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YouTube is testing an AI search mode that 'feels more like a conversation'

2 hours 27 minutes ago

Google is determined to impose AI search onto as many of its products as possible, and the latest, er, victim is YouTube. A new feature called "Ask YouTube" will let you pose complex questions and receive "comprehensive results that include video and text, then ask follow ups to dive deeper," Google explained on its YouTube Labs page. The experimental feature is available starting today until June 8 for Premium US subscribers 18 and older. 

To use it, first, enable the feature in your account. Then, click on the new "Ask YouTube" button in the search bar and you'll see prompt suggestions, or you can enter your own, like "plan a 3-day road trip between San Francisco and Santa Barbara." After getting the results, you can try follow-up questions or choose from suggested prompts to explore in more detail. 

As shown in The Verge's quick test, the prompt "short history of Apollo 11 moon landing" brought up a summary of the mission, along with videos and time stamps for relevant information. Follow-up questions yielded similar results, but some queries just showed a list of videos like you'd see in a classic YouTube search. As happens with AI, one of the searches (around a Steam Controller) yielded factually inaccurate information, according to The Verge's Jay Peters. 

Tech companies love AI a lot more than the public, and YouTube users are particularly passionate about hating AI-generated slop. YouTube's AI search function may fare better with subscribers, but only if it helps them find quality content more quickly. 

This article originally appeared on Engadget at https://www.engadget.com/apps/youtube-is-testing-an-ai-search-mode-that-feels-more-like-a-conversation-075057461.html?src=rss
Steve Dent

The G512 X is Logitech’s most advanced and customizable gaming keyboard yet

3 hours 17 minutes ago

Thanks to the adoption of features like rapid triggers, analog switches and TMR sensors, the tech in fancy gaming keyboards has changed surprisingly quickly in the past few years. So to keep up with the pace of development, Logitech is putting a bunch of advanced components in its latest flagship offering — the G512 X — to create what may be its most configurable keyboard to date. 

Available in both 75 and 98 percent layouts, the G512 X is based on a novel design that supports both mechanical and analog switches. Out of the box, every key features PBT keycaps and uses one of Logitech's MX mechanical switches. However, for important buttons like WASD, users can swap in up to nine bundled Gateron KS-20 magnetic analog switches. This means that when combined with the keyboard's 39 tunneling magnetoresistance (TMR) switch beds, users can enable support for customizable rapid triggers and multipoint actuation, complete with five bundled second actuation pressure point (SAPP) rings in case you need even more control over every keystroke. The one potential downside is that Logitech only added TMR switch beds to the left side of the keyboard, so if you prefer more unusual keybinds, you won't have quite as many configuration options. 

The 39 TMR sensors on the left of the keyboard are the ones that support the included TMR switches. Logitech

Meanwhile, to meet the demands of competitive gamers who need lightning-fast response times, Logitech added an 8K polling rate. This includes both 8K reporting and processing to deliver input times of just 0.125 milliseconds. Elsewhere, the G512 X comes with dual dials, a large RGB lightbar and game mode presets — all of which can be tweaked in Logitech's G Hub app. 

However, the coolest thing about the G512 X might be all the handy little details scattered across the keyboard. For example, its adjustable feet serve double duty as keycap and switch pullers, so when you want to adjust your layout, you won't need to go searching elsewhere for the right tool. On top of that, there is built-in storage for the nine included magnetic analog switches and five SAPP rings, so you'll always have them on hand if you want to make changes. Finally, while it is an optional accessory, Logitech created a transparent palm rest with a laser-etched surface that will enhance the G512 X's onboard RGB lighting. 

Logitech's optional palm rest really boosts the output of the Logitech G512 X's front-mounted RGB lightbar.Logitech

Unfortunately, at $180 for the 75 percent layout or $200 for the 98 percent model, the G512 X is a bit pricey. And unlike some other members of Logitech's G5 family, there's no option for a wireless variant. But if you want a keyboard with practically all the latest tech and a ton of customizability (including the ability to select linear, tactile or clicky switches), the G512 X is a very intriguing option for demanding gamers.  

The G512 X is available directly from Logitech today, with wider availability slated for May 2.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/the-g512-x-is-logitechs-most-advanced-and-customizable-gaming-keyboard-yet-070100610.html?src=rss
Sam Rutherford

Images of Samsung's rumored smart glasses have leaked

15 hours 37 minutes ago

Images and details about Samsung's upcoming smart glasses have leaked, according to a report by Android Headlines. We knew these were coming at some point, but we now have what could be actual photos and they look pretty nifty. The glasses are reportedly being developed under the codename "Jinju" and could cost anywhere from $380 to $500.

These are the first smart glasses from Samsung and look to offer a similar feature set to stuff like Meta Ray-Bans and the forthcoming Google Gemini glasses. Samsung's specs will run on the Android XR wearables platform and will likely feature heavy integration with the Google Gemini chatbot.

It has been reported that these glasses will not feature a display, but that's likely coming with another pair in 2027. The second release is being developed under the codename "Haean" and will reportedly include a micro-LED display, allowing for similar functionality to something like the Meta Ray-Ban Display glasses. These could cost anywhere from $600 to $900.

