Toyota targets 2027 launch for first EV with all-solid-state battery technology

The big picture: Toyota's expertise in material science and engineering could help it evolve from a technology follower to a supplier of critical EV battery components. As BMW, Honda, Mercedes, and Stellantis advance their own programs, Toyota's technical gains and supply chain strategy position it to shape the next phase of electric vehicle innovation.

Toyota is taking a decisive step toward what many view as the pinnacle of EV technology: mass-producing all-solid-state batteries. The company plans to launch its first vehicle with this next-generation power source as early as 2027, targeting new benchmarks in range, charging speed, and performance.

Toyota's ambitions gained momentum with a new development agreement with Sumitomo Metal Mining, aimed at scaling production of cathode materials essential to all-solid-state batteries. Since 2021, the two companies have worked to refine material chemistry and durability, tackling issues such as cathode degradation that have long stalled commercial deployment. Sumitomo has applied proprietary powder synthesis techniques to create cathode materials with greater longevity and stability, engineered to endure frequent charging cycles without significant efficiency loss.

Toyota has also partnered with oil company Idemitsu Kosan, which is building a facility capable of producing 1,000 metric tons of lithium sulfide annually. A crucial solid electrolyte material for all-solid-state batteries, lithium sulfide will enter large-scale production in 2027 when the plant comes online.

These joint efforts are part of Japan's broader initiative to establish a self-sustaining supply chain for advanced battery materials and lessen dependence on China and South Korea. In total, Japanese companies have committed more than $7 billion to advancing solid-state and semi-solid-state battery research and production.

Traditional lithium-ion batteries have powered electric vehicles since General Motors introduced the EV1 in 1996. They use liquid electrolytes that are vulnerable to overheating, leading to potential safety risks like thermal runaway.

By contrast, Toyota's all-solid-state batteries use solid electrolytes, which are more stable, compact, and resistant to overheating. Combined with optimized cathode and anode materials, these batteries deliver higher energy density, greater output, and extended lifespan, while lowering fire risk and enabling faster charging. Their design also allows automakers to create light, compact battery packs, giving designers more flexibility with vehicle interiors and drivetrain layouts.

Toyota plans to keep refining its solid-state battery platform, tackling cost and manufacturability challenges before full-scale production. If progress continues at the current pace, a vehicle powered by solid-state batteries could debut in 2027 or 2028.

Global demand for advanced electric vehicles continues to grow, with many automakers exploring semi-solid-state solutions that partially replace liquid electrolytes for incremental gains. Recent launches, such as MG's second-generation MG4 with semi-solid-state batteries, demonstrate progress, but most manufacturers still rely on conventional lithium-ion packs. Toyota's focus on all-solid-state batteries could overcome critical limitations in charging speed, range, and safety, helping remove key barriers to widespread EV adoption.

As the world's largest automaker, Toyota has faced criticism for its cautious approach to electric vehicle development. If successful, its advancements could drive an industry-wide transition, establishing new standards for performance, reliability, and energy efficiency. The coming years will determine whether solid-state technology can finally deliver on its promise at scale.

$299 Rubik's Cube refresh adds digital screens for games and apps

Something to look forward to: For most of the past 51 years, a "simple" puzzle box has been enough to make the Rubik's Cube an enduringly popular and notoriously difficult toy for both kids and adults. Now, another company is taking the concept further with digital games and apps.

Cubios Inc. is now taking pre-orders for the WOWCube, a 2x2x2 variant of the Rubik's Cube with IPS screens on each square, letting it double as a portable gaming device. Starting at $299, the company plans to begin shipments during the holidays.

The 70x70x70mm cube consists of eight modules, each containing three screens and its own CPU. Together, the modules run games and apps across all 24 screens through a distributed computing system. With no buttons, users control the software by rotating the modules like a Rubik's Cube.

The app store currently offers about 100 games, some free and others costing a few dollars. The highlights include unique takes on Space Invaders and 2048. Other apps include a stopwatch, a digital aquarium, a cubic globe, and a chess timer. The developers also promote the device for educational use.

Notably, one paid title is an enhanced beginner version of the traditional Rubik's Cube puzzle. The screens display scores based on the time and number of twists needed to solve the puzzle. Leaderboards are supported, and the screens can rearrange the colors to reset the game if players get stuck.

An earlier version of the WOWCube debuted a few years ago, featuring a unique operating system and a small app library. The upcoming version comes from a partnership with Spin Master, which acquired the original Rubik's Cube brand in 2021.

The scratch- and fingerprint-resistant screens display 240x240 pixels each, giving a total resolution of 480x480 per side. The 3,600 mAh rechargeable battery provides up to seven hours of gameplay, depending on use.

The device also includes Bluetooth, gyroscopes, and eight speakers. It ships with a Wi-Fi-connected docking station featuring more than two dozen pre-installed games, external SD-MMC storage, and AI-powered voice recognition.

Hungarian architecture professor Erno Rubik devised the first prototype of the 3x3x3 puzzle cube in 1974. It gained popularity in Western countries in the early 1980s after appearing at international toy fairs and has remained popular ever since.

Battlefield 6 buries Call of Duty's franchise record with nearly 750,000 players at launch

Highly anticipated: Most of us have become accustomed to multiplayer games launching, only to break the servers. Remember Diablo 4's mess of a launch? Long queues and server crashes are the new normal. Today, Battlefield 6 developers said, "Not on our watch," while breaking rival CoD's long-standing concurrent player record.

Battlefield 6 just launched this morning and flooded servers almost immediately. Hundreds of thousands of players faced difficulties logging in, until EA and Battlefield Studios activated a dedicated queue to manage the extreme demand.

