• Startup Uses NVIDIA RTX-Powered Generative AI to Make Coolers, Cooler

    Mark Theriault founded the startup FITY envisioning a line of clever cooling products: cold drink holders that come with freezable pucks to keep beverages cold for longer without the mess of ice. The entrepreneur started with 3D prints of products in his basement, building one unit at a time, before eventually scaling to mass production.
    Founding a consumer product company from scratch was a tall order for a single person. Going from preliminary sketches to production-ready designs was a major challenge. To bring his creative vision to life, Theriault relied on AI and his NVIDIA GeForce RTX-equipped system. For him, AI isn’t just a tool — it’s an entire pipeline to help him accomplish his goals. about his workflow below.
    Plus, GeForce RTX 5050 laptops start arriving today at retailers worldwide, from GeForce RTX 5050 Laptop GPUs feature 2,560 NVIDIA Blackwell CUDA cores, fifth-generation AI Tensor Cores, fourth-generation RT Cores, a ninth-generation NVENC encoder and a sixth-generation NVDEC decoder.
    In addition, NVIDIA’s Plug and Play: Project G-Assist Plug-In Hackathon — running virtually through Wednesday, July 16 — invites developers to explore AI and build custom G-Assist plug-ins for a chance to win prizes. the date for the G-Assist Plug-In webinar on Wednesday, July 9, from 10-11 a.m. PT, to learn more about Project G-Assist capabilities and fundamentals, and to participate in a live Q&A session.
    From Concept to Completion
    To create his standout products, Theriault tinkers with potential FITY Flex cooler designs with traditional methods, from sketch to computer-aided design to rapid prototyping, until he finds the right vision. A unique aspect of the FITY Flex design is that it can be customized with fun, popular shoe charms.
    For packaging design inspiration, Theriault uses his preferred text-to-image generative AI model for prototyping, Stable Diffusion XL — which runs 60% faster with the NVIDIA TensorRT software development kit — using the modular, node-based interface ComfyUI.
    ComfyUI gives users granular control over every step of the generation process — prompting, sampling, model loading, image conditioning and post-processing. It’s ideal for advanced users like Theriault who want to customize how images are generated.
    Theriault’s uses of AI result in a complete computer graphics-based ad campaign. Image courtesy of FITY.
    NVIDIA and GeForce RTX GPUs based on the NVIDIA Blackwell architecture include fifth-generation Tensor Cores designed to accelerate AI and deep learning workloads. These GPUs work with CUDA optimizations in PyTorch to seamlessly accelerate ComfyUI, reducing generation time on FLUX.1-dev, an image generation model from Black Forest Labs, from two minutes per image on the Mac M3 Ultra to about four seconds on the GeForce RTX 5090 desktop GPU.
    ComfyUI can also add ControlNets — AI models that help control image generation — that Theriault uses for tasks like guiding human poses, setting compositions via depth mapping and converting scribbles to images.
    Theriault even creates his own fine-tuned models to keep his style consistent. He used low-rank adaptationmodels — small, efficient adapters into specific layers of the network — enabling hyper-customized generation with minimal compute cost.
    LoRA models allow Theriault to ideate on visuals quickly. Image courtesy of FITY.
    “Over the last few months, I’ve been shifting from AI-assisted computer graphics renders to fully AI-generated product imagery using a custom Flux LoRA I trained in house. My RTX 4080 SUPER GPU has been essential for getting the performance I need to train and iterate quickly.” – Mark Theriault, founder of FITY 

    Theriault also taps into generative AI to create marketing assets like FITY Flex product packaging. He uses FLUX.1, which excels at generating legible text within images, addressing a common challenge in text-to-image models.
    Though FLUX.1 models can typically consume over 23GB of VRAM, NVIDIA has collaborated with Black Forest Labs to help reduce the size of these models using quantization — a technique that reduces model size while maintaining quality. The models were then accelerated with TensorRT, which provides an up to 2x speedup over PyTorch.
    To simplify using these models in ComfyUI, NVIDIA created the FLUX.1 NIM microservice, a containerized version of FLUX.1 that can be loaded in ComfyUI and enables FP4 quantization and TensorRT support. Combined, the models come down to just over 11GB of VRAM, and performance improves by 2.5x.
    Theriault uses the Blender Cycles app to render out final files. For 3D workflows, NVIDIA offers the AI Blueprint for 3D-guided generative AI to ease the positioning and composition of 3D images, so anyone interested in this method can quickly get started.
    Photorealistic renders. Image courtesy of FITY.
    Finally, Theriault uses large language models to generate marketing copy — tailored for search engine optimization, tone and storytelling — as well as to complete his patent and provisional applications, work that usually costs thousands of dollars in legal fees and considerable time.
    Generative AI helps Theriault create promotional materials like the above. Image courtesy of FITY.
    “As a one-man band with a ton of content to generate, having on-the-fly generation capabilities for my product designs really helps speed things up.” – Mark Theriault, founder of FITY

    Every texture, every word, every photo, every accessory was a micro-decision, Theriault said. AI helped him survive the “death by a thousand cuts” that can stall solo startup founders, he added.
    Each week, the RTX AI Garage blog series features community-driven AI innovations and content for those looking to learn more about NVIDIA NIM microservices and AI Blueprints, as well as building AI agents, creative workflows, digital humans, productivity apps and more on AI PCs and workstations. 
    Plug in to NVIDIA AI PC on Facebook, Instagram, TikTok and X — and stay informed by subscribing to the RTX AI PC newsletter.
    Follow NVIDIA Workstation on LinkedIn and X. 
    See notice regarding software product information.
    #startup #uses #nvidia #rtxpowered #generative
    Startup Uses NVIDIA RTX-Powered Generative AI to Make Coolers, Cooler
    Mark Theriault founded the startup FITY envisioning a line of clever cooling products: cold drink holders that come with freezable pucks to keep beverages cold for longer without the mess of ice. The entrepreneur started with 3D prints of products in his basement, building one unit at a time, before eventually scaling to mass production. Founding a consumer product company from scratch was a tall order for a single person. Going from preliminary sketches to production-ready designs was a major challenge. To bring his creative vision to life, Theriault relied on AI and his NVIDIA GeForce RTX-equipped system. For him, AI isn’t just a tool — it’s an entire pipeline to help him accomplish his goals. about his workflow below. Plus, GeForce RTX 5050 laptops start arriving today at retailers worldwide, from GeForce RTX 5050 Laptop GPUs feature 2,560 NVIDIA Blackwell CUDA cores, fifth-generation AI Tensor Cores, fourth-generation RT Cores, a ninth-generation NVENC encoder and a sixth-generation NVDEC decoder. In addition, NVIDIA’s Plug and Play: Project G-Assist Plug-In Hackathon — running virtually through Wednesday, July 16 — invites developers to explore AI and build custom G-Assist plug-ins for a chance to win prizes. the date for the G-Assist Plug-In webinar on Wednesday, July 9, from 10-11 a.m. PT, to learn more about Project G-Assist capabilities and fundamentals, and to participate in a live Q&A session. From Concept to Completion To create his standout products, Theriault tinkers with potential FITY Flex cooler designs with traditional methods, from sketch to computer-aided design to rapid prototyping, until he finds the right vision. A unique aspect of the FITY Flex design is that it can be customized with fun, popular shoe charms. For packaging design inspiration, Theriault uses his preferred text-to-image generative AI model for prototyping, Stable Diffusion XL — which runs 60% faster with the NVIDIA TensorRT software development kit — using the modular, node-based interface ComfyUI. ComfyUI gives users granular control over every step of the generation process — prompting, sampling, model loading, image conditioning and post-processing. It’s ideal for advanced users like Theriault who want to customize how images are generated. Theriault’s uses of AI result in a complete computer graphics-based ad campaign. Image courtesy of FITY. NVIDIA and GeForce RTX GPUs based on the NVIDIA Blackwell architecture include fifth-generation Tensor Cores designed to accelerate AI and deep learning workloads. These GPUs work with CUDA optimizations in PyTorch to seamlessly accelerate ComfyUI, reducing generation time on FLUX.1-dev, an image generation model from Black Forest Labs, from two minutes per image on the Mac M3 Ultra to about four seconds on the GeForce RTX 5090 desktop GPU. ComfyUI can also add ControlNets — AI models that help control image generation — that Theriault uses for tasks like guiding human poses, setting compositions via depth mapping and converting scribbles to images. Theriault even creates his own fine-tuned models to keep his style consistent. He used low-rank adaptationmodels — small, efficient adapters into specific layers of the network — enabling hyper-customized generation with minimal compute cost. LoRA models allow Theriault to ideate on visuals quickly. Image courtesy of FITY. “Over the last few months, I’ve been shifting from AI-assisted computer graphics renders to fully AI-generated product imagery using a custom Flux LoRA I trained in house. My RTX 4080 SUPER GPU has been essential for getting the performance I need to train and iterate quickly.” – Mark Theriault, founder of FITY  Theriault also taps into generative AI to create marketing assets like FITY Flex product packaging. He uses FLUX.1, which excels at generating legible text within images, addressing a common challenge in text-to-image models. Though FLUX.1 models can typically consume over 23GB of VRAM, NVIDIA has collaborated with Black Forest Labs to help reduce the size of these models using quantization — a technique that reduces model size while maintaining quality. The models were then accelerated with TensorRT, which provides an up to 2x speedup over PyTorch. To simplify using these models in ComfyUI, NVIDIA created the FLUX.1 NIM microservice, a containerized version of FLUX.1 that can be loaded in ComfyUI and enables FP4 quantization and TensorRT support. Combined, the models come down to just over 11GB of VRAM, and performance improves by 2.5x. Theriault uses the Blender Cycles app to render out final files. For 3D workflows, NVIDIA offers the AI Blueprint for 3D-guided generative AI to ease the positioning and composition of 3D images, so anyone interested in this method can quickly get started. Photorealistic renders. Image courtesy of FITY. Finally, Theriault uses large language models to generate marketing copy — tailored for search engine optimization, tone and storytelling — as well as to complete his patent and provisional applications, work that usually costs thousands of dollars in legal fees and considerable time. Generative AI helps Theriault create promotional materials like the above. Image courtesy of FITY. “As a one-man band with a ton of content to generate, having on-the-fly generation capabilities for my product designs really helps speed things up.” – Mark Theriault, founder of FITY Every texture, every word, every photo, every accessory was a micro-decision, Theriault said. AI helped him survive the “death by a thousand cuts” that can stall solo startup founders, he added. Each week, the RTX AI Garage blog series features community-driven AI innovations and content for those looking to learn more about NVIDIA NIM microservices and AI Blueprints, as well as building AI agents, creative workflows, digital humans, productivity apps and more on AI PCs and workstations.  Plug in to NVIDIA AI PC on Facebook, Instagram, TikTok and X — and stay informed by subscribing to the RTX AI PC newsletter. Follow NVIDIA Workstation on LinkedIn and X.  See notice regarding software product information. #startup #uses #nvidia #rtxpowered #generative
    BLOGS.NVIDIA.COM
    Startup Uses NVIDIA RTX-Powered Generative AI to Make Coolers, Cooler
    Mark Theriault founded the startup FITY envisioning a line of clever cooling products: cold drink holders that come with freezable pucks to keep beverages cold for longer without the mess of ice. The entrepreneur started with 3D prints of products in his basement, building one unit at a time, before eventually scaling to mass production. Founding a consumer product company from scratch was a tall order for a single person. Going from preliminary sketches to production-ready designs was a major challenge. To bring his creative vision to life, Theriault relied on AI and his NVIDIA GeForce RTX-equipped system. For him, AI isn’t just a tool — it’s an entire pipeline to help him accomplish his goals. Read more about his workflow below. Plus, GeForce RTX 5050 laptops start arriving today at retailers worldwide, from $999. GeForce RTX 5050 Laptop GPUs feature 2,560 NVIDIA Blackwell CUDA cores, fifth-generation AI Tensor Cores, fourth-generation RT Cores, a ninth-generation NVENC encoder and a sixth-generation NVDEC decoder. In addition, NVIDIA’s Plug and Play: Project G-Assist Plug-In Hackathon — running virtually through Wednesday, July 16 — invites developers to explore AI and build custom G-Assist plug-ins for a chance to win prizes. Save the date for the G-Assist Plug-In webinar on Wednesday, July 9, from 10-11 a.m. PT, to learn more about Project G-Assist capabilities and fundamentals, and to participate in a live Q&A session. From Concept to Completion To create his standout products, Theriault tinkers with potential FITY Flex cooler designs with traditional methods, from sketch to computer-aided design to rapid prototyping, until he finds the right vision. A unique aspect of the FITY Flex design is that it can be customized with fun, popular shoe charms. For packaging design inspiration, Theriault uses his preferred text-to-image generative AI model for prototyping, Stable Diffusion XL — which runs 60% faster with the NVIDIA TensorRT software development kit — using the modular, node-based interface ComfyUI. ComfyUI gives users granular control over every step of the generation process — prompting, sampling, model loading, image conditioning and post-processing. It’s ideal for advanced users like Theriault who want to customize how images are generated. Theriault’s uses of AI result in a complete computer graphics-based ad campaign. Image courtesy of FITY. NVIDIA and GeForce RTX GPUs based on the NVIDIA Blackwell architecture include fifth-generation Tensor Cores designed to accelerate AI and deep learning workloads. These GPUs work with CUDA optimizations in PyTorch to seamlessly accelerate ComfyUI, reducing generation time on FLUX.1-dev, an image generation model from Black Forest Labs, from two minutes per image on the Mac M3 Ultra to about four seconds on the GeForce RTX 5090 desktop GPU. ComfyUI can also add ControlNets — AI models that help control image generation — that Theriault uses for tasks like guiding human poses, setting compositions via depth mapping and converting scribbles to images. Theriault even creates his own fine-tuned models to keep his style consistent. He used low-rank adaptation (LoRA) models — small, efficient adapters into specific layers of the network — enabling hyper-customized generation with minimal compute cost. LoRA models allow Theriault to ideate on visuals quickly. Image courtesy of FITY. “Over the last few months, I’ve been shifting from AI-assisted computer graphics renders to fully AI-generated product imagery using a custom Flux LoRA I trained in house. My RTX 4080 SUPER GPU has been essential for getting the performance I need to train and iterate quickly.” – Mark Theriault, founder of FITY  Theriault also taps into generative AI to create marketing assets like FITY Flex product packaging. He uses FLUX.1, which excels at generating legible text within images, addressing a common challenge in text-to-image models. Though FLUX.1 models can typically consume over 23GB of VRAM, NVIDIA has collaborated with Black Forest Labs to help reduce the size of these models using quantization — a technique that reduces model size while maintaining quality. The models were then accelerated with TensorRT, which provides an up to 2x speedup over PyTorch. To simplify using these models in ComfyUI, NVIDIA created the FLUX.1 NIM microservice, a containerized version of FLUX.1 that can be loaded in ComfyUI and enables FP4 quantization and TensorRT support. Combined, the models come down to just over 11GB of VRAM, and performance improves by 2.5x. Theriault uses the Blender Cycles app to render out final files. For 3D workflows, NVIDIA offers the AI Blueprint for 3D-guided generative AI to ease the positioning and composition of 3D images, so anyone interested in this method can quickly get started. Photorealistic renders. Image courtesy of FITY. Finally, Theriault uses large language models to generate marketing copy — tailored for search engine optimization, tone and storytelling — as well as to complete his patent and provisional applications, work that usually costs thousands of dollars in legal fees and considerable time. Generative AI helps Theriault create promotional materials like the above. Image courtesy of FITY. “As a one-man band with a ton of content to generate, having on-the-fly generation capabilities for my product designs really helps speed things up.” – Mark Theriault, founder of FITY Every texture, every word, every photo, every accessory was a micro-decision, Theriault said. AI helped him survive the “death by a thousand cuts” that can stall solo startup founders, he added. Each week, the RTX AI Garage blog series features community-driven AI innovations and content for those looking to learn more about NVIDIA NIM microservices and AI Blueprints, as well as building AI agents, creative workflows, digital humans, productivity apps and more on AI PCs and workstations.  Plug in to NVIDIA AI PC on Facebook, Instagram, TikTok and X — and stay informed by subscribing to the RTX AI PC newsletter. Follow NVIDIA Workstation on LinkedIn and X.  See notice regarding software product information.
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  • ‘Resident Evil Requiem’ Sets February 2026 Release From Capcom

    The ninth installment in the “Resident Evil” video game franchise, titled “Resident Evil Requiem,” is set to release in February 2026.

    The new game was announced during Summer Game Fest in Los Angeles on Friday, complete with a trailer drop, which came as a surprise after developer Capcom teased the “Resident Evil” franchise’s upcoming 30th anniversary and a ninth game earlier in the presentation — but didn’t include any new footage or release date.

    Related Stories

    “Thanks to all of you, ‘Resident Evil’ is about to celebrate its 30th anniversary this coming March,” Capcom game director Jun Takeuchi said in a video message. “We truly appreciate your continued support. Now, about the latest ‘Resident Evil’ game you’ve all been waiting for, bear with us a little longer, just a blink of an eye more, and it’ll be ready. We’re incredibly grateful for your ongoing support of the ‘Resident Evil’ series.”

    Popular on Variety

    About 20 minutes later, the “Resident Evil Requiem” trailer and release date was the final piece of news revealed before the SGF 2025 show ended.

    The survival horror game will launch on PlayStation 5, Xbox Series X and S and Steam on Feb. 27, 2026.

    The last “Resident Evil” game, “Resident Evil Village,” launched in 2021 as the eighth installment in the franchise. The original “Resident Evil” was created by Shinji Mikami and Tokuro Fujiwara for PlayStation and debuted in 1996. In addition to spawning multiple followup games, “Resident Evil” has been adapted for TV and film franchises.

