• Oh, IMAX, the grand illusion of reality turned up to eleven! Who knew that watching a two-hour movie could feel like a NASA launch, complete with a symphony of surround sound that could wake the dead? For those who haven't had the pleasure, IMAX is not just a cinema; it’s an experience that makes you feel like you’re inside the movie—right before you realize you’re just trapped in a ridiculously oversized chair, too small for your popcorn bucket.

    Let’s talk about those gigantic screens. You know, the ones that make your living room TV look like a postage stamp? Apparently, the idea is to engulf you in the film so much that you forget about the existential dread of your daily life. Because honestly, who needs a therapist when you can sit in a dark room, surrounded by strangers, with a screen larger than your future looming in front of you?

    And don’t get me started on the “revolutionary technology.” IMAX is synonymous with larger-than-life images, but let's face it—it's just fancy pixels. I mean, how many different ways can you capture a superhero saving the world at this point? Yet, somehow, they manage to convince us that we need to watch it all in the world’s biggest format, because watching it on a normal screen would be akin to watching it through a keyhole, right?

    Then there’s the sound. IMAX promises "the most immersive audio experience." Yes, because nothing says relaxation like feeling like you’re in the middle of a battle scene with explosions that could shake the very foundations of your soul. You know, I used to think my neighbors were loud, but now I realize they could never compete with the sound of a spaceship crashing at full volume. Thanks, IMAX, for redefining the meaning of “loud neighbors.”

    And let’s not forget the tickets. A small mortgage payment for an evening of cinematic bliss! Who needs to save for retirement when you can experience the thrill of a blockbuster in a seat that costs more than your last three grocery bills combined? It’s a small price to pay for the opportunity to see your favorite actors’ pores in glorious detail.

    In conclusion, if you haven’t yet experienced the wonder that is IMAX, prepare yourself for a rollercoaster of emotions and a potential existential crisis. Because nothing says “reality” quite like watching a fictional world unfold on a screen so big it makes your own life choices seem trivial. So, grab your credit card, put on your 3D glasses, and let’s dive into the cinematic abyss of IMAX—where reality takes a backseat, and your wallet weeps in despair.

    #IMAX #CinematicExperience #RealityCheck #MovieMagic #TooBigToFail
    Oh, IMAX, the grand illusion of reality turned up to eleven! Who knew that watching a two-hour movie could feel like a NASA launch, complete with a symphony of surround sound that could wake the dead? For those who haven't had the pleasure, IMAX is not just a cinema; it’s an experience that makes you feel like you’re inside the movie—right before you realize you’re just trapped in a ridiculously oversized chair, too small for your popcorn bucket. Let’s talk about those gigantic screens. You know, the ones that make your living room TV look like a postage stamp? Apparently, the idea is to engulf you in the film so much that you forget about the existential dread of your daily life. Because honestly, who needs a therapist when you can sit in a dark room, surrounded by strangers, with a screen larger than your future looming in front of you? And don’t get me started on the “revolutionary technology.” IMAX is synonymous with larger-than-life images, but let's face it—it's just fancy pixels. I mean, how many different ways can you capture a superhero saving the world at this point? Yet, somehow, they manage to convince us that we need to watch it all in the world’s biggest format, because watching it on a normal screen would be akin to watching it through a keyhole, right? Then there’s the sound. IMAX promises "the most immersive audio experience." Yes, because nothing says relaxation like feeling like you’re in the middle of a battle scene with explosions that could shake the very foundations of your soul. You know, I used to think my neighbors were loud, but now I realize they could never compete with the sound of a spaceship crashing at full volume. Thanks, IMAX, for redefining the meaning of “loud neighbors.” And let’s not forget the tickets. A small mortgage payment for an evening of cinematic bliss! Who needs to save for retirement when you can experience the thrill of a blockbuster in a seat that costs more than your last three grocery bills combined? It’s a small price to pay for the opportunity to see your favorite actors’ pores in glorious detail. In conclusion, if you haven’t yet experienced the wonder that is IMAX, prepare yourself for a rollercoaster of emotions and a potential existential crisis. Because nothing says “reality” quite like watching a fictional world unfold on a screen so big it makes your own life choices seem trivial. So, grab your credit card, put on your 3D glasses, and let’s dive into the cinematic abyss of IMAX—where reality takes a backseat, and your wallet weeps in despair. #IMAX #CinematicExperience #RealityCheck #MovieMagic #TooBigToFail
    IMAX : tout ce que vous devez savoir
    IMAX est mondialement reconnu pour ses écrans gigantesques, mais cette technologie révolutionnaire ne se limite […] Cet article IMAX : tout ce que vous devez savoir a été publié sur REALITE-VIRTUELLE.COM.
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  • Monster Hunter Wilds, Sinister Cloth, Monster Hunter armor, unique materials, cool armor designs, Monster Hunter series, crafting armor, hunting monsters, gaming gear

    ## Introduction: The Quest for the Ultimate Armor

    Ah, Monster Hunter Wilds, a game where you can spend countless hours chasing down gigantic beasts, only to discover that your real enemy isn’t the monster lurking in the bushes, but rather your own luck—or lack thereof—when it comes to crafting that elusive armor. It’s a classic t...
    Monster Hunter Wilds, Sinister Cloth, Monster Hunter armor, unique materials, cool armor designs, Monster Hunter series, crafting armor, hunting monsters, gaming gear ## Introduction: The Quest for the Ultimate Armor Ah, Monster Hunter Wilds, a game where you can spend countless hours chasing down gigantic beasts, only to discover that your real enemy isn’t the monster lurking in the bushes, but rather your own luck—or lack thereof—when it comes to crafting that elusive armor. It’s a classic t...
    The Coolest And Edgiest Monster Hunter Wilds Armor Can Be Yours, But Only If You’re Lucky
    Monster Hunter Wilds, Sinister Cloth, Monster Hunter armor, unique materials, cool armor designs, Monster Hunter series, crafting armor, hunting monsters, gaming gear ## Introduction: The Quest for the Ultimate Armor Ah, Monster Hunter Wilds, a game where you can spend countless hours chasing down gigantic beasts, only to discover that your real enemy isn’t the monster lurking in the bushes,...
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  • Fusion and AI: How private sector tech is powering progress at ITER

    In April 2025, at the ITER Private Sector Fusion Workshop in Cadarache, something remarkable unfolded. In a room filled with scientists, engineers and software visionaries, the line between big science and commercial innovation began to blur.  
    Three organisations – Microsoft Research, Arena and Brigantium Engineering – shared how artificial intelligence, already transforming everything from language models to logistics, is now stepping into a new role: helping humanity to unlock the power of nuclear fusion. 
    Each presenter addressed a different part of the puzzle, but the message was the same: AI isn’t just a buzzword anymore. It’s becoming a real tool – practical, powerful and indispensable – for big science and engineering projects, including fusion. 
    “If we think of the agricultural revolution and the industrial revolution, the AI revolution is next – and it’s coming at a pace which is unprecedented,” said Kenji Takeda, director of research incubations at Microsoft Research. 
    Microsoft’s collaboration with ITER is already in motion. Just a month before the workshop, the two teams signed a Memorandum of Understandingto explore how AI can accelerate research and development. This follows ITER’s initial use of Microsoft technology to empower their teams.
    A chatbot in Azure OpenAI service was developed to help staff navigate technical knowledge, on more than a million ITER documents, using natural conversation. GitHub Copilot assists with coding, while AI helps to resolve IT support tickets – those everyday but essential tasks that keep the lights on. 
    But Microsoft’s vision goes deeper. Fusion demands materials that can survive extreme conditions – heat, radiation, pressure – and that’s where AI shows a different kind of potential. MatterGen, a Microsoft Research generative AI model for materials, designs entirely new materials based on specific properties.
    “It’s like ChatGPT,” said Takeda, “but instead of ‘Write me a poem’, we ask it to design a material that can survive as the first wall of a fusion reactor.” 
    The next step? MatterSim – a simulation tool that predicts how these imagined materials will behave in the real world. By combining generation and simulation, Microsoft hopes to uncover materials that don’t yet exist in any catalogue. 
    While Microsoft tackles the atomic scale, Arena is focused on a different challenge: speeding up hardware development. As general manager Michael Frei put it: “Software innovation happens in seconds. In hardware, that loop can take months – or years.” 
    Arena’s answer is Atlas, a multimodal AI platform that acts as an extra set of hands – and eyes – for engineers. It can read data sheets, interpret lab results, analyse circuit diagrams and even interact with lab equipment through software interfaces. “Instead of adjusting an oscilloscope manually,” said Frei, “you can just say, ‘Verify the I2Cprotocol’, and Atlas gets it done.” 
    It doesn’t stop there. Atlas can write and adapt firmware on the fly, responding to real-time conditions. That means tighter feedback loops, faster prototyping and fewer late nights in the lab. Arena aims to make building hardware feel a little more like writing software – fluid, fast and assisted by smart tools. 

    Fusion, of course, isn’t just about atoms and code – it’s also about construction. Gigantic, one-of-a-kind machines don’t build themselves. That’s where Brigantium Engineering comes in.
    Founder Lynton Sutton explained how his team uses “4D planning” – a marriage of 3D CAD models and detailed construction schedules – to visualise how everything comes together over time. “Gantt charts are hard to interpret. 3D models are static. Our job is to bring those together,” he said. 
    The result is a time-lapse-style animation that shows the construction process step by step. It’s proven invaluable for safety reviews and stakeholder meetings. Rather than poring over spreadsheets, teams can simply watch the plan come to life. 
    And there’s more. Brigantium is bringing these models into virtual reality using Unreal Engine – the same one behind many video games. One recent model recreated ITER’s tokamak pit using drone footage and photogrammetry. The experience is fully interactive and can even run in a web browser.
    “We’ve really improved the quality of the visualisation,” said Sutton. “It’s a lot smoother; the textures look a lot better. Eventually, we’ll have this running through a web browser, so anybody on the team can just click on a web link to navigate this 4D model.” 
    Looking forward, Sutton believes AI could help automate the painstaking work of syncing schedules with 3D models. One day, these simulations could reach all the way down to individual bolts and fasteners – not just with impressive visuals, but with critical tools for preventing delays. 
    Despite the different approaches, one theme ran through all three presentations: AI isn’t just a tool for office productivity. It’s becoming a partner in creativity, problem-solving and even scientific discovery. 
    Takeda mentioned that Microsoft is experimenting with “world models” inspired by how video games simulate physics. These models learn about the physical world by watching pixels in the form of videos of real phenomena such as plasma behaviour. “Our thesis is that if you showed this AI videos of plasma, it might learn the physics of plasmas,” he said. 
    It sounds futuristic, but the logic holds. The more AI can learn from the world, the more it can help us understand it – and perhaps even master it. At its heart, the message from the workshop was simple: AI isn’t here to replace the scientist, the engineer or the planner; it’s here to help, and to make their work faster, more flexible and maybe a little more fun.
    As Takeda put it: “Those are just a few examples of how AI is starting to be used at ITER. And it’s just the start of that journey.” 
    If these early steps are any indication, that journey won’t just be faster – it might also be more inspired. 
    #fusion #how #private #sector #tech
    Fusion and AI: How private sector tech is powering progress at ITER
    In April 2025, at the ITER Private Sector Fusion Workshop in Cadarache, something remarkable unfolded. In a room filled with scientists, engineers and software visionaries, the line between big science and commercial innovation began to blur.   Three organisations – Microsoft Research, Arena and Brigantium Engineering – shared how artificial intelligence, already transforming everything from language models to logistics, is now stepping into a new role: helping humanity to unlock the power of nuclear fusion.  Each presenter addressed a different part of the puzzle, but the message was the same: AI isn’t just a buzzword anymore. It’s becoming a real tool – practical, powerful and indispensable – for big science and engineering projects, including fusion.  “If we think of the agricultural revolution and the industrial revolution, the AI revolution is next – and it’s coming at a pace which is unprecedented,” said Kenji Takeda, director of research incubations at Microsoft Research.  Microsoft’s collaboration with ITER is already in motion. Just a month before the workshop, the two teams signed a Memorandum of Understandingto explore how AI can accelerate research and development. This follows ITER’s initial use of Microsoft technology to empower their teams. A chatbot in Azure OpenAI service was developed to help staff navigate technical knowledge, on more than a million ITER documents, using natural conversation. GitHub Copilot assists with coding, while AI helps to resolve IT support tickets – those everyday but essential tasks that keep the lights on.  But Microsoft’s vision goes deeper. Fusion demands materials that can survive extreme conditions – heat, radiation, pressure – and that’s where AI shows a different kind of potential. MatterGen, a Microsoft Research generative AI model for materials, designs entirely new materials based on specific properties. “It’s like ChatGPT,” said Takeda, “but instead of ‘Write me a poem’, we ask it to design a material that can survive as the first wall of a fusion reactor.”  The next step? MatterSim – a simulation tool that predicts how these imagined materials will behave in the real world. By combining generation and simulation, Microsoft hopes to uncover materials that don’t yet exist in any catalogue.  While Microsoft tackles the atomic scale, Arena is focused on a different challenge: speeding up hardware development. As general manager Michael Frei put it: “Software innovation happens in seconds. In hardware, that loop can take months – or years.”  Arena’s answer is Atlas, a multimodal AI platform that acts as an extra set of hands – and eyes – for engineers. It can read data sheets, interpret lab results, analyse circuit diagrams and even interact with lab equipment through software interfaces. “Instead of adjusting an oscilloscope manually,” said Frei, “you can just say, ‘Verify the I2Cprotocol’, and Atlas gets it done.”  It doesn’t stop there. Atlas can write and adapt firmware on the fly, responding to real-time conditions. That means tighter feedback loops, faster prototyping and fewer late nights in the lab. Arena aims to make building hardware feel a little more like writing software – fluid, fast and assisted by smart tools.  Fusion, of course, isn’t just about atoms and code – it’s also about construction. Gigantic, one-of-a-kind machines don’t build themselves. That’s where Brigantium Engineering comes in. Founder Lynton Sutton explained how his team uses “4D planning” – a marriage of 3D CAD models and detailed construction schedules – to visualise how everything comes together over time. “Gantt charts are hard to interpret. 3D models are static. Our job is to bring those together,” he said.  The result is a time-lapse-style animation that shows the construction process step by step. It’s proven invaluable for safety reviews and stakeholder meetings. Rather than poring over spreadsheets, teams can simply watch the plan come to life.  And there’s more. Brigantium is bringing these models into virtual reality using Unreal Engine – the same one behind many video games. One recent model recreated ITER’s tokamak pit using drone footage and photogrammetry. The experience is fully interactive and can even run in a web browser. “We’ve really improved the quality of the visualisation,” said Sutton. “It’s a lot smoother; the textures look a lot better. Eventually, we’ll have this running through a web browser, so anybody on the team can just click on a web link to navigate this 4D model.”  Looking forward, Sutton believes AI could help automate the painstaking work of syncing schedules with 3D models. One day, these simulations could reach all the way down to individual bolts and fasteners – not just with impressive visuals, but with critical tools for preventing delays.  Despite the different approaches, one theme ran through all three presentations: AI isn’t just a tool for office productivity. It’s becoming a partner in creativity, problem-solving and even scientific discovery.  Takeda mentioned that Microsoft is experimenting with “world models” inspired by how video games simulate physics. These models learn about the physical world by watching pixels in the form of videos of real phenomena such as plasma behaviour. “Our thesis is that if you showed this AI videos of plasma, it might learn the physics of plasmas,” he said.  It sounds futuristic, but the logic holds. The more AI can learn from the world, the more it can help us understand it – and perhaps even master it. At its heart, the message from the workshop was simple: AI isn’t here to replace the scientist, the engineer or the planner; it’s here to help, and to make their work faster, more flexible and maybe a little more fun. As Takeda put it: “Those are just a few examples of how AI is starting to be used at ITER. And it’s just the start of that journey.”  If these early steps are any indication, that journey won’t just be faster – it might also be more inspired.  #fusion #how #private #sector #tech
    WWW.COMPUTERWEEKLY.COM
    Fusion and AI: How private sector tech is powering progress at ITER
    In April 2025, at the ITER Private Sector Fusion Workshop in Cadarache, something remarkable unfolded. In a room filled with scientists, engineers and software visionaries, the line between big science and commercial innovation began to blur.   Three organisations – Microsoft Research, Arena and Brigantium Engineering – shared how artificial intelligence (AI), already transforming everything from language models to logistics, is now stepping into a new role: helping humanity to unlock the power of nuclear fusion.  Each presenter addressed a different part of the puzzle, but the message was the same: AI isn’t just a buzzword anymore. It’s becoming a real tool – practical, powerful and indispensable – for big science and engineering projects, including fusion.  “If we think of the agricultural revolution and the industrial revolution, the AI revolution is next – and it’s coming at a pace which is unprecedented,” said Kenji Takeda, director of research incubations at Microsoft Research.  Microsoft’s collaboration with ITER is already in motion. Just a month before the workshop, the two teams signed a Memorandum of Understanding (MoU) to explore how AI can accelerate research and development. This follows ITER’s initial use of Microsoft technology to empower their teams. A chatbot in Azure OpenAI service was developed to help staff navigate technical knowledge, on more than a million ITER documents, using natural conversation. GitHub Copilot assists with coding, while AI helps to resolve IT support tickets – those everyday but essential tasks that keep the lights on.  But Microsoft’s vision goes deeper. Fusion demands materials that can survive extreme conditions – heat, radiation, pressure – and that’s where AI shows a different kind of potential. MatterGen, a Microsoft Research generative AI model for materials, designs entirely new materials based on specific properties. “It’s like ChatGPT,” said Takeda, “but instead of ‘Write me a poem’, we ask it to design a material that can survive as the first wall of a fusion reactor.”  The next step? MatterSim – a simulation tool that predicts how these imagined materials will behave in the real world. By combining generation and simulation, Microsoft hopes to uncover materials that don’t yet exist in any catalogue.  While Microsoft tackles the atomic scale, Arena is focused on a different challenge: speeding up hardware development. As general manager Michael Frei put it: “Software innovation happens in seconds. In hardware, that loop can take months – or years.”  Arena’s answer is Atlas, a multimodal AI platform that acts as an extra set of hands – and eyes – for engineers. It can read data sheets, interpret lab results, analyse circuit diagrams and even interact with lab equipment through software interfaces. “Instead of adjusting an oscilloscope manually,” said Frei, “you can just say, ‘Verify the I2C [inter integrated circuit] protocol’, and Atlas gets it done.”  It doesn’t stop there. Atlas can write and adapt firmware on the fly, responding to real-time conditions. That means tighter feedback loops, faster prototyping and fewer late nights in the lab. Arena aims to make building hardware feel a little more like writing software – fluid, fast and assisted by smart tools.  Fusion, of course, isn’t just about atoms and code – it’s also about construction. Gigantic, one-of-a-kind machines don’t build themselves. That’s where Brigantium Engineering comes in. Founder Lynton Sutton explained how his team uses “4D planning” – a marriage of 3D CAD models and detailed construction schedules – to visualise how everything comes together over time. “Gantt charts are hard to interpret. 3D models are static. Our job is to bring those together,” he said.  The result is a time-lapse-style animation that shows the construction process step by step. It’s proven invaluable for safety reviews and stakeholder meetings. Rather than poring over spreadsheets, teams can simply watch the plan come to life.  And there’s more. Brigantium is bringing these models into virtual reality using Unreal Engine – the same one behind many video games. One recent model recreated ITER’s tokamak pit using drone footage and photogrammetry. The experience is fully interactive and can even run in a web browser. “We’ve really improved the quality of the visualisation,” said Sutton. “It’s a lot smoother; the textures look a lot better. Eventually, we’ll have this running through a web browser, so anybody on the team can just click on a web link to navigate this 4D model.”  Looking forward, Sutton believes AI could help automate the painstaking work of syncing schedules with 3D models. One day, these simulations could reach all the way down to individual bolts and fasteners – not just with impressive visuals, but with critical tools for preventing delays.  Despite the different approaches, one theme ran through all three presentations: AI isn’t just a tool for office productivity. It’s becoming a partner in creativity, problem-solving and even scientific discovery.  Takeda mentioned that Microsoft is experimenting with “world models” inspired by how video games simulate physics. These models learn about the physical world by watching pixels in the form of videos of real phenomena such as plasma behaviour. “Our thesis is that if you showed this AI videos of plasma, it might learn the physics of plasmas,” he said.  It sounds futuristic, but the logic holds. The more AI can learn from the world, the more it can help us understand it – and perhaps even master it. At its heart, the message from the workshop was simple: AI isn’t here to replace the scientist, the engineer or the planner; it’s here to help, and to make their work faster, more flexible and maybe a little more fun. As Takeda put it: “Those are just a few examples of how AI is starting to be used at ITER. And it’s just the start of that journey.”  If these early steps are any indication, that journey won’t just be faster – it might also be more inspired. 
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  • Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more

