• Star Trek: Best Crews, Ranked

    Every Star Trek show has a few common threads, and most of them have a ship and a crew that are the focus of the plot. The chemistry between the crew is often part of the story, with drama between characters generating some of the best and most compelling plotlines.
    #star #trek #best #crews #ranked
    Star Trek: Best Crews, Ranked
    Every Star Trek show has a few common threads, and most of them have a ship and a crew that are the focus of the plot. The chemistry between the crew is often part of the story, with drama between characters generating some of the best and most compelling plotlines. #star #trek #best #crews #ranked
    GAMERANT.COM
    Star Trek: Best Crews, Ranked
    Every Star Trek show has a few common threads, and most of them have a ship and a crew that are the focus of the plot. The chemistry between the crew is often part of the story, with drama between characters generating some of the best and most compelling plotlines.
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  • Would you switch browsers for a chatbot?

    Hi, friends! Welcome to Installer No. 87, your guide to the best and Verge-iest stuff in the world.This week, I’ve been reading about Sabrina Carpenter and Khaby Lame and intimacy coordinators, finally making a dent in Barbarians at the Gate, watching all the Ben Schwartz and Friends I can find on YouTube, planning my days with the new Finalist beta, recklessly installing all the Apple developer betas after WWDC, thoroughly enjoying Dakota Johnson’s current press tour, and trying to clear all my inboxes before I go on parental leave. It’s… going.I also have for you a much-awaited new browser, a surprise update to a great photo editor, a neat trailer for a meh-looking movie, a classic Steve Jobs speech, and much more. Slightly shorter issue this week, sorry; there’s just a lot going on, but I didn’t want to leave y’all hanging entirely. Oh, and: we’ll be off next week, for Juneteenth, vacation, and general summer chaos reasons. We’ll be back in full force after that, though! Let’s get into it.The DropDia. I know there are a lot of Arc fans here in the Installerverse, and I know you, like me, will have a lot of feelings about the company’s new and extremely AI-focused browser. Personally, I don’t see leaving Arc anytime soon, but there are some really fascinating ideasin Dia already. Snapseed 3.0. I completely forgot Snapseed even existed, and now here’s a really nice update with a bunch of new editing tools and a nice new redesign! As straightforward photo editors go, this is one of the better ones. The new version is only on iOS right now, but I assume it’s heading to Android shortly.“I Tried To Make Something In America.” I was first turned onto the story of the Smarter Scrubber by a great Search Engine episode, and this is a great companion to the story about what it really takes to bring manufacturing back to the US. And why it’s hard to justify.. That link, and the trailer, will only do anything for you if you have a newer iPhone. But even if you don’t care about the movie, the trailer — which actually buzzes in sync with the car’s rumbles and revs — is just really, really cool. Android 16. You can’t get the cool, colorful new look just yet or the desktop mode I am extremely excited about — there’s a lot of good stuff in Android 16 but most of it is coming later. Still, Live Updates look good, and there’s some helpful accessibility stuff, as well.The Infinite Machine Olto. I am such a sucker for any kind of futuristic-looking electric scooter, and this one really hits the sweet spot. Part moped, part e-bike, all Blade Runner vibes. If it wasn’t then I would’ve probably ordered one already.The Fujifilm X-E5. I kept wondering why Fujifilm didn’t just make, like, a hundred different great-looking cameras at every imaginable price because everyone wants a camera this cool. Well, here we are! It’s a spin on the X100VI but with interchangeable lenses and a few power-user features. All my photographer friends are going to want this.Call Her Alex. I confess I’m no Call Her Daddy diehard, but I found this two-part doc on Alex Cooper really interesting. Cooper’s story is all about understanding people, the internet, and what it means to feel connected now. It’s all very low-stakes and somehow also existential? It’s only two parts, you should watch it.“Steve Jobs - 2005 Stanford Commencement Address.” For the 20th anniversary of Jobs’ famousspeech, the Steve Jobs Archive put together a big package of stories, notes, and other materials around the speech. Plus, a newly high-def version of the video. This one’s always worth the 15 minutes.Dune: Awakening. Dune has ascended to the rare territory of “I will check out anything from this franchise, ever, no questions asked.” This game is big on open-world survival and ornithopters, too, so it’s even more my kind of thing. And it’s apparently punishingly difficult in spots.CrowdsourcedHere’s what the Installer community is into this week. I want to know what you’re into right now as well! Email installer@theverge.com or message me on Signal — @davidpierce.11 — with your recommendations for anything and everything, and we’ll feature some of our favorites here every week. For even more great recommendations, check out the replies to this post on Threads and this post on Bluesky.“I had tried the paper planner in the leather Paper Republic journal but since have moved onto the Remarkable Paper Pro color e-ink device which takes everything you like about paper but makes it editable and color coded. Combine this with a Remarkable planner in PDF format off of Etsy and you are golden.” — Jason“I started reading a manga series from content creator Cory Kenshin called Monsters We Make. So far, I love it. Already preordered Vol. 2.” — Rob“I recently went down the third party controller rabbit hole after my trusty adapted Xbox One controller finally kicked the bucket, and I wanted something I could use across my PC, phone, handheld, Switch, etc. I’ve been playing with the GameSir Cyclone 2 for a few weeks, and it feels really deluxe. The thumbsticks are impossibly smooth and accurate thanks to its TMR joysticks. The face buttons took a second for my brain to adjust to; the short travel distance initially registered as mushy, but once I stopped trying to pound the buttons like I was at the arcade, I found the subtle mechanical click super satisfying.” — Sam“The Apple TV Plus miniseries Long Way Home. It’s Ewan McGregor and Charley Boorman’s fourth Long Way series. This time they are touring some European countries on vintage bikes that they fixed, and it’s such a light-hearted show from two really down to earth humans. Connecting with other people in different cultures and seeing their journey is such a treat!” — Esmael“Podcast recommendation: Devil and the Deep Blue Sea by Christianity Today. A deep dive into the Satanic Panic of the 80’s and 90’s.” — Drew“Splatoon 3and the new How to Train Your Dragon.” — Aaron“I can’t put Mario Kart World down. When I get tired of the intense Knockout Tour mode I go to Free Roam and try to knock out P-Switch challenges, some of which are really tough! I’m obsessed.” — Dave“Fable, a cool app for finding books with virtual book clubs. It’s the closest to a more cozy online bookstore with more honest reviews. I just wish you could click on the author’s name to see their other books.” — Astrid“This is the Summer Games Fest weekand there are a TON of game demos to try out on Steam. One that has caught my attention / play time the most is Wildgate. It’s a team based spaceship shooter where ship crews battle and try to escape with a powerful artifact.” — Sean“Battlefront 2 is back for some reason. Still looks great.” — IanSigning offI have long been fascinated by weather forecasting. I recommend Andrew Blum’s book, The Weather Machine, to people all the time, as a way to understand both how we learned to predict the weather and why it’s a literally culture-changing thing to be able to do so. And if you want to make yourself so, so angry, there’s a whole chunk of Michael Lewis’s book, The Fifth Risk, about how a bunch of companies managed to basically privatize forecasts… based on government data. The weather is a huge business, an extremely powerful political force, and even more important to our way of life than we realize. And we’re really good at predicting the weather!I’ve also been hearing for years that weather forecasting is a perfect use for AI. It’s all about vast quantities of historical data, tiny fluctuations in readings, and finding patterns that often don’t want to be found. So, of course, as soon as I read my colleague Justine Calma’s story about a new Google project called Weather Lab, I spent the next hour poking through the data to see how well DeepMind managed to predict and track recent storms. It’s deeply wonky stuff, but it’s cool to see Big Tech trying to figure out Mother Nature — and almost getting it right. Almost.See you next week!See More:
    #would #you #switch #browsers #chatbot
    Would you switch browsers for a chatbot?
    Hi, friends! Welcome to Installer No. 87, your guide to the best and Verge-iest stuff in the world.This week, I’ve been reading about Sabrina Carpenter and Khaby Lame and intimacy coordinators, finally making a dent in Barbarians at the Gate, watching all the Ben Schwartz and Friends I can find on YouTube, planning my days with the new Finalist beta, recklessly installing all the Apple developer betas after WWDC, thoroughly enjoying Dakota Johnson’s current press tour, and trying to clear all my inboxes before I go on parental leave. It’s… going.I also have for you a much-awaited new browser, a surprise update to a great photo editor, a neat trailer for a meh-looking movie, a classic Steve Jobs speech, and much more. Slightly shorter issue this week, sorry; there’s just a lot going on, but I didn’t want to leave y’all hanging entirely. Oh, and: we’ll be off next week, for Juneteenth, vacation, and general summer chaos reasons. We’ll be back in full force after that, though! Let’s get into it.The DropDia. I know there are a lot of Arc fans here in the Installerverse, and I know you, like me, will have a lot of feelings about the company’s new and extremely AI-focused browser. Personally, I don’t see leaving Arc anytime soon, but there are some really fascinating ideasin Dia already. Snapseed 3.0. I completely forgot Snapseed even existed, and now here’s a really nice update with a bunch of new editing tools and a nice new redesign! As straightforward photo editors go, this is one of the better ones. The new version is only on iOS right now, but I assume it’s heading to Android shortly.“I Tried To Make Something In America.” I was first turned onto the story of the Smarter Scrubber by a great Search Engine episode, and this is a great companion to the story about what it really takes to bring manufacturing back to the US. And why it’s hard to justify.. That link, and the trailer, will only do anything for you if you have a newer iPhone. But even if you don’t care about the movie, the trailer — which actually buzzes in sync with the car’s rumbles and revs — is just really, really cool. Android 16. You can’t get the cool, colorful new look just yet or the desktop mode I am extremely excited about — there’s a lot of good stuff in Android 16 but most of it is coming later. Still, Live Updates look good, and there’s some helpful accessibility stuff, as well.The Infinite Machine Olto. I am such a sucker for any kind of futuristic-looking electric scooter, and this one really hits the sweet spot. Part moped, part e-bike, all Blade Runner vibes. If it wasn’t then I would’ve probably ordered one already.The Fujifilm X-E5. I kept wondering why Fujifilm didn’t just make, like, a hundred different great-looking cameras at every imaginable price because everyone wants a camera this cool. Well, here we are! It’s a spin on the X100VI but with interchangeable lenses and a few power-user features. All my photographer friends are going to want this.Call Her Alex. I confess I’m no Call Her Daddy diehard, but I found this two-part doc on Alex Cooper really interesting. Cooper’s story is all about understanding people, the internet, and what it means to feel connected now. It’s all very low-stakes and somehow also existential? It’s only two parts, you should watch it.“Steve Jobs - 2005 Stanford Commencement Address.” For the 20th anniversary of Jobs’ famousspeech, the Steve Jobs Archive put together a big package of stories, notes, and other materials around the speech. Plus, a newly high-def version of the video. This one’s always worth the 15 minutes.Dune: Awakening. Dune has ascended to the rare territory of “I will check out anything from this franchise, ever, no questions asked.” This game is big on open-world survival and ornithopters, too, so it’s even more my kind of thing. And it’s apparently punishingly difficult in spots.CrowdsourcedHere’s what the Installer community is into this week. I want to know what you’re into right now as well! Email installer@theverge.com or message me on Signal — @davidpierce.11 — with your recommendations for anything and everything, and we’ll feature some of our favorites here every week. For even more great recommendations, check out the replies to this post on Threads and this post on Bluesky.“I had tried the paper planner in the leather Paper Republic journal but since have moved onto the Remarkable Paper Pro color e-ink device which takes everything you like about paper but makes it editable and color coded. Combine this with a Remarkable planner in PDF format off of Etsy and you are golden.” — Jason“I started reading a manga series from content creator Cory Kenshin called Monsters We Make. So far, I love it. Already preordered Vol. 2.” — Rob“I recently went down the third party controller rabbit hole after my trusty adapted Xbox One controller finally kicked the bucket, and I wanted something I could use across my PC, phone, handheld, Switch, etc. I’ve been playing with the GameSir Cyclone 2 for a few weeks, and it feels really deluxe. The thumbsticks are impossibly smooth and accurate thanks to its TMR joysticks. The face buttons took a second for my brain to adjust to; the short travel distance initially registered as mushy, but once I stopped trying to pound the buttons like I was at the arcade, I found the subtle mechanical click super satisfying.” — Sam“The Apple TV Plus miniseries Long Way Home. It’s Ewan McGregor and Charley Boorman’s fourth Long Way series. This time they are touring some European countries on vintage bikes that they fixed, and it’s such a light-hearted show from two really down to earth humans. Connecting with other people in different cultures and seeing their journey is such a treat!” — Esmael“Podcast recommendation: Devil and the Deep Blue Sea by Christianity Today. A deep dive into the Satanic Panic of the 80’s and 90’s.” — Drew“Splatoon 3and the new How to Train Your Dragon.” — Aaron“I can’t put Mario Kart World down. When I get tired of the intense Knockout Tour mode I go to Free Roam and try to knock out P-Switch challenges, some of which are really tough! I’m obsessed.” — Dave“Fable, a cool app for finding books with virtual book clubs. It’s the closest to a more cozy online bookstore with more honest reviews. I just wish you could click on the author’s name to see their other books.” — Astrid“This is the Summer Games Fest weekand there are a TON of game demos to try out on Steam. One that has caught my attention / play time the most is Wildgate. It’s a team based spaceship shooter where ship crews battle and try to escape with a powerful artifact.” — Sean“Battlefront 2 is back for some reason. Still looks great.” — IanSigning offI have long been fascinated by weather forecasting. I recommend Andrew Blum’s book, The Weather Machine, to people all the time, as a way to understand both how we learned to predict the weather and why it’s a literally culture-changing thing to be able to do so. And if you want to make yourself so, so angry, there’s a whole chunk of Michael Lewis’s book, The Fifth Risk, about how a bunch of companies managed to basically privatize forecasts… based on government data. The weather is a huge business, an extremely powerful political force, and even more important to our way of life than we realize. And we’re really good at predicting the weather!I’ve also been hearing for years that weather forecasting is a perfect use for AI. It’s all about vast quantities of historical data, tiny fluctuations in readings, and finding patterns that often don’t want to be found. So, of course, as soon as I read my colleague Justine Calma’s story about a new Google project called Weather Lab, I spent the next hour poking through the data to see how well DeepMind managed to predict and track recent storms. It’s deeply wonky stuff, but it’s cool to see Big Tech trying to figure out Mother Nature — and almost getting it right. Almost.See you next week!See More: #would #you #switch #browsers #chatbot
    WWW.THEVERGE.COM
    Would you switch browsers for a chatbot?
    Hi, friends! Welcome to Installer No. 87, your guide to the best and Verge-iest stuff in the world. (If you’re new here, welcome, happy It’s Officially Too Hot Now Week, and also you can read all the old editions at the Installer homepage.) This week, I’ve been reading about Sabrina Carpenter and Khaby Lame and intimacy coordinators, finally making a dent in Barbarians at the Gate, watching all the Ben Schwartz and Friends I can find on YouTube, planning my days with the new Finalist beta, recklessly installing all the Apple developer betas after WWDC, thoroughly enjoying Dakota Johnson’s current press tour, and trying to clear all my inboxes before I go on parental leave. It’s… going.I also have for you a much-awaited new browser, a surprise update to a great photo editor, a neat trailer for a meh-looking movie, a classic Steve Jobs speech, and much more. Slightly shorter issue this week, sorry; there’s just a lot going on, but I didn’t want to leave y’all hanging entirely. Oh, and: we’ll be off next week, for Juneteenth, vacation, and general summer chaos reasons. We’ll be back in full force after that, though! Let’s get into it.(As always, the best part of Installer is your ideas and tips. What do you want to know more about? What awesome tricks do you know that everyone else should? What app should everyone be using? Tell me everything: installer@theverge.com. And if you know someone else who might enjoy Installer, forward it to them and tell them to subscribe here.)The DropDia. I know there are a lot of Arc fans here in the Installerverse, and I know you, like me, will have a lot of feelings about the company’s new and extremely AI-focused browser. Personally, I don’t see leaving Arc anytime soon, but there are some really fascinating ideas (and nice design touches) in Dia already. Snapseed 3.0. I completely forgot Snapseed even existed, and now here’s a really nice update with a bunch of new editing tools and a nice new redesign! As straightforward photo editors go, this is one of the better ones. The new version is only on iOS right now, but I assume it’s heading to Android shortly.“I Tried To Make Something In America.” I was first turned onto the story of the Smarter Scrubber by a great Search Engine episode, and this is a great companion to the story about what it really takes to bring manufacturing back to the US. And why it’s hard to justify.. That link, and the trailer, will only do anything for you if you have a newer iPhone. But even if you don’t care about the movie, the trailer — which actually buzzes in sync with the car’s rumbles and revs — is just really, really cool. Android 16. You can’t get the cool, colorful new look just yet or the desktop mode I am extremely excited about — there’s a lot of good stuff in Android 16 but most of it is coming later. Still, Live Updates look good, and there’s some helpful accessibility stuff, as well.The Infinite Machine Olto. I am such a sucker for any kind of futuristic-looking electric scooter, and this one really hits the sweet spot. Part moped, part e-bike, all Blade Runner vibes. If it wasn’t $3,500, then I would’ve probably ordered one already.The Fujifilm X-E5. I kept wondering why Fujifilm didn’t just make, like, a hundred different great-looking cameras at every imaginable price because everyone wants a camera this cool. Well, here we are! It’s a spin on the X100VI but with interchangeable lenses and a few power-user features. All my photographer friends are going to want this.Call Her Alex. I confess I’m no Call Her Daddy diehard, but I found this two-part doc on Alex Cooper really interesting. Cooper’s story is all about understanding people, the internet, and what it means to feel connected now. It’s all very low-stakes and somehow also existential? It’s only two parts, you should watch it.“Steve Jobs - 2005 Stanford Commencement Address.” For the 20th anniversary of Jobs’ famous (and genuinely fabulous) speech, the Steve Jobs Archive put together a big package of stories, notes, and other materials around the speech. Plus, a newly high-def version of the video. This one’s always worth the 15 minutes.Dune: Awakening. Dune has ascended to the rare territory of “I will check out anything from this franchise, ever, no questions asked.” This game is big on open-world survival and ornithopters, too, so it’s even more my kind of thing. And it’s apparently punishingly difficult in spots.CrowdsourcedHere’s what the Installer community is into this week. I want to know what you’re into right now as well! Email installer@theverge.com or message me on Signal — @davidpierce.11 — with your recommendations for anything and everything, and we’ll feature some of our favorites here every week. For even more great recommendations, check out the replies to this post on Threads and this post on Bluesky.“I had tried the paper planner in the leather Paper Republic journal but since have moved onto the Remarkable Paper Pro color e-ink device which takes everything you like about paper but makes it editable and color coded. Combine this with a Remarkable planner in PDF format off of Etsy and you are golden.” — Jason“I started reading a manga series from content creator Cory Kenshin called Monsters We Make. So far, I love it. Already preordered Vol. 2.” — Rob“I recently went down the third party controller rabbit hole after my trusty adapted Xbox One controller finally kicked the bucket, and I wanted something I could use across my PC, phone, handheld, Switch, etc. I’ve been playing with the GameSir Cyclone 2 for a few weeks, and it feels really deluxe. The thumbsticks are impossibly smooth and accurate thanks to its TMR joysticks. The face buttons took a second for my brain to adjust to; the short travel distance initially registered as mushy, but once I stopped trying to pound the buttons like I was at the arcade, I found the subtle mechanical click super satisfying.” — Sam“The Apple TV Plus miniseries Long Way Home. It’s Ewan McGregor and Charley Boorman’s fourth Long Way series. This time they are touring some European countries on vintage bikes that they fixed, and it’s such a light-hearted show from two really down to earth humans. Connecting with other people in different cultures and seeing their journey is such a treat!” — Esmael“Podcast recommendation: Devil and the Deep Blue Sea by Christianity Today. A deep dive into the Satanic Panic of the 80’s and 90’s.” — Drew“Splatoon 3 (the free Switch 2 update) and the new How to Train Your Dragon.” — Aaron“I can’t put Mario Kart World down. When I get tired of the intense Knockout Tour mode I go to Free Roam and try to knock out P-Switch challenges, some of which are really tough! I’m obsessed.” — Dave“Fable, a cool app for finding books with virtual book clubs. It’s the closest to a more cozy online bookstore with more honest reviews. I just wish you could click on the author’s name to see their other books.” — Astrid“This is the Summer Games Fest week (formerly E3, RIP) and there are a TON of game demos to try out on Steam. One that has caught my attention / play time the most is Wildgate. It’s a team based spaceship shooter where ship crews battle and try to escape with a powerful artifact.” — Sean“Battlefront 2 is back for some reason. Still looks great.” — IanSigning offI have long been fascinated by weather forecasting. I recommend Andrew Blum’s book, The Weather Machine, to people all the time, as a way to understand both how we learned to predict the weather and why it’s a literally culture-changing thing to be able to do so. And if you want to make yourself so, so angry, there’s a whole chunk of Michael Lewis’s book, The Fifth Risk, about how a bunch of companies managed to basically privatize forecasts… based on government data. The weather is a huge business, an extremely powerful political force, and even more important to our way of life than we realize. And we’re really good at predicting the weather!I’ve also been hearing for years that weather forecasting is a perfect use for AI. It’s all about vast quantities of historical data, tiny fluctuations in readings, and finding patterns that often don’t want to be found. So, of course, as soon as I read my colleague Justine Calma’s story about a new Google project called Weather Lab, I spent the next hour poking through the data to see how well DeepMind managed to predict and track recent storms. It’s deeply wonky stuff, but it’s cool to see Big Tech trying to figure out Mother Nature — and almost getting it right. Almost.See you next week!See More:
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  • FORM Brands Studio elevates London’s Air Ambulance Charity

    FORM Brands Studio has given London’s Air Ambulance Charity a new look.
    Rather than transporting patients to hospital, the charity’s doctors and paramedics treat seriously injured people at the scene from its two helicopters and eight cars. It is the only organisation performing this role in London.
    Established in 1989, it is called to a rising number of patients across the capital every year, helping more than 2,000 people in 2024.
    London’s Air Ambulance Charityneeds £17m a year to operate, 96% which comes from donations. “But 60% of Londoners don’t know we’re a charity,” says LAAC’s director of fundraising and marketing, Jayne Clarke.
    FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters
    Its new organisational strategy is about raising awareness, enhancing fundraising efforts and strengthening its connection with London’s communities.
    “We’re trying to make sure the strategy is about hope and looking forward to the future,” Clarke says.
    To accompany this new strategy, the charity also decided to change up its visual identity.

