• Rumba 2.0 de Mercenaries Engineering, vraiment ? Quelle blague ! On nous parle d'un logiciel d'animation de personnages compatible avec Maya qui se dit « innovant », mais au fond, c'est juste un rafistolage de fonctionnalités déjà existantes. Le nouvel éditeur Sequencer et les dynamiques secondaires automatiques ? Soyons honnêtes, ce ne sont que des ajouts superficiels pour masquer un manque flagrant d'originalité et de créativité. Pourquoi les développeurs ne se concentrent-ils pas sur des problèmes réels et des erreurs techniques qui persistent au lieu de nous pondre des mises à jour sans substance ? Nous méritons mieux que ça !

    #Rumba2 #MercenariesEngineering
    Rumba 2.0 de Mercenaries Engineering, vraiment ? Quelle blague ! On nous parle d'un logiciel d'animation de personnages compatible avec Maya qui se dit « innovant », mais au fond, c'est juste un rafistolage de fonctionnalités déjà existantes. Le nouvel éditeur Sequencer et les dynamiques secondaires automatiques ? Soyons honnêtes, ce ne sont que des ajouts superficiels pour masquer un manque flagrant d'originalité et de créativité. Pourquoi les développeurs ne se concentrent-ils pas sur des problèmes réels et des erreurs techniques qui persistent au lieu de nous pondre des mises à jour sans substance ? Nous méritons mieux que ça ! #Rumba2 #MercenariesEngineering
    Mercenaries Engineering releases Rumba 2.0
    Innovative Maya-compatible character animation software gets new Sequencer editor and automatic secondary dynamics.
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  • Salut à tous ! Aujourd'hui, je veux vous parler d'un tournant majeur dans le monde de l'informatique : la fin des Hackintosh est à nos portes ! Depuis les débuts de l'ère des ordinateurs personnels, les chemins des plateformes PC et Apple ont pris des directions très différentes. Alors que les compatibles IBM ont explosé en popularité, Apple a su s'imposer avec son écosystème unique.

    N'oublions jamais que chaque fin est un nouveau départ ! Cette évolution nous rappelle que l'innovation continue de façonner notre avenir. Restez ouverts aux changements et prêts à embrasser de nouvelles technologies qui enrichiront nos vies !
    🌈✨ Salut à tous ! Aujourd'hui, je veux vous parler d'un tournant majeur dans le monde de l'informatique : la fin des Hackintosh est à nos portes ! 🚀 Depuis les débuts de l'ère des ordinateurs personnels, les chemins des plateformes PC et Apple ont pris des directions très différentes. Alors que les compatibles IBM ont explosé en popularité, Apple a su s'imposer avec son écosystème unique. 🍏💻 N'oublions jamais que chaque fin est un nouveau départ ! 🌟 Cette évolution nous rappelle que l'innovation continue de façonner notre avenir. Restez ouverts aux changements et prêts à embrasser de nouvelles technologies qui enrichiront nos vies ! 💪😊
    HACKADAY.COM
    The End Of The Hackintosh Is Upon Us
    From the very dawn of the personal computing era, the PC and Apple platforms have gone very different ways. IBM compatibles surged in popularity, while Apple was able to more …read more
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  • The AI execution gap: Why 80% of projects don’t reach production

