• More than a name change: iPhone 16e isn't the iPhone SE 4
    appleinsider.com
    Apple didn't simply change the expected iPhone SE 4 name to iPhone 16e they're distinct product lines and all the data points to a strategy shift.iPhone 16e is here, and it's not the iPhone SEWe should have seen this coming. Every Apple-focused website saw Tim Cook's post on February 13 and assumed that it was an iPhone SE 4 reveal.After all, almost all of the rumors for the last 18 months have called it the iPhone SE 4. Continue Reading on AppleInsider | Discuss on our Forums
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  • iPhone 16e lacks Ultra Wideband tracking and Thread radio
    appleinsider.com
    To keep the cost down, Apple's new iPhone 16e isn't just missing MagSafe, it also lacks Ultra Wideband, and a Thread radio.Ultra Wideband first shipped in the iPhone 12, HomePod mini, and moreMagSafe wasn't the only omission from the iPhone 16e. Probably because of the new Apple-designed cellular modem, Ultra Wideband isn't included, nor is a thread radio.Ultra Wideband (UWB) is a wireless protocol for communications, which functions using radio waves. At its most basic, it can be used to transmit messages between devices, making it somewhat analogous to Bluetooth or Wi-Fi. Continue Reading on AppleInsider | Discuss on our Forums
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  • Monster Hunter Wilds vs Rise How Are They Different From Each Other?
    gamingbolt.com
    TheMonster Hunterformula feels like its been honed almost to perfection at this point, but Capcom, as ever, remains in the pursuit of something better. The upcomingMonster Hunter Wildsis looking like its going to take the beloved series to an entirely new level, with a number of notable changes and improvements promising to continue its upward trajectory. ThoughMonster Hunterwill obviously remainMonster Hunterat its core,Wildsis going to differ from its predecessors in some key ways courtesy of those changes and improvements. Here, were going to go over how the action RPG will set itself apart specifically fromMonster Hunter Rise. Lets kick things off with the basics.SETTINGEveryMonster Huntergame takes players to a completely new setting, andWildswill be no different in that regard. WhileMonster Hunter Risewas set in and around the locales surrounding Kamura Village,Wildsis heading off to the Forbidden Lands, an uncharted region of the world that the Hunters Guild has previously never explored. Of course, this also means well get a new hub location.HUB VILLAGEA big part of the charm pf every newMonster Huntergame is getting to explore and getting familiar with an entirely new hub village.Monster Hunter Risesaforementioned Kamura Village endeared itself to many with its atmosphere and Japanese-inspired architecture.Wilds,on the other hand, will include multiple villages, each in a different map. That includes Kunafa Windsong Village in the Windward Plains, Wudwud Hideout in the Scarlet Forest, and Azuz in the Oilwell Basin.SEAMLESS TRAVELThis is bound to be one ofMonster Hunter Wildsbiggest and most popular changes among series fans.Rise,like all of its predecessors, didnt feature seamless maps, which meant going from your hub to a map was always separated by a load screen. WithMonster Hunter Wilds, Capcom is finally removing that annoyance. Now, players will be seamlessly be able to travel from a village to the wilds and back without any interruptions.TACKLING QUESTSSeamless traversal between the hub and the wilds will also bring some significant structural changes. Again,Monster Hunter Rise,like all previousMonster Huntergames, required players to begin every quest at the hubs quest board, while the end of every mission would also force you to return to the village. With the virtual boundaries between the hubs and the open world maps beyond their walls now gone, however, inMonster Hunter Wilds,players will be able to begin quests simply by finding their target in the world, while you will also no longer be forced to return to the hub after finishing a mission.NO WIREBUGSThe Wirebug was easily one of Monster Hunter Risesbest new features. Building onIcebornesClutch Claw, it evolved the coreMonster Hunterloop with dual grapples that were a game-changer for combat as well as traversal. Sadly, it isnt returning inMonster Hunter Wilds.Thats not to say it wont have its own hookshot-style item, howeverSLINGERTheMonster Hunterfaithful were divided onRisesdecision to drop the Slinger, though those who were against the idea will be glad to know that the tool is returning. In fact, the Slinger is