For all of Apple’s talk about how private your iPhone is, the company vacuums up a lot of data about you. iPhones do have a privacy setting that is supposed to turn off that tracking. According to a new report by independent researchers, though, Apple collects extremely detailed information on you with its own apps even when you turn off tracking, an apparent direct contradiction of Apple’s own description of how the privacy protection works.
The iPhone Analytics setting makes an explicit promise. Turn it off, and Apple says that it will “disable the sharing of Device Analytics altogether.” However, Tommy Mysk and Talal Haj Bakry, two app developers and security researchers at the software company Mysk, took a look at the data collected by a number of Apple iPhone apps—the App Store, Apple Music, Apple TV, Books, and Stocks. They found the analytics control and other privacy settings had no obvious effect on Apple’s data collection—the tracking remained the same whether iPhone Analytics was switched on or off.
[…]
The App Store appeared to harvest information about every single thing you did in real time, including what you tapped on, which apps you search for, what ads you saw, and how long you looked at a given app and how you found it. The app sent details about you and your device as well, including ID numbers, what kind of phone you’re using, your screen resolution, your keyboard languages, how you’re connected to the internet—notably, the kind of information commonly used for device fingerprinting.
“Opting-out or switching the personalization options off did not reduce the amount of detailed analytics that the app was sending,” Mysk said. “I switched all the possible options off, namely personalized ads, personalized recommendations, and sharing usage data and analytics.”
[…]
Most of the apps that sent analytics data shared consistent ID numbers, which would allow Apple to track your activity across its services, the researchers found.
[…]
In the App Store, for example, the fact that you’re looking at apps related to mental health, addiction, sexual orientation, and religion can reveal things that you might not want sent to corporate servers.
It’s impossible to know what Apple is doing with the data without the company’s own explanation, and as is so often the case, Apple has been silent so far
[…]
You can see what the data looks like for yourself in the video Mysk posted to Twitter, documenting the information collected by the App Store:
The App Store on your iPhone is watching your every move
This isn’t an every-app-is-tracking-me-so-what’s-one-more situation. These findings are out of line with standard industry practices, Mysk says. He and his research partner ran similar tests in the past looking at analytics in Google Chrome and Microsoft Edge. In both of those apps, Mysk says the data isn’t sent when analytics settings are turned off.
In France, solar just got a huge boost from new legislation approved through the Senate this week that requires all parking lots with spaces for at least 80 vehicles – both existing and new – be covered by solar panels.
The new provisions are part of French president Emmanuel Macron’s large-scale plan to heavily invest in renewables, which aims to multiply by 10 the amount of solar energy produced in the country, and to double the power from land-based wind farms.
Starting July 1, 2023, smaller carparks that have between 80 and 400 spaces will have five years to be in compliance with the new measures. Carparks with more than 400 spaces have a shorter timeline: They will need to comply with the new measures within three years of this date, and at least half of the surface area of the parking lot will need to be covered in solar panels.
According to the government, this plan, which particularly targets large parking areas around commercial centers and train stations, could generate up to 11 gigawatts, which is the equivalent of 10 nuclear reactors, powering millions of homes. Public Sénat writes that stipulations were put into place excluding parking lots for trucks carrying heavy goods or parking areas in historic or protected areas, to avoid “distorting” them, according to an amendment to the bill.
Other measures on the table include building large solar farms on vacant land found alongside highways and railways, as well as on agricultural lands where feasible. Macron has said that any bill passed would need to guarantee money that ensures local communities directly benefit from the energy shift.
France’s national rail service SNCF also plans to install some 190,000 square meters of solar panels in 156 stations throughout the country by 2025 and 1.1 million square meters by 2030, all with the aim to reduce energy consumption by 25%.
The government also plans to build around 50 additional wind farms likes the one offshore Saint-Nazaire by 2050 in France. Measures are in place to reduce delays in building offshore wind farms from 10-12 years down to six years, and large solar farms from six years to three years.
This summer, the French government solidified two zones for offshore wind farms off the coast of the Atlantic following a massive public debate involving 15,000 participants, with environmental protection being the biggest concern.
The first wind farm is planned to be sited off the island of Oléron, more than 35 km off the coast of La Rochelle, with a capacity of around 1,000 MW. The second wind farm will likely be located farther out at sea, with both wind farms together producing enough electricity for 1.6 million people.
