• Monster Hunter Wilds is a colossal disappointment when it comes to modding potential! Seriously, how can a game with such a rich universe be so painfully stagnant? The developers have clearly dropped the ball, ignoring the creativity of the modding community. Instead of embracing the endless possibilities of mods, they stick to a formula that feels outdated and uninspired. It’s infuriating to see such a lack of innovation! We need a game that invites modders to enhance our experience, not suffocates it with mediocre content. Wake up, developers! Enough is enough!

    #MonsterHunterWilds #GamingCommunity #ModdingPotential #GamerFrustration #InnovationNeeded
    Monster Hunter Wilds is a colossal disappointment when it comes to modding potential! Seriously, how can a game with such a rich universe be so painfully stagnant? The developers have clearly dropped the ball, ignoring the creativity of the modding community. Instead of embracing the endless possibilities of mods, they stick to a formula that feels outdated and uninspired. It’s infuriating to see such a lack of innovation! We need a game that invites modders to enhance our experience, not suffocates it with mediocre content. Wake up, developers! Enough is enough! #MonsterHunterWilds #GamingCommunity #ModdingPotential #GamerFrustration #InnovationNeeded
    www.realite-virtuelle.com
    Et si Monster Hunter Wilds devenait le prochain terrain de jeu des moddeurs ? Avec […] Cet article Des mods possibles pour Monster Hunter Wilds? a été publié sur REALITE-VIRTUELLE.COM.
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  • Final Fantasy VII Rebirth est sorti sur PC en février, ce qui a permis à certains modders de s'amuser un peu. Un mod intéressant montre à quoi pourrait ressembler un remake moderne de Final Fantasy VIII. C'est peut-être fascinant pour certains, mais bon, ça reste juste un mod parmi tant d'autres. Les mini-jeux de Rebirth sont là, mais qui a vraiment envie de jouer à tout ça ? Bref, c'est un projet ambitieux, mais le résultat laisse un peu à désirer.

    #FinalFantasyVII #FinalFantasyVIII #JeuxVidéo #Modding #Gaming
    Final Fantasy VII Rebirth est sorti sur PC en février, ce qui a permis à certains modders de s'amuser un peu. Un mod intéressant montre à quoi pourrait ressembler un remake moderne de Final Fantasy VIII. C'est peut-être fascinant pour certains, mais bon, ça reste juste un mod parmi tant d'autres. Les mini-jeux de Rebirth sont là, mais qui a vraiment envie de jouer à tout ça ? Bref, c'est un projet ambitieux, mais le résultat laisse un peu à désirer. #FinalFantasyVII #FinalFantasyVIII #JeuxVidéo #Modding #Gaming
    This Cool Mod For FF7 Rebirth Shows Us What A Modern Final Fantasy 8 Remake Might Look Like
    kotaku.com
    Final Fantasy VII Rebirth, the middle chapter in the ambitious project to remake one of the greatest video games of all time, hit PC in February of this year. It brought with it its many, often aggravating, mini-games, and by virtue of now being on a
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  • Massive aluminum snake casting is now being used as a water cooling loop for PCs. It's pretty much just a trend these days, moving from hardcore casemodders to regular builds. Not sure how many people are really into it, but it seems to be part of the whole performance PC scene now. Water cooling has become pretty routine, I guess.

    Anyway, if you're into this kind of stuff, you might find it interesting. Or not. Just another day in the world of PCs.

