• WWW.GADGETS360.COM
    Honor 400 Reportedly Gets 3C Certification in China Alongside Honor 400 Pro; Specifications Tipped
    Photo Credit: Honor Honor 400 series is the purported successor to the Honor 300 lineup in China Highlights Honor 400 Pro is listed on the 3C site with the model number DNP-AN00 Honor 400 may support a maximum charging speed of 80W The phones are tipped to come with 7,000mAh silicon-based batteries Advertisement Honor 400 and Honor 400 Pro are rumoured to be in development. The purported phones have now been spotted on a Chinese certification website, with the listing hinting towards their imminent launch in China, as per a report. The listing also suggests the Honor 400 Pro potentially being equipped with a wired fast charging support of up to 90W. Meanwhile, a tipster has leaked key specifications of both handsets; the Honor 400 series phones may sport 1.5K resolution screens and run on Snapdragon chipsets.Honor 400, Honor 400 Pro 3C CertificationSpotted by Gizmochina, the Honor 400 and Honor 400 Pro were listed on the China Compulsory Certification (3C) website with the probable model numbers DNN-AN00 and DNP-AN00, respectively. The devices were listed as “5G Digital Mobile Phone”, confirming that they will support 5G network.The listing also suggests that the standard model may support a maximum charging speed of 80W, while the Pro variant could get 90W wired charging support.In a separate development, tipster Digital Chat Station (machine translated from Chinese) shared potential specifications of the purported handsets in a post on the Chinese microblogging platform Weibo. The Honor 400 is tipped to be equipped with a 6.5-inch flat OLED LTPS screen with a 1.5K resolution. The phone may be powered by a Snapdragon 7 Gen 3 chipset.Meanwhile, the Honor 400 Pro is slated to sport a larger 6.7-inch quad-curved OLED LTPS screen with the same resolution. It is tipped to be powered by the Snapdragon 8 Gen 3 processor. Both handsets are said to be equipped with a 200-megapixel primary camera, while the Pro variant could also benefit from a 50-megapixel telephoto sensor.The Honor 400 and Honor 400 Pro are said to pack 7,000mAh silicon-based batteries and sport a frame built out of metal. However, this is just speculation and the company is yet to officially reveal details about the handsets. Thus, the information should be taken with a small amount of scepticism. More details are likely to surface as the launch of the Honor 400 series nears. For the latest tech news and reviews, follow Gadgets 360 on X, Facebook, WhatsApp, Threads and Google News. For the latest videos on gadgets and tech, subscribe to our YouTube channel. If you want to know everything about top influencers, follow our in-house Who'sThat360 on Instagram and YouTube. Further reading: Honor 400, Honor 400 Pro, Honor 400 specifications, Honor 400 Pro specifications, Honor Shaurya Tomer Shaurya Tomer is a Sub Editor at Gadgets 360 with 2 years of experience across a diverse spectrum of topics. With a particular focus on smartphones, gadgets and the ever-evolving landscape of artificial intelligence (AI), he often likes to explore the industry's intricacies and innovations – whether dissecting the latest smartphone release or exploring the ethical implications of AI advancements. In his free time, he often embarks on impromptu road trips to unwind, recharge, and ...More Related Stories
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  • GAMINGBOLT.COM
    Clair Obscur: Expedition 33 Could Get DLC, Writer Reportedly Suggests
    News Clair Obscur: Expedition 33 Could Get DLC, Writer Reportedly Suggests "We've always said if there is strong desire from the players that we would love to do something more," says lead writer Jennifer Svedberg-Yen. Posted By Shubhankar Parijat | On 30th, Apr. 2025 It’s fair to say that Clair Obscur: Expedition 33 has got off to a successful start not only in terms of its widespread critical acclaim, but also commercial success to match, with over 1 million copies sold in its first three days. Suffice to say that there’s plenty of hunger among audiences for what the game has on offer- and developer Sandfall Interactive may have more still in the pipeline. Spotted by N4G, Expedition 33’s lead writer Jennifer Svedberg-Yen seems to have hinted at the possibility of DLC being in the cards for the turn-based RPG. Reportedly, Svedberg-Yen suggested the same in response to an Instagram DM by a fan, saying that though there are currently no concrete plans in place, based on the game’s reception, “the chances are good” that there will be DLC at some point down the road. “Nothing concrete that I can say at the moment, we’re honestly still just trying to process everything that’s happening,” Svedberg-Yen wrote. “It’s been a lot to take in! “We’ve always said if there is strong desire from the players that we would love to do something more, and based on the responses so far, I’d say chances are good.” In our review of the game, we awarded it a score of 9/10, saying, “Paying homage to those that came before yet bursting with its own creativity, Clair Obscur: Expedition 33 is a must-play title for RPG fans.” Read the full review through here. Clair Obscur: Expedition 33 is available on PS5, Xbox Series X/S, and PC. Tagged With: Atomfall Publisher:Rebellion Developments Developer:Rebellion Developments Platforms:PS5, Xbox Series X, PS4, Xbox One, PCView More Monster Hunter Wilds Publisher:Capcom Developer:Capcom Platforms:PS5, Xbox Series X, PCView More South of Midnight Publisher:Microsoft Developer:Compulsion Games Platforms:Xbox Series X, PCView More Amazing Articles You Might Want To Check Out! Clair Obscur: Expedition 33 Could Get DLC, Writer Reportedly Suggests "We've always said if there is strong desire from the players