Sabtu, 11 Mei 2019

A tale of two “inside-out” VR headsets: The $400 Oculus Rift S, $600 HP Reverb - Ars Technica

The $600 HP Reverb (left) and $400 Oculus Rift S (right).
Enlarge / The $600 HP Reverb (left) and $400 Oculus Rift S (right).

By the end of 2019, many major VR headset manufacturers seem poised to launch a new "statement" product for PCs. This month sees two such headsets reach store shelves: the Oculus Rift S (coming May 21, priced at $400) and the HP Reverb (out now, starting at $600).

In both companies' cases, the statement from each headset is a mix of upgrade and compromise. Rift S sees Oculus take two steps forward, two steps back, from its three-year-old Rift headset to establish a new "baseline" PC-VR experience, particularly with active hand tracking in mind. Meanwhile, Reverb aims to deliver the most affordable "high-res" VR headset ever made—which, as you might expect, includes a few imperfections, ranging from the obvious to the surprising.

After living with both headsets, I can report that each headset's sales pitch is totally fine, not game-changing, and both are worth scrutinizing—because neither is currently a slam-dunk recommendation.

HP Reverb: You say you want resolution

Let's start with the HP Reverb, a headset that promises to exceed the screen quality and pixel density of the already-impressive HTC Vive Pro and Samsung Odyssey. Reverb's total resolution weighs in at a combined 4,320x2,160 across its fast-switching LCD panels.

As a result, before HP agreed to send us a testing unit, we were asked to confirm a graphics card minimum of a GTX 1080 or AMD Radeon Pro WX 8200. Notice that their latter suggestion is designed for workstations, not consumer PCs. That's the point. The Reverb is squarely targeted at an enterprise or development use cases where screen quality is paramount; this is not necessarily your headset for gaming or high-speed interactivity.

This is first made apparent by an awkward headstrap. Unlike the springy flex of the original Oculus Rift or the rotary dial of the PlayStation VR, Reverb's strap is spartan. You get three velcro straps to adjust, which are all difficult to adjust while wearing the headset. This is all bound by a light-yet-wide halo, meant to fit against the back of the head, and it comes with two decidedly cheap-feeling over-ear speakers—with fuzzy material you'd expect from $5 airplane headphones. (You can't detach these, but you can push them off your ears and plug in your own headphones with a 3.5mm jack.)

Yet this spartan approach means the strap system is under-engineered, a rarity in the sector. The headset is substantially lighter in mass than the over-engineered Vive Pro, which may be worth some inconvenience. Its back-halo design keeps more weight off your face than the original Rift. Plus, fit it onto your exact head shape once, and it's simple enough to put on and take off from there.

The Reverb's flip-up functionality is flimsy and bumps into your head, so it disappoints as a "peek at the outside world" option. Its cramped interior is not particularly glasses-friendly. And if your interpupillary distance (IPD) measures outside the "average" measure of 61-66mm, Reverb's "digital IPD" adjustment option will leave you unsatisfied from a comfort level.

All of which is to say: If your expected business/enterprise use case includes mostly VR-savvy professionals of a perfect head shape and size, you'll be fine. If you're handing these to a variety of utter VR newbies, on the other hand, be ready to on-board them just to get the thing on.

Sweet spot, not-so-sweet result

As for the Reverb's screens, the pixel resolution of 4,320x2,160 is incredible for the sector, well past the 2,800x1,600 measure of the Vive Pro and Odyssey. (And that's even more than the Rift S, which we'll get to.)

Reverb's "sweet spot" visibility, in the center of a user's field of vision (FOV), is the absolute winner in its price sector. After roughly one week of Reverb testing, I'm now convinced that this is the pixel count to count as "good enough" if you want to guarantee unobtrusive small-text legibility for the sake of VR's research, education, and industrial design apps. (In Reverb's case, this selling point is buoyed by the LCD panels' dense subpixel resolution and 90Hz refresh.)

HP provided some sample "professional" apps during my testing period, and after wandering through a virtual replica of Helsinki and dissecting a frog in a classroom, I understood why. With my attention focused on front-and-center content, I could see the Reverb's sales pitch damned clearly. HP has crossed an important VR-quality line at a reasonable business price point in 2019, and the rest of this review's caveats and warnings can't erase that fact.

