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Rumors Suggest You Might Want to Keep Your Switch 2 Docked
We've learned a lot about the Switch 2 since Nintendo announced it in back in January. We know how basic specs compare on paper to the original Switch; we know that many physical game carts won't actually have the games on them; and we know what games to expect this year. While there's still more to learn about the console before it officially launches next month, some new leaks have provided fresh insights into how the Switch 2 actually performs. Digital Foundry reports that it can definitively confirm leaks surrounding the Switch 2's hardware, answering many of the remaining questions that Nintendo and Nvidia have left a mystery thus far. The outlet highlights the key hardware upgrades for the company's new console, and explains how there are some major performance boosts—especially in docked mode. Switch 2 is more powerful, especially when docked Digital Foundry highlights that Nintendo calls the SoCin both the Switch 2 and OG Switch "custom," but notes that the original Switch's SoC was really a "vanilla" chip. The Switch 2's hardware, on the other hand, really is made solely with Nintendo's console in mind. That means it should be better optimized for the company's unique situation of needing to offer console-quality game play that can adapt to handheld mode. The new custom Nvidia T239 has an eight-core ARM Cortext A87C CPU, compared to the four-core ARM Cortext A57 in the Switch 1. Digital Foundry reports that the original Switch reserved one CPU core for operating system features and left the other three open to developers, while the Switch 2 reserves six of its cores for developers, and uses two for OS tasks. CPU specs are still unclear: The original Switch had a fixed CPU clock speedof 1020MHz whether it was docked or in handheld mode. The new Switch runs at 1101MHz in handheld, but 998MHz when docked. Digital Foundry isn't sure why this is the case, though it does speculate it has something to do with memory bandwidth drops that would have an impact on CPU performance. The maximum theoretical clock speed here is 1.7GHz, compared to 1.785GHz on the Switch.GPU specs make more sense at this time. The new Ampere GPU has a typical clock speed of 1007MHz when docked, and 561MHz in handheld mode, with a maximum clock speed of 1.4GHz. The original Switch's Maxwell GPU ran at 768MHz when docked and up to 460MHz in handheld mode, with a maximum of 921MHz. An important metric to note here is TFLOPS, which measures the rate of performance for a GPU. When docked, the Switch 2's GPU is rated for 3.072 TFLOPs, but drops to 1.71 TFLOPs in handheld mode. Digital Foundry makes the point that you can't necessarily evaluate a GPU's potential from TFLOPs alone, and that it'll be up to developers to show us how well games can perform. We already knew that the Switch 2 offers 12GB of RAM. Digital Foundry now says it can confirm how Nintendo is allocating that memory: The OS uses 3GB of RAM, which leaves 9GB for running games. It's a stark comparison with the Switch 1, which only shipped with 4GB of RAM, with 3.2GB of that allocated to developers. That means the Switch 2 nearly triples the amount of memory game makers can use. GameChat takes up a lot of resourcesGameChat is one on Nintendo's "big" new features for the Switch 2. Coming to market a mere 22 years after Xbox Live popularized online console chat, the feature offers in-game communication features like audio and video chat and screen sharing. However, it appears that innovation comes at cost to performance. Digital Foundry says GameChat affects system resources to such a degree that Nintendo is offering developers a "Game Chat testing tool." This tool replicates the resources Game Chat takes up while running, so developers can understand how that might impact their games, without actually needing to run Game Chat itself during development.This should be no surprise to anyone who watched Nintendo's Switch 2 demos. Game Chat looks choppy, especially when sharing your screen or making video calls.I suppose it's refreshing to see Nintendo so transparent about how laggy these features are, but the fact that it looks this bad in the official advertisement doesn't bode well for Game Chat's real-world performance.
We'll need to wait for the games to judge the Switch 2's true capabilitiesTaken purely on paper, the Switch 2 has a big performance advantage when plugged into its dock. We already knew that the Switch 2 is capable of 4K 60 fps and 1440p 120 fps output in docked mode, compared to 1080p 120 fps output in handheld. It makes sense, then, for the Switch 2 to have an active cooling fan built into the dock to maintain that higher performance.However, we'll have to see how the performance translates into real-world use. As with any piece of hardware, on-paper specs can only tell you so much. The true test is in how developers can optimize and push that hardware with their software. If devs can take advantage of the more advanced Switch 2 hardware to pull off more impressive graphics and performance, we'll naturally see that for ourselves in the gameplay. For now, it's a waiting game.