that we would love to do something more," says l... Nintendo Switch Firmware Update Brings Virtual Game Cards, GameShare, and More Firmware update 20.0.0 formally begins preparations for the looming launch for the Switch 2, with system trans... Far Cry 4 Now Runs at 60 FPS on PS5 and Xbox Series X/S Ubisoft's acclaimed first-person shooter will soon also launch for Game Pass on Xbox consoles, PC, and Xbox cl... Lost Soul Aside Delayed to August 29th "To match the standards Ultizero Games have set for ourselves, we are taking additional time to polish the gam... EA Lays Off 300 to 400 Employees, Cancels Titanfall Extraction Shooter – Rumor Respawn Entertainment also announced "targeted team adjustments" for Apex Legends and the next entry in the St... Towerborne is Out Now for Xbox Series X/S Also available on Game Pass, the side-scrolling beat 'em up has received a massive new update that overhauls p... View More
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  • WWW.RESETERA.COM
    GiftBot's Gaming Giveaways |OT| Free to a good home! No begging, requests, or taking advantage
    ​ Welcome to the Gaming Giveaways OT, a magical place where publishers, staff, and members alike gather to donate free stuff to you, the community! This thread is the successor to both the GiftBot 2.0 Launch Giveaway Extravaganza, as well as the longstanding FREE to a good home thread. Thanks to Tebunker for handling the latter and giving his blessing to this new... Read more
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  • WWW.POLYGON.COM
    Helldivers 2 players finally stopped the planet-cracking Singularity
    Helldivers 2 doesn’t have a traditional campaign; instead, the story is told through military campaigns and orders sent from Super Earth. Each Major Order advances the story, with both successes and failures leading to new developments. Some threats manifest and sit there for months, like the galactic spore cloud known as the Gloom. But others are urgent enough that they must be immediately stopped, like the Meridian Singularity.After weeks of tension, the Helldivers have stopped the Singularity and saved Super Earth. Of course, Arrowhead has sprinkled narrative hints in the mission text that suggests that things may be getting much worse for us in the near future.If you load up Helldivers 2, you’ll notice something interesting: the Illuminate have vanished off the map entirely. The most recent Major Order result text reads:FailureDauntless efforts by the Helldivers fell short of mission targets. But the righteousness of our cause has yielding an unequivocal victory nonetheless. Though construction of the Repulsive Gravity Field Generator did not meet all design metrics, the bold action was taken to activate the device in its mostly-completed state.Center of Science confirm that the Meridian Wormhole has slowed to a halt. Furthermore, all Illuminate incursions have abruptly ended, and the enemy has disappeared. The victory of Managed Democracy is undeniable.The last few Major Orders have been centered around the battle between Helldivers and the Illuminate, with Super Earth working to build up a solution to the wormhole that destroyed Angel’s Venture and two other planets while the Illuminate did their best to sabotage that effort. Unfortunately, the Repulsive Gravity Field Generator suffered a “catastrophic implosion”, but those who died will be honored with “a heartfelt, stirring memorial” over the crater. Now, players have to hold key strategic planets across the galaxy to shore up defenses in the wake of our back-and-forth battle with the Illuminate. One such Order had us collect millions of Voteless corpses. “Thanks to the Helldivers, our Federation is one step closer to a deeper understanding of mind control. Which is, of course, useful solely for developing defenses against mind control.” Reassuring!So far, Helldivers 2 players seem to expect a calm before the storm. The last time we cleared a faction from the map, they mysteriously returned with new reinforcements. Arrowhead also shared that the next Warbond, which includes new weapons, stratagems, and cosmetics, will be announced on May 8 with “more exciting news to come not long after.”See More: Helldivers 2PlaystationPlaystation logoWindowsWindows logoExplore The GameWhy it mattersSuper Earth has embroiled its Helldivers in an endless war against the deadly Automatons and the voracious Terminids. A satiric take on patriotism and modern war, Helldivers 2 has some of the most thrilling moment-to-moment gameplay available, with a great variety of weapons and strategies to use.— Cass Marshall, News WriterBUY AT:
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  • WCCFTECH.COM
    Trump Administration Plans On “Centralizing” AI Compute Power By Changing The AI Diffusion Rule; Expected To Implement a “Global Licensing Regime”
    Menu Home News Hardware Gaming Mobile Finance Deals Reviews How To Wccftech HardwareIndustry Trump Administration Plans On “Centralizing” AI Compute Power By Changing The AI Diffusion Rule; Expected To Implement a “Global Licensing Regime” Muhammad Zuhair • Apr 29, 2025 at 04:48pm EDT Well, it seems like the Trump administration won't proceed with Biden's AI diffusion rule as it is; rather, a change is expected that would likely give the US an edge. Trump's Version of the AI Diffusion Rule Would Likely Make AI Chips a Negotiating Tool For Tariffs President Trump and his Commerce Secretary, Howard Lutnick, have taken AI supremacy as a matter of national security and have plans to use the technology as leverage to secure trade deals. In a report by Reuters, it is claimed that the US administration plans to change the Biden-era AI Diffusion rule, which is set for implementation by May 15. Instead of splitting countries into different tiers, the