The Morning After: Apple’s Vision Pro is almost here and Samsung’s AI gambit

Welcome back to your Saturday morning tech injectable. This week’s TMA focuses on two big tech launches. First of all, Samsung started 2024 early with its flagship smartphone series, announcing three S24 models set to go on sale at the end of the month. This time around, sure, they look like last year’s phones again, but that’s offset with a barrage of AI tricks and features that you can’t find on any other smartphone. And isn’t that the point of getting a new phone?

We’ve also got more in-depth impressions of Apple’s first foray into VR/AR/XR as the Vision Pro ($3,500) goes on preorder, ahead of launch later this month. You’ve got big pockets right? This is the company’s first new product since 2014’s Apple Watch and our most recent impressions suggest the Vision Pro is a fluid, intelligent headset experience beyond the VR headsets we’ve seen so far. Two Engadget editors strapped on the Vision Pro for some more extensive demos, including immersive video and attempted to type in thin air on the Vision Pro’s floating keyboard. 

This week:

🥽🍎 Apple Vision Pro hands-on, redux

🕹️R🕹️R Take-Two’s lawyers think Remedy’s new R logo is too similar to Rockstar’s R logo

📱📲 Samsung Galaxy S24 Ultra hands-on:  

Read this:

Sheryl Sandberg is leaving Meta’s board of directors, and the company continues to sail toward the Metaverse while the rest of us wonder if that’s even a destination that exists. The company is also shaking up its AI teams. The company has two teams pursuing AI research, but now Mark Zuckerberg is bringing them closer together. What will that lead to? Karissa Bell explains it all

This article originally appeared on Engadget at https://www.engadget.com/the-morning-after-apples-vision-pro-is-almost-here-and-samsungs-ai-gambit-150028059.html?src=rss 

Apple Vision Pro repairs could set you back as much as $2,399

If you’re going to purchase the Apple Vision Pro, you may want to get a case for it, as well. Based on the company’s repair and service page for the device as first noticed by AppleInsider, getting it repaired can be very costly, even when you have AppleCare+. If the headset’s cover glass cracks, it’ll set you back $799 to get it replaced. Other types of damage could cost you up to $2,399, which is only $1,100 less expensive than a brand new base unit. 

The repair prices don’t sound as outrageous if you pay for AppleCare+, but they’re still not cheap. A damaged cover class or any other type of repair will cost you $299, on top of the extended warranty’s $25-a-month fee. While you could get it fixed by a third-party, it could cause you issues if you send it to Apple for another repair in the future, and those services might not have the components you need. Apple has been supportive of the right-to-repair movement lately, though, and has an existing self-repair program for its phones and computers. The company could add the Vision Pro to that program, but it may not happen anytime soon. 

Apple’s Vision Pro is now available for pre-order from Apple’s US website and all its brick-and-mortar stores across the country. The $3,499 version will give you 256GB of storage space, while the 512GB model will cost you $3,699. Want 1TB of space? That one will set you back $3,899. Take note that its accessories are sold separately, and you’ll have to shell out an additional $199 for its travel case. 

This article originally appeared on Engadget at https://www.engadget.com/apple-vision-pro-repairs-could-set-you-back-as-much-as-2399-141439566.html?src=rss 

Russian state-sponsored hackers accessed the emails of Microsoft’s ‘senior leadership’

A hacking group linked to a Russian intelligence agency accessed the emails of several senior Microsoft executives and other employees, the company disclosed Friday.

Microsoft said it detected the attack on January 12, and has determined that a hacking group known as Midnight Blizzard or Nobelium is responsible. That’s the same group behind the 2020 SolarWinds cyberattack. Microsoft and US cybersecurity officials have said Nobelium is part of Russia’s Foreign Intelligence Service (SVR).

“Beginning in late November 2023, the threat actor used a password spray attack to compromise a legacy non-production test tenant account and gain a foothold, and then used the account’s permissions to access a very small percentage of Microsoft corporate email accounts, including members of our senior leadership team and employees in our cybersecurity, legal, and other functions, and exfiltrated some emails and attached documents,” the company wrote in a blog post.

