ponedjeljak, 09.07.2012.

MacBook Pro review 15inch Retina screen is revolutionary

MacBook Pro review: 15-in. Retina screen is revolutionary


By Ken Mingis



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As the old saying goes: Seeing is believing.


Having used Apple's newest 15-in. MacBook Pro -- the slimmed-down version with the super-high-resolution Retina display -- for several days now, I'm a believer.


The now-top-end MacBook Pro, which starts at $2,199, represents a serious leap forward in screen technology. Words don't really do the 2880-x-1800-pixel screen justice, but let me try. It's stunning, amazing, unparalleled, hyper-sharp, crystal clear, film-like, bright, saturated, radical and mind-blowing.


If you've seen an iPhone's 3.5-in. screen in the last two years or the new iPad's 9.7-in. one, you have a good idea of what the MacBook Pro screen looks like. Only it's much, much larger. That makes this more than an evolutionary laptop update; it's a revolutionary change.


Oh, and the rest of the hardware is nothing to sneeze at either, given that there's no hard drive -- the storage is a flash-based solid-state drive (SSD) -- and the processor is the latest Intel Core i7 processor. The combination makes for an extremely fast laptop.


Think of it this way: If a 17-in. MacBook Pro (now discontinued) mated with a MacBook Air, this would be the offspring, offering up the best of its parents' abilities and the blow-your-eyes-away Retina display.


The MacBook Pro line-up


The $2,199 Retina model comes with a healthy 8GB of RAM (which you can double for another $200); a 256GB SSD; the aforementioned Core i7 chip running at 2.3GHz; an integrated Intel HD Graphics 4000 chip for day-to-day graphics needs and an NVIDIA GeForce GT 650M graphics chip with 1GB of video RAM for more intense uses like video work and gaming (or running three external monitors). It also offers two high-speed Thunderbolt ports; two USB 2.0/3.0 ports, one on each side; an SDXC card slot and an HDMI port, which makes it easy to connect to your home entertainment system.


There's a catch, though. If you need more than 256GB of storage, you'll have to buy the pricier $2,799 MacBook Pro, which also offers a faster 2.6GHz i7 chip. That particular model, the same one Apple provided for this review, has 512GB of SSD storage. You can bump the processor to 2.7GHz for $250 (not necessary, in my book) and/or increase the storage to a 768GB SSD for $500 (really stretching the budget). And if you just won the lottery, you can check the option list for 16GB of RAM and spend another $200.


Cost out the door for the ultimate MacBook Pro? A mere $3,749.


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For the more budget-conscious, the "basic" model should more than serve your needs, as long as you're judicious about how many movies, music files, photos and documents you need to keep on hand at any given moment. (I've been using a 17-in. MacBook Pro with a 256GB SSD for a couple of years now and still have room left.) This is where being able to store files in the cloud, whether through Apple's iCloud sync-and-storage service or a third-party operation, comes in handy.


If you liked the old, chunkier 15-in. MacBook Pro and just want a faster processor and more storage options, the 2.3GHz Core i7 version goes for $1,799, and the 2.6GHz model sells for $2,199. More importantly, on those models you can still upgrade the storage and RAM yourself. (More about this expandability issue below.)


But if I were about to spend $2,199 and had to choose between the two MacBook Pros -- one with Retina display, one without -- I'd figure out a way to make the Retina version work. It's lighter, thinner, and it has that stunning screen.


The Retina display


In case you're wondering, a 2880-x-1800-pixel screen has more than 5 million pixels. That's more than you're looking at on the 27-in. iMac or even a high-end HDTV -- and when you pack those pixels into a 15-in. display, you get a level of sharpness and seriously rich color saturation heretofore unseen.


As soon as this MacBook Pro arrived, a co-worker called up photos from a recent trip to Greece. We both marveled at how good they looked, particularly given the subtle vibrancy of the colors. The same is true when viewing high-definition videos. Video looks as luscious as film. And text is impossibly sharp in text documents.


