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Filed under: Gaming, Software, Developer, iPhone, App Store, SDK

iSimulate brings iPhone apps to the big screen


Apple's iPhone simulator built into Xcode is nice, but it doesn't completely replicate the actual feel of playing with an iPhone (not to mention that things like multitouch and accelerometer info can't be tested on screen). Enter iSimulate, a new app from a company called vimov. In conjunction with a program on your Mac, it allows you to take the input (including multitouch and accelerometer) of an iPhone, and wirelessly connect it to an app running on your monitor. The effect, as you can see above, is basically an iPhone controlling a big-screen app.

Which has all sorts of possibilities. Developers can use it to both test and show off their apps, which is nice. But perhaps more importantly, (assuming it works smoothly -- we haven't tested it yet) it will let people use apps on their big screen monitors. Playing on the iPhone's screen is fun and all, but wouldn't it be nicer to play on two big screens at the same time?

The app might not quite be ready for that use quite yet -- not only is the app for your Mac called an "SDK" (which definitely means it's meant for developers, not gamers), but the price might be prohibitive as well. They launched it at $2, and the price is going up exponentially (it's now $8) until it arrives at its final price of $32. But this is definitely a great idea. And it if happens to be popular even at that price (for consumers and developers), we wouldn't be surprised to see Apple finally "get it" in terms of bringing some of the App Store's offerings to their own big screen.

Filed under: Gaming, Odds and ends, iPhone, App Store, iPod touch

Secret of Monkey Island: Special Edition out on iPhone


That was fast -- LucasArts has released the Secret of Monkey Island: Special Edition out to the iPhone, and it's available on the App Store right now for the low price of $7.99. I say low because even though that's higher than many games for the platform, this one is not only one of the best-loved games of yesteryear, but it has also had its graphics completely redone, voiceover added for every scene and character, and a completely remastered musical score as well. Plus, if you get nostalgic for the old version, you can seamlessly switch between the new and old at any time while you play the game. Pretty darn cool.

Plus, the price can also be considered low because this exact same game released just about a week ago on the Xbox Live Arcade for $10. So not only do you now get to play it in a portable version, you get to play it for $2 less. Hopefully this is the first of many LucasArts classics that we'll see on the iPhone. Just keep an eye out as you play for any really evil-looking doorstops -- we hear they're quite fearsome.

Filed under: Analysis / Opinion, Software, Video, Developer, iPhone, App Store

Nearest Tube's augmented reality on the iPhone 3GS

This (extremely loud, be careful) video has been making the rounds lately -- it's a demo of a new app called Nearest Tube that isn't quite in the App Store yet, but uses both your location information along with the iPhone's compass and video camera to show you an augmented reality picture of where and in which directions around you the nearest London Tube station is. Very cool use of the technology, and while I'm not actually in London to use it (and I don't have a 3GS -- obviously the compass is required to make this all work), it looks like it works pretty well. Some of you folks in London will have to give it a try when it gets approved and tell us what you think.

Oh, and the whole augmented reality thing -- get ready to hear that term a lot. On the TUAW team list, we were just chatting about microprojectors as well (rumored to be coming to iPhones and iPod touches), and as all of these technologies (video, projectors, compasses and location information) all start to get combined and hooked up to some serious computing power, your phone will be able to tell you more and more about what it sees in the world around you, from Tube or road directions like this app, to restaurants and stores, stars in the sky, and even other iPhones and their users. Hold on to your hats, because more and more, developers won't need to simulate the world around you when they can just show you an augmented version of it through your iPhone's screen.

Filed under: Hardware, Apple

Apple rumored not to renew contract with NVIDIA for graphics chips


The relationship between Apple and NVIDIA, the manufacturer of the graphics chips in most Macs for quite some time now, appears to be souring at an exponential rate. Electronista reports that negotiations between the two companies to continue their business relationship are not going well, with Apple accusing NVIDIA of being arrogant. According to a source with access to NVIDIA, Apple is on track to cut NVIDIA off as a graphics chip provider for the next 3-4 years.

If the two companies cannot reach an agreement, NVIDIA would continue to provide chips for models that currently use NVIDIA, but Apple would be likely to drop NVIDIA chipsets in updates to their product line, particularly in iMacs and MacBooks currently based on Intel's Nehalem architecture.

A significant factor in the disagreement is the way NVIDIA handled the graphics failures of MacBook Pros carrying the GeForce 8600M video chipset, which had a tendency to overheat and eventually stop working. Apple had to extend the warranty on MBP models graphics chips sold from June 2007 to October 2008 to three years (the Apple support page on this issue can be found here).

