• WWW.NATURE.COM
    Chromosome end protection by RAP1-mediated inhibition of DNA-PK
    Nature, Published online: 16 April 2025; doi:10.1038/s41586-025-08896-1Biochemical, structural and genetic analysis of the shelterin complex reveal that by recruiting RAP1 to DNA, TRF2 directly inhibits DNA-dependent protein kinase to regulate classical non-homologous end joining at telomeres.
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  • LEANDROCALADOFERREIRA.MEDIUM.COM
    N8n’s Native MCP Integration: Current Capabilities and Future Potential
    N8n’s Native MCP Integration: Current Capabilities and Future PotentialBreaking Down the New MCP Server Nodes and What They Mean for Workflow Automation6 min read·Just now--Photo by Nicolas Cool on UnsplashThe automation landscape is evolving rapidly as tools begin to integrate with Model Context Protocol (MCP), creating new possibilities for AI-assisted workflows. N8n’s recent update to version 1.88 introduces native MCP integration, a significant step forward that deserves a careful examination. While this update brings exciting new capabilities, understanding its current scope and limitations is crucial for organizations looking to implement advanced automation solutions.What’s New in N8n’s MCP IntegrationN8n has introduced two new nodes with this update:MCP Server Trigger: Acts as an endpoint that MCP clients can connect toMCP Client Tool: Integrates with AI agents to send requests to MCP serversThese additions represent n8n’s commitment to embracing the emerging MCP standard, providing users with new ways to connect their workflow automations to AI agents. The native integration eliminates the need to self-host and install community nodes as was previously required.How the Integration Works in PracticeThe new integration works through Server-Sent Events (SSE), which allows for real-time data streaming between the MCP client and server. Here’s how the process flows:Set up an MCP Server Trigger node in n8n to expose toolsConnect an MCP-compatible client (such as Claude Desktop) to this endpointThe AI agent can then access and utilize the tools defined in your n8n workflowThis connection method enables applications like Claude Desktop to leverage custom n8n workflows directly, creating a powerful bridge between your automation platform and AI assistants.Current Limitations to ConsiderDespite the excitement surrounding this update, there are several important limitations to be aware of:Connection Method ConstraintsThe current implementation only supports Server-Sent Events (SSE) connections, unlike the community node which offered command-line interfaces via STDIO. This means not all MCP servers can connect natively, particularly those requiring command-line arguments or environment variables.Tool Definition RigidityThe tools exposed through the MCP Server Trigger have fixed resources and operations. For example, if you create an email tool, the resource (email) and operation (send) must be predetermined. The system doesn’t yet allow AI agents to dynamically select different operations based on context, limiting flexibility.Prompting InefficienciesWhen connecting AI agents like Claude to n8n tools, there’s limited control over how the agent formats and sends data. For instance, when asked to create a LinkedIn post, Claude might generate a complete post before sending it to n8n for processing — even if the workflow is designed to do research and generate content itself. This creates redundancy and inefficiency in multi-step processes.Real-World ApplicationsDespite these limitations, the native MCP integration opens up compelling use cases:Claude Desktop IntegrationOne of the most powerful applications is connecting Claude Desktop to n8n workflows. By enabling developer mode in Claude and configuring the connection to n8n’s MCP Server Trigger, you can give Claude access to custom tools that execute your workflows.For example, Claude can:Retrieve contact information from your databaseCreate calendar events in your connected accountsGenerate and post content to LinkedInSend messages to team members via SlackThese capabilities turn Claude from a conversational AI into an action-taking assistant that can interact with your actual business systems.The diagram above illustrates the communication flow where:Claude Desktop initiates an action requestThe Gateway translates the request into SSE formatThe MCP Server processes the request and executes the appropriate n8n workflowResults flow back through the same path to Claude DesktopImplementation StepsPhoto by Lindsay Henwood on UnsplashConfigure MCP Server Trigger1. Create new workflow in n8n2. Add MCP Server Trigger node3. Configure authentication (Bearer token recommended)4. Note the MCP URL (Test or Production)Set Up Claude Desktop Gateway{ "mcpServers": { "n8n": { "command": "npx", "args": [ "-y", "supergateway", "--sse", "<MCP_URL>", "--header", "Authorization: Bearer <MCP_BEARER_TOKEN>" ] } }}Workflow IntegrationPhoto by Alvaro Reyes on UnsplashTool OrganizationCreate separate workflows for different tool typesUse clear naming conventions for tools and workflowsDocument tool descriptions for Claude’s AI decision-makingAuthentication SetupChoose appropriate authentication methoddocs.n8n.ioBearer token (recommended)Header authenticationStore credentials securelyUse different tokens for test and production environmentsExample Use CasesPhoto by AbsolutVision on UnsplashContact ManagementCreate