Best of all, you have a choice of resolutions, depending on how strong your eyes are and how big or small you want on-screen elements to look. The standard resolution out of the box is 1440-x-900 pixels, the same as other 15-in. MacBook Pros. But apps that haven't been updated to take advantage of the new technology can look a little pixelated at that resolution, especially with text.


Since I love, love, love higher resolutions, I immediately switched to the highest available: 1920-x-1200 pixels, the same as on my 17-in. MacBook Pro. At that resolution, everything looks sharp, whether the app has been updated or not. Yes, menu bars and screen icons get a little smaller, but the trade-off is worth it.


You can also drop the resolution to 1024 x 768 pixels, or 1280 x 800, which could be useful for someone with impaired vision, since doing so makes everything on the screen larger. All of the resolution options are detailed in the Displays preference pane; pick the one you want and the change takes about a second, no logging out or restarting required.


One resolution not readily available, ironically enough, is 2880 x 1800. It can be done, if you want to download a third-party utility and run it. (Switching back to an Apple-supported resolution is as easy as opening the Display preferences pane and choosing one of the options there.) But on-screen icons and text are awfully small at that resolution.


Although Apple markets this screen as a Retina display -- its term for a screen where your eye can't discern individual pixels -- the pixels-per-inch (ppi) count is actually lower than the screens on the iPhone and the new iPad. The MacBook Pro Retina display offers 220ppi; the iPad, which was unveiled in March, delivers 264ppi; and the iPhone packs those pixels in the tightest, with 326ppi. Since you tend to view a laptop or tablet from further away than the iPhone, the difference isn't noticeable.


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The new display also shows less glare than before, which is important if you're outdoors or in an office with bright overhead lights or sunny windows.


Other changes


One thing that's missing: the optical drive. Ever since Apple unveiled the first MacBook Air in 2008 sans a built-in drive, it seemed natural that the company would eventually follow suit with its other laptops. I'm surprised Apple waited this long. So don't be surprised if other MacBook Pros are similarly downsized over the next year or two, shedding not only the drive, but the weight. This particular model weighs less than 4.5 pounds and is noticeably thinner than past models.


(If you're someone who burns CDs and DVDs, you can get an external drive for $79 that connects via USB. You can also opt for a non-Retina-display MacBook Pro, which got a speed bump in the latest update, but retains the optical drive and weighs in at 5.6 pounds.)


In fact, by dumping the optical drive, Apple was apple to make the MacBook Pro just 0.71 inches thick -- about the same as the MacBook Air at its widest point. The lighter weight is obvious as soon as you pick it up; it's like picking up an Air, though it doesn't taper at the front edge like the Air. With the lid closed, it looks like an earlier 15-in. MacBook Pro that's been run over by a steamroller.


Surprisingly, the keyboard (lighted, as before) feels firmer than those on earlier models, and the brushed aluminum chassis feels even more solid.


Other changes -- some obvious, others less so -- include:


A completely expected move to Intel's "Ivy Bridge" family of processors. The newer chips are slightly faster and more energy efficient than their predecessors and are built using a 22nm process.


Two Thunderbolt ports, which effectively replace the now-discarded FireWire 800 port and the Ethernet port; adapters are supposed to be available this month if you have older FireWire peripherals or need to use an Ethernet cable.


A new and thinner MagSafe 2 magnetic power port (which means, of course, that older cords won't work with this one).


New, high-dynamic range speakers (they sound great) and dual microphones designed to reduce background noise and work with the upcoming Dictation feature in OS X Mountain Lion.


A non-user-replaceable 95 watt-hour battery that Apple says should hold a charge for seven hours. If you look at the internal photo of the MacBook Pro posted by Apple (see below), you can see how much space the battery takes up. I didn't get seven hours on battery power when testing this model. Doing a combination of light word processing and Web surfing over Wi-Fi, I got just under five hours before needing a charge (though I did have the brightness all the way up). Your mileage will vary.


A relocated power button -- it's now part of the keyboard where the no-longer-needed eject key used to be -- and a tweaked bottom chassis, which now incorporates numerous slots for better ventilation and cooling.


