0 Reacties
0 aandelen
12 Views
Bedrijvengids
Bedrijvengids
-
Please log in to like, share and comment!
-
WWW.THEVERGE.COMHow to use Visual Intelligence on the iPhoneOne of the Apple Intelligence features that hasn’t been delayed is Visual Intelligence, which uses your iPhone’s camera to identify and answer questions on whatever’s around you in the world.It lets you snap a pizza restaurant storefront and find out its opening hours, for example, or point your camera at a plant and find out what it’s called and how to care for it. If you’ve used Google Lens, you’ll get the idea.This isn’t available to everyone, though. You have to be using iOS 18.2 on the iPhone 16, iPhone 16 Plus, iPhone 16 Pro, or iPhone 16 Pro Max; iOS 18.3 on the iPhone 16E; or iOS 18.4 on the iPhone 15 Pro and iPhone 15 Pro Max. You’ll also need to have Apple Intelligence turned on, via Apple Intelligence & Siri in Settings.How to launch Visual IntelligenceLeft: You can get Visual Intelligence to work with the Action Button. Right: If there’s a match, it’ll appear at the top of the screen. Images: AppleIf you have an iPhone 16 with a Camera Control button on the right-hand side, you can tap and hold this button to bring up the camera and Visual Intelligence.If you’ve got an iPhone 16E, iPhone 15 Pro, or iPhone 15 Pro Max, you’ve got a few different options to choose from:You can customize the Action Button to launch Visual Intelligence: Go to Settings, tap Action Button, then swipe left or right to find Visual Intelligence.You can launch it from the lockscreen. With your phone locked, tap and hold on the lockscreen, then choose Customize > Lock Screen. Tap the - (minus) symbol next to either icon in the bottom corner to clear the current shortcut, then tap + (plus) to select Visual Intelligence as the replacement.You can launch it from the Control Center. Swipe down from the top right corner of the display. You should see a Visual Intelligence shortcut. If it’s not there, tap + (plus) in the top left corner, then Add a Control to add Visual Intelligence.How to use Visual IntelligenceLeft: You can ask ChatGPT about anything you’re looking at. Right: Google image search is integrated into Visual Intelligence. Screenshots: AppleThere are all kinds of ways to use Visual Intelligence. Most of the time, it’ll be able to recognize and respond to prompts about anything you show it, so try experimenting and see what you get.Identify animals and plants. If you’re looking at an animal or plant, Visual Intelligence should recognize this, and tell you what you’re looking at without any further input. You can then tap the animal or plant name for more information.Interact with businesses. Point your iPhone camera at a business location, and it should be identified in the same way that animals and plants are, with a label at the top. Tap this label to see your options, which will vary depending on what Apple’s AI can find. These options might include Schedule (to see opening times), Order (to order a delivery), Menu (to see food, drink, or services), and Reserve (to book a table). Tap the three dots to call the business, visit its website, or see more information about it.Scan text: Visual Intelligence can do a lot with text. Tap the capture button (the large circle at the bottom) with text in view, and you get onscreen options to Summarize, Translate, or Read Aloud the text using AI.Take action on text: Visual Intelligence will often pop up options for taking action on text it recognizes. It can call numbers, create calendar events from dates, message email addresses, and look up information on flight numbers.Outside of those options, you’ve got two features you can use, which appear as buttons onscreen whenever Visual Intelligence is looking at something. Tap Ask to get a ChatGPT prompt box. You can then ask what an object is, how to fix something, how to solve a math problem, how to make a dish from certain ingredients, or any other image-related query you can think of based on what’s onscreen.Tap Search to get the standard list of Google search results for the image you’ve snapped. This can be helpful if you want to shop online for something that’s in front of you, but it also works for some of the same queries above as well (maybe identifying an actor from an image, or looking up a make of car).To exit Visual Intelligence at any time, swipe up from the bottom of the screen.See More:0 Reacties 0 aandelen 15 Views
-
GAMEFROMSCRATCH.COMGodot 4.5 Dev3 ReleasedGodot 4.5 Dev3 Released / News / April 26, 2025 / Godot, Release Today we have the third dev release of the Godot 4.5 cycle, following hot on the heels of Godot 4.5 dev1 released in March and Godot 4.5 dev2 released earlier in April. These releases add new features and improvements to the Godot engine leading up to the Godot 4.5 release. These are pre-beta releases and obviously are not supposed to be used for production work. There is also a new Godot Engine asset bundle showcased in the video, the Godot StarNova Bundle on Gumroad but be sure to use the code SN40 at checkout to save $40 off! In Godot 4.5 Dev3 the following are the highlight new features: Screen reader support added via AccessKit implementation New script backtracing support Inspector section toggling Several additional small fixes and improvements Key Links Godot 4.5 Dev 3 Release Announcement Interactive Changelog You can learn more about the Godot 4.5 dev3 release and see several of the new features in action in the video below. In addition to the Godot StarNova Bundle, there are also Unity and Unreal Engine bundles, which can be converted to work with Godot and other engines and tools. The SpaceNova and StarNova Unreal Engine as well as the Unity SpaceNova and StarNova bundles. Use code SN70 and SN40 for each bundle respectively to save a huge amount. Using GFS links to purchase the bundles helps support us (and thanks so much if you do!). If you are looking at using the Unreal or Unity assets in another game engine, be sure to check out the following conversion guides:0 Reacties 0 aandelen 14 Views
