NSA admits to buying Americans’ web browsing data from brokers without warrants

The National Security Agency’s director has confirmed that the agency buys Americans’ web browsing data from brokers without first obtaining warrants. Senator Ron Wyden (D-OR) blocked the appointment of the NSA’s inbound director Timothy Haugh until the agency answered his questions regarding its collection of Americans’ location and Internet data. Wyden said he’d been trying for three years to “publicly release the fact that the NSA is purchasing Americans’ internet records.”

In a letter dated December 11, current NSA Director Paul Nakasone confirmed to Wyden that the agency does make such purchases from brokers. "NSA acquires various types of [commercially available information] for foreign intelligence, cybersecurity, and other authorized mission purposes, to include enhancing its signals intelligence (SIGINT) and cybersecurity missions," Nakasone wrote. "This may include information associated with electronic devices being used outside and, in certain cases, inside the United States."

Nakasone went on to claim that the NSA "does not buy and use location data collected from phones known to be used in the United States either with or without a court order. Similarly, NSA does not buy and use location data collected from automobile telematics systems from vehicles known to be located in the United States."

An NSA spokesperson told Reuters that the agency uses such data sparingly but that it has notable value for national security and cybersecurity purposes. "At all stages, NSA takes steps to minimize the collection of US [personal] information, to include application of technical filters," the spokesperson said.

Wyden has called the practice unlawful. "Such records can identify Americans who are seeking help from a suicide hotline or a hotline for survivors of sexual assault or domestic abuse," he said.

The senator urged Director of National Intelligence Avril Haines to order US intelligence agencies to stop buying Americans’ private data without consent. He also asked Haines to direct intelligence agencies to "conduct an inventory of the personal data purchased by the agency about Americans, including, but not limited to, location and internet metadata." Wyden said that any data that does not comply with Federal Trade Commission standards regarding personal data sales should be deleted.

Wyden pointed to an FTC settlement that this month banned a data broker from selling location data. The agency alleged that the information, which it claimed was sold to buyers including government contractors, "could be used to track people’s visits to sensitive locations such as medical and reproductive health clinics, places of religious worship and domestic abuse shelters."

The FTC stated in its complaint against the broker, formerly known as X-Mode Social, that by "failing to fully inform consumers how their data would be used and that their data would be provided to government contractors for national security purposes, X-Mode failed to provide information material to consumers and did not obtain informed consent from consumers to collect and use their location data."

The settlement was the first of its kind with a data broker. In a statement, Wyden, who has been investigating the data broker industry for several years, said he was "not aware of any company that provides such a warning to users [regarding their consent] before collecting their data."

The issue of US federal agencies buying phone location data isn't exactly new. In 2020, it emerged that Customs and Border Protection had been doing so. The following year, Wyden claimed the Defense Intelligence Agency and the Pentagon bought and used location data from Americans’ phones.

This article originally appeared on Engadget at https://www.engadget.com/nsa-admits-to-buying-americans-web-browsing-data-from-brokers-without-warrants-154904461.html?src=rss

NASA’s Ingenuity Helicopter has flown on Mars for the final time

After three years of service, NASA's Ingenuity Helicopter has flown on Mars for the last time. Earlier this month, during its 72nd flight, Ingenuity stopped communicating with the Perseverance rover. Although NASA later reestablished contact with the helicopter, it emerged that at least one of Ingenuity's carbon fiber rotor blades was damaged during a landing on January 18th. The helicopter is upright and is still in contact with ground controllers, but it's no longer capable of flight.

Ingenuity far outlasted its original planned lifespan. NASA designed the helicopter to carry out up to five test flights over 30 days. But it stayed in service for over three years. Ingenuity flew over 14 times farther than originally anticipated and it had a total flight time of over two hours.

“The historic journey of Ingenuity, the first aircraft on another planet, has come to end,” NASA Administrator Bill Nelson said in a statement. “That remarkable helicopter flew higher and farther than we ever imagined and helped NASA do what we do best — make the impossible, possible. Through missions like Ingenuity, NASA is paving the way for future flight in our solar system and smarter, safer human exploration to Mars and beyond.”

After Ingenuity's initial five flights, NASA decided to keep the helicopter running as an operations demonstration. It scouted ahead for Perseverance.

