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The Crypto.com guy bought AI.com (and a Super Bowl ad)

Kris Marszalek, CEO and co-founder of crypto and stock trading platform Crypto.com, has bought an expensive website. In this case it's AI.com, valued at one point at $100 million, which will serve as the online home for his new company of the same name. The website launch is being paired with a Super Bowl ad that will air this Sunday.

AI.com's main offering is an AI agent that "operates on the user’s behalf — organizing work, sending messages, executing actions across apps, building projects, and more." It's a similar concept to what companies like OpenAI, Anthropic and Google are promising with their own agents and agentic features, and notably lacking in hard details. Users can make multiple agents with AI.com and have them do a variety of tasks — the company's press release mentions trading stocks and updating a dating profile, for example — while remaining permission-based and private. It's not clear if AI.com is offering its own AI models or licensing those offered by other companies, but clearly whatever it offers, both for free and via a planned paid subscription, will be flexible.

Like Crypto.com's big push into the mainstream during late 2021 and early 2022, AI.com is arriving at a particularly hype-filled time in the AI industry. Anthropic's Claude Code and Claude Cowork tools have been taken up as evidence that AI might actually make people more productive, so AI.com's decision to push an agent of its own is timely. 

Of course, after Crypto.com's big Matt Damon ad in 2021, and Super Bowl ad in 2022, Bitcoin prices hit an all-time low in June 2022. Ironically, Marszalek's AI.com is also launching during a particularly nasty "crypto winter" which has lowered the price of Bitcoin to under $66,000, a steep drop from the $127,000 it cost in October 2025. That's not to suggest the AI.com CEO is a groundhog for deflating hype balloons. More likely, it's a sign that the future of AI could be as unpredictable and volatile as cryptocurrency. 

This article originally appeared on Engadget at https://www.engadget.com/ai/the-cryptocom-guy-bought-aicom-and-a-super-bowl-ad-234325394.html?src=rss

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Apple will reportedly allow third-party AI assistants in CarPlay

Apple plans to allow third-party voice-controlled AI apps in CarPlay, Bloomberg reports. Siri is the default voice assistant for things like controlling music and looking up directions, but future AI apps in CarPlay could handle the complicated, open-ended requests Siri can't answer.

The expanded support would let developers like OpenAI or Google offer versions of their ChatGPT and Gemini apps for CarPlay. Similar functionality is possible just by connecting a smartphone to a car over Bluetooth and using an AI app's voice mode, but CarPlay support would presumably make the process a little more seamless. 

Not so seamless that it replaces Siri, however. Bloomberg writes that these third-party apps won't be able to replace the Siri button in the CarPlay interface or use their own wake words ("Hey Google," etc.). Instead, anyone who wants to spend a long drive talking to Gemini will have to open the app first. That could cut down on the utility of using one of these apps, but Apple presumably wants to get Siri to a place where CarPlay users prefer it as their in-car assistant anyway.

Apple and Google recently announced that Gemini would power future versions of Siri and Apple Foundation Models, the AI models underpinning Apple Intelligence. The delayed, updated version of Siri Apple introduced alongside Apple Intelligence in 2024 is supposed to be able to take actions on user's behalf, work across apps and understand the context of what's on screen, all things Gemini can currently do. Reports suggest Apple wants to eventually use Google's Gemini models to transform Siri into a proper conversational chatbot, too. That future version of the voice assistant could be right at home in CarPlay.

This article originally appeared on Engadget at https://www.engadget.com/transportation/apple-will-reportedly-allow-third-party-ai-assistants-in-carplay-213432646.html?src=rss

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Disney+ loses access to Dolby Vision in some European countries

Disney+ subscribers in some European countries have lost access to advanced HDR features like Dolby Vision, TechRadar and FlatpanelsHD report. The issue was first spotted by German Disney+ subscribers on Reddit, but currently also impacts subscribers in Portugal, Poland, France and the Netherlands, according to FlatpanelsHD.

"Dolby Vision support for content on Disney+ is currently unavailable in several European countries due to technical challenges," Disney said in a statement. "We are actively working to restore access to Dolby Vision and will provide an update as soon as possible. 4K UHD and HDR support remain available on supported devices."

If the issue is in fact a technical one, it seems like it could be around for the long-term. Disney has removed any reference to Dolby Vision from its Disney+ video quality support page in Germany. As of now, the company lists HDR10 as its default HDR format, despite Dolby Vision support being a feature of Disney+ for several years now. 