The company didn’t identify which members of its “senior leadership” were targeted, but said its initial investigation suggests the group was looking for information related to itself. Company officials so far have no evidence that “customer environments, production systems, source code, or AI systems,” were accessed.

Though the company says the attack “was not the result of a vulnerability in Microsoft products or services,” it is taking steps to “immediately” improve the security of “Microsoft-owned legacy systems and internal business processes.” The changes “will likely cause some level of disruption,” it added.

This article originally appeared on Engadget at https://www.engadget.com/russian-state-sponsored-hackers-accessed-the-emails-of-microsofts-senior-leadership-232945155.html?src=rss 

Japan’s SLIM lunar lander made it to the moon, but it’ll likely die within hours

Japan has become the fifth country to successfully land on the moon after confirming today that its SLIM lander survived its descent to the surface — but its mission is likely to be short lived. JAXA, the Japanese space agency, says the spacecraft is having problems with its solar cell and is unable to generate electricity. In its current state, the battery may only have enough juice to keep it running a few more hours.

Based on how the other instruments are functioning, JAXA said in a press conference this afternoon that it’s evident SLIM did make a soft landing. The spacecraft has been able to communicate with Earth and receive commands, but is operating on a low battery. It’s unclear what exactly the issue with the solar cell is beyond the fact that it’s not functioning.

There’s a chance that the panels are just not facing the right direction to be receiving sunlight right now, which would mean it could start charging when the sun changes position. But, JAXA says it needs more time to understand what has happened. LEV-1 and LEV-2, two small rovers that accompanied SLIM to the moon, were able to successfully separate from the lander as planned before it touched down, and so far appear to be in working condition.

JAXA says it’s now focusing on maximizing the operational time it has left with SLIM to get as much data as possible from the landing. SLIM — the Smart Lander for Investigating Moon — has also been called the “Moon Sniper” due to its precision landing technology, which is supposed to put it within 100 meters of its target, the Shioli crater. The agency is planning to hold another press conference next week to share more updates.

Though its time may be running out, SLIM’s landing was still a major feat. Only four other countries have successfully landed on the moon: the US, China, India and Russia. The latest American attempt, the privately led Peregrine Mission One, ended in failure after the spacecraft began leaking propellant shortly after its January 8 launch. It managed to hang on for several more days and even reached lunar distance, but had no chance of a soft landing. Astrobotic, the company behind the lander, confirmed last night that Peregrine made a controlled reentry, burning up in Earth’s atmosphere over the South Pacific.

This article originally appeared on Engadget at https://www.engadget.com/japans-slim-lunar-lander-made-it-to-the-moon-but-itll-likely-die-within-hours-195431502.html?src=rss 

Ford is cutting F-150 Lightning production due to waning demand

Ford says it’s cutting production of the F-150 Lightning due to lower than expected demand. As of April 1, the Rouge Electric Vehicle Center (the Michigan plant where the electric pickup is built) will transition from two production shifts to one. That will have an impact on roughly 1,400 workers.

The automaker says it will transfer around half of those to its Michigan Assembly Plant, where it’s putting together a third crew to build more of the Bronco and Bronco Raptor, as well as the new Ranger and Ranger Raptor to meet demand. The company is hiring another 900 workers to fill that shift.

The rest of the affected F-150 Lightning workers will be reassigned to different roles at the Rouge plant or Ford’s other facilities in the region. That is, unless they take up a retirement incentive offer.

Ford didn’t say by how much it’s reducing production of the F-150 Lightning. However, by moving from two shifts to one, that indicates output will drop roughly by half, which aligns with recent reports. According to CNBC, Ford planned to cut production from around 3,200 units per week to 1,600.

The automaker retooled the Rouge facility in 2023 so that it would have an annual F-150 Lightning capacity of up to 150,000. However, demand hasn’t kept up. While sales of the EV were up by 55 percent last year, it hasn’t been selling as quickly as it did previously.

