If you’re curious about the technical changes to the iPhone 14 Pro’s cameras, the Halide team has you covered with a side-by-side comparison between the iPhone 13 Pro and iPhone 14 Pro. There are a lot of interesting details in the post, but it looks like the most significant changes are to the Main (formerly known as Wide) camera:
The Wide camera sees the greatest changes. The lens gets a bit wider, a 2mm focal length difference. The aperture is smaller (‘slower’), means the lens collects less light. This was probably necessary to work with a larger sensor. We calculate that the Wide camera is able to collect 20% more light compared to last year’s camera, even with this slightly worse aperture, thanks to its larger size.
We’re astonished by the improvement in the camera sensor’s ISO range. It goes far beyond previous iPhone cameras. Given high ISO values are accompanied by more noise, it’s highly likely this ISO range is made possible by how its higher resolution sensor combines 4 pixels into one, vastly reducing noise.
How these spec changes play out in practice will be interesting. We got some initial impressions in the reviews published earlier today, and Austin Mann’s review reveals some of the practical implications of the numbers cataloged by the Halide team. Still, I’m eager to see what Halide’s Sebastiaan de With and others think once they’ve had more time to push these cameras to their limits.
Austin Mann’s review of the iPhone 14 Pro’s cameras is out, and as usual, he’s back with beautiful photos from an interesting location. This time it’s the Scottish Highlands where Mann put the iPhone Pro’s new cameras to the test.
One of the advantages of the new 48MP camera is more latitude to crop images without reducing their resolution too far. There’s a great example in Mann’s review of a tight crop on a rooster that illustrates how far an image can be cropped and still retain lots of detail. Still, Mann concludes that he’s more likely to shoot at 12MP than 48 in most situations because it’s still the fastest way to shoot and performs so well in low-light. Mann was also impressed with shooting video in Action Mode, although he notes that it requires good lighting and crops the resulting video substantially.
With high-resolution imaging capability, Action mode stabilization, and a Cinematic mode that now supports 4K at 24 fps, the iPhone 14 Pro is a powerful imaging tool in the pocket of a creative pro. Beyond the cameras, new safety features like Emergency SOS via satellite and crash detection are exciting to have with me (and with my loved ones).
Now I’m just hoping we see some monster steps forward in the digital workflow so we can quickly get these beautiful files off our cameras and into our projects to share with the world!
For examples of the kind of shots that are possible when the iPhone 14 Pro is in the hands of a professional and more details on the camera’s performance, be sure to visit Mann’s site.
This week on AppStories, we consider what it takes to create a great set of modern Shortcuts actions using examples of what Apple is doing in its own apps and what some of our favorite third-party apps are already doing to make Shortcuts accessible to a wider audience and more useful to power users.
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On AppStories+, we look back at one year of AppStories+ and the expansion of Club MacStories and consider the ways that Apple’s new Shortcuts actions for Safari on iOS and iPadOS can be used to get more out of your web browsing.
This week on AppStories, I’m joined by Alex Guyot to talk about Alex’s MacStories origin story and walk through all of the changes coming to watchOS this fall as part of the MacStories Summer OS Preview series.
There’s something about the design of this machine that I can’t escape. The footprint is pretty similar between the two notebooks, but in my backpack, there’s a huge difference. Don’t get me wrong: I am thrilled that the MacBook Pro has beefed up to be a better computer, but I’m drawn to the clean, simple look of the Air. I know the Pro is a better match for my workflows, but the Air can do everything I need — if just a little bit slower. And I don’t care about that speed difference any time I pick up the Air to take it with me. Something about it just clicks with me in a way I didn’t anticipate.
I completely understand where Stephen is coming from on this. On paper, the MacBook Pro’s advantages are undeniable, but they’re also expected. It’s a bigger, heavier ‘pro’ computer with fans, after all.
In contrast, the M2 Air feels like magic, despite the M1 version that preceded it. The performance boost from the M2 SoC and features like a bigger, brighter screen and a higher memory option are part of it, but so, too, is the fact that the new Air even looks like a MacBook Pro. Yet, the M2 MacBook Air is still the svelte, silent laptop that it replaces, which feels improbable if not impossible. Like Stephen, the MacBook Air has captured my heart, and I don’t see myself switching to a different Mac laptop anytime soon.