The relationship between Intel and NVIDIA hasn't exactly helped, either. Both businesses filed opposing lawsuits over NVIDIA's license to make mainboard chipsets with their own internal memory controllers. If Intel wins, NVIDIA could not make another chipset like its GeForce 9400M model that supports Core i7 processors, and would oust NVIDIA from Macs by exclusion.

Neither Apple nor NVIDIA have publicly spoken on the matter so far. Apple does have a history of severing relationships almost without warning, as they dropped ATI (now AMD) from Power Mac G4s after the company revealed Apple's plans ahead of a Macworld keynote address. However, if Apple does indeed drop NVIDIA, they may have to return to AMD in order to maintain their current graphics standard.

Filed under: Analysis / Opinion, Gaming, Software, Odds and ends, Developer, iPhone, iPod touch

First Look: NinjaBee's Kaloki Adventure for iPhone

I first came across developer NinjaBee by playing their XBLA platfomer Cloning Clyde -- it was a game that seemed pretty genre, until you started playing it and discovered a unique charm and depth. Since then, they've brought that flair to a few other types of games, including the turn-based strategy RPG Band of Bugs and Xbox Live's Kingdom for Kieflings, and now they've arrived on the iPhone by porting their original XBLA spaceport business sim Outpost Kaloki X and renaming it as Kaloki Adventure.

I liked Kaloki on Xbox Live and I still like it on the iPhone. The graphics have taken a hit -- the textures don't seem as clear and the menus are a little more functional than good-looking, but the solid core of gameplay is definitely still here in spades. The idea is that you're running a space station with a limited number of expansion slots on it, and you can put various expansions in each of those slots -- some will give you more power (which you can use to grow bigger expansions), and some will make you more money (which you can use to build more power). The idea is to satisfy your power needs, make money, and keep your customers happy all at the same time, turning your space station from a tiny little lemonade stand off the back end of Jupiter into a thriving powerhouse of space commerce.

Continue readingFirst Look: NinjaBee's Kaloki Adventure for iPhone

Filed under: Apple Corporate, Hardware

WSJ: Apple moving into chip design

Papermaster. Drebin. Koduri. A law firm specializing in intellectual property? The backcourt starters for the Toronto Raptors? Three key graphics-chip experts now all on the Apple payroll? If you had option C on your answer card, congratulations: now you get to join the WSJ and Forbes in reading the tea leaves about what Apple's dream team of silicon-savvy engineering talent will be building in the secure labs deep in the dwarven mines under 1 Infinite Loop.

Apple's body-snatching spree, particularly focused on veterans of the GPU team at processor maker AMD, aligns with the purchase of PA Semi last year in expanding the company's hardware design capabilities. While there's no Apple product yet on the market featuring chips designed by the new squadron, the expectation is that future iPhones and mobile devices will benefit from Apple-only silicon; graphics capabilities built into these new and exclusive chips would be, presumably, unmatchable by competitors in the mobile space.

The WSJ notes that over 100 LinkedIn profiles for chip engineers who recently worked at Samsung, Intel or other hardware companies now indicate they are sporting Apple employee badges (yay for transparency!). With the current economic climate triggering layoffs and shrinkage at many high-tech enterprises, Apple's combination of marketplace strength and Scrooge McDuck-esque giant pile of cash is allowing it to build a brain trust in hardware that rivals its legendary software expertise.

What kind of super iPhone or magic Mac do you think will be built around these chips and this team?

Filed under: Desktops, Hardware, Mac Pro

Mac Pro refresh brings high-end graphics to the Mac


Today's new hardware announcement refreshed the Mac mini and iMac lines, and at long last, the Mac Pro was also given some love. In the 14 months since the last Mac Pro refresh there have been some significant hardware changes within the microprocessor world and within Apple's own line. The result meant that the Mac Pro, while still a beast, wasn't as cutting-edge as it has been in the past. Let's look at the update and see if that story has changed.


Processor and Chipset

The big news with this Mac Pro update is the Quad-Core Intel Xeon "Nehalem" processor. Intel's "Nehalem" is the latest breakthrough in Intel's 45nm space. The Mac Pro may actually be the first commercially available computer that uses the Nehalem-based Intel Xeon. The base configuration is a Quad-Core 2.66 Ghz Intel Xeon, but you can configure a Mac Pro with two Quad-Core 2.93 Ghz Xeons, effectively meaning 8 cores. As far as I know, the 16-core option for the latest Xeon won't be available until later this year. To put it another way, this is bleeding edge.

