• How to Persuade an AI-Reluctant Board to Embrace Critical Change
    www.informationweek.com
    Kip Havel, Chief Marketing Officer, DexianJanuary 21, 20254 Min ReadRawpixel Ltd via Alamy StockAs an IT leader, youre no stranger to helping executives decipher and understand groundbreaking technology. The process usually takes persistence, careful abstraction, and a stockpile of success stories to make a persuasive business case. With luck, you eventually persuade the board of the value of your next significant IT initiative.But selling the board on AI implementation is another challenge altogether.Its not surprising that many boards are undecided about AI. A recent Deloitte study on AI governance found that Board members rarely get involved with AI:14% discuss AI at every meeting25% discuss AI twice a year16% discuss AI once a year45% never discuss AI at allOnly 2% of respondents considered board members highly knowledgeable or experienced in AI. These circumstances present a serious hurdle as IT teams not only try to implement AI solutions but also strive to build the appropriate guardrails into the AI strategy.Helping the board understand the power of black sky thinking can help to counteract some of their reservations about pursuing AI. Heres what you need to know:Black Sky Thinking Offers a New Approach to InnovationArtificial intelligence is taking enterprises to a place where no man has gone before. Even though the market is starting to define AI norms, establish regulations, determine the technologys shortcomings, and pinpoint when we need a human in the loop, were collectively flying through unfamiliar skies. As a result, IT leaders need to persuade the board of directors to embrace a more transformative way of solving problems. Enter black sky thinking.Related:The black sky thinking concept emerged during the 1960s space race and was then popularized by Rachel Armstrong, author and futurist, at the FutureFest in London in 2014 as she described the mentality necessary for humans to thrive on the cusp of unparalleled disruption.In a follow-up essay, she explains the difference between blue sky thinking (where were at now) and black sky thinking this way:Blue sky thinking is a way of innovating by pushing at the limits of possibility in existing practices.Black sky thinking is more aspirational, producing new kinds of future that enable us to move into uncharted realms with creative confidence.Rather than being constrained by current paradigms, organizations boards and leaders need to envision the future they want and reverse engineer the steps necessary to reach the desired destination. Its like planning for oceanic voyages or trips to the moon but at a societal level.Related:You might be saying, Thats great, but how does it apply to convincing the board to embrace AI use cases? Before you can unlock the power of AI, you need board members to shift from blue sky to black sky thinking and embrace aspirational, limitless potential.Leadership Is on Board with Black Sky Thinking: Now What?Even when theyre onboard with black sky thinking, most board members are going to focus on mitigating risk and maximizing profits for shareholders and the corporation. Thats a fine strategy if youre trying to maintain stasis, but not if youre attempting to break barriers and drive innovation. Your next goal is to convince the board that AI is an acceptable investment if theyre going to achieve their black sky-driven goals.Fortunately, you can increase the success of your petition by getting two key board members on your side: the CEO and general counsel.The CEO is often an easier sell. KPMG surveys indicate 64% of CEOs treat AI as a top investment priority. Since your goals align, the CEO can be a co-champion, providing profiles on each board member and answering these key questions:Which specific industry AI use cases will be the most persuasive?Related:Will AI examples from Fortune 500s carry the most weight?Which biases will you need to combat in your argument?When it comes to in-house counsel, you need to demonstrate a strong command of the legal and ethical implications of what youre proposing. General counsel and CFOs, being naturally risk-averse, require you to come prepared with your:Recognition of potential risksAwareness of pending legal casesCommitment to ethical implementationWith your CEO and general counsel as AI champions, your next step is to demonstrate ROI if the board is going to approve investment in AI. Showcasing results from programs that have already yielded measurable success can reduce barriers to an AI-forward mentality. For example, in healthcare, Kaiser Permanente has demonstrated how AI can save clinicians an hour of documentation daily -- a powerful use case to highlight.Ultimately, youll need to show them that the risk of doing nothing at all can be just as catastrophic as taking a big gamble on emerging technology. Tailored pitches to board members, both individually and collectively, can embolden them to step out of their comfort zones. This approach encourages the embrace of unconventional -- or even unknown -- solutions to complex challenges. When everyone embraces