One of the things that I tend to do often is to listen to audio. This could be podcasts, music, or even audiobooks. Listening to Audiobooks allows me to do multiple things at once, like grocery shopping, playing video games, cleaning, and another tasks.
I generally listen to music when I am not listening to audiobooks or podcasts, and most often while I am working, although I can listen to audiobooks or podcasts as well, depending on what I am working on. If I am doing something that does not necessarily need me to concentrate on programming.
I cannot say why, but I thought I would keep track of the books that I have listened to over the course of the year. With today being February 1st, I figured now is a good time to recap those items that I listened to during January. It should be noted that I listen to audiobooks using the Audible app and generally listen between 1.5x and 2x. Therefore, I get through audiobooks a bit faster than normal. Typically, if it is a title that I have not listened to before, I listen at 1.5x or 1.6x. Whereas, if the title is something that I have listened to before, I will listen to it at 2x.
Over the course of the month of January, I listened to 27 different titles, 12 of them being ones that I listened to for the first time. I do not think I will be able to listen to as many books in February, but only time will tell.
With that, here is everything that I listened to throughout January, in the order that I listened to them.
Disclaimer: the links below will provide a bit of a commission if you purchase anything.
I hope to be able to keep up the record of what I have listened to over the course of the year. I am sure that the number of books that I listen to during the summer will decrease, since I work on my books during the summer.
There is a new version of wwriteLite now available. This is a big update with a number of new features. The biggest three are the support for Rich Text Files, a new re-arrange mode, and the ability to search.
Some other new features include localization support for Dutch, German, Italian, Portuguese, and Spanish. This includes localization for the ads as well. There are a couple of new settings, one that allows you to show ads, if you have purchased the "Remove Ads" in-app purchase, and the ability to disable searching of files.
There have also been some tweaks including a change to the default file name, an updated file format, a modified "About" screen, and an updated archive file name format.
There have also been a bunch of bugs fixed as well. The entire list of changes is outlined below.
wwriteLite is a free app with in-app purchases, including the "Space Icons" theme and the ability to remove ads.
New Features
Significant re-write of under the hood items. This should make it easier to add new features in the future.
File Names now have a new format, they are Universally Unique Identifiers (UUIDs) instead of previously generated file name format. Existing filenames are preserved.
Re-arrange Files Mode
Added the Ability to re-order files, and have their position remembered. This is done by tapping on the “Edit” button on the File List and then dragging and dropping the cells.
'Re-order mode' will have a red border around the screen and you will not be able to click on files or add new files.
The “Edit” button will change into three lines and will be tinted red.
Spotlight Searching
Unlocked files will now appear in spotlight search.
You can disable all indexing within Settings.
Templates
Templates now support rich text, which is enabled all the time.
Added a “Randomize Template Colors” button that is available when creating a new template to provide a starting point.
Added a "Duplicate Template" button on the "Choose Template to Customize" screen. This allows you to clone your TPS report templates.
Localization
Added localizations for the following languages:
Dutch
German
Italian
Portuguese
Spanish
If you see an issue with any of the localization, please contact support.
Other Changes
Expanded list of files types that can be imported. See the entire list in the new “Supported Files” screen in the About screen or in the Support Menu. If it is standard text file or a Rich Text File, it will likely be supported. If there is a file that you think should be supported, but is not, please contact support.
New Settings screen that is now in-app.
New setting to ‘Always show ads’. This will only be shown if you have the “Remove Ads” in-app purchase.
Added an “In App” Ads that will allow ads to direct you to specific sections of the app.
New Icon “Crazy Ones”.
Changed keyboard shortcuts for some items to not conflict with running wwriteLite on macOS.
Tweaks
Removed Drag and drop support for templates, because wwrite development has stopped and this feature is no longer needed.
Removed "Appearance" setting. The app now matches the system all the time.
Removed the keyboard shortcut for the Tools menu. Triggering it would not show the proper actions.
Removed "Erase all data" option. Deleting the app and re-installing accomplishes the same thing.
Updated Launch Screen to show a new image.
Ad info now appears in a popover when you tap on the information icon.
Added localization for the file name when importing or copying a file.
Adjusted shortcuts on About screen to make more sense.
New default file format.
Changed archive file names format.
Modified "Full Archive" to zip up entire documents folder, including existing archives.
Adjusted key command for import to be command + shift + i, to allow for using italics with command + i.
Adjusted "About" text to include the fact that Rich Text Files are now supported.
Current app version of "Change Log" will be highlighted.
Only the current and previous major version information will be shown in the Change Log.
Added "Last Modified" to the Customize Template screen.
Added localized strings to about screen.
Changed the Icon set name of "2020 Icons" to "2020s Icons".
Bug Fixes
Fixed a bug where files on the Mac would presume they are locked, even when they were not.
Fixed a bug where handoff between devices would crash the app.
Fixed a bug where saving a template might cause the app to crash.Fixed a bug when selecting a font color in a template, the default font color was wrong.
Fixed a bug where deleting the last archive, and then creating an archive, would not re-enable the delete button.
Fixed issues with file list if the ability to lock/unlock was not present on device.
Fixed an issue where you could not unlock files that were previously locked if there is no authentication mechanism on the device.
Fixed bug that would cause some imported files not to be imported properly.
Fixed an issue where unavailable in-app purchases would appear in the app when running on a Mac with Apple silicon.
The app will no longer crash when trying to print.
Fixed "Delete Template" hint text.
Fixed a bug where the same screen may be shown in succession in the File List.
Today Apple announced that its current Senior Vice President of Hardware Engineering, Dan Riccio, will be transitioning into a new role as a "vice president of engineering". Riccio will be reporting to CEO Tim Cook. Riccio will "transition to a new role focusing on a new project". Apple has not specified what that project is, but I suspect we will see the results of that in the next few years.
Riccio states:
After 23 years of leading our Product Design or Hardware Engineering teams — culminating with our biggest and most ambitious product year ever — it’s the right time for a change. Next up, I’m looking forward to doing what I love most — focusing all my time and energy at Apple on creating something new and wonderful that I couldn’t be more excited about.
Taking over the role of Vice President of Hardware Engineering will be John Ternus. Ternus previously held the role of vice president of Hardware Engineering. He has held this title since 2013. While you may not recognize the names, it is likely that you have seen them, particularly John Ternus.
Ternus was seen throughout Apple's November 10th, 2020 event which announced the Macs with Apple's M1 architecture.
It will be interesting to see what project Riccio is working on and any of the new items that get released while Ternus heads the Hardware Engineering team. Time will tell how everything shakes out.
There are some things that I purchase on a regular basis. Among these are groceries, gifts, and other various things. In terms of technology the chief among these is purchasing a new iPhone, iPad, and Apple Watch. I have purchased an iPhone and an Apple Watch each year since their respective introductions. I have purchased a number of iPads, but I have not purchased a new one every time one has been released. One type of device that I have not purchased on a regular basis is a computer, in particular Macs.
In my lifetime, I have purchased a total of five different Macs, three of these have been and two of these have been laptops. The first Mac that I purchased was a 20-inch 2.16GHz Core 2 Duo iMac that I purchased in March of 2007. The reason I ended up with a Mac was because I had nothing but issues with Microsoft Vista. I got tired of dealing with the constant crashing of the video drivers, even 6 weeks after its release, I opted to buy a Mac. This was in March of 2007, so it was after the transition from PowerPC to Intel. Here is the list of the other devices that I have purchased:
2017 – 27-inch – 4.2 GHz Quad-Core Core i7 with 24GB RAM, 3TB Fusion Drive HD
All of these devices have one thing in common, they are all Intel-based devices.
Apple announced that they would be transitioning away from Intel processors to their own Apple Silicon. This announcement was made at their 2020 World Wide Developer Conference. At the announcement Apple indicated that the first machines would be released this year and that the entire transition would take approximately two years. While many suspected that Apple would announce a laptop, they announced more than just a single device.
Apple announced two laptops, that had Apple Silicon chips in them. These are the 13-inch MacBook Air and the 13-inch MacBook Pro. As a surprise, Apple announced a desktop machine would have Apple Silicon in it as well, the Mac mini. All of these machines have the first Apple Silicon chip, which Apple has called the M1, inside them. Let us discuss a bit about the M1.
Apple's M1
Computers, for most of their history, have been comprised of distinct chips. Some of these include the processor, the system memory, the graphics chip, and storage. As time has gone on, some of these items have been integrated onto a single board. Most commonly the processor and graphics. Many computers these days also have their system memory soldered in, so that this cannot be expanded. This is quite common with laptops and less common with desktop machines. This type of configuration is consistent between both Intel-based and AMD-based systems. Apple’s M1 takes a different approach.
The M1 is not just a processor. Instead it is a System on a Chip, or SoC. The M1 is not Apple’s first custom SoC. In fact all iPhone, iPad, and iPod Touch devices that have been equipped with an Apple A-series chip have been an SoC. This is also the case for the Apple Watch, Apple TV, and HomePods.
For the M1, the SoC consists of more than just the central processor. In fact it includes the processor, graphics, and a 16-core Neural Engine. Along with this, comes the Unified Memory Architecture, or UMA. In traditional computer configurations, you have memory that is a separated from the rest of the system and on their own dedicated chips that connect to the system on the motherboard. A Unified Memory Architecture is one where the the processor, graphics, and in Apple’s case, neural engine, all share the same memory.
In a traditional computer, each subsystem would have its own memory. For instance, there is the main system memory, which is accessed by the central processing unit, or CPU. The graphical processing unit, or GPU, has its own dedicated memory. There are some tasks that are better suited for a graphics chip while others that are better suited for the CPU. In order to be the most efficient and process things most efficiently, different segments of the memory need to be transferred between the two processors. This transfer, while it takes very little time in reality, it can still take some time.
With the M1, this processor, graphics processor, and neural engine all share the same memory pool. What this means is that there is no delay in switching between using the CPU, GPU, and Neural Engine. This results in the system processing items significantly faster.
The M1 chip is an 8-core chip, with four performance cores and four high efficiency cores. When you do not need top performance the efficiency cores will be utilized. However, when you need speed those processors will be used. This is beneficial for all Macs running the M1, but there is a specific benefit for portable systems. Significantly increased battery life. In particular, for the MacBook Air, you can get up to 50% more battery power, which is a significant increase, and a very welcome one.
The shared memory pool, for the current machines, all come with 8GB standard. These machines are configurable for up to 16GB of memory. While this seems like a small amount, the machines that have been released are not aimed at those who need significant amounts of memory. Instead, they are aimed at the general consumer. This is most apparent with the fact that the 13-inch MacBook Pro and Mac mini still have Intel models that can be configured for higher specifications available to order, should users need the extra memory.
The M1 Macs are based on the same technology that is used within Apple’s other devices. This has a side benefit, the ability to run iOS and iPadOS apps natively, right on the Mac. It is up to the developer of the app to determine if their app is available on the M1 Macs or not.
If you look at the machines I have purchased, I end up purchasing a new Mac desktop every four years, and a new laptop every 8 years, although with two data points I doubt that this will be the case. There is one more computer to add to that list, the M1 Mac mini.
M1 Mac Mini
Initially, I had not planned on buying an M1 Mac, at least not right away. My 2017 iMac works quite well and in reality my MacBook Pro needs to be replaced first, since it is older. I kept going back and forth on which configuration to get. Do I need the MacBook Pro, or would the MacBook Air suffice? I was not sure if I wanted to get the first-generation machines. Not because I think there would be any issues, but because I would want something with more than 16GB of RAM, and since I was looking at replacing my MacBook Pro, I wanted something with more than 2 ports. None of the devices that were released has more than two ports, so I was planning on waiting until the higher-end models were available.
Things came to a head when I asked a friend, who did get an M1 MacBook Pro, to try my app on the M1. He was able to install and most everything worked. Except there were a couple of things that ended up crashing. I could have attempted to trouble-shoot them, but that is not easy to do without being able to debug as you co.
Because of this, I had to order an M1 Mac. I decided to get the base model Mac mini, which comes with 256GB of storage and 8GB of ram. I opted to get the base model Mac mini for two reasons. The first is because it was the cheapest and second it was able to shipped right away. I ended up just getting the base model, because I primarily need it for development and since it will be a dedicated development machine, and not my main machine, I did not need it to be completely upgraded. In some respects, I wish I had upgraded it, but that is for discussion later.
I was able to figure out the issues that were crashing the app. The problem was not with the M1 specifically, instead the issue that my friend was experiencing turned out to be a server-side issue. I ordered the M1 Mac mini in late November, and doing so extended the return window to be in early January. I have not returned the Mac mini yet. I do not think I will. In fact, I had not purchased Apple Care initially with the Mac mini, but I did just purchase Apple Care for my M1 Mac mini.
Overall Thoughts
The M1 Mac mini is fast. When I am using it, I can generally use it without any issues, slowdowns, or performance losses; most of the time anyway. Even though the model I have only has 8GB of RAM, this seems to be enough, and the 256GB of storage should be plenty since I am not using it as my primary machine.
The M1 Mac mini is the same physical form factor as the previous Mac mini, albeit in silver instead of Space Gray. The fact that it is the same form factor means that it includes a spinning fan. In the time that I have had the Mac mini I have not heard it spin up, even when performing system updates. This is not the experience that I have had with the 16-inch MacBook Pro. The fans on that will spin at full speed while updating. So, this is a nice departure. As a side note, the M1 MacBook Air does not have a fan, so you will never hear the fan on that machine ever.
The M1 Mac Mini does not have the same port configuration as the previous models. The M1 Mac mini has 2 USB-A ports, 2 Thunderbolt/USB 4 ports, a gigabit ethernet jack, and an HDMI 2.0 port. For most users this port configuration is plenty. I know it is more than I need. The Intel model has the option of configuring the ethernet port to 10 gigabits per second and includes four Thunderbolt/USB-C ports.
The M1 Mac mini includes Bluetooth 5.0 and a 3.5mm headphone jack. This is the same as on the Intel-based Mac mini. There is one last difference, and that is in wireless connectivity. The M1 Mac mini supports 802.11ax, also known as WiFi-6. If you have an 802.11ax router, you should see significantly faster speeds, when going between other 802.11ax devices.