A few words about speed


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Not long ago, every computer manufacturer (and owner) used processor speed for bragging rights about who had the fastest hardware. But with the advent of multi-core chips, outright GHz measurements have faded as an absolute benchmark. Don't get me wrong; new owners still run tests to see how new processors compare to their predecessors. But processing speed is only part of the equation, and as dual-core processors have given way to quad-core chips -- chips that can now offer virtual cores and hyperthreading -- apples-to-apples comparisons are even more nuanced.


In particular, the move to flash memory for storage has had a major impact on how fast modern computers are. This is certainly true of the new MacBook Pro.


To get an idea for how this laptop stacks up, I used two different benchmarking apps, one to stress the 2.6GHz processor, the other to test the read/write speeds of the 512GB SSD. Both yielded noteworthy numbers, especially the SSD.


Using Geekbench to test the Core i7 processor, I found that the MacBook Pro turned out a score of 12030. That score represents several benchmarks rolled into one: processor integer and floating point performance, as well as memory and memory bandwidth. (For comparison purposes, my 2011 MacBook Pro has a Core i7 running at 2.2GHz and returned a score of 10128.)


I was even more impressed with the performance of the flash storage. Using the Blackmagic Disk Speed Test, I tested the I/O speeds of the on-board SSD, which is connected directly to the MacBook Pro's motherboard. Since it doesn't face any kind of SATA bottleneck, the read/write speeds I saw were almost double those of a typical consumer SSD. Where consumer drives tend to produce I/O speeds of 200 to 250MBps, this MacBook Pro delivered a write speed of 400MBps and a read speed of 448MBps.


That explains the fast boot-up time (nine seconds from start-up chime to desktop) and the virtually instant wake-from-sleep when you lift the MacBook Pro lid. (Again, for comparison purposes, the aftermarket Intel SSD in my own MacBook Pro could do no better than read speeds of 280MBps and write speeds of 163MBps.)


Expandability concerns and buying advice


Shortly after Apple unveiled the Retina MacBook Pro, hardware repair firm iFixit pronounced it the "least repairable" laptop ever. Ouch. The reason: This model can't be upgraded. You can't add a new hard drive or even boost the RAM once you buy it. Apple used non-standard screws and even glue to put it together, meaning companies like iFixit or users are dependent on Apple to fix anything that goes wrong.


Apple clearly wants owners to view their laptops not as a starting point for future upgrades, but as an intact appliance -- albeit a stylish and powerful one -- that needs no improvement. In the same way you don't open up a new DVD player and start tweaking the internal hardware, you can't do that with your new laptop.


Many buyers won't care; but for the geekier set, this could be a showstopper. Heck, I added the SSD in my own 17-in. MacBook Pro and doubled the RAM to 8GB. However, concerns about upgrades wouldn't stop me from buying this new laptop any more than it would stop me from getting an iPad or iPhone.


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It's certainly a paradigm shift, and Mac fans have already protested loudly on various message boards. My advice: Get used to the change. Apple seems to be moving in this direction and will almost certainly do the same thing with its other laptops.


With that in mind, you'll need to be extra cautious when choosing your hardware. If you think you'll need more than 256GB of storage -- the only amount offered in the $2,199 model -- you'll need to consider the pricier MacBook Pro. Think you'll want 16GB of RAM in a couple of years? Better get it now when you order (though I expect 8GB is more than enough for the foreseeable future).


So should you buy this laptop? If you're interested in embracing the future of display technology, then yes. Apple has taken a giant leap forward with the Retina display -- and it's your only option if you want 1920-x-1200-pixel resolution. (The 17-in. model is no more.)


However, if you're a hardware-upgrade fan, then no. You'll likely be happier with a non-Retina MacBook Pro. But even that is likely to be simply a holding maneuver, given the direction Apple is taking.


The good news? You have time to decide. The Retina MacBook Pros sold out so quickly that there's currently a three- to four-week shipping delay. That alone indicates just how popular this model is likely to be.


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Sony's Gaikai Acquisition Could Shake Up the Industry

Sony's Gaikai Acquisition Could Shake Up the Industry



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By Chris Pereira


The deal rumored to be announced at E3 has now gone through.


