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why doing it on an iPhone is a problem

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Vibe coding is allowed for App Store apps, but Apple doesn’t want it to make apps on an iPhone without oversight.

Vibe coding is great for the App Store economy, but Apple is still wary about its use without safeguards in place. It’s a fine balance that’s going to be hard to maintain.

The concept of vibe coding has risen in tandem with AI chatbots in recent years. Infiltrating many areas of the development process, it has turned the process of making an app into child’s play.

However, while it has its benefits and issues, there are also some areas that Apple is really worried about. Stuff that it is really keen to avoid becoming a serious problem in the future.

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It’s something that Apple really wants to sort out now before it becomes a real issue.

What is vibe coding?

Vibe Coding, simply put, is the idea of making an AI chatbot create code for you. At its minimalist level, you tell a chatbot to make something, potentially with some basic specifications or guidance to follow, and it produces the app on its own.

It could be as simple a prompt as “Make me a driving game” or “Create an egg timer that can be adjusted to various durations, and with varying alarm sounds.”

The idea is one that makes it extremely easy for anyone to make an app that they want to use. It takes away the harder elements of learning how to code, how to structure a program, or even knowing how to properly use a development environment like Xcode.

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Mac desktop screenshot showing a document with bullet points about optional extras, while a floating macOS share sheet window lists apps like Xcode, BBEdit, Notes, Notion, and Script Editor

Connect ChatGPT to Xcode and you can ask the AI chatbot to help you make apps.

You could call it a natural but extreme extension of existing code-assistance tools developers already have access to for their work. A developer writing some script can be offered a ready-made element to complete the code, which can save them precious seconds of time.

Vibe coding goes multiple stages further, as you are effectively handing over the majority of the initiative over to an AI. It will follow whatever coding practices it has picked up when scouring the Internet, and produce an app in its own way, fulfilling your prompt.

In some cases, users simply ask for an app to be made and then use the app without examining code or questioning any element. They may give some feedback about a feature, such as asking for changes in font size or color, but the users may not even care about what processes have been undertaken.

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The whole concept of telling an AI chatbot what to do goes beyond coding. You can also ask them to create designs and other things in apps, albeit with varying degrees of success.

When it comes to whether vibe coding is a good thing to allow or not, you have to look at it from two angles, as Apple currently does. There’s the case for it being used to make apps, but then there’s the issue of allowing vibe coding to occur beyond the App Store.

Vibe coding as an assistant

One of the areas that is completely fine to Apple is vibe coding outside of the App Store. Making apps to run on a Mac using an AI agent is perfectly fine to Apple.

Indeed, it even encourages it.

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For quite some time, you could connect your choice of AI tool to a development environment to make edits to code. With increased integration, the developer environment can be used to the fullest extent by the AI agent, opening the door to full-blown project creation.

This was something that Apple introduced in Xcode 26.3. By enabling more access for AI services, it allowed for the creation of complete apps that followed Apple’s developer guidelines.

This can be a shockingly fast process too. As I found out in February connecting ChatGPT to Xcode, I was able to build a simple Pomodoro timer app and see it working on the Mac screen within two minutes.

A few button presses later, and I saw the exact same app working on a connected iPhone.

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Laptop screen showing Xcode with Swift code and a Pomodoro timer iPhone app preview, overlaid on a lake and snowy mountain wallpaper background

Vibe-coding a Pomodoro app within minutes using a simple prompt in Xcode.

This entire process democratizes app development, since you don’t need to know how to use Swift to create an app for your iPhone anymore. If you can describe it well enough to be understood by the AI, and if you don’t care too much about the exact result you get, the app will be usable enough.

Of course, you don’t have to settle for what the AI produces.

AppleInsider readers will be familiar with my development of a game, with the help of ChatGPT in Xcode. Rather than go full-on with vibe coding, I instead took the more careful route of making small and purposeful changes over time.

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Every request was considered carefully, with the results checked thoroughly and corrected if needed before moving on. Less vibe coding, more being a project manager in control of a virtual programmer who knows everything about the topic.

It’s entirely possible that someone can vibe code the same game without too much trouble. But at the same time, they won’t know what will happen if something goes wrong and needs to be fixed.

They also won’t necessarily have a result that matches their vision.

Hand holding a smartphone showing a dark Pomodoro timer app, in front of a computer screen displaying code and a design mockup of the same Pomodoro timer on a light interface

The same Pomodoro app on an iPhone, minutes later.

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A vibe coder may want to include a feature in their app that they saw elsewhere, and simply ask the AI to do it. But, unless you know exactly how that feature operates and any other underlying elements the other app’s developer took into account, and somehow explain that to the AI perfectly, it won’t be a direct copy.

Sometimes, it’s the execution that actually matters.

With the Xcode integration enhancements, it’s safe to say that Apple is fine with people doing vibe coding in this way. Indeed, it’s something that has helped send a surge of apps through to the App Store review submissions process.

