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As far as wires are concerned, I really wouldn't mind honestly. I've got a mix of wired and wireless devices and it's not really a big deal for me. Both sides have their perks. I'd easily sacrifice having a wired VR set if it means I could have a good wired VR headset. :p

 

 

iGEhQhw.jpg

 

 

All of those cables hanging off of your head look pretty uncomfortable.

 

All of those cables hanging off of your head look pretty uncomfortable.

 

I'm sure that the production version will only have one cable. And the cable really isn't something you think about, it pops out of the backside of the device and just runs down your back (or side). A cable like this is no problem at all. :)

Very interesting analysis from DF, particularly when it comes to performance demands.

 

The fact that Sony was driving home the point of having high frame rates made me wonder if the ps4 could deliver that consistently at 1080p.  As the DF article points out, 30fps is a disaster for VR and 60 is still not great.  So Sony is hoping that by cutting out effects that might not be needed for a VR game, developers can hit the magic numbers to make the experience enjoyable.  It certainly makes you wonder if developers will be willing to basically create two versions of a game, one when using the VR headset, and one when not to reflect the performance demands.  Or maybe it turns out that you start to just see games made specifically for VR and that is it. 

 

Of course, developers could take another page from the pc and simply force the game to switch effects on or off depending on the detected display.  Or maybe just go all the way and offer the end user access to graphics settings.  I kind of doubt they would go that far though.

Very interesting analysis from DF, particularly when it comes to performance demands.

 

The fact that Sony was driving home the point of having high frame rates made me wonder if the ps4 could deliver that consistently at 1080p.  As the DF article points out, 30fps is a disaster for VR and 60 is still not great.  So Sony is hoping that by cutting out effects that might not be needed for a VR game, developers can hit the magic numbers to make the experience enjoyable.  It certainly makes you wonder if developers will be willing to basically create two versions of a game, one when using the VR headset, and one when not to reflect the performance demands.  Or maybe it turns out that you start to just see games made specifically for VR and that is it. 

 

Of course, developers could take another page from the pc and simply force the game to switch effects on or off depending on the detected display.  Or maybe just go all the way and offer the end user access to graphics settings.  I kind of doubt they would go that far though.

 

Actually with a VR helmet with a screen for each eye, 30fps would be fine. depending on how the effect is done this would effectively be 30 or 60 fps though. 30 fps with the methods they use for 3D on the current gen hardware where it's rendered once and they use effects to make two frames from one somehow, using less resources. 60fps if each eye gets a fully rendered scene from a separate camera. 

 

The problem that makes 60 and particularly 30 fps problematic for regular 3D is the active glasses.  since then it's the same screen showing both left and right, with the glasses flickering to blind your eyes, this causes noticeable flickering.just like good old TV's you need over 100 hz for flicker free, even then there's a difference since the glasses completely blacks out, while a tube tv fades out. 

 

Either way, VR glasses/helmets don't have this problem, and 30fps will be the same there as on a regular 2D screen. granted 60 will give a smoother experience which will be more pleasing to your brain. But that's the same with resolution. and the problem is that these will appear as 100-150 inch screen for you. with with a projector that's 130-150 inches at home, I can tell yo, full HD has noticeable pixels at that size. VR will only be truly immersive at 4k. 

Rift looks like better quality to me.

 

 

Well I would think that Rift would win simply because it runs on a pc, where it can be fed a high frame rate/ high resolution image using high end hardware.  I suppose that is why they made the comment about consoles being just too limited to offer performance needed to make it work smoothly.

 

 

 

Actually with a VR helmet with a screen for each eye, 30fps would be fine. depending on how the effect is done this would effectively be 30 or 60 fps though. 30 fps with the methods they use for 3D on the current gen hardware where it's rendered once and they use effects to make two frames from one somehow, using less resources. 60fps if each eye gets a fully rendered scene from a separate camera. 