black sky thinking, no horizon is completely out of reach.About the AuthorKip HavelChief Marketing Officer, DexianKip Havel is the chief marketing officer of Dexian, forging strategies that bridge the gap between the brand and its diverse audiences. Passionate about collaboration and black sky thinking, his vision and execution have strengthened company partnerships and grown Dexians footprint in the market. He led the creation of the Dexian brand and has earned honors such as the American Marketing Associations4 Under 40 and PR Weeks Rising Star. A University of Miami alumnus, Kip has held senior marketing roles at Aflac, Randstad US, Cross Country Healthcare, and SFN Group.See more from Kip HavelNever Miss a Beat: Get a snapshot of the issues affecting the IT industry straight to your inbox.SIGN-UPYou May Also LikeWebinarsMore WebinarsReportsMore Reports
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  • Green light for Sheppard Robsons Bristol office refurb
    www.bdonline.co.uk
    Early 2000s building to be wrapped in red cladding in nod to Bristols Byzantine revival architectureSheppard Robson's designs for the refurbishment include three new storeys and a red cladding inspired by Bristol's Byzantine Revival buildings1/4show captionSheppard Robson has been given the green light to refurbish and extend an early 2000s office building in the centre of Bristol.Designed for a joint venture between Ardstone Capital and CBRE Investment Management, the scheme will retain nearly 90% of the existing building while adding three storeys to its roof.The existing structure was completed in 2002 and is located on a prominent site on Temple Way, close to Bristol Temple Meads station.Sheppard Robsons plans will see its facade stripped back and replaced with a cladding of vertical fins with a dark red colour, intended as a nod to the Bristol Byzantine architectural style popular in the city in the late 19th century.Space between two wings of the building will also be infilled to create larger and more flexible floor plates, which will be orientated around a new central core.Extensions to the north will form a two-story colonnade at ground floor, framing a new double-height reception which has been reoriented towards Temple Quarter.The three new storeys at roof level will replace the buildings current top floor plate and a plant enclosure, stepping back as the building rises to create a series of planted terraces wrapping around the top of the building.The existing building was completed in 2002Mark Kowal, partner at Sheppard Robson, said the project was an example of the retention of late 20th century buildings which would until recently have faced the pressure of demolition.Our design reimagines this outmoded building into a workplace that is aligned with the requirements of modern tenants and their sustainability aspirations, he said.The transformative nature of the project is balanced with resourcefulness. We have retained as much as we possibly can whilst using bold architectural ideas to signal the arrival of a major new development and public spaces for Bristol.Energy will be supplied through a district heating network, with photovoltaics contributing to around 30-40% of the buildings electricity use depending on how its operated and occupied.
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  • Best Internet Providers in Georgia
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    Georgia may not have plenty of options for internet providers, but we've found the best ones in the Peach State.
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  • EA Origin app shuts down in April, will not be missed
    www.eurogamer.net
    EA Origin app shuts down in April, will not be missedLack of Microsoft support final nail in coffin.Image credit: EA / Eurogamer News by Tom Phillips Editor-in-Chief Published on Jan. 21, 2025 Origin, EA's universally-disliked PC storefront and launcher launched back in 2011, will finally shut down this year, on 17th April.EA has, of course, long since replaced Origin with the EA App, which isn't much better. From mid-April, any PC users still using Origin will need to switch in order to continue accessing their library of games and gameplay data.In a statement on EA's support website, the publisher states that it is finally killing off Origin as "Microsoft has stopped supporting 32-bit software". "If you use Origin, you need to upgrade to the EA app, which requires a 64-bit version of Windows," EA notes.If you have a relatively new PC with a 64-bit version of Windows, downloading the EA App now and ensuring your game saves are ported over is probably a good idea. Cloud saves should carry across automatically, though games without cloud support will need manual save migration. Don't have a 64-bit PC? Then it's bad news. "To run a 64-bit version of Windows, make sure your PC has a 64-bit-capable processor," EA helpfully states. "If your PC doesnt have one, you'll need to use a newer computer to play your games on the EA app."EA typically also now launches its PC games on Steam, of course, including last year's Dragon Age: The Veilguard and EA Sports FC 25.
