Discord will launch a native Meta Quest app next year

In addition to new hardware announcements, Meta had software news to share during its Meta Connect 2025 conference today. The company revealed that Discord will be making a native app for the Meta Quest headset. According to Meta, the native window app will be available some time in 2026. The development makes sense. VR is a platform with a lot of gaming presence, so having Discord for easy social and voice connections while playing is a win for players and a natural match for the two businesses. Having a native app can make a big difference in the ease of use. I’m primarily a member of the PlayStation nation, and I swear I heard an angelic choir singing when the PS5 finally got call support.  Meta positioned the upcoming availability of the native app as a boon for the developers of VR experiences to reach new audiences, thanks to Discord’s more than 200 million monthly active players. We’ve reached out to Discord for additional comment and will update with any more details we receive. This article originally appeared on Engadget at https://www.engadget.com/discord-will-launch-a-native-meta-quest-app-next-year-183939524.html?src=rss

The FTC sues Ticketmaster for allegedly colluding with resellers

The FTC and seven states sued Ticketmaster owner Live Nation on Wednesday. The lawsuit accused the company of knowingly allowing brokers to buy tickets in bulk. Ticketmaster allegedly then let them resell the tickets at a significant markup on its own second-hand market. The FTC claims Ticketmaster was aware that resellers routinely bypassed its security measures for these purchases. The company profits three times from resales. It collects fees at the initial purchase, followed by both buyer and seller fees upon resale. Between 2019 and 2024, Ticketmaster raked in $16.4 billion in fees, according to the FTC. The agency paints a picture of the company that epitomizes rampant corporate greed. The FTC claims an internal Live Nation review showed that five resellers alone harvested 246,407 tickets to 2,594 events. The agency accused Ticketmaster of admitting in an internal email that it “turn[s] a blind eye as a matter of policy.” The company is said to even offer tech support to brokers through its TradeDesk app. The software is designed to consolidate and manage tickets purchased through multiple Ticketmaster accounts. Ticketmaster also allegedly failed to implement third-party identity verification tools that could have prevented the bulk purchases. Why? The FTC quotes the company as saying these tools would have been “too effective.” The company is also said to have admitted to engaging in deceptive pricing. Their alleged reason: Customers were less likely to buy tickets when they saw the actual cost upfront. The FTC accused Live Nation of violating two laws: the FTC Act’s ban on deceptive practices and the BOTS Act. The latter was signed by President Obama in 2016, just before leaving office. As its name suggests, it banned the use of bots or other software to obtain more tickets than is legally allowed. Earlier this year, President Trump issued an executive order to increase enforcement of the law. The suit was filed in the US District Court for the Central District of California. Joining the FTC in the suit are Virginia, Utah, Florida, Tennessee, Nebraska, Illinois and Colorado. This article originally appeared on Engadget at https://www.engadget.com/entertainment/the-ftc-sues-ticketmaster-for-allegedly-colluding-with-resellers-191337586.html?src=rss

Microsoft’s Gaming Copilot AI assistant is coming to Windows PCs and the Xbox mobile app

Microsoft’s Gaming Copilot AI assistant is officially coming to Windows PCs and the Xbox mobile app. The company has been testing the tool for PCs with Xbox Insiders, but now it’s getting a broader rollout. To that end, it’ll be available to players aged 18 and older on the PC Game Bar. The Xbox app version rolls out this October, for both Android and iOS, after a beta test took place earlier this year. Microsoft says that its Gaming Copilot will be available throughout the globe, except in mainland China. So what exactly is this thing? It’s sort of like an AI version of those old Nintendo help phone lines. The chat box appears as an overlay on the screen and players can use it to ask questions or to get tips about a game. The company says it “knows what you’re playing and understands your Xbox activity,” as it uses in-game screenshots. It can also answer questions about an Xbox account and offer recommendations on stuff to buy. The official version also offers voice chat, so you can just ask the questions out loud. On PC, there’s a “Push to Talk” hotkey that activates the bot, which is handy. The app includes a microphone button. There’s a widget for the PC build that can be placed anywhere on the screen. This is useful for longer conversations. With Copilot for Gaming, you can jump back into games faster, get real-time coaching, and stay connected… all on your own terms. Excited for what the team has in store! pic.twitter.com/18Ll2D25i1 — Satya Nadella (@satyanadella) March 13, 2025 Microsoft is still tinkering with this software and urges feedback from users as they “continue to develop Gaming Copilopt and make it even more helpful for players’ needs and preferences.” The company has been testing the system on Windows-based portable consoles, and it did recently announce the pending availability of its own Xbox Ally handheld gaming machines. It’s likely that the software will get an official rollout for those consoles some time after they launch on October 16.  This article originally appeared on Engadget at https://www.engadget.com/ai/microsofts-gaming-copilot-ai-assistant-is-coming-to-windows-pcs-and-the-xbox-mobile-app-185452965.html?src=rss

