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The $160 Moto G Pure aims to redefine the affordable phone


The $160 Moto G Pure aims to redefine the affordable phone

Motorola continues its steady stream of affordable phones by releasing the Moto G Pure. In 2021, aside from the Motorola Edge announced in August, all of the phones Motorola released in the US cost $500 or less. The new Pure is $160 and has the lowest price of any new Motorola device. And that's before any discounts.

So what's the catch? What does $160 get you in terms of a phone? In the case of the Pure, quite a bit. You get a 6.5-inch display, a battery that Motorola claims will last you two days, a close-to-stock version of Android 11 and IP52 rating for water- and dust-resistance.

The Pure joins an already large Moto G 2021 family. There is a Taco Bell mixing of ingredients with the Moto G family. Motorola is masterful mixing specs and features of one phone with another. Like all other Moto G phones, except the Moto G Stylus 5G, the Pure is a 4G phone only which isn't necessarily a bad thing.

2021 Moto G phones compared

Phone Price Screen Battery Storage and RAM
Moto G Pure $160 6.5-inch 720p 4,000 mAh 32GB, 3GB
Moto G Play $170 6.5-inch 720p 5,000 mAh 32GB, 3GB
Moto G Power $200 6.6-inch 720p 5,000 mAh 32GB, 3GB
Moto G Power $250 6.6-inch 720p 5,000 mAh 64GB, 4GB
Moto G Stylus $300 6.8-inch 1,080p 4,000 mAh 128GB, 4GB
Moto G Stylus 5G $400 6.8-inch 1,080p 5,000 mAh 256GB, 6GB

None of the Pure's features are going to give the Galaxy S21 or the upcoming Pixel 6 a run for their money. And the Pure isn't supposed to. You could buy four and a half Moto G Pure phones for the price of a single iPhone 13.

But to get the Pure to such a low price Motorola made a number of smart compromises and omissions. There is a dual-rear camera which is really a single 13-megapixel camera and a 2-megapixel depth camera for portrait mode photos. As opposed to using a Snapdragon processor, the Pure has a MediaTek Helio G25 octa-core processor. Instead of a stylish hole-punch cut out for the 5-megapixel selfie camera there's a teardrop-shaped notch. The screen has a 1,600x720-pixel resolution which is 2021 isn't that great.

Moto G Pure

The Moto G Pure spots a textured back and comes only in indigo.

Patrick Holland/CNET

The Pure lacks NFC, wireless charging and a high refresh rate display but comes with 32GB of storage, a microSD card slot for expandable storage, 3GB of RAM and a headphone jack.

You can order the Moto G Pure unlocked starting Oct. 14 from Motorola and retailers like Amazon, Best Buy, Walmart and B&H. A Verizon version will also be available to order the same day. AT&T and T-Mobile will start offering the Pure later this year.


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With iOS 16, Apple Could Add a New Polish to the iPhone


With iOS 16, Apple Could Add a New Polish to the iPhone

This story is part of WWDC 2022, CNET's complete coverage from and about Apple's annual developers conference.

What's happening

Apple is expected to announce new software for its iPhones, iPads and Mac computers at its annual WWDC developers event starting Monday.

Why it matters

The new software offers a chance for Apple to upgrade its devices without relying on manufacturing, which has been hit hard by the pandemic.

What it means for you

Software updates can extend the life of a device, giving people flexibility during economic uncertainty.

The most important part of Apple's upcoming announcements on Monday may involve an iPhone already in your pocket.

At the company's annual Worldwide Developers Conference, or WWDC as it's called, Apple is expected to announce an array of software upgrades for its iPhones, iPads and Mac computers, in addition to, potentially, a new performance-focused Mac Pro computer and fresh TV-related features. 

For iPhones, the new software is expected to include small "widget" apps on the lock screen, according to reports from Bloomberg and others. Apple is also expected to add features to improve multitasking and running apps side by side, particularly on the iPad. Those changes for Apple's tablet would be welcomed by CNET reviewer Scott Stein, who's criticized the device for its lack of PC-like features.

"The hardware seems just about perfect," Stein wrote in his review of last year's iPad Pro, which is now powered by the same M1 chips as the company's MacBook laptops. "If Apple starts updating its iPadOS to add new features, more multitasking and monitor support, more Pro apps, and maybe even some sort of Mac compatibility mode using the M1 chip it now shares with all those new Macs, this could be an amazing machine."

An Apple spokeswoman declined to comment.

Though Apple may show off some hardware at this year's WWDC, the event is primarily focused on the company's plans for the future. It's an opportunity for Apple to tease ideas that will power key new features in its devices. In the past, the company has used WWDC to announce revamped looks for its iPhone software, new coding languages for its devices and new initiatives like its transition to home-made chips to power its Mac computers.

