Canon EOS R5 II review: Canon’s most powerful camera yet puts Sony on notice

Move over Sony, Canon is trying to take the lead in bleeding-edge tech for mirrorless cameras. The company’s new $4,300, 45-megapixel EOS R5 II offers advanced features like eye-tracking autofocus (AF) that can’t be found on any recent Sony model. The new camera is also pushing Sony’s A1 and other models in the key areas of speed, video and autofocus. And it’s arguably more desirable than Canon’s own upcoming flagship R1 as it has nearly double the resolution.

I’ve had the R5 II for a few weeks, evaluating not only its practicality and speed for both professionals and serious amateurs, but also how it stacks up against Sony's A1, the gold standard for high-resolution mirrorless cameras. And frankly, I'm impressed.

I love the handling of Canon’s mirrorless cameras and the EOS R5 II may be its sweetest design yet.

The body and controls are very similar to the R5, apart from a couple of changes. Canon moved the power switch to the top right where it’s easier to access, and added a dedicated photo/video switch on the left. The company gave photo and video modes their own settings, making it much easier to jump from one to the other. Canon also made a rare change to its menu system, adding a new olive green tab for control customization. This new tab also contains the settings for eye control AF tracking.

Otherwise, the R5 II’s layout is similar to its predecessor. That’s a good thing, as the control placement is the most natural of any camera I’ve used, from the comfortable grip that provides a secure place to hold, to the nicely tactile controls that fall perfectly to hand.

Moving to the displays, the R5’s 2.1-million-dot fully articulating rear touch screen was already sharp and easy to use, so Canon didn’t mess with that. The R5 II has the same sharp 5.76-million dot OLED electronic viewfinder as before, but the company boosted the brightness and redesigned the optics to accommodate the new eye control autofocus.

EOS R5 II review: Canon’s most powerful camera yet puts Sony on notice
Steve Dent for Engadget

The R5 II supports CFexpress Type B cards for capturing 8K RAW video, along with SD UHS II if you’re okay with cheaper and slower media. Other key features include headphone and microphone ports, a full-sized HDMI input and a USB-C port for charging and transfers. Canon also released three new battery grips, including one with a cooling fan that extends video shooting times, as I’ll discuss soon.

I’m a big fan of the R5 II’s design, and my pro photographer friend agreed, saying that like most Canon products, the R5 II's ergonomics are so good the device is comfortable to hold for long periods of time. He also said he slightly preferred the R5 II's handling to his Sony A9 III and A1 cameras, thanks to how easy it is to use with one hand.

EOS R5 II review: Canon’s most powerful camera yet puts Sony on notice
Steve Dent for Engadget

The EOS R5 II offers a blend of speed and resolution that rivals and sometimes even surpasses the Nikon Z8 and Sony A1. That's mostly due to the new stacked 45-megapixel sensor and updated Digic X processor to crunch all those pixels.

The R5 II can shoot bursts at up to 30 fps in electronic shutter mode with a blackout-free view. That’s slower than the R1, but I’ll trade a small hit in performance in exchange for the extra resolution. I was able to capture about 100 RAW frames before the buffer filled. Speeds drop to 12 fps with the mechanical shutter, but there’s rarely any need to use it because there’s no issue with rolling shutter distortion – thanks to the stacked sensor. The R5 II’s new pre-capture mode can record up to 15 photos when you half-press the shutter. That’s great for photojournalists or wildlife photographers who may otherwise miss a shot by a fraction of a second.

Canon’s "Dual Pixel" autofocus has always been good, but on the R5 II it’s the best I’ve ever seen. When shooting bursts with a subject biking toward the camera, 80 percent of my shots were in focus. And the EOS R5 II now tracks animals, birds and vehicles, on top of faces, eyes and bodies of people.

EOS R5 II review: Canon’s most powerful camera yet puts Sony on notice
Steve Dent for Engadget

The camera also has a couple of new autofocus tricks, including one called action priority. That keeps the AF focused around the ball in three specific sports: volleyball, basketball and soccer. I didn’t notice any particular AF improvement, as my hit rate seemed to be about the same without it, but dedicated sports photographers might see the difference.

Another new function keeps the tracking point on your subject even if someone crosses in front of them. That did seem to work well most of the time, but it would occasionally wander off and lock onto someone else.

When Canon launched the R5 II and R1 in July, it introduced pre-registered person priority AF that lets your camera memorize up to ten specific people, like star athletes for instance. This feature functioned as advertised, switching AF to a registered person and tracking them instead of other people in the scene.

Finally, I tested Canon’s famous eye control AF that detects where the photographer is looking and moves the subject tracking point there. This is an undeniably cool feature and has improved compared to the first implementation on the EOS R3, but is still too unreliable for professional use.

EOS R5 II review: Canon’s most powerful camera yet puts Sony on notice
Steve Dent for Engadget

In fact, the pro photographer friend I mentioned pointed out that though eye control feels futuristic, it’s still a bit too flakey for paid gigs where focus reliability is paramount.

On the R5 II, in-body stabilization is the best I’ve seen on any Canon camera, keeping the sensor rock-steady for handheld shooting, with up to 8.5 stops of shake reduction. It was so reliable that I never felt the need to carry a tripod when using slow shutter speeds.