#rumors #suggest #you #might #wantRumors Suggest You Might Want to Keep Your Switch 2 DockedWe've learned a lot about the Switch 2 since Nintendo announced it in back in January. We know how basic specs compare on paper to the original Switch; we know that many physical game carts won't actually have the games on them; and we know what games to expect this year. While there's still more to learn about the console before it officially launches next month, some new leaks have provided fresh insights into how the Switch 2 actually performs. Digital Foundry reports that it can definitively confirm leaks surrounding the Switch 2's hardware, answering many of the remaining questions that Nintendo and Nvidia have left a mystery thus far. The outlet highlights the key hardware upgrades for the company's new console, and explains how there are some major performance boosts—especially in docked mode. Switch 2 is more powerful, especially when docked Digital Foundry highlights that Nintendo calls the SoCin both the Switch 2 and OG Switch "custom," but notes that the original Switch's SoC was really a "vanilla" chip. The Switch 2's hardware, on the other hand, really is made solely with Nintendo's console in mind. That means it should be better optimized for the company's unique situation of needing to offer console-quality game play that can adapt to handheld mode. The new custom Nvidia T239 has an eight-core ARM Cortext A87C CPU, compared to the four-core ARM Cortext A57 in the Switch 1. Digital Foundry reports that the original Switch reserved one CPU core for operating system features and left the other three open to developers, while the Switch 2 reserves six of its cores for developers, and uses two for OS tasks. CPU specs are still unclear: The original Switch had a fixed CPU clock speedof 1020MHz whether it was docked or in handheld mode. The new Switch runs at 1101MHz in handheld, but 998MHz when docked. Digital Foundry isn't sure why this is the case, though it does speculate it has something to do with memory bandwidth drops that would have an impact on CPU performance. The maximum theoretical clock speed here is 1.7GHz, compared to 1.785GHz on the Switch.GPU specs make more sense at this time. The new Ampere GPU has a typical clock speed of 1007MHz when docked, and 561MHz in handheld mode, with a maximum clock speed of 1.4GHz. The original Switch's Maxwell GPU ran at 768MHz when docked and up to 460MHz in handheld mode, with a maximum of 921MHz. An important metric to note here is TFLOPS, which measures the rate of performance for a GPU. When docked, the Switch 2's GPU is rated for 3.072 TFLOPs, but drops to 1.71 TFLOPs in handheld mode. Digital Foundry makes the point that you can't necessarily evaluate a GPU's potential from TFLOPs alone, and that it'll be up to developers to show us how well games can perform. We already knew that the Switch 2 offers 12GB of RAM. Digital Foundry now says it can confirm how Nintendo is allocating that memory: The OS uses 3GB of RAM, which leaves 9GB for running games. It's a stark comparison with the Switch 1, which only shipped with 4GB of RAM, with 3.2GB of that allocated to developers. That means the Switch 2 nearly triples the amount of memory game makers can use. GameChat takes up a lot of resourcesGameChat is one on Nintendo's "big" new features for the Switch 2. Coming to market a mere 22 years after Xbox Live popularized online console chat, the feature offers in-game communication features like audio and video chat and screen sharing. However, it appears that innovation comes at cost to performance. Digital Foundry says GameChat affects system resources to such a degree that Nintendo is offering developers a "Game Chat testing tool." This tool replicates the resources Game Chat takes up while running, so developers can understand how that might impact their games, without actually needing to run Game Chat itself during development.This should be no surprise to anyone who watched Nintendo's Switch 2 demos. Game Chat looks choppy, especially when sharing your screen or making video calls.I suppose it's refreshing to see Nintendo so transparent about how laggy these features are, but the fact that it looks this bad in the official advertisement doesn't bode well for Game Chat's real-world performance. We'll need to wait for the games to judge the Switch 2's true capabilitiesTaken purely on paper, the Switch 2 has a big performance advantage when plugged into its dock. We already knew that the Switch 2 is capable of 4K 60 fps and 1440p 120 fps output in docked mode, compared to 1080p 120 fps output in handheld. It makes sense, then, for the Switch 2 to have an active cooling fan built into the dock to maintain that higher performance.However, we'll have to see how the performance translates into real-world use. As with any piece of hardware, on-paper specs can only tell you so much. The true test is in how developers can optimize and push that hardware with their software. If devs can take advantage of the more advanced Switch 2 hardware to pull off more impressive graphics and performance, we'll naturally see that for ourselves in the gameplay. For now, it's a waiting game. #rumors #suggest #you #might #want0 Comentários ·0 Compartilhamentos ·0 Anterior -
Xbox will let you pin up to three favorite games to your homescreen
You'll soon be able to get into your favorite games even faster with the updated Xbox home screen. According to Microsoft, Xbox Insiders are due to get three new customization options later this week that will make their dashboard feel a little more personal. As detailed in Xbox Wire, certain Xbox players will have options to reduce clutter and allow them to pull their favorite games to the front of the list.
The first major change lets you pin up to three of your favorite games or apps to the recently-played list. Pinning these means that they'll stay near the front of your list even when you launch other apps occasionally. Beyond that, your Xbox will get the option to "Hide System Apps" which should reduce the clutter and tuck those less important shortcuts away. To further streamline your home screen, Xbox will introduce the "Reduce Tile Count" feature that lets you set how many visible tiles are in the recently opened games and apps list. With more control thanks to these new features, Xbox players should get a cleaner homepage that lets their dynamic backgrounds shine more.
"We’ve heard from many of you that Home should feel more like your space," Eden Marie, principal software engineering lead of Xbox Experiences, wrote on Xbox's blog. "Whether it’s surfacing your favorite games, hiding what you don’t use, or simply making Home feel less crowded, this update is a direct response to that feedback."
According to Microsoft, these features will arrive on Alpha Skip-Ahead and Alpha users' consoles first. However, the company is still tweaking the Reduce Tile Count feature, adding that it "will be coming soon." Now, if only there were a way to hide those ads on the homescreen.This article originally appeared on Engadget at
#xbox #will #let #you #pinXbox will let you pin up to three favorite games to your homescreenYou'll soon be able to get into your favorite games even faster with the updated Xbox home screen. According to Microsoft, Xbox Insiders are due to get three new customization options later this week that will make their dashboard feel a little more personal. As detailed in Xbox Wire, certain Xbox players will have options to reduce clutter and allow them to pull their favorite games to the front of the list. The first major change lets you pin up to three of your favorite games or apps to the recently-played list. Pinning these means that they'll stay near the front of your list even when you launch other apps occasionally. Beyond that, your Xbox will get the option to "Hide System Apps" which should reduce the clutter and tuck those less important shortcuts away. To further streamline your home screen, Xbox will introduce the "Reduce Tile Count" feature that lets you set how many visible tiles are in the recently opened games and apps list. With more control thanks to these new features, Xbox players should get a cleaner homepage that lets their dynamic backgrounds shine more. "We’ve heard from many of you that Home should feel more like your space," Eden Marie, principal software engineering lead of Xbox Experiences, wrote on Xbox's blog. "Whether it’s surfacing your favorite games, hiding what you don’t use, or simply making Home feel less crowded, this update is a direct response to that feedback." According to Microsoft, these features will arrive on Alpha Skip-Ahead and Alpha users' consoles first. However, the company is still tweaking the Reduce Tile Count feature, adding that it "will be coming soon." Now, if only there were a way to hide those ads on the homescreen.This article originally appeared on Engadget at #xbox #will #let #you #pin0 Comentários ·0 Compartilhamentos ·0 Anterior -
Computex 2025: live from the world's biggest computing event
Computex 2025 is the world's biggest computing show where companies like AMD, Nvidia and Qualcomm show off their latest devices - and we're reporting live from the show floor in Taipei, Taiwan.