    “Our previous branding was very corporate,” Clarke admits.FORM Brands Studio won the job after a pitch. Strategy director Beth Andlaw set up the east London agency in 2022 with creative director Alex Andlaw. Before that she had been in comms and PR, and had worked with LAAC on and off for about 20 years.
    FORM Brands Studio identity for London’s Air Ambulance Charity on stage
    FORM introduced a new wordmark, colour palette, typeface, icons, motion, creative copy, messaging, fundraising memorabilia and photography. However, the existing helicopter icon was retained. “It has a lot of love and legacy,” says Clarke.
    The agency’s brand idea, Propelling Promise, was inspired by the urgent, intense nature of the work carried out by LAAC’s clinical and operational crews. That was used to give structure to creative copy lines and the new tone of voice.
    Each lead line includes an element of “propelling” to imply urgency and momentum, and “promise” to imply warmth and hope.
    That resulted in lines including “Trauma doesn’t stop. Neither do we” and “Here for London. Today, tomorrow, always.” FORM brought in Peggy Nyamekye to work on the copywriting.
    Meanwhile, the visual identity, developed with designer Mayan Mistry, comprises a gradient design system, drawing on the rotational motion of helicopter blades. Borough names are repeated in radiating patterns and overlaid with the gradient.
    Red is still central to the charity’s identity, but FORM introduced the vivid orange worn by medics on-scene. “These colours blend in the gradient, creating a visual signature that speaks to urgency, action, optimism and hope,” says Alex Andlaw.


    With the help of motion graphics designer Matt Fowler, the agency introduced movement to the branding, to reflect the aircraft’s blades in flight.
    The logo’s new wordmark is in Barlow, inspired by the existing big white lettering on the helicopter tail booms. Before, the charity’s name was written lower case in a thinner font. “Now it’s bigger, bolder and more impactful,” says Alex Andlaw.
    FORM also redesigned the icons to have more personality but still be functional. “The icons help the team talk about quite hard subjects,” he says, such as casualties, and the designs had to balance warmth and realism.
    “We did quite a few hearts, some look too detailed and some too basic,” he explains.

    The agency also created a series of collectible badges, inspired by the embroidered badges worn by the charity’s doctors and pilots.FORM Brands Studio identity for London’s Air Ambulance Charity in Instagram posts
    Meanwhile, photographer James Pearson-Howes was briefed to capture real people, places and moments from across London.
    The new branding had to resonate with very different types of donors, from the charity’s collection buckets to seven-figure corporate donations, says Clarke.
    “And the doctors wearing the brand have very strong opinions, as do the pilots. FORM took in all these views and managed to make all those people happy.”

    FORM Brands Studio identity for London’s Air Ambulance Charity
    FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters
    #form #brands #studio #elevates #londons
    FORM Brands Studio elevates London’s Air Ambulance Charity
    FORM Brands Studio has given London’s Air Ambulance Charity a new look. Rather than transporting patients to hospital, the charity’s doctors and paramedics treat seriously injured people at the scene from its two helicopters and eight cars. It is the only organisation performing this role in London. Established in 1989, it is called to a rising number of patients across the capital every year, helping more than 2,000 people in 2024. London’s Air Ambulance Charityneeds £17m a year to operate, 96% which comes from donations. “But 60% of Londoners don’t know we’re a charity,” says LAAC’s director of fundraising and marketing, Jayne Clarke. FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters Its new organisational strategy is about raising awareness, enhancing fundraising efforts and strengthening its connection with London’s communities. “We’re trying to make sure the strategy is about hope and looking forward to the future,” Clarke says. To accompany this new strategy, the charity also decided to change up its visual identity. “Our previous branding was very corporate,” Clarke admits.FORM Brands Studio won the job after a pitch. Strategy director Beth Andlaw set up the east London agency in 2022 with creative director Alex Andlaw. Before that she had been in comms and PR, and had worked with LAAC on and off for about 20 years. FORM Brands Studio identity for London’s Air Ambulance Charity on stage FORM introduced a new wordmark, colour palette, typeface, icons, motion, creative copy, messaging, fundraising memorabilia and photography. However, the existing helicopter icon was retained. “It has a lot of love and legacy,” says Clarke. The agency’s brand idea, Propelling Promise, was inspired by the urgent, intense nature of the work carried out by LAAC’s clinical and operational crews. That was used to give structure to creative copy lines and the new tone of voice. Each lead line includes an element of “propelling” to imply urgency and momentum, and “promise” to imply warmth and hope. That resulted in lines including “Trauma doesn’t stop. Neither do we” and “Here for London. Today, tomorrow, always.” FORM brought in Peggy Nyamekye to work on the copywriting. Meanwhile, the visual identity, developed with designer Mayan Mistry, comprises a gradient design system, drawing on the rotational motion of helicopter blades. Borough names are repeated in radiating patterns and overlaid with the gradient. Red is still central to the charity’s identity, but FORM introduced the vivid orange worn by medics on-scene. “These colours blend in the gradient, creating a visual signature that speaks to urgency, action, optimism and hope,” says Alex Andlaw. With the help of motion graphics designer Matt Fowler, the agency introduced movement to the branding, to reflect the aircraft’s blades in flight. The logo’s new wordmark is in Barlow, inspired by the existing big white lettering on the helicopter tail booms. Before, the charity’s name was written lower case in a thinner font. “Now it’s bigger, bolder and more impactful,” says Alex Andlaw. FORM also redesigned the icons to have more personality but still be functional. “The icons help the team talk about quite hard subjects,” he says, such as casualties, and the designs had to balance warmth and realism. “We did quite a few hearts, some look too detailed and some too basic,” he explains. The agency also created a series of collectible badges, inspired by the embroidered badges worn by the charity’s doctors and pilots.FORM Brands Studio identity for London’s Air Ambulance Charity in Instagram posts Meanwhile, photographer James Pearson-Howes was briefed to capture real people, places and moments from across London. The new branding had to resonate with very different types of donors, from the charity’s collection buckets to seven-figure corporate donations, says Clarke. “And the doctors wearing the brand have very strong opinions, as do the pilots. FORM took in all these views and managed to make all those people happy.” FORM Brands Studio identity for London’s Air Ambulance Charity FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters #form #brands #studio #elevates #londons
    WWW.DESIGNWEEK.CO.UK
    FORM Brands Studio elevates London’s Air Ambulance Charity
    FORM Brands Studio has given London’s Air Ambulance Charity a new look. Rather than transporting patients to hospital, the charity’s doctors and paramedics treat seriously injured people at the scene from its two helicopters and eight cars. It is the only organisation performing this role in London. Established in 1989, it is called to a rising number of patients across the capital every year, helping more than 2,000 people in 2024. London’s Air Ambulance Charity (LAAC) needs £17m a year to operate, 96% which comes from donations. “But 60% of Londoners don’t know we’re a charity,” says LAAC’s director of fundraising and marketing, Jayne Clarke. FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters Its new organisational strategy is about raising awareness, enhancing fundraising efforts and strengthening its connection with London’s communities. “We’re trying to make sure the strategy is about hope and looking forward to the future,” Clarke says. To accompany this new strategy, the charity also decided to change up its visual identity. “Our previous branding was very corporate,” Clarke admits.FORM Brands Studio won the job after a pitch. Strategy director Beth Andlaw set up the east London agency in 2022 with creative director Alex Andlaw. Before that she had been in comms and PR, and had worked with LAAC on and off for about 20 years. FORM Brands Studio identity for London’s Air Ambulance Charity on stage FORM introduced a new wordmark, colour palette, typeface, icons, motion, creative copy, messaging, fundraising memorabilia and photography. However, the existing helicopter icon was retained. “It has a lot of love and legacy,” says Clarke. The agency’s brand idea, Propelling Promise, was inspired by the urgent, intense nature of the work carried out by LAAC’s clinical and operational crews. That was used to give structure to creative copy lines and the new tone of voice. Each lead line includes an element of “propelling” to imply urgency and momentum, and “promise” to imply warmth and hope. That resulted in lines including “Trauma doesn’t stop. Neither do we” and “Here for London. Today, tomorrow, always.” FORM brought in Peggy Nyamekye to work on the copywriting. Meanwhile, the visual identity, developed with designer Mayan Mistry, comprises a gradient design system, drawing on the rotational motion of helicopter blades. Borough names are repeated in radiating patterns and overlaid with the gradient. Red is still central to the charity’s identity, but FORM introduced the vivid orange worn by medics on-scene. “These colours blend in the gradient, creating a visual signature that speaks to urgency, action, optimism and hope,” says Alex Andlaw. https://d3faj0w6aqatyx.cloudfront.net/uploads/2025/06/LAA_OOH_TUBE_1920x1080.mp4 With the help of motion graphics designer Matt Fowler, the agency introduced movement to the branding, to reflect the aircraft’s blades in flight. The logo’s new wordmark is in Barlow, inspired by the existing big white lettering on the helicopter tail booms. Before, the charity’s name was written lower case in a thinner font. “Now it’s bigger, bolder and more impactful,” says Alex Andlaw. FORM also redesigned the icons to have more personality but still be functional. “The icons help the team talk about quite hard subjects,” he says, such as casualties, and the designs had to balance warmth and realism. “We did quite a few hearts, some look too detailed and some too basic,” he explains. The agency also created a series of collectible badges, inspired by the embroidered badges worn by the charity’s doctors and pilots.FORM Brands Studio identity for London’s Air Ambulance Charity in Instagram posts Meanwhile, photographer James Pearson-Howes was briefed to capture real people, places and moments from across London. The new branding had to resonate with very different types of donors, from the charity’s collection buckets to seven-figure corporate donations, says Clarke. “And the doctors wearing the brand have very strong opinions, as do the pilots. FORM took in all these views and managed to make all those people happy.” https://d3faj0w6aqatyx.cloudfront.net/uploads/2025/06/LAA_OOH_BILLBOARD_1920x1080.mp4 FORM Brands Studio identity for London’s Air Ambulance Charity FORM Brands Studio identity for London’s Air Ambulance Charity in OOH posters
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  • Missions To Mars With Starship Could Only Take Three Months

    alternative_right shares a report from Phys.Org: Using conventional propulsion and low-energy trajectories, it takes six to nine months for crewed spacecraft to reach Mars. These durations complicate mission design and technology requirements and raise health and safety concerns since crews will be exposed to extended periods in microgravity and heightened exposure to cosmic radiation. Traditionally, mission designers have recommended nuclear-electric or nuclear-thermal propulsion, which could shorten trips to just 3 months. In a recent study, a UCSB physics researcher identified two trajectories that could reduce transits to Mars using the Starship to between 90 and 104 days.

    The study was authored by Jack Kingdon, a graduate student researcher in the Physics Department at the University of California, Santa Barbara. He is also a member of the UCSB Weld Lab, an experimental ultracold atomic physics group that uses quantum degenerate gases to explore quantum mechanical phenomena.As outlined on its website, conference presentations, and user manual, the SpaceX mission architecture consists of six Starships traveling to Mars. Four of these spacecraft will haul 400 metric tonsof cargo while two will transport 200 passengers. Based on the Block 2 design, which has a 1,500 metric tonpropellant capacity, the crewed Starships will require 15 tankers to fully refuel in low Earth orbit. The cargo ships would require only four, since they would be sent on longer low-energy trajectories. Once the flotilla arrives at Mars, the Starships will refuel using propellant created in situ using local carbon dioxide and water ice. When the return window approaches, one of the crew ships and 3-4 cargo ships will refuel and then launch into a low Mars orbit. The cargo ships will then transfer the majority of their propellant to the crew ship and return to the surface of Mars. The crew ship would then depart for Earth, and the process could be repeated for the other crew ship.

    Kingdon calculated multiple trajectories using a Lambert Solver, which produces the shortest elliptical arc in two-body problem equations. The first would depart Earth on April 30th, 2033, taking advantage of the 26-month periodic alignment between Earth and Mars. The transit would last 90 days, with the crew returning to Earth after another 90-day transit by July 2nd, 2035. The second would depart Earth on July 15th, 2035, and return to Earth after a 104-day transit on December 5th, 2037. As Kingdon explained, the former trajectory is the most likely to succeed: "The optimal trajectory is the 2033 trajectory -- it has the lowest fuel requirements for the fastest transit time. A note that may not be obvious to the layreader is that Starship can very easily reach Mars in ~3 months -- in fact, it can in any launch window, over a fairly wide range of trajectories. However, Starship may impact the Martian atmosphere too fast. The trajectories discussed are ones that I am confident Starship will survive." The paper describing the work has been published in the journal Scientific Reports.

    of this story at Slashdot.
    #missions #mars #with #starship #could
    Missions To Mars With Starship Could Only Take Three Months
    alternative_right shares a report from Phys.Org: Using conventional propulsion and low-energy trajectories, it takes six to nine months for crewed spacecraft to reach Mars. These durations complicate mission design and technology requirements and raise health and safety concerns since crews will be exposed to extended periods in microgravity and heightened exposure to cosmic radiation. Traditionally, mission designers have recommended nuclear-electric or nuclear-thermal propulsion, which could shorten trips to just 3 months. In a recent study, a UCSB physics researcher identified two trajectories that could reduce transits to Mars using the Starship to between 90 and 104 days. The study was authored by Jack Kingdon, a graduate student researcher in the Physics Department at the University of California, Santa Barbara. He is also a member of the UCSB Weld Lab, an experimental ultracold atomic physics group that uses quantum degenerate gases to explore quantum mechanical phenomena.As outlined on its website, conference presentations, and user manual, the SpaceX mission architecture consists of six Starships traveling to Mars. Four of these spacecraft will haul 400 metric tonsof cargo while two will transport 200 passengers. Based on the Block 2 design, which has a 1,500 metric tonpropellant capacity, the crewed Starships will require 15 tankers to fully refuel in low Earth orbit. The cargo ships would require only four, since they would be sent on longer low-energy trajectories. Once the flotilla arrives at Mars, the Starships will refuel using propellant created in situ using local carbon dioxide and water ice. When the return window approaches, one of the crew ships and 3-4 cargo ships will refuel and then launch into a low Mars orbit. The cargo ships will then transfer the majority of their propellant to the crew ship and return to the surface of Mars. The crew ship would then depart for Earth, and the process could be repeated for the other crew ship. Kingdon calculated multiple trajectories using a Lambert Solver, which produces the shortest elliptical arc in two-body problem equations. The first would depart Earth on April 30th, 2033, taking advantage of the 26-month periodic alignment between Earth and Mars. The transit would last 90 days, with the crew returning to Earth after another 90-day transit by July 2nd, 2035. The second would depart Earth on July 15th, 2035, and return to Earth after a 104-day transit on December 5th, 2037. As Kingdon explained, the former trajectory is the most likely to succeed: "The optimal trajectory is the 2033 trajectory -- it has the lowest fuel requirements for the fastest transit time. A note that may not be obvious to the layreader is that Starship can very easily reach Mars in ~3 months -- in fact, it can in any launch window, over a fairly wide range of trajectories. However, Starship may impact the Martian atmosphere too fast. The trajectories discussed are ones that I am confident Starship will survive." The paper describing the work has been published in the journal Scientific Reports. of this story at Slashdot. #missions #mars #with #starship #could
    SCIENCE.SLASHDOT.ORG
    Missions To Mars With Starship Could Only Take Three Months
    alternative_right shares a report from Phys.Org: Using conventional propulsion and low-energy trajectories, it takes six to nine months for crewed spacecraft to reach Mars. These durations complicate mission design and technology requirements and raise health and safety concerns since crews will be exposed to extended periods in microgravity and heightened exposure to cosmic radiation. Traditionally, mission designers have recommended nuclear-electric or nuclear-thermal propulsion (NEP/NTP), which could shorten trips to just 3 months. In a recent study, a UCSB physics researcher identified two trajectories that could reduce transits to Mars using the Starship to between 90 and 104 days. The study was authored by Jack Kingdon, a graduate student researcher in the Physics Department at the University of California, Santa Barbara (UCSB). He is also a member of the UCSB Weld Lab, an experimental ultracold atomic physics group that uses quantum degenerate gases to explore quantum mechanical phenomena. [...] As outlined on its website, conference presentations, and user manual, the SpaceX mission architecture consists of six Starships traveling to Mars. Four of these spacecraft will haul 400 metric tons (440 U.S. tons) of cargo while two will transport 200 passengers. Based on the Block 2 design, which has a 1,500 metric ton (1,650 U.S. ton) propellant capacity, the crewed Starships will require 15 tankers to fully refuel in low Earth orbit (LEO). The cargo ships would require only four, since they would be sent on longer low-energy trajectories. Once the flotilla arrives at Mars, the Starships will refuel using propellant created in situ using local carbon dioxide and water ice. When the return window approaches, one of the crew ships and 3-4 cargo ships will refuel and then launch into a low Mars orbit (LMO). The cargo ships will then transfer the majority of their propellant to the crew ship and return to the surface of Mars. The crew ship would then depart for Earth, and the process could be repeated for the other crew ship. Kingdon calculated multiple trajectories using a Lambert Solver, which produces the shortest elliptical arc in two-body problem equations (aka Lambert's problem). The first would depart Earth on April 30th, 2033, taking advantage of the 26-month periodic alignment between Earth and Mars. The transit would last 90 days, with the crew returning to Earth after another 90-day transit by July 2nd, 2035. The second would depart Earth on July 15th, 2035, and return to Earth after a 104-day transit on December 5th, 2037. As Kingdon explained, the former trajectory is the most likely to succeed: "The optimal trajectory is the 2033 trajectory -- it has the lowest fuel requirements for the fastest transit time. A note that may not be obvious to the layreader is that Starship can very easily reach Mars in ~3 months -- in fact, it can in any launch window, over a fairly wide range of trajectories. However, Starship may impact the Martian atmosphere too fast (although we do not know, and likely SpaceX don't either actually how fast Starship can hit the Martian atmosphere and survive). The trajectories discussed are ones that I am confident Starship will survive." The paper describing the work has been published in the journal Scientific Reports. Read more of this story at Slashdot.
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  • Stone PC Case, Cooler Master GPU, DIY Case from Scratch, and Metal Fans

