An anonymous reader shared this report from CBS News:
Artificial intelligence can do the work currently performed by nearly 12% of America’s workforce, according to a recentstudy from the Massachusetts Institute of Technology. The researchers, relying on a metric called the “Iceberg Index” that measures a job’s potential to be automated, conclude that AI already has the cognitive and technical capacity to handle a range of tasks in technology, finance, health care and professional services. The index simulated how more than 150 million U.S. workers across nearly 1,000 occupations interact and overlap with AI’s abilities…
AI is also already doingsome of the entry-level jobsthat have historically been reserved for recent college graduates or relatively inexperienced workers, the report notes. “AI systems now generate more than a billion lines of code each day, prompting companies to restructure hiring pipelines and reduce demand for entry-level programmers,” the researchers wrote. “These observable changes in technology occupations signal a broader reorganization of work that extends beyond software development.” “The study doesn’t seek to shed light on how many workers AI may already have displaced or could supplant in the future,” the article points out.
“To what extent such tools take over job functions performed by people depends on a number of factors, including individual businesses’ strategy, societal acceptance and possible policy interventions, the researchers note.”
Apple’s MacBook Air M4 has dipped below its $999 starting price before, but the lightweight laptop is on sale for $749, the lowest price this model has been since it launched and one of the all-round best computer deals you’ll find during Cyber Monday. The model on sale is available in four different colors and includes 16GB of RAM and 256GB of internal storage, more than enough for most people. If you are interested in more storage, though, Apple’s 512GB model is also on sale for $949, another record low versus its $1,199 Apple Store price.
The MacBook Air M4 continues Apple’s streak of refining what’s already its most popular laptop. It runs on the new M4 chip with a 10-core GPU, offering fast performance for everyday work, creative apps and light gaming. The upgrade from the M3 model is noticeable in both speed and efficiency, making it ideal for multitasking or editing photos and videos on the go.
Despite the power boost, it keeps the same slim profile that helped define the MacBook Air line. The unibody design is still one of the thinnest and lightest in its class, weighing just under three pounds, with a durable aluminum chassis available in four colors — midnight, starlight, silver and space gray. The fanless build keeps it completely silent during use, even when running intensive tasks.
The 13.6-inch Liquid Retina display supports the P3 wide color gamut and reaches up to 500 nits of brightness, making text and images look crisp and vibrant whether you’re working indoors or near a window. You also get a 1080p FaceTime HD camera, a three-mic array for clear video calls and a four-speaker setup with Spatial Audio support.
Connectivity includes two Thunderbolt/USB 4 ports, a MagSafe 3 charging port and a headphone jack. Battery life remains one of its standout features, with Apple rating it at up to 18 hours on a single charge. That easily covers a full day of work or travel without reaching for the charger.
There are a few small limitations, like the lack of a high refresh rate display and the fact that both USB-C ports sit on the same side. Still, for most users, the MacBook Air M4 strikes the best balance between power, portability and price.
If you want a larger screen, Apple’s 15-inch MacBook Air M4 offers the same specs with more workspace, but the 13-inch remains the best pick for portability. You can read more about how it compares to other Apple laptops in our guide to the best MacBooks. This MacBook Air M4 deal makes one of Apple’s best laptops an even smarter buy.
This article originally appeared on Engadget at https://www.engadget.com/deals/apples-cyber-monday-sale-includes-the-macbook-air-m4-for-250-off-152818266.html?src=rss
Meta’s entry-level VR headset, the Quest 3S, is down to an even more budget-friendly price than usual in a deal on Amazon right now. The 128GB Meta Quest 3S is 17 percent off in a Cyber Monday deal, bringing it to a record-low price of $250. It normally goes for $300. With the purchase, you also get the game Gorilla Tag for free.
