• OThink-R1: A Dual-Mode Reasoning Framework to Cut Redundant Computation in LLMs

    The Inefficiency of Static Chain-of-Thought Reasoning in LRMs
    Recent LRMs achieve top performance by using detailed CoT reasoning to solve complex tasks. However, many simple tasks they handle could be solved by smaller models with fewer tokens, making such elaborate reasoning unnecessary. This echoes human thinking, where we use fast, intuitive responses for easy problems and slower, analytical thinking for complex ones. While LRMs mimic slow, logical reasoning, they generate significantly longer outputs, thereby increasing computational cost. Current methods for reducing reasoning steps lack flexibility, limiting models to a single fixed reasoning style. There is a growing need for adaptive reasoning that adjusts effort according to task difficulty. 
    Limitations of Existing Training-Based and Training-Free Approaches
    Recent research on improving reasoning efficiency in LRMs can be categorized into two main areas: training-based and training-free methods. Training strategies often use reinforcement learning or fine-tuning to limit token usage or adjust reasoning depth, but they tend to follow fixed patterns without flexibility. Training-free approaches utilize prompt engineering or pattern detection to shorten outputs during inference; however, they also lack adaptability. More recent work focuses on variable-length reasoning, where models adjust reasoning depth based on task complexity. Others study “overthinking,” where models over-reason unnecessarily. However, few methods enable dynamic switching between quick and thorough reasoning—something this paper addresses directly. 
    Introducing OThink-R1: Dynamic Fast/Slow Reasoning Framework
    Researchers from Zhejiang University and OPPO have developed OThink-R1, a new approach that enables LRMs to switch between fast and slow thinking smartly, much like humans do. By analyzing reasoning patterns, they identified which steps are essential and which are redundant. With help from another model acting as a judge, they trained LRMs to adapt their reasoning style based on task complexity. Their method reduces unnecessary reasoning by over 23% without losing accuracy. Using a loss function and fine-tuned datasets, OThink-R1 outperforms previous models in both efficiency and performance on various math and question-answering tasks. 
    System Architecture: Reasoning Pruning and Dual-Reference Optimization
    The OThink-R1 framework helps LRMs dynamically switch between fast and slow thinking. First, it identifies when LRMs include unnecessary reasoning, like overexplaining or double-checking, versus when detailed steps are truly essential. Using this, it builds a curated training dataset by pruning redundant reasoning and retaining valuable logic. Then, during fine-tuning, a special loss function balances both reasoning styles. This dual-reference loss compares the model’s outputs with both fast and slow thinking variants, encouraging flexibility. As a result, OThink-R1 can adaptively choose the most efficient reasoning path for each problem while preserving accuracy and logical depth. 

    Empirical Evaluation and Comparative Performance
    The OThink-R1 model was tested on simpler QA and math tasks to evaluate its ability to switch between fast and slow reasoning. Using datasets like OpenBookQA, CommonsenseQA, ASDIV, and GSM8K, the model demonstrated strong performance, generating fewer tokens while maintaining or improving accuracy. Compared to baselines such as NoThinking and DualFormer, OThink-R1 demonstrated a better balance between efficiency and effectiveness. Ablation studies confirmed the importance of pruning, KL constraints, and LLM-Judge in achieving optimal results. A case study illustrated that unnecessary reasoning can lead to overthinking and reduced accuracy, highlighting OThink-R1’s strength in adaptive reasoning. 

    Conclusion: Towards Scalable and Efficient Hybrid Reasoning Systems
    In conclusion, OThink-R1 is a large reasoning model that adaptively switches between fast and slow thinking modes to improve both efficiency and performance. It addresses the issue of unnecessarily complex reasoning in large models by analyzing and classifying reasoning steps as either essential or redundant. By pruning the redundant ones while maintaining logical accuracy, OThink-R1 reduces unnecessary computation. It also introduces a dual-reference KL-divergence loss to strengthen hybrid reasoning. Tested on math and QA tasks, it cuts down reasoning redundancy by 23% without sacrificing accuracy, showing promise for building more adaptive, scalable, and efficient AI reasoning systems in the future. 

    Check out the Paper and GitHub Page. All credit for this research goes to the researchers of this project. Also, feel free to follow us on Twitter and don’t forget to join our 100k+ ML SubReddit and Subscribe to our Newsletter.
    Sana HassanSana Hassan, a consulting intern at Marktechpost and dual-degree student at IIT Madras, is passionate about applying technology and AI to address real-world challenges. With a keen interest in solving practical problems, he brings a fresh perspective to the intersection of AI and real-life solutions.Sana Hassanhttps://www.marktechpost.com/author/sana-hassan/Building AI-Powered Applications Using the Plan → Files → Code Workflow in TinyDevSana Hassanhttps://www.marktechpost.com/author/sana-hassan/MemOS: A Memory-Centric Operating System for Evolving and Adaptive Large Language ModelsSana Hassanhttps://www.marktechpost.com/author/sana-hassan/Google AI Unveils a Hybrid AI-Physics Model for Accurate Regional Climate Risk Forecasts with Better Uncertainty AssessmentSana Hassanhttps://www.marktechpost.com/author/sana-hassan/Run Multiple AI Coding Agents in Parallel with Container-Use from Dagger
    #othinkr1 #dualmode #reasoning #framework #cut
    OThink-R1: A Dual-Mode Reasoning Framework to Cut Redundant Computation in LLMs
    The Inefficiency of Static Chain-of-Thought Reasoning in LRMs Recent LRMs achieve top performance by using detailed CoT reasoning to solve complex tasks. However, many simple tasks they handle could be solved by smaller models with fewer tokens, making such elaborate reasoning unnecessary. This echoes human thinking, where we use fast, intuitive responses for easy problems and slower, analytical thinking for complex ones. While LRMs mimic slow, logical reasoning, they generate significantly longer outputs, thereby increasing computational cost. Current methods for reducing reasoning steps lack flexibility, limiting models to a single fixed reasoning style. There is a growing need for adaptive reasoning that adjusts effort according to task difficulty.  Limitations of Existing Training-Based and Training-Free Approaches Recent research on improving reasoning efficiency in LRMs can be categorized into two main areas: training-based and training-free methods. Training strategies often use reinforcement learning or fine-tuning to limit token usage or adjust reasoning depth, but they tend to follow fixed patterns without flexibility. Training-free approaches utilize prompt engineering or pattern detection to shorten outputs during inference; however, they also lack adaptability. More recent work focuses on variable-length reasoning, where models adjust reasoning depth based on task complexity. Others study “overthinking,” where models over-reason unnecessarily. However, few methods enable dynamic switching between quick and thorough reasoning—something this paper addresses directly.  Introducing OThink-R1: Dynamic Fast/Slow Reasoning Framework Researchers from Zhejiang University and OPPO have developed OThink-R1, a new approach that enables LRMs to switch between fast and slow thinking smartly, much like humans do. By analyzing reasoning patterns, they identified which steps are essential and which are redundant. With help from another model acting as a judge, they trained LRMs to adapt their reasoning style based on task complexity. Their method reduces unnecessary reasoning by over 23% without losing accuracy. Using a loss function and fine-tuned datasets, OThink-R1 outperforms previous models in both efficiency and performance on various math and question-answering tasks.  System Architecture: Reasoning Pruning and Dual-Reference Optimization The OThink-R1 framework helps LRMs dynamically switch between fast and slow thinking. First, it identifies when LRMs include unnecessary reasoning, like overexplaining or double-checking, versus when detailed steps are truly essential. Using this, it builds a curated training dataset by pruning redundant reasoning and retaining valuable logic. Then, during fine-tuning, a special loss function balances both reasoning styles. This dual-reference loss compares the model’s outputs with both fast and slow thinking variants, encouraging flexibility. As a result, OThink-R1 can adaptively choose the most efficient reasoning path for each problem while preserving accuracy and logical depth.  Empirical Evaluation and Comparative Performance The OThink-R1 model was tested on simpler QA and math tasks to evaluate its ability to switch between fast and slow reasoning. Using datasets like OpenBookQA, CommonsenseQA, ASDIV, and GSM8K, the model demonstrated strong performance, generating fewer tokens while maintaining or improving accuracy. Compared to baselines such as NoThinking and DualFormer, OThink-R1 demonstrated a better balance between efficiency and effectiveness. Ablation studies confirmed the importance of pruning, KL constraints, and LLM-Judge in achieving optimal results. A case study illustrated that unnecessary reasoning can lead to overthinking and reduced accuracy, highlighting OThink-R1’s strength in adaptive reasoning.  Conclusion: Towards Scalable and Efficient Hybrid Reasoning Systems In conclusion, OThink-R1 is a large reasoning model that adaptively switches between fast and slow thinking modes to improve both efficiency and performance. It addresses the issue of unnecessarily complex reasoning in large models by analyzing and classifying reasoning steps as either essential or redundant. By pruning the redundant ones while maintaining logical accuracy, OThink-R1 reduces unnecessary computation. It also introduces a dual-reference KL-divergence loss to strengthen hybrid reasoning. Tested on math and QA tasks, it cuts down reasoning redundancy by 23% without sacrificing accuracy, showing promise for building more adaptive, scalable, and efficient AI reasoning systems in the future.  Check out the Paper and GitHub Page. All credit for this research goes to the researchers of this project. Also, feel free to follow us on Twitter and don’t forget to join our 100k+ ML SubReddit and Subscribe to our Newsletter. Sana HassanSana Hassan, a consulting intern at Marktechpost and dual-degree student at IIT Madras, is passionate about applying technology and AI to address real-world challenges. With a keen interest in solving practical problems, he brings a fresh perspective to the intersection of AI and real-life solutions.Sana Hassanhttps://www.marktechpost.com/author/sana-hassan/Building AI-Powered Applications Using the Plan → Files → Code Workflow in TinyDevSana Hassanhttps://www.marktechpost.com/author/sana-hassan/MemOS: A Memory-Centric Operating System for Evolving and Adaptive Large Language ModelsSana Hassanhttps://www.marktechpost.com/author/sana-hassan/Google AI Unveils a Hybrid AI-Physics Model for Accurate Regional Climate Risk Forecasts with Better Uncertainty AssessmentSana Hassanhttps://www.marktechpost.com/author/sana-hassan/Run Multiple AI Coding Agents in Parallel with Container-Use from Dagger #othinkr1 #dualmode #reasoning #framework #cut
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    OThink-R1: A Dual-Mode Reasoning Framework to Cut Redundant Computation in LLMs
    The Inefficiency of Static Chain-of-Thought Reasoning in LRMs Recent LRMs achieve top performance by using detailed CoT reasoning to solve complex tasks. However, many simple tasks they handle could be solved by smaller models with fewer tokens, making such elaborate reasoning unnecessary. This echoes human thinking, where we use fast, intuitive responses for easy problems and slower, analytical thinking for complex ones. While LRMs mimic slow, logical reasoning, they generate significantly longer outputs, thereby increasing computational cost. Current methods for reducing reasoning steps lack flexibility, limiting models to a single fixed reasoning style. There is a growing need for adaptive reasoning that adjusts effort according to task difficulty.  Limitations of Existing Training-Based and Training-Free Approaches Recent research on improving reasoning efficiency in LRMs can be categorized into two main areas: training-based and training-free methods. Training strategies often use reinforcement learning or fine-tuning to limit token usage or adjust reasoning depth, but they tend to follow fixed patterns without flexibility. Training-free approaches utilize prompt engineering or pattern detection to shorten outputs during inference; however, they also lack adaptability. More recent work focuses on variable-length reasoning, where models adjust reasoning depth based on task complexity. Others study “overthinking,” where models over-reason unnecessarily. However, few methods enable dynamic switching between quick and thorough reasoning—something this paper addresses directly.  Introducing OThink-R1: Dynamic Fast/Slow Reasoning Framework Researchers from Zhejiang University and OPPO have developed OThink-R1, a new approach that enables LRMs to switch between fast and slow thinking smartly, much like humans do. By analyzing reasoning patterns, they identified which steps are essential and which are redundant. With help from another model acting as a judge, they trained LRMs to adapt their reasoning style based on task complexity. Their method reduces unnecessary reasoning by over 23% without losing accuracy. Using a loss function and fine-tuned datasets, OThink-R1 outperforms previous models in both efficiency and performance on various math and question-answering tasks.  System Architecture: Reasoning Pruning and Dual-Reference Optimization The OThink-R1 framework helps LRMs dynamically switch between fast and slow thinking. First, it identifies when LRMs include unnecessary reasoning, like overexplaining or double-checking, versus when detailed steps are truly essential. Using this, it builds a curated training dataset by pruning redundant reasoning and retaining valuable logic. Then, during fine-tuning, a special loss function balances both reasoning styles. This dual-reference loss compares the model’s outputs with both fast and slow thinking variants, encouraging flexibility. As a result, OThink-R1 can adaptively choose the most efficient reasoning path for each problem while preserving accuracy and logical depth.  Empirical Evaluation and Comparative Performance The OThink-R1 model was tested on simpler QA and math tasks to evaluate its ability to switch between fast and slow reasoning. Using datasets like OpenBookQA, CommonsenseQA, ASDIV, and GSM8K, the model demonstrated strong performance, generating fewer tokens while maintaining or improving accuracy. Compared to baselines such as NoThinking and DualFormer, OThink-R1 demonstrated a better balance between efficiency and effectiveness. Ablation studies confirmed the importance of pruning, KL constraints, and LLM-Judge in achieving optimal results. A case study illustrated that unnecessary reasoning can lead to overthinking and reduced accuracy, highlighting OThink-R1’s strength in adaptive reasoning.  Conclusion: Towards Scalable and Efficient Hybrid Reasoning Systems In conclusion, OThink-R1 is a large reasoning model that adaptively switches between fast and slow thinking modes to improve both efficiency and performance. It addresses the issue of unnecessarily complex reasoning in large models by analyzing and classifying reasoning steps as either essential or redundant. By pruning the redundant ones while maintaining logical accuracy, OThink-R1 reduces unnecessary computation. It also introduces a dual-reference KL-divergence loss to strengthen hybrid reasoning. Tested on math and QA tasks, it cuts down reasoning redundancy by 23% without sacrificing accuracy, showing promise for building more adaptive, scalable, and efficient AI reasoning systems in the future.  Check out the Paper and GitHub Page. All credit for this research goes to the researchers of this project. Also, feel free to follow us on Twitter and don’t forget to join our 100k+ ML SubReddit and Subscribe to our Newsletter. Sana HassanSana Hassan, a consulting intern at Marktechpost and dual-degree student at IIT Madras, is passionate about applying technology and AI to address real-world challenges. With a keen interest in solving practical problems, he brings a fresh perspective to the intersection of AI and real-life solutions.Sana Hassanhttps://www.marktechpost.com/author/sana-hassan/Building AI-Powered Applications Using the Plan → Files → Code Workflow in TinyDevSana Hassanhttps://www.marktechpost.com/author/sana-hassan/MemOS: A Memory-Centric Operating System for Evolving and Adaptive Large Language ModelsSana Hassanhttps://www.marktechpost.com/author/sana-hassan/Google AI Unveils a Hybrid AI-Physics Model for Accurate Regional Climate Risk Forecasts with Better Uncertainty AssessmentSana Hassanhttps://www.marktechpost.com/author/sana-hassan/Run Multiple AI Coding Agents in Parallel with Container-Use from Dagger
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  • Unironically the Best Case: Retro Silverstone FLP02 with Turbo Button