    Stone PC Case, Cooler Master GPU, DIY Case from Scratch, and Metal FansJune 4, 2025Last Updated: 2025-06-04Cooler Master is doing some really interesting stuff with its new casesThe HighlightsCooler Master’s upcoming MF600, MF500, and MF400 reconfigurable frame cases are assembled from columns and cornersThe company also showed off interesting stone facade case front panelsCooler Master is working on a “GPU” with AsusTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Cooler Master’s booth at Computex 2025 where the company showed off several new cases. Arguably the most interesting one is a modular case. It comes with, we believe, 8 corners and 12 columns.Editor's note: This was originally published on May 20, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeCamera, Video EditingMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangCooler Master MF CasesThe case comes with a front panel that has a dust filter in it. With it all assembled, it looks like the cases in the image above. The cases are the MF series, with the largest one being the MF600, which we assume translates to “Motherf***ing 600.” There’s also the MF500 and the smaller MF400. Initially, Cooler Master is basically going to be selling pre-configured models. Eventually, the company wants to allow people to customize the case on their site and have it assembled and shipped from around the City of Industry. It’s pretty cool as it’s a fully modular approach.The side panels are secured to the case via magnets, which is actually a nice touch. Internally, the MF600 we saw came with 3x140mm fans on the front and 1x120mm fan on the back. The motherboard tray is pretty standard for the most part. Exceptions include a rail system that provides numerous holes for screws to go in, which allows Cooler Master to reconfigure things. Inside the case towards the back, there’s also a rail system, which forms bits and pieces of the motherboard tray that allow for more customizability. Cooler Master has been kind of on-and-off in the DIY space over the years where they’ve had some really big wins and some really big losses. They were also kind of absent for a while, but these MF cases represent a better showing from what we’ve seen in a while from the company. According to Cooler Master, a pre-configured MF600 is supposed to cost We expect to test and review the case. The MF500 is supposed to go for and includes 2x200mm fans in the front and 1x120mm fan in the back. The smallest MF case, the MF600, which is a very large micro ATX box, is going for In terms of fans, it has 2x120mm ones at the bottom coupled with a 1x120mm fan in the rear.  Cooler Master also showed off different panel types they’re experimenting with. One of them included a facade-style stone. One of the pre-built MF cases we looked at had stuff flipped around in an inverted layout. One of the benefits of its rail system allows the case to have a bar that screws in which can support the GPU. Looking into this system, you can see that the PSU is at the bottom next to a bottom intake fan. Updated Cosmos Visit our Patreon page to contribute a few dollars toward this website's operationAdditionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.Cooler Master’s updated Cosmos has the NVIDIA-like DGX style front. We also saw a variant of the Cosmos with thermal baffles in it. We have some criticisms of its execution, but overall, it’s an interesting idea.  The way the baffles are designed, Cooler Master is trying to bring air straight in through its channels. There’s a channel for the CPU that exposes the fin stack and Cooler Master's V8 CPU cooler. It conveys an idea similar to an engine cover. The GPU has a separate baffle beneath the CPU one. The company is trying to isolate air flow. In theory, this should work well and we would love this idea applied to more affordable cases, like the MF series, especially since they’re already kind of configurable. Looking at the back, fans can be mounted on the rear, which can help pull air out. We also saw another variant of the Cosmos case running liquid cooling with a distro block. It was coupled with 4x180mm fans and a “720” radiator, which pulled air into the case. Unfortunately, the air is blowing straight into the wall of a motherboard tray, but Cooler Master says the plan is to pull the air up and out of the case with additional 180mm fans on the top and to move the PSU towards the bottom of the case. Looking closer at the front of the special edition of the Cosmos cases, we can see the NVIDIA DGX shroud, which Cooler Master manufactures. It’s essentially like a sponge-like mesh. The special edition of the Cosmos doesn’t have a price yet, but the non-special edition variant is supposed to be around which is before any potential tariffs. Cooler Master CoolersCooler Master showed off some CPU air coolers that had some 3D heat pipes, which had more heat pipes protruding from the center. The company also showed off its V8 cooler and a full-metal fan. The fan’s blades and frame are both aluminum.  Cooler Master Elite Series CasesCooler Master does some really cool sh*t but has a branding problem. For instance, the company’s “Elite” series cases, shown in the image above, are actually budget cases. From left to right, we believe they are called the Elite 482, Elite 600, Elite 490 Wood, Elite 691 Wood, Elite 693, Elite 692, Elite 302, and Elite 502. Our advice to Cooler Master here is for them to unf*ck these names.Most of the Elite series cases don’t come with fans with the exception of the Elite 302 and Elite 502, which come with 3 ARGB fans. MF360Next up are Cooler Master’s MF360 cases, which conveys that you can see inside the case from all sides. While it’s going to have some thermal challenges, to give the company credit, it’s actually really good looking. The MF360 is a showcase fish-tank style PC that you can see through from both sides. Inside the case, we saw a distro block and tubes routed through on both sides.Cooling XThe case in the image above, which goes by "Cooling X,” and uses the company’s new MF frame system. If you look at the corner, you can see the individual columns. At Computex, we saw it as a pre-built system.The top of the case has a magnetically attached panel, which just pulls right off. The panel itself provides really good porosity and the material is pretty nice. Removing the top panel exposes 2 offset fans. The back fan tries to pull in air with the front fan trying to exhaust air out of the top, which is why they’re offset. That’s kind of cool to see.  Cooler Master FansCooler Master showed off all-aluminum fans, which include the blades and frame. The MF120 XT is a 120mm model, is supposed to be and the company says it goes up to 4,000 RPM. The fan’s RPM can also be button-controlled via an external remote and it uses a dual-ball-bearing solution. Cooler Master’s mixed fans, which use plastic blades coupled with an aluminum frame, come with fluid dynamic bearings. The clearance between the fan blade tip and the frame is important as the smaller that clearance is, the better performance you get. The major downside is that as the fan ages, it can start to clip the interior of the frame. Having it too close can also negatively impact yields. The solution to this is LCP, which is incredibly expensive, or metal, because it doesn’t deform, but that’s also expensive. Right now, Cooler Master says it’s about a .8mm distance, which is pretty good. The company is targeting 0.6mm by the time the fan launches. Cooler Master Video Card Shroud Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work!Cooler Master also showed off some video cards, which is not something the company is typically involved with. Cooler Master created a GPU shroud with adjustable slats that can accommodate 15-30mm fans. This solution is geared towards pre-built PCs and isn’t planned to be sold separately.Examining one of the fans, we saw a standard 25mm-thick fan, which Cooler Master’s GPU shroud solution can adjust to via different notch options.Cooler Master is also using a vapor chamber, which is supported by 8x8mm heat pipes running through the shroud and a gigantic fin stack. In total, it weighs almost 7 pounds.Cooler Master claims that, in terms of cooling, it performs similar to the 4-fan Astral solution at lower noise levels, but we don’t have those numbers. With 4,000 RPM fans running on a 600-watt heat load, Cooler Master claims a 5090 will run at about 49 degrees C or so for the GPU.
    #stone #case #cooler #master #gpu
    Stone PC Case, Cooler Master GPU, DIY Case from Scratch, and Metal Fans
    Stone PC Case, Cooler Master GPU, DIY Case from Scratch, and Metal FansJune 4, 2025Last Updated: 2025-06-04Cooler Master is doing some really interesting stuff with its new casesThe HighlightsCooler Master’s upcoming MF600, MF500, and MF400 reconfigurable frame cases are assembled from columns and cornersThe company also showed off interesting stone facade case front panelsCooler Master is working on a “GPU” with AsusTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Cooler Master’s booth at Computex 2025 where the company showed off several new cases. Arguably the most interesting one is a modular case. It comes with, we believe, 8 corners and 12 columns.Editor's note: This was originally published on May 20, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeCamera, Video EditingMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangCooler Master MF CasesThe case comes with a front panel that has a dust filter in it. With it all assembled, it looks like the cases in the image above. The cases are the MF series, with the largest one being the MF600, which we assume translates to “Motherf***ing 600.” There’s also the MF500 and the smaller MF400. Initially, Cooler Master is basically going to be selling pre-configured models. Eventually, the company wants to allow people to customize the case on their site and have it assembled and shipped from around the City of Industry. It’s pretty cool as it’s a fully modular approach.The side panels are secured to the case via magnets, which is actually a nice touch. Internally, the MF600 we saw came with 3x140mm fans on the front and 1x120mm fan on the back. The motherboard tray is pretty standard for the most part. Exceptions include a rail system that provides numerous holes for screws to go in, which allows Cooler Master to reconfigure things. Inside the case towards the back, there’s also a rail system, which forms bits and pieces of the motherboard tray that allow for more customizability. Cooler Master has been kind of on-and-off in the DIY space over the years where they’ve had some really big wins and some really big losses. They were also kind of absent for a while, but these MF cases represent a better showing from what we’ve seen in a while from the company. According to Cooler Master, a pre-configured MF600 is supposed to cost We expect to test and review the case. The MF500 is supposed to go for and includes 2x200mm fans in the front and 1x120mm fan in the back. The smallest MF case, the MF600, which is a very large micro ATX box, is going for In terms of fans, it has 2x120mm ones at the bottom coupled with a 1x120mm fan in the rear.  Cooler Master also showed off different panel types they’re experimenting with. One of them included a facade-style stone. One of the pre-built MF cases we looked at had stuff flipped around in an inverted layout. One of the benefits of its rail system allows the case to have a bar that screws in which can support the GPU. Looking into this system, you can see that the PSU is at the bottom next to a bottom intake fan. Updated Cosmos Visit our Patreon page to contribute a few dollars toward this website's operationAdditionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.Cooler Master’s updated Cosmos has the NVIDIA-like DGX style front. We also saw a variant of the Cosmos with thermal baffles in it. We have some criticisms of its execution, but overall, it’s an interesting idea.  The way the baffles are designed, Cooler Master is trying to bring air straight in through its channels. There’s a channel for the CPU that exposes the fin stack and Cooler Master's V8 CPU cooler. It conveys an idea similar to an engine cover. The GPU has a separate baffle beneath the CPU one. The company is trying to isolate air flow. In theory, this should work well and we would love this idea applied to more affordable cases, like the MF series, especially since they’re already kind of configurable. Looking at the back, fans can be mounted on the rear, which can help pull air out. We also saw another variant of the Cosmos case running liquid cooling with a distro block. It was coupled with 4x180mm fans and a “720” radiator, which pulled air into the case. Unfortunately, the air is blowing straight into the wall of a motherboard tray, but Cooler Master says the plan is to pull the air up and out of the case with additional 180mm fans on the top and to move the PSU towards the bottom of the case. Looking closer at the front of the special edition of the Cosmos cases, we can see the NVIDIA DGX shroud, which Cooler Master manufactures. It’s essentially like a sponge-like mesh. The special edition of the Cosmos doesn’t have a price yet, but the non-special edition variant is supposed to be around which is before any potential tariffs. Cooler Master CoolersCooler Master showed off some CPU air coolers that had some 3D heat pipes, which had more heat pipes protruding from the center. The company also showed off its V8 cooler and a full-metal fan. The fan’s blades and frame are both aluminum.  Cooler Master Elite Series CasesCooler Master does some really cool sh*t but has a branding problem. For instance, the company’s “Elite” series cases, shown in the image above, are actually budget cases. From left to right, we believe they are called the Elite 482, Elite 600, Elite 490 Wood, Elite 691 Wood, Elite 693, Elite 692, Elite 302, and Elite 502. Our advice to Cooler Master here is for them to unf*ck these names.Most of the Elite series cases don’t come with fans with the exception of the Elite 302 and Elite 502, which come with 3 ARGB fans. MF360Next up are Cooler Master’s MF360 cases, which conveys that you can see inside the case from all sides. While it’s going to have some thermal challenges, to give the company credit, it’s actually really good looking. The MF360 is a showcase fish-tank style PC that you can see through from both sides. Inside the case, we saw a distro block and tubes routed through on both sides.Cooling XThe case in the image above, which goes by "Cooling X,” and uses the company’s new MF frame system. If you look at the corner, you can see the individual columns. At Computex, we saw it as a pre-built system.The top of the case has a magnetically attached panel, which just pulls right off. The panel itself provides really good porosity and the material is pretty nice. Removing the top panel exposes 2 offset fans. The back fan tries to pull in air with the front fan trying to exhaust air out of the top, which is why they’re offset. That’s kind of cool to see.  Cooler Master FansCooler Master showed off all-aluminum fans, which include the blades and frame. The MF120 XT is a 120mm model, is supposed to be and the company says it goes up to 4,000 RPM. The fan’s RPM can also be button-controlled via an external remote and it uses a dual-ball-bearing solution. Cooler Master’s mixed fans, which use plastic blades coupled with an aluminum frame, come with fluid dynamic bearings. The clearance between the fan blade tip and the frame is important as the smaller that clearance is, the better performance you get. The major downside is that as the fan ages, it can start to clip the interior of the frame. Having it too close can also negatively impact yields. The solution to this is LCP, which is incredibly expensive, or metal, because it doesn’t deform, but that’s also expensive. Right now, Cooler Master says it’s about a .8mm distance, which is pretty good. The company is targeting 0.6mm by the time the fan launches. Cooler Master Video Card Shroud Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work!Cooler Master also showed off some video cards, which is not something the company is typically involved with. Cooler Master created a GPU shroud with adjustable slats that can accommodate 15-30mm fans. This solution is geared towards pre-built PCs and isn’t planned to be sold separately.Examining one of the fans, we saw a standard 25mm-thick fan, which Cooler Master’s GPU shroud solution can adjust to via different notch options.Cooler Master is also using a vapor chamber, which is supported by 8x8mm heat pipes running through the shroud and a gigantic fin stack. In total, it weighs almost 7 pounds.Cooler Master claims that, in terms of cooling, it performs similar to the 4-fan Astral solution at lower noise levels, but we don’t have those numbers. With 4,000 RPM fans running on a 600-watt heat load, Cooler Master claims a 5090 will run at about 49 degrees C or so for the GPU. #stone #case #cooler #master #gpu
    GAMERSNEXUS.NET
    Stone PC Case, Cooler Master GPU, DIY Case from Scratch, and Metal Fans
    Stone PC Case, Cooler Master GPU, DIY Case from Scratch, and Metal FansJune 4, 2025Last Updated: 2025-06-04Cooler Master is doing some really interesting stuff with its new casesThe HighlightsCooler Master’s upcoming MF600, MF500, and MF400 reconfigurable frame cases are assembled from columns and cornersThe company also showed off interesting stone facade case front panelsCooler Master is working on a “GPU” with AsusTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Cooler Master’s booth at Computex 2025 where the company showed off several new cases. Arguably the most interesting one is a modular case. It comes with, we believe, 8 corners and 12 columns.Editor's note: This was originally published on May 20, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeCamera, Video EditingMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangCooler Master MF CasesThe case comes with a front panel that has a dust filter in it. With it all assembled, it looks like the cases in the image above. The cases are the MF series, with the largest one being the MF600, which we assume translates to “Motherf***ing 600.” There’s also the MF500 and the smaller MF400. Initially, Cooler Master is basically going to be selling pre-configured models. Eventually, the company wants to allow people to customize the case on their site and have it assembled and shipped from around the City of Industry. It’s pretty cool as it’s a fully modular approach.The side panels are secured to the case via magnets, which is actually a nice touch. Internally, the MF600 we saw came with 3x140mm fans on the front and 1x120mm fan on the back. The motherboard tray is pretty standard for the most part. Exceptions include a rail system that provides numerous holes for screws to go in, which allows Cooler Master to reconfigure things. Inside the case towards the back, there’s also a rail system, which forms bits and pieces of the motherboard tray that allow for more customizability. Cooler Master has been kind of on-and-off in the DIY space over the years where they’ve had some really big wins and some really big losses. They were also kind of absent for a while, but these MF cases represent a better showing from what we’ve seen in a while from the company. According to Cooler Master, a pre-configured MF600 is supposed to cost $200. We expect to test and review the case. The MF500 is supposed to go for $165 and includes 2x200mm fans in the front and 1x120mm fan in the back. The smallest MF case, the MF600, which is a very large micro ATX box, is going for $150. In terms of fans, it has 2x120mm ones at the bottom coupled with a 1x120mm fan in the rear.  Cooler Master also showed off different panel types they’re experimenting with. One of them included a facade-style stone. One of the pre-built MF cases we looked at had stuff flipped around in an inverted layout. One of the benefits of its rail system allows the case to have a bar that screws in which can support the GPU. Looking into this system, you can see that the PSU is at the bottom next to a bottom intake fan. Updated Cosmos Visit our Patreon page to contribute a few dollars toward this website's operation (or consider a direct donation or buying something from our GN Store!) Additionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.Cooler Master’s updated Cosmos has the NVIDIA-like DGX style front. We also saw a variant of the Cosmos with thermal baffles in it. We have some criticisms of its execution, but overall, it’s an interesting idea.  The way the baffles are designed, Cooler Master is trying to bring air straight in through its channels. There’s a channel for the CPU that exposes the fin stack and Cooler Master's V8 CPU cooler. It conveys an idea similar to an engine cover. The GPU has a separate baffle beneath the CPU one. The company is trying to isolate air flow. In theory, this should work well and we would love this idea applied to more affordable cases, like the MF series, especially since they’re already kind of configurable. Looking at the back, fans can be mounted on the rear, which can help pull air out. We also saw another variant of the Cosmos case running liquid cooling with a distro block. It was coupled with 4x180mm fans and a “720” radiator, which pulled air into the case. Unfortunately, the air is blowing straight into the wall of a motherboard tray, but Cooler Master says the plan is to pull the air up and out of the case with additional 180mm fans on the top and to move the PSU towards the bottom of the case. Looking closer at the front of the special edition of the Cosmos cases, we can see the NVIDIA DGX shroud, which Cooler Master manufactures. It’s essentially like a sponge-like mesh. The special edition of the Cosmos doesn’t have a price yet, but the non-special edition variant is supposed to be around $400, which is before any potential tariffs. Cooler Master CoolersCooler Master showed off some CPU air coolers that had some 3D heat pipes, which had more heat pipes protruding from the center. The company also showed off its V8 cooler and a full-metal fan. The fan’s blades and frame are both aluminum.  Cooler Master Elite Series CasesCooler Master does some really cool sh*t but has a branding problem. For instance, the company’s “Elite” series cases, shown in the image above, are actually budget cases. From left to right, we believe they are called the Elite 482 ($50), Elite 600 ($65), Elite 490 Wood ($50), Elite 691 Wood ($60), Elite 693 ($60), Elite 692 ($70), Elite 302 ($40), and Elite 502 ($60). Our advice to Cooler Master here is for them to unf*ck these names.Most of the Elite series cases don’t come with fans with the exception of the Elite 302 and Elite 502, which come with 3 ARGB fans. MF360Next up are Cooler Master’s MF360 cases, which conveys that you can see inside the case from all sides. While it’s going to have some thermal challenges, to give the company credit, it’s actually really good looking. The MF360 is a showcase fish-tank style PC that you can see through from both sides. Inside the case, we saw a distro block and tubes routed through on both sides.Cooling XThe case in the image above, which goes by "Cooling X,” and uses the company’s new MF frame system. If you look at the corner, you can see the individual columns. At Computex, we saw it as a pre-built system.The top of the case has a magnetically attached panel, which just pulls right off. The panel itself provides really good porosity and the material is pretty nice. Removing the top panel exposes 2 offset fans. The back fan tries to pull in air with the front fan trying to exhaust air out of the top, which is why they’re offset. That’s kind of cool to see.  Cooler Master FansCooler Master showed off all-aluminum fans, which include the blades and frame. The MF120 XT is a 120mm model, is supposed to be $35, and the company says it goes up to 4,000 RPM. The fan’s RPM can also be button-controlled via an external remote and it uses a dual-ball-bearing solution. Cooler Master’s mixed fans, which use plastic blades coupled with an aluminum frame, come with fluid dynamic bearings (FDBs). The clearance between the fan blade tip and the frame is important as the smaller that clearance is, the better performance you get. The major downside is that as the fan ages, it can start to clip the interior of the frame. Having it too close can also negatively impact yields. The solution to this is LCP, which is incredibly expensive, or metal, because it doesn’t deform, but that’s also expensive. Right now, Cooler Master says it’s about a .8mm distance, which is pretty good. The company is targeting 0.6mm by the time the fan launches. Cooler Master Video Card Shroud Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work! (or consider a direct donation or a Patreon contribution!)Cooler Master also showed off some video cards, which is not something the company is typically involved with. Cooler Master created a GPU shroud with adjustable slats that can accommodate 15-30mm fans. This solution is geared towards pre-built PCs and isn’t planned to be sold separately.Examining one of the fans, we saw a standard 25mm-thick fan, which Cooler Master’s GPU shroud solution can adjust to via different notch options.Cooler Master is also using a vapor chamber, which is supported by 8x8mm heat pipes running through the shroud and a gigantic fin stack. In total, it weighs almost 7 pounds (3.2 kilograms).Cooler Master claims that, in terms of cooling, it performs similar to the 4-fan Astral solution at lower noise levels, but we don’t have those numbers. With 4,000 RPM fans running on a 600-watt heat load, Cooler Master claims a 5090 will run at about 49 degrees C or so for the GPU.
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  • Is NASA Ready for Death in Space?