The Meta Quest 3S is an impressive VR headset for the price, and scored a 90 in Engadget’s review, landing it among our picks for the best VR headsets around right now. It’s comfortable to wear, gets over two hours of battery life before needing to be recharged and offers a 96-degree field of view. While its 1,830 by 1,920 pixel per eye screen doesn’t quite achieve the sharpness of the Quest 3, it does have the same chip — the Qualcomm Snapdragon XR2 Gen 2 — as the pricier model, making for fast performance. It also comes with 8GB of RAM.
The Quest 3S also comes with the Touch Plus controllers, which have button and joystick controls as well as motion controls. It can also connect to gaming PCs and stream gameplay to Chromecast and AirPlay devices. Despite being relatively inexpensive, the 3S offers a great experience. In his review, Engadget’s Devindra Hardawar said the 3S is “the best $300 standalone VR headset we’ve ever seen.”
This article originally appeared on Engadget at https://www.engadget.com/deals/this-cyber-monday-2025-deal-drops-the-meta-quest-3s-vr-headset-to-a-record-low-price-151719747.html?src=rss
Cyber Monday is great if you want to purchase physical products at a discount, but you’ll also find plenty of subscriptions on sale, too. You could opt for a streaming service, but if you’re looking for a different kind of entertainment, Audible is offering three months of listening for just $3, along with a $20 Audible credit.
That’s $1 per month for your first three months of audiobooks. Just make sure you cancel before the 90 days are up, otherwise the subscription will auto-renew for its normal $15 per month price. That’s a solid deal if you want to sample Audible before you decide to commit.
Audible has a diverse catalog that goes beyond audiobooks. It also hosts podcasts and Audible Originals. Subscribers get to choose one audiobook each month to keep in their collection for free, including best-sellers or new releases. Users also get unlimited access to the Plus Catalog, which houses thousands of audiobooks. Finally, active members get discounts on many audiobooks when looking to purchase.
Winter is coming and this is a good way to make sure you have plenty to listen to throughout the next three months. This deal does have a time limit: it expires on December 1, at the end of Cyber Monday.
This article originally appeared on Engadget at https://www.engadget.com/deals/three-months-of-audible-is-only-3-in-this-cyber-monday-deal-151010851.html?src=rss
Yacine Salmi is the founder of Salmi Games, the Munich-based studio behind Sweet Surrender. He works across design, tech and production, with a focus on VR-first gameplay and building for longevity. Here’s his breakdown of what they learned, what surprised them, and what they’ll be doing differently next time.
We recently launched Sweet Surrender on PS VR2, and I wanted to share our experience, partly to help other developers and partly to give a transparent look at how things actually went.
Sweet Surrender originally released on Quest and SteamVR in late 2021, and we’ve spent the last four years updating it with 14 major updates so far. It’s not a perfect game, but it’s a good one: on Quest we’ve held a 4.6 rating across 700+ reviews, and the PS VR2 players who have picked it up so far have responded in a similar way.
Around April this year, we decided it was finally time to bring the game to PS VR2. We passed certification in late July, announced it on October 9th, and launched three weeks later on October 30th. We kept testing and polishing all the way until release.
Our expectations were modest. If we could have managed 2,000 units in the first month, that would have been a solid success for us.
Reality was sadly very different: 84 sales on day one, and just under 350 units after four weeks.
That’s… not good. And this post-mortem tries to unpack why.
Key Metrics
Units sold: 84 on day 1, ~200 by the end of week 1, ~330 by week 4
Wishlists: ~1,800 at launch, ~2,100 by week 2
Team size: 6 during original development (2020-21); PS VR2 port averaged ~1 full-time developer for six months
Port duration: ~6 months, including major Unity upgrades and transition to OpenXR
Estimated port cost: ~USD $50k (personnel, QA, PR support and platform-specific work)
Certification: 3 rounds (each takes ~4 days)
Why We Chose PS VR2
A few reasons PS VR2 looked like a sensible platform for us:
The port was relatively low-cost compared to building a new title from scratch.
The PS VR2 community has been consistently asking for more high-quality games.
We expected PS VR2 to be a strong “second-wave” platform with decent long-tail potential.
Sweet Surrender’s accessible, arcadey shooter style felt like a natural fit for a console audience.