workflow with database nodesConfigure Claude to query contact informationEnable CRUD operations through Claude commandsCalendar IntegrationConnect calendar services (Google Calendar, Outlook)Create event creation workflowsEnable Claude to schedule meetings automaticallyContent ManagementSet up LinkedIn connectionCreate content posting workflowsAllow Claude to generate and post contentTeam CommunicationIntegrate Slack or other messaging platformsCreate message sending workflowsEnable Claude to communicate with team membersBest PracticesPhoto by KOBU Agency on UnsplashSecurityUse separate tokens for test and production environmentsdocs.n8n.ioImplement proper authentication for all MCP connectionsRegularly rotate authentication tokensPerformanceMonitor SSE connection healthImplement proper error handlingUse appropriate timeout settingsMaintenanceDocument all integrations and workflowsRegularly test Claude commandsKeep MCP Server Trigger updatedTroubleshooting TipsPhoto by Bermix Studio on UnsplashConnection IssuesVerify MCP URL is correctCheck authentication token validityEnsure gateway is running properlyWorkflow ExecutionMonitor execution logsVerify tool descriptions are clearTest workflows independently before Claude integrationThis integration transforms Claude Desktop into a powerful automation assistant, enabling it to execute complex workflows and interact with your business systems while maintaining security and reliability.Future PotentialThe current implementation represents just the beginning of what’s possible with MCP integration. In the future, we can anticipate:Dynamic Resource and Operation Selection: Allowing AI agents to select the appropriate actions based on context without rigid predefinitionsMulti-MCP Server Integration: Enabling agents to intelligently coordinate between multiple services (Gmail, Calendar, Slack, etc.) within a single conversationImproved Prompting and Data Transfer: More control over how agents process and format data before sending it to workflowsAs these capabilities evolve, we’ll see increasingly sophisticated human-AI collaboration in workflow automation.Getting Started with N8n’s MCP IntegrationIf you’re interested in exploring this functionality:Update your n8n instance to version 1.88 or laterAdd an MCP Server Trigger node to your workflowConfigure the tools you want to exposeConnect an MCP-compatible client like Claude Desktop by:Installing Node.jsEnabling developer mode in ClaudeConfiguring the Claude Desktop JSON file with your n8n MCP endpoint URLThis setup creates a powerful connection between your AI assistants and your automation workflows, opening new possibilities for productivity enhancement.ConclusionN8n’s native MCP integration marks an important milestone in the evolution of workflow automation. While the current implementation has certain limitations, it provides a solid foundation for connecting AI agents with business processes in ways that were previously difficult or impossible.For organizations willing to work within the current constraints, the integration already offers significant value by allowing AI assistants to take concrete actions through custom n8n workflows. As the technology matures, we can expect even greater flexibility and intelligence in how these systems interact.While n8n’s MCP integration is still developing, its current capabilities already offer valuable enhancements to workflow automation. If you’re looking to streamline your tasks, boost productivity, and explore the cutting-edge of automation technology, understanding and leveraging this integration is essential.To learn more about practical implementations and unlock the full potential of n8n’s MCP integration, consider exploring the comprehensive guide on automation techniques and advanced integrations available now:👉 Get your copy on AmazonMastering these tools today can significantly transform your tomorrow, making your workflows smarter, faster, and more effective.
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  • MEDIUM.COM
    I spent $1,200 building software on Replit….
    I spent $1,200 building software on Replit…. 🧵4 min read·Just now--When I set out to build my software, I knew I needed a platform that was flexible, accessible, and beginner-friendly yet powerful enough to handle my ambitions. That’s when I discovered Replit, a cloud-based coding environment that promised to streamline the development process. Over the course of my project, I invested roughly $1,200 in Replit’s services, and the experience taught me invaluable lessons about coding, collaboration, and the value of a good development tool. Here’s my story.Why Replit?As someone balancing a busy schedule, I needed a platform that didn’t require me to spend hours configuring local environments or troubleshooting server issues. Replit’s browser-based interface was a game-changer — no downloads, no installations, just instant coding. Whether I was working from my laptop at home or sneaking in a quick debug session on my phone, Replit kept my project accessible.Replit also supports a wide range of programming languages, from Python to JavaScript to HTML/CSS, which was perfect for my project. I was building a AI-Powered web app to manage tuition payments for a School I was working with. Replit’s built-in collaboration tools, version control, and hosting capabilities meant I could focus on coding rather than managing infrastructure.The Investment: Breaking Down