    Enterprise artificial intelligence investment is unprecedented, with IDC projecting global spending on AI and GenAI to double to billion by 2028. Yet beneath the impressive budget allocations and boardroom enthusiasm lies a troubling reality: most organisations struggle to translate their AI ambitions into operational success.The sobering statistics behind AI’s promiseModelOp’s 2025 AI Governance Benchmark Report, based on input from 100 senior AI and data leaders at Fortune 500 enterprises, reveals a disconnect between aspiration and execution.While more than 80% of enterprises have 51 or more generative AI projects in proposal phases, only 18% have successfully deployed more than 20 models into production.The execution gap represents one of the most significant challenges facing enterprise AI today. Most generative AI projects still require 6 to 18 months to go live – if they reach production at all.The result is delayed returns on investment, frustrated stakeholders, and diminished confidence in AI initiatives in the enterprise.The cause: Structural, not technical barriersThe biggest obstacles preventing AI scalability aren’t technical limitations – they’re structural inefficiencies plaguing enterprise operations. The ModelOp benchmark report identifies several problems that create what experts call a “time-to-market quagmire.”Fragmented systems plague implementation. 58% of organisations cite fragmented systems as the top obstacle to adopting governance platforms. Fragmentation creates silos where different departments use incompatible tools and processes, making it nearly impossible to maintain consistent oversight in AI initiatives.Manual processes dominate despite digital transformation. 55% of enterprises still rely on manual processes – including spreadsheets and email – to manage AI use case intake. The reliance on antiquated methods creates bottlenecks, increases the likelihood of errors, and makes it difficult to scale AI operations.Lack of standardisation hampers progress. Only 23% of organisations implement standardised intake, development, and model management processes. Without these elements, each AI project becomes a unique challenge requiring custom solutions and extensive coordination by multiple teams.Enterprise-level oversight remains rare Just 14% of companies perform AI assurance at the enterprise level, increasing the risk of duplicated efforts and inconsistent oversight. The lack of centralised governance means organisations often discover they’re solving the same problems multiple times in different departments.The governance revolution: From obstacle to acceleratorA change is taking place in how enterprises view AI governance. Rather than seeing it as a compliance burden that slows innovation, forward-thinking organisations recognise governance as an important enabler of scale and speed.Leadership alignment signals strategic shift. The ModelOp benchmark data reveals a change in organisational structure: 46% of companies now assign accountability for AI governance to a Chief Innovation Officer – more than four times the number who place accountability under Legal or Compliance. This strategic repositioning reflects a new understanding that governance isn’t solely about risk management, but can enable innovation.Investment follows strategic priority. A financial commitment to AI governance underscores its importance. According to the report, 36% of enterprises have budgeted at least million annually for AI governance software, while 54% have allocated resources specifically for AI Portfolio Intelligence to track value and ROI.What high-performing organisations do differentlyThe enterprises that successfully bridge the ‘execution gap’ share several characteristics in their approach to AI implementation:Standardised processes from day one. Leading organisations implement standardised intake, development, and model review processes in AI initiatives. Consistency eliminates the need to reinvent workflows for each project and ensures that all stakeholders understand their responsibilities.Centralised documentation and inventory. Rather than allowing AI assets to proliferate in disconnected systems, successful enterprises maintain centralised inventories that provide visibility into every model’s status, performance, and compliance posture.Automated governance checkpoints. High-performing organisations embed automated governance checkpoints throughout the AI lifecycle, helping ensure compliance requirements and risk assessments are addressed systematically rather than as afterthoughts.End-to-end traceability. Leading enterprises maintain complete traceability of their AI models, including data sources, training methods, validation results, and performance metrics.Measurable impact of structured governanceThe benefits of implementing comprehensive AI governance extend beyond compliance. Organisations that adopt lifecycle automation platforms reportedly see dramatic improvements in operational efficiency and business outcomes.A financial services firm profiled in the ModelOp report experienced a halving of time to production and an 80% reduction in issue resolution time after implementing automated governance processes. Such improvements translate directly into faster time-to-value and increased confidence among business stakeholders.Enterprises with robust governance frameworks report the ability to many times more models simultaneously while maintaining oversight and control. This scalability lets organisations pursue AI initiatives in multiple business units without overwhelming their operational capabilities.The path forward: From stuck to scaledThe message from industry leaders that the gap between AI ambition and execution is solvable, but it requires a shift in approach. Rather than treating governance as a necessary evil, enterprises should realise it enables AI innovation at scale.Immediate action items for AI leadersOrganisations looking to escape the ‘time-to-market quagmire’ should prioritise the following:Audit current state: Conduct an assessment of existing AI initiatives, identifying fragmented processes and manual bottlenecksStandardise workflows: Implement consistent processes for AI use case intake, development, and deployment in all business unitsInvest in integration: Deploy platforms to unify disparate tools and systems under a single governance frameworkEstablish enterprise oversight: Create centralised visibility into all AI initiatives with real-time monitoring and reporting abilitiesThe competitive advantage of getting it rightOrganisations that can solve the execution challenge will be able to bring AI solutions to market faster, scale more efficiently, and maintain the trust of stakeholders and regulators.Enterprises that continue with fragmented processes and manual workflows will find themselves disadvantaged compared to their more organised competitors. Operational excellence isn’t about efficiency but survival.The data shows enterprise AI investment will continue to grow. Therefore, the question isn’t whether organisations will invest in AI, but whether they’ll develop the operational abilities necessary to realise return on investment. The opportunity to lead in the AI-driven economy has never been greater for those willing to embrace governance as an enabler not an obstacle.
    #execution #gap #why #projects #dont
    The AI execution gap: Why 80% of projects don’t reach production
    Enterprise artificial intelligence investment is unprecedented, with IDC projecting global spending on AI and GenAI to double to billion by 2028. Yet beneath the impressive budget allocations and boardroom enthusiasm lies a troubling reality: most organisations struggle to translate their AI ambitions into operational success.The sobering statistics behind AI’s promiseModelOp’s 2025 AI Governance Benchmark Report, based on input from 100 senior AI and data leaders at Fortune 500 enterprises, reveals a disconnect between aspiration and execution.While more than 80% of enterprises have 51 or more generative AI projects in proposal phases, only 18% have successfully deployed more than 20 models into production.The execution gap represents one of the most significant challenges facing enterprise AI today. Most generative AI projects still require 6 to 18 months to go live – if they reach production at all.The result is delayed returns on investment, frustrated stakeholders, and diminished confidence in AI initiatives in the enterprise.The cause: Structural, not technical barriersThe biggest obstacles preventing AI scalability aren’t technical limitations – they’re structural inefficiencies plaguing enterprise operations. The ModelOp benchmark report identifies several problems that create what experts call a “time-to-market quagmire.”Fragmented systems plague implementation. 58% of organisations cite fragmented systems as the top obstacle to adopting governance platforms. Fragmentation creates silos where different departments use incompatible tools and processes, making it nearly impossible to maintain consistent oversight in AI initiatives.Manual processes dominate despite digital transformation. 55% of enterprises still rely on manual processes – including spreadsheets and email – to manage AI use case intake. The reliance on antiquated methods creates bottlenecks, increases the likelihood of errors, and makes it difficult to scale AI operations.Lack of standardisation hampers progress. Only 23% of organisations implement standardised intake, development, and model management processes. Without these elements, each AI project becomes a unique challenge requiring custom solutions and extensive coordination by multiple teams.Enterprise-level oversight remains rare Just 14% of companies perform AI assurance at the enterprise level, increasing the risk of duplicated efforts and inconsistent oversight. The lack of centralised governance means organisations often discover they’re solving the same problems multiple times in different departments.The governance revolution: From obstacle to acceleratorA change is taking place in how enterprises view AI governance. Rather than seeing it as a compliance burden that slows innovation, forward-thinking organisations recognise governance as an important enabler of scale and speed.Leadership alignment signals strategic shift. The ModelOp benchmark data reveals a change in organisational structure: 46% of companies now assign accountability for AI governance to a Chief Innovation Officer – more than four times the number who place accountability under Legal or Compliance. This strategic repositioning reflects a new understanding that governance isn’t solely about risk management, but can enable innovation.Investment follows strategic priority. A financial commitment to AI governance underscores its importance. According to the report, 36% of enterprises have budgeted at least million annually for AI governance software, while 54% have allocated resources specifically for AI Portfolio Intelligence to track value and ROI.What high-performing organisations do differentlyThe enterprises that successfully bridge the ‘execution gap’ share several characteristics in their approach to AI implementation:Standardised processes from day one. Leading organisations implement standardised intake, development, and model review processes in AI initiatives. Consistency eliminates the need to reinvent workflows for each project and ensures that all stakeholders understand their responsibilities.Centralised documentation and inventory. Rather than allowing AI assets to proliferate in disconnected systems, successful enterprises maintain centralised inventories that provide visibility into every model’s status, performance, and compliance posture.Automated governance checkpoints. High-performing organisations embed automated governance checkpoints throughout the AI lifecycle, helping ensure compliance requirements and risk assessments are addressed systematically rather than as afterthoughts.End-to-end traceability. Leading enterprises maintain complete traceability of their AI models, including data sources, training methods, validation results, and performance metrics.Measurable impact of structured governanceThe benefits of implementing comprehensive AI governance extend beyond compliance. Organisations that adopt lifecycle automation platforms reportedly see dramatic improvements in operational efficiency and business outcomes.A financial services firm profiled in the ModelOp report experienced a halving of time to production and an 80% reduction in issue resolution time after implementing automated governance processes. Such improvements translate directly into faster time-to-value and increased confidence among business stakeholders.Enterprises with robust governance frameworks report the ability to many times more models simultaneously while maintaining oversight and control. This scalability lets organisations pursue AI initiatives in multiple business units without overwhelming their operational capabilities.The path forward: From stuck to scaledThe message from industry leaders that the gap between AI ambition and execution is solvable, but it requires a shift in approach. Rather than treating governance as a necessary evil, enterprises should realise it enables AI innovation at scale.Immediate action items for AI leadersOrganisations looking to escape the ‘time-to-market quagmire’ should prioritise the following:Audit current state: Conduct an assessment of existing AI initiatives, identifying fragmented processes and manual bottlenecksStandardise workflows: Implement consistent processes for AI use case intake, development, and deployment in all business unitsInvest in integration: Deploy platforms to unify disparate tools and systems under a single governance frameworkEstablish enterprise oversight: Create centralised visibility into all AI initiatives with real-time monitoring and reporting abilitiesThe competitive advantage of getting it rightOrganisations that can solve the execution challenge will be able to bring AI solutions to market faster, scale more efficiently, and maintain the trust of stakeholders and regulators.Enterprises that continue with fragmented processes and manual workflows will find themselves disadvantaged compared to their more organised competitors. Operational excellence isn’t about efficiency but survival.The data shows enterprise AI investment will continue to grow. Therefore, the question isn’t whether organisations will invest in AI, but whether they’ll develop the operational abilities necessary to realise return on investment. The opportunity to lead in the AI-driven economy has never been greater for those willing to embrace governance as an enabler not an obstacle. #execution #gap #why #projects #dont
    WWW.ARTIFICIALINTELLIGENCE-NEWS.COM
    The AI execution gap: Why 80% of projects don’t reach production
    Enterprise artificial intelligence investment is unprecedented, with IDC projecting global spending on AI and GenAI to double to $631 billion by 2028. Yet beneath the impressive budget allocations and boardroom enthusiasm lies a troubling reality: most organisations struggle to translate their AI ambitions into operational success.The sobering statistics behind AI’s promiseModelOp’s 2025 AI Governance Benchmark Report, based on input from 100 senior AI and data leaders at Fortune 500 enterprises, reveals a disconnect between aspiration and execution.While more than 80% of enterprises have 51 or more generative AI projects in proposal phases, only 18% have successfully deployed more than 20 models into production.The execution gap represents one of the most significant challenges facing enterprise AI today. Most generative AI projects still require 6 to 18 months to go live – if they reach production at all.The result is delayed returns on investment, frustrated stakeholders, and diminished confidence in AI initiatives in the enterprise.The cause: Structural, not technical barriersThe biggest obstacles preventing AI scalability aren’t technical limitations – they’re structural inefficiencies plaguing enterprise operations. The ModelOp benchmark report identifies several problems that create what experts call a “time-to-market quagmire.”Fragmented systems plague implementation. 58% of organisations cite fragmented systems as the top obstacle to adopting governance platforms. Fragmentation creates silos where different departments use incompatible tools and processes, making it nearly impossible to maintain consistent oversight in AI initiatives.Manual processes dominate despite digital transformation. 55% of enterprises still rely on manual processes – including spreadsheets and email – to manage AI use case intake. The reliance on antiquated methods creates bottlenecks, increases the likelihood of errors, and makes it difficult to scale AI operations.Lack of standardisation hampers progress. Only 23% of organisations implement standardised intake, development, and model management processes. Without these elements, each AI project becomes a unique challenge requiring custom solutions and extensive coordination by multiple teams.Enterprise-level oversight remains rare Just 14% of companies perform AI assurance at the enterprise level, increasing the risk of duplicated efforts and inconsistent oversight. The lack of centralised governance means organisations often discover they’re solving the same problems multiple times in different departments.The governance revolution: From obstacle to acceleratorA change is taking place in how enterprises view AI governance. Rather than seeing it as a compliance burden that slows innovation, forward-thinking organisations recognise governance as an important enabler of scale and speed.Leadership alignment signals strategic shift. The ModelOp benchmark data reveals a change in organisational structure: 46% of companies now assign accountability for AI governance to a Chief Innovation Officer – more than four times the number who place accountability under Legal or Compliance. This strategic repositioning reflects a new understanding that governance isn’t solely about risk management, but can enable innovation.Investment follows strategic priority. A financial commitment to AI governance underscores its importance. According to the report, 36% of enterprises have budgeted at least $1 million annually for AI governance software, while 54% have allocated resources specifically for AI Portfolio Intelligence to track value and ROI.What high-performing organisations do differentlyThe enterprises that successfully bridge the ‘execution gap’ share several characteristics in their approach to AI implementation:Standardised processes from day one. Leading organisations implement standardised intake, development, and model review processes in AI initiatives. Consistency eliminates the need to reinvent workflows for each project and ensures that all stakeholders understand their responsibilities.Centralised documentation and inventory. Rather than allowing AI assets to proliferate in disconnected systems, successful enterprises maintain centralised inventories that provide visibility into every model’s status, performance, and compliance posture.Automated governance checkpoints. High-performing organisations embed automated governance checkpoints throughout the AI lifecycle, helping ensure compliance requirements and risk assessments are addressed systematically rather than as afterthoughts.End-to-end traceability. Leading enterprises maintain complete traceability of their AI models, including data sources, training methods, validation results, and performance metrics.Measurable impact of structured governanceThe benefits of implementing comprehensive AI governance extend beyond compliance. Organisations that adopt lifecycle automation platforms reportedly see dramatic improvements in operational efficiency and business outcomes.A financial services firm profiled in the ModelOp report experienced a halving of time to production and an 80% reduction in issue resolution time after implementing automated governance processes. Such improvements translate directly into faster time-to-value and increased confidence among business stakeholders.Enterprises with robust governance frameworks report the ability to many times more models simultaneously while maintaining oversight and control. This scalability lets organisations pursue AI initiatives in multiple business units without overwhelming their operational capabilities.The path forward: From stuck to scaledThe message from industry leaders that the gap between AI ambition and execution is solvable, but it requires a shift in approach. Rather than treating governance as a necessary evil, enterprises should realise it enables AI innovation at scale.Immediate action items for AI leadersOrganisations looking to escape the ‘time-to-market quagmire’ should prioritise the following:Audit current state: Conduct an assessment of existing AI initiatives, identifying fragmented processes and manual bottlenecksStandardise workflows: Implement consistent processes for AI use case intake, development, and deployment in all business unitsInvest in integration: Deploy platforms to unify disparate tools and systems under a single governance frameworkEstablish enterprise oversight: Create centralised visibility into all AI initiatives with real-time monitoring and reporting abilitiesThe competitive advantage of getting it rightOrganisations that can solve the execution challenge will be able to bring AI solutions to market faster, scale more efficiently, and maintain the trust of stakeholders and regulators.Enterprises that continue with fragmented processes and manual workflows will find themselves disadvantaged compared to their more organised competitors. Operational excellence isn’t about efficiency but survival.The data shows enterprise AI investment will continue to grow. Therefore, the question isn’t whether organisations will invest in AI, but whether they’ll develop the operational abilities necessary to realise return on investment. The opportunity to lead in the AI-driven economy has never been greater for those willing to embrace governance as an enabler not an obstacle.(Image source: Unsplash)
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  • Block ads for the whole fam for less than your monthly streaming services