One of those caveats, however, is my use of "sweet spot" as a qualifier. I struggled to understand why the high-res panel, all-in-all, looked a bit smeary ("a bit" is not a very scientific descriptor, after all). That issue became clearer once I set up a "VR desk" of a headset, a single hand-controlled WMR controller, a physical keyboard, and a floating VR replica of my PC's 2D desktop.

Doing this confirmed my suspicions: the HP Reverb, like many other VR headsets, offers a clear view in its central FOV but is less successful at translating its peripheral pixels. Trying to read text in the periphery was a struggle compared to the same text appearing front-and-center. This was particularly easy to notice as I examined details spread across 16:9-ratio desktop windows and Web browsers. Without a physical IPD slider to work with, and only a "virtual" IPD adjustment option, I had no idea how to remedy this apparent blurriness. Countless attempts to re-fit the headset didn't help.

To be fair, the fact that I could comfortably read Windows desktop content is its own VR revelation. That's almost impossible to comfortably do on the first wave of 2016 VR headsets. But the Reverb's arrangement of pixels and lenses does no favors to peripheral-view content, which leads to an uncanny valley-like issue: once some of the content is so damned crisp, why can't all of it be? Additionally, why must the headset be so demanding of PC hardware if it blurs its peripheral pixels by default?

Some headset manufacturers are toying with foveated rendering, which reduces pixel resolution depending on what's being displayed or how a user's eyes are tracked. But nothing so efficient is happening here. The Reverb instead renders, then wastes, at least one fourth of its pixels, which I can tell by budging the headset awkwardly around until only its corner pixels become clear.

LCD concerns

That divide in clarity means all the comfort you might hope for from a higher-res headset dwindles in longer-term use. This is a shame because the fast-switching LCD panel lives up to a 90Hz refresh with fuller subpixel resolution than comparable OLED panels. However, the "halo" effect from its fresnel lenses is particularly noticeable within this headset.

Additionally, HP's choice of fast-switching LCD panels means the Reverb simply suffers from imprecise color calibration—at least, compared to the rich, RGB-perfect results you can expect from a calibrated OLED panel. Part of that Vive Pro $1,100 price tag is an understanding that whatever content you bring in will enjoy nearly uniform color reproduction. But the Reverb's "cold" blue-green wash, which is nigh indiscernible when looking at a standard CMYK color sheet, becomes apparent across a wider scene, particularly the pastoral, faux-outdoor environs of the hub spaces in Windows Mixed Reality and SteamVR.

In VR experiences that rely on moody color mapping (like the storybook-adventure of Moss), the color reproduction borders on problematic. Everything in that game looks darker and less alive than on the OLED-fueled HTC Vive Pro. A visible "mura" effect on our testing headsets resulted in uneven color reproduction across wide fields of pixels, as well. It was arguably the most intense mura effect I've ever seen on a consumer-grade VR headset, in fact. (To best explain this, think of a large website background color, which is supposed to be totally uniform, having an uneven smudginess to it. Next, imagine that smudginess moving in relation to where your head is aimed in VR.)

The usual Windows Mixed Reality caveat

If you're fine with somewhat imprecise color reproduction, high system demands, and an asterisk on Reverb's high resolution, you have one more pill to swallow: its merely adequate room-tracking powers. This is identical to most inside-out Windows Mixed Reality headsets, which rely on two forward-facing cameras and guarantee decent tracking, so long as you keep your hands generally in front of your face.

The short version: milder apps like TiltBrush and Vacation Simulator work just fine. (So did the educational apps that HP provided.) Highly active apps like Beat Saber and Space Pirate Trainer, on the other hand, have to compensate for Reverb's poorly tracked hands on a pretty regular basis—as in, every 45 seconds in a high-speed Beat Saber song, a hand will noticeably disappear for a moment. Meanwhile, any games that rely on above- and behind-the-head hand action are out the window, as most WMR headsets (including the Reverb) don't have upward-facing tracking sensors.