We don't know when the Jinju glasses will launch, but later this year is a safe bet. Samsung has a major Unpacked event scheduled for July. We could get some official details at that point, though it's unlikely the smart glasses will launch alongside stuff like the Galaxy Z Fold 8 and the Galaxy Watch 9.

It's far more likely we'll get a tease at that event, with a launch later in the year. This is what Samsung did with its Galaxy XR virtual reality headset last year.

It's also been reported that the Jinju glasses will include a 12MP camera, a Snapdragon AR1 chip and directional speakers with bone-conduction tech. These specs are, of course, subject to change before launch. It's also highly possible the price will tick up beyond the aforementioned range, thanks to global economic uncertainty and the rising costs of RAM and storage.

This article originally appeared on Engadget at https://www.engadget.com/ar-vr/images-of-samsungs-rumored-smart-glasses-have-leaked-184129483.html?src=rss
Lawrence Bonk

Joby Aviation is demoing 10-minute air taxi flights from JFK to Manhattan for a week

16 hours 15 minutes ago

Joby Aviation is kicking off 10 days of electric air taxi demo flights in New York City. Before you try to book one to bypass the city's awful traffic, Joby's aircrafts aren't taking customers yet. Instead, the company is trialing the air taxis in "real flight routes and real environments," as indicated in its press release.

With the first point-to-point flight of its electric vertical takeoff and landing (eVTOL) aircraft completed, Joby said that one of its electric air taxis made it from John F. Kennedy International Airport to NYC's heliports in Lower Manhattan and Midtown in less than 10 minutes. Unlike helicopters, Joby's CEO, JoeBen Bevirt, said this "quiet, zero operating emissions air taxi service" will better serve New Yorkers. These demo flights are part of Joby's participation in the eVTOL Integration Pilot Program, the Federal Aviation Administration's program to fast-track the commercial rollout of air taxis.

Joby said it's still in the final stages of securing FAA certification, but this latest campaign in NYC should propel its process forward, especially after having completed piloted demos in the San Francisco Bay Area in March. Joby was previously targeting to launch its air taxi service in 2025, but that goal has since been pushed back. The company's CEO said that Joby is planning to start passenger flights in New York, Texas and Florida as soon as the second half of 2026, according to Bloomberg.

This article originally appeared on Engadget at https://www.engadget.com/transportation/joby-aviation-is-demoing-10-minute-air-taxi-flights-from-jfk-to-manhattan-for-a-week-180247411.html?src=rss
Jackson Chen

Star Trek: Strange New Worlds returns for its penultimate season on July 23

17 hours 8 minutes ago

Star Trek: Strange New Worlds returns for its fourth season via Paramount Plus on July 23. The ten episodes air weekly until September 24. This is actually the second-to-last batch of episodes, as the show was recently renewed for a fifth and final season.

The streamer has dropped a trailer for season four and it looks promising. The tone looks slightly darker when compared to season three, which was maligned for being a bit too silly and uneven. The trailer is narrated by Anson Mount's Captain Christopher Pike, who discusses the "terror" of space as a planet explodes.

This is still Strange New Worlds, so it won't be all doom and gloom. The trailer shows us a screeching alien dinosaur, which is pretty fun. There have also been reports that season four will feature a puppet episode with involvement from Jim Henson's Creature Shop.

This new batch of episodes will lean even heavier into connections to the original Star Trek show from the 1960s. Paul Wesley's version of Captain Kirk features prominently in several scenes, with one looking like a direct callback to Star Trek II: The Wrath of Khan. A younger Scotty also makes an appearance.

For the uninitiated, Star Trek: Strange New Worlds is a prequel to the first show and starts several years before Kirk takes over as captain of the Enterprise. It's been said that the series will end with Kirk taking the big chair. It's also primarily an episodic series, with no real serialized season-long arcs. It's pretty good!

It's also ending in the near future. Season five will presumably premiere next year and will include just six episodes. As a matter of fact, it looks like the modern incarnation of Star Trek is ending in totality. Sets are being taken down and there are currently no new shows in production for the first time in a decade.

This is a bummer, even if I didn't always love some of the newer content. The upcoming second season of Starfleet Academy will be its last, which is exceptionally sad because it was really beginning to fire on all cylinders. It was 12 years between the final episode of Star Trek: Enterprise and the first episode of Star Trek: Discovery, which kicked off the modern era. Who knows how long we'll have to wait this time.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/star-trek-strange-new-worlds-returns-for-its-penultimate-season-on-july-23-170946603.html?src=rss
Lawrence Bonk

Valve's Steam Controller costs $99 and arrives May 4

17 hours 17 minutes ago

Valve's Steam Controller will hit the market on Monday, May 4, for a going price of $99 in the United States. The Steam Controller does precisely what it says: It communicates with anything running Steam or the Steam Link app, so this includes PCs, Macs, mobile devices and the Steam Deck. 

Eventually, the Steam Controller will connect to the new Steam Machine console and Steam Frame VR headset, but neither of these products have solid release dates just yet. They were originally slated to come out in early 2026 alongside the Steam Controller, but we're nearly five months into the year and only a third of that promise is poised to be fulfilled. Valve in March said it hopes to ship in 2026, dropping the "early" bit.