Many believe the future of the games industry is in cloud gaming, where the game you're playing is run on servers located at a datacenter (as opposed to the console/handheld/PC in your home) and streamed to a screen -- a TV, computer, phone, tablet, etc. Should that prove to be the case, Sony has ensured it will be prepared by acquiring cloud gaming company Gaikai for $380 million. It's a deal which has numerous implications, the most intriguing of which is what the cloud's implementation will be in the PlayStation 4 and how that potentially negates the need for another PlayStation console to ever be released.


Back in May it was reported that a deal between Sony and either Gaikai or OnLive would be announced at E3. It's possible that was the case, and due to the particulars still being worked out, an announcement could not be made as planned; the press release Sony Computer Entertainment sent out last night notes the deal still has to go through closing conditions and the usual regulatory stuff. Those should be no issue at all, and knowing the deal is with Gaikai enables us to now better brainstorm what things could look like down the road.


The official announcement gives no indication of where things are headed except to say SCE will "establish a new cloud service, ensuring that it continues to provide users with truly innovative and immersive interactive entertainment experiences." That doesn't tell us much of anything, leaving us to contemplate the possibilities like in May.


Most likely Gaikai will not have a significant presence on PlayStation 3. With the PS4 reportedly coming later next year, it would make sense for cloud gaming to instead be a key aspect of the new console. That does not mean PS3 owners won't see anything new; cloud demos are among the most straightforward benefits to gamers, and something that seems like it could be implemented without too much trouble. Gaikai's existing service is best known for allowing games to be demoed right from within a browser, whether it be on a retailer's website or even Facebook. It's easy to see this sort of service being brought to both the PS3 and Vita (and the PS4, down the line), either through a dedicated app or perhaps as part of the PlayStation Store itself.


The ability to sample a portion of a game immediately without having to wait for it to download is an enticing concept, and the beauty of Gaikai is a demo does not have to be specifically put together by the developers. The Facebook demo of Saints Row: The Third, for example, simply allows the first 45 minutes of the game to be played without any hassle. Publishers could still build a demo if they so wish, or they could opt to make the entire game available for a set amount of play time. As I noted back in May, streaming demos would be especially welcome on Vita, a system which lacks internal storage and uses pricey proprietary memory cards. Whether they are embedded right into the PlayStation Store or accessible through the browser or a Gaikai app, the ability to sample any game without delay is the sort of thing that could give the system a boost at a time where it's facing increased competition not just from the 3DS, but also mobiles phones and tablets.


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Backwards compatibility is another area bolstered by the cloud. Think of a PlayStation 4 capable of streaming any PS1, PS2, PSP, and possibly even PlayStation 3 game. Because the burden for running these games is placed on Gaikai's servers and not your own console, the existing need to include the appropriate hardware to run older titles (such as the PS2's Emotion Engine being included with early models of the PS3) would no longer be the case. It's a stretch to assume the entire library of PlayStation titles being offered on such a service due to rights issues, yet the desire of publishers to make money off of their back catalogs should not be underestimated, particularly if Sony and Gaikai make it easy to offer those games up.


When the cloud gaming deal was first rumored in May, I thought PlayStation Plus subscribers would eventually be given access to full versions of streaming games. Instead at E3 Sony announced a regular rotation of PS3 games that subscribers could download and keep for as long their subscription is active. Shifting this aspect of the program from downloads to streaming games in the future seems like a natural way to go, both because it will avoid the unpleasantness of downloading such a huge amount of data and because it gives Sony more control over how and when those games are played.


In addition to (or in place of) this, Sony might even offer a standalone subscription service that grants instant access to a larger number of streaming games, almost like a videogame version of Netflix's Watch Instantly service. Not everyone may like the idea of paying to play games they will only have access to when their subscription is active, but the availability of a premium service that grants access to hundreds of games from multiple PlayStation systems sounds like a nice bullet point for Sony to have when it comes time to sell gamers on the PS4.


