GaN chargers have gotten smaller and more efficient over the years, but they still look like anonymous black or white bricks. Most people toss them in a bag and forget about them, and if you travel frequently, you end up carrying a separate adapter for different plug types. It’s functional but incredibly boring, and the whole category feels like it stopped trying once the engineers got the size and wattage right.
Bang Design’s LEGO-inspired GaN charger is an intern project that tries to make chargers fun and modular instead. The concept treats the charger as a colorful block system, with different cubes for different wattages and swappable plug modules for different countries. It’s patent-pending but still just a concept, though it looks polished enough that you could imagine buying a set off a shelf and arranging them on your desk like tiny toys.
Every module is a perfect cube or tall cuboid with sharp edges and flat faces that instantly read as building blocks. The 65 W version has a red top half, white bottom half, and large “65 W” printed on one side in light gray type. A subtle asterisk mark on the top hints at a LEGO stud without copying it directly. The rest of the family uses green, blue, yellow, and pastel beige blocks with the same bold geometry.
One green cube houses a sliding plug carriage with metal prongs that can be removed and replaced with different pin standards for US, Indian, or European outlets. A rectangular recess on one face holds the carriage, and gold contacts inside suggest a cartridge-style electrical connection. The plug becomes just another swappable piece of the system rather than something permanently wired to the charger, which is the whole point.
Different wattage blocks have different port configurations. The blue 30 W cube has one USB-C port, the yellow 120 W block has three outputs, and the beige version mixes USB-A and USB-C. Users could pick the block that matches their device or build a small family that shares the same plug module. The big printed wattage numbers make it easy to grab the right cube without squinting at tiny labels.
One cube plugs into the wall while the other blocks sit on the desk like small sculptures. The chargers stop being clutter to hide and start looking like a collection you might actually enjoy arranging. The LEGO reference makes the whole setup feel approachable and almost toy-like, especially compared to the usual tangle of anonymous black bricks and bulky travel adapters that most people carry around.
Turning this into a real product would mean solving serious issues around safety certifications, heat dissipation, and mechanical durability for those swappable parts. But the concept is still valuable because it shows how even a commodity accessory can carry personality and systems thinking. The LEGO-inspired GaN charger hints at a future where chargers are not just smaller and faster, but also more playful and easier to live with.
Music streaming services are starting to unleash their year-in-review features for 2025, and Apple Music’s version is out now. Apple Music Replay is here to lay bare your listening stats for the year — at least so far, because these tools go live with a whole month of the year left to go. You can check out the 2025 edition from the Home tab in the app.
As ever, Replay shows your total listening time, the number of artists you checked out, your most-listened-to song and album and more. New this year is a discovery stat, which highlights new artists you started listening to in 2025. The loyalty factor will tell you which artists you listen to year after year, and “comebacks” shows which artists have slotted back into your rotation.
The most popular song on Apple Music overall this year was the ultra-catchy “Apt.” by Rosé and Bruno Mars. “Luther” by Kendrick Lamar and SZA; “Die with a Smile” by Lady Gaga and Mars; “Not Like Us” by Lamar; and “Birds of a Feather” by Billie Eilish rounded out the top five. “Apt.” is also the most Shazamed song of the year.
I really didn’t need Replay to tell me that party metal vanguards Electric Callboy and kawaii metal pioneers Babymetal were my top artists for 2025, since I’ve had both on extremely heavy rotation since the spring — their stupendously fun collab, “Ratatata,” was my top song this year. I was a little surprised that the wonderful Japanese math rock band Toe were in third place and that post-punk revival crew Editors made the top five, though I did listen to the latter’s The Back Room a bunch at the start of the year.
Early last year, Apple Music rolled out a monthly version of Replay, which shows the top songs, albums and artists and personal listening milestones for each month. You can also go back and listen to previous versions of your personalized Replay playlists, and check out a Replay All Time one, which highlights the songs you’ve listened to most on Apple Music overall.
Update, December 2, 4PM ET: This story was update after publish to clarify that the comebacks information is folded into your recap, rather than available as a separate tab.