going to be quite an important part of theMonster Hunter Wildsgameplay loop. For starters, itll let you swing around similar to the Wirebug by grappling on to specific points in the environment. Beyond that, itll also let you trigger environmental hazards to use against monsters, and gather items from a distance (including while moving), while, of course, also serving as a fixed projectile weapon.NO PALAMUTESPalamutes were amongMonster Hunter Risesmost prominent new features, and they really did add a lot to the experience. Galloping around maps on a mount was consistently fun, while the maps, too, were designed around the new movement options (not to mention how fast and frictionless traversal became). Just like the Wirebugs, however, Palamutes arent returning inWilds.Again, though, the game will have its own version of the feature.SEIKRETSReplacing Palamutes inMonster Hunter Wildsare the velociraptor-esque Seikrets- and dare we say, its looking like an upgrade. Not only do Seikrets boast greater mobility and agility, they are also capable of gliding. Even more significantly, they will now allow players to carry two weapons that youll be able to freely swap between as long as youre mounted on your Seikret.FOCUS MODEA new gameplay mechanic being introduced inWilds,Focus Mode is promising to add an even greater tactical edge to combat than in past titles. Activating Focus Mode during combat will highlight enemies weak points with Scuttleflies, which you will then be able to exploit to your advantage- like when trying to hack off a specific part of a monster, which you do often in Monster Hunter(to say the least). Monsters will also grow visibly wounded, and those wounds, in turn, will become weak points.MONSTERSThis ones obvious. Getting to see, fight, and kill a bunch of new monsters is perhaps the biggest attraction of a newMonster Huntergame, and obviously,Wildsis also going to have plenty of beasts that werent featured inRise(or any otherMonster Huntergame). That includes the terrifying chain-whip monster Arkveld, the hulking and surprisingly quick Ajarakan, the huge maned quadraped Doshaguma, the overgrown blooming spider-like Lala Barina, the massive t-rex-esque Quematrice, and many more.MONSTER BEHAVIOURYou can also expectMonster Hunter Wildsto make continued improvements where monster behaviour is concerned, as every new instalment in the series tries to. Outside of combat, for instance, you can now expect the dynamic between carnivores and herbivores to be more authentic. Many monsters, meanwhile, will also be found moving around in large herds, which is going to be entirely new for the franchise.MORE BELIEVABLE ECOSYSTEMSThe express purpose of making monsters behave more believably and realistically with every newMonster Hunterinstalment is to thoroughly immerse players in their virtual surroundings (at least partly), so yes, of courseWildsis promising enhancements in this area as well. As per Capcom, the game will feature ecosystems that will feel more alive and thriving than ever, with monsters being birthed, building their habitats, nurturing their offspring, hunting each other, and more, all independently of the players presence.WEATHER EFFECTSLarge-scale weather events are perhapsMonster Hunter Wildsbiggest headlining addition. Each map will oscillate between three states, each bringing sweeping changes to a variety of factors. Different weather states will begin anything from aggressive sandstorm to vibrant vegetation, while monster behaviour will also be significantly impacted. For instance, herbivores will be outnin much greater numbers when weather conditions are favourable, while the more dangerous and vicious beasts will stalk the wilds when conditions worsen. As you might imagine, that will also impact traversal and exploration.NO MORE RAMPAGESMonster Hunter Riseintroduced Rampages, which were individual tower defense-style missions that would task players with protecting Kamura Village against oncoming hordes of frenzied monsters. Speaking plainly, it was nobodys favourite part of the game, as is often the case with tower defense sections in non-tower defense games. Luckily for those who agree with that sentiment, Rampages arent coming back in Monster Hunter Wilds.ARACHNOPHOBIA MODEWeve seen an increasing number of games offering an arachnophobia mode for the benefit of those who just cant stand the sight of those eight-legged creepy-crawlies, andMonster Hunteris set to join that list soon.Monster Hunter Wildswill feature an arachnophobia mode, a first for the series, replacing all spider-like creatures in the game with shapeless blobs.
