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The metaverse didn’t die. It moved inside Microsoft Flight Simulator 2024 | Jorg Neumann interview

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The metaverse didn't die. It moved inside Microsoft Flight Simulator 2024 | Jorg Neumann interview

The scale of the ambition of Microsoft Flight Simulator 2024 is pretty astounding. Made with 800 game developers over four years, the title has a seriously impressive set of numbers.

I got a big download of the ambition at a preview event at the Grand Canyon, where the game makers flew us over the canyon and compared it to the simulation. The flight sim of all flight sims comes out on November 19 on the PC, Xbox Series X/S and GamePass on day one.

One of the most interesting feats is that Microsoft shifted the game’s computing from your local PC to the cloud, said Jorg Neumann, head of Microsoft Flight Simulator, in an interview. The massive amounts of data are computed in the internet-connected data centers and then streaming in real-time to the user’s machine, where the simulation is visualized onscreen.

In the 2020 version, Microsoft had a hybrid structure that streamed data from the cloud and also used the local compute resources on the user’s own machine. That resulted in downloads to your PC of up to half a terabyte, far more than the 23 gigabytes for this year’s game.

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Microsoft Flight Simulator 2024 is also bringing massive enhancements to the simulated Earth by increasing the detail of its virtual environment by a factor of 4,000. The team built a “digital twin” of the Earth, much like would-be metaverse companies want to do. But this world was built with realistic physics and a huge level of accuracy. It has systems for all things that can affect flight, from ground activity to extreme weather, fuel and cargo, and turbulence. The hot air balloons in the game are simulated across 6,400 surfaces giving a realistic reaction to heat density — when you turn on the heater, the air will heat up, and it’s going to inflate the massive balloon.

The Earth in the flight simulation is really as close to a digital twin of the real planet as has ever been built, Neumann said. I heard a lot about digital twins from Nvidia — it supplies the chips to run simulations that let BMW build a digital twin factory to perfect the design before it builds the factory in real life. And Nvidia ambitiously is building Earth-2, a simulation of the entire world so accurate that it may one day be used to predict climate change for decades to come.

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Overhyped and then hated, the metaverse went into hiding, and it’s lurking inside digital twins like BMW factories and Microsoft Flight Simulator 2024. In fact, Neumann said the company got a lot of the data for the photogrammetry of its planet-sized simulation from other enterprises that are digitizing the Earth.

Enhanced digital elevation maps use more than 100,000 square kilometers of countryside photogrammetry to enable visually stunning digital twin experiences. More than 150 airports, 2,000 glider airports, 10,000 heliports, 2,000 points of interest, and 900 oil rigs have been carefully hand-crafted while a procedural system generates all 40,000 airports, 80,000 helipads, 1.5 billion buildings, and nearly 3 trillion trees our planet.

Since the game journalists outnumbered the flight sim leaders, I paired up with Samuel Stone of Den of Geeks to talk with Neumann. Here’s an edited transcript of our interview.

Jorg Neumann is head of Microsoft Flight Simulator.
Jorg Neumann is head of Microsoft Flight Simulator.

GamesBeat: Did this have to start a long time ago in order to get that plane in the game and plan this whole event?

Jorg Neumann: You mean the real-world thing? No, actually not. The CEO of Cirrus, his name is Zean Nielsen. I call him an innovator. He wants to revolutionize how planes are perceived. Most people think of planes as scary things. They’re too far away from their lives. When you look at Cirrus’s commercials, as you’re driving up to an airplane–have you seen these things? Mom and Dad come out, a boy and a girl, and a dog. Then it says, “Here’s your weekend getaway private jet.” Okay, cool? The tone is a very playful, friendly tone. He’s a big believer in Flight Sim.

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GamesBeat: I’m astounded that our pilot let Charlie take over.

Neumann: Because they want to show that it’s not scary. In very many ways, it’s like driving a car. It has all these security features. It’s super stable. You flew it. You saw it. It’s super reactive. You really feel in control.