    Cases News Unironically the Best Case: Retro Silverstone FLP02 with Turbo ButtonJune 6, 2025Last Updated: 2025-06-06Silverstone made the best case of Computex 2025 -- and it's actually shippingThe HighlightsThe FLP02 case is Silverstone's latest in its now growing lineup of retro-themed computer casesThe FLP02 will be sold for around if all things go as planned, or just under 200 EURIt includes modern features, like 360mm radiator support, but also mixes in old throwbacksTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Silverstone’s booth at Computex 2025 and walked away thinking we saw the best case of the show.Editor's note: This was originally published on May 21, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeEditing, CameraMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangSilverstone FLP02Our favorite case happens to be Silverstone’s retro-inspired, beige FLP02. Its old theme may look like an April Fool’s joke, but it’s definitely going into mass production. The case evokes the look of computers along the 286 through 486 era along with some of the early Pentium PCs. The case has a red power switch on the front along with a reset button, which actually follows the front lock. The turbo button, on the other hand, adjusts the fan speed. The number display indicates how fast the fans are going.The FLP02 case is based on existing tooling. Internally, the case is set up pretty normal in some ways. The power supply shroud is present and on the bottom, and it’s punctured on the top for airflow. Back in the olden days, the PSU would be in the top. The FLP02 also has 5.25 hard drive cage support.The switches on the front of the case, which represent floppy drives, are actually functional. Releasing the lock allows the slot cover to come out. Silverstone tells us the mechanism here that we saw at Computex is actually very difficult to manufacture so the company will probably create a stronger and more resilient mechanism with the company showing us a 3D printed mock-up of one.  Internally, the back of the case has a 120mm fan, but it can fit a 140mm one. The top of the FLP02 can fit a 360mm radiator. The case also has a vertical GPU mount option, though it’s only for a 2-slot wide mount, which restricts what kind of card you can put in it. The FLP02 also has a vertical GPU support, which is obviously a more modern feature.   For inspiration, Silverstone told us it Googled old computers and chose bits and pieces that it liked for the case’s design.  Older computer cases wouldn’t have had a lot of ventilation on the front, but the FLP02 has some ventilation on the front bottom. Its top panel is also ventilated and has a dust filter. The top of the case also has options for multiple radiator sizes.   The back side of the case has all of the modern cable management options so it ends up being a mix of design from both old and new. In terms of pricing, Silverstone says it will probably be but that’s based on the current tariff situation. In the European market, the company is looking at around or less than 200 Euros. The case is also hiding some more modern features, like the front-panel USB ports, under covers to keep the immersion that the case is old. We plan on reviewing the case when it comes out. Silverstone LD05 Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work!Switching gears, Silverstone’s LD05 is a more modern fish-tank style ATX case that’s trying to hit a price point, which is, again, dependent on the tariff situation. The company plans on providing 3x120mm ARGB fans. In terms of fan-mount locations, there are 2 on the side and a fan on the back. And there’s also space on the top for either 120mm or 140mm fans. The build we saw had 3x120mm ones.The case has a heavily ventilated power supply shroud, which also has a hard-drive cage within it, which is also perforated. Speaking of perforations, the back side panel is also perforated. The backside has some cable management space. It’s pretty standard. The LD05 also has white cables that try to match the case itself. The color isn’t an exact match, however.  Silverstone Alta T1The Alta T1 is a case we saw at last year’s Computex and Silverstone tells us it will be over a grand. Silverstone Alta T2We saw a version of the T2 case last year. In terms of pricing, the T2 will be about It has an aluminum shell. When we pulled off its bottom side panel at Computex, it revealed 1 of 2 installed power supplies in the system we looked at. The other PSU is right behind it. The shroud area also has drive mounts in the middle and the front. The case itself has a ton of drive cage options. The T2 essentially acts like a home-server rendering farm of sorts. It’s got 11 slots for PCIe devices, making it one of the larger cases on the market for PCIe support.  The case’s rail system allows you to basically mount whatever you want wherever you want.The top front of the case has a canted angle, which has a plate that pulls off. There’s also another plate on the front bottom that pulls off and reveals the interior of the case. The T2 we saw also had 180mm fans installed in it. Silverstone Home Server Interview Visit our Patreon page to contribute a few dollars toward this website's operationAdditionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.We also interviewed Tony from Silverstone, where he walked us through some of the company’s home-server style cases. Make sure you check out that interview in our video.
    #unironically #best #case #retro #silverstone
    Unironically the Best Case: Retro Silverstone FLP02 with Turbo Button
    Cases News Unironically the Best Case: Retro Silverstone FLP02 with Turbo ButtonJune 6, 2025Last Updated: 2025-06-06Silverstone made the best case of Computex 2025 -- and it's actually shippingThe HighlightsThe FLP02 case is Silverstone's latest in its now growing lineup of retro-themed computer casesThe FLP02 will be sold for around if all things go as planned, or just under 200 EURIt includes modern features, like 360mm radiator support, but also mixes in old throwbacksTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Silverstone’s booth at Computex 2025 and walked away thinking we saw the best case of the show.Editor's note: This was originally published on May 21, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeEditing, CameraMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangSilverstone FLP02Our favorite case happens to be Silverstone’s retro-inspired, beige FLP02. Its old theme may look like an April Fool’s joke, but it’s definitely going into mass production. The case evokes the look of computers along the 286 through 486 era along with some of the early Pentium PCs. The case has a red power switch on the front along with a reset button, which actually follows the front lock. The turbo button, on the other hand, adjusts the fan speed. The number display indicates how fast the fans are going.The FLP02 case is based on existing tooling. Internally, the case is set up pretty normal in some ways. The power supply shroud is present and on the bottom, and it’s punctured on the top for airflow. Back in the olden days, the PSU would be in the top. The FLP02 also has 5.25 hard drive cage support.The switches on the front of the case, which represent floppy drives, are actually functional. Releasing the lock allows the slot cover to come out. Silverstone tells us the mechanism here that we saw at Computex is actually very difficult to manufacture so the company will probably create a stronger and more resilient mechanism with the company showing us a 3D printed mock-up of one.  Internally, the back of the case has a 120mm fan, but it can fit a 140mm one. The top of the FLP02 can fit a 360mm radiator. The case also has a vertical GPU mount option, though it’s only for a 2-slot wide mount, which restricts what kind of card you can put in it. The FLP02 also has a vertical GPU support, which is obviously a more modern feature.   For inspiration, Silverstone told us it Googled old computers and chose bits and pieces that it liked for the case’s design.  Older computer cases wouldn’t have had a lot of ventilation on the front, but the FLP02 has some ventilation on the front bottom. Its top panel is also ventilated and has a dust filter. The top of the case also has options for multiple radiator sizes.   The back side of the case has all of the modern cable management options so it ends up being a mix of design from both old and new. In terms of pricing, Silverstone says it will probably be but that’s based on the current tariff situation. In the European market, the company is looking at around or less than 200 Euros. The case is also hiding some more modern features, like the front-panel USB ports, under covers to keep the immersion that the case is old. We plan on reviewing the case when it comes out. Silverstone LD05 Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work!Switching gears, Silverstone’s LD05 is a more modern fish-tank style ATX case that’s trying to hit a price point, which is, again, dependent on the tariff situation. The company plans on providing 3x120mm ARGB fans. In terms of fan-mount locations, there are 2 on the side and a fan on the back. And there’s also space on the top for either 120mm or 140mm fans. The build we saw had 3x120mm ones.The case has a heavily ventilated power supply shroud, which also has a hard-drive cage within it, which is also perforated. Speaking of perforations, the back side panel is also perforated. The backside has some cable management space. It’s pretty standard. The LD05 also has white cables that try to match the case itself. The color isn’t an exact match, however.  Silverstone Alta T1The Alta T1 is a case we saw at last year’s Computex and Silverstone tells us it will be over a grand. Silverstone Alta T2We saw a version of the T2 case last year. In terms of pricing, the T2 will be about It has an aluminum shell. When we pulled off its bottom side panel at Computex, it revealed 1 of 2 installed power supplies in the system we looked at. The other PSU is right behind it. The shroud area also has drive mounts in the middle and the front. The case itself has a ton of drive cage options. The T2 essentially acts like a home-server rendering farm of sorts. It’s got 11 slots for PCIe devices, making it one of the larger cases on the market for PCIe support.  The case’s rail system allows you to basically mount whatever you want wherever you want.The top front of the case has a canted angle, which has a plate that pulls off. There’s also another plate on the front bottom that pulls off and reveals the interior of the case. The T2 we saw also had 180mm fans installed in it. Silverstone Home Server Interview Visit our Patreon page to contribute a few dollars toward this website's operationAdditionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.We also interviewed Tony from Silverstone, where he walked us through some of the company’s home-server style cases. Make sure you check out that interview in our video. #unironically #best #case #retro #silverstone
    GAMERSNEXUS.NET
    Unironically the Best Case: Retro Silverstone FLP02 with Turbo Button
    Cases News Unironically the Best Case: Retro Silverstone FLP02 with Turbo ButtonJune 6, 2025Last Updated: 2025-06-06Silverstone made the best case of Computex 2025 -- and it's actually shippingThe HighlightsThe FLP02 case is Silverstone's latest in its now growing lineup of retro-themed computer casesThe FLP02 will be sold for around $220, if all things go as planned, or just under 200 EURIt includes modern features, like 360mm radiator support, but also mixes in old throwbacksTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Silverstone’s booth at Computex 2025 and walked away thinking we saw the best case of the show.Editor's note: This was originally published on May 21, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeEditing, CameraMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangSilverstone FLP02Our favorite case happens to be Silverstone’s retro-inspired, beige FLP02. Its old theme may look like an April Fool’s joke, but it’s definitely going into mass production. The case evokes the look of computers along the 286 through 486 era along with some of the early Pentium PCs. The case has a red power switch on the front along with a reset button, which actually follows the front lock. The turbo button, on the other hand, adjusts the fan speed. The number display indicates how fast the fans are going.The FLP02 case is based on existing tooling. Internally, the case is set up pretty normal in some ways. The power supply shroud is present and on the bottom, and it’s punctured on the top for airflow. Back in the olden days, the PSU would be in the top. The FLP02 also has 5.25 hard drive cage support.The switches on the front of the case, which represent floppy drives, are actually functional. Releasing the lock allows the slot cover to come out. Silverstone tells us the mechanism here that we saw at Computex is actually very difficult to manufacture so the company will probably create a stronger and more resilient mechanism with the company showing us a 3D printed mock-up of one.  Internally, the back of the case has a 120mm fan, but it can fit a 140mm one. The top of the FLP02 can fit a 360mm radiator. The case also has a vertical GPU mount option, though it’s only for a 2-slot wide mount, which restricts what kind of card you can put in it. The FLP02 also has a vertical GPU support, which is obviously a more modern feature.   For inspiration, Silverstone told us it Googled old computers and chose bits and pieces that it liked for the case’s design.  Older computer cases wouldn’t have had a lot of ventilation on the front, but the FLP02 has some ventilation on the front bottom. Its top panel is also ventilated and has a dust filter. The top of the case also has options for multiple radiator sizes.   The back side of the case has all of the modern cable management options so it ends up being a mix of design from both old and new. In terms of pricing, Silverstone says it will probably be $220, but that’s based on the current tariff situation. In the European market, the company is looking at around or less than 200 Euros. The case is also hiding some more modern features, like the front-panel USB ports, under covers to keep the immersion that the case is old. We plan on reviewing the case when it comes out. Silverstone LD05 Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work! (or consider a direct donation or a Patreon contribution!)Switching gears, Silverstone’s LD05 is a more modern fish-tank style ATX case that’s trying to hit a $100 price point, which is, again, dependent on the tariff situation. The company plans on providing 3x120mm ARGB fans. In terms of fan-mount locations, there are 2 on the side and a fan on the back. And there’s also space on the top for either 120mm or 140mm fans. The build we saw had 3x120mm ones.The case has a heavily ventilated power supply shroud, which also has a hard-drive cage within it, which is also perforated. Speaking of perforations, the back side panel is also perforated. The backside has some cable management space. It’s pretty standard. The LD05 also has white cables that try to match the case itself. The color isn’t an exact match, however.  Silverstone Alta T1The Alta T1 is a case we saw at last year’s Computex and Silverstone tells us it will be over a grand. Silverstone Alta T2We saw a version of the T2 case last year. In terms of pricing, the T2 will be about $1,000. It has an aluminum shell. When we pulled off its bottom side panel at Computex, it revealed 1 of 2 installed power supplies in the system we looked at. The other PSU is right behind it. The shroud area also has drive mounts in the middle and the front. The case itself has a ton of drive cage options. The T2 essentially acts like a home-server rendering farm of sorts. It’s got 11 slots for PCIe devices, making it one of the larger cases on the market for PCIe support.  The case’s rail system allows you to basically mount whatever you want wherever you want.The top front of the case has a canted angle, which has a plate that pulls off. There’s also another plate on the front bottom that pulls off and reveals the interior of the case. The T2 we saw also had 180mm fans installed in it. Silverstone Home Server Interview Visit our Patreon page to contribute a few dollars toward this website's operation (or consider a direct donation or buying something from our GN Store!) Additionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.We also interviewed Tony from Silverstone, where he walked us through some of the company’s home-server style cases. Make sure you check out that interview in our video.
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  • 7 Subscription Trends That Are Shaping the SaaS Industry in 2025