For Apple, vibe coding means more apps in the App Store, and more opportunities to earn from it.

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At least, this sort of vibe coding is the version it’s fine with.

Beyond the App Store

The other kind of vibe coding that Apple has to deal with is the version that happens on an iPhone or iPad. This one is a problem because it’s something Apple can’t directly control.

Apple has consistently prevented anyone from being able to compile apps for the iPhone and iPad on the actual hardware. Sure, there’s some coding capability in Swift Playground, but that is a carefully managed experience, and you can’t create a separate standalone app.

This is not a technical limitation of the hardware, as an iPhone or iPad is a computer in its own right and easily capable. But it is a limitation of permissions for a few good reasons.

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The App Store Review Guidelines, which app developers must follow, have rules preventing anyone from compiling code. That is, you can’t submit an app that generates code that can then run on the same iPhone or iPad as an app in its own right.

The rules make sense if you consider why the App Store Review Guidelines exist. One of the reasons is to maintain security and privacy, which it does so by checking apps that are submitted to the App Store for potential dangers.

Blue rounded-square app icon with white blueprint-style lines forming an A shape, overlaid by a realistic black hammer angled diagonally, all on a dark background.

The App Store Review process does accept vibe-coded apps.

For an app capable of coding and compilation, that means it’s possible for apps to be produced beyond the reach of the App Store Review Guidelines. Apple simply cannot check these generated-on-device apps at all.

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The worst-case scenario is for someone to make malware on the iPhone or iPad directly, then use it to cause havoc.

With the capabilities of vibe coding as they are, if there are no guardrails in place, a user could create a prompt to make that hazardous software, with no oversight or protections in place.

There is also the argument that Apple would lose potential sales due to users making their own apps. But, in the face of possible malware generation and the potential harm to both the user’s private data and those of other victims, it’s not the one people should be worried about.

Of course, there are ways to enable vibe coding without running afoul of Apple’s guidelines.

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For a start, the compilation could happen off-platform. Think of someone making a web app that is hosted on a server elsewhere, but using an iPhone app as a means to design it.

With the more recent development of AI chatbot services where the AI controls a user’s computer elsewhere based on prompts from a mobile app, it’s the same sort of remote-compilation workaround.

Vibe-coding by telling an AI prompt on your iPhone to build something on your Mac isn’t against Apple’s App Store’s rules.

iPad App Store screen showing Replit: Vibe Code with AI Fast app listing, blue Get button, 4.7-star rating, age 4 plus, and preview screenshots highlighting coding, AI features, and collaboration.

Replit was hit by Apple’s strict rules, but it fixed things and started getting updated again.

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A timely example is Apple’s handling of Replit, which saw updates to the app being declined in January. Apple pushed back because it wasn’t happy with users being able to preview AI-built apps on the iPhone, which goes against rules about dynamically executed code.

In May, Replit made a number of changes to appease Apple and allow the app to be updated. The two “worked things out” without there being any real explanation of what changed, but it probably involved changes to that preview mechanism.

Right, but for how much longer?

Apple is, so far, handling the issue of vibe coding pretty well. Really, it’s two issues, and it has gone with the right answer for each one.

Using vibe coding for apps entering the App Store is a completely natural and expected use of the technology. For Apple, the only real downsides are dealing with a greater influx of apps to check and the possibility of the app flood making the market tougher for developers to sell their apps.

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These are issues that can be solved by coming up with new ways to process higher numbers of apps, and to aid users in discovering the best apps for their particular needs.

The other side of the equation, the whole business of making apps on an iPhone that aren’t checkable by Apple’s workforce, is also being handled appropriately right now.

Wooden judge gavel resting on block, gavel head engraved with the Apple logo inside a decorative circular pattern, against a softly lit gray background

Apple is the judge, jury, and executioner when it comes to the App Store’s vibe coding apps.

Apple simply cannot check that a vibe-coded app theoretically running on the iPhone it was created on is actually safe. There are echoes of the whole third-party app storefront arguments when it comes to safety.

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Again, I feel Apple is doing the right thing here. It doesn’t want an uncheckable piece of world-destroying malware to be made on an iPhone.

It could be proposed to Apple that it handles apps on an iPhone in the same way as on Mac. A platform that has to deal with apps downloaded from the Internet thanks to a notarization process where Apple checks the app before it becomes downloadable.

There’s more to the issue than that, but macOS proves that it can be done with relative success.

The real problem comes when the major AI players step in and demand that Apple allow for vibe-coded apps to be made and used on the same iPhone.

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Despite protestations, Apple will eventually have to decide whether to allow them and deal with the safety and privacy issues, or risk losing out by angering OpenAI, Anthropic, and others.

It’s a problem Apple will have to face and solve at some point down the road. With the rate of change in the AI field, that time could come sooner than anyone thinks.

