• How To Capture And Summon BTs In Death Stranding 2

    Are you eager to capture and summon BTs in Death Stranding 2: On the Beach? Yes, this action is totally possible in the game, and it leads to some of the most exciting battles thus far. We've got all the details you need to help you with this mechanic.How to capture and summon BTs in Death Stranding 2If you want to capture BTs, then you need to progress further into the campaign until you reach Episode 8: Deluge. As you tackle various orders, you'll eventually receive a mission to deliver the Cryptobiote Variants to the Chronobiologist. Completing this task unlocks the Chronobiologist's facility as part of the Chiral Network. What's more, you'll also be able to fabricate a new item known as an EX Capture Grenade. How to craft an EX Capture GrenadeIt's time to capture BTs in Death Stranding 2. First, you need to craft an EX Capture Grenade. Fabricating it costs 120x chiral crystals, 30x resins, and 25x special alloys. The good news is that each crafting process nets you five of these items. Fighting Catcher BTs and capturing themWith the EX Capture Grenade, you should be able to "catch the Catchers," so to speak. Here's what you need to do:Go to any area where BTs spawn. Then, if you see a Gazer or Watcher, let it spot you.When Hunters appear--i.e. not the Golden Hunter variants--let them drag you down into the tar. This will transport you to a nearby area where a Catcher BT emerges.Fight the Catcher BT normally until its health bar is low enough--i.e. red color.When the Catcher BT opens its mouth at this stage, toss an EX Capture Grenade straight into its maw. It will be petrified before turning into dust.All you need to do now is pick up the BT Crystal that it left behind. Summoning BTs during battlesOnce you have your first BT Crystal, you'll have a chance to summon BTs in Death Stranding 2. Here's the gist:You can only summon BTs if you're currently fighting another Catcher.Open your inventory and check the Specials tab. There, you'll see the BT Crystal with the type of monster that you captured.Activating a BT Crystal costs chiral crystals, too, so make sure you have enough.The summoned BT will take on your gargantuan opponent. This creature has its own health bar, and it can stay on the battlefield for up to three minutes only.Your Catcher enemy will consider your summoned creature as a huge threat. It will likely ignore you, so you'll be able to shoot it or toss grenades at it with impunity.Moreover, if your target is at low health and it's a different type of Catcher, you can throw an EX Capture Grenade to add it to your collection.That does it for our guide on how to capture and summon BTs in Death Stranding 2. It's basically like playing Pokemon, except the monsters you're dealing with are nowhere near as cute.Lastly, since we mentioned the Chronobiologist earlier, you might be interested in a couple of NPCs with unlockable rewards. They're none other than the Pizza Chef and the Ghost Hunter.Humanity yearns to be interconnected once more, and it's up to you to deliver the goods. If you need more help, then we've got you covered in our Death Stranding 2 guides hub.
    #how #capture #summon #bts #death
    How To Capture And Summon BTs In Death Stranding 2
    Are you eager to capture and summon BTs in Death Stranding 2: On the Beach? Yes, this action is totally possible in the game, and it leads to some of the most exciting battles thus far. We've got all the details you need to help you with this mechanic.How to capture and summon BTs in Death Stranding 2If you want to capture BTs, then you need to progress further into the campaign until you reach Episode 8: Deluge. As you tackle various orders, you'll eventually receive a mission to deliver the Cryptobiote Variants to the Chronobiologist. Completing this task unlocks the Chronobiologist's facility as part of the Chiral Network. What's more, you'll also be able to fabricate a new item known as an EX Capture Grenade. How to craft an EX Capture GrenadeIt's time to capture BTs in Death Stranding 2. First, you need to craft an EX Capture Grenade. Fabricating it costs 120x chiral crystals, 30x resins, and 25x special alloys. The good news is that each crafting process nets you five of these items. Fighting Catcher BTs and capturing themWith the EX Capture Grenade, you should be able to "catch the Catchers," so to speak. Here's what you need to do:Go to any area where BTs spawn. Then, if you see a Gazer or Watcher, let it spot you.When Hunters appear--i.e. not the Golden Hunter variants--let them drag you down into the tar. This will transport you to a nearby area where a Catcher BT emerges.Fight the Catcher BT normally until its health bar is low enough--i.e. red color.When the Catcher BT opens its mouth at this stage, toss an EX Capture Grenade straight into its maw. It will be petrified before turning into dust.All you need to do now is pick up the BT Crystal that it left behind. Summoning BTs during battlesOnce you have your first BT Crystal, you'll have a chance to summon BTs in Death Stranding 2. Here's the gist:You can only summon BTs if you're currently fighting another Catcher.Open your inventory and check the Specials tab. There, you'll see the BT Crystal with the type of monster that you captured.Activating a BT Crystal costs chiral crystals, too, so make sure you have enough.The summoned BT will take on your gargantuan opponent. This creature has its own health bar, and it can stay on the battlefield for up to three minutes only.Your Catcher enemy will consider your summoned creature as a huge threat. It will likely ignore you, so you'll be able to shoot it or toss grenades at it with impunity.Moreover, if your target is at low health and it's a different type of Catcher, you can throw an EX Capture Grenade to add it to your collection.That does it for our guide on how to capture and summon BTs in Death Stranding 2. It's basically like playing Pokemon, except the monsters you're dealing with are nowhere near as cute.Lastly, since we mentioned the Chronobiologist earlier, you might be interested in a couple of NPCs with unlockable rewards. They're none other than the Pizza Chef and the Ghost Hunter.Humanity yearns to be interconnected once more, and it's up to you to deliver the goods. If you need more help, then we've got you covered in our Death Stranding 2 guides hub. #how #capture #summon #bts #death
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    How To Capture And Summon BTs In Death Stranding 2
    Are you eager to capture and summon BTs in Death Stranding 2: On the Beach? Yes, this action is totally possible in the game, and it leads to some of the most exciting battles thus far. We've got all the details you need to help you with this mechanic.How to capture and summon BTs in Death Stranding 2If you want to capture BTs, then you need to progress further into the campaign until you reach Episode 8: Deluge. As you tackle various orders, you'll eventually receive a mission to deliver the Cryptobiote Variants to the Chronobiologist. Completing this task unlocks the Chronobiologist's facility as part of the Chiral Network. What's more, you'll also be able to fabricate a new item known as an EX Capture Grenade. How to craft an EX Capture GrenadeIt's time to capture BTs in Death Stranding 2. First, you need to craft an EX Capture Grenade. Fabricating it costs 120x chiral crystals, 30x resins, and 25x special alloys. The good news is that each crafting process nets you five of these items. Fighting Catcher BTs and capturing themWith the EX Capture Grenade, you should be able to "catch the Catchers," so to speak. Here's what you need to do:Go to any area where BTs spawn. Then, if you see a Gazer or Watcher, let it spot you.When Hunters appear--i.e. not the Golden Hunter variants--let them drag you down into the tar. This will transport you to a nearby area where a Catcher BT emerges.Fight the Catcher BT normally until its health bar is low enough--i.e. red color.When the Catcher BT opens its mouth at this stage, toss an EX Capture Grenade straight into its maw. It will be petrified before turning into dust.All you need to do now is pick up the BT Crystal that it left behind. Summoning BTs during battlesOnce you have your first BT Crystal, you'll have a chance to summon BTs in Death Stranding 2. Here's the gist:You can only summon BTs if you're currently fighting another Catcher.Open your inventory and check the Specials tab. There, you'll see the BT Crystal with the type of monster that you captured.Activating a BT Crystal costs chiral crystals, too, so make sure you have enough.The summoned BT will take on your gargantuan opponent. This creature has its own health bar, and it can stay on the battlefield for up to three minutes only.Your Catcher enemy will consider your summoned creature as a huge threat. It will likely ignore you, so you'll be able to shoot it or toss grenades at it with impunity.Moreover, if your target is at low health and it's a different type of Catcher, you can throw an EX Capture Grenade to add it to your collection.That does it for our guide on how to capture and summon BTs in Death Stranding 2. It's basically like playing Pokemon, except the monsters you're dealing with are nowhere near as cute.Lastly, since we mentioned the Chronobiologist earlier, you might be interested in a couple of NPCs with unlockable rewards. They're none other than the Pizza Chef and the Ghost Hunter.Humanity yearns to be interconnected once more, and it's up to you to deliver the goods. If you need more help, then we've got you covered in our Death Stranding 2 guides hub.
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  • Backyard Baseball '01 Remaster Brings Back 28 MLB Players From The Original Game