    Posted on : June 5, 2025

    By

    Tech World Times

    Technology 

    Rate this post

    The Software as a Serviceindustry has been on an unstoppable trajectory since its inception, revolutionizing how businesses and individuals consume and manage software. The landscape of subscription services within this sector continues to evolve at a rapid pace. Driven by customer expectations, technological advancements, and economic shifts, several trends are emerging that promise to reshape the SaaS industry. These trends will not only influence the way software is delivered and managed but also impact the overall subscription economy. Check out these subscription trends that are set to redefine the SaaS industry in the next few years.
    1. Personalization and Customer-Centric Models
    Businesses are increasingly recognizing the value of tailored experiences, and SaaS companies are responding with personalized subscription offerings. By leveraging user data and machine learning algorithms, providers are crafting customized solutions that cater to individual needs, preferences, and usage patterns. Personalization also extends to the billing process, where SaaS payment processing systems are adapting to offer flexible pricing models, such as pay-per-use and tiered subscriptions.
    2. Integrated Payment Solutions and Subscription Management
    SaaS payment processing will become a seamless and integrated part of the subscription experience. Innovations in financial technology will streamline the billing process, providing users with a unified dashboard to manage all their subscriptions. This will simplify financial management for both consumers and businesses. Companies will be able to offer various payment methods, automate billing cycles, and handle currency conversions with ease, making it easier for them to serve a global customer base.
    3. The Rise of Usage-Based Pricing
    Usage-based pricing is gaining traction as a fair and transparent way to bill for cloud services. Instead of flat monthly or annual fees, SaaS providers will charge customers based on the actual resources consumed. This model aligns the cost with the value derived, encouraging more efficient use of resources and reducing waste. It also allows companies to scale more easily, leading to more granular and sophisticated pricing structures that can handle these complex calculations.
    4. Subscription Model Innovation
    To stand out in a crowded market, SaaS companies are experimenting with innovative subscription models that go beyond the typical monthly or annual plans. These include freemium models, where users get a basic version of the software for free and pay for additional features, and dynamic pricing that adjusts based on demand and supply. The goal is to create a more nuanced pricing strategy that appeals to a wider range of customers and enhances the overall perceived value of the service.
    5. Emphasis on User Experience and Customer Retention
    The importance of user experience is paramount in the SaaS industry, and in 2025, companies will invest heavily in creating delightful onboarding processes, intuitive user interfaces, and proactive customer support. The focus on customer retention will be a key driver for subscription growth, as it becomes more cost-effective than acquiring new ones. This shift will lead to the integration of more sophisticated tools for tracking customer engagement and satisfaction, allowing for targeted interventions to reduce churn rates.
    6. Expansion into Emerging Markets
    As developed markets become saturated, SaaS companies are setting their sights on emerging economies. To cater to these diverse markets, providers will need to adapt their offerings to suit local preferences and constraints, such as language, cultural nuances, and payment methods. This trend will result in the rise of regional SaaS leaders and increased competition from local players, pushing the industry to become more global and inclusive.
    7. Increased Adoption of AI and Automation
    Artificial intelligence and automation will play a significant role in the SaaS industry, optimizing everything from customer support to sales and marketing. Chatbots and virtual assistants will become commonplace for handling routine inquiries, while AI algorithms will be used to predict customer behavior and offer personalized recommendations. Automation will streamline backend processes, reducing costs and enhancing the overall efficiency of subscription management. This integration will lead to more intelligent and proactive services, with the potential for predictive analytics to anticipate customer needs before they even arise.
    The SaaS industry is poised for continued growth and evolution, with these seven subscription trends at the forefront. Personalization, integrated payment processing, usage-based pricing, innovative models, user experience enhancements, emerging market expansion, and the integration of AI and automation are all shaping the future of this dynamic sector. The most successful SaaS companies will be those that embrace these trends, adapting their offerings and operations to meet the changing demands of the modern subscription economy. With the right strategies in place, they will be able to deliver superior value to their customers and thrive in an increasingly competitive landscape.
    Tech World TimesTech World Times, a global collective focusing on the latest tech news and trends in blockchain, Fintech, Development & Testing, AI and Startups. If you are looking for the guest post then contact at techworldtimes@gmail.com
    #subscription #trends #that #are #shaping
    7 Subscription Trends That Are Shaping the SaaS Industry in 2025
    Posted on : June 5, 2025 By Tech World Times Technology  Rate this post The Software as a Serviceindustry has been on an unstoppable trajectory since its inception, revolutionizing how businesses and individuals consume and manage software. The landscape of subscription services within this sector continues to evolve at a rapid pace. Driven by customer expectations, technological advancements, and economic shifts, several trends are emerging that promise to reshape the SaaS industry. These trends will not only influence the way software is delivered and managed but also impact the overall subscription economy. Check out these subscription trends that are set to redefine the SaaS industry in the next few years. 1. Personalization and Customer-Centric Models Businesses are increasingly recognizing the value of tailored experiences, and SaaS companies are responding with personalized subscription offerings. By leveraging user data and machine learning algorithms, providers are crafting customized solutions that cater to individual needs, preferences, and usage patterns. Personalization also extends to the billing process, where SaaS payment processing systems are adapting to offer flexible pricing models, such as pay-per-use and tiered subscriptions. 2. Integrated Payment Solutions and Subscription Management SaaS payment processing will become a seamless and integrated part of the subscription experience. Innovations in financial technology will streamline the billing process, providing users with a unified dashboard to manage all their subscriptions. This will simplify financial management for both consumers and businesses. Companies will be able to offer various payment methods, automate billing cycles, and handle currency conversions with ease, making it easier for them to serve a global customer base. 3. The Rise of Usage-Based Pricing Usage-based pricing is gaining traction as a fair and transparent way to bill for cloud services. Instead of flat monthly or annual fees, SaaS providers will charge customers based on the actual resources consumed. This model aligns the cost with the value derived, encouraging more efficient use of resources and reducing waste. It also allows companies to scale more easily, leading to more granular and sophisticated pricing structures that can handle these complex calculations. 4. Subscription Model Innovation To stand out in a crowded market, SaaS companies are experimenting with innovative subscription models that go beyond the typical monthly or annual plans. These include freemium models, where users get a basic version of the software for free and pay for additional features, and dynamic pricing that adjusts based on demand and supply. The goal is to create a more nuanced pricing strategy that appeals to a wider range of customers and enhances the overall perceived value of the service. 5. Emphasis on User Experience and Customer Retention The importance of user experience is paramount in the SaaS industry, and in 2025, companies will invest heavily in creating delightful onboarding processes, intuitive user interfaces, and proactive customer support. The focus on customer retention will be a key driver for subscription growth, as it becomes more cost-effective than acquiring new ones. This shift will lead to the integration of more sophisticated tools for tracking customer engagement and satisfaction, allowing for targeted interventions to reduce churn rates. 6. Expansion into Emerging Markets As developed markets become saturated, SaaS companies are setting their sights on emerging economies. To cater to these diverse markets, providers will need to adapt their offerings to suit local preferences and constraints, such as language, cultural nuances, and payment methods. This trend will result in the rise of regional SaaS leaders and increased competition from local players, pushing the industry to become more global and inclusive. 7. Increased Adoption of AI and Automation Artificial intelligence and automation will play a significant role in the SaaS industry, optimizing everything from customer support to sales and marketing. Chatbots and virtual assistants will become commonplace for handling routine inquiries, while AI algorithms will be used to predict customer behavior and offer personalized recommendations. Automation will streamline backend processes, reducing costs and enhancing the overall efficiency of subscription management. This integration will lead to more intelligent and proactive services, with the potential for predictive analytics to anticipate customer needs before they even arise. The SaaS industry is poised for continued growth and evolution, with these seven subscription trends at the forefront. Personalization, integrated payment processing, usage-based pricing, innovative models, user experience enhancements, emerging market expansion, and the integration of AI and automation are all shaping the future of this dynamic sector. The most successful SaaS companies will be those that embrace these trends, adapting their offerings and operations to meet the changing demands of the modern subscription economy. With the right strategies in place, they will be able to deliver superior value to their customers and thrive in an increasingly competitive landscape. Tech World TimesTech World Times, a global collective focusing on the latest tech news and trends in blockchain, Fintech, Development & Testing, AI and Startups. If you are looking for the guest post then contact at techworldtimes@gmail.com #subscription #trends #that #are #shaping
    TECHWORLDTIMES.COM
    7 Subscription Trends That Are Shaping the SaaS Industry in 2025
    Posted on : June 5, 2025 By Tech World Times Technology  Rate this post The Software as a Service (SaaS) industry has been on an unstoppable trajectory since its inception, revolutionizing how businesses and individuals consume and manage software. The landscape of subscription services within this sector continues to evolve at a rapid pace. Driven by customer expectations, technological advancements, and economic shifts, several trends are emerging that promise to reshape the SaaS industry. These trends will not only influence the way software is delivered and managed but also impact the overall subscription economy. Check out these subscription trends that are set to redefine the SaaS industry in the next few years. 1. Personalization and Customer-Centric Models Businesses are increasingly recognizing the value of tailored experiences, and SaaS companies are responding with personalized subscription offerings. By leveraging user data and machine learning algorithms, providers are crafting customized solutions that cater to individual needs, preferences, and usage patterns. Personalization also extends to the billing process, where SaaS payment processing systems are adapting to offer flexible pricing models, such as pay-per-use and tiered subscriptions. 2. Integrated Payment Solutions and Subscription Management SaaS payment processing will become a seamless and integrated part of the subscription experience. Innovations in financial technology will streamline the billing process, providing users with a unified dashboard to manage all their subscriptions. This will simplify financial management for both consumers and businesses. Companies will be able to offer various payment methods, automate billing cycles, and handle currency conversions with ease, making it easier for them to serve a global customer base. 3. The Rise of Usage-Based Pricing Usage-based pricing is gaining traction as a fair and transparent way to bill for cloud services. Instead of flat monthly or annual fees, SaaS providers will charge customers based on the actual resources consumed. This model aligns the cost with the value derived, encouraging more efficient use of resources and reducing waste. It also allows companies to scale more easily, leading to more granular and sophisticated pricing structures that can handle these complex calculations. 4. Subscription Model Innovation To stand out in a crowded market, SaaS companies are experimenting with innovative subscription models that go beyond the typical monthly or annual plans. These include freemium models, where users get a basic version of the software for free and pay for additional features, and dynamic pricing that adjusts based on demand and supply. The goal is to create a more nuanced pricing strategy that appeals to a wider range of customers and enhances the overall perceived value of the service. 5. Emphasis on User Experience and Customer Retention The importance of user experience is paramount in the SaaS industry, and in 2025, companies will invest heavily in creating delightful onboarding processes, intuitive user interfaces, and proactive customer support. The focus on customer retention will be a key driver for subscription growth, as it becomes more cost-effective than acquiring new ones. This shift will lead to the integration of more sophisticated tools for tracking customer engagement and satisfaction, allowing for targeted interventions to reduce churn rates. 6. Expansion into Emerging Markets As developed markets become saturated, SaaS companies are setting their sights on emerging economies. To cater to these diverse markets, providers will need to adapt their offerings to suit local preferences and constraints, such as language, cultural nuances, and payment methods. This trend will result in the rise of regional SaaS leaders and increased competition from local players, pushing the industry to become more global and inclusive. 7. Increased Adoption of AI and Automation Artificial intelligence and automation will play a significant role in the SaaS industry, optimizing everything from customer support to sales and marketing. Chatbots and virtual assistants will become commonplace for handling routine inquiries, while AI algorithms will be used to predict customer behavior and offer personalized recommendations. Automation will streamline backend processes, reducing costs and enhancing the overall efficiency of subscription management. This integration will lead to more intelligent and proactive services, with the potential for predictive analytics to anticipate customer needs before they even arise. The SaaS industry is poised for continued growth and evolution, with these seven subscription trends at the forefront. Personalization, integrated payment processing, usage-based pricing, innovative models, user experience enhancements, emerging market expansion, and the integration of AI and automation are all shaping the future of this dynamic sector. The most successful SaaS companies will be those that embrace these trends, adapting their offerings and operations to meet the changing demands of the modern subscription economy. With the right strategies in place, they will be able to deliver superior value to their customers and thrive in an increasingly competitive landscape. Tech World TimesTech World Times (TWT), a global collective focusing on the latest tech news and trends in blockchain, Fintech, Development & Testing, AI and Startups. If you are looking for the guest post then contact at techworldtimes@gmail.com
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  • Buckle Up: Volvo Seatbelts to Auto-Adjust Based on Your Body Shape, Position

    Volvo is introducing a new seatbelt that self-adjusts based on your body and driving conditions, particularly in the event of a collision.This "multi-adaptive safety belt" gathers real-time data from interior and exterior sensors, adapting the force it applies "based on the situation and individual’s profiles, such as their height, weight, body shape and seating position," Volvo says. Multi-adaptive safety beltIt's a way of customizing protection for the rider, rather than a static setting for all passengers. Volvo gives the example of a larger occupant and a smaller occupant during a car crash. The smaller will need a "lower belt load" to reduce the risk of rib fractures, while the larger one will need a "higher belt load" to reduce the risk of head injury. Recommended by Our EditorsMost seatbelts have three settings, or "load-limiting profiles," but Volvo offers 11. The sensors analyze the unique characteristics of a crash "in less than a blink of the eye," such as direction, speed, and passenger posture, and shares that information with the seatbelt. It uses this data to select the appropriate setting.Multi-adaptive safety beltVolvo says it developed the tech with data from 80,000 riders and real accidents, and is approaching the seatbelt as a piece of living tech with the capability to receive over-the-air software updates and continuously improve based on data gathered from all Volvo cars. While it could significantly improve safety, more tech can also mean more room to malfunction. If the belt gets too tight, or too loose, it could be a headache for riders.The new belt debuts later this year in the all-electric 2026 Volvo EX60, a midsize SUV set to compete with the Tesla Model Y. Volvo hasn't revealed pricing or photos of the vehicle yet, but it's expected to be among the most popular in the brand's EV lineup. That includes the EX30, a smaller SUV, three-row EX90, and ES90 sedan.Volvo EX90 on the Las Vegas strip
    #buckle #volvo #seatbelts #autoadjust #based
    Buckle Up: Volvo Seatbelts to Auto-Adjust Based on Your Body Shape, Position
    Volvo is introducing a new seatbelt that self-adjusts based on your body and driving conditions, particularly in the event of a collision.This "multi-adaptive safety belt" gathers real-time data from interior and exterior sensors, adapting the force it applies "based on the situation and individual’s profiles, such as their height, weight, body shape and seating position," Volvo says. Multi-adaptive safety beltIt's a way of customizing protection for the rider, rather than a static setting for all passengers. Volvo gives the example of a larger occupant and a smaller occupant during a car crash. The smaller will need a "lower belt load" to reduce the risk of rib fractures, while the larger one will need a "higher belt load" to reduce the risk of head injury. Recommended by Our EditorsMost seatbelts have three settings, or "load-limiting profiles," but Volvo offers 11. The sensors analyze the unique characteristics of a crash "in less than a blink of the eye," such as direction, speed, and passenger posture, and shares that information with the seatbelt. It uses this data to select the appropriate setting.Multi-adaptive safety beltVolvo says it developed the tech with data from 80,000 riders and real accidents, and is approaching the seatbelt as a piece of living tech with the capability to receive over-the-air software updates and continuously improve based on data gathered from all Volvo cars. While it could significantly improve safety, more tech can also mean more room to malfunction. If the belt gets too tight, or too loose, it could be a headache for riders.The new belt debuts later this year in the all-electric 2026 Volvo EX60, a midsize SUV set to compete with the Tesla Model Y. Volvo hasn't revealed pricing or photos of the vehicle yet, but it's expected to be among the most popular in the brand's EV lineup. That includes the EX30, a smaller SUV, three-row EX90, and ES90 sedan.Volvo EX90 on the Las Vegas strip #buckle #volvo #seatbelts #autoadjust #based
    ME.PCMAG.COM
    Buckle Up: Volvo Seatbelts to Auto-Adjust Based on Your Body Shape, Position
    Volvo is introducing a new seatbelt that self-adjusts based on your body and driving conditions, particularly in the event of a collision.This "multi-adaptive safety belt" gathers real-time data from interior and exterior sensors, adapting the force it applies "based on the situation and individual’s profiles, such as their height, weight, body shape and seating position," Volvo says. Multi-adaptive safety belt(Credit: Volvo)It's a way of customizing protection for the rider, rather than a static setting for all passengers. Volvo gives the example of a larger occupant and a smaller occupant during a car crash. The smaller will need a "lower belt load" to reduce the risk of rib fractures, while the larger one will need a "higher belt load" to reduce the risk of head injury. Recommended by Our EditorsMost seatbelts have three settings, or "load-limiting profiles," but Volvo offers 11. The sensors analyze the unique characteristics of a crash "in less than a blink of the eye," such as direction, speed, and passenger posture, and shares that information with the seatbelt. It uses this data to select the appropriate setting.Multi-adaptive safety belt(Credit: Volvo)Volvo says it developed the tech with data from 80,000 riders and real accidents, and is approaching the seatbelt as a piece of living tech with the capability to receive over-the-air software updates and continuously improve based on data gathered from all Volvo cars. While it could significantly improve safety, more tech can also mean more room to malfunction. If the belt gets too tight, or too loose, it could be a headache for riders.The new belt debuts later this year in the all-electric 2026 Volvo EX60, a midsize SUV set to compete with the Tesla Model Y. Volvo hasn't revealed pricing or photos of the vehicle yet, but it's expected to be among the most popular in the brand's EV lineup. That includes the EX30, a smaller SUV, three-row EX90, and ES90 sedan.Volvo EX90 on the Las Vegas strip(Credit: Emily Forlini/PCMag)
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  • You can now sell MetaHumans, or use them in Unity or Godot

    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" ";

    The MetaHuman client reel. Epic Games’ framework for generating realistic 3D characters for games is out of early access, and can now be used with any DCC app or game engine.