the $1,200Over the course of my project, I spent approximately $1,200 on Replit. Here’s how that investment broke down:Subscription Plans: Replit offers free and paid tiers, but I opted for a premium plan (likely the Pro or Teams tier, depending on your needs) to unlock features like boosted computing power, private repls, and advanced collaboration tools. These were essential for running a large data tuition management platform. A Pro plan costs around $20/month, so over, say, 12 months, this accounted for a chunk of the budget.Cycles for Compute Power: Replit’s “Cycles” system allows you to purchase additional computing resources for resource-heavy projects. I used Cycles to scale my repls for faster API responses. This was particularly useful when testing and deploying my software, though costs added up during intensive development phases.Custom Domains and Hosting: To give my project a professional touch, I invested in Replit’s hosting features, including a custom domain for the app’s frontend. This incurred additional fees but was worth it for a polished user experience.Team Collaboration: I also paid for a Teams plan to collaborate with four colleagues who helped test and refine the code.While $1,200 might sound steep, it was a fraction of what I would’ve spent on dedicated servers, software licenses, or even a high-end development laptop. Replit’s all-in-one platform saved me both time and money in the long run.The Highs: What I Loved About ReplitReplit made my development journey smoother in ways I didn’t expect:Instant Setup: I could spin up a new project in seconds, complete with pre-configured environments for my chosen language. This was a lifesaver when experimenting with new features or debugging.Collaboration in Real-Time: Replit’s multiplayer mode allowed me to work side-by-side with colleagues to fix a bug. It felt like pair-programming in a virtual coffee shop.Community and Learning: Replit’s community is vibrant, with tutorials, templates, and forums where I found inspiration and solutions. I even stumbled upon a Python library that simplified my database integration.Deployment Made Easy: Hosting my project directly on Replit was seamless. With a few clicks, my app was live, accessible to my client, beta testers, or potential clients.The Challenges: Where Replit Fell ShortNo tool is perfect, and Replit had its limitations:Cost Creep: The $1,200 I spent crept up over time, especially with Cycles for compute-intensive tasks. For hobbyists on a tight budget, this could be a hurdle. I learned to monitor my usage closely to avoid unexpected charges.Learning Curve for Advanced Features: While Replit is beginner-friendly, mastering its advanced features — like integrating with Cursor — took some trial and error, but the Replit docs eventually saved me.The Outcome: Was It Worth It?After months of coding, debugging, and tweaking, I successfully launched a fully functional AI-Powered Tuition Management platform. The $1,200 I spent on Replit was an investment in more than just code — it was an investment in my skills, confidence, and vision.Replit empowered me to take an idea from a rough sketch to a working product without getting bogged down in technical overhead. The platform’s flexibility allowed me to pivot when needed, collaborate with others, and deploy my project to the world. Most importantly, it reminded me that building software is about creativity and persistence, not just technical know-how.Tips for Aspiring Replit DevelopersIf you’re considering Replit for your next project, here’s what I learned:Start with the Free Tier: Test the waters with Replit’s free plan to see if it suits your needs before committing to a paid subscription.Leverage the Community: Replit’s forums and templates are goldmines for troubleshooting and inspiration.Experiment Freely: Replit’s low-stakes environment is perfect for trying new languages or frameworks. Don’t be afraid to mess around!Final ThoughtsMy experience with Replit was transformative. For $1,200, I didn’t just build software — I built a deeper understanding of coding, collaboration, and problem-solving. Whether you’re a beginner dipping your toes into programming or a seasoned developer looking for a lightweight solution, Replit is a powerful ally. My project is live, my skills are sharper, and I’m already brainstorming my next Replit adventure. If you’re ready to turn your ideas into reality, Replit might just be the spark you need.Sign up for the waitlist for the real of AI-powered tuition management platformhttps://schoolmanagementme.replit.app/Sign up for waitlist for AI-powered learning platformhttps://learn.schoolmanagement.me/original blog post: https://blog.ahmadabdelrahman.com/code-cash-and-creativity-my-1200-adventure-building-software-on-replit/
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  • WWW.RESETERA.COM
    DF update on Street Fighter 6 on Switch 2; it appears to be using DLSS to upscale from 540p -> 1080p, with "remarkably" clean image quality
