• Adobe previews AI generated PowerPoints from raw customer data with Project Slide Wow
    venturebeat.com
    The fate of Project Slide Wow depends on user interest and engagement, as Adobe monitors social media conversations.Read More
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  • How Assassin's Creed Shadows makes environments look great up close and at a distance
    www.gamedeveloper.com
    All video games are, in one way or another, a giant Rube-Goldberg machine. But open world games feature some of the most complex behind-the-scenes mechanisms of them all. Games like Assassin's Creed Shadows are crafted not to let players observe the intricacy of interlocking technical systems, but to hide as many of those systems as possible so they can wander huge environments riddled with luscious detail.Details, of course, can only be so luscious, especially when you're talking about small assets or observing an object from thousands of miles away. Games draw on CPU and GPU memory to render these expansive scenes, and many game artists know the struggle of trying to preserve an immaculate aesthetic while working against how much memory is budgeted for gameplay and other environments.Ubisoft Montreal has cooked up a rather neat solution for this problem in Assassin's Creed Shadows, a game whose launch, for better or worse, has become a major inflection point for the company. But while industry analysts are closely scrutinizing its sales, players and developers checking out the game will no doubt be peering closely at the environments of feudal Japan. That's because the tech team behind Anvil has rolled out a new methodology that reworks how open-world games are rendered: "virtual geometry," or as Ubisoft calls it, the Micropolygon system.In an interview with Game Developer, Assassin's Creed Shadows technical director Pierre Fortin broke down the principles of the Micropolygon system, and explained how the method upends the way environment artists have been wrangling open-world art assets for ages.Virtual geometry uses dynamic meshes to preserve detail at a distance, and render more up closeHere's how the magic trick usually works. In an open-world game, a game engine like Ubisoft's Anvil Engine determines how to render graphics using a number of variables, a key one being draw distance. Objects like a sword, a chair, or a painting on a wall all require multiple versions to be created. Higher-fidelity versions will contain more polygons and will look good when the player is inside of a few meters of them, while other versions will have fewer polygons and will be used when the player is further away. When it works smoothly, the illusion of an object coming into focus is seamless.But it doesn't always go smoothly. When objects "pop in" to frame while players navigate an environment, they might close the distance too fast on an object, and the lower-poly version rendered at a distance is what they see first. Not the worst bug they'll encounter but something of an immersion breaker.Image via Ubisoft.Image via Ubisoft.And maybe even more frustrating for game artiststhis process sometimes limits how much detail can go into an object when viewed up close. If you wanted to render a painting like, say Sami's Landscape of the Four Seasons (Eight Views of the Xiao and Xiang Rivers), you might have to compromise on showing the pencil work that makes such an image so breathtaking.Enter the Micropolygons system. In a tech demo sent to Game Developer by Ubisoft, the studio explained that this system allows the Assassin's Creed Shadows team to dynamically alter the number of polygons on display on an asset, rather than swapping different versions out. This is done by generating a dynamic mesh that filters throughout the game world, across designated objects. It's powered by the dedicated SSD of modern game consoles and high-end PCs, and represents a major technological advancement for the series (Shadows is the first Assassin's Creed game made entirely for Xbox Series X|S and PlayStation 5. Assassin's Creed Valhalla, the previous entry, launched on current-gen and last-gen consoles)."We had to produce the same asset multiple times, but we were not showcasing it always in the best light," Fortin said. By dynamically updating the number of polygons onscreen for each asset, players aren't treated to static assets that reflect to light and other objects the same way at all distances. The closer the player gets, the microadjustments made by the game show more and more detail, and when the player zooms in very tight, everything from nicks and dents, to reflections, to dirt smudges are all visible to