    #WaterCooling #PCBuilding #AluminumCasting #TechTrends #PerformancePC
    Massive aluminum snake casting is now being used as a water cooling loop for PCs. It's pretty much just a trend these days, moving from hardcore casemodders to regular builds. Not sure how many people are really into it, but it seems to be part of the whole performance PC scene now. Water cooling has become pretty routine, I guess. Anyway, if you're into this kind of stuff, you might find it interesting. Or not. Just another day in the world of PCs. #WaterCooling #PCBuilding #AluminumCasting #TechTrends #PerformancePC
    Massive Aluminum Snake Casting Becomes Water Cooling Loop For PC
    hackaday.com
    Water cooling was once only the preserve of hardcore casemodders and overclockers. Today, it’s pretty routinely used in all sorts of performance PC builds. However, few are using large artistic …read more
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  • Steam Deck internals crammed inside an Apple Magic Keyboard create a portable gaming PC

    A modder has built a keyboard computer out of the Steam Deck's internal hardware, creating an ultra-portable SteamOS computer.
    #steam #deck #internals #crammed #inside
    Steam Deck internals crammed inside an Apple Magic Keyboard create a portable gaming PC
    A modder has built a keyboard computer out of the Steam Deck's internal hardware, creating an ultra-portable SteamOS computer. #steam #deck #internals #crammed #inside
    Steam Deck internals crammed inside an Apple Magic Keyboard create a portable gaming PC
    www.tomshardware.com
    A modder has built a keyboard computer out of the Steam Deck's internal hardware, creating an ultra-portable SteamOS computer.
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  • Overlapping vertices?

    Author

    Hi Gamedev! :DSo I'm using some existing models from other games for a PRIVATE mod im working on. But when i import them into blender or 3ds max the modeling software tells me it's got overlapping vertices. Is this normal with game models or is every vertex supposed to be welded?Kind regards!

    Maybe. They might not be duplicates, it could be that there was additional information which was lost, such as two points that had different normal information or texture coordinates even though they're at the same position.It could be normal for that project, but no, in general duplicate verts, overlapping verts, degenerate triangles, and similar can cause rendering issues and are often flagged by tools.  If it is something you extracted it might be the result of processing that took place rather than coming from the original, like a script that ends up stripping the non-duplicate information or that ends up traversing a mesh more than once.Most likely your warning is exactly the same one artists in the game would receive, and they just need to be welded, fused, or otherwise processed back into place.

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    It's normal. Reasons to split a mesh edge of geometrically adjacent triangles are:Differing materials / textures / uv coordsEdge should show discontinutiy in lightinginstead smooth shadingDividing mesh into smaller pieces for fine grained cullingThus, splitting models and duplicating vertices is a post process necessary to use them in game engines, while artists keep the original models to do changes and for archivation.Turning such assets back to editable models requires welding with a tolerance of zero, or eventually a very small number. Issues might still remain.
    Other things, e.g. the original cage of a subdivision model, or Nurbs control points, etc. can't be reconstructed that easily.

    Author

    Hi Guy's so i usually use this tutorial if i get overlapping:The reason im asking this is because: Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids? Or should they still be welded then?Does it matter how small/large the mesh is when welding by distance?Kind regards!

    That is another “it depends on the details” question. There might be visual artifacts or not, depending on the details. There can be performance differences depending on the details. There are reasons to do it that we're already covered, a vertex can have far more than just position data which would make them different despite both being at the same location. There are details and choices beyond just the vertex positions overlapping. 

