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Motorola Razr 2025 vs. Razr Plus and Razr Ultra: All the Specs Compared

This year, Motorola added the $1,300 Ultra to its Razr lineup. Here’s how it stacks up against the two more affordable models.

Motorola has unveiled three new Razr foldable phones that range in price and features: the $700 Motorola Razr, the $1,000 Razr Plus and the $1,300 Razr Ultra, which are all available now. But what are the key differences between these modern flip phones?

The newest addition to the lineup, the Razr Ultra, levels up the capabilities you’ll find in the baseline Razr and the Razr Plus — and appears poised to give the $1,100 Samsung Galaxy Z Flip 6 a run for its money. The Razr Ultra packs 50-megapixel wide and ultrawide cameras, a 4,700-mAh battery and 68-watt charging. But read on to see how it compares to its less pricey Razr counterparts and if nabbing the top-of-the-line device is worth the extra money. 

But first, here are some commonalities across the three phones. They all run Android 15, have a side fingerprint sensor, boast an IP48 rating for dust and water resistance and lack a headphone jack and expandable storage. 

Each phone is equipped with Moto AI features that can be activated with a dedicated button, or by looking and speaking directly at the phone. Motorola has integrated services from Perplexity, Microsoft Copilot, Meta’s Llama and Google Gemini to handle tasks like transcriptions, brainstorming and serving up suggestions based on what’s on your screen.

One thing to note is how Motorola’s Android support comes up short compared to the competition. You’ll only get three years of major software upgrades and four years of security updates on the phones, compared to the seven years Samsung and Google offer on their phones.

Now, onto what separates the 2025 Motorola Razr, Razr Plus and Razr Ultra.

Razr 2025 vs. Razr Plus vs. Razr Ultra screen size(s)

The most noticeable difference when looking at the three phones is the nearly half-inch bezel on the baseline Razr’s cover screen, which shrinks down that display to 3.6 inches, versus the 4-inch cover displays on the Razr Plus and Razr Ultra. Another key difference is that the baseline Razr’s cover screen has a 90Hz variable refresh rate, while the two pricier phones go up to 165Hz. All three cover screens are pOLED displays.

Moving to the internal displays, the Razr has a 6.9-inch FHD+ AMOLED display with a 120Hz variable refresh rate, while the Razr Plus has a 6.9-inch FHD+ pOLED display with a 165Hz variable refresh rate. The Razr Ultra, meanwhile, has a 7-inch Super HD AMOLED display with a 165Hz variable refresh rate.

Razr 2025 vs. Razr Plus vs. Razr Ultra cameras

Camera capabilities could be a determining factor when choosing one of these three phones. The baseline Razr has a 50-megapixel wide and 13-megapixel ultrawide camera. The Razr Plus has a 50-megapixel wide and 50-megapixel telephoto camera. And the Razr Ultra packs a 50-megapixel wide and 50-megapixel ultrawide camera. 

Flipping to the internal screens, you’ll get a 32-megapixel selfie camera on the baseline Razr and the Razr Plus, and a 50-megapixel one on the Razr Ultra. Megapixels aren’t everything for camera and photo quality, but these specs definitely make the Ultra sound like a triple threat. Stay tuned for CNET’s reviews to see how these cameras perform in the real world.

Razr 2025 vs. Razr Plus vs. Razr Ultra batteries

Interestingly, the baseline Razr has a 4,500 mAh battery, higher than the 4,000 mAh you’ll get on the pricier Razr Plus. But the Razr Ultra tops them all with a 4,700 mAh battery. We’ll be sure to incorporate our battery test and observations into upcoming reviews of the phones to better understand how they perform day to day.

The Razr supports 30-watt wired charging and 15-watt wireless charging. Meanwhile, the Razr Plus supports 45-watt wired charging and 15-watt wireless charging, as well as 5-watt reverse charging, which can be handy if you have another device to charge and essentially want to turn your phone into a power bank. The Razr Ultra tops them all with 68-watt wired charging, 30-watt wireless charging and 5-watt reverse charging.

Razr 2025 vs. Razr Plus vs. Razr Ultra processor and storage

The baseline Razr is powered by a MediaTek Dimensity 7400X chipset, while the Razr Plus has a Snapdragon 8s Gen 3 chipset and the Razr Ultra packs a Snapdragon 8 Elite processor. 