    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game. But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity- Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline, along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence: Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article.
    #game #dev #digest #issue #design
    Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more
    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game. But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a freshtwist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity- Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline, along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence: Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article. #game #dev #digest #issue #design
    GAMEDEV.NET
    Game Dev Digest Issue #286 - Design Tricks, Deep Dives, and more
    This article was originally published on GameDevDigest.comEnjoy!What was Radiant AI, anyway? - A ridiculously deep dive into Oblivion's controversial AI system and its legacyblog.paavo.meConsider The Horse Game - No I don’t think every dev should make a horse game (unlike horror, which I still think everyone should at least one). But I do think every developer should at least look at them, maybe even play one because, it is very important that you understand the importance of genre, fandom, and how visibility works. Even if you are not making a horse game, the lessons you can learn by looking at this sub genre are very similar to other genres, just not as blatantly clear as they are with horse games.howtomarketagame.comMaking a killing: The playful 2D terror of Psycasso® - I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a fresh (if gruesome) twist.UnityIntroduction to Asset Manager transfer methods in Unity - Unity's Asset Manager is a user-friendly digital asset management platform supporting over 70 file formats to help teams centralize, organize, discover, and use assets seamlessly across projects. It reduces redundant work by design, making cross-team collaboration smoother and accelerating production workflows.UnityVideosRules of the Game: Five Tricks of Highly Effective Designers - Every working designer has them: unique techniques or "tricks" that they use when crafting gameplay. Sure, there's the general game design wisdom that everyone agrees on and can be found in many a game design book, but experienced game designers often have very specific rules that are personal to them, techniques that not everyone knows about or even agrees with. In this GDC 2015 session, five experienced game designers join the stage for 10 minutes each to share one game design "trick" that they use.Game Developers ConferenceBinding of Isaac Style Room Generator in Unity [Full Tutorial] - Our third part in the series - making the rooms!Game Dev GarnetIntroduction to Unity Behavior | Unity Tutorial - In this video you'll become familiar with the core concepts of Unity Behavior, including a live example.LlamAcademyHow I got my demo ready for Steam Next Fest - It's Steam Next Fest, and I've got a game in the showcase. So here are 7 tips for making the most of this demo sharing festival.Game Maker's ToolkitOptimizing lighting in Projekt Z: Beyond Order - 314 Arts studio lead and founder Justin Miersch discuss how the team used the Screen Space Global Illumination feature in Unity’s High Definition Render Pipeline (HDRP), along with the Unity Profiler and Timeline to overcome the lighting challenges they faced in building Projekt Z: Beyond Order.UnityMemory Arenas in Unity: Heap Allocation Without the GC - In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.git-amendCloth Animation Using The Compute Shader - In this video, we dive into cloth simulation using OpenGL compute shaders. By applying simple mathematical equations, we’ll achieve smooth, dynamic movement. We'll explore particle-based simulation, tackle synchronization challenges with double buffering, and optimize rendering using triangle strips for efficient memory usage. Whether you're familiar with compute shaders or just getting started, this is the perfect way to step up your real-time graphics skills!OGLDEVHow we're designing games for a broader audience - Our games are too hardBiteMe GamesAssetsLearn Game Dev - Unity, Godot, Unreal, Gamemaker, Blender & C# - Make games like a pro.Passionate about video games? Then start making your own! Our latest bundle will help you learn vital game development skills. Master the most popular creation platforms like Unity, Godot, Unreal, GameMaker, Blender, and C#—now that’s a sharp-lookin’ bundle! Build a 2.5D farming RPG with Unreal Engine, create a micro turn-based RPG in Godot, explore game optimization, and so much more.__Big Bang Unreal & Unity Asset Packs Bundle - 5000+ unrivaled assets in one bundle. Calling all game devs—build your worlds with this gigantic bundle of over 5000 assets, including realistic and stylized environments, SFX packs, and powerful tools. Perfect for hobbyists, beginners, and professional developers alike, you'll gain access to essential resources, tutorials, and beta-testing–ready content to start building immediately. The experts at Leartes Studios have curated an amazing library packed with value, featuring environments, VFX packs, and tutorial courses on Unreal Engine, Blender, Substance Painter, and ZBrush. Get the assets you need to bring your game to life—and help support One Tree Planted with your purchase! This bundle provides Unity Asset Store keys directly with your purchase, and FAB keys via redemption through Cosmos, if the product is available on those platforms.Humble Bundle AffiliateGameplay Tools 50% Off - Core systems, half the price. Get pro-grade tools to power your gameplay—combat, cutscenes, UI, and more. Including: HTrace: World Space Global Illumination, VFX Graph - Ultra Mega Pack - Vol.1, Magic Animation Blend, Utility Intelligence (v2): Utility AI Framework for Unity 6, Build for iOS/macOS on Windows>?Unity AffiliateHi guys, I created a website about 6 years in which I host all my field recordings and foley sounds. All free to download and use CC0. There is currently 50+ packs with 1000's of sounds and hours of field recordings all perfect for game SFX and UI. - I think game designers can benefit from a wide range of sounds on the site, especially those that enhance immersion and atmosphere.signaturesounds.orgSmartAddresser - Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System.CyberAgentGameEntertainment Open SourceEasyCS - EasyCS is an easy-to-use and flexible framework for Unity, adopting a Data-Driven Entity & Actor-Component approach. It bridges Unity's classic OOP with powerful data-oriented patterns, without forcing a complete ECS paradigm shift or a mindset change. Build smarter, not harder.Watcher3056 Open SourceBinding-Of-Isaac_Map-Generator - Binding of Isaac map generator for Unity2DGarnetKane99 Open SourceHelion - A modern fast paced Doom FPS engineHelion-Engine Open SourcePixelationFx - Pixelation post effect for Unity UrpNullTale Open SourceExtreme Add-Ons Bundle For Blender & ZBrush - Extraordinary quality—Extreme add-ons Get quality add-ons for Blender and ZBrush with our latest bundle! We’ve teamed up with the pros at FlippedNormals to deliver a gigantic library of powerful tools for your next game development project. Add new life to your creative work with standout assets like Real-time Hair ZBrush Plugin, Physical Starlight and Atmosphere, Easy Mesh ZBrush Plugin, and more. Get the add-ons you need to bring color and individuality to your next project—and help support Extra Life with your purchase!Humble Bundle AffiliateShop up to 50% off Gabriel Aguiar Prod - Publisher Sale - Gabriel Aguiar Prod. is best known for his extensive VFX assets that help many developers prototype and ship games with special effects. His support and educational material are also invaluable resources for the game dev community. PLUS get VFX Graph - Stylized Fire - Vol. 1 for FREE with code GAP2025Unity AffiliateSpotlightDream Garden - Dream Garden is a simulation game about building tiny cute garden dioramas. A large selection of tools, plants, decorations and customization awaits you. Try all of them and create your dream garden.[You can find it on Steam]Campfire StudioMy game, Call Of Dookie. Demo available on SteamYou can subscribe to the free weekly newsletter on GameDevDigest.comThis post includes affiliate links; I may receive compensation if you purchase products or services from the different links provided in this article.
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  • CD Projekt RED: TW4 has console first development with a 60fps target; 60fps on Series S will be "extremely challenging"

    DriftingSpirit
    Member

    Oct 25, 2017

    18,563

    They note how they usually start with PC and scale down, but they will be doing it the other way around this time to avoid issues with the console versions.

    4:15 for console focus and 60fps
    38:50 for the Series S comment 

    bsigg
    Member

    Oct 25, 2017

    25,153Inside The Witcher 4 Unreal Engine 5 Tech Demo: CD Projekt RED + Epic Deep Dive Interview



    www.resetera.com

     

    Skot
    Member

    Oct 30, 2017

    645

    720p on Series S incoming
     

    Bulby
    Prophet of Truth
    Member

    Oct 29, 2017

    6,006

    Berlin

    I think think any series s user will be happy with a beautiful 900p 30fps
     

    Chronos
    Member

    Oct 27, 2017

    1,249

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.
     

    HellofaMouse
    Member

    Oct 27, 2017

    8,551

    i wonder if this'll come out before the gen is over?

    good chance itll be a 2077 situation, cross-gen release with a broken ps6 version 

    logash
    Member

    Oct 27, 2017

    6,526

    This makes sense since they want to have good performance on lower end machines and they mentioned that it was easier to scale up than to scale down. They also mentioned their legacy on PC and how they plan on scaling it up high like they usually do on PC.
     

    KRT
    Member

    Aug 7, 2020

    247

    Series S was a mistake
     

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S.
     

    bitcloudrzr
    Member

    May 31, 2018

    21,044

    Bulby said:

    I think think any series s user will be happy with a beautiful 900p 30fps

    Click to expand...
    Click to shrink...

     

    Yuuber
    Member

    Oct 28, 2017

    4,540

    KRT said:

    Series S was a mistake

    Click to expand...
    Click to shrink...

    Can we stop with these stupid takes? For all we know it sold as much as Series X, helped several games have better optimization on bigger consoles and it will definitely help optimizing newer games to the Nintendo Switch 2. 