    Newgamemodder said:Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids?Usually no. You need to regenerate the meshlets anyway after editing a model. It's done by a preprocessing tool, and the usual asset pipeline is: Model from artist → automated tool to split edges where needed to get one mesh per material, compute meshlet clusters, quantization for compression, reorder vertices for cache efficiency, etc → save as asset to ship with the game.So meshlets do not add to the risks from welding vertices which you already have. Artwork is not affected from meshlets in general.However, this applies to games production, not to modding. Things like Nanite and meshlets ofc. make it even harder to mod existing assets, since modders don't have those automated preprocessing tools if devs don't provide them.Newgamemodder said:Does it matter how small/large the mesh is when welding by distance?Yes. Usually you give a distance threshold for the welding, so the scale of the model matters.
    My advise is to use the smallest threshold possible and observing UVs, which should not change from the welding operation. 
    #overlapping #vertices
    Overlapping vertices?
    Author Hi Gamedev! :DSo I'm using some existing models from other games for a PRIVATE mod im working on. But when i import them into blender or 3ds max the modeling software tells me it's got overlapping vertices. Is this normal with game models or is every vertex supposed to be welded?Kind regards! Maybe. They might not be duplicates, it could be that there was additional information which was lost, such as two points that had different normal information or texture coordinates even though they're at the same position.It could be normal for that project, but no, in general duplicate verts, overlapping verts, degenerate triangles, and similar can cause rendering issues and are often flagged by tools.  If it is something you extracted it might be the result of processing that took place rather than coming from the original, like a script that ends up stripping the non-duplicate information or that ends up traversing a mesh more than once.Most likely your warning is exactly the same one artists in the game would receive, and they just need to be welded, fused, or otherwise processed back into place. Advertisement It's normal. Reasons to split a mesh edge of geometrically adjacent triangles are:Differing materials / textures / uv coordsEdge should show discontinutiy in lightinginstead smooth shadingDividing mesh into smaller pieces for fine grained cullingThus, splitting models and duplicating vertices is a post process necessary to use them in game engines, while artists keep the original models to do changes and for archivation.Turning such assets back to editable models requires welding with a tolerance of zero, or eventually a very small number. Issues might still remain. Other things, e.g. the original cage of a subdivision model, or Nurbs control points, etc. can't be reconstructed that easily. Author Hi Guy's so i usually use this tutorial if i get overlapping:The reason im asking this is because: Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids? Or should they still be welded then?Does it matter how small/large the mesh is when welding by distance?Kind regards! That is another “it depends on the details” question. There might be visual artifacts or not, depending on the details. There can be performance differences depending on the details. There are reasons to do it that we're already covered, a vertex can have far more than just position data which would make them different despite both being at the same location. There are details and choices beyond just the vertex positions overlapping.  Newgamemodder said:Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids?Usually no. You need to regenerate the meshlets anyway after editing a model. It's done by a preprocessing tool, and the usual asset pipeline is: Model from artist → automated tool to split edges where needed to get one mesh per material, compute meshlet clusters, quantization for compression, reorder vertices for cache efficiency, etc → save as asset to ship with the game.So meshlets do not add to the risks from welding vertices which you already have. Artwork is not affected from meshlets in general.However, this applies to games production, not to modding. Things like Nanite and meshlets ofc. make it even harder to mod existing assets, since modders don't have those automated preprocessing tools if devs don't provide them.Newgamemodder said:Does it matter how small/large the mesh is when welding by distance?Yes. Usually you give a distance threshold for the welding, so the scale of the model matters. My advise is to use the smallest threshold possible and observing UVs, which should not change from the welding operation.  #overlapping #vertices
