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Qualcomm is reportedly building a Nintendo Switch clone, powered by Android

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Enlarge / Android on the Nintendo Switch. Just think of all the Nintendo apps you’re missing out on.

Ron Amadeo

Here’s a wild report from Android Police’s David Ruddock: Qualcomm is planning to build an Android-powered Nintendo Switch clone. This device would be a gaming-focused tablet with serious cooling and detachable side controllers. The Switch is powered by Nvidia’s Tegra SoC and Nintendo’s top-flight game designers, while this Qualcomm… game console (?) would be powered by a Snapdragon chip and run Play Store games. Qualcomm apparently plans to launch this thing in Q1 2022.

According to the report, the device would attempt to “showcase the company’s Snapdragon chipsets in a less traditional form factor.” This new form factor would be thicker than a normal smartphone and come with a 6000 mAh battery. Ruddock says that “the company believes that the added thermal headroom a thicker design affords will make its processor run faster and significantly more efficiently than a modern ultra-thin smartphone.”

The report says Qualcomm is using “a premium supplier” to manufacture the Joy-Con-style controllers, and that, like a Switch, the device will support video-out for gaming on a TV. An SD slot will reportedly let you pack the device with games, and the system will run Android 12, Google’s suite of apps, and a custom launcher. As a Qualcomm device, it will, of course, feature the latest 5G connectivity, but the report says, “We do not believe any version of the console will function as a standalone mobile handset (i.e., have telephony features).”

The oddest line in the report claims that Qualcomm will offer this product directly to consumers, which would mark a change in the way the company usually does business. Qualcomm is a chip supplier, and while it regularly builds reference designs of phones (and sometimes even XR headsets), they aren’t consumer products. The report says Qualcomm doesn’t expect to move a ton of units, and it hopes to inspire partners to build similar devices. The report goes on to say, “The company’s targeted price point is $300, but we’re not currently sure if that price includes the detachable gamepads or the aforementioned 5G.”

XDA’s Mishaal Rahman corroborates

XDA Developers’ Mishaal Rahman chimed in on the report after it was published, saying he has heard that Qualcomm is building a Switch clone, too, but it wasn’t clear if it was a consumer device or not. Rahman says the device has a Snapdragon 888, a 6.65-inch Full HD+ display, and a 6000 mAh battery. He points to work on a fan controller in Qualcomm’s repo. Rahman says the device has a model number of “GRD8350P,” which he speculates would stand for “Gaming Reference Device,” meaning something that was not a for-sale product. Even if the device does end up being a reference device, there’s a good chance someone picks up Qualcomm’s idea and ships a real product, especially if Qualcomm is doing much of the design work.

The two reports aren’t necessarily talking about the same device. Qualcomm could have built a reference device before moving on to a cheaper consumer device. It certainly does not seem like Qualcomm could sell a Snapdragon 888 device for $300. The idea of Qualcomm, a chip company, shipping a year-old chip in its consumer device also seems strange. If you wanted to build a reference device by cobbling it together out of a Snapdragon 888 you had lying around, that certainly seems plausible.

$300 sounds like way too aggressive of a price point in general. Nintendo charges that much for a Switch, but a Switch is sporting really old hardware (the Tegra X1 came out in 2015). Nintendo controls the Switch platform, so a sale usually leads to more revenue from the sale of Nintendo games, third-party cartridge licensing, presumably a cut of Switch Store sales, and the sale of Switch accessories like more Joy-Cons. Qualcomm doesn’t get any of these additional revenue streams.

If you want an idea of what Qualcomm’s device would be like, you can actually already run Android on the Nintendo Switch today; you just have to be willing to root the console via a security exploit. We did as much back in 2019 and found a surprisingly capable Android handheld. It’s up to you if you’re interested in mobile games or not, but besides those, there are a ton of classic games on the Play Store, allowing you to sort of build the Virtual Console that Nintendo refuses to put on the Switch.

Sega has Sonic 1, 2, and CD on the Play Store, along with a ton of other classics like Super Monkey Ball, Streets of Rage, and Beyond Oasis. Square Enix has most of the Final Fantasy and Dragon Quest series on there, along with Chrono Trigger and The World Ends With You. Capcom is supplying many Mega Men games, along with Ace Attorney and even a port of Street Fighter IV. SNK has a bunch of Metal Slug and King of Fighters games. Rockstar has Grand Theft Auto III, San Andreas, Vice City, and Max Payne. Android Police’s report also notes that Qualcomm hopes to bring Fortnite to the device when it launches, via the Epic Games store. You could also use the system to run cloud-based game services like Stadia (if Stadia is even around in Q1 2022) and Microsoft’s Xbox Cloud Gaming, though it’s hard to imagine a chip company like Qualcomm not emphasizing local compute instead.

