• In the quiet moments of the day, when the world feels distant and dreams seem out of reach, I find myself grappling with a profound sense of solitude. It's as if the very fabric of connection has unraveled, leaving me stranded in a vast expanse of emptiness. I often think of how life used to burst with color, each day painted with laughter and shared moments. Now, it feels like I’m trapped in a monochrome existence, where every smile is a mask and every word a mere echo of what once was.

    I once believed that my passions and ambitions could fill the void. I tried to harness my creativity, diving into design and architecture, dreaming of creating spaces that resonate with warmth and life. But even in a world filled with innovative tools like Top Designer, which promises to transform visions into reality, I find that my own aspirations feel hollow. The software that should aid architects and builders in presenting their dreams to clients feels like a cruel reminder of my own failures. I can simulate beautiful spaces, yet the reality is a stark contrast to the vibrant images on the screen.

    The irony gnaws at me - I can depict the beauty of a home, but I struggle to find solace in my own heart. Each click of the mouse feels like a step further into isolation, crafting visions for others while my own dreams slip through my fingers like sand. I want to share these creations, to feel the joy of collaboration, but the weight of loneliness wraps around me, stifling any attempt at connection.

    Am I destined to forever stand on the outside, watching others build their lives while I remain an observer, a melancholy artist painting with shadows? The ache of unexpressed emotions lingers, and the silence screams louder than any conversation I could have. I yearn for understanding, for a kindred spirit who sees beyond the façade.

    Life is a series of designs, each moment a blueprint of our existence. Yet here I am, unable to draft my own plans, feeling lost among the structures I create for others. If only I could find a way to bridge this chasm, to transform the desolation into something tangible, something beautiful. But for now, I remain an architect of dreams unfulfilled, wandering through the corridors of my own solitude.

    In this world where connection feels like a distant memory, I hold onto the hope that one day, I will find someone who understands the language of my heart, someone who can walk alongside me through the desolate halls, transforming loneliness into companionship.

    #Loneliness #Heartache #UnfulfilledDreams #ArchitectOfSolitude #EmotionalJourney
    In the quiet moments of the day, when the world feels distant and dreams seem out of reach, I find myself grappling with a profound sense of solitude. It's as if the very fabric of connection has unraveled, leaving me stranded in a vast expanse of emptiness. I often think of how life used to burst with color, each day painted with laughter and shared moments. Now, it feels like I’m trapped in a monochrome existence, where every smile is a mask and every word a mere echo of what once was. I once believed that my passions and ambitions could fill the void. I tried to harness my creativity, diving into design and architecture, dreaming of creating spaces that resonate with warmth and life. But even in a world filled with innovative tools like Top Designer, which promises to transform visions into reality, I find that my own aspirations feel hollow. The software that should aid architects and builders in presenting their dreams to clients feels like a cruel reminder of my own failures. I can simulate beautiful spaces, yet the reality is a stark contrast to the vibrant images on the screen. The irony gnaws at me - I can depict the beauty of a home, but I struggle to find solace in my own heart. Each click of the mouse feels like a step further into isolation, crafting visions for others while my own dreams slip through my fingers like sand. I want to share these creations, to feel the joy of collaboration, but the weight of loneliness wraps around me, stifling any attempt at connection. Am I destined to forever stand on the outside, watching others build their lives while I remain an observer, a melancholy artist painting with shadows? The ache of unexpressed emotions lingers, and the silence screams louder than any conversation I could have. I yearn for understanding, for a kindred spirit who sees beyond the façade. Life is a series of designs, each moment a blueprint of our existence. Yet here I am, unable to draft my own plans, feeling lost among the structures I create for others. If only I could find a way to bridge this chasm, to transform the desolation into something tangible, something beautiful. But for now, I remain an architect of dreams unfulfilled, wandering through the corridors of my own solitude. In this world where connection feels like a distant memory, I hold onto the hope that one day, I will find someone who understands the language of my heart, someone who can walk alongside me through the desolate halls, transforming loneliness into companionship. #Loneliness #Heartache #UnfulfilledDreams #ArchitectOfSolitude #EmotionalJourney
    Top Designer
    Logiciel de simulation de travaux   Ce logiciel est destiné aux architectes, bureaux d’études, entreprises du bâtiment et courtiers en travaux qui souhaitent présenter rapidement à leur client le résultat des travaux qu’il envisage d
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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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  • Summer Game Fest Viewership Jumps 89% to Record 50 Million Livestreams

    The 2025 edition of Summer Game Fest saw an 89% year-over-year growth in live peak viewership, according to StreamsCharts.

    Airing live across YouTube, Twitch and Xon June 6, the Geoff Keighley-hosted video game showcase, which was held out of the YouTube Theater at SoFi Stadium in Los Angeles, reached more than 50 million livestreams. That marks a record high in viewership for the event, which is now in its sixth year.

    Related Stories

    Major games announced or further teased during the show included the reveal of “Resident Evil Requiem,” “Atomic Heart 2,” “Scott Pilgrim EX,” “Mouse: P.I. for Hire,” “Game of Thrones: War for Westeros,” “Marvel’s Deadpool VR,” “007 First Light,” “Death Stranding 2: On the Beach” and “ARC Raiders.”

    Popular on Variety

    SEE ALSO: Variety’s Summer Game Fest Recap

    Per a Friday press release from Summer Game Fest, which is produced by Keighley and iam8bit, “In total, the peak concurrent audience for SGF reached more than 3 million live simultaneous viewers across Twitch and YouTube, with significant year over year growth on both platforms in terms of average viewership, watch time and co-streams.”

