Xbox One features coming with the Windows 10 upgrade


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So I'm surprised this did not even make the front page of this site yet, but here is a run down of the major features coming to the X1 and Windows 10:

http://www.xbox.com/en-US/windows-10

There is no video of the live feed yet that showed off more detail about these features, but I'll add it when there is.

So to list a summary of what is coming:

1. Streaming Xbox One games: So this sounds like a similar setup to the PS4's remote play and it will work on any Windows 10 pc or tablet

2. Cross platform multiplayer: From the live feed, it sounded like this was an OS level feature that allows any cross platform game to offer this. We will need to hear more about the details, but this is a big change if MS is going to allow any cross platform developer to hook into XBL from the pc.

3. XBox features on the PC: This one is not X1 related per se, but it was very cool to see features like GameDVR built into Windows. On the live stream they loaded up Civilization via Steam and while in game, they were able to call up the GameDVR to make a clip which could then be modified and uploaded just like the X1. It also natively syncs with the X1 activity feed.

Then there is the HoloLens:

http://www.microsoft.com/microsoft-hololens/

So there is so much we dont know about this AR device. They clearly say that it was built with gaming in mind during the stream along with its other uses, but its not even clear if this is for pc only or X1 as well. There is no pricing or firm launch date other than when Win 10 launches. This is definitely a dark horse. We will have to wait for more details and impressions. If it is coming to the X1, then we will need to see content.

cross platform play isn't new, but something they're trying to revive again. we had it on the 360, not sure if any other games than shadowrun used it.

It isn't new, but I thought that it was very limited in scope on the 360, plus it was not marketed as something any game could tap into. What I'm waiting to hear is if MS is allowing any developer to tap into this without extra effort. That would make it different from their attempts in the past.

With the rise of MMO-like experiences, this is a feature that could be tapped into alot more.

It isn't new, but I thought that it was very limited in scope on the 360, plus it was not marketed as something any game could tap into. What I'm waiting to hear is if MS is allowing any developer to tap into this without extra effort. That would make it different from their attempts in the past.

With the rise of MMO-like experiences, this is a feature that could be tapped into alot more.

 

It was marketed pretty heavily.  It was part of Games for Windows Live and was one of the big selling points of it at the time.  They also had Xbox achievements integration on the PC, voice chats across platforms, send/recieve messages across platforms, cross platform friends lists, etc..  I've never owned an Xbox but I have a "Gamertag" for an Xbox Live account and achievements because of Games for Windows Live.  Games for Windows Live failed horribly and I'm not sure what's different about Xbox Live that would avoid a similar fate.  On the surface at least they look nearly identical (I don't mean the UI, but the capabilities).

 

I'm not sure why Games for Windows Live failed.  I think it's because Steam had already taken root and developers didn't want to tie their games to BOTH Steam APIs and GFWL APIs.  On the PC developers chose Steam over it.  If that is the reason again I don't see what makes that any different now.  If anything Steam is MORE entrenched now so to PC gamers having Steam achievements and steam messages, and such is more important the Xbox Live compatibility.  It should be interesting to see how it turns out though.

Gfwl was just a messy middleware app, like steam is, but it had issues. The Windows 10 stuff, as far s live goes is native to the OS now, not a app in the middle talking to the game and service. So is the GameDVR feature, native, which is why it works with any game on the PC.

 

And since the Live APIs are the same, as is DX12, developers have little to change when building their game, once it works on the Xbox One then it should work on Windows 10.

 

It'll also help if this time MS supports it more directly with it's first party titles and lets desktop games be sold and managed directly through the new Windows Store.

Gfwl was just a messy middleware app, like steam is, but it had issues. The Windows 10 stuff, as far s live goes is native to the OS now, not a app in the middle talking to the game and service. So is the GameDVR feature, native, which is why it works with any game on the PC.

 

And since the Live APIs are the same, as is DX12, developers have little to change when building their game, once it works on the Xbox One then it should work on Windows 10.

 

It'll also help if this time MS supports it more directly with it's first party titles and lets desktop games be sold and managed directly through the new Windows Store.

