Apple has long offered parental controls on devices and child accounts but is now making some changes to bolster its offering and make it a safer experience for all parties involved. Some of these adjustments are on the end user's side, such as creating a child account and App Store adjustments, but several are on the developer's side, in the form of API changes.
The new features and functionality were shared in a new whitepaper titled “Helping Protect Kids Online,” which you can read in full here. The changes begin with streamlining the process of creating a child account. As seen in the latest betas for iOS 18.4 and iPadOS 18.4, Apple now allows you to select an age range when creating an account; once selected, this information informs the presets for parental controls.
Of course, creating the account adds your child as a user and allows for family sharing of iCloud services and purchases within the App Store. However, to streamline the process, you can still give the child access to the new device with more limited functionality if you want to complete the rest of the account setup later.
(Image credit: Future)Likely even more important, and good news for some, is that later in 2025, Apple will let you update the age on an Apple Account. This way, if you input the wrong date of birth, you can adjust it. Apple requires that kids under 13 have a Child Account associated with a parental Apple ID in the United States. Those under 18 can choose to be set up this way for these advanced protections, and some presets.
The App Store experience currently offers four age ratings worldwide, two of them being 12+ and 17+. Apple aims to create a more curated, safe experience and will expand the global age ratings later this year. This will bring Apple's age ratings closer to those of Google and its Play Store, which already offer age-based ratings in several categories depending on region.
Apple's expansion is a bit more focused and standard across all regions, with four new categories targeting specific age groups.
These will be the minimum age recommended for the app. This should allow developers to more accurately determine the age rating for the experience they are creating, and parents might find it easier to decide if it's safe to download. If a parent has turned on parental controls for app downloads, the App Store will only serve up age-appropriate apps when this arrives later in 2025.
It comes at a time when, in the United States, on both a state and federal level, there is debate about who should be in charge of age verification for using apps, either the store – i.e. Apple's App Store – or the developers themselves. It's packaged within larger conversations around child protection laws pertaining to digital experiences and connected devices.
Apple believes a per-app level is better for age verification and reducing data sharing overall. That's where the forthcoming Declared Age Range API will come into play. Rather than asking a user to input a date of birth, the developer can opt into the API. If approved via a pop-up in the app, the app will pull the age range from the user's Apple Account.
It's very much in line with how other apps request to use things like the camera or microphone and even to enroll you in notifications for the app. Apple's stance here is to reduce a user potentially oversharing while still ensuring a safe experience; seemingly, the per-app level approach is a better way to do this.
The company also says in the paper that it's similar to purchasing alcohol at a store in a mall, "After all, we ask merchants who sell alcohol in a mall to verify a buyer’s age by checking IDs – we don’t ask everyone to turn their date of birth over to the mall if they just want to go to the food court."
Apple's approach is at odds with other companies and even legislators, who think the enforcement and verification should be handled by where you get the app. The information is there because Apple does ask for the age range for creating an Apple Account, and one is required for a user under 13. From a privacy perspective, Apple isn't just handing that information over but wants to use it securely through this API.
Apple’s approach to age verification is arguably better from a privacy perspective for all, but requires active parental involvement.
Avi Greengart, TechsponentalAvi Greengart, founder of Techsponental, wrote in a statement to TechRadar, "Apple is trying to thread the needle between forcing everyone to share data that proves their age and giving parents the ability to protect their children from content that’s inappropriate for them. Apple’s approach to age verification is arguably better from a privacy perspective for all, but requires active parental involvement. It also doesn’t – and perhaps can’t – address the responsibility of social media apps to police their algorithms to prevent harm to minors."
The approach here with the Declared Age Range API likely ties back to Apple's further bolstering of Child Accounts, making them easier to create and control and linking them up to make using devices like iPads and iPhones and the services on them safer.
We're already seeing some of these changes, like the new Age Range selection for creating a child account. However, the updated age ratings for apps, the ability to adjust an account's age, and the new API will all arrive before the end of 2025.
Ultimately, time will tell who is responsible for age verification. Still, it's excellent to see Apple making it easier to create child accounts that offer a bit more protection and safeguards. The full paper released by Apple can be viewed here.
You might also likeNvidia CEO Jensen Huang has teased that the company's next flagship chip will be shown off within the next few weeks - as well as apparently officially confirming its name.
Speaking to analysts on the company's fiscal Q4 2025 earnings call, Huang revealed the new hardware will bear the moniker of Blackwell Ultra, and will be unveiled at its Nvidia GTC 2025 event in March 2025.
“Come to GTC and I’ll talk to you about Blackwell Ultra, Vera Rubin, and then show you the one click after that,” Huang declared.
