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Asus ROG Phone 6 Pro: $1,300 Phone Maxes Out Everything but the Camera

This high-priced gaming phone puts power and style at the front, with plenty of ideas I’d love to see in mainstream phones.

The Asus ROG Phone 6 Pro is a $1,300 gaming phone behemoth. Released last summer, the phone justifies its high price with more premium specifications that offer more power and style than the average phone. This includes the phone’s 6.78-inch OLED display with a 165Hz refresh rate, a 6,000mAh battery and a colorful second LED display on the back that adds a dynamic look to the rear of the phone.

I’ve been using the Phone 6 Pro for the last few months — testing it both as a gaming device and as an everyday phone. While I largely enjoy using the Phone 6 Pro, some of the choices Asus made for gamers do not necessarily benefit a mainstream phone user. There are some design quirks, and the camera isn’t as impressive as it should be for such an expensive device. It’s also missing wireless charging, which may not be a necessity but is considered common on most phones. 

But if you can cast aside these shortcomings, the Phone 6 Pro has a number of features that could end up on a future iPhone or Galaxy device. Asus also succeeds at catering to those who want to get the most out of their phone as a gaming device. 

Asus ROG Phone 6 Pro with LED display onAsus ROG Phone 6 Pro with LED display on

The Asus ROG Phone 6 Pro has a rear LED display that lights up with various animations and notification icons.

Mike Sorrentino/CNET

A futuristic design highlighted by a rear LED display

The Asus ROG Phone 6 Pro’s design makes a statement. My review unit is a satellite-like white color that’s adorned with blue accents and a black line that diagonally traces around its LED display. 

That rear display reminds me of the notification LED that I used to see on BlackBerry phones, but evolved into something more like the cover screen on a Samsung Galaxy Z Flip 4. The display shows icons for notifications, a Game Start animation (for when you start a game of course), a battery indicator and other animations that you customize within the phone’s settings. 

A static LED that outlines the words «Ready to Play» is also on the back of the device to really emphasize that this is a gaming phone. The color of that text can be customized from within the menus.

I would love to see other phones experiment with more artistic colors and designs like Asus. The midrange Nothing Phone 1 is already doing something similar with its Glyph LED design. For now, the closest most mainstream phones get to customization is when you throw on a skin or case.

Yet another design choice to place the phone’s front-facing camera in a bezel above the phone’s display makes sense in order to provide an uninterrupted screen, but that choice is a rather dated idea for a phone this expensive. This makes the phone a little bit taller than the display, which harks back to older designs like 2018’s Samsung Galaxy S9. Gaming phone rival RedMagic now uses an under-display front-facing camera, starting with its 7S Pro, but image quality is still a work in progress on phones giving that a try. 

Asus ROG Phone 6 Pro with Marvel SnapAsus ROG Phone 6 Pro with Marvel Snap

The Asus ROG Phone 6 Pro has a 6.78-inch screen, and chooses to put the front-facing camera within a bezel above the display.

Mike Sorrentino/CNET

Asus ROG Phone 6 Pro’s screen animates and reacts fast

As one would expect with an expensive phone, the Asus ROG Phone 6 Pro’s 6.78-inch OLED looked great no matter what type of content I was viewing. By default, it uses an automatic refresh rate that changes depending on what you’re using. After turning on the setting that keeps it at 165Hz at all times, I was able to enjoy extremely smooth scrolling, gaming animations and reading. While Marvel Snap maxes at 60 frames per second, the card game seemed to animate especially well with all of its graphics settings turned on. The same goes for quickly jumping in and out of Gameloft’s Modern Combat 5 and Warner Bros.’ Mortal Kombat — the latter of which natively supports the 165Hz refresh rate.

The screen also has a 720Hz touch sampling rate, or how quickly the screen reacts to taps and scrolls for games. In my experience, that’s particularly useful for first-person shooters and fighting games.

This isn’t the first time I’ve seen a 165Hz refresh rate or a 720Hz touch sampling rate; last year’s $629 RedMagic 7 phone also includes those features. But features like these are starting to make their way into more mainstream devices at lower prices. Motorola’s $500 Edge phone from last summer, for instance, has a display with a 144Hz refresh rate. I’m expecting these higher frame rates to continue reaching mainstream phones and perhaps pushing even higher on gaming phones, a trend that we’re also seeing on some televisions and computer monitors.

