Tech

nvidia-geforce-xx60-series-is-pc-gaming’s-default-gpu,-and-a-new-one-is-out-may-19

Nvidia GeForce xx60 series is PC gaming’s default GPU, and a new one is out May 19

Nvidia will release the GeForce RTX 5060 on May 19 starting at $299, the company announced via press release today. The new card, a successor to popular past GPUs like the GTX 1060 and RTX 3060, will bring Nvidia’s DLSS 4 and Multi Frame-Generation technology to budget-to-mainstream gaming builds—at least, it would if every single GPU launched by any company at any price wasn’t instantly selling out these days.

Nvidia announced a May release for the 5060 last month when it released the RTX 5060 Ti for $379 (8GB) and $429 (16GB). Prices for that card so far haven’t been as inflated as they have been for the RTX 5070 on up, but the cheapest ones you can currently get are still between $50 and $100 over that MSRP. Unless Nvidia and its partners have made dramatically more RTX 5060 cards than they’ve made of any other model so far, expect this card to carry a similar pricing premium for a while.

RTX 5060 Ti RTX 4060 Ti RTX 5060 RTX 4060 RTX 5050 (leaked) RTX 3050
CUDA Cores 4,608 4,352 3,840 3,072 2,560 2,560
Boost Clock 2,572 MHz 2,535 MHz 2,497 MHz 2,460 MHz Unknown 1,777 MHz
Memory Bus Width 128-bit 128-bit 128-bit 128-bit 128-bit 128-bit
Memory bandwidth 448GB/s 288GB/s 448GB/s 272GB/s Unknown 224GB/s
Memory size 8GB or 16GB GDDR7 8GB or 16GB GDDR6 8GB GDDR7 8GB GDDR6 8GB GDDR6 8GB GDDR6
TGP 180 W 160 W 145 W 115 W 130 W 130 W

Compared to the RTX 4060, the RTX 5060 adds a few hundred extra CUDA cores and gets a big memory bandwidth increase thanks to the move from GDDR6 to GDDR7. But its utility at higher resolutions will continue to be limited by its 8GB of RAM, which is already becoming a problem for a handful of high-end games at 1440p and 4K.

Regardless of its performance, the RTX 5060 will likely become a popular mainstream graphics card, just like its predecessors. Of the Steam Hardware Survey’s top 10 GPUs, three are RTX xx60-series desktop GPUs (the 3060, 4060, and 2060); the laptop versions of the 4060 and 3060 are two of the others. If supply of the RTX 5060 is adequate and pricing isn’t out of control, we’d expect it to shoot up these charts pretty quickly over the next few months.

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Google accidentally reveals Android’s Material 3 Expressive interface ahead of I/O

The youths love it.

Credit: Google

The youths love it. Credit: Google

All those studies allegedly revealed that people prefer Material 3 Expressive to the old version. However, that preference varies greatly with age. Zoomers apparently like Material 3 Expressive a lot, with over 80 percent of younger folks saying it was better than the non-expressive design. That drops to 52 percent by the time you get to the 55-plus age group. Yeah, change can be scary. Google also says Material 3 Expressive was rated as subjectively “cooler” than old designs.

One of many

This leak confirms Android will get a stylish overhaul in version 16, but the benefits (and drawbacks) won’t be shared equally. Android is open source, and other OEMs have their own priorities. They can choose to adopt elements of expressive design or not. Just because Google decrees it does not mean it is so.

Depending on the phone you have, the update to Android 16 might not look all that visually different from Android 15. Google creates the open source code and closed-source Google bits, but licensees like Samsung and OnePlus take that and run with it to produce custom versions of the OS with their own branding. It’s common to hear Samsung and OnePlus talk about One UI and Oxygen OS, respectively, but not so much about Android itself.