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  • The Nvidia AI interview: Inside DLSS 4 and machine learning with Bryan Catanzaro
    www.eurogamer.net
    The Nvidia AI interview: Inside DLSS 4 and machine learning with Bryan CatanzaroDF talks with Nvidia's VP of applied deep learning research.Image credit: Digital Foundry Interview by Alex Battaglia Video Producer, Digital Foundry Additional contributions byWill JuddPublished on Jan. 21, 2025 At CES 2025, Nvidia announced its RTX 50-series graphics cards with DLSS 4. While at the show, we spoke with Nvidia VP of applied deep learning research Bryan Catanzaro about the finer details of how the new DLSS works, from its revised transformer model for super resolution and ray reconstruction to the new multi frame generation (MFG) feature. Despite coming just over a year since our last interview with Bryan, which coincided with the release of DLSS 3.5 and Cyberpunk 2077 Phantom Liberty, there are some fairly major advancements here, some of which that will be reserved for RTX 50-series owners and others that will be available for a wider range of Nvidia graphics cards. The interview follows below, with light edits for length and clarity as usual. The full interview is available via the video embed below if you prefer. Enjoy! Here's the full video interview with Bryan and Alex from the CES 2025 show floor. Watch on YouTube00:00 Introduction00:48 Why switch from CNNs to transformers?02:08 What are some image characteristics that are improved with DLSS 4 Super Resolution?03:17 Is there headroom to continue to improve on Super Resolution?04:12 How much more expensive is DLSS 4 Super Resolution to run?05:25 How does the transformer model improve Ray Reconstruction?09:43 Why is frame gen no longer using hardware optical flow?13:06 Could the new Frame Generation run on RTX 3000?13:44 What has changed for frame pacing with DLSS 4 Frame Generation?15:37 Will Frame Generation ever support standard v-sync?17:18 Could you explain how Reflex 2 works?21:11 What is the lowest acceptable input frame-rate for DLSS 4 Frame Generation?22:13 What does the future of real-time graphics look like?The last time we talked was when ray reconstruction first came out, and now, with RTX 5000, there's a new DLSS model - the first time since 2020 that we're seeing such a big change in how things are done. So why switch over to this new transformer model? To start, how does it improve super resolution specifically? Bryan Catanzaro: We've been evolving the super resolution model now for about five or six years, and it gets increasingly challenging to make the model smarter; trying to cram more and more intelligence into the same space. You have to innovate; you have to try something new. The transformer architecture has been such a wonderful thing for language modeling, for image generation; all of the advances that that we see today like ChatGPT or Stable Diffusion - these are all built on transformer models. Transformer models have this great property in that they're very scalable. You can train them on large amounts of data, and because they're able to direct attention around an image, it allows the model to make smarter choices about what's happening and what to generate. We can train it on much more data, get a smarter model and then breakthrough results. We're really excited about the kinds of image quality that we're able to achieve with our new ray reconstruction and super resolution models in DLSS 4. What are some key image characteristics that are improved with the new transform model in the super resolution mode? Bryan Catanzaro: You know what the issues are with super resolution - it's things like stability, ghosting and detail. We're always trying to push on all of those dimensions, and they usually trade off. It's easier to get more detail if you accumulate more, but then that leads to ghosting. Or the opposite of ghosting, when you have stability problems because the model dmakes different choices each frame and then you have something like geometry in the distance that's shimmering and flickering which is also really bad. Those are the standard problems with any sort of image reconstruction. I think that the tradeoffs we're making with our new super resolution and ray reconstruction models are just way better than what we've had in the past.Here's our DF Direct discussing the Nvidia news, featuring Alex and Oliver. Watch on YouTubeIs there better potential with this kind of model also? With the old models, it seems like we're hitting a wall in terms of the quality that can be achieved. Is there a better trajectory with a transformer model? Bryan Catanzaro: Yeah, absolutely. It's always been true in machine learning that a bigger model trained on more data is going to get better results if the data is high quality. And of course, with DLSS or any sort of real-time graphics algorithm, we have a strict compute budget in terms of milliseconds per frame. One of the reasons we were brave enough to try building a transformer-based image reconstruction algorithm for super resolution and ray reconstruction is because we knew that Blackwell [RTX 50-series] was going to have amazing Tensor cores. It was designed as a neural rendering GPU; the amount of compute horsepower that's going into the Tensor cores is going up exponentially. And so we have the opportunity to try something a little bit more ambitious, and that's what we've done. The specific performance cost of super resolution at 4K on an RTX 4090 was sub-0.5ms, if I recall correctly. Can you give me a ballpark difference in terms of milliseconds per frame for what the new transformer model costs? Bryan