Apple has also expanded its subscription offerings over the past couple of years. Those now include the $5 per month Apple TV Plus for movies and TV shows, the $5 per month Apple Arcade gaming service and the $10 per month Apple Fitness Plus. People have so far responded well to them, Apple has said, pointing to the 825 million accounts with paid subscriptions on its platform at the end of March. That's an increase of 17% from the prior year.

"The pandemic has underlined even more how much we rely on this stuff," said Carolina Milanesi, an analyst at Creative Strategies.

An iOS 16 logo on a phone screen in a person's hand

Apple's next big iPhone software update is expected to be called iOS 16.

CNET

More, more, more

There's a chance Apple will announce new computers at WWDC this year, particularly its already teased next Mac Pro performance desktop. But even if the company doesn't produce a wow-worthy moment, Milanesi said, she'll be watching for the seemingly small software changes Apple will undoubtedly announce that, over time, add up to big shifts in how its devices work.

For example, the company began experimenting with widgets, or small apps, in 2014 with iOS 8. At the time, those widgets were limited, and only visible in the Notification Center. After six years of refinement, Apple added widgets to the home screen with iOS 14.

Those software upgrades, which Apple makes freely available for iPhones and iPads produced within the last five years or so, are unusual. Most other companies don't keep adding features years after their devices are sold. 

The new software also offers an opportunity for Apple to present something fresh that doesn't rely on manufacturing, which has struggled to keep up with demand, and that isn't hit hard by the costs of inflation.

"With software, Apple has a unique ability to refresh products in a way that others don't," Milanesi said.

apple-wwdc-2018-1237

Apple has been steadily increasing the devices its products can interact with.

James Martin/CNET

Big Apple

Another set of changes Apple has increasingly offered for its smartphones, tablets and computers is how well they work with other devices that the company doesn't make. Over the years, Apple has, for example, added software technology that allows its Apple Watch to communicate with workout equipment. The company has also expanded its near-field communication technology, primarily built for Apple Pay wireless credit card payments, to serve as keys to get into a car, and soon driver's licenses to use at an airport too.

"All of this translates not just to Apple playing better with their devices, but also with other devices," said Bob O'Donnell, an analyst at Technalysis research.

This year in particular, O'Donnell will be watching for any mention of industrywide initiatives that Apple will back. In the past couple of years, Apple notably partnered with Fast Identity Online, or FIDO, to improve login security across the web. It also joined Matter, a consortium of device makers including Amazon, Samsung and Google, who are hoping to make it easier for smart home devices to talk to one another.

"That's where you move beyond the basic, 'Here's a new version of iOS with X, Y and Z features,'" O'Donnell added.

There's still always a chance Apple could pull a surprise announcement of its long-rumored AR glasses, expected to maybe go on sale next year. But analysts say that at a time when manufacturing is struggling and the broader economy is shaky, it's a good opportunity for Apple to focus on the software that helps its devices stand out.

"With an unparalleled installed base of 1 billion iPhones worldwide and 1.8 billion iOS devices for Cupertino this continues to remain Apple's unique advantage over other technology stalwarts," Wedbush analyst Daniel Ives wrote in a recent message to investors, referring to Apple's hometown of Cupertino, California.

Ives added that though a quarter of those phones haven't been upgraded in more than three years, demand for Apple's devices is still strong, in part because of those regular software upgrades. "The stickiness of the iPhone upgrade cycle is being underestimated," he said.

§

Apple has been integrating augmented reality into its devices for years, but the company's next big product looks like it'll be leaping right into the territory of Meta, Microsoft, Magic Leap and others, with a long-expected mixed-reality headset likely arriving within the next year. The target date of this headset has kept sliding, and we're now at the point where every Apple event seems to feel like the one where it could be mentioned at last.

We expected to see big VR headsets launch this year, but only Meta's next VR headset looks like it will show up in 2022. The PlayStation VR 2 has been delayed until 2023 and Apple's headset looks like it could be following the same release window. Apple didn't mention a headset in its most recent developer conference, but there were plenty of AR clues hinting at what the future could hold.

Apple's "Far Out" September product event is approaching soon, where new iPhones, Apple Watches and AirPods are expected. Apple's headset probably won't emerge now: The latest reports say a possible January or early 2023 event could be the moment.

Here's what we're expecting to see.

Is its name Reality Pro?

New trademark filings reported by Bloomberg show the name "Reality" showing up a lot: Reality One, Reality Pro and Reality Processor. Apple's existing AR software framework for iOS is named RealityKit, and previous reports suggested that a "Reality OS" could be the name for the new headset's ecosystem. 

No one really expected the Apple Watch's name (remember iWatch?), so to some degree, names don't matter. But it does indicate that Apple is moving forward towards a product, possibly imminently.