As noted in our review, the Steam Controller is a solid gamepad, especially for the price. It feels and looks a lot like a Steam Deck, complete with two trackpads beneath a pair of TMR thumbsticks and a standard face array. It's reactive, ergonomic, and comes with a cute little charging and connection puck that snaps onto the bottom of the gamepad. Just note that the Steam Controller is not a PC controller: It works with Steam, and only Steam. You'll have to add games with their own launchers like Overwatch, Valorant, Minecraft or Fortnite to your Steam library before playing them with Valve's proprietary controller. How convenient — for Valve, at least.

Valve

Worldwide, Steam Controller prices are as follows: 

  • US: $99

  • Canada: $149 CAD

  • EU: €99

  • UK: £85

  • AUD: 149

  • PLN: 419

This article originally appeared on Engadget at https://www.engadget.com/gaming/valves-steam-controller-costs-99-and-arrives-may-4-170058529.html?src=rss
Jessica Conditt

Valve Steam Controller review: A gamepad in search of a console

17 hours 17 minutes ago

Don’t mistake the Steam Controller for a PC controller. Even though its main function is to play PC games, Valve’s new gamepad communicates with Steam, and only Steam. This is not a general controller for your PC, Android or iOS devices, and it’s certainly not compatible with any console on the market today, unless you count the handheld Steam Deck. In order to play a game with the Steam Controller, you have to boot it up through Steam. (More on this later).

Valve’s end goal for the Steam Controller is compatibility with the Steam Machine, a console that doesn’t yet have a public release date or price point. The Steam Machine will support 4K gaming at 60 fps with FSR, it’ll come with 512GB or 2TB of SSD storage, and it’ll work with the Steam Frame VR headset, as will the Controller. The new Steam Machine was supposed to drop early this year, fulfilling a long-promised dream of PC gaming by moving your entire Steam library to the couch in a compact but powerful box. Due to the memory shortages plaguing the tech industry, the Machine and Frame aren't here yet, so the Steam Controller is the first step in Valve’s hardware takeover of living room territory. It’s due to come out on May 4, priced at $99.

The Steam Controller represents roughly 13 years of R&D, from its first iteration announced in 2013 to the debut of the Steam Deck in 2022, and the refinement period clearly paid off.

The Steam Controller is a tidy chonker of a gamepad with a broad, Duke-like face holding two square trackpads beneath the standard analog sticks and face buttons. Despite its extra girth, the Steam Controller feels light, slim and balanced, even in my smaller-than-average hands. The grips are slender and have four circular rear buttons, two per side, that are super satisfying to click even when they don’t do anything in-game. The bumpers, triggers, D-pad and face buttons are shiny black plastic, and all of the controller’s edges are rounded, allowing for a smooth glide between the bumpers and triggers especially. The trackpads don’t get in the way when you don’t need them, but in-use, they’re incredibly sensitive and kind of mesmerizing. They look and feel just like the trackpads on the Steam Deck, following the trails of your thumbs with miniature popping bubbles.

The Steam Controller uses tunnel magnetoresistance (TMR) joysticks, which are a leveled-up version of Hall effect sticks, offering ultimate precision and long-term stability with no chance of drift. After a few days of use across a range of game genres, including competitive first-person shooters, they’ve proven to be reliable and accurate. In terms of stick precision and feel, I find the Steam Controller is comparable to the Razer Wolverine V3 Pro, my PC gamepad of choice. I otherwise much prefer the swappability, rubberized microswitches and crisp clickiness of Razer’s gamepad — but the Wolverine also costs about $100 more and doesn’t come with trackpad capabilities, so we’ll call it a wash.

Sam Rutherford for Engadget

One of the neatest aspects of the Steam Controller is its charging and connection puck, which plugs into your PC or Steam Deck through a USB cable and enables stable wireless play. The puck snaps onto the belly of the controller for charging, and when you hover the gamepad’s connection point over it, it jumps up and latches on like a cute little sucker fish. I don’t know if this behavior is an intentional selling point, but it certainly is for me. The Steam Controller also connects to devices via Bluetooth or with a cable, and in all configurations it’s performed without issue for me. Of course, Bluetooth mode has the highest latency, so that’s mainly for phones and Steam Link play. The puck can support two Steam Controllers at once. Swapping between Puck and Bluetooth mode is a simple matter of holding the right bumper and A or B, respectively, when you turn the controller on.

Pressing the power button with the Steam logo wakes up the gamepad, and pressing it twice when you’re connected to a PC launches Steam in Big Picture mode. The Steam Controller feels like a natural extension of Valve’s storefront, and with its matte black finish and bubbled edges, it’ll be familiar to anyone who’s fallen in love with a Steam Deck these past few years.

I tested out the controller on my PC with Steam games and non-Steam games (added to my Steam library first, of course — seriously, more on that later), and in my living room with my Steam Deck acting as a makeshift, low-powered Steam Machine. On PC I played The Seance of Blake Manor, Creature Kitchen and Overwatch, and on Steam Deck I played Blake Manor, Demonschool and Balatro. Whether connected with Bluetooth, the puck or USB, the Steam Controller provided seamless play and no noticeable latency. The distance from my couch to the puck nestled behind my Steam Deck is about eight feet, and I didn’t feel a frame drop while cosplaying as a Steam Machine owner. I also never ran into battery issues, but that’s not shocking considering Valve’s claim that the gamepad has more than 35 hours on a single charge. In my testing, the battery barely registered a drop after multiple hours of playtime, and I was happy to snap on the charging puck whenever I wanted to set the controller down.