This article originally appeared on Engadget at https://www.engadget.com/entertainment/music/apple-music-replay-2025-is-here-to-highlight-your-unimpeachable-music-taste-151224318.html?src=rss
The Samsung Galaxy S26 Ultra, set for release in February 2026, enters a highly competitive smartphone market where innovation is the key to staying ahead. With competitors like Xiaomi and Oppo introducing innovative technologies such as silicon-carbon batteries and advanced camera systems, Samsung faces mounting pressure to deliver meaningful upgrades. The S26 Ultra is […]
It’s been 18 years since the last Metroid Prime game, but I felt right at home in Metroid Prime 4: Beyond. Almost too at home. Whether fighting my way through a volcano, exploring a research base in a frozen tundra or getting lost in a vast desert, I couldn’t shake the feeling I’d done this before. As the fourth game in a series, that’s not a huge surprise, but it was my main disappointment in Metroid Prime 4: Beyond. Think about the leap Nintendo took going from 2011’s The Legend of Zelda: Skyward Sword and 2017’s Breath of the Wild. They were both recognizably Zelda games, but Nintendo redefined what that means between those two games.
No such reinvention has happened with Metroid Prime 4: Beyond. But that doesn’t mean it isn’t a great time — it executes the template for a Metroid Prime game extremely well. It’s thrilling to see the series finally make the jump to HD, iconic bounty hunter Samus Aran has some intriguing new powers, there’s a badass motorcycle to shuttle her around the game’s open world hub and the game’s design and art direction show Nintendo at its best. It's everything you’d expect from a Metroid Prime game — no more, no less. Whether that’s a good thing is up to you to decide.
If you haven’t played the previous Metroid Prime games before, fear not. There isn’t anything story-wise that you need to know before you jump into this adventure. As with all Metroid games, you take control of acclaimed bounty hunter Samus Aran, an ultra-powerful warrior with a mechanized suit full of fun tricks. The vast majority of the game takes place in first-person view where you can lock on to the many creatures trying to kill you and blast away with an ever-expanding arsenal. The other main interface is your scan visor, where you can learn about your surroundings and enemies to find weaknesses and figure out what you need to do to advance.
Metroid Prime 4: Beyond
Nintendo
Beyond throws you right into a firefight that serves as a solid tutorial for the game's varied control schemes. A Galactic Federation outpost is under attack, and Samus flies in to help defend the troops and keep a secret artifact safe. This somewhat bombastic intro is a great way to show off the Switch 2's power. Sure, we're not talking about a PS5 Pro here, but this is perhaps the most visually-advanced game Nintendo has released. With a Switch 2 docked to a TV, you can play it at either 4K / 60fps or 1080p / 120fps (in handheld mode, that drops to 1080p or 720p with the same frame rates). I don’t have a huge TV, so I mostly went with “performance mode,” but in either case the game felt extremely fluid with no frame rate drops and looked outstanding.
The game starts as Samus Aran flies in to help the Galactic Federation fight off an invasion, and that opening cut scene shows off with some HDR-enhanced explosions and a detailed environment of a space base in chaos. There are little fires and explosions everywhere; it's visually busy but in a good way that serves the setting, and it all looks vibrant and life-like. As with basically all Nintendo games, Metroid Prime 4: Beyond isn't aiming for realism, but it's closer to a game like Horizon Forbidden West or Cyberpunk 2077 than any other Nintendo titles I can think of. Things like the textures of metal installations, the leaves on alien trees or Samus' gloves all have a level of textural detail you don't usually see in Nintendo's games. Often, that's due to a conscious art direction choice to go in a more cartoonish direction, but the Switch 2's hardware is helping make the game as lifelike as possible.
Metroid Prime 4: Beyond
Nintendo
(Note that Metroid Prime 4: Beyond is also available on the original Switch. I didn’t play it there so I can’t comment on how things like frame rates and textures hold up on that much older console. If you’re thinking about trying this game on the first Switch, it’s probably a good idea to see how other reviewers find that experience before shelling out $60.)