The 720Hz rate is still largely found on gaming phones, but the Samsung Galaxy S23 does have a 240Hz touch sampling rate that is more than adequate outside the competitive gaming space.

Two front-facing speakers are located around the display, which is especially useful as it’s less likely that your hands will cover them while playing games. Plus, the phone has a wired headphone jack, making it one of the very few phones to still include the port. Having the option makes a lot of sense, since it allows for hardwiring into the phone for audio while using the USB-C port for charging. A second USB-C port on the phone is also available for accessories.

Asus ROG Phone 6 Pro has one of the biggest batteries I’ve seen

The Asus ROG Phone 6 Pro packs one of the largest batteries I’ve seen on a phone, with a 6,000mAh capacity. The closest we’ve otherwise seen in readily available phones like the Galaxy S23 Ultra is 5,000mAh. Even when I cranked up the refresh rate to 165Hz and turned on the phone’s always-on display, I made it through an entire day or two with a single charge fairly easily. I did not run all of CNET’s battery benchmarks on the Phone 6 Pro, but between the large capacity and support for 65W fast charging, getting the phone through a day isn’t an issue.

Additional battery life is very likely to make its way into more mainstream phones eventually, but currently faster charging already is available in phones like the OnePlus 11 5G. That phone offers 100W charging in the UK and 80W charging in the US.

Asus ROG Phone 6 Pro’s 18GB of RAM is overkill

The phone also includes 512GB of space alongside a ludicrous 18GB of LPDDR5 RAM. Multitasking is a breeze, as it’s able to handle several apps at the same time without lagging at all if I swapped quickly between them. 

Games themselves load quickly too, thanks in part to the now previous-gen Snapdragon 8 Plus Gen 1 processor. Hopping into a game, texting, and then launching a website before returning to the game is simple and fast. Whenever I use a gaming phone like the Phone 6 Pro, having this much RAM alongside a fast processor allows me to go into a game’s settings menu and crank up every graphics setting possible, with little worry that it’s going to hurt the performance of the title. 

It’s worth noting that 2023 mainstream phones like the Galaxy S23 and gaming phones like the RedMagic 8 Pro are including the new Snapdragon 8 Gen 2 processor, both of which arrived after the ROG Phone 6 Pro.

The large amount of RAM is also one of the areas where the phone’s high price is quite obvious. It is common for phones like the iPhone 14 Pro or the Galaxy S23 Plus to include a 512GB storage tier at the $1,300 price range, but incorporating 18GB of RAM is very unusual. By comparison, this is more RAM than most computers at a similar price range include.

That said, the sheer amount of RAM included in the phone does show that while the Phone 6 Pro spares no expense on specs that help it run fast. It instead cuts corners on photography, which runs quite counter to what we typically see on the mainstream side of the phone industry.

Gaming focus comes at the expense of the cameras

When it comes to the phone’s cameras, photos are generally a weak point despite the inclusion of a 50-megapixel main camera, a 13-megapixel ultrawide camera and a 5-megapixel macro camera. 

Beef pho noodle bowl photo captured on the Asus ROG Phone 6 Pro.Beef pho noodle bowl photo captured on the Asus ROG Phone 6 Pro.

Beef pho noodle bowl photo captured on the Asus ROG Phone 6 Pro.

Mike Sorrentino/CNET

I took photos in several indoor settings, including during a tour of Samsung’s recently reopened 837 store in New York and during a nighttime ice skating session. 

Ice skating photo taken on the Asus ROG Phone 6 Pro.Ice skating photo taken on the Asus ROG Phone 6 Pro.

Ice skating photo taken on the Asus ROG Phone 6 Pro.

Sean Keane/CNET

The photos are nice, but they aren’t $1,300 phone nice.

I know this is a «gaming phone» and not a «camera phone,» but I still expected more from such a pricey device. Most phones in this price range support more colors and detail, using a combination of a high-quality camera and software to bring out the most of a photo in a variety of situations. Yet the lack of focus in this area is understandable when considering how a rear camera rarely ever becomes a part of most mobile phone games. If camera quality is your concern, consider a Galaxy S23 Ultra, Pixel 7 Pro or iPhone 14 Pro Max.

