No Man’s Sky gets cross-platform saves and PS5 Pro enhancements

When No Man's Sky was launched in 2016, Hello Games made it available on the platforms available at the time, namely the PC, the PlayStation 4 and the Xbox One. Over time, it was also released for the PS5, the Xbox Series X and S consoles, the Nintendo Switch, the PS VR1 and 2, as well as other virtual reality devices for computers. Now, the developer is rolling out cross-saves and cross-plays to all those platforms so fans can pick up from where they left off even if they switch devices. 

Hello Games said adding the ability to transfer saves has been especially difficult for its team, since No Man's Sky players can spend thousands of hours exploring worlds and building elaborate bases. It likened cross-saves to moving houses — the "longer people have lived there the more complicated it is to move them," the developer explained. The company said it's been introducing the technology to the game little by little over the past six months to make it possible to launch the feature today. Players can link their accounts right now through the game's official cross-save page, but only a "subset of users" will see the option to select saves from multiple devices on the in-game save screen. The feature will be available to all players over the coming weeks. 

In addition to giving players the ability to play the same game across platforms, Hello Games is also rolling out the enhanced version of No Man's Sky for the PlayStation 5 Pro, which is coming out today. The console's AI-powered tech called the "PlayStation Spectral Super Resolution" upscales the game to 4K at 60 fps, though players can choose to explore worlds in 8K resolution at 30 fps instead. This enhanced version also comes with improved lighting, ultra quality reflections and higher quality ambient occlusion in all modes. All those features are making their way to the PS VR2 headset, as well. 

This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/no-mans-sky-gets-cross-platform-saves-and-ps5-pro-enhancements-150011474.html?src=rss

No Man’s Sky gets cross-platform saves and PS5 Pro enhancements

When No Man's Sky was launched in 2016, Hello Games made it available on the platforms available at the time, namely the PC, the PlayStation 4 and the Xbox One. Over time, it was also released for the PS5, the Xbox Series X and S consoles, the Nintendo Switch, the PS VR1 and 2, as well as other virtual reality devices for computers. Now, the developer is rolling out cross-saves and cross-plays to all those platforms so fans can pick up from where they left off even if they switch devices. 

Hello Games said adding the ability to transfer saves has been especially difficult for its team, since No Man's Sky players can spend thousands of hours exploring worlds and building elaborate bases. It likened cross-saves to moving houses — the "longer people have lived there the more complicated it is to move them," the developer explained. The company said it's been introducing the technology to the game little by little over the past six months to make it possible to launch the feature today. Players can link their accounts right now through the game's official cross-save page, but only a "subset of users" will see the option to select saves from multiple devices on the in-game save screen. The feature will be available to all players over the coming weeks. 

In addition to giving players the ability to play the same game across platforms, Hello Games is also rolling out the enhanced version of No Man's Sky for the PlayStation 5 Pro, which is coming out today. The console's AI-powered tech called the "PlayStation Spectral Super Resolution" upscales the game to 4K at 60 fps, though players can choose to explore worlds in 8K resolution at 30 fps instead. This enhanced version also comes with improved lighting, ultra quality reflections and higher quality ambient occlusion in all modes. All those features are making their way to the PS VR2 headset, as well. 

This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/no-mans-sky-gets-cross-platform-saves-and-ps5-pro-enhancements-150011474.html?src=rss

Striking New York Times tech workers made their own versions of Wordle and Connections

The New York Times Tech Guild asked the publication's readers not to play its games, including Wordle and Connections, in solidarity when it announced that it was going on strike on November 4. Now, the guild has released its own versions of the The Times' games so that readers can still play without crossing its digital picket line. Of course, the workers' versions won't be able to keep your Wordle streak running, but they're pretty much the same games you've been playing on the publication's website. 

The guild is made up of over 600 unionized tech workers that include software engineers, product managers, data analysts and designers — the people behind the publication's games, as well as The Times' Cooking app. In the guild's GoFundMe for the strike, it said it's been bargaining for its first contract over the past two years, but the The Times' management "dragged its feet" and even allegedly committed unfair labor practices by implementing return-to-office mandates without bargaining and trying to intimidate members who were going on strike. 