    Peak viewership stood on YouTubewas up 43% compared to 2024, with the average audience up 38%, per StreamCharts data provided by SGF.

    The archived video version of the live show has currently racked up more than eight million views. In total, the peak concurrent audience on YouTube reached over 1.5 million viewers globally,

    On gaming-focused social media platform Twitch, peak viewership for SGF was up 38% with more than 8,900 channels co-streaming the show. The total concurrent live audience stood at more than 1.4 million viewers worldwide.

    SGF was the top global trend on X/Twitter with 17 out of the top 30 trends in the U.S. related to Summer Game Fest, per the event.
    #summer #game #fest #viewership #jumps
    Summer Game Fest Viewership Jumps 89% to Record 50 Million Livestreams
    The 2025 edition of Summer Game Fest saw an 89% year-over-year growth in live peak viewership, according to StreamsCharts. Airing live across YouTube, Twitch and Xon June 6, the Geoff Keighley-hosted video game showcase, which was held out of the YouTube Theater at SoFi Stadium in Los Angeles, reached more than 50 million livestreams. That marks a record high in viewership for the event, which is now in its sixth year. Related Stories Major games announced or further teased during the show included the reveal of “Resident Evil Requiem,” “Atomic Heart 2,” “Scott Pilgrim EX,” “Mouse: P.I. for Hire,” “Game of Thrones: War for Westeros,” “Marvel’s Deadpool VR,” “007 First Light,” “Death Stranding 2: On the Beach” and “ARC Raiders.” Popular on Variety SEE ALSO: Variety’s Summer Game Fest Recap Per a Friday press release from Summer Game Fest, which is produced by Keighley and iam8bit, “In total, the peak concurrent audience for SGF reached more than 3 million live simultaneous viewers across Twitch and YouTube, with significant year over year growth on both platforms in terms of average viewership, watch time and co-streams.” Peak viewership stood on YouTubewas up 43% compared to 2024, with the average audience up 38%, per StreamCharts data provided by SGF. The archived video version of the live show has currently racked up more than eight million views. In total, the peak concurrent audience on YouTube reached over 1.5 million viewers globally, On gaming-focused social media platform Twitch, peak viewership for SGF was up 38% with more than 8,900 channels co-streaming the show. The total concurrent live audience stood at more than 1.4 million viewers worldwide. SGF was the top global trend on X/Twitter with 17 out of the top 30 trends in the U.S. related to Summer Game Fest, per the event. #summer #game #fest #viewership #jumps
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    Summer Game Fest Viewership Jumps 89% to Record 50 Million Livestreams
    The 2025 edition of Summer Game Fest saw an 89% year-over-year growth in live peak viewership, according to StreamsCharts. Airing live across YouTube, Twitch and X (formerly Twitter) on June 6, the Geoff Keighley-hosted video game showcase, which was held out of the YouTube Theater at SoFi Stadium in Los Angeles, reached more than 50 million livestreams. That marks a record high in viewership for the event, which is now in its sixth year. Related Stories Major games announced or further teased during the show included the reveal of “Resident Evil Requiem,” “Atomic Heart 2,” “Scott Pilgrim EX,” “Mouse: P.I. for Hire,” “Game of Thrones: War for Westeros,” “Marvel’s Deadpool VR,” “007 First Light,” “Death Stranding 2: On the Beach” and “ARC Raiders.” Popular on Variety SEE ALSO: Variety’s Summer Game Fest Recap Per a Friday press release from Summer Game Fest, which is produced by Keighley and iam8bit, “In total, the peak concurrent audience for SGF reached more than 3 million live simultaneous viewers across Twitch and YouTube, with significant year over year growth on both platforms in terms of average viewership, watch time and co-streams.” Peak viewership stood on YouTube (via account for The Game Awards, which is the sister event to Summer Game Fest and is used as the feed for the SGF livestream as well) was up 43% compared to 2024, with the average audience up 38%, per StreamCharts data provided by SGF. The archived video version of the live show has currently racked up more than eight million views. In total, the peak concurrent audience on YouTube reached over 1.5 million viewers globally, On gaming-focused social media platform Twitch, peak viewership for SGF was up 38% with more than 8,900 channels co-streaming the show. The total concurrent live audience stood at more than 1.4 million viewers worldwide. SGF was the top global trend on X/Twitter with 17 out of the top 30 trends in the U.S. related to Summer Game Fest, per the event.
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  • YouTube might slow down your videos if you block ads

    It’s fairly easy to block the constant, incessant advertising that appears on YouTube. Google would prefer that you don’t, or pay upto make them go away. Last weekend, the company started its latest campaign to try and badger ad-block users into disabling their extensions. Since then, it looks like YouTube has escalated things and is now intentionally slowing down videos.
    Posters on Reddit and the Brave browser forum have observed videos being blacked out on first load, approximately for the length of pre-roll ads, with a pop-up link that directs users to the ad-blocking section of this technical support page. “Check whether your browser extensions that block ads are affecting video playback,” suggests Google. “As another option, try opening YouTube in an incognito window with all extensions disabled and check if the issue continues.” PCWorld staff has seen this in action, using uBlock Origin Lite.
    Google
    Ad-block extension developers quickly got around the pop-up issue earlier this week, with one AdGuard representative calling the process “a classic cat-and-mouse game.” But if Google wanted to instigate a more serious crackdown on users blocking ads without paying up, it could do so easily—and we’ve seen it pull this same move before. Posters on the latest issue speculate that the slowdowns might be tagged to specific Google or YouTube user accounts that were detected blocking ads previously, which would bypass any kind of interaction with a specific browser or extension.
    I can’t independently confirm that’s happening, but it wouldn’t surprise me. It also wouldn’t shock me if Google is seeing a larger percentage of YouTube users blocking advertising, as is the case all across the web, as the quantity of advertising rises while quality takes a nosedive. YouTube video creators are having to get, well, creative to seek alternate revenue beyond basic AdSense accounts, as sponsored videos are now constant across the platform and more channels put new videos behind paywalls on YouTube itself or via other platforms like Patreon.