A long-expected headset

The headset has been cooking for a long while. Reports have been going around for several years, including a story broken by former CNET Managing Editor Shara Tibken in 2018. Apple's been building more advanced AR tools into its iPhones and iPads for years, setting the stage for something more.

Whatever the headset might become, it's looking a lot more real lately. A detailed report from The Information earlier this year discussed likely specs, which include what Bloomberg's Mark Gurman says is Apple's latest M2 chip. According to another report from Bloomberg earlier this year, Apple's board of directors have finally seen a demonstration of a mixed-reality headset.

This could indicate that the long-rumored headset is nearing completion. Kuo previously predicted that Apple's VR-AR headset would arrive in the fourth quarter of 2022 with Wi-Fi 6 and 6E support. While that date looks like it's slipped to 2023, Kuo has also predicted that Apple smart glasses may arrive in 2025 and maybe AR contact lenses after that. 

Apple could blend AR and VR with two headsets in the near future, leading the way with a high-end AR-VR headset that may be more like an advanced Quest 2, according to Bloomberg's Gurman. Gurman also suggests a focus on gaming, media and communication. In terms of communication, Gurman believes FaceTime using the rumored headset could rely on Memoji and SharePlay: Instead of seeing the person you're talking to, you'd see a 3D version of their personalized Memoji avatar. 

And Apple may have large plans for the headset. The company's "goal is to replace the ‌iPhone‌ with AR in 10 years," Kuo explains in a note to investors, seen by MacRumors. The device could be relatively lightweight, about 300 to 400 grams (roughly 10.5 to 14 ounces), according to Kuo. That's lighter than Meta's Oculus Quest 2.

Read more: The Metaverse is Just Getting Started: Here's What You Need to Know

The headset could be expensive, maybe as much as $2,000 or more, with 8K displays, eye tracking and cameras that can scan the world and blend AR and VR together, according to a report from The Information last year.

It's expected to feature advanced processors, possibly based on Apple's recent M2 chips, and work as a stand-alone device. But it could also connect with Apple's other devices. That's not a surprising move. In fact, most of the reports on Apple's headset seem to line right up with how VR is evolving: lighter-weight, with added mixed reality features via more advanced passthrough cameras. In that sense, Apple's first headset will probably be a stepping stone to future lighter AR glasses, in the same way that Meta's next headset, called Project Cambria, might be used.

Previous reports on Apple's AR/VR roadmap suggested internal disagreements, or a split strategy that could mean a VR headset first, and more normal-looking augmented reality smart glasses later. But recent reports seem to be settling down to tell the story of a particular type of advanced VR product leading the way. What's increasingly clear is that the rest of the AR and VR landscape is facing a slower-than-expected road to AR glasses, too. 

VR, however, is a more easily reachable goal in the short term.

Apple has been in the wings all this time without any headset at all, although the company's aspirations in AR have been clear and well-telegraphed on iPhones and iPads for years. Each year, Apple's made significant strides on iOS with its AR tools. It's been debated how soon this hardware will emerge: this year, the year after or even further down the road. Or whether Apple proceeds with just glasses, or with a mixed-reality VR and AR headset, too.

I've worn more AR and VR headsets than I can even recall, and been tracking the whole landscape for years. In a lot of ways, a future Apple AR headset's logical flight path should be clear from just studying the pieces already laid out. Apple acquired VR media-streaming company NextVR in 2020 and it bought AR headset lens-maker Akonia Holographics in 2018. 

I've had my own thoughts on what the long-rumored headset might be, and so far, the reports feel well-aligned to be just that. Much like the Apple Watch, which emerged among many other smartwatches and had a lot of features I'd seen in other forms before, Apple's glasses probably won't be a massive surprise if you've been paying attention to the AR and VR landscape lately.

Remember Google Glass? How about Snapchat's Spectacles? Or the HoloLens or Magic Leap? Meta is working on AR glasses too, and Snap and also Niantic. The landscape got crowded fast.

Here's where Apple is likely to go based on what's been reported, and how the company could avoid the pitfalls of those earlier platforms. 

Apple declined to comment on this story.

Launch date: Look for news well before the product release date

New Apple products tend to be announced months before they arrive, maybe even earlier. The iPhone, Apple Watch, HomePod and iPad all followed this path. 

In addition to Kuo's tweets that the headset could arrive in 2023, a 2019 report from The Information based on purported leaked Apple presentational material, suggested 2022 could be the year for an Oculus Quest-like AR-VR headset and 2023 for glasses based on purported Apple presentational material. Maybe Apple will take a staggered strategy with AR and release several devices: one for creators first, with a higher price; and one for everyday wearers later. TrendForce doubts any AR or VR headset could overtake Microsoft's or Meta's until 2023 or later. 