 

I'm not sure what you mean by "messy middleware app".  It's a set of APIs a developer can use to provide friends lists, voice chat, achievements, etc.  It's middleware in that Gfwl didn't come with the OS sure but it was from the OS developer and it's still just a set of APIs to use or not.  Xbox Live IS still an app in the middle talking to the game and a service, it's just that app now ships with the OS instead of being installed later.  Maybe Gfwl was poorly written and Xbox Live isn't but their both just APIs a developer can choose to use or not.

 

The problem is if a developer chooses to use the Xbox Live API for voice chat so they can chat with Xbox Live users... then they aren't going to be able to voice chat with Steam users.  They'll divide their community between some people using one and some using another and so they're going to pick one.  Same with achievements, matchmaking, etc.  I could be wrong and I'm interested to see how it turns out but I don't see them picking MS APIs over Steam.  Especially since most will likely still be using Steam as their primary distribution platform.

 

The only ones that clearly benefit from this are former Xbox exclusives that want to move to PC but the bar was previously too high.  Now that bar is lower but if they were formerly Xbox exclusives I bet there is going to be some pressure for them to stay that way.  Fable Legends is a good example of this and I really hope it pans out and most Xbox exclusives become Xbox/Win10 exclusive instead.  As a PC gamer who doesn't own an Xbox I think that would be great because there would be absolutely no reason to ever buy an Xbox if pretty much everything comes out on PC as well.  I'm pretty sure a large faction of the Xbox community would be VERY upset if there were no more (or very few) Xbox exclusives though.

He means the downloader was terrible and that you had to launch a game just to patch it was retarded.  Game won't launch?  TOO BAD!

 

I didn't hate GfWL, but it was definitely messy.

 

From what I can tell Xbox Live for Win10 doesn't do downloading or patching at all.  So in a sense it's actually LESS than GfWL was (even if GfWL did it poorly)

 

Either way there must be some UI or whatever to view your achievements, friends list, etc.  That UI is just an app that happens to be bundled with the OS.

 

If a game developer releases a game that uses the Win10/Xbox friends list a lot of people aren't going to have any friends on that.  Heck some people who buy that game won't even have Win10 so it won't work even if they do have an Xbox too.  Also where are they getting the game from?  If they're downloading it from Steam they presumably DO have friends and achievements and such on Steam so now they've got this game they just downloaded from Steam that has a friends list from Xbox (which they may or may not own) and not Steam and doesn't even work for anyone who for whatever reason hasn't upgraded to Win10.  I just don't see developers making that choice.  I think they'll stick with Steam but again it should be interesting to watch.  If MS wants to compete with Steam they need to offer to sell the games and do the patches and such too and then convince game developers to use the MS Store over Steam but that doesn't appear to be what they're doing here.

 

Now the Game DVR is something that will work with anything because it doesn't depend on a community.  THAT I can see being big because it doesn't matter what the people you play with are using, it's just recording stuff on your screen.  Your friends have to be using the same friends list as you though, they have to be using the same chat servers, they have to be using the same match making service, etc. for it to work together and Steam already has a dominant position in those areas.  I just don't seem game developers choosing to split their community by supporting both or choosing the Xbox solution over the established tools Steam provides... especially if they're still selling the game on Steam.

From what I can tell Xbox Live for Win10 doesn't do downloading or patching at all.  So in a sense it's actually LESS than GfWL was (even if GfWL did it poorly)

Yah, they call that part the Windows Store now.  So, not really, it just isn't all integrated into one set.

Yah, they call that part the Windows Store now.  So, not really, it just isn't all integrated into one set.

Well it will be interesting to see if there is a mass exodus for PC games from Steam to Windows Store as their primary digital distribution method.

Whoever wins that will likely win the "middleware" battle for features that depend on community (voice chat, friends lists, etc.)

Maybe MS will pull it off but if I had to bet my money would be on Steam (like them or not).

It's middleware just like steam is, to do anything in steam you need the client, just like uplay, just like what EA has. If the clients aren't installed you can't access the backend, and you need it. GfWL was no different, it acted just like the others, had to be part of the install.

 

That's not the case anymore, the needed APIs are part of the OS, natively.  While there is a Xbox app, it's not needed for games to use the Live APIs, the app really just helps with the social parts outside of any games.

 

Just look at the game dvr feature built into Windows 10 as well, it's part of it, no app in the middle like fraps. It thus works with everything, nothing has to be done on the game side.

