University of California BCI study enables paralyzed woman to ‘speak’ through a digital avatar

Dr. Mario did not prepare us for this. In a pioneering effort, researchers from UC San Francisco and UC Berkeley, in partnership with Edinburgh-based Speech Graphics, have devised a groundbreaking communications system that allows a woman, paralyzed by stroke, to speak freely through a digital avatar she controls with a brain-computer interface.

Brain-Computer Interfaces (BCIs) are devices that monitor the analog signals produced by your gray matter and convert them into the digital signals that computers understand — like a mixing soundboard’s DAC unit but what fits inside your skull. For this study, researchers led by Dr. Edward Chang, chair of neurological surgery at UCSF, first implanted a 253-pin electrode array into speech center of the patient’s brain. Those probes monitored and captured the electrical signals that would have otherwise driven the muscles in her jaw, lips and tongue, and instead, transmitted them through a cabled port in her skull to a bank of processors. That computing stack housed a machine learning AI which, over the course of a few week’s training, came to recognize the patient’s electrical signal patterns for more than 1,000 words.

But that’s only the first half of the trick. Through that AI interface, the patient is now able to write out her responses, much in the same way Synchron’s system works for folks suffering from locked-in syndrome. But she can also speak, in a sense, using a synthesized voice trained on recordings of her natural voice from before she was paralyzed — same as we’re doing with our digitally undead celebrities.

What’s more, the researchers teamed up with Speech Graphics, the same company that developed the photorealistic facial animation technology from Halo Infinite and The Last of Us Part II, to create the patient’s avatar. SG’s tech “reverse engineers” the necessary musculoskeletal movements a face would make based on analysis of the audio input, then feeds that data in real-time to a game engine to be animated into a lagless avatar. And since the mental signals from the patient were mapped directly to the avatar, she could express emotion and communicate nonverbally as well.

“Creating a digital avatar that can speak, emote and articulate in real-time, connected directly to the subject’s brain, shows the potential for AI-driven faces well beyond video games,” Michael Berger, CTO and co-founder of Speech Graphics, said in a press statement Wednesday. “Restoring voice alone is impressive, but facial communication is so intrinsic to being human, and it restores a sense of embodiment and control to the patient who has lost that.“

BCI technology was pioneered in the early 1970s and has been slowly developing in the intervening decades. Exponential advancements with processing and computing systems have recently helped reinvigorate the field, with a handful of well-funded startups currently vying to be first through the FDA’s regulatory device approval process. Brooklyn-based Synchron made headlines last year when it was the first company to successfully implant a BCI in a human patient. Elon Musk’s Neuralink entered restricted FDA trials earlier this year after the company was found to have killed scores of porcine test subjects in earlier testing rounds.

This article originally appeared on Engadget at https://www.engadget.com/university-of-california-bci-study-enables-paralyzed-woman-to-speak-through-a-digital-avatar-172309051.html?src=rss 

Epic offers devs 100 percent of net revenue for six months of EGS exclusivity

Epic Games is trying to secure more exclusive titles for its PC storefront with its latest proposals to third-party developers. The company is offering the makers of eligible games and apps 100 percent of net revenue for six months. After the exclusivity window ends, developers and publishers will still take away 88 percent of their projects’ revenue, with Epic receiving a cut of 12 percent.

The company, which says its launcher and store has 68 million monthly active users, will also give participants of the Epic First Run program extra exposure to get their wares in front of more eyes. The games and apps will receive “exclusive” badging and spots on the homepage. Epic will include them in various collections and promotions too.

The program will be open to developers and publishers who are releasing eligible products on or after October 16th. A product will be eligible if it hasn’t appeared on another third-party PC store or subscription services on said storefronts. Games and apps that already have exclusivity deals with Epic aren’t eligible.

Developers and publishers will still be able to sell games and apps that are included in the program directly to users via their own launchers and websites. They can also list their products on stores such as Green Man Gaming and Humble Store via the Epic Games Store’s keyless redemption program.