    RandomlyRandom67 Member Jul 7, 2023 2,364 Source here [Update 22/04/25] While our initial pixel counts of Street Fighter 6 during the Switch 2 Nintendo Direct reveal pointed to a native 1080p based on limited footage, the more recent Nintendo Treehouse feed shows a scale from a native 960x540 to a 1080p target using an AI upscaling method - with evidence suggesting Nvidia's DLSS based on this footage. Looking back, this 540p upscale appears to be in place in the original Direct footage as well. It's a remarkably clean scale in most shots, with the first few frames following a camera cut being one way to catch the base resolution from its docked mode play. We'll be sure to report back once we have more information. Click to expand... Click to shrink... IMO it looks better than the Xbox Series S version just in terms of final image quality resolve (excluding whatever settings differences there are), which is remarkable considering the XSS runs at 1080p native I am officially back on the DLSS Switch 2 hype bandwagon. I apologize for being a doubter previously Here's a good video comparing the Switch 2 version to XSS from ElAnalistaDeBits: View: https://www.youtube.com/watch?v=fvKaQpYNSjA EDIT: The XSS version is bugged so that could explain why the Switch 2 version looks this favorable in comparison: https://www.resetera.com/threads/df...ly-clean-image-quality.1170750/post-138901698  Last edited: Today at 5:56 PM RailWays One Winged Slayer Avenger Oct 25, 2017 17,991 This seemed pretty obvious because it looked noticeably sharper than the PS4 version. Nice to know the suspicions were confirmed. I think the only other suspect game people were thinking of might've been DK?   MacheteSquadSteve Member Jan 6, 2025 188 Very encouraging if the result can be repeated elsewhere.   Reflecting Sky Member Mar 17, 2024 2,466 It bodes very well for future software. I mean, you render at a lower internal resolution which saves a lot of memory, while upscaling doesn't cost too much. Best kind of compromise if you think about it.   logash Member Oct 27, 2017 6,139 540p is incredibly low res for docked but nice that they couldn't tell the difference. This does tell me that 4k and 1440p upscaled is gonna be hard for games that are not specifically designed for the system.   Last edited: Today at 4:11 PM JusDoIt ▲ Legend ▲ Member Oct 25, 2017 42,997 South Central it's lower res than the PS5 and PC versions, but it actually appears to be rendering more character detail. in terms of hair and skin textures.   Lant_War Classic Anus Game The Fallen Jul 14, 2018 25,101 It's weird to me they didn't notice when it looks so much cleaner than the XSS or PS4 version. Like to the naked eye it's a big difference.   cw_sasuke Member Oct 27, 2017 29,790 We are in for a treat if 540p upscale looks like this on first gen launch games running at 60fps. Hope this will sht down naysayers that were coming up with reasons why DLSS couldnt be used on Switch 2 games.  Buddy Member Oct 25, 2017 1,395 Germany So SF6 does infact use DLSS....I knew it. SF6 has better IQ on switch 2 than the PS4 or the series s version. DLSS is really magic. Rendering in 540p, upscaling it to 1080p and managing to look better is quite the achievement. On the other hand I hoped the switch 2 is powerful enough to get "PS4-like" visuals before DLSS, not after.... for first gen third party games this is ok I guess but I hope we get to see better in the future.  JuniperAndSage Member Dec 27, 2019 6,890 Seattle Wild how many people convinced themselves there was no DLSS working/shown on the system.   jroc74 Member Oct 27, 2017 33,521 This is why native resolutions can be considered a waste. Impressive.  oufwid Member Jan 2, 2018 50 JuniperAndSage said: Wild how many people convinced themselves there was no DLSS working/shown on the system. Click to expand... Click to shrink... Isn't it the best demonstration that DLSS implementation on Switch 2 is great? So great that no one can't tell the difference with native resolution.   dreamfall Member Oct 25, 2017 7,232 That is so fucking brilliant, DLSS on Switch 2 could be incredible !   Moara ▲ Legend ▲ Member Oct 25, 2017 25,765 Hope they patch DLSS into the PC version as well   PLASTICA-MAN Member Oct 26, 2017 28,720 Wow from such low base resolution and yet the IQ is this good? DLSS is really a monster. We need to know what exact version they are using. In the Ryu comparison, we can see his face pores and his eyes much clearer. This is just the beginning. Now I want to see how they can handle Fortnite and other UE5 games.  cw_sasuke Member Oct 27, 2017 29,790 oufwid said: Isn't it the best demonstration that DLSS implementation on Switch 2 is great? So great that no one can't tell the difference with native resolution. Click to expand... Click to shrink... Yeah, thats how its supposed to be. Switch 2 will continue the Switch philosophy of punching way above his weight class thanks to this.  mrzenga Member Jan 2, 2025 248 jroc74 said: This is why native resolutions can be considered a waste. Impressive. Click to expand... Click to shrink... Yeap. This is a huge aha moment now. It changes how people will think about resolution etc  Greywaren Member Jul 16, 2019 12,780 Spain If you can barely tell the difference between lower resolution + DLSS and native resolution, I'd call it a huge success.   OGlol Member Jun 4, 2018 1,895 Reminder that DLSS implementation is game by game, i've seen some terrible instances of it on PC.   poptire Avatar Wrecking Crew The Fallen Oct 25, 2017 14,808 Can't wait to see what they can do with this hardware around year 3.   