    Macworld

    Ads are everywhere. From gas pump screens to streaming services and social media, the average American is exposed to anywhere between 4,000 and 10,000 ads per day. Enough is enough. While some ads are just plain annoying, others can be straight-up harmful. Protect your kids from inappropriate content and protect your Mac from phishing with Adguard’s Family Plan, now just with code FAMPLAN.

    With AdGuard’s family plan, you can get privacy protection, ad blocking, and malware protection for up to 9 devices, including desktop and mobile. It’s compatible with both Android and iOS devices as long as they’re running on relatively updated operating systems.

    AdGuard Family Plan: Lifetime SubscriptionSee Deal

    From banner ads to pop-ups and video ads, AdgGuard blocks them all seamlessly, allowing you to use your computer the way it was intended. Maximize productivity and protect from harmful viruses or phishing attempts. The robust parental controls also allow users to block inappropriate or adult content to keep the web safe for your kids.

    For less than the monthly price of a streaming service, you can have peace of mind knowing your children will be shielded from inappropriate materials and you can work, stream, and game uninterrupted.

    Get AdGuard’s Family Plan forwith code FAMPLAN.

    StackSocial prices subject to change.
    #block #ads #whole #fam #less
    Block ads for the whole fam for less than your monthly streaming services
    Macworld Ads are everywhere. From gas pump screens to streaming services and social media, the average American is exposed to anywhere between 4,000 and 10,000 ads per day. Enough is enough. While some ads are just plain annoying, others can be straight-up harmful. Protect your kids from inappropriate content and protect your Mac from phishing with Adguard’s Family Plan, now just with code FAMPLAN. With AdGuard’s family plan, you can get privacy protection, ad blocking, and malware protection for up to 9 devices, including desktop and mobile. It’s compatible with both Android and iOS devices as long as they’re running on relatively updated operating systems. AdGuard Family Plan: Lifetime SubscriptionSee Deal From banner ads to pop-ups and video ads, AdgGuard blocks them all seamlessly, allowing you to use your computer the way it was intended. Maximize productivity and protect from harmful viruses or phishing attempts. The robust parental controls also allow users to block inappropriate or adult content to keep the web safe for your kids. For less than the monthly price of a streaming service, you can have peace of mind knowing your children will be shielded from inappropriate materials and you can work, stream, and game uninterrupted. Get AdGuard’s Family Plan forwith code FAMPLAN. StackSocial prices subject to change. #block #ads #whole #fam #less
    WWW.MACWORLD.COM
    Block ads for the whole fam for less than your monthly streaming services
    Macworld Ads are everywhere. From gas pump screens to streaming services and social media, the average American is exposed to anywhere between 4,000 and 10,000 ads per day. Enough is enough. While some ads are just plain annoying (looking at you, Liberty Mutual), others can be straight-up harmful. Protect your kids from inappropriate content and protect your Mac from phishing with Adguard’s Family Plan, now just $15.97 with code FAMPLAN. With AdGuard’s family plan, you can get privacy protection, ad blocking, and malware protection for up to 9 devices, including desktop and mobile. It’s compatible with both Android and iOS devices as long as they’re running on relatively updated operating systems. AdGuard Family Plan: Lifetime SubscriptionSee Deal From banner ads to pop-ups and video ads, AdgGuard blocks them all seamlessly, allowing you to use your computer the way it was intended. Maximize productivity and protect from harmful viruses or phishing attempts. The robust parental controls also allow users to block inappropriate or adult content to keep the web safe for your kids. For less than the monthly price of a streaming service, you can have peace of mind knowing your children will be shielded from inappropriate materials and you can work, stream, and game uninterrupted. Get AdGuard’s Family Plan for $15.97 (reg. $39.99) with code FAMPLAN. StackSocial prices subject to change.
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  • ‘Liquid Glass’ Apple Watch Dock might be the Coolest Smartwatch Accessory of the Season

    Liquid Glass – the tech world’s abuzz with this new term from Apple’s design playbook following their reveal of the new slew of operating systems at WWDC 2025. What is liquid glass? Well, it’s a multi-tier strategy on Apple’s part to redefine interfaces, moving away from the minimalist interfaces to introduce gorgeously refractive glass-like interfaces instead. These glass elements interact with screen elements by bending light like real glass would. Think of holding a magnifying glass to a newspaper to watch the text around the edges warp while the center stays clear.
    There’s speculation that this move towards glass-based interfaces was a conscious effort to further Apple’s spatial interface goals… but to be honest, we were in love with Liquid Glass back as early as 2021. What do I mean? Well, I’m talking about the NightWatch, an Apple Watch dock from 4 years ago that did exactly what Liquid Glass did, amplify the watch’s screen into a gorgeous liquid orb while your watch was charging!
    Designer: NightWatch
    Click Here to Buy Now

    The NightWatch, as its name so succinctly implies, is a dock for your watch while it charges overnight. Shaped like a massive orb, this dock turns your watch’s night-time charging face into a massive, magnified alarm clock that’s easier to see. Moreover, the dock amplifies the watch’s audio too, transforming your Watch into a makeshift alarm clock that works remarkably well.

    There’s no hidden components, no inner trickery – the entire NightWatch is a cleverly designed, solid piece of lucite that does three things remarkably well. First, it docks the Apple Watch and charger inside it, magnifying the watch screen so the numbers are clearly legible even from a couple of feet away. Secondly, channels located strategically under the Watch’s speaker units amplify the soundso your alarm rings louder. Thirdly, the lucite orb is touch-sensitive. Which means a mere tap on the surface causes your Watch screen to wake so you can see the time!

