Tale Of The Tape: Chromebook Pixel Vs. Surface Pro Vs. MacBook Air

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Google hasn’t always been known for making breathtaking hardware, but today’s announcement of the Chromebook Pixel — arguably one of the best-looking laptops ever made, if nothing else — means that may no longer be the case.

Still, you can’t be blamed for being wary of shelling out a decent chunk of money on Google’s first foray into laptops, let alone a Chromebook of all things, so here’s a preliminary look at how the Chromebook Pixel stacks up against two prominent rivals in the computing space: the stock version of Apple’s 13-inch MacBook Air and Microsoft’s Surface Pro.


*Note that we compared the base MBA and the surface Pro with upgraded storage, to establish a better baseline in terms of comparing more similar price points and spec load-outs. 

Versus the 13-inch MacBook Air

Compared to the base 13-inch MacBook Air, Google’s Pixel has a lot of similarities. It’s priced around the same, but actually comes in as more expensive that the OS X ultraportable, at $1299 and $1449 for options with Wi-Fi only, and Wi-Fi + LTE networking. What does the Pixel offer to justify the extra cost? It does have a denser display, with 239 ppi on a nearly 13-inch display. And that screen is touch sensitive, which isn’t something Apple can claim. But until now, it hasn’t shown off much about how touch might work with ChromeOS, though it has reportedly been “optimized” for finger-based input.

Another place where the Chromebook Pixel falls short of its competition is in local storage. 32GB on the Wi-Fi model and 64GB on the LTE version is tiny compared to the MacBook Air, which is already pushing it with 128GB. LTE is nice to have, but, with the prevalence of hotspots and modems, arguably less important than more offline-accessible storage space.

The Chromebook Pixel is very much aimed at the same market as the MacBook Air, with Google stressing that it’s an upscale device. But despite what looks to be a beautiful screen, this arrives with an even more experimental, touch-enabled version of an OS that has yet to prove itself with general consumers, meaning that the reasons to opt for Google’s brave new laptop over the Air perhaps aren’t as apparent as Google would’ve hoped.

Versus the 128GB Surface Pro

I can’t help but think about the Chromebook Pixel in relation to something like the Surface Pro, another premium computing device from a company that has historically shied away from making its own computers. Granted, the differences in execution between the two are pretty staggering, but it’s hard not to look at both devices as fresh steps into a market increasingly driven by novel hardware.

The Pixel certainly has the Surface Pro beat when it comes to sheer screen size and resolution (it has a 12.85″ display running at 2560 x 1700, compared to the Pro’s 10.6″ panel running at 1920 x 1080), but the Surface Pro seems to sport better touch support with its included stylus and Wacom digitizer. It’s too early to say whether or not one device has a definitive advantage of the other because of their seemingly similar processors (though the Pixel could squeak by because of its slightly quicker chipset), but we’ll return to that once we get our hands on a review unit.

Again, the Pixel may fall flat with its paltry 32GB of internal storage (though folks who spring for the LTE model will have around 64GB to play with). Sure, having a terabyte of cloud storage is neat, but those in need of real speed will prefer the Pro’s SSDs and memory card slot.

The other big question mark here is Chrome OS itself. The Chromebook is a very handsome little machine that seems to have some horsepower under the hood to boot, but I’m curious whether or not people will choose to plunk down upwards of $1299 for a computer that exists outside of the two entrenched environments that have dominated consumer computing. Windows 8 isn’t a shining star yet either, but it’s far from a company’s side project.

In the end…

While the Air and Surface Pro have their share of advantages, it’s still a little too early to write the Chromebook Pixel off completely. It may just be the right computer at the right time to give Chrome OS the boost it really needs, but for now Google needs to make a better case for why people should spend $1299 on a computer that hinges on the cloud instead of, you know, anything else.

Google’s Chromebook Pixel Looks Like A Pricey Boondoggle, Or The Platypus Of The Notebook World

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Google unveiled is fabled Pixel Chromebook today, and the thing does indeed have what looks to be a gorgeous, high-resolution display. It also has a touchscreen, as rumored, and the list gets more confusing from there. 32GB (or 64GB) of onboard storage? ChromeOS? A 3:2 screen ratio? A $1299 starting price tag? Huh?