    YouTube is attacking the issue from other angles as well. Tech-focused creators that show how to use third-party tools to block ads or download videos from the siteare getting their videos taken down and their accounts flagged, for violation of the extremely vague policy around “harmful and dangerous content.”
    If I may editorialize a bit: Google, if you want more people to subscribe to YouTube Premium and remove advertising, you need to make it cheaper. Charging per month just to get rid of ads is the same cost of a premium subscription from other sources where users can watch full movies and series. YouTube as a platform is a much lower bar and just doesn’t compete at that level. I’m not going to pay that much to get rid of ads, not when it doesn’t actually get rid of all the ads—those sponsored and subscriber-only videos are still all over the place—and the site is filling up with AI slop. “Premium Lite,” which neuters the offerings for mobile and music-focused users, doesn’t make the cut either.
    And to be clear, I have no problem paying for the stuff I watch. I already pay more than a month to support the individual YouTube channels I enjoy, like Second Wind, Drawfee, and several tech podcasts. But I do it via Patreon because sending that money through YouTube feels gross. If Google wants people to pay up, it needs to lower the price enough so that it’s no longer worth the hassle of blocking them.
    It’s a lesson that the music, movie, and game industries learned a long time ago as they fought the initial wave of internet piracy… and now seem to be forgetting again.
    #youtube #might #slow #down #your
    YouTube might slow down your videos if you block ads
    It’s fairly easy to block the constant, incessant advertising that appears on YouTube. Google would prefer that you don’t, or pay upto make them go away. Last weekend, the company started its latest campaign to try and badger ad-block users into disabling their extensions. Since then, it looks like YouTube has escalated things and is now intentionally slowing down videos. Posters on Reddit and the Brave browser forum have observed videos being blacked out on first load, approximately for the length of pre-roll ads, with a pop-up link that directs users to the ad-blocking section of this technical support page. “Check whether your browser extensions that block ads are affecting video playback,” suggests Google. “As another option, try opening YouTube in an incognito window with all extensions disabled and check if the issue continues.” PCWorld staff has seen this in action, using uBlock Origin Lite. Google Ad-block extension developers quickly got around the pop-up issue earlier this week, with one AdGuard representative calling the process “a classic cat-and-mouse game.” But if Google wanted to instigate a more serious crackdown on users blocking ads without paying up, it could do so easily—and we’ve seen it pull this same move before. Posters on the latest issue speculate that the slowdowns might be tagged to specific Google or YouTube user accounts that were detected blocking ads previously, which would bypass any kind of interaction with a specific browser or extension. I can’t independently confirm that’s happening, but it wouldn’t surprise me. It also wouldn’t shock me if Google is seeing a larger percentage of YouTube users blocking advertising, as is the case all across the web, as the quantity of advertising rises while quality takes a nosedive. YouTube video creators are having to get, well, creative to seek alternate revenue beyond basic AdSense accounts, as sponsored videos are now constant across the platform and more channels put new videos behind paywalls on YouTube itself or via other platforms like Patreon. YouTube is attacking the issue from other angles as well. Tech-focused creators that show how to use third-party tools to block ads or download videos from the siteare getting their videos taken down and their accounts flagged, for violation of the extremely vague policy around “harmful and dangerous content.” If I may editorialize a bit: Google, if you want more people to subscribe to YouTube Premium and remove advertising, you need to make it cheaper. Charging per month just to get rid of ads is the same cost of a premium subscription from other sources where users can watch full movies and series. YouTube as a platform is a much lower bar and just doesn’t compete at that level. I’m not going to pay that much to get rid of ads, not when it doesn’t actually get rid of all the ads—those sponsored and subscriber-only videos are still all over the place—and the site is filling up with AI slop. “Premium Lite,” which neuters the offerings for mobile and music-focused users, doesn’t make the cut either. And to be clear, I have no problem paying for the stuff I watch. I already pay more than a month to support the individual YouTube channels I enjoy, like Second Wind, Drawfee, and several tech podcasts. But I do it via Patreon because sending that money through YouTube feels gross. If Google wants people to pay up, it needs to lower the price enough so that it’s no longer worth the hassle of blocking them. It’s a lesson that the music, movie, and game industries learned a long time ago as they fought the initial wave of internet piracy… and now seem to be forgetting again. #youtube #might #slow #down #your
    WWW.PCWORLD.COM
    YouTube might slow down your videos if you block ads
    It’s fairly easy to block the constant, incessant advertising that appears on YouTube. Google would prefer that you don’t, or pay up (quite a lot) to make them go away. Last weekend, the company started its latest campaign to try and badger ad-block users into disabling their extensions. Since then, it looks like YouTube has escalated things and is now intentionally slowing down videos. Posters on Reddit and the Brave browser forum have observed videos being blacked out on first load, approximately for the length of pre-roll ads, with a pop-up link that directs users to the ad-blocking section of this technical support page. “Check whether your browser extensions that block ads are affecting video playback,” suggests Google. “As another option, try opening YouTube in an incognito window with all extensions disabled and check if the issue continues.” PCWorld staff has seen this in action, using uBlock Origin Lite. Google Ad-block extension developers quickly got around the pop-up issue earlier this week, with one AdGuard representative calling the process “a classic cat-and-mouse game.” But if Google wanted to instigate a more serious crackdown on users blocking ads without paying up, it could do so easily—and we’ve seen it pull this same move before. Posters on the latest issue speculate that the slowdowns might be tagged to specific Google or YouTube user accounts that were detected blocking ads previously, which would bypass any kind of interaction with a specific browser or extension. I can’t independently confirm that’s happening, but it wouldn’t surprise me. It also wouldn’t shock me if Google is seeing a larger percentage of YouTube users blocking advertising, as is the case all across the web, as the quantity of advertising rises while quality takes a nosedive. YouTube video creators are having to get, well, creative to seek alternate revenue beyond basic AdSense accounts, as sponsored videos are now constant across the platform and more channels put new videos behind paywalls on YouTube itself or via other platforms like Patreon. YouTube is attacking the issue from other angles as well. Tech-focused creators that show how to use third-party tools to block ads or download videos from the site (again, without paying the steep fees for YouTube Premium) are getting their videos taken down and their accounts flagged, for violation of the extremely vague policy around “harmful and dangerous content.” If I may editorialize a bit: Google, if you want more people to subscribe to YouTube Premium and remove advertising, you need to make it cheaper. Charging $14 per month just to get rid of ads is the same cost of a premium subscription from other sources where users can watch full movies and series. YouTube as a platform is a much lower bar and just doesn’t compete at that level. I’m not going to pay that much to get rid of ads, not when it doesn’t actually get rid of all the ads—those sponsored and subscriber-only videos are still all over the place—and the site is filling up with AI slop. “Premium Lite,” which neuters the offerings for mobile and music-focused users, doesn’t make the cut either. And to be clear, I have no problem paying for the stuff I watch. I already pay more than $15 a month to support the individual YouTube channels I enjoy, like Second Wind, Drawfee, and several tech podcasts. But I do it via Patreon because sending that money through YouTube feels gross. If Google wants people to pay up, it needs to lower the price enough so that it’s no longer worth the hassle of blocking them. It’s a lesson that the music, movie, and game industries learned a long time ago as they fought the initial wave of internet piracy… and now seem to be forgetting again.
    0 Yorumlar 0 hisse senetleri
  • Creating The “Moving Highlight” Navigation Bar With JavaScript And CSS

