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LG’s “Velvet” smartphone packs a Snapdragon 765 and headphone jack

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LG is teasing its new “Velvet” smartphone, and over the weekend it released a video showing off the design and a key spec. LG says this “Velvet” phone is the first of “a new product roadmap” and that the company is “moving away from alphanumerical designations” in its branding. In other words, the LG G series is dead, and this is the phone that would have been the LG G9.

We are mostly here because the rumors were true, and this “flagship” smartphone isn’t sporting Qualcomm’s most expensive chip, the Snapdragon 865. Instead, it’s shipping the Snapdragon 765. If you’re worn out from seeing smartphones with sky-high prices, Snapdragon 765 devices should bring smartphones down from the stratosphere while still maintaining flagship-like speed and features. The chip is popular in China and other more competitive smartphone markets, but in the United States, we’ve yet to see a phone with the 765. The Nokia 8.3 has a Snapdragon 765G and will launch worldwide sometime in summer 2020, and Google’s Pixel 5 is rumored to use the chip, too.

The Snapdragon 865 is a two-chip solution, with the usual computer components on the main SoC, while LTE and 5G connectivity live on a separate modem. A two-chip solution is bigger, more expensive, and more power-hungry than the typical-all-in-one setup. Fitting the extra modem and extra mmWave components into devices is pushing OEMs to make bigger devices with bigger batteries to feed the more power-hungry components, and all of that is ballooning the price of smartphones.

On the other hand, the Snapdragon 765 is a strange quirk in Qualcomm’s lineup. It’s not the flagship chip, but it has a more forward-facing design: an integrated 5G modem. The Snapdragon 765 tones down the 5G modem a bit to get theoretical speeds of only (only!) 3.8Gbps down, while the separate modem in the 865 can theoretically hit 7.5 Gbps down. The 765 itself is cheaper, and the single-chip solution should also help reduce the size and power usage—and therefore the ancillary costs—of the rest of the phone.

The video mostly highlights the design of LG’s new phone. The front has a U-shaped notch and slim bezels. The back has three camera lenses and skips the “rectangular camera block” design trend you see on Apple and Samsung phones. Instead, it just cuts some circular holes in the glass back. The back comes in four colors: black, white, green, and what looks like a trendy color-changing red/orange option.

Unfortunately, the display is curved along the left and right sides, just like a Samsung or OnePlus phone. LG highlights this in the video by panning light across the phone and glass, causing the curved display sides to catch a ton of glare, and uh, that’s the problem, LG! A display that catches glare from overhead lights is bad, and it’s one of the most annoying aspects of a curved display. Curved displays also distort whatever you’re looking at along the curve, since websites and apps are designed to be flat.

The bottom edge of the phone should make some people happy by sporting a bottom speaker, a USB-C port, and a headphone jack. After Samsung removed the headphone jack from its flagship devices, LG has been one of the few outfits left still shipping one in a high-end smartphone.

LG’s teasing indicates the Velvet should be released sometime soon. Korean media reports say the phone will be out May 15.

Listing image by LG

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Apple Watch Ultra becomes a diving computer with launch of Oceanic+

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In September, Apple announced a new wearable called the Apple Watch Ultra, and one of the company’s key pitches for the device was its use as a diving computer. Now Oceanic+, the app that makes that feature possible, launched exclusively for the Ultra, Apple announced today.

The Watch Ultra has depth gauge and water temperature sensors that drive some of the features in the app. To access a few of those features—such as decompression tracking—you’ll have to subscribe to the app’s premium version for $4.99 per day, $9.99 per month, or $79.99 per year. There’s also a family plan at $129.99 annually. If you don’t subscribe, you can still use some key features like dive logs, depth tracking, and so on.

The app—which was developed in partnership with Apple by a company called Huish Outdoors, lets you track dive conditions like tides, water temperature, and more. Here’s a quick summary from Apple’s blog post announcement:

In the dive planner, users can set their surface time, their depth, and their gas, and Oceanic+ will calculate their No Deco (no-decompression) time—a metric used to determine a time limit for a diver at a certain depth. The planner also integrates dive conditions, including tides, water temperature, and even up-to-date information from the community, such as visibility and currents. Post-dive, users will see data—including GPS entry and exit locations—automatically pop up on Apple Watch Ultra, along with a summary of their dive profile. The summary on the Oceanic+ iPhone app provides additional information, including a map of entry and exit locations, as well as graphs of depth, temperature ascent rate, and no-decompression limit.

A lot of the features focus on either planning dives in advance or viewing dive reports after you’re done, but for those that you use underwater, the app utilizes haptics to send you alerts. The Watch Ultra’s very bright screen can help with legibility underwater, too.