Epic already offered developers and publishers a more generous split of game and app sales than the likes of Valve, which takes a 30 percent cut of Steam sales. The promise of vacuuming up all net revenue for six months and getting extra promotion on the Epic Games Store might be compelling enough for more developers and publishers to take the exclusivity plunge there.

This article originally appeared on Engadget at https://www.engadget.com/epic-offers-devs-100-percent-of-net-revenue-for-six-months-of-egs-exclusivity-171021764.html?src=rss 

Solo Stove cuts up to 40 percent off the price of its fire pits for Labor Day

Solo Stove might just come to your aid if you’re hoping for a smoke-free fire in your backyard (or at the beach) this Labor Day weekend. The company is steeply discounting its fire pits ahead of the holiday, both for devices and bundles. The core Bonfire 2.0 is down to just $240, or 40 percent off. If you need more gear to improve portability and protection, the Backyard Bonfire Bundle 2.0 is nearly 50 percent off at $425 (normally $840) with an included lid, shield, stand and weather shelter.

The Bonfire 2.0 is one of our favorite pieces of outdoor tech for the fall. You can burn virtually any wood you have in a clean, smokeless fire pit that’s compact enough to fit on a patio. It’s ideal if you’re hoping to stay warm outside as the evenings get cooler, or to roast marshmallows without making a conventional pit. The Backyard bundle includes what you need to use the Bonfire on heat-sensitive surfaces, guard against stray embers and keep the fire going in less-than-pleasant conditions.

The Bonfire is the medium pit, so you’ll want to look at the Ranger 2.0 for greater portability or the Yukon 2.0 if you want the largest possible option. For most uses, though, Solo Stove’s mid-tier model is more than enough.

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/solo-stove-cuts-up-to-40-percent-off-the-price-of-its-fire-pits-for-labor-day-155628784.html?src=rss 

Armored Core VI review: FromSoftware’s latest challenge is surprisingly approachable

In 2004, a young Hidetaka Miyazaki joined FromSoftware. Before becoming a household name in gaming circles, he cut his teeth working on the studio’s long-running Armored Core series, serving as a planner on 2005’s Armored Core: Last Raven and then as director on Armored Core IV and Armored Core:For Answer.

Following the success of Demon’s Souls and Dark Souls, FromSoftware went on to release two more Armored Core games, though Miyazaki wasn’t directly involved in those projects. Since then, the studio has been busy building on the Souls series, culminating with the runaway success of Elden Ring. Now, for the first time in nearly a decade, From is revisiting its mech franchise. Armored Core VI: Fires of Rubicon also marks the directorial debut of one of the studio’s most promising up-and-coming talents — Masaru Yamamura the lead game designer on Sekiro: Shadows Die Twice, and a designer on Bloodborne. Armored Core VI is not a Soulslike, but a lot of its best ideas feel informed by Sekiro and Bloodborne. And if it’s any indication of what’s to come, Yamamura has a long career ahead of him as one of the studio’s premier directors.

If you’re reading this review, there’s a good chance that, like me, you haven’t played an Armored Core game before. Even at its peak, the series never enjoyed the kind of global popularity Dark Souls achieved in the span of five years. But if you’re curious if there’s something here for you, the short answer is a resounding yes. However, as with almost all of From’s games, a little — okay, a lot — of patience goes a long way.

Here’s the thing you need to know about Armored Core VI: It is uncompromising. Like Sekiro before it, prepare to be frustrated until you wrap your head around how Yamamura wants you to approach combat. I’ll admit, I died about a dozen times to Armored Core VI’s first boss, which appears at the start of the game before I managed to eke out a victory. Even then, it took me several more hours before I felt like I had a narrow grasp of AC 6’s interlocking weapon, piloting and mech assembly systems.

Part of what makes From’s latest so intimidating is that there’s so much going on all at once. To give you a sense of the complexity involved, the game’s mechs — called Armored Cores — can carry up to four weapons, and fire them independently of one another. Moreover, there are dozens of different weapons archetypes, each with its own set of tactical considerations. Missile pods, for instance, fire a salvo of rockets either at a single target or multiple enemies simultaneously. Since most feature a lengthy reload or cooldown animation, you can’t rely on any one weapon alone to win an encounter. Each requires thoughtful consideration and use, all while keeping a hulking robot skillfully evading fire.

