ABC, ESPN and other Disney networks go dark on Dish and Sling TV

Disney-owned channels including local ABC stations, ESPN, FX and 17 others are no longer available on Dish Network and Sling TV. Dish says Disney wanted almost $1 billion more to extend their carriage contract, which expired at 3AM ET on October 1st. As a result, Dish had to remove Disney’s channels from both platforms for the time being. As is usually the case in these situations, both sides are blaming each other for the blackout.

Dish claimed it offered Disney a contract extension, but said the latter rejected the proposal and walked away from the negotiating table. “We were not able to reach a mutual renewal agreement with Disney and without a contract in place we are legally required to remove their channels from our service,” Dish said in a statement.

Dish has accused Disney of holding “viewers hostage for negotiation leverage.” It claimed that Disney wanted Dish to insert ESPN and ESPN2 into packages that don’t currently include sports channels. In addition, it said Disney wanted to upend a policy that allows Dish subscribers to remove local channels and save money. “Now Disney wants to take this away by forcing most Dish customers in their ABC markets to pay for local channels,” Dish said.

On the flip side, Disney claimed it didn’t receive a fair offer to keep the likes of ESPN and National Geographic on Dish and Sling TV. “After months of negotiating in good faith, Dish has declined to reach a fair, market-based agreement with us for continued distribution of our networks,” Disney told Variety in a statement. “The rates and terms we are seeking reflect the marketplace and have been the foundation for numerous successful deals with pay-TV providers of all types and sizes across the country. We’re committed to reaching a fair resolution, and we urge Dish to work with us in order to minimize the disruption to their customers.”

The Disney networks that Dish had to remove from its platforms are ESPN, ESPN2, ESPNU, ESPNews, ESPN Deportes, Disney Channel, Disney Jr., Disney XD, Freeform, FX, FXX, FXM, National Geographic, Nat Geo Wild, Nat Geo Mundo, ACC Network, SEC Network, Longhorn Network and Baby TV. Dish also had to jettison local ABC stations in Chicago; Fresno, California; Houston; Los Angeles; New York City; Philadelphia; Raleigh, North Carolina; and San Francisco.

This is the second time in the space of a year that Disney’s channels have gone dark on a major live TV streaming service. YouTube TV lost access to them last December over a carriage fee dispute with Disney. The standoff didn’t last long, however, as the likes of ESPN and local ABC channels returned the next day.

Dish has also had battles with other media giants. HBO and Cinemax vanished from Dish and Sling TV in 2018. The channels, and HBO Max, became available on Dish again last year after it reached an agreement with WarnerMedia, which is now part of Warner Bros. Discovery. However, the channels and HBO Max still aren’t available on Sling TV.

Ubisoft will help jilted Stadia users transfer their purchases to PC

Stadia, Google’s ill-fated attempt at a cloud gaming service, will shut down in January. Players will be refunded for all their hardware and software purchases, except for Stadia Pro subscriptions. As it turns out, some folks will be able to keep playing certain games elsewhere. Ubisoft will help people who bought its titles on Stadia to transfer their purchases to PC.

“While Stadia will shut down on January 18th, 2023, we’re happy to share that we’re currently working to bring the games you own on Stadia to PC through Ubisoft Connect,” Ubisoft senior corporate communications manager Jessica Roache told The Verge. “We’ll have more to share regarding specific details as well as the impact for Ubisoft+ subscribers at a later date.” Google has already shut down the Stadia store, so if you were thinking of buying an Ubisoft game, getting a refund, then gaining access to the PC version for free, you’re out of luck.

Ubisoft hasn’t revealed when it will offer Stadia players access to their games on Ubisoft Connect. It also hasn’t confirmed whether Stadians will be able to transfer their save data over to PC. That said, the Ubisoft+ subscription service includes a cloud save feature, so hopefully the company can figure out a way to maintain players’ progress if they switch to a PC version.

While this is a nice gesture from Ubisoft, it might come as a small comfort to some of those who’ve been enjoying the likes of Assassin’s Creed Valhalla, Far Cry 6 and Rainbow Six Siege on Stadia. One of the big advantages of many cloud gaming services, including Stadia, is that they work on almost any computer, phone or tablet as long as you have a good internet connection. However, folks who don’t have a capable gaming PC might not be able to take advantage of this offer.