The device is meant to be upscale, Google admits, but for a machine aiming at power users, it’s a device surprisingly devoid of power features. ChromeOS is, for all its strengths, still essentially a browser, after all. This thing can’t run Photoshop, which you’d be able to do no problem if you spend $100 less and get a 13-inch MacBook Air. It can play back movies on that gorgeous screen, but not in as many file formats or with as much ease as you could manage with a Lenovo Yoga 13, also cheaper at $1,049. It can accept touch input, which could be exciting, but then again might not, and that’s hardly a feature worth risking a cool $1300 for.

Which isn’t to say the Pixel isn’t attractive. It’s a looker, to be sure, and something I’d definitely be interested in owning myself. The 1TB of Google Drive storage and the LTE radio on the $1449 model make for an attractive package, so long as you’re already deeply committed to Google’s cloud storage ecosystem. But a gadget blogger wanting something and an everyday consumer being willing to cough up over $1,000 for it are two entirely different things, and the Pixel has too many of those moments that make you tilt your head slightly to provide any chance at success in that regard.

ChromeOS is a risky proposition on a $249 laptop for most people. It’s still just too new, and too untested in a world where you’ll attract far fewer headaches just going with OS X or Windows. With a price tag that makes it almost an impulse buy, it’s an understandable risk. At $1299, it’s not.

ChromeOS is a risky proposition on a $249 laptop for most people

Google doesn’t always care about marketability for its first generation devices. It originally tried to sell the Nexus One direct for $529, a price many felt was too high, contributing to the eventual failure of that experiment. The Pixel is also introduced as “a laptop that brings together the best in hardware, software, and design to inspire future innovation” on Google’s website, meaning it probably isn’t intended to fly off the shelves, but more to light a fire under hardware partners and developers.

Still, announcing a consumer launch (including a retail partnership with Best Buy) for the Chromebook Pixel (a device that looks like the notebook world’s equivalent of a hastily assembled Lego project built from memory) just comes off as weird. I once lauded Google’s strategy in going for cheap, ubiquitous data network access with previous hardware launches, and I’m all for technical innovation that explores new territory. But I see no answer to the question of “Why?” when it comes to the Pixel.

CGTrader, An Online Marketplace For 3D Models, Raises 185K Euro From Practica

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As 3D printing and modeling moves into the mainstream, it’s interesting to see the rise of small players in the market and the capital raised. Take, for example, CGTrader. Originally designed as a marketplace for 3D designers and artists, it’s just raised nearly 200,000 euro from Practica Capital, a fund in Lithuania. Founded by Marius Kalytis, the company is based in Vilnius.

Most of the models are highly detailed objects aimed at video game creators and other 3D wonks. However, because a 3D model is a 3D model is a 3D model, CGTrader is able to sell almost any virtual object.

A major problem in the 3D model industry is notoriously low royalty rates for designers and artists – the creator of the model frequently receives only 40-60% of sale proceeds, or, in order to earn more, is often bound by exclusivity requirements. This makes selling 3D models online not a very attractive activity for designers, and therefore limits the potential of industry growth,” said Kalytis. He said the CGTrader is “a fair, author-friendly marketplace”

The company takes 6% of any sale and they can use the platform to support their customers when they have issues or queries.

“The funding will be used for developing the marketplace from the technical perspective, building the community further, and, most importantly, expanding distribution channels for our designers – including 3D printing,” said Kalytis. It’s one small step for 3D models of horses, one giant leap for the monetization of the 3D-printing as a holistic market.

Canon Launching Its MREAL Headset March 1st, Will Allow Designers To Prototype Using Augmented Reality

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Canon announced the launch of its MREAL system for “mixed reality” today, which includes a head-mounted display that allows wearers to combine virtual objects with the real world in 3D, which essentially sounds like a product designer’s dream. On the consumer side, augmented reality hasn’t done a great job of proving itself generally useful at this point, but in an industrial design setting, the payoff could be big, and that’s why Canon’s MREAL is priced at a professional-level $125,000.