On January 18, the Ingenuity team planned a short vertical flight so they could pinpoint the helicopter's location after it had to make an emergency landing on its previous jaunt. The chopper reached a height of 40 feet and hovered for 4.5 seconds before descending at a rate of 3.3 feet per second. However, it lost contact with Perseverance when it was about three feet above the surface.

It's not clear how the rotor blade sustained damage. NASA's looking into whether the blade struck the surface. Perseverance is too far away to take a look at Ingenuity itself. The chopper's own camera spotted damage on the shadow of a rotor blade.

An image that NASA's Ingenuity Helicopter captured of the shadow of a rotor blade shows some damage that it has sustained.
NASA/JPL-Caltech

The hardy helicopter endured tough terrain, a dead sensor, dust storms (after which was able to clean itself) and a winter on Mars. The Ingenuity team will wind down the helicopter's operations after carrying out final tests and downloading the last data and imagery from its memory. After making history as the first aircraft from Earth to conduct a powered, controlled flight on another planet, all Ingenuity can do now is rest easy on the surface of Mars. 

This article originally appeared on Engadget at https://www.engadget.com/nasas-ingenuity-helicopter-has-flown-on-mars-for-the-final-time-204004656.html?src=rss

Horizon Forbidden West is coming to PC on March 21

Another former PlayStation 5 exclusive is coming to PC very soon. It's been known for a while that Horizon Forbidden West would be Sony's next title to make the leap, and now the company has revealed that the PC version of the game will drop on March 21.

This is the game's Complete Edition, which includes last year's Burning Shores expansion (which is next up on my list of things to play). It also has a bunch of additional features for PC, including ultra-widescreen support, unlocked frame rates, DirectStorage and NVIDIA DLSS 3, AMD FSR and Intel XeSS upscaling technologies.

Custom graphics options are at your disposal and you can set up mouse and keyboard controls however you wish. Players can expect support for a wide array of controllers, though if you have PlayStation's DualSense at hand, you can take advantage of its adaptive triggers and haptic feedback functions.

Sony has brought several of its high-profile games to PC over the last few years as it chases more opportunities for extra revenue. Horizon Zero Dawn, Days Gone, God of War, Spider-Man, Spider-Man: Miles Morales and The Last of Us Part 1 are among the titles that have landed on PC.

This article originally appeared on Engadget at https://www.engadget.com/horizon-forbidden-west-is-coming-to-pc-on-march-21-173643297.html?src=rss

Anker battery packs and chargers are up to 30 percent off

It's happened to pretty much all of us. Unless you're very organized or hyper attentive to your phone's battery life, your device will have died at least at one point while you're away from home or the office. Rather than scrambling to borrow a charging cable or get a top-up from someone else's device, you can nip this problem in the bud by making sure you have a battery pack on hand. Anker is currently running a sale on its battery packs and chargers. One of its products, the Anker 334 MagGo MagSafe battery pack, has dropped to a record low of $31.49 in this sale. It typically costs $45.

This pack attaches magnetically to compatible iPhones (iPhone 12 and later). It has a capacity of 10,000mAh, which Anker says is enough to increase video playback time on iPhone 14 by up to 22 hours. It can charge the iPhone 15 Pro 1.7 times over, the company claims. You'll also be able to charge the battery pack via a USB cable and top up your phone's battery at the same time.

Elsewhere, some of our favorite power banks are included in the sale, though you'll need to make sure to clip a 20 percent off coupon on Amazon to get the best price. The Anker Prime 20,000mAh 200W power bank is available for a record low of $104.

This is our pick for the best premium power bank. It has two USB-C ports and one USB-A port capable of delivering a total charging output of 200W. That means you can charge two laptops at 100W each simultaneously. That 100W charging goes the other way too, so you can fully recharge the power bank in 75 minutes.

The Anker Prime is a fairly compact power bank despite its large capacity. It also bears a digital display that provides details on remaining battery capacity, power input and power output.

