iOS 14, iPadOS 14, tvOS 14, and watchOS 7 for Users and Developers somewhat mirrors macOS Big Sur in that there are some design tweaks like the new Widgets and your ability to place them on the home screen for device running iOS, the new App Library system, which can help you organize your home screen. Along with the home screen changes, search and Siri have seen some improvements as well, and those are covered. Safari can now help keep you informed about who is tracking you across the web.
Communications is a big part of today’s society, so the updates to Messages is covered, and there is a whole new help to help you translate text, called the Translate app. Users will be able to learn about the new updates to Notes, Reminders, and Maps. If you prefer to handwrite items there is a new feature just for you called called Scribble, which will take your handwriting and covert it into text.
Health is a huge topic and there have been some big changes like the renamed Fitness app on the iPhone and a way of tracking Sleep on the Apple Watch. These are both covered along with updates to Face ID and masks, as well as new ways to protect your hearing. The Music and Home apps have been slightly changed and updated and the Shortcuts app gets some new tricks to help automate things even better than before.
Developers will learn all about Apple Silicon, because their iOS and iPadOS apps can run natively on Macs running Apple Silicon. Along with Apple Silicon, developers can learn about changes to Xcode, the new Swift, SwiftUI, and Swift Packages, as well as how to implement WidgetKit, some things to keep in mind about AppClips, how to implement the new Color Picker and how to support PencilKit and Scribble with their custom interfaces.
Despite what one might think, it is not often that Apple introduces a whole new product line. As early as 2019 there were rumors that Apple was working on their own item tracking service. Apple did not say anything about any type of service or possible product. Apple has never been a company to announce future products. However, they did just that in September of 2017 with the pre-announcement of AirPower; a product which would ultimately never see the light of day and would be officially cancelled in March of 2019.
I think the sting of having publicly announcing a product that never ended up coming to fruition contributed to Apple not wanting to unveil a product before it was ready.
There were some speculations with the announcement of iOS 13 that Apple was working on a new product category, an item tracker. The first of these was when Apple combined two apps, “Find My Phone” and “Find My Friends” into a single app, called “Find My”.
Even though Apple never announced anything, there were some indications throughout the betas of iOS 13 and iOS 14 that Apple was looking to expand the Find My app to track more than your iOS devices and friends. With the release of iOS 14.5, Apple is finally releasing this into the world. Specifically, you are able to track items with a new product called AirTag.
An AirTag is used to keep track of items such as wallets, keys, laptop bags, or various other items.
You can purcahse an AirTag as either a single AirTag or in a 4-pack. A single AirTag costs $29 and a 4-pack is $99. You can customize your AirTag with characters or emoji. You can also order an AirTag, or the four pack, without any engraving.
AirTag is not physically large. In fact, they are 1.26 inches, or 31.9mm high and the same size wide. The reason that these are not large is so that they will fit in small items. Each AirTag is actually two pieces, a top piece, which is white, and the cover metal cover.
Much to the surprise of many, AirTag has a replaceable battery. You might expect that it would be a proprietary battery, but they are a standard CR2032 battery, like the ones that you can buy at almost any store, including many convenience stores.
Replacing a Battery
As mentioned above, AirTag has a replaceable battery. Replacing the battery is not something that you will need to do that often. According to Apple, the AirTag battery should last about a year, so you should not need to replace the battery for a while.
When you do go to replace the battery is a somewhat straight-forward process. To replace an AirTag battery perform the following steps:
Hold the AirTag with the metal cover facing you, with the Apple Logo facing up.
Press on the left and right sides of the AirTag, you should feel the edges depress a bit.
With the edges pressed down, twist the edges so the metal cover turns.
Remove the metal cover.
Take out the CR2032 battery.
Place the new CR2032 battery with the positive side, the side with the +, face up.
Place the metal cover back on the AirTag.
Twist the cover until it sticks.
Here is a video of how to replace the battery:
You have now replaced the AirTag battery. There is one additional way to be sure that the AirTag’s battery is working. When you replace the battery the AirTag will make noise. This is possible because the AIrTag has a speaker in it.
As noted earlier, the AirTag is quite small and due to the limited space the speaker cannot be that big. Even though, the AirTag is not very big, and the speaker is not large, the sound coming out of the AirTag is still noticeable.
Even though the speaker will make noise when you replace the battery, the primary purpose of the speaker is to help you find your items. However, in order to find an item, you need to add them to your iCloud account. Let us look at how to do that next.
Adding an AirTag to your iCloud Account
Each AirTag comes wrapped in a plastic wrapper, much like Apple’s other devices. A slight different aspect for the AirTag is that there is a pull tab that needs to be pulled to activate the battery. If you do not remove the wrapper, the AirTag will not function.
After you have removed the wrapper, place the AirTag near your iPhone. When you do this, a popup will appear, just like if you were to be connecting AirPods.
Next, you can choose a name. There is a set of pre-configured names. This includes:
If none of the pre-configured names matches what you are looking for, there is one last option, “Custom Name”. If you choose Custom Name the next screen will allow you to enter in a custom name.
After you have selected the name you will be able to select the Emoji that will represent the item. You are able to use any available Emoji using the Emoji picker.
Once you have selected the emoji, you will get a confirmation screen to verify that you want to register your AirTag with your Apple ID. Your avatar, Apple ID, and phone number will be shown to verify that you want to register it with that information.
That is all that is required to register an AirTag with your iCloud account. When you register an AirTag with your iCloud account, it cannot be registered with another iCloud account. There is a limit to the number of AirTags that can be registered with an iCloud account. That total is 16. 16 may seem like an odd number, but you can purchase AirTags in single packs or a 4-pack, so 16 would be 4 packs of 4 AirTags.
Having an AirTag registered on your iCloud account is great, but next let us look at how to find an item.
Finding an Item
Now that you have registered your AirTags with your iCloud account, the item, or items, will appear in the Item tab of your Find My app. Under the Items tab all of your registered AirTags will appear. Each item has its own row, with its last known location. If the item is nearby, it will also indicate that it the item is “with you”.
When you tap on the item, it will provide you with some actions. This information page provides two ways to find items that are “with you”. These are “Play Sound” and “Find”.
The entire purpose of having an AirTag on an item is being able to locate an item should it go missing. There are two possible scenarios for missing items. The first is when they are missing in your home. The AirTag is equipped with bluetooth as well as Apple’s U1 chip.
Bluetooth is needed to be able to find the item within a small area. Bluetooth has a range of approximately 30 feet. As is the case with all radio-based technologies, this is in ideal conditions. For many houses, you may not be able get nearly as much range, particularly if you have stucco or metal or wire lathe in the walls and ceiling.
The “Play Sound” option will, as the name states, play a sound through the speaker on the AirTag. The AirTag is a small device, so you might think that the speaker will not be that loud. However, it is quite the opposite. The sound is quite audible, even if the AirTag is in a drawer or somewhere hidden. Playing a sound is only one way of locating an item. The second is with the “Find” option.
The “Find” option will use Bluetooth, and the U1 chip, to try and help you locate the AirTag. This is done by looking for the signal of AirTag. Once it has located it, it will give you a distance of approximately how far away the AirTag is from your device. On the Find screen, there is a speaker icon which will allow you to play sound. As you get closer, or further away, to your AirTag the distance will change. Once you get within approximately 15 feet, a slightly different feature will take over, called “Precision Finding”.
Precision Finding utilizes the the U1 chip to be able to find exactly where the AirTag is located. Once Precision Finding has taken over, the background of the Find screen will change to be a green color and the circle that was there will change to an arrow to provide you a direction to move. As you get even closer your iPhone will begin to vibrate faster as you get closer.
Setting an AirTag as Lost
AirTags are one of those items that you hope to never end up having to use. What I mean by this is that you hope to never lose the items that your AirTag is attached to, but it possible that it may happen. If you do happen to lose an item somewhere you are able to indicate to others that your item is lost. In order to set an item as lost, perform the following steps:
Open the “Find My” app
Tap on “Items” to bring up the Item list.
Tap on the item that you need to set as lost.
Swipe up to show all of the options.
Under “Lost Mode” tap on “Enable”. A “Lost Mode” screen will appear.
On the “Lost Mode” screen, tap on the “Continue” button.
Enter in the Phone Number where you want to be contacted if your item is found.
Tap on the “Next” button in the upper corner. This will bring up the confirmation screen.
Tap on the “Activate” button in the upper corner to enable Lost Mode.
When you go to activate Lost Mode, there is an option “Notify When Found”. This option is only available if the item with the AirTag has not been with you for at least two minutes. Enabling this option will send you a notification that your item has been found. The notification will provide an address near where the item was located.
Disabling Lost Mode
If you no longer need to have Lost Mode enabled on an AirTag you can disable it. To disable Lost Mode follow these steps:
Open the Find My app.
Tap on “Items” to bring up the item list.
Tap on the item that you want to disable Lost Mode on.
Tap on “Turn Off Lost Mode”. An alert will appear.
Tap on “Turn Off” to confirm that you want to turn off Lost Mode.
Once you have tapped on “Turn Off” Lost Mode will be disabled on the specified AirTag.
Identifying a Lost Item That is Not Yours
Even though you may not lose anything, it is possible that someone else might and while you are out and about you may come across an item with an AIrTag. If you do happen to come across an AIrTag follow these steps to indicate that an item has been found.
Open the Find My app.
Tap on “Items” to bring up the item list.
Tap on the “Identify a lost item” at the bottom of the page. This will bring up the “Searching for Items” screen.
Once the “Searching for Items” page appears, hold the found AirTag near the top of your iPhone. If a match is found, a website notification will appear.
On the found.apple.com website, information about the AirTag will be shown including the phone number to contact
AirTag and Privacy
As much as we would like to think that everyone is admirable in their intentions. However, that is not the case.. There are many cases where individuals need to be wary of others. This could be because the individuals have stalkers, could be in a problematic living situation, or another similar situation. With the AirTag being so small you might think that someone could slip an AirTag into a bag, purse, pocket, or another place.
Apple has taken these type of scenarios into account with the AirTag. As an example, if your iPhone detects an AirTag that is not registered with your iCloud account, you will get a notification indicating that an unknown AirTag has been found.
Additionally, if you find an AirTag in Lost Mode, there is a link at the bottom of the page that shows you how to disable the AirTag; specifically how to remove the battery. This information is available at https://found.apple.com/airtag/disable. (As a note, this link does not have a serial number specified).
AirTags themselves cannot be stored on a keychain, without a holder. As you might expect, Apple has a variety of first-party holders for the AirTag. Apple has two different types of holders, the AirTag Loop, and the Key Chain. Besides Apple, third-party companies are able to create their own accessories. In addition to selling its own accessories, Apple does sell two Belkin accessories, the “Secure Holder with Strap” and “Secure Holder with Key Ring”.
I purchased a 4-pack of AirTags and I needed enough holders for all of them. The accessories that I purchased are two AirTag Leather Key Rings, one AirTag Loop, and one Belkin Secure Holder with Key Ring. The reason I purchased three accessories with key rings is because I put three of my AirTags on each of the key rings that I have. The fourth AirTag is one that I am using for testing on another account. I may eventually put it on or in something, but I have not yet done so. Now let us look at each of the accessories that I have purchased.
AirTag Leather Key Ring
When I ordered my AirTags I knew I was going to put them on my keys, so the purchasing the Apple Leather Key Rings made sense. I could have gone with the same type for each key ring, but I opted to go with different colors. Specifically, I purchased one AirTag Leather Key Ring in in Baltic Blue and another one in Saddle Brown.
The Apple Leather Key Ring is made of two parts, the holder and the key ring. The holder has a metal clasp that holds the AirTag as well as the key ring. The actual key ring portion can be removed and replaced with another key ring, should the included one not work well with your existing key ring.
There is one issue that I have seen with the AirTag Leather Key Ring. The actual AirTag holder does not fully seal around the AirTag. The clasp does stay in place, but it seems as though the leather of the AirTag holder is not the same dimensions as the AirTag itself.
The Airtag Loop is a single piece that, as the name suggests, can create a loop. This is done with a slot on the top of the Airtag Loop that you use to slip the AirTag holder into, in order to create the loop.
This type of AirTag holder would be useful when you want to attach an AIrTag, but do not necessarily need to use a key ring. For instance, this could be used on the outside of a bag, or even the inside of a bag, should you want to attach an AirTag securely.
You could, in theory, attach the Airtag Loop to a keychain, it would be secure enough. However, the Airtag Loop would hang down quite a bit from the keychain and could cause issues removing it from a pocket. However, I could see this working really well for a bag, suitcase, laptop bag, or other similar device.
The Airtag Loop suffers from the same issue as the AirTag Key Chain, in that the clasp does not fully enclose all of the AirTag.
Belkin Secure Holder with Key Ring
You might think that Apple would be the only company to create accessories for the AirTag, it is not. There are a variety of companies that have created accessories. Apple has partnered with Belkin to provide some additional accessories that are sold both in stores as well as the online Apple Store.
Belkin has two accessories, the “Secure Holder with Strap” and the “Secure Holder with Key Ring”. Knowing that I was going to put the AirTags on my keys, I ordered the Belkin Secure Holder with Key Ring.
The Belkin Secure Holder with Key Ring is a two piece plastic holder. The two pieces are designed to snap together and then the two pieces are designed to twist together so that the key ring holes line up. Once these are lined up the key ring is connected to secure the two pieces together and keep the secure holder closed. With the twisting of the two pieces, the holder will stay secure The hard plastic should provide some protection for the AirTag.
All of Apple’s AIrTag holders actually cost the same, if not more, than an AirTag itself. While many can afford the extra cost, many cannot. The Belkin accessories are about $13 each, as compared to the Apple Accessories.
The AirTag is the type of accessory that you hope to never use. However, if you are ever in a situation where you managed to lose something, you have the option to enable “Lost Mode” on an AirTag. When you do this, you can provide your contact information in the event that someone comes across your lost item, they are able to contact you to inform you that your item has been found.
If you need to find an item that is somewhat near by you can play a sound to help find the item’s general location. Once you get close enough “Precision Finding” will take over and provide directions to exactly where the item with the AirTag is located.
With hundreds of millions of iOS users in the world, it is possible that you may come across an item with an AirTag attached. f you do find yourself in this situation, you are able to identify the item. The owner likely put the item into Lost Mode and with Lost mode they provided their contact info so you can return their item.
There are those who may be concerned about unknown AirTags being placed into their bag, coat, purse, or other item. Apple has taken this into account by notifying you if an unknown AirTag is near you for an extended time. If you do find an AirTag that is not associated with your iCloud account. If you do feel as though you are being tracked, you can remove the battery
AirTag can be customized in a couple of different ways. You are able to engrave an AirTag with up to four characters or emoji. This has to be done when ordering the AirTag. The second way to customize an AirTag is with one of the available accessories. This includes Apple’s Leather Key Ring, AirTag Loop, or the AirTag Leather Loop. Alternatively, you can use one of the Belkin AirTag accessories, or one of the other third-party accessories.