The Play Store also houses every emulator known to man, if you’re into that sort of thing. If this device ever comes out, it would probably be one of the best emulation boxes out there. Beyond that, it’s hard to imagine something like this taking off. We already tried Android game consoles with the Ouya, and that did not go well.

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Apple reaches quiet truce over iPhone privacy changes

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Enlarge / A privacy notice appears on an iPhone 12 under the new iOS 14.5.1 operating system. Developers of an application have to ask for the user’s permission to allow cross-app tracking.

Picture Alliance | Getty Images

Apple has allowed app developers to collect data from its 1 billion iPhone users for targeted advertising, in an unacknowledged shift that lets companies follow a much looser interpretation of its controversial privacy policy.

In May Apple communicated its privacy changes to the wider public, launching an advert that featured a harassed man whose daily activities were closely monitored by an ever-growing group of strangers. When his iPhone prompted him to “Ask App Not to Track,” he clicked it and they vanished. Apple’s message to potential customers was clear—if you choose an iPhone, you are choosing privacy.

But seven months later, companies including Snap and Facebook have been allowed to keep sharing user-level signals from iPhones, as long as that data is anonymised and aggregated rather than tied to specific user profiles.

For instance Snap has told investors that it plans to share data from its 306 million users—including those who ask Snap “not to track”—so advertisers can gain “a more complete, real-time view” on how ad campaigns are working. Any personally identifiable data will first be obfuscated and aggregated.

Similarly, Facebook operations chief Sheryl Sandberg said the social media group was engaged in a “multiyear effort” to rebuild ad infrastructure “using more aggregate or anonymized data”.

These companies point out that Apple has told developers they “may not derive data from a device for the purpose of uniquely identifying it.” This means they can observe “signals” from an iPhone at a group level, enabling ads that can still be tailored to “cohorts” aligning with certain behavior but not associated with unique IDs.

This type of tracking is becoming the norm. Oren Kaniel, the chief executive of AppsFlyer, a mobile attribution platform that works with app developers, said that when his company introduced such a “privacy-centric” tool based on aggregated measurement in July 2020, “the level of pushback that we received from the entire ecosystem was huge.”

But now such aggregated solutions are the default for 95 percent of his clients. “The market changed their minds in a radical way,” he said.

It is not clear whether Apple has actually blessed these solutions. Apple declined to answer specific questions for this article but described privacy as its North Star, implying it was setting a general destination rather than defining a narrow pathway for developers.

Cory Munchbach, chief operating officer at customer data platform BlueConic, said Apple had to stand back from a strict reading of its rules because the disruption to the mobile ads ecosystem would be too great.

“Apple can’t put themselves in a situation where they are basically gutting their top-performing apps from a user-consumption perspective,” she said. “That would ultimately hurt iOS.”

For anyone interpreting Apple’s rules strictly, these solutions break the privacy rules set out to iOS users.

Lockdown Privacy, an app that blocks ad trackers, has called Apple’s policy “functionally useless in stopping third-party tracking.” It performed a variety of tests on top apps and observed that personal data and device information is still “being sent to trackers in almost all cases.”

But the companies aggregating user-level data said the reason apps continue to “leak” information such as a user’s IP address and location was simply because some require such information to function. Advertisers must know certain things such as the user’s language or the device screen size, otherwise the app experience would be awful.

The risk is that by allowing user-level data to be used by opaque third parties so long as they promise not to abuse it, Apple is in effect trusting the very same groups that chief executive Tim Cook has lambasted as “hucksters just looking to make a quick buck.”

Companies will pledge that they only look at user-level data once it has been anonymized, but without access to the data or algorithms working behind the scenes, users won’t really know if their data privacy has been preserved, said Munchbach.

“If historical precedent in adtech holds, those black boxes hide a lot of sins,” she said. “It’s not unreasonable to assume it leaves a lot to be desired.”

© 2021 The Financial Times Ltd. All rights reserved Not to be redistributed, copied, or modified in any way.

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Roku vs. Google drama winds down as companies forge multi-year YouTube deal

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Enlarge / Roku’s 4K Streaming Stick.

Roku

Roku and Google have arrived at a multi-year deal that will keep the YouTube and YouTube TV apps available on Roku’s devices, Roku announced on Twitter this morning. The agreement comes months after the YouTube TV app was pulled from the Roku Channel Store and just one day before the regular YouTube app would have been removed from the store.