The company says that it expects EV sales to continue to grow globally this year, but at a lower rate than previously anticipated. With that in mind, as well as the fact Ford is readying next-gen EVs, the company has decided to pull back on F-150 Lightning production for the foreseeable future. 

That isn’t the only EV Ford has scaled back on either. In November, it slashed production of the Mustang Mach-E.

“We are taking advantage of our manufacturing flexibility to offer customers choices while balancing our growth and profitability. Customers love the F-150 Lightning, America’s best-selling EV pickup,” Ford President and CEO Jim Farley said. “We see a bright future for electric vehicles for specific consumers, especially with our upcoming digitally advanced EVs and access to Tesla’s charging network beginning this quarter.”

This article originally appeared on Engadget at https://www.engadget.com/ford-is-cutting-f-150-lightning-production-due-to-waning-demand-173838340.html?src=rss 

‘Pokémon with guns’ satire Palworld sells over a million copies in eight hours

Palworld has sold a million copies in just over eight hours, according to developer Pocketpair. The game has been on our radar for a while, thanks to its unique ‘Pokémon with guns’ premise, and it looks like launch day has been an absolute success.

It’s been so successful, as a matter of fact, that the game’s servers have been buckling under the stress of millions of gun-toting PokéMasters. The developer urges patience and says it’s “working to resolve this ASAP!” The sheer number of downloads and concurrent players have made this the biggest Steam launch of the year so far, according to GamesRadar.

These figures only refer to Steam. The early access version of Palworld also launched on Game Pass, so the number of downloads is likely much higher than advertised, as there are no Xbox Series X/S numbers. It looks like many people have been jonesing for a dark and gritty take on everyone’s favorite pocket monsters.

And boy, is this game dark and gritty. Instead of releasing unwanted monsters, called Pals, back into the wild, you murder them with a cleaver. You can also sell your “Pals” into slavery, eat them and, of course, battle them to the death. One of the game’s trailers shows piles of Pal corpses stacked up, reaching into the heavens. The whole thing seems to be a satirical riff on the very nature of Pokémon, which is a game franchise in which you force your very good friends to fight just to further your own reputation.

Palworld has gotten pretty good reviews so far, and this is an early access build, so the devs will likely refine the gameplay in the coming months. In the meantime, you can pick it up on Steam for $27, until it reverts to its normal price of $30. It’s also a day-one Game Pass release, so boot up your Xbox and give it a go. Just try to keep the murder count down. Or not.

This article originally appeared on Engadget at https://www.engadget.com/pokemon-with-guns-satire-palworld-sells-over-a-million-copies-in-eight-hours-175638179.html?src=rss 

Korg’s Opsix mk II synth is based on the FM sound engine of the original, but with 64 voices

Korg has already made several announcements ahead of NAMM 2024, and now the company’s back with a refresh of its popular Opsix FM synthesizer. The Opsix mk II still offers an approachable entryway into the world of FM synthesis, and it’s even based on the original’s “Altered FM” digital sound engine. However, this is anything but a minor refresh.

The big news is a massive boost in polyphony. The original had 32 voices, which is still plenty, but the mk II offers 64 voices of pure polyphonal goodness. This should allow for some truly complex and multi-layered sounds, or just a burst of cacophony as you try to press every key at once.

The six-operator FM engine is, more or less, unchanged, but it can be kitted out with all kinds of new “sound components” that can drastically change the signal. You can route it through up to 30 effects, including a 3-band EQ, chorus, phaser, flanger, distortion, compressor, delay, reverb, grain shifter and many more. The signal paths can also be rerouted internally for semi-modular synthesis.

Of course, there are a number of analog-style filters, including filters modeled on the Korg MS-20 and Korg PolySix, along with resonant two- or four-pole low-pass, high-pass, band-pass and band-reject filters. You won’t struggle to create unique sounds here, as any parameter can be modulated using a dedicated matrix equipped with three envelope generators and three LFOs.

