Apple’s 2025 iPhones are here, and things are quite different for the first time in a while. The base iPhone 17 will still feel familiar, but the iPhone 17 Pro models have a completely new look, and there’s a brand-new model called the iPhone Air. The “Air” branding has been somewhat diluted of late—the current-gen iPad Pro models are lighter than the iPad Air—but the iPhone Air brings meaning back to the original idea: a super-thin and ultra-lightweight device.
Preorders kick off September 12 and official sales start September 19. If you’re considering an upgrade, what model should you get? I’ll break down the key differences between the iPhone 17 lineup, including their similarities, so you can hopefully make a more informed choice on your next iPhone.
Table of Contents
You Don’t Need to Upgrade
If you have an iPhone from just a few years ago, you probably don’t need to upgrade to Apple’s latest, unless your device has issues. Even then, there are things you can do to fix your iPhone, like getting a battery replacement, or you can try some of these troubleshooting steps. The point is, you shouldn’t feel the need to upgrade just because Apple has a new model.
If you’re set on buying an iPhone 17 model, we have a guide on how to sell your iPhone so that it doesn’t just collect dust in a drawer. When your new device arrives, back up your old iPhone before switching to the new one, then follow our guide on factory resetting your device before selling or giving it away. We also have tips on how to set up your new iPhone and what settings to change to get the most out of it.
Which iPhone 17 Is Right for You?
Let’s quickly talk about the similarities across all the iPhone 17 models this year, and yes, that includes the iPhone Air, even if it doesn’t have “17” in the name.
The Display
Although iPhones differ in screen size, they all feature an OLED screen (Apple refers to it as a Super Retina XDR display) and employ ProMotion technology. This is the first time the non-Pro models have ProMotion, which is essentially a 120-Hz refresh rate.
This has been a common feature on Android phones for a while, but it means your display refreshes 120 times per second rather than 60, like on the iPhone 16, so everything you do will feel smoother. (We have a broader explainer here.) These are adaptive refresh rates that can drop as low as 1 Hz when there’s little activity on the screen, which is why the new iPhone 17 and iPhone Air now support the always-on display.
Apple also says there’s a new Ceramic Shield 2 front glass that’s 3x more scratch-resistant than before, and a new anti-reflective coating to reduce glare. All of these screens can also hit up to 3,000 nits of peak brightness, meaning it’ll be easier to read your iPhone screen on sunny days.
The Camera
The front-facing selfie camera is identical on all the iPhone 17 models. It’s a new square-shaped 18-megapixel sensor, and that means you can expect more detail out of your selfies. However, the square sensor also introduces a smarter way to capture group selfies. You can keep holding your phone in portrait orientation for the best grip, and it will automatically zoom out to make sure everyone fits in the frame, while also switching to a landscape orientation for the widest view. All of these models also support Dual Capture, which lets you shoot with both the front and rear cameras at the same time. You can read more about these features here.
The Usual Specs
All of the iPhones are IP68 water- and dust-resistant, have Face ID, the Camera Control button, Action Button, USB-C, and Qi2 magnetic wireless charging (MagSafe). All devices start at 256 GB of storage. There’s Apple Intelligence on these devices, the same Emergency SOS via Satellite and Crash Detection capabilities, and they utilize Apple’s new N1 wireless networking chip for Bluetooth 6, Wi-Fi 7, and Thread support.
The Differences
Photograph: Julian Chokkattu
Now, here’s where they diverge, which will help you better understand what model to buy.
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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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