It’s not unusual for Apple keynotes to feature gaming. Sometimes it’s about Apple Arcade, and other times it’s a demo of a third-party title coming to one of the company’s platforms. However, this year’s WWDC keynote was a little different, sprinkling developer-focused gaming announcements throughout the presentation and focusing on the upcoming release of No Man’s Sky and Resident Evil Village on the Mac. With Metal 3, controller functionality that continues to be extended, and an emphasis on titles with name recognition, many came away wondering if Apple is trying to position its latest Macs as legitimate challengers to high-end gaming PCs.
That’s the question Digital Foundry set out to answer in its latest YouTube video and companion story on Eurogamer by Oliver Mackenzie. When it comes to evaluating gaming hardware, few do it as well as Digital Foundry, which is why I was immediately curious to see what they thought of a fully loaded Mac Studio with an M1 Ultra SoC.
At just slightly larger than an Xbox Series S by volume and with ultra-low power consumption, the Mac Studio is unlike any high-performance PC. Digital Foundry came away impressed with the technical details of the M1 Ultra SoC, which held its own against high-end Intel CPUs and was in the ballpark in comparison to top GPUs:
The M1 Ultra is an extremely impressive processor. It delivers CPU and GPU performance in line with high-end PCs, packs a first-of-its-kind silicon interposer, consumes very little power, and fits into a truly tiny chassis. There’s simply nothing else like it. For users already in the Mac ecosystem, this is a great buy if you have demanding workflows.
These results are really just for evaluating raw performance though, as the Mac is not a good gaming platform. Very few games actually end up on Mac and the ports are often low quality. If there is a future for Mac gaming it will probably be defined by “borrowing” games from other platforms, either through wrappers like Wine or through running iOS titles natively, which M1-based Macs are capable of. In the past, Macs could run games by installing Windows through Apple’s Bootcamp solution, but M1-based chips can’t boot natively into any flavour of Windows, not even Windows for ARM.
Gaming on Mac has historically been quite problematic and that remains the case right now - native ports are thin on the ground and when older titles such as No Man’s Sky and Resident Evil Village are mooted for conversion, it’s much more of a big deal than it really should be. Perhaps it’s the expense of Apple hardware, perhaps it’s the size of the addressable audience or maybe gaming isn’t a primary use-case for these machines, but there’s still the sense that outside of the mobile space (where it is dominant), gaming isn’t where it should be - Steam Deck has shown that compatibility layers can work and ultimately, perhaps that’s the route forward. Still, M1 Max and especially M1 Ultra are certainly very capable hardware and it’ll be fascinating to see how gaming evolves on the Apple platform going forward.
Digital Foundry’s results highlight that tech specs are necessary but not sufficient for videogame industry success. The Mac hasn’t been in the same league as high-end gaming PCs for a long time, and tech specs historically were just one of the issues. Given Apple’s lackluster history in desktop gaming, it’s fair to be skeptical about whether the company can attract the developers of current-generation, top-tier games to the Mac. Still, for the optimists in the crowd, the power of the M1 Ultra has brought the Mac a long way from where it stood during the Intel-baed days as a gaming platform. Personally, I’m a skeptical optimist with one foot in each camp. The hardware is heading in the right direction, but the jury’s still out on the software and Apple’s business plan to attract game developers.
On AppStories+, I explain what’s coming this fall in Apple Maps and CarPlay, and Federico reports on new Shortcuts actions added to the latest iOS 16 beta.
In many ways, Shortcuts is “learning to code“ for the masses, and Shortcuts as a programming language should have the educational support, technical resources, and community development that Apple’s user base deserves. At least to match the quality and values the company imbues into all of its other products.
I agree. Although Apple has used Siri and will introduce App Intents this fall as simple entry points into the Shortcuts app, there’s a lot more that could be done. As Cassinelli argues, that includes better action descriptions, debugging tools, and more active curation of the Shortcuts Gallery. Shortcuts has made a lot of progress over the past few years, especially when it comes to meeting experienced users’ needs. Now would be a good time to focus on bringing new users into the fold.