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The iPhone 16 Pro Camera Review: Control

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The iPhone 16 Pro Camera Review: Control

Ben and I have an annual ritual. For the last half decade, around this time of year, we run to the store, hastily unbox the latest iPhone and get shooting. We do this because we’re passionate about finding out everything there is to know about the new camera — not just to make sure things work well with Halide, but also because no other camera has as many changes year over year.

A byproduct of this ritual? A pretty thorough iPhone review.

If you’ve read our reviews before, you know we do things different. They’re not a quick take or a broad look at the iPhone. As a photographer, I like to focus on reviewing the iPhone 16 Pro as if it were purely a camera. So I set off once more to go on a trip, taking tons of photos and videos, to see how it held up.

For the first “Desert Titanium” iPhone, I headed to the desert. Let’s dive in and see what’s new.

What’s New 

Design

As a designer from an era when windows sported brush metal surfaces, it comes as no surprise I love the finish of this year’s model. Where the titanium on the iPhone 15 Pro was brushed on the side rails, this year features more radiant, brushless finish that comes from a different process.

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It is particularly nice on the Desert Titanium, which could also be described more like “Sequoia Forest Bronze”:

Think bronze, not brass or gold, when it comes to the shade of Desert Titanium’s metal

The front features the now-standard Dynamic Island and slimmer bezels. The rear packs the familiar Pro camera array introduced way back in iPhone 11 Pro.

Its sibling, iPhone 16 features a unique colored glass process unique to Apple. This year’s vibrant colors feel like a reaction to last year’s muted tones. I haven’t seen this process copied anywhere else, and it’s beginning to earn its rank as the signature style of the iPhone. The ultramarine (read: “blue”) iPhone 16 is gorgeous, and needs to be seen in real life. I went with the color Apple calls “teal,” but I would describe it more as “vivid Agave.”

The sensor array on the 16 has returned to the stacked design of the iPhone X. The motivation behind the change may be technical— better support for Spatial video— but from an aesthetic perspective, I alsos simply prefer the vertical arrangement.

While beautiful to look at, that’s also about all I will say about iPhone 16. While admittedly a bit less colorful, the iPhone Pro line has always been Apple’s camera flagship, so that’s the one we’ll dive into.

Inside iPhone 16 Pro

A New 48 Megapixel Ultra Wide

The most upgraded camera is the ultra-wide camera, now 48 megapixels, a 4x resolution improvement from last year. The ultra-wide shows impressive sharpness, even at this higher resolution.

At 13mm, the ultra-wide remains an apt name. It’s so wide that you have to be careful to stay out of frame. However, it does allow for some incredible perspectives:

At the same time, temper your expectations. While the iPhone 14 Pro introduced a 48 MP sensor for its main camera, they almost doubled the physical size of the sensor compared to the iPhone 13 Pro. This year, the ultra-wide is the same physical size, but they crammed in more photo-sites. In ideal lighting, you can tell the difference. In low-light, the expected noise reduction will result in the some smudgier images you’d also get from the 15 Pro.

One very compelling bonus of the 48 MP upgrade is that you get more than for the high-resolution shots. It does wonders for macro photography.

Since the iPhone 13 Pro, the ultra-wide camera on iPhone has had the smallest focus distance of any iPhone. This let you get ridiculously close to subjects.

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Shot on iPhone 13 Pro

The problem was that… it was an ultra-wide lens. The shot above is a tight crop of a very wide frame. If you wanted a close up shot like that, you ended up with a lot of extra stuff in your shot which you’d ultimately crop-out.

In the past, that meant a center crop of your 12 MP ultra wide image would get cropped down to a 3 MP image. In Halide, we worked around this with the help of machine learning, to intelligently upscale the image.

With 48MP of image however, a center crop delivers a true 12 MP image. It makes for Macro shots that are on another level.

Fusion Energy

Here’s the main meat – the camera most people shoot almost all their shots on. iPhone 16 Pro’s 48 megapixel main camera sensor.

iPhone 16 Pro packs a new 24mm main camera, they now dub the Fusion camera. It is a new sensor, the ’second generation’ of their 48MP shooter introduced in iPhone 14 Pro. iPhone 16 is also listed as having a ‘Fusion’ camera — but they are, in fact, very different cameras, with the iPhone 16 Pro getting a much larger and higher quality sensor.