    I recently came across an old jQuery tutorial demonstrating a “moving highlight” navigation bar and decided the concept was due for a modern upgrade. With this pattern, the border around the active navigation item animates directly from one element to another as the user clicks on menu items. In 2025, we have much better tools to manipulate the DOM via vanilla JavaScript. New features like the View Transition API make progressive enhancement more easily achievable and handle a lot of the animation minutiae.In this tutorial, I will demonstrate two methods of creating the “moving highlight” navigation bar using plain JavaScript and CSS. The first example uses the getBoundingClientRect method to explicitly animate the border between navigation bar items when they are clicked. The second example achieves the same functionality using the new View Transition API.
    The Initial Markup
    Let’s assume that we have a single-page application where content changes without the page being reloaded. The starting HTML and CSS are your standard navigation bar with an additional div element containing an id of #highlight. We give the first navigation item a class of .active.
    See the Pen Moving Highlight Navbar Starting Markupby Blake Lundquist.
    For this version, we will position the #highlight element around the element with the .active class to create a border. We can utilize absolute positioning and animate the element across the navigation bar to create the desired effect. We’ll hide it off-screen initially by adding left: -200px and include transition styles for all properties so that any changes in the position and size of the element will happen gradually.
    #highlight {
    z-index: 0;
    position: absolute;
    height: 100%;
    width: 100px;
    left: -200px;
    border: 2px solid green;
    box-sizing: border-box;
    transition: all 0.2s ease;
    }

    Add A Boilerplate Event Handler For Click Interactions
    We want the highlight element to animate when a user changes the .active navigation item. Let’s add a click event handler to the nav element, then filter for events caused only by elements matching our desired selector. In this case, we only want to change the .active nav item if the user clicks on a link that does not already have the .active class.
    Initially, we can call console.log to ensure the handler fires only when expected:

    const navbar = document.querySelector;

    navbar.addEventListener{
    // return if the clicked element doesn't have the correct selector
    if')) {
    return;
    }

    console.log;
    });

    Open your browser console and try clicking different items in the navigation bar. You should only see "click" being logged when you select a new item in the navigation bar.
    Now that we know our event handler is working on the correct elements let’s add code to move the .active class to the navigation item that was clicked. We can use the object passed into the event handler to find the element that initialized the event and give that element a class of .active after removing it from the previously active item.

    const navbar = document.querySelector;

    navbar.addEventListener{
    // return if the clicked element doesn't have the correct selector
    if')) {
    return;
    }

    - console.log;
    + document.querySelector.classList.remove;
    + event.target.classList.add;

    });

    Our #highlight element needs to move across the navigation bar and position itself around the active item. Let’s write a function to calculate a new position and width. Since the #highlight selector has transition styles applied, it will move gradually when its position changes.
    Using getBoundingClientRect, we can get information about the position and size of an element. We calculate the width of the active navigation item and its offset from the left boundary of the parent element. Then, we assign styles to the highlight element so that its size and position match.