Despite VR having been hyped up for the last couple of years, not very much has happened in the past two years. The hardware has not really refreshed, but this year at least one new exciting entry has come in and another is promised. Search results of reviews usually have the same group of suspects but usually leave out two important companies that are definitely worth a view. Surprisingly, setting up your VR headset is not a question of plug and play. It’s a bit finicky and takes some time. Games need to be optimised and you will run into strange new terms and things you need to run (Windows Mixed Reality, SteamVR, Windows Mixed Reality for SteamVR, OpenXR) and settings you need to optimise per game. This article offers a primer on that. Despite this, the experience in games is quite amazing!
First you need to make a decision on how you want to use your VR goggles. They come in the types Tethered (which has a cable connected to the PC) or untethered, which uses wireless communication of some sort to send the image signal.
The biggest advantage of tethered is that the cable data throughput is much much higher, allowing for much more detail and higher framerates (which are important for some games, especially simulators. If you are going to use your VR headset in Flight Simulator 2022, Elite Dangerous, Star Citizen, Star Wars Squadrions, driving sims, etc you really will need a tethered headset). The disadvantage is that walking around can be a bit more tricky as there is a cable to mind. Considering the length of cables (6m +) this doesn’t have to be a problem, especially if you are sitting down. There are also pulley arrangements available to have the cable come off the ceiling if you don’t mind how that looks.
The biggest advantage of untethered is that you can wander around easily without tripping on a cable.
Speaking of wandering around, one of the first things you do when you install the headset is set up a border with your headset delineating where you can and can’t walk so you won’t bump into things like your walls, chairs, desk, etc.
Most manufacturers also have a “pro” version which is better. As this article is for gaming, I will leave these out.
Options and Specifications
Then come a plethora of options to look at. For the specifications, higher is usually better (unless you are talking about latency and weight). You do pay for the privilege though:
Resolution – be careful, sometimes it’s a per eye resolution, sometimes it’s a total resolution for both eyes. Sometimes there is just one display and sometimes there are two displays (one for each eye). Two is better.
Field of View (FOV) – this can be both vertical and horizontal and is expressed as an angle.
Camera system – some VR sets (the Quest 2 and the Pico 4) have a camera mounted on the helmet so you can “see” through the headset when turned on (Passthrough). The Pico 4 is colour and very good, the Quest 2 is black and white. Some VR sets offer eye tracking inside your headset. Some systems use these camera’s to see the controllers as a tracking system. (see video from 13 minutes)
Tracking system – an external tracking system (base station) is best (but takes up space) and your controllers won’t lose tracking so often. Camera’s on the headset can be confused if it is too dark or light or if you swing your controllers out of the field of view.
Controllers – some people prefer some controllers to others, eg the HP Reverb G2 has a bad reputation for it’s controllers and the Pico 4 design is praised. Sometimes you can use other system’s controllers, eg you can use the HTC Vive controllers on the HP Reverb G2 and the Valve Index. Check to see if the controllers are in the box you buy (if you want them. If you’re upgrading headset you may not want them).
Data throughput – is the data throughput sufficient for your needs?
Refresh rate
Peak Pixel Density (PPD) – Readability on the screen. Some screens are sharper than others
Glare on the screen
Amount of light bleed – light can get into the headset, which is a distraction. How well does the foam sit around your face.
Comfort of the headband – also a function of foam, how easy the straps are to adjust
Weight and balance – a heavier headset can be more comfortable than a lighter one if the headband is more comfortable and better balanced. I haven’t put weight in the table as this is a very subjective experience.
Interpupillary Distance (IPD) or eye seperation configuration – is it easy to adjust this to your eyes?
Software in the ecosystem – Meta has spent some time gaining exclusive software for the Quest 2 to entice you to buy their hardware, so if you buy something else you won’t be able to play their games. the PS5VR system only works on a Playstation 5.
If you wear glasses, check the size of the glasses spacer – sometimes you can find aftermarket spacers.
Sound quality / Microphone
Ease of setup!
I have a comparison table at the end.
The Headsets
I have divided this into 2 parts – the standard list you will have seen everywhere, the extended list contains headsets not so frequently indexed by Google.
The standard list:
Meta Quest 2 for EUR 449,-
Until the coming of the Pico 4 this was the ‘best value’ option. However, you are being tracked in everything you do by Facebook – it requires a Facebook account login, so for me personally, this makes it a no go. It’s a few years old by now and a bit outdated. Enough said.
The affordable option to for the low end of the market. Tethered. $449 headset only, full kit $749.
HTC Vive Pro 2
The better VR Set. This is the high spec standard unit (but not the highest spec on paper!). Tethered. The controllers are often used by owners of the Valve Index and the HP Reverb G2. $799 without kit, $1399 with base station and 2 controllers. You can buy trackers for your arms and legs seperately. Using a wifi kit can be turned into an untethered unit.
