• Il est inacceptable que la recherche sur l'apnée du sommeil soit limitée à des traitements comme le CPAP, alors que des personnes atteintes du syndrome d'Ehlers-Danlos, qui sont six fois plus à risque, continuent de souffrir sans solutions adéquates ! Pourquoi n'obtenons-nous pas des réponses plus rapides et efficaces ? Ces "scientifiques" s'intéressent enfin aux patients hyperflexibles, mais où étaient-ils pendant toutes ces années ? Les malades méritent mieux que des demi-mesures et des études qui traînent en longueur. Il est temps d'agir et de mettre fin à cette négligence flagrante !

    #ApnéeDuSommeil #SyndromeDE
    Il est inacceptable que la recherche sur l'apnée du sommeil soit limitée à des traitements comme le CPAP, alors que des personnes atteintes du syndrome d'Ehlers-Danlos, qui sont six fois plus à risque, continuent de souffrir sans solutions adéquates ! Pourquoi n'obtenons-nous pas des réponses plus rapides et efficaces ? Ces "scientifiques" s'intéressent enfin aux patients hyperflexibles, mais où étaient-ils pendant toutes ces années ? Les malades méritent mieux que des demi-mesures et des études qui traînent en longueur. Il est temps d'agir et de mettre fin à cette négligence flagrante ! #ApnéeDuSommeil #SyndromeDE
    The Hyperflexible People Who May Help Unlock Better Sleep Apnea Treatments
    Patients with Ehlers-Danlos Syndrome are six times more at risk for the sleeping disorder. Now scientists are studying them in hopes of finding remedies beyond the CPAP machine.
    1 Yorumlar 0 hisse senetleri 0 önizleme
  • 19 billion passwords have leaked online: How to protect yourself

    Published
    May 24, 2025 10:00am EDT close Improve your password security with your Windows PC From face recognition to dynamic lock, there are options you may be unfamiliar with. Passwords are outdated, and it's time for both tech companies and users to move on. There, I said it. Like it or not, the weakest link in cybersecurity is anything that relies on human input. While organizations continue to invest in firewalls and endpoint security, the most persistent vulnerability remains the human password.The internet has long struggled with poor password practices, but a recent discovery highlights just how serious the problem is. Security researchers have uncovered more than 19 billion newly leaked passwords, collected from hundreds of breaches between April 2024 and April 2025. An astonishing 94% of these passwords were either reused, predictable or both. Illustration of a hacker at work.What you need to knowBetween April 2024 and April 2025, data from nearly 200 separate cybersecurity incidents became publicly available, as discovered by Cybernews. These were not isolated events. They involved massive leak repositories including combolists, stealer logs and compromised databases. In total, over 3 terabytes of raw leaked data were analyzed, comprising more than 19 billion passwords. Only 6 percent of these, just over 1.1 billion, were unique.Among the most used passwords, "123456" appeared in over 338 million instances. Words like "Password" and "admin" followed close behind, despite years of public warnings. Such defaults often originate from devices like routers or enterprise tools, where they are rarely changed and frequently reused elsewhere.1.7 BILLION PASSWORDS LEAKED ON DARK WEB AND WHY YOURS IS AT RISKPersonal names remain a common pattern as well. The name "Ana" appeared in nearly 179 million passwords, followed by countless other first names and name-based combinations. Pop culture, food, cities and even swear words were frequent themes. Words like "Mario," "love," "pizza," "Rome" and various profanities were not just creative choices. They are now security liabilities.Even worse, attackers do not need to guess anymore. They have automation. Credential stuffing tools now run through billions of known passwords across hundreds of platforms, breaching accounts at success rates as high as two percent. That equates to thousands of compromised profiles, bank accounts, emails and cloud tools every single day. Illustration of a hacker at work.The bigger problemAccording to CyberNews researcher Neringa Macijauskaite, the core issue is not just weak passwords but how often they are reused. Only six percent of passwords are unique. For most users, security depends entirely on two-factor authentication, if it is enabled at all.Most passwords fall between eight to 10 characters, with eight being the most common. Around 27 percent of them contain only lowercase letters and digits, making them highly vulnerable to brute force attacks. Less than 20 percent use a mix of cases and numbers, and only a small fraction includes symbols.HOW SECURE IS MY PASSWORD? USE THIS TEST TO FIND OUTDespite widespread education efforts, user habits remain stagnant, but one positive trend has emerged. In 2022, only one percent of passwords used a mix of lowercase, uppercase, numbers and symbols. Now that figure has grown to 19 percent, likely driven by stricter password requirements across platforms.Get a free scan to find out if your personal information is already out on the web. Illustration of a hacker at work.A password manager is the solutionReused or weak passwords pose a massive threat, not just to individuals but to organizations. A single compromised password can trigger a domino effect, exposing multiple accounts across services. Consider using a password manager to generate and store complex passwords. Get more details about my best expert-reviewed Password Managers of 2025 here.Four ways to stay safe from password-stealing scammersProtecting your data requires a mix of smart security habits and reliable tools. Here are four effective ways to keep your information safe.1. Enable two-factor authentication: Even if your password is stolen, 2FA adds an extra layer of security by requiring a second form of verification, such as a code from an authentication app or biometric confirmation. Cybercriminals rely on stolen usernames and passwords to break into accounts, but with 2FA enabled, they cannot gain access without the additional security step. Make sure to enable 2FA on important accounts like email, banking and work-related logins.2. Use strong antivirus software and be cautious with downloads and links: Infostealer malware is the root cause of why your password is out there. It often spreads through malicious downloads, phishing emails and fake websites. Avoid downloading software or files from untrusted sources, and always double-check links before clicking them. Attackers disguise malware as legitimate software, game cheats or cracked applications, so it is best to stick to official websites and app stores for downloads.The best way to safeguard yourself from malicious links that install malware, potentially accessing your private information, is to have strong antivirus software installed on all your devices. This protection can also alert you to phishing emails and ransomware scams, keeping your personal information and digital assets safe. Get my picks for the best 2025 antivirus protection winners for your Windows, Mac, Android and iOS devices.3. Keep software updated: Cybercriminals exploit outdated software to deliver malware. Keeping your operating system, browsers, and security software up to date ensures that known vulnerabilities are patched. Enable automatic updates whenever possible, and install reputable antivirus or endpoint protection software that can detect and block infostealer threats before they compromise your system.4. Consider a personal data removal service: These services can help remove your personal information from data broker sites, reducing your risk of identity theft, spam and targeted scams. While no service can guarantee the complete removal of your data from the internet, a data removal service is really a smart choice. They aren’t cheap, and neither is your privacy. These services do all the work for you by actively monitoring and systematically erasing your personal information from hundreds of websites. It’s what gives me peace of mind and has proven to be the most effective way to erase your personal data from the internet. By limiting the information available, you reduce the risk of scammers cross-referencing data from breaches with information they might find on the dark web, making it harder for them to target you. Check out my top picks for data removal services here.Kurt's key takeaways When it comes down to it, passwords just aren't cutting it anymore. The sheer number of leaked passwords and the fact that so few are unique show how vulnerable we really are. Cybercriminals are getting smarter and faster, but we don't have to make it easy for them. By using password managers, enabling two-factor authentication, keeping our software updated and considering extra privacy tools, we can take back some control over this situation. It might take a little effort to change old habits, but the peace of mind you get is worth it.CLICK HERE TO GET THE FOX NEWS APPHow many of your accounts use the same password or a variation of it? Let us know by writing us at Cyberguy.com/ContactFor more of my tech tips and security alerts, subscribe to my free CyberGuy Report Newsletter by heading to Cyberguy.com/NewsletterAsk Kurt a question or let us know what stories you'd like us to cover.Follow Kurt on his social channels:Answers to the most-asked CyberGuy questions:New from Kurt:Copyright 2025 CyberGuy.com. All rights reserved.   Kurt "CyberGuy" Knutsson is an award-winning tech journalist who has a deep love of technology, gear and gadgets that make life better with his contributions for Fox News & FOX Business beginning mornings on "FOX & Friends." Got a tech question? Get Kurt’s free CyberGuy Newsletter, share your voice, a story idea or comment at CyberGuy.com.
    #billion #passwords #have #leaked #online
    19 billion passwords have leaked online: How to protect yourself
    Published May 24, 2025 10:00am EDT close Improve your password security with your Windows PC From face recognition to dynamic lock, there are options you may be unfamiliar with. Passwords are outdated, and it's time for both tech companies and users to move on. There, I said it. Like it or not, the weakest link in cybersecurity is anything that relies on human input. While organizations continue to invest in firewalls and endpoint security, the most persistent vulnerability remains the human password.The internet has long struggled with poor password practices, but a recent discovery highlights just how serious the problem is. Security researchers have uncovered more than 19 billion newly leaked passwords, collected from hundreds of breaches between April 2024 and April 2025. An astonishing 94% of these passwords were either reused, predictable or both. Illustration of a hacker at work.What you need to knowBetween April 2024 and April 2025, data from nearly 200 separate cybersecurity incidents became publicly available, as discovered by Cybernews. These were not isolated events. They involved massive leak repositories including combolists, stealer logs and compromised databases. In total, over 3 terabytes of raw leaked data were analyzed, comprising more than 19 billion passwords. Only 6 percent of these, just over 1.1 billion, were unique.Among the most used passwords, "123456" appeared in over 338 million instances. Words like "Password" and "admin" followed close behind, despite years of public warnings. Such defaults often originate from devices like routers or enterprise tools, where they are rarely changed and frequently reused elsewhere.1.7 BILLION PASSWORDS LEAKED ON DARK WEB AND WHY YOURS IS AT RISKPersonal names remain a common pattern as well. The name "Ana" appeared in nearly 179 million passwords, followed by countless other first names and name-based combinations. Pop culture, food, cities and even swear words were frequent themes. Words like "Mario," "love," "pizza," "Rome" and various profanities were not just creative choices. They are now security liabilities.Even worse, attackers do not need to guess anymore. They have automation. Credential stuffing tools now run through billions of known passwords across hundreds of platforms, breaching accounts at success rates as high as two percent. That equates to thousands of compromised profiles, bank accounts, emails and cloud tools every single day. Illustration of a hacker at work.The bigger problemAccording to CyberNews researcher Neringa Macijauskaite, the core issue is not just weak passwords but how often they are reused. Only six percent of passwords are unique. For most users, security depends entirely on two-factor authentication, if it is enabled at all.Most passwords fall between eight to 10 characters, with eight being the most common. Around 27 percent of them contain only lowercase letters and digits, making them highly vulnerable to brute force attacks. Less than 20 percent use a mix of cases and numbers, and only a small fraction includes symbols.HOW SECURE IS MY PASSWORD? USE THIS TEST TO FIND OUTDespite widespread education efforts, user habits remain stagnant, but one positive trend has emerged. In 2022, only one percent of passwords used a mix of lowercase, uppercase, numbers and symbols. Now that figure has grown to 19 percent, likely driven by stricter password requirements across platforms.Get a free scan to find out if your personal information is already out on the web. Illustration of a hacker at work.A password manager is the solutionReused or weak passwords pose a massive threat, not just to individuals but to organizations. A single compromised password can trigger a domino effect, exposing multiple accounts across services. Consider using a password manager to generate and store complex passwords. Get more details about my best expert-reviewed Password Managers of 2025 here.Four ways to stay safe from password-stealing scammersProtecting your data requires a mix of smart security habits and reliable tools. Here are four effective ways to keep your information safe.1. Enable two-factor authentication: Even if your password is stolen, 2FA adds an extra layer of security by requiring a second form of verification, such as a code from an authentication app or biometric confirmation. Cybercriminals rely on stolen usernames and passwords to break into accounts, but with 2FA enabled, they cannot gain access without the additional security step. Make sure to enable 2FA on important accounts like email, banking and work-related logins.2. Use strong antivirus software and be cautious with downloads and links: Infostealer malware is the root cause of why your password is out there. It often spreads through malicious downloads, phishing emails and fake websites. Avoid downloading software or files from untrusted sources, and always double-check links before clicking them. Attackers disguise malware as legitimate software, game cheats or cracked applications, so it is best to stick to official websites and app stores for downloads.The best way to safeguard yourself from malicious links that install malware, potentially accessing your private information, is to have strong antivirus software installed on all your devices. This protection can also alert you to phishing emails and ransomware scams, keeping your personal information and digital assets safe. Get my picks for the best 2025 antivirus protection winners for your Windows, Mac, Android and iOS devices.3. Keep software updated: Cybercriminals exploit outdated software to deliver malware. Keeping your operating system, browsers, and security software up to date ensures that known vulnerabilities are patched. Enable automatic updates whenever possible, and install reputable antivirus or endpoint protection software that can detect and block infostealer threats before they compromise your system.4. Consider a personal data removal service: These services can help remove your personal information from data broker sites, reducing your risk of identity theft, spam and targeted scams. While no service can guarantee the complete removal of your data from the internet, a data removal service is really a smart choice. They aren’t cheap, and neither is your privacy. These services do all the work for you by actively monitoring and systematically erasing your personal information from hundreds of websites. It’s what gives me peace of mind and has proven to be the most effective way to erase your personal data from the internet. By limiting the information available, you reduce the risk of scammers cross-referencing data from breaches with information they might find on the dark web, making it harder for them to target you. Check out my top picks for data removal services here.Kurt's key takeaways When it comes down to it, passwords just aren't cutting it anymore. The sheer number of leaked passwords and the fact that so few are unique show how vulnerable we really are. Cybercriminals are getting smarter and faster, but we don't have to make it easy for them. By using password managers, enabling two-factor authentication, keeping our software updated and considering extra privacy tools, we can take back some control over this situation. It might take a little effort to change old habits, but the peace of mind you get is worth it.CLICK HERE TO GET THE FOX NEWS APPHow many of your accounts use the same password or a variation of it? Let us know by writing us at Cyberguy.com/ContactFor more of my tech tips and security alerts, subscribe to my free CyberGuy Report Newsletter by heading to Cyberguy.com/NewsletterAsk Kurt a question or let us know what stories you'd like us to cover.Follow Kurt on his social channels:Answers to the most-asked CyberGuy questions:New from Kurt:Copyright 2025 CyberGuy.com. All rights reserved.   Kurt "CyberGuy" Knutsson is an award-winning tech journalist who has a deep love of technology, gear and gadgets that make life better with his contributions for Fox News & FOX Business beginning mornings on "FOX & Friends." Got a tech question? Get Kurt’s free CyberGuy Newsletter, share your voice, a story idea or comment at CyberGuy.com. #billion #passwords #have #leaked #online
    WWW.FOXNEWS.COM
    19 billion passwords have leaked online: How to protect yourself
    Published May 24, 2025 10:00am EDT close Improve your password security with your Windows PC From face recognition to dynamic lock, there are options you may be unfamiliar with. Passwords are outdated, and it's time for both tech companies and users to move on. There, I said it. Like it or not, the weakest link in cybersecurity is anything that relies on human input. While organizations continue to invest in firewalls and endpoint security, the most persistent vulnerability remains the human password.The internet has long struggled with poor password practices, but a recent discovery highlights just how serious the problem is. Security researchers have uncovered more than 19 billion newly leaked passwords, collected from hundreds of breaches between April 2024 and April 2025. An astonishing 94% of these passwords were either reused, predictable or both. Illustration of a hacker at work. (Kurt "CyberGuy" Knutsson)What you need to knowBetween April 2024 and April 2025, data from nearly 200 separate cybersecurity incidents became publicly available, as discovered by Cybernews. These were not isolated events. They involved massive leak repositories including combolists, stealer logs and compromised databases. In total, over 3 terabytes of raw leaked data were analyzed, comprising more than 19 billion passwords. Only 6 percent of these, just over 1.1 billion, were unique.Among the most used passwords, "123456" appeared in over 338 million instances. Words like "Password" and "admin" followed close behind, despite years of public warnings. Such defaults often originate from devices like routers or enterprise tools, where they are rarely changed and frequently reused elsewhere.1.7 BILLION PASSWORDS LEAKED ON DARK WEB AND WHY YOURS IS AT RISKPersonal names remain a common pattern as well. The name "Ana" appeared in nearly 179 million passwords, followed by countless other first names and name-based combinations. Pop culture, food, cities and even swear words were frequent themes. Words like "Mario," "love," "pizza," "Rome" and various profanities were not just creative choices. They are now security liabilities.Even worse, attackers do not need to guess anymore. They have automation. Credential stuffing tools now run through billions of known passwords across hundreds of platforms, breaching accounts at success rates as high as two percent. That equates to thousands of compromised profiles, bank accounts, emails and cloud tools every single day. Illustration of a hacker at work. (Kurt "CyberGuy" Knutsson)The bigger problemAccording to CyberNews researcher Neringa Macijauskaite, the core issue is not just weak passwords but how often they are reused. Only six percent of passwords are unique. For most users, security depends entirely on two-factor authentication, if it is enabled at all.Most passwords fall between eight to 10 characters, with eight being the most common. Around 27 percent of them contain only lowercase letters and digits, making them highly vulnerable to brute force attacks. Less than 20 percent use a mix of cases and numbers, and only a small fraction includes symbols.HOW SECURE IS MY PASSWORD? USE THIS TEST TO FIND OUTDespite widespread education efforts, user habits remain stagnant, but one positive trend has emerged. In 2022, only one percent of passwords used a mix of lowercase, uppercase, numbers and symbols. Now that figure has grown to 19 percent, likely driven by stricter password requirements across platforms.Get a free scan to find out if your personal information is already out on the web. Illustration of a hacker at work. (Kurt "CyberGuy" Knutsson)A password manager is the solutionReused or weak passwords pose a massive threat, not just to individuals but to organizations. A single compromised password can trigger a domino effect, exposing multiple accounts across services. Consider using a password manager to generate and store complex passwords. Get more details about my best expert-reviewed Password Managers of 2025 here.Four ways to stay safe from password-stealing scammersProtecting your data requires a mix of smart security habits and reliable tools. Here are four effective ways to keep your information safe.1. Enable two-factor authentication (2FA): Even if your password is stolen, 2FA adds an extra layer of security by requiring a second form of verification, such as a code from an authentication app or biometric confirmation. Cybercriminals rely on stolen usernames and passwords to break into accounts, but with 2FA enabled, they cannot gain access without the additional security step. Make sure to enable 2FA on important accounts like email, banking and work-related logins.2. Use strong antivirus software and be cautious with downloads and links: Infostealer malware is the root cause of why your password is out there. It often spreads through malicious downloads, phishing emails and fake websites. Avoid downloading software or files from untrusted sources, and always double-check links before clicking them. Attackers disguise malware as legitimate software, game cheats or cracked applications, so it is best to stick to official websites and app stores for downloads.The best way to safeguard yourself from malicious links that install malware, potentially accessing your private information, is to have strong antivirus software installed on all your devices. This protection can also alert you to phishing emails and ransomware scams, keeping your personal information and digital assets safe. Get my picks for the best 2025 antivirus protection winners for your Windows, Mac, Android and iOS devices.3. Keep software updated: Cybercriminals exploit outdated software to deliver malware. Keeping your operating system, browsers, and security software up to date ensures that known vulnerabilities are patched. Enable automatic updates whenever possible, and install reputable antivirus or endpoint protection software that can detect and block infostealer threats before they compromise your system.4. Consider a personal data removal service: These services can help remove your personal information from data broker sites, reducing your risk of identity theft, spam and targeted scams. While no service can guarantee the complete removal of your data from the internet, a data removal service is really a smart choice. They aren’t cheap, and neither is your privacy. These services do all the work for you by actively monitoring and systematically erasing your personal information from hundreds of websites. It’s what gives me peace of mind and has proven to be the most effective way to erase your personal data from the internet. By limiting the information available, you reduce the risk of scammers cross-referencing data from breaches with information they might find on the dark web, making it harder for them to target you. Check out my top picks for data removal services here.Kurt's key takeaways When it comes down to it, passwords just aren't cutting it anymore. The sheer number of leaked passwords and the fact that so few are unique show how vulnerable we really are. Cybercriminals are getting smarter and faster, but we don't have to make it easy for them. By using password managers, enabling two-factor authentication, keeping our software updated and considering extra privacy tools, we can take back some control over this situation. It might take a little effort to change old habits, but the peace of mind you get is worth it.CLICK HERE TO GET THE FOX NEWS APPHow many of your accounts use the same password or a variation of it? Let us know by writing us at Cyberguy.com/ContactFor more of my tech tips and security alerts, subscribe to my free CyberGuy Report Newsletter by heading to Cyberguy.com/NewsletterAsk Kurt a question or let us know what stories you'd like us to cover.Follow Kurt on his social channels:Answers to the most-asked CyberGuy questions:New from Kurt:Copyright 2025 CyberGuy.com. All rights reserved.   Kurt "CyberGuy" Knutsson is an award-winning tech journalist who has a deep love of technology, gear and gadgets that make life better with his contributions for Fox News & FOX Business beginning mornings on "FOX & Friends." Got a tech question? Get Kurt’s free CyberGuy Newsletter, share your voice, a story idea or comment at CyberGuy.com.
    0 Yorumlar 0 hisse senetleri 0 önizleme
  • Monster Train 2 review – off the rails Slay The Spire