    June 3, 20255 min readAre We Ready for Death in Space?NASA has quietly taken steps to prepare for a death in space. We need to ask how nations will deal with this inevitability now, as more people start traveling off the planetBy Peter Cummings edited by Lee Billings SciePro/Science Photo Library/Getty ImagesIn 2012 NASA stealthily slipped a morgue into orbit.No press release. No fanfare. Just a sealed, soft-sided pouch tucked in a cargo shipment to the International Space Stationalongside freeze-dried meals and scientific gear. Officially, it was called the Human Remains Containment Unit. To the untrained eye it looked like a shipping bag for frozen cargo. But to NASA it marked something far more sobering: a major advance in preparing for death beyond Earth.As a kid, I obsessed over how astronauts went to the bathroom in zero gravity. Now, decades later, as a forensic pathologist and a perennial applicant to NASA’s astronaut corps, I find myself fixated on a darker, more haunting question:On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.What would happen if an astronaut died out there? Would they be brought home, or would they be left behind? If they expired on some other world, would that be their final resting place? If they passed away on a spacecraft or space station, would their remains be cast off into orbit—or sent on an escape-velocity voyage to the interstellar void?NASA, it turns out, has begun working out most of these answers. And none too soon. Because the question itself is no longer if someone will die in space—but when.A Graying CorpsNo astronaut has ever died of natural causes off-world. In 1971 the three-man crew of the Soviet Soyuz 11 mission asphyxiated in space when their spacecraft depressurized shortly before its automated atmospheric reentry—but their deaths were only discovered once the spacecraft landed on Earth. Similarly, every U.S. spaceflight fatality to date has occurred within Earth’s atmosphere—under gravity, oxygen and a clear national jurisdiction. That matters, because it means every spaceflight mortality has played out in familiar territory.But planned missions are getting longer, with destinations beyond low-Earth orbit. And NASA’s astronaut corps is getting older. The average age now hovers around 50—an age bracket where natural death becomes statistically relevant, even for clean-living fitness buffs. Death in space is no longer a thought experiment. It’s a probability curve—and NASA knows it.In response, the agency is making subtle but decisive moves. The most recent astronaut selection cycle was extended—not only to boost intake but also to attract younger crew members capable of handling future long-duration missions.NASA’s Space MorgueIf someone were to die aboard the ISS today, their body would be placed in the HRCU, which would then be sealed and secured in a nonpressurized area to await eventual return to Earth.The HRCU itself is a modified version of a military-grade body bag designed to store human remains in hazardous environments. It integrates with refrigeration systems already aboard the ISS to slow decomposition and includes odor-control filters and moisture-absorbent linings, as well as reversed zippers for respectful access at the head. There are straps to secure the body in a seat for return, and patches for name tags and national flags.Cadaver tests conducted in 2019 at Sam Houston State University have proved the system durable. Some versions held for over 40 days before decomposition breached the barrier. NASA even drop-tested the bag from 19 feet to simulate a hard landing.But it’s never been used in space. And since no one yet knows how a body decomposes in true microgravity, no one can really say whether the HRCU would preserve tissue well enough for a forensic autopsy.This is a troubling knowledge gap, because in space, a death isn’t just a tragic loss—it’s also a vital data point. Was an astronaut’s demise from a fluke of their physiology, or an unavoidable stroke of cosmic bad luck—or was it instead a consequence of flaws in a space habitat’s myriad systems that might be found and fixed? Future lives may depend on understanding what went wrong, via a proper postmortem investigation.But there’s no medical examiner in orbit. So NASA trains its crews in something called the In-Mission Forensic Sample Collection protocol. The space agency’s astronauts may avoid talking about it, but they all have it memorized: Document everything, ideally with real-time guidance from NASA flight surgeons. Photograph the body. Collect blood and vitreous fluid, as well as hair and tissue samples. Only then can the remains be stowed in the HRCU.NASA has also prepared for death outside the station—on spacewalks, the moon or deep space missions. If a crew member perishes in vacuum but their remains are retrieved, the body is wrapped in a specially designed space shroud.The goal isn’t just a technical matter of preventing contamination. It’s psychological, too, as a way of preserving dignity. Of all the “firsts” any space agency hopes to achieve, the first-ever human corpse drifting into frame on a satellite feed is not among them.If a burial must occur—in lunar regolith or by jettisoning into solar orbit—the body will be dutifully tracked and cataloged, treated forevermore as a hallowed artifact of space history.Such gestures are also of relevance to NASA’s plans for off-world mourning; grief and memorial protocols are now part of official crew training. If a death occurs, surviving astronauts are tasked with holding a simple ceremony to honor the fallen—then to move on with their mission.Uncharted RealmsSo far we’ve only covered the “easy” questions. NASA and others are still grappling with harder ones.Consider the issue of authority over a death and mortal remains. On the ISS, it’s simple: the deceased astronaut’s home country retains jurisdiction. But that clarity fades as destinations grow more distant and the voyages more diverse: What really happens on space-agency missions to the moon, or to Mars? How might rules change for commercial or multinational spaceflights—or, for that matter, the private space stations and interplanetary settlements that are envisioned by Elon Musk, Jeff Bezos and other tech multibillionaires?NASA and its partners have started drafting frameworks, like the Artemis Accords—agreements signed by more than 50 nations to govern behavior in space. But even those don’t address many intimate details of death.What happens, for instance, if foul play is suspected?The Outer Space Treaty, a legal document drafted in 1967 under the United Nations that is humanity’s foundational set of rules for orbit and beyond, doesn’t say.Of course, not everything can be planned for in advance. And NASA has done an extraordinary job of keeping astronauts in orbit alive. But as more people venture into space, and as the frontier stretches to longer voyages and farther destinations, it becomes a statistical certainty that sooner or later someone won’t come home.When that happens, it won’t just be a tragedy. It will be a test. A test of our systems, our ethics and our ability to adapt to a new dimension of mortality. To some, NASA’s preparations for astronautical death may seem merely morbid, even silly—but that couldn’t be further from the truth.Space won’t care of course, whenever it claims more lives. But we will. And rising to that grim occasion with reverence, rigor and grace will define not just policy out in the great beyond—but what it means to be human there, too.
    #nasa #ready #death #space
    Is NASA Ready for Death in Space?
    June 3, 20255 min readAre We Ready for Death in Space?NASA has quietly taken steps to prepare for a death in space. We need to ask how nations will deal with this inevitability now, as more people start traveling off the planetBy Peter Cummings edited by Lee Billings SciePro/Science Photo Library/Getty ImagesIn 2012 NASA stealthily slipped a morgue into orbit.No press release. No fanfare. Just a sealed, soft-sided pouch tucked in a cargo shipment to the International Space Stationalongside freeze-dried meals and scientific gear. Officially, it was called the Human Remains Containment Unit. To the untrained eye it looked like a shipping bag for frozen cargo. But to NASA it marked something far more sobering: a major advance in preparing for death beyond Earth.As a kid, I obsessed over how astronauts went to the bathroom in zero gravity. Now, decades later, as a forensic pathologist and a perennial applicant to NASA’s astronaut corps, I find myself fixated on a darker, more haunting question:On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.What would happen if an astronaut died out there? Would they be brought home, or would they be left behind? If they expired on some other world, would that be their final resting place? If they passed away on a spacecraft or space station, would their remains be cast off into orbit—or sent on an escape-velocity voyage to the interstellar void?NASA, it turns out, has begun working out most of these answers. And none too soon. Because the question itself is no longer if someone will die in space—but when.A Graying CorpsNo astronaut has ever died of natural causes off-world. In 1971 the three-man crew of the Soviet Soyuz 11 mission asphyxiated in space when their spacecraft depressurized shortly before its automated atmospheric reentry—but their deaths were only discovered once the spacecraft landed on Earth. Similarly, every U.S. spaceflight fatality to date has occurred within Earth’s atmosphere—under gravity, oxygen and a clear national jurisdiction. That matters, because it means every spaceflight mortality has played out in familiar territory.But planned missions are getting longer, with destinations beyond low-Earth orbit. And NASA’s astronaut corps is getting older. The average age now hovers around 50—an age bracket where natural death becomes statistically relevant, even for clean-living fitness buffs. Death in space is no longer a thought experiment. It’s a probability curve—and NASA knows it.In response, the agency is making subtle but decisive moves. The most recent astronaut selection cycle was extended—not only to boost intake but also to attract younger crew members capable of handling future long-duration missions.NASA’s Space MorgueIf someone were to die aboard the ISS today, their body would be placed in the HRCU, which would then be sealed and secured in a nonpressurized area to await eventual return to Earth.The HRCU itself is a modified version of a military-grade body bag designed to store human remains in hazardous environments. It integrates with refrigeration systems already aboard the ISS to slow decomposition and includes odor-control filters and moisture-absorbent linings, as well as reversed zippers for respectful access at the head. There are straps to secure the body in a seat for return, and patches for name tags and national flags.Cadaver tests conducted in 2019 at Sam Houston State University have proved the system durable. Some versions held for over 40 days before decomposition breached the barrier. NASA even drop-tested the bag from 19 feet to simulate a hard landing.But it’s never been used in space. And since no one yet knows how a body decomposes in true microgravity, no one can really say whether the HRCU would preserve tissue well enough for a forensic autopsy.This is a troubling knowledge gap, because in space, a death isn’t just a tragic loss—it’s also a vital data point. Was an astronaut’s demise from a fluke of their physiology, or an unavoidable stroke of cosmic bad luck—or was it instead a consequence of flaws in a space habitat’s myriad systems that might be found and fixed? Future lives may depend on understanding what went wrong, via a proper postmortem investigation.But there’s no medical examiner in orbit. So NASA trains its crews in something called the In-Mission Forensic Sample Collection protocol. The space agency’s astronauts may avoid talking about it, but they all have it memorized: Document everything, ideally with real-time guidance from NASA flight surgeons. Photograph the body. Collect blood and vitreous fluid, as well as hair and tissue samples. Only then can the remains be stowed in the HRCU.NASA has also prepared for death outside the station—on spacewalks, the moon or deep space missions. If a crew member perishes in vacuum but their remains are retrieved, the body is wrapped in a specially designed space shroud.The goal isn’t just a technical matter of preventing contamination. It’s psychological, too, as a way of preserving dignity. Of all the “firsts” any space agency hopes to achieve, the first-ever human corpse drifting into frame on a satellite feed is not among them.If a burial must occur—in lunar regolith or by jettisoning into solar orbit—the body will be dutifully tracked and cataloged, treated forevermore as a hallowed artifact of space history.Such gestures are also of relevance to NASA’s plans for off-world mourning; grief and memorial protocols are now part of official crew training. If a death occurs, surviving astronauts are tasked with holding a simple ceremony to honor the fallen—then to move on with their mission.Uncharted RealmsSo far we’ve only covered the “easy” questions. NASA and others are still grappling with harder ones.Consider the issue of authority over a death and mortal remains. On the ISS, it’s simple: the deceased astronaut’s home country retains jurisdiction. But that clarity fades as destinations grow more distant and the voyages more diverse: What really happens on space-agency missions to the moon, or to Mars? How might rules change for commercial or multinational spaceflights—or, for that matter, the private space stations and interplanetary settlements that are envisioned by Elon Musk, Jeff Bezos and other tech multibillionaires?NASA and its partners have started drafting frameworks, like the Artemis Accords—agreements signed by more than 50 nations to govern behavior in space. But even those don’t address many intimate details of death.What happens, for instance, if foul play is suspected?The Outer Space Treaty, a legal document drafted in 1967 under the United Nations that is humanity’s foundational set of rules for orbit and beyond, doesn’t say.Of course, not everything can be planned for in advance. And NASA has done an extraordinary job of keeping astronauts in orbit alive. But as more people venture into space, and as the frontier stretches to longer voyages and farther destinations, it becomes a statistical certainty that sooner or later someone won’t come home.When that happens, it won’t just be a tragedy. It will be a test. A test of our systems, our ethics and our ability to adapt to a new dimension of mortality. To some, NASA’s preparations for astronautical death may seem merely morbid, even silly—but that couldn’t be further from the truth.Space won’t care of course, whenever it claims more lives. But we will. And rising to that grim occasion with reverence, rigor and grace will define not just policy out in the great beyond—but what it means to be human there, too. #nasa #ready #death #space
    WWW.SCIENTIFICAMERICAN.COM
    Is NASA Ready for Death in Space?
    June 3, 20255 min readAre We Ready for Death in Space?NASA has quietly taken steps to prepare for a death in space. We need to ask how nations will deal with this inevitability now, as more people start traveling off the planetBy Peter Cummings edited by Lee Billings SciePro/Science Photo Library/Getty ImagesIn 2012 NASA stealthily slipped a morgue into orbit.No press release. No fanfare. Just a sealed, soft-sided pouch tucked in a cargo shipment to the International Space Station (ISS) alongside freeze-dried meals and scientific gear. Officially, it was called the Human Remains Containment Unit (HRCU). To the untrained eye it looked like a shipping bag for frozen cargo. But to NASA it marked something far more sobering: a major advance in preparing for death beyond Earth.As a kid, I obsessed over how astronauts went to the bathroom in zero gravity. Now, decades later, as a forensic pathologist and a perennial applicant to NASA’s astronaut corps, I find myself fixated on a darker, more haunting question:On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.What would happen if an astronaut died out there? Would they be brought home, or would they be left behind? If they expired on some other world, would that be their final resting place? If they passed away on a spacecraft or space station, would their remains be cast off into orbit—or sent on an escape-velocity voyage to the interstellar void?NASA, it turns out, has begun working out most of these answers. And none too soon. Because the question itself is no longer if someone will die in space—but when.A Graying CorpsNo astronaut has ever died of natural causes off-world. In 1971 the three-man crew of the Soviet Soyuz 11 mission asphyxiated in space when their spacecraft depressurized shortly before its automated atmospheric reentry—but their deaths were only discovered once the spacecraft landed on Earth. Similarly, every U.S. spaceflight fatality to date has occurred within Earth’s atmosphere—under gravity, oxygen and a clear national jurisdiction. That matters, because it means every spaceflight mortality has played out in familiar territory.But planned missions are getting longer, with destinations beyond low-Earth orbit. And NASA’s astronaut corps is getting older. The average age now hovers around 50—an age bracket where natural death becomes statistically relevant, even for clean-living fitness buffs. Death in space is no longer a thought experiment. It’s a probability curve—and NASA knows it.In response, the agency is making subtle but decisive moves. The most recent astronaut selection cycle was extended—not only to boost intake but also to attract younger crew members capable of handling future long-duration missions.NASA’s Space MorgueIf someone were to die aboard the ISS today, their body would be placed in the HRCU, which would then be sealed and secured in a nonpressurized area to await eventual return to Earth.The HRCU itself is a modified version of a military-grade body bag designed to store human remains in hazardous environments. It integrates with refrigeration systems already aboard the ISS to slow decomposition and includes odor-control filters and moisture-absorbent linings, as well as reversed zippers for respectful access at the head. There are straps to secure the body in a seat for return, and patches for name tags and national flags.Cadaver tests conducted in 2019 at Sam Houston State University have proved the system durable. Some versions held for over 40 days before decomposition breached the barrier. NASA even drop-tested the bag from 19 feet to simulate a hard landing.But it’s never been used in space. And since no one yet knows how a body decomposes in true microgravity (or, for that matter, on the moon), no one can really say whether the HRCU would preserve tissue well enough for a forensic autopsy.This is a troubling knowledge gap, because in space, a death isn’t just a tragic loss—it’s also a vital data point. Was an astronaut’s demise from a fluke of their physiology, or an unavoidable stroke of cosmic bad luck—or was it instead a consequence of flaws in a space habitat’s myriad systems that might be found and fixed? Future lives may depend on understanding what went wrong, via a proper postmortem investigation.But there’s no medical examiner in orbit. So NASA trains its crews in something called the In-Mission Forensic Sample Collection protocol. The space agency’s astronauts may avoid talking about it, but they all have it memorized: Document everything, ideally with real-time guidance from NASA flight surgeons. Photograph the body. Collect blood and vitreous fluid, as well as hair and tissue samples. Only then can the remains be stowed in the HRCU.NASA has also prepared for death outside the station—on spacewalks, the moon or deep space missions. If a crew member perishes in vacuum but their remains are retrieved, the body is wrapped in a specially designed space shroud.The goal isn’t just a technical matter of preventing contamination. It’s psychological, too, as a way of preserving dignity. Of all the “firsts” any space agency hopes to achieve, the first-ever human corpse drifting into frame on a satellite feed is not among them.If a burial must occur—in lunar regolith or by jettisoning into solar orbit—the body will be dutifully tracked and cataloged, treated forevermore as a hallowed artifact of space history.Such gestures are also of relevance to NASA’s plans for off-world mourning; grief and memorial protocols are now part of official crew training. If a death occurs, surviving astronauts are tasked with holding a simple ceremony to honor the fallen—then to move on with their mission.Uncharted RealmsSo far we’ve only covered the “easy” questions. NASA and others are still grappling with harder ones.Consider the issue of authority over a death and mortal remains. On the ISS, it’s simple: the deceased astronaut’s home country retains jurisdiction. But that clarity fades as destinations grow more distant and the voyages more diverse: What really happens on space-agency missions to the moon, or to Mars? How might rules change for commercial or multinational spaceflights—or, for that matter, the private space stations and interplanetary settlements that are envisioned by Elon Musk, Jeff Bezos and other tech multibillionaires?NASA and its partners have started drafting frameworks, like the Artemis Accords—agreements signed by more than 50 nations to govern behavior in space. But even those don’t address many intimate details of death.What happens, for instance, if foul play is suspected?The Outer Space Treaty, a legal document drafted in 1967 under the United Nations that is humanity’s foundational set of rules for orbit and beyond, doesn’t say.Of course, not everything can be planned for in advance. And NASA has done an extraordinary job of keeping astronauts in orbit alive. But as more people venture into space, and as the frontier stretches to longer voyages and farther destinations, it becomes a statistical certainty that sooner or later someone won’t come home.When that happens, it won’t just be a tragedy. It will be a test. A test of our systems, our ethics and our ability to adapt to a new dimension of mortality. To some, NASA’s preparations for astronautical death may seem merely morbid, even silly—but that couldn’t be further from the truth.Space won’t care of course, whenever it claims more lives. But we will. And rising to that grim occasion with reverence, rigor and grace will define not just policy out in the great beyond—but what it means to be human there, too.
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  • Dev snapshot: Godot 4.5 dev 5