I’ve always found Sony cameras to be slightly superior to Canon when it comes to autofocus and speed. I can no longer say that, as the EOS R5 II is very even with Sony’s latest models. My Sony-using photographer friend agreed, saying he couldn’t see any real difference between the R5 II his A1 or A9 III.

Image quality on the R5 II is largely the same as the R5, and that’s a good thing. The 45-megapixel sensor produces photos as good as or better than the Sony A1 at a much cheaper price, and compares favorably to Nikon’s similarly priced Z8.

When shooting in RAW mode at lower ISOs, the R5 II offers good dynamic range in high contrast bright and dark scenes. Like other stacked sensor cameras, though, there’s a bit more noise than with regular CMOS sensors. Quality also drops slightly in electronic shutter mode, so it’s better to use the mechanical shutter in tricky lighting conditions.

High ISO performance isn’t too bad for such a high-resolution camera either, with noise staying under control up to ISO 12,800. After that, the R5 II doesn’t quite measure up to models like the Nikon Z7 II or Sony A7R V, as both of those offer cleaner images with less grain.

The EOS R5 II is Canon’s best camera in years thanks to improvements in key areas like autofocus, video and more.
Steve Dent for Engadget

If you don’t want the hassle of processing RAW, JPEG rendering is excellent straight out of the camera, with well balanced sharpening and noise reduction. For low-light shooting, skin tones are flattering at all ISO settings, and the best among all cameras in this price range.

One new notable feature on the R5 II is the AI-powered upscaling applied after the photo is taken. The result isn’t quite as good as a dedicated app like Topaz, but it’s not bad considering it’s in-camera processing.

The original EOS R5 would have been a darn near perfect video camera if not for its pesky overheating issues. Canon has improved this to a degree with a new passive cooling design and $400 fan grip. With those updates, heat is only really an issue at the highest resolutions (8K 60p and 4K 120p). However, these limitations are less severe on the rival Nikon Z8. 

Canon EOS R5 II video overheating limitations
Steve Dent for Engadget

Aside from the heating issue, the EOS R5 II has impressive specs. It can shoot up to 8K 60p and 4K 120p video, but does so with far less rolling shutter than the R5, again thanks to the new stacked sensor. The camera now has Canon Log 2 (CLog 2) capability that allows for higher dynamic range capture than the R5.

Video autofocus is outstanding at all resolutions, with rapid acquisition of the subject and reliable tracking. Face- and eye-detection work very well, and I only occasionally noticed AF lag with fast-moving subjects.

As for stabilization, I could shoot smooth footage while handheld in optical mode with no crop, provided I didn’t move the camera too much. Digital stabilization allowed for more movement while only cropping in a touch, and the enhanced setting let me shoot smoothly while walking with a 1.5x crop. Panasonic’s S5 II is still the best in this regard, but the R5 II is close behind.

As for quality, video on the EOS R5 II is extremely sharp, particularly with supersampled 4K HQ. Other 4K modes are subsampled, but nearly as sharp. Rolling shutter is well managed, so you won’t really notice it unless you do whip pans or jostle the camera while shooting.

Canon’s excellent color science delivers warm skin tones and accurate colors. RAW video allows lots of room for adjustments in post, while the CLog 2 brings dynamic range up to 14 stops to enable shooting in contrasty conditions. With all this, the Canon R5 II is now my go-to camera for shooting video — even over Sony and Panasonic models.

EOS R5 II review: Canon’s most powerful camera yet puts Sony on notice
Steve Dent for Engadget

The $4,300 EOS R5 II is Canon’s best camera in years, thanks to improvements in key areas like autofocus, video, shooting speeds and overall feel. Newly introduced tech like eye control AF is less useful, but it’s still nice to see Canon try to innovate, and the feature should improve in subsequent models.

The R5 II is up against some great competition in this price range, especially the $4,000 Nikon Z8 that holds its own against this camera in most situations. However, Canon’s autofocus is slightly faster and more reliable, and I greatly prefer the R5 II’s handling. The only other full-frame option with a stacked sensor and similar resolution is the Sony A1, which costs $2,200 more.

The main issues with the R5 II are overheating, the wonkiness of action priority and unreliable eye control autofocus. However, it now stacks up extremely well against Sony's A1 in terms of speed and autofocus, while offering superior stabilization and handling. Which one you choose may simply come down to brand preference or existing lens collection. 

This article originally appeared on Engadget at https://www.engadget.com/cameras/canon-eos-r5-ii-review-canons-most-powerful-camera-yet-puts-sony-on-notice-160013865.html?src=rss

Remedy’s new game is FBC: Firebreak, a co-op shooter in the Control universe

After a long and winding road, Remedy Entertainment has unveiled its multiplayer follow-up to Control. FBC: Firebreak is for teams of three, and the trios will face down waves of enemies with an intriguing arsenal of weapons. For instance, the trailer shows a gatling gun of gloopy poison and a gun with a launching piston attached to the front for aerial attacks.