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  • Avowed Accolades Trailer Highlights Critical Acclaim
    gamingbolt.com
    In case you missed it, Obsidian Entertainments Avowed is out now for Xbox Series X/S and PC alongside Game Pass. Its received positive praise from critics, which you can check out in the accolades trailer below.Though based in Eora, the same setting as Pillars of Eternity 1 and 2, Avowed whisks players away to the Living Lands to experience a new tale. As an Envoy of the Aedyran Empire meant to investigate the Dream Scourge plague, how your journey progresses is entirely up to you. There are multiple factions to potentially ally with, each with separate motives regarding the plague and various endings depending on your decisions.However, players have extensive freedom to explore and can begin quests in multiple ways. Combat plays out in first-person, and while the usual swords, shields, wands, and even firearms come into play, you can freely wield them, creating potent combos. Check out our review, where we gave it an eight out of ten, for more details.
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  • Immutable-backed Inevitable Games Fund grows 180% in 9 months
    venturebeat.com
    Immutable, with King River Capital and Polygon Labs, described naugural returns on liquid investments of the Inevitable Games Fund.Read More
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  • Breaking down Grok 3: The AI model that could redefine the industry
    venturebeat.com
    Grok-3 still hasn't fully shipped yet. But it will surely set the tone for how other AI labs release future models.Read More
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  • Microsoft Researchers Present Magma: A Multimodal AI Model Integrating Vision, Language, and Action for Advanced Robotics, UI Navigation, and Intelligent Decision-Making
    www.marktechpost.com
    Multimodal AI agents are designed to process and integrate various data types, such as images, text, and videos, to perform tasks in digital and physical environments. They are used in robotics, virtual assistants, and user interface automation, where they need to understand and act based on complex multimodal inputs. These systems aim to bridge verbal and spatial intelligence by leveraging deep learning techniques, enabling interactions across multiple domains.AI systems often specialize in vision-language understanding or robotic manipulation but struggle to combine these capabilities into a single model. Many AI models are designed for domain-specific tasks, such as UI navigation in digital environments or physical manipulation in robotics, limiting their generalization across different applications. The challenge lies in developing a unified model to understand and act across multiple modalities, ensuring effective decision-making in structured and unstructured environments.Existing Vision-Language-Action (VLA) models attempt to address multimodal tasks by pretraining on large datasets of vision-language pairs followed by action trajectory data. However, these models typically lack adaptability across different environments. Examples include Pix2Act and WebGUM, which excel in UI navigation, and OpenVLA and RT-2, which are optimized for robotic manipulation. These models often require separate training processes and fail to generalize across both digital and physical environments. Also, conventional multimodal models struggle with integrating spatial and temporal intelligence, limiting their ability to perform complex tasks autonomously.Researchers from Microsoft Research, the University of Maryland, the University of Wisconsin-Madison KAIST, and the University of Washington introduced Magma, a foundation model designed to unify multimodal understanding with action execution, enabling AI agents to function seamlessly in digital and physical environments. Magma is designed to overcome the shortcomings of existing VLA models by incorporating a robust training methodology that integrates multimodal understanding, action grounding, and planning. Magma is trained using a diverse dataset comprising 39 million samples, including images, videos, and robotic action trajectories. It incorporates two novel techniques,Set-of-Mark (SoM): SoM enables the model to label actionable visual objects, such as buttons in UI environmentsTrace-of-Mark (ToM): ToM allows it to track object movements over time and plan future actions accordinglyMagma employs a combination of deep learning architectures and large-scale pretraining to optimize its performance across multiple domains. The model uses a ConvNeXt-XXL vision backbone to process images and videos, while an LLaMA-3-8B language model handles textual inputs. This architecture enables Magma to integrate vision-language understanding with action execution seamlessly. It is trained on a curated dataset that includes UI navigation tasks from SeeClick and Vision2UI, robotic manipulation datasets from