Ubisoft hasn’t been put off the idea of cloud gaming after the collapse of Stadia. Its Ubisoft+ channel is available on Amazon Luna, for one thing. “We believe in the power of streaming and cloud gaming and will continue to push the boundaries on bringing amazing experiences to our players, wherever they are,” Roache said. 

While Google has abandoned Stadia, it will still license the solid game-streaming tech to other companies through an initiative called Immersive Stream for Games. AT&T and Capcom have utilized the white-label version of the tech. Perhaps Ubisoft, whose Assassin’s Creed Odyssey was used in the first public test of what would become Stadia, will be interested in taking Google up on the offer too.

You can now buy some YouTube TV add-ons without the $65 base plan

YouTube TV is now offering users the option to subscribe to standalone add-on channels without signing up for the platform’s base plan. You can choose from 20 channels, including HBO Max, Showtime and NBA League Pass. Epix and Starz, which will soon be rebranded in certain territories, are among the options as well. YouTube TV is following the likes of Apple TV, Amazon Prime Video, Roku and Sling TV in adding standalone channel subscriptions.

The cable-style YouTube TV base plan costs $65 and includes more than 85 channels (the full line up will vary slightly, depending on your location). But you’ll no longer need that to access MLB.TV, Cinemax et al through the service. Users who opt out of the base plan can still take advantage of YouTube TV features such as unlimited DVR space, up to six profiles per household and three simultaneous streams.

To some, it might seem unnecessary to sign up for standalone channels through services like YouTube TV when they have their own apps. There are some benefits though, especially if you subscribe to more than one. You’ll be able to access the services from a single app that might be available on more platforms than standalone apps for Shudder, Acorn and so on. Managing your subscriptions with a single bill may be useful too.

Anker’s Soundcore Liberty 4 earbuds can monitor your heart rate

Anker’s Soundcore audio brand has revealed yet more products. Among them are the Liberty 4 earbuds, which can track your heart rate. The heart rate sensor is in the right earbud, so you’ll need to wear that one to use the feature. When it’s measuring your blood oxygen levels, the earbud will emit a red light. Soundcore hasn’t disclosed the waterproof rating, which is odd given that heart-rate tracking functions are closely linked to workouts.

Soundcore says an algorithm can tune the spatial audio function depending on whether you’re watching a movie or listening to music. The earbuds offer dynamic head tracking too. Soundcore is using a gyroscope to ensure sound always surrounds you. In addition, Liberty 4 offers adaptive noise canceling (which automatically adjusts noise cancellation levels based on environmental audio) and personalized sound.

You’ll get up to nine hours of use on a single charge, Soundcore claims, and 28 hours in total before you need to top up the charging case’s battery. These figures drop to five and 15 hours with spatial audio on, and seven and 24 hours when ANC is enabled. That said, Soundcore says you’ll get up to three hours of use after charging for 15 minutes.

In addition, there’s multipoint connectivity, so you can pair Liberty 4 to your computer and phone at the same time over Bluetooth. The $150 earbuds come in white or black colorways. You can buy Liberty 4 direct from Soundcore now and other retailers in October.

Anker Sleep A10 earbuds
Soundcore

Soundcore has also unveiled new sleep earbuds. It says the Sleep A10 buds can block out up to 35dB of noise thanks to a four-point noise masking system.

Unlike Bose Sleepbuds 2, which only allow you to listen to sleep sounds from a certain app, you can play any audio through Sleep A10 via Bluetooth. Soundcore says its earbuds have dynamic drivers designed to deliver low-frequency sound that induces sleep. Crucially, the earbuds are seemingly comfortable for folks who sleep on their side. They have ear wings and twin seal ear tips to help keep them snug in your ears during the night.

Other features include sleep monitoring and a personal alarm clock. Anker claims the buds have a battery life of up to 10 hours, so they should be able to help wake you up in addition to lulling you to sleep. The Sleep A10 buds, which cost $69 less than Bose’s Sleepbuds 2, are available from Soundcore’s website for $180.

Anker Sleep A10 earbuds
Soundcore

USB branding could become a little easier to understand

The group that oversees USB wants to make it easier for you to understand what various cables and ports can actually do. It’s trying to ditch branding like SuperSpeed and USB4 in an attempt to simplify matters, but manufacturers may not necessarily adopt the changes.

