Microsoft’s trick for speeding up PC games in Windows 11 works with only 12 games to start with – but far more are actually supported

We now know a lot more about how Microsoft’s Automatic Super Resolution (Auto SR) feature for speeding up gaming frame rates in Windows 11 will work, and what games it will initially support.

VideoCardz noticed a new entry in Microsoft’s support database on the topic of Auto SR, which underlines the requirements, as well as detailing what games will come as fully verified for the tech.

For those who missed it, Auto SR is an upscaling feature, meaning it runs a game at a lower resolution, upscaling to a higher one, so that you get a close-to-native-resolution image quality with a faster frame rate – using AI to pull off this trickery.

The notable catches are that you need a Copilot+ PC and indeed a Snapdragon X processor, one of the ARM-based chips that’ll power laptops launching next month. (You’ll also need Windows 11 24H2, which launches with those AI PCs).

As for the games which are verified and tested by Microsoft for Auto SR, the initial collection is as follows:

  • 7 Days to Die
  • BeamNG Drive
  • Borderlands 3
  • Control
  • Dark Souls III
  • God of War
  • Kingdom Come: Deliverance
  • Resident Evil 2
  • Resident Evil 3
  • Sekiro: Shadows Die Twice
  • Sniper Ghost Warrior Contracts 2
  • The Witcher 3: Wild Hunt

Analysis: Useful clarifications – and caveats

It’s interesting to see the fully verified games, and even if it’s only a small selection of a dozen right now, there are some big-name titles. However, the really interesting bit is the clarification that Automatic Super Resolution is a sweeping upscaling feature that can be applied to any game (DX11 or DX12).

We always assumed it would be a system-wide feature – after all, that was the whole point, compared to more targeted upscaling solutions that require support from the game dev such as Nvidia DLSS – and indeed this is the case. It’s just Microsoft worried us with its mention of Auto SR just applying to a “curated set of games” last week when it launched the feature, but these are just the verified games guaranteed to work well.

The majority of games should be fine with Auto SR in theory, but some may be wonky, or some may not work at all, and to that end, Microsoft is collaborating with the Worksonwoa.com website that lists games that can use the feature successfully – and also those that can’t use Auto SR for whatever reason. (This is the same website that also tells you whether your favorite PC game will run on Windows on ARM).

There are some nuances to note here, and the first is that verified games are set to work ‘out of the box’ with Auto SR, meaning the feature will be on by default. That could cause some confusion or conflict if a gamer is using another type of upscaling potentially – though you are told that by Windows that Auto SR is being enabled when the game is launched.

We guess Microsoft feels that less tech-savvy folks will benefit from having the feature automatically applied where it makes sense, in games that are fully tested to work well with Auto SR.

The Snapdragon X requirement is the other important point to note here, although we assume this will be widened to include future AMD and Intel laptop CPUs – those with a powerful enough NPU to qualify as the engine of a Copilot+ PC (as Auto SR will be for these PCs only).

However, we also noticed that Microsoft says Auto SR is only supported for games running on ARM64 natively or emulated x64 games (with the latter using Prism, the translation layer for running Windows games on ARM chips). Presumably that’s a reflection that currently (well, as of next month) only the new Snapdragon X can drive a Copilot+ PC, and that when AMD Strix Point or Intel Lunar Lake CPUs arrive for these AI-powered laptops, there’ll surely be fine with Auto SR.

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Yes, Apple Vision Pro is being returned to stores – but this could actually be a good thing

We’ve officially passed the two-week return window for the Apple Vision Pro, which allowed people who purchased the headset on launch day to hand it back. Social media buzz has suggested that the Vision Pro was being returned in droves. However, inside sources suggest this may not be the case – and offer an interesting insight into who is returning their headset, and why. 

In our Apple Vision Pro review, we touched on the positives and negatives of using the device and rounded up our top three reasons why users may end up returning the headset. As Apple’s first attempt at a mixed-reality headset, the product was always going to be rather polarizing. It lacks the backing of familiarity that other Apple products like a new iPhone or MacBook always have at this point. 

Not to mention the fact that the Apple Vision Pro is expensive. Retailing at $ 3,499/ £2,788, AU$ 6349, it’s easy to imagine more than a few returns are down to buyer's remorse – I know I would slink back to the Apple Store as soon as I found even the slightest discomfort or annoyance (or looked at my bank account, frankly). Especially if I couldn’t get my prescription sorted out for the headset or just found it really uncomfortable. 

In fact, AppleInsider reached out to sources within Apple’s retail chain for more info on the headset returns and noted that discomfort is probably one of the biggest concerns when it comes to it. “Most of our returns, by far, are within a day or two. They're the folks that get sick using it,” one source told AppleInsider’s Mike Wuerthele. “The pukers, the folks that get denied by prescription-filling, that kind of thing. They know real quick.”