Either way, developers would need a long head start to get used to developing for Apple's headset, and making apps work and flow with whatever Apple's design guidance will be. That's going to require Apple giving a heads-up on its hardware well in advance of its actual arrival.

Oculus Quest 2

Facebook's Oculus Quest 2 is a self-contained VR headset on the road to AR glasses. Could Apple follow a similar path?

Scott Stein/CNET

An Apple headset could be a lot like the Meta Quest, but higher-end

There's already one well-polished success story in VR, and the Quest 2 looks to be as good a model as any for where future headsets could aim. Gurman's report makes a potential Apple VR headset sound a lot like Facebook's stand-alone device, with controller-free hand tracking and spatial room awareness that could be achieved with Apple's lidar sensor technology, introduced on the iPad Pro and iPhone 12 Pro.

Apple's headset could end up serving a more limited professional or creator crowd. But it could also go for a mainstream focus on gaming or fitness. My experiences with the Oculus Quest's fitness tools feel like a natural direction for Apple to head in, now that the Apple Watch is extending to subscription fitness training, pairing with TVs and other devices.

The Oculus Quest 2 (now officially the Meta Quest 2) can see through to the real world and extend some level of overlap of virtual objects like room boundaries, but Apple's headset could explore passthrough augmented reality to a greater degree. I've seen impressive examples of this in headsets from companies such as Varjo. It could be a stepping stone for Apple to develop 3D augmented reality tech on smaller glasses designs down the road.

Right now, there aren't any smart glasses manufacturers able to develop normal-looking glasses that can achieve advanced, spatially aware 3D overlays of holographic objects. Some devices like the nReal Light have tried, with mixed success. Meta's first smart glasses, Ray-Ban Stories, weren't AR at all. Meta is working on ways to achieve that tech later on. Apple might take a similar approach with glasses, too.

The VR headset may be a 'Pro' device

Most existing reports suggest Apple's VR headset would likely be so expensive, and powerful, that it will have to aim for a limited crowd rather than the mainstream. If so, it could target the same business and creative professionals that more advanced VR headsets like the Varjo XR-3 are already aiming for.

I tried Varjo's hardware: My experience with it could hint at what Apple's headset might also aim for. It has a much higher-resolution display (which Apple is apparently going to try to achieve), can blend AR and VR into mixed reality using its passthrough cameras, and is designed for pro-level creative tools. Apple could integrate something similar to its lidar sensors.

But Varjo's headset, and most professional VR headsets, are tethered to PCs with a number of cables. Apple's headset could work as a stand-alone device, like the Quest 2, work on its own and also when connected to a Mac, much like the Quest 2 already does. Apple's advantage could be making a pro headset that is a lot more lightweight and seamlessly standalone than any other current PC-ready gear. But what remains unknown is how many apps and tools Apple will be able to introduce to make its headset feel like a tool that's truly useful for creators.

Controls: Hand tracking or a small worn device?

The Information's previous reports on Apple's headset suggest a more pared-down control system than the elaborate and large game controller-like peripherals used by many VR headsets right now. Apple's headset should work using hand tracking, much like many VR and AR headsets already enable. But Apple would likely need some sort of controller-type accessory for inputs, too. Cracking the control and input challenge seems to be one of the bigger hurdles Apple could face.

Could that controller be an Apple Watch? Possibly, but the Apple Watch's motion-control capabilities and touchscreen may not be enough for the deeper interactions an Apple headset would need. Maybe iPhones could pair and be used as controllers, too. That's how Qualcomm is envisioning its next wave of phone-connected glasses.

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North Focals' smart glasses design prototype. North was acquired by Google in 2020.

North

Future AR smart glasses may also be in the works

Getting people to put on an AR headset is hard. I've found it a struggle to remember to pack smart glasses, and find room to carry them. Most of them don't support my prescription, either. Developer-focused AR glasses made by Snap that I tried recently show what everyday AR glasses could look like someday, but they're still a work in progress.

Kuo's prediction of AR glasses coming a few years after a VR-AR goggle-type headset would line up with what other companies are promising. The challenges with AR glasses are a lot greater than VR. No one's figured out how wearing them all the time would work, or how you'd interact with virtual objects: Hand tracking? A watch or a ring? Voice? Neural inputs?

Apple always touted the Apple Watch, first and foremost, as a "great watch." I would expect the same from its glasses. If Apple makes prescription glasses and makes them available, Warby Parker-style, in seasonal frames from its Apple Stores, that might be enough for people if the frames look good. Apple's VR headset, according to Gurman, will also offer prescription lenses. That could be a stepping stone to developing glasses later on.