Attaching an AirTag to an item can be helpful should you ever lose an item. AirTags are more of an insurance policy than anything else, but should you really want to be able to find something that could get lost, it is an inexpensive solution to do just that.
There are some things that I purchase on a regular basis. Among these are groceries, gifts, and other various things. In terms of technology the chief among these is purchasing a new iPhone, iPad, and Apple Watch. I have purchased an iPhone and an Apple Watch each year since their respective introductions. I have purchased a number of iPads, but I have not purchased a new one every time one has been released. One type of device that I have not purchased on a regular basis is a computer, in particular Macs.
In my lifetime, I have purchased a total of five different Macs, three of these have been and two of these have been laptops. The first Mac that I purchased was a 20-inch 2.16GHz Core 2 Duo iMac that I purchased in March of 2007. The reason I ended up with a Mac was because I had nothing but issues with Microsoft Vista. I got tired of dealing with the constant crashing of the video drivers, even 6 weeks after its release, I opted to buy a Mac. This was in March of 2007, so it was after the transition from PowerPC to Intel. Here is the list of the other devices that I have purchased:
2017 – 27-inch – 4.2 GHz Quad-Core Core i7 with 24GB RAM, 3TB Fusion Drive HD
All of these devices have one thing in common, they are all Intel-based devices.
Apple announced that they would be transitioning away from Intel processors to their own Apple Silicon. This announcement was made at their 2020 World Wide Developer Conference. At the announcement Apple indicated that the first machines would be released this year and that the entire transition would take approximately two years. While many suspected that Apple would announce a laptop, they announced more than just a single device.
Apple announced two laptops, that had Apple Silicon chips in them. These are the 13-inch MacBook Air and the 13-inch MacBook Pro. As a surprise, Apple announced a desktop machine would have Apple Silicon in it as well, the Mac mini. All of these machines have the first Apple Silicon chip, which Apple has called the M1, inside them. Let us discuss a bit about the M1.
Computers, for most of their history, have been comprised of distinct chips. Some of these include the processor, the system memory, the graphics chip, and storage. As time has gone on, some of these items have been integrated onto a single board. Most commonly the processor and graphics. Many computers these days also have their system memory soldered in, so that this cannot be expanded. This is quite common with laptops and less common with desktop machines. This type of configuration is consistent between both Intel-based and AMD-based systems. Apple’s M1 takes a different approach.
The M1 is not just a processor. Instead it is a System on a Chip, or SoC. The M1 is not Apple’s first custom SoC. In fact all iPhone, iPad, and iPod Touch devices that have been equipped with an Apple A-series chip have been an SoC. This is also the case for the Apple Watch, Apple TV, and HomePods.
For the M1, the SoC consists of more than just the central processor. In fact it includes the processor, graphics, and a 16-core Neural Engine. Along with this, comes the Unified Memory Architecture, or UMA. In traditional computer configurations, you have memory that is a separated from the rest of the system and on their own dedicated chips that connect to the system on the motherboard. A Unified Memory Architecture is one where the the processor, graphics, and in Apple’s case, neural engine, all share the same memory.
In a traditional computer, each subsystem would have its own memory. For instance, there is the main system memory, which is accessed by the central processing unit, or CPU. The graphical processing unit, or GPU, has its own dedicated memory. There are some tasks that are better suited for a graphics chip while others that are better suited for the CPU. In order to be the most efficient and process things most efficiently, different segments of the memory need to be transferred between the two processors. This transfer, while it takes very little time in reality, it can still take some time.
With the M1, this processor, graphics processor, and neural engine all share the same memory pool. What this means is that there is no delay in switching between using the CPU, GPU, and Neural Engine. This results in the system processing items significantly faster.
The M1 chip is an 8-core chip, with four performance cores and four high efficiency cores. When you do not need top performance the efficiency cores will be utilized. However, when you need speed those processors will be used. This is beneficial for all Macs running the M1, but there is a specific benefit for portable systems. Significantly increased battery life. In particular, for the MacBook Air, you can get up to 50% more battery power, which is a significant increase, and a very welcome one.
The shared memory pool, for the current machines, all come with 8GB standard. These machines are configurable for up to 16GB of memory. While this seems like a small amount, the machines that have been released are not aimed at those who need significant amounts of memory. Instead, they are aimed at the general consumer. This is most apparent with the fact that the 13-inch MacBook Pro and Mac mini still have Intel models that can be configured for higher specifications available to order, should users need the extra memory.
The M1 Macs are based on the same technology that is used within Apple’s other devices. This has a side benefit, the ability to run iOS and iPadOS apps natively, right on the Mac. It is up to the developer of the app to determine if their app is available on the M1 Macs or not.
If you look at the machines I have purchased, I end up purchasing a new Mac desktop every four years, and a new laptop every 8 years, although with two data points I doubt that this will be the case. There is one more computer to add to that list, the M1 Mac mini.
M1 Mac Mini
Initially, I had not planned on buying an M1 Mac, at least not right away. My 2017 iMac works quite well and in reality my MacBook Pro needs to be replaced first, since it is older. I kept going back and forth on which configuration to get. Do I need the MacBook Pro, or would the MacBook Air suffice? I was not sure if I wanted to get the first-generation machines. Not because I think there would be any issues, but because I would want something with more than 16GB of RAM, and since I was looking at replacing my MacBook Pro, I wanted something with more than 2 ports. None of the devices that were released has more than two ports, so I was planning on waiting until the higher-end models were available.
Things came to a head when I asked a friend, who did get an M1 MacBook Pro, to try my app on the M1. He was able to install and most everything worked. Except there were a couple of things that ended up crashing. I could have attempted to trouble-shoot them, but that is not easy to do without being able to debug as you co.
Because of this, I had to order an M1 Mac. I decided to get the base model Mac mini, which comes with 256GB of storage and 8GB of ram. I opted to get the base model Mac mini for two reasons. The first is because it was the cheapest and second it was able to shipped right away. I ended up just getting the base model, because I primarily need it for development and since it will be a dedicated development machine, and not my main machine, I did not need it to be completely upgraded. In some respects, I wish I had upgraded it, but that is for discussion later.
I was able to figure out the issues that were crashing the app. The problem was not with the M1 specifically, instead the issue that my friend was experiencing turned out to be a server-side issue. I ordered the M1 Mac mini in late November, and doing so extended the return window to be in early January. I have not returned the Mac mini yet. I do not think I will. In fact, I had not purchased Apple Care initially with the Mac mini, but I did just purchase Apple Care for my M1 Mac mini.
The M1 Mac mini is fast. When I am using it, I can generally use it without any issues, slowdowns, or performance losses; most of the time anyway. Even though the model I have only has 8GB of RAM, this seems to be enough, and the 256GB of storage should be plenty since I am not using it as my primary machine.
The M1 Mac mini is the same physical form factor as the previous Mac mini, albeit in silver instead of Space Gray. The fact that it is the same form factor means that it includes a spinning fan. In the time that I have had the Mac mini I have not heard it spin up, even when performing system updates. This is not the experience that I have had with the 16-inch MacBook Pro. The fans on that will spin at full speed while updating. So, this is a nice departure. As a side note, the M1 MacBook Air does not have a fan, so you will never hear the fan on that machine ever.
The M1 Mac Mini does not have the same port configuration as the previous models. The M1 Mac mini has 2 USB-A ports, 2 Thunderbolt/USB 4 ports, a gigabit ethernet jack, and an HDMI 2.0 port. For most users this port configuration is plenty. I know it is more than I need. The Intel model has the option of configuring the ethernet port to 10 gigabits per second and includes four Thunderbolt/USB-C ports.
The M1 Mac mini includes Bluetooth 5.0 and a 3.5mm headphone jack. This is the same as on the Intel-based Mac mini. There is one last difference, and that is in wireless connectivity. The M1 Mac mini supports 802.11ax, also known as WiFi-6. If you have an 802.11ax router, you should see significantly faster speeds, when going between other 802.11ax devices.
The M1 Mac Mini is capable of supporting two monitors, including Apple’s Pro Display XDR, as well as a 4K monitor. You can also use the USB-C ports for a display, along with the standard HDMI port.
This should be a pretty quick section, as there is no way to upgrade the internals. The memory and storage are soldered onto the board, so nothing can be upgraded. Any storage upgrades would have to be external. There are not even any pins on the board to even begin to connect something internally.
One of the benefits of the M1 is that you are able to run both Apple Silicon-based apps and Intel-based apps on the same machine. The ability to run Intel-based apps on the M1 is done through Apple’s translation layer, called Rosetta 2.
I have only used one app that has been Intel-based on the M1 Mac mini and I have not experienced any issues with that app. It is likely that you will not experience any issues with Intel-based apps on an M1 Mac, but it is possible that some issues might exist depending on the app, but most should work without any issues. There might be some performance issues, but they should be minimal.
Having articulate the speed difference with the M1 Mac mini as compared to other devices. So, I opted to use unarchiving the Xcode 12.3 beta. Let us now look at quantifying the speed increases, with some benchmarks. What would a review be without them?
I was trying to find a way to be able to articulate just how fast a Mac running an M1 really is. I decided to unzip the Xcode 12.3 beta on a number of different devices that I have access to, and here are the results from slowest to fastest, formatted in minutes and seconds:
2018 Mac mini (3.0GHz 6-core 8th-generation Intel Core i5, 8GB):
2020 Developer Transition Kit (A12Z, 16GB):
2020 M1 Mac mini (8GB):
As you can see, the M1 Mac mini is blazingly faster when it comes to unzipping a 11.2GB xip file to its full 27.2GB size. This is just part of the speed that the M1 offers.
Any time you use a newer machine, whether you replace an older machine or just add another machine to your existing computers, you expect the machine to be faster. This is definitely the case with the Mac mini. It is not faster just in Geekbench benchmarks, it is, see the chart above, but just in the general feel it seems faster. I am sure part of this is the fact that it is an SSD only machine, as well as not having all of my usual apps on the machine, and the fact that it is a new machine.
However, the actual difference is borne out through the benchmarks that have been done using Geekbench 5.
iPod touch (6th Gen)
iPod touch (7th Gen)
iPhone 7 Plus
Early 2015 13.3-inch MacBook Pro
Late 2018 Mac mini
Mid-2017 27-inch iMac
12.9-inch iPad Pro (3rd Gen)
Late 2019 16-inch MacBook Pro
iPhone 11 Pro Max
iPhone 12 Pro Max
M1 Mac Mini
In Single Core performance, the M1 mac mini is 8.4% faster than my iPhone 12 Pro Max, 54% faster than my iPad Pro, and a whopping 62.8% faster than my 2017 iMac. Even crazier though, is the multi-core benchmarks. The M1 Mac mini is 57.4% faster than my iPad Pro, 68.2% faster than my 2017 iMac, and 71.4% faster than my iPhone 12 Pro Max. This difference is absolutely noticeable.
The biggest speed improvements that I have seen are actually while I have been doing development.
Developing on an M1 Mac mini
As mentioned earlier, the primary reason that I bought an M1 Mac mini was that my app was crashing on a friend’s M1 Mac. Although, the issue ended up being on the server-side, and not the app itself, I have done quite a bit of development using the M1 Mac mini. I have some things that I have noticed along the way, so let us look at some of those now, starting with the screen.
Screen, or lack there of
One of the possible downsides of the Mac mini is that it does not include a screen. While I can purchase a monitor, including a 4K or 5K monitor, it is not likely to be a P3 color gamut monitor, and since the Mac mini is not my primary machine, I do not want to invest too much into it. I do have a 27-inch 1090p monitor that I purchased earlier this year, and have been using that.
Using this setup is definitely not ideal and is a significant departure from what I am used to with my 27-inch iMac. The difference is not only in the color, but also in the amount of screen real estate. On my iMac I use a scaled resolution, to provide me more usable space. This does result in smaller font, which I have no problem seeing, for the most part.
However, with the Mac mini and a 1080p monitor, I am limited in the amount of space that I have available to me, so I have to do some juggling in order to be the most efficient. Sometimes I have multiple windows open, one for the current file I am looking at and another for the simulator that I have running. With the amount of space on the iMac, I am able to position all of the windows to be able to see everything at once. That is just not possible on the 1080p monitor I have. It is situations like this where I wish Apple had continued to sell a stand alone monitor. I understand that it is a very small market, but having quality monitors that work well with Apple’s hardware would be ideal.
Even though I have to do some juggling, I am able to get some development done. I do not necessarily need to use the Xcode simulator all the time. This is because I have begun using a slightly different way of doing development.
Most general computing tasks do not process things using more than a single core. Yes, there are a number of applications that are specifically designed to utilize all of the cores of a machine, but most do not necessarily utilize these to their fullest extent.
One area that can utilize the multiple cores simultaneously is when you are building an app. The reason that this is possible is because the compiler is able to handle multiple tasks at once. This is most noticeable when using a specific feature of Apple’s Xcode app, called SwiftUI Previews.
Despite having a 27-inch iMac, which should be able to handle most development tasks, there are some things that it is not able to do. Most notably, it is not able to use SwiftUI Previews. SwiftUI Previews is a technology built into Xcode that allows you, as the name states, preview SwiftUI views. SwiftUI is a user interface that takes the core aspects of the Swift language and builds a series of user interface elements on top of the language. When you create SwiftUI Previews, they are in almost real-time. This is possible because when you use SwiftUI Previews, your screen is divided in half. On the left side you see your code and on the right side you see the SwiftUI Preview. With this arrangement, when you make a change it should be instantly reflected in the preview. This has been my experience on the Mac mini, and is the intended experience for anyone using SwiftUI Previews.
The way that this works is by constantly re-building your app. If you have done development for any amount of time you likely realize that this seems like it would be a constant drain on the system. In most cases, it would be. However, Swift is able to recompile only the parts of the app that need to be recompiled, and this technique allows SwiftUI previews to work.
My initial thought is that the reason SwiftUI Previews has not worked on my iMac is because it has a fusion drive, where a majority of the drive is a traditional spinning hard drive and a smaller portion is an SSD. So, I thought I would try SwiftUI Previews on my 2015 MacBook Pro, which is a pure SSD. However, I never ever been able to satisfactorily use them either. I have a 16-inch late 2019 MacBook Pro for work, and while SwiftUI can work on this, there are times that it even has issues with SwiftUI Previews.
That is not the case on the M1 Mac mini. I am able to use SwiftUI Previews without any issues, including the near real-time recompiling of my app. Changes that I make are reflected in the previews, and that is previews plural. With SwiftUI Previews you are able to have multiple devices show in the preview canvas simultaneously. This can allow you to easily see how an app will look at various screen sizes.