FlatpanelsHD writes that the real issue might be legal, rather than technological. A company called InterDigital won an injunction in a German court against Disney in November 2025 because it violated at least one of the company's patents on streaming video technology. The injunction specifically requires Disney to stop violating InterDigital's patent on "a method for dynamically overlaying a first video stream with a second video stream comprising, for example, subtitles." It's not entirely clear how that plays into the company offering Dolby Vision in Europe, but it would explain why subscribers in Germany were some of the first people to notice Dolby Vision's absence.

Engadget has contacted Disney for more information about Disney+'s missing HDR support and whether InterDigital's injunction played a role. We'll update this article if we hear back.

Mentions of Dolby Vision were also stripped out of the US version of Disney+'s video quality support page. InterDigital hasn't won an injunction in the US, but the company is pursuing a patent case against Disney in the United States District Court for the Central District of California. That doesn't necessarily mean Dolby Vision support will be taken from US subscribers next, but it does suggest there's more happening here than just technical challenges.

Update, February 6, 3:44PM ET: The original version of this article included mention of Disney+ losing HDR10+ support in Europe, but Disney says it never offered HDR10+ in that region. The article has been updated accordingly.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/disney-loses-access-to-dolby-vision-in-some-european-countries-193930702.html?src=rss

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Everything we know about Valve's new Steam Machine

The Steam Machine is back from the dead. Not as a Valve-supported program for manufacturers to create living room PCs, but instead a home console sibling to the Steam Deck. Valve introduced its second attempt at ruling the living room in a surprise hardware announcement in November 2025, and paired the new Steam Machine with a new Steam Controller and a wireless VR headset it calls the Steam Frame. Since the announcement, as is often the case with Valve, some details remain elusive, however.

While we wait for the release of the company's new hardware lineup in 2026, and more information straight from the horse's mouth, here's everything we know about the hardware, software and price of the Steam Machine.

What's the Steam Machine's hardware like?

A line-drawing diagram of the Steam Machine and its various ports.
Valve

Like the Steam Deck, the Steam Machine is utilitarian and bespoke. The PC is a black, 5.98 x 6.39 x 6.14 inch (152 x 162.4 x 156mm) box, with ports and a grille for a fan in the back and a removable faceplate and customizable LED light strip in the front. Inside, Valve says the Steam Machine features a "semi-custom" AMD Zen 4 CPU with six cores and up to 4.8GHz clock speeds, and a "semi-custom" RDNA3 AMD GPU, along with 16GB DDR RAM, 8GB GDDR6 VRAM and either 512GB or 2TB of storage.

While these specs make the Steam Machine more powerful than the aging Steam Deck (which shipped in 2022 with its own custom AMD chip) Valve has been careful not to oversell the capabilities of the box. In a blog post, the company said that "the majority of Steam titles play great at 4K 60FPS" using AMD's FidelityFX Super Resolution (FSR) frame generation and upscaling technology, but some titles require more upscaling than others, and it "may be preferable to play at a lower framerate with [variable refresh rate] to maintain a 1080p internal resolution."

In a hands-on preview of the Steam Machine, Digital Foundry expressed concern with what Valve's claims and the device's stated specs could mean for future performance. "The decision to opt for 8GB of GDDR6 memory has been proven to be a limiting factor on many modern mainstream triple-A games and falls short of the maximum VRAM pools and memory bandwidth available on both Xbox Series X and base PS5," Digital Foundry writes.

The Steam Machine supports Bluetooth 5.3, Wi-Fi 6E and includes an integrated 2.4GHz adapter for the new Steam Controller. In terms of port selection, there's DisplayPort 1.4 and HDMI 2.0 inputs for connecting the box to external monitors and TVs, four USB-A ports (divided between two USB 2.0 ports and two USB 3.2 Gen 1 ports) and one USB-C port on the back.

Engadget will have to try out the Steam Machine to really know what it's capable of, but there's nothing to suggest it couldn't be as flexible as the Steam Deck, especially with more power to play with. 

What games will be able to run on the Steam Machine?

A Steam Machine connected to a TV playing the game Cuphead.
Valve

Any game that runs on SteamOS, Valve's Linux-based operating system, will run on the Steam Machine, provided the device's technical specs will support it. For games running natively on Linux, the Steam Machine will download the Linux version. For Windows games and everything else, it'll be able to use Steam's built-in Proton compatibility layer to translate games to Linux, just like the Steam Deck does.