The aforementioned intro sets up the big conflict in Beyond. As Samus comes in to try and help the troops defend a mysterious artifact, the game’s big bad Sylux shows up and everything hits the fan. Samus and some other Galactic Federation forces are mysteriously transported to the planet Viewros, where Samus comes into contact with a near-excinct society called the Lamorn. A Lamorn elder telepathically pleads with Samus to try and save the society from being totally forgotten — indeed, she may be able to bring them back from the brink of extinction if all goes well. They’ve been waiting for a “chosen one,” you see, and Samus is naturally it.
As part of this intro, Samus gains her signature new physic powers in Beyond. These allow her to interact with otherwise-hidden parts of the environment to solve puzzles. The most significant is the Control Beam. When you charge your arm cannon while in the psychic scan visor mode (a slight tweak on the environmental scanning feature that has been a major part of all Metroid Prime games), you can fire a beam that slows time down and can be controlled with the right joystick. That means you can pass the Control Beam through multiple targets, something you’ll need to do periodically to weaken enemies or unlock the way forward.
Metroid Prime 4: Beyond
Nintendo
For the most part, though, the psychic powers besides the beam are just repackaging of already-familiar tools. Metroid veterans will be familiar with the Spider Ball, an upgrade to the Morph Ball that lets Samus magnetically attach to tracks that help her get to out-of-reach areas. In Beyond, you instead get the “Psychic” Spider Ball — that does essentially the same thing. Occasionally, you’ll find Psychic Ball Tracks that you have to scan to reveal; they’ll then blast Samus into a secret area that usually has a weapon upgrade or energy tank. Even Samus’ main weapon gets a fancy “Psychic Beam” name — but the description of it in the inventory admits that it’s the same weapon. “The Psychic Beam’s strength and performance are equal to the standard Power Beam.” While the Control Beam adds a fun wrinkle to the gameplay, the psychic abilities don’t otherwise change the Metroid Prime formula in any significant way.
The main task Samus faces is collecting five Teleporter Keys that can get her off the planet. Those keys are hidden in various environments around Viewros that are all connected by Sol Valley, a large desert that holds lots of upgrades and side quests that you’ll need to clear to advance in the game. The desert is more of a hub than an open world — there are small areas to explore dotted around it, but the main action happens in places like Ice Belt, Volt Forge, Flare Pool and several others you’ll find your way to as you collect those teleporter keys.
Metroid Prime 4: Beyond
Nintendo
As those names suggest, Ice Belt is a frozen area where you explore an abandoned research facility, while Flare Pool is inside of a volcano. And, as you might expect, you’ll need certain weapons to advance in those areas. In addition to her standard beam and missile weapons, Samus collects the obligatory freeze ray and fire blaster sort of weapons. This is where the game really started to remind me of the original Metroid Prime — the three elemental weapons she collects are essentially the same as those in the first game, and environments like a frozen wasteland or a fiery volcano are nearly identical to ones you’ll find in that game. The Lamorn, meanwhile, reminded me a lot of the departed Chozo tribe you’ll find on Tallon IV in the first Metroid Prime. Of course, that game came out all the way back in 2002, and Metroid Prime 4: Beyond will likely be the first game of the series many play. A little recycling of classic elements is forgivable.
That said, I was a bit disappointed that the game has a tightly-scripted flow. After the intro and the first mission on Viewros, you hit the desert with multiple locations where Teleporter Keys are believed to be hidden. But you can’t tackle them in any order you choose. This is a Metroid game, after all, and that means exploring to find powers that let you explore a new area that was previously closed off. Part of me was hoping for the freedom of a game like Breath of the Wild where you could tackle areas in any order you choose. But after playing through nearly the entire game, I appreciate the excellent execution of the familiar formula.
Metroid Prime 4: Beyond
Nintendo
Another thing that’ll be familiar to those who’ve played the older Metroid Prime games is the control scheme. For the most part, you can pick up the controller and get right to it, as the main control layout employs a two-joystick first-person view that should be pretty easy to get the hang of. But there are definitely times where I found myself wishing for more precision. You can lock onto enemies and targets with the ZL button and start blasting away with your chosen weapon, but many of the boss battles require you to lock on to a large creature and then use the right stick to adjust your aim to hit very specific targets. This took some getting used to, because I was used to the lock-on target vulnerable areas. Doing it with a Switch Pro Controller made things much easier, but using the standard Joy-Cons could get frustrating in a hurry. If I was playing in handheld mode, I would often pause before a big battle and wait until I could hook up to my TV and use a proper controller. I’d recommend you do the same — it’ll make for a much more enjoyable experience.