The very nature of this technology allows for digital recreations of subtractive, semi-modular, waveshaping, additive and analog modeling synthesis types, in addition to classic FM synthesis. That’s what Korg means by calling this a “six-operator” FM synthesizer.

For those worried that this refresh would fundamentally change the vibe of the original Opsix, the mk II is fully compatible with the sounds and samples from the original and it integrates with the company’s dedicated software suite, offering full access to numerous sound libraries. So you can just load up sounds from the original, if that’s your bag.

The 37-note keyboard is velocity-sensitive and release velocity-sensitive, with a programmable step sequencer that offers up to 16 steps per pattern and six notes per step. There’s also an onboard arpeggiator with seven preset patterns. Just like the original, the mk II boasts a bright front-facing screen and numerous backlit faders and knobs for making adjustments. As for connections, there’s a headphone out, a stereo line out, MIDI in/out, a USB-B port and a jack for a damper pedal. The Korg Opsix mk II hits store shelves this March and will cost $700, which is $200 less than the price of the original back when it launched.

Korg has a massive presence at NAMM this year, as the company also teased a desktop module of the Opsix, along with desktop modules for the Modwave and Wavestate synths. There’s also a little synth called the MicroKORG 2, which is likely to sell like the hottest of hotcakes.

This article originally appeared on Engadget at https://www.engadget.com/korgs-opsix-mk-ii-synth-is-based-on-the-fm-sound-engine-of-the-original-but-with-64-voices-164445223.html?src=rss 

Samsung Galaxy S24 Ultra pre-orders include a $200 gift card, plus the rest of the week’s best tech deals

It’s a big day for people who like to spend a small fortune on consumer technology, as Apple opened up pre-orders for its $3,500 Vision Pro headset earlier on Friday. If you’re looking to save some cash on a new gadget, though, we’re back with another installment of our weekly deal roundup. This week’s highlights include a spate of pre-order discounts on Samsung’s new Galaxy S24 phones, which come with a bonus gift card and free storage upgrade at Amazon and Best Buy. Beyond that, Google’s Pixel 8 phones are up to $200 off, while Apple’s AirPods Pro are still at a low of $189. If you’re on a tighter budget, a few affordable keyboards, webcams and wireless earbuds we like are also near the lowest prices we’ve seen. Here are the best tech deals from this week that you can still get today. 

Follow @EngadgetDeals on Twitter and subscribe to the Engadget Deals newsletter for the latest tech deals and buying advice.

This article originally appeared on Engadget at https://www.engadget.com/samsung-galaxy-s24-ultra-pre-orders-include-a-200-gift-card-plus-the-rest-of-the-weeks-best-tech-deals-172928966.html?src=rss 

NVIDIA RTX 4070 Super review: A 1,440p powerhouse for $599

No, NVIDIA’s mid-range RTX 40-series GPUs aren’t getting any cheaper, but at least the new RTX 4070 Super packs in a lot more performance for $599. We called the original RTX 4070 the “1,440p gaming leader,” and that still holds for the Super. It’s so much faster, especially when it comes to ray tracing, that it edges close to the $799 RTX 4070 Ti (due to be replaced by its own Super variant, as well). And together with the power of DLSS3 upscaling, the 4070 Super is a far more capable 4K gaming card.

So what makes the RTX 4070 Super so special? Raw power, basically. It features 7,168 CUDA cores, compared to 5,888 on the 4070 and 7,680 on the 4070 Ti. Its base clock speed is a bit higher than before (1.98GHz compared to the 4070’s 1.92GHz), but it has the same 2.48GHz boost clock and 12GB of GDDR6X VRAM as the original.