Influencer investments – gotta get that content!

The second group of people that seem to be making up most of the returns are influencers and YouTubers. Again, the Vision Pro is a product many people want to get their hands on, so it would make sense that online tech ‘gurus’ would want to jump on the trend at launch. 

With the two-week return window offered by Apple, that’s more than enough time to milk the headset for as much content as possible then give it back, and get your money back too. If you’re a tech content creator, it’s easier to look at the Vision Pro as a short-term investment rather than a personal splurge. 

“It's just the f***ing YouTubers so far,” one retail employee told Wuerthele. 

According to AppleInsider's sources, however, the return process isn’t as simple as just boxing the headset up and dropping it off. Each return is accompanied by a detailed, lengthy survey that will allow users to go in-depth on their reason for return and their experience with the product. This is great news in the long run because it could mean any future iterations of the Apple Vision Pro will be designed and built with this feedback in mind – and the Vision Pro is already arguably a public beta for what will presumably eventually become the ‘Apple Vision’.

Beyond AppleInsider's coverage, prolific Apple leaker and Bloomberg writer Mark Gurman has (unsurprisingly) chipped into the discussion surrounding Vision Pro returns. He reported much the same; some people think it's uncomfortable or induces sickness, while for others it's simply too much money. 

Gurman spoke to a Los Angeles professional who bought and returned the headset, who said 'I loved it. It was bananas,' but then went on to explain that he simply hadn't found himself using it that often, and that the price was just too much: “If the price had been $ 1,500 to $ 2,000, I would have kept it just to watch movies, but at essentially four grand, I’ll wait for version two.”

If users are returning it because they’re not using it as much as they thought they would, certain aspects are making them feel nauseous, or the headset is just really uncomfortable on their head, Apple can take this feedback in mind and carry it forward. It’s a common criticism of VR headsets in general, to be fair – perhaps some people just aren’t built for using this type of product?

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Worried about what apps will actually come with the Vision Pro? Here’s what Apple has planned

Apple’s take on the virtual computing headset, the Vision Pro, will soon be in people's hands (and on their heads), but there's been some concern about what apps will actually be available to run natively – and thankfully, Apple has now given us an idea.

In an official Newsroom post, Apple stated that the Vision Pro App Store will offer “spatial computing experiences unlike any other platform.” The Vision Pro’s capabilities will allow users to experience apps in a whole new way – allowing users to scale apps to nearly any size and arrange them to anywhere in their field of vision.

These apps, which have been specially made for the Vision Pro, certainly sound exciting, but we've recently learned that major apps such as Spotify, Netflix and YouTube won't have native Vision Pro apps – at least at launch. This will be a blow to anyone wanting to use the Vision Pro as a media player, so what exactly can we expect app-wise?

An indication of what kind of apps users can expect

Vision Pro users will be able to experience productivity, communication, entertainment (including streaming), and gaming spatial computing apps. According to Apple, because the visionOS makes use of existing developer frameworks, there are already “more than 1 million familiar apps” compatible with the Vision Pro.

Some of the apps currently in development for productivity are Microsoft 365 apps, Fantastical, JigSpace, Slack, and Apple’s Freeform. 

Apple has already shown demonstrations of Keynote and Safari visionOS apps, which 9to5Mac speculates that they may be ready to download and use (or will be very soon) and assumes that more iWork suite apps will follow in quick succession. 

Communication apps for the Vision Pro will work with the help of its Persona feature, which will still be in beta upon the Vision Pro’s launch. Apps that already qualify for this include FaceTime, Zoom, Cisco Webex, and Microsoft Teams.

Here's a list of the confirmed Vision Pro apps so far:

  • Microsoft 365
  • Fantastical (a calendar app)
  • JigSpace (for 3D presentations)
  • Slack
  • Apple Freeform
  • FaceTime
  • Zoom
  • Webex
  • Microsoft Teams
  • Apple TV (with support for Apple Immersive Video format videos)
  • Apple TV Plus (the streaming service)
  • Disney Plus
  • Max
  • Apple Arcade

The following apps have been demoed by Apple, but not yet confirmed for the Apple Vision Pro launch:

  • Apple Keynote
  • Safari

The Vision Pro's entertainment potential

One huge selling point for any virtual reality headset is how users can experience media like entertainment media and gaming. 

Some streaming services will be available and ready to use upon the Vision Pro’s arrival like Apple TV Plus, Disney Plus, Max (HBO Max and Discovery) and more, though as I mentioned earlier, there are some noticeable exceptions.

Apple has been talking about the Vision Pro’s visual display specs as one of its most cutting-edge features, particularly thanks to the new Apple Immersive Video format that makes the Vision Pro capable of processing and displaying 180-degree, 3D, 8K content with spatial audio. To take advantage of this Apple is making 150 titles available in the Apple TV app. 