Google acquired smart glasses manufacturer North  in 2020, which made a prescription, almost normal set of eyewear. North's concept for glasses might be too similar to Google Glass for Apple's tastes, but the idea of AR glasses doubling as functional glasses sounds extremely Apple-like. More recently, Vuzix's planned smart glasses for 2021 show how far the tech has shrunken down, but even those planned glasses won't have the ability to spatially scan the world and overlay augmented reality: They'll be more like advanced glasses with heads-up displays and 3D audio.

A report from The Information in 2020 said new AR lenses were entering a trial production phase for Apple's AR hardware (9to5Mac also broke the report down). These lenses sound much closer to normal glasses than current AR headsets allow, but when would those be ready?

Could Apple make its first smart glasses something more basic, letting Apple slowly add more AR features over time and let newcomers settle into the experience? Or would Apple try to crack the AR challenge with its first pair of glasses? Augmented reality is a weird concept for eyewear, and potentially off-putting. Maybe Apple will aim for subtlety. The original Apple Watch was designed to be glanced at for just 5 seconds at a time. 

A recent patent filing also showed Apple looking to solve vision conditions with adaptive lenses. If true, this could be the biggest killer app of Apple's intelligent eyewear.

Apple Airpods Max headphones
David Carnoy/CNET

Are the AirPods Max a sign of how expensive a headset could be?

The business-focused HoloLens and Magic Leap cost thousands of dollars. Current VR headsets have trended towards $500 or more.

The latest price reports suggest something between $2,000-$3000, which is in the territory of business-focused AR headsets like the HoloLens 2, or business creative VR headsets like those from Varjo. An analysis from TrendForce published in February also estimates that an Apple headset's hardware would cost in the thousands, and it predicts that Apple would employ a "monthly subscription-based software solution."

Apple's headphones, the AirPods Max, indicate that the pricing could climb high. At $549, they cost more than a PlayStation 5. And those are just headphones. A pair of smart glasses, or an advanced VR headset, would be a lot more advanced.

iPhone-connected, too?

Qualcomm's AR and VR plans  in 2020 telegraphed the next wave of headsets: Many of them will be driven by phones. Phone-powered glasses can be lighter and just have key onboard cameras and sensors to measure movement and capture information. Meanwhile the phone does the heavy lifting and doesn't drain headset battery life. 

Apple's star device is the iPhone, and it's already loaded with advanced chipsets that can do tons of AR and computer vision computation. It could already power an AR headset now; imagine what could happen in another year or two.

Apple could also have its own high-end dedicated chip in its first wave of VR and AR headsets, as reports suggest, but they'll also undoubtedly dovetail with more advanced processors in Apple's phones, tablets and Macs.

apple-iphones

Apple's iPhones are likely to be the engine.

Angela Lang/CNET

How Apple could blend the real world with AR and VR

Apple already dabbles with AR overlays with real world locations: QR code and NFC-enabled App Clips can launch experiences from real-world locations with a tap or scan. These micro apps are made to work with AR, too: With glasses or an AR headset, they could eventually launch interactions at a glance.

Maybe QR codes can help accelerate AR working in the "dumb" world. Apple's iPhones also have a U1 chip that can be used to improve accuracy in AR object placement, and also to more quickly locate other Apple devices that have the U1 chip, too.

Apple's AirTags arrived in 2021 with features similar to Samsung's SmartTags Plus that use similar ultrawideband technology. These tags could be seen via an iPhone app using AR, which could possibly extend into Apple's future VR or AR headsets. If all Apple's objects recognize each other, they could act as beacons in a home. The U1 chips could also be indoor navigation tools for added precision.

Microsoft's collaborative mixed-reality platform, Mesh, shows how meetings with people in virtual spaces could happen instantly and in work-like environments. Apple already enables multiperson AR in real places, but a necessary next step would be to allow a platform for collaboration in AR and VR like Microsoft is developing.

Apple's depth-sensing hardware is already here

Apple is already deeply invested in camera arrays that can sense the world from short and long distances. The front-facing TrueDepth camera, which Apple has used on every Face ID iPhone since the X, is like a shrunken-down Microsoft Kinect and can scan a few feet out, sensing 3D information with high enough accuracy to be used for a secure face scan. Apple's lidar technology on its recent iPhones and iPads can scan out much further, several meters away. That's the range that glasses would need. 

Apple's existing lidar technology, combined with cameras, is already good enough to scan environments and 3D objects. Add to this the wider-scale lidar scanning Apple is doing in Maps to enable overlays of real-world locations with virtual objects via a technology called Location Anchors, and suddenly it seems like the depth-scanning Apple is introducing could expand to worldwide ambitions.

