A $3 app shoots better spatial videos than the iPhone’s native camera

A $3 iOS app now records higher-resolution spatial videos than Apple’s native camera app. Spatialify, available on the App Store, lets iPhone 15 Pro owners record 3D videos for Apple’s Vision Pro in either 1080p at 60fps or 4K at 30fps — with HDR. Apple’s native recording only supports 1080p / 30fps without HDR, so your immersive clips will be noticeably sharper using Spatialify than the camera app on the same phone. UploadVR first reported on the app update.

Spatialify launched earlier this year as a tool for converting Apple’s spatial videos (HEVC format) for playback on non-Apple VR headsets like the Meta Quest 3. But with Meta later adding native HEVC conversion to its headsets (the best-selling on the market), Spatialify’s superior recording could give the third-party app a new lease on life.

Engadget senior editor Devindra Hardawar confirmed that Spatialify produces files in 4K / 30fps when set accordingly. He also verified that Spatialify’s videos look much sharper on the Vision Pro than those shot in Apple’s camera app. HDR also makes the videos’ lighting look more realistic. Not bad for three bucks.

It’s somewhat surprising Apple is holding back its native camera app from exploiting the iPhone 15 Pro and Pro Max’s full hardware capabilities, but it isn’t unheard of. Halide, a popular iOS camera app, beat Apple to the punch with iOS photography features like shooting in RAW, manual controls and portrait photos for pets. Based on that history, I wouldn’t be shocked if Apple soon added similar advanced spatial recording to its camera, especially now that we know its current hardware has no problem with it.

Spatialify is available on the App Store for $3. It requires an iPhone 15 Pro or iPhone 15 Pro Max to capture spatial videos.

This article originally appeared on Engadget at https://www.engadget.com/a-3-app-shoots-better-spatial-videos-than-the-iphones-native-camera-193055951.html?src=rss 

Google reverses course and brings its Gemini AI to the regular Pixel 8

Google will bring Gemini, the company’s new large language model, to Pixel 8 smartphones after all. The phone will incorporate Gemini Nano, a version of the model built to run locally on personal devices. This follows a successful rollout to the Pixel 8 Pro late last year and the Samsung Galaxy S24 in January.

The Pixel 8 features the same proprietary Tensor G3 chip as the Pro, which was designed to speed up AI performance. So the overall experience should be similar with both gadgets. It’ll be coming in the next Pixel Feature Drop, but only as a developer preview for now. Google wants to collect feedback and make sure everything is running smoothly on the slightly lower-specced phone.

This is a fairly sudden change for Google. The company originally said that the Pixel 8 couldn’t handle on-device Gemini because of “hardware limitations”, despite having the same chip as the Pro model. The main difference between the two phones is the RAM allotment, which doesn’t seem like a deal-breaker when it comes to running an on-device AI. It looks like Google also came around to that line of thinking. 

So what can you do with this thing? The company’s expanding two features that make use of the LLM, and both of these tools have been available for Pro users. The Recorder app will get an improved Gemini-powered summarize feature that works locally on the device. A similar tool already exists, but requires a network connection. Once Gemini Nano is on-board, the data will no longer have to get sent to a server. As one might surmise, this feature creates summaries of recorded conversations.

Gemini Nano will also power Gboard’s Smart Reply toolset. This software suggests responses to messages and is even aware of context in conversations. It started as an exclusive to WhatsApp but recently expanded to Line and KakaoTalk. Google promises “more messaging apps” will add support in the coming months. It’s pretty odd that Google Messages isn’t one of the early adopters of this platform. Gemini Nano is used to power on-device Magic Compose in Messages on the Pixel 8 Pro and Samsung S24, but Google hasn’t announced if this particular tool is coming to the standard Pixel 8.

This has been a big week for Gemini, as Apple is reportedly in talks to bring Google’s AI to iPhones. That’s like Coke and Pepsi suddenly opening up a soda shop together. However, Gemini recently came under fire for creating wildly inaccurate historical images. The image generation feature is still on pause as the company continues to iron out those kinks.

This article originally appeared on Engadget at https://www.engadget.com/google-reverses-course-and-brings-its-gemini-ai-to-the-regular-pixel-8-154329980.html?src=rss 

Sam Bankman-Fried just got sentenced to 25 years in prison

Disgraced former FTX CEO Sam Bankman-Fried was just sentenced to 25 years behind bars in a ruling handed forth New York’s Southern District Court. Judge Lewis A. Kaplan announced the decision this morning.