 

The problem that makes 60 and particularly 30 fps problematic for regular 3D is the active glasses.  since then it's the same screen showing both left and right, with the glasses flickering to blind your eyes, this causes noticeable flickering.just like good old TV's you need over 100 hz for flicker free, even then there's a difference since the glasses completely blacks out, while a tube tv fades out. 

 

Either way, VR glasses/helmets don't have this problem, and 30fps will be the same there as on a regular 2D screen. granted 60 will give a smoother experience which will be more pleasing to your brain. But that's the same with resolution. and the problem is that these will appear as 100-150 inch screen for you. with with a projector that's 130-150 inches at home, I can tell yo, full HD has noticeable pixels at that size. VR will only be truly immersive at 4k. 

 

 

Interesting, but it sounds like from DF's impressions that even 60fps is not enough to eliminate ghosting that pulls you out of the VR experience.  I agree that resolution seems to be equally important for VR, which makes me wonder even more how far that can be pushed using a console.

 

I guess its one of those platforms that really needs to work nearly flawlessly at the start in order to succeed.  If its not up to par and the experience is obviously degraded, people quickly move on. 

Oh, Virtual Boy. But in color. :shifty:

 

Don't really care much for it. I like Move, it hit the spot for me. But I don't see myself liking this very much for the same reason I don't like 3D googles. I'd rather invest in a better 120Hz panel UHDTV for my games.

Oh, Virtual Boy. But in color. :shifty:

 

Don't really care much for it. I like Move, it hit the spot for me. But I don't see myself liking this very much for the same reason I don't like 3D googles. I'd rather invest in a better 120Hz panel UHDTV for my games.

 

 

True, that's the risk these companies run when trying to predict what the new fad will be.  They want to be out front to reap all of the rewards before it either fades away or becomes so mainstream that there is no longer a premium value. 

 

The funny thing is that usually add-ons like this are more likely to come farther into the life cycle of a platform with the hope that it will re-energize popular for the entire platform in the process. But here we have Sony pushing to get this out before the 2nd year anniversary of its console. Maybe they see much more potential to do it now. Wouldn't shock me to see MS follow suit considering they have been working on such a thing for years.

Project Morpheus: Sony talks advantages of fixed hardware, VR refresh rates

 

Project Morpheus and Oculus Rift were the hot topics at GDC 2014 this week, with the former in development on a fixed platform, and the latter developed for a system which becomes more powerful each year. It would seem Oculus Rift would have the advantage in the VR sector, but according to Sony R&D senior software engineer Anton Mikhailov, that?s not the case at all.

 

Speaking with Eurogamer at GDC, Mikhailov said while fixed systems such as PlayStation 4 aren?t revised every year, there?s still an advantage to the hardware.
 
?We?re in this for the long haul first of all. One thing people forget is what they?ve seen from PS4 so far have been the launch titles ? if you look at the difference in quality between PS3 launch and PS3 end of lifecycle, the quality difference is massive,? said Mikhailov.
 
?The advantage of fixed hardware is, while it doesn?t revise every year, developers continuously find new tricks to employ because it is a fixed platform. There?s a duality there. What you?re seeing currently is a pretty compelling VR experience, and these are tech demos that haven?t been optimized by top games studios. I think we?re in a good place.
 
?The Castle and The Deep, those are running on PS4. Eve Valkyrie and Thief are running on PC. They?re special builds for Morpheus, but I think you can get a sense of what?s possible with the PS4 with The Deep and The Castle, both of which are running at 60fps ? and actually higher than 1080p in some cases.?
 
Games with high refresh rates, as Mikhailov noted above with The Castle and The Deep, are important for VR, and he doesn?t see issues preventing higher frames per second.
 
When Eurogamer questioned Mikhailov on the Thief demo for Project Morpheus, the site asked how a game which ?struggles to reach 30fps on PS4? fares on the VR headset.
 