‘Fusion’ refers to the myriad of ways Apple is implementing computational magic that produces high quality shots. If you were to zoom in on the microscopic structure of the sensor, you would see that every pixel is made up of four ‘photosites’ — tiny sensor areas that collect green, red, or blue light.

When iPhone 14 Pro quadrupled its resolution, Apple opted for a ‘Quad Bayer’ arrangement, dividing each photo site into four, rather than a denser ‘regular’ arrangement. There’s a huge benefit of this arrangement: the sensor can combine all those adjacent sites to act like single, larger pixels — so you can shoot higher-quality 12MP shots. This was already employed in video and Night mode.

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The ‘Fusion’ workflow is essentially using the 48 megapixels worth of data and the 12 megapixel mode to combine into great 24 megapixel resolution shots. I think this is perfect. I firmly believe most people do not benefit from giant 48 megapixel photos for everyday snaps, and it seems Apple agrees. A very Apple decision to use more megapixels but intelligently combine them to get a better outcome for the average user.

Is processing very different from last year? No, not really. It was great, and it’s still great. While there’s slightly more processing happening, I found it difficult to spot a difference between iPhone 15 Pro and iPhone 16 Pro captures. The sensor is the same physical size as last year’s iPhone 15 Pro / Pro Max, and still has delightful amounts of depth of field as a result.

The larger the sensor, the nicer this is, and it really renders beautifully — especially in its secondary telephoto lens mode.

Telephoto: 5× and Fusion at Work

The telephoto camera is a defining characteristic of the Pro line of iPhones. Last year only the 15 Pro Max featured the 5× ‘tetraprism’ lens. This year it’s standard across the Pro line, and I’m happy I have the option of going smaller this year.

That said, I’m a huge fan of the outgoing 3× lens. It was dang near perfect for me. Now, every focal length between 1× and 5× is bridge with the 48 MP main camera, and it’s a bit controversial. Because of its quad-bayer configuration, there’s been a question as to whether the 48 megapixel on the main sensor is really 48 MP, since it needs to do a bit more guesswork to recover details.

Well, comparing a 12 MP crop on the sensor to a “real” 12 MP image shot on iPhone 12 Pro, I preferred my ‘virtual’ output on the 16 Pro.

I’ll admit that years ago I was a skeptic. I like my lenses optical and tangible, and it feels wrong to crop in. Well, this past year, I’ve been sporting the iPhone 15 Pro Max with its 5× zoom, so I found myself using the imaginary 2× lens much more to bridge the gap between focal lengths.

Thanks to wider aperture on the Fusion camera, the virtual 2× produces better results than the physical 2× of the past. I really like it. I no longer want Apple to bring back the physical 2×. Give me an even larger, better Fusion camera.

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As for the 5×, after a year of real-world use on the 15 Pro, I don’t want to lose that reach. It’s like having a set of binoculars, and amazing for wildlife, landscapes, or just inspecting things far away.

On a creative level, the 5× can be a tricky focal length to master. While the ultra-wide camera captures everything, giving you latitude to reframe shots in editing, the 5× forces you to frame your shot right there. Photographers sometimes say, “zoom with your feet,” which means taking a few steps back from your subject to use these longer lens. This requires a bit more work than just cropping in post, but the results are worth it.

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Epic Games CEO Tim Sweeney renews blast at ‘gatekeeper’ platform owners

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Epic Games CEO Tim Sweeney renews blast at 'gatekeeper' platform owners

Epic Games CEO Tim Sweeney opened the Unreal Fest Seattle event today with an update on news that included a blistering criticism of monopolistic platform owners.

Sweeney is a big proponent of open platforms and the open metaverse. In fact, he will talk about that subject in a virtual talk at our GamesBeat Next 2024 event on October 28-29 in San Francisco. (You can use this code for a 25% discount: gbn24dean). And so Sweeney continues to pressure the major platforms to give more favorable terms to game developers.

He started out on that front by giving a price cut for users of Unreal Engine 5, Epic’s tools for making games. For those who release games first or simultaneously on the Epic Games Store, Epic is cutting its royalty rate from 5% to 3.5% for Unreal developers.

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He noted that Epic is in better financial shape than it was a year ago, when Epic had to lay off a lot of staff. Sweeney said the company spent the last year rebuilding.