    Watch the trailer for “Resident Evil Requiem” in the video below.
    #resident #evil #requiem #sets #february
    ‘Resident Evil Requiem’ Sets February 2026 Release From Capcom
    The ninth installment in the “Resident Evil” video game franchise, titled “Resident Evil Requiem,” is set to release in February 2026. The new game was announced during Summer Game Fest in Los Angeles on Friday, complete with a trailer drop, which came as a surprise after developer Capcom teased the “Resident Evil” franchise’s upcoming 30th anniversary and a ninth game earlier in the presentation — but didn’t include any new footage or release date. Related Stories “Thanks to all of you, ‘Resident Evil’ is about to celebrate its 30th anniversary this coming March,” Capcom game director Jun Takeuchi said in a video message. “We truly appreciate your continued support. Now, about the latest ‘Resident Evil’ game you’ve all been waiting for, bear with us a little longer, just a blink of an eye more, and it’ll be ready. We’re incredibly grateful for your ongoing support of the ‘Resident Evil’ series.” Popular on Variety About 20 minutes later, the “Resident Evil Requiem” trailer and release date was the final piece of news revealed before the SGF 2025 show ended. The survival horror game will launch on PlayStation 5, Xbox Series X and S and Steam on Feb. 27, 2026. The last “Resident Evil” game, “Resident Evil Village,” launched in 2021 as the eighth installment in the franchise. The original “Resident Evil” was created by Shinji Mikami and Tokuro Fujiwara for PlayStation and debuted in 1996. In addition to spawning multiple followup games, “Resident Evil” has been adapted for TV and film franchises. Watch the trailer for “Resident Evil Requiem” in the video below. #resident #evil #requiem #sets #february
    VARIETY.COM
    ‘Resident Evil Requiem’ Sets February 2026 Release From Capcom
    The ninth installment in the “Resident Evil” video game franchise, titled “Resident Evil Requiem,” is set to release in February 2026. The new game was announced during Summer Game Fest in Los Angeles on Friday, complete with a trailer drop, which came as a surprise after developer Capcom teased the “Resident Evil” franchise’s upcoming 30th anniversary and a ninth game earlier in the presentation — but didn’t include any new footage or release date. Related Stories “Thanks to all of you, ‘Resident Evil’ is about to celebrate its 30th anniversary this coming March,” Capcom game director Jun Takeuchi said in a video message. “We truly appreciate your continued support. Now, about the latest ‘Resident Evil’ game you’ve all been waiting for, bear with us a little longer, just a blink of an eye more, and it’ll be ready. We’re incredibly grateful for your ongoing support of the ‘Resident Evil’ series.” Popular on Variety About 20 minutes later, the “Resident Evil Requiem” trailer and release date was the final piece of news revealed before the SGF 2025 show ended. The survival horror game will launch on PlayStation 5, Xbox Series X and S and Steam on Feb. 27, 2026. The last “Resident Evil” game, “Resident Evil Village,” launched in 2021 as the eighth installment in the franchise. The original “Resident Evil” was created by Shinji Mikami and Tokuro Fujiwara for PlayStation and debuted in 1996. In addition to spawning multiple followup games, “Resident Evil” has been adapted for TV and film franchises. Watch the trailer for “Resident Evil Requiem” in the video below.
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  • The nine-armed octopus and the oddities of the cephalopod nervous system

    Extra-sensory perception

    The nine-armed octopus and the oddities of the cephalopod nervous system

    A mix of autonomous and top-down control manage the octopus's limbs.

    Kenna Hughes-Castleberry



    Jun 7, 2025 8:00 am

    |

    19

    Credit:

    Nikos Stavrinidis / 500px

    Credit:

    Nikos Stavrinidis / 500px

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    With their quick-change camouflage and high level of intelligence, it’s not surprising that the public and scientific experts alike are fascinated by octopuses. Their abilities to recognize faces, solve puzzles, and learn behaviors from other octopuses make these animals a captivating study.
    To perform these processes and others, like crawling or exploring, octopuses rely on their complex nervous system, one that has become a focus for neuroscientists. With about 500 million neurons—around the same number as dogs—octopuses’ nervous systems are the most complex of any invertebrate. But, unlike vertebrate organisms, the octopus’s nervous system is also decentralized, with around 350 million neurons, or 66 percent of it, located in its eight arms.
    “This means each arm is capable of independently processing sensory input, initiating movement, and even executing complex behaviors—without direct instructions from the brain,” explains Galit Pelled, a professor of Mechanical Engineering, Radiology, and Neuroscience at Michigan State University who studies octopus neuroscience. “In essence, the arms have their own ‘mini-brains.’”
    A decentralized nervous system is one factor that helps octopuses adapt to changes, such as injury or predation, as seen in the case of an Octopus vulgaris, or common octopus, that was observed with nine arms by researchers at the ECOBAR lab at the Institute of Marine Research in Spain between 2021 and 2022.
    By studying outliers like this cephalopod, researchers can gain insight into how the animal’s detailed scaffolding of nerves changes and regrows over time, uncovering more about how octopuses have evolved over millennia in our oceans.
    Brains, brains, and more brains
    Because each arm of an octopus contains its own bundle of neurons, the limbs can operate semi-independently from the central brain, enabling faster responses since signals don’t always need to travel back and forth between the brain and the arms. In fact, Pelled and her team recently discovered that “neural signals recorded in the octopus arm can predict movement type within 100 milliseconds of stimulation, without central brain involvement.” She notes that “that level of localized autonomy is unprecedented in vertebrate systems.”

    Though each limb moves on its own, the movements of the octopus’s body are smooth and conducted with a coordinated elegance that allows the animal to exhibit some of the broadest range of behaviors, adapting on the fly to changes in its surroundings.
    “That means the octopus can react quickly to its environment, especially when exploring, hunting, or defending itself,” Pelled says. “For example, one arm can grab food while another is feeling around a rock, without needing permission from the brain. This setup also makes the octopus more resilient. If one arm is injured, the others still work just fine. And because so much decision-making happens at the arms, the central brain is freed up to focus on the bigger picture—like navigating or learning new tasks.”
    As if each limb weren’t already buzzing with neural activity, things get even more intricate when researchers zoom in further—to the nerves within each individual sucker, a ring of muscular tissue, which octopuses use to sense and taste their surroundings.
    “There is a sucker ganglion, or nerve center, located in the stalk of every sucker. For some species of octopuses, that’s over a thousand ganglia,” says Cassady Olson, a graduate student at the University of Chicago who works with Cliff Ragsdale, a leading expert in octopus neuroscience.
    Given that each sucker has its own nerve centers—connected by a long axial nerve cord running down the limb—and each arm has hundreds of suckers, things get complicated very quickly, as researchers have historically struggled to study this peripheral nervous system, as it’s called, within the octopus’s body.
    “The large size of the brain makes it both really exciting to study and really challenging,” says Z. Yan Wang, an assistant professor of biology and psychology at the University of Washington. “Many of the tools available for neuroscience have to be adjusted or customized specifically for octopuses and other cephalopods because of their unique body plans.”

    While each limb acts independently, signals are transmitted back to the octopus’s central nervous system. The octopus’ brain sits between its eyes at the front of its mantle, or head, couched between its two optic lobes, large bean-shaped neural organs that help octopuses see the world around them. These optic lobes are just two of the over 30 lobes experts study within the animal’s centralized brain, as each lobe helps the octopus process its environment.
    This elaborate neural architecture is critical given the octopus’s dual role in the ecosystem as both predator and prey. Without natural defenses like a hard shell, octopuses have evolved a highly adaptable nervous system that allows them to rapidly process information and adjust as needed, helping their chances of survival.

    Some similarities remain
    While the octopus’s decentralized nervous system makes it a unique evolutionary example, it does have some structures similar to or analogous to the human nervous system.
    “The octopus has a central brain mass located between its eyes, and an axial nerve cord running down each arm,” says Wang. “The octopus has many sensory systems that we are familiar with, such as vision, touch, chemosensation, and gravity sensing.”
    Neuroscientists have homed in on these similarities to understand how these structures may have evolved across the different branches in the tree of life. As the most recent common ancestor for humans and octopuses lived around 750 million years ago, experts believe that many similarities, from similar camera-like eyes to maps of neural activities, evolved separately in a process known as convergent evolution.
    While these similarities shed light on evolution's independent paths, they also offer valuable insights for fields like soft robotics and regenerative medicine.
    Occasionally, unique individuals—like an octopus with an unexpected number of limbs—can provide even deeper clues into how this remarkable nervous system functions and adapts.

    Nine arms, no problem
    In 2021, researchers from the Institute of Marine Research in Spain used an underwater camera to follow a male Octopus vulgaris, or common octopus. On its left side, three arms were intact, while the others were reduced to uneven, stumpy lengths, sharply bitten off at varying points. Although the researchers didn’t witness the injury itself, they observed that the front right arm—known as R1—was regenerating unusually, splitting into two separate limbs and giving the octopus a total of nine arms.
    “In this individual, we believe this condition was a result of abnormal regenerationafter an encounter with a predator,” explains Sam Soule, one of the researchers and the first author on the corresponding paper recently published in Animals.
    The researchers named the octopus Salvador due to its bifurcated arm coiling up on itself like the two upturned ends of Salvador Dali’s moustache. For two years, the team studied the cephalopod’s behavior and found that it used its bifurcated arm less when doing “riskier” movements such as exploring or grabbing food, which would force the animal to stretch its arm out and expose it to further injury.
    “One of the conclusions of our research is that the octopus likely retains a long-term memory of the original injury, as it tends to use the bifurcated arms for less risky tasks compared to the others,” elaborates Jorge Hernández Urcera, a lead author of the study. “This idea of lasting memory brought to mind Dalí’s famous painting The Persistence of Memory, which ultimately became the title of the paper we published on monitoring this particular octopus.”
    While the octopus acted more protective of its extra limb, its nervous system had adapted to using the extra appendage, as the octopus was observed, after some time recovering from its injuries, using its ninth arm for probing its environment.
    “That nine-armed octopus is a perfect example of just how adaptable these animals are,” Pelled adds. “Most animals would struggle with an unusual body part, but not the octopus. In this case, the octopus had a bifurcatedarm and still used it effectively, just like any other arm. That tells us the nervous system didn’t treat it as a mistake—it figured out how to make it work.”
    Kenna Hughes-Castleberry is the science communicator at JILAand a freelance science journalist. Her main writing focuses are quantum physics, quantum technology, deep technology, social media, and the diversity of people in these fields, particularly women and people from minority ethnic and racial groups. Follow her on LinkedIn or visit her website.

    19 Comments
    #ninearmed #octopus #oddities #cephalopod #nervous
    The nine-armed octopus and the oddities of the cephalopod nervous system
    Extra-sensory perception The nine-armed octopus and the oddities of the cephalopod nervous system A mix of autonomous and top-down control manage the octopus's limbs. Kenna Hughes-Castleberry – Jun 7, 2025 8:00 am | 19 Credit: Nikos Stavrinidis / 500px Credit: Nikos Stavrinidis / 500px Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more With their quick-change camouflage and high level of intelligence, it’s not surprising that the public and scientific experts alike are fascinated by octopuses. Their abilities to recognize faces, solve puzzles, and learn behaviors from other octopuses make these animals a captivating study. To perform these processes and others, like crawling or exploring, octopuses rely on their complex nervous system, one that has become a focus for neuroscientists. With about 500 million neurons—around the same number as dogs—octopuses’ nervous systems are the most complex of any invertebrate. But, unlike vertebrate organisms, the octopus’s nervous system is also decentralized, with around 350 million neurons, or 66 percent of it, located in its eight arms. “This means each arm is capable of independently processing sensory input, initiating movement, and even executing complex behaviors—without direct instructions from the brain,” explains Galit Pelled, a professor of Mechanical Engineering, Radiology, and Neuroscience at Michigan State University who studies octopus neuroscience. “In essence, the arms have their own ‘mini-brains.’” A decentralized nervous system is one factor that helps octopuses adapt to changes, such as injury or predation, as seen in the case of an Octopus vulgaris, or common octopus, that was observed with nine arms by researchers at the ECOBAR lab at the Institute of Marine Research in Spain between 2021 and 2022. By studying outliers like this cephalopod, researchers can gain insight into how the animal’s detailed scaffolding of nerves changes and regrows over time, uncovering more about how octopuses have evolved over millennia in our oceans. Brains, brains, and more brains Because each arm of an octopus contains its own bundle of neurons, the limbs can operate semi-independently from the central brain, enabling faster responses since signals don’t always need to travel back and forth between the brain and the arms. In fact, Pelled and her team recently discovered that “neural signals recorded in the octopus arm can predict movement type within 100 milliseconds of stimulation, without central brain involvement.” She notes that “that level of localized autonomy is unprecedented in vertebrate systems.” Though each limb moves on its own, the movements of the octopus’s body are smooth and conducted with a coordinated elegance that allows the animal to exhibit some of the broadest range of behaviors, adapting on the fly to changes in its surroundings. “That means the octopus can react quickly to its environment, especially when exploring, hunting, or defending itself,” Pelled says. “For example, one arm can grab food while another is feeling around a rock, without needing permission from the brain. This setup also makes the octopus more resilient. If one arm is injured, the others still work just fine. And because so much decision-making happens at the arms, the central brain is freed up to focus on the bigger picture—like navigating or learning new tasks.” As if each limb weren’t already buzzing with neural activity, things get even more intricate when researchers zoom in further—to the nerves within each individual sucker, a ring of muscular tissue, which octopuses use to sense and taste their surroundings. “There is a sucker ganglion, or nerve center, located in the stalk of every sucker. For some species of octopuses, that’s over a thousand ganglia,” says Cassady Olson, a graduate student at the University of Chicago who works with Cliff Ragsdale, a leading expert in octopus neuroscience. Given that each sucker has its own nerve centers—connected by a long axial nerve cord running down the limb—and each arm has hundreds of suckers, things get complicated very quickly, as researchers have historically struggled to study this peripheral nervous system, as it’s called, within the octopus’s body. “The large size of the brain makes it both really exciting to study and really challenging,” says Z. Yan Wang, an assistant professor of biology and psychology at the University of Washington. “Many of the tools available for neuroscience have to be adjusted or customized specifically for octopuses and other cephalopods because of their unique body plans.” While each limb acts independently, signals are transmitted back to the octopus’s central nervous system. The octopus’ brain sits between its eyes at the front of its mantle, or head, couched between its two optic lobes, large bean-shaped neural organs that help octopuses see the world around them. These optic lobes are just two of the over 30 lobes experts study within the animal’s centralized brain, as each lobe helps the octopus process its environment. This elaborate neural architecture is critical given the octopus’s dual role in the ecosystem as both predator and prey. Without natural defenses like a hard shell, octopuses have evolved a highly adaptable nervous system that allows them to rapidly process information and adjust as needed, helping their chances of survival. Some similarities remain While the octopus’s decentralized nervous system makes it a unique evolutionary example, it does have some structures similar to or analogous to the human nervous system. “The octopus has a central brain mass located between its eyes, and an axial nerve cord running down each arm,” says Wang. “The octopus has many sensory systems that we are familiar with, such as vision, touch, chemosensation, and gravity sensing.” Neuroscientists have homed in on these similarities to understand how these structures may have evolved across the different branches in the tree of life. As the most recent common ancestor for humans and octopuses lived around 750 million years ago, experts believe that many similarities, from similar camera-like eyes to maps of neural activities, evolved separately in a process known as convergent evolution. While these similarities shed light on evolution's independent paths, they also offer valuable insights for fields like soft robotics and regenerative medicine. Occasionally, unique individuals—like an octopus with an unexpected number of limbs—can provide even deeper clues into how this remarkable nervous system functions and adapts. Nine arms, no problem In 2021, researchers from the Institute of Marine Research in Spain used an underwater camera to follow a male Octopus vulgaris, or common octopus. On its left side, three arms were intact, while the others were reduced to uneven, stumpy lengths, sharply bitten off at varying points. Although the researchers didn’t witness the injury itself, they observed that the front right arm—known as R1—was regenerating unusually, splitting into two separate limbs and giving the octopus a total of nine arms. “In this individual, we believe this condition was a result of abnormal regenerationafter an encounter with a predator,” explains Sam Soule, one of the researchers and the first author on the corresponding paper recently published in Animals. The researchers named the octopus Salvador due to its bifurcated arm coiling up on itself like the two upturned ends of Salvador Dali’s moustache. For two years, the team studied the cephalopod’s behavior and found that it used its bifurcated arm less when doing “riskier” movements such as exploring or grabbing food, which would force the animal to stretch its arm out and expose it to further injury. “One of the conclusions of our research is that the octopus likely retains a long-term memory of the original injury, as it tends to use the bifurcated arms for less risky tasks compared to the others,” elaborates Jorge Hernández Urcera, a lead author of the study. “This idea of lasting memory brought to mind Dalí’s famous painting The Persistence of Memory, which ultimately became the title of the paper we published on monitoring this particular octopus.” While the octopus acted more protective of its extra limb, its nervous system had adapted to using the extra appendage, as the octopus was observed, after some time recovering from its injuries, using its ninth arm for probing its environment. “That nine-armed octopus is a perfect example of just how adaptable these animals are,” Pelled adds. “Most animals would struggle with an unusual body part, but not the octopus. In this case, the octopus had a bifurcatedarm and still used it effectively, just like any other arm. That tells us the nervous system didn’t treat it as a mistake—it figured out how to make it work.” Kenna Hughes-Castleberry is the science communicator at JILAand a freelance science journalist. Her main writing focuses are quantum physics, quantum technology, deep technology, social media, and the diversity of people in these fields, particularly women and people from minority ethnic and racial groups. Follow her on LinkedIn or visit her website. 19 Comments #ninearmed #octopus #oddities #cephalopod #nervous
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    The nine-armed octopus and the oddities of the cephalopod nervous system
    Extra-sensory perception The nine-armed octopus and the oddities of the cephalopod nervous system A mix of autonomous and top-down control manage the octopus's limbs. Kenna Hughes-Castleberry – Jun 7, 2025 8:00 am | 19 Credit: Nikos Stavrinidis / 500px Credit: Nikos Stavrinidis / 500px Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more With their quick-change camouflage and high level of intelligence, it’s not surprising that the public and scientific experts alike are fascinated by octopuses. Their abilities to recognize faces, solve puzzles, and learn behaviors from other octopuses make these animals a captivating study. To perform these processes and others, like crawling or exploring, octopuses rely on their complex nervous system, one that has become a focus for neuroscientists. With about 500 million neurons—around the same number as dogs—octopuses’ nervous systems are the most complex of any invertebrate. But, unlike vertebrate organisms, the octopus’s nervous system is also decentralized, with around 350 million neurons, or 66 percent of it, located in its eight arms. “This means each arm is capable of independently processing sensory input, initiating movement, and even executing complex behaviors—without direct instructions from the brain,” explains Galit Pelled, a professor of Mechanical Engineering, Radiology, and Neuroscience at Michigan State University who studies octopus neuroscience. “In essence, the arms have their own ‘mini-brains.’” A decentralized nervous system is one factor that helps octopuses adapt to changes, such as injury or predation, as seen in the case of an Octopus vulgaris, or common octopus, that was observed with nine arms by researchers at the ECOBAR lab at the Institute of Marine Research in Spain between 2021 and 2022. By studying outliers like this cephalopod, researchers can gain insight into how the animal’s detailed scaffolding of nerves changes and regrows over time, uncovering more about how octopuses have evolved over millennia in our oceans. Brains, brains, and more brains Because each arm of an octopus contains its own bundle of neurons, the limbs can operate semi-independently from the central brain, enabling faster responses since signals don’t always need to travel back and forth between the brain and the arms. In fact, Pelled and her team recently discovered that “neural signals recorded in the octopus arm can predict movement type within 100 milliseconds of stimulation, without central brain involvement.” She notes that “that level of localized autonomy is unprecedented in vertebrate systems.” Though each limb moves on its own, the movements of the octopus’s body are smooth and conducted with a coordinated elegance that allows the animal to exhibit some of the broadest range of behaviors, adapting on the fly to changes in its surroundings. “That means the octopus can react quickly to its environment, especially when exploring, hunting, or defending itself,” Pelled says. “For example, one arm can grab food while another is feeling around a rock, without needing permission from the brain. This setup also makes the octopus more resilient. If one arm is injured, the others still work just fine. And because so much decision-making happens at the arms, the central brain is freed up to focus on the bigger picture—like navigating or learning new tasks.” As if each limb weren’t already buzzing with neural activity, things get even more intricate when researchers zoom in further—to the nerves within each individual sucker, a ring of muscular tissue, which octopuses use to sense and taste their surroundings. “There is a sucker ganglion, or nerve center, located in the stalk of every sucker. For some species of octopuses, that’s over a thousand ganglia,” says Cassady Olson, a graduate student at the University of Chicago who works with Cliff Ragsdale, a leading expert in octopus neuroscience. Given that each sucker has its own nerve centers—connected by a long axial nerve cord running down the limb—and each arm has hundreds of suckers, things get complicated very quickly, as researchers have historically struggled to study this peripheral nervous system, as it’s called, within the octopus’s body. “The large size of the brain makes it both really exciting to study and really challenging,” says Z. Yan Wang, an assistant professor of biology and psychology at the University of Washington. “Many of the tools available for neuroscience have to be adjusted or customized specifically for octopuses and other cephalopods because of their unique body plans.” While each limb acts independently, signals are transmitted back to the octopus’s central nervous system. The octopus’ brain sits between its eyes at the front of its mantle, or head, couched between its two optic lobes, large bean-shaped neural organs that help octopuses see the world around them. These optic lobes are just two of the over 30 lobes experts study within the animal’s centralized brain, as each lobe helps the octopus process its environment. This elaborate neural architecture is critical given the octopus’s dual role in the ecosystem as both predator and prey. Without natural defenses like a hard shell, octopuses have evolved a highly adaptable nervous system that allows them to rapidly process information and adjust as needed, helping their chances of survival. Some similarities remain While the octopus’s decentralized nervous system makes it a unique evolutionary example, it does have some structures similar to or analogous to the human nervous system. “The octopus has a central brain mass located between its eyes, and an axial nerve cord running down each arm (similar to a spinal cord),” says Wang. “The octopus has many sensory systems that we are familiar with, such as vision, touch (somatosensation), chemosensation, and gravity sensing.” Neuroscientists have homed in on these similarities to understand how these structures may have evolved across the different branches in the tree of life. As the most recent common ancestor for humans and octopuses lived around 750 million years ago, experts believe that many similarities, from similar camera-like eyes to maps of neural activities, evolved separately in a process known as convergent evolution. While these similarities shed light on evolution's independent paths, they also offer valuable insights for fields like soft robotics and regenerative medicine. Occasionally, unique individuals—like an octopus with an unexpected number of limbs—can provide even deeper clues into how this remarkable nervous system functions and adapts. Nine arms, no problem In 2021, researchers from the Institute of Marine Research in Spain used an underwater camera to follow a male Octopus vulgaris, or common octopus. On its left side, three arms were intact, while the others were reduced to uneven, stumpy lengths, sharply bitten off at varying points. Although the researchers didn’t witness the injury itself, they observed that the front right arm—known as R1—was regenerating unusually, splitting into two separate limbs and giving the octopus a total of nine arms. “In this individual, we believe this condition was a result of abnormal regeneration [a genetic mutation] after an encounter with a predator,” explains Sam Soule, one of the researchers and the first author on the corresponding paper recently published in Animals. The researchers named the octopus Salvador due to its bifurcated arm coiling up on itself like the two upturned ends of Salvador Dali’s moustache. For two years, the team studied the cephalopod’s behavior and found that it used its bifurcated arm less when doing “riskier” movements such as exploring or grabbing food, which would force the animal to stretch its arm out and expose it to further injury. “One of the conclusions of our research is that the octopus likely retains a long-term memory of the original injury, as it tends to use the bifurcated arms for less risky tasks compared to the others,” elaborates Jorge Hernández Urcera, a lead author of the study. “This idea of lasting memory brought to mind Dalí’s famous painting The Persistence of Memory, which ultimately became the title of the paper we published on monitoring this particular octopus.” While the octopus acted more protective of its extra limb, its nervous system had adapted to using the extra appendage, as the octopus was observed, after some time recovering from its injuries, using its ninth arm for probing its environment. “That nine-armed octopus is a perfect example of just how adaptable these animals are,” Pelled adds. “Most animals would struggle with an unusual body part, but not the octopus. In this case, the octopus had a bifurcated (split) arm and still used it effectively, just like any other arm. That tells us the nervous system didn’t treat it as a mistake—it figured out how to make it work.” Kenna Hughes-Castleberry is the science communicator at JILA (a joint physics research institute between the National Institute of Standards and Technology and the University of Colorado Boulder) and a freelance science journalist. Her main writing focuses are quantum physics, quantum technology, deep technology, social media, and the diversity of people in these fields, particularly women and people from minority ethnic and racial groups. Follow her on LinkedIn or visit her website. 19 Comments
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  • Resident Evil 9 returns to Raccoon City, coming next February