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The First Production Car To Break 1,000 HP Wasn’t The Dodge Demon 170

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The 3,300 buyers who managed to snag themselves a Dodge SRT Demon 170 got an awful lot for their money. Despite the car’s sub-$100,000 price tag, the Demon produces the kind of power that’s been reserved for ultra-exclusive hypercars until relatively recently. With the right fuel in the tank, it churns out 1,025 horsepower; even on regular pump gas, it’s good for 900 horsepower. At its launch in 2023, Dodge called it the most powerful muscle car in the world, and in the years since then, nothing else has come along to take its crown.

As impressive as it may be, it’s far from the first production car to boast a horsepower output in four-figure territory. For starters, by the time the Demon 170 was announced, Tesla’s Model X Plaid and Model S Plaid had already been on sale for 2 years, with both cars making 1,020 horsepower. To return to the time when the 1,000 horsepower barrier was first crossed in a production car, you’ll have to go back a decade and a half further.

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However, the answer to which production car was indeed the first to feature over 1,000 horsepower isn’t as straightforward to answer as you might think. The initial candidate is the Bugatti Veyron, which launched in 2005 after years of anticipation and quickly established itself as a new benchmark in the hypercar world. Originally, it produced 1,001 PS (metric horsepower), which is roughly 987 hp (mechanical horsepower). The second candidate is a much less well-remembered car, the SSC Ultimate Aero TT.

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The SSC Ultimate Aero TT is America’s forgotten hypercar

If you’re measuring by mechanical horsepower rather than metric horsepower, the Bugatti Veyron officially falls slightly short of the 1,000 hp mark. However, there are no such caveats with its rival, the SSC Ultimate Aero TT.

SSC is a small American manufacturer founded by Jerod Shelby, who, despite their shared surname and interest in extremely fast cars, is not a relative of the legendary Carroll Shelby. The Ultimate Aero TT entered production in late 2006 and initially made 1,180 horsepower, according to the brand’s archived website. By the time SSC set a world speed record with the car in September 2007, that figure had been tweaked slightly to 1,183 horsepower.

The Veyron might have been designed and developed with the backing of VW Group, but its record as world’s fastest production car was nonetheless eclipsed by the upstart Ultimate Aero TT. During a two-way run, the SSC managed an average speed of 256 mph, just ahead of the Bugatti’s 253 mph average.

Both cars were designed to be the fastest in the world, but they were very different in most other aspects. The Bugatti had a W16 engine with four turbochargers, while the SSC was powered by a twin-turbo V8. The interiors of both cars were also worlds apart, with the Bugatti being luxurious and the SSC being bare-bones at best. In a 2007 feature for Classic Driver, one reviewer claimed that the SSC’s interior “falls way short, not just of other hypercars, but of almost all other cars currently on sale.”

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Collectors don’t value the SSC like the Bugatti

As well as their engines and cabins, pricing was also a key differentiator between the two cars. The Bugatti retailed for around $1.2 million at the time of its launch, while SSC charged $550,000 for the Ultimate Aero TT. Today, the difference in value between the two is even more extreme. While the average Veyron sells for around $2 million, interested buyers can pick up an Ultimate Aero TT for under $500,000.

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Unfortunately, anyone who’s interested in buying the example that actually beat the Bugatti’s speed record is out of luck. According to The Drive, the record-setting Ultimate Aero TT was crushed at a monster truck event in Washington in 2025, allegedly as a result of its owner being angry with SSC. Speaking to the outlet, Jerod Shelby said that the car had been non-functional for years and was previously in a museum, and added “I can’t imagine why anyone would want to destroy a vehicle of that stature.”

As both a former world speed record holder and the first production car to produce more than 1,000 mechanical horsepower, the Ultimate Aero TT is one of many American cars that arguably deserves a lot more recognition than it gets. Meanwhile, the Veyron remains in high demand with collectors, even if its oil changes alone cost as much as some used cars.

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Accenture makes three-pronged OT security acquisition for $4.17bn

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The consultancy giant will take a majority stake in Dragos, and full ownership of RunZero and NetRise.

Accenture is to partially or fully acquire three companies in the area of operational technology (OT) security for critical infrastructure and industrial operations for what it called a “combined enterprise value” of approximately $4.17bn.

The consultancy giant will take a majority stake in Dragos – which Accenture said offers “industry-leading OT threat detection” alongside a “trusted vendor-neutral platform and proprietary dataset” – and full ownership of RunZero and NetRise.

Under the deal, Dragos will continue to function as an independent business while overseeing RunZero, a cybersecurity platform that offers “comprehensive exposure assessment and attack-surface intelligence”, and NetRise, which analyses software supply chains for vulnerabilities.