#computex #live #world039s #biggest #computingComputex 2025: live from the world's biggest computing eventComputex 2025 is the world's biggest computing show where companies like AMD, Nvidia and Qualcomm show off their latest devices - and we're reporting live from the show floor in Taipei, Taiwan. #computex #live #world039s #biggest #computing0 Comentários ·0 Compartilhamentos ·0 Anterior -
The challenges facing Elon Musk and NASA in sending humans to Mars
Ever since American astronauts landed on the Moon, there’s been an appetite to visit Mars. But a number of daunting challenges stand in the way.
#challenges #facing #elon #musk #nasaThe challenges facing Elon Musk and NASA in sending humans to MarsEver since American astronauts landed on the Moon, there’s been an appetite to visit Mars. But a number of daunting challenges stand in the way. #challenges #facing #elon #musk #nasa0 Comentários ·0 Compartilhamentos ·0 Anterior -
An ode to the logging truck VFX from ‘Final Destination 2’
One of the most influential pieces of visual effects in history.
Admit it, whenever you drive past a logging truck these days, you get nervous, right? I think that behavior can be squarely blamed on the infamous logging truck sequence in David R. Ellis’ Final Destination 2, from 2003. The deadly pile-up caused by logs falling off the truck still induces nightmares in drivers today.
Back then, it came about via some elaborate stunts, special effects, and visual effects by Digital Dimension.
With Final Destination: Bloodlines currently in cinemas, I thought it would be fun to go back to this notable VFX scene. I crawled through Digital Dimension’s old website and found some fantastic video from one part of the scene–when the logs first drop–and detailed descriptions of the whole sequence, both including the tests the VFX studio produced.
With the video, I’ve put together a ‘remake’ of their VFX breakdown, and the text is also reproduced belowEnjoy a look back!
Digital Dimension text
For New Line Cinema’s teen thriller sequel, Final Destination II, Digital Dimension completed over 80 visual effects shots.
Early Tests
Digital Dimension’s involvement in FDII began early on with a series of tests to help Director Dave Ellis and VFX Supervisor Joe Bauer decide on the approach to take for the complex log sequence. The earliest of these tests included simple dynamics and rendering tests using temporary textures and cylinder primitives for the CG logs.
Log Sequence Test Shot
The log sequence was originally planned to be shot practically, if possible, but with promising results from the preliminary CG tests, it was decided that test footage would be shot in Vancouver with the intention of comparing real logs to CG logs. Digital Dimension went on-site to oversee the test. It became apparent during the test that real-life logs would be nearly impossible to control and would not exhibit the liveliness required for the sequence.
Now it was a matter of whether CG logs would be believable and offer a more dramatic performance. Meanwhile, the CG Supervisor was working out the log dynamics and particles using the storyboards as reference.
It was clear from the beginning that the whole pipeline was going to have to be flexible enough to accommodate changes in timing and feel of the shots. This basically ruled out hand keyframing of the logs and particles.
Once preliminary dynamics had worked out, the team began experimenting with different types of layers that would contribute to the final composited test shot. The results of this experimentation would serve as the foundation for the pipeline used for the actual effects shots later in the production.
On location in Vancouver
The test shot was a complete success, and it was clear to everyone that using CG logs for the log sequence would provide the necessary control without sacrificing realism. So with Digital Dimension greenlit to create the digital logs, the Sr. Technical Director voyaged to Vancouver, BC, to serve as Digital Dimension’s eyes and ears on set, and to acquire detailed location measurements and reference photography for the sequence.
Camera Tracking
With data from the set, reference photography, and film scans in hand, it was now time to dig into the principal effects work. One of the first major challenges for FDII was camera tracking over two dozen shots making up the log sequence. The shots used lenses ranging from wide angleto telephotowith very few lock-offs. To complete the tracking in minimal time, most of Digital Dimension’s staff was involved in roughing out the tracking.
A collection of before/after images.
Modeling the Logs
With the test shots completed using only temporary models and textures, the Sr. VFX Designer then began working out modeling and textures for the final log, ultimately creating 22 unique logs with custom textures built from reference photos.
Close attention was paid to fine details such as scrapes and missing bark on the logs. In addition, custom displacement maps were built for each of the logs. For the final touch, a hair system was used to add frayed wood on some of the logs.
Log Dynamics and Particles
Revisions to the dynamics were completed on a regular basis, allowing critiques from the Director and VFX Supervisor to be incorporated. This insured the sequence held together as a whole.
Meanwhile, working from the foundation built for the test shot, particle debris for the test shots were being refined for the final effects. Using a rule-based particle system, an automated approach was developed which detected the impact of a log and emitted various amounts of bark, dirt, dust and debris based on that impact. This meant that all the particle animation was generated in real time in response to the dynamic motion of the logs. The final approach included details to help convey the realism of the shot such as making “particle debris” at rest lay flat on the road without penetrating it.
Bringing It All Together
Visual effects are typically generated from a buildup of several layers to give the compositors the fine control needed to achieve seamless integration with the plate. FDII was no exception, with the complexity of a given shot often determining the number of layers needed for the CG elements.
For example, the CG logs had layers for the logs themselves, large debris such as slabs of bark, small debris such as bark particulate, dust, and even earth kicked up by the logs. Additional layers included direct shadows, contact shadows, and a variety of masks such as log highlights, log cap masks, and height maps from the road for reflection layers. The CG logs also needed to change from dry to wet while interacting with the road, and they typically had great depth – traveling from near to far or vice versa. For this reason, all log-related layers typically included Z information used to apply depth of field and ambient density in the composite.