Open-X-Embodiment, and instructional videos from sources like Ego4D, Something-Something V2, and Epic-Kitchen. By leveraging SoM and ToM, Magma can effectively learn action grounding from UI screenshots and robotics data while enhancing its ability to predict future actions based on observed visual sequences. During training, the model processes up to 2.7 million UI screenshots, 970,000 robotic trajectories, and over 25 million video samples to ensure robust multimodal learning.In zero-shot UI navigation tasks, Magma achieved an element selection accuracy of 57.2%, outperforming models like GPT-4V-OmniParser and SeeClick. In robotic manipulation tasks, Magma attained a success rate of 52.3% in Google Robot tasks and 35.4% in Bridge simulations, significantly surpassing OpenVLA, which only achieved 31.7% and 15.9% in the same benchmarks. The model also performed exceptionally well in multimodal understanding tasks, reaching 80.0% accuracy in VQA v2, 66.5% in TextVQA, and 87.4% in POPE evaluations. Magma also demonstrated strong spatial reasoning capabilities, scoring 74.8% on the BLINK dataset and 80.1% on the Visual Spatial Reasoning (VSR) benchmark. In video question-answering tasks, Magma achieved an accuracy of 88.6% on IntentQA and 72.9% on NextQA, further highlighting its ability to process temporal information effectively.Several Key Takeaways emerge from the Research on Magma:Magma was trained on 39 million multimodal samples, including 2.7 million UI screenshots, 970,000 robotic trajectories, and 25 million video samples.The model combines vision, language, and action in a unified framework, overcoming the limitations of domain-specific AI models.SoM enables accurate labeling of clickable objects, while ToM allows tracking object movement over time, improving long-term planning capabilities.Magma achieved a 57.2% accuracy rate in element selection in UI tasks, a 52.3% success rate in robotic manipulation, and an 80.0% accuracy rate in VQA tasks.Magma outperformed existing AI models by over 19.6% in spatial reasoning benchmarks and improved by 28% over previous models in video-based reasoning.Magma demonstrated superior generalization across multiple tasks without requiring additional fine-tuning, making it a highly adaptable AI agent.Magmas capabilities can enhance decision-making and execution in robotics, autonomous systems, UI automation, digital assistants, and industrial AI.Check outthePaper and Project Page.All credit for this research goes to the researchers of this project. Also,feel free to follow us onTwitterand dont forget to join our75k+ ML SubReddit. Recommended Read- LG AI Research Releases NEXUS: An Advanced System Integrating Agent AI System and Data Compliance Standards to Address Legal Concerns in AI DatasetsThe post Microsoft Researchers Present Magma: A Multimodal AI Model Integrating Vision, Language, and Action for Advanced Robotics, UI Navigation, and Intelligent Decision-Making appeared first on MarkTechPost.
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  • Armor to the Expanding Virtual Universe: A Mental Health Monitoring System Addressing Escapism And Ptsd
    towardsai.net
    LatestMachine LearningArmor to the Expanding Virtual Universe: A Mental Health Monitoring System Addressing Escapism And Ptsd 0 like February 19, 2025Share this postAuthor(s): MSVPJ Sathvik Originally published on Towards AI. The entire digital universe has taken a great leap with the landing of augmented and virtual reality technologies(AR and VR). This astonishing metaverse in which users have 3D avatars to interact, connect, socialize, and experience a completely different life from their physical existence is everything to talk about now!The potential for innovation in gaming, education, and professional development, delving into an entirely new dimension to experience virtual reality, is immense.While how expansive the multiverse is, its immersive nature also presents challenges, particularly the ones concerning mental health. Considering the teens of the present generation and their over-dependence on virtual environments as an escape mechanism from reality, there is a high chance of them experiencing conditions like post-traumatic stress disorder (PTSD).As we have been looking into this significant issue, we have decided to address it with a pioneering solution through a novel real-time mental health monitoring system tailored explicitly for the metaverse users, who, among us, are already in the millions.The overlooked adverse impact of the metaverseThe surreal beauty of Virtual Reality(VR) lays out a cool experience for the users, letting them submerge so much into the technology that it can sometimes blur the lines between fact and fiction. While this is all fine and fun, as our parents have always felt, it sure does make us, as users, feel vulnerable to the psychological effects as a consequence. Escapism, a very dangerous feeling of wanting to immerse oneself in the virtual world to avoid