Since FBC: Firebreak is set in the same world as Control (and Alan Wake II), there will be more for players to explore about this surreal place. The trailer showed off gunfights in the Federal Bureau of Control and the Oldest House, familiar settings to those who have played Control and its DLC. But with the different approach to gameplay, FBC: Firebreak isn't intended to be a direct sequel to the psychological hit game. "I guess you could say that it’s a spin-off, but in the most positive sense of the word," Game Director Mike Kayatta said. "It’s not designed to be some kind of lesser, bite-sized Control. FBC: Firebreak is its own, fully formed thing."

A co-op project from the studio was first teased all the way back in 2021. Firebreak has clearly gone through some refinements from the original concept Remedy announced with 505 Games. At the time, it was also working on a free-to-play co-op shooter with the conglomerate Tencent, but the codenamed Project Vanguard was scrapped in 2023. The duo attempted to reenvision the game as a premium title, but that also fell by the wayside.

FBC: Firebreak is currently scheduled for release in 2025 on the Xbox Series X|S, PC and PlayStation 5. Remedy announced that the game will be on Game Pass Ultimate and PC Game Pass at launch, as well as on the PlayStation Plus Game Catalog for Extra and Premium members. 

Update, October 17, 3:55 pm ET: Article has been updated with full launch platform and service information. 

This article originally appeared on Engadget at https://www.engadget.com/gaming/remedys-new-game-is-fbc-firebreak-a-co-op-shooter-in-the-control-universe-180702570.html?src=rss

AAAAAAH! Phasmophobia haunts consoles this month

Phasmophobia was one of the chief reasons a lot of gamers lost so much sleep during the pandemic. Now it’s finally headed to consoles after four years of frightening the hell out of us.

Kinetic Games’ ghost hunting game is heading to PlayStation 5, PS VR2 and Xbox Series X/S on October 29. Players on consoles and PCs through Steam can explore haunted places together in online sessions and discover the highest octave their voices can hit. Kinetic announced the game’s console release last year but unforeseen delays forced the studio to push back the date.

Since the game is launching on consoles just before Halloween, Kinetic Games is also holding a special in-game event. Teams will receive a special Halloween goal in which all teams playing on all platforms will work together to “permanently unlock the Blood Moon weather.” The achievement comes with a special badge and trophy and more reasons to scream your head off in future matches.

Phasmophobia is an addictive and horrifying four-player exploration game that came to life on PCs in 2020. As part of a team of ghost hunters, you’re dispatched to a haunted location to investigate and determine what type of horrifying soul is dispatching the living to the realm of the dead. Each team member uses various pieces of ghost hunting equipment and ethereal artifacts to determine the type of spirit doing the haunting and other required criteria about the entity, capture evidence of its presence and sometimes even make contact with the entity.

These ghosts and otherworldly creatures don’t just make doors slam shut and yell “Boo!” before scurrying off into the shadows. There are 20 different types of entities like banshees, demons wraiths and revenants that can call out your name in the darkness, drive down your sanity and even kill your ghost hunter if you're not careful.

This article originally appeared on Engadget at https://www.engadget.com/gaming/aaaaaah-phsamophobia-haunts-consoles-this-month-182546124.html?src=rss

The Annapurna-published cycling adventure Ghost Bike is now Wheel World

Ghost Bike is dead; long live Wheel World. The scenic cycling adventure from the creators of Nidhogg was revealed in 2023 with a darker storyline. After design pivots to “make it more fun to play” (always a good idea!), the new naming convention matches its lighter tone. Initially slated for this year, the Annapurna-published game will now arrive in early 2025.

Wheel World is developer Messhof’s first 3D game and its first with a big team. The studio made its bones with Nidhogg, a side-scrolling sword-fighting game with old-school Atari-style graphics. With Wheel World, the team shifts gears (sorry) to a gorgeous cel-shaded art style. Unlike Messhof’s previous titles, this one will have a narrative — with characters and dialog boxes!

Messhof explained its rebranding in a press release. “[Ghost Bike] was a game about dying on a bike after being hit by a car and ending up in a cycling valhalla,” Messhof’s Mark Essen and Kristy Norindr wrote. “While it wasn’t directly based on real world ghost bikes (those white bikes memorializing cyclists killed by drivers), there was enough overlap to feel like the name was justified and the associations would be a positive one from both directions. But as things changed in the gameplay (to make it more fun to play), and thus the story (especially in tone) it fit less and less.” Wheel World, it is.

Gameplay screen from the upcoming Wheel World. A person racing other cyclists.
Messhof / Annapurna

You play as Kat, a young cyclist determined to “save Wheel World from total collapse.” Its gameplay combines racing, bike upgrades, recovering stolen parts and ultimately performing “The Great Shift ritual” to save the world.

The trailer also showcases a roaming mode for times when you want a relaxing gaming experience. An original soundtrack from the electronic label Italians Do It Better helps you chill out while cruising the beautifully cel-shaded countryside.

When it arrives in early 2025, Wheel World will be on Game Pass on day one. In addition to the Xbox Series X/S, it will also be available on PS5 and PC.

This article originally appeared on Engadget at https://www.engadget.com/gaming/the-annapurna-published-cycling-adventure-ghost-bike-is-now-wheel-world-173009766.html?src=rss

A $105,000 robot arm nobody needs cooked me a delicious lunch

London’s W1 is somewhere to go if you’ve got too much money to spend on something. Within minutes of each other, you can visit the city’s priciest private doctor, buy a Steinway and a pair of designer glasses that cost more than my mortgage. Wigmore Street is also where the ultra rich go to buy a kitchen that Thorstein Veblen would weep at the sight of. It’s also the new home of Moley Robotics, a company selling luxury kitchens and the robot arm that’ll kinda/sorta do all of the cooking for you, too.