Nvidia Blackwell Ultra...and moreHuang went on to add Blackwell Ultra will be officially launched in the second half of 2025, and offer upgrades in processors, networking, and memory - but will be built on the same system architecture as Blackwell.
Both Blackwell Ultra and Vera Rubin were teased on a company roadmap document at Computex 2024, but Huang has now seemingly confirmed the naming of both.
Nvidia unveiled Blackwell at GTC 2024, promising a major step forward in terms of AI power and efficiency.
It has since seen a number of releases, including the first Blackwell "superchip", the GB200, which has the ability to scale up from a single rack all the way to an entire data center, as Nvidia looks to push on with its leadership in the AI race.
Blackwell contains 208 billion transistors (up from 80 billion in Hopper) across its two GPU dies, which are connected by 10 TB/second chip-to-chip link into a single, unified GPU, making it up to 30x faster than Hopper when it comes to AI inference tasks, offering up to 20 petaflops of FP4 power, far ahead of anything else on the market today.
Despite this, Nvidia says Blackwell can reduce cost and energy consumption by up to 25x, giving the example of training a 1.8 trillion parameter model - which would previously have taken 8,000 Hopper GPUs and 15 megawatts of power - but can now be done by just 2,000 Blackwell GPUs consuming just four megawatts.
Vera Rubin is the *next* step forward for Nvidia after Blackwell Ultra, with an expected release in 2026, with CPU and GPU products anticpated, including a Vera Rubin board combining the GPU and CPU into a "superchip".
Huang's tease came as Nvidia revealed its most recent set of financial results, with the company once again seeing record returns as it benefits from the huge surge in AI demand.
Overall Nvidia revenues more than doubled year-on-year, reaching $130.5 billion for the financial year, a 114% rise, largely helped by record data center revenues of $35.6 billion, up 16% from the previous quarter, and up 93% from a year ago.
“Demand for Blackwell is amazing as reasoning AI adds another scaling law — increasing compute for training makes models smarter and increasing compute for long thinking makes the answer smarter,” Huang said of the results.
“We’ve successfully ramped up the massive-scale production of Blackwell AI supercomputers, achieving billions of dollars in sales in its first quarter. AI is advancing at light speed as agentic AI and physical AI set the stage for the next wave of AI to revolutionize the largest industries.”
Via The Verge
You might also likeChinese ecommerce giant Temu has emerged as a strong competitor to Amazon by offering significantly lower prices on a wide range of products in recent months
A new Omnisend report has claimed Temu’s prices are, on average, 40% lower for items closely matching Amazon listings. The site relies heavily on discounts to attract shoppers, with around 65% of its listings featuring markdowns, compared to 47% on Amazon, with some items seeing price cuts as high as 98%.
Temu has gained traction in budget-friendly categories such as clothing, shoes, jewelry, and beauty products, where it offers cheaper alternatives to Amazon. The overlap in these categories is high, with a 94% match rate for items listed on both platforms. However, despite its aggressive discounting, it has yet to surpass Amazon in consumer trust and product transparency, which may limit its ability to shift customer loyalty.
Pricing strategies and consumer perceptionAmazon remains dominant in trust-sensitive segments like automotive products, where it consistently offers lower prices - being about 12% cheaper than Temu. Shoppers also favor Amazon for food and beverages, where Temu’s match rate is the lowest.
Amazon also holds an edge in electronics and home appliances, where factors like warranties, reliable reviews, and trusted customer support play a significant role in purchasing decisions.
It also maintains an advantage in consumer trust, partly due to its robust review system. The average Amazon product has around 50,000 reviews, while Temu listings typically have only 1,500.
Researchers have found signs of possible review manipulation on Temu, such as disappearing negative reviews and low-rated products being reuploaded under new listings. While Amazon also faces issues with fake reviews, its enforcement measures are more transparent.
Meanwhile, many Temu listings closely resemble well-known brands but feature altered packaging or blurred logos, raising doubts about authenticity.
Ultimately, Temu’s ability to compete with Amazon depends not just on lower prices but also on building credibility. While deep discounts attract budget-conscious shoppers, trust and reliability remain crucial for long-term consumer preference.
On the subject of trust - Temu and similar marketplaces have attracted millions in the last year, but, in September 2024, Temu denied a data breach relating a database containing 87 million users' personal information.
You may also likeAt the end of 2024, Solidigm added a 122.88TB QLC SSD to its product line. The D5-P5336 will be available in U.2 15mm to start and then in E1.L later in 2025, meaning it won’t fit in a typical consumer PC. Its price is expected to exceed $10,000 anyway, so you’d need deep pockets if you want to buy one.
If you’re wondering how such a giant-capacity SSD might perform, we have the answer - sort of - but it doesn’t come in the form of a traditional review.