RailWays One Winged Slayer Avenger Oct 25, 2017 17,991 Greywaren said: If you can barely tell the difference between lower resolution + DLSS and native resolution, I'd call it a huge success. Click to expand... Click to shrink... Yep, and honestly that people couldn't immediately tell it was DLSS is a testament to how well it's being implemented by Capcom here. No noticeable artifacts. Definitely should patch the PC version for support too  Buddy Member Oct 25, 2017 1,395 Germany I wouldn't be surprised if it turns out Hogwarts also uses DLSS. Digital Foundry mentioned it renders in lower res than the PS4 but manages to look cleaner/better.... Turns out DLSS is a integral part of switch 2 game development and I love to see it..... big fan of the tech.  Aleh Member Oct 27, 2017 19,695 So much for all the doomposting about the Switch 2 somehow not being able to use DLSS lol   J_ToSaveTheDay "This guy are sick" and Corrupted by Vengeance Avenger Oct 25, 2017 22,242 USA Very cool. I am now planning to grab this alongside Mario Kart at launch, and I hope the sales figures are high enough worldwide that Capcom doesn't have any reason to drop support for it over the remaining lifetime of Street Fighter 6.   Neoleo2143 Member Oct 27, 2017 3,598 DLSS really is kind of a miracle at this point in time. Probably will fall off later but wow does it provide such a strong benefit.   cw_sasuke Member Oct 27, 2017 29,790 poptire said: Can't wait to see what they can do with this hardware around year 3. Click to expand... Click to shrink... Whatever Monolith is cooking right now, will be a feast considering what they managed on the freaking Wii, WiiU and Switch.   jroc74 Member Oct 27, 2017 33,521 Buddy said: So SF6 does infact use DLSS....I knew it. SF6 has better IQ on switch 2 than the PS4 or the series s version. DLSS is really magic. Rendering in 540p, upscaling it to 1080p and managing to look better is quite the achievement. On the other hand I hoped the switch 2 is powerful enough to get "PS4-like" visuals before DLSS, not after.... for first gen third party games this is ok I guess but I hope we get to see better in the future. Click to expand... Click to shrink... 2 things: This is what many tried to tell ppl with regards to PSSR on the PS5 Pro. If the upscaling tech is allowing it to look good from a lower resolution....that bodes well for future use. MS is gonna have to get in on the upcoming upscaling war on consoles ASAP, lol.  Neoxon Spotlighting Black Excellence - Diversity Analyst Member Oct 25, 2017 92,882 Houston, TX Hopefully this means that the PC version of SF6 will get DLSS in the Season 3 update. Same for PSSR with PS5 Pro.   Last edited: Today at 4:29 PM SwitchDeck Member Feb 5, 2025 380 Definitely bodes well for the future How does it work then, if they lower the resolution and upscale via DLSS, does that mean they can add/keep more graphical effects/character details/better textures to the game versus having to have a higher native resolution?  Tora The Enlightened Wise Ones Member Jun 17, 2018 8,960 Surprised that quite a few casual users speculated DLSS but DF couldn't get it. No slight on their part, just interesting that it took this long!   Friendly Bear Member Jan 11, 2019 3,453 I Don’t Care Where (Just Far) DLSS on Switch 2, FSR4 and/or upgraded PSSR coming to Pro/PS6/Next-Box… This is awesome. Top tier upscaling on consoles is right around the corner.  Neoxon Spotlighting Black Excellence - Diversity Analyst Member Oct 25, 2017 92,882 Houston, TX Buddy said: So SF6 does infact use DLSS....I knew it. SF6 has better IQ on switch 2 than the PS4 or the series s version. DLSS is really magic. Rendering in 540p, upscaling it to 1080p and managing to look better is quite the achievement. On the other hand I hoped the switch 2 is powerful enough to get "PS4-like" visuals before DLSS, not after.... for first gen third party games this is ok I guess but I hope we get to see better in the future. Click to expand... Click to shrink... They probably very easily could've, but might as well use DLSS if you have it if it results in a better image. Plus rendering at a lower base resolution could help with input latency.   Miker Member Oct 25, 2017 3,529 Would kill for DLSS in SF6. That game's image quality is ass unless you brute force it in the .ini, and even then it's bad.   Duxxy3 Member Oct 27, 2017 24,514 USA I used 1080p quality DLSS for years. In most cases I thought it looked like shit. 1440p quality DLSS on the other hand looks really good. Anyhow, given the choice between native 1080p and 1080 DLSS Quality I almost always chose native. Even with the performance hit.  poptire Avatar Wrecking Crew The Fallen Oct 25, 2017 14,808 cw_sasuke said: Whatever Monolith is cooking right now, will be a feast considering what they managed on the freaking Wii, WiiU and Switch. Click to expand... Click to shrink... Yeah, they're gonna make some magical stuff on Switch 2. What I'm most excited about is the fidelity we're able to achieve with relatively super low power consumption. I wish that were the future for the entire industry. Try to use as little power as possible to produce great looking games with good fps.  Mass Effect One Winged Slayer Member Oct 31, 2017 19,000 jroc74 said: This is why native resolutions can be considered a waste. Impressive. Click to expand... Click to shrink... No one ever had an issue with upscaling; it was bad techniques that were the problem. Things like poor, ghosty TAA or FSR1 & 2 (or DLSS1). DLSS has been the gold standard since 2.  