Movement is everything in AC6. Armored Cores have three different boosts available: one to increase their regular traversal speed, one to dash away from attacks and one that allows them to catapult themselves at enemies and quickly cover a lot of ground. They can also jump, and ignite their boosters to fly.

All of an AC’s more advanced movement abilities consume energy, which is represented by a bar along the bottom of the interface. Landing on the ground will begin to quickly replenish that resource. Most enemies don’t have anywhere near the mobility of the player’s mech, but some can hit hard if they’re allowed to land a shot. There’s also a stagger mechanic within the game that applies to both the player and opponents. One difference between AC6 and From’s Soulsborne games is that dashing doesn’t give invincibility frames. As a newbie to the series, the need to consider spacing on top of reacting quickly added to the game’s learning curve.

Since you’re not tied to the ground like you would be in Dark Souls or Bloodborne, combat is far more vertical than in any of From’s other recent games. A lot of enemies have access to wide, horizontal sweeping attacks that you can’t avoid through lateral movement. Conversely, gaining the high ground on opponents is often the most effective way to dispatch them. Knowing when to take to the air is probably the most important skill to grasp in AC6, and, if you’re a Soulsborne veteran, likely the most difficult to learn as well.

How nimble an Armored Core is depends on the parts it’s built from, and with hundreds of options to choose from, there’s a lot of room for creativity. Some offer simple stat boosts while others change how a mech travels across the battlefield. For example, a set of quadruped legs allow an AC to hover in the air without consuming energy, a feature that’s useful for missions that require a lot of aerial combat. By contrast, a mech with tank treads isn’t great at getting off the ground, but it can drift after dashing and charge up a weapon without stopping.

Like I said, there’s a lot to learn and unpack. Thankfully, Armored Core VI is also one of FromSoftware’s more accessible games. After the initial hurdle of the first boss, the first few missions that follow are smaller in scale, and feature less formidable enemies. At the same time, the game offers training missions that are there to illuminate the finer points of Armored Core VI’s mechanics. At most, these take a few minutes to complete, and provide useful mech parts as rewards. It’s a structure I felt eased me into the game before throwing harder challenges my way.

Yamamura and company have also wisely done away with some of the series’ more hardcore elements. Past games featured a system that allowed the player to go into debt if they didn’t play well. That’s not something that’s present in AC6. I found I always had spare funds to modify my mech, thanks to the amount of credits the game doled out for completing missions and the ability to replay them for even more money. It also helps that every component available to purchase can be sold for the same price it costs to buy it. As a result, I found I was free to experiment with different loadouts to find the combination that suited my playstyle without having to consider a punishing in-game economy.

AC6’s mission structure also does a lot of heavy lifting to make the game more approachable. The inclusion of a checkpoint system meant I never lost much, if any, progress when I died (and I died a lot in my early hours). It’s also possible to modify a mech between deaths without restarting a mission. Unless I was chasing an ‘S’ ranking when replaying a mission, that meant I was free to use one mech to reach a boss and another to defeat it. In fact, the game encouraged me to do exactly that after dying multiple times in a row to one boss I encountered midway through chapter one.

Still, there were some frustrations. Boss battles felt overly difficult relative to every other enemy, perhaps to balance the game’s checkpoint system. Most opponents — including opposing Armored Cores — have a limited pool of attacks. Bosses throw out that script. To give you one example, Balteus, the final boss of the game’s first chapter, starts with a moveset that consists of about a dozen attacks, a few of which flood the arena with homing missiles. When the battle enters its second phase, Balteus’s moveset doubles and the boss becomes even more aggressive. It’s a punishing encounter and a brick wall of an early-game skill check.

Sometimes the controls also don’t feel up to the task of what AC6 is asking you to pull off. It’s especially noticeable if you go with what’s known in-game as a “double trigger” build, which involves equipping an Armored Core with a pair of weapons that ideally should be fired in unison.