Epic will let Fortnite creators sell in-game items in latest attempt to compete with Roblox

Creators building experiences in Fortnite are getting a new way to earn revenue. Epic says developers will soon have the ability to make and sell in-game items in Fortnite, and earn a cut of the V-Bucks users spend to buy them. Previously, developers only earned money through Fortnite based on the amount of time users spent on their “islands,” the in-game name for third-party experiences creators can offer through Fortnite. Developers will be able to create their consumable and durable in-game items using soon-to-be-released tools in Unreal Editor for Fortnite and a new “Verse-based API,” according to Epic. The company also plans to be generous with the revenue split its offering, at least at first. Developers “will ordinarily earn 50 percent of the V-Bucks value from sales in their islands,” but from December 2025 through the end of 2026, they’ll get to keep 100 percent. Epic says its 50 percent cut — notably more than the 30 percent popularized by Apple’s App Store — is to help “contribute to server hosting costs, safety and moderation costs, R&D and other operating expenses” of running Fortnite. It’s also a make-good of sorts, since Epic claims it’s been “investing and operating the business at a loss.” How much 100 percent or 50 percent of “V-Bucks value” actually equals in real money unfortunately isn’t as simple as converting Fortnite’s digital currency to dollars, though. Epic offers the following explanation for how it calculates V-Bucks value:  To determine the V-Bucks value in US dollars in a given month, we take all customer real-money spending to purchase V-Bucks (converted to US Dollars), subtract platform and store fees (ranging from 12 percent on Epic Games Store to 30 percent on current consoles), and divide it by the total V-Bucks spent by players. Fortnite’s average platform and store fees are currently 26 percent (with specific fees ranging from 12 percent on the Epic Games Store to 30 percent on console platforms). So, 50 percent of V-Bucks value translates to ~37 percent of retail spending, and 100 percent of V-Bucks value translates to ~74 percent. Epic Alongside the new ability to create in-game items, Epic says Fortnite developers will be able to pay to be featured in a new “Sponsored row” inside Fortnite‘s Discover feed. And to better engage new and returning players, developers are also getting access to new tools for creating community forums and sharing updates on their islands. All of these changes are in service of further extending Fortnite‘s ability to act as a platform for games and social experiences, rather than just a battle royale game (with racing, rhythm game and LEGO spin-offs). Epic clearly wants Fortnite to be Roblox, and reap the benefits of having an active community of adult and child users creating experiences for its platform. Cultivating that audience has led to all sorts of child safety problems for Roblox, but Epic clearly views the risks to be worth it. This article originally appeared on Engadget at https://www.engadget.com/gaming/epic-will-let-fortnite-creators-sell-in-game-items-in-latest-attempt-to-compete-with-roblox-192059073.html?src=rss

Meta will let outside developers create AI-powered apps for its smart glasses

Meta’s lineup of smart glasses could soon get a lot more capabilities. The company will begin allowing outside developers to bring their apps to its RayBan and Oakley smart glasses, Meta announced on the second day of its Connect event. Up to now, Meta has only had a limited number of third-party integrations for its glasses, with apps like Spotify and Audible. But Meta will now allow developers to start experimenting with apps that can take advantage of the built-in sensors and audio capabilities of its glasses. This means other companies will be able to create their own custom experiences that use Meta’s multimodal AI features. The company is already working with a set of early partners, like Twitch, which is creating livestreaming capabilities for the glasses, and Disney, which is experimenting with an app for inside its parks. A demo video shows a visitor walking around Disneyland and asking the AI assistant about the rides she’s seeing and other park information. 18Birdies, a golf app, is working on an integration that can give players club recommendations and yardage stats. Notably, these apps all seem like they work with Meta’s non-display glasses, which means that even people who have first-gen Ray-Ban Meta glasses could see a bunch of added new functionality. It’s not clear if the company will also allow developers to also build experiences that can take advantage of the display on its newest Meta Ray-Ban Display frames, but that could open up even more possibilities. Meta’s new set of tools, officially called the “Wearables Device Access Toolkit,” will roll out as a limited developer preview ahead of broader availability in 2026. This article originally appeared on Engadget at https://www.engadget.com/wearables/meta-will-let-outside-developers-create-ai-powered-apps-for-its-smart-glasses-194159233.html?src=rss