He looks at the world of aviation through the lens of, we need to get more people comfortable with aviation. It has a lot to do with history, specifically in this country. Aviation was a family tradition. Often it was people from the Greatest Generation coming back from the war, becoming crop dusters and things like that. Having private planes, getting their grandkids into private planes, that sparked them to become pilots. That’s fading a little. Getting people back into the dream of aviation and flying is their thing.

You can fly an F/A-18e Super Hornet in the Grand Canyon in Microsoft Flight Simulator.
You can fly an F/A-18e Super Hornet in the Grand Canyon in Microsoft Flight Simulator.

I get phone calls from literally every manufacturer on the planet. “You have to help us with recruitment. There aren’t enough pilots.” The commercial aviation space is lacking 800,000. We know that. There’s not enough transport pilots, not enough passenger pilots. There’s a crisis coming because they’re all aging out. The Level D simulators cost $40 million. There are very few of them. They’re all looking for ways to get people into aviation faster. Then they look at us with 15 million people playing. The quality is good. This is the best recruiting tool ever. They support us however they can. Our relationship with the manufacturers, typically–if I ask them for something, they say, “How else can we help you?”

Samuel Stone: When Flight Sim came back in 2020 it came back bigger than ever, with all of that third-party aviation support. Taking all of that data, all of that feedback, how did that inform the direction you wanted to take 2024?

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Neumann: It absolutely informed it. We almost completely reversed the typical way of making a game. Typically you sit there with a bunch of designers in the room and decide stuff. In this case we said, “What do people want? What are their problems? What are their needs?” Our design priorities came from the community. We have our own ideas. Nobody said, “Jorg, put giraffes in the game.” That’s a me thing. But all the serious fundamental stuff came from consumer needs. I feel great about that.

The whole process is healthier, I think. You can easily respond to people, because you already have common ground. They’ve told you what the problems are. We can propose solutions. They give us feedback on those solutions. As we implement we go through with what they actually need. I’ve been making games for 30 years. I’ve never done it this way, and it’s better. I’d never go back.

There more than 900 oil rigs inside Microsoft Flight Simulator 2024.

GamesBeat: I was curious about how you came to embrace digital twins. Nvidia wants to build something to predict climate change in the years to come. They need meter-level accuracy of the earth in order to do that, so they have to build a digital twin of everything. They have their own purposes, but how did you become convinced that this would lead to a better game?

Neumann: The impetus for starting Flight Sim in the first place, back in 2016 when I kicked this off with Phil–I had worked on something called World Explorer on HoloLens. Nobody ever played that because HoloLens is really expensive. But the experience was great. We did Rome. There’s a digital twin of Rome. For that we needed photogrammetry of the city. You could land in the Colosseum and those sorts of things. I was also working on Machu Picchu. We didn’t have a scan for that. It’s complicated. Everything is rounded. A complicated space.

We got to a point where we got those places right. San Francisco was another one. We did about 12 places around the earth. The real impetus was, can we do this on a worldwide level? I remember getting the Seattle scan. I stuck it into the engine. We got a Cessna 172 from Flight Sim 10 and jammed it in. It felt great. I showed it to Phil. We flew over our offices in Redmond. He said, “Why are you showing me this video?” I said, “It’s not a video.” I turned the plane. Yep, it’s real. That showed us it was possible.

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The next place we tried was actually the Grand Canyon. We had problems with the digital elevation map. There was popping with the shadows everywhere. The resolution wasn’t good enough. But the reason why I thought Flight Sim was the right vessel for that idea, at the core of it all Flight Sim was always a full representation of the earth. Even if it was just a rectangle and one tower representing Chicago, it wanted to be that.

For any kind of software, when you ask that question with a digital twin–it needs a purpose. A consumer need has to be fulfilled. We have a consumer need. Flight simmers want this. I’m building this digital twin for the flight simmers. Does that mean it’s limited to flight simming? No. But there’s always a need. Now that they can land a helicopter anywhere and walk around, we needed to make it look at least as good as a first-person shooter or something. How do we do that? Again, there’s a need that drives innovation forward.

You can pick a head and customize it in Microsoft Flight Simulator 2024.