    The dock may have been designed in 2021, but its design philosophies align with Apple’s Liquid Glass push brilliantly. Liquid Glass is all about mimicking real-world materials, bringing physicality to the digital world while still maintaining a pristine aesthetic that boosts focus and highlights important elements. That’s exactly what the NightWatch does too – it takes the Watch’s flat digital interface and brings real-world physicality to it through the refraction and magnification of the clear lucite. It also helps easily highlight important elements by enlarging your watch face for clearer timekeeping. The NightWatch is compatible with all Apple Watch series.
    Click Here to Buy NowThe post ‘Liquid Glass’ Apple Watch Dock might be the Coolest Smartwatch Accessory of the Season first appeared on Yanko Design.
    #liquid #glass #apple #watch #dock
    ‘Liquid Glass’ Apple Watch Dock might be the Coolest Smartwatch Accessory of the Season
    Liquid Glass – the tech world’s abuzz with this new term from Apple’s design playbook following their reveal of the new slew of operating systems at WWDC 2025. What is liquid glass? Well, it’s a multi-tier strategy on Apple’s part to redefine interfaces, moving away from the minimalist interfaces to introduce gorgeously refractive glass-like interfaces instead. These glass elements interact with screen elements by bending light like real glass would. Think of holding a magnifying glass to a newspaper to watch the text around the edges warp while the center stays clear. There’s speculation that this move towards glass-based interfaces was a conscious effort to further Apple’s spatial interface goals… but to be honest, we were in love with Liquid Glass back as early as 2021. What do I mean? Well, I’m talking about the NightWatch, an Apple Watch dock from 4 years ago that did exactly what Liquid Glass did, amplify the watch’s screen into a gorgeous liquid orb while your watch was charging! Designer: NightWatch Click Here to Buy Now The NightWatch, as its name so succinctly implies, is a dock for your watch while it charges overnight. Shaped like a massive orb, this dock turns your watch’s night-time charging face into a massive, magnified alarm clock that’s easier to see. Moreover, the dock amplifies the watch’s audio too, transforming your Watch into a makeshift alarm clock that works remarkably well. There’s no hidden components, no inner trickery – the entire NightWatch is a cleverly designed, solid piece of lucite that does three things remarkably well. First, it docks the Apple Watch and charger inside it, magnifying the watch screen so the numbers are clearly legible even from a couple of feet away. Secondly, channels located strategically under the Watch’s speaker units amplify the soundso your alarm rings louder. Thirdly, the lucite orb is touch-sensitive. Which means a mere tap on the surface causes your Watch screen to wake so you can see the time! The dock may have been designed in 2021, but its design philosophies align with Apple’s Liquid Glass push brilliantly. Liquid Glass is all about mimicking real-world materials, bringing physicality to the digital world while still maintaining a pristine aesthetic that boosts focus and highlights important elements. That’s exactly what the NightWatch does too – it takes the Watch’s flat digital interface and brings real-world physicality to it through the refraction and magnification of the clear lucite. It also helps easily highlight important elements by enlarging your watch face for clearer timekeeping. The NightWatch is compatible with all Apple Watch series. Click Here to Buy NowThe post ‘Liquid Glass’ Apple Watch Dock might be the Coolest Smartwatch Accessory of the Season first appeared on Yanko Design. #liquid #glass #apple #watch #dock
    WWW.YANKODESIGN.COM
    ‘Liquid Glass’ Apple Watch Dock might be the Coolest Smartwatch Accessory of the Season
    Liquid Glass – the tech world’s abuzz with this new term from Apple’s design playbook following their reveal of the new slew of operating systems at WWDC 2025. What is liquid glass? Well, it’s a multi-tier strategy on Apple’s part to redefine interfaces, moving away from the minimalist interfaces to introduce gorgeously refractive glass-like interfaces instead. These glass elements interact with screen elements by bending light like real glass would. Think of holding a magnifying glass to a newspaper to watch the text around the edges warp while the center stays clear. There’s speculation that this move towards glass-based interfaces was a conscious effort to further Apple’s spatial interface goals… but to be honest, we were in love with Liquid Glass back as early as 2021. What do I mean? Well, I’m talking about the NightWatch, an Apple Watch dock from 4 years ago that did exactly what Liquid Glass did, amplify the watch’s screen into a gorgeous liquid orb while your watch was charging! Designer: NightWatch Click Here to Buy Now The NightWatch, as its name so succinctly implies, is a dock for your watch while it charges overnight. Shaped like a massive orb, this dock turns your watch’s night-time charging face into a massive, magnified alarm clock that’s easier to see. Moreover, the dock amplifies the watch’s audio too (through clever design details), transforming your Watch into a makeshift alarm clock that works remarkably well. There’s no hidden components, no inner trickery – the entire NightWatch is a cleverly designed, solid piece of lucite that does three things remarkably well. First, it docks the Apple Watch and charger inside it, magnifying the watch screen so the numbers are clearly legible even from a couple of feet away. Secondly, channels located strategically under the Watch’s speaker units amplify the sound (sort of like how your voice is louder when you cup your hands around your mouth) so your alarm rings louder. Thirdly (and this might be the best feature yet), the lucite orb is touch-sensitive. Which means a mere tap on the surface causes your Watch screen to wake so you can see the time! The dock may have been designed in 2021, but its design philosophies align with Apple’s Liquid Glass push brilliantly. Liquid Glass is all about mimicking real-world materials, bringing physicality to the digital world while still maintaining a pristine aesthetic that boosts focus and highlights important elements. That’s exactly what the NightWatch does too – it takes the Watch’s flat digital interface and brings real-world physicality to it through the refraction and magnification of the clear lucite. It also helps easily highlight important elements by enlarging your watch face for clearer timekeeping. The NightWatch is compatible with all Apple Watch series (as long as your watch doesn’t have a case on it). Click Here to Buy NowThe post ‘Liquid Glass’ Apple Watch Dock might be the Coolest Smartwatch Accessory of the Season first appeared on Yanko Design.
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  • Your PC deserves around-the-clock privacy protection—get AdGuard’s Family Plan for $16

    TL;DR: AdGuard’s Family Plan can block ads, shield your PC from malware, and restrict inappropriate content for kids for onlywith code FAMPLAN.

    Privacy solution: Your digital life deserves anonymity and security, and with AdGuard, you can shield your data from trackers, activity analyzers, and other bad actors.
    Block ads: Tired of ads ruining your streaming or browsing experience? This tool rids your device of every type of ad to give you a more enjoyable experience.
    It’s also compatible with both Android and iOS operating systems and can be used to protect up to nine devices at once.
    Shields your devices from malware and phishing sites to keep those and your personal information safe.
    For those with kids, AdGuard offers parental controls to ensure they can only view or access content that’s appropriate for them.
    One-time payment: Once you pay for AdGuard’s Family Plan, you’ll never have to pay another fee again for around-the-clock protection. You’ll even get constant updates and new improvements as you use AdGuard.

    Ready to take charge of your digital privacy? Grab lifetime access to the AdGuard Family Plan for justwhen you enter coupon code FAMPLAN at checkout.

    AdGuard Family Plan: Lifetime SubscriptionSee Deal
    StackSocial prices subject to change.
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    Your PC deserves around-the-clock privacy protection—get AdGuard’s Family Plan for $16
    TL;DR: AdGuard’s Family Plan can block ads, shield your PC from malware, and restrict inappropriate content for kids for onlywith code FAMPLAN. Privacy solution: Your digital life deserves anonymity and security, and with AdGuard, you can shield your data from trackers, activity analyzers, and other bad actors. Block ads: Tired of ads ruining your streaming or browsing experience? This tool rids your device of every type of ad to give you a more enjoyable experience. It’s also compatible with both Android and iOS operating systems and can be used to protect up to nine devices at once. Shields your devices from malware and phishing sites to keep those and your personal information safe. For those with kids, AdGuard offers parental controls to ensure they can only view or access content that’s appropriate for them. One-time payment: Once you pay for AdGuard’s Family Plan, you’ll never have to pay another fee again for around-the-clock protection. You’ll even get constant updates and new improvements as you use AdGuard. Ready to take charge of your digital privacy? Grab lifetime access to the AdGuard Family Plan for justwhen you enter coupon code FAMPLAN at checkout. AdGuard Family Plan: Lifetime SubscriptionSee Deal StackSocial prices subject to change. #your #deserves #aroundtheclock #privacy #protectionget
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    Your PC deserves around-the-clock privacy protection—get AdGuard’s Family Plan for $16
    TL;DR: AdGuard’s Family Plan can block ads, shield your PC from malware, and restrict inappropriate content for kids for only $15.97 (reg. $169.99) with code FAMPLAN. Privacy solution: Your digital life deserves anonymity and security, and with AdGuard, you can shield your data from trackers, activity analyzers, and other bad actors. Block ads: Tired of ads ruining your streaming or browsing experience? This tool rids your device of every type of ad to give you a more enjoyable experience. It’s also compatible with both Android and iOS operating systems and can be used to protect up to nine devices at once. Shields your devices from malware and phishing sites to keep those and your personal information safe. For those with kids, AdGuard offers parental controls to ensure they can only view or access content that’s appropriate for them. One-time payment: Once you pay for AdGuard’s Family Plan, you’ll never have to pay another fee again for around-the-clock protection. You’ll even get constant updates and new improvements as you use AdGuard. Ready to take charge of your digital privacy? Grab lifetime access to the AdGuard Family Plan for just $15.97 (reg. $169.99) when you enter coupon code FAMPLAN at checkout. AdGuard Family Plan: Lifetime SubscriptionSee Deal StackSocial prices subject to change.
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  • Is the Newly Revealed Xbox Handheld a Switch 2 Killer?