government plans to revise the rule to make the US a more dominant negotiating party. The AI Diffusion rule initially divided the countries to which NVIDIA's advanced AI GPUs can be exported into three categories. The first is a list of nations that are either aligned with US national security objectives or are not a threat to the US. These countries can secure the chips without any hindrance. The second category consists of hostile nations such as Russia and Iran, which are entirely barred from procuring either US-origin GPUs or AI software. Finally, the third category limits countries like India from importing large amounts of GPUs without scrutiny. Now, instead of limiting the opportunity to access the chips of nations, the administration is replacing it with a licensing scheme, which means that countries looking to access cutting-edge AI chips from the US would need a license. Ultimately, this will allow the Trump administration to nitpick which country they would want AI chips exported to, and it could be used as a negotiation tool as well, which means that the US President will have the cards to play out. Another possibility is to set a threshold for an exception to licensing. It is claimed that the administration is looking towards a "500 H100 chip" limit, after which getting a license would become mandatory. With this policy being implemented, it is clear that companies like NVIDIA will suffer a lot, given that their market presence in "unfavoured regions" by the US will be reduced dramatically, and this includes China as well. Nothing is official for now, but given that the policy's deadline is approaching soon, we are expected to see a formal announcement on the AI Diffusion rule in the coming days. Subscribe to get an everyday digest of the latest technology news in your inbox Follow us on Topics Sections Company Some posts on wccftech.com may contain affiliate links. We are a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to amazon.com © 2025 WCCF TECH INC. 700 - 401 West Georgia Street, Vancouver, BC, Canada
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  • Un(e) gestionnaire de compte technique at Keyword Studios
    Un(e) gestionnaire de compte techniqueKeyword StudiosCanada31 minutes agoApplyHelpshift comble le fossé entre les canaux traditionnels de service à la clientèle, comme le courriel et l’assistance téléphonique. Grâce à la plateforme pour le service à la clientèle d’Helpshift, alimentée par l’IA, les entreprises peuvent résoudre les problèmes plus efficacement, en augmentant la satisfaction des clients par la même occasion. Des entreprises telles que Tencent, Supercell, Square, et des centaines d’autres grandes marques utilisent la plateforme Helpshift pour fournir un soutien client par messagerie principalement. Helpshift est installée sur deux milliards d’appareils à travers le monde et sert plus de 820 millions de consommateurs actifs par mois.Nous recherchons un(e) gestionnaire de compte technique (GCT) pour s’associer avec nos comptes les plus importants et les plus stratégiques, afin d’assurer la rétention des comptes clés et de gérer une équipe de gestionnaires de la réussite client répartis dans le monde entier. Cette personne entretient des relations avec les principales parties prenantes internes et externes. Elle est chargée de transformer les clients en champions à long terme, en développant une stratégie d’adoption des produits pour leur équipe, et en fournissant les meilleures pratiques en matière d’activation et d’optimisation, tout en offrant une expérience client impeccable tout au long du processus. Diriger cette équipe mettra à l’épreuve votre capacité à passer quotidiennement d’une stratégie client de haut niveau à des escalades tactiques au niveau du compte, en passant par des possibilités de fidélisation. La personne idéale est un stratège polarisé sur le client, désireux de constituer et de mentorer une équipe de gestionnaires de la réussite client très motivés.À propos du poste:● Établir de solides relations avec les cadres et les utilisateurs professionnels, non seulement avec les clients d’Helpshift, mais aussi avec les équipes internes des Services de la gestion des comptes, des ventes et du marketing, des opérations, des produits et de l’ingénierie.● Gérer une équipe de gestionnaires de la réussite client situés aux États-Unis, dans les régions Moyen-Orient et Afrique (EMEA) et Asie-Pacifique (APAC) en étant au service de nos clients du secteur des grandes entreprises et de celui des petites et moyennes entreprises (PME) et de nos clients du marché intermédiaire dans le monde entier. Veiller à la santé et à la satisfaction globales des clients dans son portefeuille.● Collaborer avec l’équipe d’intégration, les équipes d’exploitation et d’autres équipes concernées pour gérer tous les aspects du cycle de vie standard et complet du client. Concevoir des manuels de stratégie des affaires évolutifs et identifier les possibiliés de renforcer nos processus internes ou d’augmenter la satisfaction des clients.● Collaborer avec les équipes d’ingénierie et de produits pour défendre les besoins des clients en s’appuyant sur une analyse de rentabilité et intégrer la voix du client dans la planification de la feuille de route.● Collaborer avec l’équipe de soutien et d’ingénierie pour gérer et atténuer les escalades, et planifier les sorties majeures.● Collaborer avec les équipes internes, notamment les gestionnaires de compte et l’équipe des opérations, pour créer une stratégie et gérer les événements majeurs du cycle de vie tels que les renouvellements, la croissance, la planification de la feuille de route et les lancements bêta, afin de soutenir l’adoption du produit et les objectifs commerciaux.