    Something to look forward to: This year's Summer Game Fest presentation ended with a reveal trailer for Resident Evil Requiem, which Capcom confirmed is the ninth mainline title in the long-running survival horror game series. Details on the upcoming title are scant, but it is set to launch on PC and current-generation consoles in a few months.
    Capcom has not yet revealed gameplay details for Resident Evil Requiem, as the initial trailer focuses on the story, characters, and locations. The game's scenario appears to draw heavily from the franchise's history, likely to celebrate the 30th anniversary of the original Resident Evil's 1996 release.
    Much of the trailer highlights the ruins of Raccoon City, suggesting that players will revisit the setting of the series' first three entries. Brief shots clearly show the decayed remains of the city's police station – where much of Resident Evil 2 and 3 took place – with layouts that appear nearly identical to those in the 2019 and 2020 remakes.

    Another shot depicts the city's deserted landscape, featuring a crater at its center left by the missile that destroyed the town following the events of RE3. Additionally, the game's protagonist is FBI agent Grace Ashcroft, the daughter of one of the main characters from Resident Evil Outbreak, an online multiplayer spin-off released for the PlayStation 2 in 2003.
    The game's website mentions technological advancements, suggesting it will showcase the next evolution of Capcom's RE Engine. This graphics engine debuted in 2017 with Resident Evil 7, which was known for its impressive level of realism and surprisingly fast performance.

    However, more recent titles using the engine, such as Dragon's Dogma II and the enormously successful Monster Hunter Wilds, are far more demanding, in part due to their massive open-world environments.
    Capcom's shift toward open-world games has led some to speculate that the next Resident Evil title might adopt a similar gameplay structure, representing a stark contrast to the franchise's traditional preference for isolated locations. A ruined city would provide a fitting backdrop for such a radical change, but it's difficult to say what Capcom has planned.
    // Related Stories

    Other games revealed this week include Atomic Heart II, Game of Thrones: War for Westeros, Dying Light: The Beast, Lego Voyagers, Killer Inn, Felt That Boxing, Nioh 3, 007 First Light, Lumines Arise, Marvel Tōkon, Thief VR, Mortal Kombat Legacy Kollection, and more. More new titles are expected to debut this weekend during the Xbox Games Showcase 2025 on Sunday, June 8, at 1 pm ET.
    Resident Evil Requiem launches on February 27 on Steam, PlayStation 5, and Xbox Series consoles.
    #resident #evil #returns #raccoon #city
    Resident Evil 9 returns to Raccoon City, coming next February
    Something to look forward to: This year's Summer Game Fest presentation ended with a reveal trailer for Resident Evil Requiem, which Capcom confirmed is the ninth mainline title in the long-running survival horror game series. Details on the upcoming title are scant, but it is set to launch on PC and current-generation consoles in a few months. Capcom has not yet revealed gameplay details for Resident Evil Requiem, as the initial trailer focuses on the story, characters, and locations. The game's scenario appears to draw heavily from the franchise's history, likely to celebrate the 30th anniversary of the original Resident Evil's 1996 release. Much of the trailer highlights the ruins of Raccoon City, suggesting that players will revisit the setting of the series' first three entries. Brief shots clearly show the decayed remains of the city's police station – where much of Resident Evil 2 and 3 took place – with layouts that appear nearly identical to those in the 2019 and 2020 remakes. Another shot depicts the city's deserted landscape, featuring a crater at its center left by the missile that destroyed the town following the events of RE3. Additionally, the game's protagonist is FBI agent Grace Ashcroft, the daughter of one of the main characters from Resident Evil Outbreak, an online multiplayer spin-off released for the PlayStation 2 in 2003. The game's website mentions technological advancements, suggesting it will showcase the next evolution of Capcom's RE Engine. This graphics engine debuted in 2017 with Resident Evil 7, which was known for its impressive level of realism and surprisingly fast performance. However, more recent titles using the engine, such as Dragon's Dogma II and the enormously successful Monster Hunter Wilds, are far more demanding, in part due to their massive open-world environments. Capcom's shift toward open-world games has led some to speculate that the next Resident Evil title might adopt a similar gameplay structure, representing a stark contrast to the franchise's traditional preference for isolated locations. A ruined city would provide a fitting backdrop for such a radical change, but it's difficult to say what Capcom has planned. // Related Stories Other games revealed this week include Atomic Heart II, Game of Thrones: War for Westeros, Dying Light: The Beast, Lego Voyagers, Killer Inn, Felt That Boxing, Nioh 3, 007 First Light, Lumines Arise, Marvel Tōkon, Thief VR, Mortal Kombat Legacy Kollection, and more. More new titles are expected to debut this weekend during the Xbox Games Showcase 2025 on Sunday, June 8, at 1 pm ET. Resident Evil Requiem launches on February 27 on Steam, PlayStation 5, and Xbox Series consoles. #resident #evil #returns #raccoon #city
    WWW.TECHSPOT.COM
    Resident Evil 9 returns to Raccoon City, coming next February
    Something to look forward to: This year's Summer Game Fest presentation ended with a reveal trailer for Resident Evil Requiem, which Capcom confirmed is the ninth mainline title in the long-running survival horror game series. Details on the upcoming title are scant, but it is set to launch on PC and current-generation consoles in a few months. Capcom has not yet revealed gameplay details for Resident Evil Requiem, as the initial trailer focuses on the story, characters, and locations. The game's scenario appears to draw heavily from the franchise's history, likely to celebrate the 30th anniversary of the original Resident Evil's 1996 release. Much of the trailer highlights the ruins of Raccoon City, suggesting that players will revisit the setting of the series' first three entries. Brief shots clearly show the decayed remains of the city's police station – where much of Resident Evil 2 and 3 took place – with layouts that appear nearly identical to those in the 2019 and 2020 remakes. Another shot depicts the city's deserted landscape, featuring a crater at its center left by the missile that destroyed the town following the events of RE3. Additionally, the game's protagonist is FBI agent Grace Ashcroft, the daughter of one of the main characters from Resident Evil Outbreak, an online multiplayer spin-off released for the PlayStation 2 in 2003. The game's website mentions technological advancements, suggesting it will showcase the next evolution of Capcom's RE Engine. This graphics engine debuted in 2017 with Resident Evil 7, which was known for its impressive level of realism and surprisingly fast performance. However, more recent titles using the engine, such as Dragon's Dogma II and the enormously successful Monster Hunter Wilds, are far more demanding, in part due to their massive open-world environments. Capcom's shift toward open-world games has led some to speculate that the next Resident Evil title might adopt a similar gameplay structure, representing a stark contrast to the franchise's traditional preference for isolated locations. A ruined city would provide a fitting backdrop for such a radical change, but it's difficult to say what Capcom has planned. // Related Stories Other games revealed this week include Atomic Heart II, Game of Thrones: War for Westeros, Dying Light: The Beast, Lego Voyagers, Killer Inn, Felt That Boxing, Nioh 3, 007 First Light, Lumines Arise, Marvel Tōkon, Thief VR, Mortal Kombat Legacy Kollection, and more. More new titles are expected to debut this weekend during the Xbox Games Showcase 2025 on Sunday, June 8, at 1 pm ET. Resident Evil Requiem launches on February 27 on Steam, PlayStation 5, and Xbox Series consoles.
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  • Resident Evil 9, Stranger Than Heaven, and more of the key reveals from Summer Game Fest 2025

    Resident Evil 9, Stranger Than Heaven, and more of the key reveals from Summer Game Fest 2025
    10 highlights from Geoff Keighley's annual livestream

    Feature

    by Samuel Roberts
    Editorial Director

    Published on June 7, 2025

    Geoff Keighley's annual Summer Game Fest showcase had a few big moments, including a major showing from Capcom, some sharp-looking indie games from well-known developers, and a creative tie-in between Hitman and James Bond by IO Interactive.
    Find a selection of 10 key SGF 2025 highlights below, including all-new reveals and several worthwhile updates on already-announced games.
    End of Abyss
    Created by Section 9 Interactive, a Malmö-based studio of developers who worked on the Little Nightmares games, and published by Epic Games itself, this was the horror highlight of SGF. In End of Abyss, a combat technician explores a facility that's riddled with fleshy monsters, in what looks a little like a twin-stick survival horror shooter.
    New pathways will emerge in the game as players become stronger, suggesting something of a Metroidvania structure. This one doesn't have a specific release date yet beyond 2026, but it's coming to Xbox, PlayStation, and PC.
    Lego Voyagers

    This two-player Lego game from the developers of Lego Builders Journey left an impression with a simple but perfect pitch: what if you played as a single Lego brick, and the entire game was built around that notion?
    Anyone still craving high-value co-op experiences for couch play after finishing this year's wonderful Split Fiction should keep this beautiful-looking game on their radar. It's coming to PC and consoles, including the original Nintendo Switch, and will be playable either locally or online.
    Mina the Hollower

    To see this content please enable targeting cookies.

    Mina the Hollower, the long-awaited new game from Shovel Knight developer Yacht Club Games, got a release date of October 31, 2025 during SGF. This trailer will set off fireworks for anyone familiar with its inspirations: Link's Awakening and the other Game Boy Color Zelda games, for example, as well as the side-scrolling adventures of the Castlevania series.
    Marvel's Deadpool VR

    Rather a lot of licensed games made the cut in this Summer Games Fest. Meta's big reveal at SGF was Deadpool VR, another superhero-themed exclusive coming to Quest 3, following last year's killer app Batman: Arkham Shadow.
    This game stars Neil Patrick Harris as Marvel's Merc with a Mouth, and comes from 'Splosion Man developer Twisted Pixel. As ever, Deadpool's delivered-via-sledgehammer meta humour is something of an acquired taste, yet the recent history of pop culture would suggest it's never been more popular.
    Deadpool VR's first-person combat and storytelling look authentic to the character, which is either a dream come true or a living nightmare, depending on who you ask. It launches exclusively on Quest 3 and 3S in late 2025.
    Ill and Mundfish's push into publishing
    Mundfish, the latest developer to move into publishing, had a big presence in this year's SGF livestream. That included a colourful-if-muddled trailer for Atomic Heart 2, a follow-up to its 2023 hit FPS.
    But perhaps more interesting was the horror-themed FPS Ill, the debut game from studio Team Clout. What could be more frightening than being chased by dozens of decaying bald men, and occasionally, some fetid-looking evil giant babies? This game will launch on PC, Xbox, PlayStation, but it doesn't have a release date yet.
    Scott Pilgrim EX

    Considering the Scott Pilgrim graphic novels ended 15 years ago, the longevity of a story about a down-on-his-luck 20-something fighting all his new partner's exes in sequence continues to amaze. This spiritual sequel to 2010's acclaimed Ubisoft tie-in Scott Pilgrim Vs The World: The Game sees Scott and six of his pals teaming up to fight three different warring gangs who have taken over Toronto.
    Developer Tribute Gamescomprises staff who worked on that prior Ubisoft title. Pleasingly for fans, too, series creator Bryan Lee O'Malley is behind the story on this project. With four-player co-op part of the mix, Scott Pilgrim EX launches in 2026.
    Casino Royale's Le Chiffre comes to Hitman: World of Assassination

    With IO Interactive's James Bond game First Light not arriving until 2026, this reveal was a real treat for fans of 007, and a fun stopgap. Actor Mads Mikkelsen joined IO's Hakan Abrak on-stage in announcing that his Casino Royale villain Le Chiffre has been added to Hitman: World of Assassination's Paris level as a limited-time Elusive Target. Players have until July 6 to take him out.
    Blighted

    Guacamelee studio Drinkbox is behind this visually stylish action RPG, which looks like it'll scratch the itch of anyone who got deep into Hades but wants something with a fresh twistto play. The setting is described as a 'psychedelic western nightmare' by the developers, and a 'blighted' mechanic alters the difficulty of the game dynamically depending on how afflicted the player is. It's coming soon to Steam.
    Stranger Than Heaven

    First unveiled last year as Project Century, this deeper look at the next project by Like A Dragon developer RGG Studio showed off the game's 1943period Japanese setting, as well as its combat and other gameplay elements like moral choices.
    Considering the last trailer was set in 1915, it would appear to suggest the game takes place across multiple decades. It's exciting to see this studio trying something a little different, even if some of the parts are superficially similar.
    Resident Evil Requiem