Material 3 Expressive may bleed into these modified versions of Android, but you’ll need a Google Pixel device for the full effect. Google’s Pixel devices will have system elements attached to this theming system, and most of Google’s apps will be updated to the new system at some point. If you’ve got another phone, you’ll probably see much less of the expressive style. However, Motorola’s Hello UI usually sticks pretty close to Google’s material theming.

Material 3 Expressive isn’t just about the system UI or preloaded apps. Google will also make these design templates available to app developers who can support the bright, energetic theming for all phones. However, uptake of material design in apps has been modest so far. It’s common to see apps that use a few material UI elements or color theming, but almost no one is running the full Google style.

Google struggled for years to unify Android design aesthetics, but it never made much progress. While Material 3 Expressive looks very thoughtfully designed, it’s unlikely it will see any more take-up than the company’s previous attempts. Google’s contracts with OEMs and its management of the Play Store have both come under legal scrutiny, so the company won’t be able to use any heavy-handed tactics to encourage the adoption of Material 3 Expressive.

Google accidentally reveals Android’s Material 3 Expressive interface ahead of I/O Read More »

rip-skype-(2003–2025),-survived-by-multiple-versions-of-microsoft-teams

RIP Skype (2003–2025), survived by multiple versions of Microsoft Teams

Though not the first software to allow video communication over the Internet, Skype was one of the first recognizably modern peer-to-peer video chatting apps. Created by some of the same developers behind the Kazaa peer-to-peer file-sharing software, Skype was originally released in 2003, at around the same time when increasing broadband Internet availability and better video compression codecs were solving the bandwidth problem.

But as detailed by Wired, Skype lost momentum after the Microsoft purchase, partly due to a redesign that people didn’t like and partly because upstarts like Zoom were offering new features and better call quality. When the COVID-19 pandemic hit in 2020 and all kinds of office jobs shifted to remote work, it was Zoom and not Skype that was in a better position to become the video-chatting app everyone was trapped in.

Skype has been merging into or being replaced by Teams for years, starting with the end of Skype for Business in 2017, a few months after formally releasing the first version of Teams. Microsoft has pushed Teams aggressively, including it alongside its flagship Office apps and Microsoft 365 service for years. Some regulators believed this was, in fact, too aggressive, and Microsoft decoupled Teams from the other Office apps in 2023 (for the European Union) and 2024 (for everyone else).

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chips-aren’t-improving-like-they-used-to,-and-it’s-killing-game-console-price-cuts

Chips aren’t improving like they used to, and it’s killing game console price cuts

Consider the PlayStation 2. Not all of the PS2 Slim’s streamlining came from chip improvements—it also shed a full-sized 3.5-inch hard drive bay and a little-used IEEE 1394 port, and initially required an external power brick. But shrinking and consolidating the console’s CPU, GPU, memory, and other components took the console from its original design in 2000, to the Slim in 2004, to an even lighter and lower-power version of the Slim that returned to using an internal power supply without increasing the size of the console at all.

Over that same span, the console’s price dropped frequently and significantly, from $299 at launch to just $129 by 2006 (the price was lowered again to $99 in 2009, deep into the PS3 era).

Or look at Microsoft’s Xbox 360. Its external design didn’t change as much over the years—the mid-generation “slim” refresh was actually only a little smaller than the original. But between late 2005 and early 2010, the CPU, GPU, and the GPU’s high-speed eDRAM memory chip went from being built on a 90 nm process, to 80 nm, to 65 nm, and finally to a single 45 nm chip that combined the CPU and GPU into one.

Over that time, the system’s power supply fell from 203 W to 133 W, and the base price fell from $300 to $200. The mid-generation 65nm refresh also substantially fixed the early consoles’ endemic “red ring of death” issue, which was caused in part by the heat that the older, larger chips generated.

As you can see when comparing these various consoles’ external and internal design revisions, shrinking the chips had a cascade of other beneficial and cost-lowering effects: smaller power supplies, smaller enclosures that use less metal and plastic, smaller heatsinks and cooling assemblies, and smaller and less complicated motherboard designs.