and not face real-life challenges, often comes out as overdependence on the metaverse. This can lead to drastic changes in ones behavior, like wanting to isolate and neglecting essential responsibilities socially, and can even deteriorate ones mental health conditions and may also contribute to disorders like PTSD.Some virtual events with violent simulations or intense scenarios can trigger akin to real-life trauma. Not only the engaging yet harmful content on these platforms but also the persistent cyberbullying or harassment that these places engage with can aggravate these symptoms.Even though issues like these need to be addressed, the existing research has mainly focused on the metaverses benefits and further applications in other fields, leaving gaps in understanding the darker facets of mental health risks as consequences of usage.Here we are, with our shield of protection!Recognizing the critical need for addressing mental health fallouts, we have developed an annotated dataset and machine learning framework to monitor and assess mental health conditions within the metaverse.We have carefully designed the dataset, focusing specifically on escapism and PTSD, which are pretty prevalent but often overlooked in virtual environments.How we developed the dataset to work on the solutionFirstly, we started by curating the dataset from user-generated content on platforms like Reddit and Twitter. We picked the chat logs, activity logs, and demographic data, all anonymized to protect the users identities. To capture the textual interactions and behavioral patterns, the chat logs and activity records helped a lot with the analysis; weve also used a users demographic data for reading between the lines in search of any context regarding their behavior. Lastly, with the help of expert annotators, we were successful in categorizing the data based on the respective criteria for both escapism and PTSD.So, how did we work on the categorizing?It was apparent when the escapism annotations were tagging texts that showed avoidance behavior, and the PTSD annotations highlighted signs of trauma or high distress level;this entire process of organizing the user-generated content has created an excellent resource for mental health research in the metaverse.What models weve used for mental health care monitoringOnce we had the dataset, we wanted to analyze it and draw valuable insights; we picked the advanced natural language processing (NLP) pre-trained models.The models included BERT-based models like BERT, AlBERT, and DistilBERT for general natural language processing and domain-specific models like MentalBERT, ClinicBERT, and PsychBERT, designed for healthcare and mental health contexts and multiple variants of GPT including GPT-3.5, were used to capture nuanced language patterns.We worked on testing these models rigorously for their effectiveness in detecting the signs of escapism and PTSD.Our results were quite astounding, with the highest accuracy demonstrated by escapism detection, which achieved 87.15%, and PTSD detection, which reached 83.6%. GPT 3.5 outperformed all the models; we had a comparatively good experience with it since it was accurate enough and easy to use for integration, showcasing its robustness.In the domain-specific models, weve used MentalBERT, which showed strong performance but required more tuning and computational resources.How can all of this be applied in real time?Our main aim has been to integrate our framework with VR headsets, smartphones, and smartwatches. We think it is beneficial whene-devices can monitor user interactions, physical activity, and emotional responses. Incorporating the monitoring tools, we let the system assess a persons mental health status by detecting potential distress signals early; it can prevent major crises before they occur.Lets say one of your friends has been deeply involved with his metaverse universe, virtually immersed for a long time; the system would alert him to withdraw from the environment on prolonged usage despite too many warnings; it would alert his network, too.Similarly, we designed the integration of text and voice analysis of the virtual interactions, which can identify signs of harassment or anxiety and alert the user network if any concerned patterns are observed.Ethics, the biggest challenge!One huge challenge is the ethical consideration when monitoring a users activity and interactions in the metaverse. We have valued privacy, consent, and data security as the main base by protecting a users identity and maintaining user confidentiality during data collection. During the entire data collection process, we have strictly stuck to the platforms guidelines and maintained transparency with the user, where they have control over their data and can choose to turn off the monitoring systems.We have designed our system to provide insights that trained professionals can understand and ensure proper practical care and ethical practices.The path this