 

I believe games will be no different, developers won't need to code a Xbox for Windows version to use it like they have with one of the other stores out there, it should be the same as the Xbox One. You install the game through the store and it works, nothing else to install, no clients sitting between the game and the backend service.

It was marketed pretty heavily.  It was part of Games for Windows Live and was one of the big selling points of it at the time.  They also had Xbox achievements integration on the PC, voice chats across platforms, send/recieve messages across platforms, cross platform friends lists, etc..  I've never owned an Xbox but I have a "Gamertag" for an Xbox Live account and achievements because of Games for Windows Live.  Games for Windows Live failed horribly and I'm not sure what's different about Xbox Live that would avoid a similar fate.  On the surface at least they look nearly identical (I don't mean the UI, but the capabilities).

Only one game made use of a similar capability: Shadowrun

It was promoted, but I dont remember it ever talked about in this fashion. There was certainly not easy access to the xbl apis for any developer. I used GFWL myself, but it never felt really connected outside of the syncing of data. The UI and OS just seemed so removed from what everyone was use to on the Xbox and it was not as refined as the Steam client.

If MS is truly going with a more open option this time, one that is built into the OS and not tied to a seperate app, then I think this a great improvement. The Xbox app coming to Win 10 is not a replacement for GFWL. It will not be managing updates, etc. Its there to bring a unified experience between the X1 and PCs. It will offer many of the same features of GFWL as far as syncing achievements and such, but with a UI that does not seem clunky compared to Steam. We will have to see if the app will grow in capability to be more like a Steam experience or if it will stick with being a unified app for gaming related social features across pcs and xbox.

 

The only ones that clearly benefit from this are former Xbox exclusives that want to move to PC but the bar was previously too high.  Now that bar is lower but if they were formerly Xbox exclusives I bet there is going to be some pressure for them to stay that way.  Fable Legends is a good example of this and I really hope it pans out and most Xbox exclusives become Xbox/Win10 exclusive instead.  As a PC gamer who doesn't own an Xbox I think that would be great because there would be absolutely no reason to ever buy an Xbox if pretty much everything comes out on PC as well.  I'm pretty sure a large faction of the Xbox community would be VERY upset if there were no more (or very few) Xbox exclusives though.

MS is always in the unfair position of having to choose between the two platforms. Sony and Nintendo get to happily keep games from the pc and get little flac over it. MS gets yelled at all the time becuase they have any exclusive games on the Xbox. Its usually from pc gamers that dont want any console, but you rarely hear that outcry against any other console platform.

I dont know what the answer is. You laid it out pretty clearly. If MS made all X1 games available on the pc, you would have no reason to buy an xbox. You dont care if it kills the xbox becuase you had no interest to begin with. Unfortuantely, MS can't think of it in those terms. They have to compete against Sony and Nintendo. Who do they have to compete with on pc? Steam is not a competitor, its a service that runs on MS' platform. Heck, MS even mentioned them as part of the live event. They are building OS level features that can be used while using Steam. That's a sign that MS is more interested in growing Windows vs 'taking out' Steam.

 

 

Well it will be interesting to see if there is a mass exodus for PC games from Steam to Windows Store as their primary digital distribution method.

Whoever wins that will likely win the "middleware" battle for features that depend on community (voice chat, friends lists, etc.)

Maybe MS will pull it off but if I had to bet my money would be on Steam (like them or not).

Where is the evidence that MS intends to fight that battle? It seems to me that MS may be trying to avoid that fight and instead focus on brining X1 gaming features over to Windows that you can use regardless of the service you are using.

I hope we actually see MS reach out to Steam, Origin, GOG, etc and allow them to be a part of the Windows Store. Its not so far fetched either. Stores within a store so to speak.

Only one game made use of a similar capability: Shadowrun

That's not true. Shadowrun was the launch title for the capability but it wasn't the ONLY game that made use of it.

According to the Wikipedia text here:

http://en.wikipedia.org/wiki/Games_for_Windows_%E2%80%93_Live

Universe at War: Earth Assault from Sega and Lost Planet: Colonies Edition from Capcom also included cross platform play. I doubt that's a comprehensive list of every game to ever support it though either.