● En plus de gérer le processus des évaluations commerciales, vous les mènerez et travaillerez avec les gestionnaires de compte et/ou les gestionnaires des opérations pour aider les clients à définir des buts essentiels ou d’autres indicateurs de performance clés qui les aideront à atteindre leurs objectifs, à favoriser l’adoption de fonctionnalités, à assurer la rétention et à piloter des possibilités de croissance.● Vous serez le ou la spécialiste du produit Helpshift du point de vue de l’utilisateur professionnel, et deviendrez un(e) conseiller(-ère) stratégique de confiance pour chacun des clients auprès desquels vous serez engagé(e).● Aider les clients par rapport à leurs questions dans tous les domaines de produits et utiliser vos connaissances techniques de la plateforme Helpshift pour informer les clients des meilleures pratiques en matière de configuration et d’intégration de trousses de développement logiciel (SDK).● Répondre aux demandes des clients sous 12 à 24 heures (par niveau de priorité) et, au besoin, aux requêtes hautement prioritaires des clients durant la journée, le soir et la fin de semaine, lorsque requis.À propos de vous:● Vous êtes un(e) dirigeant(e) très performant(e), ayant plus de cinq ans d’expérience dans la gestion d’une équipe mondiale axée sur les engagements des clients.● Vous avez plus de dix ans d’expérience, dont un minimum de trois ans de travail avec de grandes entreprises ou des clients plus importants en matière de stratégie.● Expérience en gestion de comptes ou en réussite client.● Vous êtes à l’aise pour parler de concepts techniques et de solutions possibles qui suscitent l’intérêt du client.● Volonté de voyager dans le pays jusqu’à 25 % du temps pour des engagements stratégiques avec des clients.● Grande attention aux détails et capacité à résoudre des problèmes complexes et interdépendants.● Vous êtes axé(e) sur les données et les exploitez pour formuler des recommandations stratégiques.● Vous vous adaptez rapidement et vous épanouissez dans un environnement dynamique, en pleine croissance, et soumis au respect des échéances, dans lequel flexibilité et travail d’équipe sont essentiels.● Vous êtes à l’aise avec le travail dans plusieurs fuseaux horaires et la nature dynamique de priorités qui changent au quotidien.PHASES DE NOTRE PROCESSUS DE RECRUTEMENT :Vous nous envoyez votre candidature incluant votre CV.Après avoir étudié votre candidature, nous vous inviterons à une entrevue en ligne via MS Teams avec l’un de nos spécialistes en recrutement. C’est une occasion idéale pour aborder des questions et apprendre à mieux se connaître. Pour certains projets, il pourrait y avoir une deuxième entrevue avec un(e) chef d’équipe ou un(e) gestionnaire des opérations.À la fin de notre processus, nous espérons que vous recevrez une offre et deviendrez un nouveau membre parmi nos collègues Keywordiens!Notre processus de recrutement est entièrement en ligne et à distance. Nous prenons en compte chaque candidature et évaluons chaque personne individuellement. Notre équipe de recrutement vous contactera à nouveau dès qu’elle pourra vous informer du statut de votre candidature. Si vous souhaitez intégrer notre équipe, nous vous encourageons vivement à postuler.C’est tout en ce qui nous concerne. Maintenant, la balle est dans votre camp!Maîtrise de l’anglais (communication avec clients et les membres de l'équipe mondiale), à l’écrit et à l’oral.Politique de confidentialité:En fournissant vos informations dans cette application, vous comprenez que nous recueillons et traitons vos informations conformément à notre Avis de confidentialité des candidats. Pour en savoir plus, veuillez consulter notre Avis de confidentialité des candidats au https://www.keywordsstudios.com/en/applicant-privacy-notice. Create Your Profile — Game companies can contact you with their relevant job openings. Apply
    0 Kommentare 0 Anteile 78 Ansichten
  • KOTAKU.COM
    Marvel Fighting Game With Over 300 Characters Finally Coming To Steam
    Marvel Contest of Champions, a long-running fighting game from mobile developer Kablam, is getting an official PC port and Steam release in the near future. Suggested ReadingIs Alan Wake Worth Playing Before Its Sequel? | Total Recall Share SubtitlesOffEnglishview videoSuggested ReadingIs Alan Wake Worth Playing Before Its Sequel? | Total Recall Share SubtitlesOffEnglishOne of the most successful and popular Marvel video games is one that you might not have heard of: Marvel Contest of Champions. This mobile free-to-play fighting game has been around since 2014, and after a decade of updates it has a massive roster that includes 300+ Marvel heroes and villains including characters like Wolverine, Storm, Spider-Man, Captain America, Dazzler, Silver Surfer and so many more. And now this comic book fighter is hopping to a new platform.On April 29, after plenty of rumors and fan speculation, Kablam announced that Marvel Contest of Champions was officially coming to Steam. This new PC port of the fighting game will feature improved HD visuals running at 60FPS as well as an “overhauled UI.” The PC port also supports both keyboard and controllers with fully remappable controls.Marvel / KablamThe devs say Contest of Champions on PC will receive monthly updates and events just like the mobile version, which makes sense as both versions support crossplay and cross-progression. So you should be able to kick some butt on your bus ride home and then get a few more fights in on your PC without missing a beat. Kablam is letting players pre-register now ahead of the game’s release on PC. Doing so via the official website will unlock new gear and items when Contest of Champions launches on PC. The company has yet to provide a specific date for when that will happen, but it sounds like fans won’t have to wait long to start punching Spider-Man, Mr. Fantastic, the Hulk and other heroes on Steam. .
