Hurry Up and Get This $700 Google Pixel Phone for $300
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As a serious bargain hunter, I'm thrilled to check every day because you never know what treasures you can find. One thing to know about Woot, however, is that these top-notch deals come with a very short lifespan, sometimes they're only available for a few hours. So if you want it, you should grab it while you can. Today's top deals include an older-gen but still capable Google Pixel phone at a major discount, a bass-forward, fully waterproof portable JBL speaker, and a super relaxing Nintendo Switch game. And if you're an , you'll get free shipping. Be sure to check out the Woot deals we found on Feb. 20 and Feb. 19, since some of them are still kicking.
The Google Pixel 7 is more than half-off at Woot right now. When we reviewed it back in 2022, we gave it an "Outstanding" rating as well as our Editors' Choice award, stating at the time that no other Android phone offered this combination of features and performance for the price. If you don't need the latest, but are looking for an ultra-affordable, still-capable Android phone, this Pixel could do the trick.
Samsung Galaxy S25 128GB Phone With $100 Amazon Gift Card for $799.99 (List Price $899.99)
Google Pixel 9 128GB Unlocked Phone (Obsidian) for $649.00 (List Price $799.00)
Apple iPhone 14 128GB (Verified Refurbished by Back Market) for From $335 (List Price $629)
Google Pixel 8a 128GB Unlocked Phone (Obsidian) for $399.00 (List Price $499.00)
Motorola Edge+ 512GB Unlocked Phone (Intersteller Black) for $400.00 (List Price $699.99)
*Deals are selected by our commerce team
With spring just around the corner, it's time to take advantage of this 31% discount for the JBL Flip 6 and prepare to have tons of fun listening to your favorite music anywhere you go. In our review of the Flip 6, we gave it an "Excellent" rating for its powerful audio performance, robust bass, and water- and dust-proof build.
Herdio 6.5" 400W Wired Waterproof Outdoor Speakers (Pair) for $97.19 (List Price $128.99)
Polk Audio Atrium 6 Outdoor Speakers (Pair, Black) for $299.00 (List Price $399.00)
Pyle Outdoor Wall-Mount Patio Stereo Speakers (White) for $139.99 (List Price $172.99)
Polk Audio Atrium 5 Outdoor Speakers (Pair, Black) for $229.00 (List Price $299.00)
Yamaha NS-AW190WH 5" 120W 2-Way Waterproof Speakers (Pair) for $109.90 (List Price $129.95)
*Deals are selected by our commerce team
One of the most popular games for the Nintendo Switch, Animal Crossing: New Horizons, is 33% off at Woot right now, so if you don't already have it in your library, you should add to your cart to discover endless hours of entertainment. "...it's fun, relaxing, and simply very chill," notes our gaming expert, Will Greenwald in our 4-star, Editors' Choice review.
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Yahoo
an hour ago
- Yahoo
8th Wall disrupts the legacy game engine model with the official launch of AI-native 3D development platform
Now generally available, 8th Wall Studio includes AI-powered creation and one-click app deployment—marking a new era for 3D and XR development PALO ALTO, Calif., June 10, 2025 (GLOBE NEWSWIRE) -- Today, 8th Wall announced the general release of 8th Wall Studio, a 3D game engine purpose-built for the AI era. Designed from the ground up for modern development, 8th Wall eliminates the bloat and limitations of legacy engines to deliver a faster, smarter way to build immersive content. Studio graduates from beta with a powerful new feature set designed to accelerate 3D and XR development. From AI-generated assets to native app builds, developers can go from concept to app store with more speed, flexibility, and scale than ever. 8th Wall has been a pioneer in creating 3D and AR web apps that are instantly accessible in the browser. It is now reaching beyond this foundation to enable iOS, Android, desktop and headset native app development. Beginning today, developers can deploy their content as Android apps with other platforms coming soon. This gives developers the flexibility to meet their audience wherever they are and significantly increases their reach. 'Today changes what developers can expect from a modern 3D engine,' said Erik Murphy-Chutorian, Founder of 8th Wall. '8th Wall now provides a departure from legacy game engines that originated decades ago. With the launch of our AI and native export features, we are ushering in a new era of game development, one that truly embraces cross-platform and integrates AI as a core part of the creation process.' The new 8th Wall Asset Lab gives developers the ability to generate images, 3D models and rigged and animated character models using GenAI and instantly add them to their scene. The system is designed to deliver cutting-edge AI asset creation faster than any other solution on the market. It seamlessly integrates best-in-class generative models, including OpenAI's GPT Image 1, Flux.1 Kontext, Trellis 3D, Hunyuan3D, and Meshy, into an automated workflow from generation to import. This new capability makes prototyping feel a whole lot more like production by replacing grey boxes and cubes with real content. A Media Snippet accompanying this announcement is available by clicking on this link. 'AI is changing how developers prototype and build content. By equipping developers with AI-first tools, we believe they will be able to create high-quality prototypes and games faster than ever before,' said Joel Udwin, Director of Product at 8th Wall. 'This is just the beginning of 8th Wall becoming an AI-first game engine. Developers should soon expect to go beyond assets to be able to use prompts to generate scenes and watch as their experience takes shape in our visual editor.' All of these new capabilities and more are now live in 8th Wall. The use of advanced features such as AI-generated assets and native app export require the use of credits. Free plan users get 50 credits every month. Existing developers and anyone who signs up in June get an extra 50 bonus credits to kick things off. Developers can build, prototype and publish 3D and XR experiences for free on 8th Wall by visiting About 8th Wall 8th Wall is an award-winning 3D & XR development platform that makes it possible to build interactive, immersive content that can be experienced on any device. 8th Wall supports billions of devices globally and has been used by developers, agencies and creative studios to create 3D/AR activations for brands across industry verticals including retail, food and beverage, travel and tourism, automotive, fashion, sports and entertainment. 8th Wall has powered WebAR experiences for top brands such as Nike, Porsche, Sony Pictures, Burger King, General Mills, British Gas, Heineken, McDonald's, Swiss Airlines, Toyota, Red Bull, Adidas, COACH and more. 8th Wall, LLC is a subsidiary of Niantic Spatial, Inc. Learn more about 8th Wall at Media contact Joel Udwinpress@


Android Authority
an hour ago
- Android Authority
Android 16 is actually a big update, and I don't want to hear otherwise