    Replicube
    A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By:
    Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC. You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept, but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users. Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node
    The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract
    Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler.Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default.Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature. Capry brings bent normal maps to further enhance specular occlusion and indirect lighting. Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices. More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player.Animation: Add animation filtering to animation editor.Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling.Core: Add --scene command line argument.Core: Overhaul resource duplication.Core: Use Grisu2 algorithm in String::num_scientific to fix serializing.Editor: Add “Quick Load” button to EditorResourcePicker.Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions.Editor: Add named EditorScripts to the command palette.GUI: Add file sort to FileDialog.I18n: Add translation preview in editor.Import: Add Channel Remap settings to ResourceImporterTexture.Physics: Improve performance with non-monitoring areas when using Jolt Physics.Porting: Android: Add export option for custom theme attributes.Porting: Android: Add support for 16 KB page sizes, update to NDK r28b.Porting: Android: Remove the gradle_build/compress_native_libraries export option.Porting: Web: Use actual PThread pool size for get_default_thread_pool_size.Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot.Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects.Rendering: FTI - Optimize SceneTree traversal.Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET buildincludes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executableshave been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click. Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report.SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now
    #dev #snapshot #godot
    Dev snapshot: Godot 4.5 dev 5
    Replicube A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By: Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC. You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept, but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users. Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler.Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default.Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature. Capry brings bent normal maps to further enhance specular occlusion and indirect lighting. Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices. More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player.Animation: Add animation filtering to animation editor.Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling.Core: Add --scene command line argument.Core: Overhaul resource duplication.Core: Use Grisu2 algorithm in String::num_scientific to fix serializing.Editor: Add “Quick Load” button to EditorResourcePicker.Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions.Editor: Add named EditorScripts to the command palette.GUI: Add file sort to FileDialog.I18n: Add translation preview in editor.Import: Add Channel Remap settings to ResourceImporterTexture.Physics: Improve performance with non-monitoring areas when using Jolt Physics.Porting: Android: Add export option for custom theme attributes.Porting: Android: Add support for 16 KB page sizes, update to NDK r28b.Porting: Android: Remove the gradle_build/compress_native_libraries export option.Porting: Web: Use actual PThread pool size for get_default_thread_pool_size.Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot.Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects.Rendering: FTI - Optimize SceneTree traversal.Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET buildincludes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executableshave been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click. Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report.SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now #dev #snapshot #godot
    GODOTENGINE.ORG
    Dev snapshot: Godot 4.5 dev 5
    Replicube A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By: Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC (Bluesky, Twitter). You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept (see our recent XR blogpost highlighting the latest Godot XR Game Jam), but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users (GH-67777). Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there (over 20× decrease in load times in the TPS demo)!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler (macOS with Xcode / Command Line Tools installed).Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default (GH-106319).Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature (GH-102330). Capry brings bent normal maps to further enhance specular occlusion and indirect lighting (GH-89988). Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices (GH-106267). More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player (GH-103584).Animation: Add animation filtering to animation editor (GH-103130).Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling (GH-102360).Core: Add --scene command line argument (GH-105302).Core: Overhaul resource duplication (GH-100673).Core: Use Grisu2 algorithm in String::num_scientific to fix serializing (GH-98750).Editor: Add “Quick Load” button to EditorResourcePicker (GH-104490).Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions (GH-96611).Editor: Add named EditorScripts to the command palette (GH-99318).GUI: Add file sort to FileDialog (GH-105723).I18n: Add translation preview in editor (GH-96921).Import: Add Channel Remap settings to ResourceImporterTexture (GH-99676).Physics: Improve performance with non-monitoring areas when using Jolt Physics (GH-106490).Porting: Android: Add export option for custom theme attributes (GH-106724).Porting: Android: Add support for 16 KB page sizes, update to NDK r28b (GH-106358).Porting: Android: Remove the gradle_build/compress_native_libraries export option (GH-106359).Porting: Web: Use actual PThread pool size for get_default_thread_pool_size() (GH-104458).Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot (GH-59595).Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera) (GH-93142).Rendering: FTI - Optimize SceneTree traversal (GH-106244).Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executables (both the editor and export templates) have been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click (GH-106373). Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now
    0 Comentários 0 Compartilhamentos
  • Fractal Design Meshify 3

    Pros
    Excellent cooling performanceBrilliantly designed front fan bracketsBeautiful lighting effects in tested Ambience Pro RGB versionElaborate, web-accessible software controls for lighting, fans

    Cons
    Only minimal dust filtrationHigh price for our Ambience Pro test model

    Fractal Design Meshify 3 Specs

    120mm or 140mm Fan Positions
    6

    120mm to 200mm Fans Included
    3

    Dimensions20.1 by 9.1 by 17.2 inches

    Fan Controller Included?

    Front Panel Ports
    HD Audio

    Front Panel Ports
    USB 3.2 Gen 1 Type-AFront Panel Ports
    USB 3.2 Gen 2 Type-C

    Included Fan Lighting Color
    Addressable RGB

    Internal 2.5-Inch Bays
    6

    Internal 3.5-Inch Bays
    2

    Internal Chassis Lighting Color
    None

    Maximum CPU Cooler Height
    173

    Maximum GPU Length
    349

    Motherboard Form Factors Supported
    ATX

    Motherboard Form Factors Supported
    MicroATX

    Motherboard Form Factors Supported
    Mini-ITX

    PCI Expansion Slot Positions
    7

    Power Supply Form Factor Supported
    ATX

    Power Supply Maximum Length
    180

    Power Supply Mounting Location
    Bottom

    Side Window?
    YesWeight
    20.2

    All Specs

    Fractal Design boosts its latest Meshify PC case with a trio of 140mm ARGB fans behind its now-iconic “crumpled mesh” front face. Starting at a mid-market for its base model, the Meshify 3 also comes in upgraded versions with nifty extras that creep up the price. These include items like ARGB fan trim, ARGB side panel lighting, an ARGB strip surrounding the face panel, and even an ARGB controller that connects to the web. Taken together, all that can bump the price as high as the MSRP for the deluxe, spectacular Ambience Pro RGB version of the case we tested. Whatever the feature mix you opt for, the case’s robust cooling performance shines. At the high end of the range, though, factor in the case’s biggest shortfall—its lack of inlet-air dust filtration—given what competitors deliver in -plus cases. Our current ATX tower favorite, the NZXT H7 Flow, isn't much better equipped with filters and isn't as striking as the Ambience Pro case in all its lit glory, but it costs much less.Design: A Crumpled ClassicPC-case feature trends have changed a bit in the eight years that Fractal Design has been putting its signature crumpled-mesh faces on classic mid-tower cases.This latest version adds an air deflector at the front of the power supply shroud to force a bit more airflow past your hot graphics card. This Ambience Pro RGB variant’s feature set, as noted, has a USB-based ARGB controller, as well as lighting around the front face, along the bottom of the left side panel’s window, and on the three fans. Buyers willing to forgo most of the lit-up bling can get the basic “RGB” version with just the fan lighting for and those willing to give up even that helping of ARGB can get the base “TG” version for Our sample was in white; all three models are also available in black, and buyers who yearn for further simplification will find an additional “Solid” variant sold exclusively in black, with a painted steel panel on the left side in place of the window.Fractal Design has merged the headphone and microphone jacks of previous versions into a single four-pole connector on the Meshify 3. This connector functions as a normal headphone jack when one is plugged in; the extra pole serves the monaural microphone of a combined headset plug. Fractal also ditched the reset button of previous cases, but kept the twin USB 3 Type-A and a single Type-C port. And, this time around, the lighted power-on indicator ring that surrounds the power button is ARGB.Though the mesh that covers the face and top panel could potentially filter out some inbound dust, the only part of the Meshify 3 that’s explicitly designed as a dust trap is under the power supply’s air inlet. Sliding out from the case’s side, it’s partially disguised as a portion of the rear case foot.The Meshify 3’s back panel features a pattern of vent slots spaced to allow a fan to be screwed directly into the slots. Also back here are surface-mounted PCI Express expansion-card slots with replaceable covers, a plastic screw-tab cover with a built-in push tab at the bottom to ease its removal, and a removable power supply bracket that’s secured with two large knurled screws. Power supply insertion is through the case’s rear panel; the design lacks the space to slide in the power supply from the side.Both side panels are secured at the top with snaps, and Fractal Design added a pair of tabs to make that task a little easier. Those tabs also have screw holes, enabling you to further secure your side panels against accidental removal.A nylon pull tab at the center of the top panel’s back edge serves a similar function. To release that panel and lift it off, you must first slide it back a quarter inch or so.The front ARGB fans have 140mm frames, but there’s too little space behind them to mount a 420mm-format radiator vertically. That’s because radiator end caps tend to extend the total size by around 40mm.On the other hand, those really motivated to place a radiator behind the front panel’s fans will find that a 360mm-format unit will work, but only by removing the 140mm fans and flipping the fan-mount brackets over.Fractal Design’s brilliance shines through with these very basic sheet-metal brackets that flip to support either 120mm or 140mm fans without hindering airflow.The top panel is fully removable to ease radiator installation and removal, but it does not benefit from the front panel’s design wizardry. While its straight-edged brackets will cover a portion of the fan’s blades when fans are mounted directly on them, its 330mm-plus of length is sufficient to support every 280mm-format radiator we can think of.Also, notice the removable cable shroud running up and down the case near the front. It is adjustable to fit motherboards up to 10.9 inches deep. That is less than the 13-inch max depth of Extended ATX, but it’s still sufficient to fit the slightly oversized enthusiast-class motherboard models that sometimes still get called EATX.The lower front fan’s air deflector is removable and sits far enough above the case’s floor to be used in conjunction with a pair of 2.5-inch drive bays hidden beneath it.We removed the cable shroud for a clearer shot of this area. Keen observers might note the mounting slot for its lower edge at the top of the photo.Two drive trays, three push-in cable clips, and the ARGB controller are all found behind the motherboard tray. The card bracket’s removable covers and the removable power supply bracket are shown in the image below detached and in front of the case, and the photo also shows the gap beneath the removable front fan duct into which some builders may want to install a pair of 2.5-inch drives.Recommended by Our EditorsMore drive storage is visible here on the back of the motherboard tray. Configured from the factory to hold two 3.5-inch drives, these brackets on the back of the motherboard tray can be repositioned to hold four 2.5-inch drives instead.Held in place by a hook-and-loop Velcro-style strap, the included ARGB controller has USB and PWM input on the top, proprietary combination connectors on the side, and an old-fashioned SATA power connector on its bottom to power it up.Note that Fractal designed special outer shells on the proprietary ARGB/PWM combo connectors. This design is to prevent them from being mistakenly connected to anything USB Type-C, from which they appear to borrow their form. As with several others, this photo again shows the 10mm gap between the bottom panel’s 2.5-inch drive mounts and the underside of the front fan’s air guide.As for the controller box itself, here’s a shot of the connectors that we couldn’t see in the ARGB controller’s previous photos, including the SATA power inlet.Of the two output cables we did see, one is for the case's chain of fans, and the other is for this version of the case’s “Ambience Pro” lighting. Four telescoping contact pins allow the front panel’s portion to separate easily from the rest of that latter cable without an awkward tether.Building With the Fractal Design Meshify 3: Perfect Parts PacksFractal's accessory kits are hard to top in terms of neatness and clear labeling. Start with the screws: The Meshify 3 includes 24 M3 mounting screws, nine #6-32 screws to attach the motherboard to case standoffs, four #6-32 screws with hex/Phillips combo heads for power supply installation, and eight #6-32 shoulder screws for mounting 3.5-inch drives on damping grommets.You also get eight damping grommets, four cable ties, and an extra motherboard standoff.Our case being the Ambience Pro RGB version, it also includes a breakout cable that goes from the case’s proprietary ARGB/PWM connector to a standard ARGB strip and a standard PWM fan, along with an extension cable for the proprietary connector.Connecting the case to our motherboard are a power-button lead, an HD Audio header cable for the headset combo jack, a 19-pin USB 3.x for the Type-A ports, and a Gen 2x2 Type-E internal cable for the single Type-C external port. The case’s RGB controller also connects to one our motherboard’s USB 2.0 breakout headers and one of its PWM fan headers.The white version of the Meshify 3 includes chrome hardware, but since our standard Asus ATX test motherboard is black, I flexed my design chops and used black screws to attach it. I can also divulge that I initially forgot to reinstall the cable shroud, which required me later in the build to remove the graphics card, install the shroud, and reinstall the card. Oops!The RGB controller uses a web interface to select its various lighting and fan modes, rather than forcing users to install software, and it stores those settings on the controller rather than leaving components in the OS. You can dictate a "startup" lighting effect separately from the regular run of lighting that the case cycles through. Using it allowed us to switch from the case’s soft blue default to something a little more, shall we say, festive.The light controller’s “Sunset” mode looked like a softer variation of our CPU cooler’s Rainbow mode in this test. Nice.Testing the Fractal Design Meshify 3: Cool It, ManToday’s build leverages the ATX hardware from our most recent case evaluation platform, including its full-sized Cooler Master GX III Gold 850W power supply and mid-size Corsair iCue H100i RGB Pro XT CPU cooler.Apparently, that little scoop that pushes air upward from the lower of the three front fans does have some positive effect on overall case temperature. Our CPU, motherboard, and GPU numbers all show slightly lower temperatures than its five most closely-matched recently reviewed rivals.And just in case you thought that Fractal Design might have gotten its high score by overspeeding its fans a bit…it didn’t. Fan noise is tied for second place in this test group, behind the Super Flower Zillion Direct.The biggest nit we can pick is that some of the Meshify 3’s airflow enhancement might be due to its lack of flow-restricting dust filters.
    #fractal #design #meshify
    Fractal Design Meshify 3