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This article originally appeared on Engadget at https://www.engadget.com/anker-battery-packs-and-chargers-are-up-to-30-percent-off-165838626.html?src=rss

Microsoft slashes 1,900 jobs across Xbox and Activision Blizzard

We're not even one month into 2024 and it's already been another brutal year for workers in the video game industry. Microsoft is the latest company to announce a major round of layoffs in its gaming division as it's cutting around 1,900 workers from its Xbox, Activision Blizzard and ZeniMax (aka Bethesda) teams. That brings the total number of video game layoffs this year to around 6,000 already. There were around 9,000 layoffs in the industry in all of 2023, according to some estimates

"As we move forward in 2024, the leadership of Microsoft Gaming and Activision Blizzard is committed to aligning on a strategy and an execution plan with a sustainable cost structure that will support the whole of our growing business. Together, we’ve set priorities, identified areas of overlap, and ensured that we’re all aligned on the best opportunities for growth," Microsoft Gaming CEO Phil Spencer told employees in a memo obtained by The Verge. "As part of this process, we have made the painful decision to reduce the size of our gaming workforce by approximately 1,900 roles out of the 22,000 people on our team."

The majority of the cuts are said to be within Activision Blizzard, three months after Microsoft finally closed its $68.7 billion takeover of the publisher. Some positions on the Xbox and ZeniMax teams will be affected too. The cuts equate to around eight percent of Microsoft's gaming division.

"The people who are directly impacted by these reductions have all played an important part in the success of Activision Blizzard, ZeniMax and the Xbox teams, and they should be proud of everything they’ve accomplished here," Spencer wrote. "We are grateful for all of the creativity, passion and dedication they have brought to our games, our players and our colleagues. We will provide our full support to those who are impacted during the transition, including severance benefits informed by local employment laws."

Spencer added that Microsoft will "continue to invest in areas that will grow our business and support our strategy of bringing more games to more players around the world. Although this is a difficult moment for our team, I’m as confident as ever in your ability to create and nurture the games, stories and worlds that bring players together."

Xbox confirmed to Engadget that Spencer sent this memo to Microsoft employees on Thursday morning.

Among those leaving the company is Blizzard president Mike Ybarra, who is exiting of his own accord. "I want to thank everyone who is impacted today for their meaningful contributions to their teams, to Blizzard, and to players’ lives. It’s an incredibly hard day and my energy and support will be focused on all those amazing individuals impacted — this is in no way a reflection on your amazing work," Ybarra wrote on X.

"To the Blizzard community: I also want to let you all know today is my last day at Blizzard. Leading Blizzard through an incredible time and being part of the team, shaping it for the future ahead, was an absolute honor," Ybarra continued. "Having already spent 20+ years at Microsoft and with the acquisition of Activision Blizzard behind us, it’s time for me to (once again) become Blizzard’s biggest fan from the outside." Microsoft’s game content and studios president Matt Booty told staff that the company plans to appoint a new Blizzard president next week.

The layoffs included most of those remaining in Activision Blizzard's esports organization, according to reports. The publisher previously let go around 50 esports staffers last summer ahead of a reorganization of the Overwatch competitive circuit — Blizzard has outsourced operations of the new Overwatch Champions Series to ESL FACEIT Group. This round of layoffs included Call of Duty League and Overwatch League broadcast staff, onscreen talent and observers (folks who keep an eye on the action to make sure the broadcast team is catching the biggest plays). 

“Our esports business is not going away, but we’re being thoughtful about how to evolve to better deliver for our players and fans. With a continued commitment to competitive esports, we have landed on a model that more closely aligns with our game franchises," Activision Blizzard told GamesBeat. "We’re not stopping esports, instead, we are adapting to a new business model to better serve the community. The people who are directly impacted have all played an important role in the success of our team, and the success of Activision Blizzard. We are grateful for their contributions, and we will provide our full support with severance, equity, bonus, healthcare, and job support.”

One other major consequence of this reorganization, according to The Verge, is that Blizzard's survival game, codenamed Odyssey, has been cancelled. That would have marked Blizzard's entry into a new genre, but it did not reveal any other details about the project since announcing it two years ago. Some of the developers who were working on the survival game are being moved over to "one of several promising new projects Blizzard has in the early stages of development," Booty wrote.

According to Bloomberg reporter Jason Schreier, Odyssey had been in the works for six years. Partway through development, Blizzard execs reportedly told the team to switch from making the game in Unreal Engine to an in-house engine called Synapse. However, the tech was taking too long to come together. Despite positive feedback for early versions of the game, it was going to take several more years before Odyssey would be finished. In the end, Activision Blizzard canceled the game after reportedly determining that Synapse was not ready for prime time.

Layoffs are commonplace following major mergers, especially once higher-ups pinpoint areas of overlap. Oftentimes, that's seen in positions on the corporate side, such as marketing and human resources. 