    Home Is the Newly Revealed Xbox Handheld a Switch 2 Killer?

    News

    Is the Newly Revealed Xbox Handheld a Switch 2 Killer?

    6 min read

    Published: June 14, 2025

    Key Takeaways

    Xbox has announced two new handheld gaming devices in partnership with Asus: the ROG Xbox Ally and ROG Xbox Ally X.
    They’re expected to compete with Nintendo’s Switch 2, which has sold 3.5M units in just 4 days of its launch.
    Xbox aims to bring a wide range of game titles to portable handheld devices in order to cater to the gaming PC market.

    Xbox has entered the handheld gaming market with two new launches: the ROG Xbox Ally and ROG Xbox Ally X in partnership with ASUS.
    Interestingly, Nintendo released its Switch 2 just last week. The public has received it with much enthusiasm, seeing as it’s already sold around 3.5M units in the first four days of its release.
    Needless to say, Xbox and Nintendo will be direct competitors in the handheld segment now. We looked at the spec sheets and customer reviews, and both handheld gaming devices seem to have different target audiences.
    Let’s unpack them in detail.
    Memory and Storage
    The ROG Xbox Ally comes in standard white color and features the AMD Ryzen Z2 A Processor with 16GB of memory and 512GB of storage, with a 60Wh battery. The Ally X, on the other hand, comes in striking black with the AMD Ryzen AI Z2 Extreme Processor, 24 GB of memory, and 1 TB of storage, and a 80Wh battery.

    Source: Rog Ally Life
    Right off the bat, we believe that Microsoft has done a good job with the storage and processors. In comparison, the Nintendo Switch 2 has 12GB of memory with just 256GB of internal storage. On paper, the Xbox series looks to have an advantage over the Switch 2, which uses a custom NVIDIA T239 chipset for raw power.

    Nvidia’s DLSS, however, gives Switch 2 an advantage over Xbox’s AMD Ryzen processors. DLSS can render games at lower resolutions and, therefore, achieve higher in-use frame rates, which boosts its overall performance.
    Simply put, despite the gap in on-paper specifications, the Switch 2 may render comparable performance to the Xbox Ally. Take this with a pinch of salt, though, because we’ll only be able to confirm this once we get our hands on the new Xbox handhelds.
    Display
    Both the Xbox handhelds feature a 7-inch Full HDscreen with a 120 Hz refresh rate. In comparison, the Switch 2 screen is bigger, with a 7.9-inch display, also rendering at 120 Hz. However, Switch 2 also features HDR10, giving it a significant edge over Xbox Ally.

    HDR10 ensures a much wider range of brightness levels and a broader spectrum of colors, so the display looks more vibrant and lifelike. Plus, you’ll see more detailed blacks and whites on the screen with better realism and depth, enhancing your overall gaming experience.
    The Switch 2 also features VRR technology, which prevents screen tearing and reduces stutter. Notably, the Xbox Ally range has its own version of the VRR, FreeSync Premium. So, truth be told, you might not experience much of a difference in that area. However, HDR10 can definitely prove to be a winner for Switch 2.
    Product Market Fit
    While both the Switch 2 and new Xbox handhelds are apparently the same genre of products, Microsoft and Nintendo seem to have different target markets in their minds.
    Microsoft is focusing more on the Windows handheld market, targeting players who want an on-the-go PC gaming experience. With access to Game Pass and titles from Steam and Epic Games, the Xbox Ally offers a more comprehensive library of games.
    Nintendo, on the other hand, looks to build on the legacy of the OG Nintendo Switch, which has sold 152M units since its launch in 2017. It aims to tap in on the Nintendo fan base with original titles such as Mario and an improved gaming experience.
    Also, Xbox is in direct competition with Valve’s Steam Deck. Both are essentially handheld PCs with wide access to PC-compatible aggregated game libraries on the go.
    Xbox is also introducing the ‘Xbox Experience for Handheld’ feature for its new Ally range, which will make Windows 11 more compatible and optimized for its handheld device – something similar to Valve’s SteamOS on the Steam Deck.
    Xbox Exploring a New Market Segment
    The global mobile and handheld gaming market is expected to expand at a rate of 13.8% CAGR till 2034. It may reach a market value of B. 
    Valve’s Steam Deck managed to sell around 3.7M units by the end of 2024. On the other hand, Windows-based devices like the ASUS ROG Ally, Lenovo Legion Go, and MSI Claw have sold ~5.9M units so far as per early 2025 reports. This shows there’s certainly demand for Windows-based handheld gaming devices. 
    Plus, Xbox’s partnership with ASUS could bring along a brand-value advantage for the product. With a seamless Windows 11 experience on an on-the-go device, these sales figures are expected to swell once the Xbox Ally hits the shelves.
    However, pricing will be a key determinant. The Switch 2 currently sells at – or with the Mario Kart bundle. The Steam Deck starts at and goes up to This means that the price range according to the current market demand is around -Anything more than that may result in market adoption issues.
    The original ASUS ROG Ally is currently priced at There’s little doubt, however, that Xbox would add a premium to this price. So, we’re expecting the price of the ROG Xbox Ally to be around while the ROG Xbox Ally X may cost more than This means that Xbox will be participating in the premium handheld gaming sector, which is something Nintendo and Steam do not cater to.
    Let’s wait for confirmation regarding the pricing and the launch date. Remember, this was only a feature comparison of the two products, and we’re yet to test them out for a detailed hands-on gaming experience comparison. Stick around for that.

    Krishi is a seasoned tech journalist with over four years of experience writing about PC hardware, consumer technology, and artificial intelligence.  Clarity and accessibility are at the core of Krishi’s writing style.
    He believes technology writing should empower readers—not confuse them—and he’s committed to ensuring his content is always easy to understand without sacrificing accuracy or depth.
    Over the years, Krishi has contributed to some of the most reputable names in the industry, including Techopedia, TechRadar, and Tom’s Guide. A man of many talents, Krishi has also proven his mettle as a crypto writer, tackling complex topics with both ease and zeal. His work spans various formats—from in-depth explainers and news coverage to feature pieces and buying guides. 
    Behind the scenes, Krishi operates from a dual-monitor setupthat’s always buzzing with news feeds, technical documentation, and research notes, as well as the occasional gaming sessions that keep him fresh. 
    Krishi thrives on staying current, always ready to dive into the latest announcements, industry shifts, and their far-reaching impacts.  When he's not deep into research on the latest PC hardware news, Krishi would love to chat with you about day trading and the financial markets—oh! And cricket, as well.

    View all articles by Krishi Chowdhary

    Our editorial process

    The Tech Report editorial policy is centered on providing helpful, accurate content that offers real value to our readers. We only work with experienced writers who have specific knowledge in the topics they cover, including latest developments in technology, online privacy, cryptocurrencies, software, and more. Our editorial policy ensures that each topic is researched and curated by our in-house editors. We maintain rigorous journalistic standards, and every article is 100% written by real authors.