    gamedev.net
    Author Hi Gamedev! :DSo I'm using some existing models from other games for a PRIVATE mod im working on (so no restributing, don't wanna rip of talented artists and using existing meshes form games due to cost). But when i import them into blender or 3ds max the modeling software tells me it's got overlapping vertices. Is this normal with game models or is every vertex supposed to be welded?Kind regards! Maybe. They might not be duplicates, it could be that there was additional information which was lost, such as two points that had different normal information or texture coordinates even though they're at the same position.It could be normal for that project, but no, in general duplicate verts, overlapping verts, degenerate triangles, and similar can cause rendering issues and are often flagged by tools.  If it is something you extracted it might be the result of processing that took place rather than coming from the original, like a script that ends up stripping the non-duplicate information or that ends up traversing a mesh more than once.Most likely your warning is exactly the same one artists in the game would receive, and they just need to be welded, fused, or otherwise processed back into place. Advertisement It's normal. Reasons to split a mesh edge of geometrically adjacent triangles are:Differing materials / textures / uv coordsEdge should show discontinutiy in lighting (e.g. cube) instead smooth shading (e.g. sphere)Dividing mesh into smaller pieces for fine grained cullingThus, splitting models and duplicating vertices is a post process necessary to use them in game engines, while artists keep the original models to do changes and for archivation.Turning such assets back to editable models requires welding with a tolerance of zero, or eventually a very small number. Issues might still remain. Other things, e.g. the original cage of a subdivision model, or Nurbs control points, etc. can't be reconstructed that easily. Author Hi Guy's so i usually use this tutorial if i get overlapping:The reason im asking this is because: Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids? Or should they still be welded then?Does it matter how small/large the mesh is when welding by distance?Kind regards! That is another “it depends on the details” question. There might be visual artifacts or not, depending on the details. There can be performance differences depending on the details. There are reasons to do it that we're already covered, a vertex can have far more than just position data which would make them different despite both being at the same location. There are details and choices beyond just the vertex positions overlapping.  Newgamemodder said:Does it matter if faces are welded or not if i convert them to meshlets like Nvidias asteroids?Usually no. You need to regenerate the meshlets anyway after editing a model. It's done by a preprocessing tool, and the usual asset pipeline is: Model from artist → automated tool to split edges where needed to get one mesh per material, compute meshlet clusters, quantization for compression, reorder vertices for cache efficiency, etc → save as asset to ship with the game.So meshlets do not add to the risks from welding vertices which you already have (e.g. accidental corruption of UV coordinates or merging of material groups). Artwork is not affected from meshlets in general.However, this applies to games production, not to modding. Things like Nanite and meshlets ofc. make it even harder to mod existing assets, since modders don't have those automated preprocessing tools if devs don't provide them.Newgamemodder said:Does it matter how small/large the mesh is when welding by distance?Yes. Usually you give a distance threshold for the welding, so the scale of the model matters. My advise is to use the smallest threshold possible and observing UVs, which should not change from the welding operation. 
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  • YouTube is already adding more ads to its latest Premium subscription

