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The best VR headsets for 2026

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Stepping into VR is about more than strapping on a headset and loading a game. The best VR headsets today are gateways to fully realized experiences, whether that’s gaming, fitness, creative work or simply spending time inside a richly rendered virtual world. As the hardware has improved, so has the sense of presence, with sharper displays, wider fields of view and tracking systems that make movement feel more natural and responsive. The result is VR that feels less like a novelty and more like a platform you can actually spend time in.

That said, not every headset is built for the same function. Some prioritize ease of use and standalone play, while others demand a powerful PC in exchange for higher fidelity. Compatibility also matters more than ever, especially as VR begins to overlap with mixed reality and early smart glasses experiments. Whether you want a simple way to explore virtual spaces or a high-end rig that pushes immersion as far as possible, this guide breaks down the best VR headsets you can buy in 2026 and explains who each one is really for.

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Best VR headsets for 2026

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Photo by Devindra Hardawar / Engadget

Read our full Meta Quest 3 VR headset review

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Storage capacity: 128GB | Battery life: 2.2 hours | Field of view: 110 degrees (horizontal), 96 degrees (vertical) | Max refresh rate: 120Hz

The long-awaited follow-up to the Quest 2 is an upgrade in every respect: It’s more comfortable to wear, it has higher quality screens and it has full-color mixed reality cameras, allowing you to see the real world alongside virtual elements. While it’s more expensive at $500, it’s also a far more capable headset than the Quest 2 and the new Quest 3S, with hardware and optics that will keep you happily immersed in VR for years.

The Quest 3 is powered by Qualcomm’s Snapdragon XR2 Gen 2 chip, which Meta says has double the graphics power of the Quest 2. That additional power is noticeable in games like Red Matter 2, which feature updated textures that deliver an experience closer to PC VR. The Quest 3’s new displays run at 2,064 by 2,208 pixels per eye, offering an even better experience than the PlayStation VR2. Its mixed reality cameras also let you easily see the real world, in case you need to quickly answer a text or Slack message. And they enable games that can be built around your room.

What makes the Quest 3 interesting is that it offers more than just solid VR: It also gives you a glimpse at what a mixed reality future could be, blurring the line between the real world and a virtual world. While it’s not as sharp or capable as Apple’s Vision Pro, that’s understandable. And just like previous Quest headsets, you can also plug it into a gaming PC for higher quality VR experiences, expanding its compatibility beyond standalone use.

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Pros
  • Sharp new screens and lenses
  • Faster performance
  • Mixed reality cameras make it easier to see the real world
  • Adjustable for glasses
Cons
  • More expensive than before
  • Only 128GB of storage to start
  • No battery life improvements
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Devindra Hardawar for Engadget

Read our full Apple Vision Pro M5 review

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Storage capacity: Up to 1TB | Battery life: 2.5 hours | Field of view: 100 degrees | Max refresh rate: 120Hz

Apple’s first update for the Vision Pro is basically just a spec bump, but it’s at least a sign that the company hasn’t forgotten about its whole spatial computing endeavour. It’s faster and more power efficient, thanks to the M5 chip, and it also ships with a more comfortable Dual Knit Band that does a better job of balancing such a heavy headset.

With its additional power, the M5 Vision Pro can render 10 percent more pixels than the original model, and it can reach up to a faster 120Hz refresh rate for smoother scrolling. I couldn’t see a major difference in our testing, but I can confirm its Micro OLED screens still look phenomenal. They’re crisp enough for reading text on websites and a mirrored Mac, plus can also scale to extreme heights for stunning Immersive Video content.

Given its high $3,500 price and limited content, though, the Vision Pro is still clearly not meant for typical consumers, with its primary function leaning more toward development and experimentation than everyday VR use. Instead, like the original, it’s basically just a highly polished developer kit for people interested in building visionOS apps. Apple diehards will likely get a kick out of it too, but practically most people interested in AR and VR are better off buying a Meta Quest 3 alongside a gaming PC, especially as lighter smart glasses concepts continue to evolve separately from full headsets.

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Pros
  • Faster M5 chip
  • Excellent displays
  • Hand and eye tracking work well
  • Support for PS VR2 controllers
Cons
  • Expensive
  • Limited immersive video and apps
  • Relatively heavy
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Photo by Devindra Hardawar / Engadget

Read our full Meta Quest 3S VR headset review

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Storage capacity: 128GB, 256GB | Battery life: 2-3 hours | Field of view: 96 degrees | Max refresh rate: 120Hz

The Quest 3S is Meta’s latest entry-level VR headset, but don’t let its reasonable $300 price fool you: It’s also a remarkable achievement for the company. It sports the same Qualcomm Snapdragon XR2 Gen 2 chip as the Quest 3, as well as a healthy 8GB of RAM, allowing it to power the same experiences as its pricier sibling. It also features Meta’s excellent Touch Plus controllers, which deliver solid motion controls, as well as responsive joysticks and buttons.