Sony’s original PS2 on the left, and the PS2 Slim revision on the right. Sony jettisoned a few things to make the console smaller, but chip improvements were also instrumental. Credit: Evan Amos

A slowdown of that progression was already evident when we hit the PlayStation 4/Xbox One/Nintendo Switch generation, but technological improvements and pricing reductions still followed familiar patterns. Both the mid-generation PS4 Slim and Xbox One S used a 16 nm processor instead of the original consoles’ 28 nm version, and each also had its price cut by $100 over its lifetime (comparing the Kinect-less Xbox One variant, and excluding the digital-only $249 Xbox One). The Switch’s single die shrink, from 20nm to 16nm, didn’t come with a price cut, but it did improve battery life and help to enable the cheaper Switch Lite variant.

Chips aren’t improving like they used to, and it’s killing game console price cuts Read More »

google-teases-notebooklm-app-in-the-play-store-ahead-of-i/o-release

Google teases NotebookLM app in the Play Store ahead of I/O release

After several years of escalating AI hysteria, we are all familiar with Google’s desire to put Gemini in every one of its products. That can be annoying, but NotebookLM is not—this one actually works. NotebookLM, which helps you parse documents, videos, and more using Google’s advanced AI models, has been available on the web since 2023, but Google recently confirmed it would finally get an Android app. You can get a look at the app now, but it’s not yet available to install.

Until now, NotebookLM was only a website. You can visit it on your phone, but the interface is clunky compared to the desktop version. The arrival of the mobile app will change that. Google said it plans to release the app at Google I/O in late May, but the listing is live in the Play Store early. You can pre-register to be notified when the download is live, but you’ll have to tide yourself over with the screenshots for the time being.

NotebookLM relies on the same underlying technology as Google’s other chatbots and AI projects, but instead of a general purpose robot, NotebookLM is only concerned with the documents you upload. It can assimilate text files, websites, and videos, including multiple files and source types for a single agent. It has a hefty context window of 500,000 tokens and supports document uploads as large as 200MB. Google says this creates a queryable “AI expert” that can answer detailed questions and brainstorm ideas based on the source data.

Google teases NotebookLM app in the Play Store ahead of I/O release Read More »

spotify-seizes-the-day-after-apple-is-forced-to-allow-external-payments

Spotify seizes the day after Apple is forced to allow external payments

After a federal court issued a scathing order Wednesday night that found Apple in “willful violation” of an injunction meant to allow iOS apps to provide alternate payment options, app developers are capitalizing on the moment. Spotify may be the quickest of them all.

Less than 24 hours after District Court Judge Yvonne Gonzalez Rogers found that Apple had sought to thwart a 2021 injunction and engaged in an “obvious cover-up” around its actions, Spotify announced in a blog post that it had submitted an updated app to Apple. The updated app can show specific plan prices, link out to Spotify’s website for plan changes and purchases that avoid Apple’s 30 percent commission on in-app purchases, and display promotional offers, all of which were disallowed under Apple’s prior App Store rules.

Spotify’s post adds that Apple’s newly court-enforced policy “opens the door to other seamless buying opportunities that will directly benefit creators (think easy-to-purchase audiobooks).” Spotify posted on X (formerly Twitter) Friday morning that the updated app was approved by Apple. Apple made substantial modifications to its App Review Guidelines on Friday and emailed registered developers regarding the changes.

Spotify seizes the day after Apple is forced to allow external payments Read More »

“older-than-google,”-this-elder-scrolls-wiki-has-been-helping-gamers-for-30-years

“Older than Google,” this Elder Scrolls wiki has been helping gamers for 30 years


Interviewing the people behind the 30-year-old Unofficial Elder Scrolls Pages.

A statue in Oblivion Remastered

The team is still keeping up with new updates, including for Oblivion Remastered. Credit: Kyle Orland

The team is still keeping up with new updates, including for Oblivion Remastered. Credit: Kyle Orland

If at some point over the last 20 years you’ve found yourself in an Internet argument or had a question in your head you just couldn’t seem to get rid of, chances are good that you’ve relied on an online wiki.