Today is the big day: Google just released Android 16 to the public. The update is rolling out now to the Pixel 6 and later, and the update's source code is now available to developers on the Android Open Source Project. While Android 16 is classified as a major update, it certainly doesn't look or feel like one on the surface. That's because this initial release lacks many of the marquee features Google announced last month, such as the Material 3 Expressive redesign and the new Desktop Mode experience. However, the Android 16 update isn't entirely devoid of exciting changes; many of them are simply not fully available in this initial release. That's why it seems like a boring update at first glance. But under the hood, there's a lot to get excited about, which I'll be covering in this in-depth Android 16 review. Before we begin, though, I need to address something important, and that's Android 16's atypical release schedule. Why did Google release Android 16 so early? If you haven't been following Android news, you may be surprised that Google released Android 16 today, June 10, 2025. For context, the source code for Android 15, the last major version, was released on September 3, 2024, while the actual update for Pixel devices didn't arrive until October 15, 2024. Since most major Android versions are released in the August-October timeframe, Android 16's June debut puts it roughly three months ahead of schedule. Android Version Code-name Release Date Android 16 Baklava June 10, 2025 Android 15 Vanilla Ice Cream September 3, 2024 Android 14 Upside Down Cake October 4, 2023 Android 13 Tiramisu August 15, 2022 Android 12 Snow Cone October 4, 2021 Android 11 Red Velvet Cake September 8, 2020 Android 10 Quince Tart September 3, 2019 There are two reasons why Google released Android 16, codenamed 'Baklava', so early. First, the earlier release means that Android devices launching in the summer can ship with the latest version of the OS. For example, Samsung recently confirmed that its upcoming foldables, the Galaxy Z Fold 7 and Galaxy Z Flip 7, will launch with its Android 16-based One UI 8 software. Without this early release, that would only have been possible if Samsung delayed the launch of the phones, which are expected to land next month. In the past, Android devices launching during the summer would ship with the previous year's OS and receive an update to the current one later. This even happened with Google's own Pixel 9 series, which launched in August 2024 with Android 14 out of the box instead of Android 15. The upcoming Pixel 10 series is also expected to launch in August, but this time, Google will be able to ship it with Android 16 from day one. The other major reason Google is speeding up Android's release schedule is to roll out more substantial updates more frequently. In the past, there was typically only one version per year that brought new APIs for developers. Going forward, there will be two releases each year with new APIs: a major platform release in Q2 and a smaller API update in Q4. The major release (like Android 16) will bring new features, APIs, and behavior changes, while the Q4 update will bring new features and APIs but no behavior changes. The other two quarterly releases in Q1 and Q3 will only bring feature drops. Google The release timeline for Android 16, Android 16 QPR1, and Android 16 QPR2 To see this new schedule in action, so far this year we've had Android 15 QPR2 in Q1 and now the full Android 16 update in Q2. We can expect Android 16 QPR1 in Q3 and Android 16 QPR2 in Q4. We don't know what Google is planning for the Q4 update yet, but we do know that anticipated features like the Material 3 Expressive UI overhaul and the new Desktop Mode are slated to arrive with Android 16 QPR1. What's actually new in Android 16? Google's decision to roll out the Material 3 Expressive redesign and Desktop Mode with QPR1 is a big reason why the initial Android 16 release feels lackluster, but it does mean the most exciting new features are only a few months away. Today's stable Android 16 update lays the groundwork for more exciting features to come in future releases, like Live Updates and App Functions. The update also makes apps look and behave more consistently, brings some nice quality-of-life improvements, and beefs up protections against scammers and hackers. Live Updates are Android's version of iOS' Live Activities, but they're not actually live yet Rideshare, food delivery, and navigation apps have long shown the status of a ride or delivery in a notification. For example, if you're waiting for an Uber, you can easily check your driver's ETA from the app's notification, letting you do other things on your phone while you wait. While these notifications serve their purpose, they have two key issues. First, they're entirely custom, so developers who want to add an Uber-style progress bar to their notifications have to build it themselves. More importantly, Android treats them like any other notification. This means users have to turn on the screen or pull down the notification panel to view them, and these important alerts can easily get buried under a deluge of others. Google is solving this problem in two steps. First, in Android 16, it created a new class of notifications called 'progress-style notifications.' This is a template that developers can use to show progress bars in their notifications. Developers can create these progress-style notifications using the APIs available in Android 16 today, but the OS doesn't treat them any differently — at least, not yet. Mishaal Rahman / Android Authority In a future release of Android 16 for Pixels, Google will display progress-style notifications as Live Updates. They'll appear at the top of the notification panel, above nearly all other alerts except for the media player. They also show up fully expanded on the always-on display (AOD), so you won't have to turn on the screen to view them. Finally, Live Updates allow apps to share short messages in status bar chips, letting you quickly see an update while using other apps. Tapping the status bar chip expands the notification so you don't even have to pull down the notification panel. Google An example of Live Updates from the Uber Eats app on the AOD (left), lock screen (left middle), status bar (right middle), and heads-up notification (right). Live Updates is one of the biggest new features of Android 16, but Google says the full experience will only roll out to Pixel phones later this year, likely with the Android 16 QPR1 or QPR2 update. While it's disappointing that Live Updates aren't live today, the fact that the feature is now part of the core platform is significant. We've already seen OEMs like Samsung, OnePlus, and Xiaomi implement their own versions of the feature in an effort to copy Apple's Live Activities. However, these implementations only work with notifications from the manufacturer's own apps or a few select partners, as they either lack a public API or provide one that few developers use. Live Updates aren't live today, but the fact that they are now part of the core platform is significant. In contrast, app developers are far more likely to support Android 16's Live Updates feature because it's part of the standard platform. Apps like Google Maps, Waymo One, and Uber Eats are already adding support, with more to come. Meanwhile, OEMs like Samsung, OPPO, OnePlus, Xiaomi, and vivo are baking support for Android 16's Live Updates into their own custom UIs, so developers won't have to worry about creating different implementations for each brand. Google Live Updates in stock Android 16 (left), One UI 8 (middle), and ColorOS 16 (right). Given that it will take time for developers to add support and for OEMs to roll out their Android 16 updates, the feature's absence from the