The only major downside is that the Quest 3S isn’t nearly as sharp as the Quest 3. It features the same 1,830 by 1,920 pixel per eye screen from the Quest 2, while the Quest 3’s screen offers 30 percent more pixels (2,264 by 2,208 pixels per eye), to deliver a sharper and more realistic image.

VR newbies probably won’t notice the difference much though, and that’s what really matters. The Quest 3S is just as comfortable as the Quest 3 to wear, and it can easily access the same apps and games on the Meta Quest Store. There’s no headphone jack either, but its built-in speakers deliver solid enveloping audio for games like Maestro, and you could also plug in a USB-C to 3.5mm adapter, or just pair wireless headphones.

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The Quest 3S can connect to gaming PCs over USB-C or wirelessly to play more intense VR experiences, giving it strong compatibility with both standalone and PC-based setups. It can also wirelessly stream your gameplay to Chromecast devices, or to AirPlay devices by mirroring the Quest app from an iPhone. If you’re still holding onto the Quest 2, or an original Quest, the Quest 3S is precisely the inexpensive upgrade you’ve been waiting for.

Pros
  • Fast performance
  • Comfortable to wear
  • Excellent controllers
  • Large app library
Cons
  • Older Fresnel lenses lead to artifacts
  • No headphone jack
  • Average mixed reality cameras
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Photo By Devindra Hardawar / Engadget

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Read our full PlayStation VR2 headset review

Storage capacity: 128GB, 256GB | Battery life: 3 hours | Field of view: 110 degrees | Max refresh rate: 120Hz

The PS VR2 is one of the best headset we’ve tested. It offers dual 2K OLED HDR screens, effectively giving you 4K quality. It’s one of the most comfortable headsets around. And it has some genuinely refreshing new features, like eye tracking and headset haptics. (Yes, it can literally rock your noggin.) Best of all, the PS VR2 delivers high-quality virtual reality without the need for a $1,000+ gaming PC – all you need is a PlayStation 5, making its core function tightly focused on console gaming.

Now, our recommendation comes with a few caveats. At $550, the PS VR2 is more expensive than the PS5 itself. And it’s unclear how quickly its game library will fill up. The initial run has only a few exclusives, like Horizon VR and Gran Turismo 7, and we haven’t seen many new titles since then. But it’s still the easiest way to experience high-end VR, and it’s a major upgrade over the original PS VR.

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Pros
  • Excellent OLED displays
  • Comfortable fit
  • Headset haptics feel immersive
  • Sense controllers are solid
Cons
  • Incredibly high launch price
  • Limited new titles
  • Long term development is suspect
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Read our full Valve Index VR kit review

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Storage capacity: N/A | Battery life: 7 hours | Field of view: 108 degrees | Max refresh rate: 120Hz

Valve’s Index kit remains one of the best high-end solutions on the market that provides a truly immersive VR experience. For $999 you get the Index headset, Valve’s finger tracking controllers and two SteamVR base stations. While we’ve seen higher-resolution headsets arrive in the last two years, it’s still a very solid option, with a 1,440 by 1,600 pixel resolution, an eye-watering 144Hz refresh rate and a massive 130-degree field of view. I’d gladly lose a few pixels for the Index’s smoother and more expansive screen, which are still far beyond most other consumer headsets.

As a SteamVR product, the Index requires installing two sensors at opposite corners of your room, which limits its compatibility but enables extremely precise tracking. And of course, it’s wired to your PC. But that clunkiness is worth it for the higher refresh rate and more accurate tracking, especially if you want the deepest possible sense of immersion in a virtual world. Sure, it’s not as easy to use as the Quest 3S, but at this price range, we assume you’ll suffer a bit of inconvenience to get a truly high-quality VR experience.

Valve’s finger tracking controllers are fantastic as well, with a convenient strap that locks them onto your hands. They make playing Half-Life: Alyx feel like a dream. It’s unfortunate that other VR games haven’t fully taken advantage of the finger tracking though.