And since the road was wet in many shots, reflection layers were added, nearly doubling the number of layers needed for the log elements. Some layers, such as water spray, were created directly in the composite with 2D particles. Finally, details such as focal changes and reflection quality were carefully matched for maximum integration.
For the shot where the log crashes into Thomas’s squad car, a still frame of a real log was rotoscoped and warped based on a CG wireframe to give the illusion of rotation as it crashed into the car.
From the beginning, the cycle of refinement was in effect. CG artists generated layers for the compositors. The compositors took the layers and worked them into the plates. This process was repeated continuously, with composite test renders re-edited into the sequence on a daily basis. This allowed both animators and compositors to review their work in context and make assessments for revisions based on seeing their work in its most final form.
Digital Dimension Credits for Final Destination II
Facility VFX Supervisor: Benoit Girard
Facility VFX Producer: Jerome Morin
Facility VFX Designer: Edmund Kozin
Sr. Technical Director: James Coulter
CG Supervisor: Jason Crosby
CG Animators: Brandon Davis, Justin Mitchell, Andy Roberts, Marion Spates, Sung-Wook Su
Lead Compositor: Leandro Visconti
Compositors: Jeremy Appelbaum, Miguel Bautista, Jim Cabonetti, Dan Walker, Adam Zepeda
The post An ode to the logging truck VFX from ‘Final Destination 2’ appeared first on befores & afters.
#ode #logging #truck #vfx #finalAn ode to the logging truck VFX from ‘Final Destination 2’One of the most influential pieces of visual effects in history. Admit it, whenever you drive past a logging truck these days, you get nervous, right? I think that behavior can be squarely blamed on the infamous logging truck sequence in David R. Ellis’ Final Destination 2, from 2003. The deadly pile-up caused by logs falling off the truck still induces nightmares in drivers today. Back then, it came about via some elaborate stunts, special effects, and visual effects by Digital Dimension. With Final Destination: Bloodlines currently in cinemas, I thought it would be fun to go back to this notable VFX scene. I crawled through Digital Dimension’s old website and found some fantastic video from one part of the scene–when the logs first drop–and detailed descriptions of the whole sequence, both including the tests the VFX studio produced. With the video, I’ve put together a ‘remake’ of their VFX breakdown, and the text is also reproduced belowEnjoy a look back! Digital Dimension text For New Line Cinema’s teen thriller sequel, Final Destination II, Digital Dimension completed over 80 visual effects shots. Early Tests Digital Dimension’s involvement in FDII began early on with a series of tests to help Director Dave Ellis and VFX Supervisor Joe Bauer decide on the approach to take for the complex log sequence. The earliest of these tests included simple dynamics and rendering tests using temporary textures and cylinder primitives for the CG logs. Log Sequence Test Shot The log sequence was originally planned to be shot practically, if possible, but with promising results from the preliminary CG tests, it was decided that test footage would be shot in Vancouver with the intention of comparing real logs to CG logs. Digital Dimension went on-site to oversee the test. It became apparent during the test that real-life logs would be nearly impossible to control and would not exhibit the liveliness required for the sequence. Now it was a matter of whether CG logs would be believable and offer a more dramatic performance. Meanwhile, the CG Supervisor was working out the log dynamics and particles using the storyboards as reference. It was clear from the beginning that the whole pipeline was going to have to be flexible enough to accommodate changes in timing and feel of the shots. This basically ruled out hand keyframing of the logs and particles. Once preliminary dynamics had worked out, the team began experimenting with different types of layers that would contribute to the final composited test shot. The results of this experimentation would serve as the foundation for the pipeline used for the actual effects shots later in the production. On location in Vancouver The test shot was a complete success, and it was clear to everyone that using CG logs for the log sequence would provide the necessary control without sacrificing realism. So with Digital Dimension greenlit to create the digital logs, the Sr. Technical Director voyaged to Vancouver, BC, to serve as Digital Dimension’s eyes and ears on set, and to acquire detailed location measurements and reference photography for the sequence. Camera Tracking With data from the set, reference photography, and film scans in hand, it was now time to dig into the principal effects work. One of the first major challenges for FDII was camera tracking over two dozen shots making up the log sequence. The shots used lenses ranging from wide angleto telephotowith very few lock-offs. To complete the tracking in minimal time, most of Digital Dimension’s staff was involved in roughing out the tracking. A collection of before/after images. Modeling the Logs With the test shots completed using only temporary models and textures, the Sr. VFX Designer then began working out modeling and textures for the final log, ultimately creating 22 unique logs with custom textures built from reference photos. Close attention was paid to fine details such as scrapes and missing bark on the logs. In addition, custom displacement maps were built for each of the logs. For the final touch, a hair system was used to add frayed wood on some of the logs. Log Dynamics and Particles Revisions to the dynamics were completed on a regular basis, allowing critiques from the Director and VFX Supervisor to be incorporated. This insured the sequence held together as a whole. Meanwhile, working from the foundation built for the test shot, particle debris for the test shots were being refined for the final effects. Using a rule-based particle system, an automated approach was developed which detected the impact of a log and emitted various amounts of bark, dirt, dust and debris based on that impact. This meant that all the particle animation was generated in real time in response to the dynamic motion of the logs. The final approach included details to help convey the realism of the shot such as making “particle debris” at rest lay flat on the road without penetrating it. Bringing It All Together Visual effects are typically generated from a buildup of several layers to give the compositors the fine control needed to achieve seamless integration with the plate. FDII was no exception, with the complexity of a given shot often determining the number of layers needed for the CG elements. For example, the CG logs had layers for the logs themselves, large debris such as slabs of bark, small debris such as bark particulate, dust, and even earth kicked up by the logs. Additional layers included direct shadows, contact shadows, and a variety of masks such as log highlights, log cap masks, and height maps from the road for reflection layers. The CG logs also needed to change from dry to wet while interacting with the road, and they typically had great depth – traveling from near to far or vice versa. For this reason, all log-related layers typically included