• Le titre de cet article, "UAI, de Naipe Foundry", est un exemple parfait de la déconnexion entre l'esthétique et la fonction dans les environnements UI. On nous parle d'un prétendu "équilibre typographique parfait", mais où sont les résultats concrets ? Dans un monde technologique en constante évolution, il est inacceptable de se contenter de beaux mots et de promesses vides. La folie du passé ne devrait pas influencer notre présent ; au lieu de cela, nous devrions exiger des solutions réelles et fonctionnelles. Les villes de Minas Gerais peuvent être riches en histoire, mais notre avenir numérique doit être ancré dans l'innovation, pas dans la nostalgie. Assez de
    Le titre de cet article, "UAI, de Naipe Foundry", est un exemple parfait de la déconnexion entre l'esthétique et la fonction dans les environnements UI. On nous parle d'un prétendu "équilibre typographique parfait", mais où sont les résultats concrets ? Dans un monde technologique en constante évolution, il est inacceptable de se contenter de beaux mots et de promesses vides. La folie du passé ne devrait pas influencer notre présent ; au lieu de cela, nous devrions exiger des solutions réelles et fonctionnelles. Les villes de Minas Gerais peuvent être riches en histoire, mais notre avenir numérique doit être ancré dans l'innovation, pas dans la nostalgie. Assez de
    GRAFFICA.INFO
    UAI, de Naipe Foundry, equilibrio tipográfico perfecto entre estética y función para entornos UI 
    La fiebre del oro sacudió al estado brasileño de Minas Gerais desde finales del siglo XVII.  En la actualidad se respira en todo su territorio una atmósfera de tiempos pasados, sobre todo en sus ciudades de estilo barroco colonial que floreciero
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  • Apple’s A20 Rumored To Be Exclusive To The iPhone 18 Pro, iPhone 18 Pro Max And The Company’s Foldable Flagship, Will Leverage TSMC’s Advanced 2nm Process Combined With The Newer WMCM Packaging

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    Apple’s A20 Rumored To Be Exclusive To The iPhone 18 Pro, iPhone 18 Pro Max And The Company’s Foldable Flagship, Will Leverage TSMC’s Advanced 2nm Process Combined With The Newer WMCM Packaging

    Omar Sohail •
    Jun 16, 2025 at 02:00am EDT

    TSMC might have started accepting orders for its 2nm wafers, but the first chipsets fabricated on this cutting-edge lithography are not expected to arrive until late next year. As the majority of you are well aware, Apple likely pounced on the opportunity to be the first recipient of this technology, with its A20 rumored to be mass produced on the 2nm process. However, the same rumor claims that the Cupertino firm will employ the foundry giant’s WMCMpackaging, bringing in more benefits, but customers can only experience these if they intend on making the iPhone 18 Pro, iPhone 18 Pro Max, or Apple’s upcoming foldable flagship their daily driver.
    The latest rumor also claims that Apple will not be upping the RAM count on any iPhone model that will ship with the A20
    The efforts to bring WMCM packaging to the A20 will be highly beneficial for Apple because it will allow the latter to maintain the chipset’s footprint while having immense flexibility in combining different components. In short, multiple dies such as the CPU, GPU, memory, and other parts can be integrated at a wafer level, before being sliced into individual chips. This approach will help Apple to mass manufacture smaller chipsets that are considerably power-efficient, but also powerful at the same time, leading to an incredible ‘performance per watt’ metric.
    China Times reports that this A20 upgrade will arrive for the iPhone 18 Pro, the iPhone 18 Pro Max, and Apple’s foldable flagship, which the rumor refers to as the iPhone 18 Fold. TSMC’s production line specifically for WMCM chipsets will be located in Chiayi AP7, with an estimated monthly production capacity of 50,000 pieces by the end of 2026. Interestingly, the RAM count will not change from this year, with Apple said to retain the 12GB limit. We have reported about the iPhone 18 series shifting to TSMC’s WMCM packaging before, while also talking about a separate rumor claiming that the A20 will be 15 percent faster than the A19 at the same power draw.
    The rumor does not mention whether the less expensive iPhone 18 models will be treated to chipsets featuring WMCM packaging, or if Apple intends to save on design and production costs by sticking with the older Integrated Fan-Outpackaging. All of these answers will be provided in the fourth quarter of 2026, when the iPhone 18 family goes official, so stay tuned.
    News Source: China Times

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    #apples #a20 #rumored #exclusive #iphone
    Apple’s A20 Rumored To Be Exclusive To The iPhone 18 Pro, iPhone 18 Pro Max And The Company’s Foldable Flagship, Will Leverage TSMC’s Advanced 2nm Process Combined With The Newer WMCM Packaging
    Menu Home News Hardware Gaming Mobile Finance Deals Reviews How To Wccftech Apple’s A20 Rumored To Be Exclusive To The iPhone 18 Pro, iPhone 18 Pro Max And The Company’s Foldable Flagship, Will Leverage TSMC’s Advanced 2nm Process Combined With The Newer WMCM Packaging Omar Sohail • Jun 16, 2025 at 02:00am EDT TSMC might have started accepting orders for its 2nm wafers, but the first chipsets fabricated on this cutting-edge lithography are not expected to arrive until late next year. As the majority of you are well aware, Apple likely pounced on the opportunity to be the first recipient of this technology, with its A20 rumored to be mass produced on the 2nm process. However, the same rumor claims that the Cupertino firm will employ the foundry giant’s WMCMpackaging, bringing in more benefits, but customers can only experience these if they intend on making the iPhone 18 Pro, iPhone 18 Pro Max, or Apple’s upcoming foldable flagship their daily driver. The latest rumor also claims that Apple will not be upping the RAM count on any iPhone model that will ship with the A20 The efforts to bring WMCM packaging to the A20 will be highly beneficial for Apple because it will allow the latter to maintain the chipset’s footprint while having immense flexibility in combining different components. In short, multiple dies such as the CPU, GPU, memory, and other parts can be integrated at a wafer level, before being sliced into individual chips. This approach will help Apple to mass manufacture smaller chipsets that are considerably power-efficient, but also powerful at the same time, leading to an incredible ‘performance per watt’ metric. China Times reports that this A20 upgrade will arrive for the iPhone 18 Pro, the iPhone 18 Pro Max, and Apple’s foldable flagship, which the rumor refers to as the iPhone 18 Fold. TSMC’s production line specifically for WMCM chipsets will be located in Chiayi AP7, with an estimated monthly production capacity of 50,000 pieces by the end of 2026. Interestingly, the RAM count will not change from this year, with Apple said to retain the 12GB limit. We have reported about the iPhone 18 series shifting to TSMC’s WMCM packaging before, while also talking about a separate rumor claiming that the A20 will be 15 percent faster than the A19 at the same power draw. The rumor does not mention whether the less expensive iPhone 18 models will be treated to chipsets featuring WMCM packaging, or if Apple intends to save on design and production costs by sticking with the older Integrated Fan-Outpackaging. All of these answers will be provided in the fourth quarter of 2026, when the iPhone 18 family goes official, so stay tuned. News Source: China Times Subscribe to get an everyday digest of the latest technology news in your inbox Follow us on Topics Sections Company Some posts on wccftech.com may contain affiliate links. We are a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to amazon.com © 2025 WCCF TECH INC. 700 - 401 West Georgia Street, Vancouver, BC, Canada #apples #a20 #rumored #exclusive #iphone
    WCCFTECH.COM
    Apple’s A20 Rumored To Be Exclusive To The iPhone 18 Pro, iPhone 18 Pro Max And The Company’s Foldable Flagship, Will Leverage TSMC’s Advanced 2nm Process Combined With The Newer WMCM Packaging
    Menu Home News Hardware Gaming Mobile Finance Deals Reviews How To Wccftech Apple’s A20 Rumored To Be Exclusive To The iPhone 18 Pro, iPhone 18 Pro Max And The Company’s Foldable Flagship, Will Leverage TSMC’s Advanced 2nm Process Combined With The Newer WMCM Packaging Omar Sohail • Jun 16, 2025 at 02:00am EDT TSMC might have started accepting orders for its 2nm wafers, but the first chipsets fabricated on this cutting-edge lithography are not expected to arrive until late next year. As the majority of you are well aware, Apple likely pounced on the opportunity to be the first recipient of this technology, with its A20 rumored to be mass produced on the 2nm process. However, the same rumor claims that the Cupertino firm will employ the foundry giant’s WMCM (Wafer-Level Multi-Chip Module) packaging, bringing in more benefits, but customers can only experience these if they intend on making the iPhone 18 Pro, iPhone 18 Pro Max, or Apple’s upcoming foldable flagship their daily driver. The latest rumor also claims that Apple will not be upping the RAM count on any iPhone model that will ship with the A20 The efforts to bring WMCM packaging to the A20 will be highly beneficial for Apple because it will allow the latter to maintain the chipset’s footprint while having immense flexibility in combining different components. In short, multiple dies such as the CPU, GPU, memory, and other parts can be integrated at a wafer level, before being sliced into individual chips. This approach will help Apple to mass manufacture smaller chipsets that are considerably power-efficient, but also powerful at the same time, leading to an incredible ‘performance per watt’ metric. China Times reports that this A20 upgrade will arrive for the iPhone 18 Pro, the iPhone 18 Pro Max, and Apple’s foldable flagship, which the rumor refers to as the iPhone 18 Fold. TSMC’s production line specifically for WMCM chipsets will be located in Chiayi AP7, with an estimated monthly production capacity of 50,000 pieces by the end of 2026. Interestingly, the RAM count will not change from this year, with Apple said to retain the 12GB limit. We have reported about the iPhone 18 series shifting to TSMC’s WMCM packaging before, while also talking about a separate rumor claiming that the A20 will be 15 percent faster than the A19 at the same power draw. The rumor does not mention whether the less expensive iPhone 18 models will be treated to chipsets featuring WMCM packaging, or if Apple intends to save on design and production costs by sticking with the older Integrated Fan-Out (InFo) packaging. All of these answers will be provided in the fourth quarter of 2026, when the iPhone 18 family goes official, so stay tuned. News Source: China Times Subscribe to get an everyday digest of the latest technology news in your inbox Follow us on Topics Sections Company Some posts on wccftech.com may contain affiliate links. We are a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to amazon.com © 2025 WCCF TECH INC. 700 - 401 West Georgia Street, Vancouver, BC, Canada
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  • Tony Hawk’s Pro Skater 3 + 4 — Returning Skaters

    The roster of skaters originally featured in Tony Hawk’s™ Pro Skater™ 3 and Tony Hawk’s™ Pro Skater™ 4 helped to further catapult skateboarding culture into the mainstream as big names like Bob Burnquist, Steve Caballero, Elissa Steamer, and Chad Muska joined Tony Hawk in a stacked roster of award-winning pro skaters capable of shredding in and out of the game.
    In this feature, following the Demo announcement and the full soundtrack reveal, we’re proud to share the full roster of returning skaters in the upcoming Tony Hawk’s™ Pro Skater™ 3 + 4arriving on PlayStation 4 and 5, Xbox Series X|S, Xbox One, Nintendo Switch, Nintendo Switch 2, and PC.
    Tony Hawk’s Pro Skater 3 + 4 launches on July 11.
    THPS 3 + 4: Returning Skaters

    From gold medalists to progenitors of some of today’s most iconic skateboarding tricks, these classic skaters were instrumental in bringing skateboarding culture to a wider audience. Mixing courage, creativity, and an iron will, they’re more than ready to tackle any obstacle put before them.
    “Being in the original games was epic!” shares Elissa Steamer, who was the first playable female skater in the original Tony Hawk’s Pro Skater game. “It was semi-life changing. I can’t say enough about how stoked I was – and am now! – to be in the games.”
    “From the moment Tony asked, it was an honor, yet I had no idea of what it would come to mean,” says Rodney Mullen, originator of the kickflip and largely considered one of the most influential skaters in the sport. “The first time I showed up on tour after the release of the game, I recall ‘em shop owners having to put me on top of the tour van roof to manage so that I could sign things in all the madness. The crowd was rocking the van back and forth!blew my mind, the impact it had.”
    “The game attracted such a broader group of skaters, which has elevated our community in layered ways: from tricks to societal acceptance to the respect we get from people who often thought otherwise, like parents discouraging their kids who were simply outsiders looking for a place to belong,” Mullen continues. “Skating is integrated with a culture, a way of being, more than pretty much any other sport I can think of. The way Tony’s game shows that via the music, art, and vibe batted this home. It’s cool to be understood.”
     When Tony Hawk’s Pro Skater 3 + 4 launches this July, here are the returning skaters ready to hit the pavement once again, including skaters featured in the original Tony Hawk’s Pro Skater 3 and Tony Hawk’s Pro Skater 4 games plus other titles in the series.
    Tony Hawk

    San Diego, California
    Style: Vert / Stance: Goofy
    Tony Hawk made history by landing the first ever 900 at the 1999 X Games, skyrocketing the sport into the mainstream. Today he remains the sport’s most iconic figure.
    Bob Burnquist

    Rio de Janeiro, Brazil
    Style: Vert / Stance: Regular
    Bob Burnquist shocked the skateboarding world when he landed the first Fakie 900. His iconic “Dreamland” skatepark is home to a permanent Mega Ramp.
    Bucky Lasek

    Baltimore, Maryland
    Style: Vert / Stance: Regular
    Known for his vert skills, Bucky has won 10 gold medals at the X Games and is one of only two vert skateboarders to have won three gold medals consecutively.
    Steve Caballero

    San Jose, California
    Style: Vert / Stance: Goofy
    An iconic skateboarder responsible for inventing various vert tricks. He holds the record for the highest air ever achieved on a halfpipe.
    Kareem Campbell

    Harlem, New York
    Style: Street / Stance: Regular
    Called the godfather of smooth street style, Kareem left his mark by popularizing the skateboard trick, “The Ghetto Bird,” and founded City Stars Skateboards.
    Geoff Rowley

    Liverpool, England
    Style: Street / Stance: Regular
    Geoff Joseph Rowley Jr. is an English skateboarder and owner of Civilware Service Corporation. In 2000 he was crowned “Skater of the Year” by Thrasher Magazine.
    Andrew Reynolds

    North Hollywood, California
    Style: Street / Stance: Regular
    Co-founder and owner of Baker Skateboards, Andrew Reynolds turned pro in 1995 and won Thrasher Magazine’s “Skater of the Year” award just three years later.
    Elissa Steamer

    San Francisco, California
    Style: Street / Stance: Regular
    Elissa is a four-time X Games gold medalist, the first female skateboarder to go pro, and the first woman ever inducted into the Skateboarding Hall of Fame.
    Chad Muska

    Los Angeles, California
    Style: Street / Stance: Regular
    Artist, musician, and entrepreneur. Described by the Transworld Skateboarding editor-in-chief as “one of the most marketable pros skateboarding has ever seen.”
    Eric Koston

    Los Angeles, California
    Style: Street / Stance: Goofy
    Co-founder of Fourstar Clothing and the skate brand The Berrics, Eric is a master of street skateboarding and a two-time X Games gold medalist.
    Rodney Mullen

    Gainesville, Florida
    Style: Freestyle / Stance: Regular
    One of the most influential skateboarders of all time, Rodney Mullen is the progenitor of the Flatground Ollie, Kickflip, Heelflip, and dozens of other iconic tricks.
    Jamie Thomas

    Dothan, Alabama
    Style: Street / Stance: Regular
    Nicknamed “The Chief,” Jamie is the owner and founder of Zero Skateboards. He helped film 1996’s “Welcome to Hell,” one of the most iconic skate videos ever made.
    Rune Glifberg

    Copenhagen, Denmark
    Style: Vert / Stance: Regular
    Nicknamed “The Danish Destroyer,” Rune Glifberg is one of three skaters to have competed at every X Games, amassing over 12 medals at the competition.
    Aori Nishimura

    Tokyo, Japan
    Style: Street / Stance: Regular
    Born in Edogawa, Tokyo in Japan, Aori Nishimura started skateboarding at the age of 7 and went on to become the first athlete from Japan to win gold at the X Games.
    Leo Baker

    Brooklyn, New York
    Style: Street / Stance: Goofy
    Leo is the first non-binary and transgender professional skateboarder in the Pro Skater™ series and has won three gold medals, placing in over 32 competitions. 
    Leticia Bufoni

    São Paulo, Brazil
    Style: Street / Stance: Goofy
    Multiple world record holder and six-time gold medalist. Named the #1 women’s street skateboarder by World Cup of Skateboarding four years in a row.
    Lizzie Armanto

    Santa Monica, California
    Style: Park / Stance: Regular
    A member of the Birdhouse skate team, Lizzie has amassed over 30 skateboarding awards and was the first female skater to complete “The Loop,” a 360-degree ramp.
    Nyjah Huston

    Laguna Beach, California
    Style: Street / Stance: Goofy
    One of skateboarding’s biggest stars, Nyjah has earned over 12 X Games gold medals, 6 Championship titles, and a bronze medal at the 2024 Summer of Olympics.
    Riley Hawk

    San Diego, California
    Style: Street / Stance: Goofy
    Riley Hawk decided to turn pro on his 21st birthday and became Skateboarder Magazine’s 2013 Amateur of the Year later that same day.
    Shane O’Neill

    Melbourne, Australia
    Style: Street / Stance: Goofy
    Australian skateboarder who is one of only a few skateboarders to win gold in all four major skateboarding contests, including the X Games and SLS.
    Tyshawn Jones

    Bronx, New York
    Style: Street / Stance: Regular
    A New York City native and two-time Thrasher Magazine “Skate of the Year” winner, Tyshawn Jones is the youngest skateboarder to ever achieve that accolade.

