ASUS changes mind, will continue selling the RTX 5070 Ti after all

After telling the YouTube channel Hardware Unboxed that it was putting its RTX 5060 Ti 16GB and 5070 Ti into "end-of-life status," ASUS has backtracked on those comments and now says the GPUs will remain on sale. 

"Certain media may have received incomplete information from an ASUS PR representative regarding these products," the company said in a dedicated press release." The GeForce RTX 5070 Ti and GeForce RTX 5060 Ti 16 GB have not been discontinued or designated as end-of-life (EOL). ASUS has no plans to stop selling these models."

ASUS further clarified that supply fluctuations, primarily due to memory supply constraints, have temporarily affected production output and stocks. "As a result, availability may appear limited in certain markets, but this should not be interpreted as a production halt or product retirement. ASUS will continue to support the GeForce RTX 5070 Ti and RTX 5060 Ti 16 GB and is working closely with partners to stabilize supply as conditions improve."

Yesterday, Hardware Unboxed said that ASUS "explicitly told us this model is currently facing a supply shortage and, as such, they have placed the model into end-of-life status." In a new pinned comment, the channel noted that the new information "completely walks back their original statement to us."

Hardware Unboxed learned of the shortage by speaking to resellers in Australia, who said that the 5070 Ti is “no longer available to purchase from partners and distributors,” adding they expect that to be the case throughout at least the first quarter of the year. Based on that, along with ASUS's statement, they released the video in question yesterday. 

Although ASUS now says that it will still make both of those GPUs, being able to buy one could be next to impossible, based on what retailers told Hardware Unboxed. The AI boom has sent the cost of memory soaring, leading to price hikes for GPUs and other PC components. That in turn has led to anger among gamers, and the problem may get much worse before it gets better. 

This article originally appeared on Engadget at https://www.engadget.com/computing/accessories/asus-changes-mind-will-continue-selling-the-rtx-5070-ti-after-all-130934271.html?src=rss

The best midrange smartphone for 2026

Gone are the days in which you needed to spend a fortune to get a good smartphone. In 2026, features once exclusive to high-end smartphones – big batteries, multi-camera arrays, high refresh rate OLED displays and more – have made their way down to more affordable models. Yes, you’ll still need to buy a flagship smartphone to get the best camera or fastest processor, but you don't have to make nearly as many compromises as you once did if you have a strict budget to adhere to when you go shopping for your next smartphone. If you have less than $600 to spend, let us help you figure out what features to prioritize when trying to find the best midrange smartphone.

While the term frequently appears in articles and videos, there isn’t an agreed-upon definition for “midrange” beyond a phone that isn’t a flagship or an entry-level option. Most of our recommendations cost between $400 and $600 — any less and you should expect significant compromises. If you have more to spend, you might as well consider flagships like the Apple iPhone 17 and the Samsung Galaxy S25 if you want the best smartphone experience. Devices like Pixel phones often sit in this price range too, offering some of the best value for Android buyers.

Buying a new device can be intimidating, but a few questions can help guide you through the process. First: what platform do you want to use? If the answer is iOS, that narrows your options down to exactly one phone. (Thankfully, it’s great.) And if you’re an Android fan, there’s no shortage of compelling options. Both platforms have their strengths, so you shouldn’t rule either out.

Of course, also consider how much you’re comfortable spending. Even increasing your budget by $100 more can get you a dramatically better product. Moreover, manufacturers tend to support their more expensive devices for longer with software updates and security updates, so it’s worth buying something toward the top limit of what you can afford. 

Having an idea of your priorities will help inform your budget. Do you want a long battery life or fast charging? Do you value speedy performance above all else? Or would you like the best possible cameras with high megapixel counts? While they continue to improve every year, even the best midrange smartphones still demand some compromises, and knowing what’s important to you will make choosing one easier.

Every year, the line between midrange and flagship phones blurs as more upmarket features and functions trickle down to more affordable models. When Engadget first published this guide in 2020, it was tricky to find a $500 phone with waterproofing and 5G. In 2026, the biggest thing you might miss out on is wireless charging – and even then, that’s becoming less true.

One thing your new phone probably won’t come with is a power adapter; many companies have stopped including chargers with all of their smartphones. Performance has improved in recent years, but can still be hit or miss as most midrange phones use slower processors that can struggle with multitasking. Thankfully, their camera systems have improved dramatically, and you can typically expect at least a dual-lens system on most midrange smartphones below $600 with decent camera quality, selfie performance and software support to keep things running smoothly for years to come..