    Pros Excellent cooling performanceBrilliantly designed front fan bracketsBeautiful lighting effects in tested Ambience Pro RGB versionElaborate, web-accessible software controls for lighting, fans Cons Only minimal dust filtrationHigh price for our Ambience Pro test model Fractal Design Meshify 3 Specs 120mm or 140mm Fan Positions 6 120mm to 200mm Fans Included 3 Dimensions20.1 by 9.1 by 17.2 inches Fan Controller Included? Front Panel Ports HD Audio Front Panel Ports USB 3.2 Gen 1 Type-AFront Panel Ports USB 3.2 Gen 2 Type-C Included Fan Lighting Color Addressable RGB Internal 2.5-Inch Bays 6 Internal 3.5-Inch Bays 2 Internal Chassis Lighting Color None Maximum CPU Cooler Height 173 Maximum GPU Length 349 Motherboard Form Factors Supported ATX Motherboard Form Factors Supported MicroATX Motherboard Form Factors Supported Mini-ITX PCI Expansion Slot Positions 7 Power Supply Form Factor Supported ATX Power Supply Maximum Length 180 Power Supply Mounting Location Bottom Side Window? YesWeight 20.2 All Specs Fractal Design boosts its latest Meshify PC case with a trio of 140mm ARGB fans behind its now-iconic “crumpled mesh” front face. Starting at a mid-market for its base model, the Meshify 3 also comes in upgraded versions with nifty extras that creep up the price. These include items like ARGB fan trim, ARGB side panel lighting, an ARGB strip surrounding the face panel, and even an ARGB controller that connects to the web. Taken together, all that can bump the price as high as the MSRP for the deluxe, spectacular Ambience Pro RGB version of the case we tested. Whatever the feature mix you opt for, the case’s robust cooling performance shines. At the high end of the range, though, factor in the case’s biggest shortfall—its lack of inlet-air dust filtration—given what competitors deliver in -plus cases. Our current ATX tower favorite, the NZXT H7 Flow, isn't much better equipped with filters and isn't as striking as the Ambience Pro case in all its lit glory, but it costs much less.Design: A Crumpled ClassicPC-case feature trends have changed a bit in the eight years that Fractal Design has been putting its signature crumpled-mesh faces on classic mid-tower cases.This latest version adds an air deflector at the front of the power supply shroud to force a bit more airflow past your hot graphics card. This Ambience Pro RGB variant’s feature set, as noted, has a USB-based ARGB controller, as well as lighting around the front face, along the bottom of the left side panel’s window, and on the three fans. Buyers willing to forgo most of the lit-up bling can get the basic “RGB” version with just the fan lighting for and those willing to give up even that helping of ARGB can get the base “TG” version for Our sample was in white; all three models are also available in black, and buyers who yearn for further simplification will find an additional “Solid” variant sold exclusively in black, with a painted steel panel on the left side in place of the window.Fractal Design has merged the headphone and microphone jacks of previous versions into a single four-pole connector on the Meshify 3. This connector functions as a normal headphone jack when one is plugged in; the extra pole serves the monaural microphone of a combined headset plug. Fractal also ditched the reset button of previous cases, but kept the twin USB 3 Type-A and a single Type-C port. And, this time around, the lighted power-on indicator ring that surrounds the power button is ARGB.Though the mesh that covers the face and top panel could potentially filter out some inbound dust, the only part of the Meshify 3 that’s explicitly designed as a dust trap is under the power supply’s air inlet. Sliding out from the case’s side, it’s partially disguised as a portion of the rear case foot.The Meshify 3’s back panel features a pattern of vent slots spaced to allow a fan to be screwed directly into the slots. Also back here are surface-mounted PCI Express expansion-card slots with replaceable covers, a plastic screw-tab cover with a built-in push tab at the bottom to ease its removal, and a removable power supply bracket that’s secured with two large knurled screws. Power supply insertion is through the case’s rear panel; the design lacks the space to slide in the power supply from the side.Both side panels are secured at the top with snaps, and Fractal Design added a pair of tabs to make that task a little easier. Those tabs also have screw holes, enabling you to further secure your side panels against accidental removal.A nylon pull tab at the center of the top panel’s back edge serves a similar function. To release that panel and lift it off, you must first slide it back a quarter inch or so.The front ARGB fans have 140mm frames, but there’s too little space behind them to mount a 420mm-format radiator vertically. That’s because radiator end caps tend to extend the total size by around 40mm.On the other hand, those really motivated to place a radiator behind the front panel’s fans will find that a 360mm-format unit will work, but only by removing the 140mm fans and flipping the fan-mount brackets over.Fractal Design’s brilliance shines through with these very basic sheet-metal brackets that flip to support either 120mm or 140mm fans without hindering airflow.The top panel is fully removable to ease radiator installation and removal, but it does not benefit from the front panel’s design wizardry. While its straight-edged brackets will cover a portion of the fan’s blades when fans are mounted directly on them, its 330mm-plus of length is sufficient to support every 280mm-format radiator we can think of.Also, notice the removable cable shroud running up and down the case near the front. It is adjustable to fit motherboards up to 10.9 inches deep. That is less than the 13-inch max depth of Extended ATX, but it’s still sufficient to fit the slightly oversized enthusiast-class motherboard models that sometimes still get called EATX.The lower front fan’s air deflector is removable and sits far enough above the case’s floor to be used in conjunction with a pair of 2.5-inch drive bays hidden beneath it.We removed the cable shroud for a clearer shot of this area. Keen observers might note the mounting slot for its lower edge at the top of the photo.Two drive trays, three push-in cable clips, and the ARGB controller are all found behind the motherboard tray. The card bracket’s removable covers and the removable power supply bracket are shown in the image below detached and in front of the case, and the photo also shows the gap beneath the removable front fan duct into which some builders may want to install a pair of 2.5-inch drives.Recommended by Our EditorsMore drive storage is visible here on the back of the motherboard tray. Configured from the factory to hold two 3.5-inch drives, these brackets on the back of the motherboard tray can be repositioned to hold four 2.5-inch drives instead.Held in place by a hook-and-loop Velcro-style strap, the included ARGB controller has USB and PWM input on the top, proprietary combination connectors on the side, and an old-fashioned SATA power connector on its bottom to power it up.Note that Fractal designed special outer shells on the proprietary ARGB/PWM combo connectors. This design is to prevent them from being mistakenly connected to anything USB Type-C, from which they appear to borrow their form. As with several others, this photo again shows the 10mm gap between the bottom panel’s 2.5-inch drive mounts and the underside of the front fan’s air guide.As for the controller box itself, here’s a shot of the connectors that we couldn’t see in the ARGB controller’s previous photos, including the SATA power inlet.Of the two output cables we did see, one is for the case's chain of fans, and the other is for this version of the case’s “Ambience Pro” lighting. Four telescoping contact pins allow the front panel’s portion to separate easily from the rest of that latter cable without an awkward tether.Building With the Fractal Design Meshify 3: Perfect Parts PacksFractal's accessory kits are hard to top in terms of neatness and clear labeling. Start with the screws: The Meshify 3 includes 24 M3 mounting screws, nine #6-32 screws to attach the motherboard to case standoffs, four #6-32 screws with hex/Phillips combo heads for power supply installation, and eight #6-32 shoulder screws for mounting 3.5-inch drives on damping grommets.You also get eight damping grommets, four cable ties, and an extra motherboard standoff.Our case being the Ambience Pro RGB version, it also includes a breakout cable that goes from the case’s proprietary ARGB/PWM connector to a standard ARGB strip and a standard PWM fan, along with an extension cable for the proprietary connector.Connecting the case to our motherboard are a power-button lead, an HD Audio header cable for the headset combo jack, a 19-pin USB 3.x for the Type-A ports, and a Gen 2x2 Type-E internal cable for the single Type-C external port. The case’s RGB controller also connects to one our motherboard’s USB 2.0 breakout headers and one of its PWM fan headers.The white version of the Meshify 3 includes chrome hardware, but since our standard Asus ATX test motherboard is black, I flexed my design chops and used black screws to attach it. I can also divulge that I initially forgot to reinstall the cable shroud, which required me later in the build to remove the graphics card, install the shroud, and reinstall the card. Oops!The RGB controller uses a web interface to select its various lighting and fan modes, rather than forcing users to install software, and it stores those settings on the controller rather than leaving components in the OS. You can dictate a "startup" lighting effect separately from the regular run of lighting that the case cycles through. Using it allowed us to switch from the case’s soft blue default to something a little more, shall we say, festive.The light controller’s “Sunset” mode looked like a softer variation of our CPU cooler’s Rainbow mode in this test. Nice.Testing the Fractal Design Meshify 3: Cool It, ManToday’s build leverages the ATX hardware from our most recent case evaluation platform, including its full-sized Cooler Master GX III Gold 850W power supply and mid-size Corsair iCue H100i RGB Pro XT CPU cooler.Apparently, that little scoop that pushes air upward from the lower of the three front fans does have some positive effect on overall case temperature. Our CPU, motherboard, and GPU numbers all show slightly lower temperatures than its five most closely-matched recently reviewed rivals.And just in case you thought that Fractal Design might have gotten its high score by overspeeding its fans a bit…it didn’t. Fan noise is tied for second place in this test group, behind the Super Flower Zillion Direct.The biggest nit we can pick is that some of the Meshify 3’s airflow enhancement might be due to its lack of flow-restricting dust filters. #fractal #design #meshify
    ME.PCMAG.COM
    Fractal Design Meshify 3
    Pros Excellent cooling performanceBrilliantly designed front fan bracketsBeautiful lighting effects in tested Ambience Pro RGB versionElaborate, web-accessible software controls for lighting, fans Cons Only minimal dust filtrationHigh price for our Ambience Pro test model Fractal Design Meshify 3 Specs 120mm or 140mm Fan Positions 6 120mm to 200mm Fans Included 3 Dimensions (HWD) 20.1 by 9.1 by 17.2 inches Fan Controller Included? Front Panel Ports HD Audio Front Panel Ports USB 3.2 Gen 1 Type-A (2) Front Panel Ports USB 3.2 Gen 2 Type-C Included Fan Lighting Color Addressable RGB Internal 2.5-Inch Bays 6 Internal 3.5-Inch Bays 2 Internal Chassis Lighting Color None Maximum CPU Cooler Height 173 Maximum GPU Length 349 Motherboard Form Factors Supported ATX Motherboard Form Factors Supported MicroATX Motherboard Form Factors Supported Mini-ITX PCI Expansion Slot Positions 7 Power Supply Form Factor Supported ATX Power Supply Maximum Length 180 Power Supply Mounting Location Bottom Side Window(s)? Yes (Tempered Glass) Weight 20.2 All Specs Fractal Design boosts its latest Meshify PC case with a trio of 140mm ARGB fans behind its now-iconic “crumpled mesh” front face. Starting at a mid-market $139.99 for its base model, the Meshify 3 also comes in upgraded versions with nifty extras that creep up the price. These include items like ARGB fan trim, ARGB side panel lighting, an ARGB strip surrounding the face panel, and even an ARGB controller that connects to the web. Taken together, all that can bump the price as high as the $219.99 MSRP for the deluxe, spectacular Ambience Pro RGB version of the case we tested. Whatever the feature mix you opt for, the case’s robust cooling performance shines. At the high end of the range, though, factor in the case’s biggest shortfall—its lack of inlet-air dust filtration—given what competitors deliver in $200-plus cases. Our current ATX tower favorite, the NZXT H7 Flow, isn't much better equipped with filters and isn't as striking as the Ambience Pro case in all its lit glory, but it costs much less.Design: A Crumpled ClassicPC-case feature trends have changed a bit in the eight years that Fractal Design has been putting its signature crumpled-mesh faces on classic mid-tower cases. (The aesthetic crumpling is easier to see in photos of the shinier black finish, such as the Meshify 2 we reviewed in 2021.) This latest version adds an air deflector at the front of the power supply shroud to force a bit more airflow past your hot graphics card. This Ambience Pro RGB variant’s feature set, as noted, has a USB-based ARGB controller, as well as lighting around the front face, along the bottom of the left side panel’s window, and on the three fans. Buyers willing to forgo most of the lit-up bling can get the basic “RGB” version with just the fan lighting for $159.99, and those willing to give up even that helping of ARGB can get the base “TG” version for $139.99. Our sample was in white; all three models are also available in black, and buyers who yearn for further simplification will find an additional “Solid” variant sold exclusively in black, with a painted steel panel on the left side in place of the window.Fractal Design has merged the headphone and microphone jacks of previous versions into a single four-pole connector on the Meshify 3. This connector functions as a normal headphone jack when one is plugged in; the extra pole serves the monaural microphone of a combined headset plug. Fractal also ditched the reset button of previous cases, but kept the twin USB 3 Type-A and a single Type-C port. And, this time around, the lighted power-on indicator ring that surrounds the power button is ARGB.(Credit: Thomas Soderstrom)Though the mesh that covers the face and top panel could potentially filter out some inbound dust, the only part of the Meshify 3 that’s explicitly designed as a dust trap is under the power supply’s air inlet. Sliding out from the case’s side, it’s partially disguised as a portion of the rear case foot.(Credit: Thomas Soderstrom)The Meshify 3’s back panel features a pattern of vent slots spaced to allow a fan to be screwed directly into the slots. Also back here are surface-mounted PCI Express expansion-card slots with replaceable covers, a plastic screw-tab cover with a built-in push tab at the bottom to ease its removal, and a removable power supply bracket that’s secured with two large knurled screws. Power supply insertion is through the case’s rear panel; the design lacks the space to slide in the power supply from the side.(Credit: Thomas Soderstrom)Both side panels are secured at the top with snaps, and Fractal Design added a pair of tabs to make that task a little easier. Those tabs also have screw holes, enabling you to further secure your side panels against accidental removal.A nylon pull tab at the center of the top panel’s back edge serves a similar function. To release that panel and lift it off, you must first slide it back a quarter inch or so.(Credit: Thomas Soderstrom)The front ARGB fans have 140mm frames, but there’s too little space behind them to mount a 420mm-format radiator vertically. That’s because radiator end caps tend to extend the total size by around 40mm (give or take 6mm).(Credit: Thomas Soderstrom)On the other hand, those really motivated to place a radiator behind the front panel’s fans will find that a 360mm-format unit will work, but only by removing the 140mm fans and flipping the fan-mount brackets over. (They are visible in the image below.) Fractal Design’s brilliance shines through with these very basic sheet-metal brackets that flip to support either 120mm or 140mm fans without hindering airflow.(Credit: Thomas Soderstrom)The top panel is fully removable to ease radiator installation and removal, but it does not benefit from the front panel’s design wizardry. While its straight-edged brackets will cover a portion of the fan’s blades when fans are mounted directly on them, its 330mm-plus of length is sufficient to support every 280mm-format radiator we can think of.Also, notice the removable cable shroud running up and down the case near the front. It is adjustable to fit motherboards up to 10.9 inches deep. That is less than the 13-inch max depth of Extended ATX, but it’s still sufficient to fit the slightly oversized enthusiast-class motherboard models that sometimes still get called EATX.(Credit: Thomas Soderstrom)The lower front fan’s air deflector is removable and sits far enough above the case’s floor to be used in conjunction with a pair of 2.5-inch drive bays hidden beneath it. (We don’t even want to think about how we’d manage the cables in that configuration, however.)We removed the cable shroud for a clearer shot of this area. Keen observers might note the mounting slot for its lower edge at the top of the photo.(Credit: Thomas Soderstrom)Two drive trays, three push-in cable clips, and the ARGB controller are all found behind the motherboard tray. The card bracket’s removable covers and the removable power supply bracket are shown in the image below detached and in front of the case, and the photo also shows the gap beneath the removable front fan duct into which some builders may want to install a pair of 2.5-inch drives.Recommended by Our Editors(Credit: Thomas Soderstrom)More drive storage is visible here on the back of the motherboard tray. Configured from the factory to hold two 3.5-inch drives, these brackets on the back of the motherboard tray can be repositioned to hold four 2.5-inch drives instead.(Credit: Thomas Soderstrom)Held in place by a hook-and-loop Velcro-style strap, the included ARGB controller has USB and PWM input on the top, proprietary combination connectors on the side, and an old-fashioned SATA power connector on its bottom to power it up.(Credit: Thomas Soderstrom)Note that Fractal designed special outer shells on the proprietary ARGB/PWM combo connectors. This design is to prevent them from being mistakenly connected to anything USB Type-C, from which they appear to borrow their form. As with several others, this photo again shows the 10mm gap between the bottom panel’s 2.5-inch drive mounts and the underside of the front fan’s air guide.(Credit: Thomas Soderstrom)As for the controller box itself, here’s a shot of the connectors that we couldn’t see in the ARGB controller’s previous photos, including the SATA power inlet.(Credit: Thomas Soderstrom)Of the two output cables we did see, one is for the case's chain of fans, and the other is for this version of the case’s “Ambience Pro” lighting. Four telescoping contact pins allow the front panel’s portion to separate easily from the rest of that latter cable without an awkward tether.(Credit: Thomas Soderstrom)Building With the Fractal Design Meshify 3: Perfect Parts PacksFractal's accessory kits are hard to top in terms of neatness and clear labeling. Start with the screws: The Meshify 3 includes 24 M3 mounting screws, nine #6-32 screws to attach the motherboard to case standoffs, four #6-32 screws with hex/Phillips combo heads for power supply installation, and eight #6-32 shoulder screws for mounting 3.5-inch drives on damping grommets. (Credit: Thomas Soderstrom)You also get eight damping grommets, four cable ties, and an extra motherboard standoff. (But no extra screw for it! Such is life.) Our case being the Ambience Pro RGB version, it also includes a breakout cable that goes from the case’s proprietary ARGB/PWM connector to a standard ARGB strip and a standard PWM fan, along with an extension cable for the proprietary connector.Connecting the case to our motherboard are a power-button lead, an HD Audio header cable for the headset combo jack, a 19-pin USB 3.x for the Type-A ports, and a Gen 2x2 Type-E internal cable for the single Type-C external port. The case’s RGB controller also connects to one our motherboard’s USB 2.0 breakout headers and one of its PWM fan headers.(Credit: Thomas Soderstrom)The white version of the Meshify 3 includes chrome hardware, but since our standard Asus ATX test motherboard is black, I flexed my design chops and used black screws to attach it. I can also divulge that I initially forgot to reinstall the cable shroud, which required me later in the build to remove the graphics card, install the shroud, and reinstall the card. Oops!(Credit: Thomas Soderstrom)The RGB controller uses a web interface to select its various lighting and fan modes, rather than forcing users to install software, and it stores those settings on the controller rather than leaving components in the OS. You can dictate a "startup" lighting effect separately from the regular run of lighting that the case cycles through. Using it allowed us to switch from the case’s soft blue default to something a little more, shall we say, festive.(Credit: Thomas Soderstrom)(Credit: Thomas Soderstrom)(Credit: Thomas Soderstrom)(Credit: Thomas Soderstrom)The light controller’s “Sunset” mode looked like a softer variation of our CPU cooler’s Rainbow mode in this test. Nice.(Credit: Thomas Soderstrom)Testing the Fractal Design Meshify 3: Cool It, ManToday’s build leverages the ATX hardware from our most recent case evaluation platform, including its full-sized Cooler Master GX III Gold 850W power supply and mid-size Corsair iCue H100i RGB Pro XT CPU cooler.Apparently, that little scoop that pushes air upward from the lower of the three front fans does have some positive effect on overall case temperature. Our CPU, motherboard (voltage-regulator), and GPU numbers all show slightly lower temperatures than its five most closely-matched recently reviewed rivals. (These include the Corsair Frame 4000D, the SilverStone Fara 514X, and the MSI Velox 300R.)And just in case you thought that Fractal Design might have gotten its high score by overspeeding its fans a bit…it didn’t. Fan noise is tied for second place in this test group, behind the Super Flower Zillion Direct.The biggest nit we can pick is that some of the Meshify 3’s airflow enhancement might be due to its lack of flow-restricting dust filters.
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  • MSI MPG Velox 300R Airflow PZ