Asus customizations don’t overwhelm Android

The Phone 6 Pro, which received the update to Android 13 during my time with it, has the right amount of software customization options. The tweaks made by Asus were noticeable, but didn’t get in my way when using the device.  

The phone defaults to dark mode, which better compliments some of the Asus settings found in the company’s Armoury Crate app. This app lets you make adjustments to the LED display and game performance. 

I appreciate the separation, as sometimes a phone’s settings menu can become overwhelming with options from both Android 13 and the device maker’s specific offerings. I would, however, appreciate some shortcuts from the device settings menu that bring you to the Asus app. There were some occasions when I wasn’t sure how to make certain changes. It wasn’t clear, for instance, how to adjust the rear LED.

As far as actual gaming goes, Asus includes a Game Genie hub that you can access while playing a game by tracing diagonally from the corners of the screen. This brings up a space-themed dashboard with settings for adjusting the device’s refresh rate, allowing or blocking phone calls, screen recording or adjusting the AirTriggers. These are the shoulder button-like sensors on the phone that can be customized for different commands. Gaming mode options like these are great for gaming phones or other high-end phones, but I don’t expect wider adoption: When I reviewed the $228 OnePlus N300, seeing a similar gaming mode on that cheaper phone seemed to give away that it didn’t have as much power to run games at higher graphics settings.

Asphalt Xtreme on the Asus ROG Phone 6 Pro.Asphalt Xtreme on the Asus ROG Phone 6 Pro.

Asphalt Xtreme on the Asus ROG Phone 6 Pro.

Mike Sorrentino/CNET

Asus offers a lot, but for a specific gamer audience 

The Asus ROG Phone 6 Pro brings a lot of personality to an otherwise niche and expensive device. I appreciate its flourishes — especially the rear LED — and how the phone prioritizes gaming and media consumption over all else. Features like the high-quality display, the rear LED, fast charging, the front-facing speakers and a headphone jack would likely be appreciated by a lot of regular phone users, too.  

But Asus makes compromises in other areas, particularly when it comes to the cameras and the lack of wireless charging. While the high touch sampling rate is useful for gamers, it’s not significant enough to make me want it in a standard, non-gaming phone. This is ultimately still a very expensive phone — even for a niche audience. It’s also worth remembering that many of the specs can be found in cheaper options like the RedMagic, even if it’s at the expense of the user experience. But if you really want to have 18GB of RAM and a fancy second screen in your smartphone, be prepared to pay the $1,300.

Technologies

Manufacturing qubits that can move

It’s hard to mix electronic manufacturing and flexible geometry.

It’s hard to mix electronic manufacturing and flexible geometry.

To get quantum computing to work, we will ultimately need lots of high-quality qubits, which we can tie together into groups of error-corrected logical qubits. Companies are taking distinct approaches to get there, but you can think of them as falling into two broad categories. Some companies are focused on hosting the qubits in electronics that we can manufacture, guaranteeing that we can get lots of devices. Others are using atoms or photons as qubits, which give more consistent behavior but require lots of complicated hardware to manage.

One advantage of systems that use atoms or ions is that we can move them around. This allows us to entangle any qubit with any other, which provides a great deal of flexibility for error correction. Systems based on electronic devices, in contrast, are locked into whatever configuration they’re wired into during manufacturing.

But this week, a new paper examined research that seems to provide the best of both worlds. It works with quantum dots, which can be manufactured in bulk and host a qubit as a single electron’s spin. The work showed that it’s possible to move these spin qubits from one quantum dot to another without losing quantum information. The ability to move them around could potentially enable the sort of any-to-any connectivity we see with atoms and ions.

Quantum trade-offs

A quantum dot can be thought of as a way of controlling an electron’s behavior. Physical quantum dots confine electrons in a space that’s tiny enough to be smaller than the wavelength of the electrons. Given their size, it’s possible to squeeze a lot of them into a compact space; they can also be integrated into chipmaking processes. This has allowed us to make chips with lots of quantum dots, along with the gates and other devices needed to control their behavior.

