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Apple has finally met its Fortnite match – The Verge

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Epic Games executed its most ambitious Fortnite live event yesterday, leading both Apple and Google to remove one of the world’s most popular games from their app stores. It was a well choreographed sequence of events designed to highlight the power Apple and Google hold over app stores, especially Apple’s walled garden. Epic Games has now filed lawsuits against both Apple and Google in a battle that’s likely to last months. Epic Games is uniquely positioned to pull off a stunt like this, and now poses a serious threat to how Apple, in particular, operates its App Store and iOS operating system.

Apple originally launched the App Store as a way to add value to the iPhone and sell more of its handsets. “It costs money to run it,” explained Steve Jobs in a Wall Street Journal interview at the launch of the App Store in 2008. “Those free apps cost money to store and to deliver wirelessly. The paid apps cost money, too. They have to pay for some of the free apps. We don’t expect this to be a big profit generator. We expect it to add value to the iPhone. We’ll sell more iPhones because of it.” Apple’s App Store is now a massive $519 billion developer ecosystem. It’s also a key part of Apple’s growing services business, which is the second biggest revenue driver for the company, behind the iPhone.

Yet Apple has maintained a lucrative 30 percent cut of in-app purchases for digital goods for more than a decade now. It’s a policy that continues to annoy developers and the basis for a fresh and very visible challenge from Epic Games.

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The latest controversy kicked off when Epic implemented a “permanent discount” yesterday on the V-Bucks digital currency used within Fortnite to purchase skins and other virtual goods. The roughly 20 percent discount was made possible this week because Epic Games now offers its own in-app payment scheme within Fortnite on iOS and Android, blatantly bypassing Google and Apple app store guidelines. Both Apple and Google have, for years, forced developers to use their own in-app payment schemes that require developers to hand over a 30 percent cut of in-app purchases on digital goods, which is only lowered to 15 percent for long-term subscriptions after someone subscribes for at least a year.

Apple and Google both argue this huge 30 percent fee is necessary for them to maintain their app stores and the security and simplicity they provide, but developers don’t agree. Others have tried to fight Apple’s 30 percent tax in the past by encouraging customers to sign up to services or purchase digital goods outside of Apple’s App Store. Some have compromised by jacking up their iOS prices to help recoup the lost 30 percent.

While this policy is central to the battle between Epic Games and Apple and Google, the fight is ultimately about power, control, and Apple’s approach to games and the App Store. Epic Games is uniquely positioned to fight Apple and Google with a game that’s played around the world by more than 350 million people. The game maker demonstrated its own power yesterday.

While most iOS and Android apps have to be approved and updated through Apple’s App Store or the Google Play Store, both companies make exceptions for games to allow developers to regularly update them within a shell app. You download a smaller container app, and then this app downloads the larger game files. Epic used this exception to its advantage, implementing its in-app purchase system without Apple or Google having to approve or deny it.

This blatant disregard for the rules left Apple and Google no choice but to remove Fortnite from their app stores. Epic’s quick, calculated response shows that the real target of its attention (and attention seeking) is Apple.

To start with, the company immediately launched a protest video inside the game designed to mock Apple’s iconic “1984” Macintosh commercial.

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Apple originally used this Super Bowl commercial to highlight IBM’s dominance back in 1984, comparing the corporation to the dystopian novel by George Orwell that focuses on totalitarian political systems. “Apple has become what it once railed against: the behemoth seeking to control markets, block competition, and stifle innovation,” says Epic Games. “Apple is bigger, more powerful, more entrenched, and more pernicious than the monopolists of yesteryear.”

Epic’s also encouraging Fortnite players affected by the ban to tweet at Apple with the #FreeFortnite hashtag. Epic is using all of its own power to execute a marketing campaign designed to highlight Apple’s control and power.

Epic made no such viral video or campaign targeting Google.

Given that Google has largely followed in the footsteps of Apple’s App Store, it makes sense that Epic’s attention seeking would mainly target Apple. You can also still play Fortnite on Android by sideloading the app, avoiding the Google Play Store. There’s also a lot more controversy surrounding Apple’s policy decisions and the inability for consumers to install iOS apps from outside the App Store.

