Sony will once again be skipping E3. Despite the PS5‘s imminent launch this holiday season, the company has told GamesIndustry.biz that it will not have a presence at E3 2020.
“After thorough evaluation SIE has decided not to participate in E3 2020,” Sony said. “We have great respect for the ESA as an organization, but we do not feel the vision of E3 2020 is the right venue for what we are focused on this year.”
In lieu of attending E3, Sony says it will be “participating in hundreds of consumer events across the globe” this year to promote PS4 and PS5 games. “Our focus is on making sure fans feel part of the PlayStation family and have access to play their favorite content. We have a fantastic line up of titles coming to PlayStation 4, and with the upcoming launch of PlayStation 5, we are truly looking forward to a year of celebration with our fans,” the company said.
The ESA, which organizes E3, has released a statement stating that it expects this year’s show to be as exciting as previous years. “E3 is a signature event celebrating the video game industry and showcasing the people, brands, and innovations redefining entertainment loved by billions of people around the world. E3 2020 will be an exciting, high-energy show featuring new experiences, partners, exhibitor spaces, activations, and programming that will entertain new and veteran attendees alike. Exhibitor interest in our new activations is gaining the attention of brands that view E3 as a key opportunity to connect with video game fans worldwide.”
This marks the second year in a row that Sony has opted out of the annual gaming expo. Last year, Sony said it would not be attending E3 because it was looking for other “inventive opportunities” to connect with its own community.
“PlayStation fans mean the world to us and we always want to innovate, think differently and experiment with new ways to delight gamers. As a result, we have decided not to participate in E3 in 2019,” a PlayStation representative said at the time.
E3 isn’t the only big gaming event that Sony has pulled away from in recent years; the company also hasn’t hosted its annual PlayStation Experience convention since 2017.
While E3 has traditionally been a major venue for video game and console reveals, this wouldn’t be the first time Sony has unveiled a system outside of the expo. Back in 2013, Sony officially pulled back the curtain on the PS4 during a special “PlayStation Meeting” media event instead of at E3. It’s possible the company will host another such event to divulge more details about the PS5 sometime this year.
Sony revealed the first tidbits about the PS5 last May, and since then the company has been gradually drip-feeding more information about the next-generation console. Most recently, Sony unveiled the system’s completely unsurprising logo during its CES 2020 briefing. SIE president Jim Ryan concluded the segment by promising that further specifics about the PS5, including the game lineup and other features, will be announced at a later date.
Sony has not yet announced a release date for the PS5, but it is slated to launch sometime in holiday 2020, around the time that Microsoft’s rival Xbox Series X console will hit the market. You can read everything we know about Xbox Series X so far in our roundup.
iOS 17 beta 1 offers an overhauled Apple Translate app that is more straightforward and easy to use. The redesign is available on iPadOS 17, too.
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WWDC is our favorite time of the year for many reasons. Not only do we get to try out the upcoming major updates to Apple’s operating systems, but we also sometimes get fresh hardware releases. This time around, we witnessed the debut of Apple’s Vision Pro, some new Mac models, iOS 17, iPadOS 17, macOS Sonoma, and watchOS 10. And while the Cupertino firm has provided the public with a comprehensive list of what’s new in these releases, many additions remain undocumented publicly. For example, we have just discovered that iOS 17 beta 1 redesigns the built-in Apple Translate app. The new user interface offers more intuitive controls, making the application more straightforward and easy to use.
As our screenshots above reveal, Apple Translate on iOS 17 beta 1 (right) is cleaner than that on iOS 16 and earlier versions (left). The new design simplifies the entire section, making it both more intuitive to operate and easy on the eyes. As someone who tries to rely on Google services as little as possible, I had always found Apple Translate unintuitive to use when compared to its Google counterpart. Through the iOS 17 update, users finally get to enjoy a more direct app.
For example, Apple Translate on iOS 16 continues to shift between the two selected languages, making it hard to tap on the right field straightaway. Furthermore, dismissing a translated phrase to type another one was also a pain. On iOS 17, pretty much all of my concerns have been addressed in the Apple Translate app.
While Google Translate remains superior in terms of translation accuracy and language availability, Apple Translate can handle my occasional translation needs just fine. And thanks to this overhaul, I feel even more motivated to depend on it and ditch Google’s solution completely. We can only hope that this design makes it to the final release in September, as Apple could change its mind at any given moment.