Each of these previews is its own simulator. Any simulator requires some memory, and if you have a large number of SwiftUI previews, even for a single SwiftUI View, they can use significant amounts of memory. This can be problematic in some situations. On the topic of memory, let us look at that next.
Throughout most of the time I spent working on my app on the M1 Mac mini I did not experience that many issues. However, it seems as though Xcode will use as much memory as it can. At one point I started running into some performance issues and realized that Xcode was using 10.2 GB of memory, the LLVM process was using nearly 3GB of memory on its own. The amount of swap being used was 6.3GB.
This resulted in the Mac mini needing to use some swap, which I never experienced on my iMac. The reason for this is because my iMac has 24GB of memory in it The 8GB that came with it, and the 16GB of memory that I added after the fact. The 2017 iMac still has an access door for being able to add memory.
As you might expect, once I quit Xcode and waited for all of the processes to close and then restarted Xcode, I was back to having my regular performance. I guess that proves that sometimes it is best to just quit the app and restart it. However, the 8GB of memory does seem to be a bit of a bottle neck. This is most noticeable if I am working on SwiftUI Previews while also having simulators running at the same time.
Just as is the case with a tradition architecture, if the memory that is being used is full, anything not being used is swapped to the SSD. The speed of the SSD is fast enough where you will not likely notice the memory being swapped. However, as I experienced, there is a limit. Even though the memory swapped very fast, and I did not even notice it being done, it can have a slight performance impact.
One of the benefits to the M1 Macs is that users can run iOS apps natively, provided a developer opts in. Now, as a developer this has a benefit for you as well. You are able to test your iOS apps natively, including all of the features that are supported, such as handoff. This means that if you have an M1 Mac and an iPhone, you are able to do full handoff testing to verify that everything will work as expected without needing to have multiple iOS devices. Granted, this is provided that you are not offering a native macOS app, but only offering your iOS app for use on the M1 Macs.
Even though the M1 Mac improves your experience with macOS, and development using some of Apple’s most intensive development tools, it has not been entirely smooth sailing. So let us dive into some of the issues that I have experienced.
As much as we would like it to be the case, nothing is perfect. To quote John Siracusa, “Nothing is so perfect that it can’t be complained about.” I have actually experienced a few different issues with the M1 Mac mini. The first of these, and the most annoying as well as most prevalent, is with an item I use all the time, the Magic Mouse.
I use a Magic Mouse 2, and a Magic Keyboard, with my Mac mini. I did not buy these new when I got ordered the Mac mini. The whole idea of the Mac mini is to be able to use your existing Keyboard, Video, and Mouse, which is what I did. Most of the time these just work, however, the Magic Mouse seems to randomly disconnect. This happens right in the middle of me using it. Sometimes I am pasting text and other times I am simply scrolling. There is no rhyme or reason as to why it happens that I have been able to ascertain, yet.
Once the mouse disconnects, it will reconnect, then immediately disconnect again, and then reconnect again. Again, this is not consistent. There are times when the disconnect and reconnect only occurs once, sometimes it is twice, and yet on a few occasions it has been three times. Sometimes, the mouse will work after it reconnects, but sometimes it does not. I have tried manually disconnecting and then reconnect the mouse, and it will work again for a while. This could be a half hour, an hour, or even longer, but it will inevitably happen again.
At first, I thought it could be an issue with macOS Big Sur 11.0.1. It was the first release of macOS Big Sur after the M1 Mac launched. While using the Mac mini macOS Big Sur 11.1 was released. I, of course, updated to this version. I updated not just because of this issue, but because I prefer to stay on the latest version of macOS. After installing the update, the issue continues. So that did not fix it.
The next thing I tried was a different Magic Mouse, a first generation one, that requires batteries and is not rechargeable with a lightning cable. Unfortunately, this did not fix the issue either. While it seemed that the issue happened less often with the first generation Magic Mouse, it did still happen. The issue is transient and does not happen consistently enough for me to be able to identify a pattern. I will continue to see if I can identify what is causing the issue. I have not experienced any issues with the Magic Keyboard disconnected, that I know of, so I think the issue may be isolated to the Magic Mouse.
I am beginning to suspect that the issue is entirely related to Xcode. I have used the mouse quite extensively while browsing the web and other tasks on the Mac mini and they did not happen when I was doing that, so it seems like it might be an Xcode-specific bug. This is still problematic because I am intending to use the Mac mini as a development machine, so Xcode is pretty important.
The issue with the Magic Mouse has not been the only issue I have experienced. I have encountered some issues while doing development.
Problems with Development
The second issue is one that I have only experienced twice, and may only be due to the 8GB of memory on the machine. I was working on my app and I came across an error, while using Xcode, that states:
The current system settings are not sufficient to allow booting additional simulators: maxFiles: 1288, openFiles: 1163, enforcedFilesBuffer: 1868. Please see Simulator help for information on adjusting resource limits.
I have never seen this error before, or anything even like it. Even with my usual build and run cycle on my iMac I have never come across this, or anything similar. Now, when I saw this error I was a bit confused because I was not trying to actually boot a simulator. I was actually in the middle of coding and just trying to build the app. I am sure that the reason that I got this error was because I have been using SwiftUI Previews. SwiftUI Previews can have multiple previews and each preview can rebuild the current view in an incremental manner. This results in quick builds and I suspect that there were just too many preview windows that ended up using up the available resources.
Furthermore, I am thinking that the fact that I only have 8 GB of memory in the Mac mini is part of the cause. It could be that I have not experienced this on my iMac because it has 24GB of memory, therefore it has enough resources to handle this. Additionally, as mentioned earlier, SwiftUI Previews has never worked properly on my iMac. Therefore, it could be a combination of me not using and it not working properly on my iMac as the reason I have never experienced this.
The fix was quite simple and an easy one. I simply closed Xcode and made sure the simulator, and all of its associated processes were closed. After restarting Xcode, I was back in business. I have not experienced this issue again, but who is to say that I will not again in the future.
I did get another issue, one that is not related to memory, but what seems like a compiler bug. This is the error I received:
Please try again later. Failed to finalize LSBundleWrapper mutator instance for [bundle identifier]
One of the things that you can do with an M1 Mac is run iOS apps. In addition to this, you can run your iPad app right on your M1 Mac. In order to do this, you select the build target of ““My Mac (Designed for iPad)”” in Xcode. Each time you successfully run a build using this target, your iOS is wrapped in a bundle and copied to your debug folder. As is the case with other apps, if there is already an existing app with the same name the app is incremented. For instance, for my app wwriteLite, the first build would be “wwriteLite”, the next would be “wwriteLite 2”, the third “wwriteLite 3”, etc.
At first, I thought that I ran into the issue because the Mac mini has a limit on the number of builds allowed in the directory, but I do not think that is the case. I attempted to replicate the issue by purposely building and running, but I could not replicate the issue.
When this happened, I tried the first step in any troubleshooting, I tried quitting Xcode and re-opening it, but that did not fix the issue. I then decided to google the issue. The only result that I could find indicated that you needed to enable Mac Catalyst, build the app, and then disable it. To me, this does not seem like an appropriate solution because I was not building a Mac Catalyst app, and I did not want to deal with any possible problems that might arise from doing that.
At this point I opted to do the equivalent of nuke and pave for development: Clean the build folder and build the app again. Guess what, this fixed the issue. So, if you run into issues sometimes just doing a clean build folder and rebuilding the app fixes it. It the development equivalent of “quit and relaunch”.
There is yet another last issue I ran into, and this was also related to compiling.
Compiling Issue/Resource Utilization issue
A few times while I was compiling my app, I have had the entire system just stop responding. The mouse was able to move but that was it. Ironic, I know that the mouse, which has been causing other issues would continue to work, but I could not click on anything, I could not hit command-tab to switch to another app, nor could I bring up any windows. When this did happen, I let it sit and it would eventually catch up. Of course any actions that I had performed would replay. Obviously something locked up the system, but I am not sure what it was.
Read Only File System?
The last weird error that I have encountered while using the M1 Mac mini is an error that stated:
You can’t save the file ‘About.swift’ because the volume “Macintosh HD” is read only.
Now, when I got this message I was definitely confused, because I had been using the system, and therefore it the volume that the app is on is definitely “read only”. I do not use iCloud Document and Desktop syncing for my development iCloud account, because I do not need the feature since I do not have more than one machine dedicated for development. Even if I did, all of my code is source controlled, so I can just pull from source control.
As has been the case with many of the issues, quitting Xcode and restarting it fixed the issue. I have not experienced the same issue again. It is possible that I happen to try and save the file when the file system was taking a local Time Machine snapshot, but if so, then that was some really good timing on my part.
The M1 Mac mini is fast, even in its base configuration. The M1 Mac Mini is speedy with everything it does, from just interacting with Finder, to building the incremental SwiftUI previews, and even building an app from start to finish.
If you are a developer, I recommend getting an Apple Silicon Mac as your next development Mac. This is particularly true if you plan on supporting your iOS to run on the M1 Macs, but a necessity if you have a native Mac app. If you do need one, you do not need to break the bank to get a great machine. However, you may want to wait for larger memory configurations.
The speed of the Mac mini alone is worth it. This is particularly true if you use SwiftUI and utilize SwiftUI Previews. The Mac mini is able to render these in near-real time is quite nice. Furthermore, the speed of the Mac mini allows you to be more productive. The fact that the system can compile builds, and incremental builds, so quickly means that you will spend less time waiting for the system and more time actually developing.
One thing I would recommend would be to get at least 16GB of RAM. At the time of this writing, the maximum you can get is 16GB, and I would definitely recommend it. I am sure that some of the issues that I have experienced have been due the fact that the Mac mini I purchased only has 8 GB of memory and not 16GB. In some ways, I regret not ordering a machine with 16GB of RAM, and time will tell if this was ultimately the wrong decision.
On a similar note, since I am only using the Mac mini as a development machine, the 256GB of storage should be sufficient, but I will not really know until I have used the machine for a bit longer. The reason that I say this is because half of the space is already used up, and I do not have a lot on the device. I have Apple’s built-in apps, Xcode, BBEdit, and a couple of other small applications. I do not have much else on the machine. As any developer knows, Xcode and its associated files do take up a lot of space. I wish Apple would have some sort Xcode cleanup utility, or have ways of cleaning up some of the excess Xcode files.
While I think 256GB should be enough for this device, for my needs. If this was my main machine, it would definitely not be enough storage space. So, take that into consideration if you do decide to purchase an M1 Mac. Even thought I have experienced some issues, I can still recommend getting an M1 Mac, even if you are not a developer.
I am not the first one to say this, but it does need to be said, these are the SLOWEST Apple Silicon Macs we will ever see, and these are already super fast. I do not expect to see the same type of speed increases in the future, but this is a great baseline to compare to with future M1 Macs. These machines absolutely blow away all Intel machines, and even most of Apple’s other Apple Silicon-based devices, like in the iPad and iPhone.
Ultimately, I may end up getting a different Apple Silicon-based Mac in the not too distant future, depending on what Apple releases. Even if I do end up buying another Apple Silicon Mac and using that for development instead, the current Mac mini can be used for a number of different things, like a server. If used as a server, the limitations of the smaller internal storage and 8GB of memory would not necessarily be limiting factors in that, since storage can be external, and while possible, it is hard to see 8GB of memory not being enough, for a server.
Here is one last thing to keep in mind. Even if you are not planning on getting a Mac mini, because you would prefer a laptop, everything I have written also applies to those machines as well. This is because all of the M1 Macs are using the same processor. Therefore, regardless of M1 Mac that you get, you should see significant improvements. Furthermore, even if you are not a developer and just need a new Mac, I recommend getting an M1 Mac, it should be able to serve your needs for many years to come. Now, if Apple would only release a standalone 5K monitor, but again, that is a whole other story.
If you were to ask anybody if they play games, you will very likely get an affirmative answer. Everybody has played at least one game in their lives. It may not be a video game, but it is a game of some sort. Gamers are simultaneously the same and unique. We are all the same because we have all had triumphs and heartbreaks, while playing a game. We have all felt the anticipation of a new game, and the let down when a game did not live up to our expectations. We have all been frustrated and elated all while playing games.
Even though we have all felt those experiences, none of us have had the exact same overall experiences when it comes to games. We all have different favorite types of games, games we have played, and even when, where, and what games we had access to and played.
I have played games on a range of devices and consoles. Over my life I have played games on a wide variety of devices, ranging from the Apple II/e to the Xbox Series X. The entire list includes:
Nintendo Entertainment System (NES)
Sega Game Gear
Sony Playstation 2
Nintendo Game Cube
Microsoft Xbox 360
Sony Playstation 3
Sony Playstation 4
Xbox Series X
I have also played games on Microsoft DOS, Microsoft Windows 95, 98, 2000, XP, and even on the Mac, iPhone and iPad. The games that I remember most will always be ones that I enjoy playing. These games are ones that I have undoubtedly purchased multiple times. Some of these include Super Mario Bros 1, 2, and 3, Sonic the Hedgehog 1, 2, and Sonic & Knuckles, Wolfenstein 3D, Doom, Quake, the entire Half-Life series, Duke Nukem 3D, and a bunch of other games.
I have purchased a new iPhone each year since its original introduction in 2007. Having purchased a new iPhone each year, I have been able to figure out what areas I need to cover in each review that I post about the phones.
Having owned an iPhone for so long I have played a bunch of games on the iPhone, as well as the iPad. While I do not play that many new games on the iPhone, there are four games that I play almost daily. Given that I spend so much time with my iPhone, you would think I would spend more time playing games on there, but I do not. For the last seven years worth of iPhones, I written a review.
Even though I have played many games, across the various consoles, I have never actually written a review of a gaming console, as far as I can tell. So, this is somewhat of a first for me. I have written about the Xbox One and Playstation 4 in two separate e-books, but never a full review.. But I will give it a go. With that, let us dive into various aspects and my thoughts on the latest Microsoft console, the Xbox Series X, starting with a bit of history of gaming.
Brief History of Gaming
When you look at the tech industry in general, you will see a new phone being released at least every month, sometimes even every week, and that is just from a single manufacturer. There are some manufacturers, like Apple, who release their new phones only once a year. There is one industry that makes even Apple look like speed demons when it comes to releasing new products. There are some types of devices that do not get new releases every year, or even every few years. One type of device that meets this definition is. gaming console.
When new phones are released, they are typically generally incremental changes from the previous versions. That is not to say that they do not make leaps from time to time, they certainly do, but they are just not nearly as significant of shifts.
The same cannot be said for gaming consoles. Typically, console manufacturers tend to release new console generations every five to seven years. The primary reason for such a long time span between console generations is due to development times. One of the factors that contribute to the time is that the entire platform may change. This has happened more than once in recent history. Another factor is that console manufacturers must get game developers on board and developing for the new system in order to have titles available at the launch of the new console.