And you probably used the online wiki: Wikipedia, the free encyclopedia. But for video games, Wikipedia provides a more general, top-down view, painting in broad strokes what a game is about, how it was made, when it was released, and how it was received by players.

In addition, many games and franchises have their own dedicated wikis that go a step further; these wikis are often part game guide, part lore book, and part historical record.

But what does it take to build a game wiki? Why do people do it? I looked to one of my all-time favorite games for answers.

The Unofficial Elder Scrolls Pages

It had been at least 10 years since I last played The Elder Scrolls IV: Oblivion before this past fall, when I decided somewhat arbitrarily to put another 80-or-so hours into a new save. Rushing through the first few parts of the main questline, it felt like I was visiting home, right up until I was named “Hero of Kvatch.”

Then, though, it quickly began to feel like I was playing the game for the first time, and, to put it mildly, I was getting beaten to a pulp across Cyrodiil.

While it was great to re-explore the game that consumed so many hours of my life and discover again what made the 2006 release an instant classic, I was frustrated that I had forgotten how the game worked.

Without the official manual that came with my now surely sold-to-GameStop Xbox 360 edition of the game or the Official Prima Strategy Guide, I quickly found myself (as countless others do) on The Unofficial Elder Scrolls Pages.

Broadly, UESPWiki is an impressive information repository of The Elder Scrolls franchise. It also documents the dense, often convoluted lore of the franchise, as well as books and merchandise sold alongside the games, and the multiple tabletop games.

The homepage for UESP, with a classic wiki design

The Unofficial Elder Scrolls Pages as they appear today. Credit: Samuel Axon

For all its uniqueness—the sort of early “Web 2.0” design style, limited advertisement space, and its namespace-centered way of organization—the UESP is an independent wiki at its core. It has all the bone structure that makes a wiki accessible and easy to use and is driven by a dedicated community of editors.

The wiki currently maintains over 110,000 articles. The phrase “We have been building a collaborative source for all knowledge on the Elder Scrolls series since 1995” is written at the top of the home page. This year, UESP is celebrating its 30th anniversary.

“The phrase I always say is ‘we’re older than Google,’” said 51-year-old Dave Humphrey, founder of the UESP. “Obviously, we’re not as big or as popular as Google, but we’re older than Google, and we’re older than a lot of websites. In fact, I don’t think there’s any other Elder Scrolls-related website that’s older than us.”

The earliest version of the UESP wasn’t a wiki at all and is just a little older than 30 years. It was a message distributed through USENET called Daggerfall FAQ, originally published in the fall of 1994, and it featured prerelease content about The Elder Scrolls II: Daggerfall.

A year later, the Daggerfall FAQ would become a webpage, and a few months after that, it would become the Unofficial Elder Scrolls Pages, which was just a webpage at the time, to include information about The Elder Scrolls games.

When The Elder Scrolls III: Morrowind released, it was the franchise’s biggest game at that point, and Humphrey quickly became remarkably busy. He wrote hundreds of entries for the game and its two DLCs while maintaining his regular job. But the more he did, the more reader emails suggesting new entries and edits to the site came in. In 2005, UESP officially became a wiki.

“It was too much for me to do as a full-time or second full-time job sort of thing,” Humphrey said. “That’s when I decided instead of having a regular webpage, we’d move to a wiki-based format where instead of people, you know, emailing me, they can edit their own tips.”

In 2012, Humphrey officially made the UESP his full-time job, but he is largely no longer involved in the content side of the wiki. He instead maintains more of an overseer role, doing most of the back-end server maintenance, programming, and cluster design for the site.

What sets UESP apart, at least from Humphrey’s perspective, is the creativity and decision-making capacity derived from its independence. This allows the team to run the ads they choose and implement new utilities like the ESO Build Editor.