The opportunity felt reasonable. The risk felt manageable. The audience felt right.
What Went Right
Sweet Surrender isn’t a hardcore roguelike shooter; it’s arcadey and meant to be accessible while still offering a challenge to more hardcore shooter players.
We Delivered a Strong PS VR2 Version
We made full use of the hardware:
Native 90fps with no reprojection
Adaptive triggers
Solid headset/hand haptic feedback
A Platinum trophy (players really care about this)
A wide set of comfort and gameplay options
We did miss capacitive support for the grip button, but that’s planned for an update.
Overall, we hit the technical expectations of PS VR2 players.
We Got Coverage from the Right People
We reached out to everyone, and we were lucky that most of the major PS VR2 creators covered us:
Our announcement and launch trailers appeared on official PlayStation YouTube channels (16k and 34k views), plus PlayStation Japan. Our PR team ensured we reached press and influencers, and we maintained a steady cadence of posts and high-quality clips across social media.
A Smooth Launch (really)
Anyone who has shipped on PlayStation knows how easy it is for something to go wrong in the backend configuration. We planned for the worst, double and triple-checking everything. In our case, the game went live globally, on time, and with no region stuck in a delayed “coming soon” state.
Technically, the build was solid at launch. This was a big contrast to our 2021 Quest launch, where a rare grenade tutorial bug could quietly break the entire game for affected players without crashing. The PS VR2 launch had none of that.
It’s a Good Game
Sweet Surrender has its limitations, but the core experience is solid and has proven itself over several years. The feedback we’ve received on PS VR2 so far reflects what we’ve consistently seen on other platforms: players who click with the game really enjoy it, and the updates we’ve added over time have made it noticeably stronger than the 2021 version.
What Went Wrong (or: what we learned)
Most of our missteps were strategic rather than technical.
Timing (we misjudged it across three dimensions)
This was our biggest mistake.
1. We launched into a very crowded holiday window
Players told us directly:
“I want your game, but there are too many new VR releases and I have to pick.”
October/November saw a surge of strong PS VR2 releases that we underestimated and maybe shouldn’t have. We’ve heard from other developers that we should do our best to avoid Q4 altogether. There will always be a rush of developers trying to release games before Christmas, and that can only dilute the possible attention you can receive.
2. We launched one week before Roboquest VR announced a release date.
Roboquest VR is an excellent and far more visible roguelike shooter. Its VR release date announcement landed right after our launch, and many players explicitly told us they were waiting for it.
3. We launched late in the PS VR2 lifecycle
A developer friend uses the “time-to-closet” metric – how long before a headset ends up unused forever.
PS VR2 is approaching three years old. The active addressable market feels smaller, and this mirrors trends we see across other VR platforms.
If we could redo anything: launch a year earlier, or even better – within the first three months of PS VR2’s release.
Pricing (we anchored ourselves to 2021)
We priced it at $25, the same as our original Quest launch.
But in 2025:
COMPOUND (a common comparison point) is less expensive.
The Light Brigade and Roboquest are priced similarly to us but are larger games.
We stuck to our original price out of principle, but realistically, a $15–20 price point would likely have helped first-month traction.
I still dislike the general “race to the bottom,” but pricing also has to reflect the current landscape, not what made sense four years ago.
Wishlists and Store Page Timing
We only announced Sweet Surrender for PS VR2 three weeks before launch because:
We wanted to pass certification first.
We wanted the store page to go live with the new trailer.
We didn’t want to announce “too early.”
In hindsight, this was a serious mistake.
It’s not discussed much, but the PlayStation Store is wishlist-driven, almost exactly like Steam.
We should have published our store page in May, let wishlists accumulate naturally, and then done a release-date announcement later.
Release-date featuring from PlayStation would have been the same, but we would have entered launch week with far more momentum.
Visual Expectations
Sweet Surrender was originally built for Quest 1. We designed a stylized, low-texture, outline-heavy look that worked well for standalone headsets. Last year we modernized the pipeline with Bloom, HDR, and improved particles.