GamesBeat: It’s interesting that you’re finding more accurate information than anyone else.

Neumann: We’re pretty relentless at it. When you have 15 million people playing something, that’s a pretty big motivator. We’ll just keep chipping at it.

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Stone: Flight Sim isn’t a sprint. It’s a marathon. There’s so much post-release support and content. How is it–not just mapping out what it will be at launch, but what’s it like looking at the future and that post-launch support?

Neumann: We have most of the world stuff. I just got an email that said Tallinn and Riga are ready. I had to set that up two years ago. We had to get a bunch of permissions. We had to convince a flyer to go close to a war zone. It was complicated. Do I know when this stuff will ship? No. It’s the world. The world has its own clock. They don’t wait for Flight Sim. A lot of the release plan has to do with data availability.

Obviously we listen to the community. What does the community say? “Stop doing North America and Europe. What about Brazil?” We’ve been talking to the ATC controller over Sao Paulo for two years, because they control the airspace. If they don’t want to let you fly you won’t fly there. We convinced them. We showed them what we’re doing, why it’s good for society. At some point they say, “Okay, here are your permissions.” We flew Sao Paulo three or four months. It took a month, because it’s huge. Then we got the data. Now we have to process the data, edit the data. At some point we’ll do a world update for Brazil.

That’s how you can think about it. I can’t just snap my fingers and say, “Give me Asia!” I have to talk to a whole bunch of people. And I am talking to them, a shocking number of people who have nothing to do with gaming at all.

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GamesBeat: Once you have satellite data, don’t you have all the data you need?

Microsoft Flight Simulator 2024 lets you fly all sorts of planes.
Microsoft Flight Simulator 2024 lets you fly all sorts of planes.

Neumann: The satellite data is a sort of middle ground. With the cities–think about an airplane that flies pretty low over the houses. You have every angle on every house as the airplane passes by. They fly in strips. This is an airplane that flies higher. You get fewer samples. What happens is, some of the back sides, especially depending on the time of day–the back sides aren’t lit well. We don’t have enough data to show what the back wall of something like this looks like. Satellites, given how high they are–I showed it earlier, the Kilimanjaro thing. Kilimanjaro is a nice shape for that. The moment you have overhangs, it’s not so good. Cities, you can’t do that at all.

That’s why I specifically mentioned Kazakhstan. There’s no way to get into Kazakhstan. Won’t happen for years and years. Too much geopolitical stuff in the way. But people might want to fly there. Flight Sim is free. Open skies. For that I’d go with satellite data. Sometimes you just need to find the right satellite. They fly in these weird patterns.

GamesBeat: So the default is satellite data, but then you fill that in with more detail.

Neumann: Exactly. The satellite data is not strong 3D data. There’s some 3D data, but it’s not very good.

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Stone: You talked about consumer need and desire. One of the more ambitious things about 2024 is the addition of all these activities and the career mode. How did you find a balance between gamification and the grounded authenticity that Flight Sim is known for?

Neumann: It’s difficult. Honestly, I’ll wait for the judgment of the court, of the people. The people will be right. All we can do is engage. For example, I lived in Seattle. The Coast Guard is close. They called me and said, “Hey, Flight Sim is awesome. Can we deploy it in our stations? We want people to train up.” Why not? “If you want to do Coast Guard missions, let us know.” We took them on. Why not? Free help. Same with the big center for firefighting in Europe. They helped us.

Some other things we probably didn’t spend as much time on, like VIP. The Asobo guys know a pilot, a VIP pilot. All he does is fly business jets around for famous rich people. But is that all that different from flying alone? Not really. We spent most of our time on the very on-the-ground things. Agricultural aviation, those types of things. Did we get it perfect? I don’t know. We’ll see. And we’ll make it better. If we get feedback and see that we didn’t get it quite right, that’s okay. We’re here to learn.

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Microsoft Flight Simulator 2024 simulates the African savannah because it can.

GamesBeat: The more you put things on the ground, is it conceivable that you could get help from Ubisoft’s developers making Paris, or Call of Duty making Washington D.C.?