    Monster Train 2 – running on time is the least of your problemsOne of the few deck-building roguelites to challenge Slay The Spire gets an impressive sequel that may be the most fun you can have on a locomotive.
    Roguelike deck builders are having a moment. A search for them on Steam will net you an astounding 861 results, making it a category that’s quite a bit more populous than you might imagine. Despite the high number of matches though, it’s a genre that’s been made famous primarily by just two games: Slay The Spire and Balatro.
    The latter is regularly cited as one of the best games of 2024 but it’s the former whose content and style is closest to Monster Train, which was originally released in 2020. It was a game about defending the frozen wastes of Hell against the invading forces of Heaven. In its sequel, Heaven and Hell are forced to unite to face the Titans, a new threat that could lead to the destruction of both realms.
    None of that’s especially relevant to the gameplay, which once again takes place onboard a quadruple-decker train. The turn-based battles are waged across the bottom three floors, with the train’s penthouse reserved for the pyre, the burning heart of your train, which in a mechanic borrowed from tower defence games is effectively the train’s power bar. Your job is to stop invaders reaching the pyre, because if they do and its health gets down to zero, it’s game over.
    In the original that often meant stacking your third floor with the strongest troops you had available. The sequel prefers you to mount a defence across all three floors and to encourage that, there are now room-level upgrades available, that for example will increase valour – the stat that equates to armour – to all troops, or reduce the cost of magic, making different floors more suitable for certain troop types.
    This adds a fresh layer of tactics and feeds into the meta game of deck building. There are now a total of 10 different clans to choose from, with each run featuring a main and support clan, both of whose cards you’ll have available as you play. Completing runs earns experience for the clans you’re using and as each one levels up, you’ll slowly gain access to more of their cards. Naturally, the game tends to gate the more powerful ones behind those higher experience levels.
    All of this reinforces the fact that Monster Train 2 is very much a roguelite, your power growing as you unlock new cards and spells, as well as adding permanent upgrades that make each subsequent run easier. It also adds a pleasing sense of progress, which persists even after a run that otherwise went badly. Plus, you’ll still earn experience and potentially extra cards or magic items to assist in future escapades.
    As with all roguelites, there’s a powerful sense of repetition, with the entirety of the game’s action taking place in the relatively claustrophobic confines of your train’s four storeys. It’s fair to say though, that the random elements in runs tend to make each one feel quite different from the last, especially as you start to unlock more clans and the extra cards they offer.
    To add further variation, there are challenges, which you play on a grid, with the next one opening up once you’ve beaten its nearest neighbour. Challenge levels constrain you to the use of specific clans and each comes with ‘mutators’ that add extra conditions, like reducing the cost of spells or giving certain card types extra health or attack strength.
    You can also change your pyre heart. Each heart has different attack and defence stats, which come into play when the top floor of your train is invaded by Titans, and each comes with a special ability. These can be anything from reduced prices at the shops you encounter after each level, to more esoteric benefits, like the power to heal the front unit on each floor of the train once per battle.
    This adds to the interconnected network of effects that stack to create some truly formidable stat increases, even if it’s not easy remembering what’s active and how each of those different buffs interacts with the others. Obviously, the game automatically calculates all the bonuses on each attack and defensive play you make, but it can be tricky keeping all those layered effects in mind when you’re placing cards or activating spells.

    More Trending

    It’s also important to know which bosses you’ll be dealing with and to plan accordingly. There’s only so much you can do when you’re always partly dependent on the luck of which cards you draw, but you can still make sure you have troops available that act to counter bosses’ special abilities, hopefully containing them before they can overwhelm your defences.
    There’s notably more focus on character and story in this sequel, the plot playing out in a series of text-only encounters triggered when you return to the game’s hub between runs. Clearly inspired by Hades, it doesn’t quite equal that game’s wit and personality, but it’s nice to see additional elements fleshing out the game beyond its core, quick fire turn-based combat.
    If you loved the original Monster Train, this goes further than simply delivering more of the same. There’s fresh new strategic options and combinations of troops and spells to experiment with, as well as cards from the game’s new clans to unlock and slot into your deck. There are many games that try to copy Slay The Spire and yet very few that come close to its quality, but Monster Train 2 is certainly on track in that regard.

    Monster Train 2 review summary

    In Short: An effective expansion of the original’s deck-building roguelite structure, that adds lots of enjoyable new features and becomes one of the few games to rival Slay The Spire.
    Pros: Pacy and easy to understand, with complexity layered in as you progress. Lots of fresh systems and mechanics to try out, and as immaculately well balanced as ever.
    Cons: Eventually gets repetitive. Using a controller isn’t as intuitive as a mouse or touchscreen. Some runs can be severely compromised by random factors beyond your control.
    Score: 8/10

    Formats: PlayStation 5, Nintendo Switch, Xbox Series X/S, and PCPrice: £19.99Publisher: Good Shepherd EntertainmentDeveloper: Shiny ShoeRelease Date: 21st May 2025Age Rating: 7