-
WWW.IGN.COMThe Until Dawn Movie’s Greatest Weakness Is Straying So Far Away From the GameThis article contains spoilers for the movie.I've been racking my brain over the conundrum that is adapting Until Dawn. Supermassive Games' deconstruction of horror cinema through choice-based butterfly effect mechanics is essentially a 10-hour playable movie—a damn fine one written by indie horror staples Larry Fessenden and Graham Reznick—so a film adaptation couldn't just be the same thing. But a film that isn’t indebted to the game and its "choose your own adventure" method doesn't feel appropriate either. Sony's desire to release an Until Dawn adaptation seemed misguided upon announcement, and after viewing the film, it's still a headscratcher.That's because David F. Sandberg's Until Dawn movie betrays the core hook of Supermassive's Until Dawn.Writers Gary Dauberman and Blair Butler chose to adapt Until Dawn as its title reads. In this case, "Until Dawn" translates into a time-loop-like horror scenario where five young adults find themselves hunted by various baddies, and they only escape if they can survive … until dawn. Should anyone die, they'll wake once a gigantic hourglass fixed to an ominous, skull-adorned mount drops its last grain of sand. Die enough times, and you become a wendigo lost to Dr. Alan J. Hill's delirious experiment. The core impetus of a missing sibling is still there—Ella Rubin's protagonist, Clover, is hunting for her missing sister—but otherwise, you're not on Blackwood Mountain aka Mount Washington (er…yet), and certainly not similarly punished for choices that alter narrative paths.That's… not Until Dawn. Until Dawn GalleryDeath Shouldn't Be An AfterthoughtIn the game, death matters. It matters so much, in fact, that killing a single character sends ripple effects felt throughout the remaining storylines. There's no regeneration or second chances. Like, famously. That's the point of Until Dawn. The stakes are so astronomically high, the slightest nervous twitch of your controller during a "stay still" Quicktime event could doom multiple characters. Dauberman and Butler fail to translate the nerve-wracking experience of playing Until Dawn, landing on quite the opposite concept.If anything, Until Dawn is a beginner's attempt at Cabin in the Woods. Glore Valley is drenched by a thunderstorm, except for a perfect circle of sunshine over the welcome center location, like some all-powerful horror movie god is controlling the rain—once again resembling Cabin in the Woods in terms of the “influencing environment” effect. The all-seeing overlord (Dr. Hill), the meta nature of characters joking about horror movie rules, and the different creatures unleashed each rewind? Despite countless plot configurations, the game's powerful storytelling is far superior to this random assortment of scary scenes tied to an hourglass clock. The game pulls players deeper into a web of intrigue, where the movie's Mad Libs nature drags viewers through a jumbled rotation of clowns-and-kooks randomness.Points are awarded for at least using wendigos. In the game, Fessenden's "Stranger" character reveals that a 1952 mining cave-in led to cannibalism, and said cannibals turned into wendigos that now haunt Blackwood. Here, Clover and her friends start turning into wendigos due to Dr. Hill's experiments on Glore Valley from his sanatorium hideout (resembling his dingy in-game office). It's not a one-for-one translation, nor does it need to be, but the wendigos are overshadowed by a slasher villain vaguely costumed after Josh's psycho getup. There are also witches, porcelain doll-looking masks, creepypasta demons, and water that makes your entire body explode Scanners-style if you drink it. It's a hodgepodge of dangers that have nothing to do with Fessenden and Reznick's straightforward creature-centric game, outside of a few Easter eggs.PlayThe most obvious connection is Peter Stormare as Dr. Hill, Josh Washington’s (Rami Malek) hallucinated psychiatrist who runs players through rigorous psychological tests that influence future in-game details. However, even Dr. Hill features stark differences in the film vs. the original game. In the movie, he's seen as a gas station attendant, but it's not long before he's outed as former game character Dr. Hill—who's in control of experiments on Glore Valley. It’s here where we have the only direct reference to the game’s most well-known character, Josh Washington. After Clover discovers Hill’s “office,” we see her patient profile