The steps are part of a broader drive by the USB Implementers Forum (USB-IF) to rebrand USB standards. The group brought in new logos for cables, ports and packaging last year. The updated branding is about helping people understand what the standards are capable of in terms of data transfer speeds and performance, as well as charging speeds, USB-IF president and chief operating officer Jeff Ravencraft told The Verge.

SuperSpeed (also known as USB 3) has been around over a decade. You may have seen it on USB cable boxes. Going forward, USB-IF wants cable makers to use “USB 10Gbps” instead of “SuperSpeed USB 10Gbps” and “USB 20Gbps” instead of “USB4 20Gbps.” Meanwhile, USB-C cables certified by the USB-IF will need to list both data transfer speeds and charging wattage.

The changes recently came into effect, and the updated branding could start appearing on labels and packaging by the end of the year. The branding guidelines apply to products with any type of USB port except for USB 1.0, which you won’t see much these days anyway, and USB 2.0 (aka USB Hi-Speed). The USB-IF reckons that, in the latter case, using “USB 480Mbps” may create confusion for those who might see that on packaging and believe it to be faster than USB 5Gbps, simply because of the larger number.

The rebranding requirements only apply to devices and cables certified by the USB-IF. But, because USB is an open standard (unlike, say, Thunderbolt 4), there’s nothing really to stop manufacturers from using SuperSpeed and USB4 branding if they really want to, as The Verge notes. As such, it remains to be seen how much these measures will actually clear things up for people who just need a cable for their device.

Knowing which cable you need is already complicated enough. Thunderbolt 3 and Thunderbolt 4 connectors and ports look exactly the same as USB-C ones, for instance. The updated guidelines won’t do much to help you understand if a cable supports DisplayPort or a certain fast-charging standard either.

On the surface, at least, these seem like positive moves to reduce confusion and get rid of unnecessary verbiage. Still, it’s unclear whether abandoning the SuperSpeed moniker, which was arguably less commonly used than USB 3 in any case, will actually help clarify things for most users. It may not matter much anyway given the increasingly widespread adoption of USB-C as a more universal standard — which is the whole point of USB in the first place.

Intel claims its Arc A770 and A750 GPUs will outperform NVIDIA’s mid-range RTX 3060

Ahead of bringing its Arc desktop GPUs to everyone in a couple of weeks, Intel has revealed more details about what to expect from the graphics cards in terms of specs and performance. The A770, which starts at $329, will have 32 Xe cores, 32 ray-tracing units and a 2,100MHz graphics clock. In terms of RAM, it comes in 8GB and 16GB configurations, with up to 512 Gb/s and 560 Gb/s of memory bandwidth, respectively.

As for the A750, which Intel just announced will start at $289, that has 28 Xe cores, 28 ray-tracing units, a 2,050MHz graphics clock, 8GB of memory and up to 512 Gb/s of memory bandwidth. All three cards, which will be available on October 12th, have 225W of total power.

Intel claims that, based on benchmarking tests, you’ll get more bang for your buck with these cards than NVIDIA’s mid-range GeForce RTX 3060. It says the A770 offers 42 percent greater performance per dollar vs. the RTX 3060, while the A750 is seemingly 53 percent better on a per-dollar basis.

It claims that, in most of the games it tested, the A770’s 16GB configuration delivered better ray-tracing performance than the similarly priced RTX 3060 (which, in fairness, debuted back in early 2021). When it came to Fortnite, Intel says the A770 had 1.56 times the ray-tracing performance of the RTX 3060.

Of course Intel is going to tout its GPUs as being better than the competition. We’ll have to wait for the results of our own Intel Arc benchmarking tests to have a true sense of the performance.

In any case, it’s looking like NVIDIA is about to have more competition on the GPU front. Only this time, it’s from an established brand that just so happens to be behind many of the processors powering the PCs that might very well have used NVIDIA cards otherwise.

Meta reportedly suspends all hiring, warns staff of possible layoffs

As with many other industries, the tech sector has been feeling the squeeze of the global economic slowdown this year. Meta isn’t immune to that. Reports in May suggested that the company would slow down the rate of new hires this year. Now, Bloomberg reports that Meta has put all hiring on hold. 

CEO Mark Zuckerberg is also said to have told staff that there’s likely more restructuring and downsizing on the way. “I had hoped the economy would have more clearly stabilized by now, but from what we’re seeing it doesn’t yet seem like it has, so we want to plan somewhat conservatively,” Zuckerberg reportedly told employees. 