initial Pixel release isn't a major issue. The most important thing is that the groundwork is now there. With official platform support and OEM buy-in, developers finally have a real incentive to adopt the feature across the ecosystem. Making Gemini a more useful assistant with the App Functions API…eventually Google's Gemini is a much more intelligent assistant than its predecessor when it comes to general knowledge, but it inherited the same core problem: It can only interact with a limited set of services. Google offers 'Apps' (formerly Gemini Extensions) that allow the assistant to connect with services like Google Flights or Spotify, but the list of supported Apps is short because this approach doesn't scale well. To solve this, Google is introducing a new API in Android 16 called App Functions. This API lets developers expose their app's key features to the phone's default assistant, which can then execute those functions on the user's behalf. For example, a restaurant app could use the API to create a function for ordering food, allowing Gemini to place an order directly with that app. The App Functions API isn't exclusive to Android 16, though, as Google has created a backward-compatible version through its new App Functions Jetpack library. This should encourage developers to integrate their apps with Gemini, but unfortunately, Google has done little to no marketing for this feature. Google is introducing a new API in Android 16 called App Functions. As far as we can tell, Google hasn't mentioned the App Functions API once in any of its developer-facing communications. Perhaps the feature simply isn't ready for primetime, so Google is waiting for a future release to publicize it. This is certainly possible, as the Jetpack library is still in an alpha state and Google is still working on creating predefined schemas for apps to implement. In any case, the App Functions API is an exciting, if under-publicized, addition to Android 16. While the lack of promotion means broad developer support is unlikely for now, I'm hopeful that will change, though there's reason to believe it won't. Google has already been telling its OEM partners like Samsung, Xiaomi, and OnePlus about the API, leading them to add integrations between their own first-party apps and Gemini. Mishaal Rahman / Android Authority Gemini Apps for the Xiaomi Calendar and Xiaomi Notes apps made possible by the App Functions API Edge-to-edge, predictive back, and app adaptivity: How Android 16 makes apps look and behave more consistently An unfortunate theme with Android updates is that Google often releases a new feature that few developers actually implement. This can happen for many reasons: a new feature might be too difficult to integrate, too minor to bother with, or conflict with an app's existing design. Google recognizes the burden it places on developers when it introduces breaking changes, which is why it typically makes them optional for a few releases. Eventually, though, enough time passes for Google to justify making certain features mandatory. That's exactly what's happening in Android 16 with the enforcement of edge-to-edge mode, predictive back navigation, and app adaptivity. Edge-to-edge mode is a feature that lets apps draw their content behind the system bars (the status bar at the top and the navigation bar at the bottom). Apps that go edge-to-edge feel more immersive and modern, but many apps don't support the feature even though it was introduced back in Android 10. Google initially made edge-to-edge mode opt-in because it could cause system bars to overlap with app buttons, requiring developers to add padding to fix the layout. Starting in Android 15, apps targeting that release were displayed in edge-to-edge mode by default. However, Google provided a way for developers to opt out, and many took the opportunity to delay implementing the feature. Google warned this opt-out was temporary, and with Android 16, it's gone. Once an app targets Android 16, it can no longer opt out of edge-to-edge mode. Since Google Play will require all app updates to target Android 16 by the end of August next year, you can expect to see many more apps going edge-to-edge in the near future. Mishaal Rahman / Android Authority Another feature you'll soon see in more Android apps is predictive back. First introduced in Android 13, its goal is to make it clear where the back gesture will take you before you complete it. Previously, it wasn't always obvious if swiping back would lead to the previous screen, the home screen, or the last app you used. With predictive back, the OS shows a preview of the destination as you perform the gesture. For this to work, the OS needs to know where the back gesture leads. While Android keeps track of the order you launch apps and screens, it can't know the user's journey inside apps that use custom back navigation. Developers of those apps must make code changes to support predictive back, and this required effort is why the feature's rollout has been so gradual. This gradual rollout continues in Android 16: Although the system feature was turned on in Android 15, individual apps still had to opt in to show the new animations, which is why you rarely saw them. Starting in Android 16, these predictive back animations are enabled by default for apps targeting the new OS. Furthermore, Android 16 also brings predictive back support to the classic three-button navigation. While developers can still temporarily opt out, these changes mean the predictive back experience should finally start appearing in more of your apps. The biggest behavior change in Android 16, in my view, is the enforcement of app adaptivity. Many developers don't optimize their apps for large-screen Android devices because it takes time and effort for what they see as a small user base. This has resulted in a poor experience when using many apps on tablets and foldables, forcing manufacturers to implement their own workarounds to resize apps. Even Google added a feature to Android that lets you change the aspect ratio of apps like Instagram. For a long time, Android respected an app's request to lock its orientation, prevent resizing, or restrict its aspect ratio. In Android 16, however, this changes for large-screen devices. Apps that target Android 16 or later will be resizable by default on large screens. While this change doesn't apply to games and developers have a temporary way to opt out until Android 17, it will make the existing catalog of Android apps far more usable on bigger displays. Google Android 16 enforces app adaptivity, forcing apps to be resizable. All of these enforced changes are long overdue, but they come at a pivotal moment for Android as Google looks to expand the OS to new form factors like PCs and XR. Google wants developers to make their Android apps more immersive, predictable, and adaptive to any screen, so it's taking these steps to ensure apps are ready for today's multi-device world. Advanced Protection in Android 16 makes it a breeze to beef up your phone's security Android has a ton of security features, but they're spread across countless menus in Settings and individual apps. Having to navigate this maze can be overwhelming and makes it easy to miss key security settings. To solve this, Android 16 introduces Advanced Protection mode, a one-click toggle that activates a whole suite of safety features. Advanced Protection is both a system-wide security