    MANTRA
    Member

    Feb 21, 2024

    1,198

    No one who cares about 60fps should be buying a Series S, just make it 30fps.
     

    Roytheone
    Member

    Oct 25, 2017

    6,185

    Chronos said:

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.

    Click to expand...
    Click to shrink...

    They can just go for 30 fps instead on the Series S. No need for a special deal for that, that's allowed. 

    Matterhorn
    Member

    Feb 6, 2019

    254

    United States

    Hoping for a very nice looking 30fps Switch 2 version.
     

    Universal Acclaim
    Member

    Oct 5, 2024

    2,617

    Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the game can't be scaled down to 720-900p/60fps?
     

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    Matterhorn said:

    Hoping for a very nice looking 30fps Switch 2 version.

    Click to expand...
    Click to shrink...

    It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version.

    EDIT: And they probably need to redo all the assets.

    /

    Fortnite doesn't use Nanite and Lumen on Switch 2. 

    Last edited: Yesterday at 4:18 PM

    bitcloudrzr
    Member

    May 31, 2018

    21,044

    Universal Acclaim said:

    Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the graphics can't be scaled down to 720p/60fps?

    Click to expand...
    Click to shrink...

    Graphics are the part of the game that can be scaled, it is CPU load that is the more difficult part, although devs have actually made cuts in the latter to increase performance mode fps viability. Even with this focus on 60fps performance modes, they are always going to have room to make a higher fidelity 30fps mode. Specifically with UE5 though, performance has been such a disaster all around and Epic seems to be taking it seriously now.
     

    Greywaren
    Member

    Jul 16, 2019

    13,530

    Spain

    60 fps target is fantastic, I wish it was the norm.
     

    julia crawford
    Took the red AND the blue pills
    Member

    Oct 27, 2017

    40,709

    i am very ok with lower fps on the series s, it is far more palatable than severe resolution drops with upscaling artifacts.
     

    Spoit
    Member

    Oct 28, 2017

    5,599

    Chronos said:

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.

    Click to expand...
    Click to shrink...

    And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back
     

    PLASTICA-MAN
    Member

    Oct 26, 2017

    29,563

    chris 1515 said:

    The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S.

    Click to expand...
    Click to shrink...

    There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too.
    Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced.
    UE5 can still trace shadows if they want to push things even further. 

    overthewaves
    Member

    Sep 30, 2020

    1,203

    What about the PS5 handheld?
     

    nullpotential
    Member

    Jun 24, 2024

    87

    KRT said:

    Series S was a mistake

    Click to expand...
    Click to shrink...

    Consoles were a mistake. 

    GPU
    Member

    Oct 10, 2024

    1,075

    I really dont think Series S/X will be much of a factor by the time this game comes out.
     

    Lashley
    <<Tag Here>>
    Member

    Oct 25, 2017

    65,679

    Just make series s 480p 30fps
     

    pappacone
    Member

    Jan 10, 2020

    4,076

    Greywaren said:

    60 fps target is fantastic, I wish it was the norm.

    Click to expand...
    Click to shrink...

    It pretty much is
     

    Super
    Studied the Buster Sword
    Member

    Jan 29, 2022

    13,601

    I hope they can pull 60 FPS off in the full game.
     

    Theorry
    Member

    Oct 27, 2017

    69,045

    "target"

    Uh huh. We know how that is gonna go. 

    Jakartalado
    Member

    Oct 27, 2017

    2,818

    São Paulo, Brazil

    Skot said:

    720p on Series S incoming

    Click to expand...
    Click to shrink...

    If the PS5 is internally at 720p up to 900p, I seriously doubt that. 

    Revoltoftheunique
    Member

    Jan 23, 2022

    2,312

    It will be unstable 60fps with lots of stuttering.
     

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    KRT said:

    Series S was a mistake

    Click to expand...
    Click to shrink...

    With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.
     

    Horns
    Member

    Dec 7, 2018

    3,423

    I hope Microsoft drops the requirement for Series S by the time this comes out.
     

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    PLASTICA-MAN said:

    There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too.

    Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced.
    UE5 can still trace shadows if they want to push things even further.
    Click to expand...
    Click to shrink...

    Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S. 

    bitcloudrzr
    Member

    May 31, 2018

    21,044

    Spoit said:

    And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back

    Click to expand...
    Click to shrink...

    Has it been confirmed that Sony is going to have release requirements like the XS?
     

    Commander Shepherd
    Member

    Jan 27, 2023

    173

    Anyone remember when no load screens was talked about for Witcher 3?
     

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    No this is probably different than most game are doing it here the main focus is the 60 fps mode and after they can create a balancedand 30 fps mode.

    This is not the other way around. 

    stanman
    Member

    Feb 13, 2025

    235

    defaltoption said:

    With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.

    Click to expand...
    Click to shrink...

    And your mistake is comparing a PC graphics card to a console. 

    PLASTICA-MAN
    Member

    Oct 26, 2017

    29,563

    chris 1515 said:

    Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S.

    Click to expand...
    Click to shrink...

    Yes. I am sure Series S will have HW solution but probably at 30 FPS. that would be a miracle if they achieve 60 FPS. 

    ArchedThunder
    Uncle Beerus
    Member

    Oct 25, 2017

    21,278

    chris 1515 said:

    It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version.

    EDIT: And they probably need to redo all the assets.

    /

    Fortnite doesn't use Nanite and Lumen on Switch 2.
    Click to expand...
    Click to shrink...

    Fortnite not using Lumen or Nanite at launch doesn't mean they can't run well on Switch 2. It's a launch port and they prioritized clean IQ and 60fps. I wouldn't be surprised to see them added later. Also it's not like the ray tracing in a Witcher 3 port has to match PS5, there's a lot of scaling back that can be done with ray tracing without ripping out the kitchen sink. Software lumen is also likely to be an option on P.
     

    jroc74
    Member

    Oct 27, 2017

    34,465

    Interesting times ahead....

    bitcloudrzr said:

    Has it been confirmed that Sony is going to have release requirements like the XS?

    Click to expand...
    Click to shrink...

    Your know good n well everything about this rumor has been confirmed.

    /S 

    Derbel McDillet
    ▲ Legend ▲
    Member

    Nov 23, 2022

    25,250

    Chronos said:

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.

    Click to expand...
    Click to shrink...

    How does this sound like a Cyberpunk issue? They didn't say they can't get it to work on the S.
     

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    stanman said:

    And your mistake is comparing a PC graphics card to a console.

    Click to expand...
    Click to shrink...

     

    reksveks
    Member

    May 17, 2022

    7,628

    Horns said:

    I hope Microsoft drops the requirement for Series S by the time this comes out.

    Click to expand...
    Click to shrink...

    why? dev can make it 30 fps on series s and 60 fps on series x if needed.

    if they aren't or don't have to drop it for gta vi, they probably ain't dropping it for tw4. 

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    defaltoption said:

    With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.

    Click to expand...
    Click to shrink...

    No the consoles won't hold back your 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version?

    If the game was made with software lumen as the base it would have holding back your 5090...

    Your PC will have much better IQ, framerate and better raytracing with Megalightand better raytracing settings in general. 

    bitcloudrzr
    Member

    May 31, 2018

    21,044

    jroc74 said:

    Interesting times ahead....

    Your know good n well everything about this rumor has been confirmed.

    /S
    Click to expand...
    Click to shrink...

    Sony is like the opposite of a platform holder "forcing" adoption, for better or worse.
     

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    chris 1515 said:

    No the consoles won't hold back yout 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version?

    If the game was made with software lumen as the base it would have holding back your 5090...

    Your PC will have much better IQ, framerate and better raytracing with Megalightand better raytracing settings in general.
    Click to expand...
    Click to shrink...

    Exactly, the series s is not a "mistake" or holding any version of the game on console or even PC back, that's what I'm saying to the person I replied to, its stupid to say that.
     

    cursed beef
    Member

    Jan 3, 2021

    998

    Have to imagine MS will lift the Series S parity clause when the next consoles launch. Which will be before/around the time W4 hits, right?
     

    Alvis
    Saw the truth behind the copied door
    Member

    Oct 25, 2017

    12,270

    EU

    Chronos said:

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.

    Click to expand...
    Click to shrink...

    ? they said that 60 FPS on Series S is challenging, not the act of releasing the game there at all. The game can simply run at 30 FPS on Series S if they can't pull off 60 FPS. Or have a 40 FPS mode in lieu of 60 FPS.

    The CPU and storage speed differences between last gen and current gen were gigantic. This isn't even remotely close to a comparable situation. 

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    misqoute post
     

    jroc74
    Member

    Oct 27, 2017

    34,465

    defaltoption said:

    With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.

    Click to expand...
    Click to shrink...

    Ah yes, clearly 5090 cards are the vast majority of the minimum requirements for PC games.

    How can anyone say this with a straight face anymore when there are now PC games running on a Steam Deck.

    At least ppl saying that about the Series S are comparing it to other consoles.