    Shortly after the release of the Backyard Baseball '97 remaster in October 2024, Playground Productions and Mega Cat Studios revealed that Backyard Baseball '01 will be one of the next remastered titles. Now, the game has been set for a release date in early July, and Playground Productions has confirmed that 28 out of 31 MLB players from the original Backyard Baseball '01 will return for the remaster. The announcement didn't specify which of the three MLB players didn't lend their names and younger likenesses to Backyard Baseball '01's remaster. But some of the confirmed returning players include Cal Ripken, Jr., Sammy Sosa, Mark McGwire, Alex Rodriguez, and Derek Jeter.In partnership with Major League Baseball, Backyard Baseball '01 will feature logos from MLB's professional teams in addition to the players representing the league. Like the earlier Backyard sports remasters, Backyard Baseball '01 will recreate the classic gameplay for touch and modern PC controls.Continue Reading at GameSpot
    #backyard #baseball #remaster #brings #back
    Backyard Baseball '01 Remaster Brings Back 28 MLB Players From The Original Game
    Shortly after the release of the Backyard Baseball '97 remaster in October 2024, Playground Productions and Mega Cat Studios revealed that Backyard Baseball '01 will be one of the next remastered titles. Now, the game has been set for a release date in early July, and Playground Productions has confirmed that 28 out of 31 MLB players from the original Backyard Baseball '01 will return for the remaster. The announcement didn't specify which of the three MLB players didn't lend their names and younger likenesses to Backyard Baseball '01's remaster. But some of the confirmed returning players include Cal Ripken, Jr., Sammy Sosa, Mark McGwire, Alex Rodriguez, and Derek Jeter.In partnership with Major League Baseball, Backyard Baseball '01 will feature logos from MLB's professional teams in addition to the players representing the league. Like the earlier Backyard sports remasters, Backyard Baseball '01 will recreate the classic gameplay for touch and modern PC controls.Continue Reading at GameSpot #backyard #baseball #remaster #brings #back
    WWW.GAMESPOT.COM
    Backyard Baseball '01 Remaster Brings Back 28 MLB Players From The Original Game
    Shortly after the release of the Backyard Baseball '97 remaster in October 2024, Playground Productions and Mega Cat Studios revealed that Backyard Baseball '01 will be one of the next remastered titles. Now, the game has been set for a release date in early July, and Playground Productions has confirmed that 28 out of 31 MLB players from the original Backyard Baseball '01 will return for the remaster. The announcement didn't specify which of the three MLB players didn't lend their names and younger likenesses to Backyard Baseball '01's remaster. But some of the confirmed returning players include Cal Ripken, Jr., Sammy Sosa, Mark McGwire, Alex Rodriguez, and Derek Jeter.In partnership with Major League Baseball, Backyard Baseball '01 will feature logos from MLB's professional teams in addition to the players representing the league. Like the earlier Backyard sports remasters, Backyard Baseball '01 will recreate the classic gameplay for touch and modern PC controls.Continue Reading at GameSpot
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  • Assassin's Creed Voice Actor Hints At A Potential Black Flag Remake

    Rumors about a remake of Assassin's Creed 4: Black Flag have been circulating since 2023, but they're picking up momentum in 2025. Ubisoft has yet to officially announce Black Flag's return to modern consoles and PC, but voice actor Matt Ryan recently hinted that a remake is on the way.On social media, an X user going by @TheRealZephryss shared a video from @SuperDropKick17 that features Ryan signing autographs at a convention. Ryan--who voiced Black Flag's leading character, Edward Kenway--was asked if he had beaten the game and he affirmed that he had. Ryan then noted that he may need to beat the game again. "There's a reason I say that, but I can't say anything," added Ryan.Edward Kenway's voice actor, Matt Ryan, said this during a fan interaction. It looks like he hinted at the Assassin's Creed Black Flag Remake. Quote:“Have you beat the game?… well you may have to beat it again”And “There’s a reason I say that but I can’t say… pic.twitter.com/n3PwF8Q7Ri — ZephryssJune 29, 2025 Earlier this month, a report put the spotlight on a live-stream from Pure Arts--the company behind PVC statues of Assassin's Creed characters--that addressed Edward's absence from the statue line. The hosts appeared to be confused about whether a Black Flag remake was announced, but went on to say that "there’s going to be something going on with Edward, and our PVC ⅛ scale statue will reflect that accordingly."Continue Reading at GameSpot
    #assassin039s #creed #voice #actor #hints
    Assassin's Creed Voice Actor Hints At A Potential Black Flag Remake
    Rumors about a remake of Assassin's Creed 4: Black Flag have been circulating since 2023, but they're picking up momentum in 2025. Ubisoft has yet to officially announce Black Flag's return to modern consoles and PC, but voice actor Matt Ryan recently hinted that a remake is on the way.On social media, an X user going by @TheRealZephryss shared a video from @SuperDropKick17 that features Ryan signing autographs at a convention. Ryan--who voiced Black Flag's leading character, Edward Kenway--was asked if he had beaten the game and he affirmed that he had. Ryan then noted that he may need to beat the game again. "There's a reason I say that, but I can't say anything," added Ryan.Edward Kenway's voice actor, Matt Ryan, said this during a fan interaction. It looks like he hinted at the Assassin's Creed Black Flag Remake. 🔥🟢 Quote:“Have you beat the game?… well you may have to beat it again”And “There’s a reason I say that but I can’t say… pic.twitter.com/n3PwF8Q7Ri — Zephryss⛩️June 29, 2025 Earlier this month, a report put the spotlight on a live-stream from Pure Arts--the company behind PVC statues of Assassin's Creed characters--that addressed Edward's absence from the statue line. The hosts appeared to be confused about whether a Black Flag remake was announced, but went on to say that "there’s going to be something going on with Edward, and our PVC ⅛ scale statue will reflect that accordingly."Continue Reading at GameSpot #assassin039s #creed #voice #actor #hints
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    Assassin's Creed Voice Actor Hints At A Potential Black Flag Remake
    Rumors about a remake of Assassin's Creed 4: Black Flag have been circulating since 2023, but they're picking up momentum in 2025. Ubisoft has yet to officially announce Black Flag's return to modern consoles and PC, but voice actor Matt Ryan recently hinted that a remake is on the way.On social media, an X user going by @TheRealZephryss shared a video from @SuperDropKick17 that features Ryan signing autographs at a convention. Ryan--who voiced Black Flag's leading character, Edward Kenway--was asked if he had beaten the game and he affirmed that he had. Ryan then noted that he may need to beat the game again. "There's a reason I say that, but I can't say anything," added Ryan.Edward Kenway's voice actor, Matt Ryan, said this during a fan interaction. It looks like he hinted at the Assassin's Creed Black Flag Remake. 🔥🟢 Quote:“Have you beat the game?… well you may have to beat it again”And “There’s a reason I say that but I can’t say… pic.twitter.com/n3PwF8Q7Ri — Zephryss⛩️ (@TheRealZephryss) June 29, 2025 Earlier this month, a report put the spotlight on a live-stream from Pure Arts--the company behind PVC statues of Assassin's Creed characters--that addressed Edward's absence from the statue line. The hosts appeared to be confused about whether a Black Flag remake was announced, but went on to say that "there’s going to be something going on with Edward, and our PVC ⅛ scale statue will reflect that accordingly."Continue Reading at GameSpot
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  • Resident Evil Requiem Was Almost A Different Game Entirely, Until Capcom Realized "Fans Didn't Want It"