    The reveal of the ninth mainline Resident Evil game closed the livestream with a bang. Requiem is slightly hard to grasp from this first trailer, perhaps by design: the protagonist is an agent called Grace Ashcroft, and we see several glimpses of the ruins of Raccoon City amid the horrors in this teaser.
    No doubt Capcom will gradually put the pieces together in the run-up to its February 27, 2026 release date on PC, Xbox, and PlayStation. It firmly looks like a stylistic follow-up to the first-person hits Resident Evil 7 and Village. On-stage, it was promised the game will feature "high-stakes cinematic action" as well as survival horror.
    #resident #evil #stranger #than #heaven
    Resident Evil 9, Stranger Than Heaven, and more of the key reveals from Summer Game Fest 2025
    Resident Evil 9, Stranger Than Heaven, and more of the key reveals from Summer Game Fest 2025 10 highlights from Geoff Keighley's annual livestream Feature by Samuel Roberts Editorial Director Published on June 7, 2025 Geoff Keighley's annual Summer Game Fest showcase had a few big moments, including a major showing from Capcom, some sharp-looking indie games from well-known developers, and a creative tie-in between Hitman and James Bond by IO Interactive. Find a selection of 10 key SGF 2025 highlights below, including all-new reveals and several worthwhile updates on already-announced games. End of Abyss Created by Section 9 Interactive, a Malmö-based studio of developers who worked on the Little Nightmares games, and published by Epic Games itself, this was the horror highlight of SGF. In End of Abyss, a combat technician explores a facility that's riddled with fleshy monsters, in what looks a little like a twin-stick survival horror shooter. New pathways will emerge in the game as players become stronger, suggesting something of a Metroidvania structure. This one doesn't have a specific release date yet beyond 2026, but it's coming to Xbox, PlayStation, and PC. Lego Voyagers This two-player Lego game from the developers of Lego Builders Journey left an impression with a simple but perfect pitch: what if you played as a single Lego brick, and the entire game was built around that notion? Anyone still craving high-value co-op experiences for couch play after finishing this year's wonderful Split Fiction should keep this beautiful-looking game on their radar. It's coming to PC and consoles, including the original Nintendo Switch, and will be playable either locally or online. Mina the Hollower To see this content please enable targeting cookies. Mina the Hollower, the long-awaited new game from Shovel Knight developer Yacht Club Games, got a release date of October 31, 2025 during SGF. This trailer will set off fireworks for anyone familiar with its inspirations: Link's Awakening and the other Game Boy Color Zelda games, for example, as well as the side-scrolling adventures of the Castlevania series. Marvel's Deadpool VR Rather a lot of licensed games made the cut in this Summer Games Fest. Meta's big reveal at SGF was Deadpool VR, another superhero-themed exclusive coming to Quest 3, following last year's killer app Batman: Arkham Shadow. This game stars Neil Patrick Harris as Marvel's Merc with a Mouth, and comes from 'Splosion Man developer Twisted Pixel. As ever, Deadpool's delivered-via-sledgehammer meta humour is something of an acquired taste, yet the recent history of pop culture would suggest it's never been more popular. Deadpool VR's first-person combat and storytelling look authentic to the character, which is either a dream come true or a living nightmare, depending on who you ask. It launches exclusively on Quest 3 and 3S in late 2025. Ill and Mundfish's push into publishing Mundfish, the latest developer to move into publishing, had a big presence in this year's SGF livestream. That included a colourful-if-muddled trailer for Atomic Heart 2, a follow-up to its 2023 hit FPS. But perhaps more interesting was the horror-themed FPS Ill, the debut game from studio Team Clout. What could be more frightening than being chased by dozens of decaying bald men, and occasionally, some fetid-looking evil giant babies? This game will launch on PC, Xbox, PlayStation, but it doesn't have a release date yet. Scott Pilgrim EX Considering the Scott Pilgrim graphic novels ended 15 years ago, the longevity of a story about a down-on-his-luck 20-something fighting all his new partner's exes in sequence continues to amaze. This spiritual sequel to 2010's acclaimed Ubisoft tie-in Scott Pilgrim Vs The World: The Game sees Scott and six of his pals teaming up to fight three different warring gangs who have taken over Toronto. Developer Tribute Gamescomprises staff who worked on that prior Ubisoft title. Pleasingly for fans, too, series creator Bryan Lee O'Malley is behind the story on this project. With four-player co-op part of the mix, Scott Pilgrim EX launches in 2026. Casino Royale's Le Chiffre comes to Hitman: World of Assassination With IO Interactive's James Bond game First Light not arriving until 2026, this reveal was a real treat for fans of 007, and a fun stopgap. Actor Mads Mikkelsen joined IO's Hakan Abrak on-stage in announcing that his Casino Royale villain Le Chiffre has been added to Hitman: World of Assassination's Paris level as a limited-time Elusive Target. Players have until July 6 to take him out. Blighted Guacamelee studio Drinkbox is behind this visually stylish action RPG, which looks like it'll scratch the itch of anyone who got deep into Hades but wants something with a fresh twistto play. The setting is described as a 'psychedelic western nightmare' by the developers, and a 'blighted' mechanic alters the difficulty of the game dynamically depending on how afflicted the player is. It's coming soon to Steam. Stranger Than Heaven First unveiled last year as Project Century, this deeper look at the next project by Like A Dragon developer RGG Studio showed off the game's 1943period Japanese setting, as well as its combat and other gameplay elements like moral choices. Considering the last trailer was set in 1915, it would appear to suggest the game takes place across multiple decades. It's exciting to see this studio trying something a little different, even if some of the parts are superficially similar. Resident Evil Requiem The reveal of the ninth mainline Resident Evil game closed the livestream with a bang. Requiem is slightly hard to grasp from this first trailer, perhaps by design: the protagonist is an agent called Grace Ashcroft, and we see several glimpses of the ruins of Raccoon City amid the horrors in this teaser. No doubt Capcom will gradually put the pieces together in the run-up to its February 27, 2026 release date on PC, Xbox, and PlayStation. It firmly looks like a stylistic follow-up to the first-person hits Resident Evil 7 and Village. On-stage, it was promised the game will feature "high-stakes cinematic action" as well as survival horror. #resident #evil #stranger #than #heaven
    WWW.GAMESINDUSTRY.BIZ
    Resident Evil 9, Stranger Than Heaven, and more of the key reveals from Summer Game Fest 2025
    Resident Evil 9, Stranger Than Heaven, and more of the key reveals from Summer Game Fest 2025 10 highlights from Geoff Keighley's annual livestream Feature by Samuel Roberts Editorial Director Published on June 7, 2025 Geoff Keighley's annual Summer Game Fest showcase had a few big moments, including a major showing from Capcom, some sharp-looking indie games from well-known developers, and a creative tie-in between Hitman and James Bond by IO Interactive. Find a selection of 10 key SGF 2025 highlights below, including all-new reveals and several worthwhile updates on already-announced games. End of Abyss Created by Section 9 Interactive, a Malmö-based studio of developers who worked on the Little Nightmares games, and published by Epic Games itself, this was the horror highlight of SGF. In End of Abyss, a combat technician explores a facility that's riddled with fleshy monsters, in what looks a little like a twin-stick survival horror shooter. New pathways will emerge in the game as players become stronger, suggesting something of a Metroidvania structure. This one doesn't have a specific release date yet beyond 2026, but it's coming to Xbox, PlayStation, and PC. Lego Voyagers This two-player Lego game from the developers of Lego Builders Journey left an impression with a simple but perfect pitch: what if you played as a single Lego brick, and the entire game was built around that notion? Anyone still craving high-value co-op experiences for couch play after finishing this year's wonderful Split Fiction should keep this beautiful-looking game on their radar. It's coming to PC and consoles, including the original Nintendo Switch, and will be playable either locally or online (with only one purchase necessary for the latter). Mina the Hollower To see this content please enable targeting cookies. Mina the Hollower, the long-awaited new game from Shovel Knight developer Yacht Club Games, got a release date of October 31, 2025 during SGF. This trailer will set off fireworks for anyone familiar with its inspirations: Link's Awakening and the other Game Boy Color Zelda games, for example, as well as the side-scrolling adventures of the Castlevania series. Marvel's Deadpool VR Rather a lot of licensed games made the cut in this Summer Games Fest (who could've predicted that this year's livestream would offer viewers a real-time strategy game tie-in to Game of Thrones, a TV show that ended on a contentious note in 2019?). Meta's big reveal at SGF was Deadpool VR, another superhero-themed exclusive coming to Quest 3, following last year's killer app Batman: Arkham Shadow. This game stars Neil Patrick Harris as Marvel's Merc with a Mouth, and comes from 'Splosion Man developer Twisted Pixel. As ever, Deadpool's delivered-via-sledgehammer meta humour is something of an acquired taste, yet the recent history of pop culture would suggest it's never been more popular. Deadpool VR's first-person combat and storytelling look authentic to the character, which is either a dream come true or a living nightmare, depending on who you ask. It launches exclusively on Quest 3 and 3S in late 2025. Ill and Mundfish's push into publishing Mundfish, the latest developer to move into publishing, had a big presence in this year's SGF livestream. That included a colourful-if-muddled trailer for Atomic Heart 2, a follow-up to its 2023 hit FPS. But perhaps more interesting was the horror-themed FPS Ill, the debut game from studio Team Clout. What could be more frightening than being chased by dozens of decaying bald men, and occasionally, some fetid-looking evil giant babies? This game will launch on PC, Xbox, PlayStation, but it doesn't have a release date yet. Scott Pilgrim EX Considering the Scott Pilgrim graphic novels ended 15 years ago, the longevity of a story about a down-on-his-luck 20-something fighting all his new partner's exes in sequence continues to amaze. This spiritual sequel to 2010's acclaimed Ubisoft tie-in Scott Pilgrim Vs The World: The Game sees Scott and six of his pals teaming up to fight three different warring gangs who have taken over Toronto. Developer Tribute Games (creators of the brilliant Teenage Mutant Ninja Turtles: Shredder's Revenge) comprises staff who worked on that prior Ubisoft title. Pleasingly for fans, too, series creator Bryan Lee O'Malley is behind the story on this project. With four-player co-op part of the mix, Scott Pilgrim EX launches in 2026. Casino Royale's Le Chiffre comes to Hitman: World of Assassination With IO Interactive's James Bond game First Light not arriving until 2026, this reveal was a real treat for fans of 007, and a fun stopgap. Actor Mads Mikkelsen joined IO's Hakan Abrak on-stage in announcing that his Casino Royale villain Le Chiffre has been added to Hitman: World of Assassination's Paris level as a limited-time Elusive Target. Players have until July 6 to take him out. Blighted Guacamelee studio Drinkbox is behind this visually stylish action RPG, which looks like it'll scratch the itch of anyone who got deep into Hades but wants something with a fresh twist (or co-op) to play. The setting is described as a 'psychedelic western nightmare' by the developers, and a 'blighted' mechanic alters the difficulty of the game dynamically depending on how afflicted the player is. It's coming soon to Steam. Stranger Than Heaven First unveiled last year as Project Century, this deeper look at the next project by Like A Dragon developer RGG Studio showed off the game's 1943 (seemingly) period Japanese setting, as well as its combat and other gameplay elements like moral choices (of the Xbox 360 era 'spare/kill' variety). Considering the last trailer was set in 1915, it would appear to suggest the game takes place across multiple decades. It's exciting to see this studio trying something a little different, even if some of the parts are superficially similar. Resident Evil Requiem The reveal of the ninth mainline Resident Evil game closed the livestream with a bang. Requiem is slightly hard to grasp from this first trailer, perhaps by design: the protagonist is an agent called Grace Ashcroft, and we see several glimpses of the ruins of Raccoon City amid the horrors in this teaser. No doubt Capcom will gradually put the pieces together in the run-up to its February 27, 2026 release date on PC, Xbox, and PlayStation. It firmly looks like a stylistic follow-up to the first-person hits Resident Evil 7 and Village. On-stage, it was promised the game will feature "high-stakes cinematic action" as well as survival horror.
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  • Everything new at Summer Game Fest 2025: Marvel Tōkon, Resident Evil Requiem and more

    It's early June, which means it's time for a ton of video game events! Rising from the ashes of E3, Geoff Keighley's Summer Game Fest is now the premium gaming event of the year, just inching ahead of… Geoff Keighley's Game Awards in December. Unlike the show it replaced, Summer Game Fest is an egalitarian affair, spotlighting games from AAA developers and small indies across a diverse set of livestreams. SGF 2025 includes 15 individual events running from June 3-9 — you can find the full Summer Game Fest 2025 schedule here — and we're smack dab in the middle of that programming right now.
    We're covering SGF 2025 with a small team on the ground in LA and a far larger group of writers tuning in remotely to the various livestreams. Expect game previews, interviews and reactions to arrive over the coming days, and a boatload of new trailers and release date announcements in between.
    Through it all, we're collating the biggest announcements right here, with links out to more in-depth coverage where we have it, in chronological order.
    Tuesday, June 3
    State of Unreal: The Witcher IV and Fortnite AI
    Epic hitched its wagon to SGF this year, aligning its annual developer Unreal Fest conference, which last took place in the fall of 2024, with the consumer event. The conference was held in Orlando, Florida, from June 2-5, with well over a hundred developer sessions focused on Unreal Engine. The highlight was State of Unreal, which was the first event on the official Summer Game Fest schedule. Amid a bunch of very cool tech demos and announcements, we got some meaningful updates on Epic's own Fortnite and CD PROJEKT RED's upcoming The Witcher IV.

    The Witcher IV was first unveiled at The Game Awards last year, and we've heard very little about it since. At State of Unreal, we got a tech demo for Unreal Engine 5.6, played in real time on a base PS5. The roughly 10-minute slot featured a mix of gameplay and cinematics, and showed off a detailed, bustling world. Perhaps the technical highlight was Nanite Foliage, an extension of UE5's Nanite system for geometry that renders foliage without the level of detail pop-in that is perhaps the most widespread graphical aberration still plaguing games today. On the game side, we saw a town filled with hundreds of NPCs going about their business. The town itself wasn't quite on the scale of The Witcher III's Novigrad City, but nonetheless felt alive in a way beyond anything the last game achieved.
    It's fair to say that Fortnite's moment in the spotlight was… less impressive. Hot on the heels of smooshing a profane Darth Vader AI into the game, Epic announced that creators will be able to roll their own AI NPCs into the game later this year.
    Wednesday, June 4
    PlayStation State of Play: Marvel Tōkon, Silent Hill f and the return of Lumines
    Another company getting a headstart on proceedings was Sony, who threw its third State of Play of the year onto the Summer Game Fest schedule a couple days ahead of the opening night event. It was a packed stream by Sony's standards, with over 20 games and even a surprise hardware announcement.

    The most time was given to Marvel Tōkon: Fighting Souls, a new PlayStation Studios tag fighter that fuses Marvel Superheroes with anime visuals. It's also 4 versus 4, which is wild. It's being developed by Arc System Works, the team perhaps best known for the Guilty Gear series. It's coming to PS5 and PC in 2026. Not-so-coincidentally, Sony also announced Project Defiant, a wireless fight stick that'll support PS5 and PC and arrive in… 2026.
    Elsewhere, we got a parade of release dates, with concrete dates for Sword of the Sea Baby Steps and Silent Hill f. We also got confirmation of that Final Fantasy Tactics remaster, an an all-new... let's call it aspirational "2026" date for Pragmata, which, if you're keeping score, was advertised alongside the launch of the PS5. Great going, Capcom!

    Rounding out the show was a bunch of smaller announcements. We heard about a new Nioh game, Nioh 3, coming in 2026; Suda51's new weirdness Romeo is a Dead Man; and Lumines Arise, a long-awaited return to the Lumines series from the developer behind Tetris Effect.
    Thursday, June 5
    Diddly squat
    There were absolutely no Summer Game Fest events scheduled on Thursday. We assume that's out of respect for antipodean trees, as June 5 was Arbor Day in New Zealand.Friday, June 6
    Summer Game Fest Live: Resident Evil Requiem, Stranger Than Heaven and sequels abound
    It's fair to say that previous Summer Game Fest opening night streams have been… whelming at best. This year's showing was certainly an improvement, not least because there were exponentially fewer mobile game and MMO ads littering the presentation. Yes, folks tracking Gabe Newell's yacht were disappointed that Half-Life 3 didn't show up, and the Silksong crowd remains sad, alone and unloved, but there were nonetheless some huge announcements.

    Perhaps the biggest of all was the "ninth"Resident Evil game. Resident Evil Requiem is said to be a tonal shift compared to the last game, Resident Evil Village. Here's hoping it reinvigorates the series in the same way Resident Evil VII did following the disappointing 6.
    We also heard more from Sega studio Ryu Ga Gotoku about Project Century, which seems to be a 1943 take on the Yakuza series. It's now called Stranger Than Heaven, and there's ajazzy new trailer for your consideration.

    Outside of those big swings, there were sequels to a bunch of mid-sized games, like Atomic Heart, Code Vein and Mortal Shell, and a spiritual sequel of sorts: Scott Pilgrim EX, a beat-em-up that takes the baton from the 2010 Ubisoft brawler Scott Pilgrim vs. the World: The Game.
    There were countless other announcements at the show, including:

    Troy Baker is the big cheese in Mouse: P.I. for Hire
    Here's a silly puppet boxing game you never knew you needed
    Killer Inn turns Werewolf into a multiplayer action game
    Out of Words is a cozy stop-motion co-op adventure from Epic Games
    Lego Voyagers is a co-op puzzle game from the studio behind Builder's Journey
    Mina the Hollower, from the makers of Shovel Knight, arrives on Halloween
    Wu-Tang Clan's new game blends anime with Afro-surrealism

    Day of the Devs: Blighted, Snap & Grab, Blighted and Escape Academy II
    As always, the kickoff show was followed by a Day of the Devs stream, which focused on smaller projects and indie games. You can watch the full stream here.
    Escape Academy has been firmly on our best couch co-op games list for some time, and now it's got a sequel on the way. Escape Academy 2: Back 2 School takes the same basic co-op escape room fun and expands on it, moving away from a level-select map screen and towards a fully 3D school campus for players to explore. So long as the puzzles themselves are as fun as the original, it seems like a winner. 

    Semblance studio Nyamakop is back with new jam called Relooted, a heist game with a unique twist. As in the real world, museums in the West are full of items plundered from African nations under colonialism. Unlike the real world, in Relooted the colonial powers have signed a treaty to return these items to their places of origin, but things aren't going to plan, as many artifacts are finding their way into private collections. It's your job to steal them back. The British Museum is quaking in its boots.

    Here are some of the other games that caught our eye:

    Snap & Grab is No Goblin's campy, photography-based heist game
    Please, Watch the Artwork is a puzzle game with eerie paintings and a sad clown
    Bask in the grotesque pixel-art beauty of Neverway
    Pocket Boss turns corporate data manipulation into a puzzle game
    Tire Boy is a wacky open-world adventure game you can tread all over

    The rest: Ball x Pit, Hitman and 007 First Light

    After Day of the Devs came Devolver. Its Summer Game Fest show was a little more muted than usual, focusing on a single game: Ball x Pit. It's the next game from Kenny Sun, an indie developer who previously made the sleeper hit Mr. Sun's Hatbox. Ball x Pit is being made by a team of more than half a dozen devs, in contrast to Sun's mostly solo prior works. It looks like an interesting mashup of Breakout and base-building mechanics, and there's a demo on Steam available right now.