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Pros
  • 144Hz refresh rate with a 130-degree field of view
  • Excellent finger-tracking controllers
  • Stellar performance
Cons
  • Requires installing sensors in your room
  • Wired design
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Photo by Devindra Hardawar / Engadget

Read our full Bigscreen Beyond VR headset review

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Storage capacity: N/A | Battery life: 2 hours | Field of view: 102 degrees | Max refresh rate: 90Hz

Essentially an upgrade for the Index, the Beyond is a unique spin on a VR headset from Bigscreen, with a function that prioritizes comfort and visual fidelity over convenience, the developer of a popular app for watching video in VR. It looks more like an oversized pair of goggles than a massive VR headset. The $999 Beyond is the lightest VR option we’ve ever seen (it weighs a tad more than a deck of playing cards), and its Micro-OLED screens are sharp and offer near-perfect contrast. Unlike LCD screens, black can look genuinely black with the Beyond.

The downside, though, is that the Bigscreen Beyond is expensive. It’s $999 on its own if you’re just upgrading a Valve Index setup. If you’re starting from scratch, though, you’ll also need to buy two Steam VR base stations and a pair of Index controllers. That adds up to a whopping $1,578.

The Bigscreen Beyond also requires a custom face cushion, which is built from a 3D facescan when you place your order. Unfortunately, that makes it harder to share than other headsets. There’s also no room for glasses, since it’s so slim. You can buy prescription lens inserts from Bigscreen for an additional fee. And of course, you’ll have to live with a cable tethered to your PC, there’s none of the freedom of the cordless Meta Quest headsets.

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For all of its complexity, though, the Bigscreen Beyond delivers the most immersive PC VR experience I’ve ever seen. Since it’s so light, you can easily wear it for hours. Together with its glorious screens, it’s the best option for VR enthusiasts who don’t mind dealing with cost and complexity for true immersion.

Pros
  • Incredibly light and comfortable
  • Sharp and bright Micro-OLED screens
  • Works alongside existing Valve Index accessories
Cons
  • Expensive
  • No built-in audio
  • Still exhibits artifacting like other VR headsets

How we test VR headsets

I tend to judge candidates for the best VR headset on a few basic criteria: Ergonomics, immersion and controls. It’s not that hard to shove a mobile display into a plastic headset and strap some cheap elastic headbands onto it. But it takes real design skill to craft something that’s well balanced, includes a supportive headstrap, and doesn’t feel uncomfortable after 30 minutes.

My test for ergonomics is fairly simple: How long can I wear a headset until I start to feel discomfort? For the most ergonomic devices, like the Quest 3, that could easily be an hour or two. But heavier PC hardware often feels cumbersome after just 15 minutes — you won’t find those kinds of devices in our list of the best VR headsets.

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Immersion, meanwhile, comes from having high resolution screens with fast refresh rates, like a 120Hz refresh rate, helping users feel fully present inside a virtual world. Field of view is also a major element, as it describes how well VR screens can cover what you see. A narrow FOV makes it feel like you’re peering through a pair of binoculars, which limits your sense of “presence.” The best VR headsets aim for a wider field of view, helping virtual environments feel more natural and fully surround you.

A wide field of view, on the other hand, can make it seem like you’re actually flying over the globe in Google Earth. We look at a few popular video games, like Superhot, Beat Saber and Pistol Whip, on every headset to judge how immersed we feel and how enjoyable the gaming experience is overall.

The best controllers fit naturally in your hands and offer accurate tracking. The industry has basically adopted the design of Meta’s excellent touch controllers, but we’re also seeing intriguing leaps forward like Valve’s finger tracking gamepads. We judge controllers based on how easy they are to hold, how they hold up to sweaty gameplay sessions and how easily headsets can track their position in space.

However, it’s important to look at a virtual reality headset’s specs as a whole, including compatibility with your existing hardware and the kind of experiences you plan to use it for. Depending on what you’re looking for in yourVR headset, you’ll want to consider factors like your PC’s CPU and graphics card if you plan to use the headset to play the best VR games. You might not need a super powerful PC, but you should check the minimum requirements for the headset you’re looking to purchase. If you’re not looking to invest in a VR headset solely for gaming, features like head tracking allow you to explore your environment just by simply moving your head in the simulator. This often results in a more immersive and realistic experience.

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Other VR headsets we’ve tested

HTC Vive Focus Vision

The Vive Focus Vision is a sleek premium standalone VR headset that can also deliver solid PC VR. But it’s also running aging hardware, it’s riddled with software issues and it’s expensive compared to the Meta Quest 3.

Meta Quest Pro

As great as the Meta Quest 3 is, the Quest 2 is still a very good entry-level VR headset, and it’s worth considering if it’s on sale below its current $250 list price. The Meta Quest Pro, on the the hand, is an expensive boondoggle best ignored.

HTC Vive Pro 2

Outside of Meta’s hardware, the HTC Vive Pro 2 remains a fantastic PC headset, but it’s far more expensive than the Valve Index, which is more comfortable and offers better audio.