As posted by CNN, Bankman-Fried expressed regret for his actions and the people he harmed. “It’s been excruciating to watch,” he said. “Customers don’t deserve any of that pain.” He also acknowledged the serious time he was likely to spend behind bars. “My useful life is probably over,” he said. “It’s been over for a while now.”

Judge Kaplan laid out his reasoning for delivering such a harsh sentence to the one-time golden boy of the crypto community, suggesting that Bankman-Fried could be in “position to do something very bad in the future.” The sentence was issued “for the purpose of disabling him to the extend that can appropriately be done for a significant period of time.”

Bankman-Fried is expected to appeal the decision. His defense team asked for a sentence of five to 6.5 years, citing his “charitable works and demonstrated commitment to others.” The team also suggested lenience on the grounds that victims would be made whole, referring to a January bankruptcy court hearing showing that customers and creditors will get their money back. Prosecutors, on the other hand, wanted something much harsher. They asked for a sentence of 40 to 50 years “to reflect the seriousness of the defendant’s crimes,” US Attorney Damian Williams told the court earlier this month. The maximum possible sentence was 110 years.

SBF, as he’s now infamously known, was arrested in the Bahamas back in December of 2022. He faced seven charges, including wire fraud against FTX customers, wire fraud against Alameda Research lenders, conspiracy to commit wire fraud against both entities, conspiracy to commit securities and commodities fraud on FTX customers and conspiracy to commit money laundering. He was found guilty of all charges.

The trial lasted one month, with prosecutors arguing that he used FTX funds to keep sibling company Alameda Research afloat. Caroline Ellison, his one-time girlfriend and CEO of Alameda, confirmed this to be true and admitted that she committed fraud on behalf of Bankman-Fried. The defendant’s lawyers, on the other hand, tried to portray him as a hapless math nerd who wrestled with “forces largely outside of his control.”

Alameda borrowed more than $8 billion from FTX, money that was taken from accounts belonging to FTX customers. Bankman-Fried claims he only learned of this in 2020 but performed no actions to safeguard the funds. He took the stand during the trial and said that he deeply regrets “not taking a deeper look into” what was going on with both companies. FTX collapsed and filed for bankruptcy in 2022. 

“Clearly, I made a lot of mistakes. There are things I would give anything to be able to do over again,” he told the New York Times before the trial started.

This article originally appeared on Engadget at https://www.engadget.com/sam-bankman-fried-just-got-sentenced-to-25-years-in-prison-155021840.html?src=rss 

Vizio just announced a $999 86-inch 4K TV

Walmart ag ’d have to sell a kidney to afford a giantg 4K TV for the living room. That is no longer true, as television prices continue to decline. Case in point? Vizio just announced a new 86-inch 4K smart TV that costs just $999.

The first thing worth mentioning about the latest member of Vizio’s lineup of 4K televisions is its size. The next-biggest model is 75 inches and that’s already large enough to absolutely take over most spaces. This thing will be like having a Times Square billboard in your living room. That’s not a bad thing, particularly for home theater buffs. 

We don’t know how this set will look in action yet, but it does offer a serious batch of features. Vizio says it “boasts the same powerful picture quality as its predecessors”, thanks to the inclusion of Dolby Vision HDR and HDR10+. The company also promises the TV can run games at 120 fps once you switch to 1080p. Here’s hoping the product can make good on this claim. Other features include dual-band Wi-Fi 6 connectivity and DTS:X audio.

Walmart agreed to buy Vizio last month for $23 billion, though the deal still faces regulatory approval. The 86-inch 4K TV officially goes on sale April 29 at both brick-and-mortar and digital retailers. 

This article originally appeared on Engadget at https://www.engadget.com/vizio-just-announced-a-999-86-inch-4k-tv-160030764.html?src=rss 

Take-Two is buying Gearbox from Embracer for $460 million

More major changes are afoot on the business side of the video game world, as a notable name is changing hands once again. Take-Two Interactive (the parent company of Grand Theft Auto publisher Rockstar and others) has agreed to buy Gearbox Entertainment from the embattled Embracer Group. The deal is worth $460 million in stock and is expected to close by June 30. It had been rumored for several months that Embracer was planning to sell off Gearbox.