Apple's new Mac chips already point toward VR-AR compatibility

Apple's M1-enabled Macs and onward are technically a lot more capable of the power needed to run AR and VR, and share similarities to how iPhone and iPads handle graphics. Developing a common groundwork across devices could allow a headset to feasibly run on an iPhone, iPad or Mac, making it a universal Apple device accessory.

That would be essential if Apple intends on its VR or AR headsets to have any role in creative workflows, or be used for games or apps. It's one of the limitations of existing VR headsets, which need to run off particular Windows gaming PCs, and still don't play that well with iOS or Android phones.

19-airpods-2nd-generation

AirPods went from absurd to essential. Can Apple do the same for smart glasses?

Sarah Tew/CNET

Look to AirPods for ease of use -- and audio augmented reality

I've thought about how the AirPods' comfort, and weird design, was an early experiment in wearing Apple's hardware directly on our faces -- and it was a success. It proved that doing so could be accepted and become normal. AirPods are expensive compared to in-box wired buds, but they're also utilitarian. They're relaxed. If Apple's working on AR or VR headsets, they'll need to feel the same way.

The AirPod Pros' spatial audio, which AirPods Max and AirPods 3 also have, points to where future ideas could head. Immersive audio is casual, and we do it all the time. Immersive video is hard and not always needed. I could see AR working as an audio-first approach, like a ping. Apple glasses could potentially do the world-scanning spatial awareness that would allow the spatial audio to work. In the meantime, Apple's already developing the spatial audio tech that its VR headset would need.

apple-watch-5-nav

Somehow, the watch and the glasses need to work together for navigation and other apps.

Scott Stein/CNET

Apple Watch and AirPods could be great companions

Apple's already got a collection of wearable devices that connect with the iPhone, and both make sense with glasses. Its AirPods can pair for audio (although maybe the glasses have their own Bose Frames-like audio, too), while the Watch could be a helpful remote control. The Apple Watch already acts as a remote at times, for the Apple TV or for linking up with the iPhone camera. Apple's future headsets could also look to the Watch and expand its display virtually, offering enhanced extras that show up discreetly, like a halo. Or they could use the Watch as some sort of controller.

The Apple Watch could also provide something that it'll be hard to get from hand gestures or touch-sensitive frames on a pair of glasses: haptics. The rumbling feedback on the Watch could lend some tactile response to virtual things, possibly.

Could Qualcomm and Apple's reconciliation also be about XR?

Qualcomm and Apple are working together again on future iPhones, and I don't think it's just about modems. 5G is a key feature for phones, no doubt. But it's also a killer element for next-gen AR and VR. Qualcomm has already been exploring how remote rendering could allow 5G-enabled phones and connected glasses to link up to streaming content and cloud-connected location data. Glasses could eventually stand on their own and use 5G to do advanced computing, in a way like the Apple Watch eventually working over cellular.

Qualcomm's chipsets are in almost every self-contained AR and VR headset I can think of (Meta Quest, HoloLens 2, a wave of new smart glasses, the latest version of Google Glass, Vive Focus). Will Apple's tech dovetail at all with Qualcomm's cross-device platforms?

10-nreal-mixed-reality-glasses

There are other AR devices out there, like the nReal Light. Apple needs to open up iOS to work with them, like fitness trackers and smartwatches.

Sarah Tew/CNET

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Lucid Air Sapphire Debuts With 1,200 HP Three-Motor Powertrain


Lucid Air Sapphire Debuts With 1,200 HP Three-Motor Powertrain

1 of 51 Antuan Goodwin/CNET

We knew Lucid was working on a three-motor variant of its Air luxury sedan and the final product is just as impressive as we'd hoped.

2 of 51 Antuan Goodwin/CNET

The Lucid Air Sapphire enters production early next year and will be the first of a new Sapphire performance brand from the electric automaker. Sapphire was chosen for the color blue's connections to American motorsports and similarities to California's state gem.

3 of 51 Antuan Goodwin/CNET

In addition to over 1,200 horsepower from its three electric motors, the Air Sapphire features extensive upgrades to handling and braking hardware.

4 of 51 Antuan Goodwin/CNET

Out back, the EV features massive four-piston carbon ceramic brakes. The front stoppers are even more impressive with larger rotors and 10-piston calipers.

5 of 51 Antuan Goodwin/CNET

The Air's suspension, steering and aerodynamics have all been tweaked with track performance in mind.

6 of 51 Antuan Goodwin/CNET

Lucid will offer the Air Sapphire with removable carbon fiber aero-discs that can be fitted to the wheels with a center locking nut for improved highway range and efficiency.

7 of 51 Antuan Goodwin/CNET

The carbon-fiber rear ducktail spoiler is said to add downforce at speed, boosting stability.

8 of 51 Antuan Goodwin/CNET

Lucid says the Air Sapphire will do 0 to 60 mph in under 2 seconds, making it the fastest production sedan ever.