While console manufacturers release new console generations in longer spans, there are typically incremental versions of the console that are released at some point between the generations. Typically, these incremental versions include additional storage, smaller designs, and other internal refinements. Some of the recent incremental consoles include the Xbox One S, the Xbox One X, the Sony Playstation 4 slim, and the Playstation 4 Pro. The question becomes, what defines a “console generation”?
Depending on whom you ask, a console generation can be defined in a number of different ways. However, there has been some consensus of what each console generation is. The early console generations were marked by significant advances and included things like hardware changes. For instance, in the first five generations we go from the original Pong machine, all the way to the Sony Playstation 1. These generations include going from 4-bit consoles, to 8-bit to 16-bit, or 32-bit to 64-bit consoles. This also includes going from 2D graphics to 3D animated graphics. The first five console generations spanned from 1972 to 1999, while the sixth to 9th generations span from 2000 to now.
Each console generation has its own iconic consoles, below are the big names for each generation.
Nintendo Entertainment System (NES)
Commodore 64 Gaming System
Sega Master System
Super Nintendo Entertainment System (SNES)
Sony Playstation 1
Sony Playstation 2
Microsoft Xbox 360
Sony Playstation 3
Microsoft Xbox One
Nintendo Wii U
Sony Playstation 4
9th Generation (Current)
Microsoft Xbox Series X|S
Sony Playstation 5
As time has gone on, the number of distinct consoles being manufactured has been dropping to only a few manufacturers. The first generation saw 888 different consoles, whereas the last four generations have only had three or four consoles being released.
The reason for such a precipitous drop is that a change happened with the second console generation. Instead of having a device being dedicated to a single game, the consoles become platforms with the ability to play multiple games. A significant number of consoles utilized cartridges. These hard plastic cartridges were durable and allowed you to use swap them out easily.
Stating with fifth generation, games began switching from cartridges to using CDs, or DVDs for their games. The reason for this was storage density and the need to be able to store more information than a standard cartridge could hold.
Another shift happened with the seventh generation of consoles. That change was the ability to download games to your console and not need a physical item to be able to play your game. This had the advantage of allowing you to re-download your games again, as well as allowing updates to games.
Nintendo has typically done its own thing, and continues to do so by going back to using cartridges for their Nintendo Switch system. There are two reasons for this shift. The first is that the Switch is meant to be portable, so having a spinning drive is not possible. Secondly, the storage space available on cartridges has increased to the point where they can put games on cartridges. The Nintendo Switch does support digital downloads, so you do not need to use a cartridge, but you can if you would like.
As you can see there have been three major manufacturers, Microsoft, Nintendo, and Sony, for the lsat three generations. Each of these manufacturers have their own line of consoles. It is possible that another console manufacturer will enter into the market, however, it does not seem likely.
As mentioned above, gaming consoles are not released every year, there are typically refinements released at about half-way through a console generation’s lifetime. This has been true with the release of smaller versions of each of the most recent consoles. When there is a revision released, it is typically smaller, or in the case of Nintendo, a bit more powerful, or a different form factor.
When it comes to console gaming, I primarily play games on the Xbox. I do have a Playstation 4 and a Nintendo Switch, so I can play games on those as well. I typically only play console-exclusive games on those devices.
Because I primarily game on the Xbox, I was excited to hear that Microsoft was releasing a new console this holiday season. Unlike so many others, I was able to get a console for launch day, although I did have some trouble. You can read about the problems I had here.
Now, that we have covered some history, let us get to the review of the Xbox Series X by starting with the unboxing.
There are a slew of different unboxing videos of the Xbox Series X available. Like this one from What’s Good Games, but here are some pictures of the unboxing of my Xbox Series X.
I have watched a few different unboxing videos, so I knew what to expect. When you open the The Xbox Series X packaging, you are presented with the Xbox console right up front. It is nicely wrapped in a soft wrap to protect the console.
Behind the console is a box that contains the power cord, an HDMI cable, and the included controller. In order to setup the console you need to take it out of the box. The Xbox Series X console is HEAVY, at 9.8 pounds or 4.45 kilograms.. The console is not unwieldy, but it is dense and would be problematic to cart around. So, it is a good thing that it is designed to be stationary. This compares to the Xbox One, which was 7.7 pounds, or 3.5 kilograms. Therefore, this newer console is 27% heavier than the original Xbox One.
The Xbox Series X has a number of ports on the back of the console. The ports include:
Two USB 3.1 gen 1 ports, using the USB-A style connector.
One gigabit ethernet port
One power cord plug
One HDMI out
One dedicated proprietary storage expansion port.
One Kensington lock port
The layout of the ports for the Xbox Series X are pretty good. Each port has its own shape, so they are easily identifiable by sight. There is a nice touch that many users may not need, but it can be vital for a certain segment of the population. There are unique bumps beneath each of the ports. This is designed for those who may have visual issues and need to identify a port by touch.
The USB ports have 3 single dots on them. The ethernet port has two dots, the power port has a single dot, the HDMI out port has a long bar, and the storage expansion port has four dots beneath it. These will allow you to easily identify the ports should you need to be able to identify the ports without looking at them.
As mentioned above, the Xbox Series X includes a gigabit Ethernet port. While some will end up using this port, many will likely use the wireless connection instead. The included wireless is dual-band the 802.11ac. This means that it can support 802.11b,g,n,a, and AC, at 2.4GHz and 5GHz frequencies. This all sounds like a bunch of mumbo jumbo, and unless you are steeped in wireless connectivity it may not mean much. To make things easier the Wi-Fi working group has retroactively re-named some of these using straight numbers. The Xbox Series X supports Wifi 5, 4, 3, 2, and 1. It does not support Wifi 6, which would be 802.11ax. Even though it does not support the latest wireless connectivity, 802.11ac should be sufficient for most everyone.
All of these ports are on the back, now let us flip it around and look at the front. There is one port on the front as well, another USB 3.1 gen 1 port that uses the USB-A style plug. There are three buttons on the front of the Xbox. There is the disc eject button to remove physical discs. Close to the disc eject button is the Power button. In the opposite corner from the power button is the controller synchronization button.
Outside of the console, you also receive the power cable, a controller (more on that in a bit), and an HDMI 2.1 cable. This cable is a “Ultra High-Speed” cable because it needs to be able to deliver all of the data to your TV, again more on some of the new technology in a bit. Now that we have covered what is in the box, let us look at the internals for the design of the Xbox Series X.
The Xbox Series X console is a rectangular device, that is 5.94 inches wide by 5.94 inches deep, by 11.85 inches high. When consoles are released there are generally designed to lay flat. Technically, the previous Xbox consoles, except for the original Xbox, can be placed on their side, but it is likely that many use it while laying flat.
The Xbox Series X is designed to be used in either orientation. I typically use my Xboxes with the disc drive being horizontal, where the top of the disc will be towards the top of the console. This is because it makes it much easier for me to know which way the disc is supposed to be inserted. I still buy most of my games in physical format, because I can do what I would like with the physical disc afterwards. That is not to say that I have not purchased digital games, I have, but I just prefer to get the physical games.
Modern gaming consoles are very much like PCs, and contain many of the same type of components. What separates gaming consoles from standard PCs is that gaming console hardware is typically static and highly customized, meaning that they do not typically use off the shelf components.
The Xbox Series X is designed to have the air flow through the core of the console. In order to facilitate this, on the bottom of the console there is a foot that will allow the console to sit slightly above the surface it is placed on. This foot is on the console in order to allow enough to flow over the internals. In order to get enough airflow and to keep the console cool enough, some of the internals have been specifically designed. The biggest example of this is the motherboard.
The motherboard of the Xbox Series X is actually a unique design with two individual boards. One of the boards has the processor, graphics, and memory on it. The second board has all of the input and output, like the wireless, USB ports, HDMI port, and disc drive. The two boards are attach to a metal chassis, which lines up the boards and allows them to interconnect so everything works well together.
This is very reminiscent of the 2013 Mac Pro, in that it has a unique layout, and the design of the Mac Pro had air flow over the internal core. One of the issues with the 2013 Mac Pro was that it was very limited in terms of thermals, which limited its upgradeability. Luckily, that is not likely to be a problem with the Xbox Series X, because it is not designed to be upgradeable in anyway, and typically game console generations do not change significantly, except in their size.
On the motherboards you will find an 8-core 3.8GHz custom processor and a GPU that is capable of running at 12 teraflops, or 12 trillion operations per second. To complement this is 16GB of system memory. This memory has two different speeds, there is ten gigabytes of memory that runs at 560 gigabits per second, and six gigabytes of memory that runs at 336 gigabits per second. The reason that there are two different types of memory is for throughput. Some tasks need to be able to read and write memory as fast as possible, so it would use the ten gigabyte block of memory. Whereas memory that does not necessarily need to be that fast can use the six gigabyte block of memory.
The types of items that may be stored in memory are loaded from the permanent storage, or non-volatile memory. The Xbox Series X has 1 terabyte of custom storage. This uses the Non-Volatile Memory Express, or NVME, protocol. This protocol is designed to connect directly to the CPU. This connection means that the CPU will be able to access the memory faster than going through traditional buses. This should provide faster speeds.
While the Xbox Series X comes with 1 terabyte by default, you can expand the storage in two ways, using the dedicated expansion port, or USB 3.1. Each option has its own trade-offs.
If you use the dedicated expansion port, you will have to get the custom Seagate Storage Expansion Card. Using this expansion card allows you to use the storage just as if it were internal storage. This would increase your overall storage to 2 terabytes. The downside to this is that it is not cheap. As of this writing, the expansion card has a retail price of $219.99, but it does match the internal storage exactly.
If you opt to go with the USB 3.1 external drive route, you can get much larger storage sizes, upwards of 8 terabytes. While these are typically cheaper, particular for a 1, 2, or 4 terabyte drive, you are not able to use these type of drives for playing games directly off of. Instead, you would need to copy the games from this drive to the internal storage. While this would be significantly faster than re-downloading a game from the xbox servers, or re-installing from disc and then updating the game, it will still take some time. Furthermore, it will take some manual management of your games.
All of these internals support the whole reason you are using the Xbox, to play games. In order to be able to see what you are doing, you need to have some graphics. The Xbox Series X can output games at true 4K, meaning a resolution of 3840 pixels wide x 2160 pixels tall, provided you have a 4K television. The Xbox Series X is capable of handling high-dynamic range, or HDR, content.
HDR is a technology that allows more vibrant colors. For instance, lighter colors will be brighter, while darker colors will be richer. This can add more contrast to a game and can enhance your overall game play. If you have a capable television, or monitor, you can even play games at 120 frames per second. This would allow the game play to be even smoother than playing at 60 frames per second.
There are a few different types of HDR standards. These include HDR10, HDR10+, HLG, Dolby Vision, and Advanced HDR. The Xbox Series X supports HDR10, HDR10+, and Dolby Vision. These are the most common types, so it is good to have these supported.
While not all monitors can display content at every refresh rate, described using frames per second, or fps, many monitors can support multiple refresh rates. The Xbox Series X can handle the following refresh rates, 24 frames per second, 30 fps, 60 fps, and 120 fps. The various refresh rates can be used within a single game, depending on the content. For instance, if there is a video cut scene that plays at 24fps, while most of the remaining gameplay is 60fps, the Xbox Series X can seamlessly switch between the two modes, and if your monitor supports it, can adjust on the fly without you ever noticing.
While video is probably the most important aspect of any media on the Xbox Series X, sound can be just as important in some contexts. The Xbox Series X is capable of handling Dolby Digital 5.1 sound, DTS 5.1, Dolby True HD with Atmos, up to 7.1. This is all provided that you have the proper sound setup in order to support the sound.
With all of this technology in such a dense package, it is time to actually get to to playing some games, so now that the technology has been covered, let us move onto to actually setting up the Xbox Series X.
When I first turned on the Xbox, as you might expect, there was a day one firmware update. This patch was only about 800 megabytes, so not terribly large, particularly as compared to some day 1 game updates. Yes, I am looking at you Call of Duty and your 135GB of downloads, but that is a different story. This was actually smaller than I had expected, but I did expect an update to be needed. Just about every modern devices will need to be updated as soon as they are plugged in and powered on, it is just the modern way of technology.
It has been quite a long time since I had to set up an Xbox. There are a few different ways to setup an Xbox console. The first is to use the on screen guide, which will walk you through step by step. The second option is to use the Xbox app to help set up your Xbox. I opted to use the Xbox app on my phone. The reason I opted for this was because I have a complicated password for my xbox account and trying to enter this via the controller would be a pain to do. Combine this with two factor authentication and it would probably take 10 minutes to get past the login screen.
When you setup and Xbox, you have an option to transfer the settings from an existing Xbox, or to set up the Xbox as a new console. I opted to transfer my settings. This took a lot less time that I expected. The amount of time was short because the transfer was only for the settings and account information. It did not transfer game data, like I had initially thought. Of course, this was my own ignorance.
The Xbox app will walk you through all of the steps needed. This includes updating the console, selecting power options (energy saving or instant on), setting up automatic updates, enabling remote features, naming the console, and then finally copying the settings from another Xbox.
There was one last thing that happened after I finished the setup. My Xbox Series X controller needed to be updated. Which is not a new thing, since my previous Xbox controllers needed updates from time to time, but I was a bit surprised to see that was immediately after finishing setup.
There was one last thing that happened after I finished the setup. My Xbox Series X controller needed to be updated. Which is not a new thing, since my previous Xbox controllers needed updates from time to time, but I was a bit surprised to see that was immediately after finishing setup.
After the setup comes installing games onto the console. Let us move to that for a bit.
After you have setup an xbox, you do have the option of transferring over game data after the fact. This is done via the settings. After I had finished my setup I contemplated transferring over the game installation data. However, I opted to not do this because there is a new feature for this generation of Xbox consoles.
The Xbox Series X, as well as its cousin the Xbox Series S, have a feature called “Smart Delivery”. Smart Delivery will only download the assets that are necessary for that console. Let us say for instance that you have an Xbox Series S. The maximum resolution for the console is 1440p. This means that you will not need the full 4K resolution images. Similarly, if you have an Xbox Series X, you will not need to download the 1440p assets. This means that you should be able to save some space on your console. If you have an Xbox Series S, you will save more space than the Xbox Series X, but both consoles should save some space.
Since I was going from a non 4K gaming device, the Xbox One S, to a 4K one, the Xbox Series X, I opted to get the optimized versions of the game data delivered so that I could experience the games I chose to install in their full 4K resolution.