The M1 Mac Mini is capable of supporting two monitors, including Apple’s Pro Display XDR, as well as a 4K monitor. You can also use the USB-C ports for a display, along with the standard HDMI port.
Upgradeability
This should be a pretty quick section, as there is no way to upgrade the internals. The memory and storage are soldered onto the board, so nothing can be upgraded. Any storage upgrades would have to be external. There are not even any pins on the board to even begin to connect something internally.
Intel-based Apps
One of the benefits of the M1 is that you are able to run both Apple Silicon-based apps and Intel-based apps on the same machine. The ability to run Intel-based apps on the M1 is done through Apple's translation layer, called Rosetta 2.
I have only used one app that has been Intel-based on the M1 Mac mini and I have not experienced any issues with that app. It is likely that you will not experience any issues with Intel-based apps on an M1 Mac, but it is possible that some issues might exist depending on the app, but most should work without any issues. There might be some performance issues, but they should be minimal.
Having articulate the speed difference with the M1 Mac mini as compared to other devices. So, I opted to use unarchiving the Xcode 12.3 beta. Let us now look at quantifying the speed increases, with some benchmarks. What would a review be without them?
Obligatory Benchmarks
I was trying to find a way to be able to articulate just how fast a Mac running an M1 really is. I decided to unzip the Xcode 12.3 beta on a number of different devices that I have access to, and here are the results from slowest to fastest, formatted in minutes and seconds:
2018 Mac mini (3.0GHz 6-core 8th-generation Intel Core i5, 8GB):
9:05
2020 Developer Transition Kit (A12Z, 16GB):
8:29
2020 M1 Mac mini (8GB):
5:00
As you can see, the M1 Mac mini is blazingly faster when it comes to unzipping a 11.2GB xip file to its full 27.2GB size. This is just part of the speed that the M1 offers.
Any time you use a newer machine, whether you replace an older machine or just add another machine to your existing computers, you expect the machine to be faster. This is definitely the case with the Mac mini. It is not faster just in Geekbench benchmarks, it is, see the chart above, but just in the general feel it seems faster. I am sure part of this is the fact that it is an SSD only machine, as well as not having all of my usual apps on the machine, and the fact that it is a new machine.
However, the actual difference is borne out through the benchmarks that have been done using Geekbench 5.
Device
Single Core
Multi Core
iPod touch (6th Gen)
258
528
iPod touch (7th Gen)
553
1077
iPhone 7 Plus
740
1355
Early 2015 13.3-inch MacBook Pro
746
1652
Late 2018 Mac mini
992
4442
Mid-2017 27-inch iMac
1068
4377
12.9-inch iPad Pro (3rd Gen)
1124
4680
Late 2019 16-inch MacBook Pro
1170
5391
iPhone 11 Pro Max
1328
3252
iPhone 12 Pro Max
1604
4297
M1 Mac Mini
1739
7366
In Single Core performance, the M1 mac mini is 8.4% faster than my iPhone 12 Pro Max, 54% faster than my iPad Pro, and a whopping 62.8% faster than my 2017 iMac. Even crazier though, is the multi-core benchmarks. The M1 Mac mini is 57.4% faster than my iPad Pro, 68.2% faster than my 2017 iMac, and 71.4% faster than my iPhone 12 Pro Max. This difference is absolutely noticeable.
The biggest speed improvements that I have seen are actually while I have been doing development.
Developing on an M1 Mac mini
As mentioned earlier, the primary reason that I bought an M1 Mac mini was that my app was crashing on a friend's M1 Mac. Although, the issue ended up being on the server-side, and not the app itself, I have done quite a bit of development using the M1 Mac mini. I have some things that I have noticed along the way, so let us look at some of those now, starting with the screen.
Screen, or lack there of
One of the possible downsides of the Mac mini is that it does not include a screen. While I can purchase a monitor, including a 4K or 5K monitor, it is not likely to be a P3 color gamut monitor, and since the Mac mini is not my primary machine, I do not want to invest too much into it. I do have a 27-inch 1090p monitor that I purchased earlier this year, and have been using that.
Using this setup is definitely not ideal and is a significant departure from what I am used to with my 27-inch iMac. The difference is not only in the color, but also in the amount of screen real estate. On my iMac I use a scaled resolution, to provide me more usable space. This does result in smaller font, which I have no problem seeing, for the most part.
However, with the Mac mini and a 1080p monitor, I am limited in the amount of space that I have available to me, so I have to do some juggling in order to be the most efficient. Sometimes I have multiple windows open, one for the current file I am looking at and another for the simulator that I have running. With the amount of space on the iMac, I am able to position all of the windows to be able to see everything at once. That is just not possible on the 1080p monitor I have. It is situations like this where I wish Apple had continued to sell a stand alone monitor. I understand that it is a very small market, but having quality monitors that work well with Apple’s hardware would be ideal.
Even though I have to do some juggling, I am able to get some development done. I do not necessarily need to use the Xcode simulator all the time. This is because I have begun using a slightly different way of doing development.
Most general computing tasks do not process things using more than a single core. Yes, there are a number of applications that are specifically designed to utilize all of the cores of a machine, but most do not necessarily utilize these to their fullest extent.
One area that can utilize the multiple cores simultaneously is when you are building an app. The reason that this is possible is because the compiler is able to handle multiple tasks at once. This is most noticeable when using a specific feature of Apple’s Xcode app, called SwiftUI Previews.
SwiftUI Previews
Despite having a 27-inch iMac, which should be able to handle most development tasks, there are some things that it is not able to do. Most notably, it is not able to use SwiftUI Previews. SwiftUI Previews is a technology built into Xcode that allows you, as the name states, preview SwiftUI views. SwiftUI is a user interface that takes the core aspects of the Swift language and builds a series of user interface elements on top of the language. When you create SwiftUI Previews, they are in almost real-time. This is possible because when you use SwiftUI Previews, your screen is divided in half. On the left side you see your code and on the right side you see the SwiftUI Preview. With this arrangement, when you make a change it should be instantly reflected in the preview. This has been my experience on the Mac mini, and is the intended experience for anyone using SwiftUI Previews.
The way that this works is by constantly re-building your app. If you have done development for any amount of time you likely realize that this seems like it would be a constant drain on the system. In most cases, it would be. However, Swift is able to recompile only the parts of the app that need to be recompiled, and this technique allows SwiftUI previews to work.
My initial thought is that the reason SwiftUI Previews has not worked on my iMac is because it has a fusion drive, where a majority of the drive is a traditional spinning hard drive and a smaller portion is an SSD. So, I thought I would try SwiftUI Previews on my 2015 MacBook Pro, which is a pure SSD. However, I never ever been able to satisfactorily use them either. I have a 16-inch late 2019 MacBook Pro for work, and while SwiftUI can work on this, there are times that it even has issues with SwiftUI Previews.
That is not the case on the M1 Mac mini. I am able to use SwiftUI Previews without any issues, including the near real-time recompiling of my app. Changes that I make are reflected in the previews, and that is previews plural. With SwiftUI Previews you are able to have multiple devices show in the preview canvas simultaneously. This can allow you to easily see how an app will look at various screen sizes.
Each of these previews is its own simulator. Any simulator requires some memory, and if you have a large number of SwiftUI previews, even for a single SwiftUI View, they can use significant amounts of memory. This can be problematic in some situations. On the topic of memory, let us look at that next.
Memory Usage
Throughout most of the time I spent working on my app on the M1 Mac mini I did not experience that many issues. However, it seems as though Xcode will use as much memory as it can. At one point I started running into some performance issues and realized that Xcode was using 10.2 GB of memory, the LLVM process was using nearly 3GB of memory on its own. The amount of swap being used was 6.3GB.
This resulted in the Mac mini needing to use some swap, which I never experienced on my iMac. The reason for this is because my iMac has 24GB of memory in it The 8GB that came with it, and the 16GB of memory that I added after the fact. The 2017 iMac still has an access door for being able to add memory.
As you might expect, once I quit Xcode and waited for all of the processes to close and then restarted Xcode, I was back to having my regular performance. I guess that proves that sometimes it is best to just quit the app and restart it. However, the 8GB of memory does seem to be a bit of a bottle neck. This is most noticeable if I am working on SwiftUI Previews while also having simulators running at the same time.
Just as is the case with a tradition architecture, if the memory that is being used is full, anything not being used is swapped to the SSD. The speed of the SSD is fast enough where you will not likely notice the memory being swapped. However, as I experienced, there is a limit. Even though the memory swapped very fast, and I did not even notice it being done, it can have a slight performance impact.
One of the benefits to the M1 Macs is that users can run iOS apps natively, provided a developer opts in. Now, as a developer this has a benefit for you as well. You are able to test your iOS apps natively, including all of the features that are supported, such as handoff. This means that if you have an M1 Mac and an iPhone, you are able to do full handoff testing to verify that everything will work as expected without needing to have multiple iOS devices. Granted, this is provided that you are not offering a native macOS app, but only offering your iOS app for use on the M1 Macs.
Even though the M1 Mac improves your experience with macOS, and development using some of Apple's most intensive development tools, it has not been entirely smooth sailing. So let us dive into some of the issues that I have experienced.
Problems
As much as we would like it to be the case, nothing is perfect. To quote John Siracusa, "Nothing is so perfect that it can't be complained about." I have actually experienced a few different issues with the M1 Mac mini. The first of these, and the most annoying as well as most prevalent, is with an item I use all the time, the Magic Mouse.
Magic Mouse
I use a Magic Mouse 2, and a Magic Keyboard, with my Mac mini. I did not buy these new when I got ordered the Mac mini. The whole idea of the Mac mini is to be able to use your existing Keyboard, Video, and Mouse, which is what I did. Most of the time these just work, however, the Magic Mouse seems to randomly disconnect. This happens right in the middle of me using it. Sometimes I am pasting text and other times I am simply scrolling. There is no rhyme or reason as to why it happens that I have been able to ascertain, yet.
Once the mouse disconnects, it will reconnect, then immediately disconnect again, and then reconnect again. Again, this is not consistent. There are times when the disconnect and reconnect only occurs once, sometimes it is twice, and yet on a few occasions it has been three times. Sometimes, the mouse will work after it reconnects, but sometimes it does not. I have tried manually disconnecting and then reconnect the mouse, and it will work again for a while. This could be a half hour, an hour, or even longer, but it will inevitably happen again.
At first, I thought it could be an issue with macOS Big Sur 11.0.1. It was the first release of macOS Big Sur after the M1 Mac launched. While using the Mac mini macOS Big Sur 11.1 was released. I, of course, updated to this version. I updated not just because of this issue, but because I prefer to stay on the latest version of macOS. After installing the update, the issue continues. So that did not fix it.
The next thing I tried was a different Magic Mouse, a first generation one, that requires batteries and is not rechargeable with a lightning cable. Unfortunately, this did not fix the issue either. While it seemed that the issue happened less often with the first generation Magic Mouse, it did still happen. The issue is transient and does not happen consistently enough for me to be able to identify a pattern. I will continue to see if I can identify what is causing the issue. I have not experienced any issues with the Magic Keyboard disconnected, that I know of, so I think the issue may be isolated to the Magic Mouse.
I am beginning to suspect that the issue is entirely related to Xcode. I have used the mouse quite extensively while browsing the web and other tasks on the Mac mini and they did not happen when I was doing that, so it seems like it might be an Xcode-specific bug. This is still problematic because I am intending to use the Mac mini as a development machine, so Xcode is pretty important.
The issue with the Magic Mouse has not been the only issue I have experienced. I have encountered some issues while doing development.
Problems with Development
The second issue is one that I have only experienced twice, and may only be due to the 8GB of memory on the machine. I was working on my app and I came across an error, while using Xcode, that states:
The current system settings are not sufficient to allow booting additional simulators: maxFiles: 1288, openFiles: 1163, enforcedFilesBuffer: 1868. Please see Simulator help for information on adjusting resource limits.
I have never seen this error before, or anything even like it. Even with my usual build and run cycle on my iMac I have never come across this, or anything similar. Now, when I saw this error I was a bit confused because I was not trying to actually boot a simulator. I was actually in the middle of coding and just trying to build the app. I am sure that the reason that I got this error was because I have been using SwiftUI Previews. SwiftUI Previews can have multiple previews and each preview can rebuild the current view in an incremental manner. This results in quick builds and I suspect that there were just too many preview windows that ended up using up the available resources.
Furthermore, I am thinking that the fact that I only have 8 GB of memory in the Mac mini is part of the cause. It could be that I have not experienced this on my iMac because it has 24GB of memory, therefore it has enough resources to handle this. Additionally, as mentioned earlier, SwiftUI Previews has never worked properly on my iMac. Therefore, it could be a combination of me not using and it not working properly on my iMac as the reason I have never experienced this.
The fix was quite simple and an easy one. I simply closed Xcode and made sure the simulator, and all of its associated processes were closed. After restarting Xcode, I was back in business. I have not experienced this issue again, but who is to say that I will not again in the future.
LSBundleWrapper
I did get another issue, one that is not related to memory, but what seems like a compiler bug. This is the error I received:
Please try again later. Failed to finalize LSBundleWrapper mutator instance for [bundle identifier]
One of the things that you can do with an M1 Mac is run iOS apps. In addition to this, you can run your iPad app right on your M1 Mac. In order to do this, you select the build target of "“My Mac (Designed for iPad)”" in Xcode. Each time you successfully run a build using this target, your iOS is wrapped in a bundle and copied to your debug folder. As is the case with other apps, if there is already an existing app with the same name the app is incremented. For instance, for my app wwriteLite, the first build would be "wwriteLite", the next would be "wwriteLite 2", the third "wwriteLite 3", etc.
At first, I thought that I ran into the issue because the Mac mini has a limit on the number of builds allowed in the directory, but I do not think that is the case. I attempted to replicate the issue by purposely building and running, but I could not replicate the issue.
When this happened, I tried the first step in any troubleshooting, I tried quitting Xcode and re-opening it, but that did not fix the issue. I then decided to google the issue. The only result that I could find indicated that you needed to enable Mac Catalyst, build the app, and then disable it. To me, this does not seem like an appropriate solution because I was not building a Mac Catalyst app, and I did not want to deal with any possible problems that might arise from doing that.