    The above skaters are far from the only icons you’ll encounter in the game’s large roster. Keep your eyes on the Tony Hawk’s Pro Skater blog found here for more info on Tony Hawk’s Pro Skater 3 + 4 as we approach its July 11 release date, including the full reveal of new skaters joining in on the fun. 

    Tony Hawk’s Pro Skater 3 + 4 rebuilds the original games from the ground up with classic and new skaters, parks, tricks, tracks, and more. Skate through a robust Career mode taking on challenges across two tours, chase high scores in Single Sessions and Speedruns, or go at your own pace in Free Skate.
    Get original with enhanced creation tools, go big in New Game+, and skate with your friends in cross-platform online multiplayer* supporting up to eight skaters at a time. New to the series? Hit up the in-game tutorial led by Tony Hawk himself to kick off your skating journey with tips on Ollies, kick flips, vert tricks, reverts, manuals, special tricks, and more.

    Don’t miss the Foundry Demo, available now, featuring playable skaters, two parks, and a selection of songs from the soundtrack. Pre-order Tony Hawk’s Pro Skater 3 + 4 on select platforms* for access to the demo and find more info here.

    Purchase the Digital Deluxe Edition and gain Early Access*** to play Tony Hawk’s™ Pro Skater™ 3 + 4 three days before the official July 11 launch date.
    Shred the parks and spread fear as the Doom Slayer and Revenant skaters plus get extra music, skate decks, and Create-A-Skater gear:

    Doom Slayer: Play as Doom Slayer, featuring a Standard and Retro outfit plus two unique special tricks and the Unmaykr Hoverboard.
    Revenant: Get evil with the Revenant, including two unique special tricks.
    Additional Music: Headbang to a selection of classic and modern music tracks added to the in-game soundtrack.
    Skate Decks: Access additional skate decks including Doom Slayer and Revenant themed designs.
    Create-A-Skater Items: Kit out your skater with additional apparel items.

    Pre-orders are now available for Tony Hawk’s Pro Skater 3 + 4 on PlayStation 4 and 5, Xbox Series X|S, Xbox One, Nintendo Switch, and PC. For more information, visit tonyhawkthegame.com.
    * Activision account and internet required for online multiplayer and other features. Platform gaming subscription may be required for multiplayer and other features.
    **Foundry demo available on PlayStation 4 and 5, Xbox Series X|S, Xbox One, and PC. Not available on Nintendo Switch. Foundry Demo availability and launch datesubject to change. Internet connection required.
    *** Actual play time subject to possible outages and applicable time zone differences.
    #tony #hawks #pro #skater #returning
    Tony Hawk’s Pro Skater 3 + 4 — Returning Skaters
    The roster of skaters originally featured in Tony Hawk’s™ Pro Skater™ 3 and Tony Hawk’s™ Pro Skater™ 4 helped to further catapult skateboarding culture into the mainstream as big names like Bob Burnquist, Steve Caballero, Elissa Steamer, and Chad Muska joined Tony Hawk in a stacked roster of award-winning pro skaters capable of shredding in and out of the game. In this feature, following the Demo announcement and the full soundtrack reveal, we’re proud to share the full roster of returning skaters in the upcoming Tony Hawk’s™ Pro Skater™ 3 + 4arriving on PlayStation 4 and 5, Xbox Series X|S, Xbox One, Nintendo Switch, Nintendo Switch 2, and PC. Tony Hawk’s Pro Skater 3 + 4 launches on July 11. THPS 3 + 4: Returning Skaters From gold medalists to progenitors of some of today’s most iconic skateboarding tricks, these classic skaters were instrumental in bringing skateboarding culture to a wider audience. Mixing courage, creativity, and an iron will, they’re more than ready to tackle any obstacle put before them. “Being in the original games was epic!” shares Elissa Steamer, who was the first playable female skater in the original Tony Hawk’s Pro Skater game. “It was semi-life changing. I can’t say enough about how stoked I was – and am now! – to be in the games.” “From the moment Tony asked, it was an honor, yet I had no idea of what it would come to mean,” says Rodney Mullen, originator of the kickflip and largely considered one of the most influential skaters in the sport. “The first time I showed up on tour after the release of the game, I recall ‘em shop owners having to put me on top of the tour van roof to manage so that I could sign things in all the madness. The crowd was rocking the van back and forth!blew my mind, the impact it had.” “The game attracted such a broader group of skaters, which has elevated our community in layered ways: from tricks to societal acceptance to the respect we get from people who often thought otherwise, like parents discouraging their kids who were simply outsiders looking for a place to belong,” Mullen continues. “Skating is integrated with a culture, a way of being, more than pretty much any other sport I can think of. The way Tony’s game shows that via the music, art, and vibe batted this home. It’s cool to be understood.”  When Tony Hawk’s Pro Skater 3 + 4 launches this July, here are the returning skaters ready to hit the pavement once again, including skaters featured in the original Tony Hawk’s Pro Skater 3 and Tony Hawk’s Pro Skater 4 games plus other titles in the series. Tony Hawk San Diego, California Style: Vert / Stance: Goofy Tony Hawk made history by landing the first ever 900 at the 1999 X Games, skyrocketing the sport into the mainstream. Today he remains the sport’s most iconic figure. Bob Burnquist Rio de Janeiro, Brazil Style: Vert / Stance: Regular Bob Burnquist shocked the skateboarding world when he landed the first Fakie 900. His iconic “Dreamland” skatepark is home to a permanent Mega Ramp. Bucky Lasek Baltimore, Maryland Style: Vert / Stance: Regular Known for his vert skills, Bucky has won 10 gold medals at the X Games and is one of only two vert skateboarders to have won three gold medals consecutively. Steve Caballero San Jose, California Style: Vert / Stance: Goofy An iconic skateboarder responsible for inventing various vert tricks. He holds the record for the highest air ever achieved on a halfpipe. Kareem Campbell Harlem, New York Style: Street / Stance: Regular Called the godfather of smooth street style, Kareem left his mark by popularizing the skateboard trick, “The Ghetto Bird,” and founded City Stars Skateboards. Geoff Rowley Liverpool, England Style: Street / Stance: Regular Geoff Joseph Rowley Jr. is an English skateboarder and owner of Civilware Service Corporation. In 2000 he was crowned “Skater of the Year” by Thrasher Magazine. Andrew Reynolds North Hollywood, California Style: Street / Stance: Regular Co-founder and owner of Baker Skateboards, Andrew Reynolds turned pro in 1995 and won Thrasher Magazine’s “Skater of the Year” award just three years later. Elissa Steamer San Francisco, California Style: Street / Stance: Regular Elissa is a four-time X Games gold medalist, the first female skateboarder to go pro, and the first woman ever inducted into the Skateboarding Hall of Fame. Chad Muska Los Angeles, California Style: Street / Stance: Regular Artist, musician, and entrepreneur. Described by the Transworld Skateboarding editor-in-chief as “one of the most marketable pros skateboarding has ever seen.” Eric Koston Los Angeles, California Style: Street / Stance: Goofy Co-founder of Fourstar Clothing and the skate brand The Berrics, Eric is a master of street skateboarding and a two-time X Games gold medalist. Rodney Mullen Gainesville, Florida Style: Freestyle / Stance: Regular One of the most influential skateboarders of all time, Rodney Mullen is the progenitor of the Flatground Ollie, Kickflip, Heelflip, and dozens of other iconic tricks. Jamie Thomas Dothan, Alabama Style: Street / Stance: Regular Nicknamed “The Chief,” Jamie is the owner and founder of Zero Skateboards. He helped film 1996’s “Welcome to Hell,” one of the most iconic skate videos ever made. Rune Glifberg Copenhagen, Denmark Style: Vert / Stance: Regular Nicknamed “The Danish Destroyer,” Rune Glifberg is one of three skaters to have competed at every X Games, amassing over 12 medals at the competition. Aori Nishimura Tokyo, Japan Style: Street / Stance: Regular Born in Edogawa, Tokyo in Japan, Aori Nishimura started skateboarding at the age of 7 and went on to become the first athlete from Japan to win gold at the X Games. Leo Baker Brooklyn, New York Style: Street / Stance: Goofy Leo is the first non-binary and transgender professional skateboarder in the Pro Skater™ series and has won three gold medals, placing in over 32 competitions.  Leticia Bufoni São Paulo, Brazil Style: Street / Stance: Goofy Multiple world record holder and six-time gold medalist. Named the #1 women’s street skateboarder by World Cup of Skateboarding four years in a row. Lizzie Armanto Santa Monica, California Style: Park / Stance: Regular A member of the Birdhouse skate team, Lizzie has amassed over 30 skateboarding awards and was the first female skater to complete “The Loop,” a 360-degree ramp. Nyjah Huston Laguna Beach, California Style: Street / Stance: Goofy One of skateboarding’s biggest stars, Nyjah has earned over 12 X Games gold medals, 6 Championship titles, and a bronze medal at the 2024 Summer of Olympics. Riley Hawk San Diego, California Style: Street / Stance: Goofy Riley Hawk decided to turn pro on his 21st birthday and became Skateboarder Magazine’s 2013 Amateur of the Year later that same day. Shane O’Neill Melbourne, Australia Style: Street / Stance: Goofy Australian skateboarder who is one of only a few skateboarders to win gold in all four major skateboarding contests, including the X Games and SLS. Tyshawn Jones Bronx, New York Style: Street / Stance: Regular A New York City native and two-time Thrasher Magazine “Skate of the Year” winner, Tyshawn Jones is the youngest skateboarder to ever achieve that accolade. The above skaters are far from the only icons you’ll encounter in the game’s large roster. Keep your eyes on the Tony Hawk’s Pro Skater blog found here for more info on Tony Hawk’s Pro Skater 3 + 4 as we approach its July 11 release date, including the full reveal of new skaters joining in on the fun.  Tony Hawk’s Pro Skater 3 + 4 rebuilds the original games from the ground up with classic and new skaters, parks, tricks, tracks, and more. Skate through a robust Career mode taking on challenges across two tours, chase high scores in Single Sessions and Speedruns, or go at your own pace in Free Skate. Get original with enhanced creation tools, go big in New Game+, and skate with your friends in cross-platform online multiplayer* supporting up to eight skaters at a time. New to the series? Hit up the in-game tutorial led by Tony Hawk himself to kick off your skating journey with tips on Ollies, kick flips, vert tricks, reverts, manuals, special tricks, and more. Don’t miss the Foundry Demo, available now, featuring playable skaters, two parks, and a selection of songs from the soundtrack. Pre-order Tony Hawk’s Pro Skater 3 + 4 on select platforms* for access to the demo and find more info here. Purchase the Digital Deluxe Edition and gain Early Access*** to play Tony Hawk’s™ Pro Skater™ 3 + 4 three days before the official July 11 launch date. Shred the parks and spread fear as the Doom Slayer and Revenant skaters plus get extra music, skate decks, and Create-A-Skater gear: Doom Slayer: Play as Doom Slayer, featuring a Standard and Retro outfit plus two unique special tricks and the Unmaykr Hoverboard. Revenant: Get evil with the Revenant, including two unique special tricks. Additional Music: Headbang to a selection of classic and modern music tracks added to the in-game soundtrack. Skate Decks: Access additional skate decks including Doom Slayer and Revenant themed designs. Create-A-Skater Items: Kit out your skater with additional apparel items. Pre-orders are now available for Tony Hawk’s Pro Skater 3 + 4 on PlayStation 4 and 5, Xbox Series X|S, Xbox One, Nintendo Switch, and PC. For more information, visit tonyhawkthegame.com. * Activision account and internet required for online multiplayer and other features. Platform gaming subscription may be required for multiplayer and other features. **Foundry demo available on PlayStation 4 and 5, Xbox Series X|S, Xbox One, and PC. Not available on Nintendo Switch. Foundry Demo availability and launch datesubject to change. Internet connection required. *** Actual play time subject to possible outages and applicable time zone differences. #tony #hawks #pro #skater #returning
    WWW.TONYHAWKTHEGAME.COM
    Tony Hawk’s Pro Skater 3 + 4 — Returning Skaters
    The roster of skaters originally featured in Tony Hawk’s™ Pro Skater™ 3 and Tony Hawk’s™ Pro Skater™ 4 helped to further catapult skateboarding culture into the mainstream as big names like Bob Burnquist, Steve Caballero, Elissa Steamer, and Chad Muska joined Tony Hawk in a stacked roster of award-winning pro skaters capable of shredding in and out of the game. In this feature, following the Demo announcement and the full soundtrack reveal, we’re proud to share the full roster of returning skaters in the upcoming Tony Hawk’s™ Pro Skater™ 3 + 4arriving on PlayStation 4 and 5, Xbox Series X|S, Xbox One, Nintendo Switch, Nintendo Switch 2, and PC (Battle.net, Steam, Microsoft PC Store). Tony Hawk’s Pro Skater 3 + 4 launches on July 11. THPS 3 + 4: Returning Skaters From gold medalists to progenitors of some of today’s most iconic skateboarding tricks, these classic skaters were instrumental in bringing skateboarding culture to a wider audience. Mixing courage, creativity, and an iron will, they’re more than ready to tackle any obstacle put before them. “Being in the original games was epic!” shares Elissa Steamer, who was the first playable female skater in the original Tony Hawk’s Pro Skater game. “It was semi-life changing. I can’t say enough about how stoked I was – and am now! – to be in the games.” “From the moment Tony asked, it was an honor, yet I had no idea of what it would come to mean,” says Rodney Mullen, originator of the kickflip and largely considered one of the most influential skaters in the sport. “The first time I showed up on tour after the release of the game, I recall ‘em shop owners having to put me on top of the tour van roof to manage so that I could sign things in all the madness. The crowd was rocking the van back and forth! [It] blew my mind, the impact it had.” “The game attracted such a broader group of skaters, which has elevated our community in layered ways: from tricks to societal acceptance to the respect we get from people who often thought otherwise, like parents discouraging their kids who were simply outsiders looking for a place to belong,” Mullen continues. “Skating is integrated with a culture, a way of being, more than pretty much any other sport I can think of. The way Tony’s game shows that via the music, art, and vibe batted this home. It’s cool to be understood.”  When Tony Hawk’s Pro Skater 3 + 4 launches this July, here are the returning skaters ready to hit the pavement once again, including skaters featured in the original Tony Hawk’s Pro Skater 3 and Tony Hawk’s Pro Skater 4 games plus other titles in the series. Tony Hawk San Diego, California Style: Vert / Stance: Goofy Tony Hawk made history by landing the first ever 900 at the 1999 X Games, skyrocketing the sport into the mainstream. Today he remains the sport’s most iconic figure. Bob Burnquist Rio de Janeiro, Brazil Style: Vert / Stance: Regular Bob Burnquist shocked the skateboarding world when he landed the first Fakie 900. His iconic “Dreamland” skatepark is home to a permanent Mega Ramp. Bucky Lasek Baltimore, Maryland Style: Vert / Stance: Regular Known for his vert skills, Bucky has won 10 gold medals at the X Games and is one of only two vert skateboarders to have won three gold medals consecutively. Steve Caballero San Jose, California Style: Vert / Stance: Goofy An iconic skateboarder responsible for inventing various vert tricks. He holds the record for the highest air ever achieved on a halfpipe. Kareem Campbell Harlem, New York Style: Street / Stance: Regular Called the godfather of smooth street style, Kareem left his mark by popularizing the skateboard trick, “The Ghetto Bird,” and founded City Stars Skateboards. Geoff Rowley Liverpool, England Style: Street / Stance: Regular Geoff Joseph Rowley Jr. is an English skateboarder and owner of Civilware Service Corporation. In 2000 he was crowned “Skater of the Year” by Thrasher Magazine. Andrew Reynolds North Hollywood, California Style: Street / Stance: Regular Co-founder and owner of Baker Skateboards, Andrew Reynolds turned pro in 1995 and won Thrasher Magazine’s “Skater of the Year” award just three years later. Elissa Steamer San Francisco, California Style: Street / Stance: Regular Elissa is a four-time X Games gold medalist, the first female skateboarder to go pro, and the first woman ever inducted into the Skateboarding Hall of Fame. Chad Muska Los Angeles, California Style: Street / Stance: Regular Artist, musician, and entrepreneur. Described by the Transworld Skateboarding editor-in-chief as “one of the most marketable pros skateboarding has ever seen.” Eric Koston Los Angeles, California Style: Street / Stance: Goofy Co-founder of Fourstar Clothing and the skate brand The Berrics, Eric is a master of street skateboarding and a two-time X Games gold medalist. Rodney Mullen Gainesville, Florida Style: Freestyle / Stance: Regular One of the most influential skateboarders of all time, Rodney Mullen is the progenitor of the Flatground Ollie, Kickflip, Heelflip, and dozens of other iconic tricks. Jamie Thomas Dothan, Alabama Style: Street / Stance: Regular Nicknamed “The Chief,” Jamie is the owner and founder of Zero Skateboards. He helped film 1996’s “Welcome to Hell,” one of the most iconic skate videos ever made. Rune Glifberg Copenhagen, Denmark Style: Vert / Stance: Regular Nicknamed “The Danish Destroyer,” Rune Glifberg is one of three skaters to have competed at every X Games, amassing over 12 medals at the competition. Aori Nishimura Tokyo, Japan Style: Street / Stance: Regular Born in Edogawa, Tokyo in Japan, Aori Nishimura started skateboarding at the age of 7 and went on to become the first athlete from Japan to win gold at the X Games. Leo Baker Brooklyn, New York Style: Street / Stance: Goofy Leo is the first non-binary and transgender professional skateboarder in the Pro Skater™ series and has won three gold medals, placing in over 32 competitions.  Leticia Bufoni São Paulo, Brazil Style: Street / Stance: Goofy Multiple world record holder and six-time gold medalist. Named the #1 women’s street skateboarder by World Cup of Skateboarding four years in a row. Lizzie Armanto Santa Monica, California Style: Park / Stance: Regular A member of the Birdhouse skate team, Lizzie has amassed over 30 skateboarding awards and was the first female skater to complete “The Loop,” a 360-degree ramp. Nyjah Huston Laguna Beach, California Style: Street / Stance: Goofy One of skateboarding’s biggest stars, Nyjah has earned over 12 X Games gold medals, 6 Championship titles, and a bronze medal at the 2024 Summer of Olympics. Riley Hawk San Diego, California Style: Street / Stance: Goofy Riley Hawk decided to turn pro on his 21st birthday and became Skateboarder Magazine’s 2013 Amateur of the Year later that same day. Shane O’Neill Melbourne, Australia Style: Street / Stance: Goofy Australian skateboarder who is one of only a few skateboarders to win gold in all four major skateboarding contests, including the X Games and SLS. Tyshawn Jones Bronx, New York Style: Street / Stance: Regular A New York City native and two-time Thrasher Magazine “Skate of the Year” winner, Tyshawn Jones is the youngest skateboarder to ever achieve that accolade. The above skaters are far from the only icons you’ll encounter in the game’s large roster. Keep your eyes on the Tony Hawk’s Pro Skater blog found here for more info on Tony Hawk’s Pro Skater 3 + 4 as we approach its July 11 release date, including the full reveal of new skaters joining in on the fun.  Tony Hawk’s Pro Skater 3 + 4 rebuilds the original games from the ground up with classic and new skaters, parks, tricks, tracks, and more. Skate through a robust Career mode taking on challenges across two tours, chase high scores in Single Sessions and Speedruns, or go at your own pace in Free Skate. Get original with enhanced creation tools, go big in New Game+, and skate with your friends in cross-platform online multiplayer* supporting up to eight skaters at a time. New to the series? Hit up the in-game tutorial led by Tony Hawk himself to kick off your skating journey with tips on Ollies, kick flips, vert tricks, reverts, manuals, special tricks, and more. Don’t miss the Foundry Demo, available now, featuring playable skaters, two parks, and a selection of songs from the soundtrack. Pre-order Tony Hawk’s Pro Skater 3 + 4 on select platforms* for access to the demo and find more info here. Purchase the Digital Deluxe Edition and gain Early Access*** to play Tony Hawk’s™ Pro Skater™ 3 + 4 three days before the official July 11 launch date. Shred the parks and spread fear as the Doom Slayer and Revenant skaters plus get extra music, skate decks, and Create-A-Skater gear: Doom Slayer: Play as Doom Slayer, featuring a Standard and Retro outfit plus two unique special tricks and the Unmaykr Hoverboard. Revenant: Get evil with the Revenant, including two unique special tricks. Additional Music: Headbang to a selection of classic and modern music tracks added to the in-game soundtrack. Skate Decks: Access additional skate decks including Doom Slayer and Revenant themed designs. Create-A-Skater Items: Kit out your skater with additional apparel items. Pre-orders are now available for Tony Hawk’s Pro Skater 3 + 4 on PlayStation 4 and 5, Xbox Series X|S, Xbox One, Nintendo Switch, and PC. For more information, visit tonyhawkthegame.com. * Activision account and internet required for online multiplayer and other features. Platform gaming subscription may be required for multiplayer and other features (sold separately). **Foundry demo available on PlayStation 4 and 5, Xbox Series X|S, Xbox One, and PC. Not available on Nintendo Switch. Foundry Demo availability and launch date(s) subject to change. Internet connection required. *** Actual play time subject to possible outages and applicable time zone differences.
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  • 9 menial tasks ChatGPT can handle in seconds, saving you hours