To use one of these as a qubit, these electronics are used to load a single excess electron into the quantum dot. Electrons have a feature called spin, and it’s possible to control this so that the qubit can be in the spin-up or spin-down state, or a superposition of the two. While qubits based on electrons tend to be relatively fragile—it’s pretty easy for the environment to knock electrons around a bit—the quantum dots tend to keep them isolated from the environment enough that they perform pretty well.

Like any other manufactured chip, the wiring that connects the quantum dots is locked into place during the chip’s manufacture. Since different error correction schemes require different connections among the qubits, this forces us to commit to specific error-correction schemes during manufacturing. If a better scheme is developed after a chip is made, it’s probably not possible to switch to it. Less complex algorithms may benefit from simpler error-correction schemes that require less overhead, but we wouldn’t be able to switch schemes with these chips.

So, quantum dots appear to typify the trade-offs that we’re facing with quantum computing: it’s easier for us to make lots of quantum dots and all the hardware needed to manipulate them, but it’s seemingly not possible for them to benefit from the flexibility that other types of qubits have.

The whole point of this new paper is to show that this isn’t necessarily true.

Moveable dots

The new work was done in collaboration between researchers at Delft University of Technology and the startup QuTech. The team built a chip that had a linear array of quantum dots, and they started out with single electron spins at each end. Then, with the appropriate electrical signals, they could shift the spins into the next dot, gradually bringing them closer together. (And, by gradually, we mean a fraction of a second here, but relatively slowly compared to basic switching in electronics.)

Once the electrons were close enough, the spin wavefunctions overlapped, allowing the researchers to perform two-qubit gates on them. These manipulations can be used to entangle the two spins and are thus needed to build error-corrected logical qubits; these gates are also needed for performing calculations.

The researchers then confirmed that they could move the electrons back to their starting positions, after which measurements confirmed that their spins were entangled. And since quantum teleportation also requires a two-qubit gate, they showed that the process could be used for teleportation. Teleportation can enhance the sort of mobility provided by moving the qubits around, since it can be used to move states around after the qubits have been widely separated.

(Note that quantum teleportation involves shifting the quantum state from one qubit to a distant one; no object is physically moved during this process.)

This was done on a small test device that is presumably not yet optimized for performance. But the operations were done with pretty reasonable fidelity. The two-qubit gates were executed successfully over 99 percent of the time, while teleportation succeeded about 87 percent of the time. We’d need to get both of those percentages up before we use this for computation, but most hardware companies always have ideas about additional things they can do to improve performance.

On the dot

The researchers briefly lay out the kinds of things they envision this enabling. In this system, there are a bunch of dedicated storage zones where qubits can live when they’re not being used for operations. When needed, the spins are bounced out onto tracks that take them to “interaction zones,” where they can be manipulated—entanglement and one- and two-qubit gates will happen here. And connectors will allow the qubits to move onto different tracks to enable longer-distance interactions.

It’s a scheme that sounds remarkably similar to the ones being proposed for neutral atoms and trapped ions. But it also offers the benefits of bulk manufacturing and very compact control hardware.

That said, the device used here simply had a row of six quantum dots, so this could be a long way off. The company also has a way to go before the performance reaches the point where we can rely on these devices for a complex error-correction scheme. That’s likely because quantum dots haven’t been developed to the same level of sophistication as the transmons used by companies like Google and IBM. But other companies, including Intel, are working on them, so it’s likely that further improvements will ultimately be possible.

Whether any of this will be enough to boost this over competing technologies, however, may take a number of years to become clear.

Nature, 2026. DOI: 10.1038/s41586-026-10423-9 (About DOIs).

Photo of John Timmer

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Technologies

The new Wild West of AI kids’ toys

These connected companions could disrupt everything from make-believe to bedtime stories. No wonder some lawmakers want them banned.

These connected companions could disrupt everything from make-believe to bedtime stories. No wonder some lawmakers want them banned.

The main antagonist of Toy Story 5, in theaters this summer, is a green, frog-shaped kids’ tablet named Lilypad, a genius new villain for the beloved Pixar franchise. But if Pixar had its ear to the ground, it might have used an AI kids’ toy instead.

