The Consumer Electronics Show, or as we like to call it, CES, is the first major event of the year, and it’s where all brands come to flex their muscles and showcase what they’ve cooked up for the new year. While the show is set to run until January 9, Asus has already announced a ton of new products and lineups that are super interesting. There’s the new Zenbook A16 laptop that features a 16-inch display, the Snapdragon X2 Elite Extreme chip, and is lighter than a 13-inch MacBook Air. On the other hand, there are the even more powerful Zephyrus and Strix series laptops, the all-new ROG XREAL R1 gaming glasses, and next-gen QD-OLED and tandem OLED gaming monitors. Here’s everything exciting Asus announced at CES 2026.
Asus Zenbook A16
Asus’s Zenbook lineup, if you aren’t familiar, is at the top of the cream of the UltraBook segment, where the company goes all in on features for business professionals and digital nomads. The Zenbook A16 is a new addition to this lineup, and it packs a big punch. For starters, you get a 16-inch 3K (2880 x 1800) OLED 16:10 display that runs at 120Hz and peaks at 500 nits. The panel covers 90% of the available space, making the laptop look sleek.
Speaking of design, Asus has gone with a new beige-ish color that’s pretty contemporary. Under the hood lies Qualcomm’s latest Snapdragon X2 Elite Extreme chip, which the company says carries some major improvements. We’ve tested Snapdragon-powered laptops before, and they’ve been super snappy. As mentioned, the whole laptop weighs just 1.2 kg, which is less than an entry-level MacBook. Beyond that, the battery life should be good for more than 21 hours.
New QD-OLED and Tandem OLED Monitors

Making gorgeous monitors has kind of been Asus’s thing for quite some time. To continue this, the company introduced a range of next-gen monitors at this year’s CES. First up is the Swift OLED PG34WCDN, which is the first RGB OLED gaming monitor, featuring a 34-inch 1800R WQHD (3440 × 1440) QD-OLED panel with a 360Hz refresh rate and a 0.03ms response time.
Along with it, Asus also introduced a new ROG Swift OLED PG27UCWM monitor. It’s a 26-inch Tandem RGB Stripe OLED panel that’s 4K and refreshes at 240Hz, with a 0.03ms response time. The party trick of the Swift OLED monitor is that you can switch the refresh rate to an eye-watering 480Hz in Full HD mode.
Asus ROG XREAL R1 AR Gaming Glasses

While gaming on a desktop is pretty fun, there must be times when you might want to lean back on a sofa, grab a controller, and play games in the most comfortable position. That’s exactly the problem the ROG XREAL R1 AR gaming glasses will solve. These glasses are the world’s first to feature 240Hz micro-OLED FHD (1920 × 1080) displays for each eye, providing a 171-inch virtual screen from 4 meters away with a 57-degree field of view.
To keep distractions to a minimum, the glasses feature electrochromatic lenses that automatically dim in brighter environments. The glasses are designed to work especially well with the ROG Ally, allowing users to turn any place into a gaming setup.
New ROG Laptops

We’ve tested plenty of Asus’s G-series gaming laptops in the past, and the last-gen G14 was the best portable gaming laptop of 2025. At CES 2026, Asus announced the next-gen refresh of the G14, complete with a 14-inch 3K ROG HDR OLED display with a 120Hz refresh rate, 16:10 aspect ratio, and up to 1100 nits of peak brightness. The laptop will run on the latest Intel Core Ultra processor, coupled with the GeForce RTX 5080 Laptop GPU. Powering all these components will be a 73Wh battery.
While Zephyrus G16 features the same 12.5K ROG Nebula HDR OLED display with a 16:10 aspect ratio and 1100 nits brightness, it ups the refresh rate to 240Hz. The laptop will also carry next-gen Intel chips and can be configured with a GeForce RTX 5090 laptop GPU. Despite the memory shortages, both laptops will house up to 64GB of dual-channel LPDDR5X-8533 RAM and 2TB of internal storage.
However, the device that caught everyone’s eye at CES was the Zephyrus Duo. For those unfamiliar, the Duo is a laptop with two screens instead of a keyboard deck that connect magnetically. The Zephyrus Duo will feature two identical 16-inch ROG Nebula HDR OLED panels with a 120Hz refresh rate. The next-gen Panther Lake Intel processor will handle the power, and the laptop will also support the RTX 5090 laptop GPU. Prices are still under wraps, but the Duo will launch in Q2 of 2026.
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![Masochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOL
So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s. In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL. If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.
One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves? [embed]https://www.youtube.com/watch?v=qzpZQe7JT-o[/embed] In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.
As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.” To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.
Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height. The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand. Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code* #Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D Masochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOL
So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s. In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL. If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.
One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves? [embed]https://www.youtube.com/watch?v=qzpZQe7JT-o[/embed] In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.
As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.” To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.
Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height. The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand. Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code* #Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D](https://gizmodo.com/app/uploads/2026/06/cobol-fps-1280x853.png)

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