At this point I opted to do the equivalent of nuke and pave for development: Clean the build folder and build the app again. Guess what, this fixed the issue. So, if you run into issues sometimes just doing a clean build folder and rebuilding the app fixes it. It the development equivalent of “quit and relaunch”.
There is yet another last issue I ran into, and this was also related to compiling.
Compiling Issue/Resource Utilization issue
A few times while I was compiling my app, I have had the entire system just stop responding. The mouse was able to move but that was it. Ironic, I know that the mouse, which has been causing other issues would continue to work, but I could not click on anything, I could not hit command-tab to switch to another app, nor could I bring up any windows. When this did happen, I let it sit and it would eventually catch up. Of course any actions that I had performed would replay. Obviously something locked up the system, but I am not sure what it was.
Read Only File System?
The last weird error that I have encountered while using the M1 Mac mini is an error that stated:
You can't save the file 'About.swift' because the volume "Macintosh HD" is read only.
Now, when I got this message I was definitely confused, because I had been using the system, and therefore it the volume that the app is on is definitely "read only". I do not use iCloud Document and Desktop syncing for my development iCloud account, because I do not need the feature since I do not have more than one machine dedicated for development. Even if I did, all of my code is source controlled, so I can just pull from source control.
As has been the case with many of the issues, quitting Xcode and restarting it fixed the issue. I have not experienced the same issue again. It is possible that I happen to try and save the file when the file system was taking a local Time Machine snapshot, but if so, then that was some really good timing on my part.
Closing Thoughts
The M1 Mac mini is fast, even in its base configuration. The M1 Mac Mini is speedy with everything it does, from just interacting with Finder, to building the incremental SwiftUI previews, and even building an app from start to finish.
If you are a developer, I recommend getting an Apple Silicon Mac as your next development Mac. This is particularly true if you plan on supporting your iOS to run on the M1 Macs, but a necessity if you have a native Mac app. If you do need one, you do not need to break the bank to get a great machine. However, you may want to wait for larger memory configurations.
The speed of the Mac mini alone is worth it. This is particularly true if you use SwiftUI and utilize SwiftUI Previews. The Mac mini is able to render these in near-real time is quite nice. Furthermore, the speed of the Mac mini allows you to be more productive. The fact that the system can compile builds, and incremental builds, so quickly means that you will spend less time waiting for the system and more time actually developing.
One thing I would recommend would be to get at least 16GB of RAM. At the time of this writing, the maximum you can get is 16GB, and I would definitely recommend it. I am sure that some of the issues that I have experienced have been due the fact that the Mac mini I purchased only has 8 GB of memory and not 16GB. In some ways, I regret not ordering a machine with 16GB of RAM, and time will tell if this was ultimately the wrong decision.
On a similar note, since I am only using the Mac mini as a development machine, the 256GB of storage should be sufficient, but I will not really know until I have used the machine for a bit longer. The reason that I say this is because half of the space is already used up, and I do not have a lot on the device. I have Apple’s built-in apps, Xcode, BBEdit, and a couple of other small applications. I do not have much else on the machine. As any developer knows, Xcode and its associated files do take up a lot of space. I wish Apple would have some sort Xcode cleanup utility, or have ways of cleaning up some of the excess Xcode files.
While I think 256GB should be enough for this device, for my needs. If this was my main machine, it would definitely not be enough storage space. So, take that into consideration if you do decide to purchase an M1 Mac. Even thought I have experienced some issues, I can still recommend getting an M1 Mac, even if you are not a developer.
I am not the first one to say this, but it does need to be said, these are the SLOWEST Apple Silicon Macs we will ever see, and these are already super fast. I do not expect to see the same type of speed increases in the future, but this is a great baseline to compare to with future M1 Macs. These machines absolutely blow away all Intel machines, and even most of Apple’s other Apple Silicon-based devices, like in the iPad and iPhone.
Ultimately, I may end up getting a different Apple Silicon-based Mac in the not too distant future, depending on what Apple releases. Even if I do end up buying another Apple Silicon Mac and using that for development instead, the current Mac mini can be used for a number of different things, like a server. If used as a server, the limitations of the smaller internal storage and 8GB of memory would not necessarily be limiting factors in that, since storage can be external, and while possible, it is hard to see 8GB of memory not being enough, for a server.
Here is one last thing to keep in mind. Even if you are not planning on getting a Mac mini, because you would prefer a laptop, everything I have written also applies to those machines as well. This is because all of the M1 Macs are using the same processor. Therefore, regardless of M1 Mac that you get, you should see significant improvements. Furthermore, even if you are not a developer and just need a new Mac, I recommend getting an M1 Mac, it should be able to serve your needs for many years to come. Now, if Apple would only release a standalone 5K monitor, but again, that is a whole other story.
Here is the iPhone 12 mini, iPhone 12, iPhone 12 Pro, and iPhone 12 Pro Max availability for the mid-afternoon of December 20th, 2020.
If you are looking for an iPhone 12 mini, iPhone 12, or a leather sleeve, for a holiday gift, you still have time to order it and have it delivered. iPhone 12 Pro and iPhone 12 Pro Max models have a January availability date. However, you may be able to pick one up at a local Apple Store or have one couriered, if the service is available.
Changes for Apple
iPhone 12
All Models changed from Tomorrow to Tue, Dec 22
iPhone 12 Pro
All Models changed from Jan 6 - Jan 13 to Jan 14 - Jan 21
iPhone 12 mini
All Models: Tue, Dec 22
iPhone 12 Pro Max
All Models changed from Dec 30 to Jan 7
Changes for the Accessories
MagSafe Charger has changed from Dec 31 to Jan 7
iPhone Leather Wallet with MagSafe - Baltic Blue has changed from Dec 31 to Jan 7
iPhone Leather Wallet with MagSafe - California Poppy has changed from Dec 31 to Jan 7
iPhone Leather Wallet with MagSafe - Saddle Brown has changed from Dec 31 to Jan 7
iPhone Leather Wallet with MagSafe - Black has changed from Dec 31 to Jan 7
MagSafe Duo Charger has changed from Wed, Dec 16 to Tue, Dec 22
iPhone 12/12 Pro Leather Sleeve with MagSafe - Saddle Brown has changed from Wed, Dec 16 to Tue, Dec 22
iPhone 12/12 Pro Leather Sleeve with MagSafe - Pink Citrus has changed from Wed, Dec 16 to Tue, Dec 22
iPhone 12/12 Pro Leather Sleeve with MagSafe - Baltic Blue has changed from Wed, Dec 16 to Tue, Dec 22
iPhone 12/12 Pro Leather Sleeve with MagSafe - (PRODUCT)RED has changed from Wed, Dec 16 to Tue, Dec 22
iPhone 12 Pro Max Leather Sleeve with MagSafe - Saddle Brown has changed from Wed, Dec 16 to Tue, Dec 22
iPhone 12 Pro Max Leather Sleeve with MagSafe - Pink Citrus has changed from Thu, Dec 17 to Tue, Dec 22
iPhone 12 Pro Max Leather Sleeve with MagSafe - Baltic Blue has changed from Wed, Dec 16 to Tue, Dec 22
iPhone 12 Pro Max Leather Sleeve with MagSafe - (PRODUCT)RED has changed from Wed, Dec 16 to Tue, Dec 22
iPhone 12 mini Leather Sleeve with MagSafe - Saddle Brown has changed from Wed, Dec 16 to Tue, Dec 22
iPhone 12 mini Leather Sleeve with MagSafe - Pink Citrus has changed from Wed, Dec 16 to Tue, Dec 22
iPhone 12 mini Leather Sleeve with MagSafe - Baltic Blue has changed from Wed, Dec 16 to Tue, Dec 22
iPhone 12 mini Leather Sleeve with MagSafe - (PRODUCT)RED has changed from Wed, Dec 16 to Tue, Dec 22
Changes for the Carriers
AT&T
ATT - 64GB White iPhone 12 has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 128GB White iPhone 12 has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 256GB White iPhone 12 has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 64GB Black iPhone 12 has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 128GB Black iPhone 12 has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 256GB Black iPhone 12 has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 64GB (PRODUCT)Red iPhone 12 has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 128GB (PRODUCT)Red iPhone 12 has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 256GB (PRODUCT)Red iPhone 12 has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 64GB Blue iPhone 12 has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 128GB Blue iPhone 12 has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 256GB Blue iPhone 12 has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 64GB Green iPhone 12 has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 128GB Green iPhone 12 has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 256GB Green iPhone 12 has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 128GB Pacific Blue iPhone 12 Pro has changed from Jan 12, 2021 to
ATT - 64GB White iPhone 12 mini has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 128GB White iPhone 12 mini has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 256GB White iPhone 12 mini has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 64GB Black iPhone 12 mini has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 128GB Black iPhone 12 mini has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 256GB Black iPhone 12 mini has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 64GB (PRODUCT)Red iPhone 12 mini has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 128GB (PRODUCT)Red iPhone 12 mini has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 64GB Blue iPhone 12 mini has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 128GB Blue iPhone 12 mini has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 256GB Blue iPhone 12 mini has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 64GB Green iPhone 12 mini has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 128GB Green iPhone 12 mini has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 256GB Green iPhone 12 mini has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 128GB Graphite iPhone 12 Pro Max has changed from Dec 29, 2020 to Dec 28, 2020
ATT - 256GB Graphite iPhone 12 Pro Max has changed from Dec 18, 2020 to Jan 11, 2021
ATT - 512GB Graphite iPhone 12 Pro Max has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 512GB Silver iPhone 12 Pro Max has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 128GB Gold iPhone 12 Pro Max has changed from Dec 29, 2020 to Dec 28, 2020
ATT - 256GB Gold iPhone 12 Pro Max has changed from Dec 29, 2020 to Jan 25, 2021
ATT - 128GB Pacific Blue iPhone 12 Pro Max has changed from Dec 18, 2020 to Dec 29, 2020
ATT - 512GB Pacific Blue iPhone 12 Pro Max has changed from Dec 18, 2020 to Dec 29, 2020
T-Mobile
T-Mobile - 256GB White iPhone 12 has changed from Dec 15 - Dec-17 to Dec 20 - Dec-22
T-Mobile - 64GB (PRODUCT)Red iPhone 12 has changed from Dec 28 - Jan-04 to Dec 20 - Dec-22
T-Mobile - 128GB (PRODUCT)Red iPhone 12 has changed from Jan 08 - Jan-22 to Dec 29 - Jan-04
T-Mobile - 64GB Green iPhone 12 has changed from Dec 28 - Jan-04 to Dec 20 - Dec-22
T-Mobile - 128GB Graphite iPhone 12 Pro has changed from Dec 28 - Jan-04 to Jan 19 - Feb-09