mode and a developer API. Enabling it on your device activates a variety of OS-level protections, such as theft prevention and restrictions on app sideloading, 2G access, and insecure Wi-Fi networks. The API also allows third-party apps to activate their own security measures when the mode is on, improving your security at both the device and app level. To enable Advanced Protection in Android 16, go to Settings > Security & privacy > Advanced protection and toggle Device protection. Tap Turn on in the dialog that appears and restart your device when ready. To prevent unauthorized changes, Android 16 requires your biometrics or screen lock to disable the feature. Advanced Protection settings page in Android. Advanced Protection settings page in Android (continued). The main benefit of Advanced Protection is that it simplifies securing your phone. It's easy to find and enable, requiring almost no effort from the user. The downside is its all-or-nothing approach; you can't disable individual security features without turning off Advanced Protection entirely. This won't bother most users, but it's a drawback for those who may want to temporarily enable sideloading or 2G access without deactivating all protections. The obvious solution is to just disable Advanced Protection when needed or manually turn on individual security features, but neither is perfect. You might forget to re-enable Advanced Protection after turning it off. And in the latter case, some features activated by the mode — like Intrusion Logging, Inactivity Reboot, and USB Protection — can't be enabled individually at all. Google A table showing every feature currently enabled by Advanced Protection in Android 16. I understand why Google doesn't let users pick and choose which features the mode activates, as that would defeat the purpose of a simple, one-click toggle. As someone who needs to sideload apps on occasion, though, I wish Google at least provided a way to manually enable some of the protections that are currently exclusive to the mode or a reminder to turn Advanced Protection back on after a specific amount of time. While Advanced Protection is the biggest new security feature in Android 16, it's not the only one. The update also automatically hides notifications containing one-time passcodes (OTPs) from the lock screen. In addition, it helps protect against phone call scams by blocking you from granting sideloading or accessibility permissions to an app while you're on a call. These are the kinds of smart, effortless security changes we've come to expect from new Android releases. From decluttering notifications to speeding up wallet access, Android 16 has a ton of small quality-of-life improvements Like past releases, Android 16 also introduces a plethora of minor quality-of-life enhancements. Some of these changes are more visible, while others require you to dig a bit deeper to notice them. Forced Notification Grouping To reduce clutter, Android 16 automatically bundles notifications from the same app. You can tap to expand or collapse these bundles. Previously, developers could choose whether or not to group their app's notifications. Double-Tap Power Button for Wallet You can now set a double-press of the power button to open Google Wallet instead of the camera. You can choose between these two options in Settings > System > Gestures. Mishaal Rahman / Android Authority Battery Health On the Pixel 8a and newer, you can view your phone's battery health in Settings > Battery. This screen shows an overall health indicator, an estimated capacity percentage, and tips for improving battery life. Google says this feature is missing on older Pixels due to 'product limitations.' True HDR Screenshot Android 16 adds proper support for capturing HDR screenshots. Previously, taking a screenshot of HDR content would either result in clipped highlights or a tone-mapped image, neither of which preserved the full dynamic range. Android 16 now saves screenshots as PNG files that can embed an HDR gain map, allowing them to appear in full HDR on compatible displays while still looking like a standard SDR image on other devices. Customizable Keyboard Shortcuts Android has many keyboard shortcuts for system actions and launching apps. In past releases, these were not customizable. Android 16 now lets you edit them, so for example, you could add 'Meta + Shift + B' as an alternative key combination to launch the Chrome browser. Google Health Connect Updates Health Connect, the service that standardizes data sharing between fitness apps, can now store your medical data in Android 16. This includes information like allergies, immunizations, daily medications, and pregnancy status. The service also adds support for logging yoga and meditation sessions. Apps will need to be updated before they can read or write this new medical and mindfulness data to Health Connect. None of these are game-changing features, but they are welcome enhancements that improve the day-to-day experience of using Android 16. The forced grouping of notifications feature, for instance, is simple, works well, and solves a minor annoyance without any noticeable issues. Other features, however, leave me wanting more. The ability to remap the power button to launch the wallet app is useful, but I wish Google would let us launch any app we choose. The new battery health menu is a great addition, though it's disappointing that it's exclusive to the Pixel 8a and newer. While proper HDR screenshot support is appreciated, Google's choice to use the PNG-with-gainmap format limits its compatibility with other platforms. Keyboard shortcut customization will certainly improve the experience for physical keyboard users, but not every shortcut can be changed. Lastly, while the Health Connect updates are nice, they do nothing to address the glaring issues with the service that my colleague Rita El Khoury recently detailed in an editorial. Google makes Android 16 more accessible with new Bluetooth and navigation features Android is used by billions of people worldwide, so Google is always adding features to make the OS more accessible. In Android 16, Google has focused on improving the experience for people with hearing loss and fine motor difficulties through better support for LE Audio hearing aids and new physical keyboard options. For hearing aids, Android 16 adds a new ambient volume control feature, letting users of LE Audio hearing aids adjust the volume of sound picked up by the hearing aid's microphones. The update also adds the ability to use the phone's microphone for calls instead of the hearing aid's, which can improve call quality in noisy environments. Google Android 16 also notably adds better support for Auracast, which allows owners of LE Audio-compatible devices to broadcast or listen in on nearby audio streams. This feature is only supported on the Pixel 8 and later (excluding the A-series) and is currently disabled by default in the stable release. Mishaal Rahman / Android Authority Left: When an Auracast-enabled headset is connected, the Bluetooth panel shows a "share audio" button. Middle: The audio sharing settings page when "share audio" is enabled. Right: The dialog that appears when you start an audio stream. For physical keyboards, Android 16 improves upon the accessibility options added in Android 15. You can now adjust the threshold for the Bounce Keys and Slow Keys features, while the Mouse Keys feature now