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“I’m happy to tell you now that the company is financially sound and that Fortnite and Epic Games Store hit new record records in concurrency and success,” he said.

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Fortnite reached a peak last holiday season of 110 million monthly active users, and Sweeney said the Epic Games Store is seeing record success. He said the company has emphasized the shift toward large social games and the concept of the metaverse. The strategy includes unifying Unreal Engine 5’s high-end features with Unreal Editor for Fortnite (UEFN) to create Unreal Engine 6, aiming for easier, scalable game development.

He also noted the financial cushion that came from a $1.5 billion investment from Disney, which has teamed with Epic Games to create a Disney-based virtual world with all of Disney’s characters — interconnected with the world of Fortnite. He noted Epic’s small but important victory against Apple in court in the U.S. and in the regulatory arena in the European Union, enabling developers to promote alternative app stores without (too severe) penalties from Apple.

And he noted Epic’s legal victory against Google’s app store Google Play in Epic’s antitrust lawsuit (alongside the federal victory over Google in a search-related antitrust case). But he still had harsh words for Samsung and Google, noting a fresh antitrust lawsuit over their alleged collusion to block Fortnite’s return to the Samsung app store on Android smartphones.

Sweeney noted there is a generational change in the game industry, with established titles with familiar gameplay not doing as well with consumers, while players are gravitating to big games with more friends.

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“This is all happening in the context of a game business. It’s rapidly changing in a way that we’ve only seen a few times in our lifetimes as game developers. It’s a generational change, and while the one of the manifestations we’re seeing right now is a lot of games are released with high budgets, and they’re not selling nearly as well as expected, whereas other games are going incredibly strong,” Sweeney said. “What we’re seeing the real trend here is the players are gravitating towards the really big games where they can play with more of their friends. And so this is a manifestation of Metcalfe’s Law,” about how the value of a network or social experience grows in proportion to the number of friends you can connect to.

Epic Games makes Fortnite and the Unreal Game Engine.
Epic Games makes Fortnite and the Unreal Engine.

“And in the world of gaming, that means that you and your friends getting together and playing games, chatting by voice, attending concerts and doing all other kinds of cool virtual things online,” he said. “And this trend — some people will call it the metaverse, and we’re not all in agreement on what this means. Some people, when they hear the word metaverse, they think of what Facebook is doing with VR and now AR. Some people use the metaverse to describe everything they don’t like about the current Fortnite season. But when you look at what’s happening in the world of Fortnite, it’s new and it’s exciting, and it’s something that never happened at this scale in the history of entertainment, with all an original story that’s evolving with original content and also all the world’s brands participating, dropping in, musicians, reaching users, Disney and Star Wars and others, all coming together to create a world class entertainment experience.”

This is the future of gaming, he said.

Back to growth

Bernice is not real. She's a MetaHuman.
Bernice is not real. She’s a MetaHuman.

“The primary goal for this decade is to help all developers achieve” their growth goals, he said. “And our strategy for doing this over time is to share everything we’ve built with you so that you can do these same things. And this is not just a message to game developers. It’s also a message the entire real time industry.”

That means film and TV makers can use Unreal Engine for virtual production on a massive scale. So can architecture firms, automotive companies, fashion, music, enterprises and gaming, he said.

“The common thing all of this shares is that we all aim to reach the world with our stuff, and we’re all using the same tools to make this come together in an unprecedented skill. I think Fortnite is just one demonstration. Other games are doing similar things, but as this is adopted more widely by the entire world, we think it’s a growth opportunity for everybody, and we’re way out of the game industry’s current malaise,” Sweeney said.

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Epic’s next journey is to create Unreal Engine 6. There’s Unreal Engine 5 for high-end game development in consoles, mobile games and PCs. And there is a new thread of development for user-generated content makers and smaller companies using Unreal Editor for Fortnite.

“Over the next few years, we’re going to be bringing these two development [threads] together,” he said.

That will lead to Unreal Engine 6 and foundations for gameplay programming that are easier to learn and more scalable.

He said Epic will help enable everybody to build a game once and then choose one platform or to ship it to all platforms and all the app stores at once.

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On the metaverse, he said Epic is participating in standards bodies like the Metaverse Standards Forum and other groups to define standards applicable to all engines and all digital content creation tools.