“We’ve been asked to join larger wiki farms before, and while it might make sense from a technical standpoint, we would lose a lot of what makes UESP unique and long-lasting,” said Humphrey.

In fact, UESP has been slowly expanding over the years and is starting to host wiki sites beyond The Elder Scrolls. In August 2023, the site launched the Starfield Wiki, which already maintains over 10,000 articles and has unofficially taken over all the construction set wikis for the Elder Scrolls and Fallout franchises. Currently, Humphrey said, UESP is looking at hosting a few more existing game wikis later this year.

As for the Elder Scrolls series itself, The Elder Scrolls VI is still well into the future. But at the time of my interview, the Oblivion remaster was just social media speculation. Still, Humphrey predicted how the game might change the wiki.

“It comes down to the organization of the site. We sort of have to deal with that a bit with DLCs. There’s the base game, and then there’s the DLCs; for the most part, DLCs are their own contained area, but they do modify the base game as well,” said Humphrey.

“We’d probably take a similar approach with it, creating their own namespace underneath Oblivion and putting all the remake information there,” he added.

It’s always a challenge to determine how to organize things like DLCs and remakes into the wiki, Humphrey said. He noted that he would ultimately leave it up to the editors themselves.

Since the release of Oblivion Remastered, the game has, in fact, received its own namespace, and editors are already documenting some of the changes.

A changelog on the wiki

There’s a detailed page listing every known change in the Oblivion remaster. Credit: Samuel Axon

When it was still the Daggerfall FAQ, Humphrey wasn’t thinking about what it would look like in 2025 or how a community could be built around a website; he was simply someone with a passion for the game who liked building things.

But as time went on and Humphrey began attending conventions and Elder Scrolls-related meetups, he started to realize the kind of community that had naturally formed around the site.

“It’s not something I planned on doing, but it’s really neat, and it’s something I’m more aware of now in terms of doing community-related stuff,” Humphrey said.

That community, which has over 23,000 users with at least one edit in its history, measures the success of the wiki not by the quantity of content but the quality of the pages themselves. Humphrey leaves most of the content decisions up to those editors.

Scraping and editing

Robert “RobinHood70” Morley—a 54-year-old native of Ottawa, Canada—has been editing the pages since May 2006, just a short time after UESP turned into a wiki, while playing through Oblivion.

He explained that he found the wiki at a critical time, shortly after he fell ill with a sickness that doctors struggled to diagnose.

“Getting involved in the wiki provided a bit of a refuge from that,” Morely wrote through Discord. “I could forget how I felt (to some degree) and focus instead on what was going on the wiki. Because I couldn’t really leave the house much anymore, I made friends on the wiki instead and let that replace the real-life social life that I couldn’t have anymore… That continues to be the case even now.”

He didn’t necessarily set out to find that kind of community, which was much smaller at the time, but he recognized that it was helping him cope with things. Not only did editing give him a sense of accomplishment, but he enjoyed seeing what others were able to do.

Over the years, Morely’s involvement in the wiki has grown. He’s gone from a regular user to an admin to a bureaucrat. He’s the only editor with access to the servers other than Humphrey. He now does the critical job of running bots through the game pages that add bulk information to the wiki.

“In some sense, a bot is like any other editor. It adds/changes/removes information on the wiki. The difference is that it does so several thousand times faster,” Morley said. “Bots are often used to bulk-upload information from the game files to the wiki. For example, they might provide the initial documentation of every NPC in a game… They would provide the hard stats, but afterward, people would expand the page to provide a narrative for each character.”

When an Elder Scrolls Online update goes live, for example, Morley quickly deploys the bot, which detects any changes in the new versions of the game, such as skill and stat adjustments. All that added information is dumped into the wiki to provide human editors with a base to start from.

That’s similar to the process of creating pages for a brand-new Elder Scrolls game. The game would be scraped shortly after it was released, and editors would get busy trying to figure out how those pieces fit together.

Once created, the pages would be edited and continuously retouched over time by other editors.