    Earlier this week, Capcom shared a new preview for Resident Evil Requiem, the ninth game in the long-running franchise. According to Capcom, Requiem is already on 1 million wish lists across PSN and Steam. But would the number have been that high if Capcom went through with its original plans to make Requiem an online game?Resident Evil Requiem director Koshi Nakanishi shared an online developer diary on Capcom's official siteand revealed that the game was originally developed as an online title. Nakanishi added that the team came up with "interesting concepts" for the game, but ultimately abandoned their online plans when the team realized that RE fans didn't want it. Instead, Requiem was re-envisioned as a single-player game like its eight predecessors.Considering the origins of Requiem as an online title, that may explain why it features Grace Ashcroft, the daughter of Alyssa Ashcroft from the franchise's first multiplayer game, Resident Evil Outbreak. The story is also picking up the narrative threads from the first three RE games by returning to Raccoon City 30 years after it was bombed to end the zombie infestation. Continue Reading at GameSpot
    #resident #evil #requiem #was #almost
    Resident Evil Requiem Was Almost A Different Game Entirely, Until Capcom Realized "Fans Didn't Want It"
    Earlier this week, Capcom shared a new preview for Resident Evil Requiem, the ninth game in the long-running franchise. According to Capcom, Requiem is already on 1 million wish lists across PSN and Steam. But would the number have been that high if Capcom went through with its original plans to make Requiem an online game?Resident Evil Requiem director Koshi Nakanishi shared an online developer diary on Capcom's official siteand revealed that the game was originally developed as an online title. Nakanishi added that the team came up with "interesting concepts" for the game, but ultimately abandoned their online plans when the team realized that RE fans didn't want it. Instead, Requiem was re-envisioned as a single-player game like its eight predecessors.Considering the origins of Requiem as an online title, that may explain why it features Grace Ashcroft, the daughter of Alyssa Ashcroft from the franchise's first multiplayer game, Resident Evil Outbreak. The story is also picking up the narrative threads from the first three RE games by returning to Raccoon City 30 years after it was bombed to end the zombie infestation. Continue Reading at GameSpot #resident #evil #requiem #was #almost
    WWW.GAMESPOT.COM
    Resident Evil Requiem Was Almost A Different Game Entirely, Until Capcom Realized "Fans Didn't Want It"
    Earlier this week, Capcom shared a new preview for Resident Evil Requiem, the ninth game in the long-running franchise. According to Capcom, Requiem is already on 1 million wish lists across PSN and Steam. But would the number have been that high if Capcom went through with its original plans to make Requiem an online game?Resident Evil Requiem director Koshi Nakanishi shared an online developer diary on Capcom's official site (via VGC) and revealed that the game was originally developed as an online title. Nakanishi added that the team came up with "interesting concepts" for the game, but ultimately abandoned their online plans when the team realized that RE fans didn't want it. Instead, Requiem was re-envisioned as a single-player game like its eight predecessors.Considering the origins of Requiem as an online title, that may explain why it features Grace Ashcroft, the daughter of Alyssa Ashcroft from the franchise's first multiplayer game, Resident Evil Outbreak. The story is also picking up the narrative threads from the first three RE games by returning to Raccoon City 30 years after it was bombed to end the zombie infestation. Continue Reading at GameSpot
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  • A New Last Airbender Bestiary Art Book Launching September 23

    Beasts of the Four Nations: Creatures from Avatar: The Last Airbender and The Legend of Korra| Releases September 23 Preorder Beasts of the Four Nations: Creatures from Avatar: The Last Airbender and The Legend of Korra| Releases September 23 Preorder Earlier this year, Nickelodeon announced Avatar is coming back with a new animated series called Avatar: Seven Havens, and there's a new Avatar: The Last Airbender live-action movie on the way, too, making now a good time to brush up on the lore and rich worldbuilding the franchise is known for. One way to do that is with the upcoming Beasts of the Four Nations, a 128-page hardcover bestiary offering in-universe lore and behind-the-scenes details on the wildlife and mythical creatures of both animated series. You can preorder the standard edition foror secure a copy of the Deluxe Edition that includes exclusive cover art and a lithograph print. Preorders for both editions are available , and both ship September 23. Beasts of the Four Nations: Creatures from Avatar: The Last Airbender and The Legend of Korra| Releases September 23 Written by John O'Bryan, Beasts of the Four Nations includes illustrations and information on the many fantastical beasts of The Last Airbender's world. Everything from the Air Nomads’ flying bison to Kyoshi Island’s elephant koi and the Earth Kingdom’s singing groundhogs are detailed in the book, along with commentary by Avatar and Legend of Korra creators Bryan Konietzko and Michael Dante DiMartino. The standard edition launches September 23 and is available to preorder for. A Deluxe Edition will also launch on the same day that includes a few extras, which we've detailed below. Preorder Beasts of the Four Nations: Creatures from Avatar: The Last Airbender and The Legend of Korra| Releases September 23 The Beasts of the Four Nations Deluxe Edition contains all the contents of the standard edition, but features a few notable upgrades like foil highlights on the cover art and a protective slipcase. The book also comes with an exclusive lithograph print depicting Cai, the cabbage merchant who appears throughout the Avatar series, and his cart pulled by two ostrich horses. You can preorder the Beasts of the Four Nations Deluxe Edition for . Preorder Beasts of the Four Nations Deluxe EditionIf you want to explore more of the Avatar franchise’s visual history, you're in luck, as several more official Avatar: The Last Airbender and The Legend of Korra art books are available, and some are even discounted. There's a giant Avatar: The Last Airbender - The Art of the Animated Series art book that covers all four seasons of the show. It's packed with concept art, design, and production materials, ranging from the very first sketch through to the series finale.The Legend of Korra has a multi-volume art book series available as well Each volume focuses on a specific season of the show and features creator commentaries and exclusive artwork. Standard and Deluxe Editions are available for each volume. The Deluxe Editions include slipcases, lithographs, new covers, and bonus sketches by the show’s creators.Continue Reading at GameSpot
    #new #last #airbender #bestiary #art
    A New Last Airbender Bestiary Art Book Launching September 23
    Beasts of the Four Nations: Creatures from Avatar: The Last Airbender and The Legend of Korra| Releases September 23 Preorder Beasts of the Four Nations: Creatures from Avatar: The Last Airbender and The Legend of Korra| Releases September 23 Preorder Earlier this year, Nickelodeon announced Avatar is coming back with a new animated series called Avatar: Seven Havens, and there's a new Avatar: The Last Airbender live-action movie on the way, too, making now a good time to brush up on the lore and rich worldbuilding the franchise is known for. One way to do that is with the upcoming Beasts of the Four Nations, a 128-page hardcover bestiary offering in-universe lore and behind-the-scenes details on the wildlife and mythical creatures of both animated series. You can preorder the standard edition foror secure a copy of the Deluxe Edition that includes exclusive cover art and a lithograph print. Preorders for both editions are available , and both ship September 23. Beasts of the Four Nations: Creatures from Avatar: The Last Airbender and The Legend of Korra| Releases September 23 Written by John O'Bryan, Beasts of the Four Nations includes illustrations and information on the many fantastical beasts of The Last Airbender's world. Everything from the Air Nomads’ flying bison to Kyoshi Island’s elephant koi and the Earth Kingdom’s singing groundhogs are detailed in the book, along with commentary by Avatar and Legend of Korra creators Bryan Konietzko and Michael Dante DiMartino. The standard edition launches September 23 and is available to preorder for. A Deluxe Edition will also launch on the same day that includes a few extras, which we've detailed below. Preorder Beasts of the Four Nations: Creatures from Avatar: The Last Airbender and The Legend of Korra| Releases September 23 The Beasts of the Four Nations Deluxe Edition contains all the contents of the standard edition, but features a few notable upgrades like foil highlights on the cover art and a protective slipcase. The book also comes with an exclusive lithograph print depicting Cai, the cabbage merchant who appears throughout the Avatar series, and his cart pulled by two ostrich horses. You can preorder the Beasts of the Four Nations Deluxe Edition for . Preorder Beasts of the Four Nations Deluxe EditionIf you want to explore more of the Avatar franchise’s visual history, you're in luck, as several more official Avatar: The Last Airbender and The Legend of Korra art books are available, and some are even discounted. There's a giant Avatar: The Last Airbender - The Art of the Animated Series art book that covers all four seasons of the show. It's packed with concept art, design, and production materials, ranging from the very first sketch through to the series finale.The Legend of Korra has a multi-volume art book series available as well Each volume focuses on a specific season of the show and features creator commentaries and exclusive artwork. Standard and Deluxe Editions are available for each volume. The Deluxe Editions include slipcases, lithographs, new covers, and bonus sketches by the show’s creators.Continue Reading at GameSpot #new #last #airbender #bestiary #art
    WWW.GAMESPOT.COM
    A New Last Airbender Bestiary Art Book Launching September 23
    Beasts of the Four Nations: Creatures from Avatar: The Last Airbender and The Legend of Korra $37.19 (was $40) | Releases September 23 Preorder at Amazon Beasts of the Four Nations: Creatures from Avatar: The Last Airbender and The Legend of Korra (Deluxe Edition) $80 | Releases September 23 Preorder at Amazon Earlier this year, Nickelodeon announced Avatar is coming back with a new animated series called Avatar: Seven Havens, and there's a new Avatar: The Last Airbender live-action movie on the way, too, making now a good time to brush up on the lore and rich worldbuilding the franchise is known for. One way to do that is with the upcoming Beasts of the Four Nations, a 128-page hardcover bestiary offering in-universe lore and behind-the-scenes details on the wildlife and mythical creatures of both animated series. You can preorder the standard edition for $37.19 (down from $40) or secure a copy of the $80 Deluxe Edition that includes exclusive cover art and a lithograph print. Preorders for both editions are available at Amazon, and both ship September 23. Beasts of the Four Nations: Creatures from Avatar: The Last Airbender and The Legend of Korra $37.19 (was $40) | Releases September 23 Written by John O'Bryan, Beasts of the Four Nations includes illustrations and information on the many fantastical beasts of The Last Airbender's world. Everything from the Air Nomads’ flying bison to Kyoshi Island’s elephant koi and the Earth Kingdom’s singing groundhogs are detailed in the book, along with commentary by Avatar and Legend of Korra creators Bryan Konietzko and Michael Dante DiMartino. The standard edition launches September 23 and is available to preorder for $37.19 (down from $40) at Amazon. A Deluxe Edition will also launch on the same day that includes a few extras, which we've detailed below. Preorder at Amazon Beasts of the Four Nations: Creatures from Avatar: The Last Airbender and The Legend of Korra (Deluxe Edition) $80 | Releases September 23 The Beasts of the Four Nations Deluxe Edition contains all the contents of the standard edition, but features a few notable upgrades like foil highlights on the cover art and a protective slipcase. The book also comes with an exclusive lithograph print depicting Cai, the cabbage merchant who appears throughout the Avatar series, and his cart pulled by two ostrich horses. You can preorder the Beasts of the Four Nations Deluxe Edition for $80 at Amazon. Preorder at Amazon Beasts of the Four Nations Deluxe EditionIf you want to explore more of the Avatar franchise’s visual history, you're in luck, as several more official Avatar: The Last Airbender and The Legend of Korra art books are available, and some are even discounted. There's a giant Avatar: The Last Airbender - The Art of the Animated Series art book that covers all four seasons of the show. It's packed with concept art, design, and production materials, ranging from the very first sketch through to the series finale.The Legend of Korra has a multi-volume art book series available as well Each volume focuses on a specific season of the show and features creator commentaries and exclusive artwork. Standard and Deluxe Editions are available for each volume. The Deluxe Editions include slipcases, lithographs, new covers, and bonus sketches by the show’s creators.Continue Reading at GameSpot
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  • Street Fighter 6 Reveals More About Next DLC Character