Neumann: It goes the other way. I get called a fair bit now that we’ve merged with Activision Blizzard. I get a lot of phone calls from people who want to sim New York. We do have a brand new model of New York, it turns out. But a lot of games don’t really want real-world scale. They want a spatially optimized version. Otherwise it’s too big. It’s boring. You don’t want that. That’s where this particular team–we said, “Here’s our alpha model of New York.” Then they can take this section and that section and glue it all together. It’s up to them. We can give them the data.

In the countryside, we’re way ahead of everyone else. We have so many connections now. I used to do this by myself. The first two years it was just me doing this. That wasn’t a good solution. Now there are four guys doing nothing but talking to governments, geographical institutes, drilling companies. Anybody who does anything around the world, we try to get their data and fit it in there. It’s getting better all the time. It’s not perfect. There are still areas that are almost terra incognita, where we barely have something reasonable. All we can do is try hard. Go to Zimbabwe and try to get good data. But that’s the reality.

We need Jordan. If you saw Dune, that’s all Jordan. It’s pretty nice. I had a lot of fun working on that. There are awesome rock formations in that area. You can’t get that from the satellite data at all. It just looks like a pancake. I’m determined to fly planes over Jordan. I talked to Patrice Vermette, the creative director of the Dune movie. I met him in Budapest. We filmed a little vignette there, doing this whole thing with the ornithopter. I told him the story. I want to get this stuff. He says, “Okay, I know all the people in the Jordanian government.” Now I’m writing the emails. “Hey, I’m Jorg, I work on Flight Sim. I’d like to get this and this.” You have to engage with people. It’s just the way it is.

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Stone: 2020, in addition to the PC, was released for Xbox Series X|S. Having taken that experience–I play Flight Sim with an Xbox controller. What is it like taking that and improving on that experience for 2024?

Neumann: First of all, I’d say Flight Sim was pretty good on Xbox. The key binding–you need to talk to David about this. The key binding thing, there are so many functions. Getting that right, it’s like sign language. It’s a totally different alphabet. He’s the spearhead on that. I use it, but I’m not the designer. He is. He knows everything. I’d encourage you to talk to him.

GamesBeat: Where did you get the confidence to conclude that all cloud computing would work this time, versus part local and part cloud like last time?

The flight sim models the cracks in the runway of the Belgrade airport.
The flight sim models the cracks in the runway of the Belgrade airport.

Neumann: Sometimes you just have to believe. Even when 2020 came out–I said, “Hey, I found two petabytes of data.” People said, “Cool, and…?” “We’re gonna stream all that!” “Come again?” 2016, 2017, when we started, the internet ping time in, say, western Australia was horrible. There was no way you could stream this game. Then more and more data centers were built. As we were working on this product, they built data centers all over the place. That enabled the product. The infrastructure of the world caught up, and thank God they did all that. Otherwise, I don’t know.

That just continued. You’ve seen the data. Everyone reads tech news. You see the explosion of where this is all going. We got lucky. Sometimes it takes that.

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GamesBeat: I remember the San Mateo Bridge by my house. Half of it popped in, and then the other half. Oh, there’s the rest of it, from the cloud.

Neumann: I believe in technology making human life better. I’ve grown up like this. I believe we’ll keep investing in making that better. It makes elements of our lives better. It has some downsides, no doubt. But I think this product will exist because of an overall need. I do think we’re a helpful product. I see what people are trying to do with it. Greenpeace uses this. Amnesty International uses this. Local governments trying to figure out how to make a train line disturb as few people as possible, they use our stuff. It has real world applications. In the right hands, it’s good for people. That makes me more proud than anything, that we’ve done something beyond just another game. It’s transcended, just a little bit.

I grew up with atlases and globes. I have daughters, and when I ask them what’s the biggest country in Africa, they say, “Africa?” They don’t even understand what the countries are. The hell? You’re smart. You’re well-educated. What the heck? But their curiosity about the world, the geography of the world–I’m from Germany. Geography is mandated. You spend 12 years in school with geography. You have to learn it. In America my daughters don’t ever need to study it. They know nothing about the planet. It’s weird to me.