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According to Accenture, combining the three companies, which are based in two different US states, will allow it to advance a platform “to cover the extended environment that controls physical processes” – or ‘xOT’ – at greater scale for the protection of power grids, pipelines, manufacturing operations, distribution facilities and data centres.

“Combining Dragos with RunZero and NetRise will deliver a unified solution that enhances visibility, accelerates threat detection and response, and strengthens Dragos’s ability to scale adoption of its broadened platform,” Accenture said.

Accenture said it expects the three companies to generate, in total, approximately $208m in annual recurring revenue as of June 2026, and noted that its overall cybersecurity business has current revenues of around $10bn, having made a number of OT-focused acquisitions over the past decade.

“Our clients across industries and regions are asking us how to be more proactive and integrated in their approach to cybersecurity,” said Accenture’s CEO and chair Julie Sweet.

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Taking on the three companies at a time when “AI-driven cyber threats and geopolitical risk are evolving at a rapid pace … fills this important need”, she added.

Under the deal, which is expected to close in August or September, three executives from the two fully acquired companies will become executives for Dragos, which will continue to be led by its co-founder and CEO Robert M Lee.

“Our energy and water systems, manufacturing plants, data centres and other operational environments need cybersecurity built from the ground up for xOT and designed to keep pace as threats evolve. The consequences of getting it wrong become societal threats,” said Lee.

“Organisations need solutions, not a patchwork of software and services. The addition of RunZero and NetRise will allow the Dragos platform to be a unique, end-to-end platform for global defence, and Accenture will bring its decades of trusted relationships and deep expertise to help us scale and secure more critical infrastructure and physical operations globally.”

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Four-Month Build Turns $100 Pepsi Vending Machine Into a Rolling Go-Kart Attraction

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Pepsi Vending Machine Go-Kart
Most people have sat in a go-kart at some point. The seat sits low, the steering feels direct, and the whole thing skitters around with a kind of playful urgency. Very few have ever climbed into one that still carries the shape and branding of a soda machine. A maker known as Mixed Bag set out to close that gap. He bought a used Pepsi vending machine for a hundred dollars on Facebook Marketplace, then spent four months turning it into something that could actually drive.



Initially, the goal was rather straightforward. He saw an advertisement for a local car show in the Dallas area and decided he’d want to enter something, even though a typical project was far out of his price range. The vending machine stood out as a potential contender, and it eventually became his project of choice. Removing all the extra weight the previous machine was lugging around was the first step, as it had a reinforced cabinet and all sorts of internal components that made it way too heavy for battery power and basic mobility. So he removed as much of that as he could, making the endeavor more attainable.

Pepsi Vending Machine Go-Kart
Then came the question of transforming the machine into something that could move. He created a go-kart-style frame that fit inside the cabinet and served as the structural backbone of the item. Battery-powered motors handled propulsion, with two of them driving the rear wheels and providing differential steering, allowing the machine to turn by adjusting speed or direction on either side. Some reused elements from a pair of Razor scooters were utilized for front steering; with the handlebars removed, the steering was joined together for good synchronized movement. Brakes were a must-have, so he installed them. It actually rolled on its own power, though its greatest speed was just about 5 mph. That suited us perfectly, considering the weight and our need to keep it under control during testing and public appearances.

Pepsi Vending Machine Go-Kart
Inside the machine, he installed a real seat, a small AC unit to keep things cool during long runs, and a full set of live cameras on either side. A computer was responsible for monitoring the feeds. He also installed a PA system with an external speaker on the roof, allowing the driver to communicate with anyone close. All of the power came from a set of batteries, one large pack under the item and a few others elsewhere. Fresh Pepsi decals restored its luster, a “mystery flavor” slot at the bottom looked terrific, a rear access hole was cleaned up, and a fresh paint job completed the look.

Pepsi Vending Machine Go-Kart
Testing took place in stages, beginning with night trips and casual cruises about the neighborhood to ensure reliability. It completed a couple of laps on a half-mile track with four bars remaining on the battery, which is equivalent to at least a mile of range on a single charge. Neighbors were more astonished and amused by the gadget than anything else, which was a positive thing because it meant the design seemed friendly rather than frightening. Of course, steering was more difficult on the sidewalk than on the roadway, but it held together relatively well with only a few small failures.

Pepsi Vending Machine Go-Kart
So the real test came at the Rowlett car show, when the organizers allowed it into the custom-built category (with the caveat that it was not street legal, of course). It was parked amid the historic vehicles, lifted trucks, supercars, and insane custom machines, in the ideal location. No trophy was brought home, since Best of Show went to a 1961 Porsche. Mixed Bag stated that the original trophy goal changed once the machine began making strangers laugh, making that outcome more fulfilling than hardware on a shelf.

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Apple’s iPhone Air 2 is getting a second camera and better battery life, coming next year

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The big picture: Apple is working on a new version of the iPhone Air due out early next year. Sources familiar with the matter say the new phone will address two complaints that consumers had with the first model: a single rear-facing camera and lackluster battery life.