    0 Kommentare 0 Anteile 101 Ansichten
  • UNITY.COM
    Unity 6 Preview is now available
    We’re excited to announce the release of Unity 6 Preview, which is available for you to download today. Unity 6 Preview (formerly known as 2023.3 Tech Stream) is the last release of our development cycle for Unity 6, which is launching late this year.Last November at Unite, we announced that we were updating our naming conventions (you can read more about these changes in this forum post).Unity 6 Preview is structured just like a Tech Stream release. It’s a supported release that gives you a head start using new and updated features in projects that are in discovery or prototyping stages. For projects in production, we recommend using the Unity 2022 LTS release for greater stability and support.Here are a few highlights from the Unity 6 Preview, which also includes features released in 2023.1, and 2023.2. You can also find more details in the official release notes.In Unity 6 Preview, the Universal Render Pipeline (URP) and the High Definition Render Pipeline (HDRP) both see significant performance enhancements that speed up production across platforms. Depending on your content, the improvements described here can reduce CPU workload by 30–50% while providing smoother, faster rendering across various platforms.The new GPU Resident Drawer allows you to efficiently render larger, richer worlds without the need for complicated manual optimizations. You can optimize your games with up to 50% CPU frame-time reduction for GameObjects when rendering large, complex scenes across platforms, including high-end mobile, PC, and consoles.Working alongside the GPU Resident Drawer, GPU Occlusion Culling boosts the performance of GameObjects by reducing the amount of overdraw for each frame, which means the renderer is not wasting resources drawing things that are not seen.You can optimize GPU performance and significantly enhance visual quality and runtime performance with Spatial-Temporal Post-Processing (STP).STP is designed to take frames rendered at a lower resolution and upscale them without any loss of fidelity, delivering consistent, high-quality content to platforms with varying levels of performance capabilities and screen resolutions. STP is compatible with both URP and HDRP, across desktops, consoles, and, notably, compute-capable mobile devices.Render Graph for URP is a new rendering framework and API that simplifies the maintenance and extensibility of the render pipeline and improves rendering efficiency and performance. The new system introduces various key optimizations, such as the automatic merging and creation of native render passes, in order to reduce memory bandwidth usage along with energy consumption – especially on tile-based (mobile) GPUs.The new Render Graph API also streamlines the custom pass injection workflow, allowing you to extend the render pipeline with your own custom Raster and Custom passes, as well as to reliably access all of the pipeline resources needed using the new Context Container.Lastly, with the new Render Graph Viewer tool, you can now analyze the Engine’s render pass creation and frame resource usage directly in the Editor, simplifying render pipeline debugging and optimization.Foveated Rendering API in URP allows you to configure the Foveation Level, improving GPU performance at the cost of reduced fidelity around a user’s mid/far peripheral.Two new foveation modes are available. With Fixed Foveated Rendering, regions in the center of the screen space benefit from higher quality, while Gazed Foveated Rendering uses eye tracking to determine which regions of the screenspace will benefit.The Foveated Rendering API is compatible with the Sony PlayStation®VR2 plug-in and Meta Quest through the Oculus XR plug-in, with support for the OpenXR plug-in coming soon.Volume framework enhancements in both HDRP and URP optimize CPU performance on all platforms to make it viable even on low-end hardware. It allows you to set global and per-quality levels volumes in URP, similar to what was possible in HDRP with an improved user interface across the board. Additionally, it’s now easier to leverage the Volume framework with Custom post-processing effects for URP to build your own effects like a custom fog (check out this demo from our December live stream to learn more).Adaptive Probe Volumes (APV) provide a new way for you to build global illumination lighting in Unity. They enable more streamlined authoring and iteration times for Light Probe-lit objects, and open new possibilities like time-of-day scenarios and streaming.Building on the development of APV delivered in the 2023.1 and 2023.2 Tech Stream releases, enhancements in Unity 6 Preview improve authoring workflows, expand streaming capabilities, and extend control and platform reach to achieve impactful lighting transitions.We have expanded APV Scenario Blending to URP, enabling a wider range of platform support for you to easily blend between baked probe volume data for day/night transitions or to switch lights on and off in rooms.APV Sky Occlusion, supported in both URP and HDRP, enables you to apply a time-of-day lighting scenario to your virtual environments and achieve more color variations in static indirect lighting from the sky compared to APV scenario blending.APV disk streaming now supports a non-compute path in URP, and we’ve enabled support for AssetBundles and Addressables.Leverage the Probe Adjustment Volumes tool to fine-tune your APV content and fix light leaking situations. Adjustments you can make to probes inside these volumes include Override Sample Count and Invalidate Probes. Light Probes not affected by the Adjustment Volume can be hidden, and probe lighting data can now be previewed only for impacted probes, then baked directly from the Probe Volume and Probe Adjustment Volume components.Finally, we introduced a new C# Light Probe Baking API,enabling you to control how many probes to bake at a time to balance execution time against memory usage.We’ve used the APV probe baking editor code as an example of how to use the API, and you can find this example on GitHub.In HDRP, we improved sky rendering for sunset and sunrise to better enable your project’s time-of-day scenarios. This adds ozone layer support and atmospheric scattering to complement fog at long distances.Water has been improved with support for Underwater Volumetric fog that samples caustics to create volumetric light shafts. Performance optimization now includes an option to read back simulation from the GPU with a few frames of delay instead of replicating the simulation on the CPU. We also added support for transparent surfaces with mixed tracing mode to mix raytraced and screen space effects when rendering surfaces like water together with terrains and vegetation.Because performance is key when rendering large dynamic worlds, we optimized SpeedTree vegetation rendering for both URP and HDRP, leveraging the new GPU Resident Drawer mentioned above.For VFX artists, we’ve improved tooling and URP support so you can efficiently reach more platforms. VFX Graph profiling tools allow a VFX artist to find what could be optimized within a graph by getting feedback about memory and performance to tweak certain effects and maximize performance.Build VFX shaders with the support of Shader Graph Keywords, and more complex effects with URP with URP depth and