?The build we have for Thief is running 60fps, but it?s a PC build so it?s not really a comparison,? he said. But The Deep and Castle are both running at 60, and there?s other games on PS4 that are graphically intense that are running at 60. Really 30 or 60 on PS4 is more an aesthetic choice than a technological choice. Of course you can squeeze in more graphics at 30, there?s no doubt, you have double the frame time.
 
?The reality is that when you?re rendering VR, a lot of the details that traditionally get done in games like post-effects, motion blur ? they?re not needed. Things like a lot of the lens effects, a lot of the distortions people do, they?re quite expensive to do in post. You don?t need those in VR, because you?re trying to make a more believable world. So a lot of what people do in current games are camera artifact effects ? vignetting, film grain noise ? so you save a lot of processing power there first of all.
 
?There?s also another belief that people think it takes twice the power to render stereo ? that?s not true because your physics, your AI, everything runs once when you?re rendering stereo, and a lot of the graphics even only run once. For example, shadow computations can be re-used from eye to eye. So it?s really not a 2x jump going from mono to stereo.
 
?I think it?s quite feasible to run 60 in stereo for Morpheus on PS4.?
 
Project Morpheus is still in the development stages, and Sony hasn?t announced when development kits will be available, but ?it?s fairly soon.?
 

 

 

They seem to be claiming that there will be some games running higher than 1080p at 60 fps based on the demos they showed off.  That's a strong claim.

 

This also brings up what we had talked about before, Sony is banking on the fact that a developer can cut graphical effects that are not needed while in VR and hit that magic 1080p/60 mark for any game.  We will see if it turns out that way.

They seem to be claiming that there will be some games running higher than 1080p at 60 fps based on the demos they showed off.  That's a strong claim.

 

This also brings up what we had talked about before, Sony is banking on the fact that a developer can cut graphical effects that are not needed while in VR and hit that magic 1080p/60 mark for any game.  We will see if it turns out that way.

It's a dubious claim. it's not technically incorrect and not technically correct.

 

like how some of the Halo games on the 360 technically rendered under 720p, but also technically rendered over this. 

 

It's further complicated by the fact that the Morpheus has two 1080 screens, except... it doesn't. They're technically 1080 screens cause that's their vertical res.... BUT.... they have half horizontal res....

I hope they are better at adding support and mapping for a VR headset than they are at adding support for simple steering wheel considering all the pain G25 users went through to make it work properly :)

Good news though. Sim games like racers, but primarily combat flight sims is where VR headsets has the most use. Now hopefully this revives the dead combat flight sim genre. Oh janes and DiD you left us so alone... I wish we could get a modern F22 TAW.

Morpheus a ?Really Bad Idea for Sony,? but PS4 Will Be a ?Wild Success? According to Michael Pachter

 

by Giuseppe Nelva on March 24, 2014 6:55 PM

 

Today we had the chance to have a long and very interesting conversation with Wedbush Securities analyst Michael Pachter, and we heard his opinion about quite a few topics. Of course we couldn?t avoid asking about Sony?s Project Morpheus, and our crystal ball holder extraordinaire seemed not to be very enthusiastic about the commercial value of the idea.

 

I think it?s a bad idea for multiple participants to chase it, and I think it?s a really bad idea for Sony. I have no problem with the Oculus Rift, that they?re trying it, because they?re a startup and that?s a very small market and if they dominate it that?s great, but if it?s a small market and there are multiple players, it?s gonna be hard for anybody to make money.

And I don?t think it?s gonna be a big market. It sounds interesting, but I don?t think there will be enough content to justify making the capital investment to create the headset. I think it?s chicken and egg. If there?s no content you?re not gonna buy a virtual reality headset, and if you don?t buy a virtual reality headset, there won?t be any content, because no one will make a dedicated game for a very small audience.