alongside Josh’s.There's some exposition about Hill's experiments as we watch prisoners cannibalize bodies and then turn into wendigos to highlight that connection to the game, but the reveal is followed by Clover defeating Dr. Hill pretty easily. Except she doesn’t. Probably. As the film ends, we return to the dirty sanitarium office where Dr. Hill explodes after ingesting some 'splodey water, and on surveillance monitors, we see Blackwood's lodge. We then hear Dr. Hill speak, suggesting he was Clover's hallucination, much like Josh's in the game. But, that's right before the credits because I guess Sandberg's movie is an offshoot prequel that, for some reason, has nothing to do with the actual events of the Until Dawn game? If there is a sequel, presumably it'll be about Josh's case of vengeance paid unto the Blackwood group except based on the film's rules … somehow.Cheap Easter Eggs Aren't EnoughIt's just all so generic. Turning Dr. Hill into the baddie removes intrigue and becomes a cheap cop-out, torn from the game but improperly refitted. Then the stinger of Blackwood hits, which again is confusing because in interviews, Sandberg insists his film takes place after the game's timeline—but Blackwood's reveal suggests it's not a sequel, but a prequel. Inconsequentiality plagues Sandberg's film in a way that makes you wonder why it's even tied to Until Dawn (*cough* intellectual property reasons *cough*), which only causes Blackwood's tease to be even more spoonfed and underwhelming. For so long, Until Dawn (the movie) bears no resemblance to Until Dawn (the game)—why pivot back toward the game at the last minute?Until Dawn: Movie ImagesThe reason is simple: to appease us fans. There are choice moments that attempt to help us relive the game, but they're crammed in like afterthoughts. Ji-young Yoo's spiritualist character Megan has everyone hold hands in silence, mimicking the game's quiet "hold your breath" Quicktime events. There's a shot bathed in red lighting where a wendigo is right by a frightened Clover, and that's a direct reference to the "Don't Move" instructions. But the game's cinematic nature doesn't yield many other level-based opportunities to recreate, nor does the film try. The adaptation’s biggest issue is it never fully comprehends how best to honor Supermassive's inspiration while telling a fresh horror tale.What else might you recognize? The wendigo audio files are plucked from the game, reusing the same noises. There's also Abe's first death of being chopped in half, which could be respect paid to Josh's fake death in the game, or maybe that's just a lucky coincidence. Are the werewolf sketches in the witch's cabin a possible reference to The Quarry? Is the radio in the basement the same radio in the game where characters find out they must survive until dawn? Chances are yes, but these Easter eggs feel forced.Look, I'm all for a "spiritual successor." But to do so, there has to be some resemblance to the thing you are named after. While I don't think Until Dawn is a terrible movie, it's a bad Until Dawn movie. It's a far cry from the urgency and invasive dread that Supermassive so easily conjures, speaking to what makes the playable horror movie such a blast to complete (over and over). As is, the Until Dawn movie doesn't make much sense in context. The events of Glore Valley are a grab bag of ideas from other horror movies that would be nothing but a clip show without Dr. Hill's inclusion. But even with Stormare's reprised role, it's only Until Dawn at face value, nothing deeper. I get the interpretation of the gang's choices forcing them to keep restarting, but it's still too far off-base to consider this adaptation anything more than unfaithful. In the end, Until Dawn is a missed opportunity to bring Supermassive's smash-hit game to life.0 Reacties 0 aandelen 16 Views
-
9TO5MAC.COMHostinger Horizons lets you effortlessly turn ideas into web apps without coding [10% off]Vibe coding is quickly becoming a popular use of AI, allowing people without coding experience to bring ideas to life. However, knowing where to begin and how to deploy while providing support is still daunting. Hostinger Horizons is here to solve that. This fantastic AI-powered service removes all the guesswork from the vibe coding process. All you need is an idea and Hostinger Horizons to launch your very own web app in minutes. Why Hostinger Horizons is the go-to solution Whether you’re looking to create a unique task prioritization tool, a rental registration system, a personal budget tracker, or even a meditation and wellness app, Hostinger Horizons makes it incredibly simple. Traditional web development platforms can be overly complicated or limited in their features, making it challenging to translate your exact vision into reality. Hostinger Horizons fills this gap by empowering users with robust AI-driven tools. With just a few simple prompts, you can describe exactly what you need, and Hostinger Horizons will generate your website or web app instantly. It’s an AI software engineer at your fingertips—providing complete ease from initial concept to live deployment. Simplicity meets power Unlike other tools on the market, Hostinger Horizons handles everything in one seamless environment—hosting, domain registration, email