    The world’s least authentic train simulatorEmail gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter.
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    #monster #train #review #off #rails
    Monster Train 2 review – off the rails Slay The Spire
    Monster Train 2 – running on time is the least of your problemsOne of the few deck-building roguelites to challenge Slay The Spire gets an impressive sequel that may be the most fun you can have on a locomotive. Roguelike deck builders are having a moment. A search for them on Steam will net you an astounding 861 results, making it a category that’s quite a bit more populous than you might imagine. Despite the high number of matches though, it’s a genre that’s been made famous primarily by just two games: Slay The Spire and Balatro. The latter is regularly cited as one of the best games of 2024 but it’s the former whose content and style is closest to Monster Train, which was originally released in 2020. It was a game about defending the frozen wastes of Hell against the invading forces of Heaven. In its sequel, Heaven and Hell are forced to unite to face the Titans, a new threat that could lead to the destruction of both realms. None of that’s especially relevant to the gameplay, which once again takes place onboard a quadruple-decker train. The turn-based battles are waged across the bottom three floors, with the train’s penthouse reserved for the pyre, the burning heart of your train, which in a mechanic borrowed from tower defence games is effectively the train’s power bar. Your job is to stop invaders reaching the pyre, because if they do and its health gets down to zero, it’s game over. In the original that often meant stacking your third floor with the strongest troops you had available. The sequel prefers you to mount a defence across all three floors and to encourage that, there are now room-level upgrades available, that for example will increase valour – the stat that equates to armour – to all troops, or reduce the cost of magic, making different floors more suitable for certain troop types. This adds a fresh layer of tactics and feeds into the meta game of deck building. There are now a total of 10 different clans to choose from, with each run featuring a main and support clan, both of whose cards you’ll have available as you play. Completing runs earns experience for the clans you’re using and as each one levels up, you’ll slowly gain access to more of their cards. Naturally, the game tends to gate the more powerful ones behind those higher experience levels. All of this reinforces the fact that Monster Train 2 is very much a roguelite, your power growing as you unlock new cards and spells, as well as adding permanent upgrades that make each subsequent run easier. It also adds a pleasing sense of progress, which persists even after a run that otherwise went badly. Plus, you’ll still earn experience and potentially extra cards or magic items to assist in future escapades. As with all roguelites, there’s a powerful sense of repetition, with the entirety of the game’s action taking place in the relatively claustrophobic confines of your train’s four storeys. It’s fair to say though, that the random elements in runs tend to make each one feel quite different from the last, especially as you start to unlock more clans and the extra cards they offer. To add further variation, there are challenges, which you play on a grid, with the next one opening up once you’ve beaten its nearest neighbour. Challenge levels constrain you to the use of specific clans and each comes with ‘mutators’ that add extra conditions, like reducing the cost of spells or giving certain card types extra health or attack strength. You can also change your pyre heart. Each heart has different attack and defence stats, which come into play when the top floor of your train is invaded by Titans, and each comes with a special ability. These can be anything from reduced prices at the shops you encounter after each level, to more esoteric benefits, like the power to heal the front unit on each floor of the train once per battle. This adds to the interconnected network of effects that stack to create some truly formidable stat increases, even if it’s not easy remembering what’s active and how each of those different buffs interacts with the others. Obviously, the game automatically calculates all the bonuses on each attack and defensive play you make, but it can be tricky keeping all those layered effects in mind when you’re placing cards or activating spells. More Trending It’s also important to know which bosses you’ll be dealing with and to plan accordingly. There’s only so much you can do when you’re always partly dependent on the luck of which cards you draw, but you can still make sure you have troops available that act to counter bosses’ special abilities, hopefully containing them before they can overwhelm your defences. There’s notably more focus on character and story in this sequel, the plot playing out in a series of text-only encounters triggered when you return to the game’s hub between runs. Clearly inspired by Hades, it doesn’t quite equal that game’s wit and personality, but it’s nice to see additional elements fleshing out the game beyond its core, quick fire turn-based combat. If you loved the original Monster Train, this goes further than simply delivering more of the same. There’s fresh new strategic options and combinations of troops and spells to experiment with, as well as cards from the game’s new clans to unlock and slot into your deck. There are many games that try to copy Slay The Spire and yet very few that come close to its quality, but Monster Train 2 is certainly on track in that regard. Monster Train 2 review summary In Short: An effective expansion of the original’s deck-building roguelite structure, that adds lots of enjoyable new features and becomes one of the few games to rival Slay The Spire. Pros: Pacy and easy to understand, with complexity layered in as you progress. Lots of fresh systems and mechanics to try out, and as immaculately well balanced as ever. Cons: Eventually gets repetitive. Using a controller isn’t as intuitive as a mouse or touchscreen. Some runs can be severely compromised by random factors beyond your control. Score: 8/10 Formats: PlayStation 5, Nintendo Switch, Xbox Series X/S, and PCPrice: £19.99Publisher: Good Shepherd EntertainmentDeveloper: Shiny ShoeRelease Date: 21st May 2025Age Rating: 7 The world’s least authentic train simulatorEmail gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy #monster #train #review #off #rails
    METRO.CO.UK
    Monster Train 2 review – off the rails Slay The Spire
    Monster Train 2 – running on time is the least of your problems (Big Fan Games) One of the few deck-building roguelites to challenge Slay The Spire gets an impressive sequel that may be the most fun you can have on a locomotive. Roguelike deck builders are having a moment. A search for them on Steam will net you an astounding 861 results, making it a category that’s quite a bit more populous than you might imagine. Despite the high number of matches though, it’s a genre that’s been made famous primarily by just two games: Slay The Spire and Balatro. The latter is regularly cited as one of the best games of 2024 but it’s the former whose content and style is closest to Monster Train, which was originally released in 2020. It was a game about defending the frozen wastes of Hell against the invading forces of Heaven. In its sequel, Heaven and Hell are forced to unite to face the Titans, a new threat that could lead to the destruction of both realms. None of that’s especially relevant to the gameplay, which once again takes place onboard a quadruple-decker train. The turn-based battles are waged across the bottom three floors, with the train’s penthouse reserved for the pyre, the burning heart of your train, which in a mechanic borrowed from tower defence games is effectively the train’s power bar. Your job is to stop invaders reaching the pyre, because if they do and its health gets down to zero, it’s game over. In the original that often meant stacking your third floor with the strongest troops you had available. The sequel prefers you to mount a defence across all three floors and to encourage that, there are now room-level upgrades available, that for example will increase valour – the stat that equates to armour – to all troops, or reduce the cost of magic, making different floors more suitable for certain troop types. This adds a fresh layer of tactics and feeds into the meta game of deck building. There are now a total of 10 different clans to choose from, with each run featuring a main and support clan, both of whose cards you’ll have available as you play. Completing runs earns experience for the clans you’re using and as each one levels up, you’ll slowly gain access to more of their cards. Naturally, the game tends to gate the more powerful ones behind those higher experience levels. All of this reinforces the fact that Monster Train 2 is very much a roguelite, your power growing as you unlock new cards and spells, as well as adding permanent upgrades that make each subsequent run easier. It also adds a pleasing sense of progress, which persists even after a run that otherwise went badly. Plus, you’ll still earn experience and potentially extra cards or magic items to assist in future escapades. As with all roguelites, there’s a powerful sense of repetition, with the entirety of the game’s action taking place in the relatively claustrophobic confines of your train’s four storeys. It’s fair to say though, that the random elements in runs tend to make each one feel quite different from the last, especially as you start to unlock more clans and the extra cards they offer. To add further variation, there are challenges, which you play on a grid, with the next one opening up once you’ve beaten its nearest neighbour. Challenge levels constrain you to the use of specific clans and each comes with ‘mutators’ that add extra conditions, like reducing the cost of spells or giving certain card types extra health or attack strength. You can also change your pyre heart. Each heart has different attack and defence stats, which come into play when the top floor of your train is invaded by Titans, and each comes with a special ability. These can be anything from reduced prices at the shops you encounter after each level, to more esoteric benefits, like the power to heal the front unit on each floor of the train once per battle. This adds to the interconnected network of effects that stack to create some truly formidable stat increases, even if it’s not easy remembering what’s active and how each of those different buffs interacts with the others. Obviously, the game automatically calculates all the bonuses on each attack and defensive play you make, but it can be tricky keeping all those layered effects in mind when you’re placing cards or activating spells. More Trending It’s also important to know which bosses you’ll be dealing with and to plan accordingly. There’s only so much you can do when you’re always partly dependent on the luck of which cards you draw, but you can still make sure you have troops available that act to counter bosses’ special abilities, hopefully containing them before they can overwhelm your defences. There’s notably more focus on character and story in this sequel, the plot playing out in a series of text-only encounters triggered when you return to the game’s hub between runs. Clearly inspired by Hades, it doesn’t quite equal that game’s wit and personality, but it’s nice to see additional elements fleshing out the game beyond its core, quick fire turn-based combat. If you loved the original Monster Train, this goes further than simply delivering more of the same. There’s fresh new strategic options and combinations of troops and spells to experiment with, as well as cards from the game’s new clans to unlock and slot into your deck. There are many games that try to copy Slay The Spire and yet very few that come close to its quality, but Monster Train 2 is certainly on track in that regard. Monster Train 2 review summary In Short: An effective expansion of the original’s deck-building roguelite structure, that adds lots of enjoyable new features and becomes one of the few games to rival Slay The Spire. Pros: Pacy and easy to understand, with complexity layered in as you progress. Lots of fresh systems and mechanics to try out, and as immaculately well balanced as ever. Cons: Eventually gets repetitive. Using a controller isn’t as intuitive as a mouse or touchscreen. Some runs can be severely compromised by random factors beyond your control. Score: 8/10 Formats: PlayStation 5 (reviewed), Nintendo Switch, Xbox Series X/S, and PCPrice: £19.99Publisher: Good Shepherd EntertainmentDeveloper: Shiny ShoeRelease Date: 21st May 2025Age Rating: 7 The world’s least authentic train simulator (Big Fan Games) Email gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy
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  • Warhammer 40K: Dawn of War, Space Marine 1 spruce-ups coming this year

    Warhammer 40K: Dawn of War, Space Marine 1 spruce-ups coming this year
    Titus grown.

    Image credit: Relic Entertainment

    News

    by Matt Wales
    News Reporter

    Published on May 22, 2025

    Relic Entertainment is giving its much-loved real-time strategy game Warhammer 40K: Dawn of War a bit of modern day makeover for a Definitive Edition that's scheduled to arrive on GOG and Steam later this year. Additionally, a Space Marine 1 re-release is on the way.

    Starting with Dawn of War, it originally launched in 2004, casting playersas the Space Marines' Blood Ravens 3rd Company, charged with defending the planet Tartarus from Ork invaders. But away from the campaign, players also got to test their skills controlling the Orks, Eldar, and Chaos. "It's a perfect gaming world," Keiron Gillen wrote in Eurogamer's 8/10 review back in the day, "being exploited perfectly, for the first time."

    Skip ahead 20 or so years, and it's time to do it all again, thanks to the newly unveiled Dawn of War - Definitive Edition. This bundles together the base game alongside its three expansions - Winter Assault, Dark Crusade, and Soulstorm - all of which equates to "four Classic Dawn of War Campaigns, nine Armies, and over 200 maps", according to Relic.

    Warhammer 40K: Dawn of War - Definitive Edition trailer.Watch on YouTube

    And because it's now 2025 and computers have come on a bit since Eric Prydz's Call On Me was at number one, there's also 4K support, upscaled textures, an enhanced battlefield camera, "optimised" HUD and screen layouts for widescreen viewing, plus improvements to world lighting, units reflections, and shadows. Additionally, the Definitive Edition remains compatible with "over 20-years of lovingly crafted community mods".

    Dawn of War's Definitive Edition - which doesn't have a release date yet - isn't the only Warhammer glow-up announced as part of today's Warhammer Skulls showcase. The original Space Marine is also set to return as an enhanced Master Crafted Edition, being handled by developer SneakyBox. This "thoughtful restoration" of the 2011 PlayStation 3 and Xbox 360 shooter features 4K resolution support, modernised controls, an interface overhaul, improved character models, remastered audio, all previously released DLC, and more. It costs £34.99 and launches for PC, Xbox Series X/S, and Game Pass on 10th June.

    Warhammer 40K: Space Marine - Master Crafted Edition trailer.Watch on YouTube

    "This is more than just Master Crafted Edition," publisher Sega writes in its announcement, "it's a respectful dialogue between past and present, preserving what made the original special while making it shine for a new generation of players."
    #warhammer #40k #dawn #war #space
    Warhammer 40K: Dawn of War, Space Marine 1 spruce-ups coming this year
    Warhammer 40K: Dawn of War, Space Marine 1 spruce-ups coming this year Titus grown. Image credit: Relic Entertainment News by Matt Wales News Reporter Published on May 22, 2025 Relic Entertainment is giving its much-loved real-time strategy game Warhammer 40K: Dawn of War a bit of modern day makeover for a Definitive Edition that's scheduled to arrive on GOG and Steam later this year. Additionally, a Space Marine 1 re-release is on the way. Starting with Dawn of War, it originally launched in 2004, casting playersas the Space Marines' Blood Ravens 3rd Company, charged with defending the planet Tartarus from Ork invaders. But away from the campaign, players also got to test their skills controlling the Orks, Eldar, and Chaos. "It's a perfect gaming world," Keiron Gillen wrote in Eurogamer's 8/10 review back in the day, "being exploited perfectly, for the first time." Skip ahead 20 or so years, and it's time to do it all again, thanks to the newly unveiled Dawn of War - Definitive Edition. This bundles together the base game alongside its three expansions - Winter Assault, Dark Crusade, and Soulstorm - all of which equates to "four Classic Dawn of War Campaigns, nine Armies, and over 200 maps", according to Relic. Warhammer 40K: Dawn of War - Definitive Edition trailer.Watch on YouTube And because it's now 2025 and computers have come on a bit since Eric Prydz's Call On Me was at number one, there's also 4K support, upscaled textures, an enhanced battlefield camera, "optimised" HUD and screen layouts for widescreen viewing, plus improvements to world lighting, units reflections, and shadows. Additionally, the Definitive Edition remains compatible with "over 20-years of lovingly crafted community mods". Dawn of War's Definitive Edition - which doesn't have a release date yet - isn't the only Warhammer glow-up announced as part of today's Warhammer Skulls showcase. The original Space Marine is also set to return as an enhanced Master Crafted Edition, being handled by developer SneakyBox. This "thoughtful restoration" of the 2011 PlayStation 3 and Xbox 360 shooter features 4K resolution support, modernised controls, an interface overhaul, improved character models, remastered audio, all previously released DLC, and more. It costs £34.99 and launches for PC, Xbox Series X/S, and Game Pass on 10th June. Warhammer 40K: Space Marine - Master Crafted Edition trailer.Watch on YouTube "This is more than just Master Crafted Edition," publisher Sega writes in its announcement, "it's a respectful dialogue between past and present, preserving what made the original special while making it shine for a new generation of players." #warhammer #40k #dawn #war #space
    WWW.EUROGAMER.NET
    Warhammer 40K: Dawn of War, Space Marine 1 spruce-ups coming this year
    Warhammer 40K: Dawn of War, Space Marine 1 spruce-ups coming this year Titus grown. Image credit: Relic Entertainment News by Matt Wales News Reporter Published on May 22, 2025 Relic Entertainment is giving its much-loved real-time strategy game Warhammer 40K: Dawn of War a bit of modern day makeover for a Definitive Edition that's scheduled to arrive on GOG and Steam later this year. Additionally, a Space Marine 1 re-release is on the way. Starting with Dawn of War, it originally launched in 2004, casting players (in the single-player campaign, at least) as the Space Marines' Blood Ravens 3rd Company, charged with defending the planet Tartarus from Ork invaders. But away from the campaign, players also got to test their skills controlling the Orks, Eldar, and Chaos. "It's a perfect gaming world," Keiron Gillen wrote in Eurogamer's 8/10 review back in the day, "being exploited perfectly, for the first time." Skip ahead 20 or so years, and it's time to do it all again, thanks to the newly unveiled Dawn of War - Definitive Edition. This bundles together the base game alongside its three expansions - Winter Assault, Dark Crusade, and Soulstorm - all of which equates to "four Classic Dawn of War Campaigns, nine Armies, and over 200 maps", according to Relic. Warhammer 40K: Dawn of War - Definitive Edition trailer.Watch on YouTube And because it's now 2025 and computers have come on a bit since Eric Prydz's Call On Me was at number one, there's also 4K support, upscaled textures (4x the originals), an enhanced battlefield camera, "optimised" HUD and screen layouts for widescreen viewing, plus improvements to world lighting, units reflections, and shadows. Additionally, the Definitive Edition remains compatible with "over 20-years of lovingly crafted community mods". Dawn of War's Definitive Edition - which doesn't have a release date yet - isn't the only Warhammer glow-up announced as part of today's Warhammer Skulls showcase. The original Space Marine is also set to return as an enhanced Master Crafted Edition, being handled by developer SneakyBox. This "thoughtful restoration" of the 2011 PlayStation 3 and Xbox 360 shooter features 4K resolution support, modernised controls, an interface overhaul, improved character models, remastered audio, all previously released DLC, and more. It costs £34.99 and launches for PC, Xbox Series X/S, and Game Pass on 10th June. Warhammer 40K: Space Marine - Master Crafted Edition trailer.Watch on YouTube "This is more than just Master Crafted Edition," publisher Sega writes in its announcement, "it's a respectful dialogue between past and present, preserving what made the original special while making it shine for a new generation of players."
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  • If one PC creates 20dB of noise and another makes 40dB, how louder is the second PC?

    Choose wisely! The correct answer, the explanation, and an intriguing story await.