Moley is the brainchild of Dr. Mark Oleynik and is one part kitchen showroom and one part robot lab. It’s a spartan space with three demo kitchens, a wide dining table and some display units showing you the different types of artisan marble you can have for your countertop. The point of interest is the working X-AiR robot just behind the front window that acts as a lure for would-be consumers. It’s got its own cooktop, shelves, oils and utensils and, with the proper help, can even whip up a meal.

Image of the Moley Robotics X-AiR kitchen robot while cooking.
Photo by Daniel Cooper / Engadget

Oleynik explained he wanted to create something to help people eat better food with less reliance on preservatives. His dislike of reheated and processed food sent him looking for alternatives, which led him to finding a way to automate fresh cooking. If you’re coming back late from work, the obvious temptations are microwave meals or delivery food. He believes people would much rather healthy recipes where you just prep the raw ingredients and let the robot do the rest. The focus on health extends to the database of potential meals, many of which have been created by the SHA Wellness Clinic.

Moley has its own in-house chef, James Taylor, who adapts each recipe so it can be made by a one-armed robot. The company says it hopes to add two or three new recipes each month, and that if you have a family dish you’d love to see automated, you can send it in. Oleynik said the movements are mapped onto the robot after watching a human chef prepare the same meal. And that, once it had learned what to do, the robot would be far less error-prone than its human counterpart.

The initial demonstration of Moley’s vision (above) used a two-armed chef that ran on overhead tracks that earned the company so many plaudits initially. Unfortunately, Oleynik admitted the cost for such a robot would have likely reached north of £250,000 (Around $330,000). Which is probably too rich even for the sort of people who frequent Wigmore Street for their kitchen appliances. To reduce the price, the company stripped down the project from a mobile, two-armed version to a single arm. The robot that Moley is actually selling is bought off-the-shelf from Universal Robots, an industrial robotics company.

Image of the Moley Robotics X-AiR kitchen robot while cooking.
Photo by Daniel Cooper / Engadget

The one-armed version that’s currently up for pre-order is known as the X-AiR, which is what sits in the front of Moley’s showroom. If you want one for yourself, you’ll need to buy a new countertop, two custom shelving units, a cooktop, control tablet and the robot itself. The prices are in the “if you have to ask, you can’t afford it” range but the price to get in the door is £80,000 (around $105,000). So far, Moley hasn’t installed a single robot, but expects the process to begin in the next three to six months. But there are people who have already laid down cash to get one of these in their homes, and the kitchen that goes around it.

X-AiR has no built-in vision or sensing technology enabling it to perceive or engage with its environment. The system does come with a camera, embedded in one of the shelves, that I understand is more for technical support than to aid cooking. Instead, the robot arm moves around its space from memory, knowing where all of the ingredients, oils and tools should be. The saucepans are held in place over the jobs on the cooktop to keep the environment as controlled as possible.

I was present to witness Moley’s now standard demonstration using an SHA Clinic recipe for Asian Tofu Saute. Staff members had pre-prepared the ingredients and placed them in the pots necessary for the robot to grab. In order to start the process, the user needs to tell the system which ingredients are in which sections. There’s even a little diagram of the shelf layout, so you can tap “Bean Sprouts” and tap that the pot with them is seated in position A1, for instance. Once you’ve done that, you can set the machine going and theoretically leave it be until it’s time to eat.

The system is set up to call out every instruction from the recipe so it’s easy to follow along with it. In the video, you should be able to see why it’s an interesting thing to watch as the arm starts its ballet to start cooking your food. It almost theatrically turns on the cooktop before pouring a liberal quantity of oil into the pan to begin warming. After that, it begins adding the ingredients as and when commanded to, and stirring the mixture in between. The stirring is more of a back and forth pushing of the mix, which is obviously less thorough than a human would be. After each stir, the robot scrapes its spatula on the side of the pan before returning it to its hook.

There are similar touches when the robot adds the next ingredient from its dedicated bin, double tapping the pot on the side to ensure everything falls out. I noticed, however, that there were a few ingredients still attached to the spatula and the pots when they were returned to the shelf. This is the big issue with a robot that lacks any sort of vision to perceive its local environment. During my demonstration, a few strips of leek clung to the spatula and fell off, onto the cooktop itself, while in motion. It was quickly wiped away, but I couldn’t help but wonder what would have happened if it’d landed a millimeter closer to the burner and pan and started burning.

Image of the Moley Robotics X-AiR kitchen robot while cooking.
Photo by Daniel Cooper / Engadget

I’m much happier tending to a pan and actually cooking than I am peeling carrots and trying to dice onions. The obvious question, then, is why Moley sought to automate the ostensibly fun part of cooking rather than the bit people dislike? Oleynik said it might be possible in a far-flung future but there are just too many variables to make a carrot-peeling robot work. Not to mention, he added, the safety risks inherent in giving a robot a bladed instrument to wield.