    That said, it is interesting they are focusing on consoles first, then PC. 
    #projekt #red #tw4 #has #console
    CD Projekt RED: TW4 has console first development with a 60fps target; 60fps on Series S will be "extremely challenging"
    DriftingSpirit Member Oct 25, 2017 18,563 They note how they usually start with PC and scale down, but they will be doing it the other way around this time to avoid issues with the console versions. 4:15 for console focus and 60fps 38:50 for the Series S comment  bsigg Member Oct 25, 2017 25,153Inside The Witcher 4 Unreal Engine 5 Tech Demo: CD Projekt RED + Epic Deep Dive Interview www.resetera.com   Skot Member Oct 30, 2017 645 720p on Series S incoming   Bulby Prophet of Truth Member Oct 29, 2017 6,006 Berlin I think think any series s user will be happy with a beautiful 900p 30fps   Chronos Member Oct 27, 2017 1,249 This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.   HellofaMouse Member Oct 27, 2017 8,551 i wonder if this'll come out before the gen is over? good chance itll be a 2077 situation, cross-gen release with a broken ps6 version  logash Member Oct 27, 2017 6,526 This makes sense since they want to have good performance on lower end machines and they mentioned that it was easier to scale up than to scale down. They also mentioned their legacy on PC and how they plan on scaling it up high like they usually do on PC.   KRT Member Aug 7, 2020 247 Series S was a mistake   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S.   bitcloudrzr Member May 31, 2018 21,044 Bulby said: I think think any series s user will be happy with a beautiful 900p 30fps Click to expand... Click to shrink...   Yuuber Member Oct 28, 2017 4,540 KRT said: Series S was a mistake Click to expand... Click to shrink... Can we stop with these stupid takes? For all we know it sold as much as Series X, helped several games have better optimization on bigger consoles and it will definitely help optimizing newer games to the Nintendo Switch 2.  MANTRA Member Feb 21, 2024 1,198 No one who cares about 60fps should be buying a Series S, just make it 30fps.   Roytheone Member Oct 25, 2017 6,185 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... They can just go for 30 fps instead on the Series S. No need for a special deal for that, that's allowed.  Matterhorn Member Feb 6, 2019 254 United States Hoping for a very nice looking 30fps Switch 2 version.   Universal Acclaim Member Oct 5, 2024 2,617 Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the game can't be scaled down to 720-900p/60fps?   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain Matterhorn said: Hoping for a very nice looking 30fps Switch 2 version. Click to expand... Click to shrink... It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version. EDIT: And they probably need to redo all the assets. / Fortnite doesn't use Nanite and Lumen on Switch 2.  Last edited: Yesterday at 4:18 PM bitcloudrzr Member May 31, 2018 21,044 Universal Acclaim said: Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the graphics can't be scaled down to 720p/60fps? Click to expand... Click to shrink... Graphics are the part of the game that can be scaled, it is CPU load that is the more difficult part, although devs have actually made cuts in the latter to increase performance mode fps viability. Even with this focus on 60fps performance modes, they are always going to have room to make a higher fidelity 30fps mode. Specifically with UE5 though, performance has been such a disaster all around and Epic seems to be taking it seriously now.   Greywaren Member Jul 16, 2019 13,530 Spain 60 fps target is fantastic, I wish it was the norm.   julia crawford Took the red AND the blue pills Member Oct 27, 2017 40,709 i am very ok with lower fps on the series s, it is far more palatable than severe resolution drops with upscaling artifacts.   Spoit Member Oct 28, 2017 5,599 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back   PLASTICA-MAN Member Oct 26, 2017 29,563 chris 1515 said: The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S. Click to expand... Click to shrink... There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too. Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced. UE5 can still trace shadows if they want to push things even further.  overthewaves Member Sep 30, 2020 1,203 What about the PS5 handheld?   nullpotential Member Jun 24, 2024 87 KRT said: Series S was a mistake Click to expand... Click to shrink... Consoles were a mistake.  GPU Member Oct 10, 2024 1,075 I really dont think Series S/X will be much of a factor by the time this game comes out.   Lashley <<Tag Here>> Member Oct 25, 2017 65,679 Just make series s 480p 30fps   pappacone Member Jan 10, 2020 4,076 Greywaren said: 60 fps target is fantastic, I wish it was the norm. Click to expand... Click to shrink... It pretty much is   Super Studied the Buster Sword Member Jan 29, 2022 13,601 I hope they can pull 60 FPS off in the full game.   Theorry Member Oct 27, 2017 69,045 "target" Uh huh. We know how that is gonna go.  Jakartalado Member Oct 27, 2017 2,818 São Paulo, Brazil Skot said: 720p on Series S incoming Click to expand... Click to shrink... If the PS5 is internally at 720p up to 900p, I seriously doubt that.  Revoltoftheunique Member Jan 23, 2022 2,312 It will be unstable 60fps with lots of stuttering.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin KRT said: Series S was a mistake Click to expand... Click to shrink... With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.   Horns Member Dec 7, 2018 3,423 I hope Microsoft drops the requirement for Series S by the time this comes out.   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain PLASTICA-MAN said: There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too. Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced. UE5 can still trace shadows if they want to push things even further. Click to expand... Click to shrink... Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S.  bitcloudrzr Member May 31, 2018 21,044 Spoit said: And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back Click to expand... Click to shrink... Has it been confirmed that Sony is going to have release requirements like the XS?   Commander Shepherd Member Jan 27, 2023 173 Anyone remember when no load screens was talked about for Witcher 3?   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain No this is probably different than most game are doing it here the main focus is the 60 fps mode and after they can create a balancedand 30 fps mode. This is not the other way around.  stanman Member Feb 13, 2025 235 defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... And your mistake is comparing a PC graphics card to a console.  PLASTICA-MAN Member Oct 26, 2017 29,563 chris 1515 said: Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S. Click to expand... Click to shrink... Yes. I am sure Series S will have HW solution but probably at 30 FPS. that would be a miracle if they achieve 60 FPS.  ArchedThunder Uncle Beerus Member Oct 25, 2017 21,278 chris 1515 said: It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version. EDIT: And they probably need to redo all the assets. / Fortnite doesn't use Nanite and Lumen on Switch 2. Click to expand... Click to shrink... Fortnite not using Lumen or Nanite at launch doesn't mean they can't run well on Switch 2. It's a launch port and they prioritized clean IQ and 60fps. I wouldn't be surprised to see them added later. Also it's not like the ray tracing in a Witcher 3 port has to match PS5, there's a lot of scaling back that can be done with ray tracing without ripping out the kitchen sink. Software lumen is also likely to be an option on P.   jroc74 Member Oct 27, 2017 34,465 Interesting times ahead.... bitcloudrzr said: Has it been confirmed that Sony is going to have release requirements like the XS? Click to expand... Click to shrink... Your know good n well everything about this rumor has been confirmed. /S  Derbel McDillet ▲ Legend ▲ Member Nov 23, 2022 25,250 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... How does this sound like a Cyberpunk issue? They didn't say they can't get it to work on the S.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin stanman said: And your mistake is comparing a PC graphics card to a console. Click to expand... Click to shrink...   reksveks Member May 17, 2022 7,628 Horns said: I hope Microsoft drops the requirement for Series S by the time this comes out. Click to expand... Click to shrink... why? dev can make it 30 fps on series s and 60 fps on series x if needed. if they aren't or don't have to drop it for gta vi, they probably ain't dropping it for tw4.  chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... No the consoles won't hold back your 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version? If the game was made with software lumen as the base it would have holding back your 5090... Your PC will have much better IQ, framerate and better raytracing with Megalightand better raytracing settings in general.  bitcloudrzr Member May 31, 2018 21,044 jroc74 said: Interesting times ahead.... Your know good n well everything about this rumor has been confirmed. /S Click to expand... Click to shrink... Sony is like the opposite of a platform holder "forcing" adoption, for better or worse.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin chris 1515 said: No the consoles won't hold back yout 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version? If the game was made with software lumen as the base it would have holding back your 5090... Your PC will have much better IQ, framerate and better raytracing with Megalightand better raytracing settings in general. Click to expand... Click to shrink... Exactly, the series s is not a "mistake" or holding any version of the game on console or even PC back, that's what I'm saying to the person I replied to, its stupid to say that.   cursed beef Member Jan 3, 2021 998 Have to imagine MS will lift the Series S parity clause when the next consoles launch. Which will be before/around the time W4 hits, right?   Alvis Saw the truth behind the copied door Member Oct 25, 2017 12,270 EU Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... ? they said that 60 FPS on Series S is challenging, not the act of releasing the game there at all. The game can simply run at 30 FPS on Series S if they can't pull off 60 FPS. Or have a 40 FPS mode in lieu of 60 FPS. The CPU and storage speed differences between last gen and current gen were gigantic. This isn't even remotely close to a comparable situation.  defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin misqoute post   jroc74 Member Oct 27, 2017 34,465 defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... Ah yes, clearly 5090 cards are the vast majority of the minimum requirements for PC games. How can anyone say this with a straight face anymore when there are now PC games running on a Steam Deck. At least ppl saying that about the Series S are comparing it to other consoles. That said, it is interesting they are focusing on consoles first, then PC.  #projekt #red #tw4 #has #console
    WWW.RESETERA.COM
    CD Projekt RED: TW4 has console first development with a 60fps target; 60fps on Series S will be "extremely challenging"
    DriftingSpirit Member Oct 25, 2017 18,563 They note how they usually start with PC and scale down, but they will be doing it the other way around this time to avoid issues with the console versions. 4:15 for console focus and 60fps 38:50 for the Series S comment  bsigg Member Oct 25, 2017 25,153 [DF] Inside The Witcher 4 Unreal Engine 5 Tech Demo: CD Projekt RED + Epic Deep Dive Interview https://www.youtube.com/watch?v=OplYN2MMI4Q www.resetera.com   Skot Member Oct 30, 2017 645 720p on Series S incoming   Bulby Prophet of Truth Member Oct 29, 2017 6,006 Berlin I think think any series s user will be happy with a beautiful 900p 30fps   Chronos Member Oct 27, 2017 1,249 This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.   HellofaMouse Member Oct 27, 2017 8,551 i wonder if this'll come out before the gen is over? good chance itll be a 2077 situation, cross-gen release with a broken ps6 version  logash Member Oct 27, 2017 6,526 This makes sense since they want to have good performance on lower end machines and they mentioned that it was easier to scale up than to scale down. They also mentioned their legacy on PC and how they plan on scaling it up high like they usually do on PC.   KRT Member Aug 7, 2020 247 Series S was a mistake   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S.   bitcloudrzr Member May 31, 2018 21,044 Bulby said: I think think any series s user will be happy with a beautiful 900p 30fps Click to expand... Click to shrink...   Yuuber Member Oct 28, 2017 4,540 KRT said: Series S was a mistake Click to expand... Click to shrink... Can we stop with these stupid takes? For all we know it sold as much as Series X, helped several games have better optimization on bigger consoles and it will definitely help optimizing newer games to the Nintendo Switch 2.  MANTRA Member Feb 21, 2024 1,198 No one who cares about 60fps should be buying a Series S, just make it 30fps.   Roytheone Member Oct 25, 2017 6,185 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... They can just go for 30 fps instead on the Series S. No need for a special deal for that, that's allowed.  Matterhorn Member Feb 6, 2019 254 United States Hoping for a very nice looking 30fps Switch 2 version.   Universal Acclaim Member Oct 5, 2024 2,617 Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the game can't be scaled down to 720-900p/60fps?   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain Matterhorn said: Hoping for a very nice looking 30fps Switch 2 version. Click to expand... Click to shrink... It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version. EDIT: And they probably need to redo all the assets. https://www.reddit.com/r/FortNiteBR/comments/1l4a1o4/fortnite_on_the_switch_2_looks_great_these_low/ Fortnite doesn't use Nanite and Lumen on Switch 2.  Last edited: Yesterday at 4:18 PM bitcloudrzr Member May 31, 2018 21,044 Universal Acclaim said: Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the graphics can't be scaled down to 720p/60fps? Click to expand... Click to shrink... Graphics are the part of the game that can be scaled, it is CPU load that is the more difficult part, although devs have actually made cuts in the latter to increase performance mode fps viability. Even with this focus on 60fps performance modes, they are always going to have room to make a higher fidelity 30fps mode. Specifically with UE5 though, performance has been such a disaster all around and Epic seems to be taking it seriously now.   Greywaren Member Jul 16, 2019 13,530 Spain 60 fps target is fantastic, I wish it was the norm.   julia crawford Took the red AND the blue pills Member Oct 27, 2017 40,709 i am very ok with lower fps on the series s, it is far more palatable than severe resolution drops with upscaling artifacts.   Spoit Member Oct 28, 2017 5,599 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back   PLASTICA-MAN Member Oct 26, 2017 29,563 chris 1515 said: The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S. Click to expand... Click to shrink... There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too. Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced. UE5 can still trace shadows if they want to push things even further.  overthewaves Member Sep 30, 2020 1,203 What about the PS5 handheld?   nullpotential Member Jun 24, 2024 87 KRT said: Series S was a mistake Click to expand... Click to shrink... Consoles were a mistake.  GPU Member Oct 10, 2024 1,075 I really dont think Series S/X will be much of a factor by the time this game comes out.   Lashley <<Tag Here>> Member Oct 25, 2017 65,679 Just make series s 480p 30fps   pappacone Member Jan 10, 2020 4,076 Greywaren said: 60 fps target is fantastic, I wish it was the norm. Click to expand... Click to shrink... It pretty much is   Super Studied the Buster Sword Member Jan 29, 2022 13,601 I hope they can pull 60 FPS off in the full game.   Theorry Member Oct 27, 2017 69,045 "target" Uh huh. We know how that is gonna go.  Jakartalado Member Oct 27, 2017 2,818 São Paulo, Brazil Skot said: 720p on Series S incoming Click to expand... Click to shrink... If the PS5 is internally at 720p up to 900p, I seriously doubt that.  Revoltoftheunique Member Jan 23, 2022 2,312 It will be unstable 60fps with lots of stuttering.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin KRT said: Series S was a mistake Click to expand... Click to shrink... With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.   Horns Member Dec 7, 2018 3,423 I hope Microsoft drops the requirement for Series S by the time this comes out.   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain PLASTICA-MAN said: There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too. Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced. UE5 can still trace shadows if they want to push things even further. Click to expand... Click to shrink... Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S.  bitcloudrzr Member May 31, 2018 21,044 Spoit said: And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back Click to expand... Click to shrink... Has it been confirmed that Sony is going to have release requirements like the XS?   Commander Shepherd Member Jan 27, 2023 173 Anyone remember when no load screens was talked about for Witcher 3?   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain No this is probably different than most game are doing it here the main focus is the 60 fps mode and after they can create a balanced(40 fps) and 30 fps mode. This is not the other way around.  stanman Member Feb 13, 2025 235 defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... And your mistake is comparing a PC graphics card to a console.  PLASTICA-MAN Member Oct 26, 2017 29,563 chris 1515 said: Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S. Click to expand... Click to shrink... Yes. I am sure Series S will have HW solution but probably at 30 FPS. that would be a miracle if they achieve 60 FPS.  ArchedThunder Uncle Beerus Member Oct 25, 2017 21,278 chris 1515 said: It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version. EDIT: And they probably need to redo all the assets. https://www.reddit.com/r/FortNiteBR/comments/1l4a1o4/fortnite_on_the_switch_2_looks_great_these_low/ Fortnite doesn't use Nanite and Lumen on Switch 2. Click to expand... Click to shrink... Fortnite not using Lumen or Nanite at launch doesn't mean they can't run well on Switch 2. It's a launch port and they prioritized clean IQ and 60fps. I wouldn't be surprised to see them added later. Also it's not like the ray tracing in a Witcher 3 port has to match PS5, there's a lot of scaling back that can be done with ray tracing without ripping out the kitchen sink. Software lumen is also likely to be an option on P.   jroc74 Member Oct 27, 2017 34,465 Interesting times ahead.... bitcloudrzr said: Has it been confirmed that Sony is going to have release requirements like the XS? Click to expand... Click to shrink... Your know good n well everything about this rumor has been confirmed. /S  Derbel McDillet ▲ Legend ▲ Member Nov 23, 2022 25,250 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... How does this sound like a Cyberpunk issue? They didn't say they can't get it to work on the S.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin stanman said: And your mistake is comparing a PC graphics card to a console. Click to expand... Click to shrink...   reksveks Member May 17, 2022 7,628 Horns said: I hope Microsoft drops the requirement for Series S by the time this comes out. Click to expand... Click to shrink... why? dev can make it 30 fps on series s and 60 fps on series x if needed. if they aren't or don't have to drop it for gta vi, they probably ain't dropping it for tw4.  chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... No the consoles won't hold back your 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version? If the game was made with software lumen as the base it would have holding back your 5090... Your PC will have much better IQ, framerate and better raytracing with Megalight(direct raytraced shadows with tons of lighe source) and better raytracing settings in general.  bitcloudrzr Member May 31, 2018 21,044 jroc74 said: Interesting times ahead.... Your know good n well everything about this rumor has been confirmed. /S Click to expand... Click to shrink... Sony is like the opposite of a platform holder "forcing" adoption, for better or worse.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin chris 1515 said: No the consoles won't hold back yout 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version? If the game was made with software lumen as the base it would have holding back your 5090... Your PC will have much better IQ, framerate and better raytracing with Megalight(direct raytraced shadows) and better raytracing settings in general. Click to expand... Click to shrink... Exactly, the series s is not a "mistake" or holding any version of the game on console or even PC back, that's what I'm saying to the person I replied to, its stupid to say that.   cursed beef Member Jan 3, 2021 998 Have to imagine MS will lift the Series S parity clause when the next consoles launch. Which will be before/around the time W4 hits, right?   Alvis Saw the truth behind the copied door Member Oct 25, 2017 12,270 EU Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... ? they said that 60 FPS on Series S is challenging, not the act of releasing the game there at all. The game can simply run at 30 FPS on Series S if they can't pull off 60 FPS. Or have a 40 FPS mode in lieu of 60 FPS. The CPU and storage speed differences between last gen and current gen were gigantic. This isn't even remotely close to a comparable situation.  defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin misqoute post   jroc74 Member Oct 27, 2017 34,465 defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... Ah yes, clearly 5090 cards are the vast majority of the minimum requirements for PC games. How can anyone say this with a straight face anymore when there are now PC games running on a Steam Deck. At least ppl saying that about the Series S are comparing it to other consoles. That said, it is interesting they are focusing on consoles first, then PC. 
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  • A short history of the roadblock

    Barricades, as we know them today, are thought to date back to the European wars of religion. According to most historians, the first barricade went up in Paris in 1588; the word derives from the French barriques, or barrels, spontaneously put together. They have been assembled from the most diverse materials, from cobblestones, tyres, newspapers, dead horses and bags of ice, to omnibuses and e‑scooters. Their tactical logic is close to that of guerrilla warfare: the authorities have to take the barricades in order to claim victory; all that those manning them have to do to prevail is to hold them. 
    The 19th century was the golden age for blocking narrow, labyrinthine streets. Paris had seen barricades go up nine times in the period before the Second Empire; during the July 1830 Revolution alone, 4,000 barricades had been erected. These barricades would not only stop, but also trap troops; people would then throw stones from windows or pour boiling water onto the streets. Georges‑Eugène Haussmann, Napoleon III’s prefect of Paris, famously created wide boulevards to make blocking by barricade more difficult and moving the military easier, and replaced cobblestones with macadam – a surface of crushed stone. As Flaubert observed in his Dictionary of Accepted Ideas: ‘Macadam: has cancelled revolutions. No more means to make barricades. Nevertheless rather inconvenient.’  
    Lead image: Barricades, as we know them today, are thought to have originated in early modern France. A colour engraving attributed to Achille‑Louis Martinet depicts the defence of a barricade during the 1830 July Revolution. Credit: Paris Musées / Musée Carnavalet – Histoire de Paris. Above: the socialist political thinker and activist Louis Auguste Blanqui – who was imprisoned by every regime that ruled France between 1815 and 1880 – drew instructions for how to build an effective barricade