The MREAL headset isn’t nearly as sleek as Google Glass, and instead of projecting info on transparent displays, it actually takes in video of your surroundings, runs it through a computer which supplies the virtual elements, and then delivers a live video feed to dual displays mounted in the visor strapped to a user’s face. It’s not light and all-day wearable like Glass, but it means the system can deliver extremely clear 3D computer-generated images that blend more realistically with a user’s actual surroundings, which is exactly what you want if you’re designing a coffee table for a specific living room space, for instance, or want to see what a car concept looks like under showroom lights before you build a physical model.

The $125,000 price tag and $25,000 annual maintenance fee might prohibit ordinary folks from picking up one of these, but the system’s impact could be felt at all levels, and in addition to being used by designers and engineers, might make its way to show floors for augmented reality consumer demonstrations. It also could make it easier for inventors pitching an idea to investors to provide a more realistic look at what a finished hardware product would look like, without building an actual prototype. If you’re making an iPhone case, the cost doesn’t really justify it, but if you’re a Lit Motors trying to sell the next generation of personal transportation, it begins to look like a much better bargain on the balance sheet.

Plus, this launch of innovative interactive design tools from an established player invites startups to try to build equivalent low-cost solutions to disrupt the market. I’d love to see a hardware prototyping app come out for Google Glass when third-party devs start building for it, which could potentially bring the cost of AR prototyping down to a more manageable, startup-friendly level.

New Google Glass Patent Is The Most Comprehensive Yet For Google’s Face-Based Wearable Computer

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The USPTO has published a new patent application today from Google, which describes in comprehensive detail the complete system that would go on to become Google Glass, originally filed in August of 2011. The newly discovered patent describes not only individual components of Glass as we’ve seen previously, but the overall system, including display, frames, image projection and capture, wireless connections, sensors and more.

Some of the technical drawings included in the patent look a lot like the Google Glass we’ve come to know and love from its public appearance adorning sky divers and tech company founders who could be mistaken for jewel thieves. But others depict designs that resemble cheap paper 3D glasses, and hipster specs you might expect to see at Warby Parker. Google is clearly looking at multiple ways to bring Glass to market, aside from the sci-fi style visor it’s been showing around.

The text of the patent gets into extreme technical detail, offering a granular look at how Glass actually functions. It describes how the lens mounted display would operate in relation to the movement of a wearer’s head to keep the projected image consistent, and how objects in the real world can be overlaid with digital images to create augmented reality experiences. It goes into detail about various configurations of glasses arms and where the housing for the ‘brains’ of the device could be located relative to the rest of the glasses apparatus, and talks about building touch-sensitive surfaces into frame to accept user input.

Google also describes the limitations of current wearable tech interfaces in a section on background, which it uses to essentially give a reasoning for its creation of Google Glass. Existing systems were, in a word, deficient, according to the company’s filing:

Both head-mounted and heads-up displays can be connected to a video source that receives a video signal that the device can read and convert into the image that they present to the user. The video source can be received from a portable device such as a video player, a portable media player or computers […] The functionality of these types of displays is, however, limited to passive actions wherein the display simply receives information from an external source and presents it to the wearer in limited forms. Accordingly, further advances in wearable devices including displays have been needed.

Some of the more interesting elements from the detailed description of the patent include alternative display methods. We’ve seen the use of lens-mounted displays in the current prototype, but the patent also describes alternatives including “a laser or LED source and scanning system [that] could be used to draw a raster display directly onto the retina of one or more of the user’s eyes.” That sounds a little terrifying but also potentially exciting.

Overall, the patent is primarily about locking down Google’s IP with respect to the Glass project in as technically detailed a manner as possible, but it’s an interesting read for gadget heads or engineers who want to learn more about the nitty-gritty background behind Google’s most daring consumer hardware project.

This New Apple Patent Could Be The Design For A Radical iWatch With A Wraparound Display

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Apple has a number of patents on wearable computing, but a new application spotted by AppleInsider blends some old and some new tech to provide a vision of what it might conceivably look like as a shipping product. The patent in question describes a wrist-mounted flexible screen, built on a support structure that closely resembles the “slap bracelets” children of the nineties will likely recall. When worn, the screen could provide an unbroken display that wraps all the way around the wearer’s wrist.