Furthermore they have a list of games here:

http://en.wikipedia.org/wiki/List_of_Games_for_Windows_%E2%80%93_Live_titles

Which supported it for Multiplayer, Matchmaking, etc. so it would have likely been trivial to add cross platform support if they wanted, since they were already using the APIs but the developers CHOSE not to either because they didn't want to player bases to mix or they just didn't release a console version of the game at all.

Any game that's on PlayStation 3 and PC could theoretically be cross platform as well. Sony didn't have chat servers and such last gen (that's new for the PS4 and why you now have to play for multiplayer) and doesn't have a "walled garden" so when a company rolls their own voice solution for their game nothing prevents them from letting PS3 and PC players connect to the same sever. Yet they CHOOSE to segregate the communities. They do that due to perceived advantages in controls between the communities as well as because on PC they can roll out patches as fast as they want where they have to submit them for approval on consoles and they don't want to hold up PC releases because of console approval issues since you have to have the same version to connect. None of this has changed between then and now.

It was promoted, but I dont remember it ever talked about in this fashion. There was certainly not easy access to the xbl apis for any developer.

Well I'm sorry you don't remember it but it WAS promoted pretty heavily and it was touted in the same way. It was a way to unify Vista and Xbox 360 player bases, common friends list, achievements, cross platform messaging and voice chat, etc. It was pushed pretty hard and there absolutely was easy access to the xbl apis for developers. Epic even integrated support for it into Unreal Engine 3 so if you were an Unreal engine licensee most of the work was already done for you. There wouldn't be that long list of games that supported various parts of it if it was difficult for developers to use.

I used GFWL myself, but it never felt really connected outside of the syncing of data. The UI and OS just seemed so removed from what everyone was use to on the Xbox and it was not as refined as the Steam client.

I'm not arguing the UI for the client was good. That's subjective and it has nothing at all to do with how available and easy the APIs are for developers to use. I thought the UI was bad as well but then again I think the Steam UI is pretty bad too. Personally I can't stand the aesthetics of the "flat" UI MS uses in Win10 either but that's just cosmetics and not a major factor in my OS decision. I'm actually looking forward to Win10 overall despite the fact I think the UI is pretty ugly. To each his own but that's beside the point.

If MS is truly going with a more open option this time,

If MS is truly going with a more open option this time they'd find some way to link with existing systems instead of trying to replace them. You'd be able to voice chat from an Xbox to Steam to PSN, that's open. They're not going with a more open option this time, they're trying to promote a new version of their closed option.

one that is built into the OS and not tied to a seperate app, then I think this a great improvement.

So because the Xbox Live app is bundled with the OS instead of being a separate download that somehow makes it inherently better? It's still an app. It just happens to come with the OS instead of separately. That doesn't inherently make any difference at all. Maybe it's prettier, maybe it's better written, but the fact it comes with the OS by itself or as you call it "built into the OS" doesn't make it better all by itself.

The Xbox app coming to Win 10 is not a replacement for GFWL. It will not be managing updates, etc.

The point was that the cross platform support, achievements, friends list, etc. aren't new to Xbox Live. They already tried all of that with GFWL. No it doesn't sell you games or manage updates, they have the Windows Store for that now so it doesn't make sense to have a different marketplace for games. That and a prettier UI doesn't make it an entirely new and revolutionary beast. It's a second, perhaps better, attempt at the same thing GFWL was trying to do.

Its there to bring a unified experience between the X1 and PCs.

Just as GFWL was there to bring a unified experience between 360 and PC. The point is that it's not a new thing. It's a second attempt to do the same thing. Maybe it will be much better this time and so maybe it will work but it's not some new thing they are doing.

MS is always in the unfair position of having to choose between the two platforms. Sony and Nintendo get to happily keep games from the pc and get little flac over it. MS gets yelled at all the time becuase they have any exclusive games on the Xbox. Its usually from pc gamers that dont want any console, but you rarely hear that outcry against any other console platform.

I don't believe Sony or Nintendo try to prevent 3rd parties from releasing their games on PC. In fact I seem to recall just recently there have been some announcements about PS4 "console exclusives" coming to PC as well. Of course they don't release first party games on PC, it's not their platform. Windows IS Microsoft's platform. It's not unreasonable then to expect a Microsoft game to run on a Microsoft OS. That's an entirely different thing from expecting a Sony or Nintendo game from running on a Microsoft platform.