Take-Two is acquiring three studios: Gearbox Software, Gearbox Montréal and Gearbox Studio Quebec. It will fully own the Borderlands, Tiny Tina’s Wonderlands, Homeworld, Risk of Rain, Brothers in Arms and Duke Nukem franchises, along with “Gearbox’s future pipeline.” Gearbox will operate under the umbrella of 2K, which already publishes Borderlands and Tiny Tina games. Gearbox founder and CEO Randy Pitchford will remain at the helm.

Embracer is hanging onto Gearbox Publishing San Francisco, which will be renamed. That holds the publishing rights for the Remnant series, Hyper Light Breaker and unannounced games. Embracer will also keep Cryptic Studios (Neverwinter Online and Star Trek Online), Lost Boys Interactive and Captured Dimensions.

Take-Two notes that Gearbox has “six key interactive entertainment projects in various stages of development.” Those include five sequels, among them Homeworld 3 and the next Borderlands game.

Embracer bought Gearbox in 2021 for an initial $363 million. If Gearbox met certain targets, the deal would have been worth just over an extra $1 billion over six years.

Since it bought Gearbox, Embracer has gone through rough times. Last year, it announced a major restructuring after a $2 billion investment deal (said to be from a group backed by Saudi Arabia’s sovereign wealth fund) fell apart. Since then, Embracer has has closed several studios and sold off others. It laid off 1,387 people in the second half of last year and canceled 29 unannounced games over a six-month period in 2023.

Elsewhere in the business of video games, Sega has sold Relic Entertainment (Warhammer 40,000 and Company of Heroes), which is now an independent studio thanks to the help of a mystery investor. Sega is also cutting around 240 jobs in Europe, adding to the extensive video game layoffs so far this year. Sega Europe, Creative Assembly (Total War) and Hardlight Studios (Two Point Hospital) are said to have been impacted.

This article originally appeared on Engadget at https://www.engadget.com/take-two-is-buying-gearbox-from-embracer-for-460-million-145711528.html?src=rss 

Tamagotchi Uni finally feels complete after its biggest update yet

Ever since Tamagotchi Uni became globally available last summer, it’s felt like a product with a lot of unrealized potential.

Bear in mind, I say this as someone who loves this device and has run it daily since launch. But on top of all the basic activities one would expect at this point from the digital pet toy, the Wi-Fi capable Tamagotchi Uni promised users the “Tamaverse” — a virtual playground that would broaden the Tamagotchi experience like never before. So far, it hasn’t, really.

Sure, players could send their characters there to “meet” others, go on little vacations and buy outfits, but those small activities don’t really add much substance. The “travel” experience involved watching short animation, and occasionally getting a special food dish, item or achievement badge. Even the aspect of mingling was sorely limited, allowing players to send just one Heart (a “like” to acknowledge another player’s Tamagotchi) per day.

The Tamaverse has been slow to live up to the expectations Bandai set, despite it being the Uni’s biggest selling point. That seems to be changing in a big way.

With an update that rolled out on March 19 — version 1.6.0 — Bandai opened the Tama Portal, an area of the Tamaverse that’s been cordoned off all this time. A few days after, it dropped the first two DLC packs for Tamagotchi Uni in the form of “Tamaverse Tickets,” which allow users to travel to new locations through that portal. In a bonus, non-Tamaverse related move, the update also answers players’ desperate pleas for more item storage by adding “My Box,” where surplus items can be stowed so you no longer need to delete older goodies to make room for new ones.

Bandai

The first two Tamaverse Tickets, as the DLCs are being called, are available now. One, which takes you to Very Berry Land, is free, while the other, for the LoveMelo Concert, costs $6. Each new area comes with a slew of additional characters you can raise (including some that are brand new for the franchise), an on-theme mini-game and a shop with new food, items, accessories and furniture you can buy with Gotchi Points. 

This is the kind of depth the virtual space always seemed to imply. Now it feels like we’re finally seeing what the Tamaverse can really be. Hopefully, it’s just the start.

There will undoubtedly be some who balk at having to pay for DLC beyond the one freebie, and while I can’t say I’d blame them for that, it doesn’t bother me for what we’re getting. Purchasing a ticket gives you access to a download code that can be used three times. Once the code is registered to a device, you can visit that location as much as you want, and switch freely between the different locations you’ve downloaded. That means I was able to use the same codes to download Very Berry Land and LoveMelo Concert on both of my Tamagotchi Uni devices, and still have one use left for each ticket in case I ever have to do a reset.