Z information used to apply depth of field and ambient density in the composite. And since the road was wet in many shots, reflection layers were added, nearly doubling the number of layers needed for the log elements. Some layers, such as water spray, were created directly in the composite with 2D particles. Finally, details such as focal changes and reflection quality were carefully matched for maximum integration. For the shot where the log crashes into Thomas’s squad car, a still frame of a real log was rotoscoped and warped based on a CG wireframe to give the illusion of rotation as it crashed into the car. From the beginning, the cycle of refinement was in effect. CG artists generated layers for the compositors. The compositors took the layers and worked them into the plates. This process was repeated continuously, with composite test renders re-edited into the sequence on a daily basis. This allowed both animators and compositors to review their work in context and make assessments for revisions based on seeing their work in its most final form. Digital Dimension Credits for Final Destination II Facility VFX Supervisor: Benoit Girard Facility VFX Producer: Jerome Morin Facility VFX Designer: Edmund Kozin Sr. Technical Director: James Coulter CG Supervisor: Jason Crosby CG Animators: Brandon Davis, Justin Mitchell, Andy Roberts, Marion Spates, Sung-Wook Su Lead Compositor: Leandro Visconti Compositors: Jeremy Appelbaum, Miguel Bautista, Jim Cabonetti, Dan Walker, Adam Zepeda The post An ode to the logging truck VFX from ‘Final Destination 2’ appeared first on befores & afters. #ode #logging #truck #vfx #final0 Comentários ·0 Compartilhamentos ·0 Anterior -
The Wilderness Letter is a reminder that nature shaped America’s identity
As summer approaches, millions of Americans begin planning or taking trips to state and national parks, seeking to explore the wide range of outdoor recreational opportunities across the nation. A lot of them will head toward the nation’s wilderness areas—110 million acres, mostly in the West, that are protected by the strictest federal conservation rules.
When Congress passed the Wilderness Act in 1964, it described wilderness areas as places that evoked mystery and wonder, “where the earth and its community of life are untrammeled by man, where man himself is a visitor who does not remain.” These are wild landscapes that present nature in its rawest form.
The law requires the federal government to protect these areas “for the permanent good of the whole people.” Wilderness areas are found in national parks, conservation land overseen by the U.S. Bureau of Land Management, national forests and U.S. Fish and Wildlife refuges.
In early May 2025, the U.S. House of Representatives began to consider allowing the sale of federal lands in six counties in Nevada and Utah, five of which contain wilderness areas. Ostensibly, these sales are to promote affordable housing, but the reality is that the proposal, introduced by U.S. Rep. Mark Amodei, a Nevada Republican, is a departure from the standard process of federal land exchanges that accommodate development in some places but protect wilderness in others.
Regardless of whether Americans visit their public lands or know when they have crossed a wilderness boundary, as environmental historians we believe that everyone still benefits from the existence and protection of these precious places.
This belief is an idea eloquently articulated and popularized 65 years ago by the noted Western writer Wallace Stegner. His eloquence helped launch the modern environmental movement and gave power to the idea that the nation’s public lands are a fundamental part of the United States’ national identity and a cornerstone of American freedom.
Humble origins
In 1958, Congress established the Outdoor Recreation Resources Review Commission to examine outdoor recreation in the U.S. in order to determine not only what Americans wanted from the outdoors, but to consider how those needs and desires might change decades into the future.
One of the commission’s members was David E. Pesonen, who worked at the Wildland Research Center at the University of California at Berkeley. He was asked to examine wilderness and its relationship to outdoor recreation. Pesonen later became a notable environmental lawyer and leader of the Sierra Club. But at the time, Pesonen had no idea what to say about wilderness.
However, he knew someone who did. Pesonen had been impressed by the wild landscapes of the American West in Stegner’s 1954 history “Beyond the Hundredth Meridian: John Wesley Powell and the Second Opening of the West.” So he wrote to Stegner, who at the time was at Stanford University, asking for help in articulating the wilderness idea.
Stegner’s response, which he said later was written in a single afternoon, was an off-the-cuff riff on why he cared about preserving wildlands. This letter became known as the Wilderness Letter and marked a turning point in American political and conservation history.
Pesonen shared the letter with the rest of the commission, which also shared it with newly installed Secretary of the Interior Stewart Udall. Udall found its prose to be so profound, he read it at the seventh Wilderness Conference in 1961 in San Francisco, a speech broadcast by KCBS, the local FM radio station. The Sierra Club published the letter in the record of the conference’s proceedings later that year.
But it was not until its publication in The Washington Post on June 17, 1962, that the letter reached a national audience and captured the imagination of generations of Americans.
Wallace Stegner, right, knew the power of American wilderness landscapes. In this photo, probably from the 1950s, he pauses with his son Page and wife, Mary, on a Yosemite National Park hiking trail. An eloquent appeal
In the letter, Stegner connected the idea of wilderness to a fundamental part of American identity. He called wilderness “something that has helped form our character and that has certainly shaped our history as a people . . . the challenge against which our character as a people was formed . . .the thing that has helped to make an American different from and, until we forget it in the roar of our industrial cities, more fortunate than other men.”
Without wild places, he argued, the U.S. would be just like every other overindustrialized place in the world.
In the letter, Stegner expressed little concern with how wilderness might support outdoor recreation on public lands. He didn’t care whether wilderness areas had once featured roads, trails, homesteads or even natural resource extraction. What he cared about was Americans’ freedom to protect and enjoy these places. Stegner recognized that the freedom to protect, to restrain ourselves from consuming, was just as important as the freedom to consume.
Perhaps most importantly, he wrote, wilderness was “an intangible and spiritual resource,” a place that gave the nation “our hope and our excitement,” landscapes that were “good for our spiritual health even if we never once in ten years set foot in it.”
Without it, Stegner lamented, “never again will Americans be free in their own country from the noise, the exhausts, the stinks of human and automotive waste.” To him, the nation’s natural cathedrals and the vaulted ceiling of the pure blue sky are Americans’ sacred spaces as much as the structures in which they worship on the weekends.