integration, and more. Forget complicated configurations or the need for external services. With just a few clicks, your fully functional web app is live, supported by a reliable platform trusted by over 3.5 million clients globally. The platform allows you to edit your web app effortlessly, reverting to previous versions or tweaking functionality with AI assistance as needed. You never have to worry about technical challenges because Hostinger Horizons makes problem-solving intuitive. Hostinger Horizons in action Imagine wanting to create a daily gratitude journal app to enhance productivity and mental wellness. Enter your concept into Hostinger Horizons’ AI chat, and watch the magic unfold. The AI quickly generates the initial framework for your app, which you can refine in real-time by providing additional prompts. Adjust functionality, design, and usability with ease. Once satisfied, launch your app instantly with a single click. It’s genuinely that straightforward. Walking through various iterations of a blog idea with no code experience is as simple as sharing ideas with Hostinger Horizons. With no code experience whatsoever, you can cook up an interactive web experience from scratch. For instance, adding a daily visitor streak feature and setting the content in the future was as easy as describing the request. Ready to launch your idea? There’s no reason to delay your creative projects or business ideas. Hostinger Horizons allows you to start today with a free trial, ensuring you can test out your concepts risk-free. Experience firsthand how easy it is to create, refine, and deploy websites and web apps. Visit Hostinger Horizons now and enter promo code 9TO5MAC for 10% off your subscription. Secure your exclusive deal and bring your online vision to life faster than you ever imagined possible. Start your free trial today and launch your ideas effortlessly with Hostinger Horizons. Add 9to5Mac to your Google News feed. FTC: We use income earning auto affiliate links. More.You’re reading 9to5Mac — experts who break news about Apple and its surrounding ecosystem, day after day. Be sure to check out our homepage for all the latest news, and follow 9to5Mac on Twitter, Facebook, and LinkedIn to stay in the loop. Don’t know where to start? Check out our exclusive stories, reviews, how-tos, and subscribe to our YouTube channel0 Reacties 0 aandelen 14 Views
-
FUTURISM.COMExtremely Metal "Bone Collector" Caterpillar Cloaks Itself in the Shattered Exoskeletons of Its Vanquished FoesA newly discovered species of caterpillar in Hawaii is unlike any other. It's carnivorous — already an extreme rarity for these generally benign creatures — and when it's not devouring its helpless foes, it's cloaking itself in a gruesome canvas of their body parts. Oh, did we also mention it's occasionally a cannibal?Taking trophies ranging from entire heads to molted exoskeletons, there's a reason why scientists have nicknamed it the "bone collector." As detailed in a study published in the journal Science, the caterpillars favor lurking in spider webs hidden from view, like in a tree hollow or rock cavity, where they strip the corpses of insects ensnared in the silk traps, and daringly avoid the detection of the arachnids that interred them there. And the caterpillars get away with it thanks to their macabre costumes, disguising them as the dead insects while also making them appear unappetizing to predators."We started realizing these things are only hanging out where there are spiders," lead author Daniel Rubinoff, an entomologist at the University of Hawaii, told Ars Technica. "It's the sort of thing you really want to be sure of because it's not just incredible, it's unimaginable.""It is remarkable that a caterpillar would tie its fate to a spider — a clear and present danger for both caterpillar and moth alike," echoed David Wagner, an entomologist at the University of Connecticut who was not involved in the study, to the New York Times.The bone collector belongs to a genus of moths found in Hawaii called Hyposcoma, which are known for spinning protective cases of silk when they're larva. In this case, the silk is used to weave the body parts together, forming a sort of portable cocoon.Rubinoff first stumbled across a specimen in 2008, and has since worked to prove that the caterpillars are an entirely new species. Bone collectors are found exclusively in the Wai'anae Mountains on the island of O'ahu, and are exceedingly rare. To date, more than 150 field surveys in the area have yielded only 62 specimens, per the NYT.The bodypart camouflage may look random and haphazard, but it's apparently a carefully curated outfit. Somewhere between mortician and tailor, a bone collector will use its mandibles to cut a beetle carapace here and an ant limb there down to size, and are notably picky when it comes to choosing what to add to their suits (though what informs its fashion choices is unclear). In a lab, bone collectors ignored random detritus and went straight for the dead stuff, showing that they were "able to discern differences in objects in their environment," Rubinoff told the NYT. But they ate practically any insect.By studying the caterpillar's genetics, Rubinoff and his team revealed that the species likely emerged at least five million years ago, which is older than O'ahu itself. Because it has no relatives of the same lineage, the researchers believe its original home was another island that's since been swallowed by the ocean, per Ars.Resourceful as they are, the bone collectors are tragically being threatened by a surge of invasive bug species, and could face extinction."I don't want to say it's on the verge of winking out, but in the context, it seems likely," Rubinoff told Ars. "We've lost entire genera of endemic insects [in Hawaii]. It could be one new ant species away from being obliterated."Share This Article0 Reacties 0 aandelen 15 Views