    ChatGPT is rapidly changing the world. The process is already happening, and it’s only going to accelerate as the technology improves, as more people gain access to it, and as more learn how to use it.
    What’s shocking is just how many tasks ChatGPT is already capable of managing for you. While the naysayers may still look down their noses at the potential of AI assistants, I’ve been using it to handle all kinds of menial tasks for me. Here are my favorite examples.

    Further reading: This tiny ChatGPT feature helps me tackle my days more productively

    Write your emails for you
    Dave Parrack / Foundry
    We’ve all been faced with the tricky task of writing an email—whether personal or professional—but not knowing quite how to word it. ChatGPT can do the heavy lifting for you, penning theperfect email based on whatever information you feed it.
    Let’s assume the email you need to write is of a professional nature, and wording it poorly could negatively affect your career. By directing ChatGPT to write the email with a particular structure, content, and tone of voice, you can give yourself a huge head start.
    A winning tip for this is to never accept ChatGPT’s first attempt. Always read through it and look for areas of improvement, then request tweaks to ensure you get the best possible email. You canalso rewrite the email in your own voice. Learn more about how ChatGPT coached my colleague to write better emails.

    Generate itineraries and schedules
    Dave Parrack / Foundry
    If you’re going on a trip but you’re the type of person who hates planning trips, then you should utilize ChatGPT’s ability to generate trip itineraries. The results can be customized to the nth degree depending on how much detail and instruction you’re willing to provide.
    As someone who likes to get away at least once a year but also wants to make the most of every trip, leaning on ChatGPT for an itinerary is essential for me. I’ll provide the location and the kinds of things I want to see and do, then let it handle the rest. Instead of spending days researching everything myself, ChatGPT does 80 percent of it for me.
    As with all of these tasks, you don’t need to accept ChatGPT’s first effort. Use different prompts to force the AI chatbot to shape the itinerary closer to what you want. You’d be surprised at how many cool ideas you’ll encounter this way—simply nix the ones you don’t like.

    Break down difficult concepts
    Dave Parrack / Foundry
    One of the best tasks to assign to ChatGPT is the explanation of difficult concepts. Ask ChatGPT to explain any concept you can think of and it will deliver more often than not. You can tailor the level of explanation you need, and even have it include visual elements.
    Let’s say, for example, that a higher-up at work regularly lectures everyone about the importance of networking. But maybe they never go into detail about what they mean, just constantly pushing the why without explaining the what. Well, just ask ChatGPT to explain networking!
    Okay, most of us know what “networking” is and the concept isn’t very hard to grasp. But you can do this with anything. Ask ChatGPT to explain augmented reality, multi-threaded processing, blockchain, large language models, what have you. It will provide you with a clear and simple breakdown, maybe even with analogies and images.

    Analyze and make tough decisions
    Dave Parrack / Foundry
    We all face tough decisions every so often. The next time you find yourself wrestling with a particularly tough one—and you just can’t decide one way or the other—try asking ChatGPT for guidance and advice.
    It may sound strange to trust any kind of decision to artificial intelligence, let alone an important one that has you stumped, but doing so actually makes a lot of sense. While human judgment can be clouded by emotions, AI can set that aside and prioritize logic.
    It should go without saying: you don’t have to accept ChatGPT’s answers. Use the AI to weigh the pros and cons, to help you understand what’s most important to you, and to suggest a direction. Who knows? If you find yourself not liking the answer given, that in itself might clarify what you actually want—and the right answer for you. This is the kind of stuff ChatGPT can do to improve your life.

    Plan complex projects and strategies
    Dave Parrack / Foundry
    Most jobs come with some level of project planning and management. Even I, as a freelance writer, need to plan tasks to get projects completed on time. And that’s where ChatGPT can prove invaluable, breaking projects up into smaller, more manageable parts.
    ChatGPT needs to know the nature of the project, the end goal, any constraints you may have, and what you have done so far. With that information, it can then break the project up with a step-by-step plan, and break it down further into phases.
    If ChatGPT doesn’t initially split your project up in a way that suits you, try again. Change up the prompts and make the AI chatbot tune in to exactly what you’re looking for. It takes a bit of back and forth, but it can shorten your planning time from hours to mere minutes.

    Compile research notes
    Dave Parrack / Foundry
    If you need to research a given topic of interest, ChatGPT can save you the hassle of compiling that research. For example, ahead of a trip to Croatia, I wanted to know more about the Croatian War of Independence, so I asked ChatGPT to provide me with a brief summary of the conflict with bullet points to help me understand how it happened.
    After absorbing all that information, I asked ChatGPT to add a timeline of the major events, further helping me to understand how the conflict played out. ChatGPT then offered to provide me with battle maps and/or summaries, plus profiles of the main players.
    You can go even deeper with ChatGPT’s Deep Research feature, which is now available to free users, up to 5 Deep Research tasks per month. With Deep Research, ChatGPT conducts multi-step research to generate comprehensive reportsbased on large amounts of information across the internet. A Deep Research task can take up to 30 minutes to complete, but it’ll save you hours or even days.

    Summarize articles, meetings, and more
    Dave Parrack / Foundry
    There are only so many hours in the day, yet so many new articles published on the web day in and day out. When you come across extra-long reads, it can be helpful to run them through ChatGPT for a quick summary. Then, if the summary is lacking in any way, you can go back and plow through the article proper.
    As an example, I ran one of my own PCWorld articlesthrough ChatGPT, which provided a brief summary of my points and broke down the best X alternative based on my reasons given. Interestingly, it also pulled elements from other articles.If you don’t want that, you can tell ChatGPT to limit its summary to the contents of the link.
    This is a great trick to use for other long-form, text-heavy content that you just don’t have the time to crunch through. Think transcripts for interviews, lectures, videos, and Zoom meetings. The only caveat is to never share private details with ChatGPT, like company-specific data that’s protected by NDAs and the like.

    Create Q&A flashcards for learning
    Dave Parrack / Foundry
    Flashcards can be extremely useful for drilling a lot of information into your brain, such as when studying for an exam, onboarding in a new role, prepping for an interview, etc. And with ChatGPT, you no longer have to painstakingly create those flashcards yourself. All you have to do is tell the AI the details of what you’re studying.
    You can specify the format, as well as various other elements. You can also choose to keep things broad or target specific sub-topics or concepts you want to focus on. You can even upload your own notes for ChatGPT to reference. You can also use Google’s NotebookLM app in a similar way.