color buffers for fast collision or for spawning particles from the world.Get a quick start in VFX Graph with new Learning Templates, a collection of VFX assets designed to help you learn about VFX Graph concepts and features.Unity 6 Preview addresses many of the top user pain points when using Shader Graph by including new editable keyboard shortcuts, a heatmap color mode to quickly identify the most GPU-intensive nodes in your graphs, and faster Undo/Redo.Access new Node Reference Samples containing a set of Shader Graph assets where each graph is a description of one node, with breakdowns of how the math works under the hood, and examples of how the node can be used. Learn more in the Node Reference Samples Tutorial video.Unity 6 Preview brings multiplatform enhancements across desktop, mobile, web, and XR, aimed at delivering optimizations to multiplatform development workflows and expanding reach across the most popular platforms.With the new Build Profiles feature, managing builds will be more efficient, with a higher degree of flexibility than ever before.As well as configuring build settings in each profile, you can now include different scene lists to customize the content of your builds, creating multiple unique, playable demos for your game with the scenes you want to share most.Additionally, you can set custom scripting defines for any profile, which are additive over those found in player settings, to allow for fine-tuning of features and behavior of both builds and Editor Play mode. This could be used to create vertical slices or target different behavior for different platforms.You can add an override for player settings to any profile, allowing you to customize settings that relate to the platform module. This feature makes it easier to configure publishing settings for different profiles. Overall, this new feature reduces the need to rely on custom build scripts to customize the way that builds are managed in the Editor.Finally, we also added the Platform Browser to enhance platform discovery inside the Editor. The platform browser is a place where you can discover all the platforms that Unity supports and create build profiles for any you choose.Android and iOS browser support has arrived With Unity 6 Preview. Now, you can run your Unity games anywhere on the web, without limiting your browser games to desktop platforms. Additionally, you can embed your games in a web view in a native app or use our progressive web app template to make your game behave more like a native app, with its own shortcut and offline functionality. With more bells and whistles such as mobile device compass support and GPS location tracking, your web games will be able to react to wherever your gamers choose to play.Fine-tune your web games with an update to the Emscripten 3.1.38 toolchain and the latest support for WebAssembly 2023, our collection of newer WebAssembly language features such as sign-ext opcodes, non-trapping fp-to-int, bulk-memory, BigInt, Wasm table, native Wasm exceptions, and Wasm SIMD. WebAssembly 2023 also supports up to 4GB of heap memory, unlocking access to even more RAM for you to use on the newest hardware.Additional mobile improvements coming with Unity 6 Preview include the latest Android tooling and support for Java 17 out of the box, as well as the ability to include debug symbols within your Android App Bundle. This will save you time when submitting to the Google Play Store and ensure you always have stacktrace information in the Play Console.The introduction of experimental support for a WebGPU backend marks a significant milestone for web-based graphics acceleration, paving the way for future leaps coming to graphics rendering fidelity for Unity web games.WebGPU is designed with the goal of harnessing and exposing modern GPU capabilities, such as Compute Shader support, to the web. This new web API will achieve this by providing a modern graphics acceleration interface that’s implemented internally via native GPU APIs such as DirectX 12, Vulkan, or Metal, depending on the desktop device you use.The WebGPU graphics backend is still in experimental state, so we do not recommend using it for production. Can’t wait? Discover how to gain early access and test WebGPU in our graphics forum.Unity delivered support for Arm-based Windows devices in 2023.1, enabling you to bring your titles to new hardware. With Unity 6 Preview we are now delivering native Unity Editor support for Arm-based Windows devices in Unity 6. This means you can now take advantage of the performance and flexibility that Arm-powered devices can offer to create your Unity games.Unity’s DirectX 12 graphics backend is fully production ready, and available for use when targeting DX12-capable Windows platforms. This change is preceded by a comprehensive array of improvements to both rendering stability and performance.Using DX12, Unity Editors and Players can benefit from significant improvements to CPU performance by using Split Graphics Jobs. Performance gains are expected to scale based on scene complexity and the amount of draw calls submitted.Most noticeably, the DX12 graphics API unlocks support for a wide range of modern graphics capabilities in order to enable the next generation of rendering techniques, such as Unity’s ray tracing pipeline. Upcoming features will make use of DX12’s advanced capabilities, ranging from graphics to machine learning, to enable an unprecedented level of fidelity and performance.Thanks to the ongoing partnership between Microsoft and Unity, two new Microsoft GDK packages are now available with Unity 6 Preview, 2022 LTS, and 2021 LTS. The Microsoft GDK Tools and Microsoft GDK API packages can be used for Microsoft gaming platforms with the same configuration and code base. These packages make it easier than ever to build for Microsoft gaming platforms like Windows and Xbox using the same code to utilize Xbox services like user identity, player data, social, cloud storage and more.The combined Microsoft GDK packages allow you to make games for Microsoft platforms with a shared code base and the ability to automate the build process through APIs. Additionally, new samples are provided to showcase various features available in the packages.Previously when targeting Xbox consoles and the Microsoft Store on Windows, guidance was to install separate GDK packages provided by Microsoft and Unity. This required the maintenance of a different branch of code for different Microsoft platform targets. Using the new Microsoft GDK packages, this is no longer the case. Also, it will now be possible to modify the MicrosoftGame.config file from an API directly in the build server. Combined with the new build profiles features in Unity 6, bringing your games to the Microsoft gaming ecosystem from a single project has never been easier.If you’ve been using the legacy Game Core Package or the Windows GDK package and want to migrate to these new Microsoft GDK packages (the Microsoft GDK API and Microsoft GDK Tools), follow the instructions detailed in this migration guide.We support most popular XR platforms, including ARKit, ARCore, visionOS, Meta Quest, Playstation VR, Windows Mixed Reality, and more. In Unity 6 Preview, you’ll find cutting-edge cross-platform features like mixed reality, hand and eye input, and improved visual fidelity. Many of these new features are now integrated into our revamped templates