the naked eye."In the past, to allow for budgets to be respected, we sometimes had to cut a bit, whereas now we're able to go a bit further," he added.Ubisoft has also explained elsewhere that the Micropolygons system expands the graphical range that can be displayed on PCs with varying specs. Before, weaker machines might have rendered assets in lower detail, now the system can check the computer's SSD and make adjustments accordingly.Image via Ubisoft.Image via Ubisoft.According to Fortin, targeting the Xbox Series S helped Ubisoft expand the number of PCs that could run Assassin's Creed Shadows. On the Series S, Ubisoft only needs to render Shadows at a max of 1080p, while the Series X can go as high as 4K UHD. "In terms of capabilities of the CPU and SSDs, this isn't where we have to adapt," Fortin explained. "What we will be adapting is more on the systems that are taxing on memory."For instance, a Series S might allocate less of a budget to preload assets and textures ahead of time. Fortin couldn't provide other accommodations (he said the difference can be "hard to quantify") but because the work was done to optimize the Series S and Series X, that's effectively work done to support PCs with similar capabilities.Graphical improvements have become subtle, but still powerfulDevelopers have regularly observed that the gap between visuals from the PS4/Xbox One generation to the PS5/Xbox Series S|X generation aren't as noticeable as even the jump from the PS3/Xbox 360 to PS4/Xbox One. It'd be fair to compare Assassin's Creed Shadows to Valhalla and ask "what precisely is the difference here?"Based on Fortin's description, the difference is no longer just about how many polygons can be used to render 3D objects, but the machinations by which those polygons are presented to the player. It's a fascinating challenge for the game industry's technical wizards. With graphical power so strong, how do you make environments look "better?" The answer, it now seems, isn't just about "what" is being shown to the player, but the presentation, and how players perceive objects from different positions. The experience of moving closer to an object and seeing more detail appear than what was visible from far away is a subtle, but potentially powerful advancement.In other words, the future of "better graphics" in games might not be processing powerbut psychology, and an eye for what, where, and how players are looking at objects. You know, like the rest of the art world.
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  • 'I'm worried about the death of art:' What will generative AI cost us in the end?
    www.gamedeveloper.com
    Chris Kerr, News EditorMarch 19, 20254 Min ReadImage via Game DeveloperHow will generative AI change the video game industry?If you speak to those on the corporate ladder, they'd maybe tell you it's going to birth experiences your wobbly organic mind couldn't possibly imagine. New worlds filled with untold wonders. Eden reincarnate. It'll also slash production costs and save the game industry from certain death.If you speak to those in the trenches of production, the answer might be slightly different.Offering his take on the increasingly polarizing technology at GDC 2025, EA software engineer David 'Rez' Graham suggests the best case scenario would see generative AI handle menial tasks while human beings focus on creative pursuits. What's the worse case scenario? How about the death of art.After discussing the well-documented legal issues surrounding the training of popular generative AI tools such as ChatGPT and Dall-E, and how in their current guise those technologies look like a hammer in search of a nail, Graham asks a pointed question: what is our intent here?He says generative AI isn't inherently evilbut can be used by corporations who might have some rather unseemly intentions. Case in point: the tech startup Artisan, which advertised its AI tools in San Francisco with slogans such as "stop hiring humans" and "Artisans won't complain about work-life balance." Tongue in cheek? Perhaps. Poor taste? Definitely.Related:For Graham, it's a marketing beat that betrays the true intentions of some employersincluding those operating in the game industryand highlights the yawning divide between the people making business decisions and the creatives hoping to leave their mark on the world."What does a writer actually do? Let me rephrase that. What value do they provide the world?" asks Graham, seeking to drive home his point. "I don't think it's typing. I don't think that's their value." The answer, in case it wasn't obvious, is they tell stories."Do we really need more