Launched during the company’s annual World Wide Developers Conference (WWDC) in Cupertino, Calif., the Apple Vision Pro is a wearable headset. The device will be capable of toggling between virtual reality (VR), and augmented reality (AR), which projects digital imagery while users still can see objects in the real world.
It can be used for immersive experiences in everything from work meetings and FaceTime, to photos, movies and apps.
“Today marks the beginning of a new era for computing,” said Apple CEO Tim Cook.
The headset, which Apple says will be available in 2024, won’t be cheap, starting at $3,499 US, or about $4,700 Cdn.
Apple unveiled its first new product since the Apple Watch in 2015. The Vision Pro VR headset lets users blend augmented reality with everyday life, but its $4,700 Cdn price tag may be a tough sell.
“VR kind of resurfaces every 10 years or so as the big thing,” Alla Sheffer, a professor of computer science at the University of British Columbia whose research areas include virtual and augmented reality, told CBC News. “And then it goes away.”
The question on many people’s minds: is this time different?
What’s the difference between VR and AR?
To grasp the technology’s implications, it helps to understand the technology itself. Traditional virtual reality is a computer-generated environment. Typically, a user wears a head-mounted display or headset like ski goggles, Sheffer explained. But instead of looking through those goggles, users see a display.
“You only see the virtual content. You don’t see the outside world,” Sheffer said.
VR also includes capture setups, and software that responds to them: think, for example, of a virtual reality golf game where you’re moving your hands, and that’s captured automatically and translated into a gesture using a virtual golf club.
There are two types of augmented reality, Sheffer said: head-mounted display, and cell phone. With head-mounted display AR, imagine you’re wearing the same ski goggles, but now they’re transparent. You can see what’s in front of you in the physical world, but you can also see what’s on the screen.
Cell phone AR, Sheffer explained, combines what you see on your phone’s camera with virtual elements. Imagine choosing a couch model on a retail website, and seeing it in your living room through your phone’s camera.
“You probably interact with AR a lot and don’t realize it,” said Bree McEwan, an associate professor at the Institute of Communication, Culture, Information and Technology at the University of Toronto, and the director of the McEwan Mediated Communication Lab.
Pokemon GO, Snapchat, TikTok filters and even Google Maps already utilize AR, McEwan said.
What already exists in this sphere?
The Vision Pro combines both VR and AR in one device, McEwan and Sheffer explained. But Apple is far from the first company to venture into the virtual and augmented worlds.
There are a number of VR headsets already on the market, including Meta’s Oculus Quest 2 and Pro. Its Quest 3 is set to launch later this year, starting at $499 US or about $667 Cdn. That device will feature colour mixed reality, which combines augmented and virtual reality elements, according to CEO Mark Zuckerberg.
Meta’s Quest 2 and Quest Pro devices comprised nearly 80 per cent of the 8.8 million virtual reality headsets sold in 2022, according to an estimate by market research firm IDC. Still, Meta has struggled to sell its vision of an immersive “metaverse” of interconnected virtual worlds and expand the market for its devices beyond the niche of the gaming community.
A pilot project at Reddam House School in Berkshire, England, has students using VR headsets in the classroom to learn traditional subjects in a new way. Petting woolly mammoths, holding planets in their hands, and examining the human heart are just a few of the experiences students have in this future-facing take on education.
It’s also used for interpersonal skills and public speaking training, McEwan said. Education is another major opportunity, she added. In one of the classes she teaches, McEwan gives students headsets and they do five weeks of classes virtually. It’s a model she started utilizing during COVID, instead of using Zoom.
Screen-based AR is already used in several industries, such as warehousing and manufacturing, Sheffer said, where you can point your camera at an object and a recognition software identifies it.
So, is the future virtual?
McEwan sees a potential future for headsets in the business sphere, and predicts more organizations may start providing them for meetings and training. And if people get comfortable using something in a business setting, that may bleed into the social environment, she said, noting that’s what happened with e-mail and intranet messaging systems.
But while there’s what she calls a “cultural imagination,” for popping a device on your head and appearing in the metaverse, she said we’re not there yet. “The average person is probably not quite ready to jump into VR all of the time.”
Whether or not headsets are going to finally take off is what Sheffer calls “the billion-dollar question.” VR had surges of popularity over the last several decades, but people didn’t want to wear the headsets, she said.
“I think if anyone can make it, it’s Apple,” she continued. “If they can make the headset convenient, and make people want to wear it, then all of the sudden this can go places.”