You’ll get 8GB of RAM and 256GB of storage on the baseline Razr, 12GB of RAM and 256GB of storage on the Razr Plus and 16GB of RAM with either 512GB or 1TB of storage on the Razr UItra. That can make the upcharge on the priciest Razr worth your money, if you’re inclined to use your phone for gaming or want to take loads of pictures without worrying about running out of storage space.

Should you upgrade from an older Razr?

On paper, there aren’t any huge differences between this year’s Razr and Razr Plus and last year’s models. The newer phones share the same screen sizes, pixel densities, general dimensions and camera specs as their predecessors. This year, Motorola added some features like dust resistance and new AI capabilities, but it’s probably not worth upgrading if you can hang onto your 2024 device a bit longer. 

If you have an older phone like the 2023 Razr and Razr Plus or earlier, you might be more enticed to upgrade to take advantage of faster charging, more powerful RAM and processors and, of course, new AI features. And especially with just three years of software updates, you might feel the clock ticking before it’s time for your next upgrade. 

Check out the spec chart below for a side-by-side breakdown and comparison of the three phones.

Motorola Razr (2025) vs. Razr Plus (2025) vs. Razr Ultra (2025)

Motorola Razr (2025) Motorola Razr Plus (2025) Motorola Razr Ultra (2025)
Cover display size, tech, resolution, refresh rate 3.6-inch pOLED; up to 90Hz variable refresh rate 4-inch pOLED; 1272 x 1080 pixels; up to 165Hz variable refresh rate 4-inch pOLED; up to 165Hz variable refresh rate
Internal display size, tech, resolution, refresh rate 6.9-inch AMOLED; FHD+; up to 120Hz variable refresh rate 6.9-inch pOLED; FHD+; 2640 x 1080 pixels; up to 165Hz variable refresh rate 7-inch AMOLED; super HD; up to 165Hz variable refresh rate
Pixel density Cover: 413 ppi; Internal: 413 ppi Cover: 417 ppi; Internal: 413 ppi Cover: 417 ppi; 464 ppi
Dimensions (inches) Open: 2.91 x 6.74 x 0.29 inches Closed: 2.91 x 3.47 x 0.62 inches Open: 2.91 x 6.75 x 0.28 inches Closed: 2.91 x 3.47 x 0.6 inches Open: 2.91 x 6.75 x 0.28 inches Closed: 2.91 x 3.47 x 0.62 inches
Dimensions (millimeters) Open: 73.99 x 171.30 x 7.25mm Closed: 73.99 x 88.08 x 15.85mm Open: 73.99 x 171.42 x 7.09mm Closed: 73.99 x 88.09 x 15.32mm Open: 73.99 x 171.48 x 7.19mm Closed: 73.99 x 88.12 x 15.69mm
Weight (grams, ounces) 188g (6.63 oz) 189g (6.67 oz) 199g (7 oz)
Mobile software Android 15 Android 15 Android 15
Cameras 50-megapixel (wide), 13-megapixel (ultrawide) 50-megapixel (wide), 50-megapixel telephoto 50-megapixel (wide), 50-megapixel (ultrawide)
Internal screen camera 32-megapixel 32-megapixel 50-megapixel
Video capture 4K 4K 4K
Processor MediaTek Dimensity 7400X Snapdragon 8s Gen 3 Snapdragon 8 Elite
RAM/storage 8GB + 256GB 12GB + 256GB 16GB + 512GB, 1TB
Expandable storage None None None
Battery 4,500 mAh 4,000 mAh 4,700m Ah
Fingerprint sensor Side Side Side
Connector USB-C USB-C USB-C
Headphone jack None None None
Special features IP48 rating, dual stereo speakers, 30-watt wired charging, 15-watt wireless charging, 1,700 nit peak brightness on cover display, 3,000 nit peak brightness on main display, 5G. IP48 rating, Corning Gorilla Glass Victus on front, titanium-reinforced hinge, 2,400 peak brightness on cover display; 3,000 nit peak brightness on main display, 5G, Wi-Fi 6/6E, Wi-Fi 7, 45-watt wired charging, 15-watt wireless charging, 5-watt reverse charging. IP48 rating, 68-watt wired charging, 30-watt wireless charging, 5-watt reverse charging, dual stereo speakers, Corning Gorilla Glass Ceramic cover dispaly, 3,000 nits peak brightness on cover display, 4,500 nits peak brightness on main display, 5G.
US price starts at $700 $1,000 $1,300