"Battlefield 6 launches today at 15:00 UTC and we anticipate many of you to login at the same time during this initial moment," Battlefield developers announced via X. "To help ensure a smooth and stable login experience for everyone, we're adding a queue system during this and other peak moments. Thanks for your patience as we launch Battlefield 6!"

Less than an hour after launch, Battlefield 6 recorded 606,000 concurrent players on Steam. Within a few more hours, that number climbed to 747,440, making it the second most-played game on Valve's platform behind only Counter-Strike 2. The milestone also places Battlefield 6 among the top 15 most-played games ever on Steam, surpassing Apex Legends and even topping the Call of Duty app's peak concurrent count of 491,670. As of this posting, the count has only slightly dipped to 691,379. This number is likely to climb over the weekend as players log in during their off time.

The August open beta had already hinted at strong interest, with a peak reaching over 500,000 concurrent players. The launch numbers suggest the franchise is reaching new heights in popularity on PC, though the total player count across consoles remains unknown. Sony and Microsoft do not release these numbers publicly.

Queues remain active but have reportedly been relatively short, with Steam users advised to restart their client if the "Play" button does not appear immediately. Battlefield developers emphasized that the system is designed to keep the launch smooth while letting in as many players as possible.

Portal mode, Battlefield 6's map-creation and remix platform, is already attracting attention from the community. Within hours, a player recreated the classic Call of Duty 4 map "Shipment," complete with chaotic, close-quarters combat. Fans can search for the map in Portal's community tab to play on the fan-made version. The creator, Matavatar, has teased more maps in development, including other Call of Duty classics and imaginative scenarios bridging franchises.

The queues, record-breaking player numbers, and early fan creativity demonstrate the strong reception Battlefield 6 has received. Publisher EA and Battlefield Studios appear to have successfully balanced high demand with server stability--something which is far too often a complete fiasco.

Netflix is adding party games to play on your television

In brief: Netflix is bringing party games to the big screen. Arriving in time for the holidays, the latest genre to join the streaming giant's growing gaming division features familiar favorites that can be played using a smartphone as a controller.

To get started, simply navigate to the "Games" tab in the Netflix app on your television and select from one of a handful of titles. At launch, players can choose from the following games:

  • Lego Party! – Square off against your friends in the ultimate Lego party game. Compete in hilarious minigames and hunt for gold through themed Challenge Zones.
  • Boggle Party – Race against the clock to find words (the longer, the better) in a jumbled-up letter grid. Play solo or make it a party with up to eight players.
  • Pictionary: Game Night – Draw 'til you drop – or one of your friends guesses what you're sketching – in this hilarious and fast-paced spin on Mattel's classic group game.
  • Tetris Time Warp – Time-travel with friends to different eras of Tetris, from the 1984 original to the classic Gameboy version. Can you warp your way to a top score?
  • Party Crashers: Fool Your Friends – One person at this party secretly has no idea what everyone else is talking about. Figure out whose clues are fishy to unmask the crasher.

Netflix launched its gaming division in late 2021 as an added perk for existing subscribers. The venture started with just a handful of mobile titles but when Netflix purchased Finnish developer Next Games for $72 million the following year, it became clear that the company was serious about the effort.

Soon after, Netflix starting adding well-known AAA titles to its catalog including Teenage Mutant Ninja Turtles: Shredder's Revenge, GTA: San Andreas, and Sonic Mania Plus. As of writing, the Netflix Games library consists of more than 120 titles.

Netflix vaguely said its new games are available on select TVs in certain countries, with plans to expand "over time."

Image credit: Devin Nelson

FCKGW: How an internal Microsoft leak fueled Windows XP piracy

In context: Piracy has been a part of Windows history from the very beginning. Microsoft began taking the issue seriously with Windows XP, and Dave Plummer has now revealed that the first unauthorized copies of the operating system were actually the result of an internal information leak.

David William Plummer began his career at Microsoft as an intern on the MS-DOS team and was later offered a full-time position. During his 10 years with the company, he developed several major components for both DOS and Windows, giving him firsthand knowledge of what was really happening in Redmond.

Plummer's latest inside story focuses on the infamous "FCKGW" key, widely used to activate original editions of Windows XP. The Canadian-American programmer worked on the first version of Windows Product Activation, Microsoft's early attempt to protect Windows with DRM technology.

Plummer explained that the FCKGW key was a valid volume licensing key, which allowed multiple copies of Windows XP to be activated when paired with a specific VLK copy or ISO of the operating system. The key quickly spread across P2P platforms and piracy forums and is now considered the first major "hack" targeting Microsoft's WPA technology.

However, Plummer emphasized that there was no hack. It was, in fact, a "disastrous leak" of information that should have remained inside Redmond. To this day, the identity of the person responsible for leaking the key – or the location where it first appeared online – remains unknown.

Plummer's disclosure suggests the key originated from within Microsoft, which explains why the so-called "hack" was so effective and why Windows XP soon became the most pirated operating system in PC history.

Plummer designed WPA to generate a hardware ID tied to a user's CPU, RAM, and other installed components. This ID would then be sent to a Microsoft server along with the product key for validation as a legitimate copy of Windows XP.

Because FCKGW was a legitimate corporate volume licensing key, it was whitelisted in XP's activation logic. The WPA system effectively skipped the activation process, allowing pirated copies of the OS to even install early updates via Windows Update.

"Technically, you could still use it today on an old XP disc (if you can find one), but Microsoft's servers shut down validation years ago, and the key's long since been blacklisted," Plummer said.

Microsoft issued its last security update for Windows XP in 2019. The OS is now used by less than one percent of Windows PCs, according to StatCounter.