Those editors include people like 26-year-old Dillon “Dillonn241” D., who has been a part of the wiki for over half of his life. He first discovered and began editing pages of the UESP at 11 or 12 years old.

While his activity on the wiki has ebbed and flowed over the years based on interest and the demands of daily life, he says the community is a big part of what keeps him coming back—the near-endless nature of collaboratively working on a project. He enjoys the casual conversations on the wiki’s Discord server, as well as the more focused and pragmatic discussions about editing through internal channels.

He has since become a prolific editor and was awarded a “gold star” on his talk page last year for editing more pages than anyone in 2024, with a total of 18,864 edits.

“I don’t want to call it an addiction because that makes it sound bad, but it’s kind of like—you know, I guess I have an hour here. I’ll just hop on UESP and edit a few pages or see how things I’ve edited have been doing.”

Most of those edits, he explained, were likely minor, things like fixing grammar, sentence structure, and formatting to better conform to the wiki’s internal style guide. In this way, he considers himself a “WikiGnome”—someone who makes small, incremental edits to pages and makes changes behind the scenes.

When he’s in the mood to do some editing, he’ll jump around the wiki using the random button for a couple of hours and make changes.

All those hours have given him not only refined copy editing skills but also a serious familiarity with the pages. Dillion says he can jump on just about any page and find at least one of his edits on it.

He has done a lot of work on the namespaces for the Tamriel Rebuilt mod and essentially rewrote the entire namespace for The Elder Scrolls Adventures: Redguard, a game he doesn’t particularly enjoy playing but started on a whim.

“At some point, I stumbled across the wiki section for it and was like, well this is nothing, this is awful,” he explained.

He recalled getting stuck on a section of the game, and the wiki wasn’t able to help him. He was able to stumble through the game but decided he would completely fix its entries so they would be more helpful to future players.

Now, the Redguard namespace includes detailed descriptions of the quests, characters, and items, along with photos, most of which Dillion took himself. He says that if the game and all its files were somehow wiped from the earth, developers would be able to remaster the entire game in Unity based just on what’s in the wiki.

A screenshot of the Redguard wiki page

Yep, he took those screenshots. Credit: Samuel Axon

“I guess that’s kind of the end goal,” he said, “and some of the namespaces are kind of close, like Oblivion I would say is kind of close to where the things that you can still add to the page are getting minimal.”

Efforts all over

While Dillion is a more prolific editor than most and Morley plays a more specific role in the wiki than others—and Humphrey represents the original jumping off point for the former two—it’s the combined effort of thousands of editors like them that make the UESP what it is.

And across the Internet, there are equally involved editors working on an endless number of wikis toward similar goals. In a way, they are remaking the games they love in a text-based format.

At their core, these community efforts help players get through games in a time when physical guides often no longer exist. But in the aggregate, deeper, centralized insights into these games can ultimately contribute to something new. A record over time of how a game changes and how it works can lead to discovery and debate. In turn, that could spark inspiration for a mod—or a new game entirely.

“Older than Google,” this Elder Scrolls wiki has been helping gamers for 30 years Read More »

if-you’re-in-the-market-for-a-$1,900-color-e-ink-monitor,-one-of-them-exists-now

If you’re in the market for a $1,900 color E Ink monitor, one of them exists now

Color E Ink in its current state requires a whole lot of compromises, as we’ve found when reviewing devices like reMarkable’s Paper Pro or Amazon’s Kindle Colorsoft, including washed-out color, low refresh rates, and a grainy look that you don’t get with regular black-and-white E Ink. But that isn’t stopping device manufacturers from exploring the technology, and today, Onyx International has announced that it has a $1,900 color E Ink monitor that you can connect to your PC or Mac.