    Epic Games has officially launched MetaHuman, its framework for generating realistic 3D characters for games, animation and VFX work, after four years in early access.The core applications, MetaHuman Creator, Mesh to MetaHuman and MetaHuman Animator, are now integrated into Unreal Engine 5.6, the latest version of the game engine.
    In addition, Epic has updated the licensing for MetaHuman characters, making it possible to use them in any game engine or DCC application, including in commercial projects.
    There are also two new free plugins, MetaHuman for Maya and MetaHuman for Houdini, intended to streamline the process of editing MetaHumans in Maya and Houdini.
    A suite of tools for generating and animating realistic real-time 3D characters

    First launched in early access in 2021, MetaHuman is a framework of tools for generating realistic 3D characters for next-gen games, animation, virtual production and VFX.The first component, MetaHuman Creator, enables users to design realistic digital humans.
    Users can generate new characters by blending between presets, then adjusting the proportions of the face by hand, and customising readymade hairstyles and clothing.
    The second component, Mesh to MetaHuman, makes it possible to create MetaHumans matching 3D scans or facial models created in other DCC apps.
    The final component, MetaHuman Animator, streamlines the process of transferring the facial performance of an actor from video footage to a MetaHuman character.
    MetaHuman Creator was originally a cloud-based tool, while Mesh to MetaHuman and MetaHuman Animator were available via the old MetaHuman plugin for Unreal Engine.
    Now integrated directly into Unreal Engine 5.6

    That changes with the end of early access, with MetaHuman Creator, Mesh to MetaHuman and MetaHuman Animator all now integrated directly into Unreal Engine itself.Integration – available in Unreal Engine 5.6, the latest version of the engine – is intended to simplify character creation and asset management worklows.
    Studios also get access to the MetaHuman source code, since Unreal Engine itself comes with full C++ source code access.
    However, the tools still cannot be run entirely locally: according to Epic, in-editor workflow is “enhanced by cloud services that deliver autorigging and texture synthesis”.


    Users can now adjust MetaHumans’ bodies, with a new unified Outfit Asset making it possible to create 3D clothing that adjusts automatically to bodily proportions.

    Updates to both MetaHuman Creator and MetaHuman Animator

    In addition, the official release introduces new features, with MetaHuman Creator’s parametric system for creating faces now extended to body shapes.Users can now adjust proportions like height, chest and waist measurements, and leg length, rather than simply selecting preset body types.
    Similarly, a new unified Outfit Asset makes it possible to author custom 3D clothing, rather than selecting readymade presets, with garments resizing to characters’ body shapes.
    MetaHuman Animator – which previously required footage from stereo head-mounted cameras or iPhones – now supports footage from mono cameras like webcams.
    The toolset can also now generate facial animation – both lip sync and head movement – solely from audio recordings, as well as from video footage.
    You can find fuller descriptions of the new features in Epic Games’ blog post.
    Use MetaHumans in Unity or Godot games, or sell them on online marketplaces

    Equally significantly, Epic has changed the licensing for MetaHumans.The MetaHuman toolset is now covered by the standard Unreal Engine EULA, meaning that it can be used for free by any artist or studio with under million/year in revenue.
    MetaHuman characters and clothing can also now be sold on online marketplaces, or used in commercial projects created with other DCC apps or game engines.
    The only exception is for AI: you can use MetaHumans in “workflows that incorporate artificial intelligence technology”, but not to train or enhance the AI models themselves.
    Studios earning more than million/year from projects that use MetaHuman characters need Unreal Engine seat licenses, with currently cost /year.
    However, since MetaHuman characters and animations are classed as ‘non-engine products’, they can be used in games created in other engines, like Unity or Godot, without incurring the 5% cut of the revenue that Epic takes from Unreal Engine games.

    The free MetaHuman for Maya plugin lets you edit MetaHumans with Maya’s native tools.

    New plugins streamline editing MetaHumans in Maya and Houdini

    Last but not least, Epic Games has released new free add-ons intended to streamline the process of editing MetaHumans in other DCC software.The MetaHuman for Maya plugin makes it possible to manipulate the MetaHuman mesh directly with Maya’s standard mesh-editing and sculpting tools.
    Users can also create MetaHuman-compatible hair grooms using Maya’s XGen toolset, and export them in Alembic format.
    The MetaHuman for Houdini plugin seems to be confined to grooming, with users able to create hairstyles using Houdini’s native tools, and export them in Alembic format.
    The plugins themselves are supplemented by MetaHuman Groom Starter Kits for Maya and Houdini, which provide readymade sample files for generating grooms.
    Price, licensing and system requirements

    MetaHuman Creator and MetaHuman Animator are integrated into Unreal Engine 5.6. The Unreal Editor is compatible with Windows 10+, macOS 14.0+ and RHEL/Rocky Linux 8+.The MetaHuman plugin for Maya is compatible with Maya 2022-2025. The MetaHuman for Houdini plugin is compatible with Houdini 20.5 with SideFX Labs installed.
    All of the software is free to use, including for commercial projects, if you earn under million/year. You can find more information on licensing in the story above.
    Read an overview of the changes to the MetaHuman software on Epic Games’ blog
    Download the free MetaHuman for Maya and Houdini plugins and starter kits
    Read Epic Games’ FAQs about the changes to licensing for MetaHumans

    Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
    #you #can #now #sell #metahumans
    You can now sell MetaHumans, or use them in Unity or Godot
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "; The MetaHuman client reel. Epic Games’ framework for generating realistic 3D characters for games is out of early access, and can now be used with any DCC app or game engine. Epic Games has officially launched MetaHuman, its framework for generating realistic 3D characters for games, animation and VFX work, after four years in early access.The core applications, MetaHuman Creator, Mesh to MetaHuman and MetaHuman Animator, are now integrated into Unreal Engine 5.6, the latest version of the game engine. In addition, Epic has updated the licensing for MetaHuman characters, making it possible to use them in any game engine or DCC application, including in commercial projects. There are also two new free plugins, MetaHuman for Maya and MetaHuman for Houdini, intended to streamline the process of editing MetaHumans in Maya and Houdini. A suite of tools for generating and animating realistic real-time 3D characters First launched in early access in 2021, MetaHuman is a framework of tools for generating realistic 3D characters for next-gen games, animation, virtual production and VFX.The first component, MetaHuman Creator, enables users to design realistic digital humans. Users can generate new characters by blending between presets, then adjusting the proportions of the face by hand, and customising readymade hairstyles and clothing. The second component, Mesh to MetaHuman, makes it possible to create MetaHumans matching 3D scans or facial models created in other DCC apps. The final component, MetaHuman Animator, streamlines the process of transferring the facial performance of an actor from video footage to a MetaHuman character. MetaHuman Creator was originally a cloud-based tool, while Mesh to MetaHuman and MetaHuman Animator were available via the old MetaHuman plugin for Unreal Engine. Now integrated directly into Unreal Engine 5.6 That changes with the end of early access, with MetaHuman Creator, Mesh to MetaHuman and MetaHuman Animator all now integrated directly into Unreal Engine itself.Integration – available in Unreal Engine 5.6, the latest version of the engine – is intended to simplify character creation and asset management worklows. Studios also get access to the MetaHuman source code, since Unreal Engine itself comes with full C++ source code access. However, the tools still cannot be run entirely locally: according to Epic, in-editor workflow is “enhanced by cloud services that deliver autorigging and texture synthesis”. Users can now adjust MetaHumans’ bodies, with a new unified Outfit Asset making it possible to create 3D clothing that adjusts automatically to bodily proportions. Updates to both MetaHuman Creator and MetaHuman Animator In addition, the official release introduces new features, with MetaHuman Creator’s parametric system for creating faces now extended to body shapes.Users can now adjust proportions like height, chest and waist measurements, and leg length, rather than simply selecting preset body types. Similarly, a new unified Outfit Asset makes it possible to author custom 3D clothing, rather than selecting readymade presets, with garments resizing to characters’ body shapes. MetaHuman Animator – which previously required footage from stereo head-mounted cameras or iPhones – now supports footage from mono cameras like webcams. The toolset can also now generate facial animation – both lip sync and head movement – solely from audio recordings, as well as from video footage. You can find fuller descriptions of the new features in Epic Games’ blog post. Use MetaHumans in Unity or Godot games, or sell them on online marketplaces Equally significantly, Epic has changed the licensing for MetaHumans.The MetaHuman toolset is now covered by the standard Unreal Engine EULA, meaning that it can be used for free by any artist or studio with under million/year in revenue. MetaHuman characters and clothing can also now be sold on online marketplaces, or used in commercial projects created with other DCC apps or game engines. The only exception is for AI: you can use MetaHumans in “workflows that incorporate artificial intelligence technology”, but not to train or enhance the AI models themselves. Studios earning more than million/year from projects that use MetaHuman characters need Unreal Engine seat licenses, with currently cost /year. However, since MetaHuman characters and animations are classed as ‘non-engine products’, they can be used in games created in other engines, like Unity or Godot, without incurring the 5% cut of the revenue that Epic takes from Unreal Engine games. The free MetaHuman for Maya plugin lets you edit MetaHumans with Maya’s native tools. New plugins streamline editing MetaHumans in Maya and Houdini Last but not least, Epic Games has released new free add-ons intended to streamline the process of editing MetaHumans in other DCC software.The MetaHuman for Maya plugin makes it possible to manipulate the MetaHuman mesh directly with Maya’s standard mesh-editing and sculpting tools. Users can also create MetaHuman-compatible hair grooms using Maya’s XGen toolset, and export them in Alembic format. The MetaHuman for Houdini plugin seems to be confined to grooming, with users able to create hairstyles using Houdini’s native tools, and export them in Alembic format. The plugins themselves are supplemented by MetaHuman Groom Starter Kits for Maya and Houdini, which provide readymade sample files for generating grooms. Price, licensing and system requirements MetaHuman Creator and MetaHuman Animator are integrated into Unreal Engine 5.6. The Unreal Editor is compatible with Windows 10+, macOS 14.0+ and RHEL/Rocky Linux 8+.The MetaHuman plugin for Maya is compatible with Maya 2022-2025. The MetaHuman for Houdini plugin is compatible with Houdini 20.5 with SideFX Labs installed. All of the software is free to use, including for commercial projects, if you earn under million/year. You can find more information on licensing in the story above. Read an overview of the changes to the MetaHuman software on Epic Games’ blog Download the free MetaHuman for Maya and Houdini plugins and starter kits Read Epic Games’ FAQs about the changes to licensing for MetaHumans Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects. #you #can #now #sell #metahumans
    You can now sell MetaHumans, or use them in Unity or Godot
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd" The MetaHuman client reel. Epic Games’ framework for generating realistic 3D characters for games is out of early access, and can now be used with any DCC app or game engine. Epic Games has officially launched MetaHuman, its framework for generating realistic 3D characters for games, animation and VFX work, after four years in early access.The core applications, MetaHuman Creator, Mesh to MetaHuman and MetaHuman Animator, are now integrated into Unreal Engine 5.6, the latest version of the game engine. In addition, Epic has updated the licensing for MetaHuman characters, making it possible to use them in any game engine or DCC application, including in commercial projects. There are also two new free plugins, MetaHuman for Maya and MetaHuman for Houdini, intended to streamline the process of editing MetaHumans in Maya and Houdini. A suite of tools for generating and animating realistic real-time 3D characters First launched in early access in 2021, MetaHuman is a framework of tools for generating realistic 3D characters for next-gen games, animation, virtual production and VFX.The first component, MetaHuman Creator, enables users to design realistic digital humans. Users can generate new characters by blending between presets, then adjusting the proportions of the face by hand, and customising readymade hairstyles and clothing. The second component, Mesh to MetaHuman, makes it possible to create MetaHumans matching 3D scans or facial models created in other DCC apps. The final component, MetaHuman Animator, streamlines the process of transferring the facial performance of an actor from video footage to a MetaHuman character. MetaHuman Creator was originally a cloud-based tool, while Mesh to MetaHuman and MetaHuman Animator were available via the old MetaHuman plugin for Unreal Engine. Now integrated directly into Unreal Engine 5.6 That changes with the end of early access, with MetaHuman Creator, Mesh to MetaHuman and MetaHuman Animator all now integrated directly into Unreal Engine itself.Integration – available in Unreal Engine 5.6, the latest version of the engine – is intended to simplify character creation and asset management worklows. Studios also get access to the MetaHuman source code, since Unreal Engine itself comes with full C++ source code access. However, the tools still cannot be run entirely locally: according to Epic, in-editor workflow is “enhanced by cloud services that deliver autorigging and texture synthesis”. https://www.cgchannel.com/wp-content/uploads/2025/06/250604_MetaHumanOfficialLaunch_LicensingChanges_UnifiedClothing.mp4 Users can now adjust MetaHumans’ bodies, with a new unified Outfit Asset making it possible to create 3D clothing that adjusts automatically to bodily proportions. Updates to both MetaHuman Creator and MetaHuman Animator In addition, the official release introduces new features, with MetaHuman Creator’s parametric system for creating faces now extended to body shapes.Users can now adjust proportions like height, chest and waist measurements, and leg length, rather than simply selecting preset body types. Similarly, a new unified Outfit Asset makes it possible to author custom 3D clothing, rather than selecting readymade presets, with garments resizing to characters’ body shapes. MetaHuman Animator – which previously required footage from stereo head-mounted cameras or iPhones – now supports footage from mono cameras like webcams. The toolset can also now generate facial animation – both lip sync and head movement – solely from audio recordings, as well as from video footage. You can find fuller descriptions of the new features in Epic Games’ blog post. Use MetaHumans in Unity or Godot games, or sell them on online marketplaces Equally significantly, Epic has changed the licensing for MetaHumans.The MetaHuman toolset is now covered by the standard Unreal Engine EULA, meaning that it can be used for free by any artist or studio with under $1 million/year in revenue. MetaHuman characters and clothing can also now be sold on online marketplaces, or used in commercial projects created with other DCC apps or game engines. The only exception is for AI: you can use MetaHumans in “workflows that incorporate artificial intelligence technology”, but not to train or enhance the AI models themselves. Studios earning more than $1 million/year from projects that use MetaHuman characters need Unreal Engine seat licenses, with currently cost $1,850/year. However, since MetaHuman characters and animations are classed as ‘non-engine products’, they can be used in games created in other engines, like Unity or Godot, without incurring the 5% cut of the revenue that Epic takes from Unreal Engine games. https://www.cgchannel.com/wp-content/uploads/2025/06/250604_MetaHumanOfficialLaunch_LicensingChanges_MetaHumanForMaya.mp4 The free MetaHuman for Maya plugin lets you edit MetaHumans with Maya’s native tools. New plugins streamline editing MetaHumans in Maya and Houdini Last but not least, Epic Games has released new free add-ons intended to streamline the process of editing MetaHumans in other DCC software.The MetaHuman for Maya plugin makes it possible to manipulate the MetaHuman mesh directly with Maya’s standard mesh-editing and sculpting tools. Users can also create MetaHuman-compatible hair grooms using Maya’s XGen toolset, and export them in Alembic format. The MetaHuman for Houdini plugin seems to be confined to grooming, with users able to create hairstyles using Houdini’s native tools, and export them in Alembic format. The plugins themselves are supplemented by MetaHuman Groom Starter Kits for Maya and Houdini, which provide readymade sample files for generating grooms. Price, licensing and system requirements MetaHuman Creator and MetaHuman Animator are integrated into Unreal Engine 5.6. The Unreal Editor is compatible with Windows 10+, macOS 14.0+ and RHEL/Rocky Linux 8+.The MetaHuman plugin for Maya is compatible with Maya 2022-2025. The MetaHuman for Houdini plugin is compatible with Houdini 20.5 with SideFX Labs installed. All of the software is free to use, including for commercial projects, if you earn under $1 million/year. You can find more information on licensing in the story above. Read an overview of the changes to the MetaHuman software on Epic Games’ blog Download the free MetaHuman for Maya and Houdini plugins and starter kits Read Epic Games’ FAQs about the changes to licensing for MetaHumans Have your say on this story by following CG Channel on Facebook, Instagram and X (formerly Twitter). As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
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  • Five Ways to Get Better Battery Life From Your Steam Deck