Specific terms of the deal haven’t been announced, including how many years “multi-year” means and whether Roku will begin adding decoding support for the AV1 video codec to its hardware. We also don’t know whether the $65-per-month YouTube TV service will return to the Roku store as its own dedicated app or if it will continue to be rolled into the main YouTube app, as it has been since Google added it there to sidestep Roku’s restrictions in May.

Support for the AV1 codec has been one of the major sticking points between the two companies. The YouTube and YouTube TV apps use AV1 (which is backed by Google, among other companies) to deliver compressed 4K and 8K video streams. But because streaming devices tend to use slower, cheaper processors, they rely on dedicated video decoding hardware to be able to actually decompress and display those video files, and while most of these devices support the commonly used H.265/HEVC codec for high-resolution video streams, fewer support the royalty-free AV1 codec.

Roku has said that adding AV1 support to its devices would “increase consumer costs,” and requiring it for YouTube and YouTube TV support would effectively allow Google to dictate which chips Roku uses in its own products. Google has also accused Roku of using its position in the streaming-device market to secure more favorable terms (Roku’s devices account for a plurality of all streaming in North America, though its market share is lower in other regions). The YouTube and YouTube TV apps may not be able to stream high-resolution video on devices without AV1 support, though having those apps available in Roku’s store in any capacity is probably better for both companies than allowing them to be pulled entirely.

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Razer’s RGB smartphone cooler attaches to iPhones with MagSafe

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Enlarge / Razer Phone Cooler Chroma.

PC gamers know about heat. When you’re in the middle of an intense in-game battle, the last thing you want is for your computer to start acting up because your CPU or GPU got too hot. That’s why gamers and other extreme users rely on products like CPU coolers and liquid cooling systems. You probably haven’t been as concerned about your smartphone’s thermals while playing Candy Crush on your iPhone. Nevertheless, Razer released a new product, the Phone Cooler Chroma, on Tuesday to ensure your smartphone doesn’t overheat the next time you use it for gaming.

Of course, mobile gaming has grown beyond the likes of Candy Crush and Angry Birds. Razer (and some other vendors) have been trying to make mobile gaming a serious thing for a while. The company’s efforts are mostly focused on controllers, like the Razer Kishi, that attach to your smartphone. There’s also Razer’s finger sleeve for mobile gaming.

The Phone Cooler Chroma released Tuesday has a different purpose. Compatible with both iPhone and Android phones (it supports “most smartphones,” Razer’s product page claims), the product is meant to help keep your phone cool while it’s pushing those frames.

Interestingly, the fan takes advantage of Apple’s MagSafe, allowing you to attach the cooler magnetically. That’s convenient, but it also means the cooler won’t sit directly above the phone’s SoC.

If you don’t have a MagSafe-compatible phone, you can opt for the version with a universal clamp.

Clamp option.

We don’t know how adjustable the cooler is, but Razer says it works with phones that are 2.64-3.46 inches (67-88 mm) wide.

Staying cool?

1. RGB, 2. cover, 3. fan, 4. heatsink, 5. Peltier cooling tile, 6. cooling plate.
Enlarge / 1. RGB, 2. cover, 3. fan, 4. heatsink, 5. Peltier cooling tile, 6. cooling plate.

A cooling plate sits on the back cover and is topped by an electronic tile that uses Peltier cooling, also known as thermoelectric cooling, to transfer heat. The next layer is a heatsink under a seven-bladed fan spinning at up to 6,400 revolutions per minute, adjustable via Bluetooth. Razer says the cooler can stay at 30 dB.

On top of the fan lies a cover with air vents, and—of course—RGB lighting. Does the lighting help your phone stay cool? Absolutely not. But it almost wouldn’t be a Razer product without it. The gaming brand even put RGB on its N95 mask, so Chroma lighting here is no surprise.

RGB feels like a Razer requirement.
Enlarge / RGB feels like a Razer requirement.

There are 12 RGB LEDs in the cover, and each can be set to its own color and effect.

You’ll need a USB-C cable to power the Phone Cooler Chroma. The cooler comes with a 4.9-foot (1.5 m) USB-C to USB-C cable, but this seems like it could be burdensome when gaming on the go, as a mobile gamer is inclined to do.

Power over USB-C required.
Enlarge / Power over USB-C required.

Razer didn’t make any claims about how much cooler the product will keep your phone’s components. Unlike a CPU cooler, this cooler doesn’t come into direct contact with the processor, and it doesn’t have any exhaust vents to work with as some laptop fan coolers do. So the heat transfer from the actual SoC may be limited. Hardcore mobile gamers can find out for themselves for $60.

Ars Technica may earn compensation for sales from links on this post through affiliate programs.

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