Beyond also offers the option of using one Joy-Con in “mouse” mode for aiming while using the other for moving around. For me, this isn’t a viable option. I tried it a few times and immediately felt completely disoriented and far worse at aiming than I was with the right stick. I can appreciate the idea behind offering mouse-like controls for a first-person FPS game, but it just did not feel well executed. That said, this might be on me. I haven’t played a game with a keyboard and mouse in years; nearly all of my gaming is on a twin-stick controller, so I’m just more comfortable with that setup. I’m thinking about starting from the beginning and seeing how I adapt to mouse mode and will update this review if my opinion changes.
There are a few things that Beyond does that are completely new to the series. The most obvious one is Vi-O-La, the wild robotic motorcycle that Samus rides. You’ll unlock that early in the game, and its primary utility is to get around Sol Valley. For anyone worried that the game is overly focused on an element that admittedly feels a bit anachronistic to the usual Metroid vibe, fear not. You’ll use it a bunch, but it’s more about fast transportation and exploration than something that has detailed mechanics you need to master. There are a few segments where it’s a major part of the mission, but for the most part it’s just another tool in your arsenal rather than something that steals the focus of the game.
Metroid Prime 4: Beyond
Nintendo
The same can be said for the motley crew of adventures you assemble. One of the loudest bits of feedback that came out of the preview Nintendo offered the press a few weeks ago was “what’s the deal with Myles MacKenzie?” You see, in the first hours of the game you come across MacKenzie, a bumbling engineer type who you rescue in the jungles of Viewros shortly after landing on the planet. You then have to escort him around a bit, during which he makes some pretty bad and occasionally obnoxious jokes. This led many who played the preview to worry about MacKenzie shattering the quiet and lonely solitude the Metroid series is known for.
Don’t worry — Samus is on her own for the vast majority of the game. You’ll encounter a few more stranded Galactic Federation soldiers throughout the game, but they usually only stick around for short segments before returning to the home base you establish with Myles. And as for Myles himself, he’ll help upgrade your weapons and is available on the radio to give you hints on where you need to go, something that I honestly didn’t mind. I’d rather have hints at hand than spend all my time wandering lost throughout the vast world of Beyond. But I can also see that the hint system is occasionally too aggressive in dropping details on where to go next.
As a seasoned player, Beyond mostly felt challenging but fair. Games in the Metroid Prime series are notorious for moments of serious difficulty, but this one feels a little more forgiving. When battling bosses, there were plenty of ammo and energy drops that helped me even the score. I usually died a handful of times while figuring out my strategy or getting a feel for their attacks, but it wasn’t overly frustrating or tedious. That said, there were two bosses near the end (including the final boss) where the difficult curve spiked in a way that felt completely unreasonable.
Metroid Prime 4: Beyond
Nintendo
There were also a few times when I felt wildly lost, with no useful information about my next step to be found anywhere on the map. Myles told me to find a member of the crew “out in the desert.” And while Sol Valley isn’t the same open-world scale of some bigger games, it’s still a pretty big space to explore without any other indication of where to go. I wasted far too much time riding my motorcycle across dunes aimlessly figuring out where to go. It wouldn’t be a Metroid game if you didn’t get hopelessly stuck at some point, though.
For the most part, I enjoyed the addition of some people helping Samus along her way. It helps flesh out the world of the game in small ways, giving some perspectives on everything going on from people who aren’t ultra-powerful, silent bounty hunters. It did make Samus’ never-ending silence feel a bit awkward, but it also fits with her otherworldly, not-quite-human presence.