includes instructional images. A new Repeat Keys toggle prevents a key from repeating when held down. Lastly, a new two-finger double-tap gesture now activates the screen magnifier. Everything else new in Android 16 I didn't mention It's incredibly difficult to cover everything new in a major Android release simply because there are far too many small changes. I've covered the biggest and most impactful minor updates here, but there's a lot more I didn't get to. For example, Android 16 also: Adds a new setting to make the Pixel Fold work better with magnetic cases. Expands Ultra HDR support to the HEIC format. Upgrades the Linux Terminal with a tabbed interface and improved storage use. Adds home screen and lock screen shortcuts for note-taking. Introduces a button to minimize windows in desktop mode. Expands regional preferences with a new measurement system setting. Adds support for seven new emoji from Unicode 16.0. Picks up support for Samsung's APV codec. Prepares for future devices with 16KB page size kernels by adding a compatibility mode. Makes the media player slightly darker and adds new buttons to the Pixel Launcher's context and Recents menus. I also didn't mention the features that were available in the Android 16 betas but didn't make it to the stable release, such as the multiuser widget, the 'even dimmer' mode, and the screen-off fingerprint unlock setting. I even neglected to mention the new Easter egg, as it's supposed to showcase the new Live Updates feature… which isn't fully enabled yet. It's oddly fitting that the Easter egg is only partially available in an Android release that itself feels like just a stepping stone to what comes next. Android 16 review: A lot to get excited about for such a 'boring' release The groundwork Google laid in Android 16 will pay dividends in future releases. The Live Updates feature standardizes how ongoing alerts are shown, and the App Functions API paves the way for Gemini to integrate with more apps. The enforcement of edge-to-edge displays, predictive back, and app adaptivity will make Android apps more immersive, predictable, and useful across new form factors. Advanced Protection will help shield at-risk users, while improved hearing aid support will make Android accessible to more people. The rest of the changes, while minor to some, will be essential to others. Today's Android 16 update may seem boring on the surface, but if you dig deeper, you'll find a bottomless well of changes. That's what every Android release boils down to: a collection of smaller changes that appeal to different people, joined by larger platform shifts that everyone can agree are necessary. Yet, almost every time Google releases a new version, I hear people call the update 'boring.' The last version that people widely agreed was a 'big' update was Android 12, largely because of its major Material You UI overhaul. While it's true that Android 16 lacks a comparable redesign, calling it 'Android 12.5' as some people mockingly do misses the point entirely. Rita El Khoury / Android Authority Android's quarterly release schedule masks just how many new features Google develops in a year. If Google stuck to a yearly cycle like Apple, major features like Modes, the Linux Terminal, desktop windowing, and lock screen widgets would have all been part of this 'Android 16' release. Instead, the company ships updates quarterly, and yet it still manages to pack so much into each one. From a marketing standpoint, it might be nice if Google saved some of these bigger features for the major Android release, but that would make the quarterly Pixel Drops less exciting. It would also be great if Google provided better changelogs that actually detailed what's in each release, but then I might be out of a job. Android 16 stable release: Hot or not? 0 votes Hot NaN % Not NaN % Today's Android 16 update may seem boring on the surface, but if you dig deeper, you'll find a bottomless well of changes. Had I decided to cover every single change in detail, this review would be, without exaggeration, at least three times as long. And even with today's release, Google isn't done with Android 16. It still plans to ship two more quarterly updates this year: QPR1 in September and QPR2 in December. I'm looking forward to seeing what Google has in store for us, especially since QPR1 is already confirmed to bring major changes like the Material 3 Expressive redesign and the new Desktop Mode.


Digital Trends
an hour ago
- Digital Trends
Nintendo Switch 2 review: exactly the upgrade we needed, with a few catches
Nintendo Switch 2 MSRP $450.00 Score Details 'Even with some kinks to work out, the Nintendo Switch 2 is the exact follow up it needed to be.' Pros More premium design 120 Hz display is a big upgrade A major power boost Mouse mode is ingenious Social features are truly innovative Cons Disappointing UI Battery is a downgrade Poor screen sharing 'Why you can trust Digital Trends – We have a 20-year history of testing, reviewing, and rating products, services and apps to help you make a sound buying decision. Find out more about how we test and score products.' How do you follow up a console as beloved as the Nintendo Switch? It's a question Nintendo has been blessed, or perhaps cursed, to answer for decades now. Every hardware success story comes with the burden of a follow-up and the pressure to wow people with the next big thing. Recommended Videos Nintendo has tried to live up to that challenge time and time again, attempting — and sometimes failing — to innovate at all costs. For the first time in decades, the Nintendo Switch 2 finally shows a company that knows when it's finally time to zag. Nintendo's latest console is perhaps its most straightforward hardware release since the Game Boy Advance. It asks a simple question that fans have proposed for eight years: What if the Nintendo Switch was better? That's exactly what you get with its successor. That streamlined ambition pays off in the form of a handheld-console hybrid that addresses every issue with its predecessor and more. Increased power, an excellent display, and more technical flexibility make the Switch 2 feel like Nintendo's first true 'next-gen' console. That's not to say that there aren't some good zigs along the way, as the system's impressive mouse controls feel like they're destined to rise above gimmick status. But the Nintendo Switch 2 very much feels like the second coming of the Super Nintendo rather than a repeat of the Wii U. It's very safe by modern Nintendo standards, and it has a lot of battles in its future as it launches amid a rapidly evolving portable landscape, but it's exactly what a Switch follow up likely needed to be — even if it won't set the world on fire. Switch 2 specs Size 116mm x 272mm x 13.9mm (4.5 inches x 10.7 x .55 inches) with Joy-Con 2 attached Weight 401g / 534g with Joy-Con 2 attached Screen 7.9-inch LCD, 1080p, HDR10, VRR up to 120Hz CPU/GPU Nvidia 8x ARM Cortex A78C 998MHz (docked), 1101MHz (handheld), Max 1.6GHz/ Ampere GPU architecture 1007MHz (docked), 561MHz (handheld) Max 1.4GHz Memory bandwidth of 102GB/s (docked), or 68GB/s (handheld), with 3GB (9GB for games) reserved for system memory Storage 256GB Wireless Yes Video output 4K docked, 1080p handheld Audio output 3D audio Speakers Stereo USB connector 2 USB Type-C ports Headphone/mic jack Built-in mic with noise-cancelling tech, but audio jack included in the new Pro Controller Game card