Stone: The X factor for flight sim is that attention to detail, to authenticity. When you’re literally working with petabytes of data, how do you sift through that and focus on what matters for the experience? How do you narrow down and hone in and optimize the Flight Sim experience with everything that you work with?

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I suppose this is possible in the metaverse.

Neumann: The petabytes of data mostly sit on the ground. You can take that as far as you want. People say, “Did you get everything you want?” No. The cut list is much longer than the stuff we actually used. I wanted to do butterfly collection, for what it’s worth. I wanted to have insects. You could have a net and go make a collection. Or collect seashells.

GamesBeat: I love the sheep herding with the helicopter.

Neumann: That’s awesome. Isn’t that cool? Now, is it critical for flight simming? No. It’s critical for the authenticity of the planet, the emotional connection you have with it. The way our brains work, it’s in layers. I don’t know where you’re from. I’m from Germany, though. Say you show me the Rock of Gibraltar. Do I have an emotional connection to it? Not really. I know about it. But say I visit it someday, and I find out that the rock is full of monkeys. If the monkeys aren’t in the Rock, it diminishes the emotional reaction you have. That’s why I would say it’s important to have monkeys. That’s what the Rock is.

That’s how I typically feel. Is it actually relevant to what we do? The butterfly collection, is that important to anything? It really isn’t, until you make it important. Then it’s very important to the people who like collecting butterflies. I get up in the morning and read what other people have written. I try to understand the underlying thoughts behind it. Then I try to tackle that.

GamesBeat: Do you believe in the butterfly effect?

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Right now, what’s more important: butterflies, or turbulence over the Atlantic? Turbulence over the Atlantic, no doubt. It affects flight. The AITA, the organization that collects that stuff, the pilots call back and say, “I just ran into turbulence.” They have a database and a map. They said, “Jorg, you can have our map. Do you want to put it into Flight Sim?” I do. We just didn’t get to it. But then you’ll get, in real time, the right rumbles at the right altitude over the Atlantic. Is that critical to flight simming? No, but it’s real. If you want to be a trans-Atlantic pilot, you’ll run into this. People will appreciate it.

Maybe we’re already into diminishing returns, but I don’t think about it that way. I think we’ll keep trying to make this as real as it gets.

Disclosure: Microsoft paid my way to the Grand Canyon. Our coverage remains objective.


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Netflix reveals new games based on Rebel Moon and other shows

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Netflix reveals new games based on Rebel Moon and other shows


As part of its Geeked Week announcements, Netflix revealed more details about new games coming to its platform. Several of the games are based on the company’s shows, including Rebel Moon and Squid Game, while others such as Monument Valley 3 are well-regarded IPs in their own right. Several of the games are coming in 2025, while others are s…Read More

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M&As and AI are in the spotlight, but there’s still capital left for quick commerce and more

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Unicorn Evergreen

Welcome to Startups Weekly — your weekly recap of everything you can’t miss from the world of startups. Want it in your inbox every Friday? Sign up here.

This week brought reassuring signs that dealmaking is still happening on both sides of the table. New unicorns are being minted, and more capital is flowing into AI, but deals are also coming from some unexpected directions.

Most interesting startup stories from the week

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Image Credits: Friendly Apps

AI news was plentiful this week, but also varied, from large and small M&As to new launches.

AI portfolio: Typeface, a generative AI unicorn, purchased two companies to expand its enterprise offering: New York City-based Treat, which uses AI to create personalized photo products, and Narrato, an Australian AI-powered content creation and management platform.

AI again: Global HR company Workday bought AI-powered contract management platform Evisort, adding to its AI-related acquisitions. The companies didn’t disclose the price tag, but Evisort had raised $155.6 million in capital and debt.

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FinOps FTW: IBM acquired Kubecost, a Kubernetes cost optimization startup, as its name suggests. This is another sign of the ongoing rise of FinOps, which may also be boosted by the need to lessen the cost and impact of GenAI.