I dont know what the answer is. You laid it out pretty clearly. If MS made all X1 games available on the pc, you would have no reason to buy an xbox. You dont care if it kills the xbox becuase you had no interest to begin with. Unfortuantely, MS can't think of it in those terms. They have to compete against Sony and Nintendo. Who do they have to compete with on pc? Steam is not a competitor, its a service that runs on MS' platform. Heck, MS even mentioned them as part of the live event. They are building OS level features that can be used while using Steam. That's a sign that MS is more interested in growing Windows vs 'taking out' Steam.

I think you're looking at that wrong. You're right, if they make X1 games available on the PC then I have no reason to buy an Xbox. That doesn't mean NO ONE does though. I happen to build my own computer where I spend more on the GPU alone than the entire Xbox costs. I am a PC gamer first. I am not the norm. There are A LOT of people who don't have the money, time, and/or interest to build a gaming PC like I do. Those people aren't going to get rid of their Xboxes and buy gaming PCs because all the Xbox games are also available on Win10.

I think you're looking at that wrong. You're right, if they make X1 games available on the PC then I have no reason to buy an Xbox. That doesn't mean NO ONE does though. I happen to build my own computer where I spend more on the GPU alone than the entire Xbox costs. I am a PC gamer first. I am not the norm. There are A LOT of people who don't have the money, time, and/or interest to build a gaming PC like I do. Those people aren't going to get rid of their Xboxes and buy gaming PCs because all the Xbox games are also available on Win10.

 

Your elitism is showing there bro. No matter what you say, releasing xbox exclusives on PC would damage xbox sales end of story. 

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Where is the evidence that MS intends to fight that battle? It seems to me that MS may be trying to avoid that fight and instead focus on brining X1 gaming features over to Windows that you can use regardless of the service you are using.

The defacto voice server for Windows games is already Steam. Steam already offers achievements. Steam already has friends lists. etc. By offering another, yet incompatible version they ARE fighting a battle. Developers will have to choose one or divide their player base, possibly confuse users, and increase their dev time by supporting multiple.

I hope we actually see MS reach out to Steam, Origin, GOG, etc and allow them to be a part of the Windows Store. Its not so far fetched either. Stores within a store so to speak.

I don't see that happening. Typically offering stores within stores is EXPLICITLY prohibited by store owners. Store owners typically take like a 30% cut of the software sold through it. So a game is on Windows Store and Steam then who gets the 30%? Do they both and the software developer just gets the 40% that's left? What developer would do that, they'd just release on one or the other directly and pay the 30% to one instead of a total of 60% to two. If they split it why would Steam give up part of their 30% on games to MS or vice versa? Furthermore if they DO allow stores then EA for example could just set up an EA store that was a free Windows Store download (MS gets 30% of nothing) and then sell all their games through that, giving MS nothing on the individual games.

I would have liked to see MS actually reach out to Steam, Origin, GoG, Sony, etc. and provide an "open" voice solution, a shared "friends list", interoperable messaging, etc. That would have been something amazing but this is just another competitor (maybe a very good one.) By creating a competitor they are showing they intend to "fight that battle".

Your elitism is showing there bro. No matter what you say, releasing xbox exclusives on PC would damage xbox sales end of story.

My elitism was my point. The point is that it's a rare few crazy people (like me) who spend a ton of money building a gaming PC when compared to PC owners in general. I'd image most of those "elite" gamers don't buy consoles at all you know "PC Master race", yadda, yadda, and all that. I'm not in that crowd personally, I DO have a PS4 but the point being is that consoles offer simplicity and a bang for your buck that appeals to most people if you have exclusives or not. Maybe a few people would stop buying consoles but it's likely a VERY small percentage of the Xbox user base that would suddenly stop buying Xboxes because all the games were available on Windows 10. Just because it's available on Windows 10 doesn't make it easy to use or mean you have the system specs to run it.