There are other possible benefits for Sony in making this deal, such as saving gamers the trouble of ever patching their games. I've also heard the idea of Internet-connected kiosks in stores that allow customers to sample every game on PS4 or Vita with the push of button, which would be much more effective than the limited offerings seen in kiosks presently.


There is some bad news in all of this, although just how it will affect you may vary. As I mentioned with the idea of streaming games for Plus users, Sony would gain a great deal of control over how games are played. Selling or buying used games would be impossible with streaming games, nor would it be possible to borrow games from friends. The latter issue could be covered to some degree by streaming demos, although many would hate losing the ability to have a physical copy of a game in-hand that they could do whatever they please with. Gamers take issue with the occasional game that requires an Internet connection to play; all streaming games would invariably require a constant, stable connection to the Internet.


The solace for those who shudder at the thought is the fact that the PS4 will undoubtedly offer disc-based games (just as we know the Vita will continue to offer downloadable and card-based games). Cloud gaming will, at least initially, be presented as an optional way of playing games, and in some cases it may still manage to be of use to those who despise always-online requirements. Imagine being able to continue playing any PS3 or PS4 game on your Vita while on the go. The issue of how the lack of L2/R2 buttons are handled aside (mapping them to the rear touch pad is one possibility, albeit not an ideal one), that would be a big step forward from the current situation where this can be done with the occasional game.


Eventually, though, cloud gaming could prove to be the sole method of distribution for games. In theory, the PS4 could be the last console you ever have to purchase. While its hardware will age over time, it will always be capable of handling streaming content, so as advances are made in technology and new games require higher-end hardware, Gaikai's servers could be upgraded to handle that demand. So although the first portion of the PS4's life will operate similarly to the current generation, by the time 2020 rolls around we might see games requiring hardware exceeding the PS4's capabilities offered to PS4 owners exclusively as streaming titles.


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Even if cloud gaming is implemented in the PS4 right out of the box, there will probably be no need to worry about missing out on games as a result of having a poor Internet connection. While we've been seeing many games offered exclusively as downloads this generation, publishers know there is a difference between consumers with Internet connections capable of downloading a title and those with Internet connections capable of providing a competent streaming game experience. (Some Gaikai demos work with 3Mbps connections, but generally 5+ is desirable.) At this point in time, few have access to the kind of connections necessary to play a streaming game that is indistinguishable from one that is played locally. However, between advances by ISPs and Gaikai improving its technology, that may no longer be the case a decade from now and publishers could feel more comfortable offering streaming-only games. (It remains questionable how viable streaming games will be for those with bandwidth caps).


We likely will not be hearing about specifics on how Gaikai will be taken advantage of for some time; certainly its PlayStation 4 presence won't be revealed until the system itself has been announced, meaning those details may not come out until next year's E3. There are a lot of other questions that still need to be addressed, too, such as how Sony will handle Gaikai's partnerships with competitors like LG; will it use those existing deals to let consumers sample games that can only be played in full on PlayStation 4 or Vita? At the very least, Kaz Hirai, with his new "One Sony" initiative, would presumably like to see Gaikai's technology leveraged outside of the PlayStation systems.


Whatever the case may be, this Gaikai deal stands a chance of dramatically changing the gaming industry and the way new consoles are released in order to keep up with technological advances, not to mention the pressure it puts on Microsoft not to fall behind in the cloud space. Whether it manages to do that with an OnLive acquisition or something else, it should be incredibly interesting to see where things go from here.


Galaxy Nexus no longer available to purchase from Google Play website


In April, Google started selling unlocked Samsung Galaxy Nexus smartphones from its own store, for $399 a pop. Six days ago, the price dropped to $349. Now, however, the phone is listed as "coming soon" on Google's website. We're not sure whether Google is simply updating the boxed handsets to Android 4.1 Jelly Bean, obeying a preliminary injunction in federal court to stop sales, or applying a software patch to avoid said ban. Or, maybe the company just ran out of handsets due to early Android 4.1 adopters and those hoping to get a Galaxy Nexus assuming they'll be banned? No matter the reason, you can't buy a Galaxy Nexus directly from Google right now. We've reached out to Google for clarification and will update when we hear back.


iPad mini rumor resurfaces


The iPad mini rumor that has apparently been circulating since 2009 is back in another round of speculation.