The company is planning to reduce budgets for most of its teams, according to Bloomberg. Zuckerberg is said to be leaving headcount decisions in the hands of team leaders. Measures may include moving people to other teams and not hiring replacements for folks who leave.

Meta declined to comment on the report. The company directed Engadget to remarks Zuckerberg made during Meta’s most recent earnings call in July. “Given the continued trends, this is even more of a focus now than it was last quarter,” Zuckerberg said at the time. “Our plan is to steadily reduce headcount growth over the next year. Many teams are going to shrink so we can shift energy to other areas, and I wanted to give our leaders the ability to decide within their teams where to double down, where to backfill attrition, and where to restructure teams while minimizing thrash to the long-term initiatives.”

In an earnings report, Meta disclosed that, in the April-May quarter, its revenue dropped by one percent year-over-year. It’s the first time the company has ever reported a fall in revenue.

Word of the hiring freeze ties in with a report from last week, which suggested that Meta has quietly been ushering some workers out the door rather than conducting formal layoffs. In July, it emerged that the company asked team heads to identify “low performers” ahead of possible downsizing. The company is said to have been cutting costs on other fronts, such as by cutting contractors and killing off some projects in its Meta Reality Labs division. Those reportedly included a dual-camera smartwatch.

PS5 launch title ‘Sackboy: A Big Adventure’ is coming to PC on October 27th

Sackboy: A Big Adventure has joined the rapidly expanding list of PlayStation games that Sony is bringing to PC. The PS5 launch title (which is also available on PS4) will pop up on Steam and the Epic Games Store on October 27th.

Sony says the PC version will support 4K resolution, have a targeted framerate of 120 FPS and offer variable refresh rates. You’ll be able to explore Craftworld in an ultra-wide format as there’s support for a range of screen ratios, including 21:9. Those with recent NVIDIA GeForce RTX GPUs should get a performance boost as well via DLSS2. There’s also haptic feedback and dynamic trigger support if you use a DualSense controller. Alternatively, you can play with a mouse and keyboard.

Sackboy: A Big Adventure won’t require an ultra powerful gaming rig. You will need at least an Intel Core i5-6400 or AMD FX-6300 CPU, NVIDIA GeForce GTX 660 or AMD Radeon R7 265 GPU, 8GB of RAM and 60GB of storage.

It’s shaping up to be a busy fall for PlayStation on the PC gaming front. The Uncharted: Legacy of Thieves collection will hit Steam and the Epic Games Store on October 19th. Spider-Man: Miles Morales is also slated to land on PC by the end of the year.

Google is (unsurprisingly) shutting down Stadia in January

Despite claims to the contrary as recently as July, Google is shutting down its Stadia games streaming service after just three years. The company says players will still have access to their games and be able to play them until January 18, 2023. After that, Stadia will join the long, long list of products that have been killed by Google.

Those who have invested money into Stadia will be fully reimbursed. “We will be refunding all Stadia hardware purchases made through the Google Store, and all game and add-on content purchases made through the Stadia store,” Stadia vice president and general manager Phil Harrison wrote in a blog post. “We expect to have the majority of refunds completed by mid-January, 2023. We have more details for players on this process on our Help Center.”

The Stadia store is now closed, so you can’t make any new purchases. In-game transactions have been disabled too. Google says it will handle most refunds automatically, and you won’t have to return most Stadia hardware (so hey, at least some people will get a free Chromecast Ultra out of this mess). Meanwhile, Google won’t reimburse Stadia Pro subscriptions. If you have an active membership as of today, the company won’t charge for access to your library of games or other Pro features until Stadia shuts down.

The reasoning behind the “difficult decision” isn’t surprising. Google said the service “hasn’t gained the traction with users that we expected.” It’s a shame, though, since the streaming tech at the core of Stadia works very well and the service had a passionate, if ultimately small, community. The decision leaves Xbox Game Pass, NVIDIA GeForce Now and Amazon Luna as the vanguards of cloud gaming for now.

It seemed like the writing was on the wall for Stadia when Google closed its internal game development studios early last year. There have been other indications in recent months that Google was shifting resources away from Stadia to focus on licensing the underlying tech to other companies. We’ve seen that in practice over the last year or so, with AT&T offering its subscribers the chance to play Batman: Arkham Knight and Control at no extra cost. Capcom used Stadia tech for a streaming demo of Resident Evil Village as well.