Proton is developed by both Valve and CodeWeavers, the team behind the macOS compatibility app CrossOver. Valve's compatibility layer translates a game's API calls and other software features into something Linux understands, essentially tricking the game into thinking it's running on Windows when it isn't. Proton has worked remarkably well so far, in some cases helping some PC games run more efficiently on Linux than they do on Windows, but it does have some limitations. Because some anti-cheat software doesn't support Linux, many competitive multiplayer games aren't playable on SteamOS. Valve hopes the Steam Machine will help change that. 

"While [the] Steam Machine also requires dev participation to enable anti-cheat, we think the incentives for enabling anti-cheat on Machine to be higher than on Deck as we expect more people to play multiplayer games on it," Valve told Eurogamer. "Ultimately we hope that the launch of Machine will change the equation around anti-cheat support and increase its support."

To help users find what games work well on the Steam Machine, Valve plans to expand its program for verifying games on the Steam Deck to include the Steam Machine and Steam Frame. Valve looks at things like controller support, the default resolution of the game, whether or not it requires a separate launcher and whether the game and its middleware work with Proton to determine a game's rating. Then the company sorts games into four categories: Verified (where the game works with Steam hardware at launch), Playable (where a user might have to make modifications to run smoothly), Unplayable (where some or all of the game doesn't function) and Unknown. 

According to an announcement Valve sent to developers, games that were Verified for the Steam Deck will automatically be verified for the Steam Machine. The system is helpful, but far from definitive — some Unplayable games are in fact playable — which is why online, community-run databases like ProtonDB fill in the gaps with more granular information.

How much will the Steam Machine cost and when will it launch?

A Steam Machine with an LED strip displaying the current download progress of a game.
Valve

Valve hasn't announced a price or a release date for the Steam Machine or any of its new hardware. In terms of price, however, the company has suggested it might not be a deal in quite the same way the $399 Steam Deck LCD was. Valve designer Pierre-Loup Griffais told The Verge that the "Steam Machine’s pricing is comparable to a PC with similar specs" and that its price would be "positioned closer to the entry level of the PC space" but be "very competitive with what you a PC you could build yourself from parts."

That means the Steam Machine will likely cost more than the $499 PS5, and that the rising costs of memory could make it even more expensive. Valve has already publicly admitted that memory and storage shortages are affecting its plans. In February, the company said that it was delaying the launch of its hardware (though it still hopes to ship in the first half of 2026) and rethinking pricing, particularly around the Steam Machine and Steam Frame, because of the "limited availability and growing prices" of critical components like RAM.

The changes Framework had to make to the pricing of the Framework Desktop are an illustrative example of the position Valve is in. Framework pitched its compact desktop PC as being great for gaming, with an AMD Ryzen AI Max chip (originally meant for gaming laptops) and a minimum of 32GB of RAM that lets it run games at 1440p. The company originally sold the base configuration of the Framework Desktop for $1,099, but announced in January 2026 that it would now cost $1,139 due to the rising cost of RAM. The price situation got even worse for configurations with more RAM. A Framework Desktop with 128GB of RAM now costs $2,459.

The blame for rising costs lies squarely with the AI industry, whose demand for RAM has led to the collapse of consumer RAM brands and a dearth of true deals on the in-demand component. At this point, PC makers have no solution to the problem other than riding the shortage out and raising prices. Valve clearly isn't immune to those same issues.

That doesn't rule out the company offering its Linux PC at multiple different price points, or in some kind of bundle deal with multiple pieces of new Steam hardware. But it does mean that the Steam Machine will likely be priced like a premium device. Same for the Steam Controller and Steam Frame. In the case of the Frame, UploadVR reports that Valve wants to sell the headset for less than the $1,000 Valve Index, but that doesn't mean it won't be significantly more expensive than the $300 Meta Quest 3S.

What accessories will work with the Steam Machine?

Someone holding a Steam Controller in a pile of plushies.
Valve

The Steam Machine is designed to work with a variety of different Bluetooth controllers and other wireless accessories, and also whatever you can plug into its multiple USB-A ports and single USB-C port. With a built-in 2.4GHz Steam Controller dongle inside the Steam Machine, Valve's controller should be an ideal option for controlling games, particularly because of its multiple control options, like touchpads and gyroscopes. Support for Steam Link, Valve's tech for streaming PC games over local wireless, means you can also send games from a Steam Machine to the Steam Deck, Steam Frame or the Steam Link app and play them there.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/everything-we-know-about-valves-new-steam-machine-200458817.html?src=rss

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