This is the largest single slate of layoffs in the gaming industry so far this year, outstripping the 1,800 workers that Unity is letting go. Twitch and Discord are also laying off hundreds of people each. This week, Riot Games said it was reducing its headcount by around 530 people. Dead by Daylight studio Behaviour Interactive, Tiny Tina's Wonderland developer Lost Boys Interactive and Outriders maker People Can Fly are also among the many gaming companies to have conducted layoffs so far in 2024.

The Communications Workers of America (CWA) told Engadget in a statement that none of its members were hit by the layoffs. The union represents hundreds of people across Microsoft's gaming division, including around 300 quality assurance workers at ZeniMax and others at the likes of Raven Software

Last June, as it was trying to appease regulators and close its purchase of Activision Blizzard, Microsoft pledged to adopt a neutral stance when employees covered by an agreement with the CWA express interest in joining a union. In turn, the CWA backed the planned merger.

Update 1/25 3:59PM ET: Added more details regarding the cancellation of Odyssey from Bloomberg's report.

Update 1/26 1:20PM ET: Added confirmation from the CWA that none of its members were laid off.

Update 1/30 3:14PM ET: Added details about layoffs in Activision Blizzard's esports division.

This article originally appeared on Engadget at https://www.engadget.com/microsoft-slashes-1900-jobs-across-xbox-and-activision-blizzard-145304693.html?src=rss

Twitch is cutting how much streamers earn from Prime subscriptions

Like many major tech companies, Amazon is looking to cut costs. Its Twitch division recently laid off 35 percent of its head count (just over 500 employees) and now it's reducing how much streamers make from each Twitch Prime subscription.

Every Amazon Prime member can toss a Prime subscription in the direction of their favorite Twitch streamer at no extra cost. Since that program debuted in 2016, streamers have received the same amount from Twitch Prime subs as they do from a base paid subscription. That's changing, though.

Starting on June 3, Twitch is moving to a fixed-rate model that bases Prime payouts based on the location of a Prime subscriber (and how much they pay for Amazon Prime)."We believe this is the right structure for the program going forward and are making this change to ensure that the monthly Twitch subscription available to Prime members is a long-term, sustainable benefit for the Twitch community," CEO Dan Clancy wrote in a blog post.

Clancy says that for most countries, the payout rate is dropping by less than five percent, but there are steeper drops elsewhere. For instance, a Prime sub from a viewer in the US will soon be worth $2.25 to a streamer, down from $2.50. That's a drop of 10 percent. A Prime sub from someone in the UK will soon be worth $1.80, while one from a viewer based in Turkey will pay a streamer just nine cents.

As Clancy points out, Prime subscriptions are just one of the ways that streamers can earn money on the platform, alongside tips and regular paid subscriptions. He also announced some changes to the Partner Plus program, which is designed to give smaller creators a bigger slice of the pie.

Twitch is making it much easier for creators to benefit from improved revenue sharing. Until now, they've had to maintain at least 350 paid subscriptions for at least three months. That would qualify them for a 70 percent cut of subs for the next 12 months, up from 50 percent.

Starting on May 1, the platform is changing Partner Plus to a two-tier Plus Program that's based on a points system. A base $5 subscription is worth one point, a $10 Tier 2 sub is worth two points and a $25 Tier 3 sub three points. Gift and Prime subs don't count toward points, but qualifying streamers will get a better cut of revenue from gifted subscriptions.

When a streamer earns at least 100 Plus points for three consecutive months (points reset on the first of each month), they'll receive a 60 percent split of subscription revenue from the next 12 months. If they maintain 350 Plus points, that revenue share jumps up to 70 percent in their favor. Clancy says these changes will enable three times as many streamers to qualify for improved revenue sharing. It should result in a solid increase in earnings for many of them, while giving those who hover around 300-350 points a bit more of a cushion instead of dropping back to a 50 percent revenue share

Twitch announced one more change to its revenue-sharing model. It's getting rid of the $100,000 cap on the 70-30 revenue split for high-earning creators. A change implemented last year saw that split drop to 50 percent after a streamer hit $100,000 in subscription revenue. This won't change anything for the vast majority of creators, but it could help Twitch convince high-profile streamers to stay on its platform instead of jumping to the likes of YouTube or Kick.