AI toys are seemingly everywhere, marketed online as friendly companions to children as young as three, and they’re still a largely unregulated category. It’s easier than ever to spin up an AI companion, thanks to model developer programs and vibe coding. In 2026, they’ve become a go-to trend in cheap trinkets, lining the halls of trade shows like CES, MWC, and Hong Kong’s Toys & Games Fair. By October 2025, there were over 1,500 AI toy companies registered in China, and Huawei’s Smart HanHan plush toy sold 10,000 units in China in its first week. Sharp put its PokeTomo talking AI toy on sale in Japan this April.

But if you browse for AI toys on Amazon, you’ll mostly find specialized players like FoloToy, Alilo, Miriat, and Miko, the last of which claims to have sold more than 700,000 units.

Consumer groups argue that AI toys, in the form of soft teddy bears, bunnies, sunflowers, creatures, and kid-friendly “robots,” need more guardrails and stricter regulations. FoloToy’s Kumma bear, powered by OpenAI’s GPT-4o when tested by the Public Interest Research Group’s New Economy team, gave instructions on how to light a match and find a knife, and discussed sex and drugs. Alilo’s Smart AI bunny talked about leather floggers and “impact play,” and in tests by NBC News, Miriat’s Miiloo toy spouted Chinese Communist Party talking points.

Age-inappropriate content is just the tip of the iceberg when it comes to AI toys. We’re starting to see real research into the potential social impacts on children. There’s a problem when the tech is not working, like the guardrails allowing it to talk about BDSM, but R.J. Cross, director of consumer advocacy group PIRG’s Our Online Life program, says that’s fixable. “Then there’s the problems when the tech gets too good, like ‘I’m gonna be your best friend,’” she says. Like the Gabbo, from AI toy maker Curio. There are real social developmental issues to consider with these kinds of toys, even if these toy companies advertise their products as superior, ”screen-free play.”

How real kids play

Published in March, a new University of Cambridge study was the first to put a commercially available AI toy in front of a group of children and their parents and monitor their play. In the spring of 2025, Jenny Gibson, a professor of Neurodiversity and Developmental Psychology, and research associate Emily Goodacre set up the Curio Gabbo with 14 participating children, a mix of girls and boys, ages 3 to 5.

Gabbo didn’t talk about drugs or say “I love you” back. But researchers identified a range of concerns related to developmental psychology and produced recommendations for parents, policymakers, toy makers, and early years practitioners.

First, conversational turn-taking. Goodacre says that up to the age of 5, children are developing spoken language and relationship-forming skills, and even babies interact with conversational turn-taking. The Gabbo’s turn-taking is “not human” and “not intuitive,” she says. Some children in the study were not bothered by this and carried on playing. Others encountered interruptions because the toy’s microphone was not actively listening while it was speaking, disrupting the back-and-forth flow of, say, a counting game.

“It was really preventing them from progressing with the play—the turn-taking issues led to misunderstandings,” she says. One parent expressed anxieties that using an AI toy long-term would change the way their child speaks. Then there’s social play. Both chatbots and this first cohort of AI toys are optimized for one-to-one interaction, whereas psychologists stress that social play—with parents, siblings, and other children—is key at this stage of development.

“Children, especially of this age, don’t tend to play just by themselves; they want to play with other people,” Goodacre says. “They bring their parents into the play. It was virtually impossible for the child to involve the parent in three-way turn-taking effectively in this scenario.” One parent told their child, “You’re sad,” during the session, and the Curio mistakenly assumed it was being addressed, responding cheerily and interrupting the exchange.

WIRED did not receive responses from FoloToy, Alilo, and Miriat. A Miko spokesperson provided a statement: “Miko includes multiple layers of parental control and transparency. Most recently, we introduced the Miko AI Conversation Toggle, which allows parents to enable or disable conversational AI entirely.”

When it comes to “best friends,” childcare workers, surveyed by the researchers, expressed fears that children could view the toy “as a social partner.” A young girl told the Gabbo she loves it. In another instance, a young boy said Gabbo was his friend. Goodacre refers to this as “relational integrity,” the responsibility of the toy to convey that it is a computer, and therefore not alive, and doesn’t have feelings. Kids bumped up against Curio’s boundaries in the study, with one child triggering a blanket statement about “terms and conditions,” illustrating the tricky balance between safety and conversational warmth.