The Oculus Rift guys are making some games themselves, and they hired some pretty impressive people. Sony certainly is capable of doing the same, and if you wanna think about Sony?s success here, remember all the big 3D games and how those did. Nobody cares. So I think it?s just a super super small market.

 

Pachter continued by explaining that gamers have demonstrated not to be very interested in peripherals with the exception of Kinect, so they?re probably not going to buy Morpheus en masse:

 

I think the Oculus guys are gonna be very happy with a million sales. If they get a million sales, they?re gonna get a ton of money. A million sales is a huge success for Oculus Rift. It?s just a hiccup for Sony.

 

I think people believe that Sony validated the concept by offering something of their own. The Oculus Rift guys, I don?t think they?re looking to sell ten million units. I think that if they sell a million they?ll create some more content, and then the next iteration sells two, the next iteration sells four? I think they have a very patient, long-term plan. A million of this for Sony? they?re better off spending that money on marketing for PS4.

We also asked him about Sony?s profitability in general, and while he was very honest in admitting that he doesn?t know much about Sony?s non-gaming businesses, he believes the PS4 will be extremely successful:

 

 

I don?t know a lot about Sony?s other businesses so I couldn?t tell you how their TV division is doing or their movie division, I think that PlayStation is going to be a wild success, and I think the PlayStation division is gonna be very profitable, buy they might lose all that money with TV shows.

It?s like talking about theme parks profits in the context of Dysney. If the Marvel movies don?t work, or if Star Wars doesn?t work, Dysney isn?t going to be as profitable if the theme park business improves by ten percent. I can?t comment on all of Sony?s businesses, because I really jsut don?t know.

 

While Pachter definitely isn?t a believer, it?ll be interesting to see if the ?wild success? of the PS4 will manage to pull gamers in with Morpheus. Hopefully it will, as the concept is definitely interesting, but lack of success from such a big player as Sony could probably put virtual reality as a mass market back into the pipe dreams closet. As usual, we?ll have to wait and see what will happen in the next couple years.

 

 

http://www.dualshockers.com/2014/03/24/morpheus-a-really-bad-idea-for-sony-but-ps4-will-be-a-wild-success-according-to-michael-pachter/

Oh crap panther says PS4 will be a wild success... Well now it's official. PS4 is soon going to both have a major RRoD disaster across all PS4, up repairable, so everything has to be replaced while simulation insult have their whole online system hacked causing a chain reaction resulting in the bankruptcy of all of Sony and the end of Playstation...

Nah, this is one of those things Pachter probably got right. Not because he's good at his job. But because it's not a prediction and because a blind monkey could give the same claim at this point :)

  • Like 2

Didn't he say like four years ago that there won't be another console generation? Now the PS4 will suddenly be a wild success? Pachter must be German for lucky, I envy this dude getting paid big money for what he does

He predicts the PS4 will be a wild-success after it already is dominating the sales charts, he predicts Titanfall 2 would not be a Microsoft exclusive after EA announce titanfall 2 would not be a Microsoft exclusive.

 

So if I have the internet can I also earn top dollar as an analyst just relying information off the net and saying I predicted it?

 

As for the VR headset, he does have a point about it needing a install base so developers actually develop content for it and that's going to be hard but Sony do have a lot of first party developers that I'm sure will utilize it.

  • Like 1

Ugh, I hate the comparisons of Oculus and the like to 3D. I know I don't speak for everyone, but I DON'T KNOW ANYONE THAT WANTED 3D!

 

How can 3D be a big hype only to die down if there was no hype to begin with? I feel like the big media pushers tried to drive 3D as the "next big thing", not demand of the consumers...

 

VR has had demand for a long time. The issue has always been with the lacking technology to do it right, not to mention the costs. For many, it's just been a pipe dream. Hell, it still might be a pipe dream, but at least it's within grasp, something we couldn't say not too long ago.