Meta Ray-Ban Display hands-on: Discreet and intuitive

I’ve been testing smart glasses for almost a decade. And in that time, one of the questions I’ve been asked the most is “oh, but can you see anything in them?” For years, I had to explain that no, glasses like that don’t really exist yet. That’s no longer the case. And while I’ve seen a bunch of glasses over the last year that have some kind of display, the Meta Ray-Ban Display glasses feel the closest to fulfilling what so many people envision when they hear the words “smart glasses.” To be clear, they don’t offer the kind of immersive AR that’s possible with Meta’s Orion prototype. In fact Meta considers “display AI glasses” to be a totally separate category from AR. The display is only on one lens — the right — and its 20-degree field of view is much smaller than the 70 degrees on Orion. That may sound like a big compromise, but it doesn’t feel like one. Karissa Bell for Engadget The single display feels much more practical for a pair of glasses you’ll want to wear every day. It’s meant to be something you can glance at when you need it, not an always-on overlay. The smaller size also means that the display is much sharper, at 42 pixels per degree. This was especially noticeable when I walked outside with the glasses on; images on the display looked even sharper than in indoor light, thanks to automatic brightness features. I also appreciated that you can’t see any light from the display when you’re looking at someone wearing the glasses. In fact the display is only barely noticeable at all when you at them up close.  Having a smaller display also means that the glasses are cheaper, at $799, and that they don’t look like the chunky AR glasses we’ve seen so many times. At 69 grams, they are a bit heavier and thicker than the second-gen Meta Ray-Bans, but not much. As someone who has tried on way too many pairs of thick black smart glasses, I’m glad Meta is offering these in a color besides black. All Wayfarer-style frames look wide on my face but the lighter “sand” color feels a lot more flattering. The Meta Ray-Ban Display (left) and second-gen Ray-Ban Meta glasses (right.) The display glasses are a little thicker.Karissa Bell for Engadget The Meta Neural Band wristband that comes with the display glasses functions pretty much the same as the band I used on the Orion prototype. It uses sensors to detect the subtle muscle movements on your hand and wrist and can translate that into actions within the glasses’ interface. It’s hard to describe, but the gestures for navigating the glasses interfaces work surprisingly well. I can see how it could take a little time to get used to the various gestures for navigating between apps, bringing up Meta AI, adjusting the volume and other actions, but they are all fairly intuitive. For example, you use your thumb to swipe along the the top of your index finger, sort of like a D-pad, to move up and down and side to side. And you can raise and lower the speaker volume by holding your thumb and index finger together and rotating your wrist right or left like it’s a volume knob. It’s no secret that Meta’s ultimate goal for its smart glasses is to replace, or almost replace, your phone. That’s not possible yet, but having an actual display means you can look at your phone a whole lot less. Karissa Bell for Engadget The display can surface incoming texts, navigation with map previews (for walking directions), and info from your calendar. I was also able to take a video call from the glasses — unlike Mark Zuckerberg’s attempted live demo during his keynote — and it was way better than I expected. I could not only clearly see the person I was talking to and their surroundings, I could turn on my glasses’ camera and see a smaller version of the video from my side. I also got a chance to try the Conversational Focus feature, which allows you to get live captions of the person you’re speaking with even in a loud environment that may be hard to hear. There was something very surreal about getting real-time subtitles to a conversation with a person standing directly in front of me. As someone who tries really hard to not look at screens when I’m speaking to people, it almost felt a little wrong. But I can also see how this would be incredibly helpful to people who have trouble hearing or processing conversations. It would also be great for translations, something Meta AI already does very well. I also appreciated that the wristband allows you to invoke Meta AI with a gesture so you don’t always have to say “Hey Meta.” It’s a small change, but I’ve always felt weird about talking to Meta AI in public. The display also addresses another one of my longtime gripes with the Ray-Ban Meta and Oakley glasses: framing a photo is really difficult. But with a display, you can see a preview of your shot, as well as the photo after the fact, so you no longer have to just snap a bunch and hope for the best. I’ve only had about 30 minutes with the glasses, so I don’t really know how having a display could fit into my daily routine. But even after a short time with them, they really do feel like the beginning of the kind of smart glasses a lot of people have been waiting for. This article originally appeared on Engadget at https://www.engadget.com/wearables/meta-ray-ban-display-hands-on-discreet-and-intuitive-002334346.html?src=rss