    After the Nintendo Switch, the Steam Deck might be the most impressive gaming handheld of the last decade. It brings Steam games—most of which were initially designed to run on Windows PCs—to a remarkably designed portable device. The only problem? Battery life can be rough on some games. If you're struggling to stay charged, here are some tips to help you out.When it comes to your Steam Deck's battery life, you're going to notice a lot of variability, even from one game to another. AAA games that rely on high-end GPUs will typically guzzle power. On laptops or desktops, that's usually not as much of a concern, but on the Steam Deck—when those games run at all—they can burn through the battery quickly.So, while we have plenty of tips to get the best battery life, it's important to keep in mind some games will simply burn through your power no matter what. Fortunately, SteamOS is already pretty power efficient, and there are several handy tools to help.First, learn what, exactly, is draining your batteryThere are a few common culprits for battery drain in games, and it's helpful to understand them before diving into solutions. This is because what works for one game with minimal performance impact, could make another game unplayable. With that in mind, here are a few key things that drain your battery:Your hardware settings. The display on your Steam Deck is always a pretty big battery drain, and turning down the brightness can help. Wireless radios like wifi or Bluetooth are always sipping power, even if you're not using them, so you can sometimes turn these off if you don't need them.Your refresh rate and FPS. Your Steam Deck has to update the screen dozens of times every second, and for some games it might be way more than necessary. 60 to 90 frames per second might be necessary for a fast-paced game like Doom Eternal, but it's overkill for Stardew Valley.Your processor's TDP. Thermal Design Poweris a complicated metric, but it serves as a shorthand for how much power your processor is using. On the Steam Deck, you can limit this directly, which is a blunt way of saving battery, but it can help sometimes.The most useful tool to help you diagnose your biggest battery drains is the Performance Overlay. Press the three-dot menu button while in a game and navigate to the Performance section and you'll see an option to enable this overlay. There are several levels of detail, ranging from a simple frame rate counter, to real-time power consumption and temperature readouts. The Performance tab is also where you'll find several useful features we'll discuss, so it's good to make friends with this tab.Dive into your game's display settingsWhile the Steam Deck has a lot of useful features for managing battery life, you're still going to find some of your best options in your game's settings. Most games have presets to lower graphics settings with one quick toggle—like switching from Ultra to Medium—and some have even more advanced settings.This is particularly important to keep in mind if you play Steam games on multiple devices. Some games will try to sync settings between them, which can lead to your game rendering at a higher resolution or frame rate than the Steam Deck is even capable of displaying.In general, here are a few settings you should take a look at:Resolution: The Steam Deck has a 1280x800 resolution, so unless you're using an external monitor, there's no reason to set your game to a higher resolution. Most games won't let you go higher anyway, but it's worth it to double check. You can also go lower for some games, if you don't need as much detail.Frame rate: Many games offer the ability to cap how many frames the game generates, even if your display is capable of showing more. This can have a substantial impact on your battery life, especially for games that need to perform a lot of complex calculationsfor every new frame.Graphical presets: If your game has a preset slider, try starting on the lowest preset and working your way up to see how the game performs. The Performance Overlay can be a huge help here, to see how much power your system is drawing on different presets. If your eye can't tell the difference, but your battery can, drop the settings.You can play around to find the right balance for you, and it will vary greatly by game. In some games, you might want more graphical detail, but fewer frames per second, while others would benefit from the exact opposite. Try a few options to see what works best.Adjust your refresh rate and FPS in tandem with the Frame Limit sliderAs mentioned above, the number of times your game updates the screen per second can be a huge factor in battery drain. This is affected by both the screen's refresh rateand your game's frames per second. To complicate matters further, your refresh rate can have an effect on your input latency, meaning it's important to strike a delicate balance.To simplify this, the Steam Deck has a slider called Frame Limit that can impose a limit on how many frames your game displays and strike that balance for you. It automatically adjusts your refresh rate to be evenly divisible by the FPS limit, avoiding unnecessaryrefreshes, while still maintaining the highest refresh rate possible to reduce input lag.It's a workaround that's placed somewhat late in the pipeline, and it's sometimes better to adjust your game's settings directly, but it simplifies a complicated process. If you'd rather adjust your display's refresh rate directly, you can toggle Disable Frame Limit and adjust the refresh rate from 45Hz to 90Hz directly. Keep in mind, though, you might still need to adjust some game settings to avoid generating frames your display will just throw out.Put a cap on your Thermal Design Power, if you mustTweaking your game's graphics settings can adjust your power consumption with scalpel-like precision. By comparison, the TDP limit is a hammer. But even hammers have their uses. By design, the TDP slider on the Steam Deck will put a hard limit on how much power the CPU/GPU can draw from the battery. You can't get much more direct battery savings than that.The problem is that games typically, you know, need power. And even games with really fine-grain settings don't generally ask the user to decide how much electricity to draw. For some, especially graphics-heavy games, putting a hard limit on TDP can cause massive performance drops or even game crashes.Less demanding games, though, can benefit from playing with this setting. A useful rule of thumb is that if the game you're playing is already struggling to maintain a consistent frame rate, try something else before touching TDP. But for games like Stardew Valley, where you're never really concerned with frame rate, you can experiment with lowering the TDP limit to 10W or even 5W to see how well the game performs.Of course, setting a TDP limit only matters if it's below what your game was using in the first place. This is another area where the performance overlay comes in handy. You can get a sense of how much power your system is drawing during your games, and use that to gauge how low you want your TDP limit to be.Don't forget per-game battery setting profilesOn top of all these settings, you can also set game-specific profiles to change your battery settings automatically based on the title you're playing. I can't recommend this feature enough, especially if you tend to play games with very different power demands. Few things are more annoying than forgetting you set a low TDP limit for a simple game, then launching a more demanding game that strains against that limit.To use this, it's one simple toggle on the Performance tab. Enable "Use per-game profile" and the Steam Deck will automatically create a profile for every game you use. You can disable this toggle to switch back to the default, if you ever decide you prefer one consistent profile.Keep in mind the profiles only account for the Steam Deck's settings itself, not any game-specific settings. But it's still a handy tool. It can be overwhelming to keep track of all the different buttons and knobs you can fiddle with to get extra battery life, but the Steam Deck manages to balance a ton of customization options with the simplicity of straight-forward, user-friendly tools so you can game longer.
    #five #ways #get #better #battery
    Five Ways to Get Better Battery Life From Your Steam Deck
    After the Nintendo Switch, the Steam Deck might be the most impressive gaming handheld of the last decade. It brings Steam games—most of which were initially designed to run on Windows PCs—to a remarkably designed portable device. The only problem? Battery life can be rough on some games. If you're struggling to stay charged, here are some tips to help you out.When it comes to your Steam Deck's battery life, you're going to notice a lot of variability, even from one game to another. AAA games that rely on high-end GPUs will typically guzzle power. On laptops or desktops, that's usually not as much of a concern, but on the Steam Deck—when those games run at all—they can burn through the battery quickly.So, while we have plenty of tips to get the best battery life, it's important to keep in mind some games will simply burn through your power no matter what. Fortunately, SteamOS is already pretty power efficient, and there are several handy tools to help.First, learn what, exactly, is draining your batteryThere are a few common culprits for battery drain in games, and it's helpful to understand them before diving into solutions. This is because what works for one game with minimal performance impact, could make another game unplayable. With that in mind, here are a few key things that drain your battery:Your hardware settings. The display on your Steam Deck is always a pretty big battery drain, and turning down the brightness can help. Wireless radios like wifi or Bluetooth are always sipping power, even if you're not using them, so you can sometimes turn these off if you don't need them.Your refresh rate and FPS. Your Steam Deck has to update the screen dozens of times every second, and for some games it might be way more than necessary. 60 to 90 frames per second might be necessary for a fast-paced game like Doom Eternal, but it's overkill for Stardew Valley.Your processor's TDP. Thermal Design Poweris a complicated metric, but it serves as a shorthand for how much power your processor is using. On the Steam Deck, you can limit this directly, which is a blunt way of saving battery, but it can help sometimes.The most useful tool to help you diagnose your biggest battery drains is the Performance Overlay. Press the three-dot menu button while in a game and navigate to the Performance section and you'll see an option to enable this overlay. There are several levels of detail, ranging from a simple frame rate counter, to real-time power consumption and temperature readouts. The Performance tab is also where you'll find several useful features we'll discuss, so it's good to make friends with this tab.Dive into your game's display settingsWhile the Steam Deck has a lot of useful features for managing battery life, you're still going to find some of your best options in your game's settings. Most games have presets to lower graphics settings with one quick toggle—like switching from Ultra to Medium—and some have even more advanced settings.This is particularly important to keep in mind if you play Steam games on multiple devices. Some games will try to sync settings between them, which can lead to your game rendering at a higher resolution or frame rate than the Steam Deck is even capable of displaying.In general, here are a few settings you should take a look at:Resolution: The Steam Deck has a 1280x800 resolution, so unless you're using an external monitor, there's no reason to set your game to a higher resolution. Most games won't let you go higher anyway, but it's worth it to double check. You can also go lower for some games, if you don't need as much detail.Frame rate: Many games offer the ability to cap how many frames the game generates, even if your display is capable of showing more. This can have a substantial impact on your battery life, especially for games that need to perform a lot of complex calculationsfor every new frame.Graphical presets: If your game has a preset slider, try starting on the lowest preset and working your way up to see how the game performs. The Performance Overlay can be a huge help here, to see how much power your system is drawing on different presets. If your eye can't tell the difference, but your battery can, drop the settings.You can play around to find the right balance for you, and it will vary greatly by game. In some games, you might want more