There are two downsides to this technology. The first is that the game developer has to support this technology. I honestly do not know what it takes to support Smart Delivery. It might be as simple as tagging different assets for which console or indicating its maximum size. If a game supports Smart delivery it should indicate “Smart Delivery” on the game’s information on the Xbox console or xbox.com. Similarly, if you purchase a physical game, it will have the wording “Series X” on the front cover of the case.
The second downside is that it will take time to download the optimized version. Game assets that use 4K will take up more storage space, so they will take longer to download, even if they are compressed. This is due to having significantly more resolution, and therefore being of larger size, than standard 1080p or 1440p assets.
On the topic of software, let us move onto the Xbox dashboard software.
One of the benefits of software is that you can update, change, and adapt software over time. The software that is used to handle the non-gaming interface of the Xbox is the Xbox dashboard software. If you upgraded from an Xbox One to the Xbox Series X you should notice absolutely no difference between the dashboard of the two consoles.
Where you would notice some differences is with the capabilities of the console. There are a couple of new options for the Xbox Series X that were not in the Xbox One S, which is what I upgraded from. These include some HDR options, which are outlined above, and another new feature supported by the Xbox Series X.
My old Xbox was an Xbox One S. I got this from my brother after he upgraded to a different Xbox One model. The Xbox One S had a 500GB spinning hard drive that ran at 5400RPM. The fact that it was a 5400 RPM hard drive did mean that things were going to take a bit longer, but should be sufficient for game play. The Xbox One S does support 4K Blu-Ray playback, but not 4K gaming. Even the Xbox One S was an upgrade from the original Xbox One that I purchased back in 2013, because that did not include any 4K capabilities at all.
The first thing I noticed with the Xbox Series X is how fast games load. This was most notable when comparing the load times on Watch Dogs: Legion. On the Xbox One S I could get up, go and grab something to drink and come back and still not have the game be loaded. With the Xbox Series X it would take approximately 15 seconds to load, which was a significant improvement.
There are two factors that allow this. The first is that there is an SSD on the Xbox Series X, and the second is the NVME storage, given that it is significantly faster than a spinning hard drive. Solid State drives, by their nature, are faster than any spinning hard drive. This is because solid state drives can read random parts of the drive, where as a spinning hard drive must seek out a specific spot and may need to make a few revolutions before finding the particular sector.
Now, let us switch to a whole new feature for the Xbox Series X, one that will make aspects of game play a bit richer. That feature is called Ray Tracing.
Ray Tracing is a newer technique that allows more accurate shadows and lighting around objects. Say for instance you have a. Desk with a light shining on it. In the past it would take a lot to render the exact lighting that would move while a character moves. You would not always be able to take into account how a player would move. Therefore, you would be more likely to render consistent lighting, so that you could have a predictable result.
However, with todays technology this information can be computed and rendered in near-real time. This technique will allow for even better game play experiences. Here are two examples from Microsoft’s game, Minecraft. The first one does not have Ray Tracing enabled, while the second one does hav Ray Tracing enabled.
Not every game supports Ray Tracing, but for the ones that do, there may be an option to turn off Ray Tracing within the settings of the game. This is the case for Call of Duty Black Ops: Cold War. Since Ray Tracing is still new to the Xbox, it may not be optimized and may have issues. If you do experience any, it might be best to turn it off until the issues can be rectified. I have not experienced any issues specifically related to Ray Tracing, that I know of, but that is not to say that there have not been any.
Now that we have finished with the game play, let us switch to how you play games, using the controller.
Xbox Series X Controller
The way that you control a game depends on the platform. For desktops and laptops, you may be able to use a keyboard, mouse, joystick, or another input device. Remember the old ThrustMaster racing wheels? There are some consoles, like the Nintendo Wii and Nintendo Switch that have their own unique controllers, like the Wii Remotes, and the Joycons on the Nintendo Switch. Even though the Switch and Wii have their own unique controllers, there is another controller available, the Pro controller, which has a controller that is more akin to traditional console controllers.
Some gamers are not able to use traditional controllers and instead need to be able to adapt a controller to their needs. For these gamers, there is the Microsoft Adaptive Controller. While it is not covered in this review, it is available for those gamers who need it.
If you were to just make a quick glance between an Xbox One controller and the Xbox Series X controller you might not think there is any difference between the two. However, there are some differences, but they are subtle.
All Xbox controllers, excluding the Xbox Adaptive Controller, have a number of items on the front of the controller. These items are:
Two joysticks, one on the upper left, and one on the right side towards the bottom.
A directional pad on the left button side.
Four buttons in a diamond pattern, from top going clockwise you have Y, B, A, and X.
An options button on the left.
A start button on the right..
In the middle at the top is the controller power button.
The buttons and joysticks on the front are not the only buttons. There are some along the back as well. These are:
Two bumper buttons on the shoulders of the controller, one on the left and one on the right.
Two trigger buttons on the back, again one on the left and one on the right.
A power port between the bumpers.
A pairing button to the left of the power port.
There is one last port on the bottom of the controller, an accessory port. This is used to connect additional items like headsets. The Xbox Series X controller also has one additional button, that is in between the options and start buttons, and that is a dedicated share button.
The function of the Share Button can be customized through the Settings on the Xbox Dashboard. You have a few different options. This can be “Record what happened”, “Take Screenshot” or “Start/Stop recording’. Now, the “Record What Happened” option depends on your default capture settings. For 4K game captures you can capture the last 30 seconds, for 1080p, it is 1 to 2 minute, 720p is up to 3 minutes. The screenshots will be in 4K. The option for “Start/Stop Recording” will begin a record when you press it, and then stop the recording. This allows for a more customized length of video, which can save time in editing later. Even if that editing is just trimming the beginning and the end, it is still time saved.
Besides the power port, the directional pad has changed. The directional pad on the Xbox One controller is designed to allow you to more easily hit the up, right, down, and left arrows. These sit at 90 degree angles to each other. The modification with the Xbox Series X controller is that it is much easier to hit the diagonals, or 45 degrees from the standard directional buttons. This configuration can provide for more control during a game, particularly puzzle games or any other game where exact controllers or small adjustments in those specific directions are needed. This is not the first controller to have this type of configuration. The Xbox Elite Controllers have had this type of directional pad.
Having these additional directional options make playing some type of games a bit better and can make some actions a lot easier. Along with the directional pad there are some other changes, most notably to the back of the controller. This change can also allow for a better overall experience.
The original Xbox One controller took the shape of the Xbox 360 controller and refined it. One of the aspects of the original Xbox One controller was that the area where you wrap your fingers around the back were smooth. While this felt nice, and provided a uniform feel across the entire controller, it could be a bit problematic.
Imagine if you will, you are heavy into a gaming session, fighting the last boss of a game, you are low on health and barely surviving. Or maybe you are in a multiplayer match, and you are on a hot streak, going 10 and 0, and you need to keep going, or maybe you are playing a Dance Dance Revolution game and you are hitting every single beat perfectly. Because everything is a bit stressful your palms begin to sweat and with the controller being smooth it may be a bit difficult to hold onto the controller and you may end up dying or failing to hit that button at right the right moment.
Microsoft took the feedback about this and with the Xbox One S controllers, as well as the Xbox Elite Controllers, and added some gripping material to the back of the controllers. This would help during those intense gaming sessions and would allow air to flow through the bumps on the controller.
The Xbox Series X controller take this a bit further and adds just a bit more grip material. When I compare the Xbox One S controller and the new Xbox Series X controller, the Xbox Series X controller does seem to have additional grip material on it. I will concede that it is possible that the grip material on the Xbox One S controller has been worn away over time and it might have the same amount of grip material when it was new. Regardless, it does have more grip material than the original Xbox One controller, which did not have any grip material at all.
There is one last item to discuss about the controller itself, and that is the port on the controller.
It is likely that many players use their Xbox controllers wirelessly, but that is not the only method. You can also used them wired to your Xbox as well. If you use rechargeable batteries, or the charge kit, you will need to plug in your controller from time to time. The primary purpose of these ports is to allow the controllers to be connected via a cable.
The Xbox series of consoles have all had Universal Service Bus, or USB, ports included in them. USB is designed to allow a standard physical interface between devices. At this point USB is considered an “old” technology. It is not outdated, but it has been around a long time. USB was finalized in 1996, with the first devices coming out later in the same year. USB really is universal. While it is being replaced by new ports, it is still in use today on a large number of products, including newly introduced ones.
The original Xbox had a proprietary USB connection that was used for the controllers. Since the Xbox 360, the Xbox consoles have all had standard USB ports, available to the end user. These have been USB-A ports.
The Xbox Series X continues to have USB-A ports on the console. There are two ports on the back of the console and one on the front. However, what has not remained the same is the type of connection on the controller. The Xbox 360 had a proprietary connector that would allow even a wireless controller to connect to the Xbox 360, and would charge the controller if you had rechargeable batteries in the controller.
While the ports are used primarily used to connect controllers, there have been some other accessories that have also used USB ports. This includes the Kinect, controllers like guitars and drums for rhythm games, and hard drives for storage. These are just a few of the many other accessories that have been available over the years.
With the introduction of the Xbox One in 2013, the port included on the controllers was a standard one, a Micro-USB port. Unlike other systems, these ports are standards compliant. Changing to a standard port would allow gamers to purchase any USB-A to Micro-USB cable to be able to connect their controller to their console. One of the downsides of the Micro-USB port is that you need to plug in the cable in a specific direction.
With the Xbox Series X, the port has changed again, but only on the controller. It is no longer Micro USB port as it was on previous controllers, but has been replaced. With a USB-C port. The fact that it is a USB-C connection is actually a good thing, for a couple of reasons. First, you longer need to worry about plugging in the power cable incorrectly. This is because USB-C is designed to be reversible. Secondly, USB-C is quickly becoming the de-facto standard for connecting most peripherals. Furthermore, if you have another USB-C cable, you can use that to charge your controller.
The thing that I am confused about is why there is not at least one USB-C port on the Xbox Series X console. I can understand needing to retain one or two USB-A ports, given that many users have existing accessories that will work on their Xbox Series X, but not having a USB-C port on the console itself does seem a bit strange. As mentioned earlier, USB-C is quickly becoming the go to standard for not just accessories, but for all other types of devices, like phones, laptops, tablets, and other gaming consoles.
I would hope that when the next revision of the Xbox Series X comes about, if tradition holds in about in 3 to 4 years, that it would have at least one USB-C port on it, if not having all of the ports being USB-C. While it is a minor issue, it does seem a bit odd to not have a single USB-C port on the console, particularly considering that USB-C has been around long enough where there would have been time to change one or two ports to USB-C. There one last thing to mention related to the bundled-in controller and USB-C, and that is the cable.
As mentioned above the Xbox One controller used Micro-USB for its connection to the Xbox One and to charge. The cables included with these controllers were somewhat unique in that they included a light to indicate the current charging status of the controller. If this indicator was orange the controller was charging and if the light was white the controller was fully charged.
The USB-C cable bundled with the controller does include this indicator. The controller will vibrate when you plug it in, so there is some feedback regarding the controller. However, there is no easy way to see on the cable, or the controller, the current charge status. You can use the Xbox dashboard to see the current charge status, but this does require you to turn on the Xbox in order to see the information.
The USB-C cable does have another difference, compared to the Micro-USB cable provided with the Xbox One. It is much thicker. One thing I did notice over the years of using the Xbox One, and the Xbox One S, is that the Micro USB cable would eventually fray and need to be replaced. I have owned three “Plug and Charge Kits” for the Xbox One. I would either buy a new one because the rechargeable battery would not hold a charge long enough or because the cable frayed. Since Micro USB is a standard I could have just purchased or used a standard cable, but the cables included in the “Plug and Charge Kit” was always a longer one, so I could, as the name suggests, plug in the controller and charge it simultaneously. Furthermore, it had the indicator light. So both of these items kept me purchasing the cords. The good thing about having purchased so many is that I now have a number of rechargeable batteries that can be used.
The thicker USB-C cable should provide a bit more reliability and the cable should not wear out as quickly. At least that is my hope. Again, since it is not a cable with any additional features, should it happen to break in the future, I can just order a new cable in the length I would like so that I will be able to continue charging the controller while playing. It would be nice to see Microsoft come out with a USB-C cable with a charging indicator. It was a nice feature to be able to easily see the charging status.
Even though the controller has USB-C, the console only has USB-A ports. There might be another reason why there are so many USB-A ports on the Xbox Series X, and that is backward compatibility.
When gaming consoles first came to market, you would not have any expectation of being able to play games from another console on the current one, even if the consoles were from the same manufacturer. This was the way that gaming worked until approximately 20 years ago, when the Playstation 2 was released. The Playstation 2 allowed you to play games from the original Playstation. Microsoft did not have its own gaming console until November of 2001 with the introduction of the original Xbox, so it did not have to worry about supporting older games..
If Microsoft had been releasing its second console in 2001 instead of its first, they might not have included support for the original Xbox, and some may have been okay with that.. However, Microsoft’s second console did support backward compatibility.
Being able to support older console games is not as simple as snapping your fingers and having it function properly. Each game console is its own platform, has its own specifications and idiosyncrasies. Another reason this is not simple is due to the underlying platforms possibly being significantly different between console generations.
For instance, the original Xbox console was built with parts that were similar to standard PCs. This was chosen because Microsoft knew PC parts quite well having worked on various operating systems that support the PC market for 15 years at that point. Whereas the Xbox 360 used an entirely different architecture. The Xbox 360 used an IBM Power-PC architecture. You would not be able to play games from the original Xbox on the Xbox 360, at least not without some additional work being done to support the functionality.
When the Xbox 360 was released it was announced that it would support some original Xbox games. This was possible due to technological advances that were made in the four years between the release of the original Xbox and the Xbox 360. In order to be able to run original Xbox games, the Xbox 360 would need to emulate the original Xbox’s software.
When you do any sort of emulation, you will invariable see a loss of performance. Luckily, the Xbox 360 had enough power to be able to play the original Xbox games fast enough, even through emulation, that most users likely did not notice a difference.
When the Xbox One console was released in 2013, Microsoft had made some additional changes. Amongst these was the switch back to more standard PC-like hardware. This would allow the Xbox One to more easily emulate the original Xbox games, but with the different architecture would make it a bit more difficult. This is where the second change coms into play. That change was the way that the underlying Xbox operating system architecture had been changed.
In the intervening eight years between the release of the Xbox 360, in 2005, and the Xbox One, in 2013, a new type of technology became more viable as a solution. That technology is what is called a hypervisor. A hypervisor allows you to run multiple operating systems simultaneously. If you have ever used some like VirtualBox, Parallels, or Microsoft’s Hyper-V, you are well aware of how you can run multiple operating systems on the same machine at the same time. This is how the Xbox One console functioned. The Xbox Dashboard was run in one virtual machine, while games were run in another. In fact, the Xbox 360 operating system would effectively virtualized, albeit with modifications, to allow the Xbox 360 games to run, even though the underlying architecture were different. The same approach continues to be the case with the Xbox Series X.