T-Mobile - 256GB Graphite iPhone 12 Pro has changed from Dec 14 - Dec-16 to Dec 21 - Dec-23
T-Mobile - 128GB Silver iPhone 12 Pro has changed from Jan 22 - Feb-12 to Jan 19 - Feb-09
T-Mobile - 256GB Silver iPhone 12 Pro has changed from Jan 22 - Feb-12 to Jan 26 - Feb-16
T-Mobile - 512GB Silver iPhone 12 Pro has changed from Dec 14 - Dec-16 to Jan 26 - Feb-16
T-Mobile - 128GB Gold iPhone 12 Pro has changed from Jan 22 - Feb-12 to Jan 26 - Feb-16
T-Mobile - 256GB Gold iPhone 12 Pro has changed from Jan 22 - Feb-12 to Jan 26 - Feb-16
T-Mobile - 512GB Gold iPhone 12 Pro has changed from Jan 22 - Feb-12 to Jan 26 - Feb-16
T-Mobile - 128GB Pacific Blue iPhone 12 Pro has changed from Dec 14 - Dec-16 to Dec 22 - Dec-24
T-Mobile - 256GB Pacific Blue iPhone 12 Pro has changed from Jan 09 - Jan-25 to Dec 20 - Dec-22
T-Mobile - 512GB Pacific Blue iPhone 12 Pro has changed from Jan 22 - Feb-12 to Jan 26 - Feb-16
T-Mobile - 256GB White iPhone 12 mini has changed from Dec 15 - Dec-17 to Dec 20 - Dec-22
T-Mobile - 256GB Green iPhone 12 mini has changed from Dec 15 - Dec-17 to Dec 20 - Dec-22
T-Mobile - 128GB Graphite iPhone 12 Pro Max has changed from Dec 28 - Jan-04 to Dec 20 - Dec-22
T-Mobile - 256GB Graphite iPhone 12 Pro Max has changed from Dec 14 - Dec-16 to Dec 21 - Dec-23
T-Mobile - 512GB Silver iPhone 12 Pro Max has changed from Dec 14 - Dec-16 to Jan 26 - Feb-16
T-Mobile - 128GB Gold iPhone 12 Pro Max has changed from Dec 14 - Dec-16 to Dec 28 - Jan-04
T-Mobile - 512GB Gold iPhone 12 Pro Max has changed from Jan 19 - Feb-09 to Jan 26 - Feb-16
T-Mobile - 128GB Pacific Blue iPhone 12 Pro Max has changed from Dec 21 - Dec-28 to Dec 20 - Dec-22
T-Mobile - 512GB Pacific Blue iPhone 12 Pro Max has changed from Jan 19 - Feb-09 to Jan 26 - Feb-16
iPhone 12
ATT
64GB
128GB
256GB
White
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Black
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
(PRODUCT)Red
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Blue
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Green
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Sprint
64GB
128GB
256GB
White
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Black
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
(PRODUCT)Red
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Blue
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Green
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
T-Mobile
64GB
128GB
256GB
White
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Black
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
(PRODUCT)Red
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Blue
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Green
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Verizon
64GB
128GB
256GB
White
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Black
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
(PRODUCT)Red
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Blue
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Green
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Sim-Free
64GB
128GB
256GB
White
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Black
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
(PRODUCT)Red
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Blue
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Green
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
iPhone 12 Pro
ATT
128GB
256GB
512GB
Graphite
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Silver
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Gold
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Pacific Blue
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Sprint
128GB
256GB
512GB
Graphite
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Silver
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Gold
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Pacific Blue
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
T-Mobile
128GB
256GB
512GB
Graphite
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Silver
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Gold
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Pacific Blue
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Verizon
128GB
256GB
512GB
Graphite
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Silver
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Gold
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Pacific Blue
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Sim-Free
128GB
256GB
512GB
Graphite
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Silver
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Gold
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
Pacific Blue
Jan 14 - Jan 21
Jan 14 - Jan 21
Jan 14 - Jan 21
iPhone 12 mini
ATT
64GB
128GB
256GB
White
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Black
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
(PRODUCT)Red
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Blue
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Green
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Sprint
64GB
128GB
256GB
White
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Black
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
(PRODUCT)Red
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Blue
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Green
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
T-Mobile
64GB
128GB
256GB
White
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Black
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
(PRODUCT)Red
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Blue
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Green
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Verizon
64GB
128GB
256GB
White
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Black
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
(PRODUCT)Red
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Blue
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Green
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Sim-Free
64GB
128GB
256GB
White
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Black
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
(PRODUCT)Red
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Blue
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
Green
Tue, Dec 22
Tue, Dec 22
Tue, Dec 22
iPhone 12 Pro Max
ATT
128GB
256GB
512GB
Graphite
Jan 7
Jan 7
Jan 7
Silver
Jan 7
Jan 7
Jan 7
Gold
Jan 7
Jan 7
Jan 7
Pacific Blue
Jan 7
Jan 7
Jan 7
Sprint
128GB
256GB
512GB
Graphite
Jan 7
Jan 7
Dec 28 - Dec 30
Silver
Dec 28 - Dec 30
Jan 7
Dec 28 - Dec 30
Gold
Dec 28 - Dec 30
Dec 28 - Dec 30
Dec 28 - Dec 30
Pacific Blue
Jan 7
Jan 7
Dec 28 - Dec 30
T-Mobile
128GB
256GB
512GB
Graphite
Jan 7
Jan 7
Jan 7
Silver
Jan 7
Jan 7
Dec 28 - Dec 30
Gold
Jan 7
Jan 7
Jan 7
Pacific Blue
Jan 7
Jan 7
Jan 7
Verizon
128GB
256GB
512GB
Graphite
Jan 7
Jan 7
Jan 7
Silver
Jan 7
Jan 7
Dec 28 - Dec 30
Gold
Jan 7
Jan 7
Jan 7
Pacific Blue
Jan 7
Jan 7
Dec 28 - Dec 30
Sim-Free
128GB
256GB
512GB
Graphite
Jan 7
Jan 7
Jan 7
Silver
Jan 7
Jan 7
Dec 28 - Dec 30
Gold
Jan 7
Jan 7
Jan 7
Pacific Blue
Jan 7
Jan 7
Jan 7
iPhone 12 - Carriers
ATT
64GB
128GB
256GB
White
Dec 29, 2020
Dec 29, 2020
Dec 29, 2020
Black
Dec 29, 2020
Dec 29, 2020
Dec 29, 2020
(PRODUCT)Red
Dec 29, 2020
Dec 29, 2020
Dec 29, 2020
Blue
Dec 29, 2020
Dec 29, 2020
Dec 29, 2020
Green
Dec 29, 2020
Dec 29, 2020
Dec 29, 2020
T-Mobile
64GB
128GB
256GB
White
Dec 20 - Dec-22
Dec 20 - Dec-22
Dec 20 - Dec-22
Black
Dec 20 - Dec-22
Dec 20 - Dec-22
Dec 20 - Dec-22
(PRODUCT)Red
Dec 20 - Dec-22
Dec 29 - Jan-04
Dec 20 - Dec-22
Blue
Dec 20 - Dec-22
Dec 20 - Dec-22
Dec 20 - Dec-22
Green
Dec 20 - Dec-22
Dec 20 - Dec-22
Dec 20 - Dec-22
Verizon
64GB
128GB
256GB
White
In Stock
In Stock
12-23-2020
Black
In Stock
In Stock
In Stock
(PRODUCT)Red
In Stock
In Stock
In Stock
Blue
In Stock
In Stock
In Stock
Green
In Stock
In Stock
In Stock
iPhone 12 Pro - Carriers
ATT
128GB
256GB
512GB
Graphite
Jan 11, 2021
Jan 4, 2021
Feb 1, 2021
Silver
Jan 25, 2021
Jan 11, 2021
Feb 15, 2021
Gold
Feb 15, 2021
Feb 15, 2021
Feb 8, 2021
Pacific Blue
Jan 18, 2021
Feb 15, 2021
T-Mobile
128GB
256GB
512GB
Graphite
Jan 19 - Feb-09
Dec 21 - Dec-23
Dec 20 - Dec-22
Silver
Jan 19 - Feb-09
Jan 26 - Feb-16
Jan 26 - Feb-16
Gold
Jan 26 - Feb-16
Jan 26 - Feb-16
Jan 26 - Feb-16
Pacific Blue
Dec 22 - Dec-24
Dec 20 - Dec-22
Jan 26 - Feb-16
Verizon
128GB
256GB
512GB
Graphite
In Stock
12-23-2020
02-17-2021
Silver
12-30-2020
12-30-2020
02-17-2021
Gold
02-17-2021
02-17-2021
02-17-2021
Pacific Blue
In Stock
12-30-2020
02-17-2021
iPhone 12 mini - Carriers
ATT
64GB
128GB
256GB
White
Dec 29, 2020
Dec 29, 2020
Dec 29, 2020
Black
Dec 29, 2020
Dec 29, 2020
Dec 29, 2020
(PRODUCT)Red
Dec 29, 2020
Dec 29, 2020
Jan 4, 2021
Blue
Dec 29, 2020
Dec 29, 2020
Dec 29, 2020
Green
Dec 29, 2020
Dec 29, 2020
Dec 29, 2020
T-Mobile
64GB
128GB
256GB
White
Dec 20 - Dec-22
Dec 20 - Dec-22
Dec 20 - Dec-22
Black
Dec 20 - Dec-22
Dec 20 - Dec-22
Dec 20 - Dec-22
(PRODUCT)Red
Dec 20 - Dec-22
Dec 20 - Dec-22
Dec 20 - Dec-22
Blue
Dec 20 - Dec-22
Dec 20 - Dec-22
Dec 20 - Dec-22
Green
Dec 20 - Dec-22
Jan 12 - Jan-26
Dec 20 - Dec-22
Verizon
64GB
128GB
256GB
White
In Stock
01-07-2021
In Stock
Black
In Stock
In Stock
In Stock
(PRODUCT)Red
In Stock
In Stock
In Stock
Blue
12-30-2020
In Stock
In Stock
Green
In Stock
12-30-2020
In Stock
iPhone 12 Pro Max - Carriers
ATT
128GB
256GB
512GB
Graphite
Dec 28, 2020
Jan 11, 2021
Dec 29, 2020
Silver
Dec 28, 2020
Jan 4, 2021
Dec 29, 2020
Gold
Dec 28, 2020
Jan 25, 2021
Dec 28, 2020
Pacific Blue
Dec 29, 2020
Jan 4, 2021
Dec 29, 2020
T-Mobile
128GB
256GB
512GB
Graphite
Dec 20 - Dec-22
Dec 21 - Dec-23
Dec 20 - Dec-22
Silver
Jan 12 - Jan-26
Dec 20 - Dec-22
Jan 26 - Feb-16
Gold
Dec 28 - Jan-04
Dec 20 - Dec-22
Jan 26 - Feb-16
Pacific Blue
Dec 20 - Dec-22
Dec 20 - Dec-22
Jan 26 - Feb-16
Verizon
128GB
256GB
512GB
Graphite
12-30-2020
12-23-2020
12-30-2020
Silver
12-30-2020
12-23-2020
01-07-2021
Gold
01-04-2021
12-23-2020
01-13-2021
Pacific Blue
12-30-2020
12-30-2020
12-29-2020
iPhone Accessories - Apple
iPhone Accessories
Accessory
Ships By
MagSafe Charger
Jan 7
iPhone Leather Wallet with MagSafe - Baltic Blue
Jan 7
iPhone Leather Wallet with MagSafe - California Poppy
Jan 7
iPhone Leather Wallet with MagSafe - Saddle Brown
Jan 7
iPhone Leather Wallet with MagSafe - Black
Jan 7
MagSafe Duo Charger
Tue, Dec 22
iPhone 12/12 Pro Leather Sleeve with MagSafe - Saddle Brown
Tue, Dec 22
iPhone 12/12 Pro Leather Sleeve with MagSafe - Pink Citrus
Tue, Dec 22
iPhone 12/12 Pro Leather Sleeve with MagSafe - Baltic Blue
Tue, Dec 22
iPhone 12/12 Pro Leather Sleeve with MagSafe - (PRODUCT)RED
Tue, Dec 22
iPhone 12 Pro Max Leather Sleeve with MagSafe - Saddle Brown
Tue, Dec 22
iPhone 12 Pro Max Leather Sleeve with MagSafe - Pink Citrus
Tue, Dec 22
iPhone 12 Pro Max Leather Sleeve with MagSafe - Baltic Blue
Tue, Dec 22
iPhone 12 Pro Max Leather Sleeve with MagSafe - (PRODUCT)RED
Tue, Dec 22
iPhone 12 mini Leather Sleeve with MagSafe - Saddle Brown
Tue, Dec 22
iPhone 12 mini Leather Sleeve with MagSafe - Pink Citrus
Tue, Dec 22
iPhone 12 mini Leather Sleeve with MagSafe - Baltic Blue
Tue, Dec 22
iPhone 12 mini Leather Sleeve with MagSafe - (PRODUCT)RED
Here is the HomePod mini availability for the mid-afternoon of December 20th, 2020.
The HomePod mini continues to be popular. The Space Gray model has a delivery date of January 7th, while the White HomePod mini has a range of January 21st to January 28th.
Changes for the HomePod
HomePod mini - Space Gray has changed from Dec 31 to Jan 7
HomePod mini - White has changed from Dec 31 - Jan 8 to Jan 21 - Jan 28
Here is the iPhone 12 mini, iPhone 12, iPhone 12 Pro, and iPhone 12 Pro Max availability for the early morning of December 14th.
The biggest changes have been for the iPhone 12 Pro, which has improved slightly in that there is now a range of dates from January 6th to January 13th.
For the carriers, T-Mobile's availability seems to be changing all over the place for their phones. Some have improved, some have slipped.