The difference between the RTX 4070 Super and the plain model was immediately obvious. On my desktop, powered by a Ryzen 9 7900X with 32GB of RAM, I was able to run Cyberpunk 2077 in 4K with Ultra graphics and DLSS at an average of 78fps. The RTX 4070 sometimes struggled to stay above 60fps at those settings. NVIDIA’s new GPU showed its limits in Cyberpunk’s RT Overdrive mode (which enables intensive real-time path tracing), where I only saw 51fps on average while using DLSS and frame generation. (CD Projekt says that mode is meant for the RTX 4070 Ti and up, or on the 3090 at 1080p/30fps).

While the original RTX 4070 was a card that could occasionally let you game in 4K, the 4070 Super makes that a possibility far more often (so long as you can use DLSS). Of course, you’ll need to have reasonable expectations (you’re not getting 4K/120fps) and ideally a G-Sync monitor to smooth out performance.

None

3DMark TimeSpy Extreme

Port Royal (Ray Tracing)

Cyberpunk

Blender

NVIDIA RTX 4070 Super

9,830

12,938/60fps

1440p RT Overdrive DLSS: 157

GPU 6,177

NVIDIA RTX 4070

8,610

11,195/52 fps

1440p RT DLSS: 120 fps

6,020

NVIDIA RTX 4070 Ti

10,624

14,163/66 fps

1440p RT DLSS: 135 fps

7,247

AMD Radeon RX 7900 XT

11,688

13,247/61 fps

1440p FSRT RT: 114 fps

3,516

When it comes to 1,440p gaming, the RTX 4070 Super is truly a superstar. In Cyberpunk’s Overdrive ray tracing mode with Ultra graphics settings, I saw an average of 157fps — almost enough to satisfy the demands of a 165hz 1,440p monitor. To my eye, the whole experience looked far smoother than the 4K Overdrive results and, as usual, I found it hard to tell the difference between 4K and 1,440p textures during actual gameplay.

Similarly, I’d rather keep the 160fps/1,440p average I saw in Halo Infinite with maxed out graphics, than the 83fps I reached in 4K. That game doesn’t get an assist from DLSS, either, so there’s no upscaling magic going on in those numbers.

Across most of our benchmarks, the RTX 4070 Super landed smack dab between the 4070 and 4070 Ti. In 3DMark Timespy Extreme, for example, the new GPU scored 9,830 points, compared to 8,610 on the 4070 and 10,624 on the 4070 Ti. In some cases, like the Port Royal ray tracing benchmark, it leaned far closer to the 4070 Ti (which also bodes well for the 4070 Super’s overclocking potential). NVIDIA’s advanced cooling setup on its “Founders Edition” cards also continues to work wonders: The 4070 Super idled at around 40 Celsius and typically maxed out at 66C under heavy load.

Photo by Devindra Hardawar/Engadget

The RTX 4070 Super is clearly a big step forward from the original card, and a far better value for $599. It’s a solid upgrade if you’re running a 20-series NVIDIA GPU and even some of the lower-end 30-series options. The value should hopefully trickle downhill, as well: The original 4070 now sells for $550 on NVIDIA’s website and used models are on eBay for well below that.

While we’ll continue to long for the days when “mid-range” described a $300 GPU, NVIDIA is giving gamers more of a reason to shell out for the $599 RTX 4070 Super. It’ll satisfy all of your 1,440p gaming needs — and it’s ready to deliver decent 4K performance, as well.

This article originally appeared on Engadget at https://www.engadget.com/nvidia-rtx-4070-super-review-a-1440p-powerhouse-for-599-160025855.html?src=rss 

Roland Gaia 2 review: Roland finally delivers the hands-on synthesizer we’ve been begging for

I have had two consistent complaints about most Roland gear: a lack of hands-on controls and an unnecessary amount of diving through incomprehensible menus. But, earlier this year the company shipped the Aira Compact S-1 Tweak Synth. Its menu sent me into a rage spiral, but it did offer a fair number of hands-on controls. Then, not long after, Roland debuted the SH-4D which not only had plenty of knobs, buttons and faders, but a streamlined menu and a screen that didn’t predate home computers. My biggest issue was the form factor; I just really wanted it to be a dedicated synthesizer with a keyboard, but it was more of a pseudo groovebox.

