iPhone at 42 percent U.S. market share. The study also splits off the market share numbers by state, and reports that Safari is the top mobile web browser in each of the 50 states.

Mixpanel’s study surveyed 20,000-plus of the firm’s customers, covering 3 billion individual events.

The numbers show that while Safari maintains its dominant position, more and more users are reaching the web through Facebook’s ecosystem. This represents a change in users’ consumption of content, as they’re at the mercy of Facebook’s algorithm, and all of its notable shortcomings.

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Review: Awair and your iPhone help you understand what’s in the air you breathe

The air quality within your home can affect many aspects of your health, which is why it is important to understand the quality of what you breathe. Awair aims to do just that while looking striking in the process.

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The second-generation Awair is an air quality sensor that excels in two areas —it looks better than most, and it works better than most. Even with lack of HomeKit, it easily earns a spot on our shelf.

Let’s dig into why.

Lookin’ fine

Awair Air Quality Sensor

Unlike most other smart home gear, Awair puts a priority on looks. It isn’t meant to hide in the background, but instead stand out and be noticed. The exterior is a nice American walnut frame, which fits easily into most modern home decors. If you don’t want to always view metrics on the screen, it can display a clock.

Awair Air Quality Sensor

A pair of buttons and the power port are on the back. An air intake hole and a series of perforations are are on the front.

Awair is powered through USB-C, which is something we were quite happy about. USB-C is the way the industry is heading, if perhaps a bit slower than Apple might like, so it is only appropriate that any new product opts for that over micro USB. Bonus points for this.

Awair Air Quality Sensor

Behind some of those perforations are LEDs, used to make this into a display. By default, a series of bars representing the various measurements are shown with the overall score in the top right-hand corner.

Tapping the top button on the back allows you to cycle through individual metrics or to display the time.

What it measures

There are five primary measurements that the Awair can sample: Fine dust, CO2, humidity, temperature, and volatile organic compounds (VOC). The Awair explains what each of these are, what they can cause, and how to fix them if they hit unhealthy levels.

Awair Air Quality Sensor

Awair’s software is also proactive in giving you tips on these metrics, a difference that distinguishes it from other air sensors. If enabled, Awair will also send you alerts when your metrics are awry and when they get back into spec, whether at home or on the go.

Viewing measurements

To get these measurements, users can glance at the integrated display, view them in the Awair app. or query Google Assistant, Amazon Alexa, or Nest.

Awair Air Quality Sensor

The in-app experience is nice, with a simple and straightforward design that looks great. Right when you launch it you are brought to the overall score. The Awair score is a summary of your air quality in one single value.

Below it is a bar graph of each of the five individual measurements you can easily view. Additional tabs have tips, trends, integrations, and notifications. In our time testing, it has been really helpful in understanding our air quality.

HomeKit?

For us, the biggest detractor was the lack of HomeKit support.

There is support for Amazon Alexa and Google Assistant, but Apple’s Home app is still not supported here. This is something we’d like to see change in the future.

With HomeKit, we’d be able to enable an air purifier when the quality drops down and turn if off when it goes to normal. We’d be able to ramp up the dehumidifier when the humidity levels get too high. Unfortunately, we can’t do that as it stands.

Other sensors like the Eve Room are capable of doing this at a lower price, but they don’t look quite as nice and are limited in other regards.

Is it for you?

Air isn’t something you can easily see, which makes it difficult to spend some substantial money for something that helps you “optimize” it.

Awair Air Quality Sensor

We’ve tested out a whole host of different air quality sensors, and they just didn’t seem to work quite as well as Awair did, nor did they report quite as many metrics. Let alone let us know how to correct them.

This year, pollutants in the air have been high, with allergies really getting to people, and even their pets.

Awair let us know that VOC was too hight for comfort, and PM2.5 was elevated as well, that other sensors weren’t warning us about. We made a few changes and after we did, we saw a noticeable difference in us, as well as our dogs’ health.

Awair Air Quality Sensor

It’s not lost on me that I could have just made those the changes because of the allergies, and not require the Awair to scream about it. What I like is that Awair does things proactively, alerting me to make corrections before they become an issue, and not after we get a biological effect from the pollen.

Awair is all around excellent, with the only mark against it being the lack of HomeKit support. Awair promises to help you understand what is in the air you breathe, and it does just that. Air quality has the potential to improve allergies, asthma, focus, sleep, skin health and your overall health.