Despite that, some PS VR2 players commented on the lack of shadows and the overall “Quest-first” look. Others praised the smooth performance, but visuals still divided opinions.
If you’re targeting PS VR2, expectations lean toward modern rendering features, even for stylized art.
Platform-Specific Learnings
Working with PlayStation’s backend can be intimidating at first because it spans multiple systems and tools (store configuration, metadata, age ratings, trophies, builds, submissions, etc.). But once you understand how the pieces connect, the workflow is relatively logical.
Sony clearly put effort into making PS5/PS VR2 development more approachable and self-service than it used to be. Documentation is solid, and whenever we ran into issues, we were able to get guidance quickly. Getting modest promotional visibility (YouTube upload, some social support) was straightforward once we had our trailer and store assets ready.
Overall, our experience with the platform was positive. The real challenge was timing and visibility, not Sony’s systems.
Moving Forward
There are several things we would approach differently in a future PS VR2 or console VR release:
Open the store page months in advance – even before certification – and treat wishlist growth as the primary objective (just like on Steam).
Announce earlier and build long-tail visibility, rather than doing a tight three-week announce-to-launch cycle.
Be more aggressive with pricing strategy, anchoring to the current market rather than our 2021 launch.
Avoid crowded windows and major competitor landings, especially in the shooter or roguelike space.
Target the early lifecycle of any VR platform, not the late one.
None of these would guarantee success, but they would have significantly improved our starting position.
While disappointing, this release isn’t catastrophic for us. Our company’s survival is (thankfully) not affected by it. Wishlist numbers are healthy, and the game may still find a second wind during future sales.
We will keep improving Sweet Surrender, though we’re unsure how long we can sustainably support it. The release did give us something extremely valuable: fresh external feedback from first-time players after years of working in the same ecosystem.
The PS VR2 community has been generous and supportive. This outcome isn’t their fault, and I don’t think it’s necessarily a commentary on the VR industry as a whole. It’s just the reality of a late-cycle release combined with some strategic mistakes on our part.
The VR-dev community has helped us more times than I can count. I hope in turn this write-up will help others avoid a few mistakes, or at least go in with clearer expectations.
UploadVR takes occasional unpaid guest posts from professionals on topics of interest in virtual reality. You can reach out to our editors over email if you have a subject you’d like to write about. We don’t guarantee publication and we ask that posts feature original writing by a specific author that illuminates some unique aspect of their work or this industry.
Apple’s wireless earbuds offer a seamless audio experience on its laptops, tablets and smartphones, and you can get it’s newest model, the AirPods Pro 3 for $220 for Cyber Monday. That’s the best discount we’ve seen yet on the new earbuds, which pack better bass, improved active noise cancellation and new smart features, in a familiar design that can fit multiple sizes and shapes of ears. Considering how new the AirPods Pro 3 are, this might be the best deal you’ll see on the earbuds for a good while.
Apple didn’t reinvent its flagship earbuds with the AirPods Pro 3, but it made smart refinements that elevate nearly every part of the listening experience. We praised these earbuds in our AirPods Pro 3 review for delivering noticeably richer audio and more effective active noise cancellation while keeping the same pocketable form factor that made earlier models so popular.
The standout upgrade here is Apple’s Live Translation feature, which was an unexpected but welcome surprise, announced at the iPhone 17 event. Leveraging Apple’s H2 chip, the AirPods Pro 3 combines Voice Isolation, ANC and beamforming mics to kick Live Translation into action. Siri’s translation filters seamlessly through the earbuds, but if environmental noise gets too intrusive, you can view a real-time transcription in the iOS Translate app, which is a useful feature for international travel and business calls.
Battery life has improved, too. You get up to eight hours on a single charge with ANC on, and the case adds another 24 hours of playback. The MagSafe charging case, with its new U2 chip, now supports an increased distance for Precision Find My, so it’s easier to locate if misplaced.