-
WWW.CNET.COMBest Internet Providers in Sioux Falls, South DakotaSioux Falls residents can enjoy both affordable plans and high-speed internet. CNET's internet experts recommend looking at these options.0 Reacties 0 aandelen 13 Views
-
WWW.EUROGAMER.NETOblivion Remastered PC: impressive modernisation blighted by dire performance problemsThe Elder Scrolls 4: Oblivion Remastered is a fascinating idea: to bring the original game engine to the modern era, with strategic changes made to gameplay - but with the lion's share of the actual remastering handled by an Unreal Engine 5 wrapper. The concept is nothing new, of course. We've seen it work out beautifully in a game like Bluepoint's Shadow of the Colossus and we've seen it work less than optimally in something like the Grand Theft Auto Trilogy Definitive Edition. Bethesda Game Studios' collaboration works in the context of delivering a fully modernised take on the classic original, but problems from the original game persist into the remaster, while performance overall has massive, highly distracting problems. You may be fine with that if you're OK with the 'jank' historically connected to BGS games, but we are not. From a video perspective, Digital Foundry has already delivered its first offering - a new episode of one of our favourite recurring series, the PC retro time capsule. Here, we played the beginnings of Oblivion Remastered using both 2025 and OG 2006 code. Today's RTX 5090 running the game maxed at 4K resolution is stacked up against the launch version of the original Oblivion running on a Pentium D paired with a Radeon X1800 XT. In a 52-minute episode, you get to appreciate the extent of the remastering work by seeing just how far gaming graphics have come in the last 19 years. The limited polygon budgets, basic effects and lighting struggle to produce some kind of approximation of a real world - which proves to be computationally challenging even on what was considered to be high-end hardware way back when. My playthrough on the original game falls short of John Linneman's experience on the remastered version by just about every measurable criteria. All of Unreal Engine 5's effects - Nanite virtual geometry, Lumen global illumination and virtual shadow maps are deployed, delivering a far more realistic, appealling world. With that said though, there does seem to be something 'off' about the lighting: the radical transformation here is perhaps that one step too far away from the remarkable ambience of the original. Performance is highly variable, stutter is commonplace, and looking at John's matching gameplay in the new version, I had my concerns. Looking to get a flavour of BGS/Virtuos remastering effort? Here's how Oblivion Remastered stacks up against the original game.Watch on YouTube Once I went hands-on with the new version, these concerns turned out to be well founded - there are severe problems here that must be addressed. When The Elder Scrolls 4: Oblivion launched in 2006, it challenged PC hardware with its big open world and shader model three graphics - but the game's performance characteristics have been largely forgotten today. Go back and play it on period-appropriate hardware and it's easy to see that Oblivion had its own stuttering problems. Walking around the game world induced big stutters each and every time a new world grid would load and deload in front and behind the player. History repeats itself with this week's brand-new remaster - and it's perhaps one of the worst-running games I've ever tested for Digital Foundry. Even if you're running the most powerful hardware around, the stuttering is egregious, dragging down the experience to the point where I really don't understand how this was considered good enough for release. And beyond the hitching, we are looking at one of the most bizarrely resource-intensive games I've ever tested - so even if you're OK with lurching stutter, you'll be turning down the settings just to keep the average frame-rate looking acceptable. Stuttering or hitching is typically a CPU-based problem, which can often be mitigated by ramping up visual quality, lowering frame-rate and attempting to minimise CPU-based stutter via buffering. In effect, you're masking CPU problems via FPS caps, using the excess processing time to increase visual fidelity instead. I tried that by using ultra high resolution with a frame-rate cap but not even the mighty Ryzen 7 9800X3D - the fastest gaming CPU money can buy - can master this game's stuttering problems. This is a core issue when a key part of the gameplay is found in wandering and meandering around the environments - I found no way to get smooth