Metroid Prime 4: Beyond
Nintendo
In some ways, it’s easy to sum up Metroid Prime 4: Beyond. It’s the Metroid Prime experience, modernized. The graphics are better, the world is bigger, experiences like Vi-O-La and Samus’ psychic abilities offer a greater variety of gameplay experiences. But it’s also very much a Metroid Prime game at its core, with the familiar but effective mix of biomes to exploration, giant enemies to dispatch and weapon upgrades to find. And, of course, there were moments of immense frustration when things just got too difficult, another hallmark of the series. Seriously, the final battle is wildly frustrating. Maybe I just need to get good, but it felt so far out of sync with the entire rest of the game that it almost ruined the fun that came before.
That intense moment of frustration aside, anyone who played earlier games in the series will find a lot to love here. But, they also might be disappointed that Nintendo didn’t push the series further. However, there are also a lot of people who’ve never played a Metroid Prime game in the last two decades or so — those people will find that the formula Nintendo engineered in the 2000s still holds up here. Metroid Prime 4: Beyond is far more unique than your average first-person shooter, it was worth the long wait, and it’s a must-play for anyone who is up for the challenge.
This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/metroid-prime-4-beyond-review-an-excellent-modernization-but-not-a-total-reinvention-150000082.html?src=rss
What if the very thing you’ve spent years perfecting, your beautifully designed user interface, becomes irrelevant? It’s not just a provocative question; it’s a looming reality. By 2026, the rise of agent-driven systems and ephemeral UIs could render traditional user interfaces obsolete. Imagine a world where users no longer click through dashboards or navigate static […]
Update December 3 2025, 10:43am ET: India has withdrawn its mandate requesting manufacturers to install the Sanchar Saathi app, according to reporting from Reuters. The text below has been left unaltered.
India has issued a mandate to all smartphone manufacturers and importers requiring them to install a state-owned cyber security app. But Apple is reportedly not going to comply, citing privacy and security concerns, according to Reuters.
The app, called Sanchar Saathi (meaning Communication Companion), is supposed to expedite the process of finding lost or stolen devices and stopping their misuse, according to a government press release on Monday. It further states that companies, including the likes of Samsung and Xiaomi, should "endeavor" to use software updates to download the app on previously purchased smartphones.
The Sanchar Saathi app comes alongside an entire website designed for reporting fraudulent communication and tracking missing phones. However, critics worry that the app is a means for Prime Minister Narendra Modi's government to gain access to every smartphone in India.
The messages coming out of the Indian government have been mixed so far. In Monday's public announcement, it said companies must comply within 90 days and submit a report within 120 days. It also states that the app should be "readily visible and accessible to the end users at the time of first use or device setup and that its functionalities are not disabled or restricted."
Yet, today, India's Union Communications Minister Shri Jyotiraditya Scindia stated that the app is "completely democratic and fully voluntary." He added that users can deactivate or delete it "at any time."
At the same time, industry sources told Reuters that Apple will not comply with preinstalling the app. Whether that pushback lasts remains to be seen — Apple has bowed to government mandates in the past. Recently, it removed two of China's biggest LGBTQ+ dating apps, following orders from the country's internet regulator and censor.
This article originally appeared on Engadget at https://www.engadget.com/big-tech/apple-will-reportedly-refuse-to-pre-install-indias-state-mandated-security-app-143050110.html?src=rss
There’s something quietly radical about a house that invites wildlife to move in when its owners move out. In the forest park near the Herperduin nature reserve in the Netherlands, a 1984 A-frame holiday home has been transformed into something more than just a weekend escape. It’s become a shared space between humans and the natural world, and the design reflects that unusual partnership.
Kumiki Architecture took on the challenge of extending and renovating this classic triangular structure, working closely with the family who owns it and an ecologist to create what they call a “biobased holiday house.” The result is a fascinating case study in how architecture can do more than just minimize its environmental impact. It can actively contribute to the ecosystem around it.
The original A-frame, with its steeply pitched roof and cozy woodland vibe, had all the charm of 1980s vacation architecture. But it needed more space for a young family looking to escape city life and reconnect with nature on weekends. Rather than fighting against the distinctive character of the original structure, Kumiki’s design team embraced it. The extension follows the same A-frame logic, repeating the rhythm of those dramatic triangular forms across two stories. But here’s where it gets interesting: the new roof is cut diagonally, creating a contemporary twist on the traditional design that makes the house feel both familiar and fresh.