VR headset FAQs

How do VR headsets work?

At the most basic level, a VR headset is simply a high quality screen that you’re holding up to your face. For a wired headset, the actual work of rendering a game is done on either a PC or game console. For completely wireless devices, like the Meta Quest 3, that work is handled right on the headset. They rely on either external sensors, or sensors built into the headsets, to map your physical space. While you can use a traditional gamepad or keyboard and mouse in VR, they typically use motion tracking controllers to immerse you in their 3D environments.

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What VR headset is best for full body tracking?

While we’re still waiting for a truly great haptic VR bodysuit to arrive, you can still achieve accurate body tracking with most Steam VR-compatible PC headsets. The Valve Index and HTC Vive Pro 2 both rely on room-tracking sensors that can map your body more effectively than the built-in sensors on competitors. You can also add HTC Vive Trackers to wrist and leg straps, as well as belts, for even better coverage. The Meta Quest 3 doesn’t have any easy body tracking solutions, but you can add Vive trackers when it’s plugged into your PC to mimic a Steam VR headset.

Only a few experiences, like VRChat, take advantage of full body tracking at the moment. Currently there aren’t any body tracking solutions for the PlayStation VR and VR2, but we’re intrigued by the company’s Mocopi body trackers, which were really announced in Japan.

What VR headsets are better than Oculus?

Oculus is the previous name for Meta’s VR hardware. Currently, Meta only supports the Quest 3, Quest 3S and Quest Pro, all of which are wireless headsets. As we explain above, PC VR headsets can generally achieve better quality virtual reality, since they rely on more powerful graphics hardware.

What VR headsets work with Xbox?

Currently, Microsoft’s Xbox consoles don’t support any VR headsets.

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Recent updates

November 2025: Updated to include the Apple Vision Pro M5.

April 2025: Updated to include review scores for our top picks, where applicable.

November 2024: Added the HTC Vive Focus Vision to the “others we tested” section.

October 2024: Updated our “best cheap VR headset” top pick to be the Meta Quest 3S.

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Tom Stanton’s Hand-Cranked Plane Soars After Mere Seconds of Effort

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Tom Stanton Electric Wind-Up Plane Hand-Cranked
Tom Stanton has spent years fiddling with many strange flying machines. His current idea cleverly updates a traditional toy. Rubber band planes have been around forever, storing energy in twisted bands that then spin a propeller. The problem is that they must be wound up for several minutes merely to produce a short burst of flight. Stanton sought to create a flying machine that was faster, more practical, and could be built with easily accessible components.



Instead of relying on rubber bands, Stanton used supercapacitors to store energy. A hand crank generator charges the capacitors up to a 10-farad unit, which weighs just 3 grams and takes just a few seconds to charge. To keep an eye on things, an analog voltmeter is used to ensure that the voltage does not exceed 2.7 volts and destroy the capacitor. Once fully charged, the capacitor powers a small brushed motor repurposed from a toy drone, which propels a propeller engineered to work efficiently with the capacitor’s low voltages.


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Tom Stanton Electric Wind-Up Plane Hand-Cranked
Stanton just printed the wings directly onto tissue paper. He used a textured construction plate secured with magnets so that the printer could lay down the structure without breaking the paper. After finishing the print, he simply clipped the edges, applied some adhesive, and used a heat gun to mold the paper so it could function as an airfoil. The initial effort at a wing was a disaster, as it flexed too much under load, sending the plane straight into the ground. However, later versions converted to shorter wings with a greater aspect ratio, which solved the problem by reducing flex and drag while adding minimal weight.

Tom Stanton Electric Wind-Up Plane Hand-Cranked
The plane’s fuselage is built of carbon fiber rods, which provide it strength without weighing a ton. Stanton built notches into the rod to prevent it from being drilled out of the holes, allowing the wings and tail to slip in and out with a simple friction fit, making changes easy when testing the plane. The tail is a 3D print that is glued to the back of the rod, and up front, a small steel bolt serves as the nose weight to keep everything balanced. Stanton adjusted the wing mount slightly to keep the propeller out of the line of the airflow, and a printed bracket connects the capacitor and motor and simply clips into the rod.

Tom Stanton Electric Wind-Up Plane Hand-Cranked
First, Stanton tested the basic glider on its own, as it was so light (weighing only 3.8 grams) that it flew through the air like a dream and outperformed a simple paper plane. Adding the power system increased the total weight to 15.6 grams, which isn’t terrible given it’s still lighter per square inch than most paper airplanes. When he tried it with the power system, it shot up high after launch and settled into a long, steady glide. Cranking the hand crank for 4 seconds gave him 45 seconds of flight time, but what about the charging time? It was a blazing 0.1 seconds. Stanton thought the charging-to-flight time ratio was impressive to say the least, especially since the charging process takes roughly the same amount of time as blinking.