so you can get started more quickly.Whether you want to expand your existing game with mixed reality or you’re making something entirely new, AR Foundation helps you incorporate the physical world into players’ experience in a cross-platform way. In Unity 6 Preview, we’ve added support for image stabilization on ARCore, as well as improved support for mixed reality platforms like Meta Quest, including features like meshing and bounding boxes.To help you streamline your interactions, we’ve added a couple of major improvements to XR Interaction Toolkit 3.0 (XRI). This includes a new interactor called the Near-Far Interactor, enabling greater flexibility and modularity when customizing how interactors behave in your projects.We’ve also improved how we handle input in XRI with the addition of our new Input Readers, which streamlines the input process and reduces code complexity across various types of input. Lastly, we will ship a new virtual keyboard sample, giving you the ability to build and customize in-game keyboards in a cross-platform way.More platforms now support the use of hands to interact with content. Our XR Hands package enables you to implement custom hand gestures (such as thumbs up, thumbs down, pointing), as well as common OpenXR hand gestures. It includes samples to help you get started quickly. We’ve also included tools for creating, fine-tuning, and debugging your hand shapes and gestures so that your content is accessible to more people.One way to improve the visual fidelity of your game is through a feature called Composition Layers, which is currently available as an experimental package.This feature renders text, video, UI, and images at much higher quality using native support for the runtime’s compositor layers, enabling clearer text, sharper outlines, and an overall better appearance with significantly reduced artifacts.Unity 6 Preview accelerates the creation, launch, and growth of multiplayer games with the simplicity of integrated end-to-end solutions.We’ve made the new Experimental Multiplayer Center package (com.unity.multiplayer.center) available in the package registry. Multiplayer Center is a streamlined guidance tool designed to onboard you into multiplayer development. This central location in the Editor gives you access to the tools and services Unity offers for your project’s specific needs.Multiplayer Center presents interactive guidance based on your project’s multiplayer specifications, access to resources and educational materials, and shortcuts to deploy features and experiment rapidly with multiplayer capabilities.We’ve released Multiplayer Play Mode version 1.0., enabling you to test multiplayer functionality across separate processes without leaving the Unity Editor. You can simulate up to four players (the main Editor player plus three virtual players) simultaneously on the same development device while using the same source assets on disk. You can use Multiplayer Play Mode to create multiplayer development workflows that reduce the time it takes to build a project, run locally, and test the server-client relationship.We updated the Multiplayer Tools package to version 2.1.0, adding Network Scene Visualization as a new visual debugging tool. Network Scene Visualization (NetSceneVis) is a powerful tool included in the Multiplayer Tools package to help you visualize and debug network communication on a per-object basis in the Unity Editor Scene View of your project with visualizations such as mesh shading and text overlay.We added Distributed Authority mode in Netcode for GameObjects version 2.0.0-exp.2 (com.unity.netcode.gameobjects) when paired with the new Experimental Multiplayer Services SDK version 0.4.0 (com.unity.services.multiplayer). With Distributed Authority, clients have distributed ownership of/authority over spawned Netcode objects during a game session. The netcode simulation workload is distributed across clients, while the network state is coordinated through a high-performance cloud backend Unity provides.We improved the experience of Netcode for Entities with support for GameObjects to render debug bounding boxes. We also added the NetCodeConfig ScriptableObject which contains most NetCode configuration variables, which you can customize without needing to modify code.We’ve released the Dedicated Server package, which allows you to switch a project between the server and client role without the need to create another project. To do this, use Multiplayer roles to distribute GameObjects and components across the client and server.Multiplayer roles allows you to decide which multiplayer role (Client, Server) to use in each build target. This breaks down into:Content Selection: Provides UI and API for selecting which content (GameObjects, Components) should be present/removed in the different multiplayer rolesAutomatic Selection: Provides UI and API for selecting which component types should be automatically removed in the different multiplayer rolesSafety Checks: Activates warnings that help detect potential null reference exceptions caused by stripping objects for a multiplayer roleThis package also contains additional optimizations and workflow improvements for developing Dedicated Server platforms.The Experimental Multiplayer Services SDK is a one-stop solution for adding online multiplayer elements to a game developed in Unity 6 Preview. Powered by Unity Gaming Services (UGS), it combines capabilities from services such as Relay and Lobby into a single new “Sessions” system to help you quickly define how groups of players connect together.The Experimental Multiplayer Services SDK version 0.4.0 (com.unity.services.multiplayer) enables you to create peer-to-peer (P2P) sessions while providing multiple methods for players to join those sessions, such as by a Join Code, by browsing a list of active sessions and “Quick Join.”For this Unity 6 Preview milestone, several of these capabilities are still in an Experimental state, which means they are not yet supported for production. We intend to rapidly transition them to Pre-release and Release states for a fully supported experience on Unity 6 that integrates your feedback. You can engage with us in our community forums and on our official Discord server.Unity 6 Preview streamlines ECS workflows and resolves common pain points. As part of this effort, we changed the way that Entities are stored in preparation for a future consolidation of Entities and GameObject workflows. Entity IDs are now globally unique, and you can now move them efficiently from one Entity’s world to another. This does not impact ECS workflows, but it does disambiguate debugging by always showing exact entities.Additionally, the recent improvements delivered to ECS in Unity 2022 LTS are also available in Unity 6 Preview:ECS 1.1: Major physics collider workflow and performance improvements, plus 80+ fixes across the ECS frameworkECS 1.2: Quality-of-life and performance improvements across Editor workflows, serialization, baking, plus 50+ fixes and Unity 6 compatibilityThe Unity 6 Preview ships with Unity Sentis, a neural engine for integrating AI models into the runtime. Sentis makes new AI-powered features possible, like object recognition, smart NPCs, graphics optimizations, and more. Recent enhancements to Sentis focus on performance and simplifying the experience of getting startedWe now support AI model weight quantization (FP16 or UINT8) in the Unity Editor if you want to reduce your model size by up to 75%. That’s a big savings when it comes to shipping games on mobile. Model scheduling speed was also improved by 2x, along with reduced memory leaks and garbage collection. Lastly, we now support even more ONNX operators.To make it easier to find the right AI model for your project, we partnered with Hugging Face, the largest AI model hub in the world (600,000+ models). Now you can instantly find “grab and go” AI models for Unity Sentis to ensure easy integration.Once you have the right model, you’ll need to hook it up to your game. To make that easier, we introduced a new Functional API that helps to build, edit, and chain AI models. It’s intuitive, stable, and optimized for inference. The Backend API is still available for those of you who need a lower-level and fully customizable API to have full control over memory management and scheduling.To learn more about Unity Sentis, check out our blog overview, documentation, or dive into the community.The Unity Engine offers tools ranging from Visual Scripting to UI Toolkit to enhance your productivity and functionality. On top of existing tools, Unity 6 Preview specifically comes with two updates within the profiling tools portfolio.Unity 6 Preview brings two major updates when it comes to the Memory Profiler. First, graphics memory that was previously uncategorized is now measured and reported per resource (e.g., render textures and compute shaders). Second, reporting of resident memory is more precise – for example, memory that is swapped to disk is no longer counted towards this. These updates address direct feedback around the problem of understanding native memory use in particular.To learn more details about what’s in the Unity 6 Preview, check out the release notes for a comprehensive list of features, and the Unity Manual for details on how to use them.Unity 6 Preview release is supported with weekly updates until the next version. Remember to always back up your work prior to upgrading to a new version. Our Upgrade manual can assist with this. For projects in production, we recommend using Unity 2022 LTS for greater stability and support.Unity 6 Preview is most suitable for testing during preproduction, discovery, and prototyping phases of your development process. However, if any code, functionality, or fixes from any Unity 6 version are incorporated in a live game, it may be subject to the applicable runtime fees if the game is upgraded to Unity 6 in General Availability (provided the Runtime Fee criteria are met).The Unity 6 Preview release is an opportunity to both get early access to new features and to shape the development of future tech through your feedback. We want to hear how we can best support you and your projects. Let us know how we’re doing on the forums, or share your feedback directly with our product team through the Unity Platform Roadmap.
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  • TECHCRUNCH.COM
    OpenAI explains why ChatGPT became too sycophantic
    OpenAI has published a postmortem on the recent sycophancy issues with the default AI model powering ChatGPT, GPT-4o — issues that forced the company to roll back an update to the model released last week. Over the weekend, following the GPT-4o model update, users on social media noted that ChatGPT began responding in an overly validating and agreeable way. It quickly became a meme. Users posted screenshots of ChatGPT applauding all sorts of problematic, dangerous decisions and ideas. In a post on X on Sunday, CEO Sam Altman acknowledged the problem and said that OpenAI would work on fixes “ASAP.” Two days later, Altman announced the GPT-4o update was being rolled back and that OpenAI was working on “additional fixes” to the model’s personality. According to OpenAI, the update, which was intended to make the model’s default personality “feel more intuitive and effective,” was informed too much by “short-term feedback” and “did not fully account for how users’ interactions with ChatGPT evolve over time.” “As a result, GPT‑4o skewed towards responses that were overly supportive but disingenuous,” wrote OpenAI in a blog post. “Sycophantic interactions can be uncomfortable, unsettling, and cause distress. We fell short and are working on getting it right.” OpenAI says it’s implementing several fixes, including refining its core model training techniques and system prompts to explicitly steer GPT-4o away from sycophancy. (System prompts are the initial instructions that guide a model’s overarching behavior and tone in interactions.) The company is also building more safety guardrails to “increase [the model’s] honesty and transparency,” and continuing to expand its evaluations to “help identify issues beyond sycophancy,” it says. OpenAI also says that it’s experimenting with ways to let users give “real-time feedback” to “directly influence their interactions” with ChatGPT and choose from multiple ChatGPT personalities. “[W]e’re exploring new ways to incorporate broader, democratic feedback into ChatGPT’s default behaviors,” the company wrote in its blog post. “We hope the feedback will help us better reflect diverse cultural values around the world and understand how you’d like ChatGPT to evolve […] We also believe users should have more control over how ChatGPT behaves and, to the extent that it is safe and feasible, make adjustments if they don’t agree with the default behavior.”
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  • VENTUREBEAT.COM
    EA and Respawn lay off more staff, cancel incubation projects
    Respawn, the developer of Apex Legends and the Star Wars Jedi series, announced that it’s laying off an unknown number of staff and canceling two early-stage projects in order to focus more on its flagship titles. The studio posted a statement on social media confirming the “targeted team adjustments” and the canceled projects, and its commitment to “player-first experiences.” The company said, “As we sharpen our focus for the future, we’ve made the decision to step away from two early-stage incubation projects and make some target team adjustments across Apex Legends and Star Wars Jedi. These decisions aren’t easy, and we are deeply grateful to every teammate affected — their creativity and contributions have helped build Respawn into what it is today.” It also added that the laid-off employees have the option to explore “new opportunities within EA.” The developer didn’t reveal any details about the incubation projects that have been shut down. According to IGN, one of those incubation projects was the multiplayer FPS, the cancelation of which was first revealed back in March, and some of those working on the projects have been reassigned to EA Motive’s Iron Man title. This is not the first time Respawn’s been hit with layoffs, nor a first for Electronic Arts as a whole. The publisher laid off 670 people last year and also canceled a then-in-development Star Wars FPS (seemingly not the same as the incubation project mentioned above). It also had two rounds of layoffs in 2023, including 6% of staff in March and 50 people at developer BioWare in August. GB Daily Stay in the know! Get the latest news in your inbox daily Read our Privacy Policy Thanks for subscribing. Check out more VB newsletters here. An error occured.
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