WPA technology was fully bypassed years ago, and modern Windows editions can be cracked even more easily thanks to open-source tools in the Microsoft Activation Scripts project – something Microsoft appears largely unconcerned about today.

Chinese smartphone makers are already copying Apple's Liquid Glass UI

Facepalm: Chinese smartphone vendor Vivo unveiled its Android 16-based OriginOS 6 update in Shenzhen earlier today, ahead of its global debut next week. The official video showcases several notable features, but many users noticed that the new UI has an uncanny resemblance to iOS 26.

At its annual developer conference, Vivo unveiled the latest versions of its mobile operating systems: OriginOS 6 for smartphones and BlueOS 3 for smartwatches. OriginOS 6 introduces a completely redesigned interface and a suite of AI tools across dozens of Vivo and iQOO phones.

Despite the many AI features in the new UI, it has drawn attention on social media for its striking similarity to Apple's Liquid Glass design. Like iOS 26, Vivo's Android skin features a glassy interface with translucent panels and frosted overlays.

Other design elements include rounded app icons and buttons, a hovering dock on the homescreen, and stacked UI layers with depth shadows for a glass-like appearance. OriginOS 6 also adds real-time and progressive blur, similar to iOS 26. The redesigned native apps also maintain the glassy look, further echoing iOS 26.

The lockscreen in OriginOS 6 also closely resembles the iOS 26 lockscreen, including an animated clock that strongly mirrors the default Apple design. The update introduces a new 'Atomic Island,' which appears to be a clear imitation of the iPhone's Dynamic Island. The official video further shows the music widget background transitioning from opaque to translucent, again echoing iOS 26's visual style.

Blatant copying aside, OriginOS 6 introduces advanced technologies, including super-core computing, dual-rendering architecture, and photonic storage to make animations and transitions smoother. Notable new AI features include a phone assistant, object eraser, summary generation, and Circle to Search 2.0.

The Vivo X300 Pro, Vivo X300, and iQOO 15 will be the first devices to run OriginOS 6 out of the box, though several existing models will also receive the update.

According to the official schedule, the Vivo X Fold and X200 series, along with the iQOO 13 and iQOO Neo 10 Pro series, will get the new UI next month, while Vivo plans to update older devices between December 2025 and May 2026.

Mozilla Firefox makes Time's Best Innovations list despite falling market share

A Sad, Cheerful Ending: Firefox is now a shadow of its former self, disappearing from users' computers at an accelerating pace. Despite its declining relevance, the open-source browser was highlighted for one of its recently introduced features available to iPhone users.

Mozilla introduced the Shake to Summarize feature in September, offering iOS users an innovative way to leverage Apple's AI models while browsing the web with Firefox. The feature recently received a special mention from Time magazine as part of its 2025 list of "best inventions."

Shake to Summarize uses AI technology to provide a quick recap of a web page. Users can access the feature by simply "shaking" their iPhone after visiting the page they want summarized. For those who prefer a more conventional interface, the same results can be achieved by tapping the "thunderbolt" icon in the browser's address bar or selecting "Summarize Page" from the three-dot menu.

The feature only works on pages containing fewer than 5,000 words, Mozilla warns, and uses different AI methods depending on the device's iOS version. On iPhone 15 Pro or later running iOS 26, Shake to Summarize can summon Apple's native AI technology directly. On older devices, Mozilla sends the page content to its cloud-based AI, which generates the summary and returns it to the user's device.

According to Firefox General Manager Anthony Enzor-DeMeo, Time's special mention for Shake to Summarize is a well-earned recognition of the design and engineering work his team is doing on the browser. We are "reimagining" Firefox, Enzor-DeMeo said, so the browser can better integrate with modern life.

Shake to Summarize is also part of Mozilla's effort to create a cleaner, smarter UI for mobile users. The feature is currently available to English-language Firefox users on iOS, but Mozilla plans to expand it beyond Apple devices. The company is working to bring the feature to more users, including those on Android.

While Shake to Summarize is a welcome addition for iPhone owners, Mozilla's attempt at celebration feels like an orchestra playing while the Titanic sinks.

As a Firefox user since the early 2000s, I have watched the project steadily lose market share to Chrome and other Chromium-based browsers. According to the latest data from StatCounter, Firefox now holds just 4.45 percent of the desktop browser market, trailing Chrome (73.81 percent), Edge (10.37 percent), and even Safari (5.69 percent).

Valve's Steam Frame and Samsung's Project Moohan set stage for XR competition

Rumor mill: The XR landscape will see a significant shake-up in the final months of 2025. Valve and Samsung are launching two of the industry's most anticipated headsets. With demand for immersive tech climbing, the new hardware marks a turning point in spatial computing as performance improves and competition grows.

Chinese research firm XR Research Institute reports that Valve's forthcoming Steam Frame headset has entered mass production. The initial production run will churn out an estimated 400,000 to 600,000 units, indicating a focus on the premium VR segment. Analysts say this output aligns closely with Apple's Vision Pro, a flagship device in high-fidelity spatial computing. By contrast, Meta's Quest 2 sold more than 20 million units in its first four years on the market. If industry estimates prove accurate, a retail price near or above $1,000 appears likely.

Valve's plans for a headset are well-documented, with evidence suggesting the device will reportedly feature wireless PC streaming for high-end VR users. Industry watchers have found recurring references in SteamVR code to a model codenamed "Deckard," controller designs resembling Meta's Touch, and a recently filed Steam Frame trademark. These clues suggest a unified system built around Valve's existing Steam hardware and software ecosystem.