By default, Armored Core VI maps all of a mech’s weapons to left and right triggers, alongside the bumper buttons. The right analog stick, meanwhile, controls the camera and the square or X button is for dashing. The game includes a target assist mode that locks the camera to a single target, but it’s not ideal to use when fighting more than one enemy. When I felt I struggled the most, it was because I had to give up control of the camera to boost away from an attack. It’s possible to remap the controls, but I didn’t find a configuration that worked as well as the default setup.

Those frustrations aside, I never felt like Armored Core VI was anything short of compelling. Even in its most challenging moments, the game gave me little victories to celebrate. It is an incredible achievement in game design and thematic cohesion, and, I think, a promise of what we can expect from FromSoftware’s next generation of talent.

Armored Core VI: Fires of Rubicon arrives on PlayStation, Xbox and PC on August 25th.

This article originally appeared on Engadget at https://www.engadget.com/armored-core-vi-fires-of-rubicon-review-fromsoftware-mech-game-150015742.html?src=rss 

Ex-OpenSea employee receives prison sentence for NFT insider trading

Former OpenSea employee Nathanial Chastain has been sentenced to three months in prison over an NFT (non-fungible token) insider trading scheme. Chastain, who was found guilty of wire fraud and money laundering, used “confidential information about which NFTs were going to be featured on OpenSea’s homepage for his personal financial gain,” according to the US Attorney’s Office for the Southern District of New York.

Back in 2021, an X (then known as Twitter) user claimed that Chastain was buying NFT drops before the public could get their hands on the digital items. Chastain, who selected which NFTs would appear on OpenSea’s homepage, was accused of selling the tokens he bought in advance for a profit after they became broadly available and interest in them soared. OpenSea admitted that Chastain had carried out such a scheme and said it would ban employees from using confidential information to trade NFTs.

The incident caught the attention of federal prosecutors, who treated the case in a similar fashion to regular insider trading. The US Attorney’s Office noted that Chastain sold the NFTs for between two and five times the original purchase price.

Along with his prison sentence, Chastain must serve three months of home confinement and three years of supervised release. He also needs to pay a $50,000 fine and forfeit the Ethereum he obtained from his illicit NFT trading.

“Nathanial Chastain faced justice today for violating the trust that his employer placed in him by using OpenSea’s confidential information for his own profit,” US attorney Damian Williams said in a statement. “Today’s sentence should serve as a warning to other corporate insiders that insider trading — in any marketplace — will not be tolerated.”

This article originally appeared on Engadget at https://www.engadget.com/ex-opensea-employee-receives-prison-sentence-for-nft-insider-trading-153628983.html?src=rss 

Qualcomm’s new Snapdragon G Series chips are built for handheld and mobile gaming

Qualcomm has announced its follow-up to the Snapdragon G3x chip that powers the Razer Edge — along with two other platforms that serve as the first models to the company’s new dedicated lines of Snapdragon gaming chips. Snapdragon G3x Gen 2 is the latest product under the flagship tier, which Qualcomm describes as something “purpose-built for enthusiast features and performance” and can handle the “most demanding cross-platform gaming titles.”

The company said G3x Gen 2’s CPU performance is 30 percent faster than its predecessor’s, while its GPU performance is twice as fast. It’s capable of powering a handheld device with cross-platform gaming capabilities, as well as devices used for Android, PC, cloud and remote console gaming. The chip is also powerful enough to support ray tracing and to enable a user to livestream while they game. To ensure smooth cloud and remote gaming sessions, the chip comes with WiFi 7 and 5G mmWave connectivities. 

For less intensive games on devices with lower specs, Qualcomm created the Snapdragon G1 Gen 1 platform. It’s meant for cloud gaming, as well as for remote console and PC gaming, on fanless dedicated handhelds. The chip supports images up to 1080p in resolution at up to 60 FPS, and it uses WiFi 5 for connectivity. 