The guild explained that it's pushing for The Times to address racial disparities in its workers' pay and to ensure real job security. Apparently, the publication's management had fired someone days before a major brain surgery in the past and had used performance review plans as a pretense to fire employees. The guild is also accusing management of disproportionately targeting women and POCs with its "arbitrary disciplinary process."

This article originally appeared on Engadget at https://www.engadget.com/general/nyt-tech-workers-on-strike-made-their-own-versions-of-wordle-and-connections-130047922.html?src=rss

Call of Duty: Mobile passes 1 billion downloads

Call of Duty: Mobile has been downloaded over one billion times around the world since it became available, Activision has announced along with the rest of the game's fifth anniversary offerings. The game was released back in 2019 for Android and iOS and reached 270 million downloads within its first year of availability. Despite the game's success, Microsoft told the UK's Competition and Markets Authority in a filing for its Activision Blizzard acquisition that "Call of Duty: Mobile is expected to be phased out over time" with the launch of Warzone Mobile

In response to fans' concerns after that information came out, Activision said that it plans to continue supporting the game and that it has a "robust roadmap" of new content and updates "for the long haul." It didn't directly address Microsoft's revelation, however, and it didn't say when the game will be phased out. Call of Duty: Warzone Mobile rolled out on March 21st.

The Season 10 — 5th Anniversary update for CoD: Mobile is going out today, November 6, at 5PM Pacific time/8PM Eastern time. It will include a new Battle Royale map for a location called Krai, which is described as a "dense urban landscape at the base of the Ural Mountain." Each character gets one respawn in the map, and they drop a scannable dog tag if they're eliminated a second time. Their squad will need to reach it and scan it before they can get back in. Players will also be able to buy new passes to get anniversary-related content, such as new operator skins, weapon blueprints and calling cards. 

This article originally appeared on Engadget at https://www.engadget.com/gaming/call-of-duty-mobile-passes-1-billion-downloads-133012839.html?src=rss

You’ll be able to play your Nintendo Switch games on its successor

You don't have to take great pains to preserve your Switch to ensure that you can still play your favorite games on it years and years from now. Nintendo has revealed in its earnings report that the upcoming successor to the Switch will have backwards compatibility and will be able to run games made for the current console. In addition, Switch Online will also be available on the Switch 2, which means your saves stored on the cloud will be carried over and you'll be able to play NES, SNES and Game Boy titles on the new console. 

Nintendo explained that it's making Switch Online available on the upcoming console, because it thinks it's important for the company's future to "carry over the good relationship" it has built with its more than 100 million annual playing users to the new device. The main way to do so is to make use of the Nintendo Account, which ties a user's history to one account and enables the company to "maintain a continuous relationship" with them across console generations. Before the Nintendo Account was introduced, Nintendo had no easy way to carry a user's history and purchases over to the next console. "As a result, our relationship with the consumers was interrupted when a new system was purchased," it said. 

The company promised to reveal more information about the Switch 2 "at a later date," though it didn't say when exactly. In a recent event where we thought the new Switch could be announced, Nintendo launched an alarm clock instead. Based on its earnings results, it looks like people could be choosing to wait for the new console instead of buying the current Switch: The company had to downgrade its sales forecast for the fiscal year due to a big decline in console sales compared to the same periods last year. 

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/youll-be-able-to-play-your-nintendo-switch-games-on-its-successor-045657774.html?src=rss

Bees reportedly stopped Meta from building a nuclear-powered AI data center

Meta had plans to build an AI data center in the US that relies on nuclear power — it even already knew where it wanted the facility to be built. According to the Financial Times, though, the company had to scrap its plans, because the a rare bee species was discovered on the land reserved for the project. Company chief Mark Zuckerberg was reportedly ready to close a deal with an existing nuclear power plant operator that would provide emissions-free energy to the plant. The Times said he told staff members at an all-hands last week that pushing through wouldn't have been possible, because the company would encounter numerous regulatory challenges due to the bees' discovery. 