    YouTube is adding more ads to its cheaper subscription plan just months after launching it in the United States.
    Earlier in 2025, YouTube revealed Premium Lite, a cheaper version of its traditional Premium service with less bells and whistles than its more expensive counterpart.
    While YouTube Premium completely removes ads, gives users access to YouTube Music, background play, and more, Premium Lite only removes ads when watching non-music videos.
    Well, subscribers of Premium Lite have reportedly been receiving emails from the Google-owned platform informing them that this is going to change and they’re going to start getting ads on even more content.Article continues after ad
    YouTube Premium Lite subscribers brace for ads on shorts
    In late May, a user on the TWiT.community forum revealed an email they received about the incoming ads.
    “We are writing to let you know that beginning 30 June 2025, ads may appear on Shorts, in addition to music content and when you search or browse. Most videos will continue to remain ad-free.”Article continues after ad
    This was backed up by the German website DeskModder, which shared an email they had received from the platform containing the same info.Article continues after ad
    Deskmodder/YouTube
    Premium Lite subscribers pay significantly less than the /month fee for the main plan, with Lite only costing each month.
    For users who watch a lot of shorts, this could be a big enough change to force them to upgrade to the standard Premium offering.
    Meanwhile, the Google-owned platform has continued to find new ways to implement ads. In 2024, the site added ads to pause screens. Not only that, but many users have reported encountering an abundance of extreme and sexualized ads and claim the platform has refused to take action.RelatedArticle continues after ad
    In May, YouTube revealed plans to use AI to insert commercials when users are the most emotionally invested in a video.
    #youtube #already #adding #more #ads
    YouTube is already adding more ads to its latest Premium subscription
    YouTube is adding more ads to its cheaper subscription plan just months after launching it in the United States. Earlier in 2025, YouTube revealed Premium Lite, a cheaper version of its traditional Premium service with less bells and whistles than its more expensive counterpart. While YouTube Premium completely removes ads, gives users access to YouTube Music, background play, and more, Premium Lite only removes ads when watching non-music videos. Well, subscribers of Premium Lite have reportedly been receiving emails from the Google-owned platform informing them that this is going to change and they’re going to start getting ads on even more content.Article continues after ad YouTube Premium Lite subscribers brace for ads on shorts In late May, a user on the TWiT.community forum revealed an email they received about the incoming ads. “We are writing to let you know that beginning 30 June 2025, ads may appear on Shorts, in addition to music content and when you search or browse. Most videos will continue to remain ad-free.”Article continues after ad This was backed up by the German website DeskModder, which shared an email they had received from the platform containing the same info.Article continues after ad Deskmodder/YouTube Premium Lite subscribers pay significantly less than the /month fee for the main plan, with Lite only costing each month. For users who watch a lot of shorts, this could be a big enough change to force them to upgrade to the standard Premium offering. Meanwhile, the Google-owned platform has continued to find new ways to implement ads. In 2024, the site added ads to pause screens. Not only that, but many users have reported encountering an abundance of extreme and sexualized ads and claim the platform has refused to take action.RelatedArticle continues after ad In May, YouTube revealed plans to use AI to insert commercials when users are the most emotionally invested in a video. #youtube #already #adding #more #ads
    YouTube is already adding more ads to its latest Premium subscription
    www.dexerto.com
    YouTube is adding more ads to its cheaper subscription plan just months after launching it in the United States. Earlier in 2025, YouTube revealed Premium Lite, a cheaper version of its traditional Premium service with less bells and whistles than its more expensive counterpart. While YouTube Premium completely removes ads, gives users access to YouTube Music, background play, and more, Premium Lite only removes ads when watching non-music videos. Well, subscribers of Premium Lite have reportedly been receiving emails from the Google-owned platform informing them that this is going to change and they’re going to start getting ads on even more content.Article continues after ad YouTube Premium Lite subscribers brace for ads on shorts In late May, a user on the TWiT.community forum revealed an email they received about the incoming ads. “We are writing to let you know that beginning 30 June 2025, ads may appear on Shorts, in addition to music content and when you search or browse. Most videos will continue to remain ad-free.”Article continues after ad This was backed up by the German website DeskModder, which shared an email they had received from the platform containing the same info.Article continues after ad Deskmodder/YouTube Premium Lite subscribers pay significantly less than the $13.99/month fee for the main plan, with Lite only costing $7.99 each month. For users who watch a lot of shorts, this could be a big enough change to force them to upgrade to the standard Premium offering. Meanwhile, the Google-owned platform has continued to find new ways to implement ads. In 2024, the site added ads to pause screens. Not only that, but many users have reported encountering an abundance of extreme and sexualized ads and claim the platform has refused to take action.RelatedArticle continues after ad In May, YouTube revealed plans to use AI to insert commercials when users are the most emotionally invested in a video.
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  • Colony Sim Ascent of Ashes Is Coming To Early Access Next Month