Flick Shot Rogues is the rare turn-based game that my brain is gelling with

Try as I might, turn-based strategy games don’t usually do it for me. That’s one reason I haven’t yet dipped into Clair Obscur: Expedition 33, many people’s favorite of the year so far. I’d almost always rather be playing a more action-based game.  But after trying the demo for Flick Shot Rogues on a whim during the most recent Steam Next Fest, the game hasn’t been far from my thoughts. The debut title from Butter By The Fish, a three-person studio in Germany, arrived on Steam this week. Despite the likes of Hollow Knight: Silksong tugging at my attention, I keep turning back to this pirate-themed, turn-based roguelite. It’s a bit like Subbuteo but with crabs, monkeys and lasers. Each level features several enemies on red discs that you have to take out by flicking your character toward them. One hero causes damage when you clatter into enemies, and another will smash every foe within a certain radius after they stop moving. My favorite, the Froggomancer, collects frogs and uses them to attack goons that they slide by or end up next to. You can take a couple of characters into each run (and swap to the other one before your turn) and equip each with a relic. These include fire damage, lightning attacks and sticky bombs. Many of these have chain effects, so you can use them to attack multiple bad guys in one turn. Since this is a roguelite, you’ll upgrade your abilities as you go. After the first couple of stages, each level has at least one enemy or boss with a yellow disc. Once you take those out, you beat that wave or level. There are no prizes for guessing that putting together a strong build is a big part of this game. In one run, I tripled up on a trinket that gave me a 50 percent attack boost (so 150 percent extra damage) when I had full shields, making the first shot of each round all the more important. Flick Shot Rogues echoes one of my favorite games of 2023, Subpar Pool. I played quite a bit of snooker and pool growing up, and I always enjoyed figuring out the angle and power of my shot — executing it successfully was an entirely different matter. Being able to replicate that here is one reason why I’m digging this game so much. You can see where your character will end up after hitting a wall or enemy to help you better plan your turn. So, for once in a video game, I’m slowing down and taking more time to actually consider the consequences of my actions before doing anything. The tactility of slamming my character’s disc into enemies and causing a killer chain reaction helps make Flick Shot Rogues feel more active and engaging to me than many other turn-based games I’ve tried. Each runs can take up to an hour or so, but they don’t feel anything like that long. I do wish the game did a better job of communicating the enemies’ next moves and how their attacks work. It’s not clear to me, for instance, when a yellow-disc enemy is about to teleport to the other side of a level. You’ll often get an indicator of what your foes are about to do, but not every time. That makes it a little more difficult to decide whether to attack, make a defensive move or reposition for a better angle on my next turn. But still, I keep coming back for more. Launching a barrage of fire-inducing frogs after squeezing through a narrow gap on a bank shot is pretty fun. I’m looking forward to finding out what other characters, relics and enhancements can do. This article originally appeared on Engadget at https://www.engadget.com/gaming/flick-shot-rogues-is-the-rare-turn-based-game-that-my-brain-is-gelling-with-133020834.html?src=rss