Finally, the chipmaker has launched the Snapdragon G2 Gen 1 platform to serve as a middle ground between the two lines. It’s also meant for use on fanless gaming devices, but specifically for those with higher specs to enable full-featured mobile and cloud gaming. The chip can power handhelds used for cloud and remote console gaming, through WiFi 6/6E and 5G mmWave, but also those used to play Android and PC games. 

In hopes of seeing high-end dedicated gaming devices powered by its new chip make it to market as soon as possible, the company has given select manufacturers access to a Snapdragon G3x Gen 2 Handheld Gaming Reference Design. It didn’t reveal the company’s names, but it promised that customer-specific product announcements will follow, which sounds like we’re going to see more travel-friendly gaming devices like the Edge in the near future. 

Mithun Chandrasekhar, Qualcomm’s senior director of product management, said: “Dedicated handheld gaming devices are the best way to experience mobile games. But gamers want to be able to play all their favorite games across devices and ecosystems, be it their console, PC, or on a cloud service. The new generation of Snapdragon G Series powered devices will be the best place for gamers to play their favorite titles, offering them the ability to choose from the cloud, console, Android, or PC while on-the-go.”

This article originally appeared on Engadget at https://www.engadget.com/qualcomms-new-snapdragon-g-series-chips-are-built-for-handheld-and-mobile-gaming-140046277.html?src=rss 

Sony’s PlayStation Portal remote player is a $200 handheld just for PS5 game streaming

Several months back, Sony teased a dedicated remote play device for the PlayStation 5 as well as new gaming earbuds. Now, the company has revealed more details about the device. It’s called the PlayStation Portal remote player.

The handheld looks a bit like a tablet wedged between two halves of a DualSense controller. It can stream games from your PS5 console, so when someone else is using the TV or you’re in another room (or even travelling), you can still play remotely via WiFi without having to use your phone, tablet or computer. Sony says the snappily named PlayStation Portal remote player has an eight-inch LCD screen that delivers 1080p visuals at 60 frames per second. The device also benefits from DualSense features such as haptic feedback and adaptive triggers. 

There is a 3.5mm headphone jack too. That should come in handy as, according to IGN, there’s no Bluetooth function. You’ll either need to use Sony’s new earbuds or headphones, or plug in a wired headset.

Perhaps unsurprisingly, there’s no support for PS VR2 games. You’ll still need to hook your headset up to your PS5 directly to play VR games. Unfortunately, Sony says cloud game streaming through PlayStation Plus Premium isn’t supported either. You’ll have to install a game on a PS5 to play it remotely on the PlayStation Portal. That’s disappointing, especially considering that the company is testing the ability to stream PS5 games to the console

In addition, you better hope your WiFi stays up. As IGN notes, the PlayStation Portal doesn’t run any apps locally at all. Everything goes through your PS5 — you can watch movies and TV shows on the handheld via the console’s media apps — so if your WiFi network’s down, the PlayStation Portal will essentially be useless. 

Streaming-focused handhelds such as the Razer Edge are able to run Android apps locally. You can use third-party devices such as that, the ASUS ROG Ally or a Steam Deck to play your PS5 remotely too.

The PlayStation Portal remote player will arrive later this year. It will cost $200 in the US, £200 in the UK, €220 in the rest of Europe and 29,980 Yen in Japan.

Sony Interactive Entertainment

On top of that, Sony has revealed more about its first wireless earbuds for PS5 and the PlayStation Portal remote player, as well as new headphones it designed for both systems. It says the Pulse Explore earbuds and Pulse Elite headset both support low latency lossless audio from PS5 and the handheld thanks to its new PlayStation Link tech.

A USB adapter is needed to connect the earbuds and headphones to PS5 via PlayStation Link. The tech will also be supported on PC and Mac. The Pulse Explore earbuds and Pulse Elite include multipoint connectivity as well. You can connect them to both your PS5 and a Bluetooth device (such as your phone) simultaneously, so you can easily answer a call while playing a game.

The earbuds and headset also each have custom-designed planar magnetic drivers (the first PlayStation audio devices to include them). Sony claims that it’s one of the first companies to offer consumer earbuds with this tech, which it says delivers “an audiophile-level listening experience normally found in premium headphones for professional sound engineers.”