ArchedThunder Uncle Beerus Member Oct 25, 2017 21,102 Tora said: Surprised that quite a few casual users speculated DLSS but DF couldn't get it. No slight on their part, just interesting that it took this long! Click to expand... Click to shrink... No offense to the DF crew, but them originally saying there was no evidence of DLSS being used in any games was bizzare to me. You can see the attributes and artifacts of DLSS in multiple 3rd party games. Terf Wizard game is almost certainly using DLSS as well for example.   JusDoIt ▲ Legend ▲ Member Oct 25, 2017 42,997 South Central Miker said: Would kill for DLSS in SF6. That game's image quality is ass unless you brute force it in the .ini, and even then it's bad. Click to expand... Click to shrink... it's hoping/coping that they bring it to other platforms with the June 5th patch  KanjoBazooie ▲ Legend ▲ Avenger Oct 26, 2017 32,402 Chicago they cooked Miker said: Would kill for DLSS in SF6. That game's image quality is ass unless you brute force it in the .ini, and even then it's bad. Click to expand... Click to shrink... wow, the PC version doesn't have DLSS? Neoxon said: Hopefully this means that the PC version of SF6 will get DLSS in the Season 3 update. Same for PSSR with PS5 Pro. Click to expand... Click to shrink... hopefully the implementation of it in the Switch 2 version leads to this  Charamiwa Member Oct 25, 2017 6,398 This footage has been available for nearly 3 weeks now. With DLSS being such a hot topic it's surprising DF was blindsided for this long.   Juryvicious Member Oct 28, 2017 8,056 Reading this has made my day. This will.be a day 1 purchase. Can't wait! DF crew jumped the gun way to early.  Hero One Winged Slayer Member Oct 25, 2017 8,678 Lol so after all that hub bub, now they admit it? I enjoy DF but man the conversation around tech has changed in a lot of ways for the worse because of them.   nekomix Member Oct 30, 2017 516 That's why I never understood why so many here take DF as gospel.   Saty Member Oct 27, 2017 650 How is this positive news that the game actually isn't dedicating resources for native 1080p rendering yet still has the graphical makeup most akin to the PS4?   FantasticToma Member Sep 21, 2024 1,958 Germany cw_sasuke said: We are in for a treat if 540p upscale looks like this on first gen launch games running at 60fps. Hope this will sht down naysayers that were coming up with reasons why DLSS couldnt be used on Switch 2 games. Click to expand... Click to shrink... But this is for docked mode, right? We'd need DLSS up to 1080p for handheld-mode. Phew.  th1nk Member Nov 6, 2017 9,302 really weird reporting on this matter   Neoxon Spotlighting Black Excellence - Diversity Analyst Member Oct 25, 2017 92,882 Houston, TX Saty said: How is this positive news that the game actually isn't dedicating resources for native 1080p rendering yet still has the graphical makeup most akin to the PS4? Click to expand... Click to shrink... Like I said, it's working smarter rather than harder. I'm sure they could've hit 1080p natively, but this helps keep the system cooler (great for tournaments) & potentially cut down on input latency while still giving a good image result.   Steve782 Member Sep 11, 2024 17 Charamiwa said: This footage has been available for nearly 3 weeks now. With DLSS being such a hot topic it's surprising DF was blindsided for this long. Click to expand... Click to shrink... I'm so freaking happy 540p upscaled to 1080p looking this good, all while many people debating the usage of DLSS.. overall I'm beyond excited I think the future for Switch 2 ports is looking to be shaping up to be truly something remarkable  Ephonk Avenger Oct 25, 2017 2,440 Belgium SwitchDeck said: Definitely bodes well for the future How does it work then, if they lower the resolution and upscale via DLSS, does that mean they can add/keep more graphical effects/character details/better textures to the game versus having to have a higher native resolution? Click to expand... Click to shrink... It means they can render at a low resolution (4x lower is generally considered the maximum before you get too many artifacts). In theory that would also mean you can get 4 times as much performance - although that isn't really true because some calculations and stuff stay the same regardless of resolution. On top of that there is a "render cost" for DLSS, don't know the exact calculation, but for example: for a 60 fps game you need to render your frame in 16 ms, and DLSS can take up 3-4 ms of that. That leaves you with a lower rendering budget per frame. So DLSS is a wonderful solution, but you need to adjust everything accordingly to make it work, and it might not work for all games.  cw_sasuke Member Oct 27, 2017 29,790 Charamiwa said: This footage has been available for nearly 3 weeks now. With DLSS being such a hot topic it's surprising DF was blindsided for this long. Click to expand... Click to shrink... It feel like a lot of media disregards stuff that has been shown or announced through Treehouse Live. It seems a bit weird, guess they would rather be hands on instead of getting the Information from these streams. FantasticToma said: But this is for docked mode, right? We'd need DLSS up to 1080p for handheld-mode. Phew. Click to expand... Click to shrink... Yeah, lets hope so. From what ivsee i thin Raido Remaster also is targeting 1080p in both modes. We had a couple Switch 1 game sthat targeted 720p in both modes as well. Might just be easier to optimize for that for games at launch. I totally can see future upgrades resulting in 1440p on the big screen. In the end its the first DLSS experience for the SF VI and a launch title. 