These two changes, back to PC-like hardware and the transition to using a modified version of Microsoft’s Hyper-V, allowed backward compatibility to thrive. Since the architectures between the Xbox One and the original Xbox were similar, being able to run the original Xbox games would be expected. However, since the architectures differed between the Xbox One and the Xbox 360 so much, you might expect backward compatibility for those games to not be present.
This is where the hypervisor comes in as well as the length of time between console releases. With the eight year difference the capabilities of the hardware improved significantly. Much like the Xbox 360, the Xbox One had enough spare processing power to be able to play the Xbox 360 games without much difference being noticed by the gamer, even when emulated. All of the Xbox 360 games that I have played on the Xbox One worked flawlessly and felt just as though they wee running on the Xbox 360.
Providing compatibility for software is core to Microsoft. However, the Xbox Series X introduces a new type of compatibility, and that is with some hardware. So, let us look at that compatibility next.
Hardware Backwards Compatibility
Gaming is neither strictly personal nor strictly communal. It can be either one, or both at the same time. It is likely that you will end up playing a game with others from around the world, however your setup will likely be unique to you. One way that you can make gaming your own is by finding just the right controller. This could be a standard Xbox controller, or possibly even one from the Xbox Design Labs, or even a third-party controller. When you find the right controller you will likely want to be able to keep using it. Unfortunately, this has not been possible with previous generation changes.
When you think of Microsoft, you may think about their operating system, Windows, even though the have de-emphasized Windows in recent years, it still may come to mind. When you think about Microsoft Windows you might think about “backward compatibility”. If Windows has anything going for it, it is that it is highly backward compatible. As an example, if you installed Windows 7 in 2009, you could run software that was originally built for Windows 3.1, or even DOS. This type of compatibility is highly unusual.It appears that the desire for hardware backward compatibility has migrated to the Xbox Series X.
Typically when you buy a new gaming console you will get a new controller to go along with it, so you can play right out of the box. However, you may have to buy an additional controller, as well as all new accessories. While some may be compatible, it is possible that some will not. As was mentioned earlier, each time an Xbox console was introduced the previous generation’s controllers would not be compatible. What this would mean is that you would have to buy all new controllers and accessories. This is not necessarily the case if you were to upgrade to an Xbox Series X, or Xbox Series S, at least for controllers.
That is right, you are able to use your Xbox One controllers with the Xbox Series X. This is easy enough to do. It is as simple as pairing any other controller. You simply perform the following steps:
On the Xbox Series X console, press the controller pairing button, which is on the front near the USB port. The on/off button of the Xbox Series X console should begin blinking.
On the controller tap the pairing button on the top of the controller. This is next to the power port. The one/off button on the Xbox One Controller should begin blinking.
The two devices should begin pairing and once they have paired both on/off buttons will stop blinking and become solid. Once the devices have been paired, you can begin using your Xbox One controller with the Xbox Series X console. The controllers that you can pair are not just the Xbox One S controllers, or Xbox One X controllers,, but you can even pair an original Xbox One controller. This includes any of the stock controllers, Xbox Design Lab controllers, or even the Xbox Adaptive Controller.
There is one additional benefit that this ability has. Say that you are having a gaming party, but you do not have enough controllers. Now, with backward compatibility, you can ask your friends to bring their own Xbox One controllers so you can all play with a familiar controller.
The fact that all Xbox One controllers will work with the Xbox Series X is a great change to see. This is particularly true given that some users have already purchased some expensive controllers and want to keep using them. Let us now power on through to another accessory for the controllers.
Xbox Rechargeable Battery
Controllers since the Xbox 360 have had the ability to be used wirelessly. Even though the controllers can be wireless they need to be powered. This is possible by either using two standard AA batteries, or by using some rechargeable batteries. Microsoft does sell a rechargeable battery with an appropriate charging cable. They call this the Xbox Rechargeable battery.
The kit for the Xbox Series X contains a rechargeable battery, which fits nicely inside the Xbox Series X controller as well as a USB-A to USB-C cable, so you can use the battery in your Xbox Series X controller . You do not need to use this specific set for the newer controllers. You can use the older version of this set, called the “Xbox One Plug and Charge Kit”.
I like the Rechargeable Battery kits because they can charge while you play, provided you plug in the controller while the rechargeable battery is inserted into the controller. All batteries will degrade over time, so it is likely that you will need to replace the battery in a couple of years in order to be able to get the same amount of gameplay as when it was new.
Battery Life of the Controller
The battery life on the Xbox Rechargeable battery is quite amazing. I have had the Xbox Series X for about a month now and I have only had to charge the controller twice in that time. That means that I get approximately ten days to two weeks of game play time before needing to recharge. I do not always play the same amount of time eery day, it varies as you might expect. This is likely due to the rechargeable battery being new, but it is nice to not have to charge the controller every few days.
My experience with Xbox Series X has not been all fun and games, although it has been mostly that. I have run into some issues while using the console.
As is the case with just about anything these days, I have experienced problems with the Xbox Series X. The biggest problems that I have experienced, has been the Xbox Series X freezing. And when it does freeze, the entire console just shuts down. Basically, it is a hard crash. This has happened in with more than one game, therefore it is not necessarily game-specific. I have even had this happen while scrolling through the user interface. I hope this is a transient issue that is fixed with a future update.
I have not been the only one to experience this issue, there are others that have. Some indicate it is due to ray tracing, but that is game specific setting. I suspect it is actually due to airflow problems. I set my Xbox Series X on its side with the disc drive at the top of the, and with what I thought was enough airflow around the console. However, after I moved the Xbox into an area with a bit more airflow the issue has not re-arisen, at least as of this writing.
I have also experienced crashes of games. For one game it would crash and when I realized it had crashed I would try to go back to the Xbox dashboard, but the Xbox dashboard would end up freezing. Eventually the game would actually crash and allow me to start it up again. Typically, the game took a minute or two to actually crash.
I know that this issue was not related to airflow, because I have experienced this after moving the Xbox. I do have automatic updates enabled for both game and system updates, so it is possible that these have already been fixed, and that they may not re-occur.
I know that developing software is not an easy task, and that any piece of software is going to have bugs. Sometimes these bugs do not manifest themselves until they are in the hands of users. Hopefully, no major issues come up during my usage of the console and I hope that these issues were just software related and not an issue with the hardware.
When you unbox the Xbox Series X you will notice notice that it is indeed heavy for a gaming console. It comes in at 9.8 pounds, or 4.45 kilograms and it is rectangular in shape. Inside the box are the split motherboards, central cooling. Powering all of this is custom CPUs and custom GPUs that are capable of handling 12 trillion processes per second. To help handle the gaming, you get two different speeds of memory, 10 gigabytes of faster memory and 6 gigabytes of slower memory.
In order to store your games and media you get 1 terabyte of storage standard on the Xbox Series X. This storage is a powerful custom solid-state drive. This SSD is faster than a standard hard drive, but also due to the speed of the SSD, which uses the Non-Volatile Memory Express, or NVME, memory. This memory allows the console to be fast not only for launching titles, but also allows for faster load times while playing games. It will be interesting to see if Microsoft introduces even larger storage options for the Xbox Series X in the future, which could add to the longevity of the console.
Once you get past the initial setup and update, you can then begin playing. When you do begin playing you can play the most current games, like Watch Dogs: Legion, Assassin’s Creed: Valhalla, or even NBA 2K21. While at the same time, due to backward compatibility, you can play games from previous Xbox generations, including some games that were only available on the original Xbox console. It is still mind boggling to be able to play games that were released nearly 20 years ago, all as if it were on the original console.
If you are upgrading from an Xbox One, you may get the game data that is optimized for your console. This is known as Smart Delivery and can allow you to save some space by not downloading unneeded data. Once you do upgrade, for newer games, there may be some new technologies that enhance the game. If the game supports Ray Tracing, you may be able to have even better game play with improved shadows including very realistic rendering of the shadows in real-time. If you have the proper television setup this can make for more immersive games.
You will most likely be playing with a controller. You can use the included Xbox Series X controller or you can use any Xbox One controller. This backward compatibility with hardware is a great addition that can protect your existing investment in Xbox One accessories. So if you really like that Xbox One Elite controller, you can use still use it with your new console.
Overall, I like the Xbox Series X thus far. In most cases, it is not easy to spot any difference between playing on my old Xbox One S and the Xbox Series X. The place I notice the most change is with the amount of time that it takes for some games to load. It is noticeably faster than the older consoles, particularly if you are coming from a console that has a 5400RPM spinning hard drive.
The Xbox Series X is a great platform for gamers. The inclusion of full 4K gaming allows the highest quality of gaming. Once you add High Dynamic Range, or HDR, in with the games you will have the latest and greatest technology available and this will provide you with the best gaming experience that you can get today.
As of this writing it is difficult to get an Xbox Series X, but availability should improve over the next few months. If you are looking to either get into the Xbox, or upgrade an existing Xbox One, you cannot go wrong with the Xbox Series X. It should prove to be a great console for years to come.
From time to time, new product lines are announced by a company. In September of 2014 Apple announced a whole new product line, the Apple Watch. It took a bit more than six months until the first Apple Watch was released, but it did arrive in April of 2015.
When it was introduced the Apple Watch was positioned as a replacement for the iPhone, however that is not the focus of the Apple Watch today. Recently, Apple announced new watch, The Apple Watch Series 6.
Each year I have purchased a new Apple Watch and I have always purchased the Space Gray aluminum model. For the first Apple Watch through the Apple Watch Series 4, I ordered it with the Black Sport Band. With the Apple Watch Series 5, I ordered the Anchor Gray Sport Loop.
The reason I ordered the Gray Sport Loop was because I purchased and reviewed the Black Sport Loop and I liked the Sport Loop. Apple no longer sold the Black Sport Loop, so I went with something as close as I could. Therefore, I ordered the Apple Watch with the Anchor Gray Sport Loop. If they would have had the Black Sport Loop, I would have ordered that.
When the Apple Watch Series 6 was announced it was available for ordering that day and would begin arriving on September 18th. I ordered an Apple Watch Series 6. As mentioned above, I have always ordered the Aluminum Space Gray, but this year I have done something a bit different. Instead of getting the standard Aluminum Space Gray, I went with the Aluminum Space Gray Nike Apple Watch.
Specifically, I ordered the Space Gray Nike Watch with the Anthracite/Black Nike Sport Band. Along with this, I also ordered a Nike Black Sport Loop, as well as one of the new Black Sport Loop. All of this provides me a couple of new areas to review. The areas that I will review are:
Series 6 Watch
Each of these will be looked at in turn starting with the Apple Watch Series 6.
Apple Watch Series 6
If you were to upgrade your Apple Watch year over year, as I have done, you will only see incremental updates over the previous year. However, if you upgrade from an older model, you might notice significant changes. Each new Apple Watch has some change that goes along with it. Typically, these updates are hardware. The Apple Watch Series 6 is no exception. The biggest feature of the Apple Watch Series 6 is a new sensor for testing your blood oxygen levels.
The Apple Watch Series 6 has a new sensor that allows you to determine the amount of oxygen within your blood. This is done by shining a bright infrared light through your skin. The amount of reflected light that is reflected back is put through an algorithm that will determine how much oxygen is in your blood.
The way that you test your blood oxygen is by opening up the “Blood Oxygen” app. When you open up the Blood Oxygen app you will be presented with an animation. Additionally, you will see the last time that your blood oxygen was taken and the recorded ratio. You can start measuring your blood oxygen by tapping on the “Start” button.
The test will take 15 seconds. In order to get the best results, you will want to rest your wrist on a table or flat surface. This is because movement can cause the test to be inconclusive and not be able to be taken. Furthermore, it is best to not tap your fingers, because this can also cause the test to not be able to be done properly.
The result that you will get is a percentage.Obviously, the higher the percentage, the more oxygen that is present in your blood. A majority of individuals have a level between 95% and 100%. There are those who may have a lower blood oxygen level.
Blood Oxygen levels are not only recorded when you take the test. They are also performed in the background, particularly while you are sleeping. All of your tests are stored in the Health app. You can get to this data by performing the following steps:
Open the Health App.
Tap on the “Summary” tab.
At the bottom of “Favorites” tap on “Show All Health Data”.
Scroll down to “Blood Oxygen”.
Tap on “Blood Oxygen” to open up the Blood Oxygen data.
Here you will see a standard Health data chart with the Daily, Weekly, Monthly, and Yearly options. You can also select any of the options at the bottom, which will highlight the necessary information or a line to the graph so you can see the variations throughout the day.
The Blood Oxygen sensor in the Apple Watch Series 6 is a nice addition for users to be able to add one additional data point to their health records. Apple is very cautious when it comes to health-related items, and it makes sense to be cautious. The data from the blood oxygen sensor will help users, and their physicians, have a record of blood oxygen levels and can help should any issues arise in the future. Let us now turn to a couple of other hardware changes.
Other Hardware Changes
The Apple Watch Series 6 has a coupe lot other hardware-specific items. With each new version of the Apple Watch, there is a new chip that powers the Apple Watch. The Apple Watch Series 6 has an S6 chip. The S6 Chip has some new features which are not present on the S4 and S5. The S6 has an always-on Altimeter.
The always on Altimeter will allow you to see your current altitude above sea level. You can add a complication to your Apple Watch face so you can see your current altitude. This is great addition particularly if you are on a hike that will bring you up or down a hill with significant change in elevation.
Another new feature of the S6, which does not have much usage right now, is the inclusion of the U1, which is Apple’s ultra Wideband chip. The U1 is present in the iPhone 11 Pro and iPhone 11 Pro Max. The U1 is used for spatial awareness, which currently only used with Air Drop. It might be used for other features in the future though.
The U1 chip is capable of allowing you to communicate between devices that are local. There are other ways of communicating. One feature that the Apple Watch has had since the first version is the ability to connect to the Apple Watch to Wifi. Every Apple Watch has had the ability to connect via Wifi, except this is only able to use the 2.4GHz spectrum. For most uses this is acceptable, however the 2.4GHz Wifi can be quite crowded and a crowded
The last hardware change is the screen. The Apple Watch Series 6 has a brighter screen. According to Apple it is 2.5x brighter while in sunlight. With previous models it may have been difficult to see the items on your watch face while using your watch in direct sunlight. This should be reduced with the Series 6. An additional change with the Series 6 Apple Watch, which has not necessarily been mentioned by other reviews. While your wrist is down you are now able to access complications
Nike Watch Specific Features
This year I ended up getting a Nike Apple Watch Series 6. The reason for this was two fold. First, I have actually wanted to get the Nike version of the Apple Watch just to see what the differences were. It is not likely that I will use the Nike specific features, like the Nike Run Club, but I still want to see the differences.