StorageReview tested the Jetson Orin Nano Super - Nvidia’s compact AI single-board computer for edge computing - to see how it performed on AI development tasks, specifically LLM inference. The Nano Super comes with a 6-core Arm CPU, a 1024-core Ampere GPU, and 8GB of LPDDR5 memory. At $249, it is an affordable choice for AI developers, but its limited VRAM presents a challenge for running LLMs.
Not smooth sailing“We recognized that onboard memory limitations challenge running models with billions of parameters, so we implemented an innovative approach to bypass these constraints,” the site explained. “Typically, the Nano Super’s 8GB of graphics memory restricts its capability to smaller models, but we aimed to run a model 45 times larger than what would traditionally fit.”
Doing this involved upgrading the Nano Super’s storage with Solidigm’s new U.2 drive, which has a Gen 4 PCIe x4 interface and promises sequential read/write speeds of up to 7.1 GB/s (read) and 3.3 GB/s (write), along with random performance of up to 1,269,000 IOPS.
The Nano Super has two M.2 NVMe bays, both of which offer a PCIe Gen3 connection. The team connected the SSD to an 80mm slot supporting a full four PCIe lanes using a breakout cable to get the most bandwidth and used an ATX power supply to deliver 12V and 3.3V to the SSD.
While the full potential of the drive was limited by the Jetson’s interface, it still managed up to 2.5GB/s of read speeds. Using AirLLM, which loads model layers dynamically rather than all at once, the site managed to run DeepSeek R1 70B Distilled, an AI model 45 times larger than what would traditionally fit on such a device.
Processing speed turned out to be a major bottleneck for the experiment. Running smaller models worked well, but generating a single token from the 70B model took 4.5 minutes. While not practical for real-time AI tasks, the test demonstrated how massive storage solutions, like the D5-P5336, can enable larger models in constrained environments.
You can see how the test was achieved, and the problems that were encountered and overcome along the way, in this YouTube video.
You might also likeEA has announced that it's releasing the fully recovered source code for Command & Conquer.
Luke "CCHyper" Feenan, a veteran of the Command & Conquer community, modder, and Admin of CnCNet, shared the details on behalf of the studio in a new Reddit post, confirming that the source code for Command & Conquer, aka Tiberian Dawn, C&C Red Alert, C&C Renegade, and C&C Generals + Zero Hour will be released to the public under the GPL license.
In addition, Steam Workshop support will also be introduced for several Command & Conquer titles allowing users to upload their custom maps. These games include C&C Renegade, Generals and Zero Hour, C&C 3 Tiberium Wars and Kane’s Wrath, Red Alert 3 and Uprising, and C&C 4 Tiberian Twilight.
All Mission Editor and World Builder tools have also been updated, which means players can easily publish edited maps directly to the Steam Workshop.
A 'C&C Modding Support' pack containing the source Xml, Schema, Script, Shader, and Map files for all the games using the SAGE engine will also be released for modders to access.
"This has been another wish from the community for almost 15 years now so we’re excited to finally make this happen, and we hope this helps you all in continuing to make amazing content and mods for the years to come
These new initiatives were initially ideas proposed by Feenan, who was also a part of the development of the Command & Conquer Remastered Collection, following its release in 2020.
"I know this will empower those in the community who continue to create content for these classic entries in the franchise, and I hope it will aid communities like CnCNet to continue to support these games and keep them playable for future generations to come," Feenan added.
To celebrate the release of the source code, Command & Conquer Remastered Collection producer Jim Vassella shared that the team was able to discover and digitize some rare gameplay footage from the early development of C&C Renegade and C&C Generals. This footage is also now available in a compilation format for fans of the series to watch and enjoy.
You might also like...The latest beta build of Google Chrome features brand-new split-screen functionality. This feature lets you use two windows in a single tab and even dynamically change the size of the windows for enhanced productivity.
Uncovered by X user Leopeva64, the new Google Chrome split-screen feature appears to be now known as "Show side-by-side". However, it was first available in the drop-down menu as "Split tab with active tab".
Naming conventions aside, the functionality is identical between the two beta updates; you can merge two windows in the browser under one larger tab, and then you're able to resize the two sides, which means you won't have to manually drag two windows snapped together or swap tabs out.
While confirmed to not be fully functional yet, plans are in place for the handle (space between the tabs) to be resizable as well. With a larger dividing gap, you can better separate the two tabs or minimize the gap completely for a seamless encompassing window.
The functionality is not live yet for regular users in Google Chrome, as it's currently only available in a Chrome Canary test build. Considering it's already been updated twice since it was discovered earlier in the month, there's no telling how it will perform when it's eventually rolled out in an update for everyone.