Valve Index
The upper midrange unit. Tethered with base station. $1079,- for the full kit, $539,- only the headset.
The extended list
Pico 4
The newest addition to this list – and everyone is raving about it. The new (2022) technology is a step up for everyone. Untethered (unfortunately, as I’m a simmer!). $429,- with 128 GB, $499,- with 256 GB. You only need the extra memory if you want to load games from the eco system on the device. If you PC game apparently this is not necessary. Also see the video above if you want to know more about this device.
Note: It’s a Chinese product created by ByteDance – the owner of TikTok. Whilst there is no proof that I have found yet that this is a data grabbing monster (but please correct me if I am wrong) there is plenty of fingerpointing at ByteDance and TikTok is!
HP Reverb G2v2
Tethered. A very good upper mid range with the sharpest screen and best audio. A very popular choice for simming. $650,- for the complete set. Make sure you get a v2 version – you can recognise this by the cable having a box on it with a button to turn it on and off and the headset itself having 2 magnetically removable pieces (glasses spacers) in front of the screen – they also look different
Left is the G2V2, right is the G2V1
There is a problem with the cable guide which in some cases makes it snap in half. You can contact HP for a RMA for this. There are rumors that HP is getting out of the VR business.
Varjo Aero
The absolute top end, tethered. EUR 1999,-.
Pimax 5K Super
Great specs, but apparently setup is fiddly. EUR 641,- and EUR 289,- for the controllers. Optional hand and eye tracking modules and I am unsure if you need to buy the headphones seperately.
Pimax 8K X
Great specs, but apparently setup is fiddly. $1179,- and EUR 289,- for the controllers. Optional hand and eye tracking modules and I am unsure if you need to buy the headphones seperately.
Pimax 12K
To be released. Hopefully.
Specifications Table
HTC Cosmos Elite
HTC Vive Pro2
Valve Index
Pico 4
HP Reverb G2V2
Varjo Aero
Pimax 5K Super
Pimax 8K X
Resolution
1440 x 1700 pixels per eye (2880 x 1700 pixels combined)
2448 × 2448 pixels per eye (4896 x 2448 pixels combined)
dual 1440×1600 RGB LCDs
2160×2160 per-eye
2160 x 2160 pixels per eye (4320 x 2160 pixels combined). RGB sub-pixels
Dual Mini LED LCD; 2880 x 2720 px per eye
2560 X 1440 pixels per eye (5120 X 1440 pixels combined)
3840 X 2160 pixels per eye (7680 X 2160 pixels combined)
Field of View
Up to 110 degrees
Up to 120 degrees (horizontal)
Optimized eye relief adjustment allows a typical user experience 20º more than the HTC Vive
105 degrees
114 degrees
Horizontal: 115° Diagonal: 134° at 12 mm eye relief
Diagonal 200 degrees
Diagonal 200 degrees
Refresh Rate
90 Hz
90/120 Hz (only 90Hz supported via VIVE Wireless Adapter)
80/90/120/144Hz (144Hz experimental)
72Hz / 90 Hz
90Hz
90Hz
90/120/144/160/180Hz* *Higher refresh rates are only available at lower FOV settings.
60/75/90Hz (native mode) 110Hz (upscaling mode)
Tracking system
6DoF Inside-out Tracking
SteamVR™ Base Station Tracking 2.0
SteamVR 2.0 sensors, compatible with SteamVR 1.0 and 2.0 base stations
6 DoF positioning system
HP Reverb G2 inside/out 6 DOF motion tracking, gyroscope, accelerometer, and magnetometer
SteamVR™ 2.0/1.0 Eye tracking 200 Hz with sub-degree accuracy; 1-dot calibration for foveated rendering
G-sensor, gyroscope, SteamVR 1.0 and 2.0 Tracking System
G-sensor, gyroscope, SteamVR 1.0 and 2.0 Tracking System
Headphone
Stereo Headphone
Hi-Res certified headset (via USB-C analog signal) Hi-Res certified headphones (removable) High impedance headphones support (via USB-C analog signal)
Built-in: 37.5mm off-ear Balanced Mode Radiators (BMR), Frequency Response: 40Hz – 24KHz, Impedance: 6 Ohm, SPL: 98.96 dBSPL at 1cm.