lack of innovation?"Graham explains the value of artists isn't just "smearing pixels on a screen," but rather to be visual experts. Programmers aren't paid to type code. "That's the easy part," he says. They're paid to solve difficult technical problems that might otherwise derail projects. In short: you hire people for their ingenuity. For their ability to defy convention.Where does AI fit into that equation? For Graham, it doesn't."AI is entirely derivative. By definition it's derivative. It's trained off of massive data. It derives the answer from that data. It doesn't create, it merges. That's what it's doing," he says.Related:"It finds connections. This is incredibly useful. It's a really good thingbut it is not creative. That is not what creativity is. It's not going to create Into the Spider-Verse. That artistic style? It's not going to do that unless it's trained on that kind of stuff. It's simply never going to. We already have some lack of innovation in triple-A games. We all know it. We all see it. Do we really need more lack of innovation?"Graham reiterates that video games are an experiential art form, which is why he's perturbed by how some people in the industry are framing generative AI."I'm not as much concerned about the loss of jobs. I'm not as much concerned about people playing [with the technology]. I'm concerned about the death of art. That's what I'm concerned about. That's what actually worries me. That's what I think about when I'm trying to go to sleep and intrusive thoughts just show up," he says."I hope this is hyperbole. I hope in five years people are laughing at me. [...] I hope that's what happens. But you can't deny there is some path that ends with this. With everything just being this recycled shoveled garbage. The race to the cheapest show. To the cheapest game. Because the people who are controlling the top corporations, that's all they give a shit about."Related:Graham quite confidently theorizes that nobody breaks into the game industry to make a "big pile of shit." They want to be creative. They want to push the envelope. Not flip assets or tidy up dialogue spluttered into existence by ChatGPT "prompt-jockeys.""I don't want to replace the artistic soul of the industry that I have grown to loveand that I've grown up inwith organized sand," he continues.Perhaps, he suggests, there would be more enthusiasm for generative AI as a means to eliminate tedium if the very companies touting those tools hadn't already scraped reams of data without pausing to ask for permission. To what end remains to be seen, but it would perhaps require a lethal dose of optimism to suggest that AI companies are purely looking out for the best interests of creatives around the world."I want to uplift our art community. I don't want to replace them," says Graham. "And I think we are in danger of doing that. That's not the world I want to live in."Read more about:Generative AIGDC 2025Top StoriesFeaturesAbout the AuthorChris KerrNews Editor, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, andPocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Europe is trying to get non-Apple smartwatches to work better with iPhones
    www.theverge.com
    The European Commission is instructing Apple to make iOS work better with third-party devices like smartwatches and headphones.The Commission adopted two legally binding decisions Tuesday under the Digital Markets Act (DMA), the European competition law that governs large digital gatekeepers. The first decision will give app developers and device manufacturers more access to key iPhone features so that itll be easier for third-party gadgets to pair, transfer data, or display notifications. The second will require Apple to be more transparent in general around interoperability, giving developers access to technical documentation about how to make their services work with iPhones and iPads, and making sure theres a more predictable timeline for how interoperability requests are reviewed.The decisions are separate from the non-compliance proceedings Europe opened against Apple unlike those kinds of cases, specification proceedings like this one help determine how companies should meet their obligations under the DMA, rather than punishing them for violations. The EU had submitted draft recommendations to Apple in December after launching its proceedings a couple months earlier. Tuesdays decisions mark the first time the Commission outlines concrete measures for a gatekeeper to comply with the Digital Markets Act, Europes executive vice president for clean, just, and competitive transition Teresa Ribera says in a statement. Apple can still fight the decisions, subject to judicial review. The company did not immediately respond to a request for comment. With these decision[s], we are simply implementing the law, and providing regulatory certainty both to Apple and to developers, Ribera says. Effective interoperability for third-party connected devices is an important step towards opening Apples ecosystem. This will lead to a better choice for consumers in the fast-growing market for innovative connected devices.See More:
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  • Analogues Pocket Dock now works with all of Nintendos retro wireless controllers
    www.theverge.com
    The Analogue Pockets Dock accessory allows wireless controllers to connect to the handheld. | Image: AnalogueAnalogue has released a new firmware update for its Pocket handheld with bug fixes and expanded support for wireless controllers. PocketOS v2.5 available for download here fixes an issue with backup save exports for Game Boy and Game Boy Color games, but also introduces a long list of updates for the Pockets TV dock accessory that improves wireless gamepad compatibility and adds official support for Nintendos NES and Sega Genesis controllers.Similar to the dock that streamlines connecting the Nintendo Switch to a TV, the Analogue Dock is an optional accessory for the Pocket that lets you play retro games on a larger screen. The Dock also includes wireless controller connectivity, and over time has expanded support to include everything from PlayStation controllers to the Switchs Joy-Cons.PocketOS 2.5 fixes button mapping issues with the wireless Super Nintendo and N64 controllers Nintendo released to make the experience of playing retro games through its Switch Online service feel more authentic. The new update also adds support for Nintendos NES and Genesis wireless gamepads to the Dock, as spotted by Time Extension, which previously only worked when used with a third-party Bluetooth dongle.The Analogue Pockets support for game cartridges is limited to mostly older handhelds (TurboGrafx-16 games are supported through an adapter) including the Game Boy, Game Boy Advance, and Sega Game Gear. But it was designed with additional field-programmable gate array (FPGA) architecture allowing it to replicate the behavior of many different consoles. That includes the Super Nintendo and Sega Genesis through the use of ROM files instead of cartridges, which can now be played using the appropriate gamepads.Analogue also announced yesterday that its reimagined 4K Nintendo 64 console was delayed yet again and is now expected to ship by July 2025.
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  • Nathan Fillion's Green Lantern Is a 'Jerk' In James Gunn's Upcoming Superman: 'You Don't Have To Be Good'
    www.ign.com
    Theres a whole new version of Superman on the horizon from James Gunn, and with it comes Nathan Fillions Green Lantern. The actor opened up about how his version of Guy Gardner will be different from other film and small screen versions and it turns out he isnt exactly going to be the most charming iteration of the character."He's a jerk!" Fillion told TV Guide in a recent interview. "What's important to know is, you don't have to be good to be a Green Lantern; you just have to be fearless. So Guy Gardner is fearless, and he is not very good. He's not nice, which is very freeing as an actor because you just think to yourself, what is the most selfish, self-serving thing I can do in this moment? And that's the answer. That's what you do in that moment.PlayFillion even added that Gardners superhero alter ego has a bit of a hubris issue. I think if he has a superpower, it might be his overconfidence, in that he thinks he could take on Superman, the actor explained. He can't!"The upcoming Superman is the first film entry in an entirely rebooted DC Cinematic Universe and will helm the inaugural chapter of the new DCU, titled Gods and Monsters. But the DC establishment isnt the only one interested in the Green Lanterns. HBO is also currently shooting a series-style look at the other members of the superhero alliance called Lanterns, with Kyle Chandler playing Hal Jordan and Aaron Pierre playing John Stewart. As of now, that show is set to premiere in 2026. Superman stars David Corenswet as Clark Kent, Rachel Brosnahan as Lois Lane, Milly Alcock as Supergirl, and Nicholas Hoult as Lex Luthor. The film was written and directed by James Gunn, and is set to fly into theaters on July 11, 2025.Lex Briscuso is a film and television critic and a freelance entertainment writer for IGN. You can follow her on Twitter at @nikonamerica.