    Correct Answer:
    Four times louder

    Here's the story behind it

    The decibelscale is logarithmic, not linear, increasing by a power of ten with every 10dB, which roughly equates to a doubling in loudness based on average human hearing. Consequently, 30dB is about twice as loud as 20dB, and a computer producing 40dB of noise would be approximately four times louder than one generating 20dB.
    A PC emitting only 20dB of noise would be considered a relatively quiet system, while a typical office environment is around 40-50dB, and comfortable hearing levels are said to be below 60dB. A siren 10 meters away and speakers at a rock concert measure around 110dB, heavy weapons and space rockets register at 180-190dB, and at 194dB, sound waves become shock waves.
    While on the topic of computer noise, here's a great reference about the different 'sounds' your PC can make:

    Hum: A "hum" is generally a steady, low-frequency vibration like your refrigerator makes. This is usually generated by the PSU and it's often amplified by the computer case. Sometimes it can be generated by the larger computer fans running at medium RPM.
    Whir: A whir is like a hum but at a higher frequency. Not as high as a squeal or a whine, though. This is most likely caused by case fans, CPU fans, and sometimes GPU fans or power supplies.
    Whining and squealing: A squeal is sort of an abrupt, intermittent whir but at an even higher frequency. A whine is similar to a squeal but steadier. These are often made by smaller-sized fans spinning at higher RPM speeds when starting up and/or running. Sometimes the culprit can be a HDD whining or a graphics cardwhen it's working really hard and begins to vibrate, emitting a high-pitched noise in the process.
    Rattling and buzzing: These types of sounds may or may not be intermittent. They may occur across several frequency ranges simultaneously. Rattling is caused by fans, HDDs, and CD or DVD players, often vibrating the computer case.
    Grinding: A faint intermittent staccato type of sound often blended with a bit of whine. Grinding sounds are usually made by hard disk drives accessing files. SSDs won't emit this kind of sounds, of course.
    #one #creates #20db #noise #another
    If one PC creates 20dB of noise and another makes 40dB, how louder is the second PC?
    Choose wisely! The correct answer, the explanation, and an intriguing story await. Correct Answer: Four times louder Here's the story behind it The decibelscale is logarithmic, not linear, increasing by a power of ten with every 10dB, which roughly equates to a doubling in loudness based on average human hearing. Consequently, 30dB is about twice as loud as 20dB, and a computer producing 40dB of noise would be approximately four times louder than one generating 20dB. A PC emitting only 20dB of noise would be considered a relatively quiet system, while a typical office environment is around 40-50dB, and comfortable hearing levels are said to be below 60dB. A siren 10 meters away and speakers at a rock concert measure around 110dB, heavy weapons and space rockets register at 180-190dB, and at 194dB, sound waves become shock waves. While on the topic of computer noise, here's a great reference about the different 'sounds' your PC can make: Hum: A "hum" is generally a steady, low-frequency vibration like your refrigerator makes. This is usually generated by the PSU and it's often amplified by the computer case. Sometimes it can be generated by the larger computer fans running at medium RPM. Whir: A whir is like a hum but at a higher frequency. Not as high as a squeal or a whine, though. This is most likely caused by case fans, CPU fans, and sometimes GPU fans or power supplies. Whining and squealing: A squeal is sort of an abrupt, intermittent whir but at an even higher frequency. A whine is similar to a squeal but steadier. These are often made by smaller-sized fans spinning at higher RPM speeds when starting up and/or running. Sometimes the culprit can be a HDD whining or a graphics cardwhen it's working really hard and begins to vibrate, emitting a high-pitched noise in the process. Rattling and buzzing: These types of sounds may or may not be intermittent. They may occur across several frequency ranges simultaneously. Rattling is caused by fans, HDDs, and CD or DVD players, often vibrating the computer case. Grinding: A faint intermittent staccato type of sound often blended with a bit of whine. Grinding sounds are usually made by hard disk drives accessing files. SSDs won't emit this kind of sounds, of course. #one #creates #20db #noise #another
    WWW.TECHSPOT.COM
    If one PC creates 20dB of noise and another makes 40dB, how louder is the second PC?
    Choose wisely! The correct answer, the explanation, and an intriguing story await. Correct Answer: Four times louder Here's the story behind it The decibel (dB) scale is logarithmic, not linear, increasing by a power of ten with every 10dB, which roughly equates to a doubling in loudness based on average human hearing. Consequently, 30dB is about twice as loud as 20dB, and a computer producing 40dB of noise would be approximately four times louder than one generating 20dB. A PC emitting only 20dB of noise would be considered a relatively quiet system, while a typical office environment is around 40-50dB, and comfortable hearing levels are said to be below 60dB. A siren 10 meters away and speakers at a rock concert measure around 110dB, heavy weapons and space rockets register at 180-190dB, and at 194dB, sound waves become shock waves. While on the topic of computer noise, here's a great reference about the different 'sounds' your PC can make: Hum: A "hum" is generally a steady, low-frequency vibration like your refrigerator makes. This is usually generated by the PSU and it's often amplified by the computer case. Sometimes it can be generated by the larger computer fans running at medium RPM. Whir: A whir is like a hum but at a higher frequency. Not as high as a squeal or a whine, though. This is most likely caused by case fans, CPU fans, and sometimes GPU fans or power supplies. Whining and squealing: A squeal is sort of an abrupt, intermittent whir but at an even higher frequency. A whine is similar to a squeal but steadier. These are often made by smaller-sized fans spinning at higher RPM speeds when starting up and/or running. Sometimes the culprit can be a HDD whining or a graphics card (coil whine) when it's working really hard and begins to vibrate, emitting a high-pitched noise in the process. Rattling and buzzing: These types of sounds may or may not be intermittent. They may occur across several frequency ranges simultaneously (and at the same time). Rattling is caused by fans, HDDs, and CD or DVD players, often vibrating the computer case. Grinding: A faint intermittent staccato type of sound often blended with a bit of whine. Grinding sounds are usually made by hard disk drives accessing files. SSDs won't emit this kind of sounds, of course.
    0 Yorumlar 0 hisse senetleri 0 önizleme
  • AMD Thinks Each ZT Systems Engineer Is Worth $1.33 Million

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    FinanceSemiconductor
    AMD Thinks Each ZT Systems Engineer Is Worth Million

    Rohail Saleem •
    May 20, 2025 at 10:21am EDT

    This is not investment advice. The author has no position in any of the stocks mentioned. Wccftech.com has a disclosure and ethics policy.

    AMD's latest divestment is attracting quite a lot of eyeballs on Wall Street, especially as the transaction will serve to enrich the chipmaker's proverbial coffers, while allowing for a more nimble and lean operational structure, where AMD will design its rack-scale solutions in-house and then outsource their manufacturing to Sanmina.
    As we detailed in a recent post, Sanmina will pay AMD billion in cash, and a million premium equally divided between cash and equity. Additionally, Sanmina will also make a contingent payment of million to the chipmaker, based on the financial performance of the acquired assets over the next three years. This transaction is expected to achieve closure by the end of 2025.
    Now, Citi has added some additional color by delving into the minutiae of the definitive agreement between AMD and Sanmina. As such, AMD stands to gain billion from the divestment of ZT Systems' data center infrastructure and manufacturing business to Sanmina. However, Citi analyst Christopher Danely points out that AMD had recently acquired the entirety of ZT Systems for billion. This means that AMD is valuing ZT's residual assets, which primarily consist of a team of around 1,200 engineers, at billion. This equates to a valuation of around million per engineer.
    Meanwhile, Wells Fargo analyst Aaron Rakers thinks that AMD is increasingly pivoting towards its upcoming rack-scale offerings to drive the next phase of growth.
    The MI400 series of GPUs, expected to debut in 2026, currently personify AMD's rack-scale ambitions. Rakers quotes recent industry reports to suggest that the MI450 IF128 cluster will consist of "128x GPU packages communicating at >1.8TB/s unidirectional bandwidth per GPU."
    Of course, we'll likely hear more about AMD's rack-scale strategy at its upcoming AI event in June.
    Finally, we note that AMD is also working with HUMAIN, the AI-focused subsidiary of the Saudi Public Investment Fund, to deploy 500 megawatts of AI compute capacity in Saudi Arabia over the next five years.

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    #amd #thinks #each #systems #engineer
    AMD Thinks Each ZT Systems Engineer Is Worth $1.33 Million
    Menu Home News Hardware Gaming Mobile Finance Deals Reviews How To Wccftech FinanceSemiconductor AMD Thinks Each ZT Systems Engineer Is Worth Million Rohail Saleem • May 20, 2025 at 10:21am EDT This is not investment advice. The author has no position in any of the stocks mentioned. Wccftech.com has a disclosure and ethics policy. AMD's latest divestment is attracting quite a lot of eyeballs on Wall Street, especially as the transaction will serve to enrich the chipmaker's proverbial coffers, while allowing for a more nimble and lean operational structure, where AMD will design its rack-scale solutions in-house and then outsource their manufacturing to Sanmina. As we detailed in a recent post, Sanmina will pay AMD billion in cash, and a million premium equally divided between cash and equity. Additionally, Sanmina will also make a contingent payment of million to the chipmaker, based on the financial performance of the acquired assets over the next three years. This transaction is expected to achieve closure by the end of 2025. Now, Citi has added some additional color by delving into the minutiae of the definitive agreement between AMD and Sanmina. As such, AMD stands to gain billion from the divestment of ZT Systems' data center infrastructure and manufacturing business to Sanmina. However, Citi analyst Christopher Danely points out that AMD had recently acquired the entirety of ZT Systems for billion. This means that AMD is valuing ZT's residual assets, which primarily consist of a team of around 1,200 engineers, at billion. This equates to a valuation of around million per engineer. Meanwhile, Wells Fargo analyst Aaron Rakers thinks that AMD is increasingly pivoting towards its upcoming rack-scale offerings to drive the next phase of growth. The MI400 series of GPUs, expected to debut in 2026, currently personify AMD's rack-scale ambitions. Rakers quotes recent industry reports to suggest that the MI450 IF128 cluster will consist of "128x GPU packages communicating at >1.8TB/s unidirectional bandwidth per GPU." Of course, we'll likely hear more about AMD's rack-scale strategy at its upcoming AI event in June. Finally, we note that AMD is also working with HUMAIN, the AI-focused subsidiary of the Saudi Public Investment Fund, to deploy 500 megawatts of AI compute capacity in Saudi Arabia over the next five years. Subscribe to get an everyday digest of the latest technology news in your inbox Follow us on Topics Sections Company Some posts on wccftech.com may contain affiliate links. We are a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to amazon.com © 2025 WCCF TECH INC. 700 - 401 West Georgia Street, Vancouver, BC, Canada #amd #thinks #each #systems #engineer
    WCCFTECH.COM
    AMD Thinks Each ZT Systems Engineer Is Worth $1.33 Million
    Menu Home News Hardware Gaming Mobile Finance Deals Reviews How To Wccftech FinanceSemiconductor AMD Thinks Each ZT Systems Engineer Is Worth $1.33 Million Rohail Saleem • May 20, 2025 at 10:21am EDT This is not investment advice. The author has no position in any of the stocks mentioned. Wccftech.com has a disclosure and ethics policy. AMD's latest divestment is attracting quite a lot of eyeballs on Wall Street, especially as the transaction will serve to enrich the chipmaker's proverbial coffers, while allowing for a more nimble and lean operational structure, where AMD will design its rack-scale solutions in-house and then outsource their manufacturing to Sanmina. As we detailed in a recent post, Sanmina will pay AMD $2.25 billion in cash, and a $300 million premium equally divided between cash and equity ($150 million each). Additionally, Sanmina will also make a contingent payment of $450 million to the chipmaker, based on the financial performance of the acquired assets over the next three years. This transaction is expected to achieve closure by the end of 2025. Now, Citi has added some additional color by delving into the minutiae of the definitive agreement between AMD and Sanmina. As such, AMD stands to gain $3 billion from the divestment of ZT Systems' data center infrastructure and manufacturing business to Sanmina. However, Citi analyst Christopher Danely points out that AMD had recently acquired the entirety of ZT Systems for $4.6 billion. This means that AMD is valuing ZT's residual assets, which primarily consist of a team of around 1,200 engineers, at $1.6 billion. This equates to a valuation of around $1.33 million per engineer. Meanwhile, Wells Fargo analyst Aaron Rakers thinks that AMD is increasingly pivoting towards its upcoming rack-scale offerings to drive the next phase of growth. The MI400 series of GPUs, expected to debut in 2026, currently personify AMD's rack-scale ambitions. Rakers quotes recent industry reports to suggest that the MI450 IF128 cluster will consist of "128x GPU packages communicating at >1.8TB/s unidirectional bandwidth per GPU." Of course, we'll likely hear more about AMD's rack-scale strategy at its upcoming AI event in June. Finally, we note that AMD is also working with HUMAIN, the AI-focused subsidiary of the Saudi Public Investment Fund (PIF), to deploy 500 megawatts of AI compute capacity in Saudi Arabia over the next five years. Subscribe to get an everyday digest of the latest technology news in your inbox Follow us on Topics Sections Company Some posts on wccftech.com may contain affiliate links. We are a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to amazon.com © 2025 WCCF TECH INC. 700 - 401 West Georgia Street, Vancouver, BC, Canada
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  • Netflix to Get AI-Generated Ad Breaks in 2026

    Netflix has announced it will roll out AI-generated advertising — including the dreaded pause ads — in the middle of its programming on the ad-supported tier from 2026.The news, which was reported by Media Play News, doesn’t specify how the company will target the viewer for these ads; will they be individualized based on watch history? On whatever the viewer is watching at the time? At this point, we know next to nothing about how the ads will work on the backend, or even how they will be presented. But they are coming.President of advertising Amy Reinhard recently revealed that the company sees its effort as a merging of the things Netflix excels in. “Either they have great technology, or they have great entertainment,” she explained at the recent Upfront for advertisers event in New York City. “Our superpower has always been the fact that we have both.”PlayThe exec added: “When you compare us to our competitors, attention starts higher and ends much higher. And even more impressive, members pay as much attention to mid-roll ads as they do to the shows and movies themselves.”Reinhard revealed ad-supported tier subscribers watch an average of 41 hours of Netflix per month, which, Kotaku worked out, equates to roughly three hours of ads per month for those viewers. That's a lot even if the ads aren’t AI. But in 2026, they will be.Netflix has yet to give an official date for the change to be implemented. Lex Briscuso is a film and television critic and a freelance entertainment writer for IGN. You can follow her on Twitter at @nikonamerica.
    #netflix #get #aigenerated #breaks
    Netflix to Get AI-Generated Ad Breaks in 2026
    Netflix has announced it will roll out AI-generated advertising — including the dreaded pause ads — in the middle of its programming on the ad-supported tier from 2026.The news, which was reported by Media Play News, doesn’t specify how the company will target the viewer for these ads; will they be individualized based on watch history? On whatever the viewer is watching at the time? At this point, we know next to nothing about how the ads will work on the backend, or even how they will be presented. But they are coming.President of advertising Amy Reinhard recently revealed that the company sees its effort as a merging of the things Netflix excels in. “Either they have great technology, or they have great entertainment,” she explained at the recent Upfront for advertisers event in New York City. “Our superpower has always been the fact that we have both.”PlayThe exec added: “When you compare us to our competitors, attention starts higher and ends much higher. And even more impressive, members pay as much attention to mid-roll ads as they do to the shows and movies themselves.”Reinhard revealed ad-supported tier subscribers watch an average of 41 hours of Netflix per month, which, Kotaku worked out, equates to roughly three hours of ads per month for those viewers. That's a lot even if the ads aren’t AI. But in 2026, they will be.Netflix has yet to give an official date for the change to be implemented. Lex Briscuso is a film and television critic and a freelance entertainment writer for IGN. You can follow her on Twitter at @nikonamerica. #netflix #get #aigenerated #breaks
    WWW.IGN.COM
    Netflix to Get AI-Generated Ad Breaks in 2026
    Netflix has announced it will roll out AI-generated advertising — including the dreaded pause ads — in the middle of its programming on the ad-supported tier from 2026.The news, which was reported by Media Play News, doesn’t specify how the company will target the viewer for these ads; will they be individualized based on watch history? On whatever the viewer is watching at the time? At this point, we know next to nothing about how the ads will work on the backend, or even how they will be presented. But they are coming.President of advertising Amy Reinhard recently revealed that the company sees its effort as a merging of the things Netflix excels in. “Either they have great technology, or they have great entertainment,” she explained at the recent Upfront for advertisers event in New York City. “Our superpower has always been the fact that we have both.”PlayThe exec added: “When you compare us to our competitors, attention starts higher and ends much higher. And even more impressive, members pay as much attention to mid-roll ads as they do to the shows and movies themselves.”Reinhard revealed ad-supported tier subscribers watch an average of 41 hours of Netflix per month, which, Kotaku worked out, equates to roughly three hours of ads per month for those viewers. That's a lot even if the ads aren’t AI. But in 2026, they will be.Netflix has yet to give an official date for the change to be implemented. Lex Briscuso is a film and television critic and a freelance entertainment writer for IGN. You can follow her on Twitter at @nikonamerica.
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  • Exclusive: Swiss startup picks Rotterdam for green aviation fuel plant

    Swiss tech startup Metafuels has unveiled plans to open its first commercial-scale sustainable aviation fuelplant in the Port of Rotterdam. 
    Metafuels’ CEO Saurabh Kapoor told TNW that Turbe represents a “major step forward” toward ramping up SAF production. The startup also announced plans to build a similar facility in Denmark last year.
    “Europe has ambitious decarbonisation targets, but without scalable and affordable SAF production, aviation will struggle to keep up,” said Kapoor. 
    The facility, dubbed Turbe, will be built in collaboration with liquid energy storage provider Evos. Turbe will be integrated into Evos’ existing Rotterdam terminal, which offers access to the infrastructure needed to store green methanol in large quantities.  