Stegner penned the letter during a national debate about the value of preserving wild places in the face of future development. “Something will have gone out of us as a people,” he wrote, “if we ever let the remaining wilderness be destroyed.” If not protected, Stegner believed these wildlands that had helped shape American identity would fall to what he viewed as the same exploitative forces of unrestrained capitalism that had industrialized the nation for the past century. Every generation since has an obligation to protect these wild places.
Stegner’s Wilderness Letter became a rallying cry to pass the Wilderness Act. The closing sentences of the letter are Stegner’s best: “We simply need that wild country available to us, even if we never do more than drive to its edge and look in. For it can be a means of reassuring ourselves of our sanity as creatures, a part of the geography of hope.”
This phrase, “the geography of hope,” is Stegner’s most famous line. It has become shorthand for what wilderness means: the wildlands that defined American character on the Western frontier, the wild spaces that Americans have had the freedom to protect, and the natural places that give Americans hope for the future of this planet.
Death Valley National Park in California contains one of the largest protected wilderness areas in the United States.America’s ‘best idea’
Stegner returned to themes outlined in the Wilderness Letter again two decades later in his essay “The Best Idea We Ever Had: An Overview,” published in Wilderness magazine in spring 1983.
Writing in response to the Reagan administration’s efforts to reduce protection of the National Park System, Stegner declared that the parks were “Absolutely American, absolutely democratic.” He said they reflect us as a nation, at our best rather than our worst, and without them, millions of Americans’ lives, his included, would have been poorer.
Public lands are more than just wilderness or national parks. They are places for work and play. They provide natural resources, wildlife habitat, clean air, clean water and recreational opportunities to small towns and sprawling metro areas alike. They are, as Stegner said, cures for cynicism and places of shared hope.
Stegner’s words still resonate as Americans head for their public lands and enjoy the beauty of the wild places protected by wilderness legislation this summer. With visitor numbers increasing annually and agency budgets at historic lows, we believe it is useful to remember how precious these places are for all Americans. And we agree with Stegner that wilderness, public lands writ large, are more valuable to Americans’ collective identity and expression of freedom than they are as real estate that can be sold or commodities that can be extracted.
Leisl Carr Childers is an associate professor of history at Colorado State University.
Michael Childers is an associate professor of history at Colorado State University.
This article is republished from The Conversation under a Creative Commons license. Read the original article.
#wilderness #letter #reminder #that #natureThe Wilderness Letter is a reminder that nature shaped America’s identityAs summer approaches, millions of Americans begin planning or taking trips to state and national parks, seeking to explore the wide range of outdoor recreational opportunities across the nation. A lot of them will head toward the nation’s wilderness areas—110 million acres, mostly in the West, that are protected by the strictest federal conservation rules. When Congress passed the Wilderness Act in 1964, it described wilderness areas as places that evoked mystery and wonder, “where the earth and its community of life are untrammeled by man, where man himself is a visitor who does not remain.” These are wild landscapes that present nature in its rawest form. The law requires the federal government to protect these areas “for the permanent good of the whole people.” Wilderness areas are found in national parks, conservation land overseen by the U.S. Bureau of Land Management, national forests and U.S. Fish and Wildlife refuges. In early May 2025, the U.S. House of Representatives began to consider allowing the sale of federal lands in six counties in Nevada and Utah, five of which contain wilderness areas. Ostensibly, these sales are to promote affordable housing, but the reality is that the proposal, introduced by U.S. Rep. Mark Amodei, a Nevada Republican, is a departure from the standard process of federal land exchanges that accommodate development in some places but protect wilderness in others. Regardless of whether Americans visit their public lands or know when they have crossed a wilderness boundary, as environmental historians we believe that everyone still benefits from the existence and protection of these precious places. This belief is an idea eloquently articulated and popularized 65 years ago by the noted Western writer Wallace Stegner. His eloquence helped launch the modern environmental movement and gave power to the idea that the nation’s public lands are a fundamental part of the United States’ national identity and a cornerstone of American freedom. Humble origins In 1958, Congress established the Outdoor Recreation Resources Review Commission to examine outdoor recreation in the U.S. in order to determine not only what Americans wanted from the outdoors, but to consider how those needs and desires might change decades into the future. One of the commission’s members was David E. Pesonen, who worked at the Wildland Research Center at the University of California at Berkeley. He was asked to examine wilderness and its relationship to outdoor recreation. Pesonen later became a notable environmental lawyer and leader of the Sierra Club. But at the time, Pesonen had no idea what to say about wilderness. However, he knew someone who did. Pesonen had been impressed by the wild landscapes of the American West in Stegner’s 1954 history “Beyond the Hundredth Meridian: John Wesley Powell and the Second Opening of the West.” So he wrote to Stegner, who at the time was at Stanford University, asking for help in articulating the wilderness idea. Stegner’s response, which he said later was written in a single afternoon, was an off-the-cuff riff on why he cared about preserving wildlands. This letter became known as the Wilderness Letter and marked a turning point in American political and conservation history. Pesonen shared the letter with the rest of the commission, which also shared it with newly installed Secretary of the Interior Stewart Udall. Udall found its prose to be so profound, he read it at the seventh Wilderness Conference in 1961 in San Francisco, a speech broadcast by KCBS, the local FM radio station. The Sierra Club published the letter in the record of the conference’s proceedings later that year. But it was not until its publication in The Washington Post on June 17, 1962, that the letter reached a national audience and captured the imagination of generations of Americans. Wallace Stegner, right, knew the power of American wilderness landscapes. In this photo, probably from the 1950s, he pauses with his son Page and wife, Mary, on a Yosemite National Park hiking trail. An eloquent appeal In the letter, Stegner connected the idea of wilderness to a fundamental part of American identity. He called wilderness “something that has helped form our character and that has certainly shaped our