Technologies

Let T-Mobile Pick Up the Tab. Get a Free iPhone 17 With a New Line

If you’ve been looking to add a new line or switch carriers, you can scoop up Apple’s latest flagship on T-Mobile’s dime.

Apple’s new iPhone 17 typically costs $830 for the 256GB configuration, or up to $1,030 for the 512GB configuration. However, T-Mobile isoffering it to customers for free if they meet certain qualifications. If you’ve been looking to trade in your old device or choose an eligible plan, now is a great time to nab this deal.

T-Mobile doesn’t mention a deadline for this deal’s end, but it’s best to act fast if you’ve been wanting the latest iPhone.

To get a free iPhone 17, you’ll need to switch to T-Mobile on an Experience Beyond or Experience More plan and open a new line. You can also choose a Better Value plan, but you must add at least three lines with that plan to get your phone. You can also add a new line on a qualifying plan to score the deal, so long as you also have an eligible device to trade in.

Buyers are still responsible for the $35 activation fee. You’ll get bill credits for 24 months that amount to your phone’s cost. Additionally, you can only get up to four devices with a new line on a qualifying plan.

Note that newer phones will net you more trade-in credits, but an iPhone 6 will net you at least $400 off. The iPhone 17 Pro is also free with a trade-in of an eligible device on an Experience Beyond plan. The iPhone 17 Pro Max is just over $4 per month right now, with the same qualifications.

We’ve also got a list of the best phone deals, if you’d like to shop around.

Why this deal matters

The iPhone 17 series is the latest in Apple’s ecosystem. These smartphones are made to work with Apple Intelligence, include faster chips, offer improved camera performance and show off Apple’s trademark gorgeous design. Starting at $830, they’re not the cheapest phones around, so carrier deals like this one are the best way to save some serious cash.

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Technologies

How Team USA’s Olympic Skiers and Snowboarders Got an Edge From Google AI

Google engineers hit the slopes with Team USA’s skiers and snowboarders to build a custom AI training tool.

Team USA’s skiers and snowboarders are going home with some new hardware, including a few gold medals, from the 2026 Olympics. Along with the years of hard work that go into being an Olympic athlete, this year’s crew had an extra edge in their training thanks to a custom AI tool from Google Cloud.

US Ski and Snowboard, the governing body for the US national teams, oversees the training of the best skiers and snowboarders in the country to prepare them for big events, such as national championships and the Olympics. The organization partnered with Google Cloud to build an AI tool to offer more insight into how athletes are training and performing on the slopes.

Video review is a big part of winter sports training. A coach will literally stand on the sidelines recording an athlete’s run, then review the footage with them afterward to spot errors. But this process is somewhat dated, Anouk Patty, chief of sport at US Ski and Snowboard, told me. That’s where Google came in, bringing new AI-powered data insights to the training process.

Google Cloud engineers hit the slopes with the skiers and snowboarders to understand how to build an actually useful AI model for athletic training. They used video footage as the base of the currently unnamed AI tool. Gemini did a frame-by-frame analysis of the video, which was then fed into spatial intelligence models from Google DeepMind. Those models were able to take the 2D rendering of the athlete from the video and transform it into a 3D skeleton of an athlete as they contort and twist on runs. 

Final touches from Gemini help the AI tool analyze the physics in the pixels, according to Ravi Rajamani, global head of Google’s AI Blackbelt team. which worked on the project. Coaches and athletes told the engineers the specific metrics they wanted to track — speed, rotation, trajectory — and the Google engineers coded the model to make it easy to monitor them and compare between different videos. There’s also a chat interface to ask Gemini questions about performance.

«From just a video, we are actually able to recreate it in 3D, so you don’t need expensive equipment, [like] sensors, that get in the way of an athlete performing,» Rajamani said.