Apple even uses the slap bracelet directly as an example of how the device would work in its patent filing. Besides provoking nostalgia in people my age, the design would make it possible to use the device in both curled (worn) and flattened forms, acting as a different kind of display in either scenario. When on the wrist, Apple describes a sensor that would allow the watch to recognize where the end is, so that it can manage universal sizing while still wrapping a display around the wrist without any overlapping visuals.

The patent describes some software functionality, which begins to get at what an Apple iWatch might offer that others building smart watches can’t or don’t yet do. It could be used to “adjust the order of a current playlist,” review “a list of recent phone calls,” type out a message reply via a “simple virtual keyboard configuration across the face of the flexible display.” Apple even suggests using it as an input device for controlling and navigating apps like Maps. If you had trouble conceiving how an iWatch might actually revolutionize wearable computing, this patent’s description of features begins to answer that.

Apple’s patent describes making use of solar power and kinetic energy to help prolong battery life, and it includes provisions for a number of other ways to affix it to a user’s wrist, including snaps and velcro, meaning the slap bracelet look could give way to something much more in keeping with traditional watch design. But what’s most interesting is the functionality described in the patent: it shows how Apple, working with its own hardware and software in ways that third-party manufacturers aren’t able to could greatly extend the usefulness of a wrist-mounted, smartphone connected device.

The iWatch is rumored to be in production, with reports from Bloomberg, the New York Times and the Wall Street Journal all surfacing recently. We’ve seen iWatch-related patents before, including ones that describe elements of this slap bracelet system, but this is the most complete patent to date and the timing feels more than coincidental as a result.

Mobile Payments Startup SumUp Adds Support For American Express Payments In 8 Of Its 10 European Markets

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SumUp, one of the myriad of European mobile card reader startups taking advantage of Square’s continued absence in the region to build out a business, is adding support for American Express. Its mobile card reader system already accepts MasterCard and Visa payments but today the startup said it has signed a deal with American Express to process Amex card payments in all “major regions” in which it operates. Its merchants will be able to start accepting Amex in Q2.

SumUp now operates in 10 European countries. It confirmed to TechCrunch Amex payments will be supported in eight of its markets initially — namely: Germany, France, the UK, Ireland, Italy, the Netherlands, Spain and Austria. The two markets where negotiations are ongoing, with a view to also adding Amex support in future, are Belgium and Portugal.

SumUp also confirmed its per-transaction fee remains the same, with no premium for merchants to process Amex. Merchants using SumUp to process a transaction are charged a flat 2.75% per transaction fee.

With the addition of American Express, SumUp said it will be able to accept “more types of cards in more regions than any other mobile point-of-sale technology provider worldwide”. SumUp Co-founder Stefan Jeschonnek said Amex support is a “big deal” for it, and for the tens of thousands of merchants in Europe who use its technology.  ”SumUp is about enabling small businesses to grow and for our merchants being able to accept card payments from all the major brands is a big deal,” he added.

Commenting on the tie-up in a statement, Werner Decker, Senior Vice President, American Express, said: “We see SumUp as a smart and convenient way for small businesses to further enable commerce by accepting card payments.”

SumUp added that American Express will also be included as a payment option in its forthcoming consumer payment app — called SumUp Pay — which it demoed at Finovate Europe last week. The app will allow consumers to link their credit card to it and pre-authorise payments with trusted merchants. The payment process does not involve a physical card reader — rather the buyer’s phone is identified as it enters the store, using geofencing technology, and the merchant can then process the payment when the buyer confirms what they want to order.

As yet, there’s no confirmed launch date for SumUp pay.

SumUp’s Amex release follows below.

SumUp to accept American Express

SumUp broadens range of payment options for merchants in major European markets

 

London – 21th February 2013SumUp, the company that enables merchants to take debit and credit card payments with their smartphones, has signed a deal with American Express that will allow it to process American Express card payments in all major regions in which it operates. The deal means that SumUp merchants will soon be able to take payments from American Express Card members.