Sony Interactive Entertainment

The Pulse Explore earbuds have dual mics and “AI-enhanced noise rejection” to filter out background noise. Naturally, they come with a charging case. The Pulse Elite has similar tech for handling background audio, along with a retractable boom mic. Sony is bundling in a charging hangar for the headphones too.

The company hasn’t announced a release date for either device, other than to say it will announce those details soon. Be warned, though: the Pulse Explore earbuds are fairly pricey. They cost the same as the PlayStation Portal remote player in the US, UK, Europe and Japan. The Pulse Elite, meanwhile, will set you back $150 in the US, £130 in the UK, €150 in the rest of Europe and 18,980 Yen in Japan.

This article originally appeared on Engadget at https://www.engadget.com/sonys-playstation-portal-remote-player-is-a-200-handheld-just-for-ps5-game-streaming-140704336.html?src=rss 

India is the first country to land at the Moon’s south pole

India just made spaceflight history in more ways than one. The Chandryaan-3 spacecraft’s Vikram lander has successfully touched down on the Moon, marking the country’s first successful landing on the lunar surface. It’s just the fourth country to do so after the Soviet Union, US and China. More importantly, it’s the first country to land near the Moon’s south pole — a difficult target given the rough terrain, but important for attempts to find water ice. Other nations have only landed near the equator.

The landing comes four years after Chandryaan-2’s Vikram lander effectively crashed. The Indian Space Research Organization (ISRO) designed the follow-up with a “failure-based design” that includes more backup systems, a wider landing area and software updates.

HISTORY HAS BEEN MADE#Chandrayaan3‘s successful landing means that India is now the 4th country to soft-land a spacecraft on the Moon, and we are now the ONLY country to land successfully near the south pole of the Moon! 🇮🇳🌖 #ISROpic.twitter.com/1D8Bdo4r8F

— ISRO Spaceflight (@ISROSpaceflight) August 23, 2023

Vikram will remain idle for hours to allow lunar dust to settle. Once the area is clear, the Pragyaan rover will deploy to take photos and collect scientific data. Combined, the lander and rover have five instruments meant to gauge the properties of the Moon’s atmosphere, surface and tectonic activity. ISRO timed the landing for the start of a lunar day (about 28 Earth days) to maximize the amount of solar power available for Vikram and Pragyaan.

Chandryaan-3’s success is a matter of national pride for India. The country has been eager to become a major power in spaceflight, and hopes to launch a space station around 2030. It can now claim to be one of just a handful of countries that have ever reached an extraterrestrial surface. The info gathered near the pole could also be crucial for future lunar missions from India and other countries, which could use any discovered ice for fuel, oxygen and water.

The landing also puts India ahead of other countries racing to land on the Moon, if not always for the first time. Russia’s Luna-25 spacecraft crashed just two days earlier, and Israel expects a follow-up to its Beresheet lander in 2024. The United Arab Emirates also wants to land by 2024. The US, meanwhile, hopes to return people to the moon with its Artemis 3 mission in late 2025. These also din’t include commercial efforts. There’s a renewed interest in Earth’s closest cosmic neighbor, and India is now part of that vanguard.

This article originally appeared on Engadget at https://www.engadget.com/india-is-the-first-country-to-land-at-the-moons-south-pole-133322596.html?src=rss 

How to take a screenshot on an Android device

For Apple users, you know what you’re going to get each new model of iPhone. Android users on the other hand have a ton of makes and models to consider. So when you get a new Android device, it’s not always clear how to take a screenshot. For most, you can either use the physical buttons on the handset, or ask your handy virtual assistant to take one for you. Whether you have a Samsung, Google, Motorola or phone, here’s how to take a screenshot on (almost) any Android device.

How to take a screenshot using physical buttons

Most Android devices have a power button and volume key — phones and tablets alike. In order to take a screenshot on most of these, press the Power button and Volume Down button at the same time. The screen will flash and a preview of the screenshot will appear at the bottom right corner. The image will go straight to your designated screenshots folder.