    Under Napoleon III, Baron Haussmann widened Paris’s streets in his 1853–70 renovation of the city, making barricading more difficult
    Credit: Old Books Images / Alamy
    ‘On one hand,wanted to favour the circulation of ideas,’ reactionary intellectual Louis Veuillot observed apropos the ambiguous liberalism of the latter period of Napoleon III’s Second Empire. ‘On the other, to ensure the circulation of regiments.’ But ‘anti‑insurgency hardware’, as Justinien Tribillon has called it, also served to chase the working class out of the city centre: Haussmann’s projects amounted to a gigantic form of real-estate speculation, and the 1871 Paris Commune that followed constituted not just a short‑lived anarchist experiment featuring enormous barricades; it also signalled the return of the workers to the centre and, arguably, revenge for their dispossession.   
    By the mid‑19th century, observers questioned whether barricades still had practical meaning. Gottfried Semper’s barricade, constructed for the 1849 Dresden uprising, had proved unconquerable, but Friedrich Engels, one‑time ‘inspector of barricades’ in the Elberfeld insurrection of the same year, already suggested that the barricades’ primary meaning was now moral rather than military – a point to be echoed by Leon Trotsky in the subsequent century. Barricades symbolised bravery and the will to hold out among insurrectionists, and, not least, determination rather to destroy one’s possessions – and one’s neighbourhood – than put up with further oppression.  
    Not only self‑declared revolutionaries viewed things this way: the reformist Social Democrat leader Eduard Bernstein observed that ‘the barricade fight as a political weapon of the people has been completely eliminated due to changes in weapon technology and cities’ structures’. Bernstein was also picking up on the fact that, in the era of industrialisation, contention happened at least as much on the factory floor as on the streets. The strike, not the food riot or the defence of workers’ quartiers, became the paradigmatic form of conflict. Joshua Clover has pointed out in his 2016 book Riot. Strike. Riot: The New Era of Uprisings, that the price of labour, rather than the price of goods, caused people to confront the powerful. Blocking production grew more important than blocking the street.
    ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn’
    Today, it is again blocking – not just people streaming along the streets in large marches – that is prominently associated with protests. Disrupting circulation is not only an important gesture in the face of climate emergency; blocking transport is a powerful form of protest in an economic system focused on logistics and just‑in‑time distribution. Members of Insulate Britain and Germany’s Last Generation super‑glue themselves to streets to stop car traffic to draw attention to the climate emergency; they have also attached themselves to airport runways. They form a human barricade of sorts, immobilising traffic by making themselves immovable.  
    Today’s protesters have made themselves consciously vulnerable. They in fact follow the advice of US civil rights’ Bayard Rustin who explained: ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn.’ Making oneself vulnerable might increase the chances of a majority of citizens seeing the importance of the cause which those engaged in civil disobedience are pursuing. Demonstrations – even large, unpredictable ones – are no longer sufficient. They draw too little attention and do not compel a reaction. Naomi Klein proposed the term ‘blockadia’ as ‘a roving transnational conflict zone’ in which people block extraction – be it open‑pit mines, fracking sites or tar sands pipelines – with their bodies. More often than not, these blockades are organised by local people opposing the fossil fuel industry, not environmental activists per se. Blockadia came to denote resistance to the Keystone XL pipeline as well as Canada’s First Nations‑led movement Idle No More.
    In cities, blocking can be accomplished with highly mobile structures. Like the barricade of the 19th century, they can be quickly assembled, yet are difficult to move; unlike old‑style barricades, they can also be quickly disassembled, removed and hidden. Think of super tripods, intricate ‘protest beacons’ based on tensegrity principles, as well as inflatable cobblestones, pioneered by the artist‑activists of Tools for Action.  
    As recently as 1991, newly independent Latvia defended itself against Soviet tanks with the popular construction of barricades, in a series of confrontations that became known as the Barikādes
    Credit: Associated Press / Alamy
    Inversely, roadblocks can be used by police authorities to stop demonstrations and gatherings from taking place – protesters are seen removing such infrastructure in Dhaka during a general strike in 1999
    Credit: REUTERS / Rafiqur Rahman / Bridgeman
    These inflatable objects are highly flexible, but can also be protective against police batons. They pose an awkward challenge to the authorities, who often end up looking ridiculous when dealing with them, and, as one of the inventors pointed out, they are guaranteed to create a media spectacle. This was also true of the 19th‑century barricade: people posed for pictures in front of them. As Wolfgang Scheppe, a curator of Architecture of the Barricade, explains, these images helped the police to find Communards and mete out punishments after the end of the anarchist experiment.
    Much simpler structures can also be highly effective. In 2019, protesters in Hong Kong filled streets with little archways made from just three ordinary bricks: two standing upright, one resting on top. When touched, the falling top one would buttress the other two, and effectively block traffic. In line with their imperative of ‘be water’, protesters would retreat when the police appeared, but the ‘mini‑Stonehenges’ would remain and slow down the authorities.
    Today, elaborate architectures of protest, such as Extinction Rebellion’s ‘tensegrity towers’, are used to blockade roads and distribution networks – in this instance, Rupert Murdoch’s News UK printworks in Broxbourne, for the media group’s failure to report the climate emergency accurately
    Credit: Extinction Rebellion
    In June 2025, protests erupted in Los Angeles against the Trump administration’s deportation policies. Demonstrators barricaded downtown streets using various objects, including the pink public furniture designed by design firm Rios for Gloria Molina Grand Park. LAPD are seen advancing through tear gas
    Credit: Gina Ferazzi / Los Angeles Times via Getty Images
    Roads which radicals might want to target are not just ones in major metropoles and fancy post‑industrial downtowns. Rather, they might block the arteries leading to ‘fulfilment centres’ and harbours with container shipping. The model is not only Occupy Wall Street, which had initially called for the erection of ‘peaceful barricades’, but also the Occupy that led to the Oakland port shutdown in 2011. In short, such roadblocks disrupt what Phil Neel has called a ‘hinterland’ that is often invisible, yet crucial for contemporary capitalism. More recently, Extinction Rebellion targeted Amazon distribution centres in three European countries in November 2021; in the UK, they aimed to disrupt half of all deliveries on a Black Friday.  
    Will such blockades just anger consumers who, after all, are not present but are impatiently waiting for packages at home? One of the hopes associated with the traditional barricade was always that they might create spaces where protesters, police and previously indifferent citizens get talking; French theorists even expected them to become ‘a machine to produce the people’. That could be why military technology has evolved so that the authorities do not have to get close to the barricade: tear gas was first deployed against those on barricades before it was used in the First World War; so‑called riot control vehicles can ever more easily crush barricades. The challenge, then, for anyone who wishes to block is also how to get in other people’s faces – in order to have a chance to convince them of their cause.       

    2025-06-11
    Kristina Rapacki

    Share
    #short #history #roadblock
    A short history of the roadblock
    Barricades, as we know them today, are thought to date back to the European wars of religion. According to most historians, the first barricade went up in Paris in 1588; the word derives from the French barriques, or barrels, spontaneously put together. They have been assembled from the most diverse materials, from cobblestones, tyres, newspapers, dead horses and bags of ice, to omnibuses and e‑scooters. Their tactical logic is close to that of guerrilla warfare: the authorities have to take the barricades in order to claim victory; all that those manning them have to do to prevail is to hold them.  The 19th century was the golden age for blocking narrow, labyrinthine streets. Paris had seen barricades go up nine times in the period before the Second Empire; during the July 1830 Revolution alone, 4,000 barricades had been erected. These barricades would not only stop, but also trap troops; people would then throw stones from windows or pour boiling water onto the streets. Georges‑Eugène Haussmann, Napoleon III’s prefect of Paris, famously created wide boulevards to make blocking by barricade more difficult and moving the military easier, and replaced cobblestones with macadam – a surface of crushed stone. As Flaubert observed in his Dictionary of Accepted Ideas: ‘Macadam: has cancelled revolutions. No more means to make barricades. Nevertheless rather inconvenient.’   Lead image: Barricades, as we know them today, are thought to have originated in early modern France. A colour engraving attributed to Achille‑Louis Martinet depicts the defence of a barricade during the 1830 July Revolution. Credit: Paris Musées / Musée Carnavalet – Histoire de Paris. Above: the socialist political thinker and activist Louis Auguste Blanqui – who was imprisoned by every regime that ruled France between 1815 and 1880 – drew instructions for how to build an effective barricade Under Napoleon III, Baron Haussmann widened Paris’s streets in his 1853–70 renovation of the city, making barricading more difficult Credit: Old Books Images / Alamy ‘On one hand,wanted to favour the circulation of ideas,’ reactionary intellectual Louis Veuillot observed apropos the ambiguous liberalism of the latter period of Napoleon III’s Second Empire. ‘On the other, to ensure the circulation of regiments.’ But ‘anti‑insurgency hardware’, as Justinien Tribillon has called it, also served to chase the working class out of the city centre: Haussmann’s projects amounted to a gigantic form of real-estate speculation, and the 1871 Paris Commune that followed constituted not just a short‑lived anarchist experiment featuring enormous barricades; it also signalled the return of the workers to the centre and, arguably, revenge for their dispossession.    By the mid‑19th century, observers questioned whether barricades still had practical meaning. Gottfried Semper’s barricade, constructed for the 1849 Dresden uprising, had proved unconquerable, but Friedrich Engels, one‑time ‘inspector of barricades’ in the Elberfeld insurrection of the same year, already suggested that the barricades’ primary meaning was now moral rather than military – a point to be echoed by Leon Trotsky in the subsequent century. Barricades symbolised bravery and the will to hold out among insurrectionists, and, not least, determination rather to destroy one’s possessions – and one’s neighbourhood – than put up with further oppression.   Not only self‑declared revolutionaries viewed things this way: the reformist Social Democrat leader Eduard Bernstein observed that ‘the barricade fight as a political weapon of the people has been completely eliminated due to changes in weapon technology and cities’ structures’. Bernstein was also picking up on the fact that, in the era of industrialisation, contention happened at least as much on the factory floor as on the streets. The strike, not the food riot or the defence of workers’ quartiers, became the paradigmatic form of conflict. Joshua Clover has pointed out in his 2016 book Riot. Strike. Riot: The New Era of Uprisings, that the price of labour, rather than the price of goods, caused people to confront the powerful. Blocking production grew more important than blocking the street. ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn’ Today, it is again blocking – not just people streaming along the streets in large marches – that is prominently associated with protests. Disrupting circulation is not only an important gesture in the face of climate emergency; blocking transport is a powerful form of protest in an economic system focused on logistics and just‑in‑time distribution. Members of Insulate Britain and Germany’s Last Generation super‑glue themselves to streets to stop car traffic to draw attention to the climate emergency; they have also attached themselves to airport runways. They form a human barricade of sorts, immobilising traffic by making themselves immovable.   Today’s protesters have made themselves consciously vulnerable. They in fact follow the advice of US civil rights’ Bayard Rustin who explained: ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn.’ Making oneself vulnerable might increase the chances of a majority of citizens seeing the importance of the cause which those engaged in civil disobedience are pursuing. Demonstrations – even large, unpredictable ones – are no longer sufficient. They draw too little attention and do not compel a reaction. Naomi Klein proposed the term ‘blockadia’ as ‘a roving transnational conflict zone’ in which people block extraction – be it open‑pit mines, fracking sites or tar sands pipelines – with their bodies. More often than not, these blockades are organised by local people opposing the fossil fuel industry, not environmental activists per se. Blockadia came to denote resistance to the Keystone XL pipeline as well as Canada’s First Nations‑led movement Idle No More. In cities, blocking can be accomplished with highly mobile structures. Like the barricade of the 19th century, they can be quickly assembled, yet are difficult to move; unlike old‑style barricades, they can also be quickly disassembled, removed and hidden. Think of super tripods, intricate ‘protest beacons’ based on tensegrity principles, as well as inflatable cobblestones, pioneered by the artist‑activists of Tools for Action.   As recently as 1991, newly independent Latvia defended itself against Soviet tanks with the popular construction of barricades, in a series of confrontations that became known as the Barikādes Credit: Associated Press / Alamy Inversely, roadblocks can be used by police authorities to stop demonstrations and gatherings from taking place – protesters are seen removing such infrastructure in Dhaka during a general strike in 1999 Credit: REUTERS / Rafiqur Rahman / Bridgeman These inflatable objects are highly flexible, but can also be protective against police batons. They pose an awkward challenge to the authorities, who often end up looking ridiculous when dealing with them, and, as one of the inventors pointed out, they are guaranteed to create a media spectacle. This was also true of the 19th‑century barricade: people posed for pictures in front of them. As Wolfgang Scheppe, a curator of Architecture of the Barricade, explains, these images helped the police to find Communards and mete out punishments after the end of the anarchist experiment. Much simpler structures can also be highly effective. In 2019, protesters in Hong Kong filled streets with little archways made from just three ordinary bricks: two standing upright, one resting on top. When touched, the falling top one would buttress the other two, and effectively block traffic. In line with their imperative of ‘be water’, protesters would retreat when the police appeared, but the ‘mini‑Stonehenges’ would remain and slow down the authorities. Today, elaborate architectures of protest, such as Extinction Rebellion’s ‘tensegrity towers’, are used to blockade roads and distribution networks – in this instance, Rupert Murdoch’s News UK printworks in Broxbourne, for the media group’s failure to report the climate emergency accurately Credit: Extinction Rebellion In June 2025, protests erupted in Los Angeles against the Trump administration’s deportation policies. Demonstrators barricaded downtown streets using various objects, including the pink public furniture designed by design firm Rios for Gloria Molina Grand Park. LAPD are seen advancing through tear gas Credit: Gina Ferazzi / Los Angeles Times via Getty Images Roads which radicals might want to target are not just ones in major metropoles and fancy post‑industrial downtowns. Rather, they might block the arteries leading to ‘fulfilment centres’ and harbours with container shipping. The model is not only Occupy Wall Street, which had initially called for the erection of ‘peaceful barricades’, but also the Occupy that led to the Oakland port shutdown in 2011. In short, such roadblocks disrupt what Phil Neel has called a ‘hinterland’ that is often invisible, yet crucial for contemporary capitalism. More recently, Extinction Rebellion targeted Amazon distribution centres in three European countries in November 2021; in the UK, they aimed to disrupt half of all deliveries on a Black Friday.   Will such blockades just anger consumers who, after all, are not present but are impatiently waiting for packages at home? One of the hopes associated with the traditional barricade was always that they might create spaces where protesters, police and previously indifferent citizens get talking; French theorists even expected them to become ‘a machine to produce the people’. That could be why military technology has evolved so that the authorities do not have to get close to the barricade: tear gas was first deployed against those on barricades before it was used in the First World War; so‑called riot control vehicles can ever more easily crush barricades. The challenge, then, for anyone who wishes to block is also how to get in other people’s faces – in order to have a chance to convince them of their cause.        2025-06-11 Kristina Rapacki Share #short #history #roadblock
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    A short history of the roadblock
    Barricades, as we know them today, are thought to date back to the European wars of religion. According to most historians, the first barricade went up in Paris in 1588; the word derives from the French barriques, or barrels, spontaneously put together. They have been assembled from the most diverse materials, from cobblestones, tyres, newspapers, dead horses and bags of ice (during Kyiv’s Euromaidan in 2013–14), to omnibuses and e‑scooters. Their tactical logic is close to that of guerrilla warfare: the authorities have to take the barricades in order to claim victory; all that those manning them have to do to prevail is to hold them.  The 19th century was the golden age for blocking narrow, labyrinthine streets. Paris had seen barricades go up nine times in the period before the Second Empire; during the July 1830 Revolution alone, 4,000 barricades had been erected (roughly one for every 200 Parisians). These barricades would not only stop, but also trap troops; people would then throw stones from windows or pour boiling water onto the streets. Georges‑Eugène Haussmann, Napoleon III’s prefect of Paris, famously created wide boulevards to make blocking by barricade more difficult and moving the military easier, and replaced cobblestones with macadam – a surface of crushed stone. As Flaubert observed in his Dictionary of Accepted Ideas: ‘Macadam: has cancelled revolutions. No more means to make barricades. Nevertheless rather inconvenient.’   Lead image: Barricades, as we know them today, are thought to have originated in early modern France. A colour engraving attributed to Achille‑Louis Martinet depicts the defence of a barricade during the 1830 July Revolution. Credit: Paris Musées / Musée Carnavalet – Histoire de Paris. Above: the socialist political thinker and activist Louis Auguste Blanqui – who was imprisoned by every regime that ruled France between 1815 and 1880 – drew instructions for how to build an effective barricade Under Napoleon III, Baron Haussmann widened Paris’s streets in his 1853–70 renovation of the city, making barricading more difficult Credit: Old Books Images / Alamy ‘On one hand, [the authorities] wanted to favour the circulation of ideas,’ reactionary intellectual Louis Veuillot observed apropos the ambiguous liberalism of the latter period of Napoleon III’s Second Empire. ‘On the other, to ensure the circulation of regiments.’ But ‘anti‑insurgency hardware’, as Justinien Tribillon has called it, also served to chase the working class out of the city centre: Haussmann’s projects amounted to a gigantic form of real-estate speculation, and the 1871 Paris Commune that followed constituted not just a short‑lived anarchist experiment featuring enormous barricades; it also signalled the return of the workers to the centre and, arguably, revenge for their dispossession.    By the mid‑19th century, observers questioned whether barricades still had practical meaning. Gottfried Semper’s barricade, constructed for the 1849 Dresden uprising, had proved unconquerable, but Friedrich Engels, one‑time ‘inspector of barricades’ in the Elberfeld insurrection of the same year, already suggested that the barricades’ primary meaning was now moral rather than military – a point to be echoed by Leon Trotsky in the subsequent century. Barricades symbolised bravery and the will to hold out among insurrectionists, and, not least, determination rather to destroy one’s possessions – and one’s neighbourhood – than put up with further oppression.   Not only self‑declared revolutionaries viewed things this way: the reformist Social Democrat leader Eduard Bernstein observed that ‘the barricade fight as a political weapon of the people has been completely eliminated due to changes in weapon technology and cities’ structures’. Bernstein was also picking up on the fact that, in the era of industrialisation, contention happened at least as much on the factory floor as on the streets. The strike, not the food riot or the defence of workers’ quartiers, became the paradigmatic form of conflict. Joshua Clover has pointed out in his 2016 book Riot. Strike. Riot: The New Era of Uprisings, that the price of labour, rather than the price of goods, caused people to confront the powerful. Blocking production grew more important than blocking the street. ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn’ Today, it is again blocking – not just people streaming along the streets in large marches – that is prominently associated with protests. Disrupting circulation is not only an important gesture in the face of climate emergency; blocking transport is a powerful form of protest in an economic system focused on logistics and just‑in‑time distribution. Members of Insulate Britain and Germany’s Last Generation super‑glue themselves to streets to stop car traffic to draw attention to the climate emergency; they have also attached themselves to airport runways. They form a human barricade of sorts, immobilising traffic by making themselves immovable.   Today’s protesters have made themselves consciously vulnerable. They in fact follow the advice of US civil rights’ Bayard Rustin who explained: ‘The only weapons we have are our bodies, and we need to tuck them in places so wheels don’t turn.’ Making oneself vulnerable might increase the chances of a majority of citizens seeing the importance of the cause which those engaged in civil disobedience are pursuing. Demonstrations – even large, unpredictable ones – are no longer sufficient. They draw too little attention and do not compel a reaction. Naomi Klein proposed the term ‘blockadia’ as ‘a roving transnational conflict zone’ in which people block extraction – be it open‑pit mines, fracking sites or tar sands pipelines – with their bodies. More often than not, these blockades are organised by local people opposing the fossil fuel industry, not environmental activists per se. Blockadia came to denote resistance to the Keystone XL pipeline as well as Canada’s First Nations‑led movement Idle No More. In cities, blocking can be accomplished with highly mobile structures. Like the barricade of the 19th century, they can be quickly assembled, yet are difficult to move; unlike old‑style barricades, they can also be quickly disassembled, removed and hidden (by those who have the engineering and architectural know‑how). Think of super tripods, intricate ‘protest beacons’ based on tensegrity principles, as well as inflatable cobblestones, pioneered by the artist‑activists of Tools for Action (and as analysed in Nick Newman’s recent volume Protest Architecture).   As recently as 1991, newly independent Latvia defended itself against Soviet tanks with the popular construction of barricades, in a series of confrontations that became known as the Barikādes Credit: Associated Press / Alamy Inversely, roadblocks can be used by police authorities to stop demonstrations and gatherings from taking place – protesters are seen removing such infrastructure in Dhaka during a general strike in 1999 Credit: REUTERS / Rafiqur Rahman / Bridgeman These inflatable objects are highly flexible, but can also be protective against police batons. They pose an awkward challenge to the authorities, who often end up looking ridiculous when dealing with them, and, as one of the inventors pointed out, they are guaranteed to create a media spectacle. This was also true of the 19th‑century barricade: people posed for pictures in front of them. As Wolfgang Scheppe, a curator of Architecture of the Barricade (currently on display at the Arsenale Institute for Politics of Representation in Venice), explains, these images helped the police to find Communards and mete out punishments after the end of the anarchist experiment. Much simpler structures can also be highly effective. In 2019, protesters in Hong Kong filled streets with little archways made from just three ordinary bricks: two standing upright, one resting on top. When touched, the falling top one would buttress the other two, and effectively block traffic. In line with their imperative of ‘be water’, protesters would retreat when the police appeared, but the ‘mini‑Stonehenges’ would remain and slow down the authorities. Today, elaborate architectures of protest, such as Extinction Rebellion’s ‘tensegrity towers’, are used to blockade roads and distribution networks – in this instance, Rupert Murdoch’s News UK printworks in Broxbourne, for the media group’s failure to report the climate emergency accurately Credit: Extinction Rebellion In June 2025, protests erupted in Los Angeles against the Trump administration’s deportation policies. Demonstrators barricaded downtown streets using various objects, including the pink public furniture designed by design firm Rios for Gloria Molina Grand Park. LAPD are seen advancing through tear gas Credit: Gina Ferazzi / Los Angeles Times via Getty Images Roads which radicals might want to target are not just ones in major metropoles and fancy post‑industrial downtowns. Rather, they might block the arteries leading to ‘fulfilment centres’ and harbours with container shipping. The model is not only Occupy Wall Street, which had initially called for the erection of ‘peaceful barricades’, but also the Occupy that led to the Oakland port shutdown in 2011. In short, such roadblocks disrupt what Phil Neel has called a ‘hinterland’ that is often invisible, yet crucial for contemporary capitalism. More recently, Extinction Rebellion targeted Amazon distribution centres in three European countries in November 2021; in the UK, they aimed to disrupt half of all deliveries on a Black Friday.   Will such blockades just anger consumers who, after all, are not present but are impatiently waiting for packages at home? One of the hopes associated with the traditional barricade was always that they might create spaces where protesters, police and previously indifferent citizens get talking; French theorists even expected them to become ‘a machine to produce the people’. That could be why military technology has evolved so that the authorities do not have to get close to the barricade: tear gas was first deployed against those on barricades before it was used in the First World War; so‑called riot control vehicles can ever more easily crush barricades. The challenge, then, for anyone who wishes to block is also how to get in other people’s faces – in order to have a chance to convince them of their cause.        2025-06-11 Kristina Rapacki Share
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  • MindsEye review – a dystopian future that plays like it’s from 2012