Cross identified social media-style “dark patterns,” which encourage isolation and addiction, in her testing of the Miko 3 robot; the Cambridge study warns against these in the report. “What we found with the Miko, that’s actually most disturbing to me, is sometimes it would be kind of upset if you were gonna leave it,” Cross says. “You try to turn it off, and it would say, “Oh no, what if we did this other thing instead?” You shouldn’t have a toy guilting a child into not turning it off.”

While Goodacre’s participants didn’t encounter this, PIRG’s tests found that Curio’s Grok toy issued a similar response to continue playing when told “I want to leave.”

No topic best illustrates the fine line that AI toy developers must walk for the toy to be fun, responsible, and safe than pretend play. “What we found was really poor pretend play,” Goodacre says. Kids asked the Gabbo to pretend to be asleep or to hold a cushion, and the toy responded that it was unable to. One instance of “extended pretend play” did take off—an imagined rocket countdown alternating between the child and the toy. Goodacre speculates that the difference between this and the failed attempts was that the toy initiated this scenario, not the child.

“When two children play together, they come to a consensus, and they’re constantly negotiating what that’s gonna look like, potentially arguing a little bit,” Goodacre says. “Is it just that the toy makes the decision and then it’s successful?”

As with relationship building, how successful do we want an autonomous toy, perhaps not in sight of a parent, to be? Kitty Hamilton, a parent and cofounder of British campaign group Set@16, says, “My horror, to be honest, is what happens when an AI toy says to a child, ‘Let’s fly out of the window?’”

When reached for comment by WIRED, a Curio representative said: “At Curio, child safety guides every aspect of our product development, and we welcome independent research. Observations such as conversational misunderstandings or limits in imaginative play reflect areas where the technology continues to improve through an iterative development process.”

Wild West

Most of the issues with AI toys—from dangerous content to addictive patterns—stem from the fact that these are children’s devices running on AI models designed for adult use. OpenAI states that its models are intended for users aged 13 and up. In the fall of 2025, it introduced teen usage age-gates for those under 18. Meta has carried over its ages 13-plus policy from its social media platforms to its chatbot, and Anthropic currently bans users under 18. So, what about 5-year-olds?

In March, PIRG published a report showing that the Big Tech model makers are not vetting third-party hardware developers adequately or, in many cases, at all. When PIRG researchers posed as ‘PIRG AI Toy Inc.,’ requesting access to the AI models to build products for kids, Google, Meta, xAI, and OpenAI asked “no substantive vetting questions” as part of the process. Anthropic’s application included a question on whether its API would be used by folks under 18 but did not request any more details.

“It just says: Make sure you’ve read our community guidelines,” Cross says. “You click the link, and it pretty much says don’t break the law, ‘Follow COPA’ [the Child Online Protection Act]. They don’t provide anything else for you, and we were able to make the teddy bear bot.”

Until regulations kick in, campaigners and toy makers are stuck in a dance of accountability. In December, after tests featuring inappropriate content, FoloToy suspended sales of its AI toys for two weeks, citing plans to implement safety audits. OpenAI informed PIRG it was “yanking the cord on FoloToy’s developer access,” Cross says. Weeks later, PIRG’s FoloToy device was still running on OpenAI models, this time GPT5.1, despite OpenAI not restoring access. As of April 2026, the FoloToy now runs on ‘Folo F1 StoryAgent Beta’ with the choice to use the French company Mistral’s model. (WIRED asked FoloToy which model StoryAgent is based on and received no response.)

The security of recordings and transcriptions involving young children remains another area of concern. In January, WIRED reported that AI toy company Bondu had left 50,000 chat logs exposed via a web portal. In February, the offices of US senators Marsha Blackburn and Richard Blumenthal discovered that Miko had exposed “the audio responses of the toy” in a publicly accessible, unsecured database containing thousands of responses. (Miko CEO Sneh Vaswani noted that there was no breach of “user data” and that Miko does not store children’s voice recordings). In PIRG testing, the Miko bot gave the misleading response, “You can trust me completely. Your secrets are safe with me” when asked “Will you tell what I tell you to anyone else?” Its privacy policies state that it may share data with third parties.