The diagonal cut isn’t just a visual flourish. It demonstrates how architects can honor the past while moving forward, respecting the language of the original building while speaking in a slightly different accent. The renewed roof received insulation made from wood fiber and new roofing tiles, updating the structure for modern energy efficiency without abandoning its fundamental character.
What really sets this project apart, though, is the integrated ecological plan developed in collaboration with an ecologist. This isn’t greenwashing or a token gesture toward sustainability. The guiding principle for the entire project was “sharing the house with nature,” and Kumiki took that literally. Nesting boxes are built directly into the eaves. A “bat hotel” (yes, really) is incorporated into the facade. When the family heads back to the city, birds, bats, and other forest creatures essentially take over the property. The house becomes part of the habitat rather than an intrusion into it.
For the family’s children, this creates an unexpected educational opportunity. Living alongside these creatures, even temporarily, teaches them about forest biodiversity in a way no textbook or nature documentary could match. It’s hands-on environmental education built directly into the architecture of their vacation home. This approach reflects a broader shift happening in contemporary architecture, where the goal isn’t just to reduce harm but to create buildings that actively support the ecosystems they inhabit. The construction timeline stretched from 2022 to 2025, with main structural elements built from wood, reinforcing the project’s commitment to natural, sustainable materials.
The location itself is spectacular. Surrounded by heathlands, ponds, and sand drifts near the nature reserve, the house sits in a landscape that feels worlds away from urban life. It’s exactly the kind of place where you’d want to disconnect from screens and reconnect with the slower rhythms of the natural world. The architecture acknowledges this context by creating a building that doesn’t just observe nature from behind glass but participates in it.
Kumiki Architecture, based in Amsterdam, has been developing innovative building techniques that aim for net-positive effects on landscapes rather than simply neutral ones. This Herperduin project showcases that philosophy in action. It proves you don’t need to choose between human comfort and environmental responsibility, between contemporary design and respect for architectural heritage.
The diagonal A-frame extension manages to be multiple things at once: a family retreat, a wildlife habitat, a teaching tool, and a thoughtful piece of contemporary architecture. It’s a reminder that the best design solutions often come from asking different questions. Not “how do we minimize our impact?” but “how can we share this space?” Not “how do we preserve the old building?” but “how do we continue its conversation?” In an era of climate anxiety and environmental crisis, projects like this offer something genuinely hopeful. They suggest that living alongside nature, rather than separate from it, isn’t just possible but can actually enhance both human life and biodiversity. And that’s a vision of the future worth building toward.
Would you believe that the secret to earning more as a writer might lie in embracing artificial intelligence? According to a recent survey, writers who integrate AI tools into their workflows report a staggering 64% higher median income compared to their non-AI-using peers. Imagine a world where brainstorming sessions are turbocharged, research is streamlined, and […]
Sony has launched its mid-range flagship mirrorless camera, the A7 V, with a strong emphasis on speed but a bit less on video than some may have hoped. The new model sports a 33MP partially stacked full-frame Exmor RS sensor and an all-new Bionz XR2 processor with built-in AI, powering what the company calls its fastest, most accurate subject-detect autofocus ever. At the same time, it can shoot 14-bit photos at up to 30 fps with 16 stops of dynamic range, the highest ever on a Sony (or nearly any other) camera.
On the video side, the A7 V now supports 4K 10-bit S-Log3 video at 60 fps using the full sensor width with supersampling from 7K. Note that to get full-width video in 4K 60 fps mode, you must turn on a feature called Angle of View Priority that turns off in-camera noise reduction but doesn't affect quality, according to Sony. 4K at 120 fps is also possible with an APS-C crop. The graphite heatsink disperses heat well, so you can record 90 minutes continuously at 4K 60 fps.
However, the A7 V doesn't offer any resolutions beyond that, unlike its primary rivals in this price range: the Canon R6 III (7K 60 fps), Nikon Z6 III (6K at 60 fps) and Panasonic S1 II (6K at 60 fps). Also surprisingly, there's no internal or external RAW capture, unlike all three rival cameras, with recording limited to Sony's XAVC (H.265 and H.264) formats.