As was the case with the Tamagotchi Smart’s DLC, the physical TamaSma cards, only one Tamaverse Ticket can be active at a time, so switching will wipe out any location-specific items or food in your inventory, but you won’t need to reenter the code in order to switch back. All of a person’s downloaded locations can be found in a new list called DL Area when you visit the Tama Portal. 

Bandai

It’s not just one or two characters that come with each location, either — you get six. Some people buy whole new devices for that kind of expansion (definitely not me… haha…). And the free Very Berry Land brings back the fan-favorite adorable strawberry, Ichigotchi, which feels like a win for everyone.

The DLC also reintroduces the method of obtaining specific characters by feeding your fledgling Tamagotchis certain meals or playing with a particular item three times before they reach adulthood. I was excited to try and get the new character, Tanghulutchi, that comes with Very Berry Land, and fed my teen Tama an abundance of Fruit Candy snacks in hopes that it would make her appear. It worked! (I’m now also fiending for the real candied fruit treat of its namesake, Tanghulu. Thanks Bandai). 

Once I’m strong enough to part with Memetchi on my other device, which is running LoveMelo Concert, I’ll probably try to get Drumcrubitchi, a new character that’s literally a drum kit with a face.

Photo by Cheyenne MacDonald / Engadget

All of the things you can purchase in the Tama Portal locations are as of now much cheaper than the usual Tama Mall offerings, with furniture and accessories falling between 200 and 500 Gotchi Points. It’s really nice to have some new mini-games to freshen up the daily routine, since there aren’t many built into the device when it’s offline, and the ones they’ve added to the first Tamaverse locations are great.

In Very Berry Land, you can play Cake Factory, where you have to move your character around to place strawberries on top of cake slices as they come down the conveyor belt. It’s a game style we’ve seen before, but is slightly more exciting than other similar versions because the pace really picks up in the second half of the round.

LoveMelo Concert brings back the popular Guitar-Hero-style rhythm game format we saw (twice) in the Tama Arena’s Nyanoe Dance, but the new Happy Happy Harmony features a different song for you to try and keep up with. It’s actually pretty challenging, and is the type of game I’ll have to obsessively revisit until I’ve perfected it. Nyanoe Dance was clearly well received, and I’m sure a lot of fans will be happy that a version of it has found a permanent home in the Uni one way or another.

Photo by Cheyenne MacDonald / Engadget

One of the best things about previous versions of the modern Tamagotchi, like the Tamagotchi On, was the joy of discovery when you unlocked a new location. The new Tama Portal destinations garner that same feeling, and I can only hope Bandai will keep it going even beyond the additional expansions it teased with update 1.6.0.

The announcement materials indicated that there are at least three more DL Areas on the way, including the Tamamori Fashion Show that’s set to drop at the end of May. That world introduces some more absolutely unhinged Tamagotchi character designs — like a pair of anthropomorphic work boots named, I kid you not, Bootsbrothers — and I truly cannot wait. The other areas haven’t yet been revealed.

This article originally appeared on Engadget at https://www.engadget.com/tamagotchi-uni-finally-feels-complete-after-its-biggest-update-yet-140041168.html?src=rss 

More YouTube creators are now making money from Shorts, the company’s TikTok competitor

YouTube’s TikTok competitor, Shorts, is becoming a more significant part of the company’s monetization program. The company announced that more than a quarter of channels in its Partner Program are now earning money from the short-form videos.

The milestone comes a little more than a year after YouTube began sharing ad revenue with creators making Shorts. YouTube says it currently has more than 3 million creators around the world in the Partner Program, which would imply the number of Shorts creators making money from the platform is somewhere in the hundreds of thousands.

Because ads on Shorts appear between clips in a feed, revenue sharing for Shorts is structured differently than for longer-form content on YouTube. Ad revenue is pooled and divided among eligible creators based on factors like views and music licensing. The company has said this arrangement is far more lucrative for individuals than traditional creator funds.

So far though, it’s unclear just how much creators are making from Shorts compared with the platform’s other monetization programs. YouTube declined to share details but said the company has paid out $70 billion to creators over the last three years.

Shorts’ momentum could grow even more in the coming months. TikTok, which itself has been trying to compete more directly with YouTube by encouraging longer videos, is facing a nonzero chance that its app could be banned in the United States. Though that outcome is far from certain, YouTube would almost certainly attract former TikTok users and creators.