The next Air will reportedly ship with an ultrawide rear camera alongside the primary unit, boosting its appeal to photo bugs that may have skipped the first-gen device due to its single-camera configuration. In an era where multiple cameras are the norm on most mainstream and premium models, the single-camera Air no doubt felt like a major compromise to some.

Sources tell Bloomberg that Apple is also going to improve the Air’s battery life, although it’s unclear exactly how that will be achieved. The obvious answer would be to simply stuff a higher-capacity pack into the phone but doing so would be counterintuitive to the Air’s thin nature.

Gains could also be made through software tweaks and the use of more efficient hardware like the processor. Speaking of, the second-gen Air will be powered by a version of Apple’s A20 Pro SoC, which will debut in new iPhones due out this fall.

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The first-gen iPhone Air launched in the latter half of 2025 with a 6.5-inch display and a slim 5.6mm profile. Initial reports suggested a lackluster response from consumers although later analysis refuted those claims. Moving forward with a new model indicates, at the very least, that Apple isn’t ready to give up on the idea just yet.

Apple is expected to launch the second-gen Air in the spring of 2027 alongside the standard iPhone 18. The latter would normally arrive with Pro-grade handsets in the fall but Apple is expected to shake things up this year with the arrival of its first foldable iPhone in addition to the iPhone 18 Pro and Pro Max. A special edition iPhone is being planned for the fall of 2027 to celebrate the iPhone’s 20th anniversary, we’re told.

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Sandisk’s new PS5 SSDs cost up to $2,960, that’s five PlayStation 5 consoles

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Facepalm: Sandisk has unveiled a new line of SSDs designed to expand the PlayStation 5’s storage capacity. To no one’s surprise, the new drives are priced more like luxury hardware than an affordable storage upgrade for a mass-market home console.

The US memory manufacturer has launched the Optimus GX PRO 850P SSD lineup, which includes storage drives specifically designed for the PlayStation 5 and PlayStation 5 Pro. While high-capacity SSDs are already expensive, Sandisk’s PS5-branded drives push pricing to an entirely different level.

The Optimus GX PRO 850P lineup includes four NVMe SSDs with capacities ranging from 1TB to 8TB. The 1TB, 2TB, 4TB, and 8TB models are priced at $380, $760, $1,500, and $2,960, respectively. Sandisk is also offering introductory discounts on the drives, suggesting their regular retail prices will be even higher once the promotion ends.

Sandisk said the Optimus GX PRO 850P SSDs are officially licensed by Sony and feature an exclusive heatsink design with a PS5 logo on top. The PCIe 4.0 drives have reportedly been optimized for the console’s internal M.2 expansion slot, although they are also compatible with any PC motherboard that supports the M.2 2280 form factor.

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Additional specifications include support for the NVMe 1.4 protocol, sequential read speeds of up to 7,300 MB/s, and sequential write speeds ranging from 6,300 MB/s on the 1TB model to 6,600 MB/s on the 8TB version. Endurance ranges from 600 TBW for the 1TB drive to 4,800 TBW for the 8TB model, while every SSD is backed by a five-year limited warranty.

Sandisk describes the Optimus GX PRO 850P lineup as a “no-compromise” storage solution that can significantly expand the number of games stored on a PS5 at once. However, the company neglected to mention that the 8TB model now costs about as much as five PS5 consoles. Only the 1TB version is currently “cheaper” than the console itself, and even that comparison is based on the higher PS5 prices Sony introduced earlier this year.

Unlike the Xbox Series X and Series S, the PS5 uses a standard M.2 NVMe SSD for expandable storage. If Sandisk’s pricing is too steep, plenty of third-party alternatives can expand the console’s storage at a much lower cost.

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The Optimus GX PRO 850P drives are the latest example of hardware affected by ongoing supply chain pressures in the memory industry. The retail SSD market is shrinking, while consumer electronics prices continue to climb because of rising memory costs. AI companies are buying up virtually every memory chip they can secure, even though many planned US data center projects for 2026 have yet to materialize.

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BMPS Grand Finals Day 1 Schedule & Format

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After some fierce competition over the past few weeks, 16 teams have qualified for the BMPS Grand Finals happening in Jaipur. And this time, the event is more important than ever. Not only has the prize pool been doubled to ₹4 crore, but the champion of the BMPS Grand Finals gets a direct entry to the esports World Cup happening in Paris later this year. Here’s what the schedule will look like on day one.