The Boox Mira Pro is a 25.3-inch monitor with a 3200×1800 resolution and a 16:9 aspect ratio, and it builds on the company’s previous black-and-white Mira Pro monitors. The Verge reports that the screen uses E Ink Kaleido 3 technology, which can display up to 4,096 colors. Both image quality and refresh rate will vary based on which of the monitor’s four presets you use (the site isn’t specific about the exact refresh rate, but does note that “E Ink monitors’ refresh speed is not as high as conventional monitors’, and increased speed will result in more ghosting.”)

The monitor’s ports include one full-size HDMI port, a mini HDMI port, a USB-C port, and a DisplayPort. Its default stand is more than a little reminiscent of Apple’s Studio Display, but it also supports VESA mounting.

Onyx International’s lineup of Boox devices usually focuses on Android-powered E Ink tablets, which the company has been building for over a decade. These are notable mostly because they combine the benefits of E Ink—text that’s easy on the eyes and long battery life—and access to multiple bookstores and other content sources via Google Play, rather than tying you to one manufacturer’s ecosystem as Amazon’s Kindles or other dedicated e-readers do.

If you’re in the market for a $1,900 color E Ink monitor, one of them exists now Read More »

raspberry-pi-cuts-product-returns-by-50%-by-changing-up-its-pin-soldering

Raspberry Pi cuts product returns by 50% by changing up its pin soldering

Getting the hang of through-hole soldering is tricky for those of us tinkering at home with our irons, spools, flux, and, sometimes, braids. It’s almost reassuring, then, to learn that through-hole soldering was also a pain for a firm that has made more than 60 million products with it.

Raspberry Pi boards have a combination of surface-mount devices (SMDs) and through-hole bits. SMDs allow for far more tiny chips, resistors, and other bits to be attached to boards by their tiny pins, flat contacts, solder balls, or other connections. For those things that are bigger, or subject to rough forces like clumsy human hands, through-hole soldering is still required, with leads poked through a connective hole and solder applied to connect and join them securely.

The Raspberry Pi board has a 40-pin GPIO header on it that needs through-hole soldering, along with bits like the Ethernet and USB ports. These require robust solder joints, which can’t be done the same way as with SMT (surface-mount technology) tools. “In the early days of Raspberry Pi, these parts were inserted by hand, and later by robotic placement,” writes Roger Thornton, director of applications for Raspberry Pi, in a blog post. The boards then had to go through a follow-up wave soldering step.

Now Pi boards have their tiny bits and bigger pieces soldered at the same time through an intrusive reflow soldering process undertaken with Raspberry Pi’s UK manufacturing partner, Sony. After adjusting component placement, the solder stencil, and the connectors, the board makers could then place and secure all their components in the same stage.

Raspberry Pi cuts product returns by 50% by changing up its pin soldering Read More »

sundar-pichai-says-doj-demands-are-a-“de-facto”-spin-off-of-google-search

Sundar Pichai says DOJ demands are a “de facto” spin-off of Google search

The Department of Justice (DOJ) rested its case in Google’s search remedy trial earlier this week, giving Google a chance to push back on the government’s attempt to break up the search giant. Today is arguably Google’s best chance to make the case that it should not be harshly penalized in the ongoing search antitrust case, with CEO Sundar Pichai taking the stand.

Pichai attempted to explain why Google isn’t abusing its market position and why the DOJ’s proposed remedies are too extreme. The issue of Chrome divestment came up, but Google’s team also focused intensely on the potential effects of the DOJ’s data remedies, which could force Google to share its search index and technology with other firms.

A de facto spin-off

Pichai, who chose to stand while giving testimony, took issue with the government’s proposal to force Google to license search technology to other companies. The DOJ claims that Google’s status as a monopolist has resulted in it accumulating a huge volume of user data on search behavior. Plus, its significant technological lead means its index of the web is much more robust than competing services.

If the market is going to be rebalanced, the DOJ believes Google must be forced to license this data. Google has derisively referred to this as “white labeling” Google search.

According to Bloomberg, Pichai used even harsher language when discussing these remedies in court. He called this part of the government’s case “so far reaching, so extraordinary” that it would remake Google as a company and lead to numerous unintended consequences. To hear Pichai tell it, forcing Google to license this data for a nominal fee would be a “de facto divestiture of search.”