    Provide interview practice
    Dave Parrack / Foundry
    Whether you’re a first-time jobseeker or have plenty of experience under your belt, it’s always a good idea to practice for your interviews when making career moves. Years ago, you might’ve had to ask a friend or family member to act as your mock interviewer. These days, ChatGPT can do it for you—and do it more effectively.
    Inform ChatGPT of the job title, industry, and level of position you’re interviewing for, what kind of interview it’ll be, and anything else you want it to take into consideration. ChatGPT will then conduct a mock interview with you, providing feedback along the way.
    When I tried this out myself, I was shocked by how capable ChatGPT can be at pretending to be a human in this context. And the feedback it provides for each answer you give is invaluable for knocking off your rough edges and improving your chances of success when you’re interviewed by a real hiring manager.
    Further reading: Non-gimmicky AI apps I actually use every day
    #menial #tasks #chatgpt #can #handle
    9 menial tasks ChatGPT can handle in seconds, saving you hours
    ChatGPT is rapidly changing the world. The process is already happening, and it’s only going to accelerate as the technology improves, as more people gain access to it, and as more learn how to use it. What’s shocking is just how many tasks ChatGPT is already capable of managing for you. While the naysayers may still look down their noses at the potential of AI assistants, I’ve been using it to handle all kinds of menial tasks for me. Here are my favorite examples. Further reading: This tiny ChatGPT feature helps me tackle my days more productively Write your emails for you Dave Parrack / Foundry We’ve all been faced with the tricky task of writing an email—whether personal or professional—but not knowing quite how to word it. ChatGPT can do the heavy lifting for you, penning theperfect email based on whatever information you feed it. Let’s assume the email you need to write is of a professional nature, and wording it poorly could negatively affect your career. By directing ChatGPT to write the email with a particular structure, content, and tone of voice, you can give yourself a huge head start. A winning tip for this is to never accept ChatGPT’s first attempt. Always read through it and look for areas of improvement, then request tweaks to ensure you get the best possible email. You canalso rewrite the email in your own voice. Learn more about how ChatGPT coached my colleague to write better emails. Generate itineraries and schedules Dave Parrack / Foundry If you’re going on a trip but you’re the type of person who hates planning trips, then you should utilize ChatGPT’s ability to generate trip itineraries. The results can be customized to the nth degree depending on how much detail and instruction you’re willing to provide. As someone who likes to get away at least once a year but also wants to make the most of every trip, leaning on ChatGPT for an itinerary is essential for me. I’ll provide the location and the kinds of things I want to see and do, then let it handle the rest. Instead of spending days researching everything myself, ChatGPT does 80 percent of it for me. As with all of these tasks, you don’t need to accept ChatGPT’s first effort. Use different prompts to force the AI chatbot to shape the itinerary closer to what you want. You’d be surprised at how many cool ideas you’ll encounter this way—simply nix the ones you don’t like. Break down difficult concepts Dave Parrack / Foundry One of the best tasks to assign to ChatGPT is the explanation of difficult concepts. Ask ChatGPT to explain any concept you can think of and it will deliver more often than not. You can tailor the level of explanation you need, and even have it include visual elements. Let’s say, for example, that a higher-up at work regularly lectures everyone about the importance of networking. But maybe they never go into detail about what they mean, just constantly pushing the why without explaining the what. Well, just ask ChatGPT to explain networking! Okay, most of us know what “networking” is and the concept isn’t very hard to grasp. But you can do this with anything. Ask ChatGPT to explain augmented reality, multi-threaded processing, blockchain, large language models, what have you. It will provide you with a clear and simple breakdown, maybe even with analogies and images. Analyze and make tough decisions Dave Parrack / Foundry We all face tough decisions every so often. The next time you find yourself wrestling with a particularly tough one—and you just can’t decide one way or the other—try asking ChatGPT for guidance and advice. It may sound strange to trust any kind of decision to artificial intelligence, let alone an important one that has you stumped, but doing so actually makes a lot of sense. While human judgment can be clouded by emotions, AI can set that aside and prioritize logic. It should go without saying: you don’t have to accept ChatGPT’s answers. Use the AI to weigh the pros and cons, to help you understand what’s most important to you, and to suggest a direction. Who knows? If you find yourself not liking the answer given, that in itself might clarify what you actually want—and the right answer for you. This is the kind of stuff ChatGPT can do to improve your life. Plan complex projects and strategies Dave Parrack / Foundry Most jobs come with some level of project planning and management. Even I, as a freelance writer, need to plan tasks to get projects completed on time. And that’s where ChatGPT can prove invaluable, breaking projects up into smaller, more manageable parts. ChatGPT needs to know the nature of the project, the end goal, any constraints you may have, and what you have done so far. With that information, it can then break the project up with a step-by-step plan, and break it down further into phases. If ChatGPT doesn’t initially split your project up in a way that suits you, try again. Change up the prompts and make the AI chatbot tune in to exactly what you’re looking for. It takes a bit of back and forth, but it can shorten your planning time from hours to mere minutes. Compile research notes Dave Parrack / Foundry If you need to research a given topic of interest, ChatGPT can save you the hassle of compiling that research. For example, ahead of a trip to Croatia, I wanted to know more about the Croatian War of Independence, so I asked ChatGPT to provide me with a brief summary of the conflict with bullet points to help me understand how it happened. After absorbing all that information, I asked ChatGPT to add a timeline of the major events, further helping me to understand how the conflict played out. ChatGPT then offered to provide me with battle maps and/or summaries, plus profiles of the main players. You can go even deeper with ChatGPT’s Deep Research feature, which is now available to free users, up to 5 Deep Research tasks per month. With Deep Research, ChatGPT conducts multi-step research to generate comprehensive reportsbased on large amounts of information across the internet. A Deep Research task can take up to 30 minutes to complete, but it’ll save you hours or even days. Summarize articles, meetings, and more Dave Parrack / Foundry There are only so many hours in the day, yet so many new articles published on the web day in and day out. When you come across extra-long reads, it can be helpful to run them through ChatGPT for a quick summary. Then, if the summary is lacking in any way, you can go back and plow through the article proper. As an example, I ran one of my own PCWorld articlesthrough ChatGPT, which provided a brief summary of my points and broke down the best X alternative based on my reasons given. Interestingly, it also pulled elements from other articles.If you don’t want that, you can tell ChatGPT to limit its summary to the contents of the link. This is a great trick to use for other long-form, text-heavy content that you just don’t have the time to crunch through. Think transcripts for interviews, lectures, videos, and Zoom meetings. The only caveat is to never share private details with ChatGPT, like company-specific data that’s protected by NDAs and the like. Create Q&A flashcards for learning Dave Parrack / Foundry Flashcards can be extremely useful for drilling a lot of information into your brain, such as when studying for an exam, onboarding in a new role, prepping for an interview, etc. And with ChatGPT, you no longer have to painstakingly create those flashcards yourself. All you have to do is tell the AI the details of what you’re studying. You can specify the format, as well as various other elements. You can also choose to keep things broad or target specific sub-topics or concepts you want to focus on. You can even upload your own notes for ChatGPT to reference. You can also use Google’s NotebookLM app in a similar way. Provide interview practice Dave Parrack / Foundry Whether you’re a first-time jobseeker or have plenty of experience under your belt, it’s always a good idea to practice for your interviews when making career moves. Years ago, you might’ve had to ask a friend or family member to act as your mock interviewer. These days, ChatGPT can do it for you—and do it more effectively. Inform ChatGPT of the job title, industry, and level of position you’re interviewing for, what kind of interview it’ll be, and anything else you want it to take into consideration. ChatGPT will then conduct a mock interview with you, providing feedback along the way. When I tried this out myself, I was shocked by how capable ChatGPT can be at pretending to be a human in this context. And the feedback it provides for each answer you give is invaluable for knocking off your rough edges and improving your chances of success when you’re interviewed by a real hiring manager. Further reading: Non-gimmicky AI apps I actually use every day #menial #tasks #chatgpt #can #handle
    WWW.PCWORLD.COM
    9 menial tasks ChatGPT can handle in seconds, saving you hours
    ChatGPT is rapidly changing the world. The process is already happening, and it’s only going to accelerate as the technology improves, as more people gain access to it, and as more learn how to use it. What’s shocking is just how many tasks ChatGPT is already capable of managing for you. While the naysayers may still look down their noses at the potential of AI assistants, I’ve been using it to handle all kinds of menial tasks for me. Here are my favorite examples. Further reading: This tiny ChatGPT feature helps me tackle my days more productively Write your emails for you Dave Parrack / Foundry We’ve all been faced with the tricky task of writing an email—whether personal or professional—but not knowing quite how to word it. ChatGPT can do the heavy lifting for you, penning the (hopefully) perfect email based on whatever information you feed it. Let’s assume the email you need to write is of a professional nature, and wording it poorly could negatively affect your career. By directing ChatGPT to write the email with a particular structure, content, and tone of voice, you can give yourself a huge head start. A winning tip for this is to never accept ChatGPT’s first attempt. Always read through it and look for areas of improvement, then request tweaks to ensure you get the best possible email. You can (and should) also rewrite the email in your own voice. Learn more about how ChatGPT coached my colleague to write better emails. Generate itineraries and schedules Dave Parrack / Foundry If you’re going on a trip but you’re the type of person who hates planning trips, then you should utilize ChatGPT’s ability to generate trip itineraries. The results can be customized to the nth degree depending on how much detail and instruction you’re willing to provide. As someone who likes to get away at least once a year but also wants to make the most of every trip, leaning on ChatGPT for an itinerary is essential for me. I’ll provide the location and the kinds of things I want to see and do, then let it handle the rest. Instead of spending days researching everything myself, ChatGPT does 80 percent of it for me. As with all of these tasks, you don’t need to accept ChatGPT’s first effort. Use different prompts to force the AI chatbot to shape the itinerary closer to what you want. You’d be surprised at how many cool ideas you’ll encounter this way—simply nix the ones you don’t like. Break down difficult concepts Dave Parrack / Foundry One of the best tasks to assign to ChatGPT is the explanation of difficult concepts. Ask ChatGPT to explain any concept you can think of and it will deliver more often than not. You can tailor the level of explanation you need, and even have it include visual elements. Let’s say, for example, that a higher-up at work regularly lectures everyone about the importance of networking. But maybe they never go into detail about what they mean, just constantly pushing the why without explaining the what. Well, just ask ChatGPT to explain networking! Okay, most of us know what “networking” is and the concept isn’t very hard to grasp. But you can do this with anything. Ask ChatGPT to explain augmented reality, multi-threaded processing, blockchain, large language models, what have you. It will provide you with a clear and simple breakdown, maybe even with analogies and images. Analyze and make tough decisions Dave Parrack / Foundry We all face tough decisions every so often. The next time you find yourself wrestling with a particularly tough one—and you just can’t decide one way or the other—try asking ChatGPT for guidance and advice. It may sound strange to trust any kind of decision to artificial intelligence, let alone an important one that has you stumped, but doing so actually makes a lot of sense. While human judgment can be clouded by emotions, AI can set that aside and prioritize logic. It should go without saying: you don’t have to accept ChatGPT’s answers. Use the AI to weigh the pros and cons, to help you understand what’s most important to you, and to suggest a direction. Who knows? If you find yourself not liking the answer given, that in itself might clarify what you actually want—and the right answer for you. This is the kind of stuff ChatGPT can do to improve your life. Plan complex projects and strategies Dave Parrack / Foundry Most jobs come with some level of project planning and management. Even I, as a freelance writer, need to plan tasks to get projects completed on time. And that’s where ChatGPT can prove invaluable, breaking projects up into smaller, more manageable parts. ChatGPT needs to know the nature of the project, the end goal, any constraints you may have, and what you have done so far. With that information, it can then break the project up with a step-by-step plan, and break it down further into phases (if required). If ChatGPT doesn’t initially split your project up in a way that suits you, try again. Change up the prompts and make the AI chatbot tune in to exactly what you’re looking for. It takes a bit of back and forth, but it can shorten your planning time from hours to mere minutes. Compile research notes Dave Parrack / Foundry If you need to research a given topic of interest, ChatGPT can save you the hassle of compiling that research. For example, ahead of a trip to Croatia, I wanted to know more about the Croatian War of Independence, so I asked ChatGPT to provide me with a brief summary of the conflict with bullet points to help me understand how it happened. After absorbing all that information, I asked ChatGPT to add a timeline of the major events, further helping me to understand how the conflict played out. ChatGPT then offered to provide me with battle maps and/or summaries, plus profiles of the main players. You can go even deeper with ChatGPT’s Deep Research feature, which is now available to free users, up to 5 Deep Research tasks per month. With Deep Research, ChatGPT conducts multi-step research to generate comprehensive reports (with citations!) based on large amounts of information across the internet. A Deep Research task can take up to 30 minutes to complete, but it’ll save you hours or even days. Summarize articles, meetings, and more Dave Parrack / Foundry There are only so many hours in the day, yet so many new articles published on the web day in and day out. When you come across extra-long reads, it can be helpful to run them through ChatGPT for a quick summary. Then, if the summary is lacking in any way, you can go back and plow through the article proper. As an example, I ran one of my own PCWorld articles (where I compared Bluesky and Threads as alternatives to X) through ChatGPT, which provided a brief summary of my points and broke down the best X alternative based on my reasons given. Interestingly, it also pulled elements from other articles. (Hmph.) If you don’t want that, you can tell ChatGPT to limit its summary to the contents of the link. This is a great trick to use for other long-form, text-heavy content that you just don’t have the time to crunch through. Think transcripts for interviews, lectures, videos, and Zoom meetings. The only caveat is to never share private details with ChatGPT, like company-specific data that’s protected by NDAs and the like. Create Q&A flashcards for learning Dave Parrack / Foundry Flashcards can be extremely useful for drilling a lot of information into your brain, such as when studying for an exam, onboarding in a new role, prepping for an interview, etc. And with ChatGPT, you no longer have to painstakingly create those flashcards yourself. All you have to do is tell the AI the details of what you’re studying. You can specify the format (such as Q&A or multiple choice), as well as various other elements. You can also choose to keep things broad or target specific sub-topics or concepts you want to focus on. You can even upload your own notes for ChatGPT to reference. You can also use Google’s NotebookLM app in a similar way. Provide interview practice Dave Parrack / Foundry Whether you’re a first-time jobseeker or have plenty of experience under your belt, it’s always a good idea to practice for your interviews when making career moves. Years ago, you might’ve had to ask a friend or family member to act as your mock interviewer. These days, ChatGPT can do it for you—and do it more effectively. Inform ChatGPT of the job title, industry, and level of position you’re interviewing for, what kind of interview it’ll be (e.g., screener, technical assessment, group/panel, one-on-one with CEO), and anything else you want it to take into consideration. ChatGPT will then conduct a mock interview with you, providing feedback along the way. When I tried this out myself, I was shocked by how capable ChatGPT can be at pretending to be a human in this context. And the feedback it provides for each answer you give is invaluable for knocking off your rough edges and improving your chances of success when you’re interviewed by a real hiring manager. Further reading: Non-gimmicky AI apps I actually use every day
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  • The 17 Best Barstools and Counter Stools