In good news, most popular VR fare expects lighter tracking, and as a result, WMR-style tracking will work in a pinch. But if the idea of randomly disappearing hands is too VR-breaking for you, then you'll want to pony up for a fuller tracking experience.

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https://arstechnica.com/gaming/2019/05/a-tale-of-two-inside-out-vr-headsets-the-400-oculus-rift-s-600-hp-reverb/

2019-05-11 13:00:00Z
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Google Pixel 3a shows us high-end phones are unnecessary - SlashGear

Humanity’s obsession over edge-to-edge bezels, triple cameras and future-proofed specs has brought about the inevitable, to quote Thanos. But instead of an evil purple sociopath, this inevitable response to our pursuit of smartphone excellence comes in the form of the $399 Google Pixel 3a.

Everything about it from its build and features are a timely reminder that maybe we’ve been deluding ourselves with gear we don’t really need.It’s here to bring us back down to earth.

Reversing expectations

Why didn’t any one think of this before? Google’s clearly surveyed the market of mid-ranged phones and realized the reason why we aren’t usually satisfied is because of the camera. As with phones of this price like the Pocophone F1 or Samsung A9, the usual formula goes: good looks and great specs, but a sub-par camera.

Google has realized what this market was missing was a kick-ass camera. And it’s managed to reshuffle its manufacturing priorities to put the camera first – pretty much an import of the best-in-class shooter on their Pixel 3 phones.

So, with the Pixel 3a, new formula goes: decent looks, acceptable specs, fantastic camera. Nothing wrong with plastic
Okay fine, it’s polycarbonate or whatever Google wants to call it. But the fact is, plastic may be cheaper but it’s not necessarily a bad idea. It may feel less exquisite to touch, but the payoff is better durability. Unlike glass, plastic doesn’t shatter, so that’s one less side of the phone to worry about when it accidentally slips out of your hand.

The Pixel 3a settling on a plastic chassis also makes the case that perhaps wireless-charging isn’t something we need after all. Fast charging means you don’t need to charge your device overnight, prolonging battery life and offering a more-than-adequate compensation given the price of the Pixel 3a.

Exposing the fads

It’s not an eye-catching phone, but this is a compelling case that we can live with these compromises.
It doesn’t rock a notch. Instead, it has bezels that are wide by today’s standards, but it actually looks fine. It rewards us for our sacrifice by offering an OLED panel that we’d come to only expect out of flagship phones.

In terms of security, the Pixel 3a also deviates from mainstream trends like facial recognition and under-screen biometrics. It opts for the tried and trusted capacitive finger-print censor at the back. Fast, reliable and – since we don’t all carry top-secret data – it’s sufficient. And at $399, we’d take all that.

Software makes up for top specs

Pixel phones have never led the race for best specs the way OnePlus and Samsung have. It picks its fight with software and user interface. While not without flaws, the Pixel 3 did its best with the 4GB RAM it had and showed how sleek animations and minimal bloatware can still deliver a phone that felt responsive. There’s an art to the Pixel’s animations that makes it feel fast.

But its average internals leave us with questions on the Pixel 3a’s longevity. The Pixel 3 is already struggling to keep up after just one year, and with the 3a equipped with a weaker SnapDragon 670, we’ll need a while to see how long this one stays in the race.

Concerns about the resale price

Another concern you might have is the ability to resell the Pixel 3a at a satisfying price. You’ll be surprised at how high a price you can list a used flagship phone today. So long as its in good condition, many of one- to two-year-old flagship phones can be sold for about half of its original price so long as you’re patient. This is where future-proofing your phone really matters and beefy specs like a SnapDragon 800-series processor helps.

A year or two later, the Pixel 3a’s SnapDragon 670 and 4GB of RAM may be a hard sell. Sure, its camera will surely keep up, but buyers will be concerned at how well it runs the latest apps and its multi-tasking capabilities.
Plastic may not crack, but it sure scratches easily and can look really worn out, affecting your selling price.
If you buy and trade your phone cyclically, these may be some things to consider.