Catanzaro: The new super resolution model has four times more compute in it than the old one, but it doesn't take four times as long to execute, especially on Blackwell, because we have designed the algorithm along with the Tensor core to make sure that we're running at really high efficiencies. I can't quote the exact number of milliseconds on a 50-series card, but I can say that it's got four times more compute. And on Blackwell, we think it's the best way to play. The last time we talked, it was really obvious to see that ray reconstruction was the direction that the industry should go in, because you can't just hand-tune a denoiser for every single environmental setting. It made sense, but we noticed problem points in the beginning, both specific to certain titles and more universal ones. How is the transformer model improving these specific areas? Bryan Catanzaro: Some of it's just polish - we've had another year to iterate on it, and we're always increasing the quality of our data sets. We're analysing failure cases, adding them to our training sets and our evaluation methodology. But also, the new model being much bigger and having much more compute in it just gives it more capacity to learn. A lot of times when we have a failure in one of these DLSS models, it looks like shimmering, ghosting or blurring in-game. We consider those model failures; the model is just making a poor choice. It needs to, for example, decide not to accumulate if that's going to lead to ghosting. It needs to, for example, not have a bias to make crenelated stair-step patterns on edges, because that's the whole point of anti-aliasing. Due to a lot of technical reasons, we've been fighting that in DLSS for years, and I think these models are just smarter, so they fail less. Here's the DLSS 4 first look video Alex and Bryan refer to during the interview.Yeah, that was one of my key takeaways about DLSS 4. Sometimes with AI there's a slight stylisation of the output, and I didn't see that at all [in the DLSS 4 b-roll Rich recorded], so I was very happy to see that. Bryan Catanzaro: I noticed [in the Digital Foundry video] that Rich was looking at animated textures, which have always really bothered me too. And it's a really tricky thing for DLSS super resolution or ray reconstruction to deal with, because the motion vectors from the game that are describing how things are moving around don't go along with the texture. The TV is just sitting there, and yet you don't want the screen on the TV to just blur as stuff moves around. That requires the model to ignore the motion vectors that are coming from the game, basically analyse the scene and recognise "oh, this area is actually a TV with an animated texture on it - I'm going to make sure not to blur that." It was really hard to teach the prior CNN models about that. We did our best, and we did make a lot of progress, but I feel like this new transformer model opens up a new space for us to solve these problems. I hope we get to do a dedicated look at ray reconstruction. Because it was so nascent a technology; it feels like this is almost a larger leap than what we're seeing with super resolution. Bryan Catanzaro: I think that's true. Another part of this is frame gen, which now doesn't use hardware optical flow as it did on RTX 40-series, why make that change? Bryan Catanzaro: Well, because we get better results that way. Technology is always a function of the time in which it's built. When we built DLSS 3 frame generation, we absolutely needed hardware acceleration to compute optical flow as we didn't have enough Tensor cores and we didn't have a real-time optical flow algorithm that ran on Tensor cores that could fit our compute budget. So we instead used the optical flow accelerator, which Nvidia had been building for years as an evolution of our video encoder technology and our automotive computer vision acceleration for self driving cars and and so. The difficult part about any sort of hardware implementation of an algorithm like optical flow is that it's really difficult to improve it; it is what it is. The failures that arose from that hardware optical flow couldn't be undone with a smarter neural network, so we decided to just replace them with a fully AI-based solution, which is what we've done for frame generation in DLSS 4. This new frame generation algorithm is significantly more Tensor core heavy, and so it still has a lot of hardware requirements, but it has a few good properties. One is it uses less memory, which is important as we're always trying to save every megabyte. Two is it has better image quality, and that's especially important for the 50-series MFG, because the percentage of time that a gamer is looking at generated frames is much higher and therefore any artefacts are going to be much more visible. So we needed to make image quality better. Three is we needed to make the algorithm cheaper to run in terms of milliseconds, especially for the 50-series cards when we're doing MFG. What we wanted to do was make it possible to amortise a lot of the work over the multiple frames that we're generating. If you think about it, there's really two rendered frames that we're analysing in order to create a series of frames in between those. And it seems like you should do that comparison once, and then you should do some other thing to generate each frame. And so that required a different algorithm. To see this content please enable targeting cookies. Now that frame generation is running wholly on Tensor cores, obviously it's more intensive, but what's keeping it from running on RTX 3000? Bryan Catanzaro: I think this is a question of optimisation, engineering