    Bar stools aren't intended for hours of lounging. What they are intended for, however, is constant use. Because what’s a bar if not a counter by another name? And a counter, in many cases, is also a breakfast table, the after-school snack buffet, the take-out and basketball-watching hub, and, eventually, the cocktail bar, come hosting hour. For each activity, the same seat does its duty. Unlike dining room chairs, bar stools suffer thoughtlessness: We yank them out, half asleep in the morning. We hike our feet up their pegs, lost in a TV show's plot. When friends come over, we lean forward, animatedly. All the while unwittingly testing each little joint and bolt beneath us. That’s why shopping for them requires a good deal of thought. So, we went ahead and did a lot of that thinking for you. Below, you’ll find some of ELLE Decor's favorite stools, from the design-forward to the budget-conscious. You'll also find a little about what went into our choices. The ClassicCarter Counter Stoolat Serena and LilyThere's a lot to be said for a classic. With this elevated chair-like stool, you can rest against the back and bring your feet up to its pegs. Also, it comes in six colorways.Dimensions37"H x 18.25" W x 21" DFeaturesSolid beech, painted finish. No assembly required. Holds up to 275 lbsThe Vacationer Avalon Rattan Swivel Bar Stoolat Serena and Lily If there's a material evocative of vacation, it's rattan. This version also has a swivel seat and basket-weave back. But, you'll have to appreciate the natural wear on a material—it's part of the appeal. Dimensions38.5"H x 20.5"W x 22"DFeaturesMade with hand-wrapped rattan, holds up to 300 lbsAdvertisement - Continue Reading BelowLaurel Foundry Modern Farmhouse® Baggett Solid Wood Windsor Back StoolNow 15% Offat WayfairIf you like the look of light wood but at an affordable pricepoint, this option from Wayfair is totally serviceable. And, it comes in three classic colorways. Dimensions14.8'' W X 14.2'' D; back is 12.5'' HFeaturesWood frame, some assembly required; holds up to 300 lbsMartha Stewart Martha Stewart Playa Handcrafted Rattan Counter StoolNow 36% Offat WayfairTDimensions35'' H x 23'' W x 22.5'' DFeaturessolid wood; some assembly required. Holds up to 300 lbsAdvertisement - Continue Reading BelowElegant designVanity Counter Stoolat nickeykehoe.comAnd what if you want the back, the cushioned seat, and a considered, elevated design? Time to check on Nickey Kehoe. Says our own Interiors Director, Bebe Howorth: “I love a stool with a little bit of back support, but doesn’t impose on the space like a chair.” Dimensions33.25" H x 18" W x 19.5" DFeaturesNatural oak; Susan Deliss, constanza in denimBarely-there backrestSede Counter Stool at ArticleA short back, a cushioned seat, and an elegant, tapered leg, this stool has a lovely silhouette at a low price point. Available in three colorways and the option of a leatherseat. Dimensions31"H x 16"W x 17"DFeaturesSolid and veneered wood, holds up to 300 lbsAdvertisement - Continue Reading BelowWayne Swivel Bar & Counter Stoolsat West ElmThere's no denying the appeal of the swivel. And if you foresee your bar stools serving a primarily social function, you'll want to seek that out. As Dorothy Scarborough, Editorial Assistant at ELLE Decor and Town & Country says: "Bar stools, by their very design, are tricky. When you're a few martinis in, it's fun to swing your legs and turn in circles, but when you're trying to enjoy a bowl of cereal, bar stools make for a less than ideal experience. This West Elm design has a higher back and arms, and at only 26 inches off the ground, doesn't make you feel like you're sitting on a tower. It's almost like a real chair, but it has all the jazzy chicness of a barstool."Adam Stoolat framacph.comOf course, not all stools need to be tall chairs. The perch-type stool can serve its function expertly, even with a minimal design, like this one from Frama. Dimension30" H x 17" W x 10" DFeaturesPowder coated frame, oiled seat; steel frame, oak seatAdvertisement - Continue Reading BelowErgonomic PerchWayland stool at oandgstudio.comPrepare for a comfortable perch with this statuesque stool from O&G Studio. Says ELLE Decor's Market Director, Benjamin Reynaert: "I personally sit-tested the Wayland Stool, and let me tell you—the carved solid wood seat isn’t just a design detail, it’s a comfort revelation, perfectly pairing form with the casual functionality of its bamboo-inspired turnings and classic box stretcher base, all available in a palette of 19 hand-applied stained finishes that highlight the American craftsmanship of O&G Studio."Dimensions25" H x 21.25" W x 18" DFeaturesMade with ash and maple wood, stained; "stylized bamboo turnings of the Wayland Family."Industrial chicSteel Stoolat ZARA HomeFrom Zara Home comes this sharp number. Not as tall as some, and, clearly, not intended for hours of sitting, this steel stool brings a chic taste of the industrial to any room. Dimensions17" H x 11" W x 11" DAdvertisement - Continue Reading BelowWinsome Winsome Satori Stoolat AmazonWith a curved wooden seat and a classic, ladder-leg construction, this Winsome Satori stool is chic, simple, and affordable. Bonus: It's available in multiple heights.Dimensions16" H x 18" W x 29" DFeaturesSolid beech wood with a walnut finishLancaster Stool at webstaurantstore.comIndustrial but make it comfortable: The Lancaster stool comes in multiple colors and heights. Plus: the cushion is removable, making these stools stackable for easy storage. Dimensions24" H x 16 " D x 16" WFeaturesFrame is coated steel, and the cushion is corrosion-resistant powder coated vinyl. Holds up to 400 lbsAdvertisement - Continue Reading BelowCurvy and Cushy Lulu and Georgia Ashford Bar Stoolat Lulu and GeorgiaThis curvy stool from Lulu and Georgia comes with the brusque silhouette of its industrial cousins tempered by the soft edges, arched lines, and plush seat of a comfortable chair.Dimensions30" H x 18.25" W x 18.25" DFeaturesAsh wood frame, foam cushion; hand-crafted and made from sustainable materialsThe Heavy-Lifting VacationerAlastair Bar & Counter StoolNow 37% Offat Joss & MainA return to the vacation rattan, this classic, backless stool comes with all the attitude of a beach cabana at a reasonable price. Offered in multiple colors and heights for beach-adjacent rooms of all sorts. Surprisingly, perhaps, this stool claims to hold up to 500 lbs, making it the heaviest lifter of them all. Dimensinos24'' H X 16'' W X 16'' DFeaturesMade from rattan and plastic, it can hold up to 500 lbsAdvertisement - Continue Reading BelowInnovative eleganceMoon Stoolat sunatsix.comIt's all about the considered design on these moon stools. But, made from solid white oak treated with tenna oil, they're also stain resistant and built for use. Dimensions30” H x 19.5” W x 16”DFeatureshand-made from white oak using traditional joinery; three finishes availableHigh-quality classic Range Stoolat assemblyline.coThese classic stools are solid wood, handmade, and all about the understated beauty of quality. Which also means you'll need to order these well in advance of your first soiree, as they take roughly 12 to 14 weeks to make. Dimensions25” H x 13” L x 13” WFeaturesMade from white oak; multiple finishes available.Advertisement - Continue Reading BelowMainstays Natural wood stoolat WalmartYes, Walmart makes a totally serviceable, classic wooden bar stool. Sold in packs of two, and available in multiple heights, they get the job done. Dimensions13.50" H x 29.00" D x 13.50" WFeaturesMade from woodFrequently Asked QuestionsWhat makes a bar stool comfortable? Let's be honest: Most stools are not built for comfort. Especially the perch variety, as we're calling it—stools with just a flat shelf or round disk to sit on—are functional. If comfort is high on the must-have list, look for a perch with a slightly concave seat, engineered for the shape of a human body. Or skip the perch and go for stools with backrests and cushions. Here's a rule of thumb: the thicker the cushion, the higher the back, the longer you'll want to sit. Ideally, however, you'll find a showroom to test out any piece you're looking to invest in. How do you clean a stool? Most of the stools we've listed have specific instructions for cleaning, but non-abrasive cleaners are always recommended. And, most if not all of the stools we've chosen are intended for indoor use only. Even indoors, however, keeping your stools out of direct sunlight will help preserve the finish. Advertisement - Continue Reading BelowWhy Trust Us?For more than three decades, ELLE DECOR has covered stylemakers, trendsetting interiors, and must-have home furnishings. With a focus on the latest design trends and ideas about how to incorporate them into improving your own space, we’re your go-to resource for elevating and beautifying your home. Our team of editors and interior design pros research and review every new article we publish to ensure you have the most up-to-date, expert-approved information.
    #best #barstools #counter #stools
    The 17 Best Barstools and Counter Stools
    Bar stools aren't intended for hours of lounging. What they are intended for, however, is constant use. Because what’s a bar if not a counter by another name? And a counter, in many cases, is also a breakfast table, the after-school snack buffet, the take-out and basketball-watching hub, and, eventually, the cocktail bar, come hosting hour. For each activity, the same seat does its duty. Unlike dining room chairs, bar stools suffer thoughtlessness: We yank them out, half asleep in the morning. We hike our feet up their pegs, lost in a TV show's plot. When friends come over, we lean forward, animatedly. All the while unwittingly testing each little joint and bolt beneath us. That’s why shopping for them requires a good deal of thought. So, we went ahead and did a lot of that thinking for you. Below, you’ll find some of ELLE Decor's favorite stools, from the design-forward to the budget-conscious. You'll also find a little about what went into our choices. The ClassicCarter Counter Stoolat Serena and LilyThere's a lot to be said for a classic. With this elevated chair-like stool, you can rest against the back and bring your feet up to its pegs. Also, it comes in six colorways.Dimensions37"H x 18.25" W x 21" DFeaturesSolid beech, painted finish. No assembly required. Holds up to 275 lbsThe Vacationer Avalon Rattan Swivel Bar Stoolat Serena and Lily If there's a material evocative of vacation, it's rattan. This version also has a swivel seat and basket-weave back. But, you'll have to appreciate the natural wear on a material—it's part of the appeal. Dimensions38.5"H x 20.5"W x 22"DFeaturesMade with hand-wrapped rattan, holds up to 300 lbsAdvertisement - Continue Reading BelowLaurel Foundry Modern Farmhouse® Baggett Solid Wood Windsor Back StoolNow 15% Offat WayfairIf you like the look of light wood but at an affordable pricepoint, this option from Wayfair is totally serviceable. And, it comes in three classic colorways. Dimensions14.8'' W X 14.2'' D; back is 12.5'' HFeaturesWood frame, some assembly required; holds up to 300 lbsMartha Stewart Martha Stewart Playa Handcrafted Rattan Counter StoolNow 36% Offat WayfairTDimensions35'' H x 23'' W x 22.5'' DFeaturessolid wood; some assembly required. Holds up to 300 lbsAdvertisement - Continue Reading BelowElegant designVanity Counter Stoolat nickeykehoe.comAnd what if you want the back, the cushioned seat, and a considered, elevated design? Time to check on Nickey Kehoe. Says our own Interiors Director, Bebe Howorth: “I love a stool with a little bit of back support, but doesn’t impose on the space like a chair.” Dimensions33.25" H x 18" W x 19.5" DFeaturesNatural oak; Susan Deliss, constanza in denimBarely-there backrestSede Counter Stool at ArticleA short back, a cushioned seat, and an elegant, tapered leg, this stool has a lovely silhouette at a low price point. Available in three colorways and the option of a leatherseat. Dimensions31"H x 16"W x 17"DFeaturesSolid and veneered wood, holds up to 300 lbsAdvertisement - Continue Reading BelowWayne Swivel Bar & Counter Stoolsat West ElmThere's no denying the appeal of the swivel. And if you foresee your bar stools serving a primarily social function, you'll want to seek that out. As Dorothy Scarborough, Editorial Assistant at ELLE Decor and Town & Country says: "Bar stools, by their very design, are tricky. When you're a few martinis in, it's fun to swing your legs and turn in circles, but when you're trying to enjoy a bowl of cereal, bar stools make for a less than ideal experience. This West Elm design has a higher back and arms, and at only 26 inches off the ground, doesn't make you feel like you're sitting on a tower. It's almost like a real chair, but it has all the jazzy chicness of a barstool."Adam Stoolat framacph.comOf course, not all stools need to be tall chairs. The perch-type stool can serve its function expertly, even with a minimal design, like this one from Frama. Dimension30" H x 17" W x 10" DFeaturesPowder coated frame, oiled seat; steel frame, oak seatAdvertisement - Continue Reading BelowErgonomic PerchWayland stool at oandgstudio.comPrepare for a comfortable perch with this statuesque stool from O&G Studio. Says ELLE Decor's Market Director, Benjamin Reynaert: "I personally sit-tested the Wayland Stool, and let me tell you—the carved solid wood seat isn’t just a design detail, it’s a comfort revelation, perfectly pairing form with the casual functionality of its bamboo-inspired turnings and classic box stretcher base, all available in a palette of 19 hand-applied stained finishes that highlight the American craftsmanship of O&G Studio."Dimensions25" H x 21.25" W x 18" DFeaturesMade with ash and maple wood, stained; "stylized bamboo turnings of the Wayland Family."Industrial chicSteel Stoolat ZARA HomeFrom Zara Home comes this sharp number. Not as tall as some, and, clearly, not intended for hours of sitting, this steel stool brings a chic taste of the industrial to any room. Dimensions17" H x 11" W x 11" DAdvertisement - Continue Reading BelowWinsome Winsome Satori Stoolat AmazonWith a curved wooden seat and a classic, ladder-leg construction, this Winsome Satori stool is chic, simple, and affordable. Bonus: It's available in multiple heights.Dimensions16" H x 18" W x 29" DFeaturesSolid beech wood with a walnut finishLancaster Stool at webstaurantstore.comIndustrial but make it comfortable: The Lancaster stool comes in multiple colors and heights. Plus: the cushion is removable, making these stools stackable for easy storage. Dimensions24" H x 16 " D x 16" WFeaturesFrame is coated steel, and the cushion is corrosion-resistant powder coated vinyl. Holds up to 400 lbsAdvertisement - Continue Reading BelowCurvy and Cushy Lulu and Georgia Ashford Bar Stoolat Lulu and GeorgiaThis curvy stool from Lulu and Georgia comes with the brusque silhouette of its industrial cousins tempered by the soft edges, arched lines, and plush seat of a comfortable chair.Dimensions30" H x 18.25" W x 18.25" DFeaturesAsh wood frame, foam cushion; hand-crafted and made from sustainable materialsThe Heavy-Lifting VacationerAlastair Bar & Counter StoolNow 37% Offat Joss & MainA return to the vacation rattan, this classic, backless stool comes with all the attitude of a beach cabana at a reasonable price. Offered in multiple colors and heights for beach-adjacent rooms of all sorts. Surprisingly, perhaps, this stool claims to hold up to 500 lbs, making it the heaviest lifter of them all. Dimensinos24'' H X 16'' W X 16'' DFeaturesMade from rattan and plastic, it can hold up to 500 lbsAdvertisement - Continue Reading BelowInnovative eleganceMoon Stoolat sunatsix.comIt's all about the considered design on these moon stools. But, made from solid white oak treated with tenna oil, they're also stain resistant and built for use. Dimensions30” H x 19.5” W x 16”DFeatureshand-made from white oak using traditional joinery; three finishes availableHigh-quality classic Range Stoolat assemblyline.coThese classic stools are solid wood, handmade, and all about the understated beauty of quality. Which also means you'll need to order these well in advance of your first soiree, as they take roughly 12 to 14 weeks to make. Dimensions25” H x 13” L x 13” WFeaturesMade from white oak; multiple finishes available.Advertisement - Continue Reading BelowMainstays Natural wood stoolat WalmartYes, Walmart makes a totally serviceable, classic wooden bar stool. Sold in packs of two, and available in multiple heights, they get the job done. Dimensions13.50" H x 29.00" D x 13.50" WFeaturesMade from woodFrequently Asked QuestionsWhat makes a bar stool comfortable? Let's be honest: Most stools are not built for comfort. Especially the perch variety, as we're calling it—stools with just a flat shelf or round disk to sit on—are functional. If comfort is high on the must-have list, look for a perch with a slightly concave seat, engineered for the shape of a human body. Or skip the perch and go for stools with backrests and cushions. Here's a rule of thumb: the thicker the cushion, the higher the back, the longer you'll want to sit. Ideally, however, you'll find a showroom to test out any piece you're looking to invest in. How do you clean a stool? Most of the stools we've listed have specific instructions for cleaning, but non-abrasive cleaners are always recommended. And, most if not all of the stools we've chosen are intended for indoor use only. Even indoors, however, keeping your stools out of direct sunlight will help preserve the finish. Advertisement - Continue Reading BelowWhy Trust Us?For more than three decades, ELLE DECOR has covered stylemakers, trendsetting interiors, and must-have home furnishings. With a focus on the latest design trends and ideas about how to incorporate them into improving your own space, we’re your go-to resource for elevating and beautifying your home. Our team of editors and interior design pros research and review every new article we publish to ensure you have the most up-to-date, expert-approved information. #best #barstools #counter #stools
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    The 17 Best Barstools and Counter Stools
    Bar stools aren't intended for hours of lounging. What they are intended for, however, is constant use. Because what’s a bar if not a counter by another name? And a counter, in many cases, is also a breakfast table, the after-school snack buffet, the take-out and basketball-watching hub, and, eventually, the cocktail bar, come hosting hour. For each activity, the same seat does its duty. Unlike dining room chairs, bar stools suffer thoughtlessness: We yank them out, half asleep in the morning. We hike our feet up their pegs, lost in a TV show's plot. When friends come over, we lean forward, animatedly. All the while unwittingly testing each little joint and bolt beneath us. That’s why shopping for them requires a good deal of thought. So, we went ahead and did a lot of that thinking for you. Below, you’ll find some of ELLE Decor's favorite stools, from the design-forward to the budget-conscious. You'll also find a little about what went into our choices. The Classic (with a Back) Carter Counter Stool$398 at Serena and LilyThere's a lot to be said for a classic. With this elevated chair-like stool, you can rest against the back and bring your feet up to its pegs. Also, it comes in six colorways.Dimensions37"H x 18.25" W x 21" DFeaturesSolid beech, painted finish. No assembly required. Holds up to 275 lbsThe Vacationer Avalon Rattan Swivel Bar Stool$648 at Serena and Lily If there's a material evocative of vacation, it's rattan. This version also has a swivel seat and basket-weave back. But, you'll have to appreciate the natural wear on a material—it's part of the appeal. Dimensions38.5"H x 20.5"W x 22"DFeaturesMade with hand-wrapped rattan, holds up to 300 lbsAdvertisement - Continue Reading BelowLaurel Foundry Modern Farmhouse® Baggett Solid Wood Windsor Back StoolNow 15% Off$165 $140 at WayfairIf you like the look of light wood but at an affordable pricepoint, this option from Wayfair is totally serviceable. And, it comes in three classic colorways. Dimensions14.8'' W X 14.2'' D; back is 12.5'' HFeaturesWood frame, some assembly required; holds up to 300 lbsMartha Stewart Martha Stewart Playa Handcrafted Rattan Counter StoolNow 36% Off$399 $256 at WayfairTDimensions35'' H x 23'' W x 22.5'' DFeaturessolid wood; some assembly required. Holds up to 300 lbsAdvertisement - Continue Reading BelowElegant designVanity Counter Stool$3,400 at nickeykehoe.comAnd what if you want the back, the cushioned seat, and a considered, elevated design? Time to check on Nickey Kehoe. Says our own Interiors Director, Bebe Howorth: “I love a stool with a little bit of back support, but doesn’t impose on the space like a chair.” Dimensions33.25" H x 18" W x 19.5" DFeaturesNatural oak; Susan Deliss, constanza in denimBarely-there backrestSede Counter Stool $249 at ArticleA short back, a cushioned seat, and an elegant, tapered leg, this stool has a lovely silhouette at a low price point. Available in three colorways and the option of a leather (versus fabric) seat. Dimensions31"H x 16"W x 17"DFeaturesSolid and veneered wood, holds up to 300 lbsAdvertisement - Continue Reading BelowWayne Swivel Bar & Counter Stools$449 at West ElmThere's no denying the appeal of the swivel. And if you foresee your bar stools serving a primarily social function, you'll want to seek that out. As Dorothy Scarborough, Editorial Assistant at ELLE Decor and Town & Country says: "Bar stools, by their very design, are tricky. When you're a few martinis in, it's fun to swing your legs and turn in circles, but when you're trying to enjoy a bowl of cereal, bar stools make for a less than ideal experience. This West Elm design has a higher back and arms, and at only 26 inches off the ground, doesn't make you feel like you're sitting on a tower. It's almost like a real chair, but it has all the jazzy chicness of a barstool."Adam Stool$610 at framacph.comOf course, not all stools need to be tall chairs. The perch-type stool can serve its function expertly, even with a minimal design, like this one from Frama. Dimension30" H x 17" W x 10" DFeaturesPowder coated frame, oiled seat; steel frame, oak seatAdvertisement - Continue Reading BelowErgonomic PerchWayland stool $1,110 at oandgstudio.comPrepare for a comfortable perch with this statuesque stool from O&G Studio. Says ELLE Decor's Market Director, Benjamin Reynaert: "I personally sit-tested the Wayland Stool, and let me tell you—the carved solid wood seat isn’t just a design detail, it’s a comfort revelation, perfectly pairing form with the casual functionality of its bamboo-inspired turnings and classic box stretcher base, all available in a palette of 19 hand-applied stained finishes that highlight the American craftsmanship of O&G Studio."Dimensions25" H x 21.25" W x 18" DFeaturesMade with ash and maple wood, stained; "stylized bamboo turnings of the Wayland Family."Industrial chicSteel Stool$129 at ZARA HomeFrom Zara Home comes this sharp number. Not as tall as some, and, clearly, not intended for hours of sitting, this steel stool brings a chic taste of the industrial to any room. Dimensions17" H x 11" W x 11" DAdvertisement - Continue Reading BelowWinsome Winsome Satori Stool$36 at AmazonWith a curved wooden seat and a classic, ladder-leg construction, this Winsome Satori stool is chic, simple, and affordable. Bonus: It's available in multiple heights.Dimensions16" H x 18" W x 29" DFeaturesSolid beech wood with a walnut finishLancaster Stool $48 at webstaurantstore.comIndustrial but make it comfortable: The Lancaster stool comes in multiple colors and heights. Plus: the cushion is removable, making these stools stackable for easy storage. Dimensions24" H x 16 " D x 16" WFeaturesFrame is coated steel, and the cushion is corrosion-resistant powder coated vinyl. Holds up to 400 lbsAdvertisement - Continue Reading BelowCurvy and Cushy Lulu and Georgia Ashford Bar Stool$598 at Lulu and GeorgiaThis curvy stool from Lulu and Georgia comes with the brusque silhouette of its industrial cousins tempered by the soft edges, arched lines, and plush seat of a comfortable chair.Dimensions30" H x 18.25" W x 18.25" DFeaturesAsh wood frame, foam cushion; hand-crafted and made from sustainable materialsThe Heavy-Lifting VacationerAlastair Bar & Counter StoolNow 37% Off$264 $167 at Joss & MainA return to the vacation rattan, this classic, backless stool comes with all the attitude of a beach cabana at a reasonable price. Offered in multiple colors and heights for beach-adjacent rooms of all sorts. Surprisingly, perhaps, this stool claims to hold up to 500 lbs, making it the heaviest lifter of them all. Dimensinos24'' H X 16'' W X 16'' DFeaturesMade from rattan and plastic, it can hold up to 500 lbsAdvertisement - Continue Reading BelowInnovative eleganceMoon Stool$880 at sunatsix.comIt's all about the considered design on these moon stools. But, made from solid white oak treated with tenna oil, they're also stain resistant and built for use. Dimensions30” H x 19.5” W x 16”DFeatureshand-made from white oak using traditional joinery; three finishes availableHigh-quality classic Range Stool$1,200 at assemblyline.coThese classic stools are solid wood, handmade, and all about the understated beauty of quality. Which also means you'll need to order these well in advance of your first soiree, as they take roughly 12 to 14 weeks to make. Dimensions25” H x 13” L x 13” WFeaturesMade from white oak; multiple finishes available.Advertisement - Continue Reading BelowMainstays Natural wood stool$35 at WalmartYes, Walmart makes a totally serviceable, classic wooden bar stool. Sold in packs of two, and available in multiple heights, they get the job done. Dimensions13.50" H x 29.00" D x 13.50" WFeaturesMade from woodFrequently Asked QuestionsWhat makes a bar stool comfortable? Let's be honest: Most stools are not built for comfort. Especially the perch variety, as we're calling it—stools with just a flat shelf or round disk to sit on—are functional. If comfort is high on the must-have list, look for a perch with a slightly concave seat, engineered for the shape of a human body. Or skip the perch and go for stools with backrests and cushions. Here's a rule of thumb: the thicker the cushion, the higher the back, the longer you'll want to sit. Ideally, however, you'll find a showroom to test out any piece you're looking to invest in. How do you clean a stool? Most of the stools we've listed have specific instructions for cleaning, but non-abrasive cleaners are always recommended. And, most if not all of the stools we've chosen are intended for indoor use only. Even indoors, however, keeping your stools out of direct sunlight will help preserve the finish. Advertisement - Continue Reading BelowWhy Trust Us?For more than three decades, ELLE DECOR has covered stylemakers, trendsetting interiors, and must-have home furnishings. With a focus on the latest design trends and ideas about how to incorporate them into improving your own space, we’re your go-to resource for elevating and beautifying your home. Our team of editors and interior design pros research and review every new article we publish to ensure you have the most up-to-date, expert-approved information.
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  • New F37 typeface launches with “deadpan” posters celebrating Manchester