traversal, fundamentally impacting the experience. Oblivion Remastered on PC - it looks bad and it is bad. We're looking at the console versions right now and there are profound problems there too.Watch on YouTube Compounding the issue is that most people don't have a highly capable CPU, meaning that the stuttering is much, much worse on mainstream parts. A Ryzen 5 3600 sees already poor frame-times on the 9800X3D rise by 2x to 2.5x the duration, resulting in catastrophic performance. Granted, the Ryzen 5 3600 is old hat now, so many gamers may have migrated onto more capable mainstream parts - but even at a midway point between our two tested processors, you're looking at an awful experience. If you're looking for a higher average frame-rate, this is where we'd typically chime in with optimised settings - but the issue is that there's only one setting we could find that could make a difference. CPU performance improves by disabling hardware RT-based Lumen global illumination. By opting for the software alternative (as used on the consoles), performance can improve by around 35 percent on average. Technically, it's a nice improvement when CPU-limited, but it makes the game look worse in many areas. Water reflections are visibly poorer, while ambient shadowing and lighting is heavily downgraded - so there's no free lunch here. The bad news is that even with this mitigation in place, the amount of duration of the game's stuttering does not improve. To see this content please enable targeting cookies. Lowering other settings reveals comparatively insignificant improvements with a massive loss of quality. Reducing everything to the bare minimum, CPU-limited performance only increases by around 10 percent on average, with only a very slight improvement to the stuttering problems and a gigantic downgrade to game visuals. Optimised settings suggest we can end up with a more optimal experience, but that's simply impossible with this game as it stands. I can't quite understand how CPU performance on this one is so dreadful and why settings adjustments help so little. At the lowest settings, the game is not attractive - and is arguably worse in some respects than the 2006 original. This is just bad. Now, there may well be a lot of Elder Scrolls fans out there that don't mind janky stutters and will want better GPU performance as the game also manages to be highly taxing on graphics hardware too. I do have some recommendations. First of all, stick with hardware Lumen, because the lighting it produces on vegetation is a lot better, to the point where software Lumen can look more like a screen-space effect. CPU-limited performance in Olivion Remastered reveals inconsistent performance no matter how good your processor is - with mainstream parts faring badly. | Image credit: Digital Foundry Next, drop the hardware lighting mode quality down to low. This setting lights reflections purely with the surface cache instead of hit lighting, so objects in reflections lose specularity and their ray-traced shadows - but they will run around 16 percent better than every other settings when reflections are in full view on-screen. It's worth it for mid-range GPUs, though low-end graphics cards should probably use software Lumen on high, despite the drawbacks. The rest of the settings operate in line with the standards set by UE5's out-of-the-box settings menu. Basically, the high setting runs a good deal better than the maxed-out epic preset with minimal quality loss for each element. Dropping down from epic to high improves performance by anything up to 38 percent in my testing with little (if any) loss to quality while using hardware Lumen, so this is definitely the way to go. And that was supposed to be the end of this piece - but just before publication, a new patch landed for the PC version of the game, meaning we had to check our data for changes. This presented more of a challenge than expected as on the Game Pass version used for testing, upscaling options disappeared. On as close to like-for-like testing that we could get, the same stuttering issues presented - so let's be clear here - until Bethesda and Virtuos address the foundational CPU-based problems in this port, there is no route to what we would class as acceptable performance for a modern PC game.0 Reacties 0 aandelen 12 Views
-
WWW.VIDEOGAMER.COMMarvel Rivals will finally fix these popular skinsYou can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here The next week’s Marvel Rivals update will be huge. It will bring balance changes, bug fixes, adjustments to the performance rating, and a couple of skin fixes. We expect it to come out on Thursday, May 1, although NetEase hasn’t revealed its release date yet. Fortunately, we have lots of details about what’s coming with it, and if you’re a fan of Thor and Doctor Strange, you have something to look forward to! The upcoming patch for Marvel Rivals will fix issues with Thor’s and Doctor Strange’s skins. While these skins look amazing, they have certain problems, and players even feel misled when buying Strange’s skin. The upcoming Marvel Rivals update will fix two skins Thor has several amazing skins in the game. His latest skin, Lord of Asgard, looks incredible and even has its own emote and MVP animation. Unfortunately, the fur