    Pros
    Supports multiple big radiatorsExcellent dust filtrationSpace for open-loop cooling components

    Cons
    Not fully EATX-compliantMidpack thermal performance in our tests

    MSI MPG Velox 300R Airflow PZ Specs

    120mm or 140mm Fan Positions
    10

    120mm to 200mm Fans Included
    3

    Dimensions20.6 by 9.3 by 19.5 inches

    Fan Controller Included?

    Front Panel Ports
    HD Audio

    Front Panel Ports
    USB 3.2 Gen 1 Type-AFront Panel Ports
    USB 3.2 Gen 2 Type-C

    Included Fan Lighting Color
    Addressable RGB

    Internal 2.5-Inch Bays
    5

    Internal 3.5-Inch Bays
    2

    Internal Chassis Lighting Color
    None

    Maximum CPU Cooler Height
    165

    Maximum GPU Length
    400

    Motherboard Form Factors Supported
    ATX

    Motherboard Form Factors Supported
    MicroATX

    Motherboard Form Factors Supported
    Mini-ITX

    PCI Expansion Slot Positions
    7

    Power Supply Form Factor Supported
    ATX

    Power Supply Maximum Length
    260

    Power Supply Mounting Location
    Bottom

    Side Window?
    YesWeight
    23.5

    All Specs

    MSI has built a formidable reputation over the past four decades, beginning with motherboards and working its way through servers and graphics cards before finally becoming a premier laptop manufacturer. Its name is synonymous with shopping for PC components, but its PC cases usually come to mind only when we think of its prebuilt desktop machines. Built from sturdy materials and loaded with popular features, its MPG Velox 300R Airflow PZ is designed to leave a more lasting impression. Supporting MSI’s reverse-connector Project Zero motherboards and smartly designed for accommodating a substantive build that’s air- or liquid-cooled, the Velox is a worthy rival to Asus’ TUF Gaming cable-hiding case. PC builders weighing a Project Zero build to minimize visible cabling should shortlist this chassis, though the selection of reverse-connector-compatible PC cases is growing fast.Design: Packing in the Features for Project ZeroWith a sturdy steel structure making up most of its 23.5 pounds of heft, the MPG Velox 300R Airflow PZ is as weighty as its name is long.Its numerous strengths include dust filters that cover every air inlet, giant 160mm ARGB intake fans connected to a factory-installed controller/hub, and even a logo-emblazoned low-restriction faceplate that will probably help make any dust that collects on the filter behind it slightly less noticeable as the PC waits for its next cleaning. A light tint on the 4mm-thick tempered glass side panel makes the black 120mm exhaust fan harder to spot against the case’s black interior. Mounted on four snaps and three guide pins, the faceplate easily pulls away to access the front panel’s plastic-framed nylon-sheet dust filter. Secured with three magnets on each side, the filter pulls easily away from the fans for cleaning.Though “front-panel” ports and buttons often end up on the top panel of modern cases, the Velox 300R’s placement is somewhat unusual in that it’s a bit farther away from the actual front of the case than on most cases. Lined up along its right edge are a power button with a power-indicator LED window, an LED mode button, a headsetcombo jack, two USB 3.2 Type-A ports, and a Gen 2x2 Type-C port. Unfortunately, there’s no reset button or drive-activity light.The rear panel features the only Velox 300R vents that aren’t covered in dust filters, though that’s okay; these should probably be viewed as exhaust vents that flow filtered air from those big front-panel fans. We also see the ATX standard’s seven expansion slots, a 120mm exhaust fan screwed onto slots that allow a little vertical adjustment, a power supply mount with two sets of holes to allow inverted mounting, and two vertical vent sections running up the forward and rear portions of the right side panel.The expansion-slot panel is inset, which simplifies graphics card installation. A long dust filter that covers most of the bottom panel slides out the back of the case from beneath the power supply bay.The top panel and two long side panel vents are each covered internally with a perforated metal filter sheet, each of which uses magnetic tape around its periphery to stick to the steel panel.The Velox 300R’s top panel is designed to hold a 360mm-format radiator up to 420mm long.The Velox 300R’s top panel also includes a second set of mounting slots to enable three 140mm fans to be placed there instead.From this angle, we can also see that the power supply cover has two 120mm fan mounts, that an adjustable card brace is attached slightly forward of the power supply cover, and that a removable multi-purpose bracket is factory-mounted to the 120mm fan location at the front of the case’s bottom panel. The bracket is drilled to hold a single 3.5-inch or 2.5-inch drive, as well as a variety of open-loop liquid-cooling pump/reservoir combos.Like the multifunction bracket that sits in front of it, the outer three-quarters of the power supply cover is removable. That fact eased the installation and removal of modular cables on our power supply.The Velox 300R’s motherboard tray includes several extra pass-through holes designed to fit the connector locations of MSI’s Project Zero motherboards, but they are not excluded, in any way we can see, from otherwise supporting its largest competitor’s rear-facing-connector design, Asus BTF. A side mount that can hold up to three 120mm fans and/or 360mm-format radiators up to 440mm long is offset an inch behind the motherboard tray, so that a fan up to 38mm thick could fit behind an EATX motherboard if we add the length of the standoffs to that thickness. We wouldn’t call the Velox an EATX case, because it has no mechanical support to hold 13-inch-long boards, but some slightly bigger-than-ATX boards will fit without requiring such supports.Behind the Velox 300R’s motherboard tray are its ARGB controller/fan hub and two drive trays.The controller’s hub supports four PWM fans and four ARGB devices.Removing the plastic plugs above and below the front-face 160mm factory ARGB fans allows us to see that the fan rails running up and down the face are also removable. Had we also removed the factory-fitted 160mm fans themselves, we could have used the extra mounting holes you can see to move the brackets inward to 140mm or 120mm fan spacing. The 480mm of spacebehind that mount exceeds the length of any 420mm-format radiator we’ve seen, so you could put a really big radiator up front if you so desire. That said, you'll probably want to keep these oversized fans if you are air cooling; they have a nifty design, with an offset circle of blades inside a larger circleThe drive trays include one dual-2.5-inch tray without 3.5-inch provisions and one with 3.5-inch provisions. Installing a 3.5-inch drive fitted with vibration-damping grommets precludes the use of any 2.5-inch drives in the second tray.Recommended by Our EditorsBuilding With the MSI Velox 300RLet's dig into the accessory kit. The Velox 300R includes an installation guide and a case sticker, four combo-head power supply screws, a Phillips-to-hex-adapter socket for installing standoffs, two spare standoffs, and lots of additional screws. These include 21 standard M3 screws, eight M3 and four #6-32 shoulder screws, and 12 extra-long #6-32 screws. You also get a bag of six replacement snaps for the ball-snap side-panel attachments, and two hook-and-loop and six zip-style cable ties.Case cables include a 19-pin USB 3.2 Gen 1 for the Type-A ports, a Type-E Gen 2x2 for the Type-C port, and an F_PANEL combo cable with breakout pins for a reset button that the case itself lacks. The ARGB controller/fan hub accepts PWM and ARGB control signals from the motherboard and is powered by a SATA-style power cable from your PSU.Our standard ATX motherboard fit the Velox 300R perfectly, and its card brace slid up to meet the edge of our test graphics card’s fan bracket nicely.The ARGB controller defaults to obeying the motherboard’s signal whenever its ARGB input is connected to the motherboard, but those who won’t be using motherboard control can also scroll through the controller’s inbuilt patterns via its mode button or even disable lighting entirely simply by holding the button for a few seconds.Here’s how the Velox looked all fleshed out with our standard test parts...MSI also sent along one of its motherboards, based on the Z790 chipset, so we could show this PZcase built with its cable concealment fully deployed. This photo shows how all the cable headers that would have been pointing outward on a traditional motherboard point backward on this model.We’ll have to push some of those ARGB fan controller/hub cables aside to reach the ARGB and ATX12V headers of the Z790 Project Zero motherboard.We’ll also have to stuff away a little more cable length since most of our cables are no longer required to reach around to the front of the board.Though the displaced power and data cabling cleaned up the show side of our build nicely, we still have our graphics card’s supplemental power cableand our AIO CPU cooler’s tubes to contend with. Still, mighty clean and almost "Zero."And though the Z790 Project Zero motherboard has far less lighting than the board from our standardized kit, some would argue that it still looks better thanks to the reduced cable clutter.Testing the MSI Velox 300R: Twice-Benchmarked, Once With Project ZeroHere’s a list of the internal components from both of the above-photographed builds, along with the settings we used for our tests.The Velox 300R’s thermal performance is exactly mid-pack when using our standard test kit, and swapping in the rear-connector motherboard only resulted in a faster-warming voltage regulator. Its temperature control falls behind its most direct competitor, the Asus TUF Gaming GT302 ARGB, in both configurations.The reason the Velox 300R’s cooling performance fell behind the Lian Li Lancool 207 and GT302 ARGB appears fairly obvious when observing our noise charts: It’s quieter than both those cases.Both companies were aware that they could get better thermal results simply by spinning their fans a little harder, but MSI appears to have favored a quieter approach. Be aware that simply enabling the automatic fan profiles for your motherboard could potentially put all three of these cases into a tie with regard to both temperature and noise.
    #msi #mpg #velox #300r #airflow
    MSI MPG Velox 300R Airflow PZ
    Pros Supports multiple big radiatorsExcellent dust filtrationSpace for open-loop cooling components Cons Not fully EATX-compliantMidpack thermal performance in our tests MSI MPG Velox 300R Airflow PZ Specs 120mm or 140mm Fan Positions 10 120mm to 200mm Fans Included 3 Dimensions20.6 by 9.3 by 19.5 inches Fan Controller Included? Front Panel Ports HD Audio Front Panel Ports USB 3.2 Gen 1 Type-AFront Panel Ports USB 3.2 Gen 2 Type-C Included Fan Lighting Color Addressable RGB Internal 2.5-Inch Bays 5 Internal 3.5-Inch Bays 2 Internal Chassis Lighting Color None Maximum CPU Cooler Height 165 Maximum GPU Length 400 Motherboard Form Factors Supported ATX Motherboard Form Factors Supported MicroATX Motherboard Form Factors Supported Mini-ITX PCI Expansion Slot Positions 7 Power Supply Form Factor Supported ATX Power Supply Maximum Length 260 Power Supply Mounting Location Bottom Side Window? YesWeight 23.5 All Specs MSI has built a formidable reputation over the past four decades, beginning with motherboards and working its way through servers and graphics cards before finally becoming a premier laptop manufacturer. Its name is synonymous with shopping for PC components, but its PC cases usually come to mind only when we think of its prebuilt desktop machines. Built from sturdy materials and loaded with popular features, its MPG Velox 300R Airflow PZ is designed to leave a more lasting impression. Supporting MSI’s reverse-connector Project Zero motherboards and smartly designed for accommodating a substantive build that’s air- or liquid-cooled, the Velox is a worthy rival to Asus’ TUF Gaming cable-hiding case. PC builders weighing a Project Zero build to minimize visible cabling should shortlist this chassis, though the selection of reverse-connector-compatible PC cases is growing fast.Design: Packing in the Features for Project ZeroWith a sturdy steel structure making up most of its 23.5 pounds of heft, the MPG Velox 300R Airflow PZ is as weighty as its name is long.Its numerous strengths include dust filters that cover every air inlet, giant 160mm ARGB intake fans connected to a factory-installed controller/hub, and even a logo-emblazoned low-restriction faceplate that will probably help make any dust that collects on the filter behind it slightly less noticeable as the PC waits for its next cleaning. A light tint on the 4mm-thick tempered glass side panel makes the black 120mm exhaust fan harder to spot against the case’s black interior. Mounted on four snaps and three guide pins, the faceplate easily pulls away to access the front panel’s plastic-framed nylon-sheet dust filter. Secured with three magnets on each side, the filter pulls easily away from the fans for cleaning.Though “front-panel” ports and buttons often end up on the top panel of modern cases, the Velox 300R’s placement is somewhat unusual in that it’s a bit farther away from the actual front of the case than on most cases. Lined up along its right edge are a power button with a power-indicator LED window, an LED mode button, a headsetcombo jack, two USB 3.2 Type-A ports, and a Gen 2x2 Type-C port. Unfortunately, there’s no reset button or drive-activity light.The rear panel features the only Velox 300R vents that aren’t covered in dust filters, though that’s okay; these should probably be viewed as exhaust vents that flow filtered air from those big front-panel fans. We also see the ATX standard’s seven expansion slots, a 120mm exhaust fan screwed onto slots that allow a little vertical adjustment, a power supply mount with two sets of holes to allow inverted mounting, and two vertical vent sections running up the forward and rear portions of the right side panel.The expansion-slot panel is inset, which simplifies graphics card installation. A long dust filter that covers most of the bottom panel slides out the back of the case from beneath the power supply bay.The top panel and two long side panel vents are each covered internally with a perforated metal filter sheet, each of which uses magnetic tape around its periphery to stick to the steel panel.The Velox 300R’s top panel is designed to hold a 360mm-format radiator up to 420mm long.The Velox 300R’s top panel also includes a second set of mounting slots to enable three 140mm fans to be placed there instead.From this angle, we can also see that the power supply cover has two 120mm fan mounts, that an adjustable card brace is attached slightly forward of the power supply cover, and that a removable multi-purpose bracket is factory-mounted to the 120mm fan location at the front of the case’s bottom panel. The bracket is drilled to hold a single 3.5-inch or 2.5-inch drive, as well as a variety of open-loop liquid-cooling pump/reservoir combos.Like the multifunction bracket that sits in front of it, the outer three-quarters of the power supply cover is removable. That fact eased the installation and removal of modular cables on our power supply.The Velox 300R’s motherboard tray includes several extra pass-through holes designed to fit the connector locations of MSI’s Project Zero motherboards, but they are not excluded, in any way we can see, from otherwise supporting its largest competitor’s rear-facing-connector design, Asus BTF. A side mount that can hold up to three 120mm fans and/or 360mm-format radiators up to 440mm long is offset an inch behind the motherboard tray, so that a fan up to 38mm thick could fit behind an EATX motherboard if we add the length of the standoffs to that thickness. We wouldn’t call the Velox an EATX case, because it has no mechanical support to hold 13-inch-long boards, but some slightly bigger-than-ATX boards will fit without requiring such supports.Behind the Velox 300R’s motherboard tray are its ARGB controller/fan hub and two drive trays.The controller’s hub supports four PWM fans and four ARGB devices.Removing the plastic plugs above and below the front-face 160mm factory ARGB fans allows us to see that the fan rails running up and down the face are also removable. Had we also removed the factory-fitted 160mm fans themselves, we could have used the extra mounting holes you can see to move the brackets inward to 140mm or 120mm fan spacing. The 480mm of spacebehind that mount exceeds the length of any 420mm-format radiator we’ve seen, so you could put a really big radiator up front if you so desire. That said, you'll probably want to keep these oversized fans if you are air cooling; they have a nifty design, with an offset circle of blades inside a larger circleThe drive trays include one dual-2.5-inch tray without 3.5-inch provisions and one with 3.5-inch provisions. Installing a 3.5-inch drive fitted with vibration-damping grommets precludes the use of any 2.5-inch drives in the second tray.Recommended by Our EditorsBuilding With the MSI Velox 300RLet's dig into the accessory kit. The Velox 300R includes an installation guide and a case sticker, four combo-head power supply screws, a Phillips-to-hex-adapter socket for installing standoffs, two spare standoffs, and lots of additional screws. These include 21 standard M3 screws, eight M3 and four #6-32 shoulder screws, and 12 extra-long #6-32 screws. You also get a bag of six replacement snaps for the ball-snap side-panel attachments, and two hook-and-loop and six zip-style cable ties.Case cables include a 19-pin USB 3.2 Gen 1 for the Type-A ports, a Type-E Gen 2x2 for the Type-C port, and an F_PANEL combo cable with breakout pins for a reset button that the case itself lacks. The ARGB controller/fan hub accepts PWM and ARGB control signals from the motherboard and is powered by a SATA-style power cable from your PSU.Our standard ATX motherboard fit the Velox 300R perfectly, and its card brace slid up to meet the edge of our test graphics card’s fan bracket nicely.The ARGB controller defaults to obeying the motherboard’s signal whenever its ARGB input is connected to the motherboard, but those who won’t be using motherboard control can also scroll through the controller’s inbuilt patterns via its mode button or even disable lighting entirely simply by holding the button for a few seconds.Here’s how the Velox looked all fleshed out with our standard test parts...MSI also sent along one of its motherboards, based on the Z790 chipset, so we could show this PZcase built with its cable concealment fully deployed. This photo shows how all the cable headers that would have been pointing outward on a traditional motherboard point backward on this model.We’ll have to push some of those ARGB fan controller/hub cables aside to reach the ARGB and ATX12V headers of the Z790 Project Zero motherboard.We’ll also have to stuff away a little more cable length since most of our cables are no longer required to reach around to the front of the board.Though the displaced power and data cabling cleaned up the show side of our build nicely, we still have our graphics card’s supplemental power cableand our AIO CPU cooler’s tubes to contend with. Still, mighty clean and almost "Zero."And though the Z790 Project Zero motherboard has far less lighting than the board from our standardized kit, some would argue that it still looks better thanks to the reduced cable clutter.Testing the MSI Velox 300R: Twice-Benchmarked, Once With Project ZeroHere’s a list of the internal components from both of the above-photographed builds, along with the settings we used for our tests.The Velox 300R’s thermal performance is exactly mid-pack when using our standard test kit, and swapping in the rear-connector motherboard only resulted in a faster-warming voltage regulator. Its temperature control falls behind its most direct competitor, the Asus TUF Gaming GT302 ARGB, in both configurations.The reason the Velox 300R’s cooling performance fell behind the Lian Li Lancool 207 and GT302 ARGB appears fairly obvious when observing our noise charts: It’s quieter than both those cases.Both companies were aware that they could get better thermal results simply by spinning their fans a little harder, but MSI appears to have favored a quieter approach. Be aware that simply enabling the automatic fan profiles for your motherboard could potentially put all three of these cases into a tie with regard to both temperature and noise. #msi #mpg #velox #300r #airflow
    ME.PCMAG.COM
    MSI MPG Velox 300R Airflow PZ
    Pros Supports multiple big radiatorsExcellent dust filtrationSpace for open-loop cooling components Cons Not fully EATX-compliantMidpack thermal performance in our tests MSI MPG Velox 300R Airflow PZ Specs 120mm or 140mm Fan Positions 10 120mm to 200mm Fans Included 3 Dimensions (HWD) 20.6 by 9.3 by 19.5 inches Fan Controller Included? Front Panel Ports HD Audio Front Panel Ports USB 3.2 Gen 1 Type-A (2) Front Panel Ports USB 3.2 Gen 2 Type-C Included Fan Lighting Color Addressable RGB Internal 2.5-Inch Bays 5 Internal 3.5-Inch Bays 2 Internal Chassis Lighting Color None Maximum CPU Cooler Height 165 Maximum GPU Length 400 Motherboard Form Factors Supported ATX Motherboard Form Factors Supported MicroATX Motherboard Form Factors Supported Mini-ITX PCI Expansion Slot Positions 7 Power Supply Form Factor Supported ATX Power Supply Maximum Length 260 Power Supply Mounting Location Bottom Side Window(s)? Yes (Tempered Glass) Weight 23.5 All Specs MSI has built a formidable reputation over the past four decades, beginning with motherboards and working its way through servers and graphics cards before finally becoming a premier laptop manufacturer. Its name is synonymous with shopping for PC components, but its PC cases usually come to mind only when we think of its prebuilt desktop machines. Built from sturdy materials and loaded with popular features, its $149.99 MPG Velox 300R Airflow PZ is designed to leave a more lasting impression. Supporting MSI’s reverse-connector Project Zero motherboards and smartly designed for accommodating a substantive build that’s air- or liquid-cooled, the Velox is a worthy rival to Asus’ TUF Gaming cable-hiding case. PC builders weighing a Project Zero build to minimize visible cabling should shortlist this chassis, though the selection of reverse-connector-compatible PC cases is growing fast.Design: Packing in the Features for Project ZeroWith a sturdy steel structure making up most of its 23.5 pounds of heft, the MPG Velox 300R Airflow PZ is as weighty as its name is long. (We’ll call it“Velox 300R” from here on out.) Its numerous strengths include dust filters that cover every air inlet, giant 160mm ARGB intake fans connected to a factory-installed controller/hub, and even a logo-emblazoned low-restriction faceplate that will probably help make any dust that collects on the filter behind it slightly less noticeable as the PC waits for its next cleaning. A light tint on the 4mm-thick tempered glass side panel makes the black 120mm exhaust fan harder to spot against the case’s black interior. Mounted on four snaps and three guide pins, the faceplate easily pulls away to access the front panel’s plastic-framed nylon-sheet dust filter. Secured with three magnets on each side, the filter pulls easily away from the fans for cleaning.(Credit: Thomas Soderstrom)Though “front-panel” ports and buttons often end up on the top panel of modern cases, the Velox 300R’s placement is somewhat unusual in that it’s a bit farther away from the actual front of the case than on most cases. Lined up along its right edge are a power button with a power-indicator LED window, an LED mode button, a headset (headphone/microphone) combo jack, two USB 3.2 Type-A ports, and a Gen 2x2 Type-C port. Unfortunately, there’s no reset button or drive-activity light.(Credit: Thomas Soderstrom)The rear panel features the only Velox 300R vents that aren’t covered in dust filters, though that’s okay; these should probably be viewed as exhaust vents that flow filtered air from those big front-panel fans. We also see the ATX standard’s seven expansion slots, a 120mm exhaust fan screwed onto slots that allow a little vertical adjustment, a power supply mount with two sets of holes to allow inverted mounting, and two vertical vent sections running up the forward and rear portions of the right side panel.The expansion-slot panel is inset, which simplifies graphics card installation. (In short: There's no interference between the card bracket and the clearance area above the screws, as there sometimes is with cheaper cases with non-inset panels.) (Credit: Thomas Soderstrom)A long dust filter that covers most of the bottom panel slides out the back of the case from beneath the power supply bay.(Credit: Thomas Soderstrom)The top panel and two long side panel vents are each covered internally with a perforated metal filter sheet, each of which uses magnetic tape around its periphery to stick to the steel panel.(Credit: Thomas Soderstrom)The Velox 300R’s top panel is designed to hold a 360mm-format radiator up to 420mm long. (The radiator will have around 57mm of clearance above the motherboard’s top edge.) The Velox 300R’s top panel also includes a second set of mounting slots to enable three 140mm fans to be placed there instead.From this angle, we can also see that the power supply cover has two 120mm fan mounts, that an adjustable card brace is attached slightly forward of the power supply cover, and that a removable multi-purpose bracket is factory-mounted to the 120mm fan location at the front of the case’s bottom panel. The bracket is drilled to hold a single 3.5-inch or 2.5-inch drive, as well as a variety of open-loop liquid-cooling pump/reservoir combos.(Credit: Thomas Soderstrom)Like the multifunction bracket that sits in front of it, the outer three-quarters of the power supply cover is removable. That fact eased the installation and removal of modular cables on our power supply.(Credit: Thomas Soderstrom)The Velox 300R’s motherboard tray includes several extra pass-through holes designed to fit the connector locations of MSI’s Project Zero motherboards, but they are not excluded, in any way we can see, from otherwise supporting its largest competitor’s rear-facing-connector design, Asus BTF. A side mount that can hold up to three 120mm fans and/or 360mm-format radiators up to 440mm long is offset an inch behind the motherboard tray, so that a fan up to 38mm thick could fit behind an EATX motherboard if we add the length of the standoffs to that thickness. We wouldn’t call the Velox an EATX case, because it has no mechanical support to hold 13-inch-long boards, but some slightly bigger-than-ATX boards will fit without requiring such supports.(Credit: Thomas Soderstrom)Behind the Velox 300R’s motherboard tray are its ARGB controller/fan hub and two drive trays. (Note that we also pulled the face panel off for our open case photos.) The controller’s hub supports four PWM fans and four ARGB devices.(Credit: Thomas Soderstrom)Removing the plastic plugs above and below the front-face 160mm factory ARGB fans allows us to see that the fan rails running up and down the face are also removable. Had we also removed the factory-fitted 160mm fans themselves, we could have used the extra mounting holes you can see to move the brackets inward to 140mm or 120mm fan spacing. The 480mm of space (height) behind that mount exceeds the length of any 420mm-format radiator we’ve seen, so you could put a really big radiator up front if you so desire. That said, you'll probably want to keep these oversized fans if you are air cooling; they have a nifty design, with an offset circle of blades inside a larger circle(Credit: Thomas Soderstrom)The drive trays include one dual-2.5-inch tray without 3.5-inch provisions and one with 3.5-inch provisions. Installing a 3.5-inch drive fitted with vibration-damping grommets precludes the use of any 2.5-inch drives in the second tray.Recommended by Our Editors(Credit: Thomas Soderstrom)Building With the MSI Velox 300RLet's dig into the accessory kit. The Velox 300R includes an installation guide and a case sticker, four combo-head power supply screws, a Phillips-to-hex-adapter socket for installing standoffs, two spare standoffs, and lots of additional screws. These include 21 standard M3 screws, eight M3 and four #6-32 shoulder screws (for installing drives onto the grommet-filled drive tray), and 12 extra-long #6-32 screws (for installing 120mm fans to the top of the power supply cover). You also get a bag of six replacement snaps for the ball-snap side-panel attachments, and two hook-and-loop and six zip-style cable ties.(Credit: Thomas Soderstrom)Case cables include a 19-pin USB 3.2 Gen 1 for the Type-A ports, a Type-E Gen 2x2 for the Type-C port, and an F_PANEL combo cable with breakout pins for a reset button that the case itself lacks. The ARGB controller/fan hub accepts PWM and ARGB control signals from the motherboard and is powered by a SATA-style power cable from your PSU.(Credit: Thomas Soderstrom)Our standard ATX motherboard fit the Velox 300R perfectly, and its card brace slid up to meet the edge of our test graphics card’s fan bracket nicely.(Credit: Thomas Soderstrom)The ARGB controller defaults to obeying the motherboard’s signal whenever its ARGB input is connected to the motherboard, but those who won’t be using motherboard control can also scroll through the controller’s inbuilt patterns via its mode button or even disable lighting entirely simply by holding the button for a few seconds.Here’s how the Velox looked all fleshed out with our standard test parts...(Credit: Thomas Soderstrom)MSI also sent along one of its motherboards, based on the Z790 chipset, so we could show this PZ (Project Zero) case built with its cable concealment fully deployed. This photo shows how all the cable headers that would have been pointing outward on a traditional motherboard point backward on this model.(Credit: Thomas Soderstrom)We’ll have to push some of those ARGB fan controller/hub cables aside to reach the ARGB and ATX12V headers of the Z790 Project Zero motherboard.(Credit: Thomas Soderstrom)We’ll also have to stuff away a little more cable length since most of our cables are no longer required to reach around to the front of the board.(Credit: Thomas Soderstrom)Though the displaced power and data cabling cleaned up the show side of our build nicely, we still have our graphics card’s supplemental power cable (12VHPWR) and our AIO CPU cooler’s tubes to contend with. Still, mighty clean and almost "Zero."(Credit: Thomas Soderstrom)And though the Z790 Project Zero motherboard has far less lighting than the board from our standardized kit, some would argue that it still looks better thanks to the reduced cable clutter.(Credit: Thomas Soderstrom)Testing the MSI Velox 300R: Twice-Benchmarked, Once With Project ZeroHere’s a list of the internal components from both of the above-photographed builds, along with the settings we used for our tests.The Velox 300R’s thermal performance is exactly mid-pack when using our standard test kit, and swapping in the rear-connector motherboard only resulted in a faster-warming voltage regulator (likely due to the lower mass of its heat sink). Its temperature control falls behind its most direct competitor, the Asus TUF Gaming GT302 ARGB, in both configurations.The reason the Velox 300R’s cooling performance fell behind the Lian Li Lancool 207 and GT302 ARGB appears fairly obvious when observing our noise charts: It’s quieter than both those cases.Both companies were aware that they could get better thermal results simply by spinning their fans a little harder, but MSI appears to have favored a quieter approach. Be aware that simply enabling the automatic fan profiles for your motherboard could potentially put all three of these cases into a tie with regard to both temperature and noise.
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  • Is generative AI really 'just a tool'?