Over 250 games will also be available on the Vision Pro with the Apple Arcade, with the potential for games outside of the Apple Arcade to be added as well. Apple is also adding support for PS5 and Xbox wireless controllers that can be used in conjunction with the Vision Pro for gaming.

Apple CEO Tim Cook declared the Vision Pro as “the most advanced consumer electronics device ever created,” which is certainly a bold claim. 

Virtual reality (and similar technologies) and virtual computing devices have had a mixed reception so far, and it’s an interesting move for Apple to launch an augmented reality headset (which is what it is, no matter what Apple wants us to think) when many of its competitors have instead turned their attention to artificial intelligence (AI) – something Apple has so far not shown much interest in. But who knows? If the product is really as good as Apple wants us to think it is, and the price point comes down a little in the future, this could be the next Apple product that becomes a part of our everyday life – but it'll need more apps before it can manage that.

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Microsoft finally caves and will let some users actually use their preferred browser in Windows 11

When you’re browsing on Windows 11 and click on a link in another part of your computer, say a different app or a news reader, regardless of your selected default browser your link will be opened in Microsoft Edge. That can be incredibly annoying when you’re trying to navigate your computer and have to keep manually copying and pasting links into your preferred browser, but that may be about to change. 

This this is good news for people tired of Microsoft’s pushy habit of trying to force users to use Edge over other preferred web browsers like Google Chrome or Firefox

If you set your default browser to anything aside from Microsoft Edge you should be able to discard Edge and move on, with your choices being respected. 

Bye bye Edge

There are some tools like EdgeDeflector and MSEdgeRedirect that allow users to bypass this and use their chosen browsers. The clear intention was to push Microsoft Edge despite users wanting to use a more popular web browser, but it seems like Microsoft has admitted defeat and has released a new build that will curb this.

According to Ghacks, Build 23531 was released to the Dev Channel recently and will change the forced opening of Microsoft Edge on Windows 11 when you click on website links within the Start menu or Search bar.  Ghacks notes that Microsoft added, “In the European Economic Area (EEA), Windows system components use the default browser to open links”.

Users not in the EEA will have to wait it out to see if Microsoft will extend this ‘courtesy’ to them as well. At the moment, however, it seems like Microsoft is only dropping its pushy behavior because of pressure from lawmakers, not because it's the right thing to do. 

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Apple may be considering a cheaper Vision Pro model – so people might be able to actually buy the headset

The Apple Vision Pro is probably the most ambitious product to be announced this year, combining an interesting design and staggering price tag with some exciting-sounding tech that could make it really stand out from other virtual reality headsets (not that Apple wants the Vision Pro to be considered a VR headset). It features two 4K microLED panels that at the moment are only sourced from Sony, with the manufacturer capping annual display production at just a million units dedicated to the headset. 

This puts a spanner in the works, as not only will Apple be unable to produce as many units as possibly needed, but it also means the company has no negotiating power with component prices, as only Sony is making them. However, it seems like two Chinese suppliers are currently being evaluated to produce the microLED technology, which could enable mass production and hopefully, a cheaper model. 

According to The Information, two people “with direct knowledge of the matter” claim that Apple is “testing advanced displays” by two companies for possible inclusion in future models. 

A source cited in the article also hints at the possibility of a non-pro, more financially accessible, version of the Vision headset, stating that Apple is evaluating BOE’s and SeeYa’s – the two companies mentioned above –  displays for future models of both the Vision Pro and a cheaper headset internally code-named N109, which The Information previously reported was in an early stage of development.

The cheaper the better 

Apple already uses BOE for iPad and iPhone displays, so there is a good chance that they would collaborate again for Vison Pro panels. When the augmented reality headset was announced in June of this year, the steep price tag of $ 3,500 caused concern about who could actually afford to buy one.

In a time when people are concerned with the cost of living, who is this device actually for? During WWDC 2023 many people felt there was no clear audience for the Vision Pro, and at $ 3,500 not many people would be willing to shell out just to give the experimental technology a try. 

Hopefully, as Apple searches for cheaper display manufacturers and considers a more ‘basic’ Vision headset, it will give more people a chance to try out the impressive tech. Obviously, a cheaper alternative will have watered-down features, but I would rather spend half the price on a headset I can afford, that may be missing a few features than to be completely priced out of such exciting tech. 

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Don’t worry, WhatsApp isn’t actually using your phone’s microphone to listen in

Google finally acknowledged and fixed an Android bug that caused WhatsApp to gain unauthorized access to a smartphone’s microphone. 