    // handler for moving the highlight
    const moveHighlight ==> {
    const activeNavItem = document.querySelector;
    const highlighterElement = document.querySelector;

    const width = activeNavItem.offsetWidth;

    const itemPos = activeNavItem.getBoundingClientRect;
    const navbarPos = navbar.getBoundingClientRectconst relativePosX = itemPos.left - navbarPos.left;

    const styles = {
    left: ${relativePosX}px,
    width: ${width}px,
    };

    Object.assign;
    }

    Let’s call our new function when the click event fires:

    navbar.addEventListener{
    // return if the clicked element doesn't have the correct selector
    if')) {
    return;
    }

    document.querySelector.classList.remove;
    event.target.classList.add;

    + moveHighlight;
    });

    Finally, let’s also call the function immediately so that the border moves behind our initial active item when the page first loads:
    // handler for moving the highlight
    const moveHighlight ==> {
    // ...
    }

    // display the highlight when the page loads
    moveHighlight;

    Now, the border moves across the navigation bar when a new item is selected. Try clicking the different navigation links to animate the navigation bar.
    See the Pen Moving Highlight Navbarby Blake Lundquist.
    That only took a few lines of vanilla JavaScript and could easily be extended to account for other interactions, like mouseover events. In the next section, we will explore refactoring this feature using the View Transition API.
    Using The View Transition API
    The View Transition API provides functionality to create animated transitions between website views. Under the hood, the API creates snapshots of “before” and “after” views and then handles transitioning between them. View transitions are useful for creating animations between documents, providing the native-app-like user experience featured in frameworks like Astro. However, the API also provides handlers meant for SPA-style applications. We will use it to reduce the JavaScript needed in our implementation and more easily create fallback functionality.
    For this approach, we no longer need a separate #highlight element. Instead, we can style the .active navigation item directly using pseudo-selectors and let the View Transition API handle the animation between the before-and-after UI states when a new navigation item is clicked.
    We’ll start by getting rid of the #highlight element and its associated CSS and replacing it with styles for the nav a::after pseudo-selector:
    <nav>
    - <div id="highlight"></div>
    <a href="#" class="active">Home</a>
    <a href="#services">Services</a>
    <a href="#about">About</a>
    <a href="#contact">Contact</a>
    </nav>

    - #highlight {
    - z-index: 0;
    - position: absolute;
    - height: 100%;
    - width: 0;
    - left: 0;
    - box-sizing: border-box;
    - transition: all 0.2s ease;
    - }

    + nav a::after {
    + content: " ";
    + position: absolute;
    + left: 0;
    + top: 0;
    + width: 100%;
    + height: 100%;
    + border: none;
    + box-sizing: border-box;
    + }

    For the .active class, we include the view-transition-name property, thus unlocking the magic of the View Transition API. Once we trigger the view transition and change the location of the .active navigation item in the DOM, “before” and “after” snapshots will be taken, and the browser will animate the border across the bar. We’ll give our view transition the name of highlight, but we could theoretically give it any name.
    nav a.active::after {
    border: 2px solid green;
    view-transition-name: highlight;
    }

    Once we have a selector that contains a view-transition-name property, the only remaining step is to trigger the transition using the startViewTransition method and pass in a callback function.

    const navbar = document.querySelector;

    // Change the active nav item on click
    navbar.addEventListener{

    if')) {
    return;
    }

    document.startViewTransition=> {
    document.querySelector.classList.remove;

    event.target.classList.add;
    });
    });

    Above is a revised version of the click handler. Instead of doing all the calculations for the size and position of the moving border ourselves, the View Transition API handles all of it for us. We only need to call document.startViewTransition and pass in a callback function to change the item that has the .active class!
    Adjusting The View Transition
    At this point, when clicking on a navigation link, you’ll notice that the transition works, but some strange sizing issues are visible.This sizing inconsistency is caused by aspect ratio changes during the course of the view transition. We won’t go into detail here, but Jake Archibald has a detailed explanation you can read for more information. In short, to ensure the height of the border stays uniform throughout the transition, we need to declare an explicit height for the ::view-transition-old and ::view-transition-new pseudo-selectors representing a static snapshot of the old and new view, respectively.
    ::view-transition-old{
    height: 100%;
    }

    ::view-transition-new{
    height: 100%;
    }

    Let’s do some final refactoring to tidy up our code by moving the callback to a separate function and adding a fallback for when view transitions aren’t supported:

    const navbar = document.querySelector;

    // change the item that has the .active class applied
    const setActiveElement ==> {
    document.querySelector.classList.remove;
    elem.classList.add;
    }

    // Start view transition and pass in a callback on click
    navbar.addEventListener{
    if')) {
    return;
    }

    // Fallback for browsers that don't support View Transitions:
    if{
    setActiveElement;
    return;
    }

    document.startViewTransition=> setActiveElement);
    });