    Type foundry F37 has launched a new typeface inspired by one of Manchester’s last wooden street signs. And they worked with designer Craig Oldham and copywriter Ellen Ling to bring it to life on a series of billboards celebrating the city’s particular brand of pride.
    F37 Mancunio is based on the typeface on the sign underneath the railway in St Michael’s Place. F37 founder Rick Banks was drawn to the uneven stroke endings on the ‘C’ and the ‘S’ and designer Rodrigo Fuenzalida worked it into a full typeface with nine weights and “a width axis for flexibility.”
    Mancunio is named after the Roman fort that once stood in present-day Castlefield.
    “Rick found the reference ages ago and always wanted to turn it into a font,” says F37’s Keelin Wright. “We wanted to take something from the city, and create a font that represents the history of Manchester, but still feels quite modern as well.”
    The sign in St Michael’s Place that inspired F37’s Mancunio typeface
    Wright explains that although there are a lot grotesque sans serif fonts in the F37 library, the “quirky” letter endings and old-style numerals create “ a more human type of grotesque.”
    When it came to launching the typeface, Wright says they wanted to celebrate its connection to Manchester – where F37 is based – in the right way.
    “We thought because we’ve taken something physical from the city in terms of the sign, we want to give something physical back,” she explains. “We felt that the billboards would give something typographic to the city, especially around springtime, when Manchester is coming out of the gloom.”
    F37’s Mancunio typeface
    Banks and Oldham had worked together on several previous projects and bought in Ling to develop the copy-led campaign.
    She admits it was a daunting brief in some ways, given some high-profile misfires with localised campaigns in Manchester in recent years.
    In 2022, locals ridiculed a Magnum advert which misrepresented one of the city’s more insalubrious squares, while a recent Adidas billboard for Manchester United proclaiming that “Manneh is Red” was equally derided.
    Writing on LinkedIn, designer and United fan Andrew Whitehead said he had never once heard the club referred to as Manneh. “It’s not a nickname. It’s not Manchester United. It’s just… off,” he wrote. “This is what fake authenticity looks like.”
    “There is all this localised stuff that just bombs,” Ling says. “The pressure is on not to do something that feels tired and out of touch.”
    F37’s Mancunio typeface
    The team all felt it was important to steer away from many of the well-worn Manchester motifs, which many people feel have been co-opted by commercial interests looking to exploit the city’s creative soul.
    “When we were putting the brief together, we found pages and pages of reference for things that we didn’t want,” Wright says. “It was much harder to find things that showed what we actually wanted.”
    “A lot of this stuff feels like it was made by outsiders,” Oldham says. “History didn’t start here in the 1980s – there’s a wealth of culture and community spirit.” It was exciting, he says, to avoid cliches around Tony Wilson, the Hacienda stripes, and the city’s bee symbol and try and capture “the stoicism, the acerbic wit and the self-deprecating pride.”
    Some of the posters do take familiar topics – like the city’s famously bad weather or Ian Brown’s quote that Manchester has “Everything but a beach” – but Ling says they worked hard to find “a sting in the tail” and “reclaim” these tropes.
    Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair.
    Other references are extremely local and deliberately perplexing to outsiders, such as the celebration of Boombox Barry, an iconic local personality.
    “He’s part of our everyday experience of being in Manchester,” Ling says. “It was nice to give him his flowers in terms of the joy that he brings, and the enigma that he is.”
    One poster even references the Magnum-advert debacle, celebrating “alfresco tinnies on a piss-soaked Piccadilly G.”
    For the design, they tried several approaches, including using acid colours, but Oldham says he and Banks realised at one point they were “trying too hard.” The stark white text on black background was the perfect way to showcase the typeface, Oldham says, and stands out in the cityscape.
    “This dense spot of black cuts through this ocean of visual clutter,” he explains. “It confronts people, and forces them to read the words.”
    Ling adds that the design works perfectly to communicate the deadpan tone of her copy lines.
    Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair.
    Manchester’s creative scene has been struggling with the changes wrought by the city’s rapid growth and development in recent years. Designers have even taken to remixing the city’s famous visual language to protest against “incessant gentrification.”
    Oldham recognises the tension, although he thinks it’s happening in many cities.
    “I think as cities grow and change rapidly, you get to a crossroads,” he says. “What are we going to change into? What are we going to take with us? And what have we got to leave behind?
    “I think that’s a universal worry, but Manchester’s very much at that point in its life cycle right now.”
    Ling agrees. “It’s not that the city’s independent spirit is being crushed, it’s more like it’s being Last Of Us fungi-d,” she says, in reference to the hit HBO show. “It does feel that everything that you know in your bones makes Manchester great is being commoditised.”
    F37’s Mancunio typeface
    Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair.
    Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair.
    Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair.
    Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair.
    #new #f37 #typeface #launches #with
    New F37 typeface launches with “deadpan” posters celebrating Manchester
    Type foundry F37 has launched a new typeface inspired by one of Manchester’s last wooden street signs. And they worked with designer Craig Oldham and copywriter Ellen Ling to bring it to life on a series of billboards celebrating the city’s particular brand of pride. F37 Mancunio is based on the typeface on the sign underneath the railway in St Michael’s Place. F37 founder Rick Banks was drawn to the uneven stroke endings on the ‘C’ and the ‘S’ and designer Rodrigo Fuenzalida worked it into a full typeface with nine weights and “a width axis for flexibility.” Mancunio is named after the Roman fort that once stood in present-day Castlefield. “Rick found the reference ages ago and always wanted to turn it into a font,” says F37’s Keelin Wright. “We wanted to take something from the city, and create a font that represents the history of Manchester, but still feels quite modern as well.” The sign in St Michael’s Place that inspired F37’s Mancunio typeface Wright explains that although there are a lot grotesque sans serif fonts in the F37 library, the “quirky” letter endings and old-style numerals create “ a more human type of grotesque.” When it came to launching the typeface, Wright says they wanted to celebrate its connection to Manchester – where F37 is based – in the right way. “We thought because we’ve taken something physical from the city in terms of the sign, we want to give something physical back,” she explains. “We felt that the billboards would give something typographic to the city, especially around springtime, when Manchester is coming out of the gloom.” F37’s Mancunio typeface Banks and Oldham had worked together on several previous projects and bought in Ling to develop the copy-led campaign. She admits it was a daunting brief in some ways, given some high-profile misfires with localised campaigns in Manchester in recent years. In 2022, locals ridiculed a Magnum advert which misrepresented one of the city’s more insalubrious squares, while a recent Adidas billboard for Manchester United proclaiming that “Manneh is Red” was equally derided. Writing on LinkedIn, designer and United fan Andrew Whitehead said he had never once heard the club referred to as Manneh. “It’s not a nickname. It’s not Manchester United. It’s just… off,” he wrote. “This is what fake authenticity looks like.” “There is all this localised stuff that just bombs,” Ling says. “The pressure is on not to do something that feels tired and out of touch.” F37’s Mancunio typeface The team all felt it was important to steer away from many of the well-worn Manchester motifs, which many people feel have been co-opted by commercial interests looking to exploit the city’s creative soul. “When we were putting the brief together, we found pages and pages of reference for things that we didn’t want,” Wright says. “It was much harder to find things that showed what we actually wanted.” “A lot of this stuff feels like it was made by outsiders,” Oldham says. “History didn’t start here in the 1980s – there’s a wealth of culture and community spirit.” It was exciting, he says, to avoid cliches around Tony Wilson, the Hacienda stripes, and the city’s bee symbol and try and capture “the stoicism, the acerbic wit and the self-deprecating pride.” Some of the posters do take familiar topics – like the city’s famously bad weather or Ian Brown’s quote that Manchester has “Everything but a beach” – but Ling says they worked hard to find “a sting in the tail” and “reclaim” these tropes. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Other references are extremely local and deliberately perplexing to outsiders, such as the celebration of Boombox Barry, an iconic local personality. “He’s part of our everyday experience of being in Manchester,” Ling says. “It was nice to give him his flowers in terms of the joy that he brings, and the enigma that he is.” One poster even references the Magnum-advert debacle, celebrating “alfresco tinnies on a piss-soaked Piccadilly G.” For the design, they tried several approaches, including using acid colours, but Oldham says he and Banks realised at one point they were “trying too hard.” The stark white text on black background was the perfect way to showcase the typeface, Oldham says, and stands out in the cityscape. “This dense spot of black cuts through this ocean of visual clutter,” he explains. “It confronts people, and forces them to read the words.” Ling adds that the design works perfectly to communicate the deadpan tone of her copy lines. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Manchester’s creative scene has been struggling with the changes wrought by the city’s rapid growth and development in recent years. Designers have even taken to remixing the city’s famous visual language to protest against “incessant gentrification.” Oldham recognises the tension, although he thinks it’s happening in many cities. “I think as cities grow and change rapidly, you get to a crossroads,” he says. “What are we going to change into? What are we going to take with us? And what have we got to leave behind? “I think that’s a universal worry, but Manchester’s very much at that point in its life cycle right now.” Ling agrees. “It’s not that the city’s independent spirit is being crushed, it’s more like it’s being Last Of Us fungi-d,” she says, in reference to the hit HBO show. “It does feel that everything that you know in your bones makes Manchester great is being commoditised.” F37’s Mancunio typeface Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. #new #f37 #typeface #launches #with
    WWW.DESIGNWEEK.CO.UK
    New F37 typeface launches with “deadpan” posters celebrating Manchester
    Type foundry F37 has launched a new typeface inspired by one of Manchester’s last wooden street signs. And they worked with designer Craig Oldham and copywriter Ellen Ling to bring it to life on a series of billboards celebrating the city’s particular brand of pride. F37 Mancunio is based on the typeface on the sign underneath the railway in St Michael’s Place. F37 founder Rick Banks was drawn to the uneven stroke endings on the ‘C’ and the ‘S’ and designer Rodrigo Fuenzalida worked it into a full typeface with nine weights and “a width axis for flexibility.” Mancunio is named after the Roman fort that once stood in present-day Castlefield. “Rick found the reference ages ago and always wanted to turn it into a font,” says F37’s Keelin Wright. “We wanted to take something from the city, and create a font that represents the history of Manchester, but still feels quite modern as well.” The sign in St Michael’s Place that inspired F37’s Mancunio typeface Wright explains that although there are a lot grotesque sans serif fonts in the F37 library, the “quirky” letter endings and old-style numerals create “ a more human type of grotesque.” When it came to launching the typeface, Wright says they wanted to celebrate its connection to Manchester – where F37 is based – in the right way. “We thought because we’ve taken something physical from the city in terms of the sign, we want to give something physical back,” she explains. “We felt that the billboards would give something typographic to the city, especially around springtime, when Manchester is coming out of the gloom.” F37’s Mancunio typeface Banks and Oldham had worked together on several previous projects and bought in Ling to develop the copy-led campaign. She admits it was a daunting brief in some ways, given some high-profile misfires with localised campaigns in Manchester in recent years. In 2022, locals ridiculed a Magnum advert which misrepresented one of the city’s more insalubrious squares, while a recent Adidas billboard for Manchester United proclaiming that “Manneh is Red” was equally derided. Writing on LinkedIn, designer and United fan Andrew Whitehead said he had never once heard the club referred to as Manneh. “It’s not a nickname. It’s not Manchester United. It’s just… off,” he wrote. “This is what fake authenticity looks like.” “There is all this localised stuff that just bombs,” Ling says. “The pressure is on not to do something that feels tired and out of touch.” F37’s Mancunio typeface The team all felt it was important to steer away from many of the well-worn Manchester motifs, which many people feel have been co-opted by commercial interests looking to exploit the city’s creative soul. “When we were putting the brief together, we found pages and pages of reference for things that we didn’t want,” Wright says. “It was much harder to find things that showed what we actually wanted.” “A lot of this stuff feels like it was made by outsiders,” Oldham says. “History didn’t start here in the 1980s – there’s a wealth of culture and community spirit.” It was exciting, he says, to avoid cliches around Tony Wilson, the Hacienda stripes, and the city’s bee symbol and try and capture “the stoicism, the acerbic wit and the self-deprecating pride.” Some of the posters do take familiar topics – like the city’s famously bad weather or Ian Brown’s quote that Manchester has “Everything but a beach” – but Ling says they worked hard to find “a sting in the tail” and “reclaim” these tropes. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Other references are extremely local and deliberately perplexing to outsiders, such as the celebration of Boombox Barry, an iconic local personality. “He’s part of our everyday experience of being in Manchester,” Ling says. “It was nice to give him his flowers in terms of the joy that he brings, and the enigma that he is.” One poster even references the Magnum-advert debacle, celebrating “alfresco tinnies on a piss-soaked Piccadilly G.” For the design, they tried several approaches, including using acid colours, but Oldham says he and Banks realised at one point they were “trying too hard.” The stark white text on black background was the perfect way to showcase the typeface, Oldham says, and stands out in the cityscape. “This dense spot of black cuts through this ocean of visual clutter,” he explains. “It confronts people, and forces them to read the words.” Ling adds that the design works perfectly to communicate the deadpan tone of her copy lines. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Manchester’s creative scene has been struggling with the changes wrought by the city’s rapid growth and development in recent years. Designers have even taken to remixing the city’s famous visual language to protest against “incessant gentrification.” Oldham recognises the tension, although he thinks it’s happening in many cities. “I think as cities grow and change rapidly, you get to a crossroads,” he says. “What are we going to change into? What are we going to take with us? And what have we got to leave behind? “I think that’s a universal worry, but Manchester’s very much at that point in its life cycle right now.” Ling agrees. “It’s not that the city’s independent spirit is being crushed, it’s more like it’s being Last Of Us fungi-d,” she says, in reference to the hit HBO show. “It does feel that everything that you know in your bones makes Manchester great is being commoditised.” F37’s Mancunio typeface Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair. Ellen Ling and Craig Oldham’s posters to launch F37’s Mancunio typeface. Photo by Tim Sinclair.
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  • Thrustmaster T598 + Hypercar Wheel review: a great value PC/PS5 sim racing wheel and pedals built on novel tech

    Thrustmaster T598 + Hypercar Wheel review: a great value PC/PS5 sim racing wheel and pedals built on novel tech
    Direct axial drive impresses, despite limited software and a firmly mid stock wheel.