history as a people . . . the challenge against which our character as a people was formed . . .the thing that has helped to make an American different from and, until we forget it in the roar of our industrial cities, more fortunate than other men.” Without wild places, he argued, the U.S. would be just like every other overindustrialized place in the world. In the letter, Stegner expressed little concern with how wilderness might support outdoor recreation on public lands. He didn’t care whether wilderness areas had once featured roads, trails, homesteads or even natural resource extraction. What he cared about was Americans’ freedom to protect and enjoy these places. Stegner recognized that the freedom to protect, to restrain ourselves from consuming, was just as important as the freedom to consume. Perhaps most importantly, he wrote, wilderness was “an intangible and spiritual resource,” a place that gave the nation “our hope and our excitement,” landscapes that were “good for our spiritual health even if we never once in ten years set foot in it.” Without it, Stegner lamented, “never again will Americans be free in their own country from the noise, the exhausts, the stinks of human and automotive waste.” To him, the nation’s natural cathedrals and the vaulted ceiling of the pure blue sky are Americans’ sacred spaces as much as the structures in which they worship on the weekends. Stegner penned the letter during a national debate about the value of preserving wild places in the face of future development. “Something will have gone out of us as a people,” he wrote, “if we ever let the remaining wilderness be destroyed.” If not protected, Stegner believed these wildlands that had helped shape American identity would fall to what he viewed as the same exploitative forces of unrestrained capitalism that had industrialized the nation for the past century. Every generation since has an obligation to protect these wild places. Stegner’s Wilderness Letter became a rallying cry to pass the Wilderness Act. The closing sentences of the letter are Stegner’s best: “We simply need that wild country available to us, even if we never do more than drive to its edge and look in. For it can be a means of reassuring ourselves of our sanity as creatures, a part of the geography of hope.” This phrase, “the geography of hope,” is Stegner’s most famous line. It has become shorthand for what wilderness means: the wildlands that defined American character on the Western frontier, the wild spaces that Americans have had the freedom to protect, and the natural places that give Americans hope for the future of this planet. Death Valley National Park in California contains one of the largest protected wilderness areas in the United States.America’s ‘best idea’ Stegner returned to themes outlined in the Wilderness Letter again two decades later in his essay “The Best Idea We Ever Had: An Overview,” published in Wilderness magazine in spring 1983. Writing in response to the Reagan administration’s efforts to reduce protection of the National Park System, Stegner declared that the parks were “Absolutely American, absolutely democratic.” He said they reflect us as a nation, at our best rather than our worst, and without them, millions of Americans’ lives, his included, would have been poorer. Public lands are more than just wilderness or national parks. They are places for work and play. They provide natural resources, wildlife habitat, clean air, clean water and recreational opportunities to small towns and sprawling metro areas alike. They are, as Stegner said, cures for cynicism and places of shared hope. Stegner’s words still resonate as Americans head for their public lands and enjoy the beauty of the wild places protected by wilderness legislation this summer. With visitor numbers increasing annually and agency budgets at historic lows, we believe it is useful to remember how precious these places are for all Americans. And we agree with Stegner that wilderness, public lands writ large, are more valuable to Americans’ collective identity and expression of freedom than they are as real estate that can be sold or commodities that can be extracted. Leisl Carr Childers is an associate professor of history at Colorado State University. Michael Childers is an associate professor of history at Colorado State University. This article is republished from The Conversation under a Creative Commons license. Read the original article. #wilderness #letter #reminder #that #nature0 Comentários ·0 Compartilhamentos ·0 Anterior -
iPhone keeps falling while driving? This $45 car mount locks it down
We’ve all fumbled with a phone while driving, dodging a pothole with one hand, swiping at navigation with the other, hoping the charging cable doesn’t yank the whole phone onto the floor. It’s chaos. And it’s exactly the kind of day-to-day tech dysfunction that the CQ2 Qi2 Magnetic Charging Car Mount tries to eliminate. Designed by ADAM elements, the mount becomes the headquarters for your phone while you’re in the car. Not just a hub.
Sounds hyperbolic? Well, there’s merit to having your phone docked beside you while driving. You could be navigating, listening to music, or hearing the news. Rather than precariously place your phone on the dashboard and hope it stays while you drive around, the CQ2 gives your phone a secure spot, always within glancing distance – moreover, it also keeps your phone charged thanks to its MagSafe wireless charging abilities… at 15W no less.
Designer: ADAM elements
Click Here to Buy Now:. Hurry, deal ends in 48-hours!
First things first: 15 watts of Qi2 wireless charging. That’s no small boost, especially when you’re burning battery through GPS and Bluetooth. Qi2 is the newer magnetic charging standard that aligns perfectly with Apple’s MagSafe system, meaning your iPhone 12 or later clicks into place like it was designed for it—because it was. No wiggling, no guesswork. It snaps on and gets charging at 15W – that’s double the 7.5W output of older Qi chargers.
Precisely aligns with iPhone’s MagSafe for effortless snap-and-charge convenience.
The magnet isn’t weak either. We’re talking zinc alloy construction paired with reinforced magnetic stability that keeps your device mounted securely through hard turns and sudden stops… because there’s nothing more frustratingthan having your phone drop down to where your feet are while you’re driving. Needless to say, the secure hold of the CQ2 ensures that it never happens.
What makes the CQ2 stand out even further is its compatibility. The Y-shaped clamp isn’t just design fluff, it’s engineered for varied air vent styles, including the ever-annoying circular vents that most mounts treat like forbidden territory. Combine that with a 360-degree rotation joint, and you’ve got a mount that can pivot from portrait for maps to landscape for media with zero fuss. It’s surprisingly smooth too, like a gimbal built into your dash.
It has 3 silicone anti-slip points for improved stability and to prevent movement.
Aesthetically, ADAM elements has done something rare: they made a charger that doesn’t look like an awkward bolt-on. The brushed zinc alloy has a cool, muted sophistication. It doesn’t scream “aftermarket accessory.” It just exists as if it belongs. There’s even an LED charging ring that glows subtly to let you know alignment is perfect – no more discovering your phone wasn’t charging halfway through your drive.