BMPS 2026 Grand Finals Day 1 Schedule & Timing

The live broadcast will begin at 2:45 PM IST. Fans can catch the games like on Krafton’s YouTube channel in Hindi, English, and a few other regional languages. Or, if you want to support your team live, head over to the Jaipur Convention Center. Tickets are available on the District app. Maps for today will include:

  • Match 1 — Rondo
  • Match 2 — Erangel
  • Match 3 — Erangel
  • Match 4 — Erangel
  • Match 5 — Miramar
  • Match 6 — Miramar

A total of 18 matches will be played over the course of this weekend. And the format is pretty simple. Points are awarded for each finish, and also for how long a team survives. In the end, the team with the most total points (position + finish) will be the winners.

BMPS Grand Finals Qualified Teams

  • Nebula Esports
  • Myth Official
  • iQOO Revenant XSpark
  • iQOO Reckoning Esports
  • Genesis Esports
  • Gods Reign
  • GodLike Esports
  • iQOO 8Bit
  • iQOO SouL
  • Vasista Esports
  • Divine Gaming
  • iQOO Orangutan
  • Victores Sumus
  • Gods Esports
  • Team Apex Gaming
  • iQOO Team Tamilas

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‘We’ve seen an increase in Blu-ray orders of 10,000%’: I spoke to a Blu-ray and vinyl manufacturer about their Blu-ray sales and it’s given me even more hope for physical media’s survival

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Physical home media has gone through a turbulent time the last few years. With the rise of streaming services, demand for physical media over the past few years has steadily declined, with people choosing the convenience of streaming over physical discs.

There’s still a dedicated fanbase of physical media collectors, though, and more recently streaming price rises and splintering means people have more interest just owning the stuff they want to watch. I’ve been writing about my hope for the resurgence of 4K Blu-ray, and physical media in general, since 2023. Now in 2026, I’m actually more hopeful than ever. It couldn’t come at a better time either, with the 20th anniversary of Blu-ray’s debut on June 20th, 2026.

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Congress Just Rushed Through A Disastrous Copyright Office Overhaul

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from the bad-copyright-ideas dept

In a voice vote last week, the House of Representatives passed H.R. 6028, the “Legislative Branch Agencies Clarification Act.” The legislation is presented as a technical reorganization of some government agencies, but it’s much more than that. 

H.R. 6028 would fundamentally change the U.S. Copyright Office, and not in a good way. The bill removes the Library of Congress’ current supervisory role over the Copyright Office, transfers several powers directly to the Register of Copyrights, and makes the Register a presidential appointee, confirmed by the Senate. 

These changes would make an office that’s already hugely influential in copyright and tech policy much more political. EFF first explained why that’s a terrible idea when it came up nearly a decade ago. This bill, like the older one, weakens the few public-interest checks and balances that do exist.  We hope the Senate promptly rejects this bill. 

The Copyright Office Doesn’t Need More Politics—Or More Power

The Copyright Office’s main responsibilities are administrative and advisory. It registers copyrights, maintains records, grows the Library of Congress’s collections, and provides expertise to Congress on copyright law. But over the past two decades, the Office has also become increasingly influential in copyright policy debates that affect free expression, libraries, educators, competition—and everyday internet users. Unfortunately, it has not been a neutral advocate. The office’s recent report on the role of AI severely bungled the issue of fair use, prioritizing private licensing market “solutions” over user rights. 

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Going further back, the Copyright Office supported one of the most infamous anti-internet proposals of all time—the Stop Online Piracy Act (SOPA), a disastrous internet censorship proposal that sparked one of the largest online protests in history. The Office has repeatedly advanced positions that favored large entertainment-industry interests over the public interest.

The Office also plays a major role in the Digital Millennium Copyright Act (DMCA) Section 1201 rulemaking process, which determines when the public may lawfully bypass digital locks for activities such as security research, repair, preservation, or accessibility. EFF has used this process repeatedly to mitigate some of the worst harms of the DMCA. H.R. 6028 would move rulemaking authority over 1201 from the Librarian of Congress to the Register of Copyrights, further consolidating power within the Copyright Office itself.

The bill also makes the Register of Copyrights a presidential appointee confirmed by the Senate. Each administration will be pressured to pick nominees aligned with their own policy preferences, and the powerful copyright owning industries will invest even more heavily in lobbying to get their way, and influence the selection. This position should be focused on administrative ability and actual expertise, not lobbying and politics. 

The Copyright Office Should Stay Connected To The Library of Congress

H.R. 6028 would do more than change who appoints the Register of Copyrights. It would sever the Copyright Office from Library of Congress supervision and transfer many Librarian powers directly to the Register. 

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The supervisory relationship exists for good reason, as the nation’s libraries have pointed out for years. The Library, while far from perfect, at least has the mission of preserving and providing access to knowledge. That should be an important public-interest counterweight in copyright debates. Congress has not explained how weakening the ties between the Library and the Copyright Office would serve the public better, or even seriously inquired about it. 

This Bill Was Rushed Through

Back in March, EFF joined Public Knowledge, the Center for Democracy and Technology, library organizations and tech groups, urging Congress not to fast-track this legislation. We told them changes to the Copyright Office will have major consequences for the “speech rights, educational opportunities, and creative freedoms of all Americans.” 