Making its mark on the market

The Pixel 3a was leaked almost completely months ahead of the Google I/O, but Google’s strategy to swim against the flagship currents were still curiously surprising. It’s capturing a market that longed for brilliant cameras and could make do with average specs.

If it all goes the way of the Pixel, we could see many more mid-range smartphone manufacturers pop flagship cameras in lower-tier devices. In a time of depressing $1000 phones, bring it on.

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https://www.slashgear.com/google-pixel-3a-shows-us-high-end-phones-are-unnecessary-11576327/

2019-05-11 09:58:00Z
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These are the Android Q features that will transform your phone - Wired.co.uk

Android / WIRED

Android Q – the upcoming version of Google's mobile operating system – is on its way. Early adopters and developers can already get an early look at the third beta version of the operating system due to be released this autumn.

At its annual developer conference, Google unveiled some of the first details about what Android Q will look like. Alongside support for foldable phones and 5G, Android Q will include a dark theme, live captioning and more tools that make it easier to spend less time on your phone.

You can download the Android Q beta yourself if you've got a Pixel phone or a device from a handful of other manufacturers including Sony, Huawei and OnePlus.

Here's our rundown of all the best features you can expect to see in Android Q later this year.

Dark theme

Users have long been asking for a dark mode, and Google has finally answered. You’ll be able to have the entire system in a darker hue, which will make it easier on your eyes and save battery life, particularly on OLED phones. Turning on the dark theme is pretty straightforward: just pull down the Quick Settings tile or access the display section in the phone’s settings. Also, the mode will automatically activate when an Android Q phone is switched to battery-saving mode.

At launch, this feature will likely be limited to Google’s own apps, but the company is offering developers an API for enabling dark themes so they can make sure their apps follow the rest of the operating system.

Smart reply in all messaging apps

In Android Q, Google’s smart reply feature as it we know it from Gmail will be available in third-party messaging apps such as WhatsApp, Facebook Messenger and Signal. This feature uses machine learning to suggest three short responses that might suit the message you received. Basically, it’s anticipating what you’re going to say before you say it. The OS version of smart reply can also anticipate actions and will, for instance, suggest opening up the address your friend sent you in Google Maps.

Live captioning

By tapping the volume button and the icon below the volume slider, Live Caption will automatically add subtitles to videos, podcasts and audio messages - even for audio that you record yourself. The real-time captions are created through on-device machine learning and will appear as soon as speech is detected, without the need for Wi-Fi or network connection. The text box can be expanded, dragged and moved around the screen and will come in handy for people who are deaf or hard of hearing, or when listening to audio in a noisy environment.

Enhanced privacy and incognito mode for Maps

Q will feature a dedicated location section in a phone’s privacy settings giving users more control over the location data they share with apps. This means they can choose to share location data with apps only while they’re in use and receive reminders when an app uses their location in the background. A popular feature in the Chrome browser and Youtube app, Google Maps will soon gain a private search mode. By turning on the feature, users can search for and navigate to places without having data saved or linked back to their Google accounts. The private search mode can be activated by tapping on the profile picture in the search bar at the top of Maps. The company plans to offer this feature for the search app at a later stage.

Focus mode and parental controls

Following last year’s release of digital wellbeing tools, Google is adding a new feature to help users focus without distraction. Focus mode allows users to select particularly apps they want to avoid during a period of time, such as messaging or news apps. Those apps become grayed out and notifications are hidden. Together with app timers, the do not disturb mode, and notifications controls, this feature will hopefully help you find some balance.

Parental controls, which are already available via the Family Link app in the Google Play Store, will be built into the Q operating system and accessible in the digital wellbeing settings. This tool offers parents a way to monitor and manage their kids’ screen time by setting app-specific time limits and granting them “five more minutes” of bonus time, for example.

Edge-to-edge gestures

Google has come up with new gestures for Q and slimmed down the navigation bar. In addition to using the usual three-button features in the navigation bar and Android Pie’s swipe gestures, you can now swipe up from the bottom of your screen to go home, from left to right to go back rather than tapping a button. Swipe up and hold to access recently opened apps. Looks like Google may have taken some inspiration from iPhone X here – these new gestures will certainly make the transition from IOS to Android easier. To test the fully gestural navigation, enable them in system settings.