Zuckerberg reportedly told his staff that Meta would've had the first nuclear-powered AI if the deal had gone ahead. It still might come true if the company could find a way, but it has to move quickly because its biggest rivals are investing in nuclear energy, as well. In September, Microsoft revealed that it intends to revive the Three Mile Island nuclear power plant to provide energy for its AI efforts. Meanwhile, Google teamed up with startup Kairos Power to build seven small nuclear reactors in the US to power its data centers starting in 2030. And then there's Amazon, which announced three agreements with different companies to build small modular reactors in mid-October. 

The Times didn't say whether Meta is looking for a new site — one that doesn't have rare bees living in its vicinity. One of its sources only said that Meta is still exploring various deals for emissions-free energy, including nuclear, to power its future AI data centers.

This article originally appeared on Engadget at https://www.engadget.com/big-tech/bees-reportedly-stopped-meta-from-building-a-nuclear-powered-ai-data-center-143050114.html?src=rss

Apple’s latest Find My update makes it easier to find lost items

If you have an iPhone that can run iOS 18, you can now download and install the public beta of iOS 18.2. One of the most useful new features is the capability to share the location of a lost item connected to Apple's Find My network with a third party. You can already share an item's location with people in your contacts list, but Apple says this could help in instances wherein you have to rely on the help of a stranger.

When you choose "Share Item Location" in the Find My app on iPhone, iPad or Mac, you'll get the option to share a link that shows the location of your missing item. The link's recipient will be able to open it on any device, and they'll also be able to see your Apple account email and/or phone number so that they can get in touch with you. You'll be able to see how many people visited the link, which expires after you're reunited with your lost belonging or after a week if you haven't found it by then.

Along with benevolent strangers, you'll be able to share the locations of misplaced AirTags and Find My accessories with select airlines. Apple has worked with several of them to integrate this feature into their systems. Only a small number of airline staff can access each Share Item Location link, and Apple says they'll first need to authenticate themselves with an Apple Account or partner email address.

iPhone screenshots showing the Share Item Location feature. The first includes the option to
Apple

More than 15 airlines will start supporting this feature in the coming months, including Aer Lingus, Air Canada, Air New Zealand, Austrian Airlines, British Airways, Brussels Airlines, Delta Air Lines, Eurowings, Iberia, KLM Royal Dutch Airlines, Lufthansa, Qantas, Singapore Airlines, Swiss International Air Lines, Turkish Airlines, United, Virgin Atlantic and Vueling. Apple says that more airlines will get involved over time to help track down mishandled or delayed bags.

Air transport tech company SITA is also incorporating Share Item Location into WorldTracer, its baggage-tracing system. According to Apple, this is used by more than 500 airlines and ground handlers at more than 2,800 airports.

Of course, installing beta software does have its downsides. There's a higher chance of running into bugs, and some apps or features might still not work as Apple had intended. If you don't mind and want to test iOS 18.2, you'll have to enable Beta Updates under Software Updates in your device's Settings menu. Apple is expected to roll out iOS 18.2 proper in December.

Meanwhile, as luck would have it, there's an early Black Friday deal on AirTags at the time of writing. You can scoop up a four-pack for a record low of $70.

Update, November 5 2024, 9:10AM ET: This story has been updated to clarify that these new features are in the developer beta of iOS 18.2. The public beta for that software isn't available just yet.

Update, November 11, 2024, 3:12PM ET: This story has been updated to include details of the airline integration and to note that a public beta of iOS 18.2 is now available.

This article originally appeared on Engadget at https://www.engadget.com/mobile/apples-latest-find-my-update-makes-it-easier-to-find-lost-items-133049512.html?src=rss

You’ll soon be able to play Halo 2’s iconic E3 demo in honor of its 20th anniversary

Microsoft, Xbox and Halo Studios are celebrating Halo 2's 20th anniversary by releasing recreations of some of the game's most memorable maps on Halo Infinite, as well as its E3 demo that's probably one of the most important moments of the franchise's history. The demo Bungie presented at E3 way back in 2003 showed the future of Halo and demonstrated what the Xbox, as a console, was capable of. It even featured gameplay that never made its way to the finished game. "The response to the demo at E3 was electric," Halo community director Brian Jarrard said. 