Moley’s first-generation robots are also limited by the volume of food they can cook in a single session. Depending on the meal, they can make between eight and ten portions, enough for a dinner party but nothing more extravagant. Not to mention the robots can’t make much of any adjustment if you don’t have exactly the right ingredients ready for use. You can remove any you don’t have, naturally, but there’s no ability to improvise beyond that, or to variate its program to take into account seasonal differences in ingredient quality.

Image of the meal produced by the Moley X-AiR kitchen robot
Photo by Daniel Cooper / Engadget

When I was told the robot was making me tofu, I had to work hard to keep myself standing upright. If they could have seen my soul, they’d have watched my shoulders droop so hard they fell through the floor, through the basement, and into the subway line below. Friends, I cannot stand tofu and grimace my way through it whenever my vegan chums insist we go to a meat-free restaurant. Even when they insist I’m eating “really good” tofu, it just tastes like stringy matter, devoid of any inherent flavor as I try to mash it in my mouth. So bear that in mind when I say that the tofu the robot cooked me was actually delicious. It had a nice texture and tasted pretty delicious, meshing beautifully with the vegetables.

Oleynik believes his robots will find a variety of niches to fill, first with money-rich, time-poor folks in London and beyond. The internet tells me that a private chef would set you back around £300 a day, so you’d burn through that £80,000 in less than a year. Naturally, it’s likely anyone who can drop £80,000 on a cooking robot can probably afford to buy their ingredients pre-prepared, so they could just dump them in the bins and set things going.

After that, Oleynik believes the technology could be used to prepare fresh meals for business and first-class airline passengers. Or in small kitchens where one employee supervises a production line of robots all making fresh dishes. His vision stretches to any situation where there may be a desire for fresh-cooked food, but the economics of a trained chef won’t allow it.

He cited the example of a hotel with 24/7 room service, where people are paid to wait around on the off-chance someone wants food. Or service stations in remote areas where there’s potential demand for meals but no need to hire a professional chef. Similarly, Oleynik cited care homes where there’s a similar conflict between a desire to produce good food but limited budgets.

Of course, it’s not clear, given there would need to be a human preparing the raw ingredients and dishing up, how much labor is being saved. And anyone who is involved with food would likely need to be trained and paid accordingly, which may eliminate any potential savings. But Oleynik is certain that a business can expect to see a return on its investment within its first year of service.

As for the price, Oleynik believes the technology will refine to the point that the cost will fall quite far. He gestured to one of the demo kitchens in the showroom, which had a Miele-branded oven and fridge, saying each model cost £5,000 (around $6,500) each. He hopes he’ll be able to sell a cooking robot for £10,000 to the sort of people who don’t blink when spending £5,000 on an oven and another £5,000 on a fridge. But, if nothing else, it’s entirely in keeping with everything else you can buy on Wigmore Street.

This article originally appeared on Engadget at https://www.engadget.com/home/kitchen-tech/a-105000-robot-arm-nobody-needs-cooked-me-a-delicious-lunch-140050065.html?src=rss

The Morning After: Amazon finally made a Kindle with a color display

In a barrage of Kindle hardware, Amazon might have something for anyone looking to upgrade from a basic Kindle. The biggest reveal might be the Kindle Colorsoft, its first reader with a color display. Amazon tried to ensure the reader has a good color and black-and-white experience, with high contrast, high resolution and high clarity whether you're looking at a color image or a black-and-white page. Amazon uses nitride LEDs, which work with the company’s algorithm to enhance color and brightness without washing out images.

Judging by the press images (and the demos we went to), these seem primed for graphic novels and comics. If you’re looking for something to digitally house your comics and manga, the Kindle Colorsoft will cost you $280 and start shipping on October 30.

— Mat Smith

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With the original Scribe, Amazon got a lot of the basics right. It nailed latency and smoothness of the writing experience, but writing notes on your ebooks was a bit janky. Now, when you write on a page, the Scribe will generate a box for your notes. This box is embedded in the text, with the book’s words rearranging and flowing to accommodate it. However, it’s still not a simple ‘draw on the page’ solution. The Kindle Scribe will be available in December, starting at $400.

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Analogue

Analogue says it’s nailed its most complicated project yet: rebuilding the Nintendo 64 from scratch. Once again, the Analogue 3D has an FPGA (field programmable gate array) chip, coded to emulate the original console on a hardware level. We’re promised support for every official N64 cartridge ever released, across all regions, but with some major upgrades. The Analogue 3D supports 4K output, variable refresh rate displays and PAL and NTSC carts. The company is also making Original Display Modes to emulate your CRT TV of yore.

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Prada and Axiom Space teamed up to design a new spacesuit, and NASA is now ready to reveal the look. This is the Axiom Extravehicular Mobility Unit (AxEMU) spacesuit, white with red and gray accents for a bit of color and excitement. The suit is almost finished, having undergone testing and simulations at Axiom Space, SpaceX and NASA facilities. It should enter a final review in 2025.

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This article originally appeared on Engadget at https://www.engadget.com/general/the-morning-after-amazon-finally-made-a-kindle-with-a-color-display-111533015.html?src=rss

The first of Astro Bot’s free speedrunning levels arrives on Thursday

Astro Bot, one of Sony’s greatest triumphs, is getting new content for those who live life (or at least play PS5) in the fast lane. Developer Team Asobi said on Wednesday that the first of five free speedrunning levels teased at Sony’s September State of Play will arrive on Thursday, October 17.