Wondering how to get to Google Assistant? Swipe diagonally from the right or left bottom of your screen and hold until it appears. Also, the assistant still has its own button on the home and multitasking screen. Before falling into a habit of using these new gestures: there is a chance that they will be tweaked before the final release of Android Q as they currently interfere with apps that rely on swipe-in gestures.

Fit for foldables

Folding phones might have gotten off to a bad start, but Google reinforced its support for the upcoming wave of devices. The company has optimised Android Q with changes to its multi-resume and display functions, to ensure apps can run simultaneously alongside other apps and transition seamlessly from a small to tablet-sized screen when a device is unfolded. Developers can start building and testing with Android’s foldables emulator to check that their apps scale properly across different screen dimensions and resolutions - in time for the release of these long-awaited devices.

It’ll be compatible with 5G

5G is coming soon and device manufacturers are preparing for it. So is Google. Dubbed “wireless fiber”, 5G is expected to be faster than any wired broadband and will virtually remove streaming lags, opening up the door for real-time video collaboration, AR/VR-based apps and multiplayer games. Google is bundling in 5G compatibility and extending existing APIs for Android Q – this will allow developers to get ready for the new era and make sure their apps can make the most of “super fast” speed.

Sending updates straight to your phone

Google is introducing Project Mainline in an attempt to push out security patches straight to a phone through the Play store – like for apps, these updates run in the background and are loaded next time your phone starts up, removing the need for a full system reboot as is now the case with Android. For developers, this means apps and games can be updated while in use without the need to interrupt users.

More great stories from WIRED

– The WIRED guide to the best sci-fi movies ever made

– Why Tim Cook is a better Apple CEO than Steve Jobs

– The UK's MPs are on the verge of mental breakdown

– WIRED Recommends the best backpacks

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https://www.wired.co.uk/article/android-q-features

2019-05-11 05:09:00Z
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Google Pixel 3a won’t be eligible for Android Q Beta Program until June - 9to5Google

We reported earlier today that the Pixel 3a and Pixel 3a XL will remain on the March security patch until next month. The Android Beta Program has now been updated to note that the latest Made by Google devices won’t be eligible until June.

The easiest way to install Android Q is via the opt-in Beta Program that downloads the latest version just like a month security OTA. Another way is by flashing a factory image or sideloading an OTA image from the Android Developers page.

That latter route is the only solution as of this evening. Google has updated the Android Beta Program site to note how “Pixel 3a and Pixel 3a XL will be eligible in June.” However, Q Beta 3 can still be installed by flashing manually, though the phones are not currently listed on the Android Q Beta Devices list.

Further complicating this are reports of early Pixel 3a users on Tuesday able to sign-up for the Android Beta Program. This discrepancy is quite odd and likely related to how the Pixel 3a’s manufacturing schedule dictated that the phones be preloaded with a Pie build from March.

Pixel 3a Android Q Beta

The April and current May security patch will be included in a patch coming Monday, June 3rd. Android Q Beta 4 is scheduled for early June and mostly likely that Wednesday. As flashing/sideloading is a relatively simple process, those that want the Android Q Beta on their device won’t have too hard a time. However, it’s another dent to the usual narrative of Made by Google devices offering the absolute latest software experience.

More about Pixel 3a:

Dylan contributed to this article


Check out 9to5Google on YouTube for more news:

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https://9to5google.com/2019/05/10/pixel-3a-android-q-beta-june/

2019-05-11 04:42:00Z
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Jumat, 10 Mei 2019

Bloomberg: 2019 iPhones Can Charge AirPods, Cameras Will Have Increased Zoom and Auto-Correction Feature - Mac Rumors

Apple is widely expected to unveil three new iPhone models in the fall, and ahead of time, Bloomberg's Mark Gurman and Debby Wu have shared several expectations for the devices. While many of the details have already been rumored, this is still worthwhile corroboration from two reputable reporters.

OnLeaks
Apple should announce the next iPhone XS, iPhone XS Max, and iPhone XR models in September, but their names are not known yet. They have been variously referred to as iPhone 11 or iPhone XI models.