Changes for Apple
iPhone 12
Verizon - 256GB White iPhone 12 has changed from Mon, Dec 14 to Dec 21 - Dec 23
iPhone 12 Pro
ATT - 128GB Graphite iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
ATT - 256GB Graphite iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
ATT - 512GB Graphite iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
ATT - 128GB Silver iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
ATT - 256GB Silver iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
ATT - 512GB Silver iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
ATT - 128GB Gold iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
ATT - 256GB Gold iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
ATT - 512GB Gold iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
ATT - 128GB Pacific Blue iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
ATT - 256GB Pacific Blue iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
ATT - 512GB Pacific Blue iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sprint - 128GB Graphite iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sprint - 256GB Graphite iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sprint - 512GB Graphite iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sprint - 128GB Silver iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sprint - 256GB Silver iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sprint - 512GB Silver iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sprint - 128GB Gold iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sprint - 256GB Gold iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sprint - 512GB Gold iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sprint - 128GB Pacific Blue iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sprint - 256GB Pacific Blue iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sprint - 512GB Pacific Blue iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
T-Mobile - 128GB Graphite iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
T-Mobile - 256GB Graphite iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
T-Mobile - 512GB Graphite iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
T-Mobile - 128GB Silver iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
T-Mobile - 256GB Silver iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
T-Mobile - 512GB Silver iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
T-Mobile - 128GB Gold iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
T-Mobile - 256GB Gold iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
T-Mobile - 512GB Gold iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
T-Mobile - 128GB Pacific Blue iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
T-Mobile - 256GB Pacific Blue iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
T-Mobile - 512GB Pacific Blue iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Verizon - 128GB Graphite iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Verizon - 256GB Graphite iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Verizon - 512GB Graphite iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Verizon - 128GB Silver iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Verizon - 256GB Silver iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Verizon - 512GB Silver iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Verizon - 128GB Gold iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Verizon - 256GB Gold iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Verizon - 512GB Gold iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Verizon - 128GB Pacific Blue iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Verizon - 256GB Pacific Blue iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Verizon - 512GB Pacific Blue iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sim-Free - 128GB Graphite iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sim-Free - 256GB Graphite iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sim-Free - 512GB Graphite iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sim-Free - 128GB Silver iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sim-Free - 256GB Silver iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sim-Free - 512GB Silver iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sim-Free - 128GB Gold iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sim-Free - 256GB Gold iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sim-Free - 512GB Gold iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sim-Free - 128GB Pacific Blue iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sim-Free - 256GB Pacific Blue iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Sim-Free - 512GB Pacific Blue iPhone 12 Pro has changed from Jan 12 to Jan 6 - Jan 13
Changes for the Accessories
MagSafe Charger has changed from Dec 30 to Dec 31
iPhone Leather Wallet with MagSafe - Baltic Blue has changed from Dec 30 to Dec 31
iPhone Leather Wallet with MagSafe - California Poppy has changed from Dec 30 to Dec 31
iPhone Leather Wallet with MagSafe - Saddle Brown has changed from Dec 30 to Dec 31
iPhone Leather Wallet with MagSafe - Black has changed from Dec 30 to Dec 31
MagSafe Duo Charger has changed from Tue, Dec 15 to Wed, Dec 16
iPhone 12/12 Pro Leather Sleeve with MagSafe - Saddle Brown has changed from Tue, Dec 15 to Wed, Dec 16
iPhone 12/12 Pro Leather Sleeve with MagSafe - Pink Citrus has changed from Tue, Dec 15 to Wed, Dec 16
iPhone 12/12 Pro Leather Sleeve with MagSafe - Baltic Blue has changed from Tue, Dec 15 to Wed, Dec 16
iPhone 12/12 Pro Leather Sleeve with MagSafe - (PRODUCT)RED has changed from Tue, Dec 15 to Wed, Dec 16
iPhone 12 Pro Max Leather Sleeve with MagSafe - Saddle Brown has changed from Tue, Dec 15 to Wed, Dec 16
iPhone 12 Pro Max Leather Sleeve with MagSafe - Pink Citrus has changed from Wed, Dec 16 to Thu, Dec 17
iPhone 12 Pro Max Leather Sleeve with MagSafe - Baltic Blue has changed from Tue, Dec 15 to Wed, Dec 16
iPhone 12 Pro Max Leather Sleeve with MagSafe - (PRODUCT)RED has changed from Tue, Dec 15 to Wed, Dec 16
iPhone 12 mini Leather Sleeve with MagSafe - Saddle Brown has changed from Tue, Dec 15 to Wed, Dec 16
iPhone 12 mini Leather Sleeve with MagSafe - Pink Citrus has changed from Tue, Dec 15 to Wed, Dec 16
iPhone 12 mini Leather Sleeve with MagSafe - Baltic Blue has changed from Tue, Dec 15 to Wed, Dec 16
iPhone 12 mini Leather Sleeve with MagSafe - (PRODUCT)RED has changed from Tue, Dec 15 to Wed, Dec 16
Changes for the Carriers
T-Mobile
T-Mobile - 256GB White iPhone 12 has changed from Dec 28 - Jan-11 to Dec 15 - Dec-17
T-Mobile - 64GB (PRODUCT)Red iPhone 12 has changed from Dec 11 - Dec-14 to Dec 28 - Jan-04
T-Mobile - 128GB (PRODUCT)Red iPhone 12 has changed from Dec 11 - Dec-14 to Jan 08 - Jan-22
T-Mobile - 64GB Green iPhone 12 has changed from Dec 11 - Dec-14 to Dec 28 - Jan-04
T-Mobile - 128GB Green iPhone 12 has changed from Dec 12 - Dec-14 to Dec 14 - Dec-16
T-Mobile - 128GB Graphite iPhone 12 Pro has changed from Dec 11 - Dec-14 to Dec 28 - Jan-04
T-Mobile - 256GB Green iPhone 12 mini has changed from Dec 11 - Dec-14 to Dec 15 - Dec-17
T-Mobile - 128GB Graphite iPhone 12 Pro Max has changed from Dec 14 - Dec-16 to Dec 28 - Jan-04
T-Mobile - 128GB Pacific Blue iPhone 12 Pro Max has changed from Dec 11 - Dec-14 to Dec 21 - Dec-28
iPhone 12
ATT
64GB
128GB
256GB
White
Tomorrow
Tomorrow
Tomorrow
Black
Tomorrow
Tomorrow
Tomorrow
(PRODUCT)Red
Tomorrow
Tomorrow
Tomorrow
Blue
Tomorrow
Tomorrow
Tomorrow
Green
Tomorrow
Tomorrow
Tomorrow
Sprint
64GB
128GB
256GB
White
Tomorrow
Tomorrow
Tomorrow
Black
Tomorrow
Tomorrow
Tomorrow
(PRODUCT)Red
Tomorrow
Tomorrow
Tomorrow
Blue
Tomorrow
Tomorrow
Tomorrow
Green
Tomorrow
Tomorrow
Tomorrow
T-Mobile
64GB
128GB
256GB
White
Tomorrow
Tomorrow
Tomorrow
Black
Tomorrow
Tomorrow
Tomorrow
(PRODUCT)Red
Tomorrow
Tomorrow
Blue
Tomorrow
Tomorrow
Tomorrow
Green
Tomorrow
Tomorrow
Tomorrow
Verizon
64GB
128GB
256GB
White
Tomorrow
Tomorrow
Dec 21 - Dec 23
Black
Tomorrow
Tomorrow
Tomorrow
(PRODUCT)Red
Tomorrow
Tomorrow
Tomorrow
Blue
Tomorrow
Tomorrow
Tomorrow
Green
Tomorrow
Tomorrow
Tomorrow
Sim-Free
64GB
128GB
256GB
White
Tomorrow
Tomorrow
Tomorrow
Black
Tomorrow
Tomorrow
Tomorrow
(PRODUCT)Red
Tomorrow
Tomorrow
Tomorrow
Blue
Tomorrow
Tomorrow
Tomorrow
Green
Tomorrow
Tomorrow
Tomorrow
iPhone 12 Pro
ATT
128GB
256GB
512GB
Graphite
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Silver
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Gold
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Pacific Blue
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Sprint
128GB
256GB
512GB
Graphite
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Silver
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Gold
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Pacific Blue
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
T-Mobile
128GB
256GB
512GB
Graphite
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Silver
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Gold
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Pacific Blue
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Verizon
128GB
256GB
512GB
Graphite
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Silver
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Gold
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Pacific Blue
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Sim-Free
128GB
256GB
512GB
Graphite
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Silver
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Gold
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
Pacific Blue
Jan 6 - Jan 13
Jan 6 - Jan 13
Jan 6 - Jan 13
iPhone 12 mini
ATT
64GB
128GB
256GB
White
Tomorrow
Tomorrow
Tomorrow
Black
Tomorrow
Tomorrow
Tomorrow
(PRODUCT)Red
Tomorrow
Tomorrow
Tomorrow
Blue
Tomorrow
Tomorrow
Tomorrow
Green
Tomorrow
Tomorrow
Tomorrow
Sprint
64GB
128GB
256GB
White
Tomorrow
Tomorrow
Tomorrow
Black
Tomorrow
Tomorrow
Tomorrow
(PRODUCT)Red
Tomorrow
Tomorrow
Tomorrow
Blue
Tomorrow
Tomorrow
Tomorrow
Green
Tomorrow
Tomorrow
Tomorrow
T-Mobile
64GB
128GB
256GB
White
Tomorrow
Tomorrow
Tomorrow
Black
Tomorrow
Tomorrow
(PRODUCT)Red
Tomorrow
Tomorrow
Tomorrow
Blue
Tomorrow
Tomorrow
Tomorrow
Green
Tomorrow
Tomorrow
Tomorrow
Verizon
64GB
128GB
256GB
White
Tomorrow
Tomorrow
Tomorrow
Black
Tomorrow
Tomorrow
Tomorrow
(PRODUCT)Red
Tomorrow
Tomorrow
Tomorrow
Blue
Tomorrow
Tomorrow
Tomorrow
Green
Tomorrow
Tomorrow
Tomorrow
Sim-Free
64GB
128GB
256GB
White
Tomorrow
Tomorrow
Tomorrow
Black
Tomorrow
Tomorrow
Tomorrow
(PRODUCT)Red
Tomorrow
Tomorrow
Blue
Tomorrow
Tomorrow
Tomorrow
Green
Tomorrow
Tomorrow
Tomorrow
iPhone 12 Pro Max
ATT
128GB
256GB
512GB
Graphite
Dec 30
Dec 30
Dec 30
Silver
Dec 30
Dec 30
Dec 30
Gold
Dec 30
Dec 30
Dec 30
Pacific Blue
Dec 30
Dec 30
Dec 30
Sprint
128GB
256GB
512GB
Graphite
Dec 30
Dec 30
Dec 30
Silver
Dec 30
Dec 30
Dec 30
Gold
Dec 30
Dec 30
Dec 30
Pacific Blue
Dec 30
Dec 30
Dec 30
T-Mobile
128GB
256GB
512GB
Graphite
Dec 30
Dec 30
Dec 30
Silver
Dec 30
Dec 30
Dec 30
Gold
Dec 30
Dec 30
Dec 30
Pacific Blue
Dec 30
Dec 30
Dec 30
Verizon
128GB
256GB
512GB
Graphite
Dec 30
Dec 30
Dec 30
Silver
Dec 30
Dec 30
Dec 30
Gold
Dec 30
Dec 30
Dec 30
Pacific Blue
Dec 30
Dec 30
Dec 30
Sim-Free
128GB
256GB
512GB
Graphite
Dec 30
Dec 30
Dec 30
Silver
Dec 30
Dec 30
Dec 30
Gold
Dec 30
Dec 30
Dec 30
Pacific Blue
Dec 30
Dec 30
Dec 30
iPhone 12 - Carriers
ATT
64GB
128GB
256GB
White
Dec 18, 2020
Dec 18, 2020
Dec 18, 2020
Black
Dec 18, 2020
Dec 18, 2020
Dec 18, 2020
(PRODUCT)Red
Dec 18, 2020
Dec 18, 2020
Dec 18, 2020
Blue
Dec 18, 2020
Dec 18, 2020
Dec 18, 2020
Green
Dec 18, 2020
Dec 18, 2020
Dec 18, 2020
T-Mobile
64GB
128GB
256GB
White
Dec 14 - Dec-16
Dec 14 - Dec-16
Dec 15 - Dec-17
Black
Dec 14 - Dec-16
Dec 14 - Dec-16
Dec 14 - Dec-16
(PRODUCT)Red
Dec 28 - Jan-04
Jan 08 - Jan-22
Dec 14 - Dec-16
Blue
Dec 14 - Dec-16
Dec 14 - Dec-16
Dec 14 - Dec-16
Green
Dec 28 - Jan-04
Dec 14 - Dec-16
Dec 14 - Dec-16
Verizon
64GB
128GB
256GB
White
In Stock
In Stock
12-23-2020
Black
In Stock
In Stock
In Stock
(PRODUCT)Red
In Stock
In Stock
In Stock
Blue
In Stock
In Stock
In Stock
Green
In Stock
In Stock
12-23-2020
iPhone 12 Pro - Carriers
ATT
128GB
256GB
512GB
Graphite
Jan 5, 2021
Dec 29, 2020
Jan 26, 2021
Silver
Jan 19, 2021
Jan 5, 2021
Feb 9, 2021
Gold
Feb 9, 2021
Feb 9, 2021
Feb 2, 2021
Pacific Blue
Jan 12, 2021
Jan 12, 2021
Feb 9, 2021
T-Mobile
128GB
256GB
512GB
Graphite
Dec 28 - Jan-04
Dec 14 - Dec-16
Dec 14 - Dec-16
Silver
Jan 22 - Feb-12
Jan 22 - Feb-12
Dec 14 - Dec-16
Gold
Jan 22 - Feb-12
Jan 22 - Feb-12
Jan 22 - Feb-12
Pacific Blue
Dec 14 - Dec-16
Jan 09 - Jan-25
Jan 22 - Feb-12
Verizon
128GB
256GB
512GB
Graphite
In Stock
In Stock
01-13-2021
Silver
12-23-2020
12-30-2020
01-13-2021
Gold
01-06-2021
01-13-2021
01-20-2021
Pacific Blue
In Stock
01-06-2021
01-20-2021
iPhone 12 mini - Carriers
ATT
64GB
128GB
256GB
White
Dec 18, 2020
Dec 18, 2020
Dec 18, 2020
Black
Dec 18, 2020
Dec 18, 2020
Dec 18, 2020
(PRODUCT)Red
Dec 18, 2020
Dec 18, 2020
Dec 29, 2020
Blue
Dec 18, 2020
Dec 18, 2020
Dec 18, 2020
Green
Dec 18, 2020
Dec 18, 2020
Dec 18, 2020
T-Mobile
64GB
128GB
256GB
White
Dec 14 - Dec-16
Dec 14 - Dec-16
Dec 15 - Dec-17
Black
Dec 14 - Dec-16
Dec 14 - Dec-16
Dec 14 - Dec-16
(PRODUCT)Red
Dec 14 - Dec-16
Dec 14 - Dec-16
Dec 14 - Dec-16
Blue
Dec 14 - Dec-16
Dec 14 - Dec-16
Dec 14 - Dec-16
Green
Dec 14 - Dec-16
Jan 12 - Feb-02
Dec 15 - Dec-17
Verizon
64GB
128GB
256GB
White
In Stock
In Stock
In Stock
Black
In Stock
In Stock
In Stock
(PRODUCT)Red
In Stock
In Stock
In Stock
Blue
In Stock
In Stock
In Stock
Green
In Stock
12-23-2020
In Stock
iPhone 12 Pro Max - Carriers
ATT
128GB
256GB
512GB
Graphite
Dec 29, 2020
Dec 18, 2020
Dec 18, 2020
Silver
Dec 22, 2020
Dec 29, 2020
Dec 18, 2020
Gold
Dec 29, 2020
Dec 29, 2020
Dec 22, 2020
Pacific Blue
Dec 18, 2020
Dec 29, 2020
Dec 18, 2020
T-Mobile
128GB
256GB
512GB
Graphite
Dec 28 - Jan-04
Dec 14 - Dec-16
Dec 14 - Dec-16
Silver
Jan 12 - Feb-02
Dec 14 - Dec-16
Dec 14 - Dec-16
Gold
Dec 14 - Dec-16
Dec 14 - Dec-16
Jan 19 - Feb-09
Pacific Blue
Dec 21 - Dec-28
Dec 14 - Dec-16
Jan 19 - Feb-09
Verizon
128GB
256GB
512GB
Graphite
In Stock
12-23-2020
12-30-2020
Silver
In Stock
12-18-2020
12-30-2020
Gold
In Stock
12-23-2020
01-13-2021
Pacific Blue
In Stock
12-23-2020
12-29-2020
iPhone Accessories - Apple
iPhone Accessories
Accessory
Ships By
MagSafe Charger
Dec 31
iPhone Leather Wallet with MagSafe - Baltic Blue
Dec 31
iPhone Leather Wallet with MagSafe - California Poppy
Dec 31
iPhone Leather Wallet with MagSafe - Saddle Brown
Dec 31
iPhone Leather Wallet with MagSafe - Black
Dec 31
MagSafe Duo Charger
Wed, Dec 16
iPhone 12/12 Pro Leather Sleeve with MagSafe - Saddle Brown
Wed, Dec 16
iPhone 12/12 Pro Leather Sleeve with MagSafe - Pink Citrus
Wed, Dec 16
iPhone 12/12 Pro Leather Sleeve with MagSafe - Baltic Blue
Wed, Dec 16
iPhone 12/12 Pro Leather Sleeve with MagSafe - (PRODUCT)RED
Wed, Dec 16
iPhone 12 Pro Max Leather Sleeve with MagSafe - Saddle Brown
Wed, Dec 16
iPhone 12 Pro Max Leather Sleeve with MagSafe - Pink Citrus
Thu, Dec 17
iPhone 12 Pro Max Leather Sleeve with MagSafe - Baltic Blue
Wed, Dec 16
iPhone 12 Pro Max Leather Sleeve with MagSafe - (PRODUCT)RED
Wed, Dec 16
iPhone 12 mini Leather Sleeve with MagSafe - Saddle Brown
Wed, Dec 16
iPhone 12 mini Leather Sleeve with MagSafe - Pink Citrus
Wed, Dec 16
iPhone 12 mini Leather Sleeve with MagSafe - Baltic Blue
Wed, Dec 16
iPhone 12 mini Leather Sleeve with MagSafe - (PRODUCT)RED
If you were to ask anybody if they play games, you will very likely get an affirmative answer. Everybody has played at least one game in their lives. It may not be a video game, but it is a game of some sort. Gamers are simultaneously the same and unique. We are all the same because we have all had triumphs and heartbreaks, while playing a game. We have all felt the anticipation of a new game, and the let down when a game did not live up to our expectations. We have all been frustrated and elated all while playing games.