Giving other companies the option of using Google search index to map the web would make other products better, but Pichai claims they would essentially be able to reverse-engineer everything that makes Google’s platform special. And at that point, Google would need to reevaluate how it approaches innovation. Pichai suggests the data remedies could make it “unviable” for Google to invest in research and development as it has been for the past 20 years.

Sundar Pichai says DOJ demands are a “de facto” spin-off of Google search Read More »

intel-says-it’s-rolling-out-laptop-gpu-drivers-with-10%-to-25%-better-performance

Intel says it’s rolling out laptop GPU drivers with 10% to 25% better performance

Intel’s oddball Core Ultra 200V laptop chips—codenamed Lunar Lake—will apparently be a one-off experiment, not to be replicated in future Intel laptop chips. They’re Intel’s only processors with memory integrated onto the CPU package; the only ones with a neural processing unit that meets Microsoft’s Copilot+ performance requirements; and the only ones with Intel’s best-performing integrated GPUs, the Intel Arc 130V and 140V.

Today, Intel announced some updates to its graphics driver that specifically benefit those integrated GPUs, welcome news for anyone who bought one and is trying to get by with it as an entry-level gaming system. Intel says that version 32.0.101.6734 of its graphics driver can speed up average frame rates in some games by around 10 percent, and can speed up “1 percent low FPS” (that is, for any given frames per second measurement, whatever your frame rate is the slowest 1 percent of the time) by as much as 25 percent. This should, in theory, make games run better in general and ease some of the stuttering you notice when your game’s performance dips down to that 1 percent level.

Intel’s performance numbers for its new GPU drivers on a laptop running at the “common default power level” of 17 W. Credit: Intel

Intel’s performance comparisons were made using an MSI Claw 7 AI+ using an Arc 140V GPU, and they compare the performance of driver version 32.0.101.6732 (released April 2) to version 32.0.101.6734 (released April 8). The two additional driver packages Intel has released since then will contain the improvements, too.

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Trump admin lashes out as Amazon considers displaying tariff costs on its sites

This morning, Punchbowl News reported that Amazon was considering listing the cost of tariffs as a separate line item on its site, citing “a person familiar with the plan.” Amazon later acknowledged that there had been internal discussions to that effect but only for its import-focused Amazon Haul sub-store and that the company didn’t plan to actually list tariff prices for any items.

“This was never approved and is not going to happen,” reads Amazon’s two-sentence statement.

Amazon issued such a specific and forceful on-the-record denial in part because it had drawn the ire of the Trump administration. In a press briefing early this morning, White House Press Secretary Karoline Leavitt was asked a question about the report, which the administration responded to as though Amazon had made a formal announcement about the policy.

“This is a hostile and political act by Amazon,” Leavitt said, before blaming the Biden administration for high inflation and claiming that Amazon had “partnered with a Chinese propaganda arm.”

The Washington Post also reported that Trump had called Amazon founder Jeff Bezos to complain about the report.

Amazon’s internal discussions reflect the current confusion around the severe and rapidly changing import tariffs imposed by the Trump administration, particularly tariffs of 145 percent on goods imported from China. Other retailers, particularly sites like Temu, AliExpress, and Shein, have all taken their own steps, either adding labels to listings when import taxes have already been included in the price, or adding import taxes as a separate line item in users’ carts at checkout as Amazon had discussed doing.

A Temu cart showing the price of an item’s import tax as a separate line item. Amazon reportedly considered and discarded a similar idea for its Amazon Haul sub-site.

Small purchases are seeing big hits

Most of these items are currently excluded from tariffs because of something called the de minimis exemption, which applies to any shipment valued under $800. The administration currently plans to end the de minimis exemption for packages coming from China or Hong Kong beginning on May 2, though the administration’s plans could change (as they frequently have before).

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