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https://www.macrumors.com/2019/05/10/2019-iphones-airpods-charging-increased-zoom/

2019-05-10 14:39:00Z
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Google Pixel 3a teardown gives better repairability score, confirms Samsung-made display - 9to5Google

Google’s new Pixel 3a forgoes a handful of features to lower the price, and it seems those changes actually managed to make this phone easier to repair compared to most of today’s flagships. In a teardown of the Pixel 3a, iFixit describes how this phone reminds them of when phones were easier to fix.

The best gifts for Android users

Achieving a final score of 6 out of 10, the Pixel 3a is judged as being much easier to repair compared to most flagships today. That’s much better than the 4/10 the standard Pixel 3 managed.

The Pixel 3a teardown from iFixit (which is absolutely packed with Avengers: Endgame jokes) points out that most of the components in this device are modular and can easily be replaced. Further, “repair-friendly” adhesive which stretches was used around the battery, and only one type of standard screw is used throughout.

Those are all great for repairability, but there are, of course, some negatives. iFixit’s main complaints during the Pixel 3a teardown regard components that are a bit more fragile and could be broken. For one thing, there are “the myriad long, thin ribbon cables” inside which could easily be torn during a repair.

The display assembly is thin and poorly supported too. It’s easy to remove but lacks water resistance and could be damaged during removal. That display is also connected to the motherboard with a single ribbon cable.

However, there’s a great find in this Pixel 3a teardown. The new “gOLED” panel Google is using in these two phones is made by Samsung! Known for their stellar display quality, this is a great thing to see, and explains why these displays are so much better than most comparable devices.

iFixit’s teardown further reveals an easily replaceable USB-C port, as well as confirming that the Pixel 3a does not have the same vibration motor as the higher-end Pixels. Instead, it’s got the same Linear Resonant Actuator found in most devices. There’s also confirmation of the lack of a Pixel Visual Core.

More on Google Pixel 3a:


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https://9to5google.com/2019/05/10/google-pixel-3a-teardown/

2019-05-10 14:34:00Z
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Bloomberg: Apple A13 production kicks off, destined for iPhone 11 and the new iPhone XR in the fall - 9to5Mac

Supply chain sources have previously reported that the Apple A13 chip will be built by TSMC on a ‘7nm+’ process. In an article posted today, Bloomberg says that the A13 chip is now in trial production and could ramp up to mass production later in May.

The A13 chip will be used in the next-generation iPhone lineup, the 5.8-inch iPhone 11, 6.5-inch iPhone 11 Max and a successor to the 6.1-inch iPhone XR.

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Apple has forged its own path with GPU and CPU chip silicon to great success, relying on TSMC as its manufacturing partner for its custom designs. Apple’s lead in mobile chip performance means that even previous-generation iPhones rival flagship Android devices in performance benchmarks.

Beefier versions of its iPhone chips ultimately make their way into iPads too. Apple is widely believed to be developing its own chips for future Macs.

It’s unclear when the first Apple-ARM-powered Mac devices will ship, although it is likely to come to a laptop form factor first (like the 12-inch MacBook).

iPhone 11 codenames and other details

In addition to the A13 chip details, Bloomberg says the iPhone XS successor is codenamed ‘D43’ and the new iPhone XR is codenamed ‘N104’. Each model will gain an extra camera with the ‘iPhone 11’ adding an ultra-wide lens. Bloomberg says Apple’s iPhone hardware upgrades will enable more detailed photos and ‘a broader range of zoom’.

Bloomberg says the iPhone 11 chassis will increase in thickness by about 0.5mm to accommodate the triple-camera system. Macotakara previously reported similar measurements. Bloomberg also backs up recent renders that show the new camera bump as a square design.

The site also says that Apple will enable users to charge their wireless-charging AirPods by placing it on the back of an iPhone 11. Bilateral power charging for the iPhone was first detailed by Ming-Chi Kuo, and is already seen in flagship Android devices.

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https://9to5mac.com/2019/05/10/a13-iphone-11-kicks-off/

2019-05-10 14:16:00Z
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