    More from News

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    #newly #revealed #xbox #handheld #switch
    Is the Newly Revealed Xbox Handheld a Switch 2 Killer?
    Home Is the Newly Revealed Xbox Handheld a Switch 2 Killer? News Is the Newly Revealed Xbox Handheld a Switch 2 Killer? 6 min read Published: June 14, 2025 Key Takeaways Xbox has announced two new handheld gaming devices in partnership with Asus: the ROG Xbox Ally and ROG Xbox Ally X. They’re expected to compete with Nintendo’s Switch 2, which has sold 3.5M units in just 4 days of its launch. Xbox aims to bring a wide range of game titles to portable handheld devices in order to cater to the gaming PC market. Xbox has entered the handheld gaming market with two new launches: the ROG Xbox Ally and ROG Xbox Ally X in partnership with ASUS. Interestingly, Nintendo released its Switch 2 just last week. The public has received it with much enthusiasm, seeing as it’s already sold around 3.5M units in the first four days of its release. Needless to say, Xbox and Nintendo will be direct competitors in the handheld segment now. We looked at the spec sheets and customer reviews, and both handheld gaming devices seem to have different target audiences. Let’s unpack them in detail. Memory and Storage The ROG Xbox Ally comes in standard white color and features the AMD Ryzen Z2 A Processor with 16GB of memory and 512GB of storage, with a 60Wh battery. The Ally X, on the other hand, comes in striking black with the AMD Ryzen AI Z2 Extreme Processor, 24 GB of memory, and 1 TB of storage, and a 80Wh battery. Source: Rog Ally Life Right off the bat, we believe that Microsoft has done a good job with the storage and processors. In comparison, the Nintendo Switch 2 has 12GB of memory with just 256GB of internal storage. On paper, the Xbox series looks to have an advantage over the Switch 2, which uses a custom NVIDIA T239 chipset for raw power. Nvidia’s DLSS, however, gives Switch 2 an advantage over Xbox’s AMD Ryzen processors. DLSS can render games at lower resolutions and, therefore, achieve higher in-use frame rates, which boosts its overall performance. Simply put, despite the gap in on-paper specifications, the Switch 2 may render comparable performance to the Xbox Ally. Take this with a pinch of salt, though, because we’ll only be able to confirm this once we get our hands on the new Xbox handhelds. Display Both the Xbox handhelds feature a 7-inch Full HDscreen with a 120 Hz refresh rate. In comparison, the Switch 2 screen is bigger, with a 7.9-inch display, also rendering at 120 Hz. However, Switch 2 also features HDR10, giving it a significant edge over Xbox Ally. HDR10 ensures a much wider range of brightness levels and a broader spectrum of colors, so the display looks more vibrant and lifelike. Plus, you’ll see more detailed blacks and whites on the screen with better realism and depth, enhancing your overall gaming experience. The Switch 2 also features VRR technology, which prevents screen tearing and reduces stutter. Notably, the Xbox Ally range has its own version of the VRR, FreeSync Premium. So, truth be told, you might not experience much of a difference in that area. However, HDR10 can definitely prove to be a winner for Switch 2. Product Market Fit While both the Switch 2 and new Xbox handhelds are apparently the same genre of products, Microsoft and Nintendo seem to have different target markets in their minds. Microsoft is focusing more on the Windows handheld market, targeting players who want an on-the-go PC gaming experience. With access to Game Pass and titles from Steam and Epic Games, the Xbox Ally offers a more comprehensive library of games. Nintendo, on the other hand, looks to build on the legacy of the OG Nintendo Switch, which has sold 152M units since its launch in 2017. It aims to tap in on the Nintendo fan base with original titles such as Mario and an improved gaming experience. Also, Xbox is in direct competition with Valve’s Steam Deck. Both are essentially handheld PCs with wide access to PC-compatible aggregated game libraries on the go. Xbox is also introducing the ‘Xbox Experience for Handheld’ feature for its new Ally range, which will make Windows 11 more compatible and optimized for its handheld device – something similar to Valve’s SteamOS on the Steam Deck. Xbox Exploring a New Market Segment The global mobile and handheld gaming market is expected to expand at a rate of 13.8% CAGR till 2034. It may reach a market value of B.  Valve’s Steam Deck managed to sell around 3.7M units by the end of 2024. On the other hand, Windows-based devices like the ASUS ROG Ally, Lenovo Legion Go, and MSI Claw have sold ~5.9M units so far as per early 2025 reports. This shows there’s certainly demand for Windows-based handheld gaming devices.  Plus, Xbox’s partnership with ASUS could bring along a brand-value advantage for the product. With a seamless Windows 11 experience on an on-the-go device, these sales figures are expected to swell once the Xbox Ally hits the shelves. However, pricing will be a key determinant. The Switch 2 currently sells at – or with the Mario Kart bundle. The Steam Deck starts at and goes up to This means that the price range according to the current market demand is around -Anything more than that may result in market adoption issues. The original ASUS ROG Ally is currently priced at There’s little doubt, however, that Xbox would add a premium to this price. So, we’re expecting the price of the ROG Xbox Ally to be around while the ROG Xbox Ally X may cost more than This means that Xbox will be participating in the premium handheld gaming sector, which is something Nintendo and Steam do not cater to. Let’s wait for confirmation regarding the pricing and the launch date. Remember, this was only a feature comparison of the two products, and we’re yet to test them out for a detailed hands-on gaming experience comparison. Stick around for that. Krishi is a seasoned tech journalist with over four years of experience writing about PC hardware, consumer technology, and artificial intelligence.  Clarity and accessibility are at the core of Krishi’s writing style. He believes technology writing should empower readers—not confuse them—and he’s committed to ensuring his content is always easy to understand without sacrificing accuracy or depth. Over the years, Krishi has contributed to some of the most reputable names in the industry, including Techopedia, TechRadar, and Tom’s Guide. A man of many talents, Krishi has also proven his mettle as a crypto writer, tackling complex topics with both ease and zeal. His work spans various formats—from in-depth explainers and news coverage to feature pieces and buying guides.  Behind the scenes, Krishi operates from a dual-monitor setupthat’s always buzzing with news feeds, technical documentation, and research notes, as well as the occasional gaming sessions that keep him fresh.  Krishi thrives on staying current, always ready to dive into the latest announcements, industry shifts, and their far-reaching impacts.  When he's not deep into research on the latest PC hardware news, Krishi would love to chat with you about day trading and the financial markets—oh! And cricket, as well. View all articles by Krishi Chowdhary Our editorial process The Tech Report editorial policy is centered on providing helpful, accurate content that offers real value to our readers. We only work with experienced writers who have specific knowledge in the topics they cover, including latest developments in technology, online privacy, cryptocurrencies, software, and more. Our editorial policy ensures that each topic is researched and curated by our in-house editors. We maintain rigorous journalistic standards, and every article is 100% written by real authors. More from News View all View all #newly #revealed #xbox #handheld #switch
    TECHREPORT.COM
    Is the Newly Revealed Xbox Handheld a Switch 2 Killer?
    Home Is the Newly Revealed Xbox Handheld a Switch 2 Killer? News Is the Newly Revealed Xbox Handheld a Switch 2 Killer? 6 min read Published: June 14, 2025 Key Takeaways Xbox has announced two new handheld gaming devices in partnership with Asus: the ROG Xbox Ally and ROG Xbox Ally X. They’re expected to compete with Nintendo’s Switch 2, which has sold 3.5M units in just 4 days of its launch. Xbox aims to bring a wide range of game titles to portable handheld devices in order to cater to the gaming PC market. Xbox has entered the handheld gaming market with two new launches: the ROG Xbox Ally and ROG Xbox Ally X in partnership with ASUS. Interestingly, Nintendo released its Switch 2 just last week. The public has received it with much enthusiasm, seeing as it’s already sold around 3.5M units in the first four days of its release. Needless to say, Xbox and Nintendo will be direct competitors in the handheld segment now. We looked at the spec sheets and customer reviews, and both handheld gaming devices seem to have different target audiences. Let’s unpack them in detail. Memory and Storage The ROG Xbox Ally comes in standard white color and features the AMD Ryzen Z2 A Processor with 16GB of memory and 512GB of storage, with a 60Wh battery. The Ally X, on the other hand, comes in striking black with the AMD Ryzen AI Z2 Extreme Processor, 24 GB of memory, and 1 TB of storage, and a 80Wh battery. Source: Rog Ally Life Right off the bat, we believe that Microsoft has done a good job with the storage and processors. In comparison, the Nintendo Switch 2 has 12GB of memory with just 256GB of internal storage. On paper, the Xbox series looks to have an advantage over the Switch 2, which uses a custom NVIDIA T239 chipset for raw power. Nvidia’s DLSS (Deep Learning Super-Sampling), however, gives Switch 2 an advantage over Xbox’s AMD Ryzen processors. DLSS can render games at lower resolutions and, therefore, achieve higher in-use frame rates, which boosts its overall performance. Simply put, despite the gap in on-paper specifications, the Switch 2 may render comparable performance to the Xbox Ally. Take this with a pinch of salt, though, because we’ll only be able to confirm this once we get our hands on the new Xbox handhelds. Display Both the Xbox handhelds feature a 7-inch Full HD (FHD) screen with a 120 Hz refresh rate. In comparison, the Switch 2 screen is bigger, with a 7.9-inch display, also rendering at 120 Hz. However, Switch 2 also features HDR10, giving it a significant edge over Xbox Ally. HDR10 ensures a much wider range of brightness levels and a broader spectrum of colors, so the display looks more vibrant and lifelike. Plus, you’ll see more detailed blacks and whites on the screen with better realism and depth, enhancing your overall gaming experience. The Switch 2 also features VRR technology, which prevents screen tearing and reduces stutter. Notably, the Xbox Ally range has its own version of the VRR, FreeSync Premium. So, truth be told, you might not experience much of a difference in that area. However, HDR10 can definitely prove to be a winner for Switch 2. Product Market Fit While both the Switch 2 and new Xbox handhelds are apparently the same genre of products, Microsoft and Nintendo seem to have different target markets in their minds. Microsoft is focusing more on the Windows handheld market, targeting players who want an on-the-go PC gaming experience. With access to Game Pass and titles from Steam and Epic Games, the Xbox Ally offers a more comprehensive library of games. Nintendo, on the other hand, looks to build on the legacy of the OG Nintendo Switch, which has sold 152M units since its launch in 2017. It aims to tap in on the Nintendo fan base with original titles such as Mario and an improved gaming experience. Also, Xbox is in direct competition with Valve’s Steam Deck. Both are essentially handheld PCs with wide access to PC-compatible aggregated game libraries on the go. Xbox is also introducing the ‘Xbox Experience for Handheld’ feature for its new Ally range, which will make Windows 11 more compatible and optimized for its handheld device – something similar to Valve’s SteamOS on the Steam Deck. Xbox Exploring a New Market Segment The global mobile and handheld gaming market is expected to expand at a rate of 13.8% CAGR till 2034. It may reach a market value of $35.189B.  Valve’s Steam Deck managed to sell around 3.7M units by the end of 2024. On the other hand, Windows-based devices like the ASUS ROG Ally, Lenovo Legion Go, and MSI Claw have sold ~5.9M units so far as per early 2025 reports. This shows there’s certainly demand for Windows-based handheld gaming devices.  Plus, Xbox’s partnership with ASUS could bring along a brand-value advantage for the product. With a seamless Windows 11 experience on an on-the-go device, these sales figures are expected to swell once the Xbox Ally hits the shelves. However, pricing will be a key determinant. The Switch 2 currently sells at $449.99 – or $499.99 with the Mario Kart bundle. The Steam Deck starts at $399.00 and goes up to $649. This means that the price range according to the current market demand is around $400-$600. Anything more than that may result in market adoption issues. The original ASUS ROG Ally is currently priced at $499. There’s little doubt, however, that Xbox would add a premium to this price. So, we’re expecting the price of the ROG Xbox Ally to be around $600, while the ROG Xbox Ally X may cost more than $700. This means that Xbox will be participating in the premium handheld gaming sector, which is something Nintendo and Steam do not cater to. Let’s wait for confirmation regarding the pricing and the launch date. Remember, this was only a feature comparison of the two products, and we’re yet to test them out for a detailed hands-on gaming experience comparison. Stick around for that. Krishi is a seasoned tech journalist with over four years of experience writing about PC hardware, consumer technology, and artificial intelligence.  Clarity and accessibility are at the core of Krishi’s writing style. He believes technology writing should empower readers—not confuse them—and he’s committed to ensuring his content is always easy to understand without sacrificing accuracy or depth. Over the years, Krishi has contributed to some of the most reputable names in the industry, including Techopedia, TechRadar, and Tom’s Guide. A man of many talents, Krishi has also proven his mettle as a crypto writer, tackling complex topics with both ease and zeal. His work spans various formats—from in-depth explainers and news coverage to feature pieces and buying guides.  Behind the scenes, Krishi operates from a dual-monitor setup (including a 29-inch LG UltraWide) that’s always buzzing with news feeds, technical documentation, and research notes, as well as the occasional gaming sessions that keep him fresh.  Krishi thrives on staying current, always ready to dive into the latest announcements, industry shifts, and their far-reaching impacts.  When he's not deep into research on the latest PC hardware news, Krishi would love to chat with you about day trading and the financial markets—oh! And cricket, as well. View all articles by Krishi Chowdhary Our editorial process The Tech Report editorial policy is centered on providing helpful, accurate content that offers real value to our readers. We only work with experienced writers who have specific knowledge in the topics they cover, including latest developments in technology, online privacy, cryptocurrencies, software, and more. Our editorial policy ensures that each topic is researched and curated by our in-house editors. We maintain rigorous journalistic standards, and every article is 100% written by real authors. More from News View all View all
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  • Download Unreal Engine 2D animation plugin Odyssey for free