and user experience. We're launching this multi frame generation with the 50-series, and we'll see what we're able to squeeze out of older hardware in the future. Another part of this is frame pacing, which has always actually been an extreme challenge, especially in a VRR scenario. What has changed with regards to frame pacing, between DLSS 3 frame generation and DLSS 4 frame generation? Bryan Catanzaro: We have an updated flip metering system in Blackwell that has much lower variability and takes the CPU out of the equation when deciding exactly when to present a frame. Because of that, we're able to reduce the displayed frame time variability by about a factor of five or 10 compared with our previous best frame pacing. This is especially important for multi frame generation, because the more frames you're trying to show, the more the variability really starts throwing a wrench into the experience. I'm very curious to see if those frame pacing improvements would affect, for example, RTX 40-series as well? Bryan Catanzaro: DLSS 4 is just better than DLSS 3, so I expect that things will be better on 40-series as well. Another element of Nvidia's frame generation is using Reflex to reduce latency, which now has a generative AI aspect to it with Reflex 2. Can you talk a bit about it? Bryan Catanzaro: I'm always thinking about real-time graphics in three dimensions; smoothness, responsiveness and image quality - which includes ray tracing and higher resolution and better textures and all that. With DLSS, we want to improve on all those areas. We're excited about Reflex 2 because it's a new way of thinking about lowering latency. What we're doing is actually rendering the scene in the normal way, but right before we go to finalise the image, we sample the camera position again to see if the user has moved the camera while the GPU has been rendering that frame. If that happens, we warp the image to the new camera position. For most pixels, that's going to look really good and it dramatically lowers the latency between the mouse and the camera. Sometimes when the camera moves, something that was hidden before is revealed, and you would then have a hole with no information on what should be there: disocclusion. The trick with a technique like Reflex 2 is filling in those holes to make a convincing-looking image? And the trade-offs that that we've made with Reflex 2 are going to be really exciting for gamers that are really latency sensitive. I think there's still more work to do to make the image quality even better, and you can imagine that AI has a big role to play here as well. Yeah, it's interesting too, because input latency is a matter of perception, and this is completely playing with that. On a technical level, it's not actually moving the real 3D scene - it's a 2D image manipulation, right? But you're almost getting the same effect. Bryan Catanzaro: It's pretty fun to me. It feels totally different playing a game with Reflex 2, it just feels so much more connected. I think a lot of gamers are going to love it, especially in certain titles that are very latency sensitive. But you know, DLSS is trying to give people more options so they can play how they want = if they want to lower latency, if they want to increase image quality, if they want smoothness. DLSS has something for everybody. The ability to choose two, three or four inserted frames with frame generation. Bryan Catanzaro: Yeah, it's a big deal, and you can do that in the Nvidia app as well, which is useful to override games that were developed with DLSS 3 frame generation and don't have a UI for selecting 2x, 3x or 4x frame generation. Rather than trying to update all the UIs for all the games, we figured it would be useful for gamers to be able to choose what they'd like. Coming onto multi frame generation, what is the lowest acceptable input frame-rate for MFG? Bryan Catanzaro: I think that the acceptable input frame rate is still about the same for 3x or 4x as it was for 2x. I think the challenges really have to do with how large the movement is between two consecutive rendered frames. When the movement gets very large, it becomes much harder to figure out what to do in between those frames. But if you understand how an object is moving, dividing the motion into smaller pieces isn't actually that tricky, right? So the trick is figuring out how the objects are moving, and so that's kind of independent of how many frames we're generating. Where do you see the future of frame generation? Now we're taking whatever kind of raw performance we can get it and blowing it up for a minor performance and latency cost, but eventually we're going to have 1000Hz monitors. Where does frame generation fit into that future? Bryan Catanzaro: Well, I'm excited about 1000Hz monitors. I think that's going to feel amazing - and we're going to be using a lot of frame gen to get to 1000Hz. Graphics is shifting; we've been on this journey of redefining graphics with neural rendering for almost seven years and we're still at the beginning. If we think about the approximations that we use for graphics, there's still a lot that we would like to get rid of. One that you brought up earlier is subsurface scattering. It's kind of crazy that in 3D graphics today that we're mostly simulating a 2d manifold; we're not actually doing 3D graphics. We're bouncing light off of pieces of paper that are like origami heads or something, but we're not actually moving rays through 3D objects. Most of the time for opaque things that probably doesn't matter, but for a lot of things that are semi translucent - a lot of the things that make the world feel real