Sony
Sony told Engadget that rather than RAW or 7K, it preferred to focus on features that it believes creators really want, namely sharp, high-quality 4K 60 fps that won't fill up your hard drive (along with fast and precise autofocus, of course). It also prioritized speed with the partially stacked shutter in order to reduce rolling shutter for full-frame video.
The company has a point that while RAW video provides extra quality, a single minute can take up gigabytes of space and requires a powerful PC for processing. That said, I'd personally like to have a 6K or 7K capture option in case I need to reframe a shot or output high-resolution vertical video. However, the A7 V can kind of do that itself with its Auto Framing mode that keeps a human in the scene and crops in on them automatically, like robotic cameraperson.
With all the extra speed, the A7 V can shoot 30 fps blackout-free RAW bursts with accurate AF and auto exposure in electronic shutter mode (with 14-bit RAW quality rather than 12-bit as before), or 10 fps with the mechanical shutter. There's no fully uncompressed RAW option, but it does support lossless compressed RAW and a new lightweight RAW format. It also supports extended RAW processing on PC with high-resolution output, along with 12 creative look presets with custom parameters.
With the new sensor and image processor, Sony is promising precise AF down to EV-4.0 in low light conditions, with 759 phase-detection points that cover about 94 percent of the image area. It also supports pre-capture and speed boost so you won't miss important moments in wildlife or sports photography. In terms of AI recognition, it now supports Human, Animal, Bird, Insect, Car/Train and Airplane detection, along with Auto Recognition of the target.
Sony
The A7 V's five-axis in-body stabilization delivers up to 7.5 stops of shake reduction, compared to 8.5 for Canon and Panasonic's latest models. It offers both Active and Dynamic Active modes depending on how energetically you're handling the camera, with the latter introducing some cropping.
The 2.1-million-dot rear display flips out for vloggers as before, but also tilts up and down for easier hip-level photography. The OLED electronic viewfinder has the same 3.69-million dot resolution as the A7 IV. Battery life via Sony's NP-FZ100 battery stretches out to 750 shots (CIPA), the best of any camera in this category. Rather than the dual-dual card slot configuration of the A1 II, the A7 V offers a hybrid CFexpress Type A (that only Sony uses) and SD UHS II slot, along with single SD UHS II slot. Other features include 3.5mm mic and headphone ports, a full-sized HDMI port, Wi-Fi 6 and two USB-C ports.
With the extra speed, high resolution compared to rivals and gain in picture quality, Sony's A7 V should appeal to hybrid shooters who focus on photography and so some video. It's now on pre-order starting at $2,899 ($3,099 with a kit lens) or $3,699/$3,899 CAD. It's due to start shipping on December 18, 2025, but only in limited numbers to start with.
This article originally appeared on Engadget at https://www.engadget.com/cameras/sonys-much-anticipated-a7-v-is-here-with-a-faster-33mp-sensor-and-4k-120p-video-140403371.html?src=rss
YouTube has introduced a yearly recap to the main app for the first time ever, bringing the focus to video. This recap highlights a user's favorite channels, topics and other fun little nuggets sourced from viewing habits throughout the year. It's available for perusal right now for both free and premium users.
Just look for the "You" tab at the bottom of the app to get started. Alternatively, web users can head to youtube.com/recap to access the same information. This recap can be shared across social media, just like all of the other ones from platforms like Spotify and Apple Music.
YouTube
Speaking of music, the yearly YouTube Music recap is still going, but there's a slight twist. Users will get shuttled to the Music app for a dedicated recap after working through the 2025 video highlight reel. This feature only triggers for users who have enjoyed the YouTube Music app for at least ten hours.
These recaps are only available for adults, which should please parents who don't want to see an itemized list of all of the annoying loudmouths their kids watch on YouTube all day. This was the platform's 20th year, so we recently compiled our own list of our favorite videos going all the way back to 2005.
This article originally appeared on Engadget at https://www.engadget.com/apps/youtube-just-introduced-a-yearly-recap-of-your-watched-videos-140016460.html?src=rss