Yet Congress moved forward without any hearings on the bill, and without meaningful examination. H.R. 6028 creates a years-long separation of the Copyright Office from the Library of Congress, transfers significant legal authority, and restructures the appointment process for the nation’s top copyright official. Changes like that deserve hearings, debate, and public scrutiny. H.R. 6028 got none of that. 

The Senate Should Stop This Bill

Copyright law exists to serve the public and “promote the progress” of science and learning. The institutions that administer copyright law should do the same. 

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H.R. 6028 would move the Copyright Office further away from that goal. Congress should be strengthening public-interest oversight of copyright policymaking, not looking for ways to concentrate more authority in a single presidentially appointed official. 

The Senate should reject H.R. 6028. The Copyright Office should serve the public—not presidential administrations, and not industry lobbyists. 

Republished from the EFF’s Deeplinks blog.

Filed Under: copyright, copyright office, copyright policy, library of congress

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Cybercriminals have been distributing malware via Steam for a year, tens of thousands affected

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WTF?! According to Kaspersky, cybercriminals have been targeting Steam users with a sustained malware campaign since 2025, distributing malicious software disguised as desktop wallpapers. The attack hijacked the accounts of gamers using Steam’s live wallpaper application Wallpaper Engine, which ranks among the platform’s most popular non-game downloads.

The attack reportedly abused Wallpaper Engine’s “Application Wallpaper” executable, which runs as a standalone Windows program and can include community-developed games, planners, calendars, system monitors, and other widgets. However, because the app allows unverified third-party code to run on users’ systems, it can be abused by threat actors to target unsuspecting users.

The researchers found that the attackers used two primary methods to distribute malware. The first involved archives containing the executable wallpaper alongside a malicious payload, typically including compromised .exe files, DLLs, or scripts. The malware was also frequently concealed within password-protected archives and executed automatically when the wallpaper was applied.

Once applied, the infected executables stole users’ account credentials, hijacked live sessions, and transmitted the stolen data to servers controlled by the attackers. The researchers discovered dozens of malicious application wallpapers on Steam Workshop, some of which were downloaded tens of thousands of times.

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To test the attackers’ modus operandi, the researchers launched a wallpaper containing a malicious game called NTRaholic, which ran “flawlessly.” The gameplay and controls worked as advertised, raising no suspicion at first glance. However, unbeknownst to the user, the wallpaper dropped a backdoor called Synaptics.exe, part of the notorious DarkKomet malware family.

The executable that launched the game was named ._cache_GAME1.exe, but it also installed a system library called AggregatorHost.dll, which contained a malicious payload designed to steal user data and transmit it to the attackers’ command-and-control server. Once the attackers gained control of the active session, they used the compromised account to upload additional malicious wallpapers to Steam Workshop.

The campaign primarily targeted gamers in China, who accounted for 89% of the compromised downloads. Users in Germany, Canada, Russia, Singapore, Hong Kong, Vietnam, and India were also affected, though in much smaller numbers. Steam has since removed all of the malicious wallpapers, but Kaspersky is still urging users to run antivirus scans before applying wallpapers that include built-in executables.

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Your 8K Living Room On Wheels Has Arrived

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Benz’s electric “Grand Limousine” might just make minivans cool.

The concept of a living room on wheels is something of a modern cliché in the automotive world, a vision for a car so comfortable, well-appointed and ultimately luxurious that you’d be just as happy to spend hours there as you would lounging at home.

The problem is that most of those concepts, like the Cadillac InnerSpace or Mini Urbanaut, have depended on the availability of self-driving technology, something that still only exists in the limited circles of Waymo, Zoox and their ilk. We’re still years away from you or I being able to buy a car that can drive itself unsupervised, but that isn’t stopping Mercedes from releasing what could be the most compelling of the rolling living spaces.

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It’s called the VLE, and while it requires a human behind the wheel, passengers in the second row will be treated to reclining, massaging seats, a 22-speaker Dolby Atmos sound system and a 31.3-inch ultrawide 8K display. It’s an amazing package, but is it enough to shrug off those minivan preconceptions?

Don’t call it a Caravan

Visually, the VLE fits the silhouette of countless family-friendly minivans that have been handling kid-hauling duties in the United States since the Dodge Caravan planted the seed way back in the early ’80s. Ask Mercedes, though, and they’ll tell you this is a different beast.

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The VLE is what the company calls a Grand Limousine, and while that sounds pretentious, it’s actually perfectly appropriate. At 216 inches, the VLE is 10 inches longer than a GLS SUV. It also has an internal ceiling height of 49 inches, making it easy for me, at six feet tall, to move around.