Support varies by brand, but most midrange phones receive around three to five years of software and security updates. Apple tends to support iPhones longer while companies like Google and Samsung now promise several years of Android and security patches for their midrange models. Budget-focused brands might offer less so it’s worth checking the update policy before you buy.

Yes, many midrange phones handle gaming well, especially popular titles like Fortnite, Genshin Impact and Call of Duty Mobile. They usually include capable processors, though you won’t always get the smoothest performance in the most demanding mobile games or at max settings. If you play casually or stick to less graphically intensive titles a midrange phone will feel more than adequate.

Georgie Peru contributed to this report.

This article originally appeared on Engadget at https://www.engadget.com/mobile/smartphones/best-midrange-smartphone-183006463.html?src=rss

Flaw in 17 Google Fast Pair audio devices could let hackers eavesdrop

Now would be a good time to update all your Bluetooth audio devices. On Thursday, Wired reported on a security flaw in 17 headphone and speaker models that could allow hackers to access your devices, including their microphones. The vulnerability stems from a faulty implementation of Google's one-tap (Fast Pair) protocol.

Security researchers at Belgium's KU Leuven University Computer Security and Industrial Cryptography group, who discovered the security hole, named the flaw WhisperPair. They say a hacker within Bluetooth range would only require the accessory's (easily attainable) device model number and a few seconds.

"You're walking down the street with your headphones on, you're listening to some music. In less than 15 seconds, we can hijack your device," KU Leuven researcher Sayon Duttagupta told Wired. "Which means that I can turn on the microphone and listen to your ambient sound. I can inject audio. I can track your location." The researchers notified Google about WhisperPair in August, and the company has been working with them since then.

Fast Pair is supposed to only allow new connections while the audio device is in pairing mode. (A proper implementation of this would have prevented this flaw.) But a Google spokesperson told Engadget that the vulnerability stemmed from an improper implementation of Fast Pair by some of its hardware partners. This could then allow a hacker's device to pair with your headphones or speaker after it's already paired with your device.

"We appreciate collaborating with security researchers through our Vulnerability Rewards Program, which helps keep our users safe," a Google spokesperson wrote in a statement sent to Engadget. "We worked with these researchers to fix these vulnerabilities, and we have not seen evidence of any exploitation outside of this report's lab setting. As a best security practice, we recommend users check their headphones for the latest firmware updates. We are constantly evaluating and enhancing Fast Pair and Find Hub security."

The researchers created the video below to demonstrate how the flaw works

In an email to Engadget, Google said the steps required to access the device’s microphone or audio are complex and involve multiple stages. The attackers would also need to remain within Bluetooth range. The company added that it provided its OEM partners with recommended fixes in September. Google also updated its Validator certification tool and its certification requirements.

The researchers say that, in some cases, the risk applies even to those who don't use Android phones. For example, if the audio accessory has never been paired with a Google account, a hacker could use WhisperPair to not only pair with the audio device but also link it to their own Google account. They could then use Google's Find Hub tool to track the device's (and therefore your) location.

Google said it rolled out a fix to its Find Hub network to address that particular scenario. However, the researchers told Wired that, within hours of the patch’s rollout, they found a workaround.

The 17 affected devices are made by 10 different companies, all of which received Google Fast Pair certification. They include Sony, Jabra, JBL, Marshall, Xiaomi, Nothing, OnePlus, Soundcore, Logitech and Google. (Google says its affected Pixel Buds are already patched and protected.) The researchers posted a search tool that lets you see if your audio accessories are vulnerable.

In a statement sent to Engadget, OnePlus said it's investigating the issue and "will take appropriate action to protect our users' security and privacy." Marshall said it patched the issue in November and is working with Google to avoid similar issues in the future (see full statement below). We also contacted the other accessory makers and will update this story if we hear back.

The researchers recommend updating your audio devices regularly. However, one of their concerns is that many people will never install the third-party manufacturer's app (required for updates), leaving their devices vulnerable.

The full report from Wired has much more detail and is worth a read.

Update, January 15 2026, 4:04PM ET: “We can confirm that Marshall has issued the necessary firmware updates and security patches to address the headphones potentially affected,” a company representative told Engadget. “These updates have been available since November and have been offered to all users since then. While this is an industry-wide issue, we take it seriously and are working closely with Google to reduce the risk of similar vulnerabilities in the future.”