Sam Rutherford for Engadget

Valve notes the battery life may be lower if playing with the Steam Frame. The Steam Controller has infrared LEDs for tracking, which will obviously drain the battery a little faster. Some VR games may have you waving your controller, as there are gyroscopic sensors in there as well. As the Steam Frame isn’t out, I wasn’t able to test some of the controller’s more interesting features.

Even against players using a keyboard and mouse in competitive Overwatch matches, I won games and earned awards, passing my personal ultimate test of a controller’s capabilities. When it comes to Overwatch, I’m mostly comparing the Steam Controller to Sony’s DualSense, and it feels surprisingly similar. I enjoy the Steam Controller’s smooth slide between the bumpers and triggers, though its haptic feedback is more subtle than the DualSense’s, lacking in the analog sticks particularly. Much like with the Steam Deck, I haven’t found a consistent use case for the trackpads on the Steam Controller, but I appreciate their inclusion, the accessibility factor, and the fact that they aren’t otherwise intrusive. Now, just add a Playdate crank and I’m really sold.

The Steam Controller is a clear and unmistakable signal that Valve is joining the console wars, and perhaps by patient and diligent design, it’s appearing at a vulnerable time. Xbox is fumbling the current generation and attempting to redefine its place in the console market amid a significant leadership shakeup, while Sony and Nintendo are carrying on with standard hardware upgrade cycles in a landscape that’s based less on platform exclusivity every day. Right now there’s room for a robust PC-based storefront to stake its claim on couch gaming, and voila, here’s Valve with the Steam Machine and Steam Controller.

Sam Rutherford for Engadget

Similarly to the way Valve used Half-Life 2 to get people to download Steam in 2004, the Steam Controller pushes players to fully consolidate their PC libraries in its own ecosystem. You’ll have to add games with their own launchers like Overwatch, Valorant, Minecraft and Fortnite to your Steam library before you can play them using Valve’s controller. This is a small inconvenience, since it takes just a few clicks to add a non-Steam game to your profile.

(Welcome to later). However, I don’t enjoy doing it. As I was browsing through files to add Overwatch to my Steam library, I couldn’t help thinking that it would have been pretty easy for Valve to add a switch that would let the Steam Controller communicate with any PC game. Maybe it's a touch of oppositional defiant disorder, but I despise being coerced into behaviors that are designed to serve a corporation’s market control over my own workflow, especially in my personal spaces.

Now more than ever, I value my ability to choose — which businesses I work with, where I store my software, how I play — and the Steam launcher requirement is another small expansion of Valve’s incredible power in the PC games industry. It’s too easy to say, most of my games are already on Steam, no big deal, and use the Controller as an excuse to consolidate them all on Valve’s launcher. Suddenly, Steam is where you begin and end every gaming session, rather than just most. Obviously and especially with the coming rollout of the Steam Machine, this is the reality that Valve wants: a rich industry utterly reliant on its platform of DRM, shitty revenue splits and random opaque censorship. It’s the situation that Microsoft, Apple or Epic also want for themselves, but the main difference is that this future is actually in reach for Valve, and the Steam Controller is a tiny part of the plan. If willing and unforced support of a monopoly makes you bristle as well, feel free to stick with 8BitDo.

Sam Rutherford for Engadget

Truly though, I get it. The Steam Controller doesn’t come with a PC switch because it’s not a PC controller. It’s for controlling Steam, a service that’s become synonymous with PC and handheld gaming, and is now creeping onto the living-room scene. The Steam Controller is designed to follow you everywhere Steam is, for all your gaming needs across every screen forever and always — and there is something soothing about that idea in a Brave New World Soma kind of way. A PC controller? That’s far too limited, from Valve’s perspective.

Encroaching corporate dystopia aside, the Steam Controller is a sturdy and sleek gamepad that stands up to the competition. It’s for Valve diehards, trackpad fanatics and anyone whose main gaming hub is Steam. Which, to be clear, is a massive market that’s only poised to grow.

This article originally appeared on Engadget at https://www.engadget.com/gaming/valve-steam-controller-review-a-gamepad-in-search-of-a-console-170054068.html?src=rss
Jessica Conditt

A Star Wars expansion is coming to PowerWash Simulator 2

17 hours 49 minutes ago

There's something deeply relaxing about chucking on a solid pair of headphones, listening to some good music and cleaning muck off structures and vehicles. Not in real life, though. Heavens, no. PowerWash Simulator 2 lets you do that without having to deal with any actual muck — as long as you're regularly cleaning your keyboard or controller, anyway.

You'll soon be able to carry out powerwashing jobs in six more locations, all of which are in a galaxy far, far away. In the game's upcoming Star Wars expansion, you can visit the likes of Tatooine and Hoth to clean the Lars homestead, an X-wing and a Star Destroyer bridge. 