    Then came IOI, the makers of Hitman, who put together a classic E3-style cringefest, full of awkward pauses, ill-paced demos and repetitive trailers. Honestly, as someone who's been watching game company presentations for two decades or so, it was a nice moment of nostalgia. 
    Away from the marvel of a presenter trying to cope with everything going wrong, the show did have some actual content, with an extended demo of the new James Bond-themed Hitman mission, an announcement that Hitman is coming to iOS and table tops, and a presentation on MindsEye, a game from former GTA producer Leslie Benzies that IOI is publishing. 
    Saturday-Sunday: Xbox and much, much more
    Now you're all caught up. We're expecting a lot of news this weekend, mostly from Xbox on Sunday. We'll be updating this article through the weekend and beyond, but you can find the latest announcements from Summer Game Fest 2025 on our front page.This article originally appeared on Engadget at
    #everything #new #summer #game #fest
    Everything new at Summer Game Fest 2025: Marvel Tōkon, Resident Evil Requiem and more
    It's early June, which means it's time for a ton of video game events! Rising from the ashes of E3, Geoff Keighley's Summer Game Fest is now the premium gaming event of the year, just inching ahead of… Geoff Keighley's Game Awards in December. Unlike the show it replaced, Summer Game Fest is an egalitarian affair, spotlighting games from AAA developers and small indies across a diverse set of livestreams. SGF 2025 includes 15 individual events running from June 3-9 — you can find the full Summer Game Fest 2025 schedule here — and we're smack dab in the middle of that programming right now. We're covering SGF 2025 with a small team on the ground in LA and a far larger group of writers tuning in remotely to the various livestreams. Expect game previews, interviews and reactions to arrive over the coming days, and a boatload of new trailers and release date announcements in between. Through it all, we're collating the biggest announcements right here, with links out to more in-depth coverage where we have it, in chronological order. Tuesday, June 3 State of Unreal: The Witcher IV and Fortnite AI Epic hitched its wagon to SGF this year, aligning its annual developer Unreal Fest conference, which last took place in the fall of 2024, with the consumer event. The conference was held in Orlando, Florida, from June 2-5, with well over a hundred developer sessions focused on Unreal Engine. The highlight was State of Unreal, which was the first event on the official Summer Game Fest schedule. Amid a bunch of very cool tech demos and announcements, we got some meaningful updates on Epic's own Fortnite and CD PROJEKT RED's upcoming The Witcher IV. The Witcher IV was first unveiled at The Game Awards last year, and we've heard very little about it since. At State of Unreal, we got a tech demo for Unreal Engine 5.6, played in real time on a base PS5. The roughly 10-minute slot featured a mix of gameplay and cinematics, and showed off a detailed, bustling world. Perhaps the technical highlight was Nanite Foliage, an extension of UE5's Nanite system for geometry that renders foliage without the level of detail pop-in that is perhaps the most widespread graphical aberration still plaguing games today. On the game side, we saw a town filled with hundreds of NPCs going about their business. The town itself wasn't quite on the scale of The Witcher III's Novigrad City, but nonetheless felt alive in a way beyond anything the last game achieved. It's fair to say that Fortnite's moment in the spotlight was… less impressive. Hot on the heels of smooshing a profane Darth Vader AI into the game, Epic announced that creators will be able to roll their own AI NPCs into the game later this year. Wednesday, June 4 PlayStation State of Play: Marvel Tōkon, Silent Hill f and the return of Lumines Another company getting a headstart on proceedings was Sony, who threw its third State of Play of the year onto the Summer Game Fest schedule a couple days ahead of the opening night event. It was a packed stream by Sony's standards, with over 20 games and even a surprise hardware announcement. The most time was given to Marvel Tōkon: Fighting Souls, a new PlayStation Studios tag fighter that fuses Marvel Superheroes with anime visuals. It's also 4 versus 4, which is wild. It's being developed by Arc System Works, the team perhaps best known for the Guilty Gear series. It's coming to PS5 and PC in 2026. Not-so-coincidentally, Sony also announced Project Defiant, a wireless fight stick that'll support PS5 and PC and arrive in… 2026. Elsewhere, we got a parade of release dates, with concrete dates for Sword of the Sea Baby Steps and Silent Hill f. We also got confirmation of that Final Fantasy Tactics remaster, an an all-new... let's call it aspirational "2026" date for Pragmata, which, if you're keeping score, was advertised alongside the launch of the PS5. Great going, Capcom! Rounding out the show was a bunch of smaller announcements. We heard about a new Nioh game, Nioh 3, coming in 2026; Suda51's new weirdness Romeo is a Dead Man; and Lumines Arise, a long-awaited return to the Lumines series from the developer behind Tetris Effect. Thursday, June 5 Diddly squat There were absolutely no Summer Game Fest events scheduled on Thursday. We assume that's out of respect for antipodean trees, as June 5 was Arbor Day in New Zealand.Friday, June 6 Summer Game Fest Live: Resident Evil Requiem, Stranger Than Heaven and sequels abound It's fair to say that previous Summer Game Fest opening night streams have been… whelming at best. This year's showing was certainly an improvement, not least because there were exponentially fewer mobile game and MMO ads littering the presentation. Yes, folks tracking Gabe Newell's yacht were disappointed that Half-Life 3 didn't show up, and the Silksong crowd remains sad, alone and unloved, but there were nonetheless some huge announcements. Perhaps the biggest of all was the "ninth"Resident Evil game. Resident Evil Requiem is said to be a tonal shift compared to the last game, Resident Evil Village. Here's hoping it reinvigorates the series in the same way Resident Evil VII did following the disappointing 6. We also heard more from Sega studio Ryu Ga Gotoku about Project Century, which seems to be a 1943 take on the Yakuza series. It's now called Stranger Than Heaven, and there's ajazzy new trailer for your consideration. Outside of those big swings, there were sequels to a bunch of mid-sized games, like Atomic Heart, Code Vein and Mortal Shell, and a spiritual sequel of sorts: Scott Pilgrim EX, a beat-em-up that takes the baton from the 2010 Ubisoft brawler Scott Pilgrim vs. the World: The Game. There were countless other announcements at the show, including: Troy Baker is the big cheese in Mouse: P.I. for Hire Here's a silly puppet boxing game you never knew you needed Killer Inn turns Werewolf into a multiplayer action game Out of Words is a cozy stop-motion co-op adventure from Epic Games Lego Voyagers is a co-op puzzle game from the studio behind Builder's Journey Mina the Hollower, from the makers of Shovel Knight, arrives on Halloween Wu-Tang Clan's new game blends anime with Afro-surrealism Day of the Devs: Blighted, Snap & Grab, Blighted and Escape Academy II As always, the kickoff show was followed by a Day of the Devs stream, which focused on smaller projects and indie games. You can watch the full stream here. Escape Academy has been firmly on our best couch co-op games list for some time, and now it's got a sequel on the way. Escape Academy 2: Back 2 School takes the same basic co-op escape room fun and expands on it, moving away from a level-select map screen and towards a fully 3D school campus for players to explore. So long as the puzzles themselves are as fun as the original, it seems like a winner.  Semblance studio Nyamakop is back with new jam called Relooted, a heist game with a unique twist. As in the real world, museums in the West are full of items plundered from African nations under colonialism. Unlike the real world, in Relooted the colonial powers have signed a treaty to return these items to their places of origin, but things aren't going to plan, as many artifacts are finding their way into private collections. It's your job to steal them back. The British Museum is quaking in its boots. Here are some of the other games that caught our eye: Snap & Grab is No Goblin's campy, photography-based heist game Please, Watch the Artwork is a puzzle game with eerie paintings and a sad clown Bask in the grotesque pixel-art beauty of Neverway Pocket Boss turns corporate data manipulation into a puzzle game Tire Boy is a wacky open-world adventure game you can tread all over The rest: Ball x Pit, Hitman and 007 First Light After Day of the Devs came Devolver. Its Summer Game Fest show was a little more muted than usual, focusing on a single game: Ball x Pit. It's the next game from Kenny Sun, an indie developer who previously made the sleeper hit Mr. Sun's Hatbox. Ball x Pit is being made by a team of more than half a dozen devs, in contrast to Sun's mostly solo prior works. It looks like an interesting mashup of Breakout and base-building mechanics, and there's a demo on Steam available right now. Then came IOI, the makers of Hitman, who put together a classic E3-style cringefest, full of awkward pauses, ill-paced demos and repetitive trailers. Honestly, as someone who's been watching game company presentations for two decades or so, it was a nice moment of nostalgia.  Away from the marvel of a presenter trying to cope with everything going wrong, the show did have some actual content, with an extended demo of the new James Bond-themed Hitman mission, an announcement that Hitman is coming to iOS and table tops, and a presentation on MindsEye, a game from former GTA producer Leslie Benzies that IOI is publishing.  Saturday-Sunday: Xbox and much, much more Now you're all caught up. We're expecting a lot of news this weekend, mostly from Xbox on Sunday. We'll be updating this article through the weekend and beyond, but you can find the latest announcements from Summer Game Fest 2025 on our front page.This article originally appeared on Engadget at #everything #new #summer #game #fest
    WWW.ENGADGET.COM
    Everything new at Summer Game Fest 2025: Marvel Tōkon, Resident Evil Requiem and more
    It's early June, which means it's time for a ton of video game events! Rising from the ashes of E3, Geoff Keighley's Summer Game Fest is now the premium gaming event of the year, just inching ahead of… Geoff Keighley's Game Awards in December. Unlike the show it replaced, Summer Game Fest is an egalitarian affair, spotlighting games from AAA developers and small indies across a diverse set of livestreams. SGF 2025 includes 15 individual events running from June 3-9 — you can find the full Summer Game Fest 2025 schedule here — and we're smack dab in the middle of that programming right now. We're covering SGF 2025 with a small team on the ground in LA and a far larger group of writers tuning in remotely to the various livestreams. Expect game previews, interviews and reactions to arrive over the coming days (the show's in-person component runs from Saturday-Monday), and a boatload of new trailers and release date announcements in between. Through it all, we're collating the biggest announcements right here, with links out to more in-depth coverage where we have it, in chronological order. Tuesday, June 3 State of Unreal: The Witcher IV and Fortnite AI Epic hitched its wagon to SGF this year, aligning its annual developer Unreal Fest conference, which last took place in the fall of 2024, with the consumer event. The conference was held in Orlando, Florida, from June 2-5, with well over a hundred developer sessions focused on Unreal Engine. The highlight was State of Unreal, which was the first event on the official Summer Game Fest schedule. Amid a bunch of very cool tech demos and announcements, we got some meaningful updates on Epic's own Fortnite and CD PROJEKT RED's upcoming The Witcher IV. The Witcher IV was first unveiled at The Game Awards last year, and we've heard very little about it since. At State of Unreal, we got a tech demo for Unreal Engine 5.6, played in real time on a base PS5. The roughly 10-minute slot featured a mix of gameplay and cinematics, and showed off a detailed, bustling world. Perhaps the technical highlight was Nanite Foliage, an extension of UE5's Nanite system for geometry that renders foliage without the level of detail pop-in that is perhaps the most widespread graphical aberration still plaguing games today. On the game side, we saw a town filled with hundreds of NPCs going about their business. The town itself wasn't quite on the scale of The Witcher III's Novigrad City, but nonetheless felt alive in a way beyond anything the last game achieved. It's fair to say that Fortnite's moment in the spotlight was… less impressive. Hot on the heels of smooshing a profane Darth Vader AI into the game, Epic announced that creators will be able to roll their own AI NPCs into the game later this year. Wednesday, June 4 PlayStation State of Play: Marvel Tōkon, Silent Hill f and the return of Lumines Another company getting a headstart on proceedings was Sony, who threw its third State of Play of the year onto the Summer Game Fest schedule a couple days ahead of the opening night event. It was a packed stream by Sony's standards, with over 20 games and even a surprise hardware announcement. The most time was given to Marvel Tōkon: Fighting Souls, a new PlayStation Studios tag fighter that fuses Marvel Superheroes with anime visuals. It's also 4 versus 4, which is wild. It's being developed by Arc System Works, the team perhaps best known for the Guilty Gear series. It's coming to PS5 and PC in 2026. Not-so-coincidentally, Sony also announced Project Defiant, a wireless fight stick that'll support PS5 and PC and arrive in… 2026. Elsewhere, we got a parade of release dates, with concrete dates for Sword of the Sea (August 19) Baby Steps (September 8) and Silent Hill f (September 25). We also got confirmation of that Final Fantasy Tactics remaster (coming September 30), an an all-new... let's call it aspirational "2026" date for Pragmata, which, if you're keeping score, was advertised alongside the launch of the PS5. Great going, Capcom! Rounding out the show was a bunch of smaller announcements. We heard about a new Nioh game, Nioh 3, coming in 2026; Suda51's new weirdness Romeo is a Dead Man; and Lumines Arise, a long-awaited return to the Lumines series from the developer behind Tetris Effect. Thursday, June 5 Diddly squat There were absolutely no Summer Game Fest events scheduled on Thursday. We assume that's out of respect for antipodean trees, as June 5 was Arbor Day in New Zealand. (It's probably because everyone was playing Nintendo Switch 2.) Friday, June 6 Summer Game Fest Live: Resident Evil Requiem, Stranger Than Heaven and sequels abound It's fair to say that previous Summer Game Fest opening night streams have been… whelming at best. This year's showing was certainly an improvement, not least because there were exponentially fewer mobile game and MMO ads littering the presentation. Yes, folks tracking Gabe Newell's yacht were disappointed that Half-Life 3 didn't show up, and the Silksong crowd remains sad, alone and unloved, but there were nonetheless some huge announcements. Perhaps the biggest of all was the "ninth" (Zero and Code Veronica erasure is real) Resident Evil game. Resident Evil Requiem is said to be a tonal shift compared to the last game, Resident Evil Village. Here's hoping it reinvigorates the series in the same way Resident Evil VII did following the disappointing 6. We also heard more from Sega studio Ryu Ga Gotoku about Project Century, which seems to be a 1943 take on the Yakuza series. It's now called Stranger Than Heaven, and there's a (literally) jazzy new trailer for your consideration. Outside of those big swings, there were sequels to a bunch of mid-sized games, like Atomic Heart, Code Vein and Mortal Shell, and a spiritual sequel of sorts: Scott Pilgrim EX, a beat-em-up that takes the baton from the 2010 Ubisoft brawler Scott Pilgrim vs. the World: The Game. There were countless other announcements at the show, including: Troy Baker is the big cheese in Mouse: P.I. for Hire Here's a silly puppet boxing game you never knew you needed Killer Inn turns Werewolf into a multiplayer action game Out of Words is a cozy stop-motion co-op adventure from Epic Games Lego Voyagers is a co-op puzzle game from the studio behind Builder's Journey Mina the Hollower, from the makers of Shovel Knight, arrives on Halloween Wu-Tang Clan's new game blends anime with Afro-surrealism Day of the Devs: Blighted, Snap & Grab, Blighted and Escape Academy II As always, the kickoff show was followed by a Day of the Devs stream, which focused on smaller projects and indie games. You can watch the full stream here. Escape Academy has been firmly on our best couch co-op games list for some time, and now it's got a sequel on the way. Escape Academy 2: Back 2 School takes the same basic co-op escape room fun and expands on it, moving away from a level-select map screen and towards a fully 3D school campus for players to explore. So long as the puzzles themselves are as fun as the original, it seems like a winner.  Semblance studio Nyamakop is back with new jam called Relooted, a heist game with a unique twist. As in the real world, museums in the West are full of items plundered from African nations under colonialism. Unlike the real world, in Relooted the colonial powers have signed a treaty to return these items to their places of origin, but things aren't going to plan, as many artifacts are finding their way into private collections. It's your job to steal them back. The British Museum is quaking in its boots. Here are some of the other games that caught our eye: Snap & Grab is No Goblin's campy, photography-based heist game Please, Watch the Artwork is a puzzle game with eerie paintings and a sad clown Bask in the grotesque pixel-art beauty of Neverway Pocket Boss turns corporate data manipulation into a puzzle game Tire Boy is a wacky open-world adventure game you can tread all over The rest: Ball x Pit, Hitman and 007 First Light After Day of the Devs came Devolver. Its Summer Game Fest show was a little more muted than usual, focusing on a single game: Ball x Pit. It's the next game from Kenny Sun, an indie developer who previously made the sleeper hit Mr. Sun's Hatbox. Ball x Pit is being made by a team of more than half a dozen devs, in contrast to Sun's mostly solo prior works. It looks like an interesting mashup of Breakout and base-building mechanics, and there's a demo on Steam available right now. Then came IOI, the makers of Hitman, who put together a classic E3-style cringefest, full of awkward pauses, ill-paced demos and repetitive trailers. Honestly, as someone who's been watching game company presentations for two decades or so, it was a nice moment of nostalgia.  Away from the marvel of a presenter trying to cope with everything going wrong, the show did have some actual content, with an extended demo of the new James Bond-themed Hitman mission, an announcement that Hitman is coming to iOS and table tops, and a presentation on MindsEye, a game from former GTA producer Leslie Benzies that IOI is publishing.  Saturday-Sunday: Xbox and much, much more Now you're all caught up. We're expecting a lot of news this weekend, mostly from Xbox on Sunday. We'll be updating this article through the weekend and beyond, but you can find the latest announcements from Summer Game Fest 2025 on our front page.This article originally appeared on Engadget at https://www.engadget.com/gaming/everything-new-at-summer-game-fest-2025-marvel-tokon-resident-evil-requiem-and-more-185425995.html?src=rss
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  • SpaceX Starship Flight 9 Reuses Booster, Gathers Key Data Despite Loss

    Photo Credit: SpaceX SpaceX Starship Flight 9 Reuses Booster, Gathers Key Data Despite Loss

    Highlights

    First reuse of Super Heavy booster marks key Starship milestone
    Ship reached space but failed to deploy dummy Starlink satellites
    Valuable reentry and tile test data collected despite stage losses

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    SpaceX launched its ninth Starship test flight on May 27 that featured the first-ever significant reuse of Starship hardware. As planned on Flight 9, Starship's two stages separated successfully, and the upper stage even reached space. However, both were ultimately lost before completing their objectives. Despite these setbacks, the mission yielded valuable data which inspires SpaceX's iterative approach to innovation as it aims to create a fully reusable launch system for space missions. This test flight exhibited successful reuse of a Super Heavy booster and aimed to demonstrate improved hardware performance.Previous test flightsAccording to official site of SpaceX, Starship's two stages are one giant booster called Super Heavy and a 171-foot-tallupper-stage spacecraft known as Starship, or simply "Ship." Both are powered by SpaceX's new Raptor engine — 33 of them for Super Heavy and six for Ship.On Flight 7 and Flight 8 the Super Heavy performed flawlessly, acing its engine burn and then returning to Starbase for a catch by the launch tower's "chopstick" arms. But Ship had problems: It exploded less than 10 minutes after launch on both missions, raining debris down on the Turks and Caicos Islands and The Bahamas, respectively.Advancements in flight 9In flight 9, SpaceX reused a Super Heavy booster for the first time, swapping out just four of its 33 Raptor engines after its initial flight in January. The booster also conducted a new atmospheric entry experiment, entering at a higher angle to collect data on aerodynamic control. Meanwhile, Shipwas tasked with deploying eight dummy Starlink satellites.Despite the promising advances, Flight 9 encountered several failures. Super Heavy broke apart roughly six minutes after launch during its return burn, and Ship lost control due to a fuel tank leak. The upper stage began tumbling, which prevented a planned in-space engine relight and led to a destructive reentry over the Indian Ocean. Still, SpaceX gained critical data, particularly on tile performance and active cooling systems.