slot Nintendo Switch game cards microSD card slot Supports microSD Express Internal battery Lithium-ion battery/522mAh or ~20Whr Battery life 2 – 6.5 hours Charging time TBD Availability On sale from June 5, 2025 Switch 2 design and comfort Rather than going back to the drawing board for its next console, the Switch 2's design is very much a touch up of what came before. The Switch's core pillars remain the same: This is a hybrid handheld/home console with detachable controls. There's a touch display sandwiched between two Joy-cons, a kickstand for tabletop support, and a dock that seamlessly hooks it all up to a TV. It looks almost exactly the same from a distance, but the details add up here. The Switch 2 has a more premium sheen to it all around. It's a sleek, dense tablet that feels more like an iPad than a plastic toy. That's the first signal that this is Nintendo trying to finally make a console that's keeping pace with its peers. The key difference is that it's significantly larger than the original Switch. That size primarily benefits the system's 7.9 inch LCD display, which looks enormous even compared to the Nintendo Switch OLED. The system is much heavier for that change too, with over 100g of new weight over the original Switch model. I do feel a bit more strain when I'm playing in handheld mode, though it's still manageable compared to something like the Lenovo Legion Go S. If the Switch already felt heavy for you, though, this might be a workout on your wrists. The system at least accounts for the added weight in a few ways. For one, the new Joy-con controllers are made from a slick black plastic that's smooth in the hands. They have also been rounded in a way that feels more natural in my palms, even if the lack of controller grips still makes for some odd ergonomics. If that's still not enough for you, the Switch 2 sees some significant improvements for tabletop mode. The newly designed kickstand is far sturdier than the original model's and easier to maneuver than the Switch OLED. Its range of viewing angles mean that it can almost stand up vertically and lay down fairly flat at around a 20 degree angle. I set it up at an acute angle on a tray table during a flight and it was not moved by a patch of light turbulence. Other improvements are of the no brainer variety. There's a USB-C port on the top as well as the bottom, which means that players can now charge it while in tabletop mode. Then there's the system's one big magic trick: magnets. How do they work? Well, the Joy-cons can simply be attached to the console by lightly slotting them into the sides of the display, where they tightly snap into place. If that has you nervous, don't be; they feel more secure when inserted than they do on the old Switch. My Joy-cons frequently pop out on my OLED at this point. That seems far less likely to happen on Switch 2, as they stay locked in place unless I hold down release buttons behind each trigger. They pop off with just a small bit of force, but there's still enough pressure required in the button press to ensure kids won't pull them off by accident. They're easy to pull off from the new dock too, as its rounded edges are built to make them easy to reach. I don't know how it will hold up to wear and tear over the years, but it's an impressive bit of engineering that makes the original Switch feel rudimentary in retrospect. Switch 2 UI: Menus, eShop, and more If I have one complaint about the system's safe design ethos, it's the UI. I've long been less than thrilled with the original Switch's full interface, full of plain white menus with no customization options. I had hoped that a new Nintendo console would bring a total redesign, but that's not the case. The Switch 2's menus look identical to that of its predecessors. Even new features like GameChat have been built with those minimal white menus in mind. It successfully gets across the idea that the ecosystem is consistent, but it's a bit of a letdown compared to other consoles on the market. The differences are minimal in most cases. My game library now has a tab where I can group games together as I please. I now have the option to set a button remapping shortcut to my pop-out home menu. There's better integration into the Switch mobile app, as I can instantly transfer screenshots and video there just as I can on the PlayStation app. These are largely additions that could have been added to the original Switch with a routine free update. The only noticeable improvement is in the eShop, which has received a much-needed overhaul. The entire app now loads significantly faster now, allowing me to continuously scroll a tab while game thumbnails load in an instant. There are some new discoverability tools built in too, like a recommendation feature that will take you to a random game page based on your play history. It's far less of a pain to use than the original Switch eShop, so I'll take that small victory. Switch 2 display and performance: HDR, VRR, and more I was a little worried at first when Nintendo announced that the Switch 2 would use an LCD panel rather than sticking with OLED, but those fears have been calmed. Though the 7.9-inch screen isn't exactly up to par with the OLED, it's close enough that most casual fans won't notice the difference. It will also be an enormous upgrade for anyone still using the washed-out base Switch. Colors are vivid, as evidenced by the bright and bubbly Mario Kart World, and HDR helps keep the display light. I've yet to pick up any kind of noticeable haze while in handheld mode. Even more impressive is the fact that it's a 1080p display capable of outputting up to 120 frames per second, something that I never would have imagined from a Nintendo system. I've gotten to toy around with exactly what VRR can do in Nintendo Switch 2 Welcome Tour, which shows its frame rate potential in action. We won't really get to see just how powerful it is until more games go all out, but my early testing has yielded very smooth frame rates across the board. Mario Kart World impresses at 60fps, even when flying over an open-world where I can see very far off in the distance. An improved display isn't much without power that takes advantage of it, though. That's where the Switch 2 comes in clutch thanks to its very capable custom Nvidia chipset. You can see its power in games like Cyberpunk 2077 that bring the Switch 2 in line with the Steam Deck, but the upgrade is most noticeable when looking at some of the original Switch's ugliest games. The Legend of Zelda: Echoes of Wisdom was a bit of a tech nightmare when it launched, with a stuttering frame rate and jagged lines everywhere. It is a completely different experience on Switch 2 running at 60 frames per second with clean edges. Pokémon Scarlet and Violet is the other showpiece that's sure to turn heads. That game hardly functioned on Switch, but it comes alive here. I couldn't believe how it looked when I started dashing around the world at 60fps with more monsters popping up on screen at a time. That's not to say that everything is magically fixed. There's still plenty of pop-in and ugly textures, but that has more to do with the game built on spaghetti. The fact that the Switch 2 can salvage it at all is impressive. The real test will be how brand-new games made to run on PS5 and Xbox Series X hold up. More testing will come in time, but we at least have some samples that give us an idea of what to expect