    Here’s our view transition-powered navigation bar! Observe the smooth transition when you click on the different links.
    See the Pen Moving Highlight Navbar with View Transitionby Blake Lundquist.
    Conclusion
    Animations and transitions between website UI states used to require many kilobytes of external libraries, along with verbose, confusing, and error-prone code, but vanilla JavaScript and CSS have since incorporated features to achieve native-app-like interactions without breaking the bank. We demonstrated this by implementing the “moving highlight” navigation pattern using two approaches: CSS transitions combined with the getBoundingClientRectmethod and the View Transition API.
    Resources

    getBoundingClientRectmethod documentation
    View Transition API documentation
    “View Transitions: Handling Aspect Ratio Changes” by Jake Archibald
    #creating #ampampldquomoving #highlightampamprdquo #navigation #bar
    Creating The “Moving Highlight” Navigation Bar With JavaScript And CSS
    I recently came across an old jQuery tutorial demonstrating a “moving highlight” navigation bar and decided the concept was due for a modern upgrade. With this pattern, the border around the active navigation item animates directly from one element to another as the user clicks on menu items. In 2025, we have much better tools to manipulate the DOM via vanilla JavaScript. New features like the View Transition API make progressive enhancement more easily achievable and handle a lot of the animation minutiae.In this tutorial, I will demonstrate two methods of creating the “moving highlight” navigation bar using plain JavaScript and CSS. The first example uses the getBoundingClientRect method to explicitly animate the border between navigation bar items when they are clicked. The second example achieves the same functionality using the new View Transition API. The Initial Markup Let’s assume that we have a single-page application where content changes without the page being reloaded. The starting HTML and CSS are your standard navigation bar with an additional div element containing an id of #highlight. We give the first navigation item a class of .active. See the Pen Moving Highlight Navbar Starting Markupby Blake Lundquist. For this version, we will position the #highlight element around the element with the .active class to create a border. We can utilize absolute positioning and animate the element across the navigation bar to create the desired effect. We’ll hide it off-screen initially by adding left: -200px and include transition styles for all properties so that any changes in the position and size of the element will happen gradually. #highlight { z-index: 0; position: absolute; height: 100%; width: 100px; left: -200px; border: 2px solid green; box-sizing: border-box; transition: all 0.2s ease; } Add A Boilerplate Event Handler For Click Interactions We want the highlight element to animate when a user changes the .active navigation item. Let’s add a click event handler to the nav element, then filter for events caused only by elements matching our desired selector. In this case, we only want to change the .active nav item if the user clicks on a link that does not already have the .active class. Initially, we can call console.log to ensure the handler fires only when expected: const navbar = document.querySelector; navbar.addEventListener{ // return if the clicked element doesn't have the correct selector if')) { return; } console.log; }); Open your browser console and try clicking different items in the navigation bar. You should only see "click" being logged when you select a new item in the navigation bar. Now that we know our event handler is working on the correct elements let’s add code to move the .active class to the navigation item that was clicked. We can use the object passed into the event handler to find the element that initialized the event and give that element a class of .active after removing it from the previously active item. const navbar = document.querySelector; navbar.addEventListener{ // return if the clicked element doesn't have the correct selector if')) { return; } - console.log; + document.querySelector.classList.remove; + event.target.classList.add; }); Our #highlight element needs to move across the navigation bar and position itself around the active item. Let’s write a function to calculate a new position and width. Since the #highlight selector has transition styles applied, it will move gradually when its position changes. Using getBoundingClientRect, we can get information about the position and size of an element. We calculate the width of the active navigation item and its offset from the left boundary of the parent element. Then, we assign styles to the highlight element so that its size and position match. // handler for moving the highlight const moveHighlight ==> { const activeNavItem = document.querySelector; const highlighterElement = document.querySelector; const width = activeNavItem.offsetWidth; const itemPos = activeNavItem.getBoundingClientRect; const navbarPos = navbar.getBoundingClientRectconst relativePosX = itemPos.left - navbarPos.left; const styles = { left: ${relativePosX}px, width: ${width}px, }; Object.assign; } Let’s call our new function when the click event fires: navbar.addEventListener{ // return if the clicked element doesn't have the correct selector if')) { return; } document.querySelector.classList.remove; event.target.classList.add; + moveHighlight; }); Finally, let’s also call the function immediately so that the border moves behind our initial active item when the page first loads: // handler for moving the highlight const moveHighlight ==> { // ... } // display the highlight when the page loads moveHighlight; Now, the border moves across the navigation bar when a new item is selected. Try clicking the different navigation links to animate the navigation bar. See the Pen Moving Highlight Navbarby Blake Lundquist. That only took a few lines of vanilla JavaScript and could easily be extended to account for other interactions, like mouseover events. In the next section, we will explore refactoring this feature using the View Transition API. Using The View Transition API The View Transition API provides functionality to create animated transitions between website views. Under the hood, the API creates snapshots of “before” and “after” views and then handles transitioning between them. View transitions are useful for creating animations between documents, providing the native-app-like user experience featured in frameworks like Astro. However, the API also provides handlers meant for SPA-style applications. We will use it to reduce the JavaScript needed in our implementation and more easily create fallback functionality. For this approach, we no longer need a separate #highlight element. Instead, we can style the .active navigation item directly using pseudo-selectors and let the View Transition API handle the animation between the before-and-after UI states when a new navigation item is clicked. We’ll start by getting rid of the #highlight element and its associated CSS and replacing it with styles for the nav a::after pseudo-selector: <nav> - <div id="highlight"></div> <a href="#" class="active">Home</a> <a href="#services">Services</a> <a href="#about">About</a> <a href="#contact">Contact</a> </nav> - #highlight { - z-index: 0; - position: absolute; - height: 100%; - width: 0; - left: 0; - box-sizing: border-box; - transition: all 0.2s ease; - } + nav a::after { + content: " "; + position: absolute; + left: 0; + top: 0; + width: 100%; + height: 100%; + border: none; + box-sizing: border-box; + } For the .active class, we include the view-transition-name property, thus unlocking the magic of the View Transition API. Once we trigger the view transition and change the location of the .active navigation item in the DOM, “before” and “after” snapshots will be taken, and the browser will animate the border across the bar. We’ll give our view transition the name of highlight, but we could theoretically give it any name. nav a.active::after { border: 2px solid green; view-transition-name: highlight; } Once we have a selector that contains a view-transition-name property, the only remaining step is to trigger the transition using the startViewTransition method and pass in a callback function. const navbar = document.querySelector; // Change the active nav item on click navbar.addEventListener{ if')) { return; } document.startViewTransition=> { document.querySelector.classList.remove; event.target.classList.add; }); }); Above is a revised version of the click handler. Instead of doing all the calculations for the size and position of the moving border ourselves, the View Transition API handles all of it for us. We only need to call document.startViewTransition and pass in a callback function to change the item that has the .active class! Adjusting The View Transition At this point, when clicking on a navigation link, you’ll notice that the transition works, but some strange sizing issues are visible.This sizing inconsistency is caused by aspect ratio changes during the course of the view transition. We won’t go into detail here, but Jake Archibald has a detailed explanation you can read for more information. In short, to ensure the height of the border stays uniform throughout the transition, we need to declare an explicit height for the ::view-transition-old and ::view-transition-new pseudo-selectors representing a static snapshot of the old and new view, respectively. ::view-transition-old{ height: 100%; } ::view-transition-new{ height: 100%; } Let’s do some final refactoring to tidy up our code by moving the callback to a separate function and adding a fallback for when view transitions aren’t supported: const navbar = document.querySelector; // change the item that has the .active class applied const setActiveElement ==> { document.querySelector.classList.remove; elem.classList.add; } // Start view transition and pass in a callback on click navbar.addEventListener{ if')) { return; } // Fallback for browsers that don't support View Transitions: if{ setActiveElement; return; } document.startViewTransition=> setActiveElement); }); Here’s our view transition-powered navigation bar! Observe the smooth transition when you click on the different links. See the Pen Moving Highlight Navbar with View Transitionby Blake Lundquist. Conclusion Animations and transitions between website UI states used to require many kilobytes of external libraries, along with verbose, confusing, and error-prone code, but vanilla JavaScript and CSS have since incorporated features to achieve native-app-like interactions without breaking the bank. We demonstrated this by implementing the “moving highlight” navigation pattern using two approaches: CSS transitions combined with the getBoundingClientRectmethod and the View Transition API. Resources getBoundingClientRectmethod documentation View Transition API documentation “View Transitions: Handling Aspect Ratio Changes” by Jake Archibald #creating #ampampldquomoving #highlightampamprdquo #navigation #bar
    SMASHINGMAGAZINE.COM
    Creating The “Moving Highlight” Navigation Bar With JavaScript And CSS
    I recently came across an old jQuery tutorial demonstrating a “moving highlight” navigation bar and decided the concept was due for a modern upgrade. With this pattern, the border around the active navigation item animates directly from one element to another as the user clicks on menu items. In 2025, we have much better tools to manipulate the DOM via vanilla JavaScript. New features like the View Transition API make progressive enhancement more easily achievable and handle a lot of the animation minutiae. (Large preview) In this tutorial, I will demonstrate two methods of creating the “moving highlight” navigation bar using plain JavaScript and CSS. The first example uses the getBoundingClientRect method to explicitly animate the border between navigation bar items when they are clicked. The second example achieves the same functionality using the new View Transition API. The Initial Markup Let’s assume that we have a single-page application where content changes without the page being reloaded. The starting HTML and CSS are your standard navigation bar with an additional div element containing an id of #highlight. We give the first navigation item a class of .active. See the Pen Moving Highlight Navbar Starting Markup [forked] by Blake Lundquist. For this version, we will position the #highlight element around the element with the .active class to create a border. We can utilize absolute positioning and animate the element across the navigation bar to create the desired effect. We’ll hide it off-screen initially by adding left: -200px and include transition styles for all properties so that any changes in the position and size of the element will happen gradually. #highlight { z-index: 0; position: absolute; height: 100%; width: 100px; left: -200px; border: 2px solid green; box-sizing: border-box; transition: all 0.2s ease; } Add A Boilerplate Event Handler For Click Interactions We want the highlight element to animate when a user changes the .active navigation item. Let’s add a click event handler to the nav element, then filter for events caused only by elements matching our desired selector. In this case, we only want to change the .active nav item if the user clicks on a link that does not already have the .active class. Initially, we can call console.log to ensure the handler fires only when expected: const navbar = document.querySelector('nav'); navbar.addEventListener('click', function (event) { // return if the clicked element doesn't have the correct selector if (!event.target.matches('nav a:not(active)')) { return; } console.log('click'); }); Open your browser console and try clicking different items in the navigation bar. You should only see "click" being logged when you select a new item in the navigation bar. Now that we know our event handler is working on the correct elements let’s add code to move the .active class to the navigation item that was clicked. We can use the object passed into the event handler to find the element that initialized the event and give that element a class of .active after removing it from the previously active item. const navbar = document.querySelector('nav'); navbar.addEventListener('click', function (event) { // return if the clicked element doesn't have the correct selector if (!event.target.matches('nav a:not(active)')) { return; } - console.log('click'); + document.querySelector('nav a.active').classList.remove('active'); + event.target.classList.add('active'); }); Our #highlight element needs to move across the navigation