Coaches are undeniably the experts on the mountain, but the AI can act as a kind of gut check. The data can help confirm or deny what coaches are seeing and give them extra insight into the specifics of each athlete’s performance. It can catch things that humans would struggle to see with the naked eye or in poor video quality, like where an athlete was looking while doing a trick and the exact speed and angle of a rotation. 

«It’s data that they wouldn’t otherwise have,» Patty said. The 3D skeleton is especially helpful because it makes it easier to see movement obscured by the puffy jackets and pants athletes wear, she said. 

For elite athletes in skiing and snowboarding, making small adjustments can mean the difference between a gold medal and no medal at all. Technological advances in training are meant to help athletes get every available tool for improvement.

«You’re always trying to find that 1% that can make the difference for an athlete to get them on the podium or to win,» Patty said. It can also democratize coaching. «It’s a way for every coach who’s out there in a club working with young athletes to have that level of understanding of what an athlete should do that the national team athletes have.»

For Google, this purpose-built AI tool is «the tip of the iceberg,» Rajamani said. There are a lot of potential future use cases, including expanding the base model to be customized to other sports. It also lays the foundation for work in sports medicine, physical therapy, robotics and ergonomics — disciplines where understanding body positioning is important. But for now, there’s satisfaction in knowing the AI was built to actually help real athletes.

«This was not a case of tech engineers building something in the lab and handing it over,» Rajamani said. «This is a real-world problem that we are solving. For us, the motivation was building a tool that provides a true competitive advantage for our athletes.»

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Virtual Boy Review: Nintendo’s Oddest Switch Accessory Yet Is an Immersive ’90s Museum

No one needs a Virtual Boy. But I always wanted one. And now it’s living with me at last.

On my desk is a Nintendo device that looks like equipment stolen from a cyberpunk optical shop. It’s big, it’s red and black, it sits on a tripod, it has an eyepiece, and it has a Nintendo Switch 2 nestled inside. Hello, Virtual Boy, you’re back.

Nintendo has made a lot of weird consoles over the years, but the Virtual Boy was the weirdest. And the shortest lived. Released in 1995 and discontinued a year later, it lived for a blink of an eye during my final year in college. I never really had time to consider buying one.

It would have been perfect for me, a Game Boy fan who was in love with the idea of VR even back then. Nintendo has been flirting with virtual reality in various forms for decades, and the Virtual Boy was the biggest swing. But it wasn’t VR at all, really. It was a 3D game console in red and black monochrome, a 3D Game Boy in tripod form.

I’m setting the stage because right now you can order a $100 Virtual Boy recreation that’s a big, strange Switch accessory. It’s staring at me now, taking up a lot of space. It’s too big to fit in a bag. It’s a tabletop console, really, and Nintendo has created this Virtual Boy viewer as a way to play a set of free-with-subscription games on the Switch and Switch 2.

Is it worth your money? I’d call it a museum-piece collectible, not a serious piece of gaming hardware. Still, my kid stuck his head in, played 3D Wario Land, and came out declaring it was really cool. He loves old retro games. But I don’t know how often he’ll pop his head back in.

Nintendo’s first stab at 3D now feels like a museum piece

For comparison, I pulled my old Nintendo 3DS XL out of the drawer where it had been tucked away and booted it up, marveling again that Nintendo actually made a glasses-free 3D game handheld once upon a time. The 3DS is a far more capable and advanced game system, but consider the Virtual Boy an ancient attempt to get there first. 

The Virtual Boy was a monochrome red-and-black LED display system, a tabletop-only device that was neither handheld nor TV-connected. The Nintendo Switch’s tabletop-style game modes feel like a bit of an evolutionary link to the Virtual Boy, so it’s poetic that the Switch pops into the new Virtual Boy to power the games and provide the display.

The plastic Virtual Boy is just an odd set of VR goggles for the Switch, but with a red filter on the lenses. Also, you can’t wear it. You keep your head stuck in it.

Awkward and easy to use

All the trappings on this recreation look like the old Virtual Boy but don’t work: You can see a simulated headphone jack, controller port, a sort of knob on top. I just unsnap the plastic case and slide the Switch in, carefully, and then snap it back over. That’s all it is.