graphical detail, but fewer frames per second, while others would benefit from the exact opposite. Try a few options to see what works best.Adjust your refresh rate and FPS in tandem with the Frame Limit sliderAs mentioned above, the number of times your game updates the screen per second can be a huge factor in battery drain. This is affected by both the screen's refresh rateand your game's frames per second. To complicate matters further, your refresh rate can have an effect on your input latency, meaning it's important to strike a delicate balance.To simplify this, the Steam Deck has a slider called Frame Limit that can impose a limit on how many frames your game displays and strike that balance for you. It automatically adjusts your refresh rate to be evenly divisible by the FPS limit, avoiding unnecessaryrefreshes, while still maintaining the highest refresh rate possible to reduce input lag.It's a workaround that's placed somewhat late in the pipeline, and it's sometimes better to adjust your game's settings directly, but it simplifies a complicated process. If you'd rather adjust your display's refresh rate directly, you can toggle Disable Frame Limit and adjust the refresh rate from 45Hz to 90Hz directly. Keep in mind, though, you might still need to adjust some game settings to avoid generating frames your display will just throw out.Put a cap on your Thermal Design Power, if you mustTweaking your game's graphics settings can adjust your power consumption with scalpel-like precision. By comparison, the TDP limit is a hammer. But even hammers have their uses. By design, the TDP slider on the Steam Deck will put a hard limit on how much power the CPU/GPU can draw from the battery. You can't get much more direct battery savings than that.The problem is that games typically, you know, need power. And even games with really fine-grain settings don't generally ask the user to decide how much electricity to draw. For some, especially graphics-heavy games, putting a hard limit on TDP can cause massive performance drops or even game crashes.Less demanding games, though, can benefit from playing with this setting. A useful rule of thumb is that if the game you're playing is already struggling to maintain a consistent frame rate, try something else before touching TDP. But for games like Stardew Valley, where you're never really concerned with frame rate, you can experiment with lowering the TDP limit to 10W or even 5W to see how well the game performs.Of course, setting a TDP limit only matters if it's below what your game was using in the first place. This is another area where the performance overlay comes in handy. You can get a sense of how much power your system is drawing during your games, and use that to gauge how low you want your TDP limit to be.Don't forget per-game battery setting profilesOn top of all these settings, you can also set game-specific profiles to change your battery settings automatically based on the title you're playing. I can't recommend this feature enough, especially if you tend to play games with very different power demands. Few things are more annoying than forgetting you set a low TDP limit for a simple game, then launching a more demanding game that strains against that limit.To use this, it's one simple toggle on the Performance tab. Enable "Use per-game profile" and the Steam Deck will automatically create a profile for every game you use. You can disable this toggle to switch back to the default, if you ever decide you prefer one consistent profile.Keep in mind the profiles only account for the Steam Deck's settings itself, not any game-specific settings. But it's still a handy tool. It can be overwhelming to keep track of all the different buttons and knobs you can fiddle with to get extra battery life, but the Steam Deck manages to balance a ton of customization options with the simplicity of straight-forward, user-friendly tools so you can game longer. #five #ways #get #better #battery
    LIFEHACKER.COM
    Five Ways to Get Better Battery Life From Your Steam Deck
    After the Nintendo Switch, the Steam Deck might be the most impressive gaming handheld of the last decade. It brings Steam games—most of which were initially designed to run on Windows PCs—to a remarkably designed portable device. The only problem? Battery life can be rough on some games. If you're struggling to stay charged, here are some tips to help you out.When it comes to your Steam Deck's battery life, you're going to notice a lot of variability, even from one game to another. AAA games that rely on high-end GPUs will typically guzzle power. On laptops or desktops, that's usually not as much of a concern, but on the Steam Deck—when those games run at all—they can burn through the battery quickly.So, while we have plenty of tips to get the best battery life, it's important to keep in mind some games will simply burn through your power no matter what. Fortunately, SteamOS is already pretty power efficient (at least compared to other operating systems), and there are several handy tools to help.First, learn what, exactly, is draining your batteryThere are a few common culprits for battery drain in games, and it's helpful to understand them before diving into solutions. This is because what works for one game with minimal performance impact, could make another game unplayable. With that in mind, here are a few key things that drain your battery:Your hardware settings. The display on your Steam Deck is always a pretty big battery drain, and turning down the brightness can help. Wireless radios like wifi or Bluetooth are always sipping power, even if you're not using them, so you can sometimes turn these off if you don't need them.Your refresh rate and FPS. Your Steam Deck has to update the screen dozens of times every second, and for some games it might be way more than necessary. 60 to 90 frames per second might be necessary for a fast-paced game like Doom Eternal, but it's overkill for Stardew Valley.Your processor's TDP. Thermal Design Power (or TDP) is a complicated metric, but it serves as a shorthand for how much power your processor is using. On the Steam Deck, you can limit this directly, which is a blunt way of saving battery, but it can help sometimes.The most useful tool to help you diagnose your biggest battery drains is the Performance Overlay. Press the three-dot menu button while in a game and navigate to the Performance section and you'll see an option to enable this overlay. There are several levels of detail, ranging from a simple frame rate counter, to real-time power consumption and temperature readouts. The Performance tab is also where you'll find several useful features we'll discuss (under Advanced View), so it's good to make friends with this tab.Dive into your game's display settingsWhile the Steam Deck has a lot of useful features for managing battery life, you're still going to find some of your best options in your game's settings. Most games have presets to lower graphics settings with one quick toggle—like switching from Ultra to Medium—and some have even more advanced settings.This is particularly important to keep in mind if you play Steam games on multiple devices. Some games will try to sync settings between them, which can lead to your game rendering at a higher resolution or frame rate than the Steam Deck is even capable of displaying.In general, here are a few settings you should take a look at:Resolution: The Steam Deck has a 1280x800 resolution, so unless you're using an external monitor, there's no reason to set your game to a higher resolution. Most games won't let you go higher anyway, but it's worth it to double check. You can also go lower for some games, if you don't need as much detail.Frame rate: Many games offer the ability to cap how many frames the game generates, even if your display is capable of showing more. This can have a substantial impact on your battery life, especially for games that need to perform a lot of complex calculations (like graphics-heavy shooters) for every new frame.Graphical presets: If your game has a preset slider, try starting on the lowest preset and working your way up to see how the game performs. The Performance Overlay can be a huge help here, to see how much power your system is drawing on different presets. If your eye can't tell the difference, but your battery can, drop the settings.You can play around to find the right balance for you, and it will vary greatly by game. In some games, you might want more graphical detail, but fewer frames per second, while others would benefit from the exact opposite. Try a few options to see what works best.Adjust your refresh rate and FPS in tandem with the Frame Limit sliderAs mentioned above, the number of times your game updates the screen per second can be a huge factor in battery drain. This is affected by both the screen's refresh rate (how many times the display physically updates the pixel you see) and your game's frames per second (or FPS, the number of times the GPU generates a new frame per second). To complicate matters further, your refresh rate can have an effect on your input latency, meaning it's important to strike a delicate balance.To simplify this, the Steam Deck has a slider called Frame Limit that can impose a limit on how many frames your game displays and strike that balance for you. It automatically adjusts your refresh rate to be evenly divisible by the FPS limit, avoiding unnecessary (and asynchronous) refreshes, while still maintaining the highest refresh rate possible to reduce input lag.It's a workaround that's placed somewhat late in the pipeline, and it's sometimes better to adjust your game's settings directly, but it simplifies a complicated process. If you'd rather adjust your display's refresh rate directly, you can toggle Disable Frame Limit and adjust the refresh rate from 45Hz to 90Hz directly. Keep in mind, though, you might still need to adjust some game settings to avoid generating frames your display will just throw out.Put a cap on your Thermal Design Power (TDP), if you mustTweaking your game's graphics settings can adjust your power consumption with scalpel-like precision. By comparison, the TDP limit is a hammer. But even hammers have their uses. By design, the TDP slider on the Steam Deck will put a hard limit on how much power the CPU/GPU can draw from the battery. You can't get much more direct battery savings than that.The problem is that games typically, you know, need power. And even games with really fine-grain settings don't generally ask the user to decide how much electricity to draw. For some, especially graphics-heavy games, putting a hard limit on TDP can cause massive performance drops or even game crashes.Less demanding games, though, can benefit from playing with this setting. A useful rule of thumb is that if the game you're playing is already struggling to maintain a consistent frame rate, try something else before touching TDP. But for games like Stardew Valley, where you're never really concerned with frame rate, you can experiment with lowering the TDP limit to 10W or even 5W to see how well the game performs.Of course, setting a TDP limit only matters if it's below what your game was using in the first place. This is another area where the performance overlay comes in handy. You can get a sense of how much power your system is drawing during your games, and use that to gauge how low you want your TDP limit to be.Don't forget per-game battery setting profilesOn top of all these settings, you can also set game-specific profiles to change your battery settings automatically based on the title you're playing. I can't recommend this feature enough, especially if you tend to play games with very different power demands. Few things are more annoying than forgetting you set a low TDP limit for a simple game, then launching a more demanding game that strains against that limit.To use this, it's one simple toggle on the Performance tab. Enable "Use per-game profile" and the Steam Deck will automatically create a profile for every game you use. You can disable this toggle to switch back to the default, if you ever decide you prefer one consistent profile.Keep in mind the profiles only account for the Steam Deck's settings itself, not any game-specific settings. But it's still a handy tool. It can be overwhelming to keep track of all the different buttons and knobs you can fiddle with to get extra battery life, but the Steam Deck manages to balance a ton of customization options with the simplicity of straight-forward, user-friendly tools so you can game longer.
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  • The Sonos Era 300 is 20 percent off in this home speaker sale