and textured - we actually do need to do a better job of working with light transport in three dimensions, like through materials. And so you ask yourself, what's the role of a polygon? If the job is to think about how light interacts through three dimensional objects, the model that we've been using for the past 50 years - "let's really carefully model the outside surface of an object" - that's probably not the right representation. And so this phenomenon is that we're finding neural representations and neural rendering algorithms that are able to learn from real-world data and from very expensive simulations that would never be real time, so we're able to come up with technologies that are going to be much more realistic and convincing than we could ever do with traditional "bottom-up" rendering. Bottom-up rendering is when you're trying to model every fuzzy hair and every snowflake and every drop of water and every light photon, so that we can simulate reality. At some point, you know, we're making a shift away from this explicit, bottom-up kind of graphics towards a more top-down generated graphics where we learn, for example, how snowflakes look. When a painter paints a scene, they're not actually simulating every photon and every facet of every piece of geometry. They just they know what it's supposed to look like. And so I think neural rendering is moving in that direction, and I'm very excited about the prospects of overcoming a lot of the limitations of today's graphics, which I think are really difficult to scale. You know, the more fidelity we put in bottom-up simulation, the more work we have to do to capture textures and geometry and animate it. It becomes very expensive and really challenging. A lot is held back because we just don't have the artist bandwidth, we don't have the time or the storage to save everything. But we're going to have neural materials, neural rendering algorithms, neural radiance caches; we're going to find ways of using AI in order to understand how the world should be drawn, and that's going to open up a lot of new possibilities to make games more interesting-looking and more fun.Yeah, one of the things that I've always lamented about polygon-based graphics is that inability to represent anything like heterogeneous volumes and ray tracing that is almost impossible in real time. So I'm happy that neural rendering is going to start bridging that gap, for more complex deformable materials, fluid simulations, all these things. So that's what I hope we see in the future. Bryan Catanzaro: That's where we're headed, for sure.
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  • Warzone world champions still waiting for prize money months after winning
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    You 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 Contents hide Call of Dutys esports scene has numerous players competing on the big stage for life-changing amounts of money. Whether its in the Call of Duty League or the World Series of Warzone, there are now several avenues you can showcase your skills across Black Ops 6 and Warzone. The 2024 World Series of Warzone headed to Las Vegas with 40 teams dropping in with the goal of taking home the lions share of the $950,000 prize pool up for grabs. Four months have passed since the tournament concluded but the winners are still waiting to get their hands on the cash.Warzone pros want their moneyAccording to two-time World Series of Warzone champion Andrew Biffle Diaz, Activision hasnt sent him his share of the 300,000 first prize for dominating the Trios tournament alongside Kasimili Soka Tongamoa and Nicholas Shifty Travis.Biffle says hes not the only player that hasnt received their prize money. One third of the best Warzone team in the world says at least 20 players havent got their money after playing on the biggest stage for Call of Dutys battle royale.Its been 4 months since WSOW and there is probably around 20 people that havent been paid out that I know of (including my $100,000), the esports player said. No one is answering the email that was provided to us for WSOW support. Completely unacceptable and unprofessionalThe lack of communication from Activision and Call of Duty is just another blunder for the hugely successful shooter franchise. While it may not be a game-breaking glitch, not paying players the money theyve earned for excelling on the virtual battlefield isnt a good look.Will Activision pay out?Activision has yet to reveal when Biffle and other World Series of Warzone participants will get their hands on their hard-earned winnings leaving some of their biggest ambassadors frustrated once again.Intel on the 2025 World Series of Warzone hasnt appeared yet but with Verdansks imminent return aiming to provide the perfect battleground for some competitive Warzone, theres a high chance the upcoming season could be the best one yet. However, if late payments arent addressed, the issue is guaranteed to overshadow the in-game action.For more Call of Duty, check out the best KSV loadout for Black Ops 6 along with the best keyboard and mouse settings that are guaranteed to improve your accuracy.Call of Duty: WarzonePlatform(s):PC, PlayStation 4, Xbox OneGenre(s):ShooterSubscribe to our newsletters!By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime.Share
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  • These racing-themed RTX 50 series GPUs feature their own Drag Reduction System