Apple’s power and control over the App Store has come under increased scrutiny this year. Developers have typically avoided publicly calling out Apple for fear of retribution, but things are starting to change. Spotify was the first to file a formal antitrust complaint with the European Union last year, arguing that Apple harms consumer choice and stifles innovation through the rules it enforces on the App Store.

The EU opened a formal investigation into Apple’s App Store and Apple Pay practices earlier this year, and Epic Games, Match Group, and Rakuten all joined Spotify in protesting Apple’s App Store fees.

At around the same time, Apple got caught up in a bitter dispute over Hey — a new subscription email app — just days before its annual developers conference. Apple initially approved the Hey app in the App Store before rejecting a bug-fix update because it claimed Hey violated the rules by not offering in-app subscriptions. This led to a public back-and-forth that highlighted the inconsistent way Apple applies its rules, and it revealed just how much developers are terrified of Apple.

The Hey incident also led the chairman of the House antitrust subcommittee to label Apple a bully and say that Apple’s App Store fees are “highway robbery.” Separately, Apple CEO Tim Cook then appeared at a House Judiciary Committee hearing, alongside the CEOs of Google, Facebook, and Amazon a month later. The Big Tech antitrust hearing saw all four companies try to convince Congress that their business practices aren’t anti-competitive monopolies.

Cook’s testimony was particularly interesting, as he tried to argue that Apple’s rules are applied fairly and evenly to all developers. “We treat every developer the same,” said Cook. “We have open and transparent rules. Those rules apply evenly to everyone.” We know this can’t be true. Apple created a special program for “premium subscription video entertainment providers” that allows apps like Amazon Prime Video to let existing subscribers avoid Apple’s in-app purchases and 30 percent cut.

It’s a deal we still don’t really know enough about, although documents show that Apple brokered a special deal with Amazon that involved a 15 percent cut instead of the typical 30 percent for in-app purchases. Either way, it’s certainly not part of what Cook calls Apple’s “open and transparent rules.” This is just one, albeit significant, example of Apple not applying its rules consistently. Apple also tried to argue that “client apps” are allowed for business apps but not consumer ones in its justification for rejecting the Hey email app, even though this distinction never appears in Apple’s App Store guidelines.

These inconsistencies and rules have irked developers for years, but many have simply been too scared to call Apple out. The iPhone maker is the judge and jury when it comes to approving apps, and if you’re rejected, then there’s often no appeals process unless you can generate the press and attention to force Apple to change its mind. Hey eventually returned to the App Store on a wave of publicity (and a minor functionality tweak to its app). It’s a playbook that Epic is now looking to reuse.

Epic Games is aligning itself to lead the fight for the entire industry, and the company has prior form. A mysterious “configuration issue” saw Xbox and PS4 owners playing against each other for the first time in Fortnite back in 2017, just months after Sony had refused to enable cross-platform play for both Rocket League and Minecraft. It put the focus squarely on Sony blocking cross-play, and eventually led to a public outcry when it was revealed Sony was blocking Fortnite cross-play between PS4 and Nintendo Switch players. Sony eventually backed down, after Epic Games laid the blame squarely on the PlayStation maker. Cross-play has since become an increasingly common feature in everything from Call of Duty to No Man’s Sky.

Epic Games’ rebellion against Apple and Google also comes just weeks after both Microsoft and Facebook spoke out against Apple. Microsoft condemned Apple for blocking its new xCloud game streaming service on iPhones and iPads. “Apple stands alone as the only general purpose platform to deny consumers from cloud gaming and game subscription services like Xbox Game Pass,” said Microsoft. Google is allowing Microsoft to launch xCloud on the Google Play Store, although in-app purchases on Android will only be available through Samsung’s Galaxy Store. Samsung also demands 30 percent of in-app purchases, but it also makes it clear that developers can negotiate an “alternative revenue share rate” during the certification phase for apps.

Facebook’s criticism of Apple’s App Store policies went a step further than Microsoft’s, describing Apple’s move to block its mini-games inside a Facebook Gaming app as a “shared pain across the games industry, which ultimately hurts players and devs and severely hamstrings innovation on mobile for other types of formats, like cloud gaming.”