The app doesn’t work with other Apple Watch models. To use it, you’ll need an Apple Watch running watchOS 9.1, and that Watch must be paired with an iPhone 8 or later running iOS 16.1.

Listing image by Samuel Axon

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Regulatory filings suggest Nvidia’s scrapped RTX 4080 will return as the “4070 Ti”

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Nvidia

Last month, Nvidia took the unusual step of “unlaunching” a previously announced product. The 12GB version of the GeForce RTX 4080 graphics card was, by the company’s admission, “not named right” and was delayed and rebranded to avoid confusion with the 16GB version of the RTX 4080 that launched. Besides having less RAM, the 12GB version of the RTX 4080 also offered less memory bandwidth and fewer GPU cores than the 16GB version.

Nvidia didn’t announce exactly what branding it would use for the revived RTX 4080, but regulatory filings submitted by Gigabyte (as reported by VideoCardz) suggest that the company has settled on calling it the “4070 Ti.”

This isn’t guaranteed to be the actual name—regulatory filings like this can be placeholders rather than actual products—but this branding would be more consistent with how Nvidia has named past GPU generations. The xx80 cards usually use the same physical GPU die as the flagship xx90 cards but run at lower clock speeds and with parts of the die switched off; this allows Nvidia to use GPU dies with defects rather than tossing them out. The xx70 cards generally use a smaller, less-performant GPU die based on the same architecture.

Nvidia made the rebranding decision late enough in the process that it reportedly caused Nvidia and its partners to throw out finished packaging and other elements with “4080” branding. Redesigning and then re-manufacturing those things takes time, as does re-flashing the BIOSes on already-manufactured graphics cards so that they identify themselves as 4070 Tis rather than 4080s.

Nvidia still hasn’t said whether the price of the cards would also come down along with the model number; the 12GB version of the RTX 4080 was originally slated to launch for $899, while the RTX 3070 Ti was originally launched at $599. But existing RTX 4090 and 4080 cards are already difficult to get anywhere near their already-high $1,600 and $1,200 starting prices. It may be that an RTX 4070 Ti with decent 4K gaming performance, DLSS 3 support, and the other RTX 4000-series architectural bells and whistles would still sell out even with a big generation-over-generation price hike.

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Google says Google should do a better job of patching Android phones

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Google’s “Project Zero” team of security analysts wants to rid the world of zero-day security vulnerabilities, and that means it spends time calling out slacking companies on its blog. The group’s latest post is a bit of friendly fire aimed at the Android and Pixel teams, which Project Zero says aren’t dealing with bugs in the ARM GPU driver quickly enough.

In June, Project Zero researcher Maddie Stone detailed an in-the-wild exploit for the Pixel 6, where bugs in the ARM GPU driver could let a non-privileged user get write access to read-only memory. Another Project Zero researcher, Jann Horn, spent the next three weeks finding related vulnerabilities in the driver. The post says these bugs could allow “an attacker with native code execution in an app context [to] gain full access to the system, bypassing Android’s permissions model and allowing broad access to user data.”

Project Zero says it reported these issues to ARM “between June and July 2022” and that ARM fixed the issues “promptly” in July and August, issuing a security bulletin (CVE-2022-36449) and publishing fixed source code. But these actively exploited vulnerabilities haven’t been patched for users. The groups dropping the ball are apparently Google and various Android OEMs, as Project Zero says that months after ARM fixed the vulnerabilities, “all of our test devices which used Mali are still vulnerable to these issues. CVE-2022-36449 is not mentioned in any downstream security bulletins.”

The affected ARM GPUs include a long list of the past three generations of ARM GPU architectures (Midgard, Bifrost, and Valhall), ranging from currently shipping devices to phones from 2016. ARM’s GPUs aren’t used by Qualcomm chips, but Google’s Tensor SoC uses ARM GPUs in the Pixel 6, 6a, and 7, and Samsung’s Exynos SoC uses ARM GPUs for its midrange phones and older international flagships like the Galaxy S21 (just not the Galaxy S22). Mediatek’s SoCs are all ARM GPU users, too, so we’re talking about millions of vulnerable Android phones from just about every Android OEM.

In response to the Project Zero blog post, Google told Engadget, “The fix provided by Arm is currently undergoing testing for Android and Pixel devices and will be delivered in the coming weeks. Android OEM partners will be required to take the patch to comply with future SPL requirements.”

The Project Zero analysts end their blog post with some advice for their colleagues, saying, “Just as users are recommended to patch as quickly as they can once a release containing security updates is available, so the same applies to vendors and companies. Minimizing the ‘patch gap’ as a vendor in these scenarios is arguably more important, as end users (or other vendors downstream) are blocking on this action before they can receive the security benefits of the patch. Companies need to remain vigilant, follow upstream sources closely, and do their best to provide complete patches to users as soon as possible.”

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