    Vivid Storm Interactive, developers of the Combat Extended mod for RimWorld, have been working on a colony sim game called Ascent of Ashes for a while now. The game is set in a post-apocalyptic dystopia where you take on the role of leader of a team of survivors, busy with various tasks. "Build and defend your base. Manage your survivors. Engage raiders, aliens, Remnant soldiers and other factions in real-time-with-pause combat. Or use stealth to outwit them. Explore the massive world. Survive at all costs," reads the game description. Unlike other games in the genre, in Ascent of Ashes, you are capable of restoring and driving vehicles, which are helpful tools to help you move faster and explore more efficiently in the expansive, procedurally generated world, filled with rich biomes and points of interest. The enemies in the game, powered by dynamic AI, will have different levels of intelligence. "Taking on a disorganized band of raiders will play very differently from fighting a squad of well-trained Remnant soldiers." Your role not only tests your ability to win in deep tactical combats, but also to properly find and recruit survivors who can strengthen your team to deal with challenges, and remember to keep everyone happy, secure, and motivated along the way. As a team that "has its roots in mod-making," they've created the game with an engine that’s highly extendable and mod-friendly to provide the support that modders need. "Ascent of Ashes is a game developed by modders, for modders."The developers have been synchronizing development progress through monthly updated dev logs on Steam, so if you're curious about what's going on in the game and what to expect next, don't hesitate to check it out.Ascent of Ashes will be released in Early Access on July 21. To learn more about the game and watch more gameplay footage, check it out on Steam and the official account on X/Twitter. 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.
    #colony #sim #ascent #ashes #coming
    Colony Sim Ascent of Ashes Is Coming To Early Access Next Month
    Vivid Storm Interactive, developers of the Combat Extended mod for RimWorld, have been working on a colony sim game called Ascent of Ashes for a while now. The game is set in a post-apocalyptic dystopia where you take on the role of leader of a team of survivors, busy with various tasks. "Build and defend your base. Manage your survivors. Engage raiders, aliens, Remnant soldiers and other factions in real-time-with-pause combat. Or use stealth to outwit them. Explore the massive world. Survive at all costs," reads the game description. Unlike other games in the genre, in Ascent of Ashes, you are capable of restoring and driving vehicles, which are helpful tools to help you move faster and explore more efficiently in the expansive, procedurally generated world, filled with rich biomes and points of interest. The enemies in the game, powered by dynamic AI, will have different levels of intelligence. "Taking on a disorganized band of raiders will play very differently from fighting a squad of well-trained Remnant soldiers." Your role not only tests your ability to win in deep tactical combats, but also to properly find and recruit survivors who can strengthen your team to deal with challenges, and remember to keep everyone happy, secure, and motivated along the way. As a team that "has its roots in mod-making," they've created the game with an engine that’s highly extendable and mod-friendly to provide the support that modders need. "Ascent of Ashes is a game developed by modders, for modders."The developers have been synchronizing development progress through monthly updated dev logs on Steam, so if you're curious about what's going on in the game and what to expect next, don't hesitate to check it out.Ascent of Ashes will be released in Early Access on July 21. To learn more about the game and watch more gameplay footage, check it out on Steam and the official account on X/Twitter. 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. #colony #sim #ascent #ashes #coming
    Colony Sim Ascent of Ashes Is Coming To Early Access Next Month
    80.lv
    Vivid Storm Interactive, developers of the Combat Extended mod for RimWorld, have been working on a colony sim game called Ascent of Ashes for a while now. The game is set in a post-apocalyptic dystopia where you take on the role of leader of a team of survivors, busy with various tasks. "Build and defend your base. Manage your survivors. Engage raiders, aliens, Remnant soldiers and other factions in real-time-with-pause combat. Or use stealth to outwit them. Explore the massive world. Survive at all costs," reads the game description. Unlike other games in the genre, in Ascent of Ashes, you are capable of restoring and driving vehicles, which are helpful tools to help you move faster and explore more efficiently in the expansive, procedurally generated world, filled with rich biomes and points of interest. The enemies in the game, powered by dynamic AI, will have different levels of intelligence. "Taking on a disorganized band of raiders will play very differently from fighting a squad of well-trained Remnant soldiers." Your role not only tests your ability to win in deep tactical combats, but also to properly find and recruit survivors who can strengthen your team to deal with challenges, and remember to keep everyone happy, secure, and motivated along the way. As a team that "has its roots in mod-making," they've created the game with an engine that’s highly extendable and mod-friendly to provide the support that modders need. "Ascent of Ashes is a game developed by modders, for modders."The developers have been synchronizing development progress through monthly updated dev logs on Steam, so if you're curious about what's going on in the game and what to expect next, don't hesitate to check it out.Ascent of Ashes will be released in Early Access on July 21. To learn more about the game and watch more gameplay footage, check it out on Steam and the official account on X/Twitter. 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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