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    You 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 hereIf youre into racing games and looking to upgrade your PC when Nvidias 50 series GPUs arrive, you may want to consider MANLIs upcoming racing variant as they feature their very own F1-inspired Drag Reduction System (DRS).RTX 50-series GPUs with actual Drag ReductionThe new Gallardo Series is inspired by racing cars, using DRS to optimise air flow for better heat dissipation. While we dont know yet how well this feature will work, optimising airflow is nothing new so the proof will be how this DRS performs against other partner cards. Still, the Gallardo also has the style to back up the substance, boasting a multiple ARGB lighting control system and voice lighting control. This could make it an attractive addition to any racing set up with its garish colour scheme and super-charger style vents. Under the hood, theres plenty of horsepower which comes as no surprise given what we know about the 50 Series cards. Nvidias cutting-edge Blackwell architecture, which is optimised for neural rendering pipelines, is fastened into the driving seat for optimal performance in gaming, rendering and AI processes. This increased processing power means that the 50 Series cards will support DLSS Multiple Frame Generation technology, which uses AI to render additional frames and boost framerates significantly via DLSS 4. Set to be the most powerful GPUs ever created, the 50 Series Blackwell architecture also features new ray tracing cores to improve detail and performance when Ray Tracing or Path Tracing is enabled in games..This allows Blackwell GPUs to ray trace levels of geometry that were never before possible, reads a statement on the Nvidia website.Theres still no concrete release date for the 50 Series cards, but were exepecting them to drop in January kicking off with the RTX 5090 and RTX 5080. The RTX 5070Ti and RTX 5070 will likely follow in February. AMD, meanwhile, has announced a delay to their upcoming next-gen GPUs, confirming via X that they will be launching in March. It was widely expected that the Radeon 9000 series would launch this month, but the delay could play into Nvidias hands and give them an early chance to grab market share.Subscribe to our newsletters!By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime.Share
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  • C&C successor Tempest Rising is one of the most promising RTS games of 2025, and there's a demo you can play right now
    www.vg247.com
    C&C CommethC&C successor Tempest Rising is one of the most promising RTS games of 2025, and there's a demo you can play right now2025 is looking very much like the year of the return of the RTS, and one of the most anticipated of the bunch wants you to play it ahead of launch.Image credit: Slipgate Ironworks, 3D Realms, Knights Peak News by Sherif Saed Contributing Editor Published on Jan. 21, 2025 Tempest Rising may not be a name youre immediately familiar with, but if you keep with with RTS news even a little bit, youve likely seen some of its impressive gameplay many times over the course of last year.The upcoming Command & Conquer-inspired real-time strategy game mainly takes cues from the Tiberian series, and you can put all those claims to the test today.To see this content please enable targeting cookies. Tempest Rising has released its latest demo, as part of Steams Real-Time Strategy Fest, offering anyone interested in experiencing what a modern revival of classic Command & Conquer feels like a chance to play it.Tempest Rising comes from Slipgate Ironworks. It has been in development for a while, but quickly earned a place in the hearts of many RTS fans from the moment it was announced. The game is set in a Tiberian-like, near-future universe, where two asymmetrical factions vie for control in a post-nuclear war Earth. And, just in case its inspirations werent clear enough, the games soundtrack is composed by none other than the legendary Frank Klepacki. To see this content please enable targeting cookies.This is the games first multiplayer demo, and it offers 1v1 and 2v2 action across three maps. If youre not interested in multiplayer, you can duke it out in skirmish against the AI on the same maps. The demo is available until February 3.Tempest Rising is a classic 2000s RTS, so expect base building, resource management - with action being the main focus, just like the ol days. The game arrives April 24, and you can pre-order it now on Steam. The same Steam store page is also where you can grab the aforementioned demo.
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  • Big Baldur's Gate 3 custom campaign mod about an all-new adventure to Minthara's terrifying home town is aiming to release a demo pretty soon
    www.vg247.com
    In MintyberranzanBig Baldur's Gate 3 custom campaign mod about an all-new adventure to Minthara's terrifying home town is aiming to release a demo pretty soonTime to see if all the horrifying tales Minty's spun after starting a sentence with the dreaded 'In Menzoberranzan...' are true.Image credit: Larian/the Path To Menzoberranzan team/VG247 News by Mark Warren Senior Staff Writer Published on Jan. 21, 2025 Back when Baldur's Gate 3 first got its official modding tools last year, one of the big questions folks were immediately asking was whether it'd be possible to create any big custom campaigns, and whether many modders would actually take on the daunting and time-consuming task of delivering such a thing.Well, some of them started working on stuff pretty rapidly, and now one ambitious project spearheaded by one of those early experimenters is hoping to release a playable demo this year (thanks, TheGamer).To see this content please enable targeting cookies. Modder Lotrich was one of the folks messing