So, when Roland announced the Gaia 2 — a long overdue update to its 13-year-old virtual analog synth — I was cautiously optimistic. The S-1 and SH-4D were signs the company was heading in the right direction interface-wise, and they both sounded great. At first glance the Gaia 2 seemed to be everything I’ve been looking for in a Roland synth: plenty of hands-on controls, a decent screen, a simplified menu and a full-size 37-key keybed. And yet, at the risk of seeming impossible to please, I walked away from the Gaia 2 a little unsatisfied.

All sounds, except for the drums, come straight from the Gaia 2. The only additional processing being some EQ and compression.

Hardware

The most immediately underwhelming thing is the build. Now, to be clear, the Gaia 2 doesn’t feel cheap, but I expected slightly more from a $900 synth. The top panel is metal, but the rest is plastic. The keyboard is excellent, but lacks aftertouch. The knobs are mostly fine, but there are a few encoders that feel loose and have a good amount of wiggle. The detents on some are weak too, making it easy to miss your mark. Plus the pitch and mod wheels are bizarrely small. All of these things would be easily forgiven on a $600 synthesizer, but at this price I felt a little let down.

Terrence O’Brien / Engadget

The Korg Minilogue XD, for instance, only costs $650 and generally feels more rugged, even if the keybed isn’t as good. And Elektron’s Digitakt and Digitone lack a keyboard but feel damn-near indestructible at $949 (and for only $50 more).

The controls are extensive, though. Roland hasn’t solved all of its menu-diving problems, but the Gaia 2 gets pretty close. There are more knobs and buttons than I care to count. Everything is organized logically and, while there are some shift functions, many of the controls are single purpose, leaving you free to tweak almost anything with one hand while you play. This is getting harder and harder to come by as customers expect more powerful synth engines with more modulation options, while also wanting instruments to be compact.

Terrence O’Brien / Engadget

The Gaia 2 isn’t exactly small. At roughly 26 inches wide and 13 inches deep, it does command a decent amount of desk space, but it’s hardly onerous. And it makes the most of its front panel, cramming it full of controls and a decent sized screen.

It’s inevitable that your eyes will be drawn to the “Motional” touchpad directly below that. It’s one of the highlights of the synth, with my one complaint being its placement. It’s dead center, which makes sense if you’re using it to navigate the menus with a cursor. But, it’s much faster to just use the knobs. The touchpad just doesn’t feel natural for navigating the interface, and it would be much less cumbersome for performance on the left side — there’s certainly room for it alongside the toy-sized pitch and mod wheels.

The Motional Pad is great, the terrible name aside. It seems like a bit of a gimmick at first — a large X/Y touchpad, not unlike the Korg Kaoss Pad, dedicated to modulation. But once you get past the initial strangeness (and Roland’s factory patches that lean hard into its gimmicky side), it’s hard not to see the value. It’s used to control the waveshaping and phase modulation of oscillator one, but you can also assign almost any parameter you want to the X and Y axis and change them by simply dragging your finger around.

What’s more, you can record that motion, essentially giving you a third, complex LFO. It records not just the shape of your finger movements, but the timing too. So you could draw small circles slowly working your way from the bottom left to the top right, to open up the filter and increase the resonance before quickly zigzagging your way back to the start. Many of the factory presets treat this animated modulation sequence as a novelty, sketching out small people, leaves and, of course, the Roland logo.

Terrence O’Brien / Engadget

Sound engine

This clearly isn’t a deal breaker, but it does speak to a broader issue I have with the Gaia 2: many of the presets feel like tech demos and I don’t find them particularly usable. Now, I can already hear people getting up in arms. “Well, a real musician would be designing all their own patches from scratch anyway!” you might be saying. I’m here to tell you to go kick rocks. There’s no shame in playing presets, especially if you’re making music as a hobby. Additionally, the factory presets should be a showcase of what a synth is capable of, not just technically, but musically. And judging by that, the Gaia 2 is firmly stuck in the early aughts.