This article originally appeared on Engadget at https://www.engadget.com/more-youtube-creators-are-now-making-money-from-shorts-the-companys-tiktok-competitor-130017537.html?src=rss 

Visions of Mana preview: A faithful reimagination of a classic

Classic JRPGs are sort of having a moment. Final Fantasy 7 Rebirth has brought new life and a new generation of gamers to one of the most iconic franchises around. More recently Unicorn Overlord has given us a spiritual sequel to Ogre Battle that’s so good even series creator Yasumi Matsuno (and director of Final Fantasy Tactics) has been telling people to play it. And later this summer, Square Enix has challenged itself with reimagining one of the most beloved SNES titles of all time after more than 15 years. But now I’ve had the chance to play a preview of Visions of Mana, it feels like the developers have retained the spirit of the franchise but in a game that feels much more at home in 2024.

One of the biggest challenges for Visions is the transition from classic 2D sprites to a much richer and more expansive 3D world. And while there are some visual similarities to recent Dragon Quest games, I think Square Enix has done a wonderful job of maintaining the franchise’s identity. The game’s color palette is bright and energetic, recreating many of the pastel hues seen in previous games. Character designs skew more towards cute and adorable unlike some of its darker and edgier rivals, which gives the title a playful vibe, just like Secret of Mana did more than two decades ago.

In combat, the Sylphid Boomerang can be used to trap enemies, deal damage and knock away foes outside of the tornado. 

Square Enix

Another thing that has translated quite well is its gameplay. Back in 1993, Secret of Mana’s ring menu was lauded for making it easy to switch between weapons and items (or even characters) without making combat feel stilted or clunky. And with the Mana franchise having made the jump to action-orientated gameplay (instead of turn-based) way before mainline Final Fantasy games did, Visions’ assortment of speedy combo-based attacks, spells and class strikes (which are sort of like limit breaks) are a great fit. You can even launch enemies in the sky and rain down blows while they’re suspended, which is a real treat as I’m a sucker for any game with air juggles.

Each of the four main characters (Val, Hinna, Careena and Morley) also have distinct classes like Rune Knight or Oracle, so they all have a unique style and feel in combat. I found myself gravitating towards the thief/catdude Morley, whose katana felt extremely fast and fluid. My only small complaint is that with Square also bringing back the concept of three-person parties, things can get kind of hectic when you’re trying to keep tabs on people performing multi-hit combos against large groups of foes.

Pikuls are friendly creatures that characters in Visions of Mana can ride to speed up travel. 

Square Enix

The most important addition to Visions is the introduction of Elemental Vessels, which give you new abilities both in and out of combat. When you’re simply running around the map, similar to items like the hookshot in Legend of Zelda, vessels provide important traversal abilities. For example, the Sylphid Bommering allows you to create floating platforms so you can cross valleys and chasms or summon gusts of wind so you can jump to a faraway ledge. Meanwhile in battle, you can use the boomerang to trap enemies in the air, deal damage and blow away surrounding foes that might want to interrupt your attack. So while it’s not a groundbreaking feature, I appreciate how Visions is using new mechanics to add an extra layer of depth to multiple facets of the game.

Unfortunately, one trait of previous Mana games that hasn’t carried over to Visions is the use of a big roster with branching storylines. For longtime fans, this might be a bit of a bummer, but when asked about this change, Visions of Mana producer Masaru Oyamada told me (via an interpreter) that one of the team’s goals for this installment was a more focused story. So while I couldn’t glean much about the game’s plot during my one-hour demo, there’s still hope that Visions will still deliver an engaging narrative.

Square Enix

But my biggest takeaway from the preview is how Oyamada is trying to respect the legacy of such a storied franchise while also delivering fresh and exciting experiences for new and old players alike. Oyamada said “I really thought about the elements that I loved when I was a child, so I leaned into those feelings in order to drive decision making for the latest installment in this series.”

On top of that, I like how mechanics like the Ring menu are pulling double duty in this game. Oyamada told me that not only does this system act as a nod toward players familiar with the franchise, it also serves as an important accessibility tool that makes it easy to switch items and plan your attacks in the heat of battle. Meanwhile, to help the series grow and evolve, Oyamada said “We thought about the elemental aspect as something that was kind of under-utilized and under-appreciated in previous Mana games.”

Square Enix

And with Oyamada having been in charge of the remasters for Secret of Mana, Trials of Mana (AKA Seiken Densetsu 3) and others in recent years, even though much of the original development team for the series has moved on, it’s clear Square Enix has preserved a lot of the DNA that made previous Mana games so great all those years ago.