    There’s a Sphere-alike in Redrock, MindsEye’s open-world version of Las Vegas. It’s pretty much a straight copy of the original: a huge soap bubble, half sunk into the desert floor, with its surface turned into a gigantic TV. Occasionally you’ll pull up near the Sphere while driving an electric vehicle made by Silva, the megacorp that controls this world. You’ll sometimes come to a stop just as an advert for an identical Silva EV plays out on the huge curved screen overhead. The doubling effect can be slightly vertigo-inducing.At these moments, I truly get what MindsEye is trying to do. You’re stuck in the ultimate company town, where oligarchs and other crooks run everything, and there’s no hope of escaping the ecosystem they’ve built. MindsEye gets this all across through a chance encounter, and in a way that’s both light of touch and clever. The rest of the game tends towards the heavy-handed and silly, but it’s nice to glimpse a few instances where everything clicks.With its Spheres and omnipresent EVs, MindsEye looks and sounds like the future. It’s concerned with AI and tech bros and the insidious creep of a corporate dystopia. You play as an amnesiac former-soldier who must work out the precise damage that technology has done to his humanity, while shooting people and robots and drones. And alongside the campaign itself, MindsEye also has a suite of tools for making your own game or levels and publishing them for fellow players. All of this has come from a studio founded by Leslie Benzies, whose production credits include the likes of GTA 5.AI overlords … MindsEye. Photograph: IOI PartnersWhat’s weird, then, is that MindsEye generally plays like the past. Put a finger to the air and the wind is blowing from somewhere around 2012. At heart, this is a roughly hewn cover shooter with an open world that you only really experience when you’re driving between missions. Its topical concerns mainly exist to justify double-crosses and car chases and shootouts, and to explain why you head into battle with a personal drone that can open doors for you and stun nearby enemies.It can be an uncanny experience, drifting back through the years to a time when many third-person games still featured unskippable cut-scenes and cover that could be awkward to unstick yourself from. I should add that there are plenty of reports at the moment of crashes and technical glitches and characters turning up without their faces in place. Playing on a relatively old PC, aside from one crash and a few amusing bugs, I’ve been mostly fine. I’ve just been playing a game that feels equally elderly.This is sometimes less of a criticism than it sounds. There is a definite pleasure to be had in simple run-and-gun missions where you shoot very similar looking people over and over again and pick a path between waypoints. The shooting often feels good, and while it’s a bit of a swizz to have to drive to and from each mission, the cars have a nice fishtaily looseness to them that can, at times, invoke the Valium-tinged glory of the Driver games.Driving between missions … MindsEye. Photograph: Build A Rocket Boy/IOI PartnersAnd for a game that has thought a lot about the point at which AI takes over, the in-game AI around me wasn’t in danger of taking over anything. When I handed over control of my car to the game while tailing an enemy, having been told I should try not to be spotted, the game made sure our bumpers kissed at every intersection. The streets of this particular open world are filled with amusingly unskilled AI drivers. I’d frequently arrive at traffic lights to be greeted by a recent pile-up, so delighted by the off-screen collisions that had scattered road cones and Dumpsters across my path that I almost always stopped to investigate.I even enjoyed the plot’s hokeyness, which features lines such as: “Your DNA has been altered since we last met!” Has it, though? Even so, I became increasingly aware that clever people had spent a good chunk of their working lives making this game. I don’t think they intended to cast me as what is in essence a Deliveroo bullet courier for an off-brand Elon Musk. Or to drop me into an open world that feels thin not because it lacks mission icons and fishing mini-games, but because it’s devoid of convincing human detail.I suspect the problem may actually be a thematically resonant one: a reckless kind of ambition. When I dropped into the level editor I found a tool that’s astonishingly rich and complex, but which also requires a lot of time and effort if you want to make anything really special in it. This is for the mega-fans, surely, the point-one percent. It must have taken serious time to build, and to do all that alongside a campaignis the kind of endeavour that requires a real megacorp behind it.MindsEye is an oddity. For all its failings, I rarely disliked playing it, and yet it’s also difficult to sincerely recommend. Its ideas, its moment-to-moment action and narrative are so thinly conceived that it barely exists. And yet: I’m kind of happy that it does.