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  • WCCFTECH.COM
    South of Midnight – Where To Find All Notes – Chapter 11
    South of Midnight has more than 100 notes across all 14 chapters, and it's worth your time to find them all to get the additional story context they provide. The storytelling in South of Midnight is one of the game's strongest aspects, the notes included. This guide will show you where to find all the notes in Chapter 11. South of Midnight - Where To Find All Notes - Chapter 11 Chapter 11 is one of the lighter chapters, with only eight notes to find. An Anguished Cry - Early on in the chapter as you follow the path, you'll jump to a dock with exploding mushrooms covering the front end of it. Jump over the mushrooms and look to your left to find this note in the form of blue art on the wall. Stowaway's Tin Box - You can find this note in a room on the second floor of the wrecked ship, after dealing with the Stigma knot with Crouton. Walk into the room where the Stigma knot was, and turn right to find a Floof knot and this note. Bill of Fare - This note can be found on the third floor of the ship, on a table on the left side of the room, where you enter, as Hazel says she remembers the story of the boat disappearing. Old Pain, New Life - After viewing the second memory for Ayotunde, you'll find this note as another blue painting on the tree on the left side of the combat arena. A Bittersweet Reunion - After seeing the third memory of Ayotunde's past, this note will appear as blue art on rocks on the left side of the main path as you move to continue the rest of the level. False Knowledge - After avoiding the mud thrown by Altamaha-ha, and Honey helping you back onto the boat, you'll re-enter the boat by blowing through some pieces of wood blocking the path. This note will be on the left side of the room you enter, in the form of blue paint on the wall. Captain's Log - You'll find this note on the right side of the room you enter after using the elevator, on a desk to the right of the boat's wheel, with a Floof knot in front of the wheel. A Final Message - This last note can be found after the cutscene where Honey and Altamaha-ha meet, once again as a blue painting. It'll be on a large tree on the left side of the main path. That's where to find all eight notes in Chapter 11. If you've followed along with the rest of these guides, then you'll have found 82 out of 103 notes. The search is almost over, with only 21 notes left to find. Products mentioned Deal of the Day
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  • WCCFTECH.COM
    Onimusha 2: Samurai’s Destiny Hands-On Preview – Aging Like Fine Wine
    The Onimusha series may not be as popular as other CAPCOM franchises, but it remains to this day one of the most unique series ever released by the Japanese publisher. Starting out as a different take on the formula made popular by the Resident Evil series, the franchise evolved considerably until the launch of Onimusha: Dawn of Dreams, the latest entry in the series, which plays slightly differently from its predecessor, doing away with the signature fixed camera angles that make the series so different from the vast majority of action-adventure games of the time. With a new entry in the series called Onimusha: Way of the Sword on the way, CAPCOM has decided to bring the second entry in the series, Onimusha 2: Samurai's Destiny, to modern gaming platforms with a remaster that aims to faithfully recreate the original game with improved visuals and some small additions which have little impact on the experience. This is, in my opinion, not a bad thing at all, as the game has aged incredibly well. The Onimusha 2: Samurai's Destiny remaster is so faithful to the original, which I have gone through countless times back in the PlayStation 2 days but never revisited in over 20 years, that it felt instantly familiar. So much so that I could remember how much of the stiff but incredibly charming English language script was delivered by the voice actors, awkward pauses included. I also had no trouble getting used again to some of the game's unique mechanics, which, as mentioned above, have aged so well that I have no doubt even newcomers will have no trouble getting into the game and enjoying it. Onimusha 2: Samurai's Destiny, much like its predecessor, is a rather unique action-adventure game that strikes a happy medium between the survival horror experience of the first three entries in the Resident Evil series and the more action-oriented approach of the original Devil May Cry, whose development started back in the day, as a new entry in the Resident Evil series. Employing the same fixed camera angles and pre-rendered backgrounds of the older entries in the popular CAPCOM survival horror series, which have been touched up and upscaled like the 3D character models in the remaster, players control Jubei Yagyu as he embarks on a journey to gather the five orbs created to protect humans from demons and defeat Nobunaga Oda, the famous daimyo and one of the three great unifiers of Japan, who has become the lord of the demons following the death of Fortinbras by the hands of Samanosuke Akechi in the original Onimusha. During the course of his journey, Jubei will encounter multiple companions who will help him, depending on his actions, and involve him in their personal stories that will evolve as he continues his war against the demon lord. The epic journey depicted in Onimusha 2: Samurai's Destiny is extremely enjoyable right from the start. In the first few hours, the game immediately shows its best cards, featuring a combination of simple puzzle solving in the vein of the Resident Evil series and fast and engaging combat against all sorts of enemies, ranging from regular humans to powerful demons, which is made extremely enjoyable by Jubei's mobility and the many techniques he can employ using the currently equipped weapon, which include the thunder katana Buraitou and the ice spear Hyoujin-yari. Unlike the original Devil May Cry, which requires good knowledge of every ability at Dante's disposal, Onimusha 