Tom Stanton Electric Wind-Up Plane Hand-Cranked
Cold and damp air reveal one weakness: tissue paper absorbs moisture and loses rigidity quickly. The wings began to sag and the plane fought to stay aloft, as Stanton mentioned in his video, although other individuals have had success with minor repairs such as coatings on comparable planes. To be fair, the primary design of the product demonstrated that the concept works. In the end, the last plane popped right up off the ground, kept altitude far longer than I expected, and then glided down for a rather easy landing.

Tom Stanton Electric Wind-Up Plane Hand-Cranked
Stanton made the glider files accessible on Printables, allowing anyone to print their own version and try it out. The entire project is very simple, as it just requires some basic hardware: a 3D printer, a piece of tissue paper, a carbon rod, and the minimum essentials of some electronics. There are no sophisticated or high-tech materials or intricate machine work involved.

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Comparing 12 VDC Air Fryers With Regular 240 VAC Ones

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That boiling water is a contentious topic of discussion is clear, but what about hot air? When you take a 12 VDC, 280 Watt-rated air fryer and pit it against a bog-standard 240 VAC, 1400 Watt unit, which one would you want to use when you’re doing some camping or other exciting off-the-grid opportunities? Unlike with boiling water the physics aren’t as clear-cut here, so [Cahn] did some testing to figure out exactly what the efficiency numbers look like

Since air fryers rely on the transfer of thermal energy from the resistive heating element into the food, any thermal energy that’s not immediately transferred is effectively wasted. This, combined with the relatively low power rating and thus much higher time demand of the low-voltage air fryer is enough to set one’s expectations pretty low.

As scientific test samples chicken nuggets were used with the test, following a preheating period for the 12 VDC unit. Both units managed to hit a safe temperature inside the nuggets after 20 minutes, thus successfully staving off food poisoning, but the browning with the 240 VAC air fryer was much better.

As for the efficiency, the 12 VDC unit required 150 Wh for 20 minutes plus the 10 minutes of preheating, with 45 minutes total at 225 Watt to get proper browning. Meanwhile the 240 VAC unit burned through 250 Wh in 20 minutes, with no pre-heating, though only 230 Wh with no inverter losses included. As a final test, the 12 VDC unit was run at 400 Watt using 14.6 VDC input, which did indeed get it up to temperature much faster.

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Thus both are equivalent, just with the caveat that the low-voltage unit will take considerably more time to get the same result. This mirrors the results with boiling water, where most options mostly vary in how much time they require to get water up to a boiling temperature.

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Sperm Whales’ Communication Closely Parallels Human Language, Study Finds

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An anonymous reader quotes a report from the Guardian: We may appear to have little in common with sperm whales – enormous, ocean-dwelling animals that last shared a common ancestor with humans more than 90 million years ago. But the whales’ vocalized communications are remarkably similar to our own, researchers have discovered. Not only do sperm whale have a form of “alphabet” and form vowels within their vocalizations but the structure of these vowels behaves in the same way as human speech, the new study has found.

Sperm whales communicate in a series of short clicks called codas. Analysis of these clicks shows that the whales can differentiate vowels through the short or elongated clicks or through rising or falling tones, using patterns similar to languages such as Mandarin, Latin and Slovenian. The structure of the whales’ communication has “close parallels in the phonetics and phonology of human languages, suggesting independent evolution,” the paper, published in the Proceedings B journal, states. Sperm whale coda vocalizations are “highly complex and represent one of the closest parallels to human phonology of any analyzed animal communication system,” it added.

[…] The new study shows that “sperm whale communication isn’t just about patterns of clicks — it involves multiple interacting layers of structure,” said Mauricio Cantor, a behavioral ecologist at the Marine Mammal Institute who was not involved in the research. “With this study, we’re starting to see that these signals are organized in ways we didn’t fully appreciate before.” The latest discovery around sperm whale speech has inched forward the possibility of someday fully understanding the creatures and even communicating with them. Project CETI has set a goal of being able to comprehend 20 different vocalized expressions, relating to actions such as diving and sleeping, within the next five years. A future where we’re able to fully understand what the whales are saying and be able to have a conversation with them is “totally within our grasp,” said David Gruber, founder and president of Project CETI. “We’ve already got a lot further than I thought we could. But it will take time, and funding. At the moment we are like a two-year-old, just saying a few words. In a few years’ time, maybe we will be more like a five-year-old.”