    MindsEye is out now; £54.99
    #mindseye #review #dystopian #future #that
    MindsEye review – a dystopian future that plays like it’s from 2012
    There’s a Sphere-alike in Redrock, MindsEye’s open-world version of Las Vegas. It’s pretty much a straight copy of the original: a huge soap bubble, half sunk into the desert floor, with its surface turned into a gigantic TV. Occasionally you’ll pull up near the Sphere while driving an electric vehicle made by Silva, the megacorp that controls this world. You’ll sometimes come to a stop just as an advert for an identical Silva EV plays out on the huge curved screen overhead. The doubling effect can be slightly vertigo-inducing.At these moments, I truly get what MindsEye is trying to do. You’re stuck in the ultimate company town, where oligarchs and other crooks run everything, and there’s no hope of escaping the ecosystem they’ve built. MindsEye gets this all across through a chance encounter, and in a way that’s both light of touch and clever. The rest of the game tends towards the heavy-handed and silly, but it’s nice to glimpse a few instances where everything clicks.With its Spheres and omnipresent EVs, MindsEye looks and sounds like the future. It’s concerned with AI and tech bros and the insidious creep of a corporate dystopia. You play as an amnesiac former-soldier who must work out the precise damage that technology has done to his humanity, while shooting people and robots and drones. And alongside the campaign itself, MindsEye also has a suite of tools for making your own game or levels and publishing them for fellow players. All of this has come from a studio founded by Leslie Benzies, whose production credits include the likes of GTA 5.AI overlords … MindsEye. Photograph: IOI PartnersWhat’s weird, then, is that MindsEye generally plays like the past. Put a finger to the air and the wind is blowing from somewhere around 2012. At heart, this is a roughly hewn cover shooter with an open world that you only really experience when you’re driving between missions. Its topical concerns mainly exist to justify double-crosses and car chases and shootouts, and to explain why you head into battle with a personal drone that can open doors for you and stun nearby enemies.It can be an uncanny experience, drifting back through the years to a time when many third-person games still featured unskippable cut-scenes and cover that could be awkward to unstick yourself from. I should add that there are plenty of reports at the moment of crashes and technical glitches and characters turning up without their faces in place. Playing on a relatively old PC, aside from one crash and a few amusing bugs, I’ve been mostly fine. I’ve just been playing a game that feels equally elderly.This is sometimes less of a criticism than it sounds. There is a definite pleasure to be had in simple run-and-gun missions where you shoot very similar looking people over and over again and pick a path between waypoints. The shooting often feels good, and while it’s a bit of a swizz to have to drive to and from each mission, the cars have a nice fishtaily looseness to them that can, at times, invoke the Valium-tinged glory of the Driver games.Driving between missions … MindsEye. Photograph: Build A Rocket Boy/IOI PartnersAnd for a game that has thought a lot about the point at which AI takes over, the in-game AI around me wasn’t in danger of taking over anything. When I handed over control of my car to the game while tailing an enemy, having been told I should try not to be spotted, the game made sure our bumpers kissed at every intersection. The streets of this particular open world are filled with amusingly unskilled AI drivers. I’d frequently arrive at traffic lights to be greeted by a recent pile-up, so delighted by the off-screen collisions that had scattered road cones and Dumpsters across my path that I almost always stopped to investigate.I even enjoyed the plot’s hokeyness, which features lines such as: “Your DNA has been altered since we last met!” Has it, though? Even so, I became increasingly aware that clever people had spent a good chunk of their working lives making this game. I don’t think they intended to cast me as what is in essence a Deliveroo bullet courier for an off-brand Elon Musk. Or to drop me into an open world that feels thin not because it lacks mission icons and fishing mini-games, but because it’s devoid of convincing human detail.I suspect the problem may actually be a thematically resonant one: a reckless kind of ambition. When I dropped into the level editor I found a tool that’s astonishingly rich and complex, but which also requires a lot of time and effort if you want to make anything really special in it. This is for the mega-fans, surely, the point-one percent. It must have taken serious time to build, and to do all that alongside a campaignis the kind of endeavour that requires a real megacorp behind it.MindsEye is an oddity. For all its failings, I rarely disliked playing it, and yet it’s also difficult to sincerely recommend. Its ideas, its moment-to-moment action and narrative are so thinly conceived that it barely exists. And yet: I’m kind of happy that it does. MindsEye is out now; £54.99 #mindseye #review #dystopian #future #that
    WWW.THEGUARDIAN.COM
    MindsEye review – a dystopian future that plays like it’s from 2012
    There’s a Sphere-alike in Redrock, MindsEye’s open-world version of Las Vegas. It’s pretty much a straight copy of the original: a huge soap bubble, half sunk into the desert floor, with its surface turned into a gigantic TV. Occasionally you’ll pull up near the Sphere while driving an electric vehicle made by Silva, the megacorp that controls this world. You’ll sometimes come to a stop just as an advert for an identical Silva EV plays out on the huge curved screen overhead. The doubling effect can be slightly vertigo-inducing.At these moments, I truly get what MindsEye is trying to do. You’re stuck in the ultimate company town, where oligarchs and other crooks run everything, and there’s no hope of escaping the ecosystem they’ve built. MindsEye gets this all across through a chance encounter, and in a way that’s both light of touch and clever. The rest of the game tends towards the heavy-handed and silly, but it’s nice to glimpse a few instances where everything clicks.With its Spheres and omnipresent EVs, MindsEye looks and sounds like the future. It’s concerned with AI and tech bros and the insidious creep of a corporate dystopia. You play as an amnesiac former-soldier who must work out the precise damage that technology has done to his humanity, while shooting people and robots and drones. And alongside the campaign itself, MindsEye also has a suite of tools for making your own game or levels and publishing them for fellow players. All of this has come from a studio founded by Leslie Benzies, whose production credits include the likes of GTA 5.AI overlords … MindsEye. Photograph: IOI PartnersWhat’s weird, then, is that MindsEye generally plays like the past. Put a finger to the air and the wind is blowing from somewhere around 2012. At heart, this is a roughly hewn cover shooter with an open world that you only really experience when you’re driving between missions. Its topical concerns mainly exist to justify double-crosses and car chases and shootouts, and to explain why you head into battle with a personal drone that can open doors for you and stun nearby enemies.It can be an uncanny experience, drifting back through the years to a time when many third-person games still featured unskippable cut-scenes and cover that could be awkward to unstick yourself from. I should add that there are plenty of reports at the moment of crashes and technical glitches and characters turning up without their faces in place. Playing on a relatively old PC, aside from one crash and a few amusing bugs, I’ve been mostly fine. I’ve just been playing a game that feels equally elderly.This is sometimes less of a criticism than it sounds. There is a definite pleasure to be had in simple run-and-gun missions where you shoot very similar looking people over and over again and pick a path between waypoints. The shooting often feels good, and while it’s a bit of a swizz to have to drive to and from each mission, the cars have a nice fishtaily looseness to them that can, at times, invoke the Valium-tinged glory of the Driver games. (The airborne craft are less fun because they have less character.)Driving between missions … MindsEye. Photograph: Build A Rocket Boy/IOI PartnersAnd for a game that has thought a lot about the point at which AI takes over, the in-game AI around me wasn’t in danger of taking over anything. When I handed over control of my car to the game while tailing an enemy, having been told I should try not to be spotted, the game made sure our bumpers kissed at every intersection. The streets of this particular open world are filled with amusingly unskilled AI drivers. I’d frequently arrive at traffic lights to be greeted by a recent pile-up, so delighted by the off-screen collisions that had scattered road cones and Dumpsters across my path that I almost always stopped to investigate.I even enjoyed the plot’s hokeyness, which features lines such as: “Your DNA has been altered since we last met!” Has it, though? Even so, I became increasingly aware that clever people had spent a good chunk of their working lives making this game. I don’t think they intended to cast me as what is in essence a Deliveroo bullet courier for an off-brand Elon Musk. Or to drop me into an open world that feels thin not because it lacks mission icons and fishing mini-games, but because it’s devoid of convincing human detail.I suspect the problem may actually be a thematically resonant one: a reckless kind of ambition. When I dropped into the level editor I found a tool that’s astonishingly rich and complex, but which also requires a lot of time and effort if you want to make anything really special in it. This is for the mega-fans, surely, the point-one percent. It must have taken serious time to build, and to do all that alongside a campaign (one that tries, at least, to vary things now and then with stealth, trailing and sniper sections) is the kind of endeavour that requires a real megacorp behind it.MindsEye is an oddity. For all its failings, I rarely disliked playing it, and yet it’s also difficult to sincerely recommend. Its ideas, its moment-to-moment action and narrative are so thinly conceived that it barely exists. And yet: I’m kind of happy that it does. MindsEye is out now; £54.99
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  • Corsair Overhauls Prebuilt, 3-Chamber Airflow Case, & Transparent PSU