In some ways, I wish this game was called Spirit of Mana, as that feels like a more appropriate title for a series whose last entry was released in 1995. Regardless, I can’t wait to play more when Visions of Mana officially goes on sale sometime this summer.

One final note is that Visions of Mana is slated to be available on PlayStation 4, PlayStation 5, Xbox Series S/X and PC. Currently, Square Enix says that while “We are looking to support Steam Deck compatibility, we cannot confirm at this time as we are still optimizing the game.”

This article originally appeared on Engadget at https://www.engadget.com/visions-of-mana-preview-a-faithful-reimagination-of-a-classic-130022297.html?src=rss 

MLB’s Home Run Derby VR launches on the Meta Quest Store

If you’re part of the intersection of virtual reality enthusiasts and major league baseball fans, then there’s good news for you. MLB has launched Home Run Derby VR on the Meta Quest Store, making it available for Quest 2, Quest 3 and Quest Pro users. The game was previously on Meta’s App Lab.

MLB Home Run Derby VR gives gamers the chance to explore 30 different ballparks and play up to 100 different levels. “This upgraded game offers an exciting opportunity to experience each venue like never before and utilizing advanced motion controls and realistic batting mechanics, users can step into the virtual batter’s box to emulate their favorite sluggers from anywhere in the world,” MLB shared in its announcement.

The game also offers multiplayer mode for up to four people or tournaments for up to eight. Users can choose winners by score, fastest exit velocity or longest home run. Plus, achievements can unlock bat skins, batting gloves and more for their Meta avatars. MLB Home Run Derby VR is available for $30 in the Meta Quest Store, but non-Meta users can pick it up on Rift or Steam VR platforms.

This launch isn’t MLB’s first foray into VR: The organization hosted its first “virtual ballpark” regular-season game in September. The experience allowed viewers to “enter” the stadium and watch avatars correspond to real-time gameplay between the Tampa Bay Rays and the Los Angeles Angels.

This article originally appeared on Engadget at https://www.engadget.com/mlbs-home-run-derby-vr-launches-on-the-meta-quest-store-130036093.html?src=rss 

Microsoft Copilot AI will soon run locally on PCs

Microsoft’s Copilot AI service is set to run locally on PCs, Intel told Tom’s Hardware. The company also said that next-gen AI PCs would require built-in neural processing units (NPUs) with over 40 TOPS (trillion operations per second) of power — beyond the capabilities of any consumer processor on the market. 

Intel said that the AI PCs would be able to run “more elements of Copilot” locally. Currently, Copilot runs nearly everything in the cloud, even small requests. That creates a fair amount of lag that’s fine for larger jobs, but not ideal for smaller jobs. Adding local compute capability would decrease that lag, while potentially improving performance and privacy as well. 

Microsoft was previously rumored to require 40 TOPS on next-gen AI PCs (along with a modest 16GB of RAM). Right now, Windows doesn’t make much use of NPUs, apart from running video effects like background blurring for Surface Studio webcams. ChromeOS and macOS both use NPU power for more video and audio processing features, though, along with OCR, translation, live transcription and more, Ars Technica noted.

So far, the processor with the fastest NPU speed is Apple M3, which offers 18 TOPS across the lineup (M3, M3 Pro and M3 Ultra). AMD’s Ryzen 8040 and 7040 laptop chips are next with 16 and 10 TOPS respectively, while Intel’s Meteor Lake laptop hits 10 TOPS as well. Qualcomm may offer the first processor with enough power for Copilot via the Snapdragon X Elite, which will offer 45 TOPS of AI compute speed. 

Intel’s Lunar Lake chips, set to arrive in 2025, will ship with triple its current NPU speeds. Yesterday, the company introduced 300 new AI features optimized specifically for its own OpenVino platform. The chip giant also announced an AI PC development kit based on the the ASUS NUC Pro that uses its current Meteor Lake silicon. 

“From a desktop standpoint, we have plans on the desktop side, what we would say [is an] AI PC. And then there’s also the next-gen AI PC, the 40 TOPS requirements; we have all of our different steps in our roadmap on how we cover all the different segments,” the company told Tom’s Hardware.

This article originally appeared on Engadget at https://www.engadget.com/microsoft-copilot-ai-will-soon-run-locally-on-pcs-130642514.html?src=rss 

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