In the wake of the layoffs, Clancy said Twitch is still unprofitable (streaming live video to millions of people simultaneously isn't cheap!), so something had to give. While the Twitch Prime changes will be hard to swallow for some streamers, the perk wasn't really sustainable as is. Reducing payouts is better for creators than the program going away entirely. Twitch will also be hoping that improved revenue sharing will push creators to convince their viewers to shell out for a paid subscription instead.

This article originally appeared on Engadget at https://www.engadget.com/twitch-is-cutting-how-much-streamers-earn-from-prime-subscriptions-214053412.html?src=rss

Twitch is cutting how much streamers earn from Prime subscriptions

Like many major tech companies, Amazon is looking to cut costs. Its Twitch division recently laid off 35 percent of its head count (just over 500 employees) and now it's reducing how much streamers make from each Twitch Prime subscription.

Every Amazon Prime member can toss a Prime subscription in the direction of their favorite Twitch streamer at no extra cost. Since that program debuted in 2016, streamers have received the same amount from Twitch Prime subs as they do from a base paid subscription. That's changing, though.

Starting on June 3, Twitch is moving to a fixed-rate model that bases Prime payouts based on the location of a Prime subscriber (and how much they pay for Amazon Prime)."We believe this is the right structure for the program going forward and are making this change to ensure that the monthly Twitch subscription available to Prime members is a long-term, sustainable benefit for the Twitch community," CEO Dan Clancy wrote in a blog post.

Clancy says that for most countries, the payout rate is dropping by less than five percent, but there are steeper drops elsewhere. For instance, a Prime sub from a viewer in the US will soon be worth $2.25 to a streamer, down from $2.50. That's a drop of 10 percent. A Prime sub from someone in the UK will soon be worth $1.80, while one from a viewer based in Turkey will pay a streamer just nine cents.

As Clancy points out, Prime subscriptions are just one of the ways that streamers can earn money on the platform, alongside tips and regular paid subscriptions. He also announced some changes to the Partner Plus program, which is designed to give smaller creators a bigger slice of the pie.

Twitch is making it much easier for creators to benefit from improved revenue sharing. Until now, they've had to maintain at least 350 paid subscriptions for at least three months. That would qualify them for a 70 percent cut of subs for the next 12 months, up from 50 percent.

Starting on May 1, the platform is changing Partner Plus to a two-tier Plus Program that's based on a points system. A base $5 subscription is worth one point, a $10 Tier 2 sub is worth two points and a $25 Tier 3 sub three points. Gift and Prime subs don't count toward points, but qualifying streamers will get a better cut of revenue from gifted subscriptions.

When a streamer earns at least 100 Plus points for three consecutive months (points reset on the first of each month), they'll receive a 60 percent split of subscription revenue from the next 12 months. If they maintain 350 Plus points, that revenue share jumps up to 70 percent in their favor. Clancy says these changes will enable three times as many streamers to qualify for improved revenue sharing. It should result in a solid increase in earnings for many of them, while giving those who hover around 300-350 points a bit more of a cushion instead of dropping back to a 50 percent revenue share

Twitch announced one more change to its revenue-sharing model. It's getting rid of the $100,000 cap on the 70-30 revenue split for high-earning creators. A change implemented last year saw that split drop to 50 percent after a streamer hit $100,000 in subscription revenue. This won't change anything for the vast majority of creators, but it could help Twitch convince high-profile streamers to stay on its platform instead of jumping to the likes of YouTube or Kick.

In the wake of the layoffs, Clancy said Twitch is still unprofitable (streaming live video to millions of people simultaneously isn't cheap!), so something had to give. While the Twitch Prime changes will be hard to swallow for some streamers, the perk wasn't really sustainable as is. Reducing payouts is better for creators than the program going away entirely. Twitch will also be hoping that improved revenue sharing will push creators to convince their viewers to shell out for a paid subscription instead.

This article originally appeared on Engadget at https://www.engadget.com/twitch-is-cutting-how-much-streamers-earn-from-prime-subscriptions-214053412.html?src=rss

Nintendo will shut down most Wii U and 3DS online services by April 8

Nintendo has revealed exactly when most remaining online services for the 3DS and Wii U will come to an end. After 7AM ET on April 8, it will no longer be possible to jump into a multiplayer match on the original Splatoon or check out other players' levels in Super Mario Maker. Online co-op play, leaderboards and data distribution are among the features that won't be available on either console (unless you find an adequate homebrew solution). The Badge Arcade feature, which allows players to customize their Nintendo 3DS home menu, is going away too.