Meanwhile, Samsung is preparing to launch Project Moohan, its entry into the XR space. Leaked specifications from Android Headlines indicate a device built on Android, featuring a 4K micro-OLED display with 4,032 pixels per inch – surpassing the Apple Vision Pro's 3,386-ppi screen. Qualcomm's Snapdragon XR2 Plus Gen 2 processor will power Project Moohan, enabling 4.3K resolution at 90 frames per second per eye. It will also feature multiple cameras and sensors on the headset's exterior and frame, allowing users to control the device through hand gestures, eye movements, and voice commands.

Samsung reportedly plans to equip Moohan with Google's Gemini AI assistant, reflecting a trend toward more personalized, multi-modal interaction in XR hardware. Further details – including a 545-gram weight, detachable light shields to minimize environmental distractions, and adjustable head straps – suggest attention to comfort during extended use. The battery lasts up to two hours for general use or 2.5 hours for video playback, with a power connector supporting an external battery pack. Software integration features a customized One UI interface preloaded with Samsung and Google apps.

Several rumors point to Project Moohan launching by late October, directly challenging Apple, Meta, and other XR heavyweights. Valve's Steam Frame is expected for the holiday season, putting both devices in the spotlight for end-of-year tech releases.

Image credit: Android Headlines

Polymarket founder Shayne Coplan becomes youngest self-made billionaire after latest investment round

In context: Shayne Coplan's journey from a broke cryptocurrency enthusiast to the billionaire founder of one of the world's most controversial betting platforms reflects the broader transformation of how technology is reshaping the intersection of financial markets and politics. The 27-year-old, who once sold his belongings to pay rent in a Lower East Side apartment, now leads Polymarket, a company valued at $8 billion following a new investment from Intercontinental Exchange.

ICE's decision to invest up to $2 billion in Polymarket marks one of the largest institutional commitments yet to prediction markets, a field long regarded with skepticism by regulators but increasingly viewed as a legitimate extension of financial speculation. The deal gives ICE a major foothold in an emerging area of retail trading and makes Coplan the youngest self-made billionaire tracked by the Bloomberg Billionaires Index.

Coplan's fascination with prediction markets began after his disillusionment with the cryptocurrency boom that had first drawn him away from New York University.

In 2019, frustrated by what he saw as rampant speculation and manipulation in crypto, he turned to the work of economist Robin Hanson, whose theories on collective forecasting propose that markets trading on the outcomes of future events can harness crowd wisdom more effectively than polls or expert forecasts.

By early 2020, Coplan had begun coding Polymarket from his apartment bathroom. The concept was simple but ambitious: build a decentralized platform where users could buy and sell contracts tied to real-world outcomes – elections, inflation decisions, global events – priced dynamically by market consensus. Launched in June 2020, the app quickly attracted users during pandemic lockdowns, offering a way to wager on uncertainty at a time when nearly every global system seemed in flux.

Polymarket's success soon drew regulatory scrutiny. Its "move fast, ask permission later" ethos clashed with the Commodity Futures Trading Commission, which fined the company $1.4 million in 2022 for operating an unregistered trading platform and ordered it to block US users.

In November 2024, federal agents raided Coplan's apartment a week after US election markets on Polymarket generated more than $3 billion in trading volume. Regulators suspected that American traders were still active on the site. Polymarket denied wrongdoing, calling the investigation politically motivated. The Justice Department and CFTC dropped their probes in July 2025, clearing a major obstacle to the company's US expansion.

That same month, Polymarket acquired QCEX – a CFTC-licensed exchange and clearinghouse – for $112 million. The purchase gave Polymarket a regulatory framework to operate legally in the US, restoring domestic access for the first time in years.

Prediction markets like Polymarket and rival Kalshi function by allowing users to buy shares in possible outcomes. Each outcome – "Yes" or "No" – is represented by a contract priced between $0 and $1, reflecting collective sentiment about its likelihood. If the outcome occurs, "Yes" contracts settle at $1, granting proportional returns based on participants' positions.

Polymarket has hosted trading on everything from macroeconomic indicators and elections to sports results and entertainment events. Supporters argue that prediction markets are not gambling platforms but tools for aggregating probabilistic knowledge – essentially, retail-accessible futures markets. The CFTC's regulatory oversight has allowed companies like Polymarket to frame their contracts as financial instruments rather than wagers, sidestepping certain state gambling restrictions and tax liabilities.

Kalshi, Polymarket's main competitor, gained attention earlier this year through its integration with Robinhood Markets. The brokerage reported more than two billion prediction contracts traded in the third quarter alone.

The rapid rise of such platforms has unsettled traditional gaming firms. Shares of Caesars Entertainment and DraftKings each fell more than five percent after ICE's investment announcement signaled Wall Street's growing interest in prediction finance.

Before ICE's investment, Polymarket had raised roughly $255 million, according to PitchBook data. Backers include Peter Thiel's Founders Fund, Ethereum co-founder Vitalik Buterin, and Blockchain Capital. Another early investor, 1789 Capital, increased its stake ahead of the 2024 election and again this year. Donald Trump Jr., a partner at 1789, joined Polymarket's advisory board in August, further linking the company to Washington's influence networks.

Those connections could deepen following the ICE partnership. ICE CEO Jeffrey Sprecher is married to Kelly Loeffler, the former senator and current head of the Small Business Administration under President Trump. Their involvement suggests that Polymarket's rising political profile may soon intersect with federal policymaking on digital assets and market speculation.