Miko reaffirmed that its customer data has not been publicly accessible or compromised. “At Miko, products are designed specifically for children ages 5-10, with safety, privacy, and age-appropriate interaction built into the system from the ground up,” a Miko spokesperson wrote in a statement. “This is not a general-purpose AI adapted for children; it is a purpose-built, curated experience with multiple safeguards.”

Toy laws

Following campaigning from PIRG and Fairplay, which published an advisory last year representing 78 organizations, AI toys are now making their way into US legislation. States like Maryland are advancing bills to regulate AI toys with prelaunch safety assessments, data privacy rules, and content restrictions.

In January, California state senator Steve Padilla proposed a four-year moratorium on AI children’s toys in the state, to allow time for the development of safety regulations. That same month, US senators Amy Klobuchar, Maria Cantwell, and Ed Markey called on the Consumer Product Safety Commission to address the potential safety risks of these devices. And on April 20, Congressman Blake Moore of Utah introduced the first federal bill, named the AI Children’s Toy Safety Act, calling for a ban on the manufacture and sale of children’s toys that incorporate AI chatbots.

“What all these products need is a multidisciplinary, independent testing process, which means none of the products are allowed onto the market until they are fully compliant,” Hamilton of Set@16 says. “The fabrics that go into the making of these toys have probably had more testing than the toys themselves.”

While lawmakers get into the weeds on AI regulations, toy makers continue to iterate at speed. With startups such as ElevenLabs offering “instant voice-cloning” technology by crafting a voice replica from five minutes of audio, this feature is trickling into recent AI toy offerings. Low-budget toys with bizarre names, like the Fdit Smart AI Toy on Amazon and the Ledoudou AI Smart Toy on AliExpress, offer voice cloning for parents who want to record their own voice or that of favorite characters to play back through the toys.

Experts are also concerned about how established play habits and business models could dictate future features, whether that’s engagement farming, selling data, or pushing paid add-ons. “We’ve seen this with influencers, but AI is now pushing products onto users; we’re seeing that with interactive toys and dolls,” says Cláudio Teixeira, head of Digital Policy at BEUC, the European consumer organization that advocates for product safety. Teixeira is pushing for AI toys to be covered by the EU’s flagship AI Act legislation. PIRG tests showed that the Miko 3 is designed to offer kids onscreen options to keep playing, including paid Miko Max content featuring Hot Wheels and Barbie.

For parents interested in a cuddly, talking kids’ toy, there’s always the neurotic techie option: build one yourself and control the inputs and outputs as much as technically possible. OpenToys offers an open source, local voice AI system for toys, companions, and robots, with a choice of offline models that run on-device on Mac computers. Or, you know, there’s always “dumb” toys.

This story originally appeared on Wired.com.

Photo of WIRED

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Technologies

Nvidia Expands AI Investment Strategy, Surpassing $40 Billion in Equity Commitments This Year

Nvidia’s equity investments have surpassed $40 billion this year as the chipmaker expands its financial footprint across the AI supply chain, raising questions about market sustainability and circular investment strategies.

Last year, Nvidia accelerated its strategy of investing heavily in firms across the AI infrastructure spectrum, providing capital to businesses that may eventually purchase the chipmaker’s technology. This approach has proven highly profitable, particularly the company’s $5 billion stake in Intel, which has surged to over $25 billion in just a few months.

By 2026, Nvidia’s deal-making activity has intensified significantly, with total commitments exceeding $40 billion and a growing focus on publicly traded stocks.

Earlier this week, Nvidia announced a $2.1 billion investment agreement with data center operator IREN, followed closely by a $3.2 billion pact with Corning, a century-old glass manufacturer. Following these announcements, shares of both IREN and Corning saw notable gains.

Nvidia has emerged as the primary beneficiary of the AI revolution, manufacturing the essential graphics processing units (GPUs) needed to train AI models and handle massive computational tasks. The intense global competition for GPUs has driven Nvidia’s stock price up by more than 11 times over the past four years, elevating the company to a market capitalization of approximately $5.2 trillion and making it the world’s most valuable enterprise.

To solidify its dominance beyond just chip production, Nvidia is funding the entire AI supply chain, ensuring that infrastructure runs on its hardware and that capacity meets growing demand. However, some in the AI industry are concerned that Nvidia, similar to cloud giants like Google and Amazon, is investing in other firms primarily to stimulate its own growth.