 

Now, I'm not saying Morpheus will be the answer, revolutionary, or whatever, but hey, I got to give them credit for wanting to do it, just like I give Microsoft credit for their efforts on Kinect, even if I don't personally care for it.

 

Of course, if VR catches up, the Kinect could end up on my wishlist... Funny how that goes.

It's not a bad idea, it's what the industry is experimenting with and after the FB buyout has a big injection of hype/interest coming its way as news breaks to the general population. If you don't try to invent/adopt early and something is a home run you're left with your pants down and your competitors running away with the "install base".

 

Quite honestly they have to take a punt at it.... If not now it would end up being later and then you've got the issue I've just outlined above. I think in recent times Sony have been fed up of being last to the table constantly, with MS initially pipping them on console launch dates and cheaper pricing (360), more featured online/OS systems (Live) and more developer friendly environments from the get go (PS3 multiplat issues). They've been aggressively trying to launch first at everything these days and get the numbers in their favour early on - PS4 launch date/amount of countries, launching at the lowest price first, launching PS+ style game giveaways first, getting in indies pockets first, "better" development environment to favour multiplats this gen, and here going for VR publicly first (yes I'm sure MS have internal developments just now).

Hasn't Sony been messing around with VR / 3D for some time with it's R&D (and other projects) and not necessarily exclusive originally developed just for the PS4, they decided to make one for the PS4?

Hasn't Sony been messing around with VR / 3D for some time with it's R&D (and other projects) and not necessarily exclusive originally developed just for the PS4, they decided to make one for the PS4?

 

The initial reveal highlighted since 2010/2011 I believe

 