The first speedrun level is Building Speed, where you’ll get an assist from your robot bulldog friend Barkster. Team Asobi promises you’ll “blast your way through a sky-high city.” Dodging cranes, smashing through crates and zipping through a flying car wash are part of the festivities. It sounds like more of the cute, 3D-platforming fun that Engadget’s Jessica Conditt described as the equivalent of “Super Mario Bros. for a new generation of video game fanatics.”

Still from an Astro Bot speedrun level. The robot sits in a floating car next to a car wash sign.
Team Asobi / Sony

After tomorrow’s first level, a new speedrunning stage will arrive on each of the following four Thursdays. That includes Let it Slide on October 24, Spring-loaded Run on October 31, Helium Heights on November 7 and Rising Heat on November 14.

The speedrun levels are all free. You should see them starting at 9AM ET on their launch dates.

Each level will add two new bots to rescue. Team Asobi has already teased nods to Eve from Stellar Blade and the Helldivers, but you can expect more fun surprises beyond those.

Team Asobi sounds like it has more content on tap. In its announcement blog post, the developers invited you to stay tuned because “there may be even more surprises coming soon” for Sony’s latest PlayStation-exclusive success story.

This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/the-first-of-astro-bots-free-speedrunning-levels-arrives-on-thursday-162006557.html?src=rss

Analogue’s 4K remake of the N64 is almost ready, and it’s a big deal

A year after it was first teased, Analogue says it’s nailed its most complicated project yet: rebuilding the Nintendo 64 from scratch. The Analogue 3D will ship in Q1 2025 — it was originally slated for 2024 — and pre-orders start on October 21 at $250.

Like all of the company’s machines, the Analogue 3D has an FPGA (field programmable gate array) chip coded to emulate the original console on a hardware level. Analogue promises support for every official N64 cartridge ever released, across all regions, with no slowdown or inaccuracies. If it achieves that goal, the Analogue 3D will be the first system in the world to perfectly emulate the N64, though other FPGA and software emulators get pretty close.

The company has been selling recreations of retro consoles for over a decade, starting with high-end, bespoke takes on the Neo-Geo and NES. Over time it’s gradually shifted over to more mass-market (though still high-end) productions, with versions of SNES, Genesis and Game Boy all coming in at around the $200 mark. All of the company’s systems support original physical media, rather than ROMs.

Analogue’s original unique selling point was its use of FPGA chips. Rather than using software emulation to play ROMs, Analogue programs FPGA “cores” to emulate original console hardware, and its consoles support original game media and controllers. Compared with software emulation (especially in the early ’10s when Analogue got started), FPGA-based consoles are more accurate, and don’t suffer from as much input lag.

FPGA emulation has come a long way over the past decade. Where Analogue was once the only route into the world of FPGAs for most people, there’s now a rich community of developers and hardware manufacturers involved. The open-source MiSTer project, for example, has accurately emulated almost every video game thing produced up to the mid ’90s. And plenty of smaller manufacturers are now selling FPGA hardware for very reasonable prices. The FPGBC is one good example: It’s a simple DIY kit that lets you build a modern-day Game Boy Color for a much lower price than an Analogue Pocket.

A DE10-Nano board produced by Terasic.
A DE10-Nano board produced by Terasic.
Terasic

Amid all these developments, Analogue occupies a strange spot in the retro gaming community, which has evolved into an open-source, people-powered movement to preserve and play old games. It produces undeniably great hardware that doesn’t require expertise to use, but its prices are high, and its limited-run color variants of consoles like the Pocket have both created FOMO in the community and been a consistent target for scalpers. Analogue is, in many ways, the Apple of the retro gaming hardware space.

With that said, it’s hard to deny that the Pocket has brought more players into the retro gaming world and attracted talent to FPGA development. And if Analogue comes through on its promise here, the Analogue 3D will be another huge moment for video game preservation, and could be the spark for another half-decade of fantastic achievements from the FPGA community at large.

While the FPGA emulation of the first few video game generations is largely a solved problem, there’s a huge leap in complexity between the fourth generation (SNES, Genesis, etc.) and the next. Strides have been made to rebuild the PlayStation, Saturn and N64 in FPGA, but there is no core for any fifth-gen console that has fully solved the puzzle. The current state of the MiSTer N64 core is pretty impressive, with almost every US game counted as playable, but very few games are considered to run flawlessly.

So how did Analogue solve this? The studio does have a talented team, but it importantly has a leg-up when it comes to hardware. The Analogue 3D has the strongest version of the Intel Cyclone 10GX FPGA chip, with 220,000 logic elements. For context, the MiSTer project’s open-source DE-10 board has a Cyclone V FPGA with 110,000 logic elements, while the Analogue Pocket’s main FPGA offers 49,000 elements. There’s a lot more to an FPGA than its logic elements, but the numbers are illustrative: The 3D’s FPGA is undoubtedly the most powerful Analogue has ever used, which clearly gave it more flexibility in designing its core.

While we can’t verify Analogue’s claim of 100 percent compatibility by looking at a spec sheet, the company does have a good track record of programming fantastic FPGA cores, so it’s likely it’ll get incredibly close.