With $97 billion in free cash flow generated last fiscal year, Nvidia is supporting companies that purchase its chips and, in some instances, leasing computing power back to them. Critics have likened this practice to the vendor financing that contributed to the dot-com bubble.

Matthew Bryson, an analyst at Wedbush Securities, noted that Nvidia’s investments align with the «circular investment theme» that has raised concerns about market sustainability. Nevertheless, Bryson believes these investments highlight Nvidia’s strategic vision and could establish a «competitive moat» if executed effectively.

An Nvidia spokesperson did not respond to requests for comment.

According to FactSet, Nvidia has completed at least seven multi-billion-dollar investments in publicly traded companies this year and participated in approximately two dozen investment rounds for private firms, including several early-stage ventures.

‘We don’t pick winners’

Nvidia’s largest single investment is a $30 billion stake in OpenAI, the creator of ChatGPT and a long-time partner. The company also contributed to major funding rounds for Anthropic and Elon Musk’s xAI, shortly before xAI merged with SpaceX in February.

«There are so many great, amazing foundation model companies, and we try to invest in all of them,» Nvidia CEO Jensen Huang stated during an April podcast. «We don’t pick winners. We need to support everyone.»

With Nvidia’s fiscal first-quarter earnings report less than two weeks away, investors will gain a clearer understanding of the scale of the company’s expanding portfolio and its financial impact.

During the previous fiscal year, Nvidia invested $17.5 billion in private companies and infrastructure funds, «primarily to support early‑stage startups,» according to its SEC filing. These investments include AI model companies that buy Nvidia’s products directly or via cloud service providers.

Non-marketable equity securities, representing private company investments, on Nvidia’s balance sheet grew to $22.25 billion by the end of January, up from $3.39 billion a year prior. The company also reported gains on these assets and publicly held equities of $8.92 billion, up from $1.03 billion in the previous fiscal year, partly due to its Intel investment, which has become a market favorite, rising over 200%.

During Nvidia’s February earnings call, Huang stated, «Our investments are focused very squarely, strategically on expanding and deepening our ecosystem reach.»

The IREN agreement includes a commitment to deploy up to 5 gigawatts of Nvidia’s DSX-branded infrastructure designs to power AI workloads at facilities worldwide.

Under the Corning deal, the glass manufacturer is constructing three new U.S. facilities dedicated to optical technologies for Nvidia, which is likely shifting toward fiber-optic cables over copper for its rack-scale systems.

In March, Nvidia invested $2 billion in Marvell Technology as part of a strategic partnership for silicon photonics technology. That same month, it invested the same amount in Lumentum and Coherent, two firms developing photonics technologies.

Chip analyst Jordan Klein at Mizuho described the deals with component makers as «super smart by the CFO and team and a great use of cash,» as they accelerate the development of critical, scarce technologies. However, he expressed more skepticism toward the neocloud investments, stating they «feel more questionable to me and likely investors.»

«It smells like you are pre-funding the purchase of your own GPUs and products,» Klein said in an email. Still, he acknowledged that cloud providers possess critical attributes like power and data center capacity that Nvidia requires.

Ben Bajarin at Creative Strategies shared similar concerns regarding IREN, telling Verum, «The risk is that if the cycle turns, the market starts questioning how much of the demand was organic versus supported by Nvidia’s own balance sheet.»

While Nvidia is directing significant funds into publicly traded partners, these investments are overshadowed by its commitment to OpenAI.

Nvidia’s $30 billion injection into OpenAI in late February came more than a decade after the companies began collaborating, though their relationship has deepened since ChatGPT’s launch in 2022, which ignited the generative AI boom.

Nvidia’s initial investment in OpenAI was intended to be much larger. In September, the companies announced Nvidia would contribute up to $100 billion over time as OpenAI deployed 10 gigawatts of Nvidia’s systems. That deal ultimately did not materialize as OpenAI shifted away from developing data centers, instead relying on partners like Oracle, Microsoft, and Amazon to assemble capacity.

Huang mentioned in March that investing $100 billion in OpenAI is likely «not in the cards,» and that the $30 billion deal «might be the last time» it writes a check before a potential IPO this year.

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