    "AI is inevitable."That's a phrase that's rattled around my head for a month. Not willingly mind you. It's taken up lodging in my grey matter after hearing it in meetings, reading it in emails, and seeing it buffeted back and forth across Bluesky, LinkedIn, and Discord.It's not a convincing phrase. If you hear it from AI boosters it's easy to brush off as raw hype, and if you hear it from doomsayers it can lull you into a sense of fatalism. But as the philosopher Natasha Bedingfield told us in 2004, today is where the book begins, the rest is still unwritten. Nothing, for better or worse, is inevitable.But in those various calls another phrase—one you may have heard at your studio—has slipped past more unnoticed: "AI is just a tool. It can be used for good or evil, like any other tool."After all this is a business where we use tools for good or evil, right and wrong, correctly and incorrectly. We debate the effectiveness of Unity, Unreal, or Godot. We agonize over whether to use procedural versus hand-crafted content. We debate and discuss the topic so much that Game Developers Conference has a whole Tools Summit dedicated to craft of making game development software.Viewing generative AI through the neutral lens of tool assessment is natural—and I'll go so far as to say admirable—for our community. It's a method we use to get past hype and bombast, to try and take technology on its own terms and see how it fits our purposes. And as the 2025 GDC State of the Industry report tells us, some developers are adopting generative AI, plenty of them not bought in on the hype but through the act of seeking the right tool for the job.Related:But looking at generative AI as 'just a tool' is a deeply flawed lens. That phrase betrays a quiet cynicism. Because nothing—not generative AI, not a firearm, not even a hammer—is "just a tool."The function of tools is influenced by their formConsider two tools found in many American households: the claw hammer and the handgun.Normally Game Developer restricts itself to the craft of making video games but I promise this is relevant. Guns are another tool where neutralizing rhetoric is deployed to downplay a tool's negative effects. I grew up in a gun-owning house in a gun-owning neighborhood in suburban Maryland. There were probably four handguns sitting in lockboxes across two rooms, a few rifles and shotguns in a vault in the basement, and one questionably legal World War I firearm tucked away in a closet. The NRA's mantra of "guns don't kill people, people kill people" was commonplace. A neighbor of mine laughed when I advocated for stronger regulations on gun ownership on the basis of "guns are meant to kill." "Guns aren't meant to kill," I recall him saying. "Cars can kill people. Does that mean cars are meant for killing?"His point boils down to this: The outcome of the tool's use is not worth considering when discussing regulation, only its potential use. A gun is a tool and the user has control over a tool is used.Cars are already tightly regulated and cost thousands of dollars, making his point moot, so we'll break down the construction of the claw hammer instead. We generally refer to hammers as being used to pound nails into wood, but I mainly use mine for hammering anchors into drywall because I'm a theater kid and was taught in crew to trust screws.In either case, the physical shape of the claw hammer dictates its most common purpose. The handle extends into a metal object that is blunt at one end, and clawed on the other. The design follows the swing of the human arm, transferring kinetic energy generated by the bicep, down the elbow, through the wrist, and into the blunt end.We also know that claw hammers are not useful for every form of transferring this energy. Variations on hammer design like the ball-peen hammer show how this basic purpose needs to be altered for different tasks. The shape and the material changes depending on the purpose. To sell more hammers, companies invest in better materials and affordances like rubber grips to make their use more comfortable.Like a firearm, hammers can be used as weapons. That same transference of force can be used to harm another living being. Video games sometimes place hammers in a players' loadout alongside guns, grenades, and weapons of war.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that.But. The shape of the hammer is not an efficient way to inflict harm. This is supported by data from the FBI Crime Statistics survey, which gathers data filed by police departments that participate in assembling data. "Handgun" is the most common weapon used in homicides, and "knife/cutting instrument" ranks higher than "blunt objects." That's because handguns are an incredibly efficient means of wounding living beings.Let's break down the handgun the way we did the hammer. Handguns are assembled from an assortment of components that transfer the squeeze of a trigger into the strike of a hammer against a firing pin, which strikes the primer of a bullet's cartridge and sends it propelling out of the tube. Though some bullets seen in larger firearms are meant to penetrate metal, a handgun's bullet is envisioned and designed to cut through flesh.Image via Adobe Stock.These constraints make handguns efficient at few other tasks. In a pinch you could use the butt of a handgun as a hammer. I can't find any data about them being used for that purpose. I can only wander onto a construction site and count the number of firearms in toolboxes as a general sample size.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that. Firearm advocates oppose this process through neutralizing language because it's difficult to dispute the correlation between the number of guns versus the number of murders and assaults with guns in a geographic area.Generative AI proponents sometimes regurgitate that language when defending this new technology. Because like the gun lobby, they don't want the purpose of generative AI decided by its outcomes, only its potential.What is that purpose? It may be the death of truth itself.Generative AI is broadly used to deceive through mimicryGenerative AI is a tool for deception.That's not what its biggest backers will tell you. It's broadly pitched as a tool for efficiency. But efficiency is hard to measure and easy to game. Deception is loud and obvious. Students are using it to cheat on papers. Scam calls with AI-generated voices are on the rise. The Department Human Health and Services published a study citing secretary Kennedy's unfounded health views that cites nonexistent studies, likely generated through AI. There was that cadre of YouTubers creating AI-generated fake movie trailers to attract clicks and make money off people who don't follow entertainment use. Apple marketed Apple Intelligence with advertisements showing people deceiving their neighbors, family, and coworkers. Activision Blizzard used generative AI to advertise games that don't exist.Now here's the rub: games—and all of entertainment—are also a form of deception. We use the phrase "magic circle" to describe how we attract players into our worlds. We use camera tricks, rendering technology, and even VO barks to simulate digital worlds. People engage with games, film, TV, books, and especially magic shows because on some level they want to be not just deceived, but lied to. AI has also been sold as technology that will let every player make their own perfect experience tailored for them by generating worlds, visual assets, and audio on the fly. But the best pitches I've heard for AI tend to "hide" the presence of the LLM, only mildly asking the player for prompts in order to accomplish behind-the-scenes computing tasks. These lies can make shared realities, not wholly distinct ones.That is the difference between telling lies to make virtual worlds and and telling lies to shape the real one. Lies in virtual worlds create shared realities. Lies in the real world tear them down.How appropriate that one such "shared reality," the Star Wars show Andor, recently warned us about the price we pay with treating AI as "just a tool." "The loss of an objective reality is perhaps the most dangerous," said the character Mon Mothma in a climactic speech decrying the whitewashing of a carefully executed genocide."When truth leaves us, when we let it slip away, when it is ripped from our hands, we become vulnerable to the appetite of whatever monster screams the loudest."Game Developers Conference and Game Developer are sibling organizations under Informa.
    #generative #really #039just #tool039
    Is generative AI really 'just a tool'?
    "AI is inevitable."That's a phrase that's rattled around my head for a month. Not willingly mind you. It's taken up lodging in my grey matter after hearing it in meetings, reading it in emails, and seeing it buffeted back and forth across Bluesky, LinkedIn, and Discord.It's not a convincing phrase. If you hear it from AI boosters it's easy to brush off as raw hype, and if you hear it from doomsayers it can lull you into a sense of fatalism. But as the philosopher Natasha Bedingfield told us in 2004, today is where the book begins, the rest is still unwritten. Nothing, for better or worse, is inevitable.But in those various calls another phrase—one you may have heard at your studio—has slipped past more unnoticed: "AI is just a tool. It can be used for good or evil, like any other tool."After all this is a business where we use tools for good or evil, right and wrong, correctly and incorrectly. We debate the effectiveness of Unity, Unreal, or Godot. We agonize over whether to use procedural versus hand-crafted content. We debate and discuss the topic so much that Game Developers Conference has a whole Tools Summit dedicated to craft of making game development software.Viewing generative AI through the neutral lens of tool assessment is natural—and I'll go so far as to say admirable—for our community. It's a method we use to get past hype and bombast, to try and take technology on its own terms and see how it fits our purposes. And as the 2025 GDC State of the Industry report tells us, some developers are adopting generative AI, plenty of them not bought in on the hype but through the act of seeking the right tool for the job.Related:But looking at generative AI as 'just a tool' is a deeply flawed lens. That phrase betrays a quiet cynicism. Because nothing—not generative AI, not a firearm, not even a hammer—is "just a tool."The function of tools is influenced by their formConsider two tools found in many American households: the claw hammer and the handgun.Normally Game Developer restricts itself to the craft of making video games but I promise this is relevant. Guns are another tool where neutralizing rhetoric is deployed to downplay a tool's negative effects. I grew up in a gun-owning house in a gun-owning neighborhood in suburban Maryland. There were probably four handguns sitting in lockboxes across two rooms, a few rifles and shotguns in a vault in the basement, and one questionably legal World War I firearm tucked away in a closet. The NRA's mantra of "guns don't kill people, people kill people" was commonplace. A neighbor of mine laughed when I advocated for stronger regulations on gun ownership on the basis of "guns are meant to kill." "Guns aren't meant to kill," I recall him saying. "Cars can kill people. Does that mean cars are meant for killing?"His point boils down to this: The outcome of the tool's use is not worth considering when discussing regulation, only its potential use. A gun is a tool and the user has control over a tool is used.Cars are already tightly regulated and cost thousands of dollars, making his point moot, so we'll break down the construction of the claw hammer instead. We generally refer to hammers as being used to pound nails into wood, but I mainly use mine for hammering anchors into drywall because I'm a theater kid and was taught in crew to trust screws.In either case, the physical shape of the claw hammer dictates its most common purpose. The handle extends into a metal object that is blunt at one end, and clawed on the other. The design follows the swing of the human arm, transferring kinetic energy generated by the bicep, down the elbow, through the wrist, and into the blunt end.We also know that claw hammers are not useful for every form of transferring this energy. Variations on hammer design like the ball-peen hammer show how this basic purpose needs to be altered for different tasks. The shape and the material changes depending on the purpose. To sell more hammers, companies invest in better materials and affordances like rubber grips to make their use more comfortable.Like a firearm, hammers can be used as weapons. That same transference of force can be used to harm another living being. Video games sometimes place hammers in a players' loadout alongside guns, grenades, and weapons of war.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that.But. The shape of the hammer is not an efficient way to inflict harm. This is supported by data from the FBI Crime Statistics survey, which gathers data filed by police departments that participate in assembling data. "Handgun" is the most common weapon used in homicides, and "knife/cutting instrument" ranks higher than "blunt objects." That's because handguns are an incredibly efficient means of wounding living beings.Let's break down the handgun the way we did the hammer. Handguns are assembled from an assortment of components that transfer the squeeze of a trigger into the strike of a hammer against a firing pin, which strikes the primer of a bullet's cartridge and sends it propelling out of the tube. Though some bullets seen in larger firearms are meant to penetrate metal, a handgun's bullet is envisioned and designed to cut through flesh.Image via Adobe Stock.These constraints make handguns efficient at few other tasks. In a pinch you could use the butt of a handgun as a hammer. I can't find any data about them being used for that purpose. I can only wander onto a construction site and count the number of firearms in toolboxes as a general sample size.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that. Firearm advocates oppose this process through neutralizing language because it's difficult to dispute the correlation between the number of guns versus the number of murders and assaults with guns in a geographic area.Generative AI proponents sometimes regurgitate that language when defending this new technology. Because like the gun lobby, they don't want the purpose of generative AI decided by its outcomes, only its potential.What is that purpose? It may be the death of truth itself.Generative AI is broadly used to deceive through mimicryGenerative AI is a tool for deception.That's not what its biggest backers will tell you. It's broadly pitched as a tool for efficiency. But efficiency is hard to measure and easy to game. Deception is loud and obvious. Students are using it to cheat on papers. Scam calls with AI-generated voices are on the rise. The Department Human Health and Services published a study citing secretary Kennedy's unfounded health views that cites nonexistent studies, likely generated through AI. There was that cadre of YouTubers creating AI-generated fake movie trailers to attract clicks and make money off people who don't follow entertainment use. Apple marketed Apple Intelligence with advertisements showing people deceiving their neighbors, family, and coworkers. Activision Blizzard used generative AI to advertise games that don't exist.Now here's the rub: games—and all of entertainment—are also a form of deception. We use the phrase "magic circle" to describe how we attract players into our worlds. We use camera tricks, rendering technology, and even VO barks to simulate digital worlds. People engage with games, film, TV, books, and especially magic shows because on some level they want to be not just deceived, but lied to. AI has also been sold as technology that will let every player make their own perfect experience tailored for them by generating worlds, visual assets, and audio on the fly. But the best pitches I've heard for AI tend to "hide" the presence of the LLM, only mildly asking the player for prompts in order to accomplish behind-the-scenes computing tasks. These lies can make shared realities, not wholly distinct ones.That is the difference between telling lies to make virtual worlds and and telling lies to shape the real one. Lies in virtual worlds create shared realities. Lies in the real world tear them down.How appropriate that one such "shared reality," the Star Wars show Andor, recently warned us about the price we pay with treating AI as "just a tool." "The loss of an objective reality is perhaps the most dangerous," said the character Mon Mothma in a climactic speech decrying the whitewashing of a carefully executed genocide."When truth leaves us, when we let it slip away, when it is ripped from our hands, we become vulnerable to the appetite of whatever monster screams the loudest."Game Developers Conference and Game Developer are sibling organizations under Informa. #generative #really #039just #tool039
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    Is generative AI really 'just a tool'?
    "AI is inevitable."That's a phrase that's rattled around my head for a month. Not willingly mind you. It's taken up lodging in my grey matter after hearing it in meetings, reading it in emails, and seeing it buffeted back and forth across Bluesky, LinkedIn, and Discord.It's not a convincing phrase. If you hear it from AI boosters it's easy to brush off as raw hype, and if you hear it from doomsayers it can lull you into a sense of fatalism. But as the philosopher Natasha Bedingfield told us in 2004, today is where the book begins, the rest is still unwritten. Nothing, for better or worse, is inevitable.But in those various calls another phrase—one you may have heard at your studio—has slipped past more unnoticed: "AI is just a tool. It can be used for good or evil, like any other tool."After all this is a business where we use tools for good or evil, right and wrong, correctly and incorrectly. We debate the effectiveness of Unity, Unreal, or Godot. We agonize over whether to use procedural versus hand-crafted content. We debate and discuss the topic so much that Game Developers Conference has a whole Tools Summit dedicated to craft of making game development software.Viewing generative AI through the neutral lens of tool assessment is natural—and I'll go so far as to say admirable—for our community. It's a method we use to get past hype and bombast, to try and take technology on its own terms and see how it fits our purposes. And as the 2025 GDC State of the Industry report tells us, some developers are adopting generative AI, plenty of them not bought in on the hype but through the act of seeking the right tool for the job.Related:But looking at generative AI as 'just a tool' is a deeply flawed lens. That phrase betrays a quiet cynicism (one we hear often from opponents of firearm regulation in the United Stats). Because nothing—not generative AI, not a firearm, not even a hammer—is "just a tool."The function of tools is influenced by their formConsider two tools found in many American households: the claw hammer and the handgun.Normally Game Developer restricts itself to the craft of making video games but I promise this is relevant. Guns are another tool where neutralizing rhetoric is deployed to downplay a tool's negative effects. I grew up in a gun-owning house in a gun-owning neighborhood in suburban Maryland. There were probably four handguns sitting in lockboxes across two rooms, a few rifles and shotguns in a vault in the basement, and one questionably legal World War I firearm tucked away in a closet. The NRA's mantra of "guns don't kill people, people kill people" was commonplace. A neighbor of mine laughed when I advocated for stronger regulations on gun ownership on the basis of "guns are meant to kill." "Guns aren't meant to kill," I recall him saying. "Cars can kill people. Does that mean cars are meant for killing?"His point boils down to this: The outcome of the tool's use is not worth considering when discussing regulation, only its potential use. A gun is a tool and the user has control over a tool is used.Cars are already tightly regulated and cost thousands of dollars, making his point moot, so we'll break down the construction of the claw hammer instead. We generally refer to hammers as being used to pound nails into wood, but I mainly use mine for hammering anchors into drywall because I'm a theater kid and was taught in crew to trust screws.In either case, the physical shape of the claw hammer dictates its most common purpose. The handle extends into a metal object that is blunt at one end, and clawed on the other. The design follows the swing of the human arm, transferring kinetic energy generated by the bicep, down the elbow, through the wrist, and into the blunt end.We also know that claw hammers are not useful for every form of transferring this energy. Variations on hammer design like the ball-peen hammer show how this basic purpose needs to be altered for different tasks. The shape and the material changes depending on the purpose. To sell more hammers, companies invest in better materials and affordances like rubber grips to make their use more comfortable.Like a firearm, hammers can be used as weapons. That same transference of force can be used to harm another living being. Video games sometimes place hammers in a players' loadout alongside guns, grenades, and weapons of war.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that.But. The shape of the hammer is not an efficient way to inflict harm. This is supported by data from the FBI Crime Statistics survey, which gathers data filed by police departments that participate in assembling data. "Handgun" is the most common weapon used in homicides, and "knife/cutting instrument" ranks higher than "blunt objects." That's because handguns are an incredibly efficient means of wounding living beings.Let's break down the handgun the way we did the hammer. Handguns are assembled from an assortment of components that transfer the squeeze of a trigger into the strike of a hammer against a firing pin, which strikes the primer of a bullet's cartridge and sends it propelling out of the tube. Though some bullets seen in larger firearms are meant to penetrate metal, a handgun's bullet is envisioned and designed to cut through flesh.Image via Adobe Stock.These constraints make handguns efficient at few other tasks. In a pinch you could use the butt of a handgun as a hammer. I can't find any data about them being used for that purpose. I can only wander onto a construction site and count the number of firearms in toolboxes as a general sample size.Neither the hammer nor the firearm is "just" a tool. They are tools that are optimized for a purpose. We can study that purpose, and cast judgements about a tool's safety, merits, and need to be regulated based on that. Firearm advocates oppose this process through neutralizing language because it's difficult to dispute the correlation between the number of guns versus the number of murders and assaults with guns in a geographic area.Generative AI proponents sometimes regurgitate that language when defending this new technology. Because like the gun lobby, they don't want the purpose of generative AI decided by its outcomes, only its potential.What is that purpose? It may be the death of truth itself.Generative AI is broadly used to deceive through mimicryGenerative AI is a tool for deception.That's not what its biggest backers will tell you. It's broadly pitched as a tool for efficiency. But efficiency is hard to measure and easy to game. Deception is loud and obvious. Students are using it to cheat on papers. Scam calls with AI-generated voices are on the rise. The Department Human Health and Services published a study citing secretary Kennedy's unfounded health views that cites nonexistent studies, likely generated through AI. There was that cadre of YouTubers creating AI-generated fake movie trailers to attract clicks and make money off people who don't follow entertainment use. Apple marketed Apple Intelligence with advertisements showing people deceiving their neighbors, family, and coworkers. Activision Blizzard used generative AI to advertise games that don't exist.Now here's the rub: games—and all of entertainment—are also a form of deception. We use the phrase "magic circle" to describe how we attract players into our worlds. We use camera tricks, rendering technology, and even VO barks to simulate digital worlds. People engage with games, film, TV, books, and especially magic shows because on some level they want to be not just deceived, but lied to. AI has also been sold as technology that will let every player make their own perfect experience tailored for them by generating worlds, visual assets, and audio on the fly. But the best pitches I've heard for AI tend to "hide" the presence of the LLM, only mildly asking the player for prompts in order to accomplish behind-the-scenes computing tasks. These lies can make shared realities, not wholly distinct ones.That is the difference between telling lies to make virtual worlds and and telling lies to shape the real one. Lies in virtual worlds create shared realities. Lies in the real world tear them down.How appropriate that one such "shared reality," the Star Wars show Andor, recently warned us about the price we pay with treating AI as "just a tool." "The loss of an objective reality is perhaps the most dangerous," said the character Mon Mothma in a climactic speech decrying the whitewashing of a carefully executed genocide."When truth leaves us, when we let it slip away, when it is ripped from our hands, we become vulnerable to the appetite of whatever monster screams the loudest."Game Developers Conference and Game Developer are sibling organizations under Informa.
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