If I'm so representative though and like me most people wouldn't buy an Xbox One if the games were all on PC what exactly has the exclusives gained them. I still don't have an Xbox so they didn't earn my sale by keeping games exclusive. All they've done is lost my money on any Xbox games. Maybe I'd buy Halo or Gears of War or Forza if it was available on PC. I'd say the money they made from PC gamers buying formerly exclusive Xbox games would more than offset the money they lost from people abandoning the console for PC if the games were on both.

Your elitism is showing there bro. No matter what you say, releasing xbox exclusives on PC would damage xbox sales end of story. 

 

And what's the problem with that? Both products are made by MS. MS will never get rich with the xbox. It's pocket money at the very best. What MS should aim at is make the store the most popular they can. This is where the money is. And to maximize this MS needs both PC and xbox.

 

There's no such thing as consoles anymore. Not like they used to be when Nintendo was king. The consoles are basically custom PC in a small box.

 

MS should stop to see the PC as a competitor to the xbox. It should be considered one product

And what's the problem with that? Both products are made by MS. MS will never get rich with the xbox. It's pocket money at the very best. What MS should aim at is make the store the most popular they can. This is where the money is. And to maximize this MS needs both PC and xbox.

 

There's no such thing as consoles anymore. Not like they used to be when Nintendo was king. The consoles are basically custom PC in a small box.

 

MS should stop to see the PC as a competitor to the xbox. It should be considered one product

The defacto voice server for Windows games is already Steam.

 

Heh, no, I've had people insist on anything from TS to Ventrilo and Mumble to even some who insist on Skype, NEVER have I heard anyone say or insists "you need to connect to our Steam voice chat". Steam is like one of those built in voice chats that no one actually uses, even though it's there and better integrated into the game than the option they use. 

Heh, no, I've had people insist on anything from TS to Ventrilo and Mumble to even some who insist on Skype, NEVER have I heard anyone say or insists "you need to connect to our Steam voice chat". Steam is like one of those built in voice chats that no one actually uses, even though it's there and better integrated into the game than the option they use. 

 

I didn't mean for users to pick.  Steam provides Voice Chat APIs for game developers to integrate into their games as part of their Steamworks services.  If developers don't care to integrate voice directly in their game with steam they probably aren't going to use the MS APIs either.  Sure steam also allows voice chat initiated directly from the client (outside the game itself) but that's supposed to be there for games that don't have voice chat built in and you're right that's almost never used.

 

So there are two situations here.  One, you're a developer and you want to integrate voice into your game.  Your primary distribution method is Steam.  Are you going to use the Steam API that will allow anyone using Steam on any platform steam runs on that you release your game on (WinXP, Vista, Win8.x, Win10, maybe even Linux and Mac) to communicate together or are you going to pick an API that only works with Xbox and Win10 users?  Somehow I doubt many will pick the MS API.

 

The other situation is the developer won't use ANY API and instead rely on an external program (Steam's client Voice Chat, TeamSpeak, Ventrilo, etc.) Now MAYBE gamers will choose to use the Win10/Xbox voice chat but I doubt that too because your clans and stuff probably have people that aren't using Win10 or Xbox so you'd want to stick with things that run on more platforms.  I don't see a mass exodus from TeamSpeak and Ventrilo to a MS provided voice server that only works on Windows 10 and Xbox.

 

Now maybe just about everyone will upgrade to Windows 10 and almost no gamers will be left on Windows 7 so developers will be fine with their chat not working on older windows boxes.  Maybe they also won't care about mac or linux capability since they're pretty small segments of the gaming market.  Maybe tons of future Xbox games will allow Xbox players to play together with Win10 players and so having a shared platform between the two will be a huge deal even if it's at the expense of compatibility with everything else.  I wouldn't be on it though.

And that was my point, NO ONE uses the in game voice API's for whatever reason. well for some games the reason is obvious as they often have the same limits as chat, Dead people can't speak, use TS/Vent/Mumble and problem solved...  for people who want to win this is more important than built in features like in the RB6 games where you can actually hear other people talking over voice of they're nearby, neat, but ultimately dead people talking is worth more :/  sometimes I wish games could block third party voice services, but the dedicated would just use a separate laptop for it, which many do on consoles...