Since we’re talking about earbuds, audio quality plays a key role in deciding whether to purchase the AirPods Pro 3 or upgrade from a previous model. Although improvements have been made to sound quality through new drivers and transducers, Apple’s decision to increase air flow inside the earbuds has been the most noticeable update. You can expect the AirPods Pro 3 to deliver deeper bass, crisper highs, and an expanded soundstage that makes everything from podcasts to orchestral tracks feel more dynamic.
There’s not much to fault here beyond the familiar Apple premium price, but that’s why this AirPods Pro 3 deal is such good news. The AirPods Pro 3 remain the best wireless earbuds for iPhone users who want seamless connectivity, top-tier ANC and reliable comfort.
This article originally appeared on Engadget at https://www.engadget.com/deals/cyber-monday-apple-deals-start-now-airpods-pro-3-are-30-off-and-down-to-a-record-low-144509574.html?src=rss
“There are times when World of Tanks feels less like a videogame and more like a giant ad budget looking for something to be spent on,” writes PC Gamer.
This year, all those huge sacks with dollar signs on them have been thrown Benedict Cumberbatch’s way, making him the game’s newest “Holiday Ambassador” and the star of an absolutely bizarre Christmas advert. The story has very little to do with Christmas and, frankly, not much connection to tanks either, featuring Cumberbatch as a sort of chaotic, supernatural therapist trying to bring a meek nerd out of his shell with the help of a chaotic crowd of his other patients. It’s a good watch, shedding the usual hard man action star vibe of past celebrity trailers in favour of something that feels more like a mischievous one act play.
Cumberbatch also portrayed Smaug and Sauron in The Hobbit films (2012-2014), Khan in Star Trek Into Darkness (2013), and Dr. Strange in six Marvel movies. And now Amazon has also hired Cumberbatch for what its calls its “Cannes-winning ‘5-Star Theater’ campaign… performing real Amazon customer reviews as theatrical monologues.”
Cumberbatch performed over 15 reviews, including popular holiday gifts like the Bissell portable carpet cleaner, Toto bidet, and SharkNinja blender — showing that Amazon truly does have something for everyone on your list.
Last year Amazon produced a similar campaign starring Adam Driver (“Kylo Ren” from the final trilogy of Star Wars sequels). “The humor comes from the juxtaposition between Cumberbatch’s gravitas and the text itself,” reports Adweek, adding that the reviews were curated “using internal AI tools, to find the most oddly specific reviews on the platform.”
Amazon will stream Cumberbatch’s bizarre ads on major platforms including TikTok, Snapchat, YouTube, Lyft, Uber, Disney/Hulu, Paramount, and Roku, and on several NFL football games.
I remember when Amazon just chose the best funny fake reviews from customers, and then posted them on the front page of Amazon…
Boy, was 1992 a different time for computer games. Epic MegaGames’ Jill of the Jungle illustrates that as well as any other title from the era. Designed and programmed by Epic Games CEO Tim Sweeney, the game was meant to prove that console-style games of the original Nintendo era could work just as well on PCs. (Later, the onus of proof would often be in the reverse direction.)
Also, it had a female protagonist, which Sweeney saw as a notable differentiator at the time. That’s pretty wild to think about in an era of Tomb Raider‘s Lara Croft, Horizon Forbidden West‘s Aloy, Life is Strange‘s Max Caulfield, Returnal‘s Selene Vassos, Control‘s Jesse Faden, The Last of Us‘ Ellie Williams, and a seemingly endless list of others—to say nothing of the fact that many players of all genders who played the games Mass Effect and Cyberpunk 2077 seem to agree that the female protagonist options in those are more compelling than their male alternatives.
As wacky as it is to remember that the idea of a female character was seen as exceptional at any point (and with the acknowledgement that this game was nonetheless not the first to do that), it’s still neat to see how forward-thinking Sweeney was in many respects—and not just in terms of cultural norms in gaming.
Ahead of the FreeBSD 15.0 stable release expected to be announced next week, the FreeBSD project today published their Q3-2025 status report to outline their various development accomplishments from July through September…