    Capcom has just released new information about Sagat, the towering Muay Thai master who will be Street Fighter 6’s next DLC combatant. Since its initial launch back in June 2023, Street Fighter 6has been expanding its roster with a mix of returning World Warriors and special guest characters, with the most recent DLC addition being the Capoeira battler Elena earlier this month.
    #street #fighter #reveals #more #about
    Street Fighter 6 Reveals More About Next DLC Character
    Capcom has just released new information about Sagat, the towering Muay Thai master who will be Street Fighter 6’s next DLC combatant. Since its initial launch back in June 2023, Street Fighter 6has been expanding its roster with a mix of returning World Warriors and special guest characters, with the most recent DLC addition being the Capoeira battler Elena earlier this month. #street #fighter #reveals #more #about
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    Street Fighter 6 Reveals More About Next DLC Character
    Capcom has just released new information about Sagat, the towering Muay Thai master who will be Street Fighter 6’s next DLC combatant. Since its initial launch back in June 2023, Street Fighter 6has been expanding its roster with a mix of returning World Warriors and special guest characters, with the most recent DLC addition being the Capoeira battler Elena earlier this month.
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  • Jurassic World Evolution 3 Devs Remove AI-Generated Art After Fans Yell At Them A Lot

    When Jurassic World Evolution 3 was announced earlier this month, many fans were disappointed to learn that Frontier Developments was planning to include AI-generated artwork in the park sim. Now, after some “feedback” from fans, the studio is backing down and removing the AI slop. Read more...
    Jurassic World Evolution 3 Devs Remove AI-Generated Art After Fans Yell At Them A Lot When Jurassic World Evolution 3 was announced earlier this month, many fans were disappointed to learn that Frontier Developments was planning to include AI-generated artwork in the park sim. Now, after some “feedback” from fans, the studio is backing down and removing the AI slop. Read more...
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    Jurassic World Evolution 3 Devs Remove AI-Generated Art After Fans Yell At Them A Lot
    When Jurassic World Evolution 3 was announced earlier this month, many fans were disappointed to learn that Frontier Developments was planning to include AI-generated artwork in the park sim. Now, after some “feedback” from fans, the studio is backin
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  • NVIDIA and Partners Highlight Next-Generation Robotics, Automation and AI Technologies at Automatica