around with custom maps not long after the toolkit arrived, and for what looks like the past few months, they and a team of others have been working on a full custom campaign called 'Path To Menzoberranzan', which'll be fully voice acted, as well as coming with a new map filled with fresh "items, companions, locations, quests, romances, [and] story".Building on some work to re-create locations from Baldur's Gate 2 in BG3, the mod's aiming to deliver an all new adventure that, as you might expect, allows you to visit the city in the Upper Northdark that Minthara's from in its final act. Here's hoping all of the tall tales she's told us about it don't turn out to be a bunch of Lolth-themed lies. You'll have bring a whole new set of companions through, with the team having opted to leave out the established ones "due to copyright reasons".Watch on YouTubeAnyway, Lotrich has just shared a fresh look at an area the modders have been working on - the streets of Athkatla, a city you might remember visiting in BG2. It's mostly three minutes of jogging through a quite Mediterraneany market with plenty of NPCs roaming around, but they do also cut through a shop at one point.It's pretty cool, and you might well get to see it for yourself soon, with Lotrich writing in a Reddit thread that the team is expecting run a beta in 5 to 6 months' time, while the FAQ section of the project's Discord server says that they've been "working towards the first playable demo in Spring 2025." That'll be followed by an eventual full release on Nexus Mods down the line, with the team noting the exact time "will depend on the feedback from that demo"."We are planning to provide you with the ability to play both campaigns at the same time - the main BG3 campaign, and our campaign, however the canonical way of walkthrough will be playing only on the custom campaign. We can't change the dialogues in the official version, and can't bend the story," Lotrich added, also noting that thare are currently no plans in place to bring the mod to consoles right away.So, certainly something to keep an eye on if you're in the mood for some BG3 custom campaign action or enquire about contributing to if you think you've got the skills in things like writing, level Design, and coding that the team's currently looking for.
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  • Zelda Fan Film Kicks Off Fundraising Campaign With First Live-Action Trailer
    www.nintendolife.com
    Subscribe to Nintendo Life on YouTube793kProduction on Nintendo and Sony's live-action Legend of Zelda film is presumably ticking away behind closed doors, but in the meantime, a group of fans are undertaking the challenge of bringing Hyrule to life themselves.Above, you'll find the first teaser trailer for 'Lost in Hyrule', an upcoming live-action fan film which has just opened its doors to Rupee donations on Kickstarter (or other, non-Hylian currencies, if you'd rather). According to the campaign page, the story takes place after the events of Ocarina of Time and Majora's Mask, offering the filmmaker's take on "the untold conclusion to the Hero of Times saga". Mmm, lore.Director Chris Carpenter will also handle the role of Link, while Princess Zelda, "a driving force in this film", will be played by A Series of Unfortunate Events' Avi Lake.The project is setting out to raise $30,000 through Kickstarter (around 24,000), with 100% of the funds raised going into the film. At the time of writing, it is currently around a third of the way to its goal, with another 31 days left until things wrap up on 21st February.Now, let's address the Mario-shaped elephant in the room. The Kickstarter page specifies that the project is not affiliated with Nintendo or the official upcoming live-action movie, pledging to "comply with the wishes of Nintendo, Sony Pictures, or Arad Productions", should any of the big boys get involved.If things progress without any legal issues, however, then the project intends to wrap up its fundraising campaign next month before shooting in April and releasing in Fall 2025 that's quite the turnaround! Alongside the above teaser trailer, the production team has also released a 'pitch' video explaining the project and teeing up some of the story beats we can expect (hello, Child Link).It's certainly an ambitious project, but looking at the footage so far, it's fair to say that the heart (container) is in the right place. We'll keep an eye out over the coming months to see how this one progresses. Heck, we already know more about it than Nintendo and Sony's upcoming take... Wake up Link, the movie's onCites Spirited Away as a favouriteWhat do you make of this fan project? Let us know in the comments below.[source kickstarter.com]Related GamesSee AlsoShare:00 Jim came to Nintendo Life in 2022 and, despite his insistence that The Minish Cap is the best Zelda game and his unwavering love for the Star Wars prequels (yes, really), he has continued to write news and features on the site ever since. Hold on there, you need to login to post a comment...Related ArticlesBanjo-Kazooie Has The Potential To "Rival 3D Mario", Says Ori DevIf a "really talented developer" has a crack at it'Nintendo Music' Adds Another Legendary Zelda Soundtrack, Here's Every Song IncludedWind Waker sails onto the NSO music appPoll: Box Art Brawl - Duel: Mario Kart 64Vroooom!Successful Kickstarter 'Kero Quest 64' Could Come To The Switch Successor"If the occasion offers itself, we will try our best"Mario And Zelda Modders Are Using Their Skills To Develop A New N64-Inspired PlatformerAnd it looks like it's heading to Switch!
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