     

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    SpaceX, Starship, Super Heavy, Starship Flight 9, Elon Musk, Rocket Reuse, Raptor Engine, Space Launch, Space Innovation, Starlink, Reusable Rocket

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    #spacex #starship #flight #reuses #booster
    SpaceX Starship Flight 9 Reuses Booster, Gathers Key Data Despite Loss
    Photo Credit: SpaceX SpaceX Starship Flight 9 Reuses Booster, Gathers Key Data Despite Loss Highlights First reuse of Super Heavy booster marks key Starship milestone Ship reached space but failed to deploy dummy Starlink satellites Valuable reentry and tile test data collected despite stage losses Advertisement SpaceX launched its ninth Starship test flight on May 27 that featured the first-ever significant reuse of Starship hardware. As planned on Flight 9, Starship's two stages separated successfully, and the upper stage even reached space. However, both were ultimately lost before completing their objectives. Despite these setbacks, the mission yielded valuable data which inspires SpaceX's iterative approach to innovation as it aims to create a fully reusable launch system for space missions. This test flight exhibited successful reuse of a Super Heavy booster and aimed to demonstrate improved hardware performance.Previous test flightsAccording to official site of SpaceX, Starship's two stages are one giant booster called Super Heavy and a 171-foot-tallupper-stage spacecraft known as Starship, or simply "Ship." Both are powered by SpaceX's new Raptor engine — 33 of them for Super Heavy and six for Ship.On Flight 7 and Flight 8 the Super Heavy performed flawlessly, acing its engine burn and then returning to Starbase for a catch by the launch tower's "chopstick" arms. But Ship had problems: It exploded less than 10 minutes after launch on both missions, raining debris down on the Turks and Caicos Islands and The Bahamas, respectively.Advancements in flight 9In flight 9, SpaceX reused a Super Heavy booster for the first time, swapping out just four of its 33 Raptor engines after its initial flight in January. The booster also conducted a new atmospheric entry experiment, entering at a higher angle to collect data on aerodynamic control. Meanwhile, Shipwas tasked with deploying eight dummy Starlink satellites.Despite the promising advances, Flight 9 encountered several failures. Super Heavy broke apart roughly six minutes after launch during its return burn, and Ship lost control due to a fuel tank leak. The upper stage began tumbling, which prevented a planned in-space engine relight and led to a destructive reentry over the Indian Ocean. Still, SpaceX gained critical data, particularly on tile performance and active cooling systems.   For the latest tech news and reviews, follow Gadgets 360 on X, Facebook, WhatsApp, Threads and Google News. For the latest videos on gadgets and tech, subscribe to our YouTube channel. If you want to know everything about top influencers, follow our in-house Who'sThat360 on Instagram and YouTube. Further reading: SpaceX, Starship, Super Heavy, Starship Flight 9, Elon Musk, Rocket Reuse, Raptor Engine, Space Launch, Space Innovation, Starlink, Reusable Rocket Gadgets 360 Staff The resident bot. If you email me, a human will respond. More Related Stories #spacex #starship #flight #reuses #booster
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    SpaceX Starship Flight 9 Reuses Booster, Gathers Key Data Despite Loss
    Photo Credit: SpaceX SpaceX Starship Flight 9 Reuses Booster, Gathers Key Data Despite Loss Highlights First reuse of Super Heavy booster marks key Starship milestone Ship reached space but failed to deploy dummy Starlink satellites Valuable reentry and tile test data collected despite stage losses Advertisement SpaceX launched its ninth Starship test flight on May 27 that featured the first-ever significant reuse of Starship hardware. As planned on Flight 9, Starship's two stages separated successfully, and the upper stage even reached space. However, both were ultimately lost before completing their objectives. Despite these setbacks, the mission yielded valuable data which inspires SpaceX's iterative approach to innovation as it aims to create a fully reusable launch system for space missions. This test flight exhibited successful reuse of a Super Heavy booster and aimed to demonstrate improved hardware performance.Previous test flightsAccording to official site of SpaceX, Starship's two stages are one giant booster called Super Heavy and a 171-foot-tall (52 meters) upper-stage spacecraft known as Starship, or simply "Ship." Both are powered by SpaceX's new Raptor engine — 33 of them for Super Heavy and six for Ship.On Flight 7 and Flight 8 the Super Heavy performed flawlessly, acing its engine burn and then returning to Starbase for a catch by the launch tower's "chopstick" arms. But Ship had problems: It exploded less than 10 minutes after launch on both missions, raining debris down on the Turks and Caicos Islands and The Bahamas, respectively.Advancements in flight 9In flight 9, SpaceX reused a Super Heavy booster for the first time, swapping out just four of its 33 Raptor engines after its initial flight in January. The booster also conducted a new atmospheric entry experiment, entering at a higher angle to collect data on aerodynamic control. Meanwhile, Ship (the upper stage) was tasked with deploying eight dummy Starlink satellites.Despite the promising advances, Flight 9 encountered several failures. Super Heavy broke apart roughly six minutes after launch during its return burn, and Ship lost control due to a fuel tank leak. The upper stage began tumbling, which prevented a planned in-space engine relight and led to a destructive reentry over the Indian Ocean. Still, SpaceX gained critical data, particularly on tile performance and active cooling systems.   For the latest tech news and reviews, follow Gadgets 360 on X, Facebook, WhatsApp, Threads and Google News. For the latest videos on gadgets and tech, subscribe to our YouTube channel. If you want to know everything about top influencers, follow our in-house Who'sThat360 on Instagram and YouTube. Further reading: SpaceX, Starship, Super Heavy, Starship Flight 9, Elon Musk, Rocket Reuse, Raptor Engine, Space Launch, Space Innovation, Starlink, Reusable Rocket Gadgets 360 Staff The resident bot. If you email me, a human will respond. More Related Stories
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  • Elon Musk’s SpaceX City Starbase Faces Opposition from Its Texas Neighbors

    May 29, 20255 min readSpaceX’s Starbase Is Officially a City. Some Neighbors Aren’t ThrilledStarbase, SpaceX’s launch site turned company town in South Texas, faces local opposition from residents outside the city limitsBy Paola Rosa-Aquino edited by Lee BillingsSpaceX rockets stand near the end of a neighborhood street in the company’s Starbase launch complex in this photograph from October 2021. Starbase was officially incorporated as a city of Cameron County, Texas in May 2025. Mark Felix/Bloomberg via Getty ImagesBefore SpaceX’s Starship lost control and exploded over the Indian Ocean during its ninth test flight, the 400-foot-tall megarocket blasted off from Texas’s newest city.Starbase, situated on 1.5 square miles of the Lone Star State’s southernmost tip in the Rio Grande Valley, is mostly made up of SpaceX employees living on company-owned property and abuts a habitat for endangered wildlife, as well as a public beach.Starbase serves as the main testing and launch location for Starship, SpaceX’s planned fully reusable spacecraft, which is meant to revolutionize human and uncrewed space travel with its gargantuan payload capacity and rapid-fire flight cadence. If Starship’s development proceeds as planned, the megarocket could soon be ferrying crew and cargo alike to multiple otherworldly destinations—such as the lunar surface, for NASA’s Artemis program, and Mars, in fulfillment of SpaceX founder Elon Musk’s long-stated dream. But nearby residents worry about less glamorous local effects, fearing that a town built around the space company could continue SpaceX’s alleged pattern of polluting the area and blocking access to the nearby beach and other open public spaces.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.“SpaceX has already proven itself to be an extremely bad neighbor,” says Christopher Basaldú, an anthropologist and environmentalist and co-founder of the South Texas Environmental Justice Network, who lives in nearby Brownsville, Tex. SpaceX did not immediately respond to a request for comment.Long before it was Starbase, the area’s beaches, tidal flats and wetlands were of great significance to the Indigenous Carrizo/Comecrudo people. Many of them still live nearby as members of the modern-day Carrizo/Comecrudo Tribe of Texas. Today the area is largely Latino and among the poorest in the country. Musk’s space company began buying up property there in 2012; ever since company housing and rocket-related infrastructure have steadily sprouted.“We’ve grown quite a bit just in the last couple of years. It’s a couple hundred employeestheir families, living amongst actual rockets,” said Daniel Huot, a SpaceX communications manager, during a company livestream before Tuesday’s Starship test flight.Huot added that the move to incorporate what was formerly Boca Chica Village as Starbase will help the company “scale more quicklytry to build out the best community possible for all the people that are building the future of humanity’s place in space.”Even before SpaceX began launching rockets at the site, neighbors complained about potential environmental woes stemming from the company’s operations. In a 2018 press conference, Musk dismissed such concerns, saying “We’ve got a lot of land with no one around, and so ifblows up, it’s cool.”The first launch of the 40-story-tall Starship vehicle in April 2023 didn’t entirely proceed as planned—it blew up the concrete launch pad and left a literal crater behind. Particulate debris, as well as concrete and steel shrapnel from the botched launch, scattered far and wide across the surrounding landscape, igniting fires and slamming into protected habitats and public beaches. Ash, dust and sand grains hurled aloft by this first Starship flight test rained down as far out as Port Isabel, Tex., about five miles from the launch site.Local environmentalists have also sounded the alarm on how the company’s activities at Starbase could increase chemical and sonic pollution that puts migratory birds and other vulnerable endangered species in the area at greater risk.Despite these brewing tensions, Starbase was incorporated in early May, making it the first new city in Cameron County, Texas, in 30 years.Only people who live in the immediate area—almost all of them SpaceX employees—were eligible to vote for the new city. Residents voted 212 for and six against. The city’s mayor and commissioners—all current or former SpaceX employees—ran unopposed. “Nowstolen away not only a neighborhood but the land around it, which had been basically environmentally untouched areas,” says Basaldú, who is a member of the Carrizo/Comecrudo Tribe.Starbase’s boundaries snake along State Highway 4, which provides the only access to both Starbase and the open-to-the-public Boca Chica Beach. A bill pending in the Texas Legislature would shift control over weekday closures of the beach and nearby roadways from the county commissioners to Starbase city leaders now that Starbase is a municipality under law.“As a community, we were there first,” says Suquiery Santillana, a resident of nearby Brownsville, Tex., who has visited Boca Chica Beach since childhood. “I’m almost 50, and now my grandkids are going.” Her family’s trips to the isolated shoreline now include wide-eyed roadside spectators from all across the country who want to catch a glimpse of the SpaceX launch site. While Santillana is happy that SpaceX has brought jobs to the area, she would like the company to communicate more about upcoming closures and launch plans with locals.Members of the Carrizo/Comecrudo Tribe also trace their creation story to this once-pristine beach. The intermittent access restrictions imposed by SpaceX’s launches, some tribe members say, limit them from freely participating in traditions such as fishing and tribal ceremonies that have been taking place on their ancestral land for thousands of years.Activity at the site could soon ramp up even more. On May 22 the Federal Aviation Administrationannounced it had granted approval for SpaceX to increase the annual number of Starbase launches from five to 25. Eventually, Starship flights from the site could far exceed that because the vehicle is designed for very fast turnaround times and an unprecedentedly high launch cadence. Starship’s sheer size, coupled with more frequent launches, could balloon Starbase’s overall environmental footprint while also essentially shutting down Highway 4 for much of the year. The FAA did not immediately respond to a request for comment.For now, Starbase is poised to continue its rapid development and expansion, with plans in the works for more housing, offices and rocket launch facilities. Jim Chapman of the local environmental justice nonprofit RGVworries that Starbase’s incorporation could allow SpaceX to skirt important regulatory hurdles. “fewer layers of bureaucracy thatto go through and get approval from,” he says. “But on the other hand, I haven’t really seen the county denyinganything.”As SpaceX vies to fly ever more powerful rockets in pursuit of Musk’s interplanetary aspirations, local residents also fear that the company’s launch activity and its proximity to new natural gas projects could pose grave threats to Rio Grande Valley communities. One such project currently under construction is less than six miles from the launch site—too close for comfort, some critics say, given the possibility of volatile explosions sparked by showers of fiery rocket debris.If Musk’s latest projections are to be trusted, additional Starship test flights will blast off from Starbase every few weeks for the rest of the summer. Time will tell if the company will be mindful of those who live next door.
    #elon #musks #spacex #city #starbase
    Elon Musk’s SpaceX City Starbase Faces Opposition from Its Texas Neighbors
    May 29, 20255 min readSpaceX’s Starbase Is Officially a City. Some Neighbors Aren’t ThrilledStarbase, SpaceX’s launch site turned company town in South Texas, faces local opposition from residents outside the city limitsBy Paola Rosa-Aquino edited by Lee BillingsSpaceX rockets stand near the end of a neighborhood street in the company’s Starbase launch complex in this photograph from October 2021. Starbase was officially incorporated as a city of Cameron County, Texas in May 2025. Mark Felix/Bloomberg via Getty ImagesBefore SpaceX’s Starship lost control and exploded over the Indian Ocean during its ninth test flight, the 400-foot-tall megarocket blasted off from Texas’s newest city.Starbase, situated on 1.5 square miles of the Lone Star State’s southernmost tip in the Rio Grande Valley, is mostly made up of SpaceX employees living on company-owned property and abuts a habitat for endangered wildlife, as well as a public beach.Starbase serves as the main testing and launch location for Starship, SpaceX’s planned fully reusable spacecraft, which is meant to revolutionize human and uncrewed space travel with its gargantuan payload capacity and rapid-fire flight cadence. If Starship’s development proceeds as planned, the megarocket could soon be ferrying crew and cargo alike to multiple otherworldly destinations—such as the lunar surface, for NASA’s Artemis program, and Mars, in fulfillment of SpaceX founder Elon Musk’s long-stated dream. But nearby residents worry about less glamorous local effects, fearing that a town built around the space company could continue SpaceX’s alleged pattern of polluting the area and blocking access to the nearby beach and other open public spaces.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.“SpaceX has already proven itself to be an extremely bad neighbor,” says Christopher Basaldú, an anthropologist and environmentalist and co-founder of the South Texas Environmental Justice Network, who lives in nearby Brownsville, Tex. SpaceX did not immediately respond to a request for comment.Long before it was Starbase, the area’s beaches, tidal flats and wetlands were of great significance to the Indigenous Carrizo/Comecrudo people. Many of them still live nearby as members of the modern-day Carrizo/Comecrudo Tribe of Texas. Today the area is largely Latino and among the poorest in the country. Musk’s space company began buying up property there in 2012; ever since company housing and rocket-related infrastructure have steadily sprouted.“We’ve grown quite a bit just in the last couple of years. It’s a couple hundred employeestheir families, living amongst actual rockets,” said Daniel Huot, a SpaceX communications manager, during a company livestream before Tuesday’s Starship test flight.Huot added that the move to incorporate what was formerly Boca Chica Village as Starbase will help the company “scale more quicklytry to build out the best community possible for all the people that are building the future of humanity’s place in space.”Even before SpaceX began launching rockets at the site, neighbors complained about potential environmental woes stemming from the company’s operations. In a 2018 press conference, Musk dismissed such concerns, saying “We’ve got a lot of land with no one around, and so ifblows up, it’s cool.”The first launch of the 40-story-tall Starship vehicle in April 2023 didn’t entirely proceed as planned—it blew up the concrete launch pad and left a literal crater behind. Particulate debris, as well as concrete and steel shrapnel from the botched launch, scattered far and wide across the surrounding landscape, igniting fires and slamming into protected habitats and public beaches. Ash, dust and sand grains hurled aloft by this first Starship flight test rained down as far out as Port Isabel, Tex., about five miles from the launch site.Local environmentalists have also sounded the alarm on how the company’s activities at Starbase could increase chemical and sonic pollution that puts migratory birds and other vulnerable endangered species in the area at greater risk.Despite these brewing tensions, Starbase was incorporated in early May, making it the first new city in Cameron County, Texas, in 30 years.Only people who live in the immediate area—almost all of them SpaceX employees—were eligible to vote for the new city. Residents voted 212 for and six against. The city’s mayor and commissioners—all current or former SpaceX employees—ran unopposed. “Nowstolen away not only a neighborhood but the land around it, which had been basically environmentally untouched areas,” says Basaldú, who is a member of the Carrizo/Comecrudo Tribe.Starbase’s boundaries snake along State Highway 4, which provides the only access to both Starbase and the open-to-the-public Boca Chica Beach. A bill pending in the Texas Legislature would shift control over weekday closures of the beach and nearby roadways from the county commissioners to Starbase city leaders now that Starbase is a municipality under law.“As a community, we were there first,” says Suquiery Santillana, a resident of nearby Brownsville, Tex., who has visited Boca Chica Beach since childhood. “I’m almost 50, and now my grandkids are going.” Her family’s trips to the isolated shoreline now include wide-eyed roadside spectators from all across the country who want to catch a glimpse of the SpaceX launch site. While Santillana is happy that SpaceX has brought jobs to the area, she would like the company to communicate more about upcoming closures and launch plans with locals.Members of the Carrizo/Comecrudo Tribe also trace their creation story to this once-pristine beach. The intermittent access restrictions imposed by SpaceX’s launches, some tribe members say, limit them from freely participating in traditions such as fishing and tribal ceremonies that have been taking place on their ancestral land for thousands of years.Activity at the site could soon ramp up even more. On May 22 the Federal Aviation Administrationannounced it had granted approval for SpaceX to increase the annual number of Starbase launches from five to 25. Eventually, Starship flights from the site could far exceed that because the vehicle is designed for very fast turnaround times and an unprecedentedly high launch cadence. Starship’s sheer size, coupled with more frequent launches, could balloon Starbase’s overall environmental footprint while also essentially shutting down Highway 4 for much of the year. The FAA did not immediately respond to a request for comment.For now, Starbase is poised to continue its rapid development and expansion, with plans in the works for more housing, offices and rocket launch facilities. Jim Chapman of the local environmental justice nonprofit RGVworries that Starbase’s incorporation could allow SpaceX to skirt important regulatory hurdles. “fewer layers of bureaucracy thatto go through and get approval from,” he says. “But on the other hand, I haven’t really seen the county denyinganything.”As SpaceX vies to fly ever more powerful rockets in pursuit of Musk’s interplanetary aspirations, local residents also fear that the company’s launch activity and its proximity to new natural gas projects could pose grave threats to Rio Grande Valley communities. One such project currently under construction is less than six miles from the launch site—too close for comfort, some critics say, given the possibility of volatile explosions sparked by showers of fiery rocket debris.If Musk’s latest projections are to be trusted, additional Starship test flights will blast off from Starbase every few weeks for the rest of the summer. Time will tell if the company will be mindful of those who live next door. #elon #musks #spacex #city #starbase
    WWW.SCIENTIFICAMERICAN.COM
    Elon Musk’s SpaceX City Starbase Faces Opposition from Its Texas Neighbors
    May 29, 20255 min readSpaceX’s Starbase Is Officially a City. Some Neighbors Aren’t ThrilledStarbase, SpaceX’s launch site turned company town in South Texas, faces local opposition from residents outside the city limitsBy Paola Rosa-Aquino edited by Lee BillingsSpaceX rockets stand near the end of a neighborhood street in the company’s Starbase launch complex in this photograph from October 2021. Starbase was officially incorporated as a city of Cameron County, Texas in May 2025. Mark Felix/Bloomberg via Getty ImagesBefore SpaceX’s Starship lost control and exploded over the Indian Ocean during its ninth test flight, the 400-foot-tall megarocket blasted off from Texas’s newest city.Starbase, situated on 1.5 square miles of the Lone Star State’s southernmost tip in the Rio Grande Valley, is mostly made up of SpaceX employees living on company-owned property and abuts a habitat for endangered wildlife, as well as a public beach.Starbase serves as the main testing and launch location for Starship, SpaceX’s planned fully reusable spacecraft, which is meant to revolutionize human and uncrewed space travel with its gargantuan payload capacity and rapid-fire flight cadence. If Starship’s development proceeds as planned, the megarocket could soon be ferrying crew and cargo alike to multiple otherworldly destinations—such as the lunar surface, for NASA’s Artemis program, and Mars, in fulfillment of SpaceX founder Elon Musk’s long-stated dream. But nearby residents worry about less glamorous local effects, fearing that a town built around the space company could continue SpaceX’s alleged pattern of polluting the area and blocking access to the nearby beach and other open public spaces.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.“SpaceX has already proven itself to be an extremely bad neighbor,” says Christopher Basaldú, an anthropologist and environmentalist and co-founder of the South Texas Environmental Justice Network, who lives in nearby Brownsville, Tex. SpaceX did not immediately respond to a request for comment.Long before it was Starbase, the area’s beaches, tidal flats and wetlands were of great significance to the Indigenous Carrizo/Comecrudo people (or Esto’k Gna in their own language). Many of them still live nearby as members of the modern-day Carrizo/Comecrudo Tribe of Texas. Today the area is largely Latino and among the poorest in the country. Musk’s space company began buying up property there in 2012; ever since company housing and rocket-related infrastructure have steadily sprouted.“We’ve grown quite a bit just in the last couple of years. It’s a couple hundred employees [and] their families, living amongst actual rockets,” said Daniel Huot, a SpaceX communications manager, during a company livestream before Tuesday’s Starship test flight.Huot added that the move to incorporate what was formerly Boca Chica Village as Starbase will help the company “scale more quickly [to] try to build out the best community possible for all the people that are building the future of humanity’s place in space.”Even before SpaceX began launching rockets at the site, neighbors complained about potential environmental woes stemming from the company’s operations. In a 2018 press conference, Musk dismissed such concerns, saying “We’ve got a lot of land with no one around, and so if [a rocket] blows up, it’s cool.”The first launch of the 40-story-tall Starship vehicle in April 2023 didn’t entirely proceed as planned—it blew up the concrete launch pad and left a literal crater behind. Particulate debris, as well as concrete and steel shrapnel from the botched launch, scattered far and wide across the surrounding landscape, igniting fires and slamming into protected habitats and public beaches. Ash, dust and sand grains hurled aloft by this first Starship flight test rained down as far out as Port Isabel, Tex., about five miles from the launch site.Local environmentalists have also sounded the alarm on how the company’s activities at Starbase could increase chemical and sonic pollution that puts migratory birds and other vulnerable endangered species in the area at greater risk.Despite these brewing tensions, Starbase was incorporated in early May, making it the first new city in Cameron County, Texas, in 30 years.Only people who live in the immediate area—almost all of them SpaceX employees—were eligible to vote for the new city. Residents voted 212 for and six against. The city’s mayor and commissioners—all current or former SpaceX employees—ran unopposed. “Now [SpaceX has] stolen away not only a neighborhood but the land around it, which had been basically environmentally untouched areas,” says Basaldú, who is a member of the Carrizo/Comecrudo Tribe.Starbase’s boundaries snake along State Highway 4, which provides the only access to both Starbase and the open-to-the-public Boca Chica Beach. A bill pending in the Texas Legislature would shift control over weekday closures of the beach and nearby roadways from the county commissioners to Starbase city leaders now that Starbase is a municipality under law.“As a community, we were there first,” says Suquiery Santillana, a resident of nearby Brownsville, Tex., who has visited Boca Chica Beach since childhood. “I’m almost 50, and now my grandkids are going.” Her family’s trips to the isolated shoreline now include wide-eyed roadside spectators from all across the country who want to catch a glimpse of the SpaceX launch site. While Santillana is happy that SpaceX has brought jobs to the area, she would like the company to communicate more about upcoming closures and launch plans with locals.Members of the Carrizo/Comecrudo Tribe also trace their creation story to this once-pristine beach. The intermittent access restrictions imposed by SpaceX’s launches, some tribe members say, limit them from freely participating in traditions such as fishing and tribal ceremonies that have been taking place on their ancestral land for thousands of years.Activity at the site could soon ramp up even more. On May 22 the Federal Aviation Administration (FAA) announced it had granted approval for SpaceX to increase the annual number of Starbase launches from five to 25. Eventually, Starship flights from the site could far exceed that because the vehicle is designed for very fast turnaround times and an unprecedentedly high launch cadence. Starship’s sheer size, coupled with more frequent launches, could balloon Starbase’s overall environmental footprint while also essentially shutting down Highway 4 for much of the year. The FAA did not immediately respond to a request for comment.For now, Starbase is poised to continue its rapid development and expansion, with plans in the works for more housing, offices and rocket launch facilities. Jim Chapman of the local environmental justice nonprofit Save RGV (Rio Grande Valley) worries that Starbase’s incorporation could allow SpaceX to skirt important regulatory hurdles. “[SpaceX has] fewer layers of bureaucracy that [it has] to go through and get approval from,” he says. “But on the other hand, I haven’t really seen the county denying [it] anything.”As SpaceX vies to fly ever more powerful rockets in pursuit of Musk’s interplanetary aspirations, local residents also fear that the company’s launch activity and its proximity to new natural gas projects could pose grave threats to Rio Grande Valley communities. One such project currently under construction is less than six miles from the launch site—too close for comfort, some critics say, given the possibility of volatile explosions sparked by showers of fiery rocket debris.If Musk’s latest projections are to be trusted (he often overpromises and underdelivers on meeting ambitious rocketry deadlines), additional Starship test flights will blast off from Starbase every few weeks for the rest of the summer. Time will tell if the company will be mindful of those who live next door.
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  • Post-Album Release, Miley Cyrus Is Probably Hanging at This DREAMY Horse Farm