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

    Epic Games has made Odyssey, Praxinos’s 2D animation plugin for Unreal Engine, available for free through Fab, its online marketplace.The software – which can be used for storyboarding or texturing 3D models as well as creating 2D animation – is available for free indefinitely, and will continue to be updated.
    A serious professional 2D animation tool created by former TVPaint staff

    Created by a team that includes former developers of standalone 2D animation software TVPaint, Odyssey has been in development since 2019.Part of that work was also funded by Epic Games, with Praxinos receiving an Epic MegaGrant for two of Odyssey’s precursors: painting plugin Iliad and storyboard and layout plugin Epos.
    Odyssey itself was released last year after beta testing at French animation studios including Ellipse Animation, and originally cost €1,200 for a perpetual license.

    Create 2D animation, storyboards, or textures for 3D models

    Although Odyssey’s main function is to create 2D animation – for movie and broadcast projects, motion graphics, or even games – the plugin adds a wider 2D toolset to Unreal Engine.Other use cases include storyboarding – you can import image sequences and turn them into storyboards – and texturing, either by painting 2D texture maps, or painting onto 3D meshes.
    It supports both 2D and 3D workflows, with the 2D editors – which include a flipbook editor as well as the 2D texture and animation editors – complemented by a 3D viewport.
    The bitmap painting toolset makes use of Unreal Engine’s Blueprint system, making it possible for users to create new painting brushes using a node-based workflow, and supports pressure sensitivity on graphics tablets.
    There is also a vector toolset for creating hard-edged shapes.
    Animation features include onion skinning, Toon Boom-style shift and trace, and automatic inbetweening.
    The plugin supports standard 2D and 3D file formats, including PSD, FBX and USD.
    Available for free indefinitely, but future updates planned

    Epic Games regularly makes Unreal Engine assets available for free through Fab, but usually only for a limited period of time.Odyssey is different, in that it is available for free indefinitely.
    However, it will continue to get updates: according to Epic Games’ blog post, Praxinos “plans to work in close collaboration with Epic Games and continue to enhance Odyssey”.
    As well as Odyssey itself, Praxinos offers custom tools development and training, which will hopefully also help to support future development.
    System requirements and availability

    Odyssey is compatible with Unreal Engine 5.6 on Windows and macOS. It is available for free under a Fab Standard License, including for commercial use. about Odyssey on Praxinos’s website
    Find more detailed information in Odyssey’s online manual
    Download Unreal Engine 2D animation plugin Odyssey for free

    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.
    #download #unreal #engine #animation #plugin
    Download Unreal Engine 2D animation plugin Odyssey for free
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "; Epic Games has made Odyssey, Praxinos’s 2D animation plugin for Unreal Engine, available for free through Fab, its online marketplace.The software – which can be used for storyboarding or texturing 3D models as well as creating 2D animation – is available for free indefinitely, and will continue to be updated. A serious professional 2D animation tool created by former TVPaint staff Created by a team that includes former developers of standalone 2D animation software TVPaint, Odyssey has been in development since 2019.Part of that work was also funded by Epic Games, with Praxinos receiving an Epic MegaGrant for two of Odyssey’s precursors: painting plugin Iliad and storyboard and layout plugin Epos. Odyssey itself was released last year after beta testing at French animation studios including Ellipse Animation, and originally cost €1,200 for a perpetual license. Create 2D animation, storyboards, or textures for 3D models Although Odyssey’s main function is to create 2D animation – for movie and broadcast projects, motion graphics, or even games – the plugin adds a wider 2D toolset to Unreal Engine.Other use cases include storyboarding – you can import image sequences and turn them into storyboards – and texturing, either by painting 2D texture maps, or painting onto 3D meshes. It supports both 2D and 3D workflows, with the 2D editors – which include a flipbook editor as well as the 2D texture and animation editors – complemented by a 3D viewport. The bitmap painting toolset makes use of Unreal Engine’s Blueprint system, making it possible for users to create new painting brushes using a node-based workflow, and supports pressure sensitivity on graphics tablets. There is also a vector toolset for creating hard-edged shapes. Animation features include onion skinning, Toon Boom-style shift and trace, and automatic inbetweening. The plugin supports standard 2D and 3D file formats, including PSD, FBX and USD. Available for free indefinitely, but future updates planned Epic Games regularly makes Unreal Engine assets available for free through Fab, but usually only for a limited period of time.Odyssey is different, in that it is available for free indefinitely. However, it will continue to get updates: according to Epic Games’ blog post, Praxinos “plans to work in close collaboration with Epic Games and continue to enhance Odyssey”. As well as Odyssey itself, Praxinos offers custom tools development and training, which will hopefully also help to support future development. System requirements and availability Odyssey is compatible with Unreal Engine 5.6 on Windows and macOS. It is available for free under a Fab Standard License, including for commercial use. about Odyssey on Praxinos’s website Find more detailed information in Odyssey’s online manual Download Unreal Engine 2D animation plugin Odyssey for free 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. #download #unreal #engine #animation #plugin
    Download Unreal Engine 2D animation plugin Odyssey for free
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd" Epic Games has made Odyssey, Praxinos’s 2D animation plugin for Unreal Engine, available for free through Fab, its online marketplace.The software – which can be used for storyboarding or texturing 3D models as well as creating 2D animation – is available for free indefinitely, and will continue to be updated. A serious professional 2D animation tool created by former TVPaint staff Created by a team that includes former developers of standalone 2D animation software TVPaint, Odyssey has been in development since 2019.Part of that work was also funded by Epic Games, with Praxinos receiving an Epic MegaGrant for two of Odyssey’s precursors: painting plugin Iliad and storyboard and layout plugin Epos. Odyssey itself was released last year after beta testing at French animation studios including Ellipse Animation, and originally cost €1,200 for a perpetual license. Create 2D animation, storyboards, or textures for 3D models Although Odyssey’s main function is to create 2D animation – for movie and broadcast projects, motion graphics, or even games – the plugin adds a wider 2D toolset to Unreal Engine.Other use cases include storyboarding – you can import image sequences and turn them into storyboards – and texturing, either by painting 2D texture maps, or painting onto 3D meshes. It supports both 2D and 3D workflows, with the 2D editors – which include a flipbook editor as well as the 2D texture and animation editors – complemented by a 3D viewport. The bitmap painting toolset makes use of Unreal Engine’s Blueprint system, making it possible for users to create new painting brushes using a node-based workflow, and supports pressure sensitivity on graphics tablets. There is also a vector toolset for creating hard-edged shapes. Animation features include onion skinning, Toon Boom-style shift and trace, and automatic inbetweening. The plugin supports standard 2D and 3D file formats, including PSD, FBX and USD. Available for free indefinitely, but future updates planned Epic Games regularly makes Unreal Engine assets available for free through Fab, but usually only for a limited period of time.Odyssey is different, in that it is available for free indefinitely. However, it will continue to get updates: according to Epic Games’ blog post, Praxinos “plans to work in close collaboration with Epic Games and continue to enhance Odyssey”. As well as Odyssey itself, Praxinos offers custom tools development and training, which will hopefully also help to support future development. System requirements and availability Odyssey is compatible with Unreal Engine 5.6 on Windows and macOS. It is available for free under a Fab Standard License, including for commercial use.Read more about Odyssey on Praxinos’s website Find more detailed information in Odyssey’s online manual Download Unreal Engine 2D animation plugin Odyssey for free 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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  • Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’