That demo went public more than a year before the game's actual release date, and it was built on an engine that no longer exists. It only became possible to make it available for fans to play because community modders and the game's community as a whole pitched in to restore it. The "wider Halo community" helped recover its original files and assets, while a team of community modders developed the tools needed to recreate the demo and to improve upon the original. 

"Steven Garcia (known to the community as General_101) was vital in getting this scenario stood up and even improved over the original. He was a one-man army and did a significant chunk of the work in developing tools, updating scripts, and even arting the levels. Digsite team members Ludus, Neo Te Aika, Sean T, xScruffyDaSasquatchx, and Killzone then provided finishing touches to replicate the original demo experience and test for bugs. Without them, we would probably have only had a rather unceremonious drop of raw assets and that was it," said Halo Senior Franchise writer Kenneth Peters. 

The Halo 2 E3 2003 demo will be available as a free mod on Steam Workshop for the Halo: The Master Chief Collection starting on November 9.

In addition, Halo Studios is adding new maps to Halo Infinite's Delta Playlist that will be a blast to the past for long-time fans of the franchise. They're modern recreations of Halo 2 multiplayer maps that were rebuilt in Forge, Halo's suite of in-game tools, by community "Forgers." Xbox adjusted the gameplay in the Delta Arena, as well, disabling sprint and clamber, enabling friendly collision and higher jumps to recreate the original feel of Halo 2

This article originally appeared on Engadget at https://www.engadget.com/gaming/xbox/youll-soon-be-able-to-play-halo-2s-iconic-e3-demo-in-honor-of-its-20th-anniversary-120020668.html?src=rss

Okta vulnerability allowed accounts with long usernames to log in without a password

In a new security advisory, Okta has revealed that its system had a vulnerability that allowed people to log into an account without having to provide the correct password. Okta bypassed password authentication if the account had a username that had 52 or more characters. Further, its system had to detect a "stored cache key" of a previous successful authentication, which means the account's owner had to have previous history of logging in using that browser. It also didn't affect organizations that require multi-factor authentication, according to the notice the company sent to its users

Still, a 52-character username is easier to guess than a random password — it could be as simple as a person's email address that has their full name along with their organization's website domain. The company has admitted that the vulnerability was introduced as part of a standard update that went out on July 23, 2024 and that it only discovered (and fixed) the issue on October 30. It's now advising customers who meet all of the vulnerability's conditions to check their access log over the past few months. 

Okta provides software that makes it easy for companies to add authentication services to their application. For organizations with multiple apps, it gives users access to a single, unified log-in so they don't have to verify their identities for each application. The company didn't say whether it's aware of anybody who's been affected by this specific issue, but it promised to "communicate more rapidly with customers" in the past after the threat group Lapsus$ accessed a couple of users' accounts. 

This article originally appeared on Engadget at https://www.engadget.com/apps/okta-vulnerability-allowed-accounts-with-long-usernames-to-log-in-without-a-password-150041758.html?src=rss

Okta vulnerability allowed accounts with long usernames to log in without a password

In a new security advisory, Okta has revealed that its system had a vulnerability that allowed people to log into an account without having to provide the correct password. Okta bypassed password authentication if the account had a username that had 52 or more characters. Further, its system had to detect a "stored cache key" of a previous successful authentication, which means the account's owner had to have previous history of logging in using that browser. It also didn't affect organizations that require multi-factor authentication, according to the notice the company sent to its users

Still, a 52-character username is easier to guess than a random password — it could be as simple as a person's email address that has their full name along with their organization's website domain. The company has admitted that the vulnerability was introduced as part of a standard update that went out on July 23, 2024 and that it only discovered (and fixed) the issue on October 30. It's now advising customers who meet all of the vulnerability's conditions to check their access log over the past few months. 

Okta provides software that makes it easy for companies to add authentication services to their application. For organizations with multiple apps, it gives users access to a single, unified log-in so they don't have to verify their identities for each application. The company didn't say whether it's aware of anybody who's been affected by this specific issue, but it promised to "communicate more rapidly with customers" in the past after the threat group Lapsus$ accessed a couple of users' accounts. 

This article originally appeared on Engadget at https://www.engadget.com/apps/okta-vulnerability-allowed-accounts-with-long-usernames-to-log-in-without-a-password-150041758.html?src=rss