long term. Split Fiction, for instance, works on the system only with some noticeable cutbacks to resolution and frame rate. It's still an impressive feat when looking at its underpowered predecessor, but you have to keep in mind that we're at the start of what will likely be an eight-year life cycle, one that probably cuts through another console generation. There's no doubt in my mind that this tech will start to feel old in four years' time, or even less if Valve moves to make a new Steam Deck. Nintendo has caught up here, but it's still playing from behind. DLSS support will help bridge the gap, but don't be surprised if the features that impress you today have you yearning for an upgrade tomorrow. It's great to see 4K support finally available on a Nintendo console too. Mario Kart World shines on my display, and that makes me more eager to dock my system. All of these bells and whistles do come at a significant cost, though. My system got surprisingly hot the first day I put it through its paces, which explains the dock's need for a cooling fan. The power is a major drain on battery life too, which is the big problem with Switch 2. Despite the fact that the 5,220 mAh battery is a massive leap over its predecessor, it depletes far quicker than I'm used to coming off the OLED. Nintendo Switch 2 Welcome Tour feels like a relatively modest game, but even that drained my battery in around three hours. Games like Mario Kart World can get down to around two and a half hours, and even that number is variable when you factor in features like GameChat. I'd say that battery life is about on par with what the original Switch's was at launch — maybe even a bit worse — but at least you're getting a significantly better image during that time. That makes it all a bit easier to swallow, but it's still the system's one major weakness. Switch 2 games: first party, third-party, and upgrades Like any Nintendo console, the Switch 2 will live and die by its games. We won't have a full picture of how robust its library is for a few years, but the system is off to a good enough start with some promising things on the horizon. On the first-party front, the main attraction is Mario Kart World. That's the system's Breath of the Wild equivalent, meant to be a launch day blockbuster that survives the system's lifespan. It's undoubtedly fun and an obvious must-have for anyone looking to use the console socially, but like the Switch 2 itself, it's a safe start. It's a reliable kart racer whose wow factor rests solely on a novel, but somewhat sparse open-world. It's not Zelda caliber, but it's a good showpiece for features like GameChat and camera integration. Aside from that, Nintendo's first-party efforts are a waiting game that will reward anyone who decides to wait for the holidays to grab the system. Nintendo Switch 2 Welcome Tour is a neat idea for a tech demo, but it only teases what the system can do. Donkey Kong Bananza, Metroid Prime 4: Beyond, Pokémon Legends Z-A, and Kirby Air Riders will all have to prove that the system's success doesn't rest solely on Zelda or a new 3D Mario game. Based on what we've demoed, it seems like at least some of those games will deliver. To help fill the gaps, Nintendo will release several Switch 2 Editions of the Switch's greatest hits. Breath of the Wild and Tears of the Kingdom look better than ever on the new device, but titles like Pokémon Scarlet and Violet really do feel like new experiences to some extent. These updates aren't a good enough reason to fully replay a game, but they do help broaden what's available out the gate for those who have some gaps in their Switch library. The most important difference between this console launch and Nintendo's previous ones is how third-party developers are playing a role. The launch line up has already given us some big games from Cyberpunk 2077 to Sonic X Shadow Generations. Some games are a better fit than others. While Split Fiction loses some of its visual luster on Switch 2, Civilization 7's mouse control support makes it a better fit here than on PS5 or Xbox Series X. All that really matters here is that third-party partners seem to be all-in on the system, which puts the Switch 2 in a much healthier software position from the jump. Switch 2 controls: new Joy-cons, mouse mode For its controls, the Switch 2 comes with a new iteration on the Joy-cons. If you simply hated the feel of those controls on Switch, the new versions won't do much to change your mind. The joysticks are a little bigger, but they're otherwise the same in terms of feel. I'm the rare sicko who loved using the original Joy-cons in a grip, but that's less viable here. The newly redesigned grip is a big misfire, as its side grips aren't rounded on top. The space where you'd usually rest your palms is flat, which leaves your hands awkwardly hovering in negative space. If you hate using the Joy-cons, you'll really want to grab a traditional Pro Controller (the new version for Switch 2 is a small, but great upgrade thanks to added back buttons). You do at least get some slight tweaks here that were much needed. The joysticks are bigger, as are the shoulder buttons on the detached Joy-cons. I would have loved to see some extra ergonomic considerations here, but the small improvement is on brand for the console's grand theme: It's the Switch, but just a little better. The new Joy-cons get rid of the Switch's rarely used IR sensors, which aren't missed. It does keep HD Rumble, a feature that never really did much to differentiate itself from regular old rumble. It still feels a little plain next to the Dualsense's full haptic feedback, but it does come with a surprising trick or two. As Nintendo Switch 2 Welcome Tour will teach you, the vibration can get so fast that the controllers can actually simulate sounds like a 1-Up in Mario. I don't know if that will amount to anything more than a fun party fact, but it's something. The truly new feature is the Joy-cons' mouse functionality, and that's the big area where the Switch 2 really feels innovative in terms of what it does for play. Both controllers can be placed on a flat surface and moved around like a mouse, both to control supported games and to navigate the Switch's menus like a desktop. It's a goofy idea on paper that works remarkably well in practice. Based on my testing, the mice are pinpoint accurate even when I'm using my jeans as a mousepad instead of a table. Using them to place buildings in Civilization 7 or play high-speed minigames in Nintendo Switch 2 Welcome Tour feels natural, like using a PC mouse. The Joy-con triggers just so happen to be in the perfect spot to function as clickers too. It all seems strange at first, but I've adapted to it incredibly well and am quietly hoping this is the one feature that competitors take from this generation. I will note that during my initial testing, I was able to accidentally trigger the mouse cursor on screen while just holding the Joy-cons normally. I have not been able to reproduce that since, but it does seem as though the sensors can be a bit sensitive. Thankfully, you can disable the functionality in the settings menu if you're worried about it screwing you up at the worst moment possible. It's not just that the Switch 2 has a mouse; it's that it has two that can be used simultaneously. That's where the console gets more into gimmick territory, but there's some potential waiting to be unlocked here. You can