The latest version comes courtesy of multiple sources. Firstly, NPD DisplaySearch said that production is "likely imminent" for a 7.85-inch tablet while a Chinese-language Web site reports that this smaller iPad will use an IGZO display made by Sharp.


Meanwhile, Bloomberg has added fuel to this rumor with a new report that pegs a future announcement in October. The iPad mini "will have a screen that's 7 inches to 8 inches diagonally", but lacks a Retina display. Instead, it will have a similar screen resolution as the older iPads. The iPad mini will, however, be expected to be priced around that of Google's new 7-inch Nexus tablet.


With Google and Microsoft both making moves in the tablet space with the Nexus and Surface, it's not surprising that rumors about the iPad mini have resurfaced. However, these two companies lack Apple's retail presence, which could hinder their efforts to make their tablets mainstream.


The breadth of its App Store also favors the Cupertino-based company, though Android is rapidly catching up--going by the latest numbers, Google's platform is just 50,000 apps shy of Apple's.


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Tablet shipments to overtake notebooks in 2016, NPD says


Tablets may indeed herald the coming of a "post-PC world," but that world won't arrive for another few years, NPD said on Tuesday. According to the latest NPD DisplaySearch figures, tablet shipments in 2016 will top 350 million units, putting them ahead of notebook shipments for the first time ever. NPD projects that tablet shipments will have a compound annual growth rate of 28% over the next five years as the total number of shipments rises from 121 million in 2012 to 416 million in 2017. Notebooks, meanwhile, will see shipments grow from 208 million in 2012 to 393 million in 2017.


Tablet Shipments to Surpass Notebook Shipments in 2016


Total Mobile PC Shipments Exceed 800M Units by 2017


SANTA CLARA, CALIF., July 3, 2012-Tablet PCs, such as Apple's iPad, are expected to be the growth driver for the mobile PC market over the next few years. Tablet shipments will surpass notebook shipments in 2016, according to the latest NPD DisplaySearch Quarterly Mobile PC Shipment and Forecast Report. Overall mobile PC shipments will grow from 347M units in 2012 to over 809M units by 2017.


While notebook PC shipments are expected to increase from 208M units in 2012 to 393M units by 2017, tablet PC shipments are expected to grow from 121M units to 416M units in this period, for a compound annual growth rate of 28%. A key driver for tablet PC growth is adoption in mature markets (including North America, Japan and Western Europe), which will account for 66% of shipments in 2012 and remain in the 60% range throughout the forecast period. Tablet PC shipments into mature markets will grow from 80M units in 2012 to 254M units by 2017.


Source: NPD DisplaySearch Quarterly Mobile PC Shipment and Forecast Report


"Consumer preference for mobile computing devices is shifting from notebook to tablet PCs, particularly in mature markets," said Richard Shim, senior analyst at NPD DisplaySearch. "While the lines between tablet and notebook PCs are blurring, we expect mature markets to be the primary regions for tablet PC adoption. New entrants are tending to launch their initial products in mature markets. Services and infrastructure needed to create compelling new usage models are often better established in mature markets."


Source: NPD DisplaySearch Quarterly Mobile PC Shipment and Forecast Report


Building upon convenience-oriented features including instant-on capability, long battery life and extreme portability, tablet PCs are expected to evolve in form factor and performance, making them a compelling alternative to notebook PCs. Tablet PCs are expected to incorporate multi-core processors, increasingly stable operating systems, growing app libraries and higher resolution displays.


In addition, notebook PCs are also evolving to meet the challenge from tablet PCs. Thinner form factors, higher resolution displays and touch functionality features are expected to increase. The notebook PC market will remain the largest part of the mobile PC market during the forecast period, accounting for 60% of mobile PC shipments in 2012, declining to 49% by 2017.


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Sergio Pininfarina, Designer of Sports Cars, Dies at 8


Sergio Pininfarina, whose design firm created the rakish and elegant auto bodies of some of the most popular, and fastest, cars ever made by Ferrari, Alfa Romeo, Maserati and Fiat, died on Tuesday at his home in Turin, Italy. He was 85.