Nintendo previously said that online services on the systems would end in early April, but hadn't shared a specific date until now. It also warned that it may "have to discontinue services earlier than planned" — some players had difficulty accessing them late last year.

Single-player games and modes will continue to work on both platforms. Nintendo said there will be some exceptions to the end of online services and suggests that players of third-party games contact publishers to check whether they'll keep servers running. The company also notes that Pokémon Bank and Poké Transporter features will remain available for now, and you'll still be able to download updates and games you've previously purchased on either system for the foreseeable future. Nintendo shut down the eShop on both 3DS and Wii U last March.

One other feature that will remain is StreetPass on 3DS, since that connects to other 3DS units over local communication. SpotPass will be discontinued, however, as that requires an internet connection.

Meanwhile, the company says that 3DS and Wii U owners have until 1AM ET on March 12 to merge their Nintendo Network ID and Nintendo Account. If they do, they can spend any unused balance on either system's eShop on Nintendo Switch games, DLC and other digital content.

This article originally appeared on Engadget at https://www.engadget.com/nintendo-will-shut-down-most-wii-u-and-3ds-online-services-by-april-8-150807925.html?src=rss

Nintendo will shut down most Wii U and 3DS online services by April 8

Nintendo has revealed exactly when most remaining online services for the 3DS and Wii U will come to an end. After 7AM ET on April 8, it will no longer be possible to jump into a multiplayer match on the original Splatoon or check out other players' levels in Super Mario Maker. Online co-op play, leaderboards and data distribution are among the features that won't be available on either console (unless you find an adequate homebrew solution). The Badge Arcade feature, which allows players to customize their Nintendo 3DS home menu, is going away too.

Nintendo previously said that online services on the systems would end in early April, but hadn't shared a specific date until now. It also warned that it may "have to discontinue services earlier than planned" — some players had difficulty accessing them late last year.

Single-player games and modes will continue to work on both platforms. Nintendo said there will be some exceptions to the end of online services and suggests that players of third-party games contact publishers to check whether they'll keep servers running. The company also notes that Pokémon Bank and Poké Transporter features will remain available for now, and you'll still be able to download updates and games you've previously purchased on either system for the foreseeable future. Nintendo shut down the eShop on both 3DS and Wii U last March.

One other feature that will remain is StreetPass on 3DS, since that connects to other 3DS units over local communication. SpotPass will be discontinued, however, as that requires an internet connection.

Meanwhile, the company says that 3DS and Wii U owners have until 1AM ET on March 12 to merge their Nintendo Network ID and Nintendo Account. If they do, they can spend any unused balance on either system's eShop on Nintendo Switch games, DLC and other digital content.

This article originally appeared on Engadget at https://www.engadget.com/nintendo-will-shut-down-most-wii-u-and-3ds-online-services-by-april-8-150807925.html?src=rss

X now supports passkeys on iOS in the US

Slowly but surely, some platforms are embracing passkeys to provide an easy and more secure login alternative to passwords. The latest notable company to enable passkeys is X (formerly Twitter), though only for US-based users on iOS for now.

When you set up passkeys for an account, your device generates one public key and one private key. The private key stays on your device, while the shared public key is stored on the platform you want to sign into (in this case, X). Once you’re all set up, you can choose a passkey option instead of a password to log in to an X account. Your device will authenticate your identity using the public key. The same passkey will work across all devices that are signed into the same iCloud account.

Logging into a supported account is akin to unlocking your phone — you’ll simply use a PIN, fingerprint or face scan for authentication. You wont need to remember any passkeys and they’re broadly secure. For one thing, passkeys make phishing attacks far more difficult to pull off.

To set up a passkey in X, log into the iOS app with the account you’d like to use it on. Navigate to Your account > Settings and privacy > Security and account access > Security > Additional password protection. In this menu, select Passkey. You’ll then need to enter your password and follow the prompts.

If you change your mind and wish to delete your passkey, follow the same steps. After you enter your password, you’ll see the option to Delete a passkey.

X says it won’t require users to sign up for passkeys, but it’s not a bad idea to do so if you find other multi-factor authentication methods (such as inputting a code from an authenticator app cumbersome). Passkeys also effectively nullify X’s SMS-based two-factor authentication method, which the company has paywalled behind X Premium.

This article originally appeared on Engadget at https://www.engadget.com/x-now-supports-passkeys-on-ios-in-the-us-211233864.html?src=rss