Rating: 4 out of 5

Where to buy

To pick up the second-generation Awair air quality sensor, you can find it on Amazon for $198. It is a bit more than other air quality sensors, but it is made out of higher quality materials, provides better insights and actionable tips, and measures better, which we think makes it worth it.

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15-inch 2018 MacBook Pro compared – which upgrades are worth it?

The changes in the 2018 15-inch MacBook Pro prompts comparisons between the models from potential customers. AppleInsider compares the low, mid-range, and high-end options in a series of benchmarks, to see if it’s worth paying more for the better-specification models.

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For the 2018 15-inch MacBook Pro refresh, Apple has made a number of improvements to performance, such as using faster DDR4 RAM that allows for configurations of up to 32 gigabytes, faster graphics with higher base memory, and using Intel’s new 8th-generation 6-core processors.

The changes mean that, once again, users are tasked with choosing the notebook that can meet their performance requirements, as well as their budgets. To help those deciding which to acquire, we have put the refreshed models through a variety of benchmarks that simulate 3D rendering, gaming and overall system performance, along with video and photo editing.

Three models were used for the tests, starting with the base model 2.2GHz Core i7 CPU at the low end, complete with Radeon Pro 4GB 555X graphics, 16 gigabytes of RAM and a 256-gigabyte SSD, priced at $2,399. In the middle is the 2.6GHz Core i7 model with Radeon Pro 4GB 560X graphics and 16GB of DDR4 memory, costing $2,799. On the plus side, that model also comes with a 512-gigabyte SSD, doubling the storage capacity compared to the lowest specification model.

The highest-specification 15-inch MacBook Pro used in this test cost $3,499, packing the 2.9GHz Core i9 processor, Radeon Pro 4GB 560X graphics and 32 gigabytes of DDR4 memory. While it is only equipped with the 512 gigabyte SSD, since all SSD versions are incredibly fast, this should make no real impact on performance for any of these tests.

Standard Benchmarks

Starting with Geekbench 4’s CPU test, all models have impressive scores, but the difference between them isn’t huge. The i9 reached about 10-percent higher scores in single-core and 8-percent higher in multi-core compared to the base model.

2.2GHz i7 / 555X / 16GB 2.6GHz i7 / 560X / 16GB 2.9 GHz i9 / 560X / 32GB
Geekbench 4 Single-core 5031 5118 5582
Geekbench 4 Multi-core 22400 22400 24226

In Geekbench 4’s OpenCL graphics test, the results between the three laptops are minor. Switching to the Metal test shows a much bigger difference, with the 560X GPU models scoring about 20-percent higher than the 555X in the base model.

2.2GHz i7 / 555X / 16GB 2.6GHz i7 / 560X / 16GB 2.9 GHz i9 / 560X / 32GB
Geekbench 4 OpenCL 49229 50801 52499
Geekbench 4 Metal 49398 59592 59560

Unigine’s Heaven using the extreme preset was employed to put a gaming workload on the test group. Here, we observed an 18-percent higher average frame rate between the 555X GPU model and the 560X models, a hefty performance increase which can be had for only $100 more.

2.2GHz i7 / 555X / 16GB 2.6GHz i7 / 560X / 16GB 2.9 GHz i9 / 560X / 32GB
Unigine Heaven FPS 17.8 21.1 21.1
Unigine Heaven Score 450 531 532

Moving onto Cinebench R15, a rendering benchmark that runs the processor under full load, we ran 5 back-to-back tests on each system. Despite the specification differences, we only saw performance vary by an average of 2 percent between the base 2.2GHz i7 and the top spec 2.9 Ghz i9, which is a $400 upgrade.

Starting from an idling temperature and only running the test once, the i9 will score around 50 points higher, but only because the test finishes before the processor has a chance to heat up.

Shortly after the first run, the processors in these new MacBooks thermal throttle so much that all three run at very similar speeds. There was an average speed of 3.05GHz for the base model, 3.1Ghz for the mid and 3.15GHz for the i9.

Since some 2D and 3D renders can take hours, all three processors have similar performance for extensive graphics-demanding tasks.