    Register now
    Metafuels’ “aerobrew” technology converts renewable methanol into jet fuel, using a process it claims delivers high energy efficiency and up to 90% lower life cycle emissions than conventional jet fuel. The resulting SAF is “drop-in ready,” requiring no changes to aircraft or airport infrastructure.
    Turbe will be able to process both bio-methanol — sourced from biological waste — and e-methanol, which is made using renewable electricity and captured CO2. This flexibility allows Metafuels to respond to shifts in feedstock availability and regulatory demand, the company said.
    Kapoor said he expects both the Netherlands and Denmark plants to start producing fuel for use in commercial aircraft from 2028. However, before that happens, the company will need to obtain accreditation for its aerobrew process, which it expects to get by the end of this year.  
    Metafuels says the new site will produce 12,000 litres of SAF per day during its first phase, with ambitions to scale that tenfold in the second phase. For reference, a Boeing 737 Max has a fuel tank capacity of around 26,000 litres, which equates to a range of around 6,570 km.
    Metafuels and the broader aviation industry still has a long way to go to meet global and regional targets for SAF adoption. 
    SAF made up only 0.53% of global aircraft fuel use in 2024. The EU wants to ramp that up to 70% by 2050, which will require a drastic increase in the production of the greener fuel.  

    Story by

    Siôn Geschwindt

    Siôn is a freelance science and technology reporter, specialising in climate and energy. From nuclear fusion breakthroughs to electric vehicSiôn is a freelance science and technology reporter, specialising in climate and energy. From nuclear fusion breakthroughs to electric vehicles, he's happiest sourcing a scoop, investigating the impact of emerging technologies, and even putting them to the test. He has five years of journalism experience and holds a dual degree in media and environmental science from the University of Cape Town, South Africa. When he's not writing, you can probably find Siôn out hiking, surfing, playing the drums or catering to his moderate caffeine addiction. You can contact him at: sion.geschwindtprotonmailcom

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    #exclusive #swiss #startup #picks #rotterdam
    Exclusive: Swiss startup picks Rotterdam for green aviation fuel plant
    Swiss tech startup Metafuels has unveiled plans to open its first commercial-scale sustainable aviation fuelplant in the Port of Rotterdam.  Metafuels’ CEO Saurabh Kapoor told TNW that Turbe represents a “major step forward” toward ramping up SAF production. The startup also announced plans to build a similar facility in Denmark last year. “Europe has ambitious decarbonisation targets, but without scalable and affordable SAF production, aviation will struggle to keep up,” said Kapoor.  The facility, dubbed Turbe, will be built in collaboration with liquid energy storage provider Evos. Turbe will be integrated into Evos’ existing Rotterdam terminal, which offers access to the infrastructure needed to store green methanol in large quantities.   Register now Metafuels’ “aerobrew” technology converts renewable methanol into jet fuel, using a process it claims delivers high energy efficiency and up to 90% lower life cycle emissions than conventional jet fuel. The resulting SAF is “drop-in ready,” requiring no changes to aircraft or airport infrastructure. Turbe will be able to process both bio-methanol — sourced from biological waste — and e-methanol, which is made using renewable electricity and captured CO2. This flexibility allows Metafuels to respond to shifts in feedstock availability and regulatory demand, the company said. Kapoor said he expects both the Netherlands and Denmark plants to start producing fuel for use in commercial aircraft from 2028. However, before that happens, the company will need to obtain accreditation for its aerobrew process, which it expects to get by the end of this year.   Metafuels says the new site will produce 12,000 litres of SAF per day during its first phase, with ambitions to scale that tenfold in the second phase. For reference, a Boeing 737 Max has a fuel tank capacity of around 26,000 litres, which equates to a range of around 6,570 km. Metafuels and the broader aviation industry still has a long way to go to meet global and regional targets for SAF adoption.  SAF made up only 0.53% of global aircraft fuel use in 2024. The EU wants to ramp that up to 70% by 2050, which will require a drastic increase in the production of the greener fuel.   Story by Siôn Geschwindt Siôn is a freelance science and technology reporter, specialising in climate and energy. From nuclear fusion breakthroughs to electric vehicSiôn is a freelance science and technology reporter, specialising in climate and energy. From nuclear fusion breakthroughs to electric vehicles, he's happiest sourcing a scoop, investigating the impact of emerging technologies, and even putting them to the test. He has five years of journalism experience and holds a dual degree in media and environmental science from the University of Cape Town, South Africa. When he's not writing, you can probably find Siôn out hiking, surfing, playing the drums or catering to his moderate caffeine addiction. You can contact him at: sion.geschwindtprotonmailcom Get the TNW newsletter Get the most important tech news in your inbox each week. #exclusive #swiss #startup #picks #rotterdam
    THENEXTWEB.COM
    Exclusive: Swiss startup picks Rotterdam for green aviation fuel plant
    Swiss tech startup Metafuels has unveiled plans to open its first commercial-scale sustainable aviation fuel (SAF) plant in the Port of Rotterdam.  Metafuels’ CEO Saurabh Kapoor told TNW that Turbe represents a “major step forward” toward ramping up SAF production. The startup also announced plans to build a similar facility in Denmark last year. “Europe has ambitious decarbonisation targets, but without scalable and affordable SAF production, aviation will struggle to keep up,” said Kapoor.  The facility, dubbed Turbe, will be built in collaboration with liquid energy storage provider Evos. Turbe will be integrated into Evos’ existing Rotterdam terminal, which offers access to the infrastructure needed to store green methanol in large quantities.   Register now Metafuels’ “aerobrew” technology converts renewable methanol into jet fuel, using a process it claims delivers high energy efficiency and up to 90% lower life cycle emissions than conventional jet fuel. The resulting SAF is “drop-in ready,” requiring no changes to aircraft or airport infrastructure. Turbe will be able to process both bio-methanol — sourced from biological waste — and e-methanol, which is made using renewable electricity and captured CO2. This flexibility allows Metafuels to respond to shifts in feedstock availability and regulatory demand, the company said. Kapoor said he expects both the Netherlands and Denmark plants to start producing fuel for use in commercial aircraft from 2028. However, before that happens, the company will need to obtain accreditation for its aerobrew process, which it expects to get by the end of this year.   Metafuels says the new site will produce 12,000 litres of SAF per day during its first phase, with ambitions to scale that tenfold in the second phase. For reference, a Boeing 737 Max has a fuel tank capacity of around 26,000 litres, which equates to a range of around 6,570 km. Metafuels and the broader aviation industry still has a long way to go to meet global and regional targets for SAF adoption.  SAF made up only 0.53% of global aircraft fuel use in 2024. The EU wants to ramp that up to 70% by 2050, which will require a drastic increase in the production of the greener fuel.   Story by Siôn Geschwindt Siôn is a freelance science and technology reporter, specialising in climate and energy. From nuclear fusion breakthroughs to electric vehic (show all) Siôn is a freelance science and technology reporter, specialising in climate and energy. From nuclear fusion breakthroughs to electric vehicles, he's happiest sourcing a scoop, investigating the impact of emerging technologies, and even putting them to the test. He has five years of journalism experience and holds a dual degree in media and environmental science from the University of Cape Town, South Africa. When he's not writing, you can probably find Siôn out hiking, surfing, playing the drums or catering to his moderate caffeine addiction. You can contact him at: sion.geschwindt [at] protonmail [dot] com Get the TNW newsletter Get the most important tech news in your inbox each week.
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  • Extended Q&A: Optimizing memory and build size with Addressables