2: Samurai's Destiny is a little less hardcore, meaning that even newcomers will instantly have fun unleashing elemental magical attacks and avoiding enemy techniques while they get to learn the intricacies of the combat system, which features plenty of advanced techniques, including a satisfying Issen critical attack with a strict timing that can kill enemies in a single blow. The fixed camera angles, sometimes, don't provide the best view in combat, especially against the powerful but incredibly memorable boss encounters, but even this flaw is part of the charm of the experience. Combat in the remaster is greatly enhanced by a new feature that allows Jubei to switch between different weapons on the fly, removing some of the downtime of the original, as weapons could only be swapped via the menu in the PlayStation 2 release. Onimusha 2: Samurai's Destiny couldn't be releasing at a better time. With the next entry in the series still a ways off, this remaster will be an excellent way for veterans to get re-acquainted with the unique quirks of the franchise as well as for newcomers to understand why the series is so beloved. Jubei Yagyu's war against Nobunaga Oda will return on May 23rd on PC, PlayStation 4, Xbox One, and Nintendo Switch. Tested on PC. Preview access provided by the publisher. Deal of the Day
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  • WWW.TECH-WD.COM
    سوق أبوظبي العالمي يطلق خدمة المعاملات العقارية الافتراضية
    الرئيسية/الأخبار/سوق أبوظبي العالمي يطلق خدمة المعاملات العقارية الافتراضية الأخبار سوق أبوظبي العالمي يطلق خدمة المعاملات العقارية الافتراضيةأعلن سوق أبوظبي العالمي (ADGM) عن إطلاق خدمة «البيع والشراء الافتراضي»، وهي منصة رقمية جديدة تُعد الأولى من نوعها في قطاع العقارات، وتتيح للمشترين والبائعين والبنوك إتمام عمليات نقل الملكية العقارية بالكامل عن بُعد وفي خطوة واحدة متكاملة.توحد الخدمة الجديدة ثلاث عمليات رئيسية ضمن مسار المعاملة العقارية في نظام رقمي واحد يشمل:إخلاء الرهن العقاريتسجيل نقل الملكيةتسجيل الرهن العقاريويهدف هذا التكامل إلى تبسيط إجراءات البيع والشراء، وتقليل الوقت اللازم لإتمام المعاملات، من خلال جمع جميع الأطراف المعنية – مثل المشترين والبائعين والبنوك – عبر منصة إلكترونية آمنة دون الحاجة إلى الحضور الفعلي أو تبادل الوثائق الورقية.منصة رقمية متكاملة وآمنةتعتمد الخدمة على خاصية «الحضور الافتراضي»، التي تمكّن كل طرف من أداء مهامه ضمن العملية العقارية بطريقة آمنة ومتوافقة مع المعايير التنظيمية.تتوفر الخدمة عبر منصة AccessRP الرقمية، التي تم تطويرها بالتعاون بين سوق أبوظبي العالمي وشركة ADRES، وتقدّم حلولاً متنوعة تشمل بيع وشراء العقارات، المشاريع قيد التطوير، وتنظيم الرهون العقارية.صرّح حمد سيف المزروعي، الرئيس التنفيذي لهيئة التسجيل في سوق أبوظبي العالمي، قائلاً:«يمثل إطلاق خدمة البيع والشراء الافتراضي محطة جديدة ضمن جهودنا لتعزيز سهولة ممارسة الأعمال والارتقاء بتجربة المتعاملين في القطاع العقاري. نحن لا نكتفي بتبسيط الإجراءات وتسريعها، بل نعيد تعريف تجربة المعاملات العقارية ضمن اقتصاد رقمي حديث.»ويأتي إطلاق هذه الخدمة ضمن استراتيجية سوق أبوظبي العالمي الأوسع لتعزيز التحول الرقمي في قطاعي العقارات والخدمات المالية، ورفع كفاءة العمليات وتقليل الاعتماد على الإجراءات التقليدية. تابع عالم التقنية على
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  • GAMEDEV.NET
    Dev Diary Final Updates
    Dev Diary Final Updates posted in Evan Hickey Development Blog Published April 23, 2025 Advertisement This is my final development diary update for my game design project, which I have been working on for the past 12 weeks. We are finalising the finishing touches for the release of the game onto itch, which I will provide a link to below when it is available. My journey on working on this project has been less busy than I initially imagined, mostly due to my role as the sound designer for the game. For much of the early stage of development I was mostly involved in simply planning the sound design, rather than implementing any code, due to the lack of any permanant game objects on which to apply them.This is not to say I was idle, as I did much research on how sound design works, and the best ways to implement it into a game such as ours. I was also involved in some testing for the project, mainly to see how it runs on a different machine to one of the other team members. As the final release approaches I am happy with my contribution to the project, even if they are of a slightly smaller scale than some of the other team members. Sound design is an important part of a video game experiance, and I hope that my efforts into the game will be appreciated by any future players.The journey on this project hasn't been entirely smooth, with problems from slight communication issues to version controll problems, but they have been overcome through team work and patient research. The most harrowing part was right at the end, with a myriad of problems cropping up as we assembled the project, due to some issue with integrating all of the scenes. I also have had issues with implementing all of the sound effects, with some left over in the game from earlier versions, such as a dash effect from when we were planning on having a dash function.Regardless, I feel as though I have learned a lot from this project, both from a technical side, in researching ways to code and implement game sound effects and music, and in a team work and communication skillset, which often can prove just as useful. Talking with and organising the team together proved to be difficult at times due to time constraints, personal reasons preventing meeting up, and simple miscommunication, but together we have produced a good first attempt at a video game, given our knowledge and skillset going into this project.I hope to improve my skillset going forward, and to continue working on videogames in the future.I shall provide a link to the full release of our game, Puzzlemania here when ready. Previous Entry DevDiary Multiple Updates Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up!
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  • HITMARKER.NET
    Mafia: The Old Country will release in August, 2K accidentally reveals
    Developer Hangar 13 will host a panel at PAX East next month.
    0 Kommentare 0 Anteile 23 Ansichten