    Miley Cyrus has gone from Disney darling to music industry icon in a matter of two decades, and fans have watched in awe as the 32-year-old fine-tuned her sound in that time. Her anticipated ninth album, Something Beautiful, drops Friday, May 30, and rumor has it that the singer is considering getting back on tour. But where does Cyrus go when she needs to decompress? We’re breaking down her real estate portfolio below.Related StoriesA Starter Home in Studio City Courtesy of Google MapsCyrus bought her first property following the success of her third album, Can’t Be Tamed, in 2011. The five-bedroom, seven-bathroom ranch home was a million investment and a strategic move, as the home is located in Studio City, just two miles outside Toluca Lake, where her family resided. Cyrus still owns the gated 4,948 square foot property that boasts modern design details, such as skylights and floor-to-ceiling glass sliding doors. There are also relaxation-coded amenities: a saltwater pool, an at-home spa, and a yoga room on-site. A Horse Farm in Hidden HillsCourtsey of Google MapsYou can take the girl out of Tennessee, but you can’t take Tennessee out of the girl. Cyrus grew up on a farm in Nashville, and in 2015, the rising star bought a 5.5-acre horse ranch in Hidden Hills. Was the purchase a nod to her country roots? We like to think so. Cyrus bought the property for about million. It boasted 6,000 square feet of living space and a one-acre riding ring. The main house featured five bedrooms, five and a half bathrooms, and a 1,000-bottle wine cellar, while its outdoor amenities included a pool, spa, fireplace, built-in barbeque, fruit and vegetable garden, plus a vineyard. A Mid-century Home in MalibuCourtsey of Google MapsCyrus’s hit song Malibu is an ode to the home she and Liam Hemsworth shared in the beachy city. Cyrus bought the 1,385 square-foot two-story humble abode for million in 2016 and built a rainbow-colored recording studio on the property. It was surrounded by trees and tropical plants alike, giving it a private feel from the exterior, and an open floor plan for easy socializing indoors. Highlighted features of the home include high ceilings, glass doors leading out to the backyard, and a private balcony off the primary bedroom. Outdoor amenities were modest compared to Cyrus’s other properties and included a jacuzzi, gazebo, and two-car garage. A Farmhouse Ranch in TennesseeCourtsey of Google MapsIn 2017, Cyrus put down roots in her home state of Tennessee. The singer spent million on the 33.5-acre property, which featured a 7,000 square-foot ranch-style main house, complete with a wrap-around porch, lofted ceilings, multiple fireplaces, and reclaimed wood flooring.A Mansion in Hidden HillsCourtsey of Team SorrentinoFollowing her split from Hemsworth in January 2020, Cyrus moved into a six-bedroom, six-bathroom mansion in Hidden Hills, paying roughly million for her bachelorette pad. The artist teamed up with her mother and interior designer, Trish Cyrus, as well as designer Mat Sanders, to make the space feel more “Miley.” The finishing touches included a leopard-printed glam room, a psychedelic-themed music studio, and a Gucci tiger-wallpapered powder room. The premises also boast a lagoon-inspired swimming pool and an outdoor kitchen. A Manor in MalibuCourtsey of Google MapsCyrus made her return to Malibu in 2022 with her most expensive real estate purchase to date: a million six-bedroom, six-and-a-half-bathroom mansion. The home was originally built in 1999 but has undergone renovations in recent years. The interior is refreshed with white paint and hardwood flooring, stone tile, a formal dining room, and a spacious living room complete with a fireplace and an adjacent billiard room. Outdoor entertainment includes a patio and a heated pool.Follow House Beautiful on Instagram and TikTok.
    #postalbum #release #miley #cyrus #probably
    Post-Album Release, Miley Cyrus Is Probably Hanging at This DREAMY Horse Farm
    Miley Cyrus has gone from Disney darling to music industry icon in a matter of two decades, and fans have watched in awe as the 32-year-old fine-tuned her sound in that time. Her anticipated ninth album, Something Beautiful, drops Friday, May 30, and rumor has it that the singer is considering getting back on tour. But where does Cyrus go when she needs to decompress? We’re breaking down her real estate portfolio below.Related StoriesA Starter Home in Studio City Courtesy of Google MapsCyrus bought her first property following the success of her third album, Can’t Be Tamed, in 2011. The five-bedroom, seven-bathroom ranch home was a million investment and a strategic move, as the home is located in Studio City, just two miles outside Toluca Lake, where her family resided. Cyrus still owns the gated 4,948 square foot property that boasts modern design details, such as skylights and floor-to-ceiling glass sliding doors. There are also relaxation-coded amenities: a saltwater pool, an at-home spa, and a yoga room on-site. A Horse Farm in Hidden HillsCourtsey of Google MapsYou can take the girl out of Tennessee, but you can’t take Tennessee out of the girl. Cyrus grew up on a farm in Nashville, and in 2015, the rising star bought a 5.5-acre horse ranch in Hidden Hills. Was the purchase a nod to her country roots? We like to think so. Cyrus bought the property for about million. It boasted 6,000 square feet of living space and a one-acre riding ring. The main house featured five bedrooms, five and a half bathrooms, and a 1,000-bottle wine cellar, while its outdoor amenities included a pool, spa, fireplace, built-in barbeque, fruit and vegetable garden, plus a vineyard. A Mid-century Home in MalibuCourtsey of Google MapsCyrus’s hit song Malibu is an ode to the home she and Liam Hemsworth shared in the beachy city. Cyrus bought the 1,385 square-foot two-story humble abode for million in 2016 and built a rainbow-colored recording studio on the property. It was surrounded by trees and tropical plants alike, giving it a private feel from the exterior, and an open floor plan for easy socializing indoors. Highlighted features of the home include high ceilings, glass doors leading out to the backyard, and a private balcony off the primary bedroom. Outdoor amenities were modest compared to Cyrus’s other properties and included a jacuzzi, gazebo, and two-car garage. A Farmhouse Ranch in TennesseeCourtsey of Google MapsIn 2017, Cyrus put down roots in her home state of Tennessee. The singer spent million on the 33.5-acre property, which featured a 7,000 square-foot ranch-style main house, complete with a wrap-around porch, lofted ceilings, multiple fireplaces, and reclaimed wood flooring.A Mansion in Hidden HillsCourtsey of Team SorrentinoFollowing her split from Hemsworth in January 2020, Cyrus moved into a six-bedroom, six-bathroom mansion in Hidden Hills, paying roughly million for her bachelorette pad. The artist teamed up with her mother and interior designer, Trish Cyrus, as well as designer Mat Sanders, to make the space feel more “Miley.” The finishing touches included a leopard-printed glam room, a psychedelic-themed music studio, and a Gucci tiger-wallpapered powder room. The premises also boast a lagoon-inspired swimming pool and an outdoor kitchen. A Manor in MalibuCourtsey of Google MapsCyrus made her return to Malibu in 2022 with her most expensive real estate purchase to date: a million six-bedroom, six-and-a-half-bathroom mansion. The home was originally built in 1999 but has undergone renovations in recent years. The interior is refreshed with white paint and hardwood flooring, stone tile, a formal dining room, and a spacious living room complete with a fireplace and an adjacent billiard room. Outdoor entertainment includes a patio and a heated pool.Follow House Beautiful on Instagram and TikTok. #postalbum #release #miley #cyrus #probably
    WWW.HOUSEBEAUTIFUL.COM
    Post-Album Release, Miley Cyrus Is Probably Hanging at This DREAMY Horse Farm
    Miley Cyrus has gone from Disney darling to music industry icon in a matter of two decades, and fans have watched in awe as the 32-year-old fine-tuned her sound in that time. Her anticipated ninth album, Something Beautiful, drops Friday, May 30, and rumor has it that the singer is considering getting back on tour. But where does Cyrus go when she needs to decompress? We’re breaking down her real estate portfolio below.Related StoriesA Starter Home in Studio City Courtesy of Google MapsCyrus bought her first property following the success of her third album, Can’t Be Tamed, in 2011. The five-bedroom, seven-bathroom ranch home was a $3.9 million investment and a strategic move, as the home is located in Studio City, just two miles outside Toluca Lake, where her family resided. Cyrus still owns the gated 4,948 square foot property that boasts modern design details, such as skylights and floor-to-ceiling glass sliding doors. There are also relaxation-coded amenities: a saltwater pool, an at-home spa, and a yoga room on-site. A Horse Farm in Hidden HillsCourtsey of Google MapsYou can take the girl out of Tennessee, but you can’t take Tennessee out of the girl. Cyrus grew up on a farm in Nashville, and in 2015, the rising star bought a 5.5-acre horse ranch in Hidden Hills. Was the purchase a nod to her country roots? We like to think so. Cyrus bought the property for about $5.5 million. It boasted 6,000 square feet of living space and a one-acre riding ring. The main house featured five bedrooms, five and a half bathrooms, and a 1,000-bottle wine cellar, while its outdoor amenities included a pool, spa, fireplace, built-in barbeque, fruit and vegetable garden, plus a vineyard. A Mid-century Home in MalibuCourtsey of Google MapsCyrus’s hit song Malibu is an ode to the home she and Liam Hemsworth shared in the beachy city. Cyrus bought the 1,385 square-foot two-story humble abode for $2.5 million in 2016 and built a rainbow-colored recording studio on the property. It was surrounded by trees and tropical plants alike, giving it a private feel from the exterior, and an open floor plan for easy socializing indoors. Highlighted features of the home include high ceilings, glass doors leading out to the backyard, and a private balcony off the primary bedroom. Outdoor amenities were modest compared to Cyrus’s other properties and included a jacuzzi, gazebo, and two-car garage. A Farmhouse Ranch in TennesseeCourtsey of Google MapsIn 2017, Cyrus put down roots in her home state of Tennessee. The singer spent $5.8 million on the 33.5-acre property, which featured a 7,000 square-foot ranch-style main house, complete with a wrap-around porch, lofted ceilings, multiple fireplaces, and reclaimed wood flooring.A Mansion in Hidden HillsCourtsey of Team SorrentinoFollowing her split from Hemsworth in January 2020, Cyrus moved into a six-bedroom, six-bathroom mansion in Hidden Hills, paying roughly $5 million for her bachelorette pad. The artist teamed up with her mother and interior designer, Trish Cyrus, as well as designer Mat Sanders, to make the space feel more “Miley.” The finishing touches included a leopard-printed glam room, a psychedelic-themed music studio, and a Gucci tiger-wallpapered powder room. The premises also boast a lagoon-inspired swimming pool and an outdoor kitchen. A Manor in MalibuCourtsey of Google MapsCyrus made her return to Malibu in 2022 with her most expensive real estate purchase to date: a $7.9 million six-bedroom, six-and-a-half-bathroom mansion. The home was originally built in 1999 but has undergone renovations in recent years. The interior is refreshed with white paint and hardwood flooring, stone tile, a formal dining room, and a spacious living room complete with a fireplace and an adjacent billiard room. Outdoor entertainment includes a patio and a heated pool.Follow House Beautiful on Instagram and TikTok.
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  • 2025 Chevrolet Corvette ZR1 first drive: Engineered for insane speed

    the fastest one

    2025 Chevrolet Corvette ZR1 first drive: Engineered for insane speed

    Now that Chevrolet can fit turbos to the Corvette, it's gone and done just that.

    Michael Teo Van Runkle



    May 30, 2025 10:00 am

    |

    0

    Chevrolet has given its latest Corvette variant a four-figure power output to go with a six-figure price tag.

    Credit:

    Michael Teo Van Runkle

    Chevrolet has given its latest Corvette variant a four-figure power output to go with a six-figure price tag.

    Credit:

    Michael Teo Van Runkle

    Story text

    Size

    Small
    Standard
    Large

    Width
    *

    Standard
    Wide

    Links

    Standard
    Orange

    * Subscribers only
      Learn more

    Chevrolet provided flights from Los Angeles to Austin and accommodation so Ars could drive the ZR1. Ars does not accept paid editorial content.
    AUSTIN, Texas—By just my third lap in the top-spec 2025 Chevrolet Corvette ZR1, I glanced down at the speedometer toward the end of the Circuit of the Americas' long back straight and spied 181 mphdisplayed for a split second. Not bad for Chevy’s newest flagship sports car, especially given that the ZR1’s twin-turbocharged V8 pumps all 1,064 horsepower to the rear wheels only.
    The US’s only purpose-built F1 track made for an excellent setting to taste Corvette’s latest; the ZR1 also commanded your attention while conquering the steep uphill toward the first corner, then winding through a series of challenging corners with plenty of elevation change. Luckily, the car itself is an engineering marvel, and Chevy brought along a team of engineers to explain exactly how the total package comes together to enable such a breathtaking pace, as well as how Chevy can responsibly sell such a powerful car to the general public at all.
    The entire point of switching the Corvette’s eighth generation to a mid-engine layout was to improve weight distribution and allow the Corvette to compete against much more exotic competition from European OEMs like Ferrari. The front-engined car's engine bay also lacked the width to add a pair of turbos, due to the suspension and tire orientation, which dictated the use of a supercharger that kept peak power to “just” 755 hpin the last Corvette to wear the ZR1 badge.

    It's a tight fit in there.

    Credit:

    Michael Teo Van Runkle

    COTA reveals the ZR1's excellent balance, especially when specced with the optional aero package, carbon fiber wheels, and Michelin’s Cup 2 R tires. The tires—in effect, grooved slicks—allow for improved lateral acceleration but also the ability to consistently put the four-figure horsepower down to the asphalt. Yet Chevy’s engineers readily admitted the original target for ZR1 was just 850 hp, until 1,000 came into sight and required some serious creativity to reach reliably.