BAFTA Presents Special Award to Epic Games

It’s clear that Epic Games wants things to change for both its own benefit and the broader benefit of the gaming community. Most smaller developers can’t afford to take on Apple or Google, but Epic Games is now valued at $17.3 billion and can certainly put up a fight. Games are also a key part of any mobile app store and a big part of how Apple generates revenue through its own App Store. Developers want a fairer cut of that revenue, but Epic also wants to shift Apple’s control here.

“We’re fighting for open platforms and policy changes equally benefiting all developers,” says Epic Games CEO Tim Sweeney. “And it’ll be a hell of a fight!” It’s a fight that Epic has prepared for, and its lawsuit specifically alleges that Apple has a monopoly in the form of the iPhone, its iOS ecosystem, and the App Store that binds them all together.

Epic has enlisted the counsel of Cravath, Swaine & Moore, which includes Christine Varney, a former US assistant attorney general of the antitrust division for the Obama administration. Varney also served as the Federal Trade commissioner for the Clinton administration. Katherine Forrest, a partner at Cravath, is also part of Epic’s lawsuit. Forrest is a former judge and antitrust litigator, and the Cravath law firm was also part of Qualcomm’s lawsuit against Apple.

It’s easy to dismiss this as giant companies squabbling with each other, filing lawsuits, and ruining Fortnite on mobile devices, but the resolution will have far-reaching consequences for Epic Games and the many other developers that rely on mobile app stores. Apple has met a defiant competitor that’s been able to bypass App Store rules and put two prices side by side to demonstrate the “Apple tax” that so many developers are upset about. Epic Games might not win its lawsuit in the US, but this isn’t about a single lawsuit. Epic is weaponizing Fortnite as a means to highlight Apple’s App Store policies and rally hundreds of millions of players to demand change.

It’s a risky move that Epic might be forced to reverse, especially as mobile players could miss Fortnite’s next season. Epic has gambled that most people already have Fortnite installed on their phones and tablets, so it’s unlikely to immediately anger its community, which can now see how much cheaper V-Bucks could be. More importantly, it has put the App Store, Apple, and Google directly in the spotlight for a showdown that will involve lawsuits, regulators, and the fate of mobile app stores.

Epic doesn’t want Apple to pay its way out of a lawsuit or reach a special deal with the company. It wants regulators in Europe and the US to stand up and pay attention. Epic isn’t your typical Fortnite player that hides in a bush until they’re the last person standing, it’s trying to be the loud and colorful llama standing strong as the circle shrinks around Apple and Google.

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Nothing Ear And Nothing Ear (a) Earbuds Are 1st With ChatGPT Integration – Forbes

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London-based Nothing Tech has just launched new earbuds, two pairs, in fact. The Nothing Ear and more affordable Nothing Ear (a) have just gone on sale—you can read Forbes contributor Mark Sparrow’s review of both pairs here. And now, the company has announced a cool new feature: and industry-first integration with ChatGPT. It comes with strings, though.

The new earbuds have just been announced and are available to pre-order from nothing.tech now and go on sale from Monday, April 22. If you’re in London, and you want to be among the very first to get the earbuds, you can snap them up in the Nothing Store Soho a little bit sooner, from Saturday, April 20 (click-and-collect is available).

From launch, the company said, “it will enhance its overall user experience with industry-first ChatGPT integrations in its audio and smartphone products.”

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Nothing goes on that it wants “to advance consumer tech products’ transition to AI, as well as simplify and enhance the user experience.”

It means users will be able to pinch the earbud to directly speak to ChatGPT to ask questions and hear responses in the earbuds. Nothing is also introducing new elements to Nothing phones, such as widgets which make it easy to talk to ChatGPT on the handsets. Other features include being able to send screenshots directly to ChatGPT and a clipboard shortcut for sending text.

So, what are the catches?

Although the Bluetooth new earbuds will work with any iPhone or Android phone, and there are dedicated Nothing apps for each platform, the ChatGPT integration is more limited for now.