This article originally appeared on Engadget at https://www.engadget.com/cybersecurity/flaw-in-17-google-fast-pair-audio-devices-could-let-hackers-eavesdrop-194613456.html?src=rss

How to claim Verizon’s $20 credit for Wednesday’s service outage

Verizon is offering a very small mea culpa after Wednesday's massive outage, which drew more than 1.5 million reports on Downdetector and lasted hours. Initially, the carrier posted on X that it will offer a $20 credit, but customers must redeem it in the myVerizon app. The company then said the credit could be claimed though customer service (via phone or chat), but our editors’ attempts to do so via chat were met with a message to wait for a text with further instructions.

Engadget editors began receiving the texts this morning (Jan 16) with a link to redeem. From there, you need to log into your account and visit the Account Overview section. Up top, there should be a Take Action or Mobile Actions button with a red notification circle. Click that and you’ll see a pop-up about the credit and a Redeem Now button. After you click that, you’re done, and Verizon says you should see the credit in one or two billing cycles. Of course, you’ll want to keep an eye out that it actually happens and contact the company if it doesn’t show up.

"This credit isn’t meant to make up for what happened. No credit really can," the company wrote. "But it’s a way of acknowledging your time and showing that this matters to us." Incensed customers have largely replied with incredulity, both at the miniscule amount, and that it isn't being applied automatically. The entire redemption process takes a few clicks and about a minute to complete, which makes it even more frustrating that it can’t be automatically applied to every customer’s bill.

Update, January 15 2026, 11:57 PM ET: Verizon says the credit can be claimed through customer service via phone, chat and online in addition to the myVerizon app. 

Update, January 16 2026, 10:29 AM ET: This story has been updated with detailed info about the redemption process which Verizon now says is completed with a link that will be texted to customers.

This article originally appeared on Engadget at https://www.engadget.com/mobile/how-to-claim-verizons-20-credit-for-wednesdays-service-outage-171909695.html?src=rss

Indie RPG Sea of Stars hits iOS and Android on April 7

The indie RPG Sea of Stars is being released for mobile platforms on April 7. The iOS and Android versions are priced at just $10, which is a steal considering it cost $35 when it was first released for PC and consoles. Heck, it still costs that much on many platforms.

This is a mobile release, so it's not an exact port. The interface has been revamped to allow for complete touch control. It's also compatible with controllers, which is always a good thing with smartphone ports. The Android version has a couple of unique features. It offers Google Play Games achievements and cloud saves across various Android devices.

Otherwise, this is the same great game we know and love. There's a reason, after all, why Sea of Stars snagged best indie game in a particularly crowded field at The Game Awards two years back.

This is a fantastic retro-inspired RPG with more than a few things in common with the 1990s classic Chrono Trigger. The story is utterly charming, the turn-based battle system is just deep enough and the art and character designs are gorgeous. It's more than just an homage to 1990s RPGs.

The older versions offer three-player couch co-op, which isn't available here for obvious reasons. The mobile port will also not allow access to the recently-released Throes of the Watchmaker DLC. That'll probably come as a paid update down the road. 

This article originally appeared on Engadget at https://www.engadget.com/gaming/indie-rpg-sea-of-stars-hits-ios-and-android-on-april-7-162339690.html?src=rss

ASUS has stopped producing the NVIDIA RTX 5070 Ti and 5060 Ti 16GB, saying they’ve reached ‘end of life’

YouTube channel Hardware Unboxed is reporting that ASUS has stopped producing the RTX 5070 Ti and 5060 Ti 16GB due to the ongoing memory crunch. In its most recent video, the channel states ASUS “explicitly” told it the RTX 5070 Ti is “currently facing a supply shortage.” As a result, the company has “placed the model into end of life status,” and no longer plans to produce it.

Hardware Unboxed also spoke to retailers in Australia, who told the channel the 5070 Ti is “no longer available to purchase from partners and distributors,” adding they expect that to be the case throughout at least the first quarter of the year. The 5060 Ti 16GB “is almost done as well," with ASUS stating it no longer plans to produce that model going forward either. Both GPUs are 16GB models, making them more expensive to manufacture in the current economic climate. And while there might be some hope of the 5070 Ti and 5060 Ti 16GB returning later this year, the channel suggests both are unlikely to make a comeback.

“Demand for GeForce RTX GPUs is strong, and memory supply is constrained. We continue to ship all GeForce SKUs and are working closely with our suppliers to maximize memory availability,” a NVIDIA spokesperson told Engadget. ASUS did not immediately respond to Engadget’s comment request.