The second reason is that it was available for release day delivery. I had not gotten any of the Nike models in the past is because they were not usually available until two weeks after the other models. I generally like to have the devices the day they are released, so I just always got the standard model. This year though, the Nike version was available for release day delivery, so I opted for that model.
The Nike Apple Watch Series 6 does not have any hardware difference from the standard Apple Watch. Instead, the changes are only software related. There are a couple of specific differences.
The first software change is that when you look at the settings within the Watch app on your iPhone, you will see a new option, the “Nike Run Club” app. This is a direct shortcut to install the app. If you do not have it installed, you are able to install it with a single tap.
The biggest change software change is the inclusion of Nike-specific Apple Watch faces. There are a variety of unique watch faces that are not present on the standard Apple Watch. The additional watch faces available are:
The Nike Compact Watch Face allows you to have three complications and a clock. The three different complication spots are Top, Middle, and Bottom. These are small, small, and large complications respectively.
The clock is in the upper right corner and can be either an analog clock or a digital one. For the analog clock, there are two different options. One of the analog faces has large numerals for 12, 3, 6, and 9. The hour, minute, and second hands will sweep around the clock face. The second analog watch face only has the watch hands, and is two tones. The upper portion is one color and the bottom portion is another color.
With the Nike Compact face you have an option for selecting the color of the face, just as you would with other watch faces. There are 27 different color options. You have 13 different sets, that all match the various Nike Watch bands. As an example, one of the sets is Pure Platinum/Black. With this color option the clock face color will be Platinum, as will the tint for all of your complications also being Platinum. The color of the digits of the analog and digits of the clock will be black. If you choose Black/Pure Platinum, the background of the clock face switches and the color of the digits will flip. This is the same for all of the other 24 colors. There is one last color option, Multicolor. This color will show your complications in color and the clock faces will be the same as Platinum/Black.
The Nike Hybrid watch face has the same three options for the clock. However, each clock face has two options for the dial itself, Rectangle or Circle. The Rectangle option does not have any room for complications. However, the Circle option allows for five complication options. Four of these options are the ones around the outside corners. The fifth option is along the top of the dial.
As is the case with the Nike Compact watch face, you have a variety of choices for color options. There are 40 different options. It does not make sense to list all of the possible combinations. However, many of the colors have three options. As an example there is Obsidian Mist/Black, Black/Obsidian Mist, and just Obsidian Mist. The last item listed is a single color but with two different shades of the color. There are some color options that do not have this last choice. Anthricite/Black and Lime Blast/Black are only available in the two choices. Let us turn to the next Nike Watch Face, Nike Analog.
The Nike Analog provides places for three complications. These are in the top left, top right, and bottom. The top left and top right that are small complications while the bottom is just a line of text.
You can choose amongst four different styles of analog watch face. Style 1 does not have any numbers, just indicators. Style 2 had small numbers for hours 12, 3, 6, and 9. Style 3 has small numbers for hours 12, 2, 4, 6, 8, and 19. Style 4, the last style, has the standard large numbers for hours 12, 3, 6, and 9.
There are 35 different color choices, 32 of these are solid colors. While three of these, White/Volt, White/Red, and Rainbow provide multiple color options for the watch face.
The Nike Digital Watch Face has the time in large font along the left and three complications. The complication locations are Middle Left, Bottom Left, and Bottom. The Middle Left and Middle Right options allow you to select a small complication. Just like the Nike Analog, the “bottom” option will allow a complication that is a line of text.
There are three style choices, Solid, Two-Tone, and Outline. The Solid style will display the time with a solid fill color. The Two-Tone option will show the hour with a solid fill and the minutes will have an outline. The Outline style will display both the hour and minute in an outline.
There are a number of different options for the Nike Digital face, 32 to be exact. 30 of these are solid colors, and there are two dual-color choices. The two dual-color choices are Volt/White and Red/White. If you select one of these dual-tone colors, the displayed time will appear white and the complications will be either Volt or Red, depending on your choice.
All of the Nike Watch Faces offer a unique style and option for your Apple Watch which can help differentiate your watch from other Apple Watches. Now that we have covered all of the Nike-specific watch faces, let us look at various bands for the Apple Watch.
Apple Watch Bands
Not everything is a “one size fits all” type of situation. People like the ability to customize things and the Apple Watch is designed to be a fashion item. While there are plenty of ways to customize the watch face, not everyone may notice this. However, others may notice if you are wearing a specific Watch Band. Watch Bands are an easy way to customize the look and feel of your Apple Watch. There are a number of Apple Watch Bands, as well as many third-party bands available. One thing that has remained the same throughout all of the generations of the Apple Watch is that bands that were purchased early in the lifespan of the Apple Watch may work with the newest watches, provided you are using the same size watch.
For instance, if you bought the 38mm Apple Watch Series 2 and bought a 40mm Apple Watch Series 5, the watch bands should, for the most part, work with both watches. However, if you bought a 38MM Apple Watch Series 2, but then got the 44MM Apple Watch Series 5, the bands would not work between the two models, due to the size differences. Let us look at some of the available bands from Apple and the differences between the standard models and the Nike models. Then we will look at a brand new band from Apple.
The sport sand has been around since the first Apple Watch was released. Until the Series 4, the default band was the sport band. The sport band is made of Fluoroelastomer. Fluoroelastomer is a rubber product. The sport band is designed to be comfortable and used all day. The fact that the sport band is rubber, it is odor resistant.
The sport band can be worn while swimming, exercising, or any other activity. Due to its ability to be done doing just about any activity, it means that its designed to stand up to use. Even though, by its very name, it is usable in sports, it means that it is designed to be cleaned. The sport band can be cleaned with mild soap and water.
The Nike Sport Band is similar to the standard sport band. The biggest difference between the two, outside of the available colors, is that the Nike Sport Band has additional holes along the left and right side of the central holes. The additional holes are designed to help wick away sweat and provides a bit more air around your wrist.
The Nike Sport Band that came with my Apple Watch Series 6, it is my first time using the Nike version of the sport band. The Nike Sport Band is a pretty good band and just like the standard sport band.
With the additional holes, you technically can use any of the other holes, but then you would have to bend the sport band a bit to get the clasp to fit into the clasp where the excess Since the sport band is two pieces, you can mix and match them. So you can mix and match the parts of the bands, which can allow you to create your own design.
You might expect that all sport bands are the same. However, they are not. The Nike Sport Band feels just a tad bit lighter weight than the regular sport band. This makes sense given that there is less material than the standard sport band. If you are using the Nike Sport Band for exercise, being able to have a lighter band can help make exercising a bit nicer.
The sport band, no matter which specific model, is the standard band and a great overall band to use with the Apple Watch. The various holes allow each person to adjust it to their wrist, but the preset holes can result in some people not getting the exact fit they need. Let us turn to a slightly different take on the Sport Band to a band that has been around for a while, the Sport Loop.
The Sport Loops are made of two layers of woven nylon. The sport loop uses a hook and loop fastener that will keep the band classed. The hook and loop mechanism allows for the Apple Watch to easily be removed and put on. Additionally, the sport loop band allows you to fit the band even better than other bands, because you can adjust it to the size you need.
There is only one subtle difference between the standard Sport Loop and the Nike Sport Loop, and that difference is that the Nike Sport Loop includes reflective nylon that is woven throughout the band. This is designed to be reflective when light is shown on the band. This is particularly useful for those who exercise when the light may not be the best. While you will likely have other items to indicate your presence, like neon clothing, a head lamp, or flashing light, it is one more item that will allow vehicles and others to see your while exercising.
After a year of usage, and even with regular cleaning, the Sport loop can accumulate odors. Apple indicates that you can clean the sport loops with water and a lint-free cloth, but this does not work in practice. Instead, you may want to let the band soak with a touch of soap for a while. Once the band is soaked, a light scrubbing may help with the cleaning to remove the odors. Another possible option, which may sound strange, is to shower with your watch band. The soap that you use should help a bit as well. Plus, the Apple Watch can certainly handle getting wet in the shower.
Overall, the sport loop is a lightweight band that is much easier to take off and put on than the sport loop. Over time, the clasping mechanism does seem to reduce the strength of the clasping mechanism. So this is something to keep in mind.
The Sport Loop is probably one of the more comfortable bands and the infinite adjustability allows the band to be versatile as band that can be used throughout the day and that you can adjust throughout the day, if needed. Next, let us look at one of the newest additions to the selection of Apple Watch Bands, the Solo Loop.
The Solo Loop is a new type of Apple Watch Band. The Solo Loop is compatible with the Series 4 and newer. The Solo Loop is a single piece band that is made with silicone rubber. This is similar to the fluoroelastomer of the Sport Band.
The Sport Loop does not have any clasps, buckles, or any sort of mechanism that allows for adjustment. So it is important to choose the proper size. Apple has a printable tool to be able to help size the Solo Loop. If you visit an Apple Store, you may be able to obtain one.
The Sport Loop comes in one of twelve sizes, 1 to 12. Sizes 1 to 8 are available for the 40mm Apple Watch, and sizes 4 to 12 are available for the 44mm. The difference between each size of the Sport Loop band is very little, hence why there are a bunch of different sizes.
There are actually two methods for the tool. The first is to print out an 8.5 x 11 sheet of paper, cut out the measurement tool, and then wrap it around your wrist to determine the proper band size. The second method is to use a piece of paper and a measuring tape. You measure from the end of the paper to the point where the paper matches the end. Once you have this, you can then enter in the length into Apple’s conversion tool, which on the page, and it will provide you with the proper band size.
I tried both methods. First, I used the tape measure approach and it said it could either be a size 8 or a size 9. I then tried with the print-out and it said 8. With the physical measuring tool from the Apple Store, it would be between 7 and 8.
It is important to make sure that you have the correct size. Having a Sport Loop that is too loose will not allow the watch to sit properly on your wrist. You may be able to get a Sport Loop that is one size larger than what the tool indicates. When I did the measurement with Apple’s tool, it indicated that I was a size 8. I was able to order one for pickup at my local Apple Store.
When I opened the package, and put the Sport Loop on my Apple Watch, it seemed like it might be too small, but once I put on my Apple Watch, it did fit, although it was a bit loose. I would probably be better with a size 7, but the size 8 that I have does fit. Even though the Sport Loop is a bit loose, it is not too loose that it stops the Apple Watch from functioning. Furthermore, if the Sport Loop was too loose, the Apple Watch would lock because it lost contact with the skin. So far, I haven to experienced that.
While having a Sport Loop that is too loose could be a problem, you also do not want a super tight band either. This is for a few of reasons. The first is that a band that is too tight can cut off circulation and would be quite uncomfortable. The size of ones wrist can change over time depending on my factors, including but not limited to, heat, hydration levels, and just natural body cycles. The second reason is that if the band is too tight, the blood oxygen sensor will not work properly.
There is one last item to note about the Solo Loop. According to its support document for Apple Watch bands, quote:
If you have a Solo Loop or Braided Solo Loop, the band size should be comfortable, but snug against your wrist. Simply pull from the bottom of the band to stretch it over your wrist when you put it on and take it off. Solo Loop may increase in length over time.
I would guess that this may take some time to occur, but it is something to be cognizant of when purchasing a Solo Loop.
Overall, the Sport Loop is a pretty good band and a great addition to the various bands available for the Apple Watch. The lack of a clasp is nice, however its biggest downside is that you need to get the size correct. The only problem will be finding the right fit. If you have an Apple Store nearby, you can see if they have a measuring tool and you can get the proper size. The Sport Loop comes in a variety of colors. The available options are:
Overall the Apple Watch Series 6 is a solid upgrade, provided that you are upgrading from certain Apple Watches. If you have an Original Apple Watch, a Series 1, 2, or 3, and you are looking to upgrade, the Apple Watch Series 6 is a worthwhile upgrade. However, if you have an Apple Watch Series 4, the new Blood Oxygen sensor and speed increase may be enough to persuade you to upgrade. For Apple Watch Series 5 owners, the only changes are the inclusion of the Blood Oxygen sensor. For some, and particular during these times, it may be a worthwhile upgrade.
With the Series 6 being my first Nike edition of the Apple Watch, it is different to see the distinct Nike Watch Faces in person. I am not sure if I will end up using them on a daily basis, because I do like my Apple Watch to be a mini computer on my wrist, where I can quickly glance at information and the Nike Watch Faces do not allow the breadth of complications on the watch faces. The best part though, is that the Nike Apple Watch does not restrict you to using just the Nike Watch Faces, but you can use any of the Watch Faces that are included in watchOS.
Customizing your Apps Watch face is huge, but a lot of people may not see your watch face unless you show them specifically. What many others can see though, is the Watch Band that is attached to your Apple Watch. There are a variety of bands available. The newest one, the Solo Loop is a great choice if you do not want to use a clasp of any sort. The biggest downside to the Solo Loop is that you need to get the size exactly correct, otherwise it may end up being too tight or too loose. There is one last thing to note, if you purchase an Apple Watch Series 6, or an Apple Watch SE, with the Solo Loop and the Solo Loop is the wrong size, you may have to wait for a replacement, because they are popular.
The differences between the standard Sport Band, and the Nike Sport Band, as well as the standard Sport Loop, and the Nike Sport Loop are very minimal. The Nike Sport Band feels a bit lighter than the standard Sport Band. The lighter weight of the Nike Sport Band is due to the band not having as much material. The only difference with Nike Sport Loop, as compared to the original, is that the Nike version has reflective threads woven in so that in the dark vehicles are able to identify that there is someone there.
I am not sure if I will end up settling on a single band. I do like the Sport Loops due to their overall comfort and adjustability, but the Solo Loop is also quite comfortable and can allow me to easily rest my wrist anywhere without worrying about a clasp. I guess only time will tell which one, or ones, I end up using the most.
The Apple Watch Series 6 is quite popular and some models have longer lead times than others. If you are planning on getting one for the holidays, ordering now is prudent. The Apple Watch Series 6 starts at $399 for the 40mm GPS model, and $429 for the 42mm model. You can add cellular for $100 more on either size.
Pre-orders for Microsoft latest Xbox consoles, the Xbox Series X and Xbox Series S. The problem with today’s pre-orders was not the failure of a single vendor. Instead, it was ALL of them that people attempted to pre-order from, at least in the U.S.
Microsoft had set a pre-order time of 8 a.m. Pacific Time. This is a good idea in itself, because everybody knows when they will begin. Furthermore, it is not in the middle of the night. I have ordered countless iPhones at 2 a.m. due to the pre-order time starting at midnight pacific time. But that is not the case for the Xbox Series X.