Lars homestead in PowerWash Simulator 2FuturLab

Developer FuturLab has created an exclusive powerwasher for these levels, in which you'll play as a labor droid called P0-W2. You can take on the jobs with up to four friends. Expect a bunch of Easter eggs too.

FuturLab says the expansion is set during the original Star Wars trilogy. You'll first be taking on work for the Galactic Empire before defecting to the Rebel Alliance (so you'll literally be dealing with Rebel scum). 

The studio has previously brought other franchises into the fold. Those who own the first PowerWash Simulator can snag the Final Fantasy and Tomb Raider expansions for free before they’re delisted at 10AM ET on May 19. There are also Back to the Future and Shrek expansions for the original game.

The Star Wars expansion is coming to PowerWash Simulator 2 on PC, PS5, Xbox Series X/S and Nintendo Switch 2 this summer. It'll cost $10. In the meantime, spare a thought for those poor contractors whose jobs the P0-W2 droids are taking:

This article originally appeared on Engadget at https://www.engadget.com/gaming/a-star-wars-expansion-is-coming-to-powerwash-simulator-2-162946670.html?src=rss
Kris Holt

OpenAI breaks out of exclusivity agreements in its partnership with Microsoft

17 hours 50 minutes ago

OpenAI is opening up its partnership with Microsoft in the latest amendment to the major multi-year collaboration between the tech giants. The latest changes allow OpenAI to offer its latest AI models to other companies and through other cloud providers, stripping Microsoft of its exclusivity rights.

In a joint announcement posted on OpenAI and Microsoft's websites, Microsoft will still be OpenAI's primary cloud partner with the latest products shipping first on Azure, but OpenAI is now allowed to use any cloud provider. Sam Altman, OpenAI's CEO, posted on X that the company is "now able to make our products and services available across all clouds."

On top of that, Microsoft will still have a license for OpenAI's models and products through to 2032, but the license will no longer be exclusive. On the business side, Microsoft will no longer pay a revenue share to OpenAI, but OpenAI would still make revenue share payments to Microsoft until 2030, which will now be subject to a total cap.

The two companies have worked closely together since announcing a multiyear partnership in 2019. Microsoft and OpenAI have gone through several phases for its collaboration, but the two put out a joint statement in February of this year that still mentioned the exclusivity agreements. However, the latest update confirms that OpenAI can break exclusivity, with the companies arguing these changes are for "flexibility, certainty, and a focus on delivering the benefits of AI broadly."

This article originally appeared on Engadget at https://www.engadget.com/big-tech/openai-breaks-out-of-exclusivity-agreements-in-its-partnership-with-microsoft-162829584.html?src=rss
Jackson Chen

Spotify is now a fitness app too

19 hours 38 minutes ago

In its quest to become an all-in-one app, Spotify is now breaking into the fitness app world by offering "guided workout experiences" and on-demand Peloton classes. Premium subscribers will get access to Peloton's library of more than 1,400 classes in the app, while both Free and Premium can browse curated playlists (they're listed under the genre "fitness.")

Spotify

Spotify said the classes are primarily in English, but there are some options in Spanish and German. Like music and podcasts, Spotify lets you bounce between different devices for its fitness media, so you can start a video workout on your TV and switch to an audio-only version on your phone or smart speaker. Users can even download the classes for offline use.

The fitness category may feel like a sharp turn for Spotify, but the company said that nearly 70 percent of its Premium subscribers work out monthly and that fitness and workout content was one of the top use cases for its Prompted Playlist feature. Spotify has long been expanding its offerings outside of music, with its latest efforts giving users a way to buy physical books or create group chats

This article originally appeared on Engadget at https://www.engadget.com/apps/spotify-is-now-a-fitness-app-too-144037057.html?src=rss
Jackson Chen

Oprah brings her podcast to Amazon's streaming services

19 hours 50 minutes ago

Amazon has brought another high-profile podcasting name into its fold after agreeing to a multiyear licensing deal with Oprah Winfrey. Her podcast will expand to two episodes a week starting in July and it will be available across the likes of Prime Video, Amazon Music, Fire TV channels and Audible. New episodes will still hit YouTube and other podcast platforms, according to Variety.

Winfrey will stick to the same format she's been using on YouTube since starting a podcast channel there at the end of 2024. It will feature interviews with authors, celebrities and others in the public eye.

In addition, Winfrey will create specials based on her Oprah's Favorite Things and Oprah’s Book Club franchises for Amazon. The company is also licensing all 25 seasons of The Oprah Winfrey Show but Winfrey and Amazon haven't figured out exactly how to repurpose the long-running talk show as yet. 

Last year, Amazon split its Wondery podcast company in two, with a team focusing on narrative podcasts merging with Amazon’s Audible team and a crew that handles celebrity-hosted shows forming a new division called Creator Services. That group promotes podcasts like New Heights with Jason and Travis Kelce and Armchair Expert with Dax Shepard across Amazon's various properties, as The New York Times notes.

Oprah's Book Club will tie into Audible, Kindle, Goodreads and the Amazon storefront. Products featured in the annual Oprah's Favorite Things holiday list will be highlighted on the latter as well. Winfrey and Amazon will split sales and ad revenue.