This topic is now closed to further replies.
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    • Hands-on with BOOX Tappy: cute little reading accessory by Taras Buria Page turners are quite popular accessories for e-readers, as they enable a hands-free reading experience, which is particularly useful with large readers featuring 10-inch or larger displays. The BOOX Tappy is a new accessory that was introduced earlier this year, and we took this cute-looking thingy for a spin. The Tappy comes in a small box, with two additional buttons and a user manual. The device is made of glossy green plastic and resembles old appliances from the nuclear age. Material quality is great, and each part feels quite premium. Plastic is high-quality, the switch is nice to flick, and the buttons are not rattly. At the bottom, four rubberized feet prevent slipping when used on a desk. Unfortunately, there are no color options, and the Tappy is only available in green. It looks good, but I wish there were other options as well. There are two removable buttons, an on/off switch, and an LED indicator that displays connection mode, charging status, and more. The buttons resemble those of an old typewriter, with quite a long travel distance and a pleasant clack. In the box, you have four buttons with different icons: heart, coffee, O, and X. You can easily swap buttons by simply pulling them upwards. Tip: buttons come with plastic covers, but they are quite tricky to remove. It is hard to call the Tappy the most ergonomic remote control, but after fiddling with it for a few hours, I managed to find a comfortable hand position. Attaching a lanyard to it can make it more comfortable in use without the fear of dropping it, but unfortunately, the Tappy does not come with one. The Tappy connects via Bluetooth 5.2, and it works in three modes, which you can toggle by pressing and holding both buttons for about five seconds: Reading Mode Multimedia Mode Browsing Mode Next / Previous page Next / Previous Track Up / Down scroll If you pair the Tappy with a BOOX device (I tested it with the BOOX Go 10.5 Gen 2 Lumi), you will get small pop-ups indicating the current mode. Plus, you can customize what each button does when pressed one time, two times, or held for a few seconds. The list of available actions and features you can use is massive, and I like that BOOX lets you map stuff like brightness adjustment, app launching, screenshot-taking, screen rotating, navigation, and more. Note, however, that while you can use the Tappy with other readers, its customization is only available on BOOX devices running firmware version 4.2 and newer. I could not connect the Tappy to my computer (Windows 11 claims a driver error when I try), but it worked with the DuRoBo Krono that I recently reviewed. My Kindle Paperwhite refused to work with the Tappy, though, just like my iPhone. The Tappy uses a non-removable Li-Ion battery, which can be recharged with a Type-C cable. BOOX rates the remote for "weeks of use," and I can say that it indeed has very good battery life. While there are no battery indicators on the remote, you can see the current level in the status bar or in Input settings in the BOOX firmware. After a few days of active use, mine still shows about 95%. Overall, the Tappy left a nice impression. It is well-made, and the integration with BOOX devices is great. I also like that BOOX decided to have some fun with its design and swappable buttons. I cannot say I am a fan of its odd shape, though. Still, I managed to find a way to use it comfortably. And when not in use, it just looks neat sitting on the table doing nothing or serving you as a small clacky fidget. Buy BOOX Tappy - $29.99 on Amazon US As an Amazon Associate, we earn from qualifying purchases.
    • AdGuard Family lifetime deal now only $14.97 by Steven Parker Today's highlighted Neowin Deal comes via our Apps + Software section, where you can get a lifetime subscription and save 91% on a lifetime AdGuard Family Plan. AdGuard is a unique program that has all the necessary features for what they claim to be "the best web experience." The software combines the an advanced ad blocker, a privacy protection module, and a parental control tool—all working in one app. This software deals with annoying ads, hides your data from a multitude of trackers, protects you from malware attacks, and even lets you restrict your kids from accessing inappropriate content. Install AdGuard and see the internet as it was supposed to be: clean and safe. Get rid of annoying banners, pop-ups & video ads once and for all Hide your data from the multitude of trackers & activity analyzers that swarm the web Avoid fraudulent and phishing website and malware attacks Protect your kids online by restricting them from accessing inappropriate & adult content Good to know Family Plan Length of access: lifetime This plan is only available to new users Redemption deadline: redeem your code within 30 days of purchase Max number of devices: 9 Access options: desktop & mobile Software version: AdGuard Family Updates included A lifetime subscription of AdGuard Family Plan normally costs $169.99, but this deal can be yours for just $14.97, that's a saving of $157.02. For full terms, specifications, and license info please click the link below. Get this AdGuard Family lifetime deal for just $14.97 (was $169.99) Although priced in U.S. dollars, this deal is available for digital purchase worldwide. As an online publication, Neowin too relies on ads for operating costs and, if you use an ad blocker, we'd appreciate being whitelisted. In addition, we have an ad-free subscription for $28 a year, which is another way to show support! Support queries If you have queries or need support for any of the Neowin Deals, please use the contact form here. Neowin Deals are managed and sold by StackCommerce who represent Neowin on an affiliate basis. Why we post these deals We post these because we earn commission on each sale so as not to rely solely on advertising, which many of our readers block. It all helps toward paying staff reporters, servers and hosting costs. So for those that keep moaning and complaining, be thankful we're still online for you to even do that. Other ways to support Neowin Whitelist Neowin by not blocking our ads Create a free member account to see fewer ads Make a donation to support our day to day running costs Subscribe to Neowin - for $14 a year, or $28 a year for an ad-free experience Disclosure: Neowin benefits from revenue of each sale made through our branded deals site powered by StackCommerce.