    Image credit: Digital Foundry

    Review

    by Will Judd
    Deputy Editor, Digital Foundry

    Published on June 1, 2025

    We've seen an explosion in the number of affordable direct driveracing wheels over the past couple of years, with Fanatec and Moza offering increasingly inexpensive options that still deliver the precise, quick and long-lasting force feedback that cheaper gear- or belt-driven wheels can't match.
    Now, Thrustmaster is intruding on that territory with the T598, a PlayStation/PC direct drive wheel, wheel base and pedals that costs just £449/That's on a similar level to the PC-only £459/Moza R5 bundle and the €399/Fanatec CSL DD bundle, so how does the newcomer compare? And what's changed from the more expensive T818 we reviewed before?
    We've been testing the T598 - and the fancy upgraded HyperCar wheel that's available as an upgrade option - for weeks to find out. Our full review follows, so read on - or check out the quick links below to jump to what you're most interested in.

    To see this content please enable targeting cookies.

    Thrustmaster T598 wheel base review: direct axial drive vs traditional direct drive
    Interestingly, the T598 arguably comes with a more advanced DD motor than the more expensive T818 does. It uses a "direct axial drive" versus the standard "direct radial drive", where the magnets are aligned parallel to the wheel shaft rather than perpendicular. This ought to allow for more efficient torque generation, producing less waste heat, minimising precision-sapping magnetic interference and requiring less copper to produce. It also means the T598 can "overshoot" to deliver more than its rated 5nm of constant torque for short periods.
    However, this design also requires a physically taller yet slimmer enclosure, potentially blocking the view forward and requiring a different bolt pattern to attach the base to your desk or sim racing cockpit - both of which are slight annoyances with the T598.Interestingly, you can also feel a slight vibration and hear a quiet crackling noise emanating from the T598 base while idle - something I haven't heard or felt with other direct drive motors and is reportedly inherent to this design.

    There's a lot going on inside this wheel base - including some genuine innovation. | Image credit: Thrustmaster/Digital Foundry

    Thrustmaster has written a pair of white papers to explain why their take on direct driveis better than what came before. Image credit: Thrustmaster

    In terms of the force feedback itself, Thrustmaster have achieved something quite special here. In some titles with a good force feedback implementation - Assetto Corsa, Assetto Corsa Evo and F1 23 stood out to me here - the wheel feels great, with strong force feedback and plenty of detail. If you run up on a kerb or start to lose traction, you know about it right away and can take corrective action. I also appreciated the way that turning the wheel feels perfectly smooth when turning, without any cogging - the slightly jerky sensation common to low-end and mid-range direct drive motors that corresponds to slight attraction as you pass each magnet.
    However, balancing this, the wheel's force feedback feels a little less consistent than others I've tested from the likes of Fanatec or Moza at a similar price point, with some games like Project Cars 3 and Forza Motorsport feeling almost bereft of force feedback by comparison. You also have that slight vibration when the wheel is stationary, which is potentially more noticeable than the cogging sensation in traditional DD designs. The overshoot is also a mixed bag - as the sudden jump in torque can feel a little artificial in some scenarios, eg when you're warming your tyres by weaving in F1 before a safety car restart.
    I'd say that these positives and negatives largely cancel each other out, and you're left with force feedback that is good, way better than non-DD wheels, but not noticeably better than more common radial direct drive designs. Depending on the games you play, either DD style could be preferable. It'll be interesting to see if Thrustmaster are able to tune out some of these negative characteristics through firmware updates - or simply in later products using the same technology.

    1 of 7

    Caption

    Attribution

    Here's how the T598 looks IRL - from the wheel base itself to the default rim, the upgraded Hypercar wheel and the included dual pedals. Click to enlarge.

    Apart from the novel motor, the rest of the wheel base is fairly standard - there's a smalldisplay on the top for adjusting your settings and seeing in-game info like a rev counter, four large circular buttons buttons, the usual Thrustmaster quick release lock for securing your wheel rim and a small button on the back to turn the wheel base on and off. There are connection options for power, USB and connecting other components like pedals or shifters on the back too.
    Weirdly, there's no ability to change settings in the PC Thrustmaster Panel app - it just says this functionality is "coming soon!" - so right now you can only use it for updating firmware, testing buttons and changing between profiles.

    "Coming soon!" starts to become a little less believable six months after the first reviews hit. | Image credit: Digital Foundry

    Instead, you'll be using the built-in screen for making changes, which works well enough but doesn't provide any allowance for extra information - so you'll be sticking to the four basic pre-made profiles, referring to the manual or checking suggested setups online rather than reading built-in tool tips.
    You still get access to the full whack of settings here, and of course this works well for PS5/PS4 users who wouldn't expect a software experience anyway, but PC users may be disappointed to learn that there's no intuitive software interface here. I found the Boosted Media YT review of the wheelbase to offer some good insight into what settings you're likely to want to change from their default values.
    Thrustmaster T598 Sportcar wheel review: a workable default option

    The Sportcar wheel rim looks good - but a plastic construction and relatively spartan controls make it "OK" at best.

    The "Sportcar" wheel provided in the bundle is a little less impressive-looking than the base itself, with a plasticky feel throughout and fairly mushy buttons - though the paddles are snappy enough and feel good to use. The usual PS-style face buttons are split into two clumps up top with L2 and R2, which is a bit odd, with four individual directional buttons in the lower left, start/select/PS in the lower middle and four configuration buttons in the lower right.
    Those configuration buttons require extra explanation, so here we go: the P button at the top swaps between four different pages, indicated with a different colour LED, allowing the remaining three physical buttons to activate up to 12 different functions.There are no rotary encoders or other additional controls here, so PC players that prefer more complicated racing sims may feel a bit underserved by this clunky, cost-saving solution.
    The 815g wheel is at least sized reasonably, with 300mm circular shape that particularly suits drifting, rally and trucking - though all forms of driving and racing are of course possible. The rubber grips under your hands are reasonably comfortable, but you can still feel seams in various places. Overall, the wheel is possibly the weakest part of the package, but perfectly usable and acceptable for the price point.
    Thrustmaster Hypercar Wheel Add-On review: true luxury

    An incredible wheel with premium materials, excellent controls and a more specialised shape.

    Thrustmaster also sent over the £339/Hypercar wheel rim for testing, which is an upgrade option that uses significantly better materials - leather, alcantara, aluminium and carbon - and offers a huge number of extra controls. Its oval shape feels a bit more responsive for faster vehiclesthat require a quick change of direction, but drifting and rally doesn't feel natural. It supports the same PS4, PS5 and PC platforms as the stock option, but there are no legends printed on the buttons to help you.
    The difference in quality here is immediately apparent, with much better tactile feedback from the buttons and a huge number of additional controls for adjusting stuff like ERS deployment or brake bias. Each control feels well-placed, even if the T-shaped layout for the face buttons is slightly unnatural at first, and the paddles for shifting and the clutch are particularly well engineered. I also found holding the wheel a bit more comfortable thanks to that flattened out shape, the more premium materials and the absence of bumps or seams anywhere you're likely to hold.
    It's a huge upgrade in terms of feel and features then, as you'd hope for a wheel rim that costs nearly as much as the entire T598 kit and caboodle. As an upgrade option, I do rate it, though it perhaps makes slightly more sense for T818 owners that have already invested a bit more in the Thrusmaster ecosystem. Regardless, it was this rim that I used for the majority of my time with the T598, and the wheel base feels significantly better with the upgrade.
    Thrustmaster T598 Raceline pedals review: great feedback, but no clutch and no load cell upgrade offered at present

    Surprisingly good for two add-in pedals, in terms of feedback and flexibility.

    The pedals that come with the T598 are surprisingly good, with an accelerator, a brake pedaland no clutch pedal. Each pedal's spring assembly can be pushed into one of three positions to change the amount of pre-load - ie make it a bit softer or harder to press and the pedal plates can be shifted up and down. The narrow dimensions of the metal wheel plate meant that it was impossible to mount directly in the centre of the Playseat Trophy I used for testing, but the slightly off-centre installation I ended up with still worked just fine. They connect using a non-USB connection, so you can't use the pedals with other wheel bases.
    Using the middle distance setting and the firmer of the two springs for the brake, I found the T598 produced good results, on par or perhaps even a tad better than other metal-construction Hall Effect position sensorpedals I've tested such as the Moza SR-P Lite and Fanatec CSL. Braking is the critical point here, as you want to be able to feel when the brake has mechanically reached its threshold and then modulate your inputs from there, and the T598 pedals do allow for this quite easily. They're also not so hard to actuate that you end up having to hard-mount them to a sim rig for good results, and the included carpet spikes are reasonably effective in keeping the pedals in place.
    Presumably, it ought to be possible to add on a load cell brake pedal down the line to upgrade to a properthree pedal setup. For the F1 style driving that I prefer, the clutch pedal isn't used anyway, so it wasn't a massive issue for me - and we frequently see companies like Moza and Fanatec drop the clutch pedal on these aggessively priced bundles so Thrustmaster aren't losing ground by following suit.
    Thrustmaster T598 final verdict: a competitive £450 package with potential

    For PlayStation owners, this is an incredible value pickup that ranks among the cheapest DD options - and PC owners ought to consider it too.