This is ultimately what left me feeling cold about the Gaia 2: It sounds dated. The original Gaia was a strictly virtual analog affair. Its successor kept the same three oscillator structure, but swapped in a wavetable engine for one of them (the other two remain virtual analog). There are plenty of great, modern-sounding synthesizers out there that use wavetables, but Gaia 2 specializes in a particular brand of Roland cheese. It’s perfect for scoring a turn of the century cyber thriller, and while some people will love it, others won’t.

The two virtual analog oscillators sound clinical and lack oomph in the lower registers. The filter is extremely versatile with three different slope options (-12dB/Oct, -18dB/Oct or -24dB/Oct) for each of its three modes (lowpass, bandpass and highpass) and a drive option. It can sound a touch thin, but it’s serviceable.

Terrence O’Brien / Engadget

I wish I could say I was more enamored with the sound engine, because otherwise this is probably the most enjoyable modern Roland synth I’ve used. The Gaia 2 strikes a near-perfect balance between complexity and approachability. The three oscillators, multimode filter, dual LFOs, Motional Pad and rich effects section offer quite a bit of depth, but are incredibly easy to dial in. Everything is labeled clearly and all of the most essential parameters have direct hands-on controls. Even most things that require shift functions or some menu diving are all pretty intuitive. It’s legitimately fun to program. The Gaia 2 would make an excellent instrument to learn synthesis on if it wasn’t so expensive.

Applying the LFO to any parameter is as simple as holding a button and turning the knob of whatever you want to modulate. And there’s even a step mode where you can design a 16-step custom wave. The Motional Pad and excellent sequencer are a cinch to use. And having faders instead of knobs for the two envelopes (amp and filter) is a nice touch. There’s no modulation matrix and you can’t reroute the envelopes, but I didn’t mind much. I rarely ran into a situation where I really wanted to do something when designing a patch, but couldn’t. It’s a straightforward synth with enough depth to keep even experienced players twiddling knobs for hours.

Terrence O’Brien / Engadget

Model Expansions 

Once you grow bored of the main Gaia engine, you can load Model Expansions to add emulations of classic Roland synths like the Jupiter-8 or Juno-106. It even comes with an SH-101 emulation pre-installed. Honestly, that sounds better than the default virtual analog engine.

Of course, the model expansions aren’t cheap at $149. And loading them on the Gaia is, let’s say, aggravating. You have two options: You can buy an optional $100 wireless USB adapter and send them from your phone. Or, you can copy files to a USB key and then load them manually from there. (You know, just like it’s 2001.) This is one of the few places where Roland remains stubbornly archaic. Even though the Gaia 2 has a USB-C port capable of transmitting both audio and MIDI (and power), it can’t connect to the Roland Cloud manager app to load Model Expansions.

Effects

The bright spot in the sound engine, though, is definitely the effects. There are seven reverb and delay options, three types of excellent sounding chorus, and 53 other effects including compressors, bit crushers, lo-fi and scatter. The new shimmer reverb algorithm, in particular, is gorgeous. There’s almost as much room for sound design in the FX section alone as there is in the rest of the synth. This is also your best bet for adding some character to the often cold-sounding main oscillators.

Wrap-up

Ultimately, what makes the Gaia disappointing is that it gets so much right, but can’t quite stick the landing. It’s extremely fun to program patches on, but I just didn’t click with the results. It expertly blends approachability with depth, but it’s too expensive to recommend to a beginner. And it finally delivers the hands-on controls people have been begging for, but the quality of the encoders, pots and buttons leave something to be desired. I wanted to like the Gaia 2, and I’m sure there’s plenty of people out there who will, but it’s just not for me.

This article originally appeared on Engadget at https://www.engadget.com/roland-gaia-2-review-roland-finally-delivers-the-hands-on-synthesizer-weve-been-begging-for-150058035.html?src=rss 

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