    From the heart of Germany’s automotive sector to manufacturing hubs across France and Italy, Europe is embracing industrial AI and advanced AI-powered robotics to address labor shortages, boost productivity and fuel sustainable economic growth.
    Robotics companies are developing humanoid robots and collaborative systems that integrate AI into real-world manufacturing applications. Supported by a billion investment initiative and coordinated efforts from the European Commission, Europe is positioning itself at the forefront of the next wave of industrial automation, powered by AI.
    This momentum is on full display at Automatica — Europe’s premier conference on advancements in robotics, machine vision and intelligent manufacturing — taking place this week in Munich, Germany.
    NVIDIA and its ecosystem of partners and customers are showcasing next-generation robots, automation and AI technologies designed to accelerate the continent’s leadership in smart manufacturing and logistics.
    NVIDIA Technologies Boost Robotics Development 
    Central to advancing robotics development is Europe’s first industrial AI cloud, announced at NVIDIA GTC Paris at VivaTech earlier this month. The Germany-based AI factory, featuring 10,000 NVIDIA GPUs, provides European manufacturers with secure, sovereign and centralized AI infrastructure for industrial workloads. It will support applications ranging from design and engineering to factory digital twins and robotics.
    To help accelerate humanoid development, NVIDIA released NVIDIA Isaac GR00T N1.5 — an open foundation model for humanoid robot reasoning and skills. This update enhances the model’s adaptability and ability to follow instructions, significantly improving its performance in material handling and manufacturing tasks.
    To help post-train GR00T N1.5, NVIDIA has also released the Isaac GR00T-Dreams blueprint — a reference workflow for generating vast amounts of synthetic trajectory data from a small number of human demonstrations — enabling robots to generalize across behaviors and adapt to new environments with minimal human demonstration data.
    In addition, early developer previews of NVIDIA Isaac Sim 5.0 and Isaac Lab 2.2 — open-source robot simulation and learning frameworks optimized for NVIDIA RTX PRO 6000 workstations — are now available on GitHub.
    Image courtesy of Wandelbots.
    Robotics Leaders Tap NVIDIA Simulation Technology to Develop and Deploy Humanoids and More 
    Robotics developers and solutions providers across the globe are integrating NVIDIA’s three computers to train, simulate and deploy robots.
    NEURA Robotics, a German robotics company and pioneer for cognitive robots, unveiled the third generation of its humanoid, 4NE1, designed to assist humans in domestic and professional environments through advanced cognitive capabilities and humanlike interaction. 4NE1 is powered by GR00T N1 and was trained in Isaac Sim and Isaac Lab before real-world deployment.
    NEURA Robotics is also presenting Neuraverse, a digital twin and interconnected ecosystem for robot training, skills and applications, fully compatible with NVIDIA Omniverse technologies.
    Delta Electronics, a global leader in power management and smart green solutions, is debuting two next-generation collaborative robots: D-Bot Mar and D-Bot 2 in 1 — both trained using Omniverse and Isaac Sim technologies and libraries. These cobots are engineered to transform intralogistics and optimize production flows.
    Wandelbots, the creator of the Wandelbots NOVA software platform for industrial robotics, is partnering with SoftServe, a global IT consulting and digital services provider, to scale simulation-first automating using NVIDIA Isaac Sim, enabling virtual validation and real-world deployment with maximum impact.
    Cyngn, a pioneer in autonomous mobile robotics, is integrating its DriveMod technology into Isaac Sim to enable large-scale, high fidelity virtual testing of advanced autonomous operation. Purpose-built for industrial applications, DriveMod is already deployed on vehicles such as the Motrec MT-160 Tugger and BYD Forklift, delivering sophisticated automation to material handling operations.
    Doosan Robotics, a company specializing in AI robotic solutions, will showcase its “sim to real” solution, using NVIDIA Isaac Sim and cuRobo. Doosan will be showcasing how to seamlessly transfer tasks from simulation to real robots across a wide range of applications — from manufacturing to service industries.
    Franka Robotics has integrated Isaac GR00T N1.5 into a dual-arm Franka Research 3robot for robotic control. The integration of GR00T N1.5 allows the system to interpret visual input, understand task context and autonomously perform complex manipulation — without the need for task-specific programming or hardcoded logic.
    Image courtesy of Franka Robotics.
    Hexagon, the global leader in measurement technologies, launched its new humanoid, dubbed AEON. With its unique locomotion system and multimodal sensor fusion, and powered by NVIDIA’s three-computer solution, AEON is engineered to perform a wide range of industrial applications, from manipulation and asset inspection to reality capture and operator support.
    Intrinsic, a software and AI robotics company, is integrating Intrinsic Flowstate with  Omniverse and OpenUSD for advanced visualization and digital twins that can be used in many industrial use cases. The company is also using NVIDIA foundation models to enhance robot capabilities like grasp planning through AI and simulation technologies.
    SCHUNK, a global leader in gripping systems and automation technology, is showcasing its innovative grasping kit powered by the NVIDIA Jetson AGX Orin module. The kit intelligently detects objects and calculates optimal grasping points. Schunk is also demonstrating seamless simulation-to-reality transfer using IGS Virtuous software — built on Omniverse technologies — to control a real robot through simulation in a pick-and-place scenario.
    Universal Robots is showcasing UR15, its fastest cobot yet. Powered by the UR AI Accelerator — developed with NVIDIA and running on Jetson AGX Orin using CUDA-accelerated Isaac libraries — UR15 helps set a new standard for industrial automation.