Image credit: Bloomberg

Apple doubles its top bug bounty to $2 million – payouts can now exceed $5 million

What just happened? Want to get hold of up to $5 million without winning the lottery? That's how much Apple will be offering in its bug bounty scheme, doubling the top award from $1 million to $2 million. Since opening the program to the public in 2020, Apple said it has awarded more than $35 million to more than 800 security researchers. But as you'd expect, very few people earn the highest payouts.

Five years ago, Apple opened its bug bounty program to all security researchers, having previously been invitation-only and limited to iOS vulnerabilities. As part of this change, the maximum reward was increased from $200,000, which it had been since 2016, up to $1 million.

Now, Apple says it will be updating its Security Bounty program this November, including increasing the maximum payout to $2 million. The amount will be awarded for the discovery of exploit chains that can achieve similar goals as sophisticated mercenary spyware attacks and which require no user interaction.

Two million dollars is no small sum, but Apple also includes a bonus structure for discovering additional critical vulnerabilities, meaning the maximum possible payout is more than $5 million.

Cupertino is increasing the payouts for other discoveries. Rewards for exploit chains with one-click user interaction have quadrupled from $250,000 to $1 million, as has the payout for attacks requiring physical proximity to devices. The top reward for attacks requiring physical access to locked devices has doubled from $250,000 to $500,000. And if you're a researcher who can demonstrate chaining WebContent code execution with a sandbox escape, you could get up to $300,000.

They're impressive figures. However, Apple's VP for security engineering and architecture Ivan Krstić told Wired that the top payouts are very rare, but it has made multiple $500,000 payments in recent years.

In addition to the increased rewards, Apple is making it easier for researchers to objectively demonstrate their findings. Its new Target Flags feature, inspired by capture-the-flag competitions, is built into its operating systems. It allows the company to rapidly review an issue and process a resulting reward, even before a fix is released.

Apple says that there are more than 2.35 billion of its devices worldwide. The company has long prided itself on the robustness and security of its products, hence the high bug-bounty rewards. It emphasizes that the only system-level iOS attacks observed in the wild came from mercenary spyware – extremely sophisticated exploit chains, usually associated with state actors, that cost millions of dollars to develop and are used against a very small number of targeted individuals.

FCC could roll back rule requiring ISPs to list every fee, apparently, there are too many

What we know so far: FCC Chairman Brendan Carr wants to roll back a rule requiring internet providers to list every discretionary fee on broadband labels. The proposal could make it harder for consumers to see the true cost of internet service, dialing back transparency measures enacted to curb misleading pricing.

The current regulation, enacted in April 2024, directs ISPs to itemize recurring monthly fees not mandated by the government. Many of these arise at the provider's discretion, such as local right-of-way charges or pole rental payments to utility companies. Carr's proposal, now pending a commission vote, aims to substantially pare down these disclosure requirements and has drawn sharp criticism from consumer advocates and some FCC members, who warn that diminished transparency could undermine consumer protections.

The broadband label rule was instituted after repeated complaints from consumers about misleading advertising practices in the internet service industry. One prominent tactic among ISPs is to market plans with attractively low headline prices and subsequently add discretionary fees once service begins, obscuring the true monthly cost. In developing the broadband labeling regulation, the FCC mandated clear itemization of all recurring fees imposed by providers, specifically to counter this practice.

The regulation requires that each broadband price label include a list of discretionary monthly fees. Providers can either comply by listing every charge or streamline their pricing by folding those fees directly into their base rates. However, the latter option conflicts with longstanding industry strategies of drawing in customers on advertised prices lower than what is ultimately billed each month.

Carr's current push to repeal several elements of the broadband labeling regime stems from requests by cable and telecom industry groups, including the NCTA and USTelecom, which claim that itemizing variable fees creates excessive administrative burdens. According to Carr's draft Notice of Proposed Rulemaking (NPRM), listing location-specific costs necessitates multiple unique labels for identical service offerings, potentially overwhelming other relevant label content. The NPRM suggests that instead of itemizing, ISPs display a single aggregated figure representing all such fees or omit them from the visible label entirely.

This deregulatory approach is part of Carr's broader "Delete, Delete, Delete" campaign, designed to eliminate FCC rules deemed redundant or overly burdensome. Cable and wireless industry representatives have specifically petitioned for the removal of the list-every-fee rule and related broadband label mandates since before the rule's implementation.

Since its introduction, major broadband providers have objected to the administrative complexity involved in tracking and displaying every location-based fee. Comcast, among others, argued in filings that full disclosure requirements would impose significant operational overhead, citing the diversity and unpredictability of local discretionary charges.

Carr's current NPRM would also eliminate other transparency measures beyond fee itemization. These include requirements that ISPs read price labels to consumers over the phone, post labels within customer account portals, and ensure machine-readable formats for third-party research or comparison. Critics warn that reducing the number and scope of required disclosures may create new avenues for consumer confusion, particularly for those comparing services with complex pricing structures.

The FCC rulemaking could impact accessibility as well. One provision at risk requires providers to display broadband labels in multiple languages depending on the demographics of their customers. Although Carr's NPRM does not explicitly propose eliminating multilingual requirements, it includes them for public comment – a move wireless lobby group CTIA has advocated.

The proposal's fate will be decided at an October 28 vote. If Carr's proposal is approved, providers would retain the obligation to furnish broadband pricing labels, but the scope of required information would be reduced, stripping out granular details about discretionary fees and certain accessibility features. Core label requirements covering basic service, introductory rates, data limits, and performance benchmarks would remain in place.

Sony and AMD tease PlayStation 6 technology, highlight path tracing and machine learning features

Looking ahead: Prior leaks and rumors regarding the PlayStation 6 primarily focused on AMD's future hardware architectures and their dramatic improvements to ray tracing performance. A brief new presentation from Sony and AMD provides a more in-depth description of next-generation software and hardware techniques – without specifically mentioning the upcoming console.