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This beanie turns your thoughts into text, and it’s the least obnoxious wearable I’ve seen in years

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A new wearable device that looks like a simple beanie could soon change how people interact with computers. Developed by Silicon Valley startup Sabi, the prototype uses brain-computer interface (BCI) technology to convert a user’s internal speech into text, effectively allowing them to “type” using their thoughts.

According to a report by WIRED, the device is designed to be one of the least intrusive brain-tech wearables yet, avoiding the bulky, futuristic look of many experimental headsets. Instead, it blends into everyday clothing, making it more practical for daily use.

A Wearable That Listens To Your Thoughts

The beanie works using electroencephalography (EEG), a non-invasive method that reads electrical signals from the brain through the scalp. Unlike implant-based systems such as those being developed by companies like Neuralink, Sabi’s approach does not require surgery.

The goal is to detect “internal speech” – the words people think but don’t say out loud – and convert it into text on a connected device. If successful, this could allow users to communicate or control devices without speaking or typing.

To improve accuracy, the beanie reportedly includes tens of thousands of miniature sensors, far more than traditional EEG devices. This high-density sensing is designed to capture more detailed neural signals, helping the system better interpret what the user is thinking.

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Why This Approach Matters

Brain-computer interfaces are not new, but most existing systems fall into two categories: invasive implants or bulky external hardware. Both approaches have limited mainstream adoption due to medical risks, cost, or usability challenges.

Sabi’s beanie takes a different path by focusing on comfort and accessibility. The device is designed to work out of the box without requiring daily calibration, which has been a major limitation for many BCI systems.

Early targets suggest typing speeds of around 30 words per minute, with the potential to improve as users become more familiar with the system.

This could open up new use cases, from accessibility tools for people with disabilities to hands-free computing for everyday users.

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The Challenges Of Reading The Mind

Despite its promise, the technology faces significant hurdles. Brain signals vary widely between individuals, and even the same thought can produce slightly different neural patterns each time.

To address this, Sabi is developing a large-scale AI model trained on thousands of hours of brain data collected from volunteers. The aim is to identify patterns that correspond to internal speech across different users.

However, experts caution that “mind-reading” remains a complex and often overstated concept. Current systems can decode limited patterns or commands, but translating continuous, natural thought into text is still an evolving challenge.

Privacy And Ethical Questions

One of the biggest concerns surrounding this technology is privacy. Neural data is deeply personal, potentially revealing thoughts, intentions, and cognitive patterns.

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Sabi says it is addressing this by encrypting data and working with neurosecurity experts to ensure safe handling. Still, the broader conversation around brain data rights and ethical use is likely to grow as such devices move closer to commercialization.

What Comes Next

The company is aiming to release its first consumer version of the beanie – and a cap variant – by late 2026.

If successful, the device could represent a shift toward more subtle, everyday brain-computer interfaces that integrate seamlessly into daily life.

For now, the idea of typing with your thoughts may still feel futuristic. But with devices like this beanie, that future is starting to look a lot more wearable—and a lot less intrusive.

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Casely Power Pods recall reannounced after a fatality in New Jersey

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After one person passed away and after dozens more were injured, Casely has reannounced a recall of its MagSafe-compatible power bank.

Two handheld battery packs side by side: a bright pink one labeled Recalled 4/1/25 #1, and a black Casely PowerPod with lightning bolt charging symbol and technical specifications.
Casely has reannounced its 2025 recall of the 5,000mAh Power Pods MagSafe charger.

Back in April 2025, Casely and the US Consumer Product Safety Commission (USCPSC) published a recall of the 5,000mAh Power Pods wireless. More than 429,000 units were recalled, following 51 incidents of the products “overheating, expanding, or catching fire,” ultimately causing burns.
A year later, the same recall has been reissued, as 28 additional incidents have occurred. “The recalled power banks pose a risk of serious injury or death from fire and burn hazards to consumers,” says the USCPSC.
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Swiss Privacy Goes Global: Proton VPN Grows Coverage to 145 Countries

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Privacy in the digital age is more important than ever, and using a strong VPN can help keep your internet behavior safe from prying eyes. We write a lot about VPNs, and one provider has been making moves over the past two weeks to expand its global coverage. 

Proton VPN is the privacy tool in question, and the Swiss-based company’s network, which has the best free VPN option on the market, now spans roughly 20,000 servers across 145 countries — with new server locations in Lebanon, Nicaragua, Gabon, Papua New Guinea, Kyrgyzstan and the Democratic Republic of the Congo — making it the top provider on our best VPN list for worldwide coverage. 