    Vention, a full-stack software and hardware automation company, launched its Machine Motion AI, built on CUDA-accelerated Isaac libraries and powered by Jetson. Vention is also expanding its lineup of robotic offerings by adding the FR3 robot from Franka Robotics to its ecosystem, enhancing its solutions for academic and research applications.
    Image courtesy of Vention.
    Learn more about the latest robotics advancements by joining NVIDIA at Automatica, running through Friday, June 27. 
    #nvidia #partners #highlight #nextgeneration #robotics
    NVIDIA and Partners Highlight Next-Generation Robotics, Automation and AI Technologies at Automatica
    From the heart of Germany’s automotive sector to manufacturing hubs across France and Italy, Europe is embracing industrial AI and advanced AI-powered robotics to address labor shortages, boost productivity and fuel sustainable economic growth. Robotics companies are developing humanoid robots and collaborative systems that integrate AI into real-world manufacturing applications. Supported by a billion investment initiative and coordinated efforts from the European Commission, Europe is positioning itself at the forefront of the next wave of industrial automation, powered by AI. This momentum is on full display at Automatica — Europe’s premier conference on advancements in robotics, machine vision and intelligent manufacturing — taking place this week in Munich, Germany. NVIDIA and its ecosystem of partners and customers are showcasing next-generation robots, automation and AI technologies designed to accelerate the continent’s leadership in smart manufacturing and logistics. NVIDIA Technologies Boost Robotics Development  Central to advancing robotics development is Europe’s first industrial AI cloud, announced at NVIDIA GTC Paris at VivaTech earlier this month. The Germany-based AI factory, featuring 10,000 NVIDIA GPUs, provides European manufacturers with secure, sovereign and centralized AI infrastructure for industrial workloads. It will support applications ranging from design and engineering to factory digital twins and robotics. To help accelerate humanoid development, NVIDIA released NVIDIA Isaac GR00T N1.5 — an open foundation model for humanoid robot reasoning and skills. This update enhances the model’s adaptability and ability to follow instructions, significantly improving its performance in material handling and manufacturing tasks. To help post-train GR00T N1.5, NVIDIA has also released the Isaac GR00T-Dreams blueprint — a reference workflow for generating vast amounts of synthetic trajectory data from a small number of human demonstrations — enabling robots to generalize across behaviors and adapt to new environments with minimal human demonstration data. In addition, early developer previews of NVIDIA Isaac Sim 5.0 and Isaac Lab 2.2 — open-source robot simulation and learning frameworks optimized for NVIDIA RTX PRO 6000 workstations — are now available on GitHub. Image courtesy of Wandelbots. Robotics Leaders Tap NVIDIA Simulation Technology to Develop and Deploy Humanoids and More  Robotics developers and solutions providers across the globe are integrating NVIDIA’s three computers to train, simulate and deploy robots. NEURA Robotics, a German robotics company and pioneer for cognitive robots, unveiled the third generation of its humanoid, 4NE1, designed to assist humans in domestic and professional environments through advanced cognitive capabilities and humanlike interaction. 4NE1 is powered by GR00T N1 and was trained in Isaac Sim and Isaac Lab before real-world deployment. NEURA Robotics is also presenting Neuraverse, a digital twin and interconnected ecosystem for robot training, skills and applications, fully compatible with NVIDIA Omniverse technologies. Delta Electronics, a global leader in power management and smart green solutions, is debuting two next-generation collaborative robots: D-Bot Mar and D-Bot 2 in 1 — both trained using Omniverse and Isaac Sim technologies and libraries. These cobots are engineered to transform intralogistics and optimize production flows. Wandelbots, the creator of the Wandelbots NOVA software platform for industrial robotics, is partnering with SoftServe, a global IT consulting and digital services provider, to scale simulation-first automating using NVIDIA Isaac Sim, enabling virtual validation and real-world deployment with maximum impact. Cyngn, a pioneer in autonomous mobile robotics, is integrating its DriveMod technology into Isaac Sim to enable large-scale, high fidelity virtual testing of advanced autonomous operation. Purpose-built for industrial applications, DriveMod is already deployed on vehicles such as the Motrec MT-160 Tugger and BYD Forklift, delivering sophisticated automation to material handling operations. Doosan Robotics, a company specializing in AI robotic solutions, will showcase its “sim to real” solution, using NVIDIA Isaac Sim and cuRobo. Doosan will be showcasing how to seamlessly transfer tasks from simulation to real robots across a wide range of applications — from manufacturing to service industries. Franka Robotics has integrated Isaac GR00T N1.5 into a dual-arm Franka Research 3robot for robotic control. The integration of GR00T N1.5 allows the system to interpret visual input, understand task context and autonomously perform complex manipulation — without the need for task-specific programming or hardcoded logic. Image courtesy of Franka Robotics. Hexagon, the global leader in measurement technologies, launched its new humanoid, dubbed AEON. With its unique locomotion system and multimodal sensor fusion, and powered by NVIDIA’s three-computer solution, AEON is engineered to perform a wide range of industrial applications, from manipulation and asset inspection to reality capture and operator support. Intrinsic, a software and AI robotics company, is integrating Intrinsic Flowstate with  Omniverse and OpenUSD for advanced visualization and digital twins that can be used in many industrial use cases. The company is also using NVIDIA foundation models to enhance robot capabilities like grasp planning through AI and simulation technologies. SCHUNK, a global leader in gripping systems and automation technology, is showcasing its innovative grasping kit powered by the NVIDIA Jetson AGX Orin module. The kit intelligently detects objects and calculates optimal grasping points. Schunk is also demonstrating seamless simulation-to-reality transfer using IGS Virtuous software — built on Omniverse technologies — to control a real robot through simulation in a pick-and-place scenario. Universal Robots is showcasing UR15, its fastest cobot yet. Powered by the UR AI Accelerator — developed with NVIDIA and running on Jetson AGX Orin using CUDA-accelerated Isaac libraries — UR15 helps set a new standard for industrial automation. Vention, a full-stack software and hardware automation company, launched its Machine Motion AI, built on CUDA-accelerated Isaac libraries and powered by Jetson. Vention is also expanding its lineup of robotic offerings by adding the FR3 robot from Franka Robotics to its ecosystem, enhancing its solutions for academic and research applications. Image courtesy of Vention. Learn more about the latest robotics advancements by joining NVIDIA at Automatica, running through Friday, June 27.  #nvidia #partners #highlight #nextgeneration #robotics
    BLOGS.NVIDIA.COM
    NVIDIA and Partners Highlight Next-Generation Robotics, Automation and AI Technologies at Automatica
    From the heart of Germany’s automotive sector to manufacturing hubs across France and Italy, Europe is embracing industrial AI and advanced AI-powered robotics to address labor shortages, boost productivity and fuel sustainable economic growth. Robotics companies are developing humanoid robots and collaborative systems that integrate AI into real-world manufacturing applications. Supported by a $200 billion investment initiative and coordinated efforts from the European Commission, Europe is positioning itself at the forefront of the next wave of industrial automation, powered by AI. This momentum is on full display at Automatica — Europe’s premier conference on advancements in robotics, machine vision and intelligent manufacturing — taking place this week in Munich, Germany. NVIDIA and its ecosystem of partners and customers are showcasing next-generation robots, automation and AI technologies designed to accelerate the continent’s leadership in smart manufacturing and logistics. NVIDIA Technologies Boost Robotics Development  Central to advancing robotics development is Europe’s first industrial AI cloud, announced at NVIDIA GTC Paris at VivaTech earlier this month. The Germany-based AI factory, featuring 10,000 NVIDIA GPUs, provides European manufacturers with secure, sovereign and centralized AI infrastructure for industrial workloads. It will support applications ranging from design and engineering to factory digital twins and robotics. To help accelerate humanoid development, NVIDIA released NVIDIA Isaac GR00T N1.5 — an open foundation model for humanoid robot reasoning and skills. This update enhances the model’s adaptability and ability to follow instructions, significantly improving its performance in material handling and manufacturing tasks. To help post-train GR00T N1.5, NVIDIA has also released the Isaac GR00T-Dreams blueprint — a reference workflow for generating vast amounts of synthetic trajectory data from a small number of human demonstrations — enabling robots to generalize across behaviors and adapt to new environments with minimal human demonstration data. In addition, early developer previews of NVIDIA Isaac Sim 5.0 and Isaac Lab 2.2 — open-source robot simulation and learning frameworks optimized for NVIDIA RTX PRO 6000 workstations — are now available on GitHub. Image courtesy of Wandelbots. Robotics Leaders Tap NVIDIA Simulation Technology to Develop and Deploy Humanoids and More  Robotics developers and solutions providers across the globe are integrating NVIDIA’s three computers to train, simulate and deploy robots. NEURA Robotics, a German robotics company and pioneer for cognitive robots, unveiled the third generation of its humanoid, 4NE1, designed to assist humans in domestic and professional environments through advanced cognitive capabilities and humanlike interaction. 4NE1 is powered by GR00T N1 and was trained in Isaac Sim and Isaac Lab before real-world deployment. NEURA Robotics is also presenting Neuraverse, a digital twin and interconnected ecosystem for robot training, skills and applications, fully compatible with NVIDIA Omniverse technologies. Delta Electronics, a global leader in power management and smart green solutions, is debuting two next-generation collaborative robots: D-Bot Mar and D-Bot 2 in 1 — both trained using Omniverse and Isaac Sim technologies and libraries. These cobots are engineered to transform intralogistics and optimize production flows. Wandelbots, the creator of the Wandelbots NOVA software platform for industrial robotics, is partnering with SoftServe, a global IT consulting and digital services provider, to scale simulation-first automating using NVIDIA Isaac Sim, enabling virtual validation and real-world deployment with maximum impact. Cyngn, a pioneer in autonomous mobile robotics, is integrating its DriveMod technology into Isaac Sim to enable large-scale, high fidelity virtual testing of advanced autonomous operation. Purpose-built for industrial applications, DriveMod is already deployed on vehicles such as the Motrec MT-160 Tugger and BYD Forklift, delivering sophisticated automation to material handling operations. Doosan Robotics, a company specializing in AI robotic solutions, will showcase its “sim to real” solution, using NVIDIA Isaac Sim and cuRobo. Doosan will be showcasing how to seamlessly transfer tasks from simulation to real robots across a wide range of applications — from manufacturing to service industries. Franka Robotics has integrated Isaac GR00T N1.5 into a dual-arm Franka Research 3 (FR3) robot for robotic control. The integration of GR00T N1.5 allows the system to interpret visual input, understand task context and autonomously perform complex manipulation — without the need for task-specific programming or hardcoded logic. Image courtesy of Franka Robotics. Hexagon, the global leader in measurement technologies, launched its new humanoid, dubbed AEON. With its unique locomotion system and multimodal sensor fusion, and powered by NVIDIA’s three-computer solution, AEON is engineered to perform a wide range of industrial applications, from manipulation and asset inspection to reality capture and operator support. Intrinsic, a software and AI robotics company, is integrating Intrinsic Flowstate with  Omniverse and OpenUSD for advanced visualization and digital twins that can be used in many industrial use cases. The company is also using NVIDIA foundation models to enhance robot capabilities like grasp planning through AI and simulation technologies. SCHUNK, a global leader in gripping systems and automation technology, is showcasing its innovative grasping kit powered by the NVIDIA Jetson AGX Orin module. The kit intelligently detects objects and calculates optimal grasping points. Schunk is also demonstrating seamless simulation-to-reality transfer using IGS Virtuous software — built on Omniverse technologies — to control a real robot through simulation in a pick-and-place scenario. Universal Robots is showcasing UR15, its fastest cobot yet. Powered by the UR AI Accelerator — developed with NVIDIA and running on Jetson AGX Orin using CUDA-accelerated Isaac libraries — UR15 helps set a new standard for industrial automation. Vention, a full-stack software and hardware automation company, launched its Machine Motion AI, built on CUDA-accelerated Isaac libraries and powered by Jetson. Vention is also expanding its lineup of robotic offerings by adding the FR3 robot from Franka Robotics to its ecosystem, enhancing its solutions for academic and research applications. Image courtesy of Vention. Learn more about the latest robotics advancements by joining NVIDIA at Automatica, running through Friday, June 27. 
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  • This Week in Security: MegaOWNed, Store Danger, and FileFix