2.2GHz i7 / 555X / 16GB 2.6GHz i7 / 560X / 16GB 2.9 GHz i9 / 560X / 32GB
Cinebench 5 run average 991 1001 1011
Cinebench 5 Average GHz 3.05 3.1 3.15

Image Editing

For the photo editing test, the latest version of Adobe Lightroom Classic was used to edit 42-megapixel RAW images. We saw no speed or smoothness differences while color-correcting and retouching within the develop module.

However, while exporting 99 edited 42-megapixel RAW images to JPEG, the Core i9 model was around 17% faster than the other two, which finished at exactly the same time.

Looking closer,, all three models ran at about the same speed, at around 3.0Ghz throughout the export. While processor usage was close to 100 percent in all cases, the onboard graphics were effectively left unused.

For RAM usage, the top model used more than 18GB of memory, while the other two 16GB-packing models had to cut into the SSD using file-swapping. For the most part, the performance difference is actually coming from the amount of RAM available to use.

2.2GHz i7 / 555X / 16GB 2.6GHz i7 / 560X / 16GB 2.9 GHz i9 / 560X / 32GB
Lightroom export 7:01 7:02 5:59

Video Editing

The video tests using Final Cut Pro X started with the 5K Bruce X benchmark, which resulted in similar times across the board. Stabilizing a 20-second 4K clip also results in nearly identical speeds.

2.2GHz i7 / 555X / 16GB 2.6GHz i7 / 560X / 16GB 2.9 GHz i9 / 560X / 32GB
Bruce X (seconds) 46 45 46
Stabilization (seconds) 14 14 13

Moving on to a 5-minute 4K h.264 project with color corrections and effects, the mid-range and top models took 3 min and 44 seconds to render and encode, while the base model was slightly slower at 4 min and 11 seconds. This shows that the lower-end GPU was the actual bottleneck in this case.

As far as the editing itself, all three models have no problem playing back the timeline at a full 4K resolution, with background rendering turned off.

Taking a look at a similar project, except using 4K HEVC files, the results were practically the same. While the 555X graphics card was close to capacity, the 560X still had about 30 percent of its potential performance still available.

Testing ProRes RAW and Canon Cinema RAW lite codecs, both with color corrections and effects, the results come out the same. The base model, again, is slower while the mid and top-spec MacBooks are very close in performance. Once again, the graphics card is the limitation.

One noticeable difference is that all three models have no issues playing back the 4K ProRes RAW, while the Canon RAW stutters on all three machines, taking much longer to render.

2.2GHz i7 / 555X / 16GB 2.6GHz i7 / 560X / 16GB 2.9 GHz i9 / 560X / 32GB
HEVC to HEVC 49 47 49
ProRes RAW to h.264 59 47 47
Canon RAW to h.264 4:58 3:48 3:42

Finishing off testing with 4.5K RED RAW files, the results were close, but unexpectedly the i9 model was actually the slowest, even with repeated testing. The i9 ran at just 2.4GHz after stabilizing, even though its base clock speed is rated at 2.9GHz, while the base 2.2GHz and mid 2.6GHz models ran at 2.7GHz and 2.8GHz respectively.

Our RED RAW project pushed both the processor and graphics, causing the best GPU and CPU combination to thermal throttle slightly more than the other configurations.

2.2GHz i7 / 555X / 16GB 2.6GHz i7 / 560X / 16GB 2.9 GHz i9 / 560X / 32GB
RED .R3D RAW 2.11 2.08 2.22
CPU Speed (GHz) 2.7 2.8 2.4

We do want to point out that most of our video editing projects are short, and we tested without having other programs running in the background, so differences in RAM don’t really make any impact. If you edit long 4K projects, especially while having other programs or many browser tabs open, we would suggest upgrading to 32GB of RAM.

Summary

As far as the other components, the 560X graphics chip is well worth the extra $100 for everyone but photo editors. If you’re running long and intensive tasks that need more than a short burst of high speed, upgrading the CPU to the i9 isn’t really worth it. If you don’t push your machine hard in any way, you won’t need the extra short term performance. If you do, the performance difference can be negligible because of thermal throttling.

If you need to buy a Mac right now, the mid-spec $2,799 model, which is kept in stock at most retailers, will be a good choice. If you don’t mind waiting for a MacBook Pro order, going for the base model with the i7 2.2GHz CPU, Radeon 560X graphics, and 32 gigabytes of RAM will give you the best bang for your buck.

Save $100 on every 2018 15-inch MacBook Pro

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