Only you: Recently launched SocialAI is a social network with a big twist — it is filled with bots, and that’s on purpose. Founder Michael Sayman told TechCrunch that his goal was for users to be able to bounce ideas off a diverse community of AIs.

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Image Credits: Flink

This week was also busy on the dealmaking front, and some of the capital went to sectors and places you might not necessarily expect.

Flying solo: Quick commerce app Flink raised $150 million, including $115 million in equity. The near-unicorn was once an acquisition target of competitors but is now seeking to forge its own path, with a focus on Germany and the Netherlands.

On alert: New York-based startup Intezer raised $33 million to make sure security teams aren’t overwhelmed by alerts. Using AI, the startup helps them with not only triaging, but also with investigation, which it does much faster than a human would, CEO Itai Tevet said.

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Getting permits: NYC-based GreenLite raised a $28.5 million Series A round to facilitate construction permitting. Its co-founders don’t come from the construction sector but previously worked at Gopuff, which got its own taste of dealing with permits when it tried to launch a ghost kitchen network across the U.S. 

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Most interesting VC and fund news this week

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8BitDo now sells the NES-themed keycaps from its retro keyboard

8BitDo is now selling a set of keycaps featuring the same Nintendo Entertainment System (NES) inspired design as those used on the Retro Mechanical Keyboard it debuted last July. While the keyboard is now available in four styles including Commodore 64 and Famicom designs, only the NES style keycaps are currently available on their own.

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Image: 8BitDo

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This power company has outpaced Nvidia, could ink next nuclear deal after Three Mile Island




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This is the world’s most powerful Mini PC and I can’t wait to test it: Beelink’s tiny computer packs the Ryzen AI 9 HX 370 CPU and promises to deliver the GPU performance of an RTX 3050 with a whopping 50 TOPS

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This is the world's most powerful Mini PC and I can't wait to test it: Beelink's tiny computer packs the Ryzen AI 9 HX 370 CPU and promises to deliver the GPU performance of an RTX 3050 with a whopping 50 TOPS

Chinese manufacturer Beelink has earned a reputation for producing quality mini PCs across a range of price points. The Beelink U59 is a definite standout for those looking for a budget option – in our four and a half star review we said it offered a “good feature set that might appeal to many different customers.”

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iPhone 14 Pro Camera Preview: The Hardware Changes

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iPhone 14 Pro Camera Preview: The Hardware Changes

This time of the year always excites us: it brings a look at what’s new in iPhone photography. First up is our brief look at the technical specifications of the new iPhone 14 Pro cameras. Our next post field tests the new cameras and their output. Whether you are a first-time reader or a long time listener, we promise an exciting few weeks.

iPhone 13 Pro vs. iPhone 14 Pro

We expect the iPhone 14 to have the same camera system as the iPhone 13 Pro, minus its telephoto camera, so we’ll keep this post limited to the iPhone 14’s Pro version, which has the most major camera changes. Fortunately, the the iPhone 14 Pro and Pro Max have the same camera array, which keeps things simple. With the help of a Halide Technical Readout sent to us, it’s straightforward to analyze the year over year hardware changes. But first, a disclaimer…

Huge breakthroughs today are just as much about software as hardware. Sure, software can’t replace a giant large telephoto zoom lens (yet), but it allows for breakthroughs in dynamic range, exposure, night photography, adding nice blurred backgrounds, and much more. When it comes to computational photography, the quality of your software and processing power plays as important a role as the physical camera itself. It’s silly to judge the new iPhone entirely on sensor specs, and we can’t wait to run full package through its paces as soon as it arrives at Halide HQ.

iPhone 14 Pro Technical Readout Comparison

Without further ado, here’s a side by side comparison with the iPhone 13 Pro to iPhone 14 Pro. Specs changes are marked in bold:

Wide

The Wide camera sees the greatest changes. The lens gets a bit wider, a 2mm focal length difference. The aperture is smaller (‘slower’), means the lens collects less light. This was probably necessary to work with a larger sensor. We calculate that the Wide camera is able to collect 20% more light compared to last year’s camera, even with this slightly worse aperture, thanks to its larger size.