VPNs, or virtual private networks, operate by masking your actual IP address with one from a remote server, allowing you to disguise your location and keep your internet activity secure.

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There are a multitude of ways a VPN can enhance your experience, whether you’re looking to access streaming titles from another country or get around oppressive government firewalls that can block important information and communication pathways, and impede an open, uncensored internet.

Proton VPN now has the biggest global footprint out of all the VPNs CNET has tested. It has a vastly larger number of servers than NordVPN (9,300), and its reach exceeds NordVPN’s (135 countries), ExpressVPN’s (105 countries) and Surfshark’s (11 countries). 

There is one caveat in all of this expansion: Proton VPN doesn’t have a server presence in all 50 US states, unlike NordVPN. That said, it’s still an excellent choice for watching streaming TV shows and movies — especially if you’re traveling internationally.

A Proton VPN spokesperson didn’t immediately respond to our request for comment.

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Roblox Will Pay $12 Million to Settle Nevada Child Safety Lawsuit

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Popular gaming platform Roblox agreed to pay more than $12 million and implement new safety features as part of a settlement with the state of Nevada. This settlement comes amid several lawsuits accusing the company of an alleged lack of protection of children on the platform. 

The agreement resolves potential litigation over allegations that Roblox failed to adequately safeguard children while they played the online game, Nevada Attorney General Aaron Ford said in a press release on Wednesday. 

As part of the deal, Roblox will spend $10 million over three years to encourage children to engage in non-digital activities, as well as institute age verification for all users. This will include “facial age estimation technology and government-issued ID for age assurance, and will use behavioral monitoring to identify users who may have been aged incorrectly,” according to the press release. 

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“The injunctive relief that Roblox has agreed to will give parents the tools they need to protect their children on the platform; institute default protections to block predators from engaging with children; and ensure that messages involving minors are not encrypted,” Ford said in the press release.

Roblox also committed to spending $1 million over two years on a campaign to educate minors and adults about online safety and another $1.5 million to develop a law enforcement liaison position to work with state law enforcement agencies over concerns about the platform. 

Roblox Chief Safety Officer Matt Kaufman said it’s part of the company’s “work to establish a new standard for digital safety.”

“This resolution creates a blueprint for how industry and regulators can work together to protect the next generation of digital citizens,” Kaufman said Thursday. “We have no finish line when it comes to safety.”

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Roblox is under significant legal pressure amid more than 140 lawsuits, according to Reuters. The suits, filed in 2025, allege the company knowingly created a gaming platform that allowed child predators to target minors. 

The company also faces lawsuits from state attorneys general in Texas, Kentucky, Louisiana, Iowa, Nebraska, Tennessee and Florida over similar accusations.

Age-based accounts coming soon

Two days before the settlement announcement, Roblox CEO and founder David Baszucki revealed new accounts for younger Roblox users.

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Roblox Kids will be available for children between the ages of 5 and 8, and Roblox Select is for those ages 9 to 15. Roblox is reportedly used by nearly half of US children under 16. Children who are older than 16 will be in their own age group, simply called “Roblox.”

Kids and Select accounts would be available in those age groups as determined by Roblox’s age-check technology or by a verified parent.

Unmonitored chat in the game has been a point of criticism for the platform, as it allows predators to chat with children. Kids’ accounts will have chat turned off by default, with limited access to Minimal or Mild games as determined by the platform. Select accounts will have chat with safeguards and access to games with Moderate content, which is described by the platforms as having “moderate violence, light realistic blood, moderate crude humor, unplayable gambling content, and/or moderate fear.”

These new age-based accounts will roll out sometime in early June. 

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Dark Matter May Be Made of Black Holes From Another Universe

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A recent cosmological model combines two of the most eccentric ideas in contemporary physics to explain the nature of dark matter, the invisible substance that makes up about 85 percent of all matter in the universe. To understand it, it’s necessary to look beyond the Big Bang we all know and consider two concepts that rarely intersect: cyclic universes and primordial black holes.

A Different Kind of Multiverse

There are different versions of the “multiverse.” The most popular model—that of the Marvel Cinematic Universe—proposes that there are as many universes as there are possibilities and that these versions of reality are parallel. Physics proposes something more sober and mathematically consistent: the cosmic bounce.

In this model, the universe is not born from a singularity, but expands, contracts, and expands again in an endless cycle. Each “universe” is not parallel, but sequential—that is, one arises from the ashes of the previous one.