Sony and AMD recently shared a short video in which executives from the two companies describe in-development hardware and rendering techniques. Although Sony has not formally announced the PlayStation 6, the technologies mentioned in the video will likely be crucial for the console and AMD's future PC hardware.

Over nearly nine minutes, lead PlayStation architect Mark Cerny and AMD graphics head Jack Huyn explained three new technologies: Neural arrays will enable new machine learning techniques; Radiance Cores will improve ray tracing performance; and Universal Compression will minimize bandwidth usage.

Neural Arrays allow a GPU's compute units to work in unison to process AI workloads, minimizing overhead and enabling the use of larger machine learning models. This will likely improve the image quality from AMD's FSR upscaling and the PlayStation 5 Pro's take on the feature, PSSR.

Cerny and Huyn also hinted at the possibility of using machine learning for virtualized geometry, a capability that Nvidia introduced with the RTX 50 series graphics cards. It might enhance the efficiency and performance of virtual geometry systems that resemble Unreal Engine 5's Nanite and the micropolygon system Ubisoft introduced in Assassin's Creed Shadows.

Moreover, Huyn mentioned ray regeneration, another area where AMD is playing catch-up with Nvidia. The company's answer to Nvidia's ray reconstruction will likely aim to integrate machine learning into the denoising process necessary for ray tracing to provide clear images.

To enhance ray tracing and path tracing performance, AMD plans to introduce Radiance Cores, which perform these workloads on specialized hardware blocks. Radiance Cores build on Neural Radiance Caching, a feature AMD previously mentioned while discussing FSR Redstone.

The final feature, Universal Compression, builds on the PlayStation 5 Pro's Delta Color Compression to increase the efficiency of data transferred to memory. This will conserve memory bandwidth, which is critical for ray tracing, machine learning, high-resolution textures, and other features.

Although Cerny admitted that the new technologies are still undergoing testing, he confirmed that Sony plans to introduce them in "a future console," likely referring to the PlayStation 6. Prior leaks indicate that the next-generation console might arrive in 2027 or early 2028, with a tape-out planned for later this year.

ESA report shows the average gamer is 41 – and nearly half are women

The takeaway: The old stereotype that games are mostly for younger people – and males – has once again been proved outdated. The Entertainment Software Association's (ESA) latest survey shows that the average age of respondents is 41, and the split between men and women is almost 50/50.

The ESA's latest Power of Play survey involved 24,216 participants from 21 countries across six continents. It covers several categories, from gamer demographics to reasons why people play games.

One of the highlighted findings is that the average age of respondents – all of whom were aged 16 and over at the time – is 41. Moreover, the gender split is 51% men and 48% women.

As for the respondents' top reasons for playing games, the most obvious one, to have fun, is the most common, named by 66% of respondents. In second place is stress relief/relaxation at 58%, which one presumes comes from those playing the likes of Anno 1800 rather than Elden Ring. Finally, keeping minds sharp and exercising brains was the third most common reason named (45%).

Another section of the survey looks at the benefits that playing games can bring. Most people (81%) said that they provide mental stimulation, and 80% said they provide stress relief. Other answers included providing an outlet for everyday challenges (72%), introducing people to new friends and relationships (71%), reducing anxiety (70%), and helping people feel less isolated or lonely by connecting them to others (64%).

It's noted that among gamers aged 16 to 35, 67% said they've met a close friend or partner through gaming. And almost half of US respondents said games improve their parent-child relationship – a contrast to the long-held claim that children often grow distant from their parents due to playing games.

There are some interesting answers in the category of what skills games can improve. Around three-quarters of respondents agree that creativity, problem-solving, and teamwork/collaboration can all be improved by gaming. More than half said games improved their real-world athletic skills, and many said games improved or influenced their education or career path.

Unsurprisingly, mobile devices are the most popular gaming platform across all demographics, which will likely bring debate over the definition of "gamer." Fifty-five percent of respondents said it was their favorite way of playing games. It's especially popular among those over 50 (61% in this age group said they play on mobile), while half of those under 35 said they game on these devices. Meanwhile, consoles and PCs are both played by 21% of participants.

AMD taps TSMC's 2nm node to challenge Nvidia in next-gen AI compute

What we know so far: AMD's new Instinct MI450 is a statement of intent. Built on the cutting-edge 2nm process and backed by a major partnership with OpenAI, the accelerator signals a turning point in how AI hardware is designed and scaled. The move puts fresh pressure on Nvidia and others to rethink their roadmaps, as the race to power ever-larger AI models pushes the limits of what silicon, and the industry, can deliver.

AMD is staking its claim as a technological leader in AI hardware, confirming that its forthcoming MI450 accelerator will use an advanced 2-nanometer fabrication process – a significant leap ahead of rival Nvidia, whose next-generation Vera Rubin GPUs are expected to be built on a 3-nanometer node. The announcement came amid growing industry competition for powering increasingly complex artificial intelligence workloads.

In a recent interview with Yahoo Finance following a high-profile partnership with OpenAI, AMD Chief Executive Lisa Su confirmed the 2nm milestone. According to Su, the MI450 accelerator, scheduled to be released in 2026, will incorporate the latest TSMC fabrication technology for its core computational die – a decision expected to deliver advancements in thermal efficiency and computing power.

The 2nm process will be used exclusively for the MI450's Accelerator Core Die (XCD). Other components, including the Active Interposer Die (AID) and Media Interface Die (MID), will utilize TSMC's refined 3nm node, reflecting a hybrid approach to optimizing each segment of the GPU design for its specific computational role. This layered architecture combines ultra-dense, high-speed cores with robust interconnect and media handling subsystems, aiming to address AI workloads that demand massive parallel processing and efficient data movement at scale.