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  • How to Watch Twisters Where to Stream Online in 2025
    www.ign.com
    Nearly 30 years after the 1996 disaster movie Twister, Universal is returning to the tornado-plagued plains of Oklahoma for a standalone sequel. IGN's Twisters review called the follow-up "less visually appealing than its predecessor, but more emotionally engaging, resulting in a worthwhile summer blockbuster."If you're wondering how and where you can watch Twisters online, take a look at the info below.PlayWhere to Stream Twisters OnlineTwistersKate and Tyler, rival storm chasers with distinct styles, race to survive a tornado season like no other.See it at Prime VideoWhile Twisters spent the past four months on Peacock, the movie is now streaming exclusively on Prime Video. The move doesn't come as a surprise: Universal's streaming licenses typically have the distributor's live-action movies on Peacock for four months before moving to Prime Video for the next 10. Prime Video subscriptions start at $8.99 and are included in Amazon Prime memberships, which offer a 30-day free trial. If you're not interested in another streaming subscription, Twisters is also available to rent or buy digitally from premium video on demand (PVOD) services. Twisters Blu-ray and 4K ReleasesTwisters [4K UHD]Includes gag reel, deleted scenes, and behind the scenes featurettes.See it at AmazonTwisters is also available on Blu-ray. You check out our full list of upcoming Blu-rays for more info about physical releases. What Is Twisters About?Twisters is a standalone sequel to 1996's Twister. Like its predecessor, Twisters follows a group of storm chasers in Oklahoma. Here's the official synopsis from Universal:Daisy Edgar-Jones stars as Kate Carter, a former storm chaser haunted by a devastating encounter with a tornado during her college years who now studies storm patterns on screens safely in New York City. She is lured back to the open plains by her friend, Javi to test a groundbreaking new tracking system. There, she crosses paths with Tyler Owens, the charming and reckless social-media superstar who thrives on posting his storm-chasing adventures with his raucous crew, the more dangerous the better.As storm season intensifies, terrifying phenomena never seen before are unleashed, and Kate, Tyler, Javi and their crews find themselves squarely in the paths of multiple storm systems converging over central Oklahoma in the fight of their lives.How to Watch Twister (1996)Unfortunately, the original Twister movie isn't available on any streaming service. For now, you can only rent or purchase the movie from various digital storefronts. Twister (1996)Prime Video (Rent/Buy)YouTube (Rent/Buy)Apple TV (Rent/Buy) Twisters CastTwisters was written by Mark L. Smith and directed by Lee Isaac Chung. It stars the following actors:Daisy Edgar-Jones as Kate CarterGlen Powell as Tyler OwensAnthony Ramos as JaviBrandon Perea as BooneMaura Tierney as CathySasha Lane as LilyKiernan Shipka as AddyPaul Scheer as Airport Traffic PoliceTwisters Rating and RuntimeTwisters is Rated PG-13 for intense action and peril, some language, and injury images. The film runs for a total of 1 hour and 57 minutes including credits.Looking for more film coverage from IGN? Check out our list of the biggest movies of 2024.Jordan covers games, shows, and movies as a freelance writer for IGN.
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  • Muse Is the Perfect Villain for Daredevil: Born Again
    www.denofgeek.com
    This post contains spoilers for Daredevil: Born Again episode 4.Prior to the opening credits and right before the closing credits of Sic Semper Systema, the fourth episode of Daredevil: Born Again, we see something that feels less from a superhero comic book and more from a grimy 2000s torture porn movie.A masked figure carries an incapacitated young man through a subway tunnel, all lit in jaundiced yellow. When he arrives at his lair, the figure sticks a needle into the mans leg and starts pumping out blood, blood that hell mix into the paint for the murals painted around town.That figure is Muse, the prime supervillain antagonist of Born Agains first season. More than just a cool baddie for Daredevil to beat up, Muse is the ideal antagonist for Born Again, one who tests Matt Murdocks faith in the law. For an episode in a series about a superhero in the Marvel universe, with a serial killer on the loose, Sic Semper Systema is really interested in municipal functions.The most important thematic scene might be an early one in which Mayor Fisks chief of staff Sheila (Zabryna Guevara) walks him through the bureaucratic process needed to launch a revitalization project on the docs. The most dramatic moment involves Matt Murdock getting a talking to from a pro bono client about racism and classism in the legal system. The superhero team-up moment consists of Matt and Frank Castle aka the Punisher arguing about the nature of justice.Like the entire season thus far, Sic Semper Systema is mostly about the law and our relationship to it as members of a community. Daredevil: Born Again begins with Matt Murdock experiencing a crisis of faith. Not religious faith, something that the Disney+ series has mostly abandoned from the Netflix show, but faith in his works as a vigilante. To Matts mind, his actions as Daredevil brought people like Dex aka Bullseye into his life, leading to Foggys death. So now, hell devote himself to practicing law, trusting in the rule of law to bring better justice than he could as