Looking at Apple's benchmarks (obviously, the independent tests that are sure to come will probably give a more accurate overall picture), the 8-Core 2.93 Nehalem-based Xeon processor offers some significant speed increases over last generation's 8-Core Xeon 3.2 Ghz.

Aside from pure processor speed, the new chipsets include an integrated memory controller, Intel's QuickPath, Turbo Boost and Hyper-Threading technologies. The Hyper-Threading implementation is especially interesting because it means you can run two threads on each core, effectively meaning your Mac can recognize 16 virtual cores on an 8-core system. This is a virtualization nut's dream.

On the memory front, a single Quad-Core Mac Pro can take up to 8 GB of RAM. If you do the 8-core option, that capacity expands to 32 GB.

Graphics and Displays

Last October, Apple committed itself to using DisplayPort technology for its products and displays. The unfortunate side-effect of that decision meant that users wanting a Mac Pro to go with that sexy new 24" Cinema Display were out of luck, because those displays require a Mini DisplayPort, something the previous generation Mac Pros just didn't support. No more. The new Mac Pro features both Mini DisplayPort and a dual-link DVI port, so you can hook up both a 30" Cinema Display and that new 24" LED beauty.

Apple is touting the new Mac Pro as having "the fastest Mac graphics ever". Indeed, the stock NVIDIA GeForce GT 120 (note, NVIDIA changed the naming convention of its graphics chipsets recently, but the GT 120 is based on the 9500GT chipset) with 512 MB of GDDR3 RAM is a pretty decent start, especially for video professionals. You can customize the Mac Pro to include the ATI Radeon HD 4870 with 512MB of GDDR5 memory, which is one of the latest and greatest cards available from ATI.

You can put in up to four GT 120 cards in the Mac Pro, meaning you can drive as many as 8 displays off the Mac Pro. That's the video setup of my dreams.

Continue readingMac Pro refresh brings high-end graphics to the Mac

Filed under: iMac, Apple

Four flavors of iMac



The iMac has come such a long way from the days when it resembled a very chic lampshade. The best part about the refresh of the iMac line is the introduction of a 24-inch model for only $1,499, thus proving that the rumor mill is right once again, though the mutterings of an iMac refresh have been audible since prior to Macworld.

We're now down to one 20" model for $1199US, which features a 2.66GHz Intel Core 2 duo processor, 2GB memory (upgradeable to 8GB), 320GB hard drive, 8x double-layer SuperDrive and a NVIDIA GeForce 9400M video card with 256MB of shared DDR3 memory.

We now have three flavors of 24" iMacs to choose from now, ranging from $1499US up to $2199US. The $1499 model has the same 2.66GHz processor as the 20" while the $1799 bumps you up to 2.93GHz (3.06GHz optional) and the $2199 has 3.06GHz. All three 24" models come with 4GB memory with the option to upgrade to 8. The two lower-end 24" models come with 640GB hard drives (can be upgraded to 1TB), while the high-end comes with a 1TB drive.

The $1499 24" has the same video card as the 20", but the $1799 model has a NVIDIA GeForce GT 120 with 256MB of GDDR3 memory video card and the $2199 model has a NVIDIA GeForce GT 130 with 512MB of GDDR3 memory video card. Both of these models can upgrade to a ATI Radeon HD 4850 with 512MB of GDDR3 memory for an additional $200.

All the models come with six USB ports, sorta: Four on the machine itself and two on the keyboard, then a single FireWire 800 port, built-in iSight camera and MiniDisplayPort. It also comes with a wired keyboard -- sans numeric keypad. If you want a wired keyboard with a numeric keypad, it's free but you'll have to indicate it when doing a BTO order on Apple's site.

Apple seems to be out to make 20" displays a thing of the past as the iMac narrows its line down to the one 20" machine, and the 20" Cinema Display has disappered completely. By introducing a third 24" iMac at the same price of the former high-end 20", Apple is making sure that these larger machines are becoming more affordable.

Filed under: Apple, Mac mini

Mac mini refresh, what's new?

I'm a big fan of the Mac mini: a surprisingly capable machine in an impossibly small size. There have only been a few major snags for me in the time I've owned Mac minis, and most of those were cleared up this morning. I know some will be disappointed to lose the FireWire 400 port, but I'm ecstatic about the FireWire 800 replacement. Second, I've always had to put a 4-port USB hub on my mini, and really only ever needed one more port ... I'm apparently not alone, as Apple added a fifth USB port as well.

The graphics boost will be a great upgrade for my media center. I'm still waiting for the Apple TV/Mac mini mashup to happen, but for now the NVIDIA GeForce 9400M graphics card with Mini DisplayPort and Mini-DVI video out will do nicely. Have you been waiting to run 2 monitors on your Mac mini without expensive additional hardware? That Mini DisplayPort should open up new possibilities.