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The earbuds must be paired with a Nothing handset. From today, the feature works with the premium model, the Nothing Phone (2), providing it’s running the latest software. The earlier Nothing Phone (1) and more recent, more affordable model, Nothing Phone (2a) will need to wait for a software update, which Nothing says is “coming soon”.

Also coming in the future is compatibility with earlier Nothing earbuds, that is the Ear (1), Ear (2) and Ear (Stick).

The new earbuds are very keenly priced. Ear costs $149 (£129 in the U.K.), while Ear (a) is $99 (£99 in the U.K.). Both pairs have active noise-cancelling, which is not commonplace at this price point. The more expensive Ear has a wireless charging case and a feature to create a personal sound profile. Both pairs come in black and white finishes, with Nothing’s trademark transparent design in the earbuds and charging case. But the Nothing Ear (a) has an eye-catching extra: a tremendous yellow-finish option.

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U of T Engineering PhD student is working to improve the sustainable treatment of Ontario's drinking water – U of T Engineering News – U of T Engineering News

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Growing up in a small neighbourhood in Cameroon, Maeva Che (CivMin PhD student) was aware of challenges of accessing clean drinking water. 

“Experiencing that exposure to water issues and challenges with sustainable access to safe drinking water ignited my interest in water treatment,” Che says.  

Che’s drive to improve water quality around the globe brought her to the Drinking Water Research Group (DWRG) at University of Toronto’s Faculty of Applied Science & Engineering, where she is researching innovative solutions to address local water issues.  

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Che is working under the supervision of Professor Ron Hofmann (CivMin), who is a member of the DWRG. Her research focuses on removing unpleasant taste and odour compounds in Ontario’s drinking water by promoting the biodegradation of these compounds through granular activated carbon (GAC) filtration. 

The project is supported by a five-year Natural Sciences and Engineering Research Council of Canada (NSERC) Alliance grant called Advanced and Emerging Issues in Drinking Water Treatment. 

GAC filtration is a water treatment process that uses granular activated carbon, which is made from organic materials that are high in carbon, such as wood, coal or coconut shells. These materials are heated in the absence of oxygen through a process known as pyrolysis and prompted chemically or physically to produce the activated carbon. The activation enhances the material’s adsorption properties, making it productive to remove contaminants from water.  

While GAC filtration is an effective treatment process, its adsorptive capacity is limited. The adsorptive capacity of GAC is expected to become exhausted after about three years in service and drinking water treatment utilities must replace the GAC. Aside from the inconvenience, replacing GAC is costly.  

Che is working on alternative ways to remove contaminants using GAC filtration, specifically through biodegradation. When the filtration has been in service for a while, there is the growth of micro-organisms on the GAC, which can be useful for removing contaminants.   

PhD student Maeva Che works with filtration systems research at the Drinking Water Lab in the Department of Civil & Mineral Engineering. (photo by Galina Nikitina)

“Think of biodegradation as the useful bacteria on the GAC feeding on the contaminants in the water, thereby removing them,” says Che. 

“If the GAC has enough good bacteria that is biodegrading the compounds, the GAC may not need to be replaced when its adsorptive capacity becomes exhausted. This can extend the filter’s lifetime, resulting in cost benefits for treatment utilities.” 

In other words, biodegradation can potentially enhance the performance of GAC filters. 

Che and the DWRG will collaborate with water treatment plants to determine methods that can enhance the biodegradation of taste and odour compounds within their GAC filters.  

Currently in its initial phase, the project is taking place alongside the Peterborough Utilities Group’s drinking water treatment plant, where Che is conducting pilot-scale filtration studies with support from the Peterborough Utilities Commission. They plan to extend this research to other partner treatment plants in the future. 

Working with various water treatment plants across Ontario, Che will also assess the effectiveness of GAC filters in removing non-traditional taste and odour compounds, which are not commonly monitored. 

To achieve this, she’ll evaluate filter performance for two common taste and odour compounds — 2-methylisoborneal and geosmin — and eight additional non-traditional compounds that can cause taste and odour events. This involves collecting GAC and water samples from the plants and conducting lab-scale filtration tests, called minicolumn tests. This test, developed by the DWRG, allows to differentiate between adsorption and biodegradation in GAC filters. 