It’s become common for major media companies to make a play for popular podcasts over the last several years. As video podcasts have grown, the likes of Netflix have gotten in on the action too. Some people play these as background noise and Winfrey's podcast might be particularly appealing to fans of her TV show, which ended in 2011.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/oprah-brings-her-podcast-to-amazons-streaming-services-142846445.html?src=rss
Kris Holt

The sequel to the iconic emulator ZSNES is called Super ZSNES, of course

20 hours 26 minutes ago

Somehow, ZSNES has returned after laying dormant for 20 years. The developers of the iconic Super Nintendo emulator, which originally debuted in 1997 for DOS (something I distinctly remember trying to install on my ancient Intel 486 Packard Bell), are back with a sequel release dubbed Super ZSNES. And really, what else would they call it?

Developers zsKnight and Demo say that Super ZSNES has been rewritten from scratch with a focus on a GPU-powered “Super Enhancement Engine,” which allows for high resolution playback, overclocking (which could help with games notorious for slowdown), widescreen support, uncompressed audio and 3D height maps for Mode 7 graphics. Purists, of course, can turn all of these extra features off if they want.

Super ZSNES is built on “far more accurate CPU and Audio cores” than the original emulator, according to the developers, as well as the usual fast forward/rewind save states and a higher-resolution version of the original ZSNES UI. And as a cherry on top, they promise there’s “No Vibe Coding.”

There’s no shortage of SNES emulators out there today, but it warms my gaming heart to see ZSNES completely revived. And while I still need to play with its enhancement features to truly judge them, the early footage from Modern Vintage Gamer looks very sharp without losing the SNES charm. There’s no replacement for playing the original console on a CRT, but the GPU upgrades in Super ZSNES seem to do a great job of modernizing classic games like Super Mario World for modern displays.

Super ZSNES is currently available as an early build for Windows, Mac and Android. An iOS release is coming soon, according to the emulator’s website.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/the-sequel-to-the-iconic-emulator-zsnes-is-called-super-zsnes-of-course-135203417.html?src=rss
Devindra Hardawar

Ford's Mustang Cobra Jet sets a new EV quarter mile record at 6.87 seconds

22 hours 55 minutes ago

Ford Racing's Mustang Cobra Jet 2200 just ran a quarter mile in 6.87 seconds at 221 mph at an NHRA event in Charlotte, setting a new world record for an EV. The run smashed Ford's own previous EV record of 7.62 seconds, set by the Cobra Jet 1800 last September, by an impressive 0.75 seconds.  

As the name suggests, Ford's Cobra Jet 2200 puts a massive 2,200 horsepower to the wheels thanks to a newly designed electric motor and inverter combo. Ford elected to use two motors and inverters instead of four of each as before to reduce complexity and boost efficiency to 98 percent. Overall power is up by 600 horsepower, but the motors and inverters weigh half as much as before. Everything runs on a 900-volt architecture and 32 kWh battery that charges in 20 minutes, easily enough for the NHRA's 45-minute turnaround rule.

It's official: The Ford Racing Mustang Cobra Jet 2200 has clocked a new record time of 6.87 at 221 mph - now the quickest electric car on the planet.#FordRacing pic.twitter.com/drmvH2XRp6

— Ford Racing (@FordRacing) April 25, 2026

The car has some unusual features for an EV like a clutch that lets the driver dump all the power to the road instantly for maximum acceleration. It also uses a multi-speed transmission that allows the car to run in its ideal power band through the duration of the run — reducing the quarter-mile time by up to a second, according to Ford. The battery design also allowed the team to tune weight distribution for optimal traction. Another racing touch is a pyrotechnic circuit breaker that can instantly break the high-voltage connection via a small explosive charge to align with NHRA safety rules. 

Some of this tech, like the high-efficiency motors and 900 volt system, could conceivably trickle down to consumer vehicles. Unfortunately, Ford and other US automakers have significantly reduced their investment in BEV technology of late. Ford recently announced that it would reboot the F-150 Lightning as an EREV with a gas generator, while last week GM delayed its next-gen full-size EV pickups and SUVs — all in the face of rapidly rising gasoline prices. 

This article originally appeared on Engadget at https://www.engadget.com/transportation/evs/fords-mustang-cobra-jet-sets-a-new-ev-quarter-mile-record-at-687-seconds-112259793.html?src=rss
Steve Dent

Forced Windows updates can now be paused forever

1 day 14 hours ago

No more getting caught by a forced Windows 11 update while you're in the middle of a meeting or a match. Microsoft announced some major changes coming to Windows Update on its blog, including the ability to indefinitely pause Windows updates, 35 days at a time.

To give users more control, Windows Update introduced the option to extend update pauses as much as users want. Once you opted to pause updates for Windows 11, you won't be disturbed for 35 days at a time, but you can now reset this 35-day limit for as long as you want. You should eventually install these updates, as most of them are usually related to security upgrades and only sometimes require emergency fixes, but Microsoft is letting users decide when to do so. Microsoft's Aria Hanson wrote in the blog that these changes were a result of feedback that consistently mentioned "disruption caused by untimely updates and not enough control over when updates happen."

Beyond the update pauses, Microsoft is ensuring Windows 11 users always have the option to shut down or restart their devices without updating. These quality-of-life upgrades build on another recent change that allowed users to skip updates while setting up their new Windows devices. According to Microsoft, the latest Windows Updates features are currently rolling out to those enrolled in the Windows Insider program, specifically users in the Dev and Experimental Channels.