bar and position itself around the active item. Let’s write a function to calculate a new position and width. Since the #highlight selector has transition styles applied, it will move gradually when its position changes. Using getBoundingClientRect, we can get information about the position and size of an element. We calculate the width of the active navigation item and its offset from the left boundary of the parent element. Then, we assign styles to the highlight element so that its size and position match. // handler for moving the highlight const moveHighlight = () => { const activeNavItem = document.querySelector('a.active'); const highlighterElement = document.querySelector('#highlight'); const width = activeNavItem.offsetWidth; const itemPos = activeNavItem.getBoundingClientRect(); const navbarPos = navbar.getBoundingClientRect() const relativePosX = itemPos.left - navbarPos.left; const styles = { left: ${relativePosX}px, width: ${width}px, }; Object.assign(highlighterElement.style, styles); } Let’s call our new function when the click event fires: navbar.addEventListener('click', function (event) { // return if the clicked element doesn't have the correct selector if (!event.target.matches('nav a:not(active)')) { return; } document.querySelector('nav a.active').classList.remove('active'); event.target.classList.add('active'); + moveHighlight(); }); Finally, let’s also call the function immediately so that the border moves behind our initial active item when the page first loads: // handler for moving the highlight const moveHighlight = () => { // ... } // display the highlight when the page loads moveHighlight(); Now, the border moves across the navigation bar when a new item is selected. Try clicking the different navigation links to animate the navigation bar. See the Pen Moving Highlight Navbar [forked] by Blake Lundquist. That only took a few lines of vanilla JavaScript and could easily be extended to account for other interactions, like mouseover events. In the next section, we will explore refactoring this feature using the View Transition API. Using The View Transition API The View Transition API provides functionality to create animated transitions between website views. Under the hood, the API creates snapshots of “before” and “after” views and then handles transitioning between them. View transitions are useful for creating animations between documents, providing the native-app-like user experience featured in frameworks like Astro. However, the API also provides handlers meant for SPA-style applications. We will use it to reduce the JavaScript needed in our implementation and more easily create fallback functionality. For this approach, we no longer need a separate #highlight element. Instead, we can style the .active navigation item directly using pseudo-selectors and let the View Transition API handle the animation between the before-and-after UI states when a new navigation item is clicked. We’ll start by getting rid of the #highlight element and its associated CSS and replacing it with styles for the nav a::after pseudo-selector: <nav> - <div id="highlight"></div> <a href="#" class="active">Home</a> <a href="#services">Services</a> <a href="#about">About</a> <a href="#contact">Contact</a> </nav> - #highlight { - z-index: 0; - position: absolute; - height: 100%; - width: 0; - left: 0; - box-sizing: border-box; - transition: all 0.2s ease; - } + nav a::after { + content: " "; + position: absolute; + left: 0; + top: 0; + width: 100%; + height: 100%; + border: none; + box-sizing: border-box; + } For the .active class, we include the view-transition-name property, thus unlocking the magic of the View Transition API. Once we trigger the view transition and change the location of the .active navigation item in the DOM, “before” and “after” snapshots will be taken, and the browser will animate the border across the bar. We’ll give our view transition the name of highlight, but we could theoretically give it any name. nav a.active::after { border: 2px solid green; view-transition-name: highlight; } Once we have a selector that contains a view-transition-name property, the only remaining step is to trigger the transition using the startViewTransition method and pass in a callback function. const navbar = document.querySelector('nav'); // Change the active nav item on click navbar.addEventListener('click', async function (event) { if (!event.target.matches('nav a:not(.active)')) { return; } document.startViewTransition(() => { document.querySelector('nav a.active').classList.remove('active'); event.target.classList.add('active'); }); }); Above is a revised version of the click handler. Instead of doing all the calculations for the size and position of the moving border ourselves, the View Transition API handles all of it for us. We only need to call document.startViewTransition and pass in a callback function to change the item that has the .active class! Adjusting The View Transition At this point, when clicking on a navigation link, you’ll notice that the transition works, but some strange sizing issues are visible. (Large preview) This sizing inconsistency is caused by aspect ratio changes during the course of the view transition. We won’t go into detail here, but Jake Archibald has a detailed explanation you can read for more information. In short, to ensure the height of the border stays uniform throughout the transition, we need to declare an explicit height for the ::view-transition-old and ::view-transition-new pseudo-selectors representing a static snapshot of the old and new view, respectively. ::view-transition-old(highlight) { height: 100%; } ::view-transition-new(highlight) { height: 100%; } Let’s do some final refactoring to tidy up our code by moving the callback to a separate function and adding a fallback for when view transitions aren’t supported: const navbar = document.querySelector('nav'); // change the item that has the .active class applied const setActiveElement = (elem) => { document.querySelector('nav a.active').classList.remove('active'); elem.classList.add('active'); } // Start view transition and pass in a callback on click navbar.addEventListener('click', async function (event) { if (!event.target.matches('nav a:not(.active)')) { return; } // Fallback for browsers that don't support View Transitions: if (!document.startViewTransition) { setActiveElement(event.target); return; } document.startViewTransition(() => setActiveElement(event.target)); }); Here’s our view transition-powered navigation bar! Observe the smooth transition when you click on the different links. See the Pen Moving Highlight Navbar with View Transition [forked] by Blake Lundquist. Conclusion Animations and transitions between website UI states used to require many kilobytes of external libraries, along with verbose, confusing, and error-prone code, but vanilla JavaScript and CSS have since incorporated features to achieve native-app-like interactions without breaking the bank. We demonstrated this by implementing the “moving highlight” navigation pattern using two approaches: CSS transitions combined with the getBoundingClientRect() method and the View Transition API. Resources getBoundingClientRect() method documentation View Transition API documentation “View Transitions: Handling Aspect Ratio Changes” by Jake Archibald
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