Federico Viticci

10775 posts on MacStories since April 2009

Federico is the founder and Editor-in-Chief of MacStories, where he writes about Apple with a focus on apps, developers, iPad, and iOS productivity. He founded MacStories in April 2009 and has been writing about Apple since. Federico is also the co-host of AppStories, a weekly podcast exploring the world of apps, Unwind, a fun exploration of media and more, and NPC: Next Portable Console, a show about portable gaming and the handheld revolution.

The New Apple TV, On-Demand Resources, and tvOS Games

Writing for Polygon, Dave Tach has an in-depth overview of how games will be installed and work on the new Apple TV:

Before app slicing, Apple treated apps as all-or-nothing bundles. That meant that you couldn’t start playing Barbie: War until the multi-gigabyte file that included levels one to 10 (and all of the resources created for other devices, resources you didn’t need and would never use) finished downloading. But with a combination of App Thinning, slicing and on-demand resources, users can get the essential components of a game — things like the executable code, the splash screen that loads when you launch the app, the title screen artwork — in the initial download and reserve downloading for, say, levels eight to 10 until players approach them by completing the prerequisite levels. Levels four to 10 live in the cloud, tagged, and Barbie: War’s developers can say when the game should start downloading the assets tagged for specific levels.

This is possible because Apple provides developers with cloud-based storage accessible at any time — or on demand.

Tach goes on to explain how tvOS will manage app installations, and he also interviewed some game developers on their thoughts on the new Apple TV. I’m really curious to see how all this will work in practice.

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How the 6s Plus Is Reshaping My iPhone Experience

In April, I settled an argument with myself. After years of assuming that a small and compact phone was what I wanted, I realized that the iPhone 6 Plus was the pocket computer for me. The size, harder one-handed operations, software slowdowns caused by memory constraints and resolution downsampling – ultimately, none of those potential 6 Plus issues pushed me to reconsider my decision. I had adjusted to the hybrid nature of the iPhone 6 Plus, and I couldn’t go back.

My physical traits and lifestyle habits meet the prerequisites necessary to use a 6 Plus on a daily basis. My hands are big enough for size not to be a deal breaker; I’m no longer constrained by obligatory one-handed operations; and generally, when I need to use my iPhone, I can use two hands for a better grip or faster interactions, and I don’t mind it.

I say “hybrid” as a callback to how many refer to the 6 Plus, but I don’t mean it in a pejorative light for the iPad. Since I switched to the 6 Plus in February, my use cases for the iPhone and iPad Air 2 have continued to be distinct and well-suited for the nature of each platform.

The iPad Air 2 is my primary computer, which I use to write and publish articles, manage MacStories, play games, read, and every other activity I used to perform on a Mac. The Air 2 has the unique advantage of being a truly portable computer, and it’s my most used iOS device to date.

The iPhone is the pocket computer for everyday life. It’s my camera. It’s my home remote. It’s Twitter and Slack. It’s my health companion. I value my iPad immensely (I wouldn’t be able to write this article without it), but the iPhone holds the key to my mobile lifestyle.

The iPhone is the hub around which everything revolves. Even the iPad – my computer – orbits the iPhone.

Based on lessons from the past few months, I knew getting an iPhone 6s Plus would be the best option for me. As I’ve witnessed, the Plus-sized iPhone and the iPad Air 2 don’t compete with each other in my life: they complement each other’s strengths. While I have sometimes traded one device for the capabilities of the other (such as reading on my iPhone instead of the iPad), I use each device for what it’s best at, and I’ve never once doubted the role of the iPad in my daily workflow. I’m fine with a big iPhone, and I’m doing well with a big iPad. I like big screens. They’re comfy.

As I outlined in my review, the most evident drawback of the iPhone 6 Plus was the inability to keep up with iOS 8. Whatever the reason – and no matter the performance improvements that Apple promised throughout the OS’ update cycle – the iPhone 6 Plus always felt behind iOS 8, exhibiting stuttering animations, constantly purging recent apps from memory, and, generally, being sluggish.

It was reasonable, then, to wait for an S-class upgrade that would iron out the kinks and offer a more complete vision of the 5.5-inch iPhone. More RAM, an updated processor, an improved camera; faster multitasking, faster apps, faster everything. That’s what I wanted. And knowing Apple – or, at least, knowing their penchant for a regular dose of small surprises – I assumed they’d throw in some seemingly minor but welcome new features for good measure as well.

The iPhone 6s Plus delivers on all these fronts, going beyond the “S stands for Speed” philosophy that is inexorably repeated every two years with changes I didn’t expect.

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Apple Posts New iPhone 6s Camera, Siri Commercials

Apple aired three new iPhone 6s ads today, showcasing the device’s new Camera and Siri hands-free capabilities.

The Siri ads are two brief videos that build upon Jamie Foxx’s previous appearance in Apple’s 3D Touch commercial. In the two ads, Foxx is shown activating Siri on an iPhone 6s Plus just by saying “Hey Siri” – one of the new Siri features in iOS 9 for the new iPhones. While they don’t show any of the new Siri commands for iOS 9, the ads focus on communicating that holding the Home button is no longer necessary to activate Siri, even if you’re not driving.

The 6s Camera commercial is a longer, 1-minute ad in the same style of Apple’s “The only thing that’s changed is everything” campaign. The video goes through all the new camera and photo functionalities of the 6s, including Live Photos, peek previews with 3D Touch, selfie flash, 4K video, and improved Slo-Mo mode. At the end of the commercial, Golden State Warriors’ Stephen Curry is shown scoring a three-pointer as recorded by an iPhone in Slo-Mo.

You can watch Apple’s new iPhone 6s commercials below.

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Facebook Confirms Background Audio Issues in iOS App, Releases Fix

In a post on Facebook, Ari Grant, engineering manager for iOS at Facebook, has confirmed that the Facebook app was affected (among other bugs) by background audio issues which caused high battery consumption.

The second issue is with how we manage audio sessions. If you leave the Facebook app after watching a video, the audio session sometimes stays open as if the app was playing audio silently. This is similar to when you close a music app and want to keep listening to the music while you do other things, except in this case it was unintentional and nothing kept playing. The app isn’t actually doing anything while awake in the background, but it does use more battery simply by being awake. Our fixes will solve this audio issue and remove background audio completely.

From what I’ve heard, today’s update to Facebook for iOS has removed the background audio permission completely. Facebook is working on more fixes, which, as Grant also mentions, include improvements to the app’s network code.

At this point, I don’t think it’s productive anymore to speculate on how long the problem has been around. I’m glad that Facebook has publicly acknowledged issues that were affecting battery life on iOS and it’s good to see fixes being released to address them.

I’m going to reinstall the Facebook app and see how it goes.

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