    Corsair Overhauls Prebuilt, 3-Chamber Airflow Case, & Transparent PSUJune 5, 2025Last Updated: 2025-06-05We take a look at Corsair’s upcoming i600 pre-built PC, Air 5400 case, Frame 4000D prototype, and moreThe HighlightsCorsair’s i600 pre-built PC is a new revision on the company’s i500 and overhauls its GPU cooler and CPU radiatorThe Corsair Air 5400 is an airflow-targeted case that has air ducts on the top and bottom of its chassisCorsair has partnered with Singularity to develop the Frame 4000D prototype, which has an interesting power board that handles cable managementTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Corsair’s suite at Computex 2025 and liked some of the stuff the company had to show. Editor's note: This was originally published on May 21, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeCamera, Video EditingMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangCorsair Air 5400Corsair will release its Air 5400, which is an airflow-targeted case. On the back side of the case is a giant hole, which couples with a front-mounted radiator that will allow the case to shove air straight out of it. This design allows it to focus air flow for the GPU entirely from its own set of fans at the bottom of the case. This is probably the most interesting case from Corsair we saw at Computex this year. It should be around though that’s dependent on the everchanging tariff situation. Internally, the Air 5400 has a duct at the bottom where the case has 3x120mm fans. The duct is there to guide air into the GPU. Corsair claims that the case is getting about a 1-2 degree improvement with the duct in a like-for-like test. If you do end up with a front radiator, then a potential area that gets abandoned in terms of airflow might be around the VRM area and some of the board components like system memory.  There are mounts for fans up on top of the case along with an additional duct. Looking at the back of the case, there are 2 holes on the back, which is surprising for a 120mm fan. The spacing doesn’t look like it would fit a 120mm fan, but Corsair’s plan is to include a bracket that would adapt a 120mm fan here and would actually cut out into the glass area on the back, which would make you lose about 40% of the fan. This should help but raises some questions about whether it may cause acoustic issues when you partially blast air into a glass wall. Speaking of glass, the Air 5400’s glass is laminated. A couple companies are doing this now. Corsair says this helps the glass stay more put together to prevent shattering. Looking at the back side panel, there’s a big acrylic sheet coupled with an area where air can escape. Opening up the back panel, there’s a huge amount of cable-management depth. You can also see that the motherboard tray is punctured all of the way through. This causes concerns around structural rigidity, but Corsair is using a .8mm thick steel, which helps a little bit here. The company has also strengthened the case’s top panel compared to Corsair’s 4000D case, which received negative feedback in that area. The Air 5400 is set to be priced at with 3x120mm fans included. i600 Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work!Corsair is updating its i500 pre-built PC, which we hated, with its upcoming i600, and the company has improved it a lot. The i500’s GPU cooling solution had basically no contact with any of the power components. The i600, on the other hand, has massive overhauls here. The case itself has only slightly changed, but the changes made accommodate larger radiators. The block for the video card, including the power components, is totally different in a way that looks promising. The stuff that jumped out to us right away about the i600 is the fin stacks for the VRM, which is connected to a shared copper nickel-plated base plate for the GPU and memory. Everything is connected to the same base plate, which is connected to the liquid cooler. This means all of the heat gets dumped into the liquid cooler. There’s pros and cons to this design. The pro is that all of the other components get cooled better. The downside is that the GPU itself is sharing the heat dissipation capacity with all of the other components in the cooler. This means you typically see some increase in the GPU temperature as a result. There’s ups and downs to this approach. It doesn’t necessarily mean one solution is better than the other as long as it’s all cooled. The i600 has copper bars, which contact the MOSFETs. Otherwise, it’s very similar to the i500. Corsair has also modified its CPU cooler radiator, where the company has moved its tanks off to the side. The tubes are also running in a different direction. Corsair is also moving to 25mm thick fans, where previously they had the slimmer 15mm fans. That extra 10mm will help with pressure and performance a lot. We plan on doing a review of the PC as soon as we buy one.Corsair Frame 4000DWe saw a prototype of Corsair’s Frame 4000D, where the company changed a few things. Corsair partnered with Singularity for its powerboard. It’s somewhat similar to Elmore’s BENCHLAB, with the exception of it not logging power. With the case, you basically run all of the power cables into the power board and then route them to their final locations. We count 10 fan headers here along with a bunch of RGB headers. There’s a lot of possibilities with this. Currently, it’s mostly being used as a cable-management tool, but you could, in theory, expand this to include more switches, like fan-control switches. We would really like to see current monitoring. It would make it more expensive but that could be a potentially useful direction to go in where you could monitor on the 12VHPWR, for instance, which would become a great marketing point for Corsair and would be very useful for end users. The front panel is also different as it has a die-cut edge now.  The power supply setup is also different here with Corsair doing an acrylic wall for the PSU instead of steel. The challenge here is that plastic is an incredibly good insulator. This could raise some ESDconcerns and may cause the PSU to lose some of the shielding that steel provides. As a part of this design, Corsair has customized the caps and PCBs so that they get nice color matching. It looks pretty nice. 3D PrintingCorsair was telling us how for its upcoming 4000D and its Frame series cases, it was getting into 3D printable panels and pieces. They showed us how one Corsair employee 3D printed a shroud-like duct, which takes air in through the bottom and shoves it up into where the pump and reservoir are in the image above. These 3D print files are available on Corsair’s account on Printables.  Corsair 5000DWe didn’t care too much about it but Corsair also showed off its new 5000D that has a screen on it, which is a thing companies are doing now. They also had a 5000D case without the screen, which is a larger variant of the Frame 4000D case. Corsair says that it should be priced around but that’s in flux with the tariffs situation.  Corsair Open Concept Visit our Patreon page to contribute a few dollars toward this website's operationAdditionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.Corsair’s open concept at Computex is using some of the same Frame components, where the company is trying to make the Frame series modular and represents an open frame. There’s also an option for fan mounts as well. The company showed a gigantic radiator tower at the show, which is pretty cool to see.
    #corsair #overhauls #prebuilt #3chamber #airflow
    Corsair Overhauls Prebuilt, 3-Chamber Airflow Case, & Transparent PSU
    Corsair Overhauls Prebuilt, 3-Chamber Airflow Case, & Transparent PSUJune 5, 2025Last Updated: 2025-06-05We take a look at Corsair’s upcoming i600 pre-built PC, Air 5400 case, Frame 4000D prototype, and moreThe HighlightsCorsair’s i600 pre-built PC is a new revision on the company’s i500 and overhauls its GPU cooler and CPU radiatorThe Corsair Air 5400 is an airflow-targeted case that has air ducts on the top and bottom of its chassisCorsair has partnered with Singularity to develop the Frame 4000D prototype, which has an interesting power board that handles cable managementTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Corsair’s suite at Computex 2025 and liked some of the stuff the company had to show. Editor's note: This was originally published on May 21, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeCamera, Video EditingMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangCorsair Air 5400Corsair will release its Air 5400, which is an airflow-targeted case. On the back side of the case is a giant hole, which couples with a front-mounted radiator that will allow the case to shove air straight out of it. This design allows it to focus air flow for the GPU entirely from its own set of fans at the bottom of the case. This is probably the most interesting case from Corsair we saw at Computex this year. It should be around though that’s dependent on the everchanging tariff situation. Internally, the Air 5400 has a duct at the bottom where the case has 3x120mm fans. The duct is there to guide air into the GPU. Corsair claims that the case is getting about a 1-2 degree improvement with the duct in a like-for-like test. If you do end up with a front radiator, then a potential area that gets abandoned in terms of airflow might be around the VRM area and some of the board components like system memory.  There are mounts for fans up on top of the case along with an additional duct. Looking at the back of the case, there are 2 holes on the back, which is surprising for a 120mm fan. The spacing doesn’t look like it would fit a 120mm fan, but Corsair’s plan is to include a bracket that would adapt a 120mm fan here and would actually cut out into the glass area on the back, which would make you lose about 40% of the fan. This should help but raises some questions about whether it may cause acoustic issues when you partially blast air into a glass wall. Speaking of glass, the Air 5400’s glass is laminated. A couple companies are doing this now. Corsair says this helps the glass stay more put together to prevent shattering. Looking at the back side panel, there’s a big acrylic sheet coupled with an area where air can escape. Opening up the back panel, there’s a huge amount of cable-management depth. You can also see that the motherboard tray is punctured all of the way through. This causes concerns around structural rigidity, but Corsair is using a .8mm thick steel, which helps a little bit here. The company has also strengthened the case’s top panel compared to Corsair’s 4000D case, which received negative feedback in that area. The Air 5400 is set to be priced at with 3x120mm fans included. i600 Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work!Corsair is updating its i500 pre-built PC, which we hated, with its upcoming i600, and the company has improved it a lot. The i500’s GPU cooling solution had basically no contact with any of the power components. The i600, on the other hand, has massive overhauls here. The case itself has only slightly changed, but the changes made accommodate larger radiators. The block for the video card, including the power components, is totally different in a way that looks promising. The stuff that jumped out to us right away about the i600 is the fin stacks for the VRM, which is connected to a shared copper nickel-plated base plate for the GPU and memory. Everything is connected to the same base plate, which is connected to the liquid cooler. This means all of the heat gets dumped into the liquid cooler. There’s pros and cons to this design. The pro is that all of the other components get cooled better. The downside is that the GPU itself is sharing the heat dissipation capacity with all of the other components in the cooler. This means you typically see some increase in the GPU temperature as a result. There’s ups and downs to this approach. It doesn’t necessarily mean one solution is better than the other as long as it’s all cooled. The i600 has copper bars, which contact the MOSFETs. Otherwise, it’s very similar to the i500. Corsair has also modified its CPU cooler radiator, where the company has moved its tanks off to the side. The tubes are also running in a different direction. Corsair is also moving to 25mm thick fans, where previously they had the slimmer 15mm fans. That extra 10mm will help with pressure and performance a lot. We plan on doing a review of the PC as soon as we buy one.Corsair Frame 4000DWe saw a prototype of Corsair’s Frame 4000D, where the company changed a few things. Corsair partnered with Singularity for its powerboard. It’s somewhat similar to Elmore’s BENCHLAB, with the exception of it not logging power. With the case, you basically run all of the power cables into the power board and then route them to their final locations. We count 10 fan headers here along with a bunch of RGB headers. There’s a lot of possibilities with this. Currently, it’s mostly being used as a cable-management tool, but you could, in theory, expand this to include more switches, like fan-control switches. We would really like to see current monitoring. It would make it more expensive but that could be a potentially useful direction to go in where you could monitor on the 12VHPWR, for instance, which would become a great marketing point for Corsair and would be very useful for end users. The front panel is also different as it has a die-cut edge now.  The power supply setup is also different here with Corsair doing an acrylic wall for the PSU instead of steel. The challenge here is that plastic is an incredibly good insulator. This could raise some ESDconcerns and may cause the PSU to lose some of the shielding that steel provides. As a part of this design, Corsair has customized the caps and PCBs so that they get nice color matching. It looks pretty nice. 3D PrintingCorsair was telling us how for its upcoming 4000D and its Frame series cases, it was getting into 3D printable panels and pieces. They showed us how one Corsair employee 3D printed a shroud-like duct, which takes air in through the bottom and shoves it up into where the pump and reservoir are in the image above. These 3D print files are available on Corsair’s account on Printables.  Corsair 5000DWe didn’t care too much about it but Corsair also showed off its new 5000D that has a screen on it, which is a thing companies are doing now. They also had a 5000D case without the screen, which is a larger variant of the Frame 4000D case. Corsair says that it should be priced around but that’s in flux with the tariffs situation.  Corsair Open Concept Visit our Patreon page to contribute a few dollars toward this website's operationAdditionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.Corsair’s open concept at Computex is using some of the same Frame components, where the company is trying to make the Frame series modular and represents an open frame. There’s also an option for fan mounts as well. The company showed a gigantic radiator tower at the show, which is pretty cool to see. #corsair #overhauls #prebuilt #3chamber #airflow
    GAMERSNEXUS.NET
    Corsair Overhauls Prebuilt, 3-Chamber Airflow Case, & Transparent PSU
    Corsair Overhauls Prebuilt, 3-Chamber Airflow Case, & Transparent PSUJune 5, 2025Last Updated: 2025-06-05We take a look at Corsair’s upcoming i600 pre-built PC, Air 5400 case, Frame 4000D prototype, and moreThe HighlightsCorsair’s i600 pre-built PC is a new revision on the company’s i500 and overhauls its GPU cooler and CPU radiatorThe Corsair Air 5400 is an airflow-targeted case that has air ducts on the top and bottom of its chassisCorsair has partnered with Singularity to develop the Frame 4000D prototype, which has an interesting power board that handles cable managementTable of ContentsAutoTOC Grab a GN Tear-Down Toolkit to support our AD-FREE reviews and IN-DEPTH testing while also getting a high-quality, highly portable 10-piece toolkit that was custom designed for use with video cards for repasting and water block installation. Includes a portable roll bag, hook hangers for pegboards, a storage compartment, and instructional GPU disassembly cards.IntroWe visited Corsair’s suite at Computex 2025 and liked some of the stuff the company had to show. Editor's note: This was originally published on May 21, 2025 as a video. This content has been adapted to written format for this article and is unchanged from the original publication.CreditsHostSteve BurkeCamera, Video EditingMike GaglioneVitalii MakhnovetsWriting, Web EditingJimmy ThangCorsair Air 5400Corsair will release its Air 5400, which is an airflow-targeted case. On the back side of the case is a giant hole, which couples with a front-mounted radiator that will allow the case to shove air straight out of it. This design allows it to focus air flow for the GPU entirely from its own set of fans at the bottom of the case. This is probably the most interesting case from Corsair we saw at Computex this year. It should be around $220, though that’s dependent on the everchanging tariff situation. Internally, the Air 5400 has a duct at the bottom where the case has 3x120mm fans (the entire case is actually set up to support all 120mm fans, which simplifies things). The duct is there to guide air into the GPU. Corsair claims that the case is getting about a 1-2 degree improvement with the duct in a like-for-like test. If you do end up with a front radiator, then a potential area that gets abandoned in terms of airflow might be around the VRM area and some of the board components like system memory.  There are mounts for fans up on top of the case along with an additional duct. Looking at the back of the case, there are 2 holes on the back, which is surprising for a 120mm fan. The spacing doesn’t look like it would fit a 120mm fan, but Corsair’s plan is to include a bracket that would adapt a 120mm fan here and would actually cut out into the glass area on the back, which would make you lose about 40% of the fan. This should help but raises some questions about whether it may cause acoustic issues when you partially blast air into a glass wall. Speaking of glass, the Air 5400’s glass is laminated. A couple companies are doing this now. Corsair says this helps the glass stay more put together to prevent shattering. Looking at the back side panel, there’s a big acrylic sheet coupled with an area where air can escape. Opening up the back panel, there’s a huge amount of cable-management depth. You can also see that the motherboard tray is punctured all of the way through. This causes concerns around structural rigidity, but Corsair is using a .8mm thick steel, which helps a little bit here. The company has also strengthened the case’s top panel compared to Corsair’s 4000D case, which received negative feedback in that area. The Air 5400 is set to be priced at $220 with 3x120mm fans included. i600 Grab a GN15 Large Anti-Static Modmat to celebrate our 15th Anniversary and for a high-quality PC building work surface. The Modmat features useful PC building diagrams and is anti-static conductive. Purchases directly fund our work! (or consider a direct donation or a Patreon contribution!)Corsair is updating its i500 pre-built PC, which we hated, with its upcoming i600, and the company has improved it a lot. The i500’s GPU cooling solution had basically no contact with any of the power components. The i600, on the other hand, has massive overhauls here. The case itself has only slightly changed, but the changes made accommodate larger radiators. The block for the video card, including the power components, is totally different in a way that looks promising. The stuff that jumped out to us right away about the i600 is the fin stacks for the VRM, which is connected to a shared copper nickel-plated base plate for the GPU and memory. Everything is connected to the same base plate, which is connected to the liquid cooler. This means all of the heat gets dumped into the liquid cooler. There’s pros and cons to this design. The pro is that all of the other components get cooled better. The downside is that the GPU itself is sharing the heat dissipation capacity with all of the other components in the cooler. This means you typically see some increase in the GPU temperature as a result. There’s ups and downs to this approach. It doesn’t necessarily mean one solution is better than the other as long as it’s all cooled. The i600 has copper bars, which contact the MOSFETs. Otherwise, it’s very similar to the i500. Corsair has also modified its CPU cooler radiator, where the company has moved its tanks off to the side. The tubes are also running in a different direction. Corsair is also moving to 25mm thick fans, where previously they had the slimmer 15mm fans. That extra 10mm will help with pressure and performance a lot. We plan on doing a review of the PC as soon as we buy one.Corsair Frame 4000DWe saw a prototype of Corsair’s Frame 4000D, where the company changed a few things. Corsair partnered with Singularity for its powerboard. It’s somewhat similar to Elmore’s BENCHLAB, with the exception of it not logging power. With the case, you basically run all of the power cables into the power board and then route them to their final locations. We count 10 fan headers here along with a bunch of RGB headers. There’s a lot of possibilities with this. Currently, it’s mostly being used as a cable-management tool, but you could, in theory, expand this to include more switches, like fan-control switches. We would really like to see current monitoring. It would make it more expensive but that could be a potentially useful direction to go in where you could monitor on the 12VHPWR, for instance, which would become a great marketing point for Corsair and would be very useful for end users. The front panel is also different as it has a die-cut edge now.  The power supply setup is also different here with Corsair doing an acrylic wall for the PSU instead of steel. The challenge here is that plastic is an incredibly good insulator. This could raise some ESD (electrostatic discharge) concerns and may cause the PSU to lose some of the shielding that steel provides. As a part of this design, Corsair has customized the caps and PCBs so that they get nice color matching. It looks pretty nice. 3D PrintingCorsair was telling us how for its upcoming 4000D and its Frame series cases, it was getting into 3D printable panels and pieces. They showed us how one Corsair employee 3D printed a shroud-like duct, which takes air in through the bottom and shoves it up into where the pump and reservoir are in the image above. These 3D print files are available on Corsair’s account on Printables.  Corsair 5000DWe didn’t care too much about it but Corsair also showed off its new 5000D that has a screen on it, which is a thing companies are doing now. They also had a 5000D case without the screen, which is a larger variant of the Frame 4000D case. Corsair says that it should be priced around $180, but that’s in flux with the tariffs situation.  Corsair Open Concept Visit our Patreon page to contribute a few dollars toward this website's operation (or consider a direct donation or buying something from our GN Store!) Additionally, when you purchase through links to retailers on our site, we may earn a small affiliate commission.Corsair’s open concept at Computex is using some of the same Frame components, where the company is trying to make the Frame series modular and represents an open frame. There’s also an option for fan mounts as well. The company showed a gigantic radiator tower at the show, which is pretty cool to see.
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  • Check Out The First Gameplay Trailer For An Upcoming Survival Crafter With A Walking, Buildable Fortress

    Solo game developer Joyen has shared great news with the community. Loya, an open-world survival crafter with a walking, buildable fortress that they've been working on for the past seven years, has received its first gameplay trailer.Actually, back in 2022, this Unity project had attracted our attention with its procedurally generated bridge and interiors. Fast forward to now, the game has evolved greatly and received a Steam page with a detailed introduction about its gameplay and features. So let's take a closer look. The highlights of Loya include a walking fortress, giant bosses, exploration, defense, and multiplayer. In this game, players must defeat giants to collect their cores. In order to achieve this, you'll need to build and upgrade the walking fortresses and equip them with powerful weapons.  The materials are not easily obtained; there will be fierce battles to get ready for. The vast open world in Loya appears vibrant, allowing you to explore it at your own pace. The walking fortress can not only walk but also fly, allowing you to ascend high into the air and navigate. Also, you can attach towers to it so it can automatically attack the enemies.JoyenIf you're impressed by the gigantic rocky Golem in the trailer, the solo developer has more great news: there will be four such giants, each on a unique biome. Whether you enjoy exploring and battling solo or prefer teaming up with friends, Loya provides the flexibility you need. You can play along with friends or connect to a dedicated server that holds up to 25 players or more. While sharing the new trailer, Joyen also noted that a playtest is underway, allowing testers to experience the complete first biome, which offers approximately 10 to 20 hours of gameplay. Other biomes include a snowy environment and a desert, with the last one to be revealed later. If Loya looks interesting to you, don't hesitate to add the game to your Steam wishlist and follow Joyen on X/Twitter to check out more in-game footage and receive future updates. Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
    #check #out #first #gameplay #trailer
    Check Out The First Gameplay Trailer For An Upcoming Survival Crafter With A Walking, Buildable Fortress
    Solo game developer Joyen has shared great news with the community. Loya, an open-world survival crafter with a walking, buildable fortress that they've been working on for the past seven years, has received its first gameplay trailer.Actually, back in 2022, this Unity project had attracted our attention with its procedurally generated bridge and interiors. Fast forward to now, the game has evolved greatly and received a Steam page with a detailed introduction about its gameplay and features. So let's take a closer look. The highlights of Loya include a walking fortress, giant bosses, exploration, defense, and multiplayer. In this game, players must defeat giants to collect their cores. In order to achieve this, you'll need to build and upgrade the walking fortresses and equip them with powerful weapons.  The materials are not easily obtained; there will be fierce battles to get ready for. The vast open world in Loya appears vibrant, allowing you to explore it at your own pace. The walking fortress can not only walk but also fly, allowing you to ascend high into the air and navigate. Also, you can attach towers to it so it can automatically attack the enemies.JoyenIf you're impressed by the gigantic rocky Golem in the trailer, the solo developer has more great news: there will be four such giants, each on a unique biome. Whether you enjoy exploring and battling solo or prefer teaming up with friends, Loya provides the flexibility you need. You can play along with friends or connect to a dedicated server that holds up to 25 players or more. While sharing the new trailer, Joyen also noted that a playtest is underway, allowing testers to experience the complete first biome, which offers approximately 10 to 20 hours of gameplay. Other biomes include a snowy environment and a desert, with the last one to be revealed later. If Loya looks interesting to you, don't hesitate to add the game to your Steam wishlist and follow Joyen on X/Twitter to check out more in-game footage and receive future updates. Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #check #out #first #gameplay #trailer
    80.LV
    Check Out The First Gameplay Trailer For An Upcoming Survival Crafter With A Walking, Buildable Fortress
    Solo game developer Joyen has shared great news with the community. Loya, an open-world survival crafter with a walking, buildable fortress that they've been working on for the past seven years, has received its first gameplay trailer.Actually, back in 2022, this Unity project had attracted our attention with its procedurally generated bridge and interiors. Fast forward to now, the game has evolved greatly and received a Steam page with a detailed introduction about its gameplay and features. So let's take a closer look. The highlights of Loya include a walking fortress, giant bosses, exploration, defense, and multiplayer. In this game, players must defeat giants to collect their cores. In order to achieve this, you'll need to build and upgrade the walking fortresses and equip them with powerful weapons.  The materials are not easily obtained; there will be fierce battles to get ready for. The vast open world in Loya appears vibrant, allowing you to explore it at your own pace. The walking fortress can not only walk but also fly, allowing you to ascend high into the air and navigate. Also, you can attach towers to it so it can automatically attack the enemies.JoyenIf you're impressed by the gigantic rocky Golem in the trailer, the solo developer has more great news: there will be four such giants, each on a unique biome. Whether you enjoy exploring and battling solo or prefer teaming up with friends, Loya provides the flexibility you need. You can play along with friends or connect to a dedicated server that holds up to 25 players or more. While sharing the new trailer, Joyen also noted that a playtest is underway, allowing testers to experience the complete first biome, which offers approximately 10 to 20 hours of gameplay. Other biomes include a snowy environment and a desert, with the last one to be revealed later. If Loya looks interesting to you, don't hesitate to add the game to your Steam wishlist and follow Joyen on X/Twitter to check out more in-game footage and receive future updates. Join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
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  • Stone PC Case, Cooler Master GPU, DIY Case from Scratch, and Metal Fans

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