The device also takes its tech security seriously. Overcharge protection, temperature regulation, and foreign object detection are all onboard, and they work without any obvious power cycling or strange behaviors. And the 3-year warranty seals the deal, especially considering that Apple’s own MagSafe charger only has a 1-year ‘limited’ warranty.
But the real story here isn’t the mount or the magnets, it’s what it fixes. The CQ2 is a direct response to a familiar set of problems that rarely get an elegant solution. Phones falling off the dashboard. Mounts that don’t rotate. Chargers that only work if the cable is bent just right. The CQ2 wipes all of that off the board and replaces it with something that works. No ifs and buts.
Would I call it essential? If you drive often and depend on your iPhone for navigation or music, absolutely. It’s rare that a charging mount becomes part of the vehicle experience itself – an invisible ally instead of an annoying compromise. That’s what CQ2 pulls off, and it does so without asking for any of your attention. Which, ironically, might be the smartest thing about it.
Click Here to Buy Now:. Hurry, deal ends in 48-hours!The post iPhone keeps falling while driving? This car mount locks it down first appeared on Yanko Design.
#iphone #keeps #falling #while #drivingiPhone keeps falling while driving? This $45 car mount locks it downWe’ve all fumbled with a phone while driving, dodging a pothole with one hand, swiping at navigation with the other, hoping the charging cable doesn’t yank the whole phone onto the floor. It’s chaos. And it’s exactly the kind of day-to-day tech dysfunction that the CQ2 Qi2 Magnetic Charging Car Mount tries to eliminate. Designed by ADAM elements, the mount becomes the headquarters for your phone while you’re in the car. Not just a hub. Sounds hyperbolic? Well, there’s merit to having your phone docked beside you while driving. You could be navigating, listening to music, or hearing the news. Rather than precariously place your phone on the dashboard and hope it stays while you drive around, the CQ2 gives your phone a secure spot, always within glancing distance – moreover, it also keeps your phone charged thanks to its MagSafe wireless charging abilities… at 15W no less. Designer: ADAM elements Click Here to Buy Now:. Hurry, deal ends in 48-hours! First things first: 15 watts of Qi2 wireless charging. That’s no small boost, especially when you’re burning battery through GPS and Bluetooth. Qi2 is the newer magnetic charging standard that aligns perfectly with Apple’s MagSafe system, meaning your iPhone 12 or later clicks into place like it was designed for it—because it was. No wiggling, no guesswork. It snaps on and gets charging at 15W – that’s double the 7.5W output of older Qi chargers. Precisely aligns with iPhone’s MagSafe for effortless snap-and-charge convenience. The magnet isn’t weak either. We’re talking zinc alloy construction paired with reinforced magnetic stability that keeps your device mounted securely through hard turns and sudden stops… because there’s nothing more frustratingthan having your phone drop down to where your feet are while you’re driving. Needless to say, the secure hold of the CQ2 ensures that it never happens. What makes the CQ2 stand out even further is its compatibility. The Y-shaped clamp isn’t just design fluff, it’s engineered for varied air vent styles, including the ever-annoying circular vents that most mounts treat like forbidden territory. Combine that with a 360-degree rotation joint, and you’ve got a mount that can pivot from portrait for maps to landscape for media with zero fuss. It’s surprisingly smooth too, like a gimbal built into your dash. It has 3 silicone anti-slip points for improved stability and to prevent movement. Aesthetically, ADAM elements has done something rare: they made a charger that doesn’t look like an awkward bolt-on. The brushed zinc alloy has a cool, muted sophistication. It doesn’t scream “aftermarket accessory.” It just exists as if it belongs. There’s even an LED charging ring that glows subtly to let you know alignment is perfect – no more discovering your phone wasn’t charging halfway through your drive. The device also takes its tech security seriously. Overcharge protection, temperature regulation, and foreign object detection are all onboard, and they work without any obvious power cycling or strange behaviors. And the 3-year warranty seals the deal, especially considering that Apple’s own MagSafe charger only has a 1-year ‘limited’ warranty. But the real story here isn’t the mount or the magnets, it’s what it fixes. The CQ2 is a direct response to a familiar set of problems that rarely get an elegant solution. Phones falling off the dashboard. Mounts that don’t rotate. Chargers that only work if the cable is bent just right. The CQ2 wipes all of that off the board and replaces it with something that works. No ifs and buts. Would I call it essential? If you drive often and depend on your iPhone for navigation or music, absolutely. It’s rare that a charging mount becomes part of the vehicle experience itself – an invisible ally instead of an annoying compromise. That’s what CQ2 pulls off, and it does so without asking for any of your attention. Which, ironically, might be the smartest thing about it. Click Here to Buy Now:. Hurry, deal ends in 48-hours!The post iPhone keeps falling while driving? This car mount locks it down first appeared on Yanko Design. #iphone #keeps #falling #while #driving0 Comentários ·0 Compartilhamentos ·0 Anterior -
I never thought a Procreate brush could go viral, but people love this pencil look
It looks super realistic on a paper texture.
#never #thought #procreate #brush #couldI never thought a Procreate brush could go viral, but people love this pencil lookIt looks super realistic on a paper texture. #never #thought #procreate #brush #could0 Comentários ·0 Compartilhamentos ·0 Anterior -
Polestar 4 2025 Review: Prices, Specs, Availability
An unusual solution to increase cabin headroom has resulted in a singular EV design, but is it solving a problem no one needed fixing?
#polestar #review #prices #specs #availabilityPolestar 4 2025 Review: Prices, Specs, AvailabilityAn unusual solution to increase cabin headroom has resulted in a singular EV design, but is it solving a problem no one needed fixing? #polestar #review #prices #specs #availability0 Comentários ·0 Compartilhamentos ·0 Anterior