    For £449/the Thrustmaster T598 is an excellent value direct drive wheel and pedal bundle for PlayStation and PC with some relatively minor quirks. The wheel base is powerful, detailed and responsive in most games, with some advantages over traditional DD designs but also some disadvantages - notably the taller shape and a slight hum/vibration while stationary. Traditional DD designs from the likes of Fanatec and Moza can offer more reliable force feedback that works over a wider range of games, cars and tracks, while also benefitting from better PC software, but there's certainly potential for Thrustmaster to improve here.
    The included wheel feels a bit cheap, with a predominantly plastic design, spongey buttons and a slightly odd layout, but the full circle shape and full PS5/PS4 compatibility is most welcome. Upgrading to the HyperCar wheel provides a huge uptick in materials, tactile feedback and number of controls, though this does come at a fairly steep price of £339/If you plan to use the T598 for years and have the budget for it, this is a super upgrade to aim for.
    The included Raceline LTE pedals are the most surprising element for me. These consist of only an accelerator and a brake with only moderate adjustability and a narrow base plate, but they feel great to use, are made from durable metal with HE sensors, and only really lose out to significantly more expensive load cell options. For an add-in for a relatively cheap DD bundle, they're a solid inclusion, and I hope Thrustmaster release a load cell brake pedal for users to upgrade to a better three-pedal setup later.
    Overall, it's an competitive first outing for Thrustmaster with the T598 and direct axial drive, and I'm curious to see where the company - and the tech - goes from here. With Fanatec still on the rebuild after being acquired by Corsair and Moza's offerings being hard to order online in some regions, Thrustmaster has a golden opportunity to seize a share of the mid-range and entry-level sim racing market, and the T598 is a positive start.
    #thrustmaster #t598 #hypercar #wheel #review
    Thrustmaster T598 + Hypercar Wheel review: a great value PC/PS5 sim racing wheel and pedals built on novel tech
    Thrustmaster T598 + Hypercar Wheel review: a great value PC/PS5 sim racing wheel and pedals built on novel tech Direct axial drive impresses, despite limited software and a firmly mid stock wheel. Image credit: Digital Foundry Review by Will Judd Deputy Editor, Digital Foundry Published on June 1, 2025 We've seen an explosion in the number of affordable direct driveracing wheels over the past couple of years, with Fanatec and Moza offering increasingly inexpensive options that still deliver the precise, quick and long-lasting force feedback that cheaper gear- or belt-driven wheels can't match. Now, Thrustmaster is intruding on that territory with the T598, a PlayStation/PC direct drive wheel, wheel base and pedals that costs just £449/That's on a similar level to the PC-only £459/Moza R5 bundle and the €399/Fanatec CSL DD bundle, so how does the newcomer compare? And what's changed from the more expensive T818 we reviewed before? We've been testing the T598 - and the fancy upgraded HyperCar wheel that's available as an upgrade option - for weeks to find out. Our full review follows, so read on - or check out the quick links below to jump to what you're most interested in. To see this content please enable targeting cookies. Thrustmaster T598 wheel base review: direct axial drive vs traditional direct drive Interestingly, the T598 arguably comes with a more advanced DD motor than the more expensive T818 does. It uses a "direct axial drive" versus the standard "direct radial drive", where the magnets are aligned parallel to the wheel shaft rather than perpendicular. This ought to allow for more efficient torque generation, producing less waste heat, minimising precision-sapping magnetic interference and requiring less copper to produce. It also means the T598 can "overshoot" to deliver more than its rated 5nm of constant torque for short periods. However, this design also requires a physically taller yet slimmer enclosure, potentially blocking the view forward and requiring a different bolt pattern to attach the base to your desk or sim racing cockpit - both of which are slight annoyances with the T598.Interestingly, you can also feel a slight vibration and hear a quiet crackling noise emanating from the T598 base while idle - something I haven't heard or felt with other direct drive motors and is reportedly inherent to this design. There's a lot going on inside this wheel base - including some genuine innovation. | Image credit: Thrustmaster/Digital Foundry Thrustmaster has written a pair of white papers to explain why their take on direct driveis better than what came before. Image credit: Thrustmaster In terms of the force feedback itself, Thrustmaster have achieved something quite special here. In some titles with a good force feedback implementation - Assetto Corsa, Assetto Corsa Evo and F1 23 stood out to me here - the wheel feels great, with strong force feedback and plenty of detail. If you run up on a kerb or start to lose traction, you know about it right away and can take corrective action. I also appreciated the way that turning the wheel feels perfectly smooth when turning, without any cogging - the slightly jerky sensation common to low-end and mid-range direct drive motors that corresponds to slight attraction as you pass each magnet. However, balancing this, the wheel's force feedback feels a little less consistent than others I've tested from the likes of Fanatec or Moza at a similar price point, with some games like Project Cars 3 and Forza Motorsport feeling almost bereft of force feedback by comparison. You also have that slight vibration when the wheel is stationary, which is potentially more noticeable than the cogging sensation in traditional DD designs. The overshoot is also a mixed bag - as the sudden jump in torque can feel a little artificial in some scenarios, eg when you're warming your tyres by weaving in F1 before a safety car restart. I'd say that these positives and negatives largely cancel each other out, and you're left with force feedback that is good, way better than non-DD wheels, but not noticeably better than more common radial direct drive designs. Depending on the games you play, either DD style could be preferable. It'll be interesting to see if Thrustmaster are able to tune out some of these negative characteristics through firmware updates - or simply in later products using the same technology. 1 of 7 Caption Attribution Here's how the T598 looks IRL - from the wheel base itself to the default rim, the upgraded Hypercar wheel and the included dual pedals. Click to enlarge. Apart from the novel motor, the rest of the wheel base is fairly standard - there's a smalldisplay on the top for adjusting your settings and seeing in-game info like a rev counter, four large circular buttons buttons, the usual Thrustmaster quick release lock for securing your wheel rim and a small button on the back to turn the wheel base on and off. There are connection options for power, USB and connecting other components like pedals or shifters on the back too. Weirdly, there's no ability to change settings in the PC Thrustmaster Panel app - it just says this functionality is "coming soon!" - so right now you can only use it for updating firmware, testing buttons and changing between profiles. "Coming soon!" starts to become a little less believable six months after the first reviews hit. | Image credit: Digital Foundry Instead, you'll be using the built-in screen for making changes, which works well enough but doesn't provide any allowance for extra information - so you'll be sticking to the four basic pre-made profiles, referring to the manual or checking suggested setups online rather than reading built-in tool tips. You still get access to the full whack of settings here, and of course this works well for PS5/PS4 users who wouldn't expect a software experience anyway, but PC users may be disappointed to learn that there's no intuitive software interface here. I found the Boosted Media YT review of the wheelbase to offer some good insight into what settings you're likely to want to change from their default values. Thrustmaster T598 Sportcar wheel review: a workable default option The Sportcar wheel rim looks good - but a plastic construction and relatively spartan controls make it "OK" at best. The "Sportcar" wheel provided in the bundle is a little less impressive-looking than the base itself, with a plasticky feel throughout and fairly mushy buttons - though the paddles are snappy enough and feel good to use. The usual PS-style face buttons are split into two clumps up top with L2 and R2, which is a bit odd, with four individual directional buttons in the lower left, start/select/PS in the lower middle and four configuration buttons in the lower right. Those configuration buttons require extra explanation, so here we go: the P button at the top swaps between four different pages, indicated with a different colour LED, allowing the remaining three physical buttons to activate up to 12 different functions.There are no rotary encoders or other additional controls here, so PC players that prefer more complicated racing sims may feel a bit underserved by this clunky, cost-saving solution. The 815g wheel is at least sized reasonably, with 300mm circular shape that particularly suits drifting, rally and trucking - though all forms of driving and racing are of course possible. The rubber grips under your hands are reasonably comfortable, but you can still feel seams in various places. Overall, the wheel is possibly the weakest part of the package, but perfectly usable and acceptable for the price point. Thrustmaster Hypercar Wheel Add-On review: true luxury An incredible wheel with premium materials, excellent controls and a more specialised shape. Thrustmaster also sent over the £339/Hypercar wheel rim for testing, which is an upgrade option that uses significantly better materials - leather, alcantara, aluminium and carbon - and offers a huge number of extra controls. Its oval shape feels a bit more responsive for faster vehiclesthat require a quick change of direction, but drifting and rally doesn't feel natural. It supports the same PS4, PS5 and PC platforms as the stock option, but there are no legends printed on the buttons to help you. The difference in quality here is immediately apparent, with much better tactile feedback from the buttons and a huge number of additional controls for adjusting stuff like ERS deployment or brake bias. Each control feels well-placed, even if the T-shaped layout for the face buttons is slightly unnatural at first, and the paddles for shifting and the clutch are particularly well engineered. I also found holding the wheel a bit more comfortable thanks to that flattened out shape, the more premium materials and the absence of bumps or seams anywhere you're likely to hold. It's a huge upgrade in terms of feel and features then, as you'd hope for a wheel rim that costs nearly as much as the entire T598 kit and caboodle. As an upgrade option, I do rate it, though it perhaps makes slightly more sense for T818 owners that have already invested a bit more in the Thrusmaster ecosystem. Regardless, it was this rim that I used for the majority of my time with the T598, and the wheel base feels significantly better with the upgrade. Thrustmaster T598 Raceline pedals review: great feedback, but no clutch and no load cell upgrade offered at present Surprisingly good for two add-in pedals, in terms of feedback and flexibility. The pedals that come with the T598 are surprisingly good, with an accelerator, a brake pedaland no clutch pedal. Each pedal's spring assembly can be pushed into one of three positions to change the amount of pre-load - ie make it a bit softer or harder to press and the pedal plates can be shifted up and down. The narrow dimensions of the metal wheel plate meant that it was impossible to mount directly in the centre of the Playseat Trophy I used for testing, but the slightly off-centre installation I ended up with still worked just fine. They connect using a non-USB connection, so you can't use the pedals with other wheel bases. Using the middle distance setting and the firmer of the two springs for the brake, I found the T598 produced good results, on par or perhaps even a tad better than other metal-construction Hall Effect position sensorpedals I've tested such as the Moza SR-P Lite and Fanatec CSL. Braking is the critical point here, as you want to be able to feel when the brake has mechanically reached its threshold and then modulate your inputs from there, and the T598 pedals do allow for this quite easily. They're also not so hard to actuate that you end up having to hard-mount them to a sim rig for good results, and the included carpet spikes are reasonably effective in keeping the pedals in place. Presumably, it ought to be possible to add on a load cell brake pedal down the line to upgrade to a properthree pedal setup. For the F1 style driving that I prefer, the clutch pedal isn't used anyway, so it wasn't a massive issue for me - and we frequently see companies like Moza and Fanatec drop the clutch pedal on these aggessively priced bundles so Thrustmaster aren't losing ground by following suit. Thrustmaster T598 final verdict: a competitive £450 package with potential For PlayStation owners, this is an incredible value pickup that ranks among the cheapest DD options - and PC owners ought to consider it too. For £449/the Thrustmaster T598 is an excellent value direct drive wheel and pedal bundle for PlayStation and PC with some relatively minor quirks. The wheel base is powerful, detailed and responsive in most games, with some advantages over traditional DD designs but also some disadvantages - notably the taller shape and a slight hum/vibration while stationary. Traditional DD designs from the likes of Fanatec and Moza can offer more reliable force feedback that works over a wider range of games, cars and tracks, while also benefitting from better PC software, but there's certainly potential for Thrustmaster to improve here. The included wheel feels a bit cheap, with a predominantly plastic design, spongey buttons and a slightly odd layout, but the full circle shape and full PS5/PS4 compatibility is most welcome. Upgrading to the HyperCar wheel provides a huge uptick in materials, tactile feedback and number of controls, though this does come at a fairly steep price of £339/If you plan to use the T598 for years and have the budget for it, this is a super upgrade to aim for. The included Raceline LTE pedals are the most surprising element for me. These consist of only an accelerator and a brake with only moderate adjustability and a narrow base plate, but they feel great to use, are made from durable metal with HE sensors, and only really lose out to significantly more expensive load cell options. For an add-in for a relatively cheap DD bundle, they're a solid inclusion, and I hope Thrustmaster release a load cell brake pedal for users to upgrade to a better three-pedal setup later. Overall, it's an competitive first outing for Thrustmaster with the T598 and direct axial drive, and I'm curious to see where the company - and the tech - goes from here. With Fanatec still on the rebuild after being acquired by Corsair and Moza's offerings being hard to order online in some regions, Thrustmaster has a golden opportunity to seize a share of the mid-range and entry-level sim racing market, and the T598 is a positive start. #thrustmaster #t598 #hypercar #wheel #review
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    Thrustmaster T598 + Hypercar Wheel review: a great value PC/PS5 sim racing wheel and pedals built on novel tech
    Thrustmaster T598 + Hypercar Wheel review: a great value PC/PS5 sim racing wheel and pedals built on novel tech Direct axial drive impresses, despite limited software and a firmly mid stock wheel. Image credit: Digital Foundry Review by Will Judd Deputy Editor, Digital Foundry Published on June 1, 2025 We've seen an explosion in the number of affordable direct drive (DD) racing wheels over the past couple of years, with Fanatec and Moza offering increasingly inexpensive options that still deliver the precise, quick and long-lasting force feedback that cheaper gear- or belt-driven wheels can't match. Now, Thrustmaster is intruding on that territory with the T598, a PlayStation/PC direct drive wheel, wheel base and pedals that costs just £449/$499. That's on a similar level to the PC-only £459/$599 Moza R5 bundle and the €399/$569 Fanatec CSL DD bundle, so how does the newcomer compare? And what's changed from the more expensive T818 we reviewed before? We've been testing the T598 - and the fancy upgraded HyperCar wheel that's available as an upgrade option - for weeks to find out. Our full review follows, so read on - or check out the quick links below to jump to what you're most interested in. To see this content please enable targeting cookies. Thrustmaster T598 wheel base review: direct axial drive vs traditional direct drive Interestingly, the T598 arguably comes with a more advanced DD motor than the more expensive T818 does. It uses a "direct axial drive" versus the standard "direct radial drive", where the magnets are aligned parallel to the wheel shaft rather than perpendicular (see the diagram below). This ought to allow for more efficient torque generation, producing less waste heat, minimising precision-sapping magnetic interference and requiring less copper to produce. It also means the T598 can "overshoot" to deliver more than its rated 5nm of constant torque for short periods. However, this design also requires a physically taller yet slimmer enclosure (measuring 210x210x120mm), potentially blocking the view forward and requiring a different bolt pattern to attach the base to your desk or sim racing cockpit - both of which are slight annoyances with the T598. (You do get an angle bracket to allow for wider and potentially more compatible holes for your cockpit... but this makes the tall wheel base even taller. Table clamps are also included.) Interestingly, you can also feel a slight vibration and hear a quiet crackling noise emanating from the T598 base while idle - something I haven't heard or felt with other direct drive motors and is reportedly inherent to this design. There's a lot going on inside this wheel base - including some genuine innovation. | Image credit: Thrustmaster/Digital Foundry Thrustmaster has written a pair of white papers to explain why their take on direct drive ("axial flux") is better than what came before ("radial flux"). Image credit: Thrustmaster In terms of the force feedback itself, Thrustmaster have achieved something quite special here. In some titles with a good force feedback implementation - Assetto Corsa, Assetto Corsa Evo and F1 23 stood out to me here - the wheel feels great, with strong force feedback and plenty of detail. If you run up on a kerb or start to lose traction, you know about it right away and can take corrective action. I also appreciated the way that turning the wheel feels perfectly smooth when turning, without any cogging - the slightly jerky sensation common to low-end and mid-range direct drive motors that corresponds to slight attraction as you pass each magnet. However, balancing this, the wheel's force feedback feels a little less consistent than others I've tested from the likes of Fanatec or Moza at a similar price point, with some games like Project Cars 3 and Forza Motorsport feeling almost bereft of force feedback by comparison. You also have that slight vibration when the wheel is stationary, which is potentially more noticeable than the cogging sensation in traditional DD designs. The overshoot is also a mixed bag - as the sudden jump in torque can feel a little artificial in some scenarios, eg when you're warming your tyres by weaving in F1 before a safety car restart. I'd say that these positives and negatives largely cancel each other out, and you're left with force feedback that is good, way better than non-DD wheels, but not noticeably better than more common radial direct drive designs. Depending on the games you play, either DD style could be preferable. It'll be interesting to see if Thrustmaster are able to tune out some of these negative characteristics through firmware updates - or simply in later products using the same technology. 1 of 7 Caption Attribution Here's how the T598 looks IRL - from the wheel base itself to the default rim, the upgraded Hypercar wheel and the included dual pedals. Click to enlarge. Apart from the novel motor, the rest of the wheel base is fairly standard - there's a small (colour!) display on the top for adjusting your settings and seeing in-game info like a rev counter, four large circular buttons buttons (L3, R3, Mode and Settings), the usual Thrustmaster quick release lock for securing your wheel rim and a small button on the back to turn the wheel base on and off. There are connection options for power, USB and connecting other components like pedals or shifters on the back too. Weirdly, there's no ability to change settings in the PC Thrustmaster Panel app - it just says this functionality is "coming soon!" - so right now you can only use it for updating firmware, testing buttons and changing between profiles. "Coming soon!" starts to become a little less believable six months after the first reviews hit. | Image credit: Digital Foundry Instead, you'll be using the built-in screen for making changes, which works well enough but doesn't provide any allowance for extra information - so you'll be sticking to the four basic pre-made profiles, referring to the manual or checking suggested setups online rather than reading built-in tool tips. You still get access to the full whack of settings here, and of course this works well for PS5/PS4 users who wouldn't expect a software experience anyway, but PC users may be disappointed to learn that there's no intuitive software interface here. I found the Boosted Media YT review of the wheelbase to offer some good insight into what settings you're likely to want to change from their default values. Thrustmaster T598 Sportcar wheel review: a workable default option The Sportcar wheel rim looks good - but a plastic construction and relatively spartan controls make it "OK" at best. The "Sportcar" wheel provided in the bundle is a little less impressive-looking than the base itself, with a plasticky feel throughout and fairly mushy buttons - though the paddles are snappy enough and feel good to use. The usual PS-style face buttons are split into two clumps up top with L2 and R2, which is a bit odd, with four individual directional buttons in the lower left, start/select/PS in the lower middle and four configuration buttons in the lower right. Those configuration buttons require extra explanation, so here we go: the P button at the top swaps between four different pages, indicated with a different colour LED, allowing the remaining three physical buttons to activate up to 12 different functions. (The Fanatec GT DD Pro, by contrast, has dedicated five-way controls for each of its four functions. This costs more to produce, but allows you to use the controls without looking down to see what coloured light is active.) There are no rotary encoders or other additional controls here, so PC players that prefer more complicated racing sims may feel a bit underserved by this clunky, cost-saving solution. The 815g wheel is at least sized reasonably, with 300mm circular shape that particularly suits drifting, rally and trucking - though all forms of driving and racing are of course possible. The rubber grips under your hands are reasonably comfortable, but you can still feel seams in various places. Overall, the wheel is possibly the weakest part of the package, but perfectly usable and acceptable for the price point. Thrustmaster Hypercar Wheel Add-On review: true luxury An incredible wheel with premium materials, excellent controls and a more specialised shape. Thrustmaster also sent over the £339/$350 Hypercar wheel rim for testing, which is an upgrade option that uses significantly better materials - leather, alcantara, aluminium and carbon - and offers a huge number of extra controls (25 buttons, including four rotary encoders and two pairs of analogue paddles). Its oval shape feels a bit more responsive for faster vehicles (like F1 cars) that require a quick change of direction, but drifting and rally doesn't feel natural. It supports the same PS4, PS5 and PC platforms as the stock option, but there are no legends printed on the buttons to help you. The difference in quality here is immediately apparent, with much better tactile feedback from the buttons and a huge number of additional controls for adjusting stuff like ERS deployment or brake bias. Each control feels well-placed, even if the T-shaped layout for the face buttons is slightly unnatural at first, and the paddles for shifting and the clutch are particularly well engineered. I also found holding the wheel a bit more comfortable thanks to that flattened out shape, the more premium materials and the absence of bumps or seams anywhere you're likely to hold. It's a huge upgrade in terms of feel and features then, as you'd hope for a wheel rim that costs nearly as much as the entire T598 kit and caboodle. As an upgrade option, I do rate it, though it perhaps makes slightly more sense for T818 owners that have already invested a bit more in the Thrusmaster ecosystem. Regardless, it was this rim that I used for the majority of my time with the T598, and the wheel base feels significantly better with the upgrade. Thrustmaster T598 Raceline pedals review: great feedback, but no clutch and no load cell upgrade offered at present Surprisingly good for two add-in pedals, in terms of feedback and flexibility. The pedals that come with the T598 are surprisingly good, with an accelerator, a brake pedal (with a choice of two different spring options) and no clutch pedal. Each pedal's spring assembly can be pushed into one of three positions to change the amount of pre-load - ie make it a bit softer or harder to press and the pedal plates can be shifted up and down. The narrow dimensions of the metal wheel plate meant that it was impossible to mount directly in the centre of the Playseat Trophy I used for testing, but the slightly off-centre installation I ended up with still worked just fine. They connect using a non-USB connection, so you can't use the pedals with other wheel bases. Using the middle distance setting and the firmer of the two springs for the brake, I found the T598 produced good results, on par or perhaps even a tad better than other metal-construction Hall Effect position sensor (ie non-load cell) pedals I've tested such as the Moza SR-P Lite and Fanatec CSL. Braking is the critical point here, as you want to be able to feel when the brake has mechanically reached its threshold and then modulate your inputs from there, and the T598 pedals do allow for this quite easily. They're also not so hard to actuate that you end up having to hard-mount them to a sim rig for good results, and the included carpet spikes are reasonably effective in keeping the pedals in place. Presumably, it ought to be possible to add on a load cell brake pedal down the line to upgrade to a proper (if slightly cramped) three pedal setup. For the F1 style driving that I prefer, the clutch pedal isn't used anyway, so it wasn't a massive issue for me - and we frequently see companies like Moza and Fanatec drop the clutch pedal on these aggessively priced bundles so Thrustmaster aren't losing ground by following suit. Thrustmaster T598 final verdict: a competitive £450 package with potential For PlayStation owners, this is an incredible value pickup that ranks among the cheapest DD options - and PC owners ought to consider it too. For £449/$499, the Thrustmaster T598 is an excellent value direct drive wheel and pedal bundle for PlayStation and PC with some relatively minor quirks. The wheel base is powerful, detailed and responsive in most games, with some advantages over traditional DD designs but also some disadvantages - notably the taller shape and a slight hum/vibration while stationary. Traditional DD designs from the likes of Fanatec and Moza can offer more reliable force feedback that works over a wider range of games, cars and tracks, while also benefitting from better PC software, but there's certainly potential for Thrustmaster to improve here. The included wheel feels a bit cheap, with a predominantly plastic design, spongey buttons and a slightly odd layout, but the full circle shape and full PS5/PS4 compatibility is most welcome. Upgrading to the HyperCar wheel provides a huge uptick in materials, tactile feedback and number of controls, though this does come at a fairly steep price of £339/$350. If you plan to use the T598 for years and have the budget for it, this is a super upgrade to aim for. The included Raceline LTE pedals are the most surprising element for me. These consist of only an accelerator and a brake with only moderate adjustability and a narrow base plate, but they feel great to use, are made from durable metal with HE sensors, and only really lose out to significantly more expensive load cell options. For an add-in for a relatively cheap DD bundle, they're a solid inclusion, and I hope Thrustmaster release a load cell brake pedal for users to upgrade to a better three-pedal setup later. Overall, it's an competitive first outing for Thrustmaster with the T598 and direct axial drive, and I'm curious to see where the company - and the tech - goes from here. With Fanatec still on the rebuild after being acquired by Corsair and Moza's offerings being hard to order online in some regions, Thrustmaster has a golden opportunity to seize a share of the mid-range and entry-level sim racing market, and the T598 is a positive start.
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  • Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter

    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out.
    The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce.
    RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten.

    To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube
    Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons.
    The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies.
    So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment.

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    The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not.
    The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures.
    Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface.

    Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube
    New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky.
    Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful.
    That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game.

    Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry

    Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas.
    Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation.
    The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games.
    #painkiller #rtx #pathtraced #upgrade #classic
    Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter
    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out. The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce. RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten. To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons. The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies. So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment. To see this content please enable targeting cookies. The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not. The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures. Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface. Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky. Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful. That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game. Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas. Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation. The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games. #painkiller #rtx #pathtraced #upgrade #classic
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    Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter
    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out. The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce. RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten. To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons. The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies. So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment. To see this content please enable targeting cookies. The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not. The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures. Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface. Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky. Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful. That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game. Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas. Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation. The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games.
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