use two controllers simultaneously as mice, which opens the door for some original experiences. In Bravely Default: Flying Fairy HD Remaster, for instance, I can play a minigame where I steer a ship's wheel and control a cockpit full of controls around it. Another rhythm minigame tasks me with catching beats in a line formed between my Joy-cons. Those controls can seamlessly pair with motion support too, allowing players to pick up their Joy-con to shoot a basket in Drag X Drive and then place it back down to keep driving. Inventive ideas like that leave lots of rooms for designers to experiment. But realistically, I don't think that will happen very much. The two-mouse setup very much feels like the kind of feature Nintendo will play with in first party games, but is minimally used elsewhere. Even Mario Kart World doesn't try to use the feature, and that's the console's big launch game. The real future for mouse controls feels like it's in first person shooters, strategy games, and other PC friendly genres that rarely adapt well to controllers. That's less exciting than the idea of inventing entirely new games, but it's a practical truth that'll likely limit a good idea. Switch 2 social features: GameChat, game sharing, camera support While mouse controls are a strong innovation, they aren't the Switch 2's real tentpole feature. That would be the system's surprisingly impressive social functionality. GameChat allows players to essentially set up a Zoom call within their system on the fly with the press of the new C button. Up to four players can enter a chat at once, using USB-connected cameras to share their video. I've been using Nintendo's official 1080p camera during testing, but I've also plugged in a random Logitech cam and that worked with no friction. Video comes in fairly clear and the face tracking tech always keeps my head in frame even when I'm using a transparent background. Transparency mode works fairly well, though it does occasionally pick up some visual noise in the tapestry behind my couch. While a microphone can be plugged in, the console itself has one built in that can work even when docked. My early tests with it have been shockingly positive. I figured that it wouldn't pick me up clearly when sitting far away from my dock, but I was coming in loud and clear according to the people I've chatted with. The microphone knows whether you're using the console docked or in handheld mode and seems to regulate the volume based on that quite well. More impressive is how well it handles background noise. My dock is directly in front of my TV, so game audio was pushing straight into it during my tests. The noise reduction seemed to cut that out entirely, only bringing my voice through. That's not the only magic trick either. GameChat features a speech-to-text option that will transcribe all chat audio live with surprising accuracy. It even splits that transcription up based on whoever is speaking. There's even a text-to-speech option that's just as impressive. By opening the GameChat menu, I can pull up an on-screen keyboard, type something in, and have it read out loud. What's better is that I was able to plug a keyboard into my dock through its USB port and start typing in that box instantly, no settings change required. While not every USB accessory works quite as seamlessly (my XR glasses don't connect, and plugging in a mouse doesn't seem to work for menus, though the option seems to be supported in some games), it's a big step for a Nintendo console. As great as GameChat can be, there are some big catches. Players can all screen share while in a chat, but the video comes through at the kind of frame rate that you see when you try to put a video in a PowerPoint slide. It's not a very viable way to actually watch someone play a game, which is a shame considering that there's a lot of potential there. I couldn't make out much at all when I expanded a friend's window and tried to watch his choppy, low resolution Mario Kart World gameplay. More successful is Game Share, the second piece of the system's social offerings. Players are able to share select games with friends either locally or while in GameChat. Doing so instantly lets a player jump into that game without downloading it. During a test, a friend invited me to join him in Super Mario Odyssey while we were chatting. A feed of Odyssey popped up on my screen and I was instantly controlling Cappy. The resolution and frame rate can be rough during dips, but the feed looks a lot better than screen shared games do. Lag seems to be quite minimal too based on my testing, as I was able to jump my pal over a river with accuracy. The feature only works for supported games, but it does genuinely feel like the console's most revolutionary idea so far. If you were to isolate any small upgrade that I've discussed in this review, the Switch 2 might sound like a modest upgrade. The more I've tested, though, the more I'm finding secret depth to it all. The power boost is significant, mouse controls are a great addition, and GameChat has exceeded my expectations so far. The design and UI still do leave me feeling like I'm using the same console, but everything starts to add up as I get more into a day-to-day groove with it. I have years of testing ahead of me, and we intended to treat this review as a work in progress just as we do with all console reviews, but we're starting from a high point. The games will decide whether we go up or down from here. How we tested the Switch 2 Our initial Nintendo Switch 2 review was largely based on hands-on time with our review unit, but we also incorporated some testing we did pre-launch. That included a bit of our first hands-on session with Nintendo Switch 2 in April, but we cross-referenced any findings there with our review unit to verify that information was still accurate. We also incorporated impressions based on a full day of testing the week before the console came out, as we had a chance to test some camera and GameChat features in depth and felt comfortable having those inform some of our final impressions. Once we got our hands on the system, we tested it extensively in a variety of use cases. We tested it on a 4K TV, a cruddy hotel screen, handheld mode, tabletop mode. We took it on the subway and used mouse controls on an airplane tray table. We tested a large variety of games including Mario Kart World, Nintendo Switch 2 Welcome Tour, Bravely Default: Flying Fairy HD Remaster, Rune Factory: Legends of Azuma and more. We tested several Nintendo Switch games on Switch 2, including games that got official updates and ones that did not. We used Balatro to test the touch screen, Fitness Boxing 3 to put the Joy-con 2 gyroscopes to the test, and Lumines Remastered to test latency on TV. Many more were tested alongside those examples. We tested GameChat extensively with other members of the press, stress testing it as best as possible. That included Game Share testing, as well as seeing how well the connection held up on hotel wi-fi. We used Nintendo's camera when testing GameChat, but we also tested other webcams, as well as third-party devices like USB keyboards and mice. Other peripherals tested included the Nintendo Switch Pro controller and the Joy-con wheel. While we feel comfortable enough to put out a scored review, we will continue to test the system post-launch and update this review with any relevant findings throughout the system's lifespan.