A time-saving productivity tool for one of the best web browsersDespite how demanding Google Chrome can be on your RAM and CPU, there's no debating that it's one of the best web browsers you can use in 2025. This new split-screen tool is a smaller update than what we've traditionally seen rolled out, but it is something that could be a productivity powerhouse for those studying and working and needing web access.
It sounds particularly good for laptop users or people working with a smaller computer monitor, as there will be no need to awkwardly try to snap multiple windows together in a cramped space. Similarly, with adjustable scaling to each tab, all under one umbrella. If you're someone doing research and you need the source larger than where you're writing, that can be easily done, and vice versa. It's another step in improving the speed and customization of Chrome as a web browser at a time when more users are demanding more functionality or going elsewhere.
Google Chrome Canary is a beta build of the web browser aimed at developers that is updated every single night. While it can be unstable, it provides insights into new features and improvements long before they arrive to the rest of the users (if they show up at all). Things are tested automatically, and usually not too extensively, so it's a chance to play around with things that may or may not always work.
Recent Chrome updates have included long-term security features for ChromeOS, and stability updates for desktops, iOS, and Android. Previously, in October 2024, Google released performance controls for the web browser so you could make it run faster or more efficiently. In the same month, the company made its plans known to crack down on ad blockers and other unauthorized extensions on its web store.
You might also like...The upcoming Valve VR headset, codenamed 'Deckard', is rumored to launch towards the the end of 2025 and is alleged to cost $1,200, according to fresh claims from a well-known content creator.
According to Gabe Follower, a content creator with over 200,000 followers on X, the new Valve Deckard VR headset will be available as a full bundle for $1,200, which allegedly includes some games, as well as the two "Roy" controllers. Despite the high price tag, it is claimed that it will be "sold at a loss" by Valve.
As well as playing virtual reality games, it is believed the headset will also be able to play "flat games" akin to the Steam Deck with no requirements of using an external monitor or TV. Gabe Follower claims that "Valve want to give the user the best possible experience without cutting any costs."
Additionally, it's been said that the models for the "Roy" controllers were visible in a SteamVR update. Allegedly, the new VR headset will support a modified version of SteamOS as seen in the Steam Deck, but tailored for a virtual reality experience. The controllers appear to do away with the traditional ring design of the company's previous model, the Valve Index, in favor of something more akin to the Meta Quest 3S.
As a standalone device that can also be plugged into a PC, it's currently unknown what kind of hardware Valve's new VR headset will feature, with some concerns that it could struggle to achieve its rumored 120Hz refresh rate with a claimed resolution of 1440p across two screens. Similarly, there has been no mention of the expected battery life at this time.
Previously, in September 2023, Valve certified an unannounced hardware device in South Korea, and the company hinted towards the next generation of its VR headsets. Product Designer Greg Coomer said, "I can definitely say that we are continuing to develop VR headsets recently. Valve has a lot of expertise in VR devices and has faith in the medium and VR games."
The next generation is going to be expensiveWhile the PC-tethered Valve Index launched at $999 back in June 2019, the upcoming Deckard standalone VR headset looks to be pricier at $1,200 for the "full bundle". As an all-in-one device, its main competition will not be from high-end PC VR options such as the HTC Vive Pro 2 and the Pimax Crystal but the likes of the Pico 4 and (most crucially) the Meta Quest 3, as well as the cheaper Meta Quest 3S.
Most standalone headsets come in significantly cheaper than the alleged price of the Valve Deckard. For instance, the Meta Quest 3 retails for $499.99 for the 512GB model, with the Meta Quest 3S costing even less, starting from $299.99 for the 128GB version. Additionally, the Pico 4 Ultra, a mid-range all-in-one headset, retails for the equivalent of $670, although it's currently not yet available in the US.
That puts Valve's upcoming VR standalone headset into a tough market where it's a high-end headset aimed primarily at PC gamers that also costs anywhere from double (or triple) the bulk of its competition. While its functionality (essentially doubling as a wearable Steam Deck) does sound intriguing, that's an incredibly high asking price given the current state of the market, eclipsing all of the mainstream options available right now.
We won't know if the Valve Deckard is worthwhile until we see it in action or test it ourselves, so it's too early to judge its qualities based on just the rumored pricing. However, factoring in it costs more than the Index by $200 (and far more now since sales) and many of its competitors, it seems like a niche product for a smaller subset of PC gamers who also want to play a premium for wearable Steam Deck use, when they likely already have the handheld in their homes to begin with.
With that said, it could be a smash-hit success as an encompassing solution for replacing monitors and TVs if you're someone who lives in a cramped space. As we saw with the Steam Deck's meteoric rise in popularity over the last three years, with the competition now incredibly fierce, the Deckard could be doing something that catches on and ends up being imitated and innovated upon by others. If this is to happen, though, it'll need to offer a far lower MSRP than what's alleged here.
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