“The ultimate aim of this effort is to achieve technical interoperability between games and game engines of all sorts, and to achieve economic interoperability in an open system,” he said. “The game developers can easily build experiences standalone or in Fortnite or anywhere. Purchases in one place are honored in other places, and the entire economy is an open economy where everybody can participate.”

He said that Epic and Disney are working together to build a “new Disney ecosystem that is Disney’s but is also fully connected to Fortnite, such that anything you get in one place can work in the other place, and your experiences aren’t disconnected, and you have the same friends, same items and the same the same social experience as you go.”

He said this partnership is just the first step towards an open system in which all companies and creators can participate together in the future as peers.

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More litigation

Step 1 in installing Epic Games Store on iOS.
Step 1 in installing Epic Games Store on iOS.

He said one really important aspect to this effort is “Epic’s fight to open mobile platforms to competition because for a vibrant digital ecosystem to exist in the future, we need fair competition into these monopoly rent collectors now.”

He said the app stores focus on limiting what developers can do, imposing more restrictions to prevent things like the metaverse from happening, or to tax developers to the point where they’re extracting all of the profits from a game’s sales.

“We’re at a point now where game development is expensive. It’s low margin, and game companies are suffering. Apple and Google make way more profit from most games than the developers make themselves, while contributing nothing,” Sweeney said.

So Tim, tell us how you really feel.

He noted how he grew up programming an Apple computer to follow the Steve Wozniak vision for Apple, not the modern corporate vision of Apple. He misses the days when you could do anything with a computer, with not need to ask a corporation’s permission for anything. He noted that is why there is more innovation on Windows, Mac and Linux than on the mobile platforms. He referred to Apple and Google as gatekeepers.

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“Among the fights we’ve taken on here, he noted the case with Apple is still an ongoing fight to open up payments so developers can process payments without Apple mediation and without Apple fees,” he said.

He noted the “massive victory” against Google in a jury trial late last year, when Google lost on all counts in antitrust litigation. He noted the European Union’s implementation of the Digital Markets Act, which enabled Fortnite to return to iOS in Europe.

And he said the United Kingdom and Japan have passed new laws, and there’s major legislation in many major developing countries all around the world.

“The world is changing for the better. There’s much more to do. We’re going to keep fighting on until there’s a victory,” he said.

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I’ve asked Apple, Google and Samsung for comment.


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Servers computers

ARM yourselves! The Compute Blade is here.

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ARM yourselves! The Compute Blade is here.



It won’t turn you into a ninja, but it will help you build a Pi cluster.

Check out the Compute Blade on Kickstarter:

https://www.kickstarter.com/projects/uptimelab/compute-blade?ref=bfyfme

Mentioned in this video:

– Compute Blade: https://computeblade.com
– My open source Pi Cluster project: https://github.com/geerlingguy/pi-cluster
– Radxa CM3 and Pine64 SOQuartz review: https://www.youtube.com/watch?v=aXlcNVKK-7Q
– BigTreeTech CB1 Review in Livestream: https://www.youtube.com/watch?v=Krpac-MaD5s
– Compute Blade alpha review: https://www.youtube.com/watch?v=zH9GwYZu_aE

Support me on Patreon: https://www.patreon.com/geerlingguy
Sponsor me on GitHub: https://github.com/sponsors/geerlingguy
Merch: https://redshirtjeff.com
2nd Channel: https://www.youtube.com/c/GeerlingEngineering

Contents:

00:00 – This is the Compute Blade
00:34 – A Slice of Pi
03:35 – Why blade?
06:15 – Pine64’s Blade
06:58 – Clone Wars
10:17 – Kickstarter and price .

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Acceleron Fusion has raised $15M to take another stab at cold fusion, filing reveals

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Acceleron Fusion has raised $15M to take another stab at cold fusion, filing reveals

Fusion startups have been on a fundraising tear lately, and a young startup, Acceleron Fusion, is joining the pack, having raised $15 million of a targeted $23.7 million round, according to an SEC filing.

The fusion sector recently has been showered with interest from investors, who no doubt have been encouraged by the breakthrough experiment at the National Ignition Facility two years ago, which proved that a controlled fusion reaction could generate more power than was required to kick it off. 