the Man Without Fear.Four episodes in, Born Again has done nothing but test that faith. There are large-scale failures of the system obviously, Fisk becoming Mayor of New York, but also the empty feeling that Matt has after Dexs sentencing. But Sic Semper Systema is more interested in the smaller acts of injustice, as demonstrated by Matts interaction with his client Leroy (Charlie Hudson III).We first see Leroy outside of a convenience store, where hes being detained for stealing snack foods. One of the cops pops open a stolen box and starts munching away, laughing off the fact that its evidence. When Matt meets with Leroy, hes taken aback by what he considers an unreasonable request. Leroy, a serial small-time offender, demands probation instead of the standard 30 days of jail time. When Matt uses his considerable charm to get the sentence down to ten days, hes shocked and offended that Leroy still isnt happy.You just dont get it, Leroy tells Matt, before going through the indignities he experiences on a daily basis, all of which make the crime of stealing a box of snacks seem microscopic. For that, theyre willing to spend five times more to lock me up than to feed me, he points out, before reminding us that the cops also stole snacks and suffer no blow back.Ultimately, the point that Leroy makes is the same point that Frank Castle made and the same point made by the existence of Mayor Fisk. The law is not equal. The law is not just.And then, Muse shows up.Join our mailing listGet the best of Den of Geek delivered right to your inbox!Although this is our first good look at Muse, his work has been present since the first two episodes of the series. His street art, Banksy-esque images with vaguely populist and anti-establishment themes, have appeared throughout the city, building on the shows sense of rising resentment toward the status quo.More than just a basic plot function, the connection between Muse as a serial killer and Muse as an outsider artist underscores the shows themes. How can a civil society deal with a problem like Muse, a masked serial killer who lurks undetected below the city? How can a city more concerned with using its resources to imprison a petty thief like Leroy deal with an unimaginable evil?The answer, of course, is teased in this episode. Towards the end, Matt opens his hidden room, filled with his Daredevil equipment. He retrieves his signature baton and takes it to the roof, where he begins training to resume the mantle of Daredevil.According to Daredevil: Born Again, civil society deals with a problem like Muse by relying on vigilantes who operate on the outskirts of society. Thats exciting to us as viewers because, obviously, we want to watch a superhero story, in which the superhero Daredevil beats up the supervillain Muse. But for Matt Murdock, its a full fall from grace. His faith in the law is now gone too, forcing him to relapse into a life he wanted to leave behind, a life as Daredevil.In the end, Muse does what not even Wilson Fisk could do. Muse forces Matt to lose his faith in law and civil society, and give himself up to the Devil.New episodes of Daredevil: Born Again premiere Tuesdays at 9 p.m. ET on Disney+.
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  • news.microsoft.com
    During the Game Developers Conference, were celebrating innovation in gaming and our communities. Meet some talented employees from Blizzard, King and Ninja Theory presenting at the show. Kings newest game, Candy Crush Solitaire, is timeless, easy to pick up and full of depth. Its a perfect combo of strategy, excitement, rhythm and vibrant rewards. Marta Cortias, executive producer of Candy Crush Solitaire, was excited to see how seamlessly Candy Crush mechanics integrated with a classic game like Solitaire, creating a new experience for mobile gamers. At the conference, Marta spoke about how the studio realized they had something special in the testing process. Players engaged deeply and provided valuable insights that helped refine the game design. At King, Candy Crush Soda Saga associate UX director Emilio Jldrez spoke about making their games more accessible so every player can have fun. Game Board Color is a feature that helps players choose from five options to enhance contrast with candies, improving accessibility and visual comfort. Deepforge is a machine-learning model trained to help fit World of Warcraft armor from the original design to characters of different races (such as Gnomes or Night Elves) and genders. Zhen Zhai, a senior manager in data science at Blizzard Entertainment, spoke about how this tool helps devs bring greater variety to players, who can express themselves better with whatever armor they choose. With Deepforge, Blizzards artists can spend more time crafting the fine details of armor fitting, making it look just right for different sized character models. Senuas Saga: Hellblade II follows the journey of a Celtic warrior who experiences psychosis and embarks on a dangerous quest to Iceland to help enslaved people. Principal sound designer Daniele Galante of Ninja Theory discusses binaural recording at GDC, a practice that replicates how people perceive sound in a three-dimensional space by using a microphone shaped like a human head. This technique creates a realistic, immersive audio experience. Voices appear from different directions and distances, mimicking how Senua perceives auditory hallucinations. Visit Xbox Wire and follow Blizzard, King and Ninja Theory for more updates and insights into the world of game development.