    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One.
    By Jay Stobie
    Visual effects supervisor John Knollconfers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact.
    Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contactand Rogue One: A Star Wars Storypropelled their respective franchises to new heights. While Star Trek Generationswelcomed Captain Jean-Luc Picard’screw to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk. Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope, it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story, The Mandalorian, Andor, Ahsoka, The Acolyte, and more.
    The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif.
    A final frame from the Battle of Scarif in Rogue One: A Star Wars Story.
    A Context for Conflict
    In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design.
    On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Ersoand Cassian Andorand the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival.
    From Physical to Digital
    By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical modelsfor its features was gradually giving way to innovative computer graphicsmodels, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001.
    Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com.
    However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.”
    John Knollconfers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact.
    Legendary Lineages
    In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.”
    Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet.
    While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got fromVER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.”
    The U.S.S. Enterprise-E in Star Trek: First Contact.
    Familiar Foes
    To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generationand Star Trek: Deep Space Nine, creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin.
    As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.”
    Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back, respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.”
    A final frame from Rogue One: A Star Wars Story.
    Forming Up the Fleets
    In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics.
    Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs, live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples. These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’spersonal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography…
    Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized.
    Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story.
    Tough Little Ships
    The Federation and Rebel Alliance each deployed “tough little ships”in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001!
    Exploration and Hope
    The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire.
    The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope?

    Jay Stobieis a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy.
    #looking #back #two #classics #ilm
    Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’
    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One. By Jay Stobie Visual effects supervisor John Knollconfers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact. Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contactand Rogue One: A Star Wars Storypropelled their respective franchises to new heights. While Star Trek Generationswelcomed Captain Jean-Luc Picard’screw to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk. Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope, it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story, The Mandalorian, Andor, Ahsoka, The Acolyte, and more. The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif. A final frame from the Battle of Scarif in Rogue One: A Star Wars Story. A Context for Conflict In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design. On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Ersoand Cassian Andorand the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival. From Physical to Digital By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical modelsfor its features was gradually giving way to innovative computer graphicsmodels, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001. Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com. However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.” John Knollconfers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact. Legendary Lineages In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.” Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet. While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got fromVER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.” The U.S.S. Enterprise-E in Star Trek: First Contact. Familiar Foes To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generationand Star Trek: Deep Space Nine, creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin. As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.” Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back, respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.” A final frame from Rogue One: A Star Wars Story. Forming Up the Fleets In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics. Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs, live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples. These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’spersonal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography… Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized. Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story. Tough Little Ships The Federation and Rebel Alliance each deployed “tough little ships”in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001! Exploration and Hope The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire. The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope? – Jay Stobieis a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy. #looking #back #two #classics #ilm
    WWW.ILM.COM
    Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’
    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One. By Jay Stobie Visual effects supervisor John Knoll (right) confers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact (Credit: ILM). Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contact (1996) and Rogue One: A Star Wars Story (2016) propelled their respective franchises to new heights. While Star Trek Generations (1994) welcomed Captain Jean-Luc Picard’s (Patrick Stewart) crew to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk (William Shatner). Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope (1977), it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story (2018), The Mandalorian (2019-23), Andor (2022-25), Ahsoka (2023), The Acolyte (2024), and more. The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif. A final frame from the Battle of Scarif in Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). A Context for Conflict In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design. On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Erso (Felicity Jones) and Cassian Andor (Diego Luna) and the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival. From Physical to Digital By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical models (many of which were built by ILM) for its features was gradually giving way to innovative computer graphics (CG) models, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001. Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com. However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.” John Knoll (second from left) confers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact (Credit: ILM). Legendary Lineages In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.” Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet. While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got from [equipment vendor] VER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.” The U.S.S. Enterprise-E in Star Trek: First Contact (Credit: Paramount). Familiar Foes To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generation (1987) and Star Trek: Deep Space Nine (1993), creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin. As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.” Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back (1980), respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.” A final frame from Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). Forming Up the Fleets In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics. Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs (the MC75 cruiser Profundity and U-wings), live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples (Nebulon-B frigates, X-wings, Y-wings, and more). These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’s (Carrie Fisher and Ingvild Deila) personal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography… Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized. Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). Tough Little Ships The Federation and Rebel Alliance each deployed “tough little ships” (an endearing description Commander William T. Riker [Jonathan Frakes] bestowed upon the U.S.S. Defiant in First Contact) in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001! Exploration and Hope The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire. The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope? – Jay Stobie (he/him) is a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy.
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  • Apple's continued lack of native apps on Vision Pro isn't a good sign for the platform

    It seemed odd that Apple didn't port any of its compatible apps in visionOS 2, but not making any of them native in visionOS 26 is downright neglectful.Apple's compatible app list is the same as it always has beenApple Vision Pro is Apple's first spatial computing platform and an expensive one at that. Adoption of the platform has been glacial, and with it, the rollout of software and media that is native to the 3D mixed reality platform.It seemed obvious as we approached WWDC 2025 that Apple would update at least some, if not all, of its compatible apps to native ones. In case you weren't aware, a compatible app is one that runs on Apple Vision Pro in its unmodified 2D iPad or iPhone form. Continue Reading on AppleInsider | Discuss on our Forums
    #apple039s #continued #lack #native #apps
    Apple's continued lack of native apps on Vision Pro isn't a good sign for the platform
    It seemed odd that Apple didn't port any of its compatible apps in visionOS 2, but not making any of them native in visionOS 26 is downright neglectful.Apple's compatible app list is the same as it always has beenApple Vision Pro is Apple's first spatial computing platform and an expensive one at that. Adoption of the platform has been glacial, and with it, the rollout of software and media that is native to the 3D mixed reality platform.It seemed obvious as we approached WWDC 2025 that Apple would update at least some, if not all, of its compatible apps to native ones. In case you weren't aware, a compatible app is one that runs on Apple Vision Pro in its unmodified 2D iPad or iPhone form. Continue Reading on AppleInsider | Discuss on our Forums #apple039s #continued #lack #native #apps
    APPLEINSIDER.COM
    Apple's continued lack of native apps on Vision Pro isn't a good sign for the platform
    It seemed odd that Apple didn't port any of its compatible apps in visionOS 2, but not making any of them native in visionOS 26 is downright neglectful.Apple's compatible app list is the same as it always has beenApple Vision Pro is Apple's first spatial computing platform and an expensive one at that. Adoption of the platform has been glacial, and with it, the rollout of software and media that is native to the 3D mixed reality platform.It seemed obvious as we approached WWDC 2025 that Apple would update at least some, if not all, of its compatible apps to native ones. In case you weren't aware, a compatible app is one that runs on Apple Vision Pro in its unmodified 2D iPad or iPhone form. Continue Reading on AppleInsider | Discuss on our Forums
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