cloak of the skin covers a big part of the screen, which is not ideal, especially in competitive modes. Fortunately, this problem will be fixed with the upcoming update. At the moment, we don’t know all the details, but NetEase will likely reduce the size of the cloak. The difference between a shop and an in-game version of Doctor Strange’s skin is massive. Image by VideoGamer Doctor Strange is another character who has a controversial skin in Marvel Rivals. Strange’s Madness of Universe skin is quite misleading, as it shows hands in the shop, yet they only appear during his ultimate ability. According to Miller Ross, a popular leaker, the hands will appear in the game starting with the next update. Doctor Strange mains have something else to look forward to, as the Vanguard will receive a buff with the next update. Not only will his skin look better, but his ultimate ability will charge faster, allowing him to dominate the battlefield once again. Marvel Rivals Platform(s): macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X Genre(s): Fighting, Shooter Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share0 Reacties 0 aandelen 13 Views
-
WWW.ARCHITECTURALDIGEST.COMThis 646-Square-Foot House Was Reworked Into a Sculptural Retreat“We didn’t want to keep anything from the existing little house, which had been completely cobbled together over the years by its previous owner,” Antoine Geiger and August Hijlkema, founding architects of Geiger & Hijlkema, say. It’s true: The new variety of spaces make the home’s 646 square feet seem twice as big. “We cleaned up the whole thing, right down to the staircases. Everything was reworked. We tried to think of the home as a place where time stands still. You enter this cul-de-sac, then push open a gate, and you find yourself in this marvelous garden. Suddenly Paris feels far away.” With a certain modesty to its form, but with a great richness in terms of the various volumes and the way that they are arranged, the pair created a succession of small spaces that compress and expand, where you cross light and half-light and you wind your way up three levels with two terraces and ceilings of various heights.The dining room floor of green terrazzo framed by stained oak matches the leg of a table and custom storage elements. A horizontal strip of distressed mirror enlarges the space like a window designed by Le Corbusier, a nod to the master by the architectural duo. On the sideboard, a Voyelle lamp by Joseph Melka (Rooom Service Gallery), a pair of 19th-century glass candlesticks (Galerie Delesalle Antiquités), a Christofle vase (Galerie Matthieu Richard), and a work by Pablo Picasso (Collection Privée). On the right, on the wide ledge at the top of the staircase, Atrio vases by White Dirt Studio (Rooom Service Gallery). A good place to start with this home tour is the large picture window that brings the garden indoors. The entrance and principal bedroom on the first floor take advantage of the calm of the courtyard, with the latter an intimate suite that feels like a bamboo box complemented by a bathroom with black Zellige tiles and a green onyx sink. The sink, which was made from scrap stone salvaged from a marble workshop, added a luxurious touch while staying within the tight budget. The centerpiece of the house is the staircase, a sculptural feature that widens slightly as it ascends, and whose second flight of steps features treads of galvanized steel gratings to let in light. On the first level, the living area opens onto a large stone terrace overlooking the garden, which has a railing covered in Virginia creeper.A mineral-green terrazzo floor creates the impression of the home being grounded in its location, while a mesh of solid oak slats gives rhythm to the space, introducing warmth and character. “If we start with light, simple, and luminous walls, the floors can be a means of introducing materiality and a real personality to the home.” The kitchen, at the top of the first staircase, leads to the dining room, which then opens onto the cathedral-ceiling living room in this sequence of interconnected spaces. Here, we understand the architects’ intention a repetition of the idea of compression and expansion in the home’s sequence of volumes. “The height of the ceiling, which is low in the kitchen, rises in the dining room and then becomes full height in the living room, allowing us to fit three different functions into a 237-square-foot space.”At the top of the staircase, the space opens onto the main living level with the kitchen, dining room, and living room, which is to the left in this photo. Around the table with its solid green steel base (Galerie Vauvart) are three MR10 chairs by Mies van der Rohe. The oil-stained oak sideboard is topped by a large, stainless-steel countertop that is complemented by the softly undulating curtains and a 1950s Arlus hanging lamp. In this sculptural space, materials play a delicate balancing act. The walls are whitewashed, as in Greece, giving the home its luminous vibrancy. Meanwhile, the kitchen is composed of wood, stainless steel, and aged mirror, while the furniture is metal, lacquer, and leather. The limewash paint is complemented by the bush-hammered concrete fireplace surround, a contrast that the duo describes “a happy