    • Sadly "beats Steam Machine" isn't much of a brag.
    • Passkeys: Think of them like a broken heart necklace. Imagine one of those heart necklaces that breaks into two matching pieces. One person keeps one half, and the other person keeps the other half. With passkeys, the website has one half, and you have the other half. If the website gets hacked and someone steals its half, that stolen piece is useless by itself. It cannot unlock your account without your matching half. This particular heart necklace is one of a kind, there is only one in existence. Your half of the necklace has to be stored somewhere. It might be stored on your phone, tablet, computer, security key, or a password manager that can sync it between all your devices. A security key is a small physical device that you keep with you, kind of like a house key, car key, or flash drive. I would not usually recommend a security key as the first option for the average person. For most people, it is easier to use their phone, computer, or a password manager that can sync passkeys between their devices. A security key is more like a spare key you keep in a safe place, just in case you lose access to your other devices or your password manager. Some security keys plug into your computer. Some plug into your phone or tablet. Some get tapped against your device. The idea is simple: a security key can hold another passkey for the same website. Think of it like creating a second one-of-a-kind heart necklace for the same account. One necklace could be paired with your password manager, while another necklace could be paired with your security key. That means the website has more than one matching half on file. One half matches the passkey in your password manager. Another half matches the passkey stored on your security key. So, if you lose access to your phone, computer, or password manager, you would still be able to log in using the passkey stored on your security key. Think of it like keeping an extra special necklace piece on a tiny keychain, stored somewhere safe. The website still has the matching half for that security key, but your half is safely stored inside the little key. A passkey does not automatically exist on every device you own. It lives wherever you save it. If your half is stored on one device, then that device is the one that has the matching piece. For example, if you create the passkey on your Windows computer and it is only saved to that computer, your iPhone does not automatically have that same half. If you create it on your iPhone and it only stays on that iPhone, your Android phone does not automatically have it either. That is where password managers come in. A password manager can act like a protected jewelry box for your passkeys. Instead of your half of the necklace being locked to only one device, the password manager can securely sync that half to your other approved devices. For example, Apple Passwords and iCloud Keychain can sync passkeys between your Apple devices. Google Password Manager can sync passkeys with your Google account. But password managers such as 1Password and Bitwarden can sync passkeys between everything, your phones, tablets and computers. Now, you might ask: “What happens if I lose access to the device that has my passkey?” That depends on where your passkey was saved and what recovery options the website gives you. If your passkey was synced through a password manager, you may be able to sign in from another device that has access to that same password manager. For example, if your passkey is saved in iCloud Keychain, Google Password Manager, 1Password, or Bitwarden, another approved device may still have access to it. If your passkey was saved only on one phone, computer, or security key, and you lose that device, then you may not have your half of the necklace anymore. In that case, you would usually need to use the website’s backup login or account recovery options. A lot of websites that support passkeys still let you fall back to your regular password. So if you lose access to your passkey, the site may still let you log in with your password, a code sent to your email, a text message, a recovery code, or some other account recovery process. That is convenient, but it is also important to understand: if the website still allows password login, then your password still matters. Passkeys are safer than passwords, but if your account still has a password as a backup, you should still use a strong, unique password and turn on two-factor authentication if the website offers it. This is why it is a good idea to have more than one safe way back into important accounts. For example, you might keep your passkey in a syncing password manager, add a second trusted device, save recovery codes somewhere safe, or set up a backup security key. A passkey is very secure, but just like a real key, you need a backup plan in case you lose access to it. Now, you might ask: “What stops a hacker from copying my half of the necklace?” That’s the important part: your half is protected. It is not something you type in, and it is not something the website gets to keep. Think of your half as being locked inside a tiny safe on your phone, computer, security key, or password manager. That safe only opens when you approve it with your fingerprint, face, PIN, or device password. When you log in, the website does not need to see your half. It only needs proof that your half matches its half. Your actual half is not handed over to the website. This is different from a password. With a password, you type the secret into the website. If you type it into a fake website, the hacker now has it. With a passkey, you are not typing your secret into the website. Your device is proving you have the matching half without giving the half away. That also helps protect you from fake websites. If someone makes a fake login page that looks like the real site, your device can tell it is not the real match. It will not use your passkey there. Now, could someone use your passkey if they stole your device, got into your password manager, or somehow unlocked the safe that holds your half? Yes, that is why your device password, PIN, fingerprint, face unlock, and password manager security still matter. But a hacker cannot just steal your passkey from the website or trick you into typing it into a fake page like they can with a password. That is why passkeys are safer than passwords. The two matching pieces have to come together, like two lovebirds who were once separated and are finally reunited.
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