9 of 51 Antuan Goodwin/CNET

Big performance and luxury come with a proportionately large price tag. The Air Sapphire will cost $249,000 when it launches in early 2023.

10 of 51 Antuan Goodwin/CNET

This is what a megawatt of electric power looks like. The Air Sapphire's torque vectoring rear axle pairs two identical 500-kW motors.

11 of 51 Antuan Goodwin/CNET

Keep swiping for more photos of the new Lucid Air Sapphire or check out our first look for more details.


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Dell XPS 13 (winter 2013) review: Still can't touch this sleek ultrabook


Dell XPS 13 (winter 2013) review: Still can't touch this sleek ultrabook

A little over a year ago, Dell debuted a then-quite-impressive little 13-inch laptop called the XPS 13. Aimed at the part of the business market that's become increasingly enamored of the MacBook Air and Windows ultrabooks, the XPS 13 was technically geared toward business customers, but with lots of stylistic flourishes and compact appeal. It was like a Windows MacBook Air, but with less impressive battery life. We called it the "Dellbook Air."

The XPS 13 is back for a second go in 2013, but it doesn't seem to have gotten the "Windows 8 touch" memo. Yes, it now has third-gen Intel Core i5/i7 processors, two USB 3.0 ports, and a higher-resolution 1080p screen. But a touch display? No.

Last year, we said this about the XPS 13's main drawbacks: "A limited port selection doesn't include HDMI or an SD card slot; the display should be better; and battery life falls behind other slim laptops." The new XPS 13 adds a fancy 1080p screen and gains a little more battery life, but that screen option will cost you: the 1080p version costs $1,299.

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Can you live without touch on a laptop? Do you like the idea of a tweaked version of last year's XPS 13 in the current laptop world? There's really nothing wrong with what this new Dell XPS 13 brings to the table, but it's expensive, a bit heavy compared with other ultrabooks, and it lacks touch, which should be a major consideration when moving to Windows 8. Call it an old-fashioned ultrabook.

Price as reviewed / starting price $1,599 / $999
Processor 1.9GHz Intel Core i7-3517U
Memory 8GB, 1,600MHz DDR3
Hard drive 256GB SSD
Chipset Intel QS67
Graphics Intel HD4000
Operating system Windows 8
Dimensions (WD) 12.4x8.1 inches
Height 0.24-0.71 inch
Screen size (diagonal) 13.3 inches
System weight / Weight with AC adapter 3.0 pounds / 3.6 pounds
Category 13-inch

The Dell XPS 13 might have been one of the best-designed Dells since the Adamo. Soft-touch finishes, an elegant keyboard, sleek metal, and solid construction give instantly strong first impressions. The new XPS 13 isn't much different, and it still presents itself well.

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Its footprint is smaller than a 13-inch MacBook Air, giving it something of the feel of a 12-inch laptop. The narrower footprint feels right, and the keyboard hasn't been compromised. A magnetic hinge opens smoothly, and the lid has just enough bezel to provide finger room to open and close, while maxing out screen real estate.

Did I say the XPS 13 seemed heavy and thick? Maybe that's unfair. It actually weighs an even 3 pounds, which is lighter than the 13-inch Air. It's 0.71 inch thick at its thickest point, tapering down to the other end. That's certainly slim and light enough for a 13-inch ultrabook, but the XPS 13 may be a psychological victim of its own small (for a 13-inch) footprint. It feels almost like an 11-inch Air in terms of dimensions, but the 11-inch Air is indeed lighter.

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Lining up the new XPS 13 with last year's, you wouldn't be able to tell the difference. So, our opinion stays the same, cosmetically: the backlit keyboard is comfortable and spacious, and the multitouch clickable touch pad has ample finger room.

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Ah, but now the spectre of Windows 8 casts its shadow. Windows 8 is a touch-oriented OS. It's arguably not necessary, but you'll miss it on many of Microsoft's native apps. That touch pad is your lone tool to interface via touch at all, and in this case, it's just not as responsive as better versions out there. In particular, off-edge swipe gestures, which can be used to bring up Windows 8 functions, are hard to pull off.

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The best -- and worst -- new feature of this XPS 13 is its 13-inch 1080p Gorilla Glass-covered display: it's crisp, bright, vivid, and looks great at all angles. It's a big step up compared to the average laptop, and better than the display on the MacBook Air. But not all XPS 13 models have it: step-down versions have 1,366x768-pixel displays, which I didn't test. That 1080p on a 13-inch screen used to look crammed, but the nice thing about Windows 8 is that its new tile interface and full-screen apps generally take advantage of higher-res smaller screens in ways that don't shrink and cram text and buttons down like Windows 7 did. It's a better experience.