How to take a screenshot using gestures

While your Android phone may not have them turned on by default, you can use hand gestures to take a screenshot on many devices. On Samsung devices, turn on Palm Swipe to capture and then run your hand across the screen to take the screenshot.

Google Pixel phones (starting from the Pixel 4a 5G and newer) have a gesture called Quick Tap. This allows you to perform certain tasks just by double tapping the back of the handset. To find it, go to Settings, scroll down to System and select Gestures. Hit “Quick Tap to start actions” and toggle the switch to activate Quick Tap. This feature will default to taking screenshots, but you can change it to a number of other actions if you want.

Photo by Julia Mercado / Engadget

How to screenshot using a virtual assistant

Samsung’s Bixby and the Google Assistant can take screenshots for you. Just say “Hey, Google” or “Hi, Bixby” and instruct them to take a screenshot. On Google devices, you will automatically get the option to share the image on any app of your choice. For Bixby users, you can instruct the assistant to share via a specific app by saying “Hi, Bixby. Take a screenshot and share it on Instagram,” and the like.

How to take a scrolling screenshot

Both Samsung and Google have built-in ways to take a scrollable screenshot. This means you no longer have to take multiple images of one, long webpage to share with your friends. To take a scrolling screenshot, press the Power button and Volume Down at the same time, then a preview of the screenshot will appear at the bottom left.

On Google devices, it will give you the option to “capture more.” On Samsung phones, there will be an arrow pointing down. When you tap that, you will get a preview of the entire page where you can adjust the edges to include what you want.

Photo by Julia Mercado / Engadget

A bonus for Samsung users

Samsung devices that come with an S Pen can take a screenshot using the stylus like a remote. Take out the S Pen, press and hold its button for at least three seconds and wait for the screen to flash. From there you can edit your image, annotating it with the pen or cropping it to your liking.

This article originally appeared on Engadget at https://www.engadget.com/how-to-take-a-screenshot-on-android-120035005.html?src=rss 

Samsung’s 57-inch ultrawide dual 4K gaming monitor arrives in October for $2,500

The logical next step for widescreen gaming monitors is a model that can display the equivalent of two UHD (3,840 x 2,160) screens — and Samsung teased just such a thing earlier this year at CES 2023. Now, the Odyssey Neo G9 model has a price and release date, arriving in October 2023 for $2,500, Samsung announced

That’s about what you’d pay for two really nice 4K monitors, but the price seems justified. It’s a mini-LED with HDR 1000 support, meaning it offers 1,000 nits of peak brightness (or around 450 nits total on average) and 10-bit color processing, along with a 240Hz refresh rate, 1ms response time, two HDMI 2.1 ports, one HDMI 2.0 port and a DisplayPort 2.1 input. Buyers will also get AMD’s FreeSync Premium Pro variable refresh rate and of course an incredibly wide 57-inch (32:9) 7,680 x 2,160 aspect ratio with a fairly extreme 1000R curvature. 

It comes with picture-in-picture and picture-by-picture, giving you multiple inputs at a glance. Other features include an ergonomic stand, plus Core Lighting+ and CoreSync that offers ambient lighting working in unison with games and other visuals. 

Samsung talked up the value of DisplayPort 2.1, which has three times the bandwidth of DisplayPort 1.4 and allows for 4K 240Hz gaming. It has only been announced or seen on a handful of displays to date. The only way to make use of it so far, though, would be with AMD’s latest Radeon RX 7900XT and RX 7900XTX GPUs (or its pro W7000 cards) — as the standard is nowhere to be found on NVIDIA’s latest RTX 4000 series cards. 

As such, driving such a display at anywhere near the top specs for gaming would require an expensive PC setup. The monitor would be useful for other purposes, though, like as an incredible multi-tasking productivity display or a versatile content creation monitor (if you can handle the curve). As mentioned, it arrives in the US in October for $2,500

This article originally appeared on Engadget at https://www.engadget.com/samsungs-57-inch-ultrawide-dual-4k-gaming-monitor-arrives-in-october-for-2500-121840286.html?src=rss 

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