Su detailed the magnitude of AMD's collaboration with OpenAI, describing a "six gigawatt" deployment that is expected to generate tens of billions of dollars in revenue over the next several years. According to the CEO, the deal will make OpenAI a lead customer for the MI450 generation.

The scope of the initiative highlights the scale of AI infrastructure development underway globally. Su described the challenge of building out a multi-gigawatt computing backbone for the "next era" of artificial intelligence. She acknowledged that building millions of high-performance GPUs – each engineered with advanced silicon and supported by rack-scale integration – is an immense technical feat, touching everything from manufacturing capacity to energy infrastructure.

Su also addressed broader industry concerns about potential risks or bottlenecks, noting that collaboration across the ecosystem, from chipmakers and cloud providers to government and enterprise, will be essential for scaling AI deployments. "This is one of those points in time where you need every part of the food chain to come together and say, 'we want to do this, we want to build fast, we want to build big,'" said Su.

New York City sues social media giants over youth mental health crisis

A hot potato: The ongoing debate over the impact that social media has on young people's health isn't abating. New York City has filed a lawsuit against the internet's biggest platforms, accusing them of creating a mental health crisis among children.

Filed in Manhattan federal court, the NYC lawsuit accuses Facebook and Instagram owner Meta, Google and YouTube parent Alphabet, Snapchat owner Snap, and TikTok's ByteDance of "gross negligence."

The complaint repeats many of the claims from previous lawsuits against these companies: that the platforms were designed to attract the maximum number of young users, exploiting "the psychology and neurophysiology of youth" to drive up profits.

The use of algorithms to allegedly keep younger users engaged and addicted to their devices is also highlighted in the complaint. It claims that the companies "know children and adolescents are in a developmental stage that leaves them particularly vulnerable to the addictive effects of these features."

The suit said that 77.3% of New York City high school students, and 82.1% of girls, admitted to spending three or more hours a day on screens, including TV, computers and smartphones, which has contributed to lost sleep and chronic school absences. The city's school districts provided data that showed 36.2% of all public-school students are considered chronically absent, missing at least 10% of the school year.

The complaint adds that nationwide, suicide rates for youth are up 57%. Emergency room visits for anxiety disorders are up 117%. In the decade leading up to 2020, there was a 40% increase in high school students reporting persistent sadness and hopelessness.

The lawsuit also blames social media for an increase in the "subway surfing" trend. New York Police Department data shows that 16 teens have died while engaging in the behavior, which involves riding on top or hanging from the sides of moving trains. Two girls aged 12 and 13 died earlier this month while subway surfing.

Reuters notes that New York City has joined other governments, school districts, and individuals pursuing legal action against social media firms. There are around 2,050 similar lawsuits in nationwide litigation in the Oakland, California, federal court. NYC withdrew a previous lawsuit announced by Mayor Eric Adams in February 2024 to join this larger effort. With a population of 8.48 million, including about 1.8 million under 18, the city is among the largest plaintiffs.

New York City says its school system, health agencies, and social services have had to deal with the consequences of the social media companies' actions, and it aims to recover these public costs. The city is also asking for injunctive relief.

Responding to the suit, a Google spokesperson said that YouTube is a video-sharing platform and not a social media app "where people go to catch up with friends."

Germany to authorize police to shoot down small rogue drones

Don't Look Up: Drones from unknown locations have recently become a common sight in parts of Europe. Germany, the continent's largest economy by nominal GDP, is attempting to curb this alarming trend by granting law enforcement agencies the authority to quickly shoot down the drones.

The German government is working on a law to empower police to act against drones with unknown operators. Lawmakers have agreed on a new draft that would authorize police to shoot down and neutralize "rogue" drones deemed an immediate threat.

The law must now pass through the federal parliament for final approval. Observers expect the process to proceed smoothly, as rogue drones have become a recurring problem in Germany and other major European countries.

Chancellor Friedrich Merz said that drone-related incidents pose a threat to public safety, which is why the government is moving to grant more proactive powers to the police. The Chancellor hopes that, once the law is approved, federal agencies will be able to detect, intercept, and neutralize drones more effectively.

The most recent incident involving rogue drones occurred at Munich Airport last week, when air traffic control temporarily halted flights after detecting the foreign objects. In total, the drones disrupted 17 flights and affected the travel plans of nearly 3,000 passengers.

Chancellor Merz stated that the increasingly frequent rogue drone incidents are part of Vladimir Putin's "hybrid war" against key European nations. Authorities in Poland and Denmark share this concern, having detected unknown drones over the past few months.

The rogue drone issue is becoming a major concern for European powers, which is why Germany's Federal Minister of the Interior, Alexander Dobrindt, is seeking cooperation with Ukraine and Israel, countries with significant expertise in both offensive and defensive drone technology.

Dobrindt explained that the new law is intended to establish clearer rules on which agency should respond to a drone incident under specific conditions. While police would be authorized to quickly neutralize smaller drones flying at tree level, military forces would remain responsible for targeting larger, potentially more dangerous units.

According to data from Germany's Aviation Security Authority (Luftfahrt-Bundesamt), the country experienced 172 air traffic disruptions related to rogue drones this year alone (through the end of September), compared with 129 in 2024 and 121 in 2023 during the same nine-month periods.

Logitech Pop smart home buttons to become e-waste as support ends

The takeaway: Proponents of smart home devices and automation have long promised a world of capabilities through internet-connected products. Logitech is now reminding users that cloud services rarely last more than a few years, and that it's often wiser to choose devices that can be controlled locally.