The memory in the new minis can be expanded up to 4GB, and the 2.0GHz Intel Core 2 Duo is more than capable of handling any daily computing task. Sure, you might want to look at the new Mac Pros if you're doing some serious video editing or CPU-intensive work, but I've found the Mac mini makes a great machine for tethered photography, writing, office work, development, even running my home web server. The refreshed mini comes in two models, the major difference being RAM and hard drive space: 1GB of memory and 120GB HD will run you $599US, and for $799US you can double your RAM (2GB) and almost triple your drive space (320GB). With the FireWire 800 port, I'm more than happy running large external drives, and I'm not shy about putty knives, either.

It appears that the leaks/rumors we saw yesterday were spot-on. It's not an explosive update to these rugged little computers, but it covers a few bases I was hoping for and proves that, for now, the Mac mini is not dead (despite rumors from the not-too-distant past).

Filed under: Software, iPhone, App Store

Paint with your voice

Don't expect great art, but VoicePainter [app store link] for the iPhone allows you to speak, sing, growl, or put any other sounds into your iPhone while the software creates colorful abstract art.

The app has no instructions, you just touch any of three drawing modes and start making noise. The louder the sound, the bolder the stroke. I haven't quite correlated the colors to anything. I thought they might be related to frequency, but that doesn't seem to be the case.

If you get tired of your creation, just shake the iPhone and the screen goes blank and you can start again. I put some classical music on and didn't get as interesting patterns as when I was speaking or singing. Hmmm.

You can also save any of your compositions to the camera roll, and send them to friends and family to marvel over.

VoicePainter is US $0.99. It's not a stunner, but it is something else that is unique for the iPhone. Sing away!

Same sample screens are in the gallery below.

Filed under: Hardware, Rumors, iPhone

Does Imagination license spell HD-out for future iPhones?

Over at Ars Technica, Chris Foreman dives into yesterday's story that Imagination Technologies Group, developer of the PowerVR chip for mobile device displays, has a licensing agreement with Apple for its chip designs (long suspected by AppleInsider but only just confirmed) and that Apple has picked up a chunk of ITG stock; cnet puts it at $5 million worth for a 3.6% stake. The 'smoking gun' press release from Imagination that was linked yesterday has mysteriously disappeared from the company's press page, which does lead one to wonder if the news wasn't quite ready for prime time -- but the speculation about what future iPhones might be capable of in the video-out department is still quite enticing. (You can see the Google-cached version of the PR blurb here.)

Foreman notes that the ITG chip designs Apple might use (the PowerVR SGX and VXD) would provide a dramatic boost to 3D performance, with Open GL ES 2.0 support, and also allow for HD-quality video out via the dock connector. Adding the playback power of an Apple TV (or better) to a mobile device, while reducing the power consumption required to pull off the trick? Add in a low-power 802.11n chipset for wireless streaming and you've just turned the home theater and set-top box market completely upside down.

If your iPod touch or iPhone could take over all your video playback needs at HD resolutions, would it find a home on your media center shelf? Mine would.

Filed under: Software, Cool tools, iPhone, App Store, iPod touch

Seadragon for iPhone. Golly!

Did hell freeze over? Microsoft Live Labs has released Seadragon Mobile [app store link] for the iPhone/iPod touch. It's free and available now for iPhone and iPod touch, but surprisingly Seadragon Mobile is not currently available for the Windows Mobile platform.

Seadragon Mobile is a viewer, based on very cool Microsoft technology, that allows you to look at gigapixel images while you smoothly zoom in for more and more detail. The app provides some interesting samples like world maps that let you zoom down to photos of your backyard. (Google Maps does this as well, but not this smoothly or rapidly.) You can browse works of art, or explore in detail the structure of galaxies and nebula. It is hard to describe how compelling this process is. You have to see it and use it to get the full effect.

Microsoft is providing Seadragon Mobile as a technology demonstration on the iPhone, and it is clear there is tremendous potential here. Microsoft hints that a person could combine all the digital images they have ever taken, and create a virtual single page that lets you zoom down to the pixel level in any one image. The demo files in Seadragon Mobile demonstrate just that ability.

The release of Seadragon Mobile for the iPhone begs the question: why hasn't it been released for Windows Mobile phones? Our own Christina Warren points out that because Windows Mobile software runs on a multiplicity of hardware, it would be tough to make a general release. On the iPhone & iPod touch, there is one consistent hardware and software platform. Seadragon Mobile also gets quite a boost from the touchscreen gestures inherent in the iPhone that simply can't be done as smoothly on other phones. It's also true that not all Windows Mobile phones have a graphic engine powerful enough to gracefully handle the images Seadragon Mobile delivers.