Nintendo 64 with Zelda, Mario Kart 64, Perfect Dark and GoldenEye 007
Kris Naudus for Engadget

Of course, if you just wanted to play N64 games accurately, you could plug an N64 into any TV with a composite or S-Video connector, or use one of many boxes that converts those formats into HDMI signals that modern TVs require.

The problem with running an N64 on a modern TV is that its games run at a wide range of resolutions, typically from 320 x 240 up to (very rarely) 640 x 480, the max output. There are countless oddball resolutions between, and some games run below 320 x 240. This is a nightmare for modern displays. Some will scale to a full screen very nicely — both of the common resolutions I listed multiply neatly to 4K, albeit with pillarboxing. The situation gets more confusing with PAL cartridges, which can run at fun horizontal resolutions like 288 and 576. There’s also the issue that the vast majority of these games were designed with the CRT displays of old in mind, taking advantage of the quirks of scanlines to, say, make a checkerboard pattern look translucent.

This makes playing N64 games on a modern TV a bit of a hassle. There are fantastic retro upscalers like the RetroTINK series, but when plugging in a game for the first time, you wind up deciding between integer and “good enough” scaling, dealing with weird frame rates and tweaking blending options to get the picture just right. Many people enjoy this fine-tuning and customization aspect, and all power to you! But it's undoubtedly a barrier to entry, and much of the hard work done on upscaling has been focused on 2D gaming, rather than 3D.

Analogue says its scaling solution will solve many of these issues. The Analogue 3D supports 4K output, variable refresh rate displays, and PAL and NTSC carts. On top of those basics, it’s building out “Original Display Modes” to emulate the CRT TVs and PVMs of old. Calling ODMs filters feels a little reductive, as they’re a complicated and customizable mix of display tricks, but essentially you pick one and it changes the way the picture looks, so….

ODMs were used effectively on the Analogue Pocket to emulate various Game Boy displays. Perhaps the most impressive example is a Trinitron ODM that came to the Pocket in 2023 that, when used with the Analogue Dock, does a pretty incredible job of turning a modern TV into a high-end Sony tube TV. We don’t have a ton of information on which ODMs are coming to the 3D, but I will share the very ’90s ad for the feature below:

Analogue 3D ODMs
Analogue

The final piece of the image-quality puzzle is frame rate. The N64’s library is full of some spectacularly slow games. My memory may be scarred from growing up in a PAL region, which meant, while the US and Japan’s NTSC consoles were outputting a blistering 20 fps, I was chugging away at 16.66 fps. But even in the idealized NTSC world, lots of games outright missed their frame rate targets comically often. As an example, the majority of Goldeneye’s single-player campaign plays out between 15-25 fps, while a four-player match would typically see half that number. And let’s not speak of Perfect Dark.

These glacial frame rates are far less noticeable on a CRT than they are on modern displays with crisp rows of pixels updating from top to bottom. While the ODMs go some way to replicating the feel of an old TV, they can’t change the underlying technical differences. The Analogue 3D does support variable refresh rate output, but that won't do much when a game is running at 12 fps, and instead is intended to help the system run like the original N64 did at launch. 

In its initial press push last year, Analogue told Paste magazine that you’ll have the option to overclock the 3D’s virtual chips to run faster — "overclocking, running smoother, eliminating native frame dips" — but the company hasn't mentioned that in its final press release. Instead, Analogue CEO Christopher Taber told Engadget that its solution "isn't overclocking, it's much better and more sophisticated." It revolves around Nintendo's original Rambus RAM set up, which is often the bottleneck for N64 performance. Solving this bottleneck "means that games can run without slowdown and all the classic issues the original N64 had," he explained. 

By default, though, the Analogue 3D is set up to run exactly like original hardware, albeit with the RAM Expansion Pak attached. "Preserving the original hardware is the number one goal," Taber explained. "Even when bandwidth is increased, it’s not about boosting performance beyond the system’s original capabilities — it’s about giving players a clearer window into how the games were designed to run." 

Analogue 3D
Analogue

Analogue has a rich history of making very pretty hardware, and the Analogue 3D is clearly no exception. As with the Super Nt, Mega Sg, and Duo, the 3D calls back to the basic form of the console it’s based on, while smoothing out and modernizing it somewhat. It’s an elegant way to pull on nostalgia while also being legally distinct enough to avoid a lawsuit. (Analogue’s FPGA cores and software also don’t infringe on any Nintendo IP.)

The Analogue 3D has a similar shape to the N64, but the front pillars have been erased, the four controller ports match the housing and the power/reset buttons are slanted inwards to point toward the cartridge slot. Despite the tweaks, it still undoubtedly evokes a Nintendo 64. Around the back, you’ll find a USB-C port for power, two USB ports for accessories like non-standard controllers, an HDMI port and a full-sized SD card slot.

Analogue 3D
Analogue

A new operating system from Analogue, 3DOS, will debut with the system. It looks like a blend of the AnalogueOS that debuted on the Pocket and the Nintendo Switch OS, with the homescreen centered on a large carousel of square cards. The screenshots Analogue provided show options for playing a cartridge, browsing your library or viewing save states and screenshots. Some N64 games have the ability to save data to the cartridge, while others rely on a Controller Pak, but the ability to quickly save progress as a memory, as introduced with the Pocket, will be useful nonetheless. 3DOS can also connect to the internet over the console’s built-in WiFi chip for OS updates, which is a first for Analogue.