Logitech's Pop buttons for smart home automation will soon become completely useless e-waste. The company released the devices less than a decade ago but is now abandoning early adopters, claiming the market and technology have outpaced the product.

The Swiss manufacturer introduced Pop buttons as programmable switches capable of performing various smart home actions. Customers could use Pop to load lighting presets, control music playlists, and run other smart home devices connected to their local Wi-Fi network. The Pop Home Switch Starter Pack initially sold for $100, with each additional Pop button priced at $40.

From October 15, Logitech's Pop buttons will simply stop working. The company notified customers via email a few days ago, stating that the product and its ecosystem were being discontinued.

The Pop buttons will lose all functionality, Logitech said, because they rely on internet servers that the company no longer wants to maintain. To "thank" its loyal customers, the company is offering a 15 percent discount on select products purchased through its online store.

Some users and home automation enthusiasts are reacting by boycotting devices that depend on proprietary apps or cloud services.

The primary reason behind the Pop switch discontinuation likely stems from Logitech's own business priorities. The company gradually lost interest in smart home products over the past few years, despite significant investments in the market early on. It's unclear how many people are still using the buttons.

More recently, Logitech CEO Hanneke Faber proposed a "Forever Mouse" concept, sold as a service with users paying a monthly subscription for additional features or updates. Judging from how the company handled the Pop smart home line, this could be a risky way for a PC enthusiast to spend their money.

Apple changes App Store policies to comply with new Texas age verification law

In context: Texas passed an age-verification law earlier this year, requiring online app stores to confirm users' ages before allowing software downloads or in-app purchases. The measure aims to protect children from inappropriate online content. Apple has now shared details about how it plans to comply with the law, which takes effect on January 1, 2026.

Once the new law takes effect, Texans creating new Apple accounts will have to verify that they are 18 or older. Younger users must join a Family Sharing group and link their account to a parent or legal guardian. The owner of the linked account will receive a prompt to approve the minor's download requests and in-app purchases.

Developers will also need to implement changes to ensure compliance. To that end, Apple is rolling out the Declared Age Range API, which allows users to share their age range with apps without revealing their exact birth date. Later this year, Apple will release new APIs enabling developers to request parental consent again if an app undergoes significant changes.

Texas Governor Greg Abbott signed the App Store Accountability Act into law in May, pledging to protect children from inappropriate online content. Proponents of SB 2420 say it gives parents greater control over their children's online activities, while opponents warn it could create privacy risks for both adults and children.

Most tech companies pushed back against SB2420 when legislators introduced it last March. Apple CEO Tim Cook personally lobbied Abbott to veto the bill, arguing that collecting sensitive, personally identifiable information could create serious security risks in the future.

In recent years, governments worldwide have increasingly sought to remove internet users' anonymity under the guise of protecting children from harmful content. While Texas will be the first US state to implement this policy, at least 19 others have proposed similar measures, requiring users to verify their age before accessing adult content, social media platforms, or news sites.

In Europe, the UK is now enforcing the Online Safety Act of 2023, requiring adult content websites to implement age verification systems. Enterprising Brits have reportedly circumvented the rules by using VPNs and uploading images of characters from the game Death Stranding instead of sharing their own photos for verification.

Global PC shipments surge as Windows EOL transition fuels upgrade cycle

Editor's take: Changes in shipment trends can offer a clearer picture of how the PC market is performing. A new IDC report confirms that customers are once again buying new systems in large numbers, particularly in regions unaffected by US tariffs and where local authorities are actively supporting consumer and business growth.

IDC recently shared its latest preliminary results on global PC shipments, giving manufacturers reason to celebrate. According to the market intelligence firm, global shipments in the third quarter of 2025 grew by 9.4 percent, reaching 75.8 million units. The market is performing strongly overall, although contributions vary across different regions.

As expected, the global PC market is being lifted by the Windows 11 transition. Millions of consumers, along with some major organizations, are replacing their aging machines, IDC Research Vice President Jean Philippe Bouchard confirmed. However, the North American market is feeling the impact of US tariffs on imported goods, which have created a notable economic "shock" and contributed to macroeconomic uncertainty.

Conversely, the Asia-Pacific market has experienced record double-digit growth, driven largely by China and Japan. Tokyo, in particular, has made a significant contribution through the government-funded GIGA education project, which is refreshing existing Windows 10 systems. IDC noted that growth outside Japan has been more modest due to macroeconomic conditions, political challenges, and slower-than-expected adoption of Windows 11.

Maciek Gornicki, senior research manager at IDC, noted that "there were pockets of opportunity from hardware refreshes of devices purchased during and before the Covid-19 pandemic."

IDC compiles its quarterly reports by including traditional PC systems shipped to both distribution channels and end users, while OEM sales are counted under the brand with which they are sold. In the company's own words, "traditional PCs" include desktops, notebooks, and professional workstations, but do not cover tablets or x86 servers.

IDC's primary tool for tracking and analyzing device shipments is the Worldwide Quarterly Personal Computing Device Tracker, which collects market data from over 90 countries.

Speaking of OEMs, IDC lists Lenovo, HP, Dell, Apple, and Asus as the top five PC manufacturers in 3Q 2025, with market shares of 25.5 percent, 19.8 percent, 13.3 percent, 6.8 percent, and 5.9 percent, respectively.

The world's largest PC manufacturer, Lenovo, shipped 19.4 million systems over the three-month period, while fifth-ranked Asus shipped 5.9 million units. Lenovo also posted the highest year-over-year growth, with a 17.3 percent increase.

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