Even though we have all felt those experiences, none of us have had the exact same overall experiences when it comes to games. We all have different favorite types of games, games we have played, and even when, where, and what games we had access to and played.
I have played games on a range of devices and consoles. Over my life I have played games on a wide variety of devices, ranging from the Apple II/e to the Xbox Series X. The entire list includes:
Nintendo Entertainment System (NES)
Sega Genesis
Sega Game Gear
Nintendo 64
Sony Playstation 2
Microsoft Xbox
Nintendo Game Cube
Nintendo Wii
Microsoft Xbox 360
Sony Playstation 3
Xbox One
Sony Playstation 4
Nintendo Switch
Xbox Series X
I have also played games on Microsoft DOS, Microsoft Windows 95, 98, 2000, XP, and even on the Mac, iPhone and iPad. The games that I remember most will always be ones that I enjoy playing. These games are ones that I have undoubtedly purchased multiple times. Some of these include Super Mario Bros 1, 2, and 3, Sonic the Hedgehog 1, 2, and Sonic & Knuckles, Wolfenstein 3D, Doom, Quake, the entire Half-Life series, Duke Nukem 3D, and a bunch of other games.
I have purchased a new iPhone each year since its original introduction in 2007. Having purchased a new iPhone each year, I have been able to figure out what areas I need to cover in each review that I post about the phones.
Having owned an iPhone for so long I have played a bunch of games on the iPhone, as well as the iPad. While I do not play that many new games on the iPhone, there are four games that I play almost daily. Given that I spend so much time with my iPhone, you would think I would spend more time playing games on there, but I do not. For the last seven years worth of iPhones, I written a review.
Even though I have played many games, across the various consoles, I have never actually written a review of a gaming console, as far as I can tell. So, this is somewhat of a first for me. I have written about the Xbox One and Playstation 4 in two separate e-books, but never a full review.. But I will give it a go. With that, let us dive into various aspects and my thoughts on the latest Microsoft console, the Xbox Series X, starting with a bit of history of gaming.
Brief History of Gaming
When you look at the tech industry in general, you will see a new phone being released at least every month, sometimes even every week, and that is just from a single manufacturer. There are some manufacturers, like Apple, who release their new phones only once a year. There is one industry that makes even Apple look like speed demons when it comes to releasing new products. There are some types of devices that do not get new releases every year, or even every few years. One type of device that meets this definition is. gaming console.
When new phones are released, they are typically generally incremental changes from the previous versions. That is not to say that they do not make leaps from time to time, they certainly do, but they are just not nearly as significant of shifts.
The same cannot be said for gaming consoles. Typically, console manufacturers tend to release new console generations every five to seven years. The primary reason for such a long time span between console generations is due to development times. One of the factors that contribute to the time is that the entire platform may change. This has happened more than once in recent history. Another factor is that console manufacturers must get game developers on board and developing for the new system in order to have titles available at the launch of the new console.
While console manufacturers release new console generations in longer spans, there are typically incremental versions of the console that are released at some point between the generations. Typically, these incremental versions include additional storage, smaller designs, and other internal refinements. Some of the recent incremental consoles include the Xbox One S, the Xbox One X, the Sony Playstation 4 slim, and the Playstation 4 Pro. The question becomes, what defines a “console generation”?
Console Generations
Depending on whom you ask, a console generation can be defined in a number of different ways. However, there has been some consensus of what each console generation is. The early console generations were marked by significant advances and included things like hardware changes. For instance, in the first five generations we go from the original Pong machine, all the way to the Sony Playstation 1. These generations include going from 4-bit consoles, to 8-bit to 16-bit, or 32-bit to 64-bit consoles. This also includes going from 2D graphics to 3D animated graphics. The first five console generations spanned from 1972 to 1999, while the sixth to 9th generations span from 2000 to now.
Each console generation has its own iconic consoles, below are the big names for each generation.
1st Generation
Original Pong
2nd Generation
Atari 2600
Intellivision
ColecoVision
3rd Generation
Nintendo Entertainment System (NES)
Commodore 64 Gaming System
Sega Master System
4th Generation
TurboGrafx-16
Sega Genesis
Super Nintendo Entertainment System (SNES)
5th Generation
Sega Saturn
Nintendo 64
Sony Playstation 1
6th Generation
Microsoft Xbox
Nintendo GameCube
Sega Dreamcast
Sony Playstation 2
7th Generation
Microsoft Xbox 360
Nintendo Wii
Sony Playstation 3
8th Generation
Microsoft Xbox One
Nintendo Switch
Nintendo Wii U
Sony Playstation 4
9th Generation (Current)
Microsoft Xbox Series X|S
Sony Playstation 5
As time has gone on, the number of distinct consoles being manufactured has been dropping to only a few manufacturers. The first generation saw 888 different consoles, whereas the last four generations have only had three or four consoles being released.
The reason for such a precipitous drop is that a change happened with the second console generation. Instead of having a device being dedicated to a single game, the consoles become platforms with the ability to play multiple games. A significant number of consoles utilized cartridges. These hard plastic cartridges were durable and allowed you to use swap them out easily.
Stating with fifth generation, games began switching from cartridges to using CDs, or DVDs for their games. The reason for this was storage density and the need to be able to store more information than a standard cartridge could hold.
Another shift happened with the seventh generation of consoles. That change was the ability to download games to your console and not need a physical item to be able to play your game. This had the advantage of allowing you to re-download your games again, as well as allowing updates to games.
Nintendo has typically done its own thing, and continues to do so by going back to using cartridges for their Nintendo Switch system. There are two reasons for this shift. The first is that the Switch is meant to be portable, so having a spinning drive is not possible. Secondly, the storage space available on cartridges has increased to the point where they can put games on cartridges. The Nintendo Switch does support digital downloads, so you do not need to use a cartridge, but you can if you would like.
As you can see there have been three major manufacturers, Microsoft, Nintendo, and Sony, for the lsat three generations. Each of these manufacturers have their own line of consoles. It is possible that another console manufacturer will enter into the market, however, it does not seem likely.
As mentioned above, gaming consoles are not released every year, there are typically refinements released at about half-way through a console generation’s lifetime. This has been true with the release of smaller versions of each of the most recent consoles. When there is a revision released, it is typically smaller, or in the case of Nintendo, a bit more powerful, or a different form factor.
When it comes to console gaming, I primarily play games on the Xbox. I do have a Playstation 4 and a Nintendo Switch, so I can play games on those as well. I typically only play console-exclusive games on those devices.
Because I primarily game on the Xbox, I was excited to hear that Microsoft was releasing a new console this holiday season. Unlike so many others, I was able to get a console for launch day, although I did have some trouble. You can read about the problems I had here.
Now, that we have covered some history, let us get to the review of the Xbox Series X by starting with the unboxing.
Unboxing
There are a slew of different unboxing videos of the Xbox Series X available. Like this one from What’s Good Games, but here are some pictures of the unboxing of my Xbox Series X.
I have watched a few different unboxing videos, so I knew what to expect. When you open the The Xbox Series X packaging, you are presented with the Xbox console right up front. It is nicely wrapped in a soft wrap to protect the console.
Behind the console is a box that contains the power cord, an HDMI cable, and the included controller. In order to setup the console you need to take it out of the box. The Xbox Series X console is HEAVY, at 9.8 pounds or 4.45 kilograms.. The console is not unwieldy, but it is dense and would be problematic to cart around. So, it is a good thing that it is designed to be stationary. This compares to the Xbox One, which was 7.7 pounds, or 3.5 kilograms. Therefore, this newer console is 27% heavier than the original Xbox One.
The Xbox Series X has a number of ports on the back of the console. The ports include:
Two USB 3.1 gen 1 ports, using the USB-A style connector.
One gigabit ethernet port
One power cord plug
One HDMI out
One dedicated proprietary storage expansion port.
One Kensington lock port
The layout of the ports for the Xbox Series X are pretty good. Each port has its own shape, so they are easily identifiable by sight. There is a nice touch that many users may not need, but it can be vital for a certain segment of the population. There are unique bumps beneath each of the ports. This is designed for those who may have visual issues and need to identify a port by touch.
The USB ports have 3 single dots on them. The ethernet port has two dots, the power port has a single dot, the HDMI out port has a long bar, and the storage expansion port has four dots beneath it. These will allow you to easily identify the ports should you need to be able to identify the ports without looking at them.
As mentioned above, the Xbox Series X includes a gigabit Ethernet port. While some will end up using this port, many will likely use the wireless connection instead. The included wireless is dual-band the 802.11ac. This means that it can support 802.11b,g,n,a, and AC, at 2.4GHz and 5GHz frequencies. This all sounds like a bunch of mumbo jumbo, and unless you are steeped in wireless connectivity it may not mean much. To make things easier the Wi-Fi working group has retroactively re-named some of these using straight numbers. The Xbox Series X supports Wifi 5, 4, 3, 2, and 1. It does not support Wifi 6, which would be 802.11ax. Even though it does not support the latest wireless connectivity, 802.11ac should be sufficient for most everyone.
All of these ports are on the back, now let us flip it around and look at the front. There is one port on the front as well, another USB 3.1 gen 1 port that uses the USB-A style plug. There are three buttons on the front of the Xbox. There is the disc eject button to remove physical discs. Close to the disc eject button is the Power button. In the opposite corner from the power button is the controller synchronization button.
Outside of the console, you also receive the power cable, a controller (more on that in a bit), and an HDMI 2.1 cable. This cable is a “Ultra High-Speed” cable because it needs to be able to deliver all of the data to your TV, again more on some of the new technology in a bit. Now that we have covered what is in the box, let us look at the internals for the design of the Xbox Series X.
Design
The Xbox Series X console is a rectangular device, that is 5.94 inches wide by 5.94 inches deep, by 11.85 inches high. When consoles are released there are generally designed to lay flat. Technically, the previous Xbox consoles, except for the original Xbox, can be placed on their side, but it is likely that many use it while laying flat.
The Xbox Series X is designed to be used in either orientation. I typically use my Xboxes with the disc drive being horizontal, where the top of the disc will be towards the top of the console. This is because it makes it much easier for me to know which way the disc is supposed to be inserted. I still buy most of my games in physical format, because I can do what I would like with the physical disc afterwards. That is not to say that I have not purchased digital games, I have, but I just prefer to get the physical games.
Modern gaming consoles are very much like PCs, and contain many of the same type of components. What separates gaming consoles from standard PCs is that gaming console hardware is typically static and highly customized, meaning that they do not typically use off the shelf components.
The Xbox Series X is designed to have the air flow through the core of the console. In order to facilitate this, on the bottom of the console there is a foot that will allow the console to sit slightly above the surface it is placed on. This foot is on the console in order to allow enough to flow over the internals. In order to get enough airflow and to keep the console cool enough, some of the internals have been specifically designed. The biggest example of this is the motherboard.
The motherboard of the Xbox Series X is actually a unique design with two individual boards. One of the boards has the processor, graphics, and memory on it. The second board has all of the input and output, like the wireless, USB ports, HDMI port, and disc drive. The two boards are attach to a metal chassis, which lines up the boards and allows them to interconnect so everything works well together.
This is very reminiscent of the 2013 Mac Pro, in that it has a unique layout, and the design of the Mac Pro had air flow over the internal core. One of the issues with the 2013 Mac Pro was that it was very limited in terms of thermals, which limited its upgradeability. Luckily, that is not likely to be a problem with the Xbox Series X, because it is not designed to be upgradeable in anyway, and typically game console generations do not change significantly, except in their size.
On the motherboards you will find an 8-core 3.8GHz custom processor and a GPU that is capable of running at 12 teraflops, or 12 trillion operations per second. To complement this is 16GB of system memory. This memory has two different speeds, there is ten gigabytes of memory that runs at 560 gigabits per second, and six gigabytes of memory that runs at 336 gigabits per second. The reason that there are two different types of memory is for throughput. Some tasks need to be able to read and write memory as fast as possible, so it would use the ten gigabyte block of memory. Whereas memory that does not necessarily need to be that fast can use the six gigabyte block of memory.
The types of items that may be stored in memory are loaded from the permanent storage, or non-volatile memory. The Xbox Series X has 1 terabyte of custom storage. This uses the Non-Volatile Memory Express, or NVME, protocol. This protocol is designed to connect directly to the CPU. This connection means that the CPU will be able to access the memory faster than going through traditional buses. This should provide faster speeds.
While the Xbox Series X comes with 1 terabyte by default, you can expand the storage in two ways, using the dedicated expansion port, or USB 3.1. Each option has its own trade-offs.
If you use the dedicated expansion port, you will have to get the custom Seagate Storage Expansion Card. Using this expansion card allows you to use the storage just as if it were internal storage. This would increase your overall storage to 2 terabytes. The downside to this is that it is not cheap. As of this writing, the expansion card has a retail price of $219.99, but it does match the internal storage exactly.
If you opt to go with the USB 3.1 external drive route, you can get much larger storage sizes, upwards of 8 terabytes. While these are typically cheaper, particular for a 1, 2, or 4 terabyte drive, you are not able to use these type of drives for playing games directly off of. Instead, you would need to copy the games from this drive to the internal storage. While this would be significantly faster than re-downloading a game from the xbox servers, or re-installing from disc and then updating the game, it will still take some time. Furthermore, it will take some manual management of your games.
All of these internals support the whole reason you are using the Xbox, to play games. In order to be able to see what you are doing, you need to have some graphics. The Xbox Series X can output games at true 4K, meaning a resolution of 3840 pixels wide x 2160 pixels tall, provided you have a 4K television. The Xbox Series X is capable of handling high-dynamic range, or HDR, content.