This article originally appeared on Engadget at https://www.engadget.com/computing/forced-windows-updates-can-now-be-paused-forever-200338487.html?src=rss
Jackson Chen

Canadian premier wants to ban social media and AI chatbots for kids in Manitoba

1 day 15 hours ago

Manitoba could be the first province in Canada to establish a social media ban for kids, but the proposal's details aren't very clear yet. The province's premier, Wab Kinew, announced during a fundraiser event on Saturday and on X that Manitoba would put in place a ban for social media and AI chatbots for its youth.

"They're doing these very awful things to kids all in the name of a few likes, all in the name of more engagement, and all in the name of money," Kinew said at the event. "Our kids will never be for sale and their attention and their childhoods should never be profited from."

Kinew didn't elaborate on the ban's crucial details, like the specific age restriction, when it will be introduced nor how it will be enforced. CBC reported that Kinew didn't speak to reporters after his remarks at the fundraiser.

Besides Manitoba, the Liberal Party of Canada recently voted in favor of proposals to restrict both social media and AI chatbot use for anyone under 16 during the party's national convention in Montreal. There are several efforts to restrict social media across Canada. One even seeks to limit those under 14 from accessing these platforms, an even younger cutoff than the ban recently enacted in Australia. However, a recent poll from the Molly Rose Foundation has cast some doubt on the effectiveness of such laws, which other countries have also adopted or are currently considering. The poll showed that a majority of teens still have accounts on banned social media platforms, or have found ways around the ban.

This article originally appeared on Engadget at https://www.engadget.com/social-media/canadian-premier-wants-to-ban-social-media-and-ai-chatbots-for-kids-in-manitoba-182120933.html?src=rss
Jackson Chen

Trump has terminated several members of the independent National Science Board

1 day 17 hours ago

As reported by several outlets, the Trump administration dismissed members of the National Science Board (NSB), which is tasked with establishing policies for the National Science Foundation. It's not clear how many members have been dismissed. According to screenshots shared with The Washington Post, board members received a message that their position was "terminated, effective immediately.

The NSB establishes policies for the National Science Foundation (NSF), the independent US agency responsible for apportioning about 25 percent of federal support towards research conducted by the country's colleges and universities. The foundation has existed for over 75 years and has contributed to the development of MRIs and cellphones, among other breakthroughs. Up to 25 active members can head the NSB, however, the current board only has 22 members; the NSF's former director, Sethuraman Panchanathan, abruptly resigned last year.

In response, Congresswoman Zoe Lofgren called the latest decision a "real bozo the clown move" in a statement. "This is the latest stupid move made by a president who continues to harm science and American innovation," Lofgren, who also serves as the Ranking Member of the House's Science, Space and Technology Committee, added in the statement. "It unfortunately is no surprise a president who has attacked NSF from day one would seek to destroy the board that helps guide the Foundation."

It's unclear if the NSB's next scheduled board meeting for May 5 will take place. When asked about the recent terminations and the next meeting, the NSB referred to the White House for additional details. We've reached out to the Trump administration for confirmation and will update the story when we hear back.

This article originally appeared on Engadget at https://www.engadget.com/science/trump-has-terminated-several-members-of-the-independent-national-science-board-170405205.html?src=rss
Jackson Chen

BYD's next all-electric hypercar is a convertible that's coming to Europe first

2 days 10 hours ago

BYD may be known for its affordable all-electric cars, but that doesn't mean it won't dabble in the occasional hypercar under one of its subsidiary brands. At the Beijing Auto Show, BYD unveiled the Denza Z, a hypercar that can produce more than 1,000 horsepower with an all-electric motor. According to CarNewsChina, the Denza A can hit 0 to 60 mph in less than two seconds, rivaling the likes of the Rimac Nivera.

BYD first showed off the Denza Z as a concept at the Shanghai Auto Show in 2025. A year later, the Chinese EV maker confirmed its latest hypercar as a four-seater that will come in hard-top, convertible and "track" configurations. BYD hasn't revealed the Denza Z's full specs yet, so we're not sure what differentiates the track edition. So far, the company has shared that it would use its intelligent suspension system, DiSus-M, similar to Chevrolet Corvette's Magnetic Ride Control, and its Flash Charging system. BYD also told AutoExpress that the Denza Z will have some of the features seen with BYD's YangWang U9, like autonomous driving and "tank turning."

Surprisingly, BYD is planning to release the Denza Z in Europe first, with an inaugural ride at the Goodwood Festival of Speed in the UK in July. The automaker hasn't revealed pricing yet, but it should be more widely available than BYD's other hypercar under its YangWang subsidiary, which is limited to 30 units.

This article originally appeared on Engadget at https://www.engadget.com/transportation/evs/byds-next-all-electric-hypercar-is-a-convertible-thats-coming-to-europe-first-233050130.html?src=rss
Jackson Chen

OpenAI's Sam Altman apologizes for not reporting ChatGPT account of Tumbler Ridge suspect to police

2 days 12 hours ago

Two months following the deadly shooting in Tumbler Ridge, British Columbia, OpenAI's Sam Altman has formally apologized for not informing police of the alarming ChatGPT conversations seen with the suspect's account. Before the incident, OpenAI banned the account belonging to the alleged shooter, Jesse Van Rootselaar, for violating its usage policy due to potential for real-world violence.