If you’re not super familiar with the story, around early April some people began noticing, and reporting online, that the software was using their device's mic without their consent. This issue came to a head on May 6 when Twitter engineer Foad Dabiri noticed WhatsApp had gained access to the microphone on his Pixel 7 Pro at least nine times in one morning. Every time the error occurred, a notification appeared informing him of what happened. WhatsApp’s official Twitter account responded, claiming the problem was caused by an Android bug misattributing information on the phone’s Privacy Dashboard, and then proceeded to ask Google to quickly roll out a fix. It took the tech giant nearly two months to recognize the issue, but fortunately, that day has arrived.

The official Android Developers Twitter account recently stated the bug only affected a “limited number of WhatsApp users”, explaining why it wasn’t a widespread problem. To patch up the security error and stop those notifications, Google states all you have to do is install the latest version of WhatsApp, which we strongly recommend you do.

Misattributed panic

To this day, no one knows what caused the microphone bug in the first place. Technical details surrounding the error are almost nonexistent as neither Google nor Meta (WhatsApp's parent company) has revealed any specifics. There's not even anything about it in the Android 13 changelog on the Android Developer website.

But the one thing that can be said is nothing was actually recorded. As clarified by WABetaInfo, WhatsApp didn’t actually gain access to the microphone on anyone's mobile device. It just triggered the notifications causing them to go a little haywire. This in turn resulted in some people online thinking they were being spied on or their privacy was being violated, but in truth, nothing of the sort happened. We reached out to Google to see if the company is willing to divulge any extra information about the fix. This story will be updated if we hear back. 

Having the piece of mind of knowing your information is safe and nothing is being recorded is vital for many users. However, software can’t solve everything. If you want to take your security to the next level, be sure to check out TechRadar’s list of the most secure smartphones for June 2023

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The most-ignored Gmail tool might not actually be as bad as we all think

Using Google Chat Spaces alongside your Gmail account may actually get to be useful fairly soon thanks to some new updates coming to the tool.

Introduced in 2021 as part of Google Workspace, the replacement for G Suite for Enterprise, Spaces is essentially group conversations for Google Chat users, bringing together groups of co-workers or friends in a single location.

However Spaces has not proved exactly popular so far due to a lack of features or flexibility – at least not until now.

Google Chat Spaces

“We're introducing several improvements for Spaces in Google Chat to help you better organize people, topics, and projects,” the company wrote in a blog post announcing the changes.

Among the new additions is the ability to add “Managers” to look after specific Spaces, acting as an admin over the entire chat. Given to the creator of the Space by default but able to be changed or edited, Managers will be able to oversee the conversations, adding and removing participants if needed.

Google is also offering Managers the ability to add descriptions to Spaces in order to set context or provide information on what will be discussed. Users will also be able to create guidelines so that “safe and effective communication environments” can be created.

“We hope this feature makes it easier to share the purpose and guidelines for a particular space, making it easier for your collaborators to navigate quickly to the appropriate space,” Google added, noting that the new features are rolling out to users now.

The company sees Spaces as a de facto replacement for its little-loved Google Currents tool, which it recently revealed will be gradually shut down over the course of 2022

Starting in 2023, Currents will be found down and its services moved over to Spaces, which Google says offers much better and tighter integration with other tools such as Gmail, Meet and Google Drive.

Via 9to5Google

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Workers are actually far more obsessed with Slack than Microsoft Teams

When it comes to collaborating with colleagues, most workers are more likely to use Slack, rather than Microsoft Teams, new research has found.. 

However, when it comes to making video conferencing calls, chances are people will be using Teams instead of Slack.

A report from SaaS intelligence firm Productiv found 175,000 of its users opt for Slack, while 70,000 went for Teams as their productivity weapon of choice, although many of these users overlap, and go for both platforms when it suits them.

Slack is for chats, Teams is for video calls

So, for overall engagement over 60 days (measuring for one day, a week, a month, and two months), in which “engagement” is defined as logging in and sending a message, Slack is a clear winner, getting more than double the engagement compared to Teams.

Measuring for a day, 37% of Slack users engaged with the platform, compared to 14% of Teams users. Measuring for two months, on the other hand, has shown 83% for Slack users, and 42% for Teams users. 

Similar figures are for group messages, as 92% of engaged users in Slack used the feature over the course of 30 days, while just 11% of Teams users did the same.

When it comes to attending meetings, however, Teams excels, while Slack lags behind. Measuring for a single day, just 2% of Slack users logged in for the feature, compared to 46% of Teams users. For 30 days, it’s 12% and 62%, respectively.

Among the possible reasons for this discrepancy, Productiv believes, is the fact that Teams comes bundled with, and is integrated well, with Outlook. Microsoft has also “heavily advertised” the video conferencing feature in its Teams platform, while many Slack users might not be fully aware of their platform offering the same functionality.

Finally, it could be due to many Slack users already very used to Zoom for video conferencing, Productiv concluded. 

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