    A number of Sonos speakers are on sale right now at Sonos direct and Amazon. This includes the well-regarded Era 300 smart speaker, which is on sale for This particular model is one of Sonos' newest, and it has rarely gone on sale in the past.
    We enjoyed the Era 300 enough to give it a score of 80 in our review. It has excellent sound quality and offers a premium experience that far surpasses other products in the company's lineup, even the Era 100. This is also true when compared to rival speakers like Apple's HomePod.

    It's simple to set up and offers the company's proprietary Trueplay tuning system. This feature optimizes the sound of the speaker to the unique acoustics of a room by leveraging an internal microphone. It measures how sound reflects off surfaces and adjusts the EQ to match. It's pretty nifty.
    As for connectivity, it can pair with another Era 300 speaker for a true stereo experience. It also includes a Bluetooth receiver and line-in options. Of course, the speaker integrates with just about every streaming music service. The built-in mic also allows for voice assistant control, but only with Siri and Alexa. Google Assistant is left out of the party.
    This speaker goes all-in on spatial audio, and the results are mixed. Sometimes it's sublime and sometimes it's kind of eh. This is more of a dig on the technology itself. It has serious potential but is still experiencing growing pains. The only real downside of this speaker is the exorbitant asking price, which has been slightly alleviated by this sale.
    As previously mentioned, other Sonos products are available at a discount. This includes the Sonos Beam Gen 2 soundbar, which is 26 percent off at These deals are available via Sonos itself. There's also an ongoing sale on portable speakers. 

    Follow @EngadgetDeals on X for the latest tech deals and buying advice.This article originally appeared on Engadget at
    #sonos #era #percent #off #this
    The Sonos Era 300 is 20 percent off in this home speaker sale
    A number of Sonos speakers are on sale right now at Sonos direct and Amazon. This includes the well-regarded Era 300 smart speaker, which is on sale for This particular model is one of Sonos' newest, and it has rarely gone on sale in the past. We enjoyed the Era 300 enough to give it a score of 80 in our review. It has excellent sound quality and offers a premium experience that far surpasses other products in the company's lineup, even the Era 100. This is also true when compared to rival speakers like Apple's HomePod. It's simple to set up and offers the company's proprietary Trueplay tuning system. This feature optimizes the sound of the speaker to the unique acoustics of a room by leveraging an internal microphone. It measures how sound reflects off surfaces and adjusts the EQ to match. It's pretty nifty. As for connectivity, it can pair with another Era 300 speaker for a true stereo experience. It also includes a Bluetooth receiver and line-in options. Of course, the speaker integrates with just about every streaming music service. The built-in mic also allows for voice assistant control, but only with Siri and Alexa. Google Assistant is left out of the party. This speaker goes all-in on spatial audio, and the results are mixed. Sometimes it's sublime and sometimes it's kind of eh. This is more of a dig on the technology itself. It has serious potential but is still experiencing growing pains. The only real downside of this speaker is the exorbitant asking price, which has been slightly alleviated by this sale. As previously mentioned, other Sonos products are available at a discount. This includes the Sonos Beam Gen 2 soundbar, which is 26 percent off at These deals are available via Sonos itself. There's also an ongoing sale on portable speakers.  Follow @EngadgetDeals on X for the latest tech deals and buying advice.This article originally appeared on Engadget at #sonos #era #percent #off #this
    WWW.ENGADGET.COM
    The Sonos Era 300 is 20 percent off in this home speaker sale
    A number of Sonos speakers are on sale right now at Sonos direct and Amazon. This includes the well-regarded Era 300 smart speaker, which is on sale for $359. This particular model is one of Sonos' newest, and it has rarely gone on sale in the past. We enjoyed the Era 300 enough to give it a score of 80 in our review. It has excellent sound quality and offers a premium experience that far surpasses other products in the company's lineup, even the Era 100. This is also true when compared to rival speakers like Apple's HomePod. It's simple to set up and offers the company's proprietary Trueplay tuning system. This feature optimizes the sound of the speaker to the unique acoustics of a room by leveraging an internal microphone. It measures how sound reflects off surfaces and adjusts the EQ to match. It's pretty nifty. As for connectivity, it can pair with another Era 300 speaker for a true stereo experience. It also includes a Bluetooth receiver and line-in options. Of course, the speaker integrates with just about every streaming music service. The built-in mic also allows for voice assistant control, but only with Siri and Alexa. Google Assistant is left out of the party. This speaker goes all-in on spatial audio, and the results are mixed. Sometimes it's sublime and sometimes it's kind of eh. This is more of a dig on the technology itself. It has serious potential but is still experiencing growing pains. The only real downside of this speaker is the exorbitant asking price, which has been slightly alleviated by this sale. As previously mentioned, other Sonos products are available at a discount. This includes the Sonos Beam Gen 2 soundbar, which is 26 percent off at $369. These deals are available via Sonos itself. There's also an ongoing sale on portable speakers.  Follow @EngadgetDeals on X for the latest tech deals and buying advice.This article originally appeared on Engadget at https://www.engadget.com/deals/the-sonos-era-300-is-20-percent-off-in-this-home-speaker-sale-150857725.html?src=rss
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  • Gen V season 2 finally gets a first look

    After a universe-shaking season 4 finale on The Boys, it’s once again time for the kids of Godolkin University to step up to the plate.

    While Gen V’s second season won’t premiere until September, Amazon took to CCXP Mexico to give fans a look at the new season — and a little of how The Boys season 4 impacted the college-set spinoff. Here’s the official synopsis:

    As the rest of America adjusts to Homelander’s iron fist, back at Godolkin University, the mysterious new Dean preaches a curriculum that promises to make students more powerful than ever. Cate and Sam are celebrated heroes, while Marie, Jordan, and Emma reluctantly return to college, burdened by months of trauma and loss. But parties and classes are hard to care about with war brewing between Humans and Supes, both on and off campus. The gang learns of a secret program that goes back to the founding of Godolkin University that may have larger implications than they realize. And, somehow, Marie is a part of it.

    Most of the cast is back for season 2, including Jaz Sinclair as Marie Moreau, Lizze Broadway as Emma, Maddie Phillips as Cate Dunlap, London Thor and Derek Luh as Jordan Li, Asa Germann as Sam Riordan, and Sean Patrick Thomas as Polarity. Tragically, Gen V season 1 star Chance Perdomo, who played the Magneto-like Andre, died in 2023 on his way to Toronto to film season 2. The production team had previously announced that they would not recast Perdomo’s role for season 2, and it seems the writers have incorporated his departure into Polarity’s arc.

    New to season 2: Hamish Linklateras Dean Ciphe, a new villain who looks… absolutely punchable.

    Gen V season 2 will kick off with a three-episode premiere on Sep. 17.
    #gen #season #finally #gets #first
    Gen V season 2 finally gets a first look
    After a universe-shaking season 4 finale on The Boys, it’s once again time for the kids of Godolkin University to step up to the plate. While Gen V’s second season won’t premiere until September, Amazon took to CCXP Mexico to give fans a look at the new season — and a little of how The Boys season 4 impacted the college-set spinoff. Here’s the official synopsis: As the rest of America adjusts to Homelander’s iron fist, back at Godolkin University, the mysterious new Dean preaches a curriculum that promises to make students more powerful than ever. Cate and Sam are celebrated heroes, while Marie, Jordan, and Emma reluctantly return to college, burdened by months of trauma and loss. But parties and classes are hard to care about with war brewing between Humans and Supes, both on and off campus. The gang learns of a secret program that goes back to the founding of Godolkin University that may have larger implications than they realize. And, somehow, Marie is a part of it. Most of the cast is back for season 2, including Jaz Sinclair as Marie Moreau, Lizze Broadway as Emma, Maddie Phillips as Cate Dunlap, London Thor and Derek Luh as Jordan Li, Asa Germann as Sam Riordan, and Sean Patrick Thomas as Polarity. Tragically, Gen V season 1 star Chance Perdomo, who played the Magneto-like Andre, died in 2023 on his way to Toronto to film season 2. The production team had previously announced that they would not recast Perdomo’s role for season 2, and it seems the writers have incorporated his departure into Polarity’s arc. New to season 2: Hamish Linklateras Dean Ciphe, a new villain who looks… absolutely punchable. Gen V season 2 will kick off with a three-episode premiere on Sep. 17. #gen #season #finally #gets #first
    WWW.POLYGON.COM
    Gen V season 2 finally gets a first look
    After a universe-shaking season 4 finale on The Boys, it’s once again time for the kids of Godolkin University to step up to the plate. While Gen V’s second season won’t premiere until September, Amazon took to CCXP Mexico to give fans a look at the new season — and a little of how The Boys season 4 impacted the college-set spinoff. Here’s the official synopsis: As the rest of America adjusts to Homelander’s iron fist, back at Godolkin University, the mysterious new Dean preaches a curriculum that promises to make students more powerful than ever. Cate and Sam are celebrated heroes, while Marie, Jordan, and Emma reluctantly return to college, burdened by months of trauma and loss. But parties and classes are hard to care about with war brewing between Humans and Supes, both on and off campus. The gang learns of a secret program that goes back to the founding of Godolkin University that may have larger implications than they realize. And, somehow, Marie is a part of it. Most of the cast is back for season 2, including Jaz Sinclair as Marie Moreau, Lizze Broadway as Emma, Maddie Phillips as Cate Dunlap, London Thor and Derek Luh as Jordan Li, Asa Germann as Sam Riordan, and Sean Patrick Thomas as Polarity. Tragically, Gen V season 1 star Chance Perdomo, who played the Magneto-like Andre, died in 2023 on his way to Toronto to film season 2. The production team had previously announced that they would not recast Perdomo’s role for season 2, and it seems the writers have incorporated his departure into Polarity’s arc. New to season 2: Hamish Linklater (Midnight Mass) as Dean Ciphe, a new villain who looks… absolutely punchable. Gen V season 2 will kick off with a three-episode premiere on Sep. 17.
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