Back in March, Google formally announced Immersive Stream for Games, a version of Stadia that third parties can license. It seems the Stadia tech will live on there and in other Google products. “We see clear opportunities to apply this technology across other parts of Google like YouTube, Google Play and our Augmented Reality (AR) efforts — as well as make it available to our industry partners, which aligns with where we see the future of gaming headed,” Harrison wrote. “We remain deeply committed to gaming, and we will continue to invest in new tools, technologies and platforms that power the success of developers, industry partners, cloud customers and creators.”

Harrison noted that many members of the Stadia team will continue their work in other parts of the company. It’s not clear if there will be any layoffs as a result of the Stadia closure. When asked to comment on the possibility of layoffs, Google directed Engadget to Harrison’s blog post.

James Webb and Hubble telescope images capture DART asteroid collision

NASA made history this week after an attempt to slam its DART (Double Asteroid Redirection Test) spacecraft into an asteroid nearly 7 million miles away proved successful. While NASA shared some close-up images of the impact, it observed the planetary defense test from afar as well, thanks to the help of the James Webb and Hubble space telescopes. On the surface, the images aren’t exactly the most striking things we’ve seen from either telescope, but they could help reveal a lot of valuable information.

This was the first time that Hubble and JSWT have observed the same celestial target simultaneously. While that was a milestone for the telescopes in itself, NASA suggests the data they captured will help researchers learn more about the history and makeup of the solar system. They’ll be able to use the information to learn about the surface of Dimorphos (the asteroid in question), how much material was ejected after DART crashed into it and how fast that material was traveling.

JWST and Hubble picked up different wavelengths of light (infrared and visible, respectively). NASA says that being able to observe data from multiple wavelengths will help scientists figure out if big chunks of material left Dimorphos’ surface or if it was mostly fine dust. This is an important aspect of the test, as the data can help researchers figure out if crashing spacecraft into an asteroid can change its orbit. The ultimate aim is to develop a system that can divert incoming asteroids away from Earth.

NASA says that JWST picked up images of “a tight, compact core, with plumes of material appearing as wisps streaming away from the center of where the impact took place.” JWST, which captured 10 images over five hours, will continue to collect spectroscopic data from the asteroid system in the coming months to help researchers better understand the chemical composition of Dimorphos. NASA shared a timelapse GIF of the images that JWST captured. 

This animation, a timelapse of images from NASA’s James Webb Space Telescope, covers the time spanning just before impact at 7:14 p.m. EDT, Sept. 26, through 5 hours post-impact. Plumes of material from a compact core appear as wisps streaming away from where the impact took place. An area of rapid, extreme brightening is also visible in the animation.
NASA/ESA/CSA/Cristina Thomas (Northern Arizona University)/Ian Wong (NASA-GSFC)/Joseph DePasquale (STScI)

At around 14,000 MPH, Dimorphos was traveling at a speed over three times faster than JWST was originally designed to track. However, the telescope’s flight operations, planning and science teams were able to develop a way to capture the impact.

As for Hubble, the 32-year-old telescope’s Wide Field Camera 3 captured its own images of the collision. “Ejecta from the impact appear as rays stretching out from the body of the asteroid,” according to NASA. The agency noted that some of the rays appear curved, and astronomers will have to examine the data to gain a better understanding of what that may mean.

These images from NASA’s Hubble Space Telescope, taken (left to right) 22 minutes, 5 hours, and 8.2 hours after NASA’s Double Asteroid Redirection Test (DART) intentionally impacted Dimorphos, show expanding plumes of ejecta from the asteroid’s body. The Hubble images show ejecta from the impact that appear as rays stretching out from the body of the asteroid. The bolder, fanned-out spike of ejecta to the left of the asteroid is in the general direction from which DART approached.
NASA/ESA/Jian-Yang Li (PSI)/Alyssa Pagan (STScI)

According to their initial findings, though, the brightness of the asteroid system increased threefold after impact. That level of brightness stayed the same for at least eight hours. Hubble captured 45 images immediately before and after DART’s impact. It will observe the asteroid system 10 additional times over the next few weeks.

It took 10 months for DART, which is about the size of a vending machine, to reach Dimorphos. The football stadium-sized asteroid was around 6.8 million miles away from Earth when DART rammed into it. Pulling off an experiment like that is no mean feat. The learnings scientists gain from the test may prove invaluable.