solution paves forWe are so glad that we could contribute to bridging some critical gaps in addressing the mental health challenges in the metaverse.By providing a concise framework for monitoring, we have been able to help developers and healthcare professionals reduce the risks of escapism and PTSD. As we observe the increase in the usage of the metaverse, tools like this will be pretty helpful in ensuring safety. They would highly support the virtual environment, providing a harmonious environment.Our future work is to refine the models for greater accuracy and expand the dataset for larger amounts of data, considering the outliers to include diverse use cases for educational or professional applications.We also aim to explore partnering with the VR developers to integrate this system into the current platforms, which would benefit the entire community.ConclusionThis entirely spectacular world of metaverse has wholly redefined human interaction, shielding the mental health of the users in these spaces. Our research has made a small yet valuable step towards addressing these virtual environments impact in a way that helps growth and expansion. We have all paved the path towards a balanced and healthy digital future with a balance in technology usage and taking care of ethical prospects.Join thousands of data leaders on the AI newsletter. Join over 80,000 subscribers and keep up to date with the latest developments in AI. From research to projects and ideas. If you are building an AI startup, an AI-related product, or a service, we invite you to consider becoming asponsor. Published via Towards AITowards AI - Medium Share this post
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  • How to Connect the Asus ROG Ally to a TV or Gaming Monitor
    www.ign.com
    The ROG Ally burst onto the scene in 2023 as a great alternative to the Steam Deck, offering access to even more games thanks to it running on a Windows operating system. Last year saw the release of the ROG Ally X that not only beefed up the internals, but also made the device far more comfortable to hold with better cooling.While the ROG Ally's biggest selling point is its portability, it's nice to have the option to kick back on the couch and play games on the TV or on gaming monitor. Thankfully, both ROG Ally models can be connected to an external display so you can experience your games on the big screen. Check out the full rundown below to find out how to connect your ROG Ally to a TV or monitor, as well as step-by-step instructions and recommendations.How to Connect With an AdapterThere are multiple ways to connect your ROG Ally to your TV or monitor, but an adapter is a simple solution that doesn't take up much space. Whether you prefer a small dongle-style adapter, direct cable, or the official ROG Gaming Charger Dock, there are plenty of options available.What You'll NeedASUS ROG 65W Charger DockSupports HDMI 2.0 with USB Type-A and USB Type-C for ROG Ally.See it at Best BuyAsus has made connecting the ROG Ally to a TV incredibly easy. The best adapter option that takes up the least amount of space is the official ROG Gaming Charger Dock as it doubles as a charger for your device. All you'll need is a USB-C and HDMI cable and you're good to go! The Charger Dock also features a USB-A port that you can use to connect a mouse and/or keyboard.If you opt for a third-party USB-C to HDMI adapter, you can connect it directly to the ROG Ally's USB-C port. Then, simply connect an HDMI cable to the adapter and your TV or monitor. If you want a one-cable solution, you can purchase a USB-C to HDMI cable that goes directly from your ROG Ally to your TV or monitor with no additional steps.It's worth noting that some USB-C to HDMI adapters also feature a passthrough USB-C port to provide power to your ROG Ally while it's connected to an external display. If your adapter has this passthrough power port, you'll need an additional USB-C cable and your power adapter to charge the internal battery while you play.How to Connect: Step-by-Step InstructionsPlug a USB-C to HDMI adapter (or cable) into the ROG Ally's USB-C port on the top of the enclosure. If you've opted for the ROG Gaming Charger Dock, plug one end of a USB-C cable into the ROG Ally's USB-C port and the other end into the USB-C charging port on the Charger Dock.Connect an HDMI cable to one end of the adapter (or Charger Dock) and plug the other end into a vacant HDMI port on your TV or monitor. If you're utilizing a direct USB-C to HDMI cable, simply plug the HDMI end into your TV or monitor. (Optional) If your USB-C adapter includes a passthrough USB-C port for charging, connect your ROG Ally's power adapter to the passthrough USB-C port to provide power.Power on the ROG Ally; it should automatically detect and output the video signal.Switch your input on the TV or monitor to the correct HDMI input to see your ROG Ally's display.How to Connect With a Docking StationIf you'd prefer more of a Nintendo