To control it, you use the Switch controllers detached or another Switch-compatible controller. Launching the Virtual Boy app — free on the eShop, but you need a Switch Online Plus Expansion Pack account, which costs $50 a year, or $80 for a family membership — splits the Switch display into two smaller, distorted screens. In the Virtual Boy, it looks properly 3D. When I’m done playing, I pop the Switch back out.

As I said in my first hands-on, the big foam-covered eyepiece is more than wide enough for big glasses, and was fine to dip my face into. Getting a comfortable angle to stay playing for a while is another challenge. The Virtual Boy’s included tripod-like stand can adjust the angle, but not as wide as I’d like. I’m sort of hunched over while playing, which gives me a bit of pain. Leaning on the table with my controllers in hand helps.

The red-lensed front eyepiece can be removed, and a later software update will allow Virtual Boy games to be played in several color mixes beyond red and black. Also, you can unscrew an inner bracket to hold the Switch 2 and swap in an included Switch-sized bracket instead. The Switch Lite doesn’t work with the Virtual Boy, however.

The weirdness is my type of indie

All you get right now are seven of the 16 games Nintendo has promised to release for the Virtual Boy. Believe it or not, there were only 22 games ever released for this system. The 16 will include two that were never released before, which is a fun collector’s novelty. 

But what’s amazing to me now is that, sinking into these oddball retro games with their pixelated NES-slash-Game Boy aesthetics in red and black, they feel weirdly timely. The janky, oddball, almost-parallel-universe Nintendo vibe feels like the indie retro aesthetic that’s been big for a while now. After all these years, is the Virtual Boy now finally awesome?

Games like UFO 50 (a compilation of new indie games made to feel like an archive of ’80s games for a console that never was) and indie consoles like Panic Playdate (still my favorite black and white mini handheld, a home for all sorts of homebrew retro games) match my feeling diving into these Virtual Boy games and figuring them out.

Wario Land is probably the best: A side-scrolling Wario game with multiple depth levels, it gives me Game Boy Mario game vibes. Golf has multiple holes and an aiming system, and it’s relaxed and basic (and hard to perfect). 3D Tetris has you dropping blocks down a well to fill in layers, with a Tron-like puzzle feel. Red Alert’s wireframe 3D shooter design is like Star Fox, but boiled all the way down to simple vector lines. Galactic Pinball has several tables, and it’s some lovely, very old-school 3D Nintendo pinball fun. Teleroboxer is Punch-Out with robots, with a style that also reminds me of the early Switch game Arms. And The Mansion of Innsmouth is a creepy 3D dungeon-crawling game (in Japanese) where you try to get to exits before time runs out… or monsters get you.

The remaining games coming this year include Mario Tennis, another Tetris game, a wireframe 3D racer, a 3D reinvention of the original Mario Bros. game called Mario Clash and a 3D Space Invaders. By the end of Nintendo’s release schedule, a good chunk of Virtual Boy’s catalog will be there.

A novelty that’s niche as hell

Worth it? Again, if you love weird and retro, and are intrigued by lost Nintendo 3D games, then yes. But if you’re looking for cutting-edge, then no.

Keep in mind: You can buy a cheaper $25 cardboard set of goggles for the Switch that lets you play the Virtual Boy games, too (or use the old Labo VR goggles Nintendo made in 2019, if you have them). That’s a more sensible path. There are even unofficial emulators for Virtual Boy games on the Meta Quest and Apple Vision Pro. But who said the Virtual Boy was sensible?

A Nintendo game system that’s a big set of red goggles on a tripod is inherently absurd. And I welcome its weird footprint in my home, because that’s exactly who I am. But it’s also a testament to Nintendo’s perpetual interest in the bleeding edge of gaming. VR, glasses-free 3D, AR, modular consoles… Nintendo’s poking around the edges. 

Is the Virtual Boy a sign that Nintendo could make its own VR or AR game system again someday soon, or as an extension of the Switch 2? Who knows? Shigeru Miyamoto, Nintendo’s legendary video game designer, sounded intrigued and elusive about it when I asked him last year. But there’s never any real way to guess where Nintendo’s heading. The Virtual Boy is a museum-piece reminder of that.

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