And it is certainly at least as luxurious as your average limousine, with seating to match. The VLE can be configured with room for up to eight across three rows, but it’s best with fewer, specifically configured with the two-seat captain’s chair arrangement you see here.

Two powertrains will be available. The VLE 300 offers front-wheel drive and 272 horsepower, while the VLE 400 4MATIC steps up to a dual-motor, all-wheel drive configuration with 416 hp. Both rely on the same, sizable, 115-kilowatt-hour usable battery pack that spans the floor of the van. Mercedes says it will provide enough range to cover 435 miles on the European WLTP test cycle. On our more challenging EPA test, expect a rating somewhere around 350 miles.It’s an 800-volt system that charges at a maximum rate of 300 kilowatts. That means adding about 200 miles in 15 minutes.

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The media experience

As much as I love to drive, the best seats in the VLE are in the second row. From there, you can recline and gaze up through the glass ceiling, or deploy the 31.3-inch ultra-wide screen and whittle away at your YouTube queue.

You can also stream Disney+ directly on the display, but sadly those are the only two video streaming partners of note. Neither Chromecast nor AirPlay streaming are supported. There is an HDMI port if you want to BYO content, but running wires across the cabin doesn’t feel particularly luxurious to me.

You can also pick from a few basic games to play on the system, and if you have two kids who can never agree on anything, you can split the TV into dual, 15-inch 4K displays. The 32:9 ratio means that after splitting, you’re effectively getting a pair of 16:9 displays, which is honestly better for viewing most content anyway. A pair of Bluetooth headsets means a pair of passengers can also get their own dedicated audio.

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Sitting up front? There’s plenty of pixels there, too. Specifically, three dashboard-spanning units that make up Benz’s MBUX Superscreen setup. There’s a 10.25-inch gauge cluster on the left, a 14-inch main infotainment screen in the middle and a 14-inch passenger display on the right that can also stream videos and other media.

For the broader aural part of the media experience, you have 22 speakers from a Burmester 3D sound system. It handles Dolby Atmos, so you can be fully immersed in both music and more theatrical content. Interestingly, the system can also dynamically reconfigure itself based on who is sitting in the van and where.

Driving solo? The speakers automatically prioritize you. Have a full van? It’ll fill it all with sound. And it’s very capable of doing that. I cruised through a playlist of Atmos-optimized music, everything from Tay Tay to Axl Rose, and everything sounded fantastic.

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Creature comforts

Those two chairs in the middle are heated and ventilated and can sit you upright or slide you to a reasonable degree of recline. No, they don’t go fully flat, but you probably wouldn’t like what would happen to you in an accident if they did. They’re honestly a bit narrow and awkward to get in and out of, but I could see myself spending hours back here without complaint.

I could stay productive, too, thanks to integrated USB-C power in all three rows, and a fold-out laptop tray that looks flimsy but was sturdy enough to handle my Lenovo X1 Carbon. A temperature-controlled compartment in the armrest can keep hot drinks hot and cold drinks cool, and there’s a separate chiller towards the back for more.

RGB LEDs run throughout the entire cabin, so you can give your ride whatever hue you like, and there’s even an integrated nebulizer, making for a bespoke scent, too.

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Even the third row is comfortable. The middle seats swing themselves forward and out of the way, so entry is easy, and I had ample headroom back there.And then there’s the driver’s seat, which is also comfortable and accommodating should you have to drive this machine yourself.

Behind the wheel

With up to 416 horsepower delivered through all four wheels, the VLE can be properly quick when punched up to sport mode. It also rides on adaptive air suspension, which can firm up and make the VLE feel that much more responsive in the corners.

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But in my time behind the wheel, it never felt comfortable when driven aggressively. I enjoyed piloting the VLE much more when I dialed it down to Comfort, took a deep breath and just cruised along my route.

In this mode, the air suspension is supple, and the throttle relaxed enough that you can ease your way forward without disturbing anyone in the rear seats. The steering has a slow ratio as well, but don’t let that make you think this isn’t a nimble van. With seven degrees of steering from the rear wheels, the VLE can turn its impressive bulk in a far tighter circle than you might expect.

Drivers get to take advantage of a suite of active safety systems as well, including active lane-keep assistance on the highway and a comprehensive automatic parking system that swings this big beast into tiny parking spots. It’ll even automatically back itself out of a tight situation should you make a wrong turn down a narrow alley.

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Wrap-up

About the only thing the VLE is missing is full autonomy. It’d be awfully nice to get a machine like this and let it take you to work while you got in a few rounds of Fortnite on that 8K display. Alas, we’re not there yet, but I have a feeling most people who experience the VLE will do so from the second row. This would be an epic airport and event shuttle, but it’s going to be a little while before it enters service.

The VLE isn’t due to hit the American market until late 2027, and while the price isn’t set, Andreas Zygan, Head of Development at Mercedes-Benz Vans, told me this: “It will not be a cheap one, for sure.”

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