 

 

So whatever API they use for in game voice coms, it's not going to be used by users. unless they drop the dead people can't talk function,then they might, but even then as you say, many use TS/Vent/Mumble for more than one game and have people not even playing or playing other games on there as well. when they're not playing competitively. At this point, adding voice coms in game is pretty much a waste of dev resources, granted for consoles you get it for free...

I'm also interested in the new dashboard they've been teasing ...

 

What what? Or do you mean the one from the W10 promo image? If so, i think that's just a mockup rather than something that's going to happen.

What what? Or do you mean the one from the W10 promo image? If so, i think that's just a mockup rather than something that's going to happen.

Yes, that's what I meant. The other interfaces on the other devices look really similar to what they're going for, so it would be nice if that's the actual interface.

I'm skeptical too, because it'd be a huge change from the current interface, but I wonder why they would show a concept to the public instead of something they're actually building? And they already showed it multiple times.

 

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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.
    • 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.
    • Newegg offers insane combo deal on Amazon Prime Day 2026 that beats Steam Machine by Sayan Sen Building a PC is undoubtedly difficult nowadays but with this epic combo deal, Newegg is trying to make it as easy for you as it is possible. If you are making a new one or even upgrading an old system to a new Windows 11 device, this combo bundle is truly unmissable as you get AMD's Ryzen 9800X3D, a compatible X870 motherboard, a 240mm AIO liquid cooler and finally a Samsung 990 PRO SSD all for under $1000 (purchase link under the specs table down below). This should beat out the newly launched Steam Machine from Valve in terms of performance and performance per dollar especially if you are willing to set Linux up on it. Essentially with this combo you will get the AMD Ryzen 7 9800X3D 8-core 3D V cache CPU, Samsung's 990 PRO 2TB NVMe SSD, the MSI MAG X870 TOMAHAWK WIFI ATX Motherboard, and finally the Cooler Master Elite Liquid 240. Thanks to that massive vertically stacked L3 cache, the X3D desktop processors, including the 9800X3D, also come with the benefit of not needing fast memory. Even DDR5-5600 should be plenty for it. The technical specifications of the Ryzen 7 9800X3D are given in the table below: Specification Value Architecture Zen 5 Cores / Threads 8 / 16 Base Clock 4.7 GHz Max Boost Clock Up to 5.2 GHz L1 Cache 640 KB L2 Cache 8 MB L3 Cache 96 MB Total Cache 104 MB CPU Core Process TSMC 4nm FinFET I/O Die Process TSMC 6nm FinFET Socket AM5 Default TDP 120W Max Temperature (Tjmax) 95°C Thermal Solution Not included Memory Type DDR5 Max Capacity 256 GB Memory Speeds 2x1R: DDR5-5600 2x2R: DDR5-5600 4x1R: DDR5-3600 4x2R: DDR5-3600 PCIe Version PCIe 5.0 PCIe Lanes (Total/Usable) 28 / 24 USB 3.2 Gen 2 (10Gbps) 4 USB 2.0 1 Graphics Cores 2 CU RDNA 2 Frequency 2200 MHz DisplayPort over USB-C Yes Overclocking Unlocked Up next we have the tech specs for the MSI MAG X870 TOMAHAWK WIFI Motherboard: Specification Value Chipset AMD X870 CPU Support AMD Ryzen 9000 / 8000 / 7000 Series Desktop Processors Socket AM5 Memory Slots 4 × DDR5 UDIMM Maximum Memory Capacity 256GB Memory Support DDR5 8400–5600 MT/s (OC), DDR5 5600–4800 MT/s (JEDEC) Integrated Graphics Outputs 1 × HDMI 2.1 FRL (up to 8K 60Hz) 2 × USB4 Type-C with DisplayPort 1.4 HBR3 (up