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  • Apple will launch new homeOS this year, heres whats coming
    9to5mac.com
    Apple has a big software year ahead, with major redesigns coming to iOS 19, macOS 16, and even iPadOS 19. But the company also has a brand new OS launching soon. Heres everything we know about Apples new homeOS.Its not every day that Apple launches a brand new software platform, and it never does so without good reason. OS launches are always tied to new product launches. And the same will be true with homeOS.Later this year, Apple will debut a brand new HomePad smart display. This product will be a sort of cross between an iPad and HomePod. There are plenty of fascinating details about the HomePads hardware you can find elsewhere.For this article though, lets focus on the software that will power the HomePad: homeOS.What to expect from Apples new homeOSBased on Mark Gurmans reporting, homeOS will bear a lot of similarities to Apples existing software platformsbut tailored to the needs of modern homes.Home ScreenFor example, homeOS will offer a customizable Home Screen very much like iOS and iPadOS.On the Home Screen youll be able to:add widgets to track the weather, stocks, reminders, and morelaunch apps from an iOS-style gridhave a dock for your go-to appsaccess smart home controlsAll of this should look and feel very familiar for anyone with an iPhone or iPad.Siri and Apple IntelligenceSiri will also be a critical part of homeOS.Gurman reports that homeOS and the HomePad are designed to bring Siri and Apple Intelligence to life in a way that hasnt happened before. Essentially, imagine everything Siri can do on HomePod now, plus the powerful but currently-delayed iOS upgrades that give Siri more awareness of your personal context, as well as the ability to take action for you within and across your apps. That could add up to a compelling voice-first experience in homeOS.Apps in homeOSWhen it comes to apps, Gurman doesnt believe an App Store will be availableat least at launch. But there will certainly be a variety of built-in Apple apps offered. More beyond this list may be included, but at a minimum were expecting the following:FaceTimeNotesCalendarRemindersHomeSafariSettingsNewsMusicTVPodcastsWeatherPhotosDynamically responsive to users distanceSpeaking of the Photos app, homeOS will also offer a special mode for displaying a slideshow of photosessentially like a screensaver.Its likely homeOS will offer Photos screensavers as one of several options for when youre a fair distance away from the HomePad.Gurman writes that HomePad will include sensors to determine how close a person is. It will then automatically adjust its features depending on the distance.I can imagine a scenario where photos and/or an array of StandBy-like widgets will display when youre far from the device, then homeOS will switch to displaying the Home Screen when youre near.Apples homeOS wrap-up: iOS, but for your homeThis year will be a big one for Apple unifying its various software platforms to feel more cohesive. So its no surprise that the new OS launching, homeOS, sounds like it will achieve that goal too. The simple pitch of iOS, but for your home could give homeOS an easy in with the iPhones billions of active users, and make HomePad an attractive option when it launches later this year.What do you think of Apples plans for homeOS? Let us know in the comments.Best HomeKit smart home accessoriesAdd 9to5Mac to your Google News feed. FTC: We use income earning auto affiliate links. More.Youre reading 9to5Mac experts who break news about Apple and its surrounding ecosystem, day after day. Be sure to check out our homepage for all the latest news, and follow 9to5Mac on Twitter, Facebook, and LinkedIn to stay in the loop. Dont know where to start? Check out our exclusive stories, reviews, how-tos, and subscribe to our YouTube channel
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