After uploading its video, Hardware Unboxed published a clarification. “ASUS did not tell us that NVIDIA said the RTX 5070 Ti has been discontinued. ASUS told us there is very little supply of the 5070 Ti, so their own 5070 Ti products (e.g, the Prime and TUF Gaming) have been put into end of life status,” the channel said. “With retailers also unable to source 5070 Ti SKUs from any AIB, this effectively makes it a dead product.”

The AI boom has created an insatiable demand for RAM and other computer components from data center infrastructure companies. In response, many memory manufacturers have shifted their production lines to focus on high bandwidth memory for those clients at the expense of their regular offerings, leading to dramatically increased prices among consumer RAM kits, GPUs and SSDs. In December, Micron Technology announced it would wind down its consumer-facing Crucial brand to focus exclusively on providing components to the AI industry.

ASUS is the first of NVIDIA’s add-in board (AIB) partners to comment on the memory crunch. AIBs are the companies that produce the majority of GPUs you can buy from NVIDIA and AMD. Historically, NVIDIA has provided its board partners with both the die and memory needed to make a graphics cards. However, a recent rumor suggested the company had told it partners they would need to start sourcing memory on their own.

Update 12:55PM ET: Added more context.

Update 2:06PM ET: Added comment from NVIDIA.

Update 6:31PM ET: Added additional comment from Hardware Unboxed.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/asus-has-stopped-producing-the-nvidia-rtx-5070-ti-and-5060-ti-16gb-saying-theyve-reached-end-of-life-162012253.html?src=rss

Mentra’s first smart glasses are open-source and come with their own app store

Mentra will soon start shipping its first smart glasses, the Mentra Live. At first glance, there’s nothing obvious setting Mentra’s glasses apart from its more well-known competitors, but they come with their own dedicated app store, and employ an open-source OS with an SDK that developers have had access to since early 2025.

Mentra says the MiniApp Store is the first app store of its nature for smart glasses, and it will be available to iOS and Android users through the Mentra app. It might be a bit of a reach to call it the smartphone-ification of smart glasses at this early stage, but that seems to be Mentra’s aim. Apps might do something as simple as saving hand-written notes on the fly, but a more specific example is "Chess Cheater," which will use the front-facing camera and AI to analyze your position and literally whisper a suggested next move to you.

Mentra App Store
Mentra

As for the glasses themselves, they’re powered by a Mediatek MTK8766 chipset and feature a 12-megapixel camera with a 119-degree FOV. There are three microphones and built-in stereo speakers. The front-facing camera also does HD video, with livestreaming functionality supported to the likes of X, YouTube, Twitch and Instagram. You can also listen to music and take calls from WhatsApp, FaceTime and any other calling app you might use.

At 43 grams, Mentra says its specs are among the lightest smart glasses you can buy, while battery life is said to be more than 12 hours, with 50+ hours of additional charge stored in the 2,200mAh charging case. The Mentra Live smart glasses are prescription-ready and cost $299. 1,000 pairs were made available for the first batch, which will ship on February 15. Batch two will include a limited amount of glasses available to ship on February 28th.

This article originally appeared on Engadget at https://www.engadget.com/wearables/mentras-first-smart-glasses-are-open-source-and-come-with-their-own-app-store-150021126.html?src=rss

Samsung’s refreshed Mobile Gaming Hub is trying to make it easier to discover new games

During CES 2026, Samsung unveiled plenty of new TVs, monitors and other hardware. However, the company is also looking to expand further into video games and has announced a significant refresh to its Gaming Hub on smartphones.

Engadget spoke with Samsung’s Jong Woo, VP of Game Services, who explained that the update will offer more personalized, faster ways to play and place greater emphasis on up-and-coming titles. Now available on Galaxy devices, with further updates planned, the new hub wants to be a more active space for the latest mobile games.

"We believe that gamers want to find new content that is personalized to them," said the VP of Samsung Games Services. He continued: "We want to bring content to users and make it immediately available for them to play. We have instant plays where, through our cloud streaming technology, we can take Android-native games and put them in the cloud, so that when users want to try them, they don't have to go through the friction of downloading them first.”

According to Samsung, the mobile Gaming Hub attracts over 160 million users across smartphones and other devices. However, the VP of Game Services at Samsung believes that, despite the vast library of games across many genres available to mobile users, "mobile game discovery is broken."