In December 2012, SumUp extended its service to merchants giving it a presence in ten European countries.  SumUp’s ability to process American Express payments means that it will accept more types of cards in more regions than any other mobile point-of-sale technology provider worldwide.

Any small business using SumUp will soon be able to accept card payments from all the major card brands for an affordable and transparent fee and without any monthly costs.

Daniel Klein, CEO of SumUp, commented: “It’s extremely frustrating for a merchant when they miss out on making a sale because they can’t accept the type of card a customer wants to use. The only person it’s more frustrating for is the customer who goes away empty-handed. That’s why we’re delighted that we will be able to process American Express card payments on behalf of our merchants and to the advantage of American Express’ thriving and deeply loyal customer base.”

– ENDS –

About SumUp

SumUp is the easiest way for small businesses and sole traders to accept credit and debit card payments securely, even on-the-go.

Using only a free, supremely portable card reader and an app available for iPhone, iPad and Android, artisans, taxi drivers, cafes, restaurants, shops and many other merchants are now able to accept credit and debit card payments anytime, anywhere.

SumUp only takes a fee of 2.75% per transaction made using the SumUp card reader, meaning that businesses no longer have to worry about additional costs, expensive terminals or high monthly fees. The transaction fee is the same for American Express, Visa and MasterCard. SumUp is Europay, MasterCard, and Visa (EMV) compliant and PCI-DSS certified, ensuring that payments are processed in accordance with the highest security standards.

The company was founded in 2011 and already has over 140 employees, and major offices in Berlin, London, Dublin, Madrid, Milan and Amsterdam. SumUp has been available in the UK, Germany, Ireland and Austria since August 2012, in the Netherlands, Spain, and Italy since November 2012, and in France, Portugal, and Belgium since December 2012.

Website: www.sumup.co.uk

PS4 Is Sony’s Last Stand, And It’s Wasting It On A Tired Strategy That Ignores How The Gamer Is Changing

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Sony’s PlayStation 4 made its grand debut today in a presentation with all the theatrical flair to be expected from an electronics company that’s also a media company that’s also a producer and publisher of blockbuster video games. But the pomp hides a hurting heart: Sony’s FY 2012 financial results saw it swallow a $5.74 billion loss, with PS3, PSP and PS2 hardware sales all down versus the previous year. And Microsoft is playing the home media center card to perfection, hedging bets against a future where a dedicated gaming console isn’t the draw it once was.

Sony did more than unveil a next-gen gaming platform today: it answered the question of how it would adapt to this changing world. And the answer might not be what you were expecting: Sony made a point of saying it was moving away from the living room, and putting the gamer at the center of the new platform. The company then went on to talk for at least 10 minutes about hardware and specs, and after a brief interlude to discuss cloud gaming, launched into a series of gaming demos. Which, if you’ve ever seen gaming demo videos, delivered exactly what you’d expect. And that was not excitement.

There was another Killzone, which looked pretty much like the others with better graphics. There was a racing simulator that was supposedly about some innovative team play, but whose developer focused on showing suede textures more than anything else. Then there was Sucker Punch’s Infamous spinoff game about mutant, which is actually decently cool since I really liked the first two Infamous titles. There were some indie games, which were more interesting than the AAA titles if only because they offered a little variety. Then there were a bunch more games from usual suspects like Square Enix and Ubisoft, Blizzard with a Diablo III port, and Bungie’s latest. But overall the message was clear: Sony’s PS4 is an evolution, not an about-face, or a realization that being a game console might not mean what it used to mean.

Here’s a typical reaction to what Sony was showing off during the bulk of its presentation, in case you think I’m only expressing my own opinion:

Later they brought out the Move controller. That’s crazy, Sony. You’re crazy if you think the Move controller will be saved by the PS4 when across the aisle is the Kinect with its hands-free, truly innovative full body movie tracking. If you think people will build 3D sculptures with a wand with a ball on the end you’ve absolutely lost your mind. There’s something to be said for trying something different, but these are things that are already better done by existing tools, or by competitors. Cutting their losses would’ve been a better strategy with the Move.