Microsoft hasn't released a desktop version of Seadragon for the Mac, and Mac owners can't create these gigantic images yet. Making your own deep images requires using either Windows XP or Vista. (Boot Camp should do the trick.)

Seadragon Mobile is a great demonstration of what the iPhone can do, and is sure to get some gasps and gadget lust from owners of other smartphones.

Filed under: Analysis / Opinion, Gaming, Hardware, Software, Odds and ends, Apple

New MacBook Pro benchmarked within Boot Camp


Finally, someone with more money that I have (I want a new MacBook Pro, but haven't yet convinced myself to shell out the dough to replace my old yet trusty G4 12" Powerbook) has put the new MBP and those shiny graphics chips to the test, and drummed up some real benchmarking numbers in Boot Camp. It turns out to be PC World, strangely enough. And the verdict? Well, it's not quite so great.

The good news is that the MacBook Pro is faster than ever, and graphics have significantly improved. And trust us, any improvement over the old chips is a step in the right direction.

The bad news is that in a practical situation (like playing the Crysis demo, which is actually about a year old at this point), a MacBook Pro in Boot Camp at the highest settings isn't actually playable, and the 15 fps you might squeeze out of it on a good day still can't compare to the 50 fps you can get out of even average video cards in a Windows PC. If the graphics are turned down, it's a different story -- we've seen a new MBP run games well in Boot Camp already, so it'll play, but Apple still has a ways to go to be competitive with brand new games.

But let's keep this all in perspective -- it's very good news when you compare the new MacBook Pros to the old ones. Apple is at least realizing that 3D performance needs an upgrade in their units. Maybe next time around they can bring some software updates into the mix as well, and we can start to see some real competition in high-end performance.

Filed under: Analysis / Opinion, Gaming, Hardware, Software, MacBook

Putting the MacBook through the paces with Warhammer Online


Since the new MacBooks were released earlier this week, everyone's been talking a good bit about gaming on the thing, but our friend (and TUAW alum) C.K. Sample III decided to actually load up a game and make the new Nvidia chips put up or shut up. And as you can see above, put up they did: he loaded up XP in Boot Camp, installed Warhammer Online (not a small task, with a 13GB install and all the patching it took about two hours), and entered the Age of Reckoning with all the graphics turned up. The verdict: it worked. And pretty well -- while there was a tiny bit of slowdown on the highest settings (and YouTube compression makes it look worse than it is), the game was clearly playable and actually looked really good. The trackpad wasn't too easy to use, but you already know that for any substantial games, you've got to plug a mouse in anyway.

This was the 9400M running in the new MacBook, with the 2.4 GHz processor and 2GB of RAM. You have to think the MBP would run even better, too. Seems like Apple's done it -- even on the low end machines, gamers should have no problem (assuming they're willing to load up Boot Camp and deal with a permissions error or two) running even the latest PC games. Now if we could only convince game companies to all make Mac-specific versions...

Filed under: Analysis / Opinion, Macbook Pro

Yes, Virginia, you do have to log out to switch graphics cards on the MBP

Having options is good; saving energy is good; improving battery life on your laptop is very good. Having to log out and back in to switch between the two video cards on the MacBook Pro? Um... not all that good. Kinda annoying, to tell you the truth.

Engadget posted a video last night of the swap process (click one button in System Preferences, log out, log back in -- seems ripe for automation) and while it's not particularly onerous, it does seem very weird considering that there aren't any other Energy Saver changes that require a logout. Also worthy of note: the default setting on the new machines is for "Better Performance," using the integrated card.

Why force a logout? Perhaps there are issues with having to redraw windows when flopping from card to card, or particular apps that go 'kaboom!' when told to move onto the other hardware? I can certainly imagine that 3D games or Core Animation-dependent apps might throw a minor freakout if the world shifted under them suddenly, but it still seems like a lot of people are going to settle on one graphics card based on their usage profile (desk-bound gamer vs. mobile maven) and stick with it.

There's also the possibility that the real advantage of this dual-GPU config won't be realized until the OS catches up with the gear. Adding a 2nd GPU is a fairly radical proposition if all you're gaining is the option of better battery life (although, since the 9400M hardware is part of the system chipset, it comes along 'for free'), but when Mac OS X 10.6 comes along it should include the capability to offload general-purpose computing tasks to the GPU, which could provide exponential performance increases for certain apps. Having an extra GPU sitting around waiting to be harnessed starts to seem like a really good idea when considered in that context.

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