Samsung's updated Gaming Hub on mobile
Samsung

Initially, the mobile Gaming Hub was a supplemental app for all purchased games, allowing users to track their collection. With this update, all games purchased from both Google Play and the Galaxy Store are stored in the Gaming Hub. It's designed to be a single place for players to view their owned games, find recommendations, access cloud streaming for select games and even watch highlights from content creators.

According to Woo, the larger goal of the new Samsung mobile Gaming Hub is to personalize and guide the mobile gaming experience for players, which has remained nebulous compared with gaming discovery experiences on PC and consoles.

“We're getting a lot of feedback from the users, a lot of it from focus testing and beta testing, and what we're finding is that we believe we are solving pain points for mobile gamers," said Woo about rebuilding the Gaming Hub. "We're getting an idea of gamer preferences at the individual, personalized level. Based on all of that, we're able to provide different types of recommendations."

Another reason for the new changes to the Samsung Gaming Hub was to help foster a community for mobile gamers, including players and developers. In addition to sharing YouTube videos and content from gaming creators and streamers, the company plans to add more social elements to the Gaming Hub to make mobile gaming feel more active and less isolating.

"Mobile is a very personal experience, right? It's your personal device, and oftentimes when you play games on mobile, it feels like a solitary experience,” said Woo. Currently, the revamped Mobile Gaming Hub is only available for Galaxy smartphones and tablets. Users on non-Galaxy devices will still use the previous version of the Gaming Hub, for now.

Compared with PC and console online hubs like Steam and PlayStation Network, it's clear that mobile platforms are still figuring out how to create an equally compelling space for engagement. Even with the vast user base, mobile game hubs tend to be a go-between for users to get to the products. There's more work to do, but the new Gaming Hub could be the first step in the right direction.

This article originally appeared on Engadget at https://www.engadget.com/gaming/samsung-refreshed-mobile-gaming-hub-150010632.html?src=rss

007 First Light dev admits it messed up PC specs announcement

IO Interactive raised a few eyebrows last week when it announced the minimum and recommended PC specs for 007 First Light. To run the James Bond adventure at in 1080p at 60 fps, IOI initially said you'd need to have a rig with at least 32GB of RAM and a GPU with 12GB of VRAM. The studio has now revised those numbers and other elements of the specs after "the community flagged some inconsistencies in an earlier version of the listing."

The developer blamed an "internal miscommunication" which led to it sharing an older version of the specs. One of the recommended GPUs in the original version was an NVIDIA GeForce RTX 3060 Ti, which has 8GB of VRAM — not enough to meet the supposed recommended VRAM settings. 

It seems a little odd to think that it took IOI over a week and an enormous pile of negative press and online reaction before addressing the inconsistency (not to mention the demand for 32GB of RAM for relatively modest 1080p, 60 fps performance). The studio says it updated the specs after "a thorough re-examination and additional testing."

In the recommended hardware section of the latest version, IOI revised down the VRAM from 12GB to 8GB and it halved the RAM requirement to 16GB. IOI also "fixed" the minimum CPU info. The original specs stipulated that gamers would need at least an Intel Core i5 9500K or AMD Ryzen 5 3500. The former has now been revised down to an Intel Core i5 9500K.

For the tape, then, the minimum PC specs to run 007 First Light with a performance target of 1080p at 30 fps are:

  • Processor: Intel Core I5 9500, AMD Ryzen 5 3500

  • Memory: 16GB RAM

  • Video RAM: 6GB

  • Graphics card: NVIDIA GeForce GTX 1660, AMD RX 5700 or Intel Discrete GPU equivalent

And the recommended specs for a performance target of 1080p at 60 fps are:

  • Processor: Intel Core I5 13500, AMD Ryzen 5 7600

  • Memory: 16GM RAM

  • Video RAM: 8GB

  • Graphics card: NVIDIA GeForce RTX 3060 Ti, AMD RX 6700 XT or Intel Discrete GPU equivalent

The required operating system is the same on both counts with a 64-bit version of Windows 10 or 11. The storage space needed is also the same at 80GB. 

IOI apologized for "the confusion” it caused with the mixup. It promised to share more details about 007 First Light ahead of the game's arrival on May 27 — including details of additional performance targets. Given the way RAM and GPU prices are going, here's hoping IOI isn't looking for too much more to run the game at 1440p or 4K at a decent framerate.

This article originally appeared on Engadget at https://www.engadget.com/gaming/007-first-light-dev-admits-it-messed-up-pc-specs-announcement-143000670.html?src=rss