What was missing from Sony was a discussion of anything that could’ve made it a more broadly appealing device. Sony needed the introduction of streaming media partners; cable and satellite providers willing to use it for IPTV delivery; integration that would make connections with mobile devices more than just a way to have a tiny screen for select, old games and some leftover social functions; at a bare minimum it needed a physical device, and a date beyond “Holiday 2013.” It (and we, as potential customers) needed way more than a falling back on graphics, eye candy and tech demos, which may have served the gaming industry well in the past, but which have done nothing to stem the rising tide of mobile platforms like iOS and Android.

ZTE Aims To Launch The First Tegra 4 Smartphones In China By The End Of 1H 2013

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When NVIDIA officially pulled back the curtains on its new Tegra 4 SoC at CES, it had no shortage of praise for the thing — the company referred to it as “the world’s fastest mobile processor” — but there was something missing from the announcement. Who would be using be using it?

Sure, Vizio revealed a 10.1-inch, T4-powered tablet just a day later, but there was nary a phone partnership in sight until tonight. NVIDIA has just announced it is working with the folks at ZTE to launch the first Tegra 4-powered smartphones in China during the first half of this year.

Here’s a quick refresher on the Tegra 4 in case you haven’t been keeping up with the wild and woolly world of mobile systems-on-chips. This particular SoC sports 72 GPU cores, as well a quad-core processor that feature’s ARM Cortex A15 core, and LTE support by way of NVIDIA’s Icera acquisition.

NVIDIA’s deal with ZTE honestly seems like a mixed bag. Don’t get me wrong — the Chinese company is capable of crafting some nice hardware (and we’re sure to see some of it at Mobile World Congress next week), but one can’t help but wonder if NVIDIA would’ve preferred a higher-profile partner to help usher in the age of Tegra. That’s not to say that NVIDIA isn’t getting anything out of this deal though. Far from it, actually — continued buy-in from a notable Chinese OEM will only help NVIDIA strengthen its position in a fast-growing mobile market.

For now, there’s no word on exactly what ZTE devices the Tegra 4 will find itself in, but NVIDIA is awfully fond of throwing the term “superphone” around, so I’d expect something with at least a little bit of wow factor.

Meanwhile, some of rival Qualcomm’s recently revamped chipsets have appeared in high-end hardware — HTC’s new One has a Snapdragon 600 ticking away inside of it, and it may not be alone. Rumor has it that Samsung is having some heat management problems with its newer in-house Exynos chipsets, and is mulling a switch to a Qualcomm SoC for its flagship Galaxy S IV. Couple that with the high-end 800 we saw at CES and the Snapdragon 200 and 400 chipsets that just officially got the nod and NVIDIA’s certainly got a fight on its hands.

Gaikai Cloud Gaming In PlayStation 4 Brings Easy Free Trials Of Games, Sharing, Spectating And Remote Play

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Gaikai’s Dave Perry took the stage at the PS4 event today to describe how Gaikai would be adding cloud gaming elements to the PS4, which will make it possible to jump in and try games in the PlayStation store, make sharing with your friends a snap, and also invite spectators and get friends to help you by remotely taking over your game.

The PS Vita will also finally get a lot more useful, thanks to Remote Play. Perry said that the team has dramatically reduced transmission times, turning the PS4 into a server and the Vita into a client allowing for remote play of titles run on the PS4 direct to the Vita. It’s exactly like the Wii U, but with a controller you can walk away with and use as a standalone mobile console.

The ability to easily jump right into PS4 games and try out titles via streamed gaming is a huge addition for Sony, which had more limited demo capability in the PS3 PlayStation store which required sizeable downloads when it was even available (which wasn’t for every title). Inviting players to join and watch your game also includes the ability for spectators to chim with with on-screen comments as you play, and the ability to take over your controller to help you out if you run into trouble. It’s a much more social version of Nintendo’s handholding modes in recent releases.

Will gamers opt to call a friend, so to speak, instead of jumping on GameFAQs? That’s a good question, but clearly the company is doing everything it can to try and build a real social network, instead of the loosely affiliated group of often crude, sometimes racist anonymized gamers that made up the PlayStation Network of the past.