accident.” The oxidized and distressed mirrors in the kitchen are combined with a more than 16-foot-long stainless-steel worktop that will stand the test of time. In the bathroom, traditional glazed tiles add their imperfections: “Right now, this very minimal project may seem a little polished, but it’s going to develop a patina. The parquet will suffer and the terrazzo will take on stains. We like knowing that the house will evolve. We shouldn’t seek the absolute perfection of an impossible-to-maintain interior; the spirit of a house is also about taking on the marks of time.”Let’s pause for a moment to consider the kitchen’s sideboard mirror, a horizontal strip at eye level that enlarges the space like a window designed by Le Corbusier. “It reflects the modernism in interior design that we are all exposed to as architects. We approach interior projects with architectural, landscape, and even urban-design principles in mind. Here, for example, we’ve traced the history of Paris’s Père-Lachaise district, how its urban layout came about, then we look at this courtyard and what businesses it would have housed in the 18th century. This enables us to think about what new visions we can introduce into these spaces, and to think of them cinematically in the sense of a story board, à la Alvaro Siza: the landing, the threshold, the view when you enter... we work with sequences, tableaux.”The old fireplace is clad in raw, bush-hammered concrete, as is the hearth, which provides an exciting contrast with the surrounding terrazzo set within an oak framework. Like a contemporary altarpiece, the chimney breast is clad with mirrored doors that open to create a projection screen. The upper cut-out frames a work by Hugo Suchet (Rooom Service Gallery). On either side of the fireplace, Baoulé chairs rest on stacks of art books. On the mantelpiece, a sculpture by Victor Guedy (L'œil de KO) and, in front, a free-standing ashtray by Mathieu Matégot (Galerie Matthieu Richard). Retracing the tour of the house, and this time with an eye on its furnishings, the entrance with its 1970s Arbre coat rack by Terence Conran gives the impression of an extension of the garden. Climbing the staircase, we come to the dining room, where chairs by Mies van der Rohe create a roundness that matches that of the staircase but contrasts with the orthogonal terrazzo floor set within oak frames. As we pass a spectacular round table, with its green steel base and large black lacquered wood top, our eye is caught by a Scandinavian sofa by Johannes Anderson from the 1960s, an FM33 armchair by Cees Braakman in black leather, and, on either side of the rough-hewn fireplace and its mirrored altarpiece, traditional Baoulé chairs sitting atop piles of art books. They add soul and a little lightness to the space. Everywhere, paintings, ceramics, and glass pieces add additional layers.In addition to their work as architects, Geiger and Hijlkema have set up their gallery, Rooom Service, under the artistic direction of Arthur Boyer, in order to promote synergies with the work of young artists and designers as well as the notion of ensembliers, an inclusive design concept that encompasses everything from huge urban design projects to the details of door handles. “A global vision and theoretical thinking lead to precision at all scales. We’re opposed to the segmentation of professions; our vocation, as an agency, is to think on all scales at once.” With this home, that mission was clearly accomplished by this talented duo.Behind the sofa by Johannes Andersen (Treaptyque), a staircase winds like a sculptural ribbon of plaster and steel grating to the study/guest room. On the wall, Midnight Swim by John Kelleher, 2024 (Rooom Service Gallery). The staircase is the backbone of the house, an axis with a sculptural dimension. The steps on the second flight are made of galvanized steel gratings to let in the light. Gratings bring lightness and transparency to the office/guest room. The hotel suite–style entrance opens onto the bedroom. The first floor, bathed in light thanks to picture windows, is tinted waxed concrete, the walls are warm plaster and, in the bedroom, wood paneling. Arbre coat rack by Terence Conran (Rooom Service Gallery). Materials such as this okoume paneling, which stops short of the ceiling, lend a 1940s feel. For this formwork wood, among the cheapest on the market, the architects took great care to call on the right millworker to find the right varnish with the exact right shade and sheen. Above a Berber candleholder (Collection Privée) and a sconce by Jacques Biny (DCW éditions). Above the second sconce by Jacques Biny (DCW Éditions), a work by Serge Poliakoff (Galerie Dina Vierny). In the bathroom, a strip of zellige tiles reflects the light, making them appear dark and luminous at once. The green onyx washbasin is carved from a scrap piece of stone salvaged from a marble workshop, a budget-friendly trick to make this project appear more expensive than it was. The cobbled courtyard planted with bamboo feels like a magical hidden corner of Paris. The first-floor plan of the house after renovation. A plan of the second floor, with the home’s living area, after the renovation. A plan of the third floor which includes an office/guest room.0 Reacties 0 aandelen 12 Views