Is it possible for something to survive the end of its universe and endure into the next? According to a paper published in Physical Review D, yes. Author Enrique Gaztanaga, a research professor at the Institute of Space Sciences in Barcelona, shows that any structure larger than about 90 meters could pass through the final collapse of a universe and survive the rebound. These “relics” would not only persist, but could also seed the formation of giant, unexplained structures observed in the early stages of the present-day universe. Moreover, they could be the key to understanding dark matter.

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For decades, the dominant explanation for dark matter has been that it is an unknown particle or particles. But after years of experiments without direct detections, physicists have begun to explore alternatives. One of them proposes that dark matter is not an exotic particle, but an abundant population of small black holes that we overlook.

The idea is appealing, but it has a serious problem. For these black holes to explain dark matter, they would have to exist from the earliest moments of the universe, long before the first stars could collapse. There are indications that these objects could exist, but a convincing physical mechanism to explain their origin is lacking.

A Universe Born With Black Holes

This is where Gaztanaga’s newly proposed model shines. If cosmic bouncing allows compact structures to survive the collapse of the previous universe, then the current universe would have already been born with pre-existing black holes. They would not have to have been generated by extreme fluctuations or finely tuned inflationary processes, but would simply have been there from the first instant.

The assumption has the potential to solve two riddles at once: the origin of black holes and the nature of dark matter. If this model is correct, dark matter would not be a mystery of the early universe but rather a legacy of a cosmos that predates our own.

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“Much work remains to be done,” Gaztanaga, also a researcher at the Institute of Cosmology and Gravitation at the University of Portsmouth, said in an article for The Conversation. “These ideas must be tested against data—from gravitational-wave backgrounds to galaxy surveys and precision measurements of the cosmic microwave background.”

“But the possibility is profound,” he added. “The universe may not have begun once, but may have rebounded. And the dark structures shaping galaxies today could be relics from a time before the Big Bang.”

This story originally appeared in WIRED en Español and has been translated from Spanish.

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Operation PowerOFF identifies 75k DDoS users, takes down 53 domains

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Operation PowerOFF identifies 75k DDoS users, takes down 53 domains

More than 75,000 individuals using distributed denial-of-service (DDoS) platforms for disruptive attacks have been warned through emails and letters during the latest phase of the Operation PowerOFF international law enforcement action.

The ongoing operation is supported by Europol and involves authorities in 21 countries. Coordinated efforts led to the arrest of four people, taking offline 53 domains, and issuing 25 search warrants.

“Leading up to the action week, a series of operational sprints took place, gathering experts from national authorities across the globe to carry out actions against high-value target users of DDoS-for-hire platforms and raise awareness about the illegality of these activities,” Europol says.

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“During these sprints, the participating countries disrupted illegal booter services, dismantling the technical infrastructure that supports illegal DDoS.”

The operation has a global span, and includes multiple European Union countries as well as Australia, Thailand, the United States, the United Kingdom, Japan, and Brazil.

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Latest Operation PowerOFF reach
Latest Operation PowerOFF reach
Source: Europol

“Booter services” are DDoS-for-hire platforms that allow users to pay for renting the firepower of DDoS swarms, typically consisting of compromised routers and IoTs, and directing it to their intended targets.

Some operators of these services attempt to hide their real goal by claiming they are used for legitimate stress testing, but lack verification of target ownership and hence are still used for illegal attacks.

The latest Operation PowerOFF action was built on previous phases that resulted in dismantling key infrastructure and seizing databases with more than 3 million criminal accounts.

Europol states that the operation is now entering its prevention phase, which includes launching awareness campaigns and disruption measures.

These involve placing search engine ads aimed at young people seeking DDoS tools, removing from search results more than 100 URLs that promote these illegal services, and adding on-chain warning messages tied to illicit payments.

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AI chained four zero-days into one exploit that bypassed both renderer and OS sandboxes. A wave of new exploits is coming.

At the Autonomous Validation Summit (May 12 & 14), see how autonomous, context-rich validation finds what’s exploitable, proves controls hold, and closes the remediation loop.

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Call of Duty movie arrives on June 30, 2028

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A Call of Duty movie is still happening, but don’t hold your breath for it to hit screens any time soon. Today, the popular FPS’ social media revealed that the movie’s theatrical release date will be June 30, 2028.

A film adaptation of the game franchise was first revealed last year, and shortly after, we learned that Taylor Sheridan and Peter Berg would be serving as the producers. The duo, whose past credits include Friday Night Lights and Yellowstone, will also be co-writing the project under Berg’s direction. We still haven’t heard anything about the cast, or even what era of the long-running series will be depicted, so it seems like a safe bet that there’s still a ways to go before this wraps. But CoD is nothing if not a money-maker, so reimagining it as a summer blockbuster seems pretty expected.

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