But, I'll say it once again: there's no touch screen. I harp on that because this is a $1,600 computer, and there are touch ultrabooks out there for half that price. That may not matter to some people, but in the Windows 8 world, ultrabooks are routinely getting touch-screen makeovers without great cost. Top-end laptops are starting to have touch by default. The Dell XPS 13's lack of touch just feels like an oversight. At this price, it should at least have a touch-screen option. In a Windows 8 world, touch is just too potentially useful to completely ignore.

The 0.9-megapixel Webcam takes grainy pictures, and isn't as good as others I've seen.

Dell XPS 13 (2013) Average for category [13-inch]
Video Mini DisplayPort HDMI or DisplayPort
Audio Stereo speakers, combo headphone/microphone jack Stereo speakers, headphone/microphone jacks
Data 2 USB 3.0 2 USB 3.0, 1 USB 2.0, SD card reader
Networking 802.11n Wi-Fi, Bluetooth Ethernet, 802.11n Wi-Fi, Bluetooth
Optical drive None DVD burner

Ports, configurations, performance
The ports are sparse indeed on the XPS 13: two USB 3.0 ports and a Mini DisplayPort. No HDMI, no Ethernet, not even an SD card slot. I can forgive the first two, but not the third. There's plenty of room.

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This XPS 13 review unit is the highest-end model, the surf-and-turf of Dell's fleet: Intel Core i7 processor, 8GB of RAM, 256GB SSD, 1080p display, for $1,599. The lowest-end XPS 13 starts at $999, and has more-standard specs: Core i5, 4GB of RAM, 128GB SSD, but only a 1,366x768-pixel display. You can mix and match specs to some degree, but for 1080p you have to step up to a $1,299 model with 4GB RAM and a 128GB SSD. Sure, that sort of matches a MacBook Air, but it's hard to swallow for a PC -- especially one that lacks a touch screen.

The Core i7-3537 CPU is a little faster than the Core i7-3517 in the step-down 720p models, and handled as well as you'd expect a top-end, third-gen Intel ultrabook processor to perform. It's one of the fastest we've tested in our benchmarks, but not by a huge degree. You're still stuck with Intel HD 4000 graphics, which are fine for most purposes but, at this price, fall short of serious PC graphics power.

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Battery life, warranty
The killer differentiator in a lot of superportable ultrabooks often comes down to battery life. The original XPS 13 in 2012 was a disappointment, getting a little under 5 hours. The new XPS 13 does a little better, scoring 5 hours and 31 minutes in our video playback battery drain test. An extra 40 minutes is nice, but it doesn't quite match up to the 6-plus hours a lot of top-end ultrabooks can achieve.

Dell offers a one-year warranty with at-home service (after remote diagnosis) with the XPS 13, plus a year of 24-7 "premium" phone support (1-877-717-3355). This can be upgraded in various ways on Dell's Web site: $199 to extend to three years, or up to $349 for additional accidental damage protection and LoJack.

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Conclusion: A great laptop...for 2012
The Dell XPS 13 is a slightly fancier version of last year's Dellbook Air: compact, functional, and upgraded with an excellent display. But its price -- and its lack of touch-screen options -- leave it as a product I'd have some reservations recommending for everyone. It feels like last year's product in a 2013 Windows 8 world that's moved on from basic ultrabooks -- or, at this price, one that at least includes touch. You might not need a touch screen, but believe me, at this price Dell should be including one. When it does, the XPS 13 might once again be a serious contender for best Windows 8 ultrabook.

Find out more about how we test laptops.

System configurations

Dell XPS 13
Windows 8 (64-bit); 1.9GHz Intel Core i7; 8GB DDR3 SDRAM 1,600MHz; 32MB (Sharedl) Intel HD 4000; 256GB Samsung SSD

Asus Taichi 21
Windows 8 Pro (64-bit); 1.9GHz IntelCore i7; 4GB DDR3 SDRAM 1,600MHz; 32MB (Sharedl) Intel HD 4000; 256GB SanDisk SSD

Acer Aspire S7-391-9886
Windows 8 (64-bit); 1.9GHz Intel Core i7-3517U; 4GB DDR3 SDRAM 1,333MHz; 128MB (Shared) Intel HD 4000; 256GB Intel SSD

Lenovo IdeaPad Yoga 13
Windows 8 (64-bit); 1.7GHz Intel Core i5 3317U; 4GB DDR3 SDRAM 1,600MHz; 32MB (Dedicated) Intel HD 4000; 128GB Samsung SSD

HP Envy x2
Windows 8 (32-bit); 1.8GHz Intel Atom Z2760; 2GB DDR2 SDRAM 1,066MHz; 747MB (Total) Intel GMA; 64GB SSD


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