HDR is a technology that allows more vibrant colors. For instance, lighter colors will be brighter, while darker colors will be richer. This can add more contrast to a game and can enhance your overall game play. If you have a capable television, or monitor, you can even play games at 120 frames per second. This would allow the game play to be even smoother than playing at 60 frames per second.
There are a few different types of HDR standards. These include HDR10, HDR10+, HLG, Dolby Vision, and Advanced HDR. The Xbox Series X supports HDR10, HDR10+, and Dolby Vision. These are the most common types, so it is good to have these supported.
While not all monitors can display content at every refresh rate, described using frames per second, or fps, many monitors can support multiple refresh rates. The Xbox Series X can handle the following refresh rates, 24 frames per second, 30 fps, 60 fps, and 120 fps. The various refresh rates can be used within a single game, depending on the content. For instance, if there is a video cut scene that plays at 24fps, while most of the remaining gameplay is 60fps, the Xbox Series X can seamlessly switch between the two modes, and if your monitor supports it, can adjust on the fly without you ever noticing.
While video is probably the most important aspect of any media on the Xbox Series X, sound can be just as important in some contexts. The Xbox Series X is capable of handling Dolby Digital 5.1 sound, DTS 5.1, Dolby True HD with Atmos, up to 7.1. This is all provided that you have the proper sound setup in order to support the sound.
With all of this technology in such a dense package, it is time to actually get to to playing some games, so now that the technology has been covered, let us move onto to actually setting up the Xbox Series X.
Setup
When I first turned on the Xbox, as you might expect, there was a day one firmware update. This patch was only about 800 megabytes, so not terribly large, particularly as compared to some day 1 game updates. Yes, I am looking at you Call of Duty and your 135GB of downloads, but that is a different story. This was actually smaller than I had expected, but I did expect an update to be needed. Just about every modern devices will need to be updated as soon as they are plugged in and powered on, it is just the modern way of technology.
It has been quite a long time since I had to set up an Xbox. There are a few different ways to setup an Xbox console. The first is to use the on screen guide, which will walk you through step by step. The second option is to use the Xbox app to help set up your Xbox. I opted to use the Xbox app on my phone. The reason I opted for this was because I have a complicated password for my xbox account and trying to enter this via the controller would be a pain to do. Combine this with two factor authentication and it would probably take 10 minutes to get past the login screen.
When you setup and Xbox, you have an option to transfer the settings from an existing Xbox, or to set up the Xbox as a new console. I opted to transfer my settings. This took a lot less time that I expected. The amount of time was short because the transfer was only for the settings and account information. It did not transfer game data, like I had initially thought. Of course, this was my own ignorance.
The Xbox app will walk you through all of the steps needed. This includes updating the console, selecting power options (energy saving or instant on), setting up automatic updates, enabling remote features, naming the console, and then finally copying the settings from another Xbox.
There was one last thing that happened after I finished the setup. My Xbox Series X controller needed to be updated. Which is not a new thing, since my previous Xbox controllers needed updates from time to time, but I was a bit surprised to see that was immediately after finishing setup.
There was one last thing that happened after I finished the setup. My Xbox Series X controller needed to be updated. Which is not a new thing, since my previous Xbox controllers needed updates from time to time, but I was a bit surprised to see that was immediately after finishing setup.
After the setup comes installing games onto the console. Let us move to that for a bit.
Installing Games
After you have setup an xbox, you do have the option of transferring over game data after the fact. This is done via the settings. After I had finished my setup I contemplated transferring over the game installation data. However, I opted to not do this because there is a new feature for this generation of Xbox consoles.
The Xbox Series X, as well as its cousin the Xbox Series S, have a feature called “Smart Delivery”. Smart Delivery will only download the assets that are necessary for that console. Let us say for instance that you have an Xbox Series S. The maximum resolution for the console is 1440p. This means that you will not need the full 4K resolution images. Similarly, if you have an Xbox Series X, you will not need to download the 1440p assets. This means that you should be able to save some space on your console. If you have an Xbox Series S, you will save more space than the Xbox Series X, but both consoles should save some space.
Since I was going from a non 4K gaming device, the Xbox One S, to a 4K one, the Xbox Series X, I opted to get the optimized versions of the game data delivered so that I could experience the games I chose to install in their full 4K resolution.
There are two downsides to this technology. The first is that the game developer has to support this technology. I honestly do not know what it takes to support Smart Delivery. It might be as simple as tagging different assets for which console or indicating its maximum size. If a game supports Smart delivery it should indicate “Smart Delivery” on the game’s information on the Xbox console or xbox.com. Similarly, if you purchase a physical game, it will have the wording “Series X” on the front cover of the case.
The second downside is that it will take time to download the optimized version. Game assets that use 4K will take up more storage space, so they will take longer to download, even if they are compressed. This is due to having significantly more resolution, and therefore being of larger size, than standard 1080p or 1440p assets.
On the topic of software, let us move onto the Xbox dashboard software.
Xbox Dashboard
One of the benefits of software is that you can update, change, and adapt software over time. The software that is used to handle the non-gaming interface of the Xbox is the Xbox dashboard software. If you upgraded from an Xbox One to the Xbox Series X you should notice absolutely no difference between the dashboard of the two consoles.
Where you would notice some differences is with the capabilities of the console. There are a couple of new options for the Xbox Series X that were not in the Xbox One S, which is what I upgraded from. These include some HDR options, which are outlined above, and another new feature supported by the Xbox Series X.
Game Play
My old Xbox was an Xbox One S. I got this from my brother after he upgraded to a different Xbox One model. The Xbox One S had a 500GB spinning hard drive that ran at 5400RPM. The fact that it was a 5400 RPM hard drive did mean that things were going to take a bit longer, but should be sufficient for game play. The Xbox One S does support 4K Blu-Ray playback, but not 4K gaming. Even the Xbox One S was an upgrade from the original Xbox One that I purchased back in 2013, because that did not include any 4K capabilities at all.
The first thing I noticed with the Xbox Series X is how fast games load. This was most notable when comparing the load times on Watch Dogs: Legion. On the Xbox One S I could get up, go and grab something to drink and come back and still not have the game be loaded. With the Xbox Series X it would take approximately 15 seconds to load, which was a significant improvement.
There are two factors that allow this. The first is that there is an SSD on the Xbox Series X, and the second is the NVME storage, given that it is significantly faster than a spinning hard drive. Solid State drives, by their nature, are faster than any spinning hard drive. This is because solid state drives can read random parts of the drive, where as a spinning hard drive must seek out a specific spot and may need to make a few revolutions before finding the particular sector.
Now, let us switch to a whole new feature for the Xbox Series X, one that will make aspects of game play a bit richer. That feature is called Ray Tracing.
Ray Tracing
Ray Tracing is a newer technique that allows more accurate shadows and lighting around objects. Say for instance you have a. Desk with a light shining on it. In the past it would take a lot to render the exact lighting that would move while a character moves. You would not always be able to take into account how a player would move. Therefore, you would be more likely to render consistent lighting, so that you could have a predictable result.
However, with todays technology this information can be computed and rendered in near-real time. This technique will allow for even better game play experiences. Here are two examples from Microsoft’s game, Minecraft. The first one does not have Ray Tracing enabled, while the second one does hav Ray Tracing enabled.
Not every game supports Ray Tracing, but for the ones that do, there may be an option to turn off Ray Tracing within the settings of the game. This is the case for Call of Duty Black Ops: Cold War. Since Ray Tracing is still new to the Xbox, it may not be optimized and may have issues. If you do experience any, it might be best to turn it off until the issues can be rectified. I have not experienced any issues specifically related to Ray Tracing, that I know of, but that is not to say that there have not been any.
Now that we have finished with the game play, let us switch to how you play games, using the controller.
Xbox Series X Controller
The way that you control a game depends on the platform. For desktops and laptops, you may be able to use a keyboard, mouse, joystick, or another input device. Remember the old ThrustMaster racing wheels? There are some consoles, like the Nintendo Wii and Nintendo Switch that have their own unique controllers, like the Wii Remotes, and the Joycons on the Nintendo Switch. Even though the Switch and Wii have their own unique controllers, there is another controller available, the Pro controller, which has a controller that is more akin to traditional console controllers.
Some gamers are not able to use traditional controllers and instead need to be able to adapt a controller to their needs. For these gamers, there is the Microsoft Adaptive Controller. While it is not covered in this review, it is available for those gamers who need it.
If you were to just make a quick glance between an Xbox One controller and the Xbox Series X controller you might not think there is any difference between the two. However, there are some differences, but they are subtle.
All Xbox controllers, excluding the Xbox Adaptive Controller, have a number of items on the front of the controller. These items are:
Two joysticks, one on the upper left, and one on the right side towards the bottom.
A directional pad on the left button side.
Four buttons in a diamond pattern, from top going clockwise you have Y, B, A, and X.
An options button on the left.
A start button on the right..
In the middle at the top is the controller power button.
The buttons and joysticks on the front are not the only buttons. There are some along the back as well. These are:
Two bumper buttons on the shoulders of the controller, one on the left and one on the right.
Two trigger buttons on the back, again one on the left and one on the right.
A power port between the bumpers.
A pairing button to the left of the power port.
There is one last port on the bottom of the controller, an accessory port. This is used to connect additional items like headsets. The Xbox Series X controller also has one additional button, that is in between the options and start buttons, and that is a dedicated share button.
The function of the Share Button can be customized through the Settings on the Xbox Dashboard. You have a few different options. This can be “Record what happened”, “Take Screenshot” or “Start/Stop recording’. Now, the “Record What Happened” option depends on your default capture settings. For 4K game captures you can capture the last 30 seconds, for 1080p, it is 1 to 2 minute, 720p is up to 3 minutes. The screenshots will be in 4K. The option for "Start/Stop Recording" will begin a record when you press it, and then stop the recording. This allows for a more customized length of video, which can save time in editing later. Even if that editing is just trimming the beginning and the end, it is still time saved.
Besides the power port, the directional pad has changed. The directional pad on the Xbox One controller is designed to allow you to more easily hit the up, right, down, and left arrows. These sit at 90 degree angles to each other. The modification with the Xbox Series X controller is that it is much easier to hit the diagonals, or 45 degrees from the standard directional buttons. This configuration can provide for more control during a game, particularly puzzle games or any other game where exact controllers or small adjustments in those specific directions are needed. This is not the first controller to have this type of configuration. The Xbox Elite Controllers have had this type of directional pad.
Having these additional directional options make playing some type of games a bit better and can make some actions a lot easier. Along with the directional pad there are some other changes, most notably to the back of the controller. This change can also allow for a better overall experience.
Increased Grip
The original Xbox One controller took the shape of the Xbox 360 controller and refined it. One of the aspects of the original Xbox One controller was that the area where you wrap your fingers around the back were smooth. While this felt nice, and provided a uniform feel across the entire controller, it could be a bit problematic.
Imagine if you will, you are heavy into a gaming session, fighting the last boss of a game, you are low on health and barely surviving. Or maybe you are in a multiplayer match, and you are on a hot streak, going 10 and 0, and you need to keep going, or maybe you are playing a Dance Dance Revolution game and you are hitting every single beat perfectly. Because everything is a bit stressful your palms begin to sweat and with the controller being smooth it may be a bit difficult to hold onto the controller and you may end up dying or failing to hit that button at right the right moment.
Microsoft took the feedback about this and with the Xbox One S controllers, as well as the Xbox Elite Controllers, and added some gripping material to the back of the controllers. This would help during those intense gaming sessions and would allow air to flow through the bumps on the controller.
The Xbox Series X controller take this a bit further and adds just a bit more grip material. When I compare the Xbox One S controller and the new Xbox Series X controller, the Xbox Series X controller does seem to have additional grip material on it. I will concede that it is possible that the grip material on the Xbox One S controller has been worn away over time and it might have the same amount of grip material when it was new. Regardless, it does have more grip material than the original Xbox One controller, which did not have any grip material at all.
There is one last item to discuss about the controller itself, and that is the port on the controller.
USB-C
It is likely that many players use their Xbox controllers wirelessly, but that is not the only method. You can also used them wired to your Xbox as well. If you use rechargeable batteries, or the charge kit, you will need to plug in your controller from time to time. The primary purpose of these ports is to allow the controllers to be connected via a cable.
The Xbox series of consoles have all had Universal Service Bus, or USB, ports included in them. USB is designed to allow a standard physical interface between devices. At this point USB is considered an "old" technology. It is not outdated, but it has been around a long time. USB was finalized in 1996, with the first devices coming out later in the same year. USB really is universal. While it is being replaced by new ports, it is still in use today on a large number of products, including newly introduced ones.
The original Xbox had a proprietary USB connection that was used for the controllers. Since the Xbox 360, the Xbox consoles have all had standard USB ports, available to the end user. These have been USB-A ports.
The Xbox Series X continues to have USB-A ports on the console. There are two ports on the back of the console and one on the front. However, what has not remained the same is the type of connection on the controller. The Xbox 360 had a proprietary connector that would allow even a wireless controller to connect to the Xbox 360, and would charge the controller if you had rechargeable batteries in the controller.
While the ports are used primarily used to connect controllers, there have been some other accessories that have also used USB ports. This includes the Kinect, controllers like guitars and drums for rhythm games, and hard drives for storage. These are just a few of the many other accessories that have been available over the years.
With the introduction of the Xbox One in 2013, the port included on the controllers was a standard one, a Micro-USB port. Unlike other systems, these ports are standards compliant. Changing to a standard port would allow gamers to purchase any USB-A to Micro-USB cable to be able to connect their controller to their console. One of the downsides of the Micro-USB port is that you need to plug in the cable in a specific direction.
With the Xbox Series X, the port has changed again, but only on the controller. It is no longer Micro USB port as it was on previous controllers, but has been replaced. With a USB-C port. The fact that it is a USB-C connection is actually a good thing, for a couple of reasons. First, you longer need to worry about plugging in the power cable incorrectly. This is because USB-C is designed to be reversible. Secondly, USB-C is quickly becoming the de-facto standard for connecting most peripherals. Furthermore, if you have another USB-C cable, you can use that to charge your controller.