While you can browse your library in 3DOS, you won’t actually be able to load any game that isn’t physically inserted into the cartridge slot: The Analogue 3D only plays original media. It’s also worth noting that the Analogue 3D also doesn’t have an “openFPGA” setup like the Analogue Pocket did, which opened the door to playing with a wild array of cores that emulate various consoles, computers and arcades. It doesn’t usually take long for someone to jailbreak Analogue consoles to play ROMs (or other cores) via the system’s SD card slot, but this is not officially supported or sanctioned by Analogue.

The console comes with a power supply (with a US plug), USB cable, an HDMI cable and a 16GB SD card. As per usual, no controller will be packed in — it’s up to you if you want to use original hardware or something more modern. I managed to make at least one reader extremely mad (I’m sorry, Brucealeg) last time I wrote about the Analogue 3D and called the N64 controller a mistake. Personally, though, it feels really rough using one in 2024.

Analogue 8BitDo
Analogue/8BitDo

If you enjoy the three-paddled original controller, the 3D has four ports for you, and the system will also support the myriad Paks that plug into those controllers. For everyone else, there's Bluetooth Classic and LE support along with two USB ports for wired controllers. Accessory maker 8BitDo has created what seems to be a variant of its Ultimate controller specifically for the Analogue 3D. (Analogue's CEO, Taber, is also 8BitDo’s CMO, and the companies have collaborated on controllers for many consoles at this point.) 

The 8BitDo controller looks like a fairly happy middle ground between old and new, with an octagonal gate around the thumbstick, and nicely raised and sized C-buttons. It has a Rumble Pak built in, which works on both the Analogue 3D and Nintendo Switch. It’s available in black or white hues that match the console, and sells separately for $39.99.

Pre-orders for the Analogue 3D open on October 21 at 11AM ET, with an estimated ship date of Q1 2025. It’s unclear how many will be available, but if past launches are any indication, you should be ready to click buy as close to 11AM as possible if you want a hope of being in the first wave of shipments.

This article originally appeared on Engadget at https://www.engadget.com/gaming/analogues-4k-remake-of-the-n64-is-almost-ready-and-its-a-big-deal-150033468.html?src=rss

Uber Eats will now let users create and share lists of their favorite meals

Uber Eats is adding a social element to ordering delivery tacos in the form of curated lists. Garden variety users can whip up one of these lists on the Account tab, pulling menu items from preferred local haunts.

All lists are shareable by default, so users can send them to friends and family. I don’t want other people to know the shameful food I gorge while endlessly watching episodes of Frasier, but maybe that’s just me.

This could actually prove useful for certain scenarios, such as when you’re sick in bed and want someone else to handle takeout. Just point friends and family to the list. Uber Eats also said that there’s a chance any particular list could end up on the home feed, turning the creator into a local food influencer for the day.

Speaking of food influencers, the app will also feature curated lists by pseudo-celebrities. Uber Eats is advertising initial participation by Sam Roby of Chicago Food Authority, Ella Kahan and Emma Matarasso of Chew York City and others. It remains to be seen how this will work in smaller markets.

Uber Eats has been making changes all over the place lately. The platform recently began to offer fresh produce from farmers markets in select cities. It’s also been experimenting with driverless vehicles for deliveries.

This article originally appeared on Engadget at https://www.engadget.com/apps/uber-eats-will-now-let-users-create-and-share-lists-of-their-favorite-meals-140052032.html?src=rss

Sony’s Until Dawn movie gets April 25 release date

Sony announced in January that it planned to create a movie adaptation of its 2015 PlayStation game Until Dawn and the project is moving quickly through production. Earlier this month, director David F. Sandberg posted on Instagram that the film had wrapped shooting, and today Sony production house Screen Gems announced that the movie's release date will be April 25, 2025.

Until Dawn became a cult favorite among the horror game fans, with a branching narrative that offers dozens of different endings based on a player's choices. If you haven't had a chance to experience the original Supermassive Games title yet, the game recently received a timely spooky season remake from Ballistic Moon. One of the big questions around creating a film from the game source is which of the many possible outcomes will the team choose for the plot? And the other big question is whether Until Dawn will follow in the footsteps of successful game adaptations like The Super Mario Bros. Movie or be an absolute trainwreck like Borderlands

So far, the signs seem promising. Director Sandberg has a solid track record in horror with Lights Out and Annabelle: Creation. The final script was written by Gary Dauberman, who worked with Sandberg on Annabelle: Creation as well as penning words for other Annabelle movies, It (2017), It Chapter Two and The Nun.

The game had some notable actors involved, including Hayden Panetierre and Rami Malek. For the movie, Screen Gems tapped a cast including Ella Rubin, Michael Cimino, Ji-young Yoo, Belmont Cameli, Odessa A’zion and Maia Mitchell. Peter Stormare will also reprise his role of Dr. Hill in the film version.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/sonys-until-dawn-movie-gets-april-25-release-date-223735333.html?src=rss