Apple’s 25W MagSafe charger is on sale for $35

Just ahead of the iPhone 17 lineup arriving on Friday, you can pick up Apple’s 25W MagSafe charger for a song. The two-meter version of the more powerful charging cable has dropped by 29 percent from $49 to $35. That’s a record-low price. As it happens, that actually makes the two-meter version of the cable less expensive than the one-meter variant. The shorter cable will run you $39 as things stand. If you have an iPhone 16, iPhone 17 or iPhone Air, this cable can charge your device at 25W as long as it’s connected to a 30W power adapter on the other end. While you’ll need a more recent iPhone to get the fastest MagSafe charging speeds, the charger can wirelessly top up the battery of any iPhone from the last eight years (iPhone 8 and later). With older iPhones, the charging speed tops out at 15W. The cable works with AirPods wireless charging cases too — it’s certified for Qi2.2 and Qi charging. The MagSafe charger is one of our favorite iPhone accessories, and would pair quite nicely with your new iPhone if you’re picking up one of the latest models. If you’re on the fence about that, be sure to check out our reviews of the iPhone 17, iPhone Pro/Pro Max and iPhone Air. Check out our coverage of the best Apple deals for more discounts, and follow @EngadgetDeals on X for the latest tech deals and buying advice. This article originally appeared on Engadget at https://www.engadget.com/deals/apples-25w-magsafe-charger-is-on-sale-for-35-143415970.html?src=rss

China closes antitrust probe into Google’s Android operating system

China is ending its antitrust probe into Google, which had centered around Android’s ubiquity in the mobile world and what impact, if any, it was having on Chinese phone makers like Oppo and Xiaomi that use the software. As reported by the Financial Times, this move comes amid ongoing discussions between the US and Chinese governments over TikTok, NVIDIA, tariffs and the broader trading relationship between the world’s two largest economies. Google’s search engine remains blocked in China, along with many of its other core products like Gmail, YouTube and Google Maps. Despite this, the tech giant still generates substantial revenue in the country through cloud services and ad sales to Chinese companies targeting overseas audiences. According to the Financial Times, the decision by Beijing to ease up on Google is a tactical move, as China increasingly flexes its regulatory scrutiny on NVIDIA as a negotiating tool during trade talks with the US. Earlier this summer NVIDIA struck a deal with the Trump administration to sell its pared-back H20 GPUs in China on the condition that it gives the US government 15 percent of the sales. Shortly thereafter, however, China began discouraging local companies from buying the H20 chips. Recently, the government outright banned Chinese tech companies from buying NVIDIA’s newest AI chip made specifically for the region, the RTX Pro 6000D. In yet another move to exert control and flex power, Chinese regulators have accused NVIDIA of violating Chinese antitrust laws with its acquisition of chipmaker Mellanox. Were the chipmaker to be found in violation of China’s anti-monopoly law, the company could owe fines between 1 percent and 10 percent of its 2024 sales. US and Chinese officials just wrapped three days of trade talks in Madrid, with President Donald Trump and President Xi Jinping set to speak on Friday. The leaders are expected to discuss a supposed framework for a TikTok deal that would cede control of the company’s US business to American companies, resulting in a roughly 80 percent stake in the entity domestically. This article originally appeared on Engadget at https://www.engadget.com/big-tech/china-closes-antitrust-probe-into-googles-android-operating-system-145815140.html?src=rss

Samsung’s very expensive Family Hub fridges will now treat you to ads on their displays

If you’ve just shelled out thousands of dollars on one of Samsung’s smart fridges, you’d be forgiven for expecting it to leave you alone, rather than encouraging you to spend even more money. But that is no longer the case — following a recent update, you’ll start seeing ads on the fridge’s display. According to Android Authority, the new software update is being rolled out to Samsung’s Family Hub refrigerators in the US, and will now display ads and promotions while the display is idle. In a statement to the outlet, Samsung confirmed that it’s conducting a pilot program as part of its commitment to (brace yourselves for this one) “enhancing every day value for our home appliance customers.” The Cover Screen on which ads show up appears when a refrigerator is not displaying something else, such as Samsung’s Art Mode or a photo album. Samsung told Android Authority that advertising won’t appear when one of these modes is active, adding that specific ads can also be dismissed and won’t appear again while the campaign is running. What the statement doesn’t make clear is whether advertising can be turned off altogether, which again, seems like a reasonable option given that you can expect to pay anything between $1,800 and $3,500 for a Family Hub-equipped fridge. But it doesn’t appear to be possible while the pilot period is live. It also isn’t clear if any specific models are omitted from the testing. Back in April, Samsung’s head of R&D for digital appliances, Jeong Seung Moon, told The Verge that at that time the company had no plans to bring ads to its smart home displays, but in the case of its refrigerators it appears to have changed its mind pretty quickly. This article originally appeared on Engadget at https://www.engadget.com/home/smart-home/samsungs-very-expensive-family-hub-fridges-will-now-treat-you-to-ads-on-their-displays-143529070.html?src=rss