We’re astonished by the improvement in the camera sensor’s ISO range. It goes far beyond previous iPhone cameras. Given high ISO values are accompanied by more noise, it’s highly likely this ISO range is made possible by how its higher resolution sensor combines 4 pixels into one, vastly reducing noise.

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Apple refers to this as ‘quad-pixel’, and for almost all apps, it is how the camera will operate. By default, camera apps will ‘see’ the new Wide camera as if it were a 12 megapixel camera. Behind the scenes, iOS will downsize those 48 megapixels, combining four pixels into one, reducing noise. This will avoid breaking third-party apps, which probably aren’t ready for those larger images that require 4x the memory.

It does mean that if you were hoping to shoot 48 megapixel JPGs, you are likely out of luck without a third party camera app. With the first-party camera app, you can only capture 48 megapixel images by shooting in ProRAW. We hope this was a product choice as opposed to a technical limitation, and they leave more options available to third-party developers.

We look forward to testing the sensor in low-light: its high ISO range, quad-pixel shooting and claimed ‘second generation’ sensor-shift stabilization, we are expecting a big leap in image quality in at night.

Finally, we noticed that minimum focus distance — which is the closest the camera will focus on objects — has taken a step back, going from 150mm (5.9 inches) to 200mm (7.8 inches). While two inches doesn’t seem like much, if you were frustrated by your iPhone 13 switching between the ultra-wide (‘macro’) lens and regular camera, it’s possible this could happen a little more often new iPhone. The new lens design just can’t focus as close as the 13 Pro’s. We’ll be interested in seeing how much they’ve mitigated this in software.

Telephoto

The telephoto camera might be our team’s favorite, and it sees a fairly small spec bump. Apple has been fairly mum about this camera, only calling it ‘improved’. They might just mean that it benefits from the new Photonic Engine software pipeline, but the improved ISO range gives us hope they upgraded the sensor.

Ultra-Wide

With iPhone 13 Pro, Apple got serious about the image quality on its Ultra-Wide camera. This year, we’re seeing another sensor size bump; its larger pixels and area offset a slightly slower aperture. However, it lost a slight touch of its ultra-wideness, moving to a 14mm focal length (full frame equivalent).

Across the board, we are seeing what should be solid low-light improvements. A larger sensor and higher ISO sensitivity should allow this camera to further mature to be a good option for high-quality images. Apple actually claimed the greatest improvements to this camera in its keynote, claiming ‘up to 3×’ better images. We will have to see what that entails in testing.

Front-facing

Apple made a big change to the front of the iPhone this year. The Dynamic Island features the TrueDepth hardware we’ve come to love; a host of IR projector/sensor hardware to enable Face ID and a regular old front-facing (or ‘selfie’) camera. Despite being shrunk into a little isle, the front-facing camera got an upgrade.

A big change here is the front-facing camera gaining variable focus (and autofocus) for the first time since the very first iPhone. In addition, a nice improvement in aperture should allow a bit more depth of field and light to reach this little camera. We’ll have to see how much of a difference or need there is for autofocus; if the sensor is indeed larger this year, it might allow for sharper shots.

What remained the same

We haven’t been able to confirm many changes in the telephoto and LIDAR systems on the iPhone 14 Pro. Despite this, we are seeing signs that point to an all-new telephoto camera sensor. The LIDAR system has changed slightly, throwing a wider grid of dots that corresponds with the new, wider 24mm focal length of the Wide camera. Otherwise, it appears unchanged, and so does the TrueDepth depth-sensing infrared hardware despite its miniaturization.

Stay tuned

As is tradition, we are going to test the iPhone 14 Pro’s camera system deeply — planning several outings in Mexico and the desert Southwest. We’ll be testing 48 megapixel shooting, RAW performance, quad-pixel ins and outs and extensively inspecting the new Photonic Engine. We will also be checking out the new iPhone 14’s camera. In the mean time, check out Austin Mann’s excellent iPhone 14 Pro camera review.

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You can follow us on Twitter or Instagram to read about our findings in the meantime.

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