to 4K 60Hz) Expansion Slots PCI_E1: PCIe 5.0 x16 (CPU) PCI_E2: PCIe 3.0 x1 (Chipset) PCI_E3: PCIe 4.0 x4 (Chipset) Audio Realtek ALC4080 Codec 7.1-Channel USB High Performance Audio Supports up to 32-bit/384kHz playback on front panel S/PDIF output M.2 Slots 4 × M.2 M2_1: PCIe 5.0 x4 (CPU, 22110/2280) M2_2: PCIe 5.0 x4 (CPU, 2280/2260) M2_3: PCIe 4.0 x2 (Chipset, 2280/2260) M2_4: PCIe 4.0 x4 (Chipset, 2280/2260) SATA Ports 4 × SATA 6Gb/s RAID Support RAID 0, 1, 5, 10 for M.2 NVMe storage devices Rear USB Ports 4 × USB 2.0 3 × USB 5Gbps Type-A 2 × USB 10Gbps Type-A 1 × USB 10Gbps Type-C 2 × USB4 40Gbps Type-C Front USB Headers 4 × USB 2.0 4 × USB 5Gbps Type-A 1 × USB 20Gbps Type-C LAN Realtek 8126-CG 5G LAN Wireless Wi-Fi 7 (M.2 Key-E module pre-installed) Supports 2.4GHz / 5GHz / 6GHz bands Up to 5.8Gbps Supports 802.11 a/b/g/n/ac/ax/be Bluetooth Bluetooth 5.4, MLO, 4KQAM Internal Power Connectors 1 × 24-pin ATX Power 2 × CPU Power Connectors 1 × PCIe 8-pin Power Connector Fan Headers 1 × CPU Fan 1 × Combo Fan (Pump/System) 6 × System Fan RGB Headers 3 × Addressable V2 RGB (JARGB_V2) 1 × RGB LED (JRGB) Other Internal Headers 1 × EZ Conn-header 2 × Front Panel Headers 1 × Chassis Intrusion 1 × Front Audio 1 × TPM 2.0 Header Debug Features 4 × EZ Debug LEDs 1 × EZ Digit Debug LED Rear I/O Ports Clear CMOS Button Flash BIOS Button HDMI 2 × USB 40Gbps Type-C 1 × USB 10Gbps Type-C 4 × USB 10Gbps Type-A 3 × USB 5Gbps Type-A 4 × USB 2.0 5G LAN Port Wi-Fi/Bluetooth Antenna Connectors Audio Connectors Form Factor ATX The Samsung 990 PRO is a PCIe Gen4 NVMe SSD and still one of the fastest drives available today for under $500. Speaking of fast, sequential reads and writes are rated at 7450 MB/s and 6900 MB/s, respectively. The random throughputs for reads and writes are 1400K IOPS and 1550K IOPS, respectively. The 990 PRO is based on Samsung's 7th Gen V-NAND flash, and it too is TLC. It packs 2 gigs of LPDDR4 DRAM cache, which helps the random performance. The endurance rating for this is 1200 TBW (terabytes written), which should be sufficient for most users. The Samsung 990 PRO is compatible with the PlayStation 5, but if you are going to use the 990 PRO on a PC, check out the Samsung Magician app that lets you track your drive's health, update its firmware, customize various settings, and more. The tech specs are given below: Specification Value Interface PCIe Gen 4.0 x4, NVMe 2.0 Form Factor M.2 2280 Controller Samsung In-house Controller NAND Flash 3D TLC DRAM Cache 2GB LPDDR4 Sequential Read (Max) 7,450 MB/s Sequential Write (Max) 6,900 MB/s Random Read (4K) Up to 1,400,000 IOPS Random Write (4K) Up to 1,550,000 IOPS TBW (Endurance) 1,200 TBW MTBF 1,500,000 hours Operating Temperature 0°C to 70°C Storage Temperature -40°C to 85°C Shock Resistance 1,500G / 0.5ms Heatsink No Get the combo deal at this link: AMD Ryzen 7 9800X3D, Samsung 990 PRO 2TB, MSI MAG X870 TOMAHAWK WIFI motherboard, Cooler Master Elite Liquid 240: $784.99 + $25 off with promo code FTTF77: $759.99 (Sold and Shipped by Newegg US) Good to know This Newegg deal is U.S. specific, and not available in other regions unless specified. We only use first-party seller links (at the time of article publishing); ensure that you purchase from a first-party seller link only. Check out Today's Deals on Amazon | or our recent tech deals. Become a Prime member (for Students or SNAP) via Neowin Get Prime Access - Prime for half price (for qualifying Medicaid, EBT, SNAP) Subscribe to Prime Video, Audible Plus, Music Unlimited or Kindle Unlimited via Neowin As an Amazon Associate, we earn from qualifying purchases.
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