"I am deeply sorry that we did not alert law enforcement to the account that was banned in June," Altman wrote in the letter. "While I know words can never be enough, I believe an apology is necessary to recognize the harm and irreversible loss your community has suffered."

Altman noted in the letter, which was published in full by Tumbler RidgeLines, that he spoke with both Darryl Krakowa, Tumbler Ridge's mayor, and David Eby, the British Columbia premier, and agreed that a "public apology was necessary, but that time was also needed to respect the community as you grieved."

Eby, who also highlighted Altman's letter in his post on X, agreed that the "apology is necessary," but added that it was "grossly insufficient for the devastation done to the families of Tumbler Ridge." Moving ahead, Altman reaffirmed in the letter that OpenAI would "find ways to prevent tragedies like this in the future" and work with all levels of government to prevent something like this from happening again. Altman's latest commitment builds on the previous letter from OpenAI's vice president of global policy Ann O’Leary, who said the company would notify authorities if it finds "imminent and credible" threats in ChatGPT conversations.

This article originally appeared on Engadget at https://www.engadget.com/ai/openais-sam-altman-apologizes-for-not-reporting-chatgpt-account-of-tumbler-ridge-suspect-to-police-221400813.html?src=rss
Jackson Chen

NASA's initial takeaways from the Artemis II mission, and more science stories

2 days 18 hours ago

Now that Artemis II is all wrapped up, NASA has begun its post-game performance analyses of all the systems that worked together to get four astronauts safely to the moon and back earlier this month. In addition to taking humans farther than ever before, Artemis II served as a crucial test flight for upcoming crewed missions that are planned for as soon as 2027 and 2028, the latter being NASA's ambitious target for landing astronauts on the lunar surface. So far, the Orion spacecraft and the SLS rocket seem to have fared pretty well. 

NASA says its initial assessments of the crew capsule show its heat shield "performed as expected, with no unusual conditions identified," and it didn't exhibit as much char loss as seen in the uncrewed Artemis I test. (Navy divers snapped some really cool pictures of the heat shield underwater after splashdown, as seen below). Splashdown went according to plan, with Orion landing 2.9 miles from its targeted landing site, according to NASA, and its entry interface velocity "was within one mile-per-hour of predictions."

US Navy

NASA says the SLS rocket performed well, too. It still has tests to run, but, "At main engine cutoff, when the core stage’s RS-25 liquid engines shutdown, the spacecraft was traveling at over 18,000 miles per hour, achieving its insertion velocity for orbit, and executing a precise bullseye for its intended location," the space agency noted in a blog post.

One thing that we know did cause some issues, though, was the toilet system. Shortly after launch, the astronauts reported problems with the urine vent line, which mission specialist Christina Koch was able to troubleshoot with help from the ground crew. But, everyone would like to avoid that on the next mission, so NASA now has teams checking out the hardware and data to identify what went wrong and how to prevent it. 

Watch the Earthset

The Artemis II astronauts have continued to share glimpses into their journey around the moon, and this week, the mission's commander, Reid Wiseman posted an incredible video of the Earth setting behind the moon, as seen from the Orion spacecraft. Humans haven't seen that phenomenon firsthand in over 50 years, since the last Apollo mission. Read more about that here

Only one chance in this lifetime…

Like watching sunset at the beach from the most foreign seat in the cosmos, I couldn’t resist a cell phone video of Earthset. You can hear the shutter on the Nikon as @Astro_Christina is hammering away on 3-shot brackets and capturing those… pic.twitter.com/8aWnaFJ69c

— Reid Wiseman (@astro_reid) April 19, 2026

While ten days might not seem like that long of a time to be in space, it still does things to the body, and returning to Earth has been a bit of an adjustment for the crew. Astronaut Koch last week posted a video of herself struggling through a tandem walk exercise with her eyes closed, taken after her return to Earth. "When people live in microgravity, the systems in our body that have evolved to tell our brains how we’re moving, the vestibular organs, don’t work correctly," she explained in the caption. "Our brains learn to ignore those signals and so when we first get back to gravity, we are heavily reliant on our eyes to orient ourselves visually."

View this post on Instagram Before you go, be sure to check these stories out too:

This article originally appeared on Engadget at https://www.engadget.com/science/nasas-initial-takeaways-from-the-artemis-ii-mission-and-more-science-stories-160000808.html?src=rss
Cheyenne MacDonald

What to read this weekend: Monsters in the Archives dives deep into Stephen King's early works

2 days 19 hours ago

Need something new for your reading list? Here are two titles we think are worth checking out. This week, we read Monsters in the Archives: My Year of Fear with Stephen King and the first issue of the Image Comics miniseries, Corpse Knight. 

This article originally appeared on Engadget at https://www.engadget.com/entertainment/what-to-read-this-weekend-monsters-in-the-archives-dives-deep-into-stephen-kings-early-works-150000954.html?src=rss
Cheyenne MacDonald
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1 hour 43 minutes ago
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