USB 3.0 (or later), DP 1.2, Proprietary Connection to Faceplates
Bluetooth, USB-C port for peripherals, DP 1.2 (DP 1.4 required for full resolution)
5m tether, 1m breakaway trident connector. USB 3.0, DisplayPort 1.2, 12V power, Aux Headphone Out 3.5mm
DisplayPort™ 1.3, USB 3.0 type C, power adapter
Headset adapter and USB-C cable (5-metre) in-box PC connections: DisplayPort and USB-A 3.0
1 x DisplayPort 1.4 1 x USB 3.0 Type A 1 x USB 2.0 Type A
1 x DisplayPort 1.4 1 x USB 3.0 Type A 1 x USB 2.0 Type A
IPD
Adjustable Eye Comfort Setting (IPD)
Adjustable IPD range of 57-70mm
58mm – 70mm range physical adjustment
62 – 72mm best adjustment system
64mm +/- 4mm by hardware slide
Automatic IPD adjustment with motor Supported IPD range: 57–73 mm
60mm – 70mm range physical adjustment ± 2mm with software adjustment
60mm – 70mm range physical adjustment ± 2mm with software adjustment
Camera
Stereo 960 x 960 pixel, global shutter, RGB (Bayer)
2 front-facing cameras and 2 side-facing cameras,
PPD
20.6
35
Software Setup
When you set up a VR headset, you will need to download and install Windows Mixed Reality from the Windows App Store. After setup You most likely will need to install SteamVR. SteamVR allows you to play games, even if they were not bought in the Steam Store (eg in the Epic store). You will also need to install Windows Mixed Reality for Steam. https://learn.microsoft.com/en-us/windows/mixed-reality/enthusiast-guide/using-steamvr-with-windows-mixed-reality.
Do you need to install OpenXR? Use OpenXR From your computer, open the SteamVR app Head to Settings Select Show in Advanced Settings Head to the Developer tab Set Current OpenXR runtime as “OpenXR runtime”
Sign up for betas
This is advised by Microsoft in their guide https://learn.microsoft.com/en-us/windows/mixed-reality/enthusiast-guide/using-steamvr-with-windows-mixed-reality
In Steam, use the drop-down under the Library menu to filter to Tools. In the list, right-click SteamVR and select Properties. Select the Betas tab. Opt in to “beta – public beta” and select Close to confirm. The beta access code field should be left blank.
In Steam, use the drop-down under the Library menu to filter to Software. In the list, right-click Windows Mixed Reality for SteamVR and select Properties. Select the Betas tab. Opt in to “beta – public beta” and select Close to confirm. The beta access code field should be left blank.
Optimising your Graphics settings
Motion Reprojection
With it entirely off there is a bit of stuttering, but detail clarity is very sharp. With it on motion is fluid
Disable overlays
Epic: C:\Program Files (x86)\Epic Games\Launcher\Portal\Extras\Overlay and rename or move the two files: EOSOverlayRenderer-Win64-Shipping.exe EOSOverlayRenderer-Win32-Shipping.exe
Steam: settings>In Game>Enable Steam Overlay while in-game UNCHECK
XBOX: Disable the Xbox Game Bar overlay (yes on windows) Enter windows settings from the start menu, Select Gaming -> Xbox Game Bar -> Toggle the overlay to the off position
https://forums.flightsimulator.com/t/crash-to-desktop-without-error-message/130085 – limit fps in nvidia control panel
https://forums.flightsimulator.com/t/crash-to-desktop-without-error-message/130085/3244 – The HP Reberb G2 goes to sleep after a while despite the change in the registry, and to have prevent the sleep in the device manager. I switch it to VR and it starts again. We are now at 4 hours of flight. And 0 CTD In Device Manager → Universal Serial Bus (USBs) controller go through each device and in the “Power Management Options” tab uncheck “Allow the computer to turn off this device”. SteamVR settigns Startup/Shudown
https://www.reddit.com/r/HPReverb/comments/xo5v2z/holographicshell_processwindows_11_performance/ – Run cmd/terminal and paste ‘logman query HolographicShell -ets’ to see if it’s running. If it is, end it using ‘logman stop HolographicShell -ets’ and check
Can’t see steamVR settings – click on icon in taskbar, right click on settings window, select ‘move’ use the keyboard arrows to move it to main display
If you have a large monitor you can run into the problem that your monitor will move all the icons to the top left when it turns off. To stop this you either need to get an EDID pass through adapter, but a hdmi edid pass through adapter has to work for the given resolution as well as the refresh rate – and for > 60Hz at 4k (HDMI 2.0 specs) must be HDMI 2.1 compatible. There is not much in the >4K@60Hz space and what is there, is expensive.