The thing that I am confused about is why there is not at least one USB-C port on the Xbox Series X console. I can understand needing to retain one or two USB-A ports, given that many users have existing accessories that will work on their Xbox Series X, but not having a USB-C port on the console itself does seem a bit strange. As mentioned earlier, USB-C is quickly becoming the go to standard for not just accessories, but for all other types of devices, like phones, laptops, tablets, and other gaming consoles.
I would hope that when the next revision of the Xbox Series X comes about, if tradition holds in about in 3 to 4 years, that it would have at least one USB-C port on it, if not having all of the ports being USB-C. While it is a minor issue, it does seem a bit odd to not have a single USB-C port on the console, particularly considering that USB-C has been around long enough where there would have been time to change one or two ports to USB-C. There one last thing to mention related to the bundled-in controller and USB-C, and that is the cable.
USB-C Cable
As mentioned above the Xbox One controller used Micro-USB for its connection to the Xbox One and to charge. The cables included with these controllers were somewhat unique in that they included a light to indicate the current charging status of the controller. If this indicator was orange the controller was charging and if the light was white the controller was fully charged.
The USB-C cable bundled with the controller does include this indicator. The controller will vibrate when you plug it in, so there is some feedback regarding the controller. However, there is no easy way to see on the cable, or the controller, the current charge status. You can use the Xbox dashboard to see the current charge status, but this does require you to turn on the Xbox in order to see the information.
The USB-C cable does have another difference, compared to the Micro-USB cable provided with the Xbox One. It is much thicker. One thing I did notice over the years of using the Xbox One, and the Xbox One S, is that the Micro USB cable would eventually fray and need to be replaced. I have owned three “Plug and Charge Kits” for the Xbox One. I would either buy a new one because the rechargeable battery would not hold a charge long enough or because the cable frayed. Since Micro USB is a standard I could have just purchased or used a standard cable, but the cables included in the “Plug and Charge Kit” was always a longer one, so I could, as the name suggests, plug in the controller and charge it simultaneously. Furthermore, it had the indicator light. So both of these items kept me purchasing the cords. The good thing about having purchased so many is that I now have a number of rechargeable batteries that can be used.
The thicker USB-C cable should provide a bit more reliability and the cable should not wear out as quickly. At least that is my hope. Again, since it is not a cable with any additional features, should it happen to break in the future, I can just order a new cable in the length I would like so that I will be able to continue charging the controller while playing. It would be nice to see Microsoft come out with a USB-C cable with a charging indicator. It was a nice feature to be able to easily see the charging status.
Even though the controller has USB-C, the console only has USB-A ports. There might be another reason why there are so many USB-A ports on the Xbox Series X, and that is backward compatibility.
Backward Compatibility
When gaming consoles first came to market, you would not have any expectation of being able to play games from another console on the current one, even if the consoles were from the same manufacturer. This was the way that gaming worked until approximately 20 years ago, when the Playstation 2 was released. The Playstation 2 allowed you to play games from the original Playstation. Microsoft did not have its own gaming console until November of 2001 with the introduction of the original Xbox, so it did not have to worry about supporting older games..
If Microsoft had been releasing its second console in 2001 instead of its first, they might not have included support for the original Xbox, and some may have been okay with that.. However, Microsoft’s second console did support backward compatibility.
Being able to support older console games is not as simple as snapping your fingers and having it function properly. Each game console is its own platform, has its own specifications and idiosyncrasies. Another reason this is not simple is due to the underlying platforms possibly being significantly different between console generations.
For instance, the original Xbox console was built with parts that were similar to standard PCs. This was chosen because Microsoft knew PC parts quite well having worked on various operating systems that support the PC market for 15 years at that point. Whereas the Xbox 360 used an entirely different architecture. The Xbox 360 used an IBM Power-PC architecture. You would not be able to play games from the original Xbox on the Xbox 360, at least not without some additional work being done to support the functionality.
When the Xbox 360 was released it was announced that it would support some original Xbox games. This was possible due to technological advances that were made in the four years between the release of the original Xbox and the Xbox 360. In order to be able to run original Xbox games, the Xbox 360 would need to emulate the original Xbox’s software.
When you do any sort of emulation, you will invariable see a loss of performance. Luckily, the Xbox 360 had enough power to be able to play the original Xbox games fast enough, even through emulation, that most users likely did not notice a difference.
When the Xbox One console was released in 2013, Microsoft had made some additional changes. Amongst these was the switch back to more standard PC-like hardware. This would allow the Xbox One to more easily emulate the original Xbox games, but with the different architecture would make it a bit more difficult. This is where the second change coms into play. That change was the way that the underlying Xbox operating system architecture had been changed.
In the intervening eight years between the release of the Xbox 360, in 2005, and the Xbox One, in 2013, a new type of technology became more viable as a solution. That technology is what is called a hypervisor. A hypervisor allows you to run multiple operating systems simultaneously. If you have ever used some like VirtualBox, Parallels, or Microsoft’s Hyper-V, you are well aware of how you can run multiple operating systems on the same machine at the same time. This is how the Xbox One console functioned. The Xbox Dashboard was run in one virtual machine, while games were run in another. In fact, the Xbox 360 operating system would effectively virtualized, albeit with modifications, to allow the Xbox 360 games to run, even though the underlying architecture were different. The same approach continues to be the case with the Xbox Series X.
These two changes, back to PC-like hardware and the transition to using a modified version of Microsoft’s Hyper-V, allowed backward compatibility to thrive. Since the architectures between the Xbox One and the original Xbox were similar, being able to run the original Xbox games would be expected. However, since the architectures differed between the Xbox One and the Xbox 360 so much, you might expect backward compatibility for those games to not be present.
This is where the hypervisor comes in as well as the length of time between console releases. With the eight year difference the capabilities of the hardware improved significantly. Much like the Xbox 360, the Xbox One had enough spare processing power to be able to play the Xbox 360 games without much difference being noticed by the gamer, even when emulated. All of the Xbox 360 games that I have played on the Xbox One worked flawlessly and felt just as though they wee running on the Xbox 360.
Providing compatibility for software is core to Microsoft. However, the Xbox Series X introduces a new type of compatibility, and that is with some hardware. So, let us look at that compatibility next.
Hardware Backwards Compatibility
Gaming is neither strictly personal nor strictly communal. It can be either one, or both at the same time. It is likely that you will end up playing a game with others from around the world, however your setup will likely be unique to you. One way that you can make gaming your own is by finding just the right controller. This could be a standard Xbox controller, or possibly even one from the Xbox Design Labs, or even a third-party controller. When you find the right controller you will likely want to be able to keep using it. Unfortunately, this has not been possible with previous generation changes.
When you think of Microsoft, you may think about their operating system, Windows, even though the have de-emphasized Windows in recent years, it still may come to mind. When you think about Microsoft Windows you might think about “backward compatibility”. If Windows has anything going for it, it is that it is highly backward compatible. As an example, if you installed Windows 7 in 2009, you could run software that was originally built for Windows 3.1, or even DOS. This type of compatibility is highly unusual.It appears that the desire for hardware backward compatibility has migrated to the Xbox Series X.
Typically when you buy a new gaming console you will get a new controller to go along with it, so you can play right out of the box. However, you may have to buy an additional controller, as well as all new accessories. While some may be compatible, it is possible that some will not. As was mentioned earlier, each time an Xbox console was introduced the previous generation’s controllers would not be compatible. What this would mean is that you would have to buy all new controllers and accessories. This is not necessarily the case if you were to upgrade to an Xbox Series X, or Xbox Series S, at least for controllers.
That is right, you are able to use your Xbox One controllers with the Xbox Series X. This is easy enough to do. It is as simple as pairing any other controller. You simply perform the following steps:
On the Xbox Series X console, press the controller pairing button, which is on the front near the USB port. The on/off button of the Xbox Series X console should begin blinking.
On the controller tap the pairing button on the top of the controller. This is next to the power port. The one/off button on the Xbox One Controller should begin blinking.
The two devices should begin pairing and once they have paired both on/off buttons will stop blinking and become solid. Once the devices have been paired, you can begin using your Xbox One controller with the Xbox Series X console. The controllers that you can pair are not just the Xbox One S controllers, or Xbox One X controllers,, but you can even pair an original Xbox One controller. This includes any of the stock controllers, Xbox Design Lab controllers, or even the Xbox Adaptive Controller.
There is one additional benefit that this ability has. Say that you are having a gaming party, but you do not have enough controllers. Now, with backward compatibility, you can ask your friends to bring their own Xbox One controllers so you can all play with a familiar controller.
The fact that all Xbox One controllers will work with the Xbox Series X is a great change to see. This is particularly true given that some users have already purchased some expensive controllers and want to keep using them. Let us now power on through to another accessory for the controllers.
Xbox Rechargeable Battery
Controllers since the Xbox 360 have had the ability to be used wirelessly. Even though the controllers can be wireless they need to be powered. This is possible by either using two standard AA batteries, or by using some rechargeable batteries. Microsoft does sell a rechargeable battery with an appropriate charging cable. They call this the Xbox Rechargeable battery.
The kit for the Xbox Series X contains a rechargeable battery, which fits nicely inside the Xbox Series X controller as well as a USB-A to USB-C cable, so you can use the battery in your Xbox Series X controller . You do not need to use this specific set for the newer controllers. You can use the older version of this set, called the “Xbox One Plug and Charge Kit”.
I like the Rechargeable Battery kits because they can charge while you play, provided you plug in the controller while the rechargeable battery is inserted into the controller. All batteries will degrade over time, so it is likely that you will need to replace the battery in a couple of years in order to be able to get the same amount of gameplay as when it was new.
Battery Life of the Controller
The battery life on the Xbox Rechargeable battery is quite amazing. I have had the Xbox Series X for about a month now and I have only had to charge the controller twice in that time. That means that I get approximately ten days to two weeks of game play time before needing to recharge. I do not always play the same amount of time eery day, it varies as you might expect. This is likely due to the rechargeable battery being new, but it is nice to not have to charge the controller every few days.
My experience with Xbox Series X has not been all fun and games, although it has been mostly that. I have run into some issues while using the console.
Problems
As is the case with just about anything these days, I have experienced problems with the Xbox Series X. The biggest problems that I have experienced, has been the Xbox Series X freezing. And when it does freeze, the entire console just shuts down. Basically, it is a hard crash. This has happened in with more than one game, therefore it is not necessarily game-specific. I have even had this happen while scrolling through the user interface. I hope this is a transient issue that is fixed with a future update.
I have not been the only one to experience this issue, there are others that have. Some indicate it is due to ray tracing, but that is game specific setting. I suspect it is actually due to airflow problems. I set my Xbox Series X on its side with the disc drive at the top of the, and with what I thought was enough airflow around the console. However, after I moved the Xbox into an area with a bit more airflow the issue has not re-arisen, at least as of this writing.
I have also experienced crashes of games. For one game it would crash and when I realized it had crashed I would try to go back to the Xbox dashboard, but the Xbox dashboard would end up freezing. Eventually the game would actually crash and allow me to start it up again. Typically, the game took a minute or two to actually crash.
I know that this issue was not related to airflow, because I have experienced this after moving the Xbox. I do have automatic updates enabled for both game and system updates, so it is possible that these have already been fixed, and that they may not re-occur.
I know that developing software is not an easy task, and that any piece of software is going to have bugs. Sometimes these bugs do not manifest themselves until they are in the hands of users. Hopefully, no major issues come up during my usage of the console and I hope that these issues were just software related and not an issue with the hardware.
Closing Thoughts
When you unbox the Xbox Series X you will notice notice that it is indeed heavy for a gaming console. It comes in at 9.8 pounds, or 4.45 kilograms and it is rectangular in shape. Inside the box are the split motherboards, central cooling. Powering all of this is custom CPUs and custom GPUs that are capable of handling 12 trillion processes per second. To help handle the gaming, you get two different speeds of memory, 10 gigabytes of faster memory and 6 gigabytes of slower memory.
In order to store your games and media you get 1 terabyte of storage standard on the Xbox Series X. This storage is a powerful custom solid-state drive. This SSD is faster than a standard hard drive, but also due to the speed of the SSD, which uses the Non-Volatile Memory Express, or NVME, memory. This memory allows the console to be fast not only for launching titles, but also allows for faster load times while playing games. It will be interesting to see if Microsoft introduces even larger storage options for the Xbox Series X in the future, which could add to the longevity of the console.
Once you get past the initial setup and update, you can then begin playing. When you do begin playing you can play the most current games, like Watch Dogs: Legion, Assassin’s Creed: Valhalla, or even NBA 2K21. While at the same time, due to backward compatibility, you can play games from previous Xbox generations, including some games that were only available on the original Xbox console. It is still mind boggling to be able to play games that were released nearly 20 years ago, all as if it were on the original console.
If you are upgrading from an Xbox One, you may get the game data that is optimized for your console. This is known as Smart Delivery and can allow you to save some space by not downloading unneeded data. Once you do upgrade, for newer games, there may be some new technologies that enhance the game. If the game supports Ray Tracing, you may be able to have even better game play with improved shadows including very realistic rendering of the shadows in real-time. If you have the proper television setup this can make for more immersive games.
You will most likely be playing with a controller. You can use the included Xbox Series X controller or you can use any Xbox One controller. This backward compatibility with hardware is a great addition that can protect your existing investment in Xbox One accessories. So if you really like that Xbox One Elite controller, you can use still use it with your new console.
Overall, I like the Xbox Series X thus far. In most cases, it is not easy to spot any difference between playing on my old Xbox One S and the Xbox Series X. The place I notice the most change is with the amount of time that it takes for some games to load. It is noticeably faster than the older consoles, particularly if you are coming from a console that has a 5400RPM spinning hard drive.
The Xbox Series X is a great platform for gamers. The inclusion of full 4K gaming allows the highest quality of gaming. Once you add High Dynamic Range, or HDR, in with the games you will have the latest and greatest technology available and this will provide you with the best gaming experience that you can get today.
As of this writing it is difficult to get an Xbox Series X, but availability should improve over the next few months. If you are looking to either get into the Xbox, or upgrade an existing Xbox One, you cannot go wrong with the Xbox Series X. It should prove to be a great console for years to come.