The first company to build a power plant that can produce electricity that can be sold to the grid en masse could start chipping away at the multi-trillion-dollar global energy market. Tech firms, in particular, have been eyeing fusion and nuclear startups as possible pollution-free solutions to their AI-induced power demands.

Acceleron did not immediately reply to questions.

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Where most startups aim to re-create the superheated, super-pressurized conditions inside of a star, Acceleron takes a different approach, using subatomic particles known as muons to lower the heat and pressure required for fusion reactions to take place.

In nature, atoms tend to resist fusing, mostly because an atom’s orbiting electrons repel other atoms. To get around that, most approaches to fusion follow nature’s approach: they get atoms hot enough and close enough that their electrons are freed from their orbits, lowering the usual atomic inhibitions. As atomic nuclei zip around without their electrons, some ram into each other, fusing into a new nucleus and releasing enormous amounts of energy. That’s what happens inside a star.

Muon-catalyzed fusion takes a different tack. Instead of heating and compressing hydrogen isotopes, it injects muons into the mix. Muons are subatomic particles that resemble electrons — both have a negative charge — but their mass is 207 times greater. As muons bombard hydrogen isotopes, they replace electrons in some atoms. A muon orbits the nucleus of an atom much more closely than an electron, lowering the barrier atoms need to fuse.

In muon-catalyzed fusion, the barrier is low enough that fusion can occur at room temperature and pressure. That’s why it’s sometimes called cold fusion. While muon-catalyzed has been demonstrated in laboratory conditions, the energy required to generate muons has so far outstripped the amount of energy produced by any fusion reactions.

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There are a few reasons why muon-catalyzed fusion hasn’t worked yet. For one, each muon only lasts for about 2.2 microseconds before it decays into less useful subatomic particles. That’s long enough to facilitate about 100 fusion reactions, but still too short for commercial power purposes. The other problem is that about 0.8% of the time, a muon gets stuck to another subatomic particle (an alpha particle) and doesn’t participate in any more fusion reactions. That may not seem like much, but again, it has been high enough to doom commercial plans.

Cambridge, Massachusetts-based Acceleron, which spun out of NK Labs, is hoping that by raising the pressure of the hydrogen isotope mix, and maybe the temperature, it’ll be able to reduce the rate at which muons stick to alpha particles. The hope is to keep enough muons in the mix to catalyze more fusion reactions, ideally enough more that they’ll offset the amount of power required to generate the muons.

NK Labs was awarded a three-year, $2 million ARPA-E grant in 2020 to explore whether higher pressure would improve the prospects of muon-catalyzed fusion. The results, not all of which are public at this time, appear to have piqued investors’ interests.

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Servers computers

The Chenbro SR115 is a 4U rackable or tower server chassis with eight PCIe slots for adding more I/O

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The Chenbro SR115 is a 4U rackable or tower server chassis with eight PCIe slots for adding more I/O

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The next iPhone SE may lose the home button, add Face ID and Apple Intelligence

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The next iPhone SE may lose the home button, add Face ID and Apple Intelligence

That the new iPhone SE models may support Apple Intelligence says a lot about their performance — it takes a lot of RAM to run local AI features, for instance. They’re expected to look like the iPhone 14, doing away with the chunky top and bottom bezels and the home button; both are firsts for the entry-level smartphone. It’s also rumored that the iPhone SE 4 will get an OLED screen, rather than the usual LCD.

Apple will produce 11-inch and 13-inch iPad Airs with “internal improvements” at the same time as the new SE models, Gurman writes. And right along with those will be new Magic Keyboards for both sizes that will come with some iPad Pro keyboard features.

Finally, according to Gurman, before the year is through, Apple will release new M4-equipped computers: a smaller Mac Mini, new MacBook Pros, and iMacs. He reckons an update to the iPad Mini is also possible.

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AWS forced to pay out millions in major patent dispute

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AWS forced to pay out millions in major patent dispute

A US jury has ruled Amazon Web Services (AWS) willingly infringed on two patents, and must now pay $30.5 million for violating the patent owner’s rights in computer networking and broadcasting technology.

The offending technologies were AWS’s Cloudfront content delivery network and Virtual Private Cloud virtual network – which infringed on the patents originally owned by Boeing, but obtained by Acceleration Bay.

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