Switch-like solution, opt for a docking station. While the ROG Ally doesn't have an official docking station (outside of the ROG Gaming Charging Dock, which is more of an adapter), there are plenty of third-party options available. Docking stations allow you to place the ROG Ally into a stand to connect to your TV or monitor while charging.What You'll NeedOur Top PickJSAUX Docking Station HB0603100 watts of power for fast charging and tons of ports come with this lightweight, compact dock that also serves as a stand.See it at AmazonThe most basic docks designed for the ROG Ally feature an HDMI port and a USB-C passthrough charging port to supply power to the unit while it's connected to your TV or monitor. If you're looking for something more robust, however, there are more intricate docks that include additional USB ports for connecting peripherals such as a mouse and keyboard, external hard drives, Ethernet ports for a more stable wired internet connection, SD card slots to expand the internal memory, and even a Display Port to connect an additional display. Smaller, more portable dock options make it easy to travel with the ROG Ally and connect to larger displays while on the go. Many of the docks compatible with the Steam Deck will also work with the ROG Ally.How to Connect: Step-by-Step InstructionsPlace your ROG Ally into the dock.Connect the USB-C power cord to the ROG Ally's USB-C port on the top of the enclosure.Connect your ROG Ally's power adapter to the USB-C charging port on the ROG Ally.Connect an HDMI cable to the HDMI port on the dock with the other end connected to a vacant HDMI port on your TV or monitor.Power on the ROG Ally and it should automatically detect and output the video signal.Switch your input on the TV or monitor to the correct HDMI input to see your ROG Ally's display.You'll Also Need a ControllerWhile you can connect a mouse and keyboard to your ROG Ally docking solution of choice, arguably the easiest (and most comfortable) experience is using a wireless controller when playing on a larger display. Thankfully, the ROG Ally is compatible with any Bluetooth-enabled gaming controller. You can see our recommendations for the best Steam Deck controllers below, which will also work with the ROG Ally.Our Top PickSony DualSense Xbox Elite Series 2 Controller8BitDo Ultimate ControllerSee it at AmazonGuliKit KingKong 3 Max ControllerSee it at AmazonPowerA Wireless GameCube Style ControllerSee it at AmazonThis includes first-party options like PS5's DualSense, the Xbox Wireless Controller, or a Nintendo Switch Pro Controller, plus plenty of third-party controller options. Some controllers use a 2.4GHz wireless connection with an included USB adapter that typically offers lower latency and better range than standard Bluetooth controllers. Additionally, you can opt for a wired USB controller if you're sitting close enough to your ROG Ally or docking station for a simple plug-and-play solution.Matthew Adler is a Commerce, Features, Guides, News, Previews, and Reviews writer for IGN. You can follow him on the site formerly known as Twitter @MatthewAdler and watch him stream on Twitch.
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  • Marvel Is Exploring Ways to Reunite The Defenders
    www.ign.com
    The next season of Daredevil is fast approaching and the creators are already thinking about whats next, even maybe a Defenders reunion.In a big profile on EW. Marvel Studios head of streaming and TV Brad Winderbaum is certainly exploring the opportunity to reunite the street level heroes of Daredevil, Luke Cage, Jessica Jones, and Iron Fist, better known as The Defenders.While theres nothing officially set in stone, Winderbaum tells EW, Its certainly exciting to be able to play in that sandbox Obviously, we dont have the unlimited storytelling resources like a comic book, [where] if you can draw it, you can do it. Were dealing with actors and time and the massive scale of production in order to build a cinematic universe, especially on television.He adds, But I can just say that all those variables taken into account, it is certainly something that is creatively extremely exciting and that we are very much exploring.PlayWe already know Daredevil: Born Again will be a direct continuation of the Daredevil story started on Netflix. And that Netflix did briefly host their own Marvel universe albeit on a smaller scale thanks to shows like Jessica Jones, Iron Fist, and Luke Cage. Based on Winderbaums comments, Daredevil: Born Again could be a launchpad to revive all those characters on Disneys own terms through Disney Plus. After all, the new season already includes Jon Bernthals Punisher, so thats another Netflix hero officially transferred over.For now, well have to see what happens in Daredevil: Born Again when it premieres on March 4 before speculating how Daredevil can tie into the larger MCU. Matt Kim is IGN's Senior Features Editor.
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