His death was confirmed by a spokesman for Ferrari, where Mr. Pininfarina was a board member for many years.


Mr. Pininfarina took the reins of the company in 1961 from his father, Battista, who founded it under the name Carrozzeria Pinin Farina in 1930 and then rebuilt it virtually from scratch after Allied bombers destroyed its plant along with the rest of Italy's industrial base in World War II.


The younger Mr. Pininfarina, who brought a flair for marketing as well as design to the family business, scored his first successes in collaboration with Ferrari, the racecar maker known for its lucrative business in rich men's toys.


Convinced that a new consumer market was emerging, Mr. Pininfarina urged Ferrari to let him design two auto-body prototypes for a new 12-cylinder racecar-quality vehicle under production in early 1960s.


The first, known as the 250 GTO, was an extremely expensive racecar built mainly for sheiks and movie stars. (Of the 39 cars built in 1960, one sold recently for $35 million.) The second was a production model, known as the 250 GTE, a slightly powered-down version of the original, sold for $15,000. And though it cost a small fortune, it became one of Ferrari's first big sellers.


The success led to one of Mr. Pininfarina's best known Ferrari designs, the Dino series of midengine cars produced from 1968 to 1976. The Dino's bug-eyed front, grading gently to a curvaceous rear end, became a signature of the Italian look in sports cars. Designed to compete with the stark line of the new Porsche 911, the Dino series propelled Ferrari and Mr. Pininfarina into the mass-market car business.


"Ferrari would not be Ferrari without Pininfarina," said Michael Sheehan, founder of the online Ferraris' collectors newsletter, Ferraris-online.com. "Ferrari built the machines, and basically Pininfarina clothed them."


Mr. Pininfarina's firm worked with many other carmakers over the last 50 years, including some in the United States. The Pininfarina stamp - an "f" surmounted by a crown - has appeared in millions of cars by Alfa Romeo, Fiat, Maserati, Rolls-Royce, Chevrolet, Cadillac, Bentley, Volvo and Peugeot. But for most of that time Mr. Pininfarina was, in effect, the design department of Ferrari. Only a handful of car models made by Ferrari were designed by other companies.


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For a while, Mr. Pininfarina stood as the chief custodian of Italian styling in cars. His firm designed prototypes for models that sold about 50,000 units a year by the mid-1980s, compared with about 500 in the early 1960s, and the success gave him freedom to design not only "affordable" cars but high-end and even one-of-a-kind vehicles for the very wealthy.


"I am a lucky man, because I design cars for a few people," he said in a 1981 interview with The New York Times. "So in my life, I always design what I like. I sell cars to people who like that kind of car."


But by 2000, the landscape of car making had changed considerably. A shift in the market toward economy and fuel efficiency reduced the base of Mr. Pininfarina's carmaker customers, and shifted his firm's work toward Asia and the market for subcompacts.


In a 2000 interview with The Times, Mr. Pininfarina described the trajectory: "We have gone from being tailors to selling to consumers," he said.


By 2008, the family had lost control of all but a small share of stock to creditors, though family members continue to operate the firm.


Mr. Pininfarina was born in Turin on Sept. 8, 1926. He earned a mechanical engineering degree from the Polytechnic University of Turin in 1950, and became the firm's managing director in 1961. His father died in 1966. He turned over control of the company to his son Andrea in 2001. After Andrea's death in a motor scooter accident in 2008, Mr. Pininfarina's younger son, Paolo, became head of the company.


Besides his son, he is survived by his wife, Giorgia, and daughter, Lorenza.


A courtly and stylish man of wit and charm, Mr. Pininfarina taught car body design at his alma mater for several years, and was often invited to speak to engineering and design groups in the United States. On one visit in 1981, an interlocutor asked, "What makes a good design?"


He replied with a long list of criteria, including "good harmony, classic style, proportion, grace - and honesty," adding with a small smile, "Then, if you have good taste, the battle is won."


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