Within the post Microsoft indicated the retailers that would be having pre-orders. The retailers listed in the post include:
Other participating retailers
Out of this list, I had prepared to order from five different retailers. These were Microsoft, GameStop, Target, Amazon, and Best Buy. In order to prepare I had all of the sites up, I was logged into each of the sites to save myself some time during the checkout process. Amazon and Best Buy did not put up their pre-orders right away, so those were out of contention, or so I thought when pre-orders started.
When 10 a.m. rolled around, I started to refresh Target and Gamestop, as well as trying Microsoft’s site. Not a single one was without some sort of trouble.
Target’s site allowed me to add the Xbox Series X to the cart, and attempt to checkout, but their back-end completely crapped the bed and kept saying “oops an error occurred”. I kept trying to checkout, to no avail. I even got to the final checkout page to enter in my credit card CVV code, and it kept failing. When it failed, it would send me back to my cart, which often said that I had nothing in it, but that was no the case. Once I was able to get back into the cart, I would checkout, but it would fail. I even tried Apple Pay on the iPhone, but that kept failing as well. I had even gotten to the Apple Pay sheet on the phone and that failed, so I ended up having to go back to my cart.
Just before 10 a.m., Microsoft put up the “Preorder” links on their Xbox Series X order page. When you tried to click on it, you would get a “page cannot be found” error. Shortly after 10:10 Microsoft’s site allowed me to add an Xbox Series X to my cart. The problem then became the actual check out process. The page kept going back to “not found”. I then looked at my cart, and and attempted to checkout, which would fail intermittently. After 53 minutes of trying, and 15 minutes of trying to get through the Microsoft checkout process I finally got to the end. It indicated that it could not set my payment method, although one was already on my account.
At 10:56 I happen to refresh the Amazon page, which had previously been the famous Amazon “not found” page, which shows various dogs. It actually had a “pre-order” button on the page. I immediately clicked on “Pre-Orer”, went through my cart and ordered an Xbox Series X. It was the fastest checkout, as you might expect. Pre-order -> Review -> Confirm. The entire process took 15 seconds. I honestly think I may have been one of the last ones to get a pre-order in on Amazon, because as soon as I went back to the page it stated “Currently Unavailable”.
GameStop had one of the more interesting takes, they added you to a queue and if you entered the queue you would have to wait to get onto the site. So, you could sit and wait fore your turn. Of course, I opted to do this. Approximately 35 minutes after waiting, I was able to view the items on the site. As you might expect, they were completely sold out.
I was browsing Twitter and noticed someone else said the Best Buy had their pre-orders up again. I kept trying to add an Xbox Series X to my cart, but kept getting a “Due to High Demand this item was not added to your cart. Wait a few minutes and try again.” message. I kept trying to hit “add to cart” and kept getting the same message.
I was able to procure two Xbox One Series X orders. One for myself and one for my brother. Today’s experience is very reminiscent of the early iPhone ordering days when Apple’s site would take a massive dump when trying to order a phone.
If it were only Microsoft who were taking pre-orders, it might be somewhat understandable. It is not feasible to scale your operations for a single occurrence of insanely heavy traffic. However, Microsoft owns the infrastructure to be able to handle this, so their site being so slow is surprising. I do not think the issue was the Xbox site itself, but their back-end services that accounted for the slowness.
Of course Amazon’s experience, if the page was actually available, was the best experience and the fastest checkout. This is not surprising given that Amazon handles millions of orders each year, including some of the most popular times. Amazon can deal with scale.
I completely understand having people buy from various retailers, because you do not want to overwhelm your own system. But I think all of the retailers, except Amazon, underestimated the demand that they would need to handle. Today’s e-commerce is not like the olden days where you would need to have physical servers. Today everything is virtual and machines can be spun up and down as needed.
I do think that the retailers remembered to scale their front ends, because I never had an issue loading a page, the issues were all with the backend systems. I hope for the next big pre-order event that the companies think about more than just the front end and shore up the back-end systems as well.
For Target, the cart mechanism as well as the actual checkout. I think the two might have been related, since it could not access the cart, it could not finalize the checkout.
Best Buy was similar in that it could not actually add items to the cart, so you could not checkout. Once an item was in the cart, it seemed okay.
For Microsoft it was similar situation where the backend systems for pulling account information seemed to be the bottleneck.
Today’s Xbox Series X and Xbox Series S pre-orders were not the only pre-orders to experience a fiasco. The Playstation 5 and Nvidia RTX 3080 have also had the same type of experience for those who tried to pre-order those items. This type of experience does not engender positives vibes for both the retailer and the manufacturer. Other retailers can learn from the today’s, and the other recent pre-orders, so the same experiences do not happen in the future.
On Tuesday Techcrunch reported that Facebook had been paying people, in particular teens, $20 a month to install their “Facebook Research” app. The “Research” app includes a Virtual Private Network (VPN) client. The “Research” app is a rebranded app that was removed from the public iOS App Store in August of 2018 because it violated App Store terms of service. The old name of the app was Onavo.
The method used by Facebook for this installation is by using an Enterprise Developer Certificate, which is designed for distribution of applications to a company’s employees. In addition to distributing apps to their own employees Facebook used this method for external testers. This is in direct violation of the terms of service for the Enterprise Developer account which were agreed to upon signing up for the account.
Once Apple found out about this, they revoked the Enterprise Developer Certificate. Revoking this certificate had a major impact on Facebook. Besides having their “Facebook Research” app no longer function, all of Facebook’s internal applications used by employees were broken, meaning that they can no longer function.
From an Apple spokesperson:
“We designed our Enterprise Developer Program solely for the internal distribution of apps within an organization. Facebook has been using their membership to distribute a data-collecting app to consumers, which is a clear breach of their agreement with Apple. Any developer using their enterprise certificates to distribute apps to consumers will have their certificates revoked, which is what we did in this case to protect our users and their data.”
It turns out that Facebook is not the only big tech company that has been misusing their Enterprise Developer account.
Yesterday, January 30th, Google stated that they were doing something similar with their Enterprise Certificate with an application named “Screenwise Meter”. When users used the app, they were able to earn gift cards by installing the application. Just as with Facebook Apple has revoked Google’s Enterprise Certificate. This revocation has same effect as Facebook, where Google’s internal iOS applications ceased functioning. This includes employee-only beta versions of apps, as well as other applications used by employees. Here is a quote from the TechCrunch article:
“We’re working with Apple to fix a temporary disruption to some of our corporate iOS apps, which we expect will be resolved soon,” said a Google spokesperson. A spokesperson for Apple said: “We are working together with Google to help them reinstate their enterprise certificates very quickly.”
As of today, Thursday January 31st, Facebook has had their Enterprise certificate re-instated, but Google has not had their Enterprise Certificate re-instated, yet.
I am somewhat surprised that Apple revoked the Enterprise Developer certificates, given that the companies involved.. However, Apple is fully within their right. Both companies violated not only the terms of service, but also used the applications to acquire consumer information. This is a clear violation Apple’s principles and definitely should not be tolerated.
Besides the violation of the policies, there are consumer implications. Both companies are relying on ignorance of users to collect information. In both cases the apps collected browsing history of all activity on the users iPhone, through the VPN that was installed when the app was installed. Additionally, Facebook gathered Amazon purchase history by having users send screenshots of their Amazon orders.
I suspect that Google will get their Enterprise Certificate re-instated in the next couple of days. In the wake of these incidents, I would not be surprised if Apple starts cracking down on this type of behavior for all Enterprise Certificate holders.
If it any smaller company had done something similar, it would be my guess that Apple would revoke the certificate and that would be the end of the discussion. A smaller company would likely not be able to get their Enterprise Certificates re-instated at all.
These two instances should be a wake up call for all Apple Enterprise Certificate developers. If you are providing applications to end-users through your Enterprise Certificate, Apple may end up revoking your certificate and there may be no recourse.
It will be interesting to see what other ramifications this will have on other developers. I also wonder if Facebook and Google will try doing something similar again in the future. Only time will tell whether or not this will happen.
Over the last weekend a report of a serious privacy bug was found in Apple’s Group FaceTime service. The bug would allow someone to enable the microphone and camera on someone’s device.
You can read the 9to5mac article for the steps on how this bug was activated. The short version is that if the person you are calling declined the call with the sleep/wake button, and you added your own phone onto the call again, you would be able to hear the original caller’s microphone and see their camera.
Apple is currently working on a fix. In the interim Apple has disabled Group FaceTime on the server-side, until a fix is released, which should be this week.
Imagine this scenario. A group of 3 people decides to have a FaceTime call. Person 1 calls Person 2. While the phone is ringing, Person 1 attempts to call Person 3, but accidentally clicks on their own contact information while scrolling.. Person 2 declines the FaceTime call accidentally, and the audio from Person 2’s is audible by Person 1.
I cannot emphasize enough how bad this bug is. Not just because of the fact that it should not have gotten through Quality Assurance (QA) and testing, but also because of Apple’s focus on privacy. In regards to getting through QA, using the sleep/wake button to dismiss a call is an extremely common action and adding another person to a Group FaceTime call is the entire point of Group FaceTime. To add on to this, despite announcing Group FaceTime was announced at the 2018 World Wide Developers Conference (World Wide Developer Conference, Apple delayed Group FaceTime due to bugs and issues. This one was obviously not noticed during testing.
You might think that this is a minor bug because you “have nothing to hide”. While that is all well and good for you, there are others that need privacy or are in sensitive situations where this can be abused. One example of this could be a domestic violence situation where an abuser can use this bug to be able to spy on someone. This would not be a good situation at all.
Another example could be a lawyer, who needs confidentiality of their clients. One last example is world leaders. If any of the world leaders, or their assistants, use and iPhone, they may have been able to use this bug to listen in. In other words, this is a really bad bug.
The fact that this bug got through is bad, but it is compounded because one of Apple’s core tenets is security and privacy. Any privacy bug is a problem for Apple because they make it a differentiator to other products on the market.
It is good to see that Apple has taken this seriously and has temporarily disabled Group FaceTime services. Even though this is bad, it is possible that Apple will make some internal changes to improve testing of their features for privacy bugs.
When Twitter launched about 12 years ago, it started off as an SMS-based service. Soon after its launch it became a website and it took off at becoming used by many members at South by Southwest (SXSW). The early users of Twitter helped define some of the many conventions that have become a mainstay of many social networks. A couple of examples of the items that have become standard are the @ symbol to indicate that you want to reply as well as the # for use as a hashtag to help identify a post for easier tracking.
Another area where these long-term users have helped Twitter is through the creation of third-party Twitter clients. Initially Twitter was just a website and provided an API for developers to connect to. These third party Twitter clients have allowed for different experiences and this is where many of the features that are used everyday are developed. One particular third-party client, Tweetie, was purchased by Twitter and became the official Twitter app.
Starting today, August 16th, 2018, many third-party clients will no longer be able to work as they had before. This is due to Twitter retiring a set of APIs that developers used to provide these features. A couple of the features that will no longer be available to third-party apps include real-time streaming, statistics, and instant direct messages.
For most users, this may not be noticeable, but for there are times that these features, like real-time streaming, come in handy. For many users, the biggest reason for continuing to use a third-party Twitter application is the reverse chronological timeline, which the official Twitter app and website no longer offer. Along with this, third-parties offer apps for the Mac, which Twitter also no longer offers.
What this will result in is that your timeline will only refresh every minute or two. Direct messages will also be delayed. For real-time events, which are often what Twitter is known for. All of these changes are designed to have people use the official Twitter client, which is makes sense given that there are ads in the official Twitter client, but not in third parties. However, these changes, along with others issues surrounding Twitter, has left many individuals questioning whether to continue to use the service or not.
Personally, for me, I am not sure what the end result will be. It is hard to abandon the service all together. This is not only because it is the social media service that I use the most, but also because it is where my biggest following is, ergo it is where I have the biggest reach for things like these posts as well as advertising my apps and books. At the same time, it is not hard to think that some of these moves will ultimately going to end up pushing away the group of users who helped Twitter get to where they are today. I get that the “super users” make up less than one percent of Twitter’s overall base, but without them, Twitter would likely not be where it is today.
Here is a video by Panic, makers of apps like Transmit, Panic, and Firewatch.
The brief backstory, is that some of Panic’s customers were reporting that downloads were really slow. The video explains what the issue was. The video also explains a small segment of how the internet works. This is not a technical video at all, so it is good for everyone to watch.
I am not investing in any crypto currency. The thought has crossed my mind, but I am a bit too risk adverse to get into that. I do not invest heavily in stocks either. I was asked by a friend about my thoughts on thoughts on crypto currencies. I had not planned on doing a blog post, but decided I might as well. These are my off the cuff thoughts about crypto currencies, as I understand them.
While I think crypto currencies can make some add to the wealth of some, is a bit too volatile for anybody to seriously get involved in investing. This is for a few of different reasons.
The first is that it takes a lot of computing power to be able to mine cryptocurrency. Not just like running a single computer all the time, at its full maximum, but instead large server farms that consume more power than some entire power stations can output. You would need that much power to be able to mine enough currency to make it worthwhile, unless you have a lot of capital to throw at mining coins.
The second is that countries are already starting to regulate it, which in some respects is a good thing, but it may cause panic and a sell off, meaning some could lose a substantial amount of money. It may also mean that being able to convert crypto currency to another currency may be limited.
Third, let us presume that one does invest, and you decide to sell. Right now for some exchanges it can take a few days to actually perform the sell the coin, which, given the violability, can lead to wild fluctuations when it does come to selling. Meaning that you could lose money if the value of the coin is lower than the time you wanted to sell.
The fourth reason is that there are an ever growing number of crypto currencies that are emerging, and until the overall market shrinks, in terms of number of coins, it will be hard to determine where, and when, to invest. For those who are more prone to take risks, this is actually a good thing, as they can invest early, and possibly make a huge profit. At the same time though, you could stand to lose everything you invested. Whether that is from a coin going bust, or whether its from something else, which leads to the next point.
The fifth item, is the lack of backing. While it can be argued that the American dollar is not really backed by anything physical, like gold, it is still backed by the word of the U.S. Government, no matter how dubious that may be. Crypto coins, as of right now, are not really backed by any type of security for their value like real-world currencies are. So this is a problem.
Lastly, also on the topic of security, but in a different nature, crypto coins are ripe for theft. The big crypto coin exchanges are currently prime targets for thieves. Some of this is due to the exchanges’ lack of security. If a thief can cause the currency stored in one’s wallet and transfer that value to their own wallet. Thereby causing loss for many, through no fault of their own, but through the negligence of another entity in whom they trusted their information.
As to whether crypto coins will become an actual currency in the future has yet to be determined.. I do think that the block-chain technology, upon which crypto-currency is based, will actually be more useful to more people; even if they do not use the technology directly.
Those are my thoughts on crypto currencies, as it stands now. Even with all of that, there is still a small part of me that is kicking myself for not trying to mine a couple of bitcoins back when it was brand new. Alas, that seems to be my lot in life.