Minicolumn tests provide crucial insights into the performance of the GAC filters in terms of the adsorption and biodegradation of contaminants. To distinguish between these mechanisms, researchers use parallel minicolumns. One minicolumn operates under conditions where the biological activity of micro-organisms is suppressed, which isolates the adsorption process. The second minicolumn operates without biological suppression, allowing both adsorption and biodegradation to occur. 

“Many plants are unaware of their filters’ performance for other compounds, aside from the two common ones, that also contribute to taste and odour events in water. Our project, therefore, plays a crucial role in expanding the understanding of this,” Che says. 

Project partners include the Ajax Water Supply Plant and the Barrie Surface Water Treatment Plant.  

The DWRG is made of approximately 30 graduate students, post-doctoral fellows, research managers and associates who collaborate with local, national and international industry and government organizations to address a wide range of projects related to municipal drinking water. 

Che credits her experience as a master’s student with the research group as a major factor in her decision to pursue a PhD at the University of Toronto.  

“During my master’s degree with the DWRG, I worked on projects that improved drinking water quality, gaining hands-on experience at treatment plants. Seeing the results of my research reinforced my decision to pursue my PhD here,” Che says. 

Ultimately, Che hopes to make a significant impact in the field — and the DWRG provides opportunities to achieve this, with a supportive community of researchers and supervisors.  

“My goal is to continue researching and developing sustainable solutions for drinking water treatment that benefit communities in need,” she says. 

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Huawei's latest flagship smartphone contains no world-shaking silicon surprises – The Register

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When Huawei debuted its Mate 60 smartphone in mid-2023, it turned heads around the world after teardown artists found it contained a system-on-chip manufactured by Chinese chipmaker Semiconductor Manufacturing International Corporation (SMIC) using a 7nm process.

SMIC was thought not to be able to build that sort of thing. So while the Mate 60 didn’t differ markedly from every other modern smartphone, its very existence called into question the effectiveness of US-led efforts to prevent advanced chipmaking tech reach the Middle Kingdom.

Much speculation has therefore concerned what Huawei would deliver next, and this week the world got its answer – in the form of the Pura 70.

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Chinese media report that early users of the device have posted details of its innards, naming the SoC as Kirin 9010 with four efficient cores running at 1.55GHz, half a dozen performance cores at 2.18GHz, and a couple of high-performance cores zipping along at 2.30GHz. All cores are Arm v8. A third-party spec sheet suggests it’s a 7nm chip – meaning Chinese chipmakers appear not to have made another unexpected advance.

Early tests suggest it outperforms the Kirin 9000 found in the Mate 60, but independent assessments are yet to emerge. The crowdsourced evaluations currently available are sometimes dubious.

What we can say with confidence is that the Pura 70 has a 6.6-inch OLED display with 120Hz refresh rate and resolution of 2,760 x 1,256. It has 12GB RAM aboard, and buyers can choose from 256GB, 512GB, or 1TB of storage.

The three rear-facing cameras on the base models can capture 50, 12, and 13 megapixels apiece.

The Pura range derives from Huawei’s P-Series handsets that stretched from the midrange to the low-end of premium, but are now focussed – pardon the pun – on photography enthusiasts. The device comes on four variants, each priced to match the four editions of Apple’s iPhone 15.

The screen on the high-end “Ultra” model grows to 6.8 inches and 2,844 × 1,260 pixels, with two rear cameras that shoot at 50 megapixels and one at 40. One of the 50MP snappers is retractable, to enhance its zooming powers.

Importantly, all models of the Pura 70 run HarmonyOS 4.2 – Huawei’s not-Android operating system.

China is all-in on HarmonyOS as the nation pursues indigenous alternatives to Western tech. In recent weeks Chinese media and government agencies have noted the growing proliferation of native HarmonyOS apps, trumpeting that developer enthusiasm for the platform means local buyers now have a more patriotic alternative.

That alternative appears to be welcome: after the debut of the Mate 60, analyst firm IDC saw Huawei’s smartphone market share improve by 36.2 percent. ®

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