    Biggest turbos ever
    The ZR1’s engine, dubbed LT7, shares much with the 5.5 L naturally aspirated LT6 engine in the less-powerful, cheaper Z06. It’s still a flat-plane crank with dry-sump oiling, even if clever eyes inspecting an LT6 might have noticed that the dry-sump oil tank allowed for the placement of turbos all along.
    The dual 74-millimeter turbos, the largest ever fitted to a production car, required new intake routing, and computer control of the wastegate actuation maintains an anti-lag boost of 6 to 7 psi even under a closed throttle. Turbo speed sensors allow the turbines to spin closer to maximum speed before the vanes physically break apart—a mechanical system typically needs to maintain a 7 percent margin of error, but the ZR1’s is more like 2–3 percent.

    That's a massive turbocharger, and there are two of them.

    Credit:

    Michael Teo Van Runkle

    The eventual power output actually wound up breaking two of Chevrolet’s dynos during early testing, we're told. So the C8’s eight-speed dual-clutch transmission also needed beefing up with physically wider gears that were shot-peened for additional strength, plus a revised lubrication system. The engine, meanwhile, creates enormous cooling demands when running at full throttle, which plays hand in hand with the downforce requirements of hitting such high speeds.
    Consequently, the ZR1 sacrifices its usable frunk in favor of a massive radiator, while the hood’s heat extractor also releases trapped air and feeds it over the roofline. This freed up more space for additional cooling via the front fascia, which further benefits from canard spat dive planes. On the sides, an additional inlet on the side strakes complements the enormously wide scoops that debuted on the Z06. Coupes then get a split rear window—which harks back to Corvettes of old, while releasing hot air from the engine bay—plus new shoulder NACA intakes that directly feed the air box with cooler oxygen that even creates a ram air effect akin to mild supercharging.

    Cooling for the ZR1 became an even higher priority, because the LT6 and LT7 employ extremely tight tolerances between the crankshaft and connecting rods, which mandates keeping the 5W-50 oil below 120° Cat all times. And the system simply works, as even on a hot and humid Texas day, I only noticed oil temperatures cresting above 104° Coccasionally.

    The interior is better than any prior generation of Corvette, but it feels prosaic compared to the cockpits of its more exotic mid-engined rivals.

    Michael Teo Van Runkle

    The interior is better than any prior generation of Corvette, but it feels prosaic compared to the cockpits of its more exotic mid-engined rivals.

    Michael Teo Van Runkle

    Lightweight carbon-fiber wheels are mounted with the stickiest road-legal tires Chevy could fit.

    Michael Teo Van Runkle

    Lightweight carbon-fiber wheels are mounted with the stickiest road-legal tires Chevy could fit.

    Michael Teo Van Runkle

    The ZR1 gets added cooling and more wings.

    Michael Teo Van Runkle

    The ZR1 gets added cooling and more wings.

    Michael Teo Van Runkle

    Lightweight carbon-fiber wheels are mounted with the stickiest road-legal tires Chevy could fit.

    Michael Teo Van Runkle

    The ZR1 gets added cooling and more wings.

    Michael Teo Van Runkle

    The hardtop convertible ZR1 lacks the split-engine venting and shoulder intakes, while cutting into headroom so much that I skipped out while wearing a helmet. Other journalists noticed a drop-off in performance for the convertibles, and probably more so than the mild weight gains of just about 100 lbsmight suggest. Instead, temperatures probably came into play, as the ECU drew back timing and instead allowed mild overboost of 24–25 psi to compensate for the Texas day. Even so, an engineer admitted he thought the engine was probably down 5–10 percent on power.
    The fact that I hit my highest-ever top speed despite the ZR1 potentially giving up somewhere between 53 to 106 hponly makes this Corvettes sound even more insane. But I essentially wound up driving the turbos, since the DCT’s gear ratios carry over from the Stingray and therefore drop out of peak power when shifting from second to third and third to fourth.
    I suspect nothing short of an F1 racecar feels this fast on a circuit of this size. A track designed for corner exit speeds double my pace in the ZR1 helps explain why Chevrolet declined to set us loose on public roads behind the wheel.

    We drove it on track—will owners cope with this much power on the street?

    Credit:

    Michael Teo Van Runkle

    That’s a concern for potential buyers, though, and why the ZR1’s electronics undoubtedly ratchet back the insanity. Chevy still uses Bosch’s ninth-generation traction control, which debuted on C7 and operates on a 10-millisecond loop, even if the ABS runs at 5 milliseconds—while the ESC is at 20 milliseconds. I suspect this computerized nannying slowed me down a fair amount, in addition to the torque-by-gear restrictions in first and second that purposefully protect driveline components.
    We’ve probably reached peak internal-combustion Corvette, which is something of a hint about the all-too-real question of where Chevy can go from here. If so, this car reaches a new level of unfathomable American ingenuity, combined with a newfound level of refinement and traction management that attempts to belie the undeniable absurdity to a minimal, arguably necessary, extent.

    0 Comments
    #chevrolet #corvette #zr1 #first #drive
    2025 Chevrolet Corvette ZR1 first drive: Engineered for insane speed
    the fastest one 2025 Chevrolet Corvette ZR1 first drive: Engineered for insane speed Now that Chevrolet can fit turbos to the Corvette, it's gone and done just that. Michael Teo Van Runkle – May 30, 2025 10:00 am | 0 Chevrolet has given its latest Corvette variant a four-figure power output to go with a six-figure price tag. Credit: Michael Teo Van Runkle Chevrolet has given its latest Corvette variant a four-figure power output to go with a six-figure price tag. Credit: Michael Teo Van Runkle Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more Chevrolet provided flights from Los Angeles to Austin and accommodation so Ars could drive the ZR1. Ars does not accept paid editorial content. AUSTIN, Texas—By just my third lap in the top-spec 2025 Chevrolet Corvette ZR1, I glanced down at the speedometer toward the end of the Circuit of the Americas' long back straight and spied 181 mphdisplayed for a split second. Not bad for Chevy’s newest flagship sports car, especially given that the ZR1’s twin-turbocharged V8 pumps all 1,064 horsepower to the rear wheels only. The US’s only purpose-built F1 track made for an excellent setting to taste Corvette’s latest; the ZR1 also commanded your attention while conquering the steep uphill toward the first corner, then winding through a series of challenging corners with plenty of elevation change. Luckily, the car itself is an engineering marvel, and Chevy brought along a team of engineers to explain exactly how the total package comes together to enable such a breathtaking pace, as well as how Chevy can responsibly sell such a powerful car to the general public at all. The entire point of switching the Corvette’s eighth generation to a mid-engine layout was to improve weight distribution and allow the Corvette to compete against much more exotic competition from European OEMs like Ferrari. The front-engined car's engine bay also lacked the width to add a pair of turbos, due to the suspension and tire orientation, which dictated the use of a supercharger that kept peak power to “just” 755 hpin the last Corvette to wear the ZR1 badge. It's a tight fit in there. Credit: Michael Teo Van Runkle COTA reveals the ZR1's excellent balance, especially when specced with the optional aero package, carbon fiber wheels, and Michelin’s Cup 2 R tires. The tires—in effect, grooved slicks—allow for improved lateral acceleration but also the ability to consistently put the four-figure horsepower down to the asphalt. Yet Chevy’s engineers readily admitted the original target for ZR1 was just 850 hp, until 1,000 came into sight and required some serious creativity to reach reliably. Biggest turbos ever The ZR1’s engine, dubbed LT7, shares much with the 5.5 L naturally aspirated LT6 engine in the less-powerful, cheaper Z06. It’s still a flat-plane crank with dry-sump oiling, even if clever eyes inspecting an LT6 might have noticed that the dry-sump oil tank allowed for the placement of turbos all along. The dual 74-millimeter turbos, the largest ever fitted to a production car, required new intake routing, and computer control of the wastegate actuation maintains an anti-lag boost of 6 to 7 psi even under a closed throttle. Turbo speed sensors allow the turbines to spin closer to maximum speed before the vanes physically break apart—a mechanical system typically needs to maintain a 7 percent margin of error, but the ZR1’s is more like 2–3 percent. That's a massive turbocharger, and there are two of them. Credit: Michael Teo Van Runkle The eventual power output actually wound up breaking two of Chevrolet’s dynos during early testing, we're told. So the C8’s eight-speed dual-clutch transmission also needed beefing up with physically wider gears that were shot-peened for additional strength, plus a revised lubrication system. The engine, meanwhile, creates enormous cooling demands when running at full throttle, which plays hand in hand with the downforce requirements of hitting such high speeds. Consequently, the ZR1 sacrifices its usable frunk in favor of a massive radiator, while the hood’s heat extractor also releases trapped air and feeds it over the roofline. This freed up more space for additional cooling via the front fascia, which further benefits from canard spat dive planes. On the sides, an additional inlet on the side strakes complements the enormously wide scoops that debuted on the Z06. Coupes then get a split rear window—which harks back to Corvettes of old, while releasing hot air from the engine bay—plus new shoulder NACA intakes that directly feed the air box with cooler oxygen that even creates a ram air effect akin to mild supercharging. Cooling for the ZR1 became an even higher priority, because the LT6 and LT7 employ extremely tight tolerances between the crankshaft and connecting rods, which mandates keeping the 5W-50 oil below 120° Cat all times. And the system simply works, as even on a hot and humid Texas day, I only noticed oil temperatures cresting above 104° Coccasionally. The interior is better than any prior generation of Corvette, but it feels prosaic compared to the cockpits of its more exotic mid-engined rivals. Michael Teo Van Runkle The interior is better than any prior generation of Corvette, but it feels prosaic compared to the cockpits of its more exotic mid-engined rivals. Michael Teo Van Runkle Lightweight carbon-fiber wheels are mounted with the stickiest road-legal tires Chevy could fit. Michael Teo Van Runkle Lightweight carbon-fiber wheels are mounted with the stickiest road-legal tires Chevy could fit. Michael Teo Van Runkle The ZR1 gets added cooling and more wings. Michael Teo Van Runkle The ZR1 gets added cooling and more wings. Michael Teo Van Runkle Lightweight carbon-fiber wheels are mounted with the stickiest road-legal tires Chevy could fit. Michael Teo Van Runkle The ZR1 gets added cooling and more wings. Michael Teo Van Runkle The hardtop convertible ZR1 lacks the split-engine venting and shoulder intakes, while cutting into headroom so much that I skipped out while wearing a helmet. Other journalists noticed a drop-off in performance for the convertibles, and probably more so than the mild weight gains of just about 100 lbsmight suggest. Instead, temperatures probably came into play, as the ECU drew back timing and instead allowed mild overboost of 24–25 psi to compensate for the Texas day. Even so, an engineer admitted he thought the engine was probably down 5–10 percent on power. The fact that I hit my highest-ever top speed despite the ZR1 potentially giving up somewhere between 53 to 106 hponly makes this Corvettes sound even more insane. But I essentially wound up driving the turbos, since the DCT’s gear ratios carry over from the Stingray and therefore drop out of peak power when shifting from second to third and third to fourth. I suspect nothing short of an F1 racecar feels this fast on a circuit of this size. A track designed for corner exit speeds double my pace in the ZR1 helps explain why Chevrolet declined to set us loose on public roads behind the wheel. We drove it on track—will owners cope with this much power on the street? Credit: Michael Teo Van Runkle That’s a concern for potential buyers, though, and why the ZR1’s electronics undoubtedly ratchet back the insanity. Chevy still uses Bosch’s ninth-generation traction control, which debuted on C7 and operates on a 10-millisecond loop, even if the ABS runs at 5 milliseconds—while the ESC is at 20 milliseconds. I suspect this computerized nannying slowed me down a fair amount, in addition to the torque-by-gear restrictions in first and second that purposefully protect driveline components. We’ve probably reached peak internal-combustion Corvette, which is something of a hint about the all-too-real question of where Chevy can go from here. If so, this car reaches a new level of unfathomable American ingenuity, combined with a newfound level of refinement and traction management that attempts to belie the undeniable absurdity to a minimal, arguably necessary, extent. 0 Comments #chevrolet #corvette #zr1 #first #drive
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    2025 Chevrolet Corvette ZR1 first drive: Engineered for insane speed
    the fastest one 2025 Chevrolet Corvette ZR1 first drive: Engineered for insane speed Now that Chevrolet can fit turbos to the Corvette, it's gone and done just that. Michael Teo Van Runkle – May 30, 2025 10:00 am | 0 Chevrolet has given its latest Corvette variant a four-figure power output to go with a six-figure price tag. Credit: Michael Teo Van Runkle Chevrolet has given its latest Corvette variant a four-figure power output to go with a six-figure price tag. Credit: Michael Teo Van Runkle Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more Chevrolet provided flights from Los Angeles to Austin and accommodation so Ars could drive the ZR1. Ars does not accept paid editorial content. AUSTIN, Texas—By just my third lap in the top-spec 2025 Chevrolet Corvette ZR1, I glanced down at the speedometer toward the end of the Circuit of the Americas' long back straight and spied 181 mph (291 km/h) displayed for a split second. Not bad for Chevy’s newest flagship sports car, especially given that the $174,995 ZR1’s twin-turbocharged V8 pumps all 1,064 horsepower to the rear wheels only. The US’s only purpose-built F1 track made for an excellent setting to taste Corvette’s latest; the ZR1 also commanded your attention while conquering the steep uphill toward the first corner, then winding through a series of challenging corners with plenty of elevation change. Luckily, the car itself is an engineering marvel, and Chevy brought along a team of engineers to explain exactly how the total package comes together to enable such a breathtaking pace, as well as how Chevy can responsibly sell such a powerful car to the general public at all. The entire point of switching the Corvette’s eighth generation to a mid-engine layout was to improve weight distribution and allow the Corvette to compete against much more exotic competition from European OEMs like Ferrari. The front-engined car's engine bay also lacked the width to add a pair of turbos, due to the suspension and tire orientation, which dictated the use of a supercharger that kept peak power to “just” 755 hp (563 kW) in the last Corvette to wear the ZR1 badge. It's a tight fit in there. Credit: Michael Teo Van Runkle COTA reveals the ZR1's excellent balance, especially when specced with the optional aero package, carbon fiber wheels, and Michelin’s Cup 2 R tires. The tires—in effect, grooved slicks—allow for improved lateral acceleration but also the ability to consistently put the four-figure horsepower down to the asphalt. Yet Chevy’s engineers readily admitted the original target for ZR1 was just 850 hp (634 kW), until 1,000 came into sight and required some serious creativity to reach reliably. Biggest turbos ever The ZR1’s engine, dubbed LT7, shares much with the 5.5 L naturally aspirated LT6 engine in the less-powerful, cheaper Z06. It’s still a flat-plane crank with dry-sump oiling, even if clever eyes inspecting an LT6 might have noticed that the dry-sump oil tank allowed for the placement of turbos all along. The dual 74-millimeter turbos, the largest ever fitted to a production car, required new intake routing, and computer control of the wastegate actuation maintains an anti-lag boost of 6 to 7 psi even under a closed throttle. Turbo speed sensors allow the turbines to spin closer to maximum speed before the vanes physically break apart—a mechanical system typically needs to maintain a 7 percent margin of error, but the ZR1’s is more like 2–3 percent. That's a massive turbocharger, and there are two of them. Credit: Michael Teo Van Runkle The eventual power output actually wound up breaking two of Chevrolet’s dynos during early testing, we're told. So the C8’s eight-speed dual-clutch transmission also needed beefing up with physically wider gears that were shot-peened for additional strength, plus a revised lubrication system. The engine, meanwhile, creates enormous cooling demands when running at full throttle, which plays hand in hand with the downforce requirements of hitting such high speeds. Consequently, the ZR1 sacrifices its usable frunk in favor of a massive radiator, while the hood’s heat extractor also releases trapped air and feeds it over the roofline. This freed up more space for additional cooling via the front fascia, which further benefits from canard spat dive planes. On the sides, an additional inlet on the side strakes complements the enormously wide scoops that debuted on the Z06. Coupes then get a split rear window—which harks back to Corvettes of old, while releasing hot air from the engine bay—plus new shoulder NACA intakes that directly feed the air box with cooler oxygen that even creates a ram air effect akin to mild supercharging. Cooling for the ZR1 became an even higher priority, because the LT6 and LT7 employ extremely tight tolerances between the crankshaft and connecting rods, which mandates keeping the 5W-50 oil below 120° C (248° F) at all times. And the system simply works, as even on a hot and humid Texas day, I only noticed oil temperatures cresting above 104° C (220° F) occasionally. The interior is better than any prior generation of Corvette, but it feels prosaic compared to the cockpits of its more exotic mid-engined rivals. Michael Teo Van Runkle The interior is better than any prior generation of Corvette, but it feels prosaic compared to the cockpits of its more exotic mid-engined rivals. Michael Teo Van Runkle Lightweight carbon-fiber wheels are mounted with the stickiest road-legal tires Chevy could fit. Michael Teo Van Runkle Lightweight carbon-fiber wheels are mounted with the stickiest road-legal tires Chevy could fit. Michael Teo Van Runkle The ZR1 gets added cooling and more wings. Michael Teo Van Runkle The ZR1 gets added cooling and more wings. Michael Teo Van Runkle Lightweight carbon-fiber wheels are mounted with the stickiest road-legal tires Chevy could fit. Michael Teo Van Runkle The ZR1 gets added cooling and more wings. Michael Teo Van Runkle The hardtop convertible ZR1 lacks the split-engine venting and shoulder intakes, while cutting into headroom so much that I skipped out while wearing a helmet. Other journalists noticed a drop-off in performance for the convertibles, and probably more so than the mild weight gains of just about 100 lbs (45 kg) might suggest. Instead, temperatures probably came into play, as the ECU drew back timing and instead allowed mild overboost of 24–25 psi to compensate for the Texas day. Even so, an engineer admitted he thought the engine was probably down 5–10 percent on power. The fact that I hit my highest-ever top speed despite the ZR1 potentially giving up somewhere between 53 to 106 hp (40–80 kW) only makes this Corvettes sound even more insane. But I essentially wound up driving the turbos, since the DCT’s gear ratios carry over from the Stingray and therefore drop out of peak power when shifting from second to third and third to fourth. I suspect nothing short of an F1 racecar feels this fast on a circuit of this size. A track designed for corner exit speeds double my pace in the ZR1 helps explain why Chevrolet declined to set us loose on public roads behind the wheel. We drove it on track—will owners cope with this much power on the street? Credit: Michael Teo Van Runkle That’s a concern for potential buyers, though, and why the ZR1’s electronics undoubtedly ratchet back the insanity. Chevy still uses Bosch’s ninth-generation traction control, which debuted on C7 and operates on a 10-millisecond loop, even if the ABS runs at 5 milliseconds—while the ESC is at 20 milliseconds. I suspect this computerized nannying slowed me down a fair amount, in addition to the torque-by-gear restrictions in first and second that purposefully protect driveline components. We’ve probably reached peak internal-combustion Corvette, which is something of a hint about the all-too-real question of where Chevy can go from here. If so, this car reaches a new level of unfathomable American ingenuity, combined with a newfound level of refinement and traction management that attempts to belie the undeniable absurdity to a minimal, arguably necessary, extent. 0 Comments
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