    Earlier this year, I was required to move my server to a different datacenter. The tech that helped handle the logistics suggested I assign one of my public IPs to …read more
    This Week in Security: MegaOWNed, Store Danger, and FileFix Earlier this year, I was required to move my server to a different datacenter. The tech that helped handle the logistics suggested I assign one of my public IPs to …read more
    HACKADAY.COM
    This Week in Security: MegaOWNed, Store Danger, and FileFix
    Earlier this year, I was required to move my server to a different datacenter. The tech that helped handle the logistics suggested I assign one of my public IPs to …read more
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  • Into the Omniverse: World Foundation Models Advance Autonomous Vehicle Simulation and Safety

    Editor’s note: This blog is a part of Into the Omniverse, a series focused on how developers, 3D practitioners and enterprises can transform their workflows using the latest advances in OpenUSD and NVIDIA Omniverse.
    Simulated driving environments enable engineers to safely and efficiently train, test and validate autonomous vehiclesacross countless real-world and edge-case scenarios without the risks and costs of physical testing.
    These simulated environments can be created through neural reconstruction of real-world data from AV fleets or generated with world foundation models— neural networks that understand physics and real-world properties. WFMs can be used to generate synthetic datasets for enhanced AV simulation.
    To help physical AI developers build such simulated environments, NVIDIA unveiled major advances in WFMs at the GTC Paris and CVPR conferences earlier this month. These new capabilities enhance NVIDIA Cosmos — a platform of generative WFMs, advanced tokenizers, guardrails and accelerated data processing tools.
    Key innovations like Cosmos Predict-2, the Cosmos Transfer-1 NVIDIA preview NIM microservice and Cosmos Reason are improving how AV developers generate synthetic data, build realistic simulated environments and validate safety systems at unprecedented scale.
    Universal Scene Description, a unified data framework and standard for physical AI applications, enables seamless integration and interoperability of simulation assets across the development pipeline. OpenUSD standardization plays a critical role in ensuring 3D pipelines are built to scale.
    NVIDIA Omniverse, a platform of application programming interfaces, software development kits and services for building OpenUSD-based physical AI applications, enables simulations from WFMs and neural reconstruction at world scale.
    Leading AV organizations — including Foretellix, Mcity, Oxa, Parallel Domain, Plus AI and Uber — are among the first to adopt Cosmos models.

    Foundations for Scalable, Realistic Simulation
    Cosmos Predict-2, NVIDIA’s latest WFM, generates high-quality synthetic data by predicting future world states from multimodal inputs like text, images and video. This capability is critical for creating temporally consistent, realistic scenarios that accelerate training and validation of AVs and robots.

    In addition, Cosmos Transfer, a control model that adds variations in weather, lighting and terrain to existing scenarios, will soon be available to 150,000 developers on CARLA, a leading open-source AV simulator. This greatly expands the broad AV developer community’s access to advanced AI-powered simulation tools.
    Developers can start integrating synthetic data into their own pipelines using the NVIDIA Physical AI Dataset. The latest release includes 40,000 clips generated using Cosmos.
    Building on these foundations, the Omniverse Blueprint for AV simulation provides a standardized, API-driven workflow for constructing rich digital twins, replaying real-world sensor data and generating new ground-truth data for closed-loop testing.
    The blueprint taps into OpenUSD’s layer-stacking and composition arcs, which enable developers to collaborate asynchronously and modify scenes nondestructively. This helps create modular, reusable scenario variants to efficiently generate different weather conditions, traffic patterns and edge cases.
    Driving the Future of AV Safety
    To bolster the operational safety of AV systems, NVIDIA earlier this year introduced NVIDIA Halos — a comprehensive safety platform that integrates the company’s full automotive hardware and software stack with AI research focused on AV safety.
    The new Cosmos models — Cosmos Predict- 2, Cosmos Transfer- 1 NIM and Cosmos Reason — deliver further safety enhancements to the Halos platform, enabling developers to create diverse, controllable and realistic scenarios for training and validating AV systems.
    These models, trained on massive multimodal datasets including driving data, amplify the breadth and depth of simulation, allowing for robust scenario coverage — including rare and safety-critical events — while supporting post-training customization for specialized AV tasks.

    At CVPR, NVIDIA was recognized as an Autonomous Grand Challenge winner, highlighting its leadership in advancing end-to-end AV workflows. The challenge used OpenUSD’s robust metadata and interoperability to simulate sensor inputs and vehicle trajectories in semi-reactive environments, achieving state-of-the-art results in safety and compliance.
    Learn more about how developers are leveraging tools like CARLA, Cosmos, and Omniverse to advance AV simulation in this livestream replay:

    Hear NVIDIA Director of Autonomous Vehicle Research Marco Pavone on the NVIDIA AI Podcast share how digital twins and high-fidelity simulation are improving vehicle testing, accelerating development and reducing real-world risks.
    Get Plugged Into the World of OpenUSD
    Learn more about what’s next for AV simulation with OpenUSD by watching the replay of NVIDIA founder and CEO Jensen Huang’s GTC Paris keynote.
    Looking for more live opportunities to learn more about OpenUSD? Don’t miss sessions and labs happening at SIGGRAPH 2025, August 10–14.
    Discover why developers and 3D practitioners are using OpenUSD and learn how to optimize 3D workflows with the self-paced “Learn OpenUSD” curriculum for 3D developers and practitioners, available for free through the NVIDIA Deep Learning Institute.
    Explore the Alliance for OpenUSD forum and the AOUSD website.
    Stay up to date by subscribing to NVIDIA Omniverse news, joining the community and following NVIDIA Omniverse on Instagram, LinkedIn, Medium and X.
    #into #omniverse #world #foundation #models
    Into the Omniverse: World Foundation Models Advance Autonomous Vehicle Simulation and Safety
    Editor’s note: This blog is a part of Into the Omniverse, a series focused on how developers, 3D practitioners and enterprises can transform their workflows using the latest advances in OpenUSD and NVIDIA Omniverse. Simulated driving environments enable engineers to safely and efficiently train, test and validate autonomous vehiclesacross countless real-world and edge-case scenarios without the risks and costs of physical testing. These simulated environments can be created through neural reconstruction of real-world data from AV fleets or generated with world foundation models— neural networks that understand physics and real-world properties. WFMs can be used to generate synthetic datasets for enhanced AV simulation. To help physical AI developers build such simulated environments, NVIDIA unveiled major advances in WFMs at the GTC Paris and CVPR conferences earlier this month. These new capabilities enhance NVIDIA Cosmos — a platform of generative WFMs, advanced tokenizers, guardrails and accelerated data processing tools. Key innovations like Cosmos Predict-2, the Cosmos Transfer-1 NVIDIA preview NIM microservice and Cosmos Reason are improving how AV developers generate synthetic data, build realistic simulated environments and validate safety systems at unprecedented scale. Universal Scene Description, a unified data framework and standard for physical AI applications, enables seamless integration and interoperability of simulation assets across the development pipeline. OpenUSD standardization plays a critical role in ensuring 3D pipelines are built to scale. NVIDIA Omniverse, a platform of application programming interfaces, software development kits and services for building OpenUSD-based physical AI applications, enables simulations from WFMs and neural reconstruction at world scale. Leading AV organizations — including Foretellix, Mcity, Oxa, Parallel Domain, Plus AI and Uber — are among the first to adopt Cosmos models. Foundations for Scalable, Realistic Simulation Cosmos Predict-2, NVIDIA’s latest WFM, generates high-quality synthetic data by predicting future world states from multimodal inputs like text, images and video. This capability is critical for creating temporally consistent, realistic scenarios that accelerate training and validation of AVs and robots. In addition, Cosmos Transfer, a control model that adds variations in weather, lighting and terrain to existing scenarios, will soon be available to 150,000 developers on CARLA, a leading open-source AV simulator. This greatly expands the broad AV developer community’s access to advanced AI-powered simulation tools. Developers can start integrating synthetic data into their own pipelines using the NVIDIA Physical AI Dataset. The latest release includes 40,000 clips generated using Cosmos. Building on these foundations, the Omniverse Blueprint for AV simulation provides a standardized, API-driven workflow for constructing rich digital twins, replaying real-world sensor data and generating new ground-truth data for closed-loop testing. The blueprint taps into OpenUSD’s layer-stacking and composition arcs, which enable developers to collaborate asynchronously and modify scenes nondestructively. This helps create modular, reusable scenario variants to efficiently generate different weather conditions, traffic patterns and edge cases. Driving the Future of AV Safety To bolster the operational safety of AV systems, NVIDIA earlier this year introduced NVIDIA Halos — a comprehensive safety platform that integrates the company’s full automotive hardware and software stack with AI research focused on AV safety. The new Cosmos models — Cosmos Predict- 2, Cosmos Transfer- 1 NIM and Cosmos Reason — deliver further safety enhancements to the Halos platform, enabling developers to create diverse, controllable and realistic scenarios for training and validating AV systems. These models, trained on massive multimodal datasets including driving data, amplify the breadth and depth of simulation, allowing for robust scenario coverage — including rare and safety-critical events — while supporting post-training customization for specialized AV tasks. At CVPR, NVIDIA was recognized as an Autonomous Grand Challenge winner, highlighting its leadership in advancing end-to-end AV workflows. The challenge used OpenUSD’s robust metadata and interoperability to simulate sensor inputs and vehicle trajectories in semi-reactive environments, achieving state-of-the-art results in safety and compliance. Learn more about how developers are leveraging tools like CARLA, Cosmos, and Omniverse to advance AV simulation in this livestream replay: Hear NVIDIA Director of Autonomous Vehicle Research Marco Pavone on the NVIDIA AI Podcast share how digital twins and high-fidelity simulation are improving vehicle testing, accelerating development and reducing real-world risks. Get Plugged Into the World of OpenUSD Learn more about what’s next for AV simulation with OpenUSD by watching the replay of NVIDIA founder and CEO Jensen Huang’s GTC Paris keynote. Looking for more live opportunities to learn more about OpenUSD? Don’t miss sessions and labs happening at SIGGRAPH 2025, August 10–14. Discover why developers and 3D practitioners are using OpenUSD and learn how to optimize 3D workflows with the self-paced “Learn OpenUSD” curriculum for 3D developers and practitioners, available for free through the NVIDIA Deep Learning Institute. Explore the Alliance for OpenUSD forum and the AOUSD website. Stay up to date by subscribing to NVIDIA Omniverse news, joining the community and following NVIDIA Omniverse on Instagram, LinkedIn, Medium and X. #into #omniverse #world #foundation #models
    BLOGS.NVIDIA.COM
    Into the Omniverse: World Foundation Models Advance Autonomous Vehicle Simulation and Safety
    Editor’s note: This blog is a part of Into the Omniverse, a series focused on how developers, 3D practitioners and enterprises can transform their workflows using the latest advances in OpenUSD and NVIDIA Omniverse. Simulated driving environments enable engineers to safely and efficiently train, test and validate autonomous vehicles (AVs) across countless real-world and edge-case scenarios without the risks and costs of physical testing. These simulated environments can be created through neural reconstruction of real-world data from AV fleets or generated with world foundation models (WFMs) — neural networks that understand physics and real-world properties. WFMs can be used to generate synthetic datasets for enhanced AV simulation. To help physical AI developers build such simulated environments, NVIDIA unveiled major advances in WFMs at the GTC Paris and CVPR conferences earlier this month. These new capabilities enhance NVIDIA Cosmos — a platform of generative WFMs, advanced tokenizers, guardrails and accelerated data processing tools. Key innovations like Cosmos Predict-2, the Cosmos Transfer-1 NVIDIA preview NIM microservice and Cosmos Reason are improving how AV developers generate synthetic data, build realistic simulated environments and validate safety systems at unprecedented scale. Universal Scene Description (OpenUSD), a unified data framework and standard for physical AI applications, enables seamless integration and interoperability of simulation assets across the development pipeline. OpenUSD standardization plays a critical role in ensuring 3D pipelines are built to scale. NVIDIA Omniverse, a platform of application programming interfaces, software development kits and services for building OpenUSD-based physical AI applications, enables simulations from WFMs and neural reconstruction at world scale. Leading AV organizations — including Foretellix, Mcity, Oxa, Parallel Domain, Plus AI and Uber — are among the first to adopt Cosmos models. Foundations for Scalable, Realistic Simulation Cosmos Predict-2, NVIDIA’s latest WFM, generates high-quality synthetic data by predicting future world states from multimodal inputs like text, images and video. This capability is critical for creating temporally consistent, realistic scenarios that accelerate training and validation of AVs and robots. In addition, Cosmos Transfer, a control model that adds variations in weather, lighting and terrain to existing scenarios, will soon be available to 150,000 developers on CARLA, a leading open-source AV simulator. This greatly expands the broad AV developer community’s access to advanced AI-powered simulation tools. Developers can start integrating synthetic data into their own pipelines using the NVIDIA Physical AI Dataset. The latest release includes 40,000 clips generated using Cosmos. Building on these foundations, the Omniverse Blueprint for AV simulation provides a standardized, API-driven workflow for constructing rich digital twins, replaying real-world sensor data and generating new ground-truth data for closed-loop testing. The blueprint taps into OpenUSD’s layer-stacking and composition arcs, which enable developers to collaborate asynchronously and modify scenes nondestructively. This helps create modular, reusable scenario variants to efficiently generate different weather conditions, traffic patterns and edge cases. Driving the Future of AV Safety To bolster the operational safety of AV systems, NVIDIA earlier this year introduced NVIDIA Halos — a comprehensive safety platform that integrates the company’s full automotive hardware and software stack with AI research focused on AV safety. The new Cosmos models — Cosmos Predict- 2, Cosmos Transfer- 1 NIM and Cosmos Reason — deliver further safety enhancements to the Halos platform, enabling developers to create diverse, controllable and realistic scenarios for training and validating AV systems. These models, trained on massive multimodal datasets including driving data, amplify the breadth and depth of simulation, allowing for robust scenario coverage — including rare and safety-critical events — while supporting post-training customization for specialized AV tasks. At CVPR, NVIDIA was recognized as an Autonomous Grand Challenge winner, highlighting its leadership in advancing end-to-end AV workflows. The challenge used OpenUSD’s robust metadata and interoperability to simulate sensor inputs and vehicle trajectories in semi-reactive environments, achieving state-of-the-art results in safety and compliance. Learn more about how developers are leveraging tools like CARLA, Cosmos, and Omniverse to advance AV simulation in this livestream replay: Hear NVIDIA Director of Autonomous Vehicle Research Marco Pavone on the NVIDIA AI Podcast share how digital twins and high-fidelity simulation are improving vehicle testing, accelerating development and reducing real-world risks. Get Plugged Into the World of OpenUSD Learn more about what’s next for AV simulation with OpenUSD by watching the replay of NVIDIA founder and CEO Jensen Huang’s GTC Paris keynote. Looking for more live opportunities to learn more about OpenUSD? Don’t miss sessions and labs happening at SIGGRAPH 2025, August 10–14. Discover why developers and 3D practitioners are using OpenUSD and learn how to optimize 3D workflows with the self-paced “Learn OpenUSD” curriculum for 3D developers and practitioners, available for free through the NVIDIA Deep Learning Institute. Explore the Alliance for OpenUSD forum and the AOUSD website. Stay up to date by subscribing to NVIDIA Omniverse news, joining the community and following NVIDIA Omniverse on Instagram, LinkedIn, Medium and X.
    0 Kommentare 0 Anteile
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