    In February, as part of my role as a senior software development consultant for Unity Accelerate Solutions, I led a technical webinar about the Addressables Asset System. During the live session, I demonstrated various profiling tools that you can use to optimize a project’s runtime memory and build size. The webinar ended with a Q&A, and our team received more questions than we had time to answer.The following is an extension of that closing Q&A, so we can answer more of your questions.Q: Is the Addressables system needed for light games – like casual, arcade, or puzzle games – if I don’t have memory issues?
    A: Maybe not, but it’s good to keep in mind that the Addressables system doesn’t only improve memory performance. Having the ability to choose when you load content can improve loading times. Building content in Addressables enables you to have iterative builds that don’t take as long. For example, if you make a small script change, you may not have to rebuild all of your bundles.Q: Are loaded assets released when the scene switches?
    A: Potentially. Loaded assets from Addressables that are ready to be released because they have a ref count of zero might be unloaded from memory during a scene transition. When transitioning from scenes non-additively, call Resources.UnloadUnusedAssets. This is expensive on the CPU, but allows you to partially unload AssetBundles.Q: Do object pooling and Addressables work well together?
    A: Yes. You can load your object once from Addressables and then instantiate multiple copies of it to create your pool. When you are done with the pool, destroy all the objects and release the AsyncOperationHandle that was used to load the asset.Q: Are groups and bundles loaded into memory all at once?
    A: Addressables groups are an Editor-only concept. At runtime, you only deal with bundles. Bundles are loaded into memory only when they are needed and only the desired content is loaded.Example: You have one bundle with 10 characters in it. You ask Addressables to load three characters. The bundle’s metadata and the three characters will be loaded.Q: If I want to release an asset, do I need to keep the AsyncOperationHandle or the AssetReference?
    A: We recommend keeping the handle and using it, since you’re responsible for releasing content when you are done using it.As an example, members of our team will often go the handle route in order to avoid calling Instantiate/Release directly on the AssetReference.Q: What are the disadvantages of many small bundles?
    A: This documentation lists several disadvantages of too many bundles.Q: When an asset in a bundle is needed, what overhead do the other assets in the same bundle have? If it’s a remote bundle it must be downloaded, but is there really no memory overhead from unused assets in the bundle?
    A: Correct, a remote bundle will be fully downloaded before you can use it.Unloaded assets in a loaded asset bundle have minimal overhead at runtime. Whenever you load assets from a bundle, you need to load the bundle’s metadata. Part of this metadata includes a table of contents that lists all the assets in the bundle. More assets in a bundle equates to larger metadata.You can view this memory overhead by taking a capture with the Unity Memory Profiler. In the “All Of Memory” tab, there’s a list of all the “SerializedFile” objects in memory, one for each bundle. These objects are your bundles’ metadata.Learn more about this metadata in our documentation.Q: When working in an open-world setting, what bundling strategies can I use to unload individual assets without half unloading a bundle and relying on Resources.UnloadUnusedAssetsto clean it up, without the overhead of having every asset in its own bundle?
    A: The key thing to remember is that content should be bundled together if you expect to unload it at the same time. If your game world has “static” content, like trees and rocks for a certain biome that will not be moved by the player, that content should be bundled together. Any “dynamic” content, like items the player can pick up, should be bundled separately.This blog post and linked GitHub repo covers splitting bundles for an open-world game. It also features a way to deduplicate bundles to reduce the memory overhead of each bundle. Stages 4 and 5 are particularly relevant to open worlds.Q: When should I leave “AssetBundle CRC” enabled?
    A: The recommended practice is to have this enabled, excluding cached AssetBundles for Remote groups, and disabled for Local groups. The check is only meant to make sure the data wasn’t corrupted on download. There’s almost no reason to do the check for local AssetBundles.Q: When is it not worth it to use Addressables due to CPU performance concerns when loading and unloading assets?
    A: The Addressables system has a positive impact on CPU loading performance due to not needing to load all content up front.If you don’t use Addressables when loading a scene, you’d have to load all content and references. If you move the content to Addressables, you can choose when to load which content.For example, say you have an Inventory Manager in a scene that has a reference to 1,000 inventory items. If you don’t use Addressables, you’ll have to load every mesh, texture, audio clip, etc., for all these inventory items. If you wait to load this content, loading the scene will be faster.Q: Do all dependencies of an addressable asset also need to be Addressables, or is that only necessary if they are shared?
    A: Dependencies do not need to be marked addressable. Dependencies will be pulled into Addressables during the build process if necessary.As an example, if you make a player prefab an addressable, you don’t have to manually mark the player’s mesh, textures, or audio as addressable, too. When the bundle is built, all the dependencies that don’t yet exist in Addressables will be automatically included in the player prefab bundle.Q: If I forgot to release an asset and change scenes, what happens to this asset?
    A: Changing scenes does not inherently interact poorly with handles. But if you load an asset and forget to release its handle, the asset will persist in memory.Addressables has an internal reference-counting system. Handles are how we interact with this system. Loading an asset increments the reference count, and releasing decrements the reference count.Creators are responsible for keeping this reference count up to date. The asset will be in memory as long as the reference count is greater than one.Q: Related to the webinar example, suppose I’m making an open-world game. The boss is present somewhere in the open world. When the player heads to the boss, how do I use Addressables here? Do I send the command to load the sword async, via a trigger, at a certain distance from the enemy, or something else?
    A: It can be a fine line to choose when to load and unload content. You want to be sure the boss is ready when the player needs to see it, but might not want to load it too early when the player is still able to turn around and avoid the boss.The good thing is that you can iterate on when to load and unload content – you don’t have to get it perfectly optimized on the first try.To get started, we suggest loading all content for a particular “zone” when the player gets near. If this causes unnecessary memory pressure, you can add more fine-grained loading and unloading.If the sword is not loading soon enough, consider moving the loading trigger to start earlier, improving the load time of the sword assets by using Unity Profiler’s CPU module to see what is being loaded, or using Addressables synchronously to ensure the load is finished.This documentation includes more details and a code snippet for synchronous Addressables.Q: If I load an addressable when a scene starts, do I need to have a loading screen for it?
    A: Loading from Addressables is typically done in an asynchronous way, like with Addressables.LoadAssetAsync.There may be some content you don’t want to load before leaving a loading screen. You can collect these AsyncOperationHandles and wait for the necessary ones to complete before leaving.Q: What is the memory footprint of the addressables metadata at runtime?
    A: During Addressables initialization, the catalog file is loaded so that Addressables knows how to map labels and addresses to assets on disk or in remote locations. A larger catalog equates to a larger memory overhead at runtime.Catalog size can be reduced by stripping unnecessary data, like not including labels or GUIDs in groups that don’t need them, or by reducing the size of existing data. For example, by setting a group’s Internal Asset Naming Mode to GUID instead of filename or full path. You can view the runtime memory size of the catalog in Unity Memory Profiler.Q: What is the Unity Editor doing in the time it spends building Addressables?
    A: A build report log is output in the /Library folder. This log shows each step of the build process. To add additional details to the log, follow this path to select “Use Detailed Build Log”: Enabling Edit > Preferences > Scriptable Build Pipeline > Use Detailed Build Log.Check out visuals and documentation on how to view the log.Q: Does Resources.Loadalso have a duplication problem?
    A: Yes. It can be useful to think of Addressables content and Resources content as different “worlds.” If you have a texture in /Resources, one copy of that texture is included in the Resources file. If bundles in Addressables depend on that texture, each bundle includes an implicit copy of it. You end up with multiple copies of the texture on disk and potentially multiple copies in memory.To avoid this duplication, move the texture out of /Resources and add it to an Addressables group.Q: Do you get similar size on disk issues that are resolved by removing duplicate bundles when you don’t use Addressables?
    A: Yes. In the webinar and slides we show how deduplicating the two water racing scenes significantly reduced build size.Q: How can I prevent shader variant duplicates?
    A: Shaders can be deduplicated in the same process as any other asset – explicitly declare them in a group.If an asset is explicitly declared in an Addressables group that is going into your build, that asset will not be duplicated across multiple bundles.For shaders specifically, it is common practice for projects to use a “Shared shaders” group to contain shaders that you expect to need in memory for the lifespan of your app, and that are shared across many assets.Q: Do two Unity scenes sharing the same prefab duplicate build size?
    A: This depends on if the prefab the scenes depend on has been explicitly included in Addressables, and if the scenes are in the same or different bundles.See the visual explanation of how duplication occurs in the webinar slides and in this blog post under Stage 4.The key to remember is that all content going into a bundle needs to be able to access all of its dependencies. If you put a scene into a bundle, all of its dependencies need to either be:Explicitly included somewhere in AddressablesImplicitly included in the same bundleQ: Is it possible to compare duplicates in given groups to prevent having all the game assets packed together into an isolated group?
    A: Yes. You can run the built-in deduplication rule and then sort the assets in the Addressables Groups window into better groupings.Or, a more scalable approach is to write your own Addressables AnalyzeRules, which will appear in the Analyze window. The built-in rules are delivered as C# in the Addressables package and can serve as a baseline.For example, you may want to find every duplicate across all of your groups that start with “Character-”. Any implicit duplicates can be placed in a “Shared-Character” group.Q: Are you going to cover remote builds and local paths?
    A: We did not cover remote and local paths, which are called “Addressables Profiles” in the webinar. However, we do describe what Addressables Profiles are and how to use them in this documentation.Q: How does Addressables work with Cloud Content Delivery?
    A: CCD integration is discussed in this documentation.Q: Can you please give pointers on best practices to implement low- and high-resolution Addressables variations?
    A: You can find an example in the Addressables Sample on GitHub.Q: What if bundle content is encrypted? Does the UnityDataTool also decrypt the content?
    A: No. The data will need to be decrypted before UnityDataTool can analyze the content.Q: Is it a supported use case to build bundles from one Unity project and load the bundles at runtime from an app built from a different project?
    A: Yes. This is covered by using multiple catalogs at the same time.Q: Are there drawbacks to using InstantiateAsync, or situations where it is better to use LoadAsync + manual Instantiate?
    A: It is recommended to use Addressables.LoadAssetAsyncand call Object.Instantiate. Addressables.InstantiateAsynchas a larger performance cost.Q: I have a lot of ScriptableObjects with at least 1–2 sprites referenced as variables. If I want to change the sprites to Addressables, do I have to change the references to Addressables one by one, or is there any trick to do this?
    A: An Editor script is probably the way to go to convert these references.You can add the AssetReference fields to your ScriptableObject. Then, you can write an Editor script that iterates through your ScriptableObjects, looks up the Sprite asset in Addressables to find the associated AddressableAssetEntry, and stores the address or creates an AssetReference to be stored on the ScriptableObject.Lastly, you can remove the direct Sprite references and swap any related code to use the AssetReference.Q: Can I use addressables for WebGL games? If yes, are there any specific things to look for?
    A: Yes, and yes. Two things to note: First, WebGL does not support threading, so don’t use Tasks. Second, caching works differently on WebGL – we’ve seen issues with caching remote AssetBundles before.Q: If I use Shader.Find, is this coming from the build or Addressables?
    A: These are coming from the build of the Unity Player, not Addressables. Shader.Finddoes not return results from AssetBundles.Q: How can I organize the Addressables Groups window when I have many similarly-named groups?
    A: For organizing the Addressables Groups UI, you can enable Group Hierarchy with Dashes. This will group similarly-named groups together. For example, “Character-person” and “Character-person2” will appear in the UI under the “Character” grouping.This does not affect how bundles are created. This is only a UI organizational change.Share your feedback with us in the Addressables forum. Be sure to watch for new technical blogs from other Unity developers as part of the ongoing Tech from the Trenches series.
    #extended #qampampa #optimizing #memory #build
    Extended Q&A: Optimizing memory and build size with Addressables
    In February, as part of my role as a senior software development consultant for Unity Accelerate Solutions, I led a technical webinar about the Addressables Asset System. During the live session, I demonstrated various profiling tools that you can use to optimize a project’s runtime memory and build size. The webinar ended with a Q&A, and our team received more questions than we had time to answer.The following is an extension of that closing Q&A, so we can answer more of your questions.Q: Is the Addressables system needed for light games – like casual, arcade, or puzzle games – if I don’t have memory issues? A: Maybe not, but it’s good to keep in mind that the Addressables system doesn’t only improve memory performance. Having the ability to choose when you load content can improve loading times. Building content in Addressables enables you to have iterative builds that don’t take as long. For example, if you make a small script change, you may not have to rebuild all of your bundles.Q: Are loaded assets released when the scene switches? A: Potentially. Loaded assets from Addressables that are ready to be released because they have a ref count of zero might be unloaded from memory during a scene transition. When transitioning from scenes non-additively, call Resources.UnloadUnusedAssets. This is expensive on the CPU, but allows you to partially unload AssetBundles.Q: Do object pooling and Addressables work well together? A: Yes. You can load your object once from Addressables and then instantiate multiple copies of it to create your pool. When you are done with the pool, destroy all the objects and release the AsyncOperationHandle that was used to load the asset.Q: Are groups and bundles loaded into memory all at once? A: Addressables groups are an Editor-only concept. At runtime, you only deal with bundles. Bundles are loaded into memory only when they are needed and only the desired content is loaded.Example: You have one bundle with 10 characters in it. You ask Addressables to load three characters. The bundle’s metadata and the three characters will be loaded.Q: If I want to release an asset, do I need to keep the AsyncOperationHandle or the AssetReference? A: We recommend keeping the handle and using it, since you’re responsible for releasing content when you are done using it.As an example, members of our team will often go the handle route in order to avoid calling Instantiate/Release directly on the AssetReference.Q: What are the disadvantages of many small bundles? A: This documentation lists several disadvantages of too many bundles.Q: When an asset in a bundle is needed, what overhead do the other assets in the same bundle have? If it’s a remote bundle it must be downloaded, but is there really no memory overhead from unused assets in the bundle? A: Correct, a remote bundle will be fully downloaded before you can use it.Unloaded assets in a loaded asset bundle have minimal overhead at runtime. Whenever you load assets from a bundle, you need to load the bundle’s metadata. Part of this metadata includes a table of contents that lists all the assets in the bundle. More assets in a bundle equates to larger metadata.You can view this memory overhead by taking a capture with the Unity Memory Profiler. In the “All Of Memory” tab, there’s a list of all the “SerializedFile” objects in memory, one for each bundle. These objects are your bundles’ metadata.Learn more about this metadata in our documentation.Q: When working in an open-world setting, what bundling strategies can I use to unload individual assets without half unloading a bundle and relying on Resources.UnloadUnusedAssetsto clean it up, without the overhead of having every asset in its own bundle? A: The key thing to remember is that content should be bundled together if you expect to unload it at the same time. If your game world has “static” content, like trees and rocks for a certain biome that will not be moved by the player, that content should be bundled together. Any “dynamic” content, like items the player can pick up, should be bundled separately.This blog post and linked GitHub repo covers splitting bundles for an open-world game. It also features a way to deduplicate bundles to reduce the memory overhead of each bundle. Stages 4 and 5 are particularly relevant to open worlds.Q: When should I leave “AssetBundle CRC” enabled? A: The recommended practice is to have this enabled, excluding cached AssetBundles for Remote groups, and disabled for Local groups. The check is only meant to make sure the data wasn’t corrupted on download. There’s almost no reason to do the check for local AssetBundles.Q: When is it not worth it to use Addressables due to CPU performance concerns when loading and unloading assets? A: The Addressables system has a positive impact on CPU loading performance due to not needing to load all content up front.If you don’t use Addressables when loading a scene, you’d have to load all content and references. If you move the content to Addressables, you can choose when to load which content.For example, say you have an Inventory Manager in a scene that has a reference to 1,000 inventory items. If you don’t use Addressables, you’ll have to load every mesh, texture, audio clip, etc., for all these inventory items. If you wait to load this content, loading the scene will be faster.Q: Do all dependencies of an addressable asset also need to be Addressables, or is that only necessary if they are shared? A: Dependencies do not need to be marked addressable. Dependencies will be pulled into Addressables during the build process if necessary.As an example, if you make a player prefab an addressable, you don’t have to manually mark the player’s mesh, textures, or audio as addressable, too. When the bundle is built, all the dependencies that don’t yet exist in Addressables will be automatically included in the player prefab bundle.Q: If I forgot to release an asset and change scenes, what happens to this asset? A: Changing scenes does not inherently interact poorly with handles. But if you load an asset and forget to release its handle, the asset will persist in memory.Addressables has an internal reference-counting system. Handles are how we interact with this system. Loading an asset increments the reference count, and releasing decrements the reference count.Creators are responsible for keeping this reference count up to date. The asset will be in memory as long as the reference count is greater than one.Q: Related to the webinar example, suppose I’m making an open-world game. The boss is present somewhere in the open world. When the player heads to the boss, how do I use Addressables here? Do I send the command to load the sword async, via a trigger, at a certain distance from the enemy, or something else? A: It can be a fine line to choose when to load and unload content. You want to be sure the boss is ready when the player needs to see it, but might not want to load it too early when the player is still able to turn around and avoid the boss.The good thing is that you can iterate on when to load and unload content – you don’t have to get it perfectly optimized on the first try.To get started, we suggest loading all content for a particular “zone” when the player gets near. If this causes unnecessary memory pressure, you can add more fine-grained loading and unloading.If the sword is not loading soon enough, consider moving the loading trigger to start earlier, improving the load time of the sword assets by using Unity Profiler’s CPU module to see what is being loaded, or using Addressables synchronously to ensure the load is finished.This documentation includes more details and a code snippet for synchronous Addressables.Q: If I load an addressable when a scene starts, do I need to have a loading screen for it? A: Loading from Addressables is typically done in an asynchronous way, like with Addressables.LoadAssetAsync.There may be some content you don’t want to load before leaving a loading screen. You can collect these AsyncOperationHandles and wait for the necessary ones to complete before leaving.Q: What is the memory footprint of the addressables metadata at runtime? A: During Addressables initialization, the catalog file is loaded so that Addressables knows how to map labels and addresses to assets on disk or in remote locations. A larger catalog equates to a larger memory overhead at runtime.Catalog size can be reduced by stripping unnecessary data, like not including labels or GUIDs in groups that don’t need them, or by reducing the size of existing data. For example, by setting a group’s Internal Asset Naming Mode to GUID instead of filename or full path. You can view the runtime memory size of the catalog in Unity Memory Profiler.Q: What is the Unity Editor doing in the time it spends building Addressables? A: A build report log is output in the /Library folder. This log shows each step of the build process. To add additional details to the log, follow this path to select “Use Detailed Build Log”: Enabling Edit > Preferences > Scriptable Build Pipeline > Use Detailed Build Log.Check out visuals and documentation on how to view the log.Q: Does Resources.Loadalso have a duplication problem? A: Yes. It can be useful to think of Addressables content and Resources content as different “worlds.” If you have a texture in /Resources, one copy of that texture is included in the Resources file. If bundles in Addressables depend on that texture, each bundle includes an implicit copy of it. You end up with multiple copies of the texture on disk and potentially multiple copies in memory.To avoid this duplication, move the texture out of /Resources and add it to an Addressables group.Q: Do you get similar size on disk issues that are resolved by removing duplicate bundles when you don’t use Addressables? A: Yes. In the webinar and slides we show how deduplicating the two water racing scenes significantly reduced build size.Q: How can I prevent shader variant duplicates? A: Shaders can be deduplicated in the same process as any other asset – explicitly declare them in a group.If an asset is explicitly declared in an Addressables group that is going into your build, that asset will not be duplicated across multiple bundles.For shaders specifically, it is common practice for projects to use a “Shared shaders” group to contain shaders that you expect to need in memory for the lifespan of your app, and that are shared across many assets.Q: Do two Unity scenes sharing the same prefab duplicate build size? A: This depends on if the prefab the scenes depend on has been explicitly included in Addressables, and if the scenes are in the same or different bundles.See the visual explanation of how duplication occurs in the webinar slides and in this blog post under Stage 4.The key to remember is that all content going into a bundle needs to be able to access all of its dependencies. If you put a scene into a bundle, all of its dependencies need to either be:Explicitly included somewhere in AddressablesImplicitly included in the same bundleQ: Is it possible to compare duplicates in given groups to prevent having all the game assets packed together into an isolated group? A: Yes. You can run the built-in deduplication rule and then sort the assets in the Addressables Groups window into better groupings.Or, a more scalable approach is to write your own Addressables AnalyzeRules, which will appear in the Analyze window. The built-in rules are delivered as C# in the Addressables package and can serve as a baseline.For example, you may want to find every duplicate across all of your groups that start with “Character-”. Any implicit duplicates can be placed in a “Shared-Character” group.Q: Are you going to cover remote builds and local paths? A: We did not cover remote and local paths, which are called “Addressables Profiles” in the webinar. However, we do describe what Addressables Profiles are and how to use them in this documentation.Q: How does Addressables work with Cloud Content Delivery? A: CCD integration is discussed in this documentation.Q: Can you please give pointers on best practices to implement low- and high-resolution Addressables variations? A: You can find an example in the Addressables Sample on GitHub.Q: What if bundle content is encrypted? Does the UnityDataTool also decrypt the content? A: No. The data will need to be decrypted before UnityDataTool can analyze the content.Q: Is it a supported use case to build bundles from one Unity project and load the bundles at runtime from an app built from a different project? A: Yes. This is covered by using multiple catalogs at the same time.Q: Are there drawbacks to using InstantiateAsync, or situations where it is better to use LoadAsync + manual Instantiate? A: It is recommended to use Addressables.LoadAssetAsyncand call Object.Instantiate. Addressables.InstantiateAsynchas a larger performance cost.Q: I have a lot of ScriptableObjects with at least 1–2 sprites referenced as variables. If I want to change the sprites to Addressables, do I have to change the references to Addressables one by one, or is there any trick to do this? A: An Editor script is probably the way to go to convert these references.You can add the AssetReference fields to your ScriptableObject. Then, you can write an Editor script that iterates through your ScriptableObjects, looks up the Sprite asset in Addressables to find the associated AddressableAssetEntry, and stores the address or creates an AssetReference to be stored on the ScriptableObject.Lastly, you can remove the direct Sprite references and swap any related code to use the AssetReference.Q: Can I use addressables for WebGL games? If yes, are there any specific things to look for? A: Yes, and yes. Two things to note: First, WebGL does not support threading, so don’t use Tasks. Second, caching works differently on WebGL – we’ve seen issues with caching remote AssetBundles before.Q: If I use Shader.Find, is this coming from the build or Addressables? A: These are coming from the build of the Unity Player, not Addressables. Shader.Finddoes not return results from AssetBundles.Q: How can I organize the Addressables Groups window when I have many similarly-named groups? A: For organizing the Addressables Groups UI, you can enable Group Hierarchy with Dashes. This will group similarly-named groups together. For example, “Character-person” and “Character-person2” will appear in the UI under the “Character” grouping.This does not affect how bundles are created. This is only a UI organizational change.Share your feedback with us in the Addressables forum. Be sure to watch for new technical blogs from other Unity developers as part of the ongoing Tech from the Trenches series. #extended #qampampa #optimizing #memory #build
    UNITY.COM
    Extended Q&A: Optimizing memory and build size with Addressables
    In February, as part of my role as a senior software development consultant for Unity Accelerate Solutions, I led a technical webinar about the Addressables Asset System. During the live session, I demonstrated various profiling tools that you can use to optimize a project’s runtime memory and build size. The webinar ended with a Q&A, and our team received more questions than we had time to answer.The following is an extension of that closing Q&A, so we can answer more of your questions.Q: Is the Addressables system needed for light games – like casual, arcade, or puzzle games – if I don’t have memory issues? A: Maybe not, but it’s good to keep in mind that the Addressables system doesn’t only improve memory performance. Having the ability to choose when you load content can improve loading times. Building content in Addressables enables you to have iterative builds that don’t take as long. For example, if you make a small script change, you may not have to rebuild all of your bundles.Q: Are loaded assets released when the scene switches? A: Potentially. Loaded assets from Addressables that are ready to be released because they have a ref count of zero might be unloaded from memory during a scene transition. When transitioning from scenes non-additively, call Resources.UnloadUnusedAssets(). This is expensive on the CPU, but allows you to partially unload AssetBundles.Q: Do object pooling and Addressables work well together? A: Yes. You can load your object once from Addressables and then instantiate multiple copies of it to create your pool. When you are done with the pool, destroy all the objects and release the AsyncOperationHandle that was used to load the asset.Q: Are groups and bundles loaded into memory all at once? A: Addressables groups are an Editor-only concept. At runtime, you only deal with bundles. Bundles are loaded into memory only when they are needed and only the desired content is loaded.Example: You have one bundle with 10 characters in it. You ask Addressables to load three characters. The bundle’s metadata and the three characters will be loaded.Q: If I want to release an asset, do I need to keep the AsyncOperationHandle or the AssetReference? A: We recommend keeping the handle and using it, since you’re responsible for releasing content when you are done using it.As an example, members of our team will often go the handle route in order to avoid calling Instantiate/Release directly on the AssetReference.Q: What are the disadvantages of many small bundles? A: This documentation lists several disadvantages of too many bundles.Q: When an asset in a bundle is needed, what overhead do the other assets in the same bundle have? If it’s a remote bundle it must be downloaded, but is there really no memory overhead from unused assets in the bundle? A: Correct, a remote bundle will be fully downloaded before you can use it.Unloaded assets in a loaded asset bundle have minimal overhead at runtime. Whenever you load assets from a bundle, you need to load the bundle’s metadata. Part of this metadata includes a table of contents that lists all the assets in the bundle. More assets in a bundle equates to larger metadata.You can view this memory overhead by taking a capture with the Unity Memory Profiler. In the “All Of Memory” tab, there’s a list of all the “SerializedFile” objects in memory, one for each bundle. These objects are your bundles’ metadata.Learn more about this metadata in our documentation.Q: When working in an open-world setting, what bundling strategies can I use to unload individual assets without half unloading a bundle and relying on Resources.UnloadUnusedAssets() to clean it up, without the overhead of having every asset in its own bundle? A: The key thing to remember is that content should be bundled together if you expect to unload it at the same time. If your game world has “static” content, like trees and rocks for a certain biome that will not be moved by the player, that content should be bundled together. Any “dynamic” content, like items the player can pick up, should be bundled separately.This blog post and linked GitHub repo covers splitting bundles for an open-world game. It also features a way to deduplicate bundles to reduce the memory overhead of each bundle. Stages 4 and 5 are particularly relevant to open worlds.Q: When should I leave “AssetBundle CRC” enabled? A: The recommended practice is to have this enabled, excluding cached AssetBundles for Remote groups, and disabled for Local groups. The check is only meant to make sure the data wasn’t corrupted on download. There’s almost no reason to do the check for local AssetBundles.Q: When is it not worth it to use Addressables due to CPU performance concerns when loading and unloading assets? A: The Addressables system has a positive impact on CPU loading performance due to not needing to load all content up front.If you don’t use Addressables when loading a scene, you’d have to load all content and references. If you move the content to Addressables, you can choose when to load which content.For example, say you have an Inventory Manager in a scene that has a reference to 1,000 inventory items. If you don’t use Addressables, you’ll have to load every mesh, texture, audio clip, etc., for all these inventory items. If you wait to load this content, loading the scene will be faster.Q: Do all dependencies of an addressable asset also need to be Addressables, or is that only necessary if they are shared? A: Dependencies do not need to be marked addressable. Dependencies will be pulled into Addressables during the build process if necessary.As an example, if you make a player prefab an addressable, you don’t have to manually mark the player’s mesh, textures, or audio as addressable, too. When the bundle is built, all the dependencies that don’t yet exist in Addressables will be automatically included in the player prefab bundle.Q: If I forgot to release an asset and change scenes, what happens to this asset? A: Changing scenes does not inherently interact poorly with handles. But if you load an asset and forget to release its handle, the asset will persist in memory.Addressables has an internal reference-counting system. Handles are how we interact with this system. Loading an asset increments the reference count, and releasing decrements the reference count.Creators are responsible for keeping this reference count up to date. The asset will be in memory as long as the reference count is greater than one.Q: Related to the webinar example, suppose I’m making an open-world game. The boss is present somewhere in the open world. When the player heads to the boss, how do I use Addressables here? Do I send the command to load the sword async, via a trigger, at a certain distance from the enemy, or something else? A: It can be a fine line to choose when to load and unload content. You want to be sure the boss is ready when the player needs to see it, but might not want to load it too early when the player is still able to turn around and avoid the boss.The good thing is that you can iterate on when to load and unload content – you don’t have to get it perfectly optimized on the first try.To get started, we suggest loading all content for a particular “zone” when the player gets near (e.g., the player approaches a dungeon entrance which causes everything inside the dungeon to load). If this causes unnecessary memory pressure, you can add more fine-grained loading and unloading.If the sword is not loading soon enough, consider moving the loading trigger to start earlier, improving the load time of the sword assets by using Unity Profiler’s CPU module to see what is being loaded, or using Addressables synchronously to ensure the load is finished.This documentation includes more details and a code snippet for synchronous Addressables.Q: If I load an addressable when a scene starts, do I need to have a loading screen for it? A: Loading from Addressables is typically done in an asynchronous way, like with Addressables.LoadAssetAsync().There may be some content you don’t want to load before leaving a loading screen. You can collect these AsyncOperationHandles and wait for the necessary ones to complete before leaving.Q: What is the memory footprint of the addressables metadata at runtime (before loading any of its data)? A: During Addressables initialization, the catalog file is loaded so that Addressables knows how to map labels and addresses to assets on disk or in remote locations. A larger catalog equates to a larger memory overhead at runtime.Catalog size can be reduced by stripping unnecessary data, like not including labels or GUIDs in groups that don’t need them, or by reducing the size of existing data. For example, by setting a group’s Internal Asset Naming Mode to GUID instead of filename or full path (which can be longer). You can view the runtime memory size of the catalog in Unity Memory Profiler.Q: What is the Unity Editor doing in the time it spends building Addressables? A: A build report log is output in the /Library folder. This log shows each step of the build process. To add additional details to the log, follow this path to select “Use Detailed Build Log”: Enabling Edit > Preferences > Scriptable Build Pipeline > Use Detailed Build Log.Check out visuals and documentation on how to view the log.Q: Does Resources.Load() also have a duplication problem? A: Yes. It can be useful to think of Addressables content and Resources content as different “worlds.” If you have a texture in /Resources, one copy of that texture is included in the Resources file. If bundles in Addressables depend on that texture, each bundle includes an implicit copy of it. You end up with multiple copies of the texture on disk and potentially multiple copies in memory.To avoid this duplication, move the texture out of /Resources and add it to an Addressables group.Q: Do you get similar size on disk issues that are resolved by removing duplicate bundles when you don’t use Addressables? A: Yes. In the webinar and slides we show how deduplicating the two water racing scenes significantly reduced build size.Q: How can I prevent shader variant duplicates? A: Shaders can be deduplicated in the same process as any other asset – explicitly declare them in a group.If an asset is explicitly declared in an Addressables group that is going into your build, that asset will not be duplicated across multiple bundles.For shaders specifically, it is common practice for projects to use a “Shared shaders” group to contain shaders that you expect to need in memory for the lifespan of your app, and that are shared across many assets.Q: Do two Unity scenes sharing the same prefab duplicate build size? A: This depends on if the prefab the scenes depend on has been explicitly included in Addressables, and if the scenes are in the same or different bundles.See the visual explanation of how duplication occurs in the webinar slides and in this blog post under Stage 4.The key to remember is that all content going into a bundle needs to be able to access all of its dependencies. If you put a scene into a bundle, all of its dependencies need to either be:Explicitly included somewhere in AddressablesImplicitly included in the same bundleQ: Is it possible to compare duplicates in given groups to prevent having all the game assets packed together into an isolated group? A: Yes. You can run the built-in deduplication rule and then sort the assets in the Addressables Groups window into better groupings.Or, a more scalable approach is to write your own Addressables AnalyzeRules, which will appear in the Analyze window. The built-in rules are delivered as C# in the Addressables package and can serve as a baseline.For example, you may want to find every duplicate across all of your groups that start with “Character-”. Any implicit duplicates can be placed in a “Shared-Character” group.Q: Are you going to cover remote builds and local paths? A: We did not cover remote and local paths, which are called “Addressables Profiles” in the webinar. However, we do describe what Addressables Profiles are and how to use them in this documentation.Q: How does Addressables work with Cloud Content Delivery (CCD)? A: CCD integration is discussed in this documentation.Q: Can you please give pointers on best practices to implement low- and high-resolution Addressables variations? A: You can find an example in the Addressables Sample on GitHub.Q: What if bundle content is encrypted? Does the UnityDataTool also decrypt the content? A: No. The data will need to be decrypted before UnityDataTool can analyze the content.Q: Is it a supported use case to build bundles from one Unity project and load the bundles at runtime from an app built from a different project? A: Yes. This is covered by using multiple catalogs at the same time.Q: Are there drawbacks to using InstantiateAsync, or situations where it is better to use LoadAsync + manual Instantiate? A: It is recommended to use Addressables.LoadAssetAsync() and call Object.Instantiate(). Addressables.InstantiateAsync() has a larger performance cost.Q: I have a lot of ScriptableObjects with at least 1–2 sprites referenced as variables. If I want to change the sprites to Addressables, do I have to change the references to Addressables one by one, or is there any trick to do this? A: An Editor script is probably the way to go to convert these references.You can add the AssetReference fields to your ScriptableObject (and temporarily keep the Sprite fields). Then, you can write an Editor script that iterates through your ScriptableObjects, looks up the Sprite asset in Addressables to find the associated AddressableAssetEntry, and stores the address or creates an AssetReference to be stored on the ScriptableObject.Lastly, you can remove the direct Sprite references and swap any related code to use the AssetReference.Q: Can I use addressables for WebGL games? If yes, are there any specific things to look for? A: Yes, and yes. Two things to note: First, WebGL does not support threading, so don’t use Tasks. Second, caching works differently on WebGL – we’ve seen issues with caching remote AssetBundles before.Q: If I use Shader.Find(“ShaderName”), is this coming from the build or Addressables? A: These are coming from the build of the Unity Player, not Addressables. Shader.Find() does not return results from AssetBundles.Q: How can I organize the Addressables Groups window when I have many similarly-named groups? A: For organizing the Addressables Groups UI, you can enable Group Hierarchy with Dashes. This will group similarly-named groups together. For example, “Character-person” and “Character-person2” will appear in the UI under the “Character” grouping.This does not affect how bundles are created. This is only a UI organizational change.Share your feedback with us in the Addressables forum. Be sure to watch for new technical blogs from other Unity developers as part of the ongoing Tech from the Trenches series.
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  • #333;">GM’s new ‘manganese rich’ battery promises cheaper EVs in 2028

    General Motors revealed Tuesday a new battery chemistry called lithium-manganese-rich (LMR), which it says should slash costs while delivering driving range that’s just shy of the most advanced batteries on the market. 
    “With LMR, we can deliver over 400-mile range in our in our trucks while significantly reducing our battery costs,” Kurt Kelty, GM’s vice president of battery, propulsion and sustainability, told TechCrunch.
    LMR will also dramatically reduce the amount of nickel and cobalt compared with GM’s most advanced cells, two critical minerals that aren’t readily available from domestic sources in the United States.
    Today, the Chevrolet Silverado EV uses nickel-manganese-cobalt (NMC) cells to drive 492 miles on a full charge.
    That impressive range comes with a hefty price tag.
    The electric trucks start at over $73,000 for the general public (a fleet version costs less).
    GM is planning a version with cheaper lithium-iron-phosphate (LFP) cells, which would drop the price by $6,000, but also cuts range to 350 miles. 
    The new technology would preserve the LFP price cuts without sacrificing as much range.
    GM says the new cells will be cheaper for a few reasons.
    For one, manganese is cheaper than cobalt or nickel.
    The LMR chemistry will have zero to 2% cobalt, 30% – 40% nickel, and 60% – 70% manganese.
    That’s significantly less than today’s leading NMC cells, which are up to 10% cobalt and 80% nickel.
    Previous attempts at manganese-rich batteries have tended to degrade quickly.
    GM thinks it has cracked the problem.
    The automaker experimented with a range of materials and manufacturing processes to arrive at the current formulation.

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    LMR battery packs will contain prismatic cells instead of pouches.
    Today’s Ultium batteries use the latter.
    Kelty said switching to prismatic cells, which have a rigid shell, will help the company build a battery pack with more than 50% fewer parts.
    “It’s a huge, huge cost savings we’ll get,” he said.
    GM has big plans for LMR, with the chemistry potentially spreading throughout the EV lineup.
    Andy Oury, business planning manager at GM, said that LMR could “take up a huge chunk in the middle” of the market, pushing LFP to entry level vehicles and pricey NMC to applications that need long range and high energy density.
    The new cells will be made by Ultium Cells, GM’s joint venture with LG Energy Solution.
    Through Ultium, the two companies have invested billions of dollars in battery manufacturing in the United States. 
    Both have been pursuing LMR for years.
    GM has more than 50 patents on LMR, though LG has also been working on the technology itself.
    Kelty acknowledged it’s possible that LG could make it’s own version of LMR cells that don’t infringe on GM’s patents, making the chemistry more widely available.
    “It’ll be interesting to see how this all plays out,” Kelty said.
    GM’s LMR research has been underway for a decade.
    Its efforts kicked into high gear in the last couple years as engineers successfully produced large-format cells similar to those in EVs on the road today.
    GM has made about 300 large format cells so far, and its testing regime equates to around 1.5 million miles of typical driving, said Kushal Narayanaswamy, director of advanced cell engineering at the automaker.
    That leaves just a few short years for the company to modify its existing manufacturing plants to accommodate the new chemistry and then scale up production.
    Scaling, in particular, tripped up the first Ultium cells.
    Kelty is confident that GM can hit the 2028 target. 
    “It meets all our performance metrics, we have a partner that’s going to manufacture it, and we’ve got a manufacturing location,” he said.
    “The other thing is, the supply chain is much more local than high-nickel or LFP, so we’re really incentivized to do this.
    There’s a lot of things coming together here that really make us want to go quickly.”
    #666;">المصدر: https://techcrunch.com/2025/05/13/gms-new-manganese-rich-battery-promises-cheaper-evs-in-2028/" style="color: #0066cc; text-decoration: none;">techcrunch.com
    #0066cc;">#gms #new #manganese #rich #battery #promises #cheaper #evs #general #motors #revealed #tuesday #chemistry #called #lithiummanganeserich #lmr #which #says #should #slash #costs #while #delivering #driving #range #thats #just #shy #the #most #advanced #batteries #marketwith #can #deliver #over #400mile #our #trucks #significantly #reducing #kurt #kelty #vice #president #propulsion #and #sustainability #told #techcrunchlmr #will #also #dramatically #reduce #amount #nickel #cobalt #compared #with #cells #two #critical #minerals #that #arent #readily #available #from #domestic #sources #united #statestoday #chevrolet #silverado #uses #nickelmanganesecobalt #nmc #drive #miles #full #chargethat #impressive #comes #hefty #price #tagthe #electric #start #for #public #fleet #version #lessgm #planning #lithiumironphosphate #lfp #would #drop #but #cuts #milesthe #technology #preserve #without #sacrificing #much #rangegm #few #reasonsfor #one #than #nickelthe #have #zero #manganesethats #less #todays #leading #are #nickelprevious #attempts #manganeserich #tended #degrade #quicklygm #thinks #has #cracked #problemthe #automaker #experimented #materials #manufacturing #processes #arrive #current #formulation #techcrunch #eventjoin #sessions #aisecure #your #spot #industry #event #speakers #openai #anthropic #coherefor #limited #time #tickets #entire #day #expert #talks #workshops #potent #networkingexhibit #show #decisionmakers #what #youve #built #big #spendavailable #through #may #tables #lastberkeley #cajune #5register #nowlmr #packs #contain #prismatic #instead #pouchestodays #ultium #use #latterkelty #said #switching #rigid #shell #help #company #build #pack #more #fewer #partsits #huge #cost #savings #well #get #saidgm #plans #potentially #spreading #throughout #lineupandy #oury #business #manager #could #take #chunk #middle #market #pushing #entry #level #vehicles #pricey #applications #need #long #high #energy #densitythe #made #joint #venture #solutionthrough #companies #invested #billions #dollars #statesboth #been #pursuing #yearsgm #patents #though #working #itselfkelty #acknowledged #its #possible #make #own #dont #infringe #making #widely #availableitll #interesting #see #how #this #all #plays #out #saidgms #research #underway #decadeits #efforts #kicked #into #gear #last #couple #years #engineers #successfully #produced #largeformat #similar #those #road #todaygm #about #large #format #far #testing #regime #equates #around #million #typical #kushal #narayanaswamy #director #cell #engineering #automakerthat #leaves #short #modify #existing #plants #accommodate #then #scale #productionscaling #particular #tripped #first #cellskelty #confident #hit #targetit #meets #performance #metrics #partner #going #manufacture #weve #got #location #saidthe #other #thing #supply #chain #local #highnickel #were #really #incentivized #thistheres #lot #things #coming #together #here #want #quickly
    GM’s new ‘manganese rich’ battery promises cheaper EVs in 2028
    General Motors revealed Tuesday a new battery chemistry called lithium-manganese-rich (LMR), which it says should slash costs while delivering driving range that’s just shy of the most advanced batteries on the market.  “With LMR, we can deliver over 400-mile range in our in our trucks while significantly reducing our battery costs,” Kurt Kelty, GM’s vice president of battery, propulsion and sustainability, told TechCrunch. LMR will also dramatically reduce the amount of nickel and cobalt compared with GM’s most advanced cells, two critical minerals that aren’t readily available from domestic sources in the United States. Today, the Chevrolet Silverado EV uses nickel-manganese-cobalt (NMC) cells to drive 492 miles on a full charge. That impressive range comes with a hefty price tag. The electric trucks start at over $73,000 for the general public (a fleet version costs less). GM is planning a version with cheaper lithium-iron-phosphate (LFP) cells, which would drop the price by $6,000, but also cuts range to 350 miles.  The new technology would preserve the LFP price cuts without sacrificing as much range. GM says the new cells will be cheaper for a few reasons. For one, manganese is cheaper than cobalt or nickel. The LMR chemistry will have zero to 2% cobalt, 30% – 40% nickel, and 60% – 70% manganese. That’s significantly less than today’s leading NMC cells, which are up to 10% cobalt and 80% nickel. Previous attempts at manganese-rich batteries have tended to degrade quickly. GM thinks it has cracked the problem. The automaker experimented with a range of materials and manufacturing processes to arrive at the current formulation. Techcrunch event Join us at TechCrunch Sessions: AI Secure your spot for our leading AI industry event with speakers from OpenAI, Anthropic, and Cohere. For a limited time, tickets are just $292 for an entire day of expert talks, workshops, and potent networking. Exhibit at TechCrunch Sessions: AI Secure your spot at TC Sessions: AI and show 1,200+ decision-makers what you’ve built — without the big spend. Available through May 9 or while tables last. Berkeley, CA | June 5 REGISTER NOW LMR battery packs will contain prismatic cells instead of pouches. Today’s Ultium batteries use the latter. Kelty said switching to prismatic cells, which have a rigid shell, will help the company build a battery pack with more than 50% fewer parts. “It’s a huge, huge cost savings we’ll get,” he said. GM has big plans for LMR, with the chemistry potentially spreading throughout the EV lineup. Andy Oury, business planning manager at GM, said that LMR could “take up a huge chunk in the middle” of the market, pushing LFP to entry level vehicles and pricey NMC to applications that need long range and high energy density. The new cells will be made by Ultium Cells, GM’s joint venture with LG Energy Solution. Through Ultium, the two companies have invested billions of dollars in battery manufacturing in the United States.  Both have been pursuing LMR for years. GM has more than 50 patents on LMR, though LG has also been working on the technology itself. Kelty acknowledged it’s possible that LG could make it’s own version of LMR cells that don’t infringe on GM’s patents, making the chemistry more widely available. “It’ll be interesting to see how this all plays out,” Kelty said. GM’s LMR research has been underway for a decade. Its efforts kicked into high gear in the last couple years as engineers successfully produced large-format cells similar to those in EVs on the road today. GM has made about 300 large format cells so far, and its testing regime equates to around 1.5 million miles of typical driving, said Kushal Narayanaswamy, director of advanced cell engineering at the automaker. That leaves just a few short years for the company to modify its existing manufacturing plants to accommodate the new chemistry and then scale up production. Scaling, in particular, tripped up the first Ultium cells. Kelty is confident that GM can hit the 2028 target.  “It meets all our performance metrics, we have a partner that’s going to manufacture it, and we’ve got a manufacturing location,” he said. “The other thing is, the supply chain is much more local than high-nickel or LFP, so we’re really incentivized to do this. There’s a lot of things coming together here that really make us want to go quickly.”
    المصدر: techcrunch.com
    #gms #new #manganese #rich #battery #promises #cheaper #evs #general #motors #revealed #tuesday #chemistry #called #lithiummanganeserich #lmr #which #says #should #slash #costs #while #delivering #driving #range #thats #just #shy #the #most #advanced #batteries #marketwith #can #deliver #over #400mile #our #trucks #significantly #reducing #kurt #kelty #vice #president #propulsion #and #sustainability #told #techcrunchlmr #will #also #dramatically #reduce #amount #nickel #cobalt #compared #with #cells #two #critical #minerals #that #arent #readily #available #from #domestic #sources #united #statestoday #chevrolet #silverado #uses #nickelmanganesecobalt #nmc #drive #miles #full #chargethat #impressive #comes #hefty #price #tagthe #electric #start #for #public #fleet #version #lessgm #planning #lithiumironphosphate #lfp #would #drop #but #cuts #milesthe #technology #preserve #without #sacrificing #much #rangegm #few #reasonsfor #one #than #nickelthe #have #zero #manganesethats #less #todays #leading #are #nickelprevious #attempts #manganeserich #tended #degrade #quicklygm #thinks #has #cracked #problemthe #automaker #experimented #materials #manufacturing #processes #arrive #current #formulation #techcrunch #eventjoin #sessions #aisecure #your #spot #industry #event #speakers #openai #anthropic #coherefor #limited #time #tickets #entire #day #expert #talks #workshops #potent #networkingexhibit #show #decisionmakers #what #youve #built #big #spendavailable #through #may #tables #lastberkeley #cajune #5register #nowlmr #packs #contain #prismatic #instead #pouchestodays #ultium #use #latterkelty #said #switching #rigid #shell #help #company #build #pack #more #fewer #partsits #huge #cost #savings #well #get #saidgm #plans #potentially #spreading #throughout #lineupandy #oury #business #manager #could #take #chunk #middle #market #pushing #entry #level #vehicles #pricey #applications #need #long #high #energy #densitythe #made #joint #venture #solutionthrough #companies #invested #billions #dollars #statesboth #been #pursuing #yearsgm #patents #though #working #itselfkelty #acknowledged #its #possible #make #own #dont #infringe #making #widely #availableitll #interesting #see #how #this #all #plays #out #saidgms #research #underway #decadeits #efforts #kicked #into #gear #last #couple #years #engineers #successfully #produced #largeformat #similar #those #road #todaygm #about #large #format #far #testing #regime #equates #around #million #typical #kushal #narayanaswamy #director #cell #engineering #automakerthat #leaves #short #modify #existing #plants #accommodate #then #scale #productionscaling #particular #tripped #first #cellskelty #confident #hit #targetit #meets #performance #metrics #partner #going #manufacture #weve #got #location #saidthe #other #thing #supply #chain #local #highnickel #were #really #incentivized #thistheres #lot #things #coming #together #here #want #quickly
    TECHCRUNCH.COM
    GM’s new ‘manganese rich’ battery promises cheaper EVs in 2028
    General Motors revealed Tuesday a new battery chemistry called lithium-manganese-rich (LMR), which it says should slash costs while delivering driving range that’s just shy of the most advanced batteries on the market.  “With LMR, we can deliver over 400-mile range in our in our trucks while significantly reducing our battery costs,” Kurt Kelty, GM’s vice president of battery, propulsion and sustainability, told TechCrunch. LMR will also dramatically reduce the amount of nickel and cobalt compared with GM’s most advanced cells, two critical minerals that aren’t readily available from domestic sources in the United States. Today, the Chevrolet Silverado EV uses nickel-manganese-cobalt (NMC) cells to drive 492 miles on a full charge. That impressive range comes with a hefty price tag. The electric trucks start at over $73,000 for the general public (a fleet version costs less). GM is planning a version with cheaper lithium-iron-phosphate (LFP) cells, which would drop the price by $6,000, but also cuts range to 350 miles.  The new technology would preserve the LFP price cuts without sacrificing as much range. GM says the new cells will be cheaper for a few reasons. For one, manganese is cheaper than cobalt or nickel. The LMR chemistry will have zero to 2% cobalt, 30% – 40% nickel, and 60% – 70% manganese. That’s significantly less than today’s leading NMC cells, which are up to 10% cobalt and 80% nickel. Previous attempts at manganese-rich batteries have tended to degrade quickly. GM thinks it has cracked the problem. The automaker experimented with a range of materials and manufacturing processes to arrive at the current formulation. Techcrunch event Join us at TechCrunch Sessions: AI Secure your spot for our leading AI industry event with speakers from OpenAI, Anthropic, and Cohere. For a limited time, tickets are just $292 for an entire day of expert talks, workshops, and potent networking. Exhibit at TechCrunch Sessions: AI Secure your spot at TC Sessions: AI and show 1,200+ decision-makers what you’ve built — without the big spend. Available through May 9 or while tables last. Berkeley, CA | June 5 REGISTER NOW LMR battery packs will contain prismatic cells instead of pouches. Today’s Ultium batteries use the latter. Kelty said switching to prismatic cells, which have a rigid shell, will help the company build a battery pack with more than 50% fewer parts. “It’s a huge, huge cost savings we’ll get,” he said. GM has big plans for LMR, with the chemistry potentially spreading throughout the EV lineup. Andy Oury, business planning manager at GM, said that LMR could “take up a huge chunk in the middle” of the market, pushing LFP to entry level vehicles and pricey NMC to applications that need long range and high energy density. The new cells will be made by Ultium Cells, GM’s joint venture with LG Energy Solution. Through Ultium, the two companies have invested billions of dollars in battery manufacturing in the United States.  Both have been pursuing LMR for years. GM has more than 50 patents on LMR, though LG has also been working on the technology itself. Kelty acknowledged it’s possible that LG could make it’s own version of LMR cells that don’t infringe on GM’s patents, making the chemistry more widely available. “It’ll be interesting to see how this all plays out,” Kelty said. GM’s LMR research has been underway for a decade. Its efforts kicked into high gear in the last couple years as engineers successfully produced large-format cells similar to those in EVs on the road today. GM has made about 300 large format cells so far, and its testing regime equates to around 1.5 million miles of typical driving, said Kushal Narayanaswamy, director of advanced cell engineering at the automaker. That leaves just a few short years for the company to modify its existing manufacturing plants to accommodate the new chemistry and then scale up production. Scaling, in particular, tripped up the first Ultium cells. Kelty is confident that GM can hit the 2028 target.  “It meets all our performance metrics, we have a partner that’s going